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I will start this off by saying that I'm not hating on Tahm, honestly he is pretty fun, but seems to have a few glaring bugs.
I decided to run a 1vs1 with a friend of mine as we had both recently purchased Tahm with the post release week price drop, so we load into customs with the usual trash talk prominent in my group of friends, the "git guds" and "step up feggits" were flying like birds through the room. So we get into game and I decide to actually read his abilities, settling on devour first because it sounded funny. I manage to get three passive stacks on him about the time the minion wave shows up, and when I go to devour him it grabs a creep on the other side of my character model. So now we decide that the 1vs1 can wait, and we nee…
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It's been quite a while since I've been on here, but I have finally managed to get a computer and can go back to posting, huzzah. Quick update aside, I have been pondering quite a few concepts for skins and champions and I have decided to start with a skin idea that I actually had a solid thirty minutes ago at the time of starting this post. Unfortunately when it comes to art I am somewhat lacking in natural talent, so I will be looking for an artist to aid me with visualizing my ideas if anyone happens to be interested.
Now, so as to keep this post on point with this site and what it stands for I will indeed be creating a list of a few of my concepts that you can expect to see, hopefully, very soon.
- Pentakill Bard
- Succubus Morgana
- Corporate …
Since the range nerfs to Ryze's abilities, he has begun to fall almost completely out of favor, with this proposed rework I hoped to make him more viable despite his now incredibly short range.
Ryze briefly charges arcane energy releasing an orb that damages and slows the enemy struck by 30% for 1.5 seconds.
|leveling = |range = 600 |cooldown = |cost = 70 |costtype = mana }}
Ryze marks a target area, 1 second later the area detonates rooting all enemy units inside and damaging them.
|leveling = |leveling2 = |range = 600 |radius = 150 |cooldown = |cost = |costtype = mana }}
Ryze shoots a bolt of lightning at a target enemy dealing damage and reducing magic resistance, 1.5 seconds later enemies around the target will also be shocked…
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Psyke throws a knife from the folds of his robe, dealing physical damage and slowing his target for 3 seconds
|cooldown = |cost = |costtype = 40 mana |range = 625 }}
Psyke gains a flat movement speed buff of 35 when moving towards enemy champions, with an extra 5 for each champion besides the first. Maximum movement speed bonus of 55.
|description2 = Psyke empowers his dagger to deal extra physical damage equal to a 1% increase for every 1% of his maximum health that is full for seconds. |leveling = |leveling2= |cooldown = |cost = |costtype = 100 mana |range = 650 }}
Psyke throws a cone of blades in a 75 degree arc, marking all enemies hit with vulnerability for 6 seconds and dealing physical damage. After the…
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Well, I had been wanting to make this blog post for a while now, and even though I typed up a totally different one earlier today, I figured it was time for this one as well. Keep in mind that these are my opinions and I will do my best to explain the logic behind them.
So, balance. The thing that Riot has been trying to attain since they created the game. Most people are convinced that they are failing, I personally am one of them. The problems: Players will always find new ways to use champions, Item changes over time can buff/nerf champions without the players even realizing it until they play a bunch of games, older champions/champions that are not played a lot are not high on the priority list.
There you go, the three main issues as I s…
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