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Pre-rework champs

Lykrast March 7, 2014 User blog:Lykrast

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Just for those who don't remember, weren't here yet or were so new at that time they didn't released what it truly was.

Say if I forgot someone.

Determined Killer
Determined Killer

Damage received from enemy minions (not including jungle monsters) is reduced by 50%.


Hate Spike
RANGE: 200
COST: 12 / 15 / 18 / 21 / 24 mana
COOLDOWN: 0.8
Hate Spike

Active: Instantly spikes the closest enemy unit dealing magic damage and 50% of that damage to a secondary nearby target.

  • Magic Damage (Main Target): 25 / 40 / 55 / 70 / 85 (+ 42% AP)
  • Magic Damage (Secondary Target): 12.5 / 20 / 27.5 / 35 / 42.5 (+ 21% AP)


Shadow Walk
COST: 60 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Dark Frenzy

Active: After 1.5 second delay (which is increased further by taking damage) Evelynn enters stealth for some time. Evelynn's next attack or damage ability will slow her target for 3 seconds, instantly ending her stealth. Evelynn can cast Shadow Walk while stealthed to destealth.

  • Stealth Maximum Duration: 10 / 20 / 30 / 40 / 50
  • Slow: 30 / 35 / 40 / 45 / 50%


Ravage
RANGE: 400
COST: 90 / 105 / 120 / 135 / 150 Mana
COOLDOWN: 9
Ravage

Active: Deals magic damage to target unit and reduces the target's armor and magic resistance for 5 seconds.

  • Magic Damage: 80 / 135 / 190 / 255 / 320 (+ 100% AP)
  • Armor & Magic Resistance Reduced: 10 / 14 / 18 / 22 / 26


Malice and Spite
COOLDOWN: 150 / 120 / 90
Malice and Spite

Passive: Each time Evelynn scores a kill or assist she regains health.

  • Health Restored: 150 / 225 / 300

Active: Evelynn gains attack speed and movement speed for 10 seconds. Malice and Spite's cooldown refreshes every time she kills a champion or on assists. It can be cast during Shadow Walk without destealthing and its bonuses won't stack if you cast the ability again.

  • Attack Speed: 25 / 50 / 75%
  • Movement Speed: 20 / 25 / 30%


Techmaturgical Repair Bots
RANGE: 1000
Techmaturgical Repair Bots

Heimerdinger grants himself, nearby allied H-28G Evolution Turrets, nearby allied structures and nearby allied champions 10 / 15 / 20 / 25 health regeneration per 5 seconds.


H-28G Evolution Turret
RANGE: 250
COST: 70 / 80 / 90 / 100 / 110 mana + 1 turret kit
COOLDOWN: 1
H-28G Evolution Turret

Active: Heimerdinger constructs a Turret that fires at nearby enemies, dealing magic damage with its attacks (half damage to towers and inhibitors). Heimerdinger stores enough parts for a new turret every 25 seconds, affected by cooldown reduction. Turrets disappear automatically when Heimerdinger dies. Turrets receive upgrades and transform with every ability rank.

  • TURRET HEALTH: 260 + (15 × level)
  • TURRET RANGE: 525
  • TURRET ATTACK SPEED: 1.25 (1.87 first 6 seconds)
  • SIGHT RADIUS: 625

  • Magic Damage: 30 / 38 / 46 / 54 / 62 (+ 20 AP)
  • Rank 1: Yellow turret
  • Rank 2: Green turret: reduces armor & magic resist by 1 for two seconds every hit (max 50)
  • Rank 3: Green turrets: max turrets increased to 2
  • Rank 4: Green turrets: gain an additional 125 health
  • Rank 5: Red turrets: now apply 50% splash damage


Hextech Micro-Rockets
RANGE: 1000
COST: 65 / 85 / 105 / 125 / 145 mana
COOLDOWN: 10
Hextech Micro-Rockets

Active: Heimerdinger fires long range rockets that target and deal magic damage to the 3 enemy units closest to him.

  • Magic Damage: 85 / 135 / 185 / 235 / 285 (+55% AP)


CH-1 Concussion Grenade
RANGE: 925
COST: 80 / 90 / 100 / 110 / 120 mana
COOLDOWN: 13 / 12 / 11 / 10 / 9
CH-1 Concussion Grenade

Active: Heimerdinger lobs a grenade at a target location, dealing magic damage and blinding to enemy units within 250 range. Enemies within 100 range are stunned for 1.5 seconds.

  • Magic Damage: 80 / 135 / 190 / 245 / 300 (+60% AP)
  • Blind Duration: 1 / 1.5 / 2 / 2.5 / 3
  • Projectile Speed: 750


UPGRADE!!!
COST: 90 mana
COOLDOWN: 120 / 105 / 90
UPGRADE!!!

Passive: Heimerdinger gains cooldown reduction.

  • Cooldown Reduction: 10 / 15 / 20%

Active: All active Evolution Turrets are healed for 100% of their maximum health. Also for the next 6 seconds all of his abilities are improved. His turrets turn blue and start to fire slowing frost shots. Newly created turrets also have this property. He now fires 5 Hextech Micro-Rockets instead of 3 and the missile speed on CH-1 Concussion Grenade is increased from 750 to 1000.

  • Turret Slow: 20 / 25 / 30%


Equipment Mastery
Relentless Assault

Jax's prowess with weapons and armor increase his fortitude as he gains equipment, granting him 300% of his bonus attack damage and 200% of his ability power as bonus health.


Leap Strike
RANGE: 700
COST: 65 mana
COOLDOWN: 13 / 11 / 9 / 7 / 5
Leap Strike

Active: Jax leaps towards a target. If it's an enemy, he strikes it with his weapon, dealing magic damage.

  • Magic Damage: 20 / 45 / 70 / 95 / 120 (+70% AP) (+100% total AD)


Empower
COST: 20 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5
Empower

Active: Jax charges his weapon with energy, causing his next autoattack or Leap Strike to deal additional magic damage. An autoattack may be used immediately after activating Empower.

  • Magic Damage: 60 / 95 / 130 / 165 / 200 (+40% AP) (+40% bonus AD)


Counter Strike
RANGE: 400
COST: 60 mana
COOLDOWN: 4.5
Counter Strike

Passive: Permanently increases Jax's dodge chance.

  • Dodge Chance: 10 / 12 / 14 / 16 / 18%

Active: Jax stuns surrounding enemies for 1 second and deals magic damage to them. Usable only within 7 seconds of dodging an attack.

  • Magic Damage: 80 / 110 / 140 / 170 / 200 (+60% AP)


Grandmaster's Might
COST: 80 mana
COOLDOWN: 60
Grandmaster's Might

Passive: Jax's basic attacks increase his attack speed for 2.5 seconds. This bonus stacks up to 10 times. Additionally, every third consecutive attack will deal bonus magic damage.

  • Attack Speed: 6 / 10 / 14%
  • Max Attack Speed: 60 / 100 / 140%
  • Magic Damage: 140 / 170 / 210 (+70% AP)

Active: Grants a magic resistance bonus for few seconds.

  • Magic Resistance: 20 / 35 / 50 (+100% dodge percent)
  • Duration: 5 / 6.5 / 8


Inner Flame
Inner Flame old

Karma gains up to 30 - 130 (based on level) ability power corresponding to her percentage of missing health.


Heavenly Wave
RANGE: 650
COST: 70 / 75 / 80 / 85 / 90 / 95 mana
COOLDOWN: 6
Heavenly Wave

Active: Karma damages enemies in a 65° arc.

  • Magic Damage: 70 / 110 / 150 / 190 / 230 / 270 (+ 60% AP)

Mantra bonus: In addition to damaging enemies, Heavenly Wave heals Karma and allies in the arc.

  • Heal: 35 / 55 / 75 / 95 / 115 / 135 + 5 (+2% per 100 AP) of ally's missing health


Spirit Bond
RANGE: 800
COST: 65 / 75 / 85 / 95 / 105 / 115 mana
COOLDOWN: 15 / 14 / 13 / 12 / 11 / 10
Spirit Bond

Active: Karma makes a 1000-range tether from herself to target unit for up to 5 seconds, gaining a movement speed bonus for the duration. A target ally gains the same movement speed bonus for the duration; a target enemy is slowed for the duration. Allies that touch the tether gain the same movement speed bonus for 3 seconds; enemies that touch the tether take damage and are slowed for 3 seconds. The tether breaks if the bonded target is stealthed.

  • Magic Damage: 80 / 125 / 170 / 215 / 260 / 305 (+ 70% AP)
  • Movement Speed Modifier: 10 / 12 / 14 / 16 / 18 / 20%

Mantra bonus: Spirit Bond applies double the normal movement speed modifier.

  • Mantra Modifier: 20 / 24 / 28 / 32 / 36 / 40%


Soul Shield
RANGE: 650
COST: 70 / 80 / 90 / 100 / 110 / 120 mana
COOLDOWN: 10
Soul Shield

Active: Target ally gains a shield that absorbs a certain amount of damage. The shield dissipates after 5 seconds if not already destroyed.

  • Shield: 80 / 120 / 160 / 200 / 240 / 280 (+ 80% AP)

Mantra bonus: In addition to shielding the target, Soul Shield damages enemies within 300 range upon casting.

  • Magic Damage: 80 / 120 / 160 / 200 / 240 / 280 (+ 80% AP)


Mantra
COST: 1 mantra charge
COOLDOWN: 0.25
Mantra old

Active: Karma's next ability within 8 seconds gains an additional effect. Karma can store up to 2 Mantra charges, gaining one every 30 / 25 / 20 seconds, affected by cooldown reduction. Mantra may be used twice in a row to affect the next two abilities. Mantra is available from level 1 and does not require skill points.


Void Stone
Void Stone

Kassadin takes 15% reduced magic damage after magic resistance reductions have been applied. Kassadin converts each point of this ignored damage into 1% bonus attack speed for 4 seconds. This bonus attack speed stacks indefinitely, with the duration refreshing each time Kassadin takes magic damage.


Null Sphere
RANGE: 650
COST: 70 / 75 / 80 / 85 / 90 Mana
COOLDOWN: 9
Null Sphere

Active: Kassadin fires an ethereal bolt of void energy at a single enemy, dealing magic damage and silencing the target for a short duration.

  • Magic Damage: 80 / 110 / 140 / 170 / 200 (+ 70% AP)
  • Silence Duration: 1 / 1.25 / 1.5 / 1.75 / 2


Nether Blade
COST: 25 Mana
COOLDOWN: 12
Nether Blade

Passive: Kassadin's melee attacks restore mana. This effect returns triple the mana when striking champions.

  • Mana Restored: 8 / 11 / 14 / 17 / 20
  • Mana Restored per champion hit: 24 / 33 / 42 / 51 / 60

Active: Kassadin's basic attacks deal bonus magic damage for 5 seconds.

  • Magic Damage: 30 / 45 / 60 / 75 / 90 (+ 30% AP)


Force Pulse
RANGE: 700
COST: 80 Mana
COOLDOWN: 6
Force Pulse

Passive: Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him, including his own spells. Active: Upon reaching 6 charges, Kassadin can emit a pulse of void energy, dealing magic damage and slowing enemies in a 80º cone in front of him for 3 seconds.

  • Magic Damage: 80 / 120 / 160 / 200 / 240 (+ 70% AP)
  • Slow: 30 / 35 / 40 / 45 / 50%


Riftwalk
RANGE: 700
COST: 100 Mana
COOLDOWN: 7 / 6 / 5
Riftwalk

Active: Kassadin uses his void powers to blink to a nearby location, creating a blast of void energy that deals magic damage to enemy units within 150 range of the destination area. Each subsequent Riftwalk in the next 8 seconds will cost 100 additional mana (but refunds 50% of the total mana cost when Riftwalk damages an enemy champion) and will deal additional damage. The cost and damage increase can stack up to 10 times.

  • Base Magic Damage: 80 / 100 / 120 (+ 80% AP)
  • Additional Damage Per Stack: 50 / 55 / 60 (+ 10% AP)


Unlike the others, I could not find most of the old icons...

Voracity
Voracity

After a kill or an assist, Katarina gains 25 gold and her cooldowns are reduced by 15 seconds.


Bouncing Blade
RANGE: 600
COST: No cost {{{costtype}}}
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
Bouncing Blade

Active: Katarina throws a dagger that will bounce from enemy to enemy, dealing magic damage. Each subsequent hit deals 10% less damage. The blade won't bounce to hit the same enemy more than once on the same cast.

  • Magic Damage: 60 / 95 / 130 / 165 / 200 (+ 35% AP) (+ 80% bonus AD)
  • Max Bounces: 1 / 2 / 3 / 4 / 5


Killer Instincts
COST: No cost {{{costtype}}}
COOLDOWN: 20 / 18 / 16 / 14 / 12
Killer Instincts

Active: Each of Katarina's autoattacks and abilities will deal extra damage per hit. This gives extra damage to each Bouncing Blade bounce and each Death Lotus dagger.

  • Bonus Damage: 8 / 12 / 16 / 20 / 24

Active: Katarina's next basic ability within 15 seconds will have a bonus effect:

Bouncing Blade: Deals full damage to every target it hits and applies 50% healing reduction for 5 seconds.

Shunpo: Katarina takes reduced damage from enemy attacks for 3 seconds.






  • Damage Reduction: 15 / 20 / 25 / 30 / 35%


Shunpo
RANGE: 700
COST: No cost {{{costtype}}}
COOLDOWN: 10 / 9 / 8 / 7 / 6
Shunpo

Active: Katarina moves to her target's location, appearing behind it. If the target is an enemy, she deals magic damage to the target.

  • Magic Damage: 80 / 120 / 160 / 200 / 240 (+ 75% AP)


Death Lotus
RANGE: 550
COST: No cost {{{costtype}}}
COOLDOWN: 60 / 55 / 50
Death Lotus

Active: Katarina channels for 3 seconds, throwing 30 daggers over the duration to the 3 closest enemy champions in a nearby area around her. Each enemy champion can be hit by a maximum of 10 daggers.

  • Magic Damage Per Dagger: 50 / 65 / 80 (+ 25% AP) (+ 50% bonus AD)
  • Maximum Damage to each Enemy: 500 / 650 / 800 (+ 80 / 120 / 160 / 200 / 240 from Killer Instincts) (+ 250% AP) (+ 500% bonus AD)


Again, no old icons.

Double Strike
Double Strike

After 7 basic attacks, Master Yi will strike his next target twice. The second strike triggers on-hit effects (including Double Strike's attack counter) and can critically strike.


Alpha Strike
RANGE: 600
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
Alpha Strike

Active Master Yi blinks to a target enemy, dealing magic damage to it and up to three other enemies within a small range of the target, with a 50% chance to deal additional damage to minions and monsters. Master Yi is untargetable for Alpha Strike's duration, appearing at the initial target's location after the effect ends.

  • Magic Damage: 100 / 150 / 200 / 250 / 300 (+ 100% AP)
  • Bonus Damage to Minions & Monsters: 260 / 320 / 380 / 440 / 500


Meditate
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 35
Meditate

Active: Master Yi channels for 5 seconds, gaining increased armor, health regeneration, and magic resistance while channeling.

  • Armor and Magic Resistance: 100 / 150 / 200 / 250 / 300
  • Heal per Second: 40 / 70 / 100 / 130 / 160 (+ 40% AP)
  • Maximum Heal: 200 / 350 / 500 / 650 / 800 (+ 200% AP)


Wuju Style
COST: 40 mana
COOLDOWN: 25 / 23 / 21 / 19 / 17
Wuju Style

Passive: Master Yi has increased attack damage while Wuju Style is off cooldown.

  • Passive Attack Damage: 15 / 20 / 25 / 30 / 35

Active: For 10 seconds, Master Yi has increased attack damage equal to double the passive bonus.

  • Active Attack Damage: 30 / 40 / 50 / 60 / 70


Highlander
COST: 100 mana
COOLDOWN: 75
Highlander

Active: For several seconds, Master Yi gains 40% increased movement speed, increased attack speed, and immunity to movement speed slows (but remains vulnerable to other forms of crowd control). Killing a champion during Highlander will restore all of Master Yi's cooldowns, and each assist during Highlander will restore half of his base cooldowns.

  • Attack Speed: 40 / 60 / 80%
  • Duration: 8 / 10 / 12


Again, some missing old icons.

Frost
Frost

Sejuani's basic attacks apply Frost for 3 seconds, slowing enemy movement speed by 10%.


Arctic Assault
RANGE: 700
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 19 / 17 / 15 / 13 / 11
Arctic Assault

Active: Sejuani charges forward, stopping the charge upon colliding with an enemy champion. Enemies in an area around Sejuani then take magic damage and have Frost applied to them. Arctic Assault will knock aside enemy minions and neutral monsters, clearing a path.

  • Magic damage: 60 / 90 / 130 / 170 / 210 (+ 40% AP)


Northern Winds
RANGE: 350
COST: 40 Mana
COOLDOWN: 10
Northern Winds

Active: Sejuani summons an arctic storm around her for 6 seconds, dealing magic damage each second to nearby enemies. Damage is increased by 50% against enemies affected by Frost or Permafrost.

  • Magic Damage per second: 12 / 20 / 28 / 36 / 44 (+ 10% AP) (+ 1 / 1.25 / 1.5 / 1.75 / 2% of Sejuani's max health)
  • Max Magic Damage: 72 / 120 / 168 / 216 / 264 (+ 60% AP) (+ 6 / 7.5 / 9 / 10.5 / 12% of Sejuani's max health)
  • Magic Damage per second to frosted targets: 18 / 30 / 42 / 54 / 66 (+ 15% AP) (+ 1.5 / 1.875 / 2.25 / 2.625 / 3% of Sejuani's max health)
  • Max Magic Damage to frosted targets: 108 / 180 / 252 / 324 / 396 (+ 90% AP) (+ 9 / 11.25 / 13.5 / 15.75 / 18% of Sejuani's max health)


Permafrost
RANGE: 1000
COST: 55 Mana
COOLDOWN: 11
Permafrost

Active: Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and decreasing their movement speed further for 3 seconds.

  • Magic Damage: 60 / 110 / 160 / 210 / 260 (+ 50% AP)
  • Slow: 30 / 40 / 50 / 60 / 70%


Glacial Prison
RANGE: 1150
COST: 100 Mana
COOLDOWN: 130 / 115 / 100
Glacial Prison

Active: Sejuani throws her weapon, stunning the first enemy champion hit for 2 seconds and all other enemies within 225 range for 1 second. All affected targets take magic damage and have Frost applied to them.

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


I thought there would be no old icon, I was partially wrong.

Fleet of Foot
Fleet of Foot

Sivir has an increased dodge chance by 10 / 15 / 20 / 25% while moving.


Boomerang Blade
RANGE: 1000
COST: 80 / 90 / 100 / 110 / 120 mana
COOLDOWN: 9
Boomerang Blade

Active: Sivir hurls her crossblade like a boomerang, dealing magic damage to the first unit and 20% reduced damage to each subsequent target (min 40% damage).

  • Magic Damage: 80 / 125 / 170 / 215 / 260 (+ 75% AP) (+ 100% bonus AD)
  • Maximum Magic Damage (Single Target): 144 / 225 / 306 / 387 / 468 (+ 135% AP) (+ 180% bonus AD)
  • Minimum Magic Damage: 32 / 50 / 68 / 86 / 104 (+ 30% AP) (+ 40% bonus AD)


Ricochet
COST: 6 mana per attack
Ricochet

Toggle: Sivir's basic attacks will bounce to additional target(s), dealing 25% less damage with each bounce. Only the first hit procs item effects.

  • Max Bounces: 1 / 2 / 3 / 4 / 5
  • Bounce Range: 450


Spell Shield
COST: 75 mana
COOLDOWN: 22 / 19 / 16 / 13 / 10
Spell Shield

Active: Creates a magical barrier which blocks a single enemy ability used on Sivir. Lasts up to 3 seconds. If an ability is blocked by the shield, Sivir regains 150 mana.


On The Hunt
RANGE: 1200
COST: 100 mana
COOLDOWN: 90
On The Hunt

Active: Grants Sivir and nearby allies a boost of 25% movement speed for 15 seconds. In addition, for the next 15 seconds, Sivir receives bonus attack speed, and an aura that gives nearby allied champions an attack speed bonus.

  • Self Attack Speed: 30 / 60 / 90%
  • Ally Attack Speed: 10 / 20 / 30%


Energize
Energize

Each basic attack reduces Skarner's ability cooldowns by 0.5 seconds. The effect is doubled when attacking enemy champions. Attacking structures will not trigger Energize.


Crystal Slash
RANGE: 350
COST: 20 / 22 / 24 / 26 / 28 mana
COOLDOWN: 3.5
Crystal Slash

Active: Skarner deals physical damage to all enemies within range. If he hits any enemies, using Crystal Slash again within 5 seconds deals bonus magic damage and slows all enemies hit for 2 seconds.

  • Physical damage: 25 / 40 / 55 / 70 / 85 (+ 80% bonus AD)
  • Bonus magic damage: 24 / 36 / 48 / 60 / 72 (+ 40% AP)
  • Slow: 20 / 25 / 30 / 35 / 40%


Crystalline Exoskeleton
COST: 60 mana
COOLDOWN: 18
Crystalline Exoskeleton

Active: Skarner gains a shield that absorbs a certain amount of damage. The shield dissipates after 6 seconds if not already destroyed. While the shield is active, Skarner gains increased movement speed and attack speed.

  • Shield: 70 / 115 / 160 / 205 / 250 (+ 60% AP)
  • Attack speed: 30 / 35 / 40 / 45 / 50%
  • Movement speed: 15 / 17 / 19 / 21 / 23%


Fracture
RANGE: 800
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 10
Fracture

Active: Skarner deals magic damage to all enemies in a line and marks them for 6 seconds. If Skarner damages a marked target (consuming the mark) or Fracture kills an enemy, Skarner heals himself. Each heal after the first heals half of the previous trigger until Fracture is used again.

  • Magic Damage: 80 / 120 / 160 / 200 / 240 (+ 70% AP)
  • Heal: 30 / 45 / 60 / 75 / 90 (+ 30% AP)
  • Max Heal: 60 / 90 / 120 / 150 / 180 (+ 60% AP)
  • Missile width: 120
  • Missile speed: 1800


Impale
RANGE: 350
COST: 100 / 125 / 150 mana
COOLDOWN: 130 / 120 / 110
Impale

Active: Skarner suppresses a target enemy champion for 1.75 seconds, dealing magic damage to the targeted champion. For the duration, Skarner can move freely and will drag his victim around with him. At the end of the suppression, the target takes the same damage again.

  • Magic damage: 100 / 150 / 200 (+ 50% AP)
  • Total damage: 200 / 300 / 400 (+ 100% AP)


He was manaless at that time.

Battle Fury
Battle Fury

Tryndamere has a base 10% critical strike chance and it increases by 4% per 10% health he is missing.


Bloodlust
COOLDOWN: 12 / 11 / 10 / 9 / 8
Bloodlust

Passive: Whenever Tryndamere kills a unit or critically strikes, he gains a bloodlust stack. For each stack he has, he receives 5 attack damage and increased critical strike damage. You can have up to 8 stacks. The stacks are lost upon 15 seconds of not earning one. Killing a unit or critically striking with no stacks makes him receive 2 stacks instead of 1.

  • Critical Damage per stack: 1.5 / 2.25 / 3 / 3.75 / 4.5%
  • Maximum Critical Damage: 12 / 18 / 24 / 30 / 36%

Active: Tryndamere consumes all of his Bloodlust stacks, restoring health.

  • Heal: 10 / 20 / 30 / 40 / 50 per stack (+ 150% AP)
  • Maximum Heal: 80 / 160 / 240 / 320 / 400 (+ 150% AP)


Mocking Shout
RANGE: 400
COST: 25 health
COOLDOWN: 14
Mocking Shout

Active: Decreases surrounding champions' physical damage, and enemies with their backs turned also have their movement speed reduced. Lasts 4 seconds.

  • Attack Damage Reduction: 20 / 40 / 60 / 80 / 100
  • Slow: 30 / 37.5 / 45 / 52.5 / 60%


Spinning Slash
RANGE: 660
COST: 40 / 50 / 60 / 70 / 80 health
COOLDOWN: 9
Spinning Slash

Active: Tryndamere spins through his enemies, dealing magic damage to enemies in his path. The cooldown is reduced by 2 seconds whenever Tryndamere critically strikes.

  • Magic Damage: 40 / 90 / 140 / 185 / 240 (+ 50% total AD) (+ 100% AP)
  • Spin radius: 225


Undying Rage
COOLDOWN: 110 / 100 / 90
Undying Rage

Active: Tryndamere becomes immune to death for 5 seconds and his health cannot go below 1 health. During this time, his abilities have no cost and he gains Bloodlust stacks. This move is usable even when stunned, silenced or suppressed.

  • Bloodlust Stacks: 4 / 6 / 8


He was reworked in the patch that added Ezreal Ezreal if you wonder.

Second Sight
RANGE: Global?
Loaded Dice

Twisted Fate grants the Second Sight to his allies, increasing their chance to critically hit with basic attacks by 3 / 4 / 5%.


Wild Cards
RANGE: Unknown
COST: 50 / 65 / 80 / 95 / 110 mana
COOLDOWN: 5
Wild Cards

Active: Twisted Fate fires 3 cards forward in front of Twisted Fate in a narrow cone, damaging everything in their way and passing through targets.

  • Magic damage: 60 / 120 / 180 / 240 / 300 (+ 60% AP)


Pick A Card
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 5
Pick A Card

Active: Random cards flash over Twisted Fate's head one at a time - blue, then red, then gold. When he uses the ability again, he picks the current card over his head, and the card picked gives a special effect to the attack.

Blue Card
Blue Card

Blue causes bonus damage and let you pick another card.

  • Bonus Magic damage: 20 / 30 / 40 / 50 / 60
Red Card
Red Card

Red causes area of effect slow and bonus damage. Slow duration and strength unknown.

  • Bonus Magic damage: 25 / 50 / 75 / 100 / 125 (+ 40% AP)
  • Radius: 200
Gold Card
Gold Card

Gold causes area of effect stun and bonus damage. Stun duration unknown.

  • Bonus Magic damage: 40 / 80 / 120 / 160 / 200 (+ 40% AP)
  • Radius: 200


Gate
COST: 80 / 70 / 60 / 50 / 40 mana
COOLDOWN: 135 / 120 / 105 / 90 / 75
Gate

Active: Twisted Fate opens a portal in time that allows him to teleport to any location on the map and makes the area visible before transporting there. It has a delay of 3 seconds and it can be reduced to 1.5 seconds if Destiny is active.


Destiny
RANGE: Global
COST: 150 mana
COOLDOWN: 130 / 110 / 90
Destiny

Active: Twisted Fate reveals all enemy champions (including stealthed champions) and slows their movement speed by 45% for a few seconds. Destiny also causes Gate to channel twice as fast while it is up.

  • Duration: 4 / 5 / 6


Only old icon is the old ability.

Deadly Venom
Deadly Venom

Twitch's attacks infect the target with Deadly Venom, which deals 2.5 / 5 / 7.5 / 10 true damage each second, stacking up to 6 times, and lasting up to 6 seconds.


Ambush
COST: 60 mana
COOLDOWN: 11
Ambush

Active: After 1.25 seconds, Twitch becomes stealthed. If Twitch attacks or casts a spell while stealthed, he loses stealth but gains bonus attack speed. This attack speed bonus has duration equal to double the amount of time Twitch was stealthed before attacking, to a maximum duration of 10 seconds.

  • Maximum Duration: 10 / 20 / 30 / 40 / 50
  • Attack Speed: 30 / 40 / 50 / 60 / 70%


Debilitating Poison
RANGE: 1200
COST: 80 mana
COOLDOWN: 8
Debilitating Poison

Active: Slows nearby enemy champions by 30%, plus 6% per stack of Deadly Venom applied to them. Adding more Deadly Venom stacks after the slow is applied will further reduce their speed.

  • Duration: 2 / 2.6 / 3.2 / 3.8 / 4.4


Expunge
RANGE: 1200
COST: 90 mana
COOLDOWN: 8
Expunge

Active: Deals magic damage to each nearby poisoned enemy, plus additional damage per stack of Deadly Venom applied to them. All stacks of Deadly Venom are removed from the targets.

  • Base Magic Damage: 30 / 60 / 90 / 120 / 150 (+ 100% AP)
  • Bonus Damage per Stack: 20 / 30 / 40 / 50 / 60
  • Max Magic Damage: 150 / 240 / 330 / 420 / 510 (+ 100% AP)


Spray and Pray
COST: 150 mana
COOLDOWN: 105 / 90 / 75
Spray and Pray

Active: Twitch's basic attacks become piercing skill shots that deal 100% of his attack damage and apply on-hit effects to all enemies in a line. This ability lasts for a maximum number of attacks or after 12 seconds. While active, Twitch is granted additional attack damage and has increased attack range.

  • Maximum Shots: 5 / 6 / 7
  • Attack Damage: 15 / 25 / 35
  • New Attack Range: 875


Ascended Form
Ascended Form

Xerath feeds on arcane power, becoming increasingly resilient to physical harm and gaining bonus armor equal to 15% of his ability power.


Arcanopulse
RANGE: 900/1300
COST: 65 / 70 / 75 / 80 / 85 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
Arcanopulse

Active: After gathering energy for 0.5 seconds, Xerath fires a long-range beam that deals magic damage to all enemies in a line.

  • Magic Damage: 75 / 115 / 155 / 195 / 235 (+ 60% AP)


Locus of Power
COOLDOWN: 20 / 16 / 12 / 8 / 4
Locus of Power

Active: Xerath immobilizes himself at his location, increasing the range of his spells by 400 and gaining bonus magic penetration. This lasts up to 8 seconds but can be canceled early by reactivating the ability. When the effect ends, Xerath gains 35% increased movement speed for 2 seconds.

  • Bonus Magic Penetration: 16 / 22 / 28 / 34 / 40%


Mage Chains
RANGE: 600/1000
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Mage Chains

Active: Xerath deals magic damage to an enemy and marks them with Unstable Magic for 3 seconds. Unstable Magic will trigger if a marked enemy is hit by one of Xerath's spells, stunning them for 1.5 seconds.

  • Magic Damage: 70 / 120 / 170 / 220 / 270 (+ 80% AP)


Arcane Barrage
RANGE: 900/1300
COST: 150 / 180 / 210 mana
COOLDOWN: 80 / 70 / 60
Arcane Barrage

Active: Xerath calls down a blast of arcane energy, which strikes after a 0.5 second delay dealing magic damage to enemies within a 200-radius. Can be re-cast up to two more times in the next 12 seconds.

  • Magic Damage Per Blast: 125 / 200 / 275 (+ 60% AP)
  • Max Single Target Damage: 375 / 600 / 825 (+ 180% AP)


Tireless Warrior
Challenge

Xin Zhao is healed for 25 - 65 (based on level) for every 3 attacks that he lands.


Three Talon Strike
COST: 30 mana
COOLDOWN: 10
Three Talon Strike

Active: Xin Zhao prepares to unleash a fearsome combo, causing his next 3 standard attacks to deal bonus damage with the final attack knocking his opponent into the air.

  • Bonus Physical Damage: 15 / 30 / 45 / 60 / 75
  • Total Bonus Damage: 45 / 90 / 135 / 180 / 225


Battle Cry
COST: 35 mana
COOLDOWN: 24 / 22 / 20 / 18 / 16
Battle Cry

Passive: Xin Zhao has passively increased attack speed.

  • Passive Attack speed: 20 / 25 / 30 / 35 / 40%

Active: Xin Zhao unleashes a battle cry, doubling his passive attack speed for 5 seconds and causing his standard attacks during this time to reduce all of his other abilities' cooldowns by 1 second.

  • Active Attack speed: 40 / 50 / 60 / 70 / 80%


Audacious Charge
RANGE: 600
COST: 70 mana
COOLDOWN: 16 / 15 / 14 / 13 / 12
Audacious Charge

Active: Xin Zhao charges an enemy, dealing magic damage and slowing all enemies in a 225-radius area for 1.5 seconds.

  • Magic damage: 70 / 110 / 150 / 190 / 230 (+ 40% AP)
  • Slow: 20 / 25 / 30 / 35 / 40%


Crescent Sweep
RANGE: 375
COST: 100 mana
COOLDOWN: 75
Crescent Sweep

Active: Xin Zhao executes a fierce spear sweep on targets around him, dealing physical damage. His armor and magic resistance are boosted for 6 seconds by 25 plus a bonus per enemy champion hit.

  • Physical Damage: 125 / 225 / 325 (+ 15% of enemies' current health)
  • Armor and Magic Resist per Champion hit: 7 / 10 / 13
  • Max Armor / Magic Resist Bonus: 60 / 75 / 90


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