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

 * 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 Razorbeak now deal magic damage, instead of physical damage.


 * Damage mitigation
 * All effects that mitigate damage will now display those values with floating text (currently only applicable to shields and ).
 * 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 a critical strike's explosion and the gold coin), 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.


 * Crowd Control
 * The terms Root and Immobilize will replace all instances of Snare.
 * Fear no longer causes champions to move around randomly. — V4.3
 * Grievous Wound has been removed from champions and items - affecting, , , and.
 * Blind 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 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 on-attack effects will still occur (e.g. Runaan's Hurricane, Lightslinger, Double Strike and Pix), but they will not hit. If these are one-use effects, they will be wasted.
 * Blind will now prevent the activation of abilities that apply on-hit effects, such as and.


 * Spellvamp
 * Lissandra's getting a new defensive passive to support her glass-cannon-initiator play style. Core mages like Annie and Brand do not see much play mid-lane due to their lack of mobility; or, rather, their inability to out-live the enemy's mobility. Perhaps these champions would benefit from spell vamp being efficient on them? Some reduction is still required to prevent them becoming abusive in lane, but why not?


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


 * Mana Regeneration
 * Mana regeneration now restores X% of your maximum mana every second, changed from a flat amount.
 * Mana regeneration will now be displayed as "per second" instead of "per 5 seconds" in all situations.
 * In the statistics panel, mana regeneration will be displayed as: 0.8% (20).
 * Champions will have their base mana regeneration adjusted. Balance between champions will be based on total effective time to reach 100%, perhaps even with specific tiers (e.g. 0.2%, 0.4% and 0.6% per second).
 * Champions will no longer gains mana regeneration per level. — Preseason 2015


 * 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

 * Class 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. Certain abilities (such as Dark Passage) will be made interactable by all champions, friendly or enemy.

Champions

 * General
 * , and  are no longer trapped in geostationary orbit with their respective champions and will behave more similarly to.
 * 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 ).
 * While rooted, abilities whose gap-closers are secondary effects, such as, and , will either be disabled (as with any gap-closer) or their gap-closing elements will not happen depending on which is most appropriate (Bandage Toss and Zenith Blade would probably make more sense if disabled, since it'd feel bad to be able to activate it but not gap-close; while Dredge Line will just prevent Nautilus from gap-closing, since landing the hook is still important).
 * All abilities that grant effects on assist will now have a reduced assist timer of 3.5 seconds, as with . This affects all sorts of abilities, such as and . Stacking effects (e.g. ) are unaffected.
 * All abilities that trigger secondary effects on targets hit will no longer trigger those effects against enemies who blocked the ability with a Spell Shield. For example, will not factor targets who blocked the ability with regards to "the last enemy champion hit".
 * All abilities that have per target cooldowns, such as and, will now feature the ring-indicator utilized by . Note that these are only visible to the caster
 * All auto-targeted abilities are now incapable of hitting unseen/stealthed targets, unless thematically appropriate (e.g. Twin Shadows)(and specified).
 * All ground-targeted abilities will now display their radius before impact.
 * All on-hit effects and attack modifiers that apply spell effects will now specify the fact in their tool-tip or the functionality should be removed. This affects abilities such as and, which currently apply things like spell vamp and Rylai's.
 * All unit-targeted abilities are now calculated edge-to-edge instead of center-to-center.
 * Assassins are now called Rogues, to distinguish between the ability to assassinate and a mobile damage dealer.
 * and are no longer classified as Rogues.


 * Easter Eggs
 * When and  are on opposing teams: Thresh will start the game with 1 soul. When Lucian first scores a kill on Thresh, Senna's soul is released and Thresh will lose one soul. Senna pulling herself free of the lantern should have an adorable animation, perhaps even with a curt bow from Lucian (his animations would totally support bowing and shooting at the same time, if necessary).


 * 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 the same radius as Rek'Sai's while tunneling.
 * No longer.
 * Now removes the target's allied vision and reduces their sight radius to the same radius as Rek'Sai's while tunneling.

Quality of life changes= Substantial rework=
 * Can now be reactivated to melt the wall.
 * Renamed Snap Freeze.
 * Can now be activated during as a self-centered area of effect.
 * Renamed Snap Freeze.
 * Can now be activated during as a self-centered area of effect.
 * Can now be activated during as a self-centered area of effect.
 * Inspired by Phoenix from Dota 2.


 * Stats
 * Health regeneration reduced to 0 (+0) from 5.57 (+0.55).
 * Mana regeneration increased to 10 (+1.5) from 6 (+0.8).
 * (Innate)
 * Anivia converts any health regeneration sourced from runes, masteries, items, buffs and auras into mana regeneration. This does not affect consumables.
 * (Q)
 * Anivia dives forward a fixed distance in an arch, then orbiting back to her original position, dealing magic damage every second to nearby enemies. Enemies hit are also chilled for a short duration, slowing their movement speed and causing them to take increased damage from Snap Freeze. Enemies caught in Anivia's wake are slowed and take periodic magic damage. Anivia can attack and cast normally during the flight and can reactivate this ability to end the effect early.
 * Can now be reactivated to melt the wall.
 * Renamed Snap Freeze.
 * (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 6 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 / 7 / 10 times by enemy champions.
 * (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 6 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 / 7 / 10 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).
 * Thematic: The varying-timer resonates the theme of "mania" (the more pumped she gets the faster the rush burns off).
 * Balance: The addition of a timer strikes a middle ground between queueing a stun and simply being a walking area-of-denial - getting to 3/4 stacks is now a commitment that you have to follow through with, else the mana is burned and you'll be back down to 1/2 stacks. This "nerf" is targeted at support Annie.
 * Compensation: Annie can now farm while maintaining high stacks, since she can allow the fourth stack to time-out and then use Q again for another last hit.
 * Balance: The addition of a timer strikes a middle ground between queueing a stun and simply being a walking area-of-denial - getting to 3/4 stacks is now a commitment that you have to follow through with, else the mana is burned and you'll be back down to 1/2 stacks. This "nerf" is targeted at support Annie.
 * Compensation: Annie can now farm while maintaining high stacks, since she can allow the fourth stack to time-out and then use Q again for another last hit.
 * General
 * Ashe will receive new taunts that do not reference her figure.
 * Ashe's "No really, put that arrow on your head." is now one of her taunts, and will end without the ditsy dropping of her bow.
 * Ashe will receive new jokes that portray less of a ditsy demeanour. Leaning the bow against her shoulder, taking off her gloves and then massaging her hands, for example, can keep the same in-joke about a frost bow without ripping off Caitlyn's joke (which was bad enough the first time).
 * Ashe's basic attacks generate 2 / 4 / 6 / 8 / 10 points of Focus. Each successive attack against the same target will stack the amount of Focus gained up to a maximum of 3 times. At 100 points, her next attack is guaranteed to critically strike. The Focus points will then reset to her current critical strike chance.
 * Will now grant double gold for large minions, large monsters, champions and structures.
 * Ashe's basic attacks generate 2 / 4 / 6 / 8 / 10 points of Focus. Each successive attack against the same target will stack the amount of Focus gained up to a maximum of 3 times. At 100 points, her next attack is guaranteed to critically strike. The Focus points will then reset to her current critical strike chance.
 * 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.


 * General
 * Attack timing improved to make "kiting" while using his soldiers less difficult.
 * Azir now passively gains 20% bonus attack speed. Similar to why Diana gets it, the bonus 20% is to make Azir feel that little bit better early game without adjusting his base.
 * Azir benefits from 20% bonus attack speed, plus 1.25% for every 1% of his cooldown reduction.
 * 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 and his Sun Discs will gain X bonus attack speed...
 * At least one soldier must arrive at the target location. Currently, in the event of two soldiers, they will often "flank" the target - appearing on each side of it, while neither actually hitting the target.
 * Soldier's sight no longer obstructed by brush.
 * Soldier's base damage increased 65 from 45.
 * Soldiers will no longer draw minion aggro beyond the usual parameters for damaging an enemy champion with an ability. Alternatively, Azir takes 8 / 12 / 16 / 20 / 24 reduced damage from enemy minions. This adds some extra incentive to rank the ability, and would frankly make his laning phase less obnoxious.
 * Mana cost either removed or rescaled to 40 / 30 / 20 / 10 / 0 from 40 at all ranks.
 * Optional: Arise! is now available at level one and can be ranked 6 times. The recharge time would be rescaled to 14 / 12.75 / 11.5 / 10 / 9.5 / 8 from 12 / 11 / 10 / 9 / 8, to accommodate the extra rank. In conjunction with the above, the mana cost would be rescaled to 50 / 40 / 30 / 20 / 10 / 0. The slight increase in level-1 cooldown and cost is to off-set the access to two abilities and to add an incentive to expending points in the ability before you have to.
 * Optional: Soldiers will attack autonomously only in defense of Azir if Azir is unable to command them. After playing against a Blitzcrank, then a Thresh, then a Riven, it is stupid how much oppression counters Azir. I mean, all marksmen and mages suffer when bullied - but they can at least throw down skills to try and deal damage. Azir is not strong enough to compensate having the weakness of no damage output when moving. Soldiers defending their king still resonates his theme, and it still requires positioning his soldiers such that they can attack Azir's attackers.
 * If no Sand Soldier is under the cursor on activation, Azir will automatically select the soldier closest to his cursor along the line between himself and the cursor. — V4.18
 * Will now grant the shield on-cast instead of on-hitting-an-enemy-champion (i.e. he always gains a shield).
 * 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.
 * Optional: Soldiers will attack autonomously only in defense of Azir if Azir is unable to command them. After playing against a Blitzcrank, then a Thresh, then a Riven, it is stupid how much oppression counters Azir. I mean, all marksmen and mages suffer when bullied - but they can at least throw down skills to try and deal damage. Azir is not strong enough to compensate having the weakness of no damage output when moving. Soldiers defending their king still resonates his theme, and it still requires positioning his soldiers such that they can attack Azir's attackers.
 * If no Sand Soldier is under the cursor on activation, Azir will automatically select the soldier closest to his cursor along the line between himself and the cursor. — V4.18
 * Will now grant the shield on-cast instead of on-hitting-an-enemy-champion (i.e. he always gains a shield).
 * 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.


 * 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.


 * No longer gain 1 stack every second that an enemy champion is poisoned.
 * Now gain 1 stack every time an enemy champion takes poison damage (from Cassiopeia). This cannot occur more than once a second per enemy champion.
 * Now grants a large bounty of stacks on kill/assist. You can't poison enemies if they're dead, so it almost adds an incentive to not kill your enemies...
 * Optional:
 * 100 Stacks: 1 Evolution Point
 * 250 Stacks: +25% cooldown reduction and 1 Evolution Point
 * 500 Stacks: +30% ability power and 1 Evolution Point
 * Noxious Blast Evolution: "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 Evolution: "Miasma's radius will now increased to 400 over 7 seconds, up from 250."
 * Twin Fang Evolution: "Twin Fang will restore X health."
 * Improved the collision detection with champions using dashes or being moved around by knock-back.
 * Twin Fang Evolution: "Twin Fang will restore X health."
 * Improved the collision detection with champions using dashes or being moved around by knock-back.
 * Improved the collision detection with champions using dashes or being moved around by knock-back.


 * Now uses Heat.
 * Now uses Heat.


 * 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%.


 * 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=
 * Damage adjusted to 40 / 55 / 70 / 85 / 100 from 35 / 55 / 75 / 95 / 105.
 * 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.
 * AP ratio reduced to 75% from 90%.
 * 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.
 * AP ratio reduced to 75% from 90%.
 * AP ratio reduced to 75% from 90%.
 * 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.
 * Base damage reduced to 200 / 350 / 500 from 350 / 500 / 650.
 * Damage now falls off by 15% per enemy champion hit, changes 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


 * 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. Dark Wind will prefer to bounce to at least 2 units it hasn't yet damaged before returning to a target is has already damaged, although this is dependent on enemies in range.
 * 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. Dark Wind will prefer to bounce to at least 2 units it hasn't yet damaged before returning to a target is has already damaged, although this is dependent on enemies in range.
 * 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.
 * The cooldown of Parrrley is now halved if it scores the killing blow.
 * Whenever a nearby enemy minion or neutral monster dies, Gangplank gains 1 stack of Morale (stacking up to 10 times). The death of an enemy champion will instantly generate 10 stacks. For every stack of Morale, Gangplank gains 1% movement speed and 1 / 1.5 / 2 / 2.5 / 3 AD. All stacks are lost on death. Nearby will include the target area of Cannon Barrage, regardless of distance.
 * Gangplank consumes all stacks of Morale, boosting his movement speed by 2% and his attack damage by 2 / 3 / 4 / 5 / 6 per stack consumed for 7 seconds. Nearby allied champions gain the same movement speed but only half the attack damage for the same duration. The cooldown of Raise Morale is refreshed whenever Gangplank scores a kill or assist.
 * Now applies.
 * Cannon Barrage can now critically strike (calculated per enemy hit).
 * Whenever a nearby enemy minion or neutral monster dies, Gangplank gains 1 stack of Morale (stacking up to 10 times). The death of an enemy champion will instantly generate 10 stacks. For every stack of Morale, Gangplank gains 1% movement speed and 1 / 1.5 / 2 / 2.5 / 3 AD. All stacks are lost on death. Nearby will include the target area of Cannon Barrage, regardless of distance.
 * Gangplank consumes all stacks of Morale, boosting his movement speed by 2% and his attack damage by 2 / 3 / 4 / 5 / 6 per stack consumed for 7 seconds. Nearby allied champions gain the same movement speed but only half the attack damage for the same duration. The cooldown of Raise Morale is refreshed whenever Gangplank scores a kill or assist.
 * 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.


 * 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 trigger 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) for his next 3 attacks. These attacks deal % 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.


 * ''I personally think that Karma's rework was a flop. She's a really bizarre mixture of ranged and melee abilities that do not wholly compliment one another; she still has an ability that no-one ever empowers (it used to be her tether and now it's her shield, which was previously her iconic ability); and she still lacks an ultimate or, at least, an ability that feels like an ultimate. Her numbers were consequently inflated to the point of being overpowered to compensate her lack of four abilities, which makes her incredibly frustrating to play against. It is my opinion that her tether ability is particularly toxic, as far as tethered abilities go.
 * ''I personally think that Karma's rework was a flop. She's a really bizarre mixture of ranged and melee abilities that do not wholly compliment one another; she still has an ability that no-one ever empowers (it used to be her tether and now it's her shield, which was previously her iconic ability); and she still lacks an ultimate or, at least, an ability that feels like an ultimate. Her numbers were consequently inflated to the point of being overpowered to compensate her lack of four abilities, which makes her incredibly frustrating to play against. It is my opinion that her tether ability is particularly toxic, as far as tethered abilities go.

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:


 * Katarina is now considered to be facing in all directions during her ultimate for the purpose of from-behind and from-front effects.
 * Katarina is now considered to be facing in all directions during her ultimate for the purpose of from-behind and from-front effects.
 * Katarina is now considered to be facing in all directions during her ultimate for the purpose of from-behind and from-front effects.

Balance changes= Rework=
 * No longer interrupts channels.
 * Kassadin is now immune to crowd control while the shield is active.
 * Now interrupts the target.
 * The empowered attack will now apply spell effects.
 * No longer scales with Kassadin's maximum mana.
 * Now has a ratio.
 * Stack system no longer adds bonus damage.
 * New flavour text Kassadin's hyperdrives are overheating, causing subsequent Riftwalks to cost additional mana.
 * Damage is now increased by 1 / 1.5 / 2% for every 1% of Kassadin's mana that he's missing - i.e. at half mana Riftwalk will deal 50 / 75 / 100% bonus damage.
 * Stack system no longer adds bonus damage.
 * New flavour text Kassadin's hyperdrives are overheating, causing subsequent Riftwalks to cost additional mana.
 * Damage is now increased by 1 / 1.5 / 2% for every 1% of Kassadin's mana that he's missing - i.e. at half mana Riftwalk will deal 50 / 75 / 100% bonus damage.
 * Each of Kassadin's abilities have a cooldown of seconds, irrelevant of individual rank. Additionally, he perpetually ignores unit collision and gains up to 100% increased mana regeneration based on the amount of time since his last ability cast (full after 20 seconds).
 * 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.
 * (Q2)
 * Kassadin blasts the target enemy, dealing magic damage.
 * Now interrupts the target.
 * The empowered attack will now apply spell effects.
 * 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.
 * Stack system removed.
 * Cost: TBD% mana per second (but updates more frequently)
 * No longer scales with Kassadin's maximum mana.
 * Now has a ratio.
 * Stack system no longer adds bonus damage.
 * New flavour text Kassadin's hyperdrives are overheating, causing subsequent Riftwalks to cost additional mana.
 * Damage is now increased by 1 / 1.5 / 2% for every 1% of Kassadin's mana that he's missing - i.e. at half mana Riftwalk will deal 50 / 75 / 100% bonus damage.
 * Now has a ratio.
 * Stack system no longer adds bonus damage.
 * New flavour text Kassadin's hyperdrives are overheating, causing subsequent Riftwalks to cost additional mana.
 * Damage is now increased by 1 / 1.5 / 2% for every 1% of Kassadin's mana that he's missing - i.e. at half mana Riftwalk will deal 50 / 75 / 100% bonus damage.

Quality of life= Minor rework=
 * (minor tweaks)
 * 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%.


 * General
 * Blind and Fear will now reduce the sight radius and remove allied vision from affected enemies — "You are all alone!".
 * Charm and Taunt could also reduce the sight radius and remove allied vision from affected enemies — "I'm the only one you need to think about."
 * Proposed above, now reduces the sight radius and removes allied vision from affected enemies —


 * Movement speed adjusted to a flat bonus from a 40% bonus.
 * The bonus range is now also applied to.
 * In addition to being slowed, enemies standing upon Void Ooze are grounded, a new form of crowd control. Being grounded prevents the target from using relocation abilities, such as dashes and leaps (regardless of how they are targeted). Hastes are not restricted. Void Ooze will instantly ground enemies that are hit by the projectile - i.e. it interrupts gap-closers.
 * AP ratio increased to 40% from 30% to off-set the V4.14 nerf, which was targeted at AD Kog'Maw.
 * The bonus range is now also applied to.
 * In addition to being slowed, enemies standing upon Void Ooze are grounded, a new form of crowd control. Being grounded prevents the target from using relocation abilities, such as dashes and leaps (regardless of how they are targeted). Hastes are not restricted. Void Ooze will instantly ground enemies that are hit by the projectile - i.e. it interrupts gap-closers.
 * AP ratio increased to 40% from 30% to off-set the V4.14 nerf, which was targeted at AD Kog'Maw.
 * AP ratio increased to 40% from 30% to off-set the V4.14 nerf, which was targeted at AD Kog'Maw.
 * AP ratio increased to 40% from 30% to off-set the V4.14 nerf, which was targeted at AD Kog'Maw.


 * 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.


 * Active Grievous Wound removed.
 * Active now grants her basic attacks a damage over time that deals 15 + (5 * level) true damage over 3 seconds.
 * Miss Fortune begins hailing bullets on the target location, dealing 90 / 145 / 200 / 255 / 310 physical damage over the next 3 seconds (at half second intervals) and applying Impure Shots' magic damage to enemies hit. Miss Fortune can still move while using Make It Rain, but cannot attack. Make it Rain will cancel early if Miss Fortune moves too far away. Minions will take half as much damage.
 * Active now grants her basic attacks a damage over time that deals 15 + (5 * level) true damage over 3 seconds.
 * Miss Fortune begins hailing bullets on the target location, dealing 90 / 145 / 200 / 255 / 310 physical damage over the next 3 seconds (at half second intervals) and applying Impure Shots' magic damage to enemies hit. Miss Fortune can still move while using Make It Rain, but cannot attack. Make it Rain will cancel early if Miss Fortune moves too far away. Minions will take half as much damage.
 * Miss Fortune begins hailing bullets on the target location, dealing 90 / 145 / 200 / 255 / 310 physical damage over the next 3 seconds (at half second intervals) and applying Impure Shots' magic damage to enemies hit. Miss Fortune can still move while using Make It Rain, but cannot attack. Make it Rain will cancel early if Miss Fortune moves too far away. Minions will take half as much damage.

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.


 * General
 * Nidalee now utilizes Ferocity instead of Mana. Nidalee begins the game with 0 Ferocity and can have up to 15, split into three groups of 5.
 * While in human form, Nidalee will generate Ferocity whenever she hits a champion: 1 for basic attacks, 3 for and 5 for trapping an enemy with . Each completed group of 5 will be coloured red, while an unfinished group is coloured white. "White ferocity" will decay at a rate of 1 per second if Nidalee has not damaged an enemy champion in the last 12 seconds.
 * Upon reaching 15 Ferocity, Nidalee's animal spirit will begin to take over and after 3 seconds she will transform involuntarily. Nidalee retains the ability to voluntary at any time, and white ferocity will decay at a rate of 1 per second while in Cougar form.
 * While in Cougar form, Nidalee's abilities will automatically consume 5 Ferocity (if available) for an empowered effect. This is similar to . The empowered abilities are no longer limited to affecting champions.
 * Nidalee gains X% bonus movement speed while moving through brush and X% while moving toward an enemy champion, where X is Nidalee's current Ferocity. Both bonuses will stack for a maximum potential bonus of 30%.
 * Nidalee invokes the spirit of the cougar, granting the target allied champion 20 / 30 / 40 / 50 / 60 % bonus attack speed for 5 seconds. Additionally, the target will restore 10 / 20 / 30 / 40 / 50 health on-hit for the duration.
 * Mana cost lowered to 60 from 60 / 80 / 100 / 120 / 140. Mana costs removed as of the Ferocity rework.
 * Attack speed duration lowered to 5 seconds from 7 seconds.
 * Cooldown reduced to 0 seconds from 3.
 * Nidalee cannot return to human form while she has Ferocity.
 * Attack speed duration lowered to 5 seconds from 7 seconds.
 * Cooldown reduced to 0 seconds from 3.
 * Nidalee cannot return to human form while she has Ferocity.
 * Nidalee cannot return to human form while she has Ferocity.


 * 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.

Minor changes= Minor rework=
 * 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.
 * 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.
 * 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 his other abilities. 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. Spear Shot can critically strike, dealing 50% additional 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
 * Alternate Abilities:
 * (idea 1)
 * Damage reduced to 20 / 45 / 70 / 95 / 120 from 65 / 105 / 145 / 185 / 225.
 * Certain Death damage reduced to 30 / 67.5 / 105 / 142.5 / 180 from 97.5 / 157.5 / 217.5 / 277.5 / 337.5.
 * The spear will now lodge itself in the target for 3 seconds, granting sight of them. Pantheon can attack the encumbered enemy to remove the spear, dealing bonus damage. This bonus damage does not interact with Certain Death.
 * No longer grants 100% critical strike chance to targets below 15% health.
 * Now causes Pantheon's Heartseeker Strike and Spear Shot to leave a spear lodged in damaged enemies for 3 seconds, granting sight. Pantheon can attack an encumbered target to remove the spear, dealing bonus damage.
 * Certain Death damage reduced to 30 / 67.5 / 105 / 142.5 / 180 from 97.5 / 157.5 / 217.5 / 277.5 / 337.5.
 * The spear will now lodge itself in the target for 3 seconds, granting sight of them. Pantheon can attack the encumbered enemy to remove the spear, dealing bonus damage. This bonus damage does not interact with Certain Death.
 * No longer grants 100% critical strike chance to targets below 15% health.
 * Now causes Pantheon's Heartseeker Strike and Spear Shot to leave a spear lodged in damaged enemies for 3 seconds, granting sight. Pantheon can attack an encumbered target to remove the spear, dealing bonus damage.
 * Now causes Pantheon's Heartseeker Strike and Spear Shot to leave a spear lodged in damaged enemies for 3 seconds, granting sight. Pantheon can attack an encumbered target to remove the spear, dealing bonus damage.

Balance changes= Rework=
 * Heroic Charge will cancel if the target relocates during/before the dash.
 * Heroic Charge will not go on cooldown until the dash completes, similar to.
 * While off cooldown, Poppy will now see triangles under enemy champions that will indicate the direction they will be knocked in. These will change color depending on whether the target could potentially be stunned. (Such as orange to red).
 * While off cooldown, Poppy will now see triangles under enemy champions that will indicate the direction they will be knocked in. These will change color depending on whether the target could potentially be stunned. (Such as orange to red).
 * 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.
 * 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.


 * General
 * Quinn now utilizes Flow instead of Mana.
 * Quinn will generate 1 Flow with every 25 units she travels, up to 100 Flow.
 * (new innate)
 * Upon reaching 100 Flow, Quinn's next will cause her to tag-out with . Valor is a melee attacker and passively benefits from 60  (2level) % bonus movement speed, which gradually decreases to 20% while in combat, and the ability to ignore unit collision. Valor will lose 1 Flow with every 300 units he travels. Upon reaching 0 Flow, Quinn will tag back in and cannot generate Flow again for 13 seconds.
 * Cost removed.
 * When cast at 100 Flow, Quinn will tag-out with Valor upon commanding him to fly forward, who will remain on the field for a fair duration starting upon finishing Blinding Assault.
 * Cost removed.
 * Quinn fires a grapple-tipped bolt in the target direction, dealing physical damage and pulling the first enemy hit into attack Quinn's attack range and slowing them by 50% that decays over 2 seconds. If the grapple hits terrain or structure, Quinn will pull herself toward them and vault a short distance ahead of them.
 * Cost removed.
 * Now grants passive while as.
 * The next time a nearby enemy champion's movement is impaired or they take damage greater than 10% of their maximum health from one of Quinn's allies, Valor will mark them as for 4.5 seconds. Quinn can attack a Vulnerable enemy to deal bonus physical damage. This cannot occur again for 10 seconds, or 3 seconds if Quinn attacks a vulnerable enemy.
 * Now available at level 1 and can be ranked up to 4 times.
 * Base damage rescalled to 50 / 100 / 150 / 200 from X / 100 / 150 / 200.
 * Can only be activated as.
 * Costs 100% current Flow.
 * The next time a nearby enemy champion's movement is impaired or they take damage greater than 10% of their maximum health from one of Quinn's allies, Valor will mark them as for 4.5 seconds. Quinn can attack a Vulnerable enemy to deal bonus physical damage. This cannot occur again for 10 seconds, or 3 seconds if Quinn attacks a vulnerable enemy.
 * Now available at level 1 and can be ranked up to 4 times.
 * Base damage rescalled to 50 / 100 / 150 / 200 from X / 100 / 150 / 200.
 * Can only be activated as.
 * Costs 100% current Flow.


 * The projectile now grants sight while in flight.
 * Rek'Sai is now untargetable while tunnelling.
 * Tunnels can only be destroyed if both ends are being stood on at the same time.
 * Fun idea: Any allied champion can interact with the tunnel.
 * Damage increased to from . The issue I have with Furious Bite at the moment is that it deals less damage than Unburrow at early ranks/low AD, but is on a longer cooldown and is single-target.
 * Tunnels can only be destroyed if both ends are being stood on at the same time.
 * Fun idea: Any allied champion can interact with the tunnel.
 * Damage increased to from . The issue I have with Furious Bite at the moment is that it deals less damage than Unburrow at early ranks/low AD, but is on a longer cooldown and is single-target.
 * Damage increased to from . The issue I have with Furious Bite at the moment is that it deals less damage than Unburrow at early ranks/low AD, but is on a longer cooldown and is single-target.


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


 * Emptylord RengarInnate.png
 * Begone 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
 * Each individual rocket will now obey terrain collision, similar to.
 * Each individual rocket will now obey terrain collision, similar to.


 * Changes to Arcane Mastery and Overload were inspired by my own custom champion, Azazel. While the direction really suits Ryze and what people want from him, I feel like his Rune Prison, Spell Flux and Desperate Power would need updating to match. On Azazel, the entire champion revolves around the empowerment stacks (Azazel's E "dumps" the stacks, which I feel is an important feature for micromanaging the mechanic's mana demands). Perhaps Rune Prison should be a point-blank area-of-effect, similar to Lissandra, except maybe it only snares at maximum stacks?
 * Changes to Arcane Mastery and Overload were inspired by my own custom champion, Azazel. While the direction really suits Ryze and what people want from him, I feel like his Rune Prison, Spell Flux and Desperate Power would need updating to match. On Azazel, the entire champion revolves around the empowerment stacks (Azazel's E "dumps" the stacks, which I feel is an important feature for micromanaging the mechanic's mana demands). Perhaps Rune Prison should be a point-blank area-of-effect, similar to Lissandra, except maybe it only snares at maximum stacks?


 * 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.
 * After channeling for 2 seconds, Ryze throws a charge of pure energy forward in a line that deals 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 Overload hits an enemy, Ryze gains a stack of Overload for 4 seconds (up to 4 stacks). Overload deals 50% more damage and costs 100% more mana for every stack of Overload.
 * Base damage reduced to 35 / 45 / 55 / 65 / 75 from 60 / 85 / 110 / 135 / 160.
 * New maximum damage of 105 / 135 / 165 / 195 / 225 implemented.
 * Cooldown reduced to 0 from 3.5 seconds.
 * Mana cost changed to /  /  /  /  mana from 60.
 * Casting style changed to a collision skill shot (1150 range) from a unit targeted ability (625 range).
 * Now has a 2 second channel time (affected by cooldown reduction).
 * Cooldown reduction passive removed.
 * Mana ratio removed.
 * Mana ratio removed.
 * Cooldown flattened at 60 seconds from 70 / 60 / 50 seconds.
 * Bonus movement speed removed.
 * Active now removes the self-slow on Overload for the duration.
 * Active now splashes the secondary effects of Rune Prison and Spell Flux to secondary targets.
 * Duration increased to 10 seconds.
 * Kills and assists will extend the duration by 4 seconds.
 * Bonus movement speed removed.
 * Active now removes the self-slow on Overload for the duration.
 * Active now splashes the secondary effects of Rune Prison and Spell Flux to secondary targets.
 * Duration increased to 10 seconds.
 * Kills and assists will extend the duration by 4 seconds.


 * Bug fix reverted: Arctic Assault will now destroy sections of temporary terrain. By contrast to the original bug, the terrain pieces are now destroyed. Destroying will not remove the slow field.
 * A max-range indicator will now be visible when Permafrost is available and there are frosted enemy champions nearby.
 * Bug fix reverted: Arctic Assault will now destroy sections of temporary terrain. By contrast to the original bug, the terrain pieces are now destroyed. Destroying will not remove the slow field.
 * 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.


 * 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.


 * Reworked in Emptylord SoPossum Digi-Art Entry SionSquare.jpg Sion the Nearly-Headless Axeman and AverdrianSquare.png Averdrian the Mind of Oblivion.
 * Now passively grants up to as bonus on-hit physical damage, based on Sion's missing health (maximum bonus damage is achieved when Sion has ≤ 20% health). While undead, Sion will gain the full bonus at all times.
 * Sion's undead health now decays more slowly initially.
 * While undead, Sion takes 50% reduced damage from turrets and area of effect.
 * Improved with one of the following:
 * Cooldown reduced to 5 seconds from 100 seconds.
 * Cooldown reduced to 9 seconds from 100 seconds and basic attacks will reduce the cooldown by 3 seconds.
 * Improved with one of the following:
 * Now breaks free of slow effects and grants slow immunity for the duration.
 * Now breaks free of movement impairing effects and grants slow immunity for the duration.
 * Disabling Sion during the channel will cause the ability to go off early rather than cancelling the ability. An interrupted Decimating Smash will deal the minimum damage over the charged radius, and will apply no crowd control.
 * Now breaks free of slow effects and grants slow immunity for the duration.
 * Now breaks free of movement impairing effects and grants slow immunity for the duration.
 * Disabling Sion during the channel will cause the ability to go off early rather than cancelling the ability. An interrupted Decimating Smash will deal the minimum damage over the charged radius, and will apply no crowd control.
 * Disabling Sion during the channel will cause the ability to go off early rather than cancelling the ability. An interrupted Decimating Smash will deal the minimum damage over the charged radius, and will apply no crowd control.

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.
 * Remade.
 * 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.
 * Skarner's next attack deals 80 / 120 / 160 / 200 / 240 bonus magic damage and causes a tremor a short distance ahead of his target. After a brief delay, a small wall of impassible terrain erupts from the ground - knocking aside all enemies hit. Skarner gains 30 bonus attack range on this attack.
 * The location of the tremor 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.


 * (minor rework)
 * Inspired by this image.


 * General
 * Attack range lowered to 525 from 550.
 * Soraka forms a link with allied champions that she heals or Infuses, which lasts until they move more than 750 units apart. Soraka may cast and  upon targets within 525-units of allies linked to her, linking any new targets to the closest member of the chain. Additionally,  will also drop stars on enemies within 525-units of any linked ally.
 * Cast range reduced to 525 from 530.
 * Cast range is now calculated edge-to-edge instead of center-to-center.
 * Cast range reduced to 525 from 530.
 * Cast range is now calculated edge-to-edge instead of center-to-center.


 * 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. A single buff is also displayed with a X X X number structure (e.g. 1 1 0 or 1 2 2).
 * Allies tagged by the aura will deal 5 + (2.5 * level) bonus damage on their basic attacks and non-periodic abilities for the next 3 seconds.
 * Triggering the bonus damage will incur an appropriate sound and particle effect.
 * 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.
 * Allies within the aura regenerate 1% of their maximum health every 2 seconds. The time between instances of healing is reduced with cooldown reduction, healing every 1.2 seconds when cooldown reduction is maxed.
 * Allies affected by the bonus health regeneration will hear a soothing melody and are surrounded by a green particle effect similar to.
 * Sona plays an defensive melody, granting nearby allies 20 / 30 / 40 / 50 / 60 armor and magic resistance for 3 seconds.
 * 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.
 * 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.
 * Passive removed.


 * Will now only restore health when the birds successfully return.
 * If Swain is untargetable, or the birds are destroyed by, Swain will not heal due to the innate healing of the ability. Spell-vamp based healing will still apply.
 * At least one bird will first prioritize Swain's most recent attack target. Birds beyond the first—or all three if Swain has not attacked a unit—will target low health units - prioritizing champions of any health value over minions.
 * If Swain is untargetable, or the birds are destroyed by, Swain will not heal due to the innate healing of the ability. Spell-vamp based healing will still apply.
 * At least one bird will first prioritize Swain's most recent attack target. Birds beyond the first—or all three if Swain has not attacked a unit—will target low health units - prioritizing champions of any health value over minions.


 * 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.
 * Optional:
 * Version 1: Additionally, Syndra has no maximum level (experience required to level up increases at a normal pace). Syndra will not gain additional skill points, but her base statistics and Transcendent bonus damage will continue to scale.
 * Version 2: Additionally, Syndra's maximum level has been increased to 25, with the maximum rank of her basic abilities being increased to 7 and her ultimate to 4. Syndra's formula for spending skill points remains as "Abilities cannot have a higher rank than half your champion level (rounded up)".
 * 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.
 * Spell width increased by 25%.
 * 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.
 * Spell width increased by 25%.
 * Damage per sphere lowered to 35 / 55 / 75 (+Transcendent) from 90 / 135 / 180.
 * Range increased to 750 from 675.
 * Range increased to 750 from 675.


 * One issue I've always had while playing Syndra is the unsatisfying amount of damage her low-ranked abilities deal compared to the skill she's maxing. While this may sound silly since all champions have to choose between one ability and another: only Syndra revolves around a single "stock" spell. Why does summoning her ball, dropping it at someone and throwing it at someone deal such differing amounts of damage? Her spheres should feel like their doing a relatively consistent amount of damage, regardless. While yes, Orianna's mechanic is similar, Command: Attack is a cheap, low cooldown positioning spell that doesn't feel similar to Dark Sphere. I've tried maxing Force of Will first, using Orianna-logic, but the damage-to-cooldown relationship between Dark Sphere and Force of Will just doesn't promote it. I would wager this is why Syndra isn't more popular - something feels off about Syndra compared to Orianna and Lux (whom both do similar things to Syndra).


 * My proposed change adds a minimum damage to her spheres (that scales with level) regardless of which ability she's maxing. This consequently nerfs her Force of Will and Scatter the Weak when not used in tandem with Dark Sphere, but I've flattened the cost on Dark Sphere a smidgen to compensate that it is now required. Overall her spheres should now feel like they pack a punch at all times — which delivers her fantasy — and her new passive also compliments her flavour of her power constantly increasing.


 * If Cutthroat is cast on an enemy marked by Shadow Assault, the cooldown of Cutthroat is refreshed.
 * Duration increased to 5 seconds from 2.5 seconds.
 * Talon is now visible while within 500-units of an enemy champion.
 * Enemies damaged by Shadow Assault are marked for a short duration.
 * Duration increased to 5 seconds from 2.5 seconds.
 * Talon is now visible while within 500-units of an enemy champion.
 * Enemies damaged by Shadow Assault are marked for a short duration.


 * 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.


 * Souls are now worth armor and ability power, changed from 0.75 at all levels.
 * Souls are now worth armor and ability power, changed from 0.75 at all levels.
 * Souls are now worth armor and ability power, changed from 0.75 at all levels.


 * After 3 seconds, Tristana generates charges every 2 seconds (reduced by cooldown reduction) and can hold a maximum of 12.
 * Tristana attacks benefit from 30 / 45 / 60 / 75 / 90 % bonus attack speed at the expense of one charge per attack.
 * Static cooldown of 3 seconds.
 * renamed
 * 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.
 * Tristana's next basic attack against a champion deals 75 / 125 / 175 / 225 / 275 magic damage over 3 seconds.
 * 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.
 * Tristana's next basic attack against a champion deals 75 / 125 / 175 / 225 / 275 magic damage over 3 seconds.


 * 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 flatted to 5% at all levels from 2 / 3 / 4 / 5 / 6 % based on level.
 * The health gained will now be just shy of against small minions and monsters, but will superior against large minions, monsters and champions (rather than generally weaker until mid-late game).
 * Added scaling to damage.
 * Attack damage reduction changed to "The greater value between 10% and 10 / 15 / 20 / 25 / 30," without Trundle gaining twice that as bonus attack damage.
 * Incoming healing increased to 20 % at ranks from 8 / 11 / 14 / 17 / 20 % based on rank.
 * Added scaling to damage.
 * Attack damage reduction changed to "The greater value between 10% and 10 / 15 / 20 / 25 / 30," without Trundle gaining twice that as bonus attack damage.
 * 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.


 * After a 0.5 second delay, Twitch enters stealth for the next few seconds only being seen while moving away from an enemy champion within 700 range or by True Sight. While stealthed, Twitch gains 20% bonus movement speed. Casting spells or attacking will end his stealth prematurely. When Twitch unstealths, he gains bonus attack speed for 5 seconds.
 * Whenever Twitch kills an enemy, the amount of Deadly Venom stacks on them is shared among enemies within 75-units (rounded up).
 * Now displays the maximum potential damage in the tooltip.
 * A max-range indicator will now be visible when Expunge is available and there are poisoned enemy champions nearby.
 * Whenever Twitch kills an enemy, the amount of Deadly Venom stacks on them is shared among enemies within 75-units (rounded up).
 * Now displays the maximum potential damage in the tooltip.
 * A max-range indicator will now be visible when Expunge is available and there are poisoned enemy champions nearby.


 * Whenever I use my delicious Spirit Guard Udyr skin, I can't help but think it's just a visual upgrade. Udyr currently has an extremely small animation/particle pool, a tiny voice over with no stance-specific quotes, and his stance-changing features ugly icons that float about his head. Spirit Guard Udyr features the exact same personality as classic Udyr, but improves on everything just like a visual upgrade would - particularly in that his spirits now feature in his animations.
 * Whenever I use my delicious Spirit Guard Udyr skin, I can't help but think it's just a visual upgrade. Udyr currently has an extremely small animation/particle pool, a tiny voice over with no stance-specific quotes, and his stance-changing features ugly icons that float about his head. Spirit Guard Udyr features the exact same personality as classic Udyr, but improves on everything just like a visual upgrade would - particularly in that his spirits now feature in his animations.


 * Visual Upgrade
 * , and  are updated to use the new 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).
 * Udyr now uses energy. It costs 60 energy to enter a new stance, or 35 energy to re-enter the current 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.
 * Udyr's next attack has 650 range and causes Udyr to lunge at his target, dealing physical damage and briefly knocking back his target. The empowered attack will not carry over if Udyr switches stance.
 * Udyr's next attack has 650 range and causes Udyr to lunge at his target, dealing physical damage and briefly knocking back his target. The empowered attack will not carry over if Udyr switches stance.


 * Urgot is now melee (125 range).
 * Urgot now utilizes a chainsaw-like weapon.
 * (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 Heinous Wounds, rather than Noxian Corrosive Charge. Possibilities: Only locks on to targets with 5 stacks; or the lock-on range increases based on the number of stacks.
 * (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 Grievous Wound.
 * Varus will now restore health equal to 20% of the damage dealt to enemies within Desecrated Ground.
 * Chains can now spread from a snared target at any point over the 2 seconds, not just on impact. Mechanically, this could be achieved by having Chain of Corruption summon four invisible units around targets hit that last for 2 seconds - each unit connected to the target with visible tendrils that appear to be flailing while idle (to illustrate that they are always dangerous to go near). If an enemy champion comes within 550 units of one of the invisible units, it will lock-on and chase them for up to 2.5 seconds (increased from 2 seconds, which increases the effective tether range to 750 from 600).
 * Varus will now restore health equal to 20% of the damage dealt to enemies within Desecrated Ground.
 * Chains can now spread from a snared target at any point over the 2 seconds, not just on impact. Mechanically, this could be achieved by having Chain of Corruption summon four invisible units around targets hit that last for 2 seconds - each unit connected to the target with visible tendrils that appear to be flailing while idle (to illustrate that they are always dangerous to go near). If an enemy champion comes within 550 units of one of the invisible units, it will lock-on and chase them for up to 2.5 seconds (increased from 2 seconds, which increases the effective tether range to 750 from 600).
 * Chains can now spread from a snared target at any point over the 2 seconds, not just on impact. Mechanically, this could be achieved by having Chain of Corruption summon four invisible units around targets hit that last for 2 seconds - each unit connected to the target with visible tendrils that appear to be flailing while idle (to illustrate that they are always dangerous to go near). If an enemy champion comes within 550 units of one of the invisible units, it will lock-on and chase them for up to 2.5 seconds (increased from 2 seconds, which 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.
 * While off cooldown, Vayne will now see triangles under enemy champions that will indicate the direction they will be knocked in. These will change color depending on whether the target could potentially be stunned. (Such as orange to red).
 * 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.
 * While off cooldown, Vayne will now see triangles under enemy champions that will indicate the direction they will be knocked in. These will change color depending on whether the target could potentially be stunned. (Such as orange to red).
 * While off cooldown, Vayne will now see triangles under enemy champions that will indicate the direction they will be knocked in. These will change color depending on whether the target could potentially be stunned. (Such as orange to red).


 * Initial dash speed moderately increased.
 * Non-target enemies are now picked up, rather than pushed aside.
 * Picked up enemies will now only take damage if Vi reaches her target. Picked up enemies will also be thrown up in the air and punched into the ground.
 * 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."


 * Item reclassified as a basic trinket and can be upgraded into one of three advanced trinkets for 475g.
 * The trinket is now optional and can be returned to the store.
 * Optional: The trinket is now available to each of Viktor's allies (he is recruiting, after all).
 * Flavor text: Viktor uses his Hex Core to detect nearby technology.
 * Viktor emits a pulse from his staff that travels outward for units. Enemies champions hit by the pulse are revealed for 2 seconds (does not affect stealth). (60 second cooldown).
 * Item reclassified as a advanced trinket (requires level 9 to purchase).
 * Cost lowered to 475g from 1000g.
 * Technovoyance's cooldown is reduced to 45 seconds and sight duration increased to 5 seconds.
 * Item reclassified as a advanced trinket.
 * Cost lowered to 475g from 1000g.
 * Technoyance's range is increased to 5500.
 * Item reclassified as a advanced trinket.
 * Cost lowered to 475g from 1000g.
 * Technovoyance's will now reveal stealthed champions and grant Viktor True Sight for 10 seconds.
 * Technoyance's range is increased to 5500.
 * Item reclassified as a advanced trinket.
 * Cost lowered to 475g from 1000g.
 * Technovoyance's will now reveal stealthed champions and grant Viktor True Sight for 10 seconds.
 * Technovoyance's will now reveal stealthed champions and grant Viktor True Sight for 10 seconds.


 * ViktorSquare.png Evolving Technology
 * Viktor collects combat data while on the battlefield that feeds his real-time combat simulator. Viktor will gain 1 Data Fragment each time he slays a small minion or monster; 3 Data Fragments each time he slays a large minion or monster; and 10 Data Fragments each time he scores a kill or assist on a champion or epic monsters. Viktor gains 0.3 Ability Power per Data Fragment. Upon reaching 75, 150, 300 and 600 Data Fragments, Viktor gains 1 Evolution Point that he can spend to upgrade one of his abilities.
 * The evolution system uses Kha'Zix's mechanic.
 * Damage is now dealt instantly and missile speed for the shield is substantially increased.
 * Visual effect changed to instantly drawing power from the target, instead of throwing a device.
 * Shield strength increased to 40 / 70 / 100 / 130 / 160 from 32 / 50 / 68 / 86 / 104.
 * Shield duration reduced to 1.5 seconds from 3 seconds.
 * Viktor gains 20% bonus movement speed and immunity to crowd control effects while the shield holds.
 * Viktor places a contraption on the ground at the target location that protracts and arms after a brief delay, drastically increasing gravity in a 150 / 175 / 200 / 250 / 275 radius area. Enemies within the field are slowed by 30 % and are grounded. Being grounded prevents the target from using relocation abilities, such as dashes and leaps (regardless of how they are targeted). Hastes are not restricted.
 * Cast range increased to 825 from 625.
 * Enemies standing Gravity Field will generate stacks every 0.5 seconds. Upon reaching 3 stacks, enemies will become stunned for 1.5 second.
 * Now moves at normal speed when near to a Gravity Field, as well as Viktor.
 * Enemies will always be silenced for 0.5 seconds the first time they are damaged by Chaos Storm.
 * Now moves at normal speed when near to a Gravity Field, as well as Viktor.
 * Enemies will always be silenced for 0.5 seconds the first time they are damaged by Chaos Storm.
 * Enemies will always be silenced for 0.5 seconds the first time they are damaged by Chaos Storm.


 * 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.
 * (rework)
 * (Innate)
 * Idea 1: 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.
 * Idea 2: Warwick's basic attacks cause his target to bleed, taking 3 (+level) magic damage per second for 4 seconds while granting sight of them.
 * (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.


 * Xerath's new ultimate destroyed my fantasy for Xerath. Long-ranged artillery is my fantasy for Kog'Maw, not Xerath. My fantasy for Xerath was being the eye of the storm - tearing away at the front-line or anything close enough. In its current state, Rite of the Arcane feels gimmicky; a bad version of ; potshotting for a cheeky kill. Also, strengthening the rest of his kit to work independantly of his ultimate was not what players had in mind when they said they disliked always waiting for his ultimate - I'd honestly rather his old system to what is currently—essentially—two separate damage rotations on the same champion. Colour-me-butthurt, but these are more ideal directions for me:
 * Xerath's new ultimate destroyed my fantasy for Xerath. Long-ranged artillery is my fantasy for Kog'Maw, not Xerath. My fantasy for Xerath was being the eye of the storm - tearing away at the front-line or anything close enough. In its current state, Rite of the Arcane feels gimmicky; a bad version of ; potshotting for a cheeky kill. Also, strengthening the rest of his kit to work independantly of his ultimate was not what players had in mind when they said they disliked always waiting for his ultimate - I'd honestly rather his old system to what is currently—essentially—two separate damage rotations on the same champion. Colour-me-butthurt, but these are more ideal directions for me:

Balance Changes= Rework= Rework + New Ultimate=
 * 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.
 * 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.
 * Benefits from 50% bonus-MR penetration.
 * 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.
 * Benefits from 50% bonus-MR penetration.
 * Radius of effect increased to 200 from ?.
 * (new W)
 * Xerath surrounds himself with an arcane barrier for 1.5 seconds, the next hostile ability to strike him. If Xerath successfully absorbs 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.
 * 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.
 * Benefits from 50% bonus-MR penetration.
 * Radius of effect increased to 200 from ?.
 * Benefits from 50% bonus-MR penetration.
 * Radius of effect increased to 200 from ?.
 * (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.
 * Cast Range: Global
 * Cooldown: 120 / 100 / 80
 * Beam Movement Speed: 360 / 380 / 420


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


 * The wall now "intercepts" projectiles, as with . The wall is classified as a champion for collision purposes. This change only affects abilities that explode on collision, as they will now detonate upon hitting the wall rather than being destroyed entirely.
 * The wall now "intercepts" projectiles, as with . The wall is classified as a champion for collision purposes. This change only affects abilities that explode on collision, as they will now detonate upon hitting the wall rather than being destroyed entirely.
 * The wall now "intercepts" projectiles, as with . The wall is classified as a champion for collision purposes. This change only affects abilities that explode on collision, as they will now detonate upon hitting the wall rather than being destroyed entirely.


 * Almost entirely Willbachbakal's rework.
 * Almost entirely 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.
 * 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.
 * (Q)
 * Zilean hurls a bomb at the target location that will bind itself to the nearest champion to the impact site. If no champion is hit, the bomb will remain on the ground and will bind itself to the first champion to walk nearby. The bomb detonates after 4 seconds, dealing magic damage to all enemies in a 330-unit area. Champions can only carry a single bomb at a time.
 * The area of effect is visible at all times, similar to Chum the Waters.
 * (W)
 * Zilean creates a temporal disturbance at the target area and begins channeling, increasing the radius of effect, damage and stun duration of Temporal Fold over the next 2 seconds. After 3 seconds, Temporal Fold is put on cooldown and half the cost is refunded.
 * Zilean allows the temporal disturbance to wink out of existence, dealing between 60 / 90 / 120 / 150 / 180 and 120 / 180 / 240 / 300 / 360  magic damage and stunning all enemies within a 50-375 radius area for between 0.75-1.5 seconds. An area recently affected by Temporal Fold cannot be targeted by another Temporal Fold.
 * 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.
 * (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.
 * Health regained changed to 200 / 350 / 500 health from 600 / 850 / 1100.
 * Health regained changed to 200 / 350 / 500 health from 600 / 850 / 1100.


 * Cooldown reduction now applies on-hit instead of on-cast.
 * Cooldown reduction now applies on-hit instead of on-cast.
 * Cooldown reduction now applies on-hit instead of on-cast.

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)

Basic Items

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


 * 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.


 * 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.


 * 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 ally dies, you mark their killer and gain attack damage and  ability power for 10 seconds. If you take down their killer, your 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.


 * 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 4 minutes and Vision Wards have 7 health.
 * At level 9 gains Your Stealth Wards now last for 4 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 a 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 a ward is destroyed nearby and your wards will regenerate if not attacked for 10 seconds.


 * 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.


 * (new item, same face)
 * New trinket (no cost)
 * For the next 7 seconds, you reveal a large cone in the direction you're facing. (1300 length, 40º, 120 second cooldown).
 * Transforms in after killing 30 neutral monsters.


 * (new item, same face)
 * For the next 7 seconds, you reveal a large cone in the direction you're facing. (2500 length, 40º, 60 second cooldown).

Other Items

 * 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.


 * 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: +
 * 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.


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


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


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


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


 * 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: +


 * Combine cost reduced to 300 from 700.
 * Total cost reduced to 2100 grom 2500.
 * Health reduced to 400 from 500.
 * 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.


 * 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.


 * 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.
 * Can now be used to remove suppression.


 * 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.
 * 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%)