League of Legends Wiki



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
Sejuani Sejuani to Syndra Syndra



  • Arctic Assault.png Arctic Assault
    • Arctic Assault will now destroy sections of temporary terrain, similar to a former bug. Unlike the bug, Sejuani _destroys_ the terrain.
  • Permafrost.png Permafrost
    • A max-range indicator will now be visible when Permafrost is available and there are frosted enemy champions nearby.



The below is a complete rework. Shaco has been reclassified as a Duelist / Rogue. Compared to other Duelists who have to adopt an assassin playstyle or boycott large fights entirely, Shaco's kit affords him relative safety on the front line. His damage-output and area of effect presence continually ramps up unless enemies specifically spare resources to deal with him, which is tied into his damage-mitigation mechanic (that is a staple of duelists).
― Emptylord
  • Hallucinate.png Hallucinate
    • Innate: Every third consecutive attack against the same target will summon a hallucination of Shaco that continues to attack his target. Hallucinations from any source will be dismissed instantly if they take damage from an enemy champion (excluding splash damage and applied damage over times) or turret, or if Shaco goes more than 3.5 seconds without landing a basic attack or casting an ability. Each additional Shaco/Hallucination attacking an individual target will deal 50% less damage than the last, for up to 200% damage from ∞ Shacos.
      • Hallucinations summoned by Hallucinate will disappear in a poof once their target has died.
      • Shaco and his hallucination will appear in a puff of smoke that conceals which Shaco is the original, with which side Shaco appearing on being decided at random.
  • Deceive.png Deceive
    • Active: Shaco blinks to the target location and arrives with a hallucination. This hallucination will follow Shaco around and attack whom he attacks, similar to Elise Elise's Spider Queen.png Spiderlings.
    • Ideally, I would like the AI of this hallucination to allow it to walk side-by-side with Shaco - perhaps even fully controllable by the summoner, but obeying the same inputs (so if you click somewhere, both the clone and the real Shaco will path toward it - but will potentially take different paths, within reason).
  • Jack in the Box.png Surprise!
    • Active: Shaco has all hallucinations in an area under his cursor explode in a fanfare of horrors, dealing magic damage to surrounding enemies and causing them to flee for a few seconds. Each additional explosion versus an individual enemy deals 50% less damage than the last.
  • Two-Shiv Poison.png Flying Daggers
    • Active: Shaco has all his hallucinations and disguised allies hurl a dagger toward the target location, dealing physical damage to enemies hit. Each additional dagger beyond versus an individual target will deal 50% less damage than the last.
  • Hallucinate.png Hall of Mirrors
    • Active: Shaco throws down a smoke bomb that obscures enemy vision over the surrounding area for 0.75 seconds, disguising all allied champions touched to resemble Shaco and gain Hallucinate for up to 3.5 / 5 / 6.5 seconds. The disguise is removed if the champion takes 2 / 3 / 4 sources of damage from a champion (excluding splash damage and applied damage over times) or turret. Enemy champions within the smoke are blinded.
      • Ranged Disguises will hurl their dagger on each attack.
      • Due to the relative lack of animations within his own abilities, Shaco will instead have a relatively large amount of animation support for his Mirror Images - dashes, channelled spells, empowered attacks, etc.
      • Hallucinations spawned by disguises will be a copy of Shaco, not the disguised champion. Hallucinations will ignore Shaco's de-spawn conditions so long as their ally is disguised (i.e. if he's out of combat, the hallucinations won't instantly despawn.
      • 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.



Why isn't Shyvana immune to crowd control during her transformation? Of all the abilities that are... (As funny as it is to see someone like Singed fling a MIGHTY DRAGON out of the air like "Nope.")
― Emptylord
  • Burnout.png Burnout
    • Bonus on-hit damage while Burnout is active is removed.
    • Burnout will now trigger Kindling's bonus damage.
  • Flame Breath.png Flame Breath
    • New Effect: The debuff will now spread to surrounding enemies whenever a marked enemy dies. Debuff named "Kindling".
  • Dragon's Descent.png Dragon's Descent
    • Shyvana is now immune to crowd control during the dash.
    • New Effect: While active, Shyvana gains the ability to cast Ferocious Pursuit.
  • Evolved Wings.png Ferocious Pursuit
    • Active: Shyvana lungs forward a short distance, consuming 10% of her current Fury.
    • Cooldown: 5 seconds



  • Glory in Death.png Glory in Death
    • Now passively grants up to 10% of his target's maximum health as bonus on-hit physical damage, based on Sion's missing health. While undead, Sion will gain the full bonus at all times.
  • Death Surge.png Death Surge
    • Cooldown reduced to 15 seconds from 100 seconds.
    • New Effect: Basic attacks will reduce the cooldown by 3 seconds.
    • Now removes all crowd control effects.
  • Decimating Smash.png Decimating Smash
    • Disabling Sion during the channel will cause the ability to go off early rather than cancelling the ability.
      • The ability will go on full cooldown.
      • An interrupted Decimating Smash will not knockup, regardless of how long it was charged.
  • Roar of the Slayer.png Roar of the Slayer
    • Now scales with (+50% bonus AD).



  • Ricochet.png Ricochet
    • Critical strikes will now increase Ricochet's damage to secondary targets to 100 / 110 / 120 / 130 / 140 % AD.



  • Fracture.png Fracture
    • Revised Active: Skarner damages and slows all enemies in a line by 40 / 45 / 50 / 55 / 60 % that decays down to 10% (+5% per 100 AP) over 3 seconds. Basic attacks against slowed enemies will increase the duration by 1 second, up to a maximum of 3 bonus seconds. Increasing the duration does not refresh the current slow amount.

  • Fracture.png Fracture
    • New Active: Skarner's next attack deals 80 / 120 / 160 / 200 / 240 (+70% AP) bonus magic damage and erects a small wall of impassible terrain a short distance ahead of his target. Enemies caught by the wall are shunted aside, but this does not count as crowd control. Skarner gains 30 bonus attack range on this attack. The attack is visually similar to Vilemaw Vilemaw's ground-slam, combined with the particle effects of LissandraSquare.png Bloodstone Lissandra's recall animation.
      • The location of the wall is calculated intelligently using similar algorithms to Draven Draven's Spinning Axe.png Spinning Axe. If you're chasing the target, it will place it an appropriate distance ahead that it is almost guaranteed to hit them unless they change path (there would have to be a maximum range that can be countered with sufficient movement speed). If your target is standing still, the tremor will appear behind them but not close enough to hit them unless they run.
  • Impale.png Impale
    • Revised Active: Skarner hurls his stinger forward in a line, slowing all enemies it passes through by 80% which decays over 2 seconds. Skarner will impale the last enemy champion struck, dealing 100 / 150 / 200 (+50% AP) magic damage and pull them toward him. The target will deal 100 / 150 / 200 (+50% AP) magic damage and knock up any enemy they are pulled through, and will take an additional 50 / 75 / 100 (+25% AP) magic damage for each enemy champion they hit.
    • The target is classified as suppressed from the moment they are impaled for a total of 1.75 seconds. Skarner is immobilized while his stinger is in flight, but once his victim is in tow he can move freely and will drag them around.
    • Range increased to 875 from 350.
    • Missile speed and general effect is comparable to Zenith Blade.png Zenith Blade.



  • Power Chord.png Power Chord
    • Revised Innate: Sona primes a key whenever she casts one of her basic abilities and can have up to 2 / 3 / 4 / 5 primed at any one time. Activating an ability while at the cap will replace the oldest. Sona's basic attacks will consume all active keys for various empowerments.
    • Hymn of Valor.png Key of Valor: Sona's next basic attack deals 10-100 (+10% AP) bonus magic damage per Key of Valor.
    • Aria of Perseverance.png Key of Perseverance: Sona's next basic attack reduces the target's damage by 5% (+1% per 100 AP) for 3 seconds per Key of Perseverance.
    • Song of Celerity.png Key of Celerity: Sona's next basic attack slows the target's movement speed by 10% (+2% per 100 AP) for 3 seconds per Key of Celerity.
    • Sona's current keys will be displayed as wisps that orbit her model.
  • Hymn of Valor.png Hymn of Valor
    • Homing bolts range reduced to 700 from 850.
    • Triggering the bonus damage now create more of a fanfare (sounds and visual effects).
    • Revised Active: Sona strums a violent chord, sending homing bolts toward all enemies in an 235-radius area that is centered on the nearest enemy to her cursor. If no enemy is near to Sona's cursor, Hymn of Valor will center on the lowest health enemy in range.
  • Aria of Perseverance.png Aria of Perseverance
    • Aura shield changed to 10% of the target's maximum health (+2.5% per 100 AP) from 40 / 60 / 80 / 100 / 120 (+20% AP).
  • Song of Celerity.png Song of Celerity
    • Active bonus movement speed now affects Sona and her allies.
    • Active bonus movement speed changed to 10 / 15 / 20 / 25 / 30 % from 4 / 6 / 8 / 10 / 12% (+ 2% per 100 AP).
    • Active bonus movement speed is now modified to 0% (+15% per 100 AP) over its duration.
    • Aura no longer grants bonus movement speed.
    • New Effect: Sona and allies tagged by the aura are cleansed of slowing effects and becoming immune to them for 3 seconds.
  • Crescendo.png Crescendo
    • Passive removed.



  • Carrion Renewal.png Carrion Renewal
    • New Innate: Whenever an enemy unit near Swain dies, Beatrice will feast from its corpse restoring 5% of Swain's maximum mana over 3 seconds. This is tripled on champion corpses. Beatrice can only feast from one corpse at a time, but will switch targets if a champion dies while feasting on a minion.
  • Ravenous Flock.png Ravenous Flock
    • Will now only restore health when the birds successfully return.
    • Swain's basic attacks, Decrepify.png Decrepify and Torment.png Torment during Ravenous Flock will mark enemy champions as targets.
    • New targeting priorities:
      • Marked enemy champions.
      • Low health targets, prioritizing minions over champions.



Syndra's passive feels a little... meh, at the moment. I also dislike the disparity between the amount of damage her abilities deal early game despite how visually linked her abilities are (Orianna has a similar issue, although it's disguised because of what each of her abilities do). While I know all champions have to make a choice between one ability and another - few other champions rely on a single "stock" spell that is used by all their other abilities.
― Emptylord
  • Transcendent.png Transcendent
    • New Passive: Syndra's dark spheres increase in power as she levels-up, causing enemies to take an additional 25 + (5 * level) magic damage whenever they are struck by one. This bonus damage can be triggered by any of Syndra's abilities.
  • Dark Sphere.png Dark Sphere
    • Damage changed to 35 / 65 / 95 / 115 / 155 (+70% AP)(+Transcendent) from 70 / 110 / 150 / 190 / 230 (+60% AP)
    • Sphere duration increased to 7 seconds from 6 seconds. (This is not enough to affect the maximum potential number of spheres on Unleashed Power).
    • Mana cost flattened to 50 at all ranks from 40 / 50 / 60 / 70 / 80.
  • Force of Will.png Force of Will
    • Damage reduced to 40 / 75 / 110 / 145 / 180 from 80 / 120 / 160 / 200 / 240.
      • The damage can be increased by Transcendent.
    • Slow duration increased to 2 seconds.
  • Scatter the Weak.png Scatter the Weak
    • Damaged reduced to 45 / 85 / 125 / 165 / 205 from 70 / 115 / 160 / 205 / 250.
      • The damage can be increased by Transcendent.
  • Unleashed Power.png Unleashed Power
    • Damage per sphere lowered to 35 / 55 / 75 (+Transcendent) from 90 / 135 / 180.
    • Range increased to 750 from 675.
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

Also on Fandom

Random Wiki