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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.
  • Damage reworked:
    • Armor and magic resistance removed from the game.
    • Damage types removed: all damage dealt and received is simply labeled "damage", with no further distinction unless specified.
  • 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 5 per second.
  • 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.

  • Individual monster mechanics reworked (in progress).
  • Each non-buff camp now provides its own reward to the killer or their team upon being cleared (in progress).
  • All jungle buffs reworked (in progress)
  • Monster stats adjusted, overall nerfed.
  • Monsters no longer gain stats over time or have levels.
  • Large monsters no longer restore health or mana upon being killed unless specified otherwise.
  • Plants:
    • New plants added to function as static, vision-based objectives (in progress).

  • 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 collision purposes, though are immune to all crowd control unless specified otherwise.
  • 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.
  • 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 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.
    • Is now targetable and destructible.

    • 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.

  • All champions are now freely available from the start.
  • Influence Points removed from the game.
  • Champion Shards and Permanents removed from the game.
  • Champion 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:
    • Cosmetic Essence renamed to Essence.
    • All RP converted to Essence, at a rate of 1 RP per 3 Essence.
    • All purchaseable items can now be directly and permanently unlocked with Essence, at an Essence cost of triple the item's RP value.
    • Monetary purchases now grant Essence rather than RP, providing Essence equal to three times 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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