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  • Willbachbakal

    League 2.0

    June 2, 2017 by Willbachbakal
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  • Emptylord

    Smite Pantheons

    May 1, 2017 by Emptylord
    Behemoth the Beast of the Earth
    Leviathan the Beast of the Sea
    Metatron the Scribe of God
    • Plays an RTS while everyone else is playing a third person shooter.
    Ziz the Beast of the Sky
    • Ziz waxes in size, becoming tall enough to touch the sky with his feet on the ground. At this size, Ziz is invulnerable and untargetable, can walk over terrain, and his attacks deal substantial damage, but take a significant amount of time to complete.

    Baba Yaga the Undying
    • Sorceress who utilizes whimsical spells to empower allies and disrupt enemies.
    • Baba Yaga enters the battle with her iconic walking house, which she can command to move. Baba Yaha will always spawn at her Walking House, and her allies have the option to too. The house is incredibly slow to move an…

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  • Emptylord

    League 2

    February 23, 2017 by Emptylord
    General changes
    • Items.
    • Base Armor and Magic Resistance.
    • Damage types. Some defensive effects still distinguish attacks from spells.
    • Default base health regeneration changed to per second from various values.
    • Default base mana changed to 500 (+10) from various.
    • Default base mana regeneration changed to per second from various.
    • Growth of all stats is now 4% and scales linearly.
    • Maximum level increased to 20 from 18.
    • By default, all champions have access to all three of their basic abilities at level 1.
      • Abilities can no longer be ranked and have static effects.
      • Flat damage values, healing values and shielding values now improve by 4% per level.
      • Other effects, such as slow strength and disable durations have fixed values.
    • All champions now have unique Ta…
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  • Lilxtiger

    Itemization reworks

    March 5, 2016 by Lilxtiger

    This isn't finished yet.


    Support itemization is currently binary and often supports are forced to build items that do not fit with their playstyle to accomodate their teams' weaknesses, there is money chucked into stats that some supports often don't want, but have to get, for a particular active/passive, my aim is to resolve that.


    Sightstone is an item that all supports want, no question about it. It provides constant, cheap vision for supports. Yet it is overall a boring item, it provides no power to the supports themselves or their team, and provides health which some supports just don't want early, e.g. traditional supports who need AP to bolster their own allies, and who generally aren't focused, and therefore can dedicate a large porti…



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  • Lilxtiger

    Champion Reworks

    January 9, 2016 by Lilxtiger

    Here are some reworks. If they don't say DONE, then they aren't done.


    I feel that Zyra can fufill the fantasy of a zoning plant mage even better than she already does. Enemies should feel fearful of being within her seeded territory, yet that strength should come at obvious costs.



    • ===Perfect Rose===
    • Zyra starts off with a Perfect Rose.
    • Grants 7 AP per level.
    • Passive: Generates a seed every 18 seconds. (Reducible by CDR.) Can store up to 2 seeds.
    • Active: Plants a seed that is interactable with Zyra's basic abilities.

    By intergrating an essential part of Zyra's kit into her passive, I feel that we can add more abilities that can make her gameplay more satsifying. Currently her seeds feel less an ability, and more a sub-ability that's part of her Q …




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  • Willbachbakal

    Tanks are a bit of a mystery. The definition of what a tank is, or what they're supposed to do, has remained hazy throughout League of Legends's history, to the point where it's not only difficult to say precisely what the role of a tank should be, but also to differentiate between "true" tanks and very tanky fighters. A lot of this has to do with tanky itemization having really poor specialization, and simply providing extra durability instead of specializing all that well into durability for the sake of dealing persistent damage (i.e. items for fighters, namely divers and juggernauts, though the Juggernaut update has added some of these), and durability that rewards less damage-oriented plays such as applying persistent crowd control, lo…

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  • Willbachbakal

    Supports are perhaps the class that has gone through the most drastic changes as the game developed, with changes to scalings, itemization and gold mechanics turning them from ward-stacking team utility slaves to champions capable of using items to bolster their tremendous personal contributions. Overall, their design is probably the healthiest out of any class, as almost every support stands out on their own merit and achieves their intended gameplay fantasy pretty well. With that said, supports as a class aren't in a perfect state: putting aside issues relating to their gold/experience gains and items, which likely merit their own section, there are some flaws in the design of older supports that have persisted through the class's overha…

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  • Willbachbakal

    Marksmen are a class that have come into their own as the game matured, and are now a staple, if not the staple, in every team. While the permanence of marksmen is likely something that needs to addressed (who could replace an AD Carry?), a larger and bigger issue is that of many marksmen essentially being treated as vessels for big items. The marksman changes in Preseason 6 addressed this full-on and gave many the niche and flavor they deserved, along with far more interesting itemization, but there are still several left that present classic marksman issues, or simply problems innate to their kits that prevent them from realizing their fantasies successfully. This section was initially made prior to patch 5.22, and many of the changes tha…

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  • Willbachbakal

    Mages are a staple of many videogame genres and have very well-defined strengths and weaknesses throughout: they have powerful spells, they can often control their enemies and keep them at bay, and they tend to be innately fragile and weak in direct combat. With that said, League of Legends has pushed the envelope on many mages, allowing them to develop into new and unexplored gameplay and thematic fantasies, while expanding on what it means to be a mage. On the flipside, Riot's also been sticking to a few mage tropes I think could be played with a little more, and occasionally been too conservative on the treatment they gave to some older mages. The overarching goals for the mage changes below are the following:

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  • Willbachbakal

    Fighters are a class that form the largest part of League's champion roster, and have remained a pretty common sight in every game thanks to their general flexibility. However, a great deal many fighters suffer from a lack of originality, with many champions overlapping heavily in both gameplay and niche, and on top of that many fighters lack a real niche to speak of, being so flexible that they don't shine at anything in particular. This issue is compounded by the plethora of on-demand stats fighter champions tend to receive on their abilities, which usually make them good at standard tanky DPS fare in the least interesting way possible. The goals of the changes below are the following:

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  • Willbachbakal

    As the centerpiece of League of Legends, champions are the most prominent point of design and balance in the game, and constant additions and updates have shown that the landscape for champion design, implementation and classification still has tons of room for evolution and reimagination. The process for changing existing champions is often messy, with no hard-and-fast rule out there to solve what issues they may have, which are themselves as diverse and unique as the champions they pertain to. While any changes pushed to the game proper go through rigorous scrutiny and testing, even when it comes to highly experimental updates, the format of this wiki and blog space allows for much more freeform ideation: as such, many of the changes pro…

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  • Emptylord
    • Removed.
    • Grants sight of all enemy champions for 3 seconds, including stealthed champions. Clairvoyance cannot be activated for the first 120 seconds of the game.
    • Summons a font at the target location for 10 seconds. Allied champions can interact with the font to begin channeling, restoring 5% of their missing mana per second. The channeling will be interrupted if you take damage. 60 second cooldown.
    • Removed.
    No relation to the former spell.
    • You raise a circular perimeter for 3 seconds that shields allied champions within. The shield will not persist outside of the perimeter but any remaining shield will be remembered upon re-entry. After the 3 seconds, allies within the area gain a burst of movement speed. (210 second cooldown)
    • Now grants total mo…
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  • Willbachbakal

    For the longest time, assassins have been, without a doubt, the worst-designed class in League of Legends. While every class has suffered from design issues preventing them from being as fun as they could be, assassins have suffered for years from critical gameplay issues affecting not only them, but their opponents as well. Assassins tend to be among the most binary, low-counterplay and homogenous champions around, and as a result matches often fall into two outcomes: either the assassin falls behind and becomes incapable of assassinating or contributing in any real respect, either the assassin gets ahead and kills any squishy within their reach without the latter having any real say in the matter. This isn't helped by the fact that older…

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  • Willbachbakal

    Custom Patch Notes

    December 4, 2015 by Willbachbakal
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  • Emptylord

    Custom Patch Notes/Items

    December 1, 2015 by Emptylord

    I personally can't stand , and . Upgrading shouldn't just give more raw stats because more stats shouldn't be the solution to the problem. There should be decision making. With the introduction of my (above) I've completely parsed out Negatron Cloak - and I intend to do the same with the other "Basic+" items.

    • , , and .
    • Replaced by:
      • () - Damage reduction from attacks that exceed a percentage of your maximum health.
      • ( + ) - AOE slow active.
      • ( + ) - Reflected damage on-hit.
      • ( + ) - Point Runner.
      • ( + ) - Attack speed slow.
    • , , and .
    • Replaced by:
      • ( + + ) - Mana sustain
      • ( + ) - Poke protection
      • ( + ) - Burst protection
      • () - Spell shield
      • ( + ) - Health sustain
    • , , , and .
    • Replaced by:
      • () - AOE damage.
      • ( + ) - Engage active.
      • () - Stacking health.
      • () - CDR.
      • ( + )- Rage passiv…

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  • Emptylord

    Custom Patch Notes

    December 1, 2015 by Emptylord
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  • Emptylord

    Critical Strikes
    • Bonus damage on critical strikes reduced to from .
      • Critical damage is now referred to as bonus damage rather than total damage, to improve clarity.
    • After using an ability, you gain 100% critical strike chance for up to 10 seconds or until you deal critical damage. 1.5 second cooldown.
      • - critical damage. Additionally, your critical strikes deal physical damage in an area around your target.
      • - critical damage. Additionally, your critical strike damage is converted into magic damage and will apply spell effects.
      • - critical damage. Additionally, your critical strike damage is converted into magic damage, applies spell effects and deals splash damage in an area around your target equal to .
      • - critical damage
    • critical damage c…

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  • Dragonzzilla

    • (W)
      • Anivia can now reactivate the ability to destroy the wall.
    • (E)
      • Renamed as .


    • (Innate)
      • Stacks decay one at a time after X seconds outside of combat.
    • (R)
      • now throws Tibbers to the target location instead of instantly summoning him. To compensate for this, the range of this ability is greatly increased.


    • (R)
      • Enemy champions that can be executed by Noxian Guillotine now have an indicator beneath them. This indicator is only visible to . Added in the Juggernaut Update.


    • (Innate)
      • Renamed as received an updated lore that suggests his amulet once belonged to Ascendant. One such has an ability that increases his attack speed in proportion to his cooldown reduction, i.e. how quickly he flings spells―similar to Ezreal's own innate.}}.


    • (Q)
      • Renamed as .


    • (Innate)
      • No …






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  • Emptylord

    Champions/N - R

    May 12, 2015 by Emptylord



      • Will now continuously refresh the duration of until the last charge is used or the ability times-out.



      • AP ratio increased to 50% from 40%.
      • No longer deals modified damage based on distance travelled.
      • Now deals between as bonus damage based on distance travelled.
        • Maximum damage changed to 50 / 75 / 100 / 125 / 150 from 150 / 225 / 300 / 375 / 450 . Damage reduced versus targets with less than 1000 / 1500 / 2000 / 2500 / 3000.
      • No longer deals 33% increased damage versus Hunted targets.
      • Increased damage versus low health enemies now only applies if the target is Hunted, otherwise the damage is no longer modified.
      • Damage removed.
      • Reduced cooldown mechanic improved to 1.5 / 1 / 0.5 / 0 from 1.5 at all ranks.
        • Cooldown reduction mechanic is now static (un…




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  • Emptylord

    Runes

    May 11, 2015 by Emptylord
    Clean-Up
    • All runes are removed from player's inventories and the IP refunded.
    • Tier-1 quintessences have been removed from the game.
    • Tier-2 runes have been removed from the game.
    • Tier-3 runes prices adjusted to be generally cheaper (closer to the prices of tier-2 runes).
    • Runes are now referred to in the client as Lesser (Tier-1) and Greater (Tier-3).
    • All players will now have 6 rune pages by default. Existing rune pages that a player owns will be removed and refunded.
    • Rune slots are no longer unlocked per level. They are now unlocked as follows:
      • Level 0-9: No rune slots.
      • Level 10-19: 3 Marks, 3 Seals and 3 Glyphs
      • Level 20-29: 9 Marks, 9 Seals and 9 Glyphs
      • Level 30: 9 Marks, 9 Seals, 9 Glyphs and 3 Quintessences
    • Greater Runes are no longer available un…
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  • Emptylord

    Summoner Spells

    May 11, 2015 by Emptylord


    • Grants sight of all enemy champions for 3 seconds, including stealthed champions. Clairvoyance cannot be activated for the first 120 seconds of the game.
    • Summons a font at the target location for 10 seconds. Allied champions can interact with the font to begin channeling, restoring 5% of their missing mana per second. The channeling will be interrupted if you take damage. 60 second cooldown.
    • Can now be used to remove suppression.
    • Icon updated to resemble chains being broken.
    • Multiple exhausts on the same target will be queued, as with health potions.
    • Self-heal reduced by ~25% (70-350 from 95-475).
      • Heals the target for X health and grants bonus movement speed for 1 second. Also heals yourself for 75% of that amount and grants the same bonus move…

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  • Emptylord

    Maps and Modes

    May 11, 2015 by Emptylord

    General
    • ARAM game mode renamed to All Random.
    Invites
    • Games played on Howling Abyss will now show the map as Howling Abyss, instead of ARAM.
    Item Sets
    • The recommended build of each champion is now displayed in this section.
    • There is now an option to duplicate pages.
    Leagues
    • In the Leagues panel, the following emblems have been added:
      • Victorious!: You have recently won a game together. (green trophy)
      • Rivals: This player has recently defeated you. || You've recently defeated this player. (grievous wound)
      • Battlebound: You've met this player many times on the Fields of Justice. (arms wrestling)
    Ranked Stats
    • Champion stats are now tracked per queue type (i.e. solo queue, 3v3 and 5v5). There is still an option to view overall stats.
    Store
    • One of the following:
      • You …

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  • Emptylord

    Chromas

    May 11, 2015 by Emptylord
    • (Black/Red, White/Gold a third variant)
    • (White, Blue and Brown recolors)
    • (Ketchup, Mayonnaise and Mustard)
    • (Black Jacket, White Jacket and Jacketless w/ Suspenders recolors, also featuring a bespoke model.)

    • renamed Prime Chroma
    • renamed Pastel Chroma

    The existing recolor skins should be re-released as part of a Chroma pack (priced at ).

    • Summoners who own any of the contained skins will receive the Chroma pack for free.
    • Legacy Chromas would be treated as Legacy skins and would only be periodically available.
    • Vintage Chromas would be treated as Traditional skins and, while officially classified as Legacy, would only be . Existing owners would receive Vintage Artwork and the Vintage Icon.
    • If possible, skin artworks would be applied when the specific Chroma…


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  • Emptylord



    • As krugs have negative magic resistance and would become tougher in light of dealing true damage:
      • Ancient Krug base health lowered to 1400 from 1440.
      • Krug base health lowered to 500 from 540.
    • now deals bonus true damage to turrets on every 5th attack, changed from a one-use effect that consumes the buff.
    • will grant 2 charges starting at level 9, and 3 starting at level 14.
    • No longer summons a River Spirit.
    • Instead grants You track the position of enemies moving or in-combat within the jungle, up to 1300 units.
      • This is mechanically similar to , but is colored red and also tracks stationary targets in combat.
      • The sight covers everything off the beaten path, including the river and is not limited to any single quadrant/half.
    • Now grants You gain 30%…


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  • Emptylord



    • Recipe: + + + 315g = 1000g
    • Grants 100% base mana regeneration.
    • Grants 45 Movement Speed
    • Grants When out of combat for more than 10 seconds your mana regeneration is doubled.
    • No longer grants Tenacity.
    • Now grants 15% reduced damage from area of effect.
    • Damage reduction now applies to single-target damage instead of only basic attacks.

    • Costs: 475g
    • Grants You perpetually ignore unit collision.
    • On-hit effect now also grants the ability to ignore unit collision for the duration.
    • Costs: 600g
    • Grants Reduces the duration of crowd control effects by 35%.


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  • Emptylord



    • Now grants 10 movement speed.
    • Movement speed increased to 15 from 10.
    • Combine cost lowered to 535g from 635g.
      • Total cost lowered to 2000g from 2100g.
    • Now grants Your mana regeneration is increased by 1% for every 1% of your health that's missing.
    • Recipe: + + 600g = 2300g
    Created by Lukeatlook.
    • Grants +15 movement speed, +40 ability power, +75% base health regeneration and +75% base mana regeneration
    • Grants +5% movement speed
    • Grants Favor (as with Talisman of Ascension).
    • Your heals and shields on allies are 1% stronger for every 5% of health that you're missing.

    • Health increased to 80 from 75.
    • Execution damage changed to / from 200 for Melee champions only.
    • Recipe: + + 320
    • Health increased to 200 from 175.
    • Execution damage changed to / from 240 …



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  • Emptylord

    Items/Item General

    May 11, 2015 by Emptylord



    Armor and Magic Resistance
    • As with +% Base Mana Regeneration, the amount of bonus damage reduction gained from purchases is displayed in the tooltip.
    • For example, purchasing on a champion with 30 MR would show +25 Magic resistance (12.5%) . The next Mantle would show +25 Magic resistance (9%).
    Critical Strike Chance
    Based on Lukeatlook's changes to Critical Strike Chance.
    • Riot has stated their only real issue with crit are the small amounts that can decide early game - so remove the small amounts.
      • Critical Strike Chance and Critical Strike Damage runes removed from the game.
      • removed from the game.
    • The now factors each champions separately from minions/monsters, and each champion individually. All minions and monsters are treated as a single entity.


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  • Emptylord

    Champions/W - Z

    May 11, 2015 by Emptylord




      • Renamed Second Wind.



      • Now destroys an opposing Wind Wall on collision. They slowly drift forward over the duration and thus are just slow moving projectiles.



      • Can now pick up Zac's .



      • Zed's basic attacks will execute targets below / health and restore 35 energy.
      • Passive removed.
      • Energy restoration mechanic removed.
      • Reactivation now costs 35 energy.
      • Death Mark now only stores damage dealt by Zed's basic attacks and abilities. It no longer tracks item damage.
      • Reactivation now costs 35 energy.



      • On death, after a brief delay, Ziggs explodes - dealing 150 magic damage to surrounding enemies.



    • - Based on Willbachbakal's rework
      • Zilean can activate his basic abilities while they are on cooldown at no cost. This can only happen once every seconds.
        • Each of Zilea…













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  • Emptylord

    Champions/T - V

    May 11, 2015 by Emptylord



      • Damage changed to from 10% bonus damage.
      • Talon will now see a dagger above applicable enemies.
      • Damage amplification removed.
      • Cutthroat's cooldown is now reduced to 2 seconds when cast on an enemy with impaired movement. Enemies marked for Mercy.



      • Chance for small minions and monsters to drop a soul increased to  % from 33% at all levels.
      • Thresh will start the game with 1 Soul when is on the opposing team.



      • No longer deals area of effect damage whenever Tristana kills a unit.
      • Tristana's critical strikes deal physical damage to enemies within 185-units of her target, decaying down to physical damage to enemies within 185 and 385 units of her target.



      • Healing now utilizes a projectile/animation, identical to the Healing Rune on large monsters prior t…








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  • Emptylord

    Champions/S

    May 11, 2015 by Emptylord



      • Arctic Assault will now destroy sections of temporary terrain, similar to a former bug. Unlike the bug, Sejuani _destroys_ the terrain.
      • A max-range indicator will now be visible when Permafrost is available and there are frosted enemy champions nearby.



      • Every third consecutive attack against the same target will summon a hallucination that continues to attack Shaco's target. Hallucinations from any source will be dismissed instantly if they take targeted damage from an enemy champion or turret, or if Shaco goes more than 3.5 seconds without landing a basic attack or casting an ability. Shaco's hallucinations can also summon hallucinations. Each additional Shaco/Hallucination attacking an individual target will deal 50% less damage than the la…




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  • Emptylord

    Champions/L - M

    May 11, 2015 by Emptylord



      • If LeBlanc would take lethal damage from an enemy champion, she survives on 50 + (10 * level) health and summons a clone that feigns her death. Triggering Feign Death causes LeBlanc to enter stealth for 1.5 seconds as well as dispelling all debuffs and breaking hostile tethered abilities. Feign Death cannot happen again for seconds.
    • and
      • Damage reduced to 100 / 185 / 270 from 100 / 200 / 300 .
      • Damage reduced to 150 / 277.5 / 405 from 150 / 300 / 450 .



      • Lee Sin will now also restore 2% of his missing health on the empowered attacks.
      • Attack Speed bonus increased to % from 40% at all levels.
    • (Q1)
      • Damage changed to from 50 / 80 / 110 / 140 / 170 .
      • Damage no longer scales with 8% of the target's missing health.
      • Damage is now modified by 0.5% for every…




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  • Emptylord

    Champions/H - K

    May 11, 2015 by Emptylord



      • Hecarim's basic attacks deal bonus damage for every 10 units moved since his last basic attack, up to bonus damage.
      • Bonus damage removed. Accelerating speed buff, extended range and knockback unchanged.
      • Cooldown reduced to 19 / 17 / 15 / 13 / 11 seconds from 24 / 22 / 20 / 18 / 16.



      • Janna gains bonus movement speed equal to 15% of her ability power and perpetually ignores unit collision. Allied champions moving toward Janna will gain up to half as much of the bonus movement speed, which falls off as they get further away.
      • Janna (exclusively) OR any allied champion can interact with a charging tornado to jump into the maelstrom, instantly triggering the second activation of the ability. While riding the tornado, the champion cannot attack and …




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  • Emptylord

    Champions/D - G

    May 11, 2015 by Emptylord
    to }}

      • Every third basic attack also reduces her abilities cooldowns by 3 seconds.
      • Damage lowered to 60 / 90 / 120 / 150 / 180 from 60 / 95 / 130 / 165 / 200.
      • Cooldown increased to 12 / 11 / 10 / 9 / 8 from 10 / 9 / 8 / 7 / 6.
      • Missile speed reduced.
      • Explosion area reduced.
      • Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.



      • Critical strikes during the effect will refund 20 mana.



    The full article can be found here.



    + Agony's Embrace instakill combo, but turning it into the only ability in the game that cannot deal lethal damage was overkill - especially since Evelynn is classified as a rogue. To be honest, I'd almost be for Riot reverting all of Evelynn's balance changes to her post-rework state in light of De…






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  • Emptylord

    Champions/B - C

    May 11, 2015 by Emptylord



      • The secondary effect is no longer auto-targeted - i.e. the effect no longer "searches" for a second target and it will no longer stun people to walls at right-angles.
      • After hitting an enemy, the cosmic energy will continue forward (functionally similar to Light Binding or Baleful Strike.) and the ability gains additional range (maximum increased to 1175 from 950).
      • The first enemy hit will now be yanked back toward the second enemy/wall hit if they move more than 550 units away before the ability completes. This will interrupt dash abilities and airborne effects.
      • The number of chimes that spawn every 50 seconds has been increased to 3 / 4 / 5.
        • Minimum time to collect 150 Chimes reduced to ~40 minutes from ~63 minutes.



      • Brand has sight of burning en…




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  • Emptylord

    Champions/A

    May 11, 2015 by Emptylord
    to }}



    lore describes him as a warrior that can bring about a second wind in his allies, filling them with such rage that they can overcome certain defeat - and even death. is an example of one such occasion. When first teased, many believed Aatrox would be an AD-orientated support (either a duo-lane support or a utility tank/fighter similar to Maokai) - myself included. Imagine the disappointment when his kit was revealed. The... schizophrenia between his lore and his kit even extend to his appearance and name: with his name coming from the latin word, "Atrox", meaning "savage" and "cruel"; while his model features wings explicitly designed to resemble banners (i.e. to reflect a commander). That said, the kit and his quotes mesh together q…

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  • Emptylord



    General
    • The following channels are now interrupted by disarming effects instead of silencing effects, as with : Retroactively applying new features.
    • The following interactions are now disabled while under immobilizing effects instead of while under silencing effects:
    • No longer causes champion attacks to miss. Minions and monsters will continue to miss their attacks.
    • Now reduces champion vision radius to 250 and removes their allied vision for the duration. The radius is negotiable, and could even be on a per-effect basis.
    • and are now described as persistent-area-blinds, similar to .
    • Being blinded will now reset the target's auto-attack timer (cancelling any in-progress attacks). Due to , 's attack will not be cancelled but due to the miss-on-sight-l…


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  • Emptylord

    Ability Bank

    December 11, 2014 by Emptylord
    physical damage and applying on-hit effects. Enemies can only be attacked by one blade at a time.

    |targeting = Passive |affects = Enemies |damagetype = Physical |notes = *The blade's attacks will not apply Will of the Blades, and so will not refresh their own duration. }}

    You rend the soul from the target enemy champion, creating an immobile copy of them for 1.5 seconds. Any damage dealt to the soul is redirected to the target.

    |targeting = Target Unit |affects = Enemy Champions |damagetype = |notes = *The soul is classified as a champion for targeting purposes.

    • Damage mitigation only occurs once - the soul's armor and the target's armor will not stack.
    • The soul's health bar will mirror the target's.
    • Non-dama…
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