User:Emptylord/2017 Patch Notes/Fighter

Enforcer

 * Applies over the affected area.
 * Enemies affected are now visually mummified.
 * Applies over the affected area.
 * Enemies affected are now visually mummified.


 * Can now pick up Gnar's boulder.
 * Can now be activated to trigger Rage Gene.
 * Can now be activated to trigger Rage Gene.
 * Can now be activated to trigger Rage Gene.

"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."
 * Skirmisher

- Emptylord


 * Hecarim's basic attacks deal bonus damage for every 10 units moved since his last basic attack, up to  bonus damage.
 * 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.
 * 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.


 * Skirmisher
 * Damage cap now only applies versus monsters.
 * Martial Cadence can now be triggered by Jarvan's abilities.
 * 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.
 * Base shield changed to from 50 / 90 / 130 / 170 / 210.
 * Bonus shield per valid enemy hit changed to 50% at all ranks from 20 / 30 / 40 / 50 / 60.
 * 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.
 * Range increased to 1000 from 830.
 * Passive attack speed removed.
 * Active attack speed removed.
 * Scaling changed to from.
 * Damage type changed to physical from magical.
 * 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.
 * 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.
 * Jarvan gains over the arena for the duration.
 * Arena now applies to enemies within, preventing them from seeing out.
 * Arena applies to enemies who try to escape.
 * 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.
 * Jarvan gains over the arena for the duration.
 * Arena now applies to enemies within, preventing them from seeing out.
 * Arena applies to enemies who try to escape.


 * Disruptor
 * Now scales with.
 * Leona can now trigger the effect herself versus jungle monsters.
 * Bonus attack range increased to 50 from 30.
 * Mana cost reduced to from.
 * Cooldown reduced to from.
 * duration reduced to 1 from.
 * Stun only applies if Leona's target is facing her.
 * No longer prolongs its bonuses upon hitting an enemy.
 * Now all enemies hit who were facing her for 1 second.
 * No longer roots the target that she is jumping to.
 * Will now follow the target indefinitely, as with.
 * 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.
 * Now causes Leona to herself to the enemy team while casting the ability and for  seconds afterwards.
 * strength reduced to 60% from 80%.
 * 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.
 * Now causes Leona to herself to the enemy team while casting the ability and for  seconds afterwards.
 * strength reduced to 60% from 80%.
 * strength reduced to 60% from 80%.


 * Disruptor


 * Warden


 * Rammus can initiate a channel by keeping the mouse button held whenever he issues a movement command. While channeling, Rammus will rapidly generate Momentum, which grants him bonus movement speed. The channel is interrupted by movement inhibiting effects instead of silencing effects.
 * After the 3 seconds or releasing early after at least seconds, Rammus will hurtle forward with a slow rotation speed. Rammus gradually loses Momentum once he starts moving and cannot  stop moving so long as he has Momentum.
 * Colliding with lesser units will them for 1 second, applying one '. Colliding with a champion, large unit or terrain will bring Rammus to a, ' his target and dealing 100% splash damage to enemies in a large area. Colliding with terrain will still trigger the splash damage.
 * Rammus hurls a nova of spikes in an area about him, dealing  physical damage to the first enemy hit by each spike. Enemies champions hit will take 15% increased damage from Needle Barrage for the next 8 seconds, stacking up to 6 times.
 * Enemies will intercept multiple needles but will only be damaged once. Minions cannot intercept more than 5 needles and if the needles strike a minion, the needle will do area of effect damage that only affects other nearby minions.
 * Rammus curls the earth around him to form a barrier, mitigating the next 80 / 120 / 160 / 200 / 240 physical damage. If the shield is broken, Rammus will fire a Needle Barrage at no cost or affect on cooldown.
 * Powerball will champions hit directly (8 second per-target cooldown) and deals 30 / 45 / 60 / 75 / 90  bonus magic damage to all enemies hit.
 * Rammus erects a ramp at the target location, creating a tapered wall of terrain that is impassible to all except Rammus during . Ramps last for have 10 minutes, up to 8 at a time, and have 3 health and take /  damage from champion attacks.
 * Powerballing into a ramp causes Rammus to take to the air for a short duration, ignoring terrain and unit collision. Landing on a champion, large unit or terrain—in addition to the effects of Powerball—will surrounding enemies inward and harshly  them for a short duration.
 * Rammus creates an earthquake around himself for 8 seconds, dealing 65 / 130 / 195  magic damage to nearby enemies and enemy structures each second for the duration.
 * Powerball will champions hit directly (8 second per-target cooldown) and deals 30 / 45 / 60 / 75 / 90  bonus magic damage to all enemies hit.
 * Rammus erects a ramp at the target location, creating a tapered wall of terrain that is impassible to all except Rammus during . Ramps last for have 10 minutes, up to 8 at a time, and have 3 health and take /  damage from champion attacks.
 * Powerballing into a ramp causes Rammus to take to the air for a short duration, ignoring terrain and unit collision. Landing on a champion, large unit or terrain—in addition to the effects of Powerball—will surrounding enemies inward and harshly  them for a short duration.
 * Rammus creates an earthquake around himself for 8 seconds, dealing 65 / 130 / 195  magic damage to nearby enemies and enemy structures each second for the duration.
 * Rammus creates an earthquake around himself for 8 seconds, dealing 65 / 130 / 195  magic damage to nearby enemies and enemy structures each second for the duration.


 * The projectile now grants sight while in flight.
 * The projectile now grants sight while in flight.


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


 * Disruptor
 * Sion can now activate summoner spells.
 * Whenever a champion or structure dies that he damaged in the last seconds, Sion is restored to full health, the rate of decay is reset and Death Surge's cooldown is refreshed.
 * 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, but will deal the charged damage in full.
 * Now scales with.
 * An interrupted Decimating Smash will not knockup, regardless of how long it was charged, but will deal the charged damage in full.
 * Now scales with.
 * Now scales with.

Minor changes= Minor rework=
 * Defense
 * Stunning an enemy now restores 50 mana.
 * Mana cost increased to 30 at all ranks from 16 / 17 / 18 / 19 / 20.
 * Mana cost increased to 30 at all ranks from 16 / 17 / 18 / 19 / 20.
 * Mana cost increased to 30 at all ranks from 16 / 17 / 18 / 19 / 20.
 * Skarner damages and slows all enemies in a line by 40 / 45 / 50 / 55 / 60 % that decays down to 10% over 3 seconds. Basic attacks against slowed enemies will increase the duration by 1 second, up to a maximum of 3 bonus seconds. Increasing the duration does not refresh the current slow amount.
 * Skarner damages and slows all enemies in a line by 40 / 45 / 50 / 55 / 60 % that decays down to 10% over 3 seconds. Basic attacks against slowed enemies will increase the duration by 1 second, up to a maximum of 3 bonus seconds. Increasing the duration does not refresh the current slow amount.
 * Skarner's next attack deals 80 / 120 / 160 / 200 / 240 bonus magic damage and erects a small wall of impassible terrain a short distance ahead of his target. Enemies caught by the wall are shunted aside, but this does not count as crowd control. Skarner gains 30 bonus attack range on this attack. The attack is visually similar to  ground-slam, combined with the particle effects of  recall animation.
 * The location of the wall is calculated intelligently using similar algorithms to . If you're chasing the target, it will place it an appropriate distance ahead that it is almost guaranteed to hit them unless they change path (there would have to be a maximum range that can be countered with sufficient movement speed). If your target is standing still, the tremor will appear behind them but not close enough to hit them unless they run.
 * Skarner hurls his stinger forward in a line, slowing all enemies it passes through by 80% which decays over 2 seconds. Skarner will impale the last enemy champion struck, dealing 100 / 150 / 200 magic damage and pull them toward him. The target will deal 100 / 150 / 200  magic damage and knock up any enemy they are pulled through, and will take an additional 50 / 75 / 100  magic damage for each enemy champion they hit.
 * The target is classified as suppressed from the moment they are impaled for a total of 1.75 seconds. Skarner is immobilized while his stinger is in flight, but once his victim is in tow he can move freely and will drag them around.
 * Range increased to 875 from 350.
 * Missile speed and general effect is comparable to.
 * Range increased to 875 from 350.
 * Missile speed and general effect is comparable to.


 * Skirmisher
 * Shield strength increased to from.
 * Shield duration reduced to 2 seconds from 3 seconds.
 * Cooldown changed to 23 - (Vi's level) from.
 * Triggering the shield versus minions and lesser monsters.
 * Triggering the shield with.
 * Maximum range increased to 1000 from 725.
 * Maximum range charge-up time increased to 2 from.
 * Damage changed to  from.
 * Charging increases the damage.
 * Vi will now all enemy champions she collides with en route, damaging and knocking them aside them only when she arrives at her target as part of the same punch.
 * Assault and Battery's damage and dash speed are reduced by as she picks up enemies, and is cancelled entirely if more than three enemies jump on her. Half the cooldown is refunded if enemies successfully dog-pile Vi into submission.
 * 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.
 * Vi will now all enemy champions she collides with en route, damaging and knocking them aside them only when she arrives at her target as part of the same punch.
 * Assault and Battery's damage and dash speed are reduced by as she picks up enemies, and is cancelled entirely if more than three enemies jump on her. Half the cooldown is refunded if enemies successfully dog-pile Vi into submission.
 * 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.


 * Can now pick up Zac's.
 * Can now pick up Zac's.

Juggernaut

 * Passive removed.
 * 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%, magic damage by 50% 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.
 * Garen is now considered to be facing in all directions while spinning for the purpose of from-behind and from-front effects.
 * Garen is now considered to be facing in all directions while spinning for the purpose of from-behind and from-front effects.
 * Garen is now considered to be facing in all directions while spinning for the purpose of from-behind and from-front effects.


 * Mage


 * Each individual rocket will now obey terrain collision, similar to or.
 * Each individual rocket will now obey terrain collision, similar to or.


 * Mage


 * Mage


 * Saboteur
 * Healing is now delayed by a projectile.
 * Healing flattened to 5% at all levels from % based on level.
 * AD ratio flattened to 100% at all ranks from %.
 * Now scales with.
 * Attack damage reduction changed to 10% of the target's attack damage from %.
 * Attack damage buff changed to 10% of the target's attack damage from.
 * There is a minimum reduction/buff of.
 * Attack damage buff changed to 10% of the target's attack damage from.
 * There is a minimum reduction/buff of.


 * Mage

Skirmisher

 * The empowered attack also reduces the cooldown of her abilities by 3 seconds.
 * 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.
 * Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.
 * Explosion area reduced.
 * Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.
 * Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.


 * The amount of health that Ekko will restore is displayed as grey health.
 * The amount of health that Ekko will restore is displayed as grey health.


 * Blocks everything from all directions.
 * Grants 100% dodge chance (excluding turret shots) from oncoming attacks and protection from other oncoming projectiles.
 * No longer mitigates existing damage over times.
 * No longer blocks summoner spells.
 * No longer blocks summoner spells.


 * Artillery
 * The empowered attack cannot be triggered versus minions and lesser monsters.
 * Now scales with.
 * Plunder on-kill.
 * Gangplank plunders gold and 1 Silver Serpent each time he scores a unit kill or champion assist with Parrrley, Powder Keg or Cannon Barrage. The plunder is increased to 5 Silver Serpents for champion takedowns.
 * Upgrade costs reduced to 125 Silver Serpents from 500.
 * Gangplank plunders gold and 1 Silver Serpent each time he scores a unit kill or champion assist with Parrrley, Powder Keg or Cannon Barrage. The plunder is increased to 5 Silver Serpents for champion takedowns.
 * Upgrade costs reduced to 125 Silver Serpents from 500.
 * Upgrade costs reduced to 125 Silver Serpents from 500.


 * Ranger
 * Fixed a bug where Graves' attack speed was showing his reload speed instead of his attack speed.
 * Graves' attack speed and reload speed being affected by bonus attack speed. As with Jhin, only his growth will affect these stats.
 * Pellet AD ratio now has a scaling.
 * Bullets beyond the first gain a scaling.
 * Bullets beyond the first gain a scaling.


 * Irelia's attacks restore health, doubled on killing blows.
 * Irelia's attacks deal true damage to the target at the cost of as much health, which is refunded on killing blows.
 * Stun.
 * Deals 1 % bonus damage for every 1% that Irelia's current health percentage is lower than her target's.
 * Stun.
 * Deals 1 % bonus damage for every 1% that Irelia's current health percentage is lower than her target's.


 * Active removed.
 * 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.
 * Jax can no longer perform basic attacks while Counter Strike is active.
 * Taking attacks during Counter Strike will refresh Relentless Assaults's timer.
 * Passive removed.
 * Taking attacks during Counter Strike will refresh Relentless Assaults's timer.
 * Passive removed.
 * Passive removed.


 * Lee Sin will now also restore 2% of his missing health on the empowered attacks.
 * Attack Speed bonus increased to % from 40% at all levels.
 * (Q1)
 * Damage changed to from 50 / 80 / 110 / 140 / 170.
 * 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  from 50 / 80 / 110 / 140 / 170.
 * Maximum damage implement at.
 * Total/maximum damage from both actives changed to from 100 / 160 / 220 / 280 / 340.
 * (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.
 * (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 damage.
 * (E1)
 * Damage changed to 25 / 50 / 75 / 100 / 125 from 60 / 95 / 130 / 165 / 200.
 * Now deals physical damage instead of magic.
 * (E2)
 * Renamed Humble.
 * Damage changed to 50 / 150 / 250 from 200 / 400 / 600.
 * The target will now take an additional 25 / 75 / 125 bonus damage for each enemy champion they collide with.
 * Damage changed to 50 / 150 / 250 from 200 / 400 / 600.
 * The target will now take an additional 25 / 75 / 125 bonus damage for each enemy champion they collide with.
 * The target will now take an additional 25 / 75 / 125 bonus damage for each enemy champion they collide with.


 * Rogue
 * Accommodation
 * is now applied by, and , such that they can only see who they're focused on.
 * Stats
 * Attack speed growth increased to 3.5% from 2.7%.
 * Heal now scales with.
 * Blocking an ability doubles the passive attack speed.
 * Blocking an ability now grants Nocturne stealth for 1.5 seconds and halves the cooldown of Shroud of Darkness.
 * Passive attack speed is now doubled while attacking an enemy.
 * Nocturne's gains 200 movement speed while moving toward enemies or while stealthed.
 * Bonus movement speed change to 200 flat from 60%.
 * Nocturne implants nightmares into the target enemy, causing them to turn and 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 instead of.
 * The effects of now includes, as mentioned above.
 * Cooldown is now reduced to 60 seconds if Nocturne does not use the second active.
 * Targeting now uses instead of.
 * The effects of now includes, as mentioned above.
 * Cooldown is now reduced to 60 seconds if Nocturne does not use the second active.
 * Cooldown is now reduced to 60 seconds if Nocturne does not use the second active.


 * Disruptor


 * General
 * Now uses Energy.
 * Empowered attacks now restore 35 energy.
 * Costs 60 energy per cast.
 * Broken Wings now uses 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.
 * Costs 60 energy.
 * Costs 60 energy.
 * The shield now only mitigates physical damage.
 * Missile speed reverted to 2200 from 1600.
 * Missile speed now decelerates as it hits enemies.
 * Costs 60 energy.
 * The shield now only mitigates physical damage.
 * Missile speed reverted to 2200 from 1600.
 * Missile speed now decelerates as it hits enemies.
 * Missile speed now decelerates as it hits enemies.


 * Enforcer
 * On-hit area damage while Burnout is active is removed.
 * Burnout ticks will now trigger Kindling's bonus damage.
 * Mark that causes percent-health bonus damage named Kindling.
 * Kindling is transferred to nearby enemies whenever a marked enemy dies.
 * Maximum fury increased to  from 100.
 * Passive fury generation changed to % of maximum Fury from  flat.
 * On-hit fury generation changed to 2% of maximum Fury from 2 flat.
 * Shyvana is now invulnerable during the dash.
 * bonus health.
 * Shyvana's Fury becomes a secondary Health Bar, shielding her primary Health Bar while she has Fury. Upon being depleted, Shyvana returns to Human form. Damage dealt in excess of her current Fury is not carried over to her Human form. This is similar to .
 * While active, Shyvana gains the ability to cast Ferocious Pursuit.
 * (R2)
 * Shyvana lungs forward a short distance, consuming 10% of her maximum Fury.
 * Cooldown: 5 seconds
 * (R2)
 * Shyvana lungs forward a short distance, consuming 10% of her maximum Fury.
 * Cooldown: 5 seconds


 * Disruptor