I'm going to use this blog as a place to vent my frustrations playing as and against certain champions on a purely "that's not fair!" basis. That said, I intend or hope to be "clever" with the solutions - to create power-neutral changes rather than nerfs; to reinforce good mechanics and remove unnecessary power.



Ahri's got relatively minor kit design issues (compared to other champions, any way) - but they prevent her from ever being truly powerful. She falls into a category of champions that abuse mobility, rather than pay a price for it - she is afforded an extreme amount of slipperiness but is also afforded the luxury of not needing to take time to aim.
  • Fox-Fire Fox-Fire
    • Removed: Automatically selects targets.
    • NEW EFFECT: Ahri will now hurl a Fox-Fire on each of her next 3 basic attacks. The damage dealt by Fox-Fire will apply spell effects.
    • Removed: Damage penalty versus previously damaged enemies - i.e. full damage each time.
  • Spirit Rush Spirit Rush
    • Each cast will now reset Ahri's attack timer.



Amumu's Despair Despair wants people to attack him... why does he Disarm people? I mean, I know why from a gameplay strategy but it makes no sense from a personal kit synergy design. If the intent is to prevent his targets from attacking your team - there's other ways. Other, more appropriate ways for a lonely mummy.



Anivia's cooldowns are too high and her damage output is too binary - with relatively low base damage but the potential to deal double damage on everything. So I'm reducing her cooldowns but making her damage amplifier more fluid/interactive. Additionally, she now synergizes with other champions.
  • Frostbite Frostbite
    • Cooldown adjusted to 6 / 5.5 / 5 / 4.5 / 4 seconds from 5 seconds at every rank.
    • Removed: Double damage to enemies marked with Chill.
    • New Effect: Frostbite deals 1% bonus damage for every 1% that's the target's movement speed is reduced, increased to 100% bonus damage versus immobilized enemies.



Not having enough mana to cast two abilities when the interface only tracks whether you have enough mana to cast one is super frustrating.
  • Shurima's Legacy Shurima's Legacy
    • Shurima's Legacy now deal magical damage instead of physical damage, and will benefit from Azir's magic penetration.
  • Conquering Sands Conquering Sands / Shifting Sands Shifting Sands
    • While no soldiers are on the field, the icons of these abilities will be tinted red if Azir lacks the mana to cast both Arise! and the respective ability.
  • Arise! Arise!
    • Passive bonus attack speed now benefits Sun Discs.



Caretaker's Shrines need to scale into lategame...
  • Traveler's Call Traveler's Call
    • Bonus Meep damage for every 10 chimes normalized to 30 from sometimes 20 / 25 / 30 / 35.
      • Meep damage changed to 30 - 480 (based on Chimes) from 30 - 465 (based on Chimes).
    • Bonus Meep damage for every 5 chimes beyond 150 reduced to 15 from 20.
    • New Effect: On alternative maps, Bard will generates 1 / 2 / 3 / 4 Chimes every 50 seconds.
  • Tempered Fate Tempered Fate
    • NEW PASSIVE: Decreases the time to fully charge Caretaker's Shrine Caretaker's Shrines to 7 / 4 / 1 seconds (-3 per rank) and, on Summoner's Rift, increases the number of Chimes that spawn every 50 seconds to 3 / 4 / 5 (+1 per rank).



"AP Fighter" my ass. Time to give her the long-overdue post-Master YiSquare Master Yi-rework treatment.
  • Moonsilver Blade Moonsilver Blade
    • NEW EFFECT: The empowered attack also reduces the cooldown of her abilities by 3 seconds.
  • Crescent Strike Crescent Strike
    • Damage lowered to 60 / 90 / 120 / 150 / 180 from 60 / 95 / 130 / 165 / 200.
    • Cooldown increased to 12 / 11 / 10 / 9 / 8 from 10 / 9 / 8 / 7 / 6.
    • Missile speed reduced.
    • Explosion area reduced.
  • Lunar Rush Lunar Rush
    • Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.
    • Dash speed reduced to be slower than Crescent Strike's missile speed. The grace period is now redundant, and her dash animation is too beautiful to not see it.



Why so mana hungry for such a brief steroid?
  • Blood Rush Blood Rush
    • NEW EFFECT: Critical strikes causes your next cast of Blood Rush within 3.5 seconds to cost no mana.



Riposte still blocks summoner spells. It still mitigates the damage from applied damage over times. I do not care if this is not technically a bug, these are abusive/toxic exceptions to the rules that compound how frustrating she is to play against.
  • Riposte Riposte
    • REMOVED: Blocks everything.
    • Active: Grants 100% dodge chance (excluding turret shots) and a persistent spell shield.
      • No longer mitigates existing damage over times.
      • No longer blocks summoner spells.
Anything not covered by dodge chance and a spell shield is probably bugged itself. One example that comes to mind is KayleSquare Kayle's basic attacks during Righteous Fury Righteous Fury, which still deal the passive on-hit damage and splash even if the physical portion of the attack "misses".



Unless you possess crowd control that interrupts Urchin Strike, fighting Fizz has even less opportunity for reaction than Talon. This was compounded with the removal of his Quicksilver Sash item Trump Card. 2 seconds is simply not long enough given that Fizz is virtually untouchable for that entire duration, and then you're knocked up for the rest of your life thereafter. Rather than a nerf, though, I'd rather create a power-neutral change - the delay is now longer, but it's now a guaranteed if Fizz has sufficient damage.
  • Chum the Waters Chum the Waters
    • Revised Active: Fizz throws a fish toward the target location that lures in Chompers for the next 4 seconds, marking a 375-radius area and Slow icon slowing enemies within. If the fish collides with an enemy champion or an enemy champion walks directly over it after it has come to rest, they will pick it up, carrying Chum the Water's effects with them.
    • After 4 seconds, Chompers will erupt from the earth, dealing magic damage and slowing all enemies within the area for 1.5 seconds. If the fish's holder falls below 20% (+5% per 100 AP) of their maximum health, Chompers will emerge early, executing them instantly.
      • Radius increased to 375 from 250.
      • Removed: Damage amplifier. I'm undecided...
      • Slow reduced to 20% (+5% per 100 AP) from 50 / 60 / 70 %.
      • Bind duration increased to 4 seconds from 1.5 seconds.
      • New Effect: Chompers will emerge from the ground early if his target falls below 20% (+5% per 100 AP) of their maximum health, executing them.



Why are "mana ratios" free on RyzeSquare Ryze but require Galio to sacrifice his innate?
  • Runic Skin Runic Skin
    • NEW INNATE: Galio's basic attacks and abilities deal 1 bonus magic damage for every 10 magic damage mitigated by any means. This bonus lasts for 3.5 seconds and stacks with no upper limit.
  • Resolute Smite Resolute Smite
    • Base damage reduced to 70 / 125 / 170 / 215 / 250 from 80 / 135 / 190 / 245 / 300.
    • Now scales with (+30% MR).
  • Bulwark Bulwark
    • Now scales with (+15% MR), up to (+75% MR) at ∞ heals.
    • Removed: Bonus armor and magic resistance.
    • New Effect: Galio will always gain the shield even when cast upon an ally.
    • New Effect: The healing effect will now benefit the wearer, rather than always Galio.
  • Righteous Gust Righteous Gust
    • Now scales with (+25% MR).
    • NEW EFFECT: Grants Ghost ghosted.
  • Idol of Durand Idol of Durand
    • Renamed Sentry of Demacia.
    • Now scales with (+30% MR).
    • REMOVED: Increased damage per attack received. Effect integrated into his innate.



Boring damage reduction is boring. UNLREASH YOUR INNER BAYBLADE!
  • Courage Courage
    • Passive removed.
    • NEW ACTIVE: Garen surrounds himself with a barrier that is split in four, protecting him from one basic attack or ability on each side. The protection reduces physical damage by 50% (+10% per 100 bonus armor), magic damage by 50% (+10% per 100 bonus MR) and the duration of any crowd control effects by 35%. The barrier lasts up to 3 seconds.
    • Cooldown reduced to 19 / 18 / 17 / 16 / 15 from 24 / 23 / 22 / 21 / 20.
  • Judgment Judgment
    • Garen is now considered to be facing in all directions while spinning for the purpose of from-behind and from-front effects.



I'm swinging my fist forward... come on you lazy shit.
  • Wallop Wallop
    • Can now pick up Gnar's boulder.
    • Can now be activated to trigger Rage Gene.



Shotguns don't shoot that fast.
  • New Destiny New Destiny
    • Fixed a bug where Graves' attack speed was showing his reload speed instead of his attack speed.
    • New Effect: Graves' attack speed is now only improved by growth, as with Jhin.
    • Reload time reduced to 2 seconds from 2.079.
    • Removed: Reload time improving with attack speed. It is now 2 seconds all game.
    • Removed: AD ratio scaling with level.
    • NEW EFFECT: Pellet AD ratio now has a +3% AD per 10% AS scaling.
      • Revised Tooltip: Enemies hit take 70% (+3% per 10% AS) AD physical damage...



Having a passive that grants increased AD based on your movement speed and an active that gives you an accelerating movement speed steroid as well as amplifying its own damage (including the AD ratio) over the duration is just a mess.
  • Warpath Warpath
    • NEW INNATE: Hecarim's basic attacks deal 1% AD bonus damage for every 10 units moved since his last basic attack, up to 100% AD bonus damage.
  • Devastating Charge Devastating Charge
    • Bonus damage changed to 20 / 40 / 60 / 80 / 100 (+0 / 5 / 10 / 15 / 20% AD) from 40 / 75 / 110 / 145 / 180 (+ 50% bonus AD).
    • Removed: Damage amplification based on duration of the charge. Moved to innate.
    • Cooldown reduced to 19 / 17 / 15 / 13 / 11 seconds from 24 / 22 / 20 / 18 / 16.



  • Shunpo Shunpo
    • Damage removed.
    • Damage reduction increased to 10 / 15 / 20 / 25 / 30 % from 15% at all ranks.
    • Cooldown reduced to 0.9 seconds from 12 / 10.5 / 9 / 7.5 / 6.
      • Cooldown is now static (unaffected by cooldown reduction or Voracity).
    • Now has an 15 / 13 / 11 / 9 / 8 second per-target cooldown (affected by cooldown reduction and Voracity).
      • If Katarina targets a minion or monster, all other minions and monsters within a large radius will also be put on cooldown.
  • Death Lotus Death Lotus
    • Now hurls 1 dagger every 0.1 seconds instead of 3 daggers every 0.25 seconds.
    • Now cannot target the same enemy again for 0.3 seconds but prefers to target enemy champions not yet damaged.
    • Maximum duration increased to 3 seconds from 2.5.
    • Katarina is now considered to be facing in all directions during her ultimate for the purpose of from-behind and from-front effects.



KassadinSquare Kassadin's Null Sphere Null Sphere and ViktorSquare Viktor's Siphon Power Siphon Power get more similar to each other every time either of them gets balance changes... and attempts to make them distinct are crude and half-baked, and feel as such in-game. Kassadin's visual upgrade made his shield feel lesser random, but take it further...
  • Void Stone Void Stone
    • Removed: 15% magic damage reduction.
    • New Effect: Kassadin shields himself equal to the mana he expends for 3.5 seconds, stacking with no upper limit.
  • Null Sphere Null Sphere
    • Removed: Shield.



Whether or not I'm isolated is far too binary. Either it's small enough of a radius that Kha'Zix tears people to shreds or it's so large he's useless. When a Soraka is in heal range but isn't close enough to spare me... THE HELL?! The below overhauls how his isolation mechanic works and completely reworks his Void Spikes. Kha'Zix now plays off sight effects, and has the ability to reduce sight effects - creating some synergy within his own abilities as well as his allies. As an aside, his evolutions still feel too "there's a best choice" rather than "take what you need".
  • Accommodation
  • Stats
    • Attack range increased to 175 from 125.
  • Unseen Threat Unseen Threat
    • Damage type changed to true from magical.
    • NEW EFFECT: Kha'Zix now heals for 20% of the damage dealt.
    • NEW EFFECT: Can now be triggered against large monsters. Monsters are considered to have sight of Kha'Zix while they are leashed to him.
  • Taste Their Fear Taste Their Fear
    • Radius of isolation increased to sight radius (~1300) from 500 for champion-to-champion (remains 500 for minion-to-minion and minion-to-champion).
    • Effects that reduce a champion's sight radius will benefit Kha'Zix.
    • Isolation now uses line-of-sight instead of a "snuggle bubble". Line of sight will be obstructed by terrain and effects that remove shared vision. This means that enemy champions within 1000 units of one another will be considered isolated if they are separated by terrain.
    • Nearby enemy champions will now have an indicator present on them at all times and it will change color depending on whether or not they are isolated: Green for Isolated; Orange for they look isolated, but Kha'Zix's vision is obscured and he cannot be certain (his enemy is near brush, or his own sight is reduced); and Red for they are not isolated. Minions and monsters will only show the indicator while isolated. This will be unobtrusive, similar to TaliyahSquare Taliyah's Worked Ground.
  • Evolved Enlarged Claws Evolved Enlarged Claws
    • No longer increases Kha'Zix's attack or cast range.
  • Void Spike Void Spike
    • Removed: Heal at point-blank range.
    • Slow changed to a 50% slow that decays over 2 second from a 20% slow for 2 seconds.
  • Evolved Spike Racks Evolved Spike Racks
    • Removed: Increased slow.
    • Removed: Two additional spikes.
    • NEW EFFECT: The explosion radius is now moderately increased.
    • NEW EFFECT: The enemy the spike collides is now Nearsight icon Isolated for 4 seconds.
  • Leap Leap
    • Range increased to 900 from 600.
  • Evolved Wings Evolved Wings
    • No longer increases Leap's range.
  • Void Assault Void Assault
    • Removed: Choose to evolve Active Camouflage.
    • NEW EFFECT: Upon evolving each of his other abilities, Kha'Zix will automatically gain Evolved Active Camouflage.



Sometimes Riot's preference for creating unique marksman falls short at instead reworking items to support them. Lucian was never buying critical strike chance? Let's give Essence Reaver item all his items critical strike chance! And then you remove his attack speed scaling? He used to be so unique! The below change to Lightslinger is a step of exploration. The below change to Piercing Light is because I'm still salty that when he was first released I was good at landing the ability while everyone else complained; and then they made it noob-friendly and now he's considered overpowered because of the ability. Let's push it back into being a trick-shot ability.
  • Lightslinger Lightslinger
    • Removed: Lucian's ability to critically strike.
    • New Effect: Lucian has a 2% chance to trigger Lightslinger for every 1% of his Critical Strike Chance.
    • New Effect: The second shot deals 1% bonus damage for every 1% of Lucian's Critical Strike Damage.
  • Piercing Light Piercing Light
    • Removed: Leading the target AI.
    • New Effect: Lucian can now strafe while winding up the shot, altering the trajectory relative to his target.



This ability simply isn't fair compared to other ground-targeted abilities, especially now that she can pre-detonate it. If it appeared at the target location after a delay (similar to Eye of Destruction) or telegraphed where it was going to land (similar to Elastic Slingshot), it wouldn't be so bad - but at the moment it's an ability that has almost as much range as sight, does huge damage and only really misses if Lux aims poorly, since it's impossible to tell how far she throws it and the radius is sufficient to cover any side-stepping.
  • Lucent Singularity Lucent Singularity
    • Duration reduced to 3 seconds from 5 seconds.
    • Radius reduced to 200 from 350.
    • New Effect: The radius now expands to 400 over the duration.

Miss FortuneBanner

Miss Fortune

The damage of Double Up is as mess. It has the possibility to deal less damage to your target than your regular basic attacks!
  • Double Up Double Up
  • AD ratio changed to 100% versus both targets from 85% / 100%.
  • Base damage reduced to 15 / 30 / 45 / 60 / 75 from 20 / 35 / 50 / 65 / 80.
  • AP ratio increased to 40% / 80% from 35% / 50%.
  • NEW EFFECT: The base damage and AP ratio now deals magic damage.
  • REVISED TOOLTIP: Miss Fortune fires a shot that bounces from the target to strike a secondary enemy, dealing 100% AD physical damage to both targets plus bonus magic damage that is doubled on the secondary target.



Playing Moses isn't funny any more.
  • Stats
    • Attack range reduced to 500 from 550.
    • Base movement speed increased to 340 from 335.
  • Aqua Prison Aqua Prison
    • Base damage reduced to 60 / 105 / 150 / 195 / 240 from 75 / 130 / 185 / 240 / 295.
  • Ebb and Flow Ebb and Flow
    • Range reduced to Range model 500 from Range center 725.
    • Mana cost changed to 80 / 85 / 90 / 95 / 100 from 70 / 85 / 100 / 115 / 130.
    • Heal changed to 50 / 100 / 150 / 200 / 250 (+50% AP) from 65 / 95 / 125 / 155 / 185 (+ 30% AP).
    • Base magic damage changed to 50 / 100 / 150 / 200 / 250 from 70 / 110 / 150 / 190 / 230.
    • Modifier increased to -10% (+10% per 100 AP) from -15% (+7.5% per 100 AP).
    • Bounce cap removed. It will continue to bounce so long as there are new champions to hit.
  • Tidecaller's Blessing Tidecaller's Blessing
    • Range reduced to Range model 500 from Range center 800.
    • Refreshes Surging Tides Surging Tides on the target each time they consume a charge.
  • Tidal Wave Tidal Wave
    • AP ratio increased to 80% from 60%.
    • Width changed to 450 (+ 50% AP) from 562.
    • New Effect: If the wave is intercepted by Wind Wall Wind Wall and Unbreakable Unbreakable, only the wall of water is destroyed. The rushing water will continue forward, slowing and damaging enemies but no longer Airborne icon knocking up.



It is frustrating that she doesn't need to use her Hunted mechanic to completely obliterate people, and I hate that all nerfs targeted at her are only minor number changes or out-right buffs. Sure, you "fixed" the old "Hit and Run" toxic play style... but guaranteeing that the instakills people when she jumps in isn't better! I'm adding back in some requirement to land her abilities, as well as making her less useless late game versus champions who don't care about poke. Oh, and screw her heal. Why does she get to be that hard-hitting, that slippery AND have a strong heal?
  • Javelin Toss Javelin Toss
    • AP ratio increased to 50% from 40%.
    • No longer deals modified damage based on distance travelled.
    • Now deals between 0% and 10% of the target's maximum health as bonus damage based on distance travelled.
      • Maximum damage changed to 50 / 75 / 100 / 125 / 150 (+50% AP) (+10% target's max health) from 150 / 225 / 300 / 375 / 450 (+120% AP). Damage reduced versus targets with less than 1000 / 1500 / 2000 / 2500 / 3000 health.
  • Takedown Takedown
    • No longer deals 33% increased damage versus Hunted targets.
    • Increased damage versus low health enemies now only applies if the target is Hunted, otherwise the damage is no longer modified.
  • Pounce Pounce
    • Damage removed.
    • Reduced cooldown mechanic improved to 1.5 / 1 / 0.5 / 0 from 1.5 at all ranks.
      • Cooldown reduction mechanic is now static (unaffected by CDR).
  • Primal Surge Primal Surge
    • Heal removed.
    • New Effect: Basic attacks while the effect is active will restore 10 / 20 / 30 / 40 / 50 (+10% AP) health. Health restored is halved versus minions and cowardly monsters.
    • New Effect: Attack speed is increased to 30 / 45 / 60 / 75 / 90% while below half health.
    • New Effect: Nidalee will now always gain the effect regardless of who she targets, as with NunuSquare Nunu's Blood Boil Blood Boil.
  • Swipe Swipe
    • New Effect: Swiping a Hunted target will deal 1% bonus damage for every 1% of the target's health that's missing and slow them by 50% for 0.5 seconds.



Nocturne lacks a combat-orientated defensive ability for a champion that's suppose to be an assassin/fighter. He also needs more moments of being terrifying... he's the living nightmare!
  • Stats
    • Attack speed growth increased to 3.5% from 2.7%.
  • Umbra Blades Umbra Blades
    • Heal now scales with (+10% bonus AD).
  • Shroud of Darkness Shroud of Darkness
    • Removed: Blocking an ability doubles the passive attack speed.
    • New Effect: Blocking an ability now grants Nocturne stealth for 1.5 seconds and halves the cooldown of Shroud of Darkness.
    • New Effect: Passive attack speed is now doubled while attacking an Nearsight icon isolated enemy.
  • Unspeakable Horror Unspeakable Horror
    • Revised Passive: Nocturne's gains 200 movement speed while moving toward Nearsight icon isolated enemies or while stealthed.
      • Bonus movement speed change to 200 flat from 60%.
    • Revised Active: Nocturne implants nightmares into the target enemy, causing them to turn and Flee icon flee for up to 2.5 seconds or until they break the tether. While tethered, the target also takes periodic magic damage.
    • Cast range increased to 475 from 425.
    • Tether range increased to 525 from 465.
    • Targeting now uses Range model er instead of Range center cr.
    • The effects of Flee icon Flee now includes Nearsight icon Nearsight, as mentioned above.
  • Paranoia Paranoia
    • Cooldown is now reduced to 60 seconds if Nocturne does not use the second active.



NunuSquare Nunu and LissandraSquare Lissandra have the same innates, basically. WillumpSquare Willump doesn't get enough credit for the fact he does all the work. Ice Blast Ice Blast perma-CC is frustrating to play against.
  • General
    • Name changed to Nunu and Willump.
    • Title changed to the Frozen Visionaries.
    • NunuSquare Nunu and WillumpSquare Willump are now given the appropriate credit in their tooltips.
  • Stats
    • Base mana increased to 305 from 284.
    • Mana growth increased to 50 from 42.
  • Ice Blast Pelt (I)
    • New Innate: Nunu pelts enemies recently attacked by Willump or coated with snow with snowballs, prioritizing enemy champions. Nunu's attacks have 450 range and deal 20 + (5  × level) (+20% AP) magic damage on-hit and has a base attack speed of 0.831. Nunu can attack even while Willump is channeling, but will be affected by attack inhibiting crowd control effects.
  • Visionary Ice Blast (E)
    • First Cast: Willump channels for up to 3 seconds, swirling a massive ball of snow around him with increasing momentum that increases the ability's range to 1000 units over the first 1 second. Willump retains the ability to move but Slow icon slowing himself by 15% for the duration. After 3 seconds, the ability is cancelled, refunding the mana cost and half the cooldown.
    • Second Cast: Willump unleashes the snowball toward the target location, dealing magic damage to enemies within a 187.5 radius area and creating a 15 / 20 / 25 / 30 / 35% Slow icon slowing field. Enemies hit directly will trail snow behind them for up to 550 units or 6 seconds have passed, slowing enemies who move on the trail as well as themselves.
    • Cooldown increased to 16 / 14 / 12 / 10 / 8 seconds from 6.
    • Cost reduced to 60 / 65 / 70 / 75 / 80 from 75 / 85 / 95 / 105 / 110.



Die in a fire. As much as I dislike Riven, the recent change to Wind Slash Wind Slash is so ugly...
  • General
    • Now uses Energy.
    • Animation cancelling removed.
  • Runic Blade Runic Blade
    • Empowered attacks now restore 35 energy.
  • Broken Wings Broken Wings
    • Costs 60 energy per cast.
    • Broken Wings now uses YasuoSquare Yasuo's Steel Tempest Steel Tempest mechanic.
      • Cooldown reduced to 4 from 13 seconds.
      • No longer has multiple casts.
      • Damaging an enemy with Broken Wings will empower the next cast of Broken Wings within the next 10 seconds. The third cast in the chain is empowered.
    • The damage is now shared among all enemies hit, with a minimum of 40% damage.
  • Ki Burst Ki Burst
    • Costs 60 energy.
  • Valor Valor
    • Costs 60 energy.
    • The shield now only mitigates physical damage.
  • Wind Slash Wind Slash
    • Missile speed reverted to 2200 from 1600.
    • Missile speed now decelerates as it hits enemies.



It's a shame to waste such power due to something as easily exploded as terrain.



As hilarious as it is to watch Shyvana get Fling Flung out of her ultimate, it is probably one of the few dashes in the game that deserve to be unstoppable. SHE'S A FRICKING DRAGON!
  • Burnout Burnout (W)
    • Bonus on-hit damage while Burnout is active is removed.
    • Burnout will now trigger Kindling's bonus damage.
  • Flame Breath Flame Breath (E)
    • Mark that causes percent-health bonus damage named Kindling.
    • New Effect: Kindling is transferred to nearby enemies whenever a marked enemy dies.
  • Dragon's Descent Dragon's Descent (R1)
    • Shyvana is now unstoppable during the dash.
    • New Effect: While active, Shyvana gains the ability to cast Ferocious Pursuit.
  • Evolved Wings Ferocious Pursuit (R2)
    • Active: Shyvana lungs forward a short distance, consuming 10% of her maximum Fury.
    • Cooldown: 5 seconds



  • Glory in Death Glory in Death
    • New Effect: Sion can now activate summoner spells.
    • New Effect: Whenever a champion or structure dies that he damaged in the last 3.5 seconds, Sion is restored to full health, the rate of decay is reset and Death Surge's cooldown is refreshed.
  • Decimating Smash Decimating Smash
    • Disabling Sion during the channel will cause the ability to go off early rather than cancelling the ability.
      • The ability will go on full cooldown.
      • An interrupted Decimating Smash will not knockup, regardless of how long it was charged, but will deal the charged damage in full.
  • Roar of the Slayer Roar of the Slayer
    • Now scales with (+50% bonus AD).



The King's Chomp needs to scale better with game time, for someone who is suppose to be a tank buster.
  • King's Tribute King's Tribute
    • New Effect: Healing is now delayed by a projectile.
    • Healing flattened to 5% at all levels from 2 / 3 / 4 / 5 / 6 % based on level.
  • Chomp Chomp
    • AD ratio flattened to 100% at all ranks from 80 / 90 / 100 / 110 / 120 %.
    • Now scales with (+10% target's bonus health).
    • Attack damage reduction changed to 10% of the target's attack damage from 10 / 12.5 / 15 / 17.5 / 20.
    • Attack damage buff changed to 10% of the target's attack damage from 20 / 25 / 30 / 35 / 40.
    • There is a minimum reduction/buff of 10 / 15 / 20 / 25 / 30.



"Expunge wasn't an appropriate name because it doesn't remove the poison"... hurr durr, the ability doesn't do any contaminating. You might as well just call it Rend for all the difference it makes.
  • Deadly Venom Deadly Venom
    • Damage changed to 4% AD at all levels from 2 / 3 / 4 / 5 / 6 based on level.
  • Contaminate Contaminate
    • New Passive: Twitch's critical strikes, unit kills and champion takedowns spread 1 / 2 / 3 / 4 / 5 Deadly Venom stacks to all enemies within 185-radius of his target.



I'm not sure how a targeted Unstoppable Force Unstoppable Force was ever considered fair. At least Depth Charge Depth Charge gives you the opportunity to run and hide, and serves more as a zoning tool and doesn't auto-enable Nautilus to follow-up.
  • Blast Shield Blast Shield
    • Shield strength increased to 20% maximum health from 10% maximum health.
    • Shield duration reduced to 2 seconds from 3 seconds.
    • Cooldown changed to 23 - (Vi's level) from 18 - 8 (based on level).
    • Removed: Triggering the shield versus minions and lesser monsters.
    • New Effect: Triggering the shield with Denting Blows Denting Blows.
  • Vault Breaker Vault Breaker
    • Maximum range increased to 1000 from 725.
    • Maximum range charge-up time increased to 2 from 1.25.
    • Damage changed to 20 / 50 / 80 / 110 / 140 (+100% total AD) from 50 / 75 / 100 / 125 / 150 (+80% bonus AD).
    • Removed: Charging increases the damage.
  • Assault and Battery Assault and Battery
    • New Effect: Vi will now Airborne icon carry all enemy champions she collides with en route, damaging and knocking them aside them only when she arrives at her target as part of the same punch.
    • New Effect: Assault and Battery's damage and dash speed are reduced by 30 / 60% as she picks up enemies, and is cancelled entirely if more than three enemies jump on her. Half the cooldown is refunded if enemies successfully dog-pile Vi into submission.
      • Tooltip Addition: Enemies can dog-pile Vi during Assault and Battery in an attempt to slow her down, and will force her to submit if 3 get in her way.



KassadinSquare Kassadin's Null Sphere Null Sphere and ViktorSquare Viktor's Siphon Power Siphon Power get more similar to each other every time either of them gets balance changes... and attempts to make them distinct are crude and half-baked, and feel as such in-game. "More lasers" was an interesting goal to set, but take it further... and keep it true to its name, at least.
  • Siphon Power Siphon Power
    • New Active: Viktor shields himself for 40 / 70 / 100 / 130 / 160 (+10% of his maximum mana) for 2.5 seconds, storing any damage he takes. For the next 3.5 seconds, Viktor's basic attacks are continuous beams that deal any stored damage (+25% AD) (+15% AP) every 0.25 seconds.



Well, I said GnarSquare Gnar could do it.



You are disgustingly easy to make plays on. You have disgusting reach on your damage for a melee champion. You have disgusting multiplicative damage amplifiers that make you stupidly snowballing based on game time/items, rather than level or rank of abilities. Your escape is disgustingly easy to pull off. Your Quicksilver Sash item Trump card just got removed.
  • Contempt for the Weak Contempt for the Weak
    • Revised Innate: Zed's basic attacks will execute targets below 50 (100% AD) health. At level 11, the base execution threshold increases to 200 for lesser minions and monsters. Scoring a unit kill or champion assist by any means will restore 35 energy.
  • Razor Shuriken Razor Shuriken
    • Removed: Shurikens beyond the first dealing only 50% damage.
    • New Effect: Shadow shurikens now also deal only 50% damage.
  • Living Shadow Living Shadow
    • Removed: Passive bonus attack damage.
    • Removed: Restoring energy for landing both copies of an ability against the same target.
    • New Effect: Reactivation now costs 35 energy.
  • Death Mark Death Mark
    • Removed: Storing magic damage.
    • New Effect: Reactivation now costs 35 energy.