Skyhawke (NA)
: I appreciate your work on all of these, but as a designer/writer I know that criticism is important to improve. I hope you take my comments in the correct light. I honestly think you bring a lot of interesting ideas to the table. This rework, however, is problematic. The passive isn't terrible, but I don't feel like having a passive that is potentially useless (until you level Q) feels very good or fits League's design principles. The new alpha strike might be fine, I think you need a bit more info on it, because it feels like it would be a half-circle and not a circle. I'm not sure why the change was needed, as Yi's Q actually has quite a bit of nuance to it, despite being a targeted ability. Like I said, though, this might be an alright change. Meditate is where I really see issues. You've amped up the most problematic aspect of the ability and removed the good aspects. You've directly violated League's design goals on this one by encouraging passive sustain. With this ability, Master Yi would become a midlane menace once again, backing up between towers to heal up whenever he needs to. Or it just makes for a very boring pattern in the jungle where you wait to come back to full health. Not a big fan of this skill at all. The new wuju style is interesting, but I think the backflip will have moments where it creates frustration. If a player wants the wuju damage but can't use it because it will separate him from the enemy. Sometimes you want a difficult choice for depth, but you always have to be careful with tough choices like these. The ultimate fits fine with the rest of what your kit is trying to do, maybe it would fit better on another champion (actually, I think there were proposed Fiora changes a while back that kind of had a similar feel!) Again, please take my suggestions and criticism in the best way possible. You've done a lot of work and it's something you should be proud of and something you can learn a great deal from.
I can see the Meditate being problematic. The hardest part about some of these reworks is that you really would just have to see how they played in a testing environment to be sure. Imagination can only go so far, you have to see how things feel for real. I hesitated in reworking Yi anyway because he's a basic champion. The new kit is pretty complicated, and I know that would turn off some people. It's important not to think of any of this as set in stone. I imagine the Riot design team puts a lot of stuff on paper that ends up different once it goes live. It's more about the core concepts, and the goals, than the specifics, when it comes to the on-paper designs.
Jryiah (NA)
: OMG I actually have 2 more sources of damage on ezreal now? Dude your breaking things in half! You realize how much burst just E(Base) + Q + Right click has right? Now I get W + E bonus AD scale? People are going to fucking explode there balls off.
> OMG I actually have 2 more sources of damage on ezreal now? Dude your breaking things in half! > > You realize how much burst just E(Base) + Q + Right click has right? Now I get W + E bonus AD scale? People are going to fucking explode there balls off. Good opportunity to talk about this. If you just implemented these changes 'as is', a lot of champions would come out overpowered. I discussed this briefly in the foreword, but think about this. What's the difference between Ezreal having a 1.1 AD ratio on his Q, or having a .6 AD ratio on his Q, W and E? Well, a lot, actually. The champion's depth and focus on its actual kit is increased quite a bit. First of all, Ezreal now has to land more skillshots to get his proper damage output. Ezreal's skills across the board feel more meaningful. Ezreal's E is no longer just a repositioning tool, it's now a choice. Do I go in for damage, or do I save my E for positioning? My personal opinion is that one of the reasons Ezreal is hard to strike a good balance with is because of the lack of scaling on his W and E. If you put all your power in one or two abilities on a kit, things start to get binary fast. Spreading out Ezreal's scaling in the way that I've suggested, at the end of the day, makes him a more well-designed champion. I might be wrong. There's not a person on this planet who could redesign the entire roster and not make a few mistakes. That's just how I see it.
: Let me start off by saying, a red NEEDS to get in this thread. Preferably one from the balance team. Let me also say how much I commend you for the hours you took to write all this shit out for us. It had to be done by someone. I haven't really expressed my feelings much on balance on the forums, but I knew that in order for this game to seriously better itself, a lot of changes would have to made for the champions, for better or worse. Binary champ designs and low amounts of counterplay NEED to be changed regardless of how strong / weak said champion is. I'm also a huge proponent of changing the scaling on some abilities to better reward champs for playing different classes. It seems like Riot really liked AP scaling on abilities regardless of whether they bought AP or not. Which leads me to the first criticism that I had: Alistar's Pulverize and Headbutt are still scaling on AP. Why? These two moves involve Alistar either slamming his enormous hands into the ground so hard that EVERYONE IS KNOCKED UP, or he hits them so hard in the face with his...face, that they get smacked away. These two abilities should scale with AD and be physical damage, along with his passive. Given the fact that his ultimate gives a flat AD steroid, it makes complete sense to change this. It gives Alistar the feeling of being this massive, aggressive Minotaur that can seriously hurt people. Now, I'll be honest in saying that I skimmed over the second half of your champion tweaks, but I'd be very eager to hear why you left certain champs as is, instead of saying 'No changes'. I'm bookmarking this thread and will be bumping it when I can; your dedication deserves to be seen by all, including the balance team. EDIT: Also, that new Ashe passive is perfect.
> I'm also a huge proponent of changing the scaling on some abilities to better reward champs for playing different classes. It seems like Riot really liked AP scaling on abilities regardless of whether they bought AP or not. Which leads me to the first criticism that I had: Alistar's Pulverize and Headbutt are still scaling on AP. Why? These two moves involve Alistar either slamming his enormous hands into the ground so hard that EVERYONE IS KNOCKED UP, or he hits them so hard in the face with his...face, that they get smacked away. These two abilities should scale with AD and be physical damage, along with his passive. Given the fact that his ultimate gives a flat AD steroid, it makes complete sense to change this. It gives Alistar the feeling of being this massive, aggressive Minotaur that can seriously hurt people. I put a lot of thought into Alistar's ratios in particular. I really wanted to do the exact change you're talking about, but if you've followed what Riot's had to say about Alistar, they're really wary of him becoming a strong jungler again. I can kind of see why. His Q-W is insanely strong CC and if he scaled like a bruiser entirely it would be really hard to balance him. To be completely honest with you, I think Alistar needs a rework. As long as he has so much powerful CC it's hard to let him do much else. The problem is that Alistar's kit is so fun and iconic that in order to fix Alistar, you'd have to ruin what makes him fun. It's a rough situation.
Vynzdrix (NA)
: **POST 13 OF 14** * **Desmirae, Ghost of the Void (NEW CHAMPION)** * **(P) Of the Void** *- Desmirae is shielded by void magic whenever she reaches 30% health. This shield's health scales with her level and functions identically to Morgana's Black Shield. 120 second cooldown. * * **[Q] Detonate Rift** *- Desmirae can detonate any nearby Rift, creating an AOE field of magic damage per second at the Rift's location and destroying the Rift instantly.* * **[W] Open Rift** *- Desmirae opens a rift of void energy. Rifts are permanent until destroyed, or until Desmirae dies or casts a third rift, at which point the first rift cast is replaced. They are targettable and destroyable in 2 hits by enemies. Desmirae may have two rifts open at once. 800 range cast, but rifts have no 'leash'; they will persist no matter where Desmirae goes.* *Desmirae starts with this ability at level 1, and may learn an additional ability from the start.* * **[E] Void Blast** *- Desmirae fires a blast of void energy forward, slowing and damaging all enemies in the radius. Short range (around 500). If Void Blast hits a Rift, it fires through the Rift and exits from the nearest Rift, automatically aiming at the nearest enemy in range, or firing in a random direction if no enemies are present.* * **[R] Phasewalker** *- Desmirae phases into the void, becoming immune to physical damage for a few seconds. For the duration, Desmirae's auto attacks become Void Blasts. Desmirae cannot enter a Rift during Phasewalker, but will auto attack through them instead if right clicked.* **NOTES:** Desmirae is a classic mid mage with a focus on mindgames and broad, strategic map coverage. Core to her kit is the Rift mechanic. Desmirae spawns Rifts with her W, small portal minions with 2 health. Once Desmirae has spawned more than one rift, she can walk through one and exit out the other instantaneously. The strategic implications of this ability are immense. Left unchecked, Desmirae can essentially be in two places at once. There are many limitations and available options of defense for this ability. First, Desmirae has to visit each location to create her rifts in the first place. This can be time-consuming and dangerous. Second, the Rifts are fairly easily destroyed by the enemy team. Two hits of anything will destroy a Rift. Desmirae pays the price for this ability in several ways. Aside from the Rifts, Desmirae is very immobile and has no hard CC. Without proper use of them, she is very easy to pin down. Desmirae's damage is also fairly low outside of her ultimate, and part of it is only accessible by detonating her Rifts, which robs her of her mobility. Desmirae's ultimate and passive combine to give her an effective countermeasure to being cornered, and allow her to function in a teamfight. Phasewalker is an incredibly strong ability that grants her physical immunity and turns her auto attack into a powerful AOE line nuke. Auto-E-Auto allows three Void Blasts in rapid succession which can be a devastating burst combo for those in close range, or those standing near a Rift. Void Blast's range is short, but can be artificially extended to infinite ranges by firing it into a Rift. Another Void Blast will exit the other Rift, automatically aiming itself at the closest enemy. This forces enemies to be careful as they hunt down and clear her Rifts, and gives Desmirae some unique poking options. All of Desmirae's Rifts vanish when she enters her base. And, yes... This champion is supposed to be Kassadin's daughter. **MORE IN NEXT POST**
**POST 14 OF 14** * **Claire, the Bounty Hunter (NEW CHAMPION)** * **(P) Gear Up** *- Claire has three different passives that change depending on her active Utility gear. Additionally, Claire's basic attacks function differently depending on her active Weaponry.* * **[Q] Hextech Rifle / Stalker's Knives / Shockfists** *- Claire's Q functions differently depending on her active Weaponry.* * **Hextech Rifle with Grenade Attachment** - * **Basic Attack**: *Claire's basic attack gains a range of 500.* * **Grenadier / Reload**: *Grenadier fires a long-range grenade that settles for 1 seconds before detonating. Reload roots Claire in place for 2 seconds to reload the Grenade Attachment. Reload is required to cast Grenadier again.* * **Stalker's Knives** - * **Basic Attack**: *Claire's basic attacks are melee range. They deal bonus damage based off the target's missing health.* * **Achilles Heel**: *Claire swipes at the target's ankles. This deals physical damage and applies a slow.* * **Shockfists** - * **Basic Attack**: *Claire's basic attacks are melee range. Every fourth basic attack on the same target electrocutes them, dealing bonus magic damage and briefly stunning.* * **Thunderstrike**: *Claire delivers a powerful punch, dealing extra damage based on her maximum health and knocking her target back.* * **[W] Weaponry** *- Claire cycles through her available Weaponry. There is a .5 second delay between each swap.* * **[E] Tripwire / Teleporter / Forcefield** *- Claire's E functions differently depending on her active Utility gear.* * **Tripwire** - * **Passive: On Alert** -* Claire has increased vision in the direction she's currently facing. The first damage she takes to begin combat is reduced by 30%.* * **Tripwire**: *Places a tripwire. If the trap is sprung, target is slowed, revealed to Claire's team and takes damage over time.* * **Teleporter** - * **Passive: Distorted Stalker** - *Claire's first basic melee attack on an enemy champion after activating Teleporter instantly teleports her onto the other side of the target. Distorted Stalker will not activate if the Teleporter requires Recalibration.* * **Teleport / Recalibrate**: *Teleport instantly phases Claire forward to target location. Recalibrate roots her in place for 2 seconds to reconfigure the Teleporter for its next usage. Recalibrate is required to cast Teleport again.* * **Forcefield** - * **Passive: Energy Systems** - *Claire's Forcefield is passive and has its own energy system that charges over time once selected. Once the Forcefield reaches 100% energy, it activates automatically, granting Claire a shield that absorbs damage. When the Forcefield is broken, Energy Systems is reset to 0%.* * **Recharge**: *Claire roots herself in place for .5-2 seconds, recharging Energy Systems to full.* * **[R] Utility Gear** *- Claire cycles through her available Utility Gear. There is no delay between each swap.* **NOTES:** Claire is, by design, a jungler who is capable of anything, but truly excels in no area. Let's discuss how her kit works, first of all. Claire's action buttons are her Q and her E. They do different things based on the items that you select with W and R. W lets you cycle through your weapons, and R lets you cycle through your utility gear. Claire has six different abilities to learn, so specializing makes for some tough choices. The best option is generally going to be to specialize. Generally speaking, Hextech Rifle / Tripwire is her poke loadout, Stalker's Knives / Teleporter are designed for assassin play and Shockfists / Forcefield let Claire initiate and tank for her team. Mixing and matching your abilities will enhance your results, but focusing on one particular style is going to get you the best bang for your buck. Jack of all trades, master of none.
Vynzdrix (NA)
: **POST 12 OF 14** * **Xin Zhao** * **(P)** ~~Challenge~~ **The Silent Guard** *- Audacious Charge and Challenge have their cooldowns reset if an allied champion in range of Xin Zhao drops below 30% health. 120 second cooldown.* * **[Q]** ~~Three Talon Strike~~ **Crescent Sweep** *- Xin Zhao unleashes a sweep around him, knocking non-Challenged enemies back and dealing physical damage. * **[W]** ~~Battle Cry~~ **Challenge** *- Challenges an enemy. Targeted enemy deals 60/55/50/45/40% damage to targets other than Xin Zhao while the Challenge persists. Relatively low duration, moderate cooldown.* * **[E] Audacious Charge** *- Now scales with bonus AD as well as AP.* * **[R]** ~~Crescent Sweep~~ **Three Talon Strike** *- Xin Zhao's next 3 basic attacks are modified. The first attack becomes an Audacious Charge. The second attack knocks the target up and lunges Xin Zhao onto the other side of the target. The third strike is a knockback.* **NOTES:** Xin Zhao gets a lot of shuffle here. His passive's now his W, his Q and ult are swapped around, and really only his E stays the same. Xin Zhao's lore focuses on two things. He's a stoic bodyguard, and he's really good at taking on multiple enemies at once. I wanted to play up both of those ideas and turn Xin Zhao into a tank that's good at aggressively fighting many enemies at once. Xin Zhao's new passive is another tank reset. Any ally that gets low near Xin will have him diving in and Challenging the offending enemy. Right off the bat, we're getting solid bodyguard gameplay. Xin Zhao's old ult is now his Q. With his E+New Q, Xin's early ganks are still threatening, but you have to get behind your opponent to really make them work. Crescent Sweep not being an ultimate means you have a much more on-demand tool for spreading your enemies out and dealing with them on your terms. Xin loses Battle Cry, but his new Challenge is essentially a soft taunt. This punishes the enemy for focusing other targets and gives the enemy incentive to fight Xin directly. The old Challenge-Crescent Sweep interaction is still there, too, so you can Challenge enemies to keep them from being knocked away. Audacious Charge gets some AD scaling, but nothing's new there. The real story is Xin's new ultimate, Three Talon Strike. Xin's next three basics become supercharged with sequentially modified effects. His first TTS lets him dive in just like his E. Combining E with this lets you do some deep dives, and you get a little InSec action if you combine Crescent Sweep in there. The next two TTS hits knock up and knock back respectively. Xin's new kit is all about blitzing around fights and ruining the enemy's positioning, with additional tanking tools for your team as well. * **Yasuo** * *No changes.* * **Yorick** * *See 'Community Champions'.* * **Zac** * **(P) Cell Division** *- No changes.* * **[Q] Stretching Strike** *- No changes.* * **[W] Unstable Matter** *- No changes.* * **[E] Elastic Slingshot** *- Now scales with bonus health as well as AP.* * **[R] Let's Bounce** *- Now scales with bonus health as well as AP.* * **Zed** * *No changes.* * **Ziggs** * *No changes.* * **Zilean** * *No changes.* * **Zyra** * *No changes.* **MORE IN NEXT POST**
**POST 13 OF 14** * **Desmirae, Ghost of the Void (NEW CHAMPION)** * **(P) Of the Void** *- Desmirae is shielded by void magic whenever she reaches 30% health. This shield's health scales with her level and functions identically to Morgana's Black Shield. 120 second cooldown. * * **[Q] Detonate Rift** *- Desmirae can detonate any nearby Rift, creating an AOE field of magic damage per second at the Rift's location and destroying the Rift instantly.* * **[W] Open Rift** *- Desmirae opens a rift of void energy. Rifts are permanent until destroyed, or until Desmirae dies or casts a third rift, at which point the first rift cast is replaced. They are targettable and destroyable in 2 hits by enemies. Desmirae may have two rifts open at once. 800 range cast, but rifts have no 'leash'; they will persist no matter where Desmirae goes.* *Desmirae starts with this ability at level 1, and may learn an additional ability from the start.* * **[E] Void Blast** *- Desmirae fires a blast of void energy forward, slowing and damaging all enemies in the radius. Short range (around 500). If Void Blast hits a Rift, it fires through the Rift and exits from the nearest Rift, automatically aiming at the nearest enemy in range, or firing in a random direction if no enemies are present.* * **[R] Phasewalker** *- Desmirae phases into the void, becoming immune to physical damage for a few seconds. For the duration, Desmirae's auto attacks become Void Blasts. Desmirae cannot enter a Rift during Phasewalker, but will auto attack through them instead if right clicked.* **NOTES:** Desmirae is a classic mid mage with a focus on mindgames and broad, strategic map coverage. Core to her kit is the Rift mechanic. Desmirae spawns Rifts with her W, small portal minions with 2 health. Once Desmirae has spawned more than one rift, she can walk through one and exit out the other instantaneously. The strategic implications of this ability are immense. Left unchecked, Desmirae can essentially be in two places at once. There are many limitations and available options of defense for this ability. First, Desmirae has to visit each location to create her rifts in the first place. This can be time-consuming and dangerous. Second, the Rifts are fairly easily destroyed by the enemy team. Two hits of anything will destroy a Rift. Desmirae pays the price for this ability in several ways. Aside from the Rifts, Desmirae is very immobile and has no hard CC. Without proper use of them, she is very easy to pin down. Desmirae's damage is also fairly low outside of her ultimate, and part of it is only accessible by detonating her Rifts, which robs her of her mobility. Desmirae's ultimate and passive combine to give her an effective countermeasure to being cornered, and allow her to function in a teamfight. Phasewalker is an incredibly strong ability that grants her physical immunity and turns her auto attack into a powerful AOE line nuke. Auto-E-Auto allows three Void Blasts in rapid succession which can be a devastating burst combo for those in close range, or those standing near a Rift. Void Blast's range is short, but can be artificially extended to infinite ranges by firing it into a Rift. Another Void Blast will exit the other Rift, automatically aiming itself at the closest enemy. This forces enemies to be careful as they hunt down and clear her Rifts, and gives Desmirae some unique poking options. All of Desmirae's Rifts vanish when she enters her base. And, yes... This champion is supposed to be Kassadin's daughter. **MORE IN NEXT POST**
Vynzdrix (NA)
: **POST 11 OF 14** * **Volibear** * **(P) Chosen of the Storm** *- No changes.* * **[Q]** ~~Rolling Thunder~~ **Rolling Thunder / Freljord's Might** *- Allies behind Volibear are granted the same movespeed bonus. After the Q flip, Q can be activated a second time for the next 3 seconds: the second attack deals additional physical damage and knocks the enemy back. (In terms of two-skills-in-one functionality, think Lee Sin)* * **[W] Frenzy** *- Attack speed removed. The bite functions the same, except Volibear can only bite the target that he built the stacks on. Bite's cooldown is target dependent; Volibear can bite a new target as soon as he gets 3 stacks.* * **[E] Majestic Roar** *- Duration is now 1/1.25/1.5/1.75/2 seconds. No longer AOE, now a range skillshot, roughly the length and width of Morgana bind, but nearly instantaneous. Fear now works on champions as well. * * **[R] Thunder Claws** *- The bonus magic damage is now a flat percentage of Volibear's current health.* **NOTES:** Volibear is a tanky initiator champion with very little interesting gameplay in his kit. In crafting his new identity, I focused on two things: Leadership and chaos. Q is a soft engage ability that is often countered by simply running away. Volibear has no flash-esque gap closer and I wanted to keep it that way, but he needed other advantages to make up for that. Volibear's lore crafts him as a wise pack leader, so granting his Q movespeed to the entire team makes perfect sense for him and gives him a very interesting power that encourages allies to follow his lead. Every other change is about simulating what it's like to have a gigantic bear charging into your team. Volibear's new kit is all about running in and just going nuts. Your first Q in to initiate flings an enemy into your team. The second knocks a threat away with a huge bear smack. Then you roar at people and they run away. After that, the mauling begins. Volibear's skills primarily push or make people run away, so his skill at attaching himself to a carry is weak, but his threat to everyone is high. Anyone targeted by Volibear has extreme incentive to run away because he gains bite on them after 3 attacks. His ultimate, combined with his inevitable health stacking, is going to be dumping a ton of sustained damage all over your team, but damaging Volibear reduces its power significantly. W becoming target dependent cooldown-wise means that Volibear can get bite off multiple times per fight if everything goes in his favor. This change, combined with his ult, rewards Volibear for spreading his damage around and going nuts on everyone instead of focusing a particular target. Volibear is now a tanky initiator unique for his leadership, disruption and peel. A lot of Volibear's new kit intentionally does not synergize. Knocking enemies away and fearing them can ruin your bites and your ultimate as much as it can help peel for your team. Controlling the push-pull chaos that new Volibear creates is a big part of the skill involved in playing him. * **Warwick** * *See 'Community Champions'.* * **Wukong** * **(P) Monkey Business** *The cooldown on Decoy is reset when Wukong drops below 30% health. 90 second cooldown.* * **[Q] Crushing Blow** *- No changes.* * **[W] Decoy** *- No changes.* * **[E] Nimbus Strike** *- No changes.* * **[R] Cyclone** *- No changes.* * **Xerath** * *No changes.* **MORE IN NEXT POST**
**POST 12 OF 14** * **Xin Zhao** * **(P)** ~~Challenge~~ **The Silent Guard** *- Audacious Charge and Challenge have their cooldowns reset if an allied champion in range of Xin Zhao drops below 30% health. 120 second cooldown.* * **[Q]** ~~Three Talon Strike~~ **Crescent Sweep** *- Xin Zhao unleashes a sweep around him, knocking non-Challenged enemies back and dealing physical damage. * **[W]** ~~Battle Cry~~ **Challenge** *- Challenges an enemy. Targeted enemy deals 60/55/50/45/40% damage to targets other than Xin Zhao while the Challenge persists. Relatively low duration, moderate cooldown.* * **[E] Audacious Charge** *- Now scales with bonus AD as well as AP.* * **[R]** ~~Crescent Sweep~~ **Three Talon Strike** *- Xin Zhao's next 3 basic attacks are modified. The first attack becomes an Audacious Charge. The second attack knocks the target up and lunges Xin Zhao onto the other side of the target. The third strike is a knockback.* **NOTES:** Xin Zhao gets a lot of shuffle here. His passive's now his W, his Q and ult are swapped around, and really only his E stays the same. Xin Zhao's lore focuses on two things. He's a stoic bodyguard, and he's really good at taking on multiple enemies at once. I wanted to play up both of those ideas and turn Xin Zhao into a tank that's good at aggressively fighting many enemies at once. Xin Zhao's new passive is another tank reset. Any ally that gets low near Xin will have him diving in and Challenging the offending enemy. Right off the bat, we're getting solid bodyguard gameplay. Xin Zhao's old ult is now his Q. With his E+New Q, Xin's early ganks are still threatening, but you have to get behind your opponent to really make them work. Crescent Sweep not being an ultimate means you have a much more on-demand tool for spreading your enemies out and dealing with them on your terms. Xin loses Battle Cry, but his new Challenge is essentially a soft taunt. This punishes the enemy for focusing other targets and gives the enemy incentive to fight Xin directly. The old Challenge-Crescent Sweep interaction is still there, too, so you can Challenge enemies to keep them from being knocked away. Audacious Charge gets some AD scaling, but nothing's new there. The real story is Xin's new ultimate, Three Talon Strike. Xin's next three basics become supercharged with sequentially modified effects. His first TTS lets him dive in just like his E. Combining E with this lets you do some deep dives, and you get a little InSec action if you combine Crescent Sweep in there. The next two TTS hits knock up and knock back respectively. Xin's new kit is all about blitzing around fights and ruining the enemy's positioning, with additional tanking tools for your team as well. * **Yasuo** * *No changes.* * **Yorick** * *See 'Community Champions'.* * **Zac** * **(P) Cell Division** *- No changes.* * **[Q] Stretching Strike** *- No changes.* * **[W] Unstable Matter** *- No changes.* * **[E] Elastic Slingshot** *- Now scales with bonus health as well as AP.* * **[R] Let's Bounce** *- Now scales with bonus health as well as AP.* * **Zed** * *No changes.* * **Ziggs** * *No changes.* * **Zilean** * *No changes.* * **Zyra** * *No changes.* **MORE IN NEXT POST**
Vynzdrix (NA)
: **POST 10 OF 14** * **Tristana** * **(P) Draw a Bead** *- No changes.* * **[Q] Rapid Fire** *- No changes.* * **[W] Rocket Jump** *- Rocket Jump's reset now has its own cooldown of 90 seconds.* * **[E] Explosive Shot** *- Now scales with bonus AD as well as AP.* * **[R] Buster Shot** *- Now scales with bonus AD as well as AP.* * **Trundle** * *See 'Community Champions'.* * **Tryndamere** * *See 'Community Champions'.* * **Twisted Fate** * *No changes.* * **Twitch** * *No changes.* * **Udyr** * *See 'Community Champions'.* * **Urgot** * **(P) Zaun-Touched Bolt Augmenter** *- No changes.* * **[Q] Acid Hunter** *- No changes.* * **[W] Terror Capacitor** *Now scales with bonus AD as well as AP.* * **[E] Noxian Corrosive Charge** *- No changes.* * **[R] Hyper-Kinetic Position Reverser** *- The cooldown on Urgot's ultimate is halved if the suppression is cleansed.* * **Varus** * **(P) Sealed Fate** * Detonating Blight stacks gives Varus temporary attack speed.* * **[Q] Piercing Arrow** *- No changes.* * **[W] Blighted Quiver** *- No changes.* * **[E] Hail of Arrows** *- No changes.* * **[R] Chain of Corruption** *- Now scales with bonus AD as well as AP.* * **Vayne** * *No changes.* * **Veigar** * *See 'Community Champions'.* * **Vel'koz** * *No changes.* * **Vi** * *No changes.* * **Viktor** * *No changes.* * **Vladimir** * *See 'Community Champions'.* **MORE IN NEXT POST**
**POST 11 OF 14** * **Volibear** * **(P) Chosen of the Storm** *- No changes.* * **[Q]** ~~Rolling Thunder~~ **Rolling Thunder / Freljord's Might** *- Allies behind Volibear are granted the same movespeed bonus. After the Q flip, Q can be activated a second time for the next 3 seconds: the second attack deals additional physical damage and knocks the enemy back. (In terms of two-skills-in-one functionality, think Lee Sin)* * **[W] Frenzy** *- Attack speed removed. The bite functions the same, except Volibear can only bite the target that he built the stacks on. Bite's cooldown is target dependent; Volibear can bite a new target as soon as he gets 3 stacks.* * **[E] Majestic Roar** *- Duration is now 1/1.25/1.5/1.75/2 seconds. No longer AOE, now a range skillshot, roughly the length and width of Morgana bind, but nearly instantaneous. Fear now works on champions as well. * * **[R] Thunder Claws** *- The bonus magic damage is now a flat percentage of Volibear's current health.* **NOTES:** Volibear is a tanky initiator champion with very little interesting gameplay in his kit. In crafting his new identity, I focused on two things: Leadership and chaos. Q is a soft engage ability that is often countered by simply running away. Volibear has no flash-esque gap closer and I wanted to keep it that way, but he needed other advantages to make up for that. Volibear's lore crafts him as a wise pack leader, so granting his Q movespeed to the entire team makes perfect sense for him and gives him a very interesting power that encourages allies to follow his lead. Every other change is about simulating what it's like to have a gigantic bear charging into your team. Volibear's new kit is all about running in and just going nuts. Your first Q in to initiate flings an enemy into your team. The second knocks a threat away with a huge bear smack. Then you roar at people and they run away. After that, the mauling begins. Volibear's skills primarily push or make people run away, so his skill at attaching himself to a carry is weak, but his threat to everyone is high. Anyone targeted by Volibear has extreme incentive to run away because he gains bite on them after 3 attacks. His ultimate, combined with his inevitable health stacking, is going to be dumping a ton of sustained damage all over your team, but damaging Volibear reduces its power significantly. W becoming target dependent cooldown-wise means that Volibear can get bite off multiple times per fight if everything goes in his favor. This change, combined with his ult, rewards Volibear for spreading his damage around and going nuts on everyone instead of focusing a particular target. Volibear is now a tanky initiator unique for his leadership, disruption and peel. A lot of Volibear's new kit intentionally does not synergize. Knocking enemies away and fearing them can ruin your bites and your ultimate as much as it can help peel for your team. Controlling the push-pull chaos that new Volibear creates is a big part of the skill involved in playing him. * **Warwick** * *See 'Community Champions'.* * **Wukong** * **(P) Monkey Business** *The cooldown on Decoy is reset when Wukong drops below 30% health. 90 second cooldown.* * **[Q] Crushing Blow** *- No changes.* * **[W] Decoy** *- No changes.* * **[E] Nimbus Strike** *- No changes.* * **[R] Cyclone** *- No changes.* * **Xerath** * *No changes.* **MORE IN NEXT POST**
Vynzdrix (NA)
: **POST 9 OF 14** * **Swain (REWORK)** * **(P) Carrion Renewal** *- No changes.* * **[Q]** ~~Decrepify~~ **The General** *- The General uses the smart ping targeting system. Swain employs varying strategies depending on the user's selection.* * *Scout - Swain and his team gain vision of targetted area temporarily.* * *Cover - The enemy team loses vision of the targetted area temporarily. Enemy champion vision cannot be covered, but vision from wards and minions are lost.* * *Stalk - Commands a raven to maintain vision on a target for a long period of time.* * *Trap - After a few seconds, marks targeted area with a trap that lasts for 30 seconds. If an enemy champion walks into the trapped area, a flock of ravens appears, fearing all enemies within the area.* * **[W] Nevermove** *- No changes.* * **[E] Torment** *- Now slows. Damage increase reduced to 3/6/9/12/15%, but now applies to all damage on that target, not just Swain's.* * **[R] Ravenous Flock** * - No changes.* **NOTES:** Swain is a strategist and leader of Noxus, so I gave him the same smartping style commands as Garen. That being the case, Swain's style of leadership is much, much different. The first two General commands are basic vision acquisition/denial. Swain can also send his ravens to Stalk a nearby enemy, such as a jungler, to persistently gain their vision for a time. Swain can also set traps of ravens that fear the enemy if they wander in unprepared. No direct combat buffs for Swain, that's not how he leads, just strategic information gain and dirty ambushes. Q's slow is mixed into E. They were already almost the same spell anyway. E now enhances everyone's damage on the target. Overall, Swain's lane bullying goes down a little but he brings a lot of strategic benefit to the team now. * **Syndra** * *No changes.* * **Talon** * *No changes.* * **Taric (REWORK)** * **(P) Gemcraft** *- No changes.* * **[Q] Imbue** *- No changes.* * **[W]** ~~Shatter~~ **Earthen Defender** *- Taric imbues an ally with the magic of his gems. 20/25/30/35/40% of the damage that target takes is mitigated, and Taric takes that damage instead. Short-to-medium duration, moderate cooldown.* * **[E] Dazzle** *- Taric surrounds target area with a circle of gems. After one second, he can activate Dazzle again, crashing the gems together in the center. This deals magic damage and stuns any enemy inside the circle. If Dazzle is not reactivated after 3 seconds, the gems automatically crash together.* * **[R]** ~~Radiance~~ **Divine Sapphire** *- Taric summons a large, stationary gem at the target location. This gem radiates an aura that grants allies increased health regen, mana regen, attack damage and ability power. Enemies can damage this gem to destroy it and nullify its effect.* **NOTES:** This rework retains a lot of Taric's kit, just brings him up to speed a little bit. Passive and Q stay the same. Taric's armor aura is replaced by Earthen Defender. This links Taric to his carry, letting him take some of their damage. This synergizes with the way his Imbue works to force his opponents to make tough choices on who to target. Updated Dazzle is a skillshot stun now. It's a little longer range, harder to use, and can stun multiple enemies at once if they cluster really tightly. You can also drop Dazzle and refuse to detonate it, giving you some zone control. Taric's new ultimate, Divine Sapphire, spawns a gigantic gem that emits a huge aura buff for your team. It lasts for a long time, so if you protect it, it's a big deal, but enemies can destroy it with enough damage. * **Teemo** * *See 'Community Champions'.* * **Thresh** * *No changes.* **MORE IN NEXT POST**
**POST 10 OF 14** * **Tristana** * **(P) Draw a Bead** *- No changes.* * **[Q] Rapid Fire** *- No changes.* * **[W] Rocket Jump** *- Rocket Jump's reset now has its own cooldown of 90 seconds.* * **[E] Explosive Shot** *- Now scales with bonus AD as well as AP.* * **[R] Buster Shot** *- Now scales with bonus AD as well as AP.* * **Trundle** * *See 'Community Champions'.* * **Tryndamere** * *See 'Community Champions'.* * **Twisted Fate** * *No changes.* * **Twitch** * *No changes.* * **Udyr** * *See 'Community Champions'.* * **Urgot** * **(P) Zaun-Touched Bolt Augmenter** *- No changes.* * **[Q] Acid Hunter** *- No changes.* * **[W] Terror Capacitor** *Now scales with bonus AD as well as AP.* * **[E] Noxian Corrosive Charge** *- No changes.* * **[R] Hyper-Kinetic Position Reverser** *- The cooldown on Urgot's ultimate is halved if the suppression is cleansed.* * **Varus** * **(P) Sealed Fate** * Detonating Blight stacks gives Varus temporary attack speed.* * **[Q] Piercing Arrow** *- No changes.* * **[W] Blighted Quiver** *- No changes.* * **[E] Hail of Arrows** *- No changes.* * **[R] Chain of Corruption** *- Now scales with bonus AD as well as AP.* * **Vayne** * *No changes.* * **Veigar** * *See 'Community Champions'.* * **Vel'koz** * *No changes.* * **Vi** * *No changes.* * **Viktor** * *No changes.* * **Vladimir** * *See 'Community Champions'.* **MORE IN NEXT POST**
Vynzdrix (NA)
: **POST 8 OF 14** * **Poppy (REWORK)** * **(P) Valiant Fighter** *- No changes.* * **[Q] Devastating Blow** *-No changes.* * **[W] Whomper / Florin's Tower** *- Poppy flings her hammer like a boomerang, dealing physical damage to all targets struck on the way out and on the way back in, slowing them as well. While Whomper is in the air, Poppy can activate Florin's Tower to bash her shield into a nearby enemy, dealing physical damage and knocking them back.* * **[E] Heroic Charge** *-No changes.* * **[R] Diplomatic Immunity** *- Poppy no longer has CC immunity during her ultimate. Instead of being invulnerable, Poppy takes 50/60/70% reduced damage from all sources other than her target for the duration.* **NOTES:** This is a pretty soft rework. Some people will love it, some people will hate it. There are only two big changes here. Poppy's W is replaced with Whomper / Florin's Tower. The first activation throws Poppy's hammer. This is a poke / chase tool that deals damage and slows. The second activation is a shield bash that knocks the enemy back. This gives Poppy more combat options and the shield bash can help set up your Heroic Charges. I foresee W->W->flash->E becoming a fun combo here. The other change is a pretty big nerf. Diplomatic Immunity is too strong, and it keeps Poppy toxic. The new functionality is the same, but there are two changes. First, other enemies can hurt Poppy, they just deal heavily reduced damage. Second, Poppy can now be CC'd during her ult. It sucks, but now Poppy can finally be tweaked and made stronger if need be. * **Quinn** * *See 'Community Champions'.* * **Rammus** * *No changes.* * **Renekton** * *No changes.*. * **Rengar** * *No changes.* * **Riven** * *No changes.* * **Rumble** * *No changes.* * **Ryze** * *No changes.* * **Sejuani** * *No changes.* * **Shaco** * *See 'Community Champions'.* * **Shen** * **(P) Ki Strike** *- No changes.* * **[Q] Vorpal Blade** *- Now scales off of bonus AD as well as AP.* * **[W] Feint** *- Now scales off of bonus health as well as AP.* * **[E] Shadow Dash** *- Now scales off of bonus AD as well as AP.* * **[R] Stand United** *- Now scales off of bonus health as well as AP.* * **Shyvana** * *See 'Community Champions'.* * **Singed** * *No changes.* * **Sion** * *No changes.* * **Sivir** * *No changes.* * **Skarner** * **(P) Crystallizing Sting** *- No changes.* * **[Q] Crystal Slash** *- No changes.* * **[W] Crystalline Exoskeleton** *- No changes.* * **[E] Fracture** *- Now scales with bonus AD as well as AP.* * **[R] Impale** *- Now scales with bonus AD as well as AP. The cooldown on Skarner's ultimate is halved if the suppression is cleansed.* * **Sona** * *No changes.* * **Soraka** * *No changes.* **MORE IN NEXT POST**
**POST 9 OF 14** * **Swain (REWORK)** * **(P) Carrion Renewal** *- No changes.* * **[Q]** ~~Decrepify~~ **The General** *- The General uses the smart ping targeting system. Swain employs varying strategies depending on the user's selection.* * *Scout - Swain and his team gain vision of targetted area temporarily.* * *Cover - The enemy team loses vision of the targetted area temporarily. Enemy champion vision cannot be covered, but vision from wards and minions are lost.* * *Stalk - Commands a raven to maintain vision on a target for a long period of time.* * *Trap - After a few seconds, marks targeted area with a trap that lasts for 30 seconds. If an enemy champion walks into the trapped area, a flock of ravens appears, fearing all enemies within the area.* * **[W] Nevermove** *- No changes.* * **[E] Torment** *- Now slows. Damage increase reduced to 3/6/9/12/15%, but now applies to all damage on that target, not just Swain's.* * **[R] Ravenous Flock** * - No changes.* **NOTES:** Swain is a strategist and leader of Noxus, so I gave him the same smartping style commands as Garen. That being the case, Swain's style of leadership is much, much different. The first two General commands are basic vision acquisition/denial. Swain can also send his ravens to Stalk a nearby enemy, such as a jungler, to persistently gain their vision for a time. Swain can also set traps of ravens that fear the enemy if they wander in unprepared. No direct combat buffs for Swain, that's not how he leads, just strategic information gain and dirty ambushes. Q's slow is mixed into E. They were already almost the same spell anyway. E now enhances everyone's damage on the target. Overall, Swain's lane bullying goes down a little but he brings a lot of strategic benefit to the team now. * **Syndra** * *No changes.* * **Talon** * *No changes.* * **Taric (REWORK)** * **(P) Gemcraft** *- No changes.* * **[Q] Imbue** *- No changes.* * **[W]** ~~Shatter~~ **Earthen Defender** *- Taric imbues an ally with the magic of his gems. 20/25/30/35/40% of the damage that target takes is mitigated, and Taric takes that damage instead. Short-to-medium duration, moderate cooldown.* * **[E] Dazzle** *- Taric surrounds target area with a circle of gems. After one second, he can activate Dazzle again, crashing the gems together in the center. This deals magic damage and stuns any enemy inside the circle. If Dazzle is not reactivated after 3 seconds, the gems automatically crash together.* * **[R]** ~~Radiance~~ **Divine Sapphire** *- Taric summons a large, stationary gem at the target location. This gem radiates an aura that grants allies increased health regen, mana regen, attack damage and ability power. Enemies can damage this gem to destroy it and nullify its effect.* **NOTES:** This rework retains a lot of Taric's kit, just brings him up to speed a little bit. Passive and Q stay the same. Taric's armor aura is replaced by Earthen Defender. This links Taric to his carry, letting him take some of their damage. This synergizes with the way his Imbue works to force his opponents to make tough choices on who to target. Updated Dazzle is a skillshot stun now. It's a little longer range, harder to use, and can stun multiple enemies at once if they cluster really tightly. You can also drop Dazzle and refuse to detonate it, giving you some zone control. Taric's new ultimate, Divine Sapphire, spawns a gigantic gem that emits a huge aura buff for your team. It lasts for a long time, so if you protect it, it's a big deal, but enemies can destroy it with enough damage. * **Teemo** * *See 'Community Champions'.* * **Thresh** * *No changes.* **MORE IN NEXT POST**
Vynzdrix (NA)
: **POST 7 OF 14** * **Nasus** * *See 'Community Champions'.* * **Nautilus** * **(P) Staggering Blow** *- The bonus damage on this skill now scales with Nautilus' bonus health.* * **[Q] Dredge Line** *- Now scales off of bonus AD as well as AP. Deals physical damage.* * **[W] Titan's Wrath** *- The offensive and defensive portion of this ability are now separated. The shield being broken does not remove the bonus magic damage.* * **[E] Riptide** *- Now scales off of bonus health as well as AP.* * **[R] Depth Charge** *- Now scales off of bonus AD as well as AP.* * **Nidalee** * **(P) Prowl** * - No changes.* * **[Q] Javelin Toss / Takedown** - **Javelin Toss:** *No changes.* **Takedown:** *Now deals physical damage.* * **[W] Bushwhack / Pounce ** - **Bushwhack:** *Now has a cap. Only 5 Bushwhack traps can be on the field at one time.* **Pounce:** *Now deals physical damage. Now scales off of bonus AD as well as AP. The cooldown is reset completely when Nidalee kills a Hunted target, as opposed to reduced when Pouncing to a Hunted target. This reset has its own cooldown of 30 seconds.* * **[E] Primal Surge / Swipe** - **Primal Surge:** *No changes.* **Swipe:** * Now scales with bonus AD as well as AP.* * **[R] Aspect of the Cougar** *- No changes.* **NOTES: ** Just a little cleanup. Nidalee's melee form now deals physical damage, so you can itemize against it, but it scales better with AD. * **Nocturne** * *No changes.* * **Nunu** * *See 'Community Champions'.* * **Olaf (REWORK)** * **(P) Berserker Rage** *- Old functionality removed. Olaf's movespeed increases every time an enemy champion damages him, stacking up to 5 times.* * **[Q] Undertow** *- No changes.* * **[W] Vicious** ~~Strike~~ **Charge** *- Olaf charges directly to his discarded axe, dealing physical damage and knocking any enemy in his path back. Olaf is stunned if he runs into a wall. Moderate cooldown.* * **[E] Reckless Swing** *- No changes.* * **[R] Ragnarok** * All passive stats removed. Olaf breaks free of all crowd control, becoming unstoppable for the next few seconds. All auto attacks are Reckless Swings during this ability. On activation, Vicious Charge's cooldown is reset.* **NOTES:** Here's a fun one. All the attack speed in Olaf's kit is gone. In exchange, Olaf truly goes berserk during his ult and he gets a gap-closing mechanic tied to his axe. Let's dig in. Olaf's new passive is simple. You hurt Olaf, Olaf mad. Olaf moves faster when enemy champions hit him. Hit him too much and he's really fast. Undertow isn't any different, but Vicious Strike is replaced with a Charge. Unless Olaf wanders too far, he can instantly dive towards his axe, picking it up and barreling through enemies. Olaf can create strategic threat zones with this, or he can do what he's meant to and dive, dive, dive. Ragnarok now resets Vicious Charge's cooldown and turns all of Olaf's basic attacks into Reckless Swings. Olaf sacrifices his own health to do obscene amounts of damage to whoever stands in his path, and renews his aggression. He's unstoppable, but vulnerable because attacking drains his health. This rework is about enhancing Olaf's ignore-everything-and-dive anticarry style while giving him more strategic options when he can't play that way. * **Orianna** * *No changes.* * **Pantheon** * *No changes.* **MORE IN NEXT POST**
**POST 8 OF 14** * **Poppy (REWORK)** * **(P) Valiant Fighter** *- No changes.* * **[Q] Devastating Blow** *-No changes.* * **[W] Whomper / Florin's Tower** *- Poppy flings her hammer like a boomerang, dealing physical damage to all targets struck on the way out and on the way back in, slowing them as well. While Whomper is in the air, Poppy can activate Florin's Tower to bash her shield into a nearby enemy, dealing physical damage and knocking them back.* * **[E] Heroic Charge** *-No changes.* * **[R] Diplomatic Immunity** *- Poppy no longer has CC immunity during her ultimate. Instead of being invulnerable, Poppy takes 50/60/70% reduced damage from all sources other than her target for the duration.* **NOTES:** This is a pretty soft rework. Some people will love it, some people will hate it. There are only two big changes here. Poppy's W is replaced with Whomper / Florin's Tower. The first activation throws Poppy's hammer. This is a poke / chase tool that deals damage and slows. The second activation is a shield bash that knocks the enemy back. This gives Poppy more combat options and the shield bash can help set up your Heroic Charges. I foresee W->W->flash->E becoming a fun combo here. The other change is a pretty big nerf. Diplomatic Immunity is too strong, and it keeps Poppy toxic. The new functionality is the same, but there are two changes. First, other enemies can hurt Poppy, they just deal heavily reduced damage. Second, Poppy can now be CC'd during her ult. It sucks, but now Poppy can finally be tweaked and made stronger if need be. * **Quinn** * *See 'Community Champions'.* * **Rammus** * *No changes.* * **Renekton** * *No changes.*. * **Rengar** * *No changes.* * **Riven** * *No changes.* * **Rumble** * *No changes.* * **Ryze** * *No changes.* * **Sejuani** * *No changes.* * **Shaco** * *See 'Community Champions'.* * **Shen** * **(P) Ki Strike** *- No changes.* * **[Q] Vorpal Blade** *- Now scales off of bonus AD as well as AP.* * **[W] Feint** *- Now scales off of bonus health as well as AP.* * **[E] Shadow Dash** *- Now scales off of bonus AD as well as AP.* * **[R] Stand United** *- Now scales off of bonus health as well as AP.* * **Shyvana** * *See 'Community Champions'.* * **Singed** * *No changes.* * **Sion** * *No changes.* * **Sivir** * *No changes.* * **Skarner** * **(P) Crystallizing Sting** *- No changes.* * **[Q] Crystal Slash** *- No changes.* * **[W] Crystalline Exoskeleton** *- No changes.* * **[E] Fracture** *- Now scales with bonus AD as well as AP.* * **[R] Impale** *- Now scales with bonus AD as well as AP. The cooldown on Skarner's ultimate is halved if the suppression is cleansed.* * **Sona** * *No changes.* * **Soraka** * *No changes.* **MORE IN NEXT POST**
Vynzdrix (NA)
: **POST 6 OF 14** * **Master Yi (REWORK)** * **(P)** ~~Double Strike~~ **Seven Lenses of Insight** *- On champion kill or assist, Alpha Strike's cooldown is reset. 60 second cooldown.* * **[Q] Alpha Strike** *- No longer a targeted ability. Functionally, Alpha Strike is identical, except it's now an AOE skillshot. Master Yi always lands on the opposite side of the circle, farthest from where he currently stands.* * **[W] Meditate** *- Meditate now heals Yi for 30/35/40/45/50% of his max health. The heal is slow at first: The last few seconds of channelling give the majority of the heal. Meditate is now interrupted by any form of damage or crowd control.* * **[E] Wuju Style** *- Scrapped and reworked. Is now a three-tiered ability, similar to Riven's Q. The first two strikes of Wuju Style lunge Yi forward slightly and strike in a cone in front of him, dealing basic attack damage in an area and deflecting any basic attacks aimed at his front. The third strike is a backflip, striking a thinner AOE cone in front of him and flipping Yi backwards 500 units.* * **[R] Highlander** *- All previous bonuses removed. For ten seconds after Highlander is activated, Master Yi has increased movement speed and the cooldown on Wuju Style is removed entirely.* **NOTES:** Master Yi is supposed to be a graceful swordmaster. He is currently a blender. Let's go over the changes. Yi loses Double Strike. It was boring. Yi's new passive resets Alpha Strike's cooldown on champion kill or assist. There is a 60 second cooldown on this, so Yi only gets one reset per fight. Alpha Strike is now a skillshot. The width is still large, and the damage is exactly the same, but now you cast it on the ground instead of an enemy. Yi ends up on the side of the circle farthest from him, simulating the concept of teleporting through the air and slicing through the enemies to land on the other side. This ability is a little more crafty now. You can use it to leap over walls, dodge skillshots even if you have no target and generally be a more flexible nuisance. You can now completely whiff, though, so it's a little more challenging. Meditate loses its tank aspect entirely. This is a pure out of combat second-life tool. You can use it for sustain, or you can use it for a second wind in teamfights if you're clever. Crafty Yis will Alpha Strike themselves over walls or flip their way out of fights to meditate and charge back in. Opponents will want to hunt him down and give him a whack to interrupt. Wuju Style is the new centerpiece of Yi's kit. This ability embodies the essence of what Master Yi's lore suggests that he is, a graceful, strategic swordsman. Every strike has an offensive and defensive component. The first two strikes are basic AOE cone auto attacks in front of him, but if you time them properly, you also deflect any basic attacks that are hitting you from the front. The third strike can be utilized as a damaging disengage tool, or Yi can waste the damage portion of this ability to position himself more aggressively, backflipping closer to (or even over and behind) his enemies. Master Yi's new Highlander temporarily gets rid of Wuju Style's cooldown. This means for a brief period Yi can endlessly cycle through the 3 attacks, lunging forward and backflipping over and over and over. This really brings out an iconic playstyle that has Yi teleporting, dashing and flipping through fights, deflecting attacks and backflipping away from threats or into danger. Ultimately, this redesign is about making Yi feel like a real swordmaster and getting rid of his whack-a-mole style gameplay. * **Miss Fortune** * **(P) Strut** *- No changes.* * **[Q] Double Up** *- No changes.* * **[W] Impure Shots** *- No changes.* * **[E] Make It Rain** *- Now scales with bonus AD as well as AP.* * **[R] Bullet Time** *- Now scales with bonus AD as well as AP.* * **Mordekaiser** * *See 'Community Champions'.* * **Morgana** * *No changes.* * **Nami** * *No changes.* **MORE IN NEXT POST**
**POST 7 OF 14** * **Nasus** * *See 'Community Champions'.* * **Nautilus** * **(P) Staggering Blow** *- The bonus damage on this skill now scales with Nautilus' bonus health.* * **[Q] Dredge Line** *- Now scales off of bonus AD as well as AP. Deals physical damage.* * **[W] Titan's Wrath** *- The offensive and defensive portion of this ability are now separated. The shield being broken does not remove the bonus magic damage.* * **[E] Riptide** *- Now scales off of bonus health as well as AP.* * **[R] Depth Charge** *- Now scales off of bonus AD as well as AP.* * **Nidalee** * **(P) Prowl** * - No changes.* * **[Q] Javelin Toss / Takedown** - **Javelin Toss:** *No changes.* **Takedown:** *Now deals physical damage.* * **[W] Bushwhack / Pounce ** - **Bushwhack:** *Now has a cap. Only 5 Bushwhack traps can be on the field at one time.* **Pounce:** *Now deals physical damage. Now scales off of bonus AD as well as AP. The cooldown is reset completely when Nidalee kills a Hunted target, as opposed to reduced when Pouncing to a Hunted target. This reset has its own cooldown of 30 seconds.* * **[E] Primal Surge / Swipe** - **Primal Surge:** *No changes.* **Swipe:** * Now scales with bonus AD as well as AP.* * **[R] Aspect of the Cougar** *- No changes.* **NOTES: ** Just a little cleanup. Nidalee's melee form now deals physical damage, so you can itemize against it, but it scales better with AD. * **Nocturne** * *No changes.* * **Nunu** * *See 'Community Champions'.* * **Olaf (REWORK)** * **(P) Berserker Rage** *- Old functionality removed. Olaf's movespeed increases every time an enemy champion damages him, stacking up to 5 times.* * **[Q] Undertow** *- No changes.* * **[W] Vicious** ~~Strike~~ **Charge** *- Olaf charges directly to his discarded axe, dealing physical damage and knocking any enemy in his path back. Olaf is stunned if he runs into a wall. Moderate cooldown.* * **[E] Reckless Swing** *- No changes.* * **[R] Ragnarok** * All passive stats removed. Olaf breaks free of all crowd control, becoming unstoppable for the next few seconds. All auto attacks are Reckless Swings during this ability. On activation, Vicious Charge's cooldown is reset.* **NOTES:** Here's a fun one. All the attack speed in Olaf's kit is gone. In exchange, Olaf truly goes berserk during his ult and he gets a gap-closing mechanic tied to his axe. Let's dig in. Olaf's new passive is simple. You hurt Olaf, Olaf mad. Olaf moves faster when enemy champions hit him. Hit him too much and he's really fast. Undertow isn't any different, but Vicious Strike is replaced with a Charge. Unless Olaf wanders too far, he can instantly dive towards his axe, picking it up and barreling through enemies. Olaf can create strategic threat zones with this, or he can do what he's meant to and dive, dive, dive. Ragnarok now resets Vicious Charge's cooldown and turns all of Olaf's basic attacks into Reckless Swings. Olaf sacrifices his own health to do obscene amounts of damage to whoever stands in his path, and renews his aggression. He's unstoppable, but vulnerable because attacking drains his health. This rework is about enhancing Olaf's ignore-everything-and-dive anticarry style while giving him more strategic options when he can't play that way. * **Orianna** * *No changes.* * **Pantheon** * *No changes.* **MORE IN NEXT POST**
Vynzdrix (NA)
: **POST 5 OF 15** * **LeBlanc** * **(P) Mirror Image** *- No changes.* * **[Q] Sigil of Malice** *- No changes.* * **[W] Distortion** *- No changes.* * **[E] Ethereal Chains** *- No changes.* * **[R] Mimic** *- Now deals the same damage as the copied spell. Mimic adds an additional effect, depending on the ability copied.* * *Sigil of Malice - The second proc of Sigil now silences.* * *Distortion - The duration of the leash is greatly increased, giving you more time to Distortion back to your original location.* * *Ethereal Chains - The root on Ethereal Chains is now instantaneous.* **NOTES:** Everyone wants it. * **Lee Sin** * *No changes.* * **Leona** * *No changes.* * **Lissandra** * *No changes.* * **Lucian** * *No changes.* * **Lulu** * *No changes.* * **Lux** * **(P) Illumination** *- Now grants vision on affected enemies.* * **[Q] Light Binding** *- No changes.* * **[W] Prismatic Barrier** *- Now grants vision along its travel path.* * **[E] Lucent Singularity** *- No changes.* * **[R] Final Spark** *- No changes.* * **Malphite** * *See 'Community Champions'.* * **Malzahar** * *See 'Community Champions'.* * **Maokai (REWORK)** * **(P) Sap Magic** *- Each time a spell is cast near Maokai he draws energy from it, gaining a charge of Magical Sap. When Maokai has 5 charges his next basic attack **heals him for 4% of his maximum health and deals 4% of his maximum health in additional magic damage. Maokai can store up to 20 charges of Sap Magic.*** * **[Q] Arcane Smash** *- Now scales off of bonus health as well as AP.* * **[W] Twisted Advance** *- No longer a targeted ability. Is now a line dash that leaves behind a trail of arcane energy that does magic damage per second (pretty much Corki's Valkyrie).* * **[E] Sapling Toss** *- Saplings no longer slow on explosion. Instead, they create a sap field wherever they land or walk that slows enemies walking across it. Essentially, a cross between Singed adhesive and Nocturne's dusk trail.* * **[R]** ~~Vengeful Maelstrom~~ **Force of Nature** *- No longer a toggle. Maokai roots himself in place, creating an arcane circle of defense around himself. Any damage done to Maokai or his allies while they are inside the circle is absorbed and deals half damage to Maokai instead. Every single source of damage that impacts Maokai during this time gives him a charge on Sap Magic. Brief duration (think 1.5/2/2.5 seconds).* **NOTES:** A lot of small tweaks and a big ultimate change. Let's go down the list. Sap Magic can now stack all the way to 20, letting you expend four charges at once if you take your time stacking it. It also deals a little extra damage and heals a little less. This, combined with the new health scaling on your Q, gives you a little threat for good planning and building tanky. Twisted Advance is now a line dash, and Sapling Toss paints the map with slow fields. These two abilities shift Maokai away from dive-n-dump and towards defensive zone control, letting him paint large portions of the map with slows and magic damage. Maokai can't dive as well, but becomes a lot more independent and mobile with the Twisted Advance change. The ult change is big. Vengeful Maelstrom is, honestly, a poorly designed toggle. The damage reduction is too low to create any new gameplay and it really just makes Maokai more annoying to kill. Force of Nature is all about making huge defensive plays. Maokai can block entire volleys of burst damage for his team with good timing. If you mistime this ability, though, you just sit there, rooted. Big plays or big fails, that's the best kind of ultimate. Just look at the fail Sion montages on Youtube. **MORE IN NEXT POST**
**POST 6 OF 14** * **Master Yi (REWORK)** * **(P)** ~~Double Strike~~ **Seven Lenses of Insight** *- On champion kill or assist, Alpha Strike's cooldown is reset. 60 second cooldown.* * **[Q] Alpha Strike** *- No longer a targeted ability. Functionally, Alpha Strike is identical, except it's now an AOE skillshot. Master Yi always lands on the opposite side of the circle, farthest from where he currently stands.* * **[W] Meditate** *- Meditate now heals Yi for 30/35/40/45/50% of his max health. The heal is slow at first: The last few seconds of channelling give the majority of the heal. Meditate is now interrupted by any form of damage or crowd control.* * **[E] Wuju Style** *- Scrapped and reworked. Is now a three-tiered ability, similar to Riven's Q. The first two strikes of Wuju Style lunge Yi forward slightly and strike in a cone in front of him, dealing basic attack damage in an area and deflecting any basic attacks aimed at his front. The third strike is a backflip, striking a thinner AOE cone in front of him and flipping Yi backwards 500 units.* * **[R] Highlander** *- All previous bonuses removed. For ten seconds after Highlander is activated, Master Yi has increased movement speed and the cooldown on Wuju Style is removed entirely.* **NOTES:** Master Yi is supposed to be a graceful swordmaster. He is currently a blender. Let's go over the changes. Yi loses Double Strike. It was boring. Yi's new passive resets Alpha Strike's cooldown on champion kill or assist. There is a 60 second cooldown on this, so Yi only gets one reset per fight. Alpha Strike is now a skillshot. The width is still large, and the damage is exactly the same, but now you cast it on the ground instead of an enemy. Yi ends up on the side of the circle farthest from him, simulating the concept of teleporting through the air and slicing through the enemies to land on the other side. This ability is a little more crafty now. You can use it to leap over walls, dodge skillshots even if you have no target and generally be a more flexible nuisance. You can now completely whiff, though, so it's a little more challenging. Meditate loses its tank aspect entirely. This is a pure out of combat second-life tool. You can use it for sustain, or you can use it for a second wind in teamfights if you're clever. Crafty Yis will Alpha Strike themselves over walls or flip their way out of fights to meditate and charge back in. Opponents will want to hunt him down and give him a whack to interrupt. Wuju Style is the new centerpiece of Yi's kit. This ability embodies the essence of what Master Yi's lore suggests that he is, a graceful, strategic swordsman. Every strike has an offensive and defensive component. The first two strikes are basic AOE cone auto attacks in front of him, but if you time them properly, you also deflect any basic attacks that are hitting you from the front. The third strike can be utilized as a damaging disengage tool, or Yi can waste the damage portion of this ability to position himself more aggressively, backflipping closer to (or even over and behind) his enemies. Master Yi's new Highlander temporarily gets rid of Wuju Style's cooldown. This means for a brief period Yi can endlessly cycle through the 3 attacks, lunging forward and backflipping over and over and over. This really brings out an iconic playstyle that has Yi teleporting, dashing and flipping through fights, deflecting attacks and backflipping away from threats or into danger. Ultimately, this redesign is about making Yi feel like a real swordmaster and getting rid of his whack-a-mole style gameplay. * **Miss Fortune** * **(P) Strut** *- No changes.* * **[Q] Double Up** *- No changes.* * **[W] Impure Shots** *- No changes.* * **[E] Make It Rain** *- Now scales with bonus AD as well as AP.* * **[R] Bullet Time** *- Now scales with bonus AD as well as AP.* * **Mordekaiser** * *See 'Community Champions'.* * **Morgana** * *No changes.* * **Nami** * *No changes.* **MORE IN NEXT POST**
Vynzdrix (NA)
: **POST 4 OF 14** * **Gragas** * **(P) Happy Hour** *- No changes.* * **[Q] Barrel Roll** *- No changes.* * **[W] Drunken Rage** *- Now scales off of Gragas' maximum health, not the enemy's.* * **[E] Body Slam** *- Now scales with bonus health as well as AP.* * **[R] Explosive Cask** *- No changes.* * **Graves** * **(P) True Grit** *- No changes.* * **[Q] Buckshot** *- Buckshot deals less damage if only one bullet hits the target, but more damage if two or more of the bullets land.* * **[W] Smoke Screen** *- Now scales with bonus AD as well as AP.* * **[E] Quickdraw** *- No changes.* * **[R] Collateral Damage** *- Now deals more damage the closer the target is to Graves.* **NOTES:** These changes are just about trying to give Graves his own identity within the Marksman roster. Being up close and personal with Graves should be a risky endeavor. * **Hecarim** * *See 'Community Champions'.* * **Heimerdinger** * *See 'Community Champions'.* * **Irelia** * *No changes.* * **Janna** * *No changes.* * **Jarvan IV** * **(P) Martial Cadence** *- No changes.* * **[Q] Dragon Strike** *- No changes.* * **[W] Golden Aegis** *- No longer scales off of number of surrounding enemy champions. Now scales off of bonus health instead.* * **[E] Demacian Standard** *- Now deals physical damage. Now scales off bonus AD as well as AP.* * **[R] Cataclysm** *- No changes.* * **Jax** * *See 'Community Champions'.* * **Jayce** * *No changes.* * **Jinx** * *No changes.* * **Karma** * **(P) Gathering Fire** *- No changes.* * **[Q] Inner Flame / Soulflare** *- Mantra empowered Q now has its own independent cooldown of 20 seconds.* * **[W] Focused Resolve / Renewal** *- Mantra empowered W now has its own independent cooldown of 20 seconds.* * **[E] Inspire / Defiance** *- Mantra empowered E now has its own independent cooldown of 20 seconds.* * **[R] Mantra** *- Karma now gains a second charge of Mantra at rank 3 of the ability and a third charge at rank 4.* **NOTES:** Quality of life changes to bring Karma up to speed. Karma can sit on extra Mantra charges lategame, but can't spam any empowered abilities. This lets her use her other Mantra abilities without feeling like she's sacrificing all her damage. * **Karthus** * *No changes.* * **Kassadin** * *No changes.* * **Katarina** * **(P) Voracity** *- Kills and assists completely reset all of Katarina's cooldowns. This passive has a 120 second cooldown.* * **[Q] Bouncing Blades** *- Now scales off of bonus AD as well as AP.* * **[W] Sinister Steel** *- Increased AP ratio.* * **[E] Shunpo** *- Increased AP ratio.* * **[R] Death Lotus** *- Reduced damage.* **NOTES:** In lieu of a rework, this is a touch-up of Katarina to put her in a better place. Full resets on kill, but only once, and her power is shifted away from her ultimate and into the rest of her abilities to give her more reliability. * **Kayle** * *No changes.* * **Kennen** * **(P) Mark of the Storm** *- Kennen now gains 50 energy on successful stun, up from 25.* * **[Q] Thundering Shuriken** *- No changes.* * **[W] Electrical Surge** *- The cooldown on this ability is reset when Kennen successfully stuns an opponent. This reset has its own cooldown of 30 seconds.* * **[E] Lightning Rush** *- Energy cost down to 90/85/80/75/70.* * **[R] Slicing Maelstrom** *- No changes.* * **Kha'zix** * **(P) Unseen Threat** *- No changes.* * **[Q] Taste Their Fear / Evolved Enlarged Claws** *- No changes.* * **[W] Void Spike / Evolved Spike Racks** *- No changes.* * **[E] Leap / Evolved Wings** *- Evolved Wings' cooldown reset now has its own cooldown of 30 seconds.* * **[R] Void Assault / Evolved Active Camouflage** *- No changes.* * **Kog'maw** * *No changes.* **MORE IN NEXT POST**
**POST 5 OF 15** * **LeBlanc** * **(P) Mirror Image** *- No changes.* * **[Q] Sigil of Malice** *- No changes.* * **[W] Distortion** *- No changes.* * **[E] Ethereal Chains** *- No changes.* * **[R] Mimic** *- Now deals the same damage as the copied spell. Mimic adds an additional effect, depending on the ability copied.* * *Sigil of Malice - The second proc of Sigil now silences.* * *Distortion - The duration of the leash is greatly increased, giving you more time to Distortion back to your original location.* * *Ethereal Chains - The root on Ethereal Chains is now instantaneous.* **NOTES:** Everyone wants it. * **Lee Sin** * *No changes.* * **Leona** * *No changes.* * **Lissandra** * *No changes.* * **Lucian** * *No changes.* * **Lulu** * *No changes.* * **Lux** * **(P) Illumination** *- Now grants vision on affected enemies.* * **[Q] Light Binding** *- No changes.* * **[W] Prismatic Barrier** *- Now grants vision along its travel path.* * **[E] Lucent Singularity** *- No changes.* * **[R] Final Spark** *- No changes.* * **Malphite** * *See 'Community Champions'.* * **Malzahar** * *See 'Community Champions'.* * **Maokai (REWORK)** * **(P) Sap Magic** *- Each time a spell is cast near Maokai he draws energy from it, gaining a charge of Magical Sap. When Maokai has 5 charges his next basic attack **heals him for 4% of his maximum health and deals 4% of his maximum health in additional magic damage. Maokai can store up to 20 charges of Sap Magic.*** * **[Q] Arcane Smash** *- Now scales off of bonus health as well as AP.* * **[W] Twisted Advance** *- No longer a targeted ability. Is now a line dash that leaves behind a trail of arcane energy that does magic damage per second (pretty much Corki's Valkyrie).* * **[E] Sapling Toss** *- Saplings no longer slow on explosion. Instead, they create a sap field wherever they land or walk that slows enemies walking across it. Essentially, a cross between Singed adhesive and Nocturne's dusk trail.* * **[R]** ~~Vengeful Maelstrom~~ **Force of Nature** *- No longer a toggle. Maokai roots himself in place, creating an arcane circle of defense around himself. Any damage done to Maokai or his allies while they are inside the circle is absorbed and deals half damage to Maokai instead. Every single source of damage that impacts Maokai during this time gives him a charge on Sap Magic. Brief duration (think 1.5/2/2.5 seconds).* **NOTES:** A lot of small tweaks and a big ultimate change. Let's go down the list. Sap Magic can now stack all the way to 20, letting you expend four charges at once if you take your time stacking it. It also deals a little extra damage and heals a little less. This, combined with the new health scaling on your Q, gives you a little threat for good planning and building tanky. Twisted Advance is now a line dash, and Sapling Toss paints the map with slow fields. These two abilities shift Maokai away from dive-n-dump and towards defensive zone control, letting him paint large portions of the map with slows and magic damage. Maokai can't dive as well, but becomes a lot more independent and mobile with the Twisted Advance change. The ult change is big. Vengeful Maelstrom is, honestly, a poorly designed toggle. The damage reduction is too low to create any new gameplay and it really just makes Maokai more annoying to kill. Force of Nature is all about making huge defensive plays. Maokai can block entire volleys of burst damage for his team with good timing. If you mistime this ability, though, you just sit there, rooted. Big plays or big fails, that's the best kind of ultimate. Just look at the fail Sion montages on Youtube. **MORE IN NEXT POST**
Vynzdrix (NA)
: **POST 3 OF 14** * **Gangplank (REWORK)** * **(P)** ~~Grog-Soaked Blade~~ **Raise Morale** *- Parrrley and Cannon Barrage incite Gangplank and his allies, increasing their movement and attack speed.* * **[Q] Parrrley** *- The additional gold component of this ability is tripled, but now has its own cooldown of 30 seconds.* * **[W] Bottom's Up / Firebreather** *- Gangplank takes a swig of grog, breaking all crowd control effects on him and reducing damage taken for the next few seconds. Firebreather can be activated within a brief period afterwards, bellowing a fiery cone in front of him that deals damage over time to targets struck.* * **[E]** ~~Raise Morale~~ **Grog-Soaked Blade** *- Gangplank douses his blade with a special brew, giving his next three basic attacks a poison component. Enemies poisoned by the blade are slowed and dealt damage over time. Firebreather's duration is doubled against opponents afflicted by Grog-Soaked Blade.* * **[R] Cannon Barrage** *- Now scales with bonus AD as well as AP.* **NOTES:** This modernized Gangplank kit is all about expanding on his identity. First of all, there's a ton of quality of life changes. Gangplank's ult now scales with AD. Raise Morale is automatic off your Q and your R. Parrrley farming is enhanced, but capped, so you no longer have to waste your primary damage ability on minions all the time. You're free to harass and pillage like the pirate you are. Gangplank's new W is the main focal point of his new kit. Eating an orange so it's k is fun, but drinking whiskey and breathing fire fits Gangplank a lot better. Firebreather and Grog-Soaked Blade interact to add some depth to the kit. I didn't want Gangplank to get too complicated, though. Being a pirate is mostly about running around and wrecking stuff. * **Garen (REWORK)** * **(P) Perseverance** *- No changes.* * **[Q] Decisive Strike** *- AD ratio lowered. No longer silences. Instead, all damage on the target (from any source) is increased by 3/6/9/12/15%.* * **[W]** ~~Courage~~ **The Dauntless Vanguard** *- The Dauntless Vanguard uses the smart ping targetting system. Garen creates an aura at the target location that has one of four different effects. Garen yells out the related command to his team.* * *Attack - Allied champions gain attack damage and ability power within the area.* * *Charge - Allied champions have increased movement speed when moving towards enemy champions while within the area.* * *Hold - Allied champions gain increased armor and magic resistance within the area.* * *Retreat - Allied champions have increased movement speed when moving away from enemy champions while within the area.* * **[E] Judgment** *- No changes.* * **[R] Demacian Justice** *- Now deals physical damage. The cooldown on this ability is reset when an allied champion dies near Garen. 60 second cooldown on this reset.* **NOTES:** I wanted to take Garen and turn him from braindead, charging simpleton to valiant military commander while changing him as little as possible. Garen's new W is The Dauntless Vanguard. It functions like smart pings that create auras with a cooldown. You hold down W on the target area and swipe up/down/left/right to choose your command. This makes Garen feel like a military leader. If you're a good shotcaller, playing Garen will be really fun. Not much else is changed in Garen's kit. Decisive Strike is toned down a little and it no longer silences, but it now increases the target's damage taken from everyone. This fits Garen's new leader theme, allowing him to mark targets for his allies to focus. His ultimate now has a justice-oriented reset and deals physical damage. Garen looks out for his own. A little less lane bully, a little more military commander. * **Gnar** * *No changes.* **MORE IN NEXT POST**
**POST 4 OF 14** * **Gragas** * **(P) Happy Hour** *- No changes.* * **[Q] Barrel Roll** *- No changes.* * **[W] Drunken Rage** *- Now scales off of Gragas' maximum health, not the enemy's.* * **[E] Body Slam** *- Now scales with bonus health as well as AP.* * **[R] Explosive Cask** *- No changes.* * **Graves** * **(P) True Grit** *- No changes.* * **[Q] Buckshot** *- Buckshot deals less damage if only one bullet hits the target, but more damage if two or more of the bullets land.* * **[W] Smoke Screen** *- Now scales with bonus AD as well as AP.* * **[E] Quickdraw** *- No changes.* * **[R] Collateral Damage** *- Now deals more damage the closer the target is to Graves.* **NOTES:** These changes are just about trying to give Graves his own identity within the Marksman roster. Being up close and personal with Graves should be a risky endeavor. * **Hecarim** * *See 'Community Champions'.* * **Heimerdinger** * *See 'Community Champions'.* * **Irelia** * *No changes.* * **Janna** * *No changes.* * **Jarvan IV** * **(P) Martial Cadence** *- No changes.* * **[Q] Dragon Strike** *- No changes.* * **[W] Golden Aegis** *- No longer scales off of number of surrounding enemy champions. Now scales off of bonus health instead.* * **[E] Demacian Standard** *- Now deals physical damage. Now scales off bonus AD as well as AP.* * **[R] Cataclysm** *- No changes.* * **Jax** * *See 'Community Champions'.* * **Jayce** * *No changes.* * **Jinx** * *No changes.* * **Karma** * **(P) Gathering Fire** *- No changes.* * **[Q] Inner Flame / Soulflare** *- Mantra empowered Q now has its own independent cooldown of 20 seconds.* * **[W] Focused Resolve / Renewal** *- Mantra empowered W now has its own independent cooldown of 20 seconds.* * **[E] Inspire / Defiance** *- Mantra empowered E now has its own independent cooldown of 20 seconds.* * **[R] Mantra** *- Karma now gains a second charge of Mantra at rank 3 of the ability and a third charge at rank 4.* **NOTES:** Quality of life changes to bring Karma up to speed. Karma can sit on extra Mantra charges lategame, but can't spam any empowered abilities. This lets her use her other Mantra abilities without feeling like she's sacrificing all her damage. * **Karthus** * *No changes.* * **Kassadin** * *No changes.* * **Katarina** * **(P) Voracity** *- Kills and assists completely reset all of Katarina's cooldowns. This passive has a 120 second cooldown.* * **[Q] Bouncing Blades** *- Now scales off of bonus AD as well as AP.* * **[W] Sinister Steel** *- Increased AP ratio.* * **[E] Shunpo** *- Increased AP ratio.* * **[R] Death Lotus** *- Reduced damage.* **NOTES:** In lieu of a rework, this is a touch-up of Katarina to put her in a better place. Full resets on kill, but only once, and her power is shifted away from her ultimate and into the rest of her abilities to give her more reliability. * **Kayle** * *No changes.* * **Kennen** * **(P) Mark of the Storm** *- Kennen now gains 50 energy on successful stun, up from 25.* * **[Q] Thundering Shuriken** *- No changes.* * **[W] Electrical Surge** *- The cooldown on this ability is reset when Kennen successfully stuns an opponent. This reset has its own cooldown of 30 seconds.* * **[E] Lightning Rush** *- Energy cost down to 90/85/80/75/70.* * **[R] Slicing Maelstrom** *- No changes.* * **Kha'zix** * **(P) Unseen Threat** *- No changes.* * **[Q] Taste Their Fear / Evolved Enlarged Claws** *- No changes.* * **[W] Void Spike / Evolved Spike Racks** *- No changes.* * **[E] Leap / Evolved Wings** *- Evolved Wings' cooldown reset now has its own cooldown of 30 seconds.* * **[R] Void Assault / Evolved Active Camouflage** *- No changes.* * **Kog'maw** * *No changes.* **MORE IN NEXT POST**
Vynzdrix (NA)
: **POST 2 OF 14** * **Galio (REWORK)** * **(P)** ~~Runic Skin~~ **The Watcher** *- When an allied champion near Galio drops below 30% health, the cooldown on Righteous Gust and Bulwark is reset. 90 second cooldown.* * **[Q] Resolute Smite** *- Galio channels, firing a blast from his eyes that strikes a moderate AOE. For the next 2 seconds, Galio's gaze follows the player's cursor, shifting the position of the continual blast. Resolute Smite deals magic damage every half second for the duration. If three or more of the four ticks of damage hit an enemy, they are turned to stone for 1 second.* * **[W] Bulwark** *- Galio flies above targeted allied champion for the next few seconds. Within this period, targeted ally can left click on Galio (like Thresh lantern). If they do so, Galio will swoop down and enclose them in his wings, rooting them both in place. Allied champion is invulnerable for the next 2 seconds, and Galio takes 75% damage for the duration.* * **[E] Righteous Gust** *- Galio flaps his wings, firing a gust of wind that deals magic damage in a line in front of him. Righteous Gust creates a windpath that increases allied movement speed along it. Righteous Gust knocks Galio back on cast. * * **[R] Idol of Durand** *- Idol of Durand no longer scales off of damage taken by Galio. Idol of Durand is uninterruptible and not diminished by tenacity. QSS and Cleanse can still cure the taunt. Idol of Durand can be cast during Bulwark.* **NOTES:** This is, by far, my favorite rework. Galio was created to be a defender by his master, Durand. In redesigning him, I focused on making him feel satisfying to play on his own, but primarily about having fun protecting your allies. Let's go skill by skill, because everything's different here. Galio's Q, Resolute Smite, is his meat and potatoes damage ability. Galio channels and blasts an area with continual magic damage. The radius is small, but follows your cursor (to a point), which means you can track the target. If they stay in it too long, they're turned to stone. This is Galio's all-purpose offensive tank spell. Damage, zone control and peel all in one. Galio's new Bulwark is sure to make huge plays. When cast, Galio hovers above an allied champion and waits. With the ally's permission (granted with a left click), he surrounds them with his wings, rooting them both in place. This gives your carries an on-demand Zhonya's Hourglass and forces enemies to target Galio instead. It's huge, and with the left-click interaction, there's no way to cheese and annoy your allies with it. Galio's E stays mostly the same, except it knocks Galio back on cast. Galio can use this to swoop towards allies in danger, or set up huge initiations with flash->E backwards->R, grabbing the enemy team and giving allies a movespeed path to join the fight. Idol of Durand stays the same, only the damage taken scaling is removed, and the functionality is improved across the board. Mercury's Treads and Udyr bear stun are no longer ways to cancel Galio's ult. The only way out is QSS, Mikael's or Cleanse. Lower damage, much more reliability. Galio can also cast Idol of Durand during Bulwark, extending the Bulwark duration and really setting up huge plays. The Watcher is Galio's new passive. It's a basic defensive reset. If an allied champion gets low near you, you can immediately swoop over and Bulwark them. It's like Dominion. It's fast... it's fun. The strength inherent to this kit means Galio would still make a fine solo laner, but it also opens him up to be a jungler as well. Tons of inherent power and utility for the team without much required scaling. **MORE IN NEXT POST**
**POST 3 OF 14** * **Gangplank (REWORK)** * **(P)** ~~Grog-Soaked Blade~~ **Raise Morale** *- Parrrley and Cannon Barrage incite Gangplank and his allies, increasing their movement and attack speed.* * **[Q] Parrrley** *- The additional gold component of this ability is tripled, but now has its own cooldown of 30 seconds.* * **[W] Bottom's Up / Firebreather** *- Gangplank takes a swig of grog, breaking all crowd control effects on him and reducing damage taken for the next few seconds. Firebreather can be activated within a brief period afterwards, bellowing a fiery cone in front of him that deals damage over time to targets struck.* * **[E]** ~~Raise Morale~~ **Grog-Soaked Blade** *- Gangplank douses his blade with a special brew, giving his next three basic attacks a poison component. Enemies poisoned by the blade are slowed and dealt damage over time. Firebreather's duration is doubled against opponents afflicted by Grog-Soaked Blade.* * **[R] Cannon Barrage** *- Now scales with bonus AD as well as AP.* **NOTES:** This modernized Gangplank kit is all about expanding on his identity. First of all, there's a ton of quality of life changes. Gangplank's ult now scales with AD. Raise Morale is automatic off your Q and your R. Parrrley farming is enhanced, but capped, so you no longer have to waste your primary damage ability on minions all the time. You're free to harass and pillage like the pirate you are. Gangplank's new W is the main focal point of his new kit. Eating an orange so it's k is fun, but drinking whiskey and breathing fire fits Gangplank a lot better. Firebreather and Grog-Soaked Blade interact to add some depth to the kit. I didn't want Gangplank to get too complicated, though. Being a pirate is mostly about running around and wrecking stuff. * **Garen (REWORK)** * **(P) Perseverance** *- No changes.* * **[Q] Decisive Strike** *- AD ratio lowered. No longer silences. Instead, all damage on the target (from any source) is increased by 3/6/9/12/15%.* * **[W]** ~~Courage~~ **The Dauntless Vanguard** *- The Dauntless Vanguard uses the smart ping targetting system. Garen creates an aura at the target location that has one of four different effects. Garen yells out the related command to his team.* * *Attack - Allied champions gain attack damage and ability power within the area.* * *Charge - Allied champions have increased movement speed when moving towards enemy champions while within the area.* * *Hold - Allied champions gain increased armor and magic resistance within the area.* * *Retreat - Allied champions have increased movement speed when moving away from enemy champions while within the area.* * **[E] Judgment** *- No changes.* * **[R] Demacian Justice** *- Now deals physical damage. The cooldown on this ability is reset when an allied champion dies near Garen. 60 second cooldown on this reset.* **NOTES:** I wanted to take Garen and turn him from braindead, charging simpleton to valiant military commander while changing him as little as possible. Garen's new W is The Dauntless Vanguard. It functions like smart pings that create auras with a cooldown. You hold down W on the target area and swipe up/down/left/right to choose your command. This makes Garen feel like a military leader. If you're a good shotcaller, playing Garen will be really fun. Not much else is changed in Garen's kit. Decisive Strike is toned down a little and it no longer silences, but it now increases the target's damage taken from everyone. This fits Garen's new leader theme, allowing him to mark targets for his allies to focus. His ultimate now has a justice-oriented reset and deals physical damage. Garen looks out for his own. A little less lane bully, a little more military commander. * **Gnar** * *No changes.* **MORE IN NEXT POST**
Vynzdrix (NA)
: In this thread, I completely redesign the entire League of Legends champion roster.
**POST 2 OF 14** * **Galio (REWORK)** * **(P)** ~~Runic Skin~~ **The Watcher** *- When an allied champion near Galio drops below 30% health, the cooldown on Righteous Gust and Bulwark is reset. 90 second cooldown.* * **[Q] Resolute Smite** *- Galio channels, firing a blast from his eyes that strikes a moderate AOE. For the next 2 seconds, Galio's gaze follows the player's cursor, shifting the position of the continual blast. Resolute Smite deals magic damage every half second for the duration. If three or more of the four ticks of damage hit an enemy, they are turned to stone for 1 second.* * **[W] Bulwark** *- Galio flies above targeted allied champion for the next few seconds. Within this period, targeted ally can left click on Galio (like Thresh lantern). If they do so, Galio will swoop down and enclose them in his wings, rooting them both in place. Allied champion is invulnerable for the next 2 seconds, and Galio takes 75% damage for the duration.* * **[E] Righteous Gust** *- Galio flaps his wings, firing a gust of wind that deals magic damage in a line in front of him. Righteous Gust creates a windpath that increases allied movement speed along it. Righteous Gust knocks Galio back on cast. * * **[R] Idol of Durand** *- Idol of Durand no longer scales off of damage taken by Galio. Idol of Durand is uninterruptible and not diminished by tenacity. QSS and Cleanse can still cure the taunt. Idol of Durand can be cast during Bulwark.* **NOTES:** This is, by far, my favorite rework. Galio was created to be a defender by his master, Durand. In redesigning him, I focused on making him feel satisfying to play on his own, but primarily about having fun protecting your allies. Let's go skill by skill, because everything's different here. Galio's Q, Resolute Smite, is his meat and potatoes damage ability. Galio channels and blasts an area with continual magic damage. The radius is small, but follows your cursor (to a point), which means you can track the target. If they stay in it too long, they're turned to stone. This is Galio's all-purpose offensive tank spell. Damage, zone control and peel all in one. Galio's new Bulwark is sure to make huge plays. When cast, Galio hovers above an allied champion and waits. With the ally's permission (granted with a left click), he surrounds them with his wings, rooting them both in place. This gives your carries an on-demand Zhonya's Hourglass and forces enemies to target Galio instead. It's huge, and with the left-click interaction, there's no way to cheese and annoy your allies with it. Galio's E stays mostly the same, except it knocks Galio back on cast. Galio can use this to swoop towards allies in danger, or set up huge initiations with flash->E backwards->R, grabbing the enemy team and giving allies a movespeed path to join the fight. Idol of Durand stays the same, only the damage taken scaling is removed, and the functionality is improved across the board. Mercury's Treads and Udyr bear stun are no longer ways to cancel Galio's ult. The only way out is QSS, Mikael's or Cleanse. Lower damage, much more reliability. Galio can also cast Idol of Durand during Bulwark, extending the Bulwark duration and really setting up huge plays. The Watcher is Galio's new passive. It's a basic defensive reset. If an allied champion gets low near you, you can immediately swoop over and Bulwark them. It's like Dominion. It's fast... it's fun. The strength inherent to this kit means Galio would still make a fine solo laner, but it also opens him up to be a jungler as well. Tons of inherent power and utility for the team without much required scaling. **MORE IN NEXT POST**
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