Description
Meeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health.
Breakpoints
- 3
- 2, 100
- 5
- 3, 400
- 7
- 4, 400
- 10
- 6, 500
Champions
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Gain 400 / 475 / 575 Shield for 4 seconds. For the duration, allies within two hexes gain 15 / 25 / 60 Armor and Magic Resistance. Meep Bonus: Meeps grant 125 / 160 / 210 Shield to the nearest ? allies for 4 seconds. -
Call down a Meepteor on the target that deals 310 / 465 / 700 magic damage. Meep Bonus: An additional ? mini Meepteor are called down on nearby targets dealing 31 / 47 / 70 magic damage each. -
Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 225 / 340 / 525 physical damage, reduced by 75% per hit. Meep Bonus: ? Meeps attack alongside Gnar, dealing ? physical damage per second.
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Heal ? Health over 3 seconds. Slam the target, dealing 160 / 240 / 360 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 ? .
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Dash through the current target, dealing ? magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing ? magic damage. Adjacent enemies take 50% damage. Meep Bonus: Add ? Meep to the bait, increasing Mega Meep damage by ? .
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Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal ? physical damage with a 20% Lucky chance of firing a mega missile that deals ? instead. Meep Bonus: Every ? seconds, launch an Explosive Meep at the target, dealing 120 / 180 / 900 physical damage in a one hex radius on impact. Lucky: Check twice and take the better outcome.
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Gain 675 / 825 / 2000 shield for 4 seconds. Then, strike enemies in a three hex line, dealing 50 / 75 / 700 magic damage. Meep Bonus: Reduce the damage of incoming attacks by ? . After being attacked 20 times, deal ? magic damage in a two hex radius.
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Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals 220 / 330 / 3000 magic damage to the target, plus 135 / 205 / 1500 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.
Meeple enables
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The offboard storage row (default 9 slots) where unfielded champions and held items sit between rounds. Augments may expand bench slots, populate it with new units, randomize its contents, or scale rewards off whether it's empty or full — distinct from on-field summons.
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The player-level economy resource — earned each round (base income + interest + win/loss streaks), spent on rerolling the shop, buying XP, and purchasing units. Augments grant flat gold, raise interest, or make kills drop gold; some items generate gold on takedown.
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Grants the unit additional maximum HP — flat (`+150 Health`) or percentage (`+6% max Health`). Item HP, augment HP boosts, and ability bodies that read "Gain X max Health" all land here, including Cho'Gath's per-cast "permanently gain max Health". The cross-round permanent-stat angle has its own curated landing at `/permanent`.
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Adds a unit to the field — temporary or permanent. Covers ability summons (turrets, pets, Mega Meeps), trait-spawned minions and relics (Shepherd's Bia/Bayin, Bulwark relic, Primordian Swarmlings), resurrect/revive of fallen allies, and bench-to-field arrivals (Thresh's Lantern pulling a benched unit). Summon-buff augments scale these. Bench-slot expansion is the separate `bench` mechanic; an exact copy of an existing unit is the separate `clone` mechanic.
Granted by
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Meeple Emblem Plated - +20 Armor
- +20 MR
- +2 Mana Regen
The holder gains the Meeple trait and 1 additional Mana Regen per.