Arena v2 was shipped to PBE today even though it’s not enabled yet. Naturally all of this is extremely subject to change in the future.

 

Cameos:

returning cameos:
  • Sett
  • Pyke
  • Gwen
removed cameos:
  • Evelynn
  • Jhin
  • Lux
  • Naafiri
  • Samira
  • Shaco
  • Viego

 

new cameos:

Sylas, “Great Mage Rebellion”

Sylas has broken the chains granting you access to a powerful Ultimate spell. Once cast, your spell will return to normal.

[this appears to be pulling straight from Ultimate Spellbook data, which might mean we might see Ultimate Spellbook come back somewhat soon since they would have had to make sure those spells all still work in order to repurpose them for this mode]

Thresh, “Midnight Express”

Thresh roams the map tossing his Lantern to the furthest champion, granting a nearby champion with the lowest Health a small Shield and allowing anyone to click it and take the Midnight Express to Thresh’s location. If a single champion is downed inside the Ring of Fire, Thresh will instead move to the downed player’s location and throw his Lantern to their ally. When a player is dead and their ally is outnumbered, Thresh will always throw his Lantern to the that ally.

 

datamined cameos (these were probably scrapped):

Zilean [placeholder title is just “Zilean”]

Zilean will cast Timewarp on every player increasing their AS, MS, AH, Tenacity, and HPregen for each time it is cast.

Draven, “4v4!”

Pair up with another team to take down the other four players!

 

Items:

TO BE ABSOLUTELY CLEAR THESE ARE ARENA ITEMS NOT PRESEASON ITEMS

No items appear to have been outright deleted, although figuring out if they’re disabled or not is a bit annoying so I’m not entirely sure that nothing was removed.

Some of these appear to be scrapped quest combo items (only Wooglet’s seems to have stuck around).

Sword of the Blossoming Dawn
  • 40 AP
  • 200 HP
  • 15% HSP
  • 15 AH

Effervescence: Gain +1.2% AS for every 1% HSP you have.

Peppermint: On-Hit, heal the lowest health ally champion near you for ([ 15 - 45]xlvl +10% bAD +7% AP), prioritizing lower health allies.

Sin Eater
  • 300 HP
  • 45 AR
  • 45 MR
  • 30% tenacity

The Feast: Whenever a nearby ally champion becomes affected by an immobilizing crowd control effect, instead you are stunned for that duration. 20s cooldown.

Lightning Braid
  • 70 AP
  • 30 AR
  • 30 MR
  • 30% tenacity

Chain Lightning: You deal 20% reduced ability damage. On a 1s cadence, enemies you’ve damaged with abilities chain 66.6% of the ability damage you’ve dealt them to another nearby enemy, prioritizing champions.

Frozen Mallet
  • 60% AS
  • 600 HP

Encroaching Frost: On-Hit, apply a stacking (7% if melee, 5% if ranged) slow for 1.5s, stacking up to 35% [for both melee and ranged?].

Perplexity
  • 90 AP
  • 8% MS
  • 22% arpen
  • 30% mpen

Giant Slayer: Deal up to 22% bonus damage against champions with greater max Health than you. Max damage increase reached when Health difference is greater than 2500.

Wordless Promise
  • 50 AP
  • 15% HSP
  • 25 AH

Active - Promise: Make a Promise to an ally. 90s cooldown.

Promise: Gain 15% of your Promised ally’s Ability Power, and grant your Promised ally 15% of your Ability Haste. Champions can only be linked by one Wordless Promise at a time.

[there is also a data value implying this effect might only persist while you are within 1250 range of each other]

Hellfire Hatchet
  • 55 AD
  • 16 lethality
  • 15% ovamp

Char: On-Hit, heal for 2% Target Current Health and apply a Burn that deals (16% bAD +10% AP) +3% Target Missing Health physical damage per second for 4 seconds.

Wooglet’s Witchcap
  • 200 AP
  • 50 AR
  • 20 AH

Active - Stasis: You become invulnerable and untargetable for 2.5 seconds, but are prevented from taking any other actions during this time. 20s cooldown.

Magical Opus: Increases your total Ability Power by 50%.

[granted by the associated Quest augment]

Deathblade (appears to be disabled)
  • 150 AD
  • 20% crit chance
  • 45% crit damage
  • 20 lethality

Death and Taxes: Dealing damage that would leave an enemy champion below 7% health executes them. Champion kills grant an additional 250 gold and heal you for 30% of the target’s max health.

[possibly a quest item for Collector, or maybe the “get takedowns to get a Golden Spatula” augment would have given this instead at one point?]

Adaptive Helm (appears to be disabled)
  • 800 HP
  • 50 AR
  • 100 MR
  • 10 AH

Voidborn Resilience: For each second in champion combat gain a stack granting 2 Armor and Magic Resist, up to 8 stacks max. At max stacks become empowered, instantly draining enemies around you for (100 +10% bHP) magic damage (healing you for the same amount), and increasing your bonus resists by 20% until end of combat. The drain repeats every 4s as long as you stay in combat.

Absorb: Taking magic damage from enemy Champions grants a stack of Steadfast (max 8) for 7 seconds. Enemy Immobilizing effects grant an additional 2 stacks. One spell can add a new stack of Steadfast every 1 second.

Dissipate: While at 8 stacks of Steadfast, gain 50 Magic Resist and 14% increased Move Speed.

[a mix of Jak’Sho and Force of Nature, perhaps a scrapped quest augment for collecting them, similar to Wooglet’s?]

Obsidian Cleaver (appears to be disabled)
  • 70 AD
  • 700 HP
  • 40 AH

Carve: Dealing physical damage to a champion applies a stack of 7% Armor reduction for 6 seconds (max 42% Armor reduction).

Rage: Dealing physical damage to a champion grants 5 Move Speed per stack of Carve on them for 2 seconds.

[beyond being just old Ornn’s Black Cleaver upgrade, not really sure what sort of quest might have rewarded this].

Sanguine Blade (appears to be disabled)
  • 130 AD
  • 40% AS
  • 25 AH
  • 30% LS

Cleave: Attacks and Abilities deal (40% tAD +24% AP if melee, 20% tAD +12% AP if ranged) physical damage to other enemies within 600 units of the target hit and triggering on-hit effects.

Mist’s Edge: Attacks apply an additional (11% if melee, 8% if ranged) enemy current Health physical damage On-Hit. Max 60 to minions and jungle monsters.

Siphon: Attacking a champion 3 times deals ([ 40 - 103 ]xlvl) magic damage and steals 25% move speed for 2 seconds. 30s cooldown.

[a mix of Ravenous Hydra and Bork, perhaps a scrapped quest augment for collecting them, similar to Wooglet’s?]

Runeglaive (appears to be disabled)
  • 65 AD
  • 85 AP
  • 33% AS
  • 25 AH
  • 600 HP
  • 50 AR
  • 10% MS
  • 20% crit chance

Threefold Strike: Attacks grant 20 move speed for 5 seconds. If the target is a champion or structure, gain (6% base AD) attack damage for 5 seconds, stacking up to 3 times (Max increase (18% base AD)).

Spellblade: After using an ability, your next attack is enhanced with an additional (66% AP +320% bonus AD) + 4% of the target’s max HP physical damage, restores (39.6% AP +192% bonus AD) Mana, and creates a frost field for 2.5 seconds. Enemies that move across the field are slowed by 30%. Your primary target is crippled, applying a 100% stronger slow on them and reducing their damage by 10% against you for 2.5 seconds. 1s cooldown. If the target is a champion, also heal for 65% of the premitigation damage.

[appears to be a mix of every Spellblade item, perhaps a scrapped quest augment for collecting them, similar to Wooglet’s?]

 

Augments:

Unless stated otherwise, any previous augment not listed is either unchanged or is only a numbers change.

Also worth noting that there’s a new series of “Curse” augments that synergize with each other but are spread out across the different rarities.

disabled augments:

  • Midnight Express: automatically throw a lantern to your ally. [repurposed by the Thresh cameo]
  • Zhonya’s Epiphany: gain the Zhonya’s summoner spell.
  • Cannon Fodder: enter combat launching from a cannon.
  • Buckle Up: spawn a battle sled at start of combat.
  • Evocation: gain summoner spell that channels to restore health and mana.
  • Windspeaker’s Blessing: healing and shielding increases the targets resists.
  • Virtuous Cycle: your healing grants extra shielding and your shielding grants extra healing.

 

modified augments:

Quantum Computing: automatically slash in a circle around you

Looks like the tooltip was updated in one spot (but not all of them) to mention that this slash also heals you. Old clips show that this healing was already in place previously. There’s still no actual values for the damage or healing available to the tooltip however.

Phenomenal Evil: permanently gain 1 AP on ability hits.

New data value: “StartingAPIfSecondAugment” = 40

Scoped Weapons: Gain 75 Attack Range, reduced to 50 if you are Ranged.

Now counts as Silver instead of Gold

 

new augments (Silver):

Desecrator

Immobilizing enemy champions applies 3 stacks of Curse for 5 seconds, stacking infinitely.

Curse: Gain 1 permanent Health and deal 1 True Damage to enemies you’ve Cursed every second for each stack of Curse on those targets.

Quest: Angel of Retribution

Requirement: Restore or prevent 4000 damage to allies.

Reward: Gain 100% Attack Speed, and your Attacks deal additional magic damage equal to 300% Heal/Shield Power.

Self Destruct

Start each round with a bomb attached to you. After 15 seconds, it explodes for 25% max Health true damage.

Serve Beyond Death

The first time you would die each round, instead return to full health decaying over 3 seconds. Taking down an enemy champion while your health is decaying stops the decay and sets your health to 20% max Health.

Spin to Win

Your spin Abilities gain 20 Ability Haste and deal 20% more damage!

[there’s no clear indication as to what exactly counts as a “spin” ability]

Itemizer (currently disabled)

The first item you sell each round sells for full price. Gain 5% bonus stats from items.

Slap Around

Each time you Immobilize an enemy, gain 20 Adaptive Force for the round, stacking infinitely.

Dematerialize

Gain 20 Adaptive Force on takedown, once per champion per round.

Fully Automated

Your Autocast Cooldowns are reduced by 3 seconds and benefit from your Ability Haste.

Holy Fire

When you Heal/Shield, apply Burn to a nearby enemy.

[it’s not super clear what the burn value is, but there’s some data values that roughly indicate it’s 5% health over 5s]

ADAPt

Convert Bonus Attack Damage to Ability Power. Gain 10% Ability Power.

escAPADe

Convert Ability Power to Bonus Attack Damage. Gain 10% Attack Damage.

Clothesline

There is a tether between you and your partner that burns enemies for ([ 20 - 300 ]xlvl) magic damage per second.

Don’t Chase

You become Ghosted and leave a trail of poisonous gas behind you, dealing ([ 20 - 200 ]xlvl +15% AP +25% bAD) magic damage per second to enemies caught in the path.

Goredrink

Gain 20% Omnivamp.

Stackosaurus Rex

When you gain permanent Stacks of an Ability, gain 50% more!

Flashy

Your Flash has 3 Ammo and a 2 second Cooldown.

Hold Very Still

Gain Guerrilla Warfare After not moving for 1.5 seconds, turn Invisibile until you move. When you exit this Invisibility, gain ([ 20 - 80 ]xlvl)% Attack Speed.

Snowball Fight!

Replace Summoner Flee with Mark. Throw a snowball that marks the first enemy hit and deals damage. Recast to dash to the marked enemy.

Ultimate Unstoppable

After using your Ultimate, you become CC Immune for 3 seconds. (8 second Cooldown).

Homeguard

Gain 100% Move Speed, disabled for 3 seconds after taking damage.

Heavy Hitter

Your Attacks deal additional physical damage equal to 5% of your max Health.

Mirror Image

When you drop below 30% Health, disappear for 1.25s and create a clone of yourself for 8s. 60s cooldown.

Flashbang

When you Flash, there is an explosion around you dealing ([ 70 - 240 ]xlvl +60% AP +70% tAD) magic damage and Slowing by 35% for 1.25 seconds. Additionally, Flash resets every round.

 

new augments (Gold):

Scopier Weapons

Gain 200 Attack Range, reduced to 100 if you are Ranged.

Deathtouch

Your Attacks apply 1 stack of Curse for 5 seconds, stacking infinitely.

Curse: Gain 1 permanent Health and deal 1 True Damage to enemies you’ve Cursed every second for each stack of Curse on those targets.

Dark Blessing

When you Heal/Shield, apply 2 stacks of Curse to a nearby enemy enemy champion for 5 seconds, stacking infinitely.

Curse: Gain 1 permanent Health and deal 1 True Damage to enemies you’ve Cursed every second for each stack of Curse on those targets.

Quest: Urf’s Champion

Requirement: Score 10 takedowns

Reward: Golden Spatula

[presumably this just gives you the item, which appears to be identical to its Nexus Blitz variant]

Quest: Steel Your Heart

Requirement: Possess Heartsteel with 400+ stacks.

Reward: Multiply your Heartsteel stacks by 2.5. Increase your health regen by 5% of your stacks.

Marksmage

Your Attacks deal additional physical damage equal to 100% Ability Power.

Magic Missile

Dealing damage with an active Ability fires 3 magic missiles at each enemy hit, each dealing up to 3% max Health true damage based on distance traveled.

Big Brain

At the start of the round, gain 3 Shield for every 1 Ability Power.

Bread and Butter

Your Q gains 150 Ability Haste

Bread and Jam

Your W gains 150 Ability Haste

Bread and Cheese

Your E gains 150 Ability Haste

Twice Thrice

Every third Attack, your On-Hits trigger a second time.

[this has a data value for “ProcMultiplier” = 1.5 that might mean any onhits deal increased damage as well]

Backstab (currently disabled)

You gain 30% bonus damage and Omnivamp when hitting an enemy from behind.

Impassable

Gain the Aftershock and Glacial Augment Keystone Runes.

Minionmancer

Your summons gain 75% increased size, health, and damage.

Blood Brother

Gain Darius’s Passive Hemorrhage.

Attacks and damaging Abilities cause the target to Hemorrhage, dealing ([ 13 - 30 ]xlvl +30% tAD) physical damage over 5 seconds, stacking up to 5 times.

Draven gains ([ 30 - 230 ]xlvl) Attack Damage at 5 Hemorrhage stacks.

[presumably this will only be available to Draven? there was previously some data for “bleed” champs that only included Darius and Talon, but nothing really used it, so perhaps this repurposed that category, and perhaps Talon will be able to get it too?]

Critical Healing

Your Heals and Shields can Critically Strike for 50% bonus amount. Gain 20% Crit Chance.

All For You

Your Heals/Shields are 40% stronger when used on your partner.

Skilled Sniper

Hitting an enemy with a non-ultimate ability at over 700 range reduced its Cooldown to 0.5 seconds.

Parasitic Relationship

You heal for 15% of damage done by your ally.

Restart

Your non-ultimate abilities refresh every 10 seconds.

Oathsworn

Replace Summoner Flee with Fate’s Call.

Fate’s Call pulls your partner to you for up to 4 seconds, makes them Untargetable. The partner can click to launch themselves, stopping at the first champion hit and Knocking Back all nearby enemies.

It’s Killing Time

After casting your ultimate, mark all enemy champions for death. The mark stores 30% of damage dealt to them, then detonates for the stored damage after 5 seconds. (8 second Cooldown).

 

new augments (Prismatic):

Scopiest Weapons

Gain 250 Attack Range, reduced to 150 if you are Ranged.

Doomsayer

Your Abilities apply 2 stacks of Curse to enemy champions they hit for 5 seconds, stacking infinitely.

Curse: Gain 1 permanent Health and deal 1 True Damage to enemies you’ve Cursed every second for each stack of Curse on those targets.

Plaguebearer

You apply 4 stacks of Curse per second to nearby enemy champions for 5 seconds, stacking infinitely.

Curse: Gain 1 permanent Health and deal 1 True Damage to enemies you’ve Cursed every second for each stack of Curse on those targets.

Quest: Wooglet’s Witchap

Immediate: Gain Needlessly Large Rod.

Requirement: Possess Needlessly Large Rod, Rabadon’s Deathcap, and Zhonya’s Hourglass.

Reward: Gain Wooglet’s Witchcap.

Chain Lightning

Dealing damage to an enemy also damages their ally for 40% true damage if they’re nearby.

[presumably this consumes the items, effectively giving you an extra item slot]

Spellwake

Hitting enemies with active Abilities creates a blast that deals magic damage from you to the location you hit them.

Center of the Universe

Stars orbit you at your Attack Range, dealing ([ 10 - 180 ]xlvl +15% AP +25% bAD) magic damage to enemies they pass through.

Raid Boss

You start each round imprisoned in the center of the arena, unable to act. While imprisoned, you have 80% damage reduction based on missing Health and gain HP, AD, and AP over time (max 50%). After 9 seconds or reaching 50% Health, you burst out, Knocking Back enemies and gaining 30% max Health Shield.

[this appears to use the typical 1 AP = 0.6 AD conversion rate]

Fey Magic

Damaging with your ultimate Polymorphs enemies for 1.5 seconds (8 second Cooldown).

Nesting Doll

When you die for the first time, revive as a smaller version of yourself with 75% maximum health and deal 75% damage. If you die again, revive as an even smaller version of yourself with 50% maximum health and deal 50% damage.

When you revive, Knockback enemies around you.

Orbital Laser

Replace Summoner Flee with Orbital Laser.

After 2.5 seconds, call down an orbital laser, dealing 20% max Health true damage and ([ 240 - 720 ]xlvl) magic damage over 3 seconds.

Giant Slayer

Become tiny, gain 30% Move Speed, and deal between 15% and 35% bonus damage to champions based on how much larger they are than you.

Laser Eyes

There is a laser in the direction you are facing that deals ([ 44 - 400 ]xlvl +44% AP +72% tAD) magic damage per second.

Draw Your Sword

You are now melee. Gain 35% Attack Damage, 35% Health, 25% Attack Speed, 25% Lifesteal, and 25% Move Speed (stats scale further with Attack Range).

[there are data values indicating that you would be set to 200 range, and your stats would scale from 500 to 650 original range, although no idea how exactly]

Summoner’s Roulette

Replace your Summoner spells with random ones. When you use a Summoner Spell in combat, replace it with another random one on a 6 second Cooldown.

 

Champions:

There’s a ton of champion-specific balance changes, but they aren’t all that interesting and this post is already obnoxiously long and pushing the bounds of usability for this platform.

Only real item of note is that the “this spell has +/- X ability haste” changes have been reworked into overriding the cooldown values directly. This is part of a new system they added a few patches ago to make mode-specific cooldown changes significantly easier to implement, and the previous system was really just a necessary workaround because they didn’t have a nicer way of doing it yet.