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.
 * Players will now have access to all champions in All Random games.
 * Assassins are now called Rogues, to distinguish between the ability to assassinate and a mobile-DPS.
 * and are no longer classified as Assassins/Rogues.


 * 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.


 * Summoner's Rift Towers
 * Towers no longer have any base armor or magic resistance.
 * Towers no longer have any health regeneration.
 * Towers now have a shield that mitigates 1300 damage, which is shown in the mana bar.
 * A tower's over-head health bar will now show a shield-bar beneath the health bar.
 * Tower health and shield is now segmented.
 * If the tower has not taken damage in the last 30 seconds, its shield will regenerate to full over 5 seconds.
 * The Fortification buff is now displayed as a buff, rather than an item.
 * The Warming Up and Heating Up buffs will now display the current stacks with a buff icon.
 * Reinforced Armor will now display a buff icon while active.
 * With the Summoner's Rift visual upgrade, towers should visually represent these buffs in their model.

<!--;Mana Costs
 * All mana costs are now a percentage of a champion's base mana.
 * The base mana of all champions has been made more OCD-friendly.
 * The costs themselves would be fairly generic, such as 1 / 2 / 5 / 10 / 20 / 30 %. The variation between champions would come from the amount of base mana, as it would affect the effectiveness of items purchases - with high base mana benefiting the least for mana purchases.
 * A champion's mana per level is now considered to be bonus mana.
 * The mana per level of all champions has now been adjusted to allow for at least one additional cast of their primary ability.

-->
 * 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 (with the exception of ).
 * All abilities that bounce to additional targets, such as, will fizzle upon hitting a Spell Shield.
 * 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 the functionality should be removed.
 * All auto-targeted abilities are now incapable of hitting unseen/stealthed targets (e.g. Twin Shadows), unless thematically appropriate (and specified).
 * Grievous Wound now does one of the following:
 * Reduces the target's self-healing by 50%.
 * Causes the target's health regeneration to instead deal true damage, instead of restore health.
 * All abilities that grant effects on assist will now have a reduced assist timer of 3.5 seconds, as with . This affects all sorts of abilities, such as and.


 * Damage mitigation
 * All effects that mitigate damage will now display those values with floating text (currently only applicable to shields and ).
 * Health shields will now only use white, e.g. -60 from.
 * Magic damage reduction/shields will use purple, e.g. -60 from.
 * Physical damage reduction/shields will use gold, e.g. -8 from.
 * All other forms of damage reduction will use blue, e.g. -60 from, and.
 * The floating text has a "crit" variant that is used for bigger-impact/unappreciated abilities (e.g. and, respectively) - the text is larger, bolder and has a small icon adjoining the number (similar to a critical strike's explosion and the gold coin), such as a shield icon.
 * Shields that trigger automatically (such as Lifeline) would "crit" when triggered, but use standard sized text thereafter.
 * As with damage text, these numbers will combine if multiple sources of damage reduction overlap (only applicable to floating text of the same color/size).
 * Armor and magic resist mitigation numbers can be enabled in the options. These will use tan and purple text, respectively, and will use a smaller font-size akin to damage taken from minions.
 * Incoming damage mitigated (damage you're not taking) and outgoing damage mitigated (damage you're not dealing) can be enabled/disabled separately.


 * 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 and Viktor. 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.
 * Concussion, a new type of crowd control added to LeBlanc and Talon. Concussing an enemy freezes their current cooldowns for a duration, preventing them from cooling down or being reset. Concussion has no effect on abilities that were not on cooldown at the time of application, even if they go on cooldown while an ability is frozen.
 * Grievous Wound has been removed - affecting, , , and.


 * 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 intercept projectiles, as with.
 * 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 intercept projectiles, as with.
 * Now grants the ability to intercept projectiles, as with.


 * 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 time-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 time-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.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.
 * 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.
 * Will now stack against champions AND neutral monsters.
 * Will now stack against champions AND neutral monsters.


 * 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.


 * (Innate)
 * After activating an ability, Jayce gains 40 bonus movement speed and maximum attack speed (2.5) for his next 3 attacks. These attacks deal % modified damage.
 * (W)
 * Passive removed.
 * Jayce's basic attacks for the next 4 seconds create a static discharge that deals 25 / 42.5 / 60 / 77.5 / 95 magic damage to all enemies within 285-units of his target.
 * Now deals physical damage.
 * (Ultimate)
 * Jayce unleashes an orb of electricity that detonates upon hitting an enemy champion, terrain or structure, dealing 150 / 250 / 350 physical damage to all enemies in the area of the explosion. The orb's damage and missile speed will rapidly increase by 40% over the first 1 second of travel, for a maximum of 210 / 350 / 490 . The orb will damage to minions and monsters that it passes through.
 * Range: Global
 * Cooldown: 16 seconds
 * ,, and
 * Removed.
 * ,, and
 * Removed.


 * 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.
 * (RQ)
 * Karma unleashes a flurry of energy in a cone before her, healing herself and all allies hit by 40 / 60 / 100 / 180 and increasing their movement speed by 50% that decays over 3 seconds. 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. Allies within 600 units of the target are shielded for the same amount for up to 4 seconds.
 * (RE)
 * Karma shields the target ally from the next 80 / 120 / 200 / 360 damage for up to 4 seconds. Enemies within 600 units of the target take the same amount as magic damage.


 * One of the following quotes will now be heard globally whenever Karthus uses Requiem. Champions in range to hear Karthus directly will hear from the full selection of quotes:
 * One of the following quotes will now be heard globally whenever Karthus uses Requiem. Champions in range to hear Karthus directly will hear from the full selection of quotes:
 * One of the following quotes will now be heard globally whenever Karthus uses Requiem. Champions in range to hear Karthus directly will hear from the full selection of quotes:


 * No longer interrupts channels.
 * Kassadin is now immune to crowd control while the shield is active.
 * Now interrupts the target.
 * The empowered attack will now apply spell effects.
 * No longer scales with Kassadin's maximum mana.
 * Now has a ratio.
 * Stack system no longer adds bonus damage.
 * Damage is now increased by 1 / 1.5 / 2% for every 1% of Kassadin's mana that he's missing - i.e. at half mana Riftwalk will deal 50 / 75 / 100% bonus damage.
 * Hitting an enemy champion will now half the duration of the stacks.
 * New flavour text Kassadin's hyperdrives are overheating, causing subsequent Riftwalks to cost additional mana."
 * Stack system no longer adds bonus damage.
 * Damage is now increased by 1 / 1.5 / 2% for every 1% of Kassadin's mana that he's missing - i.e. at half mana Riftwalk will deal 50 / 75 / 100% bonus damage.
 * Hitting an enemy champion will now half the duration of the stacks.
 * New flavour text Kassadin's hyperdrives are overheating, causing subsequent Riftwalks to cost additional mana."


 * General
 * Attack range increased to 525 from 125.
 * Kayle's attacks will leave slices of light in the air, illustrating the path of the blade.
 * Kayle's next attack is modified to deal 60 / 110 / 160 / 210 / 260 magic damage and slow the target's movement speed for 3 seconds. Activating Reckoning will reset Kayle's attack timer.
 * At the cost of 20 mana per attack, Kayle's basic attacks will deal 20 / 30 / 40 / 50 / 60 bonus magic damage and will splash to nearby enemies, dealing 100% of her attack damage plus the bonus magic damage from Righteous Fury too all enemies within 150-units of her target.
 * Kayle's next attack is modified to deal 60 / 110 / 160 / 210 / 260 magic damage and slow the target's movement speed for 3 seconds. Activating Reckoning will reset Kayle's attack timer.
 * At the cost of 20 mana per attack, Kayle's basic attacks will deal 20 / 30 / 40 / 50 / 60 bonus magic damage and will splash to nearby enemies, dealing 100% of her attack damage plus the bonus magic damage from Righteous Fury too all enemies within 150-units of her target.
 * At the cost of 20 mana per attack, Kayle's basic attacks will deal 20 / 30 / 40 / 50 / 60 bonus magic damage and will splash to nearby enemies, dealing 100% of her attack damage plus the bonus magic damage from Righteous Fury too all enemies within 150-units of her target.


 * (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)
 * All of the above, plus:
 * 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)
 * The radius for an target to be considered isolated has been doubled.
 * The radius for an target to be considered isolated has been doubled.


 * The bonus range is now also applied to.
 * 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.
 * 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.


 * If LeBlanc would take lethal damage from an enemy champion, she survive on 50 + (10 * level) health and summons a clone that feigns her death. Triggering Feign Death causes LeBlanc to enter stealth for 1.5 seconds and she gains 100% damage reduction against AOEs and DOTs while in stealth. Feign Death cannot happen again for 60 seconds.
 * renamed
 * Silence removed.
 * Detonating Sigil of Silence now concusses the target, freezing their current cooldowns for 3 seconds.
 * and
 * Damage reduced to 100 / 185 / 270 from 100 / 200 / 300.
 * Damage reduced to 150 / 277.5 / 405 from 150 / 300 / 450.
 * Damage reduced to 100 / 185 / 270 from 100 / 200 / 300.
 * Damage reduced to 150 / 277.5 / 405 from 150 / 300 / 450.
 * Damage reduced to 150 / 277.5 / 405 from 150 / 300 / 450.


 * 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).


 * Active Grievous Wound removed.
 * Active now grants her basic attacks a damage over time that deals 15 + (5 * level) true damage over 3 seconds.
 * Active Grievous Wound removed.
 * Active now grants her basic attacks a damage over time that deals 15 + (5 * level) true damage over 3 seconds.


 * (minor tweak)
 * 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 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.


 * (small rework)
 * (I)
 * Morgana's presence torments the soil beneath her, dealing 10 + (2 * level) magic damage every half second to enemies within a 420-radius area. The area of effect gradually increases if Morgana is stationary, up to 700-units after 5 seconds, and will gradually return to 420 while moving. Tormented Soil deals double damage to enemies with impaired movement. Tormented soil lingers on the ground, rapidly shrinking to nothing over the next few seconds (5 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


 * 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.


 * 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.
 * 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.
 * Channel time reduced to 0.5 seconds from 2 seconds.
 * Drop time reduced to 1 second from 1.5 seconds.


 * (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.


 * The damage is now shared among all enemies hit, with a minimum of 40% damage.
 * The damage is now shared among all enemies hit, with a minimum of 40% damage.
 * The damage is now shared among all enemies hit, with a minimum of 40% damage.


 * 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


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


 * 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.


 * (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.


 * Soraka's damaging abilities reduce her target's magic resistance by 6, stacking up to 10 times. After 5 seconds, stacks will decay at a rate of 1 every 0.25 seconds.
 * Allied champions who damage Damned enemies generate 10 Salvation, up to 100. Salvation decays at a rate of 3 per second, increasing to 10 per second after 5 seconds of not generating any Salvation. Soraka's health and mana restoring abilities are 1% more powerful for every 1 Salvation on the target and will consume their current Salvation.
 * Salvation is represented with both a buff icon and an over-head resource bar (beneath health and mana, but above loss-of-action) on each of Soraka's allies. This bar becomes invisible if the ally has had 0 Salvation for 5 seconds or longer. While visible, it is visible to both allies and enemies.
 * Casting style changed to an instant skill shot from a point-blank area of effect.
 * Area of effect changed to a off-centered rectangle from a centered-circle (similar to, but 75%+ of the range is in the direction of cast).
 * Healing lowered to 65 / 95 / 125 / 155 / 185 from 70 / 120 / 170 / 220 / 260.
 * Cooldown and cost lowered.
 * Area of effect changed to a off-centered rectangle from a centered-circle (similar to, but 75%+ of the range is in the direction of cast).
 * Healing lowered to 65 / 95 / 125 / 155 / 185 from 70 / 120 / 170 / 220 / 260.
 * Cooldown and cost lowered.
 * Cooldown and cost lowered.


 * Sona primes a key whenever she casts one of her basic abilities and can have up to primed at any one time. Activating an ability while at the cap will replace the oldest. Sona's basic attacks will consume all active keys for various empowerments.
 * Sona's next basic attack deals 10-100 bonus magic damage per Key of Valor.
 * Sona's next basic attack reduces the target's damage by 5% for 3 seconds per Key of Perseverance.
 * Sona's next basic attack slows the target's movement speed by 10% for 3 seconds per Key of Celerity.
 * Sona's current keys will be displayed as wisps that orbit her model. A single buff is also displayed with a X X X number structure (e.g. 1 1 0 or 1 2 2).
 * 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.
 * 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.
 * 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.
 * 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 (+Transcendent) from 70 / 110 / 150 / 190 / 230
 * 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.
 * The damage can be increased by Transcendent.
 * Slow duration increased to 2 seconds.
 * Damaged reduced to 45 / 85 / 125 / 165 / 205 from 70 / 115 / 160 / 205 / 250.
 * The damage can be increased by Transcendent.
 * Spell width increased by 25%.
 * Damage per sphere lowered to 35 / 55 / 75 (+Transcendent) from 90 / 135 / 180.
 * Range increased to 750 from 675.
 * Damaged reduced to 45 / 85 / 125 / 165 / 205 from 70 / 115 / 160 / 205 / 250.
 * The damage can be increased by Transcendent.
 * Spell width increased by 25%.
 * Damage per sphere lowered to 35 / 55 / 75 (+Transcendent) from 90 / 135 / 180.
 * 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.


 * Now Concusses the target, freezing the cooldowns of any of their abilities that are currently on cooldown for 3 / 3.5 / 4 / 4.5 / 5 seconds.
 * Enemies cannot be the target of Cutthroat again for 6 seconds.
 * If Cutthroat is cast on an enemy marked by Shadow Assault, the cooldown of Cutthroat is refreshed.
 * Duration increased to 5 seconds from 2.5 seconds.
 * Talon is now visible while within 500-units of an enemy champion.
 * Enemies damaged by Shadow Assault are marked for a short duration.
 * Duration increased to 5 seconds from 2.5 seconds.
 * Talon is now visible while within 500-units of an enemy champion.
 * Enemies damaged by Shadow Assault are marked for a short duration.


 * 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.


 * After 3 seconds, Tristana generates charges every 2 seconds (reduced by cooldown reduction) and can hold a maximum of 12.
 * Tristana attacks benefit from 30 / 45 / 60 / 75 / 90 % bonus attack speed at the expense of one charge per attack.
 * Static cooldown of 3 seconds.
 * renamed
 * Tristana's critical strikes deal physical damage to enemies within 185-units of her target, decaying down to  physical damage to enemies within 185 and 385 units of her target.
 * Tristana's next basic attack against a champion deals 75 / 125 / 175 / 225 / 275 magic damage over 3 seconds.
 * Tristana's critical strikes deal physical damage to enemies within 185-units of her target, decaying down to  physical damage to enemies within 185 and 385 units of her target.
 * Tristana's next basic attack against a champion deals 75 / 125 / 175 / 225 / 275 magic damage over 3 seconds.


 * After a 0.5 second delay, Twitch enters stealth for the next few seconds only being seen while moving away from an enemy champion within 700 range or by True Sight. While stealthed, Twitch gains 20% bonus movement speed. Casting spells or attacking will end his stealth prematurely. When Twitch unstealths, he gains bonus attack speed for 5 seconds.
 * Whenever Twitch kills an enemy, the amount of Deadly Venom stacks on them is shared among enemies within 75-units (rounded up).
 * 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 Twitch kills an enemy, the amount of Deadly Venom stacks on them is shared among enemies within 75-units (rounded up).
 * 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.


 * No longer applies Grievous Wound.
 * Varus will now restore health equal to 20% of the damage dealt to enemies within Desecrated Ground.
 * 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).
 * Varus will now restore health equal to 20% of the damage dealt to enemies within Desecrated Ground.
 * 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.
 * Flavor text: Viktor uses his Hex Core to detect nearby technology.
 * Viktor emits a pulse from his staff that travels outward for units. Enemies champions hit by the pulse are revealed for 2 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 2 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 2 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 2 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 2 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. Upon reaching 75, 150, 300 and 600 Data Fragments, Viktor gains 1 Evolution Point that he can spend to upgrade one of his abilities.
 * The evolution system uses Kha'Zix's mechanic.
 * Damage is now dealt instantly and missile speed for the shield is substantially increased.
 * Visual effect changed to instantly drawing power from the target, instead of throwing a device.
 * 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.
 * Viktor places a contraption on the ground at the target location that protracts and arms after a brief delay, drastically increasing gravity in a 150 / 175 / 200 / 250 / 275 radius area. Enemies within the field are slowed by 30 % and are grounded. Being grounded prevents the target from using relocation abilities, such as dashes and leaps (regardless of how they are targeted). Hastes are not restricted.
 * 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.


 * (balance changes)
 * Xerath's new ultimate destroyed my fantasy for Xerath. Long-ranged artillery is my fantasy for Kog'Maw, not Xerath. My fantasy for Xerath was being the eye of the storm - tearing away at the front-line or anything close enough. In its current state, Rite of the Arcane feels gimmicky; a bad version of ; potshotting for a cheeky kill. Also, strengthening the rest of his kit to work independantly of his ultimate was not what players had in mind when they said they disliked always waiting for his ultimate - I'd honestly rather his old system to what is currently—essentially—two separate damage rotations on the same champion. Colour-me-butthurt, but this is a more ideal direction for me:


 * General
 * 50% bonus magic penetration/reduction added to Xerath's kit - e.g. the stunned target of Mage Chains or during Rite of the Arcane.
 * The animation now resembles an eruption, rather than a bombardment.
 * Name reverted to Mage Chains.
 * Now utilizes a bespoke stun animation where the target is chained to the ground, similar to old animation.
 * Cast range reduced to 2000 from 3200 / 4400 / 5600.
 * Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
 * Can no longer be interrupted by crowd control.
 * One of the following:
 * Can no longer be cancelled early by Xerath.
 * Can no longer be cancelled early by Xerath, but Xerath can now activate his other abilities during Rite of the Arcane.
 * Can be cancelled early by reactivating Rite of the Arcane. Arcane Barrage is now cast using any of Xerath's basic abilities, as with Vengeful Thorn. His basic abilities are disabled, after all.
 * Cooldown is no longer refunded by 50% if no casts are used (cooldown begins on-initial-cast).
 * No longer reveals the maximum cast range to enemies.
 * Xerath is now immune to displacement effects for the duration.
 * Damage changed per cast changed to 125 / 200 / 275 from 190 / 245 / 300.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Benefits from 50% bonus-MR penetration.
 * Radius of effect increased to 200 from ?.
 * Damage changed per cast changed to 125 / 200 / 275 from 190 / 245 / 300.
 * Maximum damage changed to 375 / 600 / 825 from 570 / 735 / 900.
 * Benefits from 50% bonus-MR penetration.
 * Radius of effect increased to 200 from ?.


 * (minor rework)
 * All the above changes, except that and  have been removed.
 * (new W)
 * Xerath surrounds himself with an arcane barrier for 1.5 seconds, the next hostile ability to strike him. If Xerath successfully absorbs an ability, he can cast Overwhelming Power for the next 3 seconds.
 * - Xerath unleashes an orb of energy forward in a line that damages all enemies it passes through.
 * (new E)
 * Xerath calls forth arcane energy from the ground, which erupts after a 0.5 second delay - dealing magic damage and forming tethers with all enemies within a 200-radius area for 5 seconds. Tethered enemies are slowed by 60 / 65 / 70 / 75 / 80 %, but can break the tether by moving more than 400 units away.


 * The wall now "intercepts" projectiles, as with . The wall is classified as a champion for collision purposes. This change only affects abilities that explode on collision, as they will now detonate upon hitting the wall rather than being destroyed entirely.
 * The wall now "intercepts" projectiles, as with . The wall is classified as a champion for collision purposes. This change only affects abilities that explode on collision, as they will now detonate upon hitting the wall rather than being destroyed entirely.
 * The wall now "intercepts" projectiles, as with . The wall is classified as a champion for collision purposes. This change only affects abilities that explode on collision, as they will now detonate upon hitting the wall rather than being destroyed entirely.

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.

Inspired by Riot's recent Attack Damage/Life Steal/Attack Speed overhaul, here's my thoughts on Attack Speed/Critical Strike/On-Hit items.


 * Cost increased to 450g from 400g.
 * Critical strike chance increased to 10% from 8%.
 * Critical strike chance increased to 10% from 8%.


 * Removed.
 * Removed.


 * Total cost increased to 850g from 800g.
 * Critical strike chance increased to 15% from 10%.
 * Critical strike chance increased to 15% from 10%.


 * and
 * Combine costs reduced by 50g.
 * Critical strike chance increased to 20% from 15%.

 Version 1=


 * Replaces.
 * Added to Summoner's Rift and Howling Abyss.
 * Critical strike chance increased to 20% from 10%.
 * Attack damage removed.
 * On-crit bleed changed to from.


 * Attack damage increased to 80 from 70.


 * Removed.
 * Removed.


 * Attack speed reduced to 40% from 50%.
 * No longer grants the ability to ignore unit collision.
 * Critical strikes causes your target to bleed for an additional as physical damage over 3 seconds.


 * On-hit effect now also grants the ability to ignore unit collision for the duration.
 * On-hit effect now also grants the ability to ignore unit collision for the duration.

Version 2=
 * Grants 100% attack speed that deteriorates by 20% on-hit. The bonus attack speed replenishes at a rate of 5% per second if you have not attacked in the last 8 seconds.
 * Grants 100% critical strike chance for your next 3 attacks. 45 second cooldown.


 * Grants 40 attack damage and 25% critical strike chance.
 * Critical strikes causes your target to bleed for an additional as physical damage over 3 seconds.


 * Possibly:
 * Removed.
 * Removed.


 * Attack damage increased to 80 from 70.


 * Removed.
 * Removed.

 Version 1=


 * Merged with.
 * Grants 20% attack speed.
 * Cooldown reduction removed.
 * Basic attacks deal 15 bonus magic damage.


 * Cooldown reduction reduced to 10% from 20%.


 * Replaces.
 * You deal 30% bonus damage to monsters. Additionally, you restore 6% of damage dealt to monsters as health and 3% as mana.
 * You generate Conservation stacks every 1.5 seconds, up to 80. Killing a large monster will consume up to 40 stacks and grant 1 bonus gold per stack consumed.
 * Basic attacks deal 15 (+Feral Stacks) bonus magic damage. Monsters take triple the damage. Champion kills, assists and large monsters slain grant Feral Stacks.
 * You may only be in possession of 1 Gold Income item.

Version 2=
 * Attack speed increased to 50% from 40%.
 * Critical strikes now generate double charge.
 * Basic attacks deal 5 bonus magic damage and restore 3 health. The magic damage is tripled against monsters.
 * Basic attacks deal 5 bonus magic damage and restore 3 health. The magic damage is tripled against monsters.


 * Merged with.
 * Grants 20% attack speed.
 * Cooldown reduction removed.
 * Basic attacks deal 15 bonus magic damage and restore 10 health. The magic damage is tripled against monsters.


 * Basic attacks deal 15 bonus magic damage and restore 10  health. The magic damage is tripled against monsters.
 * Cooldown reduction reduced to 10% from 20%.


 * Replaces
 * Grants 30% attack speed, 10 attack damage and 10% life steal.
 * Basic attacks deal 15 (+Feral Stacks) bonus magic damage. Monsters take triple the damage. Champion kills, assists and large monsters slain grant Feral Stacks.
 * You may only be in possession of 1 Gold Income item.


 * Now grants You gain 2 gold on-kill.
 * Critical strikes now generate double charge.
 * Critical strikes now generate double charge.


 * Grants +15% attack speed
 * Basic attacks grant 8% attack speed for 3.5 seconds, stacking up to 3 times.
 * Inspired by, all upgrades lose the passive but surpass it in raw stats.


 * Your basic attacks deal 20 bonus physical damage.
 * Your basic attacks fire minor bolts a 2 nearby targets, each dealing physical damage and applying on-hit effects.

 Version 1 =

Version 2=
 * Grants 50% attack speed, 40 attack damage and 25 magic resistance.
 * On-hit damage removed.
 * On-hit magic resist steal removed.
 * Your basic attacks grant a shield that mitigates the next 50 magic damage, stacking up to 250 shield strength. The shield will fade if you have not attacked in the last 5 seconds.


 * Grants 50% attack speed, 40 attack damage and 25 magic resistance.
 * On-hit magic resist reduction removed.
 * Your basic attacks deal 45 bonus magic damage and generate the same amount as a shield that mitigates magic damage. The shield will stack additively up to 250. The shield will fade if you have not attacked in the last 5 seconds.


 * Grants 50% attack speed and 10% movement speed.
 * Grants 45 Movement Speed.
 * Grants.
 * Can be enchanted.
 * can no longer be enchanted.


 * New trinket (no cost)
 * For the next 7 seconds, you reveal a large cone in the direction you're facing. (1300 length, 40º, 120 second cooldown).
 * Transforms in after killing 30 neutral monsters.
 * Transforms in after killing 30 neutral monsters.


 * For the next 7 seconds, you reveal a large cone in the direction you're facing. (2500 length, 40º, 60 second cooldown).
 * For the next 7 seconds, you reveal a large cone in the direction you're facing. (2500 length, 40º, 60 second cooldown).


 * Removed.
 * Removed.


 * Variant added to Summoner's Rift.
 * Attack damage increased to 80 from 55.
 * Active given the named item effect, "Incinerate", meaning it won't stack with.


 * Now builds from either or, instead of 2 x.
 * Now builds from either or, instead of 2 x.


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


 * Ability power per stack reduced to 5 from 8.
 * Now loses 1 stack upon death instead of one-third of current stacks.
 * No longer grants 10% cooldown reduction at 20 stacks.
 * Transforms into Soul Glutton upon reaching 20 stacks.
 * Transforms into Soul Glutton upon reaching 20 stacks.


 * Soul Glutton
 * Stats: 120 ability power and 10% cooldown reduction


 * Unknown compensation for the removal of Grievous Wound.
 * Unknown compensation for the removal of Grievous Wound.


 * 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.


 * Attack damage per stack reduced to 3 from 5.
 * Now loses 1 stack upon death instead of one-third of current stacks.
 * No longer grants 15% movement speed at 20 stacks.
 * Transforms into Occult's Razor upon reaching 20 stacks.
 * Transforms into Occult's Razor upon reaching 20 stacks.


 * Occult's Razor
 * Stats: 70 attack damage and 15% movement speed.

 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.

Summoner Spells

 * Grants sight of all enemy champions for 3 seconds, including stealthed champions. OPTIONAL: Clairvoyance cannot be activated for the first 120 seconds of the game.
 * Grants sight of all enemy champions for 3 seconds, including stealthed champions. OPTIONAL: Clairvoyance cannot be activated for the first 120 seconds of the game.


 * Channels to grant mana regeneration to nearby allies equal to 2.5% of their missing mana per second. 60 second cooldown (beginning when the channel is ended). Clarity can be interrupted by taking damage, as with.
 * Channels to grant mana regeneration to nearby allies equal to 2.5% of their missing mana per second. 60 second cooldown (beginning when the channel is ended). Clarity can be interrupted by taking damage, as with.


 * Successfully removing a crowd control effect will emit a pulse that slows surrounding enemies by 50% for 2 seconds.
 * Successfully removing a crowd control effect will emit a pulse that slows surrounding enemies by 50% for 2 seconds.


 * Self-heal reduced by ~25% (70-350 from 95-475) - "Heals the target for X health and grants bonus movement speed for 1 second. Also heals yourself for 75% of that amount and grants the same bonus."
 * Self-heal reduced by ~25% (70-350 from 95-475) - "Heals the target for X health and grants bonus movement speed for 1 second. Also heals yourself for 75% of that amount and grants the same bonus."


 * No longer applies Grievous Wound.
 * Deals double damage to targets protected by health shields.
 * Deals double damage to targets protected by health shields.

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%)