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DamageLib.lua
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DamageLib.lua
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--[[
Version: 11.5
Usage:
require "DamageLib"
local Rdamage = getdmg("R",target,source)
-------------------------------------------------------
params:
getdmg("SKILL",target,source,stagedmg,spelllvl)
]]
print("PussyDamageLib 11.5 loaded")
local DamageReductionTable = {
["Braum"] = {buff = "BraumShieldRaise", amount = function(target) return 1 - ({0.3, 0.325, 0.35, 0.375, 0.4})[target:GetSpellData(_E).level] end},
["Urgot"] = {buff = "urgotswapdef", amount = function(target) return 1 - ({0.3, 0.4, 0.5})[target:GetSpellData(_R).level] end},
["Alistar"] = {buff = "Ferocious Howl", amount = function(target) return ({0.55, 0.65, 0.75})[target:GetSpellData(_R).level] end},
--["Amumu"] = {buff = "Tantrum", amount = function(target) return ({2, 4, 6, 8, 10})[target:GetSpellData(_E).level] + 0.03*target.bonusMagicResist + 0.03*target.bonusArmor end, damageType = 1},
["Galio"] = {buff = "GalioIdolOfDurand", amount = function(target) return 0.5 end},
["Garen"] = {buff = "GarenW", amount = function(target) return 0.3 end},
["Gragas"] = {buff = "GragasWSelf", amount = function(target) return ({0.1, 0.12, 0.14, 0.16, 0.18})[target:GetSpellData(_W).level] + 0.04 * target.ap / 100 end},
["Annie"] = {buff = "MoltenShield", amount = function(target) return 1 - ({0.10,0.13,0.16,0.19,0.22})[target:GetSpellData(_E).level] end},
["Malzahar"] = {buff = "malzaharpassiveshield", amount = function(target) return 0.9 end}
}
function GetPercentHP(unit)
return 100 * unit.health / unit.maxHealth
end
function string.ends(String,End)
return End == "" or string.sub(String,-string.len(End)) == End
end
function GetItemSlot(unit, id)
for i = ITEM_1, ITEM_7 do
if unit:GetItemData(i).itemID == id then
return i
end
end
return 0
end
function GotBuff(unit, buffname)
for i = 0, unit.buffCount do
local buff = unit:GetBuff(i)
if buff.name == buffname and buff.count > 0 then
return buff.count
end
end
return 0
end
function GotSpell(spellslot, spellname)
if myHero:GetSpellData(spellslot).name == spellname then
return 1
end
return 0
end
function GetBuffData(unit, buffname)
for i = 0, unit.buffCount do
local buff = unit:GetBuff(i)
if buff.name == buffname and buff.count > 0 then
return buff
end
end
return {type = 0, name = "", startTime = 0, expireTime = 0, duration = 0, stacks = 0, count = 0}
end
local function HasPoison(unit)
for i = 0, unit.buffCount do
local buff = unit:GetBuff(i)
if buff.type == 23 and Game.Timer() < buff.expireTime - 0.141 then
return true
end
end
return false
end
function CalcPhysicalDamage(source, target, amount)
local ArmorPenPercent = source.armorPenPercent
local ArmorPenFlat = (0.4 + target.levelData.lvl / 30) * source.armorPen
local BonusArmorPen = source.bonusArmorPenPercent
if source.type == Obj_AI_Minion then
ArmorPenPercent = 1
ArmorPenFlat = 0
BonusArmorPen = 1
elseif source.type == Obj_AI_Turret then
ArmorPenFlat = 0
BonusArmorPen = 1
if source.charName:find("3") or source.charName:find("4") then
ArmorPenPercent = 0.25
else
ArmorPenPercent = 0.7
end
end
if source.type == Obj_AI_Turret then
if target.type == Obj_AI_Minion then
amount = amount * 1.25
if string.ends(target.charName, "MinionSiege") then
amount = amount * 0.7
end
return amount
end
end
local armor = target.armor
local bonusArmor = target.bonusArmor
local value = 100 / (100 + (armor * ArmorPenPercent) - (bonusArmor * (1 - BonusArmorPen)) - ArmorPenFlat)
if armor < 0 then
value = 2 - 100 / (100 - armor)
elseif (armor * ArmorPenPercent) - (bonusArmor * (1 - BonusArmorPen)) - ArmorPenFlat < 0 then
value = 1
end
return math.max(0, math.floor(DamageReductionMod(source, target, PassivePercentMod(source, target, value) * amount, 1)))
end
function CalcMagicalDamage(source, target, amount)
local mr = target.magicResist
local value = 100 / (100 + (mr * source.magicPenPercent) - source.magicPen)
if mr < 0 then
value = 2 - 100 / (100 - mr)
elseif (mr * source.magicPenPercent) - source.magicPen < 0 then
value = 1
end
return math.max(0, math.floor(DamageReductionMod(source, target, PassivePercentMod(source, target, value) * amount, 2)))
end
function DamageReductionMod(source,target,amount,DamageType)
if source.type == Obj_AI_Hero then
if GotBuff(source, "Exhaust") > 0 then
amount = amount * 0.6
end
end
if target.type == Obj_AI_Hero then
for i = 0, target.buffCount do
if target:GetBuff(i).count > 0 then
local buff = target:GetBuff(i)
if buff.name == "MasteryWardenOfTheDawn" then
amount = amount * (1 - (0.06 * buff.count))
end
if DamageReductionTable[target.charName] then
if buff.name == DamageReductionTable[target.charName].buff and (not DamageReductionTable[target.charName].damagetype or DamageReductionTable[target.charName].damagetype == DamageType) then
amount = amount * DamageReductionTable[target.charName].amount(target)
end
end
if target.charName == "Maokai" and source.type ~= Obj_AI_Turret then
if buff.name == "MaokaiDrainDefense" then
amount = amount * 0.8
end
end
if target.charName == "MasterYi" then
if buff.name == "Meditate" then
amount = amount - amount * ({0.5, 0.55, 0.6, 0.65, 0.7})[target:GetSpellData(_W).level] / (source.type == Obj_AI_Turret and 2 or 1)
end
end
end
end
if GetItemSlot(target, 1054) > 0 then
amount = amount - 8
end
if target.charName == "Kassadin" and DamageType == 2 then
amount = amount * 0.85
end
end
return amount
end
function PassivePercentMod(source, target, amount, damageType)
local SiegeMinionList = {"Red_Minion_MechCannon", "Blue_Minion_MechCannon"}
local NormalMinionList = {"Red_Minion_Wizard", "Blue_Minion_Wizard", "Red_Minion_Basic", "Blue_Minion_Basic"}
if source.type == Obj_AI_Turret then
if table.contains(SiegeMinionList, target.charName) then
amount = amount * 0.7
elseif table.contains(NormalMinionList, target.charName) then
amount = amount * 1.14285714285714
end
end
if source.type == Obj_AI_Hero then
if target.type == Obj_AI_Hero then
if (GetItemSlot(source, 3036) > 0 or GetItemSlot(source, 3034) > 0) and source.maxHealth < target.maxHealth and damageType == 1 then
amount = amount * (1 + math.min(target.maxHealth - source.maxHealth, 500) / 50 * (GetItemSlot(source, 3036) > 0 and 0.015 or 0.01))
end
end
end
return amount
end
local function GetBaseHealth(unit)
if unit.charName == "Sylas" then
return 504.73 + 80.27 * myHero.levelData.lvl
elseif unit.charName == "Chogath" then
return 574.04 + 80 * myHero.levelData.lvl
elseif unit.charName == "Volibear" then
return 580 + 65 * myHero.levelData.lvl
end
end
local DamageLibTable = {
["Aatrox"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({10, 30, 50, 70, 90})[level] + ({0.6, 0.65, 0.7, 0.75, 0.8})[level] * source.totalDamage end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({30, 40, 50, 60, 70})[level] + 0.4 * source.totalDamage end},
},
["Ahri"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 65, 90, 115, 140})[level] + 0.35 * source.ap end},
{Slot = "Q", Stage = 2, DamageType = 3, Damage = function(source, target, level) return ({40, 65, 90, 115, 140})[level] + 0.35 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 65, 90, 115, 140})[level] + 0.3 * source.ap end},
{Slot = "W", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({12, 19.5, 27, 34.5, 42})[level] + 0.09 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 90, 120, 150, 180})[level] + 0.4 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 90, 120})[level] + 0.35 * source.ap end},
},
["Akali"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({30, 55, 80, 105, 130})[level] + 0.6 * source.ap + 0.65 * source.totalDamage end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({50, 85, 120, 155, 190})[level] + 0.35 * source.ap + 0.5 * source.totalDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({125, 225, 325})[level] + 0.5 * source.bonusDamage end},
},
["Alistar"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 105, 150, 195, 240})[level] + 0.5 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({55, 110, 165, 220, 275})[level] + 0.7 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 110, 140, 170, 200})[level] + 0.4 * source.ap end},
},
["Amumu"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 130, 180, 230, 280})[level] + 0.7 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({10, 15, 20, 25, 30})[level] + (({0.01, 0.0125, 0.015, 0.0175, 0.02})[level] + 0.01 * source.ap / 100) * target.maxHealth end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 100, 125, 150, 175})[level] + 0.5 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 250, 350})[level] + 0.8 * source.ap end},
},
["Anivia"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({50, 70, 90, 110, 130})[level] + 0.25 * source.ap end},
{Slot = "Q", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({60, 95, 130, 165, 200})[level] + 0.45 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return (({50, 80, 110, 140, 170})[level] + 0.5 * source.ap) * (GotBuff(target, "chilled") and 2 or 1) end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({30, 45, 60})[level] + 0.125 * source.ap end},
{Slot = "R", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({90, 135, 180})[level] + 0.375 * source.ap end},
},
["Annie"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 115, 150, 185, 220})[level] + 0.8 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 115, 160, 205, 250})[level] + 0.85 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 275, 400})[level] + 0.65 * source.ap end},
},
["Aphelios"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 85, 110, 135, 160})[level] + source.ap + 0.6 * source.bonusDamage end},
{Slot = "Q", Stage = 2, DamageType = 2, Damage = function(source, target, level) return (({10, 15, 20, 25, 30})[level] + 0.30 * source.bonusDamage) * 6 end},
{Slot = "Q", Stage = 3, DamageType = 2, Damage = function(source, target, level) return ({50, 65, 80, 95, 110})[level] + 0.7 * source.ap + 0.35 * source.bonusDamage end},
{Slot = "Q", Stage = 4, DamageType = 2, Damage = function(source, target, level) return ({25, 35, 45, 55, 65})[level] + 0.7 * source.ap + 0.8 * source.bonusDamage end},
{Slot = "Q", Stage = 5, DamageType = 2, Damage = function(source, target, level) return ({25, 40, 55, 70, 85})[level] + 0.5 * source.ap + 0.5 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({125, 175, 225})[level] + source.ap + 0.2 * source.bonusDamage end},
{Slot = "R", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({175, 275, 375})[level] + source.ap + 0.45 * source.bonusDamage end},
{Slot = "R", Stage = 3, DamageType = 1, Damage = function(source, target, level) return ({125, 175, 225})[level] + source.ap + 0.2 * source.bonusDamage + (GotSpell(_Q, "ApheliosInfernumQ") * (({50, 100, 150})[level] + 0.25 * source.bonusDamage)) end},
},
["Ashe"] = {
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 35, 50, 65, 80})[level] + source.totalDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({200, 400, 600})[level] + source.ap end},
{Slot = "R", Stage = 2, DamageType = 2, Damage = function(source, target, level) return (({100, 200, 300})[level] + 0.5 * source.ap) end},
},
["AurelionSol"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 110, 150, 190, 230})[level] + 0.65 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 250, 350})[level] + 0.7 * source.ap end},
},
["Azir"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 90, 110, 130, 150})[level] + 0.3 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({55, 60, 75, 80, 90})[level] + 0.6 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 90, 120, 150, 180})[level] + 0.4 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({175, 325, 475})[level] + 0.6 * source.ap end},
},
["Blitzcrank"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 120, 170, 220, 270})[level] + source.ap end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return source.totalDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({250, 375, 500})[level] + source.ap end},
},
["Bard"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 125, 170, 215, 260})[level] + 0.65 * source.ap end},
},
["Brand"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 110, 140, 170, 200})[level] + 0.55 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 120, 165, 210, 255})[level] + 0.6 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 95, 120, 145, 170})[level] + 0.45 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({100, 200, 300})[level] + 0.25 * source.ap end},
},
["Braum"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 125, 175, 225, 275})[level] + 0.025 * source.maxHealth end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 300, 450})[level] + 0.6 * source.ap end},
},
["Caitlyn"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({50, 90, 130, 170, 210})[level] + ({1.3, 1.4, 1.5, 1.6, 1.7})[level] * source.totalDamage end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 110, 150, 190, 230})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({300, 525, 750})[level] + 2 * source.bonusDamage end},
},
["Camille"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({0.2, 0.25, 0.3, 0.35, 0.4})[level] * source.totalDamage end},
{Slot = "Q", Stage = 2, DamageType = 3, Damage = function(source, target, level) return ({0.2, 0.25, 0.3, 0.35, 0.4})[level] * source.totalDamage * 2 end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({70, 100, 130, 160, 190})[level] + 0.6 * source.bonusDamage end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({60, 95, 130, 165, 200})[level] + 0.75 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({5, 10, 15})[level] + ({0.04, 0.06, 0.08})[level] * target.health end},
},
["Cassiopeia"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 110, 145, 180, 215})[level] + 0.9 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({20, 25, 30, 35, 40})[level] + 0.15 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return 48 + 4 * myHero.levelData.lvl + 0.1 * source.ap + (HasPoison(target) and ({10, 30, 50, 70, 90})[level] + 0.6 * source.ap or 0) end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 250, 350})[level] + 0.5 * source.ap end},
},
["Chogath"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 135, 190, 245, 300})[level] + source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 125, 175, 225, 275})[level] + 0.7 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({22, 34, 46, 58, 70})[level] + 0.3 * source.ap + 0.03 * target.maxHealth end},
{Slot = "R", Stage = 1, DamageType = 3, Damage = function(source, target, level) return ({300, 475, 650})[level] + 0.5 * source.ap + 0.1 * (myHero.maxHealth - GetBaseHealth(source)) end},
},
["Corki"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 120, 165, 210, 255})[level] + 0.5 * source.ap + 0.7 * source.bonusDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({120, 180, 240, 300, 360})[level] + 0.8 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({30, 45, 60, 75, 90})[level] + (1.5 * source.totalDamage) + 0.2 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 32, 44, 56, 68})[level] + 0.4 * source.totalDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({90, 125, 160})[level] + 0.2 * source.ap + ({0.15, 0.45, 0.75})[level] * source.totalDamage end},
{Slot = "R", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({180, 250, 320})[level] + 0.4 * source.ap + ({0.3, 0.90, 1.5})[level] * source.totalDamage end},
},
["Darius"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({50, 80, 110, 140, 170})[level] + (({1.0, 1.1, 1.2, 1.3, 1.4})[level] * source.totalDamage) end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({0.4, 0.45, 0.5, 0.55, 0.6})[level] * source.totalDamage end},
{Slot = "R", Stage = 1, DamageType = 3, Damage = function(source, target, level) return ({100, 200, 300})[level] + 0.75 * source.bonusDamage end},
},
["Diana"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 95, 130, 165, 200})[level] + 0.7 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({18, 30, 42, 54, 66})[level] + 0.15 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 60, 80, 100, 120})[level] + 0.4 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({200, 300, 400})[level] + 0.6 * source.ap end},
},
["DrMundo"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) if target.type == Obj_AI_Minion then return math.min(({300, 350, 400, 450, 500})[level],math.max(({80, 130, 180, 230, 280})[level], ({20, 22.5, 25, 27.5, 30})[level] / 100 * target.health)) end; return math.max(({80, 130, 180, 230, 280})[level],({20, 22.5, 25, 27.5, 30})[level] / 100 * target.health) end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({20, 27, 35, 42, 50})[level] + 0.1 * source.ap end}
},
["Draven"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({35, 40, 45, 50, 55})[level] + (({0.65, 0.75, 0.85, 0.95, 1.05})[level] * source.bonusDamage) end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({75, 110, 145, 180, 215})[level] + 0.5 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({175, 275, 375})[level] + ({1.1, 1.3, 1.5})[level] * source.bonusDamage end},
},
["Ekko"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 75, 90, 105, 120})[level] + 0.3 * source.ap end},
{Slot = "Q", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({40, 65, 90, 115, 140})[level] + 0.6 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({50, 75, 100, 125, 150})[level] + 0.4 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 300, 450})[level] + 1.5 * source.ap end}
},
["Elise"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 70, 100, 130, 160})[level] + (0.04 + 0.03 / 100 * source.ap) * target.health end},
{Slot = "QM", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140, 175, 210})[level] + (0.08 + 0.03 / 100 * source.ap) * (target.maxHealth - target.health) end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 105, 150, 195, 240})[level] + 0.95 * source.ap end},
},
["Evelynn"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({25, 30, 35, 40, 45})[level] + 0.3 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({55, 70, 85, 100, 115})[level] + (0.03 + 0.15 / 100 * source.ap) * target.maxHealth end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({125, 250, 375})[level] + 0.75 * source.ap end},
},
["Ezreal"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 45, 70, 95, 120})[level] + 0.15 * source.ap + 1.3 * source.totalDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 135, 190, 245, 300})[level] + (({0.7, 0.75, 0.8, 0.85, 0.9})[level] * source.ap) + 0.6 * source.bonusDamage end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 130, 180, 230, 280})[level] + 0.75 * source.ap + 0.5 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({350, 500, 650})[level] + 0.9 * source.ap + source.bonusDamage end},
},
["Fiddlesticks"] = {
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 105, 130, 155, 180})[level] + 0.45 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140, 175, 210})[level] + 0.45 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({125, 225, 325})[level] + 0.45 * source.ap end},
},
["Fiora"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({70, 80, 90, 100, 110})[level] + ({0.95, 1, 1.05, 1.1, 1.15})[level] * source.bonusDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({110, 150, 190, 230, 270})[level] + source.ap end},
},
["Fizz"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({10, 25, 40, 55, 70})[level] + 0.55 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({50, 70, 90, 110, 130})[level] + 0.5 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 120, 170, 220, 270})[level] + 0.75 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 250, 350})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({225, 325, 425})[level] + source.ap end},
{Slot = "R", Stage = 3, DamageType = 2, Damage = function(source, target, level) return ({300, 400, 500})[level] + 1.2 * source.ap end},
},
["Galio"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140, 175, 210})[level] + 0.75 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({90, 130, 170, 210, 250})[level] + 0.9 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 250, 350})[level] + 0.7 * source.ap end},
},
["Gangplank"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 45, 70, 95, 120})[level] + source.totalDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 70, 100})[level] + 0.1 * source.ap end},
},
["Garen"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({30, 60, 90, 120, 150})[level] + 0.5 * source.totalDamage end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({4, 8, 12, 16, 20})[level] + (0.471 + 0.471 * myHero.levelData.lvl) + ({32, 34, 36, 38, 40})[level] / 100 * source.totalDamage end},
{Slot = "R", Stage = 1, DamageType = 3, Damage = function(source, target, level) return ({150, 300, 450})[level] + ({20, 25, 30})[level] / 100 * (target.maxHealth - target.health) end},
},
["Gnar"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({5, 45, 85, 125, 165})[level] + 1.15 * source.totalDamage end},
{Slot = "QM", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({25, 70, 115, 160, 205})[level] + 1.4 * source.totalDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({10, 20, 30, 40, 50})[level] + source.ap + ({6, 8, 10, 12, 14})[level] / 100 * target.maxHealth end},
{Slot = "WM", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({25, 55, 85, 115, 145})[level] + source.totalDamage end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({80, 115, 150, 185, 220})[level] + source.maxHealth * 0.06 end},
{Slot = "EM", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({80, 115, 150, 185, 220})[level] + source.maxHealth * 0.06 end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({200, 300, 400})[level] + source.ap + 0.5 * source.bonusDamage end},
},
["Gragas"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 120, 160, 200, 240})[level] + 0.7 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({20, 50, 80, 110, 140})[level] + 0.6 * source.ap + 0.07 * target.maxHealth end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 130, 180, 230, 280})[level] + 0.6 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({200, 300, 400})[level] + 0.8 * source.ap end},
},
["Graves"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({45, 60, 75, 90, 105})[level] + 0.8 * source.bonusDamage end},
{Slot = "Q", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({85, 120, 155, 190, 225})[level] + ({0.4, 0.7, 1.0, 1.3, 1.6})[level] * source.bonusDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 110, 160, 210, 260})[level] + 0.6 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({250, 400, 550})[level] + 1.5 * source.bonusDamage end},
{Slot = "R", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({200, 320, 440})[level] + 1.2 * source.bonusDamage end},
},
["Hecarim"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({60, 102, 144, 186, 228})[level] + 0.7 * source.bonusDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({20, 30, 40, 50, 60})[level] + 0.2 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({35, 65, 95, 125, 155})[level] + 0.5 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 250, 350})[level] + source.ap end},
},
["Heimerdinger"] = {
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({50, 80, 110, 140, 170})[level] + 0.45 * source.ap end},
{Slot = "W", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({135, 180, 225})[source:GetSpellData(_R).level] + 0.45 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 100, 140, 180, 220})[level] + 0.6 * source.ap end},
{Slot = "E", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({100, 200, 300})[source:GetSpellData(_R).level] + 0.6 * source.ap end},
},
["Illaoi"] = {
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return 0.02 * source.totalDamage / 100 + ({0.03, 0.035, 0.04, 0.045, 0.05})[level] * target.maxHealth end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({150, 250, 350})[level] + 0.5 * source.bonusDamage end},
},
["Irelia"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({5, 25, 45, 65, 85})[level] + 0.6 * source.totalDamage end},
{Slot = "Q", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({60, 100, 140, 180, 220})[level] + 0.6 * source.totalDamage end},--Minion Damage
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({10, 25, 40, 55, 70})[level] + 0.5 * source.totalDamage + 0.4 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 125, 170, 215, 260})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({125, 250, 375})[level] + 0.7 * source.ap end},
},
["Ivern"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 125, 170, 215, 260})[level] + 0.7 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 95, 120, 145, 170})[level] + 0.8 * source.ap end},
},
["Janna"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 85, 110, 135, 160})[level] + 0.35 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({55, 85, 115, 145, 175})[level] + 0.5 * source.ap + (({0.25, 0.25, 0.25, 0.25, 0.25, 0.25, 0.25, 0.25, 0.25, 0.35, 0.35, 0.35, 0.35, 0.35, 0.35, 0.35, 0.35, 0.35})[myHero.levelData.lvl] * source.ms) end},
},
["JarvanIV"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({90, 130, 170, 210, 250})[level] + 1.2 * source.bonusDamage end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 120, 160, 200, 240})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({200, 325, 450})[level] + 1.5 * source.bonusDamage end},
},
["Jax"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({65, 105, 145, 185, 225})[level] + source.bonusDamage + 0.6 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 75, 110, 145, 180})[level] + 0.6 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({55, 80, 105, 130, 155})[level] + 0.5 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({100, 140, 180})[level] + 0.7 * source.ap end},
},
["Jayce"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({55, 95, 135, 175, 215, 255})[level] + 1.2 * source.bonusDamage end},
{Slot = "QM", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({55, 110, 165, 220, 275, 330})[level] + 1.2 * source.bonusDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({25, 40, 55, 70, 85, 100})[level] + 0.25 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return (({8, 10.4, 12.8, 15.2, 17.6, 20})[level] / 100) * target.maxHealth + source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({25, 65, 105, 145})[level] + 0.25 * source.bonusDamage end},
},
["Jhin"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({45, 70, 95, 120, 145})[level] + (({0.35, 0.425, 0.5, 0.575, 0.65})[level] * source.totalDamage) + 0.6 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({50, 85, 120, 155, 190})[level] + 0.5 * source.totalDamage end},
{Slot = "W", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({37, 63, 90, 116, 142})[level] + 0.37 * source.totalDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({50, 125, 200})[level] + 0.2 * source.totalDamage + 0.03 * (target.maxHealth - target.health) end}, -- 1-3 singleHit
{Slot = "R", Stage = 2, DamageType = 1, Damage = function(source, target, level) return (({50, 125, 200})[level] + 0.2 * source.totalDamage + 0.03 * (target.maxHealth - target.health)) end} -- 4 Hit
},
["Jinx"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return 0.1 * source.totalDamage end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({10, 60, 110, 160, 210})[level] + 1.6 * source.totalDamage end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 120, 170, 220, 270})[level] + source.ap end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({25, 35, 45})[level] + ({25, 30, 35})[level] / 100 * (target.maxHealth - target.health) + 0.15 * source.bonusDamage end},
{Slot = "R", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({250, 350, 450})[level] + ({25, 30, 35})[level] / 100 * (target.maxHealth - target.health) + 1.5 * source.bonusDamage end},
},
["Kaisa"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({40, 55, 70, 85, 100})[level] + 0.25 * source.ap + 0.4 * source.bonusDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({30, 55, 80, 105, 130})[level] + 1.3 * source.totalDamage + 0.7 * source.ap end},
{Slot = "W", Stage = 2, DamageType = 2, Damage = function(source, target, level) return 0.025 * source.ap + ((target.maxHealth - target.health) / 100 * 15) end},
},
["Karma"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({90, 135, 180, 225, 270})[level] + 0.4 * source.ap end},
{Slot = "Q", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({90, 135, 180, 225, 270})[level] + ({25, 75, 125, 175})[source:GetSpellData(_R).level] + 0.7 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 130, 180, 230, 280})[level] + 0.9 * source.ap end},
},
["Karthus"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return (({45, 65, 85, 105, 125})[level] + 0.35 * source.ap) * 2 end},--single Target
{Slot = "Q", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({45, 65, 85, 105, 125})[level] + 0.35 * source.ap end},--AOE
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({30, 50, 70, 90, 110})[level] + 0.2 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({200, 350, 500})[level] + 0.75 * source.ap end},
},
["Kassadin"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({65, 95, 125, 155, 185})[level] + 0.7 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 95, 120, 145, 170})[level] + 0.8 * source.ap end},
{Slot = "W", Stage = 2, DamageType = 2, Damage = function(source, target, level) return 20 + 0.1 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 105, 130, 155, 180})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 100, 120})[level] + 0.4 * source.ap + 0.02 * source.mana end},
{Slot = "R", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({40, 50, 60})[level] + 0.1 * source.ap + 0.01 * source.mana end},-- per stack
},
["Katarina"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 105, 135, 165, 195})[level] + 0.3 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({15, 30, 45, 60, 75})[level] + 0.25 * source.ap + 0.5 * source.totalDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({25, 37.5, 50})[level] + 0.19 * source.ap end}, -- calc for 1 Dagger
{Slot = "R", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({375, 562.5, 750})[level] + 2.85 * source.ap end},
{Slot = "R", Stage = 3, DamageType = 1, Damage = function(source, target, level) return 0.16 * source.bonusDamage + 0.128 * source.attackSpeed end}, -- calc for 1 Dagger
},
["Kayle"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 100, 140, 180, 220})[level] + 0.6 * source.bonusDamage + 0.5 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return 0.02 * source.ap / 100 + ({0.08, 0.09, 0.10, 0.11, 0.12})[level] * (target.maxHealth - target.health) end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({200, 350, 500})[level] + 0.8 * source.ap + source.bonusDamage end},
},
["Kennen"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 115, 155, 195, 235})[level] + 0.75 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 85, 110, 135, 160})[level] + 0.8 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 120, 160, 200, 240})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 75, 110})[level] + 0.2 * source.ap end},--per Bolt
{Slot = "R", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({300, 562, 825})[level] + 1.5 * source.ap end},--total single target damage
},
["Khazix"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({60, 85, 110, 135, 160})[level] + 1.3 * source.bonusDamage end},
{Slot = "Q", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({126, 178, 231, 283, 336})[level] + 2.73 * source.bonusDamage end},--isolated Target
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({80, 115, 145, 175, 205})[level] + source.bonusDamage end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({65, 100, 135, 170, 205})[level] + 0.2 * source.bonusDamage end},
},
["KogMaw"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({90, 140, 190, 240, 290})[level] + 0.7 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) local dmg = (({0.03, 0.04, 0.05, 0.06, 0.07})[level] + (0.01*source.ap)) * target.maxHealth ; if target.type == Obj_AI_Minion and dmg > 100 then dmg = 100 end ; return dmg end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 120, 165, 210, 255})[level] + 0.5 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return (({100, 140, 180})[level] + 0.65 * source.bonusDamage + 0.35 * source.ap) * (GetPercentHP(target) < 25 and 3 or (GetPercentHP(target) < 50 and 2 or 1)) end},
},
["Kalista"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 85, 150, 215, 280})[level] + source.totalDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return (({14, 15, 16, 17, 18})[level] / 100) * target.maxHealth end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) local count = GotBuff(target, "kalistaexpungemarker") if count > 0 then return (({20, 30, 40, 50, 60})[level] + 0.6* (source.totalDamage)) + ((count - 1)*(({10, 16, 22, 28, 34})[level]+({0.2, 0.24, 0.27, 0.31, 0.35})[level] * (source.totalDamage))) end; return 0 end},
},
["Kayn"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({75, 95, 115, 135, 155})[level] + 0.65 * source.bonusDamage end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({90, 135, 180, 225, 270})[level] + 1.3 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({150, 250, 350})[level] + 1.75 * source.bonusDamage end},
},
["Kindred"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({60, 80, 100, 120, 140})[level] + source.bonusDamage * 0.65 end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({25, 30, 35, 40, 45})[level] + 0.2 * source.bonusDamage + 0.015 * (target.maxHealth - target.health) + (GetBuffData(source, "kindredmarkofthekindredstackcounter").stacks/100) * (target.maxHealth - target.health) end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({80, 100, 120, 140, 160})[level] + 0.8 * source.bonusDamage + 0.08 * (target.maxHealth - target.health) + (GetBuffData(source, "kindredmarkofthekindredstackcounter").stacks/200) * (target.maxHealth - target.health) end},
},
["Kled"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({90, 165, 240, 315, 390})[level] + source.bonusDamage * 1.8 end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 30, 40, 50, 60})[level] + (({0.045, 0.05, 0.055, 0.06, 0.065})[level] + (0.05*source.bonusDamage)) * target.maxHealth end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({35, 60, 85, 110, 135})[level] + source.bonusDamage * 0.6 end},
},
["Leblanc"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({55, 80, 105, 130, 155})[level] + 0.4 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 115, 155, 195, 235})[level] + 0.6 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({50, 70, 90, 110, 130})[level] + 0.3 * source.ap end},
},
["LeeSin"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({55, 80, 105, 130, 155})[level] + source.bonusDamage end},
{Slot = "Q", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({55, 80, 105, 130, 155})[level] + source.bonusDamage + 0.01 * (target.maxHealth - target.health) end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({100, 140, 180, 220, 260})[level] + source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({175, 400, 625})[level] + 2 * source.bonusDamage end},
},
["Leona"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({10, 35, 60, 85, 110})[level] + 0.3 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 95, 130, 165, 200})[level] + 0.4 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({50, 90, 130, 170, 210})[level] + 0.4 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({100, 175, 250})[level] + 0.8 * source.ap end},
},
["Lissandra"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 100, 130, 160, 190})[level] + 0.8 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140, 175, 210})[level] + 0.7 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140, 175, 210})[level] + 0.6 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 250, 350})[level] + 0.75 * source.ap end},
},
["Lucian"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({95, 130, 165, 200, 235})[level] + ({0.6, 0.75, 0.9, 1.05, 1.2})[level] * source.bonusDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 110, 145, 180, 215})[level] + 0.9 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 40, 60})[level] + 0.1 * source.ap + 0.25 * source.totalDamage end},--per Shot
},
["Lulu"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140, 175, 210})[level] + 0.5 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 120, 160, 200, 240})[level] + 0.4 * source.ap end},
},
["Lux"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 125, 170, 215, 260})[level] + 0.6 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 105, 150, 195, 240})[level] + 0.6 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({300, 400, 500})[level] + source.ap end},
},
["Malphite"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 120, 170, 220, 270})[level] + 0.6 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({30, 45, 60, 75, 90})[level] + 0.2 * source.ap + 0.15 * source.armor end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 95, 130, 165, 200})[level] + 0.4 * source.armor + 0.6 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({200, 300, 400})[level] + 0.8 * source.ap end},
},
["Malzahar"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140, 175, 210})[level] + 0.65 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({12, 14, 16, 18, 20})[level] + 0.2 * source.ap + 0.4 * source.bonusDamage + (2 + 3 * myHero.levelData.lvl) end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 115, 150, 185, 220})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({125, 200, 275})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 2, DamageType = 2, Damage = function(source, target, level) return 2.5 * (({10, 15, 20})[level] / 100 + 0.015 * source.ap / 100) * target.maxHealth end},
},
["Maokai"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 110, 150, 190, 230})[level] + 0.4 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 95, 120, 145, 170})[level] + 0.4 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({25, 50, 75, 100, 125})[level] + (({0.07, 0.0725, 0.075, 0.0775, 0.08})[level] + (0.008*source.ap)) * target.maxHealth end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 225, 300})[level] + 0.75 * source.ap end},
},
["MasterYi"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({25, 60, 95, 130, 165})[level] + source.totalDamage end},
{Slot = "E", Stage = 1, DamageType = 3, Damage = function(source, target, level) return ({20, 30, 40, 50, 60})[level] + 0.35 * source.bonusDamage end},
},
["MissFortune"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 40, 60, 80, 100})[level] + 0.35 * source.ap + source.totalDamage end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 115, 150, 185, 220})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return 0.75 * source.totalDamage + 0.2 * source.ap end},
},
["MonkeyKing"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 45, 70, 95, 120})[level] + 0.5 * source.bonusDamage end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({80, 110, 140, 170, 200})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({0.01, 0.15, 0.02})[level] * target.maxHealth + 0.275 * source.totalDamage end}, --Per Tick
},
["Mordekaiser"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 95, 115, 135, 155})[level] + 0.6 * source.ap + ({5, 9, 13, 17, 21, 25, 29, 33, 37, 41, 51, 61, 71, 81, 91, 107, 123, 139})[myHero.levelData.lvl] end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 95, 110, 125, 140})[level] + 0.6 * source.ap end},
},
["Morgana"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 135, 190, 245, 300})[level] + 0.9 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 110, 160, 210, 260})[level] + 0.07 * source.ap end}, -- minimum fullDmg
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 225, 300})[level] + 0.7 * source.ap end},
},
["Nami"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 130, 185, 240, 295})[level] + 0.5 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 110, 150, 190, 230})[level] + 0.5 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({25, 40, 55, 70, 85})[level] + 0.2 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 250, 350})[level] + 0.6 * source.ap end},
},
["Nasus"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return GetBuffData(source, "nasusqstacks").stacks + ({30, 50, 70, 90, 110})[level] end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({55, 95, 135, 175, 215})[level] + 0.6 * source.ap end},
{Slot = "E", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({11, 19, 27, 35, 43})[level] + 0.12 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return (({3, 4, 5})[level] / 100 + 0.01 / 100 * source.ap) * target.maxHealth end},
},
["Nautilus"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 115, 160, 205, 250})[level] + 0.9 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({30, 40, 50, 60, 70})[level] + 0.4 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({55, 85, 115, 145, 175})[level] + 0.3 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 275, 400})[level] + 0.8 * source.ap end},
{Slot = "R", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({125, 175, 225})[level] + 0.4 * source.ap end},
},
["Neeko"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 125, 170, 215, 260})[level] + 0.5 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 115, 150, 185, 220})[level] + 0.6 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({200, 425, 650})[level] + 1.3 * source.ap end},
},
["Nidalee"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 90, 110, 130, 150})[level] + 0.5 * source.ap end},
{Slot = "QM", Stage = 2, DamageType = 2, Damage = function(source, target, level) local dmg = (({5, 30, 55, 80})[source:GetSpellData(_R).level] + 0.4 * source.ap + 0.75 * source.totalDamage) * ((target.maxHealth - target.health) / target.maxHealth * 1.5 + 1) dmg = dmg * (GotBuff(target, "nidaleepassivehunted") > 0 and 1.4 or 1) return dmg end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 80, 120, 160, 200})[level] + 0.2 * source.ap end},
{Slot = "WM", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({60, 110, 160, 210})[source:GetSpellData(_R).level] + 0.3 * source.ap end},
{Slot = "E", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({80, 140, 200, 260})[source:GetSpellData(_R).level] + 0.45 * source.ap end},
},
["Nocturne"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({65, 110, 155, 200, 245})[level] + 0.75 * source.bonusDamage end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 125, 170, 215, 260})[level] + source.ap end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({150, 275, 400})[level] + 1.2 * source.bonusDamage end},
},
["Nunu"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 100, 140, 180, 220})[level] + 0.65 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({36, 45, 54, 63, 72})[level] + 0.3 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({16, 24, 32, 40, 48})[level] + 0.06 * source.ap end},--per Snowbal
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({625, 950, 1275})[level] + 2.5 * source.ap end},
},
["Olaf"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({80, 125, 170, 215, 260})[level] + source.bonusDamage end},
{Slot = "E", Stage = 1, DamageType = 3, Damage = function(source, target, level) return ({70, 115, 160, 205, 250})[level] + 0.5 * source.totalDamage end},
},
["Orianna"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 90, 120, 150, 180})[level] + 0.5 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 105, 150, 195, 240})[level] + 0.7 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 90, 120, 150, 180})[level] + 0.3 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({200, 275, 350})[level] + 0.8 * source.ap end},
},
["Ornn"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 45, 70, 95, 120})[level] + 1.1 * source.totalDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({0.12, 0.13, 0.14, 0.15, 0.16})[level] * target.maxHealth end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({80, 125, 170, 215, 260})[level] + 0.4 * source.bonusArmor + 0.4 * source.bonusMagicResist end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({125, 175, 225})[level] + 0.2 * source.ap end},
},
["Pantheon"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({70, 100, 130, 160, 190})[level] + 1.15 * source.bonusDamage end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({60, 100, 140, 180, 220})[level] + source.ap end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({55, 105, 155, 205, 255})[level] + 1.5 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({300, 500, 700})[level] + source.ap end},
},
["Poppy"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({40, 60, 80, 100, 120})[level] + 0.9 * source.bonusDamage + 0.08 * target.maxHealth end},
{Slot = "Q", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({80, 120, 160, 200, 240})[level] + 1.8 * source.bonusDamage + 0.16 * target.maxHealth end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 110, 150, 190, 230})[level] + 0.7 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({60, 80, 100, 120, 140})[level] + 0.5 * source.bonusDamage end},
{Slot = "E", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({120, 160, 200, 240, 280})[level] + source.bonusDamage end},--Target collide with terrain
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({100, 150, 200})[level] + 0.45 * source.bonusDamage end},
},
["Pyke"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({85, 135, 185, 235, 285})[level] + 0.6 * source.bonusDamage end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({105, 135, 165, 195, 225})[level] + source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({250, 250, 250, 250, 250, 250, 290, 330, 370, 400, 430, 450, 470, 490, 510, 530, 540, 550})[myHero.levelData.lvl] + 0.8 * source.bonusDamage + 1.5 * source.armorPen end},
},
["Qiyana"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({60, 85, 110, 135, 160})[level] + 0.9 * source.bonusDamage end},
{Slot = "Q", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({96, 136, 176, 216, 256})[level] + 1.44 * source.bonusDamage end},--Terrain Damage
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({8, 22, 36, 50, 64})[level] + 0.1 * source.bonusDamage + 0.45 * source.ap end},--Passive
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({60, 90, 120, 140, 180})[level] + 0.7 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({100, 200, 300})[level] + 1.7 * source.bonusDamage + 0.1 * target.maxHealth end},
},
["Quinn"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 45, 70, 95, 120})[level] + (({0.8, 0.9, 1.0, 1.1, 1.2})[level] * source.totalDamage) + 0.5 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({40, 70, 100, 130, 160})[level] + 0.2 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return 0.4 * source.totalDamage end},
},
["Rakan"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 115, 160, 205, 250})[level] + 0.6 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 125, 180, 235, 290})[level] + 0.7 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({100, 200, 300})[level] + 0.5 * source.ap end},
},
["Rammus"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({100, 135, 170, 205, 240})[level] + source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({15, 25, 35, 45, 55})[level] + 0.1 * source.armor end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({30, 60, 90})[level] + 0.2 * source.ap end},-- per Second
},
["Reksai"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 25, 30, 35, 40})[level] + 0.5 * source.bonusDamage end},--UNBURROWED
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({60, 90, 120, 150, 180})[level] + 0.5 * source.bonusDamage + 0.7 * source.ap end},--BURROWED
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({55, 70, 85, 100, 115})[level] + 0.8 * source.bonusDamage end},--BURROWED
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({50, 60, 70, 80, 90})[level] + 0.85 * source.bonusDamage end},--UNBURROWED
{Slot = "E", Stage = 1, DamageType = 3, Damage = function(source, target, level) return ({100, 120, 140, 160, 180})[level] + 1.7 * source.bonusDamage end},--UNBURROWED + Max FURY
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({100, 250, 400})[level] + 1.75 * source.bonusDamage + ({20, 25, 30})[level] / 100 * (target.maxHealth - target.health) end},
},
["Rell"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140, 175, 210})[level] + 0.5 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140, 175, 210})[level] + 0.6 * source.ap end}, -- if mounted
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 120, 160, 200, 240})[level] + 0.3 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({120, 200, 280})[level] + 1.1 * source.ap end},
},
["Renekton"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({65, 100, 135, 170, 205})[level] + 0.8 * source.bonusDamage end},
{Slot = "Q", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({100, 150, 200, 250, 300})[level] + 1.2 * source.bonusDamage end},--REIGN OF ANGER
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({10, 30, 50, 70, 90})[level] + 1.5 * source.totalDamage end},
{Slot = "W", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({15, 45, 75, 105, 135})[level] + 2.25 * source.totalDamage end},--REIGN OF ANGER
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({40, 70, 100, 130, 160})[level] + 0.9 * source.bonusDamage end},
{Slot = "E", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({40, 70, 100, 130, 160})[level] + 0.9 * source.totalDamage * 1.5 end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({20, 40, 60})[level] + 0.1 * source.ap end},--per half Second
},
["Rengar"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({30, 60, 90, 120, 150})[level] + ({0, 5, 10, 15, 20})[level] / 100 * source.totalDamage end},
{Slot = "Q", Stage = 2, DamageType = 1, Damage = function(source, target, level) return ({30, 45, 60, 75, 90, 105, 120, 135, 150, 160, 170, 180, 190, 200, 210, 220, 230, 240})[myHero.levelData.lvl] + 0.4 * source.totalDamage end},--EMPOWERED ACTIVE
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({50, 80, 110, 140, 170})[level] + 0.8 * source.ap end},
{Slot = "W", Stage = 2, DamageType = 2, Damage = function(source, target, level) return (40 + 10 * myHero.levelData.lvl) + 0.8 * source.ap end},--EMPOWERED ACTIVE
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({55, 100, 145, 190, 235})[level] + 0.8 * source.bonusDamage end},
{Slot = "E", Stage = 2, DamageType = 1, Damage = function(source, target, level) return (35 + 15 * myHero.levelData.lvl) + 0.8 * source.bonusDamage end},--EMPOWERED ACTIVE
},
["Riven"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({15, 35, 55, 75, 95})[level] + ({45, 50, 55, 60, 65})[level] / 100 * source.totalDamage end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({55, 85, 115, 145, 175})[level] + source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return (({100, 150, 200})[level] + 0.6 * source.bonusDamage) * math.max(0.04 * math.min(100 - GetPercentHP(target), 75), 1) end},
},
["Rumble"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({180, 220, 260, 300, 340})[level] + 1.1 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 85, 110, 135, 160})[level] + 0.4 * source.ap end},
{Slot = "E", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({90, 127.5, 165, 202.5, 240})[level] + 0.6 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140})[level] + 0.175 * source.ap end},--per half Second
{Slot = "R", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({840, 1260, 1680})[level] + 2.1 * source.ap end},--full Damage
},
["Ryze"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({75, 100, 125, 150, 175})[level] + 0.45 * source.ap + 0.03 * source.maxMana end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 110, 140, 170, 200})[level] + 0.6 * source.ap + 0.04 * source.maxMana end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 80, 100, 120, 140})[level] + 0.3 * source.ap + 0.02 * source.maxMana end},
},
["Samira"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({0, 5, 10, 15, 20})[level] + ({0.8, 0.9, 1, 1.1, 1.2})[level] * source.totalDamage end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 35, 50, 65, 80})[level] + 0.8 * source.bonusDamage end}, -- 1 Hit
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({50, 60, 70, 80, 90})[level] + 0.2 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({100, 200, 300})[level] + 6 * source.totalDamage end}, -- Full Damage
},
["Sejuani"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 130, 180, 230, 280})[level] + 0.6 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({20, 25, 30, 35, 40})[level] + 0.2 * source.ap + 0.02 * source.maxHealth end},
{Slot = "W", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({30, 70, 110, 150, 190})[level] + 0.6 * source.ap + 0.06 * source.maxHealth end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({55, 105, 155, 205, 255})[level] + 0.6 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({200, 300, 400})[level] + 0.8 * source.ap end},
},
["Senna"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({40, 70, 100, 130, 160})[level] + 0.4 * source.bonusDamage end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({70, 115, 160, 205, 250})[level] + 0.7 * source.bonusDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({250, 375, 500})[level] + source.bonusDamage + 0.5 * source.ap end},
},
["Seraphine"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({55, 70, 85, 100, 115})[level] + ({40, 45, 50, 55, 60})[level] / 100 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 80, 100, 120, 140})[level] + 0.35 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 200, 250})[level] + 0.6 * source.ap end},
},
["Sett"] = {
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({80, 100, 120, 140, 160})[level] + 0.1 * source.bonusDamage end}, -- without expended Grit
{Slot = "W", Stage = 2, DamageType = 3, Damage = function(source, target, level) return ({80, 100, 120, 140, 160})[level] + 0.1 * source.bonusDamage end}, -- True Damage without expended Grit
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({50, 70, 90, 110, 130})[level] + 0.6 * source.totalDamage end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({200, 300, 400})[level] + source.bonusDamage end}, -- without Target BonusHealth
},
["Shaco"] = {
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({25, 40, 55, 70, 85})[level] + 0.2 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return (GetPercentHP(target) < 30 and ({105, 142, 180, 217, 255})[level] + 0.9 * source.ap + 1.2 * source.bonusDamage or ({70, 95, 120, 145, 170})[level] + 0.55 * source.ap + 0.7 * source.bonusDamage) end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 225, 300})[level] + 0.7 * source.ap end},
},
["Shen"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) local dmg = (({2, 2.5, 3, 3.5, 4})[level] + 0.015 * source.ap) * target.maxHealth / 100; if target.type == Obj_AI_Hero then return dmg end; return math.min(({30, 50, 70, 90, 110})[level]+dmg, ({75, 100, 125, 150, 175})[level]) end},
{Slot = "Q", Stage = 2, DamageType = 2, Damage = function(source, target, level) local dmg = (({5, 5.5, 6, 6.5, 7})[level] + 0.02 * source.ap) * target.maxHealth / 100; if target.type == Obj_AI_Hero then return dmg end; return math.min(({30, 50, 70, 90, 110})[level]+dmg, ({75, 100, 125, 150, 175})[level]) end},
{Slot = "E", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({60, 85, 110, 135, 160})[level] + 0.15 * (540 + 85 * myHero.levelData.lvl) end},
},
["Shyvana"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({20, 35, 50, 65, 80})[level] / 100 * source.totalDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({20, 32, 45, 57, 70})[level] + 0.2 * source.bonusDamage end},--per Second
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 100, 140, 180, 220})[level] + 0.7 * source.ap + 0.3 * source.totalDamage end},
{Slot = "E", Stage = 2, DamageType = 2, Damage = function(source, target, level) return (60 + 5 * myHero.levelData.lvl) + 0.2 * source.ap + 0.1 * source.totalDamage end},--Dragon Form per Second
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 250, 350})[level] + source.ap end},
},
["Singed"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({5, 7, 10, 12, 15})[level] + 0.11 * source.ap end},--per 0.25 Second
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({50, 65, 80, 95, 110})[level] + 0.75 * source.ap + ({6, 6.5, 7, 7.5, 8})[level] / 100 * target.maxHealth end},
},
["Sion"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({30, 50, 70, 90, 110})[level] + ({45, 52, 60, 67, 75})[level] / 100 * source.totalDamage end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 65, 90, 115, 140})[level] + 0.4 * source.ap + ({10, 11, 12, 13, 14})[level] / 100 * target.maxHealth end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({65, 100, 135, 170, 205})[level] + 0.55 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({150, 300, 450})[level] + 0.4 * source.bonusDamage end},
},
["Sivir"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({35, 50, 65, 80, 95})[level] + ({70, 85, 100, 115, 130})[level] / 100 * source.totalDamage + 0.5 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 1, Damage = function(source, target, level) return ({90, 120, 150, 180, 210})[level] / 100 * source.totalDamage end},
},
["Skarner"] = {
{Slot = "Q", Stage = 1, DamageType = 1, Damage = function(source, target, level) return 0.2 * source.totalDamage + ({1, 1.5, 2, 2.5, 3})[level] / 100 * target.maxHealth end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 65, 90, 115, 140})[level] + 0.2 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return (({20, 60, 100})[level] + 0.5 * source.ap) + (0.60 * source.totalDamage) end},
},
["Sona"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 70, 100, 130, 160})[level] + 0.4 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({150, 250, 350})[level] + 0.5 * source.ap end},
},
["Soraka"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({85, 120, 155, 190, 225})[level] + 0.35 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 95, 120, 145, 170})[level] + 0.4 * source.ap end},
},
["Swain"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({55, 75, 95, 115, 135})[level] + 0.4 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 120, 160, 200, 240})[level] + 0.7 * source.ap end},
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({35, 70, 105, 140, 175})[level] + 0.25 * source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({35, 50, 65})[level] + 0.14 * source.ap end},--per Second
},
["Sylas"] = {
{Slot = "Q", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({40, 60, 80, 100, 120})[level] + 0.4 * source.ap end},
{Slot = "W", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({70, 105, 140, 175, 210})[level] + 0.90 * source.ap end},
{Slot = "W", Stage = 2, DamageType = 2, Damage = function(source, target, level) return ({97, 150, 202, 255, 307})[level] + 0.97 * source.ap end},--if Target below 40%
{Slot = "E", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({80, 130, 180, 230, 280})[level] + source.ap end},
{Slot = "R", Stage = 1, DamageType = 2, Damage = function(source, target, level) return ({60, 65, 80, 95, 180})[level] + 0.4 * source.ap end},
{Slot = "R", Stage = 2, DamageType = 3, Damage = function(source, target, level) return ({300, 475, 650})[level] + 0.5 * source.ap + 0.1 * (myHero.maxHealth - GetBaseHealth(myHero)) end}, --cho'garh
{Slot = "R", Stage = 3, DamageType = 2, Damage = function(source, target, level) return (({200, 400, 600})[level] + source.ap) end}, --ashe
{Slot = "R", Stage = 4, DamageType = 2, Damage = function(source, target, level) return (({175, 250, 325})[level] + 0.75 * source.ap) end}, --vaiger
{Slot = "R", Stage = 5, DamageType = 2, Damage = function(source, target, level) return (({150, 250, 350})[level] + 0.8 * source.ap) end}, --leona
{Slot = "R", Stage = 6, DamageType = 2, Damage = function(source, target, level) return (({350, 500, 650})[level] + 0.9 * source.ap + 0.45 * source.ap) end}, --ezreal
{Slot = "R", Stage = 7, DamageType = 2, Damage = function(source, target, level) return ({25, 35, 45})[level]/ 100 * 0.7 + (({0.25, 0.30, 0.35})[level] * (target.maxHealth - target.health)) + 0.15 * source.bonusDamage/100 * 0.5 end}, --jinx
{Slot = "R", Stage = 8, DamageType = 2, Damage = function(source, target, level) return (({250, 400, 550})[level] + 0.75 * source.ap) end}, --kartus
{Slot = "R", Stage = 9, DamageType = 2, Damage = function(source, target, level) return (({200, 300, 400})[level] + 0.733 * source.ap) end}, --ziggs