
Corki
Deal X (AD) physical damage to the current target and adjacent enemies, then Wound them for X (AP) seconds. Wound: Reduce healing received by 33%
Attack speed
0.7→0.75
Attack damage
48→50
THE X
0%

Deal X (AD) physical damage to the current target and adjacent enemies, then Wound them for X (AP) seconds. Wound: Reduce healing received by 33%
Attack speed
0.7→0.75
Attack damage
48→50

Deal X (AP) magic damage to the current target. Gain 150% Attack Speed that decays over 4 seconds. While active, attacks restore 25/30/35 Health.
Health
550→650
Mana
90→75

Enter a defensive stance, reducing damage taken by X (AP) for 2.5 seconds. Afterwards, deal X (AD) physical damage to the current target.
Ability · AD ratio
8→9.99

Passive: Reduce each instance of incoming damage by X (AP).
Attack damage
70→88
Ability · Base DR
12/15/25→12/18/33

Deal X (AD) physical damage and Stun the current target for 1.5/1.5/2 seconds. Deal X (ADAP) physical damage to enemies within 1 hex. If the original target dies, Stun enemies within 1 hex for 1 second.
Mana
135→110

Gain X (AP) max Health. Garen's next attack deals X (ADHP) physical damage.
Mana
90→80
Ability · Percent AD
1.6→1.8

Leap over the current target and transform into Mega Gnar for the rest of combat, gaining X (AP) Health and 70% Attack Damage. Subsequent casts deal X (AD) physical damage to the current target.
Attack speed
0.65→0.75

Heal 500/625/750 Health over 2 seconds. Then, deal X (AP) magic damage to adjacent enemies and Chill them for 3 seconds. Chill: Reduce Attack Speed by 30%
Ability · DAMAGE
190/285/440→240/360/555
Ability · HEALING
500/575/650→500/625/750

Cosplay the highest Health ally and gain a X (AP) Shield + 8% of the ally's Health for 4 seconds. When it breaks, deal 90/110/140% of its initial value as magic damage to adjacent enemies.
Ability · Shield percent
6→8
Ability · Headliner mana
40→60
Ability · Damage percent
0.7/0.9/1.15→0.9/1.1/1.4

Passive: Attacks that critically strike grant a stack of Style, up to 6 stacks. Each stack grants X (AP) Attack Speed. Active: Deal X (AD) physical damage to the current target, then another X (AD) physical damage per Style stack. Afterwards, reset Style.
Attack speed
0.7→0.75
Ability · Base percent AD
2.4/2.4/2.5→3/3/3.1

Passive: Deal X (AP) magic damage to a nearby enemy every 2 seconds. Active: Gain a X (AP) Shield. For 5 seconds, Blitzcrank's Passive deals damage every second and deals an additional 1% of the target's max Health as magic damage.
Attack damage
60→90
Starting mana
60→50
Mana
120→110

Blink away from the current target and deal X (AD) physical damage to them. Every 3rd cast, deal X (ADAP) physical damage to all enemies in a line.
Mana
40→45

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.
Starting mana
0→30
Ability · Physical damage ratio
0.6/0.6/4.44→0.66/0.66/4.44

Dash, then deal X (AP) magic damage to adjacent enemies and Chill them for 3 seconds. If Kayn only hits one target, he immediately casts again. Chill: Reduce Attack Speed by 20%
Mana
50→40
(unique) If you win player combat, Kayn becomes the Shadow Assassin. If not, he becomes Rhaast. You receive a reward based on his form every time he kills 2 enemy champions. Shadow Assassin: 5g Rhaast: 2 player health
Assassin gold per kill
3→5
Rhaast player health per kill
1→2
Big Shots gain Attack Damage, which increases for 3 seconds when they use their Ability. (2) 10% AD, 40% after casting (4) 20% AD, 80% after casting (6) 40% AD, 160% after casting
Percent AD
0.1/0.18/0.3→0.1/0.2/0.4
Percent AD empowered
0.4/0.72/1.2→0.4/0.8/1.6
Your team gains max Health, Ability Power, and Attack Damage if they are in a lighted hex. K/DA champions gain double! (3) 9% max HP, 9% APAD (5) 15% max HP, 15% APAD (7) 27% max HP, 27% APAD (10) 45% max HP, 45% APAD, 10 mana per second
Bonus AP
9/15/24/40→9/15/27/45
Bonus max health
0.09/0.15/0.24/0.4→0.09/0.15/0.27/0.45
Moshers gain Attack Speed and Omnivamp, which increases up to 100% based on their missing Health. (2) 20% AS, 10% Omnivamp (4) 40% AS, 15% Omnivamp (6) 70% AS, 20% Omnivamp (8) 125% AS, 30% Omnivamp Omnivamp: Heal for percentage of damage dealt
Breakpoints
2/4/6→2/4/6/8
Amount increase
1→1
Fighter AS
20/40/70→20/40/70/125
Fighter vamp
10/15/20→10/15/20/30
Use the EDM selector item to choose an EDM champion and see the frequency for each. At the selected champion's frequency, your EDM champions cast the selected Ability with modified effectiveness. (2) 90% effectiveness (3) 110% effectiveness (4) 120% effectiveness, -1 second (5) 135% effectiveness, -1 second
ED mstats
0.9/1/1.1/1.3→0.9/1.1/1.2/1.35
Η περιγραφή άλλαξε · παλιό νέο
+15 AP · +30 Magic Resist · +15 Mana
Combat start: TheholdergainsGain twodifferent effects,bonuses regardlessbased ofon starting position.
Front Two Rows: 80 Armor and Magic Resist. Gain 2 Mana when struck by an attack.
Back Two Rows: 55 Ability Power. Gain 20 Mana every 3 seconds.