Restore 249/328/439/549 () Health and slam a tentacle, dealing 180/270/405/540 () physical damage to enemies in a line.
Graves
Passive: Attacks fire in a cone on target, dealing 45% damage to other enemies hit. Active: Fire an explosive shell at target, dealing 200/300/495 () 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 4% stacking Attack Speed when attacking marked targets.
Twisted Fate
Passive: Attacks deal 50/75/115 () 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 12% Ability Power until end of combat.
Gangplank
Toss barrels at the 3 nearest enemies and detonate them. They deal 215/325/525 () damage, reduced by 25% for each barrel in the chain. Barrels reduce their target's Armor by 10, increased to 20 if the damage critically strikes.
Nautilus
Passive: Every 4 seconds and on cast, the next attack deals damage in a 1 hex circle and deals 45/68/108 () bonus magic damage.Active: Gain 465/562/717 () Shield for 4 seconds.
Fizz
Become briefly untargetable, then jump to the farthest enemy within 4 hexes, avoiding Tanks and Fighters, and deal 75/115/450 () magic damage to adjacent enemies. For the next 4 attacks, gain 100% Attack Speed and deal 50/75/600 () bonus magic damage on hit.
Miss Fortune
Passive: Attacks ricochet to the highest current Health enemy, dealing 50/50/100% damage.Active: Fire waves of bullets that land on the 2/2/6 nearest enemies. The first wave deals 245/370/3070 () physical damage and the rest deal 98/148/2456 () physical damage. Every 3rd cast, increase the number of waves by 1.
Tahm Kench
Devour target for 2.5 seconds, dealing 1200/1800/30000 () 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 1000/1500/20000 () 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.