Set 16 Ixtal Quests
Notes
Most of the quest info cannot be datamined, therefore the table may be incomplete or inaccurate.
Dataminable: Lists of Low Risk and High Risk quests for each game mode, the descriptions and weights for each quest.
Not dataminable: Number variables (X) and reward amounts for each quest, stage availability and conditions for quests.
General
You will always be offered two Low Risk quests and one High Risk quest.
The same quest can be offered more than once per game.
Requirements/rewards are based on stage, NOT whether you've seen/picked it before or if you've cashed out previously.
“End of combat"
End of combat is the moment when the fight resolves between you and your current opponent, NOT the end of the full combat round (30 seconds + overtime).
Only one quest can be completed per round because the progress check for every quest only occurs once per round, at the end of combat for ALL quests except one.
Therefore, make sure you complete any actions (such as buying XP or rerolling) early to avoid missing the cutoff and having to wait an extra turn.
You can use the end of combat rule to reduce the downsides of quests such as Clear Mind and Cluttered Mind. After the progress check, you can safely buy/sell units for the rest of the round without affecting your quest progress.
End of combat applies to the Earn Interest quest by snapshotting your potential interest if the round ended at that moment, NOT the actual interest you earn going into the next round.
The only quest that has a progress check at the start of combat is the Zero Gold quest. In the quest shop it says “End 3 rounds with zero gold", but in the quest tracker and how it actually works is “Start combat with 0 gold 3 times". After the progress check, you can safely buy/sell units for the rest of the round without affecting your quest progress.
Combat snapshots
Takedowns and damage dealt contribute to quest progress only while the damage dealer is alive.
The other common reason for failing the Damage Dealt quest is that the quest tracker ignores ALL of the damage on the final last hit, since that is the end of combat. Before that, it counts damage the same way as the combat tracker, including overkill damage.
Hidden rules
According to the datamined info, every quest has a probability weight of 10 except the Total Armor and Total MR quests which have a weight of 5. However, the weights actually used by the game may be different.
Some quests are rarer because they have conditions which have to be met in order to be offered (e.g. the Brock Survive quest needs Brock to be unlocked). These conditions cannot be datamined.
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