Lute's abilities have no cost related to them, and the use of his abilities is only limited by cooldowns. Instead he uses Madness as his secondary resource. Madness is gained by hitting other champions with his abilities, up to a cap of 100. Madness has thresholds at 33, 66, and 100, granting bonuses to his abilities. Madness deteriorates if Lute does not hit another champions with an ability for 8 seconds.
COST: 10 Madness
COOLDOWN: 8 / 7.5 / 7 / 6.5 / 6 seconds
Active: Lute quickly strums a note on his lute, sending a dark note to target location, dealing damage to enemies and causing a short knockup in a given radius after it bursts. The damage of this ability increases with Lute's Madness.
Active: The Demon lunges at a target enemy, dealing magic damage to all enemies on the way. On reaching his target, he phases through them for magic damage before pounding them in to the ground for a 0.5 second stun.
Active: Lute plays a song for 3 seconds, healing himself and allies around him every second while he channels. Lute may move while channeling this ability, but may not attack or use other abilities. The healing increases with Lute's Madness.
Active: Lute plays a song for 3 seconds that increases an ally's and/or his own movement speed while he channels. Lute may move and attack while he channels this ability, but may not use other abilities. This spell raises attack speed based on Lute's madness.
Bonus Movement Speed:20 / 25 / 30 / 35 / 40%
Madness Bonus:20 / 40 / 60% Bonus Attack Speed
Leash Range: 750
COOLDOWN: 14 seconds
Active: The Demon wails a discordant sound after 0.5 seconds which deals magic damage to enemies in an area around him, with bonus damage based on their missing health.
Magical Damage: 90 / 155 / 220
Bonus Magical Damage: 12% (+3% per 100 AP)of target's missing health
Passive: As Lute gains ranks in Insanity, he will be able to better draw on the lute's power, gaining on-hit magic damage based on his AP. This bonus is doubled while his mind is overcome.
On-Hit Magic Damage:10 / 20 / 30 / 40(+ 20% AP)
Active: When Lute reaches 100 insanity, he may give in to the lute's curse, taking on great power in exchange for the ability to help his allies. While overcome Lute loses 1 Madness every 0.3 seconds, becomes a faster hitting melee attacker, and takes on a new skill set.
Lute begins with one rank in Insanity and can increase it at levels 6, 11, and 16.