FANDOM


Champions

ChampionSquare

Champion

Critical Strikes
  • Bonus damage on critical strikes reduced to 100% base AD from 100% total AD.
    • Critical damage is now referred to as bonus damage rather than total damage, to improve clarity.
  • Revised Passive - Spellblade: 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.
    • Iceborn Gauntlet - New Passive: +75% armor critical damage. Additionally, your critical strikes deal 100% base AD (+75% armor) physical damage in an area around your target.
    • Lich Bane - New Passive: +50% AP critical damage. Additionally, your critical strike damage is converted into magic damage and will apply spell effects.
    • Runeglaive - New Passive: +35% AP 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 75% base AD (+35% AP).
    • Trinity Force - New Passive: +100% base AD critical damage
  • Infinity Edge critical damage changed to 100% bonus AD from 50% total AD.
  • Champion abilities:

AatroxSquare

Aatrox

AatroxSquare Aatrox's 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. TryndamereSquare Tryndamere 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 quite nicely...
― Emptylord
  • General
    • New lore to reflect his love of killing and the peace he finds in blood.
    • Wings updated to resemble more classical demon wings.
    • Quote, "Tryndamere, my greatest creation" is no longer triggered.
    • Unused quote, "This one's rage will shape the world", is now trigger upon first meet a champion that utilizes Rage, Fury or Ferocity.
  • Dark Flight
    • Radius of damage area and epicentre increased.
    • Base damage increased to 90 / 135 / 190 / 225 / 270 from 70 / 115 / 160 / 205 / 250.
    • Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 16 / 15 / 14 / 13 / 12.
    • Animation updated to look more like flight.
  • Blood Price / Blood Thirst
    • New Effect: The empowerments can now be triggered by Aatrox's abilities. Blood Thirst will only deduct health once.
  • Massacre
    • REVISED ACTIVE: Aatrox drains blood from surrounding enemies, dealing 75 / 175 / 275 (+100% bonus AD) (+15 / 20 / 25% target's current health) physical damage to surrounding enemies and storing the damage dealt in his Blood Well. For the next 12 seconds, Aatrox gains size, 175 attack range and increasing his Blood Well's maximum capacity by 20% per enemy champion struck and doubling the attack speed granted.

AhriSquare

Ahri

Ahri still does too much damage with auto-targeted abilities. However, rather than nerf the damage I'd rather address the auto-targeted aspect - either remove the automatic feature entirely, or add require her to land her skill shots first.
― Emptylord
  • Fox-Fire
    • No longer automatically select targets.
    • New Effect: Ahri will now hurl a Fox-Fire on each of her next 3 basic attacks. The damage dealt by Fox-Fire will apply spell effects.
    • Damage penalty versus previously damaged enemies removed - i.e. full damage each time.
  • Charm
    • The effects of Charm icon Charm now includes Nearsight icon Nearsight. Unlike other sources, Ahri's Nearsight makes the screen pink and hazy. The Charmed target will always have sight of Ahri.
  • Spirit Rush
    • Each cast will now reset Ahri's attack timer.

AkaliSquare

Akali

The below changes were inspired by a desire to incorporate Twin Disciplines' build incentive into each of Akali's abilities - i.e. her abilities benefit from building both attack damage and ability power, but in different ways.
― Emptylord
  • Discipline of Might
    • Removed: Spell vamp.
    • New effect: Akali heals for 6% (+16.7% per 100 bonus AD) of the magic damage she deals. This is only one-third effective on Crescent Slash.
  • Mark of the Assassin
    • Triggering the mark now converts all the damage of the attack into magic damage.
      • This change effectively adds (100% AD) magic damage but removes (100% AD) physical damage.
  • Crescent Slash
    • Physical damage changed to 90 / 105 / 120 / 135 / 150 % AD from 30 / 55 / 80 / 105 / 130 (+30% AP)(+60% AD).
    • Now applies Discipline of Force, dealing 6% (+16.7% per 100 AP) bonus magic damage.
      • At ~600 AP, Crescent Slash will deal 90 / 105 / 120 / 135 / 150 % AD bonus magic damage (100%).
  • Shadow Dance
    • No longer deals ability damage (previous 100 / 175 / 250 (+50% AP) magic damage).
    • Now applies one basic attack (100% AD plus on hit effects). Physical damage.
      • The attack can be converted into magic damage if the target holds the Mark of the Assassin.
      • Revised Tooltip: Akali dashes through the shadows to quickly attack the target enemy and gain 20 % (+30% per 100 AP) attack speed for 6 seconds. This attack cannot be dodged, blocked nor critically strike, but will apply on-hit effects.

AlistarSquare

Alistar

Alistar's still stuck in a bygone age before tanks scaled with tank stats and so I took it upon myself to give him some (both directly, as well as upping his incentive to build it by making his ultimate more reliable).
― Emptylord
  • Trample
    • No longer deals half-damage to champions.
    • AP ratio removed.
    • Now scales with (+5% bonus health).
    • New area-of-effect particles, perhaps similar to RammusSquare Rammus's Tremors.
  • Pulverize
    • Now winds affected targets once they land — a 75% slow that decays over 1 second — instead of stunning them for 0.5 seconds. The debuff is named as it applied by two of Alistar's abilities.
  • Headbutt
    • Alistar will now continue forward (125% movement speed) units after hitting his target, in a similar fashion to HecarimSquare Hecarim's Devastating Charge.
    • Now winds affected targets once they land — a 75% slow that decays over 1 second — instead of rooting them for 1 second.
  • Triumphant Roar
    • New Passive: Each time a nearby enemy unit dies, Alistar gains a stack of Triumphant (stacking up to 5 times). If a nearby enemy champion dies, Alistar instantly gains 5 stacks. Activating Triumphant Roar consumes all Triumphant stacks.
    • Revised Active: Alistar lets out a triumphant roar, healing himself by 60 / 90 / 120 / 150 / 180 (+20% AP) and nearby allies by 30 / 45 / 60 / 75 / 90 (+10% AP). The amount that his allies are healed by is modified by 20% and the cooldown of the next Triumphant Roar is reduced by 2 seconds for every stack of Triumphant consumed in activation.
  • Unbreakable Will
    • Revised Active: Alistar breaks free of all crowd control effects. For the next 7 seconds, he gains 50 / 60 / 70 % damage reduction and the ability to intercept all projectiles (redirecting the damage to himself).
      • No longer grants AD.
      • Now grants the ability to intercept projectiles, as with BraumSquare Braum's Unbreakable.

AmumuSquare

Amumu

AniviaSquare

Anivia

Anivia's cooldowns are too high and her damage output is too binary - with relatively low base damage and the potential to deal double damage. So I'm reducing her cooldowns but making her damage amplifier more fluid/interactive. Additionally, she now synergizes with other champions.
― Emptylord
  • Crystallize
    • Can now be reactivated to melt the wall.
  • Frostbite
    • Cooldown adjusted to 6 / 5.5 / 5 / 4.5 / 4 seconds from 5 seconds at every rank.
    • No longer deals double damage to enemies marked with Chill.
    • New Effect: Snap Freeze deals 1% bonus damage for every 1% that's the target's movement speed is reduced, and 100% bonus damage to immobilized enemies.

AnnieSquare

Annie

  • Pyromania
    • If Annie has not dealt or received damage in the last 4 seconds, Pyromania will decay at a rate of once per 4 - 2.2 seconds (based on Disintegrate's cooldown).

AzirSquare

Azir

  • Disc of the Sun
    • Sun Discs now deal magical damage instead of physical damage, and will benefit from Azir's magic penetration.
  • Conquering Sands / Shifting Sands
    • While no soldiers are on the field, the icons of these abilities will show as Azir having insufficient mana to cast if Azir lacks the mana to cast both Arise! and the respective ability.
  • Arise!
    • Passive attack speed now benefits Sun Discs.
    • Mana cost rescaled to 40 / 30 / 20 / 10 / 0 from 40 at all ranks.
  • Emperor's Divide
    • Enemies hit during the charge are carried to the maximum range before being knocked off - with the knockback being relative to the cast direction, not the direction that the enemy was dashing in.

BardSquare

Bard

Chimes are obtained faster (relatively speaking); Meeps are up more often when Bard needs them; Cosmic Binding has a lot of fun changes; and Caretaker's Shrine now scales into late game.
― Emptylord
  • Traveler's Call
    • New Effect: Meeps thrown against monsters will ricochet off, able to be caught out of the air or picked up where land to be re-thrown. Meeps remain on the ground for up to 6 seconds.
    • Bonus Meep damage for every 10 chines normalized to 30 from 25 - 20 (based on level).
    • Bonus Meep damage for every 5 chimes beyond 150 reduced to 15 from 20.
    • On alternative maps, Bard will generate 1 / 2 / 3 / 4 Chimes every 50 seconds, based on ranks in R.
  • Cosmic Binding
    • Range increased to 1175 from 975.
    • New Effect: Targets can now be stunned if Cosmic Binding hits terrain first. By Dragonzzilla.
    • 「 Click to reveal a fun idea. 」「 If the missile hits two pieces of terrain, a cosmic tether will form for 1 / 1.2 / 1.4 / 1.6 / 1.8 seconds that functions as impassible terrain. 」
    • New Effect: Now applies Grounded icon knockdown.
    • New Effect: When the tether forms, the first target will be yanked to within 550 units of anchor. This does not count as airborne.
  • Caretaker's Shrine
    • AP ratio increased to 60% from 45%.
  • Magical Journey
    • All pets can now pass through the tunnel.
    • Undead champions can now pass through the tunnel. I was disappointed to learn Icathian Surprise couldn't.
    • Movement that is interrupted by hitting terrain will now persist through Magical Journey (e.g. Unstoppable Onslaught.
    • Dashes targeting units undertaking Magical Journey will now enter the tunnel.
  • Tempered Fate
    • New Passive: Increases the number of Chimes that spawn every 50 seconds to 3 / 4 / 5 (+1 per rank) and decreases the time to fully charge Caretaker's Shrines to 7 / 4 / 1 seconds (-3 per rank).
      • Minimum time to collect 150 Chimes reduced to ~40 minutes from ~63 minutes.

BrandSquare

Brand

  • Blaze (Innate)
    • Renamed Burning Vengeance.
    • Additional Effect: When defeated, Brand possess the enemy champion that defeated him: revealing them and causing them to take 20% increased magic damage for next 6 seconds. If the target is defeated while possessed, Brand is revived with health equal to 30% (+10% per 100 AP) of his maximum health. This cannot happen again for 180 seconds.
  • Pyroclasm
    • New Effect: Pyroclasm will deal 400% damage to minions.

CassiopeiaSquare

Cassiopeia

  • Aspect of the Serpent
    • Renamed Serpent's Curse.
    • Revised stack bonuses:
      • 100 Stacks: 1 Affliction Point
      • 250 Stacks: +25% cooldown reduction and 1 Affliction Point
      • 500 Stacks: +30% ability power and 1 Affliction Point
    • Affliction points can be spent to augment one of Cassiopeia's basic abilities. Affliction has an animation that immobilizes Cassiopeia, similar to Kha'ZixSquare Kha'Zix's evolutions.
      • Noxious Blast: "Noxious Blast debuffs enemies on each instance of damage, increasing the damage they take from subsequent poisons by 10% for 4 seconds (stacking up to 5 times)."
      • Miasma: "Miasma's radius will now increase to 400 over the duration." (up from 250)
      • Twin Fang: "Twin Fang will restore 6 - 16 (based on level) (+ 10% AP) health."
  • Miasma
    • Improved the collision detection with champions using dashes or being moved around by knock-back.
  • Twin Fang
    • Mana cost flattened to 50 from 50 / 60 / 70 / 80 / 90.
    • Mana refund flattened to 75 from 50 / 60 / 70 / 80 / 90 (+1.5% maximum mana).
    • Removed: Damage amplifier.
    • New Effect: Applies a debuff to the target that increases the mana Cassiopeia will restore on-kill by 50%, stacking up to 2 times.

Cho'GathSquare

Cho'Gath

First and foremost, the purpose of this rework is to improve Cho'Gath's presence in team fights once his Feast is down - which I achieved with a "Well Fed" buff. To further explore the "initiate with Feast" mechanic, I decided to apply Gnar-like stat variations between big Cho'Gaths and small Cho'Gaths - players can now choose between if they want to be small-but-fast, or big-and-sluggish.
― Emptylord
  • General
    • Base size reduced.
    • Attack speed growth reduced to 1% from 1.44%.
    • Movement speed reduced to 300 from 345. This is the lowest in the game.
  • Carnivore
    • New Passive: Cho'Gath starts the game with 5 stacks of Hunger, which grants him bonuses per stack. He loses these bonus in exchange for other bonuses as he gains Feast stacks.
    • Cho'Gath gains the following bonuses for every stack of Hunger:
      • +1% attack speed growth
      • +10 movement speed
      • +1 health regeneration growth
    • Cho'Gath gains the following bonuses for every stack of Feast:
      • +18 health growth (Cho'Gath will restore health equal to the amount gained.)
      • +12 attack range
      • Increased size (More so than granted on live.)
      • +2 seconds Well Fed duration
  • Rupture (revised)
    • First Cast: Cho'Gath turns to face the target location and begins channeling for up to 2 seconds, increasing the damage of Rupture over the 2 seconds and the radius-of-effect over the first 1 second. If the channel is interrupted, Rupture is put on on a reduced 2 second cooldown.
    • Second Cast: Cho'Gath causes a mass of spikes to erupt from the ground at the target location, dealing magic damage and slowing enemies hit by 50% for 2 seconds. If Cho'Gath channeled for at least 1 second, Rupture will also knock-up enemies hit.
    • Cooldown reduced to 10 / 9 / 8 / 7 / 6 seconds from 9 at all ranks.
  • Feral Scream
    • Cho'Gath can now cast Feral Scream either as a cone or as a point-blank area of effect by targeting himself.
      • Self target radius implemented at 325 units.
  • Vorpal Spikes
  • Feast
    • Damage versus champions reduced to 250 / 375 / 500 (+40% AP) from 300 / 475 / 650 (+70% AP).
    • Damage versus minions and monsters reduced to 500 / 750 / 1000 (+80% AP) from 1000 (+70% AP).
    • Maximum Feast stacks reduced to 5 from 6.
    • New Effect: Cho'Gath gains "Well Fed" for 6 seconds, regardless of whether Feast scores the killing blow.
    • Well Fed: Cho'Gath's Rupture channels twice as fast, Feral Scream hits over a larger area and Vorpal Spikes deals double damage.

  • Stats
    • Movement speed reduced to 325 from 345.
    • Attack range reduced to 175 from 125.
    • Base attack damage reduced to 56 from 61.156.
    • Attack damage growth reduced to 2 from 4.2.
    • Attack speed growth reduced to 1% from 1.44%.
    • Base health reduced to 565 from 574.4.
    • Health growth reduced to 55 from 90.
  • Carnivore (Innate)
    • Removed: Mana restoration.
    • Removed: Triggers versus small minions and lesser monsters.
    • Heal increased to 10% maximum health from 17 + 3 ×  level.
    • New Effect: The range of Cho'Gath's basic attacks, Rupture, Destructive Roar and Feast are increased by 1% per 1% of his bonus size.
  • Rupture
    • Revised Active: Cho'Gath stomps the ground, unleashing a slow moving wave of rupturing earth radiating outward from him that deals magic damage and, after travelling beyond his attack range, Airborne icon knocks up enemies hit for between 1 and 1.75 seconds. The knockup duration is longer the further the shockwave has travelled. Enemies will only be knocked up and damaged once, but the shock wave persistently applies a 30 / 35 / 40 / 45 / 50 % slow that lingers for 0.25 seconds. Turrets hit at any range will be disabled for 2 seconds.
    • Damage reduced to 80 / 110 / 140 / 170 / 200 (+ 60% AP) from 80 / 135 / 190 / 245 / 305 (+ 100% AP).
    • Range reduced to 600 from 950.
  • Feral Scream removed.
  • Destructive Roar (W)
    • Active: Cho'Gath stands still and channels for up to 2 seconds, drawing in massive amounts of air while applying a directional force of 300 units per second to enemies within the area, slowing and hasting mobile enemies while dragging immobile enemies toward him. When the channel ends, Cho'Gath lets of a feral scream that deals 50 / 75 / 100 / 125 / 150 (+45% AP) magic damage to enemies within the area, increased by up to 100% based on the time spent channeling. Enemy minions and small monster below 20% of their maximum health will be executed.
    • Cost: 60 mana
    • Cooldown: 10 seconds.
    • Range: 400, 60º
  • Vorpal Spikes removed.
  • Carnage
    • Passive: Cho'Gath's basic attacks deal 5% of Cho'Gath's maximum health (+30% AP) bonus magic damage to his target and all enemy units and structures within a cleave in front of him.
    • Active: Cho'Gath's total attack speed and attack speed cap are doubled for the next 2 / 2.5 / 3 / 3.5 / 4 seconds.
    • Cost: 60 mana
    • Cooldown: 10 seconds
    • Cleave range: Attack range, 125º
  • Feast
    • Removed: Targeting minions and non-epic monsters.
    • Removed: Cooldown and mana refund from killing specific targets.
    • New Effect: Targets turrets.
    • Removed: Damage.
    • New Effect: Executes targets below 25 / 30 / 35% of their maximum health, capped at Smite's maximum damage versus Epic Monsters. Can only target enemies below the threshold.
    • Stack limit increased to 10 from 6.
    • Stacks are no longer lost on death.
    • Health per stack changed to 10% base health from 90 / 120 / 150.
    • Size per stack flattened to 10% bonus size from variable unknown based on rank.
    • Removed: Healing at maximum stacks. Now a standard feature of Carnivore.
    • Removed: Bonus attack range from stacks. Now provided by Carnivore.
    • Cooldown increased to 120 / 100 / 80 mana from 80 at all ranks.

CorkiSquare

Corki

tl;dr: Corki now uses Heat. Yes, this makes him a resourceless marksman - but I don't think the two things are doomed to repel. His damage output follows a sustained paradigm and it's directional - meaning he's not going to burst you (ish) and he cannot kite you (while dealing damage). Giving him Heat-style uptimes and downtimes seems a better way to gate his sustained damage, rather than mana (which he's historically either been useless due to high costs or overpowered due to never running out of mana). For the full article, please see here.
― Emptylord
  • Stats
    • Attack range reduced to 500 from 550.
    • Attack speed per level reduced to 1% from 2.3%.
    • Movement speed increased to 335 from 325.
  • Visual Upgrade
    • Corki's copter now has three distinctive weapons - the cannon, the gatling gun and the missile launcher.
    • Corki now possesses a back-up weapon which he uses while his copter is overheating.
    • CorkiSquare Most Skins: Corki leans over the side of his ROFLCopter and uses a pistol.
    • CorkiSquare UFO Rider Corki: Corki pops open the lid of his UFO and uses a laser gun.
  • General
    • Now utilizes the Heat mechanic.
      • Corki's abilities have no cost. His secondary resource bar instead displays his Heat. Corki starts the game with 0 Heat and can have a maximum of 100. Corki will generate Heat whenever he casts an ability and will Overheat if he reaches 100, preventing him from casting his abilities for 6 seconds while his Heat depletes to 0. Heat will decay at a rate of 10 per second if Corki has not cast an ability in the last 4 seconds, increasing to 20 per second after 2.5 seconds.
  • Hextech Munitions
    • Additional Effect: Corki's copter grants him 20% bonus attack speed, which doubles to 40% while above 50 Heat. This bonus is lost entirely while overheated.
  • Phosphorus Bomb
    • Range increased to 925 from 825.
    • Cost changed to 20 Heat from 60 / 70 / 80 / 90 / 100 mana.
    • Base damage reduced to 70 / 110 / 150 / 190 / 230 from 80 / 130 / 180 / 230 / 280.
  • Gatling Gun
    • Moved to [W] instead of [E].
    • Active changed to a toggle.
    • Cost changed to 5 heat per half second that increases to 10 after 5 seconds from 50 mana.
    • Cooldown reduced to 10 / 9 / 8 / 7 / 6 from 16. The cooldown starts on toggle-off.
    • Damage reduced to 13 / 23 / 33 / 43 / 53 (+35% bonus AD) from 20 / 32 / 44 / 56 / 68 (+40% bonus AD).
    • Removed: Armor and magic resistance shred.
    • New Effect: Gatling Gun can now critically strike - dealing 100% bonus damage. This is calculated per enemy hit and not across all enemies hit.
      • Critical Damage: 26 / 46 / 66 / 86 / 106 (+70% bonus AD). This is unaffected by modifiers from items.
  • Valkyrie
    • Moved to [E] instead of [W].
    • Revised Active: Corki jettisons himself 500 units in the target direction, dealing magic damage in a cone behind him and slowing them by 50% for 1.5 seconds. Corki takes the opportunity to vents his copter's engine, reducing his heat by 40.
      • Dash range reduced to 500 from 800.
      • Damage changed to an instantaneous 80 / 120 / 180 / 230 / 280 (+80% AP) from 150 / 225 / 300 / 375 / 450 (+100% AP) over 3 seconds.
      • Cost removed (previously 100 mana).
  • Special Delivery
    • No changes. For reference: Special Delivery still behaves how it does on live.
  • Missile Barrage
    • Cooldown changed to 10 seconds from a barrage system (2 second static; 12 / 10 / 8 second recharge time).
    • New Effect: The cooldown of Missile Barrage is displayed on-screen and there is a Sweet Spot partway into the cooldown wherein Corki can active Missile Barrage to perform a Quick Reload, instantly refreshing the cooldown of Missile Barrage and readying a Big One for 5 seconds. If Corki attempts to Quick Reload and fails, his missile launcher locks up and the cooldown is extended to 10 seconds.
      • Corki cannot perform a Quick Reload while silenced or otherwise unable to activate abilities.
      • The Sweet Spot is ~0.5 seconds and starts around 4 seconds into the cooldown.
      • Corki cannot perform a Quick Reload during the first 0.5 seconds of the cooldown or the last 2 second cooldown, to accommodate for latency-related double-casts or trigger-happy clicking near the end of the cooldown.
      • Big Ones are no longer available every third missile and are only available on Quick Reloads.
    • Cost changed to 20 Heat from 20 Mana.
    • Damage type changed to physical from magic.
    • Damage changed to 80 / 130 / 180 (+100% AD) (+50% AP) from 100 / 180 / 260 (+30% AP) (+ 20 / 30 / 40 % AD).
    • Big One damage changed to 120 / 195 / 270 (+150% AD) (+75% AP) from 150 / 270 / 390 (+45% AP) (+30 / 45 / 60 % AD).

DianaSquare

Diana

Riot has always stated that Diana is perfect in Twisted Treeline - her intended AP Fighter playstyle shines in an environment where there are no squishies, and she will rarely use double-Rush unless absolutely necessary, and opponents live long enough to chain multiple procs of Moonsilver Blade. I'm not going to lie, she's hella fun to play in Twisted Treeline (and equally so in Summoner's Rift using a fighter build) - but the fact remains she's too explosive. Taking some inspiration from Master Yi's post-rework balance changes, here's what I'd do to make Diana more about prolonged fights in Summoner's Rift.
― Emptylord
  • Moonsilver Blade
    • New Effect: The empowered attack also reduces the cooldown of her abilities by 3 seconds.
  • Crescent Strike
    • 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.
  • Lunar Rush
    • Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.

DravenSquare

Draven

  • Blood Rush
    • New Effect: Critical strikes causes your next cast of Blood Rush within 3.5 seconds to cost no mana.

EliseSquare

Elise

See Elise the Spider Queen (Emptylord).

EvelynnSquare

Evelynn

  • Agony's Embrace
    • Damage changed to 100 / 150 / 200 (+70% AP) (+ 15 / 20 / 25% of target's current health from 15 / 20 / 25 (+1% per 100 AP) of target's current health.

  • Stats:
    • Base mana increased to 300 from 265.6.
    • Mana regeneration growth increased to 0.8 from 0.6
  • Nightbringer (new innate)
    • Innate: While Evelynn is within the game, a day-and-night dial is displayed on screen. Day lasts for 90 seconds and night lasts for 30 seconds. During the night, Evelynn's abilities are empowered and she gains stealth while out of combat. There is a 10 second twilight at the end of each phase to telegraph the pending transition.
  • Black Tear (new Q)
    • Active: Evelynn calls down a spike from the sky that lands at the target location after a 0.5-second delay, dealing 70 / 90 / 110 / 130 / 150 (+ 60 / 65 / 70 / 75 / 80% AP) (+ 60 / 70 / 80 / 90 / 100% bonus AD) magic damage to the first enemy it hits and Grounded icon knocking them down.
    • At Night: The spike remains as impassible terrain for 1 second.
    • Cooldown: 2.5
    • Cost: 10 / 15 / 20 / 25 / 30 mana
  • Dark Frenzy (W)
    • Renamed to Shadow Walk.
    • Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 15 at all ranks.
    • Cooldown reduction per ability hit removed.
    • At Night: Instantly stealths Evelynn.
  • Ravage (new E)
    • Active: Evelynn's next basic attack digs her claws into her target, highlight a moon dial at her target's feet. Still applies one basic attack. If she travels a full semicircle around her target, she rends her claws from them dealing 60 / 120 / 180 / 240 / 300 (+ 100% AP) magic damage. After 0.75 seconds or if they move too far apart, the effect is interrupted and they take reduced damage, down to a minimum of 15 / 30 / 45 / 60 / 75 (+ 25% AP). Evelynn cannot attack while her claws are in her target.
    • At night: The triggering basic attack also Slow icon slows her target by 30 / 40 / 50 / 60 / 70% for 0.5 seconds.
    • Cooldown: 2.5 seconds
    • Cost: 22 / 24 / 26 / 28 / 30 mana
  • Dark Embrace (new R)
    • Passive: Nightbringer's night duration is increased by 30 seconds per rank, up to a maximum of 60 / 90 / 120, with the day getting shorter at the same rate. At rank 3, night wholly eclipses the day.
    • Active: Evelynn removes herself and the target enemy champion from the map and sends themselves both to the Shadow Realm a dark mirror of the battlefield with no other units for 3 seconds, emerging at their corresponding locations on the map at the end of the duration. Dark Embrace can only be used at night.
    • Cooldown: 120 / 90 / 60
    • Range: 125

EzrealSquare

Ezreal

  • Rising Spell Force
    • Removed.
  • Ascendant Legacy
    • Innate: Ezreal's abilities deal 0.75% bonus damage for every 1% of his critical strike chance. Additionally, his basic attacks will reduce the cooldown of his abilities by 0.5 seconds, increased to 1 second versus champions.
  • Mystic Shot
    • AD ratio reduced to 100% from 110%.
      • True Skill - Maximum Damage: 61.25 / 96.25 / 131.25 / 166.25 / 201.25 (+175% AD)(+70% AP)
  • Essence Flux
    • No longer increases the attack speed of allies hit.
    • New Effect: Now heals allied champions hit for 42 / 69 / 96 / 123 / 150 (+48% AP). Ezreal can heal himself by blinking into the path of the missile.
    • True Skill - Maximum Damage: 122.5 / 192.5 / 262.5 / 332.5 / 402.5 (+140% AP)
    • True Skill - Maximum Healing: 73.5 / 120.75 / 168 / 215.25 / 262.5 (+84% AP)
  • Arcane Shift
    • New Passive - Rising Spell Force: Ezreal gains stacks of Rising Spell Force for 6 seconds whenever he lands an ability, stacking up to 5 times.
    • New Effect: Ezreal fires an additional homing bolt per stack of Rising Spell Force. Enemies can only be targeted by a single bolt.
    • True Skill - Maximum Damage: 131.25 / 218.75 / 306.25 / 393.75 / 481.25 (+131.25% AP)
  • Trueshot Barrage
    • AP ratio reduced to 75% from 90%.
    • Base damage reduced to 150 / 300 / 450 from 350 / 500 / 650.
    • True Skill - Maximum Damage: 262.5 / 525 / 787.5 (+175% bonus AD) (+131.25% AP).

FiddlesticksSquare

Fiddlesticks

  • File:Emptylord FiddleFear.png
    20px Dark Harvest
    • Fiddlestick's basic attacks and damaging abilities apply stacks of Doom to enemies hit with each instance of damage. At 3 stacks, crows will swarm the target dealing 10 + (5 * level) + (15% AP) true damage over 1.5 seconds. Nearby enemy minions and monsters will passively generate stacks of Doom every 2 / 1 / 0.5 seconds. Doom stacks linger so long as Fiddlesticks and his target remain visible to each other within 2200 range.
  • Lingering Dread
    • Revised Active: Fiddlesticks projects dread over a conic area in the target direction for the next 2 / 2.25 / 2.5 / 2.75 / 3 seconds. Enemies within the area are slowed by between 75% and (15% per 100 AP), based on how long the effect has been active. Enemies who meet Fiddlesticks' gaze during Lingering Dread will turn and Fear icon flee for up to 2 seconds or until they move more than 750 units away from him.
  • Drain
    • Damage per second lowered to 50 / 75 / 100 / 125 / 150 (+40% AP) from 60 / 90 / 120 / 150 / 180 (+45% AP).
  • Dark Wind
    • Will now prioritize low health units, prioritizing champions of any health value over minions. But will prefer minions it hasn't damaged over a champion it already has.
  • Crowstorm
    • Magic damage per half second lowered to 50 / 100 / 150 (+40% AP) from 62.5 / 112.5 / 182.5 (+45% AP).

FioraSquare

Fiora

  • Riposte
    • Removed: Blocks everything.
    • New Effect: Grants 100% dodge chance (excluding turret shots) and a persistent spell shield.
      • No longer mitigates existing damage over times.
      • No longer blocks summoner spells.

GalioSquare

Galio

The below is work-in-progress. Converting his passive into per-ability-ratios, a la RyzeSquare Ryze, is core - but I'm still iterating innate abilities as well as changes to the rest of his kit.
― Galio
  • Runic Skin
    • New Innate: Galio's basic attacks and abilities deal 1 bonus magic damage for every 10 magic damage mitigated by any means. This bonus lasts for 3.5 seconds and stacks with no upper limit.
  • Resolute Smite
    • Now scales with (+30% MR).
  • Bulwark
    • Now scales with (+15% MR), up to (+75% MR) at ∞ heals.
    • No longer grants armor and magic resistance.
    • New Effect: Galio will always gain the shield even when cast upon an ally.
    • New Effect: The healing effect will now benefit the wearer, rather than always Galio.
  • Righteous Gust
    • Now scales with (+25% MR).
    • New Effect: Grants the ability to ignore unit collision.
    • New Effect: Grants Galio "Flight", which allies him to ignore terrain collision. This bonus is lost upon leaving the trail or upon attacking an enemy.
  • Idol of Durand
    • Renamed "Sentry of Demacia".
    • Now scales with (+30% MR).
    • Removed: Increased damage per attack received. Effect integrated into his innate.

GangplankSquare

Gangplank

  • Trial by Fire
    • The empowered attack cannot be triggered versus minions and lesser monsters.
    • Now scales with 60% AP).
  • Parrrley
    • Removed: Plunder on-kill.
    • New Passive - Plunder: Gangplank plunders 4 / 5 / 6 / 7 / 8 gold and 1 Silver Serpent each time he scores a kill or champion assist with Parrrley, Powder Keg or Cannon Barrage. The plunder is increased to 5 Silver Serpents for champion takedowns.
  • Cannon Barrage
    • Upgrade costs reduced to 125 Silver Serpents from 500.

GarenSquare

Garen

  • Courage
    • Passive removed.
    • New Active: Garen surrounds himself with a barrier that is split in four, protecting him from one basic attack or ability on each side. The protection reduces physical damage by 50% (+10% per 100 armor), magic damage by 50% (+10% per 100 MR) and the duration of any crowd control effects by 35%. The barrier lasts up to 3 seconds.
    • Cooldown reduced to 19 / 18 / 17 / 16 / 15 from 24 / 23 / 22 / 21 / 20.
  • Judgment
    • Garen is now considered to be facing in all directions while spinning for the purpose of from-behind and from-front effects.

GnarSquare

Gnar

  • Wallop
    • Can now pick up Gnar's boulder.
  • GNAR!
    • Can now be activated to trigger Rage Gene.

GragasSquare

Gragas

  • Drunken Rage
    • Now converts his next attack to deal entirely magic damage.
    • Now applies spell effects. This is specified in the tooltip.

GravesSquare

Graves

  • New Destiny
    • Fixed a bug where Graves' attack speed was showing his reload speed instead of his attack speed.
    • Removed: Graves' attack speed and reload speed being affected by bonus attack speed. As with Jhin, only his growth will affect these stats.
    • New Effect: Pellet AD ratio now has a +3% per 10% AS scaling.
      • For Reference: Bullets beyond the first gain a +1% per 10% AS scaling.

HecarimSquare

Hecarim

A mini-rework that was a collaborative with Willbachbakal - inspired by Mercury from Smite. Willbachbakal really hates "balls of stats" that don't have any interactivity.
― Emptylord
  • Warpath
    • New Innate: Hecarim's basic attacks deal 1% AD bonus damage for every 10 units moved since his last basic attack, up to 100% AD bonus damage.
  • Devastating Charge
    • 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.

HeimerdingerSquare

Heimerdinger

The following was shamelessly stolen from Lex Luthor - let's hope his legal team doesn't come after the Donger.
― Emptylord
  • Techmaturgal Networking (new innate)
    • New Innate: Placing a Sentry will link it to other nearby sentries for 5 seconds. The links deal periodic damage to enemies who obstruct them, based on the rank in H-28G Tactical Sentry. Sentries gain bonuses when hit by Micro-Rockets and Electron Grenades and will share these bonuses with all linked sentries.
  • H-28G Evolution Turret renamed H-28G Tactical Sentry
    • Attack damage improved.
    • Duration implemented at 16 seconds.
    • Recharge time reduced by close to half.
    • Reserve increased to 3 at all ranks from 1 / 1 / 2 / 2 / 3.
    • Laser beam and charge system removed. Charge bar now represents the turret's lifespan.
    • Health adjusted to modified-damage system - as with ZyraSquare Zyra.
  • Hextech Micro-Rockets
    • Now only fires a single rocket. The animation could be updated to multiple rockets flying in a helix, similar Mecha Spike.
    • Now uses a barrage system (3 casts per activation). Additional casts will use Template:Ais icon.
    • Damage penalty for subsequent rockets removed or has a reduced timer, e.g. "Enemies hit by a rocket in the last 0.5 seconds will take reduced damage from subsequent rockets, but subsequent rockets will not refresh the timer."
    • Techmaturgy: Hitting a Sentry with Hextech Micro-Rockets will upgraded it into an Apex Sentry for 8 seconds, emitting a pulse that deals Micro-Rocket's damage to all nearby enemies. Apex Turrets deal increased damage and have 100% attack speed on its next 3 attacks.
  • CH-2 Electron Storm Grenade renamed CH-4 Electron Storm Grenade
    • Techmaturgy: Sentries hit by CH-4 Electron Storm Grenade are healed to full and their duration is refreshed.
  • Orbital Strike (new ultimate)
    • Active: Heimerdinger calls upon the Mothership to fire down an orbital strike at the target location, which hits after a brief delay. The strike deals periodic damage that is increased at the epicentre, and Heimerdinger can control the beams movement by reactivating the ability.

IllaoiSquare

Illaoi

  • General
    • Massive clean-up of tooltips.
  • Prophet of an Elder God
    • Tentacle health increased to 3 from 2.
    • Tentacles now take 2 damage from melee attacks.
    • Tentacles now appear on the map - yellow for active and orange for dormant. These could be persistently visible on the map to enemies once discovered, similar to Kalista.
    • Base damage removed.
    • New Effect: Tentacles now highlight their maximum range as an aura on the ground. Overlapped areas are emphasized.
    • New Effect: Champions will take only 20% damage from tentacles beyond the first.
    • Enemy tentacles are now differently coloured.
  • Tentacle Smash
    • Bonus Tentacle damage changed to 25 / 50 / 75 / 100 / 125 base damage from 0 / 10 / 20 / 30 / 40 % bonus AD ratio.
  • Test of Spirit
    • New Passive: Damage champions take from tentacles beyond the first increased to 25 / 30 / 35 / 40 / 45 % (+8% per 100 AD). This is the same value as the redirect damage on Spirits.
    • Assists on tentacles now count toward removing the curse.
  • Leap of Faith
    • Tentacle maximum range indicator is much more pronounced, with distinct lines as with Soul Shackles.

IreliaSquare

Irelia

  • Ionian Fervor
    • Revised Innate: Irelia gains 50% tenacity while she is below 30% of her maximum health.
  • Hiten Style
    • Toggle-Off: Irelia's attacks restore 5 / 7.5 / 10 / 12.5 / 15 % AD health, doubled on killing blows.
    • Toggle-On: Irelia's attacks deal 10 / 15 / 20 / 25 / 30 % AD true damage to the target at the cost of as much health, which is refunded on killing blows.
  • Equilibrium Strike
    • Stun removed.
    • New Effect: Deals 1 % bonus damage for every 1% that Irelia's current health percentage is lower than her target's.

JannaSquare

Janna

  • Tailwind
    • Revised Passive: 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.
  • Howling Gale
    • Range reduced to 450 from 850.
    • Damage reduced to 35 / 45 / 55 / 65 / 75 (+ 25% AP) from 60 / 85 / 110 / 135 / 160 (+ 35% AP).
    • Whirlwind absorbs all incoming enemy projectiles.
    • Whirlwind visibility significantly improved while stationary.
    • Range, damage and knockup duration are now increased 100% per second from 35%. For reference: the maximum channel time is 3 seconds.
      • Maximum range increased to 1800 from 1760.
      • Maximum damage increased to 140 / 180 / 220 / 260 / 300 (+ 100% AP) from 105 / 145 / 185 / 225 / 265 (+ 65% AP).
      • Maximum Airborne icon knockup duration increased to 2 seconds from 1.25 seconds.
  • Zephyr
    • Revised Active: Janna calls a gust of wind from the target location within 450 range that travels 450 units in the target direction, dealing 80 / 120 / 160 / 200 / 240 (+70% AP) magic damage to all enemies it passes through and leaving behind a directional draft for 3 seconds. The draft moves immobile units at 150 (+10% AP) units per second, while slowing enemies who move against it and hasting allies who move with it for the same amount. Being displaced by Zephyr does not count as crowd control and will not interrupt channeling.
  • Eye of the Storm renamed Cumulus
    • Shield duration reduced to 3 seconds from 5 seconds.
    • Removed: Bonus attack damage.
    • New Effect: Elevates the target on a puffy cloud, causing them to float while the shield holds. For the duration, movement commands will not cancel the target's basic attack wind-up and will instead cause them to drift in the target direction while performing the attack.
    • New Effect: Turrets will instead Airborne icon knock its target back 450 units.
  • Monsoon renamed to Eye of the Storm
    • Channel time changed to 1 / 2 / 3 (+ 0.3 per 100 AP ) seconds from 3 seconds.
    • Cast range reduced to 725 from 875. To match its persistent range.
    • Removed: Healing.
    • New Effect: While channeling, Janna renders the area around her completely impassible to enemies.
    • Janna remains fully able to use abilities, summoner spells and items while channeling, with the exception of effects that move her.

Jarvan IVSquare

Jarvan IV

  • Martial Cadence
    • Damage cap now only applies versus monsters.
    • Martial Cadence can now be triggered by Jarvan's abilities.
  • Dragon Strike
    • Range increased to 1100 from 770.
    • Damage is now reduced by 15% per enemy minion hit, down a to a minimum of 33% damage. The damage is still dealt instantaneously to all targets after a brief delay.
  • Golden Aegis
    • Base shield changed to 10% maximum health from 50 / 90 / 130 / 170 / 210.
    • Bonus shield per valid enemy hit changed to 50% at all ranks from 20 / 30 / 40 / 50 / 60.
    • New Effect: Large monsters will now count toward the bonus shield generation.
    • No longer slows enemies on impact, and instead persistently slows nearby enemies while the shield holds.
  • Demacian Standard
    • Range increased to 1000 from 830.
    • Passive attack speed removed.
    • Active attack speed removed.
    • Scaling changed to 60 / 70 / 80 / 90 / 100% AD from 80% AP.
    • Damage type changed to physical from magical.
    • New Effect: Nearby enemies will take Martial Cadence's damage from any of Jarvan's allied champions and the per target cooldown is reduced to 1 second.
  • Cataclysm
    • Mana cost flattened to 100 at all ranks from 100 / 125 / 150.
    • Cooldown reduced to 100 / 75 / 50 from 120 / 105 / 90.
    • Damage removed.
    • Gap closer removed.
    • Active is now centered around Jarvan and the nearest enemy champion within range. A valid target is required for the ability to cast.
    • Active radius increased to 425 from 325.
    • New Effect: Jarvan gains Sight icon sight over the arena for the duration.
    • New Effect: Arena now applies Nearsight icon nearsight to enemies within, preventing them from seeing out.
    • New Effect: Arena applies Grounded icon knockdown to enemies who try to escape.

JayceSquare

Jayce

I dislike shapeshifters that lack an ultimate ability and make up from it with overly powerful basic abilities, despite the fact that pre-6 they already have access to twice as many abilities as other champions. Rather than rework him to mimic GnarSquare Gnar's mechanic, as I've done many times in the past, I instead opted to scrap the shapeshifting mechanic on Jayce throughout.
― Emptylord
  • Stats
    • Now melee at all times.
  • Hyper Charge (Innate)
    • After activating an ability, Jayce gains 40 bonus movement speed and maximum attack speed (2.5) on his next 3 attacks within 3.5 seconds. These attacks deal a modified 60% AD (+3.5% growth) damage. This damage stacks additively with critical strikes. Growth refers to the non-linear level scaling.
  • Lightning Field (W)
    • Passive removed.
    • Revised Active: Jayce's basic attacks for the next 4 seconds create a static discharge that deals 25 / 42.5 / 60 / 77.5 / 95 (+15% AD) (+25% AP) magic damage to all enemies within 285-units of his target.
  • Thundering Blow
    • Now deals physical damage.
  • Shock Blast (Ultimate)
    • No longer available at level 1.
    • Revised Active: Jayce unleashes an orb of electricity that detonates upon hitting an enemy champion or the edge of the map, dealing 150 / 250 / 350 (+100% bonus AD) physical damage to all enemies in the area of the explosion. The orb's damage and missile speed will rapidly increase by 40% over the first 1 second of travel, for a maximum of 210 / 350 / 490 (+140% bonus AD). The orb will damage to minions and monsters that it passes through. If the orb hits the edge of the map, the radius of effect is increased by 41%, causing the area of effect to remain virtually the same.
    • Range: Global
    • Cooldown: 30 seconds
  • Hextech Capacitor, Acceleration Gate, Transform: Mercury Hammer and Transform: Mercury Cannon
    • Removed.

JaxSquare

Jax

  • Empower
    • Active removed.
    • New Passive: Jax's attacks and damaging abilities apply empowerment stacks for 3.5 seconds. At 3 stacks, the target takes bonus damage. This damage applies spell effects.
  • Counter Strike
    • Jax can no longer perform basic attacks while Counter Strike is active.
  • Grandmaster's Might
    • Passive removed.

KalistaSquare

Kalista

  • Stats
    • Base mana increased to 310 (+45) from 231.8 (+35).
  • Fate's Call (Innate)
    • Item removed.
    • New Innate: Kalista is offered a selection of allied champions to form an oath with, which is hidden while in combat with an enemy champion, while no allies are within 1300 units or while Fate's Call is on cooldown. Selecting an ally causes Kalista to wrench the spear from her chest and present it to her target for up to 15 seconds, prompting them to interact with her. Kalista is considered to be channeling and the channel will be interrupted upon taking damage. If interrupted or times-out, Fate's Call goes on a 8 second cooldown. If Kalista's target interacts with the spear, they will briefly perform their channeling animation and the pact will be made. 180 second cooldown. Kalista's current Oathsworn is displayed over her head, as with Kindred.
  • Pierce (Q)
    • Cost flattened to 70 at all ranks from 50 / 55 / 60 / 65 / 70.
  • Martial Poise (W)
    • Passive: While near to her Oathsworn, Kalista and her Oathsworn's basic attacks as well as KalistaSquare Kalista's Pierce mark their target on-hit. Versus a target with 2 stacks, Kalista's next basic attack deals 6 / 7 / 8 / 9 / 10 % of her target's current health bonus magic damage. This attack cannot be cancelled and will miss if Kalista loses sight of her target, but Kalista can input a movement command during the wind-up to dash (100% movement speed) units in the targeted direction.
    • Kalista can also issue a movement command during the wind-up of Pierce to perform the dash.
  • Rend (E)
    • Cooldown reduced to a static 0.9 seconds from 14 / 12.5 / 11 / 9.5 / 8.
    • Damage per spear reduced to 20 / 22.5 / 25 / 27.5 / 30 % AD from 20 / 30 / 40 / 50 / 60 (+60% AD).
      • Spears beyond the first no longer deal reduced damage.
      • Rend's current damage is now tracked on the target's health bar using discoloured health, similar to Grey Health.
    • Slow flattened to 25% at all ranks from 25 / 30 / 35 / 40 / 45 %.
    • Kills no longer reset the cooldown. They continue to refund mana.
    • Passive is no longer disabled while the ability is on cooldown.
  • Vendetta (R)
    • New Passive: If Kalista or her Oathsworn die, a wraith will emerge from their body and chase down their killer for up to 6 seconds - granting unobstructed sight over a cone in front of them for the duration.
    • Dash range increased to 1400 from 1100. To match the recall range.
    • Quotes are no longer global.

KarmaSquare

Karma

Similar to Jayce, I dislike champions that lack an ultimate ability and make up from it with overly powerful basic abilities. Karma has a stupidly strong early game and then falls off the moment her opponent reaches ~level 9, unless she snowballed (of course) - which delays the fall-off significantly. Karma needs an ultimate.
― Emptylord
  • General
    • Traditional, Sun Goddess and Sakura Karma now utilize their fans as weapons.

  • Gathering Fire (I)
    • Icon switched with Mantra.
    • In addition to damaging an enemy, supporting an ally with Karma's abilities will now also refresh 2 seconds of Mantra's cooldown.
    • Basic attacks no longer reduced the cooldown of Mantra by 1 second.
  • Mantra (R)
    • Icon switched with Gathering Fire.
    • Revised Active: Karma gains the ability to cast an alternate set of basic abilities, which are inverted versions of her standard abilities. The two ability sets do not share cooldowns, and her basic abilities' cooldowns will continue to count down while her alternate abilities are available. Karma's alternate abilities have no cooldown, but only one can be used per activation of Mantra. After 3 seconds, Karma can activate Mantra again to cancel the effect and refund 75% of Mantra's cooldown.
      • Mantra abilities no longer share the same cooldown as her standard abilities, similarly to RengarSquare Rengar.
      • Mantra no longer has a limited duration and can be toggled-off, similarly to HeimerdingerSquare Heimerdinger.
      • Mantra abilities continue to scale with ranks in Mantra.

With her abilities as reworked below, there's no real reason that Karma should have access to her ultimate at level 1 compared to other champions.
  • Gathering Fire (I)
    • New Innate - Ideas:
      • Karma's ability power is increased by 1% for every 2% of her health that's missing, up to 30% while below 40% of her maximum health.
      • Karma's ability power is increased by 1% every 0.25 seconds if she has dealt or received damage in the last 3.5 seconds, up to 30%.
      • Karma's mana costs are reduced by 1% for every 1.5% of her health that's missing, up to 50% while below 25% of her maximum health.
  • Mantra (R)
    • No longer available at level 1.
    • New Passive: Karma's abilities reduce the cooldown of Mantra by 2 seconds whenever they damage an enemy champion or assist an allied champion.
    • Icon switched with Gathering Fire.
    • Revised Active: Karma gains the ability to cast an alternate set of basic abilities, which are inverted versions of her standard abilities. The two ability sets do not share cooldowns, and her basic abilities' cooldowns will continue to count down while her alternate abilities are available. Karma's alternate abilities have no cooldown, but only one can be used per activation of Mantra. After 3 seconds, Karma can activate Mantra again to cancel the effect and refund 75% of Mantra's cooldown.
      • Mantra abilities no longer share the same cooldown as her standard abilities, similarly to RengarSquare Rengar.
      • Mantra no longer has a limited duration and can be toggled-off, similarly to HeimerdingerSquare Heimerdinger.
      • Mantra abilities continue to scale with ranks in Mantra.

  • Inner Flame (Q)
    • Targeting style changed to an conic wave from a colliding skill shot. As with to Wind Slash.
    • Range reduced to 750 from 950.
  • Soulflare (RQ)
    • Revised Active: Karma unleashes a wave of energy in a cone before her, healing herself and all allies hit by 40 / 60 / 100 / 180 (+35% AP) and increasing their movement speed by 50% that decays over 3 seconds. The healing is modified by 1% for every 0.75% of the target's maximum health that's missing, for a maximum of 80 / 120 / 200 / 360 (+70% AP) to targets at 25% of their maximum health (or less).
  • File:Emptylord Karma Impasse.png
    Impasse (W)
    • Revised Active: Karma forms a tether with the target enemy champion, which persists for up to 3 seconds or until they move more than 650 units apart. While the tether holds, Karma and her anchor may not damage or otherwise affect one another.
  • File:Emptylord Karma Deadlock.png
    Deadlock (RW)
    • Revised Active: Karma forms a tether with the target enemy champion, which persists for up to 3 seconds or until they move more than 650 units apart. While the tether holds, Karma and her anchor may not damage or otherwise affect damage any other enemy champion (relative).
  • Inspire (E)
    • Revised Active: Karma blasts the target enemy, dealing 80 / 105 / 130 / 155 / 180 (+70% AP) magic damage. Allies within 600 units of the target are shielded for the same amount for up to 4 seconds.
  • Defiance (RE)
    • Revised Active: Karma shields the target ally from the next 80 / 120 / 200 / 360 (+70% AP) damage for up to 4 seconds. Enemies within 600 units of the target take the same amount as magic damage.

KarthusSquare

Karthus

When Karthus' rework came out everyone asked for global quotes and Riot said "NO!". Then came KalistaSquare Kalista with 2 global shouts, Rek'SaiSquare Rek'Sai, SorakaSquare Soraka and SionSquare Sion - for a while it felt like every champion was going to have one, except the champion with one of the most iconic globals. When asked again, Riot said "NO", again, "it creates too much clutter - some of Karthus' quotes are really long". *cough* "They shall not have you!" *cough* The damage change is an alternative solution to the reason why it was nerfed in the first place - Karthus' ultimate was doing too much damage that it was being used to engage fighters, but now it just doesn't feel like it scales well.
― Emptylord
  • Requiem
    • Cooldown reduced to 180 / 150 / 120 from 200 / 180 / 160.
    • Damage reduced to 150 / 300 / 450 (+45% AP) from 250 / 400 / 550 (+ 60% AP).
    • New Effect: Damage is now increased to 250 / 500 / 750 (+75% AP) versus target's below 35% of their maximum health.
    • One of the following quotes will now be heard globally whenever Karthus uses Requiem. Champions in range to hear Karthus directly will hear from the full selection of quotes:
      • "Cease to be!"
      • "Die!"
      • "Surrender!"
      • "Perish!"

KassadinSquare

Kassadin

  • Void Stone (new innate)
    • Passive: Kassadin perpetually ignores unit collision and each of his basic abilities has a cooldown of 10 / 9 / 8 / 7 / 6 seconds, irrelevant of individual rank. This is affected by cooldown reduction.
  • Void Crunch (Q)
    • Active: Kassadin hurls an orb in the target direction that deals 60 / 75 / 90 / 105 / 130 (+ 20% AP) magic damage to all enemies in its path. At maximum range or if it hits an enemy champion, the orb slows to a stop and expands. After a 0.5 second delay, the orb contracts - pulling surrounding enemies inward and dealing 60 / 85 / 110 / 135 / 160 (+ 60% AP) magic damage.
  • Nether Blade (W)
    • Passive magic damage changed to 10 / 15 / 20 / 25 / 30 (+10% AP) from 20 (+10% AP).
    • Active no longer innately restores mana.
  • Null Sphere / Repulse (E)
    • Stack system removed.
    • First Active - Null Sphere: Kassadin surrounds himself with a nulling sphere for 1.5 seconds that blocks the next hostile ability to strike him. If Kassadin successfully blocks an ability, he gains the ability to cast Repulse for 3 seconds.
    • Second Active - Repulse: Kassadin unleashes a 1400-speed wave of energy in a cone, dealing 70 / 95 / 120 / 145 / 170 (+70% AP) magic damage and slowing enemies hit by 50 / 60 / 70 / 80 / 90 % for 1 second.
    • Cost: 40 / 55 / 70 / 85 / 100.
  • Riftwalk (revised R)
    • Passive: Striking an enemy champion with Nether Blade will consume a stack of Void Hunger and replenish 15% of Kassadin's missing mana. Scoring a champion takedown will consume all stacks of Void Hunger and replenish 15% of Kassadin's missing mana per stack consumed (3.5 second assist timer).
    • Toggle: Kassadin phases into the Void, gaining the ability to ignore terrain collision. After a 0.5 second delay, Kassadin also becomes untargetable and gains 150 / 200 / 250 movement speed. Kassadin generates a stack of Void Hunger for every second he spends in the Void, which increases the cost of Riftwalk. Casting or attacking will cause Riftwalk to toggle-off. Void Hunger depletes at a rate of 1 stack every 8 seconds.
    • Cost: 2 / 4 / 8 / 16 / 32 % maximum mana per second.
    • Cooldown: 6 / 4 / 2

KatarinaSquare

Katarina

  • Shunpo
    • Damage removed.
    • Damage reduction increased to 10 / 15 / 20 / 25 / 30 % from 15% at all ranks.
    • Cooldown reduced to 2 / 1.75 / 1.5 / 1.25 / 1 seconds from 12 / 10.5 / 9 / 7.5 / 6.
      • Cooldown is now static (unaffected by cooldown reduction or Voracity).
    • Now has an 8 second per-target cooldown (affected by cooldown reduction and Voracity).
      • Minions will all share the same per-target cooldown.
  • Death Lotus
    • Now hurls 1 dagger every 0.1 seconds instead of 3 every 0.25 seconds.
    • Now only targets the same enemy once every 0.3 seconds and prefers to target enemy champions not yet damaged, changed from potentially every 0.25 seconds at random.
    • Maximum duration increased to 3 seconds from 2.5.
    • Katarina is now considered to be facing in all directions during her ultimate for the purpose of from-behind and from-front effects.

KennenSquare

Kennen

  • Mark of the Storm
    • Revised Innate: Kennen's basic attacks deal 5 / 10 / 15 / 20% of his attack damage bonus magic damage and apply an electrical charge for 3.25 seconds. The damage and charges will stack up to 3 times on the same target.
  • Thundering Shuriken
    • Revised Active: Kennen throws a shuriken forward in a line, dealing magic damage to the first enemy it hits and applying a Mark of the Storm. For every Mark by the Storm on the target, a bolt of lightning will arc to a nearby enemies dealing the same damage and electrically charging them. The arced lightning will prioritize nearby enemies with the fewest marks.
  • Electrical Surge
    • New Passive: Kennen gains 20 / 30 / 40 / 50 / 60 % bonus attack speed for 3 seconds whenever he applies 3 charges of Mark of the Storm to the same target.
    • Revised Active: Kennen sends a surge of electricity through all nearby enemies afflicted by Mark of the Storm, dealing magic damage per charge and consuming all the charges. If the target was at 3 charges, they are also stunned for 1 second.
    • A max-range indicator will be visible when Electrical Surge is available and there are marked enemy champions nearby.
  • Slicing Maelstrom
    • Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.

Kha'ZixSquare

Kha'Zix

The below overhauls how his isolation mechanic works and completely reworks his Void Spikes. Kha'Zix now plays off sight effects, and has the ability to reduce sight effects - creating some synergy within his own abilities as well as his allies.
― Emptylord
  • Stats
    • Attack range increased to 175 from 125.
  • Unseen Threat
    • Damage type changed to true from magical.
    • New Effect: Kha'Zix now heals for 20% of the damage dealt.
    • New Effect: Can now be triggered against large monsters. Monsters are considered to have sight of Kha'Zix while they are leashed to him.
  • Taste Their Fear
    • Radius of isolation increased to sight radius (~1300) from 500 for champion-to-champion (remains 500 for minion-to-minion and minion-to-champion).
      • Effects that reduce a champion's sight radius will benefit Kha'Zix.
    • Isolation now uses line-of-sight instead of a "snuggle bubble". Line of sight will be obstructed by terrain and effects that remove shared vision. This means that enemy champions within 1000 units of one another will be considered isolated if they are separated by terrain.
    • Nearby enemy champions will now have an indicator present on them at all times and it will change color depending on whether or not they are isolated: Green for Isolated; Orange for they look isolated, but Kha'Zix's vision is obscured and he cannot be certain (his enemy is near brush, or his own sight is reduced); and Red for they are not isolated. Minions and monsters will only show the indicator while isolated.
  • Evolved Enlarged Claws
    • No longer increases Kha'Zix's attack or cast range.
  • Void Spike
    • No longer heals Kha'Zix at point-blank range.
    • Slow changed to a 50% slow that decays over 2 second from a 20% slow for 2 seconds.
  • Evolved Spike Racks
    • No longer increases the slow to 50%.
    • No longer fires two additional spikes.
    • New Effect: The explosion radius is now moderately increased.
    • New Effect: The enemy the spike collides is now Nearsight icon isolated for 4 seconds.
  • Leap
    • Range increased to 900 from 600.
  • Evolved Wings
    • No longer increases Leap's range.
  • Void Assault

Kog'MawSquare

Kog'Maw

  • Icathian Surprise
    • Movement speed adjusted to a 150 / 225 / 300 flat bonus from a 40% bonus.
    • Additional Effect - External Digestion: Enemies killed by Kog'Maw's abilities leave behind Digested Remains, which Kog'Maw can walk over to replenish 1.5% maximum mana.
  • Caustic Spittle
    • Now scales with (+50% bonus AD).
  • Void Ooze
    • New Effect: Grounded icon Knocks down enemies hit and prevents enemies standing upon the trail from dashing or blinking. "Grounds" them.

LeBlancSquare

LeBlanc

  • Feign Death
    • New Innate: 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 180 / 120 / 90 seconds.
  • Mimic Sigil of Malice and Mimic Ethereal Chains
    • Damage reduced to 100 / 185 / 270 (+50% AP) from 100 / 200 / 300 (+65% AP).
  • Mimic Distortion
    • Damage reduced to 150 / 277.5 / 405 (+75% AP) from 150 / 300 / 450 (+97.5% AP).

Lee SinSquare

Lee Sin

  • Flurry
    • Lee Sin will now also restore 2% of his missing health on the empowered attacks.
    • Attack Speed bonus increased to 40 / 60 / 80 / 100% from 40% at all levels.
  • Sonic Wave (Q1)
    • Damage changed to 100 / 110 / 120 / 130 / 140% total AD from 50 / 80 / 110 / 140 / 170 (+90% bonus AD).
  • Resonating Strike
    • Damage no longer scales with 8% of the target's missing health.
    • Damage is now modified by 0.5% for every 1% of the target's health that's missing.
    • Minimum damage changed to 100 / 110 / 120 / 130 / 140% total AD from 50 / 80 / 110 / 140 / 170 (+90% bonus AD).
      • Maximum damage implement at 150 / 165 / 180 / 195 / 210% total AD.
    • Total/maximum damage from both actives changed to 250 / 275 / 300 / 325 / 350% total AD from 100 / 160 / 220 / 280 / 340 (+180% bonus AD) (+8% target's missing health).
  • Safeguard (W1)
    • Shielding effect removed.
    • Lee Sin can no longer target himself with Safeguard.
    • Lee Sin will now place himself between his target and the nearest enemy champion.
    • Iron Will can now only be cast if Lee Sin targets a champion with Safeguard.
  • Iron Will (W2)
    • No longer grants life steal or spell vamp.
    • Now shields Lee Sin and the target of Safeguard from up to 60 / 100 / 140 / 180 / 220 (+10% of Lee Sin's bonus health) damage.
  • Tempest (E1)
    • Damage changed to 25 / 50 / 75 / 100 / 125 (+60% total AD) from 60 / 95 / 130 / 165 / 200 (+100% bonus AD).
    • Now deals physical damage instead of magic.
  • Cripple (E2)
    • Renamed Humble.
  • Dragon's Rage
    • Damage changed to 50 / 150 / 250 (+70 / 87.5 / 100% total AD) from 200 / 400 / 600 (+200% bonus AD).
    • The target will now take an additional 25 / 75 / 125 (+37.5 / 43.75 / 50% total AD) bonus damage for each enemy champion they collide with.

LeonaSquare

Leona

  • Sunlight
    • Now scales with 20% AP.
    • Leona can now trigger the effect herself versus jungle monsters.
  • Shield of Daybreak
    • Bonus attack range increased to 50 from 30.
    • Mana cost reduced to 30 / 35 / 40 / 45 / 50 from 45 / 50 / 55 / 60 / 65.
    • Cooldown reduced to 9 / 8 / 7 / 6 / 5 from 11 / 10 / 9 / 8 / 7.
    • Stun icon Stun duration reduced to 1 from 1.25.
    • Stun only applies if Leona's target is facing her.
  • Eclipse
    • No longer prolongs its bonuses upon hitting an enemy.
    • Now Blind icon blinds all enemies hit who were facing her for 1 second.
  • Zenith Blade
    • No longer roots the target that she is jumping to.
    • Will now follow the target indefinitely, as with MaokaiSquare Maokai's Twisted Advance.
    • Leona will now always land on the far side of the target relative to the point of cast.
    • Leona can now trigger the dash versus large monsters.
  • Solar Flare
    • Now causes Leona to Sight icon reveal herself to the enemy team while casting the ability and for 1.5 seconds afterwards.
    • Slow icon Slow strength reduced to 60% from 80%.

LucianSquare

Lucian

  • Lightslinger
    • Lucian's attacks cannot critically strike. Instead, Lucian has a 2% chance to trigger Lightslinger for every 1% of his Critical Strike Chance.
    • Effects that trigger on critical strikes and bonus critical damage from items will affect the damage of Lightslinger's second attack.
  • Piercing Light
    • The AI that causes Piercing Light to alter its trajectory if cast on a moving enemy champion has been removed.
    • Similar to Vel'KozSquare Vel'Koz's Life Form Disintegration Ray, Lucian can now alter the trajectory manually during the wind-up using the cursor. Contrary to Vel'Koz, Lucian will strafe relative to the ability's target (not rotate on the spot) and the rotation speed is significantly slower.

MalphiteSquare

Malphite

  • Igneous Bulwark (Innate)
    • Delay reduced to 4 seconds from 10 / 8 / 6 seconds.
    • Shield changed to 10 / 15 / 20% of maximum health from 10%.
    • Shield now generates at a rate of 10% of maximum shield (1 / 1.5 / 2 % maximum health) per half second from instantly.
  • Seismic Shard renamed Fissure
    • Targeting style changed auto-targeted from unit-targeted.
    • Ability is now mechanic similar to EvelynnSquare Evelynn's Hate Spike, except that the projectile moves slower and can slowly alter its trajectory.
    • Cast range reduced to 500 from 625.
    • Now damages all units the projectile passes through in the 650-unit line.
    • New Effect: The projectile now carves a fissure through the ground that lingers for 3.25 seconds. Malphite gains bonus movement speed while moving along the fissure while enemies are slowed by the same amount.
    • Damage reduced to 25 / 45 / 65 / 85 / 105 (+30% AP) from 70 / 120 / 170 / 220 / 270 (+ 60% AP).
    • Mana cost reduced to 12 / 18 / 24 / 30 / 36 mana from 70 / 75 / 80 / 85 / 90.
    • Cooldown reduced to 3 seconds from 8.
  • Ground Slam
    • New Effect: Ground Slam can now be charged to increase the radius of effect and damage over 2 seconds. The ability will automatically go off when fully charged.

MalzaharSquare

Malzahar

  • Malefic Visions
    • On-kill mana restoration increased to 20 / 25 / 30 / 35 / 40 from 10 / 14 / 18 / 22 / 26.

MaokaiSquare

Maokai

  • Sap Magic
    • The empowered attack will now also replenish 7% of Maokai's maximum mana.
    • Sap Magic will now also increment whenever mana is spent (toggles), in addition to spell casts.
  • Vengeful Maelstrom by Willbachbakal
    • Cost changed to 100 mana from 40 + 30 per second.
    • Cooldown increased to 100 / 80 / 60 from 60 / 50 / 40.
    • Removed: Damage reduction.
    • New Effect: Maokai shields himself for 50 / 75 / 100 % maximum health for up to 10 seconds. While the shield holds, Maokai will destroy all non-turret enemy projectiles that pass within a 475-units of him, redirecting their damage to him. After 5 seconds, Maokai can detonate the shield if it still holds, dealing 150 / 250 / 350 (+80% AP) magic damage to all enemies within the area. The shield will detonate automatically at the end of its duration.

Miss FortuneSquare

Miss Fortune

  • Double Up (Q)
    • AD ratio changed to 100% AD versus both targets from 85% / 100%.
    • Base damage reduced to 15 / 30 / 45 / 60 / 75 from 20 / 35 / 50 / 65 / 80.
    • AP ratio increased to 40% / 80% from 35% / 50%.
    • New Effect: The base damage and AP ratio now deals magic damage and applies spell effects.
    • Revised Tooltip: Miss Fortune fires a shot that bounces from the target to strike a secondary enemy, dealing 100% AD physical damage to both targets plus bonus magic damage that is doubled on the secondary target. The physical damage applies on-hit effects and the magic damage applies spell effects.

MordekaiserSquare

Mordekaiser

  • Stats
    • Attack speed increased to 0.625 from 0.601.
    • Attacks no longer scale less efficiently with attack speed.
  • Iron Man (Innate)
    • Revised Innate: Mordekaiser's stores 2% of his maximum health in a reserve whenever he hits a basic attack, quintupled to 10% versus champions. The reserve is tracked in his secondary bar. Upon storing 100% of his maximum health, he deploys the reserve - shielding himself but losing the ability to store health. The health reserve and shield will deplete at a rate of 5% per second while out of combat.
  • Mace of Spades (Q)
    • Passive: Mordekaiser's basic attacks deal 10 / 20 / 30 / 40 / 50 (+50% AP) bonus magic damage. Every third consecutive attack against the same target within 3.5 seconds deals 「 twice as much 」「 20 / 40 / 60 / 80 / 100 (+100% AP) bonus magic damage 」.
  • Creeping Death (W)
    • Active: Mordekaiser shrouds himself and the target enemy with a swirling cloud of metal, granting them each 75 bonus movement speed while moving toward one another. While the areas overlap, Mordekaiser deals 50 / 85 / 120 / 155 / 180 (+40% AP) magic damage per second to enemies in both area.
  • Siphon of Destruction (E)
  • Children of the Grave (R)
    • Passive: Mordekaiser's basic attacks and damage dealing abilities apply a curse to enemy champions, Dragon and Rift Herald for 3.5 seconds. If Mordekaiser's team scores a takedown on a cursed enemy, their spirit will linger for 3.5 seconds above their corpse.
    • Active: Mordekaiser enslaves the target spirit for the next 45 seconds. Spirits can be directed by reactivating Children of the Grave and deal 100% of their AD (+50% of their AP) (+10% of their bonus health magical damage on their attacks.

MorganaSquare

Morgana

  • Angel of Death
    • New Innate: The strength of Morgana's abilities is modified by 1.43% for every 1% of her target's missing health, up to 100% against targets ≤ 25% of their maximum health.
  • Dark Binding
    • Root duration reduced to 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds at all ranks from 2 / 2.25 / 2.5 / 2.75 / 3 seconds.
      • Angel of Death: Maximum root duration implemented at 2.2 / 2.4 / 2.6 / 2.8 / 3.
  • Tormented Soil
    • New Effect: Enemies are now slowed by 30 / 35 / 40 / 45 / 50 %, up to 60 / 70 / 80 / 90 / 99%.
    • Base damage increased to 20 / 27.5 / 35 / 42.5 / 50 from 12 / 19 / 26 / 33 / 40.
      • Damage modifier mechanic is now attributed to Angel of Death.
      • Maximum damage increased to 40 / 55 / 70 / 85 / 100 from 24 / 38 / 52 / 66 / 80.
    • Radius of effect reduced to 150 from 175.
    • New Effect: The pool trails toward enemy champions that come within 1300 units of its center, creeping at 220-movement speed. The trail lasts for 5 seconds and its radius will expand from ~50 units to ~150 units over the first 2.5 seconds. After the pool dissipates, the trails will stop extending. The number of trails that can extend from the pool is equal to the number of opponents.
  • Black Shield
    • Shield strength reduced to 40 / 80 / 120 / 160 / 200 (+40% AP) from 70 / 140 / 210 / 280 / 350 (+ 70% AP).
    • Angel of Death: Maximum shield implemented at 80 / 160 / 240 / 320 / 400 (+80% AP).
  • Soul Shackles
    • Slow removed.
    • Damage reduced to 100 / 150 / 200 (+50% AP) from 150 / 225 / 300 (+70% AP).
      • Angel of Death: Maximum damage implemented at 200 / 300 / 400 (+100% AP).
      • Angel of Death: Combined maximum damage implemented at 400 / 600 / 800 (+200% AP).
    • Stun duration reduced to 1 / 1.25 / 1.5 seconds from 3 seconds.
      • Angel of Death: Maximum stun duration implemented at 2 / 2.5 / 3 seconds.

NamiSquare

Nami

  • Stats
    • Attack range reduced to 500 from 550.
    • Base movement speed increased to 340 from 335.
  • Aqua Prison
    • Base damage reduced to 60 / 105 / 150 / 195 / 240 from 75 / 130 / 185 / 240 / 295.
  • Ebb and Flow
    • Range reduced to 15px 500 from 15px 725.
    • Mana cost changed to 80 / 85 / 90 / 95 / 100 from 70 / 85 / 100 / 115 / 130.
    • Heal changed to 50 / 100 / 150 / 200 / 250 (+50% AP) from 65 / 95 / 125 / 155 / 185 (+ 30% AP).
    • Base magic damage changed to 50 / 100 / 150 / 200 / 250 from 70 / 110 / 150 / 190 / 230.
    • Modifier increased to -10% (+10% per 100 AP) from -15% (+7.5% per 100 AP).
    • Bounce cap removed. It will continue to bounce so long as there are new champions to hit.
  • Tidecaller's Blessing
  • Tidal Wave
    • AP ratio increased to 80% from 60%.
    • Width changed to 450 (+ 50% AP) from 562.
    • New Effect: Nami's Tidal Wave cannot be parted. Versus obstructions, the Tidal Wave will become stationary until the obstruction or the wave times out. The Tidal Wave now has a maximum duration of 3.2 seconds, which matches the time to reach maximum range.

NidaleeSquare

Nidalee

  • Javelin Toss
    • AP ratio increased to 50% from 40%.
    • No longer deals modified damage based on distance travelled.
    • Now deals between 0% and 10% of the target's maximum health as bonus damage based on distance travelled.
      • Maximum damage changed to 50 / 75 / 100 / 125 / 150 (+50% AP) (+10% target's max health) from 150 / 225 / 300 / 375 / 450 (+120% AP). Damage reduced versus targets with less than 1000 / 1500 / 2000 / 2500 / 3000.
  • Takedown
    • 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.
  • Pounce
    • 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 (unaffected by CDR).
  • Primal Surge
    • Heal removed.
    • New Effect: Basic attacks while the effect is active will restore 10 / 20 / 30 / 40 / 50 (+10% AP). Health restored is halved versus minions and cowardly monsters.
    • New Effect: Attack speed is increased to 30 / 45 / 60 / 75 / 90% while below half health.
    • New Effect: Nidalee will now always gain the effect regardless of who she targets, as with NunuSquare Nunu's Blood Boil.
  • Swipe
    • New Effect: Swiping a Hunted target will deal 1% bonus damage for every 1% of the target's health that's missing and slow them by 50% for 0.5 seconds.

NocturneSquare

Nocturne

  • Stats
    • Attack speed growth increased to 3.5% from 2.7%.
  • Umbra Blades
    • Heal now scales with (+10% bonus AD).
  • Shroud of Darkness
    • Blocking an ability no longer doubles the passive attack speed.
    • Blocking an ability now grants Nocturne stealth for 1.5 seconds and halves the cooldown of Shroud of Darkness.
    • New Effect: Passive attack speed is now doubled while attacking an Nearsight icon isolated enemy. During Paranoia as well as sources of Blind from other champions.
  • Unspeakable Horror
    • Revised Passive: Nocturne's gains 200 movement speed while moving toward Nearsight icon isolated enemies or while stealthed.
      • Passive bonus movement speed now also applied while Nocturne is stealthed.
      • Bonus movement speed change to 200 flat from 60%.
    • Revised Active: Nocturne implants nightmares into the target enemy, causing them to turn and Fear icon flee for up to 2.5 seconds or until they break the tether. While tethered, the target also takes periodic magic damage.
    • Cast range increased to 475 from 425.
    • Tether range increased to 525 from 465.
    • Targeting now uses edge-to-edge instead of center-to-center.
    • The effects of Fear icon Flee now includes Nearsight icon Nearsight.
  • Paranoia
    • Cooldown is now reduced to 60 seconds if Nocturne does not use the second active.

NunuSquare

Nunu

  • General
    • Name and title changed to "Nunu and Willump, the Frozen Visionaries" from "Nunu, the Yeti Rider".
    • NunuSquare Nunu and Ci is for official champions only. are now given the appropriate credit for their contribution to the duo's abilities in their tooltips, as with QuinnSquare Quinn and Ci is for official champions only..
  • Stats
    • Base mana increased to 305 from 284.
    • Mana growth increased to 50 from 42.
  • Pelt (new innate)
    • Nunu pelts enemies recently attacked by Willump or coated with snow with snowballs, prioritizing enemy champions. Nunu's attacks have 450 range and deal 20 + (5  ×  level) (+20% AP) magic damage on-hit. Nunu can attack even while Willump is channeling, but will be affected by attack inhibiting crowd control effects.
  • Ice Blast (E)
    • Ice Blast can now be charged, increasing its range to 1000 over the first second. The ability will be cancelled after 2 seconds, refunding the mana cost and half the cooldown.
    • Cooldown increased to 16 / 14 / 12 / 10 / 8 seconds from 6.
    • Cost reduced to 60 / 65 / 70 / 75 / 80 from 75 / 85 / 95 / 105 / 110.
    • Targeting changed to a ground-targeted from unit-targeted - thrown like a shotput.
    • Now deals area of effect damage in a 187.5-radius area instead of only to the target enemy.
    • Now creates a slowing field for 6 seconds that reduces enemy movement by 15 / 20 / 25 / 30 / 35% for 0.25 seconds, refreshing.
    • Enemies hit directly will trail snow behind them for up to 550 units or 6 seconds have passed, slowing enemies who move on the trail as well as themselves.

PantheonSquare

Pantheon

  • Spear Shot
    • First Cast: Pantheon starts drawing back his spear, increasing Spear Shot's range (250-725) over the next 2 seconds. The time to fully channel is now reduced by 0.33% for every 1% of Pantheon's bonus attack speed down to a minimum of 1 second. While preparing to throw, Pantheon movement speed is reduced by 30% and he cannot cast Heartseeker Strike or Grand Skyjump. After 4 seconds, Spear Shot is automatically cancelled and 40 mana is refunded.
    • Second Cast: Pantheon throws his spear in the direction of at the target enemy, dealing 65 / 105 / 145 / 185 / 225 (+140% bonus AD) physical damage to the first enemy hit. Spear Shot can critically strike, dealing 50% AD bonus damage.
    • Costs 25 mana to activate and it drains an additional 55 mana over the first 2 seconds.
  • Aegis of Zeonia
    • Active: Pantheon leaps to the target unit, instantly refreshing Aegis Protection. If the target is an enemy, they take magic damage and are knocked back for 0.75 seconds. If the target is an ally, they gain Aegis Protection for up to 5 seconds.
  • Grand Skyjump
    • Active: Pantheon begins channelling for up to 1.5 seconds. After channelling or when reactivated, Pantheon jumps into the air - becoming untargetable, invulnerable and gaining sight over the surrounding area for 3 seconds. After a ~0.5 second delay, Pantheon gains the ability to activate Grand Skyfall. The area of sight and cast range on Grand Skyfall increases based on how long Pantheon channels. If Pantheon does not use Grand Skyfall, he will fall back down to the ground and the cooldown of Grand Skyjump is reduced to 20 seconds.
    • Upon jumping into the air, the maximum range indicator will be made visible to both allies and enemies - as with Rite of the Arcane.
  • Grand Skyfall
    • Active: Pantheon hurtles toward the ground at the target location within range, striking after 0.5 seconds and dealing 300 / 500 / 700 (+ 100% AP) magic damage to enemies within a 400-radius area and slow them by 30%. Pantheon is immune to crowd control during the drop.
    • Pantheon must complete the drop before he is able to cast his other abilities. Perhaps, like Hemoplague, there could also be a 0.5 second period where Pantheon is unable to activate specific abilities (namely Aegis of Zeonia). Visually, this could be animated to show Pantheon composing himself from the impact.
    • Sight/Drop Range: 250 (+ 150 / 250 / 350 units per 0.1 second of channeling)
    • Maximum Range: 2500 / 4000 / 5500

RammusSquare

Rammus

  • Emptylord Rammus Reimagined

    Artwork by UtopixArt, draw for a Polycount Art Contest

    General
    • Rammus is now an Ascendant of Shurima.
    • Original Rammus updated to resemble Guardion of the Sands Rammus, without the wings or horn.
    • Guardian of the Sands Rammus updated to use a darker color pallet and renamed Risen Rammus.
    • Traditional Rammus skin released - perhaps rebranded as Prehistoric Rammus.
  • Powerball (innate)
    • Innate: Rammus can initiate a channel by keeping the mouse button held whenever he issues a movement command. While channeling, Rammus' movement speed is rapidly increased over the next 3 seconds that is displayed as a bar onscreen. After the 3 seconds or releasing early after at least (1 / Attack Speed) seconds, Rammus will hurtle toward the cursor - his bonus movement speed decaying to 0 over X seconds. Rammus has a slow rotation speed while powerballing and will ricochet off terrain and structures, at the expense of speed. Rammus will lose all speed upon colliding with a champion or large unit.
    • Rammus deals 100% AD physical damage to enemies in a large area whenever he collides with a champion or large unit, or ricochets off terrain or a structure. Minions and monsters he passes over will take 50% AD physical damage and are flattened for 1 second.
  • Needle Barrage (Q)
    • Active: Rammus hurls a volley of spikes in an area about him, dealing 40 / 80 / 120 / 160 / 200 (+60% bonus AD) physical damage to surrounding enemies. Enemies hit will take 15% increased damage from Needle Barrage for 8 seconds, stacking up to 6 times.
  • Seismic Shell (W)
    • Active: Rammus curls the earth around him to form a barrier, mitigating the next 80 / 120 / 160 / 200 / 240 (+X% total armor) physical damage. If the shield is broken, Rammus will fire a Needle Barrage (no cost nor affects cooldown).
  • Tectonic Shift (E)
    • Passive: Powerball deals an additional 20 / 40 / 60 / 80 / 100 (+0 / 5 / 10 / 15 / 20 % AD) (+10% target's bonus health) physical damage to champions and large units he collides with, and will knock them back a short distance. The knockback will not affect the same target again for a short duration.
    • Active: Rammus erects a ramp at the target location, creating a tapered wall of terrain that is impassible to all except Rammus during Powerball. Powerballing into a ramp causes Rammus to take to the air, flying forward 550 (or based on speed) units. If Rammus lands on a champion or large units, in addition to Powerball's effect and damage, surrounding enemies are pulled inward and harshly slowed; if otherwise, Powerball is not interrupted. Rammus is immune to knockups while airborne and Powerball will ignore terrain and champion collision.
    • The ramp will linger for some time and Rammus can have up to 8, but can be destroyed by basic attacks.

Rek'SaiSquare

Rek'Sai

  • Stats
    • Attack speed growth increased to 4.5% from 2%.
    • Fury generation from abilities normalized to 5 per enemy damaged from 10 plus 2.5 per enemy beyond the first.
  • Fury of the Xer'Sai
    • Maximum healing per second changed to 1% of maximum health from 5 × level.
    • Maximum total healing changed to 5% of maximum health from 25 × level.
  • Queen's Wrath
    • Damage changed to 5 / 15 / 25 / 35 / 45 (+20 / 25 / 30 / 35 / 40 % AD) from 15 / 25 / 35 / 45 / 55 (+20% bonus AD).
  • Prey Seeker
    • Range reduced to 1300 from 1650.
    • Removed: Damage.
    • Removed: Sight icon Sight.
    • New Effect: Slows affected enemies by 30 / 35 / 40 / 45 / 50% for 2 seconds as well as causing Tremor Sense to track their location in realtime for the duration, even while stationary.
  • Burrow
    • Bonus movement speed removed.
    • Now shares the same cooldown as Unburrow.
  • Unburrow
    • Damage removed.
    • Maximum knockup duration increased to 1 / 1.25 / 1.5 / 1.75 / 2 seconds from 1 at all ranks.
  • Furious Bite
    • Base damage changed to 100% AD from 80 / 90 / 100 / 110 / 120%.
    • New Effect: Now applies on-hit effects.
    • Damage multiplier increased to 1 / 1.25 / 1.5 / 1.75 / 2% per Fury from 1% at all ranks.
      • Maximum damage increased to 200 / 225 / 250 / 275 / 300% AD from 160 / 180 / 200 / 220 / 240% AD.
    • No longer deals true damage at maximum Fury.
  • Tunnel
    • Cooldown reduced to 20 / 18 / 16 / 14 / 12 from 20 / 19.5 / 19 / 18.5 / 18.
    • Per-tunnel cooldown is now affected by cooldown reduction.
  • Void Rush
    • Removed: Passive attack speed.
    • New Effect: Passively increases Fury of the Xer'Sai's healing by 1% maximum health per rank, up to 2 / 3 / 4% maximum health per second.

RengarSquare

Rengar

by WillBachBakal
  • Stats
    • Base attack damage increased to 81 from 60.
    • Attack damage growth increased to 7 from 3.
    • Base attack speed reduced to 0.625 from 0.679.
    • Attack speed growth removed.
    • Movement speed increased to 355 from 345.
    • Now utilizes Fury instead of Ferocity, generating 10 Fury per basic attack and losing 10 Fury per second out of combat.
      • Empowered abilities consume 100 Fury.
    • Empowered abilities now share cooldowns with their basic versions.
  • Boneotooth Necklace
    • New Effect: Rengar gains 1 Trophy for Epic Monster takedowns.
    • New Effect: Rengar gains 1 additional Trophy per Bounty level removed on-kill.
    • New Effect: Enemies on a two-death spree are marked as Unworthy Kills and reward no trophies.
    • New Effect: Trophy bonuses are now purchased in the store at 10 Trophies a piece, instead of unlocked progressively.
    • Trophy bonuses reworked:
      • Murk Wolf Muzzle: Enemies leave tracks, which trail up to 4 seconds behind them. Tracks are only visible where Rengar has sight and are otherwise hidden by the fog of war and brush.
      • Herald's Mandible: Scoring a champion takedown grants 100 Fury and empowers Rengar with Unseen Predator for 1 second.
      • Wraith Shroud: Leaving brush grants Rengar stealth for 2 seconds. 10 second cooldown.
    • An additional trophy, the Kha'ZixSquare Head of Kha'Zix, is earned by completing The Hunt Is On.
      • Head of Kha'Zix: Unseen Predator empowered attacks deal 10 × level bonus physical damage.
  • Savagery
    • Cooldown changed to 5 seconds at all ranks from 6 / 5.5 / 5 / 4.5 / 4.
    • Revised Active: Rengar gains a stacking 40 / 55 / 70 / 85 / 100 % bonus attack speed for 2 seconds and his next attack, if against a champion or large monster, will mark them as Prey for 2 seconds. Basic attacks against Prey refresh the duration of the attack speed and Prey debuff. The bonus attack speed stacks up to the cap. Only one target can be marked as Prey at any one time. Changing target will not reset the current bonus.
    • Revised Empowerment: Rengar's next attack deals 25% of the target's missing health as bonus physical damage.
  • Battle Roar
    • Cooldown reduced to 10 seconds from 12.
    • Revised Active: Rengar gains invulnerability for 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds.
    • New Passive: Rengar stores 50% of the damage he took in the past 4 seconds as grey health. 50% of the damage mitigated by Battle Roar is also stored.
    • Revised Empowerment: Rengar restores health equal to his grey health.
  • Bola Strike
    • Cooldown reduced to 5 seconds from 10.
    • Removed: Damage.
    • Slow duration reduced to 1 second from 2.5.
    • Slow strength changed to a consistent 30 / 40 / 50 / 60 / 70 % from a decaying 60 / 65 / 70 / 75 / 80%.
    • Root duration reduced to 1 second from 1.75.
    • During the empowered effect, the slow is now queued until after the root.
  • Thrill of the Hunt
    • Removed: Extended delay due to taking damage.
    • New Effect: Rengar will be revealed for 1.5 seconds if he takes damage.
    • Vision grants by Thrill of the Hunt changed to Sight icon sight from True Sight icon true sight.
    • Duration changed to 10 seconds from 7 / 12 (based on Trophies).
    • Bonus movement speed changed to 20 / 35 / 50 % (based on rank) from 15 / 30% (based on Trophies).
    • Removed: Resource generation and bonus movement speed upon exiting Thrill of the Hunt.
    • Removed: Enemies are no longer alerted when Rengar is nearby.
    • New Effect: Thrill of the Hunt's activation sound can now be heard globally.

RivenSquare

Riven

Die in a fire. As much as I dislike Riven, the recent change to Wind Slash is so ugly...
― Emptylord
  • General
    • Now uses Energy.
    • Animation cancelling removed.
  • Runic Blade
    • Empowered attacks now restore 35 energy.
  • Broken Wings
    • Costs 60 energy per cast.
    • Broken Wings now uses YasuoSquare Yasuo's Steel Tempest mechanic.
      • Cooldown reduced to 4 from 13 seconds.
      • No longer has multiple casts.
      • Damaging an enemy with Broken Wings will empower the next cast of Broken Wings within the next 10 seconds. The third cast in the chain is empowered.
    • The damage is now shared among all enemies hit, with a minimum of 40% damage.
  • Ki Burst
    • Costs 60 energy.
  • Valor
    • Costs 60 energy.
    • The shield now only mitigates physical damage.
  • Wind Slash
    • Missile speed reverted to 2200 from 1600.
    • Missile speed now decelerates as it hits enemies.

RumbleSquare

Rumble

RyzeSquare

Ryze

Having played a fair few games with new Ryze, I often found myself... not really giving a crap about his ultimate. I would activate it to reduce my other cooldowns, but the effect itself was forgettable. Willbachbakal proposed an awesome alternative and I reworked the passive.
― Emptylord
  • Spell Flux
    • New Effect: Spell Flux will now restore mana equal to 16 / 22 / 28 / 34 / 40 (+1% maximum mana) if it bounces to Ryze. Ryze will be prioritized over other targets.
  • Desperate Power
    • New Passive: Ryze passively gains 10 / 20 / 30% cooldown reduction. Additionally, Arcane Mastery now grants Ryze 15 / 20 / 25% spell vamp and 80 movement speed, and the duration has been increased to 4 / 5 / 6 seconds.
    • New Active: Ryze places an arcane charge on the target enemy champion that stores 100% of the mana Ryze expends on the them for the next 4 seconds. After 4 seconds, the charge explodes dealing 150 / 200 / 250 (+stored mana) magic damage to all enemies within a 185-radius area.

This was my answer to Ryze prior to his rework, but I honestly feel like his rework flopped. He's still just as hard to balance and just as obnoxious when ahead: he's just less likely to get ahead when played badly now. My intent was to retain his "spellslinger" core while also having an interesting interaction with mana, which I felt were his core identifying features. His new Arcane Strike (Q) is now as spammable as a basic attack and his mana functions like energy, with mana items increasing his uptime and mana regen reducing his down time (not quite the literal mana scalings I'm sure most people are attached to, but I felt that Ryze's current itemization of "all I need is more mana than they have health (spam) but also the more mana I have the less effective health they also have (burst)" is just bad (sorry).
― Emptylord
  • General
    • Base mana increased to 400 from 250.
    • Mana per level reduced to 0 from 55.
    • Base MP/5 increased to 40 from 7.
    • MP/5 reduced to 0 from 0.6.
  • 20px Arcane Mastery
    • Revised Passive: Ryze does not gain mana or mana regeneration per level. Instead, Ryze's base mana and mana regeneration are exceptional.
  • Overload removed.
  • Arcane Strike (new Q)
    • Active: After channeling for 2 seconds, Ryze throws a charge of pure energy forward in a line that deals 35 / 45 / 55 / 65 / 75 (+35% AP) magic damage to the first enemy it hits. Ryze can move while channelling albeit at reduced movement speed and the channel time is reduced by 2% for every 1% of Ryze's cooldown reduction. If Arcane Strike hits an enemy, Ryze gains a stack of Overload for 4 seconds (up to 4 stacks). Arcane Strike deals 50% more damage and costs 100% more mana for every stack of Overload. The stack would be represented as with the live Arcane Mastery's visual effects.
    • Maximum damage of 105 / 135 / 165 / 195 / 225 (+105% AP) implemented.
    • Cost: Template:Texttip / Template:Texttip / Template:Texttip / Template:Texttip / Template:Texttip mana
    • Cooldown: 0 seconds
    • Range: 1150
  • Rune Prison removed.
  • Arcane Surge (new W)
    • Active: Ryze unleashes a shockwave that deals 35 / 45 / 55 / 65 / 75 (+35% AP) magic damage to all enemies in the surrounding area. Arcane Surge deals 50% more damage for every stack of Overload. If Arcane Surge damages an enemy, the current timer of Overload is refreshed.
    • Cost: 50 mana
    • Cooldown: 4 seconds
  • Spell Flux (E)
    • New Active: Ryze fires a homing bolt of arcane energy at the nearest enemy, dealing 35 / 45 / 55 / 65 / 75 (+35% AP) magic damage. Ryze will unleash an additional bolt for every stack of Overload. Enemies can only be targeted by a single bolt. Spell Flux deals 50% more damage for every stack of Overload and consumes all current stacks.

  • Desperate Power (new R)
    • No longer grants passive cooldown reduction.
    • No longer grants bonus movement speed.
    • No longer adds splash damage to each of Ryze's abilities.
      • Arcane Strike continues to deal 50% splash damage over a 200-radius area.
      • New Effect: Arcane Strike also doesn't apply a self-slow for the duration.
      • New Effect: Arcane Surge now slows surrounding enemies by 5% and grants Ryze 5% bonus movement speed, with both effects stacking up to 5 times.
      • New Effect: Spell Flux now fires three barrages of bolts, one after the other. Each barrage can target an enemy previously damage, but it still prefers to select unique across all three instances.
    • Cooldown flattened at 60 seconds from 70 / 60 / 50 seconds.
    • Duration increased to 10 at all ranks seconds from 5 / 6 / 7.
    • Kills and assists will extend the duration by 4 seconds.
    • 「 Click to reveal a possible addition to the effect, based on Ryze as of V5.8. 」「 New Effect: Desperate Power can only be activated while at 4 stacks of Overload and will consume the stacks, granting Ryze a shield equal to 150 / 225 / 300 (+10% maximum mana). This is in addition to the above effects. 」

  • Desperate Power (R)
    • New Active: Ryze places an arcane charge on the target enemy champion that stores 100% of the mana Ryze expends on the them for the next 4 seconds. After 4 seconds, the charge explodes dealing 150 / 200 / 250 (+stored mana) magic damage to all enemies within a 185-radius area.

SejuaniSquare

Sejuani

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

ShacoSquare

Shaco

The below is a complete rework. Shaco has been reclassified as a Duelist / Rogue. Compared to other Duelists who have to adopt an assassin playstyle or boycott large fights entirely, Shaco's kit affords him relative safety on the front line. His damage-output and area of effect presence continually ramps up unless enemies specifically spare resources to deal with him, which is tied into his damage-mitigation mechanic (that is a staple of duelists).
― Emptylord
  • Hallucinate
    • Innate: Every third consecutive attack against the same target will summon a hallucination of Shaco that continues to attack his target. Hallucinations from any source will be dismissed instantly if they take damage from an enemy champion (excluding splash damage and applied damage over times) or turret, or if Shaco goes more than 3.5 seconds without personally damaging them. Each additional Shaco/Hallucination attacking an individual target will deal 50% less damage than the last, up to 200% damage from ∞ Shacos.
      • Hallucinations summoned by Hallucinate will disappear in a poof once their target has died.
      • Shaco and his hallucination will appear in a puff of smoke that conceals which Shaco is the original, with which side Shaco appearing on being decided at random.
  • Deceive
    • Active: Shaco blinks to the target location and arrives with a hallucination. This hallucination will follow Shaco around and attack whom he attacks, similar to EliseSquare Elise's Spiderlings.
    • Ideally, I would like the AI of this hallucination to allow it to walk side-by-side with Shaco - perhaps even fully controllable by the summoner, but obeying the same inputs (so if you click somewhere, both the clone and the real Shaco will path toward it - but will potentially take different paths, within reason).
  • Surprise!
    • Active: Shaco has all hallucinations in an area under his cursor explode in a fanfare of horrors, dealing magic damage to surrounding enemies and causing them to flee for a few seconds. Each additional explosion versus an individual enemy deals 50% less damage than the last.
  • Flying Daggers
    • Active: Shaco has all his hallucinations and disguised allies hurl a dagger toward the target location, as well as throwing one himself, dealing physical damage to enemies hit. Each additional dagger beyond versus an individual target will deal 50% less damage than the last.
  • Hall of Mirrors
    • Active: Shaco throws down a smoke bomb that obscures enemy vision (fog of war) for 0.75 seconds, disguising all allied champions touched to resemble Shaco and gain Hallucinate for up to 3.5 / 5 / 6.5 seconds. The disguise is removed if the champion takes 2 / 3 / 4 sources of damage from a champion (excluding splash damage and applied damage over times) or turret. Enemies within the smoke are Nearsight icon isolated, too.
      • Ranged Disguises will hurl their dagger on each attack.
      • Due to the relative lack of animations within his own abilities, Shaco will instead have a relatively large amount of animation support for his Mirror Images - dashes, channelled spells, empowered attacks, etc.
      • Hallucinations spawned by disguises will be a copy of Shaco, not the disguised champion. Hallucinations will ignore Shaco's de-spawn conditions so long as their ally is disguised (i.e. if he's out of combat, the hallucinations won't instantly despawn).

ShyvanaSquare

Shyvana

  • Burnout
    • Bonus on-hit damage while Burnout is active is removed.
    • Burnout will now trigger Kindling's bonus damage.
  • Flame Breath
    • New Effect: The debuff will now spread to surrounding enemies whenever a marked enemy dies. Debuff named "Kindling".
  • Dragon's Descent
    • Shyvana is now immune to crowd control during the dash.
    • New Effect: While active, Shyvana gains the ability to cast Ferocious Pursuit.
  • Ferocious Pursuit
    • Active: Shyvana lungs forward a short distance, consuming 10% of her current Fury.
    • Cooldown: 5 seconds

SionSquare

Sion

  • Glory in Death
    • New Effect: Sion can now activate summoner spells.
    • New Effect: Sion is restored to full health, the rate of decay is reset and Death Surge's cooldown is refreshed whenever a champion or structure dies that he has damaged in the last 3.5 seconds.
  • Decimating Smash
    • Disabling Sion during the channel will cause the ability to go off early rather than cancelling the ability.
      • The ability will go on full cooldown.
      • An interrupted Decimating Smash will not knockup, regardless of how long it was charged.
  • Roar of the Slayer
    • Now scales with (+50% bonus AD).

SivirSquare

Sivir

  • Ricochet
    • Critical strikes will now increase Ricochet's damage to secondary targets to 120 / 130 / 140 / 150 / 160 % AD.

SkarnerSquare

Skarner

By Willbachbakal.
  • Crystal Spires
    • Spire's influence substantially increased to cover enter segments of the map. On Summoner's Rift, this is the four jungle quadrants including their adjacent lanes up to the outermost turret (overlapping for mid lane) as well as the two river halves that extend into the neutral areas of mid lane (overlapping) and the respective top and bottom lanes.
      • The combination of all spires should now control the entirety of the map, minus the bases.
    • Sight duration increased to continuous from 1.5 seconds on capture.
    • Lock duration increased to 30 seconds from 15.
    • New Effect: Spires now automatically return to being neutral after 90 seconds.
    • Removed: Gold upon capture.
    • Removed: Bonus attack speed.
    • Bonus movement speed changed to 74 + (7 × level) from 70 - 120 (based on level).
    • New Effect: If Skarner stands still and takes no action for 3.5 seconds while within an allied Crystal Zone, he will burrow into the ground and begin restoring 5% maximum health and 5% maximum ana per second. This effect will be broken if Skarner performs any action, enters combat or his team loses control of the Crystal Zone.
    • Removed: Gaining the Crystal Spire bonuses for stunning/suppressing enemies.
  • Crystal Slash (removed)
  • Crystal Venom (Q)
    • Passive: Skarner's basic attacks and damaging abilities mark enemies they hit with Crystal Venom, which Stun icon stuns them for 1 second after a 4-second delay. Skarner's basic attacks against envenomed targets reverberate, dealing 30 / 35 / 40 / 45 / 50 % AD bonus physical damage (on-hit) and in an area around them. The area damage will apply Crystal Venom. Envenomed enemies hit by the reverberation will also reverberate, which is determined by pre-existing Crystal Venom. The damage areas do not stack. Once stunned, enemies cannot be envenomed again for 10 / 9 / 8 / 7 / 6 seconds, which is affected by cooldown reduction.
  • Crystalline Exoskeleton
    • Cooldown increased to 15 seconds from 13 / 12.5 / 12 / 11.5 / 11.
    • Shield duration reduced to 4 seconds from 6.
    • Shield strength changes to 12 / 14 / 16 / 18 / 20 % maximum health from 10 / 11 / 12 / 13 / 14 % maximum health (+80% AP).
    • Bonus movement speed removed.
    • New Effect: While the shield holds, Skarner resists all crowd control effects and stores the greatest Root icon root, Stun icon stun and Slow icon slow duration that he resists, as well as the stacked strength of all slows. Suppression, Airborne and Forced Action crowd control effects will be tracked as Stuns. When the shield breaks, Skarner will be stunned, roots and stunned based on the stored values.
  • Fracture
    • Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 14 / 13.5 / 13 / 12.5 / 12.
    • Removed: Projectile slowing down as it hits enemies.
    • Slow duration reduced to 2 seconds from 2.5.
    • Damage changed to 20 / 40 / 60 / 80 / 100 (+100% AD) physical damage from 40 / 65 / 90 / 115 / 160 (+20% AP) magic damage.
    • Removed: Marks enemies hit. Will trigger Crystal Venom.
    • Removed: Cooldown reduction on crystallizing enemies.
  • Impale
    • Initial damage changed to 50 / 125 / 200 (+100% AD) physical from 20 / 60 / 100 (+60% AD) (+50% AP) mixed damage.
    • Removed: Secondary damage.
    • Now instantly Stun icon stuns the target for 2 seconds instead of Root icon rooting them for 0.25 seconds then Incorrect switch for cctip. Please see here for help. [[w:c:leagueoflegends:Incorrect switch for cctip. Please see here for help.|suppression]] them for 1.75 seconds.
    • Skarner can now attack Impale's target.

SonaSquare

Sona

  • Power Chord renamed Rising Crescendo
    • Revised Innate: Sona primes a key whenever she casts one of her basic abilities and can have up to 2 / 3 / 4 / 5 primed at any one time. Activating an ability while at the cap will replace the oldest. Sona's basic attacks will consume all active keys for various empowerments.
    • Key of Valor: Sona's next basic attack deals 10-100 (+10% AP) bonus magic damage per Key of Valor.
    • Key of Perseverance: Sona's next basic attack reduces the target's damage by 5% (+1% per 100 AP) for 3 seconds per Key of Perseverance.
    • Key of Celerity: Sona's next basic attack slows the target's movement speed by 10% (+2% per 100 AP) for 3 seconds per Key of Celerity.
    • Sona's current keys will be displayed as wisps that orbit her model.
  • Hymn of Valor
    • Homing bolts range reduced to 700 from 850.
    • Triggering the bonus damage now create more of a fanfare (sounds and visual effects).
    • Revised Active: Sona strums a violent chord, sending homing bolts toward all enemies in an 235-radius area that is centered on the nearest enemy to her cursor. If no enemy is near to Sona's cursor, Hymn of Valor will center on the lowest health enemy in range.
  • Aria of Perseverance
    • Aura shield changed to 10% of the target's maximum health (+2.5% per 100 AP) from 40 / 60 / 80 / 100 / 120 (+20% AP).
  • Song of Celerity
    • Active bonus movement speed now affects Sona and her allies.
    • Active bonus movement speed changed to 10 / 15 / 20 / 25 / 30 % from 4 / 6 / 8 / 10 / 12% (+ 2% per 100 AP).
    • Active bonus movement speed is now modified to 0% (+15% per 100 AP) over its duration.
    • Aura no longer grants bonus movement speed.
    • New Effect: Sona and allies tagged by the aura are cleansed of slowing effects and becoming immune to them for 3 seconds.
  • Crescendo renamed Fortissimo.
    • Passive removed.

SwainSquare

Swain

  • Carrion Renewal
    • New Innate: Whenever an enemy unit near Swain dies, Beatrice will feast from its corpse restoring 5% of Swain's maximum mana over 3 seconds. This is tripled on champion corpses. Beatrice can only feast from one corpse at a time, but will switch targets if a champion dies while feasting on a minion.
  • Ravenous Flock
    • Will now only restore health when the birds successfully return.
    • Swain's basic attacks, Decrepify and Torment during Ravenous Flock will mark enemy champions as targets.
    • New targeting priorities:
      • Marked enemy champions.
      • Low health targets, prioritizing minions over champions.

SyndraSquare

Syndra

  • Transcendent
    • New Passive: Syndra's dark spheres increase in power as she levels-up, causing enemies to take an additional 25 + (5 * level) magic damage whenever they are struck by one. This bonus damage can be triggered by any of Syndra's abilities.
  • Dark Sphere
    • Damage changed to 35 / 65 / 95 / 115 / 155 (+70% AP)(+Transcendent) from 70 / 110 / 150 / 190 / 230 (+60% AP)
    • Sphere duration increased to 7 seconds from 6 seconds. (This is not enough to affect the maximum potential number of spheres on Unleashed Power).
    • Mana cost flattened to 50 at all ranks from 40 / 50 / 60 / 70 / 80.
  • Force of Will
    • Damage reduced to 40 / 75 / 110 / 145 / 180 from 80 / 120 / 160 / 200 / 240.
      • The damage can be increased by Transcendent.
    • Slow duration increased to 2 seconds.
  • Scatter the Weak
    • Damaged reduced to 45 / 85 / 125 / 165 / 205 from 70 / 115 / 160 / 205 / 250.
      • The damage can be increased by Transcendent.
  • Unleashed Power
    • Damage per sphere lowered to 35 / 55 / 75 (+Transcendent) from 90 / 135 / 180.
    • Range increased to 750 from 675.

Tahm KenchSquare

Tahm Kench

  • An Acquired Taste
    • Revised Active: Tahm Kench's basic attacks and damaging abilities deal 10 (+ 2% bonus health) bonus magic damage. An Acquired Taste stacks up to 3 times on enemy champions. Against enemies with three stacks, Tongue Lash and Devour gain additional effects.
  • Tongue Lash (Q)
    • New Effect: Automatically devours enemy minions and valid monsters hit, granting Tahm Kench the ability to cast Wriggling Spittle for 5 seconds.
  • Wriggling Spittle (Q2)
    • Tahm Kench spits forth the swallowed unit that stops upon hitting an enemy or terrain, dealing 100 / 150 / 200 / 250 / 300 (+ 60% AP) magic damage to all enemies around them before taking 500 / 600 / 700 / 800 / 900 (+ 60% AP) damage themselves. Tahm Kench will drop the unit to the floor without dealing damage if he does not activate Wriggling Spittle.
    • Range: 650
  • Abyssal Voyage (now W)
    • Passive removed.
    • New Passive: Tahm Kench learns the terrain as he moves around the map. Abyssal Voyage can only target learned locations, which will be highlighted when you hover over the ability or while using Casting Guides. 550 units around his current location is continuously added to the learned area.
    • Maximum range modified to 1500 + (250 × level) from 4000 / 5000 / 6000.
    • Cooldown reduced to 60 / 55 / 50 / 45 / 40 seconds from 120 / 110 / 100 seconds.
  • Thick Skin (E)
    • Timer to begin healing increased to 4 seconds from 2.5.
  • Devour (now R)
    • Removed: Targeting minions and monsters.
    • New Effect: Consuming an enemy champion reduces the cooldown of Devour by 40%.
    • Reduced movement speed while he has an enemy champion in his belly changed to 85% of his base movement speed from 95% of his total movement speed.
    • Crowd control type changed to Stasis icon stasis from Suppression icon suppression, granting them invulnerability as well as reducing the list of counters.
    • Duration flattened to 4 seconds from 4 / 4.5 / 5 / 5.5 / 6. Duration is still half for enemies.
    • Cost increased to 100 mana from 90.
    • Cooldown increased to 120 / 100 / 80 seconds from 14 / 13 / 12 / 11 / 10.
  • Regurgitate (now R2)
    • Base damage adjusted to 15 / 17.5 / 20 % from 20 / 23 / 26 / 29 / 32 %.
    • AP ratio reduced to 1% per 100 AP from 2% per 100 AP.
    • New Effect: Moving will rapidly ramp up the damage by up to 100% over the duration. Consequently, crowd control effects will prevent Tahm Kench from moving and thus soften the damage to enemies.

TalonSquare

Talon

  • Mercy
    • Damage changed to (15% AD) from 10% bonus damage.
    • Talon will now see a dagger above applicable enemies.
  • Cutthroat
    • Damage amplification removed.
    • New Effect: Cutthroat's cooldown is now reduced to 2 seconds when cast on an enemy with impaired movement. Enemies marked for Mercy.

TaricSquare

Taric

WIP
  • Shatter (innate)
    • Innate: Every 14 - {{{ 19 }}} (based on level) seconds, Taric's next basic attack smashes his target with his shield, dealing 25 - 215 bonus physical damage and marking them as Fragile for 4 seconds. The next 4 basic attacks against a Fragile target deals (+5% target's maximum health) bonus physical damage and grants Taric a stack of Fervor.
  • Dazzling Assault (Q)
    • Active: Taric charges forward 650 units. If Taric hits an enemy, he deals physical damage, marks them as Fragile and kicks off them, Airborne icon knocking them back 300 units while bounding 300 units away. If cast during Runeguard, Dazzling Assault will pass through and damage all enemies in a line - but will not apply Fragile or a knockback.
  • Runeguard (W)
    • Active: Taric raises his shield. For the next 4 seconds, Taric intercepts incoming attacks while reducing and splashing 30% (+10% per 100 armor) of the basic attack damage taken to enemies in a cone before him.
  • Imbue (E)
    • Self-cast heals are now empowered by 10% per stack of Fervor from 40% outright.
  • Radiance (R)
    • Active: Taric slams the ground, dealing physical damage to surrounding enemies and knocking them back. For the next 8 seconds, plus 2 seconds for each enemy champion struck by the active, Taric grants 10 / 20 / 30 (+1% bonus health) attack damage and ability power to nearby allies.

TeemoSquare

Teemo

  • General
    • Omega Squad Teemo's critical strike animation will now use Blinding Dart's current knife animation.
  • Trailblazer (I)
    • New Innate: Teemo leaves a trail of sight in his wake that lingers for 3.25 seconds. If Teemo stands still and takes no action for 2 seconds, he enters stealth that lasts until he moves. While in stealth, Teemo's sight is unobstructed by terrain.
    • New idle animations while stealthed: classic Teemo will pull out one of his maps; Panda Teemo will crack a map out of a fortune cookie; Super Teemo will turn on his X-Ray vision; Astronaut Teemo will turn on his radar; etc.
  • Blinding Powder (Q)
    • Active: Teemo hurls a satchel of blinding power at the target location, dealing 70 / 105 / 140 / 175 / 210 (+55% AP) magic damage and Nearsight icon blinding all enemies hit.
  • Swift Scout (W)
    • Passive: Teemo gains up to 30 / 40 / 50 / 60 / 70 bonus movement speed based on the amount of time since his last attack, reaching the full bonus after 3 seconds.
    • Active: Teemo gains 20 / 30 / 40 / 50 / 60 % bonus attack speed for 5 seconds.
  • Toxic Darts (E)
    • Passive: Teemo's basic attacks and damaging abilities deal a bonus 15 + (2 * level) (+5% AP) bonus magic damage over 4 seconds. When reapplied, the duration is refreshed and any remaining damage is carried across. The debuff will list the current damage per second.
    • Active: Teemo unleashes a thin volley of darts in a cone before him, each dealing 40 / 50 / 60 / 70 / 80 (+40% AP) magic damage to the first enemy they hit. Each dart will only hit one enemy, and each enemy will only be hit by one dart.
  • Noxious Bloom (R)
    • Active: Teemo scatters seeds over the target 1000-radius area within 900 range that blossom after a brief delay into a large expanse of noxious traps. Each trap deals 50 / 100 / 150 (+30% AP) magic damage and slows the first enemy to step on them for 1 second. Noxious traps last for 18 seconds. A huge Hexplosive Minefield, basically.

ThreshSquare

Thresh

  • Damnation
    • Chance for small minions and monsters to drop a soul increased to 33 / 50 / 66 % from 33% at all levels.
    • Thresh will start the game with 1 Soul when LucianSquare Lucian is on the opposing team.

TristanaSquare

Tristana

  • Explosive Charge
    • No longer deals area of effect damage whenever Tristana kills a unit.
    • New Passive: Tristana's critical strikes deal 60 / 70 / 80 / 90 / 100% AD physical damage to enemies within 185-units of her target, decaying down to 10 / 20 / 30 / 40 / 50 % AD physical damage to enemies within 185 and 385 units of her target.

TrundleSquare

Trundle

  • King's Tribute
    • Healing now utilizes a projectile/animation, identical to the Healing Rune on large monsters. The brightness of the projectile scales with the amount of health restored (factoring increased healing effects). The healing is now slightly delayed due to this change, as the healing only occurs when the projectile arrives.
    • Healing flattened to 5% at all levels from 2 / 3 / 4 / 5 / 6 % based on level.
  • Chomp
    • AD ratio flattened to 100% at all ranks from 80 / 90 / 100 / 110 / 120 %.
    • Now scales with (+10% target's bonus health).
    • Attack damage reduction changed to 10% of the target's attack damage from 10 / 12.5 / 15 / 17.5 / 20.
    • Attack damage buff changed to 10% of the target's attack damage from 20 / 25 / 30 / 35 / 40.
    • There is a minimum reduction/buff of 10 / 15 / 20 / 25 / 30.

Twisted FateSquare

Twisted Fate

  • Sleight of Hand (new Q)
    • Passive: 「 Twisted Fate will expend his current Sleight of Hand stacks whenever an enemy champion attacks him to mitigate some of the damage; 33.33 % reduction per stack. 」「 Enemy champions can attack Twisted Fate to remove his Sleight of Hand stacks, but Twisted Fate will take 33.33 % reduced damage from the attack per stack of Sleight of Hand he had. 」 Whichever wording makes the ability sound rewarding for Twisted Fate.
    • Active: Twisted Fate will attack twice on his next basic attack and generate a stack of Sleight of Hand, which stacks up to 3 times. The second attack deals 20 / 25 / 30 / 35 / 40 % of Twisted Fate's attack damage per stack of Sleight of Hand and applies on-hit effect, but cannot critically strike. The stack is generated on-attack and the damage is calculated on-hit.
    • Cooldown: 4 seconds
  • Wild Card (new W)
    • Active: Twisted Fate hurls a face-down card forward in a line that reveals itself upon hitting an enemy, dealing 40 / 60 / 80 / 100 / 120 (+100% AD)(+50% AP) magic damage to all enemies within a 100 radius area. Wild Card applies a different effect depending on the number of enemy champions who would be hit.
      • No Champions: Twisted Fate reveals a Blue Card and refunds the cost of Wild Cards (+3% maximum mana).
      • Single Champion: Twisted Fate reveals a Gold Card and stuns enemies hit for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
      • Multiple Champions: Twisted Fate reveals a Red Card and slows enemies hit by 50% for 2.5 seconds.
    • Cooldown: 14 / 12 / 10 / 8 / 6 seconds
  • Stacked Deck / Fold (new E)
    • Passive: Twisted Fate's basic attacks deal 10 / 20 / 30 / 40 / 50 (+10% AP) bonus magic damage on-hit. 「 Consecutive attacks against the same target within 3.5 seconds stack the damage up to 4 times. Attacking a new target will reset the stacks. 」「 Consecutive attacks within a 3.5 second period stack the damage up to 4 times. 」 Runaan's Hurricane does not interact with Stacked Deck.
    • Active: While Twisted Fate has 4 stacks of Stacked Deck, he can activate Fold to blink 400 units in the target location at the expense of Stacked Deck. Fold will dodge 「 any incoming targeted effects from his attack target 」「 any incoming targeted effects 」, redirecting them to the location his just left. Ace in the Hole does not count as incoming until the projectile has left her gun.
    • No cooldown.
  • Destiny renamed Gamble.
  • Gate renamed All In.

TwitchSquare

Twitch

  • Deadly Venom
    • Damage changed to 4% AD at all levels from 2 / 3 / 4 / 5 / 6 based on level.
  • Contaminate
    • New Passive: Twitch's critical strikes, unit kills and champion takedowns spread 1 / 2 / 3 / 4 / 5 Deadly Venom stacks to all enemies within 185-radius of his target.

UdyrSquare

Udyr

I don't think I will ever be convinced that Spirit Guard Udyr isn't just a visual upgrade that Riot decided to cash-in on. Even if it didn't start out that way - I don't want to believe no-one took a step back and went "Umm, guys...". It's an amazing skin - but everything about it is just "Udyr 2.0", and even the lore is just a continuation (and integrates with Ao ShinSquare other champions).
― Emptylord
  • Visual Upgrade
    • Original, Black Belt, Primal and Definitely Not are updated to use Spirit Guard Udyr's model, animations and sounds.
      • Classic Udyr and Black Belt Udyr would only feature minor outfit changes compared to Spirit Guard Udyr.
    • Players who purchased UdyrSquare.png Spirit Guard Udyr are refunded the RP spent.
    • UdyrSquare.png Spirit Guard Udyr is repriced at 1350 RP (outfit difference and rank-5 evolutions are what you're paying for).
First and foremost, I don't think there's a fair way for him to use mana - either he'll have enough or he won't. As such, I'm givign him Energy. This allows him a consistent up-time in fights without "exhaustion" being permanent. For thematic purposes, energy is reserved for ninjas and monks - so it fits perfectly. Udyr currently lacks a "refund", which all other energy champions have - but this is intentional, since I opt'd instead to have reduced costs if you re-enter the active stance.
― Emptylord
  • General
    • Udyr now uses energy. It costs 60 energy to enter a new stance, or 35 energy to re-enter the current stance.
    • WIP: The rank-up incentives for rank-4 and rank-5 are greater than the ranks-1 to 3. This is to create a stronger incentive for picking which abilities to maximize, rather than there being no real deficit for forsaking an ability. I have used the FlipText feature swap between the linear and non-linear versions.
For his kit - I'm taking advice from GnarSquare Gnar and JinxSquare Jinx's development and balance philosophy. Each of Udyr's stances should feel different when using them - so I've toyed with his base stats and the stats granted by his stances (being the bear you should feel fast; while being the tiger you should feel ferocious). I've then overhauled his activation and persistent effects such that each of his abilities has an strong incentive to stay in that stance (playing up on the each stance feels different) as well as an umph for activating it (again, being the bear you should feel fast; while being the tiger you should feel ferocious). Turtle Stance's persistent effect is presently the weakest appeal, in my opinion, so I'm open for feedback. On Bear and Phoenix I also gave Udyr some reach.
― Emptylord
  • Stats
    • Attack speed growth lowered to 2% from 2.67%.
  • Monkey's Agility
    • Udyr's base stats are modified based on his current stance.
  • Tiger Stance renamed Tiger's Fury
    • Monkey's Agility: Grants +4% attack speed growth (0-68%).
    • Revised Activation Effect: Udyr gains 「 20 / 25 / 30 / 35 / 40 」「 20 / 25 / 30 / 40 / 60 」 % bonus attack speed for 5 seconds.
    • Revised Persistent Effect: On every third attack, Udyr calls upon his Tiger Spirit to rend his target - dealing 「 30 / 80 / 120 / 180 / 230 」「 20 / 40 / 60 / 100 / 180 」 (+ 120 % AD) bonus physical damage over 2 seconds. This is primed for the first attack.
  • Turtle Stance renamed Turtle's Guard
    • Monkey's Agility: Grants +2 armor/magic resist growth (0-34).
    • Activation Effect: Udyr surrounds himself in a barrier that mitigates the next 「 60 / 100 / 140 / 180 / 220 」「 60 / 100 / 140 / 200 / 280 」 (+10% bonus health) damage within the next 5 seconds.
    • Persistent Effect: Whenever Udyr is attacked by an enemy champion or neutral monster, he calls upon his Turtle Spirit to aid in a counter-offensive - dealing 「 10 / 15 / 20 / 25 / 30% AD 」「 10 / 15 / 20 / 30 / 50% AD 」 bonus damage on his next attack against his attacker within the next 1.5 seconds. Turtle Stance has no internal cooldown and has a per-target indicator.
  • Bear Stance renamed Bear's Might
    • Monkey's Agility: Grants 14 + (2 ×  level) bonus movement speed (16-40).
    • Revised Activation Effect: Udyr calls upon his Bear Spirit to aid in his next attack, granting him 650 attack range and causing his next attack to lunge at his target, dealing (+120% AD) physical damage and briefly knocking them back. The empowered attack will not carry over if Udyr switches stance.
    • Revised Persistent Effect: Udyr gains between 5% and 「 15 / 20 / 25 / 30 / 35 % 」「 10 / 15 / 20 / 30 / 50% 」 bonus movement speed based on the amount of time since his last attack. The timer starts upon entering Bear Stance and takes 5 seconds to fully charge. Activating Bear Stance primes a 5 second duration that will persist even if Udyr changes stance.
  • Phoenix Stance renamed Phoenix's Resolve
    • Monkey's Agility: Grants +3 health regeneration growth (0-51).
    • Activation Effect: Udyr's basic attacks for the next 5 seconds restore 「 10 / 15 / 20 / 25 / 30 」「 10 / 15 / 20 / 30 / 50 」 (+10% AP) health.
    • Persistent Effect: Udyr's basic attacks call upon his Phoenix Spirit to scorch enemies in a conic wave at frequent intervals: dealing 「 20 / 35 / 50 / 65 / 80 」「 20 / 30 / 40 / 55 / 85 」 (+ 20% bonus AD) magic damage. Consecutive attacks generate stacks that increase the rate of damage by 50% for 1.5 seconds, up to 150%, for an interval of 1 / 0.66 / 0.5 / 0.4. The stacks fall off one at a time and the Phoenix Spirit will continue to scorch enemies until all stacks have dropped off (i.e. after Udyr stops attacking).

VarusSquare

Varus

This rework is largely inspired by Willbachbakal, aside from changes to Chain of Corruption - which I added to make the ability more distinct from SejuaniSquare Sejuani's Glacial Prison (i.e. persistent zoning, rather than the "don't be grouped-up when it's thrown" playstyle that is the realistic-scenario of the ability). I am tempted to tweak Parting Shot into an ability that can be detonated early - with the desire for players to fire it wide and then explode people in specific directions.
― Emptylord
  • Blighted Quiver
    • Moved to [Innate] from [W].
    • On-hit damage removed.
    • Detonation damage adjusted to 2 / 3 / 4 / 5 % based on level from 2 / 2.75 / 3.5 / 4.25 / 5 % based on rank.
    • Tooltip updated to clarify it's when Varus deals damage with an ability and not hitting an ability.
  • Piercing Arrow
    • New Effect: The time to fully channel is now reduced by 0.33% for every 1% of Varus' attack speed down to a minimum of 1 second. Change by Willbachbakal.
  • Parting Shot (new W)
    • Passive: Parting Shot's cooldown is reduced by 1 second for every Blight stack he detonates on an enemy champion.
    • Active: Varus fires an arrow in a narrow line that sticks to the first enemy it hits. After a 0.625 second delay, the arrow explodes dealing physical damage to all enemies within a 200-radius area. Blighted Quiver stacks will be triggered on the detonation rather than the impact.
  • Hail of Arrows
    • Duration reduced to 3 seconds from 4 seconds.
    • No longer applies Grievous Wounds icon Grievous Wounds.
    • New Effect: Varus now gains sight of the area.
    • New Effect: Varus can now attack targets within the area regardless of range.
    • New Effect: Damage is now dealt after the 3 seconds instead of on impact. Varus can reactivate the ability to detonate it early. Blighted Quiver is triggered on detonation.
  • Chain of Corruption
    • Range is now calculated from edge-to-edge instead of from centre-to-centre.
    • Hitting a target with Chain of Corruption will now summon a number of Creeping Tendrils for 2 seconds. If an enemy comes within 550 units of a Creeping Tendril, it will lock-on and chase them for up to 2 seconds or until they move more than 600 units away.

VayneSquare

Vayne

  • Tumble
    • Now uses a stock system. Vayne can hold up to 2 charges of Tumble, with a 10 / 9 / 8 / 7 / 6 second recharge time. Vayne will instantly refresh a stack of Tumble when she triggers the third stack of Silver Bolts.

VeigarSquare

Veigar

Veigar's current passive is functionally useless and having his AP growth tied to his Baleful Strike creates instances where you feel like you've made the wrong choice to use Dark Matter.
― Emptylord
  • Singularity
    • New Innate: Veigar permanently gains 1 ability power whenever he kills a unit, increased to 5 ability power against large units or champion kills and assists.

  • Baleful Strike
    • Passive removed.
    • Ability power on-kill removed.
    • Cost flattened to 50 from 60 / 65 / 70 / 75 / 80.
    • Range reduced to 750 from 950.
    • New Effect: Baleful Strike gains 450 additional reach upon striking an enemy (1200 total range). This lessens how close Veigar has to be to minions in order to actually harass through them, without just giving him long ranged harass from the off-set.
  • Dark Matter
    • Radius changed to 100 (+25 per 100 AP) from 112.5.

  • Baleful Strike
    • Passive removed.
    • Ability power on-kill removed.
    • The projectile now stops after hitting one enemy, instead of being able to hit two.
    • New Effect: If Baleful Strike scores a kill the missile will split in two and, after a brief delay, home in on the two nearest enemies. Enemies can only be targeted once per cast. Baleful Strike will keep splitting so long as it keeps killing enemies.
  • Dark Matter
    • Damage reduced to 60 / 95 / 130 / 165 / 200 (+50% AP) from 120 / 170 / 220 / 270 / 320 (+100% AP).
    • Now utilizes a stock system: 12 / 11 / 10 / 9 / 8 second recharge time (affected by CDR) and 0.5 second static cooldown. Veigar can hold up to 3 charges.
  • Event Horizon
    • Delay reduced to 0.5 seconds from 0.75.
    • No longer stuns.
    • New Effect: Enemies who make contact with the wall from the outside will be pulled into arena. This does not count as crowd control.
    • New Effect: Enemies who attempt to move or dash through the wall from the inside will re-enter on the other side of the cage, conserving momentum. This does not count as crowd control.
    • Duration increased to 2 / 2.25 / 2.5 / 2.75 / 3 seconds from 1.5 / 1.75 / 2 / 2.25 / 2.5.
  • Primordial Burst
    • First Cast: Veigar selects a target for impending doom and begins channelling, increasing the damage of Primordial Burst over the next 3 seconds. During the channel, Veigar must keep his cursor over his target or Primordial Burst will go off early. A targeting reticle is displayed on-screen to assist Veigar in keeping his target locked-on, and the radius is more generous than standard bounding boxes. If Veigar loses sight of his target or if the channel is interrupted, Primordial Burst is put on a reduced cooldown. After 3 seconds, Primordial Burst will go off automatically.
    • Second Cast: Veigar unleashes a burst of primordial energy, dealing between 100 / 175 / 250 (+25% AP) and 400 / 700 / 1000 (+100% AP) magic damage.

User:Emptylord/Template:MiniBanner

  • Organic Deconstruction
    • Damage versus champions reduced to 25 from 35-205 (based on level).
    • New Effect: Each time Vel'Koz triggers Organic Deconstruction against an enemy champion, he permanently increases the damage dealt by 2.5 / 5 / 10 versus that champion. The rate reverts to 2.5 per application upon reaching 300 damage. This debuff cannot be removed.

ViSquare

Vi

  • Blast Shield
    • Shield strength increased to 20% maximum health from 10% maximum health.
    • Shield duration reduced to 2 seconds from 3 seconds.
    • Cooldown changed to 23 - (Vi's level) from 18 - 8 (based on level).
    • Now only applies when damaging an enemy champion or large monster, rather than any enemy.
    • Triggering Denting Blows can now trigger Blast Shield.
  • Vault Breaker
    • Charging Vault Break no longer increases the damage. Vi should only have to charge it for range.
    • Maximum range increased to 1000 from 725.
    • Maximum range charge-up time increased to 2 from 1.25.
    • Damage changed to 20 / 50 / 80 / 110 / 140 (+100% total AD) from 50 - 100 / 75 - 150 / 100 - 200 / 125 - 250 / 150 - 300 (+ 80 - 160 % bonus AD).
  • Assault and Battery
    • Non-target enemies are now picked up instead of being pushed aside.
    • Picked up enemies will be dealt damage and knocked aside when Vi reaches her target, as part of the same punch.
    • Picking up enemies will reduces Assault and Battery's damage and dash speed by 30%, with the amounts stacking. Upon picking up a third enemy, Assault and Battery will be cancelled. (Total potential damage: 100% / 70% / 40% / 0%)
    • Flavor text added to the tooltip: "Enemies can dog-pile Vi during Assault and Battery in an attempt to slow her down, and will force her to submit if 3 get in her way."
    • The cooldown is halved if enemies successfully dog-pile Vi into submission.

VladimirSquare

Vladimir

This rework was conceived prior to SorakaSquare Soraka's rework, but I had much of the same intent - well, with regards to how they use their own health as a resource. Vladimir sacrifices huge portions of his health to deal tons of damage, and then drains it all back - but has very real windows of being low (by contrast to his current Tides of Blood that does not actually have any functional cost once you reach a certain stage of the game). I will not pretend I've hit the mark - Soraka's rework has given some insight on how the numbers should be to feel right, and this rework needs updating accordingly. For a start, as with Soraka, Vladimir should spend his health on a single target and then recuperate health versus multiple targets.
― Emptylord

  • Stats
    • Base health increased to 600 from 542.8.
    • Health growth increased to 95 from 85.
    • These are to offset the health lost from his innate being reworked, similar to Jax. However, Jax eventually lost these extra stats as he did not need them in the end.
  • Crimson Pact
    • Revised Innate: Vladimir gains 1% increased healing and health regeneration from all sources for every 2.5% of missing health.
  • Transfusion
    • Healing increased to 40 / 60 / 80 / 100 / 120 (+40% AP) from 15 / 25 / 35 / 45 / 55 (+ 25% AP).
    • 20px Maximum Healing: 56 / 84 / 112 / 140 / 168 (+56% AP)
  • Sanguine Pool
    • Now deals 10 / 20 / 30 / 40 / 50 (+ 2 / 2.5 / 3 / 3.5 / 4% (+1% per 100 AP) of the target's maximum health) instead of 20 / 33.75 / 47.5 / 61.25 / 75 (+3.75% of Vladimir's bonus health).
    • The slow now refreshes.
  • Tides of Blood
    • Health cost changed to 5% of Vladimir's current health from 30 / 40 / 50 / 60 / 70.
    • Each cast grants Vladimir 50 Engorgement. Vladimir starts with 0 Engorgement and can have up to 100. Tides of Blood's cost and total damage are increased by 1% for every 1 Engorgement. Engorgement depletes at a rate 2.5 per second, that increases to 5 per second if Tides of Blood has not been cast in the last 5 seconds. Displayed as a secondary resource.
      • No longer increases healing and health regeneration.
      • Now increases AP ratio as well as base damage.

  • Stats
    • Base health increased to 600 from 542.8.
    • Health growth increased to 95 from 85.
  • Crimson Pact
    • Revised Innate: Vladimir gains 1% increased healing and health regeneration from all sources for every 1% of missing health.
  • Transfusion
    • Renamed Tithes of Blood.
    • Animation reversed. The ability is now a projectile that damages on impact
    • Cooldown reduced to 6 / 5.5 / 5 / 4.5 / 4 seconds at all ranks from 10 / 8.5 / 7 / 5.5 / 4.
    • No longer heals Vladimir.
    • Now costs 10% of Vladimir's maximum health (cannot cause lethal damage). Cannot be cast below 5%.
    • Now deals true damage instead of magic damage.
  • Sanguine Pool
    • Now deals 10 / 20 / 30 / 40 / 50 (+ 2 / 2.5 / 3 / 3.5 / 4% (+1% per 100 AP) of the target's maximum health) instead of 20 / 33.75 / 47.5 / 61.25 / 75 (+3.75% of Vladimir's bonus health).
    • The slow now refreshes.
  • Tides of Blood
    • Renamed Transfusion.
    • Animation reversed. The ability now damages surrounding enemies instantaneously and draws healing projectiles back to Vladimir.
    • Cost removed.
    • Cooldown increased to 7 / 6.5 / 6 / 5.5 / 5 seconds from 4.5 at all ranks.
    • New Effect: Vladimir now restores between 40 / 60 / 80 / 100 / 120 (+40% AP) and 80 / 120 / 160 / 200 / 240 (+80% AP) health per enemy champion hit (20px based on missing health).
    • New Effect: If Vladimir damages at least one enemy champion, he will gain a stack of Engorgement for 8 seconds (up to 2 stacks). Engorgement increases the damage deal by Transfusion by 50%.
      • Only generates versus champions.
      • No longer increases healing and health regeneration. Moved to innate.
      • Now increases AP ratio as well as base damage.

WarwickSquare

Warwick

  • Eternal Thirst
    • Now stacks against an enemy in the same manner as Miss FortuneSquare Miss Fortune's Impure Shots, rather than stacking on himself. Warwick can now switch targets and maintain Eternal Thirst stacks against multiple enemies.
  • Hungering Strike
    • Now causes the target to bleed for 5 seconds, revealing them if Blood Scent is ranked (damageless bleed).
  • Blood Scent
    • New Passive: Whenever an enemy with less than 50% of their maximum health is within 2500 / 3250 / 4000 / 4750 / 5500 units of Warwick, they are revealed to him for 5 seconds. The enemy is not shown that Warwick can see them.
    • New Active: Warwick gains 7 / 9 / 11 / 13 / 15 % bonus movement speed for 6 seconds. This bonus is tripled if Warwick is moving toward an enemy revealed by Blood Scent. Enemies revealed by Blood Scent will hear a howl and see an icon above their head while Blood Scent is active.

This rework assumes my Skarner rework, which maintains a distinction between their ultimates. It is almost entirely a rip-off of Fenris, from Smite.
  • Blood Scent (Innate)
    • Warwick gains sight of enemy champions within 1500 + (200 * level) units who have been damaged by an allied champion or neutral monster in the last 3 seconds.
  • Hungering Strike (Q)
    • Active: Warwick lunges on the target location, dealing physical damage to all enemies hit. If he hits an enemy champion, the cooldown is halved.
  • Hunter's Call (W)
    • Active: Warwick lets out an unruly howl, granting himself bonus attack speed and lifesteal for 6 seconds.
  • Infinite Duress (E)
    • Active: Warwick gains bonus attack range on his next 3 attacks and his attacks cause him to pounce on his target, dealing bonus physical damage.
  • Thrill of the Kill (R)
    • Active: Warwick lets the wolf take over, increasing in size and gaining bonus movement speed for 6 seconds (moves on all fours). Warwick's next attack against an enemy champion will deal increased damage and picks the target up, suppressing them for the next 1.75 seconds as they are carried around.

XerathSquare

Xerath

In my Jayce rework, I turned him into a melee-only duelist and after seeing Infinite Crisis' Arcane Supergirl, it inspired a Xerath rework that could absorb the scrapped ranged aspect of Jayce. I likely haven't hit the nail on the head for the specific inter-ability interactions, but the core mechanic is there.
― Emptylord
  • Arcanopulse (Q)
    • Idea 1: Arcanopulse deals increase damage, true damage or benefits from bonus-magic penetration on the far-side of Arcane Wall.
    • Idea 2: Arcane Wall will shatter Arcanopulse, causing it to deal damage in a cone on the far-side of the wall. The radius of the cone will be narrower the closer the wall is to Xerath with the maximum width at maximum range being the same regardless of proximity.
    • Idea 3: Arcanopulse is no longer channeled and is reverted to the pre-rework form - a ~0.5 second delayed, moderate range, line-nuke. Arcane Wall will extend Arcanopulse's range. As awesome as the animation is, I feel this is probably the best route to get (perhaps in tandem with Idea 1).
  • Arcane Wall (new W)
    • Active: Xerath causes arcane energy to erupt from the ground at the target location, that expands into a wall perpendicular to his facing-direction with a brief arming time. The wall will persist for 3.5 seconds before collapsing. Enemies who pass through the wall are slowed by 20% and will take periodic magic damage, up to 90 / 135 / 180 / 225 / 270 (+ 90% AP) if they remain in the wall for the full duration.
  • Shocking Orb (E)
    • The stun duration is now fixed at 0.75 seconds.
    • Missile speed slightly reduced.
    • New Effect: If the orb passes through Arcane Wall, the range is increased by 40%, the missile speed is increased by 30%, the stun duration is increased to 1.75 seconds and the orb will now deal area of effect damage around the target. The stun remains single-target.
  • Rite of the Arcane (R)
    • Cast range reduced to 2000 from 3200 / 4400 / 5600.
    • Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
    • New Effect: Activating Rite of the Arcane now fires the first shot and the ability can be cast up to 2 more times within the next 12 seconds at no additional cost. The ability is essentially reverted to the pre-rework form.
    • New Effect: Xerath is slowed by 30% while he has charges. Xerath will use Arcanopulse's charging animation.
    • Damage changed per cast changed to 125 / 200 / 275 (+ 50% AP) from 190 / 245 / 300 (+ 43% AP).
      • Maximum damage changed to 375 / 600 / 825 (+ 150% AP) from 570 / 735 / 900 (+ 130% AP).
    • Radius of effect increased to 200 from ?.

I sort of want Xerath to have access to an URF-like steroid, so that have can fire multiple Arcanopulses in an extremely short window of time through the Arcane Wall. Perhaps:

  • Ascendant - Innate: Xerath gains 5 / 10 / 15 / 20 % cooldown reduction as well as increasing his cap on cooldown reduction by the same amount.
  • Rite of the Arcane - Passive: Xerath gains 10 / 20 / 30 % cooldown reduction as well as increasing his cap on cooldown reduction by the same amount.
  • Rite of the Arcane - Active: Xerath gains 40% cooldown reduction for the next 12 seconds as well as increasing his cap on cooldown reduction by the same amount. During this time, he gains the ability to cast Arcane Barrage. Arcane Barrage can be cast as many times as is available.
    • Arcane Barrage: Xerath calls down a blast of arcane energy to the target area that strikes after a 0.6-second delay, dealing 60 / 120 / 180 (+40% AP) magic damage to all enemies within.
      • Cooldown: 6 second
      • Cost: 50 mana

I won't lie - the following is entirely because I'm frustrated over and too proud to enjoy the reworked Xerath. (He was my main for the longest time.) During the rework's dialogue, Xypherous stated that the ability to kill any opponent indiscriminately (tanks, squishies, you name it) is fundamentally overpowered - that eye of the storm champions simply shouldn't exist; that he would rather turn him into "the artillery champion he was meant to be" (although I feel like AP Kog'Maw did and still does fulfil that trope in a more enjoyable away, and an artillery champion is never what I felt like when I played Xerath). I conceded FiddlesticksSquare Fiddlesticks, another eye of the storm champion, as he's old and will likely be overhauled at some point too... but then Vel'KozSquare Vel'Koz came out - another champion that anchors themselves and then obliterates anyone who dares to come in range. I love Vel'Koz - he fills a hole in my heart left by Xerath, but I'm still annoyed that the champion I mained was taken from me for what turned out to be bogus reasons. From a less-bias perspective - his rework left him as, quite frankly, a more obnoxious laner than he was previously. His Arcanopulse is far too difficult to miss. The visual similarities between his W and R (which everyone complained about during the dialogue) is apparent and his ultimate feels... weak. Partly due to the visual effects lacking "umph", but also because it feels like a less-impactful Final Spark, Mega Inferno Bomb or Requiem as far as long ranged big finishers go. So I came up with several different solutions to address the issues - from retaining his current kit with only slight tweaks; removing the overlapping abilities in preference of new ones; and giving him an entirely new ultimate.
― Emptylord

  • Arcanopulse
    • Second cast delay increased to 0.5 seconds from ~0.25 seconds.
  • Eye of Destruction
    • The animation now resembles an eruption, rather than a bombardment.
  • Mage Chains
    • Shocking Orb name reverted to Mage Chains.
    • Now utilizes a bespoke stun animation where the target is chained to the ground, similar to Template:Ais old animation.
  • Rite of the Arcane
    • Cast range reduced to 2000 from 3200 / 4400 / 5600.
    • Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
    • Can no longer be interrupted by crowd control. It is no longer considered a channel.
    • Xerath is now immune to displacement effects for the duration.
  • Arcane Barrage
    • Damage changed per cast changed to 125 / 200 / 275 (+ 50% AP) from 190 / 245 / 300 (+ 43% AP).
      • Maximum damage changed to 375 / 600 / 825 (+ 150% AP) from 570 / 735 / 900 (+ 130% AP).
    • Radius of effect increased to 200 from ?.

  • Arcanopulse
    • Second cast delay increased to 0.5 seconds from ~0.25 seconds.
  • Locus of Power (new W)
    • Active: Xerath surrounds himself with an arcane barrier for 1.5 seconds, blocking the next hostile ability to strike him. If Xerath successfully blocks an ability, he can cast Overwhelming Power for the next 3 seconds.
    • Overwhelming Power - Active: Xerath unleashes an orb of energy forward in a line that damages all enemies it passes through.
  • Mage Chains (new E)
    • Active: Xerath calls forth arcane energy from the ground, which erupts after a 0.5 second delay - dealing magic damage and forming tethers with all enemies within a 200-radius area for 5 seconds. Tethered enemies are slowed by 60 / 65 / 70 / 75 / 80 %, but can break the tether by moving more than 400 units away.
  • Rite of the Arcane
    • Cast range reduced to 2000 from 3200 / 4400 / 5600.
    • Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
    • Can no longer be interrupted by crowd control. It is not considered a channel.
    • Xerath is now immune to displacement effects for the duration.
  • Arcane Barrage
    • Damage changed per cast changed to 125 / 200 / 275 (+ 50% AP) from 190 / 245 / 300 (+ 43% AP).
      • Maximum damage changed to 375 / 600 / 825 (+ 150% AP) from 570 / 735 / 900 (+ 130% AP).
    • Radius of effect increased to 200 from ?.

  • Arcanopulse
    • Second cast delay increased to 0.5 seconds from ~0.25 seconds.
  • Arcane Barrage (reworked W)
    • Now uses a stock system (can hold up to 2) instead of a cooldown.
    • No longer deals increased damage at the epicentre.
    • No longer slows.
    • New Effect: If an enemy champion is struct directly, the recharge timer on Xerath's next Arcane Barrage is reduced by half.
  • Mage Chains (new E)
    • Active: Xerath calls forth arcane energy from the ground, which erupts after a 0.5 second delay - dealing magic damage and forming tethers with all enemies within a 200-radius area for 5 seconds. Tethered enemies are slowed by 60 / 65 / 70 / 75 / 80 %, but can break the tether by moving more than 400 units away.
  • Eye of Destruction (new R)
    • Revised Active: Xerath targets an area anywhere on the field and begins channeling. After a 0.6 second delay, a beam strikes the ground dealing 35 / 60 / 85 (+ 20% AP) magic damage per half second to all enemies caught in the blast (100 units) and half that damage to all within a moderate area of effect (200 units). This beam lasts for 4 seconds. One of the following can be used to control the beam:
      • Xerath can control the beam by reactivating Eye of Destruction, and can end the ability early by clicking to move.
      • Xerath can control the beam using his mouse clicks, and can end the ability early by reactivating Eye of the Destruction.
    • Cast Range: Global
    • Cooldown: 120 / 100 / 80
    • Beam Movement Speed: 360 / 380 / 420

Xin ZhaoSquare

Xin Zhao

YasuoSquare

Yasuo

  • Stats
    • Base health regeneration reduced to 4 from 6.51.
    • Health regeneration growth reduced to 0.5 from 0.9.
    • Base attack damage increased to 60 from 55.376.
    • Attack damage growth increased to 5 from 3.2.
    • Base attack speed reduced to 0.626 from 0.658.
    • Base magic resistance increased to 32.1 from 30.
    • Magic resistance growth increased to 1.25 from 0.
    • Base movement speed increased to 355 from 345.
  • Way of the Wanderer
    • Intent removed.
      • As the only effect, Resolve is now Way of the Wanderer.
    • Flow generation increased to 1% per 40 units traveled at all levels from 59 / 52 / 46.
    • Shield strength changed to「 95.5 - 750 」「 57 + (38.5 × level) 」from「 100 – 510 」「 100 - 510 (based on level) 」.
  • Steel Tempest
    • Base damage changed to 2 / 4 / 6 / 8 / 10% of target's current health from 20 / 40 / 60 / 80 / 100.
      • Base damage is capped at 200 against monsters.
    • Cooldown changed to 2.5/ attack speed from 4 - 1.33 based on bonus attack speed.
    • Can no longer be cast during Sweeping Blade.
  • Wind Wall
    • Wall width changed to 500 at all ranks from 300 / 350 / 400 / 450 / 500.
    • Wall duration changed to 0.75 / 1.5 / 2.25 / 3 / 3.75 from 3.75 at all ranks.
    • Wall only blocks projectiles from the front, rather than from all sides.
    • No longer blocks projectiles in an area around Yasuo on activation.
  • Sweeping Blade
    • Cooldown removed.
    • Can only be recast once Yasuo completes his dash.
    • Magic damage removed.
    • Yasuo now instead uses a basic attack against his target as he dashes through them.
  • Last Breath
    • Armor penetration removed.
    • Now doubles Yasuo's Flow generation for the next 15 seconds.

ZacSquare

Zac

  • Cell Division
    • Zac will now revive upon being reduced to 1 blobblet, regardless of the remaining time. The minigame now only serves to control how much health he revives on.
  • Stretching Strike

ZedSquare

Zed

  • Contempt for the Weak
    • Revised Innate: Zed's basic attacks will execute targets below 50 (100% AD) health. At level 11, the base execution threshold increases to 200 for lesser minions and monsters. Scoring a unit kill or champion assist by any means will restore 35 energy.
  • Razor Shuriken
    • Shurikens beyond the first no longer deal 50% reduced damage.
    • Shadow shurikens now deal only 50% damage.
  • Living Shadow
    • Passive removed.
    • Energy restoration mechanic removed.
    • Reactivation now costs 35 energy.
  • Death Mark
    • Death Mark now only stores physical damage.
    • Death Mark no longer stores damage dealt by item actives.
    • Reactivation now costs 35 energy.

ZiggsSquare

Ziggs

Just because every time I see his death animation I wished he was dealing damage. No other reason.
― Emptylord
  • Satchel Charge / Hexplosive Minefield
    • New Effect: Satchel Charge will now scatter Hexplosive Mines hit by the explosion, hitting enemies they fly through. Mines are always knocked 400 units. Mines scattered could explode on impact with the ground - i.e. wasting them if they do not hit an enemy. This would be depending on whether the play here is dealing instantaneous area damage or increasing the area of control.
  • Short Fuse
    • Additional Effect: On death, after a brief delay, Ziggs explodes - dealing 150 (+50% AP) magic damage to surrounding enemies.

ZileanSquare

Zilean

Willbachbakal's innate ability, although tweaked to put the duplicated abilities on a separate cooldown (as I believe refreshing the basic ability cooldown would unnecessarily punish people for duplicating near the end of a cooldown/wanting to initiate with the "Borrowed Time" variant). However, in light of Zilean's rework, I decided to overhaul the reset of Willbachbakal's rework changes to mimic the new the double-up reward (i.e. land two bombs and you get a stun). I don't think I've hit the mark (I'm not sure how I feel about the reward for landing two Ws) - but it's the concept I'm trying to sell.
― Emptylord
  • Borrowed Time
    • New Innate: Zilean can activate his basic abilities while they are on cooldown at no cost. Activating one of Zilean's Borrowed Time abilities will put Borrowed Time on cooldown equal to the full cooldown of the ability he borrowed.
      • Each of Zilean's basic abilities has Borrowed Time variant with a slightly altered ability icon, similar to Savagery and Empowered Savagery. This is to improve clarity. Essentially, if Borrowed Time is available, "Casting Zilean's basic abilities will grant him the ability to cast a Borrowed Time variant until the ability comes off cooldown."
      • Activating a Borrowed Time ability does not affect the cooldown of the standard version.
      • The Borrowed Time abilities might be altered to scale irrelevant of the ability's own rank, similarly to Rengar, Heimerdinger, LeBlanc or Karma, depending on what feels good.
  • Temportal Fold (W)
    • First Active: Zilean creates a point of unstable spacetime at the target location that unfolds after a 0.5 second delay, dealing magic damage and creating a temporal disturbance for 3 seconds. If two Temporal Disturbances are present simultaneously they will link to form a wormhole, which refreshes the duration of the two disturbances. Champions can interact with wormholes to pass-through.
    • Range: 875
  • Time Warp (E)
    • Slow/haste rescaled to 40 / 45 / 50 / 55 / 60 % from 40 / 55 / 70 / 85 / 99 % at all ranks.
    • Duration now scales with (+0.5 seconds per 100 AP).
    • If two units affected by Time Warp move within 100 units of one another, the slows/hastes are increased to 60 / 70 / 80 / 90 / 99% and their durations refreshed.
  • Chrono Shift (R)
    • Cooldown increased to 150 / 120 / 90 from 120 / 90 / 60.
    • New Passive: Chrono Shift's cooldown is reduced by 1.5% for every 1% of Zilean's cooldown reduction.
    • Rune duration reduced to 3 from 7.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.