Share your OWN thoughts on how you'd nerf Kai'Sa, Graves, Irelia, Aatrox, Urgot & Akali

BeatzBoyFTW··21 votes·14,590 views

I got nothing against anyone, I just would like it if everyone could share their own thoughts on how they would like to nerf the following their own way?

Who knows, this could be a good thread for Rioters to read & take in other peoples' thoughts instead of being in separated rage threads.

156 Comments

Lets have shrex18 votes

Kaisa issue is the same as any item 3124item 3095 user, so just gut or rework this item

Graves is the free armor from his E, and the abuse of damage reduction items item 3046 item 3812 item 1412 and he's the only one abusing them, so do something about it

Irelia is the fact that she simply has an overloaded kit with like every champion in her own kit, her rework was a failure

Aatrox same as stated above, failed rework, and now he's either useless or overpowered due to his numbers (same as pre-reworkhttps://media.lolusercontent.com/api/embedly/1/image/resize?url=https%3A%2F%2Fblog.plays.tv%2Fwp-content%2Fuploads%2F2017%2F04%2Flux.png&key=a45e967db0914c7fb472fd4381e6c85b&width=150 )

Akali I don't know tbh I don't think she's broken, you just need to play around. Just try her and you'll notice she has a lot of weaknesses

Clockwork Mouse13 votes

Aatrox Make his Q so only the last one knocks someone up Make his W just a quick stun His E dash should give him a shield And his R should insted of giving him some kind of built in GA should just extend his range and maybe he can reactivate it to execute

Tin Obliterates16 votes

[{quoted}](name=Clockwork Mouse,realm=NA,application-id=3ErqAdtq,discussion-id=zNIXAdXX,comment-id=0020,timestamp=2018-10-16T18:28:09.831+0000)

Aatrox Make his Q so only the last one knocks someone up Make his W just a quick stun His E dash should give him a shield And his R should insted of giving him some kind of built in GA should just extend his range and maybe he can reactivate it to execute

I see what you did there. ;)

Riven

Glaricion5 votes

Wait, why are there two different icons for Riven?

[sg-lux-2]

King Lego11 votes

Kaisa Graves Irelia Aatrox Akali Changes: All their damage deal literally zero damage even if they buy items. They deserve it anyway due to how unbalanced they are.

Urgot I'm an Urgot main so the change i'd give is this: Q- Deals 500 damage at level 1 and also stuns W- grants 1000 shield and movement speed boost E- can stack up to 10 times and 5 second cooldown R- now can execute the target if it hits even if enemy is at 100% health.

saltran6 votes

Now that's the most serious coment on this thread, I can get behind these changes.

King Lego2 votes

[slayer-pantheon-popcorn] [slayer-pantheon-thumbs]

Clockwork Mouse19 votes

I love the Urgot nerfs here, I think we are onto something.

King Lego12 votes

Hire me rito! I can balance the game better than all of you combined! And pay me 1 million dollars! [sg-miss-fortune]

Chimpanzzi5 votes

Such an underappreciated comment. You made my day, sir

TwoFaceTony1 votes

Dude, he'd still be pretty broken after all that. You need to also reduce his R cool down by 60%

King Lego1 votes

Dude i main Urgot. And Urgot is pretty strong when there is team co-ordination and in team fights since his ulti can turn the tide of a team fight. He's very strong in pro play, but not strong in Solo Q. He doesn't deserve any nerfs. But since you insist and want to satisfy your bias thirst. Nerfing his passive shotgun knees would be fine, and his Q mana cost.

TwoFaceTony1 votes

-----Joke---->

Your Head

King Lego1 votes

Oh you were talking about my original comment! Hahahahaha I'm sorry...I thought you were meaning on the sub comments. For some reason I thought your comment was on the sub comments replies. I'm so stupid...

TwoFaceTony1 votes

Lol, all good. I was joking and saying that, on top of the 100% hp health execute, he needs shorter cooldowns. I do agree that Urgot doesn't need any nerfs. At least, not any major ones. Also, I find that his cast times actually make his abilities tricky to hit at times. Especially his ult. It has an awkward delay, but the projectile is really fast.

King Lego1 votes

Boards is really weird for me. Not only does the server change when i refresh the boards but even the style of replies change into this weird line. Anyway, yeah, Urgot ever since his own rework the only change he got is his Ulti speed and nothing else (i could be wrong or missed something). He's not exactly a 1v9 carry, and is excellent in team fights since his ulti can turn the tide (R + Flash in + team fear), he's not even a tank. 1 year he stays and when pros pick him up, he's suddenly unbalanced? Pros have team communication (unlike us) and their co-ordination is what makes him strong. I main that guy. He's not much of a good solo carry in games.

Ætheist9 votes

Kaisa - Make the "allied CC applies Plasma stacks" part of her passive unlock at level 6, like Eve's stealth.

I'm not sure how strong Aatrox actually is. Pros tend to favor champions who have the damage to fight when even or the CC/disruption to contribute when behind. We've seen it before with Maokai, Ornn, Gnar, and now Aatrox and Urgot. There's a level of pragmatism to these picks, so judging their strengths based on pro play is tricky.

Dessem2 votes

You know, I never even realised that was part of Kai'Sa's kit. She has so much going on.

5050BS9 votes

Urgot is not in himself OP. Its that he synergies well with the current meta.

He has a Gap Closer with a Displacement CC He is tanky with a Shield He does % HP damage with his passive His Ult is a execute at insane range that only cares about HPs (like Pykes)

TheSingularity7 votes

That and just to add a point you missed in regards to his interaction with the meta. A champion who counters dives... urgot... is clearly going to thrive in a meta dominated by diving styled top laner. Especially when all we've had is fast paced micro play for 3 years, and urgot forces you to play passive and outscale him

PaffWasTaken7 votes

Kaisa needs the damage from her passive toned down a nutch. item 3095 as a whole needs to be removed. Graves should either get his damage scaling/AD ratios to be gutted OR to be slightly tuned down while decreasing his E resistances by A LOT. Irelia should get actual mana costs and needs to be tuned down on her base stats (along with her passive if needed). Aatrox ? I don't even know why he is there, how is he a problem? I guess he is just annoying for people who don't know that they shouldn't pick fights or trade him early? Anyway, just decrease his EARLY Q damage and/or cooldown while pumping up his early E sustain. He should have a safe and easy laning, but I admit its a tad bit too much oppressive atm Urgot is good because he has a good kit, not because he is broken. The only problem with him is that he is too easy to pick up and play. Just revert the tons of buffs his Q got back then so players who use him actually have to think about it to use it correctly.

Akali is SO HOT7 votes

Akali's shroud now does 1 true damage per sec to enemies standing in it, but all of her other abilities do negative damage

DorkunedAuras2 votes

Perfect

ZackTheWaffleMan5 votes

jokes aside, i like that first change

TheSingularity6 votes

IMO urgot doesn't need nerfs at all. He's a champion similar to heim, illaoi or aurelion sol. He requires you to play differently. He's strong less because of his numbers and more because of the meta.

This meta is dominated by diving champions in 3 positions. Urgot's kit is anti dive in every way just like heim and illaoi. Only he's stronger and more reliable than illaoi. These champions WANT you to engage onto them, because you do the hard part for them (getting into range). But play a passive top lane tank or hyper carry. Pick a ranged champ like donger. or someone who can counter his R like trynd or olad. And just farm. You will outscale him drastically and he'll become an ult bot.

It's like when people face mundo or vlad and don't buy morello or exe calling. They choose not to counter him. Even when doing to is relatively simple in what you have to do (not necessarily easy)

Slythrin Umbreon1 votes

IMO urgot doesn't need nerfs at all. He's a champion similar to heim

Not the best way to make your point... -3-

TheSingularity3 votes

hence why I didn't stop at that haha

ModCaptainMårvelous5 votes

Buff their counters, leave them as is, repeat until everyone is A-to-S-tier.

SociaI Justice26 votes

"damage creep is out of control" "just buff all other champions rather than nerfing s-tier"

yeah i wonder what could possibly go wrong there

ModCaptainMårvelous5 votes

[{quoted}](name=SociaI Justice,realm=EUNE,application-id=3ErqAdtq,discussion-id=zNIXAdXX,comment-id=000f0002,timestamp=2018-10-16T16:42:14.808+0000)

"damage creep is out of control" "just buff all other champions rather than nerfing s-tier"

yeah i wonder what could possibly go wrong there

Common and very obvious mistake: "To buff a champ you need to increase their damage"

You can improve a champion without just making big number get bigger.

SociaI Justice3 votes

so what do you suggest? increasing the base resist and health stats of all other champions? or adding more cc into the game? or more mobility?

out of those only resist / health buff seems somewhat reasonable but for tank junglers to be able to compete with shit like graves they would have to be just way too tankish since they wouldn't have the clear speeds or pressure of graves, which in turn would make a shitload of other champions weak ... so more resist buffs ...?

you can't buff junglers to deal with S tier junglers without buffing their damage and this is only me speaking on the one position that I actually know shit about.

ModCaptainMårvelous4 votes

[{quoted}](name=SociaI Justice,realm=EUNE,application-id=3ErqAdtq,discussion-id=zNIXAdXX,comment-id=000f000200000000,timestamp=2018-10-16T19:56:12.147+0000)

so what do you suggest? increasing the base resist and health stats of all other champions? or adding more cc into the game? or more mobility?

out of those only resist / health buff seems somewhat reasonable but for tank junglers to be able to compete with shit like graves they would have to be just way too tankish since they wouldn't have the clear speeds or pressure of graves, which in turn would make a shitload of other champions weak ... so more resist buffs ...?

you can't buff junglers to deal with S tier junglers without buffing their damage and this is only me speaking on the one position that I actually know shit about.

The problem is that every champion has different needs and necessities on top of different kits, so each champion could require something different. For example, to make Garen better we could make his W also include knockback resistance/knockup resistance. Lets him stick to targets more while also being thematically appropriate that he's a massive chunk of soldier that can't easily be moved.

In terms of junglers, there are tons of ways you can buff junglers to deal with S-tier junglers currently. For example:

A.) Buffing their clear speed. Increased damage of certain spells vs. monsters, slightly lower mana costs on certain abilities, AS boosts to champions who don't necessarily itemize for attack speed (Naut as an example) B,) Defensive increases against jungle mobs/monsters. Maybe "If shield is broken by a large/epic monster, cooldown is reduced" ala Volibear bite. C.) Mobility improvements are tricky but you could add better terrain scaling such as "If out of combat, <ability> allows you to go over walls".

In general, those are just real quick ideas that aren't 100% "I would do THIS to fix this champ" but rather rough ideas that could be expanded upon. One of the criticisms i have for Riot's balance is that most balance changes end up being buffs or nerfs to just raw numbers or how much you can use a spell rather than improving/weakening aspects of the spell that aren't just raw damage/CD

I'm also not going to pretend I got the galactic ascended brain to handle that. Riot's got a team for that who know the game better than I do. The thing is I think they can look into buffing characters without necessarily making them do more damage.

SociaI Justice2 votes

those are actually fair suggestions, i guess you thought this through better than i though.

however speeding up the clear speed of all junglers makes the gold in the game go up and would result in more ganks which riot apparently wants to avoid, the issue with "just buff other champions 4head" is that its much harder to do right than just nerfing the broken ones, and riot already seems to be struggling with that.

ModCaptainMårvelous2 votes

[{quoted}](name=SociaI Justice,realm=EUNE,application-id=3ErqAdtq,discussion-id=zNIXAdXX,comment-id=000f00020000000000000000,timestamp=2018-10-17T04:10:50.086+0000)

those are actually fair suggestions, i guess you thought this through better than i though.

Hey thanks!

however speeding up the clear speed of all junglers makes the gold in the game go up and would result in more ganks which riot apparently wants to avoid, the issue with "just buff other champions 4head" is that its much harder to do right than just nerfing the broken ones, and riot already seems to be struggling with that.

Depends. You can tweak clear speed but make it so mobs respawn faster. Granted, that is systemic changes so a different category. However, I think the main point is that you can edit champions/kits without just having to make the number go up. I guess we can add "You can also change the game around how champs currently are". If jungle gold goes down, it'll bring back supportive junglers and make stuff like Graves/Kha worse because they can't powerfarm into ganking.

floo1 votes

The most unfun things about these champs is that you literally pop when you try to fight them if you are no tank. Just because you buff their counters, the original problem still stands for everyone else.

Bârd4 votes

Kaisa

  • Passive nerfs are probably sufficient. Further nerfs should be done to rageblade, since that's what's breaking both Kai'sa and Varus.

Graves

  • Reload speed AS scaling reduced

Irelia

  • E hitbox reduced to better match visuals, or E visuals widened to better match hitbox.
  • When Q resets on a marked target, you now refund 60/80/100% of your Q's CD instead of resetting it entirely (at levels 1/6/11).

Aatrox

  • HP % after reviving is now based on the damage you have dealt during World Ender instead of how long it has been active.

Urgot

  • HP ratio removed from Purge. Instead scales with bonus AD.
  • Fear Beyond Death max slow reduced from 75% to 30%. Fear Beyond Death's recast can no longer be cleansed.

Akali

  • Lower damage for multiple passive procs on the same target within a 2 second window.
  • R1 stun duration lowered from 0.5 to 0.1
SithesisLord2 votes

Further nerfs should be done to rageblade, since that's what's breaking both Kai'sa and Varus.

If that´s so, why isn´t Rageblade breaking Kayle? Or Yi? Or on-hit Teemo? Or hell, Kog'Maw, even.

Could it be due to the fact the problem is in fact the AP scalings on Kai'Sa and Varus' respective %HP damage passives, not the item?

Kog'Maw also has %HP damage in his kit, but even if he's fed as hell and has entered turret mode, if someone gap closes and stays onto him, he's dead. Varus and Kai'Sa have may more ways to enable kiting than Kog'Maw.

Bârd2 votes

Kayle doesn't have much innate damage for rageblade to multiply. Teemo has even less than Kayle. Please don't build Rageblade on Teemo, it's honestly terrible. MasterYi even though he's great with Phantom Hit, rageblade itself provides subpar stats for him and is a massive detour. Plus, even though he gets tons of damage from it, he's still vulnerable as all hell. KogMaw has incredible synergy with the item, but because of champions like Camille, Aatrox, and Irelia being strong and champions like Lulu being weak, he just gets dove on immediately. If we were in a different meta, it would absolutely break him.

TheSingularity4 votes

Aatrox needs to have his role defined. He's this hybrid tank diver thing. He has too many tools for certain classes. Too much CC to be anything but a tank. But too much scaling and damage to be anything but a fighter. He needs a CC component removed or changed to a slow. He has as as more CC than many tanks, 4 hard cc

Graves: 1 of several options: Remove monster knock back (he still gets it vs minions), crush his defensive steroid, nerf his movement speed. These changes are all targeted at making clearing the jungler harder. Given he scales like a god, rules the early game like a god, has AOE/single target burst like a god, tanks like a god and then gets to clear like a god. He needs a downfall. He can't be not just good, but god tier at pretty much everything. Personally I favor removal of monster knock back because other ranged jungler don't need it, so why the fk does graves when he is tankier and more mobile than most of them?

Akali: Let's be honest. Very few people will ever enjoy dealing with her as long as her shroud exists as it does. Most of her kit is fair, very fair. So I'd make a few changes: damaging akali while in shroud reveals her for longer than current, successive hits keep her exposed for less and less time. Shroud no longer restores energy. Potentially remove the mini stun from R

Irelia: Cap Q damage against minions and reduce the animation speed. She's like 4 times faster than yasuo E and as a lategame hyper carry, she should not be able to last hit so effortlessly so quickly. Are we 30 minutes it? Sure. because most champs can do that. Before that nah. Potentially also remove the dmg reduction and reduce the animation speed of W?. Over complicated spell tbh

Urgot: needs no changes. Not an urgot main but the issue is no one understands urgot. He is anti dive. What is everyone picking? Irelia, camille, renekton, jax, noc, eve ect ect. So I wonder why urgot is so strong? perhaps because everyone keeps counterpicking themselves? Already posted a longer explanation so Find in page my name for that. Moral of the story is that you simply have to play differently vs urgot. There's nothing inherently wrong with him at the moment.

Kai'sa: honestly don't know. Don't pay enough attention to her. Nerf her missiles like crazy I guess? given it's auto targeted dmg

Z3Sleeper4 votes

I GOTCHU.

Kaisa

  • Change/Nerf - Increase values needed for upgrades as she gains upgrades (eg. upgrade E increases W and Q cost by 50%) and buff upgrades to compensate.

Context: With this change, Kaisa can't be a burst, poke, jukey (invisible) adc and is only one or two of those things mid game, 2 or 3 late game. The passive nerf might be enough though.

Graves

  • Nerf - E's max armor gain reduced from 40 / 60 / 80 / 100 / 120 ---> 30 / 45 / 60 / 75 / 90

Context: Too much free armor.

Irelia

  • Nerf - Passive base damage reduced from 16 - 68 ---> 16 - 40
  • Removed - Total AD ratio (60%)
  • Added - Q Bonus AD ratio (70%)
  • Buff - Q base damage increased from 5 / 25 / 45 / 65 / 85 ---> 65 / 90 / 115 / 140 / 165 (level 1 value is nearly identical to current value)

Context: Irelia's burst is relatively okay. The issue is that after she bursts she still does extreme overkill amounts of DPS on top of it. I think preserving her skilled ability play over her basic attacks is the better way to go here. Additionally, tanky builds are just too optimal and combined with her W is making her extremely durable in fights. Changing the Q formula from total AD to bonus AD should fix that (or just make weaker tanky Irelias).

Aatrox

  • Nerf - Q cd no longer cools down while in use
  • Buff - Q cd is now reduced by 10 / 20 / 30% (Q1/Q2/Q3) when Aatrox strikes an enemy champion with the sweetspot (can only occur once per cast, eg. hitting 2 champions with Q3 still only refunds 30% of the cooldown)
  • Buff - Q cd reduced from 16 / 15 / 14 / 13 / 12 ---> 14 / 12.5 / 11 / 9.5 / 8

Context: Aatrox's Q cd is extremely short when spaced out. And when spaced out, it effectively acts as a zoning tool that a good majority of the roster simply can't contest. Instead of rewarding Aatrox for sitting there and using his Q's at the last possible second, he should be rewarded for actually landing them.

Additional Context: Stop stealing Riven's mechanics, ur already half a clone. Be original.

Urgot

  • Removed - Passive % health damage scaling (was 2% - 8%, is now 2% at all levels)
  • Added - Passive now has an additional bonus AD ratio that grants (+1% max health damage per 30 bonus AD)
  • Nerf - W shield bonus health ratio reduced from 30% ---> 20%
  • Buff - W movement speed debuff now scales down with level (- 125 / 100 / 75) at levels 1/6/11
  • Buff - W AD ratio buffed from (+ 20 / 24 / 28 / 32 / 36% AD) ---> (+ 20 / 25 / 30 / 35 / 40% AD)

Context: AD/Health Urgot is currently under-performing while full tank Urgot is over-performing. These changes reduce his effectiveness with a near pure tank build and buff his juggernaut build (AD/Health). A big factor to this is that an AD Urgot is easily kited and killed. While that is his intended weakness, it's currently too pronounced which is why full tank with Righteous Glory is the current go-to build. Reducing that debuff over time will allow Urgot to be more flexible in teamfights when not building full defense.

Akali

  • Nerf - W duration lowered from 5 / 5.5 / 6 / 6.5 / 7 ---> 3 / 3.5 / 4 / 4.5 / 5 (duration increase effect unchanged)
  • Buff - Cooldown reduced from 17 / 15.5 / 14 / 12.5 / 11 ---> 15 / 13.5 / 12 / 10.5 / 9 (still starts after duration ends)

Context: That's about all that's needed here. W is too strong of a tool. The rest of her kit is fine imo.

ExpStealer3 votes

Irelia:

Q: Only refunds [cooldown - 1 second] seconds of cooldown on non-champion kill Marks refund full cooldown Killing a champion refunds full cooldown and heals her for three times the normal amount

W: Increase damage reduction to 60% Remove all kinds of scalings Increase base damage to 40/80/120/160/200 maximum damage

E: Increase stun duration to 1 second Cannot use Q on a target 2/1.75/1.5/1.25/1 seconds after their mark is consumed

R: Initial barrage slows by 75% for 1 second, but crossing the wall doesn't Perimiter lasts for 3/3.5/4 seconds instead

Vlada Cut2 votes

Kaisa Her problem is her being able to 100 to 0 you in 3 AA's, because item 3124 let he fully stack her plasma passive + detonation in exactly 3 AA's, and going full AP with item 3089 included will increase the missing HP damage by a LOT, also dramatically increases damage of your AA's through item 3124 and item 3115. She also get's tanky from item 3139 and item 3157 to cleanse hard CC and avoid burst which counter her while retaining the same if not similar damage as aggressive AD/AP items you'd build on her. item 3095 is good on her because she can proc it with an AA before and after E usage too easily early game which makes her proc crital hits far too easily fir cheesy amount of damage, and such damage shouldn't be allowed for a marksman to have early game if their power is focused in scaling to late game. Her W animation is also slow enough for her to proc item 3095 before and after using her W(her W is super quick so she can't use the same trick). As a Kai'Sa main, I suggest nerfing:

  1. Nerfing/Reverting the AP scaling buff on her W, because that's when APC Kai'Sa trend started, and fasten her W's starting animation. This way her W will have less damage throughout the whole game(late game included) while disabling her the ability to proc item 3095 before and after W in early game so easily.
  2. Decrease the base magic damage of her plasma passive, because with coup de grace mastery she has really high damage in early and mid game, if it still causes problems in late game then adjust her scaling to be tolleratable in late game by having a good damage on hybrid Kai'Sa and full AP Kai'Sa while not dealing disgusting damage on both.
  3. Adjust item 3095 by making it even harder to proc it early game by increasing the delay time between two AA's, while nerfing it's damage for lategame. Then I would.find it toleratable. Kai'Sa was meant to specialize to be versile and be successful on the rift with amy build you'd want go with, not force her to be an AP 3 shot assasin(even tho she is classified as adc/assasin). Bring the versile Marksman side of her, that is all I want from them to do. And to keep her balanced and a broken most pick or ban champion. Thanks for reading.
Kaìju2 votes

Remove the execute from Kai'Sa and make it just a burst of damage. For AP she should be more like old MF W rather than bomb boom boom dead. Her niche as an AP on hit marksman is niche enough, she doesn't need to also be a nuke assassin. Lower her execute heavily to say 5% and raise her actual scaling on her AP autos.

HyperTechno2 votes

For Kaisa, it is all in the passive. The missing health damage is a broken stat. There is a reason why Riven, has it as a one cast R. Changing it to an upgrade, like her other abilities, would serve as a better purpose. But she must build health to get the stat. I know what Kai'Sa was aimed to be, a versatile ADC with a lot to offer, but with her best stats being when upgraded. It will be a heavy hit, but Riot can buff her Missing Health Damage by a bit to make up for it. The other option is to keep either the invisibility or the shield. I would take away the shield, then make it into an Attack Speed or life steal bonus instead.

The nerf on Graves somehow worked, he is not on the top spot anymore. Maybe hitting him with another AD growth nerf, would do the trick.

I do not see or play Irelia much, so I cannot give a good balancing tip for it.

Aatrox should not be, touched. If he is a problem, buffing Quinn could do the work, plus it will hurt Urgot. Quinn is known as a bruiser killer, letting her be strong could balance out the bruisers, and make room for tanks to come back. Rumble and Jayce, could also do the trick.

Akali just need time. Akali is not, broken. People have not learned to play against her, yet. Else she is fine as is.

Ætheist2 votes

Aatrox - Just remove the bonus AD from Umbral Dash. It helps you land the sweet spots on The Darkin Blade as well as lowering Deathbringer Stance's cooldown, it doesn't need to make the sweet spots chunk even harder on top of that. Also, like has been suggested before, make World Ender's Blood Well fill up via dealing damage rather than over time.

Starboyˇ2 votes

aatrox isnt even strong doe

ROX Peanut2 votes

Kaisa The nerfs on PBE +

Icathian Rain COOLDOWN: 8 / 7.5 / 7 / 6.5 / 6 -> COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7

Supercharge COST: 30 Mana -> 40 Mana

Graves

HP per Lvl: 92 -> 87

Irelia

IONIAN FERVOR: Irelia's basic attacks deal 4 − 17 (based on level) (+ 4% bonus AD) Ability power bonus magic damage per stack, up to 16 − 68 (based on level) (+ 16% bonus AD) -> Irelia's basic attacks deal 2 − 15 (based on level) (+ 3% bonus AD) Ability power bonus magic damage per stack, up to 8 − 60 (based on level) (+ 12% bonus AD)

Bladesurge Cost: 20 Mana -> 30 Mana

Urgot

Health: 585 -> 535

Armor: 39(4.25) -> 35(+3.5)

Corrosive Charge: Explodes after 0.6 seconds -> Explodes after 0.75 seconds

Purge CD: 13 / 12 / 11 / 10 / 9 -> 17/15/13/11/9

Fear Beyond Death Speed: 3200-> 2400

Akali

Twilight Shroud CD: 17 / 15.5 / 14 / 12.5 / 11 -> 22 / 20.5 / 19 / 17.5 / 16 Akali's basic attacks and abilities will break the invisibility for 0.65 seconds. -> Akali's basic attacks and abilities will break the invisibility for 0.8 seconds.

MAGE ITEM KEKW1 votes

I don't know why people think removing stormrazoritem 3095 is a good idea. Most current adcs rely on it, and removing it would just bring the meta of adcs being a troll pick.

Marothennan1 votes

[{quoted}](name=Janna OCE,realm=NA,application-id=3ErqAdtq,discussion-id=zNIXAdXX,comment-id=001a,timestamp=2018-10-16T17:47:01.367+0000) and removing it would just bring the meta of adcs being a troll pick.

That's what most people on the boards seem to want

MAGE ITEM KEKW1 votes

Not that I play adc or like the role, but people who like adcs would suffer..

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