User:Emptylord/2017 Patch Notes/Sandbox

Juggernauts

 * General
 * Mage

Bombardiers
Version 1= 2=
 * General
 * Ranger
 * (Innate)
 * After casting an ability, Ezreal gains the ability to cast Mystic Shot for 3 seconds. Mystic Shot has no internal cooldown.
 * Ezreal fires a bolt of energy in a line, dealing 10 / 25 / 40 / 55 / 70  physical damage to the first enemy hit and applying on-hit effects.
 * Range reduced to 1000 from 1150.
 * (Q)
 * Ezreal unleashes three magical bolts that converge on the target locations and fan beyond it up to a maximum range, with each missile dealing  to the first enemy hit.
 * (Q)
 * Ezreal generates a stack of Rising Spell Force for 6 seconds whenever he lands an ability, up to 5.
 * Ezreal unleashes a homing bolt of arcane energy at the nearest enemy, dealing 75 / 125 / 175 / 225 / 275  magic damage. Ezreal will unleash an additional bolt per stack of Rising Spell Force.
 * (W)
 * Ezreal unleashes an orb of arcane energy that deals 70 / 115 / 160 / 205 / 250 magic damage to enemies it passes through. If Ezreal blinks into the path of the orb, it detonates, dealing its damage over a wide radius and restoring 42 / 69 / 96 / 123 / 150  health to surrounding allies. Enemies cannot be damaged twice.
 * (E)
 * Damage.
 * (R)
 * AP ratio reduced to 75% from 90%.
 * Base damage reduced to 150 / 300 / 450 from 350 / 500 / 650.
 * Damage reduction per enemy hit increased to 15% from 10%.
 * Non-champions no longer diminish the damage dealt.

Mages

 * (E)
 * Damage reflection.
 * If the barrier comes into contact with an enemy champion or large monster, it explodes, dealing 70 / 115 / 160 / 205 / 250 magic damage in a to surrounding enemies. This damage can trigger.
 * Basic attacks now deal splash damage in an off-centered area.
 * Basic attacks now non-champions units hit, with his attack target being  instead.
 * Basic attacks now non-champions units hit, with his attack target being  instead.


 * General
 * Disruptor

Rangers

 * General
 * Enchanter
 * Stats
 * Ranged increased to 425 from 125.
 * (I)
 * Kayle's basic attacks deal 100% splash damage over a 525-radius conic area that is shared among all secondary targets hit, with a minimum of 40% damage.
 * (Q)
 * Kayle marks a small radius around the current location of all nearby champions. After a brief delay, she strikes her blade into the ground, dealing magic damage and all enemies within each location. Kayle can move during the cast time, but cannot.
 * (W)
 * Kayle launches an image of her sword to the target location, shielding all nearby allies. Kayle can reactivate Reckoning for the next 3 seconds to dash to the sword's location.
 * (E)
 * Kayle's attacks deal bonus magic damage for the next 6 seconds. Holy Fervor will splash this damage, also.

"Things I'm trying to achieve by reworking Quinn: make Valor someone that summoners want to play as. I also wanted to play-up the ranger/hunter theme Quinn has buried (deep down); and given the direction I took Elise's rework, I also wanted to re-establish the notion of a champion that switches between a "softener" and an executioner. You can view the full discussion here."
 * General
 * Rogue

- Emptylord


 * Emptylord TagTeam.jpg Tag Team is now available at level 1 and can be ranked up to four times.
 * Ranks in Emptylord TagTeam.jpg Tag Team will improve the strength of Valor's abilities.
 * Quinn and Valor's abilities continue to share the same cooldown.
 * (Innate)
 * After using an ability, Quinn/Valor's next basic attack will deal  true damage.
 * As, this damage is increased by 1% for every.
 * As, this damage is increased by 1% for every.
 * / (Q)
 * Cooldown: 12 / 11 / 10 / 9 / 8 seconds
 * Quinn fires an explosive bolt from her crossbow, dealing 70 / 110 / 150 / 190 / 230 physical damage to the first enemy it hits and  them for 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds, while dealing 60% damage to surrounding enemies.
 * Valor dashes on his target, dealing 40 / 100 / 160 / 220 physical damage and applying on-hit effects.
 * / (W)
 * Cooldown: 20 / 17 / 14 / 11 / 8 seconds
 * Valor tracks the last 5 / 7.5 / 10 / 12.5 / 15 seconds of movement of all enemy champions on the field from above. All trail that falls within Quinn's vision (up to 1300 units) is revealed. The trail grows fainter with age to indicating the direction of movement.
 * Valor screeches shrilly, marking surrounding enemies as Vulnerable for 6 seconds while also causing minions and monsters to for 2 seconds. Attacks against Vulnerable enemies will consume the mark and apply  bonus damage.
 * / (E)
 * Cooldown: 12 / 11 / 10 / 9 / 8 seconds
 * Quinn rushes 650 units in the target direction. While rushing, she turns and fires 3 bolts to cover her retreat. The effect will end early if Quinn collides with terrain. Each bolt deals 40 / 60 / 80 / 100 / 120 physical damage and will prioritize the closest enemy within 450 units.
 * Valor gouges at her target, dealing 70 / 150 / 230 / 310 physical damage and reducing the target's movement speed by 60 / 65 / 70 / 75 / 80 %, which decays over 3 seconds.
 * Emptylord TagTeam.jpg Tag Team (R)
 * Cooldown: 8 seconds
 * Quinn gains 10 / 20 / 30 / 40 % bonus attack speed and 20 / 30 / 40 / 50 bonus movement speed for 3 seconds whenever she triggers.
 * Valor passively benefits from 20 / 40 / 60 / 80 % bonus attack speed and 20 / 30 / 40 / 50 bonus movement speed.
 * Quinn and Valor switch places. Quinn is a ranged marksman while Valor is a melee assassin.

Disruptors

 * General
 * Mage
 * (Innate)
 * Malzahar's periodically empowers his attacks to apply Malefic Visions, which deals  bonus magic damage over 4 seconds. If the target dies during this time, they pass Malefic Visions onto the closest enemy and spawn a Voidling.
 * (Q)
 * Malzahar spawns a Volatile Voidling that rolls forward in a line and explodes on contact with an enemy, colliding with terrain or at maximum range, dealing  magic damage to enemies in an area.
 * Ordained Assault stores 5 charges and can be held to continuously cast the ability. Individual charges are gained quickly.
 * (W)
 * Malzahar opens a wide portal to the void at the target location. After a second delay, an Colossal Voidling erupts from the ground dealing   magic damage to surrounding enemies before joining the nearest lane.
 * The Colossal Voidling's attacks deal 25 (+5level) magic damage in an off-centred area as well as  non-champions hit based on proximity as well as granting nearby minions 15%  bonus damage versus non-champions, including structures.
 * The Colossal Voidling's behaves like a minion and will prioritize objectives, only assisting champions based on the Call For Help mechanic.
 * (E)
 * Malzahar opens two portals on parallel pieces of terrain up to 1200 units apart, perpendicular to the way he is facing. Worm Hole will not cast unless a valid target is selected. After a second delay, a Burrowing Voidling hurtles between the portals that  enemies within the area and dealing   magic damage. The worm takes 3 seconds to pass by, blocking the area.
 * (R)
 * Unknown.

New innate= Exploration=
 * General
 * Willbachbakal
 * (Innate)
 * The strength of Morgana's abilities is modified by 1.5% for every, up to double against targets below.
 * (Q)
 * Root duration reduced to 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds at all ranks from 2 / 2.25 / 2.5 / 2.75 / 3 seconds.
 * Maximum root duration increased to 2.2 / 2.4 / 2.6 / 2.8 / 3.
 * (W)
 * Enemies are now slowed by 30 / 35 / 40 / 45 / 50 %, up to 60 / 70 / 80 / 90 / 99%.
 * Damage modifier mechanic is now attributed to Angel of Death, but otherwise remains unchanged.
 * (E)
 * Shield strength reduced to 40 / 80 / 120 / 160 / 200 from 70 / 140 / 210 / 280 / 350.
 * Maximum shield increased to 80 / 160 / 240 / 320 / 400.
 * (R)
 * Slow.
 * Damage reduced to 100 / 150 / 200 from 150 / 225 / 300.
 * Maximum damage implemented at 200 / 300 / 400.
 * Combined damage implemented at 400 / 600 / 800.
 * Stun duration reduced to 1 / 1.25 / 1.5 seconds from 3 seconds.
 * Maximum stun duration implemented at 2 / 2.5 / 3 seconds.
 * (I)
 * Morgana's presence torments the soil beneath her, dealing 10 + (2 * level) magic damage every half second to enemies within a 350-radius area. The area of effect gradually increases if Morgana is stationary, up to 700-units after 5 seconds, and will more rapidly return to 350 while moving. Tormented Soil deals double damage to enemies with impaired movement. Tormented soil lingers on the ground, shrinking to nothing over the next few seconds (3.25 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

Enchanters

 * General
 * Now utilizes instead of.
 * Soraka has 100 (+20) maximum Fury. This scales linearly, not with a Growth curve.
 * (Innate)
 * Soraka is offered a selection of allied champions with which she can bind herself too, which is available even while in combat. This bond lasts until recast, which has a 2 second static cooldown, but is ineffective if the duo move more than 1300 units apart.
 * Soraka gains Fury equal to 40% of the damage she or the target of Salvation deals, reduced to 8% versus minions and lesser monsters.
 * (Q)
 * (W)
 * Soraka heals all allied champions at the target location equal to her current Fury, consuming it.
 * (E)
 * Applies.
 * (R)
 * Soraka all enemy champions for 1 second.
 * Soraka is offered a choice between three wishes with each rank of Grace, which permanently empower her.
 * Astral Blessing now deals damage equal to 30% of the Fury consumed.
 * Maximum Fury is increased by 20 each time Astral Blessing is cast at maximum Fury.
 * Fury generation from Soraka's basic attacks increased to 100%, and 50% versus minions and lesser monsters.
 * Maximum Fury is increased by 20 each time Astral Blessing is cast at maximum Fury.
 * Fury generation from Soraka's basic attacks increased to 100%, and 50% versus minions and lesser monsters.

Wardens

 * For the next 4 seconds, Galio intercepts all hostile projectiles and stores  of all the damage he takes as Grey Health. After the 4 seconds, Galio restores health equal to his Grey Health.
 * Galio unleashes two gusts of wind forward that stop upon collision with terrain, forming two persistent areas that slow enemies within by 30 / 35 / 40 / 45 / 50%. Galio can control whether the two gusts converge to form a tapered area or fan outward. Enemies who dash or are knocked through the winds are and  for an increased 60 / 70 / 80 / 90 / 99% for  seconds.
 * Galio swells in size, becoming so massive that only his feet are visible from the ground. At this size, Galio can step over terrain but turning takes time and his footsteps carry him a minimum distance. Each foot functions as impassible terrain and all units they pass through, both allied and enemy.
 * Galio takes 90% reduced damage and is unable to use his basic abilities. His attacks are modified to become ground targeted effects that each applies damage, but his attack speed is reduced to a static.
 * Galio unleashes two gusts of wind forward that stop upon collision with terrain, forming two persistent areas that slow enemies within by 30 / 35 / 40 / 45 / 50%. Galio can control whether the two gusts converge to form a tapered area or fan outward. Enemies who dash or are knocked through the winds are and  for an increased 60 / 70 / 80 / 90 / 99% for  seconds.
 * Galio swells in size, becoming so massive that only his feet are visible from the ground. At this size, Galio can step over terrain but turning takes time and his footsteps carry him a minimum distance. Each foot functions as impassible terrain and all units they pass through, both allied and enemy.
 * Galio takes 90% reduced damage and is unable to use his basic abilities. His attacks are modified to become ground targeted effects that each applies damage, but his attack speed is reduced to a static.
 * Galio swells in size, becoming so massive that only his feet are visible from the ground. At this size, Galio can step over terrain but turning takes time and his footsteps carry him a minimum distance. Each foot functions as impassible terrain and all units they pass through, both allied and enemy.
 * Galio takes 90% reduced damage and is unable to use his basic abilities. His attacks are modified to become ground targeted effects that each applies damage, but his attack speed is reduced to a static.

Specialists

 * General
 * Zoning
 * Juggernaut


 * General
 * Zoning
 * Disruptor


 * General
 * Zoning
 * Ranger
 * Alpha Strike.png Trailblazer (I)
 * Teemo leaves a trail of sight in his wake that lingers for 3.25 seconds. If Teemo stands still and takes no action for 2 seconds, he enters that lasts until he moves. While in, Teemo's sight is unobstructed by terrain.
 * Bag of Tea item.png Blinding Powder (Q)
 * Teemo hurls a satchel of blinding power at the target location, dealing 70 / 105 / 140 / 175 / 210 magic damage and blinding all enemies hit.
 * (W)
 * Teemo gains up to 30 / 40 / 50 / 60 / 70 bonus movement speed based on the amount of time since his last attack, reaching the full bonus after 3 seconds.
 * Teemo gains 20 / 30 / 40 / 50 / 60 % bonus attack speed for 5 seconds.
 * (E)
 * Teemo's basic attacks and damaging abilities deal a bonus 10 + (5 * level) bonus magic damage over 4 seconds. When reapplied, the duration is refreshed and any remaining damage is carried across. The debuff will list the current damage per second.
 * Teemo unleashes a thin volley of five darts in a cone before him, each dealing 40 / 50 / 60 / 70 / 80 magic damage to the first enemy they hit. Each dart will only hit one enemy, and each enemy will only be hit by one dart. Omega Squad Teemo's knife is thrown here.
 * (R)
 * Teemo scatters seeds over the target 1000-radius area within 900 range that blossom after a brief delay into a large expanse of noxious traps. Each trap deals 50 / 100 / 150 magic damage and slows the first enemy to step on them for 1 second. Noxious traps last for 18 seconds. A huge, basically.