User:Emptylord/2017 Patch Notes/Fighter

Enforcer

 * Warden
 * (Innate)
 * Every third attack deals bonus damage for every  that Aatrox's attack target has more than him as well as restoring health equal to the pre-mitigation bonus damage dealt. Aatrox's sword will glow purple while attacking a target with a greater health percentage.
 * (Q)
 * Aatrox unleashes two gusts of wind that arc to either side before converging to the target area, dealing 70 / 110 / 150 / 190 / 230 physical damage to all enemies they pass through. Enemies caught where the gusts converge are also  by 30 / 35 / 40 / 45 / 50 % for 2 seconds.
 * (W)
 * If Aatrox has not attacked in the last 4 seconds, he gains 2 stacks of Hellbent, which increments every 2 seconds thereafter up to a maximum of 5 stacks. Aatrox gains % bonus attack speed per stack of Hellbent, with his first attack while empowered triggering a 4 second timer before all stacks are consumed.
 * For the next 4 seconds, Aatrox intercepts all hostile projectiles and stores %  of all the damage he takes as Grey Health. Aatrox utilises Massacre's flight animation during this effect. After the 4 seconds, Aatrox restores health equal to his Grey Health and instantly gains 5 stacks of Hellbent for 4 seconds.
 * (E)
 * Aatrox dashes backwards a brief distance before charging forward, stopping upon hitting terrain or an enemy champion, dealing 10 / 35 / 60 / 95 / 120 physical damage to all enemies hit and  for 0.75 seconds.
 * (R)
 * Aatrox designates the target allied champion's current location and leaps into the air. Flight of the Deathless is unstoppable. After a 1 second delay, Aatrox dashes to the designated location, briefly surrounding enemies (on impact) and creating an area of undying for the next 4 seconds that prevents all units (including champions, minions and monsters; both allied and enemy) from being reduced below . Units in the area who reach the threshold are healing-locked, preventing them from gaining health while they remain within area.
 * At the end of the duration, all units within the zone are healed for 200 / 250 / 300.


 * Applies over the affected area.
 * Enemies affected are now visually mummified.
 * Applies over the affected area.
 * Enemies affected are now visually mummified.


 * Can now pick up Gnar's boulder.
 * Can now be activated to trigger Rage Gene.
 * Can now be activated to trigger Rage Gene.
 * Can now be activated to trigger Rage Gene.

"A mini-rework that was a collaborative with Willbachbakal - inspired by Mercury from Smite. Willbachbakal really hates "balls of stats" that don't have any interactivity."
 * Skirmisher

- Emptylord


 * Hecarim's basic attacks deal bonus damage for every 10 units moved since his last basic attack, up to  bonus damage.
 * Bonus damage removed. Accelerating speed buff, extended range and knockback unchanged.
 * Cooldown reduced to 19 / 17 / 15 / 13 / 11 seconds from 24 / 22 / 20 / 18 / 16.
 * Bonus damage removed. Accelerating speed buff, extended range and knockback unchanged.
 * Cooldown reduced to 19 / 17 / 15 / 13 / 11 seconds from 24 / 22 / 20 / 18 / 16.


 * Skirmisher
 * Damage cap now only applies versus monsters.
 * Martial Cadence can now be triggered by Jarvan's abilities.
 * Range increased to 1100 from 770.
 * Damage is now reduced by 15% per enemy minion hit, down a to a minimum of 33% damage. The damage is still dealt instantaneously to all targets after a brief delay.
 * Base shield changed to from 50 / 90 / 130 / 170 / 210.
 * Bonus shield per valid enemy hit changed to 50% at all ranks from 20 / 30 / 40 / 50 / 60.
 * Large monsters will now count toward the bonus shield generation.
 * No longer slows enemies on impact, and instead persistently slows nearby enemies while the shield holds.
 * Range increased to 1000 from 830.
 * Passive attack speed removed.
 * Active attack speed removed.
 * Scaling changed to from.
 * Damage type changed to physical from magical.
 * Nearby enemies will take Martial Cadence's damage from any of Jarvan's allied champions and the per target cooldown is reduced to 1 second.
 * Mana cost flattened to 100 at all ranks from 100 / 125 / 150.
 * Cooldown reduced to 100 / 75 / 50 from 120 / 105 / 90.
 * Damage removed.
 * Gap closer removed.
 * Active is now centered around Jarvan and the nearest enemy champion within range. A valid target is required for the ability to cast.
 * Active radius increased to 425 from 325.
 * Jarvan gains over the arena for the duration.
 * Arena now applies to enemies within, preventing them from seeing out.
 * Arena applies to enemies who try to escape.
 * Active is now centered around Jarvan and the nearest enemy champion within range. A valid target is required for the ability to cast.
 * Active radius increased to 425 from 325.
 * Jarvan gains over the arena for the duration.
 * Arena now applies to enemies within, preventing them from seeing out.
 * Arena applies to enemies who try to escape.


 * Stats
 * Attack range increased to 150 from 125.
 * Health increased to 580 (+100) from 340 (+70).
 * Movement speed increased to 300 from 285.
 * Kled is accompanied by his semi-trusty mount, Skaarl. While Mounted, Kled's basic abilities are modified, he gains 35 bonus movement speed plus an additional 15 / 30 / 45 / 60 while moving toward enemy champions, as well as access to his ultimate ability.
 * Kled does not utilize mana and his secondary resource bar instead tracks Skaarl's Temperament. Skaarl's Temperament is equal to the damage taken within the last 5 seconds, up to 250 - 1500 (based on level), reduced by 20 each time Kled damages an enemy champion, structure or epic monster.
 * UNMOUNTED: If Skaarl's Temperament reaches full, he bucks Kled off and runs to hide in a nearby brush while his Temperament slowly diminishes. Once settled, Kled can interact with Skaarl to mount up. Kled is briefly untargetable while being bucked off of Skaarl.
 * (Q)
 * Kled equips his glaive, which attacks at and rotates between three distinctive attacks. While mounted, Kled's glaive deals 100% splash damage.
 * 1st: This attack has 350 range and strikes in a line, also pulling his target into 150 range.
 * 2nd: This attack has 225 range and strikes in a cleave, applying on-hit effects to his target twice.
 * 3rd: This attack has 150 range and strikes as a precise downward strike, dealing  bonus damage.
 * Kled equips his pistol, which attacks at but has 450 range. While mounted, Kled can attack while moving. Kled will automatically continue to attack his most recent attack target so long as he remains in range.
 * (W)
 * Kled passively stores bear traps, up to 2.
 * Kled hurls a bear trap tied to a piece of rope forward in a line, dealing 25 / 50 / 75 / 100 / 125 physical damage to the first enemy hit and forming a tether with them for 4 seconds, slowing them by 20% while the tether holds.
 * If Kled throws a second bola while the first tether holds, he will instead throw out the other end of the first line. If the second bola hits a different enemy, the two targets are tethered to each other and, after a brief delay, knocked into each other while taking 50 / 100 / 150 / 200 / 250 additional damage. If the second bola hits the initial target again, they are instead slowed by 60% for 1.5 seconds.
 * Recharge: 9 / 8.5 / 8 / 7.5 / 7
 * Skaarl_the_Cowardly_Lizard_2.png Scamper (E - Unmounted)
 * Kled dashes a short distance in the target direction and gains Skaarl's the Cowardly Lizard's bonus movement speed for 3 seconds while moving toward Skaarl or an enemy champion.
 * Range: 325
 * (E - Mounted)
 * Skaarl uses an enemy within 125 units as traction to leap toward the target location, dealing 40 / 75 / 110 / 145 / 180  physical damage to the trampled enemy and all enemies in an area upon landing.
 * Range: 1200 / 1350 / 1500 / 1650 / 1800
 * Shared Cooldown: 14 / 13 / 12 / 11 / 10
 * (R)
 * Kled and Skaarl charge forward, dealing physical damage to and enemies in their path for a short duration. A directional draft is left in their wake, granting bonus 30 / 45 / 60 % movement speed bonus to allies who follow their lead.
 * Kled and Skaarl charge forward, dealing physical damage to and enemies in their path for a short duration. A directional draft is left in their wake, granting bonus 30 / 45 / 60 % movement speed bonus to allies who follow their lead.


 * Disruptor
 * Now scales with.
 * Leona can now trigger the effect herself versus jungle monsters.
 * Bonus attack range increased to 50 from 30.
 * Mana cost reduced to from.
 * Cooldown reduced to from.
 * duration reduced to 1 from.
 * Stun only applies if Leona's target is facing her.
 * No longer prolongs its bonuses upon hitting an enemy.
 * Now all enemies hit who were facing her for 1 second.
 * 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 can now trigger the dash versus large monsters.
 * Now causes Leona to herself to the enemy team while casting the ability and for  seconds afterwards.
 * strength reduced to 60% from 80%.
 * Leona will now always land on the far side of the target relative to the point of cast.
 * Leona can now trigger the dash versus large monsters.
 * Now causes Leona to herself to the enemy team while casting the ability and for  seconds afterwards.
 * strength reduced to 60% from 80%.
 * strength reduced to 60% from 80%.


 * Delay reduced to 4 seconds from 10 / 8 / 6 seconds.
 * Shield changed to % of maximum health from 10%.
 * Shield now generates at a rate of 10% of maximum shield (1 / 1.5 / 2 % maximum health) per half second from instantly.
 * Targeting style changed auto-targeted from unit-targeted. Can be influenced by enemies under the cursor.
 * Ability now behaves similar to, except the projectile moves slower and can slowly alter its trajectory.
 * Cast range reduced to 500 from 625.
 * Now damages all units the projectile passes through in the 650-unit line.
 * The projectile now carves a fissure through the ground. Enemies crossing the fissure are slowed while Malphite gains bonus movement speed.
 * Damage reduced to 25 / 45 / 65 / 85 / 105 from 70 / 120 / 170 / 220 / 270.
 * Mana cost reduced to 12 / 18 / 24 / 30 / 36 mana from 70 / 75 / 80 / 85 / 90.
 * Cooldown reduced to 3 seconds from 8.
 * Ground Slam can now be charged to increase the radius of effect and damage over 2 seconds.
 * Cooldown reduced to 3 seconds from 8.
 * Ground Slam can now be charged to increase the radius of effect and damage over 2 seconds.
 * Ground Slam can now be charged to increase the radius of effect and damage over 2 seconds.


 * Rammus can initiate a channel by keeping the mouse button held whenever he issues a movement command. While channeling, Rammus will rapidly generate Momentum, which grants him bonus movement speed. The channel is interrupted by movement inhibiting effects instead of silencing effects.
 * After the 3 seconds or releasing early after at least seconds, Rammus will hurtle forward with a slow rotation speed. Rammus gradually loses Momentum once he starts moving and cannot  stop moving so long as he has Momentum.
 * Colliding with lesser units will them for 1 second, applying one '. Colliding with a champion, large unit or terrain will bring Rammus to a, ' his target and dealing 100% splash damage to enemies in a large area. Colliding with terrain will still trigger the splash damage.
 * Rammus hurls a nova of spikes in an area about him, dealing  physical damage to the first enemy hit by each spike. Enemies champions hit will take 15% increased damage from Needle Barrage for the next 8 seconds, stacking up to 6 times.
 * Enemies will intercept multiple needles but will only be damaged once. Minions cannot intercept more than 5 needles and if the needles strike a minion, the needle will do area of effect damage that only affects other nearby minions.
 * Rammus curls the earth around him to form a barrier, mitigating the next 80 / 120 / 160 / 200 / 240 physical damage. If the shield is broken, Rammus will fire a Needle Barrage at no cost or affect on cooldown.
 * Powerball will champions hit directly (8 second per-target cooldown) and deals 30 / 45 / 60 / 75 / 90  bonus magic damage to all enemies hit.
 * Rammus erects a ramp at the target location, creating a tapered wall of terrain that is impassible to all except Rammus during . Ramps last for have 10 minutes, up to 8 at a time, and have 3 health and take /  damage from champion attacks.
 * Powerballing into a ramp causes Rammus to take to the air for a short duration, ignoring terrain and unit collision. Landing on a champion, large unit or terrain—in addition to the effects of Powerball—will surrounding enemies inward and harshly  them for a short duration.
 * Rammus creates an earthquake around himself for 8 seconds, dealing 65 / 130 / 195  magic damage to nearby enemies and enemy structures each second for the duration.
 * Powerball will champions hit directly (8 second per-target cooldown) and deals 30 / 45 / 60 / 75 / 90  bonus magic damage to all enemies hit.
 * Rammus erects a ramp at the target location, creating a tapered wall of terrain that is impassible to all except Rammus during . Ramps last for have 10 minutes, up to 8 at a time, and have 3 health and take /  damage from champion attacks.
 * Powerballing into a ramp causes Rammus to take to the air for a short duration, ignoring terrain and unit collision. Landing on a champion, large unit or terrain—in addition to the effects of Powerball—will surrounding enemies inward and harshly  them for a short duration.
 * Rammus creates an earthquake around himself for 8 seconds, dealing 65 / 130 / 195  magic damage to nearby enemies and enemy structures each second for the duration.
 * Rammus creates an earthquake around himself for 8 seconds, dealing 65 / 130 / 195  magic damage to nearby enemies and enemy structures each second for the duration.


 * The projectile now grants sight while in flight.
 * The projectile now grants sight while in flight.


 * Disruptor
 * (Innate)
 * Sejuani and nearby allied melee champions form a Warband. Each gains 20% Slow Resistance per member of the Warband.
 * (Q)
 * non-champions hit.
 * AP scaling.
 * Now scales with.
 * (W)
 * Health scaling from both parts.
 * Cone attack now scales with.
 * Whip attack now scales with.
 * Whip attack is now single target and is now described as a bola toss.
 * The cone now marks enemies hit. If a marked enemy is hit by the bola, they are for  seconds.
 * (E)
 * Sejuani's next attack or ability deals  bonus magic damage. If the target is immobilized, she signals  to gore the target, instead dealing   bonus magic damage but freeing them to move albeit  by 80% for immobilize's remaining duration.
 * Permafrost_old2.png Permafrost (R)
 * After a brief delay, Sejuani covers the entre map in snow: raising all units up and removing brush, terrain and structures for the next seconds.
 * During the delay, there will be a global rumbling sound, slight camera shake and a global quote.


 * Disruptor
 * Sion can now activate summoner spells.
 * Whenever a champion or structure dies that he damaged in the last seconds, Sion is restored to full health, the rate of decay is reset and Death Surge's cooldown is refreshed.
 * Disabling Sion during the channel will cause the ability to go off early rather than cancelling the ability.
 * The ability will go on full cooldown.
 * An interrupted Decimating Smash will not knockup, regardless of how long it was charged, but will deal the charged damage in full.
 * Now scales with.
 * An interrupted Decimating Smash will not knockup, regardless of how long it was charged, but will deal the charged damage in full.
 * Now scales with.
 * Now scales with.

Minor changes= Minor rework= Major Rework=
 * Defense
 * Stunning an enemy now restores 50 mana.
 * Mana cost increased to 30 at all ranks from 16 / 17 / 18 / 19 / 20.
 * 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.
 * Mana cost increased to 30 at all ranks from 16 / 17 / 18 / 19 / 20.
 * 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.
 * Stunning an enemy now restores 50 mana.
 * Mana cost increased to 30 at all ranks from 16 / 17 / 18 / 19 / 20.
 * 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.
 * The location of the wall 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.
 * 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.
 * If Skarner has not received damage in the last 5 seconds, he begins generating 10% of his maximum health as a shield and movement speed over the next 10 seconds. The generation is halted upon taking damage and the movement speed will persist while the shield holds.
 * Skarner's next attack deals bonus damage that splashes to nearby enemies and grants bonus attack speed. The attack speed stacks up to 3 times. Basic attacks reduce the cooldown of Crystal Slash, stacking per enemy champion hit by Crystal Slash.
 * Skarner stabs the ground, causing a line of crystal to erupt from the ground. Enemies caught take magic damage and are.
 * Skarner dashes forward, damaging enemies he passes through. Upon colliding with a champion, he abducts them and slowly drags them back along the path he took.
 * Skarner burrows himself, sinking all nearby units alongside him. All sunken units are placed within an instanced cavern while Skarner slumbers at its center. While slumbering, Skarner rapidly restores to maximum health and is gains a secondary health bar with that, if it is dealt lethal damage, causes him to awaken early.
 * Skarner stabs the ground, causing a line of crystal to erupt from the ground. Enemies caught take magic damage and are.
 * Skarner dashes forward, damaging enemies he passes through. Upon colliding with a champion, he abducts them and slowly drags them back along the path he took.
 * Skarner burrows himself, sinking all nearby units alongside him. All sunken units are placed within an instanced cavern while Skarner slumbers at its center. While slumbering, Skarner rapidly restores to maximum health and is gains a secondary health bar with that, if it is dealt lethal damage, causes him to awaken early.
 * Skarner burrows himself, sinking all nearby units alongside him. All sunken units are placed within an instanced cavern while Skarner slumbers at its center. While slumbering, Skarner rapidly restores to maximum health and is gains a secondary health bar with that, if it is dealt lethal damage, causes him to awaken early.
 * Skarner burrows himself, sinking all nearby units alongside him. All sunken units are placed within an instanced cavern while Skarner slumbers at its center. While slumbering, Skarner rapidly restores to maximum health and is gains a secondary health bar with that, if it is dealt lethal damage, causes him to awaken early.


 * Skirmisher
 * Shield strength increased to from.
 * Shield duration reduced to 2 seconds from 3 seconds.
 * Cooldown changed to 23 - (Vi's level) from.
 * Triggering the shield versus minions and lesser monsters.
 * Triggering the shield with.
 * Maximum range increased to 1000 from 725.
 * Maximum range charge-up time increased to 2 from.
 * Damage changed to  from.
 * Charging increases the damage.
 * Vi will now all enemy champions she collides with en route, damaging and knocking them aside them only when she arrives at her target as part of the same punch.
 * Assault and Battery's damage and dash speed are reduced by as she picks up enemies, and is cancelled entirely if more than three enemies jump on her. Half the cooldown is refunded if enemies successfully dog-pile Vi into submission.
 * Enemies can dog-pile Vi during Assault and Battery in an attempt to slow her down, and will force her to submit if 3 get in her way.
 * Vi will now all enemy champions she collides with en route, damaging and knocking them aside them only when she arrives at her target as part of the same punch.
 * Assault and Battery's damage and dash speed are reduced by as she picks up enemies, and is cancelled entirely if more than three enemies jump on her. Half the cooldown is refunded if enemies successfully dog-pile Vi into submission.
 * Enemies can dog-pile Vi during Assault and Battery in an attempt to slow her down, and will force her to submit if 3 get in her way.


 * Saboteur

New Ultimate= Original Ultimate=
 * (Innate)
 * Time to pull himself together flattened to 6 seconds from.
 * Zac will revived upon being reduced to a single blob, regardless of remaining time.
 * General
 * /Joke now has Zac sink into a puddle and then chuckle.
 * (R)
 * Zac holds his nose and attempts to breathe out, inflating himself. After enjoying a moment, he begins rolling in the target direction. Enemies he collides with while rolling are absorbed, carrying them with him until maximum range or he collides with terrain. Absorbed enemies are untargetable.
 * While active, will expel enemies within him and  becomes an instant cast toward the target location, although is still limited to a cone in his rolling direction.
 * (R)
 * No longer has controlled movement.
 * Now inputs a target location and bounces twice in the same direction, with the distance he bounces based on how far the original location was. As with .
 * Damage reduced to  from.
 * Reduced damage on subsequent bounces.
 * Enemies will now be knocked back on each hit.

Juggernaut
Version 2= Version 1=
 * (Innate)
 * Dr. Mundo gains 1% bonus movement speed for every that he takes in damage or consumes to cast his abilities, stacking with no upper limit. This bonus lingers for  seconds out of combat.
 * (Q)
 * Dr. Mundo hefts his cleaver back in preparation to strike in the target direction and begins charging for up to seconds, pouring his health into Under The Knife to increase its damage by the same amount over the first second as well as  himself by 20% over the last  seconds. After  seconds or if interrupted, the second cast is triggered automatically.
 * Dr. Mundo brings his cleaver down, dealing between 30 / 45 / 60 / 75 / 90 and 60 / 90 / 120 / 150 / 180  magic damage to all enemies in a line and  them by 40% for 2 seconds.
 * (W)
 * Dr. Mundo juices himself up for 5 seconds, increasing his attack speed to as well as causing his attacks to deal 30 / 50 / 70 / 90 / 110  bonus physical damage. Substance Abuse has side effects, and causes Dr. Mundo to be  for the duration.
 * (E)
 * For the next seconds, Dr. Mundo  enemies who come within 300-units of him. Dr. Mundo is  for the duration, but will apply one attack against each enemy he knocks aside. There is no per-target cooldown on this effect.
 * (R)
 * Renamed Experimental Medicine.
 * Bonus movement speed. Casting Sadism still grants bonus movement speed due to his new innate.
 * Grants 50 % Crowd Control Reduction.
 * (Innate)
 * Dr. Mundo generates 5 Fury per second if he has damaged an enemy in the last seconds. At 100 Fury, Dr. Mundo enters a  for 6 seconds while his Fury depletes to 0.
 * Dr. Mundo is, deals as bonus physical damage, and attacks with  attack speed, which cannot be improved.
 * (Q)
 * Dr. Mundo hefts his cleaver back in preparation to strike in the target direction and begins charging for up to seconds, pouring his health into Under The Knife to increase its damage by the same amount over the first second as well as  himself by 20% over the last  seconds. After  seconds or if interrupted, the second cast is triggered automatically.
 * Dr. Mundo brings his cleaver down, dealing between 30 / 45 / 60 / 75 / 90 and 60 / 90 / 120 / 150 / 180  magic damage to all enemies in a line and  them by 40% for 2 seconds.
 * Cost:
 * (W)
 * Dr. Mundo gains 4 / 8 / 12 / 16 / 20 movement speed every time he takes damage from an enemy champion, stacking up to 4 times.
 * Dr. Mundo injects himself with an inoculating serum, shielding him from the next hostile ability for seconds. If Dr. Mundo successfully blocks an ability, he gains crowd control immunity for the next  seconds as well as 30 / 35 / 40 / 45 / 50 % bonus movement speed for  seconds.
 * Alternatively, Dr. Mundo gains 1 movement speed for every 10 damage he mitigates through any means, which lingers for  seconds after taking damage.
 * (E)
 * For the next seconds, Dr. Mundo  enemies who come within 300-units of him. Dr. Mundo is  for the duration, but will apply one attack against each enemy he knocks aside. There is no per-target cooldown on this effect.
 * (R)
 * Renamed Experimental Medicine.


 * Passive removed.
 * Garen surrounds himself with a barrier that is split in four, protecting him from one basic attack or ability on each side. The protection reduces physical damage by 50%, magic damage by 50% and the duration of any crowd control effects by 35%. The barrier lasts up to 3 seconds.
 * Cooldown reduced to 19 / 18 / 17 / 16 / 15 from 24 / 23 / 22 / 21 / 20.
 * Garen is now considered to be facing in all directions while spinning for the purpose of from-behind and from-front effects.
 * Garen is now considered to be facing in all directions while spinning for the purpose of from-behind and from-front effects.
 * Garen is now considered to be facing in all directions while spinning for the purpose of from-behind and from-front effects.


 * Mage
 * Stats
 * Attack speed increased to 0.625 from 0.601.
 * Attacks no longer scale less efficiently with attack speed.
 * Now utilizes Fury. Mordekaiser gains 2 Fury each time he or his slave hit a basic attack, per enemy hit by Mace of Spaces and per enemy hit by Siphon of Destruction, increased to 10 versus champions and large monsters. Fury decays at a rate of 5 per second if he has not taken damage in the last 3.5 seconds.
 * General
 * Health costs removed.
 * (Innate)
 * Upon reaching 100 Fury, Mordekaiser gains a shield equal to 100% of his maximum health. While shielded, Mordekaiser will not generate Fury. The shield will decay at a rate of 5% per second if out of combat for 3.5 seconds.
 * (Q)
 * Mordekaiser marches forward in the target direction, swinging Nightfall 3 times during the march all the while ignoring crowd control effects. The first two strikes deal 10 / 20 / 30 / 40 / 50  magic damage in a wide cleave before him, with the third strike dealing twice that amount.
 * The ability cannot be used to go through terrain but is capable of pathfinding with limited turning capability.
 * COOLDOWN: 10 / 9 / 8 / 7 / 6
 * SPEED: 375 (+ENHANCED MOVEMENT) (+ Creeping Death)
 * (W)
 * Mordekaiser shrouds himself and the target enemy with a swirling cloud of metal, granting them each 75 bonus movement speed while moving toward one another. While the areas overlap, Mordekaiser deals 50 / 85 / 120 / 155 / 180 magic damage per second to enemies within both areas, including his target. Target minions will have a smaller cloud radius.  The damage does not stack where the areas overlap.
 * The duration is extended by 1 second each time Creeping Death damages an enemy, up to 3 bonus seconds.
 * COOLDOWN: 12 / 11 / 10 / 9 / 8
 * (E)
 * The ability can now be channeled for up to 2 seconds, increasing the damage by up to 300% over the duration and the range over the first second. If charged for at least 1 second, Siphon of Destruction will enemies hit by 75% for 0.5 seconds.
 * If interrupted, Siphon of Destruction will deal the minimum damage.
 * Damage reduced to 20 / 40 / 60 / 80 / 100 from 35 / 65 / 96 / 125 / 155.
 * Maximum damage implemented at 60 / 120 / 180 / 240 / 300.
 * Damage radius begins as a narrow line that first reaches forward and then extends outwards to form a cone.
 * (R)
 * Mordekaiser's basic attacks and damage dealing abilities apply a curse to enemy champions, Dragon and Rift Herald for 3.5 seconds. If Mordekaiser's team scores a takedown on a cursed enemy, their spirit will linger for 7 seconds above their corpse.
 * Mordekaiser enslaves the target spirit for the next 45 / 60 / 75 seconds. Spirits can be directed by reactivating Children of the Grave and deal   magical damage on their attacks. Spirits are only visible to Mordekaiser, resembling a transparent and ghostly version of the deceased - using their knockup animation where available.


 * Voice Over
 * Olaf now includes quotes that refer to, specifically how shameful it would be to die by Lamb's Arrow as well as quotes for when killed by Lamb or Wolf.
 * Olaf now includes quotes that refer to his indignant fury over his prophesied "quiet death".
 * (I)
 * No changes.
 * (Q)
 * Olaf throws an axe forward in a line that sticks to the first champion or large unit it hits, dealing 70 / 115 / 160 / 205 / 250 physical damage to all enemies it passes through. The axe will pierce targets it kills and will fall to the ground at maximum range if it does not stick to a target. If the axe lodges itself in a target, Olaf gains 30% bonus movement speed for  seconds.
 * Olaf's first attack against a target encumbered by his axe will deal 30 / 60 / 90 / 120 / 150 bonus physical damage.
 * Retrieving his axe from either someone's face or from the ground will reduce the cooldown of Reckless Swing by 6 seconds.
 * Cooldown increased to 8 seconds from 7.
 * (W)
 * Olaf's attacks consume to deal  bonus true damage.
 * (E)
 * Olaf hurls both his axes in opposing circular flight paths to converge on the target location, dealing 35 / 60 / 85 / 110 / 135 physical damage to enemies hit. Enemies hit where the axes converge take twice as much damage and are  by 40 / 45 / 50 / 55 / 60 % for  seconds.
 * The two axes take the same length of time to converge regardless of how close to target, instead covering a wider area.
 * Cooldown: 8 seconds
 * Cost: 60 mana
 * (R)
 * Olaf cannot die for the next 5 seconds and stores 50% of the damage he deals as Grey Health. At the end of the duration, Olaf restores health equal to his Grey Health.


 * Stats
 * Base health reduced to 340 (+70) from 584 (+80).
 * General
 * Heat is now only used by Flamespitter and the Danger Zone effect has been removed.
 * Rumble now has both a Mounted and Unmounted form, with his mech functioning similarly to.
 * Rumble pilots his trusty mech, Tristy, who shields him from damage. Tristy has 400 - 1505 (based on level) maximum health, while Rumble does not benefit from bonus health himself.
 * If Tristy is reduced to 0 health, Rumble jumps from the wreckage and becomes the playable character. Damage in excess of Tristy’s health is ignored and Rumble is briefly untargetable while dismounting.
 * Tristy can only have one of her basic abilities active at a time.
 * (Q)
 * Changed to a toggle.
 * Cooldown removed (previously 6 seconds).
 * Cost changed to 10 per second from 20 per cast.
 * Damage increased to  from.
 * The ability to attack during Flamespitter.
 * Rumble is slowed by 20% while active.
 * One of the following:
 * Flamespitter is direction-locked, similar to, but Rumble retains the ability to move reactively.
 * Rumble's ability to turn is reduced, but Flamespitter will turn with him as on live.
 * (W)
 * Rumble engages Tristy’s electromagnetic shield to cover the target direction, intercepting and catching oncoming champion-sourced projectiles for the next 3 seconds or until deactivated. If Rumble blocks at least one projectile, he gains the ability to cast Scrap Cannon while Scrap Shield is on cooldown.
 * Cooldown: 14 / 13 / 12 / 11 / 10
 * (W2)
 * Rumble launches scrap forward in a line, dealing 45 / 70 / 95 / 120 / 145 magic damage to the first enemy hit and slowing them by 15 / 20 / 25 / 30 / 35 % for 2 seconds.
 * (E)
 * Rumble charges in the target direction for 3 seconds or until deactivated. Rumble's movement speed rapidly accelerates increases by 125% over the first 1 second, and he is ghosted for the duration. Enemies he collides with are . Turbo Charge will not disengage automatically upon collision with terrain.
 * Cooldown: 13 / 12 / 11 / 10 / 9
 * (R)
 * Emptylord Equalizer.png Each individual rocket will now obey terrain collision, similar to  or.
 * Unmounted
 * ProfileIcon1394 LCA.png Mag-Hammer
 * Rumble attacks with 1.75 attack speed (cannot be increased) and his attacks deal 25 - 110 (based on level) bonus magic damage on-hit.
 * (Any Learned Ability)
 * Rumble must wait out Tristy’s 60 second repair time before being able to activate Round Two. Collecting Spare Parts reduces the current repair time by 3 seconds. Versus champions, structures and epic monsters, Rumble generates 1 Spare Part on-hit and 8 for takedowns; while other units grant 1 Spare Part on-kill.
 * Rumble calls down Tristy and mounts up, which prevents Rumble from acting for 1 second but grants Tristy's health after 0.25 seconds.
 * Rumble calls down Tristy and mounts up, which prevents Rumble from acting for 1 second but grants Tristy's health after 0.25 seconds.


 * Mage


 * Mage


 * Saboteur
 * Healing is now delayed by a projectile.
 * Healing flattened to 5% at all levels from % based on level.
 * AD ratio flattened to 100% at all ranks from %.
 * Now scales with.
 * Attack damage reduction changed to 10% of the target's attack damage from %.
 * Attack damage buff changed to 10% of the target's attack damage from.
 * There is a minimum reduction/buff of.
 * Attack damage buff changed to 10% of the target's attack damage from.
 * There is a minimum reduction/buff of.


 * Visual Upgrade
 * Original, Black Belt, Primal and Definitely Not are updated to use Spirit Guard Udyr's 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).
 * General
 * Udyr now uses energy. It costs 60 energy to enter a new stance, or 35 energy to re-enter the current stance.
 * The rank-up incentives for rank-4 and rank-5 are greater than the ranks-1 to 3. This is to create a stronger incentive for picking which abilities to maximize, rather than there being no real deficit for forsaking an ability. I have used the FlipText feature swap between the linear and non-linear versions.
 * Stats
 * Attack speed growth lowered to 2% from 2.67%.
 * Udyr's base stats are modified based on his current stance.
 * renamed Tiger's Fury
 * Grants +4% attack speed growth (0-%).
 * Udyr gains % bonus attack speed for 5 seconds.
 * On every third attack, Udyr calls upon his Tiger Spirit to rend his target - dealing  bonus physical damage over 2 seconds. This is primed for the first attack.
 * renamed Turtle's Guard
 * Grants +2 armor/magic resist growth (0-).
 * Udyr surrounds himself in a barrier that mitigates the next  damage within the next 5 seconds.
 * Whenever Udyr is attacked by an enemy champion or neutral monster, he calls upon his Turtle Spirit to aid in a counter-offensive - dealing bonus damage on his next attack against his attacker within the next 1.5 seconds. Turtle Stance has no internal cooldown and has a per-target indicator.
 * renamed Bear's Might
 * Grants 14 + (2 level) bonus movement speed (16-40).
 * Udyr calls upon his Bear Spirit to aid in his next attack, granting him 650 attack range and causing his next attack to lunge at his target, dealing physical damage and briefly knocking them back. The empowered attack will not carry over if Udyr switches stance.
 * Udyr gains between 5% and bonus movement speed based on the amount of time since his last attack. The timer starts upon entering Bear Stance and takes 5 seconds to fully charge. Activating Bear Stance primes a 5 second duration that will persist even if Udyr changes stance.
 * renamed Phoenix's Resolve
 * Grants +3 health regeneration growth (0-).
 * Udyr's basic attacks for the next 5 seconds restore  health.
 * Udyr's basic attacks call upon his Phoenix Spirit to scorch enemies in a conic wave at frequent intervals: dealing  magic damage. Consecutive attacks generate stacks that increase the rate of damage by 50% for 1.5 seconds, up to 150%, for an interval of  /  /  / . The stacks fall off one at a time and the Phoenix Spirit will continue to scorch enemies until all stacks have dropped off (i.e. after Udyr stops attacking).
 * Udyr's basic attacks call upon his Phoenix Spirit to scorch enemies in a conic wave at frequent intervals: dealing  magic damage. Consecutive attacks generate stacks that increase the rate of damage by 50% for 1.5 seconds, up to 150%, for an interval of  /  /  / . The stacks fall off one at a time and the Phoenix Spirit will continue to scorch enemies until all stacks have dropped off (i.e. after Udyr stops attacking).


 * (R)
 * Yorick channels for up to 8 seconds, summoning the Maiden of the Mist at the target location. The Maiden is untargetable, ignores unit collision, and deals   magic damage per second to nearby enemies. While active, movement and attack commends will control the Maiden's movement (instead of Yorick's) and there is no limit on how far she can move from Yorick. Reactivate the ability to cancel.
 * All units killed by the Maiden will leave Graves.

Skirmisher

 * Enforcer
 * The ability to dash through terrain.
 * The ability to dash through terrain.


 * The empowered attack also reduces the cooldown of her abilities 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.
 * Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.
 * Dash speed reduced to be slower than Crescent Strike, removing the need for the grace period.
 * Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.
 * Dash speed reduced to be slower than Crescent Strike, removing the need for the grace period.
 * Dash speed reduced to be slower than Crescent Strike, removing the need for the grace period.


 * The amount of health that Ekko will restore is displayed as grey health.
 * The amount of health that Ekko will restore is displayed as grey health.


 * Blocks everything from all directions.
 * Grants 100% dodge chance (excluding turret shots) from oncoming attacks and protection from other oncoming projectiles.
 * No longer mitigates existing damage over times.
 * No longer blocks summoner spells.
 * No longer blocks non-projectile effects.
 * No longer blocks non-projectile effects.


 * Artillery
 * The empowered attack cannot be triggered versus minions and lesser monsters.
 * Now scales with.
 * Plunder on-kill.
 * Gangplank plunders gold and 1 Silver Serpent each time he scores a unit kill or champion assist with Parrrley, Powder Keg or Cannon Barrage. The plunder is increased to 5 Silver Serpents for champion takedowns.
 * Upgrade costs reduced to 125 Silver Serpents from 500.
 * Gangplank plunders gold and 1 Silver Serpent each time he scores a unit kill or champion assist with Parrrley, Powder Keg or Cannon Barrage. The plunder is increased to 5 Silver Serpents for champion takedowns.
 * Upgrade costs reduced to 125 Silver Serpents from 500.
 * Upgrade costs reduced to 125 Silver Serpents from 500.


 * Ranger
 * Fixed a bug where Graves' attack speed was showing his reload speed instead of his attack speed.
 * Graves' attack speed and reload speed being affected by bonus attack speed. As with Jhin, only his growth will affect these stats.
 * Pellet AD ratio now has a scaling.
 * Bullets beyond the first gain a scaling.
 * Bullets beyond the first gain a scaling.

"Try letting go!"
 * (Innate)
 * Irelia's basic attacks grant her movement speed for 3.5 seconds. Basic attacks against champions cause the bonus to stack up to 3 times.
 * (Q)
 * Irelia begins gathering her blades behind her, increasing the range of Bladesurge over the next 1.5 / 1.375 / 1.25 / 1.125 / 1 seconds. After 3 seconds, half the cooldown and cost are refunded.
 * Irelia flings herself toward the target uses the momentum built up to fling herself toward the target area, dealing 75 / 115 / 155 / 195 / 235 physical damage to all enemies in an X-radius area on impact.
 * For 0.75 seconds after finishing, Irelia gains the ability to use the second cast without needing to use the first cast.
 * (W)
 * Irelia steadies her reflexes for seconds, intercepting and deflecting toward the cursor the next champion-sourced projectile that could hit her that deals 70 / 115 / 160 / 205 / 250  magic damage to all enemies it passes through. Irelia is still affected by the projectiles she catches, but takes 75% reduced damage. If Irelia successfully deflects a projectile, Hiten Style is readied again for  seconds. Irelia can use Hiten Style up to 3 times before it goes on cooldown.
 * If active during, deflected projectiles instead deal damage in a cone.
 * (E)
 * Irelia begins whirling her blades, forming a turbine that tracks the direction of her cursor for the next 2.5 seconds. The turbine deals 20 / 30 / 40 / 50 / 60 physical damage every 0.25 seconds to enemies in its wake. The first time an enemy is damaged they are knocked back 725 units then slowed by 20% for 1 second, dealing 20 / 30 / 40 / 50 / 60  physical and slowing all enemies they collide with by 20% for 1 second.
 * Irelia cannot attack or use Bladesurge during Transcendent Blades.
 * (R)
 * Irelia blasts an image of her blades forward 875 units, dealing  physical damage to all enmies hit and slowing them by 80% for 1.25 seconds. The blades linger for  seconds before flying back,  all enemies hit on the way back toward Irelia.

- Irelia


 * Active removed.
 * Jax's attacks and damaging abilities apply empowerment stacks for 3.5 seconds. At 3 stacks, the target takes bonus damage. This damage applies spell effects.
 * Jax can no longer perform basic attacks while Counter Strike is active.
 * Taking attacks during Counter Strike will refresh Relentless Assaults's timer.
 * Passive removed.
 * Taking attacks during Counter Strike will refresh Relentless Assaults's timer.
 * Passive removed.
 * Passive removed.


 * Lee Sin will now also restore 2% of his missing health on the empowered attacks.
 * Attack Speed bonus increased to % from 40% at all levels.
 * (Q1)
 * Damage changed to from 50 / 80 / 110 / 140 / 170.
 * Damage no longer scales with 8% of the target's missing health.
 * Damage is now modified by 0.5% for every 1% of the target's health that's missing.
 * Minimum damage changed to  from 50 / 80 / 110 / 140 / 170.
 * Maximum damage implement at.
 * Total/maximum damage from both actives changed to from 100 / 160 / 220 / 280 / 340.
 * (W1)
 * Shielding effect removed.
 * Lee Sin can no longer target himself with Safeguard.
 * Lee Sin will now place himself between his target and the nearest enemy champion.
 * Iron Will can now only be cast if Lee Sin targets a champion with Safeguard.
 * (W2)
 * No longer grants life steal or spell vamp.
 * Now shields Lee Sin and the target of Safeguard from up to 60 / 100 / 140 / 180 / 220 damage.
 * (E1)
 * Damage changed to 25 / 50 / 75 / 100 / 125 from 60 / 95 / 130 / 165 / 200.
 * Now deals physical damage instead of magic.
 * (E2)
 * Renamed Humble.
 * Damage changed to 50 / 150 / 250 from 200 / 400 / 600.
 * The target will now take an additional 25 / 75 / 125 bonus damage for each enemy champion they collide with.
 * Damage changed to 50 / 150 / 250 from 200 / 400 / 600.
 * The target will now take an additional 25 / 75 / 125 bonus damage for each enemy champion they collide with.
 * The target will now take an additional 25 / 75 / 125 bonus damage for each enemy champion they collide with.


 * Rogue
 * Accommodation
 * is now applied by, and , such that they can only see who they're focused on.
 * Stats
 * Attack speed growth increased to 3.5% from 2.7%.
 * Heal now scales with.
 * Blocking an ability doubles the passive attack speed.
 * Blocking an ability now grants Nocturne stealth for 1.5 seconds and halves the cooldown of Shroud of Darkness.
 * Passive attack speed is now doubled while attacking an enemy.
 * Nocturne's gains 200 movement speed while moving toward enemies or while stealthed.
 * Bonus movement speed change to 200 flat from 60%.
 * 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 tethered, the target also takes periodic magic damage.
 * Cast range increased to 475 from 425.
 * Tether range increased to 525 from 465.
 * Targeting now uses instead of.
 * The effects of now includes, as mentioned above.
 * Cooldown is now reduced to 60 seconds if Nocturne does not use the second active.
 * Targeting now uses instead of.
 * The effects of now includes, as mentioned above.
 * Cooldown is now reduced to 60 seconds if Nocturne does not use the second active.
 * Cooldown is now reduced to 60 seconds if Nocturne does not use the second active.


 * Disruptor
 * (Innate)
 * Renamed Aspis of Zeonia.
 * (Q)
 * Pantheon starts drawing back his spear, increasing Spear Shot's range over the next (1 Attack Speed) seconds. After 3 seconds, Spear Shot is cancelled.
 * Pantheon throws his spear, dealing 65 / 105 / 145 / 185 / 225 physical damage to the first enemy hit. Spear Shot can critically strike.
 * Cost: 50 Mana (Consumed on 2nd Cast)
 * (W)
 * Pantheon charges forward, dealing 60 / 100 / 140 / 180 / 220 to all enemies he passes through. The first unit Pantheon collides with that isn't killed by Press Forward is  with him while units beyond that are.
 * (E)
 * Damage per strike changed to from 26 / 43 / 60 / 76 / 93.
 * Number of strikes changed to from 3 at all ranks.
 * Reduced damage versus non-champions.
 * Pantheon raises a large barrier around himself for the next 4 seconds, granting him crowd control immunity, the ability to intercept oncoming attacks and projectiles, instantly refreshing and shielding him for 200 / 300 / 400, but preventing him from attacking or casting. Other allies within the perimeter are also immune to crowd control.
 * Pantheon can reactive the ability to end the effect early.
 * Pantheon can reactive the ability to end the effect early.


 * and
 * Now utilises paradigm. His rework has removed the feature from him.


 * General
 * Now uses Energy.
 * Empowered attacks now restore 35 energy.
 * Costs 60 energy per cast.
 * Broken Wings now uses mechanic.
 * Cooldown reduced to 4 from 13 seconds.
 * No longer has multiple casts.
 * Damaging an enemy with Broken Wings will empower the next cast of Broken Wings within the next 10 seconds. The third cast in the chain is empowered.
 * The damage is now shared among all enemies hit, with a minimum of 40% damage.
 * Costs 60 energy.
 * Costs 60 energy.
 * The shield now only mitigates physical damage.
 * Missile speed reverted to 2200 from 1600.
 * Missile speed now decelerates as it hits enemies.
 * Costs 60 energy.
 * The shield now only mitigates physical damage.
 * Missile speed reverted to 2200 from 1600.
 * Missile speed now decelerates as it hits enemies.
 * Missile speed now decelerates as it hits enemies.


 * Enforcer
 * On-hit area damage while Burnout is active is removed.
 * Burnout ticks will now trigger Kindling's bonus damage.
 * Mark that causes percent-health bonus damage named Kindling.
 * Kindling is transferred to nearby enemies whenever a marked enemy dies.
 * Maximum fury increased to  from 100.
 * Passive fury generation changed to % of maximum Fury from  flat.
 * On-hit fury generation changed to 2% of maximum Fury from 2 flat.
 * Shyvana is now invulnerable during the dash.
 * bonus health.
 * Shyvana's Fury becomes a secondary Health Bar, shielding her primary Health Bar while she has Fury. Upon being depleted, Shyvana returns to Human form. Damage dealt in excess of her current Fury is not carried over to her Human form. This is similar to .
 * While active, Shyvana gains the ability to cast Ferocious Pursuit.
 * (R2)
 * Shyvana lungs forward a short distance, consuming 10% of her maximum Fury.
 * Cooldown: 5 seconds
 * (R2)
 * Shyvana lungs forward a short distance, consuming 10% of her maximum Fury.
 * Cooldown: 5 seconds


 * Disruptor


 * General
 * No longer uses Fury.
 * (Innate)
 * Tryndamere's attacks deal bonus damage for every 1% that the target's movement speed is, or 35% bonus damage versus immobilised targets.
 * Additionally, Tryndamere's attacks cannot critically strike. Instead, his attacks deal 1% bonus damage for every 1% of his critical strike chance. The bonuses from Bloodlust stack additively.
 * (Q)
 * Tryndamere benefits from 10 / 20 / 30 / 40 / 50 % bonus attack speed.
 * For the next 4 seconds, Tryndamere doubles the passive attack speed and converts a the pre-mitigation damage he deals into Grey Health. At the end of the duration, Tryndamere restores health equal to his Grey Health.
 * (W)
 * AD reduction changed to 30 / 35 / 40 / 45 / 50 % from 20 / 35 / 50 / 65 / 80.
 * Slow reduced to 30 / 35 / 40 / 45 / 50 % from 30 / 37.5 / 45 / 52.5 / 60 %.
 * (E)
 * Dash is now a fixed-length instead of variable.
 * Damage changed to  from 70 / 100 / 130 / 160 / 190.
 * Damage is modified by.
 * On-crit cooldown reduction.
 * Cooldown is now reduced by 2 seconds per enemy champion hit.
 * (R)
 * Trydnamere inspires undying loyalty in nearby allies. For the next 5 seconds, Tryndamere's allies cannot be reduced below.
 * 475