User:Emptylord/MYMU My Additions




 * Movement speed adjusted to a 150 / 225 / 300 flat bonus from a 40% bonus.
 * Enemies killed by Kog'Maw's abilities 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 Sptittle to all enemies in a wide, off-centered oval behind them for 5 seconds. If the spittle hits an enemy, they also take 80 / 130 / 180 / 230 / 280 magic damage. Kog'Maw's basic attacks and  deal  to enemies marked with Caustic Spittle.
 * Cooldown: 8 seconds
 * Cost: 60 mana
 * Range: 1175
 * Bonus damage based on maximum health. Flat on-hit damage unchanged.
 * Cost removed.
 * Cooldown adjusted to from.
 * enemies hit and prevents enemies standing upon the trail from dashing or blinking. Grounds them.
 * Bonus damage based on maximum health. Flat on-hit damage unchanged.
 * Cost removed.
 * Cooldown adjusted to from.
 * enemies hit and prevents enemies standing upon the trail from dashing or blinking. Grounds them.
 * enemies hit and prevents enemies standing upon the trail from dashing or blinking. Grounds them.


 * Veigar permanently gains 1 ability power whenever he kills a unit, increased to 5 ability power against large units or champion kills and assists.
 * Passive removed.
 * Ability power on-kill removed.
 * Cost flattened to 50 from 60 / 65 / 70 / 75 / 80.
 * Radius changed to 100 from 112.5.
 * Ability power on-kill removed.
 * Cost flattened to 50 from 60 / 65 / 70 / 75 / 80.
 * Radius changed to 100 from 112.5.
 * Radius changed to 100 from 112.5.

New W= "In my Jayce rework, I turned Jayce into a melee-only duelist and after seeing Infinite Crisis' Arcane Supergirl, it inspired a Xerath rework that could absorb the scrapped ranged aspect of Jayce. I likely haven't hit the nail on the head for the specific inter-ability interactions, but the core mechanic is there."

- Emptylord


 * (Q)
 * Arcanopulse deals increase damage, true damage or benefits from bonus-magic penetration on the far-side of Arcane Wall.
 * Arcane Wall will refract Arcanopulse, causing it to deal damage in a cone on the far-side of the wall. The radius of the cone will be narrower the closer the wall is to Xerath with the maximum width at maximum range being the same regardless of proximity.
 * Arcanopulse is no longer channeled and is reverted to the pre-rework form - a ~0.5 second delayed, moderate range, line-nuke. Arcane Wall will extend Arcanopulse's range. As awesome as the new animation is, I feel this is probably the best route to get (perhaps in tandem with Idea 1).
 * (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 range is increased by 40%, the missile speed is increased by 30%, 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.
 * Activating Rite of the Arcane now fires the first shot and the ability can be cast up to 2 more times within the next 12 seconds at no additional cost. The ability is essentially reverted to the pre-rework form.
 * Xerath is slowed by 30% while he has charges. Xerath will use 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 ?.

I sort of want Xerath to have access to an URF-like steroid, so that have can fire multiple Arcanopulses in an extremely short window of time through the Arcane Wall. Perhaps: New W + E= New E + R=
 * Xerath gains % cooldown reduction as well as increasing his cap on cooldown reduction by the same amount.
 * Xerath gains % cooldown reduction as well as increasing his cap on cooldown reduction by the same amount.
 * Xerath gains 40% cooldown reduction for the next 12 seconds as well as increasing his cap on cooldown reduction by the same amount. During this time, he gains the ability to cast Arcane Barrage. Arcane Barrage can be cast as many times as is available.
 * Xerath calls down a blast of arcane energy to the target area that strikes after a 0.6-second delay, dealing  magic damage to all enemies within.
 * Cooldown:
 * Cost: 50 mana
 * 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 ?.
 * 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.
 * (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