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Champions/H - K

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Champions
General A B - C D - G H - K L - M N - R S T - V W - Z
Items
Stats & General Economy, Vision & Trinkets Boots & Enchantments Jungle Rework (Summoner's Rift)
Misc.
Fan Skins Chromas Client, Maps & Modes Summoner Spells Runes
Hecarim Hecarim to Kog'Maw Kog'Maw



HecarimBanner

Hecarim

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.
― Emptylord
  • Warpath.png Warpath
    • New Innate: Hecarim's basic attacks deal 1% AD bonus damage for every 10 units moved since his last basic attack, up to 100% AD bonus damage.
  • Devastating Charge.png Devastating Charge
    • 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.

HeimerdingerBanner

Heimerdinger

The following was shamelessly stolen from Lex Luthor - let's hope his legal team doesn't come after the Donger.
― Emptylord
  • Techmaturgical Repair Bots.png Techmaturgal Networking (new innate)
    • New Innate: Placing a Sentry will link it to other nearby sentries for 5 seconds. The links deal periodic damage to enemies who obstruct them, based on the rank in H-28G Tactical Sentry. Sentries gain bonuses when hit by Micro-Rockets and Electron Grenades and will share these bonuses with all linked sentries.
  • H-28G Evolution Turret.png H-28G Evolution Turret renamed H-28G Tactical Sentry
    • Attack damage improved.
    • Duration implemented at 16 seconds.
    • Recharge time reduced by close to half.
    • Reserve increased to 3 at all ranks from 1 / 1 / 2 / 2 / 3.
    • Laser beam and charge system removed. Charge bar now represents the turret's lifespan.
    • Health adjusted to modified-damage system.
  • Hextech Rocket Swarm.png Hextech Micro-Rockets
    • Now only fires a single rocket. The animation could be updated to multiple rockets flying in a helix, similar Void Spike.png Mecha Spike.
    • Now uses a barrage system (3 casts per activation). Additional casts will use Hextech Micro-Rockets.png Hextech Micro-Rockets' icon.
    • Damage penalty for subsequent rockets removed or has a reduced timer, e.g. "Enemies hit by a rocket in the last 0.5 seconds will take reduced damage from subsequent rockets, but subsequent rockets will not refresh the timer."
    • Techmaturgy: Hitting a Sentry with Hextech Micro-Rockets will upgraded it into an H-28Q Apex Turret.png Apex Turret for 8 seconds, emitting a pulse that deals Micro-Rocket's damage to all nearby enemies. Apex Turrets deal increased damage and have 100% attack speed on its next 3 attacks.
  • CH-1 Concussion Grenade.png CH-2 Electron Storm Grenade renamed CH-4 Electron Storm Grenade
    • Techmaturgy: Sentries hit by CH-4 Electron Storm Grenade are healed to full and their duration is refreshed.
  • UPGRADE!!!.png Orbital Strike (new ultimate)
    • Active: Heimerdinger calls upon the Mothership to fire down an orbital strike at the target location, which hits after a brief delay. The strike deals periodic damage that is increased at the epicentre, and Heimerdinger can control the beams movement by reactivating the ability.

EmptylordIreliaBanner

Irelia

  • Ionian Fervor.png Ionian Fervor
    • Revised Innate: Irelia gains 50% tenacity while she is below 30% of her maximum health.
  • Bladesurge.png Bladesurge
    • New Effect: If activated during Transcendent Blades.png Transcendent Blades, 「 Irelia will automatically target her blades and deal 20 / 50 / 80 / 110 / 140 bonus damage to all enemies in the area. The reset can still occur. 」「 Irelia and her blades will dash upon the target. 」
  • Hiten Style.png Hiten Style
    • Toggle-Off: Irelia's attacks restore 5 / 7.5 / 10 / 12.5 / 15 % AD health, doubled on killing blows.
    • Toggle-On: Irelia's attacks deal 10 / 15 / 20 / 25 / 30 % AD true damage to the target at the cost of as much health, which is refunded on killing blows.
  • Equilibrium Strike.png Equilibrium Strike
    • Stun removed.
    • New Effect: Deals 1 % bonus damage for every 1% that Irelia's current health percentage is lower than her target's.
  • Transcendent Blades.png Transcendent Blades
    • Revised Active: Irelia spins her blades in a 185-radius turbine for the next 5 seconds, disabling her ability to perform standard attacks but dealing 100% AD physical damage at a rate equal to her attack speed to enemies hit directly decaying down to 40% AD physical damage to enemies at the edge. Hiten Style will be applied to all enemies damaged and will be affected by the proximity modifier. The turbine follows Irelia's cursor up to 650 range; has a base movement speed for 380 and benefits from Irelia's bonus movement speed.

JannaBanner

Janna

The following was designed as a "fun" rework, although I do think she lacks an appropriate gap-closer for her ultimate.
― Emptylord
  • Tailwind.png Tailwind
    • Revised Passive: Janna gains bonus movement speed equal to 15% of her ability power and perpetually ignores unit collision. Allied champions moving toward Janna will gain up to half as much of the bonus movement speed, which falls off as they get further away.
  • Howling Gale.png Howling Gale
    • Active: Janna (exclusively) OR any allied champion can interact with a charging tornado to jump into the maelstrom, instantly triggering the second activation of the ability. While riding the tornado, the champion cannot attack and their abilities are replaced with Dismount - which can be activated to exit the tornado early.
    • The line-of-effect is highlighted during the charge for the allied team.
  • Zephyr.png Zephyr
    • Passive removed.
    • Revised Active: 「 Janna summons two wind elementals that arc forward to converge on a target location before continuing the flight back to Janna. Enemies hit take magic damage, which can only occur once. Targets in the area where the elementals intersect are slowed by 85%, which decays to 0% (+15% per 100 AP) over 2.5 seconds. The distance the elementals travel will be the same regardless of how close the target location is, meaning they cover a wider area. 」「 Janna commands her wind elemental to swoop forward in an arch, damaging and slowing all enemies champions it hits. The elemental then orbits back to Janna, damaging and slowing enemies it hits on the way back. Enemies can be hit twice, but will take only 40% damage on the second instance. This ability has an elliptical flight path. 」

Jarvan IVBanner

Jarvan IV

  • Golden Aegis.png Golden Aegis
    • Base shield increased to 50 / 100 / 150 / 200 / 250 from 50 / 90 / 130 / 170 / 210.
    • Bonus shield per enemy hit changed to 50 at all ranks from 20 / 30 / 40 / 50 / 60.
    • New Effect: Large monsters will now count toward the bonus shield generation.
  • Demacian Standard.png Demacian Standard
    • Passive/Aura attack speed increased to 10 / 15 / 20 / 25 / 30 % from 10 / 13 / 16 / 19 / 22%.

JayceBanner

Jayce

I dislike shapeshifters that lack an ultimate ability and make up from it with overly powerful basic abilities, despite the fact that pre-6 they already have access to twice as many abilities as other champions. Rather than rework him to mimic Gnar Gnar's mechanic, as I've done many times in the past, I instead opted to scrap the shapeshifting mechanic on Jayce throughout.
― Emptylord
  • Stats
    • Now melee at all times.
  • Hyper Charge.png Hyper Charge (Innate)
    • After activating an ability, Jayce gains 40 bonus movement speed and maximum attack speed (2.5) on his next 3 attacks within 3.5 seconds. These attacks deal a modified 60% AD (+3.5% growth) damage. This damage stacks additively with critical strikes. Growth refers to the non-linear level scaling.
  • Lightning Field.png Lightning Field (W)
    • Passive removed.
    • Revised Active: Jayce's basic attacks for the next 4 seconds create a static discharge that deals 25 / 42.5 / 60 / 77.5 / 95 (+15% AD) (+25% AP) magic damage to all enemies within 285-units of his target.
  • Thundering Blow.png Thundering Blow
    • Now deals physical damage.
  • Shock Blast.png Shock Blast (Ultimate)
    • No longer available at level 1.
    • Revised Active: Jayce unleashes an orb of electricity that detonates upon hitting an enemy champion, structure or the edge of the map, dealing 150 / 250 / 350 (+100% bonus AD) physical damage to all enemies in the area of the explosion. The orb's damage and missile speed will rapidly increase by 40% over the first 1 second of travel, for a maximum of 210 / 350 / 490 (+140% bonus AD). The orb will damage to minions and monsters that it passes through.
    • If the orb hits a champion or structure, the area of effect is a circle centered around the point of impact (the area of effect is calculated as an aura, meaning its reach is larger is you hit a larger target). If the orb hits terrain, the area of effect is changed to a semi-circle in front of the point of impact but the radius is increased by 41% (so the units2 is unchanged). Hitting Braum's Unbreakable will trigger the against-terrain area of effect.
    • Range: Global
    • Cooldown: 30 seconds
  • Hextech Capacitor.png Hextech Capacitor, Acceleration Gate.png Acceleration Gate, Transform- Mercury Hammer.png Transform: Mercury Hammer and Transform- Mercury Cannon.png Transform: Mercury Cannon
    • Removed.

JaxBanner

Jax

The below is mostly part of PROJECT: Standardization, with some added fairness to Counter Strike.
― Emptylord
  • Empower.png Empower
    • Active removed.
    • New Passive: 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.
  • Counter Strike.png Counter Strike
    • Jax can no longer perform basic attacks while Counter Strike is active.
  • Grandmaster's Might.png Grandmaster's Might
    • Passive removed.

KalistaBanner

Kalista

  • Stats
    • Base mana increased to 310 (+45) from 231.8 (+35).
  • Martial Poise.png Martial Poise (Innate) - Critical Strike Rework
    • Kalista can enter a movement command while winding up a critical strike or Pierce.png Pierce to drive through in that direction when she launches the attack, dashing short distance. The range of the dash scales with the named item effect, Enhanced Movement; while the speed of the dash scales with Kalista's total attack speed (affected by attack speed slows).
      • Kalista can now cancel non-critical strikes.
      • Kalista's basic attacks no longer deal reduced damage.
  • Pierce.png Pierce (Q)
    • Cost flattened to 70 at all ranks from 50 / 55 / 60 / 65 / 70.
  • Sentinel.png Sentinel (W)
    • Renamed Warden.
    • Passive: While near to her Oathsworn, Kalista's critical strikes deal 6 / 7 / 8 / 9 / 10 % of her target's maximum health as bonus magic damage. Additionally, her Oathsworn's basic attacks will generate critical strike stacks for Kalista (in addition to their own).
  • Rend.png Rend (E)
    • Cooldown reduced to a static 0.9 seconds from 14 / 12.5 / 11 / 9.5 / 8.
    • Damage per spear reduced to 20 / 22.5 / 25 / 27.5 / 30 % AD from 20 / 30 / 40 / 50 / 60 (+60% AD).
      • Spears beyond the first no longer deal reduced damage.
    • Slow flattened to 25% at all ranks from 25 / 30 / 35 / 40 / 45 %.
    • Kills no longer reset the cooldown. They continue to refund mana.
    • Passive is no longer disabled while the ability is on cooldown.
    • Rend will not generate Critical Strike stacks nor will it apply Critical Strike damage.
  • Fate's Call.png Fate's Call (R)
    • New Passive: If Kalista or her Oathsworn die, a soul will emerge from their body and chase down their killer for up to 6 seconds - granting unobstructed sight over a cone in front of them for the duration.
    • Now uses Devour.png Devour's "I have an ally inside me" visual aid.
  • The Black Spear item.png The Black Spear
    • Item removed from Kalista's inventory and now sits in the buff bar, as with Bonetooth Necklace.png Bonetooth Necklace.
      • The item is considered to be in item slot 8 and can be activated by using the [8] key (can be rebound). SonaSquare.png DJ Sona [S|L] could also be reassigned to use this key, with Champion Mastery being bumped onto the 5 key.
    • Effect now has a 180 second cooldown and incurs a global sound effect each time the oath is taken. The Black Spear will reappear in Kalista's chest while available.
      • The existing Oathsworn is not a valid target.
    • Revised Animation - Kalista: Kalista will wrench the spear from her chest and present it to her target for up to 15 seconds. Kalista is considered to be channeling and the channel will be interrupted upon taking damage. If interrupted or times-out, The Black Spear goes on a 8 second cooldown.
    • Revised Animation - Ally: If Kalista's target interacts with the spear, they will briefly perform their channeling animation and the pact will be made. The same animation is used when allies interact with Thresh Thresh's Dark Passage.png Dark Passage - for most champions it involves raising their hand.

KarmaBanner

Karma

  • Focused Resolve.png Focused Resolve / Renewal.png Renewal
    • New Effect: The ability can now be used on large monsters.
  • Inspire.png Inspire (E1)
    • Targeting type changed to self-targeted from unit-targeted (i.e. Karma can only shield herself).
    • While the shield holds, Karma and allies within 800 units will gain 30 / 35 / 40 / 45 / 50 % bonus movement speed while moving toward Karma, an enemy champion or enemy turret.
  • Defiance.png Defiance (E2)
    • No longer grants shielded targets 60% bonus movement for 1.5 seconds.
    • While the shield holds, shielded targets now grant surrounding allies 50% bonus movement speed while moving toward a shielded ally, an enemy champion or enemy turret. This bonus is non-stacking. Lots of magnets!

Similar to Jayce, I dislike champions that lack an ultimate ability and make up from it with overly powerful basic abilities. Karma has a stupidly strong early game and then falls off the moment her opponent reaches ~level 9, unless she snowballed (of course) - which delays the fall-off significantly. Karma needs an ultimate.
― Emptylord
  • General
    • Traditional, Sun Goddess and Sakura Karma now utilize their fans as weapons.

  • Mantra.png Gathering Fire (I)
    • Icon switched with Mantra.
    • In addition to damaging an enemy, supporting an ally with Karma's abilities will now also refresh 2 seconds of Mantra's cooldown.
    • Basic attacks no longer reduced the cooldown of Mantra by 1 second.
  • Gathering Fire.png Mantra (R)
    • Icon switched with Gathering Fire.
    • Mantra abilities no longer share the same cooldown as her standard abilities, similarly to Rengar Rengar.
    • Mantra no longer has a limited duration and can be toggled-off, similarly to Heimerdinger Heimerdinger.
    • Mantra abilities continue to scale with ranks in Mantra.
    • Revised Active: Karma gains the ability to cast an alternate set of basic abilities, which are inverted versions of her standard abilities. The two ability sets do not share cooldowns, and her basic abilities' cooldowns will continue to count down while her alternate abilities are available. Karma's alternate abilities have no cooldown, but only one can be used per activation of Mantra. After 3 seconds, Karma can activate Mantra again to cancel the effect and refund 75% of Mantra's cooldown.

With her abilities as reworked below, there's no real reason that Karma should have access to her ultimate at level 1 compared to other champions.
  • Mantra.png Gathering Fire (I)
    • New Innate - Ideas:
      • Karma's ability power is increased as Karma's health is reduced.
      • Karma's ability power is increased based on the amount of time Karma has spent in combat.
      • Karma's mana costs are reduced by 1% for every 1.5% of her health that's missing. This is capped at a 50% reduction at <= 25% of her maximum health.
  • Gathering Fire.png Mantra (R)
    • No longer available at level 1.
    • New Passive: Karma's abilities reduce the cooldown of Mantra by 2 seconds whenever they damage an enemy champion or assist an allied champion.
    • Icon switched with Gathering Fire.
    • Mantra abilities no longer share the same cooldown as her standard abilities, similarly to Rengar Rengar.
    • Mantra no longer has a limited duration and can be toggled-off, similarly to Heimerdinger Heimerdinger.
    • Mantra abilities continue to scale with ranks in Mantra.
    • Revised Active: Karma gains the ability to cast an alternate set of basic abilities, which are inverted versions of her standard abilities. The two ability sets do not share cooldowns, and her basic abilities' cooldowns will continue to count down while her alternate abilities are available. Karma's alternate abilities have no cooldown, but only one can be used per activation of Mantra. After 3 seconds, Karma can activate Mantra again to cancel the effect and refund 75% of Mantra's cooldown.

  • Inner Flame.png Inner Flame (Q)
    • Targeting style changed to an conic wave from a colliding skill shot. Similar to Wind Slash.
    • Range reduced to 750 from 950.
  • Soulflare.png Soulflare (RQ)
    • Revised Active: Karma unleashes a wave of energy in a cone before her, healing herself and all allies hit by 40 / 60 / 100 / 180 (+35% AP) and increasing their movement speed by 50% that decays over 3 seconds. The healing is modified by 1% for every 0.75% of the target's maximum health that's missing, for a maximum of 80 / 120 / 200 / 360 (+70% AP) to targets at 25% of their maximum health (or less).
  • Emptylord Karma Impasse

    Abilities that pass through the barrier will cause particles to ricochet off, similar to Wind Wall.png Wind Wall. This will not destroy the particles.

    Focused Resolve.png Impasse (W)
    • Revised Active: Karma forms a tether with the target enemy champion, which persists for up to 3 seconds or until they move more than 650 units apart. While the tether holds, Karma and her anchor may not damage or otherwise affect one another (with the exception of Impasse's debuff).
  • Emptylord Karma Deadlock
    Renewal.png Deadlock (RW)
    • Revised Active: Karma forms a tether with the target enemy champion, which persists for up to 3 seconds or until they move more than 650 units apart. While the tether holds, Karma and her anchor may not damage or otherwise affect damage any other enemy champion (relative).
  • Inspire.png Inspire (E)
    • Revised Active: Karma blasts the target enemy, dealing 80 / 105 / 130 / 155 / 180 (+70% AP) magic damage. Allies within 600 units of the target are shielded for the same amount for up to 4 seconds.
  • Defiance.png Defiance (RE)
    • Revised Active: Karma shields the target ally from the next 80 / 120 / 200 / 360 (+70% AP) damage for up to 4 seconds. Enemies within 600 units of the target take the same amount as magic damage.

KarthusBanner

Karthus

When Karthus' rework came out everyone asked for global quotes and Riot said "NO!". Then came Kalista Kalista with 2 global shouts, Rek&#039;Sai Rek'Sai, Soraka Soraka and Sion Sion - for a while it felt like every champion was going to have one, except the champion with one of the most iconic globals. When asked again, Riot said "NO", again, "it creates too much clutter - some of Karthus' quotes are really long". *cough* "They shall not have you!" *cough*
― Emptylord
  • Requiem.png Requiem
    • Cooldown reduced to 180 / 150 / 120 from 200 / 180 / 160.
    • Damage reduced to 180 / 300 / 420 (+45% AP) from 250 / 400 / 550 (+ 60% AP).
    • New Effect: Damage is now increased to 250 / 420 / 590 (+65% AP) versus target's below 35% of their maximum health.
    • One of the following quotes will now be heard globally whenever Karthus uses Requiem. Champions in range to hear Karthus directly will hear from the full selection of quotes:
      • Karthus.R8
        "Cease to be!"
      • Karthus.R5
        "Die!"
      • Karthus.R6
        "Surrender!"
      • Karthus.R7
        "Perish!"

KassadinBanner

Kassadin

  • Void Stone.png Void Stone (new innate)
    • Passive: Kassadin perpetually ignores unit collision and each of his basic abilities has a cooldown of 10 / 9 / 8 / 7 / 6 seconds, irrelevant of individual rank. This is affected by cooldown reduction.

  • Null Sphere.png Void Crunch (new Q)
    • Active: Kassadin hurls an orb in the target direction that deals 60 / 75 / 90 / 105 / 130 (+ 20% AP) magic damage to all enemies in its path. At maximum range or if it hits an enemy champion, the orb slows to a stop and expands. After a 0.5 second delay, the orb contracts - pulling surrounding enemies inward and dealing 60 / 85 / 110 / 135 / 160 (+ 60% AP) magic damage.

  • Null Sphere.png Null Sphere (Q) - Something is needed to make this ability... interesting.
    • Renamed Nether Strike.
    • No longer interrupts the target.
    • No longer shields.

  • Nether Blade.png Nether Blade (W)
    • Passive magic damage changed to 10 / 15 / 20 / 25 / 30 (+10% AP) from 20 (+10% AP).
    • Active no longer innately restores mana.
    • New Effect: Empowered attacks against champions will consume a stack of Void Stone.png Void Hunger and replenish 15% of Kassadin's missing mana.

  • Nether Blade.png Nether Blade (W) - Critical Strike Rework
    • Active removed.
    • New Passive: Kassadin's critical strikes deal bonus magic damage. Versus champions, Kassadin's critical strikes consume a stack of Void Stone.png Void Hunger and replenish 15% of Kassadin's missing mana.

  • Black Shield.png Null Sphere / Force Pulse.png Repulse (E)
    • Stack system removed.
    • First Active - Null Sphere: Kassadin surrounds himself with a nulling sphere for 1.5 seconds that fully mitigates the damage of the next hostile ability to strike him. If Kassadin successfully blocks an ability, he gains the ability to cast Repulse for 3 seconds. This will not protect Kassadin from secondary effects.
    • Second Active - Repulse: Kassadin unleashes a 1400-speed wave of energy in a cone, dealing 70 / 95 / 120 / 145 / 170 (+70% AP) magic damage and slowing enemies hit by 50 / 60 / 70 / 80 / 90 % for 1 second..
    • Cost: 40 / 55 / 70 / 85 / 100.

  • Force Pulse.png Force Pulse (E)
    • Stack system removed.
    • Cost changed to reduced to 40 / 55 / 70 / 85 / 100 from 80 at all ranks.
    • Base damage reduced to 70 / 95 / 120 / 145 / 170 from 80 / 105 / 130 / 155 / 180.
    • Effect is now a conic wave from an instantaneous cone. 1400 missile speed.
    • New Effect: The pulse will now destroy oncoming projectiles.

  • Riftwalk.png Riftwalk (revised R)
    • Passive: Kassadin will consume all stacks of Void Hunger whenever an enemy champion that he has dealt damage to within the last 3.5 seconds is killed, replenishing 15% of Kassadin's missing mana per stack consumed.
    • Toggle: Kassadin phases into the Void, gaining the ability to ignore terrain collision. After a 0.5 second delay, Kassadin also becomes untargetability and 150 / 200 / 250 movement speed. Kassadin generates a stack of Void Hunger for every second he spends in the Void, which increases the cost of Riftwalk. Casting or attacking will cause Riftwalk to toggle-off. Void Hunger depletes at a rate of 1 stack every 8 seconds.
    • Cost: 2 / 4 / 8 / 16 / 32% maximum mana per second.
    • Cooldown: 6 / 4 / 2

KatarinaBanner

Katarina

  • Shunpo.png Shunpo
    • Damage removed.
    • Damage reduction increased to 10 / 15 / 20 / 25 / 30 % from 15% at all ranks.
    • Cooldown reduced to 2 / 1.75 / 1.5 / 1.25 / 1 seconds from 12 / 10.5 / 9 / 7.5 / 6.
      • Cooldown is now static (unaffected by cooldown reduction or Voracity).
    • Now has an 8 second per-target cooldown (affected by cooldown reduction and Voracity).
      • Minions will all share the same per-target cooldown.
  • Death Lotus.png Death Lotus
    • Now hurls 1 dagger every 0.1 seconds instead of 3 every 0.25 seconds.
    • Now only targets the same enemy once every 0.3 seconds and prefers to target enemy champions not yet damaged, changed from potentially every 0.25 seconds at random.
    • Maximum duration increased to 3 seconds from 2.5.
    • Katarina is now considered to be facing in all directions during her ultimate for the purpose of from-behind and from-front effects.

EmptylordKennenBanner

Kennen

  • Mark of the Storm.png Mark of the Storm
    • Revised Innate: Kennen's basic attacks deal 5 / 10 / 15 / 20% of his attack damage bonus magic damage and apply an electrical charge for 3.25 seconds. The damage and charges will stack up to 3 times on the same target.
  • Thundering Shuriken.png Thundering Shuriken
    • Revised Active: Kennen throws a shuriken forward in a line, dealing magic damage to the first enemy it hits and applying a Mark of the Storm. For every Mark by the Storm on the target, a bolt of lightning will arc to a nearby enemies dealing the same damage and electrically charging them. The arced lightning will prioritize nearby enemies with the fewest marks.
  • Electrical Surge.png Electrical Surge
    • New Passive: Kennen gains 20 / 30 / 40 / 50 / 60 % bonus attack speed for 3 seconds whenever he applies 3 charges of Mark of the Storm to the same target.
    • Revised Active: Kennen sends a surge of electricity through all nearby enemies afflicted by Mark of the Storm, dealing magic damage per charge and consuming all the charges. If the target was at 3 charges, they are also stunned for 1 second.
    • A max-range indicator will be visible when Electrical Surge is available and there are marked enemy champions nearby.
  • Slicing Maelstrom.png Slicing Maelstrom
    • Will now prioritize the nearest champions it has not yet damaged, resetting its targeting once all champions in range have been hit.

Kha&#039;ZixBanner

Kha'Zix

The below overhauls how his isolation mechanic works and completely reworks his Void Spikes. Kha'Zix now plays off sight effects, and has the ability to reduce sight effects - creating some synergy within his own abilities as well as his allies.
― Emptylord
  • Stats
    • Attack range increased to 175 from 125.
  • Unseen Threat.png Unseen Threat
    • Damage type changed to true from magical.
    • New Effect: Kha'Zix now heals for 20% of the damage dealt.
    • New Effect: Can now be triggered against large monsters. Monsters are considered to have sight of Kha'Zix while they are leashed to him.
  • Taste Their Fear.png Taste Their Fear
    • Radius of isolation increased to sight radius (~1300) from 500 for champion-to-champion (remains 500 for minion-to-minion and minion-to-champion).
      • Effects that reduce a champion's sight radius will benefit Kha'Zix.
      • Blind now reduces the target's vision radius and removes their allied vision for the duration. Minions and monsters will continue to miss their attacks. You must be able to see an allied champion or minion to be spared from Taste Their Fear.
      • All forced action crowd control effects now apply a reworked blind that removes sight, although the target will always have sight of the source.
    • Isolation now uses line-of-sight instead of a "snuggle bubble". Line of sight will be obstructed by terrain and effects that remove shared vision. This means that enemy champions within 1000 units of one another will be considered isolated if they are separated by terrain.
    • Nearby enemy champions will now have an indicator present on them at all times and it will change color depending on whether or not they are isolated: Green for Isolated; Orange for they look isolated, but Kha'Zix's vision is obscured and he cannot be certain (his enemy is near brush, or his own sight is reduced); and Red for they are not isolated. Minions and monsters will only show the indicator while isolated.
  • Evolved Enlarged Claws.png Evolved Enlarged Claws
    • No longer increases Kha'Zix's attack or cast range.
  • Void Spike.png Void Spike
    • No longer heals Kha'Zix at point-blank range.
    • Slow changed to a 50% slow that decays over 2 second from a 20% slow for 2 seconds.
  • Evolved Spike Racks.png Evolved Spike Racks
    • No longer increases the slow to 50%.
    • No longer fires two additional spikes.
    • New Effect: The explosion radius is now moderately increased.
    • New Effect: The enemy the spike collides with is also blinded for 4 seconds. This uses the new effect for Blind as listed above.
    • New Effect: Enemies hit now give off a noxious gas for 5 seconds, which trails behind them and lingers for up to 3.25 seconds. The gas is visible through fog of war and brush, and Kha'Zix will restore 2% of his maximum health per second while inside the gas.
  • Leap.png Leap
    • Range increased to 900 from 600.
  • Evolved Wings.png Evolved Wings
    • No longer increases Leap's range.
  • Void Assault.png Void Assault

Kog&#039;MawBanner

Kog'Maw

  • Icathian Surprise.png Icathian Surprise
    • Movement speed adjusted to a 150 / 225 / 300 flat bonus from a 40% bonus.
  • Caustic Spittle.png Caustic Spittle
    • Now scales with (+50% bonus AD).
  • Void Ooze.png Void Ooze
    • Now applies Grounded icon knockdown.
    • Now prevents enemies from using dashes and blinks. New crowd control type: grounded. Essentially a root without the immobilize.
  • Living Artillery.png Living Artillery
    • AP ratio increased to 40% from 30%.
Champions
General A B - C D - G H - K L - M N - R S T - V W - Z
Items
Stats & General Economy, Vision & Trinkets Boots & Enchantments Jungle Rework (Summoner's Rift)
Misc.
Fan Skins Chromas Client, Maps & Modes Summoner Spells Runes

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