Hello Summoner, I made a new custom game mode for League of Legends: at the start of the game, instead of choosing a champion, you must first choose their abilities (from different champions, you can also mix them) and only afterwards would you pick your champion. It's simple.

Example
Note: Cooldowns and mana still apply

So, I want to hear other's interest and comments if it is enjoyable. What do you say? But vefore commenting, you must first build a champion like I did above.

Nerfed Skills

  • Avatar: Choosing an avatar will become melee or ranged based on the champ chosen. Default source gague is mana this will only change on passive draft.
  • Stun Mania: A global debuff which a costumed champion which has 3 or more skill (including passive) that has a capability of stun, the duration of each spell is reduced by 40%.
  • Anti-slow motion: A global debuff which a costumed champion which has 3 or more skill (including passive) that has a capability of slow, the duration of each spell is reduced by 30% and effect is reduced by 25%.
  • No-Scope Attack: The attack range buff cannot stack to the spell which has the same effect that can increase the range. The effect will be replaced by the new one the old buff effect. Passive and Ultimate are not affected by this debuff.

Legend

  • Compatible: Means this skill is compatible in champion in range or melee.
  • NT: Needs transformation of appearance of based champion on winding up the spell.

Animation

Since we are mixing the spells, there are such unique animations that are performed by other spells like caitlyn's ultimate it does sniping animation, Jarvan's Q it has an animation of extending of lance, and etc. How about it?, try to imagine example: my avatar is ezreal then my ultimate caitlyn's Ace in the Hole. The animation would be, it will transform into caitlyn on winding up some animation then goes back to ezreal avatar after successful use. But some animation like less unit motion, for example: cassiopeia's Q, Ezreal's Q, Jarvan's W, Ahri's Q, and etc.,will be considered as no such transformation. Look for Costumed Skills on which type of spell are to be transformed into such animation.

Costumed Skills

Aatrox

  • Blood Well Blood Well: After choosing blood well, all of his spell cost will use health but for skills which does not use any type of cost is still does not proc health cost. Health cost are 4 / 6 / 8% of their present health. Compatible.
  • Dark Flight Dark Flight: Damage and effect does not change. Mana:100 or Energy:60. Compatible.
  • Blood Thirst Blood Thirst/Blood Price Blood Price: Damage and effect does not change. Blood Cost in Blood Price still proc on any use. Compatible in melee or range.
  • Blades of Torment Blades of Torment: Damage and Effect does not change. Mana:60 or Energy:50. Compatible.
  • Massacre Massacre: Damage and effect does not change. Still gain additional attack range, but any other type of attack range buff are not Stackable and it will be replaced by new Attack range buff since it is too Over Powered to consider in a game. Mana:100 or Energy:75. Compatible.

Ahri

  • Essence Theft Essence Theft: Still intact on its effect. Physical or Magic damage spell proc on hit to every unit hit. Compatible.
  • Orb of Deception Orb of Deception: Damage, Effect and Mana cost does not change, but using energy it costs: Energy:45. Compatible.
  • Fox-Fire Fox-Fire: Since, during choosing of skills this kind of spell has less pick rate I will increase the range into 700 units. Energy:40. Compatible.
  • Charm Charm: Damage, Effect and Mana cost does not change but if using energy: Energy:50. Compatible.
  • Spirit Rush Spirit Rush: Damage, Effect and Cost does not change but using energy: Energy: 80. Compatible.

Akali

  • Twin Disciplines Twin Disciplines: Choosing this passive his source gague becomes energy. Passive Effect does not change. Compatible.
  • Mark of the Assassin Mark of the Assassin: Damage, effect and energy cost does not change, but using mana: Mana: 85. Compatible. This skill can also be triggered by surrounding damage type skill like Zed's E.
  • Twilight Shroud Twilight Shroud: Effect and cost does not change, but using mana: Mana:100. Compatible.
  • Crescent Slash Crescent Slash: Damage, Effect and cost does not change, but using mana: Mana: 75. Compatible. Due to low pick rate, this skill can proc on hit effect and does critically strike.
  • Shadow Dance Shadow Dance: Damage, Effect and cost does not change, but using mana: Mana: 80. Comaptible.

Alistar

  • Trample Trample: Damage is been doubled the amount. On melee champ only.
  • Pulverize Pulverize: Damage, effect and cost does not change but using energy: Energy: 75. compatible.
  • Headbutt Headbutt: Damage and effect does not change and cost, but using energy: Energy:60.compatible.
  • Triumphant Roar Triumphant Roar: Damage, heal and cost does not change, but using energy: Energy:20.compatible.
  • Unbreakable Will Unbreakable Will: effect and cost does not change, but using energy: energy: 100. on melee only.

Amumu

  • Cursed Touch Cursed Touch: Effect does not change. comaptible.
  • Bandage Toss Bandage Toss: Damage and effect and cost does not change, but using energy: Energy:65.compatible.
  • Despair Despair: Damage, effect and cost does nit change, but using energy: Energy:8. on melee only.
  • Tantrum Tantrum: Damage and cost does not change but the passive effect which is block damage is been doubled the effect when health is 50% and below. When using energy: Energy:50. compatible
  • Curse of the Sad Mummy Curse of the Sad Mummy: Damage, effect and cost does not change, but using energy:Energy: 90. compatible.

Anivia

  • Rebirth Rebirth: effect does not change. compatible.
  • Flash Frost Flash Frost: damage, effect and cost does not change, but using energy: Energy:65. compatible.
  • Crystallize Crystallize: effect and cost does not change, but using energy: Energy:55. compatible.
  • Frostbite Frostbite: Damage and cost does not change, but using energy: Energy:50.compatible. Due to low pick rate it proc the double damage on slowed units.
  • Glacial Storm Glacial Storm: damage, effect and cost does not change, but using energy: Energy: 8. compatible.

Annie

  • Pyromania Pyromania: effect does not change. Does not affected by stun mania. But for spell that has 2.5 second and less cooldown does not proc this passive like Karthus' Q, too overpowered to consider but if choosing karthus' Q it will only count as one after casting Lay waste for 3 times. It will also proc on first cast only like Riven's Q. compatible.
  • Disintegrate Disintegrate: damage, effect and cost does not change, but using energy: Energy:40. due to low pick rate range is increased into 700. compatible.
  • Incinerate Incinerate: damage, effect and cost does not change, but using energy: Energy: 45. due to low pick rate range is increased into 700. compatible.
  • Molten Shield Molten Shield: effect and cost does not change, but using energy: Energy: 45. any type of unit summoning, summoned unit will also gain this effect. compatible.
  • Summon- Tibbers Summon Tibbers: damage, effect and cost does not change, but using energy: Energy: 95. compatible.

Azir

  • Shurima's Legacy Shurima's Legacy: effect does not change. compatible.
  • Conquering Sands Conquering Sands: damage, effect and cost does not change but, using energy: Energy:65. This skill has a little improvisation, using this skill without using Arise! spell (azir's W) it will instantly summon in front and it will be considered as a skillshot at first. Sand soldier still do auto-attack varying on level. compatible.
  • Arise! Arise!: Summon a sand soldier in 600 range due to low pick rate. This skill still damage a turret, but on summoning a sand soldier in area it deal same amount on turret which damage vary on level. (see Arise! in Azir's page). compatible. Cost are still but using energy: Energy:25.
  • Shifting Sands Shifting Sands: Summon a sand soldier in the range of 450 then dash toward the summoned unit. Dealing same amount of damage and effect but using energy as cost: Energy: 40. comaptible. sand soldier still auto-attack.
  • Emperor's Divide Emperor's Divide: Damage, effect and cost are same but using energy: Energy: 75. compatible.

Ashe

  • Focus Focus: Effect does not change. Compatible.
  • Frost Shot Frost Shot: Effect does not change. Energy:5 per shot. Compatible.
  • Volley Volley: Damage, effect and cost are same but using an energy: Energy:75. Compatible. Due to low pick rate it will apply 50% slow over 2 second and it will pierce to all unit it encounter.
  • Hawkshot Hawkshot: This skill is now on global cast and its passive will gain 4 / 6 / 8 gold per killing a unit, triples if champion kills. compatible.
  • Enchanted Crystal Arrow Enchanted Crystal Arrow: Damage, effect and cost are same but using energy: Energy:80. Compatible.

Bard

  • Traveler's Call Traveler's Call: Effect and damage are not changed. On ranged only.
  • Cosmic Binding Cosmic Binding: Damage, effect and cost are not changed, but using energy: Energy: 55. Compatible.
  • Caretaker's Shrine Caretaker's Shrine: Effect and cost are not changed, but using energy: Energy: 85. Compatible.
  • Magical Journey Magical Journey: Effect and cost are not changed, but using energy: Energy:30. Compatible.
  • Tempered Fate Tempered Fate: Effect and cost are not changed, but using energy: Energy:75. Compatible.

Blitzcrank

  • Mana Barrier Mana Barrier: Effect does not changed but using energy, fury, heat or other second gauge source. Shield is equal to +100 (+20 per level).
  • Rocket Grab Rocket Grab: Damage, effect and cost does not changed, but using energy: Energy: 80. Compatible. NT.
  • Overdrive Overdrive: Effect and cost does not changed, but using energy: Energy: 45. Compatible.
  • Power Fist Power Fist: Damage, effect and cost does not changed, but using energy: Energy: 30. On melee only.
  • Static Field Static Field: Damaged, effect and cost are not changed, but using energy: Energy: 60. Compatible.

Brand

  • Blaze Blaze: Damage and effect are not changed. But all spells which are in physical damage are not proc this effect.
  • Sear Sear: Damage, effect and cost are not changed, but using energy:Energy:45. This skill can also stun a unit under a spell which damages over time like poison, burn and etc. It also proc the stun effect to the unit under the Damage per Second type of skill like anivia's ultimate, morgana's W, Fiddlestick's Ultimate and etc. Compatible.
  • Pillar of Flame Pillar of Flame: Damage, effect and cost are not changed, but using energy:Energy:50. This skill can also increase the damage to a unit under a spell which damages over time like poison, burn and etc. It also proc the increase damage effect to the unit under the Damage per Second type of skill like anivia's ultimate, morgana's W, Fiddlestick's Ultimate and etc. Compatible.
  • Conflagration Conflagration: Damage, effect and cost are not changed, but using energy: Energy:50. This skill can have a spreading effect if a unit under a spell which damages over time like poison, burn and etc. It also proc the spread effect to the unit under the Damage per Second type of skill like anivia's ultimate, morgana's W, Fiddlestick's Ultimate and etc. Compatible.
  • Pyroclasm Pyroclasm: Damage, effect and cost are not changed, but using energy: Energy: 75. This skill can have a prioritizing effect if a unit under a spell which damages over time like poison, burn and etc. It also proc the prioritizing effect to the unit under the Damage per Second type of skill like anivia's ultimate, morgana's W, Fiddlestick's Ultimate and etc. Compatible.

Braum

  • Concussive Blows Concussive Blows: Damage and effect are not changed. On melee only.
  • Winter's Bite Winter's Bite: Damage and effect does not changed, but using energy:Energy:45. Compatible.
  • Stand Behind Me Stand Behind Me: Effect and cost does not changed, but using energy:Energy:45. Compatible.
  • Unbreakable Unbreakable: Effect and cost are not changed, but using energy:Energy:40. Compatible. But this skill is not compatible to mix this spell and Yasuo's Wind Wall, since it is too much over powered in customizing a super tanky champion.
  • Glacial Fissure Glacial Fissure: Damage, Effect and cost are not changed, but using energy: Energy: 75. Compatible. Due to low pick rate the ranged is increased into 1750 and missile speed is double then knock up are evenly affected by 1.5 seconds.

Caitlyn

  • Headshot Headshot: Damage and effect are not changed. Compatible.
  • Piltover Peacemaker Piltover Peacemaker: Damage, effect and cost are not change, but using energy:Energy:55. Compatible.
  • Yordle Snap Trap Yordle Snap Trap: Damage, effect and cost are not changed, but using energy:Energy:100. Compatible. Due to low pick rate it can create a trap for up to 8 times.
  • 90 Caliber Net 90 Caliber Net: Damage, effect and cost are not changed, but using energy:Energy:45. Compatible. Due to low pick rate the slow are increased into 80%.
  • Ace in the Hole Ace in the Hole: Damage, effect and cost are not cahnged, but using energy:Energy:85. Compatible. NT.

Cassiopeia

  • Aspect of the Serpent Aspect of the Serpent: This spell has changes about stack gain. Every damage dealt to champion, killed a unit, every 5 second and hitting a champion once in every 5 second will gain a stack. And the effect 100 stacks is been changed which gain 5% bonus ability power then heal him/her with same amount of heal for every unit killed as a killing blow using any kind of costumed magical spell.
  • Noxious Blast Noxious Blast: Damage, effect and cost are not changed but using energy: Energy: 55. Due to low pick rate this skill has no cast delay. Compatible.
  • Miasma Miasma: Damage, effect and cost are not changed, but using energy:Energy: 55. Compatible.
  • Twin Fang Twin Fang: Damage and cost are not changed, but using energy:Energy: 15. Compatible. The effect of this skill is changed which damaging a unit with any type of costumed/mixed spell will apply mark to the unit for 3 second which damaging a unit will reduce this skill's cooldown into 0.5 second. Killing a unit restore mana, but if it is energy:Energy:5. This will also change the mark on the unit after performing twin fang to the target, in which this will trigger on the next release of spell amplifying the next spell damage by 30%.
  • Petrifying Gaze Petrifying Gaze: Damage, effect and cost are not changed, but using energy:Energy:80.Compatible.

Cho'Gath

  • Carnivore Carnivore: Amount and effect are not changed but the gain mana are not applied to such second gauge source which is energy, fury and etc.
  • Rupture Rupture: Damage, effect and cost are not changed but using energy:Energy:80.compatible.
  • Feral Scream Feral Scream: Damage, effect and cost are not changed but using energy:Energy:65.compatible.
  • Vorpal Spikes Vorpal Spikes: Damage and effect are not changed. Due to low pick rate damage will become 40 / 60 / 80 / 100 / 120(+35% AP). On melee only.
  • Feast Feast: Damage and effect are not changed but using energy:Energy:60. Compatible.

Corki

  • Hextech Shrapnel Shells Hextech Shrapnel Shells: Effect and amount not changed. Compatible.
  • Phosphorus Bomb Phosphorus Bomb: Damage, effect and cost are not changed, but using energy:Energy:45. Compatible. Due to low pick rate missile speed is increase into by double then AOE range is 275-range.
  • Valkyrie Valkyrie: Damage, Effect and cost are not changed, but using energy:Energy:50. Compatible. Its animation would be dash if the avatar is not corki.
  • Gatling Gun Gatling Gun: Damage, effect and cost are not changed, but using energy:Energy:35. Compatible. Due to low pick rate armor reduction is increased by double the amount.
  • Missile Barrage Missile Barrage: Damage, effect and cost are not changed, but using energy:Energy:10. Compatible. Due to low pick rate the static cooldown is reduced into 1 second.

Darius

  • Hemorrhage Hemorrhage: Damage and effect are not changed. Compatible.
  • Decimate Decimate: Damage and effect are not changed, but using energy:Energy:40. NT. On melee only. Due to low pick rate this skill can critically strikes to the unit having 50% and below maximum health, which criticall strike deal 150% of skill's amount of damage.
  • Crippling Strike Crippling Strike: Damage effect are not chnaged, but using energy:Energy:40. Compatible.
  • Apprehend Apprehend: Effect and cost are not changed, btu using energy:Energy:45. Compatible.
  • Noxian Guillotine Noxian Guillotine: Damage, effect and cost are not changed, but using energy:Energy:60. On melee only. On animation it will be a critical strike animation of chosen avatar.

Diana

  • Moonsilver Blade Moonsilver Blade: Damage are not changed. On melee only.
  • Crescent Strike Crescent Strike: Damage and cost are not changed, but using energy:Energy:35. Compatible. But the effect of this skill is changed which it still apply mark, but in ranged, attacking a marked unit will reduce this skill's cooldown by 35% of cooldown amount and in melee would be 50%.
  • Pale Cascade Pale Cascade: Damage and cost are not changed, but using energy:Energy:45. Compatible. Due to low pick rate when all of the sphere detonate the cooldown is reduced by 40%.
  • Moonfall Moonfall: Effect and cost are not changed, but using energy:Energy:50. Due to low pick rate this skill will deal 30 / 40 / 50 / 60 / 70(+40% AP). Compatible.
  • Lunar Rush Lunar Rush: Damage and Cost are not changed, but using energy:Energy:55. Compatible. This skill now has secret passive which Q, W or E can apply vision to it, it is randomly placed the effect to offensive spells. Which targeting a marked unit with vision will refresh this skill's cooldown but if there is a Cresent Strike it performs on normally.

Dr. Mundo

  • Adrenaline Rush Adrenaline Rush: Effect and amount are not changed. Due to low pick rate, the regeneration amount will increase the amount by 100% or doubled it after hitting a champion with any spell. This will stack for up to 300% or simply quadruples the amount of regeneration in over 5 seconds.
  • Infected Cleaver Infected Cleaver: Damage,effect and cost are not changed. But due to low pick rate the damage will heal him by 50% if it is champion hit. Compatible.
  • Burning Agony Burning Agony: Damage, effect and cost are not changed. But due to low pick rate the health cost will serve as a shield after toogle off which shield last in over 3 second. Compatible.
  • Masochism Masochism: Damage and effect and cost are not changed. Compatible.
  • Sadism Sadism: Effect and cost are not changed. COmpatible.

Draven

  • League of Draven League of Draven: Effect are changed on gaining a stack, a champion will only gain a stack after killing a unit or structures, deal damage by auto-attack to unit in every 4 second, and hitting a target unit with his skill by 1 in area type, 2 in colliding skillshot, 1 in piercing skillshot, 1 in conic target and 1 in target type skill. Compatible.
  • Spinning Axe Spinning Axe: Damage, effect and cost are not changed but using energy:Energy:35. In ranged only. There is a little change of animation which next attack only will release Draven's Axe but next attack which are not amplified by this attack are not in axe animation.
  • Blood Rush Blood Rush: Damage and cost are not changed but using energy:Energy:30. Compatible. But the effect is gain an additional of effect which this skill will also refreshed if striking the same unit thrice.
  • Stand Aside Stand Aside: Damage, effect and cost are not changed but using energy:Energy:45. Compatible.
  • Whirling Death Whirling Death: Damage and cost are not changed but using energy:Energy:75. Compatible. NT.

Evelynn

  • Shadow Walk Shadow Walk: Effect does not change but when the gauge is energy, energy double up the regeneration amount. Compatible.
  • Hate Spike Hate Spike: Damage and cost does not change but using energy:Energy:15. Compatible. Due to low pick rate this skill will deal 20% more damage to champion units.
  • Dark Frenzy Dark Frenzy: Effect does not change. Compatible.
  • Ravage Ravage: Damage and cost does not change, but using energy:Energy:45. On melee only.
  • Agony's Embrace Agony's Embrace: Damage and effect does not change but using energy:Energy:80. Compatible.

Ezreal

  • Rising Spell Force Rising Spell Force: Effect does not change. Compatible.
  • Mystic Shot Mystic Shot: Damage and cost does not change, but using energy:Energy:25. COmpatible.
  • Essence Flux Essence Flux: Damage, effect and cost does not change, but using energy:Energy: 40. Compatible.
  • Arcane Shift Arcane Shift: Damage, effect and cost does not change, but using energy:Energy: 65. Compatible.
  • Trueshot Barrage Trueshot Barrage: Damage and cost does not change, but using energy:Energy:60. Compatible. NT.

Fiddlesticks

  • Dread Dread: Effect does not change. Due to low pick rate it can now trigger this effect after dealing even physical damage type of spells. Compatible.
  • Terrify Terrify: Effect and cost does not change, but using energy:Energy:40. Comaptible.
  • Drain Drain: Damage and cost does not change, but usinge energy:Eenrgy:100. Compatible.
  • Dark Wind Dark Wind: Damage, effect and cost does not change. but using energy:Energy:60. Compatible.
  • Crowstorm Crowstorm: Damage and cost does not change, but using energy:Energy:50. Compatible.

Fiora

  • Duelist Duelist: Due to low pick rate the amount will increase by double and it will stack for up to 4 times after damaging any units. Compatible.
  • Lunge Lunge: Damage and cost does not change, but using energy:Energy: 50. Compatible. NT for ranged avatar only.
  • Riposte Riposte: Damage and cost does not change, but using energy:Energy: 50. COmpatible. Due to low pick rate the cooldown of this spell is reduced by 50% after triggerring.
  • Burst of Speed Burst of Speed: Effect and cost does not changed, but using energy:Energy:50. COmpatible.
  • Blade Waltz Blade Waltz: Damage and cost does not changed but when using energy:Eenrgy:50. Compatible. NT.

Fizz

  • Nimble Fighter Nimble Fighter: Due to low pick rate the amount of dodge is increased into by 100% and when he/she is dealt any type of physical damage, gain a boost of speed by 15% in over 1 second. Compatible.
  • Urchin Strike Urchin Strike: Damage, efefct and cost does not change, but using energy:Energy:40. On melee only. When this skill is chosen, any type of offensive ultimate will apply mayk to all damaged unit that last in over 3 second. This mark will increase the damage by 20%.
  • Seastone Trident Seastone Trident: Damage, effect and cost does not change but using energy:Eenrgy: 35. Compatible. When this skill is chosen, any type of offensive ultimate will apply mayk to all damaged unit that last in over 3 second. This mark will increase the damage by 20%.
  • Playful Playful/Trickster Trickster: Damage, effect and cost does not change, but using energy:Energy: 90.Compatible. NT.
  • Chum the Waters Chum the Waters: Damage, Effect and cost does not change, but using energy:Energy: 75. Comaptible.

Galio

  • Runic Skin Runic Skin: Effect does not change. Compatible.
  • Resolute Smite Resolute Smite: Damage, effect and cost does not change, but usinge energy:Energy:55. Compatible.
  • Bulwark Bulwark: Effect, amount and cost does not change, but using energy:Eenrgy: 40. Compatible.
  • Righteous Gust Righteous Gust: Damage, effect and cost does not change, but using energy:Energy:55. Compatible.
  • Idol of Durand Idol of Durand: Damage, effect and cost does not change, but using energy:Energy:60. Compatible. NT.

Gangplank

  • Grog-Soaked Blade Grog-Soaked Blade: Damage, effect and cost does not change. Compatible. Due to low pick rate the damage is now dealt true damage.
  • Parrrley Parrrley: Damage, effect and cost does not change, but using energy:Eenrgy:30. Compatible.
  • Remove Scurvy Remove Scurvy: Effect, amount and cost does not change, but using energy:Eenrgy:60. Compatible.
  • Raise Morale Raise Morale: Effect and cost does not change, but using ennergy:Eenrgy:50. COmpatible. Due to low pick rate the amount is increased by 50%.
  • Cannon Barrage Cannon Barrage: Damage, effect and cost does not change, but using energy:energy:75. Compatible.

Garen

  • Perseverance Perseverance: Effect does not change. Compatible.
  • Decisive Strike Decisive Strike: Damage and effect does not change. Still has no cost. Compatible. But too overpowered, the additional damage in ranged champion are reduced the amount by 35%.
  • Courage Courage: Effect does not change and still has no cost. Compatible.
  • Judgment Judgment: Damage and effect does not change and still has no cost. But due to low pick rate, each tick of damage will apply on-hit lifesteal effect by one third of amount as heal. On melee only.
  • Demacian Justice Demacian Justice: Damage and effect are not changed, and still has no cost. Compatible.

Gnar

  • Rage Gene Rage Gene: After choosing this spell champion's second gauge will become a generation of rage. Which basic attack and physical type of spell hit an enemy will gain a rage by 2 / 3 / 5 and gain 4 / 7 / 11 rage in over 3 second after taking damage in any source. At full stack will not transform into Mega gnar but instead gaining all passive of Mega Gnar on transformation. Passive of Rage Gene effect does not change. On melee only. Its animation would be of release an attack by means of instant slash toward the unit same like in the Auto-attack concept of Kayle's E.
  • Boomerang Throw Boomerang Throw / Boulder Toss Boulder Toss: Damage and effect does not change and still has no cost. Compatible. If this skill is targeted to himself/herself (champion), the skill will switch between Boomerang Throw or Boulder Toss. Shares cooldown cannot be switched if the skill is on cooldown.
  • Hyper Hyper / Wallop Wallop: Damage and effect does not change and still has no cost. Compatible. Targeting this skill in himself/herself (champ units) will switch the skill between Hyper or Wallop.
  • Hop Hop / Crunch Crunch: Damage and effect does not changed and still has no cost. Targeting himself/herself will switch the skill between hop and crunch. In crunch the slow lasts for 2 second while hop last for 0.5 second. Compatible.NT.
  • GNAR! GNAR!: Damage does not change and still has no cost. But this time , if the customed spell has no Boomerang Throw, this skill passive will give 15% bonus cooldown reduction instead of Cooldown Reduction on catch of boomerang throw. And if there is no Hype skill present, this skill's passive will give +15% bonus movement speed instead of Additional Movement Speed in Hype. Compatible. NT.

Gragas

  • Happy Hour Happy Hour: This passive static cooldown is reduced into 5 second but effect does not change.Compatible.
  • Barrel Roll Barrel Roll: Damage, effect and cost does not change, but using energy:Energy:45. Compatible.
  • Drunken Rage Drunken Rage: Damage, effect and cost does not change, but using energy:Energy:40. Compatible.
  • Body Slam Body Slam: Damage, effect and cost does not change, but using energy:Energy:55. Compatible.
  • Explosive Cask Explosive Cask: Damage, effect and cost does not change, but using energy:Energy:65. Compatible.

Graves

  • True Grit True Grit: Bonus defense amount is increased into 3 / 4 / 5 which it will stack for up to 10 times and lasts effect in over 5 second.
  • Buckshot Buckshot: Damage and cost are same, but this time the additional hit on multiple projectile will deal 70%. But using energy:Energy:50. COmpatible.
  • Smoke Screen Smoke Screen: Damage, effect and cost does not change but using energy:Energy:55. Compatible. Due to low pick rate, the AOE range is increased into 350-range then missile speed is increased into 35%.
  • Quickdraw Quickdraw: Effect and cost does not change, but using energy: Energy:40. Due to low pick rate the dash range is increased into 520-range. Compatible.
  • Collateral Damage Collateral Damage: Damage, effect and cost does not change, but using energy:Energy:65. Compatible. This skill can now deal damage on both colliding and explosion on a single unit, but the explosion will deal 50% of explosion amount (see Graves' Collateral Damage) to a single unit only.

Hecarim

  • Warpath Warpath: Effect does not change. Compatible.
  • Rampage Rampage: Damage, effect and cost does not change, but using energy:Energy:25. This time it will apply on hit effect to the previous target.NT. On melee only.
  • Spirit of Dread Spirit of Dread: Damage and cost does not change, but using energy:Energy:45. This skill now heal for 30% of skill's damage per unit hit. Compatible.
  • Devastating Charge Devastating Charge: Damage, effect and cost does not change, but using energy:Energy:55. Compatible.
  • Onslaught of Shadows Onslaught of Shadows: Damage, effect and cost does not changed, but using energy:Energy:65. Compatible. This will show as dashing toward the place but there still a convoy of Spectral Riders.

Heimerdinger

  • Hextech Affinity Techmaturgical Repair Bots: The amount of bonus regeneration is increased its amount by 40%. Compatible.
  • H-28G Evolution Turret H-28G Evolution Turret / H-28Q Apex Turret H-28Q Apex Turret: Effect does not changed but this time, on every fifth cast of this skill will upgraded into H-28Q Apex Turret. Cost does not changed but using energy:Energy:30. Compatible.
  • Hextech Micro-Rockets Hextech Micro-Rockets / Hextech Rocket Swarm Hextech Rocket Swarm: Damage, effect and cost does not change, but using energy:Energy:60. In every fifth cast of this skill will deal upgrade the effect becoming a Hextech Rocket Swarm. Compatible.
  • CH-2 Electron Storm Grenade CH-2 Electron Storm Grenade / CH-3X Lightning Grenade CH-3X Lightning Grenade: Damage, effect and cost does not change but using energy:Energy:55. In every fifth cast of this spell will be upgraded into CH-3X Lightning Grenade. Compatible.
  • UPGRADE!!! UPGRADE!!!: On active, next spell will be upgraded. This time it can upgrade other spell other than heimerdinger's normal spell. Cost does not changed, but using energy:Energy:75. Compatible. On upgrading, If skillshot or target lane type of spell will release the spell 4 times which the consecutive hits or amount effect will deal or reduced amount into 35% on additional hit. In area type (circular), It will increase the damage or amount by 50% then effect is also increased into 30% same with the duration. In targeting type of spell to enemy or ally, the amount or damage is increased into 40%. Cone type of target will released as surroundings and increase the damage by 20%. Linear Dash type will have an access to cast it twice in preceding. Targeted Dash type of spell now deal 35% increased damage, then amplifies the damage to the targeted unit by 25% in over 3 second. Any target type of heal, Buff or debuffing spell will increase the effect by 45%. (Comment for some questions about heim's ultimate).

Irelia

  • Ionian Fervor Ionian Fervor: Effect does not change. Compatible.
  • Bladesurge Bladesurge: Damage, effect and cost does not change, but using energy:Energy:40. On melee only. It does apply on hit effects. The refunding energy on killing unit is 10.
  • Hiten Style Hiten Style: Damage and effect will increase the amount by 50%. cost does not change, but using energy:Energy:40. Compatible.
  • Equilibrium Strike Equilibrium Strike: Damage, effect and cost does not change, but using energy:Energy:50. On melee only. Due to low pick rate its range will increased into 550-range.
  • Transcendent Blades Transcendent Blades: Since this skill is the most lowest pick rate I think, this skill can have an increase of missile speed by 100%. And it has a 0.4 second time interval between consecutive cast of transcendent blade. Compatible.

Janna

  • Tailwind Tailwind: Amount is increased into 16% when casting spells. She will also gain 8% movement speed. Compatible.
  • Howling Gale Howling Gale: This skill has new kit of activation. First cast create a howling gale in place that build up wind force over time. Second cast will command the whirlwind to travel toward the lane. Damage, effect and cost does not change, but using energy:Energy:60. Compatible.
  • Zephyr Zephyr: Damage, effect and cost does not change but using energy:Energy:50. Compatible. Due to low pick rate, on impact to the target unit it will cleave on target's 150-range dealing same amount and effect.
  • Eye of the Storm Eye of the Storm: Amount and cost does not change but using energy:Energy:55. Compatible.
  • Monsoon Monsoon: Amount, effect and cost does not change, but using energy:Energy:75. Compatible.

Jarvan IV

  • Martial Cadence Martial Cadence: Damage will increase into 12% if in melee and 9% if on ranged.
  • Dragon Strike Dragon Strike: Damage, effect and cost does not change, but using energy:Energy:45. This time the lance can be pulled self toward the summoned unit and wards or in demacian standard. Compatible. NT.
  • Golden Aegis Golden Aegis: Amount, effect and cost does not change, but using energy:Energy:30. Compatible. Due to low pick rate, the Shield amount can be increased by adding a scale of 6 / 8 / 10% of his bonus health as additional shield.
  • Demacian Standard Demacian Standard: Damage, effect and cost does not change, but using energy:Energy:60. Compatible. Due to low pick rate, when any of ally or this champion right click to the standard they will dash toward the ward with the range of 440-range.
  • Cataclysm Cataclysm: Damage, effect and cost does not change, but using energy:Energy:70. Compatible. Terrain range is increased into 355-range.

Jax

  • Relentless Assault Relentless Assault: Effect does not change. Compatible.
  • Leap Strike Leap Strike: Damage, effect and cost does not change, but using energy:Energy:40. On melee only. This skill can apply on hit effects. NT.
  • Empower Empower: Damage and cost does not change, but using energy:Energy:30. Compatible.
  • Counter Strike Counter Strike: Damage, effect and cost, but using energy:Eenrgy: 65. Compatible.
  • Grandmaster's Might Grandmaster's Might: Damage, effect and cost does not change, but using energy:Energy:80. Compatible.

Jayce

  • Hextech Capacitor Hextech Capacitor: This skill has a great changes in order to fit this game mode. Every activation of spell, next movement will dash 200 unit. Compatible.
  • To the Skies! To the Skies! / Shock Blast Shock Blast: This skill can be casted in 2 different way: when activated in the target unit it will perform To the Skies! and when it is targeted in the ground it will perform Shock Blast. Damage, effect and cost does not change, but using energy:Energy:40. Compatible. The shock blast can be increase the damage, range, AOE and missile speed is increased by 40% for 1.5 second after gaining a buff of movement speed. NT.
  • Lightning Field Lightning Field / Hyper Charge Hyper Charge: On active, both Lightning field and Hyper Charge is activated at once. Damage, effect and cost does not change, but using energy:Energy:40. Compatible: The energy gain passive per hit is 5 energy.
  • Thundering Blow Thundering Blow / Acceleration Gate Acceleration Gate: This skill can be activated in 2 different ways, when targeted to unit it will perform thundering blow (NT). And when targeted in the ground it summon acceleration gate, this gate increases the damage of his/her missile shots like range attack or physical damage type of skillshot by 22%. Damage, effect and cost does not change, but using energy:Energy:45. Compatible.
  • Transform: Mercury Cannon Transform: Mercury Cannon / Transform: Mercury Hammer Transform: Mercury Hammer: Switches effect between buffs of mercury cannon or mercury hammer. In mercury Cannon, gain same range becoming range which every attack perform as non-projectile attack like kayle's E if the avatar is in melee mode, First attack of it apply Defense reduction then slow by 15% in over 5 seconds. But a gain of range becomes 30% of amount if the avatar is in ranged mode. In mercury Hammer, becoming a range which next attack will deal additional magic damage then apply stun for 1.5 second. Compatible. Damage and effect does not change and still has no cost.

Jinx

  • Get Excited! Get Excited!: Effect does not changed. Compatible.
  • Switcheroo! Switcheroo!: Effect, amount and cost does not changed, but using energy:Energy: 8 per shot. On ranged only.
  • Zap! Zap!: Damage, effect and amount does not changed but using energy:Energy:35. Compatible. Due to low pick rate the delay is reduced by half then ranged is increased into 1750-range.
  • Flame Chompers! Flame Chompers!: Damage, effect and cost does not changed, but using energy:Energy:60. COmpatible. Due to low pick rate the arm time is reduced into 0.4 second.
  • Super Mega Death Rocket! Super Mega Death Rocket!: Damage, effect and cost does not changed, but using energy:Energy:75. Compatible. NT.

Kalista

  • Choosing any spell/ability of Kalista will automatically Gain an access in Black Spear for Oathsworn process.
  • Martial Poise Martial Poise: Effect does not changed, but there is such changes about The Oathsworn of Black Spear. The Oathsworn unit have a shackle between them which every attack does they both release will increase their movement and attack speed by 3 / 4 / 5 / 6 / 7 / 8% which it can stack for up to 7 times for every attack or spell they release. On ranged only.
  • Pierce Pierce: Damage and cost does not changed, but using energy:Energy:50. This time it will pierce between units and increase the damage by 10% for every unit killed while travelling. Apply on-hit effect on first target hit. Oathsworn unit will also release a pierce skill dealing 50% of amount of damage only if the shackle is connected. The oathsworn unit does not take some animation of winding up pierce skill, just imagine that the oathsworn unit is zed's shadow that copies spell. Compatible.
  • Sentinel Sentinel: Damage, passive effect and cost does not changed but using energy:Energy:45. Compatible. The mark lasts to target unit for 4 second instead of 2 second, and on trigger it also apply 18% slow in over 1.5 second. Compatible.
  • Rend Rend: Damage, passive effect and cost does not changed, but using energy:Energy:50. Compatible. This time the passive has additional effect that the oathsworn unit can now apply a stack of Speared.
  • Fate's Call Fate's Call: Effect and cost does not changed, but using energy: Energy:75. Compatible. This time the ultimate will deal magic damage by 100 / 150 / 200 +10 / +15 / +20% of Oathsworn unit's maximum health.

Karma

  • Gathering Fire Gathering Fire: Damaging an enemy champion will reduce the global cooldown by 2 if it is skill and 1 second if it is auto-attack. Compatible.
  • Inner Flame Inner Flame / Soulflare Soulflare: Damage, effect and cost does not changed but when using energy:Energy:50. Compatible. In every 25 / 22 / 19 / 16 will gain a stack of Magic Increase which double clicking the skill will auto-cast a Soul Flare which is the improvised version of Inner Flame. Inner flame has 0.35 second cast delay before it is completed to perform, which this delay is an allowance for casting the improvised skill.
  • Focused Resolve Focused Resolve / Renewal Renewal: Damage, effect and cost does not changed but using energy:Energy:50.Compatible. In every 25 / 22 / 19 / 16 will gain a stack of Magic Increase which double clicking the skill will auto-cast a Renewal which is the improvised version of Focused Resolve. Focused Resolve has 0.35 second cast delay before it is completed to perform, which this delay is an allowance for casting the improvised skill.
  • Inspire Inspire / Defiance Defiance: Amount, effect and cost does not changed, but using energy:Energy:50. Compatible. In every 25 / 22 / 19 / 16 will gain a stack of Magic Increase which double clicking the skill will auto-cast a Defiance which is the improvised version of Inspire. Inspire has 0.35 second cast delay before it is completed to perform, which this delay is an allowance for casting the improvised skill.
  • Mantra Mantra: On active all of spell are been empowered. Which the damage of magical type spell is increased into 30 / 45 / 60 / 75%, then if the spell is linear type (colliding/non-colliding) will 25% of damage heal him/her, Then if the spell is AOE type including linear or circular type or conic type the 20% of amount will store as shield per unit hit, then if the skill single target unit the skill will apply 1.5 second stun, and other type of spell which are not belong in the type mentioned the amount of increased damage will deal as burn in over 1.5 second which on the same duration the target reduce their damage uotput by 50%.
  • Since all of Karma's empowered spell are refeering to Mantra's level, the amount of empowered spell is based in the level not on the respective skill level.

Karthus

  • Death Defied Death Defied: Effect does not changed, but this time when in the spirit form all of her/his basic skills will be refreshed then each cooldown has 80% cooldown reduction. Still stays in place but all type of dashing ability will still restrict the cast of this spell, e.g. Lee Sin's second cast of Q, Diana's Ultimate and etc. Compatible.
  • Lay Waste Lay Waste: Damage and cost does not changed, but using energy:Energy:10. Compatible. But this time the spell has a 0.35 second cast delay and it has 225-range AOE.
  • Wall of Pain Wall of Pain: Effect and cost does not changed, but using energy::Energy:45. Compatible. Due to low pick rate, this skill will now deal damage 80 / 90 / 100 / 110 / 120 (+50% AP) as true damage.
  • Defile Defile: Damage and cost does not changed, but using energy:Energy: 5. Compatible. Due to low pick rate, on active will increase the defense by 25% and gain 12% bonus movement speed.
  • Requiem Requiem: Damage and cost does not changed, but using energy:Energy:70. Compatible.

Kassadin

  • Void Stone Void Stone: Effect does not change, but this time will gain at the same time a magic shield block by 25 / 50 / 75 / 100(+24% AP).
  • Null Sphere Null Sphere: Damage, effect and cost does not change but using energy:Energy:70. Due to low pick rate, I return the ability of this spell that can silence for 1 second only. Compatible.
  • Nether Blade Nether Blade: Damage and effect does not change But due to low pick rate the amount of next attack is increased by 25%. Compatible.
  • Force Pulse Force Pulse: Damage, effect and cost does not change , but using energy:Energy:55. Compatible. This time the charge can be gain in every 10 second and every cast nearby (including his spell). Due to low pick rate the amount is increased by 22%.
  • Riftwalk Riftwalk: Damage and effect does not change, but the cost has a static cost of 100 mana then in energy:Energy:50. Compatible.

Katarina

  • Voracity Voracity: Effect does not change. Compatible.
  • Bouncing Blades Bouncing Blades: Damage and effect does not changed. Compatible. But due to low pick rate this skill will have a 825-range.
  • Sinister Steel Sinister Steel: Damage and effect does not changed. On melee only. Damaging an enemy, additional effect that 15% of their movement speed is stealed in over 2 second.
  • Shunpo Shunpo: Damage and effect does not changed. Compatible. This time the range is increased into 800-range.
  • Death Lotus Death Lotus: Damage and Effect does not changed, but due to low pick rate, after activating gain shield by 85 / 125 / 165(+100% AP)(+100% bonus AD). Compatible. NT.

Kayle

  • Holy Fervor Holy Fervor: Amount is increased into 5%. Compatible. But this time the effect does not reduce it steals the amount to the unit. This effect can steal multiple unit at a time(to target unit only).
  • Reckoning Reckoning: Damage, effect and cost does not changed. But this time the range increased into 700-range. Compatible.
  • Divine Blessing Divine Blessing: Amount and cost does not change, but using energy:Energy:45. DUe to low pick rate the bonus movement speed is increased into doubled but rapidly decrease over time. Compatible.
  • Righteous Fury Righteous Fury: Damage, effect and cost does not changed, but using energy:Energy: 35. Compatible. When the champion is ranged the range gained is 35% of amount of bonus range.
  • Intervention Intervention: Effect and cost does not change, but using energy:Energy:65. Compatible.

Kennen

  • Mark of the Storm Mark of the Storm: effect does not changed. Compatible. On choosing this spell second guage will become energy.
  • Thundering Shuriken Thundering Shuriken: Damage and cost does not changed, but using mana:Mana:85. Compatible. If this skill doesnt hit any unit, this will shift its direction toward the nearest seen unit.
  • Electrical Surge Electrical Surge: Damage, effect and cost does not changed, but using mana:Mana:75. Compatible. Its passive will be replaced which in every third attack will deal 20 / 40 / 60 / 80 / 100(+40 / 50 / 60 / 70 / 80% bonus AD) (+35% AP) then apply mark which this can be used for activation for this skill.
  • Lightning Rush Lightning Rush: Damage, effect and cost does not changed, but using mana:Mana:100. Compatible. Due to low pick rate the duraiton is increased into 3 second.
  • Slicing Maelstrom Slicing Maelstrom: Damage, effect and cost does not changed, but using mana:Mana:100. Compatible.

Kha'Zix

  • Unseen Threat Unseen Threat: Damage and effect does not changed. Compatible.
  • Taste Their Fear Taste Their Fear: Damage and Effect does not changed, but using energy:Energy:30. On melee only. After choosing this skill, gain an access to upgrade this skill Evolved Enlarged Claws Evolved Enlarged Claws after leveling up to 6, 11 or 16. Same effect after upgrade.
  • Void Spike Void Spike: Damage, effect and cost does not change, but using energy:Energy: 50. Compatible. After choosing this skill, gain an access to upgrade this skill Evolved Spike Racks Evolved Spike Racks after leveling up to 6, 11 or 16. Same effect after upgrade.
  • Leap Leap: Damage and cost does not change, but using energy:Energy:45. Compatible. After choosing this skill, gain an access to upgrade this skill Evolved Wings Evolved Wings after leveling up to 6, 11 or 16. Same effect after upgrade.
  • Evolved Wings Evolved Wings: Effect and cost does not change, but using energy:Energy:80. Compatible. After choosing this skill, gain an access to upgrade this skill Evolved Active Camouflage Evolved Active Camouflage after leveling up to 6, 11 or 16. Same effect after upgrade. This will also nullify its passive effect:evolution.

Kog'Maw

  • Icathian Surprise Icathian Surprise: Damage and effect does not changed. Compatible.
  • Caustic Spittle Caustic Spittle: Damage, effect and cost does not changed, but using energy:Energy:40. Compatible.
  • Bio-Arcane Barrage Bio-Arcane Barrage: Damage and effect does not changed. On ranged only.
  • Void Ooze Void Ooze: Damage, effect and cost does not changed. Compatible. But using energy:Energy:65.
  • Living Artillery Living Artillery: Damage, effect and cost will never increase the amount which the cost will become 75. But using energy:Energy:25. Compatible.

LeBlanc

  • Mirror Image Mirror Image: Effect does not changed. Compatible.
  • Sigil of Malice Sigil of Malice: Damage, efefct and cost does not changed,but using energy:Energy:40. Compatible. Mark will also be triggered by any offensive ability.
  • Distortion Distortion: Damage, effect and cost does not changed, but usinge energy:Energy:55. COmpatible.
  • Ethereal Chains Ethereal Chains: Damage, effect and cost does not changed, but using energy:Energy: 50. Compatible.
  • Mimic Mimic: Effect does not changed and still no cost. This skill will also increase the damage of spell's amount by 30 / 40 / 50%.

Lee Sin

  • Flurry Flurry: Effect does not changed. Compatible. After choosing this passive, second guage will become energy. Due to low pick rate, the gain attack speed will be doubled.
  • Sonic Wave Sonic Wave / Resonating Strike Resonating Strike: Damage, effect and cost does not changed, but using mana:Mana: 60 per cast. Compatible. NT on Resonating Strike.
  • Safeguard Safeguard / Iron Will Iron Will: Amount, effect and cost does not changed, but using mana:Mana:55 per cast. Compatible. NT on Safeguard.
  • Tempest Tempest / Cripple Cripple: Damage, effect adn cost does not changed, but using mana:Mana:60 per cast. Comaptible.
  • Dragon's Rage Dragon's Rage: Damage, effect and cost does not changed. On melee only. No cost. NT.

Leona

  • Sunlight Sunlight: Effect and amount does not changed. Compatible.
  • Shield of Daybreak Shield of Daybreak: Damage, effect and cost does not changed, but using energy:Energy: 50. Compatible.
  • Eclipse Eclipse: Damage, efefct and cost does not chnaged, but using energy:energy: 55. Comaptible. This time the range of trigger damage into 325-range of her.
  • Zenith Blade Zenith Blade:Damage, effect and cost does not changed, but using energy:Energy: 50. Compatible. If this skill hit a unit, he reduce 15% of incoming damages in over 2 second.
  • Solar Flare Solar Flare: Damage, effect and cost does not changed, but using energy:Energy: 85. Compatible.

Lissandra

  • Iceborn Iceborn: Effect does not changed but this time the reduce of cooldown is accessed after a successful hit of basic attack to the unit by 1 second reduction.
  • Ice Shard Ice Shard: Damage, effect and cost does not changed, but using energy:Energy:45. Due to low pick rate the range is increased into 30%.
  • Ring of Frost Ring of Frost: Damage, effect and cost does not changed, but using energy:Energy: 55. Compatible.
  • Glacial Path Glacial Path: Damage, effect and cost does not changed, but using energy:Energy: 50. Compatible.
  • Frozen Tomb Frozen Tomb: Damage, effect and cost does not changed, but using energy:Energy: 75. Compatible.

Lucian

  • Lightslinger Lightslinger: Effect does not change. On ranged only.
  • Piercing Light Piercing Light: Damage and cost does not change, but using energy:Energy:55. Compatible. NT. This skill now be casted in 625-range.
  • Ardent Blaze Ardent Blaze: Damage and cost does not change, but using energy:Energy:40. Compatible. Due to low pick rate, the bonus speed in changed into 30 / 35 / 40 / 45 / 50% in over 1.5 seconds.
  • Relentless Pursuit Relentless Pursuit: Effect does not changed but still has no cost. Compatible. Due to low pick rate, this spell can now remove all types of crowd control effects.
  • The Culling The Culling: Damage and cost does not change, but using energy:Energy:60. Compatible. NT.

Lulu

  • Pix, Faerie Companion Pix, Faerie Companion: Damage changed by increasing the damage by double the amount. On ranged only.
  • Glitterlance Glitterlance: Damage, effect and cost does not changed, but using energy:Energy:50. Compatible. If choosing this skill he can company Pix on side but Pix is unable to attack unless it has passive present.
  • Whimsy Whimsy: Effect and cost does not changed, but using energy:energy:65. Compatible.
  • Help, Pix! Help, Pix!: Damage, effect and cost does not changed, but using energy:energy:55. Compatible. If choosing this skill he can company Pix on side but Pix is unable to attack unless it has passive present.
  • Wild Growth Wild Growth: Damage, effect and cost does not changed, but using energy:Energy:70. Compatible.

Lux

  • Illumination Illumination: Damage does not changed and every spell can mark the unit damaged. Compatible.
  • Light Binding Light Binding: Damage, effect and cost does not changed, but using energy:Energy: 40. Compatible.
  • Prismatic Barrier Prismatic Barrier: Amount, effect and cost does not changed, but using energy:Energy:45. Compatible.
  • Lucent Singularity Lucent Singularity: Damage, effect and cost does not changed, but using energy:energy:55. Compatible.
  • Final Spark Final Spark: Damage, effect and cost does not changed, but using energy:Energy: 80. Compatible.

Malphite

  • Granite Shield Granite Shield: Same effect but this time while shield is active he reduce incoming damages by 8%. Compatible.
  • Seismic Shard Seismic Shard: Same damage, effect and cost, if source is energy it costs: 55. Compatible. The cast range is also increased into 735-range.
  • Brutal Strikes Brutal Strikes: Same effect and cost, if the source is energy it costs: 45. Compatible. While active, he will also immune in stun and knockdown spells.
  • Ground Slam Ground Slam: Same damage, effect and cost, if source is energy it costs:50. On melee only. target hit is also knock a little bit by 0.5 second.
  • Unstoppable Force Unstoppable Force: Same damage, effect and cost, if source is energy it costs: 70. Compatible.

Maokai

  • Sap Magic Sap Magic: Same effect and amount. Compatible.
  • Arcane Smash Arcane Smash: Same damage, effect and cost, if source is energy it costs:50. Compatible. This will also stun the target for 0.5 second if the target is knocked.
  • Twisted Advance Twisted Advance: Same damage, effect and cost, if source is energy is costs:55. Compatible. After dash will gain a shield equal to 30% of damage for 2 seconds.
  • Sapling Toss Sapling Toss: Same damage and cost, if source is energy it costs:50. Compatible. This time all unit hit on impact apply 50% slow for 0.5 second, then sappling now prioritizes enemy champion.
  • Vengeful Maelstrom Vengeful Maelstrom: Same damage and cost, if source is energy it costs:80. Compatible. Its effect will increase defense by 35%.

Malzahar

  • Summon Voidling Summon Voidling:Same effect but this time the voidling lasts for 30 seconds. Compatible.
  • Call of the Void Call of the Void: Same damage, effect and cost, if source is energy it costs:55.Compatible. Now it can be casted for 1100-range with 0.3 second cast delay.
  • Null Zone Null Zone: Same damage and cost, if source is energy it cost:50. Compatible. Now it can slow all unit inside by 30%.
  • Malefic Visions Malefic Visions: Same damage, effect and cost, if source is energy it cost:40, then if it kill unit it refund energy:15. Compatible. While unit is affected by this skill, any damage from the caster will increase the damage by 40% per damage dealt, up to 200% maximum increase.
  • Nether Grasp Nether Grasp: Same damage, effect and cost, if source is eenrgy it cost: 70. Compatible.

Master Yi

  • Double Strike Double Strike: Same effect. Compatible.
  • Alpha Strike Alpha Strike: Same damage, cost and effect, if the source is energy it cost:65. This time it can strike for up to unlimited unit. Compatible. NT.
  • Meditate Meditate: Same amount, cost and effect,if source is energy it cost:45. Due to low pick rate while being attacked, every damage taken will increase the healing capability by 35% up to 200% maximum increase amount. Compatible.
  • Wuju Style Wuju Style: Same amount and damage. Compatible.
  • Highlander Highlander: Same effect, amount and cost, if source is energy it cost:75.Compatible.

Miss Fortune

  • Strut Strut: Same effect. Due to low pick rate, every 10 unit travelled gain 5 / 7 / 9 additional magic damage on next attack, up to 280 maximum additional magic damage. Compatible.
  • Double Up Double Up: Same damage, effect and cost, if source is energy it cost:40. Due to low pick rate, this skill can be released in a lane if tageting on the ground and it will travel toward the unit if targeting the unit. Compatible.
  • Impure Shots Impure Shots: Same damage, effect, amount and cost, if source is energy it cost:40. This time the passive will now deal as additional physical damage. Compatible.
  • Make It Rain Make It Rain: Same damage, effect and cost, if source is energy it cost:40. Cast range is increased into 1000. Compatible.
  • Bullet Time Bullet Time: Same damage, effect and cost, if source is energy it cost:100. The stacking magic damage (passive) is independently applied without Impure shots in the costumed skill. Compatible. NT.

Mordekaiser

  • Iron Man Iron Man: On choosing this passive, all of spell will cost health by 25 / 35 / 45 / 55 / 65 except for ultimate. Same effect. Compatible.
  • Mace of Spades Mace of Spades: Same damage, effect and no cost. Compatible. This attack will also apply 0.25 stun on impact if the target is isolated.
  • Creeping Death Creeping Death: Same damage, effect and no cost. Compatible.
  • Siphon of Destruction Siphon of Destruction: Same damage, effect and no cost. Compatible. The 12% of amount is gain as heal per unit hit.
  • Children of the Grave Children of the Grave: Same damage and no cost. Compatible.

Morgana

  • Soul Siphon Soul Siphon: Same effect. Compatible.
  • Dark Binding Dark Binding: Same damage, effect and cost, if source is energy:45. Compatible.
  • Tormented Soil Tormented Soil: Same damage, effect and cost, if source is energy:60. On casted in area, those who caught in the area is slowed by 23% for 1 second. Compatible.
  • Black Shield Black Shield: Same amount, effect and no cost, if source is energy:55. Compatible.
  • Soul Shackles Soul Shackles: Same daamge, effect and cost, if source is energy:70. Compatible.

Nami

  • Surging Tides Surging Tides: Same amount and effect. Compatible.
  • Aqua Prison Aqua Prison: Same damage, effect and cost, if source is energy it cost:45. Compatible.
  • Ebb and Flow Ebb and Flow: Same damage, effect and cost, if source is energy it cost:55. Compatible.
  • Tidecaller's Blessing Tidecaller's Blessing: Same damage, effect and cost, if source is energy it cost:45. Compatible.
  • Tidal Wave Tidal Wave: Same damage, effect and cost, if source is energy it cost:65. Compatible.

Nasus

  • Soul Eater Soul Eater: Same effect. Compatible.
  • Siphoning Strike Siphoning Strike: Same damage, amount and cost, if source is energy it cost:20. Compatible. If range the cooldown is increased by +2.
  • Wither Wither: Same effect and cost, if source is energy it cost:65. Compatible.
  • Spirit Fire Spirit Fire: Same damage, effect and cost, if source is energy it cost:60. Compatible. Range is increased into 800-range.
  • Fury of the Sands Fury of the Sands: Same amount, effect and cost, if source is energy it cost:80. Compatible.

Nautilus

  • Staggering Blow Staggering Blow: Same effect. Compatible.
  • Dredge Line Dredge Line: Same damage, effect and cost, if source is energy it cost:50. Compatible.
  • Titan's Wrath Titan's Wrath: Same damage, effect and cost, if source is energy it cost:45. The magic damage amount is increased by double the amount. Compatible.
  • Riptide Riptide: Same damage, effect and cost, if source is energy it cost:55. Compatible.
  • Depth Charge Depth Charge: Same damage, effect and cost, if source is energy it cost:75. Compatible.

Nidalee

  • Prowl Prowl: All of spells now mark unit applying this passive effect. Compatible.
  • Javelin Toss Javelin Toss: Same damage and cost, if source is energy it cost:45. This time it can pierce to all unit it encounter. Compatible.
  • Bushwhack Bushwhack: This spell is generally revised due to low pick rate. This time trap has a cooldown of 7 / 6.5 / 6 / 5.5 / 5 seconds and can make trap for up to many times that lasts each for 120 seconds. If any unit steps on it it will deal 100 / 140 / 180 / 220 / 260 (+100% AP) in over 4 second. Multiple trigger with the trap will never stack the damage, but instead it amplifies the damage by 25% (stackable) and refreshes the cooldown then apply apply 20% stacking slow for up to 80% in over a duration. It costs 50 if energy. COmpatible.
  • Primal Surge Primal Surge: Same amount, effect and cost, if source is energy it cost:60. On heal, rapidly increase attack speed by double the amount given then each attack apply stacking slow by 5%. COmpatible.
  • Aspect of the Cougar Aspect of the Cougar: Same effect and no cost. This spell gain new basic ability which is the Takedown Takedown,Pounce Pounce and Swipe Swipe. COmpatible.

Nocturne

  • Umbra Blades Umbra Blades: Same effect but this time healing is changed which it scale the amount from the percentage of his lifesteal. On melee only.
  • Duskbringer Duskbringer: Same damage, effect and cost, if source is energy it cost:65. Compatible.
  • Shroud of Darkness Shroud of Darkness: Same damage, effect and cost, if source is energy it cost:30. Compatible.
  • Unspeakable Horror Unspeakable Horror: Same damage, effect and cost, if source is energy it cost:45. Compatible. The Nightmare shackle stay intact until the target moves away for up to 560-range.
  • Paranoia Paranoia: Same damage, effect and cost, if source is energy it cost:75. On melee only.

Nunu

  • Visionary Visionary: The effect are generally changed, the no cost still in effect and in addition the next ability cast will have a 60% reduced cooldown. This will active after successful release of attack by 5 in melee and 7 to ranged units. COmpatible.
  • Consume Consume: This spell is totally changed, due to low pick rate. This spell can now deal damage to champions. This spell can be casted at the 500-range which Willump ruches toward the target unit with 80% increased movement speed dealing 70 / 115 / 160 / 205 / 240(+60% AP) as magic damage by bite. You can also click again to cancel this spell. Nunu and Willump gain effects based on the unit targeted. Compatible. After performing this skill will gain effects based on the target unit attacked. It costs 100 energy.
    • If Champion increase damage output by 10%.
    • Minnion (melee) gain (+12% AD).
    • Minnion (mage) (+14% AP).
    • Bigger Minnion will reduce incoming damages by 10%.
    • Blue Sentinel and sentry gain a boost regeneration by 1% of thier maximum health and mana/energy.
    • Red Brambleback and cinderling will gain additional burn to the target that deal 10% of thier missing health in over 5 second as true damage.
    • Crimson Raptor will gain Greater vision at his vicinity that can see through terrain.
    • Greater Murk Wolf will gain (+15% movement speed).
    • Rift Scuttler will gain a dash capability when attacking a target unit that trigger in every 5 second. With 450-range.
    • Ancient Krug will gain 10% maximum health and size.
    • Gromp will deal poison on each spell that deal (+30% of thier total AD and AP) as magic damage per second.
    • Dragon and Baron Nashor will gain Shield (+15% of his maximum health) and same random effects from other monster/champion/minnion.
  • Blood Boil Blood Boil: Amount is doubled then no cost. Compatible.
  • Ice Blast Ice Blast: Same effect, damage and cost, if source is energy it cost:50. Range is increased into 750-range.
  • Absolute Zero Absolute Zero: Due to low pick rate, this skill can be performed while moving but still it is considered as channeling. In consequence, Nunu is greatly slowed by 60% in over a duration, it can also cast some spell. Compatible. It costs 120 energy.

Comment

This thing is not yet finished!!! Ehehe...