User:Poisonshark/Sandbox4

Stocking custom patch notes.

Health and mana regeneration

 * Health regeneration and mana regeneration changed to regeneration per second instead of per 5 second. Regenerations don't take effect until 5 second after leaving a fight (dealing or taking damage). Mana regen also stops occurring when using a spell, no matter whether or not it hits an enemy.

Critical Strikes
Critical strikes are no longer random. They now rely on a critical strike gauge.
 * Critical strike chance removed from the game, replaced by a critical charge.
 * If you have no critical charge, you cannot.
 * If you do, you have a charging gauge displayed. It charges up in 1 / (critical charge*) seconds.
 * Example: with 10% critical charge and 0.75 attack speed, the critical gauge takes 1/(0.1*0.75) seconds = seconds
 * With 100% critical charge, your critical gauge charges at the same speed as your attack, guaranteeing a critical strike on every basic attack. This is the equivalent of 100%-crit.

Attack speed

 * No more bonus attack speed gained by growth. Attack speed now grants an attack delay reduction.
 * Attack speed calculation mechanics changed. Formula changed to 0.5 / (1 + attack delay) from 0.625 / (1 + attack delay). Base attack delay is -0.2 (for a base attack speed of [0.5 / [1-0.2]= 0.8]= 0.625). Attack speed still cannot go over 2.5 in any way, (which would result in an attack delay of -0.8).
 * Attack delays and speed by champion
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
 * Delay: -0.25 (- ???)
 * Attack Speed: -> ???
 * Delay: -0.28 (- ???)
 * Attack Speed: -> ???
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
 * Delay: -0.1 (no growth)
 * Attack Speed:
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
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 * Delay: -0.168 (- ???)
 * Attack Speed: -> ???
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 * Attack Speed: -> ???
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 * Attack Speed: 0.625 -> ???
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 * Attack Speed: 0.625 -> ???
 * Delay: -0.168 (- ???)
 * Attack Speed: -> ???
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
 * Delay: -0.185 (- ???)
 * Attack Speed: -> ???
 * Delay: -0.2 (- ???)
 * Attack Speed: 0.625 -> ???
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 * Attack Speed: 0.625 -> ???
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Rune System Rework
Runes will be refunded, because of the system overhaul. All non-Quintessence Runes will cost 205 IP, with Quintessences costing 450 IP. The number of rune slots will be reduced to 3 of each type, and 1 Quintessence. Rune slots will also no longer be limited by summoner level. You may also put runes in the place of other rune types, however their effect will be halved.
 * -|Hide=
 * -|Marks=
 * 1) Armor Penetration (+ 3% )
 * 2) Critical Damage (+ 5% )
 * 3) Life Steal (+ 1.5% )
 * 4) Armor (+ 3 )
 * 5) Movement Speed (+ 2% )
 * 6) Attack Speed (+ 5% )
 * -|Seals=
 * 1) Health (+ 30 )
 * 2) Scaling Health (+ 5  per level)
 * 3) Percent Armor (+ 3.33% )
 * 4) Percent Magic Resistance (+ 4% )
 * 5) Health Regeneration (+ 3 )
 * 6) Mana Regeneration (+ 10  / + 25 )
 * -|Glyphs=
 * 1) Mana (+ 40  / + 50 )
 * 2) Magic Penetration (+ 3% )
 * 3) Cooldown Reduction (+ 5% )
 * 4) Magic Resistance (+ 4 )
 * 5) Spell Vamp (+ 2% )
 * 6) Spell Damage (+ 1.67% spell damage)
 * -|Quintessences=
 * 1) Movement Speed (+ 5% )
 * 2) Cooldown Reduction (+ 10% )
 * 3) Critical Probability (temp) (+ 1 critical probability (temp))
 * 4) Percent Health (+ 5% )
 * 5) Percent Mana (+ 10%  / )
 * 6) Percent Attack Damage (+ 5% )
 * 7) Percent Ability Power (+ 10% )
 * 8) Hybrid Penetration (+ 5%  and )

Masteries Changes

 * Keystone masteries will be displayed at the side of the summoner spells.
 * TBA

Summoner Spell Changes
All summoner spells are now available from summoner level 1.
 * : Now also reduces the cooldown of all the user's on-cooldown abilities by 50%, with nearby allies having their cooldowns reduced by 25%.
 * : Now also gives 100% slow resist.
 * : No longer grants movement speed. Now gives 30% damage reduction for one second.
 * Movement and attack speed reduction increased from 30% to 50%.
 * Armor and magic resistance reduction removed.
 * Reduction of damage dealt increased from 40% to 50%.
 * : Protects the user from crowd control effects from shielded spells, even if they break the shield.
 * : Crowd control reduction replaced by crowd control immunity.
 * : Channel time reduced from seconds to  seconds. Can now target allied champions, but does not make them invulnerable or unable to move.
 * : Range reduced from 425 to 400.
 * : inflicted by this spell reduce all incoming healing by 50%.
 * : Removed from the game. (see Item Changes > Jungle Update)
 * : Removed from the game. (see Item Changes > Jungle Update)

Jungle Update

 * -|Hide=
 * -|Camps=
 * Now doesn't occupy lair. Has a new lair located across the river from Baron's pit.
 * Still only appears once in the entire game.
 * All dragons have their specific lair.
 * All dragons but the only spawn 3 times in the entire game.
 * Lair located on a mountain peak across an ethereal bridge over the top lane.
 * Cloud Drake is generally known as a joke, or at least the worst of all four . Figured I'd come around and fix that.
 * movement speed increased to (increased to  under  ) from  (increased to  under  ).
 * Lair located down a ledge in the extreme southeast corner of the map, below the corner of bottom lane, below the height of the rest of the Rift.
 * Lair located in the old Dragon pit.
 * Lair located near the bottom lane, on the opposite side of the river.
 * Spawns on the lair of the first Dragon that has been slain 3 times.
 * Spawns if the two following requirements are completed.
 * Game time is at least 35 minutes.
 * One Dragon has been slain 3 times, and 6 minutes have passed since then.
 * -|Items=
 * Added Deals  true damage to target monster or enemy minion.
 * Added Deals  true damage to target monster or enemy minion. Can also be cast on an enemy champion, dealing  true damage instead. Enemies hit by Challenging Smite deal 20% reduced damage to the user, and take 10% of the raw damage they take from the user as true damage over 2 seconds. This effect lasts 3 seconds.
 * Added Deals  true damage to target monster or enemy minion. Can also be cast on an enemy champion, dealing  true damage instead. Any enemy hit by Chilling Smite is slowed by 20%, and the user gains double of the movement speed the target lost by this effect. This effect lasts 3 seconds.
 * Spawns if the two following requirements are completed.
 * Game time is at least 35 minutes.
 * One Dragon has been slain 3 times, and 6 minutes have passed since then.
 * -|Items=
 * Added Deals  true damage to target monster or enemy minion.
 * Added Deals  true damage to target monster or enemy minion. Can also be cast on an enemy champion, dealing  true damage instead. Enemies hit by Challenging Smite deal 20% reduced damage to the user, and take 10% of the raw damage they take from the user as true damage over 2 seconds. This effect lasts 3 seconds.
 * Added Deals  true damage to target monster or enemy minion. Can also be cast on an enemy champion, dealing  true damage instead. Any enemy hit by Chilling Smite is slowed by 20%, and the user gains double of the movement speed the target lost by this effect. This effect lasts 3 seconds.
 * Added Deals  true damage to target monster or enemy minion. Can also be cast on an enemy champion, dealing  true damage instead. Enemies hit by Challenging Smite deal 20% reduced damage to the user, and take 10% of the raw damage they take from the user as true damage over 2 seconds. This effect lasts 3 seconds.
 * Added Deals  true damage to target monster or enemy minion. Can also be cast on an enemy champion, dealing  true damage instead. Any enemy hit by Chilling Smite is slowed by 20%, and the user gains double of the movement speed the target lost by this effect. This effect lasts 3 seconds.
 * Added Deals  true damage to target monster or enemy minion. Can also be cast on an enemy champion, dealing  true damage instead. Any enemy hit by Chilling Smite is slowed by 20%, and the user gains double of the movement speed the target lost by this effect. This effect lasts 3 seconds.

A

 * -|Hide=
 * -|Aatrox=
 * Attack speed increased to % from % for every 1% in his Blood Well.
 * Now the attack empowerment wears off after 6 seconds of not attacking. Toggling now resets the attack count.
 * heal changed to from   tripled when under 50% health.
 * Cost changed to from   health.
 * Bonus on-hit damage changed to  from   (quadruple the health cost).
 * -|Ahri=
 * Reworked. Now every 9th hit from an ability heals her for . This ability resets to 0 if Ahri didn't hit with an ability in the last 9 seconds.
 * Range reduced to 800 from 880.
 * Can be re-cast while the orb is travelling to have it travel in target direction after reaching the end of its first trajectory. This recast goes 400 range instead of 800. If the orb is over 1000 units away from Ahri, it immediately starts returning to Ahri.
 * Movement speed.
 * Reworked. First cast stores 3 Fox-Fires, and gives Ahri a burst of movement speed during which she is, and stores 3 Fox-Fires that can be shot during the next 9 seconds.
 * Now has to be recast once per flame to throw them. They can either be thrown in a direction or targeted to a champion that she damaged once within the last 3 seconds (with increased range), in which case they do 50% damage to everyone it goes through.
 * -|Akali=
 * Basic attacks apply Mark of Force for 6 seconds. They can also consume Mark of Might to deal bonus physical damage.
 * Spells apply Mark of Might for 6 seconds. They can also consume Mark of Force to heal Akali for if they hit at least 1 enemy.
 * Detonating the mark now deals as much damage as the initial phase.
 * Detonating the mark restores 60 energy, up from 40.
 * No longer slows enemies in the shroud.
 * Movement speed boost no longer decays.
 * No longer applies spell effects.
 * Applies on-hit effects only on a target with a.
 * Recharge time increased to from.
 * Cooldown increased to from.
 * Now applies Shadow Mark on the target for 7 seconds. Akali may cast regardless of its cooldown, but it automatically targets enemies with Shadow Mark.
 * Added static cooldown: 2 seconds.
 * -|Alistar=
 * Mana cost modified to 75 at all ranks from.
 * Casting the ability during reduces its mana cost to 15 and puts it on  cooldown.
 * Mana cost increased to 85 at all ranks from.
 * If Alistar cast during the travel, Headbutt no longer deals damage.
 * Magic damage per tick increased to  from  . Total magic damage increased to   from  .
 * Bonus magic damage on autoattack modified to  from.
 * Duration no longer counts down while Alistar is under crowd control that prevents him from moving and casting.
 * Duration is reduced by 1 second for each damage Alistar takes during the effect.
 * -|Amumu=
 * Passive
 * Cost reduced to 100 mana at all ranks from mana.
 * Recharge time increased to from.
 * Cooldown increased to from.
 * Now applies Shadow Mark on the target for 7 seconds. Akali may cast regardless of its cooldown, but it automatically targets enemies with Shadow Mark.
 * Added static cooldown: 2 seconds.
 * -|Alistar=
 * Mana cost modified to 75 at all ranks from.
 * Casting the ability during reduces its mana cost to 15 and puts it on  cooldown.
 * Mana cost increased to 85 at all ranks from.
 * If Alistar cast during the travel, Headbutt no longer deals damage.
 * Magic damage per tick increased to  from  . Total magic damage increased to   from  .
 * Bonus magic damage on autoattack modified to  from.
 * Duration no longer counts down while Alistar is under crowd control that prevents him from moving and casting.
 * Duration is reduced by 1 second for each damage Alistar takes during the effect.
 * -|Amumu=
 * Passive
 * Cost reduced to 100 mana at all ranks from mana.
 * Duration no longer counts down while Alistar is under crowd control that prevents him from moving and casting.
 * Duration is reduced by 1 second for each damage Alistar takes during the effect.
 * -|Amumu=
 * Passive
 * Cost reduced to 100 mana at all ranks from mana.
 * Passive
 * Cost reduced to 100 mana at all ranks from mana.
 * Cost reduced to 100 mana at all ranks from mana.
 * Cost reduced to 100 mana at all ranks from mana.
 * -|Hide=
 * -|Anivia=
 * Coldown is no longer static.
 * Cooldown increased to 300 seconds from 240.
 * Anivia's abilities chill the opponent for 3 seconds (except, which chills for 1 second), slowing the enemy's movement speed by.
 * Mana cost reduced to 80 at all ranks from.
 * The wall now chills enemies nearby upon spawning.
 * Mana cost decreased to 50 at all ranks from
 * Initial mana cost reduced to 50 at all ranks from 75 at all ranks.
 * Mana cost per second modified to 50 at all ranks from
 * Passive.
 * Area of effect increased to 350 from 200.
 * Area size increase.
 * Enemies that were damaged 3 times by this ability take a 50% higher Chill (Enhanced slow: ) that lasts 3 seconds.
 * Damage increase.
 * -|Annie=
 * Annie now loses 1 stack per second after 6 seconds without casting an ability.
 * Tibbers deals physical damage instead of magic damage with his basic attacks.
 * : Ashe gains armor penetration when using basic attacks on enemies within the revealed zone.
 * CC duration changed to /  /  from 1-.
 * -|Aurelion Sol=
 * Stars damage changed to
 * On-activation cost removed.
 * Passive removed.
 * Damage increase changed to  (to a total of ) from 50%.
 * -|Azir=
 * Slow changed to a decaying 99% slow from 25%.
 * Removed: cumulated soldier slow. Subsequent soldier hits refresh the slow.
 * Passive attack speed modified to for each active and stocked soldier, from.
 * Soldiers' basic attacks deal physical damage instead of magic damage.
 * CC duration changed to /  /  from 1-.
 * -|Aurelion Sol=
 * Stars damage changed to
 * On-activation cost removed.
 * Passive removed.
 * Damage increase changed to  (to a total of ) from 50%.
 * -|Azir=
 * Slow changed to a decaying 99% slow from 25%.
 * Removed: cumulated soldier slow. Subsequent soldier hits refresh the slow.
 * Passive attack speed modified to for each active and stocked soldier, from.
 * Soldiers' basic attacks deal physical damage instead of magic damage.
 * Slow changed to a decaying 99% slow from 25%.
 * Removed: cumulated soldier slow. Subsequent soldier hits refresh the slow.
 * Passive attack speed modified to for each active and stocked soldier, from.
 * Soldiers' basic attacks deal physical damage instead of magic damage.
 * Passive attack speed modified to for each active and stocked soldier, from.
 * Soldiers' basic attacks deal physical damage instead of magic damage.

B-C

 * -|Hide=
 * Movement speed changed to 15% out of combat for 7 seconds upon collecting a Chime to a constant 7% while out of combat, increased to 15% while moving towards Chimes in a radius of 700 and until 7 seconds after collecting a Chime.
 * Chime experience changed to 64 from 20 (+ 1 per minute after 5 minutes).
 * Damage reduced to  from  (+ 20 per 5 chimes collected after 150).
 * Slow changed to decaying over 1 second from  for 1 second.
 * Meeps always splash the damage in a cone.
 * Spawn cooldown changed to from.
 * Max stock changed to 3 from.
 * Disable duration changed from from.
 * Projectile speed increased to 2500 from 1500.
 * Bard now can stock up to 3 shrines at once. Cooldown changed to 0.5 seconds. Charge time is 12 seconds.
 * Collecting a chime gives Bard 1 stock.
 * Healing changed to  increased by half if it stayed more than 3 seconds and doubled if it stayed over 6 seconds from   ramping up to   over 10 seconds.
 * Removed movement speed.
 * Now, allies below 30% life gain 20% movement speed while walking towards a shrine, increased by half if it stayed more than 3 seconds and doubled if it stayed over 6 seconds.
 * Bonus speed increased to % from.
 * Cooldown increased to from.
 * Duration of stasis on allies reduced to 2 seconds from 2.5 seconds.
 * Renamed from Mana Barrier.
 * Blitzcrank now shields himself upon expending mana for plus, decaying over 3 seconds. If an allied champion within 200 range takes damage, it's absorbed by Blitzcrank's shield instead. If the shield breaks, the ally still takes the excess damage.
 * Damage reduced to  from.
 * Range increased to 1000 from 925.
 * Blitzcrank now can only pull an opponent a maximum of 650 units.
 * Movement speed bonus changed to from  decaying to 10% over the duration.
 * Attack speed bonus decreased to from.
 * Underdrive slow changed to a slow that gradually ramps up to 99% over half the duration before decaying over the other half, from 30%.
 * Bonus damage changed to magic damage from  physical damage.
 * Removed passive.
 * Activation magic damage is now done over 2 seconds. Silence procs if a champion enters the area of effect even after the activation.
 * Corki passively stores Missiles every seconds, up to 7. Missiles enhance his basic attacks and explode upon connecting, creating an area of effect of -unit radius that deals  magic damage.
 * Costs 1.
 * Passively grants area of effect on its bonus damage. The area increases for each rank.
 * Corki fires a colliding missile in a line, dealing   magic damage to the enemy hit. Applies.
 * Missiles now light up the area of explosion for 6 seconds.
 * Now leaves a trail instead of 3 area of effects.
 * Corki disarms himself and fires his gatling gun in a cone in target direction for 2 seconds, dealing  physical damage every  second (that's 9 ticks including the initial tick, for a maximum   damage).  reduces all damaged enemies' armor and magic resistance by  for 4 seconds.
 * Note: Retains its lack of cast time. The area of effect now constantly points in the initial direction even if turns.
 * Corki channels for 1 second, loading a Package and storing 7 . The Package grants Corki 40% out of combat movement speed and modifying his ultimate to for the next 60 seconds. (No cost. Cooldown:  seconds)
 * Now no longer replaces, instead replacing.
 * Slow changed to % from 90%.
 * Damage per second changed to from 30-100
 * Added initial damage:
 * Corki passively stores Missiles every seconds, up to 7. Missiles enhance his basic attacks and explode upon connecting, creating an area of effect of -unit radius that deals  magic damage.
 * Costs 1.
 * Passively grants area of effect on its bonus damage. The area increases for each rank.
 * Corki fires a colliding missile in a line, dealing   magic damage to the enemy hit. Applies.
 * Missiles now light up the area of explosion for 6 seconds.
 * Now leaves a trail instead of 3 area of effects.
 * Corki disarms himself and fires his gatling gun in a cone in target direction for 2 seconds, dealing  physical damage every  second (that's 9 ticks including the initial tick, for a maximum   damage).  reduces all damaged enemies' armor and magic resistance by  for 4 seconds.
 * Note: Retains its lack of cast time. The area of effect now constantly points in the initial direction even if turns.
 * Corki channels for 1 second, loading a Package and storing 7 . The Package grants Corki 40% out of combat movement speed and modifying his ultimate to for the next 60 seconds. (No cost. Cooldown:  seconds)
 * Now no longer replaces, instead replacing.
 * Slow changed to % from 90%.
 * Damage per second changed to from 30-100
 * Added initial damage:
 * Now leaves a trail instead of 3 area of effects.
 * Corki disarms himself and fires his gatling gun in a cone in target direction for 2 seconds, dealing  physical damage every  second (that's 9 ticks including the initial tick, for a maximum   damage).  reduces all damaged enemies' armor and magic resistance by  for 4 seconds.
 * Note: Retains its lack of cast time. The area of effect now constantly points in the initial direction even if turns.
 * Corki channels for 1 second, loading a Package and storing 7 . The Package grants Corki 40% out of combat movement speed and modifying his ultimate to for the next 60 seconds. (No cost. Cooldown:  seconds)
 * Now no longer replaces, instead replacing.
 * Slow changed to % from 90%.
 * Damage per second changed to from 30-100
 * Added initial damage:
 * Now no longer replaces, instead replacing.
 * Slow changed to % from 90%.
 * Damage per second changed to from 30-100
 * Added initial damage:
 * Added initial damage:

D-E

 * -|Hide=
 * Now applies whenever Darius deals physical damage to an enemy except by damage-over-time effects.
 * Damage changed to  true damage from   physical damage. Max damage changed to   true damage from   physical damage.
 * Removed bonus attack damage.
 * Now gives Darius bonus armor penetration on enemies with full Hemmorrhage stacks.
 * Now minions upon being triggered.
 * Now shields Darius for.
 * Cost reduced to 30 mana at all ranks from.
 * second before swinging his axe, Darius nearby enemies into range of the blade,  them for  second.
 * Removed heal.
 * Bonus range increased to 50 (Total range: 225) from 25 (Total range: 200).
 * Bonus damage removed.
 * Slow changed to a 99% slow that decays over 1 second instead of a non-decaying 90% slow.
 * The enhanced attack now applies extra Hemorrhage stack(s).
 * Reset changed to reset its cooldown fully when an enemy champion dies within 700 range of Darius from full mana cost and half the cooldown if it's a killing blow.
 * Slow modified: Apprehended enemies are slowed by while running away from Darius for 3 seconds.
 * changed to occur over second, and enemies no longer bounce on Darius.
 * Removed armor penetration passive.
 * No longer grants sight.
 * True damage changed to  from.
 * Bonus damage by Hemorrhage stack changed to from  . Maximum total damage changed to    from  
 * Fear moved to Noxian Might.
 * Renamed to Mundo.
 * Changed. Mundo gains movement speed whenever he heals himself by the effects of his abilities, lasting 2 seconds and decaying over the second second (Note: Mundo Mundo!).
 * Cost increased to health from  health.
 * Damage changed to, dealt as a bleed effect over 2 seconds.
 * Cost refunds are treated as healing.
 * Missile speed reduced to 1500 from 1850.
 * Crowd control duration reduction.
 * Cost removed.
 * Mundo now nullifies his health regeneration to deal magic damage around himself.
 * Magic damage is now  per second, doubled if only one target is in range.
 * If Mundo scores champion takedowns, he stores Agony stacks that wear off after 12 seconds. Upon toggling Burning Agony off, he consumes the Agony stacks to heal himself for for each Agony stack consumed.
 * Mundo stores Masochism stacks whenever he takes damage (max 100). Basic attacks give him 2, abilities give him 5 and ultimate abilities give him 15. Masochism stacks decay at a rate of 5 per second if Mundo did not take damage in the last 3 seconds.
 * AD increase changed to increased by 1% for each Masochism stack from  increased by 1% for each 1% health he's missing.
 * Removed cost.
 * Reworked. Mundo now regenerates over 3 seconds whenever he deals damage during the next 12 seconds. Sadism's effects do not effect and are not effected by.
 * Gold generation replaced by More Draven stacks. For each 10 More Draven stacks, Draven gains 1 AD.
 * : Draven's axes from his autoattacks bounce off their target.
 * Renamed from Spinning Axe
 * Draven's next basic attack has a channel time of 0.5 second, but deals bonus damage, gains  increased range (the attack does not interrupt itself if the opponent exits the attack range after the attack animation starts), and bounces back exactly where the cursor points (bounce range limit: 1000).
 * Renamed from Blood Rush
 * Mana cost.
 * Attack speed.
 * Duration increased to seconds from 3 at all ranks.
 * Renamed from Stand Aside
 * Renamed from Whirling Death
 * Scaling reduced to from.
 * On-target cooldown removed.
 * Ekko now gains 1 stack of Z-Drive whenever he moves 250 units, and abilities give 10 Z-Drive stacks. At full Z-Drive stacks, his next attack applies the effect.
 * No longer grants bonus attack speed. Instead, enemy champions hit are marked for 5 seconds, taking higher damage from Ezreal's basic attacks. Attacking a marked champion refreshes 's duration.
 * Gold generation replaced by More Draven stacks. For each 10 More Draven stacks, Draven gains 1 AD.
 * : Draven's axes from his autoattacks bounce off their target.
 * Renamed from Spinning Axe
 * Draven's next basic attack has a channel time of 0.5 second, but deals bonus damage, gains  increased range (the attack does not interrupt itself if the opponent exits the attack range after the attack animation starts), and bounces back exactly where the cursor points (bounce range limit: 1000).
 * Renamed from Blood Rush
 * Mana cost.
 * Attack speed.
 * Duration increased to seconds from 3 at all ranks.
 * Renamed from Stand Aside
 * Renamed from Whirling Death
 * Scaling reduced to from.
 * On-target cooldown removed.
 * Ekko now gains 1 stack of Z-Drive whenever he moves 250 units, and abilities give 10 Z-Drive stacks. At full Z-Drive stacks, his next attack applies the effect.
 * No longer grants bonus attack speed. Instead, enemy champions hit are marked for 5 seconds, taking higher damage from Ezreal's basic attacks. Attacking a marked champion refreshes 's duration.
 * Renamed from Whirling Death
 * Scaling reduced to from.
 * On-target cooldown removed.
 * Ekko now gains 1 stack of Z-Drive whenever he moves 250 units, and abilities give 10 Z-Drive stacks. At full Z-Drive stacks, his next attack applies the effect.
 * No longer grants bonus attack speed. Instead, enemy champions hit are marked for 5 seconds, taking higher damage from Ezreal's basic attacks. Attacking a marked champion refreshes 's duration.
 * On-target cooldown removed.
 * Ekko now gains 1 stack of Z-Drive whenever he moves 250 units, and abilities give 10 Z-Drive stacks. At full Z-Drive stacks, his next attack applies the effect.
 * No longer grants bonus attack speed. Instead, enemy champions hit are marked for 5 seconds, taking higher damage from Ezreal's basic attacks. Attacking a marked champion refreshes 's duration.
 * No longer grants bonus attack speed. Instead, enemy champions hit are marked for 5 seconds, taking higher damage from Ezreal's basic attacks. Attacking a marked champion refreshes 's duration.
 * No longer grants bonus attack speed. Instead, enemy champions hit are marked for 5 seconds, taking higher damage from Ezreal's basic attacks. Attacking a marked champion refreshes 's duration.
 * No longer grants bonus attack speed. Instead, enemy champions hit are marked for 5 seconds, taking higher damage from Ezreal's basic attacks. Attacking a marked champion refreshes 's duration.
 * No longer grants bonus attack speed. Instead, enemy champions hit are marked for 5 seconds, taking higher damage from Ezreal's basic attacks. Attacking a marked champion refreshes 's duration.

F-G

 * -|Hide=
 * Drain is getting much more reliable, the rest less.
 * Max mana at level 1 reduced to 400 from.
 * Range reduced to 425 from 480.
 * Fiddlesticks deals increased magic damage to targets marked with Terrify or.
 * Fiddlesticks also readies Dread every seconds. When Fiddlesticks targets someone with an ability or basic attack, he will be immune to the next instance of damage and/or crowd control coming from them during the next 1 second.
 * Fiddlesticks targets someone with Terrify, creating a mark on them that can be stacked up to 3 times when the target receives magic damage (only applies once per source of magic damage). The mark will vanish if the target does not take magic damage within 3 seconds.
 * If the mark is fully stacked, it detonates, dealing  magic damage and forcing the target to  from Fiddlesticks for  seconds.
 * Mana cost decreased to 80 at all ranks from.
 * Magic damage per second reduced to  (Max.   ) from   (Max.   ).
 * Heal ratio increased to from.
 * No longer needs to keep channelling to maintain the tether.
 * Tether now steals 15% of the target's movement speed.
 * Cost increased to 90 at all ranks from.
 * Increased damage on minions and monsters.
 * Only bounces once, prioritizing champions.
 * Now deals area of effect damage in a radius of 250 around both targets, but only silences its explicit targets.
 * Channel time reduced to 1 second from . It can also no longer be stopped by crowd control, though if Fiddlesticks is under the effect of crowd control that prevents him from casting abilities at the time where the channel ends, he will not blink and will be affected by crowd control adequately.
 * Damage per second reduced to  (Max.  ) from   (Max.  ).
 * Untargetability ends as soon as Fizz is on his pole. Wile under crowd control, Fizz stays on his pole, recasting it automatically in the direction of the cursor if timer is up.
 * Reworked
 * Mana cost removed.
 * Now uses a stock system. Gangplank stores 1 bullet every seconds, with a maximum of 5.
 * Static cooldown of 0.5 second added.
 * Magic damage per wave reduced to  from.
 * Slow changed to 50% decaying over second from 30% during  second.
 * Renamed from Perseverance.
 * Applies 5 seconds after taking non-minion, non-small-monster damage.
 * Unyielding Spirit is never stopped by small monsters (changed from not stopped by non-epic monsters after level 11).
 * Healing changed to from.
 * Garen marks the enemy with the most kills within the last 5 minutes as the Villain. Garen's basic attacks deal bonus true damage.
 * Movement speed bonus now lasts as long as the attack is ready, changed from.
 * All slows on Garen are reduced by a flat 20%.
 * Garen's attack gains 50 increased range and leaps to the target.
 * Reworked.
 * Garen passively stores 1 Courage stack for every enemy unit he kills and for every instance of physical damage he deals to an enemy champion, with a maximum of 20 stacks.
 * Garen blocks the next basic attack and the next ability that hits him during the next seconds. During the effect, he also gains  bonus armor and magic resistance, increased by  for each Courage stack. (Maximum: )
 * Renamed from Judgment.
 * Now spins once every 0.5 second, for a total of 6 spins, regardless of level, changed from.
 * Damage per spin changed to  (increased to   when hitting a single target) from   (increased to   when hitting a single target).
 * Each hit deals bonus true damage to the Villain, increased from 1%.
 * Passive moved to Unyielding Spirit.
 * Fury gain upon damaging enemies with basic attacks or removed.
 * Fury generation upon dealing or taking damage removed.
 * Gnar now generates every second unless he's been out of combat for 3 seconds.
 * Mega Gnar duration changed. Instead of a flat 15 seconds, Gnar now loses 5 Fury every half-second, starting 3 seconds after the transformation. Mega Gnar gains 5 Fury each time his abilities damage an enemy champion, only applying once per ability, and he also gains 3 Fury every time he uses a basic attack.
 * Base movement speed bonus reduced to 10 from.
 * Bonus attack speed removed.
 * Bonus attack range reduced to 225 from.
 * Mega Gnar's base health reduced to 610 (+ 100) from 610 (+ 108).
 * Base health regeneration increase removed.
 * Mega Gnar's attack damage reduced to 57 (+ 5) from 57 (+ 5.5).
 * Base magic resistance increase reduced to 2.1 (+ 1.25) using normal growth from.
 * Range reduced to 950 from 1100. Return range decreased from 3000 to 2500.
 * Physical damage reduced to  from.
 * Slow now decays over 2 seconds.
 * Boomerang catch cooldown reduction changed to a flat 3 seconds at all ranks from %.
 * Physical damage changed to  from.
 * Unlike, slow does not decay.
 * Reworked.
 * Gnar passively gains a boost of movement speed that decays over 3 seconds whenever he damages an enemy champion while Hyper is off-cooldown. (This cannot stack with itself, with further applications overwriting the active boost.)
 * Gnar gains bonus attack speed for the next 3 seconds, and doubles this skill's passive effect while this effect lasts. (Cooldown is shared with Wallop.)
 * Stun duration reduced from to 1 second seconds.
 * Range reduced to 375 from 475.
 * Bonus attack speed removed.
 * Slow increased to a 99% slow that decays over 1 second from 80% during second.
 * now only applies Crunch's area of effect at the final landing point.
 * Range reduced to 375 from 475.
 * Slow is changed to the same as except it decays over 2 seconds instead of 1.
 * Impossible to cast abilities during the dash.
 * Removed passive.
 * : Gnar's Fury starts decaying seconds later (after being out of combat for Mini-Gnar, and after the transformation for Mega Gnar).
 * Range increased to 600 from 590.
 * Removed AP scaling.
 * Now applies a 0.5 second stun with the knockback instead of applying a slow.
 * Wall collision damage removed.
 * Range reduced to 475.
 * Removed and
 * It's back.
 * Now uses a stock system, where Graves readies a buckshot every 6 seconds, with max 2 Buckshots ready.
 * Cannot be fired while disarmed.
 * Graves fires 6 pellets in a cone, dealing physical damage. Additional pellets deal 20% damage but non-champion units. After firing this ability, he must  for 2 seconds. The reload time is reduced by % for each 1% bonus attack speed, to a maximum of 40%.
 * Mana cost reduced to 60 at all ranks from.
 * Magic damage reduced to from.
 * Cooldown reduced to from.
 * Removed armor and magic resistance bonus.
 * Removed cooldown reduction.
 * Now stocks one Buckshot (see ).
 * Removed self-knockback.
 * Base damage reduced to from.
 * Cone now deals 100% damage, plus it also deals increased damage to champions,.
 * Range reduced to 375 from 475.
 * Bonus attack speed removed.
 * Slow increased to a 99% slow that decays over 1 second from 80% during second.
 * now only applies Crunch's area of effect at the final landing point.
 * Range reduced to 375 from 475.
 * Slow is changed to the same as except it decays over 2 seconds instead of 1.
 * Impossible to cast abilities during the dash.
 * Removed passive.
 * : Gnar's Fury starts decaying seconds later (after being out of combat for Mini-Gnar, and after the transformation for Mega Gnar).
 * Range increased to 600 from 590.
 * Removed AP scaling.
 * Now applies a 0.5 second stun with the knockback instead of applying a slow.
 * Wall collision damage removed.
 * Range reduced to 475.
 * Removed and
 * It's back.
 * Now uses a stock system, where Graves readies a buckshot every 6 seconds, with max 2 Buckshots ready.
 * Cannot be fired while disarmed.
 * Graves fires 6 pellets in a cone, dealing physical damage. Additional pellets deal 20% damage but non-champion units. After firing this ability, he must  for 2 seconds. The reload time is reduced by % for each 1% bonus attack speed, to a maximum of 40%.
 * Mana cost reduced to 60 at all ranks from.
 * Magic damage reduced to from.
 * Cooldown reduced to from.
 * Removed armor and magic resistance bonus.
 * Removed cooldown reduction.
 * Now stocks one Buckshot (see ).
 * Removed self-knockback.
 * Base damage reduced to from.
 * Cone now deals 100% damage, plus it also deals increased damage to champions,.
 * Magic damage reduced to from.
 * Cooldown reduced to from.
 * Removed armor and magic resistance bonus.
 * Removed cooldown reduction.
 * Now stocks one Buckshot (see ).
 * Removed self-knockback.
 * Base damage reduced to from.
 * Cone now deals 100% damage, plus it also deals increased damage to champions,.
 * Base damage reduced to from.
 * Cone now deals 100% damage, plus it also deals increased damage to champions,.

H-J

 * -|Hide=
 * Changed. Hecarim constantly leaves a trail behind for 2 seconds, that grants allied champions movement speed as long as they're walking in its direction.
 * Damage reduction on minions.
 * Mana cost increased to 40 at all ranks from.
 * Stacking on buff. Buff now reduces cooldown and mana cost by 50%. Duration reduced to 4 seconds from 8 (cooldown doesn't go down when Rampage is on cooldown).
 * Mana cost modified to 70 at all ranks from.
 * Healing ratio reduced to 10%.
 * Healing cap.
 * Bonus movement speed changed to a fixed 50% from 25% ramping up to 75%.
 * Now also doubles affect on allied champions.
 * Damage and knockback no longer ramp up based on distance travelled.
 * Base physical damage modified to  from.
 * New passive:
 * Irelia's basic attack deal bonus true damage and heal her for the same amount. If Irelia has a lower life percentage than the attack's target, this effect is increased by 3% for each 1% difference, to a maximum of 150% increase (at 50% life difference, deals ).
 * Irelia also gains bonus attack speed for every visible enemy champion in her sight range.
 * Refunds its full cost on-kill. Now also does so upon champion takedowns.
 * AD ratio reduced to from.
 * New W:
 * (Cooldown: seconds)
 * Irelia protects herself against crowd control for the next 2 seconds, increased by 0.5 second for each enemy champion around her. For each instance of crowd control she blocks, Resolute Stand's cooldown is reduced by 1 second.
 * Now heals Irelia for 25% of the damage dealt to champions.
 * Healing from minions and non-large monsters removed.
 * Placing a grove costs  and  (Negative costs instead refund Ivern the health and mana).
 * Interacting with a Grove restores 10% and.
 * Buff sapling creation starts working at level 4, down from 5.
 * Mana cost increased to 75 from 60.
 * Bonus magic damage on basic attacks.
 * Slow now decays.
 * Burst now deals reduced damage depending on the damage the shield takes. If the shield doesn't last the 3 seconds, the explosion doesn't occur.
 * Daisy's health modified to  from.
 * Attack damage modified to  from.
 * Armor and magic resistance reduced to  from.
 * Can no longer target turrets.
 * No longer grants attack damage.
 * Upfor a rework. Meanwhile, Jaxed.
 * Base AD increased to 58 (+4) from 53 (+3.5).
 * Removed on-crit bonus damage.
 * Attack speed scaling on bonus movement speed removed. Base movement speed bonus increased to 20% from 10%.
 * Reduced total critical damage removed.
 * Base attack damage increase removed. He still gains
 * Bonus magic damage on basic attacks.
 * Slow now decays.
 * Burst now deals reduced damage depending on the damage the shield takes. If the shield doesn't last the 3 seconds, the explosion doesn't occur.
 * Daisy's health modified to  from.
 * Attack damage modified to  from.
 * Armor and magic resistance reduced to  from.
 * Can no longer target turrets.
 * No longer grants attack damage.
 * Upfor a rework. Meanwhile, Jaxed.
 * Base AD increased to 58 (+4) from 53 (+3.5).
 * Removed on-crit bonus damage.
 * Attack speed scaling on bonus movement speed removed. Base movement speed bonus increased to 20% from 10%.
 * Reduced total critical damage removed.
 * Base attack damage increase removed. He still gains
 * Upfor a rework. Meanwhile, Jaxed.
 * Base AD increased to 58 (+4) from 53 (+3.5).
 * Removed on-crit bonus damage.
 * Attack speed scaling on bonus movement speed removed. Base movement speed bonus increased to 20% from 10%.
 * Reduced total critical damage removed.
 * Base attack damage increase removed. He still gains
 * Removed on-crit bonus damage.
 * Attack speed scaling on bonus movement speed removed. Base movement speed bonus increased to 20% from 10%.
 * Reduced total critical damage removed.
 * Base attack damage increase removed. He still gains
 * Base attack damage increase removed. He still gains

K

 * -|Hide=
 * Removed several parts.
 * Basic attacks only deal 90% AD base damage.
 * Decreased wind-up reduction.
 * Dash distance reduced to from //.
 * now does not lock the target or have them perform their death animation. Instead it simply flashes the target's screen red as if they had taken damage.
 * Physical damage decreased to  from.
 * Now can also proc Soul Mark, with doubled damage.
 * Renamed from Sentinel.
 * Kalista gets kill credit from kills done by an ally's Soul Mark-enhanced attack.
 * Sentinel now marks the opponent with Soul Mark as well as revealing them.
 * Renamed from Rend.
 * Stack limit reduced to 3 from 254.
 * Base damage reduced to  from.
 * Additional spears no longer deal reduced damage.
 * Resets removed.
 * Oathsworn's abilities are replaced by the dash. Right-clicking now allows them to move around Kalista.
 * Dash range reduced to from 1200 at all levels.
 * Cooldown increased to 120 at all levels from.
 * Knockup duration reduced to from.
 * Added base damage equal to
 * Classified as a Marksman-Assassin instead of Marksman-Mage.
 * Base movement speed increased to 345 from 335.
 * Now applies  magic damage on detonation, halved if applied again within the next 6 seconds.
 * Stun duration reduced to 1 second from.
 * Energy restore increased to 50 from 25.
 * Damage modified to  physical damage from   magic damage.
 * Applies on-hit effects instead of spell effects.
 * : If detonates, it deals 150% damage.
 * Passive bonus damage.
 * is now applied every 3 basic attacks.
 * Now applies a that decays over 0.5 seconds.
 * : If a basic attack detonates, the next hit against the target is a guaranteed and deals   bonus magic damage.
 * : If detonates, the slow is applied after the stun, lasts double the time and has its duration doubled.
 * Energy cost reduced to 75 at all ranks from
 * Kennen gains 50% movement speed, doubled to 100% if he is moving towards an enemy with or that has been stunned by  in the last 6 seconds. His first basic attack during the buff applies a.
 * : If detonates, Kennen gains 50% movement speed while moving towards them and 50% attack speed for 6 seconds.
 * Now deals 50% damage to enemies that were already hit, changed from 25% decreased damage stacking up to twice.
 * : If detonates, the stun duration increases to  seconds.
 * Kled can gain bonus health.
 * Skaarl has health, but takes 1 damage from everything like a ward (except Skaarl also facetanks abilities).
 * Untargetability on dismounting.
 * Kled's base movespeed while dismounted increased from 285 to 325.
 * Dismounted movement speed boost while moving towards champions changed to from.
 * Dismounted attack range decreased to 175 from 250.
 * Courage gain for dealing damage against champions reduced to 5 from 15.
 * Skaarl return health increased to always full from.
 * Removed Frayed Nerves.
 * Removed radius decrease.
 * Slow now decays over 2 seconds instead of lasting second.
 * Damage reduced to from.
 * Pellets beyond the first deal 25% damage, increased from 20%.
 * Courage gain per pellet that hits champions reduced to 3 from 5.
 * Physical damage reduced to  from.
 * Re-cast cannot go through terrain.
 * AD scaling on shield replaced by a scaling.
 * Physical damage modified to  from.
 * Knockback and damage no longer scale on travelled distance.
 * Up for a rework.
 * Kled can gain bonus health.
 * Skaarl has health, but takes 1 damage from everything like a ward (except Skaarl also facetanks abilities).
 * Untargetability on dismounting.
 * Kled's base movespeed while dismounted increased from 285 to 325.
 * Dismounted movement speed boost while moving towards champions changed to from.
 * Dismounted attack range decreased to 175 from 250.
 * Courage gain for dealing damage against champions reduced to 5 from 15.
 * Skaarl return health increased to always full from.
 * Removed Frayed Nerves.
 * Removed radius decrease.
 * Slow now decays over 2 seconds instead of lasting second.
 * Damage reduced to from.
 * Pellets beyond the first deal 25% damage, increased from 20%.
 * Courage gain per pellet that hits champions reduced to 3 from 5.
 * Physical damage reduced to  from.
 * Re-cast cannot go through terrain.
 * AD scaling on shield replaced by a scaling.
 * Physical damage modified to  from.
 * Knockback and damage no longer scale on travelled distance.
 * Up for a rework.
 * AD scaling on shield replaced by a scaling.
 * Physical damage modified to  from.
 * Knockback and damage no longer scale on travelled distance.
 * Up for a rework.
 * Up for a rework.
 * Up for a rework.
 * Up for a rework.

L-M
Well, let's just say that Morde bruiser botlane hasn't worked out in a balanced way.
 * -|Hide=
 * "For my next trick, I'll make these patch notes disappear."
 * Lissandra's ice now has a glow effect whenever Iceborn is up.
 * Cooldown increased to from.
 * Slow increased (except at rank 1 lol) to from.
 * If the second cast is used, Lissandra only arrives to the final location of the claw when the claw itself reaches its destination, disappearing from the game until the claw arrives.
 * Area slow reduced to from.
 * Now is a skillshot. Range increased to 900 from 625.
 * Cost reduced to 70 mana at all ranks from mana.
 * Leaves a trail in a larger area around the shard's trajectory that slows enemies and increases Malphite's movement speed. Movement speed modifier increased to from.
 * Cost removed.
 * Passive only grants armor while the skill is off-cooldown.
 * Armor scaling on active increased to % from 10%.
 * Cooldown begins after the active wears off.
 * Renamed from Ground Slam.
 * Damage reduction removed.
 * Critical hit bonus damage reduced to 50% AD from 60% AD.
 * Cooldown now is no longer reduced by cooldown reduction, instead being reduced by 5% for every 20% bonus attack speed, capped at 40% (increased to 60% during ).
 * Doesn't reduce its cooldown with basic attacks.
 * Applies on-hit effects instead of spell effects.
 * Target selection prioritizes champions, but does not go inside turret range unless the target is in kill range.
 * Now reappears near his last target instead of the first.
 * Cost removed.
 * Cooldown reduced to from 35 at all ranks.
 * No longer resets Master Yi's autoattack timer.
 * Has a minimum channel time of 1 second.
 * Damage reduction only applies during the first second of channel.
 * True damage reduced to  from.
 * Goes on cooldown after the active effect expires. Cooldown reduced to 14 at all ranks from.
 * Now says "Watch and learn." if he uses this near an enemy.
 * Now uses his taunt line "Your skills are inferior!" if he kills an enemy while this skill is active.
 * Passive changed. Now basic attacks reduce the cooldown of all his basic abilities by second.
 * Movement speed boost increased to from.
 * Critical hit bonus damage reduced to 50% AD from 60% AD.
 * Cooldown now is no longer reduced by cooldown reduction, instead being reduced by 5% for every 20% bonus attack speed, capped at 40% (increased to 60% during ).
 * Doesn't reduce its cooldown with basic attacks.
 * Applies on-hit effects instead of spell effects.
 * Target selection prioritizes champions, but does not go inside turret range unless the target is in kill range.
 * Now reappears near his last target instead of the first.
 * Cost removed.
 * Cooldown reduced to from 35 at all ranks.
 * No longer resets Master Yi's autoattack timer.
 * Has a minimum channel time of 1 second.
 * Damage reduction only applies during the first second of channel.
 * True damage reduced to  from.
 * Goes on cooldown after the active effect expires. Cooldown reduced to 14 at all ranks from.
 * Now says "Watch and learn." if he uses this near an enemy.
 * Now uses his taunt line "Your skills are inferior!" if he kills an enemy while this skill is active.
 * Passive changed. Now basic attacks reduce the cooldown of all his basic abilities by second.
 * Movement speed boost increased to from.
 * Goes on cooldown after the active effect expires. Cooldown reduced to 14 at all ranks from.
 * Now says "Watch and learn." if he uses this near an enemy.
 * Now uses his taunt line "Your skills are inferior!" if he kills an enemy while this skill is active.
 * Passive changed. Now basic attacks reduce the cooldown of all his basic abilities by second.
 * Movement speed boost increased to from.
 * Movement speed boost increased to from.
 * Cost changed to from  health.
 * Bonus damage changed to  from   . Third hit bonus damage is still doubled.
 * Attacking now resets the buff timer.
 * Cooldown begins after the buff wears out or the third attack is used.
 * Passive removed.
 * Cost changed to from  health.
 * Can no longer be cast on minions.
 * Added 20% damage reduction while active.
 * Magic damage per second reduced to  from.
 * Movement speed bonus changed to 20% of Mordekaiser's movement speed from 75.
 * Second cast damage increased to  from.
 * Second cast heal removed.
 * Second cast now the enemies to melee range of the center of the circle over 0.25 second. They're stunned for 1 second instead of they're inside both circles.
 * Deals 50% more damage to minions.
 * Non- ghost leash range increased to 1400 from 1150.
 * If Mordekaiser enslaves a while already controlling a  ghost, the new  replaces the old one.
 * Deals 50% more damage to minions.
 * Non- ghost leash range increased to 1400 from 1150.
 * If Mordekaiser enslaves a while already controlling a  ghost, the new  replaces the old one.
 * If Mordekaiser enslaves a while already controlling a  ghost, the new  replaces the old one.

N-Q

 * -|Hide=
 * No change.
 * Radius increased to 175 from.
 * Mana cost reduced to 70 at all ranks from
 * Nami targets a champion and charges them with Ebb and Flow for 4 seconds, healing them if they're an ally and dealing magic damage if it's an enemy. After 1 second, if the target of Ebb and Flow comes within 525 range of one of its enemies while charged, Ebb and Flow will target them and detonate, dealing magic damage to Nami's enemy champion and healing Nami's allied champion.
 * Mana cost reduced to 50 at all ranks from.
 * Only the third basic attack slows, but it now slows by  decaying over 3 seconds.
 * Slow duration increase based on distance travelled removed.
 * Now grants stacks from enemies killed by other on-hit effects that empowered the attack. (ie killed by 's or  effects, or 's .)
 * No longer grants % of the damage it deals as bonus attack damage. Now grants 3 Siphoning Strike stacks for each enemy killed in the ultimate's area of effect (doubled to 6 for champions), even if they were not killed by Siphoning Strike or by Nasus at all.
 * Disappeared in the jungle.
 * Now no longer grants attack damage while on the trail.
 * Now branded as a Tank/Fighter instead of Support/Fighter.
 * Now has a stock gauge below Nunu's mana bar to indicate when it's in effect.
 * Cost removed.
 * Cooldown increased to from.
 * Willump's basic attacks execute monsters below a certain amount of health, and gives Nunu snack depending on which unit he killed.
 * Consume's cast now replaces Nunu's abilities with 3 new abilities.
 * : Willump increases in size and gains bonus health for the next 6 seconds.
 * : Willump gains increased movement speed for the next 6 seconds. He gains extra movement speed after 1 second.
 * : Willump's basic attacks deal bonus true damage depending on his maximum health during the next 6 seconds.
 * Now a self-targeting spell.
 * Duration reduced to 6 seconds from 12.
 * Cooldown reduced to 12 at all ranks from 15 at all ranks.
 * While Blood Boil is active, its cooldown is reduced by 1 second for each basic attack he lands.
 * Cost reduced to 70 at all ranks from.
 * Cooldown increased to 6 at all ranks from.
 * Slow now decays over the duration.
 * Now grants enemies within 1000 range of Nunu during the channel.
 * The channel cannot be cancelled before 1 second, even by crowd control.
 * Each instance of crowd control blocked reduces duration by / of its duration. Area of effect CC such as  slow or  grounding effect do not reduce  duration.
 * Pantheon automatically critically strikes whenever possible against targets with.
 * The spear is thrown in a line, dealing physical damage. It goes through small minions and monsters, but stops upon colliding with a large monster, epic monster, or champion. It applies on-hit effects to all units hit.
 * Physical damage modified to  from.
 * Now grants on-cast for the next 4 seconds.
 * Now is a secondary part of.
 * Now blocks the next ability projectile or basic attack coming from target within 4 seconds.
 * Damage reduction on non-champions.
 * Pantheon targets a 60° cone in target direction for the next 3 seconds. Pantheon can cast 3 Heartseeker Strikes while in this stance, but cannot use or . Each strike goes in target line, dealing, with the base missing health component being capped at
 * None of Heartseeker Strike's casts stop Pantheon's movement orders.
 * Now deals physical damage instead of magic.
 * Damage changed to  from.
 * Damage increased based on proximity to the center of the area.
 * Cost reduced to 70 at all ranks from.
 * Cooldown increased to 6 at all ranks from.
 * Slow now decays over the duration.
 * Now grants enemies within 1000 range of Nunu during the channel.
 * The channel cannot be cancelled before 1 second, even by crowd control.
 * Each instance of crowd control blocked reduces duration by / of its duration. Area of effect CC such as  slow or  grounding effect do not reduce  duration.
 * Pantheon automatically critically strikes whenever possible against targets with.
 * The spear is thrown in a line, dealing physical damage. It goes through small minions and monsters, but stops upon colliding with a large monster, epic monster, or champion. It applies on-hit effects to all units hit.
 * Physical damage modified to  from.
 * Now grants on-cast for the next 4 seconds.
 * Now is a secondary part of.
 * Now blocks the next ability projectile or basic attack coming from target within 4 seconds.
 * Damage reduction on non-champions.
 * Pantheon targets a 60° cone in target direction for the next 3 seconds. Pantheon can cast 3 Heartseeker Strikes while in this stance, but cannot use or . Each strike goes in target line, dealing, with the base missing health component being capped at
 * None of Heartseeker Strike's casts stop Pantheon's movement orders.
 * Now deals physical damage instead of magic.
 * Damage changed to  from.
 * Damage increased based on proximity to the center of the area.
 * Now is a secondary part of.
 * Now blocks the next ability projectile or basic attack coming from target within 4 seconds.
 * Damage reduction on non-champions.
 * Pantheon targets a 60° cone in target direction for the next 3 seconds. Pantheon can cast 3 Heartseeker Strikes while in this stance, but cannot use or . Each strike goes in target line, dealing, with the base missing health component being capped at
 * None of Heartseeker Strike's casts stop Pantheon's movement orders.
 * Now deals physical damage instead of magic.
 * Damage changed to  from.
 * Damage increased based on proximity to the center of the area.
 * Now deals physical damage instead of magic.
 * Damage changed to  from.
 * Damage increased based on proximity to the center of the area.

R

 * -|Hide=
 * Rammus is to armor what Galio is to magic resist. So this patch is making him as armor-centric as possible.
 * Every seconds, Rammus readies Spiked Shell. Spiked Shell modifies Rammus's next attack to deal   bonus physical damage in an area of 125  around his target.
 * Mana cost reduced to 60 at all ranks from
 * Rammus curls up into a ball and spins in place, increasing the damage and movement speed bonus of Powerball up to 200% over the next 2 seconds. Rammus can only turn slowly while charging.
 * Rammus gains movement speed for the next 4 seconds and dashes in target direction for 0.5 seconds, dealing   physical damage and knocking back the first target he collides with (dash speed and range scale on total movement speed). Rammus can control his direction and keeps the bonus movement speed after the dash is over.
 * Rammus reduces all incoming physical damage by for the next 3 seconds, doubled to  against projectiles (magic damage from projectiles still gets reduced by ). He also destroys projectiles from non-ultimate abilities coming into contact with him (colliding projectiles are counted as colliding with him, not immediately destroyed).
 * Taunt duration reduced to seconds from.
 * Rammus sometimes says "OK." while casting this ability.
 * Armor reduction.
 * Rammus gains  armor penetration against the target.
 * Rammus jumps to target area and digs into the ground, dealing  magic damage to enemies in a radius of 300 units around the entry point. Rammus then moves underground for 3 seconds, being untargetable (grounded area of effects may still deal damage to him, but he remains unaffected by crowd control). Rammus then surges from underground, knocking up enemies in a radius of 125 around him while dealing magic damage to enemies in a radius of 300 units around his exit point.
 * Cooldown now begins on last cast.
 * Rammus sometimes says "OK." while casting this ability.
 * Armor reduction.
 * Rammus gains  armor penetration against the target.
 * Rammus jumps to target area and digs into the ground, dealing  magic damage to enemies in a radius of 300 units around the entry point. Rammus then moves underground for 3 seconds, being untargetable (grounded area of effects may still deal damage to him, but he remains unaffected by crowd control). Rammus then surges from underground, knocking up enemies in a radius of 125 around him while dealing magic damage to enemies in a radius of 300 units around his exit point.
 * Cooldown now begins on last cast.
 * Cooldown now begins on last cast.
 * Cooldown now begins on last cast.
 * Cooldown now begins on last cast.
 * Cooldown now begins on last cast.
 * Cooldown now begins on last cast.
 * Cooldown now begins on last cast.

S

 * -|Hide=
 * Sejuani's basic attacks and abilities apply Frost on enemies for 4 seconds.
 * Frost slows by and can stack up to 3 times (the slow does not increase). At 3 stacks, they receive Permafrost, inflicting a 99% slow decaying over . Permafrost cannot be applied more than once every  seconds.
 * Mana cost reduced to 80 at all ranks from.
 * Mana cost reduced to 20 at all ranks from.
 * Cooldown reduced to from.
 * Autoattack reset.
 * Sejuani spins her flail, dealing physical damage plus  magic damage.
 * Sejuani gains armor and 25% slow resistance for the next 6 seconds. Additionally, every time she is slowed during the ability, she emits an area of effect around herself (300 radius) that slows her opponents by 25% and stays for 3 seconds.
 * Only stuns the target it collides with.
 * Instantly applies 3 stacks of Frost, after its stun on an eventual collision.
 * Shaco's basic attacks and that strike an enemy from behind are guaranteed critical hits that deal modified critical damage.
 * Shaco blinks, and becomes invisible for seconds and forces all enemies near the starting position to walk in the direction he blinked from for the next 1 second.
 * Shaco now can stock 3 Jack-in-the-box. (  2)
 * Can only attack 3 times.
 * Jack in the Box attack speed reduced to 0.625 from 1.6.
 * Jack in the Box attack damage reduced to from
 * Jack in the Box health increased to from 150 at all ranks.
 * Minions and non-epic monsters always attack the Jack in the Box whenever possible.
 * Passive.
 * Mana cost reduced to 50 at all levels from mana.
 * Shaco throws a dagger at his target, poisoning and slowing them for 3 seconds. If Shaco hits a target slowed by this ability, he deals bonus damage.
 * Shaco no longer leaves the game, instead he becomes invisible.
 * Clone no longer explodes upon death, instead he dashes to his attack target from 550 range and explodes on their position when ordered to attack them.
 * Clone becomes invisible at the same time as Shaco when he uses Deceive, mimics Shaco's cast animation when he casts (complete with a fake puff of smoke created) and throws a dagger when Shaco uses  (with the second dagger that lands dealing no damage).
 * Max energy reduced to 200 from 400.
 * Bonus health scaling increased to 15% from 14%.
 * Cooldown reduction changed to from.
 * Cooldown is no longer static. Cooldown increased to 12 from 10.
 * Spirit Blade leash range decreased to 1400 (from ???).
 * Energy cost reduced to 60 from
 * Now directs the Spirit Blade 875 units in target direction instead of sending it back to Shen. The blade deals magic damage.
 * Shen can now pick up the blade by directing it to him or walking into it 3 seconds or less after using the ability. If so, Shen holds the Spirit Blade for the next 3 seconds, during which his next basic attack throws the blade to them from a range of 475, dealing, doubled to if the Spirit Blade collided with at least 1 enemy champion on its last travel.
 * Bonus damage and cap on bonus magic damage on attacks when attacking non-champions.
 * Cooldown decreased to from.
 * Energy cost reduced to 100 from 180.
 * Shen takes 50% damage from taunted enemies.
 * Passive.
 * Shield modified to  from
 * Bonus health scaling increased to 15% from 14%.
 * Cooldown reduction changed to from.
 * Cooldown is no longer static. Cooldown increased to 12 from 10.
 * Spirit Blade leash range decreased to 1400 (from ???).
 * Energy cost reduced to 60 from
 * Now directs the Spirit Blade 875 units in target direction instead of sending it back to Shen. The blade deals magic damage.
 * Shen can now pick up the blade by directing it to him or walking into it 3 seconds or less after using the ability. If so, Shen holds the Spirit Blade for the next 3 seconds, during which his next basic attack throws the blade to them from a range of 475, dealing, doubled to if the Spirit Blade collided with at least 1 enemy champion on its last travel.
 * Bonus damage and cap on bonus magic damage on attacks when attacking non-champions.
 * Cooldown decreased to from.
 * Energy cost reduced to 100 from 180.
 * Shen takes 50% damage from taunted enemies.
 * Passive.
 * Shield modified to  from
 * Energy cost reduced to 100 from 180.
 * Shen takes 50% damage from taunted enemies.
 * Passive.
 * Shield modified to  from
 * Shield modified to  from

T

 * -|Hide=
 * Grey health decays at a rate of 5% current grey health per second.
 * Is now manaless. (Design Note: After the previous phase, only Blinding Dart costed mana, which is pretty lame.)
 * Teemo enters stealth by doing absolutely nothing.
 * Teemo enters camouflage if he stays unseen by enemy units while in a brush for 3 seconds, and maintains his camouflage after exiting brush for 6 seconds.
 * Bonus attack speed.
 * Teemo now has guaranteed critical hits for the next 1.5 seconds after exiting camouflage willingly.
 * Mana cost removed.
 * Cooldown increased to 16 seconds from 8.
 * Applies instead of.
 * Mana cost removed.
 * Passive only gives movement speed while out of combat for 5 seconds.
 * Active now doubles his movement speed from all sources.
 * Removed on-hit damage.
 * Mana cost removed.
 * Recharge time increased to from.
 * Mushroom health decreased to 3 from 6.
 * Mushrooms are destroyed by any ability fired onto them.
 * Increased Fury gain on critical strikes.
 * Critical Strike chance gain.
 * Tryndamere now gains 1% movement speed for each 1 Fury he has while moving towards enemy champions.
 * Passive.
 * Base heal.
 * Healing changed to  increased by 1% for each 1 Fury consumed from   (+   per 1 Fury consumed). (Maximum heal changed to   from  )
 * Now takes effect in a 45° conic area of effect.
 * AD reduction
 * Targets are now slowed while running away from him, not if they were turned away from him at the time of cast.
 * Range reduced to 600 from 660.
 * On-crit cooldown reduction.
 * Damage reduced to  from.
 * Now can critically strike, doubling the AD-scaling damage.
 * Now, Tryndamere cannot die while he has Fury. Tryndamere loses 1 Fury instead for each overkill damage.
 * Reworked.
 * Increased Fury gain on critical strikes.
 * Critical Strike chance gain.
 * Tryndamere now gains 1% movement speed for each 1 Fury he has while moving towards enemy champions.
 * Passive.
 * Base heal.
 * Healing changed to  increased by 1% for each 1 Fury consumed from   (+   per 1 Fury consumed). (Maximum heal changed to   from  )
 * Now takes effect in a 45° conic area of effect.
 * AD reduction
 * Targets are now slowed while running away from him, not if they were turned away from him at the time of cast.
 * Range reduced to 600 from 660.
 * On-crit cooldown reduction.
 * Damage reduced to  from.
 * Now can critically strike, doubling the AD-scaling damage.
 * Now, Tryndamere cannot die while he has Fury. Tryndamere loses 1 Fury instead for each overkill damage.
 * Reworked.
 * On-crit cooldown reduction.
 * Damage reduced to  from.
 * Now can critically strike, doubling the AD-scaling damage.
 * Now, Tryndamere cannot die while he has Fury. Tryndamere loses 1 Fury instead for each overkill damage.
 * Reworked.
 * Reworked.
 * Reworked.

U-V

 * -|Hide=
 * Abilities now have interesting actives.
 * His abilities all have no cast time.
 * Now resets Udyr's basic attack timer.
 * Grants Udyr a spell shield upon activation.
 * Udyr now dashes in target direction.
 * Udyr now prepares a burst of flames, dealing magic damage in an area around him 1 second later.
 * PROJECT: Marksman-Tank engaged. Sustained damage, check. Tankiness, check. Anti-Garen, check. AT Field, check.
 * Urgot stores the units he moves within sight range of an allied or moving towards an enemy champion as stacks.
 * When at full stacks, Urgot gains movement speed, and he can right-click an allied champion or ward to blink to their position from 700 range after a 1-second cast time (the cast time can only be interrupted by death or displacement).
 * Mana refund on kill.
 * Lock-on range reduced to 1000 from 1200.
 * Urgot's new skill, made to fight against Garen, and as such, his anti-tank ability.
 * 35 Mana  seconds (The cooldown begins after the buff wears out)
 * For the next 6 seconds, Urgot's attacks apply a Sword-Breaker mark on his target for 6 seconds. Stacking 3 Sword-Breaker marks blows them up, dealing  true damage and giving Urgot  increased armor against them for the next 6 seconds. The first basic attack on a target under the effect of  instantly applies 3 stacks, but doesn't apply the bonus armor penetration on its damage. When the effect of this skill stops, all Sword-Breaker marks are removed.
 * Mana cost modified to 65 at all ranks from.
 * The new ultimate in the plans is Urgot's all-in "I'm-gonna-kill-everyone" mode. It allows him to get a massive power spike with 6 seconds of being an absolute terror. He gets very tanky over time with the gradually-generated shield, but the gradual generation can cause enemy burst damage sources to focus and kill him, especially if from different sides, as he can prevent assassins gap-closing on him by facing them.
 * 100 mana
 * 140 seconds
 * Over the next 6 seconds, Urgot generates  shield, and enemies in a 60° cone in front of him are slowed by 10% and grounded. While empowered, minions in the area constantly flee him and his basic attacks deal bonus physical damage equal to.
 * Range reduced to 1400 from 2000.
 * Now increases 's range by 100 if cast towards enemy champions.
 * Bonus range increase tripled to 300.
 * No longer resets Vayne's auto-attack timer or empowers Vayne's next autoattack.
 * Passive damage reduced to from.
 * Now has a stocked (stocks a Silver Bolt every seconds) active auto-attack reset that deals   bonus physical damage and instantly gives 2 Silver Bolt marks, dealing  extra true damage if the target had 4 marks.
 * Now a pass-through skillshot.
 * Range increased to 800 from 550.
 * Knockback modified. Target now travels all the way to the end of the projectile's range.
 * Projectile stops upon colliding with a second champion as well as upon colliding with a wall.
 * Damage increased to  from.
 * Collision deals no damage to the initial target, but colliding with a champion deals damage to the other champion.
 * Cost increased to 100 mana from 80.
 * Static cooldown decreased to from.
 * Now activates upon triggering passive.
 * Range increased to 400-1000 depending on charge from 250-725 depending on charge.
 * Mana cost increased to 90 at all ranks from.
 * Dash speed increased to 1400 regardless of charge from 1250-1400 depending on charge.
 * Attack speed.
 * Damage cap modified to apply only to the base damage (not the AD-scaled damage) at, changed from 300 at all ranks.
 * Vi jumps target enemy, dealing damage equal to a basic attack and applying 3 stacks of Denting Blows. If the target has excess stacks, each surplus stack increases the damage of Denting Blows by 50%.
 * 300
 * Mana cost reduced to 40 at all ranks from.
 * Mana cost reduced to 100 at all levels from.
 * Range reduced to from 800 at all ranks.
 * Cooldown modified to 120 at all ranks from.
 * Vi can only shove 2 enemy champions away while charging. The third champion she comes into contact with will succeed in blocking her, stunning both Vi and themselves for 1 second.
 * This rework puts Voli on the line between his two obvious functions while giving him a third potential line of action. This rework is intended to make him gain attributes of a juggernaut and a warden, combining his present ability to be a great bodyguard with giving him damage. With a hint of diving mixed in, this should maybe finally make Volibear an unstoppable bear charging your path. Also, since he's got a lot of pushing-oriented tools, we, Poisonshark, Dr Dyv, The MM, RED-Alpha and the rest of me are going to make the most of that too.
 * Health increased to 585 (+89) from 584.48 (+86)
 * Is now Volibear's passive.
 * Active.
 * Bonus attack speed modified to for 6 seconds, stacking each second Volibear remains in combat up to 4 times from  for 4 seconds, stacking up to 3 times upon using basic attacks.
 * Every third attack within a single iteration of the buff deals  bonus physical damage.
 * Is now Volibear's Q instead of his passive.
 * 75 Mana  after duration ends.
 * Volibear regenerates health over the next 5 seconds. The base healing is increased by 1% for each 1% health he's missing.
 * Revamped.
 * Is now Volibear's W instead of his ultimate.
 * Every third attack causes thunder to hit up to 4 extra targets, dealing  magic damage.
 * Volibear's next basic attack deals the passive's damage in an area around the target and stuns them for seconds, slowing all the units around by 50% instead.
 * Mana cost reduced to 60 at all ranks from.
 * Is now Volibear's ultimate instead of his Q.
 * Volibear gains % movespeed for the next 8 seconds, doubled to % when moving towards enemy champions (Detection range: 1400). During this time, he also gains 50% slow resist. His next basic attack on an enemy champion cannot be interrupted by crowd control, dashes to the target from 600 range and, dealing  bonus physical damage.
 * Damage cap modified to apply only to the base damage (not the AD-scaled damage) at, changed from 300 at all ranks.
 * Vi jumps target enemy, dealing damage equal to a basic attack and applying 3 stacks of Denting Blows. If the target has excess stacks, each surplus stack increases the damage of Denting Blows by 50%.
 * 300
 * Mana cost reduced to 40 at all ranks from.
 * Mana cost reduced to 100 at all levels from.
 * Range reduced to from 800 at all ranks.
 * Cooldown modified to 120 at all ranks from.
 * Vi can only shove 2 enemy champions away while charging. The third champion she comes into contact with will succeed in blocking her, stunning both Vi and themselves for 1 second.
 * This rework puts Voli on the line between his two obvious functions while giving him a third potential line of action. This rework is intended to make him gain attributes of a juggernaut and a warden, combining his present ability to be a great bodyguard with giving him damage. With a hint of diving mixed in, this should maybe finally make Volibear an unstoppable bear charging your path. Also, since he's got a lot of pushing-oriented tools, we, Poisonshark, Dr Dyv, The MM, RED-Alpha and the rest of me are going to make the most of that too.
 * Health increased to 585 (+89) from 584.48 (+86)
 * Is now Volibear's passive.
 * Active.
 * Bonus attack speed modified to for 6 seconds, stacking each second Volibear remains in combat up to 4 times from  for 4 seconds, stacking up to 3 times upon using basic attacks.
 * Every third attack within a single iteration of the buff deals  bonus physical damage.
 * Is now Volibear's Q instead of his passive.
 * 75 Mana  after duration ends.
 * Volibear regenerates health over the next 5 seconds. The base healing is increased by 1% for each 1% health he's missing.
 * Revamped.
 * Is now Volibear's W instead of his ultimate.
 * Every third attack causes thunder to hit up to 4 extra targets, dealing  magic damage.
 * Volibear's next basic attack deals the passive's damage in an area around the target and stuns them for seconds, slowing all the units around by 50% instead.
 * Mana cost reduced to 60 at all ranks from.
 * Is now Volibear's ultimate instead of his Q.
 * Volibear gains % movespeed for the next 8 seconds, doubled to % when moving towards enemy champions (Detection range: 1400). During this time, he also gains 50% slow resist. His next basic attack on an enemy champion cannot be interrupted by crowd control, dashes to the target from 600 range and, dealing  bonus physical damage.
 * Revamped.
 * Is now Volibear's W instead of his ultimate.
 * Every third attack causes thunder to hit up to 4 extra targets, dealing  magic damage.
 * Volibear's next basic attack deals the passive's damage in an area around the target and stuns them for seconds, slowing all the units around by 50% instead.
 * Mana cost reduced to 60 at all ranks from.
 * Is now Volibear's ultimate instead of his Q.
 * Volibear gains % movespeed for the next 8 seconds, doubled to % when moving towards enemy champions (Detection range: 1400). During this time, he also gains 50% slow resist. His next basic attack on an enemy champion cannot be interrupted by crowd control, dashes to the target from 600 range and, dealing  bonus physical damage.
 * Is now Volibear's ultimate instead of his Q.
 * Volibear gains % movespeed for the next 8 seconds, doubled to % when moving towards enemy champions (Detection range: 1400). During this time, he also gains 50% slow resist. His next basic attack on an enemy champion cannot be interrupted by crowd control, dashes to the target from 600 range and, dealing  bonus physical damage.
 * Volibear gains % movespeed for the next 8 seconds, doubled to % when moving towards enemy champions (Detection range: 1400). During this time, he also gains 50% slow resist. His next basic attack on an enemy champion cannot be interrupted by crowd control, dashes to the target from 600 range and, dealing  bonus physical damage.

W-Z

 * -|Hide=
 * Moved to passive.
 * Ranged modified to 3000 at all levels from.
 * Movement speed boost changed to from.
 * Mana cost reduced to 70 at all ranks from.
 * Healing changed to 50% (+ 100% lifesteal) from 80%.
 * Damage changed to  physical damage from  (min. )  magic damage.
 * Warwick's first basic attack during the effect of the buff deals 1% increased damage for each 1% health the target is missing. This does not increase the power of on-hit effects, but does increase the power of.
 * Moved to E.
 * Warwick doubles the effect of and his lifesteal, and increases all other sources of self-healing by 50%; this effect lasts 5 seconds.
 * No cast time, meaning he can cast it during his ultimate.
 * 40 mana
 * Cost decreased to 100 mana from.
 * Damage is physical, modified from magic.
 * Warwick is invulnerable to crowd control from non-ultimate abilities while dealing damage.
 * Suppression duration reduced to seconds from.
 * Cannot be dodged or blocked and cannot miss.
 * If the target is displaced, Warwick will follow them.
 * Can no longer challenge small minions or monsters.
 * Armor reduction modified to from.
 * Xin Zhao is counted as having against Challenged enemies.
 * Xin Zhao's attack speed becomes 2.50 for the next 3 basic attacks / 3 seconds. Three Talon Strike-empowered attacks also dash to the target if they get away from Xin Zhao further than his attack range. The basic attacks deal base damage. The third attack  for 1 second.
 * Xin Zhao now gains a modified critical hit on his next basic attack after casting the ability. For the next 5 seconds, he gains life steal and every attack reduces his abilities' cooldowns by second.
 * Slow.
 * Xin Zhao and allied champions gain % bonus movement speed while walking towards the target for 2 seconds.
 * Range increased to 200 from.
 * Bonus resistances upon hitting champions.
 * Cap modified. Only the %-current-health component is capped, and it's capped at against monsters.
 * A Challenged enemy hit by this skill are also.
 * Critical strike damage reduced to 75% from 90%.
 * critical damage reduced to 65% from 75%.
 * Flow generation is changed to 1% max Flow every 50 units travelled from every units.
 * Gathering Storm wears off only if is off-cooldown. Stack duration reduced to 3 seconds from 10.
 * Cooldown reduction per attack speed changed to % (capped at 50% for 100% bonus attack speed) from %  (capped at 66% for 110% bonus attack speed).
 * The empowered whirlwind does not apply on-hit effects if the first enemy hit is beyond a normal hit's range.
 * Duration reduced to from  at all ranks.
 * Static cooldown.
 * Using increases the damage of further  in the next 5 seconds by 25%, stackable up to twice.
 * Damage changed to  physical damage from   magic damage.
 * On-target cooldown increased to from.
 * Attacking targets with Sweeping Blade on cooldown reduces the cooldown by 1 second. does not apply this effect.
 * Instant maximum Flow generation. Yasuo now only gains Flow according to the distance travelled.
 * Last Breath now deals bonus physical damage if a stack of  was cleared, and stuns the target for  second upon landing if Yasuo cleared 2 stacks of.
 * Grave raising every units that die near Yorick changed to every unit Yorick kills, with a 4-second cooldown between 2 Grave raisings ( behaves independently of this cooldown).
 * Bonus physical damage changed to from.
 * Heal changed to half of the base missing health damage component, aka.
 * Cooldown reduced to 12 seconds at all ranks from.
 * Wall health modified to from.
 * Damage changed to   from  with a minimum
 * Cooldown reduced to 120 seconds at all ranks from.
 * Maiden health decreased to  from.
 * Maiden damage per second modified to  from
 * Reworked.
 * When damaging an enemy below 50% health with a basic attack or ability, Zed gains movement speed while walking towards them for 3 seconds or until his next basic attack or  hits them. Zed's basic attacks and  are guaranteed  against them. If he kills the target during 's empowerment, Zed gains the bonus movement speed for 3 seconds.
 * Base damage increased to  from.
 * Shurikens now deals 50% damage after going through an enemy unit or if they were thrown by
 * Energy cost.
 * Passive.
 * Cooldown decreased to from.
 * For every enemy unit hit by the shadow's abilities, Zed restores, doubled to 20 for champions.
 * Blink maximum range set to 1400 (from ???).
 * Can now for 50% bonus damage.
 * cooldown refresh on hitting champions.
 * Slow is no longer unique to the shadow, but it decays unless both slashes hit.
 * Mimicked slashes that hit targets affected by the primary slash no longer increase the slow, but the second part deals 50% damage instead of zero.
 * Death Mark's detonation damage (this does not apply to the stored damage) applies, even if it's on cooldown on the target. Doing so restarts the on-target cooldown.
 * Blink maximum range reduced to 1400 from global.
 * If the target dies while marked, 50% of Death Mark's cooldown is refunded.
 * Completely changed.
 * Zilean generates Time every 5 seconds he spends out of combat, with a maximum of . When using a basic attack with full Time on an enemy champion, it slows them by a percentage equal to his maximum Time decaying over 5 seconds and depletes it to 0.
 * Magic damage reduced to  from.
 * If 2 bombs that have a holder come in contact, both explode.
 * Mana cost removed.
 * Cooldown increased to from.
 * Also shortens the cooldown of nearby allies' non-ultimate abilities by 2.5 seconds.
 * Now affects the entire area around Zilean.
 * Movement speed modifier decreased to from.
 * Mana cost reduced to 100 at all levels from.
 * Cooldown modified to 100 at all ranks. from.
 * Health regained modified to   from
 * If the target does not die during the effect of Chronoshift, they regain.
 * Reworked.
 * When damaging an enemy below 50% health with a basic attack or ability, Zed gains movement speed while walking towards them for 3 seconds or until his next basic attack or  hits them. Zed's basic attacks and  are guaranteed  against them. If he kills the target during 's empowerment, Zed gains the bonus movement speed for 3 seconds.
 * Base damage increased to  from.
 * Shurikens now deals 50% damage after going through an enemy unit or if they were thrown by
 * Energy cost.
 * Passive.
 * Cooldown decreased to from.
 * For every enemy unit hit by the shadow's abilities, Zed restores, doubled to 20 for champions.
 * Blink maximum range set to 1400 (from ???).
 * Can now for 50% bonus damage.
 * cooldown refresh on hitting champions.
 * Slow is no longer unique to the shadow, but it decays unless both slashes hit.
 * Mimicked slashes that hit targets affected by the primary slash no longer increase the slow, but the second part deals 50% damage instead of zero.
 * Death Mark's detonation damage (this does not apply to the stored damage) applies, even if it's on cooldown on the target. Doing so restarts the on-target cooldown.
 * Blink maximum range reduced to 1400 from global.
 * If the target dies while marked, 50% of Death Mark's cooldown is refunded.
 * Completely changed.
 * Zilean generates Time every 5 seconds he spends out of combat, with a maximum of . When using a basic attack with full Time on an enemy champion, it slows them by a percentage equal to his maximum Time decaying over 5 seconds and depletes it to 0.
 * Magic damage reduced to  from.
 * If 2 bombs that have a holder come in contact, both explode.
 * Mana cost removed.
 * Cooldown increased to from.
 * Also shortens the cooldown of nearby allies' non-ultimate abilities by 2.5 seconds.
 * Now affects the entire area around Zilean.
 * Movement speed modifier decreased to from.
 * Mana cost reduced to 100 at all levels from.
 * Cooldown modified to 100 at all ranks. from.
 * Health regained modified to   from
 * If the target does not die during the effect of Chronoshift, they regain.
 * If 2 bombs that have a holder come in contact, both explode.
 * Mana cost removed.
 * Cooldown increased to from.
 * Also shortens the cooldown of nearby allies' non-ultimate abilities by 2.5 seconds.
 * Now affects the entire area around Zilean.
 * Movement speed modifier decreased to from.
 * Mana cost reduced to 100 at all levels from.
 * Cooldown modified to 100 at all ranks. from.
 * Health regained modified to   from
 * If the target does not die during the effect of Chronoshift, they regain.
 * Cooldown modified to 100 at all ranks. from.
 * Health regained modified to   from
 * If the target does not die during the effect of Chronoshift, they regain.