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Preseason 2017 Assassin Update - Minor Champion Previews

A big wave of updates is coming to League's Assassins, we have already covered the major reworks, so let's take a look at the more minor updates. All the changed abilities are listed although some are minor tweaks and some are fairly significant changes.

Check out the clips and previews below:



Shown: Passive double hit, W teleport, E cooldown reset vs normal  

Abilities Preview

Passive: Twin Disciplines

Akali's first two basic attacks have additional effects:

  • First strike restores 5-60 (+30% AP)(+60% bonus AD) health
  • Second strike (within 4 seconds) deals 10-100 (+50% AP) (+50% bonus AD) magic damage
After the first strike is used, Twin Disciplines resets after 8/7/6/5/4 seconds.



What's New:
Ability reworked significantly to a more direct mechanic based on autos.


W: Twilight Shroud

Akali teleports to a nearby location, leaving a cover of smoke at her previous location that lasts for 8 seconds and slows enemies within its area by 14%.

While inside the shroud Akali gains Invisibility and 20% movement speed. Attacking or using abilities briefly removes Invisibility.

Stealth - Invisible: Akali can only be revealed by nearby enemy Turrets.


What's New: 
Now has a dash attached to it as well, and you no longer need to worry about pink wards revealing her.


E: Crescent Slash

Akali flourishes her kamas, slicing enemies for 70/100/130/160/190 (50% AP)(70% Bonus AD) physical damage.

If Crescent Slash kills an enemy, its cooldown is refunded by 60%.


What's New:
Higher damage and cooldown now scales down to 3s at max level rather than going all the way down to 1s, but has the new 60% cooldown reduction if it kills an enemy.


R: Shadow Dash

Akali quickly strikes through her target, dealing 50/100/150 (+25% AP) magic damage.

Akali stores an Essence of Shadow on Kills and assists as well as every 30/22.5/15 seconds.


What's New:
Damage and ratio lowered, and the cooldown between uses is a flat 2s rather than 2/1.5/1s. Starts out with full charges when leveled rather than having to wait for them to charge up.




Shown: Ulting through W to proc the stun and shield  

Abilities Preview

Passive: Z-Drive Resonance

Every third attack or damaging spell on the same target deals bonus magic damage (Cannot be triggered on the same target more than once every 5 seconds). If the target is a champion, Ekko gains 50/60/70/80% bonus movement speed for 2/2.5/3 seconds.


What's New:
Damage scales up a bit less, and it no longer slows the target.


Q: Timewinder

Ekko throws a device that deals 60/75/90/105/120 (+30% Ability Power) magic damage to enemies it passes through. It expands into a slowing field on the first champion hit, slowing everything inside by 32/39/46/53/60%. It then returns to him after a delay, dealing 40/65/90/115/140 (+60% Ability Power) magic damage to all targets hit upon return.


What's New:
Damage on throw scales a bit more with AP (from 20% to 30%).


R: Chronobreak

Ekko turns back time, going briefly untargetable and invulnerable. He teleports to where he was 4 seconds ago and deals 150/300/450 (+150% Ability Power) magic damage to nearby enemies on arrival. Additionally, Ekko heals for 100/150/200 (+60% AP), increased by 3% for each 1% of health lost over 4 seconds.


What's New:
The heal now scales with the % of health lost, and ulting through your W will trigger the shield and stun.




Shown: Q proccing W on enemies passed through,  W extra damage on bled targets and CD reduction on kill, long range ultimate which also applies W

Abilities Preview

Q: Urchin Strike

Fizz dashes through his target, dealing 100% AD physical damage plus 10/25/40/55/70 (+35% AP) magic damage. This spell applies on-hit effects.

Seastone Trident is applied to all enemy units Fizz passes through during his dash.


What's New:

Lower cooldown at early ranks (still 6s at max rank), flat 50 mana cost, and applies his W to all enemies passed through.


W: Seastone Trident

Passive: Fizz's basic attacks bleed his enemies, dealing 25/40/55/70/85 (+33% AP) magic damage over 4 seconds.

Active: Fizz's next basic attack deals bonus magic damage. If the target has been bleeding for at least 2 seconds, this bonus increases to 90/135/180/225/270 (+100% AP).

Seastone Trident refunds 20/28/36/42/50 mana and sets its cooldown to 1 second if it kills its target.

What's New:

Lots of number and mechanic changes here, from the removal of %HP damage, to the bonus damage on targets that have been bleeding, it's probably best to think of it as a brand new skill.


E: Playful / Trickster

Fizz hops on his trident towards the cursor, becoming briefly untargetable.

Reactivation: Fizz cancels the spell early, jumping towards the cursor a second time and dealing 70/120/170/220/ 270 (+75% AP) magic damage to nearby enemies.

If Fizz does not reactivate, he deals damage in a larger area and slows all enemies hit by 40% for 2 seconds.


What's New:

Only change is a mana cost reduction from 90/100/110/120/130 to 90/95/100/105/110.


R: Chum the Waters

Fizz launches a fish that attaches to the first enemy champion it hits, slowing them and attracting a shark. After 2 seconds, the shark erupts out of the ground, knocking its target up and knocking other enemies aside.

The farther the fish travels before attaching, the bigger the shark it attracts, dealing 150/250/350 (+60% AP) to 300/400/500 (+120% AP) magic damage and slowing by 40% to 80%.

Seastone Trident applies to the champion the fish attaches to and targets hit by the shark.


What's New:
The slow and damage now scale with the distance the shark travels, and it also applies the W debuff to targets hit.




Shown: Evolved ultimate giving invisibility effect when entering bushes out of combat  

Abilities Preview

Passive: Unseen Threat

Nearby enemies that are Isolated from their allies are marked. Kha'zixs abilities have interactions with Isolated targets.

When Kha'Zix is not visible to the enemy team, he gains Unseen Threat, causing his next basic attack against an enemy champion to deal bonus magic damage and slow them by 25% for 2 seconds.


What's New:
The isolation mechanic has been moved over to the passive, and the Unseen Threat damage now scales off bonus AD instead of AP.


Q: Taste Their Fear

Deals 70/95/120/145/170 (+140% bonus AD) physical damage. If the target is Isolated, the damage is increased by 50%.

Evolved Reaper Claws: Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50. If target is Isolated, refunds 60% of Taste Their Fear's cooldown.


What's New:
Bonus AD ratio bumped up a bit, cooldown up a second, but isolated targets reduce the cooldown on evolved claws.


W: Void Spike

Fires exploding spikes, dealing 80/110/140/170/200 (+100% bonus AD) physical damage to enemies hit (20% bonus damage to monsters.) Heals Kha'Zix for if he is within the explosion radius.

Evolved Spike Racks: Void Spike fires three spikes in a cone and slows targets hit by 40% for 2 seconds. Isolated targets are slowed for 80% instead.

What's New:
Only slows when evolved, but slows a bit more and much more on Isolated targets.


R: Void Assault

Passive: Ranking up Void Assault allows Kha'Zix to evolve one of his abilities.

Active: Kha'Zix becomes invisible for 1.25 seconds and activates Unseen Threat. While invisible, he gains 40% movement speed and ignores unit collision. Void Assault can be cast a second time within 10 seconds.

Evolved Adaptive Cloaking: While out of combat, Kha'Zix also passively gains Void Assault for 2.5 seconds in brush. This persists for up to 1.25 seconds after exiting the brush (10 second per brush cooldown).

Stealth -Invisible: Kha'Zix can only be revealed by nearby enemy turrets.

What's New:
Stealth lasts slightly longer, and the evolved ult grants the new map movement based brush invisibility.




Shown: Dying ultimate spawning mini-Ws

Abilities Preview

Passive: Backstab

Shaco's basic attack mini crits when striking a unit from behind (200% to Monsters).

Enemies can't be Backstabbed more than once every 3 seconds. This cooldown is modified by Cooldown Reduction.


What's New:
Gets the old Q crit rather than flat bonus damage (scales from 120% to 145%) and deals bonus damage to monsters. The crit has individual cooldowns on targets that is reduced by CDR.


Q: Deceive

Shaco teleports nearby and becomes Invisible for 1.5/2.25/3/3.75/4.5 seconds. Shaco remains Invisible even if he uses Jack in the Box or Hallucinate.

His next basic attack during or shortly after Invisibility will deal 20/35/50/65/80 (+100% AD)(+50% AP) physical damage and reduce Deceive's cooldown by 2.5 seconds.

Stealth - Invisible:  Shaco can only be revealed by nearby enemy Turrets.


What's New:
Scaling is changed away from it's old critical, although it still interacts with the crit on his passive when striking from behind. Attacking during or shortly after stealth also bumps the cooldown down a bit. The stealth duration now scales with rank, rather than a flat 3.5s.


W: Jack in the Box

Shaco creates a Jack in the Box that hides from view after 2 seconds. It pops out when an enemy comes near, making nearby enemies flee very slowly for 0.5/0.75/1/1.25/1.5 seconds.

Its attacks deal 35/50/65/80/95 (+20% AP) magic damage. It lasts for 60 (+1s per 20 AP) seconds while hidden or 5 seconds while firing.

What's New:
The time they stay around untriggered now scales up with AP, and the box health scales with Shaco's level.


E: Two-Shiv Poison

Passive: While Two-Shiv Poison is ready to cast, Shaco's basic attacks apply Two-Shiv Poison for 2 seconds. It reduces Movement Speed by 20/22.5/25/27.5/30%.

Active: Shaco throws a shiv that applies Two-Shiv Poison for 3 seconds and deals magic damage equal to 5/35/65/95/125 (+90% AP)(+85% AD) + 3-8% of the target's missing Health.

What's New:
Scaling changed with % missing HP added. Also no longer slows attack speed of minions and monsters.


R: Hallucinate

Shaco vanishes briefly and reappears with a clone. The clone lasts up to 18 seconds and detonates when it dies, dealing 300/450/600 (+100% AP) magic damage to nearby enemies and spawning three mini Jack in the Boxes.

Mini boxes deal 25/50/75 (+15% AP) damage and make enemies flee 0.75/1/1.25 seconds.

Clone deals 75% of Shaco's damage and receives 50% increased damage.

What's New:
Drops 3 mini Ws on death and has some AI improvements when not being microed manually.




Shown: Ultimate kill granting bonus AD

Abilities Preview

W: Living Shadow

Passive: Whenever Zed and his shadows strike an enemy with the same ability, Zed gains 30/35/40/45/50 energy. Energy can only be gained once per cast ability.

Active: Zed's shadow dashes forward, remaining in place for 4.5 seconds. Reactivating Living Shadow will cause Zed to switch positions with this shadow.


What's New:
Bonus % AD removed, energy restoration increased, and slow duration slightly increased.


E: Shadow Slash

Zed and his shadows slash, dealing 65/90/115/140/165 (+80% bonus AD) physical damage to nearby enemies.

Each enemy champion hit by Zed's slash reduces Living Shadow's cooldown by 2 seconds.

Enemies hit by a Shadow's slash are slowed by 20/25/30/35/40% for 1.5 seconds. Enemies hit by multiple slashes take no additional damage but are slowed by 30/37.5/45/52.5/60% instead.


What's New:
Cooldown lowers with rank (5/4.5/4/3.5/3s) instead of a flat 4s, the base damage also lowered slightly.


R: Death Mark

Zed becomes untargetable and dashes to an enemy champion, marking them. After 3 seconds, the mark triggers, dealing physical damage equal to 25/35/45% (+100% AD) of all damage dealt to the target by Zed while the mark was active.

The dash leaves a shadow behind for 6 seconds. Reactivating Death Mark causes Zed to switch positions with this shadow.

Reaper of Shadows: Zed reaps the shadow of the strongest foe slain under Death Mark, gaining (5 + 5% of the victim's attack damage) attack damage.

What's New:
Reaper of Shadows is an important new mechanic, stealing the AD of the highest AD target killed. It basically snap shots their current AD on kill, so if they increase the amount they have you will have to kill them again to gain the increased amount. Killing a lower AD target will just keep you at whatever the highest value you have gotten is.


Last Modified On: November 8, 2016
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