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Marksmen are a class that have come into their own as the game matured, and are now a staple, if not the staple, in every team. While the permanence of marksmen is likely something that needs to addressed (who could replace an AD Carry?), a larger and bigger issue is that of many marksmen essentially being treated as vessels for big items. The marksman changes in Preseason 6 addressed this full-on and gave many the niche and flavor they deserved, along with far more interesting itemization, but there are still several left that present classic marksman issues, or simply problems innate to their kits that prevent them from realizing their fantasies successfully. This section was initially made prior to patch 5.22, and many of the changes that happened then addressed the problems outlined here, but marksmen as a class still have a lot of room for improvement. The overarching goals for the marksman changes below are the following:

Currently, there are a lot of marksmen out there that link to a very strong theme: CaitlynSquare Caitlyn is the game's sniper, AsheSquare Ashe is the ice ranger, GravesSquare Graves is the close-quarters shotgun brawler, and so on. However, some of these themes aren't executed nearly as well as they could be: for example, KalistaSquare Kalista, who's meant to be forever bound to her sworn allies, tends to act on her own. Additionally, many marksmen end up providing very similar strengths to their team (e.g. pushing and objective taking power, tank-busting DPS), which makes deciding between them often more a matter of success rates and scalings than proper strategy. While ultimately all marksmen should likely be good at laying down consistent damage from a distance, that leaves a ton of room for each ADC to express their own playstyle in a manner that is completely distinct from any other's.

A big issue with many marksmen is that they're frequently given on-demand free power, often in the form of raw stats, and that their kits as a result lack true moments of success or unique strength. In the worst case, some ADC kits are deficient to the point of almost being empty, simply because they're expected to have most of their power focused on items. The biggest offender here is TwitchSquare Twitch, whose kit feels tremendously weak simply because he blows up in the late game with a full build and his various stat bonuses that pad out several of his abilities, and even champions like VayneSquare Vayne have a lot of power placed on on-demand stats when they could express it in far more interesting ways, which creates an issue of poorly visible power as well. In the end, each item has to make sense on a marksman beyond just offering necessary AD carry stats, and stats on marksmen need to feel truly interesting and rewarding, even if it comes at a cost to on-demand steroids and general power.

A running issue with many marksmen kits is that their abilities tend to lack synergy, simply offering a bit of damage, crowd control, utility or mobility without interacting with each other in interesting ways. Marksmen with major hybrid scalings, such as EzrealSquare Ezreal or VarusSquare Varus, tend to be the clearest examples of this, with effects that may share a theme, but don't really mesh too well with each other (this also leads to AP or AD builds on those champions often feeling incomplete either way, as there are "dead" effects on their kits that don't really do much at all). While not every champion needs to have as much synergy as, say, a mage combo, every kit needs to be internally consistent, and the best kits have abilities that build upon each other to lead to unique expressions of power and skill. This is an issue intrinsically tied to marksmen often not making interesting use of their stats, as well as them not expressing their niche in a truly unique way, so creating more kit synergy would allow for more interesting use of stats and set a clearer niche for each ADC.

When Riot updated marksmen in Preseason 6, it was by far the largest amount of work done to the class in one go in the history of the game. A few months later, they released a dev blog showing their official class and subclass taxonomy. Of all the classes listed, marksmen were the only one to have no subclasses at all. That is not a good sign. In practice, this means that, while there are likely distinguishing factors between marksmen, so many marksmen fit the profile for multiple potential subclasses that they cannot easily have a more specific strength/weakness subclass profile attached to them. KalistaSquare Kalista, for example, is great at providing team utility, but also a duelist, when those should normally be the major strengths of two separate subclasses. It might be worth trying to better separate marksmen along broad lines, with likely candidates being duelist marksmen, who'd excel in single combat and mobility but would have windows of lessened power, powerhouse marksmen, who'd have massive consistent DPS or AoE, at a cost in personal speed and maneuverability, and utility marksmen, who'd sacrifice personal strength and damage output for potent effects that benefit their entire team.

A handful of champions in League have the unique combination of marksman-type gameplay and AP scalings: TeemoSquare Teemo is the most obvious example of this, and AzirSquare Azir is a mage-marksman hybrid, but even mainstream marksmen like CorkiSquare Corki and Kog'MawSquare Kog'Maw fit the bill, with AP scalings of their own (which don't make them play all that differently from their AD builds), a primary contribution of magic damage, and ambiguous enough weaponry to be able to thematically fit either stat. These are all good examples of how the marksman role shouldn't be tied to a single stat or build, and gearing these champions to make the most of their AP potential could make those builds viable alternatives to "standard" AD marksmen.

DravenSquare Draven

Niche: The Juggler
  • Draven's unique juggling mechanic is at the core of his gameplay, sustaining his potent autoattack damage and defining his attack paradigm, while also setting many opportunities for counterplay. However, his overall outputs don't really spring that far beyond lots of raw damage, which has cost him a fair bit of competitive popularity in the face of champions who brought more special team contributions while being overall easier to play. While Draven will always be mechanically difficult, some parts of his kit, like the constant reactivation of Q or W, are a bit too much busywork, and coupled with the feast-or-famine nature of his passive, means his performance is often way too unstable, with newer players struggling to deal major damage or keep up their axes while more experienced ones use him to bully enemies at all stages of the game. The goal of these changes is to streamline Draven in a manner that would give players more opportunities to catch up and maneuver more freely, and potentially increase the core depth of his axe play.
  • Stats:
    • Is now a manaless champion.
    • Base attack damage increased to 81 from 56.
    • Attack damage growth increased to 7 from 2.91.
    • Base attack speed increased to 1 from 0.679.
    • Attack speed growth removed.
  • League of Draven:
    • Renamed to Spinning Axes.
    • Reworked: Draven's basic attacks use an ammunition system, capping at 2, and each basic attack causes his axe to ricochet off of his target and land at a location determined by his movement, traveling for a total duration of 「 2 attack delays 」「 2 / attack speed 」. Catching an axe refills his ammunition by 1, and each axe refills on its own independent cooldown of 「 4 attack delays 」「 4 / attack speed seconds 」.
  • Spinning Axe:
    • Renamed to Axeplosion.
    • Reworked into a passive: Draven's critical strikes against large enemies deal 15 / 17.5 / 20 / 22.5 / 25% of target's missing health bonus physical damage and generate 5 extra axes that ricochet off of the target in different directions.
  • Blood Rush:
    • Reworked into a passive: catching an axe grants Draven 40 / 45 / 50 / 55 / 60% bonus movement speed, decaying over 2 seconds.
  • Stand Aside:
    • Reworked into a passive: Draven's axes Airborne icon knock aside enemies they pass through upon throw and return, dealing 40 / 55 / 70 / 85 / 100% of the axe's damage if they were a basic attack. This does not affect Draven's main target.
  • Whirling Death:
    • Now requires and consumes both axes, refilling Draven's axe reserves on return.
    • Axes now deal damage separately.
    • Damage per pass changed to 100% AD per axe at all levels from 175 / 275 / 375 (+ 110% bonus AD), up to 200% AD physical damage per axe.
    • Damage reduction removed.

EzrealSquare Ezreal

Niche: The Poke Marksman
  • Though well-loved by the community as one of the most aim-based marksmen around, Ezreal's struggled as the game's landscape shifted to better favor tanks and marksmen with more consistent scalings. Though his AP playstyle enjoyed a bout of popularity due to his interaction with on-release Runeglaive, as a marksman he suffers from a lack of overall damage compared to most other ADCs, and as an AP assassin he just doesn't have that much to do after blowing his combo. Ez is mostly well-designed, but suffers a bit from flaws common to older AD/AP hybrid champions, as his passive isn't good at all on AP Ezreal (it's not that good on AD Ezreal either), and his W feels terrible on AD Ezreal (it's also not too spectacular even on his AP build). The goal of these changes is to concentrate Ezreal's power and allow both his playstyles to feel really good, while also putting a bit more emphasis on comboing his spells together (he is a caster marksman, after all) and occasionally putting himself close to his targets in-between powerful bursts of long-ranged damage.
  • Rising Spell Force:
    • Reworked: critical strikes against enemy champions energize them for 3.5 seconds, causing each of Ezreal's basic attacks and abilities against them to reduce his abilities' cooldowns by 1 second.
  • Mystic Shot:
    • No longer reduces Ezreal's cooldowns on its own.
  • Essence Flux:
    • Range increased to 1250 from 1000.
    • Reworked: Ezreal fires a small pulse of energy that slowly travels in a line, passing through all enemies it runs through. If Ezreal hits the pulse with a basic attack or ability, it detonates, dealing 70 / 115 / 160 / 205 / 250 (+ 80% AP) magic damage to all nearby enemies and critically striking them.
  • Arcane Shift:
    • Bonus AD ratio removed.
    • Fires a second shot to detonate Essence Flux if it's within range.

JhinSquare Jhin

Niche: The Executioner Marksman
  • Jhin is an excellent champion. Despite having both extreme limits and extreme allowances on his power (he has no real way of escaping from all-out attacks, yet he also has the longest-ranged damaging basic ability in the game), he is both fun to play and fun to play against. So why the laundry list of changes? This mostly comes down to the more behind-the-scenes parts of his kit that involve a ton of math and fudging around, namely the implementation of his autoattack paradigm. Additionally, although his kit is phenomenally well-designed and thematically detailed (4 everywhere!), his Q stands out as the least fitting and interesting part of his kit, functioning mostly as a waveclear tool and direct nuke than as a true damage combo spell. The goal of these changes is to streamline Jhin's kit to have the same feel without resorting to weird stat limitations, as well as consolidate his kill-focused theme on some of his effects.
  • Stats:
    • Is now a manaless champion.
    • Base attack speed reduced to 0.5 from 0.625
    • Attack speed growth removed.
    • Base attack damage reduced to 81 from 53.
    • Attack damage growth increased to 7 from 3.5.
  • Whisper:
    • Renamed to Death in Four Acts.
    • Reworked: Jhin's basic attacks travel in a straight line without homing on their main target, passing through all enemies and damaging them until they reach their maximum range or an enemy champion that remains alive after the shot, applying on-hit effects to the first enemy hit. The fourth shot deals bonus damage, resetting upon not attacking for 3.5 seconds.
  • Dancing Grenade:
    • Renamed to Dancing Firework.
    • Cooldown changed to 8 / 7 / 6 / 5 / 4 from 7 / 6.5 / 6 / 5.5 / 5.
    • Cooldown now begins after the ability's effects end.
    • Reworked: Jhin shoots the target enemy, Sight icon revealing them for 3.5 seconds. If the target dies while marked, the mark bounces to a nearby enemy, prioritizing champions. Jhin can use basic attacks against the target no matter how far away he is from them, and Dancing Death can bounce to up to 3 additional targets.
    • Initial shot is now a basic attack, following the same rules of travel, attack delay and damage as Jhin's standard basic attacks.
  • Deadly Flourish:
    • Cooldown increased to 20 from 14.
    • Reworked: Jhin fires a shot in the target direction, Root icon rooting enemy champions hit for 1 / 1.25 / 1.5 / 1.75 / 2 seconds if they have been in combat with Jhin or his allies.
    • Shot is now a basic attack, following the same rules of travel, attack delay, range and damage as Jhin's standard basic attacks.
  • Captive Audience:
    • Trap carry capacity increased to 4 from 2.
    • Jhin can now have only up to 4 dormant traps out on the field at once.
    • Slow icon Slow changed to 30 / 35 / 40 / 45 / 50% from 35% at all ranks.
    • Damage type changed to physical from magic.
    • Damage reduction removed.
    • Damage reduced to 0 / 50 / 100 / 150 / 200 (+ 100% AD) from 20 / 80 / 140 / 200 / 260 (+ 120% AD) (+ 100% AP).
  • Curtain Call:
    • Cooldown changed to 120 / 100 / 80 from 120 / 105 / 90.
    • Reworked: Jhin fully assembles his weapon, resetting Death in Four Acts, and channels for 10 seconds, fixing himself in place while opening up a wide view of his killing field. His next four basic attacks have their range increased and are activated by clicking in the target direction, dealing 1 / 2 / 3% increased damage per 1% of target's missing health. Reactivating Curtain Call ends the channel automatically.

QuinnSquare Quinn

Niche: The Scout Marksman
  • Quinn's rework was one of the more ambitious during the Marksman Update, and helped her by giving a fun, functional ultimate. However, despite the tremendous roaming strength it gave her, it failed to really give her a niche worth taking over other marksmen. It's good that she roams, but she doesn't really have much to do when she stops roaming, besides duel targets. The goal of these changes is to preserve that power, but also add an additional scouting element, allowing her to contribute to her team from behind enemy lines, as her theme suggests, by supplementing vision, and work better in teamfights through more consistent crowd control and utility. Quinn would still be a hybrid between a duelist and a utility marksman, but would also remain more relevant even later in the game.
  • Stats:
    • Base movement speed increased to 340 from 335.
    • Base attack damage increased to 57.5 from 54.46.
    • Attack damage growth increased to 2.5 from 2.41.
    • Attack speed growth increased to 4% from 3.1%.
    • Base mana reduced to 100 from 268.8.
    • Mana growth removed.
    • Base mana regeneration reduced to 5 from 6.97.
    • Mana regeneration growth removed.
  • Harrier:
    • Base cooldown reduced to 6 from 8.
    • Sight icon Reveal duration reduced to 3.5 from 4.
    • Cooldown is now reduced by cooldown reduction, rather than critical strike chance.
    • Damage is now increased by 2% per 1% of target's missing health.
  • Blinding Assault:
    • Mana cost reduced to 26 / 22 / 18 / 14 / 10 from 50 / 55 / 60 / 65 / 70.
    • Cooldown changed to 10 at all ranks from 11 / 10.5 / 10 / 9.5 / 9.
    • Damage removed.
    • Disable duration changed to 1 / 1.25 / 1.5 / 1.75 / 2 from 1.5 at all ranks.
  • Heightened Senses:
    • Renamed to Behind Enemy Lines
    • Reworked: Quinn channels for 2 seconds and calls Valor, who picks her up at the end of the duration, granting her 100 / 150 / 200 / 250 / 300 bonus movement speed. Behind Enemy Lines can only be used while out of combat, and ends once Quinn enters combat.
  • Vault:
    • Mana cost reduced to 26 / 22 / 18 / 14 / 10 from 50.
    • Damage removed.
    • Airborne icon Knockback changed to Airborne icon knockdown.
    • Slow icon Slow changed to a constant 30 / 35 / 40 / 45 / 50% from a decaying 50% at all ranks.
    • Quinn is now untargetable while vaulting.
  • Behind Enemy Lines:
    • Renamed to Tag Team.
    • Mana cost removed.
    • Cooldown increased to 100 / 55 / 10 from a static 3 at all ranks.
    • Reworked: Quinn sends out Valor to scout ahead, switching control over to him. Valor has only 1 health and cannot attack, but cannot be targeted by non-champions, benefits from Behind Enemy Lines's bonus movement speed, and has a sight radius of 1600 / 2000 / 2400, unobstructed by terrain. Reactivating Tag Team commands Valor to dive-bomb the target area, applying Harrier's damage to all enemies he hits, and ending its effects. Quinn remains vulnerable while Tag Team is in effect, and it ends immediately if she is struck.

VayneSquare Vayne

Niche: The Strider Marksman
  • For the longest time, Vayne has been refered to as an assassin-marksman hybrid, due to her mobility, stealth and occasional high burst. However, that classification is not only mistaken, but seriously unhealthy to apply to her kit: as one of the very few champions with access to maximum health true damage, Vayne is meant to excel at taking down targets of any size given enough time, and her mobility is meant to be persistent, but not long-ranged enough to let her reach the enemy back line easily. In reality, Vayne shares a lot of similarities with light fighters (referred to as striders here), not assassins, and balancing her around high burst removes the counterplay necessary to her powerful damage output. On top of that, her current passive makes her snowballier than she should be: when behind, it serves no purpose, but when ahead, it makes it near-impossible for many champions to properly escape her. The goal of these changes is to take Vayne completely out of assassin space by removing her flat damage, and instead make her play like more of a light fighter, giving her more tools to fend off harmful spells and attacks while constantly engaging opponents at truly risky distances.
  • Stats:
    • Base movement speed increased to 340 from 330.
    • Base mana reduced to 100 from 231.8.
    • Mana growth removed.
    • Base mana regeneration reduced to 5 from 6.97.
    • Mana regeneration growth removed.
    • Base attack damage increased to 66 from 55.88.
    • Attack damage growth increased to 2 from 1.66.
    • Attack range reduced to 500 from 550.
  • Night Hunter:
    • Renamed to Silver Bolts.
    • Reworked: Vayne's critical strikes deal 8% (+ 「 1% per 25 」「 4% per 100 」 AD) of target's maximum health bonus true damage, capped at 300 against non-champions.
  • Tumble:
    • Mana cost reduced to 13 / 11 / 9 / 7 / 5 from 30 at all ranks.
    • Cooldown increased to 8 / 7 / 6 / 5 / 4 from 6 / 5 / 4 / 3 / 2.
    • Bonus damage removed.
    • No longer resets Vayne's autoattack timer.
    • Now renders Vayne invisible for 0.5 seconds.
    • Vayne's next basic attack against an enemy champion or large monster after using Tumble now halves its remaining cooldown.
  • Silver Bolts:
    • Renamed to Dispel.
    • Reworked into an active: Vayne throws a holy relic to the target area, which remains for another 1 / 1.25 / 1.5 / 1.75 / 2 seconds and can stick to enemies. While out, the relic absorbs the next enemy champion projectile that hits it, consuming itself and Critical strike icon critically striking all nearby enemies.
    • Mana cost set to 22 / 19 / 16 / 13 / 10.
    • Cooldown set to 22 / 19 / 16 / 13 / 10.
  • Condemn:
    • Range reduced to 500 from 550.
    • Airborne icon Knockback distance increased to 500 from 470.
    • Cooldown reduced to 18 / 16 / 14 / 12 / 10 from 20 / 18 / 16 / 14 / 12.
    • Mana cost reduced to 30 / 25 / 20 / 15 / 10 from 90 at all ranks.
    • Damage removed.
    • Stun icon Stun duration changed to 1 / 1.25 / 1.5 / 1.75 / 2 from 1.5 at all ranks.
    • Stun icon Stunned enemies are also Critical strike icon critically struck.
  • Final Hour:
    • Cooldown increased to 100 at all ranks from 100 / 85 / 70.
    • Mana cost removed.
    • Reworked: while Final Hour is available, Vayne remains in a downed state on the battefield for 3.5 seconds after taking lethal damage, putting herself in Stasis icon stasis. During this time, Final Hour can be activated to break from Stasis icon stasis and heal Vayne for 50 / 75 / 100% base health, decaying at a rate of 10% base health per second until she dies. Scoring a takedown against an enemy champion stops the decay.

Kog'MawSquare Kog'Maw

Niche: The Artillery Marksman
  • Kog'Maw has historically been both an extremely niche champion and a difficult marksman to balance. Part of this comes from his relative lack of "flashy" tools like mobility or hard crowd control, but the core of his issues come mostly from his extreme focus on rapid-fire, long-ranged damage: for a champion with on-demand artillery power, Koggles often ends up offering too little vulnerability when operating from the safety of his team's defenses, and never has any real reason to expose himself. His core damage engine also offers both very little in the way of interactive gameplay, giving him a ton of mostly safe, reliable, not-too-counterable power, or high moments, as his total damage output ends up being fairly homogenous. He also generally lacks agency, as he's mostly reliant on either his team to position well or the enemy to mess up to really get going, a problem made worse by an ultimate that, as an execute, cannot be fully used proactively to seek out targets. The goal of these changes is to allow Kog'Maw to satisfy his artillery marksman fantasy in a manner that is both fun to use and healthy to play against, mainly by adding a bit more unreliability to his kit and spreading his power around. Another goal is to push him towards full AP builds: as an AD champion, Koggles squanders the power of most of his abilities, and ends up turning mostly into a vehicle for on-hit items; by contrast, AP lets him have more meaningful windows of power and vulnerability, and gives him access to more interesting itemization options to help him out in a pinch (Zhonya's Hourglass, for example).
  • Icathian Surprise:
    • Reworked: large enemies taken down by Kog'Maw drop a Morsel, which lasts on the ground for a few seconds. Kog'Maw can use a basic attack on a Morsel to gobble it up, restoring 20% base health and 20% maximum mana, and cleansing him of Living Artillery stacks.
  • Caustic Spittle:
    • Mana cost increased to 60 from 40.
    • Passive removed.
    • Resistance reduction removed.
    • Base damage reduced to 60 / 95 / 130 / 165 / 200 from 80 / 130 / 180 / 230 / 280.
    • Enemies hit by Caustic Spittle take 2 / 3 / 4 / 5 / 6% (+ 1% per 100% AP) of target's maximum health bonus magic damage from champion basic attacks and Bio-Arcane Barrage for 4 seconds.
  • Bio-Arcane Barrage:
    • Mana cost increased to 60 from 40.
    • Cooldown changed to 18 / 16 / 14 / 12 / 10 from 17 at all ranks.
    • Reworked: Kog'Maw Root icon roots himself in place and Disarm icon cannot attack for 6 seconds. Instead, right-clicking causes him to spew a projectile that lands at the target location within 750 units, dealing 70 / 90 / 110 / 130 / 150 (+ 20% AP) magic damage to all enemies in a small radius. Reactivating Bio-Arcane Barrage cancels the ability.
  • Void Ooze:
    • Slow icon Slow reduced to 20 / 25 / 30 / 35 / 40% from 20 / 28 / 36 / 44 / 52%.
    • Slow icon Slow now only applies while standing on the area.
    • Area now Grounded icon knocks down and Grounded icon grounds all enemies on it.
  • Living Artillery:
    • Mana cost increased to 50 from 40.
    • Damage changed to 100 / 150 / 200 (+ 25% AP) from 90 / 130 / 170 (+ 65% bonus AD) (+ 25% AP).
    • Damage is now doubled against enemies above 50% health, and is unaffected otherwise.

SivirSquare Sivir

Niche: The Pusher Marksman
  • One of the game's oldest champions, Sivir has remained a fairly consistent competitive pick following her most recent rework. She's a healthy champion with an interesting niche as a push-focused marksman, so the changes below aren't meant to address major problems, bar perhaps a lack of clarity in her ultimate. Rather, the goal of these changes is to shift her even more towards her niche, cutting out some dueling power and less appreciable mobility, and instead giving her an even more interesting autoattack pattern and additional clear-focused AoE.
  • Stats:
    • Is now a manaless champion
    • Base attack damage reduced to 41 from 57.46.
    • Attack damage growth reduced to 2 from 2.41.
    • Base attack speed increased to 1 from 0.625
    • Attack speed growth increased to 3% from 1.6%.
    • Base movement speed increased to 340 from 335.
  • Fleet of Foot:
    • Renamed to Chalicar.
    • Reworked: each of Sivir's basic attacks throws out her crossblade, which travels a fixed distance in a straight line before returning to her in the space of 2「 / attack speed 」「  ×  attack delay 」 seconds, dealing 100% AD physical damage to all enemies hit with each pass, and applying on-hit effects to the first enemy hit. Sivir is Disarm icon disarmed while her crossblade is out.
  • Boomerang Blade:
    • Cooldown changed to 12 from 9 at all ranks.
    • Reworked: While Sivir's crossblade is out, Sivir can activate Boomerang Blade to halt it in its current place, charging it indefinitely. Recasting Boomerang Blade then causes it to return to Sivir, dealing 「 30 / 35 / 40 / 45 / 50% AD bonus physical damage per 0.25 seconds spent charging 」「 120 / 140 / 160 / 180 / 200% AD bonus physical damage per second spent charging 」. Sivir's crossblade automatically returns to her if she moves too far away from it.
  • Ricochet:
    • Cooldown removed.
    • Now uses a charge system, gaining a charge every 13 / 11 / 9 / 7 / 5 seconds, reduced by cooldown reduction, up to a maximum of 3 charges.
    • Active now consumes one charge to enhance a single basic attack.
    • Active now disables Chalicar for the enhanced basic attack.
    • Secondary damage increased to 60 / 70 / 80 / 90 / 100% AD from 50 / 55 / 60 / 65 / 70% AD.
    • No longer resets Sivir's autoattack timer.
  • Spell Shield:
    • No longer restores mana.
  • On the Hunt:
    • Passive removed.
    • Active reworked: Sivir doubles her base movement speed and that of all nearby allies for 3 / 4 / 5 seconds.

AsheSquare Ashe

Niche: The CC Marksman
  • For years, Ashe was only a semi-serious marksman pick, and her relatively recent rework took her kit and made it truly fun, engaging and interesting, significantly improving her previously boring laning phase, and giving her more options while keeping her simplicity. In this respect, the goal of the changes below isn't to drastically change her playstyle, but to take her transition further: a downside to her rework is that it implemented a set of fiddly, math-y passives to account for problems in itemization, i.e. random crit causing her to potentially one-shot enemies stunned by her ult, which is why her passive prevents her from critting and her Q requires some prep; with changes geared around an adjusted model of itemization (which includes a different way of increasing stats, hence the absurdly high ratios) and crit, these could disappear and render her kit even simpler to understand at a first glance.
  • Stats:
    • Is now a manaless champion.
    • Base attack damage reduced to 50 from 56.51.
    • Attack damage growth removed.
    • Attack range reduced to 550 from 600.
  • Frost Shot:
    • Reworked: Ashe's basic attacks and damaging abilities Slow icon slow their targets by 6 - 40% (based on level) for 2 seconds.
  • Ranger's Focus:
    • Passive reworked: Ashe's critical strikes causes her to focus her target for the next 3.5 seconds, causing subsequent basic attacks against them to split into three spaced-out shots, each dealing 40 / 55 / 70 / 85 / 100% AD physical damage, for a total of 120 / 165 / 210 / 255 / 300% AD damage. Subsequent critical strikes reapply the effect, and Ashe can only focus one target at a time.
    • Active removed.
  • Volley:
    • Cooldown increased to 20 / 16 / 12 / 8 / 4 from 12 / 10 / 8 / 6 / 4.
    • Damage changed to 160 / 195 / 230 / 265 / 300% AD from 20 / 35 / 50 / 65 / 80 (+ 100% AD).
  • Enchanted Crystal Arrow:
    • Damage type changed to physical from magic.
    • Damage changed to 200 / 350 / 500 (+ 100% AD) from 250 (+ 100% AP).

KalistaSquare Kalista

Niche: The Duo Marksman
  • Though only a relatively recent addition to the marksman roster, Kalista's already made herself infamous for the friction induced by her kit: her unique interactions with a specific ally are often needlessly frustrating and forceful, her abilities give her easy access to power most other champions have to work harder to earn in lesser amounts, in spite of said power being more appropriate for them than for her (e.g. Smiting jungle monsters), and her unique movement paradigm is implemented in such a way that she takes a lot of options away from her opponents in combat, especially melee champions with limited mobility and crowd control. On top of this, her identity's all over the place: despite having her character, lore and core set of mechanics firmly entrenched in heavy dependence upon an ally, Kalista's ended up becoming one of the most independent marksmen in the game, a strength reinforced by Riot themselves in recent changes. With a kit picked more for its competitive abuse potential than for its capacity for fun gameplay on all sides, and weaknesses that are either insignificant (e.g. her reliance on allies) or simply tacked on (e.g. basic attacks that scale less with AD), Kalista needs to be refitted into her intended thematic niche. The goal of these changes is to bring her ally synergy to the forefront in a manner that makes playing her, with her and against her truly fun, and to make her overall strengths and weaknesses a lot more pronounced and coherent. Additionally, the intent here is also to turn that synergy into windows of additional gameplay for both her and her Oathsworn, rather than just raw power, and thereby also allow her to have different, yet equally valuable, benefits from binding to different allies, beyond just her support.
  • Stats:
    • Is now a manaless champion.
    • Base attack speed increased to 0.694 from 0.644.
    • Attack speed growth increased to 4% from 2.5%.
  • Martial Poise:
    • Renamed to Oathsworn.
      • Reworked: Upon right-clicking an allied champion, regardless of distance on the map, Kalista marks them for her death pact and causes the Oathsworn symbol to appear above them. If the ally accepts by clicking on the symbol within the next 5 seconds, they instantly become Oathsworn to Kalista for the rest of the game and prevent Kalista from selecting another Oathsworn. Otherwise, Kalista can try again on any allied champion.
      • Animations removed.
      • Stun icon Stun on self and ally removed.
      • Quotes upon bonding are no longer global.
      • The Black Spear removed.
    • Whenever Kalista or her Oathsworn damage a large enemy while the target is near both, the latter is Sight icon revealed for 3.5 seconds, during which the duo's basic attacks against them have 1200 total range and cause them to dash to their base attack range from them. This effect can only occur once every 250 / 200 / 150 / 100 seconds per enemy champion, and can only occur on one target at a time.
  • Pierce:
    • Range increased to 1200 from 1150.
    • No longer carries Rend stacks to the next target.
    • Damage reduced to 100% AD at all ranks from 10 / 70 / 130 / 190 / 250 (+ 100% AD).
    • Now applies on-hit effects.
    • Now Slow icon slows targets hit by 20 / 25 / 30 / 35 / 40% for 2 seconds.
  • Sentinel:
    • Passives removed.
    • Active cooldown removed.
    • Recharge time reduced to 90 / 75 / 60 / 45 / 30 from a static 90 / 80 / 70 / 60 / 50.
    • Sentinel range changed to 2000 / 3000 / 4000 / 5000 / 6000 from 5000 at all ranks.
    • Sentinels last 30 / 60 / 90 / 120 / 150 seconds instead of a limited number of laps.
    • Sentinels' movement speed now scales with Kalista's movement speed.
    • Sentinel Sight icon reveal time reduced to 3.5 from 4.
  • Rend:
    • Now has a range limit of 1200.
    • Cooldown reduced to 8 at all ranks from 14 / 12.5 / 11 / 9.5 / 8.
    • Active now only works on the target enemy, rather than all enemies in range.
    • Cooldown now only applies per target.
    • Kalista's Oathsworn now also applies spears.
    • Spears last as long as Kalista or her Oathsworn remains in combat with the target.
    • Base damage per spear changed to 10 / 15 / 20 / 25 / 30 from 10 / 14 / 19 / 25 / 32.
    • Total damage capped at Smite's damage at the same level against non-champions.
    • The first Rend stack no longer deals additional damage.
    • Slow icon Slow removed.
    • Cooldown refresh removed.
    • An indicator appears above targets who can be killed by Rend.
  • Fate's Call:
    • Call range increased to 1200 from 1100.
    • Active now reveals the mark above Kalista's Oathsworn and prompts them to click it to retract them into her, instead of automatically sucking them in.
      • The mark requires the Oathsworn to be able to answer her call, and can therefore not be activated by them while they are rendered Silence icon unable to use abilities.
    • Activation quotes are no longer global.
    • Airborne icon Knockup duration reduced to 1 / 1.25 / 1.5 from 1.5 / 1.75 / 2.

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