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Power Ups are new to TFT Set 15, KO Coliseum!


You will get a Power Up twice per game; once at stage 1-3 and and again at stage 3-6. Once you activate your Power Up you can choose from one of three different options to make any of your champions more powerful!

100 Push Ups
Gain 15% Damage Reduction. When you reroll, gain 1% permanent Damage Amp.
Annihilation
Gain 15% Damage Amp, increased to 30% Damage Amp after the first takedown each combat.
Attack Expert
Gain 5% Attack Damage. All other sources of Attack Damage give 30% more.
Bladenado
Attacks deal 20% of Basic Attack Damage as physical damage to enemies within attack range of the target.
Bludgeoner
Attacks and Abilities ignore 40% of enemy's Armor.
Bullet Hell
Fire 30% more projectiles with abilities.
Colossal
Take up two slots. Gain Health, Durability, and Damage Amp. (1) 1000 Health; 15% DR; 10% DA (2) 1400 Health; 20% DR; 30% DA
Crimson Veil
Gain 20% Omnivamp. Overhealing from Omnivamp converts to shield. (Max: 40% Health)
Dark Amulet
Heal for 15% of magic damage dealt. On cast, take 8% max Health as true damage, but gain 10 stacking Ability Power.
Doom Barrage
Arrows cost 3 less Mana during Varus's Ability.
Dread Note
(1) If alive at 18 and 30 seconds, kill the enemy with the most Health (2) At 15 and 25 seconds instead.
Fairy Tail
On cast spawn 2 fairies that each deal 80-200 (based on Stage) magic damage to the target over the next 8 seconds.
Final Ascent
Ascend an additional time at levels 7 and 10. Level 7: Gain 4% Ability Power every 3 attacks. Level 10: Launch 2 additional waves that deal 50% damage.
Finalist
Gain 12% Damage Amp and 8% Damage Reduction, increased by 3% DA and 3% DR for each eliminated player.
Gather Force
On cast, gain stacking Attack Damage equal to 40% of Mana spent.
Hat Trick
Gain 10% Attack Damage and Ability Power. Each takedown, don a hat that grants 0.75% of each. On death, lose 50% of your hats.
Hero's Arc
Gain 4.5% Damage Amp per player level. At level 10 gain an additional 35% Damage Amp.
Ice Bender
Ryze is frozen for the first 4 seconds of combat. His Ability 20% Chills enemies for 6 seconds, and deals 25% bonus damage to enemies adjacent to the target.
Kahunahuna
Every 6 attacks, deal 200 (AD) true damage.
Living Wall
Gain 20 Armor and Magic Resistance. At combat start allies in the back row gain 1% Attack Speed for every 30 combined Armor and MR this champion has.
Mana Rush
Start combat with full Mana.
Max Attack
Gain 8% Attack Damage, and permanently gain 1% every 2 takedowns.
Mech Pilot
(1) Pilot the Mech, granting it your stats: 50% Health, 100% ADAPAS. Eject when at 50%. (2) The Mech gains 15% Durability. Health increased to 75% Health.
Midas Touch
Attacks and Abilities execute enemies below 10% Health. Kills have a 35% chance to drop a gold.
Needlework
Fire 2 bonus needles with every 1st and 2nd cast that deal 50% damage.
Ordinary
If this champion has no active traits, gain 300-650 Health and 10-50% Attack Speed (based on current Stage).
Power Font
At combat start and every 3 seconds, gain 1 Mana Regen.
Pursuit
Lucian's Ability fires +1 additional bullets, and grants 1 Ability Power for the rest of combat.
Regenerative
Heal 5% max Health every 3 seconds. Gain 10% increased healing from all sources.
Robo Ranger
Gain 40% of The Mighty Mech's Attack Damage and Ability Power, and 20% of its Health.
S.O.L.E. Fighter
If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
Shadow Clone
Create a perfect copy of this champion with the same items equipped that deals 25% damage.
Socialite
Combat start: Mark adjacent hexes for 2 rounds. Allies in marked hexes gain 10% Damage Amp and 100 Health. This champion gains 200% of the bonus.
Space Ace
Damage this champion deals contributes more towards launching rockets from The Crew's ship.
Stand Alone
If this champion starts combat alone in its row, gain 35% Health.
Star Student
(1) Gain 200 Health and +60% Potential (2) Gain 300 Health and +60% Potential
Strong Spark
Every 3 seconds, zap the closest enemy for 9% of their max Health as magic damage. Whenever an enemy is stunned by any source, zap them.
Supremacy
While this champion is the Supreme Cell, they execute enemies under 18% Health instead.
Team Captain
(1) This champion's Star Guardian Teamwork bonus is increased by 15% per star level. (2) 20% bonus per star level.
Trickster
(1) At low Health, gain 4% Damage Amp, spawn a Training Dummy, and dash to the furthest enemy. (2) 6% Damage Amplification; Dummies gain 1250 Health
Unstoppable
Gain 400 Health and immunity to crowd control. Charge to new targets, stunning enemies passed through for 1 seconds.
Weights
Gain 10 Weights. At 1+, move and attack 50% slower. Player victories drop 1 Weights, 2 on a loss. At 0, move faster and gain 60% Attack Speed and 20% Damage Reduction.
Adaptive Skin
When taking damage, gain 1 Armor or 5 Magic Resistance based on the damage type, up to 50 total resists.
Artistic KO
Every 4th attack deals 40% more damage. Overkill damage bounces to the nearest enemy.
Best Defense
When granting or receiving shields, add 150% of the shield's value as bonus physical damage on the next attack.
Blink Attack
When switching targets, blink to the next target. The next attack deals 150% more as magic damage.
Body Change
At combat start, take the form of the nearest ally, granting them and this champion a 20% Health shield.
Caretaker
On cast, the lowest percent Health ally gains 120 (AP) shield for 6 seconds.
Corrosive
30% Shred and Sunder enemies within 2 hexes. Take 15% less damage from Shredded or Sundered enemies.
Critical Threat
Abilities can Critically Strike. Every 3 seconds, gain 5% Critical Strike Chance.
Demolitionist
Ability damage stuns for 1 second.
Doomsayer
After 15 seconds, if still alive, deal 40% of damage taken this combat as magic damage to all enemies.
Efficient
Abilities cost 20 less Mana to cast.
Fan Service
Xayah and Rakan gain bonus stats based on each other's star level. (1) 10% AD, AS | 180 Health, 12 Armor, MR (2) 12% AD, AS | 250 Health, 15 Armor, MR
Final Boss
Gain 10% Omnivamp. Whenever an ally dies, gain 4% stacking Damage Amp.
Frost Touch
(1) Attacks have a 15% chance to stun the target for 1.5 seconds. (2) These attacks deal 50 bonus magic damage per Stage.
Gem Core
The Mighty Mech converts 8% of damage taken into Attack Damage and Ability Power, and gains 100 Armor and Magic Resist. Crystal Rose champions are treated as Mighty Mechs for the Mech's abilities.
Heart of Gold
If this champion survives a player combat, gain 2 gold.
Hungry Hero
Gain 100 Health and 8% Attack Damage. Each round, you may pay 3 player health for 30 Health and 3 AD.
Infernal Speed
Gain 10% Attack Speed. On takedown, generate a Cinder. Grant your team 2% bonus AS for every 8 Cinders.
Keen Eye
Attacks and Abilities ignore 40% of enemy's Magic Resistance.
Mage
Cast Abilities twice, but deal 15% less total damage.
Mastermind
At combat start, gain 50 Mana and give 25 Mana to all allies in a line in front of this champion.
Max Speed
Gain 8% Attack Speed, and permanently gain 1% every 2 takedowns.
Mechablade
Gain Attack Speed equal to 3% maximum Health. Attacks grant 2 bonus Mana.
Mind Battery
The first cast each combat grants 5 Mana Regen and 30% Ability Power.
Not Done Yet
Once this champion has died 8 times, gain 25% Health, 10% Omnivamp, and 25% Damage Amp.
Over 9000
At the start of each round, gain a random permanent stat bonus
Precision
Set Attack Speed to 70. Convert 1% Attack Speed to 0.8% Attack Damage. Attacks deal 130% more damage and grant 10 more Mana.
Ramping Rage
Attacks grant 3% stacking Attack Speed.
Resistant
Reduce each instance of incoming damage by 35.
Rogue
(1) Combat Start: Jump into the enemy backline (2) AND the first attack on an enemy bleeds them for 55% of their Health as magic damage over 2.5 seconds
Selfish
Gain 10% Damage Reduction. Heal for 5% of damage dealt by all other allies.
Singularity
Become a 2-hex singularity, dealing 1.5% (Health) as magic damage every second. When enemies die within the radius, gain 4 permanent Health.
Solar Breath
Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Deal 15% more damage to Burning enemies.
Spiky Shell
Gain 40 Armor. Enemies attacking this champion take 25 + 5 per stage physical damage. (1 second cooldown per attacker)
Stand United
Shen's ability also shields the lowest health ally for 40% of his shield and gains 10 stacking Magic Resist on cast.
Storm Bender
(1) Summon a storm that echoes 25% of damage dealt as magic damage. (2) Both champions contribute damage. The storm is bigger.
Super Genius
Every 2 seconds gain Ability Power equal to your Mana Regen.
Surge 66
At combat start, gain 15% Attack Speed and 10% Ability Power. After 15 and 66 attacks, this amount doubles.
Thrillseeker
(1) Kills heal 15% max Health and grant 40% Attack Speed for 2 seconds. (2) Execute enemies below 10% Health.
Ultra Stance
Gain 100 Health and grant an additional +1 to the selected Stance's trait.
Untouchable
Become untargetable while 4+ allies are alive. If this champion ends the fight at full Health, permanently gain 2% Damage Amp.
Wonder Twins
(1) When fielding 2+ copies of this unit, grant both 60% of a stat based on Role. At 3-Star, gain a 2-Star copy. (2) 60% bonus stats.
All Out
Immediately go ALL OUT, gaining 20% Damage Reduction and 40% Attack Damage. Health no longer decays while ALL OUT.
Atomic
Store 15% max Health at combat start and 2% more every second. On death, deal the stored Health as magic damage in a large radius.
Bestest Boy
Every 5 seconds, Lulu feeds a snack to her Monster: 13% Health Healing for Rammus, 12% Attack Damage for Smolder, or 12% Ability Power for Kog'Maw.
Blood Brothers
Damage dealt by Yone and Yasuo bleeds enemies for 25% of damage dealt over 2 seconds.
Bonus Bloom
Gain an additional plant. Plants deal 20% less damage and have 30% less Health.
Classy
This champion's last-listed trait is 40% more effective on them.
Corrupted
Start dormant. Gain 4.5% Damage Amp and 80 Health whenever any unit dies. At 60% Health, awaken and blink toward enemies, stunning them for 1.5 seconds.
Cyclone Rush
Gain Attack Speed. At combat start, disable the opposite enemy for 3 seconds. (1) 15% AS. (2) 25% AS. Disable two enemies.
Desperado
After every 15th attack, fire five projectiles at the closest enemies that deal 100% of Basic Attack Damage as physical damage.
Doublestrike
Attacks have a 25% chance to trigger an additional attack.
Essence Share
On cast, the 2 nearest allies gain 20% of Mana spent.
Fighter Spirit
Gain 75 Health, 5% Attack Damage, and 5% Ability Power for each Fighter or Assassin fielded.
Final Form
After round 4-5 if this champion is 3-star, become 4-star at combat start.
Fusion Dance
At combat start, fuse with the nearest ally, gaining 40% of their Health, Attack Damage, and Ability Power.
Golden Edge
Attacking 50 times grants 3 gold. This gold value increases by 2 each time it activates.
Hemorrhage
Abilities deal 60% bonus damage as true damage over 4 seconds.
Hyperactive
Takedowns grant 120% Attack Speed that rapidly decays over 3 seconds.
Inner Fire
Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Take 15% less damage from Burning enemies.
Killer Instinct
Abilities target the lowest Health enemy in range instead. Gain 2 Mana Regen.
Magic Expert
Gain 10% Ability Power. All other sources of Ability Power give 30% more.
Max Arcana
Gain 15% Ability Power, and permanently gain 1% every 2 takedowns.
Max Vitality
At combat start gain 35 permanent Health. Every 10 seconds this champion survives, gain 10 additional permanent Health.
Mechador
When you field Mighty Mech and Luchador, The Mighty Mech gains 100 Health and becomes a Luchador granting +1 to the trait.
Momentum
Gain 60% Attack Speed and moves significantly faster.
On The Edge
Start combat at 70% Health, but gain 35% Damage Amp.
Pack Tactics
Gain X packmates that deal 20% physical damage. When Naafiri uses her Ability, packmates dash to the lowest Health enemy within 2 hexes.
Pure Heart
Every 4 seconds heal this champion and allies within 2-hexes for 15% of their missing Health.
Rare Treat
Your Monster has +15 Monster Trainer levels.
Rising Chaos
n cast, fire an additional orb that deals 6% damage to a random enemy. Subsequent casts add an additional orb.
Round Two
On death, summon a Training Dummy equipped with the same items. It has 120% of this unit's health.
Serious Slam
The first attack on each enemy deals 175% physical damage and knocks up for 1 seconds.
Sky Piercer
Damage 30% Shreds and Sunders enemies for 8 seconds. Deal 10% increased damage against Shredded and Sundered enemies.
Soul Chipper
Dealing magic damage reduces Magic Resistance by 4 for the rest of combat.
Spirit Sword
Gain 20% Critical Strike Chance. Attacks that critically strike deal 40% bonus magic damage.
Star Sailor
(1) This champion benefits 30% more from Star Guardian. (2) Both champions benefit 35% more from Star Guardian.
Stretchy Arms
Gain 10% Attack Speed. On takedown, gain +1 Attack Range.
Superstar
Your team gains 4% Damage Amp, increased by 3% for each 3-Star on your team. This champion gains 200% of the bonus.
Tank-zilla
Gain 20% max Health and grow larger. After 12 seconds, knock up all enemies for 1.5 seconds.
Tiny Terror
Gain 12% Attack Speed. At 50% Health, double it for the rest of combat. Then, shrink in size for 4 seconds, dodging all attacks.
Unflinching
Gain 15% Omnivamp and immunity to crowd control for the first 12 seconds of combat.
Warming Up
At combat start gain 40 Armor and Magic Resistance. Every second, convert 2 resists into Attack Damage.

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Teamfight Tactics Guide