
Lore & Legends is TFT's biggest adventure yet. Set 16 includes 100 champions from across every corner of Runeterra, the largest roster the game has ever seen. But there's a twist: lots of them are locked behind gameplay challenges, rewarding you for exploring and mastering the set. With a back-to-basics design philosophy (in the best way) and a massive cast to experiment with, Lore & Legends is both newcomer-friendly and deep enough to satisfy the veteran players.
Fire an ice shard at target that deals 325/455/650 magic damage. If they are Chilled, the damage Critically Strikes. Chill: Reduce Attack Speed
Gain 325/400/500 Shield for 4 seconds and deal 1.4/2.1/3.15
magic damage to all enemies within 1 hex.
Leap to the furthest enemy within 3 hexes. For 4 seconds gain increased Move Speed, 30% Attack Damage, and 3 decaying Attack Speed.
Fire a bullet towards the farthest enemy, dealing 475/715/1105 + 40/60/100 physical damage to the first enemy it hits. If they die, the bullet ricochets, dealing excess damage to the next enemy hit.
Restore 200/240/280 + 7% Health and slam a tentacle, dealing 180/270/405
physical damage to enemies in a line.
Gain 350/425/500 Shield for 4 seconds. Grant all allies 15/20/33%
Attack Speed for 4 seconds.
For the next 4 attacks, gain infinite range and replace attacks with a cannon shot. Cannon shots deal 125/190/280 + 15/22/34 physical damage. The 4th shot deals 1.44% more damage.
Deal 140/200/300 magic damage to target and reduce their Armor and Magic Resist by 8/10/15. Adjacent enemies are dealt 50% of the damage and effect.
Deal 280/420/630 magic damage to target and make them dance for 2 seconds. The projectile then bounces to the nearest target, dealing 120/180/270
magic damage.
Dash to a nearby hex and swing forward, dealing 140/210/315 + 20/30/45 physical damage to enemies in a 2-hex line.
Gain 325/400/500 Shield for 4 seconds. Fire a burst of flames, dealing 1.8/2.7/4.05 + 0
magic damage in a cone.
Grant 250/325/425 Shield to this unit and a nearby damaged ally for 4 seconds.
Deal 120/180/270 magic damage to 2 nearby enemies and restore 40/50/80
Health to the lowest Health ally.
Passive: Gain (Souls) Attack Speed. Active: Deal 55/85/125 physical damage to target. For the rest of combat, Viego's attacks deal 24/36/54
bonus stacking magic damage.
Start with Infernum equipped. On cast, switch to Severum for 8 attacks. Infernum: Attacks hit 3 enemies and apply 30% Sunder for 6 seconds. Severum: Gain 2% Attack Speed and 10% Omnivamp. Attacks are replaced with swipes that deal 75/110/175
physical damage. Sunder: Reduce Armor
Fire an arrow at target that deals 125/185/290 + 15/25/35 physical damage to them and 125/185/290 + 15/25/35
damage to adjacent enemies. Targets below 30% max Health take true damage instead. 30% Chill all enemies hit for 3 seconds. Bloodsword Bond: When you field Ashe and Tryndamere, your strongest copies permanently increase their power on kill. Bloodsword Bond: Attacks fire a bonus arrow for every 5% Attack Damage granted to Tryndamere by Bloodsword Bond. These arrows deal 7% physical damage. Chill: Reduce Attack Speed
Launch 6 Meeps at nearby enemies that deal 105/160/240 magic damage. Add an additional Meep for each 3-star unit on your board.
Restore 180/200/250 Health and rupture a 2 hex circle beneath target. After a brief delay, enemies within are knocked up for 1.5 seconds and take 5% + 45/75/110
magic damage.
Create a 1 hex zone around the target that lasts 3 seconds. The next 3 attacks deal 105/160/240 bonus magic damage. When the zone ends, it deals 130/195/295
magic damage + 10% of the target's damage taken during the duration to all enemies in the zone.
Passive: Attacks fire in a cone on target, dealing 45% damage to other enemies hit. Active: Fire an explosive shell at target, dealing 170/255/385 + 20/30/45 physical damage split among enemies in a 1 hex circle. Partners in Crime: When you field Graves and Twisted Fate, both gain bonuses. Partners in Crime: Your strongest Twisted Fate's ability marks targets for your strongest Graves. Graves gains 2% stacking Attack Speed when attacking marked targets.
Leap at target and gain 400/500/600 Shield for 4 seconds. Slam down after a brief delay, dealing 150/225/350
magic damage to enemies within two hexes and 20% Chilling them for 3 seconds. Chill: Reduce Attack Speed
Send the Ball to target, dealing 220/330/500 magic damage and splitting 100/150/250
magic damage among enemies within a 1 hex circle. Then grant 80/120/200
Shield to the two lowest Health allies for 3 seconds.
Gain 300/375/450 Shield for 4 seconds and deal 70/105/165
physical damage to target. After a delay, briefly knock them up and deal the damage again. Bucklers fly out from the target, granting 2 nearby allies 30% of the Shield gained.
Dash to the furthest enemy within 3 hexes and deal 140/210/315 + 20/30/45 physical damage to them. The next 3 attacks hit adjacent enemies and deal 100/150/225
physical damage.
Passive: Takedowns grant 20/25/60 permanent max Health. Active: Gain 10% Shield for 4 seconds. When it breaks, deal 7%
magic damage to adjacent enemies.
Shoot the closest unpoisoned enemy, dealing 125/185/285 magic damage and poisoning them for 8 seconds. Poisoned enemies take 30/45/70
magic damage each second.
Fire a massive cannonball at the closest enemy, dealing 250/375/565 + 30/45/70 physical damage. If they are within 2 hexes, knock them back 2 hexes and briefly Stun them.
Become enraged for 5 seconds. While enraged, gain Durability and attacks are replaced with a strike that deals 120/180/270
physical damage. Ignore 30% of Armor against Chilled enemies. Bloodsword Bond: When you field Ashe and Tryndamere, your strongest copies permanently increase their power on kill. Bloodsword Bond: Gain increased Move Speed. Gain 10% Attack Damage, permanently increased by 1% whenever Ashe or Tryndamere score a kill. Chill: Reduce Attack Speed
Passive: Attacks deal 30/45/70 bonus magic damage. After every 3rd attack, throw 3 cards in a cone that deal 70/105/160
magic damage, reduced by 50% for each enemy they pass through. Partners in Crime: When you field Graves and Twisted Fate, both gain bonuses. Partners in Crime: Twisted Fate's ability marks targets for Graves. When Graves kills a marked target, gain 10% Ability Power until end of combat.
Gain 125/150/175 Shield for 2 seconds. Slam on target, dealing 110/165/250
physical damage to enemies in a 1 hex range. Every third cast deals 140/210/315
damage in a 2 hex range instead and knocks up enemies hit for 1 second.
Strike target 3 times. Each strike deals 65/100/150 physical damage and restores 95/135/170
Health. The final one Stuns for 1.5 seconds.
Dash, then deal 75/115/175 + 6/9/14 physical damage to adjacent enemies. If only one enemy is hit, deal double damage. Blade Brothers: When you field Yasuo and Yone, Yasuo assists Yone's casts. Blade Brothers: When Yone casts, your strongest Yasuo blinks to every target Yone hits and deals physical damage to each.
Restore (AP & Souls) Health. Throw a globule of black mist at the enemy who has dealt the most damage this combat, preferring unique enemies. It 20% Chills them for 4 seconds and raises the Mana cost of their next cast by 20. It then deals 5% + 80/110/150 magic damage in 1 hex radius. Chill: Reduce Attack Speed
Fire 3 flames at target, each dealing 85/130/200 magic damage. Every 3rd cast, fire 9 flames split between the target and up to 2 nearby enemies. If there are nearby enemies, dash away.
Restore 160/190/220 + 10% Health and spin, dealing 90/135/210
physical damage to adjacent enemies and applying a stack of Hemorrhage that deals 15/25/40
physical damage each second for 4 seconds. If an enemy with Hemorrhage drops below 8% Health, slam on them, instantly killing them. (Each stack increases the execute threshold by 5%)
Bulk up for 5 seconds. While bulked, restore 6% + 60/80/100 Health every second and attacks deal 60/90/145 + 5%
physical damage.
Passive: If Draven has an empowered axe in hand, his next attack will throw it. On takedown, gain an Adoration stack, doubled if Draven or Darius scored the kill. Every 11 Adoration stacks grants 1/3/5 Gold. Active: Spin an empowered axe that replaces his basic attack and deals 140/210/350 + 10/15/25 physical damage and returns to Draven after hitting an enemy.
Toss barrels at the 3 nearest enemies and detonate them. They deal 190/285/450 + 10/15/25 damage, reduced by 20% for each barrel in the chain. Barrels reduce their target's Armor by 10, increased to 30 if the damage critically strikes.
Dash around target and snip (Souls) times, dealing 45/68/105 magic damage to them and 20/30/50
damage to all other enemies in a cone.
Passive: After attacking 18/18/16 times, switch to Fishbones. While equipped, attacks are replaced with 3 rockets that target random enemies and deal 36/54/92 + 4/6/9 physical damage.
Gain 600/700/900 Shield and summon storm of lightning. 6 waves of bolts hit enemies within, dealing 120/180/290
magic damage over 3 seconds. The first 3 targets to be struck by 3 bolts are Stunned for 1.5 seconds. Multiple Stuns on the same enemy have 50% effectiveness.
Passive: Yuumi joins your strongest Kobuko. Every 3 seconds, she alternates between healing the lowest Health ally for 140/180/240 Health or granting 25/33/50% Attack Speed to the ally who has dealt the most damage for 4 seconds. Active: Dance, restoring 100/140/200 + 8%
Health over 3 seconds.
Summon 3 dashing mirror images that strike the target and up to other nearby enemies. The target takes 250/375/580 magic damage and is Stunned for 1 second, while other units hit take 140/210/325
magic damage.
Passive: Reduce instances of incoming damage by 15/40/80 . Active: Call down sun beams on the 3 nearest enemies, Stunning them for 1 second and dealing 90/130/220
magic damage. Wound and 1% Burn them for 4 seconds. Wound: Reduce healing received by 33% Burn: Deal a percent of the target's max Health as true damage every second
Gain 700/800/1000 Shield for 4 seconds. Charge and knock the target backwards, Stunning them and units hit for 1.25 seconds and dealing 150/225/360
magic damage to them. After charging, force nearby enemies to target this unit.
Summon 2 Voidlings that each attack a nearby enemy 15 times. Each attack deals 22/33/60 magic damage.
Launch a fuemigo at target that bounces 3 times, dealing 180/270/420 magic damage to enemies hit. The last bounce deals 160/240/375
magic damage to enemies in a 1 hex radius.
Passive: Every 4 seconds and on cast, the next attack deals damage in a 1 hex circle and deals 90/135/215% bonus magic damage. Active: Gain 10% + 375/400/425
Shield for 4 seconds.
Gain 475/525/625 Shield for 4 seconds. Strike in a cone and a line. Enemies hit take 70/105/170
magic damage and are 30% Chilled for 4 seconds. If they are already Chilled, Stun them for 1 second. Chill: Reduce Attack Speed
Tumble to a nearby hex, then fire a bolt at target that deals 100/150/230 + 6/10/15 true damage.
Passive: Damaging an enemy applies 30% Shred for 6 seconds. Active: Kick 2 bubbles at nearby enemies, dealing 330/500/825 magic damage and 30% Chilling them for 3 seconds. Sunder: Reduce Magic Resist Chill: Reduce Attack Speed
Swipe and dash around target, dealing 45/65/300 + 5/10/25 physical damage to enemies in the path. Then slam chains on target, dealing 45/65/300 + 5/10/25
physical damage in a line. If any enemies are killed, immediately recast this ability, dealing 1% damage.
Passive: On takedown, gain 70/70/200% stacking Attack Speed that decays over 3 seconds. Active: Deal 150/225/900 physical damage in a 2 hex radius and transform for the rest of combat. While transformed, gain 33/33/133%
Attack Speed, 33% max Health, and increased Move Speed. Attacks deal 15/25/100 bonus true damage, increased by 3/5/25 for each time the same enemy is hit.
Raise shield for 4 seconds, gaining Durability and redirecting projectiles to towards Braum instead. When hit, deal 20/30/300% + 15/25/1000
magic damage to nearby enemies and 30% Chill them for 2 seconds. Chill: Reduce Attack Speed
Passive: Ability damage from your strongest Leona and strongest Diana marks enemies as Moonlit, reducing their damage by 10%. Active: Gain 200/250/300 Shield for 2 seconds. Unleash a bolt of lunar energy at the farthest non-Moonlit enemy within 4 hexes, dealing 165/250/500
magic damage. Then, dash to all Moonlit enemies, dealing 150/225/1250
magic damage to them.
Become briefly untargetable, then jump to the farthest enemy within 4 hexes and deal 75/115/300 magic damage to adjacent enemies. For the next 4 attacks, gain 50% Attack Speed and deal 70/105/450
bonus magic damage on hit.
Spin for 3 seconds, gaining 55/55/90% Durability and healing for 300/350/1000 + 10% over the duration. Each second, deal 100/150/1700
physical damage to adjacent enemies and reduce their Armor and Magic Resistance by 5.
Dash away from all enemies, then fire 15/15/25 missiles split across the 4 nearest enemies. Each missile deals 38/57/120 + 6/9/20 physical damage.
Summon (Souls) spears split among the 3 nearest enemies. After a brief delay, they each impale their target, dealing 28/42/450 + 2/3/15 physical damage and reducing Armor by 1.
Encase target in ice, Stunning them for 1.5 seconds and dealing 275/415/2500 magic damage. All enemies within 2 hexes of them split 440/660/2800
magic damage. If the target dies, shards fly out and split excess damage between the 2 nearest enemies. Chilled enemies take 12% more damage from this ability. Chill: Reduce Attack Speed
Fire a ball of light at the most enemies, dealing 30/45/100 magic damage to the first 2 enemies hit and Rooting them for 1 second. Then fire a beam, dealing 290/435/1500
magic damage to enemies hit by the ball and 90/135/750
magic damage to all other enemies hit.
Passive: Attacks ricochet to the highest current Health enemy, dealing 50% damage. Active: Fire waves of bullets that land on the 2 nearest enemies. The first wave deals 115/175/600 + 15/25/70 physical damage and the rest deal 115/175/600 + 15/25/70
physical damage. Every 3rd cast, increase the number of waves by 1.
Steal 500/650/3000 Health split between the 4/4/8 nearest enemies. For 8 seconds, gain 30 Armor and Magic Resist and deal 1.5/1.5/12%
magic damage to adjacent enemies each second.
Jump on an adjacent enemy with the lowest health, then deal 300/450/1400 magic damage to them and 100/150/600
magic damage to adjacent enemies. If any die, cast again, dealing 70% damage. Tanks take 50% more damage from this ability and Fighters take 25% more.
Dash to the farthest enemy within 2 hexes, dealing 80/120/360 physical damage to all enemies in the path. Then slash 4 times, each dealing 60/90/550 + 5/10/50
physical damage. Subsquent casts increase the number of slashes by 1.
Gain 350/450/1350 max Health and grow larger. Slam in a 2 Hex circle on the target, dealing 6% + 100/150/1500 magic damage to enemies hit. For 4 seconds, gain
Durability + 1% for each enemy targeting this unit.
Gain 3 notes. For each one active, deal 25/40/200 magic damage to a nearby enemy. While holding 12 notes on cast, consume them to project a wave of energy. Allies hit restore 60/90/400
Health. Enemies hit take 270/405/2200
magic damage, reduced by 30% for each enemy it's passed through.
Passive: Run around the battlefield, leaving a poison trail that lingers for 4 seconds. Poison trails deal 25/38/160 magic damage per second to enemies within. Gain 10
Mana each second. Active: For 4 seconds, gain increased Move Speed, restore 80/100/500
Health each second, and gain 50 Armor and Magic Resistance.
Passive: All allies gain 10/20/100 Armor. Active: Gain 725/875/3000 Shield for 4 seconds. Impale up to three nearby enemies in a line, dealing 1.2/1.8/25
physical damage and Stunning them for 2/2.25/8 seconds.
Passive: Each second, restore 22/24/100 + 1.5% Health and deal 20/30/90
magic damage to enemies within 1 Hex. Active: Open a demonic eye on the largest group of nearby enemies, dealing 100/150/1800
magic damage and Stunning them for 1.75/2/8 seconds.
Passive: All allies gain 10/20/100 Magic Resist. Once per combat after dropping below 35% max Health, gain 90% Durability for 2 seconds. Active: Gain 600/700/2500 Shield and grant the 2 lowest Health allies 125/150/1000
Shield for 4 seconds. The next 2/2/10 attacks deal 200/300/3000
bonus magic damage.
Passive: Gain 50% more Ability Power from all sources. Active: Call down a storm of 12/12/24 meteors across the battlefield that deal 60/90/135 magic damage each. They can innately critically strike. For each one that kills an enemy, permanently gain 1 Ability Power.
Gain 1/1/4% Attack Speed, 15% Omnivamp, increased Move Speed, and deal 45/70/550 bonus physical damage on attack for the rest of combat. While this effect is active, takedowns grant Warwick, Jinx, and Vi 20/20/50%
Attack Speed for 3 seconds.
Passive: On death, summon a Stone copy with 150/200/2000 + 40% Health and Wukong's items. Active: For 4 seconds, gain 100/110/400
Armor and Magic Resist. Then spin, dealing 150/225/3000
physical damage to all enemies within 2 hexes.
Passive: Attacks alternate between dealing 80/120/800 bonus physical damage and 140/210/1400
bonus magic damage. Active: Strike through the most enemies possible within 3 hexes, knocking them up for 1.5 seconds and dealing 40/60/240 + 40/60/240
physical damage and 40/60/240 + 40/60/240
magic damage. Yone then splits 160/240/1080 + 160/240/1080
physical damage and 160/240/1080 + 160/240/1080
magic damage among all enemies hit. Blade Brothers: When you field Yasuo and Yone, Yasuo assists Yone's casts. Blade Brothers: When Yone casts, your strongest Yasuo blinks to each target, dealing bonus physical damage
For the next 4 seconds, gain 75/75/300% Attack Speed, infinite range, and replace attacks with lasers. Lasers deal 85/130/450
physical damage in a line, reduced by 60/60/30% for each enemy they pass through. When lasers critically strike, they deal 33% bonus true damage.
On cast, cycle through one of the following abilities: Slash in a line, dealing 150/225/2400 + 20/30/100 physical damage to enemies hit and 20% Sundering them for 4 seconds. Swipe in a cone, dealing 150/225/2400 + 20/30/100
physical damage to enemies hit and knocking them up for 1 second. Slam on target, dealing 150/225/2400 + 20/30/100
physical damage in a 1 hex circle. Targets below 15% max Health are executed.
Erupt the entire battlefield in flames, permanently Burning and Wounding all enemies and dealing 1500/2250/8000 magic damage to each of them over 45 seconds. Annie's max Mana is reduced by 140 for the rest of combat. Subsquent casts launch a fireball at target that deals 240/360/3000
magic damage. Burn: Deal a percent of the target's max Health as true damage every second Wound: Reduce healing received by 33%
Passive: After witnessing 3 attacks from Azir, Sand Soldiers deal 100/150/3000 magic damage to their target. Active: Summon a Sand Soldier near target and command them to strike. If 2 Soldiers are already out, they all immediately deal 70/105/1500
magic damage instead.
Teleport into the largest cluster of enemies and Stun them for 1.75/1.75/99 seconds. Begin losing 20 mana per second. While casting, deal 95/140/6666 magic damage per second to all enemies within a 2 hex radius. The closest 2 enemies take 33% more damage.
Passive: Every 3rd attack deals 4/6/90 magic damage in a circle around the target. Active: Dash into the largest group of units and inspire all allies within 2 hexes, granting them 500/600/2000
Shield for 4 seconds. Then crash down, dealing 5/7.5/50
bonus magic damage to all enemies with 2 hexes.
Dash, then create a 2-hex radius zone for 2.5/2.5/99 seconds that prevents allies within from dying. While active, double current Attack Speed and on attack, fire a secondary arrow at a nearby enemy that deals 25/38/999 physical damage. When the zone ends, heal all allies for 8%
of damage dealt while it was up and dash away.
Fire shots towards target. Each shot explodes on the first enemy hit, dealing 100/150/800 + 8/12/100
physical damage to all nearby enemies. If an enemy is afflicted with Black Mist, purify them, immediately draining their Armor for the total amount.
Passive: While gaining Mana, throw out 2/2/9 radiant orbs that orbit around target. They deal 40/60/90 magic damage in a 1 hex radius and drain 1 Mana from units hit each second. After draining 250/250/10 mana, gain a random Radiant Item. Active: Detonate orbs on target, causing a 3 hex radius explosion that deals 1000/1500/10000
magic damage to them and 500/750/10000
damage to all other enemies hit.
Summon an elemental from behind the farthest enemy. It 20% Chills enemies hit for 3 seconds and deals 100/150/3000 magic damage to them. When it arrives, headbutt it and redirect it toward another distant enemy, dealing 150/225/4500
magic damage instead. Chill: Reduce Attack Speed
Grab target and slam them forward, dealing 220/330/9999 + 8/12/90%
of their max Health as magic damage to them. All other enemies within 3 hexes take 50% of the total damage.
Dragon's Descent: Transform into a dragon, gaining 600/1000/9999 max Health. Briefly gain 20/20/90% Durability and dive-bomb into the largest group of enemies, dealing 100/150/3000 physical damage in a 3 hex circle. Flame Breath: Breath fire in a cone for 3.5 seconds, dealing 150/225/12345 + 20/30/1234
physical damage each second to enemies hit.
Passive: Attacks fire a barrage of 4 bullets. Active: Gain 300/400/66666 + 20% Shield and begin consuming 33 mana per second. Each second while casting, fire a laser that deals 135/200/2000 + 10/15/150
physical damage, reduced by 15% per enemy hit up to 45%. Additionally, launch
missiles split between 4 nearby enemies that each deal 135/200/2000 + 10/15/150
physical damage.
Devour target for 2.5 seconds, dealing 850/1275/30000 magic damage and making them immune to other sources of damage. During this time, gain 30% Durability. If they are immune to crowd control, deal 600/900/20000
magic damage instead. If they die while devoured, spit out a random component they were holding or the unit's cost in gold. Otherwise, spit them towards the farthest enemy, briefly Stunning targets on impact.
Passive: Each second, deal (AP & Souls) magic damage to all enemies within 2 hexes. Heal for 40% of the damage dealt by this effect. Active: Create a prison of walls in a 2 hex radius that lasts 5/5/60 seconds. While active, the Passive's damage is doubled. When an enemy touches a wall, they take 100/150/4000 magic damage. If there are less than 2 enemies inside The Box at any time, drag an enemy in.
Passive: After attack an enemy, restore Health. If they are Burning, the healing is doubled. Active: Gain 200% Attack Speed and
Shield that decays over 4 seconds. Gain immunity to Crowd Control effects for the same duration.
Bite the target and mark them, dealing 3% + 100/150/2000 physical damage, increased by 60% if they are already marked. After casting 5/5/2 times, leap to a nearby hex, activating Stormbringer and dealing 3% + 100/150/2000
physical damage to enemies within a two hex radius. Stormbringer: Gain 400/550/9999 Health and 50/50/100% Attack Speed. Every 2/2/0.3 seconds, summon a lightning bolt on a nearby enemy, dealing 4% + 50/75/999
magic damage. Takedowns summon a bolt on fallen enemies.
Launch 10/10/99 arcane blasts randomly split between the closest 4/4/10 enemies that each deal 500/750/2500 magic damage.
Passive: Attacks are replaced with a bomb that bounces 1 time, dealing 1 + 30/45/500 magic damage to units hit. Active: Throw an enormous bomb at the largest 4-hex group of enemies that explodes on impact, dealing between 70/105/3000
and 500/750/7000
magic damage to enemies hit based on their distance from the epicenter.
Throw a Time Bomb on the nearest enemy without one. Time Bombs deal 70/105/1000 magic damage each second. When the target dies, they explode, dealing 150/225/4000
magic damage in a 1 hex radius and grant Zilean 15 mana. If a Time Bomb is on an enemy for 18/16/1 seconds and Zilean is alive, the enemy instantly dies.
Passive: After dealing ability damage to an enemy, gain Stardust. Stadust makes The Skies Descend more powerful. Active: Crash a star on target, dealing 400/600/5000 magic damage in a 2 hex radius. Stardust Upgrades: 20: Create a shockwave that deals 50/75/1000
additional magic damage in a 3 Hex radius. 60: The star crash deals 12% more damage. 100: Shockwave increases to a 4 hex radius. 175: Knock up targets in the star crash for 2 seconds. 250: Shockwave increases to 10 radius. 400: The star crash deals 25% bonus true damage. 600: Also call down a meteor storm that deals 1000/1500/9999
magic damage split between living enemies. 1199: Summon a black hole at the epicenter, instantly killing enemies within.
Passive: Immune to Crowd Control effects. Attacks deal damage in a line on target. If no enemies are in range, dash to the next one and knock up adjacent enemies on arrival. While in the Void Rift, erupt a tentacle below a random enemy every 3/3/0.25 seconds that knocks them up for 1.5 seconds. Active: Slam and erect spikes in a 2 hex circle, dealing 250/375/20000 + 30/45/500 physical damage to enemies hit. Then over 3 seconds, spit 10 globs of acid that deal 250/375/20000 + 30/45/500
physical damage.
Passive: Immune to crowd control effects. Attacks briefly knock up the target and deal 50% damage in a 1 hex radius around them. Active: Slam the ground, dealing 2% + 150/200/1500 physical damage to ALL enemies, reduced by 15% for each hex from the center (down to 40%.) If this is the first time they've been hit by Seismic Slam this combat, knock them up for up to 1.75 seconds. 12 rocks fall around the battlefield, each dealing 250/375/600 + 20/30/100
physical damage to enemies hit.
Release a runic blast, dealing 300/450/1500 magic damage. It splits in two, dealing 33% of the damage to the closest two enemies. Each secondary blast splits an additional time. Bilgewater: Blasts explode on impact, dealing 20% of the damage as physical damage to adjacent enemies. Demacia: Execute targets below
Health. Freljord: Chill targets for 4 seconds and deal 5%
bonus true damage. Ionia: Blasts split an additional time. Ixtal: Gain a random Region's effect on combat start and every 10 seconds. Noxus: Blasts now pierce targets, dealing 60% reduced damage per enemy hit. Piltover: Every third cast is Overcharged, dealing 50% more damage. Shadow Isles: Increase blast damage by (Souls). Shurima: Knock up enemies for 1 second, with a chance to dredge up Gold or Treasures. Targon: Heal the lowest Health ally for 10% of the damage dealt. Void: Ignore 30% of enemies' Armor and Magic Resistance. Yordle: Shrink targets hit, lowering their damage by 12% percent for 4 seconds. Zaun: Poison targets, dealing 20/30/500 magic damage
times over 4 seconds.
Cast one of three spells: Cataclysm: Leap on a nearby enemy. Deal 120/180/1000 magic damage to all enemies within 2 hexes and Stun them for 1.5/1.75/30 seconds. Demacian Justice: Deal 700/1050/99999
magic damage to target. If they are below 15% max Health, execute them. Final Spark: Gain 400/450/800
Shield for 2 seconds. Deal 360/540/1000
magic damage to all enemies in a line.
Dash around target and slash in a circle, dealing 70/105/1500 + 20/30/200 physical damage to target and 70/105/1500 + 20/30/200
physical damage to all other adjacent enemies hit. If the target doesn't die, immediately cast again. If this Ability is cast 25 times in a row, instead slam on target, instantly killing them and dealing 70/105/1500 + 20/30/200
physical damage to all enemies within 3 hexes.