Set 15 Power Ups
Discover the new champion-specific augments for Set 15: KO Coliseum.
Power-Up Item
Use this consumable on a champion to open the Power-Up selection armory for them.
Power-Up Remover
Use this consumable on a champion to remove their Power-Up, allowing you to choose a new one for them.
Gain X% Durability. Also, gain X permanent %Damage Amp when you reroll.
(X) When taking damage, gain X Armor% or MR% based on the damage type (up to X total resists).
(X) At combat start, immediately go ALL OUT and gain X% Durability and X% AD. No longer decay health while ALL OUT.
Exclusive to:
(X) Gain X% Damage Amp. The first time this champion gets a takedown increase the bonus to X% Damage Amp.
(X) Every 4th attack deals X% more damage. Overkill damage splits between X additional targets.
(X) Store X% Health at combat start and store X% more every second during combat. On death deal magic damage in a large radius based on Health stored.
(X) Gain X% AD and gain X% more AD% from all sources.
(X) When granting or receiving shields, add X% of the shield's value as bonus physical damage on the next attack.
Every X seconds Lulu tosses a snack to her Monster granting it an effect. Rammus: Heal X% Health. Smolder: Gain X% AD. Kog'Maw: Gain X% AP.
Exclusive to:
(X) Attacks create a tornado of blades around the target, dealing X% AD physical damage to enemies within attack range.
(X) When switching targets, blink to the next target. The next attack deals X% more as magic damage
Damage dealt by Yone and Yasuo bleeds enemies for X% of damage dealt over X seconds.
Exclusive to:
(X) At combat start take the form of the nearest ally and grant them and this champion a X% Health shield.
(X) Summon an additional plant but plants deal X% less damage and have X% less health.
Exclusive to:
(X) Fire X% more projectiles with abilities.
(X) On cast, the lowest percent health ally gains X shield (AP%) for X seconds.
(X) Last-listed traits are X% more effective.
Become bigger, more powerful, and gain % Health, % Durability, and % Damage Amp, but take up 2 team slots.
X% Shred and Sunder enemies within 2 hexes. Take X% less damage from Shredded or Sundered enemies. Shred/Sunder: Reduce Armor and Magic Resist
(X) Start combat dormant and gain X% Damage Amp and X% Health whenever champions die. At X% Health, awaken and blink to a group of enemies, stunning them for X seconds.
(X) Abilities can Critically Strike. Every X seconds, gain X% Critical Strike Chance .
(X) Gain X% Attack Speed. At combat start, a whirlwind removes the opposite enemy from combat for X seconds. (X) Gain X% Attack Speed. Both champions have a whirlwind.
(X) Heal for X% of magic damage dealt. On cast, lose X% Health but gain X stacking %iAP.
(X) Ability damage stuns for X second.
(X) Arrows consume X less mana during Varus's ability.
Exclusive to:
(X) Attacks have a X% chance to trigger an additional attack.
(X) Reduce maximum mana by X.
(X) On cast, all other allies gain X% of mana spent.
(X) On cast spawn 2 Fairy Friends that each deal X-X (based on Stage) to the target over the next X seconds.
Xayah gains % AD and % Attack Speed per Rakan star level. Rakan gains % Health, % Armor, and % MR per Xayah star level.
Exclusive to:
(X) Ascend 2 additional times at levels X and X.Level X: Gain X% AP every X attacks. Level X: Launch 2 additional waves that deal X% damage.
(X) Gain X% %i:scaleSV%. Whenever an ally dies, gain X% stacking Damage Amp.
(X) After round X-X if this champion is 3-star, become 4-star at combat start.
Exclusive to:
(X) Gain X% Damage Amp and X% Durability, increased by +X% Damage Amp and +X% Durability for each eliminated player.
(X) Attacks have a X% chance to stun the target for X seconds.(X) These attacks deal X bonus magic damage per Stage.
(X) At combat start, fuse with the nearest ally, gaining X% of their Health, % AD, and % AP.
(X) On cast, gain stacking % AD equal to X% of mana spent.
(X) The Mighty Mech converts X% of damage taken into Attack Damage and Ability Power, and gains X Armor and Magic Resist.Crystal Rose champions are treated as Mighty Mechs for the Mech's abilities.
Exclusive to:
(X) Gain X% AD, % AP. Each takedown, don a hat that grants X more % AD & AP%. On death, lose X% of your hats.
(X) Gain X% Damage Amp per player level. At level 10 gain an additional X% Damage Amp.
(X) Each round gain a consumable that grants X% Health and X% AD in exchange for X player health. Gain X% Health and X% AD.
(X) Ryze's ability hits in a wider area and X% Chills enemies.
Exclusive to:
(X) Every X seconds, Burn and Wound the closest enemy within 6-hexes for X seconds. Take X% less damage from Burning enemies.
(X) Every X attacks, deal X% (%AD) true damage.
(X) Abilities target's the lowest health enemy in range instead. Gain X % Mana Regen and +1 % Range.
(X) Gain X% Armor and X% MR. At combat start allies in the back row gain X% Attack Speed for every X% Armor and % MR this champion has.
(X) Cast abilities twice but deal X% less damage.
Every other cast, this champion casts their Ability twice and has modified total % AD.
(X) Gain X% AP and gain X% more % AP from all sources.
(X) Reduce mana cost by X. Gain X% AD and X % AP.
(X) At combat start, gain X mana and give X mana to all allies in a line in front of you.
(X) Gain X% AP, and permanently gain X every 2 takedowns.
(X) Gain X% AD, and permanently gain X% every 2 takedowns.
(X) Gain X% Attack Speed, and permanently gain X% every 2 takedowns.
(X) At combat start gain X permanent Health. Every X seconds this champion survives, gain X additional permanent Health.
(X) When you field Mighty Mech and Luchador, The Mighty Mech benefits from Luchador.
At combat start, pilot the Mighty Mech, granting it a portion of this champion's stats. When it reaches X% health, leap out and rejoin combat.(X) The Mighty Mech gains X% Durability.
Exclusive to:
(X) The first ability use each combat grants X Mana Regen and X% AP.
(X) Fire X bonus needles with every 1st and 2nd cast that deal X% damage.
(X) Once this champion has died X times, gain X% Health and X% Attack Speed.
(X) Start combat with X% health, but gain X% Damage Amp.
(X) If none of this champion's traits are active, gain X-X %Health and X-X% Attack Speed (based on current Stage).
(X) At the start of each round, gain a random permanent stat bonus.
(X) Gain X packmates that deal X% AD physical damage. When Naafiri uses her ability, packmates dash to the lowest health enemy within X-hexes.
Exclusive to:
(X) At combat start and every X seconds, gain X Mana Per Second.
(X) Set Attack Speed to X. Convert X% Attack Speed to X% AD. Attacks deal X% more damage and grant X more mana.
(X) Every X seconds heal this champion and allies within 2-hexes for X% of their missing health.
(X) On cast dash, fire X additional shots, and gain X% AP for the rest of combat.
(X) Gain X% Attack Speed on every attack.
(X) Your Monster has +X Monster Trainer levels.
Exclusive to:
(X) Heal X% Health every X seconds and gain X% increased healing from all sources.
(X) Reduce each instance of incoming damage by X.
(X) Gain X% of The Mighty Mech's % AD, % AP, and X% Health.
Exclusive to:
(X) On death, summon a Training Dummy equipped with the same items.
(X) Gain X% Durability and heal for X% of damage dealt by all other allies.
(X) The first attack on each enemy deals X% (%AD) physical damage and knocks up for X seconds.
(X) Create a perfect copy of this champion that deals X% damage.
(X) Become a X-hex singularity, dealing X% (%Health) as magic damage every second. When enemies die in the singularity, gain X permanent % Health.
Exclusive to:
X) Damage 30% Shreds and Sunders enemies for X seconds. Deal X% increased damage against Shredded and Sundered enemies.Shred/Sunder: Reduce Armor and Magic Resist.
(X) At the end of planning phase, mark all hexes within 1 hex of this champion. Champions that start combat in a marked hex gain X% Damage Amp and X% Health.
(X) Every X seconds, 1% Burn and 33% Wound the nearest enemy for X seconds. Deal X% more damage to Burning enemies.
(X) If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
Exclusive to:
(X) Dealing magic damage reduces % MR by X.
X Damage dealt contributes X% more to The Crew's ship damage.
Exclusive to:
(X) Gain X% Armor. Enemies attacking this champion take (X + X per stage) physical damage.
(X) Gain X% Critical Strike chance. Attacks that critically strike deal X% bonus magic damage.
(X) If alone in its row, gain X% Health.
(X) This champion benefits X% more from Star Guardian for each star level they have.(X) Both champions benefit X% more from Star Guardian for each star level they have.
Exclusive to:
Gain bonus Health and X% additional Potential while Battle Academia is active.(X) X% Health; +X% Damage Amp.
Exclusive to:
(X) Summon a roaming storm that echoes X% of damage dealt as magic damage. (X) Both champions contribute damage. The storm is bigger.
(X) Gain X% Attack Speed and +X% Attack Range.
(X) Every X seconds, deal X% of the closest enemy's maximum Health as magic damage. Deal the same damage to enemies whenever they are stunned.
(X) Every X seconds gain % AP equal to % Mana Regen.
(X) This champion is always the Supreme Cell. While Supreme Cells is active, gain X% Damage Amp, doubled for the rest of combat after killing X enemies.
Exclusive to:
(X) At combat start, gain X% Attack Speed and X% AP. After X and X attacks, this amount doubles.
(X) Gain X% Health and grow larger. After X seconds, stomp the board, knocking up all enemies for 1.5 seconds
On kill, heal X% (%Health) and gain % Attack Speed for X seconds.(X) and execute enemies below X% health.
(X) Gain X% Attack Speed. At X% health, double it for the rest of combat and shrink in size for X seconds, dodging all attacks.
At X% Health, dash to the furthest enemy, gain % Damage Amp, and leave behind a Training Dummy
(X) Gain the Juggernaut, Duelist, and Executioner traits regardless of Lee Sin's stance.
Exclusive to:
(X) Gain X Health for each player combat win or X% Damage Amp per loss.
(X) Gain X% %i:scaleSV% and immunity to crowd control for the first X seconds of combat.
(X) Gain X% Health and immunity to crowd control. Charge to new targets, stunning enemies passed through for X seconds.
(X) At combat start gain X% Armor, % MR. Every second, convert X% Armor, % MR to X% AD. (up to X)
(X) Gain X Weights and move and attack X% slower. Player combats drop X Weight, losing drops 1 more. When all Weights are dropped, move faster and gain X% Attack Speed and X% Durability.