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  • Champions no longer gain gold or experience.
  • Champion levels and ability ranks removed.
    • All abilities are placed on cooldown on first spawn.
  • Base health regeneration removed from the game.
  • All secondary resource bars set to 100.
    • All mana regeneration set to 1 per second.
    • All energy regeneration set to 10 per second.
    • All fury generation set to 20 per basic attack against enemy champions and large monsters, decaying at a rate of 20 Fury per second after not generating fury for 4 seconds.
  • Movement speed increased across the board:
    • All ranged champions now have an additional 45 movement speed, unless specified otherwise.
    • All melee champions now have an additional 95 movement speed, unless specified otherwise.
  • All remaining stats adjusted accordingly.

  • Items removed from the game.
  • Runes removed from the game.
  • Summoner spells removed from the game.
  • New customization system - Paths:
    • At the beginning of the match, each player is presented a set of paths for their champion, from which they can choose. In most circumstances, only one path can be chosen, and this choice is permanent for the rest of the match.
    • Each path confers a unique set of bonuses to the champion, such as modifications to their stats and abilities, rewards for completing specific objectives, limited buffs, and additional passive and active effects.
    • Paths are specific to individual champions, maps and game modes -- choosing another option out of any of these will present a different set of paths to choose from, tailored to the situation. They do, however, remain constant in the same scenarios: choosing Tryndamere on a normal game of Summoner's Rift, for example, will always offer the player the same choice of paths.

  • All camps have their monsters spawned at the start of the game.
  • Monsters no longer gain stats over time or have levels.
  • Monsters now all have a turning speed when moving to face their attacker.
  • Monsters no longer regenerate health when returning to their camp.
  • Large monsters no longer restore health or mana upon being killed unless specified otherwise.

  • Clearing a non-epic monster camp causes it to drop a charge of Power of the Rift, an active ability usable by any champion, at its location. Each camp provides a different effect to Power of the Rift, stacking with the others and consumed upon the next cast, and killing a camp while owning their Power of the Rift bonus grants an additional charge:
    • Gromp's charge causes the next cast to heal the wielder for 25 health.
    • The Sentinel's charge causes the next cast to lower the wielder's remaining cooldowns by 60 seconds.
    • The Wolf's charge causes the next cast to increase the wielder's movement speed by 50% for 2 seconds.
    • The Raptor's charge causes the next cast to grant Sight icon sight of the target for 4 seconds.
    • The Brambleback's charge causes the next cast to deal 25 damage to the target.
    • The Krug's charge causes the next cast to Slow icon slow the target's movement speed by 50% for 2 seconds.

  • Gromp:
    • Attack damage reduced to 2 from 1800 - 3150 (based on level)
    • Attack speed reduced to 0.5 from 1.004.
    • Attack range increased to 700 from 250.
    • Health reduced to 200 from 1800 - 3150 (based on level).
    • Basic attacks now land at the target location after a 0.5-second delay, dealing 2 damage to affected units and turning 8 of their health into grey health, which regenerates at a rate of 20 health per second after not having been struck for 4 seconds.
    • Upon initiating combat, gains 300% bonus attack speed, losing 100% bonus attack speed every time he is struck three times.
  • Greater Murk Wolf:
    • Renamed to Wolf.
    • No longer has secondary companions.
    • Attack damage reduced to 8 from 42 - 155 (based on level).
    • Attack speed increased to 1 from 0.625.
    • Health reduced to 100 from 1300 - 2275 (based on level).
    • Movement speed increased to 500 from 443.
    • Now only emerges from its den when a champion is present in the camp, whereupon it will continually turn to face them if they are Sight icon visible, doing so until they leave, whereupon it retreats.
  • Crimson Raptor:
    • Renamed to Raptor.
    • Camp is now made up of two large Raptors, rather than one main Raptor and multiple secondary companions.
    • Attack damage reduced to 5 from 20 - 74 (based on level).
    • Attack speed increased to 2 from 0.667.
    • Attack range increased to 700 from 300.
    • Health reduced to 100 from 700 - 1225 (based on level).
    • Both Raptors are in constant combat with each other, only attacking the player if only one is left and in combat, and circle each other within the camp, each healing for their attack damage every time they strike the other. The Raptors can be targeted with allied utility effects, gaining 10 attack damage for 2 seconds after being affected, and also gain 10 attack damage for 2 seconds after the other Raptor has been affected by crowd control. If one of the Raptors dies and the other was assisted during combat, the surviving Raptor flies off, clearing the camp immediately.
  • Ancient Krug:
    • Renamed to Krug.
    • No longer has a secondary companion.
    • Attack damage reduced to 8 from 80 - 296 (based on level).
    • Attack speed reduced to 0.5 from 0.613.
    • Health reduced to 100 from 1250 - 2188 (based on level).
    • Movement speed increased to 500 from 203.
    • Now only splits into two smaller Krugs once upon death, each of which has 4 attack damage, 0.5 attack speed, 50 health and 500 movement speed.
    • Krugs who remain in the same place for 2 seconds while in combat become petrified and die instantly.
  • Rift Scuttler removed from the game.

  • No longer grant Crest of Insight or Crest of Cinders on death.
  • Blue Sentinel:
    • Renamed to Sentinel.
    • Attack damage reduced to 8 from 82 - 303 (based on level).
    • Attack speed increased to 0.5 from 0.493.
    • Health reduced to 300 from 2100 - 3675 (based on level).
    • Now has 5 crystals on the ground around its resting location:
      • Each crystal has 1 health, is immobile and takes no action.
      • Destroying a crystal deals 40 damage to the Sentinel.
  • Red Brambleback:
    • Renamed to Brambleback.
    • Attack damage reduced to 8 from 82 - 303 (based on level).
    • Attack speed reduced to 0.5 from 0.599
    • Health reduced to 300 from 2100 - 3675 (based on level)
    • Every third strike against the Brambleback causes it to combust, dealing 1 damage to itself per quarter-second for 4 seconds. Subsequent third strikes while the Brambleback is combusting double the next combustion's damage.

  • No longer grant buffs or items on death.
  • Dragon:
    • Elemental dragons are now all purely cosmetic, and are otherwise identical in gameplay.
    • Upon death, a drake swoops over the Rift and deals 400 damage to enemy structures, starting from the furthermost and least-damaged structure, and moving to the next if its target is destroyed before the full damage is dealt.
    • No longer Airborne icon knocks back nearby units upon initiating combat.
    • Is now affected by crowd control.
    • Passive bonuses removed.
    • Health set to 400.
    • When attacking, now charges up for 2 seconds before releasing a continuous stream of elemental magic in a cone for 4 seconds, dealing 1 damage per quarter-second to all enemies within. The charge-up can be stopped by Silence icon silences and the attack can be stopped by Disarm icon disarms.
  • Rift Herald:
    • Renamed to Herald.
    • On death, spawns a Rift Herald for the allied team at its pit, which automatically moves to the lane with the most damaged structures.
    • Passive bonuses removed.
    • Health reduced to 500 for both forms, from 10000 - 16000 (based on level) in boss form and 4000 - 6400 (based on average champion level of both teams) in summoned form.
    • Movement speed reduced to 325 for both forms, from 325 in boss form and 425 in summoned form.
    • Basic attack is now ground-targeted and has a 1-second delay, dealing 10 damage and no other effects for both forms.
    • Charge and Swipe now each deal 20 damage for both forms.
    • Hitting the Herald's eye now Stun icon stuns her for 2 seconds for both forms, and no longer deals bonus damage.
    • Summoned form no longer deals bonus damage based on current health, loses health over time, or loses health when headbutting structures.
  • Baron Nashor:
    • Renamed to Baron.
    • Now swallows the Rift Herald if she is still alive and at her pit.
    • On death, spawns three Heralds for the allied team at its pit, each walking to their own lane.
    • No longer knocks back nearby units.
    • Is now affected by crowd control, though cannot be Airborne icon displaced by any means.
    • All other passive bonuses removed.
    • Dashes now stop at the edge of Baron, rather than the center.
    • Attack speed increased to 1 from 0.750.
    • Health reduced to 1000 from 6400 (+ 180 per minute when the match starts).
    • Now initiates an active every 8 attacks, rather than every 6.
    • Basic attack is always ground-targeted and has a 1-second delay, manifesting as either a blob of acid when fired from the front, or as a spike when fired from the back, dealing 15 damage and no other effects.
    • Actives now all deal 15 damage to enemies hit.

  • All plants now begin spawned on the map from the start, and each respawn after 5 minutes unless specified otherwise.
  • Plants can now be detonated from any damage source.
  • Blast Cones and Honeyfruit removed.
  • Scryer's Bloom:
    • Sight icon reveal duration extended to 4 from 3.
    • No longer spawns at the location farther from the epic monster pits on the Brambleback side, or in front of the Sentinel camp.
    • Now spawns at the center of the crossroads in front of the Brambleback and Sentinel camps.
  • New plants added to function as static, vision-based objectives:
    • Sun Bell:
      • Spawns at the entrance to the river nearest the central monster camps and the mid lane, and is indestructible.
      • Constantly projects a cone of Sight icon sight extending 600 units forth and Sight icon revealing any brush it peers into. Any champion who strikes the plant can activate it for their team and swivel it in the target direction.
    • Mandrake:
      • Spawns at the extremities of the river.
      • When detonated, activates as a mobile sentry, patrolling from one river bush to the other for up to 120 seconds with 600 Sight icon sight range and 400 movement speed. Upon detecting a Sight icon visible enemy champion, jumps on them and Sight icon reveals them for 4 seconds, consuming itself in the process.
    • Ectospore:
      • Spawns at the entrances to the jungle in front of the base gates.
      • When detonated, initiateds a 2-second countdown during which the detonating champion can calibrate the plant by adjusting their distance from it: the closer the champion to the plant, the farther it shoots. At the end of the countdown, the plant fires an indestructible spore with 600 Sight icon sight range that lands at the target location, lasting 60 seconds. The spore can be fired up to 4000 units away in this manner.

  • No longer gain a pushing advantage or become enraged.
  • Melee minions:
    • Renamed to Soldiers.
    • Attack damage reduced to 1 from 12.
    • Attack speed reduced to 1 from 1.25.
    • Health reduced to 50 at all times from 455 (+ 18 - 31 (based on time) / 90 sec).
  • Caster minions:
    • Renamed to Casters.
    • Attack damage reduced to 1 from 22.5 (+ 1.5 / 90 sec).
    • Attack speed increased to 1 from 0.667.
    • Health reduced to 25 at all times from 290 - 425 (based on time).
  • Siege minions:
    • Renamed to Siegers.
    • Now spawn at every wave at all times.
    • Attack damage reduced to 4 from 39.5 (+ 1.5 / 90 sec).
    • Health reduced to 100 from 805 (+ x / 90 sec).

  • All structures now have 400 health.
  • Structures no longer regenerate health.
  • Structures no longer have items or their associated bonuses.
  • Structures can now take damage from abilities, and act as units for ability collision purposes.
  • Inhibitors removed.
  • Nexus turrets removed.

  • Renamed to Guardians.
  • Attack damage reduced to 20 at all times from 152 - 180 (based on level).
  • When there are more Sight icon visible enemy champions than allied champions in the stretch between the two opposing Guardians, the lane's Guardian spawns a number of clones equal to the excess:
    • The clones have 325 movement speed, spawn at the Guardian's location, and walk towards the enemy wave.
    • The clones share the Guardian's health pool, have the same size, and collide with enemies, though they do not collide with allies.
    • Each clone follows the same rule of enemy prioritization as the Guardian, and uses the same attacks and range, though no more than one clone or Guardian can target a single enemy champion.
    • When enemy numbers drop in the lane, the clone closest to the Guardian moves back towards it and disappears upon merging with it, repeating until the numbers are equalized again.

  • Renamed to Waypoints.
  • No longer attack enemies.
  • Each Waypoint is placed on top of a translocation field:
    • Standing within a Waypoint's translocation field or Platform, and holding a move command onto an allied Waypoint initiates a 4-second stationary channel which, if left uninterrupted, blinks the champion to the Waypoint, maintaining relative position on the translocation field.
    • Once the champion is blinked, they become unable to travel through Waypoints for the next 240 seconds, shortened to 120 seconds if the channel was canceled or interrupted.
    • Once a Waypoint is destroyed, it reconstitutes itself and is permanently claimed by the enemy team, becoming immune to all subsequent damage in the process.

  • Renamed to Portals.
  • No longer attack enemies.
  • Now spawns minion waves at 30-second intervals, starting at the game's 30-second mark.
  • Additionally, each Portal spawns additional super minions at each wave, one for each Sight icon visible enemy champion in lane between the Waypoint and Portal at the time the wave spawns:
    • Super minions each have 200 health, 10 attack damage, 1 attack speed, 325 movement speed and 550 range.
    • Super minions target the closest enemy champion in range, are leashed to vicinity of the Minion Portal, and disappear when the next wave spawns.

  • Nexus:
    • No longer spawns minions.
    • Enemy minions that reach the Nexus no longer attack it, but are instead sucked in, destroying themselves and dealing it damage equal to their attack damage.
  • Spawn platform:
    • Renamed to Platform.
    • Now heals all allied champions within instantly and fully resets their resource, but only if they are out of combat.
    • No longer restricts champions' movement at the start of a match, but only spawns champions once they have chosen their path.
    • Respawn time is now always 30 seconds.
    • No longer provides Homeguard.
  • Nexus Obelisk:
    • Renamed to Obelisk.
    • Attack damage reduced to 50 from 1000.
    • Attack speed increased to 4 from 2.
    • No longer ignores enemy effects.

  • Health Relics removed.
  • Map now has a Portal at the location of each inhibitor.
  • Map appearance is selected at random:
    • Howling Abyss has a 45% chance of being selected.
    • Butcher's Bridge has a 45% chance of being selected.
    • The Proving Grounds have a 10% chance of being selected.

  • Any active effect wielded by a champion is counted as an ability.
  • Basic attacks renamed to attacks.
  • New status effect - in combat: any unit is in combat if it has struck or been struck by an enemy in the last 4 seconds.
  • Kills and assists are now combined under Takedowns: any unit in combat with an enemy who dies is credited with that enemy's takedown.
  • Kill streaks are now focused on the slain enemies, rather than the champion who dealt the killing blow, and thereby do not require the same champion to deal the killing blow to each enemy.
  • Any attack or ability that affects an enemy is now classified as a strike.

  • All crowd control that prevents the target from walking automatically also applies Grounded icon knockdown, unless specified otherwise.
  • Airborne icon Airborne crowd control reworked: now forces the target to move along the target vector, preventing them from walking while traveling but limiting no other action.
    • Airborne icon Airborne crowd control effects intended to fully remove control from the target now Stun icon stun them instead, unless specified otherwise.
  • Blind icon Blind reworked: no longer causes the target to miss their basic attacks, but instead reduces the target's personal Sight icon sight radius to 300, without affecting their allied Sight icon sight.
  • New crowd control - drag: pushes the target along the target vector, but does not otherwise limit their actions.
  • Fear icon Fear removed.
    • All effects that apply Fear icon fear now apply a Fear icon flee instead, unless specified otherwise.
  • Fear icon Flee no longer Slow icon slows the target unless specified otherwise.
  • New crowd control - isolation: removes the target's allied Sight icon sight.
  • Nearsight icon Nearsight now applies Blind icon blind and isolation instead.
  • Movement speed lower cap removed, and Slow icon slows adjusted accordingly.
  • New crowd control - pause: Stun icon stuns the target, with the effect breaking early if they are struck by a champion.
  • Suppression icon Suppression removed.
    • All effects that apply Suppression icon suppression now apply a Stun icon stun instead, unless specified otherwise.
  • Stun icon Suspension removed.
  • Tenacity removed.
    • Current effects that apply Tenacity now render the target unstoppable, unless specified otherwise.
  • New status effect - unstoppable: while unstoppable, the unit is immune to crowd control, and all crowd control inflicted upon them during that time is negated unless specified otherwise.
    • Current status effects that prevent crowd control now render the target unstoppable, unless specified otherwise.

  • Armor and magic resistance removed.
  • Damage reduction removed.
    • All effects that apply damage reduction now apply a shield instead, unless specified otherwise.
  • Damage types removed: all damage dealt and received is simply labeled "damage", with no further distinction unless specified.
  • Grievous Wounds icon Grievous Wounds removed.
  • Health modifiers over time now have new displays:
    • Damage over time now displays the total amount it deals as red health on the target's health bar, reducing as it is applied, and is now counted as a single strike.
    • Only the application of the damage-over-time effect counts as a strike; the ticks of damage do not count as individual strikes.
    • Healing over time now displays the total amount it heals as green health on the target's health bar, with the green health bar reducing and the main health bar increasing as it is applied.
    • All damage and healing over time is now applied in ticks of 0.25 seconds.
    • Healing and damage over time that occur simultaneously cancel an equivalent amount of the other out on the player's health bar.
  • New status effect - invulnerable: while invulnerable, the unit is immune to damage, and all damage inflicted upon them during that time is negated unless specified otherwise.
    • Current status effects that prevent damage now render the target invulnerable, unless specified otherwise.
  • New status effect - immune: while immune, the unit is both invulnerable and unstoppable.
    • Current status effects that prevent damage and crowd control now render the target immune, unless specified otherwise.

  • Basic attacks no longer stop movement unless specified otherwise.
  • Cast times removed unless specified otherwise.
  • Dashes reworked:
    • Dashes no longer prevent other actions besides walking, unless specified otherwise, and do not ignore crowd control unless also specified otherwise.
    • Dashes and Airborne icon displacement no longer enable movement through terrain or enemy champions as a baseline.
    • Dashes intended to allow the target to Ghost ghost through enemy champions now specify it.
    • Dashes now all have their speed affected by movement speed modifiers, unless specified otherwise.
  • Effects that allow the player to purely Ghost ghost through units are now removed, unless specified otherwise.
  • Movement speed upper caps removed, and movement speed boosts adjusted accordingly.
  • New status effect - flight: while flying, the unit can move through terrain and structures.
    • Current effects that allow movement through terrain and structures now fly the target, unless specified otherwise.
  • Unit collision on non-champions and allies removed.
  • Unit collision on champions increased to match their size.

  • True Sight icon True sight removed.
    • All effects that apply True Sight icon true sight now apply Sight icon sight instead, unless specified otherwise.
  • Camouflage removed.
    • All effects that apply camouflage now apply invisibility instead.
  • Invisibility now breaks upon entering combat, unless specified otherwise.
    • Effects that continuously apply invisibility now all have a 1-second cooldown until the invisibility is reapplied once it is broken, unless specified otherwise.

  • All champions are now freely available from the start.
  • Champion Shards and Permanents removed from the game.
  • Blue Essence removed from the game.
  • Champion mastery reworked:
    • Champion mastery progression is now split into two components: progression until the next threshold, which is made by accruing experience with that champion through play, and progression to the next level, which is made by earning a number of scores of S- or greater on that champion in a matchmade game.
    • Each S- or greater matchmade score accrued on that champion is recorded as a separate resource. Progression to the next mastery level requires and consumes a number of those scores equal to the next mastery's level. For example, progressing to Mastery Level 6 requires the player to earn a score of S- or greater on that champion in a matchmade game 6 times, and progression to that point would require a total of 21 of those scores.
  • Riot Points reworked:
    • Orange Essence renamed to Essence.
    • All current Essence divided by 3, rounded up.
    • All RP converted to Essence, at a rate of 1 RP per 1 Essence.
    • All purchaseable items can now be directly and permanently unlocked with Essence, at an Essence cost equal to the item's RP value.
    • Monetary purchases now grant Essence rather than RP, providing Essence equal to the RP that would normally be purchased.
  • Summoner level reworked:
    • Summoner level renamed to Player Mastery.
    • Player Mastery is represented by a level representing the sum of their mastery across all champions.
    • Player Mastery is calculated as the sum of all experience accrued on any champion, with each champion's experience pool multiplied by their champion mastery level.
  • Ward skins now drop on top of destroyed structures as a cosmetic, with the dropped ward belonging to whoever landed the last hit.

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