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DianaSquare

Diana

Diana

Riot has always stated that Diana is perfect in Twisted Treeline - her intended AP Fighter playstyle shines in an environment where there are no squishies, and she will rarely use double-Rush unless absolutely necessary, and opponents live long enough to chain multiple procs of Moonsilver Blade. I'm not going to lie, she's hella fun to play in Twisted Treeline (and equally so in Summoner's Rift using a fighter build) - but the fact remains she's too explosive. Taking some inspiration from Master Yi's post-rework balance changes, here's what I'd do to make Diana more about prolonged fights in Summoner's Rift.
― Emptylord
  • Moonsilver Blade
    • Every third basic attack also reduces her abilities cooldowns by 3 seconds.
  • Crescent Strike
    • Damage lowered to 60 / 90 / 120 / 150 / 180 from 60 / 95 / 130 / 165 / 200.
    • Cooldown increased to 12 / 11 / 10 / 9 / 8 from 10 / 9 / 8 / 7 / 6.
    • Missile speed reduced.
    • Explosion area reduced.
  • Lunar Rush
    • Cooldown reduction for targeting an enemy afflicted with Moonlight reduced to 75% from 100%.

DravenSquare

Draven

Draven

The following is part of my critical strike integration.
― Emptylord
  • Blood Rush
    • New Effect: Critical strikes during the effect will refund 20 mana.

EliseSquare

Elise

Elise

The full article can be found here.

EvelynnSquare

Evelynn

Evelynn

I appreciate that Riot didn't like Evelynn's Deathfire Grasp + Agony's Embrace instakill combo, but turning it into the only ability in the game that cannot deal lethal damage was overkill - especially since Evelynn is classified as a rogue. To be honest, I'd almost be for Riot reverting all of Evelynn's balance changes to her post-rework state in light of Deathfire's removal - and see how she pans-out the second time around. In her glory days, she was a roaming mid-laner - a quirk that I felt had a positive impact on the meta, even if she was too strong at the time.
― Emptylord

EzrealSquare

Ezreal

Ezreal

The below changes are a mixture of "make AP Ezreal distinct from AD Ezreal" and my critical strike integration project. While each of his abilities doesn't necessarily behave differently when moving between AD and AP builds, he scales quite differently - but forgoing one set of stats doesn't render half his kit redundant.
― Emptylord
  • Rising Spell Force
    • Additional Effect: Ezreal's basic attacks reduce the cooldown of his abilities by 0.5 seconds, increased to 1 second versus champions.
  • Mystic Shot
    • AD ratio reduced to 100% from 110%.
    • New Effect: Now deals 1% bonus damage for every 1% of his critical strike chance.
      • Maximum Damage: 70 / 110 / 150 / 190 / 230 (+200% AD)(+80% AP)
    • No longer innately reduces Ezreal's cooldowns. However, Mystic Shot will apply Rising Spell Force.
  • Essence Flux
    • No longer increases the attack speed of allies hit.
    • New Effect: Now heals allied champions hit for 42 / 69 / 96 / 123 / 150 (+48% AP). Ezreal can heal himself by blinking into the path of the missile.
    • New Effect: Both the damage and heal are increased by 0.75% for every 1% of Ezreal's Critical Strike Chance.
      • Maximum Damage: 122.5 / 192.5 / 262.5 / 332.5 / 402.5 (+140% AP)
      • Maximum Healing: 73.5 / 120.75 / 168 / 215.25 / 262.5 (+84% AP)
  • Arcane Shift
    • Ezreal fires an additional homing bolt per stack of Rising Spell Force. Enemies can only be targeted by a single bolt.

  • Trueshot Barrage
    • Damage type changed to physical from magical.
    • AP ratio reduced to 75% from 90%.
    • Base damage reduced to 150 / 300 / 450 from 350 / 500 / 650.
    • Damage is no longer reduced per unit hit.
      • Minimum damage removed.

  • Trueshot Barrage
    • Damage type changed to physical from magical.
    • AP ratio reduced to 75% from 90%.
    • Base damage reduced to 200 / 350 / 500 from 350 / 500 / 650.
    • Damage now falls off by 15% per enemy champion hit changed from 10% per any enemy hit. It will still damage non-champion units.
      • Minimum damage increased to approx. 105 / 185 / 265 (+52.5% bonus AD)(+39.375% AP) from 105 / 150 / 195 (+ 30% Bonus AD)(+ 27% AP)

FiddlesticksSquare

Fiddlesticks

Fiddlesticks

The following rework began as a simple change to Terrify - because the ability's animation looks bad ass compared to the actual effect. The change to his innate ability came at a later date to increase his eye-of-the-storm play pattern (i.e. a hyper-squishy mage goes balls to the wall).
― Emptylord
  • File:Emptylord FiddleFear.png
    20px Dark Harvest
    • Fiddlestick's basic attacks and damaging abilities apply stacks of Doom to enemies hit with each instance of damage. At 3 stacks, crows will swarm the target dealing 9 + (6 * level) + (15% AP) true damage over 1.5 seconds to all enemies within a 175-radius area. All Doom stacks are lost if Fiddlesticks moves more than 1000 units away.
  • Dread
    • Revised Active: Fiddlesticks projects dread in a cone before him, harshly slowing all enemies hit by 75% for 2.5 seconds. The slow decays down to (15% per 100 AP) over the duration. Enemies facing him turn and flee for up to 2 seconds or if they move more than 750 units away from Fiddlesticks. Dread can be activated during Drain and the channeling of Crowstorm without interrupting.
  • Drain
    • Damage per second lowered to 50 / 75 / 100 / 125 / 150 (+40% AP) from 60 / 90 / 120 / 150 / 180 (+45% AP).
  • Dark Wind
    • Will now prioritize low health units, prioritizing champions of any health value over minions. Additionally, Dark Wind will prefer to target enemies it hasn't yet damaged. (Implemented already).
  • Crowstorm
    • Magic damage per half second lowered to 50 / 100 / 150 (+40% AP) from 62.5 / 112.5 / 182.5 (+45% AP).

FioraSquare

Fiora

Fiora

  • Duelist
    • Will now stack against champions AND neutral monsters.

GalioSquare

Galio

Galio

The below is work-in-progress. Converting his passive into per-ability-ratios, a la RyzeSquare Ryze, is core - but I'm still iterating innate abilities as well as changes to the rest of his kit.
― Galio
  • Runic Skin
    • New Innate: Galio's skin has an innate resistance to magic, blocking the next hostile spell to strike him. This cannot happen again for 45 / 35 / 25 / 1 seconds, which refreshes at double the rate while under silencing effects.
  • Resolute Smite
    • Now scales with (+30% MR).
  • Enchanted Bulwark
    • Now scales with (+15% MR), up to (+75% MR) at ∞ heals.
    • No longer grants armor and magic resistance.
    • New Effect: Galio will always gain the shield even when cast upon an ally.
    • New Effect: The healing effect will now benefit the wearer, rather than always Galio.
  • Righteous Gust
    • Now scales with (+25% MR).
  • Idol of Durand
    • Renamed "Sentry of Demacia".
    • Now scales with (+30% MR), up to (+42% MR) when fully charged.

GangplankSquare

Gangplank

Gangplank

The below rework is catered toward his "I'm the Critical Strike King" theme, without forgoing any of his iconic abilities (Parrrley, Oranges and Cannon Barrage).
― Emptylord
  • Bilgewater Brutality
    • New Innate: Gangplank's critical strikes ignore 10% of his target's armor and reduce his ability cooldowns by 1 second (3 seconds versus champions).
  • Parrrley
    • Mana refund increased to 50 / 55 / 60 / 65 / 70 from 25 / 27.5 / 30 / 32.5 / 35.
    • Cooldown increased to 14 / 13 / 12 / 11 / 10 seconds from 5 at all ranks.
    • New Effect: Killing an enemy will now refund half the cooldown. This is in addition to the mana refund.

  • Plunder
    • New Passive: Gangplank's attacks apply Plunder stacks for 6 seconds, which stack up to 3 times. Gangplank's attacks restore 2 / 3 / 4 / 5 / 6 health versus Plundered enemies per stack and he gains 25% critical strike chance versus enemies with 3 stacks.
    • New Active: Gangplank's taunts all nearby enemies with 3 stacks of Plunder for 2.25 seconds.

  • Plunder
    • New Passive: Gangplank's attacks apply Plunder stacks, which stack up to 5 times. Gangplank gains 5% critical strike chance and restores 1 / 2 / 3 / 4 / 5 health versus Plundered enemies, per stack.
    • New Active: Gangplank's next attack deals 20 / 40 / 60 / 80 / 100% AD bonus damage and taunts the target enemy for 1 (+0.25 per Plunder stack) seconds. The bonus damage stacks additively with critical strikes.
    • Cooldown: 20 / 18 / 16 / 14 / 21

  • Raise Morale
    • New Active: Gangplank breaks free of any and all active crowd control effects and heals himself for 5% of his maximum health for every champion within 350 units, both allied and enemy. Gangplank will heal for a minimum of 5% as he is always in range of himself. For the next 7 seconds, Gangplank grants himself and nearby allied champions 3 / 5 / 7 / 9 / 11% bonus movement speed for every nearby enemy champion. This bonus is halved while moving away from Gangplank or enemy champions.
    • Cooldown: 23 / 21 / 19 / 17 / 15

GnarSquare

Gnar

Gnar

Some simply quality of life changes.
― Emptylord
  • Wallop
    • Can now pick up Gnar's boulder.
  • GNAR!
    • Can now be activated to trigger Rage Gene.

GragasSquare

Gragas

Gragas

{{quote|The following is part of PROJECT: Standardization.|Emptylord}]

  • Drunken Rage
    • Now converts his next attack to deal entirely magic damage.
    • Now applies spell effects. This is specified in the tooltip.

GravesSquare

Graves

Graves

I can't help but feel that Riot is going to constantly chip away at Graves' Buckshot until the below is true, so I'm just beating them to the punch.
― Emptylord
  • Buckshot
    • Damage reduced to 36 / 57 / 78 / 99 / 120 (+48% AD) from 60 / 95 / 130 / 165 / 200 (+ 80% bonus AD).
    • Cones beyond the first no longer deal reduced damage. Maximum damage is unchanged.
  • Quickdraw
    • New Effect: Active now grants 50% bonus-armor penetration. This is in addition to the bonus attack speed.

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