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Supports are perhaps the class that has gone through the most drastic changes as the game developed, with changes to scalings, itemization and gold mechanics turning them from ward-stacking team utility slaves to champions capable of using items to bolster their tremendous personal contributions. Overall, their design is probably the healthiest out of any class, as almost every support stands out on their own merit and achieves their intended gameplay fantasy pretty well. With that said, supports as a class aren't in a perfect state: putting aside issues relating to their gold/experience gains and items, which likely merit their own section, there are some flaws in the design of older supports that have persisted through the class's overhaul and need addressing, as well as improvements that could be made to currently healthy supports to accomodate for a game that's broadening in its range of strategies and compositions. The big lines of reasoning for the changes below are the following:

For a long time, one of the absolute centerpieces of the League of Legends meta has been the marksman-support duo lane combo, and as such supports were generally designed to synergize with marksmen, and marksmen only (JannaSquare Janna's shield giving bonus AD is the clearest example). Nowadays, though, the advent of hypercarry mages such as AzirSquare Azir and CassiopeiaSquare Cassiopeia, along with MordekaiserSquare Mordekaiser, now a duo lane fighter, means the scope of support interaction has expanded far more, and consequently supports need to present broader synergy options overall. Supports don't necessarily need to stop having awesome synergy with marksmen, and supports like LuluSquare Lulu will likely always do that, but the boons they give need to make sense out of the context of a duo lane with a marksman, particularly since those specific bonuses tend to not be as appreciable in most cases as they could be (e.g. Janna's aforementioned bonus AD on her shield).

A lot of supports, particularly utility caster supports, tend to suffer from ability sets that are designed to let them offer a bit of every kind of utility, and consequently they end up either becoming so popular that they crowd out all other options by virtue of doing more than everyone else (e.g. JannaSquare Janna, ThreshSquare Thresh), or having their kit diluted to such a degree that there's always a good reason to pick anyone else over them (e.g. SonaSquare Sona, LuluSquare Lulu). With item and champion design evolving over time, older champions need to shift away from being "do-everything supports" and towards having their own distinct thematic and gameplay niche.

In line with wanting to give supports tighter niches, a common issue with supports is that some of their contributions feel a bit weaker than they should be: many caster supports especially are saddled with mandatory damage on their abilities, and as a result of that they're balanced around features that don't especially interest them, namely poke and waveclear, which they're generally not meant to do well by nature. Similarly, many supports are given mana as a system to use when they essentially become manaless in the late game, and intentionally so due to not really needing to recall from ability use past a certain point. A few kookier changes here aim to streamline supports by reallocating their power and concentrating their damage into fewer effects, especially their basic attacks (autoattacking should feel important and rewarding for supports, even if they don't specifically build for basic attack damage), while also making them manaless and adjusting their spells from there.

Currently, any tanky support-oriented champion tends to fall under the Warden subclass officially, but that denomination doesn't always work quite well: TaricSquare Taric, for example, plays like a fighter, despite his protector playstyle, since he's not really incentivized to absorb damage for his ally, and is instead encourage to get into combat and hurt opponents. Similarly, ThreshSquare Thresh is there to set up kills and deal a lot of damage himself, not really soak up threat for his team. Because of this, it might be better to treat these champions as part of a subclass of their own, one some other champions could have ties to (Lee SinSquare Lee Sin, for example, with his ally shielding and innate vision), rather than faux-tanks.

BardSquare Bard

Niche: The Traveler
  • After a rough early release, Bard's finally shown his potential as an amazing roaming provider of utility, and players have finally properly assessed that he trades off the usual massive teamfight presence of other utility supports for incredible skirmishing power and influence over a much larger area. However, there are a few aspects of him that feel like they could use improvement: his Caretaker's Shrines do not feel good at all in the late-game, where it becomes impossible to set them up to full effect, and taking them down isn't usually worth it for his opponents either, particularly since their placement tends to be too risky for them. He feels like he'd be a capable jungler if it weren't for his really slow clear thanks to his meeps, but currently those are balanced purely around poking power in lane. The goal of these changes is not to specifically change Bard's gameplay much, as he's incredibly fun and healthy all around, but rather to open up a few more possibilities for him, his allies and his opponents, and perhaps even allow him to exercise his signature trolling even more.
  • Stats:
    • Basic attacks no longer interrupt Bard's movement.
    • Is now a manaless champion.
    • Attack damage removed.
      • Bard can no longer use basic attacks when out of Meeps.
    • Base attack speed increased to 1 from 0.625.
    • Attack speed growth removed.
    • Movement speed increased to 350 from 330.
  • Call of the Traveler
    • Meeps are now indicated in Bard's resource bar as ammunition.
    • Meeps now apply on-hit effects to the primary target.
    • Area of effect is now fully activated at the start.
    • Meeps now Slow icon slow affected targets at the start by 10%.
    • Number of meeps increased to 4 at all times, from 1 / 2 / 3 / 4.
    • Meep recharge time reduced to 4 at all times from 8 / 7 / 6 / 5 / 4.
    • Meeps no longer consume themselves on basic attacks against jungle monsters.
    • Meep initial damage changed to 80 (+ 50% AP) from 30 (+ 30% AP).
    • Chimes now grant Meeps an additional 4 damage and 10 / (1 + number of chimes collected)% Slow icon slow per chime, instead of providing rewards every 5 chimes.
    • Chimes now only begin spawning at the 1:40 mark.
      • Second and third chime spawns normalized.
      • Bonus experience reward per minute now begins once chimes begin spawning.
    • Chime bonus movement speed changed to a flat 50 per chime, from 15%.
  • Cosmic Binding
    • Cooldown changed to 10 at all ranks from 11 / 10 / 9 / 8 / 7.
    • Damage removed.
    • Slow icon Slow removed.
    • Now Stun icon stuns the first target it hits while the projectile travels.
      • Does not apply the full Stun icon stun unless the projectile connects to another target.
    • Cast range increased to 1000 from 950.
    • Bind range increased to 500 from 450.
    • Stun icon Stun duration increased to 1 / 1.25 / 1.5 / 1.75 / 2 from 1 / 1.2 / 1.4 / 1.6 / 1.8.
    • The binding now Airborne icon pulls the primary target to the secondary one.
      • The full Stun icon stun only applies once the two targets connect.
  • Caretaker's Shrine
    • Cooldown changed to 50 / 40 / 30 / 20 / 10 from 12 at all ranks.
    • Remaining cooldown is now halved every time Bard collects a chime.
    • Shrines now take an initial 1 second to phase into existence, during which they cannot be activated.
    • Charge time removed.
    • Heal changed to 10% (+ 3% per 100 AP) of target's maximum health at all ranks from 「 30 / 60 / 90 / 120 / 150 (+ 30% AP) 」「 70 / 110 / 150 / 190 / 230 (+ 60% AP) 」.
    • Enemies also receive the heal and bonus movement speed upon consuming the shrine.
  • Magical Journey
    • Cooldown removed.
    • Up to 1 / 2 / 3 / 4 / 5 tunnels can be active at a time.
    • Bonus travel speed on self and allies removed.
    • Casting Magical Journey on top of an existing entrance replaces the tunnel with a new one, realigning the trajectory of anyone inside the first journey towards the second.
    • All pets can now pass through the tunnel.
      • This includes MordekaiserSquare Mordekaiser's pet Dragon (or Rift Herald, in this workshop).
    • All Airborne icon displacement that pushes any unit into Magical Journey's entrance now causes them to take the journey.
    • Dashes towards units undertaking a Magical Journey now cause the dashing unit to jump into the tunnel, resuming their dash upon exiting.
    • Movement that is interrupted by hitting terrain now persists if going through Magical Journey's entrance.
  • Tempered Fate
    • Cooldown reduced to 120 / 90 / 60 from 130 / 115 / 90.

JannaSquare Janna

Niche: The Wind Support
  • Janna's one of the oldest and most beloved traditional supports, one that has remained consistently popular since her release, but also one responsible for a lot of balancing issues: while her peel and protection are legendary (she is the queen of peel, after all), she's also picked for her ability to make allies flat-out stronger when getting into fights, and her abilities, which are intended to be defensive, can easily be used aggressively as well, thereby devaluing her weaknesses somewhat. Effectively, she's good in a few too many situations right now, and the goal of these changes is to capitalize on both her strengths (ally protection, manipulation of movement) and her weaknesses (fragility, lack of offensive capabilities) to make her the ultimate wind support, with an ability set fully revolving around providing favorable winds to her allies, and using them to blow opponents away.
  • Stats:
    • Is now a manaless champion.
    • Basic attack range reduced to 450 from 475.
    • Base attack damage increased to 80 from 51.956.
    • Attack damage growth removed.
    • Attack speed growth increased to 17.6% from 2.61%.
      • Basic attack animation improved.
    • Movement speed increased to 340 from 335.
  • Tailwind:
    • Now scales with (+ 2% per 100 AP).
  • Howling Gale:
    • Range reduced to 450 from 850.
    • Damage removed.
    • Base Airborne icon knockup changed to 0.35 / 0.45 / 0.55 / 0.65 / 0.75 from 0.5 at all ranks.
    • Whirlwind visibility significantly increased (it turns into a tornado immediately, even while stationary, instead of remaining as a disc on the floor).
    • Power increase per second charged increased to 100% from 35%.
      • Power increase is continuous.
      • Maximum range increased to 1800 from 1760.
      • Maximum Airborne icon knockup duration increased to 1.4 / 1.8 / 2.2 / 2.6 / 3 from 1.25 at all ranks.
  • Zephyr:
    • Renamed to Hurricane.
    • Passive removed.
    • Range reduced to 450 from 600.
    • Active reworked: Janna calls out a gust of air that travels down the target path, leaving behind a directional draft for 3 seconds. Enemies moving against the draft or immobile within it are Airborne icon pushed back 150 / 175 / 200 / 225 / 250 (+ 10% AP) units per second (they does not count as Airborne icon airborne), and allies moving in the direction of the wind, including Janna herself, are pushed with the same strength.
      • Airborne icon airborne enemies are pushed and damaged for the full duration of the crowd control, even if they leave the draft.
  • Eye of the Storm:
    • Renamed to Cumulus.
    • Bonus attack damage removed.
    • Shield duration reduced to 3 seconds from 5 seconds.
    • While the shield holds, every time the shielded target uses a basic attack, they push themselves to their attack range from their basic attack target at their normal movement speed.
    • If used to shield a turret, the turret doesn't move (obviously), but instead Airborne icon knocks its targets away to its attack range.
    • The shielded target is placed on a puffy cloud while the shield remains, during which they don't walk normally but instead float around on it during movement.
  • Monsoon:
    • Renamed to Eye of the Storm
    • Channel time changed to 1 / 2 / 3 (+ 0.3% AP) seconds from 3 seconds.
    • Heal removed.
    • Range reduced to 450 from 875.
    • While channeling, Janna renders the area around her completely impassible to enemies, preventing them from entering it or passing through it.
    • Janna remains fully able to use abilities, basic attacks, summoner spells and items while channeling, with the exception of effects that Airborne icon move her.

LuluSquare Lulu

Niche: The Front Line Buster
  • Lulu's been suffering from an identity crisis for a long time now: though she is always picked for her amazing utility, her low-counterplay spells have caused her to receive nerfs every time she became overbearing in top lane, to the detriment of her mostly fine support playstyle. Lulu feels amazing when she gets to pull off clutch saves and make extremely risky plays work, but feels terrible to play against when she gets to kite and poke enemies without offering any windows of opportunity for them. The goal of these changes is to concentrate Lulu's utility around being able to control the enemy front line through tailored crowd control and her iconic poke by proxy, while also giving them more opportunities to take advantage of her quirky magic. Lulu's kit lends her well to defending against front liners, but would also be well-suited to helping out allied melee champions as well, and one of the intentions here is to move her playstyle away from simply piling buffs onto her allies, and instead choosing which spell to use at the right moment in order to facilitate dives.
  • Stats:
    • Is now a manaless champion.
    • Base attack speed increased to 0.694 from 0.625.
    • Attack speed growth increased to 5% from 2.25%.
    • Attack damage removed.
    • Attack range removed.
  • Pix, Faerie Companion:
    • Number of bolts reduced to 1 from 3.
      • Bolts no longer overlap when used past 2 attack speed.
    • Magic damage per basic attack increased to 63 - 250 (based on level) (+ 30% AP) from 9 - 105 (based on level) (+ 15% AP).
    • Each bolt now applies on-hit effects.
    • Pix's basic attacks are now commanded exclusively by Lulu, regardless of whoever he's attached to, and are therefore affected by any attack-inhibiting crowd control affecting Lulu.
    • Pix now has a basic attack range of 500, and when attached to an ally extends his orbit until his attack range matches theirs.
    • Pix now has his own Sight icon sight range of 600.
    • Leash range removed.
  • Glitterlance:
    • Range increased to 1000 from 925.
    • Damage removed.
    • Slow icon Slow strength reduced to 60% from 80%.
    • Slow icon Slow now decays down to 10 / 15 / 20 / 25 / 30% (+ 4% per 100 AP).
    • Lulu and all units hit by Glitterlance, including allies, become phased out of reality for the ability's duration, causing all other units and projectiles not targeted at them to pass through them harmlessly.
    • Aiming at a point shorter than Glitterlance's range causes the projectile(s) to stop there instead of going the full distance.
  • Whimsy:
    • Renamed to Polymorph.
    • Range reduced to 500 from 650.
    • Cooldown reduced to 10 at all ranks from 18 / 16.5 / 15 / 13.5 / 12.
    • Reworked: Lulu turns the target champion, large monster or herself into a harmless critter for 1 / 1.25 / 1.5 / 1.75 / 2 seconds, Disarm iconSilence icon pacifying them and granting them 30 / 35 / 40 / 45 / 50% (+ 5% per 100 AP) bonus movement speed for the duration.
  • Help, Pix!:
    • Cooldown reduced to 10 / 8 / 6 / 4 / 2 from 10 at all ranks.
      • Cooldown begins after Pix returns to Lulu, rather than on cast.
    • Range increased to 1000 from 650.
    • Reworked: Lulu commands Pix to move to the target location after a brief delay, either remaining stationary upon reaching his destination or attaching himself to the first unit he comes into contact with. Critical strikes against Pix swat him back to Lulu, and Pix automatically returns to her after 3.5 seconds of not damaging an enemy champion.
      • Affecting units with Glitterlance causes Pix to travel through them without attaching himself to them.
  • Wild Growth:
    • Range increased to 1000 from 900.
    • Size increased standardized to 100 / 150 / 200% of the target champion's base size.
    • Slow icon Slow aura removed.
    • Airborne icon Knockup radius changed to the champion's total radius after cast, from 150 at all ranks.
    • Airborne icon Knockup duration increased to 1 / 1.5 / 2 from 0.75.
    • Bonus health changed to 250 / 500 / 750 (+ 75% AP) from 300 / 450 / 600 (+ 50% AP).

NamiSquare Nami

Niche: The Team Driver
  • Nami's in mostly excellent shape, enjoying both a decent play rate and a high win rate, while posing pretty much no gameplay issues outside of occasional mana problems. On a larger scale, though, she's sort of in an awkward competitive state, mainly because she lacks a true niche relative to other supports. She has a bit of crowd control, healing, assorted utility and even damage, but doesn't really excel at any of that. She also has a weakness in the form of tremendous squishiness, but often doesn't exercise it as much as she could, which is a shame considering her abilities encourage some degree of up-front combat. The goal of these changes is to extract a deeper niche out of her by making her the best utility support at controlling the front line and pushing it forward, supplementing powerful utility and healing for her allies that would ramp up with the enemies they'd be facing, as well as the overall pace of combat.
  • Stats:
    • Is now a manaless champion.
    • Attack range reduced to 500 from 550.
    • Base movement speed reduced to 325 from 335.
    • Base attack speed increased to 1 from 0.644.
    • Attack speed growth removed.
  • Surging Tides:
  • Aqua Prison:
    • Damage removed.
    • Airborne icon Suspension duration changed to 1 / 1.25 / 1.5 / 1.75 / 2 from 1.5.
    • Bubble grants Surging Tides to Nami and all allied champions it travels through.
  • Ebb and Flow:
    • Range reduced to 500 from 725.
    • Cooldown removed.
    • New passive: Nami generates Flow from her movement, at a rate of 1 Flow per 40 units traveled, and Surging Tides across all allies, up to a maximum of 100, indicated in her resource bar.
    • Active now requires and consumes 100 Flow.
    • Heal and magic damage changed to 10% of target's maximum health at all ranks from 65 / 95 / 125 / 155 / 185 (+ 30% AP) and 70 / 110 / 150 / 190 / 230 (+ 50% AP) respectively.
    • Modifier per bounce increased to 5 / 10 / 15 / 20 / 25% (+ 5% per 100 AP) from -15% (+ 7.5% per 100 AP) at all ranks.
    • Bounce cap removed.
  • Tidecaller's Blessing:
    • Range reduced to 500 from 800.
    • Cooldown reduced to 10 from 11.
    • Damage removed.
    • Now applies to spells as well as basic attacks.
      • If the target's spell already possesses superior crowd control (i.e. a Slow icon slow of equal or stronger value or other immobilizing effect, lasting 1 second or longer), it does not consume a charge.
      • Spells capable of hitting multiple enemies consume a charge each time they hit an enemy champion, prioritizing the first enemy champions hit or the ones closest to the center of the area of effect.
    • Refreshes Surging Tides on the target each time they consume a charge.
    • Whenever Nami's spells pass through an ally empowered by Tidecaller's Blessing (including herself), all subsequent allied champions also receive the blessing.
  • Tidal Wave:
    • Damage removed.
    • Width changed to 450 (+ 50% AP) from 562.
    • If the wave is partially blocked by terrain or abilities, such as YasuoSquare Yasuo's Wind Wall or BraumSquare Braum's Unbreakable, smaller waves will travel through the free spaces.

SonaSquare Sona

Niche: The Aura Support
  • Sona's suffered for a long time from her unique dependence on auras: back when she was closest to her original design, her persistent stat auras felt weak and boring, yet were strong enough to earn her very large success even in the competitive scene. When her auras were turned into more fun and interesting temporary snuggle zones, they were at odds with her personal strength, which has received a steady stream of nerfs over time. There are a lot of conflicts to her kit: she's meant to be easy to learn, but the ease of use of some of her abilities (in particular, her poke and heal) also led them to be competitively sub-par, and the strength of her auras has always been at odds with the amount of personal power she could afford to have on her actives and Power Chord. The goal of these changes is to resolve this conflict by focusing entirely on her auras, cutting out her actives entirely and shifting their power directly onto her snuggle zones in order to make them as strong as they deserve to be, and thereby make Sona's power truly resonate when she works in tune with her allies.
  • Stats:
    • Is now a manaless champions.
    • Basic ability cooldowns removed.
    • Global cooldown removed.
    • Attack range reduced to 500 from 550.
  • Power Chord:
    • Reworked: Sona is permanently surrounded by a field of musical energy, disabled by Silence icon ability-interrupting effects, and generates a Beat every 5 seconds, reduced by cooldown reduction. During each Beat, Sona benefits from her toggled bonus, and grants it to every allied champion she touches with her field, though the bonuses only apply once per champion. Each Beat also generates 1 Musical Power, plus 1 per affected allied champion, and at 5 Musical Power, Sona's next Beat is a Power Chord, consuming all Musical Power to benefit from all of her basic abilities at once and quadruple the field's radius for the duration.
      • Each Beat counts as a spell cast, though the toggles do not.
  • Hymn of Valor:
    • Reworked into a toggle: the beneficiary's next basic attack within 1.5 seconds deals 50 / 75 / 100 / 125 / 150 (+ 50% AP) bonus magic damage.
  • Aria of Perseverance:
    • Reworked into a toggle: the beneficiary is shielded from 40 / 55 / 70 / 85 / 100 (+ 30% AP) damage, increased by 1% per 1% of their missing health, for 1.5 seconds.
  • Song of Celerity:
    • Reworked into a toggle: the beneficiary gains 10 / 15 / 20 / 25 / 30% bonus movement speed for 1.5 seconds, doubled when moving towards nearby Sight icon visible champions.
  • Crescendo:
    • Passive removed.
    • Damage removed.
    • Stun icon Stun duration increased to 1.5 from 1.5 at all ranks.

SorakaSquare Soraka

Niche: The Healer
  • Soraka's niche as a healer has always been at odds with the implementation of her healing engine: the moment she becomes too good at healing, particularly in lane when she gets to hang back, she becomes oppressive. While her rework forced her into putting herself at risk and removed a lot of the less interactive parts of her abilities, it still left her in a position where she can safely poke, hang back and defend herself relatively well. Her healing also currently still ramps up far too fast in lane, and consequently cannot be balanced for both the early and late game. Additionally, her new passive, while interesting in theory, usually doesn't translate to interesting gameplay, and at worst gives Soraka weird escapes through distant wounded allies. The goal of these changes is to force Soraka to expose herself by limiting her range and defensive options, and preventing her from using her healing to top herself or allies off by making it most effective the more she or her targets are wounded. The end result should be a Soraka forced to put herself at constant risk to be effective, but one capable of healing even better than she can now.
  • Stats:
    • Is now a manaless champion.
    • Base attack damage increased to 65 from 50.04.
    • Attack damage growth increased to 5 from 3.
  • Salvation:
    • Reworked: The healing on Soraka's abilities is increased by 1% for every 1% of target's missing health.
  • Starcall:
    • Range reduced to 550 from 800.
    • Landing delay changed to 0.5 at all distances from 0.25 - 1.
    • Damage removed.
    • Slow icon Slow duration reduced to 1.5 from 2.
    • Slow icon Slow strength changed to 20 / 25 / 30 / 35 / 40% (+ 2% per 100 AP) from 30 / 35 / 40 / 45 / 50%.
    • Rejuvenation removed.
    • Soraka now heals herself for 10% base health for every enemy champion hit.
      • Maximum self-healing when factoring in Salvation is 20% base health per champion.
  • Astral Infusion:
    • Cooldown reduced to 4 / 3 / 2 / 1 / 0 from 4 / 3.5 / 3 / 2.5 / 2.
    • Cost increased to 20 / 17.5 / 15 / 12.5 / 10% maximum health from 10% maximum health.
    • No-cast threshold increased to Astral Infusion's health cost from 5% maximum health.
    • Healing changed to 10% (+ 1% per 100 AP) of target's maximum health from 80 / 110 / 140 / 170 / 200 (+ 60% AP).
      • Maximum healing when factoring in Salvation is 20% (+ 2% per 100 AP) of target's maximum health.
  • Equinox:
    • Range reduced to 550 from 925.
    • Cooldown reduced to 18 / 16 / 14 / 12 / 10 from 24 / 22 / 20 / 18 / 16.
    • Damage removed.
  • Wish:
    • Bonus healing on low health targets removed (moved to Salvation).

ZileanSquare Zilean

Niche: The Time Bender
  • Zilean's been struggling for a long time to fulfill both his thematic and gameplay fantasies: with respect to the latter, a lot of Zilean's power has so far been locked away in abilities that either involve too little decision-making and outward power to truly count as an active (e.g. Rewind), or just completely passive, hard to appreciate and useless past a certain stage of the game (e.g. Heightened Learning), leading to a champion who doesn't have a wide enough array of offensive abilities to fully qualify as a mage, nor a good enough degree of utility, besides his ultimate, to fully qualify as a support. Zilean's kit is also, overall, not that interesting, and not particularly conducive to the theme of a time mage, who should be able to do really awesome and mind-bending stuff relating to time manipulation. The goal of these changes is to both give Zilean a suite of time-controlling abilities, which would allow him to stop, slow, speed up, and reverse time on specific areas and targets of his choosing, in a manner that would benefit both a solo and duo laning playstyle. At the core of this is his new passive, Borrowed Time, which would be Rewind in passive form, allowing him to use one (and just one) basic ability on cooldown at a time, and allowing him to double-cast them for additional effects if used correctly. On top of being a time mage, Zilean would be an expert at area denial, and would create zones of threat and security around him that would let him manipulate the flow of battle.
  • Stats:
    • Is now a manaless champion.
    • Base health reduced to 412 from 499.28.
    • Health growth reduced to 64 from 71.
    • Basic attack range increased to 600 from 550.
    • Movement speed reduced to 325 from 335.
  • Heightened Learning:
    • Renamed to Borrowed Time.
    • Reworked: Zilean can cast his basic abilities when they are on cooldown, putting this effect on its own 20 / 15 / 10-second cooldown. These duplicate abilities generate bonus effects upon contact with the originals.
      • Enemies affected by an ability are immune to the basic effects of its duplicate, and vice-versa.
  • Time Bomb:
    • Range reduced to 600 from 900.
    • Cooldown changed to 10 at all ranks from 10 / 9.5 / 9 / 8.5 / 8.
    • Damage changed to 60 / 75 / 90 / 105 / 120 (+ 100% AP) from 60 / 115 / 165 / 230 / 300 (+ 90% AP).
    • Time Bomb now deals 1 extra damage per 5 seconds of elapsed game time, or 0.2 extra damage per second.
    • No longer deals 1 true damage per tick.
      • This means Zilean does not attract aggression from turrets until the bomb detonates.
    • Bombs can now detonate each other through any kind of collision, and not just by being picked up by the same holder or cast on top of each other.
    • Double-bombing now detonates both bombs immediately, dealing no additional damage.
    • Stun icon Stun effect on enemies changed to Stasis icon stasis on everyone within the explosion radius.
  • Rewind:
    • Cooldown increased to 26 / 22 / 18 / 14 / 10 from 14 / 12 / 10 / 8 / 6.
    • Active reworked: Zilean marks the target unit, allied, enemy or himself for 3 seconds, imprinting their location at the time of cast and causing them to create a path as they move. At the end of the duration, the target dashes back along the path to the imprinted location.
      • Range is 300 / 375 / 450 / 525 / 600.
    • If two targets marked by Rewind cross paths, both dash immediately to the intersection, consuming Rewind in the process.
  • Time Warp:
    • Range increased to 600 from 550.
    • Cooldown reduced to 18 / 16 / 14 / 12 / 10 from 15 at all ranks.
    • Active reworked: Zilean creates a bubble of warped time that rapidly expands after a short delay, slowing time within by 50%, and persisting for 1 / 1.5 / 2 / 2.5 / 3 seconds.
      • This includes the movement speed, attack speed, channels, cooldown ticks, animations and effect durations of everything within.
    • Casting another instance of Time Warp on top with Borrowed Time pops the bubble, speeding up time by 100% for everything inside for its remaining duration.
  • Chronoshift:
    • Range reduced to 600 from 900.
    • Active reworked: Zilean marks the target champion, large monster or himself with a protective time rune, reverting their health to its value at the time of cast after 3 seconds. If the marked target takes lethal damage, they are placed in Stasis icon stasis for the rune's remaining duration.
      • This does not interrupt Rewind's dash.
      • While Chronoshift is active, a mark is placed on the target's health bar indicating the value they will revert to.

BlitzcrankSquare Blitzcrank

Niche: The Isolator
  • Blitzcrank is a champion with one of the game's most powerful and iconic abilities, but because of this he's also been stuck as a one-trick pony: he's the absolute best at pulling enemies away from their allies, but that's pretty much the only thing he can do, and he can only do it in pretty much the same way. Another problem adding to this is the combination of all of his innate crowd control with tremendous burst, causing him to be able to almost single-handedly kill targets himself upon catching them without them being able to fight back. As a result, his outputs tend to be extremely binary, which makes gameplay around him often less interesting that it deserves to be. The goal of these changes is mainly to give him more options, while also clearly separating his burst from his crowd control. Overall, Blitzcrank should be the best at isolating enemies from their allies, and perhaps he also deserves to do genuinely interesting stuff with his ultimate, potentially spiriting away multiple opponents at a time.
  • Stats:
    • Now uses Energy instead of Mana.
      • Energy set to 100.
      • Energy regeneration set to 25.
      • Costs changed to energy from mana.
    • Base attack damage increased to 81 from 61.54.
    • Attack damage growth increased to 7 from 3.5.
  • Mana Barrier:
    • Renamed to Static Charge.
    • Reworked: Striking an enemy champion or large monster marks them with a static charge for 3.5 seconds, causing each of Blitzcrank's strikes against them to restore 10 energy to himself. The mark is refreshed with each of Blitzcrank's strikes, and while a Static Charge is in effect, Blitzcrank cannot mark any other enemy.
  • Rocket Grab:
    • Cost changed to 50 / 45 / 40 / 35 / 30 from 100 at all ranks.
    • Cooldown changed to 21 / 17 / 13 / 9 / 5 from 20 / 19 / 18 / 17 / 16.
    • Damage removed.
    • Stun icon Stun removed.
    • Now affects all units, including allies.
    • Blitzcrank now always takes the time to retract his arm, regardless of whether or not he caught an enemy with it.
  • Overdrive:
    • Cost removed.
    • Cooldown increased to 23 / 21 / 19 / 17 / 15 from 15 at all ranks.
    • Duration increased to 6 from 5.
    • Bonus attack speed increased to 70 / 75 / 80 / 85 / 90%, decaying over the duration, from 30 / 38 / 46 / 54 / 62%.
    • Striking a target affected by Static Charge during Overdrive brings the bonus movement and attack speed back to full strength, though the total duration remains the same.
    • Self-Slow icon slow now also affects Blitzcrank's attack speed.
  • Power Fist:
    • Cooldown reduced to 9 / 8 / 7 / 6 / 5 from 10 / 9 / 8 / 7 / 6.
    • Bonus damage removed.
  • Static Field:
    • Renamed to Universal Load Transporter.
    • Cost removed.
    • Active cooldown increased to 150 / 125 / 100 from 30 at all ranks.
    • Active reworked: after charging for 1 second, Blitzcrank sends out a static field around himself that captures all units around him, placing them in Stasis icon stasis for 1.5 / 2 / 2.5 seconds. At the end of the duration or upon his death, Blitzcrank discharges the field, ejecting all enemies at their position relative to him, but at his current location.
      • Enemies marked with Static Charge are immune to Universal Load Transporter.
      • Blitzcrank also permanently captures all Poros caught in the field, though they emerge from his body upon his death.
      • U.L.T. has no effect on epic monsters and structures.

TaricSquare Taric

Niche: The Protector
  • The following is based on Taric's new kit which, at the time this was originally written, had only been released on the PBE two days before. As such, it is not meant to be major or serious criticism of his kit, which looks very well-designed. Aside from very minor details (his AP ratios are unnecessary now that his abilities scale properly with items), there are two main potential concerns with his new kit: the first is that his healing engine might be too weak to make critical clutch saves at full charges, but too strong when used in conjunction with his passive, as there ends up being no real downtime to his sustain. The other is Bastion: while the spell replication on the target ally is a great addition, the rest of the ability's bonuses, in particular its active, don't feel amazing. The fundamental need is for Taric to have an effect to spam in spite of the ability's main use as a long-term buff, but the current shield overlaps heavily with his healing and doesn't synergize with his ultimate. The goal of these changes is primarily to tweak his healing to be more spaced-out, but also more impactful when used, and also to find an alternative to Bastion's current defenses that would work better with Taric's kit.
  • Stats:
    • Is now a manaless champion.
    • Armor growth increased to 5 from 3.5.
  • Bravado:
    • Bonus magic damage per hit increased to 31 - 150 (based on level) (+ 25% bonus armor) from 22 - 90 (based on level) (+ 15% bonus armor).
  • Starlight's Touch:
    • Healing per charge changed to 10% of target's missing health at all ranks from 20 / 30 / 40 / 50 / 60 (+ 20% AP) (+ 1.5% bonus health).
    • Number of charges changed to 1 / 2 / 3 / 4 / 5 from 3 at all ranks.
      • Maximum healing changed to 10 / 20 / 30 / 40 / 50% of target's missing health from 60 / 90 / 120 / 150 / 180 (+ 60% AP) (+ 4.5% bonus health).
    • Bonus charge time reduction from Bravado removed.
  • Bastion:
    • Passive removed.
    • Shield removed.
    • Active reworked: upon cast, Taric delays all physical damage for 2.5 seconds and reduces it by 30 / 35 / 40 / 45 / 50%, taking all of the stored damage at the end of the duration.
      • Starlight's Touch factors in the delayed damage for its healing, and excess healing cleanses an equivalent amount of stored damage.
  • Dazzle:
    • Damage removed.

ThreshSquare Thresh

Niche: The Jailor Support
  • In terms of immediate game health, Thresh isn't that big a problem: his abilities are healthy for everyone involved, and he's capable of making amazing plays with his hook, lantern and ultimate. On a larger level, though, Thresh's popularity becomes a problem, as his versatility makes him such a good pick in any situation that he's risen to become the game's most frequently played champion, and by far. The issue with this is that it crowds out a lot of other picks, not just because he tends to win against utility supports as a tank support, but also because there's so much he can do that he can outperform most of the competition: his lockdown and hard-engage power is without equal, but on top of that he also has poke and reach, two advantages tank supports generally lack. The goal of these changes is to tone down his versatility a little, focusing instead on making his core strengths more prominent and thereby allowing him to shine in a niche of his own and be more counterable, rather than just allowing him to be fairly good at everything. Ideally, Thresh should be the ultimate jailor, as befits his theme, able to pick out his victims and engineer the perfect initiate, bringing both himself and an ally into the fray and dealing a fair bit of damage to his victim. On the flipside, his reach should also depend on the use of his abilities, and if unable to hit enemies with his abilities he should be slow and vulnerable. Additionally, he should also be as bad at disengaging from fights as he should be at engaging them.
  • Stats
    • Is now a manaless champion.
    • Attack range reduced to 200 from 450.
    • Is now a melee champion.
    • Movement speed reduced to 325 from 335.
    • Base magic resistance increased to 32.1 from 30.
    • Magic resistance growth increased to 1.25 from 0.
    • Base armor increased to 30 from 16.
    • Armor growth increased to 4 from 0.
    • Base attack damage increased to 70 from 47.696.
    • Attack damage growth removed.
    • Attack wind-up now fully scales with attack speed, instead of scaling by 0.25% per 1% attack speed.
  • Damnation
    • All enemies and monsters now drop a soul upon death, instead of small units only offering a chance of dropping a soul.
    • Large enemies grant large souls, which are worth five normal souls.
    • Armor and ability power gain per soul removed.
    • Each soul now grants 1 bonus attack damage.
  • Death Sentence
    • Cooldown reduced to 18 / 16 / 14 / 12 / 10 from 20 / 18 / 16 / 14 / 12.
    • Cooldown reduction upon hitting an enemy removed.
    • Damage removed.
    • Stun duration increased to 1 / 1.25 / 1.5 / 1.75 / 2 from 1.5 at all ranks.
    • Thresh uses another chain to whip his target, and can now use basic attacks while tethered.
    • Death Leap can now only be used against champions.
  • Dark Passage
    • Cooldown reduced to 18 / 16 / 14 / 12 / 10 from 22 / 20.5 / 19 / 17.5 / 16.
    • Shield removed.
    • Lantern can now also be picked up by enemies.
  • Flay
    • Passive removed.
    • Cooldown reduced to 5 from 9.
    • Damage removed.
    • Airborne icon Pull distance changed to 200 / 250 / 300 / 350 / 400.
    • Airborne icon Pull now stops at the end of the area of effect.
    • Airborne icon Pull can now move enemies past Thresh.
    • Slow icon Slow removed.
    • No longer interrupts Thresh's movement or previous commands.
  • The Box
    • Cooldown reduced to 125 / 100 / 75 from 150 / 140 / 130.
    • Damage removed.
    • Slow strength reduced to 70% from 99%.
    • Walls now Grounded icon knock down enemies hit.
    • No longer has reduced effects upon hitting subsequent walls.
    • Hitting a wall no longer breaks it.
    • No longer interrupts Thresh's movement or previous commands.

KarmaSquare Karma

Niche: The Duality Mage
  • Karma's overhaul is probably the most infamous in the history of League of Legends: as the game's first true champion relaunch, Karma was handled a little differently from the ones that followed, and that included less overall communication with her fanbase, who still hasn't forgiven Riot. Truth be told, Old Karma had a heap of core design problems that made her the confusing mess she was, and New Karma is clear, coherent and fun, the issue is that there was likely a lot more that could have been done to preserve some of her more iconic features, notably her mid-range playstyle, heavy emphasis on duality and shield bomb. In her current state, Karma's playstyle doesn't offer much that departs from other mages, and as a result she constantly struggles to find a niche she can fill out better than anyone else. The goal of these changes is to try to reconcile Old Karma and New Karma, bringing her duality right down to the embodiment of her two very different kits, and in doing so giving her the niche she deserves. The following kit is meant to make Karma a "pure" utility mage, sacrificing crowd control for premier damage and utility, and operating at consistently risky ranges to enable her versatility.
  • Stats:
    • Base health increased to 570 from 522.44.
    • Health growth increased to 90 from 83.
    • Basic attack range reduced to 500 from 525.
  • Gathering Fire:
    • Renamed to Twin Dragons.
    • Reworked: Karma has two stances, War and Peace, and begins the game in War stance. Casting a basic ability switches stances, and each ability in either stance has its own independent cooldown.
  • Inner Flame:
    • Cooldown increased to 10 at all ranks from 7 / 6.5 / 6 / 5.5 / 5.
    • Range reduced to 500 from 950.
    • Mana cost increased to 50 at all ranks from 50 / 55 / 60 / 65 / 70.
    • Reworked: Karma charges the target conic area, causing it to detonate after 1 second.
      • In War stance, Inner Flame deals 80 / 120 / 160 / 200 / 240 (+ 80% AP) magic damage to all enemies within.
      • In Peace stance, the charged area grants crowd control immunity to any ally on it, including Karma herself, and grants further immunity upon detonation for 0.2 / 0.4 / 0.6 / 0.8 / 1 seconds.
  • Focused Resolve:
    • Renamed to Spirit Bond.
    • Cooldown reduced to 10 from 12.
    • Range reduced to 500 from 675.
    • Mana cost increased to 50 at all ranks from 50 / 55 / 60 / 65 / 70.
    • Reworked: Karma tethers herself to the target unit for 2 seconds, which breaks if they move too far away from each other. Targets can only be affected once per Spirit Bond.
      • In War stance, Spirit Bond deals 10 / 12.5 / 15 / 17.5 / 20% (+ 2% per 100 AP) of target's maximum health magic damage, capped at 500 / 550 / 600 / 650 / 700 against non-champions, to every enemy the tether collides with, and to her anchor at the end of the duration if they are an enemy.
      • In Peace stance, Spirit Bond grants 40 / 45 / 50 / 55 / 60% bonus movement speed to Karma while it holds, also granting the same bonus movement speed for 2 seconds to every ally the tether collides with, and to her anchor at the end of the duration if they are an enemy.
  • Inspire:
    • Renamed to Essence Burst.
    • Cooldown increased to 10 at all ranks from 10 / 9.5 / 9 / 8.5 / 8.
    • Range reduced to 500 from 800.
    • Mana cost changed to 50 at all ranks from 60 / 65 / 70 / 75 / 80.
    • Reworked: Karma infuses the target unit with energy for 2 seconds.
      • In War stance, Essence Burst detonates at the end of its duration, dealing 50 / 75 / 100 / 125 / 150 (+ 15% (+ 1.5% per 100 AP) of marked target's missing health) magic damage to all other enemies, and detonating early if the target dies.
      • In Peace stance, Essence Burst shields the target for 50 / 75 / 100 / 125 / 150 (+ 20% of target's missing health) for the duration, though can only be used on an ally, and has no effects on enemies during Mantra.
  • Mantra:
    • Is no longer available at rank 1.
    • Cooldown increased to 100 / 75 / 50 from 45 / 42 / 39 / 36.
    • Reworked: Karma recites her mantra for the next 6 seconds, entering both War and Peace stances, and eliminating the cost and cooldowns on her abilities for the duration. Each unit can only be affected by each spell once during Mantra.

LissandraSquare Lissandra

Niche: The Frost Mage
  • While in a mostly good state now, Lissandra's been caught between worlds for quite some time: she's a hybrid between a battle mage, due to her short range and survivability, a burst mage, due to her combo, and a utility mage, due to her crowd control. While it would be fine if she were just a two-subclass hybrid, being a mix of three dilutes her niche somewhat. Her burst playstyle doesn't really fit a champion who can easily pin down her targets, and her tremendous CC often becomes secondary to her diving combo. On top of that, she's saddled with a pretty boring passive, one that only adds some degree of gameplay in lane, and doesn't achieve much thereafter. The goal of these changes is to make all parts of her kit feel relevant to her playstyle, and sacrifice a large part of her burst in exchange for some more persistent and far-reaching crowd control, as well as even more versatile utility.
  • Iceborn:
    • Renamed to Black Ice.
    • Reworked: Lissandra's abilites leave a trail of Black Ice wherever they go that lasts for 3.5 seconds, Sight icon revealing enemies standing on it and Slow icon slowing them by 20 / 30 / 40 / 50%.
  • Ice Shard:
    • Cooldown increased to 7 / 6 / 5 / 4 / 3 from 6 / 5.25 / 4.5 / 3.75 / 3.
    • Mana cost reduced to 40 from 85.
    • Slow icon Slow removed.
  • Ring of Frost:
    • Renamed to Frost Nova.
    • Reworked: Lissandra erupts and covers the area around her in Black Ice, dealing 70 / 110 / 150 / 190 / 230 (+ 40% AP) magic damage to all enemies hit. A pulse of dark magic then travels from her throughout all of the Black Ice connected to her, Root icon rooting all enemies it touches for 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds.
  • Glacial Path:
    • Cooldown changed to 26 / 22 / 18 / 14 / 10 from 24 / 21 / 18 / 15 / 12.
  • Frozen Tomb:
    • Reworked: Lissandra encases the target champion or herself in ice, placing her target in Stasis icon stasis for 1.5 / 2.5 / 3.5 seconds and covering the area around them in Black Ice.

LuxSquare Lux

Niche: The Light Mage
  • Lux is a wonderful champion. With a simple, yet powerful kit, she has an incredible breadth of options, and can perform well as both a mid laner and a support. She has also withstood the test of time better than practically any other champion, remaining both viable and healthy throughout her run without receiving major kit changes. There are, however, perhaps a few adjustments she could use: as a light mage, Lux provides sight with some of her spells, but that effect feels less consistent than it should be, and as a champion who already specializes in artillery and utility, having her also inflict a lot of burst stretches her across too many different strengths. The goal of these changes is to push her away from raw burst, while keeping her total potential damage, and give her a utility boost instead.
  • Illumination:
    • Reworked: Lux's abilities Sight icon reveal the area around them as they appear or travel, and mark enemies for 3.5 seconds upon impact or detonation, Sight icon revealing them for the duration. Lux's subsequent strikes consume the mark, dealing 79 - 300 (based on level) (+ 70% AP) magic damage to the target. If Illumination's damage can kill its target, its damage is applied instantly.
  • Light Binding:
    • Range increased to 1200 from 1175.
    • Mana cost increased to 70 at all ranks from 50 / 55 / 60 / 65 / 70.
    • Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 15 / 14 / 13 / 12 / 11.
    • Root icon Root duration reduced to 1 / 1.25 / 1.5 / 1.75 / 2 from 2 at all ranks.
    • Damage removed.
  • Prismatic Barrier:
    • Range increased to 1200 from 1075.
    • Speed reduced to 1200 from 1400.
    • Mana cost increased to 70 from 60.
    • Shield strength changed to 40 / 60 / 80 / 100 / 120 (+ 30% AP) from 50 / 65 / 80 / 95 / 110 (+ 20% AP).
      • Total shield strength changed to 80 / 120 / 160 / 200 / 240 (+ 60% AP) from 100 / 130 / 160 / 190 / 220 (+ 40% AP).
  • Lucent Singularity:
    • Range increased to 1200 from 1100.
    • Speed reduced to 1200 from 1300.
    • Mana cost reduced to 70 at all ranks from 70 / 85 / 100 / 115 / 130.
    • Slow icon Slow strength increased to 20 / 30 / 40 / 50 / 60% from 25 / 30 / 35 / 40 / 45%.
    • Sphere duration reduced to 2 from 5.
    • Damage removed.
  • Final Spark:
    • Range increased to 3600 from 3340.
    • Cooldown reduced to 75 / 50 / 25 from 80 / 65 / 50.
    • Damage removed.

MorganaSquare Morgana

Niche: The Angel of Death
  • Though Morgana's been around for years in both mid and bot lane, it's only recently that she rose to major prominence as a powerful bot lane support. As it turns out, her crowd control and unique shield make her incredibly strong against tanks and other hard-engage opponents, while also enabling counterattacks of her own. Unfortunately, this also came at a heavy cost to her damage, which has been heavily and repeatedly nerfed over time, further pushing her away from mid lane and towards bot lane. Ideally, she should still be good in both, but in her current state there's a bit too much free power to her abilities: her Q carries one of the most powerful instances of crowd control in the game, her W works perfectly in tandem with Spellthief's Edge to provide free, easy poke (and sustain, when combined with her passive), and her E is so strong on its own that it is often capable of single-handedly canceling fights during the laning phase. When played right, she torments her lane opponents in all the wrong ways, staying back, laying down easy poke from a distance and keeping her health topped up, and completely preventing fights from happening if an enemy does happen to approach her. The goal of these changes is to strike a balance via a unique mechanic: using the pain of her targets, both ally and enemy, Morgana should be able to increase the strength of her abilities, which would allow her to have tremendous damage, utility and crowd control, but only in the most dire situations, and when outside of high-stress scenarios her stopping power would be a lot less painful.
  • Stats
    • Base health regeneration increased to 6 from 5.705.
    • Health regeneration growth increased to 0.8 from 0.6.
  • Soul Siphon
    • Renamed to Angel of Death
    • Innate reworked: the power of Morgana's abilities is increased by 1% for every 1% of her target's missing health.
  • Dark Binding
    • Damage reduced to 60 / 95 / 130 / 165 / 200 (+ 50% AP) from 80 / 135 / 190 / 245 / 300 (+ 90% AP).
      • Maximum damage is 120 / 190 / 260 / 330 / 400 (+ 100% AP).
    • Root icon Root duration reduced to 1.1 / 1.2 / 1.3 / 1.4 / 1.5 from 2 / 2.5 / 2.5 / 2.75 / 3.
      • Maximum Root icon root duration is 2.2 / 2.4 / 2.6 / 2.8 / 3.
  • Tormented Soil
    • Mana cost changed to 80 / 85 / 90 / 95 / 100 from 70 / 85 / 100 / 115 / 130.
    • Increase per target's missing health removed (moved to Angel of Death).
    • Ratio per half second reduced to 10% AP from 11% AP.
      • Total minimum AP ratio reduced to 100% AP from 110% AP.
      • Maximum damage per half second increased to 16 / 32 / 48 / 64 / 80 (+ 20% AP) from 12 / 24 / 36 / 48 / 60 (+ 16.5% AP).
      • Maximum total damage increased to 160 / 320 / 480 / 640 / 800 (+ 200% AP) from 120 / 240 / 360 / 480 / 600 (+ 165% AP).
    • Enemies on the affected ground are continuously Slow icon slowed by 15 / 20 / 25 / 30 / 35%.
      • Maximum Slow icon slow is 30 / 40 / 50 / 60 / 70%.
  • Black Shield
    • Shield strength reduced to 40 / 80 / 120 / 160 / 200 (+ 50% AP) from 70 / 140 / 210 / 280 / 350 (+ 70% AP).
      • Maximum shield strength is 80 / 160 / 240 / 320 / 400 (+ 100% AP).
  • Soul Shackles
    • Slow icon Slow removed.
    • Damage reduced to 100 / 150 / 200 (+ 50% AP) from 150 / 225 / 300 (+ 70% AP).
      • Combined damage reduced to 200 / 300 / 400 (+ 100% AP) from 300 / 450 / 600 (+ 140% AP).
      • Maximum damage per instance is 200 / 300 / 400 (+ 100% AP).
      • Maximum total damage is 400 / 600 / 800 (+ 200% AP).
    • Stun icon Stun duration reduced to 1 / 1.25 / 1.5 from 1.5 at all ranks.
      • Maximum Stun icon stun duration is 2 / 2.5 / 3.

OriannaSquare Orianna

Niche: The Object Manipulator
  • Once a mainstay in the League scene, Orianna's quietly winded down to a lower-key presence, occasionally appearing as a core motor to wombo-combo comps or a supportive utility mage. As a champion with one of the most unique flows and ability sets in the game, Orianna stands out for her unique inputs, and her outputs can be pretty amazing too (her ultimate can almost single-handedly determine the outcome of a fight), but at the same time her baseline kit has aged a little: her passive, which guarantees amazing last-hitting and trading, is often left out for her safer poke playstyle, and she suffers from a tiny bit of invisible power in the form of her E passive. As her kit is healthy and really fun overall, the goal of these changes is not to fundamentally change her playstyle, but rather to make her kit mesh with itself even better and flow more smoothly at all stages of the game, with a particular focus on better fitting in her passive, using a souped-up critical hit system (every third consecutive basic attack or spell on a target would count as a critical strike, which would then be modified by items and abilities).
  • Stats
  • Clockwork Windup
    • Damage increased to 22 - 90 (based on level) (+ 25% AP) from 10 - 50 (based on level) (+ 15% AP).
    • Damage increase on consecutive attacks removed.
    • Now only applies on Orianna's 3 next basic attacks, refilling after either 9 seconds or scoring a critical strike against an enemy champion or large monster.
  • Command: Dissonance
    • Mana cost changed to 60 at all ranks from 70 / 80 / 90 / 100 / 110.
    • Damage reduced to 60 / 90 / 120 / 150 / 180 (+ 50% AP) from 70 / 115 / 160 / 205 / 250 (+ 70% AP).
    • Movement speed modifier strength increased to 30 / 35 / 40 / 45 / 50% from 20 / 25 / 30 / 35 / 40%.
    • Movement speed modifier no longer applies outside the zone.
    • Movement speed is now centered around the Ball, rather than a static location.
  • Command: Protect
    • Passive removed.
    • Damage AP ratio increased to 50% AP from 30% AP.
    • Shield strength increased to 80 / 135 / 190 / 245 / 300 (+ 60% AP) from 80 / 120 / 160 / 200 / 240 (+ 40% AP).
    • Shield duration reduced to 3 from 4.
  • Command: Shockwave
    • Mana cost removed.
    • Cooldown reduced to 120 / 100 / 80 from 120 / 105 / 90.
    • Damage increased to 150 / 250 / 350 (+ 80% AP) from 150 / 225 / 300 (+ 70% AP).
    • Delay increased to 1 from 0.75.
    • While Command: Shockwave is in effect, the Ball no longer returns to Orianna if out of range.

TaliyahSquare Taliyah

Niche: The Chokepoint Mage
  • True to her theme, Taliyah's had a somewhat rocky entry into the League champion roster: her balance has often shifted between her being too good at laning and roaming, and her lacking the agency to do either early on. On top of this, her very high skill floor has made her somewhat inaccessible to newcomers, a downside made worse by some of her balance changes. Part of this comes her Worked Ground, which has a tremendous mastery requirement and often feels like a pure debuff, and part of this comes from her W + E combo, which is similar to ZiggsSquare Ziggs', but carries a lot more of her power. Though she is meant to be a more DPS-oriented mage, with low immediate kill potential and powerful mobility and crowd control instead, she has a fair amount of burst, which requires her to blow all of her abilities at once. The goal of these changes is to lower her skill floor by decoupling her damage from her utility, allowing her to fight and use her abilities as appropriate, while preserving her skill ceiling, and giving her some more tools to work with in exchange for less brutal burst combos.
  • Stats:
    • Base mana reduced to 100 from 340.
    • Mana growth removed.
    • Base mana regeneration reduced to 5 from 7.
    • Mana regeneration growth removed.
    • Attack range reduced to 500 from 525.
  • Rock Surfing:
    • Renamed to Threaded Volley.
    • Reworked: Taliyah's abilities on untouched ground generate Worked Ground around her, instantly granting her 5 Stone Shards that orbit her while she remains inside. Taliyah's next basic attack consumes all Stone Shards to throw them in a line in the target direction in quick succession, with each shard dealing 32 - 100 (based on level) (+ 40% AP) magic damage to all enemies hit and all enemies around them. Worked Ground remains for 120 seconds, reduced by cooldown reduction, and recharges 1 additional Stone Shard every 11.5 - 3 (based on level) seconds, reduced by cooldown reduction.
  • Threaded Volley:
    • Renamed to Rock Surfing.
    • Mana cost reduced to 13 / 11 / 9 / 7 / 5 from 50 / 55 / 60 / 65 / 70.
    • Cooldown changed to 5 at all ranks from 8 / 7.5 / 6 / 4.5 / 3.
    • Reworked: Taliyah summons a rock to ride on, granting herself 20 / 25 / 30 / 35 / 40% (+ 2% per 100 AP) bonus movement speed, which decays over 1 second after leaving Worked Ground or a nearby wall. If Taliyah is struck by an enemy champion while Rock Surfing is active, its effects end immediately.
  • Seismic Shove:
    • Mana cost reduced to 20 / 17 / 14 / 11 / 8 from 70 / 80 / 90 / 100 / 110.
    • Cooldown changed to 18 / 16 / 14 / 12 / 10 from 16 / 15 / 14 / 13 / 12.
    • Damage removed.
    • Now also affects allies and Taliyah herself.
  • Unraveled Earth:
    • Mana cost reduced to 24 / 20 / 16 / 12 / 8 from 90 / 95 / 100 / 105 / 110.
    • Damage and pre-emptive detonations removed.
    • Slow icon Slow changed to 20 / 25 / 30 / 35 / 40% (+ 2% per 100 AP) from 20% (+ 4% per 100 AP) at all ranks.
    • Zone now Grounded icon knocks down and Grounded icon grounds any enemy passing through it.
  • Weaver's Wall:
    • Mana cost removed.
    • Cooldown reduced to 180 / 140 / 100 from 180 / 150 / 120.
    • Terrain duration reduced to 4 / 6 / 8 from 6 / 7 / 8.

ZyraSquare Zyra

Niche: The Encroacher
  • Zyra's one of the champions who's experienced one of the biggest power falloffs around: while massively overpowered on release, a quick set of heavy nerfs left her in a pretty dissatisfying state, and revealed many of the issues with her kit: as a support, she only has one truly impactful supporting basic ability, and as a mage, she's torn between a mediocre burst rotation and insufficient plant-based power. Her rework helped her immensely, namely by putting far more emphasis on her plants, but left her with some problems: she's still a bit too burst-oriented, she still lacks the right toolset to work as a support, and her W has now gone from boring to redundant. The goal of the changes below is to shift her even more towards the role of a plant-based area denial mage, sacrificing her burst in favor of more crowd control and persistent damage. With this ability set, Zyra wouldn't want to use all of her abilities at once; rather, she'd want to save them up for the right moment where she can trap her foes in dangerous spots.
  • Stats:
    • Movement speed reduced to 325 from 340.
    • Attack range reduced to 550 from 575.
  • Garden of Thorns:
    • Spawn rate increased.
    • Now immediately spawns Thorn Spitters instead of seeds.
      • Thorn Spitters remain inactive until Zyra directs them to attack by striking enemies.
      • Thorn Spitters last indefinitely, but die within 3.5 seconds of not hitting an enemy.
    • Plants no longer take bonus damage from on-hit effects.
    • Plant damage increased to 31 - 150 (based on level) (+ 25% AP) from 29 - 114 (based on level) (+ 15% AP).
  • Deadly Spines:
    • Renamed to Lashing Vines.
    • Cooldown increased to 10 at all ranks from 7 / 6.5 / 6 / 5.5 / 5.
    • Damage removed.
    • Now Slow icon slows all enemies hit by 70% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
    • Now provides Sight icon sight of the affected area during the delay, as well as enemies hit.
  • Rampant Growth:
    • No longer uses a charge system.
    • Now costs 60 mana.
    • Cooldown reduced to to 10 at all ranks from 17 / 16 / 15 / 14 / 13.
    • Reworked: Zyra releases a spore that floats in the target direction, lasting 2 / 3 / 4 / 5 / 6 seconds, Sight icon revealing the area around it and acting as an additional center for Garden of Thorns for the duration. The spore latches onto the first unit it comes into contact with and, if they are an enemy, causes all nearby Thorn Spitters to attack and prioritize them while it lasts.
  • Grasping Roots:
    • Mana cost reduced to 60 at all ranks from 70 / 75 / 80 / 85 / 90.
    • Cooldown reduced to 10 from 12.
    • Root icon Root duration increased to 1 / 1.25 / 1.5 / 1.75 / 2 from 0.75 / 1 / 1.25 / 1.5 / 1.75.
    • Damage removed.
    • Now provides Sight icon sight of enemies hit for the Root icon root duration.
  • Stranglethorns:
    • Mana cost removed.
    • Cooldown reduced to 120 / 100 / 80 from 130 / 120 / 110.
    • Airborne icon Knockup duration changed to 1 / 1.5 / 2 from 1.5 at all ranks.
    • Damage removed.
    • Plant bonus damage removed.

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