First Active:Vel'Koz fires an energy bolt in a line, stopping at the first enemy hit, dealing magic damage and slows by 70% for a few seconds, decaying over the duration. After a 0.25-second delay, while the bolt is in the air, Vel'Koz can reactivate Plasma Fission.
An enemy cannot be hit by multiple bolts. If blocked by a spell shield, you still count as having been hit and cannot be hit again.
There is a short delay before the ability can be reactivated. While primarily to prevent accidental detonations, it adds a minimum distance traveled of approximately 500 units.
1050 is the maximum distance the first bolt can travel, and 1100 is the maximum distance one of the second bolts can travel. Factoring in the split, Plasma Fission can hit targets up to 1521 units away.
the primary bolt fired will apply effects as a single target ability, thus healing you for 100% of your spellvamp, and applying a longer slow with rylais. The secondary bolts count as area of effect.
COST: 50 / 55 / 60 / 65 / 70 Mana + 1 Charge
STATIC COOLDOWN: 1.5
Recharge Time:19 / 18 / 17 / 16 / 15
Passive:Vel'Koz stores a charge of Void Rift periodically, up to a maximum of 2 stored at once.
Active:Vel'Koz opens a rift to the void that cuts through the ground in a line, dealing magic damage and leaving behind a trail. After 0.25-second delay, the entire trail detonates, dealing magic damage to enemies standing upon it.
It is not possible to have more than one Void Rift active at a time.
Vel'Koz can cast Void Rift while moving, but not while attacking.
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 16 / 15 / 14 / 13 / 12
Active:Vel'Koz hurls a disruptive anomaly at the target location, dealing magic damage and suspending enemies hit for 0.75 seconds. Enemies close to Vel'Koz at the time of impact are also slightly knocked back.
Suspension is a sub-type of Stun, not a sub-type of Airborne. As such, it is affected by crowd control reduction and can be removed.
The direction of the knockback is relative to point of cast, not Vel'Koz's position at the time of impact.
The time required for Tectonic Disruption to land is continuous, roughly 0.5 seconds, meaning the travel time is not dependent on how far from Vel'Koz the spell is cast.
Lifeform Disintegration Ray
COST: 100 mana
COOLDOWN: 120 / 100 / 80
Passive:Deconstructing enemies marks them as Researched from 7 seconds. Basic attacks and ability damage will refresh this duration.
Active:Vel'Kozchannels for 2.5 seconds and projects an energy beam in a line. The ray's trajectory updates itself over the duration to face the cursor. Moving or reactivating Lifeform Disintegration Ray immediately ends its effects.
The ray deals magic damage in 0.25-second intervals to enemies caught in its wake, and slows them by 20% for 1 second. Deconstruction is applied every 0.7 seconds to enemies hit, up to 3 stacks. Researched enemies take true damage instead.