You are Stashu. Rework your main

Essorance·11/28/2014, 12:36:11 PM·38 votes·3,727 views

Jinx

Passive - Get excited removed

New passive - Gotta go fast Jinx gains a stack of Gotta go fast for every champion kill or assist, raising her base movement speed by 1 for each stack. At 50 stacks she avoids unit collision.

Base movement speed - ~~325 ~~> 275

Jinx fanx stashoo!1

58 Comments

It Hertz When IP11/28/2014, 5:16:58 PM32 votes

Teemo Teemo no longer auto-stealths when motionless. Instead, every time he is spotted by an enemy champion he gains a stacking debuff. Each stack grants +1% attack speed to anyone hitting him. At 25 stacks Teemo gains Global Taunt, which taunts every enemy champion, all of his teammates, Baron Nashor, the spawn pool laser, and Gordon Freeman, granting them global AA range and vision against Teemo and increasing their attack speed by 177%.

ShadowParker11/28/2014, 6:58:12 PM18 votes

Alright, so Stashu is trying to communicate and make the best of Cassiopeia, and we all are pretty ticked at him. But really..? How does this help whatsoever and how is this necessary?

Serpents Embrace11/28/2014, 9:08:55 PM16 votes

Ahri

Essence Theft: Removed

New passive - Aspect of the Essence Thief: Whenever Ahri hits an enemy unit with an ability she gains a stack of Aspect of the Essence Thief. At 300 stacks, her abilities do double damage and heal her for 1 + (2% AP) health.

Orb of Deception: Damage reduced from 40 / 65 / 90 / 115 / 140 (+35% AP) to 10 / 20 / 30 / 40 / 50 (+20% AP)

Foxfire: Damage reduced from 40 / 65 / 90 / 115 / 140 (+40% AP) to 4 / 8/ 12 / 16 / 20 (+10% AP)

Charm: Damage increased from 60 / 90 / 120 / 150 / 180 (+35% AP) to 100 / 200 / 300 / 400 / 500 (+100% AP)

Spirit Rush: Ahri can now only jump once before Spirit Rush goes on cooldown. Cooldown increased from 110 / 95 / 80 to 200 / 190 / 180

Context: I think this change really brings the "cool" factor in to Ahri because it lets Ahri players work up to hit some really amazing Charms. Everyone knows that Ahri's real fantasy is a late-game, one-shot machine. We did need to make some concessions, but Ahri players will hardly notice the changes we made to how they used their abilities. Once players put in the work to activate her passive, she can really do some heavy damage (with one of her abilities) and I think a true Ahri player will learn to appreciate that.

LupusNox11/28/2014, 4:20:51 PM15 votes

You forgot to nerf all her ratios

Timewinder11/28/2014, 5:51:14 PM14 votes

Katarina

Passive - Voracity removed

New passive - Aspect of the Blade Katarina gets a stack of Aspect of the Blade for every time she kills a minion (caps at 14 stacks). After a kill or assist, she consumes the stacks to get 1 second reduced on her cooldowns for each stack.

Cooldown on her Q W and E are now 20/19/18/17/16 Cooldown on Death Lotus is now 120/100/80

Vellich0r11/29/2014, 8:23:23 AM13 votes

Shaco

Passive- backstab removed new passive: aspect of the jester - shaco gains a stack of lulz for every second he dances, taunts, jokes, or laughs in front of an enemy champion.

20 stacks: boxes no longer fear enemies and instead make them laugh uncontrollably

120 stacks: two shiv poison becomes two handed tickle. Shaco's autoattacks cause opponents to chuckle, once they have chuckled three times they begin laughing uncontrollably for the current duration of jack in the boxes fear. activate to throw a tickler that causes them to laugh immediately.

240 stacks: Deceive no longer critically strikes and instead causes the enemy champion to ROFLMAOUIPMPADMT (roll on the floor laughing my ass off till i piss my pants and drop my taco) the enemy cannot stop until they type the meaning in all chat.

400 stacks: Shaco now has three clones. one follows enemies and spams taunt, the other follows enemy champion and spams dance, a third spams joke, and shaco is forced to spam laugh as he moves. If an enemy champion stays within vision range of any of the clones for three seconds they die laughing.

We believe this helps the endgame fantasy of shaco, namely, to disrespect enemies as much as possible; however, to make up for the increased power we found it necessary to make a few changes.

Q - now a laugh can be heard within a 1000 unit radius of shaco when he uses this ability and the puff of smoke has become much more apparent.

W- the fear duration has been reduced to .1 at all ranks.

E- damage now scales with the number of times you spam dance before you hit the target champion.

R- ~~has a large indicator that shows enemy champions which one is the real shaco ~~ We felt this was an overnerf so we made it where it occasionally indicates the wrong shaco (this happens every 10 times shaco uses his R)

LithiumWednesday11/29/2014, 3:14:41 AM10 votes

Sion

Passive- Glory in Death removed

NEW PASSIVE- Aspect of the Immobile Skillshot Sion gains one stack of Aspect of the Immobile Skillshot upon dying or accidentally missing his AOE knockup. For each 100 stacks of Aspect of the Immobile Skillshot Sion converts 10 health into one AP.

Also: We believe Sion should be the epitome of immobility, so Base movement speed - low>none And: All AP scaling removed(Since when have large dead men used magic?)

Franco Sanchez11/28/2014, 7:50:52 PM10 votes

Brand

Passive: Blaze Removed

New Passive: Blaze-it! Whenever an enemy champion is hit by a spell, they become blazed and take .5% max hp damage per second for four seconds. For every second a champion is blazed Brand gains one stack. For every spell that hits a blazed target, gain 5 stacks.

70 stacks: Sear now stuns a blazed target. Blaze damage per second now increased to 1% per second. 150 stacks: Pillar of Flame now deals an increased 40% damage to a blazed target. Blaze damage per second increased to 1.5% per second. 300 stacks: Conflegrate now reduces the Cooldown of all other spells by 2 seconds, if cast on a blazed target. Blaze damage per second increased to 2% per second. 420 stacks: Pyroclasm will now bounce seven times, if cast on a blazed target. Blaze now lasts for 6 seconds.

Ariel the Cruel11/28/2014, 10:03:44 PM7 votes

Ok, I'm game. Just for a bit of fun...

Leona Passive: Sunlight removed

New Passive - Aspect of the Sun Leona's Abilities Apply a Mark of Daylight on enemies for 2 seconds. When an ally damages a marked enemy, the mark is consumed and Leona gains a stack of Sunlight. All of Leona's Abilities now scale with her Sunlight Stacks. At 300 stacks, Leona's base health is doubled.

Shield of Daybreak Now stuns the target for .01 second per stack of Sunlight. At 240 stacks, cooldown is reduced by 1 second each time she gains a stack of Sunlight. Cooldown increased by 3 seconds at all ranks.

Eclipse Now Grants .6 Armor and Magic Resist per stack of Sunlight. At 60 stacks, the duration doubles when it damages an enemy.

Zenith Blade Root is now .004 seconds per stack of Sunlight. Range is doubled at 120 stacks.

Solar Flare Now Slows for 10% + 1% per 2 stacks. At 180 stacks, enemies at the center of the AoE become stunned.

Tapu Fini11/30/2014, 12:51:31 AM5 votes

Cassiopeia

done.

Dryditch11/28/2014, 7:56:15 PM5 votes

Malphite Passive: Granite Shield-- Malphite no longer gains a regenerating shield stacking with health.

New Passive - On dealing damage, Malphite gains a stack of "PAIN!" Each stack grants him an extra 2 armor. On reaching 100 stacks, Malphite gains a shield equal to 10% of his armor. On death, half of the stacks are lost.

Toben11/29/2014, 9:53:23 AM4 votes

Vayne Vayne - the late game destroyer


W - Silver Bolts : Now only deals % true damage (flat damage removed) 20 / 30 / 40 / 50 / 60 + 4 / 5 / 6 / 7 / 8% target's maximum health true damage -->
1 / 2 / 3 / 5% target's maximum health true damage. Successfully proccing Silver Bolts on any target add 1 stack of Aspect of the Night Hunter.

R - Final Hour : Bonus attack damage removed, but now doubles the true damage from Silver Bolts for its duration.

Q - Tumble : Q-empowered attack no longer does bonus physical damage but instead adds 3 stacks of Aspect of the Night Hunter if attacking a champion or 1 stack if the attack kills a minion. Cooldown reduced to 3 / 2.5 / 2 / 1.5 / 1 seconds, mana cost removed.

E - Condemn : Cooldown increased to 28 / 26 / 24 / 22 / 20 (from 20 / 18 / 16 / 14 / 12).

Passive - Aspect of the Night Hunter: gives bonuses to Vayne's abillities based on stacks 100 stacks : Condemn's cooldown decreased by 8 seconds at all levels. 200 stacks : Tumble can now be cast every second, even when not attacking. Tumble distance increased by 50%, can now tumble over walls. 300 stacks : Silver Bolts damage at rank four increased to 12%. Attack speed passively increased by 50% 500 stacks : Final Hour now triples the true damage from Silver Bolts, duration increased to 20 seconds at all ranks, cooldown reduced to 30 seconds.

juice loosener12/1/2014, 9:03:58 AM4 votes

Sona Passive - Power Chord

After casting 3 spells, Sona's next attack deals bonus magic damage in addition to a bonus effect depending on what song Sona last activated.

Reworked : Recently we came to the conclusion that idea of Sona's passive made her too much of an aggressive lane bully bot lane. In order to compensate for the removal of her old passive we decided to allow her passive to scale later into the game which will separate the good Sona's from the great!

Now, instead of power chord dealing bonus magic damage after 3 spells, bonuses are now applied depending on how many stacks Sona has throughout the game.

After 75 stacks Hymn of Valor now apply bonus magic damage + (0.2 bonus AP) at targeted enemy champion. After 150 stacks Aura of Perseverance will now apply a 10% damage reduction debuff at targeted enemy champion. After 500 stacks Song of Celerity will now slow targeted enemy champion by 15%.

With these changes to Sona we made sure to reduce her lane harass. This will allow Sona players effectively make better decisions in her early game while giving her the late game boost for her team where it's needed the most. We are happy to announce our progress with Sona's identity as a champion in League of Legends. We'll see you on the next League of Legends Patch Rundown. :D

Baker Pantheon Legendary Skin will be released along with Sona's passive rework later in the patch.

Remlap122311/29/2014, 3:47:06 AM4 votes

I'd come up for one on Gangplank, but even Stashu's rework would be an improvement at this rate.

Mecha MaIphite11/29/2014, 4:23:13 AM3 votes

Zed Passive - Zed gains 1 stack of Contempt for the Weak every time he kills a unit. At 200 stacks, he gains 15% attack speed. W - Zed's W no longer gives him AD. R - Death Mark deals damage equal to 30% of Zed's bonus AD.

JeanieYuss11/30/2014, 4:50:19 AM3 votes

Karma

Revert all changes that happened on or before March 2013.

If only T.T

Baval11/29/2014, 7:12:40 AM3 votes

Heimerdinger

Repair Bots > Aspect of the Cableguy: Heimerdinger gains one stack of Repairman for each turret he places. Each stack increases his HP5 by 1. At 500 stacks it effects Towers.

DragonShea12/3/2014, 11:57:45 AM2 votes

Another for my boy Rammus Spiked Armor.In addition to gaining 25% Ad form armor. Rammus gains 10% more armor and 5% More MR form all sources and all attacks dealt to him will deal damage equal to 5% of the total damage before reduction of the attack.

Arcing Slash(Replaces Defensive Ball Curl)Cd 10/9/8/7/6 Sec, Mana cost 40/45/50/55/60. Rammus Slashes with his claws in an 175 range cone deal 45/65/85/105/125+(40% AD)physical damage and weakens the targets hit, reducing damage done by 2/2.25/2.5/2.75/3% for 5 seconds.

Rework: Powerball: Rammus now instantly gains 50% MS at the start of Power ball and +5% for each second until the end, also powerball now deal 85/130/175/220/265+(110%) physical damage, has a 10 second CD at all ranks and costs 60/65/70/75/80 mana.

Rework, Tremors: Rammus now deals 50/100/150 magic damage, slows all target by 5/7.5/10 percent per hit, stacking up to 5 times also scales with 10% AD.

A Bad Ahri12/5/2014, 4:05:25 PM2 votes

Cassiopeia

See: Cassiopeia Rework

bulletbear12/5/2014, 4:31:31 PM2 votes

Velkoz Velkoz Organic Deconstruction removed New Passive: Aspect of learning: Every time Velkoz kills a minion/Champion/Neutral monster he has a .25 second animation where he stops to examine and study their body in order to learn about them. Every body he studies Vel'Koz gains 1 stack of Aspect of learning. Every 5 stacks Velkoz gains 1 AP at 150 stacks Vel'koz learns his enemies weakness' causing his basic attacks to deal 10+0.05% ap true damage per second for 3 seconds. (stacks 5 times) at 300 stacks Vel'koz learns how to use his powers more efficiently. Halving his mana costs and doubling all skill ranges.

Zen Fury12/5/2014, 7:12:09 PM2 votes

The following is a joke, but seems to capture what I've seen in Cass threads of late:

Cassiopeia: Passive Removed New Passive: For every minute that a game goes on, Cassiopeia permanently losses 1% of her gold worth. If she dies, she permanently loses 5% of her gold worth.

Reasoning: We found that enemy mid laners snowball a little too hard when going up against Cassiopeia. After a careful analysis we figured out this is because she gives to much gold on death. This change should help prevent enemy midlane snowballing when going up against Cassiopiea.

Q: Noxious Blast - Cassiopeia throws up from drinking too much as a result of being depressed about her current state. Enemies hit with the vomit are discolored until the go back to base to wash their close in the fountain. For every second the enemy remains in lane, Cassiopeia gains 1 stack of Statue Love.

Reasoning: People buy skins to look at. No one wants to run around in a dirty skin. Giving Cassiopeia this ability will allow her bully people out of lane easier as they constantly have to go back to base to clean themselves up.

W: Miasma - Cassiopeia throws burning pictures of her glory days at the enemy. If an enemy is hit with a picture or the smoke, the enemy points and laughs uncontrollably for 2 seconds. During these two seconds the enemy is untargetable. For every second of laughter, Cassiopia gains a stack of Statue Love.

Reasoning: Cassiopeia needed a stronger deterrent to keep enemies from using their skills. This should make it harder to attack her.

E: Twin Fang - Cassiopeia fires two green nerf darts at the enemy. If hit, the enemy picks up the nerf darts over 1 second and throws them back at her. There is a 5% chance that the darts hits either her or the enemy in the eye, causing blindness for 1 second and doing 1 hp of damage. The more hits to the eye, the more damage it does, capping at 10 hp per hit.

Reasoning: The blind isn't much use in lane, but in a teamfight it's even less use. This is her big damage ability, but we didn't want to make this overpowered so we capped the amount of damage it could do.

R: Love of the Statue - When this skill used, the stacks of Statue Love are consumed. Her former lovers, now enemy turrets, hear her cries and take pity on her and fire on her, regardless of range. Each stack is equivalent to one tower shot or 1 second of laser turret fire.

Reasoning - By using this ability in conjunction with her passive, she can ensure that the enemy team doesn't get a kill while simultaneously reducing how much gold she's worth. With proper play and itemization, a good Cassiopeia will end up worth close to 0 gold by 10 minutes into the game. Try getting fed off that!

Chickensuit012/13/2014, 1:25:11 PM2 votes

Braum

Passive: Concussive Blows REMOVED

*We found Chilling blows to be too useful of a passive when trading in lane, chasing, engaging, counter engaging or in full teamfights, so we decided to revisit the passive to see if its use to be limited to specific windows of opportunity that were clearly broadcast to the enemies. *

Passive: Aspect of Chilling Defender Braum gains one stack of Aspect of the Chilling Defender for every instance of damage he takes. Damage instances blocked by his E also give one stack per instance. He gains an additional stack every second he is CC'ed near an allied champion (600 range).

150 stacks: Braum gains an additional 10 + (4* level) armor, 10 + (1.25level) magic resist, and 276 (+77level) HP

400 stacks: Braum's fourth auto attack with 7 seconds will ~~silence them ~~ slow the target by 99%. This has a cooldown of 12 seconds after the last autoattack animation has been finished.

650 stacks: Braum can dash to an enemy with his autoattacks (225 range) knocking them up for 0.25 seconds. This has a cooldown of 7 seconds

This new passive allows Braum to reach a late game fantasy, giving roughly the same power late game, while reducing its brutal power in the laning phase. In fact, this new passive allows Braum to be more impactful after farming up his stacks, which require very little effort. We have also tweaked Braum's Base stats to reflect this also.

Q: Winter's Bite

Damage increased from 60/105/150/195/240 + (2.5%max HP) to 6/10.5/15/19.5/24 + (0.5 * stacks of Aspect of Chilling defender)

Again, the power of Braum's peeling in lane hinder's his enemy laner's ability to effectively find windows of opportunity to duel with Braum and his laning partner. Thus we wanted to reduce the damage of the skill while still retaining its impact in a less abusive manner.

W: Stand Behind Me

Bonus Armor/MR increased from 15/17.5/20/22.5/25 + (%of bonus stat) to 5/7/9/11/13 + (5% Aspect of Chilling Defender stacks)

Stand Behind Me was providing too much free stats in lane without much interaction or risk. So we tweaked the numbers so that it required Braum to actively be hit by something in order for it to be effective.

E: Unbreakable

Cooldown now scales with Aspect of the Chilling Defender: -1 second per 100 stacks Cooldown increased to 28/26/24/22/20 from 18/16/14/12/10 Movement speed increased from 10% to 10/12.5/15/17.5/20%

E needed a bit of buffing, since it is now the main focus of Braum's offensive pattern. However, the early game cooldown must be increased so it does not become abusive, while still retaining the late-game fantasy.

~~R: Glacial Fissure ~~ REMOVED R: Chilling Defender

Braum slams his shield into the ground, gaining 5 stacks of Aspect of the Chilling Defender

Cooldown decreased from 140/120/100 to 60/50/40 Mana cost increased from 100 to 125/110/95 mana

We really needed to emphasize that Braum's new passive was his major selling point, and since it has so much potential already, we decided to remove some of the power from Braum's ultimate to compensate. To even things out, we have allowed Braum to reach his late-game fantasy even faster through the use of this spell.

Stats: Armor: Reduced from 26.72 (+4) to 16.72 (+0) MR: Reduced from 30 (+1.25) to 20 (+0) HP: Reduced from 576 (+87) to 300 (+10) AD: Reduced from 55 (+3.2) to 40 (+2.2) Movement Speed: Reduced from 335 to 315

See above in the Passive for details

Final Note From RiotStashu: *In our internal playtests we have found this new iteration of Braum to be much more interesting to play as, and allows him to do Tons Of Damage when he reaches late game, so he doesn't feel like just another meatshield. However, we realize that the breakpoints of his skills can be tweaked to allow him to feel more impactful at different stages of the game, if need be. However, rest assured this will be nothing like the Cassiopeia rework that was released a while ago, and Braum represents the direction we want to really push the game to its next level. *

4nth0l0gy12/13/2014, 1:41:37 PM2 votes

Aspect of the Rammus: Ok.

Mahnigguh11/28/2014, 5:02:06 PM2 votes

Volibear voli no longer auto heals himself. Instead, after being below25% health, Voli gians 1% lifesteal for each % missing on his W at 20% health voli has 5% lifesteal at 10% health voli has 15% lifesteal at 1% health voli has 24% lifesteal.

his W loses AS but his passive is now for every 500 health, AS is increased by 5%

Ulquiorra99511/29/2014, 8:14:03 PM2 votes

Viktor - Starts game with a Hex Core Blueprint which does absolutely nothing except for taking an item slot. Viktor can scavenge parts for upgrading the Core by killing minions or using Siphon Power on champions, but he gets 30% reduced gold from CSing to compensate for a free item that he gains.

50 parts- Gains 3 AP/level. 125 parts - 4 AP/level, 20 AP, 150 mana and 1 augment 200 parts - 5 AP/level, 40 AP, 300 mana and 2 augments 300 parts - 6 AP/level, 60 AP, 500 mana and 4 augments.

Now because Viktor gains an entire item essentially for free, his stats need to take a hit:

Mana/level lowered from 50 to 30. Siphon Power AA buff damage halved and shield removed. Augmenting Q adds a shield and a MS boost. Death Ray AP scaling reduced from 70% to 30%, but augmenting increases it to 50%. Chaos Storm total AP scaling reduced from 195% to 100%.

cody dong11/28/2014, 6:54:28 PM2 votes

If this was Jinx's passive, and her movement speed was only 275, this would be a MAJOR nerf for her.

Phil Fly11/30/2014, 7:48:41 AM2 votes

A complete rework? Well, okay, if you insist.

#Veigar


Passive: Enemies within 1000 range of Veigar have their movement speed reduced by 5% (+1% per 100 AP)


Q: Typical energy burst with .3 AP scaling. Passive: Slaying a unit by any means grants Veigar .75 movement speed permanently (reduced to .6/.375 by soft caps) Getting a kill/assist grants Veigar 1**/1.5/2/2.5/**3 movement speed instead.


W: A meteor falls from the sky, dealing mediocre damage, plus .5 AP and 100% of Veigar's bonus movement speed.


E: Passive: Veigar regens 1**/2/3/4/**5% (+1% per 70 bonus MS) of his maximum mana every 5 seconds.


R: For 10 seconds, Veigar's passive becomes global. During this time, Veigar can stun a target within 850 range for 2.5 seconds, causing all subsequent magic damage towards the target to be increased by 20% (+1% per 70 AP) (+1% per 100 total MS).

Well there you have it, folks. Veigar now scales with MS, and can stack it infinitely (although an average game wouldn't give too much MS).

See what you did?

DragonShea12/3/2014, 11:39:22 AM2 votes

Ok for Lissandra just rework her passive.

Champion of the Frozen watcher:

Lissandra gain 5% more armor form all sources and for each target hit by cc effects she gains a shield for a percentage(5/10/15% every 6 levels starting at lv 1) of the damage done up to 6/8/10% of her max health. and if Lissandra CC's herself with her ult. she will gain a shield for 10% of her health and is separate form the other shield.