Create a portal to Bandle City under a random unit on your bench. They are summoned to the battlefield with ? bonus Mana and are...slightly smaller?
If there are no units left on your bench, Ryze summons a high tier unit from the shop instead.
After
Create a portal to Bandle City under the most expensive unit on your bench. They are summoned to the battlefield with ? bonus Mana and are...slightly smaller?
If there are no units left on your bench, Ryze summons random a high tier unit instead.
Create a portal to Bandle City under a random unit on your bench. They are summoned to the battlefield with 40 bonus Mana and are...slightly smaller?
If there are no units left on your bench, Ryze summons a high tier unit from the shop instead.
After
Create a portal to Bandle City under the most expensive unit on your bench. They are summoned to the battlefield with 70 bonus Mana and are...slightly smaller?
If there are no units left on your bench, Ryze summons random a high tier unit instead.
Create a portal to Ionia in the center of the battlefield, summoning forth a Spirit Tree that affects the 7 closest units. Allies gain 60% Attack Speed for 6 seconds and are healed for 600 over the duration. Enemies dance, Stunning them for 2.5 seconds.
After
Create a portal to Ionia in the center of the battlefield, summoning forth a Spirit Tree that affects the 7 closest units. Allies gain 40% Attack Speed for 6 seconds and are healed for 600 over the duration. Enemies dance, dealing 275 magic damage and Stunning them for 2.5 seconds.
Percent health on return0.4 / 0.6 / 10.4 / 0.8 / 31★ / 2★ / 3★
Realm Warp: Shadow Isles rewritten
Before
Mark the strongest 1 ally's soul(s) to be reclaimed by the Shadow Isles. After they die, they return to the battlefield with ? of their maximum Health.
If all living allies are already marked, Ryze instead resurrects a deceased ally.
Ryze cannot resurrect himself.
After
Mark the 1 ally's soul(s) with the lowest current health to be reclaimed by the Shadow Isles. After they die, they return to the battlefield with ? of their maximum Health.
If all living allies are already marked, Ryze instead resurrects a deceased ally.
Ryze cannot resurrect himself.
Gain the T-Hex. Every time you lose a player combat, the T-Hex gains Charges. Winning converts the Charges to Power for the T-Hex.
You may also sell the T-Hex if it has any Power, resetting the T-Hex and converting its Power to loot.
(?) Gain the T-Hex.
(?) Gain bonus loot every round. Each loss counts as 2 losses instead.
After
Gain the T-Hex. Every time you lose a player combat, the T-Hex gains Charges. Winning converts the Charges to Power for the T-Hex and grants you loot based on the number of Charges converted.
(?) Gain the T-Hex.
(?) Gain bonus loot every round. Each loss counts as 2 losses instead.
Start with ? Charge. Gain Charges each time you lose. The larger your loss streak, the more Charges you gain per loss. When you win, all Charges are converted to Power for the T-Hex.
Current Loss Streak: ? (doubled in Hyper Roll)
Charges granted next loss: +?
[This does not count as an item.]
After
Start with ? Charge. Gain Charges each time you lose. The larger your loss streak, the more Charges you gain per loss. When you win, all Charges are converted to Power for the T-Hex.
Current loss streak: ? (doubled in Hyper Roll)
Charges granted next loss: +?
Current loot value on victory: ? gold
[This does not count as an item.]
Magic or true damage from the holder's Ability ?% Burns and ?% Wounds enemies for ? seconds.
[Unique - only 1 per champion]
Burn: Deals a percent of the target's maximum Health as true damage every second
Wound: Reduces healing received
After
Damage from the holder's Ability ?% Burns and ?% Wounds enemies for ? seconds.
[Unique - only 1 per champion]
Burn: Deals a percent of the target�s maximum Health as true damage every second
Wound: Reduces healing received
Magic or true damage from the holder's Ability ?% Burns and ?% Wounds enemies for ? seconds.
[Unique - only 1 per champion]
Burn: Deals a percent of the target's maximum Health as true damage every second
Wound: Reduces healing received
After
Damage from the holder's Ability ?% Burns and ?% Wounds enemies for ? seconds.
[Unique - only 1 per champion]
Burn: Deals a percent of the target's maximum Health as true damage every second
Wound: Reduces healing received
Negates all bonus damage from incoming critical strikes. On being hit by an attack, deal ?/?/? magic damage to all nearby enemies (once every ? seconds).
[Direct damage item]
After
Negates all bonus damage from incoming critical strikes. On being struck by an attack, deal ?/?/? magic damage to all nearby enemies (once every ? seconds).
[Direct damage item]