Items can be equipped to champions to increase their stats and grant additional effects.
Champions obtained from the carousel will start with an item, and additional items can be obtained as drops from PvE rounds. Items are stored on the bench until equipped to a champion, and selling a champion will move all items they're holding to the bench.
Champions can only hold a maximum of 3 items. Basic items will automatically combine to form Advanced items, requiring players to plan the order that they equip items to prevent unwanted combinations. There is no way to split an Advanced item into its composite parts.
Items
- Consumable Items: , , .
Item Dropping
If you sell a champion, items equipped on that champion will be dropped. If you combine champions with a total of more than 3 items, the extra items will be dropped.
If you build a trait item on a champion with the same trait, for example: building a
on a , the item will be dropped from the champion. The same thing would happen from picking the champion from the Carousel. If the item provides an existing trait, player will get the champion and item separately when they return to the arena.With an exception of
, it will automatically drop out when you want to combine it, for a champion who has and another item slot occupied.Item stacking
Most items can stack additively with themselves (e.g. 2
will grant twice as much shield), but some item stack multiplicatively, such as .Explicitly non-stacking
The following items' effects cannot stack with themselves, and a champion can only equip one of the same at a time:
Item | Effect |
---|---|
Becomes a | .|
Becomes a | .|
Becomes a | .|
Becomes a | .|
Becomes a | .|
Becomes a | .|
Becomes a | .|
Becomes a | .|
Sets mana to a certain amount after casting. | |
Gains bonus critical strike chance and damage. | |
Critical hits reduce the target's armor for a few seconds. | |
Special Ability applies a burn for a few seconds. The debuff is similar to the one from and the damage does not stack. | |
Immune to crowd controls for the first few seconds of combat. | |
Shoots a beam that reduces enemy's maximum mana until next cast by a percentage. | |
Applies a burn to nearby enemies for a few seconds. The debuff is similar to the one from and the damage does not stack. | |
At the beginning of each round, the wearer gains two random items that are removed at the end of the round. | |
Banishes an enemy for a few seconds. |
Standard stacking
The following items stack as one would expect:
Item | 1 × item | 2 × item | 3 × item |
---|---|---|---|
40% life steal | 80% life steal | 120% life steal | |
30 SP | 60 SP | 90 SP | |
20 AD per stack | 40 AD per stack | 60 AD per stack | |
+ 1 team size | + 2 team size | + 3 team size | |
12 resistances | 24 resistances | 36 resistances | |
10% / 90% damage | 20% / 180% damage | 30% / 270% damage | |
6% attack speed on-hit | 12% attack speed on-hit | 18% attack speed on-hit | |
225% of their maximum mana damage | 450% of their maximum mana damage | 675% of their maximum mana damage | |
50% crit damage | 100% crit damage | 150% crit damage | |
250 / 300 / 375 / 500 health shield | 500 / 600 / 750 / 1000 health shield | 750 / 900 / 1125 / 1500 health shield | |
180 damage | 360 damage | 540 damage | |
70 SP | 140 SP | 210 SP | |
3x range | 9x range | 27x range | |
1 additional bolt | 2 additional bolts | 3 additional bolts | |
5 mana on-hit | 10 mana on-hit | 15 mana on-hit | |
80 damage | 160 damage | 240 damage | |
2% bonus damage per stack. 25 bonus resistances at max stacks. | 4% bonus damage per stack. 50 bonus resistances at max stacks. | 6% bonus damage per stack. 75 bonus resistances at max stacks. | |
1000 health | 2000 health | 3000 health | |
30% attack speed | 60% attack speed | 90% attack speed | |
Spawns 1 construct on-death | Spawns 2 constructs on-death | Spawns 3 constructs on-death |
Multiplicative stacking
The following items stack multiplicatively and have diminishing returns[1]:
Item | 1 × item | 2 × item | 3 × item |
---|---|---|---|
60% magic resist | 84% magic resist | 93.6% magic resist |
Special cases
The following have unusual behaviour:
Item | Notes | 1 × item | 2 × item | 3 × item |
---|---|---|---|---|
Increase the range instead of the strength of the aura. | Affects enemies within 1 hex | Affects enemies within 2 hexes | Affects enemies within 3 hexes | |
Only revives once, but the health increases. | Revives with 400 health | Revives with 800 health | Revives with 1200 health | |
Each item rolls individually each time. Green = healing Orange = damage Blue = probability of that combination |
(45% + 0%) [50%] (0% + 45%) [50%] |
(90% + 0%) [25%] (45% + 45%) [50%] (0% + 90%) [25%] |
(135% + 0%) [12.5%] (90% + 45%) [37.5%] (45% + 90%) [37.5%] (0% + 135%) [12.5%] | |
Spaghetti formula.[2] | 33% spellvamp | ?% spellvamp PENDING FOR TEST: | ?% spellvamp PENDING FOR TEST: | |
Only triggers once, but the heal increases. | Heals for 800 health | Heals for 1600 health | Heals for 2400 health | |
Only blocks one spell, but the stun duration increases. | Stuns for 4 seconds | Stuns for 8 seconds | Stuns for 12 seconds |
Pending for test
These items has not yet been tested:
Item |
---|