' Aatrox is in a strange place at the moment. He isn't far off being a strong pick, but his outdated and, at times, contradictory kit prevents him from being consistent. Building Health on Aatrox was a double edged sword; you stack blood well more efficiently however when Blood Well activates you're left with very little health. In the inverse scenario, not building health causes Aatrox players to hit a wall in the mid to late game where spamming abilities and pushing waves with Blood Price will slowly fill up Blood Well. We're updating his Blood Well so that it fills more appropriately at all stages of the game, regardless of how many hp items you buy. Allowing Massacre to be cast during Blood Well's animation gives players the choice in their playstyle; jumping into 5 people and dying won't always result in the loss of your attack speed bonus (with the side benefit of matching his lore). '
Passive - Blood Well
**UPDATED** Now fills up a fixed amount for each ability as follows:
Dark Flight: 30% of Blood Well
Blood Price: 15% of Blood Well
Blades of Torment: 15% of Blood Well
Massacre: 20% of Blood Well (per champion hit)
**UPDATED** Blood Well now stores 100-800(+15% bonus HP) health from 105-870
**NEW** Aatrox can now cast Massacre during Blood Well animation, filling his Blood Well appropriately at the end of Blood Well's activation
**REMOVED** No longer heals a flat amount based on level
**UNCHANGED** Heals Aatrox for 100% of stored Blood Well upon activation
**BUGFIX** Blood Well activation no longer interrupts Dark Flight
**BUGFIX** Blood Well now properly fills when Aatrox's Blood Price procs on a ward
E - Blades of Torment
**BUGFIX** Now properly hits enemies with smaller hitboxes directly in front of Aatrox
' Annie's opponents were finding very little counter play against Disintegrate when her stun is up. Avoiding the damage, via items or abilities, merely delayed the inevitable, with Annie ready to stun immediately after. '
Passive - Pyromania
**BUGFIX** Now stun charge is used up when damage from Disintegrate is avoided
' We hit Ashe a little too hard during her prime. She is an immobile utility carry, and we want to keep her that way. However she needs not feel clunky and the change to Ranger's Focus did just the opposite of that. '
Q - Ranger's Focus
NEW(?) Now resets auto attack (again)
W - Volley
**NEW** Enemies that are struck by multiple volley arrows are critically struck (tripling the slow)
' Jinx has a history as a strong hyper carry, though her laning mostly consists of levelling her Q to outrange opponents for trades. We would like to encourage the use of Zap! to create a more involved laning phase; for both sides.'
W - Zap!
**UPDATED** Mana Cost reduced to 30 / 40 / 50 / 60 / 70 from 50 / 60 / 70 / 80 / 90
' Kindred's jungle clear in her prime was too quick and safe, however the subsequent nerfs made her a low tier jungler for a long time. We want to reward Kindred players for using Wolf's Frenzy aggressively, whilst making its power in the jungle a little more visible. '
W - Wolf's Frenzy
**REMOVED** Against monsters slows attack speed by 50% for 2 seconds.
**NEW** 100% of Damage against champions and monsters by wolf is stored up. Kindred is healed for 50% of stored damage when Wolf's Frenzy ends. (Max 80-360 based on level).
' Similar to Kog'Maw, Nidalee was a rework that we look back upon and realise it didn't hit the mark. Her playstyle has become binary, her flexibility in roles has been reduced and her counterplay when viable isn't defined. As **NEW** additions have been made - items and champions alike -, the threat of a strong siege champion is less toxic to gameplay. As such we have decided to do a partial revert on Nidalee, while changing minor parts of her abilities to keep her healthy. '
Passive - Prowl
**REMOVED** The Hunt mechanic has been removed
Q - (Human) Javelin Toss
**UPDATED** Cooldown increased to 8 seconds from 6 seconds.
**UPDATED** Cast time changed to 0.175 seconds
**UPDATED** Minimum damage changed to 55 / 90 / 125 / 160 / 195 (+ 60% AP) from 70 / 85 / 100 / 115 / 130 (+ 40% AP)
**UPDATED** Spear damage now scales exponentially with distance, immediately after being thrown
**UNCHANGED** Width of spear remains the same
Q - (Cougar) Takedown
**UPDATED** Minimum damage changed to 20 / 50 / 90 (+ 100% AD) (+ 24% AP) from 5 / 30 / 55 / 80 (+ 75% AD) (+ 40% AP)
**UPDATED** Maximum damage based on missing health increased from 250% to 300%
**UPDATED** Now deals Physical damage
W - (Human) Bushwack
**UPDATED** AP Ratio increased to 0.8
**UPDATED** Cooldown changed to 20 / 19 / 18 / 17 / 16
**REMOVED** Base damage removed
**NEW** Nidalee gains 5% +(1% per 20 bonus AD) movement speed towards trapped enemies within 2000 units of her
W - (Cougar) Pounce
**UPDATED** Damage 120 / 180 / 220 (+ 40% AP) from 60 / 110 / 160 / 210 (+ 30% AP)
**UNCHANGED** Pounce still casts towards cursor, not the direction Nidalee is facing
**UPDATED** Cooldown reduction on kill changed from 1 seconds to 0.1 seconds (now Champion kill only)
E - (Human) Primal Surge
**UPDATED** Heal changed to 35 / 70 / 105 / 140 / 175 (+ 40% AP) from 25 / 45 / 65 / 85 / 105 (+ 27.5% AP)
E - (Cougar) Swipe
**UPDATED** Damage changed to 160 / 220 / 280 (+ 55% AP) from 70 / 130 / 190 / 250 (+ 45% AP)
R - Cougar / Human
**REMOVED** Cougar form no longer available level 1, available at 6 / 11 / 16
**NEW** Cougar form reduces Javelin Toss cooldown by 1 / 2 / 3 at ranks 6 / 11 / 16
' As an Assassin, Rengar needs an opportunity to kill his target, and he needs a form of escape. His escape, however, was allowing him to delete any target he wanted to with no counter play. We're removing that. '
W - Battle Roar
**REMOVED** Empowered Roar no longer grants Crowd Control Immunity for 1.5 seconds
**UNCHANGED** Still removes Crowd Control on Rengar
' Ryze's kit has basically been a condensed version of his old kit, with new added goodies. His Overload contains his old Passive and Ultimate, which gave him too many tools. We still feel Ryze will be in a good place after removing the shield from his Q. '
Q - Overload
OVERLOADED KIT No longer gives Ryze a shield
W - Rune Prison
**UPDATED** Now snares for 0.6 / 0.7 / 0.8 / 0.9 / 1.0 seconds from 1 second at all ranks
**UPDATED** Flux now doubles snare duration instead of 2 seconds
' A small buff to Taric's mana costs, since his heal is quite restricted in many other areas '
Q - Starlight Touch
**UPDATED** Mana cost reduced to 40 / 55 / 70 / 85 / 100 from 60 / 80 / 100 / 120 / 140
' Trundle was taking down towers too quickly with the bonus damage from chomp, however not being able to activate it against towers at all feels clunky and unnecessarily hurts his ability to split push. '
Q - Chomp
**UPDATED** Chomp can now be used on towers, bonus damage is not dealt however Trundle gains bonus attack damage
' Victor was able to win trades early on with ease due to instant shields and strong auto attack enhancement. Now his opponents will have time to react. '
Q - Siphon Power
**UPDATED** Now grants shield and auto attack enhancement when Siphon Power returns to Victor, rather than immediately
' Yasuo is a high skillcap champion with a high outplay potential. His windwall can cause frustrating situations for his enemies as he weaves back and forth between it over its duration. To deal with this Yasuo now has to cast Windwall more often, with an overall longer cooldown and shorter duration. This will put more pressure on the Yasuo player, and relieve his opponents of the same pressure slightly. Also bugfixes and visibility for his enemies. '
Q - Steel Tempest
**BUGFIX** No longer interrupted by hard crowd control
W - Windwall
**UPDATED** Windwall cooldown changed to 20 / 18 / 16 / 14 / 12 from 26 / 24 / 22 / 20 / 18
**NEW**Windwall has two charges
**UPDATED** Windwall duration reduced to 1.75 seconds from 3.75 seconds
**NEW** Internal cooldown of 0.75 seconds between Windwalls
E - Sweeping Blade
**NEW** Now displays marked targets to Yasuo's enemies
**UPDATED** Bonus damage decreased to 20% from 25%, maximum down to 40% from 50%
**BUGFIX** Sweeping Blade no longer interrupted by hard crowd control