Runes Effects and Changes


[The old Google document was taken down, here is the new home for it!]


[Note: Because of the amount of runes, and potential changes every patch, we will be keeping all the documentation here and will be updating it constantly. Gallery will be updated at the end of the PBE cycle!]


[Note: moved pre-7.22 changes to bottom]


Edits: Removed in-game counter text to save space.




Changelist
  • 10/24 PBE Update
  • 10/26 PBE Update
  • 10/27 PBE Update
  • 10/30 PBE Update


Precision


Press the Attack
Hitting an enemy champion with 3 consecutive basic attacks will deal 30 - 120 bonus adaptive damage (based on level) and makes them vulnerable, increasing the damage they by 12% from all sources for 6s.


Lethal Tempo
1.5s after damaging a champion gain 30 - 80% Attack Speed (based on level) for 3s. Attacking a champion extends the effect to 6s.
Cooldown: 10s
Lethal Tempo allows you to temporarily exceed the attack speed limit.


Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized.
Energized attacks heal you for 5 - 50 (+0.10 Bonus AD, +0.2 AP) and grant you 30% increased movement speed for 1 second.  Healing is 60% effective when used on a minion.


Overheal
Excess healing on you becomes a shield, for up to 10% of your total health + 10.
Shield is built up from 30% of excess healing from self, or 300% of excess healing from allies.


Triumph
Takedowns restore 15% of your missing health and grant an additional 25 gold.


Presence of Mind
For 5s after gaining a level or takedown the mana you spend on abilities is fully restored.


Legend: Alacrity
Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stacks). Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.


Legend: Tenacity
Gain 5% tenacity plus an additional 1.5% for every Legend stack (max 10 stacks).Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.


Legend: Bloodline
Gain 0.8% life steal for every Legend stack (max 10 stacks).
Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.


Coup de Grace
Deal 10% more damage to champions who have less than 40% health.
Additionally, takedowns on champions grant an adaptive bonus of 9 attack damage or 15 ability power for 10s.


Cut Down
Deal 4% more damage to champions with 150 more max health than you, increasing to 10% at 2000 more max health.


Last Stand
Deal 5% to 12% more damage to champions while you are below 60% health, maximum damage gained at 30% health.


Precision Set Bonuses


The Merciless Elite
+18% Attack Speed
Precision + Domination set bonus


The Brazen Perfect
+18% Attack Speed
Precision + Sorcery set bonus.


The Savant
+18% Attack Speed
Precision + Inspiration


The Eternal Champion
+18% Attack Speed
Precision + Resolve set bonus


Domination


Electrocute
Hitting a champion with 3 separate attacks or abilities within 3 seconds deals bonus adaptive damage.
Damage: 50 - 220 (+0.50 bonus AD, +0.3 AP) damage.
Cooldown: 50 - 25s


Predator
Enchants your boots with the active effect ‘Predator.'
Channel for 1.5s out of combat to gain 45% movement speed for 15 seconds. Damaging attacks or abilities end this effect, dealing 60 - 140 (+0.4 bonus AD)(+0.25 AP) bonus adaptive damage.
Cooldown: 180s - 120s. Starts the game on cooldown and goes on cooldown if interrupted while channeling.


Dark Harvest
Champions, large minions, and large monsters drop soul essence on death. Collect souls to become Soul Charged. Your next attack on a champion or structure consumes Soul Charged to deal bonus adaptive damage.
Soul Charged lasts 20s, increased to 300s after collecting 150 soul essence.
Bonus damage: 40 - 80 (+0.25 bonus AD) (+0.2 AP) + soul essence collected.
Champion souls - 6 soul essence.
Monster souls - 2 soul essence.
Minion souls - 4 soul essence.


Cheap Shot
Damaging champions with impaired movement or actions deals 12 - 30 bonus true damage (based on level).
Cooldown: 4s
Applies to damage occurring after the impairment.


Taste of Blood
Heal when you damage an enemy champion.
Healing: 18-35 (+0.20 bonus AD, +0.1 AP) health (based on level)
Cooldown: 20s


Sudden Impact
After exiting stealth or using a dash, leap, blink, or teleport, dealing any damage to a champion grants you 10 Lethality and 8 Magic Penetration for 5s.
Cooldown: 4s


Zombie Ward
After killing an enemy ward, a friendly Zombie Ward is raised in its place. Additionally, when your wards expire, they resurrect as Zombie Wards.
Zombie Wards are visible, last for 180s and don't count towards your ward limit.


Ghost Poro
Enter a brush to summon a poro after a brief channel. The poro will stay behind to give you vision until you summon a new one.
If an enemy enters brush with a poro in it, they scare it away, putting this effect on a 3s cooldown.
Poro channel is interrupted if you enter combat with a champion.


Eyeball Collection
Collect eyeballs for champion and ward takedowns. Gain an adaptive bonus of 0.6 attack damage or 1 ability power, per eyeball collected.
Upon completing your collection at 20 eyeballs, permanently gain an adaptive bonus  of 6 attack damage, or 10 ability power.
Collect 2 eyeballs per champion takedown, 1 eyeball per ward takedown.


Ravenous Hunter
Heal for a percentage of the damage dealt by your abilities.
Healing: 2.5% + 2.5% per Bounty Hunter stack. Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.
AoE: Healing reduced to one third on AoE abilities.


Ingenious Hunter
Gain 10% Active Item CDR plus an additional 6% per Bounty Hunter stack (includes Trinkets).
Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.


Relentless Hunter
Gain 8 out of combat Movement Speed plus 8 per Bounty Hunter stack.
Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.


Domination Set Bonuses


The Ingenious Hunter
+18 Ability Power or +11 Attack Damage, Adaptive
Domination + Inspiration set bonus


The Glorious Executioner
+18 Ability Power or +11 Attack Damage, Adaptive
Domination + Precision


The Immortal Butcher
+18 Ability Power or +11 Attack Damage, Adaptive
Domination + Resolve set bonus


The Aether Blade
+18 Ability Power or +11 Attack Damage, Adaptive
Domination + Sorcery set bonus


Sorcery


Summon Aery
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies. Damage: 20 - 60 based on level (+0.10 AP and +0.15 bonus AD)
Shield: 30 - 80 based on level (+0.25 AP and +0.40 bonus AD)
Aery cannot be sent out again until she returns to you.


Arcane Comet
Damaging a champion with an ability hurls a comet at their location, or, if Arcane Comet is on cooldown, reduces it’s remaining cooldown.
Adaptive Damage: 30 - 100 based on level (+0.20 AP and +0.35 bonus AD)
Cooldown: 20 - 8s
Cooldown Reduction:
Single Target: 20%
Area of Effect: 10%
Damage Over Time: 5%


Phase Rush
Hitting an enemy champion with 3 attacks or separate abilities within 3s grants 15 - 40% Movement Speed based on level.
Duration: 3s
Cooldown: 15s
Melee: Additionally, gain 75% Slow Resistance for the duration.


Nullifying Orb
Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 40 - 120 magic damage based on level (+0.10 AP or +0.15 AD) for 4 seconds.
Cooldown: 60s


Manaflow Band
Every 60 s, your next ability used has its mana or energy cost refunded, and restores 8% of your missing mana or energy.


The Ultimate Hat
Your ultimate's cooldown is reduced by 5%. This number is increased by 2.0% each time your ultimate goes on cooldown. Stacks up to 5 times.


Transcendence
Gain 10% CDR when you reach level 10.
Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 1.2 attack damage or 2 ability power.


Celerity
Gain 4% increased Movement Speed and add 8% of your Bonus Movement Speed to your AP or AD, Adaptive (based on level).


Absolute Focus
While above 70% health, gain an adaptive bonus of up to 24 attack damage or 40 ability power (based on level).


Scorch
Your next ability hit sets champions on fire dealing 30 - 60 bonus magic damage based on level after 1s.
Cooldown: 20


Waterwalking
Gain 25 Movement Speed and an adaptive bonus of up to 18 attack damage or 30 ability power (based on level) when in the river.


Gathering Storm
Every 10 minutes gain AP or AD (Adaptive).
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
Etc…


Sorcery Set Bonuses


The Calamity
+25 Ability Power or +15 Attack Damage, Adaptive
Sorcery + Domination set bonus


The Incontestible Spellslinger
+25 Ability Power or +15 Attack Damage, Adaptive
Sorcery + Precision set bonus


The Ancient One
+25 Ability Power or +15 Attack Damage, Adaptive
Sorcery + Resolve set bonus


The Cryptic
+25 Ability Power or +15 Attack Damage, Adaptive
Sorcery + Inspiration set bonus


Inspiration


Unsealed Spellbook
Gain a Summoner Shard at 2 min and another every 6 min after (Max 2 shards).
While near the shop, you can exchange 1 Summoner Shard to replace a Summoner Spell with a different one.
Additionally, your summoner spell cooldowns are reduced by 25%.
Smite: Buying Smite won't grant access to Smite items
You cannot have two of the same Summoner Spell


Glacial Augment
Basic attacking a champion slows them for 2s. The slow increases in strength over its duration.
Ranged: Ranged attacks slow by up to 20% - 40%
Melee: Melee attacks slow by up to 40% - 50%
Slowing a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5s, slowing all units inside by 50%
Cooldown: 7-4s second per-unit cooldown


Kleptomancy
After using an ability, your next attack grants bonus gold. There's a chance you'll also gain a consumable.


Hextech Flashtraption
While Flash is on cooldown it is replaced by Hexflash.
Hexflash: Channel for 2.0s to blink to a new location.
Cooldown: 20s.
Goes on a 10s cooldown when you enter champion combat.


Biscuit Delivery
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 3 mins, until 12 min.
Biscuits restore 15% of your missing health and mana and increase your mana cap by 40 mana permanently.
Manaless: Champions without mana restore 20% missing health instead.


Perfect Timing
Start the game with a Commencing Stopwatch that transforms into a Stopwatch after 6 min. Stopwatch has a one time use Stasis effect.
Reduces the cooldown of Zhonyas Hourglass, Guardian Angel, and Gargoyle's Stoneplate by 15%.


Magical Footwear
You get free Slightly Magical Boots at 10 min, but you cannot buy boots before then. For each takedown you acquire the boots 30s sooner.
Slightly Magical Boots give you an additional +10 Movement Speed and upgrade for 50 gold less.


Future's Market
You can enter debt to buy items. The amount you can borrow increases over time.
Lending Fee: 50 gold per item
Debt limit: 150 + 5/min
(Debt doesn’t become available until 2 minutes)


Minion Dematerializer
Start the game with 6 Minion Dematerializers that kill and absorb lane minions instantly. Minion Dematerializers are on cooldown for the first 155s of the game.
Absorbing a minion increases your damage by +4% against that type of minion permanently, and an extra +1% for each additional minion of that type absorbed.


Cosmic Insight
+5% CDR
+5% Max CDR
+5% Summoner Spell CDR
+5% Item CDR


Approach Velocity
Gain 10% Movement Speed towards nearby allied champions that are movement impaired or enemy champions that you impair.
Range: 1000


Celestial Body
+ 100 Health permanently
- 10% Damage to Champions until 10 min


Inspiration Set Bonuses


The Stargazer
+20% Potion and Elixir Duration
+27 Ability Power or +16 Attack Damage, Adaptive
Inspiration + Sorcery set bonus


The Ruthless Visionary
+20% Potion and Elixir Duration
+27 Ability Power or +16 Attack Damage, Adaptive
Inspiration + Domination set bonus


The Virtuoso
+20% Potion and Elixir Duration
+20% Attack Speed
Inspiration + Precision set bonus


The Timeless
+20% Potion and Elixir Duration
+145 Health
Inspiration + Resolve set bonus


Resolve


Grasp of the Undying
Every 4s in combat, your next basic attack on a champion will:
Deal bonus damage equal to 4% of your max health
Heal you for 2% of your max health
Permanently increase your health by 5
Ranged Champions:  Damage and healing are halved and gain 2 permanent health instead.


Aftershock
After immobilizing an enemy champion, increase your current Armor and Magic Resist by 20 + 30% for 2.5s. Then, after 2.5s deal damage to nearby enemies.
Damage: 40-140 (+3.5% of your maximum health), Adaptive
Cooldown: 20s


Guardian
Guard allies within 175 units of you, and Guard allies you target with spells for 2.5s.
While Guarding, if you or the ally would take damage, both of you gain a shield and are hasted for for 1.5s.
Cooldown: 45s
Shield total strength: 60 - 150 +(0.20 AP) + (+10% bonus health).
Haste: 20% increased Movement Speed.


Unflinching
Increase your Tenacity and Slow Resistance by 10% for each Summoner Spell on cooldown. After casting a Summoner Spell, gain 15% additional Tenacity and Slow Resistance for 10s.


Demolish
Charge up a powerful attack against a tower over 4s, while within 600 range of it. The charged attack deals 125 (+30% of your max health) bonus physical damage.
Cooldown: 45s


Font of Life
Impairing the movement of an enemy champion marks them for 4s.
Ally champions who attack marked enemies heal for 5 + 1.0% of your max health.


Iron Skin
Gain +5 Armor.
Heal effects from consumables, heals for at least 20 health and shields increase your total armor by 5% for 3s.


Mirror Shell
Gain +5 Magic Resist.
Heal effects from consumables, heals for at least 20 health and shields increase your total Magic Resist by 5% for 3s.


Conditioning
After 10 min gain +8 Armor and +8 Magic Resist and increase your total Armor and Magic Resist by 5%.


Overgrowth
Every 8 monsters or enemy minions that die near you permanently increase your max health by 0.2%.
Range: 1400 units


Revitalize
Heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.


Second Wind
After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10s.


Resolve Set Bonuses


The Leviathan
+130 Health
Resolve + Domination set bonus


The Imperious Behemoth
+130 Health
Resolve + Precision set bonus


The Enlightened Titan
+130 Health
Resolve + Inspiration


The Arcane Colossus
+130 Health
Resolve + Sorcery set bonus


Pre 7.22 changes


Changelist


  • 7.20 PBE Cycle
    • 9/27 PBE Update
    • 9/28 PBE Update
    • 9/29 PBE Update
    • 10/3 PBE Update
    • 10/4 PBE Update
  • 7.21 PBE Cycle
    • 10/10 PBE Update
    • 10/11 PBE Update
    • 10/12 PBE Update
    • 10/13 PBE Update
    • 10/16 PBE Update
    • 10/18 PBE Update


Precision


Press the Attack
Attacking the same champion grants endlessly stacking attack damage (3-9 per stack).
Melee: While over 3 stacks, deal 12% more damage to the last target attacked.
Ranged: While over 5 stacks, deal 6% more damage to the last target attacked.


Attacking the same champion grants a stack of AD or AP, Adaptive (3 - 9 per stack).
While you have at least 3 stacks, your target takes 8% (12% if you are melee) increased damage from all sources.
Can stack infinitely. Attacking a new target causes you to lose 2 stacks. Stacks begin rapidly falling off 3 seconds after last gaining a stack.


Hitting an enemy champion with 3 consecutive basic attacks will deal 30 - 120 bonus adaptive damage (based on level) and expose them causing them to take 12% more damage from all sources for 6 seconds.


Lethal Tempo
1.5s after damaging a champion gain 30 - 80% Attack Speed (based on level) for 3s. Attacking a champion extends the effect to 6s.
Cooldown: 10s
Lethal Tempo allows you to temporarily exceed the attack speed limit.


Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized.
Energized attacks heal you for 5 - 50 (+0.10 Bonus AD, +0.2 AP) and grant you 30% increased movement speed for 1 second.  Healing is 60% effective when used on a minion.
Deals no damage to Monsters.


Overheal
Excess healing on you becomes a shield, for up to 30 + 8% of your total health.
Shield is built up from 30% of excess healing from self, or 300% of excess healing from allies


Triumph
Takedowns restore 15% of your missing health and grant an additional 25 gold.


Presence of Mind
While below 60% mana, your basic attacks against champions and structures will generate stored mana (max from 5 attacks) that is claimed upon earning a champion takedown or exiting combat. Melee champions reach the same maximum with fewer attacks.


For 5 Seconds after gaining a level-up or takedown the mana you spend on abilities is fully restored.


Legend: Alacrity
Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stacks). Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.


Legend: Tenacity
Gain 5% tenacity plus an additional 1.5% for every Legend stack (max 10 stacks).Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.


Legend: Bloodline
Gain 0.8% life steal for every Legend stack (max 10 stacks).
Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.


Coup de Grace
Deal 5% more damage to champions who have less than 40% health.
Additionally, takedowns on champions grant 15 AD/AP, Adaptive for 10s. This effect stacks.


Cut Down
Deal up to 8% more damage to champions with 150 or more maximum health than you. Minimum bonus is 2%. Maximum bonus is granted against champions with 2000 or more health than you.
Deal 2% more damage to champions with 150 more max health than you, increasing to 8% at 2000 more max health.


Last Stand
Deal 5% to 12% more damage to champions while you are below 60% health, maximum damage gained at 30% health.


Precision Set Bonuses


The Merciless Elite
+18% Attack Speed
Precision + Domination set bonus


The Brazen Perfect
+18% Attack Speed
Precision + Sorcery set bonus.


The Savant
+18% Attack Speed
Precision + Inspiration


The Eternal Champion
+18% Attack Speed
Precision + Resolve set bonus


Domination


Electrocute
Hitting a champion with 3 separate attacks or abilities within 3 seconds deals bonus adaptive damage.
Damage: 50 - 220 (+0.50 bonus AD, +0.3 AP) damage.
Cooldown: 50 - 25s


Predator
Enchants your boots with the active effect ‘Predator.'
Channel for 1.5 seconds out of combat to gain 45% movement speed for 15 seconds. Damaging attacks or abilities end this effect, dealing 60 - 140 (+0.4 bonus AD)(+0.25 AP) bonus adaptive damage.
Cooldown: 180s - 120s. Starts the game on cooldown and goes on cooldown if interrupted while channeling.


Dark Harvest
Champions, large minions, and large monsters drop soul essence on death. Collect a soul to become Soul Charged. Your next attack on a champion or structure  consumes Soul Charged to deal bonus adaptive damage.
Soul Charged lasts 20s, increased to 300s after collecting 100 soul essence.
Bonus damage: 60 - 120 (+0.15 bonus AD) (+0.1 AP) + soul essence collected
Champion souls - 10 soul essence.
Monster souls - 2 soul essence.
Minion souls - 5 soul essence.


Cheap Shot
Damaging champions with impaired movement or actions deals 12 - 30 bonus true damage (based on level).
Cooldown: 4s


Taste of Blood
Heal when you damage an enemy champion.
Healing: 18-35 (+0.20 bonus AD, +0.1 AP) health (based on level)
Cooldown: 20s


Sudden Impact
Using a dash, leap, blink, teleport, or on exiting stealth, you gain 12 Lethality and 8 Magic Penetration for the next 3s.
After exiting stealth or using a dash, leap, blink, teleport, damage a champion to gain 10 Lethality and 8 Magic Penetration for 5s.
Cooldown: 4s


Zombie Ward
After killing an enemy ward, a friendly Zombie Ward is raised in its place. Additionally, when your wards expire, they resurrect as Zombie Wards.
Zombie Wards are visible, last for 180s and don't count towards your ward limit.


[9/28 - HP lowered from 3 to 1]


Ghost Poro
Enter a brush to summon a poro after a brief channel. The poro will stay behind to give you vision until you summon a new one.
If an enemy enters brush with a poro in it, they scare it away, putting this effect on a 3s cooldown.
Poro channel can be interrupted by damage and casting other spells.


Eyeball Collection
Gain +2 Ability Power or +1.4 Attack Damage, Adaptive permanently on champion takedown, and half of that on ward kills.
Collect eyeballs on champion and ward takedowns. Gain +1 Ability Power or +0.7 Attack Damage, Adaptive, per eyeball collected. Max: 20 Eyeballs
Upon completing your collection at 20 eyeballs, permanently gain an additional 10 Ability Power and 7 Attack Damage, adaptive.
2 Eyeballs per champion takedown 1 eyeball per ward


Ravenous Hunter
Heal for a percentage of the damage dealt by your abilities.
Healing: 2.5% + 2.5% per Bounty Hunter stack. Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.
AoE: Healing reduced to one third on AoE abilities.


Ingenious Hunter
Gain 1% Active Item CDR plus an additional 6% per Bounty Hunter stack (includes Trinkets).
Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.


Relentless Hunter
Gain 8 out of combat Movement Speed plus 8 per Bounty Hunter stack.
Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.


Domination Set Bonuses


The Ingenious Hunter
+18 Ability Power or +10.8 Attack Damage, Adaptive
Domination + Inspiration set bonus


The Glorious Executioner
+18 Ability Power or +10.8 Attack Damage, Adaptive
Domination + Precision


The Immortal Butcher
+18 Ability Power or +10.8 Attack Damage, Adaptive
Domination + Resolve set bonus


The Aether Blade
+18 Ability Power or +10.8 Attack Damage, Adaptive
Domination + Sorcery set bonus


Sorcery


Summon Aery
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies. Damage: 20 - 60 based on level (+0.1 AP and +0.15 bonus AD)
Shield: 30 - 80 based on level (+0.25 AP and +0.25 bonus AD)
Aery cannot be sent out again until she returns to you.


Arcane Comet
Damaging a champion with an ability hurls a comet at their location.
While Arcane Comet is on cooldown, damaging a champion with an ability reduces Arcane Comet's remaining cooldown by 20%
Damage (Adaptive): 30 - 100 based on level (+0.20 AP and +0.35 bonus AD)
Cooldown: 20 - 8s
Arcane Comet’s cooldown reduction is reduced for:
Area of Effect: 10%
Damage Over Time: 5%


Phase Rush
Hitting an enemy champion with 3 attacks or separate abilities within 3s grants 15 - 40% Movement Speed based on level.
Duration: 3s
Cooldown: 15s
Melee: Additionally, gain 75% Slow Resistance for the duration.


Nullifying Orb
Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 40 - 120 magic damage based on level (+0.10 AP or +0.15 AD) for 4 seconds.
Cooldown: 60s


Manaflow Band
Every 60 seconds, your next ability used has its mana or energy cost refunded, and restores 8% of your missing mana or energy.


The Ultimate Hat
Your ultimate's cooldown is reduced by 5%. Each time you cast your ultimate, it’s cooldown is further reduced by 2.0%. Stacks up to 5 times.


Transcendence
Gain 10% CDR when you reach level 10.
Each percent of CDR exceeding the CDR limit is converted to +2 Ability Power or +1.4 Attack Damage, Adaptive.


Celerity
Gain 3% increased Movement Speed and add 8% of your Bonus Movement Speed to your AP or AD, Adaptive (based on level).


Absolute Focus
While above 70% health, gain up to +40 Ability Power or +28.0 Attack Damage, Adaptive (based on level)


Scorch
Your next ability hit sets champions on fire dealing 20 - 60 bonus magic damage based on level after 1s.
Cooldown: 20


Waterwalking
Gain 25 Movement Speed and up to +30 Ability Power or +21.0 Attack Damage, Adaptive (based on level) when in the river.


Gathering Storm
Every 10 minutes gain AP or AD (Adaptive).
10 min: + 8 AP or 6 AD
20 min: + 24 AP or 15 AD
30 min: + 48 AP or 30 AD
40 min: + 80AP or 50 AD
50 min: + 120 AP or 75 AD
60 min: + 168 AP or 105 AD
Etc…


Sorcery Set Bonuses


The Calamity
+25 Ability Power or +15 Attack Damage, Adaptive
Sorcery + Domination set bonus


The Incontestible Spellslinger
+25 Ability Power or +15 Attack Damage, Adaptive
Sorcery + Precision set bonus


The Ancient One
+25 Ability Power or +15 Attack Damage, Adaptive
Sorcery + Resolve set bonus


The Cryptic
+25 Ability Power or +15 Attack Damage, Adaptive
Sorcery + Inspiration set bonus


Inspiration


Unsealed Spellbook
Gain a Summoner Shard at 2 min and another every 6 min after (Max 2 shards).
While near the shop, you can exchange 1 Summoner Shard to replace a Summoner Spell with a different one.
Smite: Buying Smite won't grant access to Smite items
You cannot have two of the same Summoner Spell


Glacial Augment
Basic attacking a champion slows them for 2s. The slow increases in strength over its duration.
Ranged: Ranged attacks slow by up to 25% - 40%
Melee: Melee attacks slow by up to 35% - 50%
Slowing a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5s, slowing all units inside by 50% (max 3 rays per item use).
Cooldown: 6-3 second per-unit cooldown


Kleptomancy
After using an ability, your next attack grants bonus gold. There's a chance you'll also gain a consumable.


Hextech Flashtraption
While Flash is on cooldown it is replaced by Hexflash.
Hexflash: Channel for 2.0s to blink to a new location.
Cooldown: 20s.
Goes on a 10s cooldown when you enter champion combat.


Biscuit Delivery
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 3 mins, until 12 min.
Biscuits restore 15% of your missing health and mana and increase your mana cap by 40 mana permanently.
Manaless: Champions without mana restore 20% missing health instead.


Perfect Timing
Start the game with a Commencing Stopwatch that transforms into a Stopwatch after 6 min. Stopwatch has a one time use Stasis effect.
Reduces the cooldown of Zhonyas Hourglass, Guardian Angel, and Gargoyle's Stoneplate by 15%.


Magical Footwear
You get free Slightly Magical Boots at 10 min, but you cannot buy boots before then. For each takedown you acquire the boots 30s sooner.
Slightly Magical Boots give you an additional +10 Movement Speed and upgrade for 50 gold less.


Future's Market
You can enter debt to buy items. The amount you can borrow increases over time.
Lending Fee: 50 gold per item
Debt limit: 150 + 5/min
(Debt doesn’t become available until 2 minutes)


Minion Dematerializer
Start the game with 6 Minion Dematerializers that kill and absorb lane minions instantly. Minion Dematerializers are on cooldown for the first 155s of the game.
Absorbing a minion increases your damage by +4% against that type of minion permanently, and an extra +1% for each additional minion of that type absorbed.


Cosmic Insight
+5% CDR
+5% Max CDR
+5% Summoner Spell CDR
+5% Item CDR


Approach Velocity
Gain 10% Movement Speed towards nearby allied champions that are movement impaired or enemy champions that you impair.
Range: 1000


Celestial Body
+ 100 Health permanently
- 10% Damage to Champions until 10 min


Inspiration Set Bonuses


The Stargazer
+20% Potion and Elixir Duration
+30 Ability Power or +18 Attack Damage, Adaptive
Inspiration + Sorcery set bonus


The Ruthless Visionary
+20% Potion and Elixir Duration
+21.6 Ability Power or +13 Attack Damage, Adaptive
Inspiration + Domination set bonus


The Virtuoso
+20% Potion and Elixir Duration
+21.6% Attack Speed
Inspiration + Precision set bonus


The Timeless
+20% Potion and Elixir Duration
+216 Health
Inspiration + Resolve set bonus


Resolve


Grasp of the Undying
Every 4s in combat, your next basic attack on a champion will:
Deal bonus damage equal to 4% of your max health
Heal you for 2% of your max health
Permanently increase your health by 5
Ranged Champions:  Damage and healing are halved and gain 2 permanent health instead.


Aftershock
After immobilizing an enemy champion, increase your current Armor and Magic Resist by 20 + 30% for 2.5s. Then, after 2.5s deal damage to nearby enemies.
Damage: 40-140 (+3.5% of your maximum health), Adaptive
Cooldown: 20s


Guardian
Guard allies within 175 units of you, and Guard allies you target with spells for 2.5s.
While Guarding, if you or the ally would take damage, both of you gain a shield and are hasted for for 1.5s.
Cooldown: 45s
Shield total strength: 60 - 150 +(0.20 AP) + (+10% bonus health).
Haste: 20% increased Movement Speed.


Unflinching
Increase your Tenacity and Slow Resistance by 10% for each Summoner Spell on cooldown. After casting a Summoner Spell, gain 15% additional Tenacity and Slow Resistance for 10s.


Demolish
Charge up a powerful attack against a tower over 4s, while within 600 range of it. The charged attack deals 125 (+30% of your max health) bonus physical damage.
Cooldown: 45s


Font of Life
Impairing the movement of an enemy champion marks them for 4s.
Ally champions who attack marked enemies heal for 5 + 1.0% of your max health.


Iron Skin
Gain +4 Armor.
Whenever you heal for at least 20 health or from a consumable's effect, increase your Armor by 5% for 3s.


Mirror Shell
Gain +4 Magic Resist.
Whenever you heal for at least 20 health or from a consumable's effect, increase your Magic Resist by 5% for 3s.


Conditioning
After 10 min gain +6 Armor and +6 Magic Resist and increase your total Armor and Magic Resist by 5%.


Overgrowth
Every 8 monsters or enemy minions that die near you permanently increase your max health by 0.2%.
Range: 1400 units


Revitalize
Heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.


Second Wind
After taking damage from an enemy champion, heal for 4% of your missing health over 10s.


Resolve Set Bonuses


The Leviathan
+180 Health
Resolve + Domination set bonus


The Imperious Behemoth
+180 Health
Resolve + Precision set bonus


The Enlightened Titan
+180 Health
Resolve + Inspiration


The Arcane Colossus
+180 Health

Resolve + Sorcery set bonus

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