Ryze is amongst the League's oldest champions and if you've played for a long time you probably know that it's not the first time the Rune Mage is reworked. After a huge set of adjustments trying to fix a very problematic champion, Riot is reworking him once more and his update is now on the PBE to test out!
Read on to check our analysis from our team here at LolKing as well as see his skins and abilities.
Ryze is all about combos and with the rework, Riot wanted to keep that as part of his identity, giving him more versatility with combos in laning, skirmishes and teamfights. Overall he's still going to be the mana stacking blue champion that we all know so well, but without his old passive and ultimate his power will no longer revolve around those windows of time where he can stack them up and burst an enemy down where he stands.
The centerpiece of his new kit is his E, Spell Flux. While it retains similarity to the old version, starting combos will always be done with this skill, as it unlocks bonus effects on his 3 basic skills, which you can check below on the ability preview.
Q, Overload, is the same line skillshot that we had in the last rework, however, now Ryze can gain the shield that his passive used to give and the movement speed the old ultimate used to give. There's a catch though, in order to get this buff you need to fully charge a rune and to fully charge a rune you need to cast two spells that are not Overload to get the empowered Overload that will buff you up so much.
His W, Runic Prison is the ability that is completely unchanged from the last rework, it remains as a simple point and click Root, but its duration can be increased if Spell Flux precedes it.
Lastly, his ultimate Realm Warp is similar to Twisted Fate's Destiny/Gate albeit its range being much lower. Ryze opens a portal to a short distance and after a short delay all allied units are warped to the target location.
This ability is not about teleporting from one lane to another as the range is too low, instead its use will be mostly for escaping or simply instantly finding a flank in a teamfight. The ability to reposition himself and his team in the middle of a fight can be huge and swing fights in your favor, but it will take great practice and careful decision making in order to use it correctly.
As a side note, it's important to mention that it teleports any allied unit, meaning you can teleport minions with you. If in some situation this might just look like a needless addition, when the waves are crashing into the enemy base or still inside your own, where the distance between lanes is smaller, Ryze can simply teleport minions from one lane to another and immediately siege in another lane instead.
So in essence, the Rune Mage can even teleport some of those nasty siege minions from one lane to another so you can focus on the lane that still has inhibitors up with a stronger wave.
Passive: Arcane Mastery
Passive: Casting Ryze's other spells resets the cooldown of Overload and begins charging a Rune. Cast another spell (not Overload) within this window to fully charge the Rune, or cast Overload to cancel the charge.
Active: Fire a runic blast in a direction, dealing magic damage to the first enemy struck. If Ryze has a Rune fully charged when he casts Overload, he is shielded and gains a temporary movespeed boost.
W: Rune Prison
Instantly root a target and deal magic damage.
E: Spell Flux
Deal magic damage to a target and marks it with Flux. Ryze's next spell on targets marked with Flux will deal bonus effects:
R: Realm Warp
Open a portal to a location a short distance away. A couple of seconds later, all allied units within the portal's sphere are warped to the target location.
For more information, including video previews of Ryze's abilities, make sure to check out the Champion Reveal!
Despite not being amongst the oldest champions, Skarner is one of the best examples of a champion who has always been a problem in Riot's eyes and has been reworked and changed several times. He was champion release number 81 and was released on the 9th of August 2011.
It's now season 6 and we are on Skarner's fourth iteration and after so many changes it seems that Riot still doesn't know if this will be the final version of The Crystal Vanguard.
Throughout hundreds of balance changes and multiple reworks, let's take a look at where Skarner started and where he is now:
While most of the abilities on his kit retained their visuals, the abilities have been tweaked around multiple times.
Skarner's initial release made him a very binary champion. His passive incentivized power farming to reduce his ultimate's cooldown and his Q had a powerful slow attached. The problem was that he was either feast or famine. If ahead, he could close in on targets and perma slow them, if kited successfully, he would be essentially useless.
Season 4 - Patch 4.2
On Patch 4.2 Skarner's first rework was finally introduced. The attack speed buff was moved to Crystal Slash and the Slow moved to Fracture. This was Riot's first attempt at rebalancing the Crystal Vanguard's kit, where one of his skills was overloaded and the other virtually useless.
With this rework, Riot aimed to:
Season 4 - Patch 4.10
Ultimately, the first rework wasn't successful and Riot quickly addressed it in the same season.
With these changes, Riot intended to "give him a stronger identity without bringing back his old gameplay issues" meaning to make him closer to a crowd control focused champion instead of a duelist.
The big change in this patch was obviously the introduction of a new passive for Skarner.
Eventually on Patch 5.16 Skarner was reworked once more, being part of the Juggernaut update. When released he was amongst the highest win rates and an extremely oppressive champion once more, but he was quickly adjusted to reduce how oppressive he was.
At the season 5 World Championship he was seen seldomly seen and was quickly disregarded as a viable meta pick for Competitive play.
Currently, he's amongst the top win rates in ranked and while only Clearlove from Edward Gaming had the audacity of picking him in pro play, he still remains as a strong champion in the right hands. If you are inspired by his past and want to get in some games with the current Skarner, head on over to our guides and learn what you need to master The Crystal Vanguard.
Welcome to LolKing's League Tips!
Each week we’ll be giving you a tip that you can use in your games to have an edge over your opponent.
Last time we looked at some tips to help you as a jungler and the week before at how to roam from the support position
Today we are looking at the basics behind wave manipulation. It's important to understand how minion waves work to be able to manipulate waves in your favor. In this video we look at how to freeze a minion wave and its benefits, how to break an enemy freeze and how to reset a minion wave.
Watch the video below to learn more about the basics of Wave Manipulation
Be sure to subscribe to LolKing's YouTube channel for upcoming stat videos, and other League of Legends coverage!
Jungle Enchantments have been a part of League of Legends since pre-season 5 and for the jungler.
For a jungler, the enchant defines what type of jungler they are and what role they’ll fit in a team as some junglers are viable with more than one enchant.
Most junglers get their enchants right away, as a first item, but what about delaying the purchase? How viable is this?
Patch 6.9 - Changes to jungle experience
Prior to patch 6.9, both Hunter’s Machete and Hunter’s Talisman gave bonus 15 experience per each large monster killed. With this in mind, most junglers picked up both jungle items early on to get the maximum experience out of the jungle and keep up with the solo lanes.
With 6.9 came the changes to jungle experience.
Patch 6.9 changes:
- Hunter’s Machete and Hunter’s Talisman grant 15 ⇒ 50 bonus experience on large monster kill
- Stalker’s Blade, Skirmisher’s Sabre, and Tracker’s Knife grant 30 ⇒ 50 bonus experience on large monster kill
With these changes in mind, you no longer need both items to get extra experience off of camps.
In the LCS and all other leagues around the world, this small change quickly showed adaptation from players, grabbing their Bami’s Cinders and Caulfield's Warhammers before grabbing their second jungle item component.
But what about going one step further and skipping the jungle enchant entire, even if temporarily?
The idea here is simple. Rod of Ages is a fantastic item on Gragas as he gets to itemize for health and simultaneously grab ability power for his four skills that all have relatively good ratios. This means he can effectively build a mixed item that gives him some defensive stats and also bolsters his damage and clearing.
Gragas isn’t a jungler that relies on auto attacks to clear, he can clear extremely fast if he can use spells often. With Rod of Ages, he gets exactly this. The flat mana makes quite the difference and using spells means he can heal back up, so he can sustain himself even better inside the jungle.
Picking up the Rod of Ages early on means it can start stacking immediately, whereas picking it up second would mean much later scaling, which is often not an option in professional play. Most players would never grab a Rod of Ages second because it’s so late into the match and 10 full minutes are needed to stack it up.
As you can see, Catalyst gives slightly less Health, but grants the much needed 300 Mana from Gragas, not to mention the Eternity passive, constantly fueling Gragas’ sustain in health while he jungles and mana pool when in combat.
One can argue that Bami’s Cinder has strong AoE damage to help clear jungle monsters, but as mentioned before, Gragas doesn’t really need it, he already clears very fast if he can keep using spells.
The advantages of delaying an enchantment
There are two other advantages behind delaying an enchantment:
First off and for Cinderhulk users, delaying the enchantment means you’ll get more out of the purchase later on. Cinderhulk is a bit like Deathcap, the more HP you have, the more efficient it is, so rushing it early won’t give you as much of a benefit as it would to purchase it as a second or third item.
Secondly, delaying your enchantment lets you chose. If you are playing a jungler who can use more than one enchantmentthen delaying it just means you will have a better idea of which to pick up when you decide to do it.
Who can do this?
It’s important to preface this by saying that this is mostly applicable for Cinderhulk junglers than anyone else as Warrior is an extremely strong purchase and most Runic Echoes users buy the item to enhance clearing and damage without running out of mana.
That said, let’s have a look at some junglers who could delay their enchantments until later into the game.
AP Tanky junglers - Sejuani, Gragas, Amumu
These subset of champions usually chooses between going for Cinderhulk and Runic Echoes, depending on playstyle and the role they want to have in a team.
For all of these, grabbing a Rod of Ages can mean a healthy balance between offensive stats and defensive stats. Alternatively, rushing defensive items such as Locket of the Iron Solari can also work. For the Sad Mummy, an early Rylai’s Crystal Scepter could also be an option.
Other Tank Junglers - Volibear, Olaf, Rek’sai
Other tank junglers have a lot of defensive options they can pick up instead of getting the enchantment. These three junglers all have very good clears with abilities and don’t need to rely on the AoE from Bami’s Cinder to clear camps.
Instead, going for items to cover their weaknesses in ganking and skirmishing could be more helpful. Dead Man’s Plate can help them close the gap, Sterak’s Gage or Titanic Hydra are good offensive options with the health component from Jaurim's Fist and even Righteous Glory has a strong active that can be terrifying on Olaf or Volibear.
Bloodrazor Junglers - Kindred, Warwick, Master Yi
Currently, the standout Bloodrazor jungler in competitive is Kindred, but many other options such as Master Yi, Warwirck, Xin Zhao and Jax also build Bloodrazor in ranked games across all divisions.
While attack speed is a key factor for these champions to both clear camps and fight, the percentage maximum health physical damage component only really kicks in from mid game onwards, when champions have finally itemized for health items and naturally have more health from levels they have acquired.
That said, while it might seem that Bloodrazor is just a 50% attack speed item and other stats are more important, the extra damage also applies to monsters, making it extremely strong for clearing.
Overall and especially for Cinderhulk Junglers it can be worth to delay the jungle enchantment purchase in favor of a stronger early game item, either to bolster defensive stats or grab an item that shores up a champion's weakness.
As mentioned before, Cinderhulk is a more efficient buy later on, when the bonus health given is more relevant.
Some champions have kits or designs that make them incredibly difficult to balance while still having healthy gameplay. Let's take a look at 5 of the worst offenders:Be sure to subscribe to LolKing's YouTube channel for upcoming stat videos, and other League of Legends coverage!
Even today you can hop into the League of Legends shop and pick up the Collector's Pack. You'll get the Goth Annie skin with your purchase, but if you had picked up a physical copy or pre-ordered the pack, there were alternative skins to get your hands on. Now these skins are unacquirable, and are incredibly rare sights to see in game.
This is definitely one of the rarest skins in the game, requiring players to pre-order the Digital Collector's Pack. It's easy to see what a huge game League is now, but back in the day it was much smaller, and dropping money on a pre-order of content in a free to play game would have seemed like a gamble.
If Black Alistar doesn't seem rare enough, Human Ryze was acquired in a similar way but the preorder was instead for the physical retail copy of the Collector's Pack. Not only did you have to have the faith to pre-order content, but you had to dedicate to a physical boxed copy as well.
Even if you didn't pre-order the physical copy, it included a copy of Silver Kayle. This meant that if you were able to track down a physical copy of the game, you were able to acquire this one for quite a bit longer, although that was no easy task. Once Riot disabled old skin codes, any hope of finding some lost unused copy of this skin went away.