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Double the spells

Lykrast November 3, 2013 User blog:Lykrast

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I wanted to do some sort of crazy fun unbalanced concept for eventually custom game, I'll call it Double Spells.

Basically, it doubles all the values of the spell EXCEPT : damage, heal, shield, cooldown (including pseudo cooldown like Contempt for the Weak.png Contempt for the Weak, and charge recharge time like Missile Barrage.png Missile Barrage), cost and diminishing return (such as Boomerang Blade.png Boomerang Blade). Just remember that you cannot be slowed under 110 movement speed, so the exagerated slow potenties will not make you move backwards.

So, here is some random examples :

Trample

After casting a spell, for 6 seconds Alistar ignores unit collision and deals 6 + (1 × level) (+ 10% AP) magic damage to nearby enemy units and structures each second. Trample deals double damage to minions and monsters, dealing 12 + (2 × level) (+ 20% AP) damage per second.


Pulverize
RANGE: 365
COST: 70 / 80 / 90 / 100 / 110 mana
COOLDOWN: 17 / 16 / 15 / 14 / 13

Active: Alistar smashes the ground beneath him, dealing magic damage to nearby enemies and knocking them up for 2 seconds. Upon landing, they are stunned for 1 second.

  • Magic Damage: 60 / 105 / 150 / 195 / 240 (+50% AP)


Headbutt
RANGE: 1300
COST: 70 / 80 / 90 / 100 / 110 mana
COOLDOWN: 14 / 13 / 12 / 11 / 10

Active: Alistar dashes to an enemy, dealing magic damage and knocking it back a set distance over 2 seconds. The target is also briefly rooted upon landing.

  • Magic Damage: 55 / 110 / 165 / 220 / 275 (+70% AP)
  • Knockback Distance: 1300


Triumphant Roar
RANGE: 575
COST: 40 / 50 / 60 / 70 / 80 mana
COOLDOWN: 12

Active: Alistar heals himself, with nearby allies healing for half that amount. Triumphant Roar's cooldown is reduced by 4 seconds whenever a nearby enemy unit dies.

  • Self Heal: 60 / 90 / 120 / 150 / 180 (+20% AP)
  • Friendly Unit Heal: 30 / 45 / 60 / 75 / 90 (+10% AP)


Unbreakable Will
COST: 100 mana
COOLDOWN: 120 / 100 / 80

Active: Alistar roars, removing all crowd control effects on himself. For 14 seconds afterwards, he gains bonus attack damage and takes reduced physical and magic damage.

  • Attack Damage: 120 / 150 / 180
  • Damage Reduction: 100 / 120 / 140%


Headshot

Caitlyn's basic attacks generate 2 stacks of Headshot. At 7 / 6 / 5 stacks, her next basic attack will deal bonus physical damage equal to 50% of her attack damage. The bonus damage is tripled against minions and monsters. Attacks from brush will grant 4 stacks of Headshot. Attacks against towers will not grant any stacks.


Piltover Peacemaker
RANGE: 2600
COST: 50 / 60 / 70 / 80 / 90 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6

Active: After a 2 seconds casting time, Caitlyn fires a projectile that deals physical damage to all targets it passes through. Each target hit after the first takes 10% less damage, down to a minimum of 50% of the original damage.

  • Physical damage: 20 / 60 / 100 / 140 / 180 (+ 130% AD)
  • Minimum damage: 10 / 30 / 50 / 70 / 90 (+ 65% AD)


Yordle Snap Trap
RANGE: 1600
COST: 50 mana
COOLDOWN: 20 / 17 / 14 / 11 / 8

Active: Caitlyn sets a trap at target location that arms after a brief delay. Enemy champions who come within 135 range of the trap will detonate it, becoming rooted and taking magic damage over 3 seconds. The trap also grants true sight of the target for 18 seconds. Caitlyn can set up to 6 traps and each lasts 8 minutes. Traps are visible to both allies and enemies. If she sets a trap when six are already placed, the oldest trap will deactivate itself.

  • Magic damage: 80 / 130 / 180 / 230 / 280 (+ 60% AP)


90 Caliber Net
RANGE: 2000
COST: 75 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10

Active: Caitlyn fires a net, knocking herself back 800 units in the opposite direction. The net will deal magic damage and slow the first enemy hit by 100%.

  • Magic damage: 80 / 130 / 180 / 230 / 280 (+ 80% AP)
  • Slow duration: 2 / 2.5 / 3 / 3.5 / 4


Ace in the Hole
RANGE: 4000 / 5000 / 6000
COST: 100 mana
COOLDOWN: 90 / 75 / 60

Active: After a brief delay, Caitlyn locks onto a target enemy champion and channels for 2 seconds. While channeling, Caitlyn gains true sight of the target. If Caitlyn completes the channel, she will fires a 6400-speed homing projectile toward the target that deals physical damage to the first enemy champion it hits.

  • Physical damage: 250 / 475 / 700 (+ 200% bonus AD)


Moonsilver Blade
Moonsilver Blade

Every sixth basic attack cleaves nearby enemies for 20 - 80 (based on level) / 90 - 250 (based on level) (+ 60% AP) magic damage. The counter will reset if Diana hasn't attacked for 7 seconds. In addition, Diana permanently has 40% bonus attack speed.


Crescent Strike
RANGE: 1660
COST: 55 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Crescent Strike

Active: Diana unleashes a bolt of lunar energy that travels in an arc. Enemies struck take magic damage and are afflicted with Moonlight, granting sight of them for 6 seconds.

  • Magic Damage: 60 / 95 / 130 / 165 / 200 (+ 70% AP)


Pale Cascade
RANGE: 400
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 10
Pale Cascade

Active: Diana gains a temporary shield for 10 seconds that absorbs incoming damage. She also creates three spheres that orbit her for up to 10 seconds. The spheres detonate on contact with an enemy unit, dealing magic damage to all nearby enemies. If all three spheres detonate, the shield is reapplied and the duration is refreshed. This second shield stacks with the original shield.

  • Magic Damage per Orb: 22 / 34 / 46 / 58 / 70 (+ 20% AP)
  • Max Magic Damage: 66 / 102 / 138 / 174 / 210 (+ 60% AP)
  • Shield Strength: 40 / 55 / 70 / 85 / 100 (+ 30% AP)
  • Max Shield Strength: 80 / 110 / 140 / 170 / 200 (+ 60% AP)


Moonfall
RANGE: 500
COST: 70 mana
COOLDOWN: 26 / 24 / 22 / 20 / 18
Moonfall

Active: Diana draws in all nearby enemies to her location, slowing them for 4 seconds afterwards.

  • Slow: 70 / 80 / 90 / 100 / 110%


Lunar Rush
RANGE: 1650
COST: 50 / 65 / 80 mana
COOLDOWN: 25 / 20 / 15
Lunar Rush

Active: Diana becomes the living embodiment of the vengeful moon, rushing at an enemy and dealing magic damage to it. When used to teleport to an enemy afflicted with Moonlight, Lunar Rush's cooldown is refreshed and the Moonlight debuff is consumed. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.

  • Magic Damage: 100 / 160 / 220 (+ 60% AP)


Adrenaline Rush
Adrenaline Rush

Dr. Mundo regains 0.3% of his maximum health each second.


Infected Cleaver
RANGE: 2000
COST: 50 / 60 / 70 / 80 / 90 Health
COOLDOWN: 4
Infected Cleaver

Active: Dr. Mundo hurls his cleaver in a line. The first enemy it hits takes magic damage equal to a percentage of its current health and is slowed by 80% for 4 seconds. In addition, Dr. Mundo is healed for an amount equal to half the health cost. Infected Cleaver has a minimum damage threshold, and a maximum damage cap versus monsters and minions.

  • Projectile speed: 4000

  • Magic Damage: 15 / 18 / 21 / 23 / 25% of target's current health
  • Minimum Damage: 80 / 130 / 180 / 230 / 280
  • Max Damage versus Monsters: 300 / 400 / 500 / 600 / 700


Burning Agony
RANGE: 325
COST: 10 / 15 / 20 / 25 / 30 Health per second
COOLDOWN: 4
Burning Agony

Toggle: While active, Dr. Mundo deals magic damage each second to nearby enemies and reduces the duration of crowd control effects on himself.

  • Magic Damage per second: 35 / 50 / 65 / 80 / 95 (+ 20% AP)
  • Crowd Control Reduction: 20 / 30 / 40 / 50 / 60%


Masochism
COST: 25 / 35 / 45 / 55 / 65 Health
COOLDOWN: 7
Masochism

Active: For 10 seconds, Dr. Mundo gains bonus attack damage plus additional attack damage for every 2% of his missing health.

  • Attack Damage: 80 / 110 / 140 / 170 / 200 + 0.8 / 1.1 / 1.4 / 1.7 / 2 per 2% of missing health


Sadism
COST: 20% of current Health
COOLDOWN: 75
Sadism

Active: Dr. Mundo regenerates a percentage of his maximum health over a period of 24 seconds. During this time his movement speed is increased.

  • Heal: 40 / 50 / 60% of maximum health
  • Movement Speed: 30 / 50 / 70%


Shadow Walk
RANGE: 1400
Shadow Walk

Passive: When out of combat for 6 seconds, Evelynn enters stealth only being able to be seen by enemy champions within 1400 range or true sight. Evelynn regenerates 2% of her maximum mana every second while stealthed. Casting spells, taking damage or dealing damage reveals Evelynn for 6 seconds.


Hate Spike
RANGE: 1000
COST: 16 / 22 / 28 / 34 / 40 mana
COOLDOWN: 1.5
Hate Spike

Active: Evelynn fires a line of spikes through a nearby enemy, dealing magic damage to all enemy units in its path.

  • Magic Damage: 40 / 60 / 80 / 100 / 120 (+ 45% AP) (+ 50% bonus AD)


Dark Frenzy
COOLDOWN: 15
Dark Frenzy

Passive: Evelynn's spell hits on enemy champions grant her a flat movement speed bonus for 6 seconds. This effect stacks up to 8 times.

  • Flat Movement Speed per Stack: 8 / 16 / 24 / 32 / 40

Active: Evelynn removes all slows affecting her, gains increased movement speed for 6 seconds and ignores unit collision. Champion kills and assists refresh Dark Frenzy's cooldown.

  • Movement Speed: 60 / 80 / 100 / 120 / 140%


Ravage
RANGE: 450
COST: 50 / 55 / 60 / 65 / 70 Mana
COOLDOWN: 9
Ravage

Active: Evelynn slashes a target twice, dealing magic damage with each strike. Evelynn then gains bonus attack speed for 6 seconds.

  • Magic Damage per Hit: 35 / 55 / 75 / 95 / 115 (+ 50% AP) (+ 50% bonus AD)
  • Total Magic Damage: 70 / 110 / 150 / 190 / 230 (+ 100% AP) (+ 100% bonus AD)
  • Attack Speed: 120 / 150 / 180 / 210 / 240%


Agony's Embrace
RANGE: 1300
COST: 100 Mana
COOLDOWN: 150 / 120 / 90
Agony's Embrace

Active: Evelynn impales all enemy units in target 500-radius area, dealing magic damage equal to a percentage of their current health and slowing their movement speed for 4 seconds.

  • Magic Damage: 15 / 20 / 25% (+ 1% per 100 AP) of enemies' current health
  • Slow: 60 / 100 / 140%

Evelynn siphons their pain, gaining a shield that grows in strength for each enemy champion hit and lasts up to 12 seconds.

  • Shield Strength per champion hit: 150 / 225 / 300
  • Max Shield Strength: 750 / 1125 / 1500


Dread
Dread

Enemy units within 2000 range have their magic resistance reduced by 20.


Terrify
RANGE: 1150
COST: 65 / 75 / 85 / 95 / 105 mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
Terrify

Active: Afflicts a target unit with fear, preventing it from taking any actions and causing it to move around randomly at a slowed movement speed for the duration of the spell.

  • Duration: 2 / 3 / 4 / 5 / 6


Drain
RANGE: 950
COST: 80 / 90 / 100 / 110 / 120 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Drain

Active: Fiddlesticks creates a leash on a target enemy and channels for up to 10 seconds, dealing magic damage each second and healing himself for a percentage of the damage done. If the target moves further than 1500 range of Fiddlesticks while leashed, he will stop channeling.

  • Magic Damage per Second: 60 / 90 / 120 / 150 / 180 (+ 45% AP)
  • Max Magic Damage: 600 / 900 / 1200 / 1500 / 1800 (+ 450% AP)
  • Heal From Damage Ratio: 60 / 65 / 70 / 75 / 80%


Dark Wind
RANGE: 1500
COST: 50 / 70 / 90 / 110 / 130 mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
Dark Wind

Active: Fiddlesticks throws a crow that bounces to enemy units up to 8 times, dealing magic damage and silencing for 2.4 seconds with each strike. Minions and monsters take 50% increased damage. Dark Wind may strike the same target multiple times.

  • Magic Damage per Bounce: 65 / 85 / 105 / 125 / 145 (+ 45% AP)
  • Max Magic Damage to the Same Target: 325 / 425 / 525 / 625 / 725 (+ 225% AP)
  • Magic Damage per Bounce to Minions: 97.5 / 127.5 / 157.5 / 187.5 / 217.5 (+ 67.5% AP)
  • Bounce Range: 900


Crowstorm
RANGE: 1600
COST: 150 / 200 / 250 mana
COOLDOWN: 150 / 140 / 130
Crowstorm

Active: After channeling for 3 seconds, Fiddlesticks teleports to nearby target location with a murder of crows flying wildly around him for 10 seconds, dealing magic damage to all enemy units within 1200 range each second.

  • Magic Damage per Second: 125 / 225 / 325 (+ 45% AP)
  • Total Magic Damage: 1250 / 2250 / 3250 (+ 450% AP)


Nimble Fighter
Nimble Fighter

Fizz's dexterity allows him to ignore unit collision and take 8 - 28 (based on level) reduced physical damage from auto attacks.


Urchin Strike
RANGE: 1100
COST: 50 / 55 / 60 / 65 / 70 Mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Urchin Strike

Active: Fizz dashes a fixed distance in the direction of the target enemy unit, dealing physical damage and magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.

  • Physical Damage: 100% AD
  • Magic Damage: 10 / 40 / 70 / 100 / 130 (+ 60% AP)


Seastone Trident
COST: 40 Mana
COOLDOWN: 10
Seastone Trident

Passive: Fizz's autoattacks rend his target, dealing magic damage over 6 seconds that is increased based on a percentage of the target's missing health. This effect does not stack and multiple autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.

  • Total Magic damage: 30 / 40 / 50 / 60 / 70 (+ 35% AP) (+ 4 / 5 / 6 / 7 / 8% of target's missing health)

Active: Fizz's autoattacks are empowered for the next 10 seconds, dealing additional magic damage on-hit and applying Grievous Wounds for 6 seconds.

  • Magic damage: 10 / 15 / 20 / 25 / 30 (+ 15% AP)


Playful
RANGE: 800
COST: 90 / 100 / 110 / 120 / 130 Mana
COOLDOWN: 16 / 14 / 12 / 10 / 8
Playful

Active: Fizz hops onto his trident in a nearby location, becoming untargetable for 1.5 seconds and gaining the ability to use Trickster before the effect ends.

If Fizz does not use Trickster, he will slam the ground below him, dealing magic damage and slowing nearby enemies within 660 range for 4 seconds.

  • Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)
  • Slow: 80 / 90 / 100 / 110 / 120%
Trickster
RANGE: 800
COST: No cost
Trickster

Active: Fizz hops off from his trident to a nearby location, dealing magic damage to nearby enemies within 540 range. Trickster does not apply a slow.

  • Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)


Chum the Waters
RANGE: 2550
COST: 100 Mana
COOLDOWN: 100 / 85 / 70
Chum the Waters

Active: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The fish will slow and reveal any enemy champion it is attached to.

  • Slow: 100 / 120 / 140%

Regardless of position, after 3 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage to all enemies within 500 range. The target is knocked up for 2 seconds, and all other enemies hit are knocked away from the center. All enemies hit are slowed for 3 seconds afterwards.

  • Magic damage: 200 / 325 / 450 (+ 100% AP)


Runic Skin

Galio gains 100% of his total magic resistance as ability power.


Resolute Smite
RANGE: 1880
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 7
Resolute Smite

Active: Galio fires a concussive blast from his eyes to a target 470-radius area, dealing magic damage and slowing enemies hit for 5 seconds.

  • Magic Damage: 80 / 135 / 190 / 245 / 300 (+ 60% AP)
  • Slow: 48 / 56 / 64 / 72 / 80%


Bulwark
RANGE: 1600
COST: 60 mana
COOLDOWN: 13
Bulwark

Active: Galio shields an allied champion or himself for 8 seconds, increasing their armor and magic resistance. Each time that unit takes damage, Galio is healed. The heal is 20% weaker than the last for each consecutive hit.

  • Armor / Magic Resist: 60 / 90 / 120 / 150 / 180
  • Heal: 25 / 40 / 55 / 70 / 85 (+ 30% AP)
  • Max Heal (∞ hits): 125 / 200 / 275 / 350 / 425 (+ 150% AP)


Righteous Gust
RANGE: 2360
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 12
Righteous Gust

Active: Galio unleashes a gust of magical wind that deals magic damage to all enemies in its path. A directional draft remains for 10 seconds, increasing the movement speed of allies passing through it.

  • Magic Damage: 60 / 105 / 150 / 195 / 240 (+ 50% AP)
  • Movement Speed: 40 / 56 / 72 / 88 / 104%


Idol Of Durand
RANGE: 1200
COST: 100 mana
COOLDOWN: 150 / 135 / 120
Idol of Durand

Active: Galio becomes a statue and channels for 4 seconds, taunting nearby foes and reducing incoming physical and magic damage by 100%.

When the channel ends, Galio bursts out of his statue form, dealing magic damage to enemies within range. The damage is increased by 5% for each attack suffered while channeling (maximum 40%). If the channel is canceled, the damage radius is reduced to 1150 instead of normal.

While channeling, Galio can cast Bulwark on himself or on allies.

  • Magic Damage: 220 / 330 / 440 (+ 60% AP)
  • Max Magic Damage: 308 / 462 / 616 (+ 84% AP)


Martial Cadence
Martial Cadence

Jarvan IV's first attack on a target deals 6% / 8% / 10% of their current health as bonus physical damage. This caps at 400 damage. This effect cannot occur on the same target more than once every 6 seconds.


Dragon Strike
RANGE: 1540
COST: 45 / 50 / 55 / 60 / 65 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Dragon Strike

Active: Jarvan IV extends his lance in a straight line, dealing physical damage and lowering the armor of all enemies hit for 6 seconds. Additionally, if it encounters his Demacian Standard, it will pull Jarvan to it, knocking up enemies along his path for 1.5 seconds.

  • Physical Damage: 70 / 115 / 160 / 205 / 250 (+ 120% bonus AD)
  • Armor Reduction: 20 / 28 / 36 / 44 / 52%


Golden Aegis
RANGE: 600
COST: 45 / 50 / 55 / 60 / 65 mana
COOLDOWN: 20 / 18 / 16 / 14 / 12
Golden Aegis

Active: Jarvan IV slows enemies within range for 4 seconds and shields himself for up to 10 seconds. The shield gains strength for each enemy champion within range upon activation.

  • Shield Strength: 50 / 90 / 130 / 170 / 210 (+ 20 / 30 / 40 / 50 / 60 per nearby enemy champion)
  • Max Shield Strength: 150 / 240 / 330 / 420 / 510
  • Slow: 30 / 40 / 50 / 60 / 70%


Demacian Standard
RANGE: 1660
COST: 55 mana
COOLDOWN: 13
Demacian Standard

Passive: Permanently grants Jarvan IV bonus armor and attack speed.

  • Armor: 20 / 26 / 32 / 38 / 44
  • Attack Speed: 20 / 26 / 32 / 38 / 44%

Active: Jarvan IV throws a Demacian flag to the target location, dealing magic damage to enemies within 150 range. The flag will remain for 16 seconds, providing vision in a radius of 1400 and an aura that increases the attack speed of allies within a radius of 1200.

  • Magic Damage: 60 / 105 / 150 / 195 / 240 (+ 80% AP)
  • Attack Speed Aura: 20 / 26 / 32 / 38 / 44%


Cataclysm
RANGE: 1300
COST: 100 / 125 / 150 mana
COOLDOWN: 120 / 105 / 90
Cataclysm

Active: Jarvan IV leaps to an enemy champion, dealing physical damage to it and creating a 650-radius circle of impassable terrain around themselves. This circle lasts for 7 seconds and also grants sight within 1650 range. Jarvan IV can prematurely destroy the impassable terrain by activating this ability again.

  • Physical Damage: 200 / 325 / 450 (+ 150% bonus AD)


Gathering Fire
Gathering Fire

Damaging enemy champions with Karma's abilities refreshes 4 seconds of Mantra's cooldown, and half that amount on basic attacks against enemy champions.


Inner Flame
RANGE: 1900
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
Inner Flame

Active: Karma fires a ball of energy that detonates on hitting an enemy, dealing magic damage and slowing surrounding enemies by 50% for 3 seconds. If it hits an unseen enemy, the detonation effect will still be visible.

  • Magic Damage: 80 / 125 / 170 / 215 / 260 (+ 60% AP)
Soulflare
Soulflare

Mantra bonus: Inner Flame deals bonus magic damage and leaves a 500-radius AoE that slows enemies inside by 100%. After 3 seconds the area detonates, dealing magic damage to enemies inside. If Inner Flame does not strike a target, the area is created at maximum range.

Soulflare scales with ranks in Mantra.

  • Bonus Magic Damage: 25 / 75 / 125 / 175 (+ 30% AP)
  • Detonation Magic Damage: 50 / 150 / 250 / 350 (+ 60% AP)


Focused Resolve
RANGE: 1300
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 16 / 15 / 14 / 13 / 12
Focused Resolve

Active: Karma forms a 1300-range tether to target enemy champion, revealing and dealing magic damage to the target over 4 seconds at 1.33-second intervals. Gathering Fire is applied every time this ability damages. If the tether is not broken after the 4 seconds, the target is rooted for a short time.

  • Magic Damage: 60 / 110 / 160 / 210 / 260 (+ 60% AP)
  • Root Duration: 2 / 2.5 / 3 / 3.5 / 4
Renewal
Renewal

Mantra bonus: Focused Resolve deals bonus damage and heals Karma for 20% (+ 1% per 100 AP) of her missing health upon casting and another 20% (+ 1% per 100 AP) if the leash is not broken.

Renewal scales with ranks in Mantra.

  • Bonus Magic Damage: 75 / 150 / 225 / 300 (+ 60% AP)


Inspire
RANGE: 1600
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 10
Inspire

Active: Karma shields a target ally for 8 seconds and grants the target bonus movement speed for 3 seconds.

  • Shield: 80 / 120 / 160 / 200 / 240 (+ 50% AP)
  • Bonus Movement Speed: 80 / 90 / 100 / 110 / 120%
Defiance
Defiance

Mantra bonus: The shield overflows with energy, granting ally champions within 1400 range of the target half the shield value and 120% bonus movement speed for 3 seconds, while dealing magic damage to enemies within 1200 range of the target.

Defiance scales with ranks in Mantra.

  • Magic damage: 60 / 140 / 220 / 300 (+ 60% AP)


Mantra
COOLDOWN: 45 / 42 / 39 / 36
Mantra

Active: Karma empowers her next ability cast within the next 16 seconds, adding an additional effect. Empowered abilities share the same cooldown as their basic form. Karma begins with one rank in Mantra and can increase it at levels 6, 11, and 16.

Ranks in Mantra improve the additional effects of empowered abilities.


Flurry
Flurry

After using an ability, Lee Sin's next 4 basic attacks within 6 seconds gain 80% attack speed and return 30 energy each.


Sonic Wave
RANGE: 1950
COST: 50 energy
COOLDOWN: 11 / 10 / 9 / 8 / 7
Sonic Wave

Active: Lee Sin shoots a wave of sound in a line, dealing physical damage to the first enemy it hits and revealing the enemy for 6 seconds. If Sonic Wave hits, Lee Sin can cast Resonating Strike within the next 6 seconds.

  • Physical damage: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD)


Resonating Strike
RANGE: 2200
COST: 30 energy
Resonating Strike

Active: Lee Sin dashes to the enemy revealed by Sonic Wave, dealing physical damage including 8% of the target's missing health. Minions and monsters take a maximum of 400 damage.

  • Physical damage: 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD) (+ 8% target's missing health)
  • Combined damage: 100 / 160 / 220 / 280 / 340 (+ 180% bonus AD) (+ 8% target's missing health)


Safeguard
RANGE: 1400
COST: 50 energy
COOLDOWN: 9
Safeguard

Active: Lee Sin dashes to target ally, he and the target each gaining a shield that absorbs a certain amount of damage. Each shield dissipates after 10 seconds if not already destroyed. Lee Sin can cast Iron Will within 6 seconds of using Safeguard.

  • Shield: 40 / 80 / 120 / 160 / 200 (+ 80% AP)


Iron Will
COST: 30 energy
Iron Will

Active: For 10 seconds, Lee Sin gains bonus life steal and spell vamp.

  • Life steal / spell vamp: 10 / 20 / 30 / 40 / 50%


Tempest
RANGE: 700
COST: 50 energy
COOLDOWN: 10
Tempest

Active: Lee Sin smashes the ground, dealing magic damage to all nearby enemies and revealing them for 8 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple within the next 6 seconds.

  • Magic damage: 60 / 95 / 130 / 165 / 200 (+ 100% bonus AD)


Cripple
RANGE: 1000
COST: 30 energy
Cripple

Active: Lee Sin cripples all enemies revealed by Tempest reducing their movement and attack speed. The movement and attack speed recover over 8 seconds.

  • Slow: 40 / 60 / 80 / 100 / 120%


Dragon's Rage
RANGE: 750
COOLDOWN: 90 / 75 / 60
Dragon's Rage

Active: Lee Sin launches a powerful roundhouse kick, dealing physical damage to a target champion and knocking it back 2400 units over 2 seconds. Enemies the target collides with take the same damage and are knocked airborne for 2 seconds.

  • Physical damage: 200 / 400 / 600 (+ 200% bonus AD)


Sunlight
Sunlight

Leona's spells charge any enemy unit damaged with Sunlight for 7 seconds. When allied champions deal any damage to those targets they consume the Sunlight debuff to deal 20 - 140 (based on level) additional magic damage. This additional damage is counted as the ally's damage and it will benefit from their magic penetration. Leona is unable to activate the additional damage herself.


Shield of Daybreak
COST: 45 / 50 / 55 / 60 / 65 mana
COOLDOWN: 11 / 10 / 9 / 8 / 7
Shield of Daybreak

Active: Leona's next basic attack will be a shield slam, dealing additional magic damage and stunning the target for 2.5 seconds.

  • Magic damage: 40 / 70 / 100 / 130 / 160 (+ 30% AP)


Eclipse
COST: 60 mana
COOLDOWN: 14
Eclipse

Active: Leona surrounds herself with a shield of sunlight, gaining bonus armor and magic resistance for 6 seconds. When the effect ends the shield bursts, dealing magic damage to enemies within 550 range of her. If Eclipse damages any enemies, the bonuses remain for an additional 6 seconds.

  • Bonus Armor / Magic Resist: 60 / 80 / 100 / 120 / 140
  • Magic damage: 60 / 110 / 160 / 210 / 260 (+ 40% AP)


Zenith Blade
RANGE: 1400
COST: 60 mana
COOLDOWN: 13 / 12 / 11 / 10 / 9
Zenith Blade

Active: Leona projects a solar image of her sword, dealing magic damage to all enemies in a line. Leona will dash to the last enemy champion struck, briefly rooting them as she travels.

  • Magic damage: 60 / 100 / 140 / 180 / 220 (+ 40% AP)


Solar Flare
RANGE: 2400
COST: 100 mana
COOLDOWN: 90 / 75 / 60
Solar Flare

Active: Leona calls down a beam of solar energy to a target location. After a short delay, it deals magic damage to all enemies within 500 range and slows them by 160% for 3 seconds. Enemies within 200 range are stunned for 3 seconds instead of slowed. For the duration, the beam also grants vision in a radius of 700.

  • Magic damage: 150 / 250 / 350 (+ 80% AP)


Iceborn
COOLDOWN: 18
Iceborn

Every 18 seconds, Lissandra's next ability costs no mana. Cooldown reduction does not affect Iceborn, but the cooldown is reduced by 2 seconds whenever Lissandra impairs an enemy's movement with an ability (does not apply to movement-impairing effects from items).


Ice Shard
RANGE: 1450
COST: 85 mana
COOLDOWN: 6 / 5.5 / 5 / 4.5 / 4
Ice Shard

Active: Throws a spear of ice that travels in a line and shatters when it hits an enemy, dealing magic damage and slowing its movement speed for 3 seconds. Shards then pass through the target, dealing the same damage to other enemies hit (but not slowing them).

  • Magic damage: 75 / 110 / 145 / 180 / 215 (+ 65% AP)
  • Slow Percent: 32 / 38 / 44 / 50 / 56%


Ring of Frost
RANGE: 900
COST: 50 mana
COOLDOWN: 14 / 13 / 12 / 11 / 10
Ring of Frost

Active: Freezes an area around Lissandra, dealing magic damage to nearby enemies and rooting them for a short time.

  • Magic damage: 70 / 110 / 150 / 190 / 230 (+ 60% AP)
  • Snare Duration: 2.2 / 2.4 / 2.6 / 2.8 / 3


Glacial Path
RANGE: 2100
COST: 80 / 85 / 90 / 95 / 100 mana
COOLDOWN: 24 / 21 / 18 / 15 / 12
Glacial Path

Active: Casts a claw of ice that moves forward in a line, dealing magic damage to all enemies hit. Reactivating this ability transports Lissandra to the claw's current location.

  • Magic damage: 70 / 115 / 160 / 205 / 250 (+ 60% AP)


Frozen Tomb
RANGE: 1100
COST: 100 mana
COOLDOWN: 130 / 105 / 80
Frozen Tomb

Active - Enemy Cast: Freezes target champion solid, dealing magic damage and stunning it for 3 seconds.

Active - Self Cast: Lissandra encases herself in a glacier for 5 seconds, becoming untargetable and invulnerable but unable to take any actions.

Dark ice then spreads from Lissandra's target dealing magic damage to all enemies in the area as it expands. The ice lasts for 6 seconds and slows enemy Movement Speed.

  • Magic damage: 150 / 250 / 350 (+ 70% AP)
  • Slow: 40 / 60 / 80%


Pix, Faerie Companion
Pix, Faerie Companion

Pix fires a barrage of 3 bolts, dealing 3 - 35 (based on level) magic damage each, at whomever Lulu (or the ally shielded by Help, Pix!) attacks. These bolts are homing but can be blocked by other units.

  • Leash Range: 4000


Glitterlance
RANGE: 1850
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 7
Glitterlance

Active: Lulu and Pix each fire a magic bolt towards a target direction, dealing magic damage and slowing enemies hit by 160% for a short time. This slow decays over its duration. An enemy can only be damaged by one bolt.

  • Magic Damage: 80 / 125 / 170 / 215 / 260 (+ 50% AP)
  • Slow Duration: 2 / 2.5 / 3 / 3.5 / 4


Whimsy
RANGE: 1300
COST: 65 / 70 / 75 / 80 / 85 mana
COOLDOWN: 18 / 16.5 / 15 / 13.5 / 12
Whimsy

Active – On ally cast: Target allied champion gains 70% movement speed and bonus ability power for 10 seconds.

  • Bonus Ability Power: 40 / 60 / 80 / 100 / 120

Active – On enemy cast: Polymorphs an enemy champion for a short duration, disabling their ability to attack or cast abilities and reducing their base movement speed by 120.

  • Polymorph Duration: 3 / 3.5 / 4 / 4.5 / 5


Help, Pix!
RANGE: 1300
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 10
Help, Pix!

Active – On ally cast: Commands Pix to jump to an ally and grant them a shield for up to 12 seconds. Additionally, Pix will then follow the ally and aid their attacks instead of Lulu's for 12 seconds.

  • Shield Strength: 60 / 105 / 150 / 195 / 240 (+ 60% AP)

Active – On enemy cast: Pix deals magic damage to target enemy unit. Pix then follows and grants vision of them for 12 seconds.

  • Magic Damage: 80 / 130 / 180 / 230 / 280 (+ 60% AP)


Wild Growth
RANGE: 1800
COST: 150 mana
COOLDOWN: 110 / 95 / 80
Wild Growth

Active: Lulu enlarges a target allied champion, knocking up enemies within 300 range of the target. For 14 seconds, her ally gains bonus health and an aura that continually slows nearby enemies.

  • Bonus Health: 600 / 900 / 1200 (+ 100% AP)
  • Aura Slow: 60 / 90 / 120%


Summon Voidling

Passive: On every fourth ability use, Malzahar summons a voidling for 42 seconds. There is a one second cooldown after summoning a voidling where further spell casts will not increment the counter.

A voidling has 200 + (50 × level) health and 20 + (5 × level) + attack damage. After 14 seconds, the voidling grows, gaining 100% increased armor and base attack damage. After 28 seconds, the voidling gains attack speed.

  • Armor: 30 (45 after 7 seconds)
  • Magic resistance: 50
  • Attack speed: 0.831 (1.496 after 28 seconds)
  • Movement speed: 451
Voidlings prioritize their attacks on the target of Nether Grasp, then enemies suffering from the most recent Malefic Visions, then the target Malzahar is attacking.


Call of the Void
RANGE: 1800
COST: 80 / 85 / 90 / 95 / 100 mana
COOLDOWN: 9

Active: Malzahar opens up two portals to the Void 800 range from each other. After a short delay, power erupts from them, damaging and silencing all enemies caught between the portals.

  • Magic Damage: 80 / 135 / 190 / 245 / 300 (+ 80% AP)
  • Silence: 2.8 / 3.6 / 4.4 / 5.2 / 6


Null Zone
RANGE: 1600
COST: 90 / 95 / 100 / 105 / 110 mana
COOLDOWN: 14

Active: Malzahar creates a 500-radius zone of negative energy for 10 seconds. Enemies that stand in the zone take magic damage every second equal to a percentage of their max health. Damage to monsters and minions are capped at 120.

  • Magic damage per second: 4 / 5 / 6 / 7 / 8% (+1% per 100 AP) of enemies' maximum health
  • Max damage: 40 / 50 / 60 / 70 / 80% (+10% per 100 AP) of enemies' maximum health


Malefic Visions
RANGE: 1300
COST: 60 / 75 / 90 / 105 / 120 mana
COOLDOWN: 15 / 13 / 11 / 9 / 7

Active: Infects target enemy's mind, dealing magic damage over 8 seconds. If the target dies during this time, the target passes Malefic Visions to the closest enemy, refreshing the duration and restoring mana to Malzahar.

  • Magic damage: 80 / 140 / 200 / 260 / 320 (+ 80% AP)
  • Mana restored: 20 / 28 / 36 / 44 / 52


Nether Grasp
RANGE: 1400
COST: 150 mana
COOLDOWN: 120 / 100 / 80

Active: Malzahar channels an engulfing void of energy for up to 5 seconds, suppressing and dealing magic damage to a target enemy champion while the channel holds.

  • Magic damage per second: 100 / 160 / 220 (+ 52% AP)
  • Maximum damage: 500 / 800 / 1100 (+ 260% AP)


Notes
  • Null Zone.png Null Zone and Nether Grasp.png Nether Grasp have increased maximum damage due to their damage being exprimed in damage per second, not in damage over a duration.


Sap Magic

Passive: Each time a champion's ability is used near Maokai, he gains 2 charges of Sap Magic. When he has 10 charges, his next basic attack will heal him for 14% of his maximum health.


Arcane Smash
RANGE: 1200
COST: 55 mana
COOLDOWN: 6

Active: Maokai smashes the ground and sends an arcane shockwave forward, dealing magic damage and slowing enemies hit for 4 seconds. Enemies within 200 range of Maokai are also briefly knocked back.

  • Magic Damage: 70 / 115 / 160 / 205 / 250 (+ 40% AP)
  • Slow: 40 / 54 / 68 / 82 / 96%


Twisted Advance
RANGE: 1300
COST: 75 / 80 / 85 / 90 / 95 mana
COOLDOWN: 13

Active: Maokai transforms into a cloud of arcane energy, becoming untargetable while quickly travelling to a target enemy. Once Maokai reaches the target, the target takes magic damage and is rooted for a short time.

  • Magic Damage: 80 / 115 / 150 / 185 / 220 (+ 80% AP)
  • Root Duration: 2 / 2.5 / 3 / 3.5 / 4


Sapling Toss
RANGE: 2200
COST: 70 / 80 / 90 / 100 / 110 mana
COOLDOWN: 12

Active: Maokai hurls a sapling to a target area, dealing magic damage on impact within 350 range. The sapling becomes implanted in the ground, granting 700 range vision of its surroundings for up to 70 seconds. After a 2 seconds delay after landing, the sapling will seek out nearby enemies. When an enemy comes within 500 range, the sapling will chase for up to 5 seconds and explode in an arcane blast that deals magic damage to enemies within 350 range.

  • Impact Magic Damage: 40 / 75 / 110 / 145 / 180 (+ 40% AP)
  • Explosion Magic Damage: 80 / 130 / 180 / 230 / 280 (+ 60% AP)
  • Maximum Magic Damage: 120 / 205 / 290 / 375 / 460 (+ 100% AP)


Vengeful Maelstrom
RANGE: 1250
COST: 75 mana + 30 per second
COOLDOWN: 40 / 30 / 20

Toggle: Maokai creates a great vortex of natural energy in a 1150 radius area, reducing non-tower damage done to allied champions in the area by 40%. Maokai can prolong the effect as long as he has mana to spend on it. When the effect ends the energy is released, dealing magic damage to enemies within the vortex, plus bonus magic damage based off the damage stored by the damage reduction effect.

  • Magic Damage: 100 / 150 / 200 (+ 50% AP) (+ 2 bonus damage for every 1 damage absorbed)
  • Max Stored Damage: 200 / 250 / 300
  • Max Total Damage: 300 / 400 / 500 (+ 50% AP)


Staggering Blow
Staggering Blow

Nautilus's basic attacks deal an additional 2 + (6 × level) physical damage and root his target for 1 / 1.5 / 2 seconds. This effect cannot trigger on the same target more than once every 12 seconds.


Dredge Line
RANGE: 2200
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
Dredge Line

Active: Nautilus hurls his anchor forward in a line. If it hits an enemy unit, Nautilus drags himself and the unit together, dealing magic damage and briefly stunning the enemy. If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 100%.

  • Projectile Speed: 4000

  • Magic damage: 60 / 105 / 150 / 195 / 240 (+ 75% AP)


Titan's Wrath
COST: 80 mana
COOLDOWN: 22 / 21 / 20 / 19 / 18
Titan's Wrath

Active: Nautilus gains a shield that absorbs a certain amount of damage. The shield dissipates after 20 seconds if not already destroyed. While the shield persists, Nautilus's basic attacks are enhanced to debuff all enemies within 350 range of his target, dealing bonus magic damage over 4 seconds. Titan's Wrath also resets Nautilus' basic attack timer when first used.

  • Shield Strength: 100 / 150 / 200 / 250 / 300 (+ 10% bonus health)
  • Magic damage: 40 / 55 / 70 / 85 / 100 (+ 40% AP)


Riptide
RANGE: 1200
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 10
Riptide

Active: Nautilus slams the ground, causing the earth to explode around him in 6 waves. Each explosion deals magic damage to enemies in the area and slows them for 4 seconds. This slow diminishes over time. An enemy can be hit by more than one explosion, but take 50% reduced damage after the first.

  • Magic Damage per Wave: 60 / 100 / 140 / 180 / 220 (+ 50% AP)
  • Maximum Magic Damage: 210 / 350 / 490 / 630 / 770 (+ 175% AP)
  • Slow: 60 / 70 / 80 / 90 / 10%


Depth Charge
RANGE: 1650
COST: 100 mana
COOLDOWN: 140 / 110 / 80
Depth Charge

Active: Nautilus fires a shockwave that chases a target enemy champion, dealing magic damage and knocking up enemies it passes through. The shockwave explodes upon hitting its target, dealing magic damage, knocking them up for 2 seconds and stunning the target.

  • Passthrough magic damage: 125 / 175 / 225 (+ 40% AP)
  • Explosion magic damage: 200 / 325 / 450 (+ 80% AP)
  • Stun Duration: 2 / 3 / 4


Aegis Protection
Aegis Protection

Passive: After attacking or casting spells 4 times, Pantheon will gain a shield that blocks the next turret shot or normal/enhanced standard attack which deals more than 80 physical damage to him.


Spear Shot
RANGE: 1200
COST: 45 mana
COOLDOWN: 4
Spear Shot

Active: Pantheon hurls his spear at an enemy unit, dealing physical damage.

  • Physical Damage: 65 / 105 / 145 / 185 / 225 (+ 140% bonus AD)

If Heartseeker Strike has been leveled up once, Spear Shot will "crit" against targets below 30% of their max health, dealing 100% more damage. Bonus critical strike damage from other sources are also applied.

  • Critical Damage (without further bonuses): 130 / 210 / 290 / 370 / 450 (+ 280% bonus AD)


Aegis of Zeonia
RANGE: 1200
COST: 55 mana
COOLDOWN: 13 / 12 / 11 / 10 / 9
Aegis of Zeonia

Active: Pantheon leaps at an enemy champion and bashes them with his shield, dealing magic damage and stunning them for 2 seconds. Pantheon's Aegis Protection is also refreshed.

  • Magic Damage: 50 / 75 / 100 / 125 / 150 (+ 100% AP)


Certain Death
Certain Death

Passive: Pantheon's autoattacks and Spear Shots gain 200% critical strike chance against targets below 30% of their max health.


Heartseeker Strike
RANGE: 1200
COST: 45 / 50 / 55 / 60 / 65 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Heartseeker Strike

Active: Pantheon channels for 1.5 seconds and deals 6 swift strikes in a cone in front of him. Each strike deals physical damage, and they deal double damage to champions.

  • Physical Damage Per Strike: 13 / 23 / 33 / 43 / 53 (+ 60% bonus AD)
  • Max Physical Damage: 80 / 140 / 200 / 260 / 320 (+ 360% bonus AD)
  • Physical Damage Per Strike Vs Champions: 26 / 46 / 66 / 86 / 106 (+ 120% bonus AD)
  • Max Physical Damage Vs Champions: 160 / 280 / 400 / 520 / 640 (+ 720% bonus AD)


Grand Skyfall
RANGE: 11000
COST: 125 mana
COOLDOWN: 150 / 135 / 120
Grand Skyfall

Active: Pantheon gathers his strength, channels for 4 seconds and then leaps high into the air, crashing down at the target location 3 seconds later. Enemies within 1400 range of Pantheon's impact are slowed by 70% for 2 seconds and take magic damage that decreases the further the target is from the impact point, with a mininum of 100% damage. If the channeling is cancelled, the cooldown is reduced to 10 seconds.

  • Magic Damage: 400 / 700 / 1000 (+ 100% AP)
  • Minimum Magic Damage: 400 / 700 / 1000 (+ 100% AP)


Valiant Fighter
Valiant Fighter

Whenever Poppy would otherwise suffer damage greater than 20% of her current health all damage exceeding that threshold is ignored (havled x2); Poppy receives the first 20% normally. Valiant Fighter has no internal cooldown and does not affect structures.


Devastating Blow
COST: 55 mana
COOLDOWN: 8 / 7 / 6 / 5 / 4
Devastating Blow

Active: Poppy's next basic attack is converted to deal magic damage and deals bonus damage equal to a flat amount plus 8% of the target's maximum health. Devastating Blow's percent health component cannot exceed a damage threshold.

  • Total Magic Damage: 20 / 40 / 60 / 80 / 100 (+ 100% AD) (+ 60% AP) (+ 8% of target's maximum health)
  • Threshold: 75 / 150 / 225 / 300 / 375


Paragon of Demacia
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 12
Paragon of Demacia

Passive: Taking damage or attacking an enemy increases Poppy's armor and attack damage for 10 seconds, stacking up to 20 times.

  • Armor & Attack Damage per Stack: 3 / 4 / 5 / 6 / 7
  • Max Armor & Attack Damage: 60 / 80 / 100 / 120 / 140

Active: Poppy receives maximum stacks of Paragon of Demacia. Additionally, she gains increased movement speed for 10 seconds.

  • Movement Speed: 34 / 38 / 42 / 49 / 50%


Heroic Charge
RANGE: 1050
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8

Active: Poppy charges at an enemy in a line, dealing magic damage and carrying them along her path. If they collide with terrain, she stuns her target for 3 seconds, dealing additional magic damage.

  • Carry Distance: 600 (estimate)

  • Magic Damage: 50 / 75 / 100 / 125 / 150 (+ 40% AP)
  • Collision Magic Damage: 75 / 125 / 175 / 225 / 275 (+ 40% AP)
  • Total Magic Damage: 125 / 200 / 275 / 350 / 425 (+ 80% AP)


Diplomatic Immunity
RANGE: 1800
COST: 100 mana
COOLDOWN: 140 / 120 / 100
Diplomatic Immunity

Active: Poppy focuses intensely on a single enemy champion, dealing amplified damage to them, and becoming immune to all damage and abilities that are not from the marked champion.

  • Duration: 12 / 14 / 16
  • Increased Damage: 40 / 60 / 80%


Harrier

Valor periodically marks a nearby enemy with Vulnerability for 9 seconds. If Quinn attacks a Vulnerable enemy, she deals 25 - 95 (based on level) / 105 - 185 (based on level) / 200 / 215 (+ 50% bonus AD) bonus physical damage. This cannot occur again for 10 seconds, or 3 seconds if Quinn triggers the vulnerability. Valor will first prioritize Quinn's most recent attack target. If Quinn has not attacked anyone recently, Valor will target nearby low health units (prioritizing champions over minions). Harrier is disabled while Tag Team is active.


Blinding Assault
RANGE: 2050
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 11 / 10 / 9 / 8 / 7

Active: Quinn commands Valor to fly forwards in a line, stopping when he collides with an enemy. Valor then deals physical damage and blinds nearby enemies for 3 seconds.

  • Physical Damage: 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) (+50% AP)

Active - Tag Team: Valor deals physical damage to all enemies in an area around himself and blinds them for 3 seconds.

  • Physical Damage: 70 / 110 / 150 / 190 / 230 (+ 65% bonus AD) (+50% AP)


Heightened Senses
RANGE: 4200
COOLDOWN: 50 / 45 / 40 / 35 / 30

Passive: Attacking a Vulnerable target will grant Quinn bonus attack speed and flat movement speed for 6 seconds.

  • Attack Speed: 40 / 50 / 60 / 70 / 80%
  • Movement Speed: 40 / 60 / 80 / 100 / 120

Passive - Tag Team: Valor gains bonus attack speed.



Active: All area within range is revealed for 4 seconds.

  • Attack Speed: 80 / 100 / 120 / 140 / 160%


Vault
RANGE: 1500
COST: 50 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8

Active: Quinn dashes to an enemy, knocking it back a short distance, dealing physical damage and slowing the target's movement speed by 100%. This slow decays over 4 seconds. Upon reaching the target, she leaps off and lands near her maximum attack range away from the target. Valor will immediately mark this target as Vulnerable.

  • Physical damage: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD)

Active - Tag Team: Valor dashes to an enemy and applies the same slow, knockback and physical damage, but does not mark or leap off the target.

  • Physical damage: 40 / 70 / 100 / 130 / 160 (+ 20% bonus AD)


Tag Team
COST: 100 mana
COOLDOWN: 140 / 110 / 80

Active: For 40 seconds, Valor replaces Quinn on the battlefield as a mobile melee attacker with alternate versions of Quinn's abilities. Valor can move through units and gains greatly increased movement speed that gradually decreases to a lower amount while in combat.

  • Out of Combat Movement Speed: 160 / 180 / 200%
  • In Combat Movement Speed: 40 / 60 / 80%
Skystrike
RANGE: 1400
Skystrike

Active - Tag Team: Quinn returns to perform Skystrike, dealing physical damage to all enemies within range. The damage increases by 2% for every 2% of an enemy's missing health. If Skystrike has not been cast during Tag Team, it will be cast automatically when Tag Team ends.

  • Minimum physical damage: 100 / 150 / 200 (+ 50% bonus AD)
  • Maximum Physical damage: 200 / 300 / 400 (+ 100% bonus AD)


Reign of Anger
Reign of Anger

Renekton gains 100% more Fury from all sources while below half health.


Cull the Meek
RANGE: 450 (est.)
COOLDOWN: 8
Cull the Meek

Active: Renekton deals physical damage to all enemies within range, gaining 10 Fury for each target hit and healing for some of the damage dealt, up to a cap. Renekton heals for 20% of the damage dealt to champions and 5% of the damage dealt to minions and monsters.

  • Physical damage: 60 / 90 / 120 / 150 / 180 (+ 80% bonus AD)
  • Healing cap: 50 / 75 / 100 / 125 / 150

Fury Bonus: Cull the Meek deals 100% additional damage. The heal is doubled to 40% against champions and 10% against minions and monsters, and the healing cap is tripled.

  • Empowered damage: 90 / 135 / 180 / 225 / 270 (+ 120% bonus AD)
  • Empowered healing cap: 150 / 225 / 300 / 375 / 450


Ruthless Predator
COOLDOWN: 13 / 12 / 11 / 10 / 9
Ruthless Predator

Active: Renekton’s next basic attack will hit 4 times, stunning his target for 1.5 seconds and dealing physical damage equal to a base amount plus a percentage of his attack damage. Each hit applies on-hit effects and grants Fury.

  • Physical damage per hit: 5 / 15 / 25 / 35 / 45 (+ 75% AD)
  • Total Physical damage: 20 / 60 / 100 / 140 / 180 (+ 300% AD)

Fury Bonus: Ruthless Predator will strike his opponent 6 times, dealing 50% additional damage and increasing the stun duration to 3 seconds. Each hit still applies on-hit effects, but does not grant Fury.

  • Total Empowered damage: 30 / 90 / 150 / 210 / 270 (+ 450% AD)


Slice
RANGE: 900
COOLDOWN: 18 / 17 / 16 / 15 / 14
Slice

Active: Renekton dashes forward, dealing physical damage to enemies he hits along the way. If he hits a target he gains the ability to use Dice for 8 seconds.

  • Physical damage: 30 / 60 / 90 / 120 / 150 (+ 90% bonus AD)
Dice
RANGE: 900
Dice

Active: Renekton dashes forward, dealing physical damage to enemies he hits along the way.

  • Physical damage: 30 / 60 / 90 / 120 / 150 (+ 90% bonus AD)

Fury Bonus: Dice deals 50% additional damage and shreds the armor of targets hit for 8 seconds.

  • Empowered damage: 45 / 90 / 135 / 180 / 225 (+ 135% bonus AD)
  • Armor reduction: 30 / 40 / 50 / 60 / 70%


Dominus
COOLDOWN: 120
Dominus

Active: Renekton empowers himself with dark energies for 30 seconds, enlarging his size and gaining bonus health. While in this state, he deals magic damage each second to enemies within 350 range and generates 10 Fury per second.

  • Health Gain: 600 / 900 / 1200
  • Magic damage per second: 40 / 70 / 100 (+ 10% AP)
  • Maximum damage: 1200 / 2100 / 3000 (+ 300% AP)


Way of the Wanderer
Way of the Wanderer

Intent: Yasuo's critical strike chance is quadrupled, but the damage dealt by his critical strikes is reduced by 20% (50% on Steel Tempest).

Resolve: At maximum Flow, the next time Yasuo would take damage from a champion or monster he first converts his Flow into a shield that absorbs damage. After 3 seconds, if not already depleted, Yasuo loses all his Flow.


Steel Tempest
RANGE: See below
STATIC COOLDOWN: 5 / 4.75 / 4.5 / 4.25 / 4

Consecutive successful casts of Steel Tempest within 20 seconds form a chain.

Steel Tempest
First Active: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a 950-unit line. If cast while using Sweeping Blade, the area of effect is changed to a ~750-radius circle around Yasuo.
Gathering Storm
Second Active: Same as the first active.
Empowered Steel Tempest
Third Active: Yasuo brandishes his sword causing a whirlwind to tear forward in a ~1800-unit line, dealing physical damage and knocking airborne all enemies hit. If cast while using Sweeping Blade, the area of effect is changed to an ~750-radius circle around Yasuo. This active resets the chain.

Steel Tempest can critically strike, having a 50% damage penalty. Without any additional critical damage the bonus damage equals 50% of Yasuo's attack damage. Additionally, on-hit effects will be applied to the first enemy hit within 950-unit range. The cooldown and cast time of Steel Tempest is reduced based on Yasuo's bonus attack speed and unaffected by cooldown reduction.

  • Physical Damage: 20 / 40 / 60 / 80 / 100 (+ 100% AD)


Wind Wall
RANGE: 800
COOLDOWN: 26 / 24 / 22 / 20 / 18
Wind Wall

Passive: Yasuo generates a percentage of his maximum Flow whenever he uses Sweeping Blade.png Sweeping Blade in addition to the amount that is generated for the distance moved.

  • Flow: 6 / 12 / 18 / 24 / 30%

Active: Yasuo creates a gust of wind that travels forward to form a wall 800 units away from himself. The wall slowly drifts forward over 7.5 seconds, blocking all enemy projectiles with the exception of tower hits.

  • Wall Width: 600 / 700 / 800 / 900 / 1000


Sweeping Blade
RANGE: 950
STATIC COOLDOWN: 0.5 / 0.4 / 0.3 / 0.2 / 0.1
Sweeping Blade

Active: Yasuo dashes 950 units in the direction of the target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed.

  • Mark Duration: 10 / 9 / 8 / 7 / 6
  • Magic Damage: 70 / 90 / 110 / 130 / 150 (+ 60% AP)

Each cast increases the next dash's base damage by 50% for 10 seconds, up to 200% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that's already been marked.

  • Maximum Damage: 210 / 270 / 330 / 390 / 450 (+ 60% AP)


Last Breath
RANGE: 2400
COOLDOWN: 80 / 55 / 30
Last Breath

Active: Yasuo blinks to the nearest visible airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all airborne units within a 800-radius of his target in the air for 2 seconds while dealing physical damage to all of them. Once he lands, Yasuo gains 100% penetration to bonus armor for 30 seconds.

  • Physical Damage: 200 / 300 / 400 (+ 150% bonus AD)

Casting Last Breath will reset the chain on Steel Tempest.


So, would you want to play on this crazy gamemode (just for some fun) ?

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