Patch 7.22 notes
Hey team, Safelocked here. I'm the Lead Gameplay Producer, aka the Gameplay version of Lead Producer Joe "Audible Chocolate" New001, and before you dive into one of LoL’s biggest patch notes to date, I want to take a moment to recap this year. Side note: If you landed here looking for more Runes Reforged information, click here.
Let’s start with class updates. Last preseason, we updated Assassins as a continuation of these (i.e. Juggernauts, Marksmen, Mages), and in midseason, we updated Tanks. After seeing the mixed impact of class updates though, we decided to move away from this approach to push individual champions further in bigger and more targeted ways. We went big with Warwick’s blood hunting, Galio’s colossal impact, Urgot’s infamous shotgun knees, and Eve’s charming mind games.
We went more targeted with ability updates: smaller scale changes on champions that might’ve worked a few years ago but now needed some extra love to better define their space within LoL. There were a bunch of them starting with Alistar stampeding his way, to giving Rek'Sai more teeth, to more recently bringing Azir's groove back and modernizing Xin Zhao.
We also welcomed new champions: Xayah and Rakan as the ultimate power-couple; Kayn, the wall-walking shadow reaper; Ornn, your resident blacksmith demigod—and we have one more bubbling up soon.
Supports got a few more legendary item options like Redemption and Knight’s Vow, and Rift Herald’s evolved to become a meaningful strategic objective on Summoner’s Rift.
Now it’s finally preseason, and we’re ready to introduce some big changes we've been working on. We’re combining runes and masteries into one new system that lets you customize your playstyle, streamlines your choices, and is free for everyone so we’re all on the same playing field. Additionally, you’ll be able to progress beyond level 30 and get more satisfying rewards that level up with you.
We've been talking about preseason changes for about six months now, and if you haven't heard about them just yet: They’ll look crazy. They might actually be crazy too—it's preseason, after all! We’re looking to discover with you, outplay each other, and learn again. We’re in our most ambitious preseason yet, and we're excited to chart this unknown territory together.
See you on the Rift,
Mid-Patch Updates
Now that Runes have been live for some days, we have a better understanding of what Champions still need some touch-ups to better adapt to this new Runey Runey World. If you want to understand our philosophy around balance during this Preseason, read this post!
Ivern
Ivern doesn't have any Keystone that's particularly amazing to him, and more than most, he's feeling the lack of Windspeaker's Blessing.
Nunu
Nunu also took a hit moving away from Stoneborn Pact, so we're giving him a little bit of extra vitality early on
Base Stats
Ornn
We didn't account for all the bonus damage Ornn gets from bonus armor and magic resist - woops!
Base Stats
Sona
Sona's been having a blast on Runes Reforged, and while we want her to keep discovering new routes to be successful, having all paths leading to her victory seems overbearing.
Base Stats
Both of these bugs had gameplay implications, and we want to get a clear read on champions as we head into a Runes Reforged world.
Diana
Moonsilver Blade no longer applies a stack of Moonlight for 0.1 second after the third auto-attack.
Rumble
Rumble no longer gains the bonus shield twice for using Scrap Shield while on danger-zone
Runes Reforged
Runes Reforged is hitting the Rift this preseason, and if you have no idea what's this about, here are some useful links:
- /dev: On the Purpose of Pre-game
- Coming This Preseason: Runes Reforged
- Runes Reforged: Picking your playstyle
- Runes Reforged: World Around Runes
- Riot Pls: Leveling, IP, and Rewards
- Preseason Update Website <- (click this one if you want a visual tl;dr!)
- Ask Riot: Preseason Edition
- Ask Riot: Preseason Edition, Volume 2
Resolve
LIVE FOREVER! Resolve is about durability and crowd control.
Path Bonus
You may choose one of the following:
Grasp of the Undying
Aftershock
Guardian
You may choose one of the following:
Unflinching
Demolish
Font of Life
You may choose one of the following:
Iron Skin
Mirror Shell
Conditioning
You may choose one of the following:
Overgrowth
Revitalize
Second Wind
Domination
HUNT AND ELIMINATE YOUR PREY! Domination is about burst damage and target access.
Path Bonus
You may choose one of the following:
Electrocute
Predator
Dark Harvest
You may choose one of the following:
Cheap Shot
Taste of Blood
Sudden Impact
You may choose one of the following:
Zombie Ward
Ghost Poro
Eyeball Collection
You may choose one of the following:
Ravenous Hunter
Ingenious Hunter
Relentless Hunter
Precision
BECOME A LEGEND! Precision is about improved basic attacks and sustained damage.
Path Bonus
You may choose one of the following:
Press the Attack
Lethal Tempo
Fleet Footwork
You may choose one of the following:
Overheal
Triumph
Presence of Mind
You may choose one of the following:
Legend: Alacrity
Legend: Tenacity
Legend: Bloodline
You may choose one of the following:
Coup de Grace
Cut Down
Last Stand
Sorcery
UNLEASH DESTRUCTION! Sorcery is about empowered abilities and resource manipulation.
Path Bonus
You may choose one of the following:
Summon Aery
Arcane Comet
Phase Rush
You may choose one of the following:
Nullifying Orb
Manaflow Band
The Ultimate Hat
You may choose one of the following:
Transcendence
Celerity
Absolute Focus
You may choose one of the following:
Scorch
Waterwalking
Gathering Storm
Inspiration
OUTWIT MERE MORTALS! Inspiration is about using creative tools and bending some rules.
Path Bonus
You may choose one of the following:
Unsealed Spellbook
Glacial Augment
Kleptomancy
You may choose one of the following:
Hextech Flashtraption
Biscuit Delivery
PERFECT TIMING
You may choose one of the following:
Magical Footwear
Future's Market
Minion Dematerializer
You may choose one of the following:
Cosmic Insight
Approach Velocity
Celestial Body
Champions
Our old rune system gave champions a lot of raw base stats, and especially early game those stats heavily impact the feeling of basic actions, like last-hitting and jungle clears. We want a lot of the instincts players have about the game to remain consistent, so we're pumping a lot of base stats directly back into the champions themselves. For the most part, this means Health, Armor, or Attack Damage, but we've also taken this opportunity to introduce a new stat into the game: bonus Attack Speed at level 1.
A - E
Aatrox
Ahri
Akali
Alistar
Amumu
Anivia
Annie
Ashe
Aurelion Sol
Azir
Bard
Blitzcrank
Brand
Braum
Caitlyn
Camille
Cassiopeia
Cho'Gath
Corki
Darius
Diana
Dr. Mundo
Draven
Ekko
Elise
Evelynn
Ezreal
F - K
Fiddlesticks
Fiora
Fizz
Galio
Gangplank
Garen
Gnar
Gragas
Graves
Hecarim
Heimerdinger
Illaoi
Irelia
Ivern
Janna
Jarvan IV
Jax
Jayce
Jhin
Jinx
Kalista
Karma
Karthus
Kassadin
Katarina
Kayle
Kayn
Kennen
Kha'Zix
Kindred
Kled
Kog'Maw
L - R
LeBlanc
Lee Sin
Leona
Lissandra
Lucian
Lulu
Lux
Malphite
Malzahar
Maokai
Master Yi
Miss Fortune
Mordekaiser
Morgana
Nami
Nasus
Nautilus
Nidalee
Nocturne
Nunu
Olaf
Orianna
Ornn
Pantheon
Poppy
Quinn
Rakan
Rammus
Rek'Sai
Renekton
Rengar
Riven
Rumble
Ryze
S - U
Sejuani
Shaco
Shen
Shyvana
Singed
Sion
Sivir
Skarner
Sona
Soraka
Swain
Syndra
Tahm Kench
Taliyah
Talon
Taric
Teemo
Thresh
Tristana
Trundle
Tryndamere
Twisted Fate
Twitch
Udyr
Urgot
V - Z
Varus
Vayne
Veigar
Vel'Koz
Vi
Viktor
Vladimir
Volibear
Warwick
Wukong
Xayah
Xerath
Xin Zhao
Yasuo
Yorick
Zac
Zed
Ziggs
Zilean
Zyra
Items
Coin line, Spellthief's Edge line, and Targon's Shield line
Similar to the base stat adjustments, we also want to make sure that supports have the ability to spec into Bandit. To make it less of a direct rune tradeoff, we're pushing that passive into support items.
Targon's Shield Line
The new runes have given many ranged supports much higher poke damage in the early game, making it more punishable for Tanks to cash their Spoils of War stacks. We're giving the heal on Targon's a small bump to ensure they still have ways to secure their gold.
Spellthief's Edge Line
Spellthief's Edge
Frost Fang, Frost Queen's Claim, Eye of the Watcher
Poacher's Dirk
Cost reduced. Camps poached to transform increased. Cooldown between camps removed.
Read the Jungle Experience section for context!
Hunter’s Machete (and upgrades)
Hunter's Talisman
Hunter's Talisman Upgrades
Stopwatch
Defensive items like Zhonya's and Guardian's Angel can do a lot to get you through burst-heavy team fights, but the time it takes to build them is so long that many times that key fight you needed them most has already passed by the time you complete them. Stopwatch is meant to be that stopgap. It lets you invest towards the long term solution and still get that single moment of reprisal when you need it most.
Zhonya's Hourglass
Guardian Angel
Gargoyle Stoneplate
Experience
Takedown Experience
When we implemented the team-catchup experience, we'd intended it as a mechanic to keep supports relevant in levels, but the impact has largely been to snowball teams which are already ahead.
Jungle XP
Comeback jungle experience is important in ensuring that an early game deficit isn't too hard to come back from, but at the moment it's creating some weird patterns. First, it's just too much overall, so we're cutting the total amount significantly. Second, linking it to little monsters has made one side of the map (Raptors and Krugs) disproportionately important to secure. Putting the bonus experience on the large monsters instead balances the sides out, while also making it more rewarding to counter-jungle.
We're also taking this moment to standardize jungle cs indicators. Because camps had wildly different numbers of monsters in them, cs becomes a pretty poor marker of gold. Is the enemy jungler outfarming you or have they just taken Krugs and Raptors twice? With this change it should be easier to ballpark a jungler's strength/lead from comparative cs.
Jungle Monsters
Red Brambleback
Extra damage to minions
With the removal of masteries that brought a bit of PvE damage to the table, we wanted to ensure that champions didn't feel overly weak against lane minions. We will be continuing to evaluate the power of this as we see adjustments to Runes and champion changes.
Minion, Monsters, and Ambient Gold (and things related to it)
There's a lot of waiting around at the start of the game, and even with invades, there's still some downtime. We're trying to reduce the idle time, so you'll see things like Bard Chimes, Skarner's Crystals, and Smite Cooldown being enabled a little bit quicker. To compensate those 10 seconds, the Homestart effect is also a tad stronger
Champ Select
We're temporarily adding 15 seconds to the "Select Loadout" part of champion select to give people more time to pick their Runes.
Uncapped Leveling
The level 30 level cap has been removed, and the new cap is… infinity!
Instead of getting IP after every game, you'll receive a capsule each time you level up. Capsules almost always contain champion shards. Exceptions to this will be on certain milestone levels such as 50, 75, 100, etc, where you can get extra goodies. When these levels are reached, you'll get exclusive rewards to show off your status in-game. These rewards include a special high-level ward skin, milestone emotes which you can upgrade using blue essence, and at very high milestone levels, maybe even a gemstone.
IP turns into Blue Essence
We're connecting the leveling and loot systems by merging IP and blue essence. The newer, bluer essence will work in all the places IP and BE worked before, including loot and the champion store. Everything in the store will cost the same as it did in the old, IP-based system—for example, a newer champ like Kayn will be 6300 BE.
Level 1 through 30
We’re shortening the time it takes to get to level 30. For more info on changes to leveling, check out the preseason FAQ
Changes to boosts
IP boosts are being removed from the store. XP boosts will still be available. Any active IP boosts will get automatically converted to XP boosts.
With rewards being tied to leveling up, XP boosts helps increasing the speed you unlock content (you'll level faster, thus earn capsules faster). To reflect this, we’ll be increasing the price of XP boosts to be closer to the value of an IP boosts. Check out the new price table in the FAQ.
Rotating Game Mode
Claim the incredible power of Ascension to conquer the Crystal Scar of Shurima. Ascension is now live from 11/10/17 at 12:00 p.m. PT - 11/14/17 at 04:00 a.m. PT and 11/17/17 at 12:00 p.m. PT - 11/21/17 at 04:00 a.m. PT.
TL;DR:
- Go 5v5 to claim the incredible power of Ascension by taking down Ancient Ascendant Xerath. Use Ascension to conquer the Crystal Scar of Shurima.
- First team to reach 200 points wins. Score:
-
- 1 point for champion kills.
- 3 points for capturing a Shuriman relic.
- 5 points for landing the killing blow on an Ascended champion.
- 2 points for each kill you acquire while Ascended.
Go forth. Conquer. Ascend.
Ascension Changelist
You can now use Enhanced Recall from anywhere on the map while in the play space
Runes Reforged is now available on Ascension
You can customize and select your runes, however we have swapped out some of the runes that are not compatible with Ascension by default; if you have these particular runes in your page, they will be automatically swapped for you once in game
Waterwalking
Waterwalking gives you movement speed while walking in the River, which wasn’t useful in the desert. Waterwalking will become Scorch, which allows your next ability to set the champion on fire, dealing damage.
Zombie Ward
Zombie Ward spawns a new, allied ward wherever you kill an enemy ward (or a new allied ward when your allied wards expire); however, there are no wards in Ascension… so, we’re testing out Ghost Poro. Ghost Poro allows you to summon a poro after entering a brush. The poro will stay behind and give you vision until you summon a new one, or until an enemy scares it away.
If Ghost Poro doesn’t happen, we’ll be swapping Zombie Ward out for something more useful regardless.
Minion Dematerializer
Minion Dematerializer lets you kill and absorb lane minions… if you had any! So you'll be getting Future’s Market instead. Future's Market lets you enter debt to the shopkeeper to buy items. Careful with those interest rates!
Kleptomancy
Kleptomancy lets you auto attack champions and get gold and potentially consumables. However, since we balance gold and disable consumables in Ascension, we’ve disabled this rune as well. You'll be getting Glacial Augment, which gives your auto attacks a slow effect on champions. If you slow them with an active item, it’ll freeze the ground around them for five seconds.
Demolish
Demolish allows you to make powerful attacks against turrets. The only turret that exists in Ascension is Azir’s, when Xerath is de-spawned, so we’ve disabled this rune.The one you'll be getting instead is Font of Life, which allows you to mark an enemy when you have impaired their movement. Allied champions will heal when they attack marked enemies.
Overgrowth
Overgrowth increases your maximum HP for monsters and minions dying near you, but there are no monsters or minions in Ascension. There's always Second Wind though, which allows you to heal for some amount of your missing HP after being hit by an enemy champion.
Skins Bugfixes
- Snow Bunny Nidalee's legacy border has been restored
- River Spirit Nami's Tidecaller's Blessing (E) once again has on-hit SFX
- Shields now follow Dark Star Varus' model during his recall animation
- Tundra/Grey/Hyena/Marauder Warwick no longer has classic green idle VFX on their backs
- Arcade Miss Fortune Chromas no longer have parent skin textures on her guns during death animation
- Katarina and all of her skins’ SFX have been restored and are no longer quiet
- Death Sworn Katarina's smoke VFX on her daggers during her Recall (B) no longer appear below the ground
- Death Sworn Viktor no longer uses classic SFX during his joke animation
- Scorched Earth Renekton no longer has missing ember VFX when using Slice and Dice (E) with 50+ fury
- Surprise Party Amumu's Curse of the Sad Mummy (R) can no longer be heard in Fog of War
- Death Sworn Viktor's character texture now scales with character quality
Emotes in Loot
Emotes are now available to drop in Hextech crafting.
Upcoming Skins & Chromas
The following skins will be released in patch 7.22:
The following chromas will be released in patch 7.22:
438 Comments
You guys left Lux out of the champion stat update section...[sg-lux-2]
I've played for so long at level 30 [sg-janna]
Urf would be nice one more time this year [cass-cry] pls rito
I played with armor seals and scaling mr glyphs. [sg-soraka] Good thing now everyone lacks mr on early level so i can poke the hell out of them. [sg-lulu]
Will Zilean receive compensation for his passive?
Not sure if there are other champions, but Bard isn't the only one with a time-sensitive ability. Zilean's cooldown has stayed the same despite the game times getting shorter and shorter (it's been shortened 2-3 times now, all the way to 1 min 10s this patch). Effectively, this means his passive's initial cooldown has been technically nerfed by a good 20 seconds or so.
It's not a huge deal, but it's a useful quality of life change he should probably get.
Shaco's Two-Shiv poison is his e not r. Please fix.
When the old rune system was in play, I was able to build my ADC with a 41% - ish attack speed boost (basically a free speed item) at the start. Another rune sheet allowed a +6 mana regain (double what I'd normally get at a game's start, which funded mana for my support through level 6). There are multiple other examples how someone can utilize the old runes/mastery system to see dramatic results, especially in the early game.
The new system, in my humble opinion, seems to streamline what was once a multi-choice system, into a smaller, simpler, moron-proof system that (again, in my opinion) seems to limit a summoner's creativity. Instead of being able to think outside the box, I can now only select 20 or so pre-designated choices, that will most likely match 20% of my opponents. Champs that were effective are no longer effective (in the way I had played them before). My only choice now is to 1) Not play or 2) change everything, and design my champs the same way everyone else designs theirs. I can no longer be different, creative or think outside the box. I now have to build my champs the way the professionals build theirs, because that seems to be what the new updates seem to cater too.
It's like changing a test from "Open Answers" questions to a "Multiple Choice" questions. Freedom and creativity have been removed to make things simple; which seems to be an ongoing theme. A theme that seemingly caters to the professional realm (earning foreign currency more aptly), rather than catering to the masses. The same thing that happened when developing the 5 positions. (Before you could see 4 people pushing a single lane for the win, but now it has become a standard to have top, mid, jgl, supp and marksman). I'm sure many of us have seen the boards, the youtube videos and the blogs of those who complained and were quickly disregarded and dismissed as people who don't want to change with the times. Dismissed or not, I think their points as a collective held merit.
I suggest having a poll to see how the public masses enjoy this new change, and see which system is more desirable. However, I doubt a change would be made. I cannot foresee a company throwing away their hard work, unless it threatened their business's existence. If the masses just shrug their shoulders as usual, they will continue to do whatever they'd like.
I'm aware that my love for the old system is just seen as " I'm a bigot who doesn't like change and should go commit suicide because your view is different than mine", or seen as a " I dare to not suck the dong of RIOT!?", but it is my opinion, and I am free to make it. Cheers!
I'm half and half on getting emotes in loot, I mean I kind of want more than the thumbs up emote but it means that there will be less of a chance to get a skin in a chest. Think about it, as if it wasn't stupid enough to just get a ward skin and nothing else. Yes, there is USUALLY some blue essence involve with it, but not when I do it. I'm pretty sure it isn't just me that this triggers but then again, I only do the loot to get a champ or a new skin. It just invigorates me when I get only a ward skin. Now think about that as an emote. Ward skin alone = Emotes in loot.
"Instead of getting IP after every game..."
Um. Won't this make it extremely difficult to get the IP/Essence you need to buy specific champions? Sure, you can disenchant the shards you get inside the lootboxes "capsules", but you've specifically turned down the amount of essence received this way, so unless you can level every couple of games and get several shards each time, I feel like grinding out the essence to buy a new champion is going to be a serious slog.
Give Tahm Kench some Attack Speed or better Attack Speed growth. This runes reforged patch impacted his ability autoattack efficiently and stack properly because most Tahm mains run AS Reds and AS Quints for 28.8%. It wouldn't even be an exaggeration to say that Tahm has been affected by the Runes Reforged patch the most. Even Shen got some Attack Speed when his Q is a 3-hit %-max health damage that's spammable whereas Tahm actually needs to hit stuff in order to deal his combo. Tahm's entire core relies on 3-stack empowered abilities. He falls off towards the late game so relying on the CS-rune that gives AS based on CS doesnt work well for Tahm. Riot, please heed our Tahm Kench mains' cries for some Attack Speed.
The fact that you don't get blue essence from playing games is mentally handicapped. Rito why did you think this was at all a good idea other than to charge more money?
Yes, they listened!
Shen gets extra Attack Speed for compensation!!!
Psst! Riot! You guys are missing the other two non-Coup De Grace options in the Precision Combat tab! Miiight wanna fix that!
Just out of curiosity you bumped up the heal on targons
because poke champions probably gain some damage in the new system, so why did you also increase damage on the support poke item (spell theifs)
? Doesn't that kind of exacerbate the problem?
so much stuff missing wtf 0_0
Typo in the champ select section - I don't think there's supposed to be a "Select Loudout" part of champ select unless you guys made some big changes to how sounds work. :p
So where's the mana regen? 8% missing mana every 60 seconds may as well be nothing and none of the aggro supports seem to have gotten anything to account for not having that regen anymore.
By "Level to infinity" you actually mean "Level to 2^32/2 which is the maximum positive integer that a 32 bit program can handle", right?
My big question is related to the transition from old armor, magic, or hybrid penetration runes. I've used them a lot, they're gone now, and a lot of champions have significantly increased base armor. It seems like the balance is going to be way off, and with the adaptive runes providing a lot of compensatory damage it also seems like it'll be much harder to build for hybrid damage.
It feels like the changes to champions' base stats assumed a particular set of old runes for them, whereas for my part I think I often used different runes than what most people did. Thus, I expect my playstyles to be heavily marginalized. For example, I think I could get something like 19.6 flat magic penetration for some mages through maxing it on the old runes (with an extra 7% from a mastery). Now, I get 0. Sure, the new runes will give some AP, but I just wonder how this is all going to work out, and if I might find some champions to be effectively unplayable in my style any more. I see a lot of additional flexibility in the new runes; I'm hoping the reduced flexibility from losing the old runes and masteries isn't critical.
No atk speed for Xin? That was definitely a big stat on his rune page and is really integral to his passive.
So I have never felt the need to post anything in the forums here or anywhere, usually when a change i dont like happens in league i come to accept it as part of a game that is ever changing, however, the fact that the in game currency can no longer be attained through playing the game is alittle too much for me to just sit back and let happen, all games i know at least give you a little bit of in game currency for playing their game, and im including phone games, it hurts to see that league has become worse than all the games in the apple app store. Also the preset rune pages are kind of stupid, im never going to use them and they're just taking up space, either let me edit them to how i want to play the game, or let me delete them.
I'm sure that someone else has said this, but please let me delete the locked rune pages you've given. Or at least let me edit them. I know you probably want us to buy new rune pages, but I would gladly trade all five of the presets for just one more rune page. If there's no plans for this, I guess I can choke up the IP to buy a rune page but I'd really rather use it on a new champion. (Despite worries about whether the amount I'm going to get from leveling is going to be coming at the same rate)
Awesome to see all these changes.
Now if only Riot would properly compensate people... the joke of less than 20% refund for runes is really sad.
And giving people skins if they have rune pages instead of RP back? Why? What if we're someone who doesn't want skins?
I didn't like any part of this change. Kind of ruined the game for me. All this brought was unnecessary change and frustration.
lol, ya, I remember this from W.O.W when they went from creativity trees from base players to cookie cutting runes and 10mill players to 5mill by the NEXT year. Good luck is all i say.
Why is Diana called Scorn of the Moon if she actually loves the moon and was chosen by it? [sg-ahri-1]
Does anyone know when this goes live? I might have just missed it. Thanks!
Can anyone please clearly define what "adaptive" means? It seems to have something to do with granting the more appropriate of bonus AD/AP, but if so, how is that even decided?

W - Blood Price
E - Blades of Torment












W - Stand Behind Me

W - Tactical Sweep
E - Hookshot


Q - Phosphorus Bomb



Q - Spinning Axe
E - Stand Aside



E - Arcane Shift

Passive - Duelist's Dance
Q - Lunge


Passive - Trial by Fire



Q - End of the Line
Q - Rampage
E - Devastating Charge





Q - Dragon Strike
Q - Leap Strike
E - Counter Strike
Q - Shock Blast
R - Mercury Hammer










Passive - Unseen Threat
Q - Taste Their Fear
W - Void Spike
Q - Dance of Arrows
E - Mounting Dread
Q - Bear Trap on a Rope
W - Violent Tendencies
E - Jousting


Q - Sonic Wave
E - Tempest
W - Eclipse

Q - Piercing Light













Q - Duskbringer

Q - Undertow


Q - Spear Shot
E - Heartseeker Strike
Q - Hammer Shock
E - Heroic Charge
R - Keeper's Verdict



Q - Queen's Wrath
W - Un-burrow
E - Furious Bite
Q - Cull the Meek
E - Slice and Dice
Q - Savagery
E - Bola Strike
Passive - Runic Blade
W - Ki Burst
E - Valor



E - Two-Shiv Poison












Passive - Blade's End
Q - Noxian Diplomacy
W - Rake
Passive - Bravado
E - Dazzle


E - Explosive Charge

E - Spinning Slash



Q - Corrosive Charge
E - Hail of Arrows
E - Condemn


Q - Vault Breaker




E - Nimbus Strike
Q - Double Daggers
E - Blade Caller

Q - Three Talon Strike

Q - Last Rites

Q - Razor Shuriken
E - Shadow Slash















