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Crowd Control

I'm reworking Blind into a archetypal crowd control effect: as with Disarm (cannot attack); Silence (cannot cast); and Root (cannot move). Blind now prevents the target from seeing.
― Emptylord
  • 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.
  • GravesSquare Graves's Smokescreen and NocturneSquare Nocturne's Paranoia are now described as persistent-area-blinds, similar to SorakaSquare Soraka's persistent-area-silence.
  • Being blinded will now reset the target's auto-attack timer (cancelling any in-progress attacks). Due to Martial Poise, KalistaSquare Kalista's attack will not be cancelled but due to the miss-on-sight-loss mechanic it will function the same.
  • Charm, Flee and Taunt now apply Blind.
  • QuinnSquare Quinn's Blinding Assault now disarms instead of blinds, and is renamed Dazing Assault or Dazzling Assault.
  • Now applies the effects of Blind - i.e. reduces the target's vision radius and removes their allied vision for the duration. The target will always have vision of the source.
    • Unlike other vision reduction/blind effects, the screen is pink and hazy instead of black.
  • Now applies the effects of Blind - i.e. reduces the target's vision radius and removes their allied vision for the duration. The target always have vision of the source.
  • The terms Root and Immobilize will replace all instances of Snare.
  • The following abilities are now disabled while rooted:
  • The following abilities are will not gap-close while rooted: They could be compensated with a reduced cooldown if interrupted.
    • AmumuSquare Amumu's Bandage Toss - "... Amumu will not pull himself forward if his movement is inhibited."
    • NautilusSquare Nautilus's Dredge Line - "... Nautilus will not drag himself forward if his movement is inhibited."
    • Jarvan IVSquare Jarvan IV's Dragon Strike - "... he pulls himself forward... This will not happen if Jarvan's movement is inhibited."
    • LeonaSquare Leona's Zenith Blade - ... dash to the last enemy... This will not happen if Leona's movement is inhibited."
  • Alternatively, each of these effects will explicitly break free of crowd control effects.
  • Now applies the effects of Blind - i.e. reduces the target's vision radius and removes their allied vision for the duration. The target always have vision of the source.
Grievous Wounds

Bug fixes

  • Abilities with casting times (e.g. Piltover Peacemaker and Final Spark)
    • The abilities are now cancelled upon death even if you are protected by revival effects (namely Chrono Shift and Guardian Angel).
  • GangplankSquare Gangplank's Grog Soaked Blade
    • 「 Grog Soaked Blade now correctly refreshes Twin Fang's cooldown. 」「 Grog Soaked Blade no longer uses the poison particle effect, which was introduced in V5.1. 」
  • KarthusSquare Karthus's Wall of Pain
    • 「 The wall now correctly grant sight across the whole wall rather than just around the pillars. 」「 The wall will no longer clear the fog of war on the map except where it's granting vision. 」 Presently, the wall clears a huge area of fog of war on the map but only grants sight around the pillars - meaning a brush can look empty when it's not.
  • MalzaharSquare Malzahar's Nether Grasp
    • Malzahar will now correctly form a tether with OlafSquare Olaf during Ragnarok. Currently the ability goes on cooldown and nothing happens.
    • As with other cleansing effects, Ragnarok will now only remove the suppression and will not break the tether.
  • NasusSquare Nasus's Spirit Fire
    • The impact damage is now correctly blocked by spell shields.
  • PoppySquare Poppy's Diplomatic Immunity
    • Targeting clones will now affect their owner, rather than treating the clone as an additional champion.
  • Rek'SaiSquare Rek'Sai's Tunnel
    • Forced actions (taunt, charm, fear) will no longer affect Rek'Sai until she completes the tunnel (as with other crowd control effects versus Rek'Sai, and forced actions versus other dashes). They will no longer pull her out of the ground.
  • Vel'KozSquare Vel'Koz's Tectonic Disruption
    • The ability is now correctly negated by Wind Wall. Currently only the animation is destroyed, but the ability still happens albeit invisibly.
  • YasuoSquare Yasuo's Wind Wall
    • Two opposing Wind Walls will now correctly destroy one another.



  • All unit-targeted abilities are now calculated edge-to-edge instead of center-to-center, as with basic attacks and most modern unit-targeted abilities.
  • Becoming untargetable will no longer cause homing projectiles to fizzle instantaneously. Instead, they will only fizzle upon reaching the target if still applicable.
  • Bouncing abilities whose current target becomes untargetable while en route will only fizzle if there are no other valid targets upon reaching the target - otherwise, they will bounce from an untargetable enemy as normal.
  • The "Assassin" class has been renamed "Rogue" to distinguish between the ability to assassinate (i.e. burst damage) and a mobile/agile damage dealer. This follows the same logic as why Carries were rebranded as Marksmen, because the ability to carry is not exclusive to ranged autoattackers. The following champions are no longer classified as Rogues:
  • The following abilities will no longer factor enemies who spell shield the ability for the purposes of triggering secondary effects:
  • The following effects that can trigger on champion assist now have a reduced assist timer of 3.5 seconds, as with Get Excited!:

Visual Aids

Damage Mitigation
  • All effects that mitigate damage will now display those values with floating text, as with Unbreakable.
  • The floating text has a "crit" variant that is used for bigger-impact/unappreciated abilities (e.g. Intervention and Vengeful Maelstrom, respectively) - the text is larger, bolder and has a small icon adjoining the number (similar to Critical strike icon), such as a shield icon.
    • Shields that trigger automatically (such as Lifeline) would "crit" when triggered, but use standard sized text thereafter.
  • As with damage text, these numbers will combine if multiple sources of damage reduction overlap (only applicable to floating text of the same color/size).
  • Armor and magic resist mitigation numbers can be enabled in the options. These will use tan and purple text, respectively, and will use a smaller font-size akin to damage taken from minions.
  • Incoming damage mitigated (damage you're not taking) and outgoing damage mitigated (damage you're not dealing) can be enabled/disabled separately.


Standard behaviour is now that if you cannot see them you cannot target them, even if the targeting is done automatically. This is with the distinctive exception of effects that instantaneously hit everything nearby.

Companions and Pets

On-Hit Effects and Spell Effects

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