favorite champions that i would like to buff/change "reddit"
Brand:
W: ACTIVE: After a 0.625 second delay, Brand creates a burst of fire at target 250-radius area, dealing magic damage to enemies inside. Units that ablaze take an additional 25% damage and will damage nearby enemies (would like
sunfirecape damaging allies)
E: auto attacks deal magic damage and If the target is ablaze, Conflagration will also spread to enemies within 300-range of the target.
Caitlin
Q. will apply a headshot buff if ready to use W. will apply a headshot buff if ready to use E. will apply a headshot buff if ready to use R. will apply a headshot buff if ready to use
Diana
PASSIVE: Every 3rd attack cleaves nearby enemies for 20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (15 + 5 / 10 / 15 / 20 / 25 at each level) (+ 80% AP) magic damage and heals for 60% of the damage dealt. The counter will reset if Diana hasn't attacked for 3.5 seconds. In addition, Diana permanently has 20% bonus attack speed. Q. ACTIVE: Diana unleashes a bolt of lunar energy that travels in an arc. Enemies struck take magic damage giving (7) mana on hit and are afflicted with Moonlight, granting sight of them for 3 seconds. R. When used to dash to an enemy afflicted with Moonlight, Lunar Rush's cooldown and mana is refreshed and the Moonlight debuff is consumed. All other enemies will have the Moonlight debuff removed regardless of whether they were the target of Lunar Rush.
Kayle
R: passive when intervention is on cooldown kayle wings grow large and to protect in a area around her giving a 25 magic resist and armor to all allies and her
Misfortune
PASSIVE: INNATE: Miss Fortune gains 45 movement speed after not taking damage for 5 seconds, which gradually increases to 70 movement speed over 5 seconds. E: Passive: Miss Fortune's autoattacks deal 6% AD bonus magic damage, stacking cumulatively up to 5 (+ 1 × Bullet Time.png Bullet Time's rank) times. Active: Miss Fortune gains bonus attack speed and activates he passive (strut) in out of combat movement speed for 6 seconds. Her autoattacks also apply Grievous Wounds for 2 seconds
Nidalee
E: active: Nidalee evokes the spirit of the cougar, healing a target allied champion or herself and granting them bonus attack speed dealing and if casted on nidalee healing her for 25 / 40 / 55 / 70 / 85 (+ 35% AP) damage for 7 seconds.
Olaf
passive: Olaf gains bonus lifesteal and bonus attack speed. Increases by 1% for every 1% of his missing health. If he’s heath below 45% health Olaf also gains 1% enhanced healing from all sources for every 2% of his missing health. Q. BLUE Undertow: Olaf throws an axe in a line to a target location, dealing physical damage and slowing enemies it passes through for between 1.5 and 2.5 seconds, depending on the distance the axe has travelled. The axe remains at the target location until BLUE Undertow is off cooldown. Olaf can pick up the axe to reduce Undertow's cooldown by 4.5 seconds. If the axe would land inside terrain, it will instead stick to the wall. W. RED Undertow: Olaf throws an axe in a line to a target location debuffing champions reducing 5 armor and magic resistance, dealing physical damage from enemies it passes through for between 1.5 and 2.5 seconds, depending on the distance the axe has travelled. The axe remains at the target location until RED Undertow is off cooldown. Olaf can pick up the axe to reduce RED Undertow's cooldown by 4.5 seconds. If the axe would land inside terrain, it will instead stick to the wall. R. PASSIVE: Olaf gains bonus armor and magic resistance. ARMOR & MAGIC RESIST: 10 / 20 / 30 ACTIVE: Olaf instantly removes all crowd control effects from himself and becomes immune to them for 6 seconds. During this time, he loses the passive bonus but gains movement speed MOVEMENT SPEED: 10% / 15% / 20%
Quinn
Passive: Valor periodically marks a nearby enemy with Harrier Vulnerable for 4.5 seconds. This cannot occur again for a few seconds, decreasing if Quinn triggers the Vulnerable. If Quinn attacks a Vulnerable enemy, she deals 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 105 / 115 / 125 / 135 / 145 / 155 / 170 / 185 / 200 / 215 (15 + 10 / 15 at each level) (+ 50% bonus AD) bonus physical damage and the mark will remain within 2.5 seconds and only disappear if she doesn’t attack him after those 2 seconds anymore.
Sejuani
W: ACTIVE: Sejuani's next basic attack deals bonus magic damage to the target and enemies near it equal to their maximum health. She then swings her flail, dealing magic damage and healing her for the same amount each second to enemies within range for 4 seconds. If this ability is reactivated, Sejuani immediately starts swinging her flail. BONUS MAGIC DAMAGE: 4 / 6 / 8 / 10 / 12% (+ 3% per 100 AP) of target's maximum health MAGIC DAMAGE PER SECOND: 10 / 17.5 / 25 / 32.5 / 40 (+ 1 / 1.5 / 2 / 2.5 / 3% of maximum health) (+ 15% AP) TOTAL AOE MAGIC DAMAGE: 40 / 70 / 100 / 130 / 160 (+ 4 / 6 / 8 / 10 / 12% maximum health) (+ 60% AP)
Teemo
passive - Element of Surprise: Attacking enemies with blind dart or toxic shot or after coming ot of stealth gives 40% bonus attack speed for 3 seconds. Increased by 10% in bushes W. PASSIVE: Teemo gains increased movement speed when moving toward blinded champions for 5 seconds. Damage from champions and structures will reduce 50% of this bonus. PASSIVE MOVEMENT SPEED: 10 / 14 / 18 / 22 / 26% ACTIVE: For 3 seconds, Teemo doubles his passive movement speed bonus. While active, Move Quick's bonus cannot be reduced via champion or structure damage. ACTIVE MOVEMENT SPEED: 20 / 28 / 36 / 44 / 52% E. PASSIVE: Teemo's auto-attacks deal bonus magic damage and poison his target, causing them to take additional magic damage over 4 seconds. Subsequent attacks only refresh the duration. ACTIVE: he becomes instantly stealthed. Taking any action or being moved will break his camouflage.
YASUO
E: ACTIVE: Yasuo dashes 475-units in the direction of a ward or a target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed. MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 (+ 60% AP) Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage. MAXIMUM DAMAGE: 105 / 135 / 165 / 195 / 225 (+ 60% AP) Yasuo cannot use Sweeping Blade on an enemy or ward that's already been marked.
ZAC
Each time Zac uses an ability on enemies, he sheds a chunk of himself into enemies. Zac can reabsorb these chunks if attacking or casting a spell into the enemy with the chunk, regaining 4% of his maximum health. Upon taking fatal damage, Zac splits into 4 Cell Division Bloblets that attempt to recombine. Each Bloblet has 12% of Zac's maximum health, and 50% of his armor and magic resistance. If any of these Bloblets remain after 8 seconds, Zac will revive with 10-50% health depending on the health of the surviving chunks. E- COST: 4% OF CURRENT HEALTH COOLDOWN: 24 / 21 / 18 / 15 / 12 ACTIVE: Zac leaps into the air and begins to bounce on the ground, up to a maximum of 4 bounces. Zac gains an accelerating movement speed buff (20 - 50%) while bouncing. During this time, Zac can still move and use Unstable Matter.png Unstable Matter, but is unable to activate Stretching Strike.png Stretching Strike or Elastic Slingshot.png Elastic Slingshot. Each bounce deals magic damage within 300-range to nearby enemies upon impact, Airborne icon knocks them up for 1 second, and slows them by 20% for 1 second. Enemies hit more than once take half damage and are not knocked up. MAGIC DAMAGE PER BOUNCE: 80 / 130 / 180 / 230 / 280 (+ 40% AP) MAX. MAGIC DAMAGE TO THE SAME TARGET: 200 / 325 / 450 / 575 / 700 (+ 100% AP) R -COOLDOWN: 130 / 115 / 100 ACTIVE: Zac faces the cursor and begins channeling. After channeling or after reactivating the ability he launches himself towards the target location, dealing magic damage within 300-range to all enemies hit and Airborne icon knocking them back for 0.5 seconds. MAGIC DAMAGE: 130 / 230 / 280 (+ 70% AP) MAX CHANNEL TIME 1.1 / 1.2 / 1.3 The range of Elastic Slingshot increases based on how long Zac channels. Can be cancelled by moving, refunding 50% of the health cost and halving the cooldown. Zac will spawn 1 additional Cell Division.png chunk for each enemy champion hit beyond the first. MAX RANGE: 1550 / 1650 / 1750
Ziggs
Q. ACTIVE: Ziggs throws a bouncing bomb to a target area; it bounces up to twice if the bomb doesn’t hit any unit it will remain for 2 minutes revealing a small area until any enemy touches the bomb explodes after 1 sec in a 240 radius area but dealing 40% less damage. The distance of each bounce is dependent on how far it was originally thrown.
MAGIC DAMAGE: 75 / 120 / 165 / 210 / 255 (+ 65% AP)
Zilean
Passive zilean auto attacks into the bombed targets to decrease the time of the ticking bomb Q. Time Bomb - COOLDOWN: 10 : ACTIVE: Zilean places a ticking time bomb on any unit, allied or enemy, which detonates after 4 seconds, dealing magic damage in a 330-unit area. MAGIC DAMAGE: 90 / 145 / 200 / 260 / 320 (+ 90% AP) Bombs will detonate immediately if the holder dies or if another bomb is placed on them. W rewind: ACTIVE: enemy cast: zilean forces an enemy to walk back in the last location that he came for 1.5 seconds. Self cast : reduces the cooldowns of all zilean abilities by 10 seconds. E Time Warp: ACTIVE: Zilean bends time around a champion, Slow icon slowing an enemy champion or increasing an ally champion's movement speed by 55% for a short time. DURATION: 2.5 / 3.25 / 4 / 4.75 / 5.5
Zyra
Passive:
-Rampant Growth: zyra’s basic abilities will spawn plants automatically (depending how much champions hit by zyra’s abilities).
-Rise of the ThornsUpon death, Zyra returns to her plant form for up to 8 seconds. After 2 seconds, she gains the ability to cast Vengeful Thorn using any learned ability.
Rise of the Thorns VENGEFUL THORN - ACTIVE: Zyra spits a vengeful thorn in the direction of the cursor, dealing 80 + (20 x Zyra's level) true damage to every enemy it passes through.
Q ACTIVE: After a short delay, thorns sprout from the ground at a target location dealing magic damage to enemies within the area.
MAGIC DAMAGE: 70 / 105 / 140 / 175 / 210 (+ 65% AP)
RAMPANT GROWTH: If “Deadly Bloom” enemies, a Deadly Bloom Thorn Spitter grows (for each enemy hit only automatically) that lasts for 10 seconds. Thorn Spitters have a long ranged attack and deal 23 + (6.5 × Zyra's level) (+ 20% AP) magic damage.
W zyra surrounds her or any allied with her plants that shields allies hit by this alility (max 3)
E ACTIVE: Zyra sends vines forward in a line, dealing magic damage and rooting enemies hit for a short duration.
PROJECTILE SPEED: 1150
MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 50% AP)
ROOT DURATION: 0.75 / 1 / 1.25 / 1.5 / 1.75
RAMPANT GROWTH: If Grasping Roots enemies, a Grasping Roots Vine Lasher grows (for each enemy hit only automatically) that lasts for 10 seconds. Vine Lasher have a short ranged attack that deals 23 + (6.5 × Zyra's level) (+ 20% AP) magic damage and Slow icon slows enemies hit by 30% for 2 seconds.
R: ACTIVE: Summons the fury of nature, growing a twisted thicket at the target location slowing enemies within the cente, which deals magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward Airborne icon knocking enemies into the air for 1 second.
MAGIC DAMAGE: 180 / 265 / 350 (+ 70% AP)
RAMPANT GROWTH: Plants within the thicket are enraged, increasing their attack speed by 50%. If activating this ability without plants, “Stranglethorns“ summons (for each enemy hit only) a Grasping Roots Vine Lasher with only 10%.