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* SchmuckBait: A competent Olaf knows that players have a tendency to pursue anything with low health, letting him bait them into a fight before gutting them with his passive. Go ahead, counter-jungle that Olaf, he's at low health...
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Orianna is a mage-support champion bases around commanding her floating companion, ''The Ball'', as a focus of her abilities which allows her to control key areas, support allies or harrass opponents. ''The Ball'' will authomatically blink back to Orianna if she strays too far away from it. Her passive, ''Clockwork Windup'', makes her basic attacks deal bonus magic damage that increases with each consecutive strike on the same enemy. Her first ability, ''Command: Attack'', makes ''The Ball'' fly to a target location, damaging all enemies in its path. Her second ability, ''Command: Dissonance'', emits an eletric blast from ''The Ball'', damaging all nearby foes and leaving behind for a few seconds an energy field that slows enemies and boosts the movement speed of allies that enter it. Her third ability, ''Command: Protect'', passively increases the defensive stats of the allied champion ''The Ball'' is attached to, and can be activated to make ''The Ball'' dash towards an allied champion or herself, damaging all enemies in its path, and attach itself to them, granting them a damage-absorbing shield. Her ultimate ability, ''Command: Shockwave'', makes ''The Ball'' release a powerful shockwave that damages all nearby enemies and flings them into the air towards ''The Ball''.

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Orianna is a mage-support champion bases based around commanding her floating companion, ''The Ball'', as a focus of her abilities which allows her to control key areas, support allies or harrass opponents. ''The Ball'' will authomatically blink back to Orianna if she strays too far away from it. Her passive, ''Clockwork Windup'', makes her basic attacks deal bonus magic damage that increases with each consecutive strike on the same enemy. Her first ability, ''Command: Attack'', makes ''The Ball'' fly to a target location, damaging all enemies in its path. Her second ability, ''Command: Dissonance'', emits an eletric blast from ''The Ball'', damaging all nearby foes and leaving behind for a few seconds an energy field that slows enemies and boosts the movement speed of allies that enter it. Her third ability, ''Command: Protect'', passively increases the defensive stats of the allied champion ''The Ball'' is attached to, and can be activated to make ''The Ball'' dash towards an allied champion or herself, damaging all enemies in its path, and attach itself to them, granting them a damage-absorbing shield. Her ultimate ability, ''Command: Shockwave'', makes ''The Ball'' release a powerful shockwave that damages all nearby enemies and flings them into the air towards ''The Ball''.
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Orianna is a mage-support champion who excels at utility spells rather than burst damage, and whose abilities are all based around her floating ball. The Ball can fly to a target location, dealing damage to any enemies it hits along the way, emit an electronic field that damages and slows enemies and boosts the speed of allies, attach to Orianna or her allies to boost their defenses and give them a temporary shield, or damage and knock enemies around with a blast of electricity. For her passive, Orianna's basic attacks deal additional damage that increases with each consecutive strike on the same enemy.

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Orianna is a mage-support champion who excels at utility spells rather than burst damage, and whose abilities are all based bases around commanding her floating ball. The Ball can fly companion, ''The Ball'', as a focus of her abilities which allows her to a target location, dealing damage to any enemies it hits along the way, emit an electronic field that damages and slows enemies and boosts the speed of allies, attach control key areas, support allies or harrass opponents. ''The Ball'' will authomatically blink back to Orianna or her allies to boost their defenses and give them a temporary shield, or damage and knock enemies around with a blast of electricity. For her if she strays too far away from it. Her passive, Orianna's ''Clockwork Windup'', makes her basic attacks deal additional bonus magic damage that increases with each consecutive strike on the same enemy.
enemy. Her first ability, ''Command: Attack'', makes ''The Ball'' fly to a target location, damaging all enemies in its path. Her second ability, ''Command: Dissonance'', emits an eletric blast from ''The Ball'', damaging all nearby foes and leaving behind for a few seconds an energy field that slows enemies and boosts the movement speed of allies that enter it. Her third ability, ''Command: Protect'', passively increases the defensive stats of the allied champion ''The Ball'' is attached to, and can be activated to make ''The Ball'' dash towards an allied champion or herself, damaging all enemies in its path, and attach itself to them, granting them a damage-absorbing shield. Her ultimate ability, ''Command: Shockwave'', makes ''The Ball'' release a powerful shockwave that damages all nearby enemies and flings them into the air towards ''The Ball''.
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* DifficultButAwesome: In general considered one of the most difficult champions to play in that, while grasping her basics is easy enough, her ability to use skills from basically any point around her gives her a truly humongous amount of options. She's thus said to have an average skill floor, but a sky-high skill ceiling.

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* DifficultButAwesome: In general considered one of the most difficult champions to play in that, while grasping her basics is easy enough, her ability to use skills from basically any point around her gives her a truly humongous amount of options. She's thus said to have an average skill floor, floor (minimum skill needed to wield her effectively), but a sky-high skill ceiling.ceiling (skill level needed to use her to her maximum potential).
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* DifficultButAwesome:

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* DifficultButAwesome: In general considered one of the most difficult champions to play in that, while grasping her basics is easy enough, her ability to use skills from basically any point around her gives her a truly humongous amount of options. She's thus said to have an average skill floor, but a sky-high skill ceiling.
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Olaf is a fighter-tank champion who is built to recklessly charge into the fray without any sense of self-preservation, getting stronger the closer to death he is. His passive, ''Berserker Rage'', increases his attack speed for every percent of health he is missing. His first ability, ''Undertow'', throws one of his axes, damaging and slowing all enemies in a line. The axe then sticks at its landing location for a few seconds, during which Olaf can pick it up to greatly reduce the cooldown of the ability. His second ability, ''Vicious Strikes'', grants Olaf a temporary buff that increases his attack speed, makes all his basic attacks heal him for a percentage of the damage dealt and increases healing from all sources depending on his missing health. His third ability, ''Reckless Swing'', strikes a nearby opponent with a double-edged strike that deals true unblockable damage to the target and a percentage of that damage to Olaf. Attacking an opponent reduces the cooldown of the ability. His ultimate ability, ''Ragnarok'', passively increases Olaf's defenses, and can be activated to remove all disabling effects on Olaf, become immune to them and grant him a massive attack damage bonus for a brief duration, at the cost of losing the defensive bonus.

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Olaf is a fighter-tank champion who is built to recklessly charge into the fray without any sense of self-preservation, getting stronger the closer to death he is. His passive, ''Berserker Rage'', increases his attack speed for every percent of health he is missing. His first ability, ''Undertow'', throws one of his axes, damaging and slowing all enemies in a line. The axe then sticks at its landing location for a few seconds, during which Olaf can pick it up to greatly reduce the cooldown of the ability. His second ability, ''Vicious Strikes'', grants Olaf a temporary buff that increases his attack speed, makes all his basic attacks heal him for a percentage of the damage dealt and increases healing from all sources depending on his missing health. His third ability, ''Reckless Swing'', strikes a nearby opponent with a double-edged strike blow that deals true unblockable damage to the target and a percentage of that damage to Olaf. Attacking an opponent reduces the cooldown of the ability. His ultimate ability, ''Ragnarok'', passively increases Olaf's defenses, and can be activated to remove all disabling effects on Olaf, become immune to them and grant him a massive attack damage bonus for a brief duration, at the cost of losing the defensive bonus.
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Olaf is a fighter-tank champion who is built to recklessly charge into the fray. He can damage and slow enemies in a line by throwing his axe, which can be picked up again to shorten its cooldown, briefly grant himself bonus attack speed along with lifesteal and spell vamp plus bonus healing from all sources based on missing health, and land a reckless strike that deals a large amount of true damage to the target and a reduced amount of true damage to himself, reducing the cooldown of this double-edged sword as he auto-attacks. His ultimate passively grants him a defensive stat bonus; activating the ability strips away the defense bonus, but erases and makes him briefly immune to all disabling effects and gives him a massive attack damage bonus. His passive increases his attack speed for every percent of health that he's missing.

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Olaf is a fighter-tank champion who is built to recklessly charge into the fray. He can damage and slow enemies in a line by throwing his axe, which can be picked up again to shorten its cooldown, briefly grant himself bonus attack speed along with lifesteal and spell vamp plus bonus healing from all sources based on missing health, and land a reckless strike that deals a large amount fray without any sense of true damage to self-preservation, getting stronger the target and a reduced amount of true damage closer to himself, reducing the cooldown of this double-edged sword as death he auto-attacks. is. His ultimate passively grants him a defensive stat bonus; activating the ability strips away the defense bonus, but erases and makes him briefly immune to all disabling effects and gives him a massive attack damage bonus. His passive passive, ''Berserker Rage'', increases his attack speed for every percent of health he is missing. His first ability, ''Undertow'', throws one of his axes, damaging and slowing all enemies in a line. The axe then sticks at its landing location for a few seconds, during which Olaf can pick it up to greatly reduce the cooldown of the ability. His second ability, ''Vicious Strikes'', grants Olaf a temporary buff that he's missing.
increases his attack speed, makes all his basic attacks heal him for a percentage of the damage dealt and increases healing from all sources depending on his missing health. His third ability, ''Reckless Swing'', strikes a nearby opponent with a double-edged strike that deals true unblockable damage to the target and a percentage of that damage to Olaf. Attacking an opponent reduces the cooldown of the ability. His ultimate ability, ''Ragnarok'', passively increases Olaf's defenses, and can be activated to remove all disabling effects on Olaf, become immune to them and grant him a massive attack damage bonus for a brief duration, at the cost of losing the defensive bonus.
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Nunu and Willump are a support-fighter champion with a strong emphasis on buffing allies and debuffing foes, their wide variety of skills making him very versatile. Their passive, ''Visionary'', makes their next spell free to cast after a certain number of basic attacks. Their first ability, ''Consume'', makes Willump bite a nearby enemy minion, dealing large unblockable true damage and healing them. If he bites a jungle minion they will gain a buff for a long duration that varies with the minion: golems grant them ''Rough Rock Candy'' (bonus maximum health and size), reptiles grant them ''Ornery Monster Tails'' (their attacks and spell gain bonus damage equal to their maximum health), while wraiths and wolves gran them ''Spooky Mystery Meat'' (killing a unit grants them a small movement speed boost). Their second ability, ''Blood Boil'', heats both their and a nearby ally's blood, granting both of them increased movement and attack speed for a duration. With their third ability, ''Ice Blast'', Nunu throws a ball of ice at a nearby enemy, damaging them and slowing their movement and attack speed. Their ultimate ability, ''Absolute Zero'', makes them channel, sapping a large area around them of heat, which slows the movement and attack speed of all nearby foes. When the channel ends or the ability is reactivated, an icey explosion is created, dealing massive damage to all surrounding foes depending on how long they channeled.

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Nunu and Willump are a support-fighter champion duo with a strong emphasis on buffing allies and debuffing foes, their wide variety of skills making him them very versatile. Their passive, ''Visionary'', makes their next spell free to cast after a certain number of basic attacks. Their first ability, ''Consume'', makes Willump bite a nearby enemy minion, dealing large unblockable true damage and healing them. If he bites a jungle minion they will gain a buff for a long duration that varies with the minion: golems grant them ''Rough Rock Candy'' (bonus maximum health and size), reptiles grant them ''Ornery Monster Tails'' (their attacks and spell gain bonus damage equal to their maximum health), while wraiths and wolves gran them ''Spooky Mystery Meat'' (killing a unit grants them a small movement speed boost). Their second ability, ''Blood Boil'', heats both their and a nearby ally's blood, granting both of them increased movement and attack speed for a duration. With their third ability, ''Ice Blast'', Nunu throws a ball of ice at a nearby enemy, damaging them and slowing their movement and attack speed. Their ultimate ability, ''Absolute Zero'', makes them channel, sapping a large area around them of heat, which slows the movement and attack speed of all nearby foes. When the channel ends or the ability is reactivated, an icey explosion is created, dealing massive damage to all surrounding foes depending on how long they channeled.
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Nunu is a support-fighter champion with a strong emphasis on damaging spells and team utility with his wide variety of skills, making him very versatile. He can shoot ice-balls that slow enemies' movement and attack speed, cast a movement and attack-speed buff on allies that also buffs himself, restore his health by eating minions, and charge up a a blizzard around his body that slows enemies before dealing massive damage. His passive makes his next spell free after a certain number of standard attacks.

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Nunu is and Willump are a support-fighter champion with a strong emphasis on damaging spells buffing allies and team utility with his debuffing foes, their wide variety of skills, skills making him very versatile. He can shoot ice-balls that slow enemies' movement and attack speed, cast a movement and attack-speed buff on allies that also buffs himself, restore his health by eating minions, and charge up a a blizzard around his body that slows enemies before dealing massive damage. His passive Their passive, ''Visionary'', makes his their next spell free to cast after a certain number of standard attacks.
basic attacks. Their first ability, ''Consume'', makes Willump bite a nearby enemy minion, dealing large unblockable true damage and healing them. If he bites a jungle minion they will gain a buff for a long duration that varies with the minion: golems grant them ''Rough Rock Candy'' (bonus maximum health and size), reptiles grant them ''Ornery Monster Tails'' (their attacks and spell gain bonus damage equal to their maximum health), while wraiths and wolves gran them ''Spooky Mystery Meat'' (killing a unit grants them a small movement speed boost). Their second ability, ''Blood Boil'', heats both their and a nearby ally's blood, granting both of them increased movement and attack speed for a duration. With their third ability, ''Ice Blast'', Nunu throws a ball of ice at a nearby enemy, damaging them and slowing their movement and attack speed. Their ultimate ability, ''Absolute Zero'', makes them channel, sapping a large area around them of heat, which slows the movement and attack speed of all nearby foes. When the channel ends or the ability is reactivated, an icey explosion is created, dealing massive damage to all surrounding foes depending on how long they channeled.
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Nocturne is an assassin-fighter champion who excels at taking out isolated foes. He can periodically unleash a whirling lifesteal attack, shoot out dark hands that leave behind trails of darkness that boost his speed, block spells to boost his attack speed, and trap foes in a growing nightmare that causes them to run around in fear if left unbroken. His ultimate blinds the enemy team to one another, while allowing Nocturne to pounce to a helpless foe from a huge distance.

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Nocturne is an assassin-fighter champion who excels at taking out isolated foes. He can periodically unleash spreads darkness and fear throughout his foes, isolating them from their allies and pouncing on them from the shadows. His passive, ''Umbra Blades'', makes his next basic attack a whirling lifesteal attack, shoot out dark hands slash that leave damages all enemies around him and heals him for each unit hit every few seconds. His first ability, ''Duskbringer'', sends out a giant shadowy hand, damaging all enemies in a line forward and leaving behind trails a trail of darkness that boost his speed, block spells to boost his boosts Nocturne's movement speed and attack damage while he's inside it. Enemy champions hit by the attack leave behind the same trail as they move for a few seconds. His second ability, ''Shroud of Darkness'', passively increases Nocturne's attack speed, and trap foes in can be activated to protect him with a growing nightmare dark barrier that causes blocks the next ability that hits him and briefly doubles the attack speed bonus if it does. His third ability, ''Unspeakable Horror'', creates a tether between a nearby enemy and Nocturne, planting terrifying nightmares on their mind that damage them over a duration. If the target doesn't manage to run around in fear if left unbroken. get away and break the tether they will be feared, running away from Nocturne at reduced movement speed. His ultimate blinds ability, ''Paranoia'', covers the whole battlefield in pitch-black darkness for a brief duration, greatly reducing the sight radius of all enemy team to one another, while allowing champions and preventing them from seeing what each other is seeing. While ''Paranoia'' is active Nocturne can reactivate the ability to pounce to a helpless foe upon an enemy champion from a huge distance.
humongous distance, dealing damage upon arrival.
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Nidalee is an assassin-support champion with strong long-range damage and team support and an ultimate that gives her an entirely new ability set focused on map mobility and melee damage. She can throw a long ranged spear that gets stronger the further the spear flies, set traps that damage, reveal, and weaken enemies, and cast a healing spell that also increases the target's attack speed. When she casts her ultimate, she transforms into a cougar, gaining a melee attack range, increased movement speed, and an entirely new set of abilities. As a cougar, she can she can pounce to dash a short distance, dealing damage where she lands, slash an enemy to deal bonus damage that gets stronger the weaker her target is, and slash in an area in front of her. In both forms, she moves faster when she travels through brush.

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Nidalee is an assassin-support champion with strong long-range great versatility thanks to her ability to switch between a long range form meant for burst damage and team support and an ultimate that gives her an entirely new ability set focused on map a short range one for mobility and melee sustained damage. She can throw Her passive, ''Prowl'', grants her a long ranged brief movement speed boost when she travels through brush. Her first ability, ''Javelin Toss'', throws her spear that gets stronger forward to damage the first enemy unit in a line, the damage increasing the further the spear flies, set traps flies. With her second ability, ''Bushwack'', Nidalee lays down a trap that damage, reveal, damages, reveals and weaken enemies, and cast reduces the defensive stats of the first enemy champion to walk over it for a healing spell that brief duration. Her third ability, ''Primal Surge'', heals a nearby allied hero or herself while also increases granting the target's target a brief attack speed. When she casts her ultimate, she speed boost. Her ultimate ability, ''Aspect of the Cougar'', transforms Nidalee into a cougar, gaining ferocious cougar with a melee attack range, increased movement speed, speed and an entirely new set of basic abilities. As a cougar, she can she can pounce to dash a short distance, dealing damage where she lands, slash an enemy to Her first ability becomes ''Takedown'', making her next basic attack deal bonus damage that gets stronger depending on the weaker target's missing health. Her second ability becomes ''Pounce'', making Nidalee lunge a small distance forward, damaging all enemies around her target is, and slash landing point. Her third ability becomes ''Swipe'', slashing all enemies in an area a small cone in front of her. In both forms, she moves faster when she travels through brush.
her to damage them.
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Nautilus is a tank-fighter champion with great area of effect damage and crowd control. His passive allows his first attack on a target to deal extra damage and root them in place briefly. He can throw his anchor, pulling himself and an enemy towards each other if it hits a target or pulling himself forward if it hits terrain, put up a health shield that causes his attacks to afflict nearby enemies with damage over time, release three slowing rings of explosives that expand outward to slow fleeing foes, and create a shockwave that accelerates towards a target, knocking up all enemies in its wake.

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Nautilus is a tank-fighter champion with great who, despite his cumbersomeness and slowness, can deal some pretty devastating crowd control and area of effect damage. His passive, ''Staggering Blow'', makes his basic attacks deal bonus damage and crowd control. His passive allows his first attack briefly immobilize the target, but this effect only works on a the same target to deal extra every few seconds. His first ability, ''Dredge Line'', makes Nautilus hurl his chained anchor forward like a grappling hook. If it hits an enemy unit it will damage and root them in place briefly. He can throw his anchor, pulling himself and an pull Nautilus and the enemy towards each other if other. If it hits a target or pulling himself forward if terrain it hits terrain, put up will pull Nautilus to it and the ability's cooldown will be halved. His second ability, ''Titan's Wrath'', protects Nautilus with a health temporary damage-absorbing shield that causes and, while the shield lasts, makes his basic attacks to afflict nearby enemies with apply a damage over time, release time effect to the target and all nearby enemies. His third ability, ''Riptide'', releases three slowing consecutive rings of explosives explosions that expand outward to slow fleeing foes, outward, damaging and create slowing all enemies hit. His ultimate ability, ''Depth Charge'', fires a water shockwave that accelerates travels underground towards a target, target enemy champion, knocking up and damaging all enemies in it passes undearneath. When it reaches its wake.
target it explodes, damaging, knocking up and stunning them.
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* NotTheIntendedUse: While Lulu was originally meant to play as a support, season 4 recently added AP ratios to her passive, her Glitterlance's slow, her Whimsy's speed buff, and increased AP ratios in her shield and Wild Growth. This led to mid lane Lulu in season 4 LCS where she became a powerful AP carry and powerful pusher and kiter which caused most mid lane assassins (with the exception of Leblanc) to fall out of favor in the North American and European competitive scene. She's sometimes even played in the '''top lane''' (which is a lane meant for melee tanks and bruisers) since her poking kit gives most melee bruisers and tanks a hard time.
**Prior to season 4 changes, she's sometimes played as a "machine gun Lulu." It basically takes advantage of her Pix autoattack passive damage and she's often built with attack speed and on-hit items such as Frozen Mallet, Spirit of the Elder Lizard, Blade of the Ruined King, and Nashor's Tooth for maximum on-hit DPS.
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Lee Sin is a fighter-assassin champion with a strong motif of duality and combo-oriented fighting on his abilities. He uses a fixed Energy Meter as a resource instead of mana. Additionally, after using any of his three basic abilities, he can choose to perform a different follow-up skill for a few seconds. His passive, ''Flurry'', increases his attack speed for the next two basic attacks and makes them restore Energy whenever he uses an ability. His first ability, ''Sonic Wave'', sends out a projectile of sound in a line that damages and reveals the first enemy hit in a line. After hitting with ''Sonic Wave'' he can choose to activate ''Resonating Strike'', dashing to the revealed target and damaging them based on their missing health. His second ability, ''Safeguard'', makes him dash to a nearby allied unit, granting both of them a shield. After using ''Safeguard'' he choose to activate ''Iron Will'', allowing his basic attacks and abilities to restore a percentage of the damage dealt as health for a few seconds. His third ability, ''Tempest'', slams the ground with his hand, releasing a shockwave that damages and reveals all nearby enemies. After hitting with ''Tempest'' he can choose to activate ''Cripple'', slowing the movement and attack speed of all foes revealed by ''Tempest''. His ultimate ability, ''Dragon's Rage'', is a powerful roundhouse kick that damages an enemy and sends them flying backwards a fair distance away. Any enemies they come into contact while they're being knocked back are damaged and knocked up for a brief moment.

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Lee Sin is a fighter-assassin champion with a strong motif of duality and combo-oriented fighting on his abilities. He uses a fixed Energy Meter as a resource instead of mana. Additionally, after using any of his three basic abilities, he can choose to perform a different follow-up skill for a few seconds. His passive, ''Flurry'', increases his attack speed for the next two basic attacks and makes them restore Energy whenever he uses an ability. His first ability, ''Sonic Wave'', sends out a projectile of sound in a line that damages and reveals the first enemy hit in a line. After hitting with ''Sonic Wave'' he can choose to activate ''Resonating Strike'', dashing to the revealed target and damaging them based on their missing health. His second ability, ''Safeguard'', makes him dash to a nearby allied unit, granting both of them a shield. After using ''Safeguard'' he can choose to activate ''Iron Will'', allowing his basic attacks and abilities to restore a percentage of the damage dealt as health for a few seconds. His third ability, ''Tempest'', slams the ground with his hand, palm, releasing a shockwave that damages and reveals all nearby enemies. After hitting with ''Tempest'' he can choose to activate ''Cripple'', slowing the movement and attack speed of all foes revealed by ''Tempest''. His ultimate ability, ''Dragon's Rage'', is a powerful roundhouse kick that damages an enemy and sends them flying backwards a fair distance away. Any enemies they come into contact while they're being knocked back are damaged and knocked up for a brief moment.
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* DifficultButAwesome: Double Up skill is one of the reasons why Miss Fortune is considered one of the best laners in the game with strong harass (bounces a magic bullet with extra damage off the bounce) but to maximize its use, one needs to match up Miss Fortune's positioning with the intended target, or else it'll bounce to something else. Positioning without attracting harass can be a task because Miss Fortune, as an ADC, is incredibly squishy without a quick escape method.
* DoubleEntendre: Her /joke... "How do you like my guns... [[{{BFG}} Shock]] and [[GunsAkimbo Awe]]?"

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* DifficultButAwesome: Double Up skill is one of the reasons why Miss Fortune is considered one of the best laners in the game with strong harass (bounces a magic bullet with extra damage off the bounce) but to maximize its use, one needs to match up Miss Fortune's positioning with the intended target, or else it'll bounce to something else. Positioning without attracting harass can be a task because Miss Fortune, as an ADC, is incredibly squishy without a quick escape method.
method. Its easier use is for quick burst damage, as it restarts Miss Fortune's auto-attack delay, so the common strategy is to Auto Attack-Double Up-Auto Attack (although such cancel isn't exclusive to Miss Fortune).
* DoubleEntendre: Her /joke... "How do you like my guns... [[{{BFG}} Shock]] and [[GunsAkimbo Awe]]?"Awe]]?"... and mostly everything else that comes from her mouth.



* PirateGirl: however, according to the lore, she has a strong distrust of other pirates (mainly because a pirate killed her mother) and a passive buff states that she's a pirate hunter, which leads to.

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* PirateGirl: however, according [[InNameOnly Only in clothing style, however]]. According to the lore, she has a strong distrust of other pirates (mainly because a pirate killed her mother) and a passive buff states that she's a pirate hunter, which leads to.



%%* {{Stripperiffic}}

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%%* {{Stripperiffic}}* {{Stripperiffic}}: Walks around with a pirate-styled topless bra that reveals curvacious body, massive boobs, and her midriff.
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Nasus is a fighter-tank champion with the potential to deal truly devastating single-target damage while also being able to take a lot of punishment if allowed to farm enough. His passive, ''Soul Eater'', makes his basic attacks restore health for a percentage of the damage done. His first ability, ''Siphoning Strike'', makes Nasus next basic attack deal bonus damage. If the attack kills its target, said bonus damage will permanently grow stronger, without any sort of cap. This allows Nasus to deal enormous damage without the need to build damage items if he farms enough. His second ability, ''Wither'', ages a nearby opponent, slowing their movement and attack speed for a brief duration. These slowing effects grow stronger over the duration, reaching massive numbers close to the end of the effect. His third ability, ''Spirit Fire'', unleashes a circle of blue flames at a nearby area that continously damage and reduce the armor of enemies within. His ultimate ability, ''Fury of the Sands'', transforms Nasus into a towering avatar of death, granting him bonus health and summons a raging sandstorm that continuously damages all surrounding foes and transforms a percentage of the damage dealt into bonus attack power for Nasus.

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Nasus is a fighter-tank champion with the potential to deal truly devastating single-target damage while also being able to take a lot of punishment if allowed to farm enough. His passive, ''Soul Eater'', makes his basic attacks restore health for a percentage of the damage done. His first ability, ''Siphoning Strike'', makes Nasus next basic attack deal bonus damage. If the attack kills its target, said bonus damage will permanently grow stronger, without any sort of cap. This allows Nasus to deal enormous damage without the need to build damage items if he farms enough. His second ability, ''Wither'', ages a nearby opponent, slowing their movement and attack speed for a brief duration. These slowing effects grow stronger over the duration, reaching massive numbers close to the end of the effect. His third ability, ''Spirit Fire'', unleashes a circle of blue flames at a nearby area that continously damage and reduce the armor of enemies within. His ultimate ability, ''Fury of the Sands'', transforms Nasus into a towering avatar of death, granting him bonus health and summons summoning a raging sandstorm that continuously damages all surrounding foes and transforms a percentage of the damage dealt into bonus attack power for Nasus.
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Nasus is a fighter-tank champion with the potential to deal truly devastating single-target damage while also being able to take a lot of punishment if allowed to farm enough. His passive, ''Soul Eater'', makes his basic attacks restore health for a percentage of the damage done. His first ability, ''Siphoning Strike'', makes Nasus next basic attack deal bonus damage. If the attack kills its target, said bonus damage will permanently grow stronger, without any sort of cap. This allows Nasus to deal enormous damage without the need to build damage items if he farms enough. His second ability, ''Wither'', ages a nearby opponent, slowing their movement and attack speed for a brief duration. These slowing effects grow stronger over the duration, reaching massive numbers close to the end of the effect. His third ability, ''Spirit Fire'', unleashes a circle of blue flames at a nearby area that continously damage and reduce the armor of enemies within. His ultimate abilit, ''Fury of the Sands'', transforms Nasus into a towering avatar of death, granting him bonus health and surrounding him with a raging sandstorm that continuously damages all surrounding foes and transforms a percentage of the damage dealt into bonus attack power for Nasus.

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Nasus is a fighter-tank champion with the potential to deal truly devastating single-target damage while also being able to take a lot of punishment if allowed to farm enough. His passive, ''Soul Eater'', makes his basic attacks restore health for a percentage of the damage done. His first ability, ''Siphoning Strike'', makes Nasus next basic attack deal bonus damage. If the attack kills its target, said bonus damage will permanently grow stronger, without any sort of cap. This allows Nasus to deal enormous damage without the need to build damage items if he farms enough. His second ability, ''Wither'', ages a nearby opponent, slowing their movement and attack speed for a brief duration. These slowing effects grow stronger over the duration, reaching massive numbers close to the end of the effect. His third ability, ''Spirit Fire'', unleashes a circle of blue flames at a nearby area that continously damage and reduce the armor of enemies within. His ultimate abilit, ability, ''Fury of the Sands'', transforms Nasus into a towering avatar of death, granting him bonus health and surrounding him with summons a raging sandstorm that continuously damages all surrounding foes and transforms a percentage of the damage dealt into bonus attack power for Nasus.
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Nasus is a fighter-tank champion with very high single-target damage potential if he's allowed to farm. He can empower his next attack with a spell that grows stronger every time it deals a killing blow, allowing him to avoid building damage items if he farms enough. He can summon an armor-melting circle of flames, age an opponent to massively slow their movement and attack speed, and his ultimate allows him to transform into an avatar of death, gaining bonus health and releasing a sandstorm that drains health from nearby enemies and turns it into bonus attack damage. His passive grants him natural lifesteal on his attacks, returning a portion of the damage as health.

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Nasus is a fighter-tank champion with very high the potential to deal truly devastating single-target damage potential while also being able to take a lot of punishment if he's allowed to farm. He can empower farm enough. His passive, ''Soul Eater'', makes his basic attacks restore health for a percentage of the damage done. His first ability, ''Siphoning Strike'', makes Nasus next basic attack with a spell that grows stronger every time it deals a killing blow, allowing him deal bonus damage. If the attack kills its target, said bonus damage will permanently grow stronger, without any sort of cap. This allows Nasus to avoid building deal enormous damage without the need to build damage items if he farms enough. He can summon an armor-melting circle of flames, age an opponent to massively slow His second ability, ''Wither'', ages a nearby opponent, slowing their movement and attack speed, speed for a brief duration. These slowing effects grow stronger over the duration, reaching massive numbers close to the end of the effect. His third ability, ''Spirit Fire'', unleashes a circle of blue flames at a nearby area that continously damage and his reduce the armor of enemies within. His ultimate allows him to transform abilit, ''Fury of the Sands'', transforms Nasus into an a towering avatar of death, gaining granting him bonus health and releasing surrounding him with a raging sandstorm that drains health from nearby enemies continuously damages all surrounding foes and turns it transforms a percentage of the damage dealt into bonus attack damage. His passive grants him natural lifesteal on his attacks, returning a portion of the damage as health.
power for Nasus.
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Lux is a mage-support champion who bursts down enemies and assists allies from afar thanks to her array of long-range utility spells. Her passive, ''Illumination'', charges up any enemies damaged by her abilities with light, making her next basic attack against them deal bonus magic damage. Her first ability, ''Light Binding'', fires a ball of light that damages and briefly immobilizes the first enemy hit in a line and then continues traveling forward, damaging and immobilizing the next enemy in a line for half the effects. Her second ability, ''Prismatic Barrier'', throws out her wand like a boomerang, shielding herself and all allies in its path both in the way out and back. Her third ability, ''Lucent Singularity'', sends out a slowing vortex of light at an area that remains there for a few seconds and can be detonated prematurely to damage all nearby fores. With her ultimate ability, ''Final Spark'', Lux gathers light for a brief instant before firing a huge laser with an extremely long range that damages all enemies in its path and detonates any ''Illumination'' stacks on them.

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Lux is a mage-support champion who bursts down enemies and assists allies from afar thanks to her array of long-range utility spells. Her passive, ''Illumination'', charges up any enemies damaged by her abilities with light, making her next basic attack against them deal bonus magic damage. Her first ability, ''Light Binding'', fires a ball of light that damages and briefly immobilizes the first enemy hit in a line and then continues traveling forward, damaging and immobilizing the next enemy in a line for half the effects. Her second ability, ''Prismatic Barrier'', throws out her wand like a boomerang, shielding herself and all allies in its path both in the way out and back. Her third ability, ''Lucent Singularity'', sends out a slowing vortex of light at an area that remains there for a few seconds and can be detonated prematurely to damage all nearby fores.foes. With her ultimate ability, ''Final Spark'', Lux gathers light for a brief instant before firing a huge laser with an extremely long range that damages all enemies in its path and detonates any ''Illumination'' stacks on them.



Nami is a support-mage champion adept at boosting her teammates while disabling enemies. She can entrap enemies in an area within a bubble prison, unleash a stream of water that bounces between friendly and enemy champions to heal and damage them respectively, empower an ally's attacks to deal extra damage and slow their targets, and summon a tidal wave to briefly knock-up and greatly slow enemies in its wake, delivering a longer slow based on how far it travels. Her passive grants a short increase to the movement speed of any allies hit by her spells.

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Nami is a support-mage champion adept at boosting her teammates while and disabling enemies. She can entrap her enemies in an area within with flowing waters. Her passive, ''Surging Tides'', gives a brief movement speed bonus to any allies hit by one of her abilities (even if that ability can only affect enemies). Her first ability, ''Aqua Prison'', fires a bubble prison, unleash into the air at a nearby area, damaging and stunning all nearby enemies when it lands. Her second ability, ''Ebb and Flow'', unleashes a stream of water that bounces between friendly allies and enemy champions to heal enemies, healing and damage damaging them respectively, empower an ally's respectively. Her third ability, ''Tidecaller's Blessing'', enhances a nearby allied champion's next three basic attacks to with water, making them deal extra bonus damage and slow their targets, and summon target. Her ultimate ability, ''Tidal Wave'', summons a tidal powerful wave to briefly knock-up of water that surges forward in a line with extreme range, damaging, knocking up and greatly slow slowing any enemies in its wake, delivering a longer it contacts with, the slow growing in strenght based on how far it travels. Her passive grants a short increase to the movement speed of any allies hit by her spells.
wave has traveled.
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Morgana is a mage-support champion who exchanges lower damage potential for high utility and tankiness. She can cast a snaring ball of dark energy, curse an area to damage and lower the defenses of enemies standing on it, cast a magic-nullifying shield on herself or an ally, and release slowing bonds on nearby enemy champions that do extra damage and stun them if they stay in range. She passively restores health based on how much magic damage she does to her enemies.

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Morgana is a mage-support champion who exchanges lower burst damage potential for high utility and tankiness. She can cast a snaring ball self-healing capabilites. Her passive, ''Soul Siphon'', makes all of dark energy, curse an area to her abilities heal her for a percentage of the damage dealt. Her first ability, ''Dark Binding'', sends out a projectile of black magic that damages and lower briefly immobilizes the defenses of first enemy hit in a line. Her second ability, ''Tormented Soil'', curses the ground at a nearby area, continuously damaging all enemies standing on inside it, cast the damage increasing the lower their health is. Her third ability, ''Black Shield'', surrounds a magic-nullifying nearby allied champion with a shield on herself or an ally, and release slowing bonds on nearby enemy champions that do extra damage and stun them if they stay in range. She passively restores health based on how much blocks magic damage she does and makes them immune to her enemies.
crowd control effects while it lasts. Her ultimate ability, ''Soul Shackles'', sends out bonds of energy to all nearby enemies, damaging, slowing and linking them to Morgana for a duration. If the link hasn't been broken when the duration ends, they will be dealt damage again and be stunned for a brief duration.
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Mordekaiser is a fighter-mage champion who uses health as a resource to cast his spells. He can empower his attack to lash out at multiple targets, form a cloud of shrapnel around himself or an ally that defends them and damages nearby enemies, siphon destructive force in a cone, and place a damaging curse on enemy champions that, if they die while under its effects, turns them into a ghostly slave that Mordekaiser can command against their former allies. A portion of his damage dealt through spells is converted into "shield points," giving him bonus health that will absorb damage but depletes by itself over time.

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Mordekaiser is a fighter-mage champion who uses offsets his lack of mobility and crowd control with powerful damage and great defensive capabilites that increase with his offensive power. All his abilities cost health as a resource instead of mana to cast his spells. He can empower his attack to lash out at multiple targets, form cast. His passive, ''Iron Man'', converts a cloud percentage of shrapnel around himself or an ally that defends them and damages nearby enemies, siphon destructive force in a cone, and place a damaging curse on enemy champions that, if they die while under its effects, turns them into a ghostly slave that Mordekaiser can command against their former allies. A portion of his the damage dealt through spells is converted by his abilities into "shield points," giving him bonus health a shield that will absorb absorbs damage but depletes by itself over time.
time. His first ability, ''Mace of Spades'', transforms his next attack into a powerful mace swing that deals bonus magic damage and resonates to foes near his attack target, damaging them. If the attack hits an isolated foe, it will deal bonus damage. His second ability, ''Creeping Death'', surrounds himself or a nearby ally with a temporary cloud of shrapnel that increases their defensive stats and constantly damages nearby enemies. His third ability, ''Siphon of Destruction'', damages all opponents in a cone in front of Mordekaiser. His ultimate ability, ''Children of the Grave'', curses a nearby enemy champion for a long duration, dealing damage over time for a percentage of their maximum health and healing Mordekaiser for the same amount. If the target dies by its effect their ghost is enslaved by Mordekaiser, allowing him to control it to attack its former allies for a brief duration.
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Miss Fortune is a marksman champion who uses her twin guns to deal a lot of multi-target damage and bully enemies with harassment. Her passive, ''Strut'', gives her an increasing movement speed boost as long as she doesn't take any damage, giving her great mobility when out of combat. Her first ability, ''Double Up'', fires a shot at a nearby target, damaging them, which then bounces to a second target in a cone behind the first, dealing increased damage. Her second ability, ''Impure Shots'', passively makes her attacks deal bonus magic damage that stacks up if she keeps attacking the same target, and can be activated to give her an attack speed bonus and make her basic attacks halve any healing effects on the target for a brief duration. With her third ability, ''Make it Rain'', Miss Fortune fires her guns into the air, peppering a nearby area with a rain of bullets that damage and slow all enemies inside. With her ultimate ability, ''Bullet Hell'', Miss Fortune channels for brief duration as she furiously fires her guns, sending out waves of bullets that heavily damage all opponents in a large cone-shaped area in front of her.

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Miss Fortune is a marksman champion who uses her twin guns to deal a lot of multi-target damage and bully enemies with harassment. Her passive, ''Strut'', gives her an increasing movement speed boost as long as she doesn't take any damage, giving her great mobility when out of combat. Her first ability, ''Double Up'', fires a shot at a nearby target, damaging them, which then bounces to a second target in a cone behind the first, dealing increased damage. Her second ability, ''Impure Shots'', passively makes her attacks deal bonus magic damage that stacks up if she keeps attacking the same target, and can be activated to give her an attack speed bonus and make her basic attacks halve any healing effects on the target for a brief duration. With her third ability, ''Make it Rain'', Miss Fortune fires her guns into the air, peppering a nearby area with a rain of bullets that damage and slow all enemies inside. With her ultimate ability, ''Bullet Hell'', Time'', Miss Fortune channels for brief duration as she furiously fires her guns, sending out waves a storm of bullets that heavily damage damages all opponents in a large cone-shaped area in front of her.
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Miss Fortune is a marksman champion with a lot of area-of-effect damage and the ability to "bully" enemies with harassment. She can fire a shot that bounces to a target behind it to deal increased damage, rain down a hail of bullets that slow enemies in a small area, passively stack bonus damage on successive shots, increase her attack speed and apply a healing reduction on her targets, and shoot a storm of bullets directly in front of her. Her passive increases her movement speed as long as she doesn't take any damage, giving her great mobility when out of combat.

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Miss Fortune is a marksman champion with who uses her twin guns to deal a lot of area-of-effect multi-target damage and the ability to "bully" bully enemies with harassment. She can fire a shot that bounces to a target behind it to deal increased damage, rain down a hail of bullets that slow enemies in a small area, passively stack bonus damage on successive shots, increase Her passive, ''Strut'', gives her attack speed and apply a healing reduction on her targets, and shoot a storm of bullets directly in front of her. Her passive increases her an increasing movement speed boost as long as she doesn't take any damage, giving her great mobility when out of combat.
combat. Her first ability, ''Double Up'', fires a shot at a nearby target, damaging them, which then bounces to a second target in a cone behind the first, dealing increased damage. Her second ability, ''Impure Shots'', passively makes her attacks deal bonus magic damage that stacks up if she keeps attacking the same target, and can be activated to give her an attack speed bonus and make her basic attacks halve any healing effects on the target for a brief duration. With her third ability, ''Make it Rain'', Miss Fortune fires her guns into the air, peppering a nearby area with a rain of bullets that damage and slow all enemies inside. With her ultimate ability, ''Bullet Hell'', Miss Fortune channels for brief duration as she furiously fires her guns, sending out waves of bullets that heavily damage all opponents in a large cone-shaped area in front of her.
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Master Yi is an assassin-fighter champion that cuts swathes across the battlefield. His passive allows him to strike twice every fourth consecutive attack. His skills include a teleport-slash that damages multiple targets and deals extra damage to minions and monsters, a passive boost to his attack damage that can be activated to add bonus true damage to his attacks for four seconds at the cost of the AD boost while the ability is on the remaining cooldown, and a health-restoring trance that massively boosts his defenses while he meditates. His ultimate dramatically increases his movement and attack-speed and makes him immune to slowing effects; killing or helping kill enemies passively reduces his non-ultimate cooldowns all the time while also extending the duration of the triggered buff when it's active, giving him the potential to swiftly cut down a foe and move onto another without missing a beat.

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Master Yi is an assassin-fighter champion that cuts swathes across who uses his tremendous movement and attack speed to dash through the battlefield. battlefield slicing opponents up. His passive allows him to strike twice passive, ''Double Strike'', makes his every fourth consecutive attack. His skills include a teleport-slash that damages multiple targets and deals extra attack strike twice, with reduced damage in the second hit. His first ability, ''Alpha Strike'', makes Master Yi leap at a nearby enemy target at blinding speed, slicing them as well as up to minions three nearby enemies and monsters, a passive boost then reappearing next to his attack original target. Attacking an enemy reduces the cooldown of the ability. With his second ability, ''Meditate'', Master Yi channels for a brief duration, healing himself based on his missing health and greatly reducing any damage that can be activated to add bonus true damage to his attacks for four seconds at the cost of the AD boost while the ability is on the remaining cooldown, and a health-restoring trance that massively boosts his defenses he takes while he meditates. His ultimate dramatically third ability, ''Wuju Style'', passively increases Masyer Yi's attack power, and can be activated to make all his basic attacks deal bonus true unblockable damage for a brief duration. His ultimate ability, ''Highlander'', passively reduces the cooldown of Master Yi's basic abilities whenever he kills or helps kill an enemy champion, and can be activated to grant him a large bonus to his movement and attack-speed attack speed and makes make him immune to slowing effects; killing or helping kill enemies passively reduces his non-ultimate cooldowns all the time while also extending the effects for a duration of the triggered buff when it's active, giving him the potential to swiftly cut down a foe and move onto another without missing a beat.
that can be extended if he kills or helps kill an enemy champion.
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Maokai is a tank-mage champion who unleashes the wrath of Nature on the battlefield, disabling foes and protecing allies from harm while dealing respectable damage himself. His passive, ''Sap Magic'', grants him a charge whenever an ability is used near Maokai, making his next basic attack heal him for a percentage of his maximum health when he gains enough charges. With his first ability, ''Arcane Smash'', Maokai punches the ground, sending out a shockwave that damages and slows enemies in a line in front of him. Enemies directly in front of Maokai are also slightly knocked back. His second ability, ''Twisted Advance'', transforms Maokai into a cloud of energy, bark and leaves as he dashes to a nearby enemy, damaging and briefly immobilizing them upon arrival. With his third ability, ''Sapling Toss'', Maokai hurls a ''Sapling'' at a nearby area, damaging all nearby foes. The ''Sapling'' then remains burrowed in the ground, revealing the surrounding area, until an enemy comes close to it, at which point it will uproot itself and chase them, exploding and damaging all nearby enemies after a brief delay. His ultimate ability, ''Vengeful Maelstrom'', summons a huge vortex of natural energy at a nearby area that can be mantained for as long as he has mana, reducing all damage allies take while inside it. When the ability is re-activated, the vortex will explode, damaging all foes inside depending on how much damage it absorbed.

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Maokai is a tank-mage champion who unleashes the wrath of Nature on nature upon the battlefield, disabling foes and protecing protecting allies from harm while dealing respectable damage himself. His passive, ''Sap Magic'', grants him a charge whenever an ability is used near Maokai, making his next basic attack heal him for a percentage of his maximum health when he gains enough charges. With his first ability, ''Arcane Smash'', Maokai punches the ground, sending out a shockwave that damages and slows enemies in a line in front of him. Enemies directly in front of Maokai are also slightly knocked back. His second ability, ''Twisted Advance'', transforms Maokai into a cloud of energy, bark and leaves as he dashes to a nearby enemy, damaging and briefly immobilizing them upon arrival. With his third ability, ''Sapling Toss'', Maokai hurls a ''Sapling'' at a nearby area, damaging all nearby foes. The ''Sapling'' then remains burrowed in the ground, revealing the surrounding area, until an enemy comes close to it, at which point it will uproot itself and chase them, exploding and damaging all nearby enemies after a brief delay. His ultimate ability, ''Vengeful Maelstrom'', summons a huge vortex of natural energy at a nearby area that can be mantained for as long as he has mana, reducing all damage allies take while inside it. When the ability is re-activated, the vortex will explode, damaging all foes inside depending on how much damage it absorbed.
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Maokai is a tank-mage champion with a mix of protective and disruptive abilities. He can punch the ground to knockback nearby foes and create a slowing shockwave, burrow into the ground and charge at an enemy to root them, throw saplings that serve as both as vision-granting wards and walking landmines, and create a storm of natural energy to block damage to his allies and unleash it back on foes. His passive absorbs the energy of nearby spellcasts into his sap, which provides a healing effect on his next attack when he reaches 5 stacks.

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Maokai is a tank-mage champion with a mix of protective and disruptive abilities. He can punch who unleashes the ground to knockback nearby wrath of Nature on the battlefield, disabling foes and create protecing allies from harm while dealing respectable damage himself. His passive, ''Sap Magic'', grants him a slowing shockwave, burrow into the ground and charge whenever an ability is used near Maokai, making his next basic attack heal him for a percentage of his maximum health when he gains enough charges. With his first ability, ''Arcane Smash'', Maokai punches the ground, sending out a shockwave that damages and slows enemies in a line in front of him. Enemies directly in front of Maokai are also slightly knocked back. His second ability, ''Twisted Advance'', transforms Maokai into a cloud of energy, bark and leaves as he dashes to a nearby enemy, damaging and briefly immobilizing them upon arrival. With his third ability, ''Sapling Toss'', Maokai hurls a ''Sapling'' at a nearby area, damaging all nearby foes. The ''Sapling'' then remains burrowed in the ground, revealing the surrounding area, until an enemy comes close to root it, at which point it will uproot itself and chase them, throw saplings that serve as both as vision-granting wards exploding and walking landmines, and create damaging all nearby enemies after a storm brief delay. His ultimate ability, ''Vengeful Maelstrom'', summons a huge vortex of natural energy to block at a nearby area that can be mantained for as long as he has mana, reducing all damage to his allies and unleash it back on foes. His passive absorbs take while inside it. When the energy of nearby spellcasts into his sap, which provides a healing effect ability is re-activated, the vortex will explode, damaging all foes inside depending on his next attack when he reaches 5 stacks.
how much damage it absorbed.
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Malzahar is a mage-assassin champion who locks down a single target while he throws some powerful sustained damage and crowd control into the mix. His passive, ''Summon Voidling'', makes Malzahar summon a temporary ''Voidling'' every fourth spell cast, a small uncontrollable monster that attacks Malzahar's targets and grows stronger the longer it remains on the battlefield. His first ability, ''Call of the Void'', opens two parallel portals that from which, after a brief delay, power erupts, damaging and silencing all opponents inbetween. His second ability, ''Null Zone'', creates a field of negative energy at a nearby area that damages all enemies inside for a percentage of their maximum health every second. His third ability, ''Malefic Visions'', infects a nearby target's mind with horrific visions, dealing damage over time. If the target is killed by this effect, Malzahar will regain mana and the effect will jump to a nearby foe, refreshing the duration. His ultimate ability, ''Nether Grasp'', immobilizes Malzahar as he channels, unleashing a beam of void energy upon a nearby enemy that damages and completely paralyzes them for the duration of the channel.

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Malzahar is a mage-assassin champion who locks down a single target while he throws some powerful sustained damage damage-over-time effects and crowd control into the mix. His passive, ''Summon Voidling'', makes Malzahar summon summons a temporary ''Voidling'' every fourth four spell cast, Malzahar casts, which is a small uncontrollable monster that attacks Malzahar's targets and grows stronger the longer it remains on the battlefield. His first ability, ''Call of the Void'', opens two parallel portals that from which, after to the Void at a nearby area. After a brief delay, delay power erupts, erupts from the portals, damaging and silencing all opponents inbetween.foes between them. His second ability, ''Null Zone'', creates a field of negative energy at a nearby area that damages all enemies inside for a percentage of their maximum health every second. His third ability, ''Malefic Visions'', infects a nearby target's mind with horrific visions, dealing damage over time. If the target is killed by this effect, Malzahar will regain mana and the effect will jump to a nearby foe, refreshing the duration. His ultimate ability, ''Nether Grasp'', immobilizes Malzahar as he channels, unleashing a beam of void energy upon a nearby enemy that damages and completely paralyzes them for the duration of the channel.
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Malzahar is a mage-assassin champion who deals the majority of his damage over time. He can summon twin portals that unleash silencing energy between themselves, create a void zone dealing damage based upon enemies' max health, cast a curse that bounces to nearby enemies and restores some of his mana when the target dies, and paralyze a foe in a deadly beam. He also has the ability to summon Voidlings, little spider creatures, as temporary minions after casting four abilities.

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Malzahar is a mage-assassin champion who deals locks down a single target while he throws some powerful sustained damage and crowd control into the majority mix. His passive, ''Summon Voidling'', makes Malzahar summon a temporary ''Voidling'' every fourth spell cast, a small uncontrollable monster that attacks Malzahar's targets and grows stronger the longer it remains on the battlefield. His first ability, ''Call of his the Void'', opens two parallel portals that from which, after a brief delay, power erupts, damaging and silencing all opponents inbetween. His second ability, ''Null Zone'', creates a field of negative energy at a nearby area that damages all enemies inside for a percentage of their maximum health every second. His third ability, ''Malefic Visions'', infects a nearby target's mind with horrific visions, dealing damage over time. He can summon twin portals that unleash silencing energy between themselves, create a void zone dealing damage based upon enemies' max health, cast a curse that bounces to nearby enemies and restores some of his mana when If the target dies, is killed by this effect, Malzahar will regain mana and paralyze a foe in a deadly beam. He also has the ability effect will jump to summon Voidlings, little spider creatures, a nearby foe, refreshing the duration. His ultimate ability, ''Nether Grasp'', immobilizes Malzahar as temporary minions after casting four abilities.
he channels, unleashing a beam of void energy upon a nearby enemy that damages and completely paralyzes them for the duration of the channel.
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** OjouRinglets: Becomes this for her popular Dragon Tamer skin.


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** ReallySeventeenYearsOld: And in a way, she isn't. As far as ''Valoran'' counts time, she's centuries old, but near as anyone (including her) can tell, according to her perception and apparent aging, it was maybe a year at most. She acts like an over-imaginative kid because she ''is'', from her perspective.
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Malphite is a sentient rock being from another dimension. In his homeworld, all beings are living silicone creatures who live in a utopian society linked by a benevolent hive mind called the Monolith. Malphite was summoned from his home dimension to help bring order to Runeterra, and though dim, he aims to do so.

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Malphite is a sentient rock being from another dimension. In his homeworld, all beings are living silicone creatures who live in a utopian society linked by a benevolent hive mind called the Monolith. Malphite was summoned from his home dimension to help bring order to Runeterra, and though dim, he aims missed his homeworld and couldn't understand Runeterra's beings obsession with individuality, he saw it as a respectable goal and accepted to do so.
help, thus joining the League of Legends against all those who bring chaos into the world.

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