User blog:Emptylord/Sandbox/Custom Patch Notes

Below you will find a compilation of balance changes, reworks and nfeew features that I have conceived for League of Legends.

PVP.net

 * General
 * ARAM game mode renamed to All Random.
 * Custom Games using the All Random game mode will now feature the same system as match-made All Random (namely re-rolls). Reroll credit will be earned so long as the teams are even and a minimum game time has passed.
 * Assassins are now called Rogues, to distinguish between the ability to assassinate and a mobile-DPS.
 * and are no longer classified as Assassins/Rogues.
 * ARAM, One For All, U.R.F. and other game modes that are prone to "buzzkill champions" will now disable the last champion you played for a number of games. For example, playing Nidalee on ARAM will disable Nidalee on ARAM for the next 10 games.


 * 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.


 * 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)


 * 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:


 * Emptylord_MagmaChamber.pngMagma Chamber 2v2 Preview.jpeg Chamber (inspired 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 physical entering the spawn area.


 * Emptylord_ProvingGrounds.pngng Grounds (inspired 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.


 * 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.
 * 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.
 * In Ranked Solo/Duo, there is now a 15 second discussion period that takes place prior to the banning phase. During this time, summoners can instantiate trades to switch positions in the queue.
 * In non-Ranked games, the Captain 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).


 * 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).

Metagame

 * 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.
 * The initial spawn on the jungle is now 5 seconds earlier.
 * Physical damage dealt to towers on basic attacks changed from plus the highest between  and  to either:
 * physical damage and magical damage, or
 * physical damage plus the highest between physical damage and  magical damage.
 * Additionally, will now work on towers.


 * 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.
 * Items
 * 0.2% -, , , (instead of 0.4/0.6)
 * 0.4% -, , , , (instead of 1/1.4)
 * 0.6% -, , , , , (instead of 1.4/1.6/2)
 * 0.8% -, (instead of 2.4)
 * 1.0% -, (instead of 3)
 * on-kill mana restoration removed.
 * Mana Font replaced with If you lack sufficient mana to cover the cost of an ability, you will pay the excess with health. Health costs can be made at any health value but cannot cause lethal damage (the caster will always be left at 1 health).
 * Abilities
 * is unchanged.
 * now grants 2 % at all ranks instead of 7 / 10 / 13.
 * would need reworking.
 * Veigar replenishes mana equal to % of the damage dealt by his abilities (one-third effectiveness on Dark Matter).
 * Veigar does not have any base mana regeneration. Instead, he gains 0.2% mana regeneration for every 5% of mana he's missing.
 * now grants 0.4% instead of 1.
 * Other
 * will now grant 1.5% for 15 seconds instead of 6.
 * will now grant 0.75% instead of 5 + 0.5%.
 * will continue to grant 0.2%.


 * 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 ).

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, however (with the exception of ).
 * All abilities that bounce to additional targets, such as, will fizzle upon hitting a Spell Shield. (Currently Bouncing Blade will fizzle; Dark Wind will not).
 * 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 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 abilities that trigger secondary effects on targets hit will not 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 on-hit effects and attack modifiers that apply spell effects will now specify the fact in their tool-tip, or they functionality removed.
 * All auto-targeted abilities are no incapable of hitting unseen/stealthed targets, unless specifically stated/thematically appropriate (such as Twin Shadows).


 * Crowd Control
 * The terms Root and Immobilize will replace all instances of Snare.
 * Fear no longer causes champions to move around randomly. — V4.3
 * Grounded, a new type of crowd control added to Kog'Maw, Singed, Viktor and possibly Kassadin. A grounded enemy is unable to activate dashes, jumps and blinks, but are still able to move. Hastes are not disabled. The act of being grounded will also interrupt in-progress dashes and jumps, as if it were a knockup.


 * 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 body-block projectiles.
 * Pass-through projectiles will be destroyed upon hitting Alistar, similar to.
 * Any ability that has a secondary effect will now trigger upon hitting Alistar. For example, the detonation of or ; the dropping of ; and the bouncing of  or .  This is with the exception of abilities that bounce, which will be destroyed entirely. This change has also been applied to Wind Wall.
 * 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 body-block projectiles.
 * Pass-through projectiles will be destroyed upon hitting Alistar, similar to.
 * Any ability that has a secondary effect will now trigger upon hitting Alistar. For example, the detonation of or ; the dropping of ; and the bouncing of  or .  This is with the exception of abilities that bounce, which will be destroyed entirely. This change has also been applied to Wind Wall.
 * Any ability that has a secondary effect will now trigger upon hitting Alistar. For example, the detonation of or ; the dropping of ; and the bouncing of  or .  This is with the exception of abilities that bounce, which will be destroyed entirely. This change has also been applied to Wind Wall.


 * Can now be reactivated to melt the wall.
 * Can now be activated during as a self-centered area of effect.
 * Can now be reactivated to melt the wall.
 * Can now be activated during as a self-centered area of effect.
 * Can now be activated during as a self-centered area of effect.


 * 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 timer-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 timer-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.


 * 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.


 * Similar to / and /, Twin Fang will check if there's mid-animation s and s for the purposes of reducing its cooldown.
 * Similar to / and /, Twin Fang will check if there's mid-animation s and s for the purposes of reducing its cooldown.
 * Similar to / and /, Twin Fang will check if there's mid-animation s and s for the purposes of reducing its cooldown.


 * 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.


 * 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.
 * 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.
 * Ezreal fires an additional homing bolt per stack of Rising Spell Force. Enemies can only be targeted by a single bolt.


 * Emptylord_FiddleFear.png
 * Fiddlestick's damaging abilities and basic attacks apply stacks of Doom to enemies hit with each instance of damage. At 3 stacks, crows will attack the target dealing 9 + (6 * level) true damage over 1.5 seconds. Enemy minions and neutral monsters within 1000 units passively generate stacks every second. Stacks will not begin accumulating again until after the 1.5 seconds.
 * Enemy minions and neutral monsters within range of Murder of Crows will be receive a greyed-out debuff that represents 0 stacks. The first stack is added after 1 second. Shadows will appear on the ground, encircling targets with stacks. 
 * 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.
 * Now deals 10 / 25 / 40 / 55 / 70 instead of 40 / 65 / 90 / 115 / 140
 * There is now a delay of 1 second before Lunge can be used again. The delay is reduced based on Fiora's bonus attack speed.
 * Lunge can now critically strike for bonus damage (as with ), or "Lunge will deal  bonus damage where X is half your critical damage percentage." (in the new crit system proposed above).
 * Magic damage changed to  from 60 / 110 / 160 / 210 / 260.
 * Will now prioritize the low health champions. Blade Waltz will prefer to bounce to at least 2 champions it hasn't yet damaged before returning to a target is has already damaged, although this is dependent on enemies in range - this is with the exception of the last hit, which will always be Fiora's original target. Remember Blade Waltz can target the same enemy multiple times in succession.
 * Lunge can now critically strike for bonus damage (as with ), or "Lunge will deal  bonus damage where X is half your critical damage percentage." (in the new crit system proposed above).
 * Magic damage changed to  from 60 / 110 / 160 / 210 / 260.
 * Will now prioritize the low health champions. Blade Waltz will prefer to bounce to at least 2 champions it hasn't yet damaged before returning to a target is has already damaged, although this is dependent on enemies in range - this is with the exception of the last hit, which will always be Fiora's original target. Remember Blade Waltz can target the same enemy multiple times in succession.
 * Will now prioritize the low health champions. Blade Waltz will prefer to bounce to at least 2 champions it hasn't yet damaged before returning to a target is has already damaged, although this is dependent on enemies in range - this is with the exception of the last hit, which will always be Fiora's original target. Remember Blade Waltz can target the same enemy multiple times in succession.
 * Will now prioritize the low health champions. Blade Waltz will prefer to bounce to at least 2 champions it hasn't yet damaged before returning to a target is has already damaged, although this is dependent on enemies in range - this is with the exception of the last hit, which will always be Fiora's original target. Remember Blade Waltz can target the same enemy multiple times in succession.


 * Active no longer applies Grievous Wound.
 * Active no longer applies Grievous Wound.
 * Active no longer applies Grievous Wound.


 * The cooldown of Parrrley is refreshed if it scores the killing blow on a neutral monsters.
 * 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.
 * 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.
 * 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.


 * (rework)
 * Whenever Gragas participates in a champion-kill, he offers all contributors a drink of his famous : restoring 12% of their respective maximum healths over the next 4 seconds.
 * Gragas hurls his cask at the target location, dealing 70 / 115 / 160 / 205 / 250 magic damage to all enemies in 250-radius area and slowing their attack speed for 3 seconds.
 * Barrel Roll is a now a toss, visually similar to his live ultimate. The barrel will cast a shadow on the ground while in the air, as with ; and it now explodes instantly.
 * Range: 950
 * Cooldown: 9 seconds
 * Cost: 70 / 80 / 90 / 100 / 110 mana
 * Gragas gains 10 mp5 every time he takes a drink, stacking up to 4 times.
 * Gragas begins spinning his cask atop his finger, shifting through the various brands, disabling his ability to attack or cast abilities. After 4 seconds or upon reactivation, Gragas will drink the highlighted cask: granting him a buff for 8 seconds. The individual buffs will overlap.
 * Gragas takes 10 / 15 / 20 / 25 / 30 % reduced damage.
 * Gragas gains 10 / 15 / 20 / 25 / 30 % bonus movement speed.
 * Gragas' basic attacks and Body Slam deal bonus physical damage equal to.
 * Cooldown: 6 seconds
 * Cost: None
 * Gragas charges forward, dealing 60 / 90 / 120 / 150 / 180 physical damage and slowing all enemies in an area around the first enemy he hits by 35% for 2.5 seconds. If Body Slam hits an enemy, the cooldown of Body Slam is reduced by 6 seconds.
 * Range: 600
 * Cooldown: 12 seconds
 * Cost: 75 mana
 * Gragas leaps up and slam-dunks his cask into the ground, dealing 150 / 250 / 350 magic damage and knocking away all enemies within a 400-radius area. Gragas is immune to crowd control during the leap.
 * Explosive Cask is now a point-blank area of effect, similar to and, but has a short-ranged leap that gives the ability some reach. The area of effect is centred slightly in front of Gragas' model. Explosive Cask can be used to clear very thin walls.
 * Range: 300
 * Cooldown: 100 / 90 / 80
 * Cost: 100 mana
 * Gragas leaps up and slam-dunks his cask into the ground, dealing 150 / 250 / 350 magic damage and knocking away all enemies within a 400-radius area. Gragas is immune to crowd control during the leap.
 * Explosive Cask is now a point-blank area of effect, similar to and, but has a short-ranged leap that gives the ability some reach. The area of effect is centred slightly in front of Gragas' model. Explosive Cask can be used to clear very thin walls.
 * Range: 300
 * Cooldown: 100 / 90 / 80
 * Cost: 100 mana


 * Alternate Abilities:
 * Gragas begins charging, rapidly increasing Barrel Toss' range while gradually slowing his movement speed by 30% over the next 0.75 seconds. After 1.5 seconds, Gragas will automatically hurl the barrel at the cursor.
 * The animation is similar to throwing a shot-put. The barrel's air time is the same regardless of range, and fairly quick. Bandle Brew will remove the self-slow on Barrel Toss. Barrel Toss will feel different to Piercing Arrow and Arcanopulse because of how it's paced and the fact it auto-fires.
 * Gragas hurls the cask at the target location... Same as the above.
 * A fun alternative to simply slowing the target's attack speed: "... and rendering them tipsy for 3 seconds. Tipsy causes projectile-based auto attacks to become linear, colliding skill shots, and for non-projectile-based autoattackers to have their attack speed slowed by 20 / 25 / 30 / 35 / 40 %."
 * Emptylord Mixing.png
 * Gragas begins mixing a his drinks over the next second, attempting to craft the perfect cocktail. Gragas can reactivate Drunken Rage during that time to down the cocktail, gaining buffs based on its current contents for 8 seconds. After 1 second or if reactivated at an undesirable stage in the mixing, Gragas downs a soured drink - silencing himself for 4 seconds.
 * Gragas gains increased mana regeneration.
 * Gragas gains increased movement speed, in addition to the above.
 * Gragas' basic attacks and Body Slam deal bonus physical damage based on his AP, in addition to the above.
 * Soured.
 * Gragas gains % damage reduction, in addition to the above.
 * Soured.
 * Gragas gains % damage reduction, in addition to the above.


 * Karma is a mess. Her relaunched kit is a horrible mixture of ranged and melee abilities that do not compliment one another. Her numbers have also been inflated to the point of being overpowered to compensate her lack of four abilities, which makes her incredibly frustrating to play against (even if that isn't often). Focused Resolve is also an incredibly toxic mechanic, as far as tethered abilities go. With this rework, I've reverted her long-ranged harass in favour of more in-the-fray power (particularly on her shield).
 * Karma is a mess. Her relaunched kit is a horrible mixture of ranged and melee abilities that do not compliment one another. Her numbers have also been inflated to the point of being overpowered to compensate her lack of four abilities, which makes her incredibly frustrating to play against (even if that isn't often). Focused Resolve is also an incredibly toxic mechanic, as far as tethered abilities go. With this rework, I've reverted her long-ranged harass in favour of more in-the-fray power (particularly on her shield).


 * 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.
 * No longer slows enemies hit.
 * (RQ)
 * Karma unleashes a flurry of energy in a cone before her, healing herself and all allies hit by 40 / 60 / 100 / 180 . 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 and slowing them by 40 / 45 / 50 / 55 / 60 % for 1.5 seconds. Allies within 600 units of the target are shielded for the same amount for up to 4 seconds and are hasted by 40 / 45 / 50 / 55 / 60 % for 1.5 seconds.
 * (RE)
 * Karma shields the target ally from the next 80 / 120 / 200 / 360 damage for up to 4 seconds and hastes them by 60% for 1.5 seconds. Enemies within 600 units of the target take the same amount as magic damage and area slowed by 60% for 1.5 seconds.


 * Kassadin is now immune to crowd control while the shield is active.
 * See below:
 * Damage now scales with missing mana, which is calculated before the mana restoration.
 * The empowered attack will apply spell effects.
 * Mana ratio changed to from.
 * Now has a ratio.
 * Stack system no longer adds bonus damage.
 * Each cast still indirectly increases the damage of the next cast by costing additional mana (missing mana scalings).
 * "Each cast of Riftwalk gives Kassadin a stack of Mana Burn that lasts for 12 seconds, or for 6 seconds if Kassadin strikes an enemy champion. Each stack of Mana Burn doubles the cost of subsequent Riftwalks, stacking up to 4 times."
 * Variant 1) The pseudo-silence is removed from Null Sphere and Nether Blade is given a "brief interrupt".
 * Variant 2) Null Sphere now grounds targets, instead of pseudo-silecne.
 * Each cast still indirectly increases the damage of the next cast by costing additional mana (missing mana scalings).
 * "Each cast of Riftwalk gives Kassadin a stack of Mana Burn that lasts for 12 seconds, or for 6 seconds if Kassadin strikes an enemy champion. Each stack of Mana Burn doubles the cost of subsequent Riftwalks, stacking up to 4 times."
 * Variant 1) The pseudo-silence is removed from Null Sphere and Nether Blade is given a "brief interrupt".
 * Variant 2) Null Sphere now grounds targets, instead of pseudo-silecne.
 * Variant 2) Null Sphere now grounds targets, instead of pseudo-silecne.

Version 1=

Version 2=


 * (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.


 * (remake)
 * 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.
 * 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.
 * 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.


 * (passive)
 * Version 1: The radius for an target to be considered isolated has been doubled.
 * Version 2: A target is considered to be near an ally if any part of their isolation-areas overlap, changed from whether the champions center is inside the isolation-area of another ally.
 * Version 2: A target is considered to be near an ally if any part of their isolation-areas overlap, changed from whether the champions center is inside the isolation-area of another ally.


 * The bonus range is now also applied to . This change is redundant if Caustic Spittle becomes a skill shot.
 * 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.
 * The bonus range is now also applied to . This change is redundant if Caustic Spittle becomes a skill shot.
 * 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.
 * 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.


 * 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.
 * Leona now reveals herself when she casts the ability.
 * 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.
 * 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 (rather than pivot 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 (rather than pivot 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 (rather than pivot 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.
 * Optional: Sap Magic will now also increment whenever mana is spent (toggles).
 * The empowered attack will now also replenish 7% of Maokai's maximum mana.
 * Optional: Sap Magic will now also increment whenever mana is spent (toggles).


 * 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 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.


 * 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.


 * Base damage reduced to 40 / 75 / 110 / 145 / 180 from 55 / 95 / 140 / 185 / 230
 * Damage modifier increased to 350% from 250%.
 * Maximum damage changed to 140 / 245 / 350 / 455 / 560 from 138 / 238 / 350 / 463 / 575.
 * 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.
 * Attack speed duration lowered to 5 seconds from 7 seconds.
 * 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.
 * Attack speed duration lowered to 5 seconds from 7 seconds.


 * 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 tweaks)
 * 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. — V4.5
 * Channel time reduced to 0.5 seconds from 2 seconds.
 * Drop time reduced to 1 second from 1.5 seconds. — V4.5


 * (minor rework)
 * 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.


 * 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).
 * 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).


 * Will now trigger automatically if Quinn dies.
 * Will now trigger automatically if Quinn dies.
 * Will now trigger automatically if Quinn dies.


 * Emptylord_Equalizer.png
 * Each individual rocket will now obey terrain collision, similar to.
 * Each individual rocket will now obey terrain collision, similar to.


 * 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


 * 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.


 * In addition to being slowed, enemies standing upon Mega Adhesive 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.
 * In addition to being slowed, enemies standing upon Mega Adhesive 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.
 * In addition to being slowed, enemies standing upon Mega Adhesive 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.


 * Reworked in Emptylord SoPossum Digi-Art Entry SionSquare.jpg Sion the Nearly-Headless Axeman and AverdrianSquare.png Averdrian the Mind of Oblivion.
 * Reworked in Emptylord SoPossum Digi-Art Entry SionSquare.jpg Sion the Nearly-Headless Axeman and AverdrianSquare.png Averdrian the Mind of Oblivion.


 * Allies within the aura will deal 5 + (2.5 * level) bonus damage on their basic attacks and non-periodic abilities.
 * 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.
 * Allies moving in the same direction as Sona gain 40 bonus movement speed.
 * Allies affected by the aura will gain a particle effect that denotes increased movement.
 * 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.
 * Allies moving in the same direction as Sona gain 40 bonus movement speed.
 * Allies affected by the aura will gain a particle effect that denotes increased movement.
 * 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.


 * (minor changes)
 * 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.


 * (minor rework}}
 * 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.


 * 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.
 * Damage changed to 35 / 65 / 95 / 115 / 155 from 70 / 110 / 150 / 190 / 230
 * Factoring Transcendent, the minimum damage is /  /  /  /.
 * 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.
 * Slow duration increased to 2 seconds.
 * Damaged reduced to 45 / 85 / 125 / 165 / 205 from 70 / 115 / 160 / 205 / 250.
 * Spell width increased by 25%.
 * Damage per sphere lowered to 35 / 55 / 75 from 90 / 135 / 180.
 * Factoring Transcendent, the minimum damage per sphere is /  /.
 * Range increased to 750 from 675.
 * Damaged reduced to 45 / 85 / 125 / 165 / 205 from 70 / 115 / 160 / 205 / 250.
 * Spell width increased by 25%.
 * Damage per sphere lowered to 35 / 55 / 75 from 90 / 135 / 180.
 * Factoring Transcendent, the minimum damage per sphere is /  /.
 * 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.


 * 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.


 * 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.
 * 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.


 * 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).
 * 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).


 * The movement speed and damage are reduced each time she pushes a non-target unit out of the way.
 * Now has a maximum follow time of 3-5 seconds.
 * The movement speed and damage are reduced each time she pushes a non-target unit out of the way.
 * Now has a maximum follow time of 3-5 seconds.


 * Item reclassified as a basic trinket.
 * Viktor emits a pulse from his staff that travels outward for units. Enemies hit by the pulse are revealed for 3 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.
 * Whenever Viktor casts an ability or activates this trinket, he emits a pulse from his staff that travels outward for 3000 units. Enemies hit by the pulse are revealed for 3 seconds (does not affect stealth).
 * Places a Stealth Ward that lasts 180 seconds. (120 second cooldown). Limit 3 Stealth Wards on the map per player.
 * Item reclassified as a advanced trinket.
 * Cost lowered to 475g from 1000g.
 * Whenever Viktor casts an ability or activates this trinket, he emits a pulse from his staff that travels outward for 3000 units. Enemies hit by the pulse are revealed for 3 seconds (does not affect stealth).
 * Reveals small location within 3500 range for 1 second. (120 second cooldown). Enemy champions hit will be revealed for 5 seconds (does not affect stealth).
 * Item reclassified as a advanced trinket.
 * Cost lowered to 475g from 1000g.
 * Whenever Viktor casts an ability or activates this trinket, he emits a pulse from his staff that travels outward for 3000 units. Enemies hit by the pulse are revealed for 3 seconds (does not affect stealth).
 * Summons a drone at the target location for 10 seconds (X range). The drone reveals and disables all invisible traps and wards within an X unit radius. (90 second cooldown). Additionally, you gain true sight for 10 seconds.
 * Item reclassified as a advanced trinket.
 * Cost lowered to 475g from 1000g.
 * Whenever Viktor casts an ability or activates this trinket, he emits a pulse from his staff that travels outward for 3000 units. Enemies hit by the pulse are revealed for 3 seconds (does not affect stealth).
 * Summons a drone at the target location for 10 seconds (X range). The drone reveals and disables all invisible traps and wards within an X unit radius. (90 second cooldown). Additionally, you gain true sight for 10 seconds.
 * Summons a drone at the target location for 10 seconds (X range). The drone reveals and disables all invisible traps and wards within an X unit radius. (90 second cooldown). Additionally, you gain 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. Additionally, Viktor gains 1 Evolution Point—which he can spend to upgrade one of his abilities—upon reaching 75, 150, 300 and 600 Data Fragments.
 * The evolution system uses Kha'Zix's mechanic.
 * Viktor is now shielded instantly.
 * 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.
 * In addition to being slowed, enemies standing within the Gravity Field 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.
 * No longer generates stacks or stuns targets.
 * 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)
 * 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.


 * Any ability that has a secondary effect will now trigger upon hitting the wall. For example, the detonation of or ; the dropping of ; and the bouncing of  or . This is with the exception of abilities that bounce, which will be destroyed entirely. This change has also been applied to Wind Wall.
 * Any ability that has a secondary effect will now trigger upon hitting the wall. For example, the detonation of or ; the dropping of ; and the bouncing of  or . This is with the exception of abilities that bounce, which will be destroyed entirely. This change has also been applied to Wind Wall.
 * Any ability that has a secondary effect will now trigger upon hitting the wall. For example, the detonation of or ; the dropping of ; and the bouncing of  or . This is with the exception of abilities that bounce, which will be destroyed entirely. This change has also been applied to Wind Wall.

Items

 * Trinkets
 * Selling a trinket before trinkets are enabled will not disable trinket usage.
 * All players will automatically begin with a.
 * Upgrading a trinket while it is on cooldown will no longer refresh the cooldown.


 * and
 * Now scale with time instead of level - up to 90 minutes.


 * Added to Summoner's Rift.
 * Active given the named item effect, "Incinerate", meaning it won't stack with.
 * Active given the named item effect, "Incinerate", meaning it won't stack with.

Removed= Upgrade=
 * rework
 * Removed.
 * Bonus movement speed reduced to 10% from 12%.
 * Now also grants the ability to ignore unit collision for the duration.
 * No longer grants the ability to ignore unit collision.
 * Critical strikes apply Grievous Wound for 3 seconds.
 * No longer grants the ability to ignore unit collision.
 * Critical strikes apply Grievous Wound for 3 seconds.
 * Critical strikes apply Grievous Wound for 3 seconds.
 * (Summoner's Rift and Howling Abyss version)
 * Recipe: +
 * Stats: 25 attack damage, 20% critical strike chance
 * UNIQUE Passive - Wicked Blades: Critical strikes causes your target to bleed for an additional 60% of your bonus AD as physical damage over 3 seconds.
 * New Recipe: +
 * Recipe: +
 * Stats: 40 attack damage, 30% critical strike chance
 * UNIQUE Passive - Wicked Blades: Critical strikes inflict Grievous Wounds and causes your target to bleed for an additional 60% of your bonus AD as physical damage over 3 seconds.
 * Stats: 40 attack damage, 30% critical strike chance
 * UNIQUE Passive - Wicked Blades: Critical strikes inflict Grievous Wounds and causes your target to bleed for an additional 60% of your bonus AD as physical damage over 3 seconds.


 * Unique passive now deals 60 bonus magic damage to monsters, instead of a 20% chance to deal 200 magic damage.
 * Unique passive now deals 60 bonus magic damage to monsters, instead of a 20% chance to deal 200 magic damage.


 * Unique passive now deals 100 (+3 per champion kill, assist or large monster slain) bonus magic damage per attack, instead of a 20% chance to deal 200 magic damage.
 * Damage to champions reduced to one-third from one-half.
 * Damage to champions reduced to one-third from one-half.


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


 * Now builds from: +
 * Now grants armor.
 * Buffs/debuffs the closest tower. Towers cannot be targeted more than twice in 7.5 seconds. 120 second cooldown.
 * Grants the closest allied tower 100% bonus attack speed and 50% splash damage for 8 seconds.
 * Reduces the closest enemy tower's damage by 80% for 8 seconds.
 * Reduces the closest enemy tower's damage by 80% for 8 seconds.


 * Now retains the Greed passive from (+2 gold per kill).
 * Now retains the Greed passive from (+2 gold per kill).


 * Now holds three 180 second Stealth Ward charges, but only 1 can be placed at a time.
 * Now holds three 180 second Stealth Ward charges, but only 1 can be placed at a time.

Offensive Aura= AD Aura=
 * New Recipe: +  + 450g = 2550g
 * Now grants 20% attack speed.
 * Revised Aura: Nearby allied champions gain +20% attack speed. Additionally, basic attacks and deal 15 bonus damage and restore 8 health. (1100 aura range)
 * Summons a beacon at the target location for 8 seconds that grants the passive aura to surrounding allies. The beacon's aura and the passive aura will stack. (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.
 * Revised Recipe: +  +  + 500g = 2550g
 * Aura now grants 20% attack speed.
 * Summons a beacon at the target location for 8 seconds that grants the passive aura to surrounding allies. The beacon's aura and the passive aura will stack. (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.


 * Can no longer be enchanted.
 * Can no longer be enchanted.


 * New Recipe: +
 * Revised Stats: 50% attack speed, 10% movement speed and 10% cooldown reduction.
 * Gains 45 movement speed
 * Can be enchanted.
 * Can be enchanted.

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% 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 3% of the damage dealt.
 * Greater Quintessence of Survival: Increases incoming healing effects by 3%.
 * Greater Quintessence of Salvation: Increases outgoing healing effects by 3%.


 * 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%)