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Patch 7.1 Rundown: First Of The Year

It's the first patch of 2017 and to open up the year Riot brought key nerfs to some of the most popular champions such as Camille, Poppy, Lee Sin and Syndra as well as some love to AD Carries such as Draven, Kalista and Lucian.

In addition, big changes to jungle camps, reducing early experience during the first clear and shifting the experience from 4 camps into the raptor camp.

 

Check out the full changes below to get ready for the patch to hit live

 

 

Champions

 

Anivia
 

Clarity update and bug fix for Ultimate.

What's New:

Glacial Storm

  • Glacial Storm visually flashes when it becomes fully formed.
  • Glacial Storm now always takes 1.5 seconds to expand, rather than randomly between 1.5 and 1.75 seconds.

Camille

 

Nerfs to Base stats and Ultimate stun duration

What's New:

Base Stats

  • HP Growth lowered to 85 from 95.

Adaptive Defenses (Passive)

  • Shield duration reduced from 1.5/2/2.5 seconds to 1.5 seconds.

The Hextech Ultimatum (R)

  • Knockaway stun now only lasts until the target lands, rather than a 1-second fixed duration.

Draven
 

Added base damage to Q, now scales from bonus AD. W mana cost down.

What's New:

Spinning Axe (Q)

  • Now has Base Damage: 30/35/40/45/50
  • Ratio changed from 45/55/65/75/85% total attack damage to 65/75/85/95/105% bonus attack damage.

Blood Rush (W)

  • Mana Cost decreased from 40 mana at all ranks to 40/35/30/25/20 mana.

Kalista

 

Rend stacks while on cooldown and mana refund only requires 1 kill.

What's New:

Rend (E)

  • Basic attacks and Q - Pierce add a spear to enemies at all times instead of when Rend is off cooldown.
  • Mana refund granted if 1 unit is killed with Rend instead of 2.
  • Fixed an issue where Rend’s cooldown sometimes didn't reset when Rend killed a unit.

Karma
 

Mantra + W damage only ticks twice, Mantra + E shield weaker.

What's New:

Focused Resolve/Renewal (W/R+W)

  • Damage ticks at 0 seconds (when cast) and at 2 seconds (when cast ends) instead of 3 ticks (at 0, 1 and 2 seconds).
  • Total damage unchanged.

Defiance (W)

  • Mana Cost decreased from 40 mana at all ranks to 40/35/30/25/20 mana.

Kennen
 

Ultimate now does more damage at the end of duration, instead of beginning.

What's New:

Slicing Maelstrom (R)

  • Damage per bolt changed from 80/145/210 (+40% AP) to 40/75/110 (+20% AP).
  • Successive Strike Modifier changed from  100/75/50/50/50/50% damage on strikes 1-6 (per target) to 100/110/120/130/140/150% damage on strikes 1-6 (per target).
  • Total Damage changed from 300/543.75/787.5 (+150% AP) to 300/562.5/825 (+150% AP).

Lee Sin
 

Changes to E and Nerf to Ultimate.

What's New:

Tempest (E)

  • No longer reveals invisible targets.
  • Now only reveals targets damaged by Tempest (no longer reveals nearby allies of damaged targets).

Dragon's Rage (R)

  • Damage decreased from 200/400/600 to 150/300/450.

Lucian
 

 

Buffs to Passive and Q.

What's New:

Lightslinger (Passive)

  • Damage increased from 30/40/50/60% total AD (at levels 1/6/11/16) to 40/50/60% total AD (at levels 1/7/13).

Piercing Light (Q)

  • Damage increased from 80/110/140/170/200 to 80/115/150/185/220.

Poppy
 

Passive Shield Duration down, instant ultimate damage reduced.

What's New:

Iron Ambassador (Passive)

  • Shield Duration down from 5 seconds to 3 seconds.

Keeper's Verdict (R)

  • Snapcast (instant cast) Damage decreased from 200/300/400 (+90% bonus AD) to 100/150/200 (+45% bonus AD).

Ryze
 

Shield and movement
speed from Q nerfed.

What's New:

Overload (Q)

  • Shield Strength changed from 60-200 at levels 1-18 to  65-150 at levels 1-18.
  • Bonus Movement Speed decreased from  25/30/35/40/45/50% to 25/28/31/34/37/40%.

Shyvana
 

W no longer deals extra damage to monsters.

What's New:

Burnout (W)

  • No longer deals 20% bonus damage to monsters

Syndra
 

W damage and ratio down. W passive changed. Ultimate cooldown up at early ranks.

What's New:

Force of Will (W)

  • Damage decreased from 80/120/160/200/240 to 70/110/150/190/230.
  • Ability Power Ratio reduced from 80% AP to 70% AP.
  • Transcendent Bonus changed from 'Grabs up to 3 spheres' to 'Deals 20% bonus true damage'.

Unleashed Power (R)

  • Cooldown increased from 100/90/80 seconds to 120/100/80 seconds

Talon
 

Q heal up, Mana regen per level up.

What's New:

Base Stats

  • Mana Regen per level increased from 0.5 to 0.75

Blade's End (Passive)

  • Slightly bumped up brightness of passive particles

Noxian Diplomacy (Q)

  • Heal on kill increased from 15 + 2/lvl to 17 + 3/lvl


Items

 

 

Zz'Rot Portal

 
  • Void Gate Duration decreased from 150 seconds to 120 seconds
  • Cooldown decreased from 150 seconds to 120 seconds
  • Voidspawn structure damage increased from 5 per level (max 90) 20 per level (max 360)
  • Voidspawn health scaling removed
  • Voidspawn health decay increased from 10% current health every 0.25 seconds 20% current health every 0.25 seconds
  • Killing a voidspawn no longer increases your creep score
 
 

 

Jungle Changes


Murkwolf, Raptor, Krug, and Gromp camps grant 25% less experience on first clear (stacks additively with Ancient Krug’s 50% reduced experience on first clear)

 

Blue Sentinel

 
  • Blue Buff experience reduced from 210 XP to 200 XP

Red Brambleback

 
  • Red Buff experience reduced from 210 XP to 200 XP

Krugs

 
  • Krug experience reduced from 45 XP to 35 XP
  • Lesser Krugs experience reduced from 15 XP to 7 XP

Gromp

 
  • Gromp experience reduced from 210 XP to 200 XP

Raptors

 
  • Crimsom Raptor experience increased from 15 XP to 20 XP
  • Raptors experience increased from 15 XP to 35 XP
 

 

 

 

If you'd like to check the full changes, make sure to click here for the official Patch Notes

Skin Preview: Warwick Rework, Sewn Chaos, Ahri and LeBlanc Chromas

The PBE was updated and not only did it have the Warwick gameplay update, but also his updated skins as well as a few new skins with Sewn Chaos Amumu, Sewn Chaos Blitzcrank, Popstar Ahri Chromas, and Prestigious LeBlanc Chromas.

Click the previews below to check out the skins in full 3D!

 

Sewn Chaos Amumu
 

 

Sewn Chaos Blitzcrank
 

 

Warwick Rework
 



      

 

Popstar Ahri Chromas
 

     

 

Prestigious LeBlanc
 

    

 

 

Warwick's Rework: The Uncaged Wrath of Zaun

Riot has revealed their newest champion rework today: Warwick, The Uncaged Wrath of Zaun

The chains are broken! The beast is free!

With feet pounding down Zaun’s stone streets, Warwick’s prey flees in desperation. The scent of blood hangs in the air, guiding the beast to his quarry. All efforts to escape are in vain. In a flash of gore-soaked fur, Warwick strikes—and his target is dead in an instant. One vermin down, many more to go. 

Warwick is one of League's oldest champions and was always looked at as the go-to champion for jungling, given his relatively fast and healthy clear, with a mechanically simple kit.

With the update, Riot look to give the werewolf a few new tricks while keeping most of his identity intact. He will still be relatively easy to play but will have an easier time not getting kited and actually reaching his target without his ultimate.

Let's take a look at his kit and how he will play out.


 

Class-wise, Warwick is a fighter, and similarly to champions like Vi or Hecarim, he's a Diver, a subclass of fighters, here is the original definition from the subclass post:

Divers are the more mobile portion of the Fighter class. Divers excel at singling out high-priority targets to blitz toward, immediately forcing those targets (and their teammates) to deal with the diver’s presence. Divers are not as durable as the tanks or juggernauts of the world, but Divers can take their fair share of punishment while bringing enough damage to be a real kill threat if left unchecked.


Read on to check our analysis from our team here at LolKing as well as see his skins and abilities.

 

LolKing Analyzes
 

Warwick is a hunter that excels at chasing down injured targets. With 'Blood Hunt' he is able to speed up and catch to his targets and then stick onto them with 'Jaws of the Beast' and 'Infinite Duress'

Looking closer at Warwick's new ultimate, it's important to note two new features of the ability:

  • The leap scales with movement speed, so using Ghost on Warwick seems more attractive than it ever was.
     
  • Infinite Duress can be dodged and body-blocked, which means the ultimate is best used when you know that Flash or a champion's movement ability is on Cooldown and when a target is isolated so you can lunge toward the correct target. Surpressing that 3000 health tank won't do much for your team.

Finally, there's 'Primal Howl', giving Warwick extra lockdown once he's finally closed in on a target and is in melee range. Activation of the ability will allow Warwick to soak up more damage, a very much needed tool when diving turrets or through multiple enemies. Reactivation of the ability fears nearby enemies, allowing you to get some extra seconds of lockdown on preferred targets while also getting whoever is peeling for them out of the way.


Itemization wise, it's likely that Warwick will still build very similarly, focusing on on-hit damage items to complement his kit as his Passive gives his basic attacks bonus magic damage, attack speed against Blood Hunted targets and obviously his supression ultimate, that still fully applies on-hit effects during its duration.

With that in mind, expect him to still pick up Bloodrazor as his Jungle Enchantment as well as other items such as Blade of the Ruined King or Wit's End to amplify his kit's synergy with on-hit.

After that, it's likely that Warwick players will look to itemize for defensive stats that give extra passives to further amplify the strengths in his kit; Dead Man's Plate will grant a ton of Armor and Health while granting him extra Movement Speed to chase down targets while Spirit Visage will amplify the healing from Eternal Thirst and Infinite Duress while giving Cooldown Reduction, Magic Resistance and Health.

Finally, since Warwick's damage is still entirely single-target based, it's possible that players might pick up Tiamat, later upgrading it into Titanic Hydra for a good mix of damage and tank stats.

 

 

 

 

Abilities Preview
 

Passive: Eternal Thirst

Warwick’s basic attacks deal bonus magic damage. If Warwick is below half health, the bonus damage heals him for the same amount.

 

Q: Jaws of the Beast

Warwick lunges forward and bites his target, healing for some of the damage dealt. Holding down the key locks onto the target, causing Warwick to leap behind them.

W: Blood Hunt

Passive: Enemy champions with less than half health leave behind a global blood trail leading to them and are Blood Hunted. Warwick has increased attack speed against Blood Hunted targets and massively increased out-of-combat movement speed when moving toward them. These bonuses are tripled against enemies with very low health. 

Active: Briefly reveal blood trails leading to all champions in a large radius, even if they have full health. The nearest champion is then Blood Hunted. Blood Hunt’s active has a long cooldown, but cools down twice as fast while no enemies are being hunted.

 

E: Primal Howl

Warwick takes reduced damage for a short duration. At the end of the duration—or if activated again—Warwick howls, causing nearby enemies to flee in fear.

 

R: Infinite Duress

Warwick leaps in a direction and suppresses the first champion he collides with, dealing damage and applying on-hit effects throughout the duration. The leap's distance increases based on Warwick’s movement speed, and he heals for all damage he deals during Infinite Duress. Warwick is immune to crowd control effects during the leap.

 

 

 

 

Skin Previews

 

 

 

 

 

 

 

For more information, including video previews of Warwick's abilities, make sure to check out the Champion Update!

 

RP Survey Giveaway

As you guys probably know, LolKing exists as a free resource thanks to the ads on our website. Every few months we run surveys regarding market research here and it's that time again! This time we're asking LolKing users to help improve a game's user experience by answering these questions

 

We've ran a lot of these over the past months thanks to our generous sponsors.

   

As thanks for answering this survey, we'll be picking ten people who reply to our survey to win $20 RP cards:

         Click here to fill out the survey!   This giveaway will run until next Wednesday (01/11) at 11:59PM PDT. Ten winners will receive a $20 RP card. Any region LolKing supports can win. Thanks everyone for participating!      

The Current Issues With The ADC Role

Currently, the ADC role feels pretty rough to play. A heavy item dependency alongside the preponderance of being blown up in fights before being able to output damage contributes to a general feeling of helplessness for most of the game.

The reason we have been seeing Ziggs bot lane show up as a replacement to ADC’s (and even other mages, albeit to a much lesser degree) is because they’re more impactful early on. Not every game is going to drag out to 40 minutes, so players want to have that feeling that they’re useful and relevant from the get go.

 

So is this a case of the class being too weak, or other roles becoming progressively stronger and harder for ADC’s to deal with?

 

 

 



 

Preseason Changes

 

1. The changes to Armor Penetration (Introduction of Lethality)

 

Throughout the second half of season 6, the change to Black Cleaver gave Lucian access to an Armor Penetration oriented build. This allowed him to have stronger power spikes at 1 and 2 items at the cost of a slightly weaker full build. Other champions followed, with Miss Fortune going for a similar build and with players realizing that Youmuu's Ghostblade allowed champions such as Jhin or Draven to be relevant earlier.

While these early game oriented carries (particularly Lucian and Jhin) dominated the meta, there was still space for others going for crit builds, namely Caitlyn (and the very occasional Tristana/Jinx).

 

With flat armor penetration being weaker early on, alongside changes to Youmuu’s Ghostblade aimed at reducing the effectiveness of the item for ADC’s, Riot effectively killed penetration builds for the most part (Miss Fortune being the only user currently).

Nowadays, almost every ADC goes for crit heavy builds, which take significantly more time to 'come online'.

  • Most AD Carries want to stack up Critical Chance, which means multiple items.
  • They want an armor penetration item to be able to shred through tanks.
  • They want a defensive item such as Mercurial Scimitar, Maw of Malmortius or Guardian Angel.
  • They want lifesteal so they can sustain themselves in prolonged fights (even though Warlord’s Bloodlust helps on its own).

In essence we are looking at full builds here and sometimes it isn’t even possible to fit it all. If you want to go triple crit items to ensure you crit frequently enough, you run into the issue of having to sacrifice your lifesteal item (and thus relying solely on Warlord’s Bloodlust) or your defensive item.

 

2. Fervor of Battle Changes

 

Added to this, there was the rework to Fervor of Battle. In theory, this was a good change as extra Attack Damage is excellent for the class, especially because it can crit. However, reduced stack duration and the removal of ability stacking makes it extremely hard for a lot of AD Carries to stack up Fervor and use it effectively.

Instead, only a small niche of melee carries are able to effectively use (and abuse) the mastery.

 

3. The Introduction of Courage of the Colossus

 

Finally, the introduction of Courage of the Colossus. If tanks weren’t hard enough for AD Carries to deal with before 4-5 items, a gigantic shield that scales with maximum health and number of enemies close by definitely doesn't make things easier.

 

ADC vs Other Roles

 

Dealing with Tanks

 

This is probably the role interaction that has declined the most and it’s the one where you will find most of the playerbase discussing and complaining about, let’s have a look at why this interaction feels so unjust for ADC’s.

The summary is that aided by their items and just with base damages from abilities, tanks are able to kill ADC's extremely fast while still being extremely tanky and barely taking any damage before later stages of the game.

 

1. Ninja Tabi buffs

 

You might not remember this one, but Ninja Tabi was actually buffed during season 6.

“Right now there’s only one thing Ninja Tabi have in common with actual Ninja: you can’t see them anywhere. While Mercury Treads are purchased situationally against heavy magic damage, Ninja Tabi aren’t hitting the mark against physical damage right now, so we’re giving them a bump.”

Basic Attack Reduction 10% ⇒ 12%
 

This change came in after Patch 6.9, which was when Armor Penetration builds on AD Carries were flavor of the month. With the removal of Armor Penetration builds for AD Carries, a revert to this buff wouldn’t be uncalled for.


2. Tank Items with damage passives

 

The fact that a lot of tank items have passives allowing them to output extra damage is one of the problems that makes tanks so oppressive against squishier carries that have no extra resistances.

  • Sunfire Cape - Grants periodic magic damage to targets close to the user
  • Iceborn Gauntlet - Besides giving a good chunk of armor and utility, Iceborn Gauntlet includes a Sheen proc, allowing tanks to deal extra damage when locking down a target.
  • Dead Man’s Plate - The extra movement speed from the passive that is used to closed the gap is then discharged in the next basic attack, up to 100 on hit physical damage if at maximum stacks.

This trifecta of tank items is very commonly seen in tanks, they also all grant armor, making it extremely hard for AD Carries to kill them at this point.

 

3. Build Costs in the early/mid game
 

Another argument that can be made is that tank itemization is cheaper than an ADC’s itemization, they become too tanky for AD Carries to deal with too early, and unless an AD Carry is significantly ahead, he won't be able to kill the tank fast enough before late game.


At 3 items, this looks like a typical tank build. 9500 gold and a ton of health, resistances and cooldown reduction and also two damage passives.

AD carries this patch mostly look to stack up crit early on. Champions such as Caitlyn, Jinx and Tristana will usually have Infinity Edge with double Zeal items, a build that costs 9900g.

Lucian and Jhin on the other hand will usually go for both Infinity Edge and Essence Reaver. Build total is 10900 gold (10700 gold if Jhin goes for Boots of Swiftness).

This showcases another problem with ADC’s in the mid game and why they are so item dependant. You can argue that they could finish their Last Whisper upgrades earlier on, but then you will lack the Attack Damage and Attack Speed to back up the Armor Penetration purchased.

 

 

Dealing with Mages
 

Apart from Syndra consistently one shotting AD carries with her ultimate after missing all her skillshots, the interactions with mages are mostly fair, but there is one factor to point out that makes an ADC's life hell against mages.


Morellonomicon
 

Morellonomicon is the staple item in a mages build. It has almost everything. Ability Power, Mana, Cooldown Reduction and two extremely strong passives:

Unique: Kills and assists restore 20% of your maximum mana

Unique: Dealing magic damage to an enemy champion below 35% health inflicts Grievous Wounds to them for 8 seconds.


Let's focus on the second passive here.

Currently, most champions run Warlord’s Bloodlust and don’t get to finish a lifesteal item until much later into the game (if they even get one at all) because they need their Attack Damage, Crit and Attack Speed, their armor penetration item and depending on the match, a defensive item.

The way Warlord’s Bloodlust works is that it gives increasingly more lifesteal the lower health you are, capping at 20% Lifesteal at 80% missing health.

If an ADC is missing 65% of their health or more, chances are you they won’t be getting 15-20% lifesteal. They will only be getting 60% of that. 8 seconds is a lot of time in League of Legends, and once an ADC is debuffed, it’s unlikely the teamfight will last long enough for the debuff to wear out so he can heal back up.

 

Dealing with Bruisers/Fighters

 

This class has always given ADC’s trouble and season 7 is no different. They usually purchase one or two offensive items and then go for tank stats, making them hard for ADC’s to kill while still being able to output enough damage to quickly dispatch a target that has little defensive itemization.

There isn’t much to add here as this is recurrent from past seasons, but the introduction of Courage of the Colossus has allowed certain picks such as Vi and Hecarim to be even more effective at what they do:

Going in recklessly to kill a target (or multiple targets) and being able to survive long enough to do so.

 

 

 

Summoner's Rift

 

Unfortunately for ADC's, even the way the map is set up doesn't favor bot lane.

Back in Patch 6.15, the introduction of the First Blood Turret alongside the removal of fortification of bot lane towers means the game is going to be centered around the bottom half of the map more often than not. The best way to get this first blood is in bot lane, so roaming and ganking that lane is incentivized.

In addition, Dragon has a lot of relevance in the early stages, and killing the enemy bot lane means you can move to Dragon and pick up extra buffs for your team. In contrast, while Rift Herald is good, the reward isn't nearly as high as getting Dragon buffs, so there isn't as much of a reason to play towards your top lane, unless you have a carry matchup that can snowball, split push and take over the game.

 

 

Conclusion

 

The problem with the ADC role was already present in Season 6. At the time Fervor of Battle was stronger and Courage of the Colossus didn't exist, but crit based AD carries would still struggle to take down tanks before reaching late game.

The armor penetration builds were huge at the time they were popularized because they allowed ADC’s to shred through fighters, bruisers and tanks in the early/mid game stages and take them down.

The preseason changes were the final nail in the coffin and in conjunction with past changes from Season 6, it has snowballed into a situation where the role feels weaker than it has been for a long time (if it has ever been this weak).
 

For an Attack Damage Carry, Mages, Tanks and Bruisers all feel overbearing to deal with currently, and to fix the issue and make the role more rewarding to play it will probably require fine tuning on both sides.

 

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