User blog:Emptylord/Sandbox/Custom Patch Notes

Game Client

 * General
 * ARAM game mode renamed to All Random.


 * Item Sets
 * The recommended build of each champion is now displayed in this section.
 * There is now an option to duplicate pages.


 * Invites
 * Games played on Howling Abyss will now show the map as Howling Abyss, instead of ARAM.
 * Games will now show either Blind or Draft, instead of Normal.


 * Store
 * One of the following:
 * You can now refund content that was released in the last 7 days without expending a Refund Credit, or requiring one.
 * Refund Credits are now given with RP purchases, with between 1-3 depending on the amount. Ideally something like 1 for every 4 skins you can afford (2 for 3.5k and 6.5k; 3 from 9k; and maybe 1 from everything, or starting at 1.7k).


 * Event Rewards
 * All skins, summoner icons, etc, that are awarded to players for their participation during events (including seasonal events, such as Harrowing and Snowdown) will now use the gifting animation - as with the Team Builder icons.


 * Leagues
 * In the Leagues panel, the following emblems have been added:
 * Victorious!: You have recently won a game together. (green trophy)
 * Rivals: This player has recently defeated you. || You've recently defeated this player. (grievous wound)
 * Battlebound: You've met this player many times on the Fields of Justice. (arms wrestling)


 * Ranked Stats
 * Champion stats are now tracked per queue type (i.e. solo queue, 3v3 and 5v5). There is still an option to view overall stats.


 * Matchmaking
 * Number of bans in draft/ranked games increased to 4 per team, from 3.
 * Captains will now make two bans per turn (twice), instead of one ban per turn (three times).
 * Champions the enemy team don't own during the banning phase are greyed out instead of hidden from the list, to prevent mis-bans due to impatient clicking.
 * The number of losses at/around 0 LP required to be demoted has been increased. LP clamping will apply to at-risk players to accommodate this change.
 * Players will now be informed if their next loss will result in a demotion.
 * The Captain of premade games can now select the pick order of his team.
 * The Captain is not required to be first pick.
 * In the event of a non-fully premade team, the selected pick order is merely the order that your premades will appear in around any extra players (e.g. 1st, 3rd, 4th and 5th).


 * Play Now
 * The Play Now interface has been reorganized to better distinguish between maps and modes (included are the new game modes proposed below).
 * A new Featured Game Mode tab has been added to better advertise featured game modes. As on live, the client will remember your previous selection.
 * Below is an overview of the layout:


 * Below are some illustrations:




 * End Game Screen
 * Healing Done will now be split into Ally-Healing and Self-Healing.
 * Self-Healing will now track life steal and spell vamp, as well as similar effects.
 * Sight Wards Purchased, Sight Wards Placed, Vision Wards Purchased and Vision Wards Placed will now be tracked.

General

 * Surrendering
 * You may surrender 5 minutes earlier for every player that has been disconnected for at least 5 minutes.
 * Surrender votes will fail as soon as 2 negative votes have passed - it doesn't clutter the screen unnecessarily.


 * Damage Variation
 * Caster minions now deal magic damage instead of physical damage.
 * Gromp, Sentries, Cinderlings and the Crimson Raptors now deal magic damage instead of physical damage.


 * Damage Mitigation
 * All effects that mitigate damage will now display those values with floating text, as with.
 * Health shields will now only use white, e.g. -60 from.
 * Magic damage reduction/shields will use purple, e.g. -60 from.
 * Physical damage reduction/shields will use gold, e.g. -8 from.
 * All other forms of damage reduction will use blue, e.g. -60 from, and.
 * The floating text has a "crit" variant that is used for bigger-impact/unappreciated abilities (e.g. and, respectively) - the text is larger, bolder and has a small icon adjoining the number (similar to Critical_strike_icon.png), such as a shield icon.
 * Shields that trigger automatically (such as Lifeline) would "crit" when triggered, but use standard sized text thereafter.
 * As with damage text, these numbers will combine if multiple sources of damage reduction overlap (only applicable to floating text of the same color/size).
 * Armor and magic resist mitigation numbers can be enabled in the options. These will use tan and purple text, respectively, and will use a smaller font-size akin to damage taken from minions.
 * Incoming damage mitigated (damage you're not taking) and outgoing damage mitigated (damage you're not dealing) can be enabled/disabled separately.


 * No longer mitigates physical damage on-hit.
 * Now prevents attacks from hitting, which affects all damage types.will now prevent basic attacks from hitting, rather than mitigating physical damage. This will prevent all on-hit effects, regardless of damage type or secondary effects.
 * All limited-use on-hit effects will now wait until the user is free from blinding effects (currently will be wasted, while  will just wait - all will now wait).
 * All limited-use on-hit effects will now wait until the user is free from blinding effects (currently will be wasted, while  will just wait - all will now wait).


 * The terms Root and Immobilize will replace all instances of Snare.
 * The terms Root and Immobilize will replace all instances of Snare.


 * No longer halves healing effects.
 * Now reduces the target's base health regeneration to 0 for the duration.
 * The effect has been removed entirely from the following sources:
 * The only remaining source of Grievous Wounds is.
 * The only remaining source of Grievous Wounds is.
 * The only remaining source of Grievous Wounds is.
 * The only remaining source of Grievous Wounds is.
 * The only remaining source of Grievous Wounds is.
 * The only remaining source of Grievous Wounds is.


 * Spellvamp
 * The reduced healing on area of effect damage now only applies to minions. Area of effect damage dealt to champions and monsters will now benefit fully from spell vamp.


 * Critical Strike Chance
 * Critical Strike Damage would be removed.
 * Your % chance to critically strike is now a % bonus damage you deal on every attack (for example, 20% critical strike chance is now 20% bonus damage).
 * While the DPS is identical in this system, the specific values would need tweaking to compensate the reliability.
 * This new stat could be called "Critical Damage", although feedback has suggested this could be misleading compared to what people understand "critical" to mean from other games. I will use the term Critical Damage for ease of writing.
 * Critical Damage is capped at 150% (or 100%, and Infinity Edge increases the cap to 150%).
 * Critical attack animations will trigger randomly based on your % critical damage, and so are unaffected by the change (for example, 20% critical damage would mean a 20% chance to trigger the animation).
 * Abilities and Items
 * and would need their unique passive reworked. They could simply increase the cap on Critical Damage, but this wouldn't really affect any champions except Yasuo. However, since both items offer such a large amount of attack damage and critical strike damage on a single item - it would be like buying  (75 AD and +25% AD). The slot efficiency in one item could be enough to simply remove the passive all together.
 * The following abilities are fine barring some minor number tweaks:, and.
 * could need adjusting (as it stands it would be "double then reduce by 10%", which could be fine). Perhaps, "Yasuo cap on critical damage is 125%, compared to the 150% on other champions", although this has no early-game impact which is what the current penalty is for. Given that starting with will now provide reliable damage, would Yasuo's base AD need a slight nerf (similar to how Rammus has below-average AD and Singed has below-average health to compensate their passives early game)? Or maybe slightly increase his AD and, "Yasuo starts the game with -10% critical damage, thus reducing the damage of his attacks, but gains double critical damage from all sources." Or maybe, given the fact that critical damage is reliable rather than luck-based, the penalty could be removed since it wouldn't really be any stronger than.
 * could be reverted to the original effect as it is now reliable in all circumstances: "If Ashe has not attacked in the last 3 seconds, she gains 4 / 5 / 6 / 7 / 8 % bonus Critical Damage every second. This bonus is expended on her next attack. Focus cannot generate more than 100% bonus Critical Damage."
 * : "Parrrley's total damage will be modified by Gangplank's % critical damage."
 * , and : "... will deal  bonus damage where X is half your critical damage percentage."
 * Damage modifiers will continue modify the total damage dealt after crit has been applied (this includes "The second attack will only deal half damage." of and ).

All Random

 * In order to eliminate the issue with "ARAM Smurfs", players will now have access to all champions in the All Random game mode.
 * Players will now earn one reroll per All Random game played and can store up to 2.
 * Custom Games using the All Random game will now feature the same system as match-made All Random games (namely re-rolls). Rerolls will only be earned if there are at least 3 human players on each time and the game lasts a minimum time.

Magma Chamber

 * Emptylord_MagmaChamber.pngMagma Chamber 2v2 Preview.jpegred by Smite's Arena map.


 * Game Modes: Colosseum and Custom.
 * No lane: just a giant open space.
 * Objective: The Nexus isn't an attackable unit - but rather takes damage by scoring kills. Minions will spawn with the intent of going through the portal at the opposite end of the arena - each minion that successfully goes through the portal deducts health. The two "lanes" of minions intersect in the middle. The primary means to damage the Nexus is to kill enemy champions.
 * Six neutral camps that offer, and
 * The towers serve to prevent enemies from entering the spawn area - and are out of range/will not attack minions, unless they are lured off course.
 * A force field prevents enemies from physically entering the spawn area.

Proving Grounds

 * Emptylord_ProvingGrounds.pngred by Smite's Joust map.


 * Game Modes: Basic Tutorial, Showdown (1v1), Showdown (2v2) and Custom.
 * A single lane: 2 towers and no inhibitor.
 * A small jungle: 3 camps per side, 2 lesser camps and 1 buff camp.
 * Fewer objectives: the Nexus and Nexus turret are the same structure.

Summoner's Rift

 * Towers
 * Towers no longer have any base armor or magic resistance.
 * Towers no longer have any health regeneration.
 * Towers now have a shield that mitigates 1300 damage, which is shown in the mana bar.
 * A tower's over-head health bar will now show a shield-bar beneath the health bar.
 * Tower health and shield is now segmented.
 * If the tower has not taken damage in the last 30 seconds, its shield will regenerate to full over 5 seconds.
 * The Fortification buff is now displayed as a buff, rather than an item.
 * The Warming Up and Heating Up buffs will now display the current stacks with a buff icon.
 * Reinforced Armor will now display a buff icon while active.
 * With the Summoner's Rift visual upgrade: towers should visually represent the Fortification, Warming Up and Heating Up buffs in their model.


 * Jungle

Switch Wolf and Raptor Buffs= New Wolf Bufft=
 * The initial spawn on the jungle is now 5 seconds earlier to ease the level-up disparity between bottom lanes that assist their jungle and those that don't.
 * Using on the  will grant, which grants true sight for 10 seconds when spotted by a ward.
 * Using on the  will summon a River Spirit that watches over the nearby ramp that leads into the river.
 * Using on the  will grant, which grants you unobstructed vision while standing still.

Twisted Treeline

 * Minion waves no use Dominion's wave setup - with a single melee minion and three casters, with no siege minions. Upon destroying an inhibitor, the melee minion will be replaced with a siege minion - which is functionally like a Banner of Cammand' melee minion on Dominion (ROID-TIME!).
 * The alters must now be neutralized before they can be captured.
 * Capture time reduced to 5 seconds from 7 seconds.
 * Neutralize time implemented at 5 seconds.

Featured Game Modes

 * Emptylord_UltimateBravery.pngClass is out! - Each team may ban an entire class of champions prior to Blind champion selection (Marksman, Support, Mage, Tank, Fighter and Rogue). Matchmaking is available on Summoner's Rift.
 * Free for all! - All 10 players are on independent teams. This game mode is only available on the Colosseum map, even in custom games. Shopping can only be performed while dead and players must choose to respawn after the death timer has completed. Spawn locations are scattered around the edge of the arena and you will spawn at a random, unoccupied location. The object is to score the most points within a time limit, or the first to X points. All enemies are considered to be both allied and enemy for targeting purposes. Abilities that can target both will use the hostile effect (e.g. Whimsy). There are no assists; gold and experience are generated entirely passively.
 * Ultimate Bravery - Standard Summoner's Rift/Howling Abyss, except your build is decided for you at random. Unlike [www.ultimate-bravery.com Ultimate]: you aren't told your full build in advance and you have the option to reroll up to two of your items (or the same item twice). Once you have started building an item - it is locked in and you cannot reroll.
 * Nemesis: Reforged! - Nemesis with a twist: you and the opponent across from you must have champions from the same role. The first of a Rival Pair gets complete freedom, while the second of pair must match their choice. With Draft's standard 1-2-2-2-2-1 picking structure, it means the first pick (left) gets complete freedom, first pick (right) must match and second pick (right) gets complete freedom, and so on. This may or may not factor both primary and secondary role.

Champions
  
 * General
 * All auto-targeted abilities are now incapable of hitting unseen/stealthed targets unless thematically appropriate (e.g. Twin Shadows), and such functionality would be clarified in the tooltip.
 * All unit-targeted abilities are now calculated edge-to-edge instead of center-to-center.
 * Becoming untargetable will no longer cause homing projectiles to fizzle instantaneously. Instead, they will only fizzle upon reaching the target if still applicable.
 * Abilities that bounce to additional targets, such as, whose target becomes untargetable while en route will only fizzle if there are no other valid targets upon reaching the target - otherwise, they will bounce from an untargetable enemy as normal. Bouncing abilities will not select untargetable enemies as new targets (with the exception of ).
 * The "Assassin" class has been renamed "Rogue" to distinguish between the ability to assassinate and a mobile/agile damage dealer. The following champions are no longer classified as Rogues:
 * The following abilities are now disabled while rooted:
 * The following abilities are will not gap-close while rooted:
 * - "... Nautilus will not drag himself forward if his movement is inhibited."
 * - "... he pulls himself forward... This will not happen if Jarvan's movement is inhibited."
 * The following pets are no longer trapped in geostationary orbit with their respective champions and will behave more similarly to :
 * The following abilities now utilize the per-target cooldown visual aid, as with :
 * This list may be incomplete.
 * The following sources of magic damage now clarify in the tooltip that they will apply life steal: "... will apply life steal and cannot be dodged, blocked nor critically strike.
 * The following sources of magic damage no longer apply life steal:
 * The following on-hit effects now clarify in the tooltip that they will apply spell effects: "... will apply spell effects and cannot be dodged, blocked nor critically strike.
 * The following on-hit effects now apply spell effects and will clarify this in the tooltip: "... will apply spell effects and cannot be dodged, blocked nor critically strike.
 * The following on-hit effects no longer apply spell effects:
 * (activation effect)
 * (activation effect)
 * The following effects that can trigger on champion assist now have a reduced assist timer of 3.5 seconds, as with :
 * The following abilities will no longer factor enemies who blocked the ability for the purposes of triggering secondary effects:
 * - The gap closer will choose the next closest target.
 * This list may be incomplete.
 * The following sources of magic damage no longer apply life steal:
 * The following on-hit effects now clarify in the tooltip that they will apply spell effects: "... will apply spell effects and cannot be dodged, blocked nor critically strike.
 * The following on-hit effects now apply spell effects and will clarify this in the tooltip: "... will apply spell effects and cannot be dodged, blocked nor critically strike.
 * The following on-hit effects no longer apply spell effects:
 * (activation effect)
 * (activation effect)
 * The following effects that can trigger on champion assist now have a reduced assist timer of 3.5 seconds, as with :
 * The following abilities will no longer factor enemies who blocked the ability for the purposes of triggering secondary effects:
 * - The gap closer will choose the next closest target.
 * This list may be incomplete.
 * The following on-hit effects now apply spell effects and will clarify this in the tooltip: "... will apply spell effects and cannot be dodged, blocked nor critically strike.
 * The following on-hit effects no longer apply spell effects:
 * (activation effect)
 * (activation effect)
 * The following effects that can trigger on champion assist now have a reduced assist timer of 3.5 seconds, as with :
 * The following abilities will no longer factor enemies who blocked the ability for the purposes of triggering secondary effects:
 * - The gap closer will choose the next closest target.
 * This list may be incomplete.
 * (activation effect)
 * (activation effect)
 * The following effects that can trigger on champion assist now have a reduced assist timer of 3.5 seconds, as with :
 * The following abilities will no longer factor enemies who blocked the ability for the purposes of triggering secondary effects:
 * - The gap closer will choose the next closest target.
 * This list may be incomplete.
 * The following effects that can trigger on champion assist now have a reduced assist timer of 3.5 seconds, as with :
 * The following abilities will no longer factor enemies who blocked the ability for the purposes of triggering secondary effects:
 * - The gap closer will choose the next closest target.
 * This list may be incomplete.
 * The following abilities will no longer factor enemies who blocked the ability for the purposes of triggering secondary effects:
 * - The gap closer will choose the next closest target.
 * This list may be incomplete.
 * The following abilities will no longer factor enemies who blocked the ability for the purposes of triggering secondary effects:
 * - The gap closer will choose the next closest target.
 * This list may be incomplete.
 * The following abilities will no longer factor enemies who blocked the ability for the purposes of triggering secondary effects:
 * - The gap closer will choose the next closest target.
 * This list may be incomplete.
 * - The gap closer will choose the next closest target.
 * This list may be incomplete.


 * Bug fixes
 * The impact damage is now correctly blocked by spell shields.
 * Two opposing Wind Walls will now correctly destroy one another.
 * Two opposing Wind Walls will now correctly destroy one another.
 * Two opposing Wind Walls will now correctly destroy one another.


 * Fox-Fires no longer prioritize champions.
 * New target priority:
 * Charmed enemies within 750 units.
 * Nearest enemy within 550 units.
 * Fox-Fires will switch target if an enemy becomes charmed while en route.
 * Range is now calculated from edge-to-edge instead of centre-to-centre.
 * Fox-Fires will return to Ahri if the target dies or Ahri loses sight of them. This allows them to select new targets.
 * Now grants sight of the charmed enemy.
 * Fox-Fires will return to Ahri if the target dies or Ahri loses sight of them. This allows them to select new targets.
 * Now grants sight of the charmed enemy.
 * Now grants sight of the charmed enemy.


 * ''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.
 * ''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.


 * Triggering the mark now converts all the damage of the attack into magic damage.
 * This change effectively adds magic damage but removes  physical damage.
 * Physical damage changed to from 30 / 55 / 80 / 105 / 130.
 * Now applies, dealing 6% bonus magic damage.
 * At ~600 AP, Crescent Slash will deal bonus magic damage (100%).
 * No longer deals ability damage (previous 100 / 175 / 250 magic damage).
 * Now applies one basic attack ( plus on hit effects).
 * The attack can be converted into magic damage if the target holds the Mark of the Assassin.
 * Akali dashes through the shadows to quickly attack the target enemy and gain 20 % attack speed for 6 seconds. This attack cannot be dodged, blocked nor critically strike, but will apply on-hit effects.
 * Now applies one basic attack ( plus on hit effects).
 * The attack can be converted into magic damage if the target holds the Mark of the Assassin.
 * Akali dashes through the shadows to quickly attack the target enemy and gain 20 % attack speed for 6 seconds. This attack cannot be dodged, blocked nor critically strike, but will apply on-hit effects.


 * No longer deals half-damage to champions.
 * AP ratio removed.
 * Now scales with.
 * New area-of-effect particles, perhaps similar to.
 * 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.
 * Alistar will now continue forward units after hitting his target, in a similar fashion to.
 * Now winds affected targets once they land — a 75% slow that decays over 1 second — instead of rooting them for 1 second.
 * 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.
 * Alistar lets out a triumphant roar, healing himself by 60 / 90 / 120 / 150 / 180 and nearby allies by 30 / 45 / 60 / 75 / 90 . 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.
 * 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.
 * 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.
 * Alistar lets out a triumphant roar, healing himself by 60 / 90 / 120 / 150 / 180 and nearby allies by 30 / 45 / 60 / 75 / 90 . 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.
 * 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.
 * Now grants the ability to intercept projectiles, as with.


 * No longer.
 * Now removes the target's allied vision and reduces their sight radius to ~325.
 * No longer.
 * Now removes the target's allied vision and reduces their sight radius to ~325.

Quality of life changes= New ability ideas=
 * Can now be reactivated to melt the wall.
 * Renamed Snap Freeze.
 * Renamed Snap Freeze.
 * Renamed Snap Freeze.
 * Inspired by Phoenix from Dota 2.


 * (R)
 * Anivia willing ends her life for the chance to be reborn, transforming into a crystalline sphere that stirs a glacial storm to damage and harshly slow surrounding enemies. After 3 seconds, Anivia explodes from the sphere, stunning all surrounding enemies and restoring Anivia to full health and mana with refreshed cooldowns on her basic abilities. The sphere can be destroyed to prevent Anivia's rebirth, which requires it to be attacked 5 / 8 / 11 times by enemy champions.


 * Pyromania stacks now have a maximum duration, but will depreciate one at a time. The more stacks Annie has, the faster the current stack will fade: 15 (-3 per stack).
 * Pyromania stacks now have a maximum duration, but will depreciate one at a time. The more stacks Annie has, the faster the current stack will fade: 15 (-3 per stack).
 * Pyromania stacks now have a maximum duration, but will depreciate one at a time. The more stacks Annie has, the faster the current stack will fade: 15 (-3 per stack).


 * Ashe can extend the wind-up of her basic attacks by keeping the mouse button held whenever she issues an attack command, increasing the damage dealt by up to %. Ashe's attacks will fail if she loses sight of her target or the target moves more than 750 units away while she's winding up her attack.
 * Ashe will fire the attack automatically upon completing the extended wind-up animation - it is not required to release the mouse button to perform the attack.
 * Ashe can keep the mouse button held to continuously perform focused attacks.
 * Frosted attacks and Volley now deal 10 / 20 / 30 / 40 / 50 bonus magic damage.
 * Will now grant double gold for large minions, large monsters, champions and structures.
 * Frosted attacks and Volley now deal 10 / 20 / 30 / 40 / 50 bonus magic damage.
 * Will now grant double gold for large minions, large monsters, champions and structures.
 * Will now grant double gold for large minions, large monsters, champions and structures.
 * Will now grant double gold for large minions, large monsters, champions and structures.


 * Sun Discs now deal magical damage instead of physical damage, and will benefit from Azir's magic penetration.
 * Now benefits from the bonus attack speed earned from.
 * Azir now passively gains 20% bonus attack speed.
 * Azir and his Sun Discs benefit from 20% bonus attack speed plus 1.25% for every 1% of his cooldown reduction.
 * Mana cost rescaled to 40 / 30 / 20 / 10 / 0 from 40 at all ranks.
 * The charge now begins further behind Azir than it currently does - potentially the same distance that it charges forward, a la Thresh.
 * 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.
 * Mana cost rescaled to 40 / 30 / 20 / 10 / 0 from 40 at all ranks.
 * The charge now begins further behind Azir than it currently does - potentially the same distance that it charges forward, a la Thresh.
 * 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.
 * The charge now begins further behind Azir than it currently does - potentially the same distance that it charges forward, a la Thresh.
 * 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.


 * After hitting an enemy, the cosmic energy will continue forward for up to 550 units (changed from the remaining range of the ability).
 * The first enemy hit will now be yanked back toward the second enemy/wall hit if they move more than 550 units away before the ability completes. This will interrupt dash abilities and airborne effects, but does not count as crowd control.
 * After hitting an enemy, the cosmic energy will continue forward for up to 550 units (changed from the remaining range of the ability).
 * The first enemy hit will now be yanked back toward the second enemy/wall hit if they move more than 550 units away before the ability completes. This will interrupt dash abilities and airborne effects, but does not count as crowd control.


 * Static Shield will first prioritize Blitzcrank's most recent attack target. If Blitzcrank has not attacked a unit, Static Shield will target low health units - prioritizing champions of any health value over minions.
 * Static Shield will first prioritize Blitzcrank's most recent attack target. If Blitzcrank has not attacked a unit, Static Shield will target low health units - prioritizing champions of any health value over minions.
 * Static Shield will first prioritize Blitzcrank's most recent attack target. If Blitzcrank has not attacked a unit, Static Shield will target low health units - prioritizing champions of any health value over minions.


 * Pending interaction with critical strikes.
 * Pending interaction with critical strikes.


 * ''Cassiopeia was sleeper-OP prior to Spring 2015's LCS and the nerfs have already started appearing. These are my proposals for maintaining her marksman power-curve, embracing her recent Aspect of the Serpent/Twin Fang rework and bolstering her former Noxious Blast play style without overloading her early game.
 * ''Cassiopeia was sleeper-OP prior to Spring 2015's LCS and the nerfs have already started appearing. These are my proposals for maintaining her marksman power-curve, embracing her recent Aspect of the Serpent/Twin Fang rework and bolstering her former Noxious Blast play style without overloading her early game.


 * Revised stack bonuses:
 * 100 Stacks: 1 Evolution Point
 * 250 Stacks: +25% cooldown reduction and 1 Evolution Point
 * 500 Stacks: +30% ability power and 1 Evolution Point
 * Evolution points can be spent to augment one of Cassiopeia's basic abilities.
 * Noxious Blast: "Noxious Blast debuffs enemies on each instance of damage, increasing the damage they take from poison by 10% for 4 seconds (stacking up to 5 times)."
 * Miasma: "Miasma's radius will now increased to 400 over 7 seconds."
 * Twin Fang: "Twin Fang will restore  health."
 * Improved the collision detection with champions using dashes or being moved around by knock-back.
 * No longer applies a damage amplifier.
 * Improved the collision detection with champions using dashes or being moved around by knock-back.
 * No longer applies a damage amplifier.
 * No longer applies a damage amplifier.


 * General
 * Base size reduced.
 * Attack speed growth reduced to 1% from 1.44%.
 * Movement speed reduced to 325 from 345.
 * Cho'Gath starts the game with 6 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:
 * +15 health growth (Cho'Gath will restore health equal to the amount gained.)
 * +10 attack range
 * Increased size
 * +2 seconds Well Fed duration
 * (revised)
 * Cho'Gath turns to face the target location and begins channeling for up to 2 seconds, increasing the damage of Rupture over the duration 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.
 * 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.
 * 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.
 * Damage versus champions reduced to 250 / 375 / 500 from 300 / 475 / 650.
 * Damage versus minions and monsters reduced to 500 / 750 / 1000 from 1000.
 * In addition to 1 Feast stack, Cho'Gath also gains "Well Fed" for 6 seconds.
 * Cho'Gath's Rupture channels twice as fast, Feral Scream hits over a larger area and Vorpal Spikes deals double damage.
 * Damage versus champions reduced to 250 / 375 / 500 from 300 / 475 / 650.
 * Damage versus minions and monsters reduced to 500 / 750 / 1000 from 1000.
 * In addition to 1 Feast stack, Cho'Gath also gains "Well Fed" for 6 seconds.
 * Cho'Gath's Rupture channels twice as fast, Feral Scream hits over a larger area and Vorpal Spikes deals double damage.


 * 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.
 * Most Skins: Corki leans over the side and uses a pistol.
 * UFO 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.
 * Corki's copter grants him 20% bonus attack speed, which doubles to 40% while above 50 Heat. This bonus is lost entirely while overheated.
 * Range increased to 925 from 825.
 * Cost changed to 20 Heat from 60 / 70 / 80 / 90 / 100 mana.
 * Damage type changed to physical from magical.
 * Damage changed to 70 / 110 / 150 / 190 / 230 from 80 / 130 / 180 / 230 / 280.
 * 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 now starts on toggle-off.
 * Damage reduced to 13 / 23 / 33 / 43 / 53 from 20 / 32 / 44 / 56 / 68.
 * No longer shreds armor.
 * The damage can now critically strike. This is calculated per enemy hit.
 * Moved to [E] instead of [W].
 * 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 from 150 / 225 / 300 / 375 / 450  over 3 seconds.
 * Cost removed (previously 100 mana).
 * Cooldown changed to 10 seconds from a barrage system (2 second static; 12 / 10 / 8 second recharge time).
 * 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 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 from 100 / 180 / 260.
 * Big One damage changed to 120 / 195 / 270 from 150 / 270 / 390.
 * 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 from 100 / 180 / 260.
 * Big One damage changed to 120 / 195 / 270 from 150 / 270 / 390.


 * Every third basic attack also reduces her abilities cooldowns 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.
 * Casting Lunar Rush now instantly readies Moonsilver Blade.
 * Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.
 * Explosion area reduced.
 * Casting Lunar Rush now instantly readies Moonsilver Blade.
 * 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%.


 * Critical strikes will now refresh the duration of Blood Rush.
 * Critical strikes will now refresh the duration of Blood Rush.
 * Critical strikes will now refresh the duration of Blood Rush.


 * Elise was released under advertisement of a champion that can switch between a regal mage or a deadly spider assassin on a whim. Like all transform champions before her, she struggled to strike a balance between having access to 6 abilities and lacking an ultimate - either doomed to fall off as the game transitioned into late game or to be hit by the nerf bat. Unfortunately, she fell into the latter category and after a long series of nerfs to her damage, mobility and durability - she's been left in a spot where she's almost exclusively played as a tank. Similar to Ahri, Elise needs to take a few steps backward and for a new direction to be chosen for her balance changes.
 * Elise was released under advertisement of a champion that can switch between a regal mage or a deadly spider assassin on a whim. Like all transform champions before her, she struggled to strike a balance between having access to 6 abilities and lacking an ultimate - either doomed to fall off as the game transitioned into late game or to be hit by the nerf bat. Unfortunately, she fell into the latter category and after a long series of nerfs to her damage, mobility and durability - she's been left in a spot where she's almost exclusively played as a tank. Similar to Ahri, Elise needs to take a few steps backward and for a new direction to be chosen for her balance changes.

Rebalance= Rework=
 * I fall short of solutions in this category.
 * This rework overhauls her human form and grants her a new innate ability.

Merged Forms=
 * (I)
 * Elise and her spiderlings' basic attacks apply stacks of webbing to their target for 3.5 seconds. Upon reaching 3 stacks, the target is stunned for 1 second. This cannot happen again on the same target for 8 seconds.
 * Targets will not generate stacks while immune.
 * (Q)
 * Elise launches a blast of poison at the target enemy, dealing magic damage equal 60 / 100 / 140 / 180 / 220 plus 8% of her target's current health. Damage is capped against monsters.
 * Elise laces the target spiderling with poison, creating a venom-gorged that chases down nearby enemies (prioritizing champions). Volatile spiderlings explode on contact with an enemy unit or after 3 seconds, dealing 75 / 125 / 175 / 225 / 275  magic damage to all enemies in an area.
 * Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
 * (W)
 * Elise places a spider nest at the target location for 180 seconds that spawns a Spiderling every 6 seconds, up to a maximum of 3. Spiderlings will move to defend Elise while she is within 1300 units of the nest. Spiderlings are untargetable units that deal magic damage on their attacks and apply spell effects as a damage over time.
 * Spider Swarm uses a stock system: Elise will periodically store a nest and can hold up to 2 nests. Elise can have a maximum of 4 nests on the field at any one time.
 * Spiderling Damage: 10 + (2.5 x level)
 * Recharge time: 90 / 75 / 60 / 45 / 30 seconds
 * Cooldown: 30 seconds
 * Nests have 4 health and take 1 damage per second from being stood on by a champion and 5 damage from turret attacks.
 * Spiderlings have the following attack priority:
 * Enemy champion's Elise has damaged in the last 3.5 seconds
 * Elise's attack target
 * Enemy champions damage Elise
 * Enemies attacking the nest
 * The closest enemy to the nest
 * Spiderlings cannot move more than 1300 units from its nest but will persist for 6 seconds after the death of their nest. This does not apply to Volatile Spiderlings.
 * Elise unused.png Adhesive Webbing (E)
 * Elise hurls a globule of webbing toward the target location that rapidly expands into a wall while in flight. If the webbing collides with an enemy while in flight or an enemy walks through the wall once it is standing, it will collapse coating all enemies in a wide area with web: slowing their movement speed by 99% that decays over 1 second and causing enemy champions to leaving behind a trail of webbing for 5 seconds. Elise and her spiderlings gain 10 / 20 / 30 / 40 / 50 % bonus movement speed and immunity to slows while on the webbing, as well as sight of coated enemies.
 * Walls last for 4 minutes and Elise can have up to 4 at a time.
 * Cooldown: 14 / 13 / 12 / 11 / 10
 * Visual Upgrade
 * Emptylord Spider Queen by TheBastardSon.jpg's two forms have been merged into a single champion.
 * Elise's Spider Form quotes are now triggered while in combat, as with . A selection of her Spider Form's movement and attack quotes and can be heard locally by all players during.


 * Now has a minimum OR base damage of 100 / 150 / 200.
 * Now has a minimum OR base damage of 100 / 150 / 200.
 * Now has a minimum OR base damage of 100 / 150 / 200.

Version 1= Version 2=
 * Ezreal's basic attacks reduce the cooldown of his abilities by 0.5 seconds, increased to 1 second versus champions.
 * Damage adjusted to 40 / 55 / 70 / 85 / 100 from 35 / 55 / 75 / 95 / 105.
 * No longer innately reduces Ezreal's cooldowns. Mystic Shot will apply Rising Spell Force.
 * Now heals Ezreal and allied champions hit for 42 / 69 / 96 / 123 / 150 instead of increasing their attack speed.
 * Ezreal fires an additional homing bolt per stack of Rising Spell Force. Enemies can only be targeted by a single bolt.
 * Damage type changed to physical from magical.
 * Now heals Ezreal and allied champions hit for 42 / 69 / 96 / 123 / 150 instead of increasing their attack speed.
 * Ezreal fires an additional homing bolt per stack of Rising Spell Force. Enemies can only be targeted by a single bolt.
 * Damage type changed to physical from magical.
 * Ezreal fires an additional homing bolt per stack of Rising Spell Force. Enemies can only be targeted by a single bolt.
 * Damage type changed to physical from magical.
 * Damage type changed to physical from magical.
 * AP ratio reduced to 75% from 90%.
 * Base damage reduced to 150 / 300 / 450 from 350 / 500 / 650.
 * Damage is no longer reduced per unit hit.
 * Minimum damage removed.
 * Minimum damage removed.
 * Damage type changed to physical from magical.
 * AP ratio reduced to 75% from 90%.
 * Base damage reduced to 200 / 350 / 500 from 350 / 500 / 650.
 * Damage now falls off by 15% per enemy champion hit changed from 10% per any enemy hit. It will still damage non-champion units.
 * Minimum damage increased to approx. 105 / 185 / 265 from 105 / 150 / 195
 * Minimum damage increased to approx. 105 / 185 / 265 from 105 / 150 / 195


 * Emptylord_FiddleFear.pngEssence Reaver item.png 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 9 + (6 * level) + true damage over 1.5 seconds to all enemies within a 175-radius area. All Doom stacks are lost if Fiddlesticks moves more than 1000 units away.
 * Fiddlesticks projects dread in a cone before him, harshly slowing all enemies hit by 75% for 2.5 seconds. The slow decays down to over the duration. Enemies facing him turn and flee for up to 2 seconds or if they move more than 750 units away from Fiddlesticks. Dread can be activated during Drain and the channeling of Crowstorm without interrupting.
 * Damage per second lowered to 50 / 75 / 100 / 125 / 150 from 60 / 90 / 120 / 150 / 180.
 * Will now prioritize low health units, prioritizing champions of any health value over minions. Additionally, Dark Wind will prefer to target enemies it hasn't yet damaged. (Implemented already).
 * Magic damage per half second lowered to 50 / 100 / 150 from 62.5 / 112.5 / 182.5.
 * Damage per second lowered to 50 / 75 / 100 / 125 / 150 from 60 / 90 / 120 / 150 / 180.
 * Will now prioritize low health units, prioritizing champions of any health value over minions. Additionally, Dark Wind will prefer to target enemies it hasn't yet damaged. (Implemented already).
 * Magic damage per half second lowered to 50 / 100 / 150 from 62.5 / 112.5 / 182.5.
 * Magic damage per half second lowered to 50 / 100 / 150 from 62.5 / 112.5 / 182.5.
 * Magic damage per half second lowered to 50 / 100 / 150 from 62.5 / 112.5 / 182.5.


 * Will now stack against champions AND neutral monsters.
 * Will now stack against champions AND neutral monsters.
 * Will now stack against champions AND neutral monsters.


 * Renamed Grog-Soaked.
 * Now applies.
 * Cannon Barrage can now critically strike (calculated per enemy hit).
 * Now applies.
 * Cannon Barrage can now critically strike (calculated per enemy hit).
 * Cannon Barrage can now critically strike (calculated per enemy hit).


 * Can now pick up Gnar's boulder.
 * Can now pick up Gnar's boulder.
 * Can now pick up Gnar's boulder.


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


 * The following was designed as a "fun" rework, although I do think she lacks an appropriate gap-closer for her ultimate.
 * The following was designed as a "fun" rework, although I do think she lacks an appropriate gap-closer for her ultimate.


 * 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.
 * Janna (exclusively) OR any allied champion can interact with a charging tornado to jump into the maelstrom, instantly triggering the second activation of the ability. While riding the tornado, the champion cannot attack and their abilities are replaced with Dismount - which can be activated to exit the tornado early.
 * The line-of-effect is highlighted during the charge for the allied team.
 * Passive removed.
 * Janna commands her wind elemental to swoop forward in an arch, damaging and slowing all enemies champions it hits. The elemental then orbits back to Janna, damaging and slowing enemies it hits on the way back. Enemies can be hit twice, but will take only 40% damage on the second instance. This ability has an elliptical flight path.
 * Passive removed.
 * Janna commands her wind elemental to swoop forward in an arch, damaging and slowing all enemies champions it hits. The elemental then orbits back to Janna, damaging and slowing enemies it hits on the way back. Enemies can be hit twice, but will take only 40% damage on the second instance. This ability has an elliptical flight path.
 * Janna commands her wind elemental to swoop forward in an arch, damaging and slowing all enemies champions it hits. The elemental then orbits back to Janna, damaging and slowing enemies it hits on the way back. Enemies can be hit twice, but will take only 40% damage on the second instance. This ability has an elliptical flight path.


 * (Innate)
 * After activating an ability, Jayce gains 40 bonus movement speed and maximum attack speed (2.5) on his next 3 attacks within 1.5 seconds. These attacks deal 56 + (4 level) % modified damage.
 * (W)
 * Passive removed.
 * Jayce's basic attacks for the next 4 seconds create a static discharge that deals 25 / 42.5 / 60 / 77.5 / 95  magic damage to all enemies within 285-units of his target.
 * Now deals physical damage.
 * (Ultimate)
 * Jayce unleashes an orb of electricity that detonates upon hitting an enemy champion, terrain or structure, dealing 150 / 250 / 350 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 . The orb will damage to minions and monsters that it passes through.
 * If the orb hits a champion or structure, the area of effect is a circle centered around the point of impact (the area of effect is calculated as an aura, meaning its reach is larger is you hit a larger target). If the orb hits terrain, the area of effect is changed to a semi-circle in front of the point of impact but the radius is increased by 41% (so the units2 is unchanged). Hitting Braum's Unbreakable will trigger the against-terrain area of effect. 
 * Range: Global
 * Cooldown: 30 seconds
 * ,, and
 * Removed.
 * ,, and
 * Removed.


 * Critical strikes now apply 3 stacks.
 * Critical strikes now apply 3 stacks.
 * Critical strikes now apply 3 stacks.

Minor Rework= Butthurt Rework=
 * (E1)
 * Targeting type changed to self-targeted from unit-targeted (i.e. Karma can only shield herself).
 * While the shield holds, Karma and allies within 800 units will gain 30 / 35 / 40 / 45 / 50 % bonus movement speed while moving toward Karma, an enemy champion or enemy turret.
 * (E2)
 * Karma raises a 200-unit radius barrier centered on her current position that intercepts incoming, damage-dealing projectiles. The barrier will break upon absorbing 100 / 175 / 250 / 325 damage.
 * General
 * Traditional, Sun Goddess and Sakura Karma now utilize their fans as weapons.
 * (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.
 * (R)
 * Icon switched with Gathering Fire.
 * Mantra abilities no longer share the same cooldown as her standard abilities, similarly to.
 * Mantra no longer has a limited duration and can be toggled-off, similarly to.
 * Mantra abilities continue to scale with ranks in Mantra.
 * 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.
 * (Q)
 * Targeting style changed to an instant cone from a colliding skill shot.
 * Range reduced to 750 from 950.
 * (RQ)
 * Karma unleashes a flurry of energy in a cone before her, healing herself and all allies hit by 40 / 60 / 100 / 180 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  to targets at 25% of their maximum health (or less).
 * Emptylord_Karma_Impasse.png (W)
 * 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 (with the exception of Impasse's debuff).
 * Emptylord_Karma_Deadlock.png (RW)
 * 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).
 * (E)
 * Karma blasts the target enemy, dealing 80 / 105 / 130 / 155 / 180 magic damage. Allies within 600 units of the target are shielded for the same amount for up to 4 seconds.
 * (RE)
 * Karma shields the target ally from the next 80 / 120 / 200 / 360 damage for up to 4 seconds. Enemies within 600 units of the target take the same amount as magic damage.


 * 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:
 * 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:
 * 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:

Balance changes= New abilities=
 * Kassadin perpetually ignores unit collision and each of his abilities has a cooldown of seconds, irrelevant of individual rank.
 * No longer interrupts channels.
 * Kassadin is now immune to crowd control while the shield is active.
 * Now interrupts the target.
 * Now converts the entire attack to deal magic damage.
 * The empowered attack will now apply spell effects. This is specified in the tooltip.
 * Stack system removed.
 * Kassadin begins charging, rapidly draining mana while increasing Force Pulse's area of effect, damage and slow over the next 3 seconds. After 3 seconds or upon being reactivated, Kassadin emits a pulse of void energy - dealing magic damage and slowing all enemies in a cone. No mana or cooldown is refunded if Force Pulse is interrupted.
 * Cost: 10% maximum mana per second (interval is more frequent than per second)
 * Riftwalk deals 40 / 50 / 60 bonus damage and costs double mana for each stack of Mana Burn. Additionally, against champions,  will deal 40 / 50 / 60  bonus magic damage per stack of Mana Burn and consume 1 stack of Mana Burn.
 * Kassadin teleports to a nearby location, dealing magic damage to enemy units within 150 range upon arrival and gaining a stack of Mana Burn for 6 seconds.
 * Mana Burn duration reduced to 6 seconds from 20.
 * Mana Burn stacks now fall-off one at a time.
 * Riftwalk deals 40 / 50 / 60 bonus damage and costs double mana for each stack of Mana Burn. Additionally, against champions,  will deal 40 / 50 / 60  bonus magic damage per stack of Mana Burn and consume 1 stack of Mana Burn.
 * Kassadin teleports to a nearby location, dealing magic damage to enemy units within 150 range upon arrival and gaining a stack of Mana Burn for 6 seconds.
 * Mana Burn duration reduced to 6 seconds from 20.
 * Mana Burn stacks now fall-off one at a time.
 * Mana Burn stacks now fall-off one at a time.
 * The following abilities were designed independently of each other, and may or may not work together.


 * Averdrian Lockdown.jpg Null Sphere (Q1)
 * Kassadin surrounds himself with a nulling sphere for 1.5 seconds that fully mitigates the damage of the next damaging ability to strike him. If Kassadin successfully blocks an ability, he gains the ability to cast Repulse for 3 seconds.
 * (R)
 * Kassadin gains 100% movement speed and moves out of phase for 1 second. Upon returning to the field, Kassadin deals 80 / 100 / 120 magic damage to surrounding enemies, increased by 1 / 1.5 / 2 % for every 1% of Kassadin's mana that he's missing.
 * Moving out of phase makes Kassadin untargetable, invulnerable and unable to act, with the exception of movement.


 * 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.
 * 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.
 * 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.

Quality of life= Minor rework=
 * A max-range indicator will now be visible when Electrical Surge is available and there are marked enemy champions nearby.
 * Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.
 * Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.
 * Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.
 * Kennen's basic attacks deal 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.
 * 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 charge of Mark of the Storm on the target (calculated after the Shuriken hits), a bolt of lightning will arc to a nearby enemy dealing the same damage and electrically charging them. The arced lightning will prioritize nearby enemies with the fewest marks.
 * 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.
 * 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.
 * Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.
 * 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.
 * Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.
 * Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.

Reworked Sustain= Reworked Taste Their Fear=
 * Damage type changed to true from magical.
 * Damage type changed to true from magical.
 * Damage type changed to true from magical.
 * Missile is now pass-through, damaging each enemy hit.
 * Slow duration reduced to 1 second from 2 seconds.
 * No longer creates an explosion that heals Kha'Zix.
 * No longer grants sight.
 * No longer creates three missiles.
 * Enemies hit now give off a noxious gas for 5 seconds, which trails behind them and lingers for up to 3.25 seconds. The gas is visible through fog of war and brush, and Kha'Zix will restore 2% of his maximum health per second while inside the aura.
 * No longer creates three missiles.
 * Enemies hit now give off a noxious gas for 5 seconds, which trails behind them and lingers for up to 3.25 seconds. The gas is visible through fog of war and brush, and Kha'Zix will restore 2% of his maximum health per second while inside the aura.
 * Radius of isolation increased to sight radius (1200) 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, namely and.
 * 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, and enemies standing inside of Smokescreen will be considered isolated unless one of their allies is visible to them.
 * 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.
 * Slow increased to 25% from 20%.
 * Enemies hit are no longer revealed.
 * Damage type changed to magical from physical.
 * OPTIONAL: alongside/replacing the AD ratio.
 * Enemies hit will now have their vision radius reduced to 675 (from 1200) and lose their allied vision for 4 seconds. This debuff is visually represented by a cloud of black gas oozing from some unfortunate chemical reaction. The black gas will be visible even through brush and the fog of war, and will trail slightly for visual flare.
 * The reworked healing idea could also work in tandem with this.
 * No longer increases the slow to 50%.
 * The reworked healing idea could also work in tandem with this.
 * No longer increases the slow to 50%.
 * No longer increases the slow to 50%.


 * Movement speed adjusted to a flat bonus from a 40% bonus.
 * AP ratio increased to 40% from 30%.
 * Movement speed adjusted to a flat bonus from a 40% bonus.
 * AP ratio increased to 40% from 30%.
 * AP ratio increased to 40% from 30%.


 * 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 seconds.
 * and
 * Damage reduced to 100 / 185 / 270 from 100 / 200 / 300.
 * Damage reduced to 150 / 277.5 / 405 from 150 / 300 / 450.
 * Damage reduced to 100 / 185 / 270 from 100 / 200 / 300.
 * Damage reduced to 150 / 277.5 / 405 from 150 / 300 / 450.
 * Damage reduced to 150 / 277.5 / 405 from 150 / 300 / 450.


 * 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 10 / 30 / 50 / 70 / 90 from 50 / 80 / 110 / 140 / 170.
 * Damage changed to 10 / 30 / 50 / 70 / 90 from 50 / 80 / 110 / 140 / 170.
 * Damage no longer scales with 8% of the target's missing health.
 * Damage is now modified by 1% for every 1% of the target's health that's missing.
 * (W1)
 * No longer applies a shield.
 * (W2)
 * No longer grants life steal or spell vamp.
 * Now shields Lee Sin and the target of Safeguard (if an allied champion) 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.
 * 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.
 * The target will now take an additional 25 / 75 / 125 bonus damage for each enemy champion they collide with.


 * The detonation now blinds minions and monsters for 3 seconds.
 * 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.
 * Optional: Leona can now dash to allied champions hit by Zenith Blade. Enemies at any distance will be prioritized over allied.
 * Leona now reveals herself when she casts the ability.
 * Leona will now always land on the far side of the target relative to the point of cast.
 * Optional: Leona can now dash to allied champions hit by Zenith Blade. Enemies at any distance will be prioritized over allied.
 * Leona now reveals herself when she casts the ability.
 * Leona now reveals herself when she casts the ability.


 * The AI that causes Piercing Light to alter its trajectory if cast on a moving enemy champion has been removed.
 * Similar to, 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.
 * The AI that causes Piercing Light to alter its trajectory if cast on a moving enemy champion has been removed.
 * Similar to, 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.


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


 * 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.
 * 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.


 * removed.
 * Damage changed to  from 90 / 145 / 200 / 255 / 310.
 * Damage changed to physical from magic.
 * Minions now take 50% reduced damage.
 * Damage changed to  from 90 / 145 / 200 / 255 / 310.
 * Damage changed to physical from magic.
 * Minions now take 50% reduced damage.


 * Damage changed to from 24 / 38 / 52 / 66 / 80.
 * Resistances now scale with.
 * Now grants 300 bonus movement speed that decays over 2 seconds.
 * Damage changed to 15 / 20 / 25 % from 12 / 14.5 / 17 %.
 * No longer deals damage over 10 seconds.
 * Now amplifies all damage dealt to the target by 20% and heals Mordekaiser for 100% of the bonus damage dealt for 10 seconds.
 * Damage changed to 15 / 20 / 25 % from 12 / 14.5 / 17 %.
 * No longer deals damage over 10 seconds.
 * Now amplifies all damage dealt to the target by 20% and heals Mordekaiser for 100% of the bonus damage dealt for 10 seconds.

Minor changes= Minor rework=
 * Base damage increased to 20 / 27.5 / 35 / 42.5 / 50 from 12 / 19 / 26 / 33 / 40.
 * The damage is now increased by 0.5% for every 0.75% of the target's missing health, improved from every 1% of the target's missing health. Maximum modifier remains at 50%.
 * Radius of effect reduced to 125 from 175.
 * The radius of effect gradually increases to 150 over 1.5 seconds.
 * The pool will now "creep" toward nearby enemies, expanding to cover additional area. Mechanically, this could be achieved by having a number of invisible units that chase nearby enemies - leaving behind a trail. The chasers' movement speed would be relatively slow; unable to keep up with un-slowed enemies. The number of chasers could be capped, prioritizing champions and low health enemies. The radius of the trail would begin fairly small (maybe 50 units), but would expand over 1.5 seconds.
 * The pool will now "creep" toward nearby enemies, expanding to cover additional area. Mechanically, this could be achieved by having a number of invisible units that chase nearby enemies - leaving behind a trail. The chasers' movement speed would be relatively slow; unable to keep up with un-slowed enemies. The number of chasers could be capped, prioritizing champions and low health enemies. The radius of the trail would begin fairly small (maybe 50 units), but would expand over 1.5 seconds.
 * (I)
 * Morgana's presence torments the soil beneath her, dealing 10 + (2 * level) magic damage every half second to enemies within a 420-radius area. The area of effect gradually increases if Morgana is stationary, up to 700-units after 5 seconds, and will gradually return to 420 while moving. Tormented Soil deals double damage to enemies with impaired movement. Tormented soil lingers on the ground, rapidly shrinking to nothing over the next few seconds (5 seconds from maximum width).
 * (W)
 * After a 0.5 second casting time, Morgana siphons life force from all enemies within a narrow cone in front of her - dealing 40 / 60 / 80 / 100 / 120 magic damage and restoring 8 / 12 / 16 / 20 / 24  health per enemy hit. If only a single enemy is hit, the damage and healing restored is doubled. Health restored from hitting enemy minions is halved.
 * Range: 750
 * Cooldown: 2 second beginning on-click
 * Cost: 20 / 26 / 32 / 38 / 44 mana


 * Will now continuously refresh the duration of until the last charge is used or the ability times-out.
 * Will now continuously refresh the duration of until the last charge is used or the ability times-out.
 * Will now continuously refresh the duration of until the last charge is used or the ability times-out.


 * Pending rewrite.
 * Pending rewrite.


 * 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 fleeing, the target takes periodic magic damage.
 * Cast range increased back up to 475 from 425.
 * Tether range increased back up to 525 from 465.
 * Cast range increased back up to 475 from 425.
 * Tether range increased back up to 525 from 465.


 * General
 * Name and title changed to "Nunu and Willump, the Frozen Visionaries" from "Nunu, the Yeti Rider''.
 * Stats
 * Base mana increased to 305 from 284.
 * (new innate)
 * Nunu pelts enemies attacked by Willump with snowballs, prioritizing enemy champions. Nunu's attacks have 450 range and deal 20 + (5  level)  magic damage on-hit.
 * (E)
 * Range increased to 1000 from 550.
 * Cooldown increased to 16 / 14 / 12 / 10 8 seconds from 6.
 * Targeting changed to a ground-targeted from unit-targeted - thrown like a bomb.
 * 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 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.
 * Enemies hit 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.

Minor changes= Minor rework= New ultimate=
 * Enemy champions and large monsters with less than 15% health will have an indicator beneath them, similar to when an enemy is low enough to die to.
 * The ability can now target allies. If the target is an ally, they will gain for up to 5 seconds.
 * 's first attack after blocking an attack will deal bonus physical damage.
 * Range reduced to 2000 / 2750 / 3500 from 5500.
 * Channel time reduced to 0.5 seconds from 2 seconds.
 * Drop time reduced to 1 second from 1.5 seconds.
 * Range reduced to 2000 / 2750 / 3500 from 5500.
 * Channel time reduced to 0.5 seconds from 2 seconds.
 * Drop time reduced to 1 second from 1.5 seconds.
 * Pantheon starts drawing back his spear, increasing Spear Shot's range (250-725) over the next 2 seconds. The time to fully charge is reduced based on Pantheon's bonus attack speed. While preparing to throw, Pantheon's attack speed and movement speed are 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. Pantheon's attacks while drawing his spear will use his shield.
 * Pantheon throws his spear at the target enemy, dealing 65 / 105 / 145 / 185 / 225 physical damage. The spear can be intercepted by other enemies units and will miss if he lose sight of his target. Spear Shot can critically strike, dealing  bonus damage.
 * Costs 25 mana to activate and it drains an additional 55 mana over the first 2 seconds.
 * 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 for up to 5 seconds.
 * 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.
 * Pantheon hurtles toward the ground at the target location within range, striking after 0.5 seconds and dealing 300 / 500 / 700 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, 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
 * Pantheon hurtles toward the ground at the target location within range, striking after 0.5 seconds and dealing 300 / 500 / 700 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, 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
 * Pantheon raises his shield above his head and calls upon the spirits of the fallen to complete a impenetrable square formation around him for some seconds, preventing enemy movement and dashes as well as intercepting and destroying oncoming projectiles. The formation is large enough for Pantheon to shield a number of his allies and he remains mobile for the duration albeit at reduced movement speed, but his hitbox is increased and mobility around terrain and enemy units remains an issue. Pantheon can use Spear Shot and Heartseeker Strike, but cannot attack or use Aegis of Zeonia.
 * Pantheon raises his shield above his head and calls upon the spirits of the fallen to complete a impenetrable square formation around him for some seconds, preventing enemy movement and dashes as well as intercepting and destroying oncoming projectiles. The formation is large enough for Pantheon to shield a number of his allies and he remains mobile for the duration albeit at reduced movement speed, but his hitbox is increased and mobility around terrain and enemy units remains an issue. Pantheon can use Spear Shot and Heartseeker Strike, but cannot attack or use Aegis of Zeonia.


 * Poppy's basic attacks grant her movement speed for 3.5 seconds. Basic attacks against champions cause the bonus to stack up to 3 times.
 * (Q)
 * Poppy begins swinging her hammer around her, increasing the range of Heroic Leap over the next 1.5 / 1.375 / 1.25 / 1.125 / 1 seconds. After 4 seconds, half the cooldown and cost are refunded.
 * Poppy uses the momentum built up to fling herself toward the target area, dealing 75 / 115 / 155 / 195 / 235 physical damage to all enemies in an X-radius area on impact.
 * For 0.75 seconds after finishing, Poppy gains the ability to use the second cast without needing to use the first cast.
 * (W)
 * Poppy intercepts and deflects the first champion-sourced projectile that could hit her in the next 1.5 seconds, sending a missile back toward the source that deals 70 / 115 / 160 / 205 / 250 magic damage to all enemies it passes through. If Poppy successfully deflects an ability, she gains the ability to deflect a second projectile for 1.5 seconds and a third 1.5 seconds after that. Poppy still takes 25% of the projectile's damage, but blocks its other effects.
 * If active during, deflected projectiles instead deal damage in a cone.
 * (E)
 * Poppy begins whirling her hammer around by its strap, creating a turbine in the direction of the cursor for the next 2.5 seconds. The turbine deals 20 / 30 / 40 / 50 / 60 physical damage every 0.25 seconds to enemies in its wake. The first time an enemy is damaged they are knocked back 300  units then slowed by 20% for 1 second, dealing 20 / 30 / 40 / 50 / 60  physical and slowing all enemies they collide with by 20% for 1 second.
 * The facing-direction of the turbine will update over the duration of the effect. Poppy cannot attack or use Heroic Leap during Turbine.
 * Wreck 'em (R)
 * Poppy hurls her hammer forward 875 units, slowing all enemies it hits by 80% for 1.25 seconds. Upon reaching maximum range, the hammer will returning to her: picking up all enemies that it hits on its way back, dropping them in front of Poppy. Damage is either dealt on the way out, on the way back, or both.
 * Wreck 'em (R)
 * Poppy hurls her hammer forward 875 units, slowing all enemies it hits by 80% for 1.25 seconds. Upon reaching maximum range, the hammer will returning to her: picking up all enemies that it hits on its way back, dropping them in front of Poppy. Damage is either dealt on the way out, on the way back, or both.


 * Work in progress.
 * Work in progress.


 * Whenever a visible enemy champion within 2100 units has their movement interrupted, Quinn gains access to an alternate set of abilities for 3.5 seconds. Activating one of Quinn's alternate abilities will causes her to tag-out with Valor for 15 seconds. Upon returning to the battlefield, Tag Team cannot happen again for seconds.
 * Quinn: 525 range, 2.5% attack speed growth
 * Valor: 125 range, 6.5% attack speed growth, % bonus movement speed that decays down to 15% while in combat and ignores unit collision.
 * (Q1)
 * Emptylord DemetryW.jpg Ariel Ace (Q2)
 * Valor swoops in a circle, dealing physical damage to all enemies he passes through.
 * (W1)
 * The next time a nearby enemy champion takes damage greater than 10% of their current health, Valor will mark them as for 3.5 seconds. Quinn can attack a Vulnerable enemy to deal  bonus physical damage. Valor cannot mark another enemy as vulnerable for 10 seconds, reduced to 3 seconds if Quinn attacks them.
 * (W2)
 * Emptylord Vault.png Vault (E1)
 * Vault uses a click and drag targeting system. Quinn bounds toward the target enemy and then vaults off them, leaping ~500 units in the target direction and briefly immobilizing the target.
 * (E2)
 * Valor dashes forward 1050 units, pulling enemies he passes through inward and slowing them by 50% for 0.5 seconds.
 * (R)
 * Valor creates an upwind that suspends surrounding enemies for 1.5 seconds.
 * Valor dashes forward 1050 units, pulling enemies he passes through inward and slowing them by 50% for 0.5 seconds.
 * (R)
 * Valor creates an upwind that suspends surrounding enemies for 1.5 seconds.
 * Valor creates an upwind that suspends surrounding enemies for 1.5 seconds.


 * The projectile now grants sight while in flight.
 * Rek'Sai is now immune to displacement effects while tunneling.
 * Rek'Sai will now always complete the journey before being affected by crowd control. Currently effects such as can pull Rek'Sai out of the ground.
 * Rek'Sai is now immune to displacement effects while tunneling.
 * Rek'Sai will now always complete the journey before being affected by crowd control. Currently effects such as can pull Rek'Sai out of the ground.
 * Rek'Sai will now always complete the journey before being affected by crowd control. Currently effects such as can pull Rek'Sai out of the ground.


 * Emptylord RengarInnate.pngBegone with the confusing trinket necklace!
 * Emptylord RengarInnate.pngBegone with the confusing trinket necklace!


 * Rengar likes to keep mementos of those he deemed a worthy kill. Rengar will gain 1 Trophy whenever he scores a kill or assist on an enemy champion or epic monster. Rengar gains bonuses based on how many trophies he's carrying.
 * Rengar's basic attacks gain bonus range and cause him to leap.
 * Rengar gains bonus movement speed.
 * ...etc
 * ...etc


 * Emptylord_Equalizer.png
 * The damage is now shared among all enemies hit, with a minimum of 40% damage.
 * The damage is now shared among all enemies hit, with a minimum of 40% damage.


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


 * 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.
 * Ryze does not gain mana or mana regeneration per level. Instead, Ryze's base mana and mana regeneration are exceptional.
 * removed.
 * (Q)
 * After channeling for 2 seconds, Ryze throws a charge of pure energy forward in a line that deals 35 / 45 / 55 / 65 / 75 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.
 * Maximum damage of 105 / 135 / 165 / 195 / 225 implemented.
 * Cost: /  /  /  /  mana
 * Cooldown: 0 seconds
 * Range: 1150
 * removed.
 * (W)
 * Ryze unleashes a shockwave that deals 35 / 45 / 55 / 65 / 75 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
 * Ryze fires a homing bolt of arcane energy at the nearest enemy, dealing 35 / 45 / 55 / 65 / 75 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.
 * No longer adds splash damage to each of Ryze's abilities.
 * Arcane Strike deals 50% splash damage over a 200-radius area.
 * Arcane Surge now steals movement speed from surrounding enemies.
 * Spell Flux now fires two bolts at each target.
 * Cooldown flattened at 60 seconds from 70 / 60 / 50 seconds.
 * Active now removes the self-slow on Arcane Strike for the duration.
 * Duration increased to 10 at all ranks seconds from 5 / 6 / 7.
 * Kills and assists will extend the duration by 4 seconds.
 * Cooldown flattened at 60 seconds from 70 / 60 / 50 seconds.
 * Active now removes the self-slow on Arcane Strike for the duration.
 * Duration increased to 10 at all ranks seconds from 5 / 6 / 7.
 * Kills and assists will extend the duration by 4 seconds.


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


 * Pending rewrite.
 * Pending rewrite.


 * Shyvana is now immune to crowd control during the dash.
 * Shyvana is now immune to crowd control during the dash.
 * Shyvana is now immune to crowd control during the dash.


 * Now passively grants up to as bonus on-hit physical damage, based on Sion's missing health. While undead, Sion will gain the full bonus at all times.
 * Cooldown reduced to 12 seconds from 100 seconds and basic attacks will reduce the cooldown by 3 seconds.
 * Now removes all crowd control effects.
 * 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 stun.
 * 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 stun.
 * An interrupted Decimating Smash will not stun.


 * Critical strikes will now increase Ricochet's damage to secondary targets.
 * Critical strikes will now increase Ricochet's damage to secondary targets.
 * Critical strikes will now increase Ricochet's damage to secondary targets.

Minor changes= Minor rework=
 * Stunning an enemy now restores 50 mana.
 * Mana cost flattened to 20 at all ranks from 16 / 17 / 18 / 19 / 20.
 * Stunning an enemy now restores 50 mana.
 * Mana cost flattened to 20 at all ranks from 16 / 17 / 18 / 19 / 20.
 * Mana cost flattened to 20 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.




 * Sona primes a key whenever she casts one of her basic abilities and can have up to 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.
 * Sona's next basic attack deals 10-100 bonus magic damage per Key of Valor.
 * Sona's next basic attack reduces the target's damage by 5% for 3 seconds per Key of Perseverance.
 * Sona's next basic attack slows the target's movement speed by 10% for 3 seconds per Key of Celerity.
 * Sona's current keys will be displayed as wisps that orbit her model.
 * Homing bolts range reduced to 700 from 850.
 * Triggering the bonus damage now create more of a fanfare (sounds and visual effects).
 * 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.
 * Aura shield changed to 10% of the target's maximum health from 40 / 60 / 80 / 100 / 120.
 * Allies tagged by the aura are cleansed of slowing effects and becoming immune to them for 3 seconds.
 * 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%.
 * Active bonus movement speed is now modified to 0% over its duration.
 * Passive removed.
 * 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%.
 * Active bonus movement speed is now modified to 0% over its duration.
 * Passive removed.
 * Passive removed.


 * Whenever an enemy unit near Swain dies, Beatrice will feast from its corpse restoring 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.
 * Will now only restore health when the birds successfully return.
 * Swain's basic attacks, and  during Ravenous Flock will mark enemy champions as targets.
 * New targeting priorities:
 * Marked enemy champions.
 * Low health targets, prioritizing minions over champions.
 * New targeting priorities:
 * Marked enemy champions.
 * Low health targets, prioritizing minions over champions.


 * 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.
 * Damage changed to 35 / 65 / 95 / 115 / 155 (+Transcendent) from 70 / 110 / 150 / 190 / 230
 * 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.
 * 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.
 * Damaged reduced to 45 / 85 / 125 / 165 / 205 from 70 / 115 / 160 / 205 / 250.
 * The damage can be increased by Transcendent.
 * Damage per sphere lowered to 35 / 55 / 75 (+Transcendent) from 90 / 135 / 180.
 * Range increased to 750 from 675.
 * Damaged reduced to 45 / 85 / 125 / 165 / 205 from 70 / 115 / 160 / 205 / 250.
 * The damage can be increased by Transcendent.
 * Damage per sphere lowered to 35 / 55 / 75 (+Transcendent) from 90 / 135 / 180.
 * Range increased to 750 from 675.
 * Damage per sphere lowered to 35 / 55 / 75 (+Transcendent) from 90 / 135 / 180.
 * Range increased to 750 from 675.


 * Duration increased to 5 seconds from 2.5 seconds.
 * Talon is now visible while within 500-units of an enemy champion.
 * Duration increased to 5 seconds from 2.5 seconds.
 * Talon is now visible while within 500-units of an enemy champion.


 * Stealth will now hold even while moving if an enemy has set off a Noxious Trap nearby.
 * Teemo places a Noxious Trap at the target location that arms after 0.5 seconds, becoming stealthed. Noxious Traps have 3 health and take 1 damage from each basic attack, last for 600 seconds and will automatically improve as Teemo ranks Noxious Trap or purchases ability power. Noxious Traps cannot be placed within 300 units of each other.
 * Noxious Traps will trigger if an enemy walks within 60 units, becoming visible and creating a 200-radius area that slows enemies by 40%. After 0.5 seconds, the Noxious Trap will explode - applying 4 stacks of Noxious Poison to enemies within a 200-radius area, stacking up to 4 times. Noxious Poison slows by 10% per stack and deals 15 / 30 / 45 magic damage per stack every second, with one stack being removed with each instance of damage.
 * Teemo places a Noxious Trap at the target location that arms after 0.5 seconds, becoming stealthed. Noxious Traps have 3 health and take 1 damage from each basic attack, last for 600 seconds and will automatically improve as Teemo ranks Noxious Trap or purchases ability power. Noxious Traps cannot be placed within 300 units of each other.
 * Noxious Traps will trigger if an enemy walks within 60 units, becoming visible and creating a 200-radius area that slows enemies by 40%. After 0.5 seconds, the Noxious Trap will explode - applying 4 stacks of Noxious Poison to enemies within a 200-radius area, stacking up to 4 times. Noxious Poison slows by 10% per stack and deals 15 / 30 / 45 magic damage per stack every second, with one stack being removed with each instance of damage.
 * Noxious Traps will trigger if an enemy walks within 60 units, becoming visible and creating a 200-radius area that slows enemies by 40%. After 0.5 seconds, the Noxious Trap will explode - applying 4 stacks of Noxious Poison to enemies within a 200-radius area, stacking up to 4 times. Noxious Poison slows by 10% per stack and deals 15 / 30 / 45 magic damage per stack every second, with one stack being removed with each instance of damage.


 * Chance for small minions and monsters to drop a soul increased to % from 33% at all levels.
 * Thresh will start the game with 1 Soul when is on the opposing team.
 * Chance for small minions and monsters to drop a soul increased to % from 33% at all levels.
 * Thresh will start the game with 1 Soul when is on the opposing team.


 * No longer deals area of effect damage whenever Tristana kills a unit.
 * Tristana's critical strikes deal physical damage to enemies within 185-units of her target, decaying down to  physical damage to enemies within 185 and 385 units of her target.
 * No longer deals area of effect damage whenever Tristana kills a unit.
 * Tristana's critical strikes deal physical damage to enemies within 185-units of her target, decaying down to  physical damage to enemies within 185 and 385 units of her target.


 * Healing now utilizes a projectile/animation, identical to the Healing Rune on large monsters prior to the Season 2015 jungle changes. 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.
 * Healing flattened to 5% at all levels from 2 / 3 / 4 / 5 / 6 % based on level.
 * AD ratio removed.
 * Now scales with.
 * 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.
 * Incoming healing increased to 20 % at ranks from 8 / 11 / 14 / 17 / 20 % based on rank.
 * 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.
 * Incoming healing increased to 20 % at ranks from 8 / 11 / 14 / 17 / 20 % based on rank.
 * Incoming healing increased to 20 % at ranks from 8 / 11 / 14 / 17 / 20 % based on rank.


 * (new Q)
 * Enemy champions can attack Twisted Fate to remove his Sleight of Hand stacks, but Twisted Fate will take 17 / 21 / 25 / 29 / 33 % reduced damage from the attack per stack of Sleight of Hand he had.
 * 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 per stack of Sleight of Hand.
 * Cooldown: 4 seconds
 * (new W)
 * Twisted Fate hurls a face-down card forward in a line that reveals itself upon hitting an enemy, dealing 40 / 60 / 80 / 100 / 120 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 and refunds the cost of Wild Cards.
 * Single Champion: Twisted Fate reveals a and stuns enemies hit for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
 * Multiple Champions: Twisted Fate reveals a and slows enemies hit by 50% for 2.5 seconds.
 * Cooldown: 14 / 12 / 10 / 8 / 6 seconds
 * SealFate.jpg Stacked Deck / Fold (new E)
 * Twisted Fate gains a stack of Stacked Deck whenever he attacks an enemy. If Twisted Fate has not dealt or received damage in the last 3 seconds, he will passively generate a stack of Stacked Deck every 4 seconds (affected by cooldown reduction). At 4 stacks, Twisted Fate's next attack will deal 55 / 80 / 105 / 130 / 155 bonus magic damage and consume the stacks.
 * While Twisted Fate has 4 stacks of Stacked Deck, he can activate the ability to blink to the target location. This will consume the stacks.
 * Cooldown: 8 / 7 / 6 / 5 / 4 seconds
 * renamed Gamble.
 * renamed All In.
 * renamed All In.


 * While I appreciate that the name, "Expunge", stopped resonating with the ability once it stopped removing Deadly Venom stacks... Contaminate resonates just as little without any contaminating.
 * While I appreciate that the name, "Expunge", stopped resonating with the ability once it stopped removing Deadly Venom stacks... Contaminate resonates just as little without any contaminating.


 * In addition to damaging poisoned enemies, enemies within a 75-radius area of damaged enemies will now receive Deadly Venom stacks equal to half those on the damaged enemy.
 * Now displays the maximum potential damage in the tooltip.
 * Now displays the maximum potential damage in the tooltip.


 * Visual Upgrade
 * , and  are updated to use '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 are refunded the RP spent.
 * is repriced at 1350 RP (outfit difference and rank-5 evolutions are what you're paying for).
 * General
 * Udyr now uses energy. It costs 60 energy to enter a new stance, or 35 energy to re-enter the current stance.
 * Stats
 * Attack speed growth lowered to 2% from 2.67%.
 * Udyr's base stats are modified based on his current stance.
 * renamed Tiger's Fury
 * Grants +4% attack speed growth.
 * Udyr gains 30 / 40 / 50 / 60 / 70 % bonus attack speed for 5 seconds.
 * On every third attack, Udyr calls upon his Tiger Spirit to rend his target - dealing 30 / 80 / 120 / 180 / 230 bonus physical damage over 2 seconds.
 * renamed Turtle's Guard
 * Grants +2 armor/magic resist growth.
 * Udyr surrounds himself in a barrier that mitigates 60 / 100 / 140 / 180 / 220 magic damage for.
 * Whenever Udyr is attacked by an enemy champion or neutral monster, he calls upon his Turtle Spirit to aid in a counter-offensive - dealing bonus damage on his next attack against his attacker. The counter-attack must be used within 1.5 seconds of being attacked.
 * renamed Bear's Might
 * Grants 30 bonus movement speed.
 * 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 physical damage and briefly knocking them back. The empowered attack will not carry over if Udyr switches stance.
 * Udyr gains between 5% and 15 / 20 / 25 / 30 / 35 % bonus movement speed based on the amount of time since his last attack. The timer starts upon entering Bear Stance and reaches full charge after 5 seconds. Activating Bear Stance primes a 5 second duration that will persist even if Udyr changes stance.
 * renamed Phoenix's Flame
 * Grants +2 health regeneration growth.
 * Udyr's basic attacks for the next 5 seconds restore 10 / 15 / 20 / 25 / 30 health.
 * While in combat, Udyr calls upon his Phoenix Spirit to scorch surrounding enemies: dealing 10 every second for every second that he's been in combat, ramping up to 50  after 5 seconds.
 * Udyr's basic attacks for the next 5 seconds restore 10 / 15 / 20 / 25 / 30 health.
 * While in combat, Udyr calls upon his Phoenix Spirit to scorch surrounding enemies: dealing 10 every second for every second that he's been in combat, ramping up to 50  after 5 seconds.


 * Visual Upgrade
 * Urgot now utilizes a chainsaw-like weapon.
 * Stats
 * Urgot is now melee (125 range).
 * (Innate)
 * Urgot's basic attacks leave his target with heinous wounds for 5 seconds, reducing their armor by 4% and dealing 10.5 + (1.5 * level) + physical damage over 5 seconds. The damage and armor reduction stack up to 5 times.
 * (Q)
 * Now locks on to enemies with 5 stacks of Heinous Wounds, rather than Noxian Corrosive Charge.
 * (W)
 * Shield duration lowered to 5 seconds from 7 seconds.
 * After the 5 seconds or when the shield is destroyed, damage is dealt to surrounding enemies (equal to the shield strength).
 * Slow removed.
 * (E)
 * Urgot launches a shrapnel grenade that explodes at the target location, applying between 2 and 5 stacks of Heinous Wounds to enemies in the surrounding area based on their proximity to the explosion. All enemies hit are also slowed by 20 / 25 / 30 / 35 / 40% for 2.5 seconds.
 * Urgot launches a shrapnel grenade that explodes at the target location, applying between 2 and 5 stacks of Heinous Wounds to enemies in the surrounding area based on their proximity to the explosion. All enemies hit are also slowed by 20 / 25 / 30 / 35 / 40% for 2.5 seconds.


 * No longer applies.
 * Varus will now restore health equal to 20% of the damage dealt to enemies within Desecrated Ground.
 * Range is now calculated from edge-to-edge instead of from centre-to-centre.
 * Hitting a target with Chain of Corruption will now summon four 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 2.5 seconds (increased from 2 seconds, which increases the tether range to 750 from 600). hich increases the effective tether range to 750 from 600).
 * Range is now calculated from edge-to-edge instead of from centre-to-centre.
 * Hitting a target with Chain of Corruption will now summon four 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 2.5 seconds (increased from 2 seconds, which increases the tether range to 750 from 600). hich increases the effective tether range to 750 from 600).
 * Hitting a target with Chain of Corruption will now summon four 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 2.5 seconds (increased from 2 seconds, which increases the tether range to 750 from 600). hich increases the effective tether range to 750 from 600).


 * 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.
 * 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.
 * 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.

Rebalance= Willbachbakal's Rework=
 * Veigar permanently gains 1 ability power whenever he kills a unit, increased to 5 ability power against large units or champion kills and assists. 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.
 * Passive removed.
 * Ability power on-kill removed.
 * Cost flattened to 50 from 60 / 65 / 70 / 75 / 80.
 * Baleful Strike gains 250 additional reach upon striking an enemy (1100 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.
 * Radius changed to 100 from 112.5.
 * Enemies who move through the wall while airborne or dashing will be suspended instead of stunned. The crowd control duration is unaffected, but it will now freeze them in mid-air instead of when they land.
 * Radius changed to 100 from 112.5.
 * Enemies who move through the wall while airborne or dashing will be suspended instead of stunned. The crowd control duration is unaffected, but it will now freeze them in mid-air instead of when they land.
 * Enemies who move through the wall while airborne or dashing will be suspended instead of stunned. The crowd control duration is unaffected, but it will now freeze them in mid-air instead of when they land.
 * Enemies who move through the wall while airborne or dashing will be suspended instead of stunned. The crowd control duration is unaffected, but it will now freeze them in mid-air instead of when they land.
 * Veigar permanently gains 1 ability power whenever he kills a unit, increased to 5 ability power against large units or champion kills and assists.
 * Passive removed.
 * Ability power on-kill removed.
 * The projectile now stops after hitting one enemy, instead of being able to hit two.
 * 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.
 * Damage reduced to 60 / 95 / 130 / 165 / 200 from 120 / 170 / 220 / 270 / 320.
 * 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.
 * Delay reduced to 0.5 seconds from 0.75.
 * No longer stuns.
 * Enemies who make contact with the wall from the outside will be pulled into arena. This does not count as crowd control.
 * 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.
 * 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.
 * Veigar unleashes a burst of primordial energy, dealing between 100 / 175 / 250 and 400 / 700 / 1000  magic damage.
 * 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.
 * 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.
 * Veigar unleashes a burst of primordial energy, dealing between 100 / 175 / 250 and 400 / 700 / 1000  magic damage.
 * Veigar unleashes a burst of primordial energy, dealing between 100 / 175 / 250 and 400 / 700 / 1000  magic damage.


 * 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 and/or stop her charge."
 * 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 and/or stop her charge."


 * Stats
 * Base health increased to 440 from 400.
 * Health per level increased to 95 from 85.
 * Vladimir gains 1% increased healing and health regeneration from all sources for every 2.5% of missing health.
 * Healing increased to 40 / 60 / 80 / 100 / 120 from 15 / 25 / 35 / 45 / 55
 * Now deals 10 / 20 / 30 / 40 / 50 instead of 20 / 33.75 / 47.5 / 61.25 / 75.
 * The slow now refreshes.
 * Health cost changed to 5% of Vladimir's current health from 30 / 40 / 50 / 60 / 70.
 * No longer increases healing and health regeneration.
 * Each cast grants Vladimir 25 Engorgement. Vladimir starts with 0 Engorgement and can have up to 100. Tides of Blood's cost and base 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.
 * The slow now refreshes.
 * Health cost changed to 5% of Vladimir's current health from 30 / 40 / 50 / 60 / 70.
 * No longer increases healing and health regeneration.
 * Each cast grants Vladimir 25 Engorgement. Vladimir starts with 0 Engorgement and can have up to 100. Tides of Blood's cost and base 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.
 * Each cast grants Vladimir 25 Engorgement. Vladimir starts with 0 Engorgement and can have up to 100. Tides of Blood's cost and base 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.

Minor changes= Substantial rework=
 * Now stacks against an enemy in the same manner as, rather than stacking on himself. Warwick can now switch targets and maintain Eternal Thirst stacks against multiple enemies.
 * Now causes the target to bleed for 5 seconds, revealing them if Blood Scent is ranked (damageless bleed).
 * 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.
 * 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.
 * 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.
 * 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.
 * 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 the Skarner rework above, which maintains a distinction between their ultimates.


 * (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.
 * (Q)
 * Warwick lunges on the target location, dealing physical damage to all enemies hit. If he hits an enemy champion, the cooldown is halved.
 * (W)
 * Warwick lets out an unruly howl, granting himself bonus attack speed and lifesteal for 6 seconds.
 * (E)
 * Warwick gains bonus attack range on his next 3 attacks and his attacks cause him to pounce on his target, dealing bonus physical damage.
 * (R)
 * 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.

Balance Changes= Rework= Rework + New Ultimate=
 * Second cast delay increased to 0.5 seconds from ~0.25 seconds.
 * The animation now resembles an eruption, rather than a bombardment.
 * Shocking Orb name reverted to Mage Chains.
 * Now utilizes a bespoke stun animation where the target is chained to the ground, similar to old animation.
 * 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.
 * Damage changed per cast changed to 125 / 200 / 275 from 190 / 245 / 300.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Arcane Barrage will ignore 50% of an enemy's bonus magic resistance if they are hit directly.
 * Radius of effect increased to 200 from ?.
 * Damage changed per cast changed to 125 / 200 / 275 from 190 / 245 / 300.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Arcane Barrage will ignore 50% of an enemy's bonus magic resistance if they are hit directly.
 * Radius of effect increased to 200 from ?.
 * Radius of effect increased to 200 from ?.
 * Second cast delay increased to 0.5 seconds from ~0.25 seconds.
 * (new W)
 * 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.
 * - Xerath unleashes an orb of energy forward in a line that damages all enemies it passes through.
 * (new E)
 * 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.
 * 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.
 * Damage changed per cast changed to 125 / 200 / 275 from 190 / 245 / 300.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Arcane Barrage will ignore 50% of an enemy's bonus magic resistance if they are hit directly.
 * Radius of effect increased to 200 from ?.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Arcane Barrage will ignore 50% of an enemy's bonus magic resistance if they are hit directly.
 * Radius of effect increased to 200 from ?.
 * Second cast delay increased to 0.5 seconds from ~0.25 seconds.
 * (new W)
 * Xerath calls down a blast of arcane energy which strikes after a 0.5 second delay, dealing magic damage to all enemies in the target 200-radius area. If an enemy champion is struck directly, the recharge timer on his next Arcane Barrage is reduced by half.
 * Xerath stores a charge of Arcane Barrage every 14 / 13 / 12 / 11 / 10 seconds and can store up to 2.
 * (new E)
 * 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.
 * (new R)
 * 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 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.
 * Eye of Destruction will ignore 50% of an enemy's bonus magic resistance if caught in the epicentre of the beam.
 * Cast Range: Global
 * Cooldown: 120 / 100 / 80
 * Beam Movement Speed: 360 / 380 / 420
 * Beam Movement Speed: 360 / 380 / 420


 * Renamed Second Wind.
 * Renamed Second Wind.
 * Renamed Second Wind.


 * Now destroys an opposing Wind Wall on collision.
 * Now destroys an opposing Wind Wall on collision.
 * Now destroys an opposing Wind Wall on collision.


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


 * Reactivating Death Mark now has a tether radius.
 * Reactivating Death Mark now has a tether radius.
 * Reactivating Death Mark now has a tether radius.


 * - Based on Willbachbakal's rework
 * Zilean can activate his basic abilities while they are on cooldown at no cost. This can only happen once every seconds.
 * Each of Zilean's basic abilities has Borrowed Time variant with a slightly altered ability icon, similar to and . 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 rank, similarly to Rengar, LeBlanc and Karma, depending on what feels good.
 * (W)
 * 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. Zilean and his allies can right-click an entrance of the wormhole to pass through.
 * Range: 875
 * (E)
 * Slow/haste rescaled to 40 / 45 / 50 / 55 / 60 % from 60 % at all ranks.
 * Duration rescaled to 3 seconds from 2.5 / 3.25 / 4 / 4.75 / 5.5.
 * If two units affected by Time Warp collide, the slow/haste is increased to 60 / 70 / 80 / 90 / 99% and duration is refreshed.
 * (R)
 * Cooldown reduced to 150 from 180.
 * Chrono Shift's cooldown is reduced by 1.5% for every 1% of Zilean's cooldown reduction.
 * Rune duration reduced to 3 from 7.
 * Rune duration reduced to 3 from 7.

Items

 * The following items are listed in grouped into item families, then ordered alphabetically.

Removed Items

 * (replaced by Wicked Hatchet)
 * (partially absorbed by Wicked Hatchet and Phantom Dancer)
 * (replaced by Recurve Bow)
 * (merged with Skirmisher's Sabre)

Vision and Trinkets

 * (new item, same face)
 * Availability: Howling Abyss, Crystal Scar, Twisted Treeline
 * Reclassified as a Trinket (Free).
 * Stats removed.
 * Passives removed.
 * Grants.
 * At level 9, gains.


 * (new item, same face)
 * Availability: Summoner's Rift
 * New trinket (no cost)
 * For the next 7 seconds, you reveal a large cone in the direction of your cursor. (1300 length, 40º, 120 second cooldown).
 * At level 9, the cooldown is reduced to 60 seconds.
 * Transforms in after killing 30 neutral monsters.


 * (new item, same face)
 * As above.
 * Gains Standing idle in a brush grants unobstructed vision over a 1500-radius area. The sight lingers for ~0.5 seconds upon moving. Unobstructed vision allows you to see into brush and over terrain.


 * Inspired by Lukeatlook.
 * Inspired by Lukeatlook.


 * Now a basic item that costs 400g.
 * Health removed.
 * Requires an Economy Item to purchase (Ancient Coin, Hunter's Machete, Relic Shield and Spellthief's Edge).
 * Sightstone upgrades can be swapped, as with economy items and boot enchantments.


 * Recipe: +  + 400g = 1200g
 * Grants 400 health.
 * No longer increases the ward charges to 5 (remains at 4).
 * At level 9 gains Your Stealth Wards now last for 5 minutes and Vision Wards have 7 health.
 * At level 9 gains Your Stealth Wards now last for 5 minutes and Vision Wards have 7 health.


 * Recipe: +  + 200g = 1000g
 * Grants 400 mana.
 * At level 9 gains Your Ward Refresh charges have been increased to 6 and the sight from your Vision Wards persists for 5 seconds after being destroyed.
 * At level 9 gains Your Ward Refresh charges have been increased to 6 and the sight from your Vision Wards persists for 5 seconds after being destroyed.


 * Recipe: +  +  + 240g = 1000g
 * Grants 50% base health regeneration, 50% base mana regeneration and 15% cooldown reduction.
 * At level 9 gains Your wards from any source now have 1000 cast range and your Vision Wards will reveal all enemy Stealth Wards in range, even those obstructed by brush or terrain.
 * At level 9 gains Your wards from any source now have 1000 cast range and your Vision Wards will reveal all enemy Stealth Wards in range, even those obstructed by brush or terrain.


 * Recipe: +  + 565g = 1400g
 * Grants 60 ability power.
 * At level 9 gains You gain one Ward Refresh charge each time an enemy ward is destroyed nearby and your wards will regenerate if not attacked for 10 seconds.
 * At level 9 gains You gain one Ward Refresh charge each time an enemy ward is destroyed nearby and your wards will regenerate if not attacked for 10 seconds.

Basic Items

 * Critical strike chance increased to 10% from 8%.
 * Critical strike chance increased to 10% from 8%.


 * Grants +15% attack speed
 * Basic attacks deal 10 bonus magic damage and grant 8% attack speed for 3.5 seconds. The bonus attack speed stacks up to 3 times.

New Items

 * New items and the items that build from the new items — for your convenience.


 * Now grants 10 movement speed.
 * Now grants 10 movement speed.


 * Recipe: +  +  + 140g
 * Movement speed increased to 15 from 10.
 * Mana regeneration increased to 50% from 25%.
 * Mana regeneration increased to 50% from 25%.


 * Combine cost lowered to 535g from 635g.
 * Total cost lowered to 2000g from 2100g.
 * Total cost lowered to 2000g from 2100g.


 * Created by Lukeatlook.


 * Grants +15 movement speed, +40 ability power, +100% base health regeneration, +100% base mana regeneration
 * Grants +5% movement speed.
 * Grants Favor (as with Talisman of Ascension).
 * Your heals and shields on allies are 1% for every 5% of health that you're missing.


 * Created by Lukeatlook.
 * Created by Lukeatlook.


 * Recipe: +  + 700g = 2500g
 * Grants +50 armor, +400 health, +300 mana and +20% cooldown reduction.
 * Reduces damage taken from critical strikes by 25%.


 * Created by Lukeatlook.
 * Created by Lukeatlook.


 * Recipe: +  + 730g = 2500g
 * Grants +50 armor, +300 mana, +60 ability power and +20% cooldown reduction.
 * Nearby enemy spell casts restore 5% of your missing mana. (1100 range)


 * Gain 15% cooldown reduction and Tranquillity for 3 mintes.
 * When out of combat for more than 10 seconds your mana regeneration is doubled.
 * When out of combat for more than 10 seconds your mana regeneration is doubled.


 * Variant added to Summoner's Rift.
 * Attack damage increased to 80 from 55.
 * Active given the named item effect, "Incinerate", meaning it won't stack with.


 * Grants 350 health, 55 magic resistance and 40 ability power.
 * Grants Grants 5% movement speed and 75% base health regeneration. This bonus is doubled if you have taken damage from an enemy champion in the last 10 seconds.


 * Grants +400 health, +10% cooldown reduction
 * Grants Increases your maximum health by 15%.
 * Grants Reduces the duration of airborne effects by 10% for every 1000 total health.


 * Health increased to 80 from 75.
 * Health increased to 80 from 75.


 * Recipe: +  + 320
 * Health increased to 200 from 175.
 * Health increased to 200 from 175.


 * Health increased to 600 from 500.
 * Health increased to 600 from 500.


 * Created by Lukeatlook.


 * Grants +50 armor, +400 health, +150% health regeneration
 * Grants Spoils of War (as with Face of the Mountain).
 * Grants Point Runner.
 * Grants one of the following:
 * Shrouds the target area for 4 seconds, obscuring enemy vision and rendering allied champions untargetable by minions and turrets. Non-champion enemy units within the shroud will not share their vision.
 * Whenever a nearby allied champion dies, you place a bounty on their killer and gain as attack damage and  as ability power for 10 seconds. If you take down their killer, you and your ally that died will each gain the full gold for the kill. Enemy champions can only be marked for Vengeance by a single Diadem of the Lunari and you can only pursue one bounty at a time.


 * Availability: Common
 * Grants 15 attack damage and +50% base mana regeneration.
 * Grants 10% cooldown reduction.
 * Grants Basic attacks restore 1.5% of your missing mana.


 * Availability: Summoner's Rift and Howling Abyss
 * Grants 80 attack damage and +50% base mana regeneration.
 * Grants 10% cooldown reduction.
 * Grants Basic attacks restore 1.5% of your missing mana.


 * Availability: Twisted Treeline and Crystal Scar
 * Grants 80 attack damage and +50% base mana regeneration.
 * Grants 10% cooldown reduction.
 * Grants Basic attacks restore 1.5% of your missing mana.


 * Created by Lukeatlook.
 * Created by Lukeatlook.


 * Recipe: +  + 830g = 2500g
 * Grants +400 health, +60 ability power, +20% cooldown reduction
 * Gain 50% of missing mana at the cost of 50% of your current health. 60 second cooldown.


 * Ability power increased to 10 from 5.
 * Mana regeneration removed (previously 25%).
 * Gold generation removed (previously 2).
 * Tribute now replenishes 7 mana.
 * Tribute now replenishes 7 mana.


 * Recipe: +  + 320g
 * Ability power increased to 20 from 10.
 * Mana regeneration reduced to 25% from 50%.
 * Tribute now replenished 10 mana.
 * Tribute now replenished 10 mana.


 * Ability power increased to 60 from 50.
 * Tribute now replenishes 10 mana.
 * Tribute now replenishes 10 mana.


 * Created by Lukeatlook.


 * Grants +40 ability power, +30 magic resistance, +100% mana regeneration and +4 gold generation.
 * Grants Mana Font.
 * Grants Tribute (as with Frost Queen's Claim).
 * Grants Restores 20% of missing health and 40% of missing mana to target ally. 90 second cooldown.


 * Now available in all game modes.
 * Critical strike change increased to 20% from 10%.
 * Attack damage removed (previously 20).
 * Passive revised into Critical strikes causes your target to bleed for an additional 30 + (4  level) physical damage over 3 seconds. This damage will stack.


 * Attack speed reduced to 40% from 50%.
 * No longer grants the ability to ignore unit collision.
 * Now grants Critical strikes causes your target to bleed for an additional 30 + (4  level) physical damage over 3 seconds. This damage will stack.

Other Items

 * New recipe: +  + 800g
 * New recipe: +  + 800g


 * Magic resistance increased to 30 from 20.
 * Magic resistance increased to 30 from 20.


 * Combine cost increased to 250g from 50g.
 * Total cost increased to 3000g from 2800g.
 * Magic resistance increased to 30 from 20.
 * Shield strength adjusted to 60 from 50 (+10 * level).
 * Shield strength adjusted to 60 from 50 (+10 * level).


 * New recipe: +  + 335g = 950g
 * Now grants 25% base mana regeneration.
 * Movement speed passive is now named "Ethereal".
 * Movement speed passive is now named "Ethereal".


 * Combine cost increased to 650g from 550g.
 * Total cost increased to 2200g from 2100g.
 * Ability power increased to 60 from 40.
 * Movement speed reduced to 5% from 8% and is now named "Ethereal".
 * Movement speed reduced to 5% from 8% and is now named "Ethereal".


 * Combine cost increased to 830g from 630g.
 * Total cost increased to 2800g from 2600g.
 * Now grants 50% base mana regeneration.
 * Movement speed increased to 10% from 6% and is now named "Ethereal".
 * Movement speed increased to 10% from 6% and is now named "Ethereal".


 * Ability power increased to 80 from 60.
 * Magic resistance increased to 30 from 25.
 * Cooldown reduction reduced to 10% from 20%.
 * Cooldown reduction reduced to 10% from 20%.


 * Critical strike chance increased to 15% from 10%.
 * Critical strike chance increased to 15% from 10%.


 * and
 * Critical strike chance increased to 20% from 15%.
 * Now grants You gain 2 bonus gold whenever you kill a unit.


 * Critical strike chance increased to 30% from 20%.
 * Movement speed increased to 8% from 6%.
 * Now grants You gain 2 bonus gold whenever you kill a unit.
 * Now grants You gain 2 bonus gold whenever you kill a unit.


 * New Recipe: +
 * New Recipe: +


 * Life steal reduced to 15% from 20%.
 * Now grants Your physical damage abilities now benefit from life steal. The healing is only one-third effective on area of effect physical damage dealt to minions.
 * Now grants Your physical damage abilities now benefit from life steal. The healing is only one-third effective on area of effect physical damage dealt to minions.


 * Duration is now extended on kill and assist.
 * Duration is now extended on kill and assist.


 * (boots)
 * On-hit effect now also grants the ability to ignore unit collision for the duration.


 * (jungle)
 * New recipe: +  + 50g
 * Health increased to 600 from 500.
 * Now grants +100% base health regeneration.


 * (boots)
 * Grants Reduces the duration of crowd control effects by 35%.


 * No longer grants Tenacity.
 * Now grants 15% reduced damage from area of effect.
 * Now grants 15% reduced damage from area of effect.


 * Recipe cost increased to 700g from 450g.
 * Total cost increased to 2700g from 2450g.
 * Cooldown reduction reduced to 10% from 20%.
 * Now grants Slows the movement speed of nearby enemy units by 40% for 2 (+1 second per 500 bonus mana) seconds. 60 second cooldown (700 Range).
 * Now grants Slows the movement speed of nearby enemy units by 40% for 2 (+1 second per 500 bonus mana) seconds. 60 second cooldown (700 Range).


 * At most this is a buff of 15 damage versus Baron Nashor, as the Rift Scuttler, Krugs, Dragon and Baron are the only neutral monsters with magic resistance.
 * At most this is a buff of 15 damage versus Baron Nashor, as the Rift Scuttler, Krugs, Dragon and Baron are the only neutral monsters with magic resistance.


 * now deals true damage instead of magic damage.
 * Accommodation:
 * Ancient Krug base health lowered to 1400 from 1440.
 * Krug base health lowered to 500 from 540.


 * Grants, which can be cast on enemy champions.
 * If cast on an enemy champion or neutral monster in the enemy's jungle, they will be Challenged for 8 seconds. Challenged enemy champions are revealed and will be affected by (bonus damage and regens). Monsters take Smite's standard damage. Killing your Challenge will grant 20 bonus gold and reduce the recharge time on Smite by 40 seconds.
 * will trigger versus neutral monsters AND challenged enemy champions.
 * will trigger versus neutral monsters AND challenged enemy champions.


 * Spell blade will trigger spell effects.
 * Spell blade will trigger spell effects.


 * Grievous wound removed.
 * Now grants You summon a spectral wraith to assist you for the next 20 seconds. (60 second cooldown) The wraith has 5 health, takes 1 damage from champion basic attacks and area of effect abilities; 2 damage from single target, damage-dealing abilities; and 3 damage from tower basic attacks. The spectre attacks enemies at 650 range, dealing 20 + (5 * level) magic damage on-hit. You can command the wraith by reactivating Morellonomicon.
 * Morellonomicon can be enchanted with Wrath, Pestilence or Famine at the cost of 975g. Each enchantment will increased the wraith's health to 10.
 * The wraith now deals double damage to neutral monsters and structures.
 * The wraith now steals 15% of its target's movement speed on its attacks.
 * The wraith now deals bonus damage equal to 5% of the target's current health.
 * The wraith now deals bonus damage equal to 5% of the target's current health.


 * New Recipe: +
 * New Recipe: +


 * Magic resistance reduced to 30 from 35.
 * Magic resistance reduced to 30 from 35.


 * Recipe: +  + 450g = 2300g.
 * Magic resistance increased to 50 from 40.
 * Active removed.
 * Now grants Removes all crowd control and other debuffs from the target allied champion. Quicksilver can only be used on yourself while unable to activate items. (180 second cooldown). The cooldown of Quicksilver is halved if used on yourself.
 * Now grants Removes all crowd control and other debuffs from the target allied champion. Quicksilver can only be used on yourself while unable to activate items. (180 second cooldown). The cooldown of Quicksilver is halved if used on yourself.


 * Armor reduced to 50 from 70.
 * Cold Steel will now also mitigate between 5 and 45 damage from ranged basic attacks, depending on the distance from the attacker.
 * Active removed.
 * Combine cost reduced to 300 from 700.
 * Total cost reduced to 2100 grom 2500.
 * Health reduced to 400 from 500.
 * Total cost reduced to 2100 grom 2500.
 * Health reduced to 400 from 500.


 * Now grants Basic attacks deal 15 bonus magic damage.
 * Base damage removed from multi-attack passive.
 * Base damage removed from multi-attack passive.


 * Range increased to 5500 from 2500.
 * Range no longer increases at level 9.
 * Duration increased to 5 seconds from 2 seconds.
 * No longer reveals enemies hit for an extended duration.
 * Cooldown is now reduced to 90 seconds at level 9.
 * Cooldown is now reduced to 90 seconds at level 9.


 * Range increased to global from 4000.
 * No longer reveals enemies hit for an extended duration.
 * No longer reveals enemies hit for an extended duration.


 * Renamed Sight Ward.
 * Renamed Sight Ward.


 * New recipe: +  + 1000g = 3000g
 * Health reduced to 400 from 450.
 * Armor increased to 50 from 45.
 * Now grants +100% base health regeneration.
 * Now grants.
 * Passive damage changed to from 25 + (1 × level).
 * Passive damage changed to from 25 + (1 × level).


 * Grants 100% attack speed that deteriorates by 10% on-hit. The bonus attack speed replenishes at a rate of 5% per second if you have not attacked in the last 8 seconds.
 * Grants 100% critical strike chance for your next 3 attacks. 45 second cooldown.


 * New recipe: +  + 700g
 * New recipe: +  + 700g


 * Ghouls can now target stealthed champions.
 * The vision granted by ghouls will affect stealthed champions.
 * The vision granted by ghouls will affect stealthed champions.


 * Renamed Oracle's Ward.
 * Renamed Oracle's Ward.


 * New Recipe: +
 * New Recipe: +


 * Grants 20% attack speed.
 * 20% cooldown reduction.
 * Nearby allied champions gain +20% attack speed and 15 bonus damage on their basic attacks and single target, non-periodic, damage-dealing abilities. (1100 aura range)
 * Summons a beacon at the target location for 8 seconds that grants Conquest to surrounding allies. Additionally, allied minions within the beacon's radius will obey your attack commands. (60 second cooldown; 800 cast range; 700 aura range)
 * The standard can be targeted by allied dash abilities.
 * The standard grants sight over a 700-unit area.
 * The activated portion of Zeke's Herald counts as a support ability for the purposes of granting assists.


 * Grants 50% attack speed and 10% movement speed.
 * Grants 45 Movement Speed.
 * Grants.
 * Can be enchanted.
 * can no longer be enchanted.

Summoner Spells

 * Summons a 100-radius dome around the champion for 1.5 seconds that fully mitigates all incoming damage. Any ally can benefit from being inside the dome.
 * Summons a 100-radius dome around the champion for 1.5 seconds that fully mitigates all incoming damage. Any ally can benefit from being inside the dome.


 * Grants sight of all enemy champions for 3 seconds, including stealthed champions. Clairvoyance cannot be activated for the first 120 seconds of the game.
 * Grants sight of all enemy champions for 3 seconds, including stealthed champions. Clairvoyance cannot be activated for the first 120 seconds of the game.


 * Summons a font at the target location for 10 seconds. Allied champions can interact with the font to begin channeling, restoring 5% of their missing mana per second. The channeling will be interrupted if you take damage. 60 second cooldown.
 * Summons a font at the target location for 10 seconds. Allied champions can interact with the font to begin channeling, restoring 5% of their missing mana per second. The channeling will be interrupted if you take damage. 60 second cooldown.


 * Can now be used to remove suppression.
 * Now uses the unused Break free 1.png icon.
 * Now uses the unused Break free 1.png icon.


 * Multiple exhausts on the same target will be queued, as with health potions.
 * Multiple exhausts on the same target will be queued, as with health potions.


 * Self-heal reduced by ~25% (70-350 from 95-475).
 * Heals the target for X health and grants bonus movement speed for 1 second. Also heals yourself for 75% of that amount and grants the same bonus movement speed.
 * Heals the target for X health and grants bonus movement speed for 1 second. Also heals yourself for 75% of that amount and grants the same bonus movement speed.


 * Grievous Wound is now unique to Ignite, but has a slightly altered effect.
 * Grievous Wound is now unique to Ignite, but has a slightly altered effect.


 * Grievous Wound now reduces an enemies base health regeneration to 0 for the duration. This will affect items that grant % base health regeneration, but will not affect champion abilities, potions or other forms of health regeneration.
 * If reapplied, any remaining damage will be added to the new Ignite.

Runes

 * Clean-Up
 * All runes are removed from player's inventories and the IP refunded.
 * Tier-1 quintessences have been removed from the game.
 * Tier-2 runes have been removed from the game.
 * Tier-3 runes prices adjusted to be generally cheaper (closer to the prices of tier-2 runes).
 * Runes are now referred to in the client as Lesser (Tier-1) and Greater (Tier-3).
 * All players will now have 6 rune pages by default. Existing rune pages that a player owns will be removed and refunded.
 * Rune slots are no longer unlocked per level. They are now unlocked as follows:
 * Level 0-9: No rune slots.
 * Level 10-19: 3 Marks, 3 Seals and 3 Glyphs
 * Level 20-29: 9 Marks, 9 Seals and 9 Glyphs
 * Level 30: 9 Marks, 9 Seals, 9 Glyphs and 3 Quintessences
 * Greater Runes are no longer available until level 30.


 * New Features
 * New Greater Rune bundles are available for 6300 :
 * AP Bundle - Ability Power Marks, Health Seals, Cooldown Reduction Glyphs and Magic Penetration Quints.
 * AD Bundle - Attack Damage Marks, Health Seals, Attack Speed Glyphs and Armor Penetration Quints.
 * Jungle Bundle - Attack Damage Marks, Armor Seals, Attack Speed Glyphs and Movement Speed Quints.
 * Support Bundle - Ability Power Marks, Health Seals, Gold Generation Glyphs and Scaling Cooldown Reduction Quints.
 * Tank Bundle - Magic Penetration Marks, Hybrid Mitigation Seals, Cooldown Reduction Glyphs and Scaling Health Quints.
 * Duelist Bundle - Hybrid Pentration Marks, Health Seals, Cooldown Reduction Glyphs and Scaling Health Quints.


 * New Runes
 * Greater Seal of Hybrid Mitigation: 0.84 Armor / 0.84 Magic Resist.
 * Greater Glyph of Mana Vamp: Restores mana equal to 1.5% of the damage dealt.
 * Greater Quintessence of Hybrid Mitigation: 2.52 Armor / 2.52 Magic Resist.
 * Greater Quintessence of Mana Vamp: Restores mana equal to 4.5% of the damage dealt.
 * Greater Quintessence of Survival: Increases incoming healing effects by 5%.
 * Greater Quintessence of Salvation: Increases outgoing healing effects by 5%.


 * Overview of rework
 * Primary Marks are now "Offensive Runes", rather than AD Runes
 * Primary Seals are now "Defensive Runes", rather than Armor/Health Runes
 * Primary Glyphs are now "Utility Runes", rather than AP/MR Runes
 * Quintessences now offer the same stats as 3 of their primary counterpart runes.
 * This allows rune page compositions such as 1-1-2, 2-1-1 and 1-2-1.
 * All non-primary runes will now grant 65% of their primary counterpart - i.e. all "secondary" runes of a particular stat will now offer the same amount.


 * For reference, the following are Unique Quintessences
 * Experience (+2%)
 * Lifesteal (+1.5%)
 * Movement speed (+1.5%)
 * Revival (-5% Time Spent Dead)
 * Spell vamp (+2%)