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Sandbox/Custom Patch Notes

Emptylord September 1, 2012 User blog:Emptylord

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AatroxBanner

Aatrox

Aatrox Aatrox's lore describes him as a warrior that can bring about a second wind in his allies, filling them with such rage that they can overcome certain defeat - and even death. Tryndamere Tryndamere is an example of one such occasion. When first teased, many believed Aatrox would be an AD-orientated support (either a duo-lane support or a utility tank/fighter similar to Maokai) - myself included. Imagine the disappointment when his kit was revealed. The... schizophrenia between his lore and his kit even extend to his appearance and name: with his name coming from the latin word, "Atrox", meaning "savage" and "cruel"; while his model features wings explicitly designed to resemble banners (i.e. to reflect a commander). That said, the kit and his quotes mesh together quite nicely...
― Emptylord
  • General
    • New lore to reflect his love of killing and the peace he finds in blood.
    • Wings updated to resemble a demon's wings, and to less resemble banners.
    • Quote, "Tryndamere, my greatest creation", is no longer triggered.
    • Unused quote, "This one's rage will shape the world", is now triggered upon first meeting any champion that utilizes Rage, Fury or Ferocity.
  • Dark Flight.png Dark Flight
    • Radius of damage area and epicentre increased.
    • Base damage increased to 90 / 135 / 190 / 225 / 270 from 70 / 115 / 160 / 205 / 250.
    • Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 16 / 15 / 14 / 13 / 12.
    • Animation updated to look more like flight.
  • Blood Price.png Blood Price / Blood Thirst.png Blood Thirst -
    • Revised Toggles: Aatrox's critical strikes will deal 「 bonus damage at the expense of health 」「 restore health 」. The effects can now be triggered by Aatrox's abilities
  • Massacre.png Massacre
    • REVISED ACTIVE: Aatrox drains blood from surrounding enemies, dealing 75 / 175 / 275 (+100% bonus AD) (+15 / 20 / 25% target's current health) physical damage to surrounding enemies and storing the damage dealt in his Blood Well. For the next 12 seconds, Aatrox gains size, 175 attack range and increasing his Blood Well's maximum capacity by 20% per enemy champion struck and doubling the attack speed granted.

AkaliBanner

Akali

The below changes were inspired by a desire to incorporate Twin Disciplines' build incentive into each of Akali's abilities - i.e. her abilities benefit from building both attack damage and ability power, but in different ways.
― Emptylord
  • Mark of the Assassin.png Mark of the Assassin
    • Triggering the mark now converts all the damage of the attack into magic damage.
      • This change effectively adds (100% AD) magic damage but removes (100% AD) physical damage.
  • Crescent Slash.png Crescent Slash
    • Physical damage changed to 90 / 105 / 120 / 135 / 150 % AD from 30 / 55 / 80 / 105 / 130 (+30% AP)(+60% AD).
    • Now applies Twin Disciplines.png Discipline of Force, dealing 6% (+16.7% per 100 AP) bonus magic damage.
      • At ~600 AP, Crescent Slash will deal 90 / 105 / 120 / 135 / 150 % AD bonus magic damage (100%).
  • Shadow Dance.png Shadow Dance
    • No longer deals ability damage (previous 100 / 175 / 250 (+50% AP) magic damage).
    • Now applies one basic attack (100% AD plus on hit effects).
      • The attack can be converted into magic damage if the target holds the Mark of the Assassin.
      • Revised Tooltip: Akali dashes through the shadows to quickly attack the target enemy and gain 20 % (+30% per 100 AP) attack speed for 6 seconds. This attack cannot be dodged, blocked nor critically strike, but will apply on-hit effects.

AlistarBanner

Alistar

Alistar's still stuck in a bygone age before tanks scaled with tank stats and so I took it upon myself to give him some (both directly, as well as upping his incentive to build it by making his ultimate more reliable).
― Emptylord
  • Trample.png Trample
    • No longer deals half-damage to champions.
    • AP ratio removed.
    • Now scales with (+5% bonus health).
    • New area-of-effect particles, perhaps similar to Rammus Rammus' Tremors.png Tremors.
  • Pulverize.png Pulverize
    • Now winds affected targets once they land — a 75% slow that decays over 1 second — instead of stunning them for 0.5 seconds. The debuff is named as it applied by two of Alistar's abilities.
  • Headbutt.png Headbutt
    • Alistar will now continue forward (125% movement speed) units after hitting his target, in a similar fashion to Hecarim Hecarim's Devastating Charge.png Devastating Charge.
    • Now winds affected targets once they land — a 75% slow that decays over 1 second — instead of rooting them for 1 second.
  • Triumphant Roar.png Triumphant Roar
    • New Passive: Each time a nearby enemy unit dies, Alistar gains a stack of Triumphant (stacking up to 5 times). If a nearby enemy champion dies, Alistar instantly gains 5 stacks. Activating Triumphant Roar consumes all Triumphant stacks.
    • Revised Active: Alistar lets out a triumphant roar, healing himself by 60 / 90 / 120 / 150 / 180 (+20% AP) and nearby allies by 30 / 45 / 60 / 75 / 90 (+10% AP). The amount that his allies are healed by is modified by 20% and the cooldown of the next Triumphant Roar is reduced by 2 seconds for every stack of Triumphant consumed in activation.
  • Unbreakable Will.png Unbreakable Will
    • Revised Active: Alistar breaks free of all crowd control effects. For the next 7 seconds, he gains 50 / 60 / 70 % damage reduction and the ability to intercept all projectiles (redirecting the damage to himself).
      • No longer grants AD.
      • Now grants the ability to intercept projectiles, as with Braum Braum's Unbreakable.png Unbreakable.

AsheBanner

Ashe

  • Frost Shot.png Frost Shot
    • No longer applies bonus damage to frosted enemies.
  • Ranger's Focus.png Ranger's Focus - {{{2}}}
    • Critical Strike: Ashe's abilities cannot trigger critical strike damage, but will still generates stacks.
    • New Passive: Ashe's critical strikes are modified to fire a flurry of five arrows, dealing a total of 115 / 130 / 145 / 160 / 175% AD physical damage. Other critical strike effects and on-hit effects will only apply once per flurry; while on-attack effects will trigger 5 times.
    • Empowered effect is now achieved when activated within 3.5 seconds of critically striking and causes each of Ashe's attacks to critically strike for the duration.

BrandBanner

Brand

It irks me that when Brand reaches a certain phase of the game he is no longer able to use minions to propagate his effects, due to his first ability out-right blitzing the wave. In a similar vein to other on-kill effects, e.g. Vorpal Blade.png Vorpal Blade's, Brand can now make use of dead enemies as if they were alive. Burning minion waves should always be an asset to Pyroclasm.
― Emptylord
  • Blaze.png Blaze (Innate)
    • Renamed Burning Vengeance.
    • Additional Effect: When defeated, Brand possess the enemy champion that defeated him: revealing them and causing them to take 20% increased magic damage for next 6 seconds. If the target is defeated while possessed, Brand is revived with health equal to 30% (+10% per 100 AP) of his maximum health. This cannot happen again for 180 seconds.

CaitlynBanner

Caitlyn

  • Headshot.png Headshot - {{{2}}}
    • Revised Innate: Caitlyn's critical strikes deal 50% AD bonus damage (doubled versus minions and monsters).
  • Yordle Snap Trap.png Yordle Snap Trap
    • Yordle Snap Trap cannot deal critical damage but will generate maximum critical strike stacks, guaranteeing that Caitlyn's next attack, Piltover Peacemaker or Ace in the Hole will.
  • 90 Caliber Net.png 90 Caliber Net
    • 90 Caliber New cannot deal critical damage nor will it generate critical strike stacks.

Cho'GathBanner

Cho'Gath

First and foremost, the purpose of this rework is to improve Cho'Gath's presence in team fights once his Feast is down - which I achieved with a "Well Fed" buff. To further explore the "initiate with Feast" mechanic, I decided to apply Gnar-like stat variations between big Cho'Gaths and small Cho'Gaths - players can now choose between if they want to be small-but-fast, or big-and-sluggish.
― Emptylord
  • General
    • Base size reduced.
    • Attack speed growth reduced to 1% from 1.44%.
    • Movement speed reduced to 300 from 345. This is the lowest in the game.
  • Carnivore.png Carnivore
    • New Passive: Cho'Gath starts the game with 5 stacks of Hunger, which grants him bonuses per stack. He loses these bonus in exchange for other bonuses as he gains Feast stacks.
    • Cho'Gath gains the following bonuses for every stack of Hunger:
      • +1% attack speed growth
      • +10 movement speed
      • +1 health regeneration growth
    • Cho'Gath gains the following bonuses for every stack of Feast:
      • +18 health growth (Cho'Gath will restore health equal to the amount gained.)
      • +12 attack range
      • Increased size (More so than granted on live.)
      • +2 seconds Well Fed duration
  • Rupture.png Rupture (revised)
    • First Cast: Cho'Gath turns to face the target location and begins channeling for up to 2 seconds, increasing the damage of Rupture over the 2 seconds and the radius-of-effect over the first 1 second. If the channel is interrupted, Rupture is put on on a reduced 2 second cooldown.
    • Second Cast: Cho'Gath causes a mass of spikes to erupt from the ground at the target location, dealing magic damage and slowing enemies hit by 50% for 2 seconds. If Cho'Gath channeled for at least 1 second, Rupture will also knock-up enemies hit.
    • Cooldown reduced to 10 / 9 / 8 / 7 / 6 seconds from 9 at all ranks.
  • Feral Scream.png Feral Scream
    • Cho'Gath can now cast Feral Scream either as a cone or as a point-blank area of effect by targeting himself.
      • Self target radius implemented at 325 units.
  • Vorpal Spikes.png Vorpal Spikes
  • Feast.png Feast
    • Damage versus champions reduced to 250 / 375 / 500 (+40% AP) from 300 / 475 / 650 (+70% AP).
    • Damage versus minions and monsters reduced to 500 / 750 / 1000 (+80% AP) from 1000 (+70% AP).
    • Maximum Feast stacks reduced to 5 from 6.
    • New Effect: Cho'Gath gains "Well Fed" for 6 seconds, regardless of whether Feast scores the killing blow.
    • Well Fed: Cho'Gath's Rupture channels twice as fast, Feral Scream hits over a larger area and Vorpal Spikes deals double damage.

EzrealBanner

Ezreal

The below changes are a mixture of "make AP Ezreal distinct from AD Ezreal" and my critical strike integration project. While each of his abilities doesn't necessarily behave differently when moving between AD and AP builds, he scales quite differently - but forgoing one set of stats doesn't render half his kit redundant.
― Emptylord
  • Rising Spell Force.png Rising Spell Force
    • Removed.
  • Rising Spell Force.png True Skill
    • Innate: Ezreal's abilities benefit from lifesteal (one-third effective on area of effect) and deal 0.75% bonus damage for every 1% of his critical strike chance. They still benefit from spell effects. Additionally, his basic attacks will reduce the cooldown of his abilities by 0.5 seconds, increased to 1 second versus champions.
  • Mystic Shot.png Mystic Shot
    • AD ratio reduced to 100% from 110%.
    • No longer applies on-hit effects.
      • True Skill - Maximum Damage: 61.25 / 96.25 / 131.25 / 166.25 / 201.25 (+175% AD)(+70% AP)
  • Essence Flux.png Essence Flux
    • No longer increases the attack speed of allies hit.
    • New Effect: Now heals allied champions hit for 42 / 69 / 96 / 123 / 150 (+48% AP). Ezreal can heal himself by blinking into the path of the missile.
    • True Skill - Maximum Damage: 122.5 / 192.5 / 262.5 / 332.5 / 402.5 (+140% AP)
    • True Skill - Maximum Healing: 73.5 / 120.75 / 168 / 215.25 / 262.5 (+84% AP)
  • Arcane Shift.png Arcane Shift
    • New Passive - Rising Spell Force: Ezreal gains stacks of Rising Spell Force for 6 seconds whenever he lands an ability, stacking up to 5 times.
    • New Effect: Ezreal fires an additional homing bolt per stack of Rising Spell Force. Enemies can only be targeted by a single bolt.
    • True Skill - Maximum Damage: 131.25 / 218.75 / 306.25 / 393.75 / 481.25 (+131.25% AP)
  • Trueshot Barrage.png Trueshot Barrage
    • AP ratio reduced to 75% from 90%.
    • Base damage reduced to 150 / 300 / 450 from 350 / 500 / 650.
    • True Skill - Maximum Damage: 262.5 / 525 / 787.5 (+175% bonus AD) (+131.25% AP).

EmptylordFiddlesticksBanner

Fiddlesticks

The following rework began as a simple change to Terrify - because the ability's animation looks bad ass compared to the actual effect. The change to his innate ability came at a later date to increase his eye-of-the-storm play pattern (i.e. a hyper-squishy mage goes balls to the wall).
― Emptylord
  • Emptylord FiddleFear
    Essence Reaver item Dark Harvest
    • Fiddlestick's basic attacks and damaging abilities apply stacks of Doom to enemies hit with each instance of damage. At 3 stacks, crows will swarm the target dealing 9 + (6 * level) + (15% AP) true damage over 1.5 seconds to all enemies within a 175-radius area. All Doom stacks are lost if Fiddlesticks moves more than 1000 units away.
  • Terrify.png Dread
    • Revised Active: Fiddlesticks projects dread in a cone before him, harshly slowing all enemies hit by 75% for 2.5 seconds. The slow decays down to (15% per 100 AP) over the duration. Enemies facing him turn and flee for up to 2 seconds or if they move more than 750 units away from Fiddlesticks. Dread can be activated during Drain and the channeling of Crowstorm without interrupting.
  • Drain.png Drain
    • Damage per second lowered to 50 / 75 / 100 / 125 / 150 (+40% AP) from 60 / 90 / 120 / 150 / 180 (+45% AP).
  • Dark Wind.png Dark Wind
    • Will now prioritize low health units, prioritizing champions of any health value over minions. Additionally, Dark Wind will prefer to target enemies it hasn't yet damaged. (Implemented already).
  • Crowstorm.png Crowstorm
    • Magic damage per half second lowered to 50 / 100 / 150 (+40% AP) from 62.5 / 112.5 / 182.5 (+45% AP).

FioraBanner

Fiora

  • Lunge.png Poise
    • Revised Innate: Fiora tracks her last two uses of Slash and/or Feint. For each stored Slash, Fiora gains 5 (+10% bonus AD) bonus attack damage and for each stored Feint she gains 「 5% life steal 」「 12 + (1.5  × level) hp/5 」.
  • Burst of Speed.png Slash
    • Active: Fiora slashes with her blade, dealing 40 / 65 / 90 / 115 / 140 (+60% bonus AD) physical damage to all enemies in a 375-length cleave.
    • Cooldown: 3.5 seconds
  • Riposte.png Feint Shen's Feint would be renamed Guard.
    • Active: Fiora rushes forward 300 units and 「 gains 10 / 20 / 30 / 40 / 50 % bonus attack speed for 5 seconds. The attack speed stacks up to 3 times. 」「 takes 10 / 20 / 30 / 40 / 50 (+10% bonus AD) reduced damage from the champion or large monster source her within 5 seconds (excludes towers, minions and lesser monsters). The damage reduction stacks up to 3 times. 」 Resets the attack timer.
    • Cooldown: 3.5 seconds
  • Duelist.png Duelist
    • This ability cannot be ranked at level 1. In the event that you reach level 2 without casting an ability, you will also not be able to cast Duelist. The ability's icon is only seen until it is replaced, similar to Mimic.png Mimic.
    • This ability has four forms, based on the current state of Lunge.png Poise.
    • Cooldown: 8 seconds
    • QQ - Lunge: Fiora's lunges on the target enemy within 650 range, dealing 60 / 100 / 140 / 180 / 220 (+100% bonus AD) physical damage.
    • WQ - Fleche: Fiora deals 40 / 65 / 90 / 115 / 140 (+60% bonus AD) physical damage to all enemies in a 475-line line and causes them to bleed for 3 seconds, taking an additional 10 / 20 / 30 / 40 / 50 (+10% bonus AD) physical damage every second. Basic attacks against bleeding enemies will extend the duration by 1 second, up to 3 bonus seconds.
    • WW - Riposte: Fiora will parry all basic attacks and abilities for the next 0.75 seconds (excluding towers). If Fiora parries at least one source of champion or large monster damage, her next attack with 3.5 seconds will Disarm iconSilence icon pacify her target for 0.75 seconds.
    • QW - Remise: Fiora's next basic attack strikes three times and slows the target by 35% for 2 seconds. Each strike deals 10 / 20 / 30 / 40 / 50 (+50% AD) damage, applies on-hit effects and can critically strike.
  • Blade Waltz.png Blade Waltz
    • 「 Click to reveal a radical new ultimate. 」「 Active: Fiora disappears in a storm a steel, dealing periodic physical damage to all enemies in a 425-radius area while being untargetable and invulnerable. Enemies within the area are harshly slowed. 」 Note that Fiora's current ultimate would work just as fine with the reworked kit.
Unused Duelist abilities
  • Fiora parries the next source of champion or large monster damage within 1.5 seconds and Disarm iconSilence icon pacifies the attacker.
  • Fiora's next basic attack strikes twice. The first strike is a feint and deals modified damage that is sufficient to break through any and all shields on the target (capable of blocking physical damage), but otherwise deals no damage; while the second strike deals 40 / 65 / 90 / 115 / 140 (+60% bonus AD) bonus damage and slows the target by 35% for 2 seconds.
  • Fiora ruses forward 300 units and gains gains crowd control immunity for 0.75 seconds. The immunity begins at the start of the dash.
  • Fiora slashes with her blade, sending out a 2200-speed wave of wind in a cone, that deals 60 / 100 / 140 / 180 / 220 (+100% bonus AD) physical damage to all enemies hit.

</tabber>

GangplankBanner

Gangplank

The below rework is catered toward his "I'm the Critical Strike King" theme, without forgoing any of his iconic abilities (Parrrley, Oranges and Cannon Barrage).
― Emptylord
  • Trial by Fire.png Bilgewater Brutality
    • New Innate: Gangplank's critical strikes ignore 10% of his target's armor and reduce his ability cooldowns by 1 second (3 seconds versus champions).
  • Parrrley.png Parrrley
    • Mana refund increased to 50 / 55 / 60 / 65 / 70 from 25 / 27.5 / 30 / 32.5 / 35.
    • Cooldown increased to 14 / 13 / 12 / 11 / 10 seconds from 5 at all ranks.
    • New Effect: Killing an enemy will now refund half the cooldown. This is in addition to the mana refund.

  • Plunder Plunder
    • New Passive: Gangplank's attacks apply Plunder stacks for 6 seconds, which stack up to 3 times. Gangplank's attacks restore 2 / 3 / 4 / 5 / 6 health versus Plundered enemies per stack and he gains 25% critical strike chance versus enemies with 3 stacks.
    • New Active: Gangplank's taunts all nearby enemies with 3 stacks of Plunder for 2.25 seconds.

  • Plunder Plunder
    • New Passive: Gangplank's attacks apply Plunder stacks, which stack up to 5 times. Gangplank gains 5% critical strike chance and restores 1 / 2 / 3 / 4 / 5 health versus Plundered enemies, per stack.
    • New Active: Gangplank's next attack deals 20 / 40 / 60 / 80 / 100% AD bonus damage and taunts the target enemy for 1 (+0.25 per Plunder stack) seconds. The bonus damage stacks additively with critical strikes.
    • Cooldown: 20 / 18 / 16 / 14 / 21

  • Remove Curvy Remove Curvy
    • New Active: Gangplank breaks free of any and all active crowd control effects and heals himself for 5% of his maximum health for every champion within 350 units, both allied and enemy. Gangplank will heal for a minimum of 5% as he is always in range of himself. For the next 7 seconds, Gangplank grants himself and nearby allied champions 3 / 5 / 7 / 9 / 11% bonus movement speed for every nearby enemy champion. This bonus is halved while moving away from Gangplank or enemy champions.
    • Cooldown: 23 / 21 / 19 / 17 / 15

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&#039;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) - {{{2}}}
    • 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&#039;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) - {{{2}}}
    • 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

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.

Lee SinBanner

Lee Sin

Lee Sin falls into a category of champions whose abilities aren't weak enough considering how many abilities he has access to, along with a large number of shapeshifters. Balance issues arise because the champion is overloaded early game and usually falls off the moment the enemy has access to all of their abilities - or, has such ridiculous scalings they never fall-off, which is an issue in of itself. Below I have tried to address this. For example, Safeguard would be a whole ability by itself on any other champion (e.g. Braum), but Lee Sin gets Iron Will to boot that isn't any weaker than champions who have sustain as a specialized ability (e.g. Olaf or Trundle). So, I dissected Safeguard into a dash and a shield (as it's the iconic ability of the pairing) and mostly scrapped Iron Will.
― Emptylord
  • Flurry.png Flurry
    • Lee Sin will now also restore 2% of his missing health on the empowered attacks.
    • Attack Speed bonus increased to 40 / 60 / 80 / 100% from 40% at all levels.
  • Sonic Wave.png Sonic Wave (Q1)
    • Damage changed to (+100 / 110 / 120 / 130 / 140% total AD) from 50 / 80 / 110 / 140 / 170 (+90% bonus AD).
  • Resonating Strike.png Resonating Strike
    • Damage no longer scales with 8% of the target's missing health.
    • Damage is now modified by 0.5% for every 1% of the target's health that's missing.
    • Minimum damage changed to (+100 / 110 / 120 / 130 / 140% total AD) from 50 / 80 / 110 / 140 / 170 (+90% bonus AD).
      • Maximum damage implement at (+150 / 165 / 180 / 195 / 210% total AD).
    • Total/maximum damage from both actives changed to (+250 / 275 / 300 / 325 / 350% total AD) from 100 / 160 / 220 / 280 / 340 (+180% bonus AD) (+8% target's missing health).
  • Safeguard.png Safeguard (W1)
    • Shielding effect removed.
    • Lee Sin can no longer target himself with Safeguard.
    • Lee Sin will now place himself between his target and the nearest enemy champion.
    • Iron Will can now only be cast if Lee Sin targets a champion with Safeguard.
  • Iron Will.png Iron Will (W2)
    • No longer grants life steal or spell vamp.
    • Now shields Lee Sin and the target of Safeguard from up to 60 / 100 / 140 / 180 / 220 (+10% of Lee Sin's bonus health) damage.
  • Tempest.png Tempest (E1)
    • Damage changed to 25 / 50 / 75 / 100 / 125 (+60% total AD) from 60 / 95 / 130 / 165 / 200 (+100% bonus AD).
    • Now deals physical damage instead of magic.
  • Cripple.png Cripple (E2)
    • Renamed Humble.
  • Dragon&#039;s Rage.png Dragon's Rage
    • Damage changed to 50 / 150 / 250 (+70 / 87.5 / 100% total AD) from 200 / 400 / 600 (+200% bonus AD).
    • The target will now take an additional 25 / 75 / 125 (+37.5 / 43.75 / 50% total AD) bonus damage for each enemy champion they collide with.

EmptylordLeonaBanner

Leona

  • Eclipse.png Eclipse
    • The detonation now blinds minions and monsters for 3 seconds.
  • Zenith Blade.png Zenith Blade
    • No longer roots the target that she is jumping to.
    • Will now follow the target indefinitely, as with Maokai Maokai's Twisted Advance.png Twisted Advance.
    • Leona will now always land on the far side of the target relative to the point of cast.
    • Optional: Leona can now dash to allied champions hit by Zenith Blade. Enemies at any distance will be prioritized over allied.
  • Solar Flare.png Solar Flare
    • Leona now reveals herself when she casts the ability.

MalphiteBanner

Malphite

  • Granite Shield.png Igneous Bulwark
    • Delay reduced to 4 seconds from 10 / 8 / 6 seconds.
    • Shield changed to 10 / 15 / 20% of maximum health from 10%.
    • Shield now generates at a rate of 10% of maximum shield (1 / 1.5 / 2 % maximum health) per half second from instantly.
  • Seismic Shard.png Fissure
    • Targeting style changed auto-targeted from unit-targeted. Can be influenced by enemies under the cursor.
    • Ability now behaves similar to Evelynn Evelynn's Hate Spike.png Hate Spike, except the projectile moves slower and can slowly alter its trajectory.
    • Cast range reduced to 500 from 625.
    • Now damages all units the projectile passes through in the 650-unit line.
    • New Effect: The projectile now carves a fissure through the ground. Enemies crossing the fissure are slowed while Malphite gains bonus movement speed.
    • Damage reduced to 25 / 45 / 65 / 85 / 105 (+30% AP) from 70 / 120 / 170 / 220 / 270 (+ 60% AP).
    • Mana cost reduced to 12 / 18 / 24 / 30 / 36 mana from 70 / 75 / 80 / 85 / 90.
    • Cooldown reduced to 3 seconds from 8.
  • Ground Slam.png Ground Slam
    • New Effect: Ground Slam can now be charged to increase the radius of effect and damage over 2 seconds.

MaokaiBanner

Maokai

  • Sap Magic.png Sap Magic
    • The empowered attack will now also replenish 7% of Maokai's maximum mana.
    • Sap Magic will now also increment whenever mana is spent (toggles), in addition to spell casts.

Master YiBanner

Master Yi

  • Double Strike.png Double Strike - {{{2}}}
    • Critical Strike: Master Yi generates critical strike stacks on himself rather than his target - i.e. he will critically strike on every third attack even if he changes target.
    • Revised Passive: Master Yi's critical strikes deal 60% AD bonus damage and apply bonus on-hit effects.
  • Alpha Strike.png Alpha Strike
    • Bonus critical damage removed. Alpha Strike can apply Double Strike instead.

Miss FortuneBanner

Miss Fortune

  • Strut.png Strut
    • At level 11, taking damage from minions and non-epic monsters will no longer cancel Strut's effects.
  • Double Up.png Double Up
    • New Effect: Double Up can critically strike, which is calculated only against the initial target. Damage to both targets scales additively with critical strike damage.
    • Double Up bounce can no longer target unseen/stealthed enemies unless affected by Impure Shots. Note that this does not affect targeting priority.
  • Impure Shots.png Impure Shots
    • Grievous Wounds icon Grievous Wounds removed.
    • There is now a debuff particle effect that is visible even through the fog of war.
  • Make It Rain.png Make It Rain
    • Damage changed to 300 / 350 / 400 / 450 / 500 % AD (+ 80% AP) from 90 / 145 / 200 / 255 / 310 (+ 80% AP).
    • Damage changed to physical from magic.
    • Minions now take 50% reduced damage.
  • Bullet Time.png Bullet Time

  • Impure Shots.png Impure Shots (Innate)
    • Passive moved to [Innate] from [W].
    • Bonus damage reduced to 5% from 6%.
    • Damage type changed to physical from magical.
    • Duration reduced to 4 seconds from 6 seconds.
    • Bonus damage is now triggered by each of Miss Fortune's abilities.
  • Double Up.png Double Up (Q)
    • AD ratio changed to 100% AD versus both targets from 85% / 100%.
    • Base damage reduced to 15 / 30 / 45 / 60 / 75 from 20 / 35 / 50 / 65 / 80.
    • AP ratio increased to 40% / 80% from 35% / 50%.
    • New Effect: The base damage and AP ratio now deals magic damage and applies spell effects.
    • New Effect: The physical portion can now critically strike, which is only calculated against the initial target.
    • Revised Tooltip: Miss Fortune fires a shot that bounces from the target to strike a secondary enemy, dealing 100% AD physical damage to both targets plus bonus magic damage that is doubled on the secondary target. The physical damage applies on-hit effects and the magic damage applies spell effects.
  • Strut.png Shock and Awe (W)
    • New Active: For the next 4 seconds, Miss Fortune gains 20 / 25 / 30 / 35 / 40 % bonus attack speed and will shoot twice on each attack and Double Up.png Double Up, with each attack dealing 57.5 / 60 / 62.5 / 65 / 67.5% AD damage. Impure Shots, Double Up's bonus magic damage and other on-hit effects are unaffected.
  • Make It Rain.png Make It Rain
    • Damage interval changed to 0.5 seconds from 0.25 seconds.
    • Maximum base damage reduced to 90 / 120 / 150 / 180 / 210 from 90 / 145 / 200 / 255 / 310.
    • Now applies Impure Shots.
    • Slow reduced to 20% at all ranks from 25 / 35 / 45 / 55 / 65 %.
    • New Effect: Targets are now slowed for an additional 6 / 7 / 8 / 9 / 10 % per stack of Impure Shots, up to 99%.
  • Bullet Time.png Bullet Time
    • Damage type changed to magical from physical.
    • {{{2}}}

MordekaiserBanner

Mordekaiser

  • Creeping Death.png Creeping Death
    • Damage changed to 5 % (+2% per 100 AP) target's current health from 24 / 38 / 52 / 66 / 80 (+ 20% AP).
    • Resistances now scale with (+10% AP).
  • Children of the Grave.png Children of the Grave
    • Damage changed to 15 / 20 / 25 % (+4% per 100 AP) from 12 / 14.5 / 17 % (+2% per 100 AP).
    • No longer deals damage over 10 seconds.
    • Now amplifies all damage dealt to the target by 20% and heals Mordekaiser for 100% of the bonus damage dealt for the 10 seconds.

MorganaBanner

Morgana

  • Soul Siphon.png Angel of Death
    • New Innate: The strength of Morgana's abilities is modified by 1% for every 1% of her target's missing health.
  • Dark Binding.png Dark Binding
    • Root duration reduced to 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds at all ranks from 2 / 2.25 / 2.5 / 2.75 / 3 seconds.
      • Angel of Death: Maximum root duration increased to 2.2 / 2.4 / 2.6 / 2.8 / 3.
  • Tormented Soil.png Tormented Soil
    • New Effect: Enemies are now slowed by 30 / 35 / 40 / 45 / 50 %, up to 60 / 70 / 80 / 90 / 99%.
      • Damage modifier mechanic is now attributed to Angel of Death, but otherwise remains unchanged.
  • Black Shield.png Black Shield
    • Shield strength reduced to 40 / 80 / 120 / 160 / 200 (+40% AP) from 70 / 140 / 210 / 280 / 350 (+ 70% AP).
    • Angel of Death: Maximum shield increased to 80 / 160 / 240 / 320 / 400 (+80% AP).
  • Soul Shackles.png Soul Shackles
    • Slow removed.
    • Damage reduced to 100 / 150 / 200 (+50% AP) from 150 / 225 / 300 (+70% AP).
      • Angel of Death: Maximum damage implemented at 200 / 300 / 400 (+100% AP).
      • Angel of Death: Combined damage implemented at 400 / 600 / 800 (+200% AP).
    • Stun duration reduced to 1 / 1.25 / 1.5 seconds from 3 seconds.
      • Angel of Death: Maximum stun duration implemented at 2 / 2.5 / 3 seconds.

  • Tormented Soil.png Tormented Soil
    • Base damage increased to 20 / 27.5 / 35 / 42.5 / 50 from 12 / 19 / 26 / 33 / 40.
    • Maximum damage is now dealt to targets ≤ 25% of their maximum health. Maximum modifier is unchanged.
    • Radius of effect reduced to 150 from 175.
    • New Effect: The pool trails toward enemy champions that come within 1300 units of its center, creeping at 220-movement speed. The trail lasts for 5 seconds and its radius will expand from ~50 units to ~150 units over the first 2.5 seconds. After the pool dissipates, the trails will stop extending. The number of trails that can extend from the pool is equal to the number of opponents.

  • Tormented Soil.png Tormented Soil (I)
    • New Innate: Morgana's presence torments the soil beneath her, dealing 10 + (2 * level) (+5% AP) magic damage every half second to enemies within a 350-radius area. The area of effect gradually increases if Morgana is stationary, up to 700-units after 5 seconds, and will more rapidly return to 350 while moving. Tormented Soil deals double damage to enemies with impaired movement. Tormented soil lingers on the ground, shrinking to nothing over the next few seconds (3.25 seconds from maximum width).
  • Soul Siphon.png Soul Siphon (W)
    • New Active: After a 0.5 second casting time, Morgana siphons life force from all enemies within a narrow cone in front of her - dealing 40 / 60 / 80 / 100 / 120 (+30% AP) magic damage and restoring 8 / 12 / 16 / 20 / 24 (+6% AP) health per enemy hit. If only a single enemy is hit, the damage and healing restored is doubled. Health restored from hitting enemy minions is halved.
    • Range: 750
    • Cooldown: 2 second beginning on-click
    • Cost: 20 / 26 / 32 / 38 / 44 mana

PantheonBanner

Pantheon

  • 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

EmptylordPoppyBanner

Poppy

  • 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.

QuinnBanner

Quinn

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.

Rek&#039;SaiBanner

Rek'Sai

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

RyzeBanner

Ryze

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.

SejuaniBanner

Sejuani

  • 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.

ShacoBanner

Shaco

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
    • 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.

SkarnerBanner

Skarner

  • 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.

SonaBanner

Sona

  • 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.

SwainBanner

Swain

  • 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.

SyndraBanner

Syndra

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.

Tahm KenchBanner

Tahm Kench

  • An Acquired Taste.png An Acquired Taste
    • Revised Active: Tahm Kench's basic attacks and damaging abilities deal 10 (+ 2% bonus health) bonus magic damage. An Acquired Taste stacks up to 3 times on enemy champions. Against enemies with three stacks, Tongue Lash.png Tongue Lash and Devour.png Devour gain additional effects.
  • Tongue Lash.png Tongue Lash (Q)
    • New Effect: Automatically devours enemy minions and valid monsters hit, granting Tahm Kench the ability to cast Caustic Spittle.png Wriggling Spittle for 5 seconds.
  • Caustic Spittle.png Wriggling Spittle (Q2)
    • Tahm Kench spits forth the swallowed unit that stops upon hitting an enemy or terrain, dealing 100 / 150 / 200 / 250 / 300 (+ 60% AP) magic damage to all enemies around them before taking 500 / 600 / 700 / 800 / 900 (+ 60% AP) damage themselves. Tahm Kench will drop the unit to the floor without dealing damage if he does not activate Wriggling Spittle.
    • Range: 650
  • Abyssal Voyage.png Abyssal Voyage (now W)
    • Passive removed.
    • New Passive: Tahm Kench learns the terrain as he moves around the map. Abyssal Voyage can only target learned locations, which will be highlighted when you hover over the ability or while using Casting Guides. 550 units around his current location is continuously added to the learned area.
    • Maximum range modified to 1500 + (250 × level) from 4000 / 5000 / 6000.
    • Cooldown reduced to 60 / 55 / 50 / 45 / 40 seconds from 120 / 110 / 100 seconds.
  • Thick Skin.png Thick Skin (E)
    • Timer to begin healing increased to 4 seconds from 2.5.
  • Devour.png Devour (now R)
    • Removed: Targeting minions and monsters.
    • New Effect: Consuming an enemy champion reduces the cooldown of Devour by 40%.
    • Bonus movement speed while he has an allied champion in his belly flattened to 20% from 15 / 17.5 / 20 / 22.5 / 25%.
    • Removed: Bonus movement speed is doubled when moving toward an enemy.
    • Reduced movement speed while he has an enemy champion in his belly changed to 85% of his base movement speed from 95% of his total movement speed.
    • Crowd control type changed to Stasis icon stasis from Suppression icon suppression, granting them invulnerability as well as reducing the list of counters.
    • Duration flattened to 4 seconds from 4 / 4.5 / 5 / 5.5 / 6. Duration is still half for enemies.
    • Cost increased to 100 mana from 90.
    • Cooldown increased to 120 / 100 / 80 seconds from 14 / 13 / 12 / 11 / 10.
  • Regurgitate.png Regurgitate (now R2)
    • Base damage adjusted to 15 / 17.5 / 20 % from 20 / 23 / 26 / 29 / 32 %.
    • AP ratio reduced to 1% per 100 AP from 2% per 100 AP.
    • New Effect: Moving will rapidly ramp up the damage by up to 100% over the duration. Consequently, crowd control effects will prevent Tahm Kench from moving and thus soften the damage to enemies.

TalonBanner

Talon

  • Mercy.png Mercy
    • Damage changed to (15% AD) from 10% bonus damage.
    • Talon will now see a dagger above applicable enemies.
  • Cutthroat.png Cutthroat
    • Damage amplification removed.
    • New Effect: Cutthroat's cooldown is now reduced to 2 seconds when cast on an enemy with impaired movement. Enemies marked for Mercy.

TaricBanner

Taric

  • Shatter.png Shatter (innate)
    • Innate: Every 12 seconds, Taric empowers his next attack to mark his target as Fragile for 6 seconds. Allied champions, including Taric, can damage a marked target to consume the mark and deal 25 - 215 (+5% target's maximum health) bonus physical damage.
  • Imbue.png Dazzling Assault (Q)
    • Active: Taric charges forward 650 units. If Taric hits an enemy, he deals physical damage, marks them as Fragile and kicks off them, knocking them back 300 units while bounding 300 units away. If cast during Runeguard, Dazzling Charge will pass through and damage all enemies in a line - but will not apply Shatter or a knockback.
  • Dazzle.png Runeguard (W)
    • Active: Taric raises his shield. For the next 4 seconds, Taric will intercept hostile basic attacks while reducing and reflecting 30% of their damage (pre-mitigation).
  • Gemcraft.png Imbue (E)
    • Pending.
  • Radiance.png Radiance (R)
    • Active: Taric slams the ground, dealing physical damage to surrounding enemies and knocking them back. For the next 8 seconds, plus 2 seconds for each enemy champion struck by the active, Taric grants 10 / 20 / 30 (+1% bonus health) attack damage and ability to nearby allies.

TeemoBanner

Teemo

  • Alpha Strike Trailblazer (I)
    • New Innate: Teemo leaves a trail of sight in his wake that lingers for 3.25 seconds. If Teemo stands still and takes no action for 2 seconds, he enters Camouflage.png stealth that lasts until he moves. While in Camouflage.png stealth, Teemo's sight is unobstructed by terrain.
    • New idle animations while stealthed: classic Teemo will pull out one of his maps; Panda Teemo will crack a map out of a fortune cookie; Super Teemo will turn on his X-Ray vision; Astronaut Teemo will turn on his radar; etc.
  • Bag of Tea item Blinding Powder (Q)
    • Active: Teemo hurls a satchel of blinding power at the target location, dealing 70 / 105 / 140 / 175 / 210 (+55% AP) magic damage and blinding all enemies hit.
  • Move Quick.png Swift Scout (W)
    • Passive: Teemo gains up to 30 / 40 / 50 / 60 / 70 bonus movement speed based on the amount of time since his last attack, reaching the full bonus after 3 seconds.
    • Active: Teemo gains 20 / 30 / 40 / 50 / 60 % bonus attack speed for 5 seconds.
  • Toxic Shot.png Toxic Darts (E)
    • Passive: Teemo's basic attacks and damaging abilities deal a bonus 10 + (5 * level) (+5% AP) bonus magic damage over 4 seconds. When reapplied, the duration is refreshed and any remaining damage is carried across. The debuff will list the current damage per second.
    • Active: Teemo unleashes a thin volley of darts in a cone before him, each dealing 40 / 50 / 60 / 70 / 80 (+40% AP) magic damage to the first enemy they hit. Each dart will only hit one enemy, and each enemy will only be hit by one dart.
  • Noxious Trap.png Noxious Bloom (R)
    • Active: Teemo scatters seeds over the target 1000-radius area within 900 range that blossom after a brief delay into a large expanse of noxious traps. Each trap deals 50 / 100 / 150 (+30% AP) magic damage and slows the first enemy to step on them for 1 second. Noxious traps last for 18 seconds. A huge Hexplosive Minefield.png Hexplosive Minefield, basically.

ThreshBanner

Thresh

In the beginning, Riot continuously buffed Damnation to encourage players to actually pick up souls. Then, to address the issue where it became pointless to pick them up beyond 100(ish) - Riot flattened the amount of bonus stats granted in the hopes to make them desirable at all stages of the game. This somewhat backfired as it only increased the amount of souls required to go-even with growth statistics on rival champions and subsiquently most players returned to not caring - even if souls beyond that point were more valuable. Rather than mess with the delicate equilibrium of early-game statistics, I'd rather just improve the frequency they appear late game.
― Emptylord
  • Damnation.png Damnation
    • Chance for small minions and monsters to drop a soul increased to 33 / 50 / 66 % from 33% at all levels.
    • Thresh will start the game with 1 Soul when Lucian Lucian is on the opposing team.

TristanaBanner

Tristana

  • Explosive Charge.png Explosive Charge
    • No longer deals area of effect damage whenever Tristana kills a unit.
    • New Passive: Tristana's critical strikes deal 120% AD physical damage to enemies within 185-units of her target, decaying down to 40% AD physical damage to enemies within 185 and 385 units of her target.

TrundleBanner

Trundle

  • King&#039;s Tribute.png King's Tribute
    • Healing now utilizes a projectile/animation, identical to the Healing Rune on large monsters prior to the Season 2015 jungle changes. The brightness of the projectile scales with the amount of health restored (factoring increased healing effects). The healing is now slightly delayed due to this change.
    • Healing flattened to 5% at all levels from 2 / 3 / 4 / 5 / 6 % based on level.
  • Chomp.png Chomp
    • AD ratio flattened to 100% at all ranks from 80 / 90 / 100 / 110 / 120 %.
    • Now scales with (+10% target's bonus health).
    • Attack damage reduction changed to 10% of the target's attack damage from 10 / 12.5 / 15 / 17.5 / 20.
    • Attack damage buff changed to 10% of the target's attack damage from 20 / 25 / 30 / 35 / 40.
    • There is a minimum reduction/buff of 10 / 15 / 20 / 25 / 30.

Twisted FateBanner

Twisted Fate

  • Wild Cards.png Sleight of Hand (new Q)
    • Passive: 「 Twisted Fate will expend his current Sleight of Hand stacks whenever an enemy champion attacks him to mitigate some of the damage; 33.33 % reduction per stack. 」「 Enemy champions can attack Twisted Fate to remove his Sleight of Hand stacks, but Twisted Fate will take 33.33 % reduced damage from the attack per stack of Sleight of Hand he had. 」 Whichever wording makes the ability sound rewarding for Twisted Fate.
    • Active: Twisted Fate will attack twice on his next basic attack and generate a stack of Sleight of Hand, which stacks up to 3 times. The second attack deals 20 / 25 / 30 / 35 / 40 % of Twisted Fate's attack damage per stack of Sleight of Hand. The stack is generated on-attack and the damage is calculated on-hit.
    • Cooldown: 4 seconds
  • Stacked Deck.png Wild Card (new W)
    • Active: Twisted Fate hurls a face-down card forward in a line that reveals itself upon hitting an enemy, dealing 40 / 60 / 80 / 100 / 120 (+100% AD)(+50% AP) magic damage to all enemies within a 100 radius area. Wild Card applies a different effect depending on the number of enemy champions who would be hit.
      • No Champions: Twisted Fate reveals a Blue Card.png Blue Card and refunds the cost of Wild Cards (+3% maximum mana).
      • Single Champion: Twisted Fate reveals a Gold Card.png Gold Card and stuns enemies hit for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
      • Multiple Champions: Twisted Fate reveals a Red Card.png Red Card and slows enemies hit by 50% for 2.5 seconds.
    • Cooldown: 14 / 12 / 10 / 8 / 6 seconds
  • Pick A Card.png Stacked Deck / Fold (new E)
    • Passive: Twisted Fate gains a stack of Stacked Deck whenever he attacks an enemy. If Twisted Fate has not dealt or received damage in the last 3 seconds, he will passively generate a stack of Stacked Deck every 4 seconds (affected by cooldown reduction). At 4 stacks, Twisted Fate's next attack will deal 55 / 80 / 105 / 130 / 155 (+50% AP) bonus magic damage and consume the stacks.
    • Active: While Twisted Fate has 4 stacks of Stacked Deck, he can activate the ability to blink to the target location. This will consume the stacks.
    • Cooldown: 8 / 7 / 6 / 5 / 4 seconds
  • Destiny.png Destiny renamed Gamble.
  • Gate.png Gate renamed All In.

TwitchBanner

Twitch

While I appreciate that the name "Expunge" stopped resonating with the ability once it stopped removing Deadly Venom stacks... Contaminate resonates just as little without any contaminating. And Expunge sounds cooler.
― Emptylord
  • Deadly Venom.png Deadly Venom
    • Damage changed to 4% AD at all levels from 2 / 3 / 4 / 5 / 6 based on level.
  • Contaminate.png Contaminate
    • New Passive: Critical strikes will apply 1 Deadly Venom stacks to all enemies within a 185-radius of target.
    • New Effect: Enemies within a 185-radius of enemies killed by Contaminate will gain Deadly Venom stacks equal to those on the killed target. The propagation will stack if you are close to multiple enemies killed.
    • Now displays the maximum potential damage in the tooltip.

UdyrBanner

Udyr

I don't think I will ever be convinced that Spirit Guard Udyr isn't just a visual upgrade that Riot decided to cash-in on. Even if it didn't start out that way - I don't want to believe no-one took a step back and went "Umm, guys...". It's an amazing skin - but everything about it is just "Udyr 2.0", and even the lore is just a continuation (and integrates with Ao Shin other champions).
― Emptylord
  • Visual Upgrade
    • Original, Black Belt, Primal and Definitely Not are updated to use Spirit Guard Udyr's model, animations and sounds.
      • Classic Udyr and Black Belt Udyr would only feature minor outfit changes compared to Spirit Guard Udyr.
    • Players who purchased UdyrSquare.png Spirit Guard are refunded the RP spent.
    • UdyrSquare.png Spirit Guard is repriced at 1350 RP (outfit difference and rank-5 evolutions are what you're paying for).
First and foremost, I don't think there's a fair way for him to use mana - either he'll have enough or he won't. As such, I'm givign him Energy. This allows him a consistent up-time in fights without "exhaustion" being permanent. For thematic purposes, energy is reserved for ninjas and monks - so it fits perfectly. Udyr currently lacks a "refund", which all other energy champions have - but this is intentional, since I opt'd instead to have reduced costs if you re-enter the active stance.
― Emptylord
  • General
    • Udyr now uses energy. It costs 60 energy to enter a new stance, or 35 energy to re-enter the current stance.
    • WIP: The rank-up incentives for rank-4 and rank-5 are greater than the ranks-1 to 3. This is to create a stronger incentive for picking which abilities to maximize, rather than there being no real deficit for forsaking an ability. I have used the FlipText feature swap between the linear and non-linear versions.
For his kit - I'm taking advice from Gnar Gnar and Jinx Jinx's development and balance philosophy. Each of Udyr's stances should feel different when using them - so I've toyed with his base stats and the stats granted by his stances (being the bear you should feel fast; while being the tiger you should feel ferocious). I've then overhauled his activation and persistent effects such that each of his abilities has an strong incentive to stay in that stance (playing up on the each stance feels different) as well as an umph for activating it (again, being the bear you should feel fast; while being the tiger you should feel ferocious). Turtle Stance's persistent effect is presently the weakest appeal, in my opinion, so I'm open for feedback. On Bear and Phoenix I also gave Udyr some reach.
― Emptylord
  • Stats
    • Attack speed growth lowered to 2% from 2.67%.
  • Monkey&#039;s Agility.png Monkey's Agility
    • Udyr's base stats are modified based on his current stance.
  • Tiger Stance.png Tiger Stance renamed Tiger's Fury
    • Monkey's Agility: Grants +4% attack speed growth (0-68%).
    • Revised Activation Effect: Udyr gains 「 20 / 25 / 30 / 35 / 40 」「 20 / 25 / 30 / 40 / 60 」 % bonus attack speed for 5 seconds.
    • Revised Persistent Effect: On every third attack, Udyr calls upon his Tiger Spirit to rend his target - dealing 「 30 / 80 / 120 / 180 / 230 」「 20 / 40 / 60 / 100 / 180 」 (+ 120 % AD) bonus physical damage over 2 seconds. This is primed for the first attack.
  • Turtle Stance.png Turtle Stance renamed Turtle's Guard
    • Monkey's Agility: Grants +2 armor/magic resist growth (0-34).
    • Activation Effect: Udyr surrounds himself in a barrier that mitigates the next 「 60 / 100 / 140 / 180 / 220 」「 60 / 100 / 140 / 200 / 280 」 (+10% bonus health) damage within the next 5 seconds.
    • Persistent Effect: Whenever Udyr is attacked by an enemy champion or neutral monster, he calls upon his Turtle Spirit to aid in a counter-offensive - dealing 「 10 / 15 / 20 / 25 / 30% AD 」「 10 / 15 / 20 / 30 / 50% AD 」 bonus damage on his next attack against his attacker within the next 1.5 seconds. Turtle Stance has no internal cooldown and has a per-target indicator.
  • Bear Stance.png Bear Stance renamed Bear's Might
    • Monkey's Agility: Grants 14 + (2 × level) bonus movement speed (16-40).
    • Revised Activation Effect: Udyr calls upon his Bear Spirit to aid in his next attack, granting him 650 attack range and causing his next attack to lunge at his target, dealing (+120% AD) physical damage and briefly knocking them back. The empowered attack will not carry over if Udyr switches stance.
    • Revised Persistent Effect: Udyr gains between 5% and 「 15 / 20 / 25 / 30 / 35 % 」「 10 / 15 / 20 / 30 / 50% 」 bonus movement speed based on the amount of time since his last attack. The timer starts upon entering Bear Stance and takes 5 seconds to fully charge. Activating Bear Stance primes a 5 second duration that will persist even if Udyr changes stance.
  • Phoenix Stance.png Phoenix Stance renamed Phoenix's Resolve
    • Monkey's Agility: Grants +3 health regeneration growth (0-51).
    • Activation Effect: Udyr's basic attacks for the next 5 seconds restore 「 10 / 15 / 20 / 25 / 30 」「 10 / 15 / 20 / 30 / 50 」 (+10% AP) health.
    • Persistent Effect: Udyr's basic attacks call upon his Phoenix Spirit to scorch enemies in a conic wave at frequent intervals: dealing 「 20 / 35 / 50 / 65 / 80 」「 20 / 30 / 40 / 55 / 85 」 (+ 20% bonus AD) magic damage. Consecutive attacks generate stacks that increase the rate of damage by 50% for 1.5 seconds, up to 150%, for an interval of 1 / 0.66 / 0.5 / 0.4. The stacks fall off one at a time and the Phoenix Spirit will continue to scorch enemies until all stacks have dropped off (i.e. after Udyr stops attacking).

VarusBanner

Varus

This rework is largely inspired by Willbachbakal, aside from changes to Chain of Corruption - which I added to make the ability more distinct from Sejuani Sejuani's Glacial Prison.png Glacial Prison (i.e. persistent zoning, rather than the "don't be grouped-up when it's thrown" playstyle that is the realistic-scenario of the ability). I am tempted to tweak Parting Shot into an ability that can be detonated early - with the desire for players to fire it wide and then explode people in specific directions.
― Emptylord
  • Living Vengeance.png Blighted Quiver
    • Moved to [Innate] from [W].
    • On-hit damage removed.
    • Detonation damage adjusted to 2 / 3 / 4 / 5 % based on level from 2 / 2.75 / 3.5 / 4.25 / 5 % based on rank.
    • Tooltip updated to clarify it's when Varus deals damage with an ability and not hitting an ability.
  • Piercing Arrow.png Piercing Arrow
    • {{{2}}}
    • The 2 second channel time is now reduced by 0.33% for every 1% of Varus' attack speed, down to a minimum of 1 second. - Change by Willbachbakal.
  • Blighted Quiver.png Parting Shot (new W)
    • Passive: Parting Shot's cooldown is reduced by 1 second for every Blight stack he detonates on an enemy champion.
    • Active: Varus fires an arrow in a narrow line that sticks to the first enemy it hits. After a 0.625 second delay, the arrow explodes dealing physical damage to all enemies within a 200-radius area. Blighted Quiver stacks will be triggered on the detonation rather than the impact.
  • Hail of Arrows.png Hail of Arrows
    • Duration reduced to 3 seconds from 4 seconds. - Change by Willbachbakal.
    • No longer applies Grievous Wounds icon Grievous Wounds.
    • New Effect: Varus now gains sight of the area.
    • New Effect: Varus can now attack targets within the area regardless of range.
    • New Effect: Damage is now dealt after the 3 seconds instead of on impact. Varus can reactivate the ability to detonate it early. Blighted Quiver is triggered on detonation.
  • Chain of Corruption.png Chain of Corruption
    • Range is now calculated from edge-to-edge instead of from centre-to-centre.
    • Hitting a target with Chain of Corruption will now summon a number of Creeping Tendrils for 2 seconds. If an enemy comes within 550 units of a Creeping Tendril, it will lock-on and chase them for up to 2 seconds or until they move more than 600 units away.

VayneBanner

Vayne

  • Tumble.png Tumble
    • Now uses a stock system. Vayne can hold up to 2 charges of Tumble, with a 10 / 9 / 8 / 7 / 6 second recharge time. Vayne will instantly refresh a stack of Tumble when she triggers the third stack of Silver Bolts.

VeigarBanner

Veigar

Veigar's current passive is functionally useless and having his AP growth tied to his Baleful Strike creates instances where you feel like you've made the wrong choice to use Dark Matter.
― Emptylord
  • Equilibrium.png Singularity
    • New Innate: Veigar permanently gains 1 ability power whenever he kills a unit, increased to 5 ability power against large units or champion kills and assists.

  • Baleful Strike.png Baleful Strike
    • Passive removed.
    • Ability power on-kill removed.
    • Cost flattened to 50 from 60 / 65 / 70 / 75 / 80.
    • Range reduced to 750 from 950.
    • New Effect: Baleful Strike gains 450 additional reach upon striking an enemy (1200 total range). This lessens how close Veigar has to be to minions in order to actually harass through them, without just giving him long ranged harass from the off-set.
  • Dark Matter.png Dark Matter
    • Radius changed to 100 (+25 per 100 AP) from 112.5.

  • Baleful Strike.png Baleful Strike
    • Passive removed.
    • Ability power on-kill removed.
    • The projectile now stops after hitting one enemy, instead of being able to hit two.
    • New Effect: If Baleful Strike scores a kill the missile will split in two and, after a brief delay, home in on the two nearest enemies. Enemies can only be targeted once per cast. Baleful Strike will keep splitting so long as it keeps killing enemies.
  • Dark Matter.png Dark Matter
    • Damage reduced to 60 / 95 / 130 / 165 / 200 (+50% AP) from 120 / 170 / 220 / 270 / 320 (+100% AP).
    • Now utilizes a stock system: 12 / 11 / 10 / 9 / 8 second recharge time (affected by CDR) and 0.5 second static cooldown. Veigar can hold up to 3 charges.
  • Event Horizon.png Event Horizon
    • Delay reduced to 0.5 seconds from 0.75.
    • No longer stuns.
    • New Effect: Enemies who make contact with the wall from the outside will be pulled into arena. This does not count as crowd control.
    • New Effect: Enemies who attempt to move or dash through the wall from the inside will re-enter on the other side of the cage, conserving momentum. This does not count as crowd control.
    • Duration increased to 2 / 2.25 / 2.5 / 2.75 / 3 seconds from 1.5 / 1.75 / 2 / 2.25 / 2.5.
  • Primordial Burst.png Primordial Burst
    • First Cast: Veigar selects a target for impending doom and begins channelling, increasing the damage of Primordial Burst over the next 3 seconds. During the channel, Veigar must keep his cursor over his target or Primordial Burst will go off early. A targeting reticle is displayed on-screen to assist Veigar in keeping his target locked-on, and the radius is more generous than standard bounding boxes. If Veigar loses sight of his target or if the channel is interrupted, Primordial Burst is put on a reduced cooldown. After 3 seconds, Primordial Burst will go off automatically.
    • Second Cast: Veigar unleashes a burst of primordial energy, dealing between 100 / 175 / 250 (+25% AP) and 400 / 700 / 1000 (+100% AP) magic damage.


EmptylordWarwickBanner

Warwick

  • Eternal Thirst.png Eternal Thirst
    • Now stacks against an enemy in the same manner as Miss Fortune Miss Fortune's Impure Shots.png Impure Shots, rather than stacking on himself. Warwick can now switch targets and maintain Eternal Thirst stacks against multiple enemies.
  • Hungering Strike.png Hungering Strike
    • Now causes the target to bleed for 5 seconds, revealing them if Blood Scent is ranked (damageless bleed).
  • Blood Scent.png Blood Scent
    • New Passive: Whenever an enemy with less than 50% of their maximum health is within 2500 / 3250 / 4000 / 4750 / 5500 units of Warwick, they are revealed to him for 5 seconds. The enemy is not shown that Warwick can see them.
    • New Active: Warwick gains 7 / 9 / 11 / 13 / 15 % bonus movement speed for 6 seconds. This bonus is tripled if Warwick is moving toward an enemy revealed by Blood Scent. Enemies revealed by Blood Scent will hear a howl and see an icon above their head while Blood Scent is active.

This rework assumes my Skarner rework, which maintains a distinction between their ultimates. It is almost entirely a rip-off of Fenris, from Smite.
  • Blood Scent.png Blood Scent (Innate)
    • Warwick gains sight of enemy champions within 1500 + (200 * level) units who have been damaged by an allied champion or neutral monster in the last 3 seconds.
  • Hungering Strike.png Hungering Strike (Q)
    • Active: Warwick lunges on the target location, dealing physical damage to all enemies hit. If he hits an enemy champion, the cooldown is halved.
  • Hunter&#039;s Call.png Hunter's Call (W)
    • Active: Warwick lets out an unruly howl, granting himself bonus attack speed and lifesteal for 6 seconds.
  • Infinite Duress.png Infinite Duress (E)
    • Active: Warwick gains bonus attack range on his next 3 attacks and his attacks cause him to pounce on his target, dealing bonus physical damage.
  • Eternal Thirst.png Thrill of the Kill (R)
    • Active: Warwick lets the wolf take over, increasing in size and gaining bonus movement speed for 6 seconds (moves on all fours). Warwick's next attack against an enemy champion will deal increased damage and picks the target up, suppressing them for the next 1.75 seconds as they are carried around.


XerathBanner

Xerath

In my Jayce rework, I turned him into a melee-only duelist and after see Infinite Crisis' Arcane Supergirl, it inspired a Xerath rework that could absorb the scrapped ranged aspect of Jayce. I likely haven't hit the nail on the head for the specific inter-ability interactions, but the core mechanic is there.
― Emptylord
  • Eye of Destruction.png Arcanopulse (Q)
    • Idea 1: Arcanopulse deals increase damage, true damage or benefits from bonus-magic penetration on the far-side of Arcane Wall.
    • Idea 2: Arcane Wall will shatter Arcanopulse, causing it to deal damage in a cone on the far-side of the wall. The radius of the cone will be narrower the closer the wall is to Xerath with the maximum width at maximum range being the same regardless of proximity.
    • Idea 3: Arcanopulse is no longer channeled and is reverted to the pre-rework form - a ~0.5 second delayed, moderate range, line-nuke. Arcane Wall will extend Arcanopulse's range. As awesome as the animation is, I feel this is probably the best route to get (perhaps in tandem with Idea 1).
  • Arcanopulse.png Arcane Wall (new W)
    • Active: Xerath causes arcane energy to erupt from the ground at the target location, that expands into a wall perpendicular to his facing-direction with a brief arming time. The wall will persist for 3.5 seconds before collapsing. Enemies who pass through the wall are slowed by 20% and will take periodic magic damage, up to 90 / 135 / 180 / 225 / 270 (+ 90% AP) if they remain in the wall for the full duration.
  • Shocking Orb.png Shocking Orb (E)
    • The stun duration is now fixed at 0.75 seconds.
    • Missile speed slightly reduced.
    • New Effect: If the orb passes through Arcane Wall, the missile speed is increased by X%, the stun duration is increased to 1.75 seconds and the orb will now deal area of effect damage around the target. The stun remains single-target.
  • Rite of the Arcane.png Rite of the Arcane (R) The ability is essentially reverted to the pre-rework form.
    • Cast range reduced to 2000 from 3200 / 4400 / 5600.
    • Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
    • No longer anchors Xerath in place and fires the first blast on the initial cast. The ability could apply a self-slow while active and reuse Arcanopulse's charging animation.
    • Damage changed per cast changed to 125 / 200 / 275 (+ 50% AP) from 190 / 245 / 300 (+ 43% AP).
      • Maximum damage changed to 375 / 600 / 825 (+ 150% AP) from 570 / 735 / 900 (+ 130% AP).
    • Radius of effect increased to 200 from ?.

I won't lie - the following is entirely because I'm frustrated over and too proud to enjoy the reworked Xerath. (He was my main for the longest time.) During the rework's dialogue, Xypherous stated that the ability to kill any opponent indiscriminately (tanks, squishies, you name it) is fundamentally overpowered - that eye of the storm champions simply shouldn't exist; that he would rather turn him into "the artillery champion he was meant to be" (although I feel like AP Kog'Maw did and still does fulfil that trope in a more enjoyable away, and an artillery champion is never what I felt like when I played Xerath). I conceded Fiddlesticks Fiddlesticks, another eye of the storm champion, as he's old and will likely be overhauled at some point too... but then Vel&#039;Koz Vel'Koz came out - another champion that anchors themselves and then obliterates anyone who dares to come in range. I love Vel'Koz - he fills a hole in my heart left by Xerath, but I'm still annoyed that the champion I mained was taken from me for what turned out to be bogus reasons. From a less-bias perspective - his rework left him as, quite frankly, a more obnoxious laner than he was previously. His Arcanopulse is far too difficult to miss. The visual similarities between his W and R (which everyone complained about during the dialogue) is apparent and his ultimate feels... weak. Partly due to the visual effects lacking "umph", but also because it feels like a less-impactful Final Spark.png Final Spark, Mega Inferno Bomb.png Mega Inferno Bomb or Requiem.png Requiem as far as long ranged big finishers go. So I came up with several different solutions to address the issues - from retaining his current kit with only slight tweaks; removing the overlapping abilities in preference of new ones; and giving him an entirely new ultimate.
― Emptylord

  • Arcanopulse.png Arcanopulse
    • Second cast delay increased to 0.5 seconds from ~0.25 seconds.
  • Eye of Destruction.png Eye of Destruction
    • The animation now resembles an eruption, rather than a bombardment.
  • Shocking Orb.png Mage Chains
    • Shocking Orb name reverted to Mage Chains.
    • Now utilizes a bespoke stun animation where the target is chained to the ground, similar to Locus of Power.png Locus of Power's old animation.
  • Rite of the Arcane.png Rite of the Arcane
    • Cast range reduced to 2000 from 3200 / 4400 / 5600.
    • Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
    • Can no longer be interrupted by crowd control. It is no longer considered a channel.
    • Xerath is now immune to displacement effects for the duration.
  • Arcane Barrage.png Arcane Barrage
    • Damage changed per cast changed to 125 / 200 / 275 (+ 50% AP) from 190 / 245 / 300 (+ 43% AP).
      • Maximum damage changed to 375 / 600 / 825 (+ 150% AP) from 570 / 735 / 900 (+ 130% AP).
    • Radius of effect increased to 200 from ?.

  • Arcanopulse.png Arcanopulse
    • Second cast delay increased to 0.5 seconds from ~0.25 seconds.
  • Eye of Destruction.png Locus of Power (new W)
    • Active: Xerath surrounds himself with an arcane barrier for 1.5 seconds, blocking the next hostile ability to strike him. If Xerath successfully blocks an ability, he can cast Overwhelming Power for the next 3 seconds.
    • Shocking Orb.png Overwhelming Power - Active: Xerath unleashes an orb of energy forward in a line that damages all enemies it passes through.
  • Locus of Power.png Mage Chains (new E)
    • Active: Xerath calls forth arcane energy from the ground, which erupts after a 0.5 second delay - dealing magic damage and forming tethers with all enemies within a 200-radius area for 5 seconds. Tethered enemies are slowed by 60 / 65 / 70 / 75 / 80 %, but can break the tether by moving more than 400 units away.
  • Rite of the Arcane.png Rite of the Arcane
    • Cast range reduced to 2000 from 3200 / 4400 / 5600.
    • Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
    • Can no longer be interrupted by crowd control. It is not considered a channel.
    • Xerath is now immune to displacement effects for the duration.
  • Arcane Barrage.png Arcane Barrage
    • Damage changed per cast changed to 125 / 200 / 275 (+ 50% AP) from 190 / 245 / 300 (+ 43% AP).
      • Maximum damage changed to 375 / 600 / 825 (+ 150% AP) from 570 / 735 / 900 (+ 130% AP).
    • Radius of effect increased to 200 from ?.

  • Arcanopulse.png Arcanopulse
    • Second cast delay increased to 0.5 seconds from ~0.25 seconds.
  • Rite of the Arcane.png Arcane Barrage (reworked W)
    • Now uses a stock system (can hold up to 2) instead of a cooldown.
    • No longer deals increased damage at the epicentre.
    • No longer slows.
    • New Effect: If an enemy champion is struct directly, the recharge timer on Xerath's next Arcane Barrage is reduced by half.
  • Mage Chains.png Mage Chains (new E)
    • Active: Xerath calls forth arcane energy from the ground, which erupts after a 0.5 second delay - dealing magic damage and forming tethers with all enemies within a 200-radius area for 5 seconds. Tethered enemies are slowed by 60 / 65 / 70 / 75 / 80 %, but can break the tether by moving more than 400 units away.
  • Eye of Destruction.png Eye of Destruction (new R)
    • Revised Active: Xerath targets an area anywhere on the field and begins channeling. After a 0.6 second delay, a beam strikes the ground dealing 35 / 60 / 85 (+ 20% AP) magic damage per half second to all enemies caught in the blast (100 units) and half that damage to all within a moderate area of effect (200 units). This beam lasts for 4 seconds. One of the following can be used to control the beam:
      • Xerath can control the beam by reactivating Eye of Destruction, and can end the ability early by clicking to move.
      • Xerath can control the beam using his mouse clicks, and can end the ability early by reactivating Eye of the Destruction.
    • Cast Range: Global
    • Cooldown: 120 / 100 / 80
    • Beam Movement Speed: 360 / 380 / 420

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Zilean

Willbachbakal's innate ability, although tweaked to put the duplicated abilities on a separate cooldown (as I believe refreshing the basic ability cooldown would unnecessarily punish people for duplicating near the end of a cooldown/wanting to initiate with the "Borrowed Time" variant). However, in light of Zilean's rework, I decided to overhaul the reset of Willbachbakal's rework changes to mimic the new the double-up reward (i.e. land two bombs and you get a stun). I don't think I've hit the mark (I'm not sure how I feel about the reward for landing two Ws) - but it's the concept I'm trying to sell.
― Emptylord
  • Heightened Learning.png Borrowed Time
    • New Innate: Zilean can activate his basic abilities while they are on cooldown at no cost. He can only activated on Borrowed ability every 18 / 14 / 10 / 6 seconds.
      • Each of Zilean's basic abilities has Borrowed Time variant with a slightly altered ability icon, similar to Savagery.png Savagery and Empowered Savagery.png Empowered Savagery. This is to improve clarity. Essentially, if Borrowed Time is available, "Casting Zilean's basic abilities will grant him the ability to cast a Borrowed Time variant until the ability comes off cooldown."
      • Activating a Borrowed Time ability does not affect the cooldown of the standard version.
      • The Borrowed Time abilities might be altered to scale irrelevant of the ability's own rank, similarly to Rengar, Heimerdinger, LeBlanc or Karma, depending on what feels good.
  • Event Horizon.png Temportal Fold (W)
    • First Active: Zilean creates a point of unstable spacetime at the target location that unfolds after a 0.5 second delay, dealing magic damage and creating a temporal disturbance for 3 seconds. If two Temporal Disturbances are present simultaneously they will link to form a wormhole, which refreshes the duration of the two disturbances. Champions can interact with wormholes to pass-through.
    • Range: 875
  • Rewind.png Time Warp (E)
    • Slow/haste rescaled to 40 / 45 / 50 / 55 / 60 % from 40 / 55 / 70 / 85 / 99 % at all ranks.
    • Duration now scales with (+0.5 seconds per 100 AP).
    • If two units affected by Time Warp move within 100 units of one another, the slows/hastes are increased to 60 / 70 / 80 / 90 / 99% and their durations refreshed.
  • Chrono Shift.png Chrono Shift (R)
    • Cooldown increased to 150 / 120 / 90 from 120 / 90 / 60.
    • New Passive: Chrono Shift's cooldown is reduced by 1.5% for every 1% of Zilean's cooldown reduction.
    • Rune duration reduced to 3 from 7.

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