
Olaf
Passive: Heal X (AP) Health on attack. For every 1% missing Health, gain X% (HP) Attack Speed.
Ability · Heal value
20/25/35→20/25/30
THE X
0%

Passive: Heal X (AP) Health on attack. For every 1% missing Health, gain X% (HP) Attack Speed.
Ability · Heal value
20/25/35→20/25/30

Deal X (AD) physical damage to the current target, or X (AD) if they have more current Health than Vi. Stun them for 1.5/1.75/2 seconds and reduce their Armor by X (AP) for the rest of combat.
Ability · Headliner health
250→200

Η περιγραφή άλλαξε · παλιό νέο
Passive: Yasuo permanently gains 1.5% Attack Damage when he kills an enemy champion (doubled in Hyper Roll). (Current: % AD) Active: Deal X (ADAP) physical damage to the current target. Bling Bonus: Synthesizer Strike executes enemies under %% Health

Gain X (AP) max Health. Garen's next attack deals X (ADHP) physical damage.
Ability · Max health AP scalar
215/230/245→215/245/275

Leap at the highest Health enemy within X () hexes and deal X (AP) magic damage to them. Then, deal X (AP) magic damage to all adjacent enemies. Gain 10% Attack Damage and Ability Power for the rest of combat.
Ability · Slam damage
230/345/520→240/360/560

Passive: Attacks deal X (AP) bonus magic damage in waves at the current target and behind them. Active: Deal X (AP) magic damage to enemies around the target. Shred enemies hit for 4 seconds. Shred: Reduce Magic Resist by 20%
Ability · Shred
30→20

Fire a blast of sound at the current target's location. It pulses 3 times, each dealing X (AP) magic damage to enemies within 1 hex. Bling Bonus: - max Mana
Ability · Magic damage
105/155/225→110/165/255

Fire a beam at the farthest enemy, dealing X (AP) magic damage to all enemies it hits.
Ability · Magic damage
250/375/550→260/390/575

Gain a X (AP) Shield and deal X (AP) magic damage to adjacent enemies over 3 seconds. Afterwards, deal X (AP) magic damage to nearby enemies. When Face-Melter kills an enemy, gain 4% Ability Power and Attack Damage, and 4 Armor and Magic Resist.
Ability · Zone damage
220/330/525→200/300/480
Ability · Finale damage
220/330/525→200/300/480

Gain a 375/425/475 Shield for 2 seconds, increased by 1 for every 4 missing Health. Deal X (AP) magic damage to the current target and X (AP) magic damage to enemies in a cone around them.
Health
950→900
Ability · Damage
275/420/680→250/375/600
Ability · Secondary damage
130/210/340→120/180/290

Fire shots at the 4 furthest enemies. Shots deal X (ADAP) physical damage to the first enemy they hit.
Mana
90→75

Passive: Gain Ability Power based on Critical Strike Chance. (Current: X% ()) Active: Deal X (AP) magic damage to the 4/4/6 lowest Health enemies, always critically striking if possible. Gain 40% Ability Power for the rest of combat.
Ability · Base damage
175/260/580→160/240/540
Ability · AP bonus
30→40

Throw X (AS) cards divided between the current target and 3 nearest enemies. They reduce Magic Resist by 1 and deal X (AP) magic damage.
Mana
120→105

Passive: Attacks generate 10 additional Mana. If your bench has 4 Grand Finale Rifles, begin conducting instead of attacking. Each Rifle fires at the same rate as the Maestro and deals X (AD) physical damage. Every 4th volley deals 200% damage. Active: Put 1/1/4 Grand Finale Rifle into one of your empty bench slots.
Armor
30→40
Health
850→950
Magic resist
30→40

Passive: Attacks instead send a beat to an ally, healing them for 6/9/100% of their maximum Health. Active: Send a beat to all allies and grant them a X (AP) Shield for 2.5/2.5/30 seconds.
Ability · Heal ratio
0.05/0.08/1→0.06/0.09/1
Ability · Duration
2/2/30→2.5/2.5/30
Emo champions' Abilities cost less Mana to cast, and they gain Mana whenever an allied champion dies. (2) 20% less, gain 20 Mana (4) 30% less, gain 30 Mana (6) 20 AP; 40% less, gain 40 Mana
Bonus AP
10→20
Executioner Abilities can critically strike and they gain Critical Strike Damage. Their Critical Strike Chance is increased based on their target's missing Health. (2) 5% . Up to 25% (4) 15% . Up to 80% (6) 30% . Up to 160%
CRIT PERCENT
0.25/1/2→0.25/0.8/1.6
Punks gain bonus Health and Attack Damage, which increases by 1% every time you spend gold on a Shop reroll. After Punks fight in combat, your 1st Shop reroll costs 1 gold and grants 3% bonus instead! (2) 180 HP and 18% AD (4) 300 HP and 30% AD (6) 420 HP and 42% AD Current Bonus: % HP and % AD
BONUS AD AP
0.18/0.3/0.45→0.18/0.3/0.42
BONUS HEALTH
180/300/450→180/300/420
Earn Hearts by killing enemies. Gain even more by losing player combat. Every 4 player combats, convert Hearts into powerful rewards! (3) 1x Hearts (5) 2.25x Hearts (7) 5.5x Hearts (10) 18x Hearts, Gain rewards every round and keep 80% of your Hearts!
Percent heart rate
1/2.25/5.5/10→1/2.25/5.5/18
+50 AP · +20% Attack Speed · +15 Mana Every 3rd attack deals 80 magic damage and 30% Shreds 8 enemies for 5 seconds. Shred: Reduce Magic Resist
Damage
70→80
+35% Attack Damage · +20% Attack Speed · +20 Magic Resist Attacks fire a bolt at a nearby enemy, dealing 110% Attack Damage AD as physical damage.
Multiplier for damage
100→110
+45 AP · +15 Mana Grant AP 1 Ability Power per gold gold in your bank (up to gold 30 gold) and a 40% chance to drop gold 1 gold on enemy kill. Gold generated this game:
AP
30→45
+25% Attack Damage · +10% Attack Speed · +20 Magic Resist Attacks fire a bolt at a nearby enemy, dealing 55% Attack Damage AD as physical damage.
Multiplier for damage
50→55
Cause this unit to deal % increased damage. Does not stack. Lasts until the unit is deconstructed.
+50 AP · +15 Mana Combat start: Blast the current target for 20% of their max Health as magic damage. For the next 10 seconds, deal 25% more damage. Damage dealt to the blasted target is increased to 35%. [Unique - only 1 per champion]
AP
45→50
+15 AP · +20% Attack Speed · +15 Mana Every 3rd attack deals 35 magic damage and 30% Shreds 4 enemies for 5 seconds. Shred: Reduce Magic Resist
Damage
30→35
Gain +3 maximum team size, but your units can only hold 1 item and their total health is reduced by 15%. Gain 4 gold.
Health reduction
0.2→0.15
When you field exactly 2 copies of a champion, they both gain 300 Health and 30% Attack Speed. Anytime you 3-star, gain a 2-star copy.
Bonus stats
35→30
When you field exactly 2 copies of a champion, they both gain 450 Health and 45% Attack Speed. Anytime you 3-star, gain a 2-star copy.
Bonus stats
50→45
Gain 3 gold whenever you break your win or loss streak.
Gold
2→3
Η περιγραφή άλλαξε · παλιό νέο
Gain a 4-cost championandchampion, a 2-star 1-cost champion that shares a trait with them.them, and 4 gold.
At the start of the next 2 stages, gain that 4-cost champion again.
At the start of the next 4 rounds, gain 9 gold.
Every 3 attacks, Big Shots also fire a bomb that deals 100% Attack Damage to enemies within 1 hex of the target. Gain a Kai'Sa.
AD percent
0.85→1
Gain 25% more Heartsteel hearts. Your Heartsteel champions gain 200 Health. Gain a K'Sante and an Aphelios.
percent
0.2→0.25