Skip to content

Liandry's passive question..

boosted frog··3 votes·4,144 views

When it says it burns 2% of the targets current HP each second for a total of 3 seconds...

Does it mean 2% of current HP as in the HP before the next tick (burn) occurs?

Like, if it procs on a 1000 HP target 1st burn: 1000 - 20 2nd burn: 980 - 18.6 (forgive my mental math) 3rd burn: 961.4 - 18.228

Or does it mean it burns 2% of the current HP before the passive procs?

Like, for example 1st burn: 1000 - 20 2nd burn: 980 - 20 3rd burn: 960 - 20

Sorry if my question sounds confusing lol

23 Comments

RiotMeddler6 votes

Each tick recalculates how much damage to deal, so decreasing damage as the DoT or other sources of damage, reduce the target's health.

ShadowParker1 votes

Hey, I know this is completely off-topic. But can you give us an update on how the Zyra passive went?

RiotMeddler8 votes

We kicked various versions of it around, didn't hit on one we had confidence in overall though. I'd still like to investigate it further, others understandably concerned about the amount of power it might add. That makes it a better candidate for a high disruption time of the year (preseason possibly), rather than right now.

We do have other plans we're going to investigate for Zyra though, she could do with a bit of help. First step's going to be looking at her plant AI, see what improvements we can make there to determine how much of her struggling a little is raw power versus ability to consistently apply that power. That exploration will likely happen during the next patch or so, though too early to say yet if it'll hit the mark and be shipped or if we'll need to look at something else instead (or in addition).

Orisi1 votes

Something I randomly noticed the other day that does bug me; as a Mage revolving around her plant damage and with mostly short ranged abilities, came up against a Heimerdinger in ARAM, and his turrets absolutely annihilate yours at all stages of the game. Considering they have very similar niches in regards to area control and zoning it was pretty clear immediately which has the superior firepower in that area even with a single turret

TheLastBaron881 votes

@Meddler, pls tell me Jungle Zyra is also being looked at. It's fun, but the early clear is just too harsh currently. Plus jungling totally fits her theme as a plant lady. Any jungle-specific buffs being considered for us off-meta players?

Jungle Lux God3 votes

I tried out jungle Zyra a couple times on her free week and I didn't feel that the early clear was too harsh. She clears at a reasonable speed even with only QW and has some really good sustain by letting her plants tank the jungle monsters for her (especially against Gromp, where a single plant will tank 6 auto attacks and deal its maximum possible damage), and because she doesn't have to use E too often she has a pretty good safety net in case she gets invaded.

Her biggest problems are mana (which isn't relevant on her first clear and when she has blue buff) and a lack of synergy with Runeglaive because she can't afford to use the Sheen proc frequently enough to make Runeglaive good.

TheLastBaron881 votes

yeah it's not bad once you have plants, but that first camp is murder without a good leash. Idk it's actually been a good long while since I've played her jungle, as my previous attempts were crushed by feeding teammates, lol.

Jungle Lux God2 votes

I actually found this really cool aggro trick to use that works on most camps but works best and easiest on Krugs.

Basically, you get aggro on the camp, and retreat to the brush that lies right by krugs, close to the side of the brush by krugs (left side for blue krugs, right side for purple krugs). If you do it right, you will take aggro from the big Krug, but the little krug will not damage you because you take aggro from it, but then the krug is not in range of you to auto attack.

If you leash and de-leash both krugs, then you moved too far into the brush. Move too close, and both will attack you.

It takes a little bit of time to get it down, but the improvements are amazing. What I found is that this essentially simulates close to the sustain of a leash without the clear speed of the leash. You clear a lot slower, but you are as healthy as if you had a leash.

It's not practical to do it on most champions when you get a leash because your allies might take aggro from one of the krugs and might mess up your aggro, but if you don't get a leash you find that there is a massive difference on your first clear.

TheLastBaron881 votes

Thanks for this man, that could really come in handy.

Vekkna1 votes

While you're here, I'd like to make some suggestions:

  1. Mana costs: Q and E cost, base damage, effect duration, and scaling appear to be budgeted to account for plant spawns. Put a mana cost on W, and re-allocate the budget for Q to be cheaper with better scaling and for E to have +.25 root duration at every level. Refund the mana cost if the seed is destroyed or expires without germinating.

  2. Zyra's base damages are decent, but AP scaling is very poor unless plants can consistently attack. Also, Zyra (especially mid) is extremely item dependent and has a very long ramp-up time. So her scalings are poor and takes a long time to build, but she still falls off pretty hard late game.

I think this is easily addressed by adding to her max seed storage with each rank in ulti or each time she hits 5 points in a basic skill.

  1. Most Zyras rush Q first in mid, and E in bot. I personally max W first in either lane to be able to spam plants, lane safer, and zone harder. I think this "summoner" Zyra should be recognized through the plant AI improvements. For example, each rank in W causes the plant to prioritize champions for its first X attacks where X is the number of points in W.

This is mostly a mid-late QoL improvement for the current mage Zyra where plants are essentially rendered useless by the presence of a single enemy minion. It also gives support Zyras more interesting choices between safe aoe (Q), better kill setup/peel (E), and stronger zoning and gank safety (W).

This would also give mid Zyra a viable means of laning against assassins who can kill her with virtually zero counterplay Zed Yasuo Ahri Diana Talon and super long range mages Lux Ziggs Xerath . Maxing W in mid isn't going to get you a lot of kills, but it would at least let you poke enough to better balance matchups that are currently one-sided bloodbaths.

  1. Clearly I have tons of (I think) reasonable, choice-based buff ideas for Zyra. I get that they're probably not going to happen. So looking at the passive only, there are a few easy buffs:

    A) Increase missile range to mapwide and add AP scaling, % max hp, or scaling based on Zyra's max hp.

    B) Completely redesign ulti to the following: Upon death, Zyra unleashes a final empowered ability: Q a flurry of barbs shooting outward from point of death dealing small damage and slowing targets, W plants a dangerous enraged plant and enrages all other active plants, E an aoe root, R an instant knock-up

The point here is that Zyra is slow, squishy, and often focused to remove her cc from teamfights. A versatile cc-based passive should make her a less appealing KOS target and emphasizes her role as an engage/disengage mage and support.

 C)  Instead of shooting a single thorn, let us continue to attack as a plant for the entire passive duration via AA and using the same damage, scaling, and item effects as a Q plant.
The Blue Rajah1 votes

So does Liandry's have a minimum damage, or is it literally impossible to kill someone with the burn?

RiotMeddler3 votes

It's impossible to kill someone with the burn.

The Blue Rajah1 votes

So what's the thought process behind that? It seems like it would be frustrating to be in a scenario where you know they should be cooking from an item you spent gold on, and they get to just barely escape.

Also, thank you for all these replies :)

Linna Excel1 votes

Mystery man, I don't think they want an item passive to directly kill you. It's intended to help soften up a target but not finish it off.

GroundRuleDouble1 votes

BotRK has a minimum damage from its passive...it would be nice if Liandry's did, too...but then again, I'm a Brand player.

BakedLotion1 votes

{quoted}

BotRK has a minimum damage from its passive...it would be nice if Liandry's did, too...but then again, I'm a Brand player.

The passive doesn't have a minimum. The active does.

GroundRuleDouble1 votes

The passive does, too. It was in patch notes a few patches ago with the quote "Bet you didn't know it had a minimum."

Edit: Just looked it up. The passive has a minimum of 10 damage on BOTRK.

Sneak Dog1 votes

Didn't it have a minimum damage of 1? Even then, won't the game at some very tiny near-zero health amount round up, or will it make it 0? (Wait, health regen exists...)

Such interactions, why can't I test them myself conveniently. Heh.

Duke Anax1 votes

problem with that is, it's only 2% current health, that means at 24 health it will be 0,48 damage rounded down to 0.

With 10 health regen, Liandries will actually stop doing damage at 500 HP.

The passive is only good if you initiate the fight with a dot and don't have any burst.

Sneak Dog1 votes

League calculates further than whole numbers. You can survive with 0.1 health just fine. Though I'm not sure what it'll visually show in the hud, 0 or 1 health. However, 0.0003 might be rounded down to 0.

I do agree, the passive is only good so squishen up healthy enemies and to annoy warmogs users.

xBushx1 votes

{quoted}

It's impossible to kill someone with the burn.

I don't mean to be that guy to question the god of Balance. But I can assure you, you CAN in fact kill someone with the dot tick.

@Meddler...unless I am missing something because I have definitely killed with it.

ninjaIRL 1 votes

Here

It says current health, not total health therefore it recalculates the damage per tick.

GroundRuleDouble1 votes

Also, this actually does 1% every half second (so it checks every half second), despite what the description says.

More from Tips & Tricks

More by boosted frog