List of Power Ups in TFT Set 15 KO Coliseum. Detailed information and updates about TFT Season 15 Power Upsavailable at ggmeo.
List of Power Ups TFT Season 15
Space Ace
Damage this champion deals contributes 75% more towards launching rockets from The Crew's ship.
100 Push Ups
Gain 15% Damage Reduction. For every 3 rerolls you spend gold on, gain 1.0% permanent Damage Amp. (Current: (?)% )
All Out
At combat start go ALL OUT, gaining 20% Damage Reduction and 50% Attack Damage. Health no longer decays while ALL OUT.
Adaptive Skin
When taking damage, gain 1 Armor or 6 Magic Resistance based on the damage type, up to 55 total resists.
Annihilation
Gain 12% Damage Amp, increased to 28% Damage Amp after the first takedown each combat.
Artistic KO
Every 4th attack deals 40% more damage. Overkill damage bounces to the nearest enemy.
Atomic
Store 10% max Health at combat start and 2% more every second. On death, deal the stored Health as magic damage in a large radius.
Max Attack
Gain 12% Attack Damage, and permanently gain 1.0% every 2 takedowns. (Current: (?)*100% )
Attack Expert
Gain 5% Attack Damage. All other sources of Attack Damage give 30% more.
Best Defense
When granting or receiving shields, add 150% of the shield's value as bonus physical damage on the next attack.
Bestest Boy
Every 5 seconds, Lulu feeds a snack to her Monster: 13% Healing for Rammus, 12% Attack Damage for Smolder, or 12% Ability Power for Kog'Maw.
Bladenado
Attacks deal 20% of Basic Attack Damage as physical damage to enemies within attack range of the target.
Hungry Hero
Gain 100 Health and 8% Attack Damage. Each round, you may pay 3 player health for 75 and 3 . (Total: (?)(?)*100 )
Bludgeoner
Attacks and Abilities ignore 35% of enemy's Armor.
Body Change
At combat start, take the form of the nearest ally, granting them and this champion a 30% Health shield.
Bonus Bloom
Gain an additional plant. Plants deal 20% less damage and have 30% less Health.
Ordinary
If this champion has no active traits, gain 300-800 Health and 20-65% Attack Speed (based on current Stage).
Bullet Hell
Fire 35% more projectiles with abilities.
Gem Core
The Mighty Mech converts 8% of damage taken into Attack Damage and Ability Power, and gains 100 Armor and Magic Resist. Crystal Rose champions are treated as Mighty Mechs for the Mech's abilities.
Caretaker
On cast, the lowest percent Health ally gains 120 () shield for 6 seconds.
Storm Bender
Summon a storm that echoes 25% of damage dealt as magic damage.
Both champions contribute damage. The storm is bigger.
Classy
This champion's last-listed trait is 40% more effective on them.
Corrosive
30% Shred and Sunder enemies within 2 hexes. Take 10% less damage from Shredded or Sundered enemies.
Corrupted
Start dormant. Gain 5% Damage Amp and 80 Health whenever any unit dies. At 60% Health, awaken and blink toward enemies, stunning them for 2 seconds.
Crimson Veil
Gain 20% Omnivamp. Overhealing from Omnivamp converts to shield. (Max: 40% Health)
Critical Threat
Abilities can Critically Strike. Every 3 seconds, gain 5% Critical Strike Chance.
Cyclone Rush
15% .
25% . Disable two enemies.
Dark Amulet
Heal for 15% of magic damage dealt. On cast, take 8% max Health as true damage, but gain 12 stacking Ability Power.
Demolitionist
Ability damage Stuns for 1 second.
Desperado
After every 12th attack, fire five projectiles at the closest enemies that deal 120% of Basic Attack Damage as physical damage.
Doom Barrage
Arrows cost 2 less Mana during Varus's Ability.
Doomsayer
After 15 seconds, if still alive, deal 40% of damage taken this combat as magic damage to all enemies.
Doublestrike
Attacks have a 25% chance to trigger an additional attack.
Dread Note
If alive at 18 and 30 seconds, kill the enemy with the most Health
At 15 and 25 seconds instead.
Efficient
Abilities cost 20 less Mana to cast.
Essence Share
On cast, the 2 nearest allies gain 25% of Mana spent.
Blood Brothers
Damage dealt by Yone and Yasuo bleeds enemies for 20% of damage dealt over 2 seconds.
Fairy Tail
On cast spawn 2 fairies that each deal 80-200 (based on Stage) magic damage to the target over the next 8 seconds.
Fighter Spirit
Gain 75 Health, 5% Attack Damage, and 5% Ability Power for each Fighter or Assassin fielded.
Final Ascent
Ascend an additional time at levels 7 and 10. Level 7: Gain 5% Ability Power every 3 attacks. Level 10: Launch 2 additional waves that deal 55% damage.
Final Boss
Gain 10% Omnivamp. Whenever an ally dies, gain 4% stacking Damage Amp.
Final Form
After round 5-2 if this champion is 3-star, become 4-star at combat start.
Frost Touch
Attacks have a 15% chance to Stun the target for 1 seconds.
These attacks deal 55 bonus magic damage per Stage.
Finalist
Gain 12% Damage Amp and 8% Damage Reduction, increased by 2% and 2% for each eliminated player.
Fusion Dance
At combat start, fuse with the nearest ally, gaining 45% of their Health, Attack Damage, and Ability Power.
Gather Force
On cast, gain stacking Attack Damage equal to 40% of Mana spent.
Golden Edge
Attacking 85 times grants (?) gold. This gold value increases by 1 each time it activates. (Attacks: (?) / 85)
Max Vitality
At combat start gain 35 permanent Health. Every 10 seconds this champion survives, gain 10 additional permanent Health. (Current: (?))
Heart of Gold
If this champion survives a player combat, gain 2 gold.
Hemorrhage
Abilities deal 60% bonus damage as true damage over 4 seconds.
Hero's Arc
Gain 5% Damage Amp per player level. At level 10 gain an additional 35% Damage Amp.
Hyperactive
Takedowns grant 90% Attack Speed that rapidly decays over 3 seconds.
Ice Bender
Combat Start: Ryze is frozen for the first 3 seconds of combat. His Ability 20% Chills enemies for 4 seconds, and deals 20% bonus damage to enemies adjacent to the target.
Infernal Speed
Gain 10% Attack Speed. On takedown, generate a Cinder. Grant your team 2% bonus for every 8 Cinders. (Cinders: (?); Team : (?)%)
Inner Fire
Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Take 15% less damage from Burning enemies.
Kahunahuna
Every 6 attacks, deal 215 () true damage.
Tank-zilla
Gain 20% max Health and grow larger. After 15 seconds, Stun all enemies for 1.5 seconds.
Keen Eye
Attacks and Abilities ignore 40% of enemy's Magic Resistance.
Killer Instinct
Abilities target the lowest Health enemy in range instead. Gain 3 Mana Regen.
Living Wall
Gain 20 Armor and Magic Resistance. At combat start allies in the back row gain 1% Attack Speed for every 30 combined and this champion has.
Fan Service
10% | 180 , 12
12% | 250 , 15
Mage
Cast Abilities twice, but deal 25% less total damage.
Max Arcana
Gain 20% Ability Power, and permanently gain 1% every 2 takedowns. (Current: (?)% )
Magic Expert
Gain 10% Ability Power. All other sources of Ability Power give 30% more.
Mana Rush
Start combat with full Mana.
Mastermind
At combat start, gain 50 Mana and give 25 Mana to all allies in a line in front of this champion.
Hat Trick
Gain 20% Attack Damage and Ability Power. Each takedown, don a hat that grants 0.5% of each. On death, lose 50% of your hats. (Current Hats: (?))
Mech Pilot
Pilot the Mech, granting it your stats: 50% , 100% . Eject when at 50%.
The Mech benefits from the pilots' traits.
Mechablade
Gain Attack Speed equal to 3% maximum Health. Attacks grant 2 bonus Mana.
Regenerative
Heal 7% max Health every 3 seconds. Gain 10% increased healing from all sources.
Midas Touch
Attacks and Abilities execute enemies below 10% Health. Kills have a 25% chance to drop a gold.
Mind Battery
The first cast each combat grants 5 Mana Regen and 30% Ability Power.
Momentum
Gain 60% Attack Speed and moves significantly faster.
Needlework
Fire 2 bonus needles with every 1st and 2nd cast that deal 50% damage.
Not Done Yet
Once this champion has died 8 times, gain 25% Health, 10% Omnivamp, and 25% Damage Amp. (Deaths: (?))
On The Edge
Start combat at 65% Health, but gain 35% Damage Amp.
Over 9000
At the start of each round, gain a random permanent stat bonus. Current: +(?)*100 , +(?), +(?)*100% , +(?), +(?), +(?), +(?)
Pack Tactics
Gain 2 packmates that deal 15% () physical damage. When Naafiri uses her Ability, packmates dash to the lowest Health enemy within 2 hexes.
Power Font
At combat start and every 3 seconds, gain 1 Mana Regen.
Precision
Set Attack Speed to 70. Convert 1.0% Attack Speed to 0.8% Attack Damage. Attacks deal 130% more damage and grant 10 more Mana.
Pure Heart
Every 4 seconds heal this champion and allies within 2-hexes for 18% of their missing Health.
Pursuit
Lucian's Ability dashes, fires +1 additional bullets, and grants 5 Ability Power for the rest of combat.
Ramping Rage
Attacks grant 3% stacking Attack Speed.
Rare Treat
Your Monster has +15 Monster Trainer levels.
Rising Chaos
On cast, fire an additional orb that deals 6% damage to a random enemy. Subsequent casts add an additional orb.
Resistant
Reduce each instance of incoming damage by 30.
Mechador
When you field Mighty Mech and Luchador, The Mighty Mech gains 100 Health and becomes a Luchador granting +1 to the trait.
Robo Ranger
Gain 35% of The Mighty Mech's Attack Damage and Ability Power, and 10% of its Health.
Assassinate
Combat Start: Jump into the enemy's backline and deal 20% less damage for the first 8 seconds of combat.
Both champions jump.
Round Two
On death, summon a Training Dummy equipped with the same items. It has 85% of this unit's health.
Serious Slam
The first attack on each enemy deals 175% () physical damage and Stuns for 1 seconds.
Selfish
Gain 10% Durability. Heal for 5% of damage dealt by all other allies.
Shadow Clone
Create a perfect copy of this champion with the same items equipped that deals 25% damage.
Singularity
Become a 2-hex singularity, dealing 1.0% () as magic damage every second. When enemies die within the radius, gain 8 permanent Health. (Total: (?))
Sky Piercer
Damage 30% Shreds and Sunders enemies for 6 seconds. Deal 8% increased damage against Shredded and Sundered enemies.
Socialite
Combat start: Mark adjacent hexes for 3 rounds. Allies in marked hexes gain 12% Damage Amp and 200 Health. This champion gains 200% of the bonus.
Solar Breath
Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Deal 10% more damage to Burning enemies.
S.O.L.E. Fighter
If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
Soul Chipper
Dealing magic damage reduces Magic Resistance by 4 for the rest of combat.
Max Speed
Gain 8% Attack Speed, and permanently gain 1.0% every 3 takedowns. (Current: (?)*100% )
Spiky Shell
Gain 40 Armor. Enemies attacking this champion take 25 + 5 per stage physical damage. (1 second cooldown per attacker)
Spirit Sword
Gain 20% Critical Strike Chance. Attacks that critically strike deal 40% bonus magic damage.
Stand United
Shen's ability also shields the lowest health ally for 40% of his shield and gains 10 stacking Magic Resist on cast.
Star Sailor
Gain 25% increased bonuses from Star Guardian.
And heal the other Star Sailor for 15% of damage dealt.
Stand Alone
If this champion starts combat alone in its row, gain 35% Health.
Star Student
Gain 200 Health and +40% Potential
Gain 1 XP per round, and another 1 for each surviving Star Student.
Stretchy Arms
Gain 10% Attack Speed. On takedown, gain +1 Attack Range.
Super Genius
Every 2 seconds gain Ability Power equal to your Mana Regen.
Strong Spark
Every 3 seconds, zap the closest enemy for 9% of their max Health as magic damage. Whenever an enemy is Stunned by any source, zap them.
Supremacy
While this champion is the Supreme Cell, they execute enemies under 18% Health instead.
Superstar
Your team gains 4% Damage Amp, increased by 3% for each 3-Star on your team. This champion gains 200% of the bonus.
Surge 66
Gain 15% Attack Speed and 10% Ability Power. After 15 and 66 attacks, this amount doubles. (Attacks: (?))
Team Captain
This champion's Star Guardian Teamwork bonus is increased by 15% per star level.
20% bonus per star level.
Thrillseeker
Kills heal 15% max Health and grant 40% Attack Speed for 2 seconds.
40% on kill. Execute enemies below 10% Health.
Blink Attack
When switching targets, blink to the next target. The next attack deals 175% more as magic damage.
Tiny Terror
Gain 12% Attack Speed. At 50% Health, double it for the rest of combat. Then, shrink in size for 4 seconds, dodging all attacks.
Colossal
1000 ; 20% ; 10% .
1400 ; 25% ; 30% .
Trickster
At low Health, gain 8% Damage Amp, spawn a Training Dummy, and dash to the furthest enemy.
12% ; Dummies gain 1250
Ultra Stance
Gain 100 Health and grant an additional +1 to the selected Stance's trait.
Untouchable
Become untargetable while 4+ allies are alive. If this champion ends the fight at full Health, permanently gain 2% Damage Amp. (Current: (?)*100% )
Unflinching
Gain 15% Omnivamp and immunity to crowd control for the first 15 seconds of combat.
Unstoppable
Gain 300 Health and immunity to crowd control. Charge to new targets, Stunning enemies passed through for 1 seconds.
Warming Up
At combat start or when this activates gain 48 Armor and Magic Resistance. Every second, convert 3 resists into 3% Attack Damage. (Up to 48)
Weights
Gain 10 Weights. At 1+, move and attack 50% slower. Player victories drop 1 Weights, 2 on a loss. At 0, move faster and gain 60% Attack Speed and 18% Damage Reduction. (Weights Left: (?))
Wonder Twins
When fielding 2+ copies of this unit, grant both 40% of a stat based on Role. At 3-Star, gain a 2-Star copy.