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, and charge recharge time like Missile Barrage), cost and diminishing return (such as 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
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.
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Headbutt
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.
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Triumphant Roar
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.
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Unbreakable Will
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.
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Headshot
Caitlyn's basic attacks generate 2 stacks of Headshot. At 7 / 6 / 5 (based on level) 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
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.
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Yordle Snap Trap
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.
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90 Caliber Net
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%.
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Ace in the Hole
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.
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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
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.
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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.
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Moonfall
Active: Diana draws in all nearby enemies to her location, slowing them for 4 seconds afterwards.
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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.
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Adrenaline Rush
Dr. Mundo regains 0.3% of his maximum health each second.
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
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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.
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Masochism
Active: For 10 seconds, Dr. Mundo gains bonus attack damage plus additional attack damage for every 2% of his missing health.
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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.
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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
Active: Evelynn fires a line of spikes through a nearby enemy, dealing magic damage to all enemy units in its path.
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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.
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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.
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Ravage
Active: Evelynn slashes a target twice, dealing magic damage with each strike. Evelynn then gains bonus attack speed for 6 seconds.
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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.
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Evelynn siphons their pain, gaining a shield that grows in strength for each enemy champion hit and lasts up to 12 seconds.
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Dread
Enemy units within 2000 range have their magic resistance reduced by 20.
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.
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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.
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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.
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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.
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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
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.
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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.
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Active: Fizz's autoattacks are empowered for the next 10 seconds, dealing additional magic damage on-hit and applying Grievous Wounds for 6 seconds.
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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.
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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.
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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.
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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.
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Runic Skin
Galio gains 100% of his total magic resistance as ability power.
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.
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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.
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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.
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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.
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Martial Cadence
Jarvan IV's first attack on a target deals 6% / 8% / 10% (based on level) 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
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.
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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.
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Demacian Standard
Passive: Permanently grants Jarvan IV bonus armor and attack speed.
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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.
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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.
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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
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.
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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.
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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.
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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.
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Inspire
Active: Karma shields a target ally for 8 seconds and grants the target bonus movement speed for 3 seconds.
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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.
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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
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
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.
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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.
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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.
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Iron Will
Active: For 10 seconds, Lee Sin gains bonus life steal and spell vamp.
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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.
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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.
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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.
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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
Active: Leona's next basic attack will be a shield slam, dealing additional magic damage and stunning the target for 2.5 seconds.
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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.
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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.
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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.
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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
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).
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Ring of Frost
Active: Freezes an area around Lissandra, dealing magic damage to nearby enemies and rooting them for a short time.
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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.
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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.
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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
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.
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Whimsy
Active – On ally cast: Target allied champion gains 70% movement speed and bonus ability power for 10 seconds.
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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.
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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.
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Active – On enemy cast: Pix deals magic damage to target enemy unit. Pix then follows and grants vision of them for 12 seconds.
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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.
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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
Call of the Void
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.
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Null Zone
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.
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Malefic Visions
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.
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Nether Grasp
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.
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- Null Zone and 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
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.
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Twisted Advance
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.
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Sapling Toss
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.
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Vengeful Maelstrom
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.
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Staggering Blow
Nautilus's basic attacks deal an additional 2 + (6 × level) physical damage and root his target for 1 / 1.5 / 2 (based on level) seconds. This effect cannot trigger on the same target more than once every 12 seconds.
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
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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.
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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.
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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.
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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
Active: Pantheon hurls his spear at an enemy unit, dealing physical damage.
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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.
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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.
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Certain Death
Passive: Pantheon's autoattacks and Spear Shots gain 200% critical strike chance against targets below 30% of their max health.
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.
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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.
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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
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.
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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.
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Active: Poppy receives maximum stacks of Paragon of Demacia. Additionally, she gains increased movement speed for 10 seconds.
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Heroic Charge
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)
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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.
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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 (based on level) (+ 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
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.
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Active - Tag Team: Valor deals physical damage to all enemies in an area around himself and blinds them for 3 seconds.
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Heightened Senses
Passive: Attacking a Vulnerable target will grant Quinn bonus attack speed and flat movement speed for 6 seconds.
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Passive - Tag Team: Valor gains bonus attack speed.
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Vault
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.
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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.
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Tag Team
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.
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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.
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Reign of Anger
Renekton gains 100% more Fury from all sources while below half health.
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.
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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.
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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.
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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.
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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.
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Dice
Active: Renekton dashes forward, dealing physical damage to enemies he hits along the way.
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Fury Bonus: Dice deals 50% additional damage and shreds the armor of targets hit for 8 seconds.
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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.
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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
Consecutive successful casts of Steel Tempest within 20 seconds form a 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.
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Wind Wall
Passive: Yasuo generates a percentage of his maximum Flow whenever he uses Sweeping Blade in addition to the amount that is generated for the distance moved.
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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.
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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.
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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.
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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.
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Casting Last Breath will reset the chain on Steel Tempest.
So, would you want to play on this crazy gamemode (just for some fun) ?