Aatrox's rework reiterates something about immobility

Barcid··82 votes·19,453 views

It's not like this is anything new of course - the pain of immobility on champions has been felt for a pretty long goddamn while, with the only escape from this being 1) season 5, when tanks mattered enough to be able to actually peel for immobile champions (and as many of them were also pretty immobile, they themselves had strength to stand their ground as such) and 2) being an immobile hypercarry in seasons 6 and 7 when you had an enchanter on your side (yay juggermaw, that certainly never got old [coughsarcasmcough]). Having to "burst or be bursted" isn't a super good feeling, especially when your life relies upon positioning against 4 different melees with immediate dashes and blinks to your location - sorry, but you're staying behind if you fall behind.

This has basically been what makes laning against shit like Yasuo, Zed, Ekko, etc. just utterly frustrating whenever they're ever strong - because what do you do? Run away? Yeah, all right, good luck matching the speed of a dash without homeguards. Stand and fight? Not against the meta on top of overlapping meta - mobility on top of their strength is just going to see you get destroyed.

So is this post about how they're overpowered? No, not really. Let me reiterate: whenever they're strong, that is when they're just outright infuriating. When it comes to things like Lux or Morgana, though, they may be overwhelming at some point, but there's always that idea that "Well at least I can reach them" (even when you couldn't, thanks Luden's release and your 10% MS increase) because once you got to them, chances are they weren't just going to blink away from you laughing.

So this isn't a post about how mobile champs are broken right now or that immobile champs desperately need a buff - it's about things that can be frustrating or make you feel helpless, and immobility as a champion always feels rather stifling.

Aatrox's rework basically reinforces that yet again - because Aatrox is dogshit versus mobility. Who'd have thought that having a massive wind-up on your main source of damage would make you pretty helpless against champs who can actively just avoid them? "Oh but TC, Aatrox is also mobile. He has a dash on his E that lets him pass through terrain even. How does this reiterate anything?"

Because Aatrox absolutely feasts on champions who're immobile. Yes his Q is still the most telegraphed and dodgeable ability in the game only outmatched by Sion's literal "hold Q, mother fucker" stun or Sion's quite literally screamed ult - but "unreliable" doesn't mean "will never land", and Aatrox's dash does give him all the tools he really needs to land his Q on immobile opponents - mobile opponents can still freely fake out Aatrox or just dash out of the way as he's moving, scott-free no issue.

Immobile opponents don't have this option. In fact, immobile opponents don't really have any option as Aatrox's early damage and ability to dive is a bit absurd, especially when that's what he's made to do - his highlight video literally throws this into the limelight. As Aatrox, you go ham, no questions asked - so unless you sit a good 800 units back from Aatrox and just pelt him with spells non-stop (most top laners can't do that), you're probably all set to eat shit.

This pretty much highlights the primary issue with being immobile in this game - if you can't overpower the enemy, you have no defense. Of course most immobile champions come packing CC - but in most cases it's unreliable and in Aatrox's case, unless it's quite long and activatable from a range, it still doesn't stop him from swinging his sword. This issue isn't exclusive to Aatrox, either - a lot of champs pack a ton of power at the cost of being quote on quote "kite-able" or dodgeable, when in reality this kind of exploitation is mostly only accomplished by champions who have some form of mobility. Try kiting a Skarner as Jinx for example, or see how long you can keep Shyvana at bay even without her ult. On paper and in the mess of teamfights, sure, that's really not such an insane thing to ask for - in laning and any small skirmish situation, those odds are dropping drastically.

All of this gets clearer and clearer when you go from an immobile champion to a mobile one. All the avenues open up - how you attack, defend, kite, escape, make your way across the map - all these opportunities and options open up for you and give you such insane control over a situation that going back to immobility from it just feels helpless.

I like to play Kayn a lot. He's fun. He's versatile and challenging. I feel like trying to get at who I want is an actual strategy. But I can recognize that his E and Q - walking through walls at will and being able to dash over them as well in a pinch - give me so many options to go about things that immobile champions feel more like a feast than an actual opponent. And when I'm barreling down on them from the fog of war, they have so few options besides flash or pray they hit their CC (in most cases they don't).

What I'm saying is that immobility a lot of the times is such an enormous drawback that it can far outweigh the pros given to them in return - Brand packing enough firepower to turn Nevada into a glass floor really doesn't mean much when I can wall walk behind him, nail him with my W from the same range as any of his spells, and then immediately ult inside of him as he whiffs his stun on where I would have been. Being the unstoppable juggernaut Sion, charging down mid and slamming into the enemy and proceeding to beat the shit out of them, really isn't particularly impressive when you're so far behind because you tried fighting a hyper-mobile champion in lane who just avoided every one of your Q's and wailed on you as you helplessly tried to shout at them. There's not a lot of options for immobile champions in lane and that tends to leave a lot of our immobile friends in the dust, especially when we're talking about tanks.

So how about this. There are some tanks that do better on the move, and some tanks tend to try to act like an immovable fortress - but we have basically no up-side to option two that the first option can't also just do. In fact, going option two gives you next to nothing better in your power budget as a trade-off for being immobile - at least not right now.

If we had a defensive rune - one that gave bonus damage reduction while standing still, a kind of "unmoving wall" for our immobile friends to let them take advantage of their lack of movement - that would open up a world of opportunities for champs without any innate dodges. Come up with some balances against champions with mobility that would try to abuse it and I think we may be able to see some of our walls come back instead of getting torn down by every bruiser with a dash.

68 Comments

remakoro27 votes

Its funny how every second AD item gives some kind of MS bonus item 3078 item 3139 item 3086 item 3142 item 3087 item 3071 item 3095 item 3085 item 3094item 3046

Or slow

item 3153 item 3147

Or a way to ignore attempts to stop you

item 3814 item 3139

While still having okay stats and not being waste of item slots.

And AP champion cant do SHIT about that without fucking themselves up the ass. Slows item 3116 This slow is actually a joke. Most mages have their own slows but more powerful. Its more of a thing to double dmg from item 3151 Its cheap but its stats make it almost waste of a slot.

item 3146 really expensive for AP it gives. Well it gives 40 AD so no wonder.

item 3030 Better Active. But no one buys this shit anymore. Thx riot. We totally didnt need HP on it. I always dreamed of having so much useless mana on my items that you will nerf base stats on my characters.

Best part is that all those active slows have bigger CD than almost any ULT that assassins have. Let alone dashes that would be completely unaffected. And actually have just slightly lower range than those actives.

actual MS buffs item 3100 Yeey. 7% MS. Probably still there cuz most mages wont buy it and its mostly used by AP ASSASSINS. But yea. Actually good item. item 3041 Good luck maintaining those stacks vs 3 divers and 1 assassin on enemy team. And pray that some juggernaut wont just flash in your face. But yea 10% MS. Good item. item 2065 long CD active movement buff + 5% MS Passive. Shittiest stats. Cheap AF. But it take one fucking items slot so do i actually care if its cheap or not?

Kinda both item 3905 Slow active. Hardly that useful at short range if target runs at you. 7% MS. Meh amount of AP. But hey! Its cheap!

if you go for DMG as AD you just get MS and MR for free. If you go for DMG as a mage you will end up as sitting duck. If you go for something that might help you survive a bit longer you lose a lot of dmg and essentially any hopes to be actually useful.

3TWarrior5 votes

thing about that last one, it's actually pretty useful as its ghosts can find enemies hiding nearby, essentially working as mobile wards until they return to you and if they actually catch someone, they're slowed quite a bit

remakoro3 votes

Twin shadows possibly my favorite item in this game. But its unlikely that i will buy it on mid laner. Even if im able to do that without hurting my damage output too much. Most often i have too many items with higher priority.

Paroe1 votes

{quoted} item 3116 This slow is actually a joke. Most mages have their own slows but more powerful. Its more of a thing to double dmg from item 3151 Its cheap but its stats make it almost waste of a slot.

Just wanna say, Rylais is mostly for compound slows. It needs its buff back to 40% for single target and 20% for AoE/DoT though.

Shaco Also needs his E to do magic damage and have a 1.0AP ratio. ;-;

EkyonKun2 votes

{quoted}

Just wanna say, Rylais is mostly for compound slows. It needs its buff back to 40% for single target and 20% for AoE/DoT though.

Shaco Also needs his E to do magic damage and have a 1.0AP ratio. ;-;

What, may I ask, do you mean by compound slows?

If it's what I think you mean, with doubling up on a slow, then I have bad news. It doesn't work like that. The only slow that's applied is the strongest slow possible.

Paroe1 votes

{quoted}

What, may I ask, do you mean by compound slows?

If it's what I think you mean, with doubling up on a slow, then I have bad news. It doesn't work like that. The only slow that's applied is the strongest slow possible.

No...? That was the version before the one we have now. The slows compound now - a 30% slow would become a 50% slow, as the rylais effect compounds with the ability effect.

Nunu for example used to get an 85% slow on his snowball, since it was a single target non-DoT spell and rylais slowed by 40% for single target at the time. When rylais was reworked, they just made it all 40% for AoE and single target but removed compound slows. When it was dumpstered again they gave back the compound slow.

Dog of Pavlov1 votes

Where did it give back the compound slow? I'm genuinely curious because I thought that whole mechanic was removed from the game a looong time ago (to be just the strongest slow).

Nyarlathοtep1 votes

Actually never. The strongest slow takes effect.

EkyonKun1 votes

The slows absolutely 100% do not stack.

LordGeovanni2 votes

Most of those ad items arent able to be stacked on bruisers only on assassins who have Instant dashes and blinks like op said or ranged champions. While Ap Movement speed items have more % movement speed per item while having better damage on said items.

JAYCCCCCCCCCCCCE3 votes

Why does every mage player gotta bring up AD being better than AP?

3TWarrior4 votes

#TLDR at end

statistically, AD has everything AP has but in higher numbers or some more viable form

AD tend to not reach as high levels as AP, but they can also do more than half of their damage for free as a targeted attack

there are very few mages with this capability or reliability for their damage

as a quick comparison: static shiv compared to luden's is 140-280 magic damage and luden's is 100 + 10% ap to break even, you would need 1800 AP

critical items function as the comparison for item 3089

guardian angel has now been reworked into a marksman or adcarry item... AD is useless for 90% of mages , so getting GA would be a niche pick and really only be worth the 40 armor and passive

marksmen have access to multiple life-steal items whereas pretty much the only item with spell-vamp is item 3146 and when you look at it, it is actually MORE EFFECTIVE FOR AUTO-ATTACK FOCUSED CHARACTERS than mages because only single-target attacks get the full benefit of the heal and is otherwise expected that you hit at least 3 targets to gain an equal return from the item as a standard mage

one item that seems to best its counter part is item 3151 with up to 6% max hp over 3 seconds compared to item 3153 and 8% of current hp, but, auto-attack focused champions can apply their damage much more consistently unless the mage has some form of poke ability that does not matter for its use

there are far more defensive offensive items for AD champions than there are mages

i'm not sure why banshee's veil was turned into an AP item but I guess there's that(and i'm not sure but I think it even trips malzahar's passive so he can't have both)item 3102 but it is cheaper than Maw and offers more base states item 3156

#TLDR: after looking at some of this, it does seem that AD and AP have evened out some, but who knows, there are several niche cases on both sides

FilDaFunk7 votes

Yeah, try liking immobile mages... I can't play this game anymore.

Arcane Blue Boi8 votes

yes its fun to always be against a zed yasuo fizz talon kata and just having to TRY to survive under tower and farm. Every single game. :^)

But hey, i played against an AZIR! on my last game. Its been a long time my midlane matchup wasnt an assassin. There is still hope

Naymliss1 votes

The fact that azir, the classic high mobility lane bully is preferred to play against over assassins says a lot.

Fízz v25 votes

If youre worried about immobile tanks vs mobile bruisers, Riot needs to nerf Conqueror and some bruiser items anyway. But immobile champs are still good, Swain Morgana Taliyah Trundle DrMundo Darius Vladimir Xayah Skarner are all high tier rn

Festing8 votes

[{quoted}](name=Fízz v2,realm=EUW,application-id=3ErqAdtq,discussion-id=2GX91sYE,comment-id=0002,timestamp=2018-07-04T11:44:52.876+0000)

If youre worried about immobile tanks vs mobile bruisers, Riot needs to nerf Conqueror and some bruiser items anyway. But immobile champs are still good, Swain Morgana Taliyah Trundle DrMundo Darius Vladimir Xayah Skarner are all high tier rn

bro mundo vlad xayah taliyah trundle and skarner are all mobile af thoo

Cunky6 votes

{quoted}

bro mundo vlad xayah taliyah trundle and skarner are all mobile af thoo

Having a speed buff doesn't make you mobile. And how would Xayah be mobile? Because she can kite well?

Festing5 votes

[{quoted}](name=Prince of Uganda,realm=NA,application-id=3ErqAdtq,discussion-id=2GX91sYE,comment-id=000200000000,timestamp=2018-07-04T15:04:08.668+0000)

Having a speed buff doesn't make you mobile. And how would Xayah be mobile? Because she can kite well?

but suddenly having a dash or blink does?? id argue those champs are less mobile than the ones with speed buffs. Less ahri

Leetri6 votes

Speed boosts are very, very rarely counted as true mobility. The only exceptions would be someone with a long and really high speed boost such as Rammus or Hecarim, but even that's arguable. I doubt anyone is gonna call Cassiopeia or Trundle super mobile champions any time soon, despite their speed boosts.

EbonyBladeJ882 votes

It's true. Cassieopeia's speed boost comes from her passive and if (operative word being IF) she lands her Q. This is afforded by her status as a Battle-Mage, the only subclass of mages that LIKE to be in the middle of the fight, as they have sustain or DPS-esque abilities in their kits.

Trundle is a Juggernaut, a subclass of the Fighters, and his Speed boost comes from his E, and items he may build like item 3078 or item 3071 .

LordGeovanni1 votes

Xayah Vlad are Talyah was before her recent rework.

Elohaven5 votes

Xayah has a 46% winrate...

...Not high tier.

ZeroAgainst1 votes

[{quoted}](name=Fízz v2,realm=EUW,application-id=3ErqAdtq,discussion-id=2GX91sYE,comment-id=0002,timestamp=2018-07-04T11:44:52.876+0000)

If youre worried about immobile tanks vs mobile bruisers, Riot needs to nerf Conqueror and some bruiser items anyway. But immobile champs are still good, Swain Morgana Taliyah Trundle DrMundo Darius Vladimir Xayah Skarner are all high tier rn

no draven SAD

TheCodeisCupCake1 votes

[{quoted}](name=Fízz v2,realm=EUW,application-id=3ErqAdtq,discussion-id=2GX91sYE,comment-id=0002,timestamp=2018-07-04T11:44:52.876+0000)

If youre worried about immobile tanks vs mobile bruisers, Riot needs to nerf Conqueror and some bruiser items anyway. But immobile champs are still good, Swain Morgana Taliyah Trundle DrMundo Darius Vladimir Xayah Skarner are all high tier rn

Played Garen and Darius vs Aatrox, got shitted on. Played Yasuo and Gnar vs Aatrox, shitted on him. Good rework imo. Very good. Aatrox games are decided by matchup.

Rouwhorst4 votes

The champ with the most mobility can (almost always) decide when to fight. In lane mobility can somewhat be counteracted by range as opponents still need to farm (assuming they can't spam their mobility). This however is greatly counteracted by abilities like Zed Q or Ekko Q, who don't really need to come close to clear waves or last hit.

An Enemy Sutando2 votes

Aatrox is so trash that you don't even need mobility to get away from his Qs. I've seen people straight up walk out of it, which is tragic and hilarious at the same time. Moreso the former though, as he was quite good right before his rework sent him back down to the depths of trash tier again.

ModAcademy Kayn3 votes

God forbid someone be able to walk out of an ability.

3TWarrior1 votes

the same ability that only works if your opponent runs sideways or stands still while also rooting its user and its power relies on the enemies being grouped together?

Mordepool1 votes

Sounds like an excellent teamfight ability. However lacking in small skirmishes

3TWarrior1 votes

it might be fun as a wombo combo ability, but from the video, they would need to be within a very short distance of each other to get hit

DesolationKaizer1 votes

...It's really not that hard to land Aatrox Qs, not to mention how much damage the sweespots do. His winrate his been climbing back up too.

An Enemy Sutando1 votes

Missing the point entirely, I see.

ModAcademy Kayn1 votes

I'm missing the point as much as you miss your Qs.

An Enemy Sutando1 votes

wow gotem!

[slayer-pantheon-thumbs]

ÈvilMorty2 votes

I also find it infuriating when I land a cc skill shot on a mid dash opponent that they still complete there dash/blink and are now out of range or over a wall.

Ðeath XIII1 votes

Some good points.

I will point out that the cost of immobility is skills you could never give mobile heroes (or only on ults). Ashe used to be the ADC baseline, idk if that's true anymore with how much changed, just need to say that for my next point. Ashe gets a lot of stuff no other character would be allowed. Global stun/vision, barely a skillshot poke, and a perma slow. If you look at Skarner the same idea applies with him having a controllable suppression/pull. The things they get is not small. I think a large problem I have with immobility is that Riot refuses to add mobility in items. Actual mobility. It's a big deal if you're trying to chase Nidalee and she jumps over a wall and your only option after is to flash. You can't buy anything to stop that, and you can't buy anything to enable yourself to do that. Your only recourse is killing them, having a way to block them in your kit(Cass/Poppy), or Flash. Flash is mandatory on immobile champs. Riot only wants items that make you run fast, thus making immobile vs immobile fights feel more swingy. Skarner runs your Viktor down like a dog, or Skarner has to flash everytime to reach Viktor. Maybe if they make more champs like Bard, or more abilities like Singed/Cass W we will see less drastic difference, but as is those little jungle walls and Jarvan R make all the difference on how people view mobilty power.

Ifneth1 votes

But then mobile or mobility-gated champions would buy that item and become utterly ridiculous.

Ðeath XIII1 votes

{quoted}

But then mobile or mobility-gated champions would buy that item and become utterly ridiculous.

Do they become ridiculous when you add Flash? If there is a trade off to the item grabbing multiple sources of mobility should drastically hurt you. You're under the implication that mobility should remain a constant throughout the entirety of the game, and that doesn't have to be the case. If Protobelt was better for example, Aatrox gets a window to bully mages, but they can alter the build for a trade off for better fights against Aatrox. You don't need constants.

Ifneth2 votes

Virtually every champion in the game has and is balanced around Flash, a summoner spell so powerful it needs a 5 minute cooldown.

Imagine offering an item that offers a second Flash. It would become mandatory, almost whatever its stats, because Flash itself is so strong. Champion ability ranges are balanced around it. Imagine, for example, a Malphite using R and double flashes to almost instantly hard-engage the entire enemy team from 1,800 units away. The extra 800 distance from his flashes would almost equal the ability range.

It would give every champion who builds it Flash advantage against every champion who wouldn’t. Flash itself became virtually mandatory because of the advantage that blinking just 400 units offers. A second one on an item would, too.

Samflash32 votes

{quoted}

Imagine offering an item that offers a second Flash. It would become ...

Isn't that what Protobelt is?

Ifneth1 votes

Protobelt has a much shorter range and can’t take you through walls, either.

ModCaliCoastReplay1 votes

New Aatrox just had an absolutely bonkers game on Rift Rivals, almost singlehandedly winning a game for IG, against Darius in lane to boot. He's actually very broken, particularly against other juggernauts.

Mobile champions def counter a good bit of what he can do. They probably should. Aatrox is at about a 55% winrate since the hotfix and is utterly oppressive against who he's oppressive against. He's manaless and can control a good 12 seconds of lane phase at a time with his Q if it's spaced out fully. If Fiora Yasuo IreliaFizz don't have some advantages over him, nobody probably will. And this isn't coming from someone complaining about laning against him - I play him, and I'm pretty sure he'll be the new pick-or-ban unless some counterstrats are developed.


I agree with what was said about immobility, but Aatrox also makes me think you can't fix it with just a rune. Newer champions have a great deal more of either mobility or utility as a general rule, and a lot of older champions just can't really match up. Watching the Darius matchup really put what I'd call "range creep" more than anything else into perspective - older champions like Nunu Pantheon really make it stand out. They just feel so short-range and small against any modern rework. I don't know what the answer is, but older champs are just going to keep falling behind these flashy, rangey reworks...

3TWarrior1 votes

the hotfix also somehow enabled his abilties to count as auto-attacks according to another thread, so people started building on-hit stuff on him and it bumped up his damage values quite a bit

3TWarrior1 votes

well, this seems rather unconstructive now that I read it again

can't even find what it was, though it seems strange his winrate would jump so high after such small changes

V8.13 - July 3rd Hotfix The Darkin Blade The Darkin Blade First cast length increased to 650 from 625. First cast width increased to 200 from 175. Second cast length increased to 525 from 500. Sweet spot size unchanged. V8.13 - June 27th Hotfix Stats Base health increased to 610 from 580. The Darkin Blade The Darkin Blade Base damage increased to 20 / 35 / 50 / 65 / 80 from 15 / 30 / 45 / 60 / 75. Umbral Dash Umbral Dash Healing increased to 20 / 21.25 / 22.5 / 23.75 / 25% from 15 / 16.25 / 17.5 / 18.75 / 20% Dash range increased to 300 from 250. NEW EFFECT: Now resets Aatrox's autoattack timer. World Ender World Ender Cooldown reduced to 140 / 130 / 120 seconds from 160 / 140 / 120.

Drusus1 votes

(Lets just see how League was originally designed for mobility along with crowd control for movement and abilities based on just the champions)


THE ORIGINAL FORTY Alistar: Dash + Knockback on Headbutt (W), Knockup from Pulverize (Q). Annie: Only a stack-based stun on her Pyromania (Passive). Ashe: Toggle Slow Frost Shot (Q), Volley (W) which uses the (Q)'s slow, Stun+Slow Enchanted Crystal Arrow (R). Fiddlesticks: Targeted Fear on Terrify (Q), Bouncing Silence on Dark Winds (E), Short range blink on Crow Storm (R). Jax: Dash from Leap Strike (W), Stun on Counter Strike (E). Kayle: Targeted movespeed increase from Divine Blessing (W). MasterYi: Unique blink effect on Alpha Strike (Q), movespeed increase from Highlander (R). Morgana: Root from Dark Binding (Q), Slow+Stun on Soul Shackles (R). Nunu: Movespeed boost on Blood Boil (W), Slow on Snowball (E), Self-AoE Slow on Absolute Zero (R). Ryze: Root on Rune Prison (W), Movespeed increase on Desperate Power (R). Sion: Stun on Cryptic Gaze (Q). Sivir: Movespeed increase from On The Hunt (R). Soraka: Targeted silence on Infuse (E). Teemo: Tageted blind on Blinding Dart (Q), Movespeed increase on Move Quick (W), Decaying Slow on Noxious Trap (R). Tristana: Dash + ground AoE slow on impact on Rocket Jump (W), Knockback on Buster Shot (R). TwistedFate: Stun on Pick A Card (W), Global teleport on Gate (E) with very lengthy cooldown. Warwick: Movespeed increase on Blood Scent (W), Blink on Infinite Duress (R). Singed: Ground AoE Slow on Mega Adhesive (W), Movespeed and Tenacity increase on Insanity Potion (R). Zilean: Movespeed increase OR Slow on Time Warp (E). Evelynn: Out-of-combat ghost effect on (Passive), Movespeed increase + ghost on Dark Frenzy (W), Slow on Hateful Spike (R). Twitch: Self-slow from stealth delay on Ambush (Q), Slow on Debilitating Cask (W). Tryndamere: Slow and AD reduction on Mocking Shout (W) , Dash from Spinning Slash (E). Karthus: Slow that increases damage taken on Wall of Pain (W). Amumu: Stun with self-pull hook on Bandage Toss (Q), Root+Disarm on Curse of the Sad Mummy (R). Chogath: Knockup + Slow on Rupture (Q), Silence on Feral Scream (W). Anivia: Stun on Flash Frost (Q), Slow on Glacial Storm (R). Rammus: Movespeed increase + Knockback + Slow on Powerball (Q), Self-Slow on Defensive Ball Curl (W), Taunt and Armor Reduction on Puncturing Taunt (E). Veigar: Ground AoE Stun that persists from Event Horizon (E). Kassadin: Silence on Null Sphere (Q), Slow on Force Pulse (E), Blink on Voidwalk (R) that can be recast but becomes more expensive in mana cost. Gangplank: Stacking Slow on Grog-Soaked Blade (Passive), Self and Group Movespeed Increase on Raise Morale (W), Global Ground AoE Slow on Cannon Barrage (R). Taric: Stun on Dazzle (E). Malphite: Slow + Self movespeed increase on Seismic Shard (Q), Dash + Knockup on Unstoppable Force (R). Janna: Global team movespeed increase on Tailwind (Passive), Line AoE Knockup + Slow on Howling Gale (Q), Passive Ghost + movespeed increase on self OR targeted Slow from Zephyr (W), Channeled Self-AoE which knocksback on cast from Monsoon (R). Blitzcrank: Pull with stun on Rocket Grab (Q), Movespeed increase and then self-slow on Overdrive (W), Knockup on Power Fist (E), Self-AoE Silence. DrMundo: Slow on Infected Cleaver (Q), Toggable Tenacity on (W), Movespeed increase on (R). Katarina: Movespeed increase on Sinister Steel (W), Blink on Shunpo (E). Corki: Dash on Valkyrie (W). Nasus: Slow on Wither (W). Heimerdinger: Stun on direct hit + Blind on nearby units for Concussion Grenade (E) Shaco: Blink Deceive (Q), Fear on Jack in the Box (W), Passive Blind + Slow on Two-Shiv Poison (E), Self-Vanish on Hallucinate (R).


So what do we learn from this? Well how often certain things popped up with the original batch of 40 champions.

Blink: 6 Dash: 6 Entangle: 1 Knockback: 4 Knockup: 5 Movespeed Increase: 17 Root: 3 Self-Slow: 3 Silence: 5 Slow: 26 Stun: 12 Suppress: 1

Which when reorganized, from greatest to least, we get: Slow (26), Movespeed increase (17), stun (12), Blink (6), Dash (6), Knockup (5), Silence (5), Knockback (4), Root (3), Self-Slow (3), Entangle (1), Suppress 1.

Every subsequent champion with a Blink, Dash, or Movespeed increase is mobility creep. Now how much mobility creep that is varies from champion to champion.

[not factoring in summoner spells, items, and other non-champion factors]

DW Diana1 votes

{quoted}

(Lets just see how League was originally designed for mobility along with crowd control for movement and abilities based on just the champions)


THE ORIGINAL FORTY Alistar: Dash + Knockback on Headbutt (W), Knockup from Pulverize (Q). Annie: Only a stack-based stun on her Pyromania (Passive). Ashe: Toggle Slow Frost Shot (Q), Volley (W) which uses the (Q)'s slow, Stun+Slow Enchanted Crystal Arrow (R). Fiddlesticks: Targeted Fear on Terrify (Q), Bouncing Silence on Dark Winds (E), Short range blink on Crow Storm (R). Jax: Dash from Leap Strike (W), Stun on Counter Strike (E). Kayle: Targeted movespeed increase from Divine Blessing (W). MasterYi: Unique blink effect on Alpha Strike (Q), movespeed increase from Highlander (R). Morgana: Root from Dark Binding (Q), Slow+Stun on Soul Shackles (R). Nunu: Movespeed boost on Blood Boil (W), Slow on Snowball (E), Self-AoE Slow on Absolute Zero (R). Ryze: Root on Rune Prison (W), Movespeed increase on Desperate Power (R). Sion: Stun on Cryptic Gaze (Q). Sivir: Movespeed increase from On The Hunt (R). Soraka: Targeted silence on Infuse (E). Teemo: Tageted blind on Blinding Dart (Q), Movespeed increase on Move Quick (W), Decaying Slow on Noxious Trap (R). Tristana: Dash + ground AoE slow on impact on Rocket Jump (W), Knockback on Buster Shot (R). TwistedFate: Stun on Pick A Card (W), Global teleport on Gate (E) with very lengthy cooldown. Warwick: Movespeed increase on Blood Scent (W), Blink on Infinite Duress (R). Singed: Ground AoE Slow on Mega Adhesive (W), Movespeed and Tenacity increase on Insanity Potion (R). Zilean: Movespeed increase OR Slow on Time Warp (E). Evelynn: Out-of-combat ghost effect on (Passive), Movespeed increase + ghost on Dark Frenzy (W), Slow on Hateful Spike (R). Twitch: Self-slow from stealth delay on Ambush (Q), Slow on Debilitating Cask (W). Tryndamere: Slow and AD reduction on Mocking Shout (W) , Dash from Spinning Slash (E). Karthus: Slow that increases damage taken on Wall of Pain (W). Amumu: Stun with self-pull hook on Bandage Toss (Q), Root+Disarm on Curse of the Sad Mummy (R). Chogath: Knockup + Slow on Rupture (Q), Silence on Feral Scream (W). Anivia: Stun on Flash Frost (Q), Slow on Glacial Storm (R). Rammus: Movespeed increase + Knockback + Slow on Powerball (Q), Self-Slow on Defensive Ball Curl (W), Taunt and Armor Reduction on Puncturing Taunt (E). Veigar: Ground AoE Stun that persists from Event Horizon (E). Kassadin: Silence on Null Sphere (Q), Slow on Force Pulse (E), Blink on Voidwalk (R) that can be recast but becomes more expensive in mana cost. Gangplank: Stacking Slow on Grog-Soaked Blade (Passive), Self and Group Movespeed Increase on Raise Morale (W), Global Ground AoE Slow on Cannon Barrage (R). Taric: Stun on Dazzle (E). Malphite: Slow + Self movespeed increase on Seismic Shard (Q), Dash + Knockup on Unstoppable Force (R). Janna: Global team movespeed increase on Tailwind (Passive), Line AoE Knockup + Slow on Howling Gale (Q), Passive Ghost + movespeed increase on self OR targeted Slow from Zephyr (W), Channeled Self-AoE which knocksback on cast from Monsoon (R). Blitzcrank: Pull with stun on Rocket Grab (Q), Movespeed increase and then self-slow on Overdrive (W), Knockup on Power Fist (E), Self-AoE Silence. DrMundo: Slow on Infected Cleaver (Q), Toggable Tenacity on (W), Movespeed increase on (R). Katarina: Movespeed increase on Sinister Steel (W), Blink on Shunpo (E). Corki: Dash on Valkyrie (W). Nasus: Slow on Wither (W). Heimerdinger: Stun on direct hit + Blind on nearby units for Concussion Grenade (E) Shaco: Blink Deceive (Q), Fear on Jack in the Box (W), Passive Blind + Slow on Two-Shiv Poison (E), Self-Vanish on Hallucinate (R).


So what do we learn from this? Well how often certain things popped up with the original batch of 40 champions.

Blink: 6 Entangle: 1 Knockback: 4 Knockup: 5 Movespeed Increase: 17 Root: 3 Self-Slow: 3 Silence: 5 Slow: 26 Stun: 12

Which when reorganized, from greatest to least, we get: Slow (26), Movespeed increase (17), stun (12), Blink (6), Knockup (5), Silence (5), Knockback (4), Root (3), Self-Slow (3), Entangle (1).

Every subsequent champion with a Blink, Dash, or Movespeed increase is mobility creep. Now how much mobility creep that is varies from champion to champion.

Malzahar

Drusus1 votes

[{quoted}](name=Lord Loki1987,realm=NA,application-id=3ErqAdtq,discussion-id=2GX91sYE,comment-id=000e0000,timestamp=2018-07-05T11:21:09.972+0000)

Malzahar

Malzahar was released in July 1st of 2010. Each of the other champions I posted were made and added to the game prior to the release of League of Legends in October 27th of 2009.

Malzahar himself has no mobility, a line-AoE silence, and finally his suppress on his ultimate.

DW Diana1 votes

{quoted}

Malzahar was released in July 1st of 2010. Each of the other champions I posted were made and added to the prior to the release of League of Legends in October 27th of 2009.

Bah, 10 months off. Even so that's a long time he's been keeping them in check xD

Drusus1 votes

[{quoted}](name=Lord Loki1987,realm=NA,application-id=3ErqAdtq,discussion-id=2GX91sYE,comment-id=000e000000000000,timestamp=2018-07-05T11:47:33.016+0000)

Bah, 10 months off. Even so that's a long time he's been keeping them in check xD

XD True, true.

Mostly wanted to illustrate in my original post in this thread just how league was quiet a different beast is based on even just the original forty. Which is how we are seeing different eras of league clashing against each other when it comes to the tools their kits are given for mobility and/or anti-mobility.

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