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Champions/W - Z

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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
Warwick Warwick to Zyra Zyra



EmptylordWarwickBanner

Warwick

  • Eternal Thirst.png Eternal Thirst
    • Now stacks against an enemy in the same manner as Miss Fortune Miss Fortune's Impure Shots.png Impure Shots, rather than stacking on himself. Warwick can now switch targets and maintain Eternal Thirst stacks against multiple enemies.
  • Hungering Strike.png Hungering Strike
    • Now causes the target to bleed for 5 seconds, revealing them if Blood Scent is ranked (damageless bleed).
  • Blood Scent.png Blood Scent
    • New Passive: Whenever an enemy with less than 50% of their maximum health is within 2500 / 3250 / 4000 / 4750 / 5500 units of Warwick, they are revealed to him for 5 seconds. The enemy is not shown that Warwick can see them.
    • New Active: Warwick gains 7 / 9 / 11 / 13 / 15 % bonus movement speed for 6 seconds. This bonus is tripled if Warwick is moving toward an enemy revealed by Blood Scent. Enemies revealed by Blood Scent will hear a howl and see an icon above their head while Blood Scent is active.

This rework assumes my Skarner rework, which maintains a distinction between their ultimates. It is almost entirely a rip-off of Fenris, from Smite.
  • Blood Scent.png Blood Scent (Innate)
    • Warwick gains sight of enemy champions within 1500 + (200 * level) units who have been damaged by an allied champion or neutral monster in the last 3 seconds.
  • Hungering Strike.png Hungering Strike (Q)
    • Active: Warwick lunges on the target location, dealing physical damage to all enemies hit. If he hits an enemy champion, the cooldown is halved.
  • Hunter's Call.png Hunter's Call (W)
    • Active: Warwick lets out an unruly howl, granting himself bonus attack speed and lifesteal for 6 seconds.
  • Infinite Duress.png Infinite Duress (E)
    • Active: Warwick gains bonus attack range on his next 3 attacks and his attacks cause him to pounce on his target, dealing bonus physical damage.
  • Eternal Thirst.png Thrill of the Kill (R)
    • Active: Warwick lets the wolf take over, increasing in size and gaining bonus movement speed for 6 seconds (moves on all fours). Warwick's next attack against an enemy champion will deal increased damage and picks the target up, suppressing them for the next 1.75 seconds as they are carried around.

XerathBanner

Xerath

In my Jayce rework, I turned him into a melee-only duelist and after see Infinite Crisis' Arcane Supergirl, it inspired a Xerath rework that could absorb the scrapped ranged aspect of Jayce. I likely haven't hit the nail on the head for the specific inter-ability interactions, but the core mechanic is there.
― Emptylord
  • Eye of Destruction.png Arcanopulse (Q)
    • Idea 1: Arcanopulse deals increase damage, true damage or benefits from bonus-magic penetration on the far-side of Arcane Wall.
    • Idea 2: Arcane Wall will shatter Arcanopulse, causing it to deal damage in a cone on the far-side of the wall. The radius of the cone will be narrower the closer the wall is to Xerath with the maximum width at maximum range being the same regardless of proximity.
    • Idea 3: Arcanopulse is no longer channeled and is reverted to the pre-rework form - a ~0.5 second delayed, moderate range, line-nuke. Arcane Wall will extend Arcanopulse's range. As awesome as the animation is, I feel this is probably the best route to get (perhaps in tandem with Idea 1).
  • Arcanopulse.png Arcane Wall (new W)
    • Active: Xerath causes arcane energy to erupt from the ground at the target location, that expands into a wall perpendicular to his facing-direction with a brief arming time. The wall will persist for 3.5 seconds before collapsing. Enemies who pass through the wall are slowed by 20% and will take periodic magic damage, up to 90 / 135 / 180 / 225 / 270 (+ 90% AP) if they remain in the wall for the full duration.
  • Shocking Orb.png Shocking Orb (E)
    • The stun duration is now fixed at 0.75 seconds.
    • Missile speed slightly reduced.
    • New Effect: If the orb passes through Arcane Wall, the missile speed is increased by X%, the stun duration is increased to 1.75 seconds and the orb will now deal area of effect damage around the target. The stun remains single-target.
  • Rite of the Arcane.png Rite of the Arcane (R) The ability is essentially reverted to the pre-rework form.
    • Cast range reduced to 2000 from 3200 / 4400 / 5600.
    • Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
    • No longer anchors Xerath in place and fires the first blast on the initial cast. The ability could apply a self-slow while active and reuse Arcanopulse's charging animation.
    • Damage changed per cast changed to 125 / 200 / 275 (+ 50% AP) from 190 / 245 / 300 (+ 43% AP).
      • Maximum damage changed to 375 / 600 / 825 (+ 150% AP) from 570 / 735 / 900 (+ 130% AP).
    • Radius of effect increased to 200 from ?.

I won't lie - the following is entirely because I'm frustrated over and too proud to enjoy the reworked Xerath. (He was my main for the longest time.) During the rework's dialogue, Xypherous stated that the ability to kill any opponent indiscriminately (tanks, squishies, you name it) is fundamentally overpowered - that eye of the storm champions simply shouldn't exist; that he would rather turn him into "the artillery champion he was meant to be" (although I feel like AP Kog'Maw did and still does fulfil that trope in a more enjoyable away, and an artillery champion is never what I felt like when I played Xerath). I conceded Fiddlesticks Fiddlesticks, another eye of the storm champion, as he's old and will likely be overhauled at some point too... but then Vel'Koz Vel'Koz came out - another champion that anchors themselves and then obliterates anyone who dares to come in range. I love Vel'Koz - he fills a hole in my heart left by Xerath, but I'm still annoyed that the champion I mained was taken from me for what turned out to be bogus reasons. From a less-bias perspective - his rework left him as, quite frankly, a more obnoxious laner than he was previously. His Arcanopulse is far too difficult to miss. The visual similarities between his W and R (which everyone complained about during the dialogue) is apparent and his ultimate feels... weak. Partly due to the visual effects lacking "umph", but also because it feels like a less-impactful Final Spark.png Final Spark, Mega Inferno Bomb.png Mega Inferno Bomb or Requiem.png Requiem as far as long ranged big finishers go. So I came up with several different solutions to address the issues - from retaining his current kit with only slight tweaks; removing the overlapping abilities in preference of new ones; and giving him an entirely new ultimate.
― Emptylord

  • Arcanopulse.png Arcanopulse
    • Second cast delay increased to 0.5 seconds from ~0.25 seconds.
  • Eye of Destruction.png Eye of Destruction
    • The animation now resembles an eruption, rather than a bombardment.
  • Shocking Orb.png Mage Chains
    • Shocking Orb name reverted to Mage Chains.
    • Now utilizes a bespoke stun animation where the target is chained to the ground, similar to Locus of Power.png Locus of Power's old animation.
  • Rite of the Arcane.png Rite of the Arcane
    • Cast range reduced to 2000 from 3200 / 4400 / 5600.
    • Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
    • Can no longer be interrupted by crowd control. It is no longer considered a channel.
    • Xerath is now immune to displacement effects for the duration.
  • Arcane Barrage.png Arcane Barrage
    • Damage changed per cast changed to 125 / 200 / 275 (+ 50% AP) from 190 / 245 / 300 (+ 43% AP).
      • Maximum damage changed to 375 / 600 / 825 (+ 150% AP) from 570 / 735 / 900 (+ 130% AP).
    • Radius of effect increased to 200 from ?.

  • Arcanopulse.png Arcanopulse
    • Second cast delay increased to 0.5 seconds from ~0.25 seconds.
  • Eye of Destruction.png Locus of Power (new W)
    • Active: Xerath surrounds himself with an arcane barrier for 1.5 seconds, blocking the next hostile ability to strike him. If Xerath successfully blocks an ability, he can cast Overwhelming Power for the next 3 seconds.
    • Shocking Orb.png Overwhelming Power - Active: Xerath unleashes an orb of energy forward in a line that damages all enemies it passes through.
  • Locus of Power.png Mage Chains (new E)
    • Active: Xerath calls forth arcane energy from the ground, which erupts after a 0.5 second delay - dealing magic damage and forming tethers with all enemies within a 200-radius area for 5 seconds. Tethered enemies are slowed by 60 / 65 / 70 / 75 / 80 %, but can break the tether by moving more than 400 units away.
  • Rite of the Arcane.png Rite of the Arcane
    • Cast range reduced to 2000 from 3200 / 4400 / 5600.
    • Cooldown reduced to 80 / 70 / 60 from 130 / 115 / 100.
    • Can no longer be interrupted by crowd control. It is not considered a channel.
    • Xerath is now immune to displacement effects for the duration.
  • Arcane Barrage.png Arcane Barrage
    • Damage changed per cast changed to 125 / 200 / 275 (+ 50% AP) from 190 / 245 / 300 (+ 43% AP).
      • Maximum damage changed to 375 / 600 / 825 (+ 150% AP) from 570 / 735 / 900 (+ 130% AP).
    • Radius of effect increased to 200 from ?.

  • Arcanopulse.png Arcanopulse
    • Second cast delay increased to 0.5 seconds from ~0.25 seconds.
  • Rite of the Arcane.png Arcane Barrage (reworked W)
    • Now uses a stock system (can hold up to 2) instead of a cooldown.
    • No longer deals increased damage at the epicentre.
    • No longer slows.
    • New Effect: If an enemy champion is struct directly, the recharge timer on Xerath's next Arcane Barrage is reduced by half.
  • Mage Chains.png Mage Chains (new E)
    • Active: Xerath calls forth arcane energy from the ground, which erupts after a 0.5 second delay - dealing magic damage and forming tethers with all enemies within a 200-radius area for 5 seconds. Tethered enemies are slowed by 60 / 65 / 70 / 75 / 80 %, but can break the tether by moving more than 400 units away.
  • Eye of Destruction.png Eye of Destruction (new R)
    • Revised Active: Xerath targets an area anywhere on the field and begins channeling. After a 0.6 second delay, a beam strikes the ground dealing 35 / 60 / 85 (+ 20% AP) magic damage per half second to all enemies caught in the blast (100 units) and half that damage to all within a moderate area of effect (200 units). This beam lasts for 4 seconds. One of the following can be used to control the beam:
      • Xerath can control the beam by reactivating Eye of Destruction, and can end the ability early by clicking to move.
      • Xerath can control the beam using his mouse clicks, and can end the ability early by reactivating Eye of the Destruction.
    • Cast Range: Global
    • Cooldown: 120 / 100 / 80
    • Beam Movement Speed: 360 / 380 / 420

EmptylordXin ZhaoBanner

Xin Zhao

ZacBanner

Zac

  • Cell Division.png Cell Division
    • Zac will now revive upon being reduced to 1 blobblet, regardless of the remaining time. The minigame now only serves to control how much health he revives on.
  • Stretching Strike.png Stretching Strike

ZedBanner

Zed

  • Contempt for the Weak.png Contempt for the Weak
    • Revised Innate: Zed's basic attacks will execute targets below 50 (100% AD) health. At level 11, the base execution threshold increases to 200 for lesser minions and monsters. Scoring a unit kill or champion assist by any means will restore 35 energy.
  • Razor Shuriken.png Razor Shuriken
    • Shurikens beyond the first no longer deal 50% reduced damage.
    • Shadow shurikens now deal only 50% damage.
  • Living Shadow.png Living Shadow
    • Passive removed.
    • Energy restoration mechanic removed.
    • Reactivation now costs 35 energy.
  • Death Mark.png Death Mark
    • Death Mark now only stores physical damage.
    • Death Mark no longer stores damage dealt by item actives.
    • Reactivation now costs 35 energy.

ZiggsBanner

Ziggs

Just because every time I see his death animation I wished he was dealing damage. No other reason.
― Emptylord
  • Short Fuse.png Short Fuse
    • Additional Effect: On death, after a brief delay, Ziggs explodes - dealing 150 (+50% AP) magic damage to surrounding enemies.

ZileanBanner

Zilean

Willbachbakal's innate ability, although tweaked to put the duplicated abilities on a separate cooldown (as I believe refreshing the basic ability cooldown would unnecessarily punish people for duplicating near the end of a cooldown/wanting to initiate with the "Borrowed Time" variant). However, in light of Zilean's rework, I decided to overhaul the reset of Willbachbakal's rework changes to mimic the new the double-up reward (i.e. land two bombs and you get a stun). I don't think I've hit the mark (I'm not sure how I feel about the reward for landing two Ws) - but it's the concept I'm trying to sell.
― Emptylord
  • Time in a Bottle.png Borrowed Time
    • New Innate: Zilean can activate his basic abilities while they are on cooldown at no cost. He can only activated on Borrowed ability every 18 / 14 / 10 / 6 seconds.
      • Each of Zilean's basic abilities has Borrowed Time variant with a slightly altered ability icon, similar to Savagery.png Savagery and Empowered Savagery.png Empowered Savagery. This is to improve clarity. Essentially, if Borrowed Time is available, "Casting Zilean's basic abilities will grant him the ability to cast a Borrowed Time variant until the ability comes off cooldown."
      • Activating a Borrowed Time ability does not affect the cooldown of the standard version.
      • The Borrowed Time abilities might be altered to scale irrelevant of the ability's own rank, similarly to Rengar, Heimerdinger, LeBlanc or Karma, depending on what feels good.
  • Event Horizon.png Temportal Fold (W)
    • First Active: Zilean creates a point of unstable spacetime at the target location that unfolds after a 0.5 second delay, dealing magic damage and creating a temporal disturbance for 3 seconds. If two Temporal Disturbances are present simultaneously they will link to form a wormhole, which refreshes the duration of the two disturbances. Champions can interact with wormholes to pass-through.
    • Range: 875
  • Rewind.png Time Warp (E)
    • Slow/haste rescaled to 40 / 45 / 50 / 55 / 60 % from 40 / 55 / 70 / 85 / 99 % at all ranks.
    • Duration now scales with (+0.5 seconds per 100 AP).
    • If two units affected by Time Warp move within 100 units of one another, the slows/hastes are increased to 60 / 70 / 80 / 90 / 99% and their durations refreshed.
  • Chrono Shift.png Chrono Shift (R)
    • Cooldown increased to 150 / 120 / 90 from 120 / 90 / 60.
    • New Passive: Chrono Shift's cooldown is reduced by 1.5% for every 1% of Zilean's cooldown reduction.
    • Rune duration reduced to 3 from 7.
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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