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BardSquare

Bard

Bard

The main issue I'm addressing is the speed at which Bard's passive scales, which is far too slow compared to other champions that scale with level. Obviously any mechanic that scales with time is distinct in that it varies in effective strength from one game to another depending on the game's pacing, but requiring a one-hour long game to deal damage on-par with a level 18 is not a fair to juxtaposition.
― Emptylord
  • Cosmic Binding
    • The secondary effect is no longer auto-targeted - i.e. the effect no longer "searches" for a second target and it will no longer stun people to walls at right-angles.
    • New Effect: After hitting an enemy, the cosmic energy will continue forward (functionally similar to Light Binding or Baleful Strike.) and the ability gains additional range (maximum increased to 1175 from 950).
    • New Effect: The first enemy hit will now be yanked back toward the second enemy/wall hit if they move more than 550 units away before the ability completes. This will interrupt dash abilities and airborne effects.
  • Tempered Fate
    • New Passive: The number of chimes that spawn every 50 seconds has been increased to 3 / 4 / 5.
      • Minimum time to collect 150 Chimes reduced to ~40 minutes from ~63 minutes.

BlitzcrankSquare

Blitzcrank

Blitzcrank

BrandSquare

Brand

Brand

  • Blaze
    • New Effect: Brand has sight of burning enemy champions. This does not reveal stealth.
  • Pyroclasm
    • Pyroclasm will no longer fizzle if its current target becomes untargetable or dies, but it cannot select an untargetable enemy as a new target.
    • Pyroclasm can now only affect champions. Minions and monsters are no longer valid targets.
    • No longer priotizes champions after hitting an blazed target.
    • New Effect: If a target is ablaze, Pyroclasm gains an additional bounce. This can only happen once per enemy champion.
    • New Effect: Pyroclasm can now select Brand as a target and will heal him.
    • Updated Priority: Pyroclasm will prioritize champions that have not yet been targeted or have been targeted the fewest times, but will prefer targets that have further targets in range over isolated targets.

CaitlynSquare

Caitlyn

Caitlyn

The following changes are in the name of modernization.
― Emptylord
  • Ace in the Hole
    • The channel is now interrupted by disarming effects instead of silencing effects, as with LucianSquare Lucian's The Culling.
    • Now deals 0.5% bonus damage for every 1% of her critical strike chance.
      • Maximum Damage: 375 / 712.5 / 1150 (+300% bonus AD)

CassiopeiaSquare

Cassiopeia

Cassipoeia

Cassiopeia was sleeper-OP prior to Spring 2015's LCS and the nerfs have already started appearing. These are my proposals for maintaining her marksman power-curve, embracing her recent Aspect of the Serpent/Twin Fang rework and bolstering her former Noxious Blast play style without overloading her early game.
― Emptylord
  • Aspect of the Serpent
    • Renamed Serpent's Curse.
    • Revised stack bonuses:
      • 100 Stacks: 1 Evolution Point
      • 250 Stacks: +25% cooldown reduction and 1 Evolution Point
      • 500 Stacks: +30% ability power and 1 Evolution Point
    • Evolution points can be spent to augment one of Cassiopeia's basic abilities.
      • Noxious Blast: "Noxious Blast debuffs enemies on each instance of damage, increasing the damage they take from subsequent poisons by 10% for 4 seconds (stacking up to 5 times)."
      • Miasma: "Miasma's radius will now increased to 400 over the duration."
      • Twin Fang: "Twin Fang will restore 6 - 16 (based on level) (+ 10% AP) health."
  • Miasma
    • Improved the collision detection with champions using dashes or being moved around by knock-back.
  • Twin Fang
    • No longer applies a damage amplifier.

Cho'GathSquare

Cho'Gath

Cho'Gath

First and foremost, the purpose of this rework is to improve Cho'Gath's presence in team fights once his Feast is down - which I achieved with a "Well Fed" buff. To further explore the "initiate with Feast" mechanic, I decided to apply Gnar-like stat variations between big Cho'Gaths and small Cho'Gaths - players can now choose between if they want to be small-but-fast, or big-and-sluggish.
― Emptylord
  • General
    • Base size reduced.
    • Attack speed growth reduced to 1% from 1.44%.
    • Movement speed reduced to 300 from 345. This is the lowest in the game.
  • Carnivore
    • New Passive: Cho'Gath starts the game with 6 stacks of Hunger, which grants him bonuses per stack. He loses these bonus in exchange for other bonuses as he gains Feast stacks.
    • Cho'Gath gains the following bonuses for every stack of Hunger:
      • +1% attack speed growth
      • +10 movement speed
      • +1 health regeneration growth
    • Cho'Gath gains the following bonuses for every stack of Feast:
      • +15 health growth (Cho'Gath will restore health equal to the amount gained.)
      • +10 attack range
      • Increased size (More so than granted on live.)
      • +2 seconds Well Fed duration
  • Rupture (revised)
    • First Cast: Cho'Gath turns to face the target location and begins channeling for up to 2 seconds, increasing the damage of Rupture over the 2 seconds and the radius-of-effect over the first 1 second. If the channel is interrupted, Rupture is put on on a reduced 2 second cooldown.
    • Second Cast: Cho'Gath causes a mass of spikes to erupt from the ground at the target location, dealing magic damage and slowing enemies hit by 50% for 2 seconds. If Cho'Gath channeled for at least 1 second, Rupture will also knock-up enemies hit.
    • Cooldown reduced to 10 / 9 / 8 / 7 / 6 seconds from 9 at all ranks.
  • Feral Scream
    • Cho'Gath can now cast Feral Scream either as a cone or as a point-blank area of effect by targeting himself.
      • Self target radius implemented at 325 units.
  • Vorpal Spikes
    • The following on-hit effects now clarify in the tooltip that they will apply spell effects: "... will apply spell effects and cannot be dodged, blocked nor critically strike.
  • Feast
    • Damage versus champions reduced to 250 / 375 / 500 (+40% AP) from 300 / 475 / 650 (+70% AP).
    • Damage versus minions and monsters reduced to 500 / 750 / 1000 (+80% AP) from 1000 (+70% AP).
    • In addition to 1 Feast stack, Cho'Gath also gains "Well Fed" for 6 seconds.
    • Well Fed: Cho'Gath's Rupture channels twice as fast, Feral Scream hits over a larger area and Vorpal Spikes deals double damage.

CorkiSquare

Corki

Corki

  • Stats
    • Attack range reduced to 500 from 550.
    • Attack speed per level reduced to 1% from 2.3%.
    • Movement speed increased to 335 from 325.
  • Visual Upgrade
    • Corki's copter now has three distinctive weapons - the cannon, the gatling gun and the missile launcher.
    • Corki now possesses a back-up weapon which he uses while his copter is overheating.
    • Most Skins: Corki leans over the side of his ROFLCopter and uses a pistol.
    • UFO Rider Corki: Corki pops open the lid of his UFO and uses a laser gun.
  • General
    • Now utilizes the Heat mechanic.
      • Corki's abilities have no cost. His secondary resource bar instead displays his Heat. Corki starts the game with 0 Heat and can have a maximum of 100. Corki will generate Heat whenever he casts an ability and will Overheat if he reaches 100, preventing him from casting his abilities for 6 seconds while his Heat depletes to 0. Heat will decay at a rate of 10 per second if Corki has not cast an ability in the last 4 seconds, increasing to 20 per second after 2.5 seconds.
  • Reconnaissance Operations Frontline Copter
    • Corki's copter grants him 20% bonus attack speed, which doubles to 40% while above 50 Heat. This bonus is lost entirely while overheated.
  • Phosphorus Bomb
    • Range increased to 925 from 825.
    • Cost changed to 20 Heat from 60 / 70 / 80 / 90 / 100 mana.
    • Damage type changed to physical from magical.
    • Damage changed to 70 / 110 / 150 / 190 / 230 (+65% bonus AD) from 80 / 130 / 180 / 230 / 280 (+50% bonus AD) (+50% AP).
  • Gatling Gun
    • Moved to [W] instead of [E].
    • Active changed to a toggle.
    • Cost changed to 5 heat per half second that increases to 10 after 5 seconds from 50 mana.
    • Cooldown reduced to 10 / 9 / 8 / 7 / 6 from 16. The cooldown now starts on toggle-off.
    • Damage reduced to 13 / 23 / 33 / 43 / 53 (+35% bonus AD) from 20 / 32 / 44 / 56 / 68 (+40% bonus AD).
    • No longer shreds armor.
    • Gatling Gun can now critically strike - dealing 100% bonus damage. This is calculated per enemy hit and not across all enemies hit.
      • Critical Damage: 26 / 46 / 66 / 86 / 106 (+70% bonus AD). This is unaffected by modifiers from items.
  • Valkyrie
    • Moved to [E] instead of [W].
    • Revised Active: Corki jettisons himself 500 units in the target direction, dealing magic damage in a cone behind him and slowing them by 50% for 1.5 seconds. Corki takes the opportunity to vents his copter's engine, reducing his heat by 40.
      • Dash range reduced to 500 from 800.
      • Damage changed to an instantaneous 80 / 120 / 180 / 230 / 280 (+80% AP) from 150 / 225 / 300 / 375 / 450 (+100% AP) over 3 seconds.
      • Cost removed (previously 100 mana).
  • Missile Barrage
    • Cooldown changed to 10 seconds from a barrage system (2 second static; 12 / 10 / 8 second recharge time).
    • New Effect: The cooldown of Missile Barrage is displayed on-screen and there is a Sweet Spot partway into the cooldown wherein Corki can active Missile Barrage to perform a Quick Reload, instantly refreshing the cooldown of Missile Barrage and readying a Big One for 5 seconds. If Corki attempts to Quick Reload and fails, his missile launcher locks up and the cooldown is extended to 10 seconds.
      • Corki cannot perform a Quick Reload while silenced or otherwise unable to activate abilities.
      • The Sweet Spot is ~0.5 seconds and starts around 4 seconds into the cooldown.
      • Corki cannot perform a Quick Reload during the first 0.5 seconds of the cooldown or the last 2 second cooldown, to accommodate for latency-related double-casts or trigger-happy clicking near the end of the cooldown.
      • Big Ones are no longer available every third missile and are only available on Quick Reloads.
    • Cost changed to 20 Heat from 20 Mana.
    • Damage type changed to physical from magic.
    • Damage changed to 80 / 130 / 180 (+100% AD) from 100 / 180 / 260 (+30% AP) (+ 20 / 30 / 40 % AD).
    • Big One damage changed to 120 / 195 / 270 (+150% AD) from 150 / 270 / 390 (+45% AP) (+30 / 45 / 60 % AD).

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