Every time Aria scores a kill or an assist, her healing spells potency are increased by 50% up to a cap of 200%. The bonus is lost when Aria casts a healing spell
COST: 50 / 60 / 65 / 75 / 80 Mana
Active: Aria amplifies the allied target champion causing it to deal bonus damage equal to a percentage of their bonus AD
COST: 100 / 110 / 120 / 130 / 140 / 150 Mana
COOLDOWN: 60 / 55 / 45 / 35 / 30
Active: Aria heals the target for a percentage of Aria's maximum health and removes all crowd control effects. If Aria heals herself, the heal is increased by 50%
Heal:15 / 17 / 21 / 23 / 25% of maximum health
Ties of Blood
Active: Aria creates a tether between her and a target enemy champion, if Aria dies while the target is still tethered to Aria, the target will be dealt magical damage. The target can break the tether if it moves 650 units away from Aria.
100 / 140 / 180 / 220 / 260 (+ 45% AP)
COST: 120 / 140 / 160 Mana
COOLDOWN: 120 / 90 / 70
Active: Aria sends out a ball of pure energy that grows in size as the travels further. If it passes through an allied champion, that champion will gains 40% AD and 40% AP. The ball stops when the collides with an enemy champion, the ball then blows up dealing magical damage plus bonus equal to the distance traveled.
Magical Damage: 150 / 225 / 300 (+ 60% AP)
Bonus Damage: 20 / 30 / 40% of the distance traveled