The bag

Items & the queue

5 tokens, and they are the only things the store sells that touch a game rather than how you look in one. Here is exactly what each does, when it fires, and what it costs you to be wrong.

True of every one

Armed before a game, never during one

Buy a token whenever you like — it sits in your bag until you arm it, and you can hold 10 at a time. Arming happens on the queue page, before you're seated. Once a lobby has you in it, the bag is shut.

Spent only when it actually did something

A token that fires for nothing isn't consumed. Insurance sits armed through every win and only spends itself on a defeat that had a run to save; an avoid token whose target isn't drawn into your lobby stays in your bag; the X-Ray is spent only on a lobby you actually open. This is deliberate and it is the whole reason to touch a consumable at all.

Cooldowns are counted in games played

Once a token of a kind has fired, the next one of that kind waits a set number of games — games you played, not hours you waited. Sitting out doesn't serve it. One of each kind can be armed at a time; spare copies are shelf stock, not a stacked effect.

The tokens

Streak Insurance

500

Lose a game without losing the run you were on.

20 game cooldown

Arm it before a game and your winning streak survives the next loss — the run keeps counting from where it was, as though the game had gone the other way. Winning doesn't use it up: it stays armed, game after game, until a defeat finally comes for the run. Losing while you're on no winning streak leaves it alone, because there was nothing there to save. Once one has actually paid out, the next can't be armed for 20 games — a run that's been saved has to be earned again before it can be saved again.

Spends itself on the loss that would have ended your run.

Role Priority

300

Take your primary role off whoever else called it.

5 game cooldown

Arm it before a game and the next lobby you're drafted into hands you your primary role first — ahead of the wait order that normally decides a contested lane. It's spent at the moment teams are drawn, on the game it got you the role in. The only ways it survives are the two where you didn't get one: queueing as fill, which has no role to guarantee, and being out-waited on the lane by other holders. Once one has fired, the next is 5 games away — it's a way out of a bad draw now and then, not a standing arrangement.

Spends itself on the next lobby that puts you on your primary.

AntiHakoz Token

400

Name somebody. The next lobby with you both in it puts them on the other team.

5 game cooldownYou name somebody

Arm it before a game and name a member. The next lobby that draws both of you in drafts them onto the opposing side — the draft treats you two as a duo in reverse, and it holds unless the lobby is so tangled with duos that nothing can satisfy everybody. It does not keep them out of your games: ten people who queued get a game, and this only decides which end of the map they stand on. If they aren't drawn with you it does nothing at all and stays armed for the game that does. Three rules keep it from becoming a standing arrangement rather than a token. Only two of these can be live in a queue at a time. It doesn't work while you're in a duo — a pinned team-mate and a pushed-away opponent is too much of one lobby to know in advance — so you can't arm one while duo'd, and a duo formed after you armed it makes the token sit that game out. And once one has fired, the next can't be armed for 5 games: it's a bad evening you're stepping around, not a person you're allowed to permanently arrange your games around.

Spends itself on the next lobby that drafts them against you.

At most 2 of these are honoured in any one lobby, in the order they were armed. A token the draft passed over isn't spent — it waits for the next lobby with both of you in it.

Ban Shield

600

Pick a champion. Neither captain can ban it.

15 game cooldownYou pick a champion

Arm it before a game and choose a champion. The next lobby that opens a champion draft puts a shield on them — the ban phase simply cannot touch that champion, for either side, and the board shows everybody why. It does not reserve them for you: both captains can still pick them, and whoever gets there first has them. It's spent on the draft it shields, so a lobby that never opens one leaves it armed for the next. Once one has fired, the next is 15 games away.

Spends itself on the next lobby that opens a champion draft.

Lobby X-Ray

450

See the teams at the pop — who's blue, who's red, and who plays what.

10 game cooldown

Arm it before a game. When a ready check finds you, the popup grows a panel that runs the very draft the lobby is about to run and shows you the answer: both sides, all ten seats, and the role every one of them is getting. Nothing about the game changes — this only tells you what was already going to happen, thirty seconds before everybody else finds out. It's spent the moment you open it, and never before: a check that pops while you're away from the keyboard costs you nothing, and neither does one you accept without looking. Two honest limits. Anyone can still arm a token in the seconds after you've read it, which moves a role; and a lobby that rolls a captain's draft throws the sides out and lets two people pick instead — the panel says so when it can't be sure. And if the check then falls over because somebody declined, the token is gone: you paid to look at a lobby that didn't happen. Once one has fired, the next is 10 games away.

Spends itself the moment you open the lobby it's showing you.

Duo queue

Not a token and it costs nothing, but it is the other thing on this site that changes how a lobby is drawn, so it lives here too. Queue with a friend and the draft puts you on the same side.

One guarantee, and only one

Same team. Not the same lane, not adjacent lanes, and not a better lobby — the draft balances by rating across every possible split of the ten, and pinning two of them together removes half the options. Two friends five hundred rating apart make a less even game than the same ten people queued solo. That's the trade, and it's accepted for almost everybody.

5 lobbies in a row, then one solo

A duo is free, standing and permanent, which is an unusual shape for something that costs the draft real evenness — every other advantage here is bought, earned or rolled. So it's rate-limited: 5 lobbies drafted while duo'd, then one game played solo before you can pair up again. The count is on the duo panel the whole time.

Over 4,000 between you, your side drafts behind

Two good players guaranteed the same side is the one arrangement the draft can't balance around. Past 4,000 combined, the map aims your side 60 rating points weaker on paper — a lean, not a punishment: 60 across five people is fifteen each, which is inside the noise of somebody having a bad night. What it buys is that the pair has to be as good as their rating says.

Over 5,500, the duo doesn't form

There's a ceiling on the guarantee, not on the players. 60 points of lean cannot offset 5,500 rating pinned to one side of a draft that had thirty-two splits and now has sixteen, so past that line the pair is refused outright. You can both still play, in the same lobby, on whatever sides the draft actually thinks are even. It's checked when the pair forms, so a duo that climbs over the line mid-evening keeps playing — leaning.

Invites stand for 5 minutes

An offer with a longer shelf life than the thing it interrupts is an offer accepted at the worst possible moment — somebody saying yes to a ten-minute-old invite while you're already in a lobby. One at a time, and the last two people you queued with are one click at the top of the panel.