Rito Editing

Terakali·8/20/2016, 3:34:39 AM·4 votes·1,324 views

We here at Rito wanted to really change up the game. We figured mid season was the perfect time because of reasons we won't give out to you. For now though, here are our planned updates.

Champions Aatrox Note: Aatrox just seemed too killable before we changed him. We think he is much more how we envisioned him this way: A monster of who the word demon cannot describe. Passive: Whenever Aatrox deals damage to any unit, he gains a stack of his passive. When at 5, he gains Hellbent for 80 seconds, increased by 80 seconds whenever he damages an enemy champion. While Hellbent is active, Aatrox gains 1000% lifesteal and spellvamp, but loses 1 AD to compensate. Gotta be fair. The revive normally associated with this ability has been moved. Q: If the target is knocked up they are held in the air until a turret is destroyed, a champion dies, or an large/epic monster is slain. If a champion is in the air when Aatrox dies, they are dropped to the ground and Aatrox heals 100% of his HP. W: Whenever Aatrox lands an auto attack, he deals 40/80/120/160/200 true damage and heals for the same, doubled if below half health. E: Slow lasts until Aatrox leaves combat. R: Now grants maximized attack speed and doubled on hit effect damage to all champs with less than 99% hp. Also instantly kills any minions in radius, healing for all the damage dealt this way. If an epic monster is within range, Aatrox becomes the only champion able to deal damage to it for 5 seconds. Extra: Base movement speed buffed to 355.

Ahri Note: Due to the reduction in mana regen her lane sustain has dropped substantially. We hope that this fixes it. New Passive: “Soul Leech” Ahri heals for 50% of damage done with abilities, and gains mana equal to the damage dealt to minions, or double dealt to champions. Q: Now spawns 9 spheres, no longer reducing damage if the target has been hit by one recently. Prioritizes the target last hit with a basic attack by Ahri. Range of attack increased to 300/375/450/525/600 W: Now does true damage both ways, and does damage scaling with 50% Ahri’s current health. E: Charm lasts twice as long, and if the target gets within a small radius of Ahri during the duration, they are stunned for an additional 1 second, but so is Ahri. R: Ahri gains an additional dash for every dash she does damage with. Cost doubles every other use beyond the standard 3. Cooldown reduced to 30/20/10 seconds after third dash is over. No longer has a limit on delay before multi-dashing. If cooldown ends while ability is active it resets.

Akali Passive: Now does 50% of AD in magic damage on hit and heals for 80% AP on hit. This effect has a 0.1 second cooldown. Q: Now restores 150 energy instead of 40, and grants an Essence of Shadow every time you use your ult on a marked target. W: Stealth now continues regardless of if you attack, but Lee Sin can see you as long as he is also within the radius. Slow increased by 20% at all levels. E: Cost reduced by 10 at all levels, and now has 1.5 effectiveness of cooldown reduction outside of Urf. 40 unit increased radius. If the target has been hit by this ability in the last 2 seconds they are stunned for 1 second. R: Can store up to five Essence of Shadow, and charge cooldown reduced by 2/1/0 seconds. Now does 50% increased damage to movement impaired targets and 100% increased damage if invisible upon cast or impact, 200% if both. Extra: Base Ad increased by 10, and movement raised to 355. Critical strikes now affects on hit magic damage.

Alistar: Passive: Whenever an enemy unit dies on the field, all allied units heal for 18-324 HP. This effect is tripled if the killed enemy was a large/epic monster or a champion. Q: Radius extended by 50% and no longer has a casting delay. Can be used at any time, even while cc'd, but doesn’t remove the cc itself. If used while cc'd, hit enemies are knocked a small distance away (50 units from current location away from Alistar). Removed cost. W: Every other headbutt knocks the target back a doubled distance. Does triple damage, and can be used a second time within 2 seconds of casting. E: Trample is now a toggled ability costing 5/4/3/2/1 HP per second to use. The stun now requires 2 stacks to be applied. Stacks have no max and continue until this is toggled off. R: Now grants a 10% increase to all stats, 100 free ad, ap, movement speed, armor, magic resist, and 40% cooldown reduction upon use, and lasts 20 seconds. Cooldown reduction is not affected by 40% cap, but in URF sets all cooldowns to 0.1 seconds instead of 0, and this ability is unaffected by the cooldown reduction bonus. Damage reduction and cooldown are unchanged.

Amumu Passive: Abilities ignore magic resist on enemies, and reduce their magic resist by 15 for 1 second. Q: Stuns any hit targets for an additional 2 seconds, and even after hitting a target the projectile keeps going, damaging and stunning everything extra hit for the same time. Now has 125% AP scaling on the first hit. W: No longer has a cost and doubled AP scaling for 5 seconds if disabled for at least 2 seconds. E: Cooldown is reduced by 1 second instead of .25 from incoming damage. Damage reduction changes to 20/40/60/80/100% physical damage, and half for magic damage. R: Now snares until Amumu or the target dies. Amumu cannot leave radius. Extra: Any units whose magic resist is negative still buffs damage despite Amumu’s passive.

Anivia Note: Anivia kept being run over by tanks or simply couldn’t heal herself, so we fixed both of these issues with Anivia 2.0. We also made a new skin for her called Eggsy Anivia, where she always looks like her egg form. Passive: No longer has a cooldown, and armor and magic resist buff raised by 50 for both stats at all levels. Q: Now stuns all targets for 1 second as it passes over, and 2.5 when triggered. No longer has a max range. W: Wall no longer has a max cast range. When you click the first time that places the center, and you rotate it around with the second click. No longer has a max duration, and cannot be dashed over. Teleports, flying, and tunneling function as normal. Wall melts over 1 second from Rumbles Flamethrower, Udyr’s Phoenix Stance, and any other Fire element abilities impacting it but it absorbs the projectiles used to melt it. Cannot have two walls out at a time, and Anivia can basic attack the wall to break it. Cooldown triggers on cast, but cannot go below 1 second until the wall is broken. E: Instantly kills any champion stunned by Anivia’s Q when landed. Ignores any barrier besides spell shields. R: Much larger radius (200% at all levels of expansion), much more powerful slow (20/30/40% per second they have been standing on it, up to 80/90/95%), and enemies get stunned for .25 seconds every second they stand in the radius. Mana drain increased to 50 per second, but reduced cost by 33.3...% for each enemy champion on the circle. Able to restore mana with this effect. Extra: Anivia can turn into an egg intentionally at any time by pressing the S key. This triggers the original cooldown.

Annie Note: Annie has and always will be a dominant force in the rift, but she couldn’t deal with some types of champions at all. We at Riot think this is much more balanced for the Annie player, and is more likely to play fair against these other updates. New Passive: Whenever Annie lands an ability, the target is stunned for the cooldown of that ability. Tibbers stuns for 10 seconds. This effect is countered for 15 seconds if the enemy uses Cleanse. Q: Now does triple damage to stunned targets, and damages any units the projectile passes over during flight. W: The area has been changed to now be an instant cast ability that hits all units in a circle around her. If it kills a unit, the ability is triggered again. This ability can also now be used while moving. E: Now a toggled ability with a mana drain equal to 4/sec. Grants armor and magic resist equal to 40% of her AP, and returns 20% of the damage taken before resistances back at the attack in true damage. 1 second delay between toggles. R: Tibbers stuns targets for 1 second every 2 seconds they are within the burn radius of Tibbers, and stunning a target this way does the damage of spawning Tibbers again. Buffed AP ratio to 150%. Extra: Annie’s basics didn’t feel impactful enough, so we doubled her base AD and buffed her attack speed to 1/sec at lvl 1.

Ashe Note: Ashe’s survivability wasn’t good enough. Many champions nowadays can just shrug off slows, but not anymore. Passive: Basic attacks apply a 40%+40/100AD% slow to a max of 99%, and deal 110%+Critical Chance% damage. These basic attacks can crit as well. Q: Grants Ashe 20/25/30/35/40% attack speed per second over 10 seconds. And increases slow percent by 10%. Any autos shoot a bolt to all enemies within a small radius of the target. W: Now has 150%AD ratio and does 50% extra damage per additional bolt that hits a target. Applies slow to all enemies within radius regardless of whether they are hit using the same projectile speed. E: Cooldown reduced to 5 seconds, and stacks up to 10. Reveals entire pathway for 5 seconds after passing. R: Now instant cast, and stun is 2.5 seconds regardless of distance covered. 80% faster projectile speed and auto-aims within a small radius towards champions below full health. Damages minions it passes over.

Aurelion Sol Note: Aurelion was having lots of trouble with assassins and tanks getting within his stars and breaking him down, and we hope this is good enough to deal with that. Passive: Instead of stars, 3/4/5/6 (Based on ult level) spokes orbit him, damaging anything hit. Spokes no longer disabled while impaired, but slowed by 25% per separate impairment, max 75% slow. Q: Now increases movement speed to the projectile speed unless movement is already faster. Increased growth rate by 5% per tick it is out, and allows instantly popping it off. Now has 200% AP ratio towards champions within smaller spoke radius. W: Slightly further range increase (20% further), half activation and quarter maintain mana cost. Base damage raise increased by 50%. E: No longer requires stacks to fly, and cooldown reduced to 3 seconds at all levels. Spokes continue spinning while flying, and damage no longer disables flight. R: Pulls far away targets into the knockback line, and stuns all targets for 2 seconds. No longer has casting delay. Exterior range increased by 50%. Targets within inner radius take 50% damage in true damage, and are slowed by 50% for 1 second after the stun. During the stun, the spokes deal 50% increased damage as physical damage. Extra: Aurelion is now the only champion that can basic attack while moving without a condition for use. The drawback is that attacks done in this manner only do 99% AD damage. Aurelion also has 10 more AD at all levels than before.

Azir Passive: Now has a two second cooldown, and turrets can be placed anywhere on the map. Turrets do not attack buildings, but can tank damage from base laser and enemy turrets. The drawback is that the enemy gets 15 gold every time one of these die, split amongst the team. HP Scales as follows: 500/1000/2000/4000/8000, leveling up every four levels. The decay is relative to the health. To place these turrets, simply press S while hovering over where you want them. Turrets and base laser prioritize champions over turrets, but won’t change target if already attacking a turret. Q: The ability no longer has a maximum range. W: Soldiers do not die faster under turret, can attack turrets, deal 150% damage to champions, can be any distance away from Azir, and attack in conjunction with Azir if in range. Soldiers have triple duration if within 800 units of Azir, but are limited to 5 at a time from this ability. If Azir dies all soldiers continue to fight and must be despawned naturally. Azir can still make them attack, and use his Q while dead as well. E: Dashes towards a target location if a soldier is within 400 units of that location. If cc lands during the dash it triggers at the end, but has 1% increased duration. Azir can cancel the dash mid-way by pressing E again. New R: Passively summons a ring of 10 soldiers around him. These soldiers reduce damage from any source that passes over them by 20%, stacking up to 60%. When activated these automatically attack nearby enemies for 20 seconds, and Azir’s Q will move all the soldiers to the location. After they land, they immediately move back to their location doing Q damage again on the way. These soldiers count for his E at all times, but only register to his Q when triggered.

Brad (Bard) Note: Brad just seemed so weak in the game, so we tweaked him a bit and fully believe this will make him more balanced and playable. Passive: Instead of spawning a chime anywhere on the map every once in awhile, they spawn Within 1000 units of his current location. They also have a quadrupled spawn rate, but enemy champions can walk over them to destroy them. They also grant slightly more experience to help with the whole getting blown apart in lane thing. As long as Brad has 50 chimes he can use any ability while moving. Q: Now has 150% AP scaling. Projectile gains bonus movement speed as projectile speed. After the first target is hit the remaining range is doubled. W: Health shrine now grants 60/70/80/90/100% movement speed when taken, and heals for double the previous amounts. The shrine also charges twice as fast, but grants a 5/10/15/20/25% movement speed buff to enemies that crush it for .5 seconds, followed by a slow with the same % for a doubled duration. E: Magical Journey lasts until disabled by pressing the button again (Cannot be done if someone is in the tunnel). It has a 2 seconds cooldown after being disabled. Speed through tunnel increased by 80%, and while DoT and healing apply in the tunnel, incoming targeted abilities and basic attacks are disabled. R: Now has a 300 unit larger radius and affects everything in the game including active abilities such as poke, delaying their effects for 2.5 seconds. Channeled abilities continue as normal. If Brad is caught in the radius of his ultimate he is given invulnerability and the inability to attack, but is still able to move and glows like the beast he is.

Blitzcrank Passive: Now 100% Max mana shield, and has longer duration (15 seconds). Cooldown is reduced by cooldown reduction. Q: When shot the projectile can pass over one minion, still damaging it, before actually pulling its target. Base damage increased by 10/20/30/40/100. W: Attack speed increased to 50/70/90/110/130% and movement speed doesn’t decay over the duration. Slow at the end replaced with a smaller speed boost of the same percentage. E: Knockup scales with damage dealt (1% extra per 1 damage over 100) and does extra damage based on the same % (Does not stack with itself). If the target was knocked up when this ability is used, the remaining duration of the other knockup is added on the end of it. Cooldown reduced by 5/4/3/2/1 seconds. R: Cooldown set to 18/12/6 seconds, and has no mana cost if Blitz has landed a pull in the last 5 seconds. Range increased by 1% per 2 armor or magic resist, whichever is larger. AP ratio increased by 20%. Cannot be used within 4 seconds of itself.

Brand Passive: No longer has a delay before the health damage and no longer stops stacking when triggered. Increased base max HP by 5% at all levels and deals true damage to stunned targets. Q: Now stuns on any hit, doubles any stun duration currently on it if currently stunned, and if this triggers his passive it stuns them for an additional 3 seconds. W: Pillar has ½ of the previous delay, and a slightly larger (20%) radius. If a target uses flash while on top of the cast the ability triggers instantly, dealing damage before they teleport. Applies 2 stacks if the target already has one. E: Now spreads to all targets within chain radius regardless of stacks. Does 50% more damage to burning targets. R: Any time the target is applied the third stack of Brands passive the number of bounces increases by 1. This ability doesn’t hit minions unless there are no available champions. Extra: While the target is on the river Brands attacks and abilities do 10% less damage and extra effects from burn stacks are negated excluding passive.

Braum Passive: If an enemy is within 400 units of Braum allies can apply stacks without Braum hitting them first. Extra on hit damage turned to true damage, and also buffs Braum’s movement and attack speed by 30% every time a target is stunned by this effect, stacking up to 3 times. Q: Now has 50% Bonus HP scale. Faster projectile speed, and can pass over minions. W: No longer has a mana cost, and cooldown reduced by 2 seconds at all levels. Heals both Braum and the target by 20% of Braum’s current hp. Defensive buff lasts 10 seconds. E: Grants Braum 30% movement speed and 30% attack speed while inactive. While active grants Braum 30% increased defensive stats. R: Now blocks enemies from crossing the gorge. Enemies within inner radius are slowed by additional 50% for the next three seconds while within 500 units of Braum. Extra: Braum’s animations are much faster resulting in reduced delay between actions. This should make farming as a top laner more viable.

Caitlyn Passive: Now does 100% increased damage towards any target hit for the first time that combat, and the shot is a headshot. Q: Full width from the start, and damage doesn’t go down. W: No longer has a trap cap. Traps deal 1% of bonus AD per 1% crit Caitlyn has every second over 4 seconds.. E: Slow duration increased to 3 seconds. Slowed targets do 40% less damage with melee basic attacks or abilities with less than 300 range. R: Now an instant kill, regardless of target hit, as long as they have been hit by Caitlyn in the three seconds.

Cassie Note: From the last patch, we thought that Cassie was just too overpowered so we’re gonna nerf her. We think this will bring more balance to the Rift. In particular, we heard comments of how the items we were letting her still buy were so core to her existence, so we’re stripping them out. New Passive: “Poison Master” Cassie does 50% increased poison damage to movement impaired units. For fairness, she no longer can buy any items besides mana potions, which have been added back exclusively for Cassie. Q: Now has a ten second delay, and more visible animation, along with gives enemies a speed boost and immunity to movement impairment if over target location. No longer poisons. Mana cost set to 180. W: Now castable anywhere. Damages allies and self along with enemies. Prevents all movement on summoner's that are playing Cassie. No longer poisons. Mana cost set to 180. E: Heals -(50+50% AP) on hit, and has a 0 second cooldown. Now does 1/2/3/4/5 damage, doubled if they are poisoned. If it kills a unit, you don’t get kill gold and the abilities mana cost is doubled permanently. Mana cost set to 45. R: Now freezes Cassie in place for 10 seconds before use, and has a shorter range (50%). No longer affects turned away targets, and characters that are affected by a blind, made out of stone, or cannot see are not affected. If Cassie does not stun anyone with this ability, she is stunned for 2 seconds afterward. Mana cost set to 180. This ability does 200% damage to Vel’Koz. Extra: She now has 1 ad, but to balance she also has 100% crit chance. She also has 10 mana per level, with 10 at lvl 1. She doesn’t have any mana regen, now relying on those mana potions exclusively, which provide 1 mana per second, for 2 seconds. We feel that having proper mana regen on such a strong champion is just too overpowered.

Cho’Gath Passive: Now mana restore is equal to health restore. Doubles effectiveness of heal against large monsters, large minions, champions, and none-sentry summons. No longer functions on units made entirely out of rock or other inedible materials. Heal increases relative to max/base HP. Q: Massively increased radius (150% increase), and slow applies both on hit and on cast within the area. W: Larger radius (100% longer) and castable while moving. E: Fires spikes in all directions. Units can only be hit once per wave. Range scales relative to size, but has a 10% shorter base range. R: Grants either 120/240/360 HP or 5/10/15% Increased Max HP per stack depending on which would be larger. Deals 80% of bonus HP from existing stacks on cast. Cooldown reduced by 15 at all levels. % bonus stacks multiplicatively with one another.

Corki Passive: Applies full AD and full AP on hit, perfectly split between magic and physical damage. On hit effects apply as normal. Package also spawns every time Corki completes a Recall and once at the start of the game. Q: Targets are marked by the grenade for 3 seconds, making Corki gain 5% AP and AD on hit stacking up to 10 times. Auto’s on marked targets also refresh the duration of the mark. W: No longer has a cooldown. Mana cost reduced by cooldown reduction. E: Now a toggled ability with no cost or cooldown. Now damages buildings. R: Big ones on impact create a burst within 600 units that grants the same marking as his Q, but also grants 5% attack speed per marking applied.

Darius Passive: Now bleed triggers itself every four seconds, automatically stacking to five but if 3 or more stacks for the five are applied this way the bonus ad is not triggered. After reaching five the bleed functions as normal. Healing from anything besides regeneration will negate the self-stacking for 10 seconds. Q: Now applies bleed regardless of location hit, and has a 50% increased radius. Healing increased to 20% missing health, and no longer has a healing cap. W: Cooldown is reduced by 1 second for every auto attack done during cooldown. Mana is restored if the target has 5 stacks of bleed on them. E: Armor pen increased to 10/20/30/40/50% and slow extended to 2.5 seconds. R: Now executes enemies at 5 stacks below 75% HP regardless of damage. Cooldown reduced by 10 seconds at all levels. Base damage buffed to 150/250/350.

Diana Passive: Magic damage dealt on every hit. Attack speed bonus doubled. Q: Reveals stealthed units and has a 5 second duration. Travel speed doubled. W: Damage from spheres doubles for every sphere that has already hit them, but has 25% reduced base damage. Number of spheres changed to 2/3/4/5/6. Shield buff applied on 3 impacts. E: Slow increased by 30% at all levels and duration increased to 3 seconds. R: No longer removes moonlight, and applies moonlight to targets within 100 units of dashed target upon impact. Extra: Diana’s movement speed raised to 350.

Dr Mundo Passive: Mundo gains HP regen equal to 5/10/15/20% of his max hp per five seconds (Scales with ult level). Q: Slow duration increased to 4 seconds. W: Doesn’t cost health for 1 second after taking damage. E: Mundo gains an additional autoattack reset after the first attack which heals him for 25% of the damage dealt. New R: Actively gives him 40/60/80% movement speed and doubles his passive healing for 12 seconds. During this time Mundo’s Q becomes free and has a 1 second reduced cooldown (After cooldown reduction).

Draven Passive: Now grants an additional 1 gold per 10 seconds per 20 stacks of adoration. Gains full gold upon kill, but only consumes ½ of his stacks. Doesn’t lose stacks on death. Q: If two axes are held, it fires both of them simultaneously dealing full damage. One axe returns directly back to Draven and the other bounces as normal. W: Also allows basic attacks while moving when active and cooldown reduced by an additional 1 second every time Draven catches an axe (includes direct return). E: Targets in the center of the ability are knocked back and stunned for 1 second instead. Any targets hit take 10/15/20/25/30% increased damage from Draven for 5 seconds. R: Does double damage on the way back, and slows targets hit by 40% for 1 second on the way out, 60% for 2.5 seconds on the way back. No longer returns automatically unless it reaches the edge of the map.

Ekko Passive: Now applies damage on every auto attack, and double damage on third stack. Q: Instead of applying passive stacks, it applies Time Sickness for 4 seconds, both ways. Time sickness slows the target by 20%, increases cooldowns by 20%, and causes target to heal 20% less from regeneration effects or passive healing. W: No longer has a delay, just a casting animation, and shield is increased by 20% per enemy champion in the radius. E: Teleportation basic attacks are available for the next 5 seconds even after being used. Dash has 50 units longer distance covered and removes any slows on Ekko. R: Fully resets you to four seconds ago. No longer shows a ghost to enemies. Usable under any cc. No longer does damage in a radius, but stuns all enemies within the same radius for four seconds, doubling damage dealt to them by Ekko for the duration. Mana cost payed after ability is completed.

Elise Passive: Healed HP while in spider form doubled. No longer has max stacks for dormant spiders. Q: Does max health damage instead of current or missing. W: Passively gives both the attack speed, and a ⅕ chance for a dormant spider to be an explosive spider which blows up upon attacking. Explosive spiders deal damage to turrets equal to 500% Elise’s AD. E: Vastly increased Rappel radius (150% increase), and can set down on any spot within radius. Enemies within 100 units of hit target are also stunned for half the duration. R: No longer has a cooldown.

Evelynn Passive: No longer reveals Evelynn without True Sight or her attacking. Evelynn gets 200% movement speed while not seen and does double damage for 1 second after revealing herself within her Q range of an enemy champion. Q: Cost reduced by 10 at all levels. W: Cooldown reduction on hit increased to two seconds and movement speed buffed to 60/70/80/90/100%. Speed bonus now multiplicative and ignores the smallcap. E: Strikes three times, applying on hit effects thrice and dealing 150% AP. Attack speed lasts the cooldown. R: Shield converted into temporary max HP increase. Enemies within the center of the ability are snared instead of slowed for the same duration.

Ezreal Passive: Now grants 25% attack speed, and 8% cdr per stack, and stacks are also refreshed by basic attacks or spell casts that miss. Q: Now reduces cooldowns by the entire remaining cooldown of the Q. Also has larger projectile, and passes over minions, still damaging them. W: Now maxes attack speed automatically on allies it passes over, and also damages minions. Much faster projectile speed (200% increase) and can be fired while walking. E: Now instant cast, and hits all enemies in a slightly larger (35% increase) radius upon landing. Now scales with 100% AP and AD. R: Much, much fatter projectile (300% increase), but still looks the same. No longer reduces damage by passing over units, and it bounces off the borders of the map. Only disappears upon being used again. Extra: Now starts the game with a Tear Of The Goddess. Can be sold, and gives the full 750 if done.

Fiddlesticks Passive: Now grants movement speed after .5 seconds of being still. Q: Nearby minions flee for the same duration, and nearby enemy champions for ½ the duration. Duration increased by .25 seconds at all levels. W: Heals for 100% of the damage dealt and can move while active. E: Crow prioritizes unsilenced champions, followed by already silenced champions, followed by minions and monsters. Can hit stealthed units within normal vision radius, but not outside. R: Channel reduced to .5 seconds. Damage dealt with other abilities during ultimate are increased by 50% and any cc duration is 25% longer. Blink range increased by 200 units, and cooldown reduced by 30 seconds at all levels.

Fiora Passive: Now heals for damage dealt, and instantly spawns another weak point after one is broken (One spawns after ultimate). Ad scaling doubled. Q: Now resets cooldown completely if it hits a vital. If a vital is struck in this method it deals 25% increased damage. W: Ability is now toggled off, having a minimum duration of .75 seconds but able to be extended to five. E: Maxes attack speed for the next two strikes, no longer prevents crits on first strike, slow increased to 80% at max, snares if crits, and crit damage increased to 100% on second strike at all levels. R: Healing total equal to 25% of Fiora’s missing HP per vital hit during duration. Scaling chosen at the end of the ultimate, and occurs even if dead. Extra: Movement speed set to 355.

Fizz Passive: Gains 10% dodge chance and 30% movement speed every time he dodges an attack, or a skillshot comes within 100 units of him without hitting him, for 3 seconds. Stacks up to five times. Being hit refreshes these stacks. Q: Range extended by 100 units. AD scaling set to 125%. W: No longer applies passive damage, but applies 100% AP on hit when active, increased by 1% for every % of missing health on the target. Damage increased by the missing health is applied in an area around the target. E: Cooldown now reduced by 1 second for every auto attack. No longer reduces damage radius if Trickster is used. R: Slow increased to 90%, and magic damage increase set to 25%. Extra: Movement speed set to 355.

Galio Passive: Gains 100% of magic resist as AP, gains 25% of AP as magic resist. Doesn’t stack with itself. Q: Now deals damage to enemies it passes over. Does not slow from this. W: Heal scales by 1% per 10 damage dealt by the effect that does damage. E: Movement speed path has a tripled width. Projectile continues until it reaches its max range from Galio’s current location. R: Galio gains immunity to damage for the duration. Damage scales up to 100% more damage based on used duration.

Gangplank Passive: Now reveals targets afflicted and applies on minions without going on cooldown. Duration increased to 6 seconds. Q: Gold granted increased by 5 at all levels. If the shot crits the ability does 50% more damage than normal. W: Now grants immunity to cc for 3 seconds upon use, and heal now has a 50% AD ratio. E: Barrels can no longer be destroyed by the enemy, and gangplank can place any number of them on the battlefield, with no max duration. R: No longer has a duration. Can be relocated every time it comes off cooldown. R is removed at any point that Gangplanks death timer drops below 10 seconds.

Garen Passive: No longer disabled by monster damage of any kind, and delay reduced to 1 second at all levels. %’s now 5/10/25 per 5 seconds. Any regen sources are doubly effective on Garen (Includes itself). Q: Silence duration increased by 2 seconds at all levels. Movement speed duration increased to 4.5 seconds at all levels. Movement speed boost increased to 35/45/55/65/75%. AD Ratio increased to 120/130/140150/160%. W: Now stacks up to 100, and stacks grant 1 armor and magic resist. Duration increased to 5/6/7/8/9. Cooldown reduced by 2 seconds at all levels. E: No longer slows while moving through units. No longer reduces damage to minions. Ad ratio increased by 20% at all levels. Now applies on hit effects at the rate of attack speed. Damage rate scales with attack speed, and duration increases by 2% per 1% cooldown reduction (No application in Urf). R: Does true damage to all targets and instantly kills any enemy below 50% HP. If the target is killed by this ability the cooldown is reduced to 2 seconds (unaffected by cooldown reduction). Villains take 50% increased damage. Extra: Movement speed set to 355.

Gnar Passive: Rage decay speed reduced by 50% while not in Mega-Gnar form, and rage generation is not prevented. Gnar: Attack speed set to 2.5, movement speed increase scales by 1% per 2 ad. Mega-Gnar: Gains 25% damage reduction and 100% tenacity (ignores cap). Any tenacity beyond 100% makes slows grant a movement speed buff instead for the extra % of the original duration. Reduces duration of suppresses and knock-ups as if tenacity functioned with 50% efficiency. Q: Cooldown reset completely on catch/pick-up. Damage scales with cooldown reduction percentage to make it still needed for this ability. For every target hit with boulder Mega Gnar gains 10 AD for 5 seconds. W: Hyper movement speed constant while in combat. Proc is applied on every auto. Width of skillshot doubled and delay removed, but casting animation slightly longer. E: Resets cooldown when landing on something instead of bouncing again. Stuns enemies Mega-Gnar lands directly on top of for 1 second. New R: Mana cost: 100/50/0. 120/90/60 cooldown. Cooldown triggered on either use and applies to both sides. Gnar: Gnar transforms into Mega-Gnar on use, gaining an additional 50 armor and magic resist for the duration when caused this way. Mega-Gnar: Mega-Gnar pounds the ground, knocking up all enemies within 400 units of him for 1 second and pulling them 75 units towards him. Enemies that land on top of Gnar are stunned for an additional second and take 50% increased damage. 250/500/750 +140% AD +100%AP damage.

Gragas Passive: Gains 10 permanent health and heals 10% Max HP on spell cast. Q: Does 20/40/60/80/100 +20% AP damage to targets it passes over while traveling, slowing by 20% for 1 second. W: Duration changed to be equal to the cooldown. Cooldown changed to 4/5/6/7/8 and cooldown reduction has the reverse effects. This ability heals twice as much on cast as his other abilities. E: Cooldown reduced to 8/7/6/5/4 seconds. R: Enemy champions that are knocked back take 650% increased damage from Body Slam if it hits before they knock up ends..

Graves Note: People kept complaining that the reload mechanic was causing them to die so often… We at Riot think pandering to their desires is the best way to fix this champion. Passive: No longer has an ammo mechanic or a reload mechanic. Attack speed applies as normal. Q: Marks champions hit with ‘Shred’. Shred lasts 15 seconds and reduces armor and magic resist by 10, stacking up to 10 times. Shredded champions are visible an extra 200 units past vision radius. W: Enemies inside radius acquire a stack of shred once every other second and on cast. E: Maximum dash range increased to 600 units. Stacks last 20 seconds. R: Cone length doubled. Now does 1% increased damage per 2% increased attack speed.

Hecarim Passive: AD increase set to 35% of total movement speed. Q: Mana cost set to 25 at all levels. Cost reduced by 1 for every 15 ad. Cooldown reduced to 3 at all levels. AD ratio set to 100/110/120/130/150%. Refreshes cooldown reduction stacks on basic attack. W: No longer has a healing cap. Heals for 50% of damage dealt. Scales with 20% of ad. E: Cooldown reduced by 1 second every time Hecarim hits a target with his Q. Movement speed isn’t lost upon attacking. R: Riders move in a circle around Hecarim instead of a line, fearing all targets for an additional second. Extra: Movement speed set to 360, the highest base in the game. Hecarim doesn’t have a base AD. Sterak’s Gage grants 15% increased total AD instead, and effects that scale off of base ad do 25% of their percent, but do it to full ad.

Heimerdinger Notes: Now has a Donger Skin which continuously plays “I Think I Got My Swagger Back” to all summoners within 1000 units. We think this will make him a much for fun champ to play. Passive: Health regen applies to Heimy. Radius extended to reach both edge if at center of map. Q: Turrets no longer deactivate if Heimerdinger goes to far away. Turrets are no longer priority targets for turrets unless they attack a champion. The turrets attacking a champion does not make the real turrets attack Heimerdinger. W: Deals 100% damage per rocket if they hit the same target. E: Bounces like in ult. R: Q: Big turret can’t take damage for the first 3 seconds of its life and it ignores all cc’s besides knockups. Prioritizes champions. W: Moves base point of firing with Heimerdinger. If Heimerdinger dies the ability continues. E: Can stun multiple times on the same target. Targets stunned from this ability take 100% increased damage for 1 seconds from the start and end of the stun. Targets stunned by this ability are prioritized by turrets just below champions attacking Heimerdinger.

Illaoi Passive: Tentacles will attack anything that hits them automatically if active. Heal changed to 10% max HP and is triggered per champion hit. Q: Summons a Tentacle at her location on use. Slam damage scaling changed to 20/40/60/80/100%. W: Cooldown reduced to 2 seconds at all levels. Tentacles will attack turret and deal 100% of Illaoi’s damage on hit if W targets the turret. E: Now passes over minions. Projectile speed increased by 50%. Damage % increased to 40/50/60/70/80%, maxing the scaling at 20%. R: Now spawns 2 tentacles for any target that has been hit by a tentacle in the last 5 seconds. Extra: Movement speed increased to 350.

Irelia New Passive: Reduces duration of cc’s by 20% per nearby champion, stacking up to 100%. Q: On unit kill resets all basic ability cooldowns. W: Health restore doubled on champions and tripled on turrets. Active deals 1% more damage per point of AP and AD. Passively grants 10/20/30/40/50% movement and attack speed. E: Snares targets with lower % health than Irelia. Does double damage if they have the same %. R: Heals for 100% of the damage dealt, and Irelia takes 40% reduced damage for the duration. Cooldown changed to 60/40/20 seconds, reduced by 10/7/4 seconds per blade not used.

Janna Passive: Global once again. Movement speed bonus changed to 50%. No longer needs to be towards Janna. Q: Does full damage regardless of charge time. No longer has a limit to charge time and cooldown starts on charge starting. Range no longer has a max increase. W: Movement speed not lost while on cooldown. Movement speed base set to 100%. E: AD lasts until Janna dies and stacks with itself. R: Enemies within radius take true damage equal to the heal, and are stunned for the duration of what would normally be the knock-away which no longer happens.

Jarvan IV New Passive: Gains 15% tenacity per enemy champion within 600 units of Jarvan IV. This tenacity stacks with other sources as if they weren’t there. Q: Knocked-up targets takes 20% increased damage for 10 seconds. This stacks infinitely and refreshes from Jarvan’s auto attacks. W: Slow scales by 1% per 3 armor and 3 magic resist. % stack separately and multiplicatively. E: Attack speed bonus increased to 40/50/60/70/80% to units within 200 units. Max range of attack speed bonus changed to 1000 units. Attack speed bonus counts for assists. R: Enemies trapped inside of the radius have tenacity reduced by 50% and cc duration on them increased by 50% if they had no tenacity. Extra: Jarvan IV gets an extra ability when using Banner Of Command. When he presses S while owning the item, and it’s off cooldown, it promotes and heals all minions 50% within 200 units, and heals 100% all minions within 500 units, but outside of 200 units. This puts the Banner Of Command on cooldown.

Jax Passive: No longer stacks, but gains the previous max attack speed on spellcast. Duration reduced to 2 seconds. Auto attacks refresh duration. Q: Leap range increased by 200 units. Damage now scales with 100% AP and AD. Usable while knocked up. W: Cooldown reduced by 1 second at all levels. Mana cost removed. E: Dodge can be maintained for up to 4 seconds now. Cooldown reduced to 12 seconds at all levels. Cooldown begins on cast. R: Now passively grants half the tank stats provided by active (Stacks with active). Damage now applied every other strike. Damage now scales with 40% AD. Extra: Jax has 50% increased mana regen at all levels. When Jax wins a fight in less than five seconds he may say a new taunt. If Tahm: “Catfish... Still not large enough.” If not: “You didn’t last as long as the catfish.”

Jayce New Passive: Jayce gains 35% increase to all stats while he has a hextech item on cooldown. This stacks if he has more items. Cooldowns of unique hextech items are separate on Jayce. Q: Range for both abilities increased relative to current/base movement speed. This effect ignores slowing effects for calculations. W: Attack speed bonus lasts for 2 seconds instead of 2 strikes. Lightning field duration increased by 1 second on hit with no limit on max total duration, but can only store 10 seconds at a time. The field remains after changing hammer form. E: Slows enemies that pass through the gate by the same % for 1 second. If Jayce has a lower health than the target the target takes damage equal to the difference in magic damage. R: No longer has a cooldown.

Jhin Passive: Naturally has 25% crit chance. If the fourth shot would naturally crit it does an extra 10/20/30/40% target’s missing health in magic damage, scaling with ult level. AD scaling from attack speed doubled. Q: Now bounces to all available targets instead of four, and does 40% increased damage to every fourth target. W: Snare now applies on hit and projectile damages all targets in radius. Delay reduced by ¼ second. E: Traps now slow by 44% but stacks additively up to 100%, now can hold up to four traps. 44 traps can be placed at a time, and each lasts 4 minutes. R: All shots can crit based on crit chance, having the same effects as the fourth shot. Jhin is immune to CC while this ability is being used if it would prevent further casting. Extra: Movement speed increased to 355.

Jinx Note: Jinx was really under powered in our eyes… She just didn’t have enough ‘excitement’ (Tehe) in her life. So what do we do? We give her a bigger gun. Passive: When she gets a kill she also gains 25% increased AD for the same duration as the attack speed buff. This also stacks. Q: Rockets fired from Fishbones no longer cost mana, and now do 125% damage. Attack speed gained by her minigun is increased by 30% regardless of skill or champion level (Max stacks). Attack speed is multiplicative instead of additive while using Pow Pow. W: Now stuns targets if they are in the first or last 10% of the ability range for 1 second. 20% increased range. E: Grenades can snare the same target multiple times, but only do damage once. Grenades have increased spread to have the same distance between with their new 50% increased size. New R: Upon reaching level six she can use her new gun… A cannon. When triggered she becomes stationary, the gun being too heavy for her to wield properly, for the next 20 seconds. This can be disabled early, reducing cooldown by the remaining duration. While using the cannon her shots hit all targets within her newly quadrupled range and herself, blowing anything hit back by 250 units. Attack speed bonuses or reductions from effects are negated. Shots do 100/200/300% increased damage, and crits do 50% more increase. If a target dies in this mode she can move for the next second as normal, but can’t fire while moving. Extra: Base attack speed increased to .8.

Kalista Passive: Attacks no longer have reduced damage and can no longer miss. Base dash range doubled. Q: Damage increased by 50% for each target it kills on the way. Places 2 stacks of Rend on hit instead of 1. W: Max health damage raised to 20%. Sentinel has 5 hp and reveals cloaked targets. E: Now scales with 80% of AD, and stacks last 15 seconds before starting to fade. R: Does damage in the cc range of 50% of thrown champions current health and applies 2 stacks of Rend.

Karma Passive: Karma gains 1 AP for every 4 missing HP. Q: Heal is Max HP, and has a 1% per 20 AP. W: Movement speed changed to 20/30/40/50/60% but slows for half. E: Shield has infinite duration, but only refreshes on cast. R: Charge cooldown reduced to 15/10/5 seconds, but isn’t affected by cooldown reduction. Ability itself no longer has a cooldown.

Karthus Passive: Lasts until Karthus respawns. Karthus can still use summoner spells, but still cannot move. New Q: Does 10/20/30/40/50 +10/20/30/40/50%AP damage to all enemies on the map including minions. Mana cost set to 120/90/60/30/0. Cooldown set to 12/11/10/9/8 seconds. W: Now increases damage dealt by Q by 35% to targets within radius. Slows targets anywhere within 400 units of Karthus when active. E: Cooldown reduced by 2 seconds at all levels. Mana cost removed. R: Reduces Q cooldown to 1 second for the next 10 seconds. Removes mana cost of Q if it is still there. Passively reduces magic resist on enemies by 1, stacking infinitely, on Q damage. Stacks last 5 seconds. Stacks cannot reduce magic resist below 0. After duration of ultimate is over, stacks are still refreshed by Q.

Kassadin Passive: % changed to 15/30/45/60% scaling with ult level. Kassadin reduces any instance of damage by 8. Q: Shield blocks all forms of damage, and silences the target for 1 second on hit. Projectile now pierces units, dealing 10% less damage to each, with a minimum of 10% damage. W: Passive AP scaling changed to 50%. Mana return changed to max, and doubles if the target dies from the attack. E: Charges are gained regardless of location from allies, and from 2000 units from enemies. Enemies are also revealed for .5 seconds upon casting within that range. If cloaked, vision of their location upon cast is shown instead. R: Max mana cost changed to 200, but damage stacks pass this.

Katarina Passive: Resets all cooldowns instead of reducing. Q: Bounces to all available targets, but only marks the first four. Counts as separate casts each hit. W: Cooldown reduced by 1 second for every second Katarina doesn’t auto-attack. E: Damage reduction increased by 1% per 5 AP. R: Katarina cannot be cc’d for the duration. Cc’s that would apply still be active after this ability is over trigger their remaining duration at the end.

Kayle Passive: No longer has maximum stacks. Stacks % increased to 8%. Q: Now applies 3 stacks of Holy Fervor. No longer prevents movement during duration. Slows, but doesn’t damage, all enemies within 100 units of the target when it hits. W: No longer has a mana cost. Cooldown reduced by 1 second per 20 bonus movement speed given by any other effect on the unit this ability is cast on. E: AoE range increased to 150 units. Deals 50% base and 120% bonus AD in the AoE. Kayle functions as both a ranged and a melee champion while this is active, being able to use both Ravenous Hydra and Runaan's Hurricane on the same strike. R: All forms of healing have doubled effect on the affected unit. Cooldown reduced by 1 second on hit, and is reduced by .25 seconds per unit that the AoE on Kayle’s E deals damage to.

Kennen Passive: Penalty for rapid stunning removed. Q: AP ratio changed to 100%. Added a 100% bonus AD ratio. W: Applies a mark every auto attack. E: Canceling refunds the energy cost relative to how much of the effect was used. No longer prevents auto attacks. R: No longer penalized based on hits, lasts 5 seconds. Cooldown changed to 120/80/40.

Kha’Zix Passive: Grants 50% increased movement speed while not visible to enemy champions. Wards do not affect this movement speed, so as not to reveal their location. Grants 1 evolution point at level 18 if there is not a Rengar on the enemy team. Q: Heals for 100% of damage dealt. W: Healing increases by 2% per 1% missing health. E: Leap cooldown reduced by 1 second on hit. R: Resets Q and W cooldown on use.

Kindred Passive: Wolf marks monsters every 10 seconds, and can mark any monster at any time. No longer has a limit at 1 marked monster. Kindred gains vision of any enemy that clears a marked camp, and marks them, for 10 seconds after the camp clear. Q: Cooldown reduced by .5 seconds per target hit with ability and 1 second on auto-attack. W: Area increases in size over the duration, having doubled diameter at the end. Wolf deals double the effect of the current health damage from passive stacks. E: Healing from stacks doubled if applied on a champion. Gains 10 stacks on hit. R: No longer heals enemy champions. Enemy champions can drop to 1 HP while on the land. Allies can’t take damage below 50% max HP.

Kled Passive: Bonus health applies to both Kled and Skaarl. Skaarl comes back any time an enemy champion dies within 1000 units of Kled. Q: Both attacks deal damage equal to 10/15/20/25/30% of Kled and Skaarls total current health. W: Cooldown triggers on first auto. Cooldown reduced by 1 second on hit. E: Cooldown reduced by .25 seconds permanently every time Kled kills a unit. Only works after unlocking skill. Stacks infinitely. If cooldown ends before the second part of the ability is used, the ability is reset to first cast. R: Shield lasts 15 seconds after cast, resetting itself every 5 seconds. And refreshing the duration whenever Kled gets a kill or assist.

Kog’Maw Note: Kog’Maw, even after our more recent update, had a really weak early game and a inadequate way to deal with assassins. He also had issues with champs like Malphite who would reduce his attacks speed in the middle of the fight and just decimate his dps. We hope this patch to remedy a few of these problems. Passive: Deals 40/50/60/70% max health in true damage on explosion, and Kog’Maw can use summoner spells during the death form. Damage scales with ult level. Q: Grants Kog’Maw 5/10/15/20/25% increased on hit effect damage passively, tripled on targets hit by the skillshot. W: Attack speed can’t be reduced while active. While active crowd control no longer stop the auto-attack function. Doubles base attack speed when used as well. When maxed the cap is quadrupled instead. E: Snares targets hit with the original attack for 1 second. Enemies within range deal 10% less damage for 5 seconds, stacking every second with 100% max. R: Max cost reduced to 200. Damage increased by 1% per 2% increased attack speed.

LeBlanc Passive: Clone uses abilities on the same target or direction as LeBlanc, but it does no damage. No longer has a cooldown, but won’t trigger while clone is alive. Q: Cooldown reset when mark is consumed. W: CC’s applied during the dash wait until the dash is over. Return ability can be cast while CC’d. E: Snare tether isn’t broken by distance anymore, but it is broken if LB’s passive triggers. R: Cooldown is the same as whatever ability it copied. Any resets affecting that ability apply to this one.

Lee Sin Passive: Produces 40 energy on both hits. Attack speed bonus changed to 80%. Q: No longer has a max range on the dash. Deals max health damage instead of current health. W: Shield refreshes for all affected units on second cast. E: Range changed to 50/100/150/200/250 units. For every unit hit Lee sin gains 5 movement speed, doubled on second cast, with allied units counting towards this effect. R: Press again to dash to the target.

Leona Passive: Leona can trigger the damage as well. Q: Stun increases with the damage scaling relative to base damage. (If the ability does 100 damage base, and the scaling does 50 the stun is 1.5 times as long. If the scaling damage was 200 the stun is 3 times as long.) Stun duration increased by .25/.5/.75/1/1.25 seconds. W: The scalings for armor and magic resist are added together and Leona gets the total for both values. Second duration increases by 1% per 2 bonus tank stats beyond base. E: Snares the hit targets for an additional second after dashing. R: Targets in the radius are slowed by 50% during cast time.

Lissandra Passive: Lissandra’s abilities have no mana cost unless specifically desired. If so, the player can press S to toggle this ability. Q: AP ratio changed to 200% if mana is used to cast the ability. W: Root duration increased by 150% if mana is used to cast the ability. E: If mana is spent to cast the ability, the claw remains at the end of the ability until the cooldown ends. R: Heal has a 100% AP ratio or the duration is increased by 100% if mana was spent on the ability.

Lucian Passive: Second shot applies full damage as if it was a separate auto attack. This function stores hits up to 5 from abilities. Q: Can move during cast. Ability re-angles to continue targeting the unit as long as the unit is alive. W: Enemies hit by this ability are visible for the next 5 seconds. This reveals stealthed units. E: Dash cooldown reduced by 2 seconds on hit. Grants 20% movement speed when off cooldown. R: Grants 30% movement speed while active. Every shot that lands on a target increases the rest by 10% to that target. This stacks cumulatively.

Lulu Passive: Pix deals 50% AP and 35% AD on hit. Allies it is attached to gain the same effect for their autos. Q: Targets hit by both skillshots are slowed for twice as long. W: Polymorph increases by 1% per 5 AP and 1% per 20 bonus HP. E: No longer has a mana cost. Cooldown reduced by 1 second whenever an enemy uses an ability within 300 units of Lulu or Pix, doesn’t stack. R: Knocks up every 2 seconds over the duration as well.

Lux Passive: Markings can stack and they all burst on auto attack. Q: Snared targets gain one stack of passive every second over the duration. W: Targets within radius are burned for 10/15/20/25/30 +10% AP every second. Slow scales by 1% per 1% cooldown reduction. E: Shield stacks if applied both ways while still active. R: Range increases by 3% per 10 AP. Width increases by 1% per 2 AP.

Malphite Passive: Resets every 10/8/6/4 seconds scaling with ult level regardless of any other conditions. Shield increased to 20%. Grants 20% increased armor, stacking multiplicatively, while active. Q: Movement speed steal increased to 18/26/34/42/50%. W: Grants 20/30/40/50/60% increased armor. Converts 30/40/50/60/70% of armor into magic resist. E: Attack speed reduction increases by 1% per 5 armor. Max reduction set at 95%. R: Cooldown reduced by 1 second every time Malphite deals damage with passive shield up.

Malzahar Passive: Cooldown reduced by cooldown reduction. Q: Silence duration is refreshed by auto-attacks. W: Summons spawn with full timer. No longer has a cap on minions. To compensate the minions are no longer led by Malefic Visions. E: Grants 20/30/40/50/60 mana instead. R: Suppress no longer prevents Malz from using abilities if his Passive is active when cast.

Maokai Passive: Heals both on hit and on spell damage. Q: Knocked-up enemies take 30% increased damage from Maokai, their spells count as 2 for his passive, and he heals 50% more from all sources while within 100 units of them. W: Saplings last 5 minutes, grant vision as they were a ward, and have a 50% increased radius both for landing and exploding. E: Snare lasts 1 second less than the cooldown. Maokai cannot leave a 100 unit radius of the affected target. In urf, the duration is changed to .3 seconds less than the cooldown. R: Reverted back to old ultimate. No longer costs mana on cast. Reduces mana drain by 2/3/4 per second it remains active, minimum cost of 10/5/0. Extra: While in the jungle Maokai no longer says “Return me to the forest, where I once had peace.” He instead says “You have returned me to a forest, but not the right one.”

Master Yi Passive: Now triggers every other attack. Attacks deal 100% damage, but the extra hit can’t crit. Q: No longer has a maximum target count, but the casting period only triggers for up to the first four targets. Cooldown reduced by 2 seconds on hit. W: Heal now scales with 50% of AD. E: True damage applies passively, active doubles damage. No longer deactivated while on cooldown. R: Now resets all cooldowns by 100% on kill or assist. Passively grants 50% of active bonuses at all times. Extra: Guinsoo's Rageblade stacks twice as fast on Yi.

Miss Fortune Passive: Can apply love tap twice before target needs to be changed. Q: Applies all on hit effects to both targets twice. W: Allows Miss Fortune to move at ½ speed while attacking if at full stacks or for 6 seconds after cast. E: Enemies within the radius have their attack speed reduced by half of the slow. R: Miss Fortune does not stop using the ability from cc’s. Rate of fire changes relative to current/base attack speed, but fires the same number of waves.

Mordekaiser Passive: Shield no longer decays. Shield no longer has a maximum. Q: Does 50% increased damage on the second strike. Criting increases the extra damage dealt by this ability by 100%. W: Movement speed is granted regardless of direction. Mordekaiser can activate again to teleport to the closest spot to him within the affected targets circle. E: Angle increased to 140 degrees. Length increased by up to 200% based on shield, maxing at 2000 shield. R: Ghosts last until killed, but Mordekaiser cannot have duplicates. Changed to 50% max HP magic damage at all levels, and cooldown changed to 60/40/20 seconds.

Morgana Passive: Grants 25/50/75/100% spellvamp, scaling with ult level. Q: Snare duration increases based on cooldown reduction %. W: Scaling changed to 60-120% AP based on max health. E: Shield halves physical damage dealt to the target while active. R: No longer escapable. Triggers even if Morgana dies. Can be cleansed. Becoming untargetable does not purge the chain but can prevent the effects if it occurs on trigger.

Nami Note: We wanted to make her significant as a support since most champions in this update are now solo-carries. We also gave her a skin that makes her look like Ariel from My Little Mermaid. Passive: Movement speed stacks multiplicatively and lasts 20 seconds. Q: Bubble travels twice as fast and size increased by 0/25/50/75/100%. W: Whichever effect is done first has 200% increased strength and the second one triggers on a secondary target nearby. If none are applicable it has 200% increased strength as well. E: Increases on hit damage by 20% of target's AD and AP as well. R: Enemies hit take 30% increased damage from Nami’s allies for 6 seconds.

Nasus Note: While testing with the new update we found that while we didn’t want to change the god that is Nasus, he was just getting wrecked by all the top laners. We haven’t tested this, but we hope it fixes all of the problems. Passive: Grants 25/50/75/100% increased healing from all sources. Scales with ult level. Lifesteal increased to 20/30/40%. Q: Grants 5 stacks instead of 3. Crit affects the bonus damage of this ability. Cooldown reduced by 1 second on hit. W: Cooldown reduced by 2 seconds at all levels. E: Armor reduction increased by 1 per 10 stacks of Siphon Strike. R: While active Q does 50% increased damage and has 50% reduced cooldown.

Nautilus Passive: Cooldown reduced on every target by 1 second for every hit done on a different target. Q: Cooldown removed if it hits Terrain. W: Shield scales with 8/16/24/32/40% Max HP. Cooldown reduced by 1 second every time Nautilus snares a target. E: Now fires a second time after the first use. This second one does 50% increased damage to targets not affected by the first. R: Slows the target by 10/30/50% during the travel time.

Nidalee Passive: Movement speed given regardless of brush or not. Hunt stacks with this movement speed. Q: Max range damage now 5x damage instead of 3x. Projectile passes over minions, losing 10% AP ratio but gaining 10% base damage for each one it passes over. Takedown triggers an additional time on marked targets. W: Revealed enemies take 10/30/50/70/90% increased damage from Nidalee’s spears. If Nidalee lands on a monster it takes an additional 50% damage and grant vision within a 700 vision radius of them for as long as they remain in combat. E: Grants increased movement speed as well. Swipe deals double damage to targets if Nidalee is in brush. Swipe does double damage if the target isn’t in a bush. R: Cooldown is removed completely.

Nocturne Passive: Instead of having a cooldown it triggers on every hit at the cost of 1 mana. Deals 100% AD cleave damage. Q: Movement speed and AD bonus applies to all allied units as well. W: Spell shield blocks all abilities over its duration. E: Tether isn’t broken unless Nocturne dies. R: On cast effect continues for the full duration regardless of Nocturne’s status or actions. Nocturne and his allies gain vision of the entire map for the same duration.

Nunu New Passive: On hit the target loses 10% movement speed, 5% attack speed, and has 2% longer cooldowns on abilities. This stacks up to 5 times. Stacks vanish after not being damaged by any effect for 2 seconds. Q: For every 300 units the projectile covers before impacting its target the slow increases by 5%, up to 90%, and the damage increases by 10% AP. W: Consuming a buff giving monster grants their smite bonus. Can consume champions to deal 100/200/300 damage, healing for 10% of the target's max HP if it kills them. E: Half of the bonus movement and attack speed is given to nearby allied units. Turrets gain 100% of the attack speed. R: Nunu takes 25% reduced damage and cannot be cc’d for the duration. If Nunu dies during the duration the ability does full damage to the killer if they are within radius.

Olaf Passive: Now grants 3% attack speed per 1% missing health. Q: Now resets cooldown completely upon picking up the axe. Axes last for 30 seconds, maximum of 5 out at a time. W: Lifesteal equal to 10/15/20/25/30%. Healing increase changed to 2% per 1% missing HP. E: No longer has a cost. Cooldown reduced by 2 seconds on hit. R: No longer removes passive armor and magic resist while active. While off cooldown

Orianna Passive: Whenever the ball is on Orianna she gains 20 armor and 15 magic resist. She also gets an on hit effect that deals 5/15/25/35% AP. Q: Enemies the ball passes over are slowed by 90% for .5 seconds. W: Allies within range heal for 50% of the effect. E: Shield remains active and refreshes every 5 seconds while the ball remains attached. R: Creates a barrier in a 100 unit wide circle, center being the ball, that enemies cannot pass through outward, but can inward. Allied champions are unaffected. The barrier lasts 5 seconds after the shockwave.

Pantheon Passive: Stacks infinitely. Displays the total storage of blocks as a status effect. Blocks attacks from Dragon again. Q: Range increases by 30 units every time Pantheon gets a kill on any unit with this ability. Stacks up to 600 units. W: Stun duration increased by 1% per 1% of Pantheon’s missing health. E: Does 20% increased damage for consecutive strikes on the target. Crit health range changed to 20/35/50/65/80%. R: No longer has a cast time. Circle is no longer revealed to enemies unless Pantheon has a revealed status effect on him.

Poppy Note: We updated Poppy recently, and we found her to be pretty good even with a bunch of these updates, so we decided to keep her main idea the same. Blow everyone to pieces and never goddamn die. New Passive: Damage received reduced by 1% per 1% missing health. Effect cannot reduce damage below 1. Q: Damage dealt on the second strike increased by 50% per target hit with original strike. W: Movement speed granted passively, doubled on use. Armor and magic resist bonus changed to 20/30/40/50/60%. The effect that negates dash no longer stops after one per target. E: Stun duration increased up to 100% based on how much distance wasn’t covered with the dash. R: If not used this ability doesn’t have a cooldown. Poppy can use other abilities while this is going. Knocked up enemies are not invulnerable.

Quinn Passive: Harrier marks no longer target small minions or small monsters on it’s own. Cooldown reduced by 1% per 3% bonus attack speed. Q: Blind lasts 1/1.5/2/2.5/3 seconds and applies to all affected targets. W: Vision granted passively. Vision scales by 0/25/50/75/100% in range. At ability lvl 5 this effect reveals cloaked enemies within attack range. This doesn’t count as True Sight for abilities specifically requiring it. E: Enemies within 100 units of the target are also knocked back. R: Cost reduced to 50/25/0. Channel reduced to 1 second, and damage no longer causes the ability to cancel while active.

Rammus Note: With the new League we are creating not favouring the new types of tanks we really needed Rammus to get a rework. He just wasn’t viable, even before we decided to do this, and as such he is getting as much care as we can spare from Zed. Passive: Now grants 50% of Armor in AD and AP. Grants 20% of bonus movement speed in armor. Grants 20% of bonus AD and AP in movement speed. Stacks with itself. Q: Cooldown reduced by 1% per 5 armor. Duration no longer cut by activating W. W: Armor and magic resist increased to 40/80/120/160/200. Duration no longer cut by activating Q. E: Taunt duration scales by 1% per 5 armor. R: Increases the number of ruptures by 1 per 25 armor. Damage increases by 10% per 10 bonus movement speed. Damage now applies to all buildings.

Rek’Sai Passive: Both heal and fury have no max. Q: Cooldown reduced by 3 seconds on hit if Rek’Sai isn’t using it. Projectile removes the timer for knockup and prevents the mark from appearing for 5 seconds. W: Rek’Sai’s shockwave effect functions on the entire map as long as a target isn’t stealthed, and on stealthed units within range. Non-stealthed units produced a shockwave every second while standing still. Knockup duration fixed at 1 second. E: If Rek’Sai has 100 fury it deals true damage. Damage scales by 1% per fury stack. If a tunnel is destroyed the destroyer is revealed for 5 seconds, and cannot break another one for the same duration unless Rek’Sai is within their personal vision radius. R: Damage does not cancel the channel. Can be used on tunnels up to 5 seconds after their destruction. Passive attack speed changed to 50/100/150%.

Renekton Passive: Enhances an ability with 20 fury instead of 50. Q: Healing cap and value tripled again for every 20 fury left after ability use. W: Now has 200% AD ratio and applies stun to all targets within auto-attack range. E: Gains additional dashes for every one that hits with no limit. Cooldown triggered on first cast. R: Cooldown reduced by 1 second on hit, 10 seconds on kill or assist, and 2 seconds on ability cast that damages a champion within .5 seconds of cast.

Rengar Passive: Grants 30% bonus movement speed and 50% increased healing while not visible by enemy champions. Non-visible wards do not nullify this effect. Q: AD% increased to 90/100/110/120/130%. Cooldown reduced by 1 second on hit. W: Now grants AD, AP, Movement speed, and crit chance % with the same numbers. Healing from enhanced E changed to 20/40/60/80/100% missing health. E: Projectile passes over minions and monsters, applying all effects, but only being stopped by projectile nullification or champions. R: Duration extended to 15 seconds. “!” no longer visible to champions below 50% HP. Cast time extension from damage removed.

Riven Note: Riven has fallen off popularity in high level play due to easy access to powerful cc. Keep this in mind while we show you RIVEN 2.0! RIVEN 2.0 is also a skin, mimicking Viktors theme by turning her into a mechanical version of herself. Passive: Doubles all damage dealt from the attack when using a stack. Q: Cannot be stunned, suppressed, snared, or any other movement impairing cc'd during the dash. Cooldown reduced by 2 seconds for every Q that hit a champion. W: 1.5 second stun duration. Purges snares and slows on Riven when cast, and slows on allies within radius. E: While shield is up Riven gains immunity to all forms of cc. R: AD increase boosted to 25/50/75%.

Rumble Passive: No longer silences himself, and deals the damage on any hit from all abilities, excluding ultimate and flamethrower which do it every second and on cast. Q: Flame does 300% additional damage to all champions wearing flammable clothing (skins count) and deals 10% of the abilities per second damage per second until they either get to base or enter the river. This damage does not prevent recall. W: Deals 10/30/50/70/90 +40% bonus AD +40% AP to targets dealing damage to Rumble while the shield lasts. E: Stores up to 5 charges. On hit while overheated the champions are given a new debuff: Cabob. This effect makes any ability with the pretense of eating them deal 50% damage, and if it can’t target them normally it now can. R: Damage increases by 40% per second they have been within the range. Rumble and his allies gains movement speed equal to the slow while in the radius.

Ryze New Passive: Ryze gains 10/20/30% cooldown reduction, scaling with ult level. Further cooldown reduction ignores the normal cap but maxes at 90%. Shield is increased by up to 900% by cooldown reduction. Q: Slows any unit hit by 50/60/70/80/90% for .5 seconds. If it hits a champion the cooldown of his other abilities are reduced by 1 second. W: Snare lasts 1.2/1.4/1.6/1.8/2 seconds. This ability ignores up to 30% value of tenacity. E: If the E spreads it counts towards the rune ball stacking along with the original cast. R: Teleportation has no minimum range, and at rank two Ryze gains 50% damage reduction while teleporting.

Sejuani Passive: No longer has a maximum stored duration. Effect scales by 100% for every 6 seconds stored beyond the first 6. Q: Dash has no cooldown if it gets within 100 units of an enemy champion without hitting them. W: Cap to monsters removed. Deals true damage against epic monsters. Duration of magic damage extended to 6 seconds. 10% slow is applied to enemies within the radius, stacking every half second up to 100%. Effect lasts 1 second after they leave the radius. E: Deals damage to all units in range, and double to marked targets. R: Enemies frozen in place are shattered, and killed instantly, if they take over 500 physical damage from a impact based ability or attack. Duration changed to 1.5/2/2.5/3 seconds, getting the additional .5 max at level 18.

Shaco Passive: Damage increase changed to 100%, and Shaco takes no DoT damage from enemies facing away from him. Q: Cooldown reset on kill or assist. Mana cost negated for 10 seconds after kill or assist, stacking for further duration. W: Box’s are armed when placed, and animation is removed. E: Attack speed slow applies to all units. Poison applied for .5 seconds while on cooldown. R: Clone goes invisible with Q casting, does 100% damage, takes normal damage, and if E is used while active the clone throws one at the same target if within range.

Shen Passive: No longer has a cooldown. Q: No longer has a maximum against non-champion units. Cooldown reduced by 3 seconds on non-empowered auto. While Shen has enhanced auto’s left and the ability is on cooldown Shen can press Q to cancel the bonus but reset the cooldown. W: Zone lasts until the sword moves. E: Cooldown reduced by 2 seconds per target hit with the dash. R: Shield is enhanced by 130% of the target's AD and AP as well.

Shyvana Note: Shyvana now has a skin which makes her look like she’s in dragon form all the time. The only two ways to tell the difference are the ability animations and a buff marker that shows up while actually in dragon form. Passive: Grants 10/20/30/40 armor and magic resist, scaling with ult level, that doubles in Dragon form. Q: Cooldown reduced by 1 second on hit. Affects itself. Damage scaling set to 100% at all levels for second strike. W: Movement speed no longer decay’s. None AA projectiles do 10% less damage to Shyvana per second she has had this ability active. E: Twice as wide poke. While traveling for every target hit the projectile does 20% bonus AD scaling. R: While in dragon form Shyvana gains triple on hit fury and normal passive regen.

Singed Passive: Gains 100% of bonus Mana as health. Gains 100% of Bonus health in Mana. Doesn’t stack with itself. Q: Now slows enemies by 20% while standing within the cloud and poison lasts 5 seconds after they leave it. Grants Singed 10% movement speed while active which ignores the soft-cap. W: Tripled radius, but slow reduced to 10/15/20/25/30%. Cooldown reduced by 1 second per champion on radius when cast, including allies and Singed. E: Flipped enemies are afflicted by a new debuff called ‘Unstable’. This effect increases the duration of movement impair abilities by 50% for 3 seconds. R: Removes mana costs on abilities while active. Passively grants 25% of the bonus stats. Extra: While Singed has over 5000 HP and 5000 MP his dance animation becomes twice as fast.

Sion Passive: Health now decays at a rate of 1/sec/sec. The moment Sion would respawn Sion can use a second ability after Death Surge which spawns him. If he dies the death timer continues as normal. Q: Slows targets in radius before the hit by 15%. This ability ignores 50% of bonus armor. W: Shield is equal to Sion’s full max HP. When it explodes it does bonus damage equal to its remaining durability. Grants 4 HP for small monsters/minions and 25 HP for champion kills and epic monster takedowns. Cooldown reduced by 1 second on hit. Mana cost reduced by 1 for every 50 bonus HP from this ability. E: If the first target hit is a minion, it dies at the end of the skillshot. Does 50% increased damage to movement impaired enemies. Cooldown reduced by .5 seconds for every second an enemy champion spends stunned within 250 units of Sion. R: Turns twice as fast. Sion can use flash during the charge. Bonus movement speed increases max charge distance, charge speed, stun duration, and damage based on its relation to Sion’s base movement speed. Stun applies to all targets affected.

Sivir Note: We have had a lot of complaints that playing Sivir just wasn’t fun anymore, and her none-ult abilities just felt so… insignificant. We hope to remedy this, and to make it more visually impactful we have added a bleed animation to when someone gets hit by anything Sivir does. New Passive: Any target hit by a basic attack triggers ricochet. Ricochet shoots a duplicate projectile at a unit within Sivir's original attack range and hits them as well, triggering Ricochet as long as it wasn’t already triggered by this same projectile. With this, you can hit a single unit twice. Applies all on hit effects and any crit on the first shot applies to all hits. Enemies hit with the first shot have a 20% chance to miss Sivir for 3 seconds. This stacks up to 3 times and is refreshed by any source of damage besides minions. Q: Projectile speed increased by the 100% of the speed Sivir is moving when used as long as it was fired forward. Increases damage by 1% per bonus movement speed. New W: Fires a projectile, identical to the Q, which bounces off walls. The projectile lasts until it leaves 1500 units of Sivir’s current location, Sivir dies, it hits a wall a sixth time, or it has hit any single target 3 times. Damage equals 10/30/50/70/90, cooldown is 12 seconds, mana cost is 100/90/80/70/60, and AD scaling is 30/40/50/60/70% per hit. Damage increases by 30% per bounce on wall before it hits the target. E: Cooldown reduced to 15/14/13/12/11 seconds. Grants 100 mana at all ranks on use instead of on shield. Shield lasts 5 seconds, and isn’t disabled by abilities that only apply a slow. R: Global range, grants 50/75/100% attack speed on use, movement speed doesn’t decay, and attack speed bonus is passive but changed to 50/75/100%.

Skarner Passive: Additional pillars placed in each lane junction and one in each base between the two nexus turrets. Reach increases by 5% for every second Skarner is standing on top of it with no cap. This lasts until Skarner is off of it for 5 seconds and stacks multiplicatively. Q: No longer has condition for damage. W: Movement speed scales by 1% per 1 bonus armor. Shield scales by 1% per bonus magic resist. E: Stun duration scales by 1% per 2 bonus AP. Damage scales by 1% per 1.5 bonus AD R: No longer prevents Skarner from taking action.

Sona Passive: Automatically refreshed when Sona casts a spell. Q: Cooldown is reset if it hits two different enemy champions. W: If any affected target's health is below 60% the cooldown is refreshed. E: Movement speed bonus lasts until the affected units leave a 600 unit radius of Sona. The movement speed stacks. R: Allied units gain 100 AD, 100 AP, 200 movement speed, and 50% attack speed for 8 seconds if in radius.

Soraka Passive: Soraka can teleport instantly to any allied champion below 50% health, and gains 70% increased movement speed towards allies champions below 100% health. Grants 200% increased healing to allied champions below 10% health. Old Q: Now old Starcall. Heals Soraka for 50% of damage dealt to non-champion units. W: No longer has any costs. E: Snares for .5 seconds on cast and slows by 50% and silences enemies while they are on it. Snare at end has 50% increased duration. R: Wish’s cooldown is reduced by 1 second whenever Soraka heals a unit, or an allied champion within 1000 units takes damage.

Swain Passive: Also restores mana upon dealing any form damage to a champion (auto attacks count). Q: Lasts until recast. Damage increases by 10% for every second it remains in the same location. W: Delay removed. E: Damage amplification stacks over the duration, one stack per second, and is refreshed by any source of magic damage from Swain. R: Cost scaling removed. Heal now equal to the damage.

Syndra Note: We changed Syndra’s joke to “Why don’t you play with my balls a little.” Passive: Now provides the original buffs at start, and the buffs for maxing abilities will be listed in the abilities themselves. Q: Balls have no max duration but dissipate if Syndra spends more than 5 seconds further than 800 units of them. While maxed the range increases to 1200 and the time to 7.5 seconds. W: If the thrown object is a ball this ability does double damage. If the thrown object is a minion or monster this ability becomes a skillshot with the same range. The skillshot does damage to all things it passes but only slows at the final explosion. While maxed the skillshot slows all targets hit and the damage is tripled if used on a ball. E: Enemies that are stunned by a thrown ball take 10% more magic damage for 4 seconds. While maxed enemies hit by this ability take 25% more magic damage for 8 seconds. This effect stacks multiplicatively with other bonuses. R: While maxed this ability stuns the target for .5 seconds whenever a ball hits them and enemies the balls pass over in flight take 50% damage and are slowed by 20% for 1 seconds.

Tahm Kench Passive: Allies can apply stacks after the first has been applied. Stacks deterioration cooldown resets after each loss. Q: Stuns for half the stun on hit normally, 150% with full stacks. Slow delayed until the stun ends. W: Eating an allied unit no longer has a maximum duration, but allies can leave at any time. Enemies take increased damage, up to 100%, based on how much time was left of the duration. E: Returns 20/40/60/80/100% of gray health at a rate of 5/10/15/20/25% max health per second after not taking damage for 3 seconds. Shield does not decay over the duration, and 50% of what is leftover turns into gray health. R: Health scaling increases with AD and AP at a ratio of 1% per 10 of each stat. Base stats apply 50% effectiveness.

Taliyah Passive: Movement speed gained whenever outside of combat, or near a wall while in combat. Q: Worked ground doubles damage instead of reducing shot numbers. W: Thrown enemies take double damage while in the air. E: Teleports now trigger the damage from this ability. R: Allies can walk through the wall.

Talon Passive: Buying frozen mallet causes all abilities to trigger the slow. Damage boost increased to 25%. Q: Bleed slows by 1% for 1/2/3/4/5 seconds. This is not affected by slow resistance. W: Damage scales based on number of hits, dealing 50% increased damage per blade. E: Getting a kill or assist resets the cooldown of this ability. R: Getting a kill or assist with this ability grants a stack of “Mortality”. For each stack on this ability the cooldown is reduced by 1 second (after cooldown reduction) to a maximum of 20. At 20 the cooldown is reduced by an additional 5 seconds. This has ⅓ effectiveness in Urf. While on cooldown kills or assists grant 2 stacks instead. This doesn’t trigger within 1 second of this abilities trigger.

Taric Passive: Attack speed set to 2.5 for the two strikes. Does 40% AP on hit for both strikes. Q: No longer has a mana cost. Cooldown reduced to 3 seconds at all levels, but the extra cooldown reduction from passive is removed. No longer has maximum stacks. People in multiple radiuses gain proportional healing. W: Grants 10/20/30/40/50% increased armor. Can now have 2 people linked. Automatically links to nearby allies if a slot is open. De-links if a player dies. E: Delay reduced to .5 seconds. Can deal damage to the same target multiple times. For each extra hit, the stun increases its duration by 1/1.2/1.4/1.6/1.8 additional seconds. R: For the duration of the delay all allied units within the radius cannot drop below 1 health. At the end of the ability Taric’s Q is given the additional effect of triggering from all allies within 1000 units for 5 seconds.

Teemo Passive: Not moving instantly triggers invisibility if not taking damage. Can move with the same stipulations as old Evelynn. Q: Blind duration is refreshed every other auto-attack. W: Movement speed not lost from damage. Triple instead of double movement speed from active. E: Now has an identical AD scaling as the AP scaling. R: Triggering a mushroom while currently affected by one does 50% of the mushroom damage immediately. And refreshes up to 50% duration.

Thresh Passive: Now grants 1 soul for everything that dies nearby, and has the chance (100% for champs or large minions) to drop another one. Scaling set to 1 armor and AP per stack forever. Q: Thresh can still attack duration of the pull after it lands. Grants a shield equal to the damage dealt to the captured target during pull for 3 seconds if triggered again. W: Lantern can be picked up by multiple people and shield is given to all allied units within radius including turrets. No longer has a maximum duration. Shield is refreshed every 2 seconds. E: AD scaling is based on how little time it’s been since last attack maxing at 1.0 attack speed. R: Does damage with every wall. Slows enemies within radius by 20% and snares any enemies within radius at end of duration for 2 seconds.

Tristana Passive: Now grants +2 range for every unit killed, +3 for Champion assists and +5 for epic monsters or champion kills. Stacks base range up to 1150. Q: Now grants attack speed passively. Actively auto attacks deal an additional 30% AD on hit for 6 seconds. This damage is affected by crits. W: Tristana gains 10% damage reduction per target hit until the cooldown drops below 5 seconds. E: Auto attacks deal 50% increased damage to targets that have been afflicted by a fully stacked charge. R: If an enemy is killed by this ability its cooldown is reset.

Trundle Notes: We screwed up with Trundle. We really did. We didn’t mean to make him a god. We meant to make him a demon. Passive: Gains 10% max HP and MP whenever a unit dies near Trundle. Doubled effects from champion or epic monster. No longer scales with level. Q: Steals 20/40/60/80/100 AD. Slow duration increased to 1.5 seconds. W: Grants 1% cooldown reduction per 10 armor or magic resist (whichever is higher). Grants 20/30/40/50/60% tenacity as well. E: Slow increases by 1% per 10 AD and AP. Range of slow field increases by 5% per 100 HP. R: Gains 100% of their armor and magic resist despite still reducing by 40%. No longer returns until duration is over. Does the entire damage the moment the ability is triggered, right after magic resist is stolen, though the healing is still delayed over the duration. Damage changed to 20/35/50% max HP.

Tryndamere Note: So when we were making Tryndamere, we were trying to make someone who was an even bigger dick than the future planned Darius. We don’t think we made him enough of an asshole so we decided to buff him substantially. Now he shouldn’t die as much. Passive: Now grants 1% crit per stack of fury. Q: Now consumes 50% of fury for the same heal. Heal scales with 2% AD per fury. Flat AD increased to 10/20/30/40/50 +.2/.4/.6/.8/1 per 1% missing health. W: Slow applies regardless of orientation. Slow duration doubled on turned targets. E: Cooldown reduced by .4/.8/1.2/1.6/2 seconds on hit additionally. R: After the duration is over Tryndamere heals to full health and gains 1 second of invulnerability

Twisted Fate New passive: All allied units gain an additional 2 gold per second, 1 HP regen per second, 1 MP regen per second, 3/4/5/6/7/8/9/10/11/12/13/14/15/16/17/18/19/20% crit chance, and 3-20% Cooldown reduction. Q: Cards apply their effect to enemies they hit based off their randomly assigned color. W: Cooldown reset if the Blue or Red cards are used on a champion, or a Gold card on a minion, tower, or monster. E: Attack speed bonus changed to 20/40/60/80/100% R: Delay for teleport removed if no enemy champions are within 400 units of the location.

Twitch Passive: Now does 10/12/14/16 damage per second. No longer has max stacking, but duration reduced to 3 seconds. Q: Stealth now applies in 1 second regardless of if damage was taken. Attack speed starts at 10/20/30/40/50% and scales up to 30/60/90/120/150% based on how much of the duration was used. Stealth now 10 seconds regardless of level. W: Now applies 3 stacks on hit, and travel time now set to .25 seconds regardless of distance. E: Now deals true damage, and applies a stack of Deadly Venom after application to all nearby enemies. R: Attacks now hit all available targets instead of shooting in a line. Effects that apply to multiple targets such as Runaan's affect every shot. Doubles the attack speed increase from Q for the duration. Extra: The Mafia Twitch skin makes him gain 10 gold every minute after 1.5 minutes have passed.

Udyr Passive: Now stacks to 5, and costs of abilities reduced by 6 per stack. Stacks now last 1 second longer than the cooldown of the ability used to produce them. Q: Now applies a bonus on hit effect equal to 20% of AP. W: Shield now scales with 50% of bonus AD and 100% of AP. Lifesteal increased to 12/14/16/18/20%. E: Stun now has a 3 second cooldown per target. Movement speed duration extended to 10 seconds. R: Now applies every other hit. Every trigger refreshed the active portion of Phoenix Stance. Extra: Cooldown between stances reduced to .25 seconds and the swap doesn’t remove the passive portion of the last stance for 1 second. After using an ability Udyr loses ordinary mana regen for .25 seconds.

Urgot Passive: Damage reduction scaled to 15/25/35/50% based on ult level

Varus Passive: Now grants attack speed whenever a target that you dealt damage to in the last 2 seconds dies. Attack speed tripled if the target was a champion. This effect stacks infinitely. Q: No longer slows while channeling. If the arrow hits a wall and there was a hit target within 100 units of the impact point that target it thrown into the wall and stunned for 1 second. W: No longer has maximum stacks, but stacks disappear if Varus leaves combat for 5 seconds. E: No longer has a cast time, though the animation remains the same. Duration increased by the previous cast time. R: Delay before snare spread reduced to .5 seconds. Extra: Attack speed buffed to .7 base.

Vayne New Passive: Vayne does 20% of AD in % of the difference in max health of Vayne and basic attack target on hit. Q: Cooldown begins upon use not attack. Cooldown reduced by 4/3/2/1/0. Damage scale increased by 10% at all levels. W: Now applies every other shot. Maximum damage on monsters removed. E: Stunned targets trigger Silver Bolt’s every shot for the next 3 seconds. R: Increases Silver Bolt’s damage by 50% for the duration. Passive upgrade changed to 50% scaling from extra movement.

Veigar: Passive: Grants 1 AP for every second an enemy is stunned, 2 for every ability cast, 5 for every target hit with an ability, and 5 for every unit killed, doubled if a champion, if an ability was used on it in the last 5 seconds. Q: Doubled size, but same sprite, can hit any number of units in the poke line, and any champions killed with this ability grant Veigar 1% increased AP permanently, maxing at 100%. W: Buffed to size of dragon pit, and delay has been removed. To compensate, no longer has base damage and AP ratio has been reduced to 100% (From 120%). E: Now slows targets within radius by 50% and silences them, and the stun lasts as long as the ability itself. Now has a 8/7/6/5/4 second cooldown. Any targets not within the radius are slowed by 5/10/15/20/25% and are visible to Veigar, but only Veigar. Does not reveal through stealth. R: We removed its base damage, and to balance that it now does true damage. Scales with 100% AD and AP of target, and does 1% more damage per 20 hp more the target has than Veigar.

Vel’Koz Passive: Now applies a stack on basic attacks, and only requires 2 stacks to be triggered. While researched all abilities do true damage. Q: First cast now pierces up to 7 units. Second cast has doubled hit box. W: Vel’Koz can store up to five charges. Cost reduced by 20% per charge currently held. E: No longer has a casting delay. Now casts a duplicate beneath Vel’Koz on use. R: Beam turning speed vastly increased and range extended by 50%. Once again applies stacks on its own at a rate of four per second over the now 5 second duration.

Vi Passive: No longer has a cooldown. Shield strength increased to 25% HP. More casts adds more shield, but each has its own duration. Q: No longer slows while channeling. Vi can still use basic attacks and other abilities was charging. Charge range increased by 200 units at all charge levels. W: Attack speed no scales 50/70/90/110/130% and max health damage is now true damage and has 1% per 15 AD ratio. E: Burst occurs in a circle around, dealing double damage in the normal cone. If Vi owns Titanic Hydra the radius is doubled, and automatically triggers the Hydra without putting it on cooldown when used. R: All damage taken during charge is reduced by 50%, and for 2 seconds afterward. Shield increased by 100% of missing health when produced for 5 seconds. Extra: Titanic Hydra grants Vi an extra ability: S: Vi pounds the ground causing a shockwave that knocks champions into the air for .5 seconds and slows them by 50% for 1 second afterward with a range of 300 units. Shock Wave travels at 400 units per second. Instant cast with .1 second cast time. This does 10 physical damage per level, turning to 200 at level 18.

Viktor Note: We recently created a skin for Viktor that makes his recall the ‘Pull The Lever Crunk!’ from the Emperor's New Groove with his mechanical arm replacing Crunk. Also adds the doom laser animation on kills regardless of summoner icon. Passive: Automatically starts with maxed core. Bonus stats disabled until level 2 to compensate. Q: Movement speed increase equal to 50% of the target's movement speed ignoring any temporary buffs or debuffs. W: Stunned targets are able to be stunned again. Dashes used outside of the radius are stopped upon reaching inside. E: Does 120% damage to targets hit by original laser with aftershock instead of 40%. Width increased by 50%. R: Chaos Storm now controllable after death and lasts an additional 6 seconds if Viktor is alive for the full duration. No longer slows based on distance. Chaos Storm grants vision as if Viktor was in the center of it.

Vladimir Passive: Health from AP buffed to 2 per AP. Extra Passive: Hemoplague causes 20/30/40/50% (scaling with ult level) increased magic damage to affected targets, and heals the source of damage 10/20/30/40% of the damage dealt. Q: Has a 0.25 second cooldown (Not affected by cdr) if the target is affected by Hemoplague. No longer stops movement. W: Snares enemies within pool at end of duration for 1 second and applies Hemoplague for 3 seconds. E: Cost reduced to by 20/40/60/80/100%. Projectiles can multi-hit and passes over units. R: Applies Hemoplague to enemies within radius for 10 seconds, and slows their movement speed by 1% per 50AP. At 500 AP a snare is applied instead. Slow/snare lasts for 2 seconds plus 1% per 10 bonus health from passive.

Volibear Passive: Now reduced by cooldown reduction. Cooldown changed to 120/100/80/60 scaling with ult level. Q: Flipped enemies are afflicted by a new debuff called ‘Unstable’. This effect increases the duration of movement impair abilities by 50% for 3 seconds. W: Fears enemy champions for .25 seconds. E: No longer loses stacks when Volibear bites. Cooldown reduced by 1 second on hit. R: No longer has a cap on enemies hit. Applies all on hit effects and 100% ad to all additional targets.

Warwick Passive: Now stacks up to eight times. Only drops by 3 when target is changed. Q: Heals for 200% of the damage dealt. No longer has a maximum damage to monsters. Now scales with 2% per 25 AD. W: Allies and minions get 100% of the bonus attack speed. Attack speed increased to 40/60/80/100/120%. Duration extended to 8 seconds. E: Now tracks targets below 80% health or afflicted by any form of bleed. Range increased by 400 units at all levels. R: Now applies on hit effects 20 times, but has no base damage. Duration extended to 7.2 seconds to compensate. Pressing R again will stop the ability instantly. Lifesteal bonus now applies for 5 +remaining-duration seconds after stopping.

Wukong Passive: Now grants 20/30/40/50 armor and 15/25/35/45 magic resist per nearby enemy champion. Q: No longer reduces armor, but deals bonus damage equal to 100% of bonus resistances, and ignores armor for the strike. W: Clone lasts the entire cooldown, and does damage at the same moment it already does. Invisibility extended to 2.5 seconds. E: Dash applies 100% of AD and all on hit effects to affected targets, but puts the auto attack timer on cooldown. R: Holds enemies in the air instead of knocking them up once. At the end enemies are slowed by 20% for 3 seconds as long as they are within 400 units of Wukong. Enemies caught by the spinning are pulled to the center and follow Wukong unless the targets somehow leave radius.

Xerath New Passive: Instead of mana, Xerath uses a new resource called Arcane. Arcane is generated by magic damage. Whenever an ally does magic damage to a unit Xerath gains 5 Arcane, stacking up to 100 per level. Mana costs use arcane exactly as they did mana. Xerath now does 1 magic damage on auto’s and generates 1 arcane every second per level. Whenever Xerath levels up his pool of Arcane is filled completely. Q: No longer slowed during channel. Channel is not interrupted by silences that last less than the remaining duration of the spell. W: Range extended to 300 units. Targets in the Center 100 units of the ability are stunned for 1 second and take an additional 50% damage. E: Pierces units. Units beyond the first take no damage but the stun applies as normal. R: Gains an extra shot for every shot that lands. This has no limit. No longer has a maximum range.

Xin Zhao Passive: Armor reduction increased to 25%, 50% for bonus armor. Q: Now knocks up on every strike. W: Attack speed increased to 60/70/80/90/100% and healing increased by 20 at all levels. Now applies healing every other strike and crit bonus applies on every strike if the target is cc'd. E: Slow duration increased to 2 seconds. Cooldown reduced by 2 seconds by Q. R: Now knocks back the marked target as well, but instantly dashes to them. Armor and mr increase changed to 30/40/50 per target hit, half for minions.

Yasuo Passive: Crit damage reduction removed at any time Yasuo has 100% crit chance. Flow now automatically fills while standing still based on movement speed as well. Fill rate increases with crit chance. Q: Range for first and second strikes increased to match his third. Doesn’t prevent movement. W: Now creates a circular wall around Yasuo. Leveling increases thickness by the same percent that would normally happen to the width. E: Dash no longer has a cooldown per target, but doesn’t do damage to the target for the same duration after dealing damage. Scaling damage removed in favor of just doing that much more damage in general. R: Extends knockups by two seconds, but duration remains unchanged. Grants 100% bonus armor penetration until either Yasuo dies, or the ability comes off cooldown.

Yorick Note: So I actually think this would be pretty cool for him. I honestly think this would make him way better than he is, and that they should do something like this. New passive: When Yorick or a nearby allied champion (does not count decoys or clones) dies they are revived with for 10 seconds with full HP and MP. 290-120 second cooldown, scaling down with level. Q: Summons a minion. This acts exactly as an ordinary minion. 80/90/100/110/120 mana cost. 15/13/11/9/7 second cooldown. No max duration. HP: 200/300/400/500/600 +10% of Yorick's bonus HP AD: 40 +20% of Yorick's bonus AD Movement Speed: 325 Attack Speed: .625 Attack Range: 60 Armor: 10/20/30/40/50% of Yorick’s armor Magic Resist: 20/25/30/35/40% Yorick’s magic resist. New W: Passively all summons deal 10/15/20/25/30% of Yorick’s AP on hit. Actively all summons deal 20/40/60/80/100 +30% AP and AD in a 100 unit burst. Subsequent bursts deal 50% damage. New E: Summons two ghouls, 30 units to either side of Yorick, with a random passive from a pool. 150/130/110/90/70 mana. 21 second cooldown. The ghouls last 10 seconds. HP: 20% of Yorick’s HP AD: 30 +40% of Yorick's bonus AD Movement Speed: 500 Attack Speed: .5 Attack Range: 100 Armor: 50 Magic Resist: 30. New R: For every champion that dies near Yorick that isn’t revived by his passive Yorick gains a stack of Ghoul Calling. Actively summons 5 ghouls in a 100 wide circle within 500 units of Yorick. These ghouls draw from the same pool as his E, but have 2 bonuses. 60/50/40 second cooldown. Ghouls last 10 +.5 seconds per stack of Ghoul Calling when cast. HP: 20% of Yorick’s HP AD: 80 +30% of Yorick's bonus AD Movement Speed: 550 Attack Speed: .1 Attack Range: 75 Armor: 80 Magic Resist: 50.

Bonus Pool: +50% attack speed, 1% max HP in magic damage on hit, 30% crit chance (Also given to Yorick), 20% slow on hit, 20% reduced incoming damage,

Zac Passive: Now drops a blob every 3 seconds passively. This is reset whenever Zac is hit. Zac drops a blob on every hit from an ability or basic attack that isn’t DoT. Q: Can be cast while moving. Stuns targets hit at the last 40 units for 1 second. W: Reduces the cooldown on the passive blob dropping to 1 second for the next 3 seconds on use instead of dropping one outright. E: No longer has set up time, but the damage scales based on time spent sitting still, reaching 100% at .35 seconds and 300% at 2 seconds. R: Knocks away on each landing. Damage scales by 1% per 10 more health you have than the target, and 1% per 20 more max health you have than the target.

Zed Note: For a long time now the community been asking us to Nerf Zed. We’re hoping this resolves that issue and lowers his ban rate. Passive: No longer has a cooldown on a target, but damage remains at 20% max HP the entire game (from 6-8%). Oh, and requires enemies to be below 100% HP to use. Q: Does 100% damage with both shuriken. Fires 2 in the same line if Zed has no shadows. W: AD Increase boosted to 10/20/30/40/50%. Shadow blocks skillshots. E: Range doubled and resets auto-attack timer. No longer has a cost. R: If the target doesn’t die within 2 seconds of the death mark hitting, the ability triggers again. This happens until either Zed or the target die. Zed can only teleport to the newest shadow produced by this ability.

Ziggs Passive: Now executes turrets on auto if an allied minion is within it's attack radius. Summons count, but not ones from Z-Rot portal. Q: Keeps bouncing until it hits an enemy, never slowing down. When it reaches the edge of the map or a wall it ricochets. Max duration: 10/20/30/40/50 seconds. W: Enemies knocked away takes 50% increased damage from Zigg’s R for 3 seconds. When Ziggs gets a kill or assist this abilities cooldown is reset. E: Deals 20% increased damage to the target for every mini-bomb they have already hit. They also last until detonated. R: Cooldown is reset if an affected target dies. When this happens this ability has no mana cost for the next 5 seconds.

Zilean Note: “Cool guys don’t look at explosions. They blow things up and then walk away. Who’s got time to watch an explosion? There’s cool guy errands that they have to walk to.” We took the songs advice for the rework of Ekko. I MEAN ZILEAN! Not allows to make spoilers… Shit. Passive: No longer has to stack up experience to grant levels, cast time removed. Can’t be used for the first 1.5 minutes of the game. Cooldown reduced to 1.5 minutes. Q: Damage of explosions increased by 1% per 1% slow on the target and 150% for movement preventive ccs. W: Now affects both ultimate and passive. Cooldown removed but mana cost set to 200/160/120/100/100, reduced by your Cooldown reductions %. E: No longer affected by slow resist. Buffed allies gain movement speed bonus in attack speed as well and gain 10/15/20/25/30% cooldown reduction for the duration. R: Fully heals the target when cast and when they die. Reviving champions are able to move, and are able to move through walls, but if they revive inside a wall they die.

Zyra Passive: Leaves a seed on the location of the cursor every second. Seeds no longer decay over time and maximum increased to 69. Enemies can’t destroy the seeds for 3 seconds. Q: Radius increased tripled in all directions. New W: Plants do 20/40/60/80/100% increased damage passively. Actively grants both Zyra and her plants 10/20/30/40/50% of Zyra’s AP in AD. E: Doubled width and travel time increases by 1% per 5 AP. R: Targets are slowed by 99% while on the surface. This slow is not affected by slow resistance.

Items
Warmog's Armor: No longer requires 3000 hp for passive to trigger. Buying more warmogs halves the cooldown of the ability each time. At 5 warmogs the passive is continuous.

Thornmail: Armor increased to 110. Attacks on the owner grant 50% less effectiveness of healing effects for 1 second.

Manamune: Stacks 8 on spell cast and retains the passive 1 per 6 seconds.

Rod of Ages: Stacks are acquired every 40 seconds.

Crystalline Flask: Returned to the game. Cost increased to 350 from 345. Builds out of refillable potion.

Dead Man’s Plate: Movement speed max set at 100, growing to 60 and turning to 100 at max.

Bloodthirster: Lifesteal is no longer a unique passive.

Tiamat/Ravenous Hydra: AoE on hit does 60-100% AD based on proximity. Activated does 100-140% AD.

Titanic Hydra: Health increased to 550. Passive damage on hit increased to 20+2.5% to the target and 60% AD+5% max HP in a cone. Active deals 100% AD plus 25% max HP in the same cone.

Trinity Force: Now grants 20 passive movement speed but the on hit passive of Rage is removed and on kill reduced to 40. Grants 30% cooldown reduction. Grants +25% base AD rather than +25 AD. Grants 25 AP. Attack speed buffed to 50%. Combine cost changed to 400.

New Item: Ruthless Purge
Recipe: 2 Runaan's Hurricanes, 1800 gold.
Stats: +60% crit chance, +70% attack speed, +15% movement speed.
Unique Passive: Basic attacks deal 30 physical damage on hit.
Unique Passive: Auto attacks hit all targets within range. Secondary targets take 75% AD damage and 50% of on hit effect damage. The secondary targets only have the 60% crit chance from this item to crit off of.
Ranged only. Only usable by champions using bows (Skins count for acquisition, but not for loss.)

New Item: Hratt
Recipe: Blade of the Ruined King, Recurve Bow, Stinger, 1300 gold.
Stats: 30 AD, 10% cooldown reduction, 10% lifesteal.
Unique passive: Deals 8% max health on hit physical damage. Lifesteal functions on this effect.
Unique passive: Steals 5% movement from targets on hit, stacking up to 6 times per target. Stacks last 4 seconds.
Unique passive: Doubles current attack speed. Attack speed cap doubled.
Ranged only. Only usable by champions using guns (Skins count for acquisition, but not for loss.)

Epic Monsters Note: We felt that with the new patch buffing all the champions we needed to buff the monsters, but really we just need to buff the Dragons and Baron. We are also buffing their buffs.

General Dragon: Deals 40% increased damage per dragon of that type that has been slain. Elder Dragon counts all dragons. The effect no longer has a max stack.

Infernal Dragon: Attacks with 1.5 attack speed. Damage scales by 20% per minute it's been alive. Buff grants 20/40/60% increased stats.

Cloud Dragon: 50% dodge chance. Buff grants 15/30/45% dodge chance and 20/40/60 movement speed passively. Oh yeah, we brought dodge back.

Ocean Dragon: Heals 200% of the damage it deals. Attacks in the radius of the dragon pit, dealing a single AoE every strike. Buff grants the additional effect of +20/40/60% bonus HP regen and +30/60/90% increased total MP regen.

Mountain Dragon: Takes 1% reduced damage for every 1% missing HP maxing at 75%. Buff grants the additional effect of -15/30/45% taken turret damage.

Elder Dragon: Gains ½ of the bonus effects the other dragons get. Auto-attacks all units in range. Buff lasts until the next dragon spawns, and damage applies to turrets.

Baron Nashor: For every champion in combat with Baron with a Nashor’s Tooth Baron deals 1% less damage. Baron takes 50% less damage from behind, and takes no DoT effects or AoE from the front or sides. Lifesteal effects on Baron are reduced by 25%. Baron reduces the Armor and Magic resist of nearby champions and summons by 20. Baron does a perfect mix of magic and physical damage. For every Baron killed this game Baron does an additional 10% true damage, stacking up to five times. Baron buff doubles all effects of Dragon buffs for the first 180 seconds. Baron can leave the pit to follow people that run away, but will avoid turrets and fountain. Champions that trigger the fight with passive effects are not chased. It will automatically return to Baron Pit the moment it hits a turret radius, the champion it was chasing dies, or the champion leaves 1000 units of Baron. Baron moves at 345 and ignores player generated walls. Baron is immune to damage on the way back to pit, but does not heal during the trip.

New Champions
Savannah, The Turret
HP: 3300 (+0 per level) HP Regen: 0 (+2 per 5 seconds per level) Mana Bar: N/A
AD: 150 (+0 per level) Movement Speed: 325 Attack Speed: .625 (+7% per level)
Attack Range: 775 Armor: 50 (+10 per level) Magic Resist: 50 (+10 per level)
Passive: Savannah is a turret. She gets true sight within 1000 units and has a sight range of 1095. This functions over walls. She also starts the game with the items the Outer Turret starts with. Being a turret she cannot heal from lifesteal. She is also immune to cc’s besides stasis and is immune to most abilities, including allied. When the game starts, Savannah has to choose an allied turret to replace.
Q: Fires a laser after a .75 second delay that deals 10/60/110/160/210 +200% AP damage. Laser is 75 units wide and 1000 units long. Cooldown is 21/19/17/15/13 seconds.
W: Savannah taunts nearby enemy champions, minions, monsters, summons, and epic monsters. They will attack Savannah until one of the affected units dies or Savannah does. During this time Savannah is unable to do anything but auto-attack. Range set to 150/170/190/210/230 units. 30 second cooldown after duration ends.
E: Savannah dashes up to 500 units and disguises herself as a turret on the map, taking on all functions of the turret but being able to disable this ability at any time. During this time Savannah can also use her Q, but if visible the animation will give away your disguise, ending the ability. 30/27/24/21/18 second cooldown.
R: Savannah must be within 1000 units of a building to use this ability. When used Savannah merges with the nearby buildings. If Savannah dies the buildings also dies. Savannah gains the health, damage, armor, magic resist, and attack speed of the buildings she is attached to, but is slowed by 10% per building. Pressing the ability with a building on, and a nearby slot for it, will place the building down there as long as there is no other building to pick up. Savannah can merge with enemy turrets, but does not gain stats from it. Savannah can only have 1 merging done at a time, but can have any number of buildings attached. This ability has no cooldown, but the buildings travel at 200 units per second to her
Very very brief lore: Savannah was a turret that got hit by lightning and came to life. Bam, done.

Freyal, The Honorary Scout
HP: 475 (+47 per level) HP Regen: 8 (+4 per 5 seconds per level) Mana Bar: N/A
AD: 67 (+5.7 per level) Movement Speed: 350 Attack Speed: .625 (+9% per level)
Attack Range: 525 Armor: 37 (+4 per level) Magic Resist: 29 (+6 per level)
Passive: Every 2.5 minutes all enemies not currently in brush are revealed for the next 2.5 minutes while not in brush or otherwise stealthed.
Q: Freyal swaps an attachment to her pistol. Freyal gains 20/40/60/80/100 AD and 200 range for 5 seconds.
W: Freyal gains invisibility for 7 seconds. The duration is refreshed any time Freyal enters brush. Dealing damage, recalling, or using an ability cancels this stealth. Turrets do not reveal her outside 700 units of them. True sight reveals Freyal, but does not cancel the stealth.
E: Every 3 autos Freyal marks the enemy hit. Whenever Freyal auto’s a marked target units she deals 110/130/150/170/190% AD, resets her auto attack timer, and slows the target by 50% for 2 seconds. The mark lasts for 5 seconds. Whenever a target dies from the melee attack this ability permanently does 1% AD more damage.
R: Freyal tosses away her gun to a random location within 200 units, and pulls out two knives. She attacks 50% faster, and deals 50% increased damage with her E for 15 seconds. Freyal gains 50% movement speed for 1 second whenever she hits an enemy, which does stack, as long as these knives are out. After 15 seconds she can pick up her gun again.. During this time her auto attack range changes to 125 units and she cannot cast her Q, but she gains the Q bonus AD passively. This has a 120/90/60 second cooldown, which triggers on cast.
Lore: Freyal was raised as part of the gangs Vi and Jinx were known to, but she left for vacation shortly before their stories got out of hand. Where did she go on vacation? Bandle city of course. One day, while exploring the wilderness surrounding the city, Freyal got lost and wandered into a military encampment. Being a human and carrying weapons onto a Yordle military base was way beyond suspicious, so they captured her. When Teemo and Rumble caught wind of this, Teemo and the rather reluctant compatriot vouched that she was an allied spy. This action basically forced her into the Yordle military. Over the months she had to prove herself to the group, and knowing that she wasn’t actually a military operative Teemo took it upon himself to train her in stealth and sharpshooting. After a couple years she was a fully functional killing machine, although she wasn’t as remorseless as her teacher, and as such she stook to the original lie, becoming a spy. Eventually she found herself in the good graces of Rumble, who helped her create her own hextech device: The M.A.T.A, a flying device she could use to keep track of enemies in the field. She grew up this way, reaching adulthood before being sent on her first real mission, which unfortunately took years to complete. She returned to Bandle City only to find Teemo and Rumble both had entered into the League of Legends. Thinking it would be amusing to join as well, she followed her commanders into battle.

9 Comments

xxxDogmanxxx8/20/2016, 11:09:15 AM3 votes

You put way too much effort into making this. I am impressed.

Valor Bot8/20/2016, 5:36:42 AM1 votes

This must have taken so much work... I'd love to see a game mode where all Champions are super versions of themselves. It would be a huge undertaking, though :)

zrWQMdGHtY8/20/2016, 2:57:22 PM1 votes

TOo bad they are just deleting Kata's ward jump and removing her damage reduction which is vital as hell but who cares lets remove it... and just remaking her whole Q and W and most likely removing her grevius wounds and lowering her damage, czu we dont want her ult to be useful anymore #RiotPostedThisSoDontHateOnMe

LastManOnEarth8/20/2016, 6:16:59 PM1 votes

I see this as a great doom bots game mode.

Orx of Twinleaf11/6/2017, 9:32:53 PM1 votes

Huh. As neat and bonkers as a Brokenly Balanced Game Mode would be, it's a massive undertaking that I don't see Riot investing in simply for what would likely be a Rotating Mode in which we'd all have to learn all the champs a second time. Of course there's also the issue of sheer impossibility of programming in some of it. As fun as it would be for a while, it really is a little much to hope for.

Still, a man can dream of Brad's stopping all of Syndra's ult in flight while she encourages the rest of the team to play with her golden balls.

A man can dream.