League of Legends Wiki

Elphrihaim

349 Edits since joining this wiki
January 7, 2013

I enjoy constraining my (or others') OCs to the League of Legends format. I like doing this because it allows me to decide what is really important to a character's core values; and how they really act when pressured.

For example, Elphrihaim is the twin of fire and flames. He uses flames in combat, though exactly how was something I never finalized-- he could use soft flames to soothe pain and ills, or harsher flames to sear enemies, but most important was that he had complete-- free reign-- over his fire.

In my first draft of him, I represented that with an ult that allowed you to draw fire freely on Summoner's Rift.. which has a number of problems in and of itself; so I had to come up with other ways that would let the player create damage areas as they were needed.

The way I came up with that was with a simple point-target spell that was on an extremely short cooldown; having literally no effect if only cast once, demanding multiple rapid casts to deploy flame walls. That replaced his ult's 'free control of fire' gimmick, and was fit for a basic ability.

That let me shuffle around the single skill that felt ultimate-like (charged up ball of fire) to the ult, but I also incorporated his soft, soothing flames as a defensive buff that ended with a heal; that could be cast as a slow that ends with damage on enemies; representing the dual nature of his powers, to heal or harm.

Since I didn't want his unpredictable-location spell to have great range, I then gave his final spell pretty good range so that his back-line mage status wasn't shifted anywhere.

I do (currently) have him as a melee, but as he lacks mobility spells I'm probably going to make him ranged.


Other than that, I actually avoid skins because I usually prefer the 'Classic' skin of champions to their alternate costumes (exceptions I can think of: Varus (too dark), Jinx (outfit bugs me on multiple levels), Sona (because Silent Night is just a beautiful piece of music), Ahri (less dislike and more loving her skins), Trundle (trolls use mud not ice!), Caitlyn (Arctic Warfare's just too good), Cassiopeia (I am a Greek/Rome nut)).

Oh, and I suck at drawing but want to be a concept artist anyway, because I have ideas and lots of them.

I'd really hate to forget to post this, so I'm just going to post it? x]

I'm sure I've forgotten something that isn't in this section, too.

That which has not been done

CHAMPIONS
    • Rengar? Vel'Koz? Braum? Nidalee?
    • Sion, Urgot, Yorick: Total adjustment, but keeping some abilities or their thematic.
    • Skarner's changes haven't been fully addressed. He stinks of being not-Skarner.
    • Jayce needs to be addressed somewhat-- he's still an absurdly powerful poke master with a good all in. Strong all-in is ok (as that is a melee combatant with a single-target disengage), so seeking to address his ranged damage mostly.
    • Evelynn, Twitch (due to stealth)
    • Heimerdinger could use a look.
ITEMS
    • AD-MR Mana Sustain
    • AD-Armor Mana Sustain
    • AP-Armor Mana Sustain

Gameplay Overall

  • Number of bans in draft / ranked games increased to 4 per team, from 3.


Champions

Generic Change Most champions that have effects that increase at specific levels have had these changed to scale off of level, for a gradual, instead of sudden, power gain. This was done to help players facing a Champion they haven't faced often before; making it less sudden gives them more time to adapt instead of having to suddenly deal with a power spike. It was also done to give Champions with these effects more incentive to utilize them late-game, when using such an effect would put them closer to the enemies than they may like to be, as their late-level effects have generally been improved (biggest example I can think of is Orianna).

 Aatrox
  •  Blood Well
    • Stasis time reduced to 2.5 seconds from 3.
    • Aatrox can no longer exit the stasis early by moving, from being able to end it early by 1 second.
    • Fill rate changed from 100% of abilities' Health Costs to 65% of their costs, plus 40% of the damage dealt from the ability. This means that enemies can deny Aatrox Blood Well filling by building resistances, and Aatrox is not as incredibly strong with mostly tank items, instead having to build damage items to have potent damage output.
  •  Blood Thirst
    • Base Healing changed to 17.5 / 25 / 33 / 41 / 49 (+7.5% AP) (+25% bonus AD) from 20 / 25 / 30 / 35 / 40 (+25% bonus AD).
  •  Blood Price
    • Bonus Damage changed to 50 / 80 / 115 / 155 / 200 (+15% AP) (+100% bonus AD) from 60 / 95 / 130 / 165 / 200 +100% bonus AD.
    • Health Cost changed to 15 / 30 / 50 / 75 / 105 (+25% bonus AD) from 1 / 4th of the bonus Damage.
  •  Blades of Torment
    • Magic Damage changed to 70 / 110 / 150 / 190 / 230 (+80% AP) (+60% bonus AD) from 75 / 110 / 145 / 180 / 215 (+60% AP) (+60% bonus AD)
    • Enemies hit Trail blood for 3 seconds.
  •  Massacre
    • Magic Damage changed to 150 / 240 / 330 (+100% AP) (+50% Total AD) from 200 / 300 / 400 (+100% AP).
 Ahri Reliability, Kiting Mage, Inconsistency, slightly high Mana constraints
  •  Orb of Deception
    • Mana cost flattened to 70 at all ranks from 70 / 75 / 80 / 85 / 90.
    • If dealing Magic Damage would deal more damage, then the return of Orb of Deception deals Magic Damage instead of True Damage.
  •  Fox-Fire
    • Ahri now gains 10 / 11.5 / 13 / 14.5 / 16 % Movement Speed and the ability to move through units for 2 seconds upon casting Fox-fire.
    • Targeting improved (because the current targeting is not cunning enough).
      • If a Fox-fire would kill a unit, no other Fox-fires will target that unit.
      • If there is a Charmed Champion, at least one Fox-fire will hit it.
      • Fox-fires now attempt to maximize damage output and death count: if a Fox-fire can cause a death, it will; if all 3 are required to cause a Champion death, they will do so, if one can kill a minion or monster, it will do so, leaving the other two free to attack something else; then they will all try to attack whatever Ahri last attacked, if that is not an option they will go for multiple Champions; if all 3 together can kill a minion or monster they will do so; if NONE of these are options, they will go for multiple units.
      • Fox-fires that locked onto a target that dies will now select a new target instead of fizzling out.
      • Fox-fires that have not locked onto enemies when Ahri dies will persist to select a new target.
      • Fox-fires no longer fizzle when Ahri uses Zhonya's Hourglass.
  •  Charm
    • Mana cost changed to 75 / 80 / 85 / 90 / 95, from 85 at all ranks.
    • Ahri's Fox-Fire and Spirit Rush may automatically home in on enemies that Ahri cannot see during the damage amplification effect. If an enemy is stealthed, Ahri will still require True Sight of them.
  •  Spirit Rush
    • Cooldown now begins on first cast instead of after using the last dash or after the timer expires.
 Alistar
  •  Trample
    • Now deals 6 (+ Level) (+8% AP) (+6% Bonus AD) Physical Damage per second instead of 6 (+ Level) (+10% AP) Magic Damage per second (still doubled against minions and monsters).
  •  Pulverize
    • Stun upon hitting the ground reduced to 0.5 seconds, from 1.5 seconds.
    • Cooldown decreased to 14/13/12/11/10 from 17/16/15/14/13 seconds.
  •  Roar of Battle -  Triumphant Roar removed.
    • Alistar gains 50/90/130/170/210 (+100% AP) Shields for up to 6 seconds. While the shield holds, Trample's duration is refreshed, and Alistar's roars grant allies within 600 range of him 10/12.5/15/17.5/20 % of his Armor and Magic Resistance (buff lasts for 1 second after exiting the area / shield expires).
    • Costs 50 Mana
    • 12 second cooldown
  •  Unbreakable Will
    • Grants Alistar 1 second of crowd control immunity upon activation.
    • Instead of granting Alistar 50/60/70% Damage Reduction, he gains 60 / 75 / 90 Armor and Magic Resistance.
 Amumu
  •  Despair
    • Mana Cost increased to 8 / 9 / 10 / 11 / 12 per second, from 8.
 Anivia QoL
  •  Crystallize
    • Can now be reactivated to melt the wall.
    • Can be melted while Anivia is in  Egg form or dead.
 Annie
  •  Pyromania
    • Stun effect will not be consumed unless the spell hits at least one enemy.
    • If Annie does not cast a spell for 18 (-3 per stack of Pyromania) seconds, she loses a stack of Pyromania.
  •  Disintegrate
    •  Pyromania buff will not be consumed if the target dies before the projectile lands (just in case that wasn't obvious from the Innate).
 Ashe Enchanted Crystal Arrow's reduced damage to nearby enemies had an issue: it ruins her perfect 'only 100% ratios'. This change also alleviates some pressure when sniping from a long ways away. Other than that, just a few minor tweaks to her stats, giving her a few improvements here and there-- but nothing too drastic, I hope.
  • General
    • Base Attack Damage increased to 49.3 from 46.3.
    • Health increased to 391 (+83) from 395 (+79).
    • Mana increased to 170 (+38) from 173 (+35).
  •  Frost Shot
    • Enemies hit trail Snow for 3 seconds, slowing enemies within the Trail; instead of just being slowed.
  •  Volley
    • Base Physical Damage increased to 40 / 55 / 70 / 85 / 100 from 40 / 50 / 60 / 70 / 80.
  •  Enchanted Crystal Arrow
    • Now deals full damage to secondary targets.
 Blitzcrank consistency boost
  •  Static Field
    • Now behaves like  Hate Spike with regards to priority, targetting first the last-hit target, then low-health-- always preferring to hit Champions.
 Brand
  •  Sear
    • Ablaze targets are stunned for 1.75 seconds, down from 2.
  •  Conflagration
    • Ablaze bonus damage radius increased to 330 from 300.
 Caitlyn
 Cassiopeia Empty
 Darius
  •  Hemorrhage
    • Base Damage per Second changed to 10 (+1.5 per Champion Level) [11.5-37] from 1 / 3 / 5 / 7 / 9 / 11 / 13 / 15 / 18
    • Damage Scaling reduced to 25% Bonus AD, from 30%.
    • Movement Speed per affected Champion reduced to 4% from 5%.
  •  Crippling Strike
    • While active, Darius' basic attack range increases to 175.
    • Now makes enemies hit trail Blood for 4 seconds.
  •  Noxian Guillotine
    • Cooldown at later ranks increased to 120 / 105 / 90 from 120 / 100 / 80.
 Dr Mundo
 Elise
  •  Neurotoxin
    • Max damage to monsters increased to 50 / 100 / 150 / 200 / 250 from 50 / 75 / 100 / 150 / 200.
  •  Venomous Bite
    • Max damage to monsters increased to 50 / 100 / 150 / 200 / 250 from 50 / 75 / 100 / 150 / 200.
 Evelynn The only damaging ability that can never kill an enemy. That just... should not have been. Also from Emptylord.
 Ezreal
  • These changes help AP Ezreal a lot more than AD Ezreal, but there are improvements to AD Ezreal's kit-- mostly through the extra AD scaling on Rising Spell Force for more damage and the same on Essence Flux. This Arcane Shift gives Ezreal a stronger, but less safe, way to deal plenty of damage.
  • One thing I made sure to do (numbers-wise): Reduce Ezreal's long-ranged poke from Mystic Shot. Blindly firing off Mystic Shots is now quite a bit weaker for either Ezreal-- but landing it continuously is stronger due to Rising Spell Force (or if you use basic attacks). If you, as an enemy, can dodge every other Mystic Shot, you won't take the bonus damage from Rising Spell Force; which gives you a very obvious counterplay to Ezreal's ranged damage-- reducing it by around 25% (though the total damage has gone up).
  • I changed the ally-hit out for Shields because the previous Essence Flux effect (AS) wouldn't apply to Ezreal himself (making sense, as otherwise he would have an AS steroid on both his W and Innate, with the W steroid having a 100% chance to activate and refresh the Innate steroid-- which would give him incredible AS available all the time), but more importantly made it conflicting when to fire it towards your team and when to fire it towards enemies. Hopefully, with a shield effect, it will be used as part of a gap-closing initiation or as a way to help your team before you get there; in-lane as a poke ability against hiding enemies; and with the extra AD scaling on the damage obvious there as another 'shoot into enemy team' ability for AD Ezreal. This isn't designed to reduce Ezreal's choices, but to instead make it more suitable to all the current choices. Though most champions can make use of extra Attack Speed, others would rather have the original Heal effect (which made sense but is kinda silly for an ADC to have, and a shield is close enough, right?).
  • And I can't make up my mind regarding this, since Rising Spell Force is no longer an AS steroid Essence Flux could instead have Ezreal's steroid-- but I feel that the 'steroid' part of a normal ADC's kit is made up for with Rising Spell Force now yielding damage.
  •  Rising Spell Force
    • Dealing Physical Damage to enemies makes them Trail Ezreal's magic for 4 seconds. If an affected enemy is damaged by Ezreal's abilities, all applied marks will explode, dealing (25% Total AD) Physical Damage and (25% AP) Magic Damage to any enemies affected. One For All: Each Ezreal has separate Rising Spell Force marks.
  •  Mystic Shot
    • Physical Damage changed to 30 / 55 / 80 / 105 / 130 (+80% AD) (+45% AP) from 35 / 55 / 75 / 95 / 115 (+100% AD) (+40% AP)
    • Detonates already applied mark(s) of Rising Spell Force and applies one after the effect (Like  Final Spark's interaction with  Illumination).
  •  Essence Flux
    • Magic Damage changed to 60 / 100 / 140 / 180 / 220 (+20% AD) (+75% AP) from 70 / 115 / 160 / 205 / 250 (+80% AP)
    • Deals halved, from no, damage to minions; and full damage to monsters.
    • Ally-hit effect changed to grant Ezreal and hit allies a 30 / 55 / 80 / 105 / 130 (+40% AP) shield for 4 seconds instead of Attack Speed.
  •  Arcane Shift
    • Now prefers targets marked by Rising Spell Force before Champions before low-health enemies.
    • If Arcane Shift hits an enemy marked by Rising Spell Force, Rising Spell Force is re-applied to that enemy.
  •  Trueshot Barrage
    • Magic Damage changed to 350 / 475 / 600 (+100% bonus AD) (+100% AP) from 350 / 500 / 650 (+100% bonus AD) (+90% AP).
    • Minimum Damage increased to 40% from 30%.
 Fiora ... She needs something. She might be a good hyper-carry, but if she doesn't get the chance to hypercarry she flounders around to be able to do anything. This should help her stay in lane / jungle when behind and not get crushed too heavily.
  •  Duelist
    • Health Regeneration provided by Duelist is increased by 1.67% for every 1% of Fiora's Missing Health.
  •  Lunge
    • Now deals 20 / 40 / 60 / 80 / 100 (+100% Total AD) instead of 40 / 65 / 90 / 115 / 140 (+ 60% Bonus AD) Physical Damage. In addition, Lunge may critically strike, increasing the damage by (+50% Total AD) (62.5% with Infinity Edge).
  •  Riposte
    • Each enemy, on an individual basis, has it's basic attack negated, instead of negating only one attack. The damage reflection still only happens once.
 Fizz
  •  Nimble Fighter
    • Damage reduction changed from 4 / 6 / 8 / 10 / 12 / 14 to 4 + (0.4*Level).
  •  Urchin Strike
    • Mana cost flattened to 50, from 50 / 55 / 60 / 65 / 70.
    • Magic Damage reduced to 10 / 35 / 60 / 85 / 110 (+60% AP), from 10 / 40 / 70 / 100 / 130 (+60% AP).
    • Physical Damage increased to 100% Base AD + 100 / 110 / 120 / 130 / 140 % Bonus AD from (100% AD).
  •  Seastone Trident
    • Passive damage reduced to 20 / 30 / 40 / 50 / 60 (+30% AP) +3 / 4 / 5 / 6 / 7% of target's Missing Health from 30 / 40 / 50 / 60 / 70 (+35% AP) +4 / 5 / 6 / 7 / 8% of target's Missing Health.
    • The first tick now applies on-hit instead of after 0.5 seconds (same total number of ticks).
 Garen
  •  Perseverance
    • Delay decreased to 7 seconds, from 9.
  •  Decisive Strike
    • Cooldown reduced to 8 / 7.75 / 7.5 / 7.25 / 7 from 8.
  •  Courage
    • Cooldown reduced to 23 / 21.75 / 20.5 / 19.25 / 18 from 24 / 23 / 22 / 21 / 20.
  •  Demacian Justice
    • Cooldown at earlier ranks reduced to 140 / 110 / 80 from 160 / 120 / 80.
 Gragas
  •  Barrel Roll
    • Barrel minimum damage reduced to 60 / 90 / 120 / 150 / 180 (+45% AP) from 80 / 120 / 160 / 200 / 240 (+ 60% AP). Maximum damage is the same (120 / 180 / 240 / 300 / 360 (+ 90% AP)).
    • Minimum slow reduced to 22.5 / 26.25 / 30 / 33.75 / 37.5%, from 30 / 35 / 40 / 45 / 50%.
  •  Drunken Rage
    • Enhanced Attack deals 20 / 50 / 80 / 110 / 140 (+30% AP) (+7 / 8.5 / 10 / 11.5 / 13% Gragas' Bonus Health (+7 / 8.5 / 10 / 11.5 / 13% Target's Current Health as bonus Magic Damage, from 20 / 50 / 80 / 110 / 140 Template:As(+30% AP) 8 / 9 / 10 / 11 / 12% of target's Maximum Health.
    • Cooldown increased to 9 seconds from 8 / 7.5 / 7 / 6.5 / 6 seconds.
  •  Body Slam
    • Cooldown increased to 15 seconds, from 12.
 Graves Making it possible to manage True Grit stacks without constantly being in-combat-- but Graves must edge on the fray to maintain stacks.
  •  True Grit
    • Stacks now decay at a rate of 1 per second, increasing by 1 every second, beginning once Graves has not been in-combat (dealt or recieved damage) for 3 seconds, instead of instantly dropping all stacks after being out of combat for 3 seconds.
 Irelia
  •  Bladesurge
    • Mana cost reduced to 55 at all ranks from 60 / 65 / 70 / 75 / 80.
  •  Hiten Style
    • While active, the Health recovery and True Damage are now increased by 2.5% for every 1% of Irelia's Missing Health.
 Jarvan IV
  •  Golden Aegis
    • Shield strength increased to 50 / 95 / 140 / 185 / 225 (+35% AP) (+20 / 30 / 40 / 50 / 60 per affected enemy Champion) from 50 / 90 / 130 / 170 / 210 (+20 / 30 / 40 / 50 / 60 per affected enemy Champion).
  •  Cataclysm
    • Jarvan may now collapse the terrain while he is dead. This makes Jarvan, if he dies using Cataclysm under a turret, able to remove the walls so that his allies (who may be trapped) can escape. But if under Jarvan's turret? They can stay.
 Karma
 Kassadin
  •  Null Sphere
    • Instead of only shielding Magic Damage, Null Sphere's shield will work on any damage sourced from a Champion's abilities (passive or active). This includes (and is not limited to):  Contempt for the Weak,  Tiger Stance,  Spear Shot,  Toxic Shot.
    • Now Silences for 0.75 seconds, instead of simply interrupting channels.
  •  Riftwalk
    • Mana cost changed to 100 / 200 / 300 / 400 / 500 from 75 / 150 / 300 / 600 / 1200.
    • Cooldown increased to 7 / 6 / 5 seconds, from 7 / 5 / 3 seconds.
 Katarina Q damage is now significantly less for not going in, but if used well deals more damage than before. I did this because I completely axed her ability to refresh her ultimate, so she will end up needing the damage in the case of a multi-reset to be able to do as she did.
  •  Voracity
    • Reworked Innate Whenever Katarina damages an enemy Champion with an ability (including Bouncing Blade's mark detonation), her basic ability cooldowns are reduced by 1 second. Whenever she scores a Kill or Assist, her basic abilities have their cooldowns reduced by 60% of their base cooldown (before any CDR).
      • The ability that triggers the cooldown reduction (Including Bouncing Blades' mark detonation) does not get it's cooldown reduced.
  •  Bouncing Blades
    • Dagger Magic Damage reduced to 45 / 70 / 95 / 120 / 145 (+30% AP) from 60 / 85 / 110 / 135 / 160 (+45% AP).
    • Mark Magic Damage increased to 30 / 50 / 70 / 90 / 110 (+30% AP) from 15 / 30 / 45 / 60 / 75 (+15% AP).
  •  Shunpo
    • Cooldown increased to 16 / 15 / 14 / 13 / 12 from 12 / 10.5 / 9 / 7.5 / 6 seconds.
    • Can now be used twice in rapid succession, having charges. Minimum of 2 seconds between casts.
    • Magic Damage reduced to 30 / 60 / 90 / 120 / 150 (+25% AP) from 60 / 85 / 110 / 135 / 160 (+40% AP).
  •  Death Lotus
    • Cooldown increased to 70 / 60 / 50 from 60 / 52.5 / 45 seconds.
 Kayle
  •  Intervention
    • Now tints the edges of the target's screen white-gold while the buff is active.
 Kha'Zix
  •  Unseen Threat
    • Damage increase for levels 14-18 increased to 15 from 10 (damage at these levels increased to 155 / 180 / 195 / 210 / 225 from 150 / 160 / 170 / 180 / 190). Earlier levels left unchanged.
  •  Taste Their Fear (passive) Makes Kha's power more obvious and slightly weaker
    • Enemy champions will now be able to tell when they are isolated from allies. Additionally, the isolation range has been increased by 50 for Champions.
  •  Evolved Spike Racks Hopefully won't be scorned at anymore due to it's relative weakness compared to the other three evolutions
    • Slow improvement increased to +15% from +10% (Total slow to 35% from 30%, 20% before enhancement).
    • Range of Void Spike increases by 350 (in addition to having three spikes), to 1350 from 1000.
 Lee Sin Lee Sin needs just a few nerfs, but too many will break him unless played extraordinarily well. I tried to pick effects that would give Lee Sin's options more point, especially itemization. Currently, there are only three things that Lee Sin is not: Ranged, AP, and Hybrid. In the spirit of the original Spotlight, I decided to give him more AP scaling.
  •  Sonic Wave
    • Physical Damage changed to 20 / 40 / 60 / 80 / 100 (+70 / 75 / 80 / 85 / 90 % total AD) from 50 / 80 / 110 / 140 / 170 (+90% bonus AD).
  •  Resonating Strike
    • Physical Damage changed to 20 / 40 / 60 / 80 / 100 (+70 / 75 / 80 / 85 / 90 % total AD) (+6.5% Target's Missing Health) from 50 / 80 / 110 / 140 / 170 (+90% bonus AD) (+8% Target's Missing Health).
  •  Iron Will
    • Lifesteal and Spell Vamp is now increased by 2% per 100 AP.
  •  Cripple
    • Attack Speed reduction effect is now halved against Champions.
  •  Dragon's Rage
    • (+150% AP) scaling added.
 Lissandra Her costs feel a little high, but are not oppressive. I wanted her passive to not just be 'free spell woo', because I feel that that is the point of Mana and Mana Regeneration. Also, Nunu's Passive does the 'free spell every so often' better.

Option 1: Each ability has separate enhancement cooldowns that begin once the ability comes off of cooldown. Option 2: Gradual buildup towards enhancing next cast. For both, the timer decreases in time until maximum effect when hitting enemies with basic abilities.

    • Lissandra's basic abilities become stronger the longer they have been off of cooldown, maximizing in effect after 9 seconds (maximized effect is listed). This time is not affected by Cooldown reduction, but for each enemy minion/monster/pet/champion hit by an ability, Lissandra's other basic abilities have the time until maximum strength reduced by 0.25/0.5/0.75/1 second (if they are on cooldown, the timer still decreases (and will not be reset when it becomes available), but the actual cooldowns of the abilities don't).
      •  Ice Shard: Slow strength is doubled.
      •  Ring of Frost: After the root ends, enemies hit take (15% AP) bonus Magic Damage.
      •  Glacial Path: Magic Damage is increased by (15% AP).
    • Visually, I was initially thinking that for this one the icons become a different color radially-- much like how charge based abilities appear when they have a charge, except on the other side it is a differently colored icon.

    • Lissandra's next spellcast gains a bonus effect based on how long it's been since her last spellcast, capping out after 8 seconds (maximized effect is listed). This time is not affected by Cooldown reduction, but for each enemy hit with her last ability the timer is reduced by 1 second.
      •  Ice Shard: Slow strength is tripled.
      •  Ring of Frost: After the root ends, enemies hit take (20% AP) bonus Magic Damage.
      •  Glacial Path: Enemies hit are unable to attack for 1.5 seconds.
    • Visually, as the effect becomes ready, the icon in Lissandra's ability bar changes color; and her glowing crown (the current effect used for when she has Iceborn ready) becomes more vibrant as the effect is ready, beginning at a nearly-invisible level

  •  Ice Shard
    • Mana cost reduced to 55 / 60 / 65 / 70 / 75, from 85 at all ranks.
  •  Glacial Path
    • Mana cost flattened to 80 at all ranks, from 80 / 85 / 90 / 95 / 100.
    • Lissandra may move through units for 1.5 seconds after teleporting.
 Lucian
  • Basic Attack Range reduced to 525 from 550.
  •  Piercing Light
    • Damage adjusted to 50 / 85 / 120 / 155 / 210 (+70 / 80 / 90 / 100 / 110% Bonus AD from 80 / 120 / 160 / 200 / 240 (+60 / 75 / 90 / 105 / 120% bonus AD).
  •  Relentless Pursuit
    • Mana cost changed to 50 from 60 / 45 / 30 / 15 / 0.
    • Reset now occurs if a kill or assist is scored at any time, instead of exclusively during The Culling's effect.
  •  The Culling
    • Number of shots fired increased at lower ranks to 7.5 (+10.5 x Attack Speed at time of cast) from 7.5 (+7.5 / 9 / 10.5 x Attack Speed at time of cast).
    • Cooldown increased to 100 / 80 / 60 from 100 / 75 / 50.
 Lux Illumination changes-- wynaut have fun; QoL
  •  Illumination
    • Now activates spell effects on detonation.
    • Now can be detonated by any Physical Damage that Lux deals (e.g. Blade of the Ruined King, Iceborn Gauntlet).
  •  Lucent Singularity
    • Can be reactivated mid-flight to cause detonation upon arrival.
    • Can now be detonated while Lux is dead.
 Malzahar This is a slight overall buff (by 8 / 12 / 16 / 20 / 24 mana for getting 6 minions in a wave), but makes it much less punishing if you screw up a bit or get zoned. I didn't want to decrease the mana cost (It is annoying-- So I don't want him spamming it on Champions), but it's simply a bit too costly to use effectively.
  •  Malefic Visions
    • On-target-death mana restoration increased to 16 / 24 / 32 / 40 / 48 from 10 / 14 / 18 / 22 / 26, but now restores only 1 / 2 mana for unit deaths beyond the first two.
 Maokai
  •  Sap Magic Maokai is overly dependant on Blue buff; Also making Maokai better against toggle champs and during his Ulti.
    • Enhanced attack now also replenishes 7% of Maokai's Maximum Mana.
    • Mechanic change:
      • Charges needed for an enhanced strike increased from 5 to 15.
      • Non-toggled abilities grant 3 charges.
      • Toggled abilities grant 1 charge each time resources are charged from the champion.
 Mordekaiser
 Nasus Soul Eater has been nerfed at early levels to reduce his insane lane staying power (which may nerf his jungle too hard), and Siphoning Strike is no longer basically a free-to-cast spell.
  •  Soul Eater
    • Lifesteal changed to 9 (+0.45% per Level) from 10 / 15 / 20%.
  •  Siphoning Strike
    • Mana Cost increased to 23 / 26 / 29 / 32 / 35 from 20.
  •  Spirit Fire
    • Armor Shred reduced to 16 / 20 / 25 / 31 / 38 from 20 / 25 / 30 / 35 / 40.
 Nautilus
  •  Staggering Blow
    • Bonus Physical Damage increased to 6.5 (+6.25 per Champion Level) from 2 (+6 per Champion Level).
    • Now stuns Minions and Monsters affected, instead of rooting them.
 Nunu
  •  Consume
    • The Wight now gives Ornery Monster Tails instead of Spooky Mystery Meat.
 Nocturne Gradual power increase; Trail implementation
  •  Umbra Blades
    • Healing increased to 10 (+1.4 per Champion Level) (+5% AP) per enemy hit, from 10 / 16 / 26 per enemy hit.
  •  Duskbringer
    • Dusk Trail: Debuff lasts for 5 seconds from time of ability cast. Trail sections have a radius of ~65. Once on the ground, Trail sections last for 4 seconds.
  •  Unspeakable Horror
    • Now grants Nocturne 20 / 25 / 30 / 35 / 40 bonus Movement Speed for 1.5 seconds on cast and for 2 seconds on completion.
 Orianna Gradual power increase
  •  Clockwork Windup
    • Base Magic Damage changed to 8 (+2.4 per Champion Level) from 10 / 18 / 26 / 34 / 42 / 50
 Poppy
  •  Devastating Blow
    • % Health threshold removed.
  •  Heroic Charge
    • Can no longer pull back targets that blink / dash away, instead knocking them back from their new location.
 Pantheon
  •  Aegis Protection
    • Minimum block damage changed to 25 (+1% Pantheon's Maximum Health) from 40.
  •  Aegis of Zeonia
    • Now knocks back enemies ~50-75 units (to increase reliability of chaining  Heartseeker Strike).
  •  Heartseeker Strike
    • Damage against Champions reduced to 80 / 135 / 190 / 245 / 300 (+300% bonus AD) from 80 / 140 / 200 / 260 / 320 (+360% bonus AD). Damage against minions and monsters unchanged.
  •  Certain Death
    • 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  Feast.
 Quinn
  •  Harrier
    • Damage changed to 5 (+10 per level) +50% bonus AD from 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 105 / 115 / 125 / 135 / 145 / 155 / 170 / 185 / 200 / 215 (15 + 10 x Level, +5 more per level at levels 15 and up) +50% bonus AD. -10 levels 1-14, -15 lv 15, -20 lv 16, -25 lv 17, -30 lv 18.
 Rengar
  •  Thrill of the Hunt
    • Effects separated into two actives:
    • Hunt - Rengar gains 30 / 40 / 50 % Movement Speed for up to 12 seconds, gaining vision of all enemy Champions within 1600 / 2000 / 2400 range of him.
    • Stalk - Rengar stealths after 1 second. This stealth lasts for however long is left on Hunt when Stalk is activated. Vision is maintained.
    • After attacking an enemy, Rengar breaks either Hunt or Stalk, generating 1 Ferocity each second for 5 seconds, during which Rengar gains a 20 / 25 / 30 % Movement Speed bonus that decays down to half strength over the duration.
 Riven
  •  Ki Burst
    • Radius increased to 140 from 125.
  •  Blade of the Exile
    • Increases Ki Burst's radius by 25 from 10.
  •  Wind Slash
    • Execution bonus decreased to 2.5% from 2.67% per 1% of enemy's missing Health.
    • Caps out at 300% total damage, when enemies are at 20% Health.
 Rumble
  •  Scrap Shield
    • While in the "Danger Zone", both the speedup and shield last for 2 seconds (from 1 second speedup and 2 second shield).
  •  Electro-Harpoon
    • Timer between first and second shot increased to 4 seconds, from 3.
    • "Danger Zone" enhancement improved from +25% damage and slow to +35%.
 Shen
  •  Vorpal Blade
    • Energy cost decreased to 50 from 60.
    • Now instantly refunds Shen 20 Energy if it kills a unit.
 Shyvana Ult is inconsistent with other dash ults, slow effect gives Shyvana more consistent gameplay when she isn't using her ultimate.
  •  Flame Breath
    • The first time Shyvana attacks a marked enemy, they are slowed by 30% (+4% per 100 AP), which decays over 2/2.3/2.6/2.9/3.2 seconds.
  •  Dragon's Descent
    • Shyvana is now immune to crowd control during the dash-- discarding knockups and knockbacks; other CCs able to persist after the dash's completion.
    • Shyvana can generate Fury while dead.
 Skarner
  •  Crystal Slash
    • Physical Damage changed to 20 / 35 / 50 / 65 / 80 (+37.5% Bonus AD) (+7.5% Bonus AD per stack of Crystal Slash) from 20 / 32 / 44 / 56 / 68 (+40% bonus AD).
    • Magic Damage changed to 20 / 35 / 50 / 65 / 80 (+17.5% AP) (+7.5% AP per stack of Crystal Slash) from 20 / 32 / 44 / 56 / 68 (+20% AP) if in possession of a stack. (25/32.5/40% AP for 1/2/3 stacks)
  •  Crystalline Exoskeleton
    • Shield now also scales with (+120% bonus AD).
    • Movement Speed now begins at 6 / 7.5 / 9 / 10.5 / 12 %, and triples over 3 seconds.
      • In addition, once the shield breaks or expires, speed bonus decays down to the original amount over 2 seconds, where it persists until 7 seconds after initial cast.
  •  Fracture
    • Magic Damage increased to 60 / 90 / 120 / 150 / 180 (+60% AP) from 40 / 60 / 80 / 100 / 120 (+40% AP).
 Sona
  •  Power Chord
    • Instead of gaining a bonus effect based on the last spell cast after casting at least 3 spells, Sona now generates Movements whenever she casts a spell, storing the 3 last spells cast. These are consumed upon performing a basic attack, granting the following effects per Movement:
    •  Hymn of Valor - Deals 10 / 15 / 20 / 25 / 30 / 36 / 42 / 48 / 56 / 62 / 69 / 76 / 83 / 90 / 97 / 105 / 113 / 121 (+12.5% AP) bonus Magic Damage.
    •  Aria of Perseverance - Reduces the target's damage output by 6% (+1% per 100 AP) for 3 seconds.
    •  Song of Celerity - Slows the target's Movement Speed by 12.5% (+1.5% per 100 AP) for 3 seconds.
  •  Hymn of Valor
    • Number of bolts increased to 3, from 2.
    • Will now prioritize the enemy nearest to the cursor, the enemy that Sona last attacked, and low-Health Champions. If the cursor is atop Sona, only two bolts will be fired, both prioritizing Champions.

  •  Aria of Perseverance
    • Active Armor and Magic Resistance now applies to all allies within range (not just the healed ally).
  •  Song of Celerity
    • Mana cost decreased to 45 / 50 / 55 / 60 / 65 from 65.

  •  Aria of Perseverance
    • Stance / Persistent: Allies within 1100 range recover 1% (+0.5% per 100 AP) of their Missing Health each second.
    • Activation: Grants all allies within 1100 range 8 / 10 / 12 / 14 / 16 (+1% per 60 AP) Damage Resistance for 3 seconds.
  •  Song of Celerity
    • Movement Speed bonus changed to 10 / 15 / 20 / 25 / 30 % (+5% per 100 AP) from 4 / 6 / 8 / 10 / 12% (+ 2% per 100 AP).
    • Movement Speed now decays to (+7.5% per 100 AP) over the duration.
    • Movement Speed lasts for 3 seconds, from 1.5 seconds.
    • Mana Cost decreased to 45 / 50 / 55 / 60 / 65 from 65.

 Swain Emptylord
  •  Ravenous Flock
    • Now behaves like  Hate Spike with regards to priority.
    • 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 While I believe she does too much damage, this is a thematic that has always bothered me. If she's supposed to always be growing in power, why does the growth of an ability just stop because she reached the max level of it? That speaks more to 'mastery', not 'endless power', and do believe the latter is supposed to be Syndra's theme, not the former.
  •  Transcendent
    • Instead of providing the bonuses exclusively at maximum rank, Syndra will progressively gain the all of the bonuses every 3 level ups (Levels 1, 4, 7, 10, 13, 16):
      • Dark Sphere now does 1 / 4 / 7 / 10 / 13 / 16% additional damage to Champions.
      • Force of Will's slow now lasts for 1 / 4 / 7 / 10 / 13 / 16 seconds.
      • Scatter the Weak's width now increases by 1 / 4 / 7 / 10 / 13 / 16%.
      • Unleashed Power's effect (bonus cast range) has been removed.
 Talon
 Taric
  • Mana Regeneration increased to 4.8 (+0.6) from 4.1 (+0.4).
  •  Imbue
    • Scaling increased to +40% AP +7% Bonus Health from +30% AP +5% Bonus Health.
      • Self-Heal scaling increased to +56% AP +9.8% Bonus Health from +42% AP +7% Bonus Health.
  •  Shatter
    • Scaling increased to (+30% Armor) from (+30% Armor).
  •  Dazzle
    • Magic Damage changed to 90 / 155 / 220 / 285 / 350 (+40% AP) (+10% Armor from 40 / 70 / 100 / 130 / 160 (+20% AP)-80 / 140 / 200 / 260 / 320 (+40% AP)
 Teemo Shrooms last a little too long, even on Summoner's Rift.
 Udyr
  •  Tiger Stance
    • Persistent Effect now also grants Udyr 10 / 13 / 16 / 19 / 22% Slow Resistance for 2.5 seconds whenever he performs a basic attack.
  •  Turtle Stance
    • Persistent Effect now also grants Udyr up to 15 / 22.5 / 30 / 37.5 / 45% Slow Resistance based on how long it's been since his last basic attack, capping after 3.5 seconds.
 Urgot
  • Remembered. Can't think of anything.
 Varus
  •  Piercing Arrow
    • When targetting / charging, the reticle now also shows a line where the arrow will hit (previously only showed rings indicating how long the range is regardless of settings).
  •  Chain of Corruption
    • Corruption can spread from rooted targets at any point during the snare, not just on impact.
 Vayne
  •  Night Hunter
    • Reworked Innate: Vayne gains 15 bonus Movement Speed for 2 seconds after casting an ability, and 30 Movement Speed for 2 seconds after activating Silver Bolts. These bonuses are increased by 50% when she is moving towards enemy Champions.
 Viktor
  •  Evolving Technology
    • The default The Hex Core is now a clear crystal.
    • The Hex Core may be upgraded a second time, into Green (Power / Gravity), Orange (Power / Death), and Purple (Gravity / Death) cores. This second upgrade costs 2000 gold (totalling 3000) and grants the same statistics as the two upgrades do separately (example: Green would grant +3 AP per level, +220 Health, +6 Health Regeneration, +200 Mana, +10% Cooldown Reduction, and +5 Mana Regeneration; as well as making Power Transfer grant Viktor 30% MS for 3 seconds and increasing Gravity Field's cast range by 30%).
 Vladimir
  •  Tides of Blood
    • Empowered stacks now decay one at a time, but the delay between stack loss decreases by 1 second for each stack lost since the last time Tides of Blood was cast.
 Volibear
  •  Thunder Claws
    • Now triggers Spell Effects (e.g. Liandry's Torment, Rylai's Crystal Scepter) on both the original target and bounced-to enemies.
 Warwick Emptylord + Trail implementation
  •  Eternal Thirst
    • Now stacks against an enemy in the same manner as  Miss Fortune's  Impure Shots, rather than stacking on himself. Warwick can now switch targets and maintain Eternal Thirst stacks against multiple enemies (it will still start from 1 whenever he attacks a new target).
  •  Hungering Strike
    • Now causes the target to Trail blood for 4 seconds, automatically revealing them if Blood Scent is active and they are within range. This vision is not True Sight.
  •  Blood Scent
    • Range reduced to 1200 / 1900 / 2600 / 3300 / 4000 from 1500 / 2300 / 3100 / 3900 / 4700
    • Now only grants Warwick 1 / 3rd of the speed boost if he is not moving towards a revealed enemy.
 Wukong
  •  Crushing Blow
    • Armor reduction reduced to 25% from 30%.
  •  Decoy
    • There is now no animation difference between Wukong simply stopping in place and him activating Decoy. Whether this is done by making Wukong not have any transition frames between moving and stopping or by making the Decoy copy them is irrelevant.
    • Ability Power scaling increased to 100%, from 60%.
    • Wukong now gains 10% bonus Movement Speed while stealthed.
 Yasuo
  •  Way of the Wanderer
    • Resolve Yasuo can no longer generate Flow while the shield is active (currently he will generate flow but then lose all of it upon the ending of the shield anyway, so this is exclusively for clarity's sake).
  •  Steel Tempest
    • Third activation grants vision (not true sight) of enemies hit while they are knocked up.
    • Third (dashing) activation now has 230 radius, from 200.
  •  Wind Wall
    • Duration reduced to 3 seconds from 3.75.
    • Instead of always destroying projectiles, will count as a 'primary target' or 'edge of range'. This means things that turn around after some point automatically have this occur when they hit Yasuo's Wind Wall. Examples:  Spinning Axe,  Prismatic Barrier,  Super Mega Death Rocket! Template:Ai-Error: Missing champion name.
  •  Sweeping Blade
    • Magic Damage reduced to 60 / 80 / 100 / 120 / 140 (+40% AP) from 70 / 90 / 110 / 130 / 150 (+60% AP).
    • Ride the Wind stacks now increase the AP scaling of Sweeping Blade as well.
    • Maximum damage changed, therefore, to 120 / 160 / 200 / 240 / 280 (+80% AP) from 140 / 180 / 220 / 260 / 300 (+60% AP).
  •  Last Breath
    • Bonus-Armor Armor Penetration reduced to 40% from 50%.
    • Now also grants Yasuo 40% Bonus-Magic Resist Penetration for the duration (to increase the strength of items like Sunfire Cape and his own  Sweeping Blade Template:Ai-Error: Missing champion name.).
 Yorick Mori
  • Has been remembered.
 Zilean W became Innate, new W. This should be accompanied by a visual upgrade (I have included examples).
  •  Rewind
    • Innate Passive: Zilean can reactivate any of his basic abilities while they are on cooldown to cast them again. Zilean is charged mana for this effect as if he were casting the ability again. This effect can only be activated every 20 seconds (unaffected by Cooldown Reduction).
    • When Rewind is available, Zilean has a few floating small rings / gears / clocks (much like the ones in his non-China classic splash) around him.
  •  Chronoblast
    • Cooldown increased to 11 seconds from 10.
    • Mana cost reduced to 70 / 80 / 90 / 100 / 110 from 70 / 85 / 100 / 115 / 130.
    • Particle reworked: Instead of a bomb, a light-green circle appears above the target's head with a team-colored arrow that winds around clockwise, turning the inside of the circle to the team's color. When the entire interior is team-colored, it explodes. The actual explosion graphic is the same, though team-colored instead of a wooden gold.
    • Mechanic change: Double-bombing a unit does not reset the timer of the bomb (rather, double-bombing causes the new bomb to immediately explode, not the old one).
  •  Distortion
    • Costs 65 Mana, 11 second cooldown.
    • Zilean creates a 165-radius bubble for 2/2.5/3/3.5/4 seconds that slows down all action within it (Champions' Movement and Attack Speeds, Projectiles) by 60%. When the bubble breaks or an enemy exits the bubble for the first time, they are Silenced for 1 second.
    • The bubble itself has a clock-gear hybrid as the base, with runes (like in his China classic splash around the rings) forming the bubble.
  •  Time Warp
    • Slowdown / Speedup reduced to 40 (+2.5% per 100 AP) %, from 55%.
    • Cooldown decreased to 11 seconds, from 20.
    • Particle reworked: Instead of a clock over the unit's head, the unit receives either a purple (enemy) or blue (ally) gear around them, which spins around. The gear moves up and down somewhat randomly over the duration.
  •  Chrono Shift
    • Now tints the edges of the target's screen and highlights the character outline a vibrant light blue-green while the buff is active.
    • Cooldown reduced to 150/125/100 from 180.
    • Mana cost reduced to 100 at all ranks, from 125 / 150 / 175.
 Zyra

 Rampant Growth

    • Stepping on a bud has been made significantly worse for enemies:
      • Now deals 20 / 35 / 50 / 65 / 80 (+10% AP) Magic Damage upon stepping on a bud.
      • True Sight duration increased to 3 seconds (from 2), during which the enemy is now slowed by 10%.

Items

Stealth Ward
  • Now regenerate 1 'health' after not being hit for 9 seconds, and every 6 seconds after that.
Vision Ward 'Small buff, primarily affects supports'
  • Recipe: Stealth Ward + 25g
  • Now regenerate 1 'health' after not being hit for 9 seconds, and every 6 seconds after that.
Atma's Impaler
  • % of Health to Attack Damage increased to 2% from 1.5%.
Crystalline Flask
  • Cost reduced to 300 from 345.
  • Health / Mana restoration changed to 90 / 50 over 9 seconds from 120 / 60 over 12.
  • Number of charges increased from 3 to 4.
  • You may now only purchase one Crystalline Flask, OR purchasing multiple Crystalline Flasks allows you to have additional charges.
Doran's Blade
  • Health increased to 75, from 70.
  • Unique Passive - Melee Only - Your basic attacks restore 2 Health on-hit.
Doran's Shield
Doran's Ring
  • Recipe: Faerie Charm + 220g
  • On-kill mana restore increased to 4 (+1% of Missing Mana), from 4.
New Eleisa's Miracle
  • New Recipe: Rejuvenation Bead + Faerie Charm + Crystalline Flask + 340g (1000g)
  • 7.5 Health Regeneration, 4.5 Mana Regeneration
  • Unique Passive - Aid Each time you return to the spawn, you recieve a 70-health shield.
  • Unique Passive - Eleisa's Blessing: Every time you level or every 60 seconds (levelling resets the timer), Eleisa's Miracle permanently grants you 1.25 Health Regeneration and 1.875 Mana Regeneration. Effect stacks up to 8 times (+10 Health Regen, +15 Mana Regen). These stacks persist even after you sell Eleisa's Miracle.
  • Passive: Starts with 4 charges and refills each time you return to the fountain.
  • Active / Consume: Consumes a charge to restore 135 Health and 75 Mana over 9 seconds.
Essence Reaver
Executioner's Calling
  • Recipe changed to Long Sword (360) + Brawler's Gloves (400) + 474g (1234g) (from Long Sword + Avarice Blade + 740g).
  • +15 Attack Damage, +12% Critical Strike Chance
  • Unique Passive Basic attacks reduce the healing and regeneration of the target by 30% for 2.5 seconds (this does not stack with Grevious Wounds).
Frost Queen's Claim
  • Ability Power increased to 50, from 40.
  • Mana Regeneration lowered to 8, from 10.
New Innervating Locket
  • Recipe: Executioner's Calling (1234) + Shard of True Ice (750) + ?g (totalg)
  • +35 Attack Damage, +18% Critical Strike Chance, +6 Mana Regeneration
  • Unique Passive Your basic attacks steal 50% of your target's Health and Mana Regeneration for 2.5 seconds, and reduce the effects of other healing on them by 30% (this does not stack with Grevious Wounds).
New Ionic Spark [Armor / AD / Mana]
  • Recipe: Glacial Shroud (850) + Phage (1325) + 600g (2775g)
  • +225 Health, +30 Attack Damage, +30 Armor, +300 Mana, +10% Cooldown Reduction
  • Unique Passive Every 11 seconds, your next basic attack deals 20 (+10 per level) Physical Damage to all enemies within 275 range of your target (including target). This timer is reduced by 1 second each time you perform a basic attack.
  • Rage Your basic attacks grant you 20 Movement Speed for 3 seconds. Kills grant 60 Movement Speed instead. Movement Speed bonus is halved for Ranged Champions.
New Judicator's Blade
  • Recipe: Executioner's Calling (1234) + Phage (1325) + 790g (3350)
  • +20% Critical Strike Chance, +240 Health, +45 Attack Damage
  • Unique Passive - Rage Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
  • Unique Passive Basic attacks inflict Grevious Wounds on the target, reducing any healing and regeneration effects on them by 50% for 2.5 seconds.
Liandry's Torment
Lich Bane
  • AP lowered to 65 from 80.
  • Spellblade effect increased to 100% Base AD +60% AP from 75% Base AD +50% AP.
New Malady Readded: The inferior to Wit's End-- which has been buffed a bit.
  • Recipe: Dagger + Null-Magic Mantle + 300g (1100)
  • +15% Attack Speed, +20 Magic Resistance
  • Enchanted Blade Basic Attacks deal 17 (+1 per Level) bonus Magic Damage on-hit.
Nashor's Tooth
  • Unique Passive now named 'Enchanted Blade'.
New Oracle's Hood [Sustained On-Hit damage]

+20% Critical Strike Chance, +240 Health, +40 Ability Power

  • Eyes of Pain +15 Magic Penetration.
  • Unique Passive Any on-hit or on-attack Magic Damage that you deal may Critically Strike (including Champion Passives, e.g.  Clockwork Windup,  Toxic Shot,  Unseen Threat,  Vorpal Spikes).
    • Like Statikk Shiv, if the triggering attack does not critically strike, any AoE Magic Damage on-hit or on-attack effects will also not critically strike; and if the triggering attack critically strikes then so will all enemies hit by the area component.
New Shard of True Ice

+5 Mana Regeneration, +15 Attack Damage

  • Unique Passive You restore Mana equal to 2-8% of the damage you deal with basic attacks, increasing based on how much Mana you are missing.
Wit's End
  • Recipe Changed: Malady + Stinger + 650g (3000) from Null Magic Mantle + Recurve Bow + Dagger + 700g (2400g)
  • +55% Attack Speed, +30 Magic Resistance
  • Unique Passive +10% Cooldown Reduction.
  • Enchanted Blade Basic Attacks deal 28 (+1.5 per Level) bonus Magic Damage on-hit and steal (target loses and user gains) 5 Magic Resistance for 5 seconds. Maximum of 5 stacks.
    • Wit's End's Magic Resistance steal applies even if another, otherwise superior, Enchanted Blade effect is in your posession (like how Iceborn Gauntlet applies even if you have Trinity Force or Lich Bane).
New Wizard's Regalia [New item: Armor / AP / Mana]
  • Recipe: Glacial Shroud (850) + Aether Wisp (950) + 930g (2730g)
  • +35 Armor, +400 Mana, +50 Ability Power, +6% Movement Speed
  • Unique Passive Your basic attacks restore 1.5% of your Missing Mana. Effect is doubled (3%) for basic attacks against Champions.
  • Unique Passive +10% Cooldown Reduction
Youmuu's Ghostblade
  • Unique Active now a named item effect: Empowering Spirit.
  • Cooldown changed to 45 seconds for Melee Champions, 60 seconds for Ranged Champions.

Masteries

Offense:

  • Butcher (2): Basic attacks and single-target abilities that do not deal damage over time deal 2 / 4 bonus True Damage. (from 2)
  • Feast (1): Killing a minion or monster restores 3 Health and Mana. (from 3HP / 1MP, and no longer requires Butcher)
  • Expose Weakness (1): Damaging an enemy Champion increases allied Champions' damage to that enemy by 0.5% for 3 seconds, stacking up to 6 times (3%). Applies 3 stacks for non-damage over time abilities (these apply 1 stack per second). (from with abilities, 1%, for 3 seconds, nonstacking)
  • Dangerous Game (1) [Executioner]: Now functions also when getting an assist, from no effect on assists.
  • New Tier 5 Mastery: Taker (1): If you are near an ally (600 range) that has a minor monster buff that you do not have, you acquire it, with the same percentage of time remaining on it as they have (remember the Runic Blessing mastery).

Defense:

  • Recovery (2): Grants 1.25 / 2.5 Health Regeneration per 5 seconds. (from 1 / 2)
  • Oppression (1): Reduces damage taken by 4% from enemies that have impaired movement (slows, snares, taunts, stuns, etc). (from 3%)
  • Perseverance (3): Regenerates 1 / 2 / 3% of missing Health every 5 seconds. (from 0.7 / 1.35 / 2%)
  • Second Wind (1) [Perseverance]: Healing effects (lifesteal, spellvamp, health regen, self-healing, ally's heals) on you are increased by up to 10% based on Missing Health, reaching maximum effect while you are below 20% Health. (from 10% improved healing effects when below 25% HP)
  • Runic Blessing replaced with Autobarrier (1): You gain 4 shields every second if you haven't taken damage in the last 4 seconds, up to a maximum of 60 shields.
  • New Tier 5 Mastery: Giver (1): If you are near an ally (600 range) that does not have a minor monster buff that you have, they acquire it, with the same percentage of time remaining on it (remember the Runic Blessing mastery).

Utility:

  • New Tier 2 Mastery: Prodigy (4): Mana Champions: +11 / 22 / 33 / 44 Mana (98). Energy Champions: +8 / 16 / 24 / 32 Maximum Energy (5). Fury Champions: +3 / 6 / 9 / 12 Maximum Fury (3). Other Champions: No effect (11). The parens indicate how many champions get that benefit. For  Shyvana she requires 100 Fury (not always a full bar) to use  Dragon's Descent-- so this can only benefit the Champion, it does not put restrictions on them.
  • Alchemist (1): All 'consume'-labelled items have their durations increased by 10% (Healing per second of Potions, Crystalline Flask, and Eleisa's Miracle unchanged). (from potions and elixirs only)
    • This includes purchased Stealth Wards and Sightstone wards, but not other wards (Trinkets, for example).
  • Culinary Master (1) [Alchemist]: All 'consume'-labelled healing items (Crystalline Flask and Eleisa's Miracle, as well as Health Potions and Mana Potions) restore 20 Health and Mana instantly on activation. (from 20 HP / 10 MP on HP potion use as the only effect of the mastery)
  • Scavenger (1): Now grants you 1 gold whenever a minion dies nearby that you didn't last-hit, instead of only when an ally gets a last-hit.
  • New Tier 5 Mastery: Replicator (1): If you enter a minor jungle camp that was slain by your team in the last 15 seconds, you gain that jungle camp's buff (will not consume the glyph if it's still present).
  • Bandit (1) [Wealth]: Now generates 5 gold per hit but can only activate every 8 seconds (from 3g, 5 seconds).
  • Intelligence (3) : Grants 2 / 3.5 / 5 % cooldown reduction and reduces the cooldown of your item effects (including passives such as Lifeline) by 4 / 7 / 10%. Items in your inventory will have the reduced cooldown listed. (from 2 / 3.5 / 5% CDR and 4 / 7 / 10% item active CDR)

break

Edge case that I want to really talk about: The on-hit Magic Damage Carry.

Due to a lack of multipliers, these never really took off as a strong way to succeed. Instead, they become nukers with Lich Bane ( Kayle) or mostly ignore any on-hit in their kit in favor of the strength of simply building AD or AP, enjoying the on-hit as a 'bonus' instead of a core ( Teemo).

This role should be like the AD Caster, but in reverse. -An AD Caster has basic attacks that are meaningful, but sparse -An AD Caster has abilities that are strong.

The On-Hit carry should -Have strong basic attacks -Have very useful, but sparse, abilities, or passives.

So I've worked to bring it up to viable standards; to enforce those distinctions. These on-hit items don't give much AP or AD, but have other stats (e.g. AS, Critical Chance) to give them function.

First on that list is Wit's End. It's been changed from a mid-game to late-game item, with Malady serving as a weaker early-game form of it. It is mostly useful for securing last-hits, and in-lane is extraordinarily strong... if your opponent is dealing mostly Magic Damage and has low Magic Resistance.

Oracle's Hood, being next, gives on-hit Magic Damage a multiplier: Critical Strikes. It also enables Champion Abilities that are on-hit effects to Critically Strike, so it can greatly bolster your potential damage output.

Nashor's Tooth (60 AP, 50% AS, 15 (+20% AP) OHMD, 20% CDR) - 2920 Oracle's Hood (20% Critical Chance, 240 Health, 40 AP, 15 Magic Pen, (15% Base AD) OHMD, OHMD can Crit) - 3000 Wit's End (55% AS, 30 MR, 10% CDR, 43.5-69 OHMD, 5 second 5 MR steal stacks 5x) - 3000 Sorcerer's Shoes (45 MS, 15 MPEN) / Beserker's Greaves (45 MS, 20% AS) - 1100 / 900 Infinity Edge (80 AD, 25% Critical Chance, +50% Critical Damage Modifier) - 3800

Alltold;

240 Health, 30-55 MR, 80 AD, 125/105 % AS, 45% Critical Chance, 100 AP, 15/30 MPen, 30% CDR 84 (+15% Base AD) (+20% AP) OHMD, 210 (+37.5% Base AD) (+50% AP) Critical OHMD

If.. uh, you feel like it, break the game on dice-rolls with Lich Bane.

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