BETA

Origins

Astral

After each player combat, gain an Astral Orb. The total star level of your Astral champions increases the orb quality.
Astral champions gain bonus Ability Power.
(3) 5 Ability Power
(5) 30 Ability Power
(8) 75 Ability Power

Bard

(1) Allies that survive player combat have a 2% chance to create a Doot. Bard always creates a Doot when dancing.
Each Doot you collect increases your Shop odds for higher-tier champions by 1%.

Darkflight

Summon a sacrificial altar. Combat start: the unit placed on the altar is sacrificed, granting a copy of one of the items and bonus Health to each Darkflight champion.
Emblems and non-craftable items are corrupted when they're copied, instead becoming Darkflight Essence.
(2) 500 Health
(4) 750 Health
(6) 1000 Health
(8) 1800 Health

Guild

Grant a unique bonus to your team; Guild members gain double the amount. Increases for each Guild member in play!
Sejuani: +??? Health
Twitch: +???% Attack Speed
Zippy: +??? Armor and Magic Resist
Jayce: +??? Attack Damage and Ability Power
Bard: +??? Mana per attack
Emblem: +???% Omnivamp
(1) ???% Guild bonus
(2) ???% Guild bonus
(3) ???% Guild bonus
(4) ???% Guild bonus
(5) ???% Guild bonus
(6) ???% Guild bonus
(7) ???% Guild bonus
(8) ???% Guild bonus

Jade

Summon movable Jade Statues that grow in power.
Each combat, allies who start combat adjacent to a statue gain maximum Health healing every 2 seconds and bonus Attack Speed. When a statue is destroyed, it deals 33% of its Health as magic damage to nearby enemies.
(3) 1 statue, +2% healing, +10% Attack Speed
(5) 2 statues, +3% healing, +25% Attack Speed
(7) 3 statues, +5% healing, +45% Attack Speed
(9) 4 statues, +8% healing, +88% Attack Speed

Lagoon

Summon a Seastone. The Seastone grants loot based on the number of Abilities cast by Lagoon champions over time. Lagoon champions also gain Ability Power and Attack Speed.
(3) 8 Ability Power, 8% Attack Speed
(6) 30 Ability Power, 30% Attack Speed
(9) 55 Ability Power, 55% Attack Speed
(12) 200 Ability Power, 200% Attack Speed

Mirage

Pirate's Greed: Gain a chest of loot after each player combat.
(2) Gain a deckhand's chest.
(4) Gain a lieutenant's chest.
(6) Gain a captain's chest.
(8) Gain an admiral's chest.
Duelist's Dexterity:
Innate: Mirage units move faster.
Attacks grant bonus Attack Speed, up to 10 stacks.
(2) 6% Attack Speed per stack
(4) 12% Attack Speed per stack
(6) 20% Attack Speed per stack
(8) 30% Attack Speed per stack
Executioner's Edge: Always critically strike low Health targets with Attacks and Abilities. Gain bonus Critical Strike Damage.
(2) at 50% Health, +20% Crit Damage
(4) at 65% Health, +30% Crit Damage
(6) at 80% Health, +40% Crit Damage
(8) at 100% Health, +50% Crit Damage
Dawnbringer's Determination: Once per combat, rapidly heal at 50% Health.
(2) Heal 40% maximum Health
(4) Heal 65% maximum Health
(6) Heal 65% maximum Health; heal a 2nd time
(8) Heal 110% maximum Health; heal a 2nd time
Electric Overload: When attacking or being hit by an attack, Mirage units gain a chance to deal 8% of their maximum Health as magic damage to adjacent enemies.
(2) 20% chance
(4) 25% chance
(6) 33% chance
(8) 50% chance
Spellsword's Enchantment: Attacks grant Ability Power for the rest of combat.
(2) 5 Ability Power
(4) 8 Ability Power
(6) 12 Ability Power
(8) 20 Ability Power
Warlord's Honor: After winning any combat, gain bonus Health and Ability Power.
Increases by 10% per win, stacks up to 5 times!
(2) 200 Health and 20 Ability Power
(4) 300 Health and 30 Ability Power
(6) 450 Health and 45 Ability Power
(8) 600 Health and 60 Ability Power

Monolith

(3) Terra empowers 3 hexes on the battlefield. Combat start: units standing in the hex at the start of combat gain 18% damage reduction.

Prodigy

(3) Nomsy gains a random trait each game. She summons a former Trainer to aid her in battle, who also gains this trait.
Trainers' Ability Power is always equal to Nomsy's Ability Power. When Nomsy dies, Trainers gain 100% Attack Speed.

Ragewing

Innate: Convert Mana to Rage; attacks generate 15 Rage. After casting an Ability, enrage for 4 seconds: 25% Attack Speed but can't gain Rage.
Gain stats when enraged:
(2) 50% Attack Speed and 15% Omnivamp (healing for a percentage of damage dealt)
(4) 100% Attack Speed and 30% Omnivamp
(6) 150% Attack Speed and 50% Omnivamp
(8) 250% Attack Speed and 75% Omnivamp

Scalescorn

Scalescorns take 20% reduced damage from enemies with more than 1900 Health. If you don't have a Dragon on your team, they also deal a percent of their damage as additional magic damage.
(2) 15% magic damage
(4) 50% magic damage
(6) 100% magic damage

Shimmerscale

Grant exclusive random Shimmerscale items.
(3) 1 unique item
(5) 2 unique items
(7) 4 unique items
(9) 5 unique items, which includes Crown of Champions
You can remove Shimmerscale items by benching the holder.

Tempest

After 8 seconds, lightning strikes the battlefield. Enemies are stunned for 1 second and take a percent of their maximum Health as true damage. Then, Tempest champions deal increased damage.
(2) 5% lightning, 10% unit damage
(4) 15% lightning, 30% unit damage
(6) 25% lightning, 60% unit damage
(8) 35% lightning, 120% unit damage

Whispers

Whispers damage shrinks enemies, reducing their Armor and Magic Resist by 40% for 6 seconds.
When they damage a shrunken enemy, Whispers gain stacking bonuses:
(2) +1 Attack Damage and Ability Power
(4) +3 Attack Damage and Ability Power
(6) +6 Attack Damage and Ability Power

Classes

Assassin

Innate: Leap to the enemy backline when combat starts.
Assassins' Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
(2) +20% Crit Chance and +10% Crit Damage
(4) +40% Crit Chance and +25% Crit Damage
(6) +75% Crit Chance and +75% Crit Damage

Bruiser

Your team gains bonus maximum Health. Bruisers gain double this bonus.
(2) 180 Health
(4) 350 Health
(6) 600 Health
(8) 1000 Health

Cannoneer

Every 5th attack fires a cannon shot that explodes for physical damage around the target.
(2) 150% Attack Damage
(4) 250% Attack Damage
(6) 450% Attack Damage

Cavalier

Innate: Charge quickly towards their target whenever they move.
Cavaliers gain Armor and Magic Resist. At the start of combat and after each charge, gain 200% the amount for 4 seconds.
(2) 30 Armor, 30 Magic Resist
(3) 45 Armor, 45 Magic Resist
(4) 60 Armor, 60 Magic Resist
(5) 75 Armor, 75 Magic Resist
(6) 110 Armor, 110 Magic Resist

Dragon

Innate: Require 2 team slots.
Dragons provide +3 to the marked trait, and gain additional bonuses based on how many Dragons are on your team.
(1) 500 bonus Health
(2) and 20 Armor and Magic Resist
(3) and 10% bonus damage
(4) and +1 to team size
(5) and 10% Attack Speed

Dragonmancer

Use the Dragonmancer Blessing item to choose a Hero. The Hero gains massively increased Health and Ability Power, which increases by 20% per star level of your Dragonmancers.
(2) +250 Health, +18 Ability Power
(4) +600 Health, +30 Ability Power
(6) +800 Health, +50 Ability Power
(8) +1000 Health, +70 Ability Power

Evoker

Evokers gain Mana whenever an ally or enemy casts an Ability.
(2) 4 Mana
(3) 6 Mana
(4) 8 Mana

Guardian

Once per combat at 50% Health, Guardians shield themselves and their closest ally for a percent of their maximum Health. Shields stack!
(2) 25% of max health shield
(4) 40% of max health shield
(6) 70% of max health shield
(8) 125% of max health shield

Mage

Mages cast twice and have modified total Ability Power.
(3) 80% Ability Power
(5) 110% Ability Power
(7) 140% Ability Power
(9) 170% Ability Power

Mystic

Your team gains Magic Resist.
(2) 40 Magic Resist
(3) 80 Magic Resist
(4) 150 Magic Resist
(5) 300 Magic Resist

Shapeshifter

Transforming grants bonus maximum Health.
(2) 50% bonus Health
(4) 125% bonus Health

Spell Thief

(1) Zoe nabs a new Ability after each cast and at the start of every round.

Starcaller

(1) The first Starcaller to cast their Ability during player combat heals you for (2/3/75), depending on their star level. Excess healing disintegrates an enemy champion.

Swiftshot

Innate: gain 2 hex Attack Range.
Swiftshots gain Attack Speed for each hex between themselves and their target.
(2) 10% Attack Speed
(3) 15% Attack Speed
(4) 25% Attack Speed
(5) 35% Attack Speed

Warrior

Warrior attacks have a 50% chance to increase the damage of their next attack.
(2) +75% damage
(4) +150% damage
(6) +275% damage