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StarGuardians

Oct 1st, 2017
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  1. Character concepts are school-aged adolescents in classic anime fashion (roughly high school). The setting is Valoran
  2.  
  3. City, a metropolitan and magic-influenced city where a variety of species live together. Races present include humans,
  4.  
  5. elves (typical tolkein or shadowrun style), and yordles (halflings with slight animalistic features), as well as other
  6.  
  7. oddities such as kitsune and catgirls (animal-human mixtures are known collectively as faunus). Technology level is
  8.  
  9. somewhat more advanced than modern day earth, but with a magical twist as well (comparable to RWBY but without the
  10.  
  11. emphasis on robots or weird combi-weapons).
  12.  
  13. Each of the characters will be of a chosen bloodline that makes them one of the few that are able to harness the light of
  14.  
  15. the First Star, essentially dragging them into a magical girl (or similar) setting and storyline as they are the only ones
  16.  
  17. able to see and bond with a familiar and fight against the invading creatures of the Void. Themes should be about coming
  18.  
  19. of age, self discovery, developing personal relationships, and balancing supernatural, existential threats against the
  20.  
  21. concerns of everyday life.
  22.  
  23.  
  24.  
  25. ---------------------------------------------------------------------------------------------------------------------
  26.  
  27.  
  28.  
  29. Combat Basics
  30.  
  31. All PC champions start with a green turn marker
  32. Players collectively decide which champion will take a turn
  33. Selected champion completes their turn, then flips their turn marker to red
  34. Each player acts in desired order until all champion have acted
  35. Once all markers are red, monsters take a similar turn sequence
  36. Then all PC champions flip to green again
  37.  
  38. Turn markers aren't exactly required, more just a method to track which PCs have taken their actions and which haven't
  39.  
  40. Lots of attributes will end in fractions. Fractions are typically dropped or rounded down in play, although distances and
  41.  
  42. movement rates will usually want to keep the fractions if possible, or at least keep tenths of a metre.
  43.  
  44.  
  45.  
  46. ---------------------------------------------------------------------------------------------------------------------
  47.  
  48.  
  49.  
  50. When a champion takes a turn, they receive 4 Actions to spend
  51. A turn represents ~4 seconds of time, with individual actions equal to about a second
  52. Actions can be spent on movement, attacks, spells, or other activities, in any order desired
  53. Actions that are spent on movement cannot be split - actions are converted into a set amount of movement each, and any
  54.  
  55. movement that isn't spent by the start of the next action is lost
  56.  
  57. Turns can be interrupted, explained in a later section
  58.  
  59.  
  60.  
  61. ---------------------------------------------------------------------------------------------------------------------
  62.  
  63.  
  64.  
  65. Dice rolling is almost always on a d100, rolling equal or less than a target number for success
  66. Further, the majority of attack and skill rolls are done as a dice pool of 3d100, checking each d100 individually for
  67.  
  68. success against the target number, thus allowing up to 3 possible successes
  69.  
  70. Depending on the ability, multiple dice with a result equal to or less than the target number may represent multiple hits
  71.  
  72. or merely a single, highly effective hit, or critical success with a skill
  73.  
  74. Most spells don't roll to hit, being an automatic hit unless the target dodges or counters with some kind of interrupt
  75.  
  76. Some spells are listed as being unavoidable, meaning that no amount of evasive movement will avoid a homing projectile
  77.  
  78. (not even getting out of range), forcing you to use other methods to avoid the attack such as shielding, interrupting to
  79.  
  80. prevent the attack, or possibly hiding behind something else (see the individual spell description)
  81.  
  82.  
  83.  
  84. ---------------------------------------------------------------------------------------------------------------------
  85.  
  86.  
  87.  
  88. Player characters should select a race, although there is no mechanical difference between the races
  89. - Human
  90. - Elf
  91. - Yordle
  92. - Faunus
  93.  
  94.  
  95.  
  96. Skills
  97. Characters receive the following skill values to distribute at generation:
  98. One skill at Superb (rating 70)
  99. Two skills at Great (rating 60)
  100. Three skills at Good (rating 50)
  101. Four skills at Fair (rating 40)
  102. Five skills at Average (rating 30)
  103. All skills that aren't taken are assumed to be Mediocre (rating 20), unless the skill is anathema to the character's
  104.  
  105. concept, in which case it is Poor (rating 10) or even Terrible (rating 01). Even though there is no mechanical benefit to
  106.  
  107. doing so, it is a common genre convention for magical girls to be hyper-competent in certain areas and absolute rubbish in
  108.  
  109. others, so having one or two abilities at poor or terrible totally fits many character concepts.
  110.  
  111. When a character attempts to do something requiring a skill check, roll 3d100 with the skill rating as the target number,
  112.  
  113. with more successes (rolls equal or under) representing a more skillful or effective performance.
  114.  
  115. Skills List:
  116. Arithmetic - algebra, geometry, trigonometry, calculus
  117. Art - typically artforms based on manual dexterity, drawing, painting, sculpting
  118. Assets - finances, sometimes a car or expensive toys, often provided by parents
  119. Awareness - noticing things around you, seeing through deceptions
  120. Charm - soft persuasion, convincing someone of a viewpoint without trickery or threat
  121. Deceit - lying or making others believe something that is untrue
  122. Drive - safely operating a motor vehicle
  123. Empathy - reading and identifying with the emotions of others
  124. English - foreign language study, culture
  125. Family - homemaking skills, cooking, basic finance, management
  126. Fighting - broad selection of martial arts, wrestling, fighting skills, instinct, grit
  127. Grace - acrobatics, dancing, precision movement
  128. History - social studies, world history
  129. Investigate - search, inquiry, scrutiny, finding clues
  130. Kendo - proper sword fighting, but also combat instincts, spirit, awareness
  131. Larceny - theft, breaking and entering, other dubious endeavours
  132. Literature - Japanese language, culture, famous writings, philosophy
  133. Music - elective, can include singing or instruments, marching band, or other
  134. Occult - lore about the supernatural world, organizations, animals, etc
  135. Physique - stamina, constitution, strength
  136. Popularity - contacts, social support, sources of information, possibly intimidation
  137. Sciences - earth science, biology, chemistry, physics
  138. Shop - making or repairing things with your hands
  139. Sneak - hiding, or moving around without being seen or heart
  140. Sorcery - magical theory, small spellworks, cantrips, etc
  141. Taunt - provoking others into action, also intimidation
  142. Theatre - acting, but also production, props, casting, etc
  143. Will - keeping your cool, resisting pressure, self-control
  144.  
  145.  
  146.  
  147. None of these skills are likely to have combat applications, they're entirely for story uses.
  148.  
  149. For fluff reasons, blood type and astrological sign/animal are important (they're seen as having a huge influence on
  150.  
  151. personality type in Japan), as are personality archetypes (deredere, tsuntsun, tsundere, kuudere, dandere, yandere, sugoi,
  152.  
  153. genki, etc) and colours (hot-blooded red, girly pink, level-headed blue, bad boy/girl black, etc). These don't have any
  154.  
  155. mechanical impact, but they're a big part of the fandom.
  156.  
  157. Selecting race and skills is entirely separate from selecting a template for Star Guardian magic for combat, such that you
  158.  
  159. can generate this section of a character without choosing anything for a Star Guardian at all.
  160.  
  161.  
  162.  
  163. ---------------------------------------------------------------------------------------------------------------------
  164.  
  165.  
  166.  
  167. GLOSSARY
  168. Turn - a segment of combat time equal to about 4 seconds
  169.  
  170. Action - a segment of combat time that may be spent to carry out various activities, equal to roughly 1 second
  171.  
  172. Health (HP) - a numerical value representative of both the physical health of a character and the fighting spirit and
  173.  
  174. fatigue of a character, which results in a character being "fading" (incapacitated and deteriorating) when reduced to
  175.  
  176. zero. Often abbreviated to HP, and often differentiated further into Max HP and Current HP.
  177.  
  178. Health Regeneration (HP Regen) - the number of missing HP you regain at the start of each of your turns, often abbreviated
  179.  
  180. to HP Regen
  181.  
  182. Mana (MP) - magical energy, spent to cast spells, often abbreviated to MP, and further differentiated into Max MP and
  183.  
  184. Current MP
  185.  
  186. Mana Regeneration (MP Regen) - the number of missing MP you regain at the start of each of your turns, often abbreviated
  187.  
  188. to MP Regen
  189.  
  190. Speed - your movement rate in metres per action
  191.  
  192. Armour Factor (AR Factor) - defences against physical damage, gained from a variety of sources, then converted on a
  193.  
  194. diminishing scale to yield your armour save, this stat is never directly used during actual combat
  195.  
  196. Armour Save (AR Save) - your chance to avoid physical damage as a saving throw on a D100, derived from your Armour Factor,
  197.  
  198. abbreviated to AR Save
  199.  
  200. Magic Resist Factor (MR Factor) - defences against magical damage, gained from a variety of sources, then converted on a
  201.  
  202. diminishing scale to yield your magic resist save, this stat is never directly used during actual combat
  203.  
  204. Magic Resist Save (MR Save) - your chance to avoid magical damage as a saving throw on a D100, derived from your Magic
  205.  
  206. Resist Factor, abbreviated to MR Save
  207.  
  208. Tenacity - resistance to movement-impairing effects as a saving throw on a D100
  209.  
  210. Range - the maximum range of an attack or spell in metres, when included as part of a champion profile it refers to the
  211.  
  212. range of that champion's basic attack
  213.  
  214. Accuracy - the target number on a D100 in order to hit with a basic attack
  215.  
  216. Attack Damage (AD) - the base damage of a physical attack, sometimes also adds to certain spells, abbreviated AD
  217.  
  218. Armour Penenetration (AR Pen) - reduction to a target's armour save against basic attacks, abbreviated AR Pen
  219.  
  220. Life Steal (LS) - chance of regaining HP for each point of damage done with basic attacks
  221.  
  222. Threat - chance of a critical hit with a basic attack
  223.  
  224. Critical - multiplier to damage on basic attacks that critically hit
  225.  
  226. Ability Power (AP) - added damage for spells and abilities
  227.  
  228. Cooldown (CD) - the cooldown time after using a spell during which that same spell cannot be used again, counted in
  229.  
  230. actions
  231.  
  232. Cooldown Reduction (CDR) - reduction to cooldown time after using a spell, allowing spells to be cast more often
  233.  
  234. Spell Penenetration (Spell Pen) - reduction to a target's spirit save against spell attacks
  235.  
  236. Spell Vamp - chance of regaining HP for each point of damage done with spell attacks
  237.  
  238. Level - character level is used to determine many base stats
  239.  
  240. StarLight - currency used to purchase and upgrade Charms, abbreviated SL
  241.  
  242. Melee - Basic attacks with a maximum range of less than 4m, although there are some effects which can increase this (such
  243.  
  244. as Poppy's Iron Ambassador)
  245.  
  246. Ranged - Basic attacks with a maximum range of greater than 4m, although some effects may modify this.
  247.  
  248. Champion - an elite-level unit or character, which can refer to a Star Guardian PC or a powerful void creature
  249.  
  250. Minion - a low level unit, typically cannon fodder sent in droves to be used by the Void to supplement attacks while
  251.  
  252. champions do the real fighting
  253.  
  254. Master/Boss - a high level unit, typically a threat that requires an entire group of Star Guardians to face, such as giant
  255.  
  256. monster or a very powerful sorcerer, considered to be equal in power to several champions combined
  257.  
  258. Monster - designates creatures in service to the void
  259.  
  260. Star Guardian (SG) - player character, specifically teenagers selected by the First Star for the virtues of their
  261.  
  262. bloodlines to fight against the corruption of the Void
  263.  
  264. Base - the base value of a stat without any increases from anything except level (no masteries, no runes, no skills, no
  265.  
  266. charms, etc)
  267.  
  268. Bonus - the bonuses added to a stat without the base and level increase (essentially the opposite of Base, this separates
  269.  
  270. the base value with level scaling from all of the other sources to improve a stat)
  271.  
  272. On-Hit - an effect that occurs when a basic attack hits, usually extra damage but occasionally other effects
  273.  
  274. Crowd Control (CC) - a broad category of effects including Airborne, Charmed, Root, Silence, Slow, Stun, and Suppress,
  275.  
  276. which restrict the available actions that an enemy unit can take. CC effects are detailed individually in another section.
  277.  
  278.  
  279.  
  280. ---------------------------------------------------------------------------------------------------------------------
  281.  
  282.  
  283.  
  284. STATS IN GREATER DETAIL
  285.  
  286. TURN and ACTIONS
  287. Units receive 4 Actions per turn (although some activities may require more than 1 Action to perform). Durations for many
  288.  
  289. effects are also measured in Turns or Actions. A turn is roughly equal to 4 seconds, and a single action is about 1 second
  290.  
  291. long.
  292.  
  293. Health (HP) - HP have a current and maximum value. When suffering damage, it is subtracted from current HP total. When HP
  294.  
  295. is reduced to zero, a unit is incapacitated and incapable of taking actions until revived. Star Guardians go into a state
  296.  
  297. called 'fading' where they are down and incapable of action but can be revived, while all other units reduced to zero HP
  298.  
  299. are simply killed. HP maximum for a SG champion will typically range from about 450 up to perhaps 3500 with tanky
  300.  
  301. champions having more and all champions scaling up slowly as they gain levels.
  302.  
  303. Health Regeneration (HP Regen) - At the start of every turn, regain this number of missing HP, up to normal maximum. If a
  304.  
  305. star guardian has a HP Regen of less than 1, assume that they regain 1 HP at the start of every other turn until that
  306.  
  307. value has been increased to at least 1. Most SG champions will start at around 2 and scale up slowly, but HP Regen can
  308.  
  309. also be improved with masteries, runes, charms, and occasionally spells.
  310.  
  311. Mana (MP) - Mana points have a current and maximum value. When casting a spell, MP is subtracted to pay for it, and if the
  312.  
  313. total MP required to cast that spell is insufficient, that spell cannot be cast. Maximum MP for a champion will typically
  314.  
  315. range from 250 up to perhaps 2500, with spells costing 20-150 MP to cast and champions gaining higher maximum MP as they
  316.  
  317. gain levels.
  318.  
  319. Mana Regeneration (MP Regen) - At the start of every turn, regain this number of missing MP, up to normal maximum. If a
  320.  
  321. star guardian has an MP Regen of less than 1, assume that they regain 1 MP at the start of every other turn until that
  322.  
  323. value has been increased to at least 1. Most SG champions will start at around 1 or 2 and scale up slowly, but MP Regen
  324.  
  325. can also be improved with masteries, runes, charms, and occasionally spells.
  326.  
  327. Speed - When taking a movement action, this is the number of metres that you can move during that action. When you take a
  328.  
  329. movement action, any movement that you haven't used when you start your next action is lost. Movement rate will typically
  330.  
  331. vary from 6.5m to 6.8m but can potentially increase as high as 10m or more.
  332.  
  333. Armour Factor (AR Factor) - Armour is measured on a scale of diminishing returns to determine a saving throw target to
  334.  
  335. resist physical damage. As such, there are two values - armour factor and armour save. Armour factor is tallied from
  336.  
  337. various sources such as base from a SG template, scaling from level, and bonuses from spells, masteries, runes, and
  338.  
  339. charms. Armour factor can range from 0 to over 500, though diminishing returns tends to limit the value of AR Factor above
  340.  
  341. 200 or so. Armour Save is derived from Armour Factor. Armour protects against physical damage by providing a saving throw.
  342.  
  343. When suffering physical damage, 1d100 is rolled per point of damage suffered, and each result that is equal or less than
  344.  
  345. the armour save will prevent one point of damage from being subtracted from hit points. Star Guardians typically have 20-
  346.  
  347. 30 each in armour factor and magic resist factor and scale up from there to as much as 80 or so, but those intending to
  348.  
  349. tank damage for their allies will often stack a much higher amount, primarily through charms.
  350.  
  351. Magic Resist Factor (MR Factor) - Magic Resist is measured on the same scale of diminishing returns as Armour, the
  352.  
  353. difference is where armour protects from physical damage, Magic Resist protects from magic damage. The scale and
  354.  
  355. conversion from factor to save works the same.
  356.  
  357. Armour Save (AR Save) & Magic Resist Save (MR Save) - AR Factor and MR Factor both convert into their respective saves via
  358.  
  359. the same formula: Factor / (Factor + 100). The resulting AR Save and MR Save is a percentile chance of reducing damage on
  360.  
  361. a point for point basis. For testing against large amounts of damage, dice can be combined easily in Roll20, so this isn't
  362.  
  363. nearly as cumbersome as it sounds. For example, rolling an AR Save of 43 to resist 86 points of damage uses the dice code
  364.  
  365. of [[86d100<43]] and gives the amount of damage blocked as a total number of successes.
  366.  
  367. Tenacity - reduces the effects of most crowd control effects (blind, cripple, disarm, forced action, ground, nearsight,
  368.  
  369. root, silence, slow, stun, but not airborne, stasis, or suppression). When affected by one of the listed effects, the
  370.  
  371. duraction of the effect will be given in AP. For each AP of duration, roll a d100 with Tenacity as the target number, with
  372.  
  373. each result equal or lower reducing the duration of that effect by 1 AP. Tenacity is rated from 0 to 100 (where 100 would
  374.  
  375. mean effective immunity to crowd control effects.
  376.  
  377. Range - Attacks and Spells have a range value. Range is measured from the centre of your icon to the nearest edge of the
  378.  
  379. enemy icon. So long as a measurement from the centre of the source to the edge of a target is possible without being
  380.  
  381. interrupted by terrain, the attack is within range. Some effects have a radius which is measured in the same way, or may
  382.  
  383. cover a line that measures outward perpendicularly in the same way. Range for melee basic attacks is typically between
  384.  
  385. 2.5m and 3.5m while range for ranged basic attacks varies from 6m to 13m. Spells are even more scattered, with some having
  386.  
  387. very short range and others as much as 110m.
  388.  
  389. Accuracy - is the chance of an attack hitting on a D100 roll. Basic attacks are rolled in groups of three, thus 3d100,
  390.  
  391. with each result equal or less than the Accuracy rating being a hit. Accuracy rating ranges from 0 (automatic miss) to 100
  392.  
  393. (automatic hit) but is typically between 20 and 40, with a hard cap of 80.
  394.  
  395. Attack Damage (AD) - passively increases the damage on basic attacks and some spells. AD is typically rated from 40 to
  396.  
  397. perhaps 360 or more, though the fraction is only used for calculation and will be dropped during play. Attacks and spells
  398.  
  399. that benefit from AD should have their damage values pre-calculated between encounters.
  400.  
  401. Armour Penenetration (AR Pen) - reduces the benefit of armour to avoid damage from physical attacks. AR Pen can be rated
  402.  
  403. in a flat value of up to 80 or so, or as a percentage of armour ignored. A flat value is subtracted from AR Factor and is
  404.  
  405. thus more effective at boosting damage against targets with low AR values, while percentage reduces total (or sometimes
  406.  
  407. only bonus) value, and is thus more effective at boosting damage against targets with high AR values. Either way, AR Save
  408.  
  409. is recalculated based on the reduced AR Factor.
  410.  
  411. Life Steal (LS) - is the effect of healing from the damage dealt by basic attacks. After armour saves, for each point of
  412.  
  413. damage dealt, roll a d100 with a target equal to your LS. If successful, regain 1 HP up to your normal maximum. LS is
  414.  
  415. rated from 0 to perhaps 150. If LS reaches or exceeds 100, then the hundreds digit becomes automatic health regained, with
  416.  
  417. the remaining digits still rolled against 1d100 per point of damage for potentially 1 more HP each. Note that while basic
  418.  
  419. attacks almost always deal physical damage, there are sources of additional damage that may be magic damage, but these are
  420.  
  421. almost universally 'on-hit' effects, which are not considered to be part of the basic attack (and unless they are directly
  422.  
  423. the result of a spell, aren't considered to be spells either). On-hit effects are not subject to Life Steal, although On-
  424.  
  425. hit effects that are caused by a spell are subject to Spell Vamp (see below). Groups of damage can be rolled together on
  426.  
  427. Roll20 in the same way as AR and MR Saves - 240 damage with Lifesteal 48 would be rolled as [[240d100<48]] with the result
  428.  
  429. being how much health is regained.
  430.  
  431. Threat - is the chance that a basic attack will be a critical hit. When a basic attack hits but before damage is
  432.  
  433. calculated, roll a d100 against threat as a target number for each hit scored, equal or less confirms the hit as a
  434.  
  435. critical. Critical hits deal double damage unless stated otherwise, but the rider effects from spells and on-hit abilities
  436.  
  437. are not included. Additional points of threat above 100 have no further effect.
  438.  
  439. Ability Power (AP) - passively increases the damage on spell attacks and some other abilities. AP is typically rated from
  440.  
  441. 0 to perhaps 500 or more, though the fraction is only used for calculation and will be dropped during play. Attacks and
  442.  
  443. spells that benefit from AP should have their damage values pre-calculated between encounters.
  444.  
  445. Cooldown (CD) - is an amount of time after using a given attack, spell, charm, or other ability during which that same
  446.  
  447. ability cannot be used again. CD is measured in either turns or AP and will be clearly marked as such
  448.  
  449. Cooldown Reduction (CDR) - is a reduction to cooldowns, measured in a value of 0 to 40% (45% with a specific mastery).
  450.  
  451. Most spells will have a CD that includes a formula for how much CDR will reduce the CD.
  452.  
  453. Spell Penenetration (Spell Pen) - reduces the benefit of Magic Resist to avoid damage from magic attacks. Spell Pen is
  454.  
  455. rated and calculatted the same way as AR Pen.
  456.  
  457. Spell Vamp - is the effect of healing from the damage dealt by spells. The mechanics work the same as for Life Steal, but
  458.  
  459. apply to spells instead of basic attacks. Note that spells may do physical or magic damage or even a combination of the
  460.  
  461. two, but Spell Vamp applies to both damage types. Spells occasionally add on-hit damage to basic attacks, in which case
  462.  
  463. the on-hit damage is subject to Spell Vamp while the basic attack itself is still governed by Life Steal, which can be an
  464.  
  465. important distinction.
  466.  
  467. Level - champions gain levels, beginning from level 1 and ending at level 18. Many stats scale up with level, and many
  468.  
  469. slots for masteries, runes, and spells open up as levels are gained.
  470.  
  471. StarLight - is a spendable currency used to obtain and upgrade various charms. StarLight comes from gaining the favour of
  472.  
  473. the First Star, typically by slaying the creatures of the void that are attempting to invade the world. StarLight is
  474.  
  475. measured in points, with the cheapest charms costing 125 and the most expensive ranging up to almost 4000.
  476.  
  477. Melee - Basic attacks with a maximum range of less than 4m, although there are some effects which can increase this (such
  478.  
  479. as Poppy's Iron Ambassador). Melee attacks are an important restriction for certain charms, such as The Black Cleaver,
  480.  
  481. Ravenous Hydra, or Titanic Hydra.
  482.  
  483. Ranged - Basic attacks with a maximum range of greater than 4m, although some effects may modify this. Ranged attacks are
  484.  
  485. an important distinction for some charms that give reduced benefits such as The Black Cleaver, Masteries such as Fervor of
  486.  
  487. Battle, or charms that require ranged attacks such as Rapid Firecannon.
  488.  
  489. On-Hit - an effect that occurs when a basic attack hits, usually extra damage but occasionally other effects. Some spells
  490.  
  491. can apply on-hit effects as well, such as Ezreal's Mystic Shot.
  492.  
  493.  
  494.  
  495. ---------------------------------------------------------------------------------------------------------------------
  496.  
  497.  
  498.  
  499. Each Star Guardian is granted power by the First Star, to defend the world against the chaotic corruption of the Void.
  500.  
  501. Which powers are granted to a given Star Guardian depends on their bloodline, as each Star Guardian is the reincarnation
  502.  
  503. of a previous one, and typically destined to burn brightly and die young.
  504.  
  505. (Thus, Star Guardian abilities are based on a theme, and are pre-generated. I might make more templates at a later date,
  506.  
  507. but for now the templates are balanced, if somewhat restrictive. There are ten templates for now, each with a theme and a
  508.  
  509. role that will synergize with each other. No one template can be or do everything at once, which plays into the theme of
  510.  
  511. teamwork common to Magical Girl and Sentai series. Creating new abilities is unlikely without a huge amount of effort and
  512.  
  513. large risk of disbalance.)
  514.  
  515. Levels are gained when the story calls for them. Characters will begin at level 1 and gradually rank up to level 18 at
  516.  
  517. most. Each character has a template that includes the base values for most stats at any given level, and which five
  518.  
  519. special abilities/spells are included. Further, characters will unlock the following as they rank up as well:
  520. - 18 Spell Rank Points
  521. - 10 Mastery Slots
  522. - 12 Rune slots
  523. - 2 Auxiliary Spell Slots
  524. - 6 Charm Slots
  525. - 15 Starting Skills
  526.  
  527.  
  528.  
  529. At level 1, you will start by
  530. - Selecting a race and general concept
  531. - Selecting 15 skills and distributing the values of 70, 60, 60, 50, 50, 50, 40, 40, 40, 40, 30, 30, 30, 30, and 30 among
  532.  
  533. them, optionally one to three skills at 10 or even 01
  534. - Selecting a Star Guardian template, which dictates your spells, stats, familiar(s), and past life
  535. - Spending 1 Spell Rank Point
  536.  
  537. The selection of Masteries, Runes, Auxiliary Spells, and Charms will happen as you level up.
  538.  
  539. The pregenerated PC templates:
  540. - Lux, The Lady of Luminosity (supportive mage, good CC, burst, AoE, some ally shielding, long range blast)
  541. - Janna, The Storm's Fury (purely support, some CC, good peel, shielding, some healing)
  542. - Jinx, The Loose Cannon (primary damage dealer, some CC, some area denial, small AoE, great sustained damage)
  543. - Lulu, The Starlit Sorceress (jack of all, can fill most roles except tank but needs to specialise to do so)
  544. - Poppy, The Keeper of the Hammer (tank or bruiser, tough, some CC, body blocking, self shield)
  545. - Ahri, The Nine-Tailed Fox (mobile mage, some CC, great burst, some AoE, movement boost, multi-dash)
  546. - Ezreal, The Prodigal Explorer (primary damage dealer, blink, rapid fire on single targets, long range blast)
  547. - Miss Fortune, The Bounty Hunter (primary damage dealer, good AoE, some CC, good sustained damage on paired targets)
  548. - Soraka, The Starchild (purely support, excellent healer, good AoE, good CC, good interrupt)
  549. - Syndra, The Dark Sovereign (mage, good CC, good AoE, excellent single-target burst)
  550.  
  551. Spell Rank Points
  552. Each template has a passive benefit, three active spells, and an ultimate spell. The passive typically scales with level
  553.  
  554. and doesn't spending points to improve it, while the other four abilities can be ranked up individually. Characters
  555.  
  556. receive 1 spell rank point each level, which can be allocated to one of four spells, defined by your champion template.
  557.  
  558. Characters will thus have 18 spell rank points at 18th level, allocated 5 each for three active spells and 3 for ultimate.
  559.  
  560. Additionally, your level limits how many spell rank points can be allocated to a single spell while levelling up, listed
  561.  
  562. below:
  563.  
  564. Max spell ranks in a single spell by level
  565. Level Active Ultimate
  566. 1-2 1 0
  567. 3-4 2 0
  568. 5 3 0
  569. 6 3 1
  570. 7-8 4 1
  571. 9-10 5 1
  572. 11-15 5 2
  573. 16-18 5 3
  574.  
  575. Mastery
  576. Characters eventually unlock a total of 10 mastery slots, which grant small bonuses to certain stats or under certain
  577.  
  578. circumstances. Masteries are split into three trees of six tiers each, where you can only select one of 2-3 options at a
  579.  
  580. given tier, and each selection acts as a prerequisite for the next tier down. The best abilities are at the 6th tier
  581.  
  582. within each tree, but due to only having 10 slots, you will only ever be able to take one such keystone ability. The three
  583.  
  584. trees are Ferocity, Cunning, and Resolve. Which masteries are taken may be changed freely between encounters with no cost,
  585.  
  586. but cannot be changed during combat. The same list of masteries is available to all characters, though not every mastery
  587.  
  588. will be useful to every character.
  589.  
  590. Runes
  591. Runes form another set of slots that can be used to buy small bonuses to certain stats, although their benefits are far
  592.  
  593. less circumstancial than Masteries. 12 Rune slots can be unlocked, which are broken down into three slots each for Seal,
  594.  
  595. Glyph, Mark, and Quintessence. Runes can be changed freely between encounters with no cost, but cannot be changed during
  596.  
  597. combat. The same list of runes is available to all characters, but is much more easily tailored to a character than
  598.  
  599. masteries often are, since there are no prerequisites.
  600.  
  601. Auxiliary Spell Slots
  602. Auxiliary spells are spells with no mana cost, which can be used only once per encounter. They each provide a momentary
  603.  
  604. benefit that is often most useful to help surviving a crisis, and then cannot be used again until at least a major scene
  605.  
  606. change or transition. Characters will eventually unlock two slots for auxiliary spells, which can be changed freely
  607.  
  608. between encounters with no cost, but cannot be changed during combat. Additionally, each of the four spells has level
  609.  
  610. requirements in order to equip it.
  611.  
  612. Charms
  613. As part of becoming a Star Guardian, characters receive a charm bracelet (or similar item, often jewelry but can take
  614.  
  615. other forms). This item serves to gather starlight to fuel the powers of the Star Guardian it is bound to, protect her
  616.  
  617. form if she is incapacitated, and reinvigorate another nearby Star Guardian that has been incapacitated (returning herm to
  618.  
  619. fighting shape, if perhaps not in ideal health). Additionally, the charm bracelet can have up to six charms attached.
  620.  
  621. Charms are arcane symbols drawn onto small embellishments which provide passive and/or active benefits to the Star
  622.  
  623. Guardian carrying them. Unlike Masteries, Runes, and Auxiliary Spell Slots, Charms cannot be freely swapped as they have a
  624.  
  625. StarLight cost to create them, of which only a 40% portion is refunded if the Charm is broken down. Charms can only be
  626.  
  627. changed between encounters, but prices and costs must be observed.
  628.  
  629. Many charms can be upgraded into more powerful versions at greater cost, or can be combined to make more powerful versions
  630.  
  631. with an array of benefits. Some charms have active abilities which have cooldowns in the same way as spells (although they
  632.  
  633. are unaffected by CDR and typically cost no mana to cost). The majority of charms, however, are useful for their passive
  634.  
  635. benefits, increasing a variety of stats or providing some other benefit.
  636.  
  637. Starting Skills
  638. Skills are non-combat abilities for roleplay purposes. The initial distribution gives a few skills at very high level and
  639.  
  640. a larger number of skills at low level to round out your character. Skills are typically rolled as a target number for
  641.  
  642. 3d100 in the same way as attacks.
  643.  
  644.  
  645.  
  646. ---------------------------------------------------------------------------------------------------------------------
  647.  
  648.  
  649.  
  650. Character templates set a large number of stats to base values and dictate the rate that those stats scale up with level.
  651.  
  652. A template also sets your passive, active, and ultimate spells that you will spend spell rank points on. Certain other
  653.  
  654. stats begin at 0 and do not scale based on character template, but rather via Runes, Masteries, and Charms only. Stats
  655.  
  656. which start at zero and do not scale are:
  657. - CDR
  658. - AP
  659. - Spell Pen
  660. - Spell Vamp
  661. - AR Pen
  662. - LS
  663. - Threat
  664. - Tenacity
  665.  
  666. Where a value is written 3 or 5 times separated by slashes, that refers to a value that changes as that spell is levelled
  667.  
  668. up. For most spells, the MP cost may increase, the CD may decrease, and the base damage may increase as spell rank points
  669.  
  670. are committed to a spell. Cooldowns have their own column where they are pre-calculated by spell rank and by CDR values of
  671.  
  672. 5 through 45.
  673.  
  674. All champions have a basic attack, which always costs 1 action to use, has a one action static CD, and doesn't count as a
  675.  
  676. spell. Basic attacks roll 3d100 to hit with Accuracy as the target number (potentially resulting in up to 3 hits if all 3
  677.  
  678. dice roll equal to or under Accuracy rating individually). Many spells, charms, and other benefits trigger on the first
  679.  
  680. attack to hit within a given turn, which is more specifically the first basic attack to successfully hit, and only applies
  681.  
  682. to the first hit, even if a single basic attack action results in 2 or 3 separate hits.
  683.  
  684.  
  685.  
  686. Star Guardian mantles are based on the spirit of the previous Star Guardian who died while carrying that mantle of power.
  687.  
  688. Thus, the new Star Guardian who takes on the mantle of power from Lux, the Lady of Luminosity will inherit her wand, her
  689.  
  690. basic powers, and some of her memories. The new Star Guardian who takes on the mantle of power from Jinx, the Loose Cannon
  691.  
  692. will inherit her starfire guns, her basic powers, Shiro and Kuro as familiars, and some of the memories of Jinx' life as a
  693.  
  694. Star Guardian. Naturally, this will colour the perceptions of the new Star Guardian to inherit the powers of her
  695.  
  696. predecessor, as will the magical bonding to the power of the First Star, but each Star Guardian is still her own person,
  697.  
  698. able to make use of her new powers as she sees fit.
  699.  
  700.  
  701.  
  702. Star Guardian Templates
  703.  
  704.  
  705.  
  706. Lux, The Lady of Luminosity
  707.  
  708. Base Base Base Base Base Base Base Basic Basic Base
  709. HP HP MP MP AR MR Speed Attack Attack AD
  710. Level Max Regen Max Regen Factor Factor Range Accuracy
  711. 1 478 2.17 384 2.4 18.7 30 6.6 11 20 53.5
  712. 2 534.88 2.33 417.84 2.63 21.58 30.36 6.6 11 20.2 55.89
  713. 3 594.92 2.49 453.56 2.87 24.62 30.74 6.6 11 20.4 58.42
  714. 4 657.33 2.67 490.69 3.13 27.78 31.14 6.6 11 20.62 61.04
  715. 5 722.11 2.85 529.23 3.39 31.06 31.55 6.6 11 20.84 63.77
  716. 6 790.05 3.04 569.65 3.66 34.5 31.98 6.6 11 21.07 66.63
  717. 7 861.15 3.24 611.95 3.95 38.1 32.43 6.6 11 21.32 69.62
  718. 8 934.62 3.44 655.66 4.25 41.82 32.89 6.6 11 21.57 72.71
  719. 9 1010.46 3.66 700.78 4.56 45.66 33.37 6.6 11 21.83 75.9
  720. 10 1089.46 3.88 747.78 4.88 49.66 33.87 6.6 11 22.11 79.22
  721. 11 1171.62 4.11 796.66 5.21 53.82 34.39 6.6 11 22.39 82.68
  722. 12 1256.15 4.34 846.95 5.55 58.1 34.93 6.6 11 22.68 86.24
  723. 13 1343.05 4.58 898.65 5.9 62.5 35.48 6.6 11 22.98 89.89
  724. 14 1433.11 4.84 952.23 6.27 67.06 36.05 6.6 11 23.29 93.68
  725. 15 1526.33 5.1 1007.69 6.65 71.78 36.64 6.6 11 23.61 97.6
  726. 16 1621.92 5.36 1064.56 7.03 76.62 37.24 6.6 11 23.94 101.62
  727. 17 1719.88 5.64 1122.84 7.43 81.58 37.86 6.6 11 24.28 105.75
  728. 18 1821 5.92 1183 7.84 86.7 38.5 6.6 11 24.62 110
  729.  
  730. Ability Ability Ability Ability
  731. A B C D
  732. Skill CD CD CD CD
  733. 1 6 7 5 40
  734. 2 6 6 5 32
  735. 3 6 6 5 25
  736. 4 6 5 5
  737. 5 5 5 5
  738. CDR Turns Turns Turns Turns
  739. 5% 0 -1 -1 -2
  740. 10% 0 -1 -1 -3
  741. 15% -1 -1 -1 -4
  742. 20% -1 -1 -1 -5
  743. 25% -1 -2 -2 -7
  744. 30% -1 -2 -2 -8
  745. 35% -2 -2 -2 -9
  746. 40% -2 -2 -2 -10
  747. 45% -2 -3 -3 -12
  748.  
  749. Passive Ability - Illumination
  750. - Lux's offensive abilities mark all affected enemies with light energy for 3 turns. Her basic attacks and Final Spark
  751.  
  752. consume the mark, dealing 10 + (Level * 10) + (20% of AP) bonus magic damage.
  753.  
  754. Ability A - Light Binding
  755. - Tange: 23.5m
  756. - Cost: 1 Action, 50 / 55 / 60 / 65 / 70 Mana
  757. - Active: Lux releases a sphere of light in a straight line outward to maximum range that deals magic damage to the first
  758.  
  759. two enemies hit and roots them for 4 actions.
  760.  
  761. Ability B - Prismatic Barrier
  762. - Range: 21.5m
  763. - Cost: 1 Action, 60 Mana
  764. - Base Shield: 50 / 65 / 80 / 95 / 110 + (20% of AP)
  765. - Empowered Shield: 100 / 130 / 160 / 190 / 220 + (20% of AP)
  766. - Active: Lux launches her wand in the target direction, which then returns to her at the end of her turn after reaching
  767.  
  768. maximum range. Allied champions in its path are shielded for 6 Actions, which stacks on subsequent applications. Lux is
  769.  
  770. shielded immediately upon cast, and again when the wand returns. The wand flies to maximum range in the specified
  771.  
  772. direction, then returns at the end of Lux' turn in a straight line from the original target to her new location
  773. - If Lux shields at least one other ally on the outgoing path, the returning wand will grant twice as much shield.
  774.  
  775. Ability C - Lucent Singularity
  776. - Range: 20m
  777. - Cost: 1 Action, 70 / 85 / 100 / 115 / 130 Mana
  778. - Radius: 7m
  779. - Slow: 1.7m / 2m / 2.3m / 2.7m / 3m
  780. - Magic Damage: 60 / 105 / 150 / 195 / 240 + (60% of AP)
  781. - Active: Lux sends an anomaly of twisted light to the target area, slowing nearby enemies while they're within the radius
  782.  
  783. and granting sight of the area around it for up to 10 actions.
  784. - At the end of the duration or if you choose to end it early, the singularity detonates, dealing magic damage to all
  785.  
  786. enemies in the area and ending the slowing effect.
  787.  
  788. Ability D (Ultimate) - Final Spark
  789. - Range: 66.8m
  790. - Cost: 3 Actions, 100 Mana
  791. - Magic Damage: 300 / 400 / 500 + (75% of AP)
  792. - Cooldown Refund: 10% / 30% / 50%
  793. - Active: After gathering energy for a moment (cast time included in the cost), Lux fires a giant laser in a line that
  794.  
  795. deals magic damage to all enemies hit along a 3m wide beam. If Final Spark kills at least one enemy champion, a percentage
  796.  
  797. of its remaining cooldown is refunded (even if it kills multiple enemy champions, it only reduces the cooldown once).
  798.  
  799. Final Spark will only detonate Illumination if the target already has it, and will apply Illumination again after it hits
  800.  
  801. regardless.
  802.  
  803.  
  804.  
  805. Janna, The Storm's Fury
  806.  
  807. Base Base Base Base Base Base Base Basic Basic Base
  808. HP HP MP MP AR MR Speed Attack Attack AD
  809. Level Max Regen Max Regen Factor Factor Range Accuracy
  810. 1 500 2.17 350 4.6 19.4 30 6.4 11 20 46
  811. 2 550.4 2.33 396.08 4.72 22.14 30.36 6.4 11 20.42 47.08
  812. 3 603.6 2.49 444.72 4.84 25.02 30.74 6.4 11 20.87 48.22
  813. 4 658.9 2.67 495.28 4.96 28.03 31.14 6.4 11 21.34 49.41
  814. 5 716.3 2.85 547.76 5.09 31.14 31.55 6.4 11 21.82 50.64
  815. 6 776.5 3.04 602.8 5.23 34.41 31.98 6.4 11 22.33 51.93
  816. 7 839.5 3.24 660.4 5.38 37.83 32.43 6.4 11 22.86 53.28
  817. 8 904.6 3.44 719.92 5.52 41.36 32.89 6.4 11 23.41 54.67
  818. 9 971.8 3.66 781.36 5.68 45.01 33.37 6.4 11 23.98 56.11
  819. 10 1041.8 3.88 845.36 5.84 48.81 33.87 6.4 11 24.57 57.61
  820. 11 1114.6 4.11 911.92 6 52.76 34.39 6.4 11 25.18 59.17
  821. 12 1189.5 4.34 980.4 6.18 56.83 34.93 6.4 11 25.81 60.78
  822. 13 1266.5 4.58 1050.8 6.35 61.01 35.48 6.4 11 26.46 62.43
  823. 14 1346.3 4.84 1123.76 6.53 65.34 36.05 6.4 11 27.13 64.14
  824. 15 1428.9 5.1 1199.28 6.72 69.83 36.64 6.4 11 27.83 65.91
  825. 16 1513.6 5.36 1276.72 6.92 74.42 37.24 6.4 11 28.54 67.72
  826. 17 1600.4 5.64 1356.08 7.12 79.14 37.86 6.4 11 29.27 69.58
  827. 18 1690 5.92 1438 7.32 84 38.5 6.4 11 30.03 71.5
  828.  
  829. Ability Ability Ability Ability
  830. A B C D
  831. Skill CD CD CD CD
  832. 1 7 6 5 75
  833. 2 6 6 5 67
  834. 3 6 6 5 60
  835. 4 5 6 5
  836. 5 5 6 5
  837. CDR Turns Turns Turns Turns
  838. 5% -1 -1 -1 -3
  839. 10% -1 -1 -1 -6
  840. 15% -1 -1 -1 -9
  841. 20% -1 -1 -1 -12
  842. 25% -2 -2 -2 -15
  843. 30% -2 -2 -2 -18
  844. 35% -2 -2 -2 -21
  845. 40% -2 -3 -2 -24
  846. 45% -3 -3 -3 -27
  847.  
  848. Passive Ability - Tailwind
  849. - Effect Radius: 25m
  850. - Innate: Janna passively gains 0.5m bonus movement speed and grants the same amount to nearby allied champions moving
  851.  
  852. towards her.
  853. - Janna's basic attacks and Zephyr deal bonus on-hit magic damage equal to 8x / 13x / 18x her bonus movement speed at
  854.  
  855. levels 1 / 7 / 13.
  856.  
  857. Ability A - Howling Gale
  858. - Cost: 60 / 80 / 100 / 120 / 140 Mana
  859. - Range: 20m base, +2.5m per Action charging, 35m maximum
  860. - Knock Up: 1 Action duration, +1 per 3 Actions spend charging
  861. - Base Magic Damage: 60 / 85 / 110 / 135 / 160 + (35% of AP)
  862. - Charging Magic Damage: 7.5 / 10 / 12.5 / 15 / 17.5 + (5% of AP) per Action charging, maximum at 105 / 145 / 185 / 225 /
  863.  
  864. 265 + (65% of AP)
  865. - Active: You summon a whirlwind at your current location and set a target direction, which can be released immediately or
  866.  
  867. allowed to charge for up to 6 Actions. Its range, speed, damage, and knockup duration increase for each Action that it is
  868.  
  869. left charging. At the end of the duration or earlier if desired, the whirlwind launches itself in the target direction
  870.  
  871. dealing magic damage to all enemies it passes through and knocking them up. The whirlwind has a 1.2m radius, and the
  872.  
  873. direction cannot be changed once it is summoned.
  874.  
  875. Ability B - Zephyr
  876. - Cost: 1 Action, 50 / 60 / 70 / 80 / 90 Mana
  877. - Range: 11m
  878. - Bonus Movement Speed: 0.3m / 0.4m / 0.5m / 0.6m / 0.7m
  879. - Magic Damage: 60 / 115 / 170 / 225 / 280 + (50% of AP)
  880. - Slow: 1.5m / 1.8m / 2.1m / 2.4m / 2.7m + (0.1m per 25 AP)
  881. - Passive: While Zephyr is not on cooldown, Janna is aided by a air elemental who ghosts her and grants her bonus movement
  882.  
  883. speed.
  884. - Active: Janna commands her air elemental to attack the target enemy, dealing them magic damage and slowing them for 4
  885.  
  886. actions.
  887.  
  888. Ability C - Eye of the Storm
  889. - Cost: 70 / 80 / 90 / 100 / 110 Mana
  890. - Range: 16m
  891. - Shield Strength: 70 / 105 / 140 / 175 / 210 + (70% of AP)
  892. - Bonus Attack Damage: 10 / 17.5 / 25 / 32.5 / 40 + (10% of AP)
  893. - Active: Janna shields the target allied champion, allied turret, or herself for 5 seconds, granting her target bonus
  894.  
  895. attack damage while the shield holds.
  896.  
  897. Ability D (Ultimate) - Monsoon
  898. - Cost: 1 Action, 100 Mana, can be channelled for up to 5 additional Actions
  899. - Push Radius: 17.5m
  900. - Healing Radius: 14.5m
  901. - Healing per Action: 50 / 75 / 100 + (25% of AP) for a maximum of 300 / 450 / 600 + (150% of AP)
  902. - Active: Janna knocks back all nearby enemies up to 17.5m based on their proximity to her, stunning them for 1 action and
  903.  
  904. channels for up to 5 additional actions, releasing soothing winds that heal nearby allies every while channeling (the
  905.  
  906. first action counts for healing as well as all following actions for up to 6, if Janna takes any action other than
  907.  
  908. channelling the effect ends immediately.
  909.  
  910.  
  911.  
  912. Jinx, The Loose Cannon
  913.  
  914. Base Base Base Base Base Base Base Basic Basic Base
  915. HP HP MP MP AR MR Speed Attack Attack AD
  916. Level Max Regen Max Regen Factor Factor Range Accuracy
  917. 1 518 2.34 246 2.67 22.9 30 6.5 10.5 20 58.5
  918. 2 577.04 2.48 278.4 2.96 25.42 30.36 6.5 10.5 20.14 60.23
  919. 3 639.36 2.63 312.6 3.26 28.08 30.74 6.5 10.5 20.3 62.06
  920. 4 704.14 2.79 348.15 3.58 30.85 31.14 6.5 10.5 20.45 63.96
  921. 5 771.38 2.95 385.05 3.91 33.72 31.55 6.5 10.5 20.62 65.93
  922. 6 841.9 3.12 423.75 4.25 36.73 31.98 6.5 10.5 20.79 68
  923. 7 915.7 3.3 464.25 4.61 39.88 32.43 6.5 10.5 20.97 70.17
  924. 8 991.96 3.49 506.1 4.99 43.13 32.89 6.5 10.5 21.16 72.41
  925. 9 1070.68 3.68 549.3 5.37 46.49 33.37 6.5 10.5 21.35 74.72
  926. 10 1152.68 3.88 594.3 5.77 49.99 33.87 6.5 10.5 21.55 77.12
  927. 11 1237.96 4.08 641.1 6.19 53.63 34.39 6.5 10.5 21.76 79.62
  928. 12 1325.7 4.3 689.25 6.62 57.38 34.93 6.5 10.5 21.97 82.2
  929. 13 1415.9 4.52 738.75 7.06 61.23 35.48 6.5 10.5 22.19 84.84
  930. 14 1509.38 4.74 790.05 7.51 65.22 36.05 6.5 10.5 22.42 87.59
  931. 15 1606.14 4.98 843.15 7.99 69.35 36.64 6.5 10.5 22.65 90.43
  932. 16 1705.36 5.22 897.6 8.47 73.58 37.24 6.5 10.5 22.9 93.34
  933. 17 1807.04 5.47 953.4 8.97 77.92 37.86 6.5 10.5 23.14 96.32
  934. 18 1912 5.72 1011 9.48 82.4 38.5 6.5 10.5 23.4 99.4
  935.  
  936. Ability Ability Ability Ability
  937. A B C D
  938. Skill CD CD CD CD
  939. 1 2 16 12 45
  940. 2 2 14 10 37
  941. 3 2 12 8 30
  942. 4 2 10 7
  943. 5 2 8 5
  944. CDR Actions Actions Turns Turns
  945. 5% 0 -1 -1 -2
  946. 10% 0 -1 -1 -3
  947. 15% 0 -2 -1 -5
  948. 20% 0 -2 -1 -6
  949. 25% 0 -2 -2 -8
  950. 30% 0 -3 -2 -9
  951. 35% 0 -3 -2 -11
  952. 40% 0 -4 -2 -12
  953. 45% 0 -4 -3 -14
  954.  
  955. Passive Ability - Get Excited!
  956. - Innate: Whenever an enemy champion, turret or inhibitor dies within 1 turn of being damaged by Jinx, she gains 9m / 6m /
  957.  
  958. 3m bonus movement speed which decays over 3 turns (9m for the first turn, 6m for the second, 3m for the third).
  959.  
  960. Additionally, she gains 3 accuracy for the same 3 turn duration. The bonus accuracy stacks indefinitely so long as she can
  961.  
  962. keep getting kills, while the bonus movement speed resets the duration.
  963.  
  964. Ability A - Switcheroo!
  965. - Static Cooldown: 2 Actions unaffected by CDR
  966. - Blast Radius: 3m
  967. - Cost: 20 Mana per attack
  968. - Enhanced Range: 1.5m / 2m / 2.5m / 3m / 3.5m (for a total range of 12m / 12.5m / 13m / 13.5m / 14m)
  969. - Bonus Accuracy from Spell Rank: 6 / 8 / 10 / 12 / 14
  970. - Bonus Accuracy from Level: 1 per level beginning at level 5 (maximum 14 at level 18, total of 28 when combined with rank
  971.  
  972. 5)
  973. - Toggle: Jinx switches between Shiro and Kuro, which have different effects on her basic attacks.
  974. - Shiro: As soon as Jinx hits with 3 basic attacks in the same turn, she becomes Rev'd Up, which gives bonus attack speed
  975.  
  976. and lasts until she doesn't make a basic attack for an entire turn. The accuracy gained scales with both Jinx' level and
  977.  
  978. the ranks invested in Switcheroo!.
  979. - Kuro: Jinx loses 25% of all bonus accuracy and her basic attacks cost mana, but they have increased range and hit all
  980.  
  981. enemies around the main target. The area damage is also capable of causing critical hits. Kuro will allow maintaining
  982.  
  983. Rev'd Up, but only gains bonus accuracy from Rev'd Up for the first attack made after switching.
  984.  
  985. Ability B - Zzzap!
  986. - Range: 29m
  987. - Cost: 2 Actions, 50 / 60 / 70 / 80 / 90 Mana
  988. - Physical Damage: 10 / 60 / 110 / 160 / 210 + (140% of AD)
  989. - Slow: 2m / 2.7m / 3.3m / 4m / 4.7m
  990. - Active: Jinx fires a shock blast in a straight line that deals damage to the first enemy it hits, revealing and slowing
  991.  
  992. them for 4 Actions.
  993.  
  994. Ability C - Chomp-Chomp!
  995. - Range: 18m
  996. - Cost: 70 Mana
  997. - Blast Radius: 1m
  998. - Magic Damage: 70 / 120 / 170 / 220 / 270 + (100% of AP)
  999. - Active: Jinx tosses out 3 chompers that are always 1.6m apart from each other and equally distant from Jinx, that arm 1
  1000.  
  1001. action later, and explode automatically after the end of the next enemy turn. Once armed, the chompers will explode on
  1002.  
  1003. contact with enemy champions. Exploding chompers damage all enemies within a small area, and champions that set them off
  1004.  
  1005. are rooted for 3 Actions. A single champion can only set off a single chomper, and can onl be damaged by one, even if they
  1006.  
  1007. remain in range when they explode.
  1008.  
  1009. Ability D (Ultimate) - Double Trouble!
  1010. - Range: Unlimited
  1011. - Cost: 2 Actions, 100 Mana
  1012. - Speed: 30/50m (30m for the first Action, 50m per Action after that)
  1013. - Blast Radius: 4.5m
  1014. - Physical damage, primary target, rocket has traveled <15m: 75 / 105 / 135 + (45% of Bonus AD)
  1015. - Physical damage, secondary target, rocket has traveled <15m: 60 / 84 / 108 + (36% of Bonus AD)
  1016. - Physical damage, primary target, rocket has traveled 15-30m: 200 / 280 / 350 + (120% of Bonus AD)
  1017. - Physical damage, secondary target, rocket has traveled 15-30m: 160 / 224 / 280 + (96% of Bonus AD)
  1018. - Physical damage, primary target, rocket has traveled >30m: 250 / 350 / 450 + (150% of Bonus AD)
  1019. - Physical damage, secondary target, rocket has traveled >30m: 200 / 280 / 350 + (120% of Bonus AD)
  1020. - Physical damage, primary target, based on missing health: (25% / 30% / 35% of target's missing health)
  1021. - Physical damage, secondary target, based on missing health: (20% / 24% / 28% of target's missing health)
  1022. - Active: Jinx combines Shiro and Kuro into a single projectile fired in a straight line from her location. The projectile
  1023.  
  1024. travels 30m for the first 1 AP, then 50m for every AP after that, passing over minions but striking any enemy champion or
  1025.  
  1026. epic monster it collides with. Upon impact, it expodes in an area, dealing greater damage to the primary target, and
  1027.  
  1028. additional damage based on each target's missing health. Base and scaling damage are reduced if the projectile has not
  1029.  
  1030. reached maximum speed, but damage from missing health is not.
  1031.  
  1032.  
  1033.  
  1034. Lulu, The Starlit Sorceress
  1035.  
  1036. Base Base Base Base Base Base Base Basic Basic Base
  1037. HP HP MP MP AR MR Speed Attack Attack AD
  1038. Level Max Regen Max Regen Factor Factor Range Accuracy
  1039. 1 525 2.4 350 4.4 19.2 30 6.6 11 20 46.4
  1040. 2 578.28 2.57 389.6 4.57 21.86 30.36 6.6 11 20.32 48.27
  1041. 3 634.52 2.76 431.4 4.76 24.68 30.74 6.6 11 20.67 50.25
  1042. 4 692.98 2.94 474.85 4.94 27.6 31.14 6.6 11 21.02 52.3
  1043. 5 753.66 3.14 519.95 5.14 30.63 31.55 6.6 11 21.39 54.43
  1044. 6 817.3 3.35 567.25 5.35 33.82 31.98 6.6 11 21.78 56.67
  1045. 7 883.9 3.56 616.75 5.56 37.15 32.43 6.6 11 22.18 59.01
  1046. 8 952.72 3.79 667.9 5.79 40.59 32.89 6.6 11 22.6 61.43
  1047. 9 1023.76 4.02 720.7 6.02 44.14 33.37 6.6 11 23.03 63.92
  1048. 10 1097.76 4.26 775.7 6.26 47.84 33.87 6.6 11 23.48 66.52
  1049. 11 1174.72 4.51 832.9 6.51 51.69 34.39 6.6 11 23.95 69.23
  1050. 12 1253.9 4.76 891.75 6.76 55.65 34.93 6.6 11 24.43 72.01
  1051. 13 1335.3 5.03 952.25 7.03 59.72 35.48 6.6 11 24.93 74.87
  1052. 14 1419.66 5.3 1014.95 7.3 63.93 36.05 6.6 11 25.44 77.83
  1053. 15 1506.98 5.58 1079.85 7.58 68.3 36.64 6.6 11 25.97 80.9
  1054. 16 1596.52 5.88 1146.4 7.88 72.78 37.24 6.6 11 26.52 84.05
  1055. 17 1688.28 6.17 1214.6 8.17 77.36 37.86 6.6 11 27.07 87.27
  1056. 18 1783 6.48 1285 8.48 82.1 38.5 6.6 11 27.65 90.6
  1057.  
  1058. Ability Ability Ability Ability
  1059. A B C D
  1060. Skill CD CD CD CD
  1061. 1 3 8 5 55
  1062. 2 3 7 5 47
  1063. 3 3 7 5 40
  1064. 4 3 6 5
  1065. 5 3 6 5
  1066. CDR Turns Turns Turns Turns
  1067. 5% 0 -1 -1 -2
  1068. 10% 0 -1 -1 -4
  1069. 15% 0 -1 -1 -6
  1070. 20% 0 -1 -1 -8
  1071. 25% -1 -2 -2 -10
  1072. 30% -1 -2 -2 -12
  1073. 35% -1 -2 -2 -14
  1074. 40% -1 -3 -2 -16
  1075. 45% -1 -3 -3 -18
  1076.  
  1077. Passive Ability - Pix, Starlit Companion
  1078. - Effect Radius: 40m
  1079. - Innate: Lulu is assisted by Pix, her familiar, who fires a barrage of 3 bolts to her target every time she uses a basic
  1080.  
  1081. attack against a unit, dealing 3 + (Level * 2) + (5% of AP) bonus magic damage with each bolt to the first enemy it hits.
  1082.  
  1083. The bolts can be blocked by units in the way of Lulu's target. Casting 'Help, Pix!' on an ally transfers Pix' help to them
  1084.  
  1085. for the duration. Pix' bolts do not apply on-hit effects, nor do they affect structures, and they only fire on basic
  1086.  
  1087. attacks, not abilities that trigger on-hit effects themselves. Pix fires from his own location.
  1088.  
  1089. Ability A - Glitterlance
  1090. - Range: 18.5m
  1091. - Cost: 1 Action, 50 / 55 / 60 / 65 / 70 Mana
  1092. - Magic damage, primary target: 80 / 125 / 170 / 215 / 260 + (50% of AP)
  1093. - Magic damage, additional targets: 56 / 87.5 / 119 / 150.5 / 182 + (35% of AP)
  1094. - Active: Lulu and Pix each fire a magic bolt towards the target point, dealing magic damage to the first enemy they pass
  1095.  
  1096. through, reduced to 70% against enemies thereafter, and slowing them for 4 Actions. If an enemy is hit by a second bolt
  1097.  
  1098. from the same cast, they will only take the greater damage between the two bolts. Pix fires his bolt from wherever he is
  1099.  
  1100. at the time, which means bolts can fire in parallel, crossfire, or even in opposite directions.
  1101.  
  1102. Ability B - Whimsy
  1103. - Range: 13m
  1104. - Cost: 65 Mana
  1105. - Bonus Accuracy: 5 / 6 / 7 / 8 / 9
  1106. - Bonus Movement Speed: 2m + (0.1m per 30 AP)
  1107. - Accuracy and Movement Duration: 6 / 7 / 7 / 8 / 8 Actions
  1108. - Polymorph Duration: 3 / 3 / 4 / 4 / 5 Actions
  1109. - Active, on ally: Lulu casts erratic magic on an ally champion, giving them bonus accuracy and bonus movement speed for
  1110.  
  1111. the next few actions.
  1112. - Active, on enemy: Lulu turns the target enemy champion into a harmless critter, silencing them, slowing them, and
  1113.  
  1114. removing the ability to make basic attacks for the duration.
  1115.  
  1116. Ability C - Help, Pix!
  1117. - Range: 13m
  1118. - Cost: 60 / 70 / 80 / 90 / 100 Mana
  1119. - Shield Strength: 70 / 105 / 140 / 175 / 210 + (60% of AP)
  1120. - Magic Damage: 80 / 110 / 140 / 170 / 200 + (40% of AP)
  1121. - Active, on ally: Lulu sends Pix to the target ally, shielding them for 3 turns if they are a champion. Pix will return
  1122.  
  1123. to Lulu instantly if he exceeds his innate range (40m per her passive). Pix will continue to assist the ally even if the
  1124.  
  1125. shield breaks. Glitterlance can be fired while he is away from Lulu, which impacts where his bolt is launched from.
  1126. - Active, on enemy: Lulu sends Pix to the target enemy, dealing magic damage and granting true sight of them for 2 turns.
  1127.  
  1128. Ability D (Ultimate) - Wild Growth
  1129. - Range: 18m
  1130. - Cost: 100 Mana
  1131. - Radius: 3m
  1132. - Bonus Health: 300 / 450 / 600 / + (50% of AP)
  1133. - Slow: 2m / 3m / 4m
  1134. - Active: Lulu enlarges the target allied champion or herself, knocking up enemy units around them for 2 Actions at the
  1135.  
  1136. time of cast, then increasing their bonus health and causing them to slow enemy units within the same radius for 3 turns.
  1137.  
  1138.  
  1139.  
  1140. Poppy, The Keeper of the Hammer
  1141.  
  1142. Base Base Base Base Base Base Base Basic Basic Base
  1143. HP HP MP MP AR MR Speed Attack Attack AD
  1144. Level Max Regen Max Regen Factor Factor Range Accuracy
  1145. 1 540 3.2 280 2.8 29 32.1 6.9 2.5 20 56
  1146. 2 604.8 3.43 308.8 3 31.52 33 6.9 2.5 20.36 58.88
  1147. 3 673.2 3.67 339.2 3.21 34.18 33.95 6.9 2.5 20.74 61.92
  1148. 4 744.3 3.93 370.8 3.44 36.95 34.94 6.9 2.5 21.14 65.08
  1149. 5 818.1 4.19 403.6 3.67 39.82 35.97 6.9 2.5 21.55 68.36
  1150. 6 895.5 4.46 438 3.91 42.83 37.05 6.9 2.5 21.98 71.8
  1151. 7 976.5 4.75 474 4.16 45.98 38.18 6.9 2.5 22.43 75.4
  1152. 8 1060.2 5.05 511.2 4.42 49.23 39.34 6.9 2.5 22.89 79.12
  1153. 9 1146.6 5.36 549.6 4.69 52.59 40.54 6.9 2.5 23.37 82.96
  1154. 10 1236.6 5.68 589.6 4.97 56.09 41.8 6.9 2.5 23.87 86.96
  1155. 11 1330.2 6.01 631.2 5.26 59.73 43.1 6.9 2.5 24.39 91.12
  1156. 12 1426.5 6.35 674 5.56 63.48 44.44 6.9 2.5 24.93 95.4
  1157. 13 1525.5 6.7 718 5.87 67.33 45.82 6.9 2.5 25.48 99.8
  1158. 14 1628.1 7.07 763.6 6.19 71.32 47.25 6.9 2.5 26.05 104.36
  1159. 15 1734.3 7.45 810.8 6.52 75.45 48.73 6.9 2.5 26.64 109.08
  1160. 16 1843.2 7.83 859.2 6.85 79.68 50.24 6.9 2.5 27.24 113.92
  1161. 17 1954.8 8.23 908.8 7.2 84.02 51.8 6.9 2.5 27.86 118.88
  1162. 18 2070 8.64 960 7.56 88.5 53.4 6.9 2.5 28.5 124
  1163.  
  1164. Ability Ability Ability Ability
  1165. A B C D
  1166. Skill CD CD CD CD
  1167. 1 18 12 7 70
  1168. 2 16 11 6 60
  1169. 3 14 10 6 50
  1170. 4 12 9 5
  1171. 5 10 8 5
  1172. CDR Actions Turns Turns Turns
  1173. 5% -1 -1 -1 -3
  1174. 10% -1 -1 -1 -5
  1175. 15% -2 -1 -1 -8
  1176. 20% -2 -2 -1 -10
  1177. 25% -3 -2 -2 -13
  1178. 30% -3 -3 -2 -15
  1179. 35% -4 -3 -2 -18
  1180. 40% -4 -4 -2 -20
  1181. 45% -5 -4 -3 -23
  1182.  
  1183. Passive Ability - Iron Ambassador
  1184. - Static Cooldown: 8 / 6 / 5 turns at levels 1 / 7 / 13, unaffected by CDR
  1185. - Innate: Poppy periodically throws her buckler with her next basic attack, which then falls near her target, where it
  1186.  
  1187. remains for up to 4 seconds. The location that the buckler lands is always an equilateral triangle based on the range that
  1188.  
  1189. she threw it (flip a coin for which side) and cannot fall where she is unable to pick it up. If the buckler kills its
  1190.  
  1191. target, it bounces back to Poppy automatically. Enemies can step on the buckler to destroy it. The buckler grants 8.5m
  1192.  
  1193. range (but still counts as a melee attack, not a ranged attack) and (10 * Level) bonus magic damage. When Poppy picks up
  1194.  
  1195. the buckler, she shields herself for 15% / 17.5% / 20% maximum health for 6 Actions.
  1196.  
  1197. Ability A - Hammer Shock
  1198. - Area of Effect: Oval 8.6m by 4.3m, with the narrow edge touching Poppy
  1199. - Cost: 1 Action, 35 / 40 / 45 / 50 / 55 Mana
  1200. - Physical Damage: 35 / 55 / 75 / 95 / 115 + (80% of Bonus AD) + (8% of target's Max HP)
  1201. - Slow: 1.3m / 1.7m / 2.0m / 2.3m / 2.7m
  1202. - Active: Poppy smashes the ground in front of her, dealing physical damage to all enemies hit. The impacted ground
  1203.  
  1204. becomes unstable, slowing enemies standing on it before erupting after 2 Actions later, dealing the same physical damage
  1205.  
  1206. to all enemies within the area.
  1207.  
  1208. Ability B - Steadfast Presence
  1209. - Effect Radius: 8m
  1210. - Cost: 50 Mana
  1211. - Bonus Movement Speed: 2.1m / 2.3m / 2.4m / 2.5m / 2.7m
  1212. - Magic Damage: 70 / 110 / 150 / 190 / 230 + (70% of AP)
  1213. - Passive - Stubborn to a Fault: Poppy's total AR Factor and total MR Factor are both increased by 15%, doubled to 30%
  1214.  
  1215. when she falls below 40% maximum health.
  1216. - Active: Poppy gains bonus movement speed for 5 Actions and generates a barrier around her for the duration, causing all
  1217.  
  1218. enemies who dash within to be knocked down for 2 Actions and dealt magic damage. Steadfast Presence can only block a
  1219.  
  1220. single dash per enemy per cast. Enemy dashes are interrupted as soon as they enter the barrier's edge, or if the dash
  1221.  
  1222. begins inside the barrier they are interrupted immediately.
  1223.  
  1224. Ability C - Heroic Charge
  1225. - Range: 8.5m
  1226. - Cost: 1 Action, 70 Mana
  1227. - Physical Damage: 50 / 70 / 90 / 110 / 130 + (50% of bonus AD)
  1228. - Stun Duration: 3 / 3 / 4 / 4 / 4 Actions
  1229. - Active: Poppy dashes to the target enemy, dealing them physical damage and carrying them along with her for up to 6m and
  1230.  
  1231. 1 Action. If they collide with terrain, she deals them the same physical damage again and stuns them (which is in addition
  1232.  
  1233. to the 1 Action that they lose for being hit initially).
  1234.  
  1235. Ability D (Ultimate) - Keeper's Verdict
  1236. - Cost: 1 Action, 100 Mana
  1237. - Blast Radius: 3m
  1238. - Reduced Physical Damage: 100 / 150 / 200 + (45% of bonus AD)
  1239. - Physical Damage: 200 / 300 / 400 + (90% of bonus AD)
  1240. - Active: Poppy begins spinning her hammer, channelling for up to 7 additional Actions, retaining the ability to move but
  1241.  
  1242. slowing herself by 1m for the duration. If she cancels the channel, Keeper's Verdict's cooldown is set to 15 turns. Poppy
  1243.  
  1244. can end the channel to unleash the power of the hammer, which grows over the channel time, increasing damage, range, and
  1245.  
  1246. knockback. The attack is always a 3m wide shockwave that travels outward to maximum range or until it hits an enemy
  1247.  
  1248. champion, damaging all units within a 3m blast radius where it triggers. Enemies knocked away are launched toward their
  1249.  
  1250. own fountain, or if a fountain is not present, launched directly away from Poppy.
  1251. - If channelled for 0 additional Actions: Reduced physical damage, 7.6m range, knocks targets up for 2 Actions.
  1252. - If channelled for 1 additional Actions: Physical damage, 15.2m range, knocks targets 30m away for 3 Actions.
  1253. - If channelled for 2 additional Actions: Physical damage, 22.8m range, knocks targets 50m away for 4 Actions.
  1254. - If channelled for 3 additional Actions: Physical damage, 30.4m range, knocks targets 70m away for 5 Actions.
  1255. - If channelled for 4 additional Actions: Physical damage, 38m range, knocks targets 80m away for 6 Actions.
  1256. - If channelled for 5 additional Actions: Physical damage, 38m range, knocks targets 90m away for 6 Actions.
  1257. - If channelled for 6 additional Actions: Physical damage, 38m range, knocks targets 95m away for 6 Actions.
  1258. - If channelled for 7 additional Actions: Physical damage, 38m range, knocks targets 100m away for 7 Actions.
  1259.  
  1260.  
  1261.  
  1262. Ahri, The Nine-Tailed Fox
  1263.  
  1264. Base Base Base Base Base Base Base Basic Basic Base
  1265. HP HP MP MP AR MR Speed Attack Attack AD
  1266. Level Max Regen Max Regen Factor Factor Range Accuracy
  1267. 1 514 2.6 334 2.4 20.9 30 6.6 11 21.38 53
  1268. 2 571.6 2.78 370 2.63 23.42 30.36 6.6 11 21.68 55.16
  1269. 3 632.4 2.96 408 2.87 26.08 30.74 6.6 11 22.01 57.44
  1270. 4 695.6 3.15 447.5 3.13 28.85 31.14 6.6 11 22.35 59.81
  1271. 5 761.2 3.34 488.5 3.39 31.72 31.55 6.6 11 22.7 62.27
  1272. 6 830 3.55 531.5 3.66 34.73 31.98 6.6 11 23.06 64.85
  1273. 7 902 3.77 576.5 3.95 37.88 32.43 6.6 11 23.45 67.55
  1274. 8 976.4 3.99 623 4.25 41.13 32.89 6.6 11 23.85 70.34
  1275. 9 1053.2 4.22 671 4.56 44.49 33.37 6.6 11 24.26 73.22
  1276. 10 1133.2 4.46 721 4.88 47.99 33.87 6.6 11 24.69 76.22
  1277. 11 1216.4 4.71 773 5.21 51.63 34.39 6.6 11 25.13 79.34
  1278. 12 1302 4.97 826.5 5.55 55.38 34.93 6.6 11 25.59 82.55
  1279. 13 1390 5.23 881.5 5.9 59.23 35.48 6.6 11 26.06 85.85
  1280. 14 1481.2 5.5 938.5 6.27 63.22 36.05 6.6 11 26.54 89.27
  1281. 15 1575.6 5.79 997.5 6.65 67.35 36.64 6.6 11 27.05 92.81
  1282. 16 1672.4 6.08 1058 7.03 71.58 37.24 6.6 11 27.57 96.44
  1283. 17 1771.6 6.37 1120 7.43 75.92 37.86 6.6 11 28.1 100.16
  1284. 18 1874 6.68 1184 7.84 80.4 38.5 6.6 11 28.64 104
  1285.  
  1286. Ability Ability Ability Ability
  1287. A B C D
  1288. Skill CD CD CD CD
  1289. 1 3 18 6 55
  1290. 2 3 16 6 47
  1291. 3 3 14 6 40
  1292. 4 3 12 6
  1293. 5 3 10 6
  1294. CDR Turns Actions Turns Turns
  1295. 5% 0 -1 -1 -2
  1296. 10% 0 -1 -1 -4
  1297. 15% 0 -2 -1 -6
  1298. 20% 0 -2 -1 -8
  1299. 25% -1 -3 -2 -10
  1300. 30% -1 -3 -2 -12
  1301. 35% -1 -4 -2 -14
  1302. 40% -1 -4 -3 -16
  1303. 45% -1 -5 -3 -18
  1304.  
  1305. Passive Ability - Essence Theft
  1306. - Innate: Whenever Ahri hits an enemy with one of her spells, she gains a charge of Essence Theft, and can gain up to 3
  1307.  
  1308. charges per spell cast. Upon reaching 9 charges, her next ability removes all charges and heals her for 3 / 5 / 9 / 18 (+
  1309.  
  1310. 9% AP) for each enemy hit, based on level 1 / 6 / 11 / 16.
  1311.  
  1312. Ability A - Orb of Deception
  1313. - Range: 17.6m
  1314. - Cost: 1 Action, 65 / 70 / 75 / 80 / 85 Mana
  1315. - Damage per Pass: 40 / 65 / 90 / 115 / 140 + (35% of AP) (magic damage on outward path, true damage on return)
  1316. - Initial Bonus Movement Speed: 2.9m (lasts for 1 Action immediately after casting)
  1317. - Lingering Bonus Movement Speed: 1.6m (lasts for the remainder of the turn, until the orb returns)
  1318. - Active: Ahri sends an orb of arcane energy in the target direction to maximum range, dealing magic damage to all enemies
  1319.  
  1320. it passes through. At the end of her turn, she pulls it back to her current location, dealing true damage to all enemies
  1321.  
  1322. it passes through on the way to her current location. Until the orb returns, Ahri gains movement speed, greater for the
  1323.  
  1324. first Action immediately after casting.
  1325.  
  1326. Ability B - Fox-Fire
  1327. - Range: 14m
  1328. - Cost: 50 Mana
  1329. - Initial Magic Damage: 40 / 65 / 90 / 115 / 140 + (30% of AP)
  1330. - Additional Magic Damage: 12 / 19.5 / 27 / 34.5 / 42 + (9% of AP)
  1331. - Active: Ahri summons three spectral flames which orbit her for up to 2 turns. On the next Action after casting, each
  1332.  
  1333. flame pursues the closest visible enemy champion within range, or the target of Ahri's last basic attack otherwise, or the
  1334.  
  1335. nearest enemy unit, dealing magic damage. If there are no targets within range, each flame will continue to check for
  1336.  
  1337. valid targets at the start of each of Ahri's actions until they fizzle after 2 turns. Multiple flames can hit the same
  1338.  
  1339. target, with each flame beyond the first dealing only 30% damage. The cooldown for this spell does not begin until all
  1340.  
  1341. three flames have hit targets or fizzled at the end of their duration. Ahri must be able to see a target in order for a
  1342.  
  1343. flame to select it, but once a flame has selected a target, dodging out of range or behind other units will not avoid the
  1344.  
  1345. flame.
  1346.  
  1347. Ability C - Charm
  1348. - Range: 19.5m
  1349. - Cost: 1 Action, 85 Mana
  1350. - Magic Damage: 60 / 95 / 130 / 165 / 200 + (60% of AP)
  1351. - Charm Duration: 2 / 3 / 3 / 4 / 4 Actions
  1352. - Active: Ahri blows a kiss in a line, dealing magic damage to the first enemy hit and charming them. Charmed enemies move
  1353.  
  1354. directly toward Ahri for the duration, and are unable to use basic attacks, spells, auxiliary spells, or item abilities
  1355.  
  1356. (except for Cleanse and Quicksilver). If the enemy does not have sight of Ahri, they will stand still for the duration.
  1357.  
  1358. Ability D (Ultimate) - Spirit Rush
  1359. - Range: 9m
  1360. - Cost: 1 Action, 100 Mana
  1361. - Effect Radius: 12m
  1362. - Magic Damage per bolt: 70 / 110 / 150 + (25% of AP)
  1363. - Active: Ahri dashes up to the listed range and fires up to three energy bolts that each pursue one of her nearest
  1364.  
  1365. visible enemies, dealing magic damage. Each enemy can only be hit by one bolt at a time. Spirit Rush can be cast up to
  1366.  
  1367. twice more within 5 turns of the initial activation at no additional cost before going on cooldown. Ahri must be able to
  1368.  
  1369. see a target in order for a bolt to select it, but once a bolt has selected a target, dodging out of range or behind other
  1370.  
  1371. units will not avoid the flame. Individual castings of Spirit Rush have a 1 Action cooldown, preventing Ahri from re-
  1372.  
  1373. casting it on consecutive actions. Cooldown begins when either all three casts are complete, or when 5 turns beyond the
  1374.  
  1375. initial cast have passed.
  1376.  
  1377.  
  1378.  
  1379. Ezreal, The Prodigal Explorer
  1380.  
  1381. Base Base Base Base Base Base Base Basic Basic Base
  1382. HP HP MP MP AR MR Speed Attack Attack AD
  1383. Level Max Regen Max Regen Factor Factor Range Accuracy
  1384. 1 484 2.57 361 3.24 21.9 30 6.5 11 20 55.7
  1385. 2 541.6 2.73 391.24 3.42 24.42 30.36 6.5 11 20.4 57.43
  1386. 3 602.4 2.89 423.16 3.62 27.08 30.74 6.5 11 20.83 59.26
  1387. 4 665.6 3.07 456.34 3.82 29.85 31.14 6.5 11 21.27 61.16
  1388. 5 731.2 3.25 490.78 4.04 32.72 31.55 6.5 11 21.73 63.13
  1389. 6 800 3.44 526.9 4.26 35.73 31.98 6.5 11 22.21 65.2
  1390. 7 872 3.64 564.7 4.49 38.88 32.43 6.5 11 22.72 67.37
  1391. 8 946.4 3.84 603.76 4.73 42.13 32.89 6.5 11 23.24 69.61
  1392. 9 1023.2 4.06 644.08 4.98 45.49 33.37 6.5 11 23.77 71.92
  1393. 10 1103.2 4.28 686.08 5.24 48.99 33.87 6.5 11 24.33 74.32
  1394. 11 1186.4 4.51 729.76 5.51 52.63 34.39 6.5 11 24.92 76.82
  1395. 12 1272 4.74 774.7 5.79 56.38 34.93 6.5 11 25.52 79.4
  1396. 13 1360 4.98 820.9 6.07 60.23 35.48 6.5 11 26.13 82.04
  1397. 14 1451.2 5.24 868.78 6.37 64.22 36.05 6.5 11 26.77 84.79
  1398. 15 1545.6 5.5 918.34 6.67 68.35 36.64 6.5 11 27.43 87.63
  1399. 16 1642.4 5.76 969.16 6.99 72.58 37.24 6.5 11 28.11 90.54
  1400. 17 1741.6 6.04 1021.24 7.31 76.92 37.86 6.5 11 28.8 93.52
  1401. 18 1844 6.32 1075 7.64 81.4 38.5 6.5 11 29.52 96.6
  1402.  
  1403. Ability Ability Ability Ability
  1404. A B C D
  1405. Skill CD CD CD CD
  1406. 1 11 4 9 60
  1407. 2 11 4 9 60
  1408. 3 10 4 8 60
  1409. 4 10 4 7
  1410. 5 9 4 6
  1411. CDR Actions Turns Turns Turns
  1412. 5% -1 0 0 -3
  1413. 10% -1 0 0 -6
  1414. 15% -2 0 -1 -9
  1415. 20% -2 -1 -1 -12
  1416. 25% -3 -1 -1 -15
  1417. 30% -3 -1 -2 -18
  1418. 35% -4 -1 -2 -21
  1419. 40% -4 -2 -2 -24
  1420. 45% -5 -2 -3 -27
  1421.  
  1422. Passive Ability - Rising Spell Force
  1423. - Innate: Ezreal gains 2 / 2.4 / 2.8 bonus accuracy every time he hits an enemy with a spell, stacking up to 5 times for a
  1424.  
  1425. maximum of 10 / 12 / 14 bonus accuracy. All stacks fall off if he has not hit with a spell for 3 consecutive turns. Stacks
  1426.  
  1427. are acquired per target hit, not per spell cast. Essence Flux does not affect minions or monsters, thus will not grant any
  1428.  
  1429. from them, but will grant them from hitting champions. Auxiliary Spells do not grant stacks.
  1430.  
  1431. Ability A - Mystic Shot
  1432. - Range: 23m
  1433. - Cost: 1 Action, 28 / 31 / 34 / 37 / 40 Mana
  1434. - Physical Damage: 35 / 55 / 75 / 95 / 115 + (125% of AD) + (40% of AP)
  1435. - Active: Ezreal fires a bolt of energy in a line, dealing physical damage to the first enemy hit, and applying on-hit
  1436.  
  1437. effects. If Mystic Shot successfully hits an enemy, all of Ezreal's ability cooldowns are refreshed by 3 Actions or 1 turn
  1438.  
  1439. (by type). Mystic Shot counts as a ranged basic attack for applying on-hit effects, cannot critically strike, and cannot
  1440.  
  1441. attack structures. The reduction to cooldowns for hitting an enemy does apply to Mystic Shot's own cooldown.
  1442.  
  1443. Ability B - Essence Flux
  1444. - Range: 20m
  1445. - Cost: 1 Action, 50 / 60 / 70 / 80 / 90 Mana
  1446. - Magic Damage: 70 / 115 / 160 / 205 / 250 + (80% of AP)
  1447. - Bonus Accuracy: 4 / 5 / 6 / 7 / 8
  1448. - Active: Ezreal fires a wave of energy in a line, dealing magic damage to enemy champions struck, and granting all allied
  1449.  
  1450. champions struck bonus accuracy for 2 turns. If circumstances permit, Ezreal can boost himself with Essence Flux (such as
  1451.  
  1452. using Arcane Shift or Flash to blink into the path of the wave).
  1453.  
  1454. Ability C - Arcane Shift
  1455. - Range: 9.5m
  1456. - Cost: 90 Mana, 1 Action (special)
  1457. - Radius: 15m
  1458. - Magic Damage: 75 / 125 / 175 / 225 / 275 + (50% of bonus AD) + (75% of AP)
  1459. - Active: Ezreal blinks to the target location, firing a homing bolt that deals magic damage to the nearest enemy. Arcane
  1460.  
  1461. Shift causes Ezreal to lose 1 Action immediately after it is cast (this essentially means that it is a 0 action ability
  1462.  
  1463. for the purpose of interrupts, because the Action is spent after the interrupt portion is completed). This ability cannot
  1464.  
  1465. be interrupted.
  1466.  
  1467. Ability D (Ultimate) - Yuuto Rush
  1468. - Range: Unlimited
  1469. - Cost: 2 Actions, 100 Mana
  1470. - Speed: 40m
  1471. - Magic Damage, 1st target: 350 / 500 / 650 + (100% of Bonus AD) + (90% of AP)
  1472. - Magic Damage, 2nd, 3rd, and 4th targets: 280 / 400 / 520 + (80% of Bonus AD) + (72% of AP)
  1473. - Magic Damage, 5th, 6th, and 7th targets: 175 / 250 / 325 + (50% of Bonus AD) + (45% of AP)
  1474. - Magic Damage, 8th target and beyond: 105 / 150 / 195 + (30% of Bonus AD) + (27% of AP)
  1475. - Active: After summoning Yuuto and gathering energy, Ezreal fires an energy projectile in the target direction, dealing
  1476.  
  1477. magic damage to enemies it passes through, which flies at the listed speed until it leaves the map. The total damage is
  1478.  
  1479. reduced for each enemy hit. The projectile is 3m wide, and flies in a straight line. This ability cannot be interrupted.
  1480.  
  1481.  
  1482.  
  1483. Miss Fortune, The Bounty Hunter
  1484.  
  1485. Base Base Base Base Base Base Base Basic Basic Base
  1486. HP HP MP MP AR MR Speed Attack Attack AD
  1487. Level Max Regen Max Regen Factor Factor Range Accuracy
  1488. 1 530 2.48 326 3.22 24 30 6.5 11 20.99 46
  1489. 2 591.2 2.66 351.2 3.4 26.16 30.36 6.5 11 21.45 46.72
  1490. 3 655.8 2.86 377.8 3.6 28.44 30.74 6.5 11 21.92 47.48
  1491. 4 722.95 3.06 405.45 3.81 30.81 31.14 6.5 11 22.42 48.27
  1492. 5 792.65 3.28 434.15 4.02 33.27 31.55 6.5 11 22.94 49.09
  1493. 6 865.75 3.5 464.25 4.24 35.85 31.98 6.5 11 23.48 49.95
  1494. 7 942.25 3.73 495.75 4.48 38.55 32.43 6.5 11 24.05 50.85
  1495. 8 1021.3 3.97 528.3 4.72 41.34 32.89 6.5 11 24.63 51.78
  1496. 9 1102.9 4.22 561.9 4.97 44.22 33.37 6.5 11 25.24 52.74
  1497. 10 1187.9 4.48 596.9 5.23 47.22 33.87 6.5 11 25.87 53.74
  1498. 11 1276.3 4.75 633.3 5.5 50.34 34.39 6.5 11 26.52 54.78
  1499. 12 1367.25 5.03 670.75 5.78 53.55 34.93 6.5 11 27.2 55.85
  1500. 13 1460.75 5.31 709.25 6.07 56.85 35.48 6.5 11 27.89 56.95
  1501. 14 1557.65 5.61 749.15 6.36 60.27 36.05 6.5 11 28.61 58.09
  1502. 15 1657.95 5.91 790.45 6.67 63.81 36.64 6.5 11 29.35 59.27
  1503. 16 1760.8 6.23 832.8 6.98 67.44 37.24 6.5 11 30.11 60.48
  1504. 17 1866.2 6.55 876.2 7.31 71.16 37.86 6.5 11 30.89 61.72
  1505. 18 1975 6.88 921 7.64 75 38.5 6.5 11 31.7 63
  1506.  
  1507. Ability Ability Ability Ability
  1508. A B C D
  1509. Skill CD CD CD CD
  1510. 1 14 6 7 60
  1511. 2 12 6 6 55
  1512. 3 10 6 6 50
  1513. 4 8 6 5
  1514. 5 6 6 5
  1515. CDR Actions Turns Turns Turns
  1516. 5% -1 -1 -1 -3
  1517. 10% -1 -1 -1 -5
  1518. 15% -1 -1 -1 -8
  1519. 20% -2 -1 -1 -10
  1520. 25% -2 -2 -2 -13
  1521. 30% -2 -2 -2 -15
  1522. 35% -3 -2 -2 -18
  1523. 40% -3 -3 -2 -20
  1524. 45% -3 -3 -3 -23
  1525.  
  1526. Passive Ability - Love Tap
  1527. - Innate: Whenever Miss Fortune attacks an enemy unit that was not the target of her previous basic attack, she will deal
  1528.  
  1529. 50% / 60% / 70% / 80% / 90% / 100% of AD bonus physical damage to them, halved to 25% / 30% / 35% / 40% / 45% / 50% of AD
  1530.  
  1531. versus minions.
  1532.  
  1533. Ability A - Double Up
  1534. - Range: 13m (2m beyond basic attack range)
  1535. - Cost: 1 Action, 43 / 46 / 49 / 52 / 55 Mana
  1536. - Radius: 10m
  1537. - Arc: 160 degrees (19.7m wide at the far end)
  1538. - Physical Damage: 20 / 40 / 60 / 80 / 100 + (100% of AD) + (35% of AP)
  1539. - Active: Miss Fortune fires a shot at a target enemy, which then bounces to hit another unit behind it within the arc and
  1540.  
  1541. radius, dealing physical damage to the first and second target, applying on-hit effects to both. Double Up's second shot
  1542.  
  1543. prioritizes units directly behind the primary target. Double Up's second shot can critically strike, based on critical
  1544.  
  1545. strike chance, for standard critical strike damage. If the first target is killed, the second hit will always critically
  1546.  
  1547. strike. Each hit is counted separately and both can trigger the effect of Love Tap. Increases to Basic Attack Range also
  1548.  
  1549. apply to this spell. Secondary targets can still be hit even if Miss Fortune cannot see them, provided the original target
  1550.  
  1551. can be hit with the spell normally and the secondary target is within the arc and radius from the original target.
  1552.  
  1553. Ability B - Strut
  1554. - Cost: 30 Mana
  1555. - Maximum Bonus Movement Speed: 1.2m / 1.4m / 1.6m / 1.8m / 2m
  1556. - Bonus Accuracy: 8 / 11 / 14 / 17 / 20
  1557. - Passive - Strut: Miss Fortune gains 0.5 bonus movement speed if she has not taken damage sfor the past 2 turns,
  1558.  
  1559. excluding damage over time. This bonus is increased to a greater amount after another 2 turns.
  1560. - Active - Guns Blazing: Miss Fortune gains bonus accuracy for 2 turns and brings Strut's passive effect to full power.
  1561. - Marking a new target with Love Tap reduces Strut's cooldown by 0.5 turns.
  1562.  
  1563. Ability C - Falling Stars
  1564. - Range: 20m
  1565. - Cost: 1 Action, 80 Mana
  1566. - Effect Radius: 4m
  1567. - Slow: 2m / 2.5m / 3m / 3.5m / 4m
  1568. - Magic Damage per Action: 20 / 28.75 / 37.5 / 46.25 / 55 + (20% of AP)
  1569. - Active: Miss Fortune rains down hundreds of bullets onto the target area for 4 Actions, slowing and dealing magic damage
  1570.  
  1571. every Action to units within the area.
  1572.  
  1573. Ability D (Ultimate) - Meteor Shower
  1574. - Cost: 1-6 Actions, 100 Mana
  1575. - Effect Radius: 28m
  1576. - Effect Arc: 40 degrees (19.1m wide at the far end)
  1577. - Active: Miss Fortune channels for up to 6 Actions, firing several waves of bullets in the target direction over the
  1578.  
  1579. duration, each dealing (75% of AD) + (20% of AP) physical damage. Each wave can critically strike, based on critical
  1580.  
  1581. strike chance, dealing 20% of normal critical bonus damage.
  1582. - Rank 1: You fire 2 bullet waves per Action spent channelling
  1583. - Rank 2: You fire 2 bullet waves per Action spent channelling, plus an additional wave on the 2nd and 5th Action
  1584. - Rank 3: You fire 2 bullet waves per Action spent channelling, plus an additional wave on the 1st, 3rd, 4th, and 6th
  1585.  
  1586. Action.
  1587.  
  1588.  
  1589.  
  1590. Soraka, The Starchild
  1591.  
  1592. Base Base Base Base Base Base Base Basic Basic Base
  1593. HP HP MP MP AR MR Speed Attack Attack AD
  1594. Level Max Regen Max Regen Factor Factor Range Accuracy
  1595. 1 529 1 351 4.6 23.4 30 6.5 11 20 50
  1596. 2 585.16 1.14 394.2 4.72 26.14 30.36 6.5 11 20.31 52.16
  1597. 3 644.44 1.3 439.8 4.84 29.02 30.74 6.5 11 20.63 54.44
  1598. 4 706.06 1.45 487.2 4.96 32.03 31.14 6.5 11 20.97 56.81
  1599. 5 770.02 1.62 536.4 5.09 35.14 31.55 6.5 11 21.32 59.27
  1600. 6 837.1 1.79 588 5.23 38.41 31.98 6.5 11 21.69 61.85
  1601. 7 907.3 1.97 642 5.38 41.83 32.43 6.5 11 22.08 64.55
  1602. 8 979.84 2.16 697.8 5.52 45.36 32.89 6.5 11 22.47 67.34
  1603. 9 1054.72 2.35 755.4 5.68 49.01 33.37 6.5 11 22.88 70.22
  1604. 10 1132.72 2.55 815.4 5.84 52.81 33.87 6.5 11 23.31 73.22
  1605. 11 1213.84 2.76 877.8 6 56.76 34.39 6.5 11 23.76 76.34
  1606. 12 1297.3 2.97 942 6.18 60.83 34.93 6.5 11 24.22 79.55
  1607. 13 1383.1 3.19 1008 6.35 65.01 35.48 6.5 11 24.69 82.85
  1608. 14 1472.02 3.42 1076.4 6.53 69.34 36.05 6.5 11 25.17 86.27
  1609. 15 1564.06 3.65 1147.2 6.72 73.83 36.64 6.5 11 25.68 89.81
  1610. 16 1658.44 3.9 1219.8 6.92 78.42 37.24 6.5 11 26.2 93.44
  1611. 17 1755.16 4.14 1294.2 7.12 83.14 37.86 6.5 11 26.73 97.16
  1612. 18 1855 4.4 1371 7.32 88 38.5 6.5 11 27.28 101
  1613.  
  1614. Ability Ability Ability Ability
  1615. A B C D
  1616. Skill CD CD CD CD
  1617. 1 10 16 12 80
  1618. 2 10 13 11 72
  1619. 3 10 10 10 65
  1620. 4 10 7 9
  1621. 5 10 4 8
  1622. CDR Actions Actions Turns Turns
  1623. 5% -1 -1 -1 -4
  1624. 10% -1 -1 -1 -7
  1625. 15% -2 -1 -1 -10
  1626. 20% -2 -1 -2 -13
  1627. 25% -3 -1 -2 -17
  1628. 30% -3 -2 -3 -20
  1629. 35% -4 -2 -3 -23
  1630. 40% -4 -2 -4 -26
  1631. 45% -5 -2 -4 -30
  1632.  
  1633. Passive Ability - Salvation
  1634. - Effect Radius: 50m
  1635. - Innate: Soraka gains 4.7m bonus movement speed when moving towards allied champions below 40% of their maximum health.
  1636.  
  1637. Ability A - Starcall
  1638. - Range: 16m
  1639. - Cost: 1 Action, 40 / 45 / 50 / 55 / 60 Mana
  1640. - Radius: 4.7m
  1641. - Delay: 1 Action / 2 Actions based on 0-11 / 11-16m range
  1642. - Magic Damage: 70 / 110 / 150 / 190 / 230 + (35% of AP)
  1643. - Heal per Action: 14 / 16 / 18 / 20 / 22 + (10% of AP)
  1644. - Allied Rejuvenation Duration: 6 / 7 / 8 / 9 / 10 Actions
  1645. - Active: Soraka calls down a star at the target area, landing after 1-2 Actions (based on target range), dealing magic
  1646.  
  1647. damage and slowing enemies hits by 2m for 4 Actions. Striking at least one enemy champion grants Soraka Rejuvenation for 8
  1648.  
  1649. Actions, during which she can Rejuvenate allies healed by Astral Infusion.
  1650. - Rejuvenation heals every Action and grants 0.7 bonus movement speed when not moving towards enemy champions.
  1651.  
  1652. Ability B - Astral Infusion
  1653. - Range: 11m
  1654. - Cost: 1 Action, 10% of your Max HP, 50 / 55 / 60 / 65 / 70 Mana
  1655. - Heal: 80 / 110 / 140 / 170 / 200 + (60% of AP)
  1656. - Active: Soraka heals the target ally champion. Astral Infusion cannot be self-cast, nor can it be cast if Soraka is
  1657.  
  1658. below 5% maximum health. If Soraka is below 10% of her maximum health, Astral Infusion will only bring her down to 1 HP.
  1659.  
  1660. Ability C - Equinox
  1661. - Range: 18.5m
  1662. - Cost: 70 Mana
  1663. - Radius: 6m
  1664. - Magic Damage: 70 / 110 / 150 / 190 / 230 + (40% of AP)
  1665. - Root Duration: 2 / 3 / 3 / 4 / 4 Actions
  1666. - Active: Soraka deals magic damage to all enemy champions in an area and creates a zone within that silences enemy
  1667.  
  1668. champions standing on it. After 2 Actions, the zone detonates, dealing the same magic damage to all enemy champions within
  1669.  
  1670. and briefly rooting them.
  1671.  
  1672. Ability D (Ultimate) - Wish
  1673. - Range: Unlimited
  1674. - Cost: 1 Action, 100 Mana
  1675. - Heal: 150 / 250 / 350 + (55% of AP)
  1676. - Enhanced Heal: 225 / 375 / 525 + (82.5% of AP)
  1677. - Active: Soraka calls upon the stars, healing all allied champions, including untargetable allies, and herself,
  1678.  
  1679. increasing by 50% on targets below 40% of their maximum health.
  1680.  
  1681.  
  1682.  
  1683. Syndra, The Dark Sovereign
  1684.  
  1685. Base Base Base Base Base Base Base Basic Basic Base
  1686. HP HP MP MP AR MR Speed Attack Attack AD
  1687. Level Max Regen Max Regen Factor Factor Range Accuracy
  1688. 1 511 2.6 384 2.4 24.7 30 6.6 11 20 53.9
  1689. 2 567.16 2.77 427.2 2.63 27.15 30.36 6.6 11 20.29 55.98
  1690. 3 626.44 2.96 472.8 2.87 29.73 30.74 6.6 11 20.59 58.17
  1691. 4 688.06 3.14 520.2 3.13 32.42 31.14 6.6 11 20.91 60.46
  1692. 5 752.02 3.34 569.4 3.39 35.21 31.55 6.6 11 21.24 62.82
  1693. 6 819.1 3.55 621 3.66 38.13 31.98 6.6 11 21.58 65.31
  1694. 7 889.3 3.76 675 3.95 41.19 32.43 6.6 11 21.94 67.91
  1695. 8 961.84 3.99 730.8 4.25 44.35 32.89 6.6 11 22.31 70.59
  1696. 9 1036.72 4.22 788.4 4.56 47.62 33.37 6.6 11 22.7 73.37
  1697. 10 1114.72 4.46 848.4 4.88 51.02 33.87 6.6 11 23.1 76.25
  1698. 11 1195.84 4.71 910.8 5.21 54.55 34.39 6.6 11 23.51 79.26
  1699. 12 1279.3 4.96 975 5.55 58.19 34.93 6.6 11 23.94 82.35
  1700. 13 1365.1 5.23 1041 5.9 61.93 35.48 6.6 11 24.38 85.53
  1701. 14 1454.02 5.5 1109.4 6.27 65.81 36.05 6.6 11 24.84 88.82
  1702. 15 1546.06 5.78 1180.2 6.65 69.82 36.64 6.6 11 25.31 92.23
  1703. 16 1640.44 6.08 1252.8 7.03 73.93 37.24 6.6 11 25.79 95.72
  1704. 17 1737.16 6.37 1327.2 7.43 78.15 37.86 6.6 11 26.29 99.3
  1705. 18 1837 6.68 1404 7.84 82.5 38.5 6.6 11 26.8 103
  1706.  
  1707. Ability Ability Ability Ability
  1708. A B C D
  1709. Skill CD CD CD CD
  1710. 1 8 6 8 60
  1711. 2 8 5 7 50
  1712. 3 8 5 7 40
  1713. 4 8 4 6
  1714. 5 8 4 6
  1715. CDR Actions Turns Turns Turns
  1716. 5% -1 0 -1 -2
  1717. 10% -1 -1 -1 -4
  1718. 15% -2 -1 -1 -6
  1719. 20% -2 -1 -1 -8
  1720. 25% -2 -1 -2 -10
  1721. 30% -3 -2 -2 -12
  1722. 35% -3 -2 -2 -14
  1723. 40% -4 -2 -3 -16
  1724. 45% -4 -2 -3 -18
  1725.  
  1726. Passive Ability - Transcendent
  1727. - Innate: Each of Syndra's abilities gain an additional effect at maximum rank.
  1728.  
  1729. Ability A - Dark Sphere
  1730. - Range: 16m
  1731. - Cost: 40 / 50 / 60 / 70 / 80 Mana
  1732. - Radius: 3.5m
  1733. - Magic Damage: 50 / 95 / 140 / 185 / 230 + (65% of AP)
  1734. - Active: Syndra conjures a Dark Sphere at the target location, dealing magic damage to all enemies hit, which then
  1735.  
  1736. remains for 3 turns.
  1737. - Transcendent Bonus: Dark Spheres last an additional turn, for a total of 4 turns.
  1738.  
  1739. Ability B - Force of Will
  1740. - Range: 19m
  1741. - Cost: 60 / 70 / 80 / 90 / 100 Mana
  1742. - Radius: 4.5m
  1743. - Magic Damage: 70 / 110 / 150 / 190 / 230 + (70% of AP)
  1744. - Slow: 1.7m / 2m / 2.3m / 2.7m / 3m
  1745. - First Active: Syndra telekinetically grabs a Dark Sphere, enemy minion, or non-epic monster for up to 2 turns. If a Dark
  1746.  
  1747. Sphere is grabbed, its duration is refreshed. If a minion or monster is grabbed, it is put in stasis.
  1748. - Second Active: Syndra throws the grasped Dark Sphere or enemy to the target area. The projectile (if it is an enemy) and
  1749.  
  1750. any enemies struck take magic damage and are slowed for 3 Actions. Cooldown only begins when the second active is cast, or
  1751.  
  1752. the first active is allowed to time out, which drops the held enemy or dark sphere at a random point 1m away from Syndra.
  1753. - Transcendent Bonus: Force of Will deals 20% bonus true damage.
  1754.  
  1755. Ability C - Scatter the Weak
  1756. - Effect Radius: 14m
  1757. - Effect Arc: 40 degrees (9.6m wide at the far end), enhanced to 60 Degrees (14m wide at the far end)
  1758. - Cost: 1 Action, 50 Mana
  1759. - Magic Damage: 70 / 115 / 160 / 205 / 250 + (60% of AP)
  1760. - Active: Syndra knocks back all enemies and Dark Spheres in front of her within the radius and arc, outward to a final
  1761.  
  1762. distance of 22m, dealing magic damage to them and any enemies with which they collide, and costing them 1 Action for being
  1763.  
  1764. knocked back. Launched Dark Spheres also stun all enemies in their path for 3 actions, dealing Scatter the Weak's damage
  1765.  
  1766. to enemies who weren't affected by the initial cast.
  1767. - Transcendent Bonus: Scatter the Weak's area of effect is 50% wider (becoming a 60 degree arc).
  1768.  
  1769. Ability D (Ultimate) - Unleashed Power
  1770. - Range: 13.5m, enhanced to 15m
  1771. - Cost: 1 Action, 100 Mana
  1772. - Magic Damage per Sphere: 90 / 135 / 180 + (20% of AP)
  1773. - Active: Syndra hurls all of her Dark Spheres at the target enemy champion, dealing magic damage per sphere, with a
  1774.  
  1775. minimum of 3 spheres and a maximum of 7 spheres. All Dark Spheres remain on the ground for 6 (or 8 if enhanced) seconds
  1776.  
  1777. after Unleashed Power is used. Each sphere is considered a separate single target spell. Upon cast, Unleashed Power
  1778.  
  1779. summons all of Syndra's currently active spheres, including the three orbiting her, to a location behind her, refreshing
  1780.  
  1781. their duration; the spheres are then sent individually at Syndra's target, dealing damage and bouncing to a random
  1782.  
  1783. location around the target on impact, each landing 2m away from the target.
  1784. - Transcendent Bonus: Unleashed Power's cast range is increased (increasing to 15m).
  1785.  
  1786.  
  1787.  
  1788. ---------------------------------------------------------------------------------------------------------------------
  1789.  
  1790.  
  1791.  
  1792. Characters receive Mastery points beginning at level 2, to a maximum of 10 Mastery points at level 5.
  1793.  
  1794. Level Mastery Points
  1795. 1 0
  1796. 2 +1
  1797. 3 +2 (3 total)
  1798. 4 +3 (6 total)
  1799. 5+ +4 (10 total)
  1800.  
  1801. Mastery points can be spent into three different trees - Ferocity, Cunning, and Resolve - starting with Tier 1 and moving
  1802.  
  1803. up. Each tier has two or three abilities, of which only one can be purchased. Each tier above the first requires an
  1804.  
  1805. ability from the previous tier to be purchased in order to unlock it. For example, in order to purchase Vampirism from
  1806.  
  1807. Ferocity Tier 3, you must have purchased one of the Tier 2 Ferocity abilities (Fresh Blood, Feast, or Expose Weakness) and
  1808.  
  1809. one of the Tier 1 Ferocity abilities as well (Fury or Sorcery). The most powerful abilities are those at Tier 6, of which
  1810.  
  1811. you will only be able to purchase one (at level 4 at the earliest), and is known as your Keystone ability due to the
  1812.  
  1813. significant impact it can have on your style of combat.
  1814.  
  1815. Remember that you can change Masteries freely between encounters but not during combat, so it doesn't hurt to experiment.
  1816.  
  1817.  
  1818.  
  1819. Ferocity Mastery Tree
  1820. Tier 1
  1821. - Fury: Grants +0.8 Bonus Accuracy
  1822. - Sorcery: Increases spell and ability damage by 2%
  1823.  
  1824. Tier 2
  1825. - Fresh Blood: Basic attacks versus enemy champions deal (10 + Level) bonus damage (3 turn per-target cooldown).
  1826. - Feast: Killing a unit restores 20 Health. This ability has a 15 turn cooldown.
  1827. - Expose Weakness: Your damaging abilities debuff enemies for 6 Actions, increasing the damage they take from allied
  1828.  
  1829. champions by 3% (doesn't stack from multiple applications)
  1830.  
  1831. Tier 3
  1832. - Vampirism: Grants 2% Life Steal and 2% Spell Vamp
  1833. - Natural Talent: Grants (0.444 * Level) Attack Damage and (0.667 * Level) Ability Power
  1834.  
  1835. Tier 4
  1836. - Bounty Hunter: Grants 1% increased damage for each unique enemy champion you have killed during your last 2 encounters.
  1837. - Double-Edged Sword: You deal 3% increased damage from all sources, but take 1.5% increased damage from all sources.
  1838. - Battle Trance: When you deal damage to an enemy champion or are damaged by an enemy champion, grants 3% increase damage
  1839.  
  1840. until an entire turn passes without dealing damage to an enemy champion or being damaged by one.
  1841.  
  1842. Tier 5
  1843. - Battering Blows: gain 7% total AR Pen
  1844. - Piercing Thoughts: gain 7% total Spell Pen
  1845.  
  1846. Tier 6 (Keystones)
  1847. - Warlord's Bloodlust: Your first basic attack to hit an enemy champion on your turn heals you for ((4 + (2 * Level))% of
  1848.  
  1849. AD) and grants you 2m bonus movement speed for 1 Action and 1m bonus movement speed for 1 Action after that. If the attack
  1850.  
  1851. is a critical, then the critical multiplier also applies to the healing from this ability. This ability has a 3 turn
  1852.  
  1853. cooldown. This triggers together with abilities named 'Energized Strike'.
  1854. - Fervor of Battle: If you have hit an enemy champion with at least 3 melee basic attack or 6 ranged basic attacks within
  1855.  
  1856. the past 4 turns, you gain (5 + (3 * Level)) bonus Attack Damage, which lasts until you do not basic attack an enemy
  1857.  
  1858. champion for 4 consecutive turns.
  1859. - Deathfire Touch: Dealing damage to an enemy champion via any source gives a damage over time effect which triggers at
  1860.  
  1861. the end of enemy turns, dealing 2 + (12.5% of AP) + (22.5% of Bonus AD) magic damage each time it occurs. For area of
  1862.  
  1863. effect spells, the duration is 1 turn, while for all other abilities, the duration is 2 turns. This ability does not
  1864.  
  1865. stack, with further instances only refreshing the duration.
  1866.  
  1867.  
  1868.  
  1869. Cunning Mastery Tree
  1870. Tier 1
  1871. - Wanderer: if you haven't dealt damage nor suffered damage for the past 2 turns, gain 0.2m Speed
  1872. - Savagery: basic attacks and single-target spells deal 5 extra damage to minions and monsters
  1873.  
  1874. Tier 2
  1875. - Runic Affinity: Grants MP Regen equal to (Level / 4), and 2.5% CDR
  1876. - Secret Stash: Grants HP Regen equal to (Level / 4)
  1877. - Assassin: While no other allied champions are within 16m of you, you deal 2% increased damage against enemy champions
  1878.  
  1879. Tier 3
  1880. - Merciless: Grants 3% increased damage against enemy champions below 40% maximum health.
  1881. - Meditation: Increase your MP Regen by 0.5% of your missing Mana (1 mana per 200 missing)
  1882.  
  1883. Tier 4
  1884. - Ambusher: When you attack an enemy champion that didn't have line of sight to you at the start of your turn, deal
  1885.  
  1886. additional damage equal to 3% of the target's current health as bonus magic damage, this ability has a 4 turn cooldown.
  1887. - Bandit: When you hit an enemy champion with a basic attack or a spell that applies on-hit effects, gain 3 StarLight if
  1888.  
  1889. it was a ranged ability, or 10 StarLight if it was a melee ability. This ability has a 2 turn cooldown. Additionally,
  1890.  
  1891. whenever an ally within 20m kills a non-champion, gain 1 StarLight (voidspawn do not count for this ability, but Voidlings
  1892.  
  1893. do).
  1894. - Dangerous Game: When you kill or assist in the kill of an enemy champion, regain 5% of your missing HP and 5% of your
  1895.  
  1896. missing MP.
  1897.  
  1898. Tier 5
  1899. - Precision: Grants (1.5 + (Level * 0.25)) AR Pen and (1.5 + (Level * 0.25)) Spell Pen
  1900. - Intelligence: gain 5% CDR, and the CDR cap is increased from 40% to 45%
  1901.  
  1902. Tier 6 (Keystones)
  1903. - Stormraider's Surge: When you reduce an enemy champion's current HP by 30% of its maximum HP within one turn, you gain
  1904.  
  1905. 2.7m Speed and 75% Tenacity against slowing effects only for the next 6 Actions. This benefit has a 5 turn Cooldown.
  1906. - Thunderlord's Decree: Hitting an enemy champion with a spell or basic attack marks them with Thunderlord's Decree for 3
  1907.  
  1908. Actions. At 3 stacks, the target is dealt (10 * Level) + (30% of Bonus AD) + (10% of AP) magic damage in a 2m blast
  1909.  
  1910. centred on them. Thunderlord's Decree can only be triggered once every 12 turns, reduced by 1 per 3 levels (4, 7, 10, 13,
  1911.  
  1912. 16) to a minimum of 7 turns at level 16+. Damage over time effects can often trigger Thunderlord's Decree very easily,
  1913.  
  1914. because each tick counts as a new instance of damage.
  1915. - Windspeaker's Blessing: Healing and shielding effects that you create are 10% stronger (healing 10% more HP or producing
  1916.  
  1917. 10% more shield). Additionally, targets affected by a heal or shield effect that you have created (other than yourself)
  1918.  
  1919. gain (4 + Level) AR Factor and (2 + (0.5 * Level)) MR Factor until the end of their next turn. Receiving bonus health does
  1920.  
  1921. not count as healing for this ability.
  1922.  
  1923.  
  1924.  
  1925. Resolve Mastery Tree
  1926. Tier 1
  1927. - Recovery: Grants 0.8 HP Regen
  1928. - Unyielding: Increases Bonus AR Factor and Bonus MR Factor by 5%
  1929.  
  1930. Tier 2
  1931. - Explorer: Grants 0.3m Speed while in river, brush, or unworked terrain
  1932. - Tough Skin: Reduces damage from enemy champion's and monster's basic attacks by 2 after armour reductions.
  1933. - Siegemaster: Grants +8 AR Factor and +8 MR Factor while you are within the radius of an allied turret or StarLight
  1934.  
  1935. Circle
  1936.  
  1937. Tier 3
  1938. - Runic Armour: Shield and Healing effects you receive are 8% stronger (multiplicative), including Life Steal, Spell Vamp,
  1939.  
  1940. and Health Regeneration
  1941. - Veteran's Scars: Grants +50 Max HP
  1942.  
  1943. Tier 4
  1944. - Insight: You may have up to 3 auxiliary spells prepared, but can only use 2 of them during a single encounter, and you
  1945.  
  1946. may prepare a second copy of the same auxiliary spell if desired.
  1947. - Perseverance: gain +50% base HP Regen, increased to +200% while below 25% max HP.
  1948. - Fearless: Grants (10 + (1.5 * Level))% Bonus AR Factor and MR Factor for 4 actions when damaged by an enemy champion.
  1949.  
  1950. This ability has a 4 turn cooldown.
  1951.  
  1952. Tier 5
  1953. - Swiftness: gain 15% Tenacity.
  1954. - Legendary Guardian: Gain 3 Bonus AR Factor and MR Factor for each enemy champion within 14m.
  1955.  
  1956. Tier 6 (Keystones)
  1957. - Grasp of the Undying: Your first basic attack deals 3% of your max HP and heals you for 1.5% of your max HP if melee, or
  1958.  
  1959. deals 1.5% of your max HP and heals you for 0.75% of your max HP if ranged. This ability has a 2 turn cooldown, and cannot
  1960.  
  1961. be used unless you have damaged or been damaged by an enemy champion during each of the 2 previous turns.
  1962. - Courage of the Colossus: When you hit an enemy champion with a stun, taunt, root, or knock up, you gain a shield equal
  1963.  
  1964. to (3 * Level) + (5% of Max HP) per enemy champion within 14m for 6 Actions. This ability has a cooldown equal to (24 -
  1965.  
  1966. (0.5 * Level)) turns.
  1967. - Stoneborn Pact: You gain 5% of your Max HP as bonus Max HP. When you apply any kind of Crowd Control effect on an enemy,
  1968.  
  1969. that enemy is branded with an Earthen Rune for 2 turns. When an ally uses a basic attack or single-target spell against an
  1970.  
  1971. enemy with an earthen rune, that ally heals for (5 + (2.5% of your Max HP)) if you are melee, or (2.5 + (1.25% of your Max
  1972.  
  1973. HP)) if you are ranged. This ability has no cooldown (though your ability to apply CC often does), and does not stack, but
  1974.  
  1975. each ally can only trigger the healing effect on themselves once per turn.
  1976.  
  1977.  
  1978.  
  1979. ---------------------------------------------------------------------------------------------------------------------
  1980.  
  1981.  
  1982.  
  1983. Runes
  1984. Characters receive slots to equip runes as they level up in much the same way as masteries. There are four types of slot -
  1985.  
  1986. Mark, Seal, Glyph, and Quintessence. Which type of slot restricts which type of rune may be assigned to it.
  1987.  
  1988. Level Rune Slots
  1989. 1 None
  1990. 2 1 Mark, 1 Seal, 1 Glyph, 1 Quintessence
  1991. 3 2 Marks, 2 Seals, 2 Glyphs, 2 Quintessences
  1992. 4+ 3 Marks, 3 Seals, 3 Glyphs, 3 Quintessences
  1993.  
  1994. Runes have a small pool of different benefits that can be assigned to each slot. There is no restriction on assigning
  1995.  
  1996. duplicates if desired, so long as only marks are assigned to mark slots, only seals to seal slots, etc.
  1997.  
  1998. Remember that you can change Runes freely between encounters but not during combat, so it doesn't hurt to experiment.
  1999.  
  2000. Runes marked with a * are comparatively less efficient than others, but are presented as alternatives to help make certain
  2001.  
  2002. combinations more functional.
  2003.  
  2004. *Mark of Armour - gain 2.73 AR Factor
  2005. Mark of Attack Damage - gain 2.85 AD
  2006. Mark of Accuracy - gain 1.02 Accuracy
  2007. Mark of Armour Penetration - gain 4.8 AR Pen
  2008. Mark of Spell Penetration - gain 2.61 Spell Pen
  2009. Mark of Precision - gain 3.39 AR Pen, gain 1.86 Spell Pen
  2010.  
  2011. *Seal of Armour - gain 3 AR Factor
  2012. *Seal of Health - gain 24 Max HP
  2013. *Seal of Health Regeneration - gain 0.672 HP Regen
  2014. Seal of Mana Regeneration - gain 1.23 MP Regen
  2015.  
  2016. *Glyph of Ability Power - gain 3.57 AP
  2017. Glyph of Cooldown Reduction - gain 2.5% CDR
  2018. *Glyph of Spell Penetration - gain 1.89 Spell Pen
  2019. Glyph of Magic Resist - gain 4.02 MR Factor
  2020. *Glyph of Mana - gain 33.75 Max MP
  2021. Glyph of Mana Regeneration - gain 0.99 MP Regen
  2022.  
  2023. Quintessence of Ability Power - gain 4.95 AP
  2024. Quintessence of Armour - gain 4.26 AR Factor
  2025. *Quintessence of Attack Damage - gain 2.25 AD
  2026. Quintessence of Accuracy - gain 0.9 Accuracy
  2027. Quintessence of Cooldown Reduction - gain 2.5% CDR
  2028. Quintessence of Health - gain 26 Max HP
  2029. Quintessence of Health Regeneration - gain 1.08 HP Regen
  2030. *Quintessence of Armour Penetration - gain 3.2 AR Pen
  2031. *Quintessence of Spell Penetration - gain 2.01 Spell Pen
  2032. Quintessence of Magic Resist - gain 4 MR Factor
  2033. Quintessence of Mana - gain 37.5 Max MP
  2034. Quintessence of Mana Regeneration - gain 1.25 MP Regen
  2035. Quintessence of Movement - gain 0.1m Speed
  2036. Quintessence of Life Steal - gain 1.5% LS
  2037. Quintessence of Spell Vamp - gain 2% Spell Vamp
  2038. *Quintessence of Precision - gain 2.24 AR Pen, gain 1.4 Spell Pen
  2039.  
  2040.  
  2041.  
  2042. ---------------------------------------------------------------------------------------------------------------------
  2043.  
  2044.  
  2045.  
  2046. Auxiliary Spells
  2047. Star Guardians have two slots (three with a specific Mastery) for auxiliary spells. While these slots are available
  2048.  
  2049. immediately, each auxiliary spell has a level requirement ranging from 2 to 5. Which auxiliary spells you have readied can
  2050.  
  2051. be changed freely between encounters, but not during combat. Each auxiliary spell can only be used once per encounter,
  2052.  
  2053. costs 0 Actions, and can be used to interrupt an enemy turn without needing to test, unless you are under a Crowd Control
  2054.  
  2055. effect that prevents it.
  2056.  
  2057. Ghost
  2058. Becomes available at level 2. When used, you are able to pass through other units for the next 10 turns. Additionally, for
  2059.  
  2060. the first 2 turns of that duration, increase your Speed by ((Level / 30) + 0.9)m, then for the remaining 8 turns of that
  2061.  
  2062. duration, increase your speed by ((Level / 15) + 1.8)m.
  2063.  
  2064. Heal
  2065. Becomes available at level 3. When used, you and one allied champion within 17m each heal ((Level * 15) + 75) HP, and gain
  2066.  
  2067. 2m Speed for the next 2 Actions. When a target is healed with this ability, any further uses of this ability (such as an
  2068.  
  2069. ally casting it) heal half as much if used during the same encounter.
  2070.  
  2071. Barrier
  2072. Becomes available at level 4. When used, you gain a shield equal to ((Level * 20) + 95) for 4 Actions. Barrier cannot be
  2073.  
  2074. blocked or prevented by any CC effect except for Suppress.
  2075.  
  2076. Flash
  2077. Becomes available at level 5. When used, you instantly teleport up to 8.5m, and this ability can be used in the middle of
  2078.  
  2079. an action without cancelling that action (such as using a dash ability or a multi-shot attack). If you would pass through
  2080.  
  2081. solid terrain, the range for Flash is instead ((1d10 / 10) + 7.7)m, rolled after declaring the destination, giving a
  2082.  
  2083. possible result of 7.8 to 8.7m. If you attempt to flash through solid terrain and don't have sufficient range to reach the
  2084.  
  2085. other side, you stop at the last open space before solid terrain along a line drawn from your point of origin to your
  2086.  
  2087. intended destination.
  2088.  
  2089.  
  2090.  
  2091. ---------------------------------------------------------------------------------------------------------------------
  2092.  
  2093.  
  2094.  
  2095. Interrupts
  2096. During the enemy turn, you may interrupt when an action is declared but before that action is resolved, typically in an
  2097.  
  2098. attempt to counter what the enemy is attempting. To do so, declare up to 1 Action worth of actions, specifying targets or
  2099.  
  2100. locations if applicable, then roll 3d100 against a target number of 30. If you roll at least 1 hit, the action you
  2101.  
  2102. declared occurs immediately before the action that you were interrupting, then the normal sequence of play resumes. If you
  2103.  
  2104. fail, your action(s) occur as planned, but do not begin until after the triggering action that you intended to interrupt.
  2105.  
  2106. When you interrupt, successful or not, you have effectively spent 1 Action base, plus the Action cost of the action you
  2107.  
  2108. selected, from your budget for the next turn, and will receive fewer Actions at the start of your next turn. If you
  2109.  
  2110. interrupt again while you are already going to receive fewer than normal Actions at the start of your next turn, each
  2111.  
  2112. missing Action worsens the difficulty for the 3d100 test by 10. This means that the more you interrupt, the more difficult
  2113.  
  2114. it is to interrupt again, and when you're down to your last Action for next turn, your target number is zero (which is
  2115.  
  2116. thus an automatic failure). Further, because Auxiliary Spells and several other abilities have a 0 Action cost, they are
  2117.  
  2118. often much more useful as interrupt abilities just due to costing less from your next turn's Action budget.
  2119.  
  2120. When you interrupt, keep in mind any Crowd Control effects you are currently suffering from, as they will restrict your
  2121.  
  2122. choices of action, based on you spending Actions from your next turn's budget compared to the durations of that CC. Thus,
  2123.  
  2124. if you're currently rooted for 1 Action, you may interrupt, but would not be able to spend movement for that Action as the
  2125.  
  2126. rooted condition makes you stationary. However, if you interrupted again on the same turn, the root duration would
  2127.  
  2128. effectively be over because you were only rooted for 1 more Action which was already spent on your previous interrupt.
  2129.  
  2130. Common interrupts are to use movement, Ghost, or Flash to avoid an attack, Barrier or another shielding ability to ablate
  2131.  
  2132. an attack, Heal or another healing ability to restore health before an attack, squeezing one more attack or spell out to
  2133.  
  2134. finish off a nearly dead target, or using an action denial spell to prevent a certain ability from being used. Overuse of
  2135.  
  2136. this feature is highly inefficient, but tactical use can be very effective.
  2137.  
  2138.  
  2139.  
  2140. ---------------------------------------------------------------------------------------------------------------------
  2141.  
  2142.  
  2143.  
  2144. Crowd Control
  2145. Crowd Control or CC refers to a variety of temporary, negative status effects that restrict your selection of actions.
  2146.  
  2147. Such effects generally have an Action or turn duration, and can limit your ability to interrupt depending on the timing.
  2148.  
  2149. When something has a duration measured in turns, the duration is counted as full turns under the effect, meaning that if
  2150.  
  2151. the duration begins mid-turn, that turn does not count toward the duration, and the duration typically ends at the end of
  2152.  
  2153. the affected unit's final turn of the duration.
  2154.  
  2155. Airborne
  2156. - A unit that is made airborne is moved in a specified direction or to a specific point. For the duration, the unit is
  2157.  
  2158. also stunned and cannot move, attack, cast abilities, activate items or use the flash or teleport auxiliary spells.
  2159.  
  2160. Becoming airborne interrupts all channeled and charged abilities, all dash abilities, and other airborn effects.
  2161.  
  2162. Essentially airborne is a combination of being stunned and forced to move (typically by flying helplessly through the air)
  2163.  
  2164. such that the duration of the effect is also how long it takes for the victim to arrive at the destination.
  2165. - Knock aside: A knock aside causes the target to be made airborne in a direction perpendicular to the direction of
  2166.  
  2167. cast.
  2168. - Knockback: A knockback causes the target to be made airborne in a direction away from the point of cast.
  2169. - Knockup: A knockup causes the target to be made airborne on the spot.
  2170. - Pull: A pull effect causes the target to be made airborne in a direction toward the point of cast.
  2171. - Quicksilver or Mikael's Crucible ends the stun component and allows you to use flash, dash, or blink abilities but
  2172.  
  2173. nothing else until the duration ends. If a flash, dash, or blink is used immediately after Quicksilver or Mikael's
  2174.  
  2175. Crucible, the forced movement and duration is ended immediately.
  2176.  
  2177. Charmed
  2178. - A unit that is charmed will move toward the source for the duration of the effect, and cannot control its own movement
  2179.  
  2180. or attacks, and is unable to cast abilities.
  2181. - This may be removed by Cleanse, Quicksilver, or Mikael's Crucible.
  2182.  
  2183. Root
  2184. - A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a snare). this
  2185.  
  2186. includes normal movement, dash and blink abilities, flash, and teleport.
  2187. - This may be removed by Cleanse, Quicksilver, or Mikael's Crucible.
  2188.  
  2189. Silence
  2190. - A unit that is silenced cannot cast abilities, activate items or use flash or teleport for the duration. Becoming
  2191.  
  2192. silenced interrupts all channeled and all charged abilities.
  2193. - This may be removed by Cleanse, Quicksilver, or Mikael's Crucible.
  2194.  
  2195. Slow
  2196. - A unit that is slowed has reduced movement speed for the duration. A unit that is slowed cannot benefit from abilities
  2197.  
  2198. that increase movement speed temporarily. If a unit suffers from multiple slow effects, track each of them individually
  2199.  
  2200. for durations, but only apply the most severe slow at any one time.
  2201. - This may be removed by Cleanse, Quicksilver, or Mikael's Crucible.
  2202.  
  2203. Stun
  2204. A unit that is stunned is unable to control its movement, declare attacks, cast abilities, activate items or use auxiliary
  2205.  
  2206. spells (except Barrier) for the duration.
  2207. - This may be removed by Cleanse, Quicksilver, or Mikael's Crucible.
  2208.  
  2209. Suppress
  2210. - A unit that is suppressed is unable to control its movement, declare attacks, cast abilities, activate items or use any
  2211.  
  2212. auxiliary spell for the duration.
  2213. - This may only be removed by Quicksilver.
  2214.  
  2215. Grievous Wounds
  2216. - A unit that is suffering from grievous wounds only regains half normal health from healing effects, HP Regen, Life
  2217.  
  2218. Steal, and all other sources of HP restoration. Grievous Wounds isn't technically action denial, but is listed here for
  2219.  
  2220. convenience.
  2221.  
  2222.  
  2223.  
  2224. Fading
  2225. - A unit that has no remaining HP remaining is incapacitated, and may no longer take actions. Enemy units that are
  2226.  
  2227. incapacitated are effectively dead and may be removed from play. Star Guardians, however, instead ender a special state
  2228.  
  2229. called 'Fading'. Allied Star Guardians may 'rekindle' a fading ally by spending 3 consecutive Actions entirely within a
  2230.  
  2231. 2.5m radius of the incapacitated ally. Doing so reduces the rekindling ally's current HP total by 20%, then revives the
  2232.  
  2233. downed ally with the same current HP percentage as the rekindling ally. Only Star Guardians can rekindle each other.
  2234.  
  2235.  
  2236.  
  2237. ---------------------------------------------------------------------------------------------------------------------
  2238.  
  2239.  
  2240.  
  2241. Charms
  2242. Charms are purchased with StarLight, collected by defeating the creatures of the void and by earning the First Star's
  2243.  
  2244. favour. StarLight is measured in points, and can be spent to ask your familiar to convert it into useful charms. All
  2245.  
  2246. charms have a StarLight cost and can be broken back down into StarLight again but only refund 40% of the original purchase
  2247.  
  2248. cost. Buying and selling charms can be done freely outside of combat, so long as your familiar is available.
  2249.  
  2250. Star Guardians can have no more than 6 charms at a time. However, the majority of charms have alternate costs that allow
  2251.  
  2252. one or more charms to be upgraded into superior versions or combined together. For example, a Null-Magic Mantle costs 450
  2253.  
  2254. SL, but can be upgraded into a Negatron Cloak for 270 SL, or a Negatron Cloak can be bought for an identical total cost of
  2255.  
  2256. 720 (450 + 270). For another example, a Ruby Crystal (400 SL) and a Rejuvenation Bead (150 SL) can be combined into a
  2257.  
  2258. Crystalline Bracer for 100 additional SL, combining those two charms into a single one, or a Crystalline Bracer can be
  2259.  
  2260. purchased outright for 650 SL (400 + 150 + 100). The cost to combine items is always the same as the cost to buy them
  2261.  
  2262. outright.
  2263.  
  2264. Many charms have unique benefits. A unique benefit with no name simply means that the same benefit cannot be received
  2265.  
  2266. multiple times from the same charm (removing the incentive to stack multiple cheap items rather than combining into an
  2267.  
  2268. expensive one). A unique benefit with a name can only come from one source ever, and if there are multiple versions of a
  2269.  
  2270. unique ability granted by different items, only the version from the highest-priced item will be used.
  2271.  
  2272.  
  2273.  
  2274.  
  2275.  
  2276.  
  2277.  
  2278.  
  2279.  
  2280.  
  2281.  
  2282.  
  2283.  
  2284.  
  2285.  
  2286. ****************************************
  2287.  
  2288. This is where I left off, need to redo the item list with the adjusted stat logic, might need to rewrite a few active
  2289.  
  2290. abilities.
  2291.  
  2292.  
  2293.  
  2294.  
  2295.  
  2296.  
  2297. Faerie Charm
  2298. - StarLight: 125
  2299. - Benefit: gain 25% base MP Regen
  2300.  
  2301. Rejuvenation Bead
  2302. - StarLight: 150
  2303. - Benefit: gain 50% HP Regen
  2304.  
  2305. Boots of Speed
  2306. - StarLight: 300
  2307. - Unique Benefit: gain 0.5m Speed
  2308. - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
  2309.  
  2310. Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
  2311.  
  2312. Cloth Armour
  2313. - StarLight: 300
  2314. - Benefit: gain 15 AR Factor
  2315.  
  2316. Dagger
  2317. - StarLight: 300
  2318. - Benefit: gain 2.4 Accuracy
  2319.  
  2320. Sapphire Crystal
  2321. - StarLight: 350
  2322. - Benefit: gain 250 Max MP
  2323.  
  2324. Long Sword
  2325. - StarLight: 350
  2326. - Benefit: gain 10 AD
  2327.  
  2328. Ruby Crystal
  2329. - StarLight: 400
  2330. - Benefit: gain 150 Max HP
  2331.  
  2332. Brawler's Gloves
  2333. - StarLight: 400
  2334. - Benefit: gain 10% Threat
  2335.  
  2336. Doran's Ring
  2337. - StarLight: 400
  2338. - Benefit: gain 60 Max HP, gain 50% Base MP Regen, gain 15 AP
  2339. - Unique Benefit: When you kill a unit, regain 4 MP
  2340.  
  2341. Amplifying Tome
  2342. - StarLight: 435
  2343. - Benefit: gain 20 AP
  2344.  
  2345. Null-Magic Mantle
  2346. - StarLight: 450
  2347. - Benefit: gain 25 MR Factor
  2348.  
  2349. Doran's Shield
  2350. - StarLight: 450
  2351. - Benefit: gain 80 Max HP, gain 2.4 flat HP Regen, your basic attacks deal +5 physical damage to minions on hit
  2352. - Unique Benefit: When you take damage from an enemy champion, heal 20 HP. This ability has a 4 turn cooldown.
  2353.  
  2354. Doran's Blade
  2355. - StarLight: 450
  2356. - Benefit: gain 80 Max HP, gain 8 AD, gain 3% LS
  2357.  
  2358. Crystalline Bracer
  2359. - StarLight: 650
  2360. - Alternate Cost: Ruby Crystal + Rejuvenation Bead + 100 StarLight
  2361. - Benefit: gain 200 Max HP, gain 50% base HP Regen
  2362.  
  2363. Negatron Cloak
  2364. - StarLight: 720
  2365. - Alternate Cost: Null-Magic Mantle + 270 StarLight
  2366. - Benefit: gain 40 MR Factor
  2367.  
  2368. Tear of the Goddess
  2369. - StarLight: 750
  2370. - Alternate Cost: Sapphire Crystal + Faerie Charm + 275 StarLight
  2371. - Benefit: gain 250 Max MP
  2372. - Unique Benefit: Awe - Reduce the MP cost of spells by 15%
  2373. - Unique Benefit: Mana Charge - After each encounter, increase the Max MP granted by this item by 250, to a maximum of
  2374.  
  2375. 1000 MP
  2376.  
  2377. Cloak of Agility
  2378. - StarLight: 800
  2379. - Benefit: gain 20% Threat
  2380.  
  2381. Chain Vest
  2382. - StarLight: 800
  2383. - Alternate Cost: Cloth Armour + 500 StarLight
  2384. - Benefit: gain 40 AR Factor
  2385.  
  2386. Kircheis Shard
  2387. - StarLight: 800
  2388. - Alternate Cost: Dagger + 500 StarLight
  2389. - Benefit: gain 3 Accuracy
  2390. - Unique Benefit: Energized Strike - your first basic attack on your turn deals +50 bonus on-hit magic damage. This
  2391.  
  2392. ability has a 3 turn cooldown.
  2393.  
  2394. Chalice of Harmony
  2395. - StarLight: 800
  2396. - Alternate Cost: Null-Magic Mantle + Faerie Charm + Faerie Charm + 100 StarLight
  2397. - Benefit: gain 30 MR Factor, gain 50% base MP Regen
  2398. - Unique Benefit: Harmony - gain 25% base HP Regen for each 25% bonus MP Regen that you have
  2399.  
  2400. Kindlegem
  2401. - StarLight: 800
  2402. - Alternate Cost: Ruby Crystal + 400 StarLight
  2403. - Benefit: gain 200 Max HP
  2404. - Unique Benefit: gain 10% CDR
  2405.  
  2406. Forbidden Idol
  2407. - StarLight: 800
  2408. - Alternate Cost: Faerie Charm + Faerie Charm + 550 StarLight
  2409. - Benefit: gain 50% base MP Regen
  2410. - Unique Benefit: gain 10% CDR
  2411. - Unique Benefit: gain 8% heal and shield power
  2412.  
  2413. Executioner's Calling
  2414. - StarLight: 800
  2415. - Alternate Cost: Long Sword + 450 StarLight
  2416. - Benefit: gain 15 AD
  2417. - Unique Benefit: Executioner - physical damage you deal inflicts Grievous Wounds on enemy champions for 6 Actions.
  2418.  
  2419. Blasting Wand
  2420. - StarLight: 850
  2421. - Benefit: gain 40 AP
  2422.  
  2423. Aether Wisp
  2424. - StarLight: 850
  2425. - Alternate Cost: Amplifying Tome + 415 StarLight
  2426. - Benefit: gain 30 AP
  2427. - Unique Benefit: gain 0.3m Speed
  2428.  
  2429. Pickaxe
  2430. - StarLight: 875
  2431. - Benefit: gain 25 AD
  2432.  
  2433. Vampiric Sceptre
  2434. - StarLight: 900
  2435. - Alternate Cost: Long Sword + 550 StarLight
  2436. - Benefit: gain 15 AD, gain 10% LS
  2437.  
  2438. Boots of Swiftness
  2439. - StarLight: 900
  2440. - Alternate Cost: Boots of Speed + 600 StarLight
  2441. - Unique Benefit: gain 1.1m Speed
  2442. - Unique Benefit: Slow Resist - gain 25% Tenacity against slow effects only
  2443. - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
  2444.  
  2445. Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
  2446.  
  2447. Glacial Shroud
  2448. - StarLight: 900
  2449. - Alternate Cost: Sapphire Crystal + Cloth Armour + 250 StarLight
  2450. - Benefit: gain 20 AR Factor, gain 250 Max MP
  2451. - Unique Benefit: gain 10% CDR
  2452.  
  2453. Bramble Vest
  2454. - StarLight: 900
  2455. - Alternate Cost: Cloth Armour + Cloth Armour + 300 StarLight
  2456. - Benefit: gain 35 AR Factor
  2457. - Unique Benefit: Thorns - upon being hit by a basic attack, reflect 15 magic damage, inflicting Grievous Wounds on the
  2458.  
  2459. attacker for 2 Actions
  2460.  
  2461. Fiendish Codex
  2462. - StarLight: 900
  2463. - Alternate Cost: Amplifying Tome + 465 StarLight
  2464. - Benefit: gain 30 AP
  2465. - Unique Benefit: gain 10% CDR
  2466.  
  2467. Boots of Mobility
  2468. - StarLight: 900
  2469. - Alternate Cost: Boots of Speed + 600 StarLight
  2470. - Unique Benefit: gain 0.5m Speed, increasing to 2.3m if you haven't dealt or received damage in the past 2 turns
  2471. - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
  2472.  
  2473. Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
  2474.  
  2475. Ionian Boots of Lucidity
  2476. - StarLight: 900
  2477. - Alternate Cost: Boots of Speed + 600 StarLight
  2478. - Unique Benefit: gain 0.45m Speed
  2479. - Unique Benefit: gain 10% CDR
  2480. - Unique Benefit: you may select one additional Auxiliary Spell, which may not be a duplicate
  2481. - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
  2482.  
  2483. Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
  2484.  
  2485. Bami's Cinder
  2486. - StarLight: 900
  2487. - Alternate Cost: Ruby Crystal + 500 StarLight
  2488. - Benefit: gain 200 Max HP
  2489. - Unique Benefit: Immolate - at the start of your turn, deal magic damage equal to (level + 5) to all enemies within 6.5m
  2490.  
  2491. of you, doubled against minions and monsters
  2492.  
  2493. Lost Chapter
  2494. - StarLight: 900
  2495. - Alternate Cost: Amplifying Tome + Sapphire Crystal + 115 StarLight
  2496. - Benefit: gain 300 MP Regen, gain 25 AP
  2497. - Unique Benefit: Active, use only when you score a kill or assist on an enemy champion, regain (20% of Max MP) MP. This
  2498.  
  2499. ability has a 30 turn cooldown
  2500.  
  2501. Giant's Belt
  2502. - StarLight: 1000
  2503. - Alternate Cost: Ruby Crystal + 600 StarLight
  2504. - Benefit: gain 380 Max HP
  2505.  
  2506. Recurve Bow
  2507. - StarLight: 1000
  2508. - Alternate Cost: Dagger + Dagger + 400 StarLight
  2509. - Benefit: gain 5 Accuracy
  2510. - Unique Benefit: gain 15 on-hit physical damage
  2511.  
  2512. Giant Slayer
  2513. - StarLight: 1000
  2514. - Alternate Cost: Long Sword + 650 StarLight
  2515. - Benefit: gain 10 AD
  2516. - Unique Benefit: Giant Slayer - gain (5% of AD) bonus on-hit physical damage against enemy champions with greater Max HP
  2517.  
  2518. than you, increasing to (10% of AD) against enemy champions with at least 1000 Max HP more than you.
  2519.  
  2520. Warden's Maille
  2521. - StarLight: 1000
  2522. - Alternate Cost: Cloth Armour + Cloth Armour + 400 StarLight
  2523. - Benefit: gain 40 AR Factor
  2524. - Unique Benefit: Cold Steel - when you are hit by basic attacks, the attacker suffers -15% Accuracy for 2 Actions
  2525.  
  2526. Sheen
  2527. - StarLight: 1050
  2528. - Alternate Cost: Sapphire Crystal + 700 StarLight
  2529. - Benefit: gain 250 Max MP, gain 10% CDR
  2530. - Unique Benefit: Spellblade - after using a spell, your next basic attack (on-hit) deals extra damage equal to your Base
  2531.  
  2532. AD. This ability has a 3 Action cooldown
  2533.  
  2534. Berzerker's Greaves
  2535. - StarLight: 1100
  2536. - Alternate Cost: Boots of Speed + Dagger + 500 StarLight
  2537. - Benefit: gain 7 Accuracy
  2538. - Unique Benefit: gain 0.9m Speed
  2539. - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
  2540.  
  2541. Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
  2542.  
  2543. Catalyst of Aeons
  2544. - StarLight: 1100
  2545. - Alternate Cost: Ruby Crystal + Sapphire Crystal + 350 StarLight
  2546. - Benefit: gain 225 Max HP, gain 300 Max MP
  2547. - Unique Benefit: Eternity - 15% of damage you suffer is gained as MP. Spending MP restores 20% of the MP spent as HP, to
  2548.  
  2549. a maximum of 15 HP healed per spell cast.
  2550.  
  2551. Sorcerer's Shoes
  2552. - StarLight: 1100
  2553. - Alternate Cost: Boots of Speed + 800 StarLight
  2554. - Benefit: gain 15 Spell Pen
  2555. - Unique Benefit: gain 0.9m Speed
  2556. - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
  2557.  
  2558. Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
  2559.  
  2560. Ninja Tabi
  2561. - StarLight: 1100
  2562. - Alternate Cost: Boots of Speed + Cloth Armour + 500 StarLight
  2563. - Benefit: gain 30 AR Factor
  2564. - Unique Benefit: gain 0.9m Speed
  2565. - Unique Benefit: reduce incoming damage from all basic attacks (but not turret shots or on-hit effects) by 10%
  2566. - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
  2567.  
  2568. Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
  2569.  
  2570. Stinger
  2571. - StarLight: 1100
  2572. - Alternate Cost: Dagger + Dagger + 500 StarLight
  2573. - Benefit: gain 7 Accuracy
  2574. - Unique Benefit: gain 10% CDR
  2575.  
  2576. Aegis of the Legion
  2577. - StarLight: 1100
  2578. - Alternate Cost: Null-Magic Mantle + Cloth Armour + 350 StarLight
  2579. - Benefit: gain 30 AR Factor, gain 30 MR Factor
  2580.  
  2581. Mercury's Treads
  2582. - StarLight: 1100
  2583. - Alternate Cost: Boots of Speed + Null-Magic Mantle + 350 StarLight
  2584. - Benefit: gain 25 MR Factor
  2585. - Unique Benefit: gain 0.9m Speed
  2586. - Unique Benefit: gain 30 Tenacity
  2587. - Unique Limit: Limit 1 Boots item (includes Boots of Speed, Berzerker's Greaves, Ninja Tabi, Sorcerer's Shoes, Ionian
  2588.  
  2589. Boots of Lucidity, Mercury's Tread, Mobility Boots, and Boots of Swiftness)
  2590.  
  2591. Caulfield's Warhammer
  2592. - StarLight: 1100
  2593. - Alternate Cost: Long Sword + Long Sword + 400 StarLight
  2594. - Benefit: gain 25 AD
  2595. - Unique Benefit: gain 10% CDR
  2596.  
  2597. Jaurim's Fist
  2598. - StarLight: 1200
  2599. - Alternate Cost: Long Sword + Ruby Crystal + 450 StarLight
  2600. - Benefit: gain 150 Max HP, gain 15 AD
  2601. - Unique Benefit: After each encounter, increase the Max HP given by this item by 50, to a maximum of 300 Max HP
  2602.  
  2603.  
  2604.  
  2605.  
  2606. **************************************
  2607. Items need editing beyond this point, language and ratios have changed
  2608. **************************************
  2609.  
  2610.  
  2611.  
  2612. Tiamat
  2613. - StarLight: 1200
  2614. - Alternate Cost: Long Sword + Long Sword + Rejuvenation Bead + 350 StarLight
  2615. - Benefit: gain 4 AD, gain 0.4 HP Regen
  2616. - Unique Benefit: Cleave - Your basic attacks deal (AD / 0.4) physical damage to all enemy units within 7m of your target
  2617. - Unique Benefit: Crescent - Active, 1 AP, deal (AD * 0.8) physical damage to all enemy units within 8m of you. This
  2618.  
  2619. ability has a 4 turn cooldown
  2620. - Unique Limit: You may only purchase this item if your basic attacks are melee
  2621.  
  2622. Zeal
  2623. - StarLight: 1200
  2624. - Alternate Cost: Brawler's Gloves + Dagger + 500 StarLight
  2625. - Benefit: gain 0.3 Accuracy, gain 2 Threat
  2626. - Unique Benefit: gain 0.3m Speed
  2627.  
  2628. Seeker's Armguard
  2629. - StarLight: 1200
  2630. - Alternate Cost: Cloth Armour + Cloth Armour + Amplifying Tome + 165 StarLight
  2631. - Benefit: gain 6 AR Factor, gain 4 SP
  2632. - Unique Benefit: After each encounter, increase the AR Factor and SP given by this item by 1 each, to a maximum of 9 AR
  2633.  
  2634. Factor and 7 SP
  2635.  
  2636. Spectre's Cowl
  2637. - StarLight: 1200
  2638. - Alternate Cost: Ruby Crystal + Null-Magic Mantle + 350 StarLight
  2639. - Benefit: gain 50 Max HP, gain 5 MR Factor
  2640. - Unique Benefit: When you take damage from an enemy champion, gain 1 HP Regen for 6 turns. The ability has no cooldown,
  2641.  
  2642. but does not stack with itself.
  2643.  
  2644. Needlessly Large Rod
  2645. - StarLight: 1250
  2646. - Benefit: gain 12 SP
  2647.  
  2648. Phage
  2649. - StarLight: 1250
  2650. - Alternate Cost: Ruby Crystal + Long Sword + 500
  2651. - Benefit: gain 40 Max HP, gain 3 AD
  2652. - Unique Benefit: Rage - Your melee basic attacks (on-hit) give you 0.4m Speed (or 0.2m Speed for ranged basic attacks)
  2653.  
  2654. for 4 AP. Killing a unit instead grants 1.2m Speed (0.6m if ranged) for the same duration. This ability has no cooldown,
  2655.  
  2656. but does not stack with itself.
  2657.  
  2658. B. F. Sword
  2659. - StarLight: 1300
  2660. - Benefit: gain 8 AD
  2661.  
  2662. Last Whisper
  2663. - StarLight: 1300
  2664. - Alternate Cost: Long Sword + 950 StarLight
  2665. - Benefit: gain 2 AD
  2666. - Unique Benefit: Last Whisper - gain 1.8 AR Pen
  2667.  
  2668. Quicksilver Sash
  2669. - StarLight: 1300
  2670. - Alternate Cost: Null-Magic Mantle + 850 StarLight
  2671. - Benefit: gain 6 MR Factor
  2672. - Unique Benefit: Quicksilver - active, removes all crowd control debuffs from you. This ability has a 45 turn cooldown.
  2673.  
  2674. Hexdrinker
  2675. - StarLight: 1300
  2676. - Alternate Cost: Long Sword + Null-Magic Mantle + 500 StarLight
  2677. - Benefit: gain 7 MR Factor, gain 4 AD
  2678. - Unique Benefit: Lifeline - upon taking magic damage that would reduce your HP below 30% of Max HP, grants a shield that
  2679.  
  2680. absorbs ((Level * 2) + 20) magic damage for 10 AP. This ability has a 45 turn cooldown.
  2681.  
  2682. Haunting Guise
  2683. - StarLight: 1500
  2684. - Alternate Cost: Ruby Crystal + Amplifying Tome + 665 StarLight
  2685. - Benefit: gain 40 Max HP, gain 5 SP
  2686. - Unique Benefit: Eyes of Pain - gain 0.5 Spell Pen
  2687.  
  2688. Bilgewater Cutlass
  2689. - StarLight: 1500
  2690. - Alternate Cost: Vampiric Sceptre + Long Sword + 250 StarLight
  2691. - Benefit: gain 5 AD, gain 1 LS
  2692. - Unique Benefit: Active - 1 AP, targets an enemy champion within 11m range, dealing 20 magic damage and slowing them by
  2693.  
  2694. 1.7m Speed for 4 AP. This ability has a 45 turn cooldown.
  2695.  
  2696. Redemption
  2697. - StarLight: 2100
  2698. - Alternate Cost: Forbidden Idol + Crystalline Bracer + 650 StarLight
  2699. - Benefit: gain 40 Max HP, gain 1.8 MP Regen, gain 0.4 HP Regen, gain 2 CDR
  2700. - Unique Benefit: gain 10% heal and shield power
  2701. - Unique Benefit: The healing from the active effect is affected three times as much by increase healing and shielding
  2702.  
  2703. amplifiers
  2704. - Unique Benefit: Active - target an area within 110m range, 3 AP later calls down a beam of light with a 11m radius
  2705.  
  2706. centred on that point, which heals allies (including minions) within the radius for ((Level * 4) + 2) HP, deals 10% of
  2707.  
  2708. maximum health true damage to enemy champions, and 50 true damage to enemy minions. This ability has a 60 turn cooldown.,
  2709.  
  2710. and can be used while dead. When a target is healed with this ability, any further uses of this ability (such as an ally
  2711.  
  2712. casting it) heal half as much if used during the same encounter.
  2713.  
  2714. Athene's Unholy Grail
  2715. - StarLight: 2100
  2716. - Alternate Cost: Fiendish Codex + Chalice of Harmony + 400 StarLight
  2717. - Benefit: gain 6 MR Factor, gain 1.2 MP Regen, gain 6 SP, gain 2 CDR
  2718. - Unique Benefit: When you damage an enemy champion with a spell, your next heal or shield effect on another ally heals or
  2719.  
  2720. shields an additional amount equal to 25% of the damage dealt by that spell, before AR/MR Saves.
  2721. - Unique Benefit: Dissonance - gain 1 SP per each 0.3 bonus MP Regen that you have, disables Harmony on your other items
  2722.  
  2723. Mikael's Crucible
  2724. - StarLight: 2100
  2725. - Alternate Cost: Chalice of Harmony + Forbidden Idol + 500 StarLight
  2726. - Benefit: gain 8 MR Factor, gain 1.2 MP Regen, gain 2 CDR
  2727. - Unique Benefit: gain 20% heal and shield power
  2728. - Unique Benefit: Harmony - gain 0.2 HP Regen for each 0.3 bonus MP Regen that you have
  2729. - Unique Benefit: Active - instantly removes all stuns, roots, taunts, fears, silences, and slows on one allied champion
  2730.  
  2731. within 15m, as well as making that ally immune to slots for 4 AP. Successfully cleansing an effect will also grant the
  2732.  
  2733. target 2.7m Speed for 4 AP. This ability has a 60 turn cooldown.
  2734.  
  2735. Knight's Vow
  2736. - StarLight: 2200
  2737. - Alternate Cost: Kindlegem + Chain Vest + 600 StarLight
  2738. - Benefit: gain 50 Max HP, gain 8 AR Factor, gain 2 CDR
  2739. - Unique Benefit: Active - 1 AP, designate an allied champion within 20m as your partner. No champion can be partner to
  2740.  
  2741. more than one Knight's Vow at a time. This abilith has a 45 turn cooldown.
  2742. - Unique Benefit: While you are within 20m of your partner, you gain 4 AR Factor, and you gain a 1m bonus to speed while
  2743.  
  2744. moving toward your partner. In addition, you automatically heal for 1/8th of the damage your partner deals to enemy
  2745.  
  2746. champions, and you redirect 1/8th of the damage your partner receives (after AR/MR Saves) to yourself as true damage. Both
  2747.  
  2748. of these effects are reduced to 1/16th if your basic attacks are ranged.
  2749.  
  2750. Locket of the Iron Solari
  2751. - StarLight: 2200
  2752. - Alternate Cost: Aegis of the Legion + Null-Magic Mantle + 650 StarLight
  2753. - Benefit: gain 6 AR Factor, gain 12 MR Factor
  2754. - Unique Benefit: Active - shield yourself and all allied champions within 30m for ((Level * 4) + (your Bonus HP * 0.36) +
  2755.  
  2756. 12) for 4 AP. This ability has a 45 turn cooldown.
  2757.  
  2758. Ardent Censer
  2759. - StarLight: 2300
  2760. - Alternate Cost: Forbidden Idol + Aether Wisp + 650 StarLight
  2761. - Benefit: gain 0.6 MP Regen, gain 12 SP, gain 2 CDR
  2762. - Unique Benefit: gain 10% heal and shield power
  2763. - Unique Benefit: gain 0.5m Speed
  2764. - Unique Benefit: healing or shielding an allied champion (excluding yourself) enhances that champion's basic attacks for
  2765.  
  2766. 3 turns, granting them 0.5 Accuracy, 5 bonus on-hit magic damage, and healing them for 5 HP on-hit.
  2767.  
  2768. Manamune
  2769. - StarLight: 2400
  2770. - Alternate Cost: Tear of the Goddess + Pickaxe + 775 StarLight
  2771. - Benefit: gain 5 AD, gain 50 Max MP
  2772. - Unique Benefit: Awe - grants bonus AD equal to 2% of Max MP. Reduce the MP cost of spells by 15%
  2773. - Unique Benefit: Mana Charge - After each encounter, increase the Max MP granted by this item by 50, to a maximum of 200
  2774.  
  2775. MP
  2776. - Unique Benefit: Inherits Mana Charge already stacked from Tear of the Goddess. Transforms into Muramana automatically
  2777.  
  2778. when fully charged.
  2779.  
  2780. Muramana
  2781. - Alternate Cost: Fully-charged Manamune
  2782. - Benefit: gain 5 AD, gain 200 Max MP
  2783. - Unique Benefit: Awe - grants bonus AD equal to 2% of Max MP. Reduce the MP cost of spells by 15%
  2784. - Unique Benefit: Shock - when making a basic attack or using single-target spell on an enemy champion, you may choose to
  2785.  
  2786. spend 3% of your Max MP to deal twice that amount as bonus physical damage. This ability has no cooldown, but cannot be
  2787.  
  2788. used while you have less than 20% Max MP
  2789.  
  2790. Guardian Angel
  2791. - StarLight: 2400
  2792. - Alternate Cost: B. F. Sword + Cloth Armour + 800 StarLight
  2793. - Benefit: gain 6 AR Factor, gain 8 AD
  2794. - Unique Benefit: Upon taking lethal damage, you go into stasis for 8 AP, then are restored to 50% of Base HP and 30% of
  2795.  
  2796. Max MP. This ability has a 150 turn cooldown
  2797.  
  2798. Wit's End
  2799. - StarLight: 2500
  2800. - Alternate Cost: Recurve Bow + Negatron Cloak + Dagger + 480 StarLight
  2801. - Benefit: gain 8 MR Factor, gain 0.8 Accuracy
  2802. - Unique Benefit: gain 8 bonus on-hit magic damage
  2803. - Unique Benefit: when you hit the same enemy champion three times with basic attacks during the same turn, you gain 5 MR
  2804.  
  2805. Factor while the target enemy champion loses 1 MR Save. This effect lasts for 2 turns, or until you hit a different enemy
  2806.  
  2807. champion, in which case it will transfer to that champion. You cannot affect more than one enemy champion with this
  2808.  
  2809. ability at one time.
  2810.  
  2811. Gargoyle's Stoneplate
  2812. - StarLight: 2500
  2813. - Alternate Cost: Chain Vest + Negatron Cloak + 980 StarLight
  2814. - Benefit: gain 8 AR Factor, gain 8 MR Factor
  2815. - Unique Benefit: Stone Skin - if 3 or more enemy champions are within 20m of you, gain an additional 8 AR Factor and 8 MR
  2816.  
  2817. Factor
  2818. - Unique Benefit: Metallicize - increases current and Max HP by 40% but reduces all damage you deal by 60% for 8 AP. If
  2819.  
  2820. Stone Skin is active, instead increases current and Max HP by 100%. Current HP percentage is preserved when the effect
  2821.  
  2822. ends as well. This ability has a 45 turn cooldown.
  2823.  
  2824. Righteous Glory
  2825. - StarLight: 2500
  2826. - Alternate Cost: Glacial Shroud + Crystalline Bracer + 950 StarLight
  2827. - Benefit: gain 80 Max HP, gain 6 AR Factor, gain 60 Max MP, gain 0.8 HP Regen, gain 2 CDR
  2828. - Unique Benefit: Active, gain 5m Speed while moving toward enemies for 8 AP. When this effect ends or when you move
  2829.  
  2830. within 4m of an enemy champion, it emits a shockwave, slowing all enemy champions within 10m by 5m Speed for 4 AP and
  2831.  
  2832. ending the movement speed boost early if applicable. This ability has a 45 turn cooldown.
  2833.  
  2834. Mortal Reminder
  2835. - StarLight: 2600
  2836. - Alternate Cost: Executioner's Calling + Last Whisper + 500 StarLight
  2837. - Benefit: gain 10 AD
  2838. - Unique Benefit: Executioner - physical damage you deal inflicts Grievous Wounds on enemy champions for 10 AP
  2839. - Unique Benefit: Last Whisper - gain 1.8 AR Pen
  2840.  
  2841. Lord Dominik's Regards
  2842. - StarLight: 2600
  2843. - Alternate Cost: Giant Slayer + Last Whisper + 300 StarLight
  2844. - Benefit: gain 50 AD
  2845. - Unique Benefit: Giant Slayer - gain (AD / 10) bonus on-hit physical damage against enemy champions with greater Max HP
  2846.  
  2847. than you, increasing to (AD / 5) against enemy champions with at least 200 Max HP more than you.
  2848. - Unique Benefit: Last Whisper - gain 1.8 AR Pen
  2849.  
  2850. Phantom Dancer
  2851. - StarLight: 2600
  2852. - Alternate Cost: Zeal + Dagger + Dagger + 800 StarLight
  2853. - Benefit: gain 0.9 Accuracy, gain 0.3m Speed, gain 3 Threat
  2854. - Unique Benefit: Spectral Waltz - you gain an additional 0.5m Speed and you may move through units while a visible enemy
  2855.  
  2856. is within 11m of you
  2857. - Unique Benefit: Lament - you gain +1 AR Save and +1 MR Save against the last enemy champion you hit, lasting up to 4
  2858.  
  2859. turns. This ability has no cooldown, but can only apply to one enemy champion at a time
  2860.  
  2861. Sterak's Gage
  2862. - StarLight: 2600
  2863. - Alternate Cost: Jaurim's Fist + Long Sword + 1050 StarLight
  2864. - Benefit: gain 80 Max HP
  2865. - Unique Benefit: gain bonus AD equal to 30% of base AD
  2866. - Unique Benefit: Lifeline - upon taking (Level * 20) HP within one turn, gain Sterak's Fury. This ability has a 30 turn
  2867.  
  2868. cooldown
  2869. - Unique Benefit: Sterak's Fury - When triggered by Lifeline, gain additional bonus AD equal to 30% of base AD, and a
  2870.  
  2871. shield equal to 60% of your bonus HP for 3 turns
  2872.  
  2873. Statikk Shiv
  2874. - StarLight: 2600
  2875. - Alternate Cost: Zeal + Kircheis Shard + 600 StarLight
  2876. - Benefit: gain 0.7 Accuracy, gain 0.3 Speed, gain 3 Threat
  2877. - Unique Benefit: Energized Strike - your first basic attack on your turn (on-hit) sparks lightning to up to 5 nearby
  2878.  
  2879. units (4m range for each link in the chain), dealing (Level * 2) bonus magic damage, increased to (Level * 3) against
  2880.  
  2881. minions. This ability has a 3 turn cooldown.
  2882.  
  2883. Rapid Firecannon
  2884. - StarLight: 2600
  2885. - Alternate Cost: Zeal + Kircheis Shard + 600 StarLight
  2886. - Benefit: gain 0.6 Accuracy, gain 0.3 Speed, gain 3 Threat
  2887. - Unique Benefit: Energized Strike - your first basic attack on your turn (gains 35% increased range, to a maximum of +3m
  2888.  
  2889. range, and deals (Level * 1.33) bonus on-hit magic damage. This ability has a 2 turn cooldown. This ability overrides the
  2890.  
  2891. one from Kircheis Shard, but can stack with the one from Statikk Shiv allowing both to proc off of the faster recharge
  2892.  
  2893. time and extended range.
  2894.  
  2895. Rylai's Crystal Sceptre
  2896. - StarLight: 2600
  2897. - Alternate Cost: Blasting Wand + Amplifying Tome + Ruby Crystal + 915 StarLight
  2898. - Benefit: gain 60 Max HP, gain 15 SP
  2899. - Unique Benefit: Icy - damaging spells slow affected units by 1.3m Speed for 2 AP
  2900.  
  2901. Void Staff
  2902. - StarLight: 2650
  2903. - Alternate Cost: Blasting Wand + Amplifying Tome + 1365 StarLight
  2904. - Benefit: gain 16 SP
  2905. - Unique Benefit: gain 1.8 Spell Pen
  2906.  
  2907. Iceborn Gauntlet
  2908. - StarLight: 2700
  2909. - Alternate Cost: Sheen + Glacial Shroud + 750 StarLight
  2910. - Benefit: gain 13 AR Factor, gain 100 Max MP, gain 4 CDR
  2911. - Unique Benefit: Spellblade - after using a spell, your next basic attack (on-hit) deals extra damage equal to your Base
  2912.  
  2913. AD. This ability has a 3 AP cooldown
  2914. - Unique Benefit: Icy Zone - triggering Spellblade also creates an Icy Zone centred on the target, with a radius of
  2915.  
  2916. ((bonus AR Factor / 20) + 3.7)m, lasting for 4 AP, which deals damage equal to your base AD to enemies within the zone at
  2917.  
  2918. the time the zone is created, and slows enemies by 2m Speed while they are within the zone
  2919.  
  2920. Rod of Ages
  2921. - StarLight: 2700
  2922. - Alternate Cost: Catalyst of Aeons + Blasting Wand + 750 StarLight
  2923. - Benefit: gain 60 Max HP, gain 60 Max MP, gain 12 SP
  2924. - Unique Benefit: After each encounter, increase the Max HP granted by this item by 20 to a maximum of 100 Max HP,
  2925.  
  2926. increase the Max MP granted by this item by 10 to a maximum og 80 Max MP, and the SP granted by this item by 4 to a
  2927.  
  2928. maximum og 20 SP (initially 60 Max HP, 60 Max MP, 12 SP, after one encounter becomes 80 Max HP, 70 Max MP, 16 SP, after
  2929.  
  2930. two or more encounters becomes 100 Max HP, 80 Max MP, and 20 SP)
  2931. - Unique Benefit: Eternity - 15% of damage you suffer is gained as MP. Spending MP restores 20% of the MP spent as HP, to
  2932.  
  2933. a maximum of 5 HP healed per spell cast
  2934.  
  2935. Frozen Heart
  2936. - StarLight: 2700
  2937. - Alternate Cost: Warden's Maille + Glacial Shroud + 800 StarLight
  2938. - Benefit: gain 18 AR Factor, gain 80 Max MP, gain 4 CDR
  2939. - Unique Benefit: Cold Steel - enemy champions within 14m suffer -1 Accuracy
  2940.  
  2941. Spirit Visage
  2942. - StarLight: 2800
  2943. - Alternate Cost: Kindlegem + Spectre's Cowl + 800 StarLight
  2944. - Benefit: gain 90 Max HP, gain 11 MR Factor, gain 0.8 HP Regen, gain 2 CDR
  2945. - Unique Benefit: increase effectiveness of all sources of health restoration by 30% (including HP Regen, healing spells,
  2946.  
  2947. life steal, and spell vamp)
  2948.  
  2949. Adaptive Helm
  2950. - StarLight: 2800
  2951. - Alternate Cost: Spectre's Cowl + Null-Magic Mantle + Rejuvenation Bead + 1000 StarLight
  2952. - Benefit: gain 70 Max HP, gain 11 MR Factor, gain 0.8 HP Regen, gain 2 CDR
  2953. - Unique Benefit: taking magic damage from a spell or effect grants 2 MR Save against all subsequent magic damage taken
  2954.  
  2955. from that spell or effect for 2 turns. Multiple sources of magic damage can have this effect active at any one time, and
  2956.  
  2957. the duration is tracked separately for each source
  2958.  
  2959. Warmog's Armour
  2960. - StarLight: 2850
  2961. - Alternate Cost: Giant's Belt + Kindlegem + Crystaline Bracer + 400 StarLight
  2962. - Benefit: gain 160 Max HP, gain 1.6 HP Regen
  2963. - Unique Benefit: gain 2 CDR
  2964. - Unique Benefit: Grants Warmog's Heart if you have at least 550 Max HP
  2965. - Unique Benefit: Warmog's Heart - regenerate 10% of Max HP at the start of your turn. Taking damage from minions or
  2966.  
  2967. monsters deactivates this ability for 1 turn, taking damage from enemy champions deactivates this ability for 2 turns
  2968.  
  2969. Abyssal Mask
  2970. - StarLight: 2900
  2971. - Alternate Cost: Catalyst of Aeons + Negatron Cloak + 1080 StarLight
  2972. - Benefit: gain 70 Max HP, gain 11 MR Factor, gain 60 Max MP, gain 2 CDR
  2973. - Unique Benefit: Enemy champions within 14m take 10% more magic damage from all sources
  2974. - Unique Benefit: Eternity - 15% of damage you suffer is gained as MP. Spending MP restores 20% of the MP spent as HP, to
  2975.  
  2976. a maximum of 5 HP healed per spell cast.
  2977.  
  2978. Sunfire Cape
  2979. - StarLight: 2900
  2980. - Alternate Cost: Bami's Cinder + Chain Vest + Ruby Crystal + 800 StarLight
  2981. - Benefit: gain 12 AR Factor, gain 85 Max HP
  2982. - Unique Benefit: Immolate - at the start of your turn, deal magic damage equal to ((level / 2) + 2) to all enemies within
  2983.  
  2984. 6.5m of you, tripled against minions and monsters
  2985.  
  2986. Thornmail
  2987. - StarLight: 2900
  2988. - Alternate Cost: Bramble Vest + Warden's Maille + Ruby Crystal + 600 StarLight
  2989. - Benefit: gain 50 Max HP, gain 15 AR Factor
  2990. - Unique Benefit: Thorns - upon being hit by a basic attack, reflect 5 magic damage, inflicting Grievous Wounds on the
  2991.  
  2992. attacker for 2 AP
  2993. - Unique Benefit: Cold Steel - when you are hit by basic attacks, the attacker suffers -1 Accuracy for 2 AP
  2994.  
  2995. Randuin's Omen
  2996. - StarLight: 2900
  2997. - Alternate Cost: Warden's Maille + Giant's Belt + 900 StarLight
  2998. - Benefit: gain 80 Max HP, gain 12 AR Factor
  2999. - Unique Benefit: Gain 2 AR Save against critical hits
  3000. - Unique Benefit: Cold Steel - when you are hit by basic attacks, the attacker suffers -1 Accuracy for 2 AP
  3001. - Unique Benefit: Active, 1 AP, slow all enemy units within 10m by 3.7m Speed for 4 AP. This ability has a 30 turn
  3002.  
  3003. cooldown.
  3004.  
  3005. Zhonya's Hourglass
  3006. - StarLight: 2900
  3007. - Alternate Cost: Seeker's Armguard + Fiendish Codez + 800 StarLight
  3008. - Benefit: gain 9 AR Factor, gain 14 SP, gain 2 CDR
  3009. - Unique Benefit: Stasis - Active, put yourself into stasis for 5 AP, rendering yourself untargetable and invulnerable for
  3010.  
  3011. the duration, but also unable to move, attack, cast spells, or use items during this time. This ability has a 60 turn
  3012.  
  3013. cooldown.
  3014.  
  3015. Morellonomicon
  3016. - StarLight: 2900
  3017. - Alternate Cost: Lost Chapter + Fiendish Codex + Amplifying Tome + 665 StarLight
  3018. - Benefit: gain 80 Max MP, gain 20 SP
  3019. - Unique Benefit: gain 4 CDR
  3020. - Unique Benefit: killing or assisting in the kill of an enemy champion restores 20% of your Max MP
  3021. - Unique Benefit: Dealing magic damage to an enemy champion below 35% Max HP inflicts Grievous Wounds on them for 4 turns.
  3022.  
  3023. Dead Man's Plate
  3024. - StarLight: 2900
  3025. - Alternate Cost: Chain Vest + Giant's Belt + 1100 StarLight
  3026. - Benefit: gain 85 Max HP, gain 12 AR Factor
  3027. - Unique Benefit: Dreadnought - spending 1 AP on movement gives you a stack of Momentum, to a maximum of 5 stacks. Each
  3028.  
  3029. stack of Momentum gives you a 0.2m bonus to speed. Each AP not spent on movement reduces your stacks of Momentum by 1, and
  3030.  
  3031. being slowed or rooted removes all stacks and prevents gaining stacks until the CC effect ends.
  3032. - Unique Benefit: Crushing Blow - while you have the maximum 5 stacks of momentum, gain an additional 0.2m speed (for a
  3033.  
  3034. total of 1.2m speed including the bonuses from stacks). Your next basic attack removes all of your stacks, but deals 20
  3035.  
  3036. bonus in-hit physical damage, and if it is a melee basic attack it also slows the target by 3.3m for 2 AP.
  3037.  
  3038. The Black Cleaver
  3039. - StarLight: 3000
  3040. - Alternate Cost: Phage + Kindlegem + 950 StarLight
  3041. - Benefit: gain 8 AD, gain 4 CDR, gain 80 Max HP
  3042. - Unique Benefit: when you hit the same enemy champion three times with basic attacks during the same turn, the target
  3043.  
  3044. enemy champion loses 1 AR Save. This effect lasts for 2 turns, and may be triggered on multiple enemy champions at the
  3045.  
  3046. same time, tracking duration separately for each one
  3047. - Unique Benefit: Rage - Your melee basic attacks (on-hit) give you 0.4m Speed (or 0.2m Speed for ranged basic attacks)
  3048.  
  3049. for 4 AP. Killing a unit instead grants 1.2m Speed (0.6m if ranged) for the same duration. This ability has no cooldown,
  3050.  
  3051. but does not stack with itself
  3052.  
  3053. Banshee's Veil
  3054. - StarLight: 3000
  3055. - Alternate Cost: Fiendish Codex + Null-Magic Mantle + Blasting Rod + 800 StarLight
  3056. - Benefit: gain 12 MR Factor, gain 14 SP, gain 2 CDR
  3057. - Unique Benefit: grants a spell shield that blocks the next enemy spell. This shield refreshes after no damage is taken
  3058.  
  3059. from enemy chapions for 20 turns
  3060.  
  3061. Nashor's Tooth
  3062. - StarLight: 3000
  3063. - Alternate Cost: Stinger + Fiendish Codex + 1000 StarLight
  3064. - Benefit: gain 1 Accuracy, gain 16 SP
  3065. - Unique Benefit: gain 4 CDR
  3066. - Unique Benefit: gain ((SP * 0.15) + 3) in-hit magic damage
  3067.  
  3068. Archangel's Staff
  3069. - StarLight: 3100
  3070. - Alternate Cost: Tear of the Goddess + Needlessly Large Rod + 1100 StarLight
  3071. - Benefit: gain 16 SP, gain 50 Max MP
  3072. - Unique Benefit: Awe - grants bonus SP equal to 3% of Max MP. Reduce the MP cost of spells by 25%
  3073. - Unique Benefit: Mana Charge - After each encounter, increase the Max MP granted by this item by 50, to a maximum of 200
  3074.  
  3075. MP
  3076. - Unique Benefit: Inherits Mana Charge already stacked from Tear of the Goddess. Transforms into Seraph's Embrace
  3077.  
  3078. automatically when fully charged.
  3079.  
  3080. Seraph's Embrace
  3081. - Alternate Cost: Fully charged Archangel's Staff
  3082. - Benefit: gain 16 SP, gain 200 Max MP
  3083. - Unique Benefit: Awe - grants bonus SP equal to 3% of Max MP. Reduce the MP cost of spells by 25%
  3084. - Unique Benefit: Mana Shield - active, drains 20% of your current MP and shields you for an equal amount + 30 for 6 AP.
  3085.  
  3086. This ability has a 60 turn cooldown.
  3087.  
  3088. Frozen Mallet
  3089. - StarLight: 3100
  3090. - Alternate Cost: Jaurim's Fist + Giant's Belt + 900 StarLight
  3091. - Benefit: gain 140 Max HP, gain 6 AD
  3092. - Unique Benefit: Icy - basic attacks (on hit) apply a 2.7m slow (if melee) or 2m slow (if ranged) to the target for 2 AP,
  3093.  
  3094. refreshing with every hit.
  3095.  
  3096. Liandry's Torment
  3097. - StarLight: 3100
  3098. - Alternate Cost: Haunting Guise + Blasting Wand + 750 StarLight
  3099. - Benefit: gain 60 Max HP, gain 16 SP
  3100. - Unique Benefit: Eyes of Pain - gain 0.5 Spell Pen
  3101. - Unique Benefit: Dealing spell damage applies a damage over time effect that deals bonus magic damage equal to 5% of the
  3102.  
  3103. target's current health at the end of the target's next turn, and is doubled if the target is suffering from any CC
  3104.  
  3105. effects at the time that it triggers
  3106.  
  3107. Lich Bane
  3108. - StarLight: 3200
  3109. - Alternate Cost: Sheen + Aether Wisp + Blasting Wand + 450 StarLight
  3110. - Benefit: gain 0.5m Speed, gain 50 Max MP, gain 16 SP, gain 2 CDR
  3111. - Unique Benefit: Spellblade - after using a spell, your next basic attack (on-hit) deals extra damage equal to ((Base AD
  3112.  
  3113. * 0.75) + (SP * 0.5)). This ability has a 3 AP cooldown
  3114.  
  3115. Luden's Echo
  3116. - StarLight: 3200
  3117. - Alternate Cost: Needlessly Large Rod + Aether Wisp + 1100 StarLight
  3118. - Benefit: gain 0.7m Speed, gain 20 SP
  3119. - Unique Benefit: Echo - your first spell that damages an enemy champion on your turn deals ((SP * 0.1) + 20) bons magic
  3120.  
  3121. damage to the first enemy hit and up to 3 other enemies within 5m of the original target (regardless of whether the
  3122.  
  3123. original spell would hit multiple targets). This ability has a 3 turn cooldown.
  3124.  
  3125. Maw of Malmortius
  3126. - StarLight: 3250
  3127. - Alternate Cost: Hexdrinker + Caulfield's Warhammer + 850 StarLight
  3128. - Benefit: gain 9 MR Factor, gain 10 AD, gain 2 CDR
  3129. - Unique Benefit: Upon taking magic damage that would reduce your current HP below 30% of Max HP, grants Lifeline and
  3130.  
  3131. Lifegrip. This ability has a 45 turn cooldown.
  3132. - Unique Benefit: Lifeline - grants a shield that absorbs (bonus MR Factor + 60) magic damage for 2 turns.
  3133. - Unique Benefit: Lifegrip - grants 4 AD, 1 Spell Vamp, and 1 LS until you have not damaged nor been damaged by an enemy
  3134.  
  3135. champion for 2 consecutive turns
  3136.  
  3137. Infinity Edge
  3138. - StarLight: 3400
  3139. - Alternate Cost: B. F. Sword + Pickaxe + Cloak of Agility + 425 StarLight
  3140. - Benefit: gain 14 AD, gain 2 Threat
  3141. - Unique Benefit: Critical damage is increased by another 50% (for a total of 250% normally)
  3142.  
  3143. Blade of the Ruined King
  3144. - StarLight: 3400
  3145. - Alternate Cost: Bilgewater Cutlass + Recurve Bow + Long Sword + 900 StarLight
  3146. - Benefit: gain 0.5 Accuracy, gain 8 AD, gain 1.2 LS
  3147. - Unique Benefit: your basic attacks deal 8% of the target's current health (minimum 3) as bonus on-hit physical damage
  3148.  
  3149. (maximum 12 against minions and monsters)
  3150. - Unique Benefit: Active, 1 AP, deals 20 magic damage to an enemy champion within 11m and slows that champion by 1.7m
  3151.  
  3152. while boosting your own speed by 1.7m for 6 AP each. This ability has a 45 turn cooldown
  3153.  
  3154. Essence Reaver
  3155. - StarLight: 3400
  3156. - Alternate Cost: B. F. Sword + Caulfield's Warhammer + Cloak of Agility + 200 StarLight
  3157. - Benefit: gain 14 AD, gain 2 Threat
  3158. - Unique Benefit: gain CDR equal to (Threat + 1) to a maximum of 6 CDR
  3159. - Unique Benefit: critical strikes restore 3% of your Max MP
  3160.  
  3161. Ravenous Hydra
  3162. - StarLight: 3500
  3163. - Alternate Cost: Tiamat + Vampiric Sceptre + Pickaxe + 525 StarLight
  3164. - Benefit: gain 16 AD, gain 0.8 HP Regen, gain 1.2 LS
  3165. - Unique Benefit: Life Steal applies to 50% of Cleave and Crescent's area damage
  3166. - Unique Benefit: Cleave - Your basic attacks deal (AD / 0.4) physical damage to all enemy units within 7m of your target
  3167. - Unique Benefit: Crescent - Active, 1 AP, deal (AD * 0.8) physical damage to all enemy units within 8m of you. This
  3168.  
  3169. ability has a 4 turn cooldown
  3170. - Unique Limit: You may only purchase this item if your basic attacks are melee
  3171.  
  3172. Titanic Hydra
  3173. - StarLight: 3500
  3174. - Alternate Cost: Tiamat + Ruby Crystal + Jaurim's Fist + 700 StarLight
  3175. - Benefit: gain 90 Max HP, gain 7 AD, gain 1.8 HP Regen
  3176. - Unique Benefit: Cleave - Your basic attacks deal ((Max HP * 0.01) + 1) physical damage to the target, but also affect a
  3177.  
  3178. 40 degree arc out to 14m (9.7m wide at the far end), dealing ((Max HP * 0.025) + 8) physical damage to all targets within
  3179.  
  3180. that area except the original target of the basic attack.
  3181. - Unique Benefit: Crescent - Active, 1 AP, hits all enemies within a 60 degree arc out to 14m (14m width at the far end),
  3182.  
  3183. dealing ((Max HP * 0.10) + 8) physical damage. This ability has a 9 turn cooldown
  3184. - Unique Limit: You may only purchase this item if your basic attacks are melee
  3185.  
  3186. Death's Dance
  3187. - StarLight: 3500
  3188. - Alternate Cost: Caulfield's Warhammer + Pickaxe + Vampiric Sceptre + 625 StarLight
  3189. - Benefit: gain 16 AD, gain 2 CDR
  3190. - Unique Benefit: heal for 15% of all physical damage dealt to single targets and 5% of all physical damage dealt to area
  3191.  
  3192. targets
  3193. - Unique Benefit: 30% of damage you would take after AR/MR Saves is converted into a damage over time that triggers at the
  3194.  
  3195. end of your next turn
  3196.  
  3197. Guinsoo's Rageblade
  3198. - StarLight: 3600
  3199. - Alternate Cost: Blasting Wand + Pickaxe + Recurve Bow + 875 StarLight
  3200. - Benefit: gain 0.5 Accuracy, gain 7 AD, gain 10 SP
  3201. - Unique Benefit: basic attacks deal 3 on-hit magic damage
  3202. - Unique Benefit: If you make at least 3 basic attack actions within 2 turns, gain Guinsoo's Rage, which lasts until you
  3203.  
  3204. don't make at least 1 basic attack for 2 consecutive turns
  3205. - Unique Benefit: Guinsoo's Rage - gain 1 Accuracy, gain 4 AD, gain 5 SP, and every other basic attack will trigger on-hit
  3206.  
  3207. effects an additional time
  3208.  
  3209. Mercurial Scimitar
  3210. - StarLight: 3600
  3211. - Alternate Cost: Quicksilver Sash + Pickaxe + Vampiric Sceptre + 525 StarLight
  3212. - Benefit: gain 7 MR Factor, gain 13 AD, gain 10 LS
  3213. - Unique Benefit: Quicksilver - active, removes all crowd control debuffs from you, and grants a 3.3m Speed bonus for 2
  3214.  
  3215. AP. This ability has a 45 turn cooldown.
  3216.  
  3217. The Bloodthirster
  3218. - StarLight: 3700
  3219. - Alternate Cost: B. F. Sword + Vampiric Sceptre + Long Sword + 1150 StarLight
  3220. - Benefit: gain 16 AD
  3221. - Unique Benefit: gain 2 LS
  3222. - Unique Benefit: Your Life Steal overheals you, converting the excess healing into a shield to a maximum of (Level * 4).
  3223.  
  3224. This shield is lost if you to not attack or take damage for 12 consecutive turns.
  3225.  
  3226. Trinity Force
  3227. - StarLight: 3733
  3228. - Alternate Cost: Stinger + Sheen + Phage + 333 StarLight
  3229. - Benefit: gain 50 Max HP, gain 0.8 Accuracy, gain 5 AD, gain 0.3 Speed, gain 50 Max MP, gain 4 CDR
  3230. - Unique Benefit: Spellblade - after using a spell, your next basic attack (on-hit) deals extra damage equal to (Base AD *
  3231.  
  3232. 2). This ability has a 3 AP cooldown
  3233. - Unique Benefit: Rage - Your melee basic attacks (on-hit) give you 0.4m Speed (or 0.2m Speed for ranged basic attacks)
  3234.  
  3235. for 4 AP. Killing a unit instead grants 1.2m Speed (0.6m if ranged) for the same duration. This ability has no cooldown,
  3236.  
  3237. but does not stack with itself
  3238.  
  3239. Rabadon's Deathcap
  3240. - StarLight: 3800
  3241. - Alternate Cost: Needlessly Large Rod + Blasting Wand + Amplifying Tome + 1265 StarLight
  3242. - Benefit: gain 24 SP
  3243. - Unique Benefit: gain (SP * 0.35) as bonus SP
  3244.  
  3245.  
  3246.  
  3247. Star Guardians has much different logic than Summoner's Rift. As such, a significant number of items were removed for this
  3248.  
  3249. game, either because an item would be much too powerful, or because an item would be effectively useless (usually due to
  3250.  
  3251. triggering factors not being present):
  3252. - Health Potion
  3253. - Biscuit of Rejuvenation
  3254. - Refilling Potion
  3255. - Hunter's Potion
  3256. - Corrupting Potion
  3257. - Elixir of Iron
  3258. - Elixir of Sorcery
  3259. - Elixir of Wrath
  3260. - Ancient Coin
  3261. - Nomad's Medallion
  3262. - Talisman of Ascension
  3263. - Relic Shield
  3264. - Targon's Brace
  3265. - Face of the Mountain
  3266. - Spellthief's Edge
  3267. - Frostfang
  3268. - Frost Queen's Claim
  3269. - Control Ward
  3270. - Sightstone
  3271. - Ruby Sightstone
  3272. - Eye of the Equinox
  3273. - Eye of the Oasis
  3274. - Eye of the Watchers
  3275. - Tracker's Knife
  3276. - Farsight Alteration
  3277. - Warding Totem
  3278. - Hunter's Machete
  3279. - Hunter's Talisman
  3280. - Skirmisher's Sabre
  3281. - Stalker's Blade
  3282. - Bloodrazer Enchant
  3283. - Cinderhulk Enchant
  3284. - Runic Echoes Enchant
  3285. - Warrior Enchant
  3286. - Hextech Revolver
  3287. - Hextech Gunblade
  3288. - Hextech Protobelt-01
  3289. - Hextech GLP-800
  3290. - Serrated Dirk
  3291. - Poacher's Dirk
  3292. - Duskblade of Draktharr
  3293. - Youmuu's Ghostblade
  3294. - Edge of Night
  3295. - Runaan's Hurricane
  3296. - Ohmwrecker
  3297. - Zeke's Convergence
  3298. - Cull
  3299. - Raptor's Cloak
  3300. - Zz'Rot Portal
  3301. - Banner of Command
  3302.  
  3303. (If you don't know what Summoner's Rift is, ignore that block)
  3304.  
  3305.  
  3306.  
  3307. ---------------------------------------------------------------------------------------------------------------------
  3308.  
  3309.  
  3310.  
  3311. Monsters
  3312. - Voidspawn
  3313. - Voidling
  3314. - Wriggly Bubble Monster
  3315. - Jumpy Slashy
  3316. - Shooty Eyeball
  3317. - Grumpy Burrow
  3318. - Big Stompy
  3319. - Scary Spitty
  3320. - Draggy Tail
  3321. - The BIG One
  3322. - Baron Nashor
  3323.  
  3324.  
  3325.  
  3326. Elite Monsters/Lieutenants
  3327. - Kha'Zix
  3328. - Vel'Koz
  3329. - Rek'Zai
  3330. - Cho'Gath
  3331. - Kog'Maw
  3332. - Skar'Ner
  3333. - Mal'Zahar
  3334. - Thr'Esh
  3335. - Ori'Ana
  3336. - Var'Us
  3337. - Kas'Adin
  3338. - Noc'Turne
  3339. - Vei'Gar
  3340. - Xer'Ath
  3341.  
  3342.  
  3343.  
  3344. Scenario Objectives
  3345. - Survive
  3346. - Escape
  3347. - Defence
  3348. - Retrieve
  3349. - Channel
  3350. - Devices
  3351. - Assassinate
  3352. - Escort
  3353. - Boss
  3354.  
  3355.  
  3356.  
  3357. ---------------------------------------------------------------------------------------------------------------------
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