Roll Combat Keystones

Once a Champion has reached level 15, they can select a Keystone of their choice, offering a special passive effect which can aid them in combat. Though most Champions are limited to one Keystone, some exceptionally skilled champions are capable of possessing two at once, and an immensely powerful Archon can possibly even possess three.

## Aegis

#### **Bulwark**

   At the beginning of the battle you receive 8% reduced damage from all sources, and every 2 turns you will subsequently receive another 8% damage reduction, stacking up to 5 times. Bulwark cannot scale with other percentage-based damage reduction effects above 40%, therefore will only stack until reaching as close as possible to that limitation. Non-percentage damage reduction effects are reduced equal to the percent that Bulwark is reducing overall damage.

#### **Font of Life**

Every 3 turns, heal for 30% of your missing health and gain 50% reduced damage for 1 turn.

#### **Unwavering Fortitude**

Gain immunity to all AoE damage and instead heal for 50% of what would've normally been received.

#### **Almighty Endurance**

Gain additional Maximum HP percent equal to your level plus 10. (e.g, Level 15 = +25% Max HP)

## Heroism

#### **Fervor of Battle**

Whenever you kill a Basic Unit, heal for 5% of your Maximum HP. Killing an Elite Unit increases this heal up to 10%, and killing a Champion Increases it up to 30%.

#### **Knight's Fealty**

At the beginning of a battle, pledge your fealty to an allied champion, granting you and the chosen champion +20% increased damage and +20% reduced damage from all sources. If you or the chosen champion die, the buff will be lost for the living recipient.

#### **Last Rites**

All healing and absorbs provided add 100% of their numerical value to this Keystone's passive. The next time you deal damage to a unit, deal additional damage equal to the number stored within this passive.

#### **Inspiration**

Your surrounding allies all gain +10% Maximum Health and +10% Base Damage.

#### Duality

Deal 30% increased damage while above 50% of your Maximum HP, and receive 30% less damage while below 50% of your Maximum HP. The reduced damage gained from Duality cannot exceeed 50% when benefiting from other sources.

## Massacre

#### **Creeping Insanity**

Every turn, sacrifice 1-7% of your Maximum HP for a 10% Damage Increase. Stacks infinitely.

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#### **Merciless Blows**

Sacrifice 20% of your Maximum HP, granting all of your damaging attacks and abilities a 1 in 3 chance of being cast twice. **Merciless Blows** cannot proc off itself or be affected from accuracy changes.

#### **Pact of Sang**

Gain 30% Lifesteal and Spellvamp as well as a 10% increase in your Base AD and/or AP, but you can no longer receive any healing, damage reduction, or buffs from allies.

#### **Blade and Shadow**

Your Critical Strikes now deal 250% of their normal damage instead of 200%. When the battlefield is dark or obscured, you temporarily gain the Stealth effect, making you untargetable until you execute your first ability and giving all your attacks a 50% chance to Critically Strike.

## Spellcraft

#### **Azurecast**

Gain 25% more AP for the first 3 spells as well as 50% Cooldown Reduction. Once three spells are cast, this Keystone is disabled for the rest of the battle.

#### **Clairvoyance**

Gain 50% additional Accuracy and the immediate knowledge of an enemy's passives, abilities, and ultimate.

#### **Spell Steal**

At the beginning of the battle, randomly copy a chosen enemy's passive, ability, or ultimate, allowing you to use it for the rest of the battle. The mana cost of the stolen passive, ability, or ultimate will be scaled down to match your level.

#### **Transcendence**

Grant a spell 100% Cooldown Reduction. Does not work on passives or ultimates.

#### **Triforce of Arcanos**

Every 3 spells restore 30% of your Maximum Mana. Additionally, magical auto attacks no longer cost mana, and you will end the battle with all of your mana recovered.

## Renewal

#### **Healing Conduit**

At the beginning of the battle, select an ally as a **Healing Conduit**, causing them to receive all healing and buffs duplicate to your primary target. **Healing Conduit** can be used on yourself but for 50% effectiveness.

#### **Zenith**

After every 3 healing spells your next heal will Critically Strike, causing it to heal for 200% of its normal amount.

#### **Unleashed Potential**

Any excess healing provided to a unit will be funneled to yourself.

#### **Divine Aura**

All surrounding allies heal for 50% of your AP every turn.

## Versatility

#### **Master of Blades**

You have a 20% chance of parrying any damaging attack directed at you. If successful, the enemy is stunned for 1 turn. If you parry an ultimate, the ultimate is reflected to the enemy.

#### **Forbidden Oath**

At the beginning of the battle, mirror the stats of an enemy champion greater or equal to your own stats. Additionally, gain immunity to being a target of this Keystone's stat swap. Stat gains are reset after the battle.

#### **Substitution**

When you are hit with a damaging ability or ultimate, you can choose to substitute your body with a mirror image to take the damage for you. **Substitution** has 3 charges and can be used even when it isn't your turn, though cannot be used while you are CC'd.

#### **Dominion**

At the start of the battle, mind control a random enemy, prioritizing Champions, then Elite Units, and then Basic Units. Level 25-30 champions will be controlled for 1 turn, 20-24 for 2 turns, 15-19 for 3 turns, 10-14 for 4 turns, and 5-9 for 5 turns. Basic and Elite Units are mind controlled until death.

#### Chronorush

At the end of every one of your turns, roll 1-4. If you receive a 4, you gain another turn. If Chronorush fails to proc, the accuracy of this keystone will be increased by 1. Chronorush does not benefit from accuracy changes.