Hey guys! I've simply decided to make a custom list of balance changes I just wanted to do, no need to explain too much. Lots of changes are really slight, but there are also greater ones. As always, your opinion is important here.

  • Note: There are some champions I have just no idea how to balance (LEESINonlyanexampleofc).
  • Note #2: Some of stats may not be actual since I wrote first changes really long ago. I checked if they are at current state, but I might've missed something.

Aatrox Aatrox

  • Blood Thirst.png Blood Thirst
    • Healed amount while below 50% health reduced from 300% to 275%

Alistar Alistar

As botlane supports turned into second APCs, Alistar's damage currently falls off against almost every support in game, simply because he's still built into a tank. Giving some more damage to Headbutt should improve his burst, while not screwing up enemy laners too much.

  • Headbutt.png Headbutt
    • Base damage increased from 55/110/165/220/275 to 70/125/180/235/290

Anivia Anivia

Not really impacting change, but i had to do it. Anivia is a bit overrated, even if she has some good damage and CC.

  • Glacial Storm.png Glacial Storm
    • Activation mana cost changed from 75 to per second cost (40/50/60)
    • Cast range increased from 615 to 625

Annie Annie

Annie's Molten Shield.png Molten Shield has relatively low cost while looking at her mana return farming mechanics.

Brand Brand

Brand's spells already burn high amounts of health (burn, hehehe), and with addition of Blaze.png Blaze, it's even more health lost per any successful hit with spell, not to mention it applies such effects as Liandry or Rylai over its full duration. This change shouldn't affect his bursting, while making mid lane easier for the opponent.

  • Health per level decreased from 76 to 75
  • Blaze.png Blaze
    • Total damage over time reduced from 8% to 6% of target's max health

Caitlyn Caitlyn

Darius Darius

Very slight change, to improve his combo.

Draven Draven

  • Stand Aside.png Stand Aside
    • Range decreased from 1050 to 1000
  • Whirling Death.png Whirling Death
    • Catching Whirling Death on its way back now counts as catching two axes = granting 2 stacks of Adoration (League of Draven.png League of Draven's resource)
      • Because why not?

Elise Elise

  • Volatile Spiderling.png Volatile Spiderling
    • Spiderling's movement speed increased by ~ 3%
      • Slight buff. After long-time-ago nerf, it seems to be quite hard to hit with, and 3% should make it a bit better.

Fiora Fiora

  • Riposte.png Riposte
    • Fiora can now move through units for 3 seconds after successful parry
      • To utilize parrying as more than 100 damage shuffle in lane and allow easier retreat.

Fizz Fizz

Gangplank Gangplank

Admit it, you always wanted to see this. If you didn't... There is no way you didn't ever wanted it. Just impossible.

    • Gangplank can now freely move while casting

Hecarim Hecarim

  • Base mana regen increased from 6.5 to 7

Jax Jax

  • Counter Strike.png Counter Strike
    • Range radius reduced from 187.5 to 185
      • Don't ask me why lewl

Karthus Karthus

Karthus has some huge mana costs which are refunded in farm/kills if used well, but it's also easy to miss and after some misses mana drops are noticeable. Still, his Requiem.png Requiem, as an almost inescapable global damage dealing ability, should have higher mana cost. To improve mana control in early game and not give a noticeable buff to him, there come some mana cost changes.

  • Defile.png Defile
    • Mana cost per second reduced from 30/42/54/66/78 to 26/39/52/65/78
  • Requiem.png Requiem
    • Mana cost increased from 150/175/200 to 200 at all ranks

Kayle Kayle

  • Health per level reduced from 93 to 92
  • Intervention.png Intervention
    • Mana cost increased from 0 to 100
      • Okay, who the hell even thought about making this ability completely FREE? It's something that stops all incoming damage...

Kog'Maw Kog'Maw

  • Bio-Arcane Barrage.png Bio-Arcane Barrage
    • Target's max health into damage reduced from 2/3/4/5/6% to 2/2.75/3.5/4.25/5%
      • HYPER OP TANK MELTER OMG OMG. If it was about my feelings, i'd nerf this deep to the ground. But i need to use some logic here, so i don't think it would be any good to nerf Kog'Maw kitten eater any more.

Leona Leona

As a very strong and durable support, Leona shouldn't benefit that much from often fights. Solar Flare.png Solar Flare can currently be used quite often in lane and late game and mostly brings overwhelming results.

Malzahar Malzahar

Malzahar is really annoying champion to fight with, aiming at Malefic Visions.png Malefic Visions. Its spammable potential and quick health burning combined with mana refunding mechanics drive everyone to madness. Although that's what Malzahar is specified to do, it's still annoying.

  • Malefic Visions.png Malefic Visions
    • Cooldown increased from 15/13/11/9/7 to 16/14/12/10/8
    • Base damage reduced from 80/140/200/260/320 to 80/135/190/245/300

Master Yi Master Yi

  • Meditate.png Meditate
    • Mana cost increased from 50 to 50/55/60/65/70

Mordekaiser Mordekaiser

Mordekaiser in his current state is able to negate most trades in lane due to strength of Iron Man.png Iron Man.

  • Iron Man.png Iron Man
    • Per second drop will increase from 3% to 5% of max shield amount per second if Mordekaiser Mordekaiser did not used any ability in last 3 seconds
  • Mace of Spades.png Mace of Spades
    • Single target damage simplified (and reduced) from 132/181.5/231/280.5/330 (+ 66% AP) (+ 165% bonus AD) to 130/180/230/280/330 (+ 65% AP) (+ 165% bonus AD)

Nidalee Nidalee

  • Javelin Toss.png Javelin Toss
    • Max damage simplified (and adjusted) from 250% (138/238/360/463/575 (+ 162.5% AP)) to 135/245/355/465/575 (+ 160% AP)
  • Pounce.png Pounce
    • Cooldown increased from 3.5 to 4
    • Damage radius increased from 75 to 100

Nocturne Nocturne

First buff to Nocturne ever (i think). Not much, but players will appreciate.

Poppy Poppy

Poppy has an extremely passive early lane (heck even more passive than Nasus Nasus) due to most ridiculous mana relations with abilities - high cost with one of lowest mana pools in the game.

  • Base mana increased from 185 to 190
  • Mana per level increased from 30 to 35
  • Devastating Blow.png Devastating Blow
    • Mana cost reduced from 55 to 50

Rammus Rammus

Ganks from Rammus ok are one of annoying experiences about League, especially when you're not covered by minions. His high defense and CC may be left in this way, but damage should be reduced in this case.

  • Powerball.png Powerball
    • Base damage reduced from 100/150/200/250/300 to 80/130/180/230/280

Renekton Renekton

Ever laned against Renekton susan cnt escap me fro evur? It's easy to go mad after such experience. All he does is dash > stun > cul teh mek > dash > cul teh mek to regain health > repeat. Quite strong and irresistible combo to be honest.

Sejuani Sejuani

  • Permafrost.png Permafrost
    • Frost debuff duration reduced from 4 to 3 seconds

Shyvana Shyvana

A partial rework of her abilities simply gave her free defense stats. A quite noticeable amount. This is probably what made her better than before. Still better than see her not picked over all the time, but come on.

  • Base armor reduced from 18 to 16

Sivir Sivir

  • On the Hunt.png On the Hunt
    • Mana cost increased from 100 to 150
      • It's a goddamn overpowered version of Talisman of Ascension Shurelya. No makin' plays before someone pays.

Sona Sona

  • Base armor increased from 8 to 9
    • She needs this very much. Trust me.

Syndra Syndra

  • Dark Sphere.png Dark Sphere
    • 5th rank damage against champions simplified (and increased) from 269.5 (+ 69% AP) to 270 (+ 70% AP)

Talon Talon

  • Cutthroat.png Cutthroat
    • Mana cost changed from 35/40/45/50/55 to 40

Thresh Thresh

  • Dark Passage.png Dark Passage
    • Mana cost increased from 50/55/60/65/70 to 80
      • Kinda... OP? It shouldn't even be in this game IMO, but i suppose there would be much teemostorm if i would propose removal of Dark Passage.png they won't click it anyway.

Tristana Tristana

  • Rocket Jump.png Rocket Jump
    • Mana cost reduced from 80 to 75
  • Explosive Shot.png Explosive Shot
    • Base damage reduced from 110/150/190/230/270 to 100/140/180/220/260
      • It's some serious damage for early game, and it's not a skillshot.

Trundle Trundle

Trundle feels really underwhelming in early game and has to snowball in order to be useful. I'm not sure if this is the best change i could do though.

  • Frozen Domain.png Frozen Domain
    • Attack speed bonus increased from 20%/35%/50%/65%/80% to 40%/50%/60%/70%/80%
    • Cooldown increased from 15 to 16 seconds

Twisted Fate twostyd fot

Wow, he just really sucks right now. But from what I've seen, he can be either OP or UP. Can't find the point of balance.

Twitch Twitch

  • Spray and Pray.png Spray and Pray
    • Bonus attack damage increased from 20/28/36 to 20/30/40
      • This ability gains quite low bonuses upon leveling. Buffed amount is not really overwhelming, but still better.

Urgot Urgot

This guy is one of most underrated champions ever. Seriously, he is not bad. He has few issues, but without them he would be like... Insanely OP. However, as he can make some use from basic attacks, he really needs a bit more attack range.

  • Attack range increased from 425 to 450

Wukong Wukong

Uh. If someone believes he's not overwhelmingly strong right now, then i have no words.

  • Map-specifing differences
    • Stone Skin.png Stone Skin
      • Brought back to normal amount for all maps.
  • Nimbus Strike.png Nimbus Strike
    • AoE radius reduced from 187.5 to 185
  • Cyclone.png Cyclone
    • AD to damage per second ratio reduced from 120% total AD to 110% total AD

Ziggs Ziggs

Ziggs combines a lot of power in his abilities - spammable poke, CC, form of escape, good burst, lots of AoE and a [nearly]global nuke. The times when he wasn't really popular are gone, he's the dominator of APCs right now.

  • Bouncing Bomb.png Bouncing Bomb
    • Base damage reduced from 75/120/165/210/255 to 70/115/160/205/250
    • AP ratio reduced from 65% to 60%
  • Satchel Charge.png Satchel Charge
    • Mana cost increased from 65 to 80