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Power Ups

Power Ups is the new Set Mechanic in Set 15 - K.O. Coliseum! You will get a Power Snax consumable twice per game at stage 1-3 and stage 3-6.

By using a Power Snax on a champion, it will allow you to chose from an armory of 3 powerful options to make any champion a superstar!

Be the first to learn about all available Power Ups in Set 15 - K.O. Coliseum!
Power Up
Description
Champions
100 Push Ups100 Push Ups
(1) Gain 15% Damage Reduction. For every 3 rerolls you spend gold on, gain 1% permanent Damage Amp.
2X Contender2X Contender
(1) Vi, Ahri, Darius, Yasuo, Jinx, Braum, and Ekko gain 4% Damage Amp and 2% Durability for each unique copy fielded. This unit gains 75% more.
2XKO2XKO
(1) After two takedowns, stun enemies within 2 hexes for 2 seconds and gain 35% Damage Amp for the rest of combat.
Adaptive SkinAdaptive Skin
When taking damage, gain 3 Armor or 10 Magic Resistance based on the damage type, up to 80 total resists.
All OutAll Out
At combat start go ALL OUT, gaining 20% Damage Reduction and 50% Attack Damage. Health no longer decays while ALL OUT.
AnnihilationAnnihilation
(1) Gain 12% Damage Amp, increased to 28% Damage Amp after the first takedown each combat.
Artistic KOArtistic KO
(1) Every 4th attack deals 35% more damage. Overkill damage bounces to the nearest enemy.
AtomicAtomic
(1) 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.
Attack ExpertAttack Expert
(1) Gain 5% Attack Damage. All other sources of Attack Damage give 35% more.
Attempt #37Attempt #37
(1) Ekko's spell prioritizes the closest enemy, but he heals 20% Max Health on cast and deals 6% more magic damage each time his spell hits the target.
Best DefenseBest Defense
When granting or receiving shields, add 100% of the shield's value as bonus physical damage on the next attack.
Bestest BoyBestest Boy
(1) Every 5 seconds, Lulu feeds a snack to her Monster: 13% Health Healing for Rammus, 14% Attack Damage for Smolder, or 12% Ability Power for Kog'Maw.
BladenadoBladenado
(1) Attacks deal 25% of Basic Attack Damage as physical damage to enemies within attack range of the target.
Blink AttackBlink Attack
When switching targets, blink to the next target. The next attack deals 200% more as magic damage.
Blood BrothersBlood Brothers
(1) Damage dealt by Yone and Yasuo bleeds enemies for 20% of damage dealt over 2 seconds.
BludgeonerBludgeoner
(1) Attacks and Abilities ignore 45% of enemy's Armor.
Body ChangeBody Change
(1) At combat start, take the form of the nearest ally, granting them and this champion a 30% Health shield.
Bonus BloomBonus Bloom
(1) Gain an additional plant. Plants deal 20% less damage and have 30% less Health.
Bullet HellBullet Hell
(1) Fire 30% more projectiles with abilities.
CaretakerCaretaker
(1) On cast, the lowest percent Health ally gains 135 (Ability Power) shield for 6 seconds.
ClassyClassy
(1) This champion's last-listed trait is 45% more effective on them.
ColossalColossal
Take up two unit slots. Gain Health, Durability, and Damage Amp. (1) 900 Health; 20% Durability; 10% Damage Amp. (2) 1250 Health; 25% Durability; 20% Damage Amp.
Corner CarryCorner Carry
(1) Gain 30% Attack Speed. At 75% and 25% health, dash to the safest position and gain infinite Range.
CorrosiveCorrosive
(1) 30% Shred and Sunder enemies within 2 hexes. Take 10% less damage from Shredded or Sundered enemies.
Crimson VeilCrimson Veil
(1) Gain 20% Omnivamp. Overhealing from Omnivamp converts to shield. (Max: 40% Health)
Critical Threat Critical Threat
(1) Abilities can Critically Strike. Every 3 seconds, gain 5% Critical Strike Chance.
Dark AmuletDark Amulet
(1) Heal for 15% of magic damage dealt. On cast, take 8% max Health as true damage, but gain 12 stacking Ability Power.
DemolitionistDemolitionist
(1) Ability damage Stuns for 1 second.
Denting BlowsDenting Blows
(1) Vi's spell now shields for 4 seconds instead of healing, but is increased by 30%. When converted, strike quickly strike 4 times, each hit reducing the targets resists by 5.
DesperadoDesperado
(1) After every 8th attack, fire five projectiles at the closest enemies that deal 100% of Basic Attack Damage as physical damage.
Doom BarrageDoom Barrage
(1) Arrows cost 2 less Mana during Varus's Ability.
Double DownDouble Down
(1) Gain 18% Damage Amp. When this unit casts, your other Powered Up unit gains 20% of the Mana spent.
DoublestrikeDoublestrike
Attacks have a 30% chance to trigger an additional attack.
Drift DuoDrift Duo
(1) Senna and Lucian both gain 3 mana regen. If both are 3-star, gain +1 Mighty Mech.
EfficientEfficient
(1) Abilities cost 15 less Mana to cast.
Fairy TailFairy Tail
(1) On cast spawn 2 fairies that each deal 75-260 (based on Stage) magic damage to the target over the next 8 seconds.
Fan ServiceFan Service
Xayah and Rakan gain bonus stats based on each other's star level. (1) 8% Attack Damage & Attack Speed | 150 Health, 8 Armor & Magic Resist (2) 15% Attack Damage & Attack Speed | 300 Health, 15 Armor & Magic Resist
Final AscentFinal Ascent
(1) Ascend an additional time at levels 7 and 10. Level 7: Gain 6% Ability Power every 3 attacks.. Level 10: Launch 2 additional waves that deal 55% damage.
Final BossFinal Boss
(1) Gain 10% Omnivamp. Whenever an ally dies, gain 4.5% stacking Damage Amp.
Final Form Final Form
(1) After round 5-2 if this champion is 3-star, become 4-star at combat start.
FinalistFinalist
(1) Gain 15% Damage Amp and 8% Damage Reduction, increased by 3% DA and 2% DR for each eliminated player.
Frost TouchFrost Touch
(1) Attacks have a 15% chance to Stun the target for 1 seconds. (2) These attacks deal 55 bonus magic damage per Stage.
Fury BreakFury Break
(1) Gain 30% Attack Speed. When your other Powered Up unit dies, gain a burst of 300% Attack Speed that decays over 4 seconds. If you die first, give them the burst instead.
Fusion DanceFusion Dance
(1) At combat start, fuse with the nearest ally, gaining 45% of their Health, Attack Damage, and Ability Power.
Gather Force Gather Force
On cast, gain stacking Attack Damage equal to 40% of Mana spent.
Gem CoreGem Core
(1) The Mighty Mech converts 8% of damage taken into Attack Damage and Ability Power, and gains 100 Armor and Magic Resist.<br><br>Crystal Rose champions are treated as Mighty Mechs for the Mech's abilities.
Golden EdgeGolden Edge
(1) Attacking 85 times grants 2 gold. This gold value increases by 1 each time it activates.
Golden GlovesGolden Gloves
(1) Whenever you gain interest, permanently gain 2% Attack Damage per gold collected.
Hat TrickHat Trick
(1) Gain 16% Attack Damage and Ability Power. Each takedown, don a hat that grants 0.75% of each. On death, lose 50% of your hats. (Current Hats: 0)
Heart of GoldHeart of Gold
(1) If this champion survives a player combat, gain 2 gold.
HemorrhageHemorrhage
(1) Abilities deal 60% bonus damage as true damage over 4 seconds.
Hero's ArcHero's Arc
(1) Gain 4.5% Damage Amp per player level. At level 10 gain an additional 35% Damage Amp.
Hungry HeroHungry Hero
(1) Gain 100 Health and 10% Attack Damage. Each round, you may pay 3 player health for 150 and 4 .
HyperactiveHyperactive
(1) Takedowns grant 100% Attack Speed that rapidly decays over 3 seconds.
Ice BenderIce Bender
(1) Combat Start: Ryze is frozen for the first 3 seconds of combat. His Ability 20% Chills enemies for 1 second, and deals 20% bonus damage.
Inner FireInner Fire
(1) Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Take 15% less damage from Burning enemies.
KahunahunaKahunahuna
(1) Every 6 attacks, deal 150 (Attack Damage) true damage.
Keen EyeKeen Eye
(1) Attacks and Abilities ignore 45% of enemy's Magic Resistance.
Killer InstinctKiller Instinct
(1) Abilities target the lowest Health enemy in range instead. Gain 3 Mana Regen.
Living WallLiving Wall
(1) Gain 20 Armor and Magic Resistance. At combat start allies in the back row gain 1.5% Attack Speed for every 30 combined Armor and MR this champion has.
MageMage
(1) Cast Abilities twice, but deal 20% less total damage.
Magic ExpertMagic Expert
(1) Gain 10% Ability Power. All other sources of Ability Power give 35% more.
Mana RushMana Rush
(1) Start combat with full Mana.
MastermindMastermind
(X) At combat start, gain X mana and give X mana to all allies in a line in front of you.
Max ArcanaMax Arcana
(1) Gain 15% Ability Power, and permanently gain 1% every 2 takedowns.
Max AttackMax Attack
(1) Gain 12% Attack Damage, and permanently gain 1% every 2 takedowns.
Max SpeedMax Speed
(1) Gain 15% Attack Speed, and permanently gain 1% every 3 takedowns.
Max VitalityMax Vitality
(1) At combat start gain 40 permanent Health. Every 10 seconds this champion survives, gain 20 additional permanent Health.
MechabladeMechablade
(1) Gain Attack Speed equal to 5% maximum Health. Attacks grant 5 bonus Mana.
MechadorMechador
(1) When you field Mighty Mech and Luchador, The Mighty Mech gains 100 Health and becomes a Luchador granting +1 to the trait.
Mech PilotMech Pilot
(1) Pilot the Mech, granting it your stats: 60% , 70% . Eject when at 60%. (2) The Mech benefits from the pilots' traits.
Midas TouchMidas Touch
(1) Attacks and Abilities execute enemies below 10% Health. Kills have a 25% chance to drop a gold.
Mind BatteryMind Battery
(1) The first cast each combat grants 5 Mana Regen and 30% Ability Power.
NeedleworkNeedlework
(1) Fire 2 bonus needles with every 1st and 2nd cast that deal 45% damage.
Not Done YetNot Done Yet
(1) Once this champion has died 6 times, gain 18% Health, 10% Omnivamp, and 25% Damage Amp.
Noxious TrapNoxious Trap
(1) Damage dealt Burns, Wounds, 20% Shreds, and 20% Sunders enemies for 4 seconds.
On The EdgeOn The Edge
(1) Start combat at 65% Health, but gain 35% Damage Amp.
OrdinaryOrdinary
(1) If this champion has no active traits, gain 300-1000 Health and 40-100% Attack Speed (based on current Stage).
Over 9000Over 9000
(1) At the start of each round, gain a random permanent stat bonus.
Pack TacticsPack Tactics
(1) Gain 2 packmates that deal 18% physical damage. When Naafiri uses her Ability, packmates dash to the lowest Health enemy within 2 hexes.
Power FontPower Font
(1) At combat start and every 3 seconds, gain 1 Mana Regen.
PrecisionPrecision
(1) Set Attack Speed to 70. Convert 1% Attack Speed to 0.8% Attack Damage. Attacks deal 130% more damage and grant 5 more Mana.
PursuitPursuit
(1) Lucian's Ability dashes, fires +1 additional bullets, and grants 8 Ability Power for the rest of combat.
Quick TagQuick Tag
(1) On death, spawn a unit of the same role with the same number of items. This unit is 1 cost lower, and has 15% reduced Health.
Quick TagQuick Tag
(1) On death, spawn a unit of the same role with the same number of items. This unit is 1 cost lower, and has 15% reduced Health.
Ramping RageRamping Rage
(1) Attacks grant 3.5% stacking Attack Speed.
RegenerativeRegenerative
(1) Heal 6.5% max Health every 3 seconds. Gain 10% increased healing from all sources.
ResistantResistant
(1) Reduce each instance of incoming damage by 25.
Rising ChaosRising Chaos
(1) On cast, fire an additional orb that deals 6% damage to a random enemy. Subsequent casts add an additional orb.
Robo RangerRobo Ranger
(1) Gain 50% of The Mighty Mech's Attack Damage and Ability Power, and 10% of its Health.
Rocket GrabRocket Grab
(1) At combat start, gain a 20% Health shield for 4 seconds. When your target dies, pull the next target into melee range and regain the shield.
Round TwoRound Two
(1) On death, summon a Training Dummy equipped with the same items. It has 60% of this unit's health.
Serious SlamSerious Slam
(1) The first attack on each enemy deals 210% physical damage and Stun for 1 seconds.
Shadow CloneShadow Clone
(1) Create a perfect copy of this champion with the same items equipped that deals 22% damage and has 50% health.
Shine BrighterShine Brighter
Every other cast, Lux's spell explodes in a 2-hex radius, and deals 30% more damage.
SingularitySingularity
(1) Become a 2-hex singularity, dealing 1% as magic damage every second. When enemies die within the radius, gain 15 permanent Health.
Sky PiercerSky Piercer
Damage 30% Shreds and Sunders enemies for 6 seconds. Deal 5% increased damage against Shredded and Sundered enemies.
Snax TimeSnax Time
(1) Braum's casts also throw 5 Poros at random enemies. Each deals 200% of Braum's Base Attack Damage as physical damage. This is safe for Poros. Braum is a professional.
Solar BreathSolar Breath
(1) 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. FighterS.O.L.E. Fighter
(1) If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
Soul ChipperSoul Chipper
(1) Dealing magic damage reduces Magic Resistance by 5 for the rest of combat.
Space AceSpace Ace
(1) Damage this champion deals contributes 75% more towards launching rockets from The Crew's ship.
Spiky ShellSpiky Shell
(1) Gain 40 Armor. Enemies attacking this champion take 25 + 8 per stage physical damage. (1 second cooldown per attacker)
Spirit SwordSpirit Sword
(1) Gain 20% Critical Strike Chance. Attacks that critically strike deal 30% bonus magic damage.
Stalking DartStalking Dart
(1) Every 10 Mana Ahri gains fires a foxfire dart towards her target, dealing 6% of her spell's damage as magic damage.
Stand AloneStand Alone
(1) If this champion starts combat alone in its row, gain 30% Health.
Stand UnitedStand United
(1) Shen's ability also shields the lowest health ally for 50% of his shield and gains 25 stacking Magic Resist on cast.
Starry KnightStarry Knight
Rell gains 7% Health and 10 AP for every 1-cost unit you field. 3-star units count double.
Star SailorStar Sailor
(1) Gain 33% increased bonuses from Star Guardian. (2) And heal the other Star Sailor for 15% of damage dealt.
Star StudentStar Student
(1) Gain 200 Health and +40% Potential (2) Gain 1 XP per round, and another 1 for each surviving Star Student.
Storm BenderStorm Bender
(1) Summon a storm that echoes 22% of damage dealt as magic damage. (2) Both champions contribute damage. The storm is bigger.
Stretchy ArmsStretchy Arms
(1) Gain 10% Attack Speed. On takedown, gain +1 Attack Range.
Strong SparkStrong Spark
(1) Every 3 seconds, zap the closest enemy for 11% of their max Health as magic damage. Whenever an enemy is Stunned by any source, zap them.
Super GeniusSuper Genius
(1) Every 2 seconds gain Ability Power equal to your Mana Regen.
Super MegaSuper Mega
(1) Jinx gains 30% Attack Damage. Every 3rd cast is twice as big, and splits 50% more damage among enemies hit.
Supreme SurgeSupreme Surge
Whenever an enemy is executed by a Supreme Cell, Kennen heals 15% of his missing health and gains 15 mana.
Surge 66Surge 66
(1) Gain 20% Attack Speed and 10% Ability Power. After 15 and 66 attacks, this amount doubles.
Tank-zillaTank-zilla
(1) Gain 20% max Health and grow larger. After 15 seconds, Stun all enemies for 1.5 seconds.
Tentacle SmashTentacle Smash
(1) After 4 seconds, Stun enemies within 3 hexes for 1 second. Repeat every 9 seconds.
ThrillseekerThrillseeker
(1) Kills heal 15% max Health and grant 40% Attack Speed for 3 seconds. (2) 40% Attack Speed on kill. Execute enemies below 10% Health.
Tiny TerrorTiny Terror
Gain 15% Attack Speed. At 70% Health, double it for the rest of combat. Then, shrink in size for 3 seconds, dodging all attacks.
Ultra StanceUltra Stance
(1) Gain 100 Health and grant an additional +1 to the selected Stance's trait.
UndefeatedUndefeated
(X) Gain X Health for each player combat win or X% Damage Amp per loss.
UnflinchingUnflinching
Gain 25% Omnivamp. For the first 15 seconds of combat, gain immunity to crowd control.
UnstoppableUnstoppable
(1) Gain 100 Health and immunity to crowd control. Charge to new targets, Stunning enemies passed through for 0.75 seconds.
Veteran Veteran
(1) This unit is a Mentor. They grant 4% Damage Amp, and at Mentor 4 they gain 30% Attack Damage and Ability Power instead of upgrading their spell.
Warming UpWarming Up
(1) 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)
WeightsWeights
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 50% Attack Speed and 12% Damage Reduction.
Wind WallWind Wall
(1) Yasuo gains 60% Crit Chance, and takes 15% reduced damage from non-adjacent enemies.