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Mages are a staple of many videogame genres and have very well-defined strengths and weaknesses throughout: they have powerful spells, they can often control their enemies and keep them at bay, and they tend to be innately fragile and weak in direct combat. With that said, League of Legends has pushed the envelope on many mages, allowing them to develop into new and unexplored gameplay and thematic fantasies, while expanding on what it means to be a mage. On the flipside, Riot's also been sticking to a few mage tropes I think could be played with a little more, and occasionally been too conservative on the treatment they gave to some older mages. The overarching goals for the mage changes below are the following:

While every role tends to be guided a little bit too forcefully towards certain stats sometimes, this is particularly true of mages: not only are most mages expected to max out on cooldown reduction and mana sustain, along with AP, those options don't always feel appropriate either. Some mages might not even need that much CDR, or even mana as a resource, but are stuck with those expectations for the sake of conforming to general trends and itemization. While most mages should definitely still run on similar stats, some could afford to be a bit different, whether it be by fully committing to an alternate build or using a different, non-mana resource more appropriate for their playstyle.

Typically, mages are expected to have a core ability combo and mainly play around it. While even that has a ton of potential for variation, often mages have been a bit too beholden to that trope, among many others. Some mages have significantly different playstyles from others, and as such may want to do radically different things, like use lots of basic attacks (e.g. AzirSquare Azir or OriannaSquare Orianna) or even launch themselves gleefully into the enemy team (basically KarthusSquare Karthus). Currently, though, they can't really do that as well as they'd want to, which has homogenized their playstyles somewhat and neutered some of their most interesting features. Many mages could afford to step even more outside the box and take their unique traits up to 11, which would also help make them stand out in an environment saturated with many overlapping contributions.

Vel'KozSquare Vel'Koz

Niche: The Team Melter
  • Vel'Koz is perhaps one of the very rare champions to have been made seemingly worse by a rework: though still a tremendously fun champion, his recent changes haven't really put him on the map as much as intended, and instead muddied his playstyle somewhat by making his ultimate occasionally more complicated and less directly satisfying. Truth be told, though, he needed changes, and for the reasons mentioned in his dev blogs: while fun, Vel lacked a strong niche that could make him stand out from the others, and so his potential ended up being squandered through needlessly low play rates and exclusion from pick choices, a problem that would persist as long as he wasn't overpowered. The goal of these changes is to do a slightly different take on his Research mechanic, while also sprucing up his kit a little: one of the promises made throughout his rework process was to make his W more geometry-related, a promise that resonated well with his playerbase, particularly since the ability often feels slightly lackluster. Ideally, the end result should be an artillery powerhouse capable of melting through targets via smart placement of his spells, yet with enough base simplicity to be picked up quickly and feel good.
  • Stats:
    • Base mana reduced to 100 from 375.6.
    • Mana growth removed.
    • Base mana regeneration reduced to 5 from 6.
    • Mana regeneration growth removed.
  • Organic Deconstruction:
    • Renamed to Deconstruction.
    • Reworked: enemies near Vel'Koz display 3 stacks of Deconstruction, refreshing at a rate of 1 stack every 5 seconds, reduced by cooldown reduction. Each of Vel'Koz's strikes consumes a stack, dealing 15 - 100 (based on level) (+ 25% AP) bonus magic damage.
  • Plasma Fission:
    • Mana cost reduced to 9 / 8 / 7 / 6 / 5 from 40 / 45 / 50 / 55 / 60.
    • Cooldown reduced to 7 / 6.5 / 6 / 5.5 / 5 from 7 at all ranks.
    • Damage reduced to 60 / 95 / 130 / 165 / 200 (+ 50% AP) from 80 / 120 / 160 / 200 / 240 (+ 60% AP).
    • Slow icon Slow strength reduced to 30 / 35 / 40 / 45 / 50% from 70% at all ranks.
    • Slow icon Slow duration reduced to 1.5 at all ranks from 1 / 1.4 / 1.8 / 2.2 / 2.6.
    • On-kill mana refund removed.
  • Void Rift:
    • Renamed to Analyze.
    • Charges removed.
    • Mana cost reduced to 13 / 11 / 9 / 7 / 5 from 50 / 55 / 60 / 65 / 70.
    • Cooldown increased to 5 from a static 1.5.
    • Range reduced to 525 from 1050.
    • Reworked: Vel'Koz focuses his gaze upon the target unit for 1 second, during which he can move, attack and cast freely. While focusing, Vel'Koz traces his path, as well as an exact mirror on the other side of the unit. At the end of the delay, Vel'Koz fires a flash of light, dealing 60 / 95 / 130 / 165 / 200 (+ 50% AP) magic damage to all enemies in the area between the path and the unit.
  • Tectonic Disruption:
    • Mana cost reduced to 17 / 14 / 11 / 8 / 5 from 50 / 55 / 60 / 65 / 70.
    • Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 16 / 15 / 14 / 13 / 12.
    • Damage changed to 60 / 95 / 130 / 165 / 200 (+ 50% AP) from 70 / 100 / 130 / 160 / 190 (+ 30% AP).
  • Lifeform Disintegration Ray:
    • Passive removed.
    • Mana cost removed.

Aurelion SolSquare Aurelion Sol

Niche: The Center of Attention
  • This started out as far more of a fanciful "here is my take on this champion" set of changes than a truly serious rework, considering this was written before even Aurelion Sol's release. Part of these changes likely came from a excessive willingness to streamline, which is already not a big task considering the simplicity of his base kit, but also because of some minor regrets coming from the main gameplay designer himself: when discussing his champion, Rabid Llama admitted that his somewhat underwhelming ultimate was added mainly for functionality in place of a potentially far more awe-inspiring, though power-hungry effect, and mentioned his not-too-relevant mana costs as if they were more of an afterthought than a conscious design decision. The goal of these changes is to move bits of his kit around for the sake of efficiency, focusing completely on his star damage, to make him properly manaless, since his passive and E gameplay make him a champion that doesn't really need to run on a resource, and to give him a suitably flashy ultimate, though one that would be appropriate for his gameplay and power budget.
  • Stats:
    • Is now a manaless champion.
    • No longer uses basic attacks.
      • Attack damage, attack speed and basic attack range removed (set to 0).
  • Center of the Universe:
    • Stars now only activate when Aurelion Sol initiates a command to attack or activates Celestial Expansion, and persist thereafter until he leaves combat.
      • Abilities that Disarm icon disarm Aurelion Sol now also disable his stars for the duration.
      • Stars now damage wards, structures and other objects otherwise only affected by basic attacks.
    • Damage increased to 55 - 225 (based on level) (+ 21 - 55 (based on level)% AP) from 20 - 97 (based on level) (+ 18 - 35 (based on level)% AP).
    • Since the stars' damage is always above 25, they no longer need to execute minions below 25 health.
  • Starsurge:
    • Damage removed.
    • Bonus movement speed removed.
    • Travel speed is now based on Aurelion Sol's movement speed, slowing down the further the star core is from him.
    • Initial projectile size reduced.
      • Projectile is now exhaled from Aurelion Sol's breath.
  • Celestial Expansion:
    • Passive removed.
    • Cooldown increased to 10 / 8 / 6 / 4 / 2 from 6 / 5 / 4 / 3 / 2.
    • Active no longer increases Center of the Universe's damage.
    • Automatically ends after not damaging an enemy champion within the past 3.5 seconds.
  • Comet of Legend:
    • Escape Velocity renamed to Flow.
    • Flow is now displayed in Aurelion Sol's resource bar.
  • Voice of Light:
    • Renamed to Supernova.
    • Cooldown increased to 140 / 120 / 100 from 120 / 100 / 80
    • Reworked: Aurelion Sol charges himself with cosmic energy over the next 4 seconds, emanating a glow so bright he can be Sight icon seen anywhere on the map. At the end of the duration, upon recasting the ability or upon its cancellation, Aurelion Sol releases all of the accumulated energy in an explosive burst, dealing up to 400 / 700 / 1000 (+ 100% AP) magic damage, and a minimum of 80 / 140 / 200 (+ 20% AP) damage, to all enemies within the Outer Rim, Airborne icon knocking them away to the edge, and Slow icon slowing them by 50 / 60 / 70%, decaying over 1 second plus every second spent charging.

AzirSquare Azir

Niche: The Army Commander
  • Azir's been struggling a lot recently: at his core, he's intended to be an AP autoattacking hypercarry mage, yet some of his power keeps bleeding into poke and excessive safety, making him a powerful lane bully with an overbearing early game against many champions. He's a tremendously popular pick in competitive play, but often for the wrong reasons (i.e. for his Q poke, rather than his core autoattacking fantasy), and the nerfs that target that kind of power inevitably end up making him even weaker in the hands of all but the most dedicated players. The goal of these changes is to make a more radical change to his damage output, focusing it exclusively on his Sand Soldiers while paring off and concentrating the power on his other abilities down to their core functions (Q is to reposition soldiers, E is to reposition Azir, etc.). The end result should be a champion who'd be much more at ease at what he does best, with potentially better (and new) item synergy and use of riskier strats (Shurima Shuffle FTW), while also having more pronounced weaknesses and less abuse potential.
  • Stats:
    • Base attack speed increased to 0.694 from 0.625.
    • Attack speed growth increased to 4% from 1.5%.
    • No longer uses basic attacks.
      • Attack damage and attack range removed (set to 0).
  • Conquering Sands
    • Damage removed.
    • Now only commands the Sand Soldier closest to the target to dash.
    • Cooldown now applies per Sand Soldier, and not to the ability itself.
    • Slow icon Slow strength changed to 20 / 30 / 40 / 50 / 60% from 25% at all ranks.
    • Enemies Slow icon slowed by Conquering Sands now receive an immunity period whose duration is equal to the soldier's cooldown, during which they cannot be affected by Conquering Sands again.
  • Arise!
    • Now has six ranks, with Azir starting the game with one rank in the ability.
    • Bonus attack speed removed.
    • Mana cost removed.
    • Cast range increased to 500 from 450.
    • Cooldown increased to 23 / 20 / 17 / 14 / 11 / 8 from 12 / 11 / 10 / 9 / 8.
    • Cooldown in-between soldier casts removed.
    • Damage changed to 70 - 240 (based on level) (+ 49 - 100 (based on level)% AP) from 50 - 170 (based on level) (+ 60% AP).
    • Enemies can only be damaged by one Sand Soldier per basic attack.
    • Each Sand Soldier applies on-hit, on-attack and spell effects.
      • Stacking per-attack effects still only count each basic attack as one instance, even if multiple soldiers are attacking, and life steal effects provide no healing.
    • If Azir has no Sand Soldiers active, casting Arise! does not require or consume a charge.
    • Sand Soldiers can now attack turrets, and when spawned directly on them appear next to them instead of sacrificing themselves.
    • Sand Soldiers last indefinitely, and only disintegrate after 3.5 seconds of not dealing damage to an enemy champion or large monster.
  • Shifting Sands
    • Range restriction removed.
    • Damage removed.
    • Shield removed.
    • Cooldown changed to 26 / 22 / 18 / 14 / 10 from 19 / 18 / 17 / 16 / 15.
    • Azir now stops immediately behind enemy champions who interrupt his dash, rather than in front of them.
  • Emperor's Divide
    • Damage removed.
    • Bonus movement speed removed.

HeimerdingerSquare Heimerdinger

Niche: The Base Builder
  • A long time ago, Heimerdinger was one of the most unsuccessful champions in the game, with a kit that was impossible to balance and reduced him to a joke champion. While his rework completely revolutionized his kit, making it truly fun to use, it didn't fully address some of his old problems, namely his oppressiveness relative to many champions and his overall viability: Heimerdinger's still a pubstomper, one who can completely dominate the laning phase just by sitting around and plonking turrets non-stop, but he's also been relegated to that role, and so has remained out of any sort of competitive setting, where he falls apart against coordinated dives. One way of addressing this would be to give him more late-game autonomy, where the only means of dealing with a pushing Heimerdinger would be to break down his base before attacking him (going for him directly and ignoring his defenses should incur casualties). To complement this, though, he also needs to have his laning patterns made more interactive: right now, he wins by attrition, forcing his opponent to play a losing game where he can poke safely and regen most incoming damage, while they get few opportunities to do much in return unless they can easily take down his turrets. An answer to both could take the form of a unique resource system, which would allow Heimerdinger to be even stronger when fully stocked in a well set-up base, while also forcing him to leave the safety of his turrets to gather supplies. The goal of these changes (aside from a moderate power shift away from lane) is to reinforce Heimerdinger's base-building niche and give him the options he needs to adapt to hard focus and faster-paced late games, while also forcing windows of vulnerability upon him in order to prevent him from just winning by default in stand-offs. Another goal that developed later was to concentrate his ult into something much more interesting: UPGRADE!!! is a "basic ability plus" ultimate in a game that already has Karma and LeBlanc, and in almost every case R + Q trumps both other choices. Additionally, having massive burst and massive crowd control doesn't fit into Heimerdinger's fantasy or gameplay niche all that well, so the changes further below take his base-building, turret-centric playstyle up to 11 and place the focus squarely on his big turret.
  • Stats:
    • Base health regeneration reduced to 5 from 11.005.
    • Health regeneration growth reduced to 0.5 from 1.75.
    • Is now manaless, and uses a unique resource (see below).
  • Techmaturgical Repair Bots
    • Renamed to Endless Discovery.
    • Reworked: Heimerdinger uses Spare Parts to craft his inventions, and can hold up to 3 - 12 (based on level), displayed in his resource bar. Each basic ability costs 1 Spare Part to use, and while Heimerdinger cannot regenerate Spare Parts of his own outside of the fountain, he can make them from resource nodes on the map: whenever Heimerdinger is lacking Spare Parts, an invisible node periodically spawns near him, remaining for a moderate duration, and the D.I.N.G.R. lights up to indicate its presence, beeping faster the closer he is to it. Upon getting close enough to the node, it becomes visible and the D.I.N.G.R. picks it up automatically, granting Heimerdinger a Spare Part and disabling node generation around that area for a longer period.
      • Node placement is semi-random and slightly skewed towards riskier locations (e.g. brush, portions of the lane closer to the enemy, neutral or enemy side of the jungle).
      • Additionally, large enemies drop a spare part upon dying.
  • H-28G Evolution Turret
    • Attack range increased to 550 from 525.
    • Spare part storage removed (moved to Endless Discovery).
    • Cooldown removed.
    • Charge per second removed.
    • Turrets now generate 10% charge per attack across all levels, from 1 / 2 / 3 / 4 / 5%.
    • Damage per attack changed to 10 / 15 / 20 / 25 / 30 (+ 11.5 - 20 (based on level))% AP) from 12 / 18 / 23 / 29 / 34 (+ 15% AP).
    • Beam damage changed to 「 triple the damage per attack 」「 30 / 45 / 60 / 75 / 90 (+ 34.5 - 60 (based on level))% AP) 」 from 40 / 60 / 80 / 105 / 130 (+ 55% AP).
    • Turrets now deactivate immediately upon Heimerdinger's death or him leaving their leash range.
    • Heimerdinger can use H-28G Evolution Turret on a nearby turret that's been deployed for 10 seconds or more to pick it up, destroy it and generate 1 Spare Part.
    • Turrets no longer have resistances, and instead have 6 health, taking modified incoming damage:
      • 1 damage from minions, monsters and inhibitor and base turrets.
      • 2 damage from ranged champion basic attacks.
      • 3 damage from damaging spells, melee champion basic attacks, outer and inner turrets and large monsters.
      • 6 damage from Smite and effects that imitate it (e.g. Consume).
  • Hextech Micro-Rockets
    • Cooldown reduced to 5 from 11.
    • Damage changed to 45 / 65 / 85 / 105 / 125 (+ 37.5% AP) from 60 / 90 / 120 / 150 / 180 (+ 45% AP).
    • Damage per additional rocket increased to 25% from 20%.
      • Total damage reduced to 90 / 130 / 170 / 210 / 250 (+ 75% AP) from 108 / 162 / 216 / 270 / 324 (+ 81% AP).
  • CH-2 Electron Storm Grenade
    • Cooldown reduced to 10 at all ranks from 18 / 16 / 14 / 12 / 10.
    • Base damage reduced to 60 / 95 / 130 / 165 / 200 from 60 / 100 / 140 / 180 / 220.
    • Range increased to 1100 from 925.
    • Radius reduced to 200 from 210.
    • Now Stun icon stuns all enemies hit for 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds, from 1.25 seconds against enemies in the epicenter.
  • UPGRADE!!!
    • Renamed to Ultimate Creation.
    • Cooldown removed.
    • Reworked: Heimerdinger deploys a massive turret and places himself in Stasis icon stasis inside it.
      • The turret has 12 / 18 / 24 health and follows the same rules for damage and crowd control as any H-28G Evolution Turret.
      • Left-clicking while inside the turret fires large energy projectiles in the target direction that detonate upon impact with an enemy, dealing 200 / 250 / 300 (+ 60% AP) magic damage in an area and Slow icon slowing enemies hit by 25% for 1 second, at a maximum rate of 1 attack per second.
        • Projectiles count as spells, rather than basic attacks, and so apply spell effects, but not on-hit effects, and do not affect structures.
        • The turret has a turn speed.
      • Right-clicking to move exits the turret, but leaves it out, albeit inactive. Any allied champion can move to the inactive turret to enter, place themselves in Stasis icon stasis and control it.
      • Reactivating Ultimate Creation while within deployment range of the turret will deconstruct it and save it for future use, keeping its current health levels.
        • If someone is occupying the turret, they exit automatically upon its deconstruction.
      • The turret is powered by its own Charge reserve, consuming 5 Charge per half-second while in use and regenerating 1 Charge per second while inactive or deconstructed. At 0 Charge, the turret becomes inactive and ejects its user.
        • Turret cannot be deployed or entered at under 10 Charge.
      • Collecting a Spare Part heals the turret for 2 health, tripled if Heimerdinger is full on Spare Parts.
      • If the turret is destroyed, it becomes usable again reaching full Charge or full health, whichever comes first.

KarthusSquare Karthus

Niche: The Suicide Mage
  • A few seasons ago, back when immobile mages completely ruled the mid lane, Karthus was one of the most popular champions around, offering tremendous global influence on top of safe overall laning, and even occasionally haunted the jungle, using its safety and his constant damage to power through camps and invade lanes. Times have changed, though, and many of the pillars responsible for the Deathsinger's success have crumbled: the prominence of assassins and mobile champions have made his laning experience so harrowing that people often refuse to play him for his lane counters; the increased difficulty of the jungle and removal of the Magus enchantment have made his early jungle clears almost impossible to achieve; his infamous Teleport + Revive combo has been undone by the removal of the latter spell, and his uniqueness as an AP hypercarry has been eclipsed by the likes of AzirSquare Azir and CassiopeiaSquare Cassiopeia, who outperform him while carrying more overall safety. More importantly, though, the cracks in his kit are starting to show: as a squishy mage, Karthus needs to dive his targets at extremely close ranges and thereby sacrifice his life, but the massive risk he takes often has an insufficient payoff due to the inherent cost of dying. The goal of these changes is to reinforce and better support that identity: not only should Karthus feel comfortable when acting suicidal, he should be truly rewarded for it, and his abilities should fully revolve around enabling and enacting death upon his enemies.
  • Stats
    • Is now a manaless champion
    • Health growth reduced to 65 from 75.
    • Base movement speed reduced to 325 from 335.
    • No longer uses basic attacks.
      • Attack damage, attack speed and basic attack range removed (set to 0).
  • Death Defied:
    • If Karthus kills an enemy champion or epic monster during Death Defied, he reforms his body, resurrecting at 25 / 50 / 75 / 100% maximum health.
    • Only counts Karthus's death once he expires without resurrecting.
  • Lay Waste:
    • Is now mandatory at level 1.
    • Range reduced to 500 from 875.
    • Base damage changed to 40 - 125 (based on level) from 40 / 60 / 80 / 100 / 120.
    • Bonus base damage changed to 45 / 65 / 85 / 105 / 125 from 「 the initial damage 」「 40 / 60 / 80 / 100 / 120 」.
  • Wall of Pain:
    • Renamed to Veil of Mortality.
    • Cooldown changed to 23 / 21 / 19 / 17 / 15 from 18 at all ranks.
    • Wall now deploys after a 0.5-second delay, rather than instantly.
    • Slow icon Slow duration reduced to 2 from 5.
    • Slow icon Slow only decays over the last second, and targets affected by Veil of Mortality prior to that have the decay delayed by 1 second every time they take champion damage, up to a maximum total duration of 5 seconds.
    • Slow icon Slow strength reduced to 30 / 35 / 40 / 45 / 50% from 40 / 50 / 60 / 70 / 80%.
    • No longer reduces affected targets' magic resistance.
    • Now halves affected targets' current health, converting the other half into Grey Health.
      • This does not apply to epic monsters.
  • Defile:
    • Range reduced to 300 from 425.
    • Toggle off effect removed.
    • Toggle on effect is now a permanent passive.
    • Damage changed to 0.5 / 1 / 1.5 / 2 / 2.5% (+ 0.25% per 100 AP) of target's current health per 0.25 seconds, capped at 50 against non-champions, from 30 / 50 / 70 / 90 / 110 (+ 20% AP) per second.
    • Taking down an enemy now permanently increases its range by 2, quintupled to 10 against enemy champions, large minions and monsters, up to a maximum of 200 bonus range (500 total range).
      • Captured souls are now displayed in Karthus's resource bar.
  • Requiem:
    • Cooldown reduced to 200 / 150 / 100 from 200 / 180 / 160.
    • Active reworked: Karthus channels for 3 seconds and, upon completing it, kills every enemy champion on the map below 25% of their maximum health.
      • This effect does not count as damage and is unstoppable, affecting even untargetable and invulnerable enemies.
      • All targets above the threshold are unaffected, though only if they are above the threshold when the channel completes.
      • While Karthus is channeling, the threshold becomes visible to all enemy champions.
    • Karthus's voice can now be heard globally as he channels.

RyzeSquare Ryze

Niche: The Machine Gun Mage
  • Ryze has historically been a difficult champion to balance and design around, mainly due to his core gameplay: he's a durable mage with low-cooldown, mostly point-and-click spells that he hurls as fast as they come off cooldown onto his targets. It's been difficult to make his spells spammable yet still have them feel powerful, and equally difficult to make him feel strong without simply making him too good overall, or too difficult to approach. His most recent rework, though, seems to have solved this, allowing him to have high moments and compelling, on-the-fly choices without compromising the consistency of his kit. Some issues remain, however, notably the presence of burst on his kit, which he shouldn't really have. Additionally, his mana scalings have become even more math-y and less relevant on a kit that really isn't meant to function with resource gates. The goal of these changes is to remove Ryze's less necessary features, namely his burst and bonus movement speed, and instead make him completely DPS-based, letting him cast spells freely with concerns only for his setup and target selection, and not costs or cooldowns.
  • Stats:
    • Is now a manaless champion.
    • Attack range reduced to 500 from 550.
  • Arcane Mastery:
    • Reworked: hitting an enemy champion or large monster with an ability shields Ryze from 15% maximum health for 2 seconds. This cannot be triggered more than once every 15 seconds, though each enemy champion or large monster subsequently hit reduces Arcane Mastery's cooldown by 1 second.
  • Overload:
    • Passive removed.
    • Now has 5 ranks from 6.
    • Range reduced to 600 from 1000.
    • Cooldown removed.
    • Damage changed to 70 / 80 / 90 / 100 / 110 (+ 5 - 90 (based on level)) (+ 50% AP) from 60 / 85 / 110 / 135 / 160 / 185 (+ 45% AP) (+ 3% bonus mana).
    • Enemies hit by Overload become immune to its effects for 5 seconds, cleansed by Rune Prison and Spell Flux.
  • Rune Prison:
    • Range reduced to 500 from 615.
    • Cooldown removed.
    • Damage removed.
    • Can now only be used on champions and large monsters.
    • Root icon Root duration changed to 0.5 / 0.75 / 1 / 1.25 / 1.5 from 1 at all ranks.
    • Enemies cannot be targeted by Rune Prison for 10 seconds after being hit by the ability.
  • Spell Flux:
    • Range reduced to 500 from 615.
    • Cooldown removed.
    • Damage removed.
    • Now automatically marks the nearest 0 / 1 / 2 / 3 / 4 targets with Flux.
    • Flux no longer enhances the effects of Ryze's abilities, but instead causes them to spread to all nearby enemies marked with Flux, repeating until no nearby Flux-marked enemies remain.
    • Enemies marked with Flux cannot be targeted by Spell Flux.
  • Realm Warp:
    • Now has 3 ranks from 2.
    • Range changed to 1500 / 2250 / 3000 from 1500 / 3000.

ViktorSquare Viktor

Niche: The Path Clearer
  • Viktor has one of the richest and most easily recognizable themes in the game: evolution. Above everyone else, he represents the pinnacle of technological advancement, and in-game this translates mostly pretty well through a versatile kit. However, there is a fine line between being versatile and being spread out across too many strengths: under the official terminology, Viktor is a disruptor/battle/burst mage hybrid, but here he's really a cross between a burst mage and a battle mage. That in itself is fine, but he also has a lot of extra crowd control that takes from his power budge, without making him feel especially valued because of it. His battle/burst pattern also gets somewhat abusive when he gets to delete squishy champions by approaching them. Despite the additional effects provided by his Hex Core, and the significant improvement it represented over its older version, it still feels like a missed opportunity: his unique item doesn't feel special in itself, and its evolution system is basically a rip of Kha'ZixSquare Kha'Zix's own, tied to an item rather than his ultimate. The goal of these changes is to switch him towards being much more of a battle mage as his primary role: he'd have some burst mage elements, namely his stun combo, but he'd be much more focused around creating persistent, mobile zones of threat and laying down massive damage over time, rather than raw instant damage. With this would be a different evolution system that would, ideally, present Viktor with many more choices, without saddling him with too many different effects, and allow him to start out burstier if he chooses, before eventually settling into battle mage territory.
  • Stats:
    • Base mana reduced to 100 from 324.
    • Mana growth removed.
    • Base mana regeneration reduced to 5 from 6.
    • Mana regeneration growth removed.
    • Attack range reduced to 500 from 525.
    • Base movement speed increased to 340 from 335.
  • Glorious Evolution:
    • Reworked: Viktor's abilities are not ranked up normally. Instead, he can choose from a selection of augments to grant them specific empowerments. Each basic ability has four evolutions, and his ultimate has two.
  • Siphon Power:
    • Renamed to Overcharge.
    • Cooldown increased to 8 at all ranks from 8 / 7 / 6 / 5 / 4.
    • Mana cost reduced to 10 at all ranks from 45 / 50 / 55 / 60 / 65.
    • Reworked: Viktor shields himself for 5% maximum health for 2 seconds, charging while the shield holds. After charging for 1 second, Viktor's next basic attack while the shield holds deals 52 - 120 (based on level) (+ 30% AP) bonus magic damage.
    • Augment - Deflection: doubles Overcharge's shield.
    • Augment - Discharge: doubles Overcharge's damage.
    • Augment - Turbocharge: halves Overcharge's base cooldown.
    • Augment - Siphon: halves Overcharge's mana cost.
  • Gravity Field:
    • Renaimed to Containment Field
    • Range reduced to 500 from 700.
    • Cooldown increased to 20 at all ranks from 17 / 16 / 15 / 14 / 13.
    • Mana cost reduced to 20 from 65.
    • Reworked: Viktor deploys a device at the target location that arms after a brief delay, lasting 4 seconds thereafter. Enemies who pass through are Slow icon slowed by an additive 10% every 0.25 seconds. Enemies at 100% have the Slow icon slow removed and become immune to it, but are Stun icon stunned for 0.5 seconds.
    • Augment - Singularity: doubles Containment Field's Slow icon slow strength.
    • Augment - Suspension: doubles Containment Field's Stun icon stun duration.
    • Augment - Permanence: halves Containment Field's base cooldown.
    • Augment - Drain: halves Containment Field's mana cost.
  • Death Ray:
    • Range reduced to 500 from 525.
    • Cooldown increased to 16 at all ranks from 13 / 12 / 11 / 10 / 9.
    • Mana cost reduced to 16 from 70 / 80 / 90 / 100 / 110.
    • Reworked: Viktor fires a laser across the target vector, dealing 49 - 100 (based on level) (+ 25% AP) magic damage to all enemies it hits. The laser leaves a trail that detonates after 1 second, dealing 49 - 100 (based on level) (+ 25% AP) magic damage to every enemy hit.
    • Augment - Disintegration: doubles Death Ray's laser damage.
    • Augment - Aftershock: doubles Death Ray's aftershock damage.
    • Augment - Rearming: halves Death Ray's base cooldown.
    • Augment - Superconductor: halves Death Ray's mana cost.
  • Chaos Storm:
    • Range reduced to 500 from 700.
    • Cooldown increased to 150 from 120 / 110 / 100.
    • Mana cost removed.
    • Initial damage removed.
    • Silence icon Interrupt removed.
    • Duration increased to 8 from 6.5.
    • Damage per pulse changed to 115 - 200 (based on level) (+ 40% AP) from 150 / 250 / 350 (+ 60% AP).
    • Augment - Entropy: doubles Chaos Storm's damage.
    • Augment - Surge: halves Chaos Storm's cooldown.

AhriSquare Ahri

Niche: The Pick Mage
  • Ahri's a champion with a strong fan base and a solid kit, one that offers a unique mage-assasin hybrid playstyle and a unique combination of advantages usually reserved to either class, namely ultra-high mobility and powerful crowd control. However, she has also suffered for having a bit too much of everything, and if there's one oddball effect on her kit, it's her passive, for many reasons: sustain isn't really a feature common to assassins or mages, and so doesn't really fit a champion who's already a hybrid of two classes, the innate itself has been nerfed repeatedly to the point where it's unsatisfying even in optimal use cases, all while making Ahri sometimes too hard to dislodge from lane, and its purpose is covered far more elegantly by the more recent movement speed buff on her Q, which lets her kite enemies to avoid damage instead of healing back some of the damage they managed to deal. The goal of these changes is to bring edge-of-danger kiting to the forefront of Ahri's playstyle and reinforce her role as a champion who rushes in and out of fights to pick off select targets, while also turning some of her less appropriate poking power into better all-in and movement-based damage.
  • Stats:
    • Basic attack range reduced to 500 from 550.
    • Movement speed reduced to 325 from 330.
  • Essence Theft:
    • Reworked: Whenever Ahri's abilities damage an enemy champion or large monster, she gains 215 bonus movement speed, rapidly decaying down to 80 over 0.5 seconds. Multiple applications do not stack, but refresh the effect instead.
  • Orb of Deception:
    • Bonus movement speed removed (moved to Essence Theft).
    • Projectile now decelerates towards the end of its trajectory, and accelerates again upon returning.

SyndraSquare Syndra

Niche: The Telekinetic
  • Despite a history of extreme highs and lows in her success, Syndra's core fantasy has often been a bit too mellow in its implementation. Though intended to represent her limitless potential, Transcendent feels anything but, and for a passive that doesn't manifest until later in the game, its effects are fairly underwhelming. What's strange is that Syndra herself has a clearly-defined fundamental gameplay mechanic, that of her sphere manipulation, yet even that is awkwardly implemented: for a champion whose greatest instance of power is often a case of sacrificing short-term reliability for additional damage via additional sphere generation, Syndra often has to race against her orbs' short duration to make full use of her ultimate. The goal of these changes is to realign Syndra towards the fantasy of a telekinetic mage she was intended to be, fully integrating her transcendence into a different leveling paradigm, and focusing her gameplay around gradually building up towards ultimate destructive power, rather than just run-of-the-mill poke and burst.
  • Transcendent:
    • Renamed to Mind Over Matter.
    • Reworked: Syndra continually uproots parts of the world around her, turning them into dark spheres that she can manipulate with her abilities, lasting 6 seconds and having their duration refreshed upon impacting an enemy. Enemies hit by a sphere in motion are dealt 65 - 150 (based on level) (+ 20% AP) magic damage, though they can only be damaged by one sphere per basic ability cast.
  • Dark Sphere:
    • Renamed to Crush.
    • Cooldown increased to 5 from 4.
    • Mana cost changed to 50 at all ranks from 40 / 50 / 60 / 70 / 80.
    • Reworked: Syndra creates an implosion at the target area after a short delay, drawing the nearest sphere towards it.
    • At rank 2, Crush draws in all spheres in range.
    • At rank 3, Crush forms a new sphere if it kills at least one enemy.
    • At rank 4, enemies caught by the immediate implosion are also Airborne icon pulled into it.
    • At rank 5, Crush can be charged over 1.5 seconds to increase its implosion and sphere grab radius, up to double the base amount.
  • Force of Will:
    • Cast range increased to 950 from 925.
    • Mana cost reduced to 50 at all ranks from 60 / 70 / 80 / 90 / 100.
    • Cooldown changed to 5 at all ranks from 12 / 11 / 10 / 9 / 8.
    • Ability-specific damage removed.
      • Enemies grabbed by Force of Will deal and receive the same damage as a sphere upon being launched.
    • Leash duration reduced to 3 from 5.
    • Slow icon Slow removed.
    • At rank 2, all minions and non-epic monsters hit by Force of Will's initial impact are Airborne icon suspended for 1 second before crashing back down, damaging all enemies they hit and applying Force of Will's effects.
    • At rank 3, Force of Will Slow icon slows all enemies hit by 50% for 1 second upon impact.
    • At rank 4, Force of Will picks up all spheres near the main target on first cast.
    • At rank 5, objects grabbed by Force of Will move in a manner influenced by the cursor while held, damaging all enemies they pass through.
  • Scatter the Weak:
    • Cast range reduced to 200 from 700.
    • Launch range reduced to 600 from 1100.
    • Cooldown reduced to 5 at all ranks from 18 / 16.5 / 15 / 13.5 / 12.
    • Airborne icon Knockback removed.
    • Stun icon Stun removed.
    • At rank 2, spheres launched by Scatter the Weak Stun icon stun all enemies hit for 0.5 seconds.
    • At rank 3, Scatter the Weak Airborne icon knocks back all enemies in its cast range.
    • At rank 4, Scatter the Weak negates all enemy projectiles it intercepts, sending them back as launched Dark Spheres.
    • At rank 5, Scatter the Weak can be charged over 1.5 seconds to increase its width, Airborne icon knockback range and launch distance, up to double the base amount.
  • Unleashed Power:
    • Cast range increased to 750 from 675.
    • Cooldown increased to 100 at all ranks from 100 / 90 / 80.
    • Minimum damage removed.
    • Damage cap removed.
    • At rank 2, if an enemy dies while affected by Unleashed Power, Syndra's health and mana are fully replenished, and her basic ability cooldowns are refreshed.
    • At rank 3, Unleashed Power reverberates around the main target, dealing the same damage to all nearby enemies.

LeBlancSquare LeBlanc

Niche: The Deceiver
  • For years, LeBlanc's been infamous for her lack of counterplay, especially in lane, with an instant burst pattern that left her opponents with little opportunity to react. Her rework improved that significantly, forcing a small downtime window to her burst, and shifting some power onto her more deceptive capabilities. However, her Ethereal Chains create a bit too much pressure early on, by being capable of detonating her Sigil of Silence with just a single spell, and being extremely difficult for a great deal many opponents to break from. While the list below looks extensive, the goal of these changes is relatively simple: LeBlanc should always require two abilities to detonate Sigil of Silence, and her ult choice should be about choosing between reliability, mobility or crowd control, and not varying levels of damage.
  • Stats:
    • Base mana reduced to 100 from 334.
    • Mana growth removed.
    • Base mana regeneration reduced to 5 from 6.
    • Mana regeneration growth removed.
  • Sigil of Malice:
    • Damage increased to 41 - 500 (based on level) (+ 100% AP) from 40 - 295 (based on level) (+ 80% AP)
  • Shatter Orb:
    • Mana cost reduced to 12 / 10 / 8 / 6 / 4 from 40 / 45 / 50 / 55 / 60.
    • Base damage increased to 60 / 95 / 130 / 165 / 200 from 55 / 90 / 125 / 160 / 195.
    • Now automatically detonates all nearby primed Sigils of Malice on impact.
    • No longer bounces to the next Sigil of Malice within range.
  • Distortion:
    • Mana cost reduced to 20 / 17 / 14 / 11 / 8 from 70 / 80 / 90 / 100 / 110.
    • Damage reduced to 60 / 95 / 130 / 165 / 200 (+ 50% AP) from 85 / 120 / 155 / 190 / 225 (+ 60% AP).
  • Ethereal Chains:
    • Mana cost reduced to 10 / 8 / 6 / 4 / 2 from 40 at all ranks.
    • Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 14 / 13.25 / 12.5 / 11.75 / 11.
    • Initial base damage increased to 60 / 95 / 130 / 165 / 200 from 40 / 60 / 80 / 100 / 120.
    • Second damage application removed.
    • Root icon Rooting the target no longer detonates Sigil of Malice.
  • Mimic:
    • Cooldown reduced to 50 / 40 / 30 from 54 / 42 / 30.
    • Damage changed to 200 / 300 / 400 (+ 100% AP) for all basic abilities, from:
    • Mimic no longer applies on-hit effects on basic attacks.

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