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Champions/D - G

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Champions
General A B - C D - G H - K L - M N - R S T - V W - Z
Items
Stats & General Economy, Vision & Trinkets Boots & Enchantments Jungle Rework (Summoner's Rift)
Misc.
Fan Skins Chromas Client, Maps & Modes Summoner Spells Runes
Darius Darius to Graves Graves



DianaBanner

Diana

Riot has always stated that Diana is perfect in Twisted Treeline - her intended AP Fighter playstyle shines in an environment where there are no squishies, and she will rarely use double-Rush unless absolutely necessary, and opponents live long enough to chain multiple procs of Moonsilver Blade. I'm not going to lie, she's hella fun to play in Twisted Treeline (and equally so in Summoner's Rift using a fighter build) - but the fact remains she's too explosive. Taking some inspiration from Master Yi's post-rework balance changes, here's what I'd do to make Diana more about prolonged fights in Summoner's Rift.
― Emptylord
  • Moonsilver Blade.png Moonsilver Blade - Critical Strike Rework
    • Critical Strike: Diana's basic attacks generates critical strike stacks on herself instead of her targets - i.e. will critically strike on every third attack even if she shifts targets. Diana's abilities neither generate critical strike stacks nor apply critical damage.
    • Revised Passive: Diana's critical strikes deal bonus magic damage in a cleave. Critical damage is applied to each enemy damaged.
    • New Effect: Diana's critical strikes also reduce her abilities cooldowns by 3 seconds.
  • Crescent Strike.png 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.png Lunar Rush
    • Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.

DravenBanner

Draven

The following is part of my critical strike integration.
― Emptylord
  • Blood Rush.png Blood Rush
    • New Effect: Your first cast of Blood Rush within 3.5 seconds of critically striking costs no mana.

EliseBanner

Elise

Elise was released under advertisement of a champion that can switch between a regal mage or a deadly spider assassin on a whim. Like all transform champions before her, she struggled to strike a balance between having access to 6 abilities early game and lacking the power-spike/big-finisher of an ultimate - either doomed to fall off as the game transitioned into late game or to be hit by the nerf bat. Unfortunately, she fell into the latter category and after a long series of nerfs to her damage, mobility and durability - she's been left in a spot where she's almost exclusively played as a tank. Similar to Ahri, I feel Elise needs to take a few steps backward and for a new direction to be chosen for her balance changes. Below is only a few of the explored reworks, for more please see the full article.
― Emptylord

  • Spider Queen.png Queen renamed Spider Swarm
    • Revised Innate: While in Spider Form, Elise surrounds herself with 2 / 3 / 4 / 5 untargetable spiderlings that attack nearby foes (based on ranks in Spider Form.png Spider Form. Spiderlings deal 8 + (2 × level) (+10% AP) magic damage and heal Elise for 4 (+4% AP) on their attacks.
      • Human form effect removed.
      • Elise's bonus on-hit damage removed. Spiderlings are now untargetable, meaning they are a guaranteed on-hit damage.
      • Potential Balance Lever: Spiderlings beyond the first will deal reduced damage or Spiderlings beyond the first deal no base damage.
  • Neurotoxin.png Neurotoxin (Q)
    • Damage increased to 50 / 95 / 140 / 185 / 230 from 40 / 75 / 110 / 145 / 180.
  • Spider Form.png Spider Form (R)
  • Venomous Bite.png Venomous Bite (RQ)
    • Damage changed to 50 / 140 / 230 / 310 from 60 / 100 / 140 / 180 / 220.
  • Skittering Frenzy.png Skittering Frenzy (RW)
    • Passive attack speed adjusted to 5 / 15 / 25 / 35 % from 5 / 10 / 15 / 20 / 25 %.
    • Active attack speed adjusted to 60 / 90 / 120 / 150 % from 60 / 80 / 100 / 120 / 140 %.
  • Rappel.png Rappel (RE)
    • Cooldown adjusted to 26 / 21 / 16 / 11 from 26 / 23 / 20 / 17 / 14.
    • Amplifier adjusted to 40 / 60 / 80 / 100 % from 40 / 55 / 70 / 85 / 100 %.
    • Amplifier now affects spiderlings instead of Elise.

  • Spider Queen.png Spider Swarm
    • Revised Innate: While in Spider Form, Elise surrounds herself with 2 / 3 / 4 / 5 untargetable spiderlings that attack nearby foes (based on ranks in Rappel.png Rappel. Spiderlings deal 8 + (2 × level) (+10% AP) magic damage and heal Elise for 4 (+4% AP) on their attacks.
      • Human form effect removed.
      • Elise's bonus on-hit damage removed. Spiderlings are now untargetable, meaning they are a guaranteed on-hit damage.
      • Potential Balance Lever: Spiderlings beyond the first will deal reduced damage or Spiderlings beyond the first deal no base damage.
  • Neurotoxin.png Neurotoxin (Q)
    • Damage increased to 50 / 95 / 140 / 185 / 230 from 40 / 75 / 110 / 145 / 180.
  • 20px Adhesive Webbing (new E)
    • Passive: Elise and her Spiderlings gain 10 / 20 / 30 / 40 / 50 % bonus movement speed and immunity to slows while on the webbing, as well as sight of the covered area. This passive applies to both forms.
    • Active: Elise hurls a globule of webbing toward the target location that rapidly expands into a wall while in flight. If the webbing collides with an enemy while in flight or an enemy walks through the wall once it is standing, it will collapse coating all enemies in a wide area with web: slowing their movement speed by 99% that decays over 1 second and causing enemy champions to leaving behind a trail of webbing for 5 seconds.
    • Walls last for 4 minutes and Elise can have up to 4 at a time.
    • Cooldown: 14 / 13 / 12 / 11 / 10
  • Rappel.png Rappel (R)
    • Moved to [R] from [E2].
    • Elise will now ascend from Human Form and descend in Spider Form.
    • Cooldown changed to 26 / 20 / 14 / 8 seconds from (Rappel:) 26 / 23 / 20 / 17 / 14 or (Spider Form:) 4. The cooldown begins upon entering Spider Form.
    • Spider Form's bonus on-hit damage removed. Spiderlings are now untargetable, meaning they are a guaranteed on-hit damage.
    • Venomous Bite.png Venomous Bite, Skittering Frenzy.png Skittering Frenzy and Rappel.png Rappel now scale with ranks in Rappel.png Rappel, instead of ranks in Q/W/E.
  • Spider Form.png Human Form (R2)
    • Elise returns to Human Form.
  • Venomous Bite.png Venomous Bite (RQ)
    • Damage changed to 50 / 140 / 230 / 310 from 60 / 100 / 140 / 180 / 220.
  • Skittering Frenzy.png Skittering Frenzy (RW)
    • Passive attack speed adjusted to 5 / 15 / 25 / 35 % from 5 / 10 / 15 / 20 / 25 %.
    • Active attack speed adjusted to 60 / 90 / 120 / 150 % from 60 / 80 / 100 / 120 / 140 %.
  • Cocoon.png Webspinner (new RE)
    • Active: Elise coats the target 1000-radius area with webbing. Elise can have up to 2 / 4 / 6 / 8 areas of webbing active at a time. Webspinner uses a stock system and Elise can have up to 2 in reserve.
    • Recharge time: 90 / 75 / 60 / 45 / 30 seconds
    • Cooldown: 30 seconds
    • Range: 900 / Global Webspinner can only be cast in locations where it overlaps with existing webbing or would directly affect Elise.

  • Visual Upgrade
    • Emptylord Spider Queen by TheBastardSon

      The above art is not of Elise, but is representative of how she could look if her two forms were fused. Artwork by TheBastardSon

      Emptylord Elise V2

      My own concept artwork for the fusion.

      Elise's two forms have been merged into a single champion.
    • Elise's Spider Form quotes are now triggered while in combat, as with Sion Sion. A selection of her Spider Form's movement and attack quotes and can be heard locally by all players during Rappel.png Rappel.
  • Stats
    • Range reduced to 125 from 500.
  • Neurotoxin.png Neurotoxin (I)
    • Innate: Elise's basic attacks deal 1 / 2 / 3 / 4 (+1% AP) bonus magic damage for every 2.5 % of her target's current health, for a maximum of 40 / 80 / 120 / 160 (+40% AP) bonus damage against full health enemies.
  • Venomous Bite.png Venomous Bite (Q)
    • Active: Elise and her spiderlings lunge at her target for a venomous bite, dealing magic damage equal to 60 / 100 / 140 / 180 / 220 plus 8% (+3% per 100 AP) of her target's missing health. Damage is capped against monsters.
    • Cooldown: 6 seconds
  • Skittering Frenzy.png Skittering Frenzy (W)
    • Passive - Cocoon.png Cocoon: Elise and her spiderling's basic attacks apply stacks of webbing to their target for 3.5 seconds. Upon reaching 3 stacks, the target is stunned for 1 second. This cannot happen again on the same target for 8 seconds.
    • Active: Elise and her spiderlings gain 60 / 80 / 100 / 120 / 140 % bonus attack speed for 3 seconds. While active, Elise heals 4 (+4% AP) health when she or her spiderlings attack.
    • Cooldown: 12 seconds
  • 20px Adhesive Webbing (E)
    • Active: Elise hurls a globule of webbing toward the target location that rapidly expands into a wall while in flight. If the webbing collides with an enemy while in flight or an enemy walks through the wall once it is standing, it will collapse summoning two untargetable spiderlings for 8 seconds and coating all enemies in a wide area with web: slowing their movement speed by 99% that decays over 1 second and causing them to leaving behind a trail of webbing for 5 seconds. Elise and her spiderlings gain 10 / 20 / 30 / 40 / 50 % bonus movement speed and immunity to slows while on the webbing
    • Walls last for 4 minutes and Elise can have up to 4 at a time.
    • Spiderling Damage: 20 + (7.5 x level) (+10% AP)
    • Cooldown: 14 / 13 / 12 / 11 / 10
      • Spiderlings have the following attack priority:
        1. Enemy champion's Elise has damaged in the last 3.5 seconds
        2. Enemy champion's coated with webbing
        3. Elise's attack target
        4. Other enemies coated with webbing
  • Rappel.png Rappel (R)
    • Active: Elise ascends into the air for up to 5 seconds, becoming untargetable as well as gaining unobstructed sight, the ability to ignore terrain and unit collision and 40% bonus movement speed. Elise gains the ability to cast Descend for the duration. If Elise does not cast Descend, it will go off automatically directly beneath her after 5 seconds.
    • Cooldown: 150 / 110 / 80 seconds
      • Unobstructed sight refers to the ability to see into brush and over terrain.
      • The ability to ignore terrain collision does not extend to the edges of the map.
      • While using Rappel, Elise cannot attack, cast abilities, activate items nor use summoner spells.
  • Spider Form.png Descend (R)
    • Active: Elise lunges at the target location in sight, dealing 150 / 250 / 350 (+100% AP) magic damage to all enemies in an area on impact.

EkkoBanner

Ekko

  • Z-Drive Resonance.png Z-Drive Resonance - Critical Strike Rework
    • Revised Innate: Ekko's critical strikes deal bonus magic damage and slow the target. This damage applies spell effects. 3 second per-target cooldown. Additionally, Ekko gains bonus movement speed whenever he critically strikes a champion.
  • Chronobreak.png Chronobreak
    • The amount of health that Ekko will restore is displayed as Thick Skin.png grey health.

EmptylordEvelynnBanner

Evelynn

I appreciate that Riot didn't like Evelynn's Deathfire Grasp item.png Deathfire Grasp + Agony's Embrace instakill combo, but turning it into the only ability in the game that cannot deal lethal damage was overkill - especially since Evelynn is classified as a rogue. To be honest, I'd almost be for Riot reverting all of Evelynn's balance changes to her post-rework state in light of Deathfire's removal - and see how she pans-out the second time around. In her glory days, she was a roaming mid-laner - a quirk that I felt had a positive impact on the meta, even if she was too strong at the time.
― Emptylord

EzrealBanner

Ezreal

The below changes are a mixture of "make AP Ezreal distinct from AD Ezreal" and my critical strike integration project. While each of his abilities doesn't necessarily behave differently when moving between AD and AP builds, he scales quite differently - but forgoing one set of stats doesn't render half his kit redundant.
― Emptylord
  • Rising Spell Force.png Rising Spell Force
    • Removed.
  • Rising Spell Force.png True Skill
    • Innate: Ezreal's abilities benefit from lifesteal (one-third effective on area of effect) and deal 0.75% bonus damage for every 1% of his critical strike chance. They still benefit from spell effects. Additionally, his basic attacks will reduce the cooldown of his abilities by 0.5 seconds, increased to 1 second versus champions.
  • Mystic Shot.png Mystic Shot
    • AD ratio reduced to 100% from 110%.
    • No longer applies on-hit effects.
      • True Skill - Maximum Damage: 61.25 / 96.25 / 131.25 / 166.25 / 201.25 (+175% AD)(+70% AP)
  • Essence Flux.png Essence Flux
    • No longer increases the attack speed of allies hit.
    • New Effect: Now heals allied champions hit for 42 / 69 / 96 / 123 / 150 (+48% AP). Ezreal can heal himself by blinking into the path of the missile.
    • True Skill - Maximum Damage: 122.5 / 192.5 / 262.5 / 332.5 / 402.5 (+140% AP)
    • True Skill - Maximum Healing: 73.5 / 120.75 / 168 / 215.25 / 262.5 (+84% AP)
  • Arcane Shift.png Arcane Shift
    • New Passive - Rising Spell Force: Ezreal gains stacks of Rising Spell Force for 6 seconds whenever he lands an ability, stacking up to 5 times.
    • New Effect: Ezreal fires an additional homing bolt per stack of Rising Spell Force. Enemies can only be targeted by a single bolt.
    • True Skill - Maximum Damage: 131.25 / 218.75 / 306.25 / 393.75 / 481.25 (+131.25% AP)
  • Trueshot Barrage.png Trueshot Barrage
    • AP ratio reduced to 75% from 90%.
    • Base damage reduced to 150 / 300 / 450 from 350 / 500 / 650.
    • True Skill - Maximum Damage: 262.5 / 525 / 787.5 (+175% bonus AD) (+131.25% AP).

EmptylordFiddlesticksBanner

Fiddlesticks

The following rework began as a simple change to Terrify - because the ability's animation looks bad ass compared to the actual effect. The change to his innate ability came at a later date to increase his eye-of-the-storm play pattern (i.e. a hyper-squishy mage goes balls to the wall).
― Emptylord
  • Emptylord FiddleFear
    Essence Reaver item Dark Harvest
    • Fiddlestick's basic attacks and damaging abilities apply stacks of Doom to enemies hit with each instance of damage. At 3 stacks, crows will swarm the target dealing 9 + (6 * level) + (15% AP) true damage over 1.5 seconds to all enemies within a 175-radius area. All Doom stacks are lost if Fiddlesticks moves more than 1000 units away.
  • Terrify.png Dread
    • Revised Active: Fiddlesticks projects dread in a cone before him, harshly slowing all enemies hit by 75% for 2.5 seconds. The slow decays down to (15% per 100 AP) over the duration. Enemies facing him turn and flee for up to 2 seconds or if they move more than 750 units away from Fiddlesticks. Dread can be activated during Drain and the channeling of Crowstorm without interrupting.
  • Drain.png Drain
    • Damage per second lowered to 50 / 75 / 100 / 125 / 150 (+40% AP) from 60 / 90 / 120 / 150 / 180 (+45% AP).
  • Dark Wind.png Dark Wind
    • Will now prioritize low health units, prioritizing champions of any health value over minions. Additionally, Dark Wind will prefer to target enemies it hasn't yet damaged. (Implemented already).
  • Crowstorm.png Crowstorm
    • Magic damage per half second lowered to 50 / 100 / 150 (+40% AP) from 62.5 / 112.5 / 182.5 (+45% AP).

FioraBanner

Fiora

  • Duelist.png Duelist
    • Will now stack against champions AND neutral monsters.
  • Riposte.png Riposte
    • AP ratio removed.
    • Now scales with (+ 45 / 60 / 75 / 90 / 105 % target's AD).
    • New Effect: Melee targets are Disarm icon disarmed for 1 second.

  • Lunge.png Poise
    • Revised Innate: Fiora tracks her last two uses of Slash and/or Feint. For each stored Slash, Fiora gains 5 (+10% bonus AD) bonus attack damage and for each stored Feint she gains 「 5% life steal 」「 12 + (1.5  × level) hp/5 」.
  • Burst of Speed.png Slash
    • Active: Fiora slashes with her blade, dealing 40 / 65 / 90 / 115 / 140 (+60% bonus AD) physical damage to all enemies in a 375-length cleave.
    • Cooldown: 3.5 seconds
  • Riposte.png Feint Shen's Feint would be renamed Guard.
    • Active: Fiora rushes forward 300 units and 「 gains 10 / 20 / 30 / 40 / 50 % bonus attack speed for 5 seconds. The attack speed stacks up to 3 times. 」「 takes 10 / 20 / 30 / 40 / 50 (+10% bonus AD) reduced damage from the champion or large monster source her within 5 seconds (excludes towers, minions and lesser monsters). The damage reduction stacks up to 3 times. 」 Resets the attack timer.
    • Cooldown: 3.5 seconds
  • Duelist.png Duelist
    • This ability cannot be ranked at level 1. In the event that you reach level 2 without casting an ability, you will also not be able to cast Duelist. The ability's icon is only seen until it is replaced, similar to Mimic.png Mimic.
    • This ability has four forms, based on the current state of Lunge.png Poise.
    • Cooldown: 8 seconds
    • QQ - Lunge: Fiora's lunges on the target enemy within 650 range, dealing 60 / 100 / 140 / 180 / 220 (+100% bonus AD) physical damage.
    • WQ - Fleche: Fiora deals 40 / 65 / 90 / 115 / 140 (+60% bonus AD) physical damage to all enemies in a 475-line line and causes them to bleed for 3 seconds, taking an additional 10 / 20 / 30 / 40 / 50 (+10% bonus AD) physical damage every second. Basic attacks against bleeding enemies will extend the duration by 1 second, up to 3 bonus seconds.
    • WW - Riposte: Fiora will parry all basic attacks and abilities for the next 0.75 seconds (excluding towers). If Fiora parries at least one source of champion or large monster damage, her next attack with 3.5 seconds will Disarm iconSilence icon pacify her target for 0.75 seconds.
    • QW - Remise: Fiora's next basic attack strikes three times and slows the target by 35% for 2 seconds. Each strike deals 10 / 20 / 30 / 40 / 50 (+50% AD) damage, applies on-hit effects and can critically strike.
  • Blade Waltz.png Blade Waltz
    • 「 Click to reveal a radical new ultimate. 」「 Active: Fiora disappears in a storm a steel, dealing periodic physical damage to all enemies in a 425-radius area while being untargetable and invulnerable. Enemies within the area are harshly slowed. 」 Note that Fiora's current ultimate would work just as fine with the reworked kit.
Unused Duelist abilities
  • Fiora parries the next source of champion or large monster damage within 1.5 seconds and Disarm iconSilence icon pacifies the attacker.
  • Fiora's next basic attack strikes twice. The first strike is a feint and deals modified damage that is sufficient to break through any and all shields on the target (capable of blocking physical damage), but otherwise deals no damage; while the second strike deals 40 / 65 / 90 / 115 / 140 (+60% bonus AD) bonus damage and slows the target by 35% for 2 seconds.
  • Fiora ruses forward 300 units and gains gains crowd control immunity for 0.75 seconds. The immunity begins at the start of the dash.
  • Fiora slashes with her blade, sending out a 2200-speed wave of wind in a cone, that deals 60 / 100 / 140 / 180 / 220 (+100% bonus AD) physical damage to all enemies hit.

GalioBanner

Galio

The below is work-in-progress. Converting his passive into per-ability-ratios, a la Ryze Ryze, is core - but I'm still iterating innate abilities as well as changes to the rest of his kit.
― Galio
  • Runic Skin.png Runic Skin
    • New Innate: 「 Galio's skin has an innate resistance to magic, blocking the next hostile spell to strike him. This cannot happen again for 45 / 35 / 25 seconds, which refreshes at double the rate while under silencing effects. 」「 Galio's skin is tuned to the resonance of magic, causing him to gain 1 ability power for every 10 magic damage mitigated by any means (magic resist, shields, etc). This bonus lasts for 3.5 seconds and stacks indefinitely. 」
  • Resolute Smite.png Resolute Smite
    • Now scales with (+30% MR).
  • Bulwark.png Bulwark
    • Now scales with (+15% MR), up to (+75% MR) at ∞ heals.
    • No longer grants 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.png Righteous Gust
    • Now scales with (+25% MR).
    • New Effect: On activation and while he remains within the gust, Galio gains flight, which allows him to ignore terrain and unit collision, and the ability to cast Swoop. Leaving the gust will cause Galio to rapidly descend to the ground, and lose all bonuses.
    • Second Active - Swoop Galio swoops up to 800 units in the direction of the the target enemy (650 range). Galio can also trigger this effect with an attack command.
  • Idol of Durand.png Idol of Durand
    • Renamed "Sentry of Demacia".
    • Now scales with (+30% MR), up to (+42% MR) when fully charged.

GangplankBanner

Gangplank

The below rework is catered toward his "I'm the Critical Strike King" theme, without forgoing any of his iconic abilities (Parrrley, Oranges and Cannon Barrage).
― Emptylord
  • Trial by Fire.png Bilgewater Brutality
    • New Innate: Gangplank's critical strikes ignore 10% of his target's armor and reduce his ability cooldowns by 1 second (3 seconds versus champions).
  • Parrrley.png Parrrley
    • Mana refund increased to 50 / 55 / 60 / 65 / 70 from 25 / 27.5 / 30 / 32.5 / 35.
    • Cooldown increased to 14 / 13 / 12 / 11 / 10 seconds from 5 at all ranks.
    • New Effect: Killing an enemy will now refund half the cooldown. This is in addition to the mana refund.

  • Plunder Plunder
    • New Passive: Gangplank's attacks apply Plunder stacks for 6 seconds, which stack up to 3 times. Gangplank's attacks restore 2 / 3 / 4 / 5 / 6 health versus Plundered enemies per stack and he gains 25% critical strike chance versus enemies with 3 stacks.
    • New Active: Gangplank's taunts all nearby enemies with 3 stacks of Plunder for 2.25 seconds.

  • Plunder Plunder
    • New Passive: Gangplank's attacks apply Plunder stacks, which stack up to 5 times. Gangplank gains 5% critical strike chance and restores 1 / 2 / 3 / 4 / 5 health versus Plundered enemies, per stack.
    • New Active: Gangplank's next attack deals 20 / 40 / 60 / 80 / 100% AD bonus damage and taunts the target enemy for 1 (+0.25 per Plunder stack) seconds. The bonus damage stacks additively with critical strikes.
    • Cooldown: 20 / 18 / 16 / 14 / 21

  • Remove Curvy Remove Curvy
    • New Active: Gangplank breaks free of any and all active crowd control effects and heals himself for 5% of his maximum health for every champion within 350 units, both allied and enemy. Gangplank will heal for a minimum of 5% as he is always in range of himself. For the next 7 seconds, Gangplank grants himself and nearby allied champions 3 / 5 / 7 / 9 / 11% bonus movement speed for every nearby enemy champion. This bonus is halved while moving away from Gangplank or enemy champions.
    • Cooldown: 23 / 21 / 19 / 17 / 15

GarenBanner

Garen

  • Courage.png 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 each. The protection reduces 「 the damage Garen would take by 40 / 55 / 70 / 85 / 100 % 」「 physical damage by 20 / 30 / 40 / 50 / 60 % (+10% per 100 armor), magic damage by 20 / 30 / 40 / 50 / 60 % (+10% per 100 MR) 」 and the duration of any crowd control effects by 35%.

GnarBanner

Gnar

Some simply quality of life changes.
― Emptylord
  • Hyper.png Hyper - Critical Strike Rework
    • Revised Passive: Mini Gnar's critical strikes deal bonus magic damage equal to a percentage of the target's maximum health and grant Gnar bonus movement speed.
  • Wallop.png Wallop
    • Can now pick up Gnar's boulder.
  • GNAR!.png GNAR!
    • Can now be activated to trigger Rage Gene.

GragasBanner

Gragas

The following is part of PROJECT: Standardization.
― Emptylord
  • Drunken Rage.png Drunken Rage
    • Now converts his next attack to deal entirely magic damage.
    • Now applies spell effects. This is specified in the tooltip.

GravesBanner

Graves

I can't help but feel that Riot is going to constantly chip away at Graves' Buckshot until the below is true, so I'm just beating them to the punch.
― Emptylord
  • Buckshot.png Buckshot
    • Damage reduced to 36 / 57 / 78 / 99 / 120 (+48% bonus AD) from 60 / 95 / 130 / 165 / 200 (+ 80% bonus AD).
    • Cones beyond the first no longer deal reduced damage. Maximum damage is unchanged.
  • Quickdraw.png Quickdraw
    • New Effect: Active now grants 50% bonus-armor penetration. This is in addition to the bonus attack speed.
Champions
General A B - C D - G H - K L - M N - R S T - V W - Z
Items
Stats & General Economy, Vision & Trinkets Boots & Enchantments Jungle Rework (Summoner's Rift)
Misc.
Fan Skins Chromas Client, Maps & Modes Summoner Spells Runes

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