User blog comment:ZPPHR/Zane/@comment-3974211-20121110181701/@comment-5638912-20121111062034

Well, my idea for the Sigil effects was to make them really powerful but at a reasonable cost. You see, each sigil has a massive boost but comes with a risk. gives a huge speed boost but with a vulnerability risk. (Although, I may change the level 6 boost to make it reasonable with the 8% damage increase).

When I said all Sigils share the same cooldown count, I meant each one of their CDs will start counting after one of them has been activated. does not give Zane a protective or escape effect, only an offensive effect at a cost of some AP. That's why I made it have 40 second cooldown, as it isn't as powerful as the others. What I'm saying it, in this case for example, when Zane gets below 20% health when in and  activates, the other Sigil (only two at level 18) will start its cooldown from there. This means that after 40 seconds from 's activation, will be available, but the first will still have 20 more seconds for it to be available again. I hope I made myself clear here. But please, tell me what you think about it, should I make it 60 seconds as the other ones?

And yes, that is correct, if there is only one other enemy unit near the main target, it will deal 100% damage to it too... hmmm... Now that I think of it, I should change that a bit, huh? xD