Revised Innate: If LeBlanc would take lethal damage from an enemy champion, she survives on 50 + (10 * level) health and summons a clone that feigns her death. Triggering Feign Death causes LeBlanc to enter stealth for 1.5 seconds as well as dispelling all debuffs and breaking hostile tethered abilities. Feign Death cannot happen again for 180 / 120 / 90 seconds.
Damage reduced to 150 / 277.5 / 405 (+75% AP) from 150 / 300 / 450 (+97.5% AP).
Lee Sin falls into a category of champions whose abilities aren't weak enough considering how many abilities he has access to, along with a large number of shapeshifters. Balance issues arise because the champion is overloaded early game and usually falls off the moment the enemy has access to all of their abilities - or, has such ridiculous scalings they never fall-off, which is an issue in of itself. Below I have tried to address this. For example, Safeguard would be a whole ability by itself on any other champion (e.g. Braum), but Lee Sin gets Iron Will to boot that isn't any weaker than champions who have sustain as a specialized ability (e.g. Olaf or Trundle). So, I dissected Safeguard into a dash and a shield (as it's the iconic ability of the pairing) and mostly scrapped Iron Will.
Leona now reveals herself when she casts the ability.
Part of PROJECT: Critical Strike Integration. Unlike other parts of the project, I decided to play-up Lucian's preference to forego attack speed (and thus, many critical strike items) and give him a unique interaction of critical strike chance.
The AI that causes Piercing Light to alter its trajectory if cast on a moving enemy champion has been removed.
Similar to Vel'Koz'sLifeform Disintegration Ray, Lucian can now alter the trajectory manually during the wind-up using the cursor. Contrary to Vel'Koz, Lucian will strafe relative to the ability's target (not rotate on the spot) and the rotation speed is significantly slower.
AD ratio changed to 100% AD 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 and applies spell effects.
New Effect: The physical portion can now critically strike, which is only calculated against the initial target.
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. The physical damage applies on-hit effects and the magic damage applies spell effects.
New Active: For the next 4 seconds, Miss Fortune gains 20 / 25 / 30 / 35 / 40 % bonus attack speed and will shoot twice on each attack and Double Up, with each attack dealing 57.5 / 60 / 62.5 / 65 / 67.5% AD damage. Impure Shots, Double Up's bonus magic damage and other on-hit effects are unaffected.
Base damage increased to 20 / 27.5 / 35 / 42.5 / 50 from 12 / 19 / 26 / 33 / 40.
Maximum damage is now dealt to targets ≤ 25% of their maximum health. Maximum modifier is unchanged.
Radius of effect reduced to 150 from 175.
New Effect: The pool trails toward enemy champions that come within 1300 units of its center, creeping at 220-movement speed. The trail lasts for 5 seconds and its radius will expand from ~50 units to ~150 units over the first 2.5 seconds. After the pool dissipates, the trails will stop extending.The number of trails that can extend from the pool is equal to the number of opponents.
New Innate: Morgana's presence torments the soil beneath her, dealing 10 + (2 * level) (+5% AP) magic damage every half second to enemies within a 350-radius area. The area of effect gradually increases if Morgana is stationary, up to 700-units after 5 seconds, and will more rapidly return to 350 while moving. Tormented Soil deals double damage to enemies with impaired movement. Tormented soil lingers on the ground, shrinking to nothing over the next few seconds (3.25 seconds from maximum width).
New Active: After a 0.5 second casting time, Morgana siphons life force from all enemies within a narrow cone in front of her - dealing 40 / 60 / 80 / 100 / 120 (+30% AP) magic damage and restoring 8 / 12 / 16 / 20 / 24 (+6% AP) health per enemy hit. If only a single enemy is hit, the damage and healing restored is doubled. Health restored from hitting enemy minions is halved.