May 02, 2019 Trials - Challenge 3 Matchmade games only. Win a game where you healed more than 7500 health (includes self) -OR-Spend 30,000 gold. 15 Trials 2019 Tokens Trials - Challenge 4 Matchmade games only. Destroy the First Tower as a team -OR-Help your team take down 8 towers. More than 7,500 flight hours. Jernigan said the agency got the helicopter in October 2005. 'Since then, we've put 500. Include nerve damage, disc damage, and in the most severe cases, ruptures of ligaments in the. Improving the body's innate ability to heal itself. Please call 941-412-3800 to schedule an appointment for superior.
- Amumu's Despair harms nearby enemies for a flat magical damage plus 1.5% / 1.8% / 2.1% / 2.4% / 2.7% (+1% per 100 AP) of their maximum health per second.
- Brand's Blaze causes his spells to add a debuff to the target dealing 2% of their maximum health each second as magic damage for 4 seconds.
- Dr. Mundo's Infected Cleaver deals either a flat amount of magic damage or 15% / 18% / 21% / 23% / 25% of the target's current health as magic damage (whichever is higher).
- Evelynn's Agony's Embrace impales all enemy champions in the targeted area, dealing 15% / 20% / 25% (+1% per 100 AP) of their current health as magic damage
- Fizz's Seastone Trident deals a flat amount plus 4% / 5% / 6% / 7% / 8% of target's missing health in magic damage over 3 seconds.
- Garen's Demacian Justice deals a flat amount plus 29% / 34% / 40% of target's missing health in magic damage.
- Jarvan IV's Martial Cadence gives his first attack on a target bonus physical damage equal to 6% / 8% / 10% of the target's current health.
- Jayce's Thundering Blow does 8% / 11% / 14% / 17% / 20% of the target's maximum health as bonus magic damage.
- Kha'Zix's Evolved Enlarged Claws allows him to deal bonus physical damage equal to 12% of the targets missing health to Isloated enemies.
- Kog'Maw's Bio-Arcane Barrage gives him a temporary buff to his autoattacks dealing 2% / 3% / 4% / 5% / 6% (+1% per 100 AP) of the target's maximum health as bonus magic damage.
- Lee Sin's Resonating Strike deals flat physical damage plus 8% of the target's missing health.
- Malzahar's Null Zone harms enemies within an area for 4% / 5% / 6% / 7% / 8% (+1% per 100 AP) of their maximum health per second.
- Mordekaiser's Children of the Grave deals 24% / 29% / 34% (+4% per 100 AP) of the target's maximum health in magic damage to the target, dealing half the damage initially and the other half over 10 seconds.
- Nasus's Fury of the Sands empowers him for 15 seconds, dealing magic damage equal to 3% / 4% / 5% (+1% per 100 AP) of nearby enemies maximum health per second for the duration.
- Poppy's Devastating Blow deals a flat amount plus 8% of her target's maximum health as magic damage.
- Vayne's Silver Bolts adds marks after each spell or auto attack on her target. After 3 of these marks, the affected target takes a flat amount plus 4% / 5% / 6% / 7% / 8% of the target's maximum health as true damage.
- Varus's Blighted Quiver adds marks through auto attacks which can be detonated via any of his other spells for magic damage equal to 2% / 2.75% / 3.5% / 4.25% / 5% (+2% per 100 AP) of the affected target's maximum health per mark. Maximum 3 marks for 6% / 8.25% / 10.5% / 12.75% / 15% (+6% per 100 AP) damage.
- Vi's Denting Blows deals additional physical damage equal to 6% / 7% / 8% / 9% / 10% (+1% per 35 bonus AD) of the target's maximum health on every 3rd attack on the same target.
- Volibear's Frenzy deals 1% more damage for every 1% of health the enemy is missing.
- Warwick's Hungering Strike deals flat magic damage or 8% / 10% / 12% / 14% / 16% of the enemy's maximum health (whichever is higher).
- Xin Zhao's Crescent Sweep does 15% of current target health as physical damage to all nearby
Lol Trials Challenge Heal More Than 7500 Dmg 2
Hello there forum.
Lately I have thought much about the supports of LoL, or more specifically about their abilities.
To me, a meaningful support would be one with very strong abilities, but they tend to go mid instead and get lots of items, something a support probably never has the opportunity to do.
Fiddlesticks would have been an excellent support if his abilities stacked less with AP and had higher base damage, because of his strong set of abilities.
I know it's wrong to compare LoL with dota, but I think dota did everything right when it came to supports -strong abilities that actually matters even in mid- lategame.
Of course I'm not suggesting supports to roll over carries, but to give them much needed power and love by making their abilities better either by buffing damage or giving them more stuns/support/utility.
Some of my suggestions:
*Taric:
His ultimate should stun to nearby enemies (he slams his hammer in the ground for Christs sake!) :P
*Karma:
-Spirit Bond should silence enemy target for the duration.
*Janna:
-Make Howling Gale instant, but let damage scale worse with AP to avoid making her another ability power-farming-mid champion.
*Sona:
-Make Crescendo larger, otherwise this is the kind of ability I am looking for with supports.
*Soraka:
Infuse drains mana of enemy targets instead of dealing damage. If she's meant to dominate lane phase this is what she needs.