10.23.1 → 10.24.1
Q
− Vel'Koz shoots a plasma bolt that deals Mana Cost.
+ Vel'Koz shoots a plasma bolt that deals {{ totaldamage }} magic damage and Slows by 70% decaying over 0.6/1/1.40/1.80/2.2 second(s). At the end of it's range, on hitting a target, or on Recasting, the bolt splits and fires two new bolts at a 90 degree angle.Killing a unit with this refunds 50% of the Mana Mana cost.
W
− Vel'Koz opens a rift to the void that deals 30/50/70/90/110 (+0.15 AP) Magic Damage. After a delay, it deals an additional 45/75/105/135/165 (+0.25 AP) Magic Damage.Void Rift has a 2 second cooldown between casts.
+ Vel'Koz opens a rift to the void, dealing {{ initialdamage }} magic damage. The rift then erupts, dealing {{ secondarydamage }} magic damage.This Ability has 2 charges ({{ ammorechargetime }} second refresh).
E
− Vel'Koz disrupts a nearby area which, after a delay, deals 70/100/130/160/190 (+0.30 AP) Magic Damage and knocks up enemies hit for 0.75 seconds.Any enemies hit that are close to Vel'Koz will be pushed slightly in the direction the ability was cast.
+ Vel'Koz disrupts a nearby area, causing it to explode, Knocking Up for 0.75 seconds and dealing {{ totaldamage }} magic damage. Enemies close to Vel'koz will be Knocked Back instead of Knocked Up.
R
− Passive: Deconstructing enemy Champions Researches them for 7 seconds. Basic attacks and all abilities refresh Research.Active: Vel'Koz channels a ray of energy that follows the cursor for 2.5 seconds, dealing Magic Damage up to a total of 450/625/800 (+1.25 AP) and slowing units hit by 20%.Enemies that stay in the beam will periodically gain Organic Deconstruction stacks. Deals True Damage instead of Magic against Researched units.
+ Vel'Koz channels a ray of energy that follows the cursor, dealing a total of {{ totaldamage }} magic damage over 2.5 seconds and Slowing by 20%. Deals true damage instead to enemies recently damaged by Organic Deconstruction.Enemies gain stacks of Deconstruction periodically while in the beam.
Velkoz