User:Emptylord/2017 Patch Notes/Support

Disruptor

 * Saboteur
 * Double damage to enemies stunned by or recently damaged by a fully formed.
 * Frostbite deals 1% bonus damage for every 1% that's the target's movement speed is reduced, increased to 100% bonus damage versus immobilized enemies.
 * Frostbite deals 1% bonus damage for every 1% that's the target's movement speed is reduced, increased to 100% bonus damage versus immobilized enemies.


 * On alternative maps, Bard will generates Chimes every 50 seconds.
 * Decreases the time to fully charge to 7 / 4 / 1 seconds (-3 per rank).
 * Decreases the time to fully charge to 7 / 4 / 1 seconds (-3 per rank).
 * Decreases the time to fully charge to 7 / 4 / 1 seconds (-3 per rank).


 * Stats
 * Base mana increased to 300 from 267.2.
 * Mana growth increased to 70 from 40.
 * (Innate)
 * Blitzcrank stores all mana he expends as grey mana. If Blitzcrank drops below, he converts all of his grey mana into a shield that decays over the next 6 seconds. If out of combat for at least seconds, Blitzcrank will rapidly consume his grey mana and restores  equal to % of the grey mana consumed.
 * COOLDOWN: 90 seconds
 * (Q)
 * Magic damage reduced to  from.
 * Stun.
 * Can now grab allied units.
 * Blitzcrank must spend the time to retract his fist even if he does not hit a target.
 * Cooldown reduced to from.
 * (W)
 * For the next 6 seconds, the cooldown of and  is reduced by 80% (doesn't stack with CDR) and he gains 70 / 75 / 80 / 85 / 90% bonus movement speed. The bonus movement speed decays over the duration, but the strength is refreshed whenever Blitzcrank damages an enemy champion. At the end of the duration, Blitzcrank is  by 30% for 1.5 seconds.
 * Cooldown increased to seconds from 15.
 * (R)
 * Blitzcrank locks his hands together for the next seconds then  all units—both allied and enemy—in front of him overhead, dealing   magic damage to enemies.
 * COOLDOWN:
 * COST: 50 mana
 * Blitzcrank charges champions he hits with his basic attacks or Rocket Grab, up to one at a time. Charged units are immune to Electro-Magnetic Position Adjuster.
 * Blitzcrank gathers energy for 1 second before engaging a powerful electro magnet that captures all surrounding units, locking them in around Blitzcrank for  seconds. The electro magnet will power down early if Blitzcrank dies.
 * COOLDOWN:
 * COOLDOWN:

"The following rework began as a simple change to Terrify - because the ability's animation looks bad ass compared to the actual effect. The change to his innate ability came at a later date to increase his eye-of-the-storm play pattern (i.e. a hyper-squishy mage goes balls to the wall)."

- Emptylord


 * Emptylord_FiddleFear.pngEssence Reaver item.png Dark Harvest
 * Fiddlestick's basic attacks and damaging abilities apply stacks of Doom to enemies hit with each instance of damage. At 3 stacks, crows will swarm the target dealing 9 + (6 * level) + true damage over 1.5 seconds to all enemies within a 175-radius area. All Doom stacks are lost if Fiddlesticks moves more than 1000 units away.
 * Fiddlesticks projects dread in a cone before him, harshly slowing all enemies hit by 75% for 2.5 seconds. The slow decays down to over the duration. Enemies facing him turn and flee for up to 2 seconds or if they move more than 750 units away from Fiddlesticks. Dread can be activated during Drain and the channeling of Crowstorm without interrupting.
 * Standing still or channeling for at least seconds grants Fiddlesticks  % bonus movement speed, that lasts for  seconds once he starts moving. Being immobilized will not trigger Dread, and will reset the timer.
 * 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. Additionally, Dark Wind will prefer to target enemies it hasn't yet damaged. (Implemented already).
 * Magic damage per half second lowered to 50 / 100 / 150 from 62.5 / 112.5 / 182.5.
 * Will now prioritize low health units, prioritizing champions of any health value over minions. Additionally, Dark Wind will prefer to target enemies it hasn't yet damaged. (Implemented already).
 * 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.


 * Mage
 * 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 Mark by the Storm on the target, a bolt of lightning will arc to a nearby enemies dealing the same damage and electrically charging them. The arced lightning will prioritize nearby enemies with the fewest marks.
 * Kennen gains 20 / 30 / 40 / 50 / 60 % bonus attack speed for 3 seconds whenever he applies 3 charges of Mark of the Storm to the same target.
 * Kennen sends a surge of electricity through all nearby enemies afflicted by Mark of the Storm, dealing magic damage per charge and consuming all the charges. If the target was at 3 charges, they are also stunned for 1 second.
 * A max-range indicator will be visible when Electrical Surge is available and there are marked enemy champions nearby.
 * Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.
 * Kennen sends a surge of electricity through all nearby enemies afflicted by Mark of the Storm, dealing magic damage per charge and consuming all the charges. If the target was at 3 charges, they are also stunned for 1 second.
 * A max-range indicator will be visible when Electrical Surge is available and there are marked enemy champions nearby.
 * Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.
 * Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.

No changes.
 * Enchanter


 * Mage

New innate= Minor changes= Minor rework=
 * The strength of Morgana's abilities is modified by 1% for every.
 * Root duration reduced to 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds at all ranks from 2 / 2.25 / 2.5 / 2.75 / 3 seconds.
 * Maximum root duration increased to 2.2 / 2.4 / 2.6 / 2.8 / 3.
 * Enemies are now slowed by 30 / 35 / 40 / 45 / 50 %, up to 60 / 70 / 80 / 90 / 99%.
 * Damage modifier mechanic is now attributed to Angel of Death, but otherwise remains unchanged.
 * Shield strength reduced to 40 / 80 / 120 / 160 / 200 from 70 / 140 / 210 / 280 / 350.
 * Maximum shield increased to 80 / 160 / 240 / 320 / 400.
 * Slow removed.
 * Damage reduced to 100 / 150 / 200 from 150 / 225 / 300.
 * Maximum damage implemented at 200 / 300 / 400.
 * Combined damage implemented at 400 / 600 / 800.
 * Stun duration reduced to 1 / 1.25 / 1.5 seconds from 3 seconds.
 * Maximum stun duration implemented at 2 / 2.5 / 3 seconds.
 * Damage reduced to 100 / 150 / 200 from 150 / 225 / 300.
 * Maximum damage implemented at 200 / 300 / 400.
 * Combined damage implemented at 400 / 600 / 800.
 * Stun duration reduced to 1 / 1.25 / 1.5 seconds from 3 seconds.
 * Maximum stun duration implemented at 2 / 2.5 / 3 seconds.
 * Base damage increased to 20 / 27.5 / 35 / 42.5 / 50 from 12 / 19 / 26 / 33 / 40.
 * Maximum damage is now dealt to targets ≤ 25% of their maximum health. Maximum modifier is unchanged.
 * Radius of effect reduced to 150 from 175.
 * The pool trails toward enemy champions that come within 1300 units of its center, creeping at 220-movement speed. The trail lasts for 5 seconds and its radius will expand from ~50 units to ~150 units over the first 2.5 seconds. After the pool dissipates, the trails will stop extending. The number of trails that can extend from the pool is equal to the number of opponents.
 * The pool trails toward enemy champions that come within 1300 units of its center, creeping at 220-movement speed. The trail lasts for 5 seconds and its radius will expand from ~50 units to ~150 units over the first 2.5 seconds. After the pool dissipates, the trails will stop extending. The number of trails that can extend from the pool is equal to the number of opponents.
 * (I)
 * Morgana's presence torments the soil beneath her, dealing 10 + (2 * level) magic damage every half second to enemies within a 350-radius area. The area of effect gradually increases if Morgana is stationary, up to 700-units after 5 seconds, and will more rapidly return to 350 while moving. Tormented Soil deals double damage to enemies with impaired movement. Tormented soil lingers on the ground, shrinking to nothing over the next few seconds (3.25 seconds from maximum width).
 * (W)
 * After a 0.5 second casting time, Morgana siphons life force from all enemies within a narrow cone in front of her - dealing 40 / 60 / 80 / 100 / 120 magic damage and restoring 8 / 12 / 16 / 20 / 24  health per enemy hit. If only a single enemy is hit, the damage and healing restored is doubled. Health restored from hitting enemy minions is halved.
 * Range: 750
 * Cooldown: 2 second beginning on-click
 * Cost: 20 / 26 / 32 / 38 / 44 mana


 * Enchanter


 * Enchanter

Enchanter

 * Disruptor

Damage Amplifier versus Speed Boost= Healing versus Speed Boost=
 * (Innate)
 * Sona is surrounded by a Melody that is interrupted only by effects.
 * Her attacks release a beat that restores 5 + (5 x level) health to allied champions within her Melody. Versus champions, Sona's attacks also grant  that stacks up to 6 times.
 * Melody Radius: 350
 * Power Chord (Q)
 * Sona's Melody grants 10 / 20 / 30 / 40 / 50 bonus magic damage on attacks and non-periodic abilities to allied champions.
 * Sona's Melody grants 10 / 15 / 20 / 25 / 30 % bonus movement speed to allied champions.
 * (Innate)
 * Sona is surrounded by a Melody that is interrupted only by effects.
 * Sona's attacks deal 5 + (5 x level) bonus magic damage on-hit and grants . Attacking champions stacks Tempo up to 4 times.
 * Power Chord (Q)
 * Sona's Melody restores 10 / 15 / 20 / 25 / 30 health every second to nearby allied champions.
 * Sona's Melody grants 10 / 15 / 20 / 25 / 30 % bonus movement speed to allied champions.
 * (W)
 * For the next 3 seconds, the effects of Tempo and Power Chord are doubled. For each unique allied champion tagged with Crescendo's Melody, the duration is extended by 0.5 seconds.
 * Cooldown: 16 / 14 / 12 / 10 / 8
 * (E)
 * Sona unleashes a concussive wave, dealing 40 / 80 / 120 / 160 / 200 magic damage and briefly knocking back all enemies hit.
 * Cooldown: 8
 * Range: 700
 * (R)
 * } Sona shields surrounding allies from the next 250 / 500 / 750 damage for 3 seconds. The shield decays down to 100 / 200 / 300  over the duration.
 * Cooldown: 160 / 125 / 90
 * Range: 700

Version 1= Version 2=
 * Mage
 * (Innate)
 * Each of Zilean's basic abilities has a Borrowed Time variant that can be cast while the standard ability is on cooldown. Borrowed Time abilities have no cost and scale with level, rather than the ability's rank. Activating one of Zilean's Borrowed abilities will put Borrowed Time on cooldown equal to the full cooldown of the ability he borrowed, but will not affect the cooldown of standard ability.
 * (W)
 * Zilean creates a point of unstable spacetime at the target location that unfolds after a 0.5 second delay, dealing magic damage and creating a temporal disturbance for 3 seconds. If two Temporal Disturbances are present simultaneously they will link to form a wormhole, which refreshes the duration of the two disturbances. Champions can interact with wormholes to pass-through.
 * Range: 875
 * (E)
 * Slow/haste rescaled to 40 / 45 / 50 / 55 / 60 % from 40 / 55 / 70 / 85 / 99 % at all ranks.
 * Duration now scales with.
 * If two units affected by Time Warp move within 100 units of one another, the slows/hastes are increased to 60 / 70 / 80 / 90 / 99% and their durations refreshed.
 * (R)
 * Cooldown increased to 150 / 120 / 90 from 120 / 90 / 60.
 * Chrono Shift's cooldown is reduced by 1.5% for every 1% of Zilean's cooldown reduction.
 * Rune duration reduced to 3 from 7.
 * (Innate)
 * Each of Zilean's basic abilities has a Borrowed Time variant that can be cast while the standard ability is on cooldown. Borrowed Time abilities have no cost level, rather than the ability's rank. Activating one of Zilean's Borrowed abilities will put Borrowed Time on cooldown equal to the full cooldown of the ability he borrowed, but will not affect the cooldown of standard ability.
 * (W)
 * Zilean places a spell shield on the target ally or himself for seconds. If the target is already protected, they become spell immune instead.
 * (R)
 * Zilean creates a temporal backup of the target enemy champion at their current location. After 3 seconds, the target blinks back to their location when Time Warp was activated. While active, the target will leave a trail that leads to the backup's location, similar to Ekko.

Explorations for his E ability:
 * (E)
 * Zilean sets up a trap at the target location that arms after a brief delay, becoming stealthed. If an enemy triggers the trap, they are for 3 seconds.
 * Bottled Time and Borrowed Bottled Time each have a separate trap limit of 1.
 * (E)
 * Zilean leaves behind a hologram of himself at the location he previous cast Chrono-Displasia, which disappears only if he moves more than 5500 units away or if he casts the ability again.
 * Zilean temporal energy for 1 second and then unleashes it in the target direction, dealing magic damage to all enemies it passes through. The gather time is affected by cooldown reduction. Zilean's Hologram will also cast the ability to converge on the target location.

I wish to retain Zilean's preemptive theme through-out his entire kit, as well as retain his Borrowed Time double-up bonuses. However, I'm struggling to come up with a third ability that fits the mark.

Warden

 * Disruptor
 * (W)
 * Alistar now non-champions he passes through.
 * Alistar will now continue forward units after hitting his target, in a similar fashion to.
 * changed to a 80%.
 * (E)
 * AP ratio removed.
 * Now scales with over the duration, or 5% per tick.
 * Grants Alistar the ability to intercept projectiles.
 * Grants Alistar the ability to intercept projectiles.

No changes.
 * Disruptor

No changes.
 * Enchanter


 * Juggernaut
 * Tahm Kench's basic attacks and damaging abilities deal 10 bonus magic damage. An Acquired Taste stacks up to 3 times on enemy champions. Against enemies with three stacks,  and  gain additional effects.
 * (Q)
 * Automatically devours enemy minions and valid monsters hit, granting Tahm Kench the ability to cast for 5 seconds.
 * (Q2)
 * Tahm Kench spits forth the swallowed unit that stops upon hitting an enemy or terrain, dealing  magic damage to all enemies around them before taking   damage themselves. Tahm Kench will drop the unit to the floor without dealing damage if he does not activate Wriggling Spittle.
 * Range: 650
 * (now W)
 * Passive removed.
 * Tahm Kench learns the terrain as he moves around the map. Abyssal Voyage can only target learned locations, which will be highlighted when you hover over the ability or while using Casting Guides. 550 units around his current location is continuously added to the learned area.
 * Maximum range modified to 1500 + (250level) from.
 * Cooldown reduced to seconds from  seconds.
 * (E)
 * Timer to begin healing increased to 4 seconds from 2.5.
 * (now R)
 * Targeting minions and monsters.
 * Consuming an enemy champion reduces the cooldown of Devour by 40%.
 * Reduced movement speed while he has an enemy champion in his belly changed to 85% of his base movement speed from 95% of his total movement speed.
 * Crowd control type changed to from, granting them invulnerability as well as reducing the list of counters.
 * Duration flattened to 4 seconds from . Duration is still half for enemies.
 * Cost increased to 100 mana from 90.
 * Cooldown increased to seconds from.
 * (now R2)
 * Base damage adjusted to % from  %.
 * AP ratio reduced to from.
 * Moving will rapidly ramp up the damage by up to 100% over the duration. Consequently, crowd control effects will prevent Tahm Kench from moving and thus soften the damage to enemies.
 * Moving will rapidly ramp up the damage by up to 100% over the duration. Consequently, crowd control effects will prevent Tahm Kench from moving and thus soften the damage to enemies.

No changes.
 * Disruptor