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 Ups(1) Gain 15% Damage Reduction. For every 3 rerolls you spend gold on, gain 1% permanent Damage Amp.
2X 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.
2XKO(1) After two takedowns, stun enemies within 2 hexes for 2 seconds and gain 35% Damage Amp for the rest of combat.
Adaptive SkinWhen taking damage, gain 3 Armor or 10 Magic Resistance based on the damage type, up to 80 total resists.
All OutAt combat start go ALL OUT, gaining 20% Damage Reduction and 50% Attack Damage. Health no longer decays while ALL OUT.
Annihilation(1) Gain 12% Damage Amp, increased to 28% Damage Amp after the first takedown each combat.
Artistic KO(1) Every 4th attack deals 35% more damage. Overkill damage bounces to the nearest enemy.
Atomic(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.
Attempt #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 DefenseWhen granting or receiving shields, add 100% of the shield's value as bonus physical damage on the next attack.
Bestest 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.
Bladenado(1) Attacks deal 25% of Basic Attack Damage as physical damage to enemies within attack range of the target.
Blink AttackWhen switching targets, blink to the next target. The next attack deals 200% more as magic damage.
Blood Brothers(1) Damage dealt by Yone and Yasuo bleeds enemies for 20% of damage dealt over 2 seconds.
Body Change(1) At combat start, take the form of the nearest ally, granting them and this champion a 30% Health shield.
Caretaker(1) On cast, the lowest percent Health ally gains 135 (Ability Power) shield for 6 seconds.
ColossalTake 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 Carry(1) Gain 30% Attack Speed. At 75% and 25% health, dash to the safest position and gain infinite Range.
Corrosive(1) 30% Shred and Sunder enemies within 2 hexes. Take 10% less damage from Shredded or Sundered enemies.
Critical Threat (1) Abilities can Critically Strike. Every 3 seconds, gain 5% Critical Strike Chance.
Dark Amulet(1) Heal for 15% of magic damage dealt. On cast, take 8% max Health as true damage, but gain 12 stacking Ability Power.
Denting 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.
Desperado(1) After every 8th attack, fire five projectiles at the closest enemies that deal 100% of Basic Attack Damage as physical damage.
Double Down(1) Gain 18% Damage Amp. When this unit casts, your other Powered Up unit gains 20% of the Mana spent.
Fairy 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 ServiceXayah 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 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.
Finalist(1) Gain 15% Damage Amp and 8% Damage Reduction, increased by 3% DA and 2% DR for each eliminated player.
Frost 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 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 Dance(1) At combat start, fuse with the nearest ally, gaining 45% of their Health, Attack Damage, and Ability Power.
Gem 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 Edge(1) Attacking 85 times grants 2 gold. This gold value increases by 1 each time it activates.
Hat 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)
Hungry Hero(1) Gain 100 Health and 10% Attack Damage. Each round, you may pay 3 player health for 150 and 4 .
Ice 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 Fire(1) Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Take 15% less damage from Burning enemies.
Living 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.
Mastermind(X) At combat start, gain X mana and give X mana to all allies in a line in front of you.
Max Vitality(1) At combat start gain 40 permanent Health. Every 10 seconds this champion survives, gain 20 additional permanent Health.
Mechador(1) When you field Mighty Mech and Luchador, The Mighty Mech gains 100 Health and becomes a Luchador granting +1 to the trait.
Mech Pilot(1) Pilot the Mech, granting it your stats: 60% , 70% . Eject when at 60%. (2) The Mech benefits from the pilots' traits.
Midas Touch(1) Attacks and Abilities execute enemies below 10% Health. Kills have a 25% chance to drop a gold.
Not Done Yet(1) Once this champion has died 6 times, gain 18% Health, 10% Omnivamp, and 25% Damage Amp.
Ordinary(1) If this champion has no active traits, gain 300-1000 Health and 40-100% Attack Speed (based on current Stage).
Pack 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.
Precision(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.
Pursuit(1) Lucian's Ability dashes, fires +1 additional bullets, and grants 8 Ability Power for the rest of combat.
Quick 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 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.
Rising Chaos(1) On cast, fire an additional orb that deals 6% damage to a random enemy. Subsequent casts add an additional orb.
Robo Ranger(1) Gain 50% of The Mighty Mech's Attack Damage and Ability Power, and 10% of its Health.
Rocket 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 Two(1) On death, summon a Training Dummy equipped with the same items. It has 60% of this unit's health.
Shadow Clone(1) Create a perfect copy of this champion with the same items equipped that deals 22% damage and has 50% health.
Singularity(1) Become a 2-hex singularity, dealing 1% as magic damage every second. When enemies die within the radius, gain 15 permanent Health.
Sky PiercerDamage 30% Shreds and Sunders enemies for 6 seconds. Deal 5% increased damage against Shredded and Sundered enemies.
Snax 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 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. Fighter(1) If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
Space Ace(1) Damage this champion deals contributes 75% more towards launching rockets from The Crew's ship.
Spiky Shell(1) Gain 40 Armor. Enemies attacking this champion take 25 + 8 per stage physical damage. (1 second cooldown per attacker)
Spirit Sword(1) Gain 20% Critical Strike Chance. Attacks that critically strike deal 30% bonus magic damage.
Stalking 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 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 KnightRell gains 7% Health and 10 AP for every 1-cost unit you field. 3-star units count double.
Star Sailor(1) Gain 33% increased bonuses from Star Guardian. (2) And heal the other Star Sailor for 15% of damage dealt.
Star Student(1) Gain 200 Health and +40% Potential (2) Gain 1 XP per round, and another 1 for each surviving Star Student.
Storm Bender(1) Summon a storm that echoes 22% of damage dealt as magic damage. (2) Both champions contribute damage. The storm is bigger.
Strong 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 Mega(1) Jinx gains 30% Attack Damage. Every 3rd cast is twice as big, and splits 50% more damage among enemies hit.
Supreme SurgeWhenever an enemy is executed by a Supreme Cell, Kennen heals 15% of his missing health and gains 15 mana.
Surge 66(1) Gain 20% Attack Speed and 10% Ability Power. After 15 and 66 attacks, this amount doubles.
Tank-zilla(1) Gain 20% max Health and grow larger. After 15 seconds, Stun all enemies for 1.5 seconds.
Tentacle Smash(1) After 4 seconds, Stun enemies within 3 hexes for 1 second. Repeat every 9 seconds.
Thrillseeker(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 TerrorGain 15% Attack Speed. At 70% Health, double it for the rest of combat. Then, shrink in size for 3 seconds, dodging all attacks.
Undefeated(X) Gain X Health for each player combat win or X% Damage Amp per loss.
Unstoppable(1) Gain 100 Health and immunity to crowd control. Charge to new targets, Stunning enemies passed through for 0.75 seconds.
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 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)
WeightsGain 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.