Post augment ideas for your favorite champs!

JarodDempsey··3 votes·2,633 views

I really want to hear all of your cool aug ideas for various champions. My favorite right now is ori so ive made a full kit for her and I also threw in a few for soraka because i thought they sounded cool.

Orianna:

  • BallGame: Everymember of orianna's team acquires a ball that returns to them upon exiting normal range. All balls will move to the target location for command attack, all balls will instead shield their assigned champion upon ori casting command protect.
  • rogueball: the ball no longer attaches to ori or her allies and instead gains unlimited range and all of her abilities gain 20% ap damage to enemies in an aoe near the ball. Command protect is now ground targeted and applies its shield to allies the ball passes through.
  • unlimited winding: clockwork winding provides 10% ap damage on hit +10% per stack with stacks limited to 100% ap on hit, stacks decay at a rate of 1 per second
  • B(all)omb: command: attack leaves a bomb under any enemy that the ball contacts which explodes in a small aoe a short duration later
  • Speedball: Orianna can selfcast command: attack every 30 seconds to gain a shield that mitigates 80% of incoming damage and makes her immune to cc while rooting her for 4 seconds. During this time she can create a path (large range think ziggs ult) for her ball to travel after the shield period ends. Upon the end of the shield period the ball quickly traverses the path while damaging any enemies it passes through before returning to its previous position.
  • Ballmageddon: Any time ori's ball passes through an enemy it spawns smaller balls that perform command: attack on nearby enemies.
  • Disrupting Dissonance: command: dissonance removes any enemy ground spells it contacts. If it successfully removes a spell it damages and stuns the enemy caster.
  • Energizing dissonance: command dissonance peforma a microstun on enemies and cleanses allies upon activation. It's cooldown is reduced by 10% for each stun or cleanse up to 50%.
  • Double Dissonance: Anytime command dissonance is used it also activates at ori's location. Command dissonance gains increased size if multiple instances overlap.
  • Command redirect: instead of blocking damage, comand protect instead redirects the damage to the nearest enemy. Everytime a shield is completely used command protects cooldown is lowered by 20%.
  • failsafe: any ally who dies while carrying the ball can be revived using their own revive charge, additionally ori can cast command protect on an allys body to initiate the revival process using her own revive charge.
  • Shocktitlewave: shockwave damage and cc scale with enemy size
  • waveshock: shockwave nolonger has a charge time but its effect instead travels radially from the ball and instead of pulling enemies it stuns them enemies that are currently cc'd reduce shockwaves cooldown
  • balance ball: ori gains bonus ad at a 50% rate but she also gains bonus ap equal to bonus ad
  • bumperball: any time an enemy in melee range damages ori they are knocked back and their attack speed is slowed by 25%

Soraka:

  • hindsight: if soraka or an ally were to take fatal damage they instead receive a personal wish that heals them to 20% health. Wish's cooldown is reduced by 20% upon hindsights activation. Has a per unit cooldown of 2 minutes.
  • skyfall: changes sorakas q into what it was before he rework except it keeps the regen mechanic but it is changed to 2hps +5% ap per enemy hit
  • secure salvation: soraka can blink to allies by right clicking them while they are below 40% hp, doing so will provide both her and her target with a shield. Shield has a per ally unit cooldown of 10 seconds.
  • celestial: upon casting wish soraka becomes immune to damage and cc for 5 seconds and her spells require no resources and have reduced cooldowns
  • communal infusion: astral infusion now draws its health cast from whichever group member has the highest current health *replenishing equinox: equinox restores 1/6th maximum mana to allied units every half second while it persists.

9 Comments

Voidzilla3 votes

I had recently did a quick write-up with a list of augments for some of my favorite Champions as well.

For context, I did an overview of the augments, and all them are divided as: 2 per passive, 3 per basic ability, 2 per ult, and 1 (as I just call it) "specialty". There's also the innate to allow the Champion to better function in this horde-based gamemode and a reward augment that seems to be automatically granted once you've earned them all for a character. I also made the augments based on the Odyssey: Extraction gamemode in mind. Also noted that all the augment names are just one word. So, here's what I had noted so far.

Khazix Somewhat tricky since his kit doesn't really lend itself to a mass PvE mode, but still, I thought his role as an extremely mobile character that can pick off priority targets could be dialed to 11.

Innate: The Hunter:

  • Becomes invisible after not dealing or taking damage for 3 seconds.
  • +10% bonus healing for all damage dealt (33% effectiveness for AoE)
  • +50% ultimate cooldown
  • +10% bonus movement speed

Passive: Unseen Threat:

  • Agile: Proccing the bonus damage instantly refreshes a charge of Warp.
  • Menace: Bonus damage increased by +50% and fears the target for 1.5 seconds.

Q: Taste Their Fear:

  • Threatening: Always deals Isolation damage and applies on-hit effects, including those of Unseen Threat. Evolving Reaper Claws will always grant the cooldown refund as well.
  • Vicious: Deals triple damage to enemies below half-health and removes the mana cost.
  • Serrated: Using Taste Their Fear grants Kha’Zix +10 attack damage for 10 seconds. Bonus AD can stack up to 10 times.

W: Void Spike:

  • Pressurized: Range and explosion radius increased by 50%. Nearby allies will also be healed as well, and the healing is doubled.
  • Flesher: Marks targets hit for 5 seconds. First proc of Unseen Threat or Taste Their Fear will consume the mark to deal 20% of target’s missing health as bonus true damage and heal Kha’Zix for 10% of his missing health.
  • Impaler: Now stuns targets for 2 seconds. Evolving Spike Racks increases the stun duration to 4 seconds and applies before the slow.

E: Leap:

  • Needler: Upon landing, automatically fire 6 Void Spikes around Kha’Zix.
  • Evade: Instantly become invisible upon activation.
  • Lithe: No longer costs mana and reduces the cooldown by 50%. Evolving _Wings _ will entirely remove the cooldown (cause lmao).

R: Void Assault:

  • Obscure: Using Void Assault will allow Kha’Zix to ignore terrain collision for its duration. Kha’Zix will also take 50% reduced damage while invisible.
  • Unseeable: Attacks and abilities will not break stealth, and instead increase the duration of the invisibility by 0.5 second. Timer of Void Assault is paused while still invisible.

Specialty:

  • Predator: Kha’Zix gains 1 bonus attack damage for every 5 bonus movement speed, and 1 bonus movement speed for every 10 bonus attack damage. Does not stack with itself.

Reward for Completed Set: Apex: Kha’Zix immediately starts with an Evolution Point, allowing him to gain all 4 evolutions for his abilities.

Chogath Focused on a highly sustainable tank with massive area of effect capabilities.

Innate: The Jaws:

  • _Carnivore _ activates for every enemy that dies that Cho’Gath has recently damaged, regardless of if he dealt the killing blow or not.
  • +5% bonus healing for all damage dealt (33% effectiveness for AoE)
  • +50% ultimate cooldown
  • +5% maximum health increase
  • +15 bonus mana regeneration per second
  • +50 base attack damage and +50 bonus ability power

Passive: Carnivore:

  • Insatiable: Health and mana restoration activates for each enemy Cho’Gath hits with his abilities.
  • Carapace: Whenever Carnivore procs, Cho’Gath will also gain +50 bonus physical armor and magic resist for 3 seconds as well.

Q: Rupture:

  • Fissure: 2 more Ruptures will move out beyond the first in a line, hitting for a total of 3 times. Multiple hits on a target deal 50% damage.
  • Fragmentation: Spikes will remain in the ground for 3 more seconds, applying the slow and dealing the same damage over the duration.
  • Spiked: Every enemy hit by Rupture will also release Vorpal Spikes around them.

W: Feral Scream:

  • Deafening: Upon activation Cho’Gath will continue to roar for 1.5 more seconds, applying the damage & effects to enemies in front of him.
  • Monstrous: +50% bonus damage and fears all targets instead for double the duration.
  • Bellow: +50% bonus width and destroys all projectiles it hits.

E: Vorpal Spikes:

  • Skewer: Spikes impale themselves in enemies they pass through for 3 seconds. Cho’Gath and his allies that attack enemies with Spikes in them will gain the restoration effects of Carnivore.
  • Debilitate: +50% range, and reduce enemy’s attack speed by 50% as well.
  • Spines: Becomes a toggled effect, with each attack costing a third of the original mana cost.

R: Feast:

  • Banquet: Yields a stack of Feast even if it doesn’t kill the target. Successfully killing the target will yield 3 stacks of Feast and refund 50% of the mana cost & cooldown.
  • Digest: Each Feast stack also grants +10 bonus attack damage, ability power, physical armor, and magic resist.

Specialty:

  • Titan: Cho’Gath ignores unit collision and deals magic damage equal to 100 plus 5% of his bonus health per second to enemies he walks over.

Reward for Completed Set: Devourer: For every 250 bonus health, gain 1% bonus ability damage.

Velkoz Focus on making him a long-ranged mage that deals damage to enemies that are lined up rather than gathered in a ball like for Ziggs.

Innate: The Brains:

  • Deconstruction damage is doubled and whenever an enemy is Deconstructed all of Vel’Koz’s abilities are reduced by 5%.
  • +10% bonus healing for all damage dealt (33% effectiveness for AoE)
  • +50% ultimate cooldown reduction
  • +10% ability power increase
  • +15 bonus mana regeneration per second

Passive: Organic Deconstruction:

  • Learned: Each ability applies 2 stacks of Deconstruction.
  • Knowledge: Allies will also apply Deconstruction stacks with their abilities, though only Vel’Koz can apply the final stack.

Q: Plasma Fission:

  • Division: Each bolt of Plasma Fission will split in two upon hitting a target. This can happen indefinitely.
  • Phase: No longer stops on the first target hit, but will still split for each enemy it passes through. Deals +25% damage.
  • Geometry: Will also split upon hitting terrain or an ally. Hitting allies will grant them +50% attack speed and 80% of Vel’Koz’s ability power for 4 seconds.

W: Void Rift:

  • Innervate: Upon activating Vel’Koz gains +50% bonus movement speed that decays over 2.5 seconds. Recharge rate is reduced by 50%.
  • Sinkhole: +30% damage, and second detonation also applies the displacement of Tectonic Disruption.
  • Abyss: +50% width, and trail will keep detonating as long as enemies are over it (let the hilarity ensue).

E: Tectonic Disruption:

  • Quake: Now carries 3 charges and they recharge 33% faster.
  • Destabilize: Area of effect is 50% bigger and destabilizes the ground for 2.5 seconds, slowing enemies over it by 50%.
  • Disaster: When targets land, they’ll release a secondary Tectonic Disruption beneath them, dealing the same damage & effects. Can only occur once per cast.

R: Lifeform Disintegration Ray:

  • Power: Now has unlimited range, doubled the width, and lasts for 5 seconds. While channeling Vel’Koz is immune to crowd control and takes 80% reduced damage.
  • Overwhelming: Lifeform Disintegration Ray leaves a Void Rift in its wake, and for each enemy it passes through it’ll split a bolt of Plasma Fission every second.

Specialty:

  • Sustain: Whenever an enemy dies after being recently affected by his abilities, Vel’Koz will restore 1% of his missing mana.

Reward for Completed Set: Studied: Vel’Koz will permanently gain +1 ability power for each unique enemy he hits with his abilities.

Voidzilla1 votes

Sorry, couldn't help myself. Here's a few more I made.

Nocturne For when you're tired of fearing the horde, and want the horde to fear you.

Innate: The Dark:

  • Umbra Blades gains 150 bonus range and its damage & healing are doubled.
  • +10% bonus healing for all damage dealt (33% effectiveness for AoE)
  • +50% ultimate cooldown reduction
  • +10% bonus movement speed

Passive: Umbra Blades:

  • Phantom: Enemies hit by Umbra Blades will echo it from them after a 1.5 second delay, dealing its damage and healing Nocturne again. Any unit can be damaged at most twice by a single use.
  • Umbrawarp: Using Umbra Blades reduces the cooldown of Warp by 20%.

Q: Duskbringer:

  • Torment: Dusk Trail lasts until all its targets have been killed.
  • Nightbringer: No longer needs to be aimed and instead auto-locks onto all nearby enemies. However, each one now stops on the first enemy hit.
  • Penumbra: While on a Dusk Trail all of Nocturne’s attacks will use Umbra Blades.

W: Shroud of Darkness:

  • Ravage: Passive bonus attack speed is doubled. Attack speed gained from active automatically occurs and is quadrupled from its normal amount. Nocturne can exceed the attack speed cap during this time.
  • Lament: Now lasts for 3 seconds and blocks all attacks as well. Enemies that attack the shield will be feared for 1 second.
  • Lightless: All of Nocturne's allies will also gain a Shroud of Darkness. Cooldown is reduced by half.

E: Unspeakable Horror:

  • Terrifying: Gains 25% bonus range and also affects all units in a small radius around the target.
  • Despair: While feared enemies will take 100% increased damage. Fear duration increased by 0.5 second whenever Nocturne attacks the target.
  • Dreaded: Instantly fears and deals the full damage to the target.

R: Paranoia:

  • Insomnia: Upon activation all enemies are instantly feared for 1 second and Nocturne will refresh all his basic ability cooldowns. For the duration enemies will not be able to use ranged attacks or abilities.
  • Midnight: Duration lasts for 4 more seconds and the dash component has unlimited range. While Paranoia is still active Nocturne can continue to recast the dash.

Specialty:

  • Shade: After using an ability a shade of Nocturne will be conjured that will cast the ability again on enemies near it. Can occur once every 10 seconds, reduced by 1 second whenever Nocturne lands an attack.

Reward for Completed Set: Killer: Gain 1% bonus attack speed for every 5 bonus attack damage.

AurelionSol Extra booping power. Focus on making him this persistent damage-dealer that could devastate entire armies at will.

Innate: The Omnipotent:

  • Six Stars will orbit Aurelion Sol and their damage is doubled.
  • +10% bonus healing for all damage dealt (33% effectiveness for AoE)
  • +50% ultimate cooldown reduction
  • +10% ability power increase
  • +15 bonus mana regeneration per second

Passive: Center of the Universe:

  • Persistent: No longer becomes disabled when under ability-inhibiting crowd control affects and continues to be active even after Aurelion Sol has taken fatal damage. Damage increased by 50%.
  • Starstruck: Whenever a Star hits an enemy Aurelion Sol will gain +10 bonus movement speed and slow immunity for 2 seconds. The bonus movement speed can stack up to 10 times.

Q: Starsurge:

  • Supernova: Gains global range and no longer has to remain within the Outer Limit. +100% damage & stun duration, and increases in size drastically faster.
  • Starfire: When Starsurge detonates it’ll ignite the area for 3 seconds, dealing the damage to enemies over it.
  • Cataclysm: Each of Aurelion Sol’s Stars will also release a Starsurge away from him.

W: Celestial Expansion:

  • Repulsion: Upon activation pushes all enemies back to Aurelion Sol’s Outer Limit. While active the damage of each Star is increased to 150%.
  • Constellation: While active, when the Stars pass through an ally three Stars will also orbit them for 5 seconds (at normal orbit). Duration refreshes when another one of Aurelion Sol’s Stars passes through them.
  • Stellar: A second set of Stars will be created to go to the Outer Limit, keeping Stars orbiting in their original positions.

E: Comet of Legend:

  • Flight: Upon activation cleanses Aurelion Sol of any debuffs. He then becomes untargetable while in flight.
  • Cosmic: No longer deactivates Stars. Can change direction of flight by following the cursor, though Aurelion Sol’s turning rate is reduced.
  • Impact: Upon landing Aurelion Sol will instantly unleash a Starsurge around him within his Outer Limit.

R: Voice of Light:

  • Untouchable: Deals 100% bonus damage, affects all enemies within Aurelion Sol’s Outer Limit, and pushes them back until they collide with terrain.
  • Grand: After using Voice of Light Aurelion Sol can recast this ability 2 more times at no additional cost within 5 seconds.

Specialty:

  • Celerity: Aurelion Sol gains 25% of his bonus movement speed as ability power, and 5% of his ability power as bonus movement speed. Does not stack with itself.

Reward for Completed Set: Amusing: Whenever Aurelion Sol damages an enemy his damage output is increased by 5% for 1.5 seconds. Damage increase can stack up to 20 times.

Veigar For when you feel like you just aren't quite getting enough AP. Move aside Kayn, the REAL master of evil is here.

Innate: The Master:

  • Attacks against large monsters will also yield a stack of Phenomenal Evil, and deal bonus magic damage equal to 50 plus 25% of Veigar’s ability power.
  • +10% bonus healing for all damage dealt (33% effectiveness for AoE)
  • +50% ultimate cooldown reduction
  • +10% ability power increase
  • +15 bonus mana regeneration per second

Passive: Phenomenal Evil Power:

  • Minions: Veigar will gain a stack of Phenomenal Evil whenever his allies also land their abilities.
  • Big: Each stack of Phenomenal Evil now grants 5 ability power.

Q: Baleful Strike:

  • Malevolent: Each of Veigar’s attacks will now also launch a Baleful Strike at no cost.
  • Wicked: Gains 50% increased range and now passes through all enemies, rather than just the first two.
  • Antagonistic: Fires 2 additional bolts in a spread shot. Multiple hits on a target deal 50% damage.

W: Dark Matter:

  • Hail: Calls down 8 Dark Matter strikes in a circle around Veigar.
  • Destroy: When Dark Matter lands it’ll unleash 4 Baleful Strikes around it.
  • Meteor: 50% increased radius, and stuns all targets hit for 1 second.

E: Event Horizon:

  • Caged: Stuns all enemies within the cage as well. While enemies are stunned by Event Horizon they’ll take 50% increased damage.
  • Liege: Veigar and allies that move through the cage walls will gain 50% ability power and 50% bonus movement speed for 8 seconds. Gains +50% cast range.
  • Lockdown: Cage now lasts for double the duration and will keep enemies stunned so long as they’re in its effect.

R: Primordial Burst:

  • Apocalypse: Gains 100% bonus range, always deals maximum damage, and deals its damage in a large area around the target. Cooldown is reset if the initial target is killed.
  • Overpower: For 5 seconds after casting Primordial Burst, all of Veigar’s basic abilities will cooldown 100% faster and automatically fire additional Primordial Bursts at targets hit at no cost.

Specialty:

  • Tome: Gain double the ability power from items that grant it.

Reward for Completed Set: Overlord: Whenever a stage is completed Veigar’s total ability power is increased by 5%.

Infernape2 votes

Ekko:

  • WITNESS ME - Chronobreak automatically triggers if Ekko takes fatal damage while Chronobreak is ready to cast. This does not put Chronobreak on cooldown but has an internal cooldown of 70 seconds.
  • Zero Cooldown Resonance - Ekko's passive has no cooldown and deals bonus damage based on the target's current HP.
  • Wound Up - Sidewinder has multiple charges and both it and Parallel Convergence's projectile speeds are increased by 100%.
  • Reset - Ekko can cast Chronobreak on a enemy or an ally (either dead or alive) to return them to where they were four seconds ago. Any enemies in the area will take double Chronobreak's damage. Casting it on a dead ally will bring them back to life with 50% / 20% / 10% of their maximum HP.
  • Ekkonomical - For every 1 AD Ekko has, gain 2 AP. For every 10 AP, gain 2 base AD (does not stack with itself).
  • Maximum Dive - Phase Dive's range is quadrupled and the dash is now a blink.
  • Helping Hand - Z-Drive Resonance can be stacked and triggered on allies. Teammates that have Z-Drive Resonance triggered heal for 10 + (70% of Ekko's AD) + (80% of Ekko's AP)
Orgrimmen2 votes

Zilean: Infinite Time: Casting a basic ability resets Rewind’s cooldown. Wibbly-Wobbly: Rewind affects Chronoshift and the cool down reduction is increased to 20 seconds. Timey-Wimey: Chronoshift restores allies to full health and mana and affects all allies.

Need I say more? Win as Zilean with 3 Augments.

Drakath20022 votes

Malzahar

CALLER : Malzahar's Call Of The Void no longer has delay and deals 20% more damage

VOID TOUCHED : allies that have Call Of The Void pass through them gain +80 AP and +70 AD

VAMPIRIC : Malzahar's Voidlings restore 70% of the damage they deal as Health for Malzahar

TIMELESS : Malzahar's Voidlings no longer have an expiration timer and their HP is increased by 40%

INFESTATION : whenever Malefic Visions bounces to a new target spawn a Voidling

MALEFIC OMEN : Apply Malefic Visions to all enemies near the initial target

BINDER : Nether Grasp Suppresses all nearby enemies and deals 20% increased damage

SHIFTER : When Malzahar casts Nether Grasp all allies gain a Void Shift barrier for the duration

wildfox992 votes

Ahri

  • her passive last twice and is applied everytime she hit an enemy,this effect can stack up to 5 times plus she ignore unit collisions

  • her Q heals now is a drain (damage her enemies and heals her for X value) and it is applied on every abilty and AA (no need to stack it)

  • after using her W for the next 2 sec everytime a foxfire is fired this ability get recasted for replacing the lost one

  • her foxfires now will orbit around her (kinda like A.Sol passive) without engaging anyone untill you recast her W enemies hit by the foxfires are knocked back and stunned for 0.5 sec

  • her charm will not stop on the first target (it's an AoE skillshot liker her Q) and its duration is increased by 50% charmed enemies now will attack other enemies near ahri

  • her ult gives her 6 dashes after dashing her next AA deals bonus AoE damage around the target hit (like item 3025)

  • every X kills she gets a free use of one of her dash ult (she can dash once without consuming her ult) when she dashes through an enemy she will deal damage and charm him for 2 sec

BlueSmurf20182 votes

Kassadin

  • Infinity and beyond!

Kassadin can use his ult as much as he wants for 6 seconds. His ultimate stacks up to 8 times now, but his max R cost stays the same. Kassadins gains +300% mana regeneration.

  • Void Chain

Kassadins Q now chains targets and does more damage with each jump (max 4 jumps)

  • Blast

Kassadins W now creates an E effect behind the next enemy he hits. (the E effect hits the monster that the W is used on as well). Kassadins W has a 3 second cooldown

  • Conservative

Kassadins ult gains double damage, has its cooldown decreased and costs less mana

  • POP

Kassadins E gains +150 range and fires 360* around him (can hit enemies with 2 E's at once)

  • Seeking

Kassadins Q gains +100 range and +100 damage and now detonates into a small blast after hitting an enemy

  • Refund

Kassadins W now refunds 100% of his mana after hitting a "Big" or "mini-boss" creature.

  • Nope

Kassadins Passive now gives him 25% Magic damage reduction instead

  • Creeping

Kassadins R now gains travel time and +200 range and leaves a trail behind him

  • World Bound

Kassadins E shields all allies it his for 150 + 70% AP and 100% AD (including himself)

  • Defiant

Kassadin gains 200 Range and his W is bigger and gains 100 Range on it. His W gains bonus on hit damage as well

Welp. Thats pretty much all i can think of

Valor Bot1 votes

Quinn P - Harrier:

  • Valor now swoops in and strikes Vulnerable targets that Quinn attacks, dealing physical damage and ignoring a percentage of the enemies' Armor.

W - Heightened Senses:

  • Activating Heightened Senses will now also cause Valor to reveal enemy champions who are invisible or camouflaged.

E - Vault:

  • Quinn may now reactivate Vault mid-flight in order to place herself on the opposite side of the target enemy. (Bugs ahoy!)

R - Behind Enemy Lines Tag Team:

  • Quinn now swaps places with Valor, allowing the player to take control of him until Tag Team is reactivated. As Valor, you passively ignore unit and terrain collision while out of combat, attacking from melee range. Behind Enemy Lines' standard movement speed effects still apply.

R - Skystrike:

  • Reactivating Tag Team will fire Skystrike, a hail of arrows that deals physical damage in the area based on missing health and allows Quinn to tag back into the field at a nearby location of the player's choice within the area of effect.
PopcornBunni1 votes

Poppy The Shield

Iron Ambassador has a 6 second cooldown, gains double its bonus range, and automatically returns to Poppy when hitting any target. Poppy also gains additional: +5% healing for all damage dealt +50% Ultimate Cooldown Reduction +15 Mana regen per second +50 Attack, Armor, and Magic Resistance

Thrusters Heroic Charge's cast range is doubled and it carries targets twice as far. Pinning enemies to walls deals triple damage.

High-Energy Mega Barrier Steadfast presence's Cooldown is reduced by 1s whenever Poppy deals damage with an ability or auto attack, and grants an additional 15% armor and magic resistance passively. Its double bonus is applied when the ability is active as well as when Poppy is low on health.

Energy Converter Steadfast Presence's active absorbs projectiles that hit it, healing Poppy for 5% missing health each.

Refuge Steadfast Presence's radius is doubled, and while active, allies within its radius receive half of Poppy's bonus resistances.

Denied Steadfast Presence's active can stop any number of dashes, breaks channels, and removes the "Unstoppable" effect.

Missile Guidance Keeper's Verdict can be aimed manually after being released (Default alt+right click) and always knocks victims straight up.

Bouncy Iron Ambassador bounces off near by enemies before returning to Poppy, and its shield is increased by 5% per enemy hit (Max 50% total health)

Heavy Hammer Shock's impact zone is tripled and its slow becomes a Grounded effect instead

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