Tactical Combat: The different origins

    Our articles on Tactical Combat Tactical Combat: The different origins All the information on the different origins of Tactical Combat, the League of Legends mode.

    Like classes, origins provide synergy bonuses to champions. 

    Origin (Number of champions needed) Effect shiitake mushrooms
    Tactical Combat: The different origins Demon

    (2) Demons' auto attacks have a 40% chance to burn 20 mana from the opponent, and gain it 15.



    (4) Demon auto attacks have 40% chance to burn 20 mana from the opponent, and gain it 30.

    (6) Demons' auto attacks have a 40% chance to burn 20 mana from the opponent, and gain it 45.

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    Tactical Combat: The different origins Dragon (2) Dragons have 75% magic resistance. Tactical Combat: The different origins Tactical Combat: The different origins Tactical Combat: The different origins
    Tactical Combat: The different origins Exile (1) If an Exile has no adjacent ally at the start of the fight, he gains a shield equal to his maximum HP. Tactical Combat: The different origins
    Tactical Combat: The different origins Glacial

    (2) Glacial auto attacks have 20% chance to stun for 1,5 seconds.



    (4) Glacial auto attacks have 33% chance to stun for 1,5 seconds.

    (6) Glacial auto attacks have 50% chance to stun for 1,5 seconds.

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    Tactical Combat: The different origins Tactical Combat: The different origins

    Tactical Combat: The different origins hextech

    (2) Throw a bomb at a random enemy champion equipped with an item to disable all their items and those of other champions in a radius of 1 cell for 7 seconds.

    (4) Throw a bomb at a random enemy champion equipped with an item to disable all their items and those of other champions in a radius of 2 squares for 7 seconds.

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    Tactical Combat: The different origins Robot (1) The Robots start the fight with their Mana gauge full. Tactical Combat: The different origins
    Tactical Combat: The different origins Imperial

    (2) Double damage for 1 random Imperial

    (4) Double damage for all Imperials

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    Tactical Combat: The different origins Noble

    (3) +50 Armor, +50 magic resistance and 30 HP recovered with each auto attack for 1 random ally.

    (6) +50 Armor, +50 magic resistance and 30 HP recovered with each auto attack for all allies.

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    Tactical Combat: The different origins Tactical Combat: The different origins

    Tactical Combat: The different origins Ninja

    (1) If you have exactly 1 Ninja, he wins 50 attack damage and 50% magic damage.

    (4) If you have exactly 4 Ninjas, they all win 80 attack damage and 80% magic damage.

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    Tactical Combat: The different origins Pirate (3) You earn between 0 and 4 additional gold coins at the end of each fight against another player.

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    Tactical Combat: The different origins

    Tactical Combat: The different origins Ghost (2) At the start of the fight, curses a random opponent whose HP increases to 100. Tactical Combat: The different origins Tactical Combat: The different origins Tactical Combat: The different origins
    Tactical Combat: The different origins Wild

    (2) Self-attacks savages generate Fury charges (up to 5). Each stack of Fury increases their Attack Speed ​​by 10%.

    (4) Self-attacks of each ally generate Fury charges (up to 5). Each stack of Fury increases their Attack Speed ​​by 10%. Also, attacks cannot miss.

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    Tactical Combat: The different origins

    Tactical Combat: The different origins néant 

    (2) A random unit Void inflicts pure damage.

    (4) All units of the Void deal pure damage.

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    Tactical Combat: The different origins

    Tactical Combat: The different origins Yordle

    (3) Auto attacks against allied Yordles have 30% chance of missing.

    (6) Auto attacks against allied Yordles have 60% chance of missing.

    (9) Auto attacks against allied Yordles have 90% chance of missing.

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    Tactical Combat: The different origins Tactical Combat: The different origins

    Tactical Combat: The different origins

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