Thursday, March 24, 2011

Goffda, The Great Painter

Passive(Ink Puddles): Every attack places 2/3/4 Ink Puddles around the target. Abilities can only

be used near Ink Puddles. Ink Puddles are consumed when it's used for an ability, lasts for 10 seconds otherwise. Puddles that stack onto each other make the area they cover larger.

Q(Ink Splash): Causes up to 2/3/5/8/12 puddles in target area to burst up into the air. Enemies standing on or very near the puddles are dealt 54/67/80/93/106+.8AP Damage.

W(Living Ink): Causes Ink Puddle's to attach to enemies that are standing very near to them and deal damage over time. Deals 12/21/30/39/48+.7AP Damage a second for 4 seconds. Only one Ink Puddle may be attached to any one enemy.

E(Painters 's Touch): Increases Goffda's and allied Champion's health regeneration by 2/4/6/8/10 and mana regeneration by 2/3/4/5/6 while standing in an Ink Puddle. Goffda also gains 10% Attack Speed and 15% Move Speed while standing in Ink Puddles.

R(World is a Canvas): Goffda swings his paintbrush and places Ink upon all units in an area. Units affected leave a trail of Ink behind them for 4 seconds. Passive disabled for 8 seconds after use.

Monday, March 21, 2011

Froolig, The Yordle Barbarian.

Passive(I'M TOUGH): Froolig knows that just because others are bigger doesn't mean they are tougher then him. For every enemy Champion near Froolig, physical damage done to him is reduced by 4%.

Q(Chop Chop!): Froolig begins chopping at enemies as though they were trees. Chops for 3 seconds Dealing Physical Damage in front of him for 25%AD damage every .5 seconds.

W(Piercing Strike): Froolig targets an enemy champion and swings his axe dealing 125% Attack Damage and reducing armor by 10% for 3 seconds. Enemies that are around the target when he swings are dealt 40% of the damage done

E(Ancestor's Shield/Might): Passively increases armor by 10/13/19/28/40/54. Activate to reduce armor by the passive to gain double the amount in attack damage. Lasts for 5 seconds. Passive disabled during cooldown.

R(I'M BIGGER THEN YOU!): Froolig roars and seems to grow in size. Health increased by 30%. Health Regen increased by .4% health a second. Lasts 10 seconds and can be increased by 1 second for every  attack dealt to a maximum of 5 seconds.

Saturday, March 19, 2011

Shooky, DJ Yordle

Passive(Thumping Bass): Every 6th attack is an area of effect.

Q(Treble Trouble): Shooky sends a devastating blast of sound to target location dealing 95/120/145/170/195+.9AP and Silences for 2 seconds.

W(The Sound Barrier): Passively Increases Magic Resist by 5/9/13/17/21. Activate to create a shield of sound that absorbs damage equal to 15% of his max mana. Shield lasts for 3 seconds.

E(Sonic Booster): Passively increases the area of effect of Thumping Bass. Activate to double the passive and also push nearby enemies away from your target. During cooldown the passive is disabled

R(This goes to 11): Activation causes his attacks to be an area around him and places a stacking debuff on enemies hit that Silences the target at 6 stacks.. If Shooky attacks 11 times he gains an additional 15% Attack Speed and his attacks are split as 50% magic damage and 50% physical. Enemies cannot be affected by the Silence more then once every 3 seconds. Lasts 11 seconds.

Monday, March 14, 2011

Deau'mau, Spirit of Life

Passive(Children of the Forest): Every 5 abilities summons a Child of the Forest. If summoned on an ally the Child heals for 10/12/14/16 Health/second for 10/15/20/25 seconds. If summoned on an enemy, the Child will attack for 25/40/55/70 damage for 2/4/6 seconds.

Q(Thorn Vines): Lashes out at target area grabbing hold of the first unit it hits. Lasts 3 seconds or until target is out of range. Deals 25/36/47/58/69+.5AP damage every second.

W(Earthen Aura): Passively increases the armor and health of Children of the Forest. Activate to place aura upon an allied champion and increase armor by 10/20/30/40/50 and heal for 88/132/176/220/264(+.8) for a short time. Passive is disabled during duration and cooldown.

E(Thorn Bush): Summons a single Thorn Bush in target area. The Bush deals 10/11/12/13/14 damage/second to those standing around it. Should it attack 3 times, another Bush will spawn nearby with the same effect. Each bush lasts for 6 seconds and resets each time it spawns more Bushes.

R(Wrath of the Forest): Summons 5/10/15 stationary trees in an area around Deau'mau. 3/5ths of the trees heal a nearby allied unit and 2/5ths attack a nearby enemy. Should a champion be targeted 3 times by a tree it will summon a Child of the Forest onto them.

Thursday, March 10, 2011

Aquios, Champion of the Unyileding Seas

Current(Passive): After moving for a few seconds or after a short distance traveled, Aquios begins gaining Current in the form of a secondary energy bar. Additionally gains 30 move-speed at 25% Current and another 30 at 50%. At 75% he is able to travel threw units. Current is also increased by 5% of Magic Damage dealt to Aquios. Current begins to drain after 3 seconds of no movement. Auto-Attacks will also reduce Current but at 50% of the damage done and cannot happen again from the same target for 4 seconds. Also buffs spells when above a certain percentage.

Undertow(Q): Targets an enemy and deals 65/90/120/155/195+.7AP. Slows Movement Speed by 25% for 2 seconds. If above 50% Current changes the spell into Rip-Current. Rip-Current deals the same damage but also pulls the target closer to Aquios.

Pool of Purity(W): Disperses Aquios into a pool and renders him untargetable by Auto-Attacks and most spells. Lasts 1.5 seconds and cannot move. At 25% Current this ability will heal him if he successfully dodges and incoming spell for 30% of the damage. At 75% the duration is doubled and he also heals allied units standing on the pool for 10% of his current health.

Tidal Wave/Wall(E): Sends a Tidal Wave in a cone area dealing 50/75/105/140/175+.7AP. At 25% Current it leaves a Wall of water the the end slowing movement speed of enemies that move threw it by 40% for 1.5 seconds after moving out of the area. At 75% the Wall become Impassable but no longer slows.

Maelstrom(R): After a 2.5 second cast. Aquios swirls himself into a massive storm dealing 110/200/300+.4AP damage initially and another 150/200/250+.6AP when the Maelstrom is over. Lasts 2.5 seconds. Aquios's Movement Speed is reduced by 40%. At 50% Current the duration is increased by .5 seconds and Movement Speed is reduced by 30%. At 85%  current nearby enemies will be knocked up in the air for .5 seconds. Aquios can still be affected by stuns and silences during the ultimate but only Silence will stop the second part of the ultimate. Current is also set to 0.

Tuesday, March 8, 2011

Mayal, Golem Maker Extrodinare!

Passive(Magnify Power): Mayal's golem gains 50% of her stats on top of its' own.

Q(Combat Mode/Power Fist): Activate to gain melee attack but lose ranged attack. Activate again to deal small area damage on next attack. The effect is lost if Modes are changed.

W(Support Mode/Electric Shock): Activate to gain ranged attack but lose melee attack. Activate again to deal magic damage to a target and silence.

E(Defensive Mode/Absorption Shield): Activate to gain increase magic resist and armor. Shorter ranged attack then Support Mode but farther then Combat Mode. Activate again to place a bubble around Mayal and the golem. All damage taken by Mayal is absorbed by the golem's bubble for a few seconds or until the bubble collapses. The bubble is lost if Modes are changed during its duration.

R(Taking Direct Control/Reconstruct): Mayal jumps into her golem combining the stats of both and allowing the use of all secondary abilities. The golem's attack is which ever Mode it was in when activated. This ability becomes Reconstruct should the golem be destroyed. This allows Mayal to channel for a short time and make a new golem set in Combat Mode. Both are killed should the golems health reach zero during the ultimate. Lasts for 15 seconds.

The golem acts as a pet in most regards however it also acts as a tower. Should an allied champion be attacked near the golem it will pursue as if it were a tower. However if it chases its target outside Mayal's control it will return to Mayal. When Mayal is killed the golem persists and returns to the base to await its master. If the golem is destroyed and Mayal dies without creating a new one, she will re-spawn with one.

Razorfin, Terror of the Deep

Passive(Toothed Armor): Razorfin has covered himself in his own teeth. Increases armor by 5/10/15/20 and causes melee attacks to deal 4/6/8/10% damage to attacker.

Q(Hand Cannon): Having lost his arm, Razorfin attached a hand cannon where his stump was. After selecting a target, Razorfin will light the fuse. The fuse burns for 2 seconds and fires. Deals 50/70/90/110/130+.8 Damage to a small area.

W(Jet Surge): Summons a powerful wave of water that Razorfin uses to chase down prey. During travel the wave deals 50+.5AP magic damage to enemies it passes and knocks them to the side. After hitting the target, Razorfin knocks all other enemys away. Does Attack Damage to target.

E(Kraken Whip): Using a whip made from a tentacle of a Kraken, Razorfin is able to strike at enemies in a line. Deals 30/47/64/81/99+.7 damage.

R(Water World): Razorfin summons a large sphere of water to appear in an area. While inside the Water World Razorfin gains 20% move and 25% attack speed. Enemies are slowed by 10% movement and 25% attack speed. Lasts for 10 seconds. While inside, Hand Cannon is unusable.

Monday, March 7, 2011

Munubi, Lord of the Dead

Passive(From the Grave): Minions that die around Munubi have a 20% chance of becoming a zombie. Zombies follow Munubi around and act as Pets. Zombies last for 15 seconds. Zombies have 100/175/250/325 Unhealth. Towers will attempt to target Munubi should a Zombie attack an enemy Champion. Towers deal 3 times more damage to Zombies and Zombies deal 50% less damage to Towers.

Q(Fire Bomb): Munubi tosses a fire bomb to target location dealing 90/120/150/180/210+.8 damage to enemies in the area. If Zombies are in the area they catch on fire and cause 10 magic damage a second, for 5 seconds, to nearby enemies stacking up to 30 damage. Zombies are also affected by the damage.

W(Winds of Plague): Munubi takes a deep breath and blows concentrated death in a cone. Deals 25/35/45/55/65+.7AP damage to enemies. Zombies affected have their Unhealth increased by 100 and duration increased by 2 seconds.

E(Sacrifice): Kills target Zombie and restores 70/90/110/130/150+.8 health and 10/20/30/40/50+.5 mana to Munubi. Targeted Zombie also bursts leaving a cloud of plague that Unheals other Zombies for 10 Unhealth and increases their duration by 3 seconds. Cloud lasts 3 seconds.

R(Mass Rise): Begins emitting an aura of unlife around Munubi for 6/8/10 seconds. All minions that die around him become Zombies. Enemy Champions that die become 2 Zombies. Zombies that rise with the Mass Rise have their health increased by 50/100/150 and duration increased by 3/4/5 seconds.

Clockwork, The Steam-Powered Assassin

Passive(Overheat): Clockwork's steam engine has a tendency to overheat during excessive use. After 5 abilities or criticals, Clockwork gains the Red-Hot buff which causes an additional 10% magic damage when auto-attacking.

Q(Spring Step): Coils the springs built into Clockwork's legs allowing her to jump towards the target. Unless used near the target she will only jump a short distance. For each unit between her and the target she jumps off of them towards her target closing the distance. Works much like Yi's Alpha Strike. Upon reaching her target, Clockwork will deal 150% attack damage. If Clockwork is Red-Hot, each jump will leave a Burn debuff on enemies dealing 15/25/35/45/50 magic damage a second for 3 seconds, also consumes Red-Hot.

W(Heat Wave): Channels engine heat into an area around Clockwork dealing 60/90/120/150/180+.6AP. If Red-Hot, the area will be set aflame, dealing 10% of the damage dealt to enemies who stand in it every second for 3 seconds.Consumes Red-Hot.

E(Steam Cloud): Releases a large cloud of steam in an area around Clockwork. All enemies within the cloud have a 20% miss chance. Units outside the cloud have a 15% miss chance if targeting someone within the cloud. Clockwork cannot be targetted while inside the cloud. The cloud lasts 4 seconds. If Red-Hot, the cloud slows movement speed by 15%. Consumes Red-Hot.

R(Winding Up/Unleash): After a 2 second channel, Clockwork will charge to target location at three times her current movespeed. Enemies she passes are dealt 60% attack damage. If Red-Hot is active enemies hit will have a Burn debuff.

Grim, Agent of Death

Passive(Soul Feed): Minions that die near Grim place a stacking buff on him that increases attack damage by 3/4/5 and attack speed by 2%. Stacks drop off after 4 seconds or are consumed with every attack for 10% life steal. Max stack is 10.

Q(The Abyss): Causes an area to be bathed in the darkness. Deals 80/110/140/170/200(+.7) magic damage and blinds enemies inside for 3 seconds. Costs 85/95/110/130/155 mana.

W(Don't Fear The Reaper): Sends a burst of fear an area around Grim. Fears for .5/1/1.5/2/2.5 seconds. High number of targets lessens the effect. Fear is reduced by .2 seconds for each minion in area and by .5 seconds for each Champion. For the fear to be reduced however the targets must be near each other.

E(Shadow of Death): Fades Grim into the spirit realm, stealthing him. Fade time is 1.5 seconds, lasts for 10/15/20/25/30 seconds and costs 60 mana. Attacks and Abilities used in stealth will grant 15% damage and life steal/spell vamp respectivly.

R(The Reaping): Marks enemy champions in an area around Grim with a Reap debuff. Targets affected are dealt 10% of the damage Grim does for every other champion affected. Example, if 4 champions are affected each one takes 30% of the damage he deals. No bonus damage is taken by Grim's target if he attacks a champion with The Reaping debuff. If only one enemy is affected, damage is increased by 25%. Lasts for 10 seconds and cost 150/200/250 mana.Damage is not dealt if those affected stay apart from each other.

Friday, March 4, 2011

Zarkrum, The Essence of Night


Chaining Darkness(Passive): Enemies hit by spells are Chained together. Linked units cause 3% of the damage they deal while linked to all other units. The Chain can be broken by moving away. Champions can only be linked to 3 other units.

Shadow Wave(Q): Sends a wave of shadow to target location. As the Wave hits enemies, it disperses and causes the wave to spread into a cone area. Deals 60/100/150/210/280+.6AP Magic Damage

Shroud(W): Places a black cloud on target area. Deals 75/105/140/180/125+.7AP initially and 20% of the damage done over the next 5 seconds.

Ward of Darkness(E): Summons a small ward at target location. Enemies that are within range that cast a spell are dealt 10% of the damage they do to themselves.

Dark Side of the Moon(R): Empowers all of Zarkrum's abilities with dark power causing them to synergize with each other. Lasts 15 seconds.
-Shadow Waves that contact a Shroud will cause another Shadow Wave to cast from the oppisite side of the Shroud that deals 25% of the original Shadow Wave's damage.
-A Ward of Darkness that is placed inside Shrouds will cause the Shroud to increase in size and duration for every 3 spells that are cast.
-Shadow Waves that intersect a Ward of Darkness cause the Ward to detonate dealing damage to any enemy who was affected by the Ward equal to 8% of their max mana.

Tuesday, March 1, 2011

Himoyha, The White Death

Passive(Hidden From Sight): Himoyha's normal attacks deal an extra 10% damage when in grass.

Snapshot(Q): Quickly fires a shot and deals 66/97/128/159/190+50% Attack Damage to first enemy hit. 22/20/18/16/14 second cooldown.

Long Barrel(W): Increases Himoyha's attack range by 30/60/90/120/150. Additionally, damage dealt from 100-70% of her range is increased by 5%. Damage dealt below 60% however is decreased by 5%.

Steady Shot(E): Allows Himoyha to move and attack simultaneously. Reduces Move Speed by 10%. Drains mana with each shot.

Marked for Death(R): Himoyha marks a target champion with a  marker light. Deals no damage, but causes target to be revealed to allies regardless of stealth or range. Any damage Himoyha does to target is increased by 10% and is True Damage. Lasts 8 seconds. 200/170/140 second cooldown.