Ekko invokes an afterimage that bats a device towards the largest group of units. Upon landing, it deals 225 magic damage to enemies within and applies 35% reduced Attack Speed for 4 seconds. Allies inside gain ? Attack Speed for 4 seconds.
After
Ekko invokes an afterimage that bats a device towards the largest group of units. Upon landing, it deals 200 magic damage to enemies within and applies 35% reduced Attack Speed for 4 seconds. Allies inside gain ? bonus Attack Speed for 4 seconds.
Ezreal fires a missile at his target, dealing 150% of his Attack Damage plus 50 bonus physical damage (total: ?). If the missile hits, he grants himself ? bonus stacking Attack Speed, up to ? at 5 stacks.
After
Ezreal fires a missile at his target, dealing ? physical damage (150% of his Attack Damage + 50). If the missile hits, he grants himself ? bonus stacking Attack Speed, up to ? at 5 stacks.
Galio becomes invulnerable and leaps into the sky before crashing down on the largest group of enemies. Enemies within a large radius take 300 magic damage and are knocked into the sky. The lower the enemy's maximum Health is compared to Galio's, the further they are knocked up.
Passive: Galio's Critical Strikes slam the ground, dealing ? bonus magic damage to enemies around his target.
After
Galio becomes invulnerable and leaps into the sky before crashing down on the largest group of enemies. Enemies within a large radius take 225 magic damage (225 + 5% of Galio's maximum Health) and are knocked up for 1.5 second(s).
Passive: Galio's Critical Strikes slam the ground, dealing ? bonus magic damage to enemies around his target.
Gangplank attacks his target with his gun, dealing 170% of his Attack Damage plus 150 bonus physical damage (total: 150). If this attack kills a champion, Gangplank plunders 1 gold.
After
Gangplank attacks his target with his gun, dealing 160 physical damage (170% of his Attack Damage + 160). If this attack kills a champion, Gangplank plunders 1 gold.
Jhin transforms his weapon into a powerful sniper rifle for his next 4 shots. Each shot deals 200% of his Attack Damage as physical damage, reduced by 33% for each target it pierces through. (total: ?) The 4th shot is guaranteed to critically strike, and deals 1 more damage based on his target's missing Health.
Passive: Jhin always attacks 0.9 times per second. He converts each 1% of bonus Attack Speed into 0.8 Attack Damage.
After
Jhin transforms his weapon into a powerful sniper rifle for his next 4 shots. Each shot deals ? physical damage (200% of his Attack Damage), reduced by 33% for each target it pierces through. The 4th shot is guaranteed to critically strike, and deals 1 more damage based on his target's missing Health.
Passive: Jhin always attacks 0.9 times per second. He converts each 1% of bonus Attack Speed into 0.8 Attack Damage.
Jinx rides her rocket into the sky, then comes crashing down near the center-most enemy, dealing 700 magic damage to enemies around the epicenter, and 50% to all other enemies in a large area. The epicenter burns every unit except Jinx for 5 seconds, dealing 3% of the target's maximum Health as true damage, and reducing healing by 50% for the duration.
She then swaps to her rocket launcher for the rest of combat, causing her attacks to explode for 2.1% of her Attack Damage in a small area around her target. (total: ?)
After
Jinx rides her rocket into the sky, then comes crashing down near the center-most enemy, dealing 700 magic damage to enemies around the epicenter, and 50% to all other enemies in a large area. The epicenter burns every unit except Jinx for 5 seconds, dealing 3% of the target's maximum Health as true damage, and reducing healing by 50% for the duration.
She then swaps to her rocket launcher and targets random units for the rest of combat. Her attacks now explode for ? physical damage (2.3% of her Attack Damage) in a small area around her target.
Kassadin fires an orb of void energy at his target, dealing 325 magic damage and granting Kassadin a shield that reduces incoming damage by 25% for 5 seconds. Enemies hit by the orb suffer a 50% increased Mana cost for their next Ability cast.
After
Kassadin fires an orb of void energy at his target, dealing 325 magic damage. Enemies hit by the orb suffer a 50% increased Mana cost for their next Ability cast. Kassadin also grants himself a 250 shield and takes 25% less damage for 5 seconds.
Leona calls down a beacon of light upon herself, granting herself a 650 Health shield for 5 seconds. Leona and allies within 2 hexes gain 50 Armor and Magic Resistance for the same duration.
After
Leona calls down a beacon of light upon herself, granting herself a 650 Health shield for 5 seconds. Leona and allies within 2 hexes gain 50 Armor and Magic Resistance for the same duration.
VIP Bonus: Every second, Leona heals herself for 0.8% max health for each unit targeting her.
Seraphine projects her song towards the largest group of enemy units dealing 450 magic damage to enemies. Allies it passes through are healed for 350 Health and gain 50% Attack Speed for 4 seconds.
After
Seraphine projects her song towards the largest group of enemy units, dealing 450 magic damage to enemies. Allies it passes through are healed for 350 Health and gain 50% bonus Attack Speed for 4 seconds.
Passive: Talon's first attack on an enemy causes them to bleed for 625 magic damage over 7 seconds. Every 3rd attack on a target applies an additional bleed.
After
Passive: Talon's 1st attack on an enemy causes them to bleed for 650 magic damage over 7 seconds. Every 3rd attack on a target applies an additional bleed.
VIP Bonus: Talon's bleed now deals true damage and lasts 100% longer.
Twitch fires a powerful bolt towards his target that pierces through enemies, deals 135% of his Attack Damage plus ? bonus physical damage (total: ?) and reduces healing by 50% for 5 seconds.
After
Twitch fires a powerful bolt towards his target that pierces through enemies, deals ? physical damage (135% of his Attack Damage + ?), and reduces healing by 50% for 5 seconds.
Vi empowers her next attack to blast through her target, dealing 375 magic damage to all enemies in a cone and reducing their Armor by 50% for 8 seconds.
After
Vi shields herself for 325 damage and deals 225 magic damage to her target and enemies behind it.
On her 2nd cast, she also dashes through her target.
On her 3rd cast, she instead throws her target into the air and slams them back to the ground, dealing 450 in a circle around her target.
Zac stretches his arms up to 3 hexes to pull the 2 most distant enemies towards him, dealing 525 magic damage.
After
Zac stretches his arms up to 3 hexes to pull the 2 most distant enemies towards him, dealing 400 magic damage. During this time, Zac gains 75% damage reduction.
Bodyguards have increased Armor. Shortly after combat begins, Bodyguards gain a Shield and taunt adjacent enemies, forcing them to attack the Bodyguard.
(?) ? Armor, ? Shield
After
Bodyguards have increased Armor. Shortly after combat begins, Bodyguards gain a shield and taunt adjacent enemies, forcing them to attack the Bodyguard.
(?) ? Armor, ? shield
Innate: Colossi are bigger, more powerful, and immune to crowd control effects. However, each Colossus requires 2 team slots.
(?) Colossus champions take ?% less damage
After
Innate: Colossi are bigger and more powerful. They gain ? bonus Health and immunity to crowd control effects. However, each Colossus requires 2 team slots.
(?) Colossus champions take ?% less damage
Enforcers stun enemies at the start of combat. They break free after ? seconds, or after losing ?% of their maximum Health. Enforcers will not try to stun enemies who are immune to crowd control effects.
(?) The enemy who has the most Health
(?) And the enemy who dealt the most damage last combat
After
Enforcers stun enemies at the start of combat. The target breaks free after ? seconds, or after losing ?% of their maximum Health. Enforcers will not try to stun enemies who are immune to crowd control effects.
(?) The enemy who has the most Health
(?) And the enemy who dealt the most damage last combat
An ally can be fed to Tahm Kench once per planning phase, permanently granting him either Ability Power, Health, Armor, or Magic Resist.
To feed, hold an ally over Tahm Kench until his mouth opens, then release.
After
An ally from the bench can be fed to Tahm Kench once per planning phase, permanently granting him either Ability Power, Health, Armor, or Magic Resist.
To feed, hold an ally from the bench over Tahm Kench until his mouth opens, then release.
Socialites reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.
(?) ?% bonus damage
(?) and ? Mana per second
(?) and heal for ?% of all damage they deal
After
Socialites reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.
(?) ?% bonus damage
(?) and ? Mana per second
(?) and heal for ?% of all damage they deal
(?) all of the bonuses are doubled
After casting their Ability, the holder gains ? mana.
Radiant Bonus: +? Ability Power.
[Unique - only one per champion]
After
The holder gains ? Starting Mana (including components). After casting their Ability, the holder gains ? mana.
Radiant Bonus: +? Ability Power.
[Unique - only one per champion]
Grants ? bonus Armor (including components). Negates bonus damage from incoming critical strikes. On being hit by an attack, deal ?/?/? magic damage to all nearby enemies (once every ? seconds).
After
Grants ? bonus Armor (including components). Negates ?% bonus damage from incoming critical strikes. On being hit by an attack, deal ?/?/? magic damage to all nearby enemies (once every ? seconds).
Prevents the holder's first death, placing them in stasis instead. After ? seconds, they return with ?% Health and shed all negative effects.
Radiant Bonus: +?% Attack Speed.
[Unique - only one per champion]
After
When the holder first drops below ?% health, they briefly enter stealth, becoming untargetable and shedding negative effects. After coming out of stealth, the holder gains an additional ?% bonus Attack Speed.
Radiant Bonus: Triggers again at ?% health.
[Unique - only one per champion]
Chalice of Charity
Description rewritten
Before
When combat begins, the holder and all allies within ? hex in the same row gain ? Ability Power and ?% Spellvamp for the rest of combat.
After
When combat begins, the holder and all allies within ? hex in the same row gain ? Ability Power for the rest of combat. Additionally, magic and true damage from their Abilities heal them for ?% of the damage dealt.
Prevents the holder's first death, placing them in stasis instead. After ? seconds, they return with ? Health and shed all negative effects.
[Unique - only 1 per champion]
After
When the holder first drops below ?% health, they briefly enter stealth, becoming untargetable and shedding negative effects. After coming out of stealth, the holder gains an additional ?% bonus Attack Speed.
[Unique - only one per champion]
The holder's magic and true damage from their Ability can critically strike. The holder gains ?% bonus Critical Strike Damage.
After
The holder's magic and true damage from their Ability can critically strike. The holder gains ?% bonus Critical Strike Damage and ? bonus Ability Power.
The holder's magic and true damage from Abilities heal them for ?% of the damage dealt. Excess healing fuels a shield that protects the holder against up to ? damage. The holder also heals their lowest health ally for the same amount.
Radiant Bonus: +? Ability Power.
After
The holder's magic and true damage from Abilities heal them for ?% of the damage dealt. Excess healing fuels a shield that protects the holder against up to ? damage. The holder also heals their lowest health ally for the same amount.
Radiant Bonus: +? Ability Power.
Negates bonus damage from incoming critical strikes. On being hit by an attack, deal ?/?/? magic damage to all nearby enemies (once every ? seconds).
Radiant Bonus: Regenerate ?% max Health per second.
After
Grants ? bonus Armor (including components). Negates bonus damage from incoming critical strikes. On being hit by an attack, deal ?/?/? magic damage to all nearby enemies (once every ? seconds).
Radiant Bonus: Regenerate ?% max Health per second.
The holder's attacks fire a bolt at another nearby enemy, dealing ?% of the holder's Attack Damage and applying on-hit effects. These bolts can critically strike.
Radiant Bonus: +?% Attack Speed.
After
The holder gains ? Attack Damage. The holder's attacks fire a bolt at another nearby enemy, dealing ?% of the holder's Attack Damage as physical damage.
Radiant Bonus: +?% Attack Speed.
Every third attack from the holder unleashes a chain lightning that bounces to ? enemies, dealing ? magic damage and reducing their Magic Resist by ?% for ? seconds.
After
The holder gains ?% bonus Attack Speed. Every 3rd attack from the holder unleashes a chain lightning that bounces to ? enemies, dealing ? magic damage and reducing their Magic Resist by ?% for ? seconds.
Each time the holder casts their Ability, they gain bonus Ability Power equal to ?% of their maximum Mana (this bonus applies to that Ability cast).
Radiant Bonus: +? Starting Mana.
After
During combat, the holder gains ? Ability Power every ? seconds.