3.8.11
2.8.11
Solo Queue Tier List updated
This list will compile all the champions into tiers that I will explain later in the post. This is about how great of a champion they can be in solo queue and how well they can be played overall. This list isn’t about “picks” or drafting. It’s about how good a champion is in Solo Queue. I emphasize Solo Queue because Draft Mode 5v5 is a lot different and they should have two separate lists. This list will be mostly revolving around how good a champion is at Soloing, Jungling, Early game,Mid game, and team fighting ability. It will have almost nothing to do with Late Game which 90% of competitive games go to. Majority of solo queue games end between 25 and 35 minutes. So this is what this list will be focusing on.
*Tier 1 - Orianna, Gangplank, Udyr, Fiddlesticks, Annie, Alistar, Corki, Brand, Akali, Nidalee, Soraka, Karthus, Nocturne, Mordekaiser, Irelia,Casseopia, Renekton, Warwick, Cho'Gath, Jarvan IV, Ashe,Vayne, Vlad, Malzahar, Rumble, Singed, Twisted Fate, Amumu, Yorick
* Tier 2 - Tristana, Teemo, Kassadin,Lee Sin, Taric, Caitlyn, Urgot, Kog’Maw, Swain, Ryze, Jax, Kennen, Xin Zhao, Garen, Shaco, Maokai, Sion, Lux, Zilean, Gragas, Trundle, Miss Fortune, Janna,Leblanc, Ezreal, Anivia, Mundo
* Tier 3 – Blitzcrank, Morgana, Master Yi, Malphite, Wukong, Olaf, Rammus, Nunu, Tryndamere, Sona, Poppy, Shen
* Tier 4 – Sivir, Veigar, Nasus, Leona, Katarina, Pantheon, Kayle, Twitch, Galio, Karma, Heimerdinger,Eve
Tier 1 - These champions are at the top of this list for a lot of reasons. The biggest reason being you can actually carry a team with them. In League of Legends its very hard to be a “true” carry as this game if very team oriented. If you’ve ever played a 4v5 you’ll know what I am talking about as it’s literally impossible to win. So I find these champions in Tier 1 lane VERY well in terms of being able to kill creeps well, harassing the enemy champion, and survivability. For the junglers in tier 1 it’s because they control the jungle well, and do it safely. Also gank well and if get fed can actually carry games themselves. All these champions have great early games for the most part and just continuously get stronger as the game goes on. These are the pub stomp kings of the game in my eyes currently.
Tier 2 - These champions like tier 1 champions are great laners, and are great to have on your team in Solo Queue. They just don’t carry as hard as other champions in tier 1 I find. Their early game laning power can be almost equal to the strength of tier 1 champions but I find the tier 2 champions to be slightly weaker than these tier 1 champions in terms of how hard you can carry a solo queue game with them. They are still the creme of the crop in Solo Queue and shouldn’t be underestimated.
Tier 3 - These champions I find to be great 3rd, 4th, or 5th picks on a team. They are 100% viable but these champions generally aren’t as strong in lane as tier 1 and tier 2 champions and often take the Duo lane as they aren’t as strong as solo’s. A few of them in this tier can stand toe to toe to a lot of tier 1 and 2 champions in a Solo lane but I find they just aren’t sought after as “great” Solo Queue solo laners. These champs are all 100% viable in solo queue. I just find them to be slightly weaker than tier 2 champions in Solo Queue.
Tier 4 - Now tier 4 is a tricky tier I find. These champs are all 100% viable for Solo Queue. If someone says they play a great X champion in tier 4 than you can let them solo or play that champion. These champions are simply tier 4 because they require a lot more farm I find than other champions to reach that “carry status” in Solo Queue. These champions are usually played by people who love these champions for their design and play style so usually people who play these champions I find aren’t bad players at all so letting them play these champions sometime is a good choice. These champions problem isn’t poor laning or really anything other than they require a lot more effort to be good at and a lot more skill to do well on is all. They’re all fun champions and I suggest you give them a whirl and try them out!
WRITTEN NOTES CHANGE LOG HERE
Warwick moved down in tier 1 - His laning got hit by the nerf, and he's not that crazy in lane anymore. Still a viable laner, and still a great jungler though.
Twisted Fate moved down in tier 1 - The ulti nerf hit him a bit so he's moving down accordingly.
Rumble moved down in tier 1 - I felt he was a bit too high in tier 1.
Jarvan moved down in tier 1 - I felt he was a bit too high in tier 1. His laning not that crazy anymore and I am seeing him as more of a jungler now.
Brand moved up in tier 1 - Great laning. Powerful early and mid game. Very strong burst.
Orianna moved up in tier 1 - Insane utility and damage on top of great lane control. Solo queue boss.
Gangplank moved up in tier 1 - Amazing jungler as his ganks are very strong. His early and mid game are strong but late game he just becomes a powerhouse.
Udyr moved up in tier 1 - Had him a bit too low. Yes his laning got nerfed a bit but still incredibly hard to push out of lane and still farms great in lane and just like GP is a powerhouse late game.
Teemo moved down to tier 2 - I felt he was too high so I moved him down a bit.
Karthus moved up in tier 1 - I think his R just makes him godmode for solo queue. On top of his R his baron and dragon DPS is LOLWTF and by LOLWTF I mean ZOMGFAST. Clearing baron quickly and picking up low kills are massive turning points in solo queue so I feel he should be higher.
Soraka moved up in tier 1 - Counter Karthus so I moved her up.. Justttt Kidddinggg but her heals are godlike. Duo queue with a good Soraka player for free Elo as healing is broken in solo queue imo.
Yorick moved up to tier 1 - BUT WHY ELEMENTZ WHY! HE GOT NERFED SO HARD! I know he did but he counters people without any sustain INCREDIBLY hard still. Throw him vs any caster middle or AD carry (rare but still) he counters them very well. Still a very strong solo queue champ. Not so much competitive play but in solo queue yes.
Mordekaiser moved up to tier 1 - Morde es #1 Elementz tier list (;3) Winning lanes in solo queue wins you games. Morde wins lanes quite effectively. That's about it.
Fiddlesticks moved up in tier 1 - Fiddle moved up in tier 1 becaus-CAWCAWCAWCAW.. That's basically it. You land ONE good ultimate in a team fight and you turn the game in your favor instantly. Doesn't matter if you're losing, a good Fiddle ulti will change the game into your favor.
Akali moved up in tier 1 - Her ability to snowball is just disgusting. Playing vs or with a fed Akali early is just like (WHY SHE DO SO MUCH DAMAGE AND I CAN'T KILL HER?) She's one of the strongest fed champions in the game and her burst is high so killing people who don't know to play vs Akali (there's a lot) and snowballing to win games in easy.
Kassadin moved up in tier 2 - I feel even though his laning is kinda weak, he picks up kills in team fights so nicely and can snowball you into a win.
Cassiopeia moved up to tier 1 - Stupid strong laning. Q + E harass is pretty strong atm. Win lane, win game.
Tristana moved up in tier 2 - I feel she was a bit too low.
Taric moved up to tier 2 - I feel he was a bit too low.
Swain moved down to tier 2 - I feel he was a bit too high. His nerfs have knocked him down.
Kennen moved up in tier 2 - I feel he should be a bit higher. He compliments team fights so well with other AoE Champs.
Garen moved up to tier 2 - I feel he was a bit too low. He's still a great solo queue champ.
Kog'Maw moved up to tier 2 - His late game is most likely the strongest out of any AD carry (yes even beating Corki) in single target DPS. You just hit so hard from so far away. And his R when fed does some amazing poke damage.
Nunu moved down to tier 3 - He's not so great anymore.
Nasus moved down to tier 4 - Requires a lot of farm to be godlike. Tier 4 suites him better.
Kayle moved down to tier 4 - Same as Nasus. I feel she needs a lot of farm now to reach that "damn! OP" state.
**New Champ Time**
Leona placed in tier 4 - Her laning is just so awkard atm. Some duo comps work well with her (Leona + Lux) and her solo lane is okay. She just requires a lot of farm like Nasus n Kayle to reach the unkillable state. You really need to be smart on what you're laning vs with her.
Wukong placed in tier 3 - His laning is actually pretty decent. His team fighting is okay too. Overall a decent champ but nothing crazy
*Tier 1 - Orianna, Gangplank, Udyr, Fiddlesticks, Annie, Alistar, Corki, Brand, Akali, Nidalee, Soraka, Karthus, Nocturne, Mordekaiser, Irelia,Casseopia, Renekton, Warwick, Cho'Gath, Jarvan IV, Ashe,Vayne, Vlad, Malzahar, Rumble, Singed, Twisted Fate, Amumu, Yorick
* Tier 2 - Tristana, Teemo, Kassadin,Lee Sin, Taric, Caitlyn, Urgot, Kog’Maw, Swain, Ryze, Jax, Kennen, Xin Zhao, Garen, Shaco, Maokai, Sion, Lux, Zilean, Gragas, Trundle, Miss Fortune, Janna,Leblanc, Ezreal, Anivia, Mundo
* Tier 3 – Blitzcrank, Morgana, Master Yi, Malphite, Wukong, Olaf, Rammus, Nunu, Tryndamere, Sona, Poppy, Shen
* Tier 4 – Sivir, Veigar, Nasus, Leona, Katarina, Pantheon, Kayle, Twitch, Galio, Karma, Heimerdinger,Eve
Tier 1 - These champions are at the top of this list for a lot of reasons. The biggest reason being you can actually carry a team with them. In League of Legends its very hard to be a “true” carry as this game if very team oriented. If you’ve ever played a 4v5 you’ll know what I am talking about as it’s literally impossible to win. So I find these champions in Tier 1 lane VERY well in terms of being able to kill creeps well, harassing the enemy champion, and survivability. For the junglers in tier 1 it’s because they control the jungle well, and do it safely. Also gank well and if get fed can actually carry games themselves. All these champions have great early games for the most part and just continuously get stronger as the game goes on. These are the pub stomp kings of the game in my eyes currently.
Tier 2 - These champions like tier 1 champions are great laners, and are great to have on your team in Solo Queue. They just don’t carry as hard as other champions in tier 1 I find. Their early game laning power can be almost equal to the strength of tier 1 champions but I find the tier 2 champions to be slightly weaker than these tier 1 champions in terms of how hard you can carry a solo queue game with them. They are still the creme of the crop in Solo Queue and shouldn’t be underestimated.
Tier 3 - These champions I find to be great 3rd, 4th, or 5th picks on a team. They are 100% viable but these champions generally aren’t as strong in lane as tier 1 and tier 2 champions and often take the Duo lane as they aren’t as strong as solo’s. A few of them in this tier can stand toe to toe to a lot of tier 1 and 2 champions in a Solo lane but I find they just aren’t sought after as “great” Solo Queue solo laners. These champs are all 100% viable in solo queue. I just find them to be slightly weaker than tier 2 champions in Solo Queue.
Tier 4 - Now tier 4 is a tricky tier I find. These champs are all 100% viable for Solo Queue. If someone says they play a great X champion in tier 4 than you can let them solo or play that champion. These champions are simply tier 4 because they require a lot more farm I find than other champions to reach that “carry status” in Solo Queue. These champions are usually played by people who love these champions for their design and play style so usually people who play these champions I find aren’t bad players at all so letting them play these champions sometime is a good choice. These champions problem isn’t poor laning or really anything other than they require a lot more effort to be good at and a lot more skill to do well on is all. They’re all fun champions and I suggest you give them a whirl and try them out!
WRITTEN NOTES CHANGE LOG HERE
Warwick moved down in tier 1 - His laning got hit by the nerf, and he's not that crazy in lane anymore. Still a viable laner, and still a great jungler though.
Twisted Fate moved down in tier 1 - The ulti nerf hit him a bit so he's moving down accordingly.
Rumble moved down in tier 1 - I felt he was a bit too high in tier 1.
Jarvan moved down in tier 1 - I felt he was a bit too high in tier 1. His laning not that crazy anymore and I am seeing him as more of a jungler now.
Brand moved up in tier 1 - Great laning. Powerful early and mid game. Very strong burst.
Orianna moved up in tier 1 - Insane utility and damage on top of great lane control. Solo queue boss.
Gangplank moved up in tier 1 - Amazing jungler as his ganks are very strong. His early and mid game are strong but late game he just becomes a powerhouse.
Udyr moved up in tier 1 - Had him a bit too low. Yes his laning got nerfed a bit but still incredibly hard to push out of lane and still farms great in lane and just like GP is a powerhouse late game.
Teemo moved down to tier 2 - I felt he was too high so I moved him down a bit.
Karthus moved up in tier 1 - I think his R just makes him godmode for solo queue. On top of his R his baron and dragon DPS is LOLWTF and by LOLWTF I mean ZOMGFAST. Clearing baron quickly and picking up low kills are massive turning points in solo queue so I feel he should be higher.
Soraka moved up in tier 1 - Counter Karthus so I moved her up.. Justttt Kidddinggg but her heals are godlike. Duo queue with a good Soraka player for free Elo as healing is broken in solo queue imo.
Yorick moved up to tier 1 - BUT WHY ELEMENTZ WHY! HE GOT NERFED SO HARD! I know he did but he counters people without any sustain INCREDIBLY hard still. Throw him vs any caster middle or AD carry (rare but still) he counters them very well. Still a very strong solo queue champ. Not so much competitive play but in solo queue yes.
Mordekaiser moved up to tier 1 - Morde es #1 Elementz tier list (;3) Winning lanes in solo queue wins you games. Morde wins lanes quite effectively. That's about it.
Fiddlesticks moved up in tier 1 - Fiddle moved up in tier 1 becaus-CAWCAWCAWCAW.. That's basically it. You land ONE good ultimate in a team fight and you turn the game in your favor instantly. Doesn't matter if you're losing, a good Fiddle ulti will change the game into your favor.
Akali moved up in tier 1 - Her ability to snowball is just disgusting. Playing vs or with a fed Akali early is just like (WHY SHE DO SO MUCH DAMAGE AND I CAN'T KILL HER?) She's one of the strongest fed champions in the game and her burst is high so killing people who don't know to play vs Akali (there's a lot) and snowballing to win games in easy.
Kassadin moved up in tier 2 - I feel even though his laning is kinda weak, he picks up kills in team fights so nicely and can snowball you into a win.
Cassiopeia moved up to tier 1 - Stupid strong laning. Q + E harass is pretty strong atm. Win lane, win game.
Tristana moved up in tier 2 - I feel she was a bit too low.
Taric moved up to tier 2 - I feel he was a bit too low.
Swain moved down to tier 2 - I feel he was a bit too high. His nerfs have knocked him down.
Kennen moved up in tier 2 - I feel he should be a bit higher. He compliments team fights so well with other AoE Champs.
Garen moved up to tier 2 - I feel he was a bit too low. He's still a great solo queue champ.
Kog'Maw moved up to tier 2 - His late game is most likely the strongest out of any AD carry (yes even beating Corki) in single target DPS. You just hit so hard from so far away. And his R when fed does some amazing poke damage.
Nunu moved down to tier 3 - He's not so great anymore.
Nasus moved down to tier 4 - Requires a lot of farm to be godlike. Tier 4 suites him better.
Kayle moved down to tier 4 - Same as Nasus. I feel she needs a lot of farm now to reach that "damn! OP" state.
**New Champ Time**
Leona placed in tier 4 - Her laning is just so awkard atm. Some duo comps work well with her (Leona + Lux) and her solo lane is okay. She just requires a lot of farm like Nasus n Kayle to reach the unkillable state. You really need to be smart on what you're laning vs with her.
Wukong placed in tier 3 - His laning is actually pretty decent. His team fighting is okay too. Overall a decent champ but nothing crazy
31.7.11
30.7.11
26.7.11
New patch notes
by Borengora on Tuesday, July 26th 2011 - 07:09 / 6815 Views /
Yes, I'm still alive. I've been out of sorts for a while with grad-school registration (read: jumping through the hoops instated by a stagnant academia. That I will soon join, probably...). But I am back to give you my (highly theoretical with no practical data whatsoever) comments on the patch that is being released as we speak. I am writing this about half an hour before I have to be at work, so I may just get part posted and finish it later.
As always, remember that this is much less detailed than Elementz's Meta Talks and is just my personal opinion. Keep the comments rolling in, especially when I miss stuff, so we can all glean a better understanding of what these changes mean.
Wukong, the Monkey King
Crushing Blow: Wukong swings his mighty staff with incredible speed, crushing his opponent. This attack deals additional physical damage and reduces the enemy's armor for a short duration.
Decoy: Wukong utilizes his cleverness to trick his foes. He becomes stealthed for 1.5 seconds and leaves an uncontrollable decoy behind that will deal Magic Damage to enemies near it after 1.5 seconds.
Nimbus Strike: Wukong dashes on a cloud toward a target enemy and sends out images to attack up to 2 additional enemies near his target, dealing physical damage to each enemy struck.
Cyclone (Ultimate): Wukong's staff grows outward and he spins it around, dealing damage and knocking up enemies. Wukong gains movement speed over the duration of the spell.
Stone Skin (Passive): Wukong's armor and magic resistance are increased for each nearby enemy champion.
- Yaah, more tanky DPS...
Annie
Disintegrate
Damage reduced to 85/125/165/205/245 from 90/130/170/210/250
Ability power ratio reduced to .7 from .75
Incinerate
Damage reduced to 80/130/180/230/280 from 85/135/185/235/285
Ability power ratio reduced to .75 from .8
-Pretty decent Annie nerfs. But it was about time, even though I am personally sad because she's my best toon. At least they didn't run her into the ground like many of their nerf-stick recipients.
Cassiopeia
Miasma now gives persistent vision in the area where cast
-not that big of a deal, but nice nonetheless. Even less excuse to facecheck those bushes.
Corki
Phosphorus Bomb
No longer blinds
Damage reduced to 70/120/170/220/270 from 80/130/180/230/280
Gatling Gun attack damage ratio reduced to 20% from 25%
Missile Barrage: Big One bonus damage reduced to 50% from 60%
-Doubleyew Tee Eff?!? GINORMOUS Corki nerfs. Q doesn't blind anymore? 20% GG damage nerf? And an ult nerf just to kick him while he's down? Poorly played, Riot. Very poorly played. Corki will be seeing much less usage.
Ezreal
Fixed a bug where Mystic Shot did not interact with spell shields
-Aaaaand he's still worthless. Please try again.
Galio
General
Base health increased to 520 from 495
Base armor increased to 20.5 from 16
Armor per level reduced to 3.5 from 4
Resolute Smite
Projectile speed increased to 1300 from 1200
Mana cost reduced to 60/65/70/75/80 from 70/75/80/85/90
Ability power reduced to .7 from .8
Bulwark
Duration increased to 4 seconds from 3.5 seconds
Heal increased to 25/40/55/70/85 from 20/32/44/56/68
Idol of Durand damage reduction while channeling increased to 50% from 30%
-Nice, needed buffs. Maybe he'll be usable again. I sure hope so, cause he's lots of fun.
Gangplank
Parrrley gold bonus reduced to 4/5/6/7/8 from 4/6/8/10/12
Raise Morale
Active attack damage bonus reduced to 14/22/30/38/46 from 20/28/36/44/52
Active movement speed bonus reduced to 10/14/18/22/26% from 14/18/22/26/30%
-Good nerfs. He was a little stupid.
Janna
New models and textures for Janna and Tempest Janna
All new animations for her and her skins!
-Meh. Doesn't effect gameplay. Maybe she's a little hotter now, though. Wait, did I say that out loud? Er...I mean...YES I'M AWESOME!
Jax
Leap Strike
Attack damage ratio increased to 1.0 from 0.7
Base damage reduced to 35/60/85/110/135 from 50/75/100/125/150
-Making him scale better. Jax is already a monster in solo que if he gets some items, and this will make him even more so. I doubt he'll ever be very viable in draft mode, however.
Kayle
General
New model and animations!
Community contest "Fresh Prince of Bel Air" /dance animation
Attack damage per level reduced to 2.5 from 3
Attack speed per level reduced to 2 from 2.3
Recommended items updated
Holy Fervor
New Passive: Kayle's basic attacks against enemy champions now reduce their armor and magic resistance by 2% for 5 seconds (stacks up to 5 times)
Reckoning
Missile speed increased to 1300 from 1000
Ability power ratio increased to 1.0 from 0.8
Mana cost reduced to 70/75/80/85/90 from 80/85/90/95/100
Slow increased to 35% from 25%
Damage amplification reduced to 5% from 8/10/12/14/16%
Righteous Fury
Cooldown reduced to 16 seconds from 22/21/20/19/18 seconds
Bonus damage increased to 20/30/40/50/60 from 4/10/16/22/28
Increased splash range to 300 from 200
Ability power ratio decreased to .2 to .3
Mana cost reduced to 45 from 65
Divine Blessing
Base heal adjusted to 45/85/125/165/205 from 65/100/135/170/205
Movement speed duration reduced to 2.5 seconds from 10 seconds
Movement speed boost increased to 15/17/19/21/23% from 12%
Ability power ratio reduced to .35 from .5
Cooldown increased to 15 seconds from 10 seconds
-I like her reworks. Too many of them to make much of a judgment until I see her in play, though. But it looks like she'll be pretty fun.
Maokai
Sap Magic can now be cast while silenced
-Meh.
Orianna
Command: Dissonance
Ability power ratio reduced to .5 from .6
Movement speed slow and boost reduced to 20/25/30/35/40% from 25/30/35/40/45%
-Good nerfs. She'll still be annoying as crap in a lane, however.
Pantheon
Grand Skyfall now has a range of 5500
-Nerf all teh globals! ALL TEH GLOBALZ!!!
Swain
Ravenous Flock now prioritizes champions
-Great buff. I'll have to start playing him again, especially with Annie nerfs.
Teemo
Fixed a bug where Move Quick did not proc on-spell cast effects such as Sheen
-Meh. Who really cares?
Tryndamere
General
New model and animations!
Tryndamere has been working out and is now approximately 20% bigger
Tryndamere now uses Fury, gaining 5 per hit, 10 per crit, and 10 extra per kill.
Fury decays at 5 Fury per second after being out of combat for 10 seconds.
Bloodlust
Passively adds 5-20/10-30/15-40/20-50/25-60 Attack Damage depending on how wounded Tryndamere is
Consumes all Fury to heal Tryndamere for 30-80/40-135/50-190/60-245/70-300 depending on how much Fury was consumed
Cooldown adjusted to 12 seconds from 12/11/10/9/8 seconds
Mocking Shout is now free to cast
Spinning Slash
Spinning Slash is now free to cast
Cooldown increased to 13/12/11/10/9 seconds from 9 seconds
Base damage adjusted to 60/90/120/150/180 from 40/90/140/190/240
Scaling adjusted to 1.0 bonus Attack Damage from 0.5 total Attack Damage (still scales with AP)
Now deals physical damage instead of magic damage
Battle Fury now grants up to 35% Critical Chance, depending on how full his Fury bar is
-Another big rework. Hopefully will make Trynd less of hell to play early. Again, need to see it in action before making much of a judgment.
NOTES STOP HERE - WORK BE CALLING!!!-----------------------------------------NOTES STOP HERE - WORK BE CALLING!!!-----------------------------------------
Twisted Fate
Gate now has a range of 5500
Udyr
Tiger Stance Attack Damage ratio reduced to 1.5 from 1.7
Fixed a bug where turtle stance was healing off of the damage dealt by Madred's Razor.
Vayne
Fixed a bug where Silver Bolts would go through Blind effects.
Yorick
General
Base armor of ghouls reduced to 10 from 20
Omen of Death damage percent reduced to 45/60/75% from 50/75/100%
Omen of Pestilence now scales off of ability power at a 1.0 ratio instead of a .8 bonus attack damage ratio
Omen of Famine
Heals for 40% of the damage dealt, down from 50%
Range reduced to 550 from 650
Items
Zhonya's Hourglass combine cost reduced to 800 from 1000
Randuin's Omen and Shurelya's Reverie will now grant assists
Yes, I'm still alive. I've been out of sorts for a while with grad-school registration (read: jumping through the hoops instated by a stagnant academia. That I will soon join, probably...). But I am back to give you my (highly theoretical with no practical data whatsoever) comments on the patch that is being released as we speak. I am writing this about half an hour before I have to be at work, so I may just get part posted and finish it later.
As always, remember that this is much less detailed than Elementz's Meta Talks and is just my personal opinion. Keep the comments rolling in, especially when I miss stuff, so we can all glean a better understanding of what these changes mean.
Wukong, the Monkey King
Crushing Blow: Wukong swings his mighty staff with incredible speed, crushing his opponent. This attack deals additional physical damage and reduces the enemy's armor for a short duration.
Decoy: Wukong utilizes his cleverness to trick his foes. He becomes stealthed for 1.5 seconds and leaves an uncontrollable decoy behind that will deal Magic Damage to enemies near it after 1.5 seconds.
Nimbus Strike: Wukong dashes on a cloud toward a target enemy and sends out images to attack up to 2 additional enemies near his target, dealing physical damage to each enemy struck.
Cyclone (Ultimate): Wukong's staff grows outward and he spins it around, dealing damage and knocking up enemies. Wukong gains movement speed over the duration of the spell.
Stone Skin (Passive): Wukong's armor and magic resistance are increased for each nearby enemy champion.
- Yaah, more tanky DPS...
Annie
Disintegrate
Damage reduced to 85/125/165/205/245 from 90/130/170/210/250
Ability power ratio reduced to .7 from .75
Incinerate
Damage reduced to 80/130/180/230/280 from 85/135/185/235/285
Ability power ratio reduced to .75 from .8
-Pretty decent Annie nerfs. But it was about time, even though I am personally sad because she's my best toon. At least they didn't run her into the ground like many of their nerf-stick recipients.
Cassiopeia
Miasma now gives persistent vision in the area where cast
-not that big of a deal, but nice nonetheless. Even less excuse to facecheck those bushes.
Corki
Phosphorus Bomb
No longer blinds
Damage reduced to 70/120/170/220/270 from 80/130/180/230/280
Gatling Gun attack damage ratio reduced to 20% from 25%
Missile Barrage: Big One bonus damage reduced to 50% from 60%
-Doubleyew Tee Eff?!? GINORMOUS Corki nerfs. Q doesn't blind anymore? 20% GG damage nerf? And an ult nerf just to kick him while he's down? Poorly played, Riot. Very poorly played. Corki will be seeing much less usage.
Ezreal
Fixed a bug where Mystic Shot did not interact with spell shields
-Aaaaand he's still worthless. Please try again.
Galio
General
Base health increased to 520 from 495
Base armor increased to 20.5 from 16
Armor per level reduced to 3.5 from 4
Resolute Smite
Projectile speed increased to 1300 from 1200
Mana cost reduced to 60/65/70/75/80 from 70/75/80/85/90
Ability power reduced to .7 from .8
Bulwark
Duration increased to 4 seconds from 3.5 seconds
Heal increased to 25/40/55/70/85 from 20/32/44/56/68
Idol of Durand damage reduction while channeling increased to 50% from 30%
-Nice, needed buffs. Maybe he'll be usable again. I sure hope so, cause he's lots of fun.
Gangplank
Parrrley gold bonus reduced to 4/5/6/7/8 from 4/6/8/10/12
Raise Morale
Active attack damage bonus reduced to 14/22/30/38/46 from 20/28/36/44/52
Active movement speed bonus reduced to 10/14/18/22/26% from 14/18/22/26/30%
-Good nerfs. He was a little stupid.
Janna
New models and textures for Janna and Tempest Janna
All new animations for her and her skins!
-Meh. Doesn't effect gameplay. Maybe she's a little hotter now, though. Wait, did I say that out loud? Er...I mean...YES I'M AWESOME!
Jax
Leap Strike
Attack damage ratio increased to 1.0 from 0.7
Base damage reduced to 35/60/85/110/135 from 50/75/100/125/150
-Making him scale better. Jax is already a monster in solo que if he gets some items, and this will make him even more so. I doubt he'll ever be very viable in draft mode, however.
Kayle
General
New model and animations!
Community contest "Fresh Prince of Bel Air" /dance animation
Attack damage per level reduced to 2.5 from 3
Attack speed per level reduced to 2 from 2.3
Recommended items updated
Holy Fervor
New Passive: Kayle's basic attacks against enemy champions now reduce their armor and magic resistance by 2% for 5 seconds (stacks up to 5 times)
Reckoning
Missile speed increased to 1300 from 1000
Ability power ratio increased to 1.0 from 0.8
Mana cost reduced to 70/75/80/85/90 from 80/85/90/95/100
Slow increased to 35% from 25%
Damage amplification reduced to 5% from 8/10/12/14/16%
Righteous Fury
Cooldown reduced to 16 seconds from 22/21/20/19/18 seconds
Bonus damage increased to 20/30/40/50/60 from 4/10/16/22/28
Increased splash range to 300 from 200
Ability power ratio decreased to .2 to .3
Mana cost reduced to 45 from 65
Divine Blessing
Base heal adjusted to 45/85/125/165/205 from 65/100/135/170/205
Movement speed duration reduced to 2.5 seconds from 10 seconds
Movement speed boost increased to 15/17/19/21/23% from 12%
Ability power ratio reduced to .35 from .5
Cooldown increased to 15 seconds from 10 seconds
-I like her reworks. Too many of them to make much of a judgment until I see her in play, though. But it looks like she'll be pretty fun.
Maokai
Sap Magic can now be cast while silenced
-Meh.
Orianna
Command: Dissonance
Ability power ratio reduced to .5 from .6
Movement speed slow and boost reduced to 20/25/30/35/40% from 25/30/35/40/45%
-Good nerfs. She'll still be annoying as crap in a lane, however.
Pantheon
Grand Skyfall now has a range of 5500
-Nerf all teh globals! ALL TEH GLOBALZ!!!
Swain
Ravenous Flock now prioritizes champions
-Great buff. I'll have to start playing him again, especially with Annie nerfs.
Teemo
Fixed a bug where Move Quick did not proc on-spell cast effects such as Sheen
-Meh. Who really cares?
Tryndamere
General
New model and animations!
Tryndamere has been working out and is now approximately 20% bigger
Tryndamere now uses Fury, gaining 5 per hit, 10 per crit, and 10 extra per kill.
Fury decays at 5 Fury per second after being out of combat for 10 seconds.
Bloodlust
Passively adds 5-20/10-30/15-40/20-50/25-60 Attack Damage depending on how wounded Tryndamere is
Consumes all Fury to heal Tryndamere for 30-80/40-135/50-190/60-245/70-300 depending on how much Fury was consumed
Cooldown adjusted to 12 seconds from 12/11/10/9/8 seconds
Mocking Shout is now free to cast
Spinning Slash
Spinning Slash is now free to cast
Cooldown increased to 13/12/11/10/9 seconds from 9 seconds
Base damage adjusted to 60/90/120/150/180 from 40/90/140/190/240
Scaling adjusted to 1.0 bonus Attack Damage from 0.5 total Attack Damage (still scales with AP)
Now deals physical damage instead of magic damage
Battle Fury now grants up to 35% Critical Chance, depending on how full his Fury bar is
-Another big rework. Hopefully will make Trynd less of hell to play early. Again, need to see it in action before making much of a judgment.
NOTES STOP HERE - WORK BE CALLING!!!-----------------------------------------NOTES STOP HERE - WORK BE CALLING!!!-----------------------------------------
Twisted Fate
Gate now has a range of 5500
Udyr
Tiger Stance Attack Damage ratio reduced to 1.5 from 1.7
Fixed a bug where turtle stance was healing off of the damage dealt by Madred's Razor.
Vayne
Fixed a bug where Silver Bolts would go through Blind effects.
Yorick
General
Base armor of ghouls reduced to 10 from 20
Omen of Death damage percent reduced to 45/60/75% from 50/75/100%
Omen of Pestilence now scales off of ability power at a 1.0 ratio instead of a .8 bonus attack damage ratio
Omen of Famine
Heals for 40% of the damage dealt, down from 50%
Range reduced to 550 from 650
Items
Zhonya's Hourglass combine cost reduced to 800 from 1000
Randuin's Omen and Shurelya's Reverie will now grant assists
21.7.11
Inb4 Next Patch
Morello is doing talks about a "global teleport tech" which has been one of my ideas for a long time, limiting the range of global abilities. While I have supported the idea in the past, I think that adding a range to globals at this stage in the game could be detrimental to the heroes that it will be affecting. Why?
Well, there is the classic instance of Shen, where he is first picked/banned every single solo queue match. Then, a patch later (and a blog later where I predicted this would happen), Shen is seen to not be viable anymore, simply because what Riot did to him was change certain aspects that were not OP to compensate for the one thing that made him OP. They changed around stats and made his laning phase utterly terrible which was his weakness to begin with. This tilted the balance of the OP scale so much out of his favor that he was basically deleted out of the minds of a majority of the community.
While TF may be percieved as OP at the moment, I am not sure if adding a range to his ultimate would truely "balance" the hero. Without his ultimate, TF is very weak. We are already seeing a decline in TF bans in tournaments, and nerfing his ultimate by adding a range to it could be the final nail in the coffin of TF that will bury him alongside Eve and Twitch, and countless other heroes that have been nerfed out of viability. Adding a longer casting delay on his teleport (1-2 seconds) may be all that is needed to fix TF, rather than making his ultimate a ranged ability.
As for Pantheon, I see him to be a niche hero. He sacrifices laning dominance for having a global ultimate, one that I have seen to be very strong lately if used correctly even at 2200-2400 levels of solo queue play. I do not think that Pantheon changes are necessary, as his global has a huge casting delay that makes up for the overpowered global mechanic, balancing it out in effect. I think that Pantheon is in a great place, and bringing him back to where he used to be where he dominated lanes with little effort is not a direction I would like to see him go.
The most overpowered mechanic I see at the moment is teleport. Giving heroes a global mechanic that should not have them is detrimental, and this was seen at dreamhack. Having to farm at tower because the mid carry can instantly kill you if he leaves the map for 3-4 seconds is a mechanic that is seen as "anti-fun".
Giving you the ability to see the ward that the enemy is teleporting to was a very weak fix. I suggest making teleport only targettable on blue/purple minions (not player minions) and towers, which would be a very simple and correct fix. Teleport would still be strong, just not unavoidable to the point where you have to buy a level 6 oracles or you WILL be stuck at tower farming for the majority of the game.
PST me for more free balancing advice.
Well, there is the classic instance of Shen, where he is first picked/banned every single solo queue match. Then, a patch later (and a blog later where I predicted this would happen), Shen is seen to not be viable anymore, simply because what Riot did to him was change certain aspects that were not OP to compensate for the one thing that made him OP. They changed around stats and made his laning phase utterly terrible which was his weakness to begin with. This tilted the balance of the OP scale so much out of his favor that he was basically deleted out of the minds of a majority of the community.
While TF may be percieved as OP at the moment, I am not sure if adding a range to his ultimate would truely "balance" the hero. Without his ultimate, TF is very weak. We are already seeing a decline in TF bans in tournaments, and nerfing his ultimate by adding a range to it could be the final nail in the coffin of TF that will bury him alongside Eve and Twitch, and countless other heroes that have been nerfed out of viability. Adding a longer casting delay on his teleport (1-2 seconds) may be all that is needed to fix TF, rather than making his ultimate a ranged ability.
As for Pantheon, I see him to be a niche hero. He sacrifices laning dominance for having a global ultimate, one that I have seen to be very strong lately if used correctly even at 2200-2400 levels of solo queue play. I do not think that Pantheon changes are necessary, as his global has a huge casting delay that makes up for the overpowered global mechanic, balancing it out in effect. I think that Pantheon is in a great place, and bringing him back to where he used to be where he dominated lanes with little effort is not a direction I would like to see him go.
The most overpowered mechanic I see at the moment is teleport. Giving heroes a global mechanic that should not have them is detrimental, and this was seen at dreamhack. Having to farm at tower because the mid carry can instantly kill you if he leaves the map for 3-4 seconds is a mechanic that is seen as "anti-fun".
Giving you the ability to see the ward that the enemy is teleporting to was a very weak fix. I suggest making teleport only targettable on blue/purple minions (not player minions) and towers, which would be a very simple and correct fix. Teleport would still be strong, just not unavoidable to the point where you have to buy a level 6 oracles or you WILL be stuck at tower farming for the majority of the game.
PST me for more free balancing advice.
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