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A complete set of every single ability and its stats for all ADC champions.
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Ashe's Frost Shot (P)
Basic attacks and damaging abilities apply Frost, slowing enemies by 15/20/25% (based on level) for 2 seconds. Attacks against Frosted enemies deal 115% damage plus additional damage based on Ashe's Critical Strike Chance. Critical strikes do not deal bonus damage

Ashe's Ranger's Focus (Q)
Basic attacks grant Focus stacks for 6 seconds, up to 4 stacks. At maximum stacks, Ashe can activate Ranger's Focus to gain 25/35/45/55/65% Attack Speed for 4 seconds. While active, attacks fire a flurry of arrows dealing 110/115/120/125/130% total AD Physical damage and reset Ashe's attack timer. 8 second cooldown.

Ashe's Volley (W)
Fires a cone of arrows, each dealing 20/35/50/65/80 Physical damage plus 100% bonus AD scaling. Each arrow applies Frost Shot's slow for 2 seconds. Enemies can only be damaged by one arrow from the volley. 18/14.5/11/7.5/4 second cooldown.

Ashe's Hawkshot (E)
Sends a scouting hawk that travels globally, revealing enemies along its path. The hawk reveals an area for 5 seconds, granting vision of enemy champions, monsters, wards, and traps. Stores up to 2 charges. 90/80/70/60/50 second recharge time.

Ashe's Enchanted Crystal Arrow (R)
Fires a global arrow that deals 200/400/600 Magic damage plus 120% AP scaling. The first enemy champion hit is stunned for 1–3.5 seconds based on travel distance. Nearby enemies take the same damage and are slowed by 50% for 1 second. 100/80/60 second cooldown.

Caitlyn's Headshot (P)
Every 6th basic attack (or every 5th attack from brush) becomes a Headshot, dealing 60/90/120% total AD bonus Physical damage plus 142.1875% of Caitlyn's Critical Strike Chance as bonus damage. Against enemies affected by Yordle Snap Trap or 90 Caliber Net, Headshot gains 1300 range and does not require Caitlyn to be in attack range.

Caitlyn's Piltover Peacemaker (Q)
Fires a piercing shot that deals 50/90/130/170/210 Physical damage plus 125/145/165/185/205% total AD scaling to the first enemy hit. Subsequent enemies take 50% damage. Enemies revealed by Yordle Snap Trap take full damage. 10/9/8/7/6 second cooldown.

Caitlyn's Yordle Snap Trap (W)
Places a trap that arms after a short delay and lasts until triggered or expired. Enemies who trigger it are revealed, rooted for 1.5 seconds, and become vulnerable to Passive. Stores 3/3/4/4/5 traps. 20/18/16/14/12 second recharge time.

Caitlyn's 90 Caliber Net (E)
Fires a net that deals 80/130/180/230/280 Magic damage plus 80% AP scaling. Caitlyn is knocked backwards and the first enemy hit is slowed by 50% for 1 second. Enemies hit become vulnerable to an empowered Headshot. 16/14/12/10/8 second cooldown.

Caitlyn's Ace in the Hole (R)
Channels for 1 second, revealing herself and the target before firing a long range shot that deals 300/525/750 Physical damage plus 150% bonus AD scaling. The shot can be intercepted by another enemy champion. 90/75/60 second cooldown.

Draven's League of Draven (P)
Draven gains Adoration stacks whenever he catches a Spinning Axe or kills a unit. Killing an enemy champion consumes all Adoration and grants 25 gold plus 2 gold per Adoration stack. Draven loses 50% of his Adoration stacks upon death.

Draven's (Q)
The next basic attack deals 45/50/55/60/65 bonus Physical damage plus 75/85/95/105/115% bonus AD scaling. The axe ricochets off the target and can be caught to refresh the effect. You can hold up to 2 Spinning Axes at once. 12/11/10/9/8 second cooldown.

Draven's Blood Rush (W)
Grants 20/25/30/35/40% Attack Speed and 50/55/60/65/70% Movement Speed decaying over 1.5 seconds. Catching a Spinning Axe or killing a unit resets Blood Rush's cooldown. 12 second cooldown.

Draven's Stand Aside (E)
Throws two axes that deal 75/110/145/180/215 Physical damage plus 70% bonus AD scaling. Enemies hit are knocked aside and slowed by 20/25/30/35/40% for 2 seconds. 18/17/16/15/14 second cooldown.

Draven's Whirling Death (R)
Throws two massive axes that deal 200/300/400 Physical damage plus 110% bonus AD scaling. The axes travel globally, damage enemies hit, and reverse direction when they hit an enemy champion or reach maximum range. Damage is reduced by 8% per enemy hit, down to 40% minimum damage. The damage resets after the axes reverse. 100/90/80 second cooldown.

Ezreal's Rising Spell Force (P)
Hitting an enemy with an ability grants 10% Attack Speed for 6 seconds, stacking up to 5 times for a maximum of 50% Attack Speed. Each additional ability hit refreshes the duration.

Ezreal's Mystic Shot (Q)
Fires a bolt that deals 20/45/70/95/120 Physical damage plus 130% total AD and 15% AP scaling. Applies on hit effects at 100% effectiveness. If it hits an enemy, Ezreal's abilities cooldowns are reduced by 1.5 seconds. 5.5/5.25/5/4.75/4.5 second cooldown.

Ezreal's Essence Flux (W)
Fires an orb that attaches to the first champion, epic monster, or structure hit for 4 seconds. Detonating the mark with a basic attack or ability deals 80/135/190/245/300 Magic damage plus 100% bonus AD and 70/75/80/85/90% AP scaling. Detonating with an ability refunds the ability's mana cost and restores 60 additional mana. 12 second cooldown.

Ezreal's (E)
Teleports to a target location and fires a homing bolt that deals 80/130/180/230/280 Magic damage plus 50% bonus AD and 75% AP scaling. The bolt prioritizes enemies marked by Essence Flux. 26/23/20/17/14 second cooldown.

Ezreal's Trueshot Barrage (R)
Fires a global energy wave that deals 350/550/750 Magic damage plus 100% bonus AD and 90% AP scaling. The projectile passes through enemies, dealing full damage to champions and reduced damage to minions and non epic monsters after the first target hit. 120/105/90 second cooldown.

Jhin's Whisper (P)
Jhin's basic attacks have 4 shots and must reload after the fourth shot. The fourth shot is guaranteed to critically strike and deals 15/20/25% of the target's missing Health as bonus Physical damage. Jhin gains bonus Attack Damage from Critical Strike Chance and Attack Speed instead of gaining normal Attack Speed. Critical strikes deal 14% reduced damage but grant 14% (+4% per 10% bonus Attack Speed) Movement Speed for 2 seconds.

Jhin's Dancing Grenade (Q)
Throws a grenade that deals 44/69/94/119/144 Physical damage plus 44/51/58/65/72% total AD and 60% AP scaling. The grenade can bounce between up to 4 enemies. Each enemy killed by the grenade before it reaches the next target increases the damage of later bounces by 35%.

Jhin's Deadly Flourish (W)
Fires a long range shot that deals 60/95/130/165/200 Physical damage plus 50% total AD scaling. The first enemy champion hit is revealed and rooted for 1/1.25/1.5/1.75/2 seconds if they were recently damaged by Jhin, an ally, or a Lotus Trap. 12 second cooldown.

Jhin's Captive Audience (E)
Places an invisible Lotus Trap that deals 20/80/140/200/260 Magic damage plus 120% bonus AD and 100% AP scaling when triggered. Enemies are slowed by 35% for 2 seconds before the explosion. Champions killed by Jhin leave behind a Lotus Trap that detonates automatically. 24/21.5/19/16.5/14 second cooldown.

Jhin's Curtain Call (R)
Channels and fires 4 long range shots over 10 seconds. Each shot deals 64/154/244 Physical damage plus 25% total AD scaling, increased by 0-300% based on the target's missing Health. Shots slow enemies by 80% for 0.5 seconds. The fourth shot always critically strikes and deals 200% damage. 120/105/90 second cooldown.

Jinx's Get Excited! (P)
When Jinx damages an enemy champion, epic monster, turret, or inhibitor that is killed or destroyed within 3 seconds, she gains 175% Movement Speed decaying over 6 seconds and 25% total Attack Speed. While active, Jinx can exceed the Attack Speed cap. Additional activations refresh the duration and increase the Attack Speed bonus.

Jinx's Switcheroo! (Q)
Jinx swaps between Pow Pow the Minigun and Fishbones the Rocket Launcher. Pow Pow: Basic attacks grant 30/55/80/105/130% Attack Speed for 2.5 seconds, stacking up to 3 times. Fishbones: Basic attacks consume mana, gain 100/125/150/175/200 bonus range, deal 110% total AD Physical damage, and deal 10% reduced damage to secondary targets. 1 second cooldown.

Jinx's Zap! (W)
Fires a shock blast that deals 10/60/110/160/210 Physical damage plus 140% total AD scaling. The first enemy hit is revealed and slowed by 40/45/50/55/60% for 2 seconds. 8/7/6/5/4 second cooldown.

Jinx's Flame Chompers! (E)
Throws three traps that arm after 0.4 seconds and last for 5 seconds. Enemies that trigger a trap take 70/120/170/220/270 Magic damage plus 100% AP scaling and are rooted for 1.5 seconds. 24/20.5/17/13.5/10 second cooldown.

Jinx's Super Mega Death Rocket! (R)
Fires a global rocket that explodes on the first enemy champion hit, dealing 25/35/45 Physical damage plus 15% bonus AD scaling, plus 25/30/35% of the target's missing Health as Physical damage. Damage increases based on missing Health, up to 120% increased damage. Nearby enemies take 80% of the damage. 75/65/55 second cooldown.

Kai'Sa's Second Skin (P)
Basic attacks apply Plasma stacks for 4 seconds, dealing 5/7.5/10/12.5/15% of the target's missing Health as bonus Magic damage when the fifth stack is applied. Kai'Sa's allies' immobilizing effects also apply Plasma stacks. Kai'Sa upgrades her abilities when reaching 100 bonus AD, 100 AP, and 100% bonus Attack Speed.

Kai'Sa's Icathian Rain (Q)
Fires 6 missiles that deal 40/55/70/85/100 Physical damage each plus 50% bonus AD scaling. Missiles distribute among nearby enemies. Multiple missiles can hit the same target, but additional missiles deal 30% damage. Isolated targets take increased damage. When evolved with 100 bonus AD, fires 12 missiles instead. 10/9.5/9/8.5/8 second cooldown.

Kai'Sa's Void Seeker (W)
Fires a plasma projectile that deals 20/45/70/95/120 Magic damage plus 130% bonus AD and 45% AP scaling. Applies 2 Plasma stacks and reveals the target briefly. Against champions, hitting the target refunds 70% of the cooldown. When evolved with 100 AP, applies 3 Plasma stacks instead. 22/20/18/16/14 second cooldown.

Kai'Sa's Supercharge (E)
Gains 40/50/60/70/80% Attack Speed for 4 seconds and briefly increases Movement Speed while charging. Kai'Sa cannot attack during the charge. When evolved with 100% bonus Attack Speed, grants invisibility for 0.5 seconds after activation. 16/15/14/13/12 second cooldown.

Kai'Sa's Killer Instinct (R)
Kai'Sa dashes to a location near an enemy champion marked with Plasma and gains a shield that absorbs 100/150/200 plus 100% bonus AD and 75% AP damage for 2 seconds. The dash range scales with the distance from the marked target. 130/100/70 second cooldown.

Kalista's Martial Poise (P)
Kalista's basic attacks and Pierce cause her to dash a short distance in the direction she is moving. Her basic attacks deal 90% total AD damage instead of 100%, but she gains increased movement responsiveness while attacking.

Kalista's Pierce (Q)
Throws a spear that deals 20/85/150/215/280 Physical damage plus 105% total AD and 90% AP scaling. If Pierce kills a target, the spear continues traveling and transfers Rend stacks from the killed target to the next enemy hit. Applies one Rend stack. 8 second cooldown.

Kalista's Sentinel (W)
Passive: When Kalista and her Oathsworn ally attack the same target within 4 seconds, Kalista deals 14/15/16/17/18% of the target's current Health as bonus Magic damage. Active: Sends a sentinel that patrols an area for 7 seconds, granting vision. Stores up to 2 charges. 30/27/24/21/18 second recharge time.

Kalista's Rend (E)
Kalista's attacks and Pierce embed spears into enemies for 4 seconds. Activating Rend pulls out all spears, dealing 20/30/40/50/60 Physical damage plus 70% total AD and 20/25/30/35/40% AP scaling. Each additional spear increases the damage by 20/25/30/35/40% bonus AD scaling. Enemies are slowed by 10/18/26/34/42% for 2 seconds. Killing a target with Rend refunds the cooldown. 8 second cooldown.

Kalista's Fate's Call (R)
Kalista pulls her Oathsworn ally to her, making them untargetable for up to 4 seconds. The ally can choose a direction to dash, knocking back enemies hit and knocking them up for 1.5/1.75/2 seconds. 150/120/90 second cooldown.

Kog'Maw's Icathian Surprise (P)
When Kog'Maw takes lethal damage, he becomes unable to act and gains 40% Movement Speed for 4 seconds before exploding. The explosion deals 125/175/225 plus 25% bonus Health True damage to nearby enemies.

Kog'Maw's Caustic Spittle (Q)
Fires a corrosive projectile that deals 80/120/160/200/240 Magic damage plus 70% AP scaling. Reduces the target's Armor and Magic Resistance by 20/22/24/26/28% for 4 seconds. Passive: Grants 10/15/20/25/30% bonus Attack Speed.

Kog'Maw's Bio Arcane Barrage (W)
Empowers basic attacks for 8 seconds, increasing attack range by 130/150/170/190/210. Attacks deal 3/3.75/4.5/5.25/6% of the target's maximum Health plus 1% per 100 AP as bonus Magic damage. Damage against monsters is capped.

Kog'Maw's Void Ooze (E)
Fires a line of ooze that deals 60/105/150/195/240 Magic damage plus 60% AP scaling. Enemies hit are slowed by 20/28/36/44/52% for 1/1.25/1.5/1.75/2 seconds.

Kog'Maw's Living Artillery (R)
Fires an artillery shell that deals 75/100/125 Magic damage plus 65% AP and 15% bonus AD scaling. Damage is increased by 50% for each cast within 8 seconds, stacking up to 4 times. Enemies below 40% Health take 150% increased damage. Each cast increases the mana cost. 2/1.5/1 second cooldown.

Lucian's Lightslinger (P)
Whenever Lucian casts an ability, his next basic attack within 3 seconds fires two shots instead of one. The second shot deals 50% AD Physical damage. Against enemies affected by crowd control from an ally, the second shot deals 100% AD Physical damage instead. The second shot can critically strike.

Lucian's Piercing Light (Q)
Fires a beam of light that deals 95/130/165/200/235 Physical damage plus 60/75/90/105/120% total AD scaling to enemies in a line. 9/8/7/6/5 second cooldown.

Lucian's Ardent Blaze (W)
Fires a shot that explodes on impact, dealing 75/110/145/180/215 Magic damage plus 90% AP and 60% bonus AD scaling. Marks enemies hit for 6 seconds, granting Lucian Movement Speed when he damages them. 14/13/12/11/10 second cooldown.

Lucian's Relentless Pursuit (E)
Dashes a short distance. Reduces its cooldown by 1 second whenever Lucian hits an enemy with Lightslinger, reduced to 0.5 seconds against non champions. The cooldown is reset completely when Lucian scores a takedown. 22/20.5/19/17.5/16 second cooldown.

Lucian's The Culling (R)
Channels for 3 seconds, firing 22 shots in a direction. Each shot deals 15/30/45 plus 15% bonus AD and 25% AP Magic damage. Enemies can be hit multiple times. Lucian can move and cast Relentless Pursuit while channeling. 110/100/90 second cooldown.

Miss Fortune's Love Tap (P)
Basic attacks deal 50/60/70/80/90% bonus AD additional Physical damage against a new target. Love Tap cannot trigger on the same target more than once every 6 seconds.

Miss Fortune's Double Up (Q)
Fires a bouncing shot that deals 20/45/70/95/120 Physical damage plus 100% total AD and 35% AP scaling. If the first target dies, the second shot deals 50% increased damage and critically strikes. Applies on hit effects to both targets. 7/6.5/6/5.5/5 second cooldown.

Miss Fortune's Strut (W)
Passive: After 5 seconds without taking damage, gains 25 Movement Speed, increasing to 60/70/80/90/100 after another 5 seconds. Active: Gains 40/55/70/85/100% Attack Speed for 4 seconds and immediately activates the maximum Strut Movement Speed. Passive Prock reduces the cooldown by 50%. 12 second cooldown.

Miss Fortune's Make It Rain (E)
Fires a barrage of bullets over an area for 2 seconds, dealing 20/30/40/50/60 Magic damage every 0.25 seconds plus 10% AP scaling per wave. Enemies inside are slowed by 40/45/50/55/60%. 18/16.5/15/13.5/12 second cooldown.

Miss Fortune's Bullet Time (R)
Channels for 3 seconds, firing 14/16/18 waves of bullets in a cone. Each wave deals 75% total AD plus 25% AP Physical damage. Each wave can critically strike for 120% damage. 100/95/90 second cooldown.

Nilah's Joy Unending (P)
Nilah gains increased experience from nearby minion deaths, sharing the bonus with nearby allies. Healing and shielding effects on Nilah are increased, and excess healing or shielding is converted into a temporary shield. Nilah's basic attacks and abilities deal increased damage against champions with shields.

Nilah's Formless Blade (Q)
Passive: Nilah's basic attacks and abilities deal 7.5% increased damage to champions with shields. Active: Strikes forward in a line, dealing 5/10/15/20/25 Physical damage plus 90/100/110/120/130% total AD scaling to enemies hit. If it hits an enemy, Nilah gains 15/20/25/30/35% Attack Speed and increased attack range for 4 seconds. Basic attacks during this effect deal damage in a cone. 4 second cooldown.

Nilah's Jubilant Veil (W)
Surrounds herself in a veil for 1.5 seconds, reducing incoming magic damage by 25% and causing all basic attacks against her to deal 0 damage. Grants nearby allies 10% of this protection for 1.5 seconds. 26/22.5/19/15.5/12 second cooldown.

Nilah's Slipstream (E)
Dashes through a target unit, dealing 5/10/15/20/25 Physical damage plus 20% bonus AD scaling to enemies passed through. Stores up to 2 charges. Can cast Formless Blade during the dash. 26/22/18/14/10 second recharge.

Nilah's Apotheosis (R)
Spins her weapon for 1.5 seconds, dealing 60/120/180 Physical damage plus 80% bonus AD scaling over the duration and pulling enemies toward her. The final strike deals the same damage again and heals Nilah for a portion of the damage dealt. Excess healing is converted into a shield. 110/95/80 second cooldown.

Samira's Daredevil Impulse (P)
Samira's basic attacks and abilities against enemies within melee range deal additional Magic damage based on level. Basic attacks against immobilized enemies knock them up for 0.5 seconds and cause Samira to dash into attack range. Samira gains Style when damaging enemies with different attacks or abilities, stacking up to 6 times. Each Style stack grants 3.5% Movement Speed.

Samira's Flair (Q)
Fires a shot that deals 5/15/25/35/45 Physical damage plus 85/95/105/115/125% total AD scaling. If cast within melee range, Samira slashes instead, dealing the same damage and applying on hit effects. If used during Wild Rush, Samira attacks all enemies around her after the dash. 6/5/4/3/2 second cooldown.

Samira's Blade Whirl (W)
Slashes around herself twice over 1 second, dealing 20/30/40/50/60 Physical damage plus 80% bonus AD scaling per slash. Destroys incoming enemy projectiles within the area. 30/26/22/18/14 second cooldown.

Samira's Wild Rush (E)
Dashes through an enemy, ally, or structure, dealing 50/60/70/80/90 Magic damage plus 20% bonus AD scaling to enemies passed through. Grants 25/30/35/40/45% Attack Speed for 3 seconds. Resets on champion takedowns. 20/18/16/14/12 second cooldown.

Samira's Inferno Trigger (R)
Can only be cast at maximum Style rank. Fires 10 shots over 2 seconds, each dealing 5/15/25 plus 50% total AD and 50% AP scaling Physical damage. Each shot applies lifesteal and can critically strike for 175% damage. No cooldown, but requires S rank.

Senna's Absolution (P)
Senna's attacks and damaging abilities collect Mist from enemies. Attacking the same champion twice within 4 seconds deals 20 bonus Magic damage plus 6% of the target's current Health and consumes the marks. Each Mist stack grants 0.75 Attack Damage, and every 20 stacks grants 20 Attack Range and 8% Critical Strike Chance. Senna's basic attacks deal 20% reduced damage but gain 8% of the target's current Health as bonus Physical damage against champions.

Senna's Piercing Darkness (Q)
Fires a bolt that deals 40/60/80/100/120 Physical damage plus 40% bonus AD and 40% AP scaling. It heals allies hit for 40/60/80/100/120 plus 80% AP and 40% bonus AD scaling. Each basic attack reduces the cooldown by 1 second. Applies on hit effects to the primary target. 7/6.5/6/5.5/5 second cooldown.

Senna's Last Embrace (W)
Throws a projectile that deals 70/115/160/205/250 Physical damage plus 70% bonus AD and 50% AP scaling. After 1 second, the target and nearby enemies are rooted for 1.25/1.35/1.45/1.55/1.65 seconds. 11/10/9/8/7 second cooldown.

Senna's Curse of the Black Mist (E)
Creates a mist area for 6/6.5/7/7.5/8 seconds. Senna and allies inside become Wraiths, gaining 20% bonus Movement Speed and becoming untargetable until they attack or leave the area. Allies become Wraiths when entering the mist. 26/24.5/23/21.5/20 second cooldown.

Senna's Dawning Shadow (R)
Fires a global beam that deals 250/375/500 Physical damage plus 100% bonus AD and 40% AP scaling to enemy champions. Grants allies in the center of the beam a shield absorbing 120/160/200 plus 40% AP and 1.5% per 100 Mist stacks damage. 160/140/120 second cooldown.

Sivir's Fleet of Foot (P)
Basic attacks and abilities against enemy champions grant 30/35/40/45/50 Movement Speed for 2 seconds. Multiple triggers do not stack but refresh the duration.

Sivir's (Q)
Throws a blade that travels forward and returns, dealing 15/30/45/60/75 Physical damage plus 80/85/90/95/100% total AD and 60% AP scaling on the first hit. The return hit deals the same damage. Each additional enemy hit reduces the damage by 15%, down to 40% minimum damage. 7 second cooldown.

Sivir's Ricochet (W)
Empowers Sivir's next 3 basic attacks within 4 seconds to bounce between nearby enemies. The first target takes normal attack damage, while each bounce deals 40/50/60/70/80% total AD Physical damage. Ricochet can critically strike and applies on hit effects to each target. 12/10.5/9/7.5/6 second cooldown.

Sivir's (E)
Creates a magical shield for 1.5 seconds that blocks the next enemy ability. If an ability is blocked, restore 60/65/70/75/80 Mana. 24/22/20/18/16 second cooldown.

Sivir's On The Hunt (R)
Grants Sivir and nearby allies 20/25/30% Movement Speed for 8 seconds. The initial Movement Speed bonus decays after 2/3/4 seconds. Sivir gains 30/45/60% Attack Speed while Ricochet is active. 100/90/80 second cooldown.

Smolder's Dragon Practice (P)
Smolder's basic abilities against enemies grant Dragon Practice stacks. Every 25 stacks increases his abilities. At 25 stacks, his attacks and abilities deal bonus Magic damage. At 125 stacks, his basic abilities gain increased effects. At 225 stacks, Smolder's attacks and abilities deal additional damage and execute minions below a health threshold. At 325 stacks, his attacks and abilities gain their final upgrade.

Smolder's Super Scorcher Breath (Q)
Fires a fireball that deals 15/25/35/45/55 Physical damage plus 110% total AD and 100% AP scaling. Each Dragon Practice stack upgrades the ability. At 25 stacks, it explodes on impact dealing area damage. At 125 stacks, it fires additional smaller explosions. At 225 stacks, it burns enemies over time. 5 second cooldown.

Smolder's Achooo! (W)
Fires a wave of flame that deals 20/40/60/80/100 Physical damage plus 35% bonus AD and 60% AP scaling. Enemies hit are slowed by 25/30/35/40/45% for 1.25 seconds. The projectile explodes on hitting an enemy or reaching maximum range, dealing damage in an area. 13/12/11/10/9 second cooldown.

Smolder's (E)
Fly in a direction for 1.25 seconds, gaining movement speed and becoming unable to attack. Fire 5/6/7/8/9 bolts at nearby enemies, each dealing 5/10/15/20/25 Physical damage plus 15% total AD scaling. 24/21.5/19/16.5/14 second cooldown.

Smolder's MMOOOMMMM! (R)
Smolder's mother breathes fire in a line, dealing 200/300/400 Physical damage plus 110% bonus AD and 100% AP scaling. Enemies in the center take increased damage and are slowed by 40/45/50% for 2 seconds. Smolder is healed if hit by the center of the flame. 140/120/100 second cooldown.

Tristana's Draw a Bead (P)
Tristana gains 0–136 bonus Attack Range based on level. Her abilities also increase in range as she levels.

Tristana's (Q)
Grants 50/65/80/95/110% Attack Speed for 7 seconds. Basic attacks during the duration do not consume mana and continue to apply on hit effects. 20 second cooldown.

Tristana's Rocket Jump (W)
Leaps to a target location, dealing 95/145/195/245/295 Magic damage plus 50% AP scaling to nearby enemies on landing and slowing them by 50/55/60/65/70% for 1/1.25/1.5/1.75/2 seconds. The cooldown resets on champion takedowns, fully stacked Explosive Charge detonations, and kills. 22/20/18/16/14 second cooldown.

Tristana's Explosive Charge (E)
Places a bomb on an enemy or turret that deals 70/80/90/100/110 Physical damage plus 50/60/70/80/90% bonus AD and 50% AP scaling. Basic attacks increase the bomb's damage by 30%, stacking up to 4 times. At maximum stacks, it detonates immediately and deals 110% increased damage. Enemies near the target take 70/80/90/100/110 Physical damage plus 50% bonus AD and 50% AP scaling. 16/15.5/15/14.5/14 second cooldown.

Tristana's Buster Shot (R)
Fires a cannonball that deals 300/400/500 Magic damage plus 100% AP scaling to an enemy and knocks them back. Enemies near the target are also knocked back. 100/85/70 second cooldown.

Twitch's Deadly Venom (P)
Twitch's basic attacks apply a stack of Deadly Venom for 6 seconds, stacking up to 6 times. Each stack deals 1/2/3/4/5/6/7/8/9/10 True damage per second based on level, increased by 2% per 100 bonus AD and 3% per 100 AP.

Twitch's Ambush (Q)
After a 1.5 second delay, Twitch becomes Camouflaged for 10/11/12/13/14 seconds, gaining 30% Movement Speed while hidden. After leaving stealth, Twitch gains 40/45/50/55/60% Attack Speed for 5 seconds. Takedowns against enemies affected by Deadly Venom reset Ambush's cooldown.

Twitch's Venom Cask (W)
Throws a cask of venom that explodes in an area, applying 2 stacks of Deadly Venom and slowing enemies by 30/35/40/45/50% for 2 seconds. Enemies remain slowed while standing in the area. 13/12/11/10/9 second cooldown.

Twitch's Contaminate (E)
Consumes Deadly Venom stacks on enemies, dealing 20/25/30/35/40 Physical damage plus 35% bonus AD and 30% AP scaling, plus 15/20/25/30/35% bonus damage per Deadly Venom stack. Deals increased damage based on the number of stacks consumed. 12/11/10/9/8 second cooldown.

Twitch's Spray and Pray (R)
Gains 300 bonus Attack Range, 40/55/70% Attack Damage, and causes basic attacks to become piercing bolts for 5 seconds. Each bolt deals 15% reduced damage for each enemy hit, down to 40% minimum damage. Attacks can miss and can critically strike. 90 second cooldown.

Varus's Living Vengeance (P)
When Varus kills a unit or damages a champion that dies within 3 seconds, he gains 10% Attack Speed for 5 seconds. Champion kills and assists grant 40% Attack Speed instead. The bonus stacks additively with other sources.

Varus's Piercing Arrow (Q)
Charges a shot for up to 4 seconds, increasing its damage. Deals 10/47.5/85/122.5/160 Physical damage plus 100/110/120/130/140% bonus AD scaling at minimum charge. At maximum charge, deals 30/142.5/255/367.5/480 Physical damage plus 300/330/360/390/420% bonus AD scaling. Damage is reduced by 15% after the first enemy hit, down to 33% minimum damage. 16/14/12/10/8 second cooldown.

Varus's Blighted Quiver (W)
Passive: Basic attacks deal 7/9/11/13/15 plus 20% AP bonus Magic damage and apply Blight stacks for 6 seconds, stacking up to 3 times. Active: Empowers the next Piercing Arrow within 6 seconds, dealing 6/8/10/12/14% of the target's missing Health as bonus Magic damage based on Blight stacks consumed. 40/35/30/25/20 second cooldown.

Varus's Hail of Arrows (E)
Fires a volley of arrows that deals 60/90/120/150/180 Physical damage plus 60% bonus AD scaling. The area lasts 4 seconds, reducing healing received by 40/45/50/55/60% and slowing enemies by 25/30/35/40/45%. 18/16/14/12/10 second cooldown.

Varus's Chain of Corruption (R)
Fires a tendril of corruption that deals 150/250/350 Magic damage plus 100% AP scaling and roots the first champion hit for 2 seconds. The corruption spreads to nearby enemy champions, applying the same effect. Rooted enemies gain 3 Blight stacks. 100/80/60 second cooldown.

Vayne's Night Hunter (P)
Vayne gains 30 bonus Movement Speed while moving toward nearby enemy champions. This bonus does not apply while moving away from enemies.

Vayne's Tumble (Q)
Vayne rolls a short distance and empowers her next basic attack within 7 seconds to deal 75/85/95/105/115% total AD Physical damage. The empowered attack can critically strike and deals 50% increased damage from Tumble. 4/3.5/3/2.5/2 second cooldown.

Vayne's Silver Bolts (W)
Passive: Every third consecutive basic attack or ability hit against the same target deals 6/7/8/9/10% of the target's maximum Health as True damage, with a minimum damage threshold against monsters. The damage is increased by 1% per 50 bonus AD.

Vayne's Condemn (E)
Fires a bolt that deals 50/85/120/155/190 Physical damage plus 50% bonus AD scaling and knocks the target back. If the target collides with terrain, they take an additional 150/255/360/465/570 Physical damage plus 75% bonus AD scaling and are stunned for 1.5 seconds. 20/18/16/14/12 second cooldown.

Vayne's Final Hour (R)
Grants 20/30/40 bonus AD, enhances Tumble to grant 1 second of invisibility, and increases Night Hunter's Movement Speed bonus to 90 while active. Lasts 8/10/12 seconds. Takedowns within 3 seconds of damaging an enemy champion extend the duration by 4 seconds. 100/85/70 second cooldown.