12.22.1
Improvement
Fix
New Feature
Core
- Updated for 12.22 patch
Utility - Auto-Level
- Added Universal Auto-Level under Utility menu
- This is using League's recommended level up order
- Auto-Level is enabled by default, but disabled for first 3 levels
Evade
Core
- Improved position update logic while skillshot is being casted
- Fixed bug which prevented detection of certain spells such as Lux R, Jhin W, Bel'Veth W and so on
- Reworked SpellBlocker to allow more spells to be casted while evading
Spells
- K'Sante: Added Q, W and E spells
- Maokai Q: Reworked implementation, added special buffer
- Maokai W: Added as evading ability
- Rek'Sai Q: Adjusted area
- Syndra EQ: Reworked implementation, this should be more accurate now
- Tahm Kench Q: Adjusted area, added special buffer
- Tahm Kench W: Improved detection
- Veigar Q: Added position update data
- Veigar W: Adjusted timing
- Lux Q: Added position update data
- Varus R: Added position update data
- Xerath E: Added position update data
- Blitzcrank Q: Added special buffer
- Nautilus Q: Added special buffer
- Snowball: Added special buffer
Champion
1v9 x FH Ezreal (New)
Ezreal rework is back in the core!
Now this script will be maintained by FH team under new name: 1v9 x FH Ezreal
If you downloaded this as Lua script from our Guilded before - you should delete it, because newer version is included in LS.
Original 1v9 Features by Chase (from 12.20.1 update):
- Dynamic logic for Q/W/R usage in combo & harass factoring incoming damage from auto attacks and spells as well as if killable from Q/AA
- Accurate Q farming in Last Hit and Lane Clear with panic clear key
- Jungle-stealer with Q in Combo / Lane Clear
- Block E if cast position is within a high danger level spell or enemy CC
- Auto R on CC if it can't be dodged
- Fast prediction with great accuracy utilizing prediction mode "new logic"
- Auto Q on recall/revives/hourglass
FH Additions & Changes by Burn and Myome:
- Anti Gap Closer (AGC):
- Added whitelist for AGC
- Added logic for all dashes in addition to targeted dashes in AGC
- Improved AGC to ignore some low CD enemy dashes like Vayne Q, Kindred Q or Graves E
- Added E AGC if a melee enemy flashes near us
- Smarter Anti Gap Closer:
- Checks for our HP and enemy HP
- Checks for walls in between
- Checks for heavy CC Skillshots from Evade
- Checks for less amount of enemies to get best E usage position, if possible
- Q Improvements:
- Don't cast Q on special Immobile Target if we are recalling
- Support other minions types for Q farming --> enemyMinions --> spellFarmMinions
- Improved Q lane clear HP prediction calculations
- Improved Q usage in jungle clear on all monsters
- Custom Q prediction workaround fix for Nunu W
- Fixed Q auto harass taking in count wrong max range, missing it on static target
- W Improvements:
- Added W damage in total damage count to use E to reach almost dead enemy
- E Improvements:
- Fixed E spamming while spell not ready
- Use E to reach killable enemy with AA+Q in 1vs2 scenario
- Fixed E usage against targeted spells casting E at random position
- Improved E Cast Assist:
- This will no longer use E if you manually level up with Ctrl-E
- This will take in count enemy nexus besides enemy turrets
- And Extreme CC Skillshots from Evade
- R Improvements:
- Avoid draw lines for R missile tracker if is out of screen, to avoid drawing buggy lines out of nowhere
- Auto R on CC and channeling spells: only cast if we are alone or if the target is the one who is close to us, also limited to a 2500 max range
- Added R KS usage in enemies recalling (both visible or in FoW)
- Added settings to allow/disallow usage of R in combo / KS
- Added draws for R KS FoW left time
- Don't cast R KS FoW if Player is fleeing
- Added key option to cancel R KS FoW
- Other:
- Changed Freeze / FastClear to respect Core keys
- Added custom logic in URF
- Added passive stack logic and new menu options to control it
- Added logic in target selector to prioritize killable enemies (KS missing logic)
- Moved Q hotkey and R hotkey to standalone Hotkeys menu
Akali
- Fixed possible bug with E range if reloading ingame
- Fixed R range to be dynamic according to current R stage
- Fixed issue on burst mode ignoring target in some cases
- Adjusted sightly R2 logic damage
- Added W smoke on anti gap closer to be casted towards mouse direction, to have more time to travel inside it.
Anivia
- Added auto W wall if a melee enemy flashes near us
- Fixed W casting ASAP in default anti-channelling options
Riven
- Added experimental wall-jump exploit
Fiora
- Fixed typo in URF mode
Gragas
- Fixed error during E-Flash if enemy moved out of R range
SDK
- CharIntermediate.flatBaseArmorMod
- CharIntermediate.flatBaseSpellBlockMod
- CharIntermediate.percentOmnivampMod
- CharIntermediate.percentPhysicalVamp
- AIHeroClient:CanEvolveSpellSlot(slot)
- AIBaseClient.healthMaxFromStats
- New Callback: OnCastHud
- New Callback: OnEvolve