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  • 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.

  • All camps have their monsters spawned at the start of the game.
  • Large monsters no longer restore health or mana upon being killed.
  • 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.
  • Each monster now has the following abilities:
    • Basic Sight: can Sight icon see units up to 1000 units away, with terrain obstructing Sight icon sight.
    • Rift Monster: is counted as a monster for targeting purposes.
    • Law of the Jungle: focus the nearest champion in combat with them, self-inflicting 5 damage per 0.25 seconds during that time, and upon leaving combat with champions, return to their camp.
  • Each non-Baron monster now has the ability Basic Movement: moves 500 units per second towards its destination, though cannot move through terrain.

  • Clearing a non-epic monster camp causes it to drop a charge of Power of the Rift at its location. Power of the Rift is an active usable by any champion, and its targeted effects all have 500 range. 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 25 damage from the wielder.
    • 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 250 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 250 for 2 seconds.

  • Gromp:
    • Now has the ability 200 Health: can sustain 200 damage before dying.
    • Now has the ability Gromp Spit: fires a projectile at the target location within 750 units, which lands after a 0.5-second delay, dealing 10 damage to all enemies hit.
    • Now has the ability Gromp Fatigue: initially fires Gromp Spit every 0.5 seconds, increasing the delay by 0.25 seconds for every attack after the first.
  • Greater Murk Wolf:
    • Renamed to Wolf.
    • Now has the ability 100 Health.
    • No longer has secondary companions.
    • Now has the ability Wolf Bite: deals 10 damage every second to its target within 250 units.
    • Now has the ability Wolf's Den: is vanished as long as no champion is present within the camp.
  • Crimson Raptor:
    • Renamed to Raptor.
    • Camp is now made up of two large Raptors, rather than one main Raptor and multiple secondary companions.
    • Each Raptor now has the ability 100 Health.
    • Each Raptor now has the ability Raptor Sting: deals 10 damage every second to its target within 500 units, and healing 10 damage from itself if it hits the other Raptor.
    • Each Raptor now has the ability Raptor Rivalry: is in constant combat with the other Raptor in the camp, prioritizing them above champions, and circling them continuously.
  • Ancient Krug:
    • Renamed to Krug.
    • Now has the ability 100 Health: can sustain 100 damage before dying.
    • No longer has a secondary companion.
    • Now has the ability Krug Slam: deals 10 damage every second to its target within 250 units.
    • Now has the ability Krug Petrification: dies instantly upon remaining in place for 2 seconds while in combat.
    • Now has the ability Krug Split: on death, splits into two Half-Krugs. Each Half-Krug has:
      • The ability 50 Health: can sustain 50 damage before dying, and is counted as a monster for targeting purposes.
      • The ability Half-Krug Slam: deals 5 damage every second to its target within 250 units.
      • The ability Krug Petrification.
  • Rift Scuttler removed from the game.

  • No longer grant Crest of Insight or Crest of Cinders on death.
  • Blue Sentinel:
    • Renamed to Sentinel.
    • Now has the ability 300 Health: can sustain 300 damage before dying.
    • Now has the ability Ancient Elemental Fury: deals 10 damage every 2 seconds to its target within 250 units.
    • Now has the ability Sentinel Crystals: has 5 crystals on the ground around its resting location. Each crystal is destroyed upon being struck, dealing 40 damage to the Sentinel.
  • Red Brambleback:
    • Renamed to Brambleback.
    • Now has the ability 300 Health.
    • Now has the ability Ancient Elemental Fury.
    • Now has the ability Brambleback Combustion: Law of the Jungle's self-damage over time stacks additively every time the Brambleback is struck.

  • No longer grant buffs or items on death.
  • Dragon:
    • Elemental dragons are now all purely cosmetic, and are otherwise identical in gameplay.
    • No longer Airborne icon knocks back nearby units upon initiating combat.
    • Is now affected by crowd control.
    • Passive bonuses removed.
    • Now has the ability 400 Health: can sustain 400 damage before dying.
    • Now has the ability Dragon's Breath: charges up for 2 seconds before releasing a continuous stream of elemental magic in a cone for 4 seconds to its target within 500 units, dealing 32 damage over the duration.
    • Now has the ability Dragon's Destruction: on death, a dragon 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.
  • Rift Herald:
    • Renamed to Herald.
    • Passive bonuses removed.
    • Charge and Swipe renamed to Herald Charge and Herald Swipe, and now each deal 20 damage.
    • Now has the ability 500 Health: can sustain 500 damage before dying.
    • Now has the ability Herald's Doom: on death while at the Baron pit, resurrects and fights for the team who defeated it, moving down the lane with the most damaged structures. On arrival, gains the ability Nexus March: moves down the lane towards the enemy Nexus if there are no enemies to focus, and moves out of the way if in contact with champions or monsters.
    • Now has the ability Herald's Eye: if her eye is struck, deals 50 damage to herself, putting Herald's Eye on a 4-second cooldown.
    • Now has the ability Herald Smash: winds up and pounds the targeted area within 250 units, dealing 20 damage to all enemies within.
  • Baron Nashor:
    • Renamed to Baron.
    • No longer knocks back nearby units on spawn.
    • Is now affected by crowd control, unless specified otherwise.
    • All other passive bonuses removed.
    • No longer attacks.
    • Now initiates an ability every 2 seconds.
    • Actives now all deal 20 damage to enemies hit.
    • Now has the ability 1000 Health: can sustain 1000 damage before dying.
    • Now has the ability Baron's Arrival: if the Rift Herald is at its pit before it spawns, swallows her whole upon arrival, killing her instantly and preventing her resurrection.
    • Now has the ability Baron's Boon: on death, spawns three Heralds for the allied team at its pit, each walking to their own lane and gaining the ability Nexus March.
    • Now has the ability Immovable Rift Object: cannot change location by any means.

  • Each plant now has the following abilities:
    • Immovable Rift Object.
    • Rift Flora: spawns at the start of the match, and respawns after 5 minutes of being consumed.
    • Consume Plant: when targeted by a champion within 500 units, activates to provide its bonus to that champion's team, consuming itself in the process.
  • Plants can now be activated by any champion who clicks on them while within their activation range.
  • Blast Cones and Honeyfruit removed.
  • Scryer's Bloom:
    • Consumable effect named to Scrying Pollen, and 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 has the ability Elemental Bloom: 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, with the following abilities:
      • Eternal Sunshine: spawns at the entrance to the river nearest the central monster camps and the mid lane, and is not consumed upon activation.
      • Sunny Disposition: constantly projects a cone of Sight icon sight extending 500 units forth and Sight icon revealing any brush it peers into. Activating the plant swivels it in the target direction.
    • Mandrake, with the following abilities:
      • River Roots: spawns at the extremities of the river.
      • Mandrake's Scream: When activated, uproots itself and turns into a mobile sentry, with the following abilities:
    • Basic Movement.
    • Plant Sight: can Sight icon see units up to 500 units away, including through brush.
    • Mandrake Patrol: moves from one river bush to the other for up to 120 seconds or upon detecting an enemy champion, consuming itself once either condition is fulfilled.
    • Mandrake Scream: upon detecting an enemy champion, jumps on them and Sight icon reveals them for 4 seconds.
    • Ectospore, with the following abilities:
      • Threshold Growth: spawns at the entrances to the jungle in front of the base gates.
      • Spore Delivery: when activated, initiates 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 consumes itself, and fires a spore that lands at the target location up to 4000 units away, with the following abilities:
        • Plant Sight.
        • Ephemeral Spore: lasts for 60 seconds before consuming itself.

  • No longer gain a pushing advantage or become enraged.
  • Each minion now has the following abilities:
    • Basic Movement.
    • Basic Sight.
    • Call for Help: focuses the nearest enemy in combat with other champions, prioritizing champions, otherwise focuses the nearest enemy.
    • Nexus March.
    • Rift Minion: is counted as a minion for targeting purposes.
  • Melee minion:
    • Renamed to Soldier.
    • Now has the ability 50 Health.
    • Now has the ability Soldier Slash: deals 1 damage each second to the target enemy within 250 units.
  • Caster minion:
    • Renamed to Caster.
    • Now has the ability 25 Health: can sustain 25 damage before dying.
    • Now has the ability Caster Curse: deals 1 damage each second to the target enemy within 500 units.
  • Siege minion:
    • Renamed to Sieger.
    • Now has the ability 100 Health.
    • Now has the ability Sieger Shot: deals 4 damage each second to the target enemy within 750 units.

  • All structures no longer regenerate health.
  • All structures no longer have items or their associated bonuses.
  • All structures are now fully affected by abilities.
  • Each structure now has the following abilities:
    • Immovable Rift Object.
    • 400 Health.
    • Rift Structure: is counted as a structure for targeting purposes.
    • Basic Sight.
  • Inhibitors removed.
  • Nexus turrets removed.
  • Spawn platform removed.
  • Nexus obelisk removed.
  • Base shortened to end at the Nexus.

  • Renamed to Guardian.
  • Now has the following abilities:
    • Guardian Defense: deals 20 damage each second to the nearest enemy within 750 units who is not being focused by a Guardian or Guardian Projection, prioritizing champions who struck allied champions in range.
    • Guardian Incarnation: forms one Guardian Projection beside it for each enemy champion who exceeds the number of allied champions in the lane. Each Guardian Projection has the following abilities:
      • Basic Movement.
      • Guardian Defense.
      • Guardian Patrol: walks towards the enemy wave, otherwise returning to the Guardian and disappearing until the number of champions and Guardian Projections are equalized again.
      • Guardian Reserves: damage taken by the Guardian Projection is taken instead by its Guardian.
      • Rift Structure.

  • Renamed to Waypoint.
  • No longer attacks enemies.
  • Now has the follwing abilities:
    • Waypoint Translocation: champions can enter the Waypoint and, while within it or the Nexus, can select an allied Waypoint to initiate a 4-second channel. If it completes, the champion is blinked to the target Waypoint, maintaining relative position, and becoming unable to activate Waypoint Translocation for the next 240 seconds.
    • Rift Reconstitution: once destroyed, rebuilds itself and becomes permanently claimed by the opposing team, as well as invulnerable.

  • Renamed to Portal.
  • No longer attacks enemies.
  • Now has the following abilities:
    • Rift Reconstitution.
    • Summon Minions: summons a wave of 3 Soldiers, 3 Casters and 1 Sieger every 30 seconds.
    • Summon Super Minions: while still vulnerable, spawns one super minion on the next wave for every enemy champion between it and the Waypoint in its lane at the time of spawn. Each super minion has the following abilities:
      • Rift Minion.
      • 200 Health.
      • Basic Movement.
      • Basic Sight.
      • Blam: targets the nearest champion in range, dealing 10 damage to them every second from up to 500 units away.
      • Portal Defender: remains within 500 units of the Portal, and disappears when the next wave spawns.

  • No longer spawns minions.
  • Now has the ability Final Objective: ends the match and awards victory to the opposing team if it is destroyed.
  • Now has the ability Nexus Protection: prevents all enemy champions from entering the Nexus, renders all champions within untargetable and invulnerable, and heals them instantly if they are out of combat.
  • Now has the ability Nexus Reincarnation: spawns champions who have chosen their path into the game at its location, and resurrects them at its location 30 seconds after they die.
  • Now has the ability Unmake Minions: instantly destroys all minions who strike it.

  • Health Relics removed.
  • Map now has a Portal at the location of each inhibitor.
  • All maps are now shortened down to each team's Nexus.
  • 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 effect wielded by a champion is counted as an ability.
    • Any active ability is counted as an active.
    • Any passive ability is counted as a passive.
  • Basic attacks removed from the game.
    • Any unit with the ability to attack now gains it as part of their ability set.
  • 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 ability that affects an enemy is now classified as a strike.
  • Surrender votes removed from the game.
  • Targeted abilities are now always measured edge-to-edge, rather than center-to-center.
  • All units on the same team as a unit are the unit's allies, and all other units are their enemies.
  • Champions, minions, monsters and structures are all counted as units, unless specified otherwise.

  • 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: now reduces the target's personal Sight icon sight radius to 300, without affecting their allied Sight icon sight.
  • New status effect - charging: while charging, the unit cannot use their other abilities, and is interrupted by Silence icon ability-interrupting crowd-control, but can walk freely.
    • All channeled that effects that allow the user to walk now instead cause them to charge the effect, unless specified otherwise.
  • All animations while casting spells are now channels, unless specified otherwise.
  • Disarm icon Disarm removed from the game.
    • All effects that currently Disarm icon disarm targets now Silence icon silence them, unless specified otherwise.
  • 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.
  • Stasis icon Stasis now completely pauses the affected character's state, including their movement, cooldowns, status effects and other crowd control, resuming them all once the effects end.
  • 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.
  • Taunt icon Taunt no longer forces the target to attack the taunting champion, but instead renders all but the taunting champion untargetable to the target.
  • 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.
  • New crowd control - vanish: renders the target untargetable and invisible to all units, limiting their actions for the duration.
    • Current crowd control that removes the target from visibility now vanishes them, 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 - invincible: while invincible, the unit is both invulnerable and unstoppable.
    • Current status effects that prevent damage and crowd control now render the target invincible, unless specified otherwise.
  • Spell shields removed.
    • All current spell shields now provide untargetability instead, unless specified otherwise.
  • Current status effects that render a target untargetable now render them untargetable to enemies only, 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.
    • Dashes that cause a champion to enter an enemy's hitbox now either stop at or carry them over to the enemy's nearest edge.
  • 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 allies removed, and scaled to match the size of champions.

  • 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 using an ability or being struck, 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:
    • Now indicates time committed to the champion, rather than any particular level milestone.
      • Time spent disconnected from a match or AFK does not count towards time awarded.
    • No longer carries a title.
  • Riot Points reworked:
    • Riot Points renamed to Essence.
    • All Essence values and prices reduced to 60% of their original value.
    • Playing now grants 1 Essence per minute of time committed.
      • Time spent disconnected from a match or AFK does not count towards time awarded.
    • Monetary purchases can now be used to buy either Essence or the product itself, for a value equal to its Essence cost.
  • Summoner level reworked:
    • Summoner level renamed to Mastery.
    • Is now the player's total time committed, rather than a level milestone.
      • Time spent disconnected from a match or AFK does not count towards time awarded.
  • Ward skins now drop on top of destroyed structures as a cosmetic, with the dropped ward belonging to whoever landed the last hit.

  • All champions now have the following abilities, unless specified otherwise:
    • 100 Health.
    • Basic Collision: cannot move through enemy champions or structures unless specified otherwise.
    • Basic Movement.
    • Basic Sight.
    • League Champion: is counted as a champion for targeting purposes.
    • Shared Sight: can Sight icon see units Sight icon revealed by allies.
  • Attack damage removed from the game.
  • Attack speed removed from the game.
  • Attack range removed from the game.
  • Experience removed from the game.
  • Gold removed from the game.
  • Base health regeneration removed from the game.
  • Levels and ability ranks removed from the game.
    • All abilities are now unlocked from the start, unless specified otherwise.
  • All non-ammo secondary resource bars set to 100.
    • Ammo is now displayed in the champion's resource bar.
    • All energy regeneration set to 10 per second.
    • All flow generation set to 1 per 50 units traveled.
    • All fury generation set to 20 per strike against enemy champions and monsters, decaying at a rate of 5 Fury per quarter-second after not generating fury for 4 seconds.
    • All mana regeneration removed.

The following points aren't meant to be changes to the game in the same sense as the other sections. Rather, they are here to help situate some design notions in this new design context.

  • Features should only be given to a champion if they are meant to be an intended strength of that champion, and should be pruned from their kits otherwise.
  • Features can generally be categorized as either contributions, which impact other units, or means of contribution, which impact the user and how they influence others.
    • Contributions include:
      • Burst damage: the ability to inflict 50 or more damage to an opponent in less than 1 second.
      • Persistent damage: the ability to consistently reapply damage to an opponent within 1 second of the previous instance.
      • Crowd control: the ability to disrupt an opponent.
      • Utility: the ability to empower an ally other than oneself.
    • Means of contribution include:
      • Area of effect: the ability to affect multiple units with a single instance of an ability.
      • Mobility: the ability to enhance one's movement.
      • Range: the ability to affect units more than 500 units away from oneself.
      • Survivability: the ability to avoid and mitigate enemy effects on oneself.
    • The number of contributions and means of contribution should each be evaluated along the following guidelines:
      • 0: the champion is dysfunctional. Either they contribute nothing, or have no means of applying their contributions. They need at least one more strength where they're lacking, if this ever happens.
      • 1: the champion is specialized. They either only contribute one thing, or contribute through only one means, but are top-tier in this respect. If improperly applied, this carries a risk of overspecialization, where a champion is overbearing at what they do and doesn't present enough choice to the player.
      • 2: the champion is flexible. They have a small enough set of strengths to shine at them, but still have variety to how they contribute. All else held equal, generally the least likely to cause balance or design issues.
      • 3: the champion is loaded. They have a diverse skillset, though are unlikely to possess any strength in exceptionally large amounts. If improperly applied, loaded kits may feel unsatisfying to play, frustrating to play against, or both.
      • 4+: the champion is overloaded. They have far too many strengths, and as a result lack clear weaknesses. They need to have their core contributions reexamined, and their superfluous features pruned from their kits.

  • Abilities should each be given a clear purpose and functionality, and features on a champion's kit should be consolidated as needed.
    • If a kit has both damage and crowd control, both should be kept separate from each other unless there is a very good reason otherwise, and the champion's kill window should never approach the total amount of crowd control they can output on a target, so that their opponent may always react even if they do get hit by one effect.
    • Abilities should in most circumstances need at most only one mode of gating, i.e. a restriction preventing the further use of the ability. If two or more independent gates are imposed on an effect, then it is likely the ability is being gated improperly, or has at least some component that is innately unhealthy.
  • Attacks should only exist on champions who are either intended to fight through attacks, and need to be differentiated more in those cases, as they are otherwise a sixth ability, more or less identical on most champions.
  • Damage numbers should be set along the following guidelines:
    • 5: very low. Around the damage of a minion or monster attack or a tick on a damage-over-time-effect.
    • 10: low. Around the damage of a rapid-fire nuke.
    • 20: medium. Around the standard damage of an average nuke.
    • 50: high. Reserved for extremely powerful nukes.
    • 100: very high. Enough damage to single-handedly kill a squishy champion.
  • Durability and protection should not be completely passive. As such, tanky champions should derive their tankiness from their abilities, rather than from large base health pools.
    • Conversely, all self-healing and self-shielding provides durability, and should be evaluated as such.
    • Anti-burst durability should generally be pre-emptive (to mitigate incoming damage), whereas anti-DPS durability should follow up on damage to allow the champion to survive more. Therefore, shields are typically anti-burst, whereas heals are anti-DPS.
  • Healing should not generally come out of thin air. Because healing is the negation of damage, it needs to derive from skillful play, risks taken, and sacrifices made.
  • Range should be set and evaluated along the following guidelines:
    • 250: short range.
    • 500: mid range. Champions who can go past this range should count range as one of their strengths.
    • 750: long range.
    • 1000+: very long range.
  • Utility should only affect oneself if the utility provides a strength the champion is themselves meant to be good at. If they are not meant to possess that strength, they should not have it, and should therefore not be able to benefit from that utility.

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