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- Theorycrafting
Abaddon the Destroyer
Averdrian the Mind of Oblivion
Baron Nashor the Exalted One
Dimitri the Surgeon's Fervor
Ebonmaw the Terror of Zaun
Milo the Sunfire Alchemist
Mutiny the Pirate King
Nighthawk the Winged Fury
Nostrilla the Bogey Shaman
Oberon the Faerie King
Puck the Mischievous Sprite
Riah the Plight of the Sands
Sion the Nearly-Headless Axeman
Wilros the Savant of Demacia
Yaga the Stray Little Witch
Nex the Gravesworn
The Ligntning Elemental
Dynasty the Spirit Linker
Marcel the Shadow Mime
Quinn the Puppet Master
Titania, Regent of the Glade
Weeping Angel
Charlette the Oncoming Swarm
Halder the Whizzzard
Sire the Herald of Despair
Manthas the Master of Prestige
Metatron, Voice of the Goddess
Odyssey the Hired Gun
Prophet, Avatar of the Ancients
Rasper the Frightful Ghost
Quantum the Holomancer
Quorra the Aegis of Ionia
Relic the Chronarch
Stefan the Ironspine Ripper
Whisper the Mana Wind
York the Bandle Gunslinger
Zelos the Ionian Sergeant
Favourite Champions
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Favourite Skins
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Ability Sandbox
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- Passives
- Mercenary - INNATE: Whenever you kill an enemy there is a chance they will drop credits. Credits can be collected by you or your allies to earn bonus gold.
- Nemesis - INNATE: The last enemy champion to kill you is marked as your nemesis. Your basic attacks deal bonus damage and your abilities have bonus effects against your nemesis.
- Eye For An Eye - INNATE: You and nearby allied champions have 10% increased attack speed. Whenever a nearby allied champion dies, you gain 10% attack speed for 5 seconds. This bonus stacks.
- Innate: Landing your abilities grants 5% spell penetration for a few seconds. This effect stacks.
- Innate: When your health drops below 25%, you releases a shockwave that knocks all nearby enemies away. This cannot happen again for 60 seconds.
- Innate: Whenever you land an ability you gain X% bonus movement speed for a short duration. This bonus stacks. Additionally, you gain ability power equal to your bonus movement speed.
- Innate: You have bonus stats. This bonus doubles if a nearby allied champion dies.
- Mana Burn - INNATE: If you lack the mana to cover your ability costs, you will pay the difference with health. Abilities can be cast at any health value, but will not reduce health below 1.
- Innate: Whenever a nearby allied champion activates an ability that costs less mana than your current energy, you pay the cost instead. You will not regenerate energy while in combat.
- Actives
- Active: You snare the target enemy for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds. The cooldown of this ability is reduced every time you damage the target while the snare persists.
- Phase Shift - Active: You phase out of reality for a short duration, becoming untargetable, invulnerable and unable to perform any action except for movement.
- Construct Pylon - Active: You place a pylon at the target location. Whenever one of your abilities hits a pylon, lightning arcs off to nearby enemies dealing magic damage. While near to a pylon, the effects of your abilities are improved.
- Mana Leak - ACTIVE: You blast your target dealing magic damage. Residue from the blast falls to the floor, which an ally can pick up to replenish 40 / 80 / 120 / 160 / 200 mana or 30 energy.
- Mana Leak - ACTIVE: You blast your target dealing magic damage. Allied champions surrounding the target replenish 30 / 60 / 90 / 120 / 150 mana or 30 energy.
- Shared Mind - ACTIVE: You form a tether with target allied champion. While the tether persists, you each gain a percentage of each other's attack damage and ability power.
- Siren's Song - ACTIVE: You begin channelling for up to 2 / 2.5 / 3 seconds, charming any enemies facing you and any other enemy that turn to face you during the channel.
- Active: You create a point of unstable magic at the target location. After 0.5 seconds, the unstable magic releases a bolt of electricity that travels toward you. If the bolt strikes an enemy, they will take magic damage and be stunned for between 1 and 2 seconds depending on how far the bolt has travelled. If the bolt reaches you, you absorb it and gain magic penetration for 5 seconds.
- Active: You create an area of unstable magic at the target area for 3 seconds. If you land an ability against an enemy standing on unstable magic, they will take additional damage become stunned for 1.5 seconds. This can only happen once per enemy per cast.
- Mechanics
- Missing mana scalings - you do more damage the longer you've been fighting! For example: (+10% of missing mana)
- A direct hit bonus for a ground targeted spell that reduces cooldowns, or halves its own cooldown.