Champions

63 champions across 5 cost tiers. Cost sets both shop-roll odds and pool size — 1- and 2-costs are plentiful and reroll-friendly, 4- and 5-costs are scarce and built around late-game spikes.

Refine champions…
Cost
Trait
Mechanic
Scaling
Range
Role

1-cost

  • Stellar Slash ability
    Stellar Slash
    Heal 325 / 400 / 650 Ability Power, then deal 80 / 120 / 180 Attack DamageArmor physical damage to the current target.
    
    N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing Attack Damage Armor physical damage.
  • Fish Frenzy ability
    Fish Frenzy
    Passive: For every 1% missing Health, gain 2 / 2 / 2.5% Ability Power Attack Speed
    
    Active: Deal 130 / 195 / 310 Attack Damage physical damage to the target, increased by 50% if they're a tank.
  • Aim For The Head ability
    Aim For The Head
    Passive: Attacks have a 15% Lucky chance to fire an empowered Headshot, dealing Attack Damage Ability Power physical damage.
    
    N.O.V.A. Strike: Mark all enemies, increasing damage taken by 10%. The first time marked targets drop below 50% Health, Headshot them for Attack Damage Ability Power physical damage.
    
    Lucky: Check twice and take the better outcome.
  • Accretion ability
    Accretion
    Deal Max Health Ability Power magic damage to the lowest Health enemy in range and permanently gain 12 / 18 / 33 maximum Health. If this kills them, permanently gain 30 / 40 / 70 maximum Health instead.
  • Temporal Shot ability
    Temporal Shot
    Active: Fire a blast at the current target that deals 184 / 276 / 412 Attack DamageAbility Power physical damage. Every 8 takedowns, gain a drone that deals 8 / 12 / 18 Attack Damage physical damage to the current target on cast.
  • Shield of Daybreak ability
    Shield of Daybreak
    Gain Ability Power  Shield for 4 seconds. Bash the current target, dealing 100 / 150 / 225 ArmorMagic Resist magic damage and stunning them for 1.75 / 1.75 / 2 seconds.
  • Dark Matter ability
    Dark Matter
    Hurl a shard towards the current target, dealing 250 / 375 / 600 Ability Power magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing 50 / 75 / 115 Ability Power magic damage to nearby targets.
  • Groovin' Susan ability
    Groovin' Susan
    Transform for 6 seconds, temporarily gaining 300 / 400 / 600 max Health, entering The Groove, and dealing 30.02 / 45.02 / 70.02 Max HealthAbility Power magic damage to adjacent enemies each second. 
  • Huddle Up! ability
    Huddle Up!
    Gain 400 / 475 / 575 Ability Power Shield for 4 seconds. For the duration, allies within two hexes gain 15 / 25 / 60 Ability Power Armor and Magic Resistance.
    
    Meep Bonus: Meeps grant 125 / 160 / 210 Ability Power Shield to the nearest ? allies for 4 seconds.
  • Upheaval ability
    Upheaval
    Heal Max Health Ability Power, then briefly knock up adjacent enemies and deal 80 / 120 / 180 Ability Power magic damage.
  • Diviner's Judgment ability
    Diviner's Judgment
    Stab the target, causing them to bleed for 460 / 690 / 1135 Attack DamageAbility Power physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes.
  • Double Time ability
    Double Time
    Passive: Attacks deal 30 / 45 / 100 Ability Power bonus magic damage and an additional 70 / 105 / 190 Ability Power stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove.
    
    Active: Gain 150% Attack Speed for 3 attacks.
  • Fate's Gambit ability
    Fate's Gambit
    Draw a card with a value between 1 and 9 by Lucky chance, then throw it at the target. Based on the card drawn, deal between 205 / 305 / 460 Ability Power and 410 / 610 / 920 Ability Power magic damage. Overkill damage bounces to the nearest enemy. 
    
    3-Star Bonus: If a 9 is thrown, generate 1 gold.
    
    Lucky: Check twice and take the better outcome.
  • Meepteor Shower ability
    Meepteor Shower
    Call down a Meepteor on the target that deals 330 / 495 / 750 Ability Power magic damage.
    
    Meep Bonus: An additional ? mini Meepteor are called down on nearby targets dealing 31 / 47 / 70 Ability Power magic damage each.

2-cost

  • Star Strike ability
    Star Strike
    Reposition next to the target to strike the most enemies. Then throw 5 piercing kunai, each dealing 43 / 65 / 97 Attack Damage physical damage to the first enemy hit, reduced to Attack Damage  for each subsequent target. Kunai remove 1 Armor, 2 if they crit.
    
    N.O.V.A. Strike: Slice all enemies, applying Wound and a bleed that deals Attack Damage  physical damage each second. Kunai increase the damage of the bleed by 12%.
  • Tidal Slashes ability
    Tidal Slashes
    Unleash a flurry of 12 Attack Speed slashes at the current target over 2 seconds, dealing 25 / 38 / 57 Attack DamageAbility Power physical damage each.
  • Slingshot Maneuver ability
    Slingshot Maneuver
    Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 245 / 370 / 605 Attack DamageAbility Power physical damage, reduced by 75% per hit.
    
    Meep Bonus: ? Meeps attack alongside Gnar, dealing Attack Damage Attack Speed physical damage per second.
  • Chemical Rage ability
    Chemical Rage
    Heal Max Health Ability Power over 2 seconds. Then, deal Ability Power  magic damage to target and enemies adjacent to them and 30% Chill them for 2 seconds.
    Slow
    Slow: Reduce Attack Speed
  • Dance n' Dice ability
    Dance n' Dice
    Passive: Attacks deal magic damage. Gwen is in The Groove while targeting an enemy below 40% Health.
    
    Active: Dash to a nearby hex to snip the lowest percent Health enemy, dealing 145 / 220 / 410 Ability Power magic damage to the target and 75 / 110 / 215 Ability Power magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!
  • Counter Star-ike ability
    Counter Star-ike
    Enter a defensive stance for 3 seconds, reducing incoming damage by 20 / 25 / 30 and gaining 400 / 450 / 500 Ability Power Shield. When the stance ends, strike all nearby enemies, dealing Armor Magic Resist magic damage and Stunning them for 1 / 1.25 / 1.5 second(s).
  • Explosive Attitude ability
    Explosive Attitude
    Fire a barrage of 16 Attack Speed rockets in a cone, each dealing 32 / 49 / 77 Attack Damage physical damage to the first target hit.
  • Meep Impact ability
    Meep Impact
    Heal Max Health Ability Power Health over 3 seconds. Slam the target, dealing 160 / 240 / 360 Ability Power magic damage and knocking up for 1.5 / 1.75 / 2 seconds. The impact creates meepwaves that deal 50% of these effects in the target's row.
    
    Meep Bonus: Meeps water Meepsie's flower, increasing all incoming Healing and Shielding by ? .
  • Mega Time Kick ability
    Mega Time Kick
    Kick a ball at the current target that deals 255 / 380 / 575 Ability Power magic damage. On impact, the ball has a 100% Lucky chance to bounce to a new target dealing 85 / 130 / 190 Ability Power magic damage. These bounces can trigger additional bounces, but the odds halve with each bounce.
    
    Lucky: Check twice and take the better outcome.
  • Indestructible ability
    Indestructible
    Gain 350 / 450 / 625 Ability Power Shield. Each second for the next 4 seconds, gain 75 / 100 / 115 Ability Power more Shield and deal 45 / 70 / 100 Ability Power magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
  • Advanced Defences ability
    Advanced Defences
    Gain 275 / 300 / 500 Max HealthAbility Power Shield and 15% Durability for 4 seconds. Over the duration, deal Attack Damage  physical damage each second to enemies in a cone.
  • Marked for Death ability
    Marked for Death
    Reposition up to one hex to throw a harpoon at the furthest enemy. The harpoon pulls the first enemy hit one hex forward and deals Ability Power  physical damage. Then, teleport behind them and cleave, dealing 210 / 315 / 720 Attack Damage physical damage to them and Attack Damage  physical damage to nearby enemies.
  • Paddle Star ability
    Paddle Star
    Fire a paddle star at the current target, dealing 68 / 102 / 180 Ability Power magic damage to the first target hit and 34 / 51 / 77 Ability Power to others it passes through. When the missile reaches its destination, redirect it to a distant enemy, increasing its speed and repeating the damage. This redirect can occur 4 times.

3-cost

  • Hopped-Up Hacks ability
    Hopped-Up Hacks
    Open a 2 hex rift containing the target, Hacking enemies within for 4 seconds and dealing 80 / 120 / 190 Ability Power magic damage to each, plus 400 / 600 / 960 Ability Power magic damage split between all enemies hit.
    
    Hacked enemies store 10% of all damage they take. When the Hack ends, they take true damage equal to the stored damage. The Hack ends early if it would kill the target.
  • Pale Cascade ability
    Pale Cascade
    Passive: Attacks deal 52 / 78 / 135 Ability Power bonus magic damage.
    
    Active: Gain 275 / 325 / 475 Ability Power Shield and summon 3 encircling orbs for 3 seconds. Orbs deal Ability Power  magic damage to enemies they pass through, and rotate faster based on Attack Speed.
  • Meep Bait ability
    Meep Bait
    Dash through the current target, dealing Ability Power  magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing Ability Power  magic damage. Adjacent enemies take 50% damage.
    
    Meep Bonus: Add ? Meep to the bait, increasing Mega Meep damage by Ability Power .
  • Test of Spirit ability
    Test of Spirit
    Gain 450 / 525 / 650 Ability Power Shield for 3 seconds. Over the duration, drain 55 / 85 / 130 Ability Power Health from the nearest 3 enemies. Then slam down, dealing 80 / 120 / 180 Ability Power magic damage to all enemies within 2 hexes.
  • Bullet Cluster ability
    Bullet Cluster
    Passive: On takedown, gain 10 mana.
    
    Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 33 / 50 / 79 Attack Damage physical damage each.
  • It's Raining Stars ability
    It's Raining Stars
    Passive: Gain a different secondary effect each game based on the Stargazer constellation.
    
    Active: Call down something from the sky, dealing 150 / 225 / 360 Ability Power magic damage to 3 nearby enemies and do some special effect based on this game's Stargazer Constellation.
    Stargazer constellation secondary effects
    The data feed redacts Lulu's per-constellation secondary effect into "do some special effect". These are the seven variants — one is active per game, picked by the Stargazer constellation.
    The Huntress
    Apply 33% Wound and cause enemies to take 10% more damage for 5 seconds.
    The Mountain
    Briefly Stun them and deal 20 / 30 / 50% AP additional true damage.
    The Serpent
    Remove 4 / 6 / 8 Magic Resistance from enemies within 1 hex of each of them.
    The Altar
    Apply 30% Slow to them for 2 seconds.
    The Medallion
    Every 6 casts drops 1 / 3 / 5 gold.
    The Fountain
    Deal 50 / 75 / 125% AP additional magic damage to 3 other enemies.
    The Boar
    Deal 5% of their Health as bonus physical damage.
  • Grasp of Convergence ability
    Grasp of Convergence
    Passive: Gain 50% more max Health from all sources.
    
    Active: Converge an X-shape of vines on the target, dealing Ability Power  magic damage to each enemy hit and Stunning them for 1.5 / 1.5 / 1.75 seconds. 
    
    N.O.V.A. Strike: Send forth a wave of dragons that stun all enemies for 1.5 / 1.5 / 1.75 seconds. For the rest of combat, Maokai's attacks deal Max Health  bonus physical damage.
  • Gun Goddess Arsenal ability
    Gun Goddess Arsenal
    Field Miss Fortune to choose whether she activates Conduit Mode, Challenger Mode, or Replicator Mode. The chosen mode determines her ability and her trait.
  • Disco Inferno ability
    Disco Inferno
    Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
    
    Active: Gain 125 / 200 / 500 Ability Power Shield for 3 seconds, then breath fire in a cone dealing 180 / 270 / 430 Ability Power magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 2.5 seconds.
  • Divine Scythe ability
    Divine Scythe
    Gain 20% Durability for 2 seconds, healing Ability Power  over the duration. Afterwards, slash forward in a line, dealing 120 / 180 / 300 Attack Damage physical damage to enemies hit and knocking them up for 1 second.
  • Jump and Jive ability
    Jump and Jive
    Passive: Whenever an enemy is knocked up, shoot them, dealing Attack Damage Ability Power physical damage and entering The Groove for 3 seconds.
    
    Active: Unleash a volley of bullets at the target, dealing 375 / 560 / 900 Attack Damage physical damage and knocking up for 1 seconds.
  • Unstoppable Dreadnought ability
    Unstoppable Dreadnought
    Passive - Proximity Blast: Whenever an enemy enters a ? Range hex radius, fire a blast in a cone towards the closest adjacent hex that deals 85 / 125 / 200 Attack Damage physical damage with 30% falloff per hex. Each adjacent hex has a 5 second cooldown, and starts combat on cooldown.
    
    Active: Gain Ability Power  Shield for 3 seconds and reposition up to one hex to maximize the number of targets within Proximity Blast's radius. Reset Proximity Blast's cooldowns.
  • Psionic Storm ability
    Psionic Storm
    Channel a one-hex psionic storm that follows enemies for 4 seconds. Each second, it grows larger and deals 200 / 300 / 530 Ability Power magic damage to enemies within, reduced by 60% per hex from the epicenter.

4-cost

  • Deathbeam ability
    Deathbeam
    Channel a deathbeam in a line towards the current target for 3 seconds. It deals Ability Power  magic damage per second, reduced by 80% per enemy it passes through. Deathbeam ignores 30% of the enemy's Magic Resist.
  • Asteroid Blaster ability
    Asteroid Blaster
    Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal Attack Damage Ability Power physical damage with a 20% Lucky chance of firing a mega missile that deals Attack Damage  instead.
    
    Meep Bonus: Every ? seconds, launch an Explosive Meep at the target, dealing 110 / 165 / 900 Attack Damage physical damage in a one hex radius on impact.
    
    Lucky: Check twice and take the better outcome.
  • Singularity ability
    Singularity
    Gather the force of a black hole, dealing 630 / 945 / 5000 Ability Power magic damage split between the target and the 2 / 2 / 4 closest enemies to them. The target takes an additional 180 / 270 / 1000 Ability Power magic damage.
  • Cosmic Pursuit ability
    Cosmic Pursuit
    Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing 125 / 190 / 1000 Attack DamageAbility Power physical damage. 
    
    Active: Jump up to 1 hex away and fire arrows at the nearest 3 / 3 / 5 targets, each dealing 125 / 190 / 1000 Attack Damage physical damage. 
    
    N.O.V.A. Strike: Gain 15% Damage Amp. Now and every 4.5 seconds after, add a mark to all enemies.
  • Fracture Reality ability
    Fracture Reality
    Passive: Attacks deal Ability Power  magic damage instead.
    
    Active: Summon 5 clones that attack alongside for 5 attacks, dealing 25 / 25 / 150% damage. For their final attack, clones fire a bolt that deals 85 / 130 / 750 Ability Power magic damage.
  • Psi Strikes ability
    Psi Strikes
    Passive: Every third attack is a doubleslash that deals 70 / 105 / 550 Attack Damage bonus physical damage.
    
    Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 10% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals 70 / 105 / 800 Attack DamageAbility Power physical damage
  • Dark Form ability
    Dark Form
    Transform for 3 seconds, gaining 600 / 700 / 2500 Ability PowerMax Health Health and tethering to nearby champions. Over the duration, deal 100 / 150 / 3000 Ability Power magic damage to the closest 3 enemies and restore Ability Power  health to the closest 2 injured allies.
  • Bubble Pop ability
    Bubble Pop
    Toss a disco bubble at the target that deals 440 / 660 / 5000 Ability Power split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110 / 165 / 1000 Ability Power magic damage. On cast, Nami enters The Groove for 3 seconds.
  • Calamity ability
    Calamity
    Gain 475 / 575 / 2000 Ability Power Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120 / 180 / 2000 Ability Power magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100 / 150 / 2000 Ability Power magic damage. All enemies hit by the astrolabe are knocked up for 1.5 / 1.75 / 8 seconds.
  • Gravitational Spin ability
    Gravitational Spin
    Gain 675 / 825 / 2000 Ability Power shield for 4 seconds. Then, strike enemies in a three hex line, dealing 50.5 / 75.75 / 711 Ability PowerArmor magic damage.
    
    Meep Bonus: Reduce the damage of incoming attacks by ? . After being attacked 20 times, deal Armor  magic damage in a two hex radius.
  • Time Warp ability
    Time Warp
    Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal Attack Damage  physical damage.
    
    Active: Dash to a nearby hex, gaining 100 / 150 / 1200 Shield for 2 seconds and slashing adjacent enemies for Attack Damage  physical damage. Every third cast, leap into the air and launch a wave of energy that deals Attack Damage  physical damage to enemies in a line.
  • Tounge Lash ability
    Tounge Lash
    Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat.
    
    Active: Heal 300 / 360 / 1500 Max HealthAbility Power, then tongue lash all enemies within two hexes dealing 45 / 60 / 1500 Ability PowerMax Health magic damage.
  • Gravity Matrix ability
    Gravity Matrix
    Enter a defensive stance for 4 seconds gaining 20 / 20 / 60% Durability. While in the defensive stance, attract nearby enemy projectiles and heal 900 / 1300 / 3000 Ability Power over the duration. When this ends, release a shockwave that deals Armor Magic Resist as physical damage in a 2-hex range.
  • Stellar Ricochet ability
    Stellar Ricochet
    Passive: Attacks bounce to strike 3 / 3 / 5 times, dealing 60 / 60 / 30% reduced damage per target hit and leaving a Feather behind the final target.
    
    Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51 / 77 / 960 Attack Damage physical damage each. Xayah's current target takes 25 / 40 / 200 Attack Damage additional physical damage per feather.

5-cost

  • Ultra Friendly Object ability
    Ultra Friendly Object
    Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals 240 / 360 / 3000 Ability Power magic damage to the target, plus 135 / 205 / 1500 Ability Power magic damage split between all enemies within 1 hex. The saucer deals 30% increased damage to Tanks.
    
    If an enemy under the UFO dies, Bard has a 15 / 20 / 100% chance to abduct them and create a 1-star copy on your bench.
    
    Meep bonus: On combat start, grant the nearest ? Meeple allies an additional Meep.
  • Party Crasher ability
    Party Crasher
    Passive: Every 2 / 2 / 0.5 seconds, call down a bolt on the highest Health nearby enemy that deals 60 / 90 / 150 Ability Power magic damage.
    
    Active: Summon a disco ball at the largest clump of enemies, then knock up the current target into it, dealing 150 / 225 / 999 Ability Power magic damage. They crash down into the disco ball, dealing 175 / 265 / 5000 Ability Power magic damage in a three hex radius. Enter The Groove for 1 second per enemy hit.
  • Perfect Bladework ability
    Perfect Bladework
    Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 37 / 56 Attack Damage bonus true damage and heal for 15% of the damage dealt.
    
    Active: Reveal 6 Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for Ability Power  over 5 seconds.
  • Collateral Damage ability
    Collateral Damage
    Passive: Attacks fire 5 projectiles in a cone that deal ? physical damage each.
    
    Active: Fire an explosive shell that deals 390 / 585 / 5555 Attack Damage physical damage to the target, and 165 / 245 / 4110 Attack DamageAbility Power physical damage to adjacent enemies.
    Passive cone damage falloff
    Per-target falloff
    Passive cone projectiles deal 60% less damage per additional enemy hit (patch 17.4).
  • Space Opera ability
    Space Opera
    Passive: Jhin has a fixed attack speed of 0.9 / 0.9 / 1.4 and converts every 1% of bonus Attack Speed into 0.75 bonus Attack Damage.
    
    Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 45 / 68 / 688 Attack Damage physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit. 
  • Reality Tear ability
    Reality Tear
    Passive: On cast, attacks gain Max Health Ability Power stacking bonus magic damage. Starting from the third cast, gain true damage instead.
    
    Active: Gain 200 / 250 / 3456 Max HealthAbility Power Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50 / 50 / 99% while allies within gain 80 / 80 / 999% Attack Speed, both rapidly decaying over 3 seconds. Shen always gains his rift's full bonus for this duration.
  • Psionic Crush ability
    Psionic Crush
    Hurl a chunk of magnetic debris at the nearest target without one, dealing 300 / 450 / 999 Ability Power magic damage and sticking it to them. If an enemy with debris dies, it passes to the nearest enemy without one.
    
    Every 5 casts, instead rip off all debris dealing 120 / 180 / 999 Ability Power magic damage, then crush all the debris onto the target, dealing 720 / 1100 / 9999 Ability Power magic damage and briefly stunning them.
  • Lend Me a Hand, Shadow! ability
    Lend Me a Hand, Shadow!
    Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing 27 / 40 / 250 Ability Power magic damage. Whenever an enemy is struck 5 times by Shadow, Shadow strikes them again.
    
    Active: Shadow launches 3 empowered strikes, dealing 140 / 210 / 1000 Ability Power magic damage instead.
  • Quantum Clone ability
    Quantum Clone
    Create a clone behind the target with 33 / 45 / 45% reduced max Health and 30 increased Mana cost. The clone inherits its creator's items, stats, and current Health, and can cast Quantum Clone.