The Loop (Games)
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Set 4 was made available to public servers on patch V10.19. Titled Fates, set 4 features a collection of champions, origins and classes themed around Warring Kingdoms, Blood Moon, and Spirit Blossom from the League of Legends skin Multiverse.
|Adepts calm the flow of battle, reducing the attack speed of all enemies by 50% for a few seconds at the start of combat.|
|Assassins' spells can critically strike and they gain bonus critical strike damage and bonus critical strike chance.|
|Brawlers gain additional maximum health.|
|Dazzler's spells reduce the attack damage of enemies hit by 50% for a few seconds.|
| Duelists' basic attacks grant them bonus attack speed, up to 8 stacks.|
|The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.|
|Every few seconds, all Hunters will basic attack the lowest health enemy (infinite range), dealing increased damage.|
|At the start of combat, Keepers grant themselves and all nearby allies a shield for 8 seconds. This shield is 50% stronger on Keepers.|
|While at least 3 Mages are in play, Mages cast their spells twice and have modified spell power.|
|All allies gain bonus magic resistance.|
|After every 3 basic attacks Shades dip into the shadows, stealthing and causing their next basic attack to deal bonus magic damage.|
|Sharpshooters basic attacks and spells ricochet to nearby enemies dealing reduced damage (infinite range).|
|Vanguards gain bonus armor.|
|Once your team loses 50% of their health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. The stronger the synergy, the stronger Galio becomes, gaining increased stats and abilities.|
|Upon attacking six times or dropping below 50% health, Divine units remove all crowd control and ascend, taking 50% reduced damage (post-mitigation) and dealing 50% bonus true damage (pre-mitigation) for a few seconds.|
|Dusk units increase all allies spell power.|
|Every two seconds all Elderwood units grow, gaining armor, magic resistance, attack damage, and spell power. This effect stacks up to five times.|
|Enlightened units generate more mana.|
|If an Exile unit has no adjacent allies at the start of combat, they gain:|
|Winning combat against a player will give bonus orbs. The longer you've gone without an orb, the bigger the payout.|
|At the start of combat, the lowest star-level Moonlight units star up until combat ends, prioritizing the unit with the most items. This can increase a champion's Star-level to 4-Stars.|
|Ninjas gain bonus attack damage and spell power.|
|The first time a Spirit casts their spell, all allies gain bonus attack speed based on the spell's mana cost. Each Spirit can only grant the bonus attack speed once but it lasts for the entire combat, and each different Spirit bonus stack with each other.|
|When The Boss first drops below 40% health, he leaves combat to start doing sit-ups. Each sit-up restores 15% maximum health and gives him 40% bonus attack speed and bonus movement speed. If he reaches full health he returns to combat Pumped Up, converting his basic attack and spell damage to true damage. If all of his allies die, he will immediately return to combat.|
|After participating in three combats, Tormented are given the option to transform. The player's receives a loot orb withand .|
|Warlords gain additional maximum health and spell power. These bonuses are futher increased by 10% with each victorious combat they participate in, stacking up to 5 times.|
List of champions
|4|| Infernal Chains|
Pulls 2 / 2 / 5 of the farthest enemies toward himself, then slams the ground in front of himself, dealing 250 / 450 / 1250 (× SP) magic damage to all enemies hit.
|3||Five Point Strike|
|4|| Petrifying Gaze|
Projects a cone of magic energy at her target, dealing 275 / 400 / 2000 (× SP) magic damage to all enemies hit, stunning them for 2.5 / 3 / 5 seconds, and causing them to take 10% (× SP) increased damage while stunned.
|1|| Spider Form|
Transforms into a spider, gaining 35 / 40 / 45% maximum health and causing her basic attacks to restore 40 / 80 / 160 health.
Enters a defensive stance for 1.5 seconds, becoming immune to damage and enemy spell effects. Upon exiting the stance, deals 200 / 300 / 450 (× SP) magic damage up to 3-hex range, stop at the first enemy hit, favoring her attack target, and stuns them for 1.5 / 2 / 3 seconds.
|2||Spirit of Life|
Launches a storm of blades in front of her, dealing 200 / 300 / 600 (× SP) magic damage and disarming all enemies hit for 2.5 / 3 / 3.5 seconds.
|2||Eye of the Storm|
Fires a rocket, stunning her target for 1.5 seconds and dealing 200 / 325 / 550 (× SP) magic damage to her target and all adjacent enemies.
|3|| Death Lotus|
Channels for 2.5 seconds, throwing knives at 4 / 6 / 8 nearby enemies, dealing 600 / 900 / 1600 (× SP) magic damage over the duration and applying Grievous Wounds on them for 5 seconds.
|5|| Reaping Slash|
Dashes towards his target then slashes all adjacent enemies, dealing 400 / 600 / 6666 (× SP) magic damage and increasing the cost of their next spell by 33%. If the slash hits exactly one target, he immediately casts again.
Rhaast: Heals for 50% of the damage dealt by the spell.
Shadow Assassin: Deals an additional 50% damage for the first 10 seconds of combat.
|3|| Slicing Maelstrom|
Summons a storm around him for 3 seconds, calling down lightning bolts on all enemies in the area every 0.5 seconds and dealing 300 / 450 / 1350 (× SP) magic damage over the duration. Each enemy struck by 3 lightning bolts is stunned for 1.5 seconds.
|3|| Dance of Dread|
Wolf mauls their target, dealing 450 / 650 / 1000 (× SP) magic damage and applying Grievous Wounds to their target for 5 seconds, while Lamb leaps away from their target.
|5|| God Fist|
Punches his target, dealing 250 / 450 / 1000 (× SP) magic damage, knocking them back to the edge of the battlefield, and stunning them for 3 / 4 / 10 seconds. Any enemies the target collides with during the knockback are also dealt half the damage and stunned for 1.5 / 1.5 / 10 seconds.
If the target cannot be pushed any further, they are knocked out of the battlefield instead, removing them from combat. If the target is still alive, he will dash to them.
|2|| Wild Growth|
Makes a low health ally giant, granting them 400 / 600 / 950 (× SP) bonus health and knocking up enemies near them for 1.5 seconds. Casting the spell multiple times on the same target does not stack the bonus health.
|3|| Light Binding|
Fires a sphere of light towards the farthest enemy. Enemies in the sphere's path take 300 / 400 / 700 (× SP) magic damage and are stunned for 1.5 / 2 / 3 seconds.
|1|| Aqua Prison|
Traps the closest enemy in a bubble, dealing 225 / 325 / 450 (× SP) magic damage and stunning them for 2.5 / 3 / 4 seconds.
|2|| Phantom Undertow|
Leaves a phantom at his location, then dashes behind the farthest enemy. After 1 second, his phantom returns to him, dealing 150 / 250 / 450 (× SP) magic damage to all enemies it passes through and stunning them for 2 / 2.5 / 4 seconds.
Throws a giant firecracker at the enemy she is currently attacking, that explodes after a 2-second delay. Enemies within the detonation radius receive 100 / 200 / 800 (× SP) magic damage and are stunned for 2.5 / 3 / 6 seconds.
Grabs his target and slams them forward, dealing 35 / 45 / 400% (× SP) of target's maximum health magic damage to them, and 20 / 30 / 200% (× SP) of the slammed enemy's maximum health magic damage to all other enemies in a large area.
|4|| Shadow Dash|
Dashes past his target, shielding himself for 500 / 800 / 4000 (× SP) damage and taunting all adjacent enemies for 4 / 4 / 8 seconds.
Stabs his target, striking them for 125 / 250 / 600 (× SP) (+ 200 / 225 / 250% AD) physical damage. If this kills them, he becomes unstoppable, untargetable, and invulnerable while he leaps to the enemy who's done the most damage this round and refunds all his mana. This does not apply spell effects.
|2|| Sporecloud Dart|
Fires a dart at the enemy with the highest attack speed that explodes into a cloud of spores on contact, poisoning nearby enemies. Poisoned enemies take 300 / 450 / 900 (× SP) magic damage over 2.5 / 3 / 4.5 seconds and are blinded for the duration.
|3|| Butterfly Burst|
Blasts the enemy with the lowest total-health, dealing 450 / 600 / 900 (× SP) magic damage. If this kills the target, he permanently gains 1 / 1 / 2 spell power.
|4|| Primal Hunger|
Gains 175 / 200 / 500% (× SP) bonus attack speed, 50 / 50 / 200% lifesteal, and moves faster for the rest of combat. While in this state, if he scores a takedown he howls, fearing all adjacent enemies for 1.5 / 1.5 / 3 seconds.
|1|| Crushing Blow|
Slams his target with his staff, basic attacking for 225 / 250 / 275% (× SP) AD physical damage and stunning them for 1.5 / 2 / 3 seconds. This does not apply spell effects.
|3|| Crescent Guard|
Modifies his next basic attack to sweep around him, dealing 200 / 250 / 350% (× SP) AD physical damage and Challenging enemies hit for 6 seconds. While an enemy is Challenged, his basic attacks against them deals 200% increased damage, and takes 85% reduced damage from all other sources. This does not apply spell effects
|5|| Seal Fate|
Strikes along a path in front of him, dealing 800 / 1300 / 9999 (× SP) magic damage split between all enemies hit and knocking them up for 1.5 seconds. Enemies hit are marked for death, reducing their resistances by 60%.
Yone's spell is then replaced with Unforgotten until there are no remaining enemies marked for death.
Unforgotten (20 mana): Dashes to the lowest health enemy that is marked for death, dealing 250 / 400 / 1000 (× SP) plus 100% of target's missing health magic damage, .
|2||Contempt for the Weak|
|5|| Rewind Fate|
Places a protective Time Rune on the 2 / 3 / 10 allies with the lowest current health (excluding himself). When they would die, they instead resurrect after 3.5 / 3 / 1 seconds, returning to combat with 350 / 500 / 3000 (× SP) health and shedding all negative effects. After resurrecting, they gain 50 / 50 / 500% (× SP) bonus attack speed for the rest of combat.
Set 4 Trivia
- Most champions have one Class and one Origin, with a few exceptions:
- and have two origins.
- , and have two classes.
- The majority of champions within Set 4 can be seen wearing a skin.
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