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Turrets have an underrated impact on the game. They are effectively the things who dictate game flow the most: the more powerful and sturdy they are, the slower the game becomes, especially early game; and the exact same way, the weaker they are, the faster the game goes.
In their current state, turrets make the game feel long during the laning phase, but in the later stages of the game, champions are so strong enough they take a victory off of a single mid-lane push after a teamfight victory, even through 3 layers of turrets if they are there.
Strangely enough (or not), Riot refrains as much as they can from touching turrets at all, and whenever they do it's on the list of the biggest changes. This is a tell about the massive impact they ac…Read more >
I am surprised that nobody has talked about Riot's changes for the 2017 Pre-Season, so here I am.
The more time goes on, the smaller these changes get, it seems. In the assassins' case, though, it might be justified, since most of these changes are actually very satisfying and look very promising on paper.
The biggest change to LeBlanc is her new passive . It's basically the same as her pre-update Q's mark, now applied with every spell, but it can only be procced after second. I must admit it's a very blunt way of extending her burst window, since it carries a lot of her damage. Everything else remains pretty much as is, except her new Q : it's still a target-shot much like the current one, except now if it procs her passive, it spreads to …
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This next champion concept of mine came to my mind a while ago, when I was watching a YouTube video about what Jinx could have been, from GamingCurios. The "ranged " didn't really click to me up until now, except with a few tweaks it can become another thing entirely and when I came up with what would be a decent ultimate, I decided to make a concept out of it. Enjoy Amaia, the First Woe!
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Amaia, the First Woe is a custom champion concept.
Ah, , how long has it been? Yes, today I am tackling a rather old champion, in an attempt to bring him up to date. Of course, with a kit as old as his, good old Cho comes with his fair share of problems: mana consumption is off the charts, cooldowns are high, abilities feel clunky at times (looking at you ), and in the end he feels a bit lackluster, unless the meta is good with both assassins (that he counters) and him, because if he's too weak, he tends not to actually counter them. Also, he needs to stray away from the mentality of "I'll be topped off in top lane forever until it's pushing the enemy base" that his passive's sustain tend to let him do rather effectively as long as you last hit. This rework, aside from attempting to smooth…Read more >
Everyone knows . Everyone knows her huge burst and with her stun that doesn't end before she drops her before-mentioned huge burst and kills her unfortunate target with even less problems than any decent player gets pentakills in a Bronze V game. But what to do? Annie's identity is rather simple: she's a kid mage who just burns things, also Tibbers. Tibbers currently holds pretty much all of her teamfight potential, but in rather undesirable ways: it's only because Tibbers is her best ability to use her passive stun with, and the rest of his damage is done with the big bear's Sunfire aura, which is pretty much invisible power in work. How do I intend to change that? As much as I still want her to be rather reliant on Tibbers to fight and …Read more >