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6.9 is live! Here's our guide to champion changes and item changes.
Lucian The Purifier

At a glance:

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    Patch 6.9 Item Changes

    Patch 6.9 is live and with it come a host of item changes. WIth the large Mid Season Mage Update we expected a lot of changes to Ability Power itemization, and those changes are certainly here, but there are also a wide variety of items that were also changed in this patch. 

    While this is a good way to quickly view the item changes, we also did an in-depth look at Rageblade and Bloodrazer, so be sure to check that out.

    We also have the in-depth looks at both the major mage updates and the minor ones.

    And of course there is our look at the full list of champion changes.

     

    Tear of the Goddess

    • Mana Regeneration removed
    • Refunds 15% of mana spent

    Catalyst of Aeons

    • Cost reduced to 1100 from 1200
    • Eternity Unique Passive - 15% of damage taken from champions is gained as mana. Spending mana restores 20% of mana spent as health, up to 15 per cast (toggle spells heal for up to 15 per second).

    Chalice of Harmony

    • Cost lowered from 1000 to 900
    • No longer restores 2% of missing mana every 5 seconds
    • Grants 100% base health regen per 5 seconds if your current health percentage is lower than your current mana percentage. Grants 100% base mana regen per 5 seconds if your current mana percentage is lower than your current health percentage.

    Lost Chapter

    • Cost 900g (Amplifying Tome + Sapphire Crystal + 115g)
    • +25AP, +300 Mana
    • Mana Influsion Unique Passive - Restores 20% of your maximum mana over 3 seconds upon leveling up

    Fiendish Codex

    • Total cost from 800 to 900
    • Combine cost from 365 to 465
    • AP from 25 to 30

    Will of the Ancients

    • Removed from game.

    Rod of Ages

    • Cost from 3000 to 2600 (Catalyst + Blasting Wand + 450g)
    • AP from 80 to 60
    • Mana from 400 to 300
    • Mana per stack from 40 to 10
    • Eternity: Unique Passive 15% of damage taken from champions is gained as mana. Spending mana restores 25% of mana spent as health, up to 25 per cast (toggle spells heal for up to 25 per second).

    Morellonomicon

    • Cost from 2400 to 2900 (Lost Chapter + Fiendish Codex + Amplifying Tome + 665 gold)
    • AP from 80 to 100
    • +400 Mana
    • Mana regen removed
    • Kills and assists restore 20% of your maximum mana
    • 20% cooldown reduction is now Unique
    • Grevious Wounds on targets 35% health down from 40%
    • Grevious Wounds duration up to 8 seconds from 5 seconds

    Athene's Unholy Grail

    • Cost from 2700 to 2250 (Chalice of Harmony + Fiendish Codex + 450 gold)
    • AP from 60 to 40
    • Mana regen from 100% to 75%
    • No longer restores mana on kill or assist
    • Aching Blood: Unique Passive - 20% of pre-mitigation damage you deal to champions is gained as Blood Charges, up to a cap of 100-250 (at levels 1-18). Healing or shielding an ally consumes your current Blood Charges to heal that ally.
    • Harmony: Grants 100% base health regen per 5 seconds if your current health percentage is lower than your current mana percentage. Grants 100% base mana regen per 5 seconds if your current mana percentage is lower than your current health percentage.

    Archangel's Staff

    • No longer grants mana regen
    • Refunds 25% of mana spent

    Manamune

    • No longer grants mana regen
    • Refunds 15% of mana spent

    Abyssal Scepter

    • Cost from 2350 to 2750 (Fiendish Codex + Negatron Cloak + Amplifying Tome + 695 gold)
    • AP from 70 to 60
    • MR from 50 to 60
    • +10% CDR
    • MR aura from 20 to 10-25 (at levels 1-18)
    • Aura no longer applies to minions

    Zhonya's Hourglass

    • Cost 3500 to 2900 (Seeker’s Armguard + Fiendish Codex + 800 gold)
    • AP from 100 to 70
    • +10% CDR
    • Active cooldown from 90 seconds to 120 seconds

    Hextech Revolver

    • Cost from 1200 to 1050
    • No longer grants Spell Vamp
    • Magic Bolt: Unique Passive - Damaging an enemy champion with a basic attack shocks them for 75-150 (at levels 1-18) bonus magic damage. (40 second cooldown, shared with other Hextech items.)

    Hextech GLP-800

    • Cost 3000 (Hextech Revolver + Catalyst of Aeons + 850 gold)
    • 80 AP, 300 HP, 400 Mana
    • Eternity: Unique Passive - 15% of damage taken from champions is gained as Mana. Spending mana restores 25% of mana spent as Health, up to 25 health per cast (Toggle spells heal for up to 25 per second).
    • Frost Bolt: Unique Active - Fires a spray of icy bolts that explode, dealing 100-200(+35% Ability Power) magic damage (at levels 1-18). Enemies hit are slowed by 65%, decaying over 0.5 seconds. (40 second cooldown, shared with other Hextech items.)

    Hextech Protobelt-01

    • Cost 2500 (Hextech Revolver + Kindlegem + 650 gold)
    • 60 AP, 300 HP, 10% CDR
    • Fire Bolt: Unique Active - Dash forward and unleash a nova of fire bolts that deal 75-150(+35% Ability Power) magic damage (at levels 1-18). Enemies hit by multiple fire bolts take 20% damage from additional bolts. (40 second cooldown, shared with other Hextech items.)

    Hextech Gunblade

    • Lightning Bolt: Unique Active -  Instantly deals 250(+30% Ability Power) magic damage to target champion and slows them for 40% for 2 seconds. (40 second cooldown, shared with other Hextech items.)

    Boot Enchantments
     

    • Removed from game.

    Enchantment: Devourer

    • Removed from game.

    Enchantment: Bloodrazor

    • Cost 2625 (Tier 2 Jungle Item + Recurve Bow + 625 gold)
    • 40% Attack Speed
    • Bloodrazor: Unique Passive - Basic attacks deal 3% of the target's maximum health as bonus physical damage (maximum 75 damage vs minions and monsters)

    Guinsoo's Rageblade

    • Cost from 2800 to 3600 (Blasting Wand + Pickaxe + Recurve Bow + 875 gold)
    • 35 AD, 50 AP, 15 magic damage on-hit
    • Basic attacks grand +8% attack speed, +3 attack damage, and +4 ability power for 5 second (this effect stacks, granting Guinsoo’s Rage at max stacks)
    • Max stacks reduced from 8 to 6
    • No longer gives 2 stacks for melee champions
    • No longer deals AoE damage on-hit during Guinsoo's Rage
    • During Guinsoo’s Rage, every other basic attack will trigger on-hit effects an additional time

    The Black Cleaver

    • Cost from 3500 to 3100
    • AD from 55 to 50

    Spectre's Cowl

    • Cost from 1100 to 1200
    • HP from 200 to 250
    • MR from 35 to 30

    Banshee's Veil

    • Cost from 2900 to 2450 (Spectre’s Cowl + Negatron Cloak + 530 gold)
    • HP from 500 to 300

    Spirit Visage

    • MR from 70 to 55
    • Health regen from 150% to 200%
    • Passive healing increase from 20% to 25%

    Guardian Angel

    • Cost from 2700 to 2400
    • MR from 60 to 45

    QSS/Mercurial Scimitar

    • The actives of Quicksilver Sash and Mercurial Scimitar now only remove crowd control debuffs

    Hexdrinker/Maw of Malmortius/Sterak's Gage

    • Now all classified as Lifeline effects, triggering one will place all on cooldown. Sterak's and Maw will grant both when either is triggered

    Bami's Cinder

    • HP from 300 to 280

    Sunfire Cape

    • Cost from 2700 to 2900

    Enchantment: Cinderhulk

    • Immolate damage from 15 + 0.6 per level to 7 + 2 per level

    Vision Ward

    • Base health from 5 to 4
    • Regens 1 health every 3 seconds after 5 seconds out of combat

    Farsight Alteration

    • Cooldown from 90-60 seconds (at levels 9-18) to 148-99 seconds (at levels 9-18)

    Righteous Glory

    • Cost from 2600 to 2500
    • Eternity: Unique Passive - 15% of damage taken from champions is gained as Mana. Spending mana restores 25% of mana spent as Health, up to 25 health per cast (Toggle spells heal for up to 25 per second).
    • Active no longer speeds up applies
    • Movement speed from 60% to 75%
    • Duration from 3 seconds to 4 seconds
    • Slow from 80% to 75%
    • Slow duration from 1 second to 2 seconds

    Warmog's Armor

    • Health from 850 to 800
    • +10% CDR

    Relic Shield

    • Charge cooldown from 60 seconds to 40 seconds
    • Healing per charge from 40 health to 20 health

    Targon's Brace

    • Healing per charge from 50 health to 40 health

    Frostfang & Frost Queen's Claim

    • Mana regen from 100% to 75%

    Mikael’s Crucible

    • Base mana regen from 100% to 150%
    • No longer restores 2% of missing mana every 5 seconds.
    • Harmony: Grants 100% base health regen per 5 seconds if your current health percentage is lower than your current mana percentage. Grants 100% base mana regen per 5 seconds if your current mana percentage is lower than your current health percentage.
     

    Patch 6.9 Mid Year Mage Minor Updates

    We previously covered the champions overhauled in the Mid Year Mage Update, but there is another bunch of mages who got a host of tweaks and changes bringing them into the category of minor updates. Below you can check out all their changes. If they have particularly dramatic looking changes we included a clip of them in action. Any skill that doesn't have a "What's New" section is unchanged from live.

     

    Anivia

     

     

    Abilities Preview
     

    Passive: Rebirth

    Upon taking fatal damage, Anivia transforms into an egg with 100% of her maximum health for 6 seconds, during which she cannot act. While in her egg form, Anivia's armor and magic resistance are modified by -40 / -25 / -10 / 5 / 20. If the egg survives, Anivia is reborn as a cryophoenix with her egg's remaining health.

     

    Q: Flash Frost

    A massive chunk of ice flies toward target location, dealing 60/85/110/135/160 (+40% Ability Power) magic damage and chilling targets, slowing their Movement Speed by 20/30/40% (Based on rank of R - Glacial Storm). At the end of its range or if Anivia activates the spell again, the missile detonates, doing 60/85/110/135/160 (+40% Ability Power) magic damage in a small area and stunning units for 1.1/1.2/1.3/1.4/1.5 second(s).

    What's New:

    Ratios and damage lowered a bit, slow now scales with ranks in ultimate, and the stun time increases with ranks.

     

    W: Crystallize

    Anivia summons an impassable wall of ice 400/500/600/700/800 units wide, blocking all movement. The wall lasts for 5 seconds before it melts.

     

    E: Frostbite

    Anivia blasts her target with a freezing wind, dealing 55/85/115/145/175 (+50% Ability Power) magic damage. If the target has been slowed by Flash Frost or Glacial Storm, they take double damage.

    What's New:

    Missle speed increased from 1200 to 1600.

    Cast range changed from 650 using hitbox centers to 600 using hitbox edges.

     

    R: Glacial Storm

    Toggle: Anivia calls forth a driving rain of ice and hail, dealing 80/120/160 (+25% Ability Power) magic damage per second and chilling targets, slowing their Movement Speed by 20/30/40%. Drains 40/50/60 Mana per second.

    What's New:

    Cast range increased from 625 to 685.

    Radius begins at 150 and expands to 400 over 3 seconds.

    At maximum size, Glacial Storm's damage, chill duration, and slow are increased by 50%.

    Attack Speed Slow Removed

     

     

    Annie

     

     

    Abilities Preview

     

    Passive: Pyromania

    After casting 4 spells, Annie's next offensive spell will stun the target for a short duration.

    What's New:

    Pyromania stacks are now displayed under Annie’s health bar.

     

    Q: Disintegrate

    Deals 80/115/150/185/220 (+80% Ability Power) magic damage. Mana cost and half the cooldown are refunded if Disintegrate kills the target.

     

    W: Incinerate

    Casts a cone of fire dealing 70/115/160/205/250 (+85% Ability Power) magic damage to all enemies in the area.

    What's New:

    Range increased from 560 to 625.

     

    E: Molten Shield

    Reduces damage taken by 16/22/28/34/40%. Deals 30/45/60/75/90 (+30% Ability Power) magic damage to enemies who attack Annie with basic attacks.

    What's New:

    Duration halved.

    Damage on being attacked increased.

    Gives flat damage reduction instead of resistances.

    No longer speeds up Tibbers.

    R: Tibbers

    Tibbers appears in a burst of flame dealing 150/275/400 (+65% Ability Power) magic damage to enemies in the target area.For the next 45 seconds, Tibbers chases down enemies and deals 10/15/20 (+10% Ability Power) magic damage each second to nearby foes. If Annie casts Molten Shield while Tibbers is active he will receive the shield.Tibbers can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.
     

    What's New:
     

    Tibbers enrages on summon, using pyromania on an enemy champion, and Annie's death, ignoring unit collision and gaining 275% bonus attack speed and 100% bonus movement speed (decaying over 3 seconds). Annie's death will also cause him to regen 50% of his HP and target her killer unless  they are too far away in which case he will focus the lowest health champion.

    Tibbers gained (+15% AP) ratio on his attacks.

    Damage and ratio of initial cast lowered.

     

     

    Fiddlesticks

     

     

    Abilities Preview
     

    Passive: Dread

    This ability was completely reworked.

    What's New:

    Fiddlesticks gains Dread after not moving for 1.5 seconds. Immobilizing crowd control resets this timer. If Fiddlesticks has Dread, moving causes him to gain bonus movement speed.

    Duration: 1.5 seconds

    Movement Speed: 25/30/35/40% (at levels 1/6/11/16)

     

    Q: Terrify

    Strikes a target enemy unit with fear, applying Dread and causing it to flee in terror for 1.25/1.5/1.75/2/2.25 seconds.

    What's New:

    Range reduced from 575 to 525.

     

    W: Drain

    Deals 60/90/120/150/180 (+45% Ability Power) magic damage each second to target unit and heals Fiddlesticks for 60/65/70/75/80% of the damage dealt. Lasts up to 5 seconds.   What's New:

    Cooldown lowered from 10/9/8/7/6 seconds to 4/3.75/3.5/3 seconds, but the cooldown only begins at the end of Drain's channel.

     

    E: Dark Wind

    Fires a missile at the targeted enemy that deals 65/85/105/125/145 (+45% Ability Power) magic damage and silences for 1.25 seconds before bouncing to a new target (deals 150% damage to minions and monsters). Dark Wind can bounce up to7 times and will prioritize Drain targets. Targets can be hit multiple times but will only be silenced once.

    What's New:

    Bounces up from 5 to 7.

    Prioritizes Drain targets.

     

    R: Crowstorm

    A murder of crows flock wildly around Fiddlesticks for 5 seconds, dealing 125/225/325 (+45% Ability Power) magic damage each second to all enemy units in the area. This has a 1.5 second channel duration and teleports Fiddlesticks to target location.

    What's New:

    Will cast at maximum range if cast out of range.

    Now uses the ‘On My Way!’ Ping.

     

     

    Kennen

     

     

    Abilities Preview
     

    Passive: Mark of the Storm

    Kennen's abilities add a Mark of the Storm to enemies hit for 6 seconds. Upon receiving 3 Marks of the Storm, an opponent is stunned for 1.25 seconds and Kennen gains 25 Energy.

    The stun has a diminished effect if it occurs again within 6 seconds.

    What's New:

    Mark duration down from 6.25 seconds to 6 seconds.

    Reduced stun duration time window from 7 seconds to 6 seconds.

    Addition stun duration from 0.6 seconds to 0.5 seconds.

     

    Q: Thundering Shuriken

    Throws a shuriken that deals 75/115/155/195/235 (+75% Ability Power) magic damage to the first enemy hit.

    What's New:

    Energy cost from 65/60/55/50/45 to 60/55/50/45/40.

     

    W: Electrical Surge

    Passive: Every 5 attacks, Kennen deals bonus magic damage equal to 40/50/60/70/80% of his Attack Damage and adds a Mark of the Storm to his target.

    Active: Sends a surge of electricity through all nearby enemies afflicted by Mark of the Storm or caught in Slicing Maelstrom, dealing 65/95/125/155/185 (+55% Ability Power) magic damage. 

    What's New:

    Energy cost from 45 to 40.

    Range from 800 to 750.

     

    E: Lightning Rush

    Kennen gains 335 movement speed and ignores unit collision for 2 seconds, dealing 85/125/165/205/245 (+60% Ability Power) magic damage to enemies he passes through (half damage to minions). The first time he hits an enemy Kennen gains 40 Energy. Lightning Rush also grants Kennen 10/20/30/40/50 Armor and Magic Resist for 4 seconds.

     

    R: Slicing Maelstrom

    Summons a magical storm around Kennen for 3 seconds that deals 80/145/210 (+40% Ability Power) magic damage to every target in the area every 0.5 seconds. Only the first three strikes on a target will apply Mark of the Storm. Each subsequent bolt on the same target after the first deals 25% less damage to a minimum of 50%.

    What's New:

    Slicing Maelstrom is no longer limited to striking the same target three times per cast, but only the first three strikes on a target will apply Mark of the Storm.

    Damage falloff added, 25% per bolt (50% minimum damage).

    Duration from 3/4/5 seconds to 3 seconds at all ranks.

    Tick rate decreased from 0.25 seconds to 0.5 seconds.

    Max damage per target increased from 240/435/630 (+1.2 ability power) to 300/544/788 (+1.5 ability power).

    Each tick now strikes every target in the area, including minions and monsters.

     

     

    Swain

     

     

    Abilities Preview
     

    Passive: Carrion Renewal

    Swain regenerates Mana each time he kills a unit. This amount increases each level.

    What's New:

    Mana regenerated increased from 9-27 (at levels 1-18) to 12-30 (at levels 1-18).

     

    Q: Decrepify

    Swain orders Beatrice to fly towards the center of target area for a short duration. While deployed, Beatrice will target the closest enemy, dealing damage per second and slowing it. Beatrice switches targets if the current target leaves or is killed.

    Full Description:

    Cooldown 14/13/12/11/10 seconds.

    Mana cost 60/65/70/75/80.

    Cast Range 700.

    Beatrice Radius 350.

    Duration 4 seconds.

    Slow 20/25/30/35/40%.

    Damage 25/40/55/70/85 (+30% Ability Power) per second.

    Deals 100% bonus damage to minions.

     

    W: Nevermove

    Swain marks a target area. After a short delay, talons grab hold of enemy units, dealing 80/120/160/200/240 (+70% Ability Power) magic damage and rooting them for 1/1.25/1.5/1.75/2 seconds.

    What's New:

    Mana cost reduced from 80/90/100/110/120 to 80/85/90/95/100.

     

    E: Torment

    Swain afflicts his target for 50/80/110/140/170 (+100% Ability Power) magic damage over 4 seconds. Swain deals 20% increased damage to the afflicted target.

    What's New:

    Base damaged lowered from 75/115/155/195/235 to 50/80/110/140/170, but Ability Power ratio increased from (+80%) to (+100%).

    Damage amplification changed from 8/11/14/17/20% to 20%.

    Targets with Torment will be prioritized by Decrepify.

     

    R: Ravenous Flock

    Toggle: Swain transforms into the form of a raven. During this time, up to 5 lesser ravens strike out at nearby enemies each second, prioritizing champions. Each raven deals 50/70/90 (+20% Ability Power) magic damage and heals Swain for 75% of the damage dealt against champions, and 15% against minions.The cost to sustain Ravenous Flock increases by 5/6/7 Mana each second.

    What's New:

    Cooldown increased from 8 seconds to 10 seconds.

    Mana cost per second increases by 5 Mana each second at all ranks, rather than 5/6/7 Mana as rank increased.

    Healing against minions reduced from 25% to 15%

    Maximum number of ravens from 3 to 5.

    Lesser ravens can't attack the same target for 1 second.

    Rather than being spawned together every second, a raven is summoned every 0.2 seconds.

     

     

    Syndra

     

     

    Abilities Preview
     

    Passive: Transcendent

    Spells gain extra effects at max rank.

    Dark Sphere: Spheres last an additional 2 seconds

    Force of Will: Now grabs up to 2 additional spheres within 400 range of the primary target, increasing the size of the slow/damage zone on reactivation

    Scatter the Weak: Spell width increased by 50%.

    Unleashed Power: Range increased by 75.

    What's New:

    Max rank Q no longer grants the orbs 15% bonus damage to champion, spheres now last an additional 2 seconds.

    Max rank W no longer increases the slow duration, now grabs up to 2 additional nearby spheres to increase the area the throw hits.

     

    Q: Dark Sphere

    Conjures a Dark Sphere dealing 50/95/140/185/230 (+75% Ability Power) magic damage. The sphere remains for 6 seconds and can be manipulated by Syndra's other abilities.This spell can be cast while moving.

    What's New:

    Ability Power ratio increased from (+60%) to (+75%).

     

    W: Force of Will

    First Cast: Grabs target Dark Sphere or enemy minion. If no target is selected, grabs nearest Dark Sphere.

    Second Cast: Throws the Dark Sphere or enemy minion. Enemies hit take 80/120/160/200/240 (+70% Ability Power) magic damage and are slowed by 25/30/35/40/45% for 1.5 seconds.This spell can be cast while moving.

    What's New:

    Displays maximum throw radius while second cast is available.

     

    E: Scatter the Weak

    Knocks enemies and Dark Spheres back dealing 70/115/160/205/250 (+40% Ability Power) magic damage to them and any enemies they collide with.Dark Spheres that are knocked back stun all enemies in their path for 1.5 seconds.

    What's New:

    Cooldown changed from 18/16.5/15/13.5/12 seconds to 16/15/14/13/12 seconds.

    R: Unleashed Power

    Draws upon Syndra's full cataclysmic power, harnessing all Dark Spheres to deal magic damage to target enemy Champion. Unleashed Power manipulates the three Dark Spheres orbiting Syndra, in addition to Dark Spheres previously created.

    Damage per sphere: 90/135/180 (+20% Ability Power).

    Minimum total damage: 270/405/540 (+60% Ability Power).

     

     

     

     

    Veigar

     

    Abilities Preview

     

    Passive: Phenomenal Evil Power

    Striking an enemy champion with an ability grants Veigar stacks of Phenomenal Evil. Phenomenal Evil gives Veigar 1 Ability Power per stack.

    What's New:

    Old mana regeneration passive Equilibrium removed in favor of new one listed above.

     

    Q: Baleful Strike

    Unleashes a bolt of dark energy, dealing 70/110/150/190/230 (+60% Ability Power) magic damage to the first two enemies hit. Grants a stack of Phenomenal Evil on kill. Grants 2 for large minions and large monsters.

    What's New:

    No longer grants 1/2/3/4/5 Ability Power on champion takedowns.

    Mana cost lowered from 60/65/70/75/80 to 40/45/50/55/60.

     

     

    W: Dark Matter

    After 1.2 seconds, dark matter falls from the sky to the target location, dealing 100/150/200/250/300 (+100% Ability Power) magic damage.

    What's New:

    Mana cost lowered from 70/75/80/85/90 to 60/65/70/75/80

     

    E: Event Horizon

    After a 0.5 second delay, Veigar twists the edges of space around the target location for 3 seconds, forming a pentagon of walls. Enemies who attempt to pass through the perimeter are stopped and stunned for 1.5/1.75/2/2.25/2.5 seconds.

    What's New:

    Mana cost reduced from 80/85/90/95/100 to 70/75/80/85/90

    R: Primordial Burst

    Blasts the target with primal magic to deal 175/250/325 (+75% Ability Power) to 350/500/650 (+150% Ability Power) magic damage, increasing based on the target's missing health.

    Damage is maximized against enemies below 33% health.

    What's New:

    No longer scales with target's Ability Power.

    Now increases in damaged based on target's missing health.

     

    Viktor

     

    Abilities Preview
     

    Passive: Glorious Evolution

    Viktor starts with the Prototype Hex Core that can be upgraded three times in the store to augment his abilities.

     

    Q: Siphon Power

    Viktor blasts an enemy unit for 60/80/100/120/140 (+40% Ability Power) magic damage, granting Viktor a damage shield equal to 8% of Viktor's total mana (+15% Ability Power) for 2.5 seconds. Viktor's next basic attack deals 20/40/70/80/100 (+50% Ability Power) bonus magic damage.

    Augment - Turbocharge: Viktor gains 30% Movement Speed for 2.5 seconds.

    What's New:

    Cooldown lowered from 10/8.5/7/5.5/4 seconds to 8/7/6/5/4 seconds .

    Missile damage increased from 40/60/80/100/120 t 60/80/100/120/140 .

    Missile ratio increased from (+20% Ability Power) to (+40% Ability Power).

    Empowered attack damage from 20-210 (at levels 1-18) to 20/40/70/80/100.

    Base shield changed from 30/50/70/90/110 to 8% of Viktor’s total mana.

    Shield ratio lowered from (+20% Ability Power) to (+15% Ability Power).

     

    W: Gravity Field

    Viktor deploys a gravitational imprisonment device for 4 seconds, slowing enemy units by 28/32/36/40/44% and adding a stack every 0.5 seconds. At 3 stacks the target is stunned for 1.5 seconds.

    Augment - Implosion: Enemies stunned by Gravity Field are dragged to the center.

     

    E: Death Ray

    Viktor uses his robotic arm to fire a chaos beam that cuts across the field in a line, dealing 70/110/150/190/230 (+50% Ability Power) magic damage to every enemy in its path.

    Augment - Aftershock: An explosion follows the Death Ray's wake, dealing 20/60/100/140/180 (+70% Ability Power) magic damage.

    What's New:

    Ratio decreased from (+70% Ability Power) to (+50% Ability Power).

    Augmented damage reduced from 100% of Death Ray’s damage to 20/60/100/140/180.

    No longer reduces detonation damage by 60% against targets already hit by Death Ray.

    Laser speed increased from 780 to 1050.

    Explosion delay increased from 0.6 seconds to 1 second.

     

    R: Chaos Storm

    Viktor conjures a singularity at target location, dealing 100/175/250 (+50% Ability Power) magic damage and interrupting enemy channels.Viktor can redirect the singularity for 6 seconds, causing 150/250/350 (+60% Ability Power) magic damage every 2 seconds to nearby enemies. The singularity will move slower as it attempts to move farther away from Viktor.

    Augment - Velocity: Chaos Storm moves 20% faster.

    What's New:

    Duration reduced from 7 seconds to 6 seconds.

    Initial damage reduced from 150/250/350 to 100/175/250.

    Initial damage ratio reduced from (+55% Ability Power) to (+50% Ability Power).

    Tick rate reduced from every 0.5 seconds to every 2 seconds.

    Storm damage per tick increased from 15/30/45 to 150/250/350.

    Storm ratio per tick increased from (+10% Ability Power) to (+60% Ability Power).

    Max damage increased from 360/670/980 (+1.95 ability power) to 550/925/1300 (+2.3 ability power).

     

    Xerath

     

     

    Abilities Preview
     

    Passive: Mana Surge

    Xerath's basic attacks periodically restore Mana.

     

    Q: Arcanopulse

    First cast: Xerath charges Arcanopulse, gradually decreasing his Movement Speed while increasing the spell's range.

    Second cast: Xerath fires Arcanopulse, dealing 80/120/160/200/240 (+75% Ability Power) magic damage to all enemies in a line.While charging Arcanopulse, Xerath cannot attack or cast other spells. If Xerath does not fire the spell, half the Mana cost is refunded.

    What's New:

    Width reduced from 150 to 145.

    Warning indicator now better matches the damage zone.

     

    W: Eye of Destruction

    Xerath calls down a blast of arcane energy upon the target area which strikes after a 0.5 second delay, dealing 60/90/120/150/180 (+60% Ability Power) magic damage to all enemies within and slowing them by 10% for 2.5 seconds. Enemies in the center of the blast take 50% increased damage and are slowed by a greater amount, decaying down to 10% over the duration.

     

    E: Shocking Orb

    Xerath fires an orb of raw magic. The first enemy hit takes 80/110/140/170/200 (+45% Ability Power) magic damage and is stunned for between 0.5 and 2 seconds. The stun duration lengthens based on how far the orb travels.

    What's New:

    Stun duration changed from 0.75 - 1.75 seconds (based on distance) to 0.5 - 2 seconds (based on distance).

     

    R: Rite of the Arcane

    Xerath ascends to his true form, becoming rooted in place and gaining 3/4/5 Arcane Barrages. This magic artillery deals 200/230/260 (+43% Ability Power) magic damage to all enemies hit. The root ends after 10 seconds, when all shots have been fired or when manually deactivated by issuing a move command. If Xerath does not fire off a single Arcane Barrage, half of the cooldown of Rite of the Arcane is refunded.

    What's New:

    Based damage changed from 190/245/300 to 200/230/260.

    Number of barrages increased from 3 at all ranks to 3/4/5.

    Range increased by 10%.

    Impact radius increased from 190 to 200.

    Delay between shots increased from 0.6 seconds to 0.8 seconds.

    Now zooms out to give Xerath a better view of the battlefield.

    Rite of the Arcane particles have been updated.

     

    Ziggs

     

     

    Abilities Preview
     

    Passive: Short Fuse

    Every 12 seconds, Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.

    What's New:

    Ratio increased from (+25%)/(+30%)/(35%) Ability Power (at levels 1/7/13) to (+30%)(+40%)(+50%) Ability Power (at levels 1/7/13).

    Cooldown reduction on ability use increased from 4 seconds at all levels to 4/5/6 (at levels 1/7/13).

     

    Q: Bouncing Bomb

    Ziggs throws a bouncing bomb that deals 75/120/165/210/255 (+65% Ability Power) magic damage.

     

    W: Satchel Charge

    Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals 70/105/140/175/210 (+35% Ability Power) magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.

    What's New:

    Can now be used on turrets below 25/27.5/30/32.5/35% of their maximum health to instantly destroy them.

     

    E: Hexplosive Minefield

    Ziggs scatters proximity mines that detonate on enemy contact, dealing 40/65/90/115/140 (+30% Ability Power) magic damage. Enemies hit are slowed by 20/25/30/35/40% for 1.5 seconds.Enemies triggering a mine take 40% damage from additional mines. Mines disarm automatically after 10 seconds.

     

    R: Mega Inferno Bomb

    Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take 300/450/600 (+110% Ability Power) magic damage. Enemies farther away take two-thirds damage.

    What's New:

    Cooldown lowered from 120 seconds to 120/105/90 seconds.

    No longer deals double damage to minions.

     

    New Skins Preview: Taliyah and Super Galaxy Skins

    The PBE updated today. In addition to the new champion Taliyah, there are three new skins that will certainly add a bit of color to Summoner's Rift: Super Galaxy Kindred, Super Galaxy Shyvana, and Super Galaxy Fizz. Only Fizz's skin will be a higher price point, sitting at 1350 RP. 

     

     


     
     

    Introducing Taliyah, the Stoneweaver

    Riot revealed a new champion today: Taliyah, the Stoneweaver! A control mage destined for the mid-lane, Riot had the following to say to introduce the new champion:

    "It's tough being different, and Taliyah's earth-shattering powers have always set her apart from the crowd. She’s a control mage who weaves the ground beneath her into a deadly weapon; when she sets her sights on a destination, the world itself shifts to get her there."


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

     

    LolKing Analyzes

    Taliyah seems to be versatile enough to fit multiple positions, but she's more than likely meant to be a control mid laner.

    That's her key word. Control. While her burst isn't the strongest, she has a barrage of CC and zoning effects to control the battlefield.
     

    Her Abilities

    Her passive, Rock Surfing, and her utimate, Weaver's Wall, are both abilities that enhance her roaming potential--making it easy for her to leave a lane and arrive in another lane fairly quick.

    Her Q, Threaded Volley, is her main damage and waveclear ability. However, using it will take careful planning as  she converts the area beneath her into worked ground. She gains extra movement speed when on this ground but gets less projectiles to throw if she activates the ability when on it, making it a trade-off.

    Seismic Shove is her W and it is her main crowd control ability--allowing her to knock up and reposition an enemy. This seems very versatile. Not only will it be strong in ganks as you can isolate an enemy and knock them towards your team, it will also be good when getting ganked or in skirmishes as Taliyah can simply knock someone away.

    Her E, Unraveled Earth,  is great area control ability that is reminiscent of Ziggs' minefield with the threat of damage. It doesn't do damage immediately but will punish the use of dashes with an explosion.
     

    Her Playstyle

    Her playstyle seems pretty straight forward. You will want to shove in the opponent with all your AoE abilities and use your passive as well as ultimate to roam. Using your ultimate to another lane can be deadly, as you can essentially cover a lane with a wall behind your opponents, forcing a fight that they can't retreat from.


    A combination of Weaver's Wall with Unraveled Earth will completely trap enemies, even if they use dashes to escape--ensuring damage. This means her ganks as well as ganks for her should be quite potent. It should also mean that objectives like Baron or Dragon will good fights for her, as she can completely wall of their entrances trapping people inside the pit.

     

     

     

    Abilities Preview
     

    Passive: Rock Surfing

    When out of combat, Taliyah builds movement speed whenever traveling near walls.

     

    Q: Threaded Volley

    Passive: Taliyah gains increased movement speed when traversing worked ground.

    Active: Taliyah rips up the ground around her, firing a volley of five stone shards in a target direction while moving freely. Casting Threaded Volley converts the area into worked ground for a few minutes. Additional Threaded Volley casts over worked ground will yield just one rock projectile.

     

    W: Seismic Shove

    Taliyah marks a target location. After a brief delay, the ground erupts, knocking up and damaging all enemies caught in the blast zone. Taliyah can recast Seismic Shove before it erupts to throw the victims in any targeted direction—even over walls.

     

    E: Unravelled Earth

    Taliyah scatters boulders onto the ground before her. Opponents who dash through the fractured earth take damage from an explosion. After a few seconds, any remaining rocks in the field erupt, dealing a second wave of damage.

     

    R: Weaver's Wall

    Taliyah briefly channels before summoning a massive wall of spiraling rock that tears through the Rift in a target direction. Taliyah can reactivate Weaver's Wall while channeling to ride atop the wall as it emerges. Taking damage or inputting a move command in any direction will cut her ride short.

     

    Skins Preview

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

     

    Patch 6.9 - The New Guinsoo's Rageblade and Bloodrazor Enchantment

    Patch 6.9 is going to bring gigantic changes, likely to shift the meta as well for both ranked games and professional play.

     

    Two big item changes outside of Mage Itemization are Guinsoo’s Rageblade and Enchantment: Devourer, two extremely problematic items in season 6, both as standalone purchases and when combined. One of them has been reworked and the other will be completely gone by next patch

     

    If you want to read up on other Patch 6.9 related subjects you can check out:

     


    Guinsoo’s Rageblade - The on hit amplifier

     

     

     

    Guinsoo's Rageblade
    (Pre Patch 6.9) Cost: 2800
    +40 Ability Power
    +30 Attack Damage



    UNIQUE Passive: Basic attacks grant +8% Attack Speed, +3 Attack Damage, and +4 Ability Power for 5 seconds (stacks up to 8 times, melee attacks grant 2 stacks). While you have 8 stacks, gain Guinsoo's Rage.

    Guinsoo's Rage: Basic attacks deal bonus magic damage on hit equal to 20 + 15% of bonus Attack Damage and 7.5% of Ability Power to the target and nearby enemy units.    
       

     

     

    Guinsoo's Rageblade
    (Patch 6.9) Cost: 3600
    +50 Ability Power
    +35 Attack Damage
    +15 Magic Damage on Hit
      UNIQUE Passive: Basic attacks grant +8% attack speed, +3 attack damage, and +4 ability power for 5 seconds (stacks up to 6 times). While you have 6 stacks, gain Guinsoo's Rage.
    Guinsoo's Rage: Every other basic attack will trigger on hit effects an additional time.    
       

     

     

    The new Rageblade is still a strong item and has better base stats, but is now a much more expensive purchase. The old Rageblade was straight up broken, giving over 5000g worth of stats meaning it had a gold efficiency of 180% when fully stacked.

    Most users didn't even utilize the Ability Power on the item and still bought it, that's how strong it was. It was potent from 0 stacks to fully stacked. When fully stacked, the AoE passive on it was way too much upfront damage and gave insane wave clear and pushing power.

     

    Fully Stacked Rageblade

     

     

    Guinsoo's Rageblade
    (Pre Patch 6.9) Cost: 2800
    +72 Ability Power
    +54 Attack Damage
    +64% Attack Speed



    Guinsoo's Rage: Basic attacks deal bonus magic damage on hit equal to 20 + 15% of bonus Attack Damage and 7.5% of Ability Power to the target and nearby enemy units.  

    Gold Value: 5056g

    Gold Efficiency: 180.6%

       
       

     

     

    Guinsoo's Rageblade
    (Patch 6.9) Cost: 3600
    +74 Ability Power
    +53 Attack Damage
    +48% Attack Speed
    +15 Magic Damage on Hit

      Guinsoo's Rage: Every other basic attack will trigger on hit effects an additional time.  

     

    Gold Value: 4664g

    Gold Efficiency: 129.6%

         
       

     

     

    The new Rageblade is also extremely strong when stacked, but without the old ‘Guinsoo’s Rage’ passive it’s likely that the item will become even more niche than it was before, it’s important to note that by completing Rageblade you will lose 25% attack speed as it gets transferred to the passive, only by stacking the item will you get the attack speed that is temporarily “lost”. It also will take more time to stack for melee champions, as they no longer get 2 stacks per basic attack.

     

    The item is all about on hit, doubling your on hit effects on every other attack once you hit max stacks (which is 6). This makes it especially good on champions who already have on hit effects in their kit. In essence, the new Rageblade will have the old Sated Devourer passive.

     

    Currently, these are the top 15 users of Guinsoo’s Rageblade as of Patch 6.8. With the changes to the item, it’s likely that not all of these champions will still be using the item.

     

    The big benefactor of this change might be Aatrox. The new Guinsoo’s will allow him to proc W every second attack instead of third, which is huge for both his sustain and damage output.

     

    Champions such as Kayle, Master Yi and Warwick will still likely use the item very often, as they have on hit elements in their kits and also build on hit items that will get amplified by Rageblade, such as Blade of the Ruined King, Wit’s End and Nashor’s Tooth.


    You’ll probably still see the item on Jax, Irelia and Kog’Maw. These champions might have priority items shifted with the changes to Rageblade, but it still synergizes immensely with their kits.

     

    Devourer out, Bloodrazor in

     

    The other big change is the removal of the jungle enchantment Devourer as an item and the introduction of Bloodrazor.

     

    Devourer is an extremely problematic item that was nerfed successive times but was still hard to deal with, especially on champions such as Master Yi and Shyvana who had abilities that could proc the on hit effects even more often.

     

     

    Enchantment: Sated Devourer
    (Pre Patch 6.9) Cost: 2450
    +40% Attack Speed
    +60 Magic Damage on Hit


    Passive - Phantom Hit: Every other basic attack will trigger on Hit effects an additional time. Ranged champions trigger this every fourth attack.    
       

     

     

    Enchantment: Bloodrazor
    (Patch 6.9) Cost: 2625
    +40% Attack Speed

      UNIQUE Passive: Basic attacks deal 3% of the target's maximum health in bonus physical damage (max 75 vs monsters and minions) on hit.    
       

     

     

    The new jungle enchantment is Bloodrazor. The big difference about this new enchantment is that you no longer need to stack it up, which promotes more active and participative jungling instead of the “AFK jungle farm” style that we often see from some of the champions using it.

     

    The other big change is that Bloodrazor deals a percentage of a champion’s maximum health in physical damage, instead of giving on hit magic damage. This makes Bloodrazor an extremely strong tank killing item, while still making it good against squishier targets, since the damage applied is based on a target’s maximum health instead of current health such as Blade of the Ruined King.

     

    Champions that used Devourer before are likely to be Bloodrazor users once the item is out, but the fact that there's no need to stack it up might make it more attractive to a larger pool of champions.

     

    Overall, the item is weaker compared to sated devourer, but champions going for this item will have more presence in the early stages of the game. The maximum health physical damage also makes it a better tank buster than Devourer was.

     

    Strong Bloodrazor Users:

     

    Kindred

    Kindred is currently one of the strongest junglers this patch. She's an extremely strong early game jungler that also scales well, so Devourer is a good fit for her (it also amplifies her passive's damage).

    However, the inclusion of Bloodrazor will make her even more of an early game threat. The fact that she doesn't need to stack the item up means she'll be showing up in lanes much more often and won't fall behind as often.

    Warwick

    One of the notorious Devourer users, Bloodrazor will also be pretty strong on Warwick.

    His Ultimate will apply it 5 times, meaning he'll be doing 15% Maximum Health Physical Damage in a short window of time

    Master Yi

    You've probably been completely destroyed by Devourer Master Yi in earlier patches and it wasn't too much fun. Well, Bloodrazor won't be much fun either, unless you're the one playing him!

    Double Strike means he can do 6% maximum health physical damage every 4 basic attacks and Bloodrazor and Rageblade will still be an extremely strong combination

    Xin Zhao

    It might be the case that Xin Zhao will be even stronger with Bloodrazor than he was with Devourer. He's a great ganker, so not having to farm up the item is a great benefit for the Seneschal of Demacia. 

    What really makes Bloodrazor appealing on Xin Zhao is the fact that his passive, Challenge reduces a target's armor by 15%, which goes hand in hand with Bloodrazor's Physical damage

     

    Other good Bloodrazor users will potentially be Kayle, Shyvana and Nocturne to name a few but we will have to see exactly how the item works out.

     

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