
Fire an ice shard at target that deals 355/530/750 magic damage. If they are Chilled, the damage Critically Strikes.
Every unit and trait in Set 16.

Fire an ice shard at target that deals 355/530/750 magic damage. If they are Chilled, the damage Critically Strikes.

Gain 400/480/600 Shield for 4 seconds and deal
1.4/2.1/3.15 magic damage to all enemies within 1 hex.

Leap to the furthest enemy within 2 hexes. For 4 seconds gain increased Move Speed, 25% Attack Damage, and 3/3/3.5 decaying Attack Speed.

Fire a bullet towards the farthest enemy, dealing 475/715/1105 physical damage to the first enemy it hits. If they die, the bullet ricochets, dealing excess damage to the next enemy hit.

Restore 200/240/280 Health and slam a tentacle, dealing
180/270/405 physical damage to enemies in a line.

Gain 350/425/500 Shield for 4 seconds. Grant all allies
0.2/0.25/0.5 Attack Speed for 4 seconds.

For the next 4 attacks, set Attack Speed to 1, gain infinite range and replace attacks with a cannon shot. Cannon shots deal 155/235/350 physical damage. The 4th shot deals 144% more damage.

Deal 140/200/300 magic damage to target and reduce their Armor and Magic Resist by 8/10/15. Adjacent enemies are dealt 50% of the damage and effect.

Deal 330/500/750 magic damage to target and make them dance for 1 seconds. The projectile then bounces to the nearest target, dealing
140/210/315 magic damage.

Dash to a nearby hex and swing forward, dealing 160/240/400 physical damage to enemies in a 2-hex line.

Gain 350/430/550 Shield for 4 seconds. Fire a burst of flames, dealing
magic damage in a cone.

Grant 250/325/425 Shield to this unit and a nearby damaged ally for 4 seconds.

Deal 130/195/300 magic damage to 2 nearby enemies and restore
40/50/80 Health to the lowest Health ally.

Passive: Gain 10% Attack Speed.
Active: Deal 55/85/125 physical damage to target. For the rest of combat, Viego's attacks deal
18/27/42 bonus stacking magic damage.

Start with Infernum equipped. On cast, switch to Severum for 8 attacks.
Infernum: Attacks hit 3 enemies and apply 30% Sunder for 6 seconds.
Severum: Gain 200% Attack Speed and 10% Omnivamp. Attacks are replaced with swipes that deal 80/120/200 physical damage.

Fire an arrow at target that deals 135/195/300 physical damage to them and
135/195/300 damage to adjacent enemies. Targets below 30% max Health take true damage instead. 30% Chill all enemies hit for 3 seconds.
Bloodsworn Bond: Attacks fire a bonus arrow for every 10% Attack Damage granted to Tryndamere by Bloodsworn Bond. These arrows deal 0.04 physical damage..

Launch 6 Meeps at nearby enemies that deal 130/185/255 magic damage. Add an additional Meep for each 3-star unit on your board. (Total Meeps:)

Gain 10/15/25 permanent max Health. Restore 200/225/400 Health and rupture a 2 hex circle beneath target. After a brief delay, enemies within are knocked up for 1.5 seconds and take
45/75/110 magic damage.

Create a 1 hex zone around the target that lasts 3 seconds. The next 3 attacks deal 160/240/380 bonus magic damage.
When the zone ends, it deals 130/195/295 magic damage + 10% of the target's damage taken during the duration to all enemies in the zone.

Passive: Attacks fire in a cone on target, dealing 45% damage to other enemies hit.
Active: Fire an explosive shell at target, dealing 180/270/450 physical damage split among enemies in a 1 hex circle.
Partners in Crime: When you field Graves and Twisted Fate, both gain bonuses.

Leap at target and gain 400/475/600 Shield for 4 seconds. Slam down after a brief delay, dealing
80/120/180 magic damage to enemies within two hexes and 20% Chilling them for 2 seconds.

Send the Ball to target, dealing 200/300/550 magic damage and splitting
magic damage among enemies within a 1 hex circle.
Then grant 60/90/130 Shield to the two lowest Health allies for 3 seconds.

Gain 330/410/500 Shield for 4 seconds and deal
70/105/165 physical damage to target. After a delay, briefly knock them up and deal the damage again. Bucklers fly out from the target, granting 2 nearby allies 30% of the Shield gained.

Dash to the furthest enemy within 3 hexes and deal 140/210/335 physical damage to them. The next 3 attacks hit adjacent enemies and deal
physical damage.

Passive: Takedowns grant 18/20/50 permanent max Health.
Active: Gain 200/225/250 Shield for 4 seconds. When it breaks, deal
0.04 magic damage to adjacent enemies.

Shoot the closest unpoisoned enemy, dealing 130/200/375 magic damage and poisoning them for 8 seconds. Poisoned enemies take
35/55/100 magic damage each second.

Fire a massive cannonball at target, dealing 265/400/660 physical damage. If they are within 2 hexes, knock them back 2 hexes and briefly Stun them.

Become enraged for 5 seconds. While enraged, gain Durability and attacks are replaced with a strike that deals
110/160/235 physical damage. Ignore 30% of Armor against Chilled enemies.
Bloodsworn Bond: Gain increased Move Speed. Gain 10% Attack Damage, permanently increased by 100% whenever Ashe or Tryndamere score a kill.

Passive: Attacks deal 50/75/115 bonus magic damage. After every 3rd attack, throw 3 cards in a cone that deal
70/105/160 magic damage, reduced by 50% for each enemy they pass through.
Partners in Crime: When you field Graves and Twisted Fate, both gain bonuses

Gain 125/150/175 Shield for 2 seconds. Slam on target, dealing
120/180/270 physical damage to enemies in a 1 hex range. Every third cast deals
damage in a 2 hex range instead and knocks up enemies hit for 1 second.

Strike target 3 times. Each strike deals 65/100/150 physical damage and restores
105/145/200 Health. The final one Stuns for 1.5 seconds.

Dash, then deal 95/145/215 physical damage to adjacent enemies. If only one enemy is hit, deal double damage.
Blade Brothers: When Yone casts, your strongest Yasuo blinks to every target Yone hits and deals 100% physical damage to each.

Restore 250/350/500 Health. Throw a globule of black mist at the enemy who has dealt the most damage this combat, preferring unique enemies. It 20% Chills them for 4 seconds and raises the Mana cost of their next cast by 20. It then deals
80/110/150 magic damage in 1 hex radius.

Fire 3 flames at target, each dealing 82/125/225 magic damage. Every 3rd cast, fire 9 flames split between the target and up to 2 nearby enemies.
If there are nearby enemies, dash away.

Restore 210/280/420 Health and spin, dealing
90/135/210 physical damage to adjacent enemies and applying a stack of Hemorrhage that deals
physical damage each second for 5 seconds.
If an enemy with Hemorrhage drops below 8% Health, slam on them, instantly killing them. (Each stack increases the execute threshold by 5%)

Bulk up for 5 seconds. While bulked, restore 0.06 Health every second and attacks deal
60/90/145 physical damage.

Passive: If Draven has an empowered axe in hand, his next attack will throw it. On takedown, gain an Adoration stack, doubled if Draven or Darius scored the kill. Every 11 Adoration stacks grants 1/3/5 Gold. (g)
Active: Spin an empowered axe that replaces his basic attack and deals 120/180/350 physical damage and returns to Draven after hitting an enemy.

Toss barrels at the 3 nearest enemies and detonate them. They deal 205/310/500 damage, reduced by 25% for each barrel in the chain. Barrels reduce their target's Armor by 10, increased to 20 if the damage critically strikes.

Passive: Gain 15% Omnivamp.
Active: Dash around the target and snip times, dealing 50/75/120 magic damage to them and
50/75/120 damage to all other enemies in a cone.

Passive: After attacking 18/18/16 times, switch to Fishbones. While equipped, attacks are replaced with 3 rockets that target random enemies and deal 54/82/150 physical damage.

Gain 600/700/900 Shield and summon storm of lightning. 6 waves of bolts hit enemies within, dealing
120/180/290 magic damage over 3 seconds. The first 3 targets to be struck by 3 bolts are Stunned for 1.5 seconds. Multiple Stuns on the same enemy have 50% effectiveness.

Passive: Yuumi joins your strongest Kobuko. Every 3 seconds, she alternates between healing the lowest Health ally for 140/180/240 Health or granting 25/33/50% Attack Speed to the ally who has dealt the most damage for 4 seconds.
Active: Dance, restoring 200/280/450 Health over 3 seconds.

Summon 3 dashing mirror images that strike the target and up to 3 other nearby enemies. The target takes 300/450/800 magic damage and is Stunned for 1 second, while other units hit take
180/270/500 magic damage.

Passive: Reduce instances of incoming damage by 80/120/200. Your strongest Leona grants your strongest Diana 3/4/5 Ability Power every second she survives.
Active: Call down sun beams on the 3/3/4 nearest enemies, Stunning them for 1 second and dealing 80/120/200 magic damage. Wound and 1% Burn them for 4 seconds.

Gain 700/800/1000 Shield for 4 seconds. Charge and knock the target backwards, Stunning them and units hit for 1.25 seconds and dealing
150/225/360 magic damage to them. After charging, force nearby enemies to target this unit.

Summon 2 Voidlings that each attack a nearby enemy 8 times. Each attack deals 30/45/80 magic damage.

Launch a fuemigo at target that bounces 3 times, dealing 215/325/485 magic damage to enemies hit. The last bounce deals
magic damage to enemies in a 1 hex radius.

Passive: Every 4 seconds and on cast, the next attack deals damage in a 1 hex circle and deals 0.9/1.35/2.15 bonus magic damage.
Active: Gain 375/400/425 Shield for 4 seconds.

Gain 525/575/775 Shield for 4 seconds. Strike in a cone and a line. Enemies hit take
70/105/170 magic damage and are 30% Chilled for 4 seconds. If they are already Chilled, Stun them for 1 second.

Tumble to a nearby hex, then fire a bolt at target that deals 110/165/285 true damage.

Passive: Damaging an enemy applies 30% Shred for 6 seconds.
Active: Kick 2 bubbles at nearby enemies, dealing 330/500/1000 magic damage and 30% Chilling them for 2 seconds.

Swipe and dash around target, dealing 45/65/320 physical damage to enemies in the path. Then slam chains on target, dealing
45/65/320 physical damage in a line. If any enemies are killed, immediately recast this ability, dealing 80% damage.
The slam deals 40/40/100% more damage to Tanks.

Passive: On takedown, gain 75/75/200% Attack Speed that decays over 3 seconds.
Active: Deal 150/225/900 physical damage in a 2 hex radius and transform for the rest of combat.
While transformed, gain 0.75/0.75/2 Attack Speed, 33% max Health, and increased Move Speed. Attacks deal 15/25/100 bonus true damage, increased by 3/5/30 for each time the same enemy is hit.

Raise shield for 4 seconds, gaining Durability and redirecting projectiles to towards Braum instead. When hit, deal
0.2/0.3/3.25 magic damage to nearby enemies and 30% Chill them for 2 seconds.

Passive: Ability damage from your strongest Leona and strongest Diana marks enemies as Moonlit, reducing their damage by 10%.
Active: Gain 100/175/300 Shield. Unleash a bolt of lunar energy at the farthest non-Moonlit enemy within 4 hexes, dealing
160/240/1500 magic damage. Then, dash to all Moonlit enemies, dealing
160/240/1500 magic damage to them.

Become briefly untargetable, then jump to the farthest enemy within 4 hexes, avoiding Tanks and Fighters, and deal 75/115/450 magic damage to adjacent enemies. For the next 4 attacks, gain 100% Attack Speed and deal
75/115/450 bonus magic damage on hit.

Spin for 3 seconds, gaining 50/50/80% Durability and healing for 250/300/1200 over the duration. Each second, deal
100/150/1700 physical damage to adjacent enemies and reduce their Armor and Magic Resistance by 5.

Dash away from all enemies, then fire 15/15/25 missiles split across the 4 nearest enemies. Each missile deals 39/63/150 physical damage.

Summon spears split among the 4 nearest enemies. After a brief delay, they each impale their target, dealing 30/48/450 physical damage and reducing Armor by 1.

Encase target in ice, Stunning them for 1 second and dealing 415/625/2800 magic damage. All enemies within 2 hexes of them split
415/625/2800 magic damage. If the target dies, shards fly out and split excess damage between the 2 nearest enemies.
Chilled enemies take 12% more damage from this ability.

Fire a ball of light at the most enemies, dealing magic damage to the first 2 enemies hit and Rooting them for 1 second. Then fire a beam, dealing
330/500/1600 magic damage to enemies hit by the ball and
90/135/900 magic damage to all other enemies hit.

Passive: Attacks ricochet to the highest current Health enemy, dealing 50/50/100% damage.
Active: Fire waves of bullets that land on the 2/2/6 nearest enemies. The first wave deals 230/345/3000 physical damage and the rest deal
physical damage. Every 3rd cast, increase the number of waves by 1.

Steal 500/685/3000 Health split between the 4/4/8 nearest enemies. For 8 seconds, gain 30 Armor and Magic Resist and deal
0.01/0.01/0.12 magic damage to adjacent enemies each second.

Jump on an adjacent enemy with the lowest health, then deal 100/150/600 magic damage to them and
100/150/600 magic damage to adjacent enemies. If any die, cast again, dealing 70% damage.
Tanks take 60% more damage from this ability and Fighters take 30% more.

Dash to the lowest Health enemy within 2 hexes, dealing physical damage to all enemies in the path. Then slash 4 times, each dealing
physical damage. Subsquent casts increase the number of slashes by 1.

Gain 300/425/2000 max Health and grow larger. Slam in a 2 Hex circle on the target, dealing 100/150/2000 magic damage to enemies hit. For 4 seconds, gain
0.25/0.25/0.8 Durability + 100% for each enemy targeting this unit.

Gain 3 notes. For each one active, deal 40/60/300 magic damage to a nearby enemy.
While holding 12 notes on cast, consume them to project a wave of energy. Allies hit restore 40/80/400 Health. Enemies hit take
270/405/2200 magic damage, reduced by 30% for each enemy it's passed through.

Passive: Run around the battlefield, leaving a poison trail that lingers for 4 seconds. Poison trails deal 13/26/160 magic damage per second to enemies within. Gain
Mana each second.
Active: For 4 seconds, gain increased Move Speed, restore 15/80/500 Health each second, and gain 35/60/100 Armor and Magic Resistance.

Passive: All allies gain 15/30/100 Armor.
Active: Gain 750/950/3000 Shield for 4 seconds. Impale up to three nearby enemies in a line, dealing
1.2/1.8/25 physical damage and Stunning them for 1.5/1.75/8 seconds.

Passive: Each second, restore 18/20/100 Health and deal
100/150/1800 magic damage to enemies within 1 Hex.
Active: Open a demonic eye on the largest group of nearby enemies, dealing magic damage and Stunning them for 1.5/1.75/8 seconds.

Passive: All allies gain 15/30/100 Magic Resist. Once per combat after dropping below 35% max Health, restore 300/700/2500 health over 2 seconds.
Active: Gain 125/150/1000 Shield and grant the 2 lowest Health allies
125/150/1000 Shield for 4 seconds. The next 2/2/10 attacks deal
200/300/3000 bonus magic damage.

Passive: Gain 50% more Ability Power from all sources.
Active: Call down a storm of 12/12/24 meteors across the battlefield that deal 56/84/199 magic damage each. They can innately critically strike. For each one that kills an enemy, permanently gain 1 Ability Power.

Gain 100/100/400% Attack Speed, 15% Omnivamp, increased Move Speed, and deal 55/85/550 bonus physical damage on attack for the rest of combat. While this effect is active, takedowns grant Warwick, Jinx, and Vi
1/1/4 Attack Speed for 3 seconds.

Passive: On death, summon a Stone copy with Health and Wukong's items.
Active: For 4 seconds, gain Armor and Magic Resist. Then spin, dealing
150/225/3000 physical damage to all enemies within 2 hexes.

Passive: Attacks alternate between dealing 55/85/800 bonus physical damage and
110/165/1400 bonus magic damage.
Active: Strike through the most enemies possible within 3 hexes, knocking them up for 1.5 seconds and dealing physical damage and
magic damage. Yone then splits
physical damage and
magic damage among all enemies hit.
Blade Brothers: When Yone casts, your strongest Yasuo blinks to each target, dealing bonus physical damage.

For the next 4 seconds, gain 0.9/0.9/3 Attack Speed, infinite range, and replace attacks with lasers. Lasers deal 80/120/425 physical damage in a line, reduced by 75/75/30% for each enemy they pass through. When lasers critically strike, they deal 33% bonus true damage.

On cast, cycle through one of the following abilities:
Slash in a line, dealing physical damage to enemies hit and 20% Sundering them for 4 seconds.
Swipe in a cone, dealing physical damage to enemies hit and knocking them up for 1 second.
Slam on target, dealing physical damage in a 1 hex circle. Targets below 15% max Health are executed.

Erupt the entire battlefield in flames, permanently Burning and Wounding all enemies and dealing 1500/2250/8000 magic damage to each of them over 45 seconds.
Annie's max Mana is reduced by 140 for the rest of combat. Subsquent casts launch a fireball at target that deals 1500/2250/8000 magic damage.

Passive: For every 250 ability damage dealt to enemies in player combat, gain Stardust. Stardust makes The Skies Descend more powerful.
Active: Crash a star on target, dealing 475/700/5000 magic damage in a 2 hex radius.
Stardust Upgrades:
25: Create a shockwave that deals 100/150/1000 additional magic damage in a 3 Hex radius.
60: The star crash deals 15% more damage.
140: Shockwave increases to a 4 hex radius.
200: Knock up targets in the star crash for 1.5 seconds.
300: Shockwave increases to 10 radius.
550: The star crash deals 33% bonus true damage.
800: Also call down a meteor storm that deals 500/750/9999 magic damage split between living enemies.
1444: Summon a black hole at the epicenter, instantly killing enemies within.

Passive: After witnessing 3 attacks from Azir, Sand Soldiers deal 100/150/3000 magic damage to their target.
Active: Summon a Sand Soldier near target and command them to strike. If 2 Soldiers are already out, they all immediately deal magic damage instead.

Passive: Immune to Crowd Control effects. Attacks deal damage in a line on target. If no enemies are in range, dash to the next one and knock up adjacent enemies on arrival.
While in the Void Rift, erupt a tentacle below a random enemy every 3/3/0.25 seconds that knocks them up for 1.5 seconds.
Active: Slam and erect spikes in a 2 hex circle, dealing 250/375/20000 physical damage to enemies hit. Then over 3 seconds, spit 10 globs of acid that deal
physical damage.

Passive: Immune to crowd control effects. Attacks briefly knock up the target and deal 50% damage in a 1 hex radius around them.
Active: Slam the ground, dealing 0.02 physical damage to ALL enemies, reduced by 15% for each hex from the center (down to 40%.) If this is the first time they've been hit by Seismic Slam this combat, knock them up for up to 1.75 seconds. 12/12/99 rocks fall around the battlefield, each dealing
200/375/600 physical damage to enemies hit.

Teleport into a large cluster of enemies within 2 hexes and Stun them for 1.25/1.25/99 seconds. Begin losing 22 mana per second. While casting, deal 100/150/6666 magic damage per second to all enemies within a 2 hex radius. The closest 2 enemies take 33% more damage.

Passive: Every 3rd attack deals magic damage in a circle around the target.
Active: Dash into the largest group of units and inspire all allies within 2 hexes, granting them 500/600/2000 Shield for 4 seconds. Then crash down, dealing
bonus magic damage to all enemies with 2 hexes.

Dash, then create a 2-hex radius zone for 2.5/2.5/99 seconds that shields allies within for 350/750/10000 health for the zone's duration. While active, double current Attack Speed and on attack, fire a secondary arrow at a nearby enemy that deals
25/38/999 physical damage.
When the zone ends, heal all allies for 0.08 of damage dealt while it was up and dash away.

Fire 12/12/42 shots towards target. Each shot explodes on the first enemy hit, dealing
75/120/800 physical damage to all nearby enemies.

Passive: While gaining Mana, throw out 2/2/9 radiant orbs that orbit around target. They deal 1000/1500/10000 magic damage in a 1 hex radius and drain 1 Mana from enemies hit each second. After draining 215/215/10 mana, gain a random Radiant Item. (/215/215/10)
Active: Detonate orbs on target, causing a 3 hex radius explosion that deals 1000/1500/10000 magic damage to them and
damage to all other enemies hit.

Summon an elemental from behind the farthest enemy. It 20% Chills enemies hit for 5 seconds and deals 100/150/3000 magic damage to them.
When it arrives, headbutt it and redirect it toward another distant enemy, dealing 150/225/4500 magic damage instead.

Release a runic blast, dealing 250/430/1500 magic damage. It splits in two, dealing 33% of the damage to the closest two enemies. Each secondary blast splits an additional time.
Bilgewater: Blasts explode on impact, dealing 18% of the damage as physical damage to adjacent enemies.
Demacia: Execute targets below 0.12 Health.
Freljord: Chill targets for 2 seconds and deal 250/430/1500 bonus true damage.
Ionia: Blasts split an additional time, dealing 50% damage.
Ixtal: Gain a random Region's effect on combat start and every 10 seconds.
Noxus: Blasts now pierce targets, dealing 60% reduced damage per enemy hit.
Piltover: Every third cast is Overcharged, dealing 40% more damage.
Shadow Isles: Increase blast damage by 250/430/1500.
Shurima: Knock up enemies for 0.5 seconds, with a chance to dredge up Gold or Treasures.
Targon: Heal the lowest Health ally for 10% of the damage dealt.
Void: Ignore 30% of enemies' Armor and Magic Resistance.
Yordle: Shrink targets hit, lowering their damage by 8% percent for 4 seconds.
Zaun: Poison targets, dealing 15/30/500 magic damage 1/1/5 times over 4 seconds.

Grab target and slam them forward, dealing 200/350/9999 +
0.02/0.05/9 of their max Health as magic damage to them. All other enemies within 3 hexes take 50% of the total damage.

Dragon's Descent: Transform into a dragon, gaining 600/1000/9999 max Health. Briefly gain 20/20/90% Durability and dive-bomb into the largest group of enemies, dealing physical damage in a 3 hex circle.
Flame Breath: Breath fire in a cone for 3 seconds, dealing physical damage each second to enemies hit.

Cast one of three spells:
Cataclysm: Leap on a nearby enemy. Deal 200/350/1000 magic damage to all enemies within 2 hexes and Stun them for 1.5/1.75/30 seconds.
Demacian Justice: Deal 630/950/99999 magic damage to target. If they are below 15% max Health, execute them.
Final Spark: Gain 400/450/800 Shield for 1.25 seconds. Deal
300/475/1000 magic damage to all enemies in a line.

Passive: Attacks fire a barrage of 4 bullets.
Active: Gain 300/400/66666 Shield and begin consuming 30 mana per second. Each second while casting, fire a laser that deals
physical damage, reduced by 70% per enemy hit up to 90%. Additionally, launch
4 missiles split between 4 nearby enemies that each deal
0.06 physical damage.

Devour target for 2.5 seconds, dealing 1200/1800/30000 magic damage and making them immune to other sources of damage. During this time, gain 30% Durability. If they are immune to crowd control, deal
1200/1800/30000 magic damage instead.
If they die while devoured, spit out a random component they were holding or the unit's cost in gold. Otherwise, spit them towards the farthest enemy, briefly Stunning targets on impact.

Passive: Each second, deal 1 magic damage to all enemies within 2 hexes. Heal for 75% of the damage dealt by this effect.
Active: Create a prison of walls in a 2 hex radius that lasts 5/5/60 seconds. While active, the Passive's damage is doubled. When an enemy touches a wall, they take 100/150/4000 magic damage. If there are less than 2 enemies inside The Box at any time, drag an enemy in.

Bite the target and mark them, dealing 0.03 physical damage, increased by 60% if they are already marked. After casting 5/5/2 times, leap to a nearby hex, activating Stormbringer and dealing
2 physical damage to enemies within a two hex radius.
Stormbringer: Gain 400/550/9999 Health and 50/50/999% Attack Speed. Every 2/2/0.3 seconds, summon a lightning bolt on a nearby enemy, dealing magic damage. Takedowns summon a bolt on fallen enemies.

Launch 10/10/99 arcane blasts randomly split between the closest 4/4/10 enemies that each deal 390/650/2500 magic damage.

Dash around target and slash in a circle, dealing 80/120/1500 physical damage to target and
80/120/1500 physical damage to all other adjacent enemies hit. If the target doesn't die, immediately cast again.
If this Ability is cast 22 times in a row, instead slam on target, instantly killing them and dealing 2 physical damage to all enemies within 3 hexes.

Passive: Attacks are replaced with a bomb that bounces 1 time, dealing magic damage to units hit.
Active: Throw an enormous bomb at the largest 4-hex group of enemies that explodes on impact, dealing between and
magic damage to enemies hit based on their distance from the epicenter.

Throw a Time Bomb on the nearest enemy without one. Time Bombs deal 90/135/1000 magic damage each second. When the target dies, they explode, dealing
magic damage in a 1 hex radius and grant Zilean 15 mana.
If a Time Bomb is on an enemy for 18/16/1 seconds and Zilean is alive, the enemy instantly dies.

Passive: After attacking an enemy, restore 0.03/0.03/1 Health. If they are Burning, the healing is doubled.
Active: Gain 200/200/500% Attack Speed and 1200/1400/9000 Shield that decays over 4 seconds. Gain immunity to Crowd Control effects for the same duration.