* The champion's respawn animation plays upon entering the Shop Phase.
* The champion's respawn animation plays upon entering the Shop Phase.
* {{cis|Alistar}} cancelled {{csl|Alistar|Grand Reckoning|Grand Reckoning}} skin is re-used for his Guest of Honor appearance in the [[Welcome to Noxus]] Act 2 run of the mode.
* {{cis|Alistar}} cancelled {{csl|Alistar|Grand Reckoning|Grand Reckoning}} skin is re-used for his Guest of Honor appearance in the [[Welcome to Noxus]] Act 2 run of the mode.
* {{cis|Mordekaiser}} pre-rework {{csl|Mordekaiser|Sahn-Uzal|Sahn-Uzal}} skin which was first released in the PBE before being changed by developers is re-used for his Guest of Honor appearance in the [[Welcome to Noxus]] Act 2 run of the mode.
* {{cis|Mordekaiser}} pre-rework {{csl|Mordekaiser|Sahn-Uzal|variant=Unused|Sahn-Uzal}} skin which was first released in the PBE before being changed by developers is re-used for his Guest of Honor appearance in the [[Welcome to Noxus]] Act 2 run of the mode.
Arena is a recurring, multi-team-deathmatch 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. Contenders fight for glory in The Grand Reckoning and on six different battlefields which vary in size, density, and theme.[1][2][3]
Players can progress Champion Mastery and earn Battle Pass XP from Arena games via Missions exclusive and not exclusive to the mode. The maximum party size allowed is 8 players for a matchmade game and an even number of players are always required to form duos. Players cannot queue in a party of 9–15 members, but a party of 16 players can form a private/non-matchmade lobby that will not grant any progression rewards.
Arena features its own announcer, which can be listened to here.
Run Info: Arena has returned in patch V25.05 / March 5th, 2025. It will be available until May 14th, 2025, end of the patch 25.09 cycle[4]. It was originally scheduled to end in the prior patch cycle, 25.08.[5]
History
Previous content
For a compilation of old features in Arena, see the archive at Arena/Old content.
Arena v1
A new "2v2v2v2 deathmatch" game mode was teased during the update video and blog article on February 16th, 2023.[6][7] Another update in late April of the same year teased the mode again.[8]
Arena's name and gameplay were officially revealed on June 26th, 2023, being one of the main experiences available during that year's fighting-tournament-themed Soul Fighter event across all of Riot's live-service titles.[9][10] The details were presented in a blog article by Riot Maxw3ll shortly afrer.[2] The mode went live for the first time alongside patch V13.14 and featured a set of Soul Fighter NPCs (Cameos) that participated in the battle alongside the contestants. Arena was live from July 20th (1:00 PM PST) to August 28th, 2023 (11:59 PM PST).
Maxw3ll and Cadmus also authored an FAQ alongside its launch that included community questions about Arena's design and schedule.[11] It additionally shed some light on player speculation around Riot's plans to sustain Arena as a permanent queue: the response was provisional, but the designers expressed their desire to improve the mode if it were to return, one that would be able to sustain a satisfactory and consistent player base. The discussion around this topic would continue throughout the eventual later re-runs.[12][13]
The mode would return on December 7th, 2023 during V13.24 as part of the Tales of Borealis 2023 event and lasted until the end of Season 2023 on January 8th, 2024. The update implemented new mechanics such as teammate revivals, 60 augments, new champion Cameos based on the event, on top of a massive number of balance changes. A week into the patch cycle, a group of 5 "Curse" augments that granted infinitely-stacking stat bonuses proved to be exceptionally overpowered and would have to be indefinitely removed due to their poor gameplay quality, although the designers had stated that they were willing to support them a couple days before.[14][15] These "Curse" augments would be reworked and return at a later run.
Arena v2
V14.9 marked the third launch of the mode on May 1st, 2024 as part of the Neon Strata 2024 event and this time it would remain available for four entire months until September 24th, 2024 in order to gauge player retention. Riot would also state that they want to continue iterating on Arena toward its "healthiest version" possible.[13] The lobby size was expanded to eight teams of 2 players from four teams,[16]anvils, Prismatic items and the Koi Pond battlefield were added, and various quality-of-life updates were made. With this launch, a more cohesive theme for Arena's environment and effects was also established, where various textures, effects and map backdrops would be created that fit the key event's palette each time. A smaller content drop on V14.15 added 12 new items and 13 new augments, and also included adjustments to Koi Pond due to player complaints.[17]
On July 24th, 2024, Riot Games published a retrospective news article on their produced game modes for all of their titles, expressing their particular satisfaction with Arena's development.[18] Riot Cadmus stated: "Before we released Arena in 2023, […] players told us loud and clear that they were missing modes. During that time we saw the need […] to create experiences with unique hooks and rule sets that don't exist in League today. That's led us to investing in Arena." The article is a testament to Riot's continued investment in and iteration of the mode but also the positive sentiment around it among players.
Queue permanence dismissed & Arena v3
In a regular Dev update on September 23rd, 2024, Riot Cadmus brought closure to community requests for Arena to become a permanent addition to League of Legends, responding with a definitive 'no' while citing the observed rapid decline in player count over the latter half of the preceding, long-term run.[19] However he also reassured players that Arena is still being developed and announced its relaunch in early 2025.
Arena returned in Act 2 of the Welcome to Noxus Season. Players travel from the Rings of Wrath to the NoxianFleshing Arena in The Grand Reckoning. Cameos that disrupt combat have been replaced with "Guests of Honor", special game-wide rules that warp the tournament's progression, and a new battlefield has been introduced called the Reckoner Arena. 22 new augments (plus three Easter eggs) have been added and stat anvils now have rarity tiers similarly to augments. The Koi Pond battlefield now also features an open ring along the outer edge, which is meant to greatly reduce the prominent gameplay issues since its addition. Outside of the main game, ranked progression has been replaced by a linear, more casual leveling system called "Fame". Two "random champion" buttons have been added in champion select that grant small rewards to players who try different champions and contribute to the game-to-game variety; a moderate pain point since the mode's release.[20]
During this run, Riot Games' For the Win platform hosted the Stand for Noxus challenge for the EMEA region (EUW, EUNE, MENA, TR, RU shards), granting players the opportunity to earn exclusive in-game rewards. It started on March 10th, 2025 at 12:00 UTC and ended on April 7th, 2025 at 04:00 UTC, and featured three stages of leaderboard competition, the last one presenting special achievements from various personalities that competitors would have to best.[21]
Fame system
The player's Journey (levels and rewards) is shown in the lobby.The menu keeps track of each champion's campaign via pips under their icon and on a hover-over tooltip. Navigate via the numbered buttons to view more champions.
By participating in Arena, players can earn Fame points and progress through 9 levels for their Arena "Journey". The current progress and reward for leveling up is visible in a tab at the top left. An infinite amount of Fame can be accumulated and will be visible to all players in the lobby after reaching level 9.
Players start their journey at level 0. Earn Fame points by playing:
+10 per round played. Increases by 20% for every player in the pre-made party.
+100 if at least 3 rounds in a row have been won at any point, once per game.
+30 when choosing "Bravery".
+10 when choosing a "Crowd Favorite".
Earn additional Fame points completing a line of campaign missions for each champion:
+50 when playing the champion for the first time.
+150 when winning with the champion for the first time.
+200 when achieving 1st place with the champion for the first time.
The missions do not need to be completed in separate games. Players can complete multiple missions for a champion's campaign in one game.
These campaigns are tracked in the expanded Journey menu, shown by clicking on the "Journey" tab.
Leveling up awards Arena-specific content and upgrades the player's Arena crest in the lobby and grants them a medallion which is showcased in their Journey menu.
Fame Levels & Rewards
Level
Fame Required
Reward
1
100
Unlock the "Overflow" augment.
2
1300 (total 1400)
Unlock the "Hat Trick" augment.
3
1500 (total 2900)
Upgrade your Matchup Intro visuals (1/3).
4
2000 (total 4900)
Unlock the "Slow and Steady" augment.
5
2500 (total 7400)
Permanently gain 1 extra reroll.
6
3000 (total 10,400)
Upgrade your Matchup Intro visuals (2/3).
7
4000 (total 14,400)
Unlock the "And My Axe!" augment.
8
5000 (total 19,400)
Unlock the "Transmute: Chaos" augment.
9
9000 (total 28,400)
Upgrade your Matchup Intro visuals (3/3).
After reaching level 9, earn infinite Fame that displays on your card in the lobby.
Wood Medallion (Fame levels 1 & 2)
Bronze Medallion (Fame levels 3 & 4)
Silver Medallion (Fame levels 5 & 6)
Gold Medallion (Fame levels 7 & 8)
Gladiator Medallion (Fame level 9)
Champion select
Drafting
Arena's draft type is a 16-blind-ban blind pick in series.
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.
Each ban and pick turn ends prematurely when all selections have been locked.
Free champion rotation
A static pool of champions are always available in Arena:
During champion select, the player can choose champions from two new types of selections, "Crowd Favorites" and "Bravery", being awarded small in-game bonuses and extra Fame for doing so.
Crowd Favorites
Up-to five champions per champion select are randomly designated "Crowd Favorites". The number is proportional to the player's available champions. They will always be listed at the top of the champion list for convenience. Crowd Favorites are unique per player.
Locking in a Crowd Favorite awards +10 Fame and an Anvil Voucher.
Anvil Voucher: You have selected a Crowd Favorite champion and are awarded this free Voucher. Consume it during a Shop Phase to remove the item from your inventory and open a free Stat Bonus Anvil (any tier).
Bravery
Select a fully random champion without revealing it until the game has started.
Bravery Voucher: You have been awarded this free Voucher for your Bravery in champion select. Consume it during a Shop Phase to remove the item from your inventory, open a free Stat Bonus Anvil (any tier) and gain 2 rerolls.
Please note:
The "Random" button does not have the same function as Bravery, since the champion is revealed before the player can lock it. Selecting "Random" will not grant any bonuses.
Currently, the champion's skin cannot be selected when choosing Bravery (defaulting to the last one chosen in the queue).
Loadout
Champion drawer
Champions are filtered by primary class in the champion drawer. Lane-role selection and favorite options are unavailable.
Runes
Runes are entirely disabled. Some Keystone runes are accessible through Augments but may have small differences from their default (Summoner's Rift) versions.
Summoner spells
Flash permanently occupies one of the summoner spell slots, while the second slot defaults to the Flee spell. Selecting either of them simply swaps their slots.
Flee: Grants 40% bonus movement speed for 2 seconds, increased by an additional 20% for each enemy champion you are facing away from.
Flee can be exchanged with unique spells granted by various effects, including Augments.
Flash does not have a traditional cooldown. After being used in a round, it will only be available in the round after the next. Some Augments can also alter Flash or its slot.
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).
HUD
HUD elements: Game tab (top), Teams tab (right), scoreboard (center)
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 that includes a countdown for each round phase, tracks maps, matchups and their outcome and shows the Team Health loss per defeat. During the Combat Phase, the countdown tracks the Ring of Fire phases and the alive status of each champion instead.
A Teams tab on the right side of the screen, which includes information on Team Health, Team Logos, champions, and the current Guest of Honor as a button at the top that can be hovered to view the currently active rules. This tab is only visible during the Shop Phase.
At the start of a new Shop Phase, the health indicator will 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 on the player HUD at the bottom. It displays the player's current augments, which can be hovered with the cursor to show their tooltips.
The round's matchup is visible at all times on the Teams tab. While the scoreboard is open, all teams' champions and their matchups will be shown on the Teams tab. Each team's card can be hovered to simply reveal its champions or clicked to view their details on the enemy side of the scoreboard. The scoreboard resets back to the team's current matchup upon locking the camera back (default Y) and upon entering the Combat Phase.
Battlefields & environment features
There are six battlefields in Arena where Combat between teams takes place. Each one features a unique theme and terrain layout, and many different elements that players can interact with to affect the progression of the round.
Ancestral Woods
Desert Oasis
Frostbite Thicket
Koi Pond
Magma Chamber
Reckoner Arena
Ancestral Woods
Desert Oasis
Frostbite Thicket
Koi Pond
Magma Chamber
Reckoner Arena
The Ring of Fire
Ring of Fire
A damaging area of effect starts closing in from the edge of the battlefield toward the center of a location on the map, 30 seconds after combat 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 true damage equal to 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.
Champions gain 1 permanent stack of the Ring of Char debuff after 2 consecutive seconds under the Fire Storm's effect and for each consecutive second thereafter.
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 the 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 (in Magma Chamber)
One pair of gates will spawn at the edges of the battlefield. Their exact location is randomly determined out of a number of them. Hex-gates are always located on diametrically opposite sides (or edges for the pair that is guaranteed to spawn naturally) of the map.
Players can interact (default MB2 / right-click) with a Hex-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 are active from the beginning of Combat, and their cooldown starts elapsing upon use. A pair of hex-gates incurs a 12-second cooldown after being used, reduced to 8 seconds on the Koi Pond battlefield.
Power Flowers
Power Flower (in Frostbite Thicket)
A new, unique plant type spawns 15 seconds after the Combat Phase begins. Power Flowers respawn 25 seconds after being destroyed and have 3 health.
Attacking a Power Flower heals the attacker equal to 6% of their maximum health, grants them a shield equal to 7.8% of their maximum health, restores 15% of their maximum manaor3.5% 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 may stack with subsequent hits to the plant, lasts until being destroyed, and linearly decays in strength over 10 seconds while it holds, refreshing upon receiving its effects again.
Power Flowers have unique spawn locations around each battlefield and each map may feature a different number of them.
There is 1 Power Flower in the middle of the Ancestral Woods map.
There are 2 Power Flowers on the Magma Chamber map. The plants are located near the top and the middle of the map.
There are 3 Power Flowers on the Desert Oasis, Frostbite Thicket, Koi Pond, and Reckoner Arena maps.
Blast Cones
Blast Cone (in Ancestral Woods)
All Blast Cones activate 5 seconds after combat begins and respawn 20 seconds after being destroyed.
Attacking a Blast Cone destroys it, causing an explosion that knock away all nearby units.
A number of Blast Cones exist in each battlefield, scattered around the map, except for Koi Pond which features none. In Ancient Woods, Blast Cones have two different spawn patterns.
Both behave like impassable terrain, but they uniquely do not block champions' line of sight.
Deep Water specifically also counts as a River element for Qiyana'sTerrashape's element gathering.
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 5.4 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 6.6 seconds of being closed.
Bloom Bridge open
Bloom Bridge closing
Bloom Bridge closed
Unsteady pillars
On the Reckoner Arena battlefield specifically, there are 5 stationary pillars throughout the map. They will form over the first 4 seconds of the Combat Phase, becoming targetable afterwards. Pillars can be targeted and destroyed through enough damage or upon displacing an enemy onto them; they can also trigger other pillars and plants. All damage caused by the pillar is attributed to the champion who destroyed it. This includes falling onto Power Flowers, which completely destroys the plant and attributes all of its remaining hit points' effects to the champion who destroyed it.
Upon being destroyed, pillars drop over 0.75 seconds in the opposite direction of the one who destroyed the pillar, dealing true damage equal to 30% of the target's maximum health to all enemies hit and knocking them aside over 0.66 seconds. If the fall was caused by a champion being displaced onto the pillar, they are additionally knocked down and grounded for 1 second upon collision with the pillar.
After a pillar has fallen, it becomes regular impassable terrain, but it will not obstruct sight. While the pillar is falling, a warning indicator for its area of effect is visible. A pillar's health bar is hidden while it is at full health.
Erect pillar
Fallen pillar (rubble)
Round structure
A round consists of a Shop Phase and a Combat Phase, alternating in this order, with an additional Vote Phase before the Shop Phase of rounds 2 and 8.
Players select their Augments and buy items during the Shop Phase. Then in the Combat Phase, teams battle against each other in a random round-robin bracket, losing Team Health with every loss until one team is crowned victorious. A team cannot be matched against the same team until they have played against all other teams—however the order may change as teams are eliminated. A team's next matchup can be viewed during the Shop Phase in the HUD. In a Vote Phase, players vote for a Guest of Honor to change the current game's rules for all teams.
At the start and end of each phase, champions will fully reset their state: refreshing the cooldowns of all their effects, restoring all health and resource, and removing any lingering buffs or debuffs. During the Shop Phase and Vote Phase, all champions are invulnerable to the champions of other teams and are considered "allied", preventing teams from applying negative effects (e.g. damage) to other teams in any way until the Combat Phase has begun.
All champions begin the game at level 3 and gain 2 / 1 (based on round number) level(s) per round. The level cap is increased to 41 and each level is functionally 1000 apart (gaining experience from sources other than the full round level has no or negligible effect).
Every team starts with a maximum of 100 Team Health and receives a certain amount of damage upon losing the Combat Phase. When a team drops to 0 Team Health, they are eliminated. Eliminating a team grants a free Cappa Juice.
Every four rounds after the first (rounds 5, 9, 13, 17) the damage per defeat increases. A random team will earn a bye from the current round's Combat Phase if there is an uneven number of teams alive. Juices purchased before or during a bye round remain active for the next Combat Phase.
Placement is determined upon the round ending based on remaining Team Health after each round's deduction. Placing 1st, 2nd, 3rd, or 4th in the game is considered a "victory". Placing 5th, 6th, 7th, or 8th in the game is considered a "defeat". Players are notified of their placement via an announcement banner, under which they can choose to exit the game safely or spectate the other teams as long as desired. Fame rewards are distributed upon a team receiving their placement, but other rewards are only calculated and distributed after the final team is left standing and the entire game has been completed.
If two teams have the same Team Health after their elimination round's deduction, the tiebreaker is time alive, i.e. teams eliminated earlier are placed lower than teams who have lasted longer in their elimination round.
Damage to Team Health per Round
Round
Damage for defeat
1–4
15
5–8
20
9–12
30
13–16
35
17
100
Surrendering rules
A surrender 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 the surrender passes, the team's Team Health is set to -99, eliminating them from the match. Their matchup earns a bye round if there are more than two teams alive, or fights the remaining team otherwise.
Shop Phase
Full-view image of the Shop Platform.
The Shop Phase begins at the start of the game and after each consecutive round. It takes place at the shop platform (also "starting platform" or "spawn platform") and lasts for 45 seconds. Every team has their own spawning location which is separated radially in equal slices and can move freely on the platform. Players are granted access to the shop only while on the shop platform and during the Shop Phase.
While waiting for combat to begin, a Target Dummy is provided to each team. The Target Dummy has 1250 – 5000 (based on round) health and 10 – 160 (based on round)armor and magic resistance. It is not a valid target for effects that grant permanent stacks or gold.
At the start of the Shop Phase, and depending on the round, players are given various bonuses for reaching the round, such as selecting an Augment or gaining a certain amount of gold. The Shop Phase's duration is reduced to 6 seconds once all champions have used their bonus and/or made their selections.
Players will go through a number of different "selection screens" per game. Some of them are guaranteed rewards for reaching certain rounds (as listed above). Selection screens present a semi-random assortment of three options of the same type and prompt players to choose one of them. Semi-random means that the game will try to grant options that may be favorable for the champion or the current build, and will always exclude invalid options for the champion being played, but the options are otherwise random.
There are four sources of selection screens: Augments selections (only as a round reward), and the three Anvil items purchased from the shop: Stat Bonus, Legendary class-type Item and Prismatic Item Anvils.
While on a selection screen for an Augment, Legendary class-type Anvil or Prismatic Item Anvil, the player can click on the button under a slot in order to swap out one of the three options in the selection for a different semi-random one, spending 1 reroll in the process. Rerolls are shared among the three slots in a selection screen and among all selection screens. Players start with 4 rerolls by default and can earn more through various means. The number of available rerolls is tracked by a buff on the status bar which is only visible during the Shop Phase. Stat Bonus selections cannot be rerolled, however.
Selections cannot be undone. Once an option is chosen, it cannot be rolled again; rerolled or skipped options may potentially appear multiple times throughout the game if not yet chosen. The augments' or items' icons can be hovered to view more detailed descriptions for them or pinged to show to the ally that the option is available.
The large card button at the bottom hides or re-shows the selection screen. If the selection screen was provided by the round (instead of being purchased), the player cannot execute shop purchases until a selection has been made. If no selection is made by the end of the Shop Phase, one of the three options is selected randomly by the game.
Augments
Augments are permanent enhancements to champions beyond items. They provide very powerful stats and/or unique effects to play around. Players can have up to six Augments—in the case that the player would somehow gain any further augments beyond six, the excess ones are discarded.
Four of the Augment slots are always filled from the selection screens granted on the Shop Phase of rounds 1, 5, 8 and 11. The other two slots may be filled by a select few Guest of Honor effects or special Augments.
There are 3 quality tiers, or rarities of Augments (from lowest to highest): Silver, Gold, and Prismatic. Silver Augments are the least potent, Gold Augments are moderately powerful, and Prismatic Augments are the rarest and grant extraordinary effects. Rerolling an Augment option will always grant another of the same tier.
While the assortment of given Augments may be unique from one player to another, everyone is given the same rarity of Augments in the four selection rounds. Additionally, each Augment from these selection rounds strictly cannot appear more than four times on four different champions across the entire game.
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, Clown College, Defensive Maneuvers, Die Another Day, Feel the Burn, Frozen Foundations, Now You See Me, Oathsworn, Orbital Laser, Snowball Fight!, Vanish, Warmup Routine and We'll Be Right Back augments.
Click the Show button below to see which champions are excluded from receiving specific augments.
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 many as Legendary and Prismatic items. Starter items have a 50% resale value while Boots have a 70% resale value.
Anvils are consumable items that can be purchased to open a selection screen of varying categories of options. There are three different types of Anvils: Stat Bonus Anvils (costing 750) grant simple stat bonuses; Legendary class-type Anvils (each costing 2000) grant Legendary-tier items; and Prismatic Item Anvils (costing 4000) grant Prismatic-tier items.
The options presented in a Stat Bonus Anvil selection are called Stat Shards (or simply Shards) and cannot be rerolled, unlike other selection screens. There are 3 quality tiers, or rarities of Shards (from lowest to highest): Silver, Gold, and Prismatic. All Shards in a selection screen will have the same rarity, but the rarity is entirely random. Silver shards are the most common and least potent; they grant a random stat bonus within a range of values. Gold shards are improved versions of Silver shards that also always grant an exact amount of stats. Prismatic shards are the rarest and grant unique stat types that Silver and Gold shards do not. The number of Stat Shards obtained is tracked via a buff on the champion's status bar (has the same icon as the Stat Bonus Anvil) and can be hovered to view the exact bonuses gained from them.
All players receive a free Prismatic Item Anvil selection on round 3, and two free guaranteed Prismatic-tier Stat Bonus Anvils, one on round 7 and the other on round 10. Selected items from Prismatic and Legendary Item Anvils beyond the inventory limit will be placed in an "inventory queue": there is a notification in chat upon an item entering this queue and at the start of subsequent rounds' shop phase while at least one item exists in the queue; the player can choose to sell an item and free a slot for the oldest selected item in the queue, automatically transferring it to their inventory. Additionally, while in a selection screen for a purchased Anvil of any type, the player can buy further Anvils to queue all selection screens in the order that the Anvils are purchased (this avoids having to repeatedly open the shop).
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.
Once the Shop Phase ends, players enter the Combat Phase, being transported to a random battlefield out of six to fight against their matched team. The first champion kill awards 250 to both members, regardless of assist, but the second kill does not normally yield any extra reward to either player. A kill bounty may also be earned after the round has been lost by a secondary effect before the next Shop Phase starts, although without affecting the already-determined result of the round. All experience rewards from kills and assists are reduced to 0.
The Combat Phase ends when both players on a single team die. The team that has at least 1 teammate alive is crowned the round winner, while the other team loses an amount of Team Health. If the Combat Phase does not end within 30 seconds, the Ring of Fire will begin closing in toward an area of the battlefield (determined randomly from a number of possible locations). Players caught outside the Ring of Fire, in the fire storm, are rapidly damaged and debuffed. Once the Ring has closed entirely, if the round is not over within 15 seconds then it will automatically end in a tie and Team Health will be deducted from both teams. If the remaining players of both teams die in the exact same game frame, both teams will lose Team Health;[22] however the damage triggered specifically via the on-death effects of Clown College and Dive Bomber is special-cased to never award victory if they cause the last enemy standing to die. Lastly, killing enemies while in zombie state effects (e.g. Karthus'Death Defied, Sion'sGlory in Death) after dying cannot change the round outcome if both the user and their ally have been slain, regardless of whether all enemies die or are slain during their zombie state.
On the minimap, along with terrain, there are icons for the location of downed teammates, Power Flowers (shows as a "leaf" 10 seconds before spawning and fills 3 seconds before spawning), Blast Cones (shows as a square dot 10 seconds before spawning and fills when they have grown), Hex-gates' location and availability (will be greyed out if charging), and the fire storm's edge.
After the round result has been determined, players can spectate other battlefields via a pop-up menu, which also displays the team matchups and each battle's status. The Spectate button unlocks the camera and pans it to the selected teams' battlefield; the camera will be bounded by each battlefield's edges when spectating, as during combat. Clicking on Return focuses the camera back to the player's own battlefield.
The minimap of Desert Oasis displaying various elements.
Spectate menu. The window can be moved via click-and-drag but cannot be resized.
Revival
Revive zone (ready for the ally to charge).
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 but can be revived. After 12 – 8 (based on round number) seconds of being downed, their ally can stand in the marked zone around the location of their death for 3 seconds (reduced based on the reviving ally's heal and shield power and missing health, down to a minimum of 1.5 seconds) in order to revive them at the zone's center or the nearest open space if terrain does not permit. Champions are revived with 225 – 1500 (based on level)current health and gain untargetability and invulnerability for 0.75 seconds, during which they can move but are unable to perform any other action. They will also gain 30% damage reduction, 75% bonus movement speed and 50% tenacity for 0.75 seconds which then decay over the following 2.25 seconds. Revive zones are not visible in Fog of War.
The amount of time required to revive is cumulative; leaving the downed area will not reset the timer. Champions can perform a revival while untargetable but not during a resurrection effect or enemy-sourced stasis. All resurrection and zombie state effects as well as Renata Glasc'sBailout and the Serve Beyond Death augment will take precedence over the transition into the downed state.
Revival may only occur once for each team per round. A team is declared defeated either when one member is placed in a downed state and the other is taken down before they revive their teammate, or when both members are taken down after one of them has already been revived.
Vote Phase
Vote Phase field.Featured Guests of Honor on the Shop Platform.
At the start of rounds 2 and 8, before the Shop Phase, all teams are teleported to the Reckoner Arena for a Vote Phase that lasts 25 seconds. Players start at the center of the field, outside of which there are three champion NPCs called Guests of Honor who are waiting for players to choose them and invite them into the tournament. Each Guest is standing in their own marked section. Guests of Honor apply a unique and permanent rule or modifier to the entire lobby. Each Guest can only appear in a specific Vote Phase (except Riven) and only once per game. The ones that appear in each Vote Phase are otherwise random.
Players can select a Guest by clicking on their card on the left side of the screen or by moving inside their respective section; the current selection will be subsequently highlighted. The player's location at the end of the Vote phase confirms which Guest they cast their vote for. If there are less than 10 seconds remaining, champions blink to a random location on the selected Guest's section upon clicking on their card, avoiding the travel time. The cards can additionally be hovered to read the rules that each Guest applies.
At the end of the Vote Phase, the host will shine a spotlight on one random player on the field who has cast a vote over 5 seconds. Their selection will then become the Guest of Honor to be featured in the game. As such, players who have not voted for any Guest and Guests who have not been voted for are not considered. Multiple players voting for the same Guest naturally increases the chance of that Guest being featured, but the selection is ultimately random.
Players will then teleport back to the Shop Platform, with the Guest entering the map through a portal and standing on the tall podium, visible to all players until the game ends. Players may read the rules of the featured Guests via a button at the top of the Teams tab on the right side of the screen.
The following table lists the currently available Guests of Honor (15 total) along with the Vote Phase that they may appear in and the rules they apply.
Each player makes a pledge to the Ambessa Guest, choosing a false augment of any tier that transforms into a random, real one a certain number of rounds later but also potentially incurring a health penalty before the reward has been earned.
Sacrifice for Silver: Transforms into a Silver augment after 2 combat rounds.
Sacrifice for Gold: Transforms into a Gold augment after 4 combat rounds. Lose 25% of your current health at the start of every Combat Phase before its transformation.
Sacrifice for Prismatic: Transforms into a Prismatic augment after 7 combat rounds. Lose 50% of your current health at the start of every Combat Phase before its transformation.
Permanently increases damage per round defeat by 5. Whenever a team is at risk of elimination in the current round but win the round, increase their Team Health by 15. On bye rounds, if the Team Health deduction for the current round would be sufficient to eliminate that team, they automatically gain this bonus.
Every team's Team Health is set to 50 upon Darius Guest's selection. When a team is eliminated from the lobby, all alive teams increase their Team Health by 5 and each player gains 500.
Awards a free Stat Bonus Anvil to teams that enter a streak of 3 consecutive rounds won and for every 3 consecutive rounds won thereafter. Additionally, the chances of Gold and Prismatic Stat Bonus selections significantly and permanently increase.
Spider Elise wraps downed teammates in a cocoon which must be broken to revive them. She will drop to the ground to create the cocoon which becomes targetable approximately 2 seconds after the champion's death, has 12 health and receives modified damage from all sources with a minimum of 1 per non-zero damage instance. The trapped champion tries to escape, causing the cocoon to automatically lose 1 health every 1.5 seconds, down to with a minimum of 1 health (cannot revive alone). Cocoons do not take damage from the Ring of Fire but they will despawn when it fully closes.
After the round winner is determined, you can disrupt other active battlefields while spectating them. Temporarily gain the Interference summoner spell for the remainder of the round, which replaces your Flee slot.
Creates two additional pairs of Hex-gates in the battlefield. Their location is random, but paired Hex-gates are always on opposite parts of the map to each other.
The team that strikes their opponent first is awarded two random Juices, increased to four when on a streak of 3 or more consecutive rounds won. Players who have all Juices active earn 750 per Juice they would gain instead. Granted Juices are consumed automatically.
The Ring of Fire appears immediately upon the Combat Phase ensuing instead of after 30 seconds and slowly drifts toward random directions, traveling up to the edges of the battlefield.
A Raven may occasionally fly into the battlefield, landing after 1 second at a random location. Up to 12 Ravens can appear in total per Combat Phase and are always visible in the Fog of War. Champions can move on top of them to collect them, gaining a Raven stack for their team, up to a maximum of 25. When the round winner has been determined, automatically pick up any Ravens arriving into or standing on the battlefield. On bye rounds, earn 8 stacks for free. The next round in which augment selection takes place will always offer a specific tier based on the team's stacks, instead of a randomly-determined tier:
Whenever a team's Team Health is reduced to below 60, they gain a free Gold Stat Anvil Voucher; consuming it during a Shop phase opens a Gold-tier Stat Bonus Anvil selection. The first time that a team is at risk of elimination in the current round, they gain a free Prismatic Stat Voucher; consuming it during a Shop phase opens a Prismatic-tier Stat Bonus Anvil selection.
All champions gain the Arena Stat Adjustments buff:
Base critical strike damage is increased to 190% from 175%.
Every 1% critical strike chance in excess of 100% grants 0.6 bonus Attack Damage or 1 Ability Power (Adaptive).
Gain up to 45 bonus movement speed, 15% tenacity and slow resist, and 12.5 bonus mana regeneration or 100% bonus energy regeneration, based on your and your ally's combined missing 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 Unique Passive - Mana Charge: After 2 combat rounds from the current round, this item transforms into Seraph's Embrace.
Removed Unique Passive - Manaflow: Occasionally grants a charge, and consumes a charge on-hit and whenever affecting an enemy or ally with an ability to grant bonus mana, increased against champions, up to a maximum.
New Unique Passive - Apothegm: Your ultimate abilities deal 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.
Mist's Edge health ratio changed to ( 8% / 5%) of target's current health.
Unique Passive - Clawing Shadows: Your next basic attack on-hit against an enemy champion is empowered to slow them by ( 30% / 15%) for 1 second (15 second cooldown).
New Effect: If the target heals for a total amount that is over 60% of their maximum health while continuously afflicted with Grievous Wounds, the strength of the healing reduction is increased to 80%.
New Unique Passive - Solo Party: While no allied champions are within 900 units, gain (20 – 100 / 10 – 50) (based on level) bonus armor and bonus magic resistance, decaying over 3 seconds when an ally is within range.
New Unique Passive - Mana Charge: After 2 combat rounds from the current round, this item transforms into Muramana.
Removed Unique Passive - Manaflow: Occasionally grants a charge, and consumes a charge on-hit and whenever affecting an enemy or ally with an ability to grant bonus mana, increased against champions, up to a maximum.
New Effect: If the target heals for a total amount that is over 60% of their maximum health while continuously afflicted with Grievous Wounds, the strength of the healing reduction is increased to 80%.
New Effect: If the target heals for a total amount that is over 60% of their maximum health while continuously afflicted with Grievous Wounds, the strength of the healing reduction is increased to 80%.
Unique Passive - Eternity: After 2 combat rounds from the current round, this item grants an extra 300 bonus health, 300 bonus mana and 50 ability power, and you gain a level that preserves your current experience (cap remains at level 18).
Old Effect: This item grants extra bonus health, bonus mana and ability power every minute, up to 10 times. Upon reaching maximum stacks, gain a level that preserves your current experience (cap remains at level 18).
New Effect: If the target heals for a total amount that is over 60% of their maximum health while continuously afflicted with Grievous Wounds, the strength of the healing reduction is increased to 80%.
Warmog's Heart combat timer changed to 4 seconds / 3 seconds for damage from non-champions.
Warmog's Heart threshold changed to 1350 bonus health.
Warmog's Heart out-of-combat health regeneration changed to「 4% maximum health every 0.5 seconds. 」「 40% maximum health every 5 seconds. 」
New Effect: Warmog's Heart now also grants health regeneration equal to「 0.4% maximum health every 0.5 seconds 」「 4% maximum health every 5 seconds. 」during combat.
New Effect: Warmog's Heart now grants an additional 4% bonus movement speed while the effect is active.
Removed Unique Passive - Warmog's Vitality: Gain additional bonus health from items.
New Unique Passive - Mana Charge: After 2 combat rounds from the current round, this item transforms into Fimbulwinter.
Removed Unique Passive - Manaflow: Occasionally grants a charge, and consumes a charge on-hit and whenever affecting an enemy or ally with an ability to grant bonus mana, increased against champions, up to a maximum.
Recall is disabled in Arena but the respective hotkey can be used to play the champion's Recall animation.
A recurring joke among Rioters is the repetition of "2v2v2…" as an alternative name to use when referring to Arena.[8][26][13]
The "Bravery" option was most likely inspired by a community challenge called "Ultimate Bravery", which is essentially playing a fully random champion with a fully randomized build (items and their order, runes, summoner spells). Riot Cadmus hinted at this connection in a comment on Reddit.[27]
Three items, one of which was Frozen Mallet returning, were going to be added for the second launch of Arena in V13.24, but were later scrapped:
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).
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.
Mordekaiser's pre-rework Sahn-Uzal skin which was first released in the PBE before being changed by developers is re-used for his Guest of Honor appearance in the Welcome to Noxus Act 2 run of the mode.
League of Legends (or LoL; initially League of Legends: Clash of Fates) is a multiplayer online battle arena (MOBA) genre video game developed by Riot Games.
The newest and most venerated battleground is known as Summoner's Rift. Traverse down one of three different paths in order to attack your enemy at their weakest point. Work with your allies to siege the enemy base and destroy their Nexus!
Sight is a property of units, structures, certain summoner spells, items, and abilities that represents a team possessing vision of a target area or unit. It is always center range. A line of vision cannot extend beyond terrain or an unrevealed brush.
Sight can also refer to an effect that makes a unit visible regardless of the fog of war or brush, allowing them to be targeted. Standard sight cannot see stealthed units, but True Sight can.
Nearsight is a crowd control debuff that inhibits sight; allied vision is lost in addition to a reduced sight radius.
Obscured vision is similar to sight in a way that it can observe units, but does not render units targetable, rather it exposes their position and informs of their presence.
Unobstructed vision is a form of sight that allows a unit to be able to see their full vision radius, ignoring any obstructions that would otherwise restrict visibility.
All effects that use unit-targeting require sight of the target. Delayed unit-targeted attacks and spells can cancel if sight of the selected target is suddenly lost.
Grievous Wounds is a debuff that reduces self-healing, incoming healing, and health regeneration by 40%.
Grievous Wounds does not stack, the duration of the debuff will overlap on separate effects and refresh on the same effect.
League of Legends content
Shield
A shield adds hitpoints over the unit's health that absorbs the next instances of damage in place of actual health. This can be improved by various items and effects depending on the type of shielding.
A unit that is Invulnerable reduces all damage taken to 0 and prevents effects that trigger from damage.
League of Legends content
Minimum health threshold
A unit under the effect of a minimum health threshold cannot have their health reduced below it by common means such as damage. The following grant this effect:
Executes will reduce the health of units with this state to 1 health. Other sources of raw damage will ignore this state.
League of Legends content
Shield
A shield adds hitpoints over the unit's health that absorbs the next instances of damage in place of actual health. This can be improved by various items and effects depending on the type of shielding.
A unit that is untargetable is an invalid target; it can neither be selected nor hit by most effects. Effects that have already been applied are not invalidated by the unit becoming untargetable, unless they are special-cased to do so.
Becoming untargetable will interrupt acqusition. This also causes non-champions to lose aggro. Many untargetabilities additionally destroy all incoming unit-targetedprojectiles.
League of Legends content
Dash
A dash is a quick movement action by a unit in which they move to a specific direction or location while traversing the intervening distance, ignoring the boundaries of terrain.
The game engine does not take into account the height of the unit; dashes that depict air travel are considered to be on the ground for targeting purposes such as skill-shots.
Dashes should not be confused with displacement effects, which are usually sourced from enemy units (and are classified as crowd control debuffs).
A champion that is locked out is unable to perform certain actions such as casting abilities, moving, or attacking. The prevented actions can vary per instance.
Lockout does not interact with crowd control mechanics unless otherwise stated.
League of Legends content
Heal
Healing replenishes a unit's current health, but never above their maximum health.
A unit that is knocked airborne undergoes a forced displacement in a specified direction, to a specific point, or for a set duration at its current location, during which it is also unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spellsFlash, Teleport, Hexflash, and Mark / Dash. Airborne is an immobilizing effect.
Crowd control applied by one's self or an ally cannot be countered in any way, neither reduced in duration, resisted, nor removed unless special cased to do so.
The crowd control effect may still be cleansed if it is applied as a debuff separate from the originated ability.
League of Legends content
Terrashape
COOLDOWN: 7
Passive: While holding an Element, Qiyana gains bonusattack speed and attack range, as well as bonus magic damage on her basic attacks and basic abilities. Qiyana gains bonus movement speed speed while moving near the current Element.
Active:Qiyanadashes in the target direction to gather the Element of the nearest Brush, River or Terrain she targeted.
League of Legends content
Knockdown
Knockdown only affects units that are performing a dash or being displaced by an airborne effect. A unit that is knocked down has its dash or displacement interrupted and is placed on the ground instantly.
Interrupts all dashes and airborne effects (displacement and status effects). Knock ups will not have their airborne status removed if there is no sourced debuff, but their displacement still ends.
Reduction:
The effect is instantaneous. There is nothing to reduce.
The effect is instantaneous. There is nothing to remove.
Crowd control applied by one's self or an ally cannot be countered in any way, neither reduced in duration, resisted, nor removed unless special cased to do so.
The crowd control effect may still be cleansed if it is applied as a debuff separate from the originated ability.
League of Legends content
Ground
A unit that is grounded is unable to activate movement spells for the duration. This effect does not innately knockdown a target that is already performing a dash. Grounded units can still be displaced.
Movement spells include all dash and blink abilities - including Recall / Empowered Recall and the summoner spellsFlash, Teleport, Hexflash, and Dash, plus a number of additional cases. Ground is the only type of crowd control that is most commonly found in persistent area of effects, which will reapply the status effect continuously.
Crowd control applied by one's self or an ally cannot be countered in any way, neither reduced in duration, resisted, nor removed unless special cased to do so.
The crowd control effect may still be cleansed if it is applied as a debuff separate from the originated ability.
League of Legends content
Time in a Bottle
STATIC CD:120
Innate:Zilean generates a storage of experience over time. When he has enough to level up an allied champion, he can channel by selecting them to split the stored experience between himself and the ally.
League of Legends content
Immobilize
Immobilized units cannot control their movement. The following crowd control effects immobilize the unit:
Impaired movement is a similar term that, in addition to the above, also refers to units that are slowed.
League of Legends content
Blink
A blink refers to a form of movement whereby a unit displaces from point A to B without traversing the space between.
League of Legends content
Zombie state
A buff that allows a player to keep controlling their champion after Death always flags the champion to be in a zombie state. It prevents enemies from gaining full kill credit or triggering most on-kill effects from the champion a second time, and some abilities (e.g. You and Me!) interact differently with champions in this state. Renata Glasc'sBailout and Resurrection will always take precedence over zombie state effects.
The following effects trigger a champion to enter a zombie state:
Innate: Upon dying, Karthus enters an untargetablespirit form for a few seconds that allows him to continue casting spells at no cost but without being able to move.
If Defile has been learned, it will remain toggled on for Death Defied's entire duration.
League of Legends content
Glory in Death
Innate: Upon dying, Sionreanimates into a frenzy where he is restored to max health that rapidly decays, and reduces incoming healing.
Sion can cast Death Surge, move and basic attack. His attacks become very rapid, gain life steal, and deal bonus physical damage based on the target's maximum health.
Death Surge
COOLDOWN:100
Active:Sion gains a burst of movement speed for a short time.
League of Legends content
Death
Death occurs when a unit's health is reduced to zero, thereby being killed. The unit can no longer act and is removed or becomes a corpse.
On player death, they can view the death recap and the shop to purchase items, and some item actives can be used while dead.
The duration of a crowd control debuff is calculated when it is applied, and tenacity can reduce it to a minimum 0.5 seconds.
League of Legends content
Resurrection
A unit that is protected by Resurrection will enter a revival state and dispel most debuffs upon taking fatal damage. After the state completes, the unit is revived. Resurrection effects do not count for kills or assists.
Resurrection sources have a hierarchy, and will trigger in the following order:
Resurrection will always take precedence over zombie state effects. Entering resurrection does not cancel cast times. Renata Glasc'sBailout always takes priority over resurrection.
League of Legends content
Stasis (buff)
A unit that enters stasis becomes invulnerable and untargetable, but also unable to control its movement, declare basic attacks, cast abilities, use summoner spells, or activate items.
Bard'sTempered Fate and Syndra'sForce of Will are the only stasis effects that are considered crowd control against enemies. Some effects treat friendly (self/ally applied) and hostile (enemy applied) stasis the same.
League of Legends content
Bailout
COOLDOWN: 28 / 27 / 26 / 25 / 24
Active:Renata grants herself or the target allied champion ramping bonus attack speed in addition to bonus movement speed toward enemies. Bailout's duration resets whenever the target scores a takedown against an enemy champion.
If the target would die while Bailout is active, their health is set back to full but they suffer a true damage burn that would kill them over a short time. The target can stop the burn by scoring a takedown.
Toggle:Elise switches between her Human Form and Spider Form.
Spider Form:Elise transforms into a spider, reducing her attack range to melee. She gains bonus movement speed, new abilities, and a Spiderling swarm that will attack her foes.
Human Form:Elise transforms back into human form and stores her Spiderlings.
Elise begins with one rank in Spider Form / Human Form, which has 4 ranks.
League of Legends content
Cocoon
COOLDOWN: 12 / 11.5 / 11 / 10.5 / 10
Active:Elise fires a web in the target direction that stuns the first enemy hit.
League of Legends content
Invisibility
Invisibility is a form of stealth that renders a unit hidden from enemy vision for a short period of time.
Invisible units become visible only when affected by True Sight.
A stealthed unit's character model briefly shimmers for every instance of damage taken while stealthed. This shimmering does not make the unit selectable nor remove the stealth effect, only compromises its position.
League of Legends content
Realm of Death
COOLDOWN: 140 / 120 / 100
Active:Mordekaiserslows the target enemy champion, then banishes them with him to the Death Realm for a few seconds, cancelling all interactions with non-banished units.
Additionally, Mordekaiserheals himself for a portion of the target's maximum health and temporarily steals a portion of their currentattack damage, ability power, total attack speed, maximum health, armor, magic resist, and size.
If the target dies while inside the Death Realm, Mordekaiser keeps his stolen stats until they respawn.
Death Realm: The Death Realm confines units in a small area. Allies and enemies cannot see or interact with those in the Death Realm but can see their locations and vice versa.
League of Legends content
Immobilize
Immobilized units cannot control their movement. The following crowd control effects immobilize the unit:
Impaired movement is a similar term that, in addition to the above, also refers to units that are slowed.
League of Legends content
Cleanse
A unit that is cleansed has all applicable crowd control status effects removed.
Due to the nature of the cleanse interaction, cleansing abilities and effects remain castable in circumstances that would otherwise inhibit casting, unless special-cased.
"Cleanse" does not always refer to the act of removing all crowd control effects, some sources would specify only one or a few types of crowd control.
A cleanse does not remove Stasis, but will remove the disable portion of Airborne.
League of Legends content
Crowd control
A unit that is disabled is affected by a status effect that prevents certain actions – such as movement, attacking, casting and/or seeing–blocked, reduced or controlled.
Crowd control applied by one's self or an ally cannot be countered in any way, neither reduced in duration, resisted, nor removed unless special cased to do so.
The crowd control effect may still be cleansed if it is applied as a debuff separate from the originated ability.
League of Legends content
Cc-Immune
Crowd control immunity prevents any type of crowd control from being applied to the unit. CC which has already been applied will still have an effect on the unit. Epic monsters (excluding a summoned Rift Herald) and turrets are always immune to all crowd control, with the exception of stasis.
League of Legends content
Slow resist
Slow resist is a stat that directly reduces the effectiveness of slows.
League of Legends content
Melee
Melee champions have a basic attack range usually within 200 units. A melee attack does not use a projectile to deal damage, therefore not subject to effects that mitigate projectiles, like Wind Wall. Some champions can shift between a ranged and melee form, and certain items/runes differ for melee characters.
League of Legends content
Ranged
Ranged champions have a basic attack range usually beyond 300 units. Many deal damage through projectiles, which are subject to mitigating effects like Wind Wall. Some champions can shift between a ranged and melee form, and certain items/runes differ for ranged characters.