A Pretty Simple, But Effective Lissandra Passive Rework

DatTwo2·4/17/2018, 11:41:57 PM·2 votes·1,489 views

So, it has been talked about for a while that Lissandra needs work to her passive to make it more interesting.

The idea came to me out of nowhere, but it actually improves Lissandra's gameplay patterns to have more interesting decision making.

Passive: Iceborn -

18 / 15 / 12 / 9 seconds >>>> 20/18/16/14 seconds

Lissandra's next ability periodically costs no mana. >>>> REMOVED

NEW EFFECT: Lissandra's next ability periodically gains 50/75/100/125 bonus range and deals 8/16/24/32 (+15% AP) bonus damage over 2.5 seconds.

Iceborn's cooldown is reduced by 1 second every time Lissandra applies crowd control to an enemy with her abilities, excluding crowd control spell effects from items. >>>> Iceborn's cooldown is reduced by 1 second every time Lissandra damages an enemy champion with her abilities, excluding damage effects from items.

This new passive gives Lissandra more interesting gameplay by making Lissandra players put more thought into their passive use, ie: "Should I use my passive on my Q for longer ranged poke?" "Should I use my passive for a Flash+W play to Crowd Control more people?" "Should I use my passive E for a longer initiation range?" "Should I use my passive ult to lock down somebody from further away?"

The damage-over-time effect is mostly there to synergize with Liandry's Torment (an item that by design should be perfect for her), but also to give her a bit more gratification for using her passive properly.

The passive is designed to scale harder into the late game as evidenced by the lower base damage and higher scaling to circumvent the fact that Lissandra's laning with this new passive may be oppressive top lane, and the range is to address the issue of her lack of range in the late game.

Obviously numbers may need adjusting, as nearly all new champion concepts do. Tell me what you think.

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