Arena is a Featured Game Mode in League of Legends. Players battle against each other in eight teams of two (2v2v2v2v2v2v2v2) and power up with unique Augments until only one team is left standing. Combat takes place in the Rings of Wrath: five different battlefields which vary in size, density, and theme.[1][2]
On patch V13.14, the mode launched as part of the Soul Fighter 2023 event. It ran from July 20th (1 PM PST) to August 28th, 2023 (11:59 PM PST).[3]
The mode was enabled again on December 7th, 2023 during V13.24 with the addition of 60 augments as well as other new mechanics and system changes. It ran until January 8th, 2024.
V14.9 marked the third launch of the mode on May 1st, 2024 with doubled team size (from four to eight teams) and the addition of anvils, Prismatic items, and The Koi Pond battlefield, as well as other new system and quality of life updates. It ran until September 24th, 2024.
Arena also features a custom announcer, which can be found here.
Players with an 8,100 Rating or higher can queue with only 1 other player, and players must be within 1,000 Rating of one another in order to queue together.
The maximum party size is 8 players for a matchmade game; players cannot queue with a party of 9-15 members.
A party of 16 players can queue into a private/non-matchmade game. This game would be unrated, grants no rewards, and has no Rating restrictions.
Surrendering normally becomes available from round 4 onward. See the Surrender section below.
Each ban and pick turn ends prematurely when all selections have been locked.
Pick Intent Phase [10s]: Preparatory grace period at the start. Team mates may select and show their pick intent.
Ban Phase [25s]: All players ban one champion simultaneously, for a total of two bans per team. Locked selections are revealed at the end of the phase and immediately.
Pick Phase [2 turns of 35s]: The first row, then the second row of players pick their champion blind, for a total of two turns. Locked selections are revealed at the end of each turn. The champions picked must be unique between phases, but a champion can be picked more than once in a given phase.
Finalization Phase [10s]: Preparatory grace period before the game begins.
Free champion rotation
A static pool of champions will be always be in available in Arena as a free roster:
Runes are disabled. Some keystone runes are accessible through Augments.
Summoner spells[]
Flash permanently occupies one of the summoner spell slots, while the other slot defaults to the Flee spell. Selecting either of them simply swaps their order.
Flee: Grants Champions killed 5s before or after using Chronobreak (R)40% bonus movement speed for 2 seconds, increased by an additional inherit20% for each enemy champion you are facing away from.
Flee can be exchanged with unique spells granted by Augments.
Flash no longer has a traditional cooldown and is only usable after being cast in every other round; it cannot be used again until the round after.
Arcane Sweeper: Summons a mist over the target location for 5 seconds, granting sight of the area in a 375 radius and revealing enemy traps within for 3 seconds (30 second cooldown, 800 cast range, and disabled for the first 120 seconds of the game).
Gameplay[]
Power Flowers
Power Flower
A plant that spawns on the map 15 seconds after the combat phase starts.
The plant has 3 health and takes 1 damage from each basic attack. Once the plant has been killed, it will respawn after 25 seconds.
Each hit against a plant heals the attacker equal to Champions killed with Comeuppance (R)6% of their maximum health, grants them a shield equal to Champions killed with Comeuppance (R)7.8% of their maximum health, restores Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range15% of their maximum manaorChampions hit with Hookshot (E)3.5% of their maximum energy, as well as refunds 20% of the total cooldown of each of their champion abilities (excludes innate/passive abilities). These effects are increased if Guardian's Dirk or the Fruits of Your Labor augment are equipped.
The shield can stack with subsequent hits to the plant, lasts until it is destroyed, and slowly decays in strength over 10 seconds while it lasts.
The plant has multiple spawn locations around each battlefield.
There is 1 plant in the middle of the Ancestral Woods map.
There are 2 plants on the Magma Chamber map. The plants are located near the top and the middle of the map.
There are 3 plants on the Desert Oasis, Frostbite Thicket, and Koi Pond maps. The plants are located near the left, right, and bottom of each map.
Blast Cones
Blast Cone
There are Blast Cones located throughout the battlefield. They activate 10 seconds after the combat phase begins.
Champions can attack them to trigger them, causing them to explode and knock away all nearby units. Once triggered, they will respawn after 20 seconds.
The Blast Cones on the Koi Pond map are mutated, causing them to have a respawn timer of 16 seconds and displace units hit at twice the distance when they explode.
The Ring of Fire
Ring of Fire
A damaging area of effect that starts closing in from the edge of the battlefield toward the center of a location on the map. It spawns 30 seconds after the combat round starts.
The ring moves in 5 second intervals; it will close in over 5 seconds then stop for the same duration, repeatedly until it reaches the center of the location.
Units caught outside of the ring gain 1 stack of the Fire Storm debuff upon entering the fire storm and every second thereafter.**
Fire Storm: This unit is dealt Skillshots dodged with Void Surge (Q) true damage equal to Champions killed with Comeuppance (R)6% − ∞% (based on seconds) of their maximum health and is inflicted with 0% − ∞% (based on seconds)Grievous Wounds and shielding reduction.
Fire Storm stacks reset to 0 once the unit moves back inside the ring.
The burn damage is applied even to untargetable units.
When a team finishes a round at the stage where the Ring of Fire has fully closed, regardless of win or defeat, champions gain 1 stack of the Ring of Char debuff.
Ring of Char: For each stack, the next time this unit is damaged by the Ring of Fire, Fire Storm will automatically begin its effects as if this amount of seconds have have already passed. Fire Storm stacks may only reset to a number equal to Ring of Char stacks, and not the regular 0.
Champions lose 1 stack of Ring of Char when their team ends a round, regardless of win or defeat, before the Ring of Fire has fully closed.
On the Koi Pond map, the initial size of the ring is increased by 16% and it is more likely to close in on the southeast island.
Hex-gates
Hex-gate
A pair of gates will spawn around the edges of the battlefield.
Champions can interact with these gates to initiate Hexgate Warp instantly and dash to the other side of the gate over 1.75 seconds, during which they are untargetable and unable to act. They may also choose a location to dash another time up to 500 units away from the gate upon reaching their destination. Hex-gates have a 12-second cooldown for all champions after being activated, reduced to 8 seconds for gates on the Koi Pond map.
Deep Water
Deep Water
A new terrain type unique to Arena. It behaves like terrain without blocking the vision radius of units.
This terrain counts as a river element for Qiyana'sTerrashape's element gathering.
Champion adjustments
Champions do not have an Champions hit with Martial Cadence (P)attack speed cap and gain Champions hit with Bandage Toss (Q) at greater than 75% of max range0.6 bonus Attack Damage or Damage to champions with Center of the Universe (P)1 Ability Power (Adaptive) for every Time champions spent slowed by Miasma (W)1% critical strike chance in excess of inherit100%.
All champions gain up to Champions killed 5s before or after using Chronobreak (R)45 bonus movement speed, 15% tenacity and slow resist, and Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range12.5 bonus mana regeneration or Champions hit with Hookshot (E)100% energy regeneration, based on their and their ally's combined Champions killed with Comeuppance (R)missing health.
Champions killed with Comeuppance (R)150 − 1250 (based on level) increased base health
10.35 − 36.24 (based on level)bonusHealing from Spirit of Dread (W)armor and Champions that have been made a Vessel by Test of Spirit (E)magic resistance
Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range250 bonus manaorChampions hit with Hookshot (E)50% increased energy
Gnar is considered a melee champion regardless of form.
Champions killed with Comeuppance (R)267.65 − 1561.76 (based on level) increased base health
4.59 − 33.06 (based on level)bonusHealing from Spirit of Dread (W)armor and Champions that have been made a Vessel by Test of Spirit (E)magic resistance
Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range250 bonus manaorChampions hit with Hookshot (E)50% increased energy
Champions killed 5s before or after using Chronobreak (R)20 bonus movement speed
Damage to champions with Judgment (E)20 ability haste
Players play out rounds until the last team standing. A round consists of a Shop Phase and a Combat Phase, in order. All champions begin the game at level 3 and gain 2 / 1 (based on round number) level(s) per round.
Round
Champion level
1
3
2
5
3
7
4
9
5
11
6
12
7
13
8
14
9
15
10
16
11
17
12+
18
In between and at the start of each round's phase, champions will fully reset their state, refreshing the cooldowns of all their effects, restoring health and resources to maximum capacity, and removing any lingering buffs or debuffs. Additionally, during the Shop Phase, all champions are invulnerable as well as untargetable to the champions of other teams. Teams cannot affect each other in any way until the Combat Phase has begun.
Each team starts with a maximum Team Health of 100, and will take a certain amount of damage from losing Combat Rounds. The damage for defeat increases by 10 every 4 rounds. The third increase of the damage at round 9 is modified to 20.
On the fifth round and every fourth round thereafter (rounds 5, 9, 13), a High Stakes combat phase will take place. The teams that win a High Stakes match will increase their Team Health by 15 and each member will be awarded a Lucky Dice that grants them an additional reroll for augment and anvil selection.
Round
Damage for defeat
1-4
15
5-8
25
9-12
45
13-16
55
Once a team loses all their Team Health, the game ends and they are eliminated. Players on an eliminated team can exit safely, or choose to spectate the other teams for as long as they want.
Matchups are determined in a random round-robin bracket. Players cannot battle against the same team until they play against all other teams, however the order may change with each round robin as teams get eliminated. A random team will earn a bye from the Combat Phase if there is an uneven number of alive teams. If the bye round is a High Stakes round, the team that is given a bye will also be granted the Team HP bonus, as if they have won the round. Juices purchased before or during a bye round will be consumed but remain active for the next Combat Phase.
A team's next matchup can be seen during the Shop Phase in the HUD.
HUD[]
HUD elements
The Arena HUD features special elements such as:
An entirely new scoreboard layout that includes team names and logos at the top, champions alongside their skin art, items, and augments in the middle, and a round track at the bottom that displays round outcomes for each team.
A Game tab at the top of the screen, which includes information on maps, Team Health loss for defeat and High Stakes round information, a countdown for round phases and match phases, as well as matchups and alive status of each champion.
A Team tab on the right side of the screen, which includes information on Team Health, Team Logos, and champions.
At the start of each Shop Phase, the health indicator will turn to either show a check mark or a cross mark, indicating the last Combat Phase's winners and losers, respectively; the champions that died in that same phase will also be greyed-out. The kill feed of all teams will also pop up here during this time.
An Augments tab that replaces the runes tab in the champion HUD. It displays the player's current augments, which can be hovered with the cursor to show tooltips.
A vote can only be started during the Shop Phase of round 4 onward and lasts for a maximum of 60 seconds or until both players have issued their vote. Both players must agree to the vote for it to pass.
If a player on the team has disconnected or been detected AFK, surrendering may be available at even earlier rounds. The remaining player may start a surrender vote for it to always pass.
Once a team has successfully surrendered, their Team Health is set to -99, eliminating them from the match.
Shop Phase[]
Starting/Summoning Platform
Shop Phase
The Shop Phase begins at the start of the game and after each consecutive round. It takes place at the spawn and lasts for 45 seconds. Each team has their own zone which is separated by impassable borders. Players are granted access to the shop during this time and can also hit a Target Dummy while they wait.
The target dummy has Champions killed with Comeuppance (R)1250 − 5000 (based on round) health and 10 − 160 (based on round)Healing from Spirit of Dread (W)armor and Champions that have been made a Vessel by Test of Spirit (E)magic resistance. It is not a valid target for effects that grant permanent stacks.
At the start of this phase, and depending on the round, players are either given the choice to select an Augment, a free Stat Bonus Anvil, a free Prismatic Item Anvil, and/or a certain amount of gold to spend for items:
During a selection, a button to hide and show the screen is available; the player cannot execute shop purchases during this time if the selection screen was provided by the round (instead of purchased by the player). The Shop Phase's duration is reduced to 6 seconds once all champions have used their bonus and/or made their selections.
The shop features the following item categories: Starter Items, Anvils, Tier 2 Boots, Juices, Legendary Items, and Prismatic Items.
Starter Items and Tier 2 Boots each cost 500. Starter items are strongly recommended as a purchase at the beginning of the game, and have been modified to grant plenty of stats that can be useful even later into the game, though not as much as Legendary and Prismatic items.
Anvils are consumable items that can be purchased to automatically open a semi-random selection. The type of selections offered depends upon the Anvil purchased, and there is an assortment of three choices to select from. The player can re-roll their selections up to twice per game. Re-rolls are shared between Anvil and Augment selections.
The Stat Bonus Anvil costs 750; the class-type Anvils each cost 2000; and the Prismatic Item Anvil costs 4000. These prices are reduced to 650, 1800, and 3750 respectively for teams that have Ornn.
All champions will receive a free Stat Bonus Anvil on the 7th and 10th rounds' shop phase, and a free Prismatic Item Anvil on the 3rd round's shop phase.
Juices are special combat boosts that grant unique stat buffs for the next round only, and they each cost 500. Multiple different Juices can be purchased and carried, up to one of each, and multiple different ones can be active for the same round. Juices have a 100% resale value (500). They are automatically consumed at the start of the round.
Legendary Items cost 2500 each and must be purchased whole; there are no recipe components from which they build out of. They have a 50% resale value (1250).
Prismatic items provide more powerful effects and have higher stats compared to Legendary items. They can only be acquired through the Prismatic Item Anvil; one is provided for free on round 3.
Prismatic items can be sold at the shop for 2000.
List of Arena items[]
Almost all items are shared with the typical items that currently exist in other modes, but there also exist new and returning ones. See mode-specific item changes for details on existing items.
Once the Shop Phase ends, players enter the Combat Phase and are transported to one of five Rings of Wrath at random to fight against another team. The first champion kill for each team during the Combat Phase awards 250 to both members, but the second kill does not yield any extra reward. A kill bounty may also be earned after the round has been lost by a secondary effect before the next Shop Phase starts, without affecting the outcome of the round of course.
If the Combat Phase does not end within 30 seconds, the Ring of Fire will begin closing toward the battlefield's center, rapidly damaging players caught outside it. Once the ring has closed entirely, if the round is not over in 15 seconds it ends in a tie.
The Combat Round ends when both players on a single team die, with the team with at least 1 alive player being crowned the round winners, and the other team losing and taking damage to their Team Health. If the round ends in a tie, both teams count as losing and will both take damage. Zombie state effects such as Karthus'Death Defied or Sion'sGlory in Death do not prevent a team from losing if both players have been killed, regardless of whether they manage to kill both players on the other team while a zombie.
After the Combat Phase is over, spectating another team's combat by clicking on a pop-up HUD becomes available. The shop cannot be used while dead during the Combat Phase.
Rings of Wrath[]
Ancestral Woods
Desert Oasis
Frostbite Thicket
Magma Chamber
Koi Pond
Bloom Bridge[]
On the Koi Pond battlefield specifically, there exists a water lily in the middle of the map known as the Bloom Bridge, functioning as the cross section between the three open rings in the map. Champions can move over this lily to traverse between the open spaces. Once a champion has moved over the lily however, it will start a radial countdown for 10.4 seconds and deactivate when the time is up, becoming a closed bud and causing the center of the map to become impassable to units. If units are on top of the lily when it closes up, they are knocked away to the nearest open space. The lily will bloom open again after 3.2 seconds of being closed.
Bloom Bridge open
Bloom Bridge closing
Bloom Bridge closed
Revival[]
Revive zone
When a champion on either team takes fatal damage for the first time in the combat phase, they enter a downed state where they are essentially dead. After 12 − 8 (based on round number) seconds of being downed, their ally can stand in a radius around where they died for 3 seconds to afterwards revive them, healing them for 150 − 1425 (based on level) and causing them to become untargetable, invulnerable, and unable to attack or cast spells for 0.75 seconds. They will also gain 30% damage reduction, Champions killed 5s before or after using Chronobreak (R)75% bonus movement speed, and 50% Tenacity for 3 seconds, decaying after 0.75 seconds over the remaining duration.
Each team can revive only one member once per round. A team can be defeated either by putting one member in a downed state and killing the other member while their teammate is downed, or killing both members after one of them has already been revived by this effect.
The amount of time required for the revive to occur is cumulative; leaving the downed area will not reset the timer. The ally also must not be under a resurrection effect in order to perform the revive. Revive duration is reduced based on the ally's heal and shield power as well as their Champions killed with Comeuppance (R)missing health, up to a cap.
Augments are permanent bonuses for your champion, beyond items, that can be acquired during the Shop Phase of certain rounds. They provide very powerful stats and/or effects that can warp your gameplay entirely.
There exist 3 Augment quality tiers, or rarities: Silver, Gold, and Prismatic. Silver Augments are the least potent, while Prismatic Augments are rare and extraordinary effects. There are exactly 4 Shop Phases in each full game where players are provided with an assortment of 3 Augments to choose one from. Augment selection takes place in rounds 1, 5, 8, and 12. Each player is also given the option to re-roll their assortment in a Shop Phase, up to 2 times per game. Re-rolls are shared between anvil and augment selections.
While the assortment of given Augments may be unique from one player to another, everyone is given the same rarity of Augments with the specific rarity being random. No more than four champions in a given game can be presented the same Augment.
The following augments were available during the initial launch of the mode but were later removed in the second launch on V13.24:
Augment
Effect
Tier
Buckle Up
Spawns a Battle Sled at the start of a combat round.
Battle Sled: Summons a sled at the start of each combat round that you and your ally can enter and ride. The first player to enter the sled moves it in the direction of their cursor, with increasing speed. The sled stops upon colliding with an enemy champion or terrain, destroying itself and dealing Skillshots dodged with Void Surge (Q) true damage to nearby enemies as well as knocking them back.
Evocation:Channel for 4 seconds, restoring 60% of your Champions killed with Comeuppance (R)maximum health and Champions hit by Piltover Peacemakers (Q) at greater than 75% of max rangemaximum mana over the duration. Upon completion, also gain Champions killed 5s before or after using Chronobreak (R)50% bonus movement speed for 2 seconds.
Silver
Midnight Express
Automatically casts Thresh'sDark Passage at your ally's location (12 second cooldown).
Silver
Windspeaker's Blessing
Heals and shields also grant the target 30 − 90 (based on level)Healing from Spirit of Dread (W)bonus armor and Champions that have been made a Vessel by Test of Spirit (E)bonus magic resistance for 3 seconds.
Zhonya's Epiphany: Put yourself in stasis for 3 seconds, rendering you untargetable and invulnerable for the duration but also unable to move, declare basic attacks, cast abilities, use summoner spells, or activate items. Afterwards, reset the cooldowns of all your basic abilities.
Prismatic
The following augments were added in the second launch of the mode and were available shortly before they were removed in a hotfix update in V13.24 due to balance issues:
Augment
Effect
Tier
Dark Blessing
Your heals and shields apply a Curse stack to the nearest enemy champion within 450 units, lasting 5 seconds (1.5-second cooldown). This effect stacks infinitely and refreshes with each application.
Curse Power: For each stack inflicted on targets, gain a permanent Damage to champions with Judgment (E)0.14 ability haste every second.
Gold
Deathtouch
Basic attacks against enemy champions apply a Curse for 5 seconds, dealing Champions killed with Comeuppance (R)0.6% of the target's maximum healthDamage mitigated with Shifting Sands (E)magic damage per second over the duration. This effect stacks infinitely and refreshes with each application.
Curse Power: For each stack inflicted on targets, gain a permanent Damage mitigated with Shifting Sands (E)0.24 bonus magic damage on-hit every second.
Gold
Desecrator
Immobilizing an enemy champion applies 2 Curse stacks to them for 5 seconds, dealing Champions killed with Comeuppance (R)1% of the target's maximum healthDamage mitigated with Shifting Sands (E)magic damage per second over the duration. This effect stacks infinitely and refreshes with each application.
Curse Power: For each stack inflicted on targets, gain a permanent 0.1 Healing from Spirit of Dread (W)bonus armor and Champions that have been made a Vessel by Test of Spirit (E)bonus magic resistance every second.
Silver
Doomsayer
Abilities apply a Curse stack to enemy champions hit for 5 seconds, dealing Champions killed with Comeuppance (R)0.6% of the target's maximum healthDamage mitigated with Shifting Sands (E)magic damage per second over the duration (3-second cooldown). This effect stacks infinitely and refreshes with each application.
Curse Power: For each stack inflicted on targets, gain a permanent Champions hit with Bandage Toss (Q) at greater than 75% of max range0.21 bonus Attack Damage or Damage to champions with Center of the Universe (P)0.35 Ability Power (Adaptive) every second.
Prismatic
Plaguebearer
Apply a Curse stack every 1.5 seconds to enemy champions within 500 units for 5 seconds. This effect stacks infinitely and refreshes with each application.
Curse Power: For each stack inflicted on targets, gain a permanent Champions killed with Comeuppance (R)1 bonus health every second.
Prismatic
The following augments were available during the initial and second launch of the mode but were later removed in the third launch on V14.9:
Removes all your current items. You now gain random items for the current round and at the start of each round thereafter, with the stats and damage of these items being increased by 30%.
This effect has a chance to grant you the The Golden Spatula. Random items cannot be sold and respect the limits for non-Mythic items. You also can now only buy Juices from the shop and no longer gain gold from the shop phase of some rounds.
Number of random items given is based on the round number, which is one more item than is possible with the gold granted from the shop phase. Additional items gained are equivalent in price to the amount of gold that is granted in the shop phase of that round (modified to 3000 for round 3). No additional item is granted for augment rounds except the first one (round 2) which grants a 1000 item. At round 10, you are no longer given a random Starter item and Boots item and receive higher tier items instead.
Prismatic
The following augment was available for all launches of the mode but was later removed during the third launch in V14.15.
Augment
Effect
Tier
Fully Automated
Augments with an automatic effect now have their cooldowns reduced by 2 seconds and benefit from your ability haste.
Silver
The following augment was only available during the initial launch of the mode on VPBE. It was never shipped to live servers with the mode's launch on V13.14.
Augment
Effect
Tier
Virtuous Cycle
Your heals grant a shield for 5 seconds that is equal to 20% of the healing value, and your shields grant a heal equal to 20% of the shield's strength. This effect cannot trigger from itself.
Silver
The following augments were found in data during the second launch of the mode on VPBE but had later been scrapped.
Augment
Effect
Tier
Itemizer
At the start of each shopping phase, the first item you sell has its resale value increased to 100%. Additionally, increase the stats of all your items by 5%.
Unknown
Backstab
You deal 30% increased damage as well as benefit from 30% omnivamp against enemies while hitting them from behind.
Unknown
Augment Exceptions[]
Certain champions cannot receive augments with a specific stat or trait.
By default, all champions can only receive one augment that replaces the Flee summoner spell for a new summoner spell, which includes the Banner of Command, Blade Waltz, Castle, Defensive Maneuvers, Die Another Day, Feel the Burn, Frozen Foundations, Now You See Me, Oathsworn, Orbital Laser, Snowball Fight!, Vanish, and Warmup Routine augments.
Click the Show button below to see which champions are excluded from receiving specific augments.
Arena also features brief appearances of champions as added layer of gameplay variance. Starting at round 4, there is a chance that one of these champions joins the battle during a Combat Round as a neutral-team enemy.
Each champion has a unique spell that acts as a battlefield hazard and alters the flow of battle. They can cast their spells multiple times during a Combat Round and are untargetable to both teams. Sett is the only cameo champion that is targetable.
Jhin channels Curtain Call from outside of the battlefield at a 90-degree angle of both teams, recasting every 8 seconds to fire a shot in the direction of a random unique champion in range, colliding with the first champion hit. After shooting all unique champions, he starts over.
Each shot deals Champions killed from outside standard Attack rangephysical damage based on the target's inheritmaximum and Champions killed with Comeuppance (R)current health, and every 4th shot deals bonus damage based on the Champions killed with Comeuppance (R)target's missing health. The missiles have a speed of 6000.
Lux
Arclight
Lux readies a laser in a line and moves its targeting direction around either clockwise or counter-clockwise. Once a champion crosses the line, she casts Final Spark in the same direction to deal Damage mitigated with Shifting Sands (E)magic damage to enemies hit based on their inheritmaximum and Champions killed with Comeuppance (R)current health. She then readies the line again and rotates it in the opposite direction.
Pyke
Death Tides
Every 7 seconds, Pyke casts Phantom Undertow in the direction of and at the furthest champion from him, dashing towards the target and leaving behind his Phantom. After 1 second, the Phantom homes back to his location to deal Champions killed from outside standard Attack rangephysical damage and briefly stun units hit.
Sett
All You Got?
Upon taking damage, Sett begins moving towards the unit that damaged him and drains his own health. Taking lethal damage causes him to cast Haymaker in the direction of the opposing team of the unit who damaged him to 0 health, dealing Skillshots dodged with Void Surge (Q) true damage to units hit in the center and Champions killed from outside standard Attack rangephysical damage otherwise.
Thresh
Midnight Express
Thresh roams around the battlefield to provide assistance. He periodically casts his Dark Passage to the champion furthest from him which also grants the nearest champion with the lowest health a continuous shield. Any champion on either team can interact with the lantern on the ground to dash to Thresh's location.
If one of a team's champions is caught and downed in the Ring of Fire, Thresh will move to that player's location and throw his lantern towards their ally. Additionally, if one team outnumbers the other in alive members, he will always throw his lantern to the disadvantaged team.
Cameo
Effect
Gwen
Hallowed Healer
Every 12 seconds, Gwen dashes to the most wounded ally and Champions hit with Powder Kegs (E) detonated by chain reaction heals them based on their Champions killed with Comeuppance (R)missing health as well as casting Hallowed Mist. The mist affects all champions on both teams, granting them untargetability against enemies outside.
Gwen will prioritize supporting the team with one remaining champion.
Pyke
Death Tides
Every 7 seconds, Pyke casts Phantom Undertow in the direction of and at the furthest champion from him, dashing towards the target and leaving behind his Phantom. After 1 second, the Phantom homes back to his location to deal Champions killed from outside standard Attack rangephysical damage and briefly stun units hit.
Sett
All You Got?
Upon taking damage, Sett begins moving towards the unit that damaged him and drains his own health. Taking lethal damage causes him to immediately become untargetable and cast Haymaker in the direction of the opposing team of the unit who damaged him to 0 health, dealing Skillshots dodged with Void Surge (Q) true damage to units hit in the center and Champions killed from outside standard Attack rangephysical damage otherwise. After 2.5 seconds of completing the cast, he restores all of his health and becomes targetable again.
At the start of the combat round, Sylas breaks the chains to replace each champion's non-Flash summoner spell with a random ultimate ability. Once the hijacked ability is cast, the spell in the slot is reverted back to the original one.
Thresh
Midnight Express
Thresh roams around the battlefield to provide assistance. He periodically casts his Dark Passage to the champion furthest from him which also grants the nearest champion with the lowest health a continuous shield. Any champion on either team can interact with the lantern on the ground to dash to Thresh's location.
If one of a team's champions is caught and downed in the Ring of Fire, Thresh will move to that player's location and throw his lantern towards their ally. Additionally, if one team outnumbers the other in alive members, he will always throw his lantern to the disadvantaged team.
During the Summer 2023 Soul Fighter event, cameos were based around the universe of Soul Fighter.
Every 12 seconds, Gwen dashes to the most wounded ally and Champions hit with Powder Kegs (E) detonated by chain reaction heals them based on their Champions killed with Comeuppance (R)missing health as well as casting Hallowed Mist. The mist affects all champions on both teams, granting them untargetability against enemies outside. Gwen will prioritize supporting the team with one remaining champion.
Jhin
Round of Applause
Jhin channels Curtain Call, recasting every 8 seconds to fire a shot in the direction of a random unique champion in range, colliding with the first champion hit. After shooting all unique champions, he starts over.
Each shot deals Champions killed from outside standard Attack rangephysical damage based on the target's inheritmaximum and Champions killed with Comeuppance (R)current health, and every 4th shot deals bonus damage based on the Champions killed with Comeuppance (R)target's missing health.
Lux
Arclight
Lux readies a laser in a line and moves its targeting direction around either clockwise or counter-clockwise. Once a champion crosses the line, she casts Final Spark in the same direction to deal Damage mitigated with Shifting Sands (E)magic damage to enemies hit based on their inheritmaximum and Champions killed with Comeuppance (R)current health. She then readies the line again and rotates it in the opposite direction.
Naafiri
Pack Patrol
Naafiri and her Packmates patrol the battlefield, sensing units in a cone in front of them. If any of them spot a champion, they will dash to that champion, dealing Champions killed from outside standard Attack rangephysical damage equal to Champions killed with Comeuppance (R)10% - 20% of target's maximum health plus a percentage of their Champions killed with Comeuppance (R)current health to the first champion hit in their path. Subsequent hits on the same target from Packmates deal reduced damage. Afterwards, Naafiri and her Packmates return to their formation and patrol a new route.
Pyke
Death Tides
Every 7 seconds, Pyke casts Phantom Undertow in the direction of and at the furthest champion from him, dashing towards the target and leaving behind his Phantom. After 1 second, the Phantom homes back to his location to deal Champions killed from outside standard Attack rangephysical damage and briefly stun units hit.
Samira
C-C-Combo
Whenever a champion is immobilized, Samira will dash to them and fire a juggling attack that deals Champions killed from outside standard Attack rangephysical damage and briefly knocks them up. Each trigger of this effect grants her a Style stack. On the 5th stack, Samira will consume them all to cast Inferno Trigger, dealing Champions killed from outside standard Attack rangephysical damage to nearby units over 2 seconds.
Sett
All You Got?
Upon taking damage, Sett begins moving towards the unit that damaged him and drains his own health. Taking lethal damage causes him to cast Haymaker in the direction of the opposing team of the unit who damaged him to 0 health, dealing Skillshots dodged with Void Surge (Q) true damage to units hit in the center and Champions killed from outside standard Attack rangephysical damage otherwise.
Shaco
Hide and Seek
Every 7 seconds, Shaco places down a Jack in the Box behind a champion from a random team, alternating between teams each time. These boxes become invisible and untargetable after 2 seconds deployed. Upon contact with a unit, the box will pop out, dealing Damage mitigated with Shifting Sands (E)magic damage to and fearing nearby units. Boxes last until triggered or destroyed, and become targetable while they are revealed.
Viego
Ruinous Intervention
The first champion to die is revived and transformed into Viego after a brief delay, replacing their champion's basic attacks and abilities with his (including Sovereign's Domination), as well as substituting their items in place of his recommended items according to the shop. While transformed, the affected champion loses Champions killed with Comeuppance (R)15% of their maximum health every second.
Ranked System[]
Rank tier emblems
Arena has a ranking system which consists of the following tiers (from lowest to highest): Wood, Bronze, Silver, Gold, and Gladiator. All players are initially seeded in the Wood tier with 500 Rating, and cannot demote from their current tier once they reach it.
Placing 1st, 2nd, 3rd, or 4th in the game is considered a "victory" and awards Rating. More Rating is awarded the higher the placement. Placing 5th, 6th, 7th, or 8th in the game is considered a "defeat" and deducts Rating. More Rating is lost the lower the placement. Rating deductions for a game defeat only take place in Gladiator tier; defeats in a lower tier will not deduct any Rating.
The minimum Rating gain/loss is ± 20.
Tier
Rating
Wood
0-1399
Bronze
1400-2599
Silver
2600-3299
Gold
3300-3999
Gladiator
4000+
Tier Rewards[]
At the end of each launch for the mode, players receive a summoner icon of their Arena tier as well as ones for all tiers below it. Rewards were only granted to those who have played at least one match of the mode.
Starter and Boots items have their costs modified to 500. Legendary items have their costs modified to 2500 and no longer have recipes from which they can be built out of, as well as have a resale value of 50% (1250).
Burst damage health ratio changed to Sweet spot hits on champions with The Darkin Blade (Q)(4% Stardust)inherit%Champions killed with Comeuppance (R)of target's maximum health.
Base damage changed to Champions killed with Comeuppance (R)5% of target's maximum health.
Removed: No longer scales with inherit3%Multiple champions hit with Between Worlds (R)(+ 1.5% per 100 AP)Champions killed with Comeuppance (R)of target's maximum health.
Base damage changed to Champions killed with Comeuppance (R)7% of target's maximum health.
Removed: No longer scales with inherit4%Multiple champions hit with Between Worlds (R)(+ 2.5% per 100 AP)Champions killed with Comeuppance (R)of target's maximum health.
New Effect: Instead of upgrading items, now grants a permanent discount on Anvils for the team: -100 for Stat Bonus Anvil, -200 for Legendary Class-specific Item Anvils, and -250 for Prismatic Item Anvil.
New Effect: Gain 5 Healing from Spirit of Dread (W)bonus armor and Champions that have been made a Vessel by Test of Spirit (E)bonus magic resistance per round.
New Effect: After 2 combat rounds from the current round, this item transforms into Seraph's Embrace.
Old Effect: Grants a charge every 8 seconds, up to 4 charges. Affecting an enemy or ally with an ability consumes a charge to grant Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range3 bonus mana, increased to inherit6 if they are a champion, up to a maximum of Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range360 bonus mana.
New Unique Passive - Apothegm: Your ultimate ability deals 20% increased damage.
Removed Unique Passive - Flux: Scoring a takedown against an enemy champion within 3 seconds of damaging them refunds a portion of your ultimate ability's total cooldown.
New Effect: If the target is afflicted with Grievous Wounds and heals for a total amount that is over Champions killed with Comeuppance (R)80% of their maximum health, the strength of the healing reduction is increased to 60%.
New Unique Passive - Solo Party: While no allied champions are within 900 units, gain (20 − 100 / 10 − 50) (based on level) Healing from Spirit of Dread (W)bonus armor and Champions that have been made a Vessel by Test of Spirit (E)bonus magic resistance, decaying over 3 seconds when an ally is within range.
New Effect: After 2 combat rounds from the current round, this item transforms into Muramana.
Old Effect: Grants a charge every 8 seconds, up to 4 charges. Consumes a charge on-hit and whenever affecting an enemy or ally with an ability to grant Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range3 bonus mana, increased to inherit6 for champion targets, up to a maximum of Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range360 bonus mana.
New Effect: If the target is afflicted with Grievous Wounds and heals for a total amount that is over Champions killed with Comeuppance (R)80% of their maximum health, the strength of the healing reduction is increased to 60%.
New Effect: If the target is afflicted with Grievous Wounds and heals for a total amount that is over Champions killed with Comeuppance (R)80% of their maximum health, the strength of the healing reduction is increased to 60%.
New Effect: After 2 combat rounds from the current round, this item gains Champions killed with Comeuppance (R)300 bonus health, Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range300 bonus mana, and Damage to champions with Center of the Universe (P)50 ability power. In addition, gain a level that preserves your current experience (cap remains at level 18) and increase all effects of Eternity by 50%.
Old Effect: This item gains Champions killed with Comeuppance (R)20 bonus health, Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range20 bonus mana, and Damage to champions with Center of the Universe (P)4 ability power every minute, up to 10 times, for a maximum of Champions killed with Comeuppance (R)200 bonus health, Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range200 bonus mana, and Damage to champions with Center of the Universe (P)40 ability power. Upon reaching maximum stacks, gain a level that preserves your current experience (cap remains at level 18) and increase all effects of Eternity by 50%.
New Unique Passive - Energized: Moving and basic attacking generates Energize stacks, up to 100.
Unique Passive - Electroshock: When fully Energized, your next basic attack on-attack deals Damage mitigated with Shifting Sands (E)90 bonus magic damage and bounces this effect to the closest target within 500 units, repeating from the new target to strike up to 6 targets.
New Effect: If the target is afflicted with Grievous Wounds and heals for a total amount that is over Champions killed with Comeuppance (R)80% of their maximum health, the strength of the healing reduction is increased to 60%.
New Effect: After 2 combat rounds from the current round, this item transforms into Fimbulwinter.
Old Effect: Grants a charge every 8 seconds, up to 4 charges. Consumes a charge on-hit and whenever affecting an enemy or ally with an ability to grant Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range3 bonus mana, increased to inherit6 for champion targets, up to a maximum of Champions hit by Piltover Peacemakers (Q) at greater than 75% of max range360 bonus mana.
New Effect: Frostfire Tempest per second damage now scales with Multiple champions hit with Between Worlds (R)10% AP and Champions killed with Comeuppance (R)2.5% maximum health.
Adaptive force per stack changed to Champions hit with Bandage Toss (Q) at greater than 75% of max range1.8 − 3.3 (based on level)bonus Attack Damage or Damage to champions with Center of the Universe (P)3 − 5.5 (based on level) Ability Power (Adaptive).
Unique Passive - Encroaching Frost: Basic attacks on-hit slow the target by ( 7% / 5%) for 1.5 seconds, stacking up to ( 5 / 7) times for a total of 35%.
Unique Passive - Chain Lightning: Your abilities deal 20% reduced damage, but also chain 66.6% of their damage to the nearest other enemy.
Sin Eater
Cost:3000.
Stats: 300 health, 45 armor, 45 magic resistance.
Unique Passive - The Feast: If a nearby allied champion would become affected by an immobilizing effect, they resist the crowd control debuff to instead cause you to become stunned for the same duration as that immobilize (20 second cooldown).
While a selection screen for a purchased Anvil of any type is active — but excluding ones presented to everyone at the start of certain rounds — the player can buy further Anvils to queue all selection screens (in the order they are purchased).
Upon being eliminated (or getting first place), pop-up text will appear informing the players of their final placement in the game.
Finishing 1st or 2nd place will display the Victory screen at the end of the game. Finishing 1st will additionally teleport the players to the top of the shop in the Starting Platform as a ceremony; the victors can still use emotes and expressions during this time.
Finishing lower will display the Defeat screen instead.