
Caitlyn
Caitlyn takes aim at the farthest enemy, firing a deadly bullet towards them that deals X magic damage to the first enemy it hits.
Mana
110→100
THE X
0%

Caitlyn takes aim at the farthest enemy, firing a deadly bullet towards them that deals X magic damage to the first enemy it hits.
Mana
110→100

Twitch fires a powerful bolt towards his target that pierces through enemies, deals X physical damage (125% of his Attack Damage AD + X), and reduces healing by 50% for 5 seconds.
Mana
35→45

Passive: Warwick's Attacks deal an additional X of his target's current Health as bonus magic damage, and heal him for X Health.
Attack speed
0.8→0.75

Passive: Talon's 1st attack on an enemy causes them to bleed for X 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.
Ability · Damage
450/650/850→450/575/800

Ashe fires a volley of 8 arrows centered on her target, dealing X physical damage per arrow (110% of her Attack Damage AD) and slowing their Attack Speed by 15% for X seconds.
Mana
55→60
Ability · AD percent
1→1.1

Cho'Gath devours the lowest Health enemy within range, dealing X magic damage. If this kills the target, Cho'Gath gains a stack of Feast (increased to two in Hyper Roll), up to 20/40/999. Each stack of Feast permanently grants 2% bonus Health and size.
Health
700→750

Tryndamere spins in a line towards the most enemies, dealing X physical damage (100% of his Attack Damage AD + X) to enemies in his path and empowering his next 3 attacks to deal 20% more damage.
Ability · Base spin damage
50/75/100→70/90/110

Morgana grants herself a X shield for 3 seconds and shackles herself to all enemies in a 2 hex radius. She then deals X magic damage per second to them, as long as the shield holds. If the shield expires without being broken, all targets are stunned for 1.5/2/2.5 seconds. If the shield is broken, Morgana instead refunds herself 30 mana.
Ability · Shield amount
475/575/675→500/600/700

Lucian dashes away from his current target and fires 2/2/3 shots at nearby enemies that each deal X magic damage.
Ability · Damage
175/275/300→170/260/295

Senna fires a beam in the direction of her target, dealing X physical damage (150% of her Attack Damage AD + 100/140/200). For each enemy hit, she heals the lowest health ally for X of the damage dealt.
Ability · Damage
80/120/180→100/140/200

Jhin transforms his weapon into a powerful sniper rifle for his next 4 shots. Each shot deals X physical damage (175/200/300% of his Attack Damage AD), reduced by 33% for each target it pierces through. The 4th shot is guaranteed to critically strike, and deals X more damage based on his target's missing Health. Passive: Jhin always attacks 0.9/0.9/1.4 times per second. He converts each 1% of bonus Attack Speed into 0.8 Attack Damage.
Mana
70→60

Seraphine projects her song towards the largest group of enemy units, dealing X magic damage to enemies. Allies it passes through are healed for X Health and gain 30/45/100% bonus Attack Speed for 4 seconds.
Starting mana
80→70
Mana
150→130

Passive: Draven ignores 25% of his target's Armor. Draven starts spinning an axe, empowering his next attack to deal X bonus physical damage (170/180/400% of his Attack Damage AD + X). It will return to his original location after striking the target. If Draven catches it, he will empower the axe again. Draven can spin up to 2 axes at a time. VIP Bonus: Draven gains infinite attack range and ignores an additional 25% his target's Armor.
Attack damage
70→75

Kha'Zix leaps towards the lowest Health enemy, striking them for X physical damage (195/200/225% of his Attack Damage AD + X) and increasing their maximum Mana by 50% until they cast.
Ability · MS buff
1350→1500

Ahri fires an orb in a 5 hex line, dealing X magic damage to all enemies it passes through on the way out and the way back. Enemies already hit by an orb take 60% damage for each subsequent orb. Ahri fires 1/1/2 additional orb(s) for each time she has cast this combat.
Ability · Damage
125/190/450→135/200/450

Passive: Viktor's attacks melt his target's defenses, reducing their Armor by 70% for 6 seconds. Viktor summons multiple singularities that fire death rays, which cut across the battlefield in a line. To enemies caught in its path, death rays deal X magic damage, destroy 25/33/100% of any remaining shields.
Mana
140→145

Galio becomes invulnerable and leaps into the sky before crashing down on the largest group of enemies. Enemies within a large radius take X magic damage (X + 10% of Galio's maximum Health HP) and are knocked up for 1.5/1.5/10 second(s). Passive: Galio's Critical Strikes slam the ground, dealing X bonus magic damage to enemies around his target.
Ability · Max health percent
0.08→0.1

Zeri charges herself up with electricity for 6 seconds. While electrified, she aims at the farthest enemy, her attacks pierce, and she dashes after every shot. Passive: Zeri's Basic Attacks fire 5/5/30 bullets, each dealing X physical damage (18% of her Attack Damage AD) and X bonus magic damage. VIP Bonus: Zeri's electrified duration lasts until the end of combat.
Attack speed
0.8→0.9
Challengers get bonus Attack Speed. Upon scoring a takedown, Challengers dash to a new target and double this bonus for 2.5 seconds. (2) 25% Attack Speed (4) 50% Attack Speed (6) 80% Attack Speed (8) 150% Attack Speed
Bonus AS
25/55/90/150→25/50/80/150
At the start of combat and every 6 seconds afterwards, the Hexcore sends out a pulse that charges up allied Hextech champions with a shield for 4 seconds (does not stack). While the shield is active, attacks deal bonus magic damage on hit. Additionally, the shield and bonus magic damage are 20% stronger for each augment in the Hexcore. (2) 100 shield, 15 magic damage (4) 135 shield, 25 magic damage (6) 250 shield, 45 magic damage (8) 350 shield, 75 magic damage
Magic damage
15/25/50/80→15/25/45/75
Shield amount
100/150/300/400→100/135/250/350
Twinshots gain bonus Attack Damage and have a chance to fire twice whenever they attack or cast an Ability. (2) 10 Attack Damage, 40% chance (3) 25 Attack Damage, 55% chance (4) 40 Attack Damage, 70% chance (5) 70 Attack Damage, 100% chance
Bonus AD
10/25/45/80→10/25/40/70
After dropping below 75% Health, Chemtech champions become chem-powered, gaining Attack Speed, 15% damage reduction, and regenerating a percentage of their maximum Health each second for 8 seconds. (3) 15% Attack Speed, 4% Health (5) 40% Attack Speed, 7% Health (7) 80% Attack Speed, 10% Health (9) 150% Attack Speed, 18% Health
Damage reduction
20→15
The first time an Assassin drops to 70% health, they briefly enter stealth, becoming untargetable and shedding all negative effects. Any excess damage is reduced by 60%. Gain a Talon.
Damage reduction
80→60
Your team counts as having 2 additional Twinshots. Gain 4 gold.
Gold
8→4
Your units without items equipped gain 75 Armor and Magic Resist.
Resists
80→75
Your team counts as having 2 additional Enchanters. Gain 12 gold.
Gold
8→12