Shadow items provide enhanced effects in comparison to their non-Shadow equivalent, at the cost of a penalty (e.g. reduced maximum health, debuffing allies).
Only one Shadow component is needed to create a completed Shadow item. The other component can be either normal or Shadow.
Base Items
Items | Effect |
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Shadow Belt | 150 Health |
Shadow Vest | 20 Armor |
Shadow Tear | 15 Mana |
Shadow Sword | 10 Attack damage |
Shadow Spatula | It must do something… |
Shadow Rod | 10 Ability power |
Shadow Gloves | 5% Crit |
Shadow Cloak | 20 Magic resist |
Shadow Bow | 10% Attack speed |
Combined Items
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The holder gains the Abomination trait. [Unique – Only One Per Champion]
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The holder gains the Cavalier trait. [Unique – Only One Per Champion]
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The holder gains the Coven trait. [Unique – Only One Per Champion]
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The holder gains the Dragonslayer trait. [Unique – Only One Per Champion]
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The holder gains the Forgotten trait. [Unique – Only One Per Champion]
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The holder gains the Hellion trait. [Unique – Only One Per Champion]
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The holder gains the Nightbringer trait. [Unique – Only One Per Champion]
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The holder gains the Revenant trait. [Unique – Only One Per Champion]
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Each time the holder casts their ability, they gain empty maximum Health equal to 300% of their maximum Mana. The holder then heals for that amount.
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Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 3 seconds (does not stack). The holder takes 33% of their maximum Health in true damage at the beginning of combat.
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After casting their Ability, the holder gains 15 Mana. If the holder has less than 60% Health, this is increased to 50. [Unique – Only One Per Champion]
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Grants 200 bonus Armor (including components).
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When combat begins, all of the holder’s allies within 1 hex in the same row gain 40 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.
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Contributing to a kill grants the holder +15 Attack Damage for the rest of combat. This effect can stack any number of times (starting at 3). The holder receives -20% maximum Health.
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Reduces incoming magic damage by 15%. Negates bonus damage from incoming critical hits.
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The holder’s team gains +2 maximum team size, but the player’s Little Legend takes +100% damage after losing a battle.
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Reduces the Attack Speed of all enemies within 2 hexes by 35%. The Attack Speed of allies (except the wearer) within 1 hex is reduced by 50%. [Unique – Only One Per Champion]
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The holder heals themself for 45 health every 2 seconds for each unit targeting them.
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The holder’s Abilities and attacks do 50% bonus damage. If the target has less than 1100 maximum Health, the holder’s Abilities and attacks do 0% decreased damage instead.
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Prevents the holder’s first death, placing them in stasis instead. After 2 seconds, they return with 70% Health and shed all negative effects. After this effect triggers, the holder’s Attack Speed is reduced by 50% for the rest of combat. [Unique – Only One Per Champion]
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Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.
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At the beginning of combat, the holder gains both of the following: • +40 Attack Damage and +40 Ability Power. • Attacks and Abilities heal for 40% of damage dealt. These bonuses expire after each takedown, and renew on the next.
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The holder’s magic and true damage from Abilities heals the nearest ally with missing Health for 60% of the damage dealt. This heal cannot affect the holder.
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Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder critically strikes, they deal 3% of their maximum Health to themselves as true damage. [Unique – Only One Per Champion]
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Enemies and allies (except the holder) within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 50% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 10 Ability Power for the rest of combat.
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The holder gains 40% Critical Strike Damage, and magic and true damage from their Ability can critically strike. The first time the holder casts their Ability each combat, they gain an additional 20% Critical Strike Chance for the remainder of combat (this bonus is also applied to the first Ability cast). Each time the holder casts their Ability, they deal 15% of their maximum Health to themselves as true damage.
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When the holder inflicts a critical hit, the target’s Armor and Magic Resist are reduced by 50% for 5 seconds. The holder’s Armor and Magic Resist are also permanently reduced by 25%.
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When combat begins, the holder and all allies with 2 hexes in the same row gain 70 bonus Armor and Magic Resist, but gain 5 less Mana per attack.
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When the holder deals magic damage with their Ability, they burn the target, dealing 100% of the target’s maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn. The holder’s ability deals 50% less damage. [Unique – Only One Per Champion]
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The wearer is immune to crowd control for the entirety of combat and receives -20% maximum Health. [Unique – Only One Per Champion]
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Grants 100 bonus Ability Power (including components) and -20% maximum Health.
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Increases the holder’s Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within 2 hex. The holder’s attacks can no longer miss.
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The holder radiates an aura to all allies on the board except themself, and heals them for 25% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 5% of their current Health as true damage.
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The holder’s attacks fire bolts at 2 nearby enemies, dealing 50% of the holder’s Attack Damage. These bolts can critically strike but do not apply on-hit effects.
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When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies’ and allies’ first ability cast, increasing their maximum Mana by 65% until they cast. [Unique – Only One Per Champion]
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The wearer’s attacks restore 14 additional Mana. The wearer deals 15% less damage.
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Every other attack from the holder unleashes chain lightning that strikes 4 enemy, dealing 70 magic damage and reducing their Magic Resist by 70% for 5 seconds. The holder receives -33% Attack Damage.
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Every 1.5 second(s), a random enemy within 3 hexes is burned for 25% of their maximum Health over 10 seconds. Any healing they receive is reduced by 50%. The holder is also burned for 2.5% of their maximum Health every second for the entirety of combat, and any healing they received is reduced by 50%. [Unique – Only One Per Champion]
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At the beginning of each planning phase, the holder equips 2 temporary items. These Items are always full shadow items. [Consumes Three Item Slots]
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Every 3 seconds, the holder’s next attack deals 25% of the total damage they have taken since the last empowered attack as true damage.
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Blocks the first enemy Ability that hits the holder, then teleports them to the Ability’s caster, and causes both units to start targeting each other. They deal 25% increased damage to each other. [Unique – Only One Per Champion]
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Grants 1800 bonus Health (including components), The holder takes 60 true damage each second.
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When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -20% Attack Speed. The holder then gains +40% Attack Speed for each affected ally.
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When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and Ability Power for the rest of combat. Ignores CC immunity. [Unique – Only One Per Champion]
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At the start of combat, the wearer taunts enemies within 2 hexes. When the holder dies, a Construct with 500 Health arises and taunts enemies again. When it dies it deals 500 true damage to enemies within 1 hex(es).