Aatrox's lore describes him as a warrior that can bring about a second wind in his allies, filling them with such rage that they can overcome certain defeat - and even death. Tryndamere is an example of one such occasion. When first teased, many believed Aatrox would be an AD-orientated support (either a duo-lane support or a utility tank/fighter similar to Maokai) - myself included. Imagine the disappointment when his kit was revealed. The... schizophrenia between his lore and his kit even extend to his appearance and name: with his name coming from the latin word, "Atrox", meaning "savage" and "cruel"; while his model features wings explicitly designed to resemble banners (i.e. to reflect a commander). That said, the kit and his quotes mesh together quite nicely...
New lore to reflect his love of killing and the peace he finds in blood.
REVISED ACTIVE: Aatrox drains blood from surrounding enemies, dealing 75 / 175 / 275 (+100% bonus AD)(+15 / 20 / 25% target's current health) physical damage to surrounding enemies and storing the damage dealt in his Blood Well. For the next 12 seconds, Aatrox gains size, 175 attack range and increasing his Blood Well's maximum capacity by 20% per enemy champion struck and doubling the attack speed granted.
Ahri still does too much damage with auto-targeted abilities. However, rather than nerf the damage I'd rather address the auto-targeted aspect - either remove the automatic feature entirely, or add require her to land her skill shots first.
All forced action crowd control effects now apply a reworked blind that removes sight, although the target will always have sight of the source. Unlike other blinding effects, Charmed enemies will have a pink, hazy screen instead of a blackened screen.
The below changes were inspired by a desire to incorporate Twin Disciplines' build incentive into each of Akali's abilities - i.e. her abilities benefit from building both attack damage and ability power, but in different ways.
Now applies one basic attack (100% AD plus on hit effects).
The attack can be converted into magic damage if the target holds the Mark of the Assassin.
Revised Tooltip: Akali dashes through the shadows to quickly attack the target enemy and gain 20 % (+30% per 100 AP) attack speed for 6 seconds. This attack cannot be dodged, blocked nor critically strike, but will apply on-hit effects.
Alistar's still stuck in a bygone age before tanks scaled with tank stats and so I took it upon myself to give him some (both directly, as well as upping his incentive to build it by making his ultimate more reliable).
New Passive: Each time a nearby enemy unit dies, Alistar gains a stack of Triumphant (stacking up to 5 times). If a nearby enemy champion dies, Alistar instantly gains 5 stacks. Activating Triumphant Roar consumes all Triumphant stacks.
Revised Active: Alistar lets out a triumphant roar, healing himself by 60 / 90 / 120 / 150 / 180 (+20% AP) and nearby allies by 30 / 45 / 60 / 75 / 90 (+10% AP). The amount that his allies are healed by is modified by 20% and the cooldown of the next Triumphant Roar is reduced by 2 seconds for every stack of Triumphant consumed in activation.
Revised Active: Alistar breaks free of all crowd control effects. For the next 7 seconds, he gains 50 / 60 / 70 % damage reduction and the ability to intercept all projectiles (redirecting the damage to himself).
The below changes are for no particular reason, but to synergize with changes to other champions that react with vision. That said, his kit synergizes with being attacked and so disarming enemies doesn't really make sense.
Now blinds enemies hit, as per the reworked effect above.
Anivia's cooldowns are too high and her damage output is too binary - with relatively low base damage and the potential to deal double damage. So I'm reducing her cooldowns but making her damage amplifier more fluid/interactive. Additionally, she now synergizes with other champions.
Critical Strike: Ashe's abilities cannot trigger critical strike damage, but will still generates stacks.
New Passive: Ashe's critical strikes are modified to fire a flurry of five arrows, dealing a total of 115 / 130 / 145 / 160 / 175% AD physical damage. Other critical strike effects and on-hit effects will only apply once per flurry; while on-attack effects will trigger 5 times.
Empowered effect is now achieved when activated within 3.5 seconds of critically striking and causes each of Ashe's attacks to critically strike for the duration.
The changes below are intended as quality-of-life improvements, although I won't deny that they invariably buff him. The improvements to Sun Disc are to make them more impactful in fights rather than acting as area-of-denial; the small amount of bonus attack speed is for the same reason as Diana, to increase his early game attack speed without affecting how he scales; and so on.
New Passive - Will of the Emporer: Azir and his Sun Discs benefit from 20 / 30 / 40 / 50 / 60 % bonus attack speed.
Mana cost rescaled to 40 / 30 / 20 / 10 / 0 from 40 at all ranks.
New Effect: Soldiers will spawn with a shield that intercepts the first hostile, champion-sourced projectile that is capable of hitting minions (i.e. doesn't affect Essence Flux or Ace in the Hole). The intercepted projectile is only destroyed if the projectile is only capable of hitting a single target (e.g. Dark Binding but not Grasping Vines), but striking a solider will still count for damage-penalty (e.g. Trueshot Barrage) or limited-target purposes (e.g. Light Binding).