Make Every Champion "BIGLCSPLAYS Capable"
WIP POST (Work in Progress) Warning: This post over uses the word awesome.
The way to do this is make whatever a champion does do it to the extreme. I have a few ideas I can list below, some may be too much or too little. Im not a pro, but I think these champions would be a lot more satisfying and niche with these changes. They could also pull off some cool plays. The goal of this is to mainly make playing a champion feel awesome.
Aatrox
Riot has stated Aatrox's ultimate is lack luster due to it stacking an AS buff on top of his passive AS buff. Its a neat concept, but it's not satisfying. So, lets do some thematic changes to make it SUPER SATISFYING! His E could also be changed to be less of a spam poke and more awesome.
Blades of Torment
- Cool down increased to 13/12/11/10/9 seconds from 12/11/10/9/8 seconds
- Slow reduced to 15/20/25/30/35% from 40%
- Now causes enemies hit to be marked with Darkin Fear for 3.5 seconds Enemy units marked with Darkin Fear are feared for 0.6/0.7/0.8/0.9/1 second(s) upon being damaged again
Massacre
- Damage reduced to 150/225/300 from 200/300/400
- Added a (+70% bonus AD) ratio
- Changed to Physical Damage from Magic Damage
- No longer gives attack speed
- Now grants Aatrox and all allies inside the AoE 40/50/60% increased healing from any source for 6 seconds
- Now applies Grievous Wounds to all enemies hit for 3 seconds
- Cool Down increased to 105/95/85 seconds from 100/85/70 seconds
Anivia
Anivia is actually a pretty exciting pick that has been proven to be viable by some really good players. She could feel more awesome of course though.
Rebirth
- No longer gives or reduces armor or magic resist
- Static cool down reduced to 200 seconds from 240 seconds
Crystalize
- Enemy units near the wall are counted as Chilled and will visually appear so (Double Damage from Frostbite)
Glacial Storm
- No longer deactivates while Anivia is under the effects of Rebirth
Brand
Brand has constantly been known as the mage that does everything but does nothing better than anyone else. Well, lets change that.
Pyroclasm
- Cool Down reduced by 1/1.5/2 seconds every time an enemy unit under the effects of Blaze is damaged
- Now always prioritizes enemy champions
- If Pyroclasm hits a Blazed target, the target will now be slowed by 10/15/20% for 2.5 seconds
- Cool Down reduced to 95/80/65 seconds from 105/90/75 seconds
Gangplank
Gangplank's ratios are all wonked up and he could use more "supported" gameplay. It has been noted that Gangplank needs a full rework and not just edited ratios and bases. This will be done in the future when I can think of an appropriate rework. Help from any Gangplank players is accepted.
Grog Soaked Blade
- Added a (+3% bonus AD) ratio per stack
Remove Scurvy
- Added a (+10% bonus health) ratio
- Base Heal reduced to 70/135/200/265/330
Cannon Barrage
- Added a (+15% bonus AD) ratio
- Base Damage reduced to 70/115/160 from 75/120/165
Garen
DEMACIA! Garen could use some early game buffs to his ultimate to keep in line with other executions a little more.
Base Stats
- Armor per Level increased to 3 from 2.7
Courage
- Armor and Magic Resist Gained is Now Based on 20/25/30/35/40% Total Armor and Magic Resist from 30% bonus Armor and Magic Resist
- Now also passively gives 5/10/15/20/25% slow resistance while in combat (If Garen wasn't already in combat when slowed, the slow is applied for the full amount)
- Duration increased to 4/4.5/5/5.5/6 seconds from 2/3/4/5/6 seconds
- Tenacity given changed to 25/30/35/40/45 from 30 at all ranks
Judgement
- AD Ratio increased to 90/95/100/105/110% from 70/80/90/100/110%
- Garen now gains 20% slow resistance while damaging an enemy champion with Judgement
- Garen is no longer slowed while traveling through minions
Demacian Justice
- Cool Down reduced to 145/110/75 seconds from 160/120/80 seconds
- Tool Tip changed to list equivalent missing health damage instead of the current bonus damage per point of health missing
Hecarim
This speed demon used to be the top of the game. Then lots of Jungle changes occured and he got left behind. He could use some awesome buffs to make him awesome.
Rampage
- No longer deals reduced damage to monsters
Spirit of Dread
- Mana Cost changed to 55/60/65/70/75 mana from 50/60/70/80/90 mana
- Cool Down reduced by 1.5 seconds whenever Hecarim kills an enemy monster or large minion
Devastating Charge
- Cool Down reduced to 17/16/15/14/13 seconds from 24/22/20/18/16 seconds
- Now lasts for 4/4.5/5/5.5/6 seconds from 4 seconds at all ranks
Onslaught of Shadows
- Cool Down reduced to 130/110/90 seconds from 140/120/100 seconds
Karthus
Karthus is known for his R. So why not make him synergize around that R entirely?
Death Defied
- Channeling Requiem now extends the duration of Death Defied for the channel duration
- Requiem can now be used at any time during Death Defied
Lay Waste
- Killing an enemy unit with Lay Waste reduces the cool down of Requiem by 0.5 seconds, increased to 1 second for large minions, large monsters, and champions
Defile
- AP ratio increased to (+30% AP) from (+20% AP)
- Range is increased to 550 from 425 during Death Defied
- Mana regained from units killed by Requiem is increased to 80/108/136/164/192 (4X)
Requiem
- Fixed a bug where untargetable champions wouldn't have the beam showed to them if they were untargetable when Karthus began channeling (cause why not)
Malzahar
The Void Prophet demands sacrifice. He could use a little help in making his W not entirely useless if the enemy can't be locked down.
Summon Voidling
- Now lasts for 30 seconds from 21 seconds
- Voidling moves 20% faster on the Null Zone
Null Zone
- Now slows enemy champions inside the zone by 15%
Mordekaiser
Mordekaiser could use some help with who he is and how he plays. He is a Juggernaut that does nothing but DAMAGE! He can take a nuke to the face, but can't do much if you try to escape. Also, for something that grants defenses and a Sunfire Camp, the health cost of Creeping Death just isn't worth it early game compared to other spells.
Iron Man
- Shield now decays by 2.5% while out of combat from 3% any time
- Now shields for 30/40/50% of the damage dealt, from 35% at all ranks
Mace of Spades
- Health cost reduced to 25/30/35/40/45 Health from 25/32/39/46/53 Health
Creeping Death
- Health Cost reduced to 15/18/21/24/27 Health from 26/32/38/44/50 Health
Siphon of Destruction
- Health Cost changed to 25/30/35/40/45 Health from 24/36/48/60/72 health
- Cool Down changed to 7/6.5/6/5.5/5 seconds from 6 seconds at all ranks
Children of the Grave
- The DoT now ignores 20/25/30% of the enemy champion's magic resist
Nautilus
Nautilus is overall slightly below average but ok, but when he was released, I remember one thing from Riot and that is that the reason Nautilus had slightly poorer base stats from the other Tanks (notably health per level) was due to the fact that his kit was extremely powerful. This is no longer the case to tell the truth since many other much more powerful crowd control champions have come into the game. Thresh's hook has made Nautilus' feel bad and the rest of his kit has a lot of counterplay that might not need to be there. So my idea is to make Nautilus the awesome King of Crowd Control again. I entirely changed his Q since it was a very lackluster hook since it wasn't a good initiation tool and it wasn't as good as Blitz's for pulling enemies to you. If it were to be as good then it would just be another Blitz Q. With that in mind, I worked it into a much more fitting spell for throwing an ANCHOR at someone, changing it into more of a powerful lock-down spell that would be good for ganks and a good initiation tool when used on an enemy squishy. This can also allow him to have slightly more base movement speed due to the mobility loss and throw his anchor have walls. These changes should help him out in the jungle as well as allowing for some sick crowd control and potential plays.
Base Stats
- Movement Speed increased to 335 from 325
Dredge Line
- REWORKED
- Dredge Line is now a skill shot that tethers the first enemy hit to the point of impact for a set duration, ANCHORING THEM DOWN and making them unable to move more than a set amount of units away. If the enemy uses a spell that involves dashing, teleporting, or flashing, they will be pulled back into the AoE Radius upon the dash completing. Certain long range teleports ignore the tether and will break it (TF Gate, Pantheon Skyfall, Shen Stand United, etc.) Nautilus loses the ability to deal AoE damage with Titan's Wrath while he no longer has his anchor, using his fists instead. After 1 second, he can reactivate this ability to regain his anchor, but untether the unit hit.
- Base Damage: 55/90/125/160/195 (+50% AP)
- Stun Duration: 0.25 seconds
- Tether Duration: 2/2.25/2.5/2.75/3 seconds (effectively 1.75/2/2.25/2.5/2.75 seconds since they are stunned for 0.25)
- Tether AoE Radius: 375/350/325/300/275
- Mana Cost: 70/75/80/85/90 Mana
- Cool Down: 20/18/16/14/12 sec.
- Range: 1100 (same)
- Projectile Speed: 2000 (same)
Titan's Wrath
- The root and bonus physical damage is now applied to all enemy units hit by Titan's Wrath (secondary units hit do not suffer Nautilus' base AD, only the enhanced physical damage from Staggering Blow)
- Cool Down reduced to 18/17/16/15/14 seconds from 18 seconds at all ranks
Riptide
- Enemy units hit by multiple Riptide's of the same cast are now knocked up briefly for 0.5 seconds
- The slow applied no longer decays over the duration
- Mana Cost changed to 65/70/75/80/85 mana from 60/70/80/90/100 mana
Depth Charge
- Cool Down reduced to 130/105/80 seconds from 140/110/80 seconds
- Units not targeted by this ability are not affected by Dredge Line while they are knocked into the air by Depth Charge, allowing the anchor to fly beneath them to the unit targeted by Depth Charge or to any unit not knocked up by Depth Charge
Quinn
Many fun buffs to Quinn helped made with Varnoc.
Harrier
- On-Target Cool Down changed to 10/9/8/7 seconds (at Levels 1/6/11/16) from 10 seconds if the target isn't attacked and 3 seconds if the target is
- Basic attacks reduce the cool down of Harrier by 0.5 seconds, increased to 1 second against champions and doubled if the target was marked by Harrier (1 second for creeps, 2 seconds for champions)
- Targets can now be marked while you are Valor, but cannot be consumed. Instead the duration of the mark is refreshed
- Fixed whatever bugs people are complaining about (Ive heard stories)
Blinding Assault
- Quinn's Blinding Assault will deal damage in an AoE at the end of the range if no enemy was hit
- Valor Physical Damage increased to 80/120/160/200/240 (+70% bonus AD) (+60% AP) from 70/110/150/190/230 (+65% bonus AD) (+50% AP)
- When Valor uses this ability, he will dash to the target point in the target direction, stopping upon colliding with an enemy and dealing damage in an AoE
- Valor Blinding Assault AoE Radius increased to 325 from 275
Heightened Senses
- Area reveal duration increased to 3 seconds from 2 seconds
- Cool Down reduced to 40/37.5/35/32.5/30 seconds from 50/45/40/35/30 seconds
Tag Team
- Skystrike now procs Harrier
- Cool Down decreased to 120/100/80 seconds from 140/110/80 seconds
Shaco
Why do you play Shaco? Because his kit is super fun due to his rather funny themed abilities and hilarious ability to get away and fool enemies. Could he use some help? Yes. How? We help him be even more foolish and evil of course!
Deceive
- Casting Jack in the Box during Deceive no longer removes stealth but reveals you for 0.5 seconds
- Casting Hallucinate during Deceive no longer removes stealth and the clone will be invisible as well for the remaining duration
- Mana Cost reduced to 70/65/60/55/50 from 90/80/70/60/50
- Cool Down reduced to 11/10.5/10/9.5/9 seconds after exiting stealth from 11 seconds after exiting stealth at all ranks
Jack in the Box
- Cool Down reduced to 16/15/14/13/12 seconds from 16 seconds at all ranks
- Added a (+10% bonus AD) ratio
Two-Shiv Poison
- Miss Chance when Shaco attacks a small monster or minion is increased to 40/45/50/55/60% from 20/22.5/25/27.5/30%
- Cool Down changed to 9/8/7/6/5 seconds from 8 seconds at all ranks
Hallucinate
- Whenever Shaco receives a buff from items or another allied champion, his clone will also visually receive the buff but not actually have it
- Base Damage reduced to 300/425/550 from 300/450/600
- Added a (+100% bonus AD) ratio
- Changed to Physical Damage from Magic Damage
Singed
Singed overall needs to feel cooler to play. Right now he is just a running, flinging machine that does nothing else due to only two of his spells being actual targeted actives, one just being a point and click short range ability as well.
Poison Trail
- Mana Drain per second reduced to 13/12/11/10/9 per second from 13 per second at all ranks
Mega Adhesive
- Slow changed to 55/60/65/70/75% from 35/45/55/65/75%
- Enemies affected by Mega Adhesive cannot dash, teleport, or blink
- If an enemy is in the Mega Adhesive area when it is created, they are rooted for 1 second
- Cool Down reduced to 14/13.5/13/12.5/12 seconds from 14 seconds at all ranks
- Mana Cost reduced to 70/75/80/85/90 mana from 70/80/90/100/110 mana
Fling
- Mana Cost reduced to 75/80/85/90/95 from 100/110/120/130/140
- Range increased to 175 from 125
- If an enemy unit is flung out of a Mega Adhesive, they will be covered in the adhesive and make another Mega Adhesive zone around where they land and be rooted for 1 second due to the Mega Adhesive zone being created where they landed
Insanity Potion
- Mana Cost reduced to 100 from 150
- Cool Down reduced to 100/90/80 seconds from 100 seconds
- Now also gives Singed 20/30/40% slow resistance for the duration
Tristana
This is mainly just a change to her E. Nothing else. Her E is pretty lackluster and could use something to be awesome.
Rocket Jump
- Base Damage reduced to 60/105/150/195/240 from 70/115/160/205/250
Explosive Shot
- REWORKED
- Explosive Shot is now an enhanced basic attack that can only affect champions. The basic attack explodes, dealing damage to the target and units around them and applying Grievous Wounds to the target for a short duration. The base damage is additional physical damage to the target and the explosion damage is damage dealt to the target and enemies around them. The explosion also procs every time Tristana kills an enemy unit.
- Base Damage: 5/10/15/20/25 (+100% AD)
- Explosion Damage: 30/55/80/105/130 (+50% bonus AD) (+80/85/90/95/100% AP)
- Grievous Wounds Duration: 4 seconds
- Mana Cost: 40/45/50/55/60 mana
- Cool Down: 13/12/11/10/9 seconds
Urgot
Holy crap this is a big one. Urgot is terrible. He can be a mean lane bully, but that doesn't make him good since he is terrible later on. Now, what Riot has said they want to do with Urgot is make him more of a Siege Tank and his passive and ultimate weren't working too well. So what do we do? WE MAKE HIM AN AWESOME SIEGE TANK! His new ultimate is basically the old Xerath W, but enhanced to be ultimate status. His passive changes based on what form he currently is in. This was made with the help of Varnoc.
Base Stats
- Health per Level increased to 92 from 89
- Base Mana increased to 380 from 312
- Mana Regen. per Level increased to 0.85 from 0.65
- Basic Attack Range increased to 475 from 425
- Base Armor increased to 27 from 24.5
NEW PASSIVE! Siege Engine
- REWORKED
- While in Mobile Mode, Urgot's abilities and basic attacks restore mana equal to 7/8/9/10% of the damage dealt
- While in Siege Mode, Urgot gains 4/6/8/10% cool down reduction, increased to 5/8/11/14% after remaining in Siege Mode for 4 seconds
Acid Hunter Renamed to ACID BOMB
- Functions identically to Acid Hunter along with the listed changes below. A Zaun-made bomb that triggers upon making contact with Urgot's acid. Still deal enough damage if just lobbed
- AD Ratio increased to (+90/95/100/105/110% AD) from (+85% AD)
- No longer tracks acidic enemies. Now instead it is cast in direction the target is moving, similar to Draven's axes. If the target is idle, it is thrown directly on them
- If the target is acidic, Acid Bomb will deal 50/55/60/65/70% damage in an area of effect where it lands
- Restores 50% of the mana cost upon killing an enemy unit
Terror Capacitor
- REWORKED!
- Now works differently whether Urgot is in Mobile Mode or Siege Mode
- In Mobile Mode: Urgot gains a 100/150/200/250/300 (+70% AP) shield that causes his projectiles to slow enemy units hit by 20/25/30/35/40% for 2 seconds, decaying over the duration. Enemies hit by the slow are immune to the slow for 3 seconds. This shield lasts up to 7/7.5/8/8.5/9 seconds.
- In Siege Mode: Urgot projects a forcefield around him that blocks all enemies and projectiles from coming within 250 units of Urgot. Enemy units currently inside the forcefield range are pushed out and all projectiles currently traveling towards Urgot that are inside the forcefield radius are negated without damaging the forcefield's health. This forcefield has a limited health pool. Enemy units can basic attack and use spells on the forcefield to destroy it. The forcefield has 125/175/225/275/325 (+75% AP) (+6/7/8/9/10% max health) health and will last for up to 7/7.5/8/8.5/9 seconds.
- Mana Cost: 55/65/75/85/95 mana
- Cool Down: 24/23/22/21/20 sec.
Noxian Corrosive Charge
- Cool Down reduced to 14/13/12/11/10 seconds from 15/14/13/12/11 seconds
- Armor Reduction changed to shred 15/20/25/30/35% BONUS armor from 12/14/16/18/20% total armor
NEW ULTIMATE! Siege Mode
- REWORKED
- Urgot can toggle between Siege Mode and Mobile Mode. He gains bonuses while in both forms.
- Passive: Every third basic attack or ability causes enemies hit to deal 5/10/15/20% reduced damage to Urgot and 2.5/5/7.5/10% reduced damage to Urgot's allies.
- Toggle: Urgot enters and exits Siege Mode.
- Siege Mode: Urgot becomes stationary after a 0.5 second casting time. While in Siege Mode, Urgot gains 250/300/350/400 increased range on his abilities and 125/150/175/200 increased basic attack range. Urgot also gains 10/25/40/55% attack speed while in this mode and his basic attacks slow the enemy by 5/10/15/20% for 1.5 seconds, decaying over the duration. Urgot's mana is slowly drained while in Siege Mode. Urgot gains 15/20/25/30% increased movement speed that decays over 3 seconds after switching out of Siege Mode.
- Mobile Mode: Urgot gains 5/10/15/20% increased health regeneration per 5 seconds and mana regeneration per 5 seconds while out of Siege Mode. Mana Drain: 10/15/20/25 Mana per Second
- Cool Down: 3 seconds after entering/10 seconds after exiting
- This ability is available at Level 1 and can be upgraded at proper ultimate levels
Varus
Varus needs to be amazing. He is the epic archer of League of Legends and right now he is more of a wannabe. He can be strong, but is only valuable in rare situations that hardly occur. How do we fix this? Allow for some sick Blight interactions in his kit and edit his passive to be more rewarding.
Base Stats
- Base Mana increased to 340 from 310
- Mana per Level increased to 45 from 36
Living Vengeance
- No longer gives enhanced attack speed upon killing a champion kill or assist, only gives 20%
- Varus now also gains 15% attack speed whenever he pops a stack of Blight for 5 seconds. This stacks multiple times, giving him up to 45/60/75% attack speed. Popping a stack of Blight while Varus currently has this attack speed boost will refresh the duration and increase the attack speed boost based on the amount of stacks of Blight popped, up the cap
Piercing Arrow
- No longer has it's damage reduced when passing through multiple enemy units
- Enemy units killed by Piercing Arrow have any Blight Stacks currently on them passed onto the next target (still max of 3 stacks)
- Maximum Range increased to 1400/1450/1500/1550/1600
- Piercing Arrow now travels 20/25/30/35/40 units further for each Blight stack it has popped, increased to 40/45/50/55/60 for stacks popped on enemy champions
- Enemy champions with 3 stacks of Blight on them are stunned for 0.75 seconds upon being hit by Piercing Arrow
Blighted Quiver
- Added a (+1% per 35 bonus AD) ratio the percent health damage
Hail of Arrows
- Enemy units inside the desecrated ground are now applied a stack of Blight for every 2 seconds they are on the desecrated ground
- Enemies with 3 stacks of Blight on them have their armor and magic resist reduced by 20% when hit
- Range increased to 1050 from 925
- Cool Down reduced to 14/13/12/11/10 seconds
- Mana Cost changed to 65/70/75/80/85 mana
Chain of Corruption
- Root duration increased to 2/2.25/2.5 seconds from 2 seconds at all ranks
- Enemy units hit have 3 stacks of Blight immediately applied to them
- Infection time reduced to 1.5 seconds from 2 seconds
Veigar
These are mainly just QoL buffs to Veigar with a slight few changes.
Base Stats
- Base Mana Regen. increased to 8 from 6
- Mana Regen. Per Level increased to 1 from 0.8
Baleful Strike
- Now shows total increased AP as a buff icon similar to Nasus
- Is no longer a projectile when targeting minions, instead a black light (or whatever depending on skin) flashes underneath the minion and the damage is dealt
Dark Matter
- Mana Cost changed to 75/80/85/90/95 from 70/80/90/100/110
Event Horizon
- Mana Cost reduced to 80/85/90/95/100 from 80/90/100/110/120
Primordial Blast
- Mana Cost reduced to 100/125/150 from 125/175/225
Yorick
These are ghoul duration changes for Yorick to not make him a nightmare Top Lane, but still help make him viable late game. Changing this guy around too much is a nightmare and would most likely just require a full rework. Also, remember only 1 ghoul of each kind can be out at once.
Unholy Covenant
- Now reduces damage dealt to Yorick by 3/4/5% from 5% at all ranks (increasing at Levels 1/6/11)
- Ghouls now lose 6% of their maximum health per second, but die once instantly once their duration is up (might be a slight nerf since it makes the ghouls easier to last hit)
- Ghoul Movement Speed is now 330/360/390/420 (at Levels 1/6/9/12) from 300/340/390/443 (same levels)
Omen of War
- Ghoul created now lasts for 6/7/8/9/10 seconds from 5 seconds at all ranks
- Cool Down reduced to 8/7/6/5/4 seconds from 9/8/7/6/5 seconds
Omen of Pestilence
- Now has a 0.75 second delay, a bright green light appearing where the ghoul will be cast
- Base Damage increased to 60/105/150/195/230 from 60/95/130/165/200
- Added a (+50% bonus AD) ratio
- Ghoul created now lasts for 5/5.5/6/6.5/7 seconds from 5 seconds at all ranks
- Cool Down reduced to 12/11.5/11/10.5/10 seconds from 12 seconds at all ranks
Omen of Famine
- Ghoul created now lasts for 3/4/5/6/7 seconds from 5 seconds at all ranks
- This ghoul now has 5/10/15/20/25% increased attack speed as well
Zac
Zac is good, but could be great! Lately, they have been making a lot of his abilities have a direct connection to his Blobs that drop on the ground. So, I thought, WHY NOT DO THAT WITH THE REST OF THEM! I also do a few QoL buffs as well.
Cell Division
- Zac's revive blobs are no longer affected by
Smite
Stretching Strike
- Stretching Strike now also picks up every blob chunk it hits
- The cool down is reduced by 0.5 seconds for every blob picked up in this way
- AP Ratio increased to (+65% AP) from (+50% AP)
Unstable Matter
- Cool down reduction from picking up blob chunks also count blob chunks picked up by Stretching Strike
- Can now be used in mid-air while using Elastic Slingshot
Elastic Slingshot
- Now knocks enemies back over 0.75 seconds from 0.5 seconds
- Cool Down reduced to 22/19/16/13/10 seconds from 24/21/18/15/12 seconds
Let's Bounce
- Zac's blob chunck "pick-up range" is increased to the AoE radius of Let's Bounce during Let's Bounce
- Picking up a blob chunck during Let's Bounce reduces the cool down of Zac's other abilities by 1 second
- Cool Down reduced to 120/105/90 seconds from 130/115/100 seconds
I will post these changes below in the comments section in individual sections so you guys can rate them individually!
Changes To Do:
- Gangplank Rework (would like some advice on what this pirate needs)
needs to gain more bonus gold in her passive.
needs to be able to use Q and E whenever, reduce the power of his W by half and make them able to be summoned for unlimited time.
got a lot of nerfs, so I want his R to gain a small increase.
needs his R to give more than just his health back and speed. It should also give armor and magic resist.
her let needs to deal actually 35/40/45% of enemy's health + regular bonus of AP.
should also have a passive on his AS enhance that gives nearby allies a small increase in AS.
needs her abilities to each be reduced by 10 mana.
either needs a stronger shield or his E to be reduced to 80 energy since it only damages champions.
his ult needs to give bonus movement speed.
his E should have a silence.
his passive should give a poison that deals 0.03% of his AD that can stack for 6 times for 6 seconds.
needs more AP on her abilities.
is coming up, throws some of her Q on
** Twisted Fate**
Twisted Fate, could use some love this season if he wants to make big plays and have a chance as an lcs pick
Can now use her shroud to move through trees. When done so, the shroud is invisible to the enemy.
Casting Rupture while Vorpal Spikes is activated now causes it to burrow Cho'Gath. Reappearing where Rupture goes off.
Is now manaless
Shield is now 50% more effective vs monsters.
Landing a spinning blade on top of an enemy will deal bonus damage to them. If both an enemy and Draven are under the blade. Draven gets the blade and damages the enemy.
Un-nerfed
Ult targets are now charge based. Killing or assisting killing an enemy champion grants a charge. Max charges is 5.
Can now cast his ult for range. Flying into the air before starting his channel at the started spot.
If Heimerdinger is nearby one of his turrets when they are killed. He gets angry. Reducing the cooldown to the next turret by 50%.
Fix his bugs. Make it so his ult can't be walked out of.
W can now heal allies.
Procing a Q with R now silences. W damage to minions reduced at lower ranks.
Q now heals allies it passes through. Using W on a pink ward turns Lee Sin invisible for 5 seconds. Pressing R on an enemy champion automatically resets Q's cooldown and marks the target with Q so Lee Sin can follow up.
Procing her passive on enemy champions with basic attacks lowers all cooldowns by 1 second.
Now gains equal magic pen as she has armor pen.
Now steals the MS of those in his E. Is immune to slows while in his own E.
Manaless
Increased clear speed in the jungle.
Last set of nerfs undone.
Q'ing a unit effected by E extends the duration of the slow. W's MS buff is reversed. Faster at the start, slower at the end.
AA animation improved.
Syndra can now throw herself
Mana costs lowered.
Super Tanks become meta again.
Rage bar now increases crit change by up to 100%. But at reduced damage. Trynd gains double the benefit from % crit damage.
While in Turtle Stance, slows cannot be stronger than 10%.
Assassins take over mid lane.
Mana costs lowered.
Range of Q increased. W's duration is increased if enemy champions die within it. E can be used while inside of W.
Immune to slows while using Q. CD reduced by half if Q does no damage.
Joke is heard globally