: So I wanna try Kindred
> she *They (Lamb is female, Wolf male, and Kindred is the two together) Sorry, i had to, it's such a common mistake.
: Pyke`s lore....
"Went too deep, a part of me's still down here... Swimming" - Pyke [Riot is trolling us](https://i.imgur.com/U3cGyVx.jpg)
Rioter Comments
: Pyke Special Interactions
"Went too deep, a part of me's still down here... Swimming" *Insert roll safe meme* You can't steal a champion's lore if he's you
: NEW SECRET PYKE 4000 AD ONE SHOT (NOT CLICKBAIT) (MY WIFE LEFT ME AFTER THIS ONE)
: Betrayal? if he ks's you then you are the silly player that doesn't realized if you assist in the kill you are granted full kill gold and credit.
The joke is about his lore (and a game reference), not his gameplay.
: I have a hunch he might do a duskblade build, then after that just go utility like locket so he's still supporting. All he really has to do is land his chain CC and then when his team brings them low, secure the kills.
Yeah, I can imagine that. Kinda like J4 in pro play.
5050BS (NA)
: So how is that not 2x gold?
It is, but see it as *Pyke* gaining bonus gold. Bonus gold he need for his intended build to be viable in the position he is supposed to play.
: I don't even see him as a roaming support. He CAN roam and gank, but he's mostly going to be like blitcrank in bot lane, constant fear of a hard engage with his Q or E, especially from stealth, at 6 he just becomes a kill securer at the cost of.. I guess no utility items? Wtf does this guy build?
Letha, like an assassin, and his bonus gold on R allow him to do so. But his ratio will probably not be as high as other assassins. We might see cheap off-meta builds abusing the bonus gold tho.
InTheory (EUW)
: What was the best designed champion from 2017?
If you out Zoe's balance nightmare, they were all good designs. On the great side was Kayn, Rakan and Ornn, though in differents ways.
: morde and nunu are the two that come to mind
Nunu has a rework planned (and even a [mini-teaser](http://leagueoflegends.wikia.com/wiki/File:Nunu_Update_teaser_02.gif) for it) tho.
Willioss (EUW)
: > [{quoted}](name=Zerenza,realm=NA,application-id=3ErqAdtq,discussion-id=0F0t1Ked,comment-id=0001,timestamp=2018-05-14T18:26:08.870+0000) > > Agree with Eclairius, also we should mention he's more of an assassin designed to be Viable support, not the other way around. > > Like, he'll be a great support but he'll lack the gold necessary to function as a good assassin in Mid-Game due to being that role in the first place. > > Also i should mention his Ultimate will reset, but it won't stay reset, "When a champion dies in the X, the last ally to assist also gains full kill gold and kill credit, and Pyke can instantly use Death from Below again for a short period of time." meaning he ccan use it multiple times in a row but can't just use it then save it for later when he get's the reset. Also, the range doesn't matter because Darius deals true damage with his which is much more powerful since you can't build against it. > > I can agree with you on giving gold to the ADC, this basically translates 1 kill into 2 which is horrifying, so basically if your planning on taking Caitlynn or Lucian bot lane with their great early games, pyke is probably an amazing support for them. Yeah ok, didn't thought of the fact that he will build assassin items but I still think that it's quite unfair for the enemy team
His ratio probably won't make him has threatening as other assassin with the same build, so unless someone manage to pull out a cheaper viable off-build that mechanic will probably not that unfair.
: Nice "Support" fellas
1- Trailer are exagerated to make you want to play the camp 2- His whole kit is geared toward being a "assassin support" (not enough to be as strong as other assassin, but has utility instead) 3- His itemization is revelant to his playstyle
Doozku (NA)
: "The new champion is going to be better Jungle, I know it"
He probably won't have enough damage to jngl. Off-meta high roaming potential mid at best. His kit is totally geared toward being a supp like Riot announced he was.
Willioss (EUW)
: Let's talk about Pyke ultimate
Consider he has probably to build like an assassin which cost MUCH more gold than support items, so hitting the gold mechanic might not be the best idea.
: ***
To be exact what is called [specialist](http://leagueoflegends.wikia.com/wiki/Specialist) those that relies heavily on cooldown knowledge, zone control, or just doesn't really fit any classic class. It's not really a class of its own but more a classification for those that cannot be otherwise classified.
Jbels (NA)
: Alright I'm sick of this.
[Problem solved](http://leagueoflegends.wikia.com/wiki/Champion_classes/Tank) (this is Riot official classification, the one in the launcher is crazily outdated)
: Where's thresh placed here? Ik some people build him ad, but he has a passive that gives him armor for every soul he picks up, so I've always viewed him as a tank. Am I wrong in that assessment?
In the tank group
: Is chogath not a tank? I dont see him on your list
He is a specialist
MagmaEnder (EUNE)
: Maybe if you get an assist . Hearing the fact that he's going to be a dark supp , i don't think so . Or maybe it would release with a new item that lets supports split in half the gold made of kills. I belive he will be the next brand support.
10 days before the Teaser came out, there was a reddit user claiming that one of is friend had to test the champ in order to give feedback (the post is now deleted for "unreliable source"). Among the few things he said, he mentionned the passive amplifying assist gold.
: A champion that breaks the level cap?
It's interessing, but it have a few limitations: 1- With the base exp gains, it would take forever for the champion to reach a point where this mechanic is viable without being broken. 2- If you gave the champ a exp boost mechanic, it might warp the game due to catch up exp (Basically you would be able to get high level so quickly that you would speed up the late game exp wise).
: Grievous Wounds
> Grevious' wounds Fixed
Rioter Comments
D357R0Y3R (EUW)
: My personal feedback about 8.11
A thing about the armor threshold. While ~125 armor is not wrong, it's a estimation made while ignoring multiples other factors. It doesn't take in account the difference in AD (the +10AD on PBE IE), the difference in crit chance, and most of all, others damage reducing effects. The two first factor lower the the threshold a bit, but it get really problematic when you add Tabi to the equation. If you compare the average damage between live and PBE (with 2 zeal items + IE) on a target with Ninja tabi, the threshold lower to an absurd (and often heard) ~65 armor. *The calculation made assume that Tabi passive proc after the conversion, which seem to be the case since there is no change note concerning Ninja tabi. I need it to be tested.* That's kind of my problem with the new IE, it get an interesing niche (anti %reduce, looking at you WW and Braum) but it might complety negate an item that everyone has been using to not get blownup in 3s by a crit ADC. Beside when 3000HP 200Ar tanks can get blown up by an ADC, a 125 armor threshold feel kind of low. Overall the change are going in the right way, but i have also a few skepticism, like the new ER (overall really good changes but the new passive seem way overtuned).
: Are you playing a mid lane mage? If so, why are you building Redemption? Mages playing against an AD assassin will get more use out of something like a Zhonya’s for amor or maybe something with health like ROA.
Look at his game history. He played Zoe, he didn't built redemption, he just had to pick up the active.
: -I understand that each lethality item has it's reason for use, but that's how they should all be. There shouldn't be 1 mandatory addition to your arsenal, I feel like they should be all viable on their own. -As for masteries/runes, I need to go through them all and see what they do so I can have better knowledge of what I'll be up against. -So then my problem is with the juggernaut class, they don't have to build almost any damage to do lots of damage. {{champion:420}} is a bit different because her abilities and damage are based around her health (but echo damage from her soul rip is still pretty ridiculous). So like that case it makes sense to build lots of health that then gets channeled into your damage. To my knowledge, {{champion:122}} abilities don't really rely on health, he's more of a "drag the fight on and bleed the champ out" fighter, except it's completely contradicted by the large amount of damage he can dish out. Not to mention the addition of how broken Conqueror's seems to be at the moment. Also yeah, {{champion:80}} was kind of a bad example since he's more burst than sustain.
> [{quoted}](name=ScyPhan790,realm=NA,application-id=3ErqAdtq,discussion-id=EpWYbQnU,comment-id=0001000000000000,timestamp=2018-05-06T21:52:19.801+0000) > > -I understand that each lethality item has it's reason for use, but that's how they should all be. There shouldn't be 1 mandatory addition to your arsenal, I feel like they should be all viable on their own. Yeah, that's kind of the problem with Draktharr. > -So then my problem is with the juggernaut class, they don't have to build almost any damage to do lots of damage. {{champion:420}} is a bit different because her abilities and damage are based around her health (but echo damage from her soul rip is still pretty ridiculous). So like that case it makes sense to build lots of health that then gets channeled into your damage. Like he each class, Juggernaut have their own weakness. Ignoring all the weakness they share with tanks, they are pretty immobile and hard CC destroy their momentum. The most mobiles ones are those with the least range. All their counterplay revolve around not getting in their range, as you can play around it more easily than with any other class. They have basically a hard time engaging and chasing in exchange for that survivability and damage. Beside, {{item:3071}} is an incredile damage item for Darius, not to mention a buff he received before the introduction of conqueror, which led to him become the strongest juggernaut. If you're facing a problem against a juggernaut , it's either that you don't know how to play around Juggernauts or do not pick a champ that is adapted to do so; of course some juggernauts being too strong isn't excluded, but it's just that most of them have strengths more easily noticeable than their weaknesses.
: Then what's the point in having multiple lethality items if majority build only one or rush one of them above all others? Well the rune dash is new to my knowledge in all that I've looked over the masteries/runes (which isn't much lol), so that's cool that it's catered to such a small niche. And about tanks, I know about the offensive tank items (but not everyone knows everything, so it doesn't sound stupid) but I've seen tanks do massive damage with just building health or resistant health items like {{item:3143}} {{item:3065}} {{item:3083}} and then their only "damage" item is {{item:3071}} ie {{champion:122}} . I get that their base damage is already relatively high so that they only need to worry about building tank, but then you have brawlers/fighters like {{champion:80}} that build more mixed tank and damage and they are really difficult to kill and do lots of damage.
> [{quoted}](name=ScyPhan790,realm=NA,application-id=3ErqAdtq,discussion-id=EpWYbQnU,comment-id=00010000,timestamp=2018-05-06T07:16:52.097+0000) > > Then what's the point in having multiple lethality items if majority build only one or rush one of them above all others? {{item:3142}} is a mobility/roaming item and {{item:3814}} used to be stronger. The reliance on {{item:3147}} and the balancing of AD assassin around it is just a bad choice from Riot. > Well the rune dash is new to my knowledge in all that I've looked over the masteries/runes (which isn't much lol), so that's cool that it's catered to such a small niche. It was released in the Rune reforged update, so it's not that new relative to the current system. > And about tanks, I know about the offensive tank items (but not everyone knows everything, so it doesn't sound stupid) but I've seen tanks do massive damage with just building health or resistant health items like {{item:3143}} {{item:3065}} {{item:3083}} and then their only "damage" item is {{item:3071}} ie {{champion:122}} . I get that their base damage is already relatively high so that they only need to worry about building tank, but then you have brawlers/fighters like {{champion:80}} that build more mixed tank and damage and they are really difficult to kill and do lots of damage. {{champion:122}} isn't a tank, he is a juggernaut. Juggernaut is the only class with both high damage and high survivability, however in exchange they are pretty immobile and don't have utility beyond CC (which they use to keep their target at reach). Most of divers struggle in the meta currently due to the binary state of things (you either build full tank or full damage if you want to stay in the race), the only few that manage to be meta in Summoner Rift are those that build mostly offensive ({{champion:164}} for example) or high defense ({{champion:59}} for example). Mixed builds diver can be easily countered by buying the right item. {{champion:80}} profit greatly from defensive stats due to his passive, but I have seen most people build him assassin because said passive allow him to get in with less risk than other assassins. Note: I forgot to mention Dark harvest in my first reply, that keystone is triggered only with one auto after you pick a soul (dropped by champion and cannon minion on death), due to the way it work it's pretty broken in ARAM, even in early.
: How Does Lethality Work?
> [{quoted}](name=ScyPhan790,realm=NA,application-id=3ErqAdtq,discussion-id=EpWYbQnU,comment-id=,timestamp=2018-05-05T04:07:18.200+0000) > > Seriously, I build 2 lethality items first and no one has any armor and I do hardly any damage. But then I play against people who build the same and they do massive amounts of damage. The most recent game I found where you build 2 lethality items on an assassin was a Zed game today, and by looking at your build I kind of get why you didn't do as much damage as you would expect: you didn't built a Draktharr. Of the three lethality item, Draktharr is the one with the most damage output due to its ~~cancerous~~ passive. It's so powerful that most AD assassin are reliant on it and built first. If you built lethality but didn't do lots of damage to squishies it's probably because you didn't built Draktharr. >I know people have brought up the masteries before, but masteries don't really effect anything in the span of 2 ability uses. There is a rune in domination that allow you to gain lethality/magic pen after a dash, so runes can affect something in the span of 2 abilities. > Someone explain this to me because League's mechanics are starting to make less and less sense everyday I play this game. And don't even get me back on how tanks to massive amounts of damage with building next to none. There is also the fact that [the flat armor value ignored is dependant on the level](http://leagueoflegends.wikia.com/wiki/Armor_penetration#Lethality). On the part about tanks, it's because their damage are reliant on spell level rather than stats. Whenever that's a good thing or not, I would say that depend on the champion. Also, (will kind of sound stupid but) quick reminder that {{item:3068}} {{item:3025}} {{item:3001}} are offensive tank items, so "building damage" on tanks is not always buying an offensive item usually used by another class.
: All these ADC nerfs mean only one thing.
{{champion:23}} ADC with {{champion:82}} Supp will become meta I can already hear the sound of these sweet LP
: So you are hurting the early game of Adc, you are hurting their power spikes, giving a new keystone and item to assassins to one shot Adc and reducing the late game of ADC?
[Hall of blade will be an AS steroid](https://boards.na.leagueoflegends.com/en/c/developer-corner/2ykqAkNa-marksman-changes-coming-to-pbe-in-the-next-couple-days?comment=00240000). I can hardly see assassins abusing that. Stormrazor will be as abusable with anything that scale on AD & AS (The return of Jax crit?).
Kazekiba (NA)
: We don't even know what HoB does yet. Harvest is intended to be used on Junglers that power farm for 20 minutes, like Kayn pre-buffs or Mister Yen. Especially Mister, since it resets when you kill champions and his potential for Pentakills is huge, which Harvest amplifies better than any other Keystone (Electrocute won't proc twice, Aery isn't intended for carries, and PtA wont help if youre destroying someone in a single Q or only one or two autos. Hell even Conqueror's effectiveness is lower than similar carries since Yi has True damage inherent to his kit.
According to [a Rioter](https://boards.na.leagueoflegends.com/en/c/developer-corner/2ykqAkNa-marksman-changes-coming-to-pbe-in-the-next-couple-days?comment=00240000), it will be a AS steroid upon entering combat.
: Marksman changes coming to PBE in the next couple days
These change really hype me, because they open up crit itemization and fix a few big issues bound to it. Also depending where marksmens land after these, we will be able to tell if the "support are too strong" claim is right or if it was just a result of them being leashed to the strongest class in the game. **Essence reaver** - reworking this into a standalone is great and will ease the creation of AD caster builds, whoever depending on how you do it you might want to rework Manamune because the latter might lose even more relative usefulness. **Stormrazor** - opening crit burst through itemization is a great way to make crit a more accesible stat, so i'm in. **Hail of blades** - I'm septict. Unlike a part of the community that claim that damage have been raised too much *I believe that it's burst that have been raised too much*. While most of the change listed here would help against the current ridiculous state of things, this rune concept would recreate the problem: big initial burst aa build would become meta on marksmen that can profit from %missing HP, basically saving on a few champs the problem that should have been fixed. **Infinity Edge** - A change in the right direction, but is there not any other mechanic that can be used rather true damage conversion? **Other AD changes** - I can't really say anything regarding that matter; I however have a suggestion: if Marksmens happen to land too much on the weak side after these change, instead of giving them back raw power you should expand the number of items with mix of defence and offence. Not only it would give them power without removing the oppenement abillity to react, it would also fix the issue of shield being overbearing as marksmens' damage would remain spread over time like it's supposed to be and cause the survivability that offer shields to not be too big relative to marksmens' survability unlike it currently is.
Vartius (EUNE)
: The Most Ridiculs Mordekaiser Rework Concept.
It sound ridiculous. interestingly ridiculous. I love it.
: my forever unpopular opinion
This why I loved playing Leona during the prime of tank meta. My damage were rarely enough to kill anyone but it was so fun to dive into the full enemy team alone, stay in for like 10s and walk away with 3/4 HP while they just give up on killing you. Those were good times. (Though being a CC bot wouldn't fit all tanks)
: 4th Keystones for other trees
> [{quoted}](name=Drakath2002,realm=EUW,application-id=A8FQeEA8,discussion-id=52EqAIwu,comment-id=,timestamp=2018-04-11T06:39:45.456+0000) > Insperation > Equivalent Exchange - every 5 minutes you get to sell an item for its full price This need to be implemented. As someone who love to mess around with builds it would become my favorite keystone.
: Champion Concept: Telford, The Beast
He really sound like a brawler and have interesting mechanics; this also sound really fun to play. If had a complain that would be the scaling % max hp true dmg componement in his passive, that part sound like a nightmare to play against.
: The State of ADCs right now: Balanced or Broken... ?
> 1. it feels like shit to have your entire team melted by a brain dead ADC right-clicking and FLASHING WHICH TAKES SO MUCH SKILL > 2. It also feels pretty shit as an ADC to get instantly deleted by a zed hiding in your jungle bush, dark harvest shaco, Kass ult combo who stacked his ult with no problem thanks to presence of mind. Or those moments when a tank/bruiser kills you and you as an ADC feel like they are tankier yet somehow does more damage to you than you do to them. These two points are why I think ADC a quite problematic to balance. They are way too squishy and given big damage to compensate, however giving great power for great weakness isn't a healthy way to distribute power as it cause one of those two situation: - The weakness is too prevalent and prevent the champion from using his strength (RIP Mordekaiser). - The strength is too prevalent, making the champion virtually without weakness. Whats more, most marksmen are supposed to do sustained damage but can't live long enough for this pattern to be efficient and instead of being given the survivality they need they have been given more damage. I don't think marksmen hold too much power, it's just the way that their power is distributed that is unhealthy by concentrating one big weakness and one big power. If a part of marksmen's power was shifted toward survivability and utility, then they would feel less frustrating to play against and with.
Echoing (NA)
: [CCOS] April CCOS Entry Time! Enter Here!
https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/w7uKtkBj-champion-concept-siulv-the-scarlet-orphan Taking the leap of faith for the first time. Good luck to everyone.
: [Champion Concept] Zero - The Woodland Wraith
**Lore** His lore is pretty disconnected from the rest of the world. Out of his little skirmishe with Noxus he has no tie to the rest of Runeterra, no relation to other champions. He have no goal other than keeping intruder out of his turf, which by itself is pretty empty, and the only trait of personnality he has is arrogance. You should try to find a way to give him a place in the world, that would help building his character better: He is unforgiving when it come to his territory and is in conflict with Noxus. What about tying his lore to Kled in some way since the latter is a noxian military officer with the same kind of tendencies? What about Kindred which share the same hunter-like fighting style and try to get rid of undeads? There are many possibilities to give your champion a place in the world, you should try exploring them. **Kit** Passive: The idea is good, it's slightly like a ranged adaptation of Rengar's "Innate" from his passive. It set the premise of his niche really simply. Q: this ability is pretty generic and do not participate in a kit synergy. The only interesing part is gated behind a champion takedown while not being really powerful. W: A really interesting ability. It's simple but it define a guerilla marksmen niche for the champion and take a not yet used form that is not overbearing. E: passive - Yet again another simple but interesting mechanic that set the character in his fantasy and niche. Allowing him to have an advantage at melee range allow him to gain an edge on other ranged which allow you to change your playstyle depending on your target. active - Pretty generic but synergise very well with the passive part, allowing hit and run startegies and guerrilla tactics. R: passive - Honestly, why is this here? It feel out of place and totally generic both in its effect and stacking mechanic. If you want to keep it in some form you should find a way to improve it and to give it an actual purpose. active - Too much front loaded power. It's litterally a more powerful Twitch's ultimate restricted with a easily procable mark mechanic. There is so much effect on it it feels sickening. Overall, the kit try to set the character in his niche and fantasy and do well at that, however the Q need tweaks to fit better in his kit and his R feel totally out of place and overloaded.
: oh ok never mind about the power conversion then, and i hopes the price on StormBringer will balance out the item, kinda like majis soul stealer in how its a snowball item, if your so far ahead you can fill up one item slot with two items, if not then best save the gold and time by buying the separate items
Unfortunately, I don't think fill the snowballing niche. Sure, it boast a lot of power in a single item, but buying other items is far more gold efficient and you usually still have enough slot: you can gain more power with two item for the same amount of gold, allowing to snowball faster. The only use I can think for it is a full build replacement for nashor or lichbane.
: i intentionally made stormbringer expensive, a total price of 4970, highest price in the game, meaning in order to get it as a first item you need to be fed and snowballing hard and i honestly made the power conversion blade so Caitlyn, Nasus and Yorick (AD champions) can benefit from AP items and specifically Forbidden Power Glyph on Yorick
The problem with stormbringer is that it fill the niche of two other items and boast an incredible slot effiency because of that. The problem is not the price, it's the amount of power packed in a single item. Power conversion blade is much less of a problem, I was just pointing out that its niche can make it too powerful on champion that already scale with both AP and AD.
: New Item concepts? (attempt 2)
Power conversion blade sound hardly balanceable on heavily hybrid champs, imagine a {{champion:24}} running it with {{item:3146}}+{{item:3124}}. Stormbringer is straight up overloaded, it does what {{item:3115}}&{{item:3100}} do but with different (and possibly even better) stats (like wtf? 30% CDR?).
: 💬 C&C Discord -- [Information & Verification]
: Simply put Siulv sounds cool :p
Any other comments on the concept? thoughs on the gameplay? suggestions?
Rioter Comments
Ganondorf (EUW)
: Well, it's a nice question. Wondering what would be their new background would be interesting on the current set up of things. Taking a look at what they are give us some hints at what they could be. Personaly, I'd say the most likely to happen would be that they are actually Vastayan. They have wings and they are very close to magic and stuff. They could be then assimilated to one of the branch. They could be part of the Lhotlan, like {{champion:498}} and {{champion:497}} or they could be part of the tribes of the sky. https://image.noelshack.com/fichiers/2018/13/5/1522427950-vastaya-lore-11.png {{champion:10}} and {{champion:25}} are kinda human looking and it would be very difficult to transform them into Darkins. Take a look at Darkins. What are they ? They're also not from Runeterra, like Kayle and Morgana, but they are kinda monster/alien like. It'd be a tough bet and a surprising change to transform them into the likes of Darkins. They'd have to reconsider a lot of aspects in their designs. I mean, the whole batch of skins and stuff. It's very hard actually. So, the safe bet, if they were to be added to some existing faction, would be Vastayan people.
> Take a look at Darkins. What are they ? They're also not from Runeterra, like Kayle and Morgana, but they are kinda monster/alien like. I'm saying that as a joke, but we haven't seen any female darkin yet. Who know, they might be more human looking than their male counterparts.
: Why can't I carry silver elo on a smurf?
What do try to do to carry? I'm not really good, but I'm confident on this deduction based on peoples claims and on my own observation: At the moment, carrying isn't about using your lead to do the job of many but about making your personal lead a team lead. In other words, carrying is using your lead to give a lead to your teammates. If you are already doing this then I have no help to give, if you aren't doing this then you might see significant improvement just by doing it.
: oh yeah, forgot Stinger had cdr on it. I've also was curious why Nashor didn't build out of Recurve bow. tho.
When I think of Nashor tooth users I mainly think of {{champion:10}},{{champion:268}},{{champion:17}} (Thought building it on {{champion:110}} & {{champion:96}} is a thing). Out of these three, only Teemo isn't gated by CD for his big AA damage, and Azir doesn't even use On-hit. Getting CDR as early as possible seem to be vital for Kayle and Azir, so that might explain the use of stinger in the build path. Nashor tooth also has a bunch of other minor users who make better use of CDR than on-hit (ex:{{champion:131}}).
: It's not uncommon for a 20% item to only give 10% in its components. {{item:3078}} {{item:3071}} , {{item:3802}} upgrades (even pre 8.4 AP itemization into old Morello only gave 10% from {{item:3108}} )
You're right. But {{item:3078}} isn't an exemple of that ({{item:3057}}+{{item:3101}}=20% CDR)
: How Good is Yorick?
There is something I love with Yorick... {{champion:83}} : « Do you see the enemy towers? » {{champion:99}} : « Yes, why? » {{champion:83}} : « Because I don’t. » _{{champion:83}} Destroy 5 towers and 2 inibitors in the span of 8 min_
Show more

Eclairius

Level 73 (EUW)
Lifetime Upvotes
Create a Discussion