CertainlyT reworks your last played champion.

1 800 GGTOOEZ·9/10/2015, 11:46:15 PM·2 votes·514 views

Describe what they're like post-rework.

14 Comments

1011001110009/11/2015, 12:37:01 AM6 votes

Teemo

"While Teemo certainly has his niche in map control and early game pressure, we felt that Teemo's kit lacked the kind of depth that required players to make more difficult decision-making. Aside from this, we want to give Teemo opportunities to take roles that bring him out of top lane, so these changes are meant to help him expand his horizons as he roams the Rift and conquers it, one shroom at a time.

The most notable changes you should notice is his passive, which now is home to Teemo's Toxic Shot (now named Ajunta Darts), making room for him to have a new, much more unique ability. His Move Quick also has significant changes, not withstanding his increased Attack Range. Anybody feel like playing ADC Teemo?"

General

Health: 515.76 (+82) -> 548 (+92) Health Regen: 5.74 (+0.65) -> 5.8 (+0.6) Mana: 267 (+40) -> 317 (+53.5) Mana Regen: 7.205 (+0.45) -> 7.1 (+0.5) Attack Range: 500 -> 550 (Ranged) Attack Damage: 47.54 (+3) -> 45 (+3) Attack Speed: 0.69 (+3.38%) -> 0.69 (+3.3%) Ability Power: 0 Armor: 24.3 (+3.75) -> 23 (+4) Magic Resist: 30 (+0) -> 25 (+1) Movement Speed: 330

(Reworked) Passive: Agency of the Recon Specialist

Camouflage: If Teemo stands still and takes no action or damage for 1.5 seconds, he becomes stealthed. Taking any action or being moved will break this stealth (Moving in brush will not break stealth). When Teemo appears from stealth, Teemo gains the Element of Surprise for 4 seconds (20/40/60/80% bonus Attack Speed).

Ajunta Darts: Teemo's auto-attacks deal 6 (+3 per Champion Level) (+30% AP) bonus magic damage and Poison his target, causing them to take (30% AP) magic damage over 4 seconds. (Double damage against monsters.)

Q - Blinding Dart

Cost: 70/80/90/100/110 Mana -> 60/70/80/90/100 Mana Range: 580 -> 600 Cooldown: 8 Seconds -> 10 Seconds

Base Damage: 80 / 125 / 170 / 215 / 260 magic damage -> 60/115/170/225/280 magic damage Ratio: 0.8 Ability Power -> 0.75 Ability Power Blind Duration: 1.5/1.75/2/2.25/2.5 Seconds -> 1/1.4/1.8/2.2/2.6 Seconds

(Reworked) W - Move Quick Cost: 90 Mana Cooldown: 22/20/18/16/14 Seconds Range: 400 – Ground-Targeted

Passive: Teemo gains 7/9/11/13/15% Movement Speed. While Teemo is in combat, he gets an additional 6/7/8/9/10% Movement Speed if moving towards enemies. (Teemo is considered to be in combat when having dealt or taken damage within the last 3 seconds.)

Active: Teemo uses his athletic prowess and somersaults to a location. Teemo can cast Blinding Dart while in the air.

If Teemo takes no action or damage within 0.5 seconds of landing, he immediately gains Camouflage.

(New!) E - Eagle Eye Cost: 50/55/60/65/70 Mana Cooldown: 14 Seconds Range: Self

Passive: Teemo's eyesight is sharpened by his years in combat and recon. Any brush within Teemo's sight range will not provide stealth to enemies. Teemo also increases his sight radius by 40/80/120/160/200 units.

Active: Teemo aggressively focuses on his enemies' weaknesses, gaining 3/6/9/12/15% Armor and Magic Penetration for 5 seconds.

R - Noxious Trap Cost: 75/100/125 Mana + 1 Mushroom -> 70/85/100 Mana + 1 Mushroom Recharge Time: 35/31/27 Seconds -> 32 Seconds Arm Time: 1.5 Seconds -> 1 Second

Crabs Don't Eat Shrooms: Noxious Traps cannot be destroyed by non-hostile units.

How did I do? :^)

Blue Moon Wolf9/12/2015, 5:51:17 AM2 votes

Leona "we thought that she was okay as a support, BUUUUT we want to see her as a tanky mid alternative now, so we changed her up to enforce- I MEAN entice people to do this, as she will be strong vs ganks 'cuse I say so . "

passive- taste the sun- when alone, any ability cast on enemy units creates a sunlight** mark** debuff, reducing magic damage from abilities by 50% for 5 seconds.

Q- new Sunbeam: Leona fires a Sun beam that deals magic damage based on 60% of enemy AP and 50% of your ap. landing a basic attack within 5 seconds of marking the enemy will stun them if they are the only enemy nearby W- Passive: Shine the brightest- Leona gains extra xp from minion kill if she is the only allied champion nearby, conversely she will only 5% of xp when an ally kills a nearby minion changed Eclipse: Leona gains a shield that gives her bonus Armor and MR for a few seconds before doing magic damage (% base enemy AP+ % MR). E- new rising dawn: Leona fires a beam from her sword that hits one target for magic damage (based on her ap). if it hits, she will jump to her target and gain 3 empowered basic attacks that do %hp true damage to the enemy. R- new ** PRAISE THE SUN**: leona calls on the sun to fire an AOE death ray that stuns one enemy caught in the blast (closest to center). Think Lux ult in a semi- global circle AOE instead of semi- global Beam AOE + one stun.

J Eevo9/10/2015, 11:49:27 PM2 votes

Kassadin I'll just let that hang there, just use your imagination.

But hey, he'd finally do more damage than a caster minion

DarthSpectrum9/11/2015, 1:30:03 AM1 votes

MasterYi

Changes: ADDITIONAL 2nd PASSIVE - Blade Dance Master Yi gains 500/2 000/3 500/5 000 % of his AS as AD at levels 1/6/11/16, maxing out at 125 bonus AD at 2.5 AS Comments: Master Yi is famous for his late game hyper carry capabilities. However, unlike his ranged counter parts, he must put himself at risk and close the gap to deal damage. This change will insure that late game Yi will be able to get the job down once he does get on top of his victims, I mean targets.

Q - Alpha Strike: cool down lowered from 18/17/16/15/14 to 18/16/14/12/10 Comments: Champions such as Fizz or Gnar have much lower CDs on their untargetable gap closers. This change will bring Yi's Alpha strike CD in line with the others even if Yi is not AAing a target. Often Yi will be kited back and unable to AA his target, now he will no longer have this problem and is therefore more healthy for the game.

W - Mediate: New Passive: Immortal Mediate's CD is immediately reset if Yi does not take damage (minions don't count) in the past 12/11/10/9/8 seconds. The passive will persist even after Yi takes damage. Mediate will also have no cost if Immortal is up. Channeling Mediate when Immortal is on will put the passive on a 35 second CD.

New Effect: When Yi mediates, he immediately loses minion aggro. Does not work against turrets and monsters.

Minimum Healing per second changed to 30/50/70/90/110 + (30% AP) to 30/50/70/90/110 + (10% AP) + (level * 5) to a maximum of 200 + (40% AP) at level 18. Comments: This change will encourage Yi to be played in lane, hint hint Bot Lane. Lane Yi would be able to capitalize this much more than Jungle Yi; hence, he is more healthy by diversifying his options.

E - Wuju Style: No change Comments: Excellent ability already. Gives a decent AD steroid and true damage. Don't fix it if it ain't broke.

R - Highlander: Additional Passive: Unstoppable Highlander can now be used when Yi is stunned, knocked up, polymorphed, charmed, taunted, etc. Yi will break free of all CC when he activates Highlander. 2nd Effect: Yi's abilities have no cost when Highlander is active. Comments: Many Yi players are unfortunately hit with long range CC before they can even get close. Highlander will allow Yi to act and fight back.

Cindikle9/11/2015, 1:39:14 AM1 votes

Nami

Passive

  • Grants current MS buff
  • Upon death Nami splashes down, creating a small wave around her. This deals no damage.
  • Nami gains MS buff whenever moving toward champions effected by her spells.

Q

  • Current effect

W

  • % difference per wave now scales on number of times you've bounced the spell. Gaining 0.25% each bounce.

E

  • If cast on Nami, she does not require stopping to attack.

R

  • Allies and Nami can click on the wave to ride it.
XeroKimo9/11/2015, 2:40:58 AM1 votes

Fiora

Passive - the same

Q - Dashes in target direction dealing %hp true dmg. Same priority, but hits all enemies in the stab range

W - Parry's all abillities and basic attacks 0.75 sec ---> 1.5 sec. cast time 0.75 ---> 0

E - First hit deals %hp true dmg, 2nd hit deals (1.0ad x 140/160/180/200/220% true dmg)

R - Deals 25%/50%/100% hp true dmg to all enemies

ARequestOfDeath9/11/2015, 10:17:51 PM1 votes

Aatrox

passive- can never die

q- doesnt cost any health and does 10% of enemy max health as true damage' w- heals you for 100% every 3rd strike deals 50% of enemy max health as true damage e- stuns enemies hit and deals 40% of targets maximum health as true damage r instakills any enemies in the aoe that would be balanced!

insaiyanbacca9/11/2015, 10:30:30 PM1 votes

MasterYi Passive every auto attack now procs his double strike q now applies on hit effects q passive every time yi applies his passive it reduces the cooldown of his other abilities by 2 seconds w heal now scales off of ad and when activated makes yi entirely invulenrable w passive master yi gains bonus life steal equal to 5 times the points put into his ult e true damage is now %max hp e passive's power is doubled r while in highlander all of yi's stats are doubled and is immune to all cc

Embertine9/12/2015, 4:28:14 PM1 votes

Shyvana

Passive - Shyvana has passive armor, magic resist, and bonus percent damage. The bonus percent damage is equal to 1% of her total attack damage times her level, up to 18%. This bonus damage becomes true damage when Shyvana is in her ulted form.

Q - Along with dealign 100% bonus damage on her next auto attack, Shyvana will now stun her target for 0.25 seconds.

W - Slow decay has been removed, and Shyvana now gains an additional 50% attack speed for the duration.

E - Projectile now explodes at the end of target path, dealign AOE damage equal to 50% of Shyvana's AP.

R - Shyvana becomes immune to all forms of cc while traveling until she reaches the targeted destination. Furthermore, her health regen is increased by 50% while in her ulted form.

sigh Sadly this feels more like a bunch of buffs than a rework to me.

frigginmurlocs9/13/2015, 12:54:04 AM1 votes

Nasus

"We know that nasus is super weak in the early game, so we decided to give him a much stronger lategame without need for armor

Passive lifesteal of 10/20/30/50%

Q no cost, killing a minion or monster gain 1 stack of siphoning strike. each stack increases the damage by 1% max hp true damage

W cost unchanged slows for 40/40/40/40/40 increasing to 40/55/70/85/100 over its duration

E unchanged

R Now deal true damage per second equal to 1/3/10 percent of enemy max hp per second, lasting 10 seconds

Wicked Waffle9/15/2015, 2:09:02 AM1 votes

Khazix "We felt Kha'Zix was out of the meta currently. and we want to put him back into the meta by enforcing his identity as a single target assassin.

Passive: While Kha'Zix is not spotted by the enemy, he gains Unseen Threat which applies to his next basic attack or Leap. Champions hit by Unseen Threat take 50 + LVLx10 (+100% AP) magic damage and are feared for 1/1.5/2/2.5 seconds (at levels 1/6/11/16) This is required in order to fulfill Kha'Zix's identity as a bush stalker, allowing him to scared the shit out of people that he is killing.

Q: Passive: Kha'Zix marks units that do not have any other allied units within 600 range of them are isolated. Active: Kha'Zix slashes the unit with his claws, doing 20/50/80/110/140 (+120% AD) physical damage. If the target is isolated, this increases to 40/100/160/220/280 (+240% AD) and ignores 50% of the target's bonus armor. Evolved Q: Isolation range is decreased to 300 units and damage to isolated targets is increased to (80/200/320/440/560 +480% AD) true damage. This is also required in order to fulfill Kha'Zix's identity as a person who picks off isolated targets, by ensuring their deletion death.

W: Kha'Zix shoots out a spike that deals (80/120/160/200/240) (+100% AD) and heals Kha'Zix for 40/80/120/160/200 (+100% AP) health. Evolved W: Kha'Zix now shoots three spikes. A target can be hit by multiple spikes, and Kha'Zix heals for 60/120/180/240/300 (+150% AP) health per champion hit. Kha'Zix no longer needs to be in range. We wanted Kha'Zix to also be useful in team fights... so we gave him a bit of tankiness!

E: Kha'Zix leaps at a target location, dealing 20/40/60/80/100 (+100% AD). Evolved E: Kha'Zix can leap farther, and Leap resets on kills/assists/killing large monsters. If Kha'Zix has Unseen Threat, he also applies Unseen Threat to all units hit by Leap.

R: Kha'Zix stealths for one second. This can be activated two times. Evolved R: Kha'Zix stealths for two seconds. During this time, Kha'Zix is untargetable and invulnerable. This can be activated three times.

How did I do?

Kivolan9/10/2015, 11:57:09 PM1 votes

Chogath

Pretty sure there'd be a lot of mobility, some % health true damage in addition to the flat rate and maybe three or four passives about movement speed, shields, stunning people if his spikes hit them and then an obstacle... etc.

Maximum Morde9/11/2015, 1:28:37 AM1 votes

Mordekaiser He already did. And now I can't play the game anymore because I'm permabanned.