Recommended Changes To Underperforming Tanks: Health-Based Tanks
Zac
Passive- Cell Division Health per Blob: 4% Max Health -> 6% Max Health
Q- Stretching Strikes Slow Duration: 0.5 seconds -> 0.5/0.75/1/1.25/1.5 second(s) Cool Down: 12/11/10/9/8 seconds -> 10/9.25/8.5/7.75/7 seconds Bonus Attack Range: 100 (275 total range) -> 350 (425 total range)
E- Elastic Slingshot Knock-Up Duration: 0.5 seconds -> 0.75 seconds
R- Let's Bounce! Range: 700/850/1000 -> 1000 Cool Down: 130/115/100 seconds -> 100/90/80 seconds Slow Upon Landing: 25% -> 40% Slow Upon Landing Duration: 0.5 seconds -> 1 second
Changes here aimed at balancing out Zac's health ratio on his passive to compensate for the overall health loss across the system as well as flat out buffing the rest of his kit due to the extreme weakness it currently has. Notable changes include the basic attack range buff on Stretching Strikes and the buffs to Let's Bounce!.
Dr. Mundo
Base Stats Base Health per Level: 89 -> 92
Passive- Adrenaline Rush Health Ratio per Second: 0.3% Health per Second -> 0.45/0.525/0.6% Health per Second
E- Masochism Max Health Ratio: 3/3.5/4/4.5/5% -> 4/4.5/5/5.5/6%
R- Sadism Cost: 20% Current Health -> No Cost
Changes here are essentially to compensate for the overall health loss across the system along with a small buff to his base health.
Maokai
Base Stats Base Health: 540 -> 575 Base Health per Level: 95 -> 100
R- Nature's Grasp Root Duration: 0.6-2.4 seconds based on distance -> 1-2.5/2.75/3 seconds based on distance Base Damage: 150/225/300 -> 200/250/300
Main goal here is to make his R feel more rewarding to hit at longer ranges especially. Currently, hitting a champion with his R from a great distance feels underwhelming since it is SO hard to hit long range ultimates and the reward is less than a Morgana Q in strength per champion.
Nautilus
Base Stats Base Health per Level: 86 -> 90
Q- Dredge Line Mana Cost: 60/70/80/90/100 mana -> 60/65/70/75/80 mana
W- Titan's Wrath Mana Cost: 80 mana -> 75 mana Base Shield Strength: 65/70/75/80/85 -> 65/75/85/95/105
More gentle changes for Nautilus to simply improve how his kit functions as well as a slight buff to his base health in order to provide him with a little more health that he lost in the update.
Tahm Kench
Base Stats Base Health: 610 -> 635
Passive- An Acquired Taste Bonus Damage per Stack: 1/1.25/1.5% Max Health -> 1/1.5/2% Max Health
Changes here are entirely focused on compensating Tahm for the overall loss of health across the system.
Gnar
Passive- Rage Gene Mega Form Health Growth: 43 -> 50 Mega Form Base Bonus Armor: 3.5 -> 7.5 Mega Form Base Bonus Magic Resist: 3.5 -> 7.5 Mega Form Base Bonus Attack Damage: 6 -> 12 Tired Duration: 15 seconds -> 12 seconds
Same goes here for Gnar. More base health in Mega Form due to the overall health losses across the board as well as making Gnar be in Mega Form more often since, currently, arguably too much of his time impacting the match is done in Mini Form.
Shen
Passive- Ki Barrier Bonus Health Ratio: 14% Bonus Health -> 17% Bonus Health
E- Shadow Dash Bonus Health Ratio: 12% Bonus Health -> 15% Bonus Health
Small buffs to Shen in order to compensate for the overall health decrease across the system. These are the smallest of the list and will likely only increase Shen's win % by a small amount, but just enough to put him back at a respectable spot.
This is mostly targeted at Tanks that suffered harshly due to the overall reduction of health and/or their reworks placing them on the weaker side of the equation. The champions at the top are the ones that have the lowest overall win % and the ones at the bottom have the highest (yet still lower than normal) win %. These are some of the changes that I believe will solve some of their many issues on top of any bug fixes the reworked champions might need (unless the bug fixes somehow extremely buff them).