All New Champion Updates and Reworks coming soon to League of Legends

All New Champion Updates and Reworks coming soon to League of Legends

Hey everyone, welcome to new video. Today, we’re gonna go over future new reworks coming soon to League. So basically, what to expect with some old champions being updated over the next few months and into next season. Just so you know at the very start, what we’re gonna look at- we’re gonna look at Garen; we’re gonna look at Ivern; and we’re gonna look at Kayle; Aurelion Sol; Fiddlesticks; and also Volibear. We might throw in some others if we get time at the very end of it, but those are gonna be the main ones. And we’re gonna start with Garen because that’s probably gonna be one of the soonest ones. It is a partial game-play rework. It’s aimed for 9.17 to 9.19 – 9.20. So it’s probably gonna be in the next month or so. Let’s start with his Passive. So his Regen is no longer going to double at lower health, and the Cooldown has been flattened like the refresh timer to 6 seconds from 9 to 4 scaling with your level. One of the really big plus’ is that non epic monsters will never break the Regen now. This used to be a thing at level 11, it would swap- some monsters just wouldn’t take it off, and now it never does. The healing amount has been increased slightly to compensate that it no longer doubles at lower health totals. The W is getting a few tweaks. So the Cooldown is longer and a resist cap at 30 now instead of 50. It’s a stacking system. So it doesn’t sound too bad, but you actually gain less per stack. You need 160 minions killed now to cap it out, instead of 150. So it gives less, and it takes longer to get it. Spin to win, your E, is one of the major focuses of this whole rework. So it right now is 5 to 10 ticks of damage based on your level. But now it’s gonna be 8 to +1 for every 12.5% Attack Speed that you have. The base damage and AD ratio have been lowered to kind of compensate for the new amount of ticks, and plus hits needed to shred armor has been increased a little bit. It no longer deals bonus damage if it’s only hitting a single target, but it does now deal 25% bonus damage and it applies on-hit effects for 50% damage to the nearest enemy. Finally, with Ultimate as we said, the villain system has been removed, and this was a system where the enemy champion with the most kills in the last 5 minutes was marked as the villain and, your Ultimate would do True Damage to them instead. It actually now always deals True Damage instead of normally magic, but the damage has been lowered slightly and it’s 10% less missing health damage. One of the biggest parts about this actually that I don’t think is getting too much attention is the Passive Regen never turns off in the Jungle now, even from the very start of the game. Jungle Garen legitimately could be really strong after these changes, as weird as that sounds, because you’ll get that Regen, constantly while he clears. Your E is still going to do good damage. It actually ticks for more early game starting at 8 ticks from 5. Now one of the things that most people are probably going to focus on is your Ultimate dealing True Damage. It can actually deal 450 damage plus 30% of somebody’s missing Health as True Damage. And that is pretty scary! There are other big parts as well, like his E now scales with Attack Speed. So you can get Attack Speed items on him, and it’ll actually increase the amount of damage your E does as well as your auto attacks afterwards. If you think about it, Wit’s End would be a good example. Right? It would give you four more ticks of damage just from that item. It would also apply its on-hit effect though, as you spun. So even if it’s 50% damage, that is a lot of extra while you’re ticking as well. It could open up a lot of different builds. We could have Blade of the Ruined King; we could have Wit’s End; Rageblade maybe as well. But not pin him into kind of like a Bruiser with Black Cleaver, Sterak’s every single game. That’s kind of like a hard rework, But one of the much bigger ones that won’t ship right now by the way, is to Ivern. It will be pretty much a full gameplay rework. It will feel very different at least anyway, and it’s aimed before the preseason. So this is a lot further away. The main stuff is there’s two new versions of his Ultimate that are testing with Daisy. And Ivern is actually gonna be ranged now and not a bit of both. Let’s start with that bit, because it sounds a little bit confusing. But basically, instead of him being melee normally with a buff to make him ranged, he’ll now always be ranged whether he’s in a brush or not. Obviously then, if we move on to his W, that is no longer going to increase his range when he’s standing in it. But it does give his allies the bonus damage now from that W if they enter one of his brushes. The damage right now from that is 30 to 60, and 30% of his AP. And it lasts for 3 seconds even after you leave the bush. The closest comparison would be Sensor, right? Giving kind of the same thing, and that is a 5 to 20 bonus damage and some Attack Speed. And actually, if he shields you, then you would get both, right? Since he builds it as well. But basically, 30 to 60 damage is actually a lot of damage to give to an ally- especially every ally! Ultimate version one is very different- no longer being able to control Daisy. You’ll spawn her in a summoned location and fight in that area for the entire duration. She’ll focus on the nearest champion, though Ivern can still shield and make her jump to a target. That is very very different. But version 2 is more similar. So it gives Daisy an entrance effect, when you summon her, she’ll slow, damage, or knock back enemies where she lands basically and have that kind of impact immediately. They’re also going to remove the 3 stack Passive with this version and use a time system instead. The 3 stack Passive is definitely pretty clunky. It’s easy-ish to play around. So having a more time version would for sure help getting more stuns off in fights, and it would make Daisy better- or at least more reliable. It makes her more of a disruptor in teamfights with the entrance as well and the stun afterwards. So it’s definitely gonna be a lot stronger and harder to play against. Obviously, Daisy is really the big focus with this rework. But the damage applying to allies could be really big. I could definitely see him being stronger, being played more, but at the end of the day, this is still keeping his core as a supportive Jungler. Which is obviously a good thing, but it’s why I think he’s pretty niche anyway, and not many people want to play him. So next up, we have two reworks coming pretty soon- most likely next patch. I mean kind of like two weeks ish in 9.17. So Kayle is one that gets talked about a lot. You might have already seen some videos on this actually, but there is a new version that just released again, which is very different. The short version is that you can set your Passive versus towers now, you get a range for at level six, AoE at level 11, a higher range at level 16, but no True Damage. Your Q is also gonna have a little bit of a different tweaks to it. So there’s a new part to it, which refunds 50% of the mana cost if it hits a champion. The cost delay has been halved. They’ve slowed the missile speed a little bit, lowered the range, shred lowered to 15% from 20%, but the duration of that shred is at one second. Your Execute damage has been changed to scale a bit better. So it’s 8-12%, but you get 2% per 100 AP. Right now, it is 8-16%, but you get 1% per 100 AP. So late game, late late game with a full build it should be better. On the Passive damage part though, The AP ratio has been increased by 10% and the AD ratio increased by 20%. Finally with your Ultimate, The Cooldown has been lowered to 120-80 seconds from 160-80. And the mana cost has been lowered as well. It scales down 100-0 actually at rank 3 from 100 at every rank. The AoE radius has been increased a little bit and the Ap ratio is up 10%. So the main thing about this will really be how the Passive is gonna work in feeling game. Right? That will change how she feels to play for sure because that is her kind of core gameplay mechanic. You definitely spike a lot less at level 11 now, because you’re gonna be 525 range instead of 550. You don’t get more Attack Speed anymore, and you have 5% less Armor and Magic Resist rate. Even though It seems really good at that level 11 point, you’re actually probably gonna be weaker. The thing is most mid games, a level 11 for Kayle It doesn’t really mean too much because you’ve been battered in lane so hard anyway. That might change a little bit because you get your range earlier for the laning phase now. Even if it is less, I think that’s actually gonna make a big difference and should hopefully make her mid game stronger anyway. Late-game there is no True Damage, but there is more range. And I’m not sure if that really makes up for it honestly, because the True Damage was Seriously strong. One of the kind of counterparts to that at least though is there actually is more damage on your E. and remember, your Passive to waves. That is your E damage and those ratios are going up, so that will do more damage later into the game. The other partial rework dated for 9.17 is to Aurelion Sol. And the main thing really is your Q will now match his Movement Speed, so you can actually do these long range Qs a lot easier. And your W has been changed to an actual spell- not a toggle. Similar idea, but a bit different. Starting with his Passive, The star damage has been slightly reduced to base damage, and the AP ratio is now a flat 25% instead of scaling from less to go to higher. Your Q Cooldown is gonna go down with ranks as well, 11-7 seconds from 10, and the Movement Speed has been doubled to 20% and will now keep up with Aurelion speed as well. Your W is a really big part. This is why it’s a rework, because it is a completely, well, relatively new spell. So it causes stars to expand, kinda like before, but now they gain increased damage, rotating at very high speed, which decays over time. If you reactivate it or after 3 seconds the stars retract and you gain 40% moves to be decaying over 1.5 seconds. It now has a Cooldown, because it’s an actual spell. It goes from 8-2 seoncds, and the Mana cost is a 70-110 at rank 5. Finally, your E no longer gives you Passive Movement Speed, but the range has been increased- especially rank one, and the Cooldown is actually up, rank one as well- 80 instead of 60. Even though it seems very weird that the W isn’t a toggle anymore, It is way harder to dodge now with the speed, and it’s actually probably gonna be a really good change. you might think It’s a damage loss, because you can’t just keep it on the entire time. But actually, it goes down to a 2 second Cooldown at rank 5, which is only level 9; It’s not that long into the game. It’s not like you won’t have a lot of damage still in teamfights because you’ll be constantly spamming this out and it’ll be harder to dodge. In comparison, Mana wise, which was kind of a major issue and why Aurelion Sol would base all the time, It’s about the same as kind of having like 1-2 seconds of having it active as it is right now. You get extra Movement Speed after it’s done. Honestly, it makes more sense I feel like anyway, where you expand it for a little bit, you doing burst of damage, and then you kind of kite around waiting for the Cooldown again. one of the things that I haven’t put in the changes, but is also pretty good is that your stars will no longer deactivate and huddle into Aurelion if he gets crowd controlled. If you crowd control during his W or during his Passive or whatever, it just won’t go away anymore. So you still have to dodge these stars that are going round him even if you CC him. Those changes are coming very soon, but sometime later this year or next season we have Fiddlesticks and Volibear full reworks. We don’t know exactly what these are gonna be. I’m just gonna warn you now, I’m not gonna tell you that we do, but we do know some stuff about what they’re gonna look like. Looking at Fiddlesticks to start with, they’re gonna focus on his Ultimate and making him a kind of the best ambush character in the game. They’re gonna give him more tools to hide, and create ways to ambush or trick enemies to start fights. One thing we do know is there will be fun new mechanics, (their words; not mine), for teamfights and outside as well. So there will definitely be some new stuff that we haven’t seen before in his kit. They want him to be powerful when he does set up for this ambush, and if he manages to pull it off. And the play pattern before him is really that he hides, he catches people, and you need to track him down or fight him first. Otherwise, he is gonna be really strong. All we have is a Dev diary; we don’t have a list of changes or anything. It doesn’t go into too much detail. We do know that his kit is being designed to support his Ultimate. Maybe some sort of Stealth or like a way to hide as a Passive or something. We definitely are gonna have a few impactful abilities when he jumps in though, as they wanted to be able to kill things he does find, and some of those will be new mechanics to Fiddlesticks. Volibear is actually pretty interesting, because we do know a little bit more as well. They’re gonna focus on making him unstoppable. So you cannot immobilize him- kind of like a Sion Ultimate. The difference here is though, this sounds like it’s gonna be a permanent effect and a Passive. You can’t ever immobilize him. You can’t root him. You can’t stun him. But instead he’s gonna turn those into a slow. That seems pretty insane to me. If a Volibear is gonna run at me, I would like to stun him and run away. But apparently not, but he does still focus on being an auto attacker. And also actually his Ultimate chained lightning has been moved to a Passive instead of his Ultimate. That sounds really strong to me. Obviously, It’s probably gonna do the same damage, but that’s pretty cool. And then as an Ultimate instead, we’re gonna have something more explosive and a bigger impact on his actual Ultimate. One of the other things as well is it seems like his roar and his healing will be sticking around in his new version of the kit, but they’ll be updated to be more of kind of like a modern version of it. So it seems like he’s gonna be a huge Brawler Tank, that wants to auto attack a lot, Heal and roar his way through a fight with lightning and a very big Ultimate! Sounds actually pretty cool and terrifying to play against! So those are gonna be six reworks coming out pretty soon. Well, some of them sooner than others I guess. But that should give you an idea of what we should expect rework wise and gameplay update wise for the near future. Hopefully you enjoyed the video. Let me know we excited for a down below! And for now, I’ll leave you with the robots.

100 thoughts on “All New Champion Updates and Reworks coming soon to League of Legends

  1. Garen is what I'm excited about but wish Riot give him a true rework like how they have done for other champs, like Sion, WW, Swain, etc.

  2. So Garen is going to have his E buffed , he keeps his Q, his W is a bit harder to stack, and he now has an ult that deals true dmg from lvl6 to anyone ? Fuck off RIOT

  3. ¿¿¿Wukong rework???
    That Garen R sounds bonkers. But since Riot is being so generous with these buffs I hope Wukong gets taken care of too.

  4. They better not fuck the daisy r up, as an Ivern main, daisy is one of the most fun parts of his kit and managing it while rooting and shielding is a great feeling. I like the w changes and the permanently ranged part just makes it harder for him to land his triggerseed when it’s on himself and I prefer daisy keeping the knock up unless the stun is actually impactful

  5. The new Volibear sounds like Jorgmundr from Smite. Because he's so massive and is coming out of he ground, he passively cant be knocked-up and instead gets a tankiness debuff.
    Not a fan of the idea of giving Kayle a better early and a weaker late game though. It sounds like the opposite of what she's meant to be.

  6. I actually prefer the current kayle than the new one. To me, that true damage is very important to shredding other champs that jump onto me late game. Though just my opinion.

  7. Ever heard of the moba called Vainglory? Well this river troll hero in vainglory (his name is phinn, he's a support) has a passive called "unstoppable" which turns stuns, roots, fears, etc. into minor slows. I don't believe that type of passive exists in league so they could have been inspired by that 🤔

  8. Imagine working at riot requires you to have no moral or imagination compass whatsoever. Designing a champ to look and feel a particular way and then completely removing their identity just to appease a small section of actual players and most pro players sounds so low on priority. Meanwhile, the bugs in-game seem to only get more prevalent.

  9. As a Kayle main, I hate the new changes, this is the lamest thing they could have done, I loved the early splash dmg for waveclear and the true dmg late game, now changed for some shitty 20 bonus attack range???? Worst trade deal in history ever…. Not to mention that giving her some early range is way too noob friendly and won't help much vs lane bullies anyway.

  10. Possible E garen builds:

    BC,Wits end, Statik, PD, IE, Berserker

    BC, Frozen mallet, Ravenous Hydra (?), Wits end, DD, Berseker

    Blood Razor, PD,Statik, IE, Rapid fire Cannon, Berserker

  11. All Daisy needs is good AI at the moment its braindead and can require near-constant micro just to actually be fighting someone

  12. By logic riot shown theirs bias for adc/mages
    Akaly, cass were broken for top
    After month riot: we need more data we dont know if they are broken
    Garen played bot with some succes riot after half a Day : Nooo you are fucking top dont dare you to stomp on our adcs….

  13. Ah yes ivern nerfs just what I needed by making him ranged all the time it means I can no longer follow my own Q into melee range to get the slow from my E unless I walk to the target instead of getting a free auto attack. Can I at least get my trackers knife back? The jungle items now are so painful for me to buy since I’m only getting it for exp not even upgrading it to any of the options because they are all bad for ivern.

  14. Jungle Garen with Machete's is actually going to clear camps really quickly if you think about it

    Now imagine if he builds blood razor

  15. I am a Garen main who does not build Black cleaver like… at all!… I I usually go for Trinity force -> Deadmans -> Steraks -> Mortal reminderer… This Garen change is going to opens up alot of diffrent options for items. & I am so looking forward to throw people way of guard with all the options & unpredictable items I'm going to use.

  16. I don't think Garen will ever be properly viable in pro games till he has a kit change. He needs hard cc or a dash to compete with top tier tanks imo. Adjusting the numbers still leaves him with the most basic moves in the game :/

  17. Why to they keep increasing tanks damage and decreasing their defense stats. We already have a lot of damage in the game soon they will just me assassin without escapes

  18. why, just remove kayle already or rework her again. she is never gonna be viable if they keep changing her every patch.

  19. The Ivern ult rework 1 sounds fucking terrible, and everyone with any Ivern experience has shat on Squad 5 for trying to force it.

  20. I'm going full AP Ivern, popping bushes everywhere and have my team do shit tons of damage.. Fuck all the other changes: I am the bush

  21. How the hell are they not paying any attention to trynd at all. He hasn't changed for like 9 seasons. Ffs he needs it more than anyone of those champs. His kit needs changing regardless if he still works in this era of lol.

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