Champions
Aatrox
Base health decreased. Q base damage decreased. E recharge rate decreased early, increased later. R bonus attack damage increased. Q timer freezes while reviving.
Now that Aatrox players have gotten some games under their belt and mastered his pretty unique spells, it turns out he's pretty strong, especially in lane. We're pulling some of his early game power in exchange for some more late-game consistency.
General
NEWBANNER OF....In addition to switching Aatrox's sword stance, toggling CTRL+5 now unfurls banner-style wings
Base Stats
HEALTH610 ⇒ 580
Q - The Darkin Blade
BASE DAMAGE20/35/50/65/80 ⇒ 10/25/40/55/70
Q2 DAMAGE125% of Q1 damage (unchanged)
Q3 DAMAGE150% of Q1 damage (unchanged)
SWEET SPOT DAMAGE150% of Q1, Q2, or Q3 damage (unchanged)
DAMAGE TO MINIONS65-100% (at levels 1-18) of base damage ⇒ 50-100% (at levels 1-18) of base damage
E - Umbral Dash
RECHARGE RATE20/18/16/14/12 seconds ⇒ 24/20/16/12/8 seconds
R - World Ender
BONUS ATTACK DAMAGE20% total attack damage ⇒ 20/22.5/25% total attack damage
NEWPAUSING THE APOCALYPSEQ's recast timer is now frozen while reviving
Mid-Patch 8.13 Updates
These changes went live partway through 8.13.
Q1 LENGTH625 ⇒ 650
Q1 WIDTH175 ⇒ 200
Q2 LENGTH500 ⇒ 525 (sweet spot size unchanged)
Fizz
W no longer deals bonus damage against primed targets. W base damage increased. W now grants on-hit damage if empowered attack does not kill its target.
The mark-priming mechanic on Fizz's W was unsatisfying, asking players to hold one of their damage tools until later. As an assassin, his role is to lay down damage quickly and get out, which made that wait feel particularly awkward. We're removing the priming mechanic, and bringing back an on-hit buff on the active, but keeping the cooldown reset on kills. The new W still does damage over a longer period of time, but more of that damage is front-loaded so Fizz players can more quickly make like a trident and stab.
UPDATEDW - Seastone Trident
Fizz's next basic attack deals bonus damage. If it kills a unit, W's cooldown and mana cost are partially refunded. If it doesn't, Fizz's subsequent basic attacks are empowered for 5 seconds.
EMPOWERED ATTACK DAMAGE20/30/40/50/60 (+0.4 ability power) ⇒40/50/60/70/80 (+0.4 ability power)
ATTACK RESET?Yes (unchanged)
COOLDOWN10/9.5/9/8.5/8 seconds ⇒ 7/6.5/6/5.5/5 seconds
COST30/40/50/60/70 mana (unchanged)
REFUND ON KILLW's cooldown resets to 1 second and Fizz is refunded20/28/36/42/50 mana ⇒ 20/28/36/44/52 mana
DAMAGE BUFF ON NON-KILL10/15/20/25/30 (+0.3 ability power) on-hit damage for 5 seconds
PASSIVE BLEED20/30/40/50/60 (+0.4 ability power) over 3 seconds (unchanged)
LESS STABBYW's passive bleed no longer applies to targets Fizz passes through during Q's dash or to targets hit by R's fish or shark
Jinx
Base health increased. Health growth decreased.
Part of the reason marksmen (notably the immobile, late-scaling ones) are struggling is low lane durability against the new aggressive champions they face.
Base Stats
HEALTH531 ⇒ 581
HEALTH GROWTH88 ⇒ 84
Karma
Base mana regen increased; growth decreased. Base armor increased; Q splash radius increased. Empowered detonation damage decreased at early ranks.
Support Karma is struggling hard at most skill levels, but at this point a straight buff might push her too high up in organized play. We're upping her baseline spellcasting and durability, but pulling back some of her waveclear to keep her from becoming overbearing at the highest levels of play.
Base stats
MANA REGEN8.5 mana per 5 seconds ⇒ 11.5 mana per 5 seconds
MANA REGEN GROWTH0.8 mana per 5 seconds ⇒ 0.5 mana per 5 seconds
BASE ARMOR20.4 ⇒ 26
Q - Inner Flame
SPLASH RADIUS250 ⇒ 280
SOULFLARE DETONATION DAMAGE50/150/250/350 (at Mantra levels 1/2/3/4) ⇒ 35/140/245/350 (at Mantra levels 1/2/3/4)
Sion
Q base damage and damage ratio increased at later ranks.
Sion's last round of nerfs was necessary while Banner of Command was the top pick for top laners. Now that the item has been removed from the game, he's landing on the weak side.
Q - Decimating Smash
BASE DAMAGE30/47.5/65/82.5/100 ⇒ 30/50/70/90/110
DAMAGE RATIO0.45/0.50/0.55/0.6/0.65 total attack damage ⇒0.45/0.525/0.6/0.675/0.75 total attack damage
Twitch
Base health increased. Health growth decreased.
Part of the reason marksmen (notably the immobile, late-scaling ones) are struggling is low lane durability against the new aggressive champions they face.
Base Stats
HEALTH542 ⇒ 582
HEALTH GROWTH87 ⇒ 84
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