League of Legends Wiki

User blog:Emptylord/Champions/N - R


Champions/N - R

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





  • Javelin Toss.png Javelin Toss
    • AP ratio increased to 50% from 40%.
    • No longer deals modified damage based on distance travelled.
    • Now deals between 0% and 10% of the target's maximum health as bonus damage based on distance travelled.
      • Maximum damage changed to 50 / 75 / 100 / 125 / 150 (+50% AP) (+10% target's max health) from 150 / 225 / 300 / 375 / 450 (+120% AP). Damage reduced versus targets with less than 1000 / 1500 / 2000 / 2500 / 3000.
  • Takedown.png Takedown
    • No longer deals 33% increased damage versus Hunted targets.
    • Increased damage versus low health enemies now only applies if the target is Hunted, otherwise the damage is no longer modified.
  • Pounce.png Pounce
    • Damage removed.
    • Reduced cooldown mechanic improved to 1.5 / 1 / 0.5 / 0 from 1.5 at all ranks.
      • Cooldown reduction mechanic is now static (unaffected by CDR).
  • Primal Surge.png Primal Surge
    • Heal removed.
    • New Effect: Basic attacks while the effect is active will restore 10 / 20 / 30 / 40 / 50 (+10% AP). Health restored is halved versus minions and cowardly monsters.
    • New Effect: Attack speed is increased to 30 / 45 / 60 / 75 / 90% while below half health.
    • New Effect: Nidalee will now always gain the effect regardless of who she targets, as with Nunu Nunu's Blood Boil.png Blood Boil and Mordekaiser Mordekaiser's Creeping Death.png Creeping Death.
  • Swipe.png Swipe
    • New Effect: Swiping a Hunted target will deal 1% bonus damage for every 1% of the target's health that's missing and slow them by 50% for 0.5 seconds.



  • Stats
    • Attack speed growth increased to 3.5% from 2.7%.
  • Umbra Blades.png Umbra Blades - Critical Strike Rework
    • Revised Innate: Nocturne's critical strikes deal 20% AD bonus physical damage. Additionally, Nocturne's critical strikes deal 120% AD splash damage to surrounding enemies and restore her per enemy hit (including his main target).
    • Heal now scales with (+10% bonus AD).
  • Shroud of Darkness.png Shroud of Darkness
    • Blocking an ability no longer doubles the passive attack speed.
    • Blocking an ability now grants Nocturne stealth for 1.5 seconds and halves the cooldown of Shroud of Darkness.
    • New Effect: Passive attack speed is now doubled while attacking a blinded enemy.
      • 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.
      • All forced action crowd control effects now apply a reworked blind that removes sight, although the target will always have sight of the source.
  • Unspeakable Horror.png Unspeakable Horror
    • Revised Passive: Nocturne's gains 200 movement speed while moving toward blinded enemies or while stealthed.
      • Passive bonus movement speed now also applied while Nocturne is stealthed.
      • Bonus movement speed change to 200 flat from 60%.
    • Revised Active: Nocturne implants nightmares into the target enemy, causing them to turn and flee 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 edge-to-edge instead of center-to-center.
  • Paranoia.png Paranoia
    • Cooldown is now reduced to 60 seconds if Nocturne does not use the second active.
    • Ultimate is now considered a persistent-area-of-effect blind, as per the the changes to blind listed above.



  • General
    • Name and title changed to "Nunu and Willump, the Frozen Visionaries" from "Nunu, the Yeti Rider".
    • Nunu Nunu and Willump Willump are now given the appropriate credit for their contribution to the duo's abilities in their tooltips, as with Quinn Quinn and Valor Valor.
  • Stats
    • Base mana increased to 305 from 284.
    • Mana growth increased to 50 from 42.
  • Ice Blast.png Pelt (new innate)
    • Nunu pelts enemies recently attacked by Willump or coated with snow with snowballs, prioritizing enemy champions. Nunu's attacks have 450 range and deal 20 + (5  × level) (+20% AP) magic damage on-hit. Nunu can attack even while Willump is channeling, but will be affected by attack inhibiting crowd control effects.
  • Visionary.png Ice Blast (E)
    • Ice Blast can now be charged, increasing its range to 1000 over the first second. The ability will be cancelled after 2 seconds, refunding the mana cost and half the cooldown.
    • Cooldown increased to 16 / 14 / 12 / 10 / 8 seconds from 6.
    • Cost reduced to 60 / 65 / 70 / 75 / 80 from 75 / 85 / 95 / 105 / 110.
    • Targeting changed to a ground-targeted from unit-targeted - thrown like a shotput.
    • Now deals area of effect damage in a 187.5-radius area instead of only to the target enemy.
    • Now creates a slowing field for 6 seconds that reduces enemy movement by 15 / 20 / 25 / 30 / 35% for 0.25 seconds, refreshing.
    • Enemies hit directly will trail snow behind them for up to 550 units or 6 seconds have passed, slowing enemies who move on the trail as well as themselves.



  • Certain Death.png 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.png Feast.
  • Spear Shot.png Spear Shot
    • Spear Shot can now critically strike in standard circumstances - dealing 50% bonus damage. This is merely guaranteed through Certain Death.png Certain Death.
      • Critical Damage: 97.5 / 157.5 / 217.5 / 277.5 / 337.5 (+210% bonus AD).
  • Aegis of Zeonia.png Aegis of Zeonia
    • New Effect: The ability can now target allies. If the target is an ally, they will gain Aegis Protection.png Aegis Protection for up to 5 seconds.
  • Grand Skyfall.png Grand Skyfall
    • New Passive: Aegis Protection.png Aegis Protection's first attack after blocking an attack will deal 35 / 55 / 75 % AD bonus physical damage.
    • Maximum damage removed. Now deals 200 / 350 / 500 (+ 50% AP) to all targets regardless of proximity.
    • Range reduced to 2000 / 2750 / 3500 from 5500.
    • Channel time reduced to 0.5 seconds from 2 seconds.
    • Drop time reduced to 1 second from 1.5 seconds.

  • Spear Shot.png Spear Shot
    • First Cast: Pantheon starts drawing back his spear, increasing Spear Shot's range (250-725) over the next 2 seconds. The time to fully charge is reduced based on Pantheon's bonus attack speed. While preparing to throw, Pantheon's attack speed and movement speed are reduced by 30% and he cannot cast Heartseeker Strike or Grand Skyjump. After 4 seconds, Spear Shot is automatically cancelled and 40 mana is refunded. Pantheon's attacks while drawing his spear will use his shield.
    • Second Cast: Pantheon throws his spear at the target enemy, dealing 65 / 105 / 145 / 185 / 225 (+140% bonus AD) physical damage. The spear can be intercepted by other enemies units and will miss if he lose sight of his target. Spear Shot can critically strike, dealing 50% AD bonus damage.
    • Costs 25 mana to activate and it drains an additional 55 mana over the first 2 seconds.
  • Aegis of Zeonia.png Aegis of Zeonia
    • Active: Pantheon leaps to the target unit, instantly refreshing Aegis Protection. If the target is an enemy, they take magic damage and are knocked back for 0.75 seconds. If the target is an ally, they gain Aegis Protection.png Aegis Protection for up to 5 seconds.
  • Grand Skyfall.png Grand Skyjump
    • Active: Pantheon begins channelling for up to 1.5 seconds. After channelling or when reactivated, Pantheon jumps into the air - becoming untargetable, invulnerable and gaining sight over the surrounding area for 3 seconds. After a ~0.5 second delay, Pantheon gains the ability to activate Grand Skyfall. The area of sight and cast range on Grand Skyfall increases based on how long Pantheon channels. If Pantheon does not use Grand Skyfall, he will fall back down to the ground and the cooldown of Grand Skyjump is reduced to 20 seconds.
    • Upon jumping into the air, the maximum range indicator will be made visible to both allies and enemies - as with Rite of the Arcane.png Rite of the Arcane.
  • Grand Skyfall.png Grand Skyfall
    • Active: Pantheon hurtles toward the ground at the target location within range, striking after 0.5 seconds and dealing 300 / 500 / 700 (+ 100% AP) magic damage to enemies within a 400-radius area and slow them by 30%. Pantheon is immune to crowd control during the drop.
    • Pantheon must complete the drop before he is able to cast his other abilities. Perhaps, like Hemoplague.png Hemoplague, there could also be a 0.5 second period where Pantheon is unable to activate specific abilities (namely Aegis of Zeonia). Visually, this could be animated to show Pantheon composing himself from the impact.
    • Sight/Drop Range: 250 (+ 150 / 250 / 350 units per 0.1 second of channeling)
    • Maximum Range: 2500 / 4000 / 5500



  • Valiant Fighter.png Valiant Fighter
    • Innate: Poppy's basic attacks grant her (+10% AD) movement speed for 3.5 seconds. Basic attacks against champions cause the bonus to stack up to 3 times.
  • Heroic Charge.png Heroic Leap (Q)
    • First Active: Poppy begins swinging her hammer around her, increasing the range of Heroic Leap over the next 1.5 / 1.375 / 1.25 / 1.125 / 1 seconds. After 4 seconds, half the cooldown and cost are refunded.
    • Second Active: Poppy uses the momentum built up to fling herself toward the target area, dealing 75 / 115 / 155 / 195 / 235 (+ 80% bonus AD) physical damage to all enemies in an X-radius area on impact.
    • For 0.75 seconds after finishing Devastating Blow.png Turbine, Poppy gains the ability to use the second cast without needing to use the first cast.
  • Paragon of Demacia.png Glancing Blows (W)
    • Active: Poppy intercepts and deflects the first champion-sourced projectile that could hit her in the next 1.5 seconds, sending a missile back toward the source that deals 70 / 115 / 160 / 205 / 250 (+ 80% AP) magic damage to all enemies it passes through. If Poppy successfully deflects an ability, she gains the ability to deflect a second projectile for 1.5 seconds and a third 1.5 seconds after that. Poppy still takes 25% of the projectile's damage, but blocks its other effects.
    • If active during Devastating Blow.png Turbine, deflected projectiles instead deal damage in a cone.
  • Devastating Blow.png Turbine (E)
    • Active: Poppy begins whirling her hammer around by its strap, creating a turbine in the direction of the cursor for the next 2.5 seconds. The turbine deals 20 / 30 / 40 / 50 / 60 (+60% bonus AD) physical damage every 0.25 seconds to enemies in its wake. The first time an enemy is damaged they are knocked back 300 units then slowed by 20% for 1 second, dealing 20 / 30 / 40 / 50 / 60 (+60% bonus AD) physical and slowing all enemies they collide with by 20% for 1 second.
    • The facing-direction of the turbine will update over the duration of the effect. Poppy cannot attack or use Heroic Leap during Turbine.
  • Wreck 'em (R)
    • Active: Poppy hurls an image of her hammer forward 875 units, slowing all enemies it hits by 80% for 1.25 seconds. Upon reaching maximum range, the hammer will returning to her: picking up all enemies that it hits on its way back, dropping them in front of Poppy. Damage is either dealt on the way out, on the way back, or both.



The following changes are in-light of the rework to Blind.
― Emptylord

Things I'm trying to achieve by reworking Quinn: make Valor someone that summoners want to play as. I also wanted to play-up the ranger/hunter theme Quinn has buried (deep down); and given the direction I took Elise's rework, I also wanted to re-establish the notion of a champion that switches between a "softener" and an executioner. You can view the full discussion here.
― Emptylord
  • General
    • Emptylord TagTeam Tag Team is now available at level 1 and can be ranked up to four times.
    • Ranks in Emptylord TagTeam Tag Team will improve the strength of Valor's abilities.
    • Quinn and Valor's abilities continue to share the same cooldown.
  • Skystrike.png Birds of Prey (innate)
    • Innate: After using an ability, Quinn/Valor's next basic attack will deal 15 / 25 / 35 / 45 (+20% bonus AD) true damage.
      • As Quinn Quinn, this damage is increased by 1% for every 1% of the target's CURRENT health.
      • As Valor Valor, this damage is increased by 1% for every 1% of the target's MISSING health.
  • Certain Death.png Explosive Bolt / Blinding Assault.png Dive (Q)
    • Cooldown: 12 / 11 / 10 / 9 / 8 seconds
    • Active - Quinn Quinn: Quinn fires an explosive bolt from her crossbow, dealing 70 / 110 / 150 / 190 / 230 (+65% bonus AD) physical damage to the first enemy it hits and Disarm icon disarming them for 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds, while dealing 60% damage to surrounding enemies.
    • Active - Valor Valor: Valor dashes on his target, dealing 40 / 100 / 160 / 220 (+20% bonus AD) physical damage and applying on-hit effects.

  • Heightened Senses.png High Vantage / Tag Team.png Piercing Screech (W)
    • Cooldown: 20 / 17 / 14 / 11 / 8 seconds
    • Active - Quinn Quinn: Quinn commands Valor to keep watch over the target 750-radius area within 2100 range for up to 30 seconds, granting Sight icon sight. Upon reactivation or using Tag Team.png Tag Team, Valor will mark all enemies within the area as Vulnerable for 6 seconds. The sight lingers for only 0.5 seconds upon reactivation. Attacks against Vulnerable enemies will consume the mark and apply Skystrike.png Birds of Prey's bonus damage.
    • Active - Valor Valor: Valor screeches shrilly, marking surrounding enemies as Vulnerable for 6 seconds while also causing minions and monsters to Fear icon flee for 2 seconds. Attacks against Vulnerable enemies will consume the mark and apply Skystrike.png Birds of Prey's bonus damage.

  • Heightened Senses.png High Vantage / Tag Team.png Piercing Screech (W)
    • Cooldown: 20 / 17 / 14 / 11 / 8 seconds
    • Passive - Quinn Quinn: Valor tracks the last 5 / 7.5 / 10 / 12.5 / 15 seconds of movement of all enemy champions on the field from above. All trail that falls within Quinn's vision (up to 1300 units) is revealed. The trail grows fainter with age to indicating the direction of movement.
    • Active - Valor Valor: Valor screeches shrilly, marking surrounding enemies as Vulnerable for 6 seconds while also causing minions and monsters to Fear icon flee for 2 seconds. Attacks against Vulnerable enemies will consume the mark and apply Skystrike.png Birds of Prey's bonus damage.

  • Harrier.png Disengage / Crescent Sweep.png Lacerate (E)
    • Cooldown: 12 / 11 / 10 / 9 / 8 seconds
    • Active - Quinn Quinn: Quinn 「 dashes 650 units away from the target location, unloading a 」「 dashes 650 units toward the target location, turning to unload a 」 barrage of up to 「 4 」「 3 + (2  × attack speed) 」 bolts in the direction she came from to cover her retreat. The effect will end early if she collides with terrain. Each bolt deals 40 / 60 / 80 / 100 / 120 (+20% bonus AD) physical damage and will prioritize the closest enemy within 450 units.
    • Active - Valor Valor: Valor gouges at her target, dealing 70 / 150 / 230 / 310 (+65% bonus AD) physical damage and reducing the target's movement speed by 60 / 65 / 70 / 75 / 80 %, which decays over 3 seconds.
  • Emptylord TagTeam Tag Team (R)
    • Cooldown: 8 seconds
    • Passive - Quinn Quinn: Quinn gains 10 / 20 / 30 / 40 % bonus attack speed and 20 / 30 / 40 / 50 bonus movement speed for 3 seconds whenever she triggers Skystrike.png Birds of Prey.
    • Passive - Valor Valor: Valor passively benefits from 20 / 40 / 60 / 80 % bonus attack speed and 20 / 30 / 40 / 50 bonus movement speed.
    • Active: Quinn and Valor switch places. Quinn is a ranged marksman while Valor is a melee assassin.



The following is work-in-progress.
― Emptylord
  • Emptylord Rammus Reimagined

    Artwork by UtopixArt, draw for a Polycount Art Contest

    • Rammus is now an Ascendant of Shurima.
    • Original Rammus updated to resemble Guardion of the Sands Rammus, without the wings or horn.
    • Guardian of the Sands Rammus updated to use a darker theme and renamed Risen Rammus.
    • Traditional Rammus skin released.
  • Powerball.png Powerball (innate)
    • Innate: Rammus can initiate a channel by keeping the mouse button held whenever he issues a movement command. While channeling, Rammus' movement speed is rapidly increased over the next 3 seconds that is displayed as a bar onscreen. After the 3 seconds or releasing early after at least (1 / Attack Speed) seconds, Rammus will hurtle toward the cursor - his bonus movement speed decaying to 0 over X seconds. Rammus has a slow rotation speed while powerballing and will ricochet off terrain and structures, at the expense of speed. Rammus will lose all speed upon colliding with a champion or large unit.
    • Rammus deals 100% AD physical damage to enemies in a large area whenever he collides with a champion or large unit, or ricochets off terrain or a structure. Minions and monsters he passes over will take 50% AD physical damage and are flattened for 1 second.
  • Defensive Ball Curl.png Needle Barrage (Q)
    • Active: Rammus hurls a volley of spikes in an area about him, dealing 40 / 80 / 120 / 160 / 200 (+60% bonus AD) physical damage to surrounding enemies. Enemies hit will take 15% increased damage from Needle Barrage for 8 seconds, stacking up to 6 times.
  • Spiked Shell.png Seismic Shell (W)
    • Active: Rammus curls the earth around him to form a barrier, mitigating the next 80 / 120 / 160 / 200 / 240 (+X% total armor) physical damage. If the shield is broken, Rammus will fire a Needle Barrage (no cost nor affects cooldown).
  • Puncturing Taunt.png Tectonic Shift (E)
    • Passive: Powerball deals an additional 20 / 40 / 60 / 80 / 100 (+0 / 5 / 10 / 15 / 20 % AD) (+10% target's bonus health) physical damage to champions and large units he collides with, and will knock them back a short distance. The knockback will not affect the same target again for a short duration.
    • Active: Rammus erects a ramp at the target location, creating a tapered wall of terrain that is impassible to all except Rammus during Powerball. Powerballing into a ramp causes Rammus to take to the air, flying forward 550 (or based on speed) units. If Rammus lands on a champion or large units, in addition to Powerball's effect and damage, surrounding enemies are pulled inward and harshly slowed; if otherwise, Powerball is not interrupted. Rammus is immune to knockups while airborne and Powerball will ignore terrain and champion collision.
    • The ramp will linger for some time and Rammus can have up to 8, but can be destroyed by basic attacks.



  • Prey Seeker.png Prey Seeker
    • The projectile now grants sight while in flight.



Die in a fire. As much as I dislike Riven, the recent change to Wind Slash.png Wind Slash is so ugly...
― Emptylord
  • General
    • Now uses Energy.
    • Animation cancelling removed.
  • Runic Blade.png Runic Blade
    • Empowered attacks now restore 35 energy.
  • Broken Wings.png Broken Wings
    • Costs 60 energy per cast.
    • Broken Wings now uses Yasuo Yasuo's Steel Tempest.png Steel Tempest 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.
    • 「 Click to reveal an optional change. 」「 The damage is now shared among all enemies hit, with a minimum of 40% damage. In light of the cooldown change, affecting the damage may be unnecessary. 」
  • Ki Burst.png Ki Burst
    • Costs 60 energy.
  • Valor.png Valor
    • Costs 60 energy.
    • Now only mitigates physical damage.
  • Wind Slash.png Wind Slash
    • Missile speed reverted to 2200 from 1600.
    • One or two of the following:
      • Missile speed now decelerates. Possibly increase the initial speed.
      • Range reduced.
      • Threshold to deal maximum damage removed (i.e. maximum damage is now dealt versus targets at 0% health, as with all other execution abilities).





Having played a fair few games with new Ryze, I often found myself... not really giving a crap about his ultimate. I would activate it to reduce my other cooldowns, but the effect itself was forgettable. Willbachbakal proposed an awesome alternative and I reworked the passive.
― Emptylord
  • Spell Flux.png Spell Flux
    • New Effect: Spell Flux will now restore mana equal to 16 / 22 / 28 / 34 / 40 (+1% maximum mana) if it bounces to Ryze. Ryze will be prioritized over other targets. After hitting Ryze, the
  • Desperate Power.png Desperate Power
    • New Passive: Ryze passively gains 10 / 20 / 30% cooldown reduction. Additionally, Arcane Mastery.png Arcane Mastery now grants Ryze 15 / 20 / 25% spell vamp and 80 movement speed, and the duration has been increased to 4 / 5 / 6 seconds.
    • New Active: Ryze places an arcane charge on the target enemy champion that stores 100% of the mana Ryze expends on the them for the next 4 seconds. After 4 seconds, the charge explodes dealing 150 / 200 / 250 (+stored mana) magic damage to all enemies within a 185-radius area.

This was my answer to Ryze prior to his rework, but I honestly feel like his rework flopped. He's still just as hard to balance and just as obnoxious when ahead: he's just less likely to get ahead when played badly now. My intent was to retain his "spellslinger" core while also having an interesting interaction with mana, which I felt were his core identifying features. His new Arcane Strike (Q) is now as spammable as a basic attack and his mana functions like energy, with mana items increasing his uptime and mana regen reducing his down time (not quite the literal mana scalings I'm sure most people are attached to, but I felt that Ryze's current itemization of "all I need is more mana than they have health (spam) but also the more mana I have the less effective health they also have (burst)" is just bad (sorry).
― Emptylord
  • General
    • Base mana increased to 400 from 250.
    • Mana per level reduced to 0 from 55.
    • Base MP/5 increased to 40 from 7.
    • MP/5 reduced to 0 from 0.6.
  • GutsyTick Mar Arcane Mastery
    • Revised Passive: Ryze does not gain mana or mana regeneration per level. Instead, Ryze's base mana and mana regeneration are exceptional.
  • Overload.png Overload removed.
  • Overload.png Arcane Strike (new Q)
    • Active: After channeling for 2 seconds, Ryze throws a charge of pure energy forward in a line that deals 35 / 45 / 55 / 65 / 75 (+35% AP) magic damage to the first enemy it hits. Ryze can move while channelling albeit at reduced movement speed and the channel time is reduced by 2% for every 1% of Ryze's cooldown reduction. If Arcane Strike hits an enemy, Ryze gains a stack of Arcane Mastery.png Overload for 4 seconds (up to 4 stacks). Arcane Strike deals 50% more damage and costs 100% more mana for every stack of Arcane Mastery.png Overload. The stack would be represented as with the live Arcane Mastery's visual effects.
    • Maximum damage of 105 / 135 / 165 / 195 / 225 (+105% AP) implemented.
    • Cost: 25 / 50 / 75 / 100 / 125 mana
    • Cooldown: 0 seconds
    • Range: 1150
  • Rune Prison.png Rune Prison removed.
  • Parallel Convergence.png Arcane Surge (new W)
    • Active: Ryze unleashes a shockwave that deals 35 / 45 / 55 / 65 / 75 (+35% AP) magic damage to all enemies in the surrounding area. Arcane Surge deals 50% more damage for every stack of Arcane Mastery.png Overload. If Arcane Surge damages an enemy, the current timer of Arcane Mastery.png Overload is refreshed.
    • Cost: 50 mana
    • Cooldown: 4 seconds
  • Spell Flux.png Spell Flux (E)
    • New Active: Ryze fires a homing bolt of arcane energy at the nearest enemy, dealing 35 / 45 / 55 / 65 / 75 (+35% AP) magic damage. Ryze will unleash an additional bolt for every stack of Arcane Mastery.png Overload. Enemies can only be targeted by a single bolt. Spell Flux deals 50% more damage for every stack of Arcane Mastery.png Overload and consumes all current stacks.

  • Desperate Power.png Desperate Power (new R)
    • No longer grants passive cooldown reduction.
    • No longer grants bonus movement speed.
    • No longer adds splash damage to each of Ryze's abilities.
      • Arcane Strike continues to deal 50% splash damage over a 200-radius area.
      • New Effect: Arcane Strike also doesn't apply a self-slow for the duration.
      • New Effect: Arcane Surge now slows surrounding enemies by 5% and grants Ryze 5% bonus movement speed, with both effects stacking up to 5 times.
      • New Effect: Spell Flux now fires three barrages of bolts, one after the other. Each barrage can target an enemy previously damage, but it still prefers to select unique across all three instances.
    • Cooldown flattened at 60 seconds from 70 / 60 / 50 seconds.
    • Duration increased to 10 at all ranks seconds from 5 / 6 / 7.
    • Kills and assists will extend the duration by 4 seconds.
    • 「 Click to reveal a possible addition to the effect, based on Ryze as of V5.8. 」「 New Effect: Desperate Power can only be activated while at 4 stacks of Arcane Mastery.png Overload and will consume the stacks, granting Ryze a shield equal to 150 / 225 / 300 (+10% maximum mana). This is in addition to the above effects. 」

  • Desperate Power.png Desperate Power (R)
    • New Active: Ryze places an arcane charge on the target enemy champion that stores 100% of the mana Ryze expends on the them for the next 4 seconds. After 4 seconds, the charge explodes dealing 150 / 200 / 250 (+stored mana) magic damage to all enemies within a 185-radius area.

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

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