Season 9 Fan Overhaul: A solution for everything (except champion kits & stats)

Freewalker··13 votes·4,029 views

Season 9 Fan Overhaul

UPDATE: If you have read this thread before now, you are likely going to see a lot of new points listed here. Everything is in the changelog at the bottom, so if you read something that's been overwritten, you won't be confused. The changes since this thread's inception have updated the dragon slayer and elder dragon buffs, rift herald and rift scuttler, jungle gold accommodations, summoner spells, reworks for Stormrazor, Banner of Command, Infinity Edge and Essence Reaver, the Graviton Hammer item addition for a new top tier AD item for non-crit builds, a few more runes, turret buffs, bounty gold, and the implementation of a critical system rework, with converted kits for some champion kits (damage wasn't affected).

Hello! This megapost tackles many of the issues that people are complaining about on the boards, and creates a fix for it all in one imagined Season 9 update. Most of the content here was designed to perform the following things:

  • Reduce power creep caused by synergistic items, champion kits, and runes/keystones which are too useful and provide too much power at level 1.
  • Reduce movement creep, while improving kite viability.
  • Improve old-school map control through wards.
  • Rework the critical mechanic as a means of removing RNG without changing the amount of damage you deal throughout the game. This rework also contributes to the action against early game burst.
  • Rework/revert monster buffs in an effort to reduce snowballing. The changes here keep the mechanics of dragon slayer, aspect of the dragon, baron buff, and the rift herald/rift scuttler, but none of these mechanics should decide a game pre-20.
  • Rework lethality so the amount you gain is lowered in the early game, while retaining its potency in the late game.
  • Turn heal and shield power into named unique passives while buffing the power of the passive.

The primary component of this thread is the rune system. It was designed to allow players to treat mastery trees as if they were the old-school runes. You can mix and match any kind of rune, and then you can have a keystone, which was designed to act as a much smaller passive than the keystones we have now. Some runes have simple stat buffs, while others have gameplay mechanics which may be more desirable depending on your playstyle, kit, or build. One of the purposes of this rune system was also to allow players to cover up a bit of their weaknesses, instead of optimizing for easy kills like we can now.

Table of Contents

Runes Revitalized

--- Runes --- Keystones

Critical Rework

--- Critical Strike Chance -> Critical Strike Damage --- Champion Kit Conversions

Items

--- New/Returning Items ------ Aery's Soul Stone ------ Banner of Command ------ Graviton Hammer ------ Netherstride Grimoire --- Existing Item Changes ------ AD Items: Brawler's Gloves, Death's Dance, Duskblade of Draktharr, Edge of Night, Essence Reaver, Infinity Edge, Phantom Dancer, Poacher's Dirk, Rapid Firecannon, Runaan's Hurricane, Serrated Dirk, Statikk Shiv, Stormrazor, Youmuu's Ghostblade, Zeal. ------ AP Items: Luden's Echo, Rylai's Crystal Scepter, Spellbinder. ------ Support Items: Ardent Censer, Forbidden Idol, Mikael's Crucible, Redemption. ------ Tank Items: Abyssal Mask, Dead Man's Plate, Frozen Mallet, Righteous Glory. ------ Boot Items: Ionian Boots of Lucidity

Jungle

--- Jungle Plants --- Jungle Camps --- Crest of Cinders --- Crest of Insight --- Rift Scuttler & Eye of the Herald --- Dragon ------ Dragon Slayer --- Elder Dragon ------ Aspect of the Dragon ------ Empowered Aspect of the Dragon --- Baron Nashor ------ Hand of Baron

Summoner Spells

--- Barrier, Exhaust, Heal, Ignite, Teleport

Lanes

--- Minions --- Turrets

Base Gold Generation

Bounty Gold


Runes Revitalized

For each level from 1 - 30, you get 1 point to spend on your rune page. There are five types of runes, Domination, Inspiration, Precision, Resolve, and Sorcery. You can have a maximum of 21 points in any type of rune, choosing from any rune listed below. Some runes have dual typing, so keep in mind that ranking it up will put up a point in both types. When you have 20 points in a type of rune, you can rank up a keystone, which also counts towards your 21 point limit.

Most runes can be ranked up 5 times, some can be ranked up 10 times.

Runes

Available runes are available below, in alphabetical order.

Domination: 9 runes with five ranks, 3 keystones. Inspiration: 13 runes with five ranks, 1 rune with ten ranks, 3 keystones. Precision: 9 runes with five ranks, 3 keystones. Resolve: 15 runes with five ranks, 3 keystones. Sorcery: 13 runes with five ranks, 1 rune with ten ranks, 3 keystones.

https://vignette.wikia.nocookie.net/leagueoflegends/images/d/de/Fury_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170430031816 Alacrity (Precision) Gain 1 / 2 / 3 / 4 / 5% Bonus Attack Speed.

https://vignette.wikia.nocookie.net/leagueoflegends/images/b/b2/Battering_Blows_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170430115522 **Battering Blows **(Precision/Domination): You gain 0.6 / 1.2 / 1.8 / 2.4 / 3.0 (+ 0.1 / 0.2 / 0.3 / 0.4 / 0.5 per level) lethality.

https://vignette.wikia.nocookie.net/leagueoflegends/images/8/8f/Biscuit_Delivery_rune.png/revision/latest/scale-to-width-down/36?cb=20171004081028 Biscuit Delivery (Resolve/Inspiration) Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 3 mins, until 3/6/9/12/15 min. Biscuits restore 12% of your missing health and mana. Manaless: Champions without mana restore 16% missing health instead.

https://vignette.wikia.nocookie.net/leagueoflegends/images/8/8d/Taste_of_Blood_rune.png/revision/latest/scale-to-width-down/36?cb=20171004082111 Bloodline (Precision/Inspiration) Your gain 1 / 2 / 3 / 4 / 5% lifesteal and spell vamp.

https://vignette.wikia.nocookie.net/leagueoflegends/images/3/3c/Butcher_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020718 Butcher (Domination) Your damage against monsters is increased by 0.8 / 1.6 / 2.4 / 3.2 / 4.0%.

https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d5/Cheap_Shot_rune.png/revision/latest/scale-to-width-down/36?cb=20171015200242 Cheap Shot (Precision/Domination) Damaging champions with impaired movement or actions deals 1 / 2 / 3 / 4 / 5 bonus physical damage. Activates on damage occuring after the impairment.

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/06/Chrysalis_rune.png/revision/latest/scale-to-width-down/36?cb=20180310102632 Chrysalis (Resolve) Your maximum health is increased by 2.8 / 5.6 / 8.4 / 11.2 / 14 + 0.4 / 0.8 / 1.2 / 1.6 / 2 per level (up to 36 at level 18).

https://vignette.wikia.nocookie.net/leagueoflegends/images/5/55/Conditioning_rune.png/revision/latest/scale-to-width-down/36?cb=20170926025654 Conditioning (Resolve) Your bonus armor and magic resistance is increased by 1 / 2 / 3 / 4 / 5%.

https://vignette.wikia.nocookie.net/leagueoflegends/images/8/85/Cosmic_Insight_rune.png/revision/latest/scale-to-width-down/36?cb=20171004080929 Cosmic Insight (Sorcery/Inspiration) Your summoner spell and active item cooldowns are reduced by 1.2 / 2.4 / 3.6 / 4.8 / 6 / 7.2 / 8.4 / 9.6 / 10.8 / 12% (+ 0.1 / 0.2 / 0.3 / 0.4 / 0.5 / 0.6 / 0.7 / 0.8 / 0.9 / 1% per level, up to 18% at level 18).

https://vignette.wikia.nocookie.net/leagueoflegends/images/3/3b/Intelligence_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170501224323 Cosmic Power (Sorcery/Inspiration) You gain 1 / 2 / 3 / 4 / 5% cooldown reduction and max CDR.

https://vignette.wikia.nocookie.net/leagueoflegends/images/6/63/Runic_Armor_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170501093432 Crest of Resolution (Resolve) When out-of-combat with champions and epic monsters, you heal 0.2 / 0.4 / 0.6 / 0.8 / 1.0% of maximum health per 5 seconds. This effect is only active while you are benefiting from either Crest of Insight or Crest of Cinders.

https://vignette.wikia.nocookie.net/leagueoflegends/images/3/3a/Demolish_rune.png/revision/latest/scale-to-width-down/36?cb=20170926025614 Demolish (Domination) Whenever you or a nearby allied champion (600 range) makes a basic attack against a tower, the attack deals an extra 1 / 2 / 3 / 4 / 5 bonus physical damage on hit.

https://vignette.wikia.nocookie.net/leagueoflegends/images/5/59/Martial_Mastery_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020721 Devastating Strikes (Precision/Sorcery) You gain 1 / 2 / 3 / 4 / 5% armor and magic penetration.

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/44/Natural_Talent_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170430074855 Dominate (Domination/Sorcery) Gain an adaptive bonus of 2 / 3 / 4 / 5 / 6 Attack Damage or 2 / 4 / 6 / 8 / 10 Ability Power.

https://vignette.wikia.nocookie.net/leagueoflegends/images/6/6b/Expose_Weakness_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170430052512 Expose Weakness (Sorcery) Your damaging abilities debuff enemies for 3 seconds, increasing the damage they take from allied champions by 0.6 / 1.2 / 1.8 / 2.4 / 3.0%.

https://vignette.wikia.nocookie.net/leagueoflegends/images/f/fa/Magical_Footwear_rune.png/revision/latest/scale-to-width-down/36?cb=20171015200231 Fast Walker (Inspiration) Your movement speed is increased by 1 / 2 / 3 / 4 / 5.

https://vignette.wikia.nocookie.net/leagueoflegends/images/a/a9/Fervor_of_Battle_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20151103094518 Fervor Your basic attacks deal bonus physical damage on hit equal to 1 / 2 / 3 / 4 / 5% of your base attack damage.

https://vignette.wikia.nocookie.net/leagueoflegends/images/1/14/Frenzy_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020742 Frenzy (Domination/Precision) Grants 0.5 / 1.0 / 1.5 / 2.0 / 2.5% attack speed for 3 seconds after landing a hit with an attack or ability. This stacks up to 3 times.

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/03/Glacial_Augment_rune.png/revision/latest/scale-to-width-down/36?cb=20171126181603 Glacial Augment (Sorcery) Whenever you slow an enemy unit, you slow them for an additional 1 / 2 / 3 / 4 / 5% movement speed, to a maximum of 99%.

https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d3/Greed_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020824 Greed (Inspiration) You gain 0.4 / 0.8 / 1.2 / 1.6 / 2.0 gold per 10 seconds.

https://vignette.wikia.nocookie.net/leagueoflegends/images/a/a9/Hardiness_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020805 Hardiness (Resolve) You gain 1 / 2 / 3 / 4 / 5 armor.

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/4a/Manaflow_Band_rune.png/revision/latest/scale-to-width-down/36?cb=20171004081621 Manaflow Band (Sorcery) Hitting an enemy champion with an ability permanently increases your maximum mana by 1 / 2 / 3 / 4 / 5, up to 10 / 20 / 30 / 40 / 50 mana. Cooldown: 12 seconds.

https://vignette.wikia.nocookie.net/leagueoflegends/images/7/76/Minion_Dematerializer_rune.png/revision/latest/scale-to-width-down/36?cb=20180123033119 Minions Dematerializer (Domination/Inspiration) Your damage against minions is increased by 0.8 / 1.6 / 2.4 / 3.2 / 4.0%.

https://vignette.wikia.nocookie.net/leagueoflegends/images/6/69/Overheal_rune.png/revision/latest/scale-to-width-down/36?cb=20170926021504 Overheal (Resolve) 1 / 2 / 3 / 4 / 5% of the healing you receive is added as a shield for 1.5 seconds.

https://vignette.wikia.nocookie.net/leagueoflegends/images/8/88/Phasewalker_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020815 Phasewalker (Inspiration) Reduces Recall's cast time by 0.2 / 0.4 / 0.6 / 0.8 / 1.0 seconds.

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/0c/Piercing_Thoughts_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170430114038 Piercing Thoughts (Domination/Sorcery) You gain 0.6 / 1.2 / 1.8 / 2.4 / 3.0 (+ 0.1 / 0.2 / 0.3 / 0.4 / 0.5 per level) magic penetration.

https://vignette.wikia.nocookie.net/leagueoflegends/images/f/f9/Presence_of_Mind_rune.png/revision/latest/scale-to-width-down/36?cb=20170926021326 Presence of Mind (Resolve/Inspiration) Takedowns refund 2 / 4 / 6 / 8 / 10% of your ultimate's cooldown.

https://vignette.wikia.nocookie.net/leagueoflegends/images/e/e9/Recovery_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170501023809 Recovery (Resolve) You gain 0.4 / 0.8 / 1.2 / 1.6 / 2.0 health regeneration per 5 seconds.

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/47/Reinforced_Armor_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020812 Reinforced Armor (Resolve) Damage taken from critical strikes is reduced by 2 / 4 / 6 / 8 / 10%.

https://vignette.wikia.nocookie.net/leagueoflegends/images/5/50/Resistance_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020811 Resistance (Sorcery/Resolve) You gain 1 / 2 / 3 / 4 / 5 magic resistance.

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/0c/Revitalize_rune.png/revision/latest/scale-to-width-down/36?cb=20170926025724 Revitalize (Resolve/Inspiration) Your Heal and Shield Power is increased by 1.6 / 3.2 / 4.8 / 6.4 / 8%.

https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d6/Runic_Affinity_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170421194124 Runic Affinity (Sorcery/Inspiration) Shrine, relic and neutral buff durations are increased by 5 / 10 / 15 / 20 / 25%.

https://vignette.wikia.nocookie.net/leagueoflegends/images/7/74/Arcane_Blade_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020743 Spellsword (Precision/Sorcery) Your basic attacks deal bonus magic damage on hit equal to 1 / 2 / 3 / 4 / 5% of your ability power.

https://vignette.wikia.nocookie.net/leagueoflegends/images/c/c4/Summoner%27s_Insight_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020823 Strength of Spirit (Sorcery/Resolve) You gain health regeneration equal to 0.1 / 0.2 / 0.3 / 0.4 / 0.5% of your maximum mana.

https://vignette.wikia.nocookie.net/leagueoflegends/images/8/87/Swiftness_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170501025237 Swiftness (Sorcery/Resolve) You gain 3 / 6 / 9 / 12 / 15% slow resistance.

https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d6/Time_Warp_Tonic_rune.png/revision/latest/scale-to-width-down/36?cb=20180213081429 Time Warp Tonic (Resolve/Inspiration) Your potions, biscuits and elixirs last 4 / 8 / 12 / 16 / 20% longer.

https://vignette.wikia.nocookie.net/leagueoflegends/images/8/81/Unflinching_rune.png/revision/latest/scale-to-width-down/36?cb=20170926025600 Unflinching (Resolve) You gain 5 / 10 / 15 / 20 / 25% tenacity.

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/4b/Unyielding_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170501042746 Unyielding (Resolve) All incoming damage you receive is reduced by 1 / 2 / 3 / 4 / 5.

https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d0/Wanderer_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170501223110 Wanderer (Precision/Inspiration) Gain 1 / 2 / 3 / 4 / 5 bonus movement speed while out of combat.

https://vignette.wikia.nocookie.net/leagueoflegends/images/f/f3/Wealth_mastery_2014.png/revision/latest/scale-to-width-down/36?cb=20170430020845 Wealth (Inspiration) You start the game with 10 / 20 / 30 / 40 / 50 extra gold.

https://vignette.wikia.nocookie.net/leagueoflegends/images/e/e6/Sorcery_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170430032109 Wizardry (Domination/Sorcery) You gain 1 / 2 / 3 / 4 / 5% cooldown reduction.

Keystones

Available keystones are available below, sorted by type.

https://vignette.wikia.nocookie.net/leagueoflegends/images/1/1e/Domination_icon.png/revision/latest/scale-to-width-down/48?cb=20170926031123 Domination

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/43/Celerity_rune.png/revision/latest/scale-to-width-down/36?cb=20171004083800 Celerity Your Bonus Movement Speed is converted to Attack Damage or Ability Power, adaptive at a rate of 3.6% Attack Damage or 6% Ability Power.

https://vignette.wikia.nocookie.net/leagueoflegends/images/b/be/Coup_de_Grace_rune.png/revision/latest/scale-to-width-down/36?cb=20171004082405 Coup De Grace Deal 4% more damage to champions who have less than 40% health.

https://vignette.wikia.nocookie.net/leagueoflegends/images/7/77/Cut_Down_rune.png/revision/latest/scale-to-width-down/36?cb=20171004082352 Cut Down Deal 4% more damage to champions with 150 more max health than you, increasing to 6% at 2000 more max health.

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/0d/Inspiration_icon.png/revision/latest/scale-to-width-down/48?cb=20170926031124 Inspiration

https://vignette.wikia.nocookie.net/leagueoflegends/images/8/81/Approach_Velocity_rune.png/revision/latest/scale-to-width-down/36?cb=20171004081228 Approach Velocity Gain +5% Movement Speed towards nearby ally champions that are movement impaired or enemy champions that you impair. Range: 1000

https://vignette.wikia.nocookie.net/leagueoflegends/images/9/91/Kleptomancy_rune.png/revision/latest/scale-to-width-down/36?cb=20180319232518 Bandit After using an ability, your next attack will grant 5 bonus gold if used on a champion. Melee attacks grant 10 gold instead.

https://vignette.wikia.nocookie.net/leagueoflegends/images/e/e3/Speed_Shrine_buff.png/revision/latest/scale-to-width-down/36?cb=20120413222843 Speed Shrine Placing a ward which reveals an epic monster's location transforms the ward into a speed shrine in the river for the ward's duration. The shrine passively provides vision of the surrounding area, and allies walking on the shrine, while out-of-combat, gain bonus movement speed. The shrine can be destroyed the same way as the ward that was transformed, plus two extra basic attack hits, and grants the same amount of gold to the enemy who destroys the shrine.

https://vignette.wikia.nocookie.net/leagueoflegends/images/2/26/Precision_icon.png/revision/latest/scale-to-width-down/48?cb=20170926031126 Precision

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/05/Last_Stand_rune.png/revision/latest/scale-to-width-down/36?cb=20171004082333 Last Stand Deal 4% more damage to champions while you are below 40% health.

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/46/Fleet_Footwork_rune.png/revision/latest/scale-to-width-down/36?cb=20171126182047 Fleet Footwork Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized. Energized attacks heal you for 5 health (10 for melee attacks), and grants +5% movement speed for 1 second.

https://vignette.wikia.nocookie.net/leagueoflegends/images/6/64/Press_the_Attack_rune.png/revision/latest/scale-to-width-down/36?cb=20171126181645 Press the Attack Hitting an enemy champion with a basic attack makes them vulnerable, increasing the damage they take by 1% from all sources for 3 seconds. This debuff stacks up to 3 times per enemy champion.

https://vignette.wikia.nocookie.net/leagueoflegends/images/f/fa/Resolve_icon.png/revision/latest/scale-to-width-down/48?cb=20170926031125 Resolve

https://vignette.wikia.nocookie.net/leagueoflegends/images/f/f6/Font_of_Life_rune.png/revision/latest/scale-to-width-down/36?cb=20170926025627 Font of Life Impairing the movement of an enemy champion marks them for 4s. Ally champions who attack marked enemies heal for 5 + 1% of your max health over 2s.

https://vignette.wikia.nocookie.net/leagueoflegends/images/c/cc/Legendary_Guardian_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170501220302 Legendary Guardian You gain 3 armor and magic resistance for each nearby enemy champion.

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/4f/Perseverance_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170501084351 Perseverance You gain 150% base health regeneration while below 25% of your maximum health.

https://vignette.wikia.nocookie.net/leagueoflegends/images/c/cd/Sorcery_icon.png/revision/latest/scale-to-width-down/48?cb=20170926031125 Sorcery

https://vignette.wikia.nocookie.net/leagueoflegends/images/f/fd/Meditation_mastery_2016.png/revision/latest/scale-to-width-down/36?cb=20170501230604 Meditation You gain 50% Base Mana Regeneration.

https://vignette.wikia.nocookie.net/leagueoflegends/images/e/ea/Nimbus_Cloak_rune.png/revision/latest/scale-to-width-down/36?cb=20180509080342 Nimbus Cloak Shortly after casting your Ultimate, gain a decaying movement speed increase that lasts for 2.5s and allows you to pass through units. Increase: 10%.

https://vignette.wikia.nocookie.net/leagueoflegends/images/8/83/Transcendence_rune.png/revision/latest/scale-to-width-down/36?cb=20171004083811 Transcendence Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 0.6 Attack Damage or 1 Ability Power.


Critical Rework: Critical Strike Chance -> Critical Strike Damage

The % critical strike damage you have increases the amount of damage dealt by the qualifying attack or ability by that %. The maximum amount of critical strike chance you can have is 100%.

Champion Kit Accommodations

There is a pastebin list here of champions and their kits which were converted to the new system. For the most part, the damage remains the same. Any champion who would have procced a 100% crit from an ability would proc a 100% crit damage. Likewise, any scaling remains the same. Some of that progression has kept its RNG, like Jhin's Every Moment Matters passive. From what I can recall from the conversion, Yasuo was the only champion whose damage has changed, and was buffed. Under the current system, his critical damage is reduced by 10%, but is always 100% crit damage. Under the new system, he gains 1% damage reduction for every 10% critical strike damage he has, so his early game isn't stunted by the changes. Jhin's reduced critical strike damage also only applies to the extra critical damage, since now even just 1% critical strike counts as 100% chance.

Champions affected: Ashe Fiora Jhin Pantheon Tryndamere Yasuo Caitlyn Kindred Xayah.


Items

New & Returning Items

https://i.imgur.com/z7TxAWy.png NEW: Aery's Soul Stone

Aery's become somewhat of a mascot since her introduction, so I couldn't leave her to sit in the dust to be forgotten with all that is S7/S8. item 3028 (800) + item 3114 (800) + 900 Gold Total 2500 Gold

+30 Magic Resist +100% Base Mana Regen +10% Cooldown Reduction

UNIQUE Passive - Bestow: +5% Heal and Shield Power. UNIQUE Passive - Summon Aery: Damaging an enemy champion signals Aery to dash to them, dealing 10 - 37 (based on level) (+10% AP) magic damage. Healing, shielding or buffing an ally signals Aery to dash to them, shielding them for 10 - 37 (based on level) (+5 per 25% Base Mana Regen you have) for 2 seconds.

Aery lingers on the target for 2 seconds before flying back to you, and can not be sent out again until she returns to you.

https://vignette.wikia.nocookie.net/leagueoflegends/images/9/9e/Banner_of_Command_item.png/revision/latest?cb=20171221055340 RETURNING: Banner of Command

This version should be great for accommodating a champion who split pushes, or can help a team take on super minions while defending their base. item 3105 (1100) + item 2053 (900) + 200 Gold Total 2200 Gold

+60 Armor +125% Base Health Regen +30 Magic Resist

UNIQUE Passive – Point Runner: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates.

UNIQUE Aura - Legion: Nearby allied units take 30% reduced damage from enemy minions (1100 range).

https://i.imgur.com/jSmEo4e.png https://i.imgur.com/qG0kwj3.png NEW: Graviton Hammer

Tired of Infinity Edge being the top tier AD item for all physical attackers? The Graviton Hammer should refresh your mind for any champion who builds better through raw damage than following the standard crit build. item 1038 (1300) + item 3133 (1100) + item 1036 (350) + 950 Gold Total 3700 Gold (78.15% gold efficient)

+75 Attack Damage +10% Cooldown Reduction

UNIQUE Passive - Super Smash: Your bonus Attack Damage is increased by 25%. Disables Super Strike.

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/40/Netherstride_Grimoire_item.png/revision/latest?cb=20171201214140 RETURNING: Netherstride Grimoire

This item has returned, but in a completely different way. With towers becoming more of a challenge, this item exists as a way for AP champions who want to focus on tower pressure. Its low gold cost and decent ability power allows a player to build it in the early game, while also opening it up to aggressive supports. The movement speed boost was designed to help immobile mages to make an escape after destroying a tower or completing an objective. This version of Netherstride Grimoire was designed based on Donger's Dojo's objective-based playstyle with Heimerdinger, showcased in this video. The reworked Stormrazor also grants the Razing passive. item 3108 (900) + item 3113 (850) + 450 Gold Total 2200 Gold

+70 Ability Power +8% Movement Speed +10% Cooldown Reduction

UNIQUE Passive - Razing: Your damage against structures and epic monsters is increased by 10%.

UNIQUE Passive - Malice: Gain a 30% bonus movement speed buff for 1.5 seconds whenever you destroy a structure or epic monster.

Existing Item Changes

AD Items

item 1051 Brawler's Gloves

  • The cost has been reduced from 600 gold to 400 gold.
  • NEW: +5% Critical Strike Damage.
  • REMOVED: UNIQUE Passive: +10% Critical Strike Chance.

item 3812 Death's Dance

  • The Attack Damage gained from this item has been reduced from 80 to 65.

item 3147 Duskblade of Draktharr

  • The cost has been increased from 2900 gold to 3200 gold.
  • The bonus physical damage dealt by the Nightstalker passive has been reduced from 30 - 200 to 15 (+5 per level, to a maximum of 90).
  • The duration for which Nightstalker is available after being seen has been reduced from 5 seconds to 4 seconds.
  • The amount of lethality granted by this item has been reduced from 18 to 12.

item 3814 Edge of Night

  • The amount of lethality granted by this item has been reduced from 18 to 12.

item 3508 REWORKED: Essence Reaver

  • Making the mana refunding the main part of the item again, while making sure that the item isn't overloaded. item 1038 (1300) + item 3133 (1100) + item 1027 (350) + 450 Gold Total 3200 Gold

+70 Attack Damage +20% Cooldown Reduction +300 Mana

UNIQUE Passive: Basic attacks refund 1% of your maximum mana and 0.1 seconds from your non-ultimate cooldowns.

UNIQUE Passive: After you cast your ultimate, your next basic attack within 10 seconds grants you Essence Flare for 6 seconds (30 second cooldown).

Essence Flare: Gain 30% bonus attack speed.

item 3031 REWORKED: Infinity Edge

  • Short and sweet for anyone who wants to reach 100% crit without building all four items. item 1038 (1300) + item 1037 (875) + 1225 Gold Total 3400 Gold (82.35% gold efficient)

+80 Attack Damage

UNIQUE Passive - Super Strike: Doubles your % Critical Strike Damage.

item 3046 Phantom Dancer

  • The total cost for this item has been reduced from 2800 to 2700.
  • +30% Critical Strike Chance -> +25% Critical Strike Damage.

item 3252 Poacher's Dirk

  • The bonus physical damage dealt by the Headhunter passive has been reduced from 40 to 15.

item 3094 Rapid Firecannon

  • The total cost for this item has been reduced from 2900 to 2800.
  • +30% Critical Strike Chance -> +25% Critical Strike Damage.
  • Firecannon's bonus magic damage has been reduced from 60 - 140 (based on level) to 50 - 140 (based on level), because the 30% damage increase should bring the damage to 65 if rushed between levels 1 - 5.

item 3085 Runaan's Hurricane

  • The total cost for this item has been reduced from 2900 to 2800.
  • +30% Critical Strike Chance -> +25% Critical Strike Damage.

item 3134 Serrated Dirk

  • The amount of lethality granted by this item has been reduced from 10 to 6.
  • The bonus physical damage dealt by the Headhunter passive has been reduced from 40 to 15.

item 3087 Statikk Shiv

  • The total cost for this item has been reduced from 2900 to 2800.
  • +30% Critical Strike Chance -> +25% Critical Strike Damage.
  • Shiv Lightning's bonus magic damage has been reduced from 60 - 140 (based on level) to 50 - 140 (based on level), because the 30% damage increase should bring the damage to 65 if rushed between levels 1 - 5.

item 3095 REWORKED: Stormrazor

  • Like Aery's Soul Stone, this item was reworked in an effort to keep it alive. This version of the stormrazor also won't snowball so hard in the early game, since you would need to build enough attack speed to reach 2.5 attack speed anyway. Lethal Tempo's mechanics being absorbed into Stormrazor is also like a two-in-one to keep something alive beyond Season 8. item 1038 (1300) + item 1037 (875) + item 1042 (300) + 725 Gold Total 3200 Gold

+65 Attack Damage +30% Attack Speed

UNIQUE Passive - Razing: Your damage against structures and epic monsters is increased by 5%.

UNIQUE Active: Your next basic attack within 10 seconds grants Storm's Edge for 6 seconds. (30 second cooldown).

Storm's Edge: You can temporarily exceed the attack speed limit, while also gaining 11 - 20% (based on level) bonus Attack Speed, and a decaying 20% movement speed boost that disappears after 0.75 seconds.

item 3142 Youmuu's Ghostblade

  • The cost has been reduced from 2900 gold to 2800 gold.
  • The bonus out-of-combat movement speed granted by this item has been reduced from 40 to 10.
  • The amount of lethality granted by this item has been reduced from 18 to 12.

item 3086 Zeal

  • REMOVED: Build path: Brawler's Gloves (600) + Dagger (300) + 400 Gold.
  • NEW: Build path: Brawler's Gloves (400) + Brawler's Gloves (400) + Dagger (300) + 200 Gold.
  • +15% Critical Strike Chance -> +15% Critical Strike Damage.

AP Items

item 3285 Luden's Echo

  • The mana gained from this item has been reduced from 600 to 400.

item 3116 Rylai's Crystal Scepter

  • This item's unique passive was reworked.
  • UNIQUE Passive - Icy: Basic attacks, damaging spells and abilities slow the target's Movement Speed on hit.

Melee Basic Attacks: 40% slow for 1.5 seconds. Ranged Basic Attacks: 20% slow for 1.5 seconds. Damaging Spells and Abilities: 20% slow for 1 second.

item 3907 Spellbinder

  • The gold cost has been increased from 2900 gold to 3100 gold.
  • The ability power gained from this item has been reduced from 120 to 100.

Support Items

item 3504 Ardent Censer

  • UNIQUE Passive: +8% Heal and Shield Power is now named UNIQUE Passive - Bestow.
  • The amount of Heal and Shield Power gained from Bestow has been increased from 8% to 12%.

item 3114 Forbidden Idol

  • UNIQUE Passive: +5% Heal and Shield Power is now named UNIQUE Passive - Bestow.

item 3222 Mikael's Crucible

  • UNIQUE Passive: +15% Heal and Shield Power is now named UNIQUE Passive - Bestow.
  • The amount of Heal and Shield Power gained from Bestow has been increased from 15% to 20%.

item 3107 Redemption

  • UNIQUE Passive: +8% Heal and Shield Power is now named UNIQUE Passive - Bestow.
  • The amount of Heal and Shield Power gained from Bestow has been increased from 8% to 12%.

Tank Items

item 3001 Abyssal Mask

  • Abyssal Mask's aura has its magic damage buff reduced from 15% to 10%.

item 3742 Dead Man's Plate

  • The movement speed boost gained at 100 Momentum stacks has been reduced from 60 to 20.

item 3022 Frozen Mallet

  • The Icy passive was reworked.
  • UNIQUE Passive - Icy: Basic attacks, damaging spells and abilities slow the target's Movement Speed on hit.

Melee Basic Attacks: 40% slow for 1.5 seconds. Ranged Basic Attacks: 20% slow for 1.5 seconds. Damaging Spells and Abilities: 20% slow for 1 second.

item 3800 Righteous Glory

  • The amount of movement speed gained and reduced on enemy champions is reduced from 75% to 60%.

Boot Items

item 3158 Ionian Boots of Lucidity

  • The unique passive which reduces summoner spell cooldowns has been replaced.
  • UNIQUE Passive: Reduces Summoner Spell and Active Item cooldowns by 15%.

Jungle

REMOVED: Jungle Plants ( https://vignette.wikia.nocookie.net/leagueoflegends/images/a/a6/Blast_ConeSquare.png/revision/latest/scale-to-width-down/36?cb=20170119022005 https://vignette.wikia.nocookie.net/leagueoflegends/images/a/ab/HoneyfruitSquare.png/revision/latest/scale-to-width-down/36?cb=20170119021708 https://vignette.wikia.nocookie.net/leagueoflegends/images/1/13/Scryer%27s_BloomSquare.png/revision/latest/scale-to-width-down/36?cb=20170119021648 )

These were removed from the game. Although, they could return as a neat passive for a druid-like champion in the future.

Jungle Camps

These were adjusted to accommodate teh Rift Scuttler no longer spawning in the river (read ahead).

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/07/Crest_of_Cinders_buff.png/revision/latest/scale-to-width-down/36?cb=20171223023153 Crest of Cinders

PASSIVE: Basic attacks against non-turret units apply a debuff that slows the target by 10 / 15 / 25% (halved to 5 / 7.5 / 12.5% for ranged champions) for 3 seconds and deals bonus true damage each second for 3 seconds, for a total of 12 - 114 (based on level) damage. If the buff holder is slain, this buff is transferred to the killer.

Duration: 120 seconds.

https://vignette.wikia.nocookie.net/leagueoflegends/images/6/6f/Crest_of_Insight_buff.png/revision/latest/scale-to-width-down/36?cb=20171223023549 Crest of Insight

PASSIVE: Grants 10% Cooldown Reduction.

If you have mana, restores 5 flat mana and 1% of maximum mana per second, and if you have energy, instead restores 5 flat energy and 1% of maximum energy per second. If slain, this buff transfers to the killer.

Duration: 120 seconds

https://vignette.wikia.nocookie.net/leagueoflegends/images/a/a2/Rift_ScuttlerSquare.png/revision/latest/scale-to-width-down/64?cb=20141111231735 https://vignette.wikia.nocookie.net/leagueoflegends/images/c/c9/Eye_of_the_Herald_buff.png/revision/latest/scale-to-width-down/36?cb=20171221180152 Rift Scuttler & Eye of the Herald

  • The Rift Scuttler no longer spawns in the river.

https://vignette.wikia.nocookie.net/leagueoflegends/images/c/c9/DragonSquare.png/revision/latest/scale-to-width-down/64?cb=20140620025407 Dragon

  • Dragon has been reverted to a standard dragon that grants 80 (+35 per dragon level after 6th) experience and 38 gold (+1 per dragon level after 6th) for each champion on your team.
  • If the team that slays a dragon has a lower average level than that of their opponents, Dragon still grants 25% bonus experience, but not per average level difference, and the lowest level members of the team no longer gain increased bonus experience. Instead, each team member of the team that is lower than the enemy team's average level gains an additional 25% bonus experience.
  • Stats CS: 4 Level: 6 - 18 Health: 3500 (+240 per level) Attack Damage: 100 Attack Speed: 0.500 Armor: 21 + 5 - 69 (based on level) Magic Resist: 30 + 3 - 43 (based on level) Movement Speed: 330 Initial Spawn Time: 2:30 Respawn: 6:00
  • When a dragon starts fighting, it takes flight, knocking back nearby enemies.
  • Dragons have 30% armor penetration.
  • The basic attacks of dragons deal bonus physical damage equal to 7% of the target's current health.

https://vignette.wikia.nocookie.net/leagueoflegends/images/9/9e/Dragon_Slayer_buff.png/revision/latest/scale-to-width-down/36?cb=20171223024203 Dragon Slayer

  • No longer gives what it used to.
  • Gain an adaptive bonus of 2 attack damage or 3 ability power. This stacks up to 5 times (10 AD or 15 AP).
  • Gain 14 health, which stacks up to 5 times (70 health).

https://vignette.wikia.nocookie.net/leagueoflegends/images/3/34/Elder_DragonSquare.png/revision/latest/scale-to-width-down/64?cb=20170408123953 Epic Dragon

  • Its gold and experience gain has been adapted to the dragon's listed above as if it were at max level, although its gold gain remains the same because of it.
  • Grants 50 gold to each team member, and 25 gold to the champion who kills it.
  • Grants 500 experience points to each team member.
  • Now contributes to Dragon Slayer stacks.

https://vignette.wikia.nocookie.net/leagueoflegends/images/f/fc/Aspect_of_the_Dragon_buff.png/revision/latest/scale-to-width-down/36?cb=20171223022848 Aspect of the Dragon

  • No longer gives what it currently does.
  • 1% (per Dragon Slayer stack) of the damage dealt to towers is dealt as true damage.
  • Gain 2% damage reduction per Dragon Slayer stack for 150 seconds.

https://vignette.wikia.nocookie.net/leagueoflegends/images/f/fc/Aspect_of_the_Dragon_buff.png/revision/latest/scale-to-width-down/36?cb=20171223022848 REMOVED: Empowered Aspect of the Dragon

  • Too snowbally.

https://vignette.wikia.nocookie.net/leagueoflegends/images/3/38/Baron_NashorSquare.png/revision/latest/scale-to-width-down/64?cb=20140620025404 Baron Nashor

  • Base attack damage increased from 285 - 435 (based on game time), to 310 - 460 (based on game time).
  • Corruption AD ratio reduced from 20% AD to 10% AD.
  • Attack speed increased from 0.625 to 0.75.

https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d2/Astral_Beam.png/revision/latest/scale-to-width-down/36?cb=20170127101521 Hand of Baron

Back to the basics. Grants Empowered Recall, 15 - 30 (based on minutes) bonus attack damage and 25 - 50 (based on minutes) ability power. Duration: 210 seconds.


Summoner Spells

Greater desirability of each summoner spell. Although, since Ignite's been nerfed, Barrier's cooldown has also been reverted accordingly.

summoner 21 Barrier

  • Cooldown has been increased from 180 seconds to 210 seconds.

summoner 3 Exhaust

  • Slow strength has been increased from 30% to 40%.

summoner 7 Heal

  • Cooldown has been decreased from 270 seconds to 240 seconds.

summoner 14 Ignite

  • Total true damage has been decreased from 80 - 505 (based on level) to 70 - 410 (based on level).

summoner 12 Teleport

  • Even though the patch hasn't come to pass yet, the upcoming change which would bring Teleport's cooldown from 300 to 360 would be made irrelevant with this project, since it would be brought back to 300 seconds, but retain its 4.5 second channeling time.

Lanes

https://vignette.wikia.nocookie.net/leagueoflegends/images/6/65/Blue_Melee_MinionSquare.png/revision/latest/scale-to-width-down/64?cb=20140731204557 Minions https://vignette.wikia.nocookie.net/leagueoflegends/images/e/ea/Red_Melee_MinionSquare.png/revision/latest/scale-to-width-down/64?cb=20140731204552

Melee Minions

  • Kill gold has been reduced from 21 Gold to 20 Gold.
  • Attack Damage has been increased from 12 to 12.5 (+0.5 / 90 seconds).

Caster Minions

  • Kill gold has been increased from 14 gold to 15 gold.
  • Attack Damage has been reduced from 22.5 (+1.5 / 90 seconds) to 22 (+1 / 90 seconds).

Siege Minions / Super Minions

  • Kill gold has been reduced from 60 (+3 / 90 seconds) to 45.

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/07/Latin_America_Beta_Tester_profileicon.png/revision/latest/scale-to-width-down/64?cb=20170504203526 Turrets

  • Basic attack AP ratio against turrets has been reduced from 60% AP to 50% AP.

Outer Turrets

  • Health has been increased from 3800 to 4000.
  • Base Attack Damage has been increased from 152 to 168, increasing its AD by 4 every minute until it reaches 220 AD at 12:00.

Inner Turrets

  • Health has been increased from 3600 to 4000.
  • Base Attack Damage has been increased from 170 to 200, increasing its AD by 4 at 8:00 and every minute after that, until it reaches 260 AD at 23:00.

Inhibitor Turrets

  • Health has been increased from 3300 to 3800.
  • Base Attack Damage has been increased from 170 to 200, increasing its AD by 4 at 8:00 and every minute after that, until it reaches 280 AD at 28:00.

Nexus Turrets

  • Health has been increased from 2700 to 3800.
  • Base Attack Damage has been increased from 150 to 200, increasing its AD by 4 at 8:00 and every minute after that, until it reaches 300 AD at 33:00.

https://vignette.wikia.nocookie.net/leagueoflegends/images/1/10/Gold.png/revision/latest/scale-to-width-down/36?cb=20150729174057 Base Gold Generation

Summoner's Rift The base gold generation for Summoner's Rift has been reduced slightly from 20.4 per 10 seconds to 20 gold per 10 seconds (2 gold per 1 second).


https://vignette.wikia.nocookie.net/leagueoflegends/images/2/24/Bounty_Hunter_mastery_2016.png/revision/latest?cb=20170430053032 Bounty Gold

Bounty Gold is shared between teammates, but the killer will always receive 300 gold for the kill. 2-Kill Bounty: 50 Gold (10 for each player) 3: 150 (30 for each player) 4: 300 (60 for each player) 5: 375 (75 for each player) 6: 450 (90 for each player) 7+: +50 for each kill (+10 for each kill for each player)


Changelog

22/07/2018.

  • Netherstride Grimoire comes in with its own unique passives.
  • Stormrazor has another minor rework.
  • Lethality was altered again to make sure that a champion can build as much lethality as the current system provides, except each singular source has its lethality nerfed a bit.
  • Lethality and magic penetration runes were reworked to make sure that a champion can get either lethality or magic penetration, and can max out each rune in just five ranks now.
  • Heal and Shield Power was buffed a bit on Bestow and the Revitalize rune.
  • The upcoming critical strike gold costs were incorporated into this fan overhaul, along with Infinity Edge's and Essence Reaver's gold costs.

08/07/2018.

  • Implemented the critical rework! This includes another change to Infinity Edge and Essence Reaver, which reverts them back to something similar to what they are now, while bringing them back to what they were long ago.
  • Kind of against the thread's title, but some champion kits were converted to the new critical system, with minimal damage changes (if at all).
  • Banner of Command has received a rework which also merges the old with the new into something simpler to use, while allowing it to help split pushers and base defense.
  • The Graviton Hammer has been introduced! As a means of enticing non-crit champs to build through alternative means.
  • Frozen Mallet's slow strength was reverted and now the slow procs on all attacks and abilities.
  • Summoner Spells have had been added to this project.
  • Jungle camp gold has been adjusted to the removal of the Rift Scuttler from the river.
  • The Heal and Shield Power gained from the Bestow passive on support items has been increased, since they have a named unique now.
  • Reverted the AP conversion on turrets to what it is now.

05/07/2018.

  • Brought back Dragon Slayer, Epic Dragon, Aspect of the Dragon, and Rift Herald.
  • Rift Scuttler now comes out of the Eye of the Herald, and its defensive stats and movement speed were buffed to last in lane.

03/07/2018.

  • Stormrazor is back!
  • The turret tower changes were refined for scaling, and outer turrets were buffed in damage.
  • Conditioning's % armor and magic resistance bonus was altered to scale based off of bonus armor and mr, instead of the total.
  • Chrysalis' health has changed from 10/20/30/40/50 to 2.8/5.6/8.4/11.2/14 + 0.4/0.8/1.2/1.6/2 per level (up to 36 at 18).
  • Manaflow Band's mana has been changed from 10/20/30/40/50 to work like its original design, by granting 1/2/3/4/5 maximum mana whenever you hit an enemy champion with an ability, up to a maximum of 10/20/30/40/50 mana, with a 12 second cooldown.
  • Bloodline's healing effects was repurposed as lifesteal and spell vamp, in order to service champions who build them.
  • Devastating Strikes' % lethality was repurposed as armor penetration, as it should have been.
  • Frenzy's attack speed granted per stack has been reduced from 0.6/1.2/1.8/2.4/3.0% to 0.5/1.0/1.5/2.0/2.5%.
  • Piercing Blows' lethality and magic penetration has been changed from 1.2/2.4/3.6/4.8/6/7.2/8.4/9.6/10.8/12 to 0.3/0.6/0.9/1.2/1.5/1.8/2.1/2.4/2.7/3.0 + 0.05/0.10/0.15/0.2/0.25/0.3/0.35/0.4/0.45/0.5 per level (up to 9 at 18). This was to prevent gated lethality in favor of providing the same amount in late game, though.

Hope you enjoyed it! :) [sg-ezreal]

19 Comments

CauseSCIENCE4 votes

I love the changes, but there are some flaws: The runes are fine I dont like the idea of removing rift herald from the game, although it could possibly be changed to reduce its overall impact on the game's outcome. I think give a bigger reward from killing dragons, or possibly something other than gold Nerf lethality pls Rito I was thinking about the same thing with the jungle plants as a passive or ability of some kind of nature druid, might come up with a champion concept later, i would say as a support champion. I would increase outer turret damage to champions in mid game, because these days you can practically sleep under tower. Not really, but as an immobile mage main i hate assassins and how they can dive so easily cause of their burst and mobility. Riot could add something that acts as a replacement for scuttle, possibly another epic monster or something (seamonster?). A good idea is that it might give killers a consumable (uses automatically if no room in inventory), which temporarily grants the user a similar active as item 3193 , where they become much tankier for a short period

On the whole though, this is an amazing idea that would certainly convince players to continue playing and fix the current major problems in the game. Gj and Gl getting riot to do this. UPVOTE THIS THREAD [slayer-pantheon-thumbs]

Freewalker1 votes

I didn't know what to do about rift herald. He's a hulky beast, so nerfing him would be a disservice to how he's designed. I removed him because of how being the first to defeat the rift herald practically gives you a free turret or two. In a time when people are complain about how easy it is to take towers down, I had to get rid of that mechanic. At least until someone can figure something else out that, like you said, reduces the overall impact on the game's outcome.

I also didn't know what to do about dragons. Any of the buffs gained from the elemental drakes can snowball for an optimized build, so I brought the dragon back to the drawing board until something else can take its place.

I get what you mean by the outer turrets. I'm going to change the turrets' scaling damage on top of the base damage in the OP.

I'm going to change those in this comment right now:

Turrets

Outer Turrets

  • Base Attack Damage has been increased from 152 to 168, increasing its AD by 4 every minute until it reaches 220 AD at 12:00.

Inner Turrets

  • Base Attack Damage has been increased from 170 to 200, increasing its AD by 4 at 8:00 and every minute after that, until it reaches 260 AD at 23:00.

Inhibitor Turrets

  • Base Attack Damage has been increased from 170 to 200, increasing its AD by 4 at 8:00 and every minute after that, until it reaches 280 AD at 28:00.

Nexus Turrets

  • Base Attack Damage has been increased from 150 to 200, increasing its AD by 4 at 8:00 and every minute after that, until it reaches 300 AD at 33:00.
CauseSCIENCE2 votes

Yeah, great ideas. tbh the only reason i want to keep herald is so everyone see's him dance when he destroys the enemy nexus. Anyway i dont like the idea of baron nashor spawning straight off the bat. That's why there is Rift "Herald" to kinda announce the arrival of baron, so atleast something should replace him. I understand that there isn't really anything that could replace dragon as an epic monster and still fit the theme of summoner's rift, so i agree that they should just send it back to the drawing board for now. I still like the idea of epic mosters dropping a consumable that may do something.

Freewalker1 votes

Oh! Here's an idea:

Eye of the Herald The Eye of the Herald now summons a Rift Scuttler, instead of the Rift Herald. When the scuttler is summoned, it will slither underground and pop up at the tower, at the same speed as it slithers currently if you kill it in the river.

Rift Scuttler

  • Still removed from river.
  • Rift Scuttler's armor has been increased from 60 to 80.
  • Rift Scuttler's Magic Resistance has been increased from 60 to 80.
  • Rift Scuttler's health has been increased from 1200 - 2480 to 1800 - 3080.
  • Rift Scuttler's movement speed has been increased from 155 to 325.

Now it's more like you have a tanky minion which can last longer.

Also, going to dip into dragon buffs a bit here. This one shouldn't be game breaking unless you manage to reach late game.

Dragon

  • Still a means for experience, but I'm going to lower the global gold to 190 (+5 per level after 6th), which is 38 - 50 gold for each team member.
  • Grants 25 extra gold to the team member who kills it.

Dragon Slayer

  • Gain an adaptive bonus of 2 attack damage or 3 ability power. This stacks up to 5 times (10 AD or 15 AP).
  • Gain 14 health, which stacks up to 5 times (70 health).

Epic Dragon

  • Epic Dragon returns after 35 minutes.
  • Grants 50 gold to each team member, and 25 gold to the champion who kills it.
  • Grants 500 experience points to each team member.
  • Now contributes to Dragon Slayer stacks.

Aspect of the Dragon

  • 1% (per Dragon Slayer stack) of the damage dealt to towers is dealt as true damage.
  • Gain 2% damage reduction per Dragon Slayer stack for 150 seconds.

REMOVED: Empowered Aspect of the Dragon

  • Too snowbally.
CauseSCIENCE1 votes

Great ideas as always. a nice simple buff from killing dragons, which still grants a small edge. The rift scuttler being like a tanky minion is good, does it do damage though, or is it still a passive monster, and can it be attacked when underground?. I would love to see this in Lol if we could only get the attention of Riot Games

Freewalker1 votes

According to Lol Wiki, rift scuttler has 35 - 116 (based on level) attack damage and 0.638 attack speed, so I assumed I'd leave it unchanged. Also, I would assume you could use ground AoE effects to attack the scuttler while it is underground, but otherwise no, you shouldn't be able to attack it unless you have a basic attack projectile already heading towards it.

La Bello4 votes

some changes I like some changes I dont agree with

I dont think for instance you understand that Riot killing crit was completely ON PURPOSE to get variety in the game stop having every single team NEEDING to draft a IE carry and wardslave at bot placing a Annie or Swain in place of Ashe should be perfectly fine because at the end of the day they both want the same goal of winning you that key teamfight. Far too long has the game been decided by crit marksmens taking over and people have basically developed stockholm syndrome for it Who can crit the hardest and from the safest range. Crit Marksman make up like 1/10th of the entire champion pool yet are treated as the most important factor to winning a game. Not to mention due to archaic champion design almost all the marksmen have 70% of their power located in their itemization rather than their kit themselves which imo is a unhealthy dependency . Riot needs to start waning carries of NEEDING Infinity Edge to be good and just having them be good later into the game naturally by nature of design or playstyle.

I dont understand why so many Runes are just meager stat bonuses. Imo the fact the runes that just give flat stats rather than interesting utility effects are the bad ones that often overshadow other more interesting runes (hello Eyeball Collection). If anything I want to see LESS pure stats from runes.

I dont understand what "Assassinate " is as a unique passive and I dont understand why you are completely undoing lethality changes when it affects more than just assassins (MissFortune for instance) and its mainly Duskblade Drakkthar being all but mandatory and giving damage creep.

I like the idea of removing Aery as a Rune and turning it into a Item. Aery as a Rune is BEYOND annoying and poor design but as a Item it could definitely present something more interesting.

I dont think FrozenMallet needs that big of a slow boost to be good. Just let its effects also apply on physical SPELLS to a lesser degree. BOOM. All the Juggernauts love it.

If you really want to get rid of burst then you've got to dumpster Electrocute first and foremost. That rune is literally "MOAR BURST" with nothing else strategical about it secondly you'd have to look at other items that just grant free damage.

Anyways you put a lot of work into this and whilst I dont agree with like 65% of it I'll give ya upvote anyway for effort.

Freewalker1 votes

Some of the runes are just small stat bonuses, and that was intentional. I made them small so they would give a player a certain edge during their level 1/2 phase, if they feel it's needed. The bonuses are too small to tie to a gameplay mechanic (Alacrity for example), while others were too niche (Swiftness for example), but I did change Manaflow Band to work as it does now, and I changed Conditioning to scale off of bonus armor/mr so you can only benefit as you build those items.

I wanted to avoid runes like eyeball, because they add too much to the snowball factor. Sure, only a bit of damage in the early game is nice, but 30 AP 10-15 mins in really takes its toll. This is why I only made things to be small, built-in components of your playstyle.

I gave the lethality passive a named unique because one of those items, plus item 3036, Devastating Strikes up there, as well as Piercing Blows, gives you a total of 30 lethality + 40% armor penetration at level 18, which is plenty enough for an assassin. I only called it Assassinate because I didn't know what else to call it. :)

The Inifinity Edge I presented is different than what it was. The passive does exactly what part of stormrazor does, which is scale your crit damage based on your crit chance. If you rush IF, you're only getting 110% crit damage, which is actually much lower than stormrazor's snowbally 160%. This version of IF brings you to 50% crit damage at 100% crit chance, while stormrazor brings the damage to +100%.

I can actually include Stormrazor back in, but it wouldn't have anything to do with criticals (which might actually give your comment on crit some jusice?). Since stormrazor is cheaper, maybe attack speed and on-hit marksmen would be more likely to purchase it than IF, at least in the early game.

item 3095 Stormrazor

item 1038 (1300) + item 1037 (875) + item 1042 (300) Total 3300 Gold (increased from currently 3200)

+75 Attack Damage +30% Attack Speed

UNIQUE Passive: 1.5 seconds after damaging a champion (scaling down with your attack speed), gain Storm's Edge for 3 seconds. Attacking a champion extends the effect to 6 seconds. Storm's Edge has a cooldown of 6 seconds, which activates once the effect has ended.

Storm's Edge: You can temporarily exceed the attack speed limit, while also gaining a decaying 5% movement speed boost that disappears after 0.75 seconds.

Just like the current stormrazor, the 1.5 second threshold can be brought down to 0.38 seconds at 700% attack speed.

I like what you've said about Frozen Mallet. That makes sense. Maybe I'll change it later.

Thanks for your comment, I probably would have ommitted stormrazor entirely if you didn't drive me to make an alternative to Infinity Edge which makes a player want to build as much attack speed as possible, which IF doesn't provide.

JAYCCCCCCCCCCCCE4 votes

Only 18 lethality by making Youmuus/Dusk/Edge all the same passive? Yeah, mines well throw away assassins lol

Warlord Rhinark1 votes

{quoted}

Only 18 lethality by making Youmuus/Dusk/Edge all the same passive? Yeah, mines well throw away assassins lol

I wish Riot would.

Itsbeghdev1 votes

{quoted}

Only 18 lethality by making Youmuus/Dusk/Edge all the same passive? Yeah, mines well throw away assassins lol

And didn't he state in the beginning that he wanted lethality to only be for champs who build a lot of it? Or... something like that... actually I have no clue what it means to "Rework accessibility to lethality so only those with the most lethality have purposefully built it." Like... what's the causality there?

Freewalker1 votes

I just updated the post with my latest revisions/additions, since you commented on this post today. I removed the unique passives from the lethality on the items, and just lowered the lethality to 12. Then to accommodate that, I removed the ten rank rune that gives 12 lethality and magic penetration at 18, and separated them both into two runes each with five ranks that give 12 lethality or magic penetration at 18.

I thought that it would be better to restrict lethality builds to those who specifically devote their builds to it (like an enchanter stacking on % base mana regen for item 3174). But then I got rid of it and just reworked when you get how much lethality (rune gives you a bit at 1, and gradually more as you level, while items give you a bit each). You also have to consider the 5% more armor and magic penetration available through this fan overhaul than what is currently available in the game.

Hope that helps. :)

remakoro4 votes

I gave it a could reading when i got time. And i find it funny... I find it really funny that i would prefer some random dude from boards to be in charge of LoL balance than current balance team...

remakoro2 votes

TLDR But will upvote anyway. Some hardwork went there. Also <3 spellsword. And banner >< lovely

KICK OUT AT 22 votes
  • Rune changes:

My main problem with runes in current league is that keystones and some minor runes are so strong that they're better than most champion's passives. They make or break champion viability and can even control metas. Your changes fix most of that but some keystones still seem too strong to be an out of game choice. I think keystones should be done away with entirely and the big reward at the end of a tree should be a nice little boost to damage, health, or mana regen/movespeed/gold generation.

  • Items

There's a lot of bad here but also some good. I like the idea of putting the non-cancerous keystones as item passives.

The aery item is not needed. Banner can come back but it should be its old support form, granting you an aura that gives nearby minions multiple stat boosts. The "empowered minion" versions of banner have been obnoxious and cheesy. Same with zzrot, which should just be removed.

Crit items shouldnt be reverted, crit as a system needs to be reworked. It creates too many unfair moments of RNG.

Lethality items dont need some weird unique passives, just make it armor penetration again.

That mallet buff would make mobile auto attackers like trynd and yi unbearable to play against. Mallet's problem is that it has weird stats for a bruiser item and is too expensive.

Rylai doesnt need its effect buffed, it might even be too strong already on champions with DoT effects.

Abyssal mask and DMP don't need nerfs, glory is a little cheese so the nerf is acceptable.

  • Jungle

Mostly really good changes. Plants, herald, and scuttle were all needlessly added and i'd be glad to see the annoying fluff pruned from the game. Baron would empower you to help win a teamfight instead of empowering minions so much that they basically win the game for you. No more RNG dragon, good to see. Old red/blue buff... sure why not. With scuttle gone the jg would need exp and gold changes once again. Keep that in mind.

  • Lane

Bounties just need to go. Let's say im a toplaner and I smash my enemy, get multiple solo kills, freeze and deny them from exp and gold etc. I die in a teamfight cause im the frontline, now the enemy team gets a big chunk of gold just cause I did well in lane. How is that at all fair to me? I'm getting punished for performing well. Rest of the changes are fine.

For a bronze player you have a good sense of what changes the game needs to be enjoyable again, great job. On top of these changes I would have liked to see more rework reverts. I'd love nothing more than to play pre-rework graves or gangplank again. I'd also like to see some nerfs to comeback exp and buffs to the gold reward from a solokill. That way clapping someone in top or midlane or pulling off a very successful invade grants a bigger reward.

Freewalker1 votes

I implemented a crit rework that I refined through another post, then placed into this one. Hopefully it might be what you were looking for.

Aery's become some kind of mascot since that star guardian event, so I didn't want her to be lost to the void.

I made sure that lethality is still accessible, just you have to combine runes with items. I wanted to make sure that those who are building lethality are devoting themselves to it, rather than just being a given for building AD items. With this rune system and itemization, you could have up to 30 lethality + 40% armor penetration, which should be plenty against tanks and squishies. You can do that with fifteen ranks in runes, an assassin item, and a Dominik's. This also isn't including a black cleaver if you use that. But then again, I don't know the math behind lethality or why Riot designed the items to give you upwards of 54 lethality, 5 more with Sudden Impact, and 35% penetration with Dominik's on top of it. I'm pretty sure that's more than enough to bring a squishy to 0 armor, which I don't think was ever supposed to happen pre-S6.

I get what you mean by Rylai's. It's just that 20% isn't much of an incentive. It can be countered with tenacity and movement speed buffs, though. Especially since you can start the game with 15% slow resistance and 25% tenacity with this rune system.

I did change mallet to only be as strong as it is now, but I allowed it to proc off of abilities at 20%, due to another comment on this post suggesting it for juggernauts. It's this reason why I am keeping Rylai's at 25% for now, so mages wouldn't feel cheated by tanks. If Rylai's were to remain at 20%, there is the glacial augment rune up there that can bring it up to 25%. If you think that Rylai's would still be broken, I can put that back.

I wasn't thinking of Banner of Command's past iterations when I brought it in. Thanks for letting me know that, though. I changed it accordingly to just simply reduce the damage taken by nearby allied units from enemy minions by 30%, which should help you split push and push/defend lanes with allies.

I did adjust the gold for the jungle camps, thanks for letting me know of that, too.

I wasn't a fan of the recent official changes to bounties, either. It's a lot of gold gained just for killing someone who had a double kill. I've already seen shut downs just in the bot lane during even trades. The bounty system seems like it's ingrained in the League experience, but I wanted it to be a team effort, rather than a reward for shutting down someone. That's why I designed it so everyone gets a small reward (just 10 gold for each team member at 2 kills). I believe that getting more kills is supposed to increase your difficulty going forward, because going past 3+ kills puts a target on your back. Without bounties, you're just another champion to kill. Sure, you'd still be targeted if you're fed, but there's no incentive to engage with a fed champion if there's no appropriate reward. You'd just be avoided until the enemy team catches up.

Aside from converting champion kits to the new crit system, I avoided reworking champions like they were the plague. I made a separate post attempting to appease players' complaints about broken champs in S8, and then commenters ended up calling me off for gutting them. So I would rather only touch mechanics that benefit or hurt everyone, instead of targeting one specific champion and nerfing them. It's fair that way. :)

Freewalker1 votes

{quoted}

  • Items

Lethality items dont need some weird unique passives, just make it armor penetration again.

That mallet buff would make mobile auto attackers like trynd and yi unbearable to play against. Mallet's problem is that it has weird stats for a bruiser item and is too expensive.

Rylai doesnt need its effect buffed, it might even be too strong already on champions with DoT effects.

Abyssal mask and DMP don't need nerfs, glory is a little cheese so the nerf is acceptable.

I changed how the lethality is gained to something similar to what it is now. I find that Riot probably won't bring back armor penetration, so I tried to make lethality work. With what it is now, you can have 3 - 12 lethality (based on level) through runes, 5% armor and magic penetration through runes, and the items just grant 12 lethality each. You can now reach the same amount of lethality as you can now, but replace the Sudden Impact rune with 5% armor and magic penetration, and the lethality gained early game is reduced a little bit so it's not frightening the moment someone builds a Duskblade. Late game's lethality (assuming you build two lethality items) should have just as much potency as it does now.

I simplified mallet and Rylai's to have the same passive. The slow strength is the same as it is now for each proccing attack. This version should be much better and satisfying. :)

When I wrote the latest update, I realized that some of the items' mobility was gutted in favor of lowering mobility creep, but DMP got hit hard. So I brought up the movement speed buff from 10 to 20 (right now it's 60). Thinking of bringing it up to 30, but baby steps.

Tormentula2 votes

I skimmed through a lot of it, but the one thing that stood out that I don't agree with was:

Pushing turrets isn't for everyone.

Basic attack AP ratio against turrets has been reduced from 60% AP to 50% AP. REMOVED: If a basic attack uses ability power bonus to turrets, the whole attack will convert to magic damage, rather than only the ability power scaling portion.

.6 -> .5 is whatever

but I don't agree on removing the conversion, I think having APs dealing pure magic gives them an opportunity to be played over AD champs.

I base this off of the fact we're seeing AP champs become a little better but not overwhelming minus some individuals, but also the fact we're still not seeing many APs, top lane is still mostly AD and tanks, mid is still run by assassins and yasuo with the occasional mage, and while we're seeing some verstility bot lane, we're still also seeing melee ADs there too so AP isn't particularly outperforming anything, by nerfing this you're once again making AP underperform.

If we were seeing seiging from APs being toxic, that'd be a different story but:

Ziggs is underperforming No APs are split pushing atm really (not even diana) Bot mages aren't pushing anything out of bot lane and hindering their success, we're still seeing AD melees, some marksmen, and the rest of the marksmen just don't do too well since the nerfs rather then the meta.

I just don't see a reason to change this, if you want to nerf the bonus value, ok that's fine cause we're cutting back on damage it seems, but not the conversion, that's actually a nice change to keep.

Freewalker1 votes

Oh you're right. I'm going to remove that, but I'll keep the 0.6 -> 0.5.

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