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Darius rebalance

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I am a big Darius' fan, I've reached Diamond 3 by playing only him. And i can tell you that Darius is not a noob champion but a champion who kills noobs. Skilled players know how to play against him and will easily deny his rampage. Darius falls off in late game and has low mobility. This post is my attempt to correct his weaknesses and make him more skill required champion.


 
Noxian Guillotine
RANGE: 460
COST: 50 mana
STATIC COOLDOWN: 8
Noxian Guillotine

Active: Darius leaps to a target location of a one teemo wide and 2 teemos long, dealing true damage. If  the enemy is below 25% health it is killed no matter what. When Noxian Guillotine kills the target, it cooldown is refreshed.

  • True Damage: 220 / 415 / 560 (+ 125% bonus AD)
As we all know Darius is all about his ult so it has the biggest changes. First of all it's now a ground targeted dash with a veeery small and specific AoE, like two yordles in a line. Since so, it is really easy to dodge. Somebody on your team has to stun or hard CC enemy in order for you to land Noxian Guillotine which adds teamplay. But to remain Darius a strong duelist i add a good slow to his w. Darius is disabled while casting it for 0.5 second. Discussing the damage, it is now as strong as old ult with 3-4 stacks of hemorrhage. About the instakill thing, well, there should be a champion who don't care about Undying Rage.png  Undying Rage , Intervention.png  Intervention and other shields and barriers but of course if enemies won't dodge it with any sort of dash or even simply sidestep. Noxian Guillotine also can be used to jump over walls.

Media:Custom Dunk.png

 
Apprehend
RANGE: 600
COST: 45 mana
COOLDOWN: 20 / 18 / 16 / 14 / 12
Apprehend

Passive: Darius gains armor penetration.

  • Armor Penetration: 5 / 10 / 15 / 20 / 25%

Active: After a brief delay, Darius pulls in all enemies in front of him.

I'd like to see this ability with longer range but more narrow AoE. It should be a line, not a cone.



Crippling Strike
RANGE: 145
COST: 30 / 35 / 40 / 45 / 50 mana
COOLDOWN: 8
Crippling Strike

Active: Darius' next basic attack deals bonus physical damage and slows the target's movement and attack speed for 1 seconds. Crippling Strike's cooldown is reduced by 1 second for each stack of Hemorrhage.png Hemorrhage on the target.

  • Bonus Physical Damage: 20 / 40 / 60 / 80 / 100% AD


  • Slow: 80%

Movement speed slow is like Chomp.png Chomp but to help Darius to land his ult by himself.



Decimate
RANGE: 425
COST: 40 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5
Decimate

Active: Darius swings his axe, dealing physical damage to all enemies within a 425-radius area around him.

  • Movement Speed: 10 / 15 / 20 / 25 / 30%

Champions more than 270 units away from him are hit by his axe's blade, and will take 50% additional damage. Also Darius movement speed is increased for 2 seconds.

  • Blade Physical Damage: 90 / 145 / 195 / 240 / 290 (+ 75% total AD)

Overall damage is higher at later levels. Movement speed bonus will help with mobility. 


Hemorrhage
Hemorrhage

Darius' basic attacks and damaging abilities cause enemies to bleed for 12 - 36 (based on level) (+ 40% bonus AD) physical damage over 4 seconds. This stacks up to Four times . Darius gains 5% slow resist for each stack of Hemorrhage on every champion.


Dunks, dunks are everywhere. Missing a dunk is a common thing now but beware it will be ready in 8 seconds. Before criticising, think like it is already in the game as Wind Wall.png OP wall or other ridiculous abilities :).

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