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League of Legends Wiki


"You belong in a museum!"
This article or section may contain obsolete information, but exists here for historical purposes.

Lab of Legends: Saltwater Scourge was a single-player campaign-style lab where the player progress through a linear series of matches. Just like in Lab of Legends, it bears some similarities to roguelike games. The player chooses from several starting decks and acquires more abilities, cards and buffs to add to their deck as they defeat levels. The game mode was later removed in V2.19.

The game mode is set in Bilgewater, with the three starting champions, to compete with one mini boss, the final boss 5Gangplank, the Saltwater Scourge and many enemies being from their regions. In V2.15, two new starting champions. Winning with al five starting champions grant the player a reward cardback.

Before a "run" (or campaign) the player selects one of several starting decks, each of which is themed after a champion. Each run consists of a series of encounters on a randomly generated map. They must complete an encounter to move past it to other places on the map. Sometimes there are several routes to take, though the map will lead them along certain key points, like a boss battle.

Encounters on the map include shops, healers, chests and other surprises. The player needs to make decisions to spend coins to buy better cards or powers, or even cut cards from their deck. It is possible to see which encounter lies directly behind already discovered encounters, all others will be hidden. If an encounter results in a fight, the player will have to win the match in order to move on.

The player's nexus starts each run with 20 health. At the beginning of each fight, the nexus has the same health it had at the end of the previous encounter. If the player's nexus reaches 0, they lose and will have to try the level again.

When the player defeats the final boss they win the run and collect any rewards available. They will also earn badges depending on how well they completed their run.

Starting Decks[]

Miss Fortune8,400
10 

12 
x2 

Code: CEAAEAIEAYFAQAQGAUGRKFQZFU5D4AA

Champions
Followers
Spells

Nami9,200
10 

x2 

Code: CQAAIAIEAYFACBIKBIBQEBQODEYAIBIGAEBAKDIA

Champions
Followers
Spells

Pyke8,800
12 

10 
x2 

Code: CIAAEBACAYEB6PB6AUCAMAIDAQCQ6AA

Champions
Followers
Spells

Tahm Kench8,400
12 

12 
x2 

Code: CEAAGAIBAICAGAQGCERDSBIDAYBAIBYKB4AA

Champions
Followers
Spells

Twisted Fate11,000
12 

x2 

Code: CEAACCICAYGRAEQ2EETCOMJZAA

Champions
Followers
Spells

Player Progression[]

By completing encounters, the player can earn experience points, and earn or spend gold or Nexus HP. After collecting a certain amount of experience points, they will level up and gain more maximum Nexus HP as well as other bonuses.

Player levels
Level Maximum HP XP needed Cumultative XP Reward
1 20 0 0
2 22 60 60 Champion Support Pack
3 24 110 170 Power
4 26 320 490 Champion Item (Starting Champion)
5 28 420 910 Power
6 30 780 1690 Champion Item (Other Champions)
7 32 930 2620 Power
8 34 540 3160 Power

Items[]

Cards can be equipped with items to make them much stronger than they usually are. These can be found attached to cards within the shop, level ups, chests, and victories.

Items
Item Name Rarity Card Type Description
Ancient Coin Common Units -1 cost.
Athene's Unholy Grail Common Landmarks When I'm summoned or destroyed, grant your Strongest ally +1/+1.
Ardent Censer Rare Spells When cast, grant the top ally in your deck Power and Health equal to my cost.
Black Cleaver Epic Units When I'm summoned, double my Power and Health.
Chalice of Harmony Epic Any card -3 cost.
Crystalline Bracer Common Landmarks When I'm summoned or destroyed, heal your Nexus equal to my cost.
Doran's Blade Common Units +1/+1.
Elixir of Skill Common Spells When cast, draw 1.
Elixir of Sorcery Epic Spells When cast, cast me again onto the same targets.
Farsight Alteration Rare Any card Start of Game: Draw me if I'm not in your hand.
Forbidden Idol Common Spells Plunder: I cost 3 less.
Frozen Heart Rare Landmarks Enemies have -1/-0.
Frozen Mallet Rare Units +4/+4, but cost 2 more.
Giant's Belt Common Units +0/+2.
Health Potion Common Spells When cast, heal your Nexus 3.
Jaurim's Fist Rare Units +1/+3.
Liandry's Torment Epic Spells I cost 0. When cast, deal damage to your Nexus equal to my original cost.
Locket of the Iron Solari Common Units Barrier.
Lost Chapter Rare Landmarks Round Start: Get an extra mana gem this round.
Luden's Echo Rare Spells When cast, there's a 50% chance to create a copy of me in hand that costs 0 this round.
Mana Potion Common Spells, Landmarks -1 cost.
Mejai's Soulstealer Rare Landmarks I have Countdown 3: Deal damage to enemy Nexus equal to twice my cost.
Phantom Dancer Common Units Quick Attack.
Pickaxe Common Units +2/+0
Poro Snax Common Spells When cast, summon a random 1 cost Poro.
Serrated Dirk Common Units Fearsome.
Shurelya's Reverie Rare Spells When cast, summon a follower with my cost from your regions.
Sterak's Gage Rare Units +1/+1, Fury, and I'm a Dragon.
Tear of the Goddess Rare Any card -2 cost
Wooglet's Witchcap Rare Spells When cast, shuffle 2 copies of me into your deck. They cost 1.
Zeke's Convergence Rare Spells When cast, draw a champion.

Powers[]

Players can earn powerful effects that influence their game, either by fighting enemies and leveling up, or by completing special encounters.

Name Rarity Description Notes

Advanced Preparations
Epic Start of Game: Create an 1 Ancient Preparations in hand.
Ally landmark completion effects activate twice.

Battlefield Training
Common Round Start: Grant the Weakest ally +1|+1.

Black Market Discount
Epic Round End: Reduce the cost of your most expensive card in hand by 1.

Bouncing Blades
Common Round Start: Create a Fleeting 1 Blade's Edge in hand.

Can't Stop; Won't Stop
Epic Allies' buffs (except Barrier) are permanent.

Clock Setter
Common Start of Game: Create 4 2 Time Bombs in your deck.

Counterfeit Production
Common Round Start: Create a Fleeting 0 cost Counterfeit Copies in hand.

Crush
Common Allies have Overwhelm.

Domination
Rare Round Start: Rally

Dragon's Rage
Common When you summon a unit, grant it Fury. It is a Dragon.
  • The Dragon group cannot be Silenced or otherwise removed from the unit.

Duelist
Common When you summon an ally, give it Challenger this round.

Empty Mind
Common When your hand is empty, draw 1.

Endurance
Common When an ally survives damage, grant it +1|+1.

Enfeebling Strike
Common When you damage an enemy, reduce its Power by the damage dealt.
  • Despite the description, the power reduction is also applied on allied damage dealt to allies (eg. 3 Ember Maiden).' Therefore, a more accurate description would be "Allied damage reduces the victim's Power by the damage dealt".
  • The visual effect for this power is also displayed when a nexus is dealt allied damage, however there is no way to know whether an effect is actually applied.

Evolution
Epic Allies have +1|+1 for each keyword they have.

Fast Deal
Common Round Start: Draw 1 and give it Fleeting. When you discard a card, shuffle a copy of it into your deck.

Feral Senses
Epic Round Start: Create a Fleeting Feral Prescience in hand.

Flexible Gameplan
Common Start of Game: Draw 2.

Grit
Rare Allies have " Attack: Raise my Power to match my Health."

Higher Education
Common When you draw a card, give allies +1|+0 this round.

Hold Them Off
Rare Round Start: Frostbite the Strongest enemy this round.

Lie in Wait
Rare Allies Everywhere that cost 3 or less are Lurkers and have Lurk.

Lil' Buddies
Epic Round Start: Summon 1 random 1-cost Poro.

Manaflow
Epic Start of Game: Get an empty mana gem.

Nature's Revenge
Epic When you gain the attack token, summon a 1 Sapling.

New Student
Common Start of Game: Summon 1 Sparring Student

Out the Gates
Epic Start of Game: Summon a 2-cost unit from your deck.

Raiding Party
Common When you damage the enemy nexus, grant the top ally in your deck +1|+1

Rockbear Den
Epic Start of Game: Summon a 2 Hibernating Rockbear
When an ally landmark counts down to 0, create a 2 Hibernating Rockbear in hand.

Rush Them Down
Common When you summon an ally, give it +1|+1 this round.

Seat of Power
Common Start of Game: Summon 2 Emperor's Dais

Share the Bounty
Epic When you target an ally with a single-target spell, copy it on your weakest ally.

Sharing is Caring
Epic When you summon an ally, grant its keywords to all allies.

Slow But Steady
Rare When you cast a Slow spell, cast it again onto the same targets.

Sorcery
Rare Round Start: Refill your spell mana.

Spellslinger
Rare Your spells cost 1 less.

Terraforming
Rare Start of Game: Summon a random landmark from your deck

The Best Defense...
Rare Allies have " Attack: Raise my Health to match my Power."

Thieves' Tools
Common When allies attack, Nab 1.

Trifarian Might
Rare When you summon a 5+ power unit, it strikes the Weakest enemy.

Vanguard Lookout
Rare Start of Game: Summon 2 2 Vanguard Lookout

Welcome Gifts
Rare When you summon an ally, grant it a random keyword.

Wild Inspiration
Common Your created cards cost 1 less.

Yipp's Genius
Epic When you summon a 1 cost unit, grant it +2|+2.

Supporting Champions[]

After reaching Level 2, usually after the first fight, players can add one of three randomly chosen packs of cards to their deck. Each pack has a champion and two of their associated cards, and contains two copies of each card.

Encounters[]

Lab Of Legends Saltwater Scourge Tahm Kench in Azir Encounter

Tahm Kench finish Azir Encounter

As they move around the map, players will meet different types of encounters. Most of them will be enemies to fight, with shops, healers, and other random events in between. There is a randomly selected first boss in the middle of the path, and the final boss (Gangplank) at the end.

Bosses[]

The first boss is randomly chosen and will effect the enemy stages around the board. They will start with 2 champions in their hand, and have strong passive powers. Karma's and Swain's powers are indicated as Rare, while Azir's is Epic, but they don't change powers based on their level. They are always encountered at level 4.

  • 3Azir: Allied 1 Soldiers everywhere has +2/+0.
  • 5Karma: Both players start with 10 mana.
  • 5Swain: When you summon an ally, deal 1 to the enemy nexus.

The final boss will be Gangplank, at level 7. Defeating him will complete the run.

  • 5Gangplank: Round Start: Deal 1 to the enemy nexus and summon a 0 Powder Keg. If your nexus is 20 or less health at the start of the round, summon 8 Dreadway.


Battles[]

Enemies have 7 levels and each of them has a passive power. The rarity (and thus potency) of their power scales based on their level. They also gain 5 maximum Nexus HP per level, up to 40 on level 7. Players will encounter low-level enemies at first and progress to harder enemies.

Enemy Level Health Rarity of Power Additional effect
Level 1 10 None They also start with 0 Mana Gems.
Level 2 15 Common They also start with 0 Mana Gems.
Level 3 20 Common
Level 4 25 Rare
Level 5 30 Rare
Level 6 35 Epic
Level 7 40 Epic They also start with 1 Spell Mana.

The pool of enemies changes based on the first bossfight.

Enemies
Enemy Name of Passive Power Common Rare Epic Associated with Quotes
Brash Gambler
False Shuffle
When allies attack, Nab 1 and give it Fleeting. When allies attack, Nab 1. Round Start: Nab 1. Bilgewater "Something tells me you've been dealt a bad hand."
Bubble Bear
Big Bubbles
Game Start: Draw a Bubble Bear. Allied Bubble Bears have "Round Start: Grant me +1|+0". Game Start: Summon a Bubble Bear. Allied Bubble Bears have "Round Start: Grant me +1|+0". Game Start: Summon a Bubble Bear. Allied Bubble Bears have "Round Start: Grant me +2|+0". Bilgewater "Hey! Don't you see the sign? No swimming!?
Crackshot Corsair
All Hands On Deck
When allies attack, grant the weakest attacking ally +1|+0. When allies attack, grant all attacking allies +1|+0. When allies attack, grant all attacking allies all attacking keywords. Bilgewater "Though she be but little, she be one heck of a shot."
Crimson Disciple
Red As Her Lips
Round Start: Deal 1 to all allies. Round Start: Deal 1 to all units, then grant all units +0|+1. Round Start: Deal 1 to all units, then grant allies +0|+1. Swain "You must have passion for what you do. How else throw yourself into something completely, if not with your whole heart?"
Desert Legion
Punishing Sands
Game Start: Both players summon Emperor's Dais. Game Start: Summon Emperor's Dais. Game Start: Summon Emperor's Dais. Sand Soldier allies have Fearsome. Azir "Azir's soldiers rise from the sands, defending their home in shifting, incorporeal forms."
Desert Naturalist
Rock and Roll
When you summon a Rockbear, grant it Overwhelm. When you summon a Grumpy Rockbear, grant it Overwhelm and +2|+2. When you summon a Grumpy Rockbear, grant it Overwhelm and +2|+2, then summon a Hibernating Rockbear. Azir "It's bad enough to deal with one Rockbear, but any more than that is impossible!"
Eye of The Dragon
Teachings of The Dragon
When you cast your first spell each round, summon a Dragonling. When you cast your first spell each round, summon a Dragonling. Your Dragonlings have +1|+0. When you cast your first spell each round, summon a Dragonling. Your Dragonlings have +2|+0. Karma "You will see for yourself the teachings of the Dragon."
Fae Bladetwirler
Flash of Steel
When you get the attack token, Stun the Weakest enemy. Round Start: Stun the Weakest enemy. Round Start: Stun the Strongest enemy. Karma "Don't underestimate me. And don't step on me either!"
Herald of Spring
Support Group
When an ally is supported, grant it +1|+0. When an ally is supported, grant it +1|+1. When an ally is supported, grant it +1|+1 and its supporter's keywords. Karma "You may never have wondered about the creatures in the forest, but they have certainly wondered about you."
Jagged Taskmaster
Taskmaster's Command
When allies attack, create a 1 cost follower in hand. When allies attack, summon a 1 cost follower. When allies attack, summon a 1 cost follwer. 1 cost followers everywhere has +1|+0. Bilgewater "Come about, blast ye, or if the enemy don't have your hides, I will!"
Jaull Hunters
Fishing For Trouble
When you summon a non-Sea Monster ally, Toss 2. When you summon a non-Sea Monster ally, draw 1 and Toss 2. When you summon a non-Sea Monster ally, draw 1, Toss 2, and reduce the cost of Sea Monsters in hand by 1. Bilgewater "Lo the sea stretches long before us/With mighty jaws stretched agape below..."
Kato and Shiraza Power Couple Your units with Overwhelm have +1|+0. Your units with Overwhelm have +2|+0. Your units with Overwhelm have +3|+0. Swain "Ready Kato? Like we practiced!"
Legion Marauder Here They Come! When you summon a Legion Marauder, create a Legion Marauder in your deck. Game Start: Create a Legion Marauder in your hand. When you summon a Legion Marauder, create a Legion Marauder in your deck. Game Start: Create a 1-cost Legion Marauder in your hand. When you summon a Legion Marauder, create a Legion Marauder in your deck. Swain "The Legion don't care for things so much as places, so they end up leaving whole fortunes behind! That's where we come in."
Legion Saboteur Behind Enemy Lines When you damage the enemy Nexus, grant your Weakest ally +1|+0 this round. When you damage the enemy Nexus, grant your Weakest ally +1|+0. When you damage the enemy Nexus, grant all allies +1|+0. Swain "Stay alert. The saboteurs are experts at finding weak links in the chain."
Lounging Lizard
Sneaky, Sneaky!
Game Start: Create a Daring Poro in hand. The first time you summon an ally each round, give it Elusive this round. When you summon an ally, give it Elusive this round. Bilgewater "FIVE aces? I win again! No need to congratulate me, I'll just be on my way..."
Monkey Idol
Ook Ook
Game Start: Summon a Powder Monkey. When you get the attack token, summon a Powder Monkey. Round Start: Summon a Powder Monkey. Bilgewater "Powder monkeys surround the Monkey Idol, alert, defensive, and... highly flammable."
Minotaur Reckoner
Pit Fighter
Round End: Deal 1 to all stunned enemies. Round End: Deal 2 to all stunned enemies. Round End: Deal 3 to all stunned enemies. Swain "It's not the glory or the bloodshed I crave. Just the coin."
Profit Seekers
Hardfought Heist
Round Start: Each player has a 25 percent chance to create a Lucky Find in hand. Round Start: You have a 50 percent chance to create a Lucky FInd in hand. The opponent is 25 percent. Round Start: You have a 50 percent chance to create a Lucky FInd in hand. The player is 5 percent. Azir "Where is this from? My friend, you ask too many questions. Do you want it or not?"
Raz Bloodmane
Raucous Roar
Give the first enemy summoned each round -2|0 this round. Give the first enemy summoned each round -3|0 this round. When an enemy is summoned, give it -2|0 this round. Azir "It's feeding time - and you're on the menu!"
Sanctum Conservator
Guardians of The Underworld
Game Start: Create a Sanctum Consersator in hand Game Start: Create a Sanctum Conservator in hand. Summon a Baccai Reaper. Game Start: Create a Sanctum Conservator in hand. Summon 2 Baccai Reapers. Azir "We are where both gods and men find their end."
Shadow Assassin
Strategic Retreat
Round Start: Create a Return in your hand.

Round End: Recall your Weakest unit.

Round Start: Create a Return in both player's hands.

Round End: Recall both players' Weakest units.

Round Start: Create a Return in both player's hands.

Round End: Recall both players' Strongest units.

Karma "You can't catch what you can't see."
Shipwreck Hoarder
Sunken Treasure
When a player goes Deep, create a Treasure in their hand. When you're Deep, create a Treasure in your hand. Round Start: Create a treasure in each player's deck, Toss 1. Bilgewater "Better to go upwind of that wreck. Rumor has it there's something big might be guardin' it."
Silent Shadowseer
Lingering Shadows
When a unit dies, grant a random unit in that player's hand +1|+0. When a unit dies, grant a random unit in that player's hand +1|+1. When a unit dies, grant a random unit in that player's hand +2|+2. Karma "The spirits of this place are restless."
Sparring Student
Presence and Poise
When a unit is summoned, give that player's Weakest ally +1|+1 this round. When a unit is summoned, grant that player's Weakest ally +1|+1. Game Start: Create a Sparring Student in hand. When a unit is summoned, grant that player's Weakest ally +1|+1." Karma "Let's spar! I have some new moves I've been eager to test out!"
Trifarian Gloryseeker Militant March When an ally strikes for 5+ damage, grant it +1|+1. When an ally strikes for 5+ damage, grant it +2|+2. When an ally strikes for 5+ damage, grant it +2|+2 and a random keyword. Swain "Noxians are known for many things, not the least of which their ruthlessness."
Vekauran Vagabond
Vekauran Vagabond
Game Start: Summon a Warlord's Palace. The first time an ally Warlord's Palace counts down to 0, steal a mana gem from the enemy. Game Start: Summon a Warlord's Palace. When an ally Warlord's Palace counts down to 0, steal a mana gem from the enemy. Game Start: Summon a Warlord's Palace. When an ally Warlord's Palace counts down to 0, steal a mana gem from the enemy and summon a Warlord's Palace. Azir "We're not taking it - we're taking it BACK."
Wiggly Bubblefish
Swells and Spells
Round Start: Refill 1 spell mana. Round Start: Refill 3 spell mana. Round Start: Refill 3 spell mana. When you cast a spell, cast it again. Bilgewater "Trying to catch a burblefish will only result in disappointment. And a handful of bubbles."
Yordle Grifter
Steal A Glance
Round Start: You and your opponent exchange your weakest followers in hands. Round Start: You and your opponent exchange your weakest followers. Round Start: Steal the weakest enemy follower this round. Bilgewater "You can't help but notice that as the yordle rambles on, you feel your wallet grow a little lighter."

Reinforcement[]

As player progress an adventure in this mode, they earn experience and level up.

  • At level 2, player receive the 6 Reinforcement cards.
  • At level 6, player pick one of the champions (beside the starting champion) in your deck and give it a reward. Usually this mean the Reinforcement champion. However, it is possible to add more champions to your deck.

Healers[]

Lab Of Legends Saltwater Scourge Tahm Kench in Azir Encounter

Healer Node to the right after Azir encounter

Healers are among the most common encounters besides enemies and always appear at least after mid-boss stages.

Rest up, you'll need it.


They offer the player to choose one of the 3 options:

  • Heal 50% of their maximum nexus HP
  • Offer 3 cards in your deck. Choose one to cut all copies of the selected from their deck.
  • Leave.

The choices of cards to cut are determined when the healer is first encountered, therefore it is possible that they offer to remove a card from your deck that was previously removed by other means.

Shops[]

02BW033-full

Shops are common encounters where the player can buy more cards, and especially cards with items, for their deck.

Come in, come in! There's something for everyone here.

Each Shop features two shelves of three cards each. You can buy up to three copies of a card. Some cards may have items attached to them, which influence the price of the card.

An item is only bought once, subsequent purchases of the same same card are treated as if no item is present. The same applies to cards that are already equipped with an item in the player's deck.

Every shop offers a 50% discount on the first card. This is indicated by a "featured" tag on that card. Each shop has a reroll token that cost 30 coins.

Card prices
Card Rarity No item Common item Rare item Epic item
Common 30 60 120 180
Rare 40 80 160 240
Epic 50 100 200 300

Special Events[]

Exclamation points in the map are event tokens. You might run into events that can make deals to build your deck, give you passive powers, sell cards, or even earn extra gold. Players can bypass these if they don't want to take risks.

Events
Event What they offer Quotes
Citrus Courier They can heal half of your max Nexus health, or give you a card equipped with a healing item. "Oranges is good for you. Has lots of vita- vida- viya- bah! Lots of healthy stuff."
Coral Creatures It's a shop with 3 landmarks. Some of them have strong items. "The creatures seems fascinated by your possessions. They offer to trade a mysterious glowing bubble for something of yours."
Dreg Dredgers A shop with 3 items. Incredibly cheap, but the cards offered have poor or negative items.
Golden Narwhal You can get the Golden Narwhal and earn 100 gold, or set it free to add an item to one of your cards and gain 100 EXP. "Bad luck to be a fish in Ripper's Bay."
Island Navigator Choose a unit in your deck to give Scout. "You paylangi chart by sea and star, but you do not know the waters as I do. I can teach you."
Jack the Winner Offers a power in exchange for half of your current Nexus health.
Mind Meld Cut all copies of a card in your deck at cost of one health. "Out in the water you spot shimmering lights that pulse in rhythm - some kind of dance. If you swim out, you maybe able to participate."
Salvage Select a card and add two copies to your deck. "Flotsam doesn't stay afloat for long. Any seafarer worth their salt has to be able to quickly discern valuable cargo from common junk before all are lost to the deep."
The Slaughter Docks A shop selling Sea Monsters, Lurkers and their related cards. Some have items equipped. "You can get an idea of which kills are freshest by how they smell. Avoid the ones gathering flies."
Smooth Soloist Offers a power in exchange for a large amount of gold. "Come with us on a musical journey! Enjoy tunes from across Runeterra! Just remember--coin's required for entry, and tips are deeply appreciated..." - Show promoter
The Syren Offers you a copy of The Syren, equipped with an item of your choice. Only available when you run with Miss Fortune.

Rewards[]

After the player's first win with each champion, they will be awarded with one icon based on their champion.

Winning at least once for every champion, reward with one cardback.

Badges[]

After each run, players can earn badges depending on how well they did. They can win badges for Skill, Speed and Wealth.

Skill[]

  • C: 2 Deaths
  • B: 1 Death
  • A: 0 Deaths
  • S: 0 Deaths, 0 Heals

Note: This only applies to heals from encounters such as Healers and Citrous Courier, not healing during a match.

Speed[]

  • C: Finish the run in ?? minutes.
  • B: Finish the run in 60 minutes.
  • A: Finish the run in 40 minutes.
  • S: Finish the run in 35 minutes.

Wealth[]

  • C: Finish the run with ??? gold.
  • B: Finish the run with 1000 gold.
  • A: Finish the run with 1200 gold.
  • S: Finish the run with 1400 gold and zero deaths.

Note: This applies to the total sum of gold earned, not the amount the player has with them at the end.