Lucky: There is a (Luck %) chance that the sword will then ricochet towards a random enemy within 400 units, dealing damage to all enemies hit and knocking them aside. If an enemy Champion is within this range they will be targeted, and Umbrage will use up 5 luck.
Up in the Air will deal damage 2s after it is activated, but the ground target location is automatically determined just 0.625s before the damage is dealt. It is therefore harder to dodge than its description might otherwise make it seem, and it allows the strike to be cast before using Flash or All In to effectively increase Up in the Air's range. The Lucky trigger will only consume Luck if an enemy Champion is in range to be targeted.
All on Red
COST: 30 / 40 / 50 / 60 / 70 mana
Active: Umbrage has a good feeling about this. He gains Critical Strike chance for 5s, and will gain 3 Luck for each Critical Strike he lands during this time.
Crit Chance Bonus: 20% / 25% / 30% / 35% / 40%
Lucky - Passive: Umbrage's attacks have a (Luck %) chance on hit to hamstring their victims, dealing additional damage and slowing them. The lost movement speed will gradually recover over 2 seconds, and is halved for area of effect attacks. If this occurs it will use up 2 Luck unless All on Red is currently active.
Magic Damage: 10 / 15 / 20 / 25 / 30 (+ 30% AP)
Maximum Slow Amount: 20% / 27% / 35% / 42% / 50%
All on Red is a self-targeted buff which is useful for dealing damage and quickly building stacks of Luck.
Active: Umbrage charges at the target, hoping that everything will turn out alright. Someone up there looks over him for the next 3 seconds, increasing his Armour and Magic Resistance for the duration and temporarily granting additional Luck.
The Lucky trigger chance is increased by the temporary Luck granted by the Active effect.
The additional Luck will still only take Umbrage to a maximum of 100 Luck. It is not consumed by Lucky triggers if Umbrage has 0 actual Luck.
COST: 100 Mana
Active: Umbrage is pretty sure it's going to work this time. For 3 seconds, whenever Umbrage or any nearby ally dies, they will become a mere possibility, able to move but unable to interact with or be seen by reality. 2s after the time is up, these possibilities will realize with 20% maximum HP and mana.
Active Cooldown: 240 / 210 / 180
Lucky - Passive: There is a chance on death for Umbrage to experience an alternate possibility for 4 seconds. During this time, he can activate this ability to accept his fate. If he does not accept his fate, Umbrage will use up all of his Luck to realize that possibility 1 second later, returning to life with 40% maximum HP and mana.
The alternate possibilities are Invisible; they can be seen by using effects that grant Magical Sight, however they cannot be attacked at all until they realize.
The Lucky cooldown will only begin if Umbrage revives; cancelling the effect will not use up Luck or start the cooldown.
Umbrage cannot accept his fate during the first second of his experience.