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Champions/L - M

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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
LeBlanc LeBlanc to Morgana Morgana



LeBlancBanner

LeBlanc

  • Mirror Image.png Feign Death
    • 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.
  • Mimic Sigil of Silence.png Mimic Sigil of Malice and Mimic Ethereal Chains.png Mimic Ethereal Chains
    • Damage reduced to 100 / 185 / 270 (+50% AP) from 100 / 200 / 300 (+65% AP).
  • Mimic Distortion.png Mimic Distortion
    • Damage reduced to 150 / 277.5 / 405 (+75% AP) from 150 / 300 / 450 (+97.5% AP).

Lee SinBanner

Lee Sin

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.
― Emptylord
  • Flurry.png Flurry
    • Lee Sin will now also restore 2% of his missing health on the empowered attacks.
    • Attack Speed bonus increased to 40 / 60 / 80 / 100% from 40% at all levels.
  • Sonic Wave.png Sonic Wave (Q1)
    • Damage changed to (+100 / 110 / 120 / 130 / 140% total AD) from 50 / 80 / 110 / 140 / 170 (+90% bonus AD).
  • Resonating Strike.png Resonating Strike
    • Damage no longer scales with 8% of the target's missing health.
    • Damage is now modified by 0.5% for every 1% of the target's health that's missing.
    • Minimum damage changed to (+100 / 110 / 120 / 130 / 140% total AD) from 50 / 80 / 110 / 140 / 170 (+90% bonus AD).
      • Maximum damage implement at (+150 / 165 / 180 / 195 / 210% total AD).
    • Total/maximum damage from both actives changed to (+250 / 275 / 300 / 325 / 350% total AD) from 100 / 160 / 220 / 280 / 340 (+180% bonus AD) (+8% target's missing health).
  • Safeguard.png Safeguard (W1)
    • Shielding effect removed.
    • Lee Sin can no longer target himself with Safeguard.
    • Lee Sin will now place himself between his target and the nearest enemy champion.
    • Iron Will can now only be cast if Lee Sin targets a champion with Safeguard.
  • Iron Will.png Iron Will (W2)
    • No longer grants life steal or spell vamp.
    • Now shields Lee Sin and the target of Safeguard from up to 60 / 100 / 140 / 180 / 220 (+10% of Lee Sin's bonus health) damage.
  • Tempest.png Tempest (E1)
    • Damage changed to 25 / 50 / 75 / 100 / 125 (+60% total AD) from 60 / 95 / 130 / 165 / 200 (+100% bonus AD).
    • Now deals physical damage instead of magic.
  • Cripple.png Cripple (E2)
    • Renamed Humble.
  • Dragon's Rage.png Dragon's Rage
    • Damage changed to 50 / 150 / 250 (+70 / 87.5 / 100% total AD) from 200 / 400 / 600 (+200% bonus AD).
    • The target will now take an additional 25 / 75 / 125 (+37.5 / 43.75 / 50% total AD) bonus damage for each enemy champion they collide with.

EmptylordLeonaBanner

Leona

  • Eclipse.png Eclipse
    • The detonation now blinds minions and monsters for 3 seconds.
  • Zenith Blade.png Zenith Blade
    • No longer roots the target that she is jumping to.
    • Will now follow the target indefinitely, as with Maokai Maokai's Twisted Advance.png Twisted Advance.
    • Leona will now always land on the far side of the target relative to the point of cast.
    • Optional: Leona can now dash to allied champions hit by Zenith Blade. Enemies at any distance will be prioritized over allied.
  • Solar Flare.png Solar Flare
    • Leona now reveals herself when she casts the ability.

LucianBanner

Lucian

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.
― Emptylord
  • Lightslinger.png Lightslinger
    • Lucian's attacks cannot critically strike. Instead, Lucian has a 2% chance to trigger Lightslinger for every 1% of his Critical Strike Chance.
    • Effects that trigger on critical strikes and bonus critical damage from items will affect the damage of Lightslinger's second attack.
  • Piercing Light.png Piercing Light
    • The AI that causes Piercing Light to alter its trajectory if cast on a moving enemy champion has been removed.
    • Similar to Vel'Koz Vel'Koz's Life Form Disintegration Ray Life Form 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.

MalphiteBanner

Malphite

  • Granite Shield.png Igneous Bulwark
    • Delay reduced to 4 seconds from 10 / 8 / 6 seconds.
    • Shield changed to 10 / 15 / 20% of maximum health from 10%.
    • Shield now generates at a rate of 10% of maximum shield (1 / 1.5 / 2 % maximum health) per half second from instantly.
  • Seismic Shard.png Fissure
    • Targeting style changed auto-targeted from unit-targeted. Can be influenced by enemies under the cursor.
    • Ability now behaves similar to Evelynn Evelynn's Hate Spike.png Hate Spike, except the projectile moves slower and can slowly alter its trajectory.
    • Cast range reduced to 500 from 625.
    • Now damages all units the projectile passes through in the 650-unit line.
    • New Effect: The projectile now carves a fissure through the ground. Enemies crossing the fissure are slowed while Malphite gains bonus movement speed.
    • Damage reduced to 25 / 45 / 65 / 85 / 105 (+30% AP) from 70 / 120 / 170 / 220 / 270 (+ 60% AP).
    • Mana cost reduced to 12 / 18 / 24 / 30 / 36 mana from 70 / 75 / 80 / 85 / 90.
    • Cooldown reduced to 3 seconds from 8.
  • Ground Slam.png Ground Slam
    • New Effect: Ground Slam can now be charged to increase the radius of effect and damage over 2 seconds.

MalzaharBanner

Malzahar

  • Malefic Visions.png Malefic Visions
    • On-kill mana restoration increased to 20 / 25 / 30 / 35 / 40 from 10 / 14 / 18 / 22 / 26.

MaokaiBanner

Maokai

  • Sap Magic.png Sap Magic
    • The empowered attack will now also replenish 7% of Maokai's maximum mana.
    • Sap Magic will now also increment whenever mana is spent (toggles), in addition to spell casts.

Master YiBanner

Master Yi

  • Double Strike.png Double Strike - Critical Strike Rework
    • Critical Strike: Master Yi generates critical strike stacks on himself rather than his target - i.e. he will critically strike on every third attack even if he changes target.
    • Revised Passive: Master Yi's critical strikes deal 60% AD bonus damage and apply bonus on-hit effects.
  • Alpha Strike.png Alpha Strike
    • Bonus critical damage removed. Alpha Strike can apply Double Strike instead.

Miss FortuneBanner

Miss Fortune

  • Strut.png Strut
    • At level 11, taking damage from minions and non-epic monsters will no longer cancel Strut's effects.
  • Double Up.png Double Up
    • New Effect: Double Up can critically strike, which is calculated only against the initial target. Damage to both targets scales additively with critical strike damage.
    • Double Up bounce can no longer target unseen/stealthed enemies unless affected by Impure Shots. Note that this does not affect targeting priority.
  • Impure Shots.png Impure Shots
    • Grievous Wounds icon Grievous Wounds removed.
    • There is now a debuff particle effect that is visible even through the fog of war.
  • Make It Rain.png Make It Rain
    • Damage changed to 300 / 350 / 400 / 450 / 500 % AD (+ 80% AP) from 90 / 145 / 200 / 255 / 310 (+ 80% AP).
    • Damage changed to physical from magic.
    • Minions now take 50% reduced damage.
  • Bullet Time.png Bullet Time
    • The channel is now interrupted by disarming effects instead of silencing effects, as with Lucian Lucian's The Culling.png The Culling.

  • Impure Shots.png Impure Shots (Innate)
    • Passive moved to [Innate] from [W].
    • Bonus damage reduced to 5% from 6%.
    • Damage type changed to physical from magical.
    • Duration reduced to 4 seconds from 6 seconds.
    • Bonus damage is now triggered by each of Miss Fortune's abilities.
  • Double Up.png Double Up (Q)
    • 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.
  • Strut.png Shock and Awe (W)
    • 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.png 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.
  • Make It Rain.png Make It Rain
    • Damage interval changed to 0.5 seconds from 0.25 seconds.
    • Maximum base damage reduced to 90 / 120 / 150 / 180 / 210 from 90 / 145 / 200 / 255 / 310.
    • Now applies Impure Shots.
    • Slow reduced to 20% at all ranks from 25 / 35 / 45 / 55 / 65 %.
    • New Effect: Targets are now slowed for an additional 6 / 7 / 8 / 9 / 10 % per stack of Impure Shots, up to 99%.
  • Bullet Time.png Bullet Time
    • Damage type changed to magical from physical.
    • The channel is now interrupted by disarming effects instead of silencing effects, as with Lucian Lucian's The Culling.png The Culling.

MordekaiserBanner

Mordekaiser

  • Creeping Death.png Creeping Death
    • Damage changed to 5 % (+2% per 100 AP) target's current health from 24 / 38 / 52 / 66 / 80 (+ 20% AP).
    • Resistances now scale with (+10% AP).
  • Children of the Grave.png Children of the Grave
    • Damage changed to 15 / 20 / 25 % (+4% per 100 AP) from 12 / 14.5 / 17 % (+2% per 100 AP).
    • No longer deals damage over 10 seconds.
    • Now amplifies all damage dealt to the target by 20% and heals Mordekaiser for 100% of the bonus damage dealt for the 10 seconds.

MorganaBanner

Morgana

  • Soul Siphon.png Angel of Death
    • New Innate: The strength of Morgana's abilities is modified by 1% for every 1% of her target's missing health.
  • Dark Binding.png Dark Binding
    • Root duration reduced to 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds at all ranks from 2 / 2.25 / 2.5 / 2.75 / 3 seconds.
      • Angel of Death: Maximum root duration increased to 2.2 / 2.4 / 2.6 / 2.8 / 3.
  • Tormented Soil.png Tormented Soil
    • New Effect: Enemies are now slowed by 30 / 35 / 40 / 45 / 50 %, up to 60 / 70 / 80 / 90 / 99%.
      • Damage modifier mechanic is now attributed to Angel of Death, but otherwise remains unchanged.
  • Black Shield.png Black Shield
    • Shield strength reduced to 40 / 80 / 120 / 160 / 200 (+40% AP) from 70 / 140 / 210 / 280 / 350 (+ 70% AP).
    • Angel of Death: Maximum shield increased to 80 / 160 / 240 / 320 / 400 (+80% AP).
  • Soul Shackles.png Soul Shackles
    • Slow removed.
    • Damage reduced to 100 / 150 / 200 (+50% AP) from 150 / 225 / 300 (+70% AP).
      • Angel of Death: Maximum damage implemented at 200 / 300 / 400 (+100% AP).
      • Angel of Death: Combined damage implemented at 400 / 600 / 800 (+200% AP).
    • Stun duration reduced to 1 / 1.25 / 1.5 seconds from 3 seconds.
      • Angel of Death: Maximum stun duration implemented at 2 / 2.5 / 3 seconds.

  • Tormented Soil.png Tormented Soil
    • 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.

  • Tormented Soil.png Tormented Soil (I)
    • 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).
  • Soul Siphon.png Soul Siphon (W)
    • 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.
    • Range: 750
    • Cooldown: 2 second beginning on-click
    • Cost: 20 / 26 / 32 / 38 / 44 mana

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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