I want to hide actives when recreating League's summons, where the ability is temporary replaced by a command one. Melees won't exceed it. Auras don't stack with themselves. However, there's no reason for it to be this inflexible when it comes to custom games, especially since there's a field for max movement in Gameplay Constants. I tried movement speed in Dota 2 in the thousands. It worked fine. That is something Blizzard should aspire to with Reforged. That's wonderful, man. We won't have to create all sorts of abilities to clog our loading screens. I should suggest a triggered slow (could be negative). Perhaps a buff function (directeffect FX (?), integer buffID, boolean debuff) can be intertwined with these natives.