| Gain 1 random completed item. | 1 |
| Gain 1 random item component(s). Round start: items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables). | 1 |
| Your Tactician heals 30 Health, grows larger, and gains 30 maximum health. | 1 |
| Gain 1 random component, 2 gold, and 1 random Tier 5 champion(s). | 1 |
| Champions on your board permanently transform into random champions 1 Tier higher. Gain 2 Magnetic Removers. | 1 |
| You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold. | 1 |
| Gain double win and loss streak gold. | 1 |
| When you reach Level 9, gain 44 gold. | 1 |
| Gain 2 gold. At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost. | 1 |
| Your units without items equipped gain 30% Attack Speed. | 1 |
| Your champions with no items equipped gain 120 Health and heal for 1% of their max Health each second. | 1 |
| Your team counts as having 1 additional Juggernaut. Gain a Sett. | 1 |
| Gain a Lesser Champion Duplicator. This happens a second time after 7 player combats. | 1 |
| At the start of the next 4 rounds, gain 4 gold. | 1 |
| Each time you level up, gain the same random Tier 2 champion. | 1 |
| Your team counts as having 1 additional Bastion. Gain a Kassadin. | 1 |
| Your team deals 3% more damage and takes 3% less damage. | 1 |
| Gain 1 gold per 3 Health your Tactician loses. | 1 |
| Gain a random Emblem and a Reforger. | 1 |
| Every 4 shop refreshes, gain a free refresh. | 1 |
| Your team counts as having 1 additional Bruiser. Gain a Vi. | 1 |
| Gain a random item component at the start of the next 2 rounds (including this round). | 1 |
| Your team counts as having 1 additional Challenger. Gain a Warwick. | 1 |
| Gain 12 XP. | 1 |
| Gain 20 XP. | 1 |
| Gain 11 gold. In 4 turns, gain 11 gold again. | 1 |
| After 15 seconds of combat, your units deal 30% more damage. | 1 |
| Gain 10 free shop refreshes. These shop refreshes carry over between rounds. | 1 |
| Gain a Component Anvil and 4 gold. | 1 |
| Gain 2 Component Anvils. | 1 |
| Gain 1 random Support item(s), 1 gold, and 1 Reforger(s). | 1 |
| Your units gain 6% Attack Damage, Ability Power, and Attack Speed. | 1 |
| Your units gain 80 Health for each item equipped. | 1 |
| Whenever you would get a random component, instead gain a Component Anvil. Gain a random component. | 1 |
| Leveling up costs 3 XP less. You can now reach Level 10. | 1 |
| Your champions holding an item gain 225 Health. | 1 |
| Your units holding an item gain 80 Health and 10% Omnivamp. | 1 |
| When you kill an enemy unit, there's a 25% chance to drop loot. | 1 |
| Gain a random component, 10 gold, and a Reforger. | 1 |
| If you have 3 or more units in the same row at the start of combat, they all gain 15 Armor and Magic Resist. | 1 |
| Your units generate 10% more Mana and move 35% faster. | 1 |
| Your units heal for 10% of the damage they deal, and they convert 20% of excess healing to true damage on their next attack. | 1 |
| When an enemy dies, the nearest allied unit is healed for 250. | 1 |
| If your streak is less than 3, gain 2 gold. | 1 |
| When your units score a takedown they shed all negative effects and become immune to crowd control for 10 seconds. | 1 |
| Gain a Component Anvil and 4 gold. | 1 |
| Gain 10 XP and 8 gold. | 1 |
| Combat start: Your strongest unit gains 40% Critical Strike Chance and their abilities can critically strike. | 1 |
| Gain an Artifact Anvil after 8 player combats. | 1 |
| Gain 1 Tier one unit, 2 Tier two units, and 1 Tier three unit. | 1 |
| Your units gain 8% Attack Speed. Each round, increase this by 1%. (current Attack Speed: TFTUnitProperty.item:TFT9_PumpingUpRounds%) | 1 |
| Your units gain 20 Health, plus 2 Health per missing Tactician Health. | 1 |
| Your team counts as having 1 additional Gunner. Gain a Jinx. | 1 |
| Gain a copy of each Tier 1 champion. | 1 |
| Whenever you star up a champion, gain a free shop refresh, up to 2 time(s) per turn. Gain 2 Gold. | 1 |
| Your team counts as having 1 additional Invoker. Gain a Soraka. | 1 |
| Your units' attacks burn their targets for 5% of their maximum Health over 5 seconds and reduce their targets' healing received by 50%. | 1 |
| Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold. | 1 |
| Your team counts as having 1 additional Rogue. Gain a Qiyana. | 1 |
| Gain 10 XP.
| 1 |
| Your team counts as having 1 additional Slayer. Gain a Qiyana. | 1 |
| Combat start: Units with no adjacent allies gain 10% Attack Damage and 10 Ability Power. | 1 |
| Your team counts as having 1 additional Sorcerer. Gain a Swain. | 1 |
| Gain 1 Training Dummy(s). In 8 player combats, equip the dummy(s) with 1 random Support Item(s), which cannot be removed. | 1 |
| Gain a random component, 4 gold, a Magnetic Remover. | 1 |
| Gain 7 gold and a Lesser Champion Duplicator. | 1 |
| Your team counts as having 1 additional Vanquisher. Gain an Ashe. | 1 |
| You can always move freely on Carousel rounds. Gain 1 random item component(s). | 1 |
| Your team counts as having 1 additional Zaun. Gain a Warwick. | 1 |