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Champions/T - V

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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
Tahm Kench Tahm Kench to Volibear Volibear



Tahm KenchBanner

Tahm Kench

  • An Acquired Taste.png An Acquired Taste
    • Revised Active: Tahm Kench's basic attacks and damaging abilities deal 10 (+ 2% bonus health) bonus magic damage. An Acquired Taste stacks up to 3 times on enemy champions. Against enemies with three stacks, Tongue Lash.png Tongue Lash and Devour.png Devour gain additional effects.
  • Tongue Lash.png Tongue Lash (Q)
    • New Effect: Automatically devours enemy minions and valid monsters hit, granting Tahm Kench the ability to cast Caustic Spittle.png Wriggling Spittle for 5 seconds.
  • Caustic Spittle.png Wriggling Spittle (Q2)
    • Tahm Kench spits forth the swallowed unit that stops upon hitting an enemy or terrain, dealing 100 / 150 / 200 / 250 / 300 (+ 60% AP) magic damage to all enemies around them before taking 500 / 600 / 700 / 800 / 900 (+ 60% AP) damage themselves. Tahm Kench will drop the unit to the floor without dealing damage if he does not activate Wriggling Spittle.
    • Range: 650
  • Abyssal Voyage.png Abyssal Voyage (now W)
    • Passive removed.
    • New Passive: Tahm Kench learns the terrain as he moves around the map. Abyssal Voyage can only target learned locations, which will be highlighted when you hover over the ability or while using Casting Guides. 550 units around his current location is continuously added to the learned area.
    • Maximum range modified to 1500 + (250 × level) from 4000 / 5000 / 6000.
    • Cooldown reduced to 60 / 55 / 50 / 45 / 40 seconds from 120 / 110 / 100 seconds.
  • Thick Skin.png Thick Skin (E)
    • Timer to begin healing increased to 4 seconds from 2.5.
  • Devour.png Devour (now R)
    • Removed: Targeting minions and monsters.
    • New Effect: Consuming an enemy champion reduces the cooldown of Devour by 40%.
    • Bonus movement speed while he has an allied champion in his belly flattened to 20% from 15 / 17.5 / 20 / 22.5 / 25%.
    • Removed: Bonus movement speed is doubled when moving toward an enemy.
    • Reduced movement speed while he has an enemy champion in his belly changed to 85% of his base movement speed from 95% of his total movement speed.
    • Crowd control type changed to Stasis icon stasis from Suppression icon suppression, granting them invulnerability as well as reducing the list of counters.
    • Duration flattened to 4 seconds from 4 / 4.5 / 5 / 5.5 / 6. Duration is still half for enemies.
    • Cost increased to 100 mana from 90.
    • Cooldown increased to 120 / 100 / 80 seconds from 14 / 13 / 12 / 11 / 10.
  • Regurgitate.png Regurgitate (now R2)
    • Base damage adjusted to 15 / 17.5 / 20 % from 20 / 23 / 26 / 29 / 32 %.
    • AP ratio reduced to 1% per 100 AP from 2% per 100 AP.
    • New Effect: Moving will rapidly ramp up the damage by up to 100% over the duration. Consequently, crowd control effects will prevent Tahm Kench from moving and thus soften the damage to enemies.

TalonBanner

Talon

  • Mercy.png Mercy
    • Damage changed to (15% AD) from 10% bonus damage.
    • Talon will now see a dagger above applicable enemies.
  • Cutthroat.png Cutthroat
    • Damage amplification removed.
    • New Effect: Cutthroat's cooldown is now reduced to 2 seconds when cast on an enemy with impaired movement. Enemies marked for Mercy.

TaricBanner

Taric

  • Shatter.png Shatter (innate)
    • Innate: Every 12 seconds, Taric empowers his next attack to mark his target as Fragile for 6 seconds. Allied champions, including Taric, can damage a marked target to consume the mark and deal 25 - 215 (+5% target's maximum health) bonus physical damage.
  • Imbue.png Dazzling Assault (Q)
    • Active: Taric charges forward 650 units. If Taric hits an enemy, he deals physical damage, marks them as Fragile and kicks off them, knocking them back 300 units while bounding 300 units away. If cast during Runeguard, Dazzling Charge will pass through and damage all enemies in a line - but will not apply Shatter or a knockback.
  • Dazzle.png Runeguard (W)
    • Active: Taric raises his shield. For the next 4 seconds, Taric will intercept hostile basic attacks while reducing and reflecting 30% of their damage (pre-mitigation).
  • Gemcraft.png Imbue (E)
    • Pending.
  • Radiance.png Radiance (R)
    • Active: Taric slams the ground, dealing physical damage to surrounding enemies and knocking them back. For the next 8 seconds, plus 2 seconds for each enemy champion struck by the active, Taric grants 10 / 20 / 30 (+1% bonus health) attack damage and ability to nearby allies.

TeemoBanner

Teemo

  • Alpha Strike Trailblazer (I)
    • New Innate: Teemo leaves a trail of sight in his wake that lingers for 3.25 seconds. If Teemo stands still and takes no action for 2 seconds, he enters Camouflage.png stealth that lasts until he moves. While in Camouflage.png stealth, Teemo's sight is unobstructed by terrain.
    • New idle animations while stealthed: classic Teemo will pull out one of his maps; Panda Teemo will crack a map out of a fortune cookie; Super Teemo will turn on his X-Ray vision; Astronaut Teemo will turn on his radar; etc.
  • Bag of Tea item Blinding Powder (Q)
    • Active: Teemo hurls a satchel of blinding power at the target location, dealing 70 / 105 / 140 / 175 / 210 (+55% AP) magic damage and blinding all enemies hit.
  • Move Quick.png Swift Scout (W)
    • Passive: Teemo gains up to 30 / 40 / 50 / 60 / 70 bonus movement speed based on the amount of time since his last attack, reaching the full bonus after 3 seconds.
    • Active: Teemo gains 20 / 30 / 40 / 50 / 60 % bonus attack speed for 5 seconds.
  • Toxic Shot.png Toxic Darts (E)
    • Passive: Teemo's basic attacks and damaging abilities deal a bonus 10 + (5 * level) (+5% AP) bonus magic damage over 4 seconds. When reapplied, the duration is refreshed and any remaining damage is carried across. The debuff will list the current damage per second.
    • Active: Teemo unleashes a thin volley of darts in a cone before him, each dealing 40 / 50 / 60 / 70 / 80 (+40% AP) magic damage to the first enemy they hit. Each dart will only hit one enemy, and each enemy will only be hit by one dart.
  • Noxious Trap.png Noxious Bloom (R)
    • Active: Teemo scatters seeds over the target 1000-radius area within 900 range that blossom after a brief delay into a large expanse of noxious traps. Each trap deals 50 / 100 / 150 (+30% AP) magic damage and slows the first enemy to step on them for 1 second. Noxious traps last for 18 seconds. A huge Hexplosive Minefield.png Hexplosive Minefield, basically.

ThreshBanner

Thresh

In the beginning, Riot continuously buffed Damnation to encourage players to actually pick up souls. Then, to address the issue where it became pointless to pick them up beyond 100(ish) - Riot flattened the amount of bonus stats granted in the hopes to make them desirable at all stages of the game. This somewhat backfired as it only increased the amount of souls required to go-even with growth statistics on rival champions and subsiquently most players returned to not caring - even if souls beyond that point were more valuable. Rather than mess with the delicate equilibrium of early-game statistics, I'd rather just improve the frequency they appear late game.
― Emptylord
  • Damnation.png Damnation
    • Chance for small minions and monsters to drop a soul increased to 33 / 50 / 66 % from 33% at all levels.
    • Thresh will start the game with 1 Soul when Lucian Lucian is on the opposing team.

TristanaBanner

Tristana

  • Explosive Charge.png Explosive Charge
    • No longer deals area of effect damage whenever Tristana kills a unit.
    • New Passive: Tristana's critical strikes deal 120% AD physical damage to enemies within 185-units of her target, decaying down to 40% AD physical damage to enemies within 185 and 385 units of her target.

TrundleBanner

Trundle

  • King's Tribute.png King's Tribute
    • Healing now utilizes a projectile/animation, identical to the Healing Rune on large monsters prior to the Season 2015 jungle changes. The brightness of the projectile scales with the amount of health restored (factoring increased healing effects). The healing is now slightly delayed due to this change.
    • Healing flattened to 5% at all levels from 2 / 3 / 4 / 5 / 6 % based on level.
  • Chomp.png 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.

Twisted FateBanner

Twisted Fate

  • Wild Cards.png Sleight of Hand (new Q)
    • Passive: 「 Twisted Fate will expend his current Sleight of Hand stacks whenever an enemy champion attacks him to mitigate some of the damage; 33.33 % reduction per stack. 」「 Enemy champions can attack Twisted Fate to remove his Sleight of Hand stacks, but Twisted Fate will take 33.33 % reduced damage from the attack per stack of Sleight of Hand he had. 」 Whichever wording makes the ability sound rewarding for Twisted Fate.
    • Active: Twisted Fate will attack twice on his next basic attack and generate a stack of Sleight of Hand, which stacks up to 3 times. The second attack deals 20 / 25 / 30 / 35 / 40 % of Twisted Fate's attack damage per stack of Sleight of Hand. The stack is generated on-attack and the damage is calculated on-hit.
    • Cooldown: 4 seconds
  • Stacked Deck.png Wild Card (new W)
    • Active: Twisted Fate hurls a face-down card forward in a line that reveals itself upon hitting an enemy, dealing 40 / 60 / 80 / 100 / 120 (+100% AD)(+50% AP) magic damage to all enemies within a 100 radius area. Wild Card applies a different effect depending on the number of enemy champions who would be hit.
      • No Champions: Twisted Fate reveals a Blue Card.png Blue Card and refunds the cost of Wild Cards (+3% maximum mana).
      • Single Champion: Twisted Fate reveals a Gold Card.png Gold Card and stuns enemies hit for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
      • Multiple Champions: Twisted Fate reveals a Red Card.png Red Card and slows enemies hit by 50% for 2.5 seconds.
    • Cooldown: 14 / 12 / 10 / 8 / 6 seconds
  • Pick A Card.png Stacked Deck / Fold (new E)
    • Passive: Twisted Fate gains a stack of Stacked Deck whenever he attacks an enemy. If Twisted Fate has not dealt or received damage in the last 3 seconds, he will passively generate a stack of Stacked Deck every 4 seconds (affected by cooldown reduction). At 4 stacks, Twisted Fate's next attack will deal 55 / 80 / 105 / 130 / 155 (+50% AP) bonus magic damage and consume the stacks.
    • Active: While Twisted Fate has 4 stacks of Stacked Deck, he can activate the ability to blink to the target location. This will consume the stacks.
    • Cooldown: 8 / 7 / 6 / 5 / 4 seconds
  • Destiny.png Destiny renamed Gamble.
  • Gate.png Gate renamed All In.

TwitchBanner

Twitch

While I appreciate that the name "Expunge" stopped resonating with the ability once it stopped removing Deadly Venom stacks... Contaminate resonates just as little without any contaminating. And Expunge sounds cooler.
― Emptylord
  • Deadly Venom.png Deadly Venom
    • Damage changed to 4% AD at all levels from 2 / 3 / 4 / 5 / 6 based on level.
  • Contaminate.png Contaminate
    • New Passive: Critical strikes will apply 1 Deadly Venom stacks to all enemies within a 185-radius of target.
    • New Effect: Enemies within a 185-radius of enemies killed by Contaminate will gain Deadly Venom stacks equal to those on the killed target. The propagation will stack if you are close to multiple enemies killed.
    • Now displays the maximum potential damage in the tooltip.

UdyrBanner

Udyr

I don't think I will ever be convinced that Spirit Guard Udyr isn't just a visual upgrade that Riot decided to cash-in on. Even if it didn't start out that way - I don't want to believe no-one took a step back and went "Umm, guys...". It's an amazing skin - but everything about it is just "Udyr 2.0", and even the lore is just a continuation (and integrates with Ao Shin other champions).
― Emptylord
  • Visual Upgrade
    • Original, Black Belt, Primal and Definitely Not are updated to use Spirit Guard Udyr's model, animations and sounds.
      • Classic Udyr and Black Belt Udyr would only feature minor outfit changes compared to Spirit Guard Udyr.
    • Players who purchased UdyrSquare.png Spirit Guard are refunded the RP spent.
    • UdyrSquare.png Spirit Guard is repriced at 1350 RP (outfit difference and rank-5 evolutions are what you're paying for).
First and foremost, I don't think there's a fair way for him to use mana - either he'll have enough or he won't. As such, I'm givign him Energy. This allows him a consistent up-time in fights without "exhaustion" being permanent. For thematic purposes, energy is reserved for ninjas and monks - so it fits perfectly. Udyr currently lacks a "refund", which all other energy champions have - but this is intentional, since I opt'd instead to have reduced costs if you re-enter the active stance.
― Emptylord
  • General
    • Udyr now uses energy. It costs 60 energy to enter a new stance, or 35 energy to re-enter the current stance.
    • WIP: The rank-up incentives for rank-4 and rank-5 are greater than the ranks-1 to 3. This is to create a stronger incentive for picking which abilities to maximize, rather than there being no real deficit for forsaking an ability. I have used the FlipText feature swap between the linear and non-linear versions.
For his kit - I'm taking advice from Gnar Gnar and Jinx Jinx's development and balance philosophy. Each of Udyr's stances should feel different when using them - so I've toyed with his base stats and the stats granted by his stances (being the bear you should feel fast; while being the tiger you should feel ferocious). I've then overhauled his activation and persistent effects such that each of his abilities has an strong incentive to stay in that stance (playing up on the each stance feels different) as well as an umph for activating it (again, being the bear you should feel fast; while being the tiger you should feel ferocious). Turtle Stance's persistent effect is presently the weakest appeal, in my opinion, so I'm open for feedback. On Bear and Phoenix I also gave Udyr some reach.
― Emptylord
  • Stats
    • Attack speed growth lowered to 2% from 2.67%.
  • Monkey's Agility.png Monkey's Agility
    • Udyr's base stats are modified based on his current stance.
  • Tiger Stance.png Tiger Stance renamed Tiger's Fury
    • Monkey's Agility: Grants +4% attack speed growth (0-68%).
    • Revised Activation Effect: Udyr gains 「 20 / 25 / 30 / 35 / 40 」「 20 / 25 / 30 / 40 / 60 」 % bonus attack speed for 5 seconds.
    • Revised Persistent Effect: On every third attack, Udyr calls upon his Tiger Spirit to rend his target - dealing 「 30 / 80 / 120 / 180 / 230 」「 20 / 40 / 60 / 100 / 180 」 (+ 120 % AD) bonus physical damage over 2 seconds. This is primed for the first attack.
  • Turtle Stance.png Turtle Stance renamed Turtle's Guard
    • Monkey's Agility: Grants +2 armor/magic resist growth (0-34).
    • Activation Effect: Udyr surrounds himself in a barrier that mitigates the next 「 60 / 100 / 140 / 180 / 220 」「 60 / 100 / 140 / 200 / 280 」 (+10% bonus health) damage within the next 5 seconds.
    • Persistent Effect: Whenever Udyr is attacked by an enemy champion or neutral monster, he calls upon his Turtle Spirit to aid in a counter-offensive - dealing 「 10 / 15 / 20 / 25 / 30% AD 」「 10 / 15 / 20 / 30 / 50% AD 」 bonus damage on his next attack against his attacker within the next 1.5 seconds. Turtle Stance has no internal cooldown and has a per-target indicator.
  • Bear Stance.png Bear Stance renamed Bear's Might
    • Monkey's Agility: Grants 14 + (2 × level) bonus movement speed (16-40).
    • Revised Activation Effect: Udyr calls upon his Bear Spirit to aid in his next attack, granting him 650 attack range and causing his next attack to lunge at his target, dealing (+120% AD) physical damage and briefly knocking them back. The empowered attack will not carry over if Udyr switches stance.
    • Revised Persistent Effect: Udyr gains between 5% and 「 15 / 20 / 25 / 30 / 35 % 」「 10 / 15 / 20 / 30 / 50% 」 bonus movement speed based on the amount of time since his last attack. The timer starts upon entering Bear Stance and takes 5 seconds to fully charge. Activating Bear Stance primes a 5 second duration that will persist even if Udyr changes stance.
  • Phoenix Stance.png Phoenix Stance renamed Phoenix's Resolve
    • Monkey's Agility: Grants +3 health regeneration growth (0-51).
    • Activation Effect: Udyr's basic attacks for the next 5 seconds restore 「 10 / 15 / 20 / 25 / 30 」「 10 / 15 / 20 / 30 / 50 」 (+10% AP) health.
    • Persistent Effect: Udyr's basic attacks call upon his Phoenix Spirit to scorch enemies in a conic wave at frequent intervals: dealing 「 20 / 35 / 50 / 65 / 80 」「 20 / 30 / 40 / 55 / 85 」 (+ 20% bonus AD) magic damage. Consecutive attacks generate stacks that increase the rate of damage by 50% for 1.5 seconds, up to 150%, for an interval of 1 / 0.66 / 0.5 / 0.4. The stacks fall off one at a time and the Phoenix Spirit will continue to scorch enemies until all stacks have dropped off (i.e. after Udyr stops attacking).

VarusBanner

Varus

This rework is largely inspired by Willbachbakal, aside from changes to Chain of Corruption - which I added to make the ability more distinct from Sejuani Sejuani's Glacial Prison.png Glacial Prison (i.e. persistent zoning, rather than the "don't be grouped-up when it's thrown" playstyle that is the realistic-scenario of the ability). I am tempted to tweak Parting Shot into an ability that can be detonated early - with the desire for players to fire it wide and then explode people in specific directions.
― Emptylord
  • Living Vengeance.png Blighted Quiver
    • Moved to [Innate] from [W].
    • On-hit damage removed.
    • Detonation damage adjusted to 2 / 3 / 4 / 5 % based on level from 2 / 2.75 / 3.5 / 4.25 / 5 % based on rank.
    • Tooltip updated to clarify it's when Varus deals damage with an ability and not hitting an ability.
  • Piercing Arrow.png Piercing Arrow
    • The channel is now interrupted by disarming effects instead of silencing effects, as with Lucian Lucian's The Culling.png The Culling.
    • The 2 second channel time is now reduced by 0.33% for every 1% of Varus' attack speed, down to a minimum of 1 second. - Change by Willbachbakal.
  • Blighted Quiver.png Parting Shot (new W)
    • Passive: Parting Shot's cooldown is reduced by 1 second for every Blight stack he detonates on an enemy champion.
    • Active: Varus fires an arrow in a narrow line that sticks to the first enemy it hits. After a 0.625 second delay, the arrow explodes dealing physical damage to all enemies within a 200-radius area. Blighted Quiver stacks will be triggered on the detonation rather than the impact.
  • Hail of Arrows.png Hail of Arrows
    • Duration reduced to 3 seconds from 4 seconds. - Change by Willbachbakal.
    • No longer applies Grievous Wounds icon Grievous Wounds.
    • New Effect: Varus now gains sight of the area.
    • New Effect: Varus can now attack targets within the area regardless of range.
    • New Effect: Damage is now dealt after the 3 seconds instead of on impact. Varus can reactivate the ability to detonate it early. Blighted Quiver is triggered on detonation.
  • Chain of Corruption.png Chain of Corruption
    • Range is now calculated from edge-to-edge instead of from centre-to-centre.
    • Hitting a target with Chain of Corruption will now summon a number of Creeping Tendrils for 2 seconds. If an enemy comes within 550 units of a Creeping Tendril, it will lock-on and chase them for up to 2 seconds or until they move more than 600 units away.

VayneBanner

Vayne

  • Tumble.png Tumble
    • Now uses a stock system. Vayne can hold up to 2 charges of Tumble, with a 10 / 9 / 8 / 7 / 6 second recharge time. Vayne will instantly refresh a stack of Tumble when she triggers the third stack of Silver Bolts.

VeigarBanner

Veigar

Veigar's current passive is functionally useless and having his AP growth tied to his Baleful Strike creates instances where you feel like you've made the wrong choice to use Dark Matter.
― Emptylord
  • Equilibrium.png Singularity
    • New Innate: Veigar permanently gains 1 ability power whenever he kills a unit, increased to 5 ability power against large units or champion kills and assists.

  • Baleful Strike.png Baleful Strike
    • Passive removed.
    • Ability power on-kill removed.
    • Cost flattened to 50 from 60 / 65 / 70 / 75 / 80.
    • Range reduced to 750 from 950.
    • New Effect: Baleful Strike gains 450 additional reach upon striking an enemy (1200 total range). This lessens how close Veigar has to be to minions in order to actually harass through them, without just giving him long ranged harass from the off-set.
  • Dark Matter.png Dark Matter
    • Radius changed to 100 (+25 per 100 AP) from 112.5.

  • Baleful Strike.png Baleful Strike
    • Passive removed.
    • Ability power on-kill removed.
    • The projectile now stops after hitting one enemy, instead of being able to hit two.
    • New Effect: If Baleful Strike scores a kill the missile will split in two and, after a brief delay, home in on the two nearest enemies. Enemies can only be targeted once per cast. Baleful Strike will keep splitting so long as it keeps killing enemies.
  • Dark Matter.png Dark Matter
    • Damage reduced to 60 / 95 / 130 / 165 / 200 (+50% AP) from 120 / 170 / 220 / 270 / 320 (+100% AP).
    • Now utilizes a stock system: 12 / 11 / 10 / 9 / 8 second recharge time (affected by CDR) and 0.5 second static cooldown. Veigar can hold up to 3 charges.
  • Event Horizon.png Event Horizon
    • Delay reduced to 0.5 seconds from 0.75.
    • No longer stuns.
    • New Effect: Enemies who make contact with the wall from the outside will be pulled into arena. This does not count as crowd control.
    • New Effect: Enemies who attempt to move or dash through the wall from the inside will re-enter on the other side of the cage, conserving momentum. This does not count as crowd control.
    • Duration increased to 2 / 2.25 / 2.5 / 2.75 / 3 seconds from 1.5 / 1.75 / 2 / 2.25 / 2.5.
  • Primordial Burst.png Primordial Burst
    • First Cast: Veigar selects a target for impending doom and begins channelling, increasing the damage of Primordial Burst over the next 3 seconds. During the channel, Veigar must keep his cursor over his target or Primordial Burst will go off early. A targeting reticle is displayed on-screen to assist Veigar in keeping his target locked-on, and the radius is more generous than standard bounding boxes. If Veigar loses sight of his target or if the channel is interrupted, Primordial Burst is put on a reduced cooldown. After 3 seconds, Primordial Burst will go off automatically.
    • Second Cast: Veigar unleashes a burst of primordial energy, dealing between 100 / 175 / 250 (+25% AP) and 400 / 700 / 1000 (+100% AP) magic damage.

Vel'KozBanner

Vel'Koz

  • Organic Deconstruction.png Organic Deconstruction
    • Damage versus champions reduced to 25 from 35-205 (based on level).
    • New Effect: Each time Vel'Koz triggers Organic Deconstruction against an enemy champion, he permanently increases the damage dealt by 2.5 / 5 / 10 versus that champion. The rate reverts to 2.5 per application upon reaching 300 damage. This debuff cannot be removed.

ViBanner

Vi

  • Vault Breaker.png Vault Breaker
    • Charging Vault Break no longer increases the damage. Vi should only have to charge it for range.
    • Damage changed to 20 / 50 / 80 / 110 / 140 (+100% total AD) from 50 - 100 / 75 - 150 / 100 - 200 / 125 - 250 / 150 - 300 (+ 80 - 160 % bonus AD).
  • Denting Blows.png Denting Blows
    • Triggering Denting Blows on a champion or large monster will trigger Blast Shield.png Blast Shield.
  • Assault and Battery.png Assault and Battery
    • Non-target enemies are now picked up instead of being pushed aside.
    • Picked up enemies will be dealt damage and knocked aside when Vi reaches her target, as part of the same punch.
    • Picking up enemies will reduces Assault and Battery's damage and dash speed by 30%, with the amounts stacking. Upon picking up a third enemy, Assault and Battery will be cancelled. (Total potential damage: 100% / 70% / 40% / 0%)
    • Flavor text added to the tooltip: "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."
    • The cooldown is halved if enemies successfully dog-pile Vi into submission.

VladimirBanner

Vladimir

This rework was conceived prior to Soraka Soraka's rework, but I had much of the same intent - well, with regards to how they use their own health as a resource. Vladimir sacrifices huge portions of his health to deal tons of damage, and then drains it all back - but has very real windows of being low (by contrast to his current Tides of Blood that does not actually have any functional cost once you reach a certain stage of the game). I will not pretend I've hit the mark - Soraka's rework has given some insight on how the numbers should be to feel right, and this rework needs updating accordingly. For a start, as with Soraka, Vladimir should spend his health on a single target and then recuperate health versus multiple targets.
― Emptylord

  • Stats
    • Base health increased to 600 from 542.8.
    • Health growth increased to 95 from 85.
    • These are to offset the health lost from his innate being reworked, similar to Jax. However, Jax eventually lost these extra stats as he did not need them in the end.
  • Crimson Pact.png Crimson Pact
    • Revised Innate: Vladimir gains 1% increased healing and health regeneration from all sources for every 2.5% of missing health.
  • Transfusion.png Transfusion
    • Healing increased to 40 / 60 / 80 / 100 / 120 (+40% AP) from 15 / 25 / 35 / 45 / 55 (+ 25% AP).
    • Crimson Pact Maximum Healing: 56 / 84 / 112 / 140 / 168 (+56% AP)
  • Sanguine Pool.png Sanguine Pool
    • Now deals 10 / 20 / 30 / 40 / 50 (+ 2 / 2.5 / 3 / 3.5 / 4% (+1% per 100 AP) of the target's maximum health) instead of 20 / 33.75 / 47.5 / 61.25 / 75 (+3.75% of Vladimir's bonus health).
    • The slow now refreshes.
  • Tides of Blood.png Tides of Blood
    • Health cost changed to 5% of Vladimir's current health from 30 / 40 / 50 / 60 / 70.
    • Each cast grants Vladimir 50 Engorgement. Vladimir starts with 0 Engorgement and can have up to 100. Tides of Blood's cost and total damage are increased by 1% for every 1 Engorgement. Engorgement depletes at a rate 2.5 per second, that increases to 5 per second if Tides of Blood has not been cast in the last 5 seconds. Displayed as a secondary resource.
      • No longer increases healing and health regeneration.
      • Now increases AP ratio as well as base damage.

  • Stats
    • Base health increased to 600 from 542.8.
    • Health growth increased to 95 from 85.
  • Crimson Pact.png Crimson Pact
    • Revised Innate: Vladimir gains 1% increased healing and health regeneration from all sources for every 1% of missing health.
  • Transfusion.png Transfusion
    • Renamed Tithes of Blood.
    • Animation reversed. The ability is now a projectile that damages on impact
    • Cooldown reduced to 6 / 5.5 / 5 / 4.5 / 4 seconds at all ranks from 10 / 8.5 / 7 / 5.5 / 4.
    • No longer heals Vladimir.
    • Now costs 10% of Vladimir's maximum health (cannot cause lethal damage). Cannot be cast below 5%.
    • Now deals true damage instead of magic damage.
  • Sanguine Pool.png Sanguine Pool
    • Now deals 10 / 20 / 30 / 40 / 50 (+ 2 / 2.5 / 3 / 3.5 / 4% (+1% per 100 AP) of the target's maximum health) instead of 20 / 33.75 / 47.5 / 61.25 / 75 (+3.75% of Vladimir's bonus health).
    • The slow now refreshes.
  • Tides of Blood.png Tides of Blood
    • Renamed Transfusion.
    • Animation reversed. The ability now damages surrounding enemies instantaneously and draws healing projectiles back to Vladimir.
    • Cost removed.
    • Cooldown increased to 7 / 6.5 / 6 / 5.5 / 5 seconds from 4.5 at all ranks.
    • New Effect: Vladimir now restores between 40 / 60 / 80 / 100 / 120 (+40% AP) and 80 / 120 / 160 / 200 / 240 (+80% AP) health per enemy champion hit (Crimson Pact based on missing health).
    • New Effect: If Vladimir damages at least one enemy champion, he will gain a stack of Engorgement for 8 seconds (up to 2 stacks). Engorgement increases the damage deal by Transfusion by 50%.
      • Only generates versus champions.
      • No longer increases healing and health regeneration. Moved to innate.
      • Now increases AP ratio as well as base damage.

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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