IF you could nerf Lee Sin...
I'm not saying Lee Sin needs to be nerfed, but IF you had the power to nerf him what would you change?
I'm not saying Lee Sin needs to be nerfed, but IF you had the power to nerf him what would you change?
Q cost changed to 50/50 Range increased to 1250 Base damage changed to 40/60/100/140/180, %HP removed. Cooldown changed to 10 from 11/10/9/8/7 W Only castable on allied champions and wards ( no minions ) Spellvamp/Lifesteal changed to 10, from 5/10/15/20/25
E Damage changed from 60/95/130/165/200 (+100% bonus Attack Damage) to 60/90/110/140/175 ( 60% TOTAL AD) Champion reveal changed from Tempest To Cripple, and duration lowered to 3 seconds from 4. Mosters take additional 50% damage
R Damage changed from 200/400/600(2 Bonus AD) to 100/200/300(2 Bonus AD) + (0.7 AP) Cost increased from 0 to 100 Range lowered to 200 from 375
Movespeed lowered to 345 from 350 HP regen increased to 7.85 per second from 7.425 per second
This keeps him healthy in the jungle, but not overbearing in lane. it also truely makes lee sin feel like an early game champion who falls off. Hence the flat scalings.
Changing his ult to AP damage will possibly change his build path to incorporate some AP items. It would be interesting to see a Zhonya lee, or Rylai's Lee
Nothing, I never played Lee before but he is always an easy kill because I main tanks. But I would HAVE to say lifesteal
His Q now costs 100 energy to use and restores 40 if the second part is used and only if contact is made. Makes him just using Q all the time without being effective drain his energy.
His ult now Costs 50 energy to use. It might not seem like much but when he uses Q W and E before it he will be starved of energy.
Using safeguard to a ward now costs 100 energy (still 50 energy for minions and champs). They can keep ward hoping but it is now a huge cost of energy to use it.
Q- Resonating Strike
W- Safeguard
Add Rek'Sai like tremor sense. He is blind and summoners are no longer Canon. Im really sad with the last part.
All of Lee Sin's second casts abilities are removed.
because you said "IF" maybe all random idea I think is OK (and maybe not nerf only, some other changes too)
Base Health increased from 570.8 to 574.4 Health Growth reduced from 85 to 83 Base Armor reduced from 24.216 to 22.88 Armor Growth increased from 3.7 to 3.9 Movement speed reduced from 350 to 345
1st Q (Sonic Wave) damage changed from 50/80/110/140/170 (+90% Bonus AD) to 50/70/90/110/130 (+100% Bonus AD)
2nd Q (Resonating Strike) Energy cost increased from 30 to 50 Damage reduced from 50/80/110/140/170 (+90% Bonus AD) (+8% target's Missing Health) to 50/70/90/110/130 (+100% Bonus AD) (+10% target's Missing Health)
1st W (Safeguard) Shield changed from 40/80/120/160/200 (+80% AP) to 40/70/100/130/160 (+5% Max Health) (+50% AP)
2nd W (Iron Will) Life Steal and Spell Vamp reduced from 5%/10%/15%/20%/25% to 3%/6%/9%/12%/15%
1st E (Tempest) Base damage changed from 60/95/130/165/200 to 70/90/110/130/150
2nd E (Cripple) Slow changed from 20%/30%/40%/50%/60% to 30%/35%/40%/45%/50%
R Range increased from 375 to 400 Damage changed from 200/400/600 (+200% Bonus AD) to 150/300/450 (+150% Bonus AD) (+75% AP)
Q second trigger can only happen within 500-600 range. Because other dash/blink + damage non ultimate ability, non beyond 1000 range
1st W will only trigger shield when land on ally champ. More team play model rather solo. Reduce range to 500-600, because he already have a gap closer, plus a fail combo/all in should be punished rather easy run away.
remove life steal and spell vampiric from 2nd W, 2nd W unavailable when 1st W targeted to ward. If he want sustain, he need items. Change it to add move speed / attack speed buff to both ally and Lee. More team play model rather solo.
reduce ad ration on R to 150. 200% even for a single target is too much plus it serve more as an utility rather damage dealing.
reduce move speed to 340. Because he has a gap closer and a ward jump