User:Emptylord/2017 Patch Notes/Slayer

Bombardier
"tl;dr: Corki now uses Heat."

- Emptylord


 * General
 * Ranger
 * Now utilizes the Heat mechanic.
 * Corki's abilities have no cost. His secondary resource bar instead displays his Heat. Corki starts the game with 0 Heat and can have a maximum of 100. Corki will generate Heat whenever he casts an ability and will Overheat if he reaches 100, preventing him from casting his abilities for 6 seconds while his Heat depletes to 0. Heat will decay at a rate of 10 per second if Corki has not cast an ability in the last 4 seconds, increasing to 20 per second after 2.5 seconds.
 * Stats
 * Attack range reduced to 500 from 550.
 * Attack speed per level reduced to 1% from 2.3%.
 * Movement speed increased to 335 from 325.
 * Visual Upgrade
 * Corki's copter now has three distinctive weapons - the cannon, the gatling gun and the missile launcher.
 * Corki now possesses a back-up weapon which he uses while his copter is overheating.
 * Corki leans over the side of his ROFLCopter and uses a pistol.
 * Corki pops open the lid of his UFO and uses a laser gun.
 * (Innate)
 * Corki's copter grants him 20% bonus attack speed, which doubles to 40% while above 50 Heat. This bonus is lost entirely while overheated. For reference, Hextech Munitions still has the half-and-half.
 * (Q)
 * Range increased to 925 from 825.
 * Cost changed to 20 Heat from 60 / 70 / 80 / 90 / 100 mana.
 * Base damage reduced to from.
 * (W)
 * Moved to [W] instead of [E].
 * Active changed to a toggle.
 * Cost changed to 5 heat per half second that increases to 10 after 5 seconds from 50 mana.
 * Cooldown reduced to 10 / 9 / 8 / 7 / 6 from 16. The cooldown starts on toggle-off.
 * Damage reduced to 13 / 23 / 33 / 43 / 53 from 20 / 32 / 44 / 56 / 68.
 * Armor and magic resistance shred.
 * Gatling Gun can now critically strike - dealing 100% bonus damage. This is calculated per enemy hit and not across all enemies hit.
 * 26 / 46 / 66 / 86 / 106 . This is unaffected by modifiers from items.
 * (E)
 * Moved to [E] instead of [W].
 * Corki jettisons himself 500 units in the target direction, dealing magic damage in a cone behind him and slowing them by 50% for 1.5 seconds. Corki takes the opportunity to vents his copter's engine, reducing his heat by 40.
 * Dash range reduced to 500 from 800.
 * Damage changed to an instantaneous 80 / 120 / 180 / 230 / 280 from 150 / 225 / 300 / 375 / 450  over 3 seconds.
 * Cost removed (previously 100 mana).
 * (E2)
 * No changes. Listed for reference - it hasn't been removed nor has it been changed to match the new Valkyre.
 * (R)
 * Cooldown changed to 10 seconds from a barrage system (2 second static; 12 / 10 / 8 second recharge time).
 * The cooldown of Missile Barrage is displayed on-screen and there is a Sweet Spot partway into the cooldown wherein Corki can active Missile Barrage to perform a Quick Reload, instantly refreshing the cooldown of Missile Barrage and readying a Big One for 5 seconds. If Corki attempts to Quick Reload and fails, his missile launcher locks up and the cooldown is extended to 10 seconds.
 * Corki cannot perform a Quick Reload while silenced or otherwise unable to activate abilities.
 * The Sweet Spot is ~0.5 seconds and starts around 4 seconds into the cooldown.
 * Corki cannot perform a Quick Reload during the first 0.5 seconds of the cooldown or the last 2 second cooldown, to accommodate for latency-related double-casts or trigger-happy clicking near the end of the cooldown.
 * Big Ones are no longer available every third missile and are only available on Quick Reloads.
 * Cost changed to 20 Heat from 20 Mana.
 * Damage type changed to physical from magic.
 * Damage changed to 80 / 130 / 180  from 100 / 180 / 260.
 * Big One damage changed to 120 / 195 / 270  from 150 / 270 / 390.

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.


 * General
 * Skirmisher
 * Ranged form.
 * ,, and
 * Abilities now use standard 5-5-5-3 skill point structure, including his ultimate not being available pre-6.
 * (Innate)
 * After activating an ability, Jayce gains 40 bonus movement speed and maximum attack speed (2.5) on his next 3 attacks within 3.5 seconds. These attacks deal a modified damage. This damage stacks additively with critical strikes. Growth refers to the non-linear level scaling.
 * (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, structure or the edge of the map, 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.
 * The radius of the explosion is increased by 41% if the blast strike the edge of the map or.
 * Range: Global
 * Cooldown: 30 seconds
 * Cooldown: 30 seconds


 * General
 * Ranger
 * Attack speed removed.
 * Enemies killed by Kog'Maw's abilities or by Bio-Arcane empowered attacks leave behind Digested Remains, which Kog'Maw can walk over to replenish.
 * Kog'Maw hurls a globule of spittle forward in a line that splatters on collision with an enemy or reaching maximum range, applying Caustic Spittle to all enemies in a wide, off-centered area behind them for 5 seconds. Think Yorick's Mourning Mist. Kog'Maw's basic attacks and deal  to enemies marked with Caustic Spittle. The enemy Caustic Spittle collides with is also dealt 80 / 130 / 180 / 230 / 280  magic damage.
 * Cooldown: 8 seconds
 * Cost: 60 mana
 * Range: 1175
 * Bonus damage based on maximum health. Flat on-hit damage unchanged.
 * Cost removed.
 * Actively grants % bonus attack speed.
 * Cooldown adjusted to from.
 * enemies hit.
 * Prevents enemies standing upon the trail from dashing or blinking. This is likely overkill.
 * enemies hit.
 * Prevents enemies standing upon the trail from dashing or blinking. This is likely overkill.
 * Prevents enemies standing upon the trail from dashing or blinking. This is likely overkill.


 * Lore
 * Title changed to The Chem Baron.
 * No longer dead and resurrected. He is now augmented, but still fundamentally alive.
 * His bisection at the hands of still occurred, but now occurred after his defection to Zaun and after he had already begun to modify himself.
 * While still a decorate war hero, his defection to become a kingpin of Zaun's criminal underword is not well received by his Noxian compatriots.
 * Stats
 * Base health reduced to 460 (+ 70) from 586.5 (+ 89).
 * Base health regeneration reduced to 2.5 (0.5) from 6.505 (+ 0.6).
 * Base mana increased increased to 320 (+60) from 312.4 (+ 55).
 * Base mana regeneration increased to 8.5 (+1) from 8.59 (+ 0.65).
 * Base attack damage increase to 65 (+5) from 54 (+3.6).
 * Base attack speed reduced to from.
 * Movement speed reduced to 300 from 335.
 * (Innate)
 * If Urgot has not taken damage in the last seconds, he begins to rapidly generate a shield, up to  after 5 seconds.
 * (Q)
 * Urgot fires three charges in quick succession that land sequentially along the target line. Vector casting. Each impact deals 75 / 120 / 165 / 210 / 255 physical damage to surrounding enemies, and enemies can be hit multiple times.
 * (W)
 * Urgot switches into Siege Mode, himself. While in Siege Mode, Urgot gains 450 bonus attack range and his attacks become colliding skill shots that deal 100% splash damage in an off-centered area on impact. Minions take 75% increased damage.
 * Attacks in this mode do not benefit from bonus attack speed, except for Growth and the Oppressive Fire bonus. Instead, his attacks deal 1% more damage per.
 * Siege Mode does not improve with rank in the traditional sense. Instead, each rank provides an empowerment.
 * If toggled-on for at least 2 seconds, Urgot gains 30% total movement speed for 3 seconds upon toggle-off.
 * Attacks deal 30% bonus damage to targets after travelling at least 675 units.
 * Increases by 20%.
 * Gain 90 additional attack range every 3 seconds while toggled, up to 450.
 * (E)
 * After a brief delay, Urgot empties a canister of powerful narcotic to cover a large conic area before him. Enemies within the gas are.
 * Quotes:
 * "I expect obedience!"
 * "Insubordinate wretches!"
 * "I will not be usurped by lackeys!"
 * "Insolence will not be tolerated!"
 * (R)
 * Urgot opens the vents of Zaun, sending a wave of Gray Gas plummeting down the target lane that originates from his Nexus. The gas lingers for seconds behind the main wave. The Gray Gas deals   physical damage every half second to enemies within its fumes. Deals 400% damage to minions, excluding champion-summoned units.
 * Urgot remarks globally when Vent the Stacks is activated, and a minimap icon is visible on the minimap (like Enchanted Crystal Arrow) that is visible to both teams.
 * Quotes:
 * "Purge!"
 * "Open the stacks!"
 * "Unleash the Grey!"
 * "By Zaun, be purged!"
 * While Urgot is within the game, his team's Nexus is replaced with a unique model that resembles a Zaunite factory. Urgot will feature quotes that remark on its construction, both positive and negative, upon first walking past it.


 * General
 * Ranger
 * Renamed The Darkin Bow.
 * Stats
 * Attack speed growth reduced to 0% from 3%.
 * (Innate)
 * Varus's attacks apply Blight for 6 seconds, stacking up to 3 times. Damaging an enemy with one of his abilities will detonate the Blight, dealing magic damage per stack detonated, capped at 360 against monsters.
 * Varus does not have any attack speed growth. Instead, he permanently gains per stack of Blight detonated on enemy champions.
 * (Q)
 * The channel is now interrupted by Disarming effects instead of Silencing effects, like.
 * Time to fully charge changed to (1.25 Attack Speed) seconds from 2.
 * Charge time is seconds at 0.658 attack speed and 0.5 seconds at 2.5 attack speed.
 * (W)
 * Varus fires an quick-moving arrow in the target direction that detonates upon impacting a champion, terrain or structure, scattering lesser bolts that home-in on all surrounding enemies within line of sight of the detonation. Varus does not need to have vision of targets, himself. Enemies hit take physical damage.
 * (E)
 * No longer applies.
 * Varus now gains sight of the area.
 * Varus can now attack targets within the area regardless of range.
 * (R)
 * Range is now calculated from edge-to-edge instead of from centre-to-centre.
 * Hitting a target with Chain of Corruption will now summon a number of Creeping Tendrils for 2 seconds. If an enemy comes within 550 units of a Creeping Tendril, it will lock-on and chase them for up to 2 seconds or until they move more than 600 units away.


 * General
 * Disruption
 * Base damage reduced to 25 from 35-205.
 * The damage is now increased by 1 per unit killed or 5 per champion de-constructed.
 * Rift detonation.
 * Now enemies hit directly and creates an unpathable area for 3.5 seconds. The width of the unpathable area is thinner than the damage area. The first enemy enemy who dashes or is knocked through the rift take 45 / 75 / 105 / 135 / 165  magic damage and very briefly slowed.
 * The ability now erupts from the ground instead of being hurled, and has a fixed delay of seconds that is telegraphed.
 * The ability now always knock enemies away from Vel'Koz's current position at the time of detonation.
 * The ability now erupts from the ground instead of being hurled, and has a fixed delay of seconds that is telegraphed.
 * The ability now always knock enemies away from Vel'Koz's current position at the time of detonation.
 * The ability now always knock enemies away from Vel'Koz's current position at the time of detonation.

New E + R= New W= The following rework takes into account the Jayce rework. New W + E=
 * Second cast delay increased to 0.5 seconds from ~0.25 seconds.
 * (reworked W)
 * Now uses a stock system (can hold up to 2) instead of a cooldown.
 * No longer deals increased damage at the epicentre.
 * No longer slows.
 * If an enemy champion is struct directly, the recharge timer on Xerath's next Arcane Barrage is reduced by half.
 * (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
 * Beam Movement Speed: 360 / 380 / 420
 * (Q)
 * Second cast delay increased to 0.5 seconds from ~0.25 seconds.
 * Arcanopulse ignores 50% of target's bonus magic resistance of targets on the far side of Arcane W.
 * (new W)
 * Xerath causes arcane energy to erupt from the ground at the target location, that expands into a wall perpendicular to his facing-direction with a brief arming time. The wall will persist for 3.5 seconds before collapsing. Enemies who pass through the wall are slowed by 20% and will take periodic magic damage, up to 90 / 135 / 180 / 225 / 270  if they remain in the wall for the full duration.
 * (E)
 * The stun duration is now fixed at 0.75 seconds.
 * Missile speed slightly reduced.
 * If the orb passes through Arcane Wall, the missile speed is increased by X%, the stun duration is increased to 1.75 seconds and the orb will now deal area of effect damage around the target. The stun remains single-target.
 * (R)
 * Cast range reduced to 2000 from 3200 / 4400 / 5600.
 * Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
 * No longer anchors Xerath in place and fires the first blast on the initial cast. The ability could apply a self-slow while active and reuse Arcanopulse's charging animation.
 * Damage changed per cast changed to 125 / 200 / 275 from 190 / 245 / 300.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Radius of effect increased to 200 from ?.
 * Second cast delay increased to 0.5 seconds from ~0.25 seconds.
 * (new W)
 * Xerath surrounds himself with an arcane barrier for 1.5 seconds, blocking the next hostile ability to strike him. If Xerath successfully blocks an ability, he can cast Overwhelming Power for the next 3 seconds.
 * - Xerath unleashes an orb of energy forward in a line that damages all enemies it passes through.
 * (new E)
 * Xerath calls forth arcane energy from the ground, which erupts after a 0.5 second delay - dealing magic damage and forming tethers with all enemies within a 200-radius area for 5 seconds. Tethered enemies are slowed by 60 / 65 / 70 / 75 / 80 %, but can break the tether by moving more than 400 units away.
 * Cast range reduced to 2000 from 3200 / 4400 / 5600.
 * Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
 * Can no longer be interrupted by crowd control. It is not considered a channel.
 * Xerath is now immune to displacement effects for the duration.
 * Damage changed per cast changed to 125 / 200 / 275 from 190 / 245 / 300.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Radius of effect increased to 200 from ?.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Radius of effect increased to 200 from ?.


 * General
 * Specialist
 * Satchel Charge will now scatter Hexplosive Mines hit by the explosion, hitting enemies they fly through. Mines are always knocked 400 units. Mines scattered could explode on impact with the ground - i.e. wasting them if they do not hit an enemy. This would be depending on whether the play here is dealing instantaneous area damage or increasing the area of control.
 * Satchel Charge will now scatter Hexplosive Mines hit by the explosion, hitting enemies they fly through. Mines are always knocked 400 units. Mines scattered could explode on impact with the ground - i.e. wasting them if they do not hit an enemy. This would be depending on whether the play here is dealing instantaneous area damage or increasing the area of control.

Mage

 * Automatically selects targets.
 * Ahri will now hurl a Fox-Fire on each of her next 3 basic attacks. The damage dealt by Fox-Fire will apply spell effects.
 * Damage penalty versus previously damaged enemies - i.e. full damage each time.
 * Each cast will now reset Ahri's attack timer.
 * Each cast will now reset Ahri's attack timer.
 * Each cast will now reset Ahri's attack timer.


 * (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.


 * Stats
 * Changed to manaless.
 * Now deactivates after 4 seconds of not striking a target.
 * Now deactivates after 4 seconds of not striking a target.


 * (Innate)
 * Renamed Burning Vengeance.
 * When defeated, Brand possess the enemy champion that defeated him: revealing them and causing them to take 20% increased magic damage for next 6 seconds. If the target is defeated while possessed, Brand is revived with health equal to . This cannot happen again for 180 seconds.
 * (W)
 * Pillar of Flame erupts a second time after a further seconds.
 * (E)
 * Secondary target selection now uses instead of.
 * Secondary targets now take 50% bonus damage.
 * Brand now is the fireball.
 * VFX updated to have a face within the fireball.
 * Not sure where it should place him when he's finished.
 * Pyroclasm will deal 400% damage to minions.
 * Pyroclasm will deal 400% damage to minions.


 * (Q)
 * Cost reduced to 20 mana from 20 / 26/ 32 / 38 / 44.
 * (W)
 * Renamed Veil of Mortality.
 * Mana cost reduced to 70 from 100.
 * Cooldown reduced to seconds from 18.
 * Wall now has a second arm time.
 * The first time an enemy passes through the veil they are for  seconds and have  converted into Grey Health. After taking no damage from Karthus for, or after a maximum of 5 seconds, the target's Grey Health is rapidly converted back into health. The veil will apply a  % slow within the first second, but decreases in strength thereafter to  % by the time the veil fades.
 * (E)
 * Range reduced to 300 from 425.
 * Mana cost per second reduced to 30 at all ranks from 30 / 42 / 54 / 66 / 78.
 * Toggle off effect.
 * Damage changed to 35 / 45 / 55 / 65 / 75 per half second from 30 / 50 / 70 / 90 / 110  per second.
 * Whenever an enemy dies within Defile, its range is permanently increased by 1, up to 200 bonus range. The amount of bonus range is increased to 5 for champion takedowns and large units.
 * Cooldown reduced to 180 / 150 / 120 from 200 / 180 / 160.
 * Mana cost reduced to 100 from 150 / 175 / 200.
 * Damage reduced to 150 / 300 / 450 from 250 / 400 / 550.
 * Damage is now increased to 250 / 500 / 750 versus target's below 35% of their maximum health.
 * 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.
 * Champions in range to hear Karthus directly will hear from the full selection of quotes.
 * Champions in range to hear Karthus directly will hear from the full selection of quotes.
 * Champions in range to hear Karthus directly will hear from the full selection of quotes.
 * Champions in range to hear Karthus directly will hear from the full selection of quotes.
 * Champions in range to hear Karthus directly will hear from the full selection of quotes.


 * General
 * Disruptor
 * Pending ideas.


 * General
 * Bombardier
 * Duration reduced to 3 seconds from 5 seconds.
 * Radius reduced to 200 from 350.
 * The radius now expands to 400 over the duration.
 * The radius now expands to 400 over the duration.


 * General
 * Disruptor
 * Stats
 * Mana changed to 350 (+50) from 384 (+60).
 * (Innate)
 * Each of Syndra's basic abilities are available at level 1 and cannot be ranked. Instead, at levels 1 / 3 / 6 / 9 / 12 / 15 / 18 she is presented with selections of Talents and from each she may choose one, including the choice of two distinct ultimate abilities at level 6. Each selection is only offered once and her decision is permanent.
 * (Q)
 * Damage changed to 10 + (20 × level) from 50 / 95 / 140 / 185 / 230.
 * Cost changed to 50 mana at all ranks from 40 / 50 / 60 / 70 / 80.
 * (W)
 * Damage changed to 10 + (20 × level) from 70 / 110 / 150 / 190 / 230.
 * Slow changed to 40% at all ranks from 25 / 30 / 35 / 40 / 45 %.
 * Cooldown reduced to 8 seconds from 12 / 11 / 10 / 9 / 8.
 * Cost reduced to 50 mana at all ranks from 60 / 70 / 80 / 90 / 100.
 * (R)
 * Damage on the cone. Damage is only dealt by being hit by a flying unit or sphere.
 * Damage changed to 10 + (20 × level) from 70 / 110 / 150 / 190 / 230.
 * Cooldown reduced to 12 seconds from 16 / 15 / 14 / 13 / 12.


 * Radius changed to 100 from 112.5.
 * Radius changed to 100 from 112.5.


 * Viktor shields himself for  for  seconds,  any damage he absorbs. For the next  seconds, Viktor's basic attacks are continuous beams that deal any    every  seconds. These attacks apply spell effects instead of on-hit effects. Once targeted, Viktor's attacks will continually damage the target while they remain in range and he can move.
 * Viktor shields himself for  for  seconds,  any damage he absorbs. For the next  seconds, Viktor's basic attacks are continuous beams that deal any    every  seconds. These attacks apply spell effects instead of on-hit effects. Once targeted, Viktor's attacks will continually damage the target while they remain in range and he can move.

Ranger

 * General
 * Disruptor
 * Pending ideas.


 * General
 * Specialist
 * Sun Discs now deal magical damage instead of physical damage, and will benefit from Azir's magic penetration.
 * While no soldiers are on the field, the icons of these abilities will be tinted red if Azir lacks the mana to cast both Arise! and the respective ability.
 * Passive bonus attack speed now benefits Sun Discs.
 * While no soldiers are on the field, the icons of these abilities will be tinted red if Azir lacks the mana to cast both Arise! and the respective ability.
 * Passive bonus attack speed now benefits Sun Discs.
 * Passive bonus attack speed now benefits Sun Discs.


 * Stats
 * Base movement speed increased to 345 from 328.
 * (Innate)
 * Cassiopeia cannot purchase boots, but gains movement speed equal to as well as % Slow Resistance.
 * (Q)
 * Reapplication now:
 * Carries over any remaining damage, splitting it over the next 3 seconds.
 * Instantly deals any remaining damage.
 * (W)
 * Minimum range reduced to 250 from 500.
 * (E)
 * Cost reduced to 15 at all ranks from.
 * Base damage increased to 60 (+5) from 48 (+4).
 * Grace margin added for poison interaction with.
 * One of the following:
 * Mana refund adjusted to 60 at all ranks from.
 * Mana refund now occurs upon striking a poisoned target, instead of upon killing a unit.


 * Critical strikes causes your next cast of Blood Rush within 3.5 seconds to cost no mana.
 * Critical strikes causes your next cast of Blood Rush within 3.5 seconds to cost no mana.


 * General
 * Enchanter
 * Pending ideas.


 * General
 * Damage Annie.png Specialist
 * (Innate)
 * Kalista will execute target's below . Each time an enemy champion kills one of Kalista's allies, the threshold for execution stacks, up to, which resets upon being slain by Kalista. Kills against Kalista are not counted.
 * This is visually represented by multiple spears spearing through a target's bounty indicator, as well as the leftmost portion of a target's health bar being discoloured.
 * Kalista's basic attacks generate stacks of Martial Poise for seconds, up to 2. While at 2 stacks, Kalista can activate Pierce, which expends the stacks.
 * Kalista can input a movement command during the wind-up to dash in the chosen direction.
 * Cooldown, but Pierce cannot be activated except while primed. Similar to Ashe's Focus.
 * Passive.
 * The amount of damage that will be dealt by Rend is displayed as Pending Damage.
 * Valid target changed to any fallen ally from a living Oathsworn. Kalista can see the shades of allies fallen, and may target either a champion's shade or their icon on the UI.
 * The thrown ally is revived for 10 seconds, enabling them to seek vengeance. The target is revived with 100% of their maximum health and mana/energy.
 * Yorick doesn't need this ultimate any more.
 * and share the same resource - i.e. the souls. If Kalista revives her ally, Mordekaiser cannot revive them until after they fall once more. Likewise, if Mordekaiser enslaves them, Kalista cannot call upon them.
 * Valid target changed to any fallen ally from a living Oathsworn. Kalista can see the shades of allies fallen, and may target either a champion's shade or their icon on the UI.
 * The thrown ally is revived for 10 seconds, enabling them to seek vengeance. The target is revived with 100% of their maximum health and mana/energy.
 * Yorick doesn't need this ultimate any more.
 * and share the same resource - i.e. the souls. If Kalista revives her ally, Mordekaiser cannot revive them until after they fall once more. Likewise, if Mordekaiser enslaves them, Kalista cannot call upon them.


 * Enchanter
 * (Innate)
 * Lamb's attacks and damaging abilities inflict Grey Health instead of physical damage. If Kindred has not damaged a target in the last seconds, Grey Health is steadily converted back into health.
 * (Q)
 * For reference: The three arrows now deals Grey Health instead of physical damage.
 * (W)
 * Wolf's attacks dealing damage.
 * Wolf's attacks now consume of a target's Grey Health.
 * While Wolf's Frenzy is active, Kindred restore health equal to the Grey Health that Wolf consumes.
 * (E)
 * Bonus damage equal to 5% of target's maximum health.
 * For reference: The 40 / 75 / 110 / 145 / 180 (+ 20% AD) bonus damage is now Grey Health instead of physical damage.
 * Wolf consumes of the target's current Grey Health. Wolf's damage is applied after Lamb's.
 * Wolf is now accompanied by a larger arrow, to signify two effects (the larger arrow deals bonus damage while wolf consumes the Grey Health).
 * (R)
 * Kindred begins channeling, marking all enemy champions for death. Upon reactivation, Kindred deals damage too all visible enemy champions within line of sight based on how long they were visible and within line of sight during the channel, up to after 8 seconds. Losing vision or line of sight to a target will halt the Mark's progress and protect them from the killing blow, but will not remove progress. After 15 seconds, Mark of the Kindred will fire automatically.
 * Kindred's existing innate has been moved in essence to Kalista, and her ultimate to Aatrox.


 * Lucian's ability to critically strike.
 * Lucian has a 2% chance to trigger Lightslinger for every 1% of his Critical Strike Chance.
 * Second shot damage versus champions changed to 50% at all ranks from 40%-60% (based on level).
 * The second shot deals 1% bonus damage for every 1% of Lucian's bonus Critical Strike Damage.
 * Leading the target AI.
 * Lucian can now strafe while winding up the shot, altering the trajectory relative to his target.
 * Leading the target AI.
 * Lucian can now strafe while winding up the shot, altering the trajectory relative to his target.


 * (Q)
 * Physical damage reduced to from 20 / 40 / 60 / 80 / 100.
 * Now deals 20 / 40 / 60 / 80 / 100 magic damage, doubled on the second hit.
 * Critical strike versus second target.
 * Double Up can now critically strike, but this is only calculated versus the first target. This does not increase the magic damage.

"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 (2 attack speed) 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.


 * 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.
 * New idle animations while stealthed: classic Teemo will pull out one of his maps; Panda Teemo will crack a map out of a fortune cookie; Super Teemo will turn on his X-Ray vision; Astronaut Teemo will turn on his radar; etc.
 * 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 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.
 * (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.


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


 * (new Q)
 * Twisted Fate will attack twice on his next basic attack and generate a stack of Sleight of Hand, which stacks up to 3 times. The second attack deals per stack of Sleight of Hand and applies on-hit effect, but cannot critically strike. The stack is generated on-attack and the damage is calculated on-hit.
 * Twisted Fate will expend all his current Sleight of Hand stacks whenever an enemy champion attacks him to reduce the damage by one-third per stack.
 * Cooldown: 4 seconds
 * (new W)
 * Twisted Fate hurls a face-down card forward in a line that reveals itself upon hitting an enemy, dealing 40 / 60 / 80 / 100 / 120 magic damage to all enemies within a 100 radius area. Wild Card applies a different effect depending on the number of enemy champions who would be hit.
 * No Champions: Twisted Fate reveals a and refunds the cost of Wild Cards.
 * Single Champion: Twisted Fate reveals a and stuns enemies hit for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
 * Multiple Champions: Twisted Fate reveals a and slows enemies hit by 50% for 2.5 seconds.
 * Cooldown: 14 / 12 / 10 / 8 / 6 seconds
 * (new E)
 * Twisted Fate's basic attacks deal 10 / 20 / 30 / 40 / 50 bonus magic damage on-hit. Consecutive attacks against enemy champions within a 3.5 second period stack the damage up to 4 times.
 * While Twisted Fate has 4 stacks of Stacked Deck, he can activate Fold to blink 400 units in the target location at the expense of Stacked Deck. Fold will dodge.
 * No cooldown.
 * renamed Gamble.
 * renamed All In.


 * General
 * Rogue
 * Damage changed to at all levels from 2 / 3 / 4 / 5 / 6 based on level.
 * Twitch's critical strikes, unit kills and champion takedowns spread Deadly Venom stacks to all enemies within 185-radius of his target.
 * Twitch's critical strikes, unit kills and champion takedowns spread Deadly Venom stacks to all enemies within 185-radius of his target.
 * Twitch's critical strikes, unit kills and champion takedowns spread Deadly Venom stacks to all enemies within 185-radius of his target.


 * Now uses a stock system. Vayne can hold up to 2 charges of Tumble, with a 10 / 9 / 8 / 7 / 6 second recharge time. Vayne will instantly refresh a stack of Tumble when she triggers the third stack of Silver Bolts.
 * Now uses a stock system. Vayne can hold up to 2 charges of Tumble, with a 10 / 9 / 8 / 7 / 6 second recharge time. Vayne will instantly refresh a stack of Tumble when she triggers the third stack of Silver Bolts.

Rogue

 * Akali tracks her last two uses of Crescent Slash and Shadow Step. For each stored Crescent Slash, Akali gains  on-hit magic damage, and for each stored Shadow Step she gains   on-hit healing.
 * (Q)
 * Akali flourishes her kamas, dealing physical damage to all nearby enemies. Crescent Slash will trigger Twin Disciplines against all enemies hit.
 * Cooldown: 3.5 seconds
 * (W)
 * Akali rushes forward 300 units and gains 10 / 20 / 30 / 40 / 50 % bonus attack speed for 5 seconds. The attack speed stacks up to 3 times. Resets the attack timer.
 * Cooldown: 3.5 seconds
 * (E)
 * This ability cannot be ranked first.
 * This ability has four forms, based on the current state of.
 * Akali dashes to and through the target unit, applying one basic attack plus  bonus magic damage. 700 range.
 * Akali hurls an image of her kama forward in a line, dealing  magic damage to all enemies hit and causing them to bleed for 3 seconds, taking an additional 10 / 20 / 30 / 40 / 50  magic damage every second. Basic attacks against bleeding enemies will extend the duration by 1 second, up to 3 bonus seconds.
 * Akali the target enemy and blinks back 600 units, transporting the pair of them.
 * Akali next basic attack strikes three times and slows the target by 35% for 2 seconds. Each strike deals 10 / 20 / 30 / 40 / 50 physical damage, applies on-hit effects and can critically strike.
 * Cooldown: 8 seconds
 * (R)
 * Moved to ultimate.
 * Short blink.
 * Invisibility is now unbreakable, even while Akali is performing actions. Akali will shimmer whenever she performs an action that would usually break stealth.
 * Invisibility is now undetectable, even while Akali is near a source of true sight. Akali will persistently shimmer while near a source of true sight, but is not targetable.
 * Invisibility is now undetectable, even while Akali is near a source of true sight. Akali will persistently shimmer while near a source of true sight, but is not targetable.


 * Stats
 * Base mana increased to 300 from 265.6.
 * Mana regeneration growth increased to 0.8 from 0.6.
 * (Innate)
 * While Evelynn is within the game, a day-and-night dial is displayed on screen. Day lasts for 90 seconds and night lasts for 30 seconds. During the night, Evelynn’s abilities are empowered, she regenerates per second and gains stealth while out of combat. There is a 10 second twilight at the end of each phase to telegraph the pending transition.
 * (Q)
 * Renamed Black Tear.
 * The spikes will displace (Ground) enemies hit and remain as impassible terrain for 1 second.
 * Base damage removed (previously 40 / 50 / 60 / 70 / 80).
 * AD ratio changed to 60 / 70 / 80 / 90 / 100 % total AD from 50 / 55 / 60 / 65 / 70 % bonus AD.
 * AP ratio flattened to 60% from 35 / 40 / 45 / 50 / 55 %.
 * Cooldown increased to 2.5 from 1.5.
 * Cost reduced to 10 / 15 / 20 / 25 / 30 mana from 12 / 18 / 24 / 30 / 36.
 * (W)
 * Renamed Shadow Walk.
 * Instantly stealths Evelynn.
 * Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 15 at all ranks.
 * (E)
 * Evelynn's next basic attack digs her claws into her target, highlight a moon dial at her target's feet. Still applies . If she travels a full semicircle around her target, she rends her claws from them dealing 60 / 120 / 180 / 240 / 300 magic damage. After 0.75 seconds or if they move too far apart, the effect is interrupted and they take reduced damage, down to a minimum of 15 / 30 / 45 / 60 / 75 .  Evelynn cannot attack while her claws are in her target.
 * The triggering basic attack also slows her target by 30 / 40 / 50 / 60 / 70% for 0.5 seconds.
 * Cooldown: 2.5 seconds
 * Cost: 22 / 24 / 26 / 28 / 30 mana
 * (R)
 * Nightbringer's night duration is increased by 30 seconds per rank, up to a maximum of 60 / 90 / 120, with the day getting shorter at the same rate. At rank 3, night wholly eclipses the day.
 * Evelynn removes herself and the target enemy champion from the map and sends themselves both to a dark mirror of the battlefield with no other units for 3 seconds, placing them at their corresponding locations. At the end of the duration, they each placed at their corresponding locations within the real map. Dark Embrace can only be used at night.
 * Cooldown: 120 / 90 / 60
 * Range: 125


 * Fizz throws a fish toward the target location that lures in Chompers for the next 4 seconds, marking a 375-radius area and enemies within. If the fish collides with an enemy champion or an enemy champion walks directly over it after it has come to rest, they will pick it up, carrying Chum the Water's effects with them.
 * After 4 seconds, Chompers will erupt from the earth, dealing 150 / 300 / 450 magic damage and slowing all enemies within the area for 1.5 seconds. If the fish's holder falls below, Chompers will emerge early, executing them instantly.
 * Radius increased to 375 from 250.
 * Slow reduced to 20% from 50 / 60 / 70 %.
 * Bind duration increased to 4 seconds from 1.5 seconds.
 * Chompers will emerge from the ground early if his target falls below, executing them.
 * Chompers will emerge from the ground early if his target falls below, executing them.


 * (Innate)
 * Kassadin shields himself equal to the he expends, stacking with no upper limit. The shield will begin rapidly decaying after  seconds of not spending mana. While the shield holds, Kassadin's basic attacks deal   bonus magic damage.
 * (Q)
 * After a brief delay, Kassasin stabs forward, dealing 65 / 95 / 125 / 155 / 185 and  all enemies in a tapering line for  seconds.
 * COOLDOWN: 7 seconds
 * COST: 50 mana
 * Kassadin all enemies at the target location in the target direction. Kassadin will also be moved by Force Pulse.
 * COOLDOWN: 24 / 21 / 18 / 15 / 12
 * COST: 50 mana
 * (E)
 * Kassadin charges for up to 1.5 seconds, himself by 20% over the last 0.5 seconds of the charge. If Kassadin finishes charging or is, he automatically initiates the second cast.
 * Kassadin unleashes a slow moving sphere of void energy, dealing magic damage to enemies hit that is increased the longer Force Pulse was charged, up to the first second. Projectiles that collide with the wave are destroyed.
 * If Force Pulse was charged for at least 1 second, affected enemies are also by 40 / 45 / 50 / 55 / 60% for 0.5 seconds.
 * COOLDOWN: 9 seconds
 * COST:, based on time charged.
 * (R)
 * Active stacks named Void Hunger.
 * Kassadin will consume all stacks of Void Hunger whenever an enemy champion that he has dealt damage to within the last 3.5 seconds is killed, replenishing per stack consumed.
 * Kassadin will consume all stacks of Void Hunger whenever an enemy champion that he has dealt damage to within the last 3.5 seconds is killed, replenishing per stack consumed.


 * General
 * Skirmisher
 * Accommodation
 * is now applied by, and , such that they can only see who they're focused on.
 * Stats
 * Attack range increased to 175 from 125.
 * Damage type changed to true from magical.
 * Kha'Zix now heals for 20% of the damage dealt.
 * Can now be triggered against large monsters. Monsters are considered to have sight of Kha'Zix while they are leashed to him.
 * Radius of isolation increased to sight radius (~1300) 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.
 * 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.
 * 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. This will be unobtrusive, similar to Worked Ground.
 * No longer increases Kha'Zix's attack or cast range.
 * Heal at point-blank range.
 * Slow changed to a 50% slow that decays over 2 second from a 20% slow for 2 seconds.
 * Increased slow.
 * Two additional spikes.
 * The explosion radius is now moderately increased.
 * The enemy the spike collides is now for 4 seconds.
 * Range increased to 900 from 600.
 * No longer increases Leap's range.
 * Choose to evolve Active Camouflage.
 * Upon evolving each of his other abilities, Kha'Zix will automatically gain Evolved Active Camouflage.
 * The enemy the spike collides is now for 4 seconds.
 * Range increased to 900 from 600.
 * No longer increases Leap's range.
 * Choose to evolve Active Camouflage.
 * Upon evolving each of his other abilities, Kha'Zix will automatically gain Evolved Active Camouflage.
 * Choose to evolve Active Camouflage.
 * Upon evolving each of his other abilities, Kha'Zix will automatically gain Evolved Active Camouflage.
 * Upon evolving each of his other abilities, Kha'Zix will automatically gain Evolved Active Camouflage.


 * General
 * Specialist
 * (R2)
 * LeBlanc takes on the appearance of the target allied champions. This cannot be done while in combat with an enemy champion. Once selected, LeBlanc takes on their appearance for 30 seconds. The disguise is complete, including their emotes, current health and mana, as well as items and buffs. The disguise is broken upon casting a spell or attacking, or either her own or her disguise's health being dropped to 0.
 * Cooldown: 120 / 90 / 60 seconds


 * General
 * Bombardier
 * AP ratio increased to 50% from 40%.
 * No longer deals modified damage based on distance travelled.
 * Now deals between as bonus damage based on distance travelled.
 * Maximum damage changed to 50 / 75 / 100 / 125 / 150  from 150 / 225 / 300 / 375 / 450 . Damage reduced versus targets with less than 1000 / 1500 / 2000 / 2500 / 3000 health.
 * No longer deals 33% increased damage versus Hunted targets.
 * Increased damage versus low health enemies now only applies if the target is Hunted, otherwise the damage is no longer modified.
 * Damage removed.
 * Reduced cooldown mechanic improved to 1.5 / 1 / 0.5 / 0 from 1.5 at all ranks.
 * Cooldown reduction mechanic is now static (unaffected by CDR).
 * Heal removed.
 * Basic attacks while the effect is active will restore 10 / 20 / 30 / 40 / 50 health. Health restored is halved versus minions and cowardly monsters.
 * Attack speed is increased to 30 / 45 / 60 / 75 / 90% while below half health.
 * Nidalee will now always gain the effect regardless of who she targets, as with.
 * Swiping a Hunted target will deal 1% bonus damage for every 1% of the target's health that's missing and slow them by 50% for 0.5 seconds.
 * Basic attacks while the effect is active will restore 10 / 20 / 30 / 40 / 50 health. Health restored is halved versus minions and cowardly monsters.
 * Attack speed is increased to 30 / 45 / 60 / 75 / 90% while below half health.
 * Nidalee will now always gain the effect regardless of who she targets, as with.
 * Swiping a Hunted target will deal 1% bonus damage for every 1% of the target's health that's missing and slow them by 50% for 0.5 seconds.
 * Swiping a Hunted target will deal 1% bonus damage for every 1% of the target's health that's missing and slow them by 50% for 0.5 seconds.


 * General
 * Skirmisher
 * Zed's basic attacks will execute targets below 50 health. At level 11, the base execution threshold increases to 200 for lesser minions and monsters. Scoring a unit kill or champion assist by any means will restore 35 energy.
 * Shurikens beyond the first dealing only 50% damage.
 * Shadow shurikens deal only 50% damage.
 * Restoring energy for landing both copies of an ability against the same target.
 * Reactivation now costs 35 energy.
 * Storing magic damage.
 * Reactivation now costs 35 energy.
 * Reactivation now costs 35 energy.
 * Storing magic damage.
 * Reactivation now costs 35 energy.
 * Reactivation now costs 35 energy.