Spin, dealing 132/198/297() physical damage to adjacent enemies and healing 150/175/200(). Apply a 110/165/248() physical damage bleed to target over 4seconds.
Passive: If Draven has an empowered axe in hand, it replaces his next attack, dealing 98/147/223() physical damage. Empowered axes return to Draven after hitting anenemy.Active: Spin an empoweredaxe.
Enter a defensive stance and gain 400/475/575() Shield that rapidly decays over 3 seconds. When it expires, deal 70/100/150() magic damage + 30% of the damage absorbed to enemies around and in front ofIrelia.
Send a monkey towards the largest group of enemies, causing a 2-hex radius explosion on impact. Enemies hit take 320/480/680() magic damage, reduced by 30/30/25% for each hex they are away from the epicenter. Wound and 1% Burn applied for 5seconds to all enemies hit.Burn: Deal a percent of the target's max Health as true damage every secondWound: Reduce healing received by 33%
Deal 220/330/500() magic damage to target and create a one-hex radius zone of darkness around them. After a brief delay, deal 110/165/250() magic damage to enemies still in thezone.
Send vines towards the current target, Stunning them for 1 second and dealing 260/390/585() magicdamage. Then smaller vines seek out the 2 nearest enemies and deal 80/120/180() magic damage to them.Experiment Bonus: Ability damage bleeds enemies for 50% bonus true damage over 2seconds.
Throw a shuriken at target, dealing 80/120/185() magic damage and marking them to take 15% more damage for 4 seconds. Then dash away from target. After a brief delay, dash towards them and deal 240/360/600() magicdamage.
Gain 300/350/400() Shield for 4 seconds. Lance enemies in a line for 120/180/270() magic damage and steal 10/12/15 Armor and Magic Resist from enemieshit.
Fire a pair of missiles at target. Allies they pass through gain 95/120/150() Shield for 3 seconds. When they collide, they deal 280/420/650() magic damage to target and 140/210/325() magic damage to adjacentenemies.
Pull in an enemy on either side and slam them together, dealing 180/270/420() magic damage and Stunning them for 1.5/1.5/2seconds.If only one enemy is grabbed, the damage and Stun duration are increased by 50%.
Fire a cannonball at target, dealing 271/406/611() physical damage. If they die, the cannonball ricochets to the nearest enemy, dealing the overkill damage. When it does, permanently gain 1%Attack Damage.
Fire an explosive charge, dealing 185/275/446() physical damage to target and 110/163/261() physical damage to adjacent enemies. 20% Sunder all enemies hit for 6seconds.Sunder: Reduce ArmorExperiment Bonus: On Combat Start and after Ability casts, dash to the target, then gain 8% max Health Shield and 20%Attack Speed for 5seconds.
Stop attacking and brace for 2.5 seconds, gaining 100/125/150() Armor and Magic Resist. Empower the next attack to deal 200/300/450() physical damage, increased by 50/75/113() physical damage for each 1 or 2 cost champion on yourteam.
Passive: Every 3rd attack is replaced with a spark that deals 96/143/212() physical damage to target and 48/72/106() physical damage to 2 nearby enemies.
Passive: After surviving damage, deal 3% of the damage absorbed as magic damage totarget.Active: Gain 415/450/500() Shield for 4 seconds. Shock the nearest 3 enemies for 40/60/100() magic damage and reduce their damage by 10% for 4seconds.
Fire a shot towards current target that deals 101/152/232() physical damage to all enemies within 1 hex. Then, deal 273/409/627() physical damage to the unit in the center of theblast.
Cleanse all negative effects and heal 100/125/150(). Slash, dealing 158/236/354() physical damage to enemies in a line. If only one enemy is hit, the damage isdoubled.
Passive: While gaining Mana, throw out 3 sticky bombs. If the enemy they attach to dies, they pass to another nearbyenemy.Active: Detonate them, dealing 222/333/516() physical damage to the enemy they're attached to and 44/67/103() physical damage to adjacentenemies.
Gain 500/575/675() Shield for 4 seconds. It redirects 50% of damage taken by adjacent allies. When it expires, deal 150/225/360() magic damage in acone.
For 3 seconds, gain 45/45/50%() Durability and create a 2-hex cloud of noxious fumes that deals 30/45/65() magic damage to enemies within. Afterwards, detonate the cloud and deal 150/225/340() magic damage to all enemieswithin.Experiment Bonus: After dealing damage, deal 3%max bonus magicdamage (1scooldown).
Heal 428/555/788() over 1.5 seconds. For the duration, raise target into the air, Stunning them, and dealing 275/413/619() physical damage. Afterwards, slam them down, dealing 110/165/248() physical damage to all adjacentenemies.
Leap towards the enemy with the fewest items within 4 hexes. Slash 3 times, dealing a total of 395/593/901() physical damage. If they die, leap again, dealing 30% lessdamage.
Heal 250/300/350() and ascend for 6 seconds. While ascended, heal 75/90/110() and deal 40/60/95() magic damage to adjacent enemies every second. On takedown, the ascension's duration is extended by 2seconds.
Throw 3 cards at different targets.Blue Card: Restore 80/100/125() Health to the lowest Health ally.Red Card: Deal 110/165/255() magic damage to the largest circle ofenemies.Yellow Card: Deal 210/315/505() magic damage to target and Stun them for 1second.
Ambessa switches between two stances on cast:Chains: Gain +1 Range. Attacks deal 98/146/512() physicaldamage.On cast, dash to target and strike in a half-circle, dealing 163/244/731() physical damage to enemieshit.Fists: Gain 25/25/45%() Omnivamp and attack twice asfast.On cast, briefly Stun target before slamming them into the ground, dealing 293/439/1463() physical damage, then dashaway.
Lock onto target and strafe to a nearby position, unleashing 21/21/35 missiles split between the target and all enemies within two hexes. Each missile deals 28/42/121() physical damage and reduces Armor by1.Every 7th missile deals 196/295/847() physical damage and reduces Armor by7.
Become energized and heal 775/1095/2891() over 2 seconds. While energized, deal 80/120/800() magic damage to a nearby enemy each second. Afterwards, deal 132/238/1426() magic damage to all enemies within 2hexes.Experiment Bonus: Gain 200 max Health. On takedown, gain 75 max Health for the rest ofcombat.
Summon an assault of afterimages that deals 270/405/1200() magic damage to the target and 135/200/400() magic damage to 2/2/4 other nearbyenemies. Afterimages reduce their target's Magic Resist by 5 for the rest of combat.
Jump to a nearby hex and web all enemies within 2 hexes, Stunning them for 1.75/2/8 seconds and dealing 120/180/1200() magic damage. Heal 200/250/1500().
Send spiderlings towards the 4 nearest enemies that explode on contact, dealing 205/310/925() magic damage to the target and 90/135/400() magic damage around them.
Passive: After dealing damage, heal 15/27/162().Active: Gain 350/490/1986() Shield for 4 seconds. Slam a massive sword on target, dealing 163/244/2194() physical damage to them and 81/122/1097() physical damage to enemies within 2hexes.
Gain 50/50/90% Durability for 3 seconds. Over the duration, drain 50/75/225() Health from the nearest 4/4/10 enemies. Then slam down, dealing 72/108/840() magic damage to all enemies within 2hexes.
Throw a canister at target, dealing 100/200/1000() magic damage to them and releasing 4/4/8 monstrosities. Monstrosities attack 5 times and deal 36/55/100() magic damage perattack.
For the next 8 attacks, gain 85% Attack Speed, infinite range, and replace attacks with a piercing bolt that targets random enemies. Bolts deal 116/172/593() physical damage, reduced by 40/40/20% for each enemy they passthrough.Experiment Bonus: After every 5 attacks, deal physical damage to the nearest enemy equal to 15% of their maxHealth.
Gain 250/300/1200() Shield for 3 seconds, then Stun target for 1.5 seconds. Slam them down, dealing 413/619/1856() physical damage to them and causing a shockwave in their row. Enemies hit take 113/169/759() physical damage and are briefly knockedup.
Launch a star at target that deals 140/210/450() magic damage. It bounces to the farthest enemy within 4 hexes, then bounces back to the target. This effect repeats 2/2/4 times, hitting a different enemy eachtime.
Enter a sniper's stance and call in an airship that circles the battlefield for 5 seconds, dropping 4/4/20 bombs at a random cluster of enemies over the duration. Bombs deal 140/210/1450() physical damage in a one-hexcircle.Whenever an enemy is caught in the epicenter of an Air Raid blast, reduce their Armor and Magic Resist by 20 and fire a shot towards them, dealing 224/336/2430() physicaldamage.
Passive: Summon a placeable Hextech Forge. On cast, the 3 allies closest to it gain 200/275/1800() Shield for 4 seconds. If it's dead, revive it with 100%Health.Active: Summon 2 Hexgates and knock target into one of them, dealing 225/338/2250() physical damage and sending them flying back to their original position. While flying, they deal 113/169/1688() physical damage to all other enemies in thepath.
Passive: Summon a placeable Hextech Forge. On cast, the 3 allies closest to it gain 30/40/300%() Attack Speed for 3 seconds. If it's dead, revive it with 100%Health.Active: Throw unstable crystals at the 3/3/20 nearest enemies. Deal 563/844/2430() physical damage to the nearest enemy, causing a chain reaction of explosions that deal 360/540/2025() physical damage to enemies within 1 hex of eachcrystal. Enemies hit by an explosion take 50% less damage from subsequent explosions this cast.
Jinx alternates between Zap, Flame Chompers, and Death Rocket for herability.Zap: Deal 159/239/2025() physical damage to enemies in a line and Stun them for 1.25/1.5/10seconds.Flame Chompers: Deal 159/239/2025() physical damage to 3 1-hex circles ofenemies.Death Rocket: Fire a rocket at the center of the board that 480/720/12451() physical damage to ALL enemies, reduced by 10% for each hex they are away from the epicenter.
Chain together the nearest 4/4/20 enemies for 5 seconds, dealing 650/975/5000() magic damage split between them. When one takes damage, 18/25/100% of the amount is split as bonus true damage to theothers.LeBlanc's next 3 attacks deal 160/240/900() bonus magic damage, increased by 50% for each enemy killed by the initial damage.
Summon a gate in a 5-hex line across target. Enemies hit take 80/120/1000 () magic damage and are 20% Shredded for 4 seconds. Malzahar spreads 5 stacks of infection between enemies hit.Infection deals 18/27/400 () magic damage per second for the rest of combat. This effect can stack infinitely. When an infected target dies, they spread their stacks to nearby enemies.Shred: Reduce Magic Resist
Briefly gain 40% Durability and summon a massive claw, dealing 160/240/800() magic damage to the most enemies in a line. The 4 closest enemies take 25% more damage and are pulled towardsMordekaiser.For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000() magic damage to target and 110/115/1500() magic damage to all other enemies within 2hexes.
Call down a rain of 5 missiles on target's row that each deal 500/750/4000 () magic damage, Wound, and 1% Burn units hit for 5 seconds. For each missile that doesn't hit an enemy, restore 20 Mana.If there's only 1 enemy left, fire all of the missiles at them.Burn: Deal a percent of the target's max Health as true damage every secondWound: Reduce healing received by 33%
Randomly cast 1 of 3 spells, with a chance of a Jackpot!Flamethrower: Deal 240/360/3200() true damage to target every second until death. Enemies in a cone around them take 50% less as physicaldamage.Extendo-Punch: Deal 720/1080/9600() physical damage to target and knock them away. Then, dash to them and deal 312/468/4160() physical damage in a 1 hex radius aroundthem.Chomp: Deal 768/1152/10240() physical damage to target. If they are left with less than 15/15/100% Health, execute them and cast again on the lowest Health target within 2/2/10 hexes, dealing 80%damage.