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* Rylai's Crystal Scepter from patch 5.13. The item was formely a niche pick and core only in certain champions such as Rumble. Then the slow values on the item and the slow mechanics of the game were reworked, and Rylai became the best item on AP champions, bar none. Not only the stats the item provides are godly for the squishy AP carries, its slow helps them to kite or catch threats easily. Champions that can abuse the item such as Azir, Viktor and Brand became way more powerful than before the patch just because Rylai was that ridiculous, and nowadays even champions with solid crowd control options on their kit, such as Syndra and Vel'Koz, are buying the item. It finally got nerfed on patch 6.23, bringing down many champions that relied on the item, and changing build paths for the ones who didn't.

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* Rylai's Crystal Scepter from patch 5.13. The item was formely a niche pick and core only in certain champions such as Rumble. Then the slow values on the item and the slow mechanics of the game were reworked, and Rylai became the best item on AP champions, bar none. Not only the stats the item provides are godly for the squishy AP carries, its slow helps them to kite or catch threats easily. Champions that can abuse the item such as Azir, Viktor and Brand became way more powerful than before the patch just because Rylai was that ridiculous, and nowadays even champions with solid crowd control options on their kit, such as Syndra and Vel'Koz, are buying the item. It finally got nerfed on patch 6.23, bringing down many champions that relied on the item, and changing build paths for the ones who didn't.didn't.
* Pre-Rework Poppy was half- GameBreaker, half JokeCharacter. Her farming was terrible and her early game pathetic- but if she managed to get herself some items, she became a hammer-wielding murder machine with her ridiculous passive and ult. Her passive made her incredibly tanky, and her ultimate made her immune to ''everything'' except one enemy champion. If she attacked any other champions, they were basically helpless for 8 seconds (the idea was that Poppy would force herself into a one-on-one fight with another champion, but failed to specify that Poppy had to attack the champion she targeted). She ended up completely reworked, with her kit stabilized so Poppy isn't so divided between completely useless and completely overpowered.


* [[http://leagueoflegends.wikia.com/wiki/Innervating_Locket Innervating Locket]] + [[http://leagueoflegends.wikia.com/wiki/Udyr Udyr]] was a combination so overpowered that it lead to Innervating Locket being removed from the game. To put it simply, the Locket gave heals when you used abilities, and Udyr is a melee fighter who uses his abilities a a lot. Udyr plus the Locket meant a powerful bruiser who also healed himself every few seconds.

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* [[http://leagueoflegends.wikia.com/wiki/Innervating_Locket Innervating Locket]] + [[http://leagueoflegends.wikia.com/wiki/Udyr Udyr]] was a combination so overpowered that it lead to Innervating Locket being removed from the game. To put it simply, the Locket gave heals when you used abilities, and Udyr is a melee fighter who uses his abilities a a lot. Udyr plus the Locket meant a powerful bruiser who also healed himself every few seconds.seconds and was nearly impossible to kill even if he wasn't building any tank items other than Innervating Locket.


* Since his release, Azir has had a number of notable bugs that frequently had to be fixed. But as soon as people got past the said bugs and realized his potential, he THEN got nerfed so many times that one can't count in both hands. His kit revolves around summoning Sand Soldiers, untargetable units that may auto-attack for Azir, dealing magic damage per attack. Since it scales with attack speed, a fed Azir can and will deal lots of damage per second on late game from far away. His ultimate also gives him a second chance if he fails to keep someone away, pushing enemies back and creating a wall on the location. With everything, Azir has a lot of play potential, either closing the door whenever his team is being chased, either Insec'ing the entire opposing team, either just dealing slow and damage thanks to Rylai's Crystal Scepter being ridiculously good on him. It's no hyperbole to say that every single skill of him has already been nerfed and this fails to stop Azir from being an amazing champion in the hands of any good player. Keep in mind: Riot usually nerfs champions that sit on winrates around 55% or higher. Before Azir's latest nerfs, his winrate was so low as 42%. And he was still broken enough for him to deserve the nerfs. That's to say something.

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* Since his release, Azir has had a number of notable bugs that frequently had to be fixed.fixed (which did make him a GameBreaker in [[GameBreakingBug the literal sense]]). But as soon as people got past the said bugs and realized his potential, he THEN got nerfed so many times that one can't count in both hands. His kit revolves around summoning Sand Soldiers, untargetable units that may auto-attack for Azir, dealing magic damage per attack. Since it scales with attack speed, a fed Azir can and will deal lots of damage per second on late game from far away. His ultimate also gives him a second chance if he fails to keep someone away, pushing enemies back and creating a wall on the location. With everything, Azir has a lot of play potential, either closing the door whenever his team is being chased, either Insec'ing the entire opposing team, either just dealing slow and damage thanks to Rylai's Crystal Scepter being ridiculously good on him. It's no hyperbole to say that every single skill of him has already been nerfed and this fails to stop Azir from being an amazing champion in the hands of any good player. Keep in mind: Riot usually nerfs champions that sit on winrates around 55% or higher. Before Azir's latest nerfs, his winrate was so low as 42%. And he was still broken enough for him to deserve the nerfs. That's to say something.


* [[http://leagueoflegends.wikia.com/wiki/Innervating_Locket Innervating Locket]] + [[http://leagueoflegends.wikia.com/wiki/Udyr Udyr]] was a combination so overpowered that it lead to Innervating Locket being removed from the game.

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* [[http://leagueoflegends.wikia.com/wiki/Innervating_Locket Innervating Locket]] + [[http://leagueoflegends.wikia.com/wiki/Udyr Udyr]] was a combination so overpowered that it lead to Innervating Locket being removed from the game. To put it simply, the Locket gave heals when you used abilities, and Udyr is a melee fighter who uses his abilities a a lot. Udyr plus the Locket meant a powerful bruiser who also healed himself every few seconds.


** Then there's the ''Uncle Fate'' build, using [[{{Multishot}} Runaan's Hurricane]], [[LifeDrain Bloodthirster]], and Nashor's Tooth mixing with Attack Speed. Cue Twisted Fate being even MORE broken as his '''E''' links up with Runaan's Hurricane and Nashor's Tooth, leading to him outright nuking unwitting victims with AD and AP damage.



* Morgana's Black Shield, for its ability to make the target temporarily immune to all forms of crowd control (an ''incredibly'' powerful ability given how much of a major role these play in the game).
* It's been notoriously hard to balance Mundo on Twisted Treeline... but he's unlikely to be fixed, as Riven, Shyvana, Poppy, Mordekaiser and especially Singed have begun to overshadow him at the time that was discovered.



** It's not as bad anymore since Darius no longer does so much damage in multiple shots on the get-go via his most recent rework, but he's still a bit difficult to face in lane for some champions or in the late game if he applies his passive stacks fast enough.
* Zyra and Jayce were both considered overpowered on release, the former far more so than the latter. They were both considered to be the best champs for their lanes (mid and top, respectively) by a long shot. Zyra had ludicrous burst even with minimal AP, a LONG-ranged snare with an incredibly fast travel speed, untouchable poke and zoning, and tank-tier initiation, not to mention incredible scaling and further teamfight utility. She received the single largest nerf in League history but still remained one of the best mages in the game, something that attests to how ridiculous she was on release. As for Jayce, he was virtually unbeatable top thanks to being almost completely unapproachable and impossible to duel or even trade with due to his hammer form E, a low-cost knockback on a very low cooldown that also hurt like a bitch, while his cannon form sported incredible poking and burst that was even more effective in the melee-heavy top environment. He also snowballed fast and hard and became an utter terror when fed, essentially becoming a second carry. His nerfs, while certainly justified, were nowhere near as heavy as hers, but that was mostly because you could at least do okay and farm against him top, while the best that you could do against Zyra was survive.
** Ironically however, Jayce's late game is nowadays in a bad spot in the current meta, while Zyra had a slight rework as of 6.9. However, the recent preseason with the new Lethality stat added plus a few minor changes has made Jayce a little more balanced.

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** It's not as bad anymore since Darius no longer does so much damage in multiple shots on the get-go via his most recent Juggernaut rework, but he's still a bit difficult to face in lane for some champions or in the late game if he applies his passive stacks fast enough.
* Zyra and Jayce were both considered overpowered on release, the former far more so than the latter. They were both considered to be the best champs for their lanes (mid and top, respectively) by a long shot. Zyra had ludicrous burst even with minimal AP, a LONG-ranged snare with an incredibly fast travel speed, untouchable poke and zoning, and tank-tier initiation, not to mention incredible scaling and further teamfight utility. She received the single largest nerf in League history but still remained one of the best mages in the game, something that attests to how ridiculous she was on release. As for Jayce, he was virtually unbeatable top thanks to being almost completely unapproachable and impossible to duel or even trade with due to his hammer form E, a low-cost knockback on a very low cooldown that also hurt like a bitch, while his cannon form sported incredible poking and burst that was even more effective in the melee-heavy top environment. He also snowballed fast and hard and became an utter terror when fed, essentially becoming a second carry. His nerfs, while certainly justified, were nowhere near as heavy as hers, but that was mostly because you could at least do okay and farm against him top, while the best that you could do against Zyra was survive.
** Ironically however, Jayce's late game is nowadays in a bad spot in the current meta, while Zyra had a slight rework as of 6.9. However, the recent preseason with the new Lethality stat added plus a few minor changes has made Jayce a little more balanced.
enough.



** Then the Rengar after said nerfs still ended up being this, in the sense that his "triple Q" exploit (involving ulting, readying Savagery, then using Empowered Savagery JUST as Savagery comes off cooldown then using Savagery again for massive damage and attack speed to follow up) is quite capable of outright eviscerating a squishy champion. Cue him being part of the recent preseason assassin reworks, and people are still complaining about Rengar's power, though at this point he may be much easier to balance.

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** Then the Rengar after said nerfs still ended up being this, in the sense that his "triple Q" exploit (involving ulting, readying Savagery, then using Empowered Savagery JUST as Savagery comes off cooldown then using Savagery again for massive damage and attack speed to follow up) is quite capable of outright eviscerating a squishy champion. Cue him being part of the recent preseason 7 assassin reworks, and people are still complaining about Rengar's power, though at this point he may be much easier to balance.



* Blitzcrank is often banned at low [=ELOs=] because his trademark move, "Rocket Grab", is one of the most powerful initiators in the game, as a move that can near instantly grapple an enemy and draw them to you, which, when used in conjunction with teamfighting, will often lead to a quick death for (if the Blitz is competent) usually either the support or more often the AD carry. Higher [=ELOs=] tend to pass over him, as Blitzcrank is often cited as DifficultButAwesome, and that really competent ones are rare enough that banning him constantly is usually worthless compared to someone like, say, Thresh.
* Unlike every other support (or champion in general) in the game, Thresh does not gain Armor on level up. However, this is remedied by his passive: every time a small monster or minion dies, they have a chance of dropping a soul, whereas champions and large monsters always drop them. Thresh can move near a soul to obtain it, which permanently grants him Armor and Ability Power, and there is no limit to how many souls he can grab. Essentially, this means there is no limit to how much Armor and Ability Power he can have, and he is the only support in the game that gets stronger by allowing his friendly AD carry teammate to farm without farming himself. Thresh's Q is Death Sentence, which is basically Blitzcrank's grab, but with a slightly shorter range, a slower pull-in, a lower cooldown, and with the additional option for Thresh to immediately jump to his victim's current position. But wait, there's more! The most infamous (and hated) thing about Thresh is his W, Dark Passage, AKA "the lantern." Thresh throws his lantern towards a spot of his choosing, where it stays for up to 6 seconds. If an ally right-clicks it, the lantern disappears and the ally is pulled right to Thresh, essentially giving his ally a reset button to erase any mistake they make. While the lantern is active, all allies near it gain a shield for up to 4 seconds that absorbs all forms of damage, with the shield getting stronger the more Ability Power Thresh has. Thresh's E is Flay, which passively gives him bonus magic damage (again scaling off his AP) on each autoattack he lands - and keep in mind Thresh's autoattacks are long range. He can also activate Flay to either knock all enemies in a cone AWAY from him, or all enemies in a cone TOWARD him, as well as slowing them for about 2 seconds. Thresh's ultimate is simply "The Box," which places a pentagon made of green energy walls around him: when an enemy runs into a wall, it disappears, inflicting massive damage (scaling with his AP), and slowing them by 99% for 2 seconds, and while the damage and slow will be halved, enemies CAN be affected by more than one wall. Thresh is the single-most picked support champion in the game, but given his kit and passive, he can quite easily fill ANY role his team needs. Common complaints are that if not for his lantern, Thresh would be acceptable, but his entire kit as-is simply gives too much.
* On Dominion and Twisted Treeline there are several, but none have ever come close to Kassadin.
** To clarify: Kassadin has high utility, high damage, and good mobility. His traditional weakness is that he's squishy. Players realized he could build defensive mana, magic penetration, and cooldown reduction items, abuse his ult's stacking damage and low cooldown, and abuse the wall-heavy configuration of the Dominion map for even stronger mobility, still-potent damage, and still-potent utility--with none of the tendency to blow up if focused. His mobility was by far the worst part of him--to the point that he can practically be everywhere on the map at once. He was so infamous that he was the first champion on Dominion to receive map-specific nerfing. The first nerfs he has received have simply made his power level comparable to that of other truly OP champions, but later nerfs have ''finally'' brought him down to within reason, or worse, made him much less viable than ever. However, he's receiving a few quality changes that make him see a bit more play again on the other maps. Up to seasons 5-to-6, he's in a balanced spot where he's still very item-dependent and has a rough time early game, especially against zoners.
** Jayce, Nidalee, and Kha'Zix are the next three after Kassadin on Dominion. They are not at the same level as Kassadin, but are certainly headaches. Lulu, Talon, Wukong, Rengar, and Teemo have all had their times in the "spotlight." Zyra, Amumu, remade Evelynn, and remade Karma have been consistently high-tier.
** Then there's [=LeBlanc=]. As a remarkably powerful assassin, she could burst you down in an instant once she got going, and there was no counterplay since you spent the entire time silenced. Fortunately, Riot has since removed her silence, so there's a possibility of actually fighting back before you get deleted.
** In a bit of irony, the aforementioned Thresh was practically a JokeCharacter on Dominion. Not only did he have to go out of his way to utilize the aforementioned soul mechanic (leaving him squishy), his high cooldowns did not sit well on a map where turrets "die" in ten seconds, and his lantern was significantly less powerful when Thresh couldn't risk heading into initiation range. However, he's since gotten a map-specific buff (souls now give him two stacks of Damnation) which made him unremarkable top but fairly strong bot.



* In the Pre-Season 5 the jungle was overhauled, and most of the monsters, including dragon, have a new style to their attacks. Why is this important? Because Pantheon's passive, which blocks certain kinds of attacks, blocks ALL of Dragon's attacks. This means Pantheon can take Dragon at ''LEVEL 2''. ''ALONE''. Thats right, 2 minutes into the game a Pantheon can solo the Dragon and secure a big buff for his team.
** To a lesser extent, this can also work with Fiora using her skill Riposte, which can deflect a Dragon's attack, but only when timed right. Apparently with her reworked version, it may do the job a bit better than expected, especially with her rising dominance in top lane.
* Warwick emerged as THE strongest jungler after the overhaul, no competition. Not only does his sustain make him insanely safe, one of the newer jungle items, Skirmisher's Sabre, allows you to deal true damage for a few seconds and it counts as an on-hit effect. Couple this with the Devourer enchantment, which gives infinitely scaling on-hit magic damage. All Warwick has to do is walk up, smite a carry and use his ultimate, which applies on-hit effects, repeatedly. That carry is now dead. Period. This turned out to be so broken that within 2 weeks Warwick went from a champion people left games over because he was TheLoad, to a champion with a ''92% ban rate''. Riot started rolling out hefty nerfs on his ultimate VERY quickly.
* Due to MR nerfs in season 5, ranged AP champions that go top lane and some in mid end up being this due to difficulty to engage.

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* In the Pre-Season 5 the jungle was overhauled, and most of the monsters, including dragon, have a new style to their attacks. Why is this important? Because Pantheon's passive, which blocks certain kinds of attacks, blocks ALL of Dragon's attacks. This means Pantheon can take Dragon at ''LEVEL 2''. ''ALONE''. Thats right, 2 minutes into the game a Pantheon can solo the Dragon and secure a big buff for his team.
** To a lesser extent, this can also work with Fiora using her skill Riposte, which can deflect a Dragon's attack, but only when timed right. Apparently with her reworked version, it may do the job a bit better than expected, especially with her rising dominance in top lane.
* Warwick emerged as THE strongest jungler after the season 5 jungle overhaul, no competition. Not only does his sustain make him insanely safe, one of the newer jungle items, Skirmisher's Sabre, allows you to deal true damage for a few seconds and it counts as an on-hit effect. Couple this with the Devourer enchantment, which gives infinitely scaling on-hit magic damage. All Warwick has to do is walk up, smite a carry and use his ultimate, which applies on-hit effects, repeatedly. That carry is now dead. Period. This turned out to be so broken that within 2 weeks Warwick went from a champion people left games over because he was TheLoad, to a champion with a ''92% ban rate''. Riot started rolling out hefty nerfs on his ultimate VERY quickly. \n* Due to MR nerfs in season 5, ranged AP champions that go top lane and some in mid end up being this due to difficulty to engage.



*** Recently, Warlord's was changed to only heal for a percent of missing HP while no longer giving attack speed; it was pointed out that it was rather useless either way unless you had crit from items and runes, meaning you barely had anything to go by early game compared to the other keystone masteries.



** Guinsoo's Rageblade also got a rework...instantly making Jax batshit insane and any autoattack-reliant champion very powerful. The catch of the new rework is that melee autoattacks (on anything - the item would be balanced was this only valid against champions) give 2 of 8 stacks to the item. Coupled with Sated Devourer and its attack speed, it took just three attacks to reach max stacks. ButWaitTheresMore. As the new Guinsoo reaches 8 stacks, it starts to deal [=AoE=] damage scaling with both AD and AP, a thing that most of the champions that benefit of the item lacked (making it akin to Ravenous Hydra's passive). ButWaitTheresMore Also slightly reworked, Hextech Gunblade heals for 15% of ALL damage dealt, allowing for insane healing in teamfights while dealing tons of [=AoE=] damage. [[OverlyLongGag But Wait, There's Even More!]] The last mastery of the Ferocity tree is Fervor of Battle, which, [[RuleOfThree just like Warlord's Bloodlust and Guinsoo's Rageblade]], stacks when autoattacking anything, ramping even more damage over the already huge benefits. This combination allowed for some unbelievable things that made most of the involved items and masteries get hit by the nerf hammer (most recent 5.24 patch tweaked its [=AoE=] range to be lower). [[ArsonMurderAndJaywalking On a smaller note, it also made AP Master Yi a thing again]].
*** ... [[LethalJokeCharacter except it turned out to NOT be a smaller note.]] Due to his passive which allows double-procs, his jungle proficiency and his ridiculous late-game, people ended up realizing they could build Master Yi with Devourer-Guinsoo, stack everything in a blink of an eye and build tank for the rest of the game, effectively doing anything that a normal Master Yi does without the glass cannon downside AND with hybrid damage to boot. Xin Zhao also got a buff on the same meantime that allowed him to do the same thing while ALSO negating his biggest weakness (the late game, in this case). The madness only ended once Riot fused Devourer and Guinsoo in one item, giving Guinsoo the Phantom Hit passive and replacing Devourer with a generic version of Blade of the Ruined King for junglers (the return of the Bloodrazor AKA Madred's).
*** Regarding Fervor of Battle, a keystone mastery that grants stacks for every attack landed on an enemy champion that increases auto-attack damage per stack, the mastery is quite abuse-able by nearly ANY on-hit AD caster; any AD champion with auto-attack-based abilities could gain a ton of stacks to deal so much extra damage, especially when combined with certain items (such as Blade of the Ruined King or any Spellblade item, along with Black Cleaver). While it was rare for them to use such items to such effects (they mainly relied on more raw damage and cooldown reduction items), could easily lead to a lot of monstrous damage built-up from a very quick combo of a normal auto, one damaging spell, then followed up with their main on-hit/auto-attack ability. Examples included Rengar's Q, Wukong's Q, Renekton's W, Yasuo's Q and so forth. Basically, any on-hit AD caster champion that could attack with a rapid-ton of both autos and spells could heavily abuse this with late game burst damage comparable to both the DPS-type champs it was meant for along with Thunderlord's Decree, which was ironically the [[ComplacentGamingSyndrome one thing that prevented Fervor from getting as much exposure on those said AD casters during that timespan]]. Even then, Riot rolled nerfs to Fervor just to prevent it from being abused like so overall, but it was still very strong since each hit landed granted anything but a single stack (abilities used to grant 3 stacks on-hit instead of 2 before getting nerfed, and the passive prior to that went up to 10 stacks total instead of 8 as of today, and could even be stacked on non-champion targets when it first debuted). Recently however, it was reworked in the 7th preseason to grant AD per stack instead of auto-attack damage, making it easier to manage while still being beneficial to such champions, though recently having abilities no longer proc it allows for less opportunities for those said AD casters to abuse it unless they stay in a fight for a quite a while (ADC's on the other hand, still only apply 1 stack per hit meaning it's no longer as effective for them....at first).
** Illaoi got released on the meantime of the Preseason, and struck top lane like a meteor. Her supposed weakness was that she had to stay still in an area to deal damage, but she dealt too much freakin' damage in said area. Her E, Test of Spirit, works just like Blitzcrank's Rocket Grab, but instead of grabbing the champion itself, it grabs its soul for her team to beat up, not only removing the no-safety factor of dragging, say, Amumu to the middle of everyone, but also forcing the grabbed champion to fight if he doesn't want to spawn tentacles from out of nowhere. And her tentacles not only deal a lot of damage, but also heal Illaoi for missing health when hitting champions. [[https://www.youtube.com/watch?v=etbP-JAhdps If that doesn't convince you of her brokeness, what about a video of Illaoi getting a Pentakill 1vs5 while her team is 18 kills behind?]] Ever since the new Dynamic Queue, she's been almost banned non-stop.
*** On the other hand, Illaoi has maintained a win ratio below 50% since her release. She's rarely picked for her substantial weakness of having very little crowd control and no way to force enemies to stay within her zone of damage, and unlike Heimerdinger she can't manually put down turrets to compensate for this weakness. This makes for an easily-ignored wall of health points that contributes little to her team post laning phase. These days, from low elo to high, Illaoi is considered a weak pick.
*** It turns out that Illaoi ended averting GameBreaker on high elos due to her "UpToEleven MightyGlacier" style, which does not fit at all with high level playing. However, in low elos, she's absolutely insane, as newbie players probably will not realize how much good ignoring Illaoi or killing her tentacles does, not to mention that they get WAY more frustrated with Test of Spirit. This means that Riot cannot buff her without being extremely careful, otherwise she'll just be permabanned anywhere above Gold V only for her to be playable on Diamond elo.

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** Guinsoo's Rageblade also got a rework...instantly making Jax batshit insane and any autoattack-reliant champion very powerful. The catch of the new rework is that melee autoattacks (on anything - the item would be balanced was this only valid against champions) give 2 of 8 stacks to the item. Coupled with Sated Devourer and its attack speed, it took just three attacks to reach max stacks. ButWaitTheresMore. As the new Guinsoo reaches 8 stacks, it starts to deal [=AoE=] damage scaling with both AD and AP, a thing that most of the champions that benefit of the item lacked (making it akin to Ravenous Hydra's passive). ButWaitTheresMore Also slightly reworked, Hextech Gunblade heals for 15% of ALL damage dealt, allowing for insane healing in teamfights while dealing tons of [=AoE=] damage. [[OverlyLongGag But Wait, There's Even More!]] The last mastery of the Ferocity tree is Fervor of Battle, which, [[RuleOfThree just like Warlord's Bloodlust and Guinsoo's Rageblade]], stacks when autoattacking anything, ramping even more damage over the already huge benefits. This combination allowed for some unbelievable things that made most of the involved items and masteries get hit by the nerf hammer (most recent 5.24 patch tweaked its [=AoE=] range to be lower). [[ArsonMurderAndJaywalking On a smaller note, it also made AP Master Yi a thing again]].
*** ... [[LethalJokeCharacter except it turned out to NOT be a smaller note.]] Due to his passive which allows double-procs, his jungle proficiency and his ridiculous late-game, people ended up realizing they could build Master Yi with Devourer-Guinsoo, stack everything in a blink of an eye and build tank for the rest of the game, effectively doing anything that a normal Master Yi does without the glass cannon downside AND with hybrid damage to boot. Xin Zhao also got a buff on the same meantime that allowed him to do the same thing while ALSO negating his biggest weakness (the late game, in this case). The madness only ended once Riot fused Devourer and Guinsoo in one item, giving Guinsoo the Phantom Hit passive and replacing Devourer with a generic version of Blade of the Ruined King for junglers (the return of the Bloodrazor AKA Madred's).
*** Regarding Fervor of Battle, a keystone mastery that grants stacks for every attack landed on an enemy champion that increases auto-attack damage per stack, the mastery is quite abuse-able by nearly ANY on-hit AD caster; any AD champion with auto-attack-based abilities could gain a ton of stacks to deal so much extra damage, especially when combined with certain items (such as Blade of the Ruined King or any Spellblade item, along with Black Cleaver). While it was rare for them to use such items to such effects (they mainly relied on more raw damage and cooldown reduction items), could easily lead to a lot of monstrous damage built-up from a very quick combo of a normal auto, one damaging spell, then followed up with their main on-hit/auto-attack ability. Examples included Rengar's Q, Wukong's Q, Renekton's W, Yasuo's Q and so forth. Basically, any on-hit AD caster champion that could attack with a rapid-ton of both autos and spells could heavily abuse this with late game burst damage comparable to both the DPS-type champs it was meant for along with Thunderlord's Decree, which was ironically the [[ComplacentGamingSyndrome one thing that prevented Fervor from getting as much exposure on those said AD casters during that timespan]]. Even then, Riot rolled nerfs to Fervor just to prevent it from being abused like so overall, but it was still very strong since each hit landed granted anything but a single stack (abilities used to grant 3 stacks on-hit instead of 2 before getting nerfed, and the passive prior to that went up to 10 stacks total instead of 8 as of today, and could even be stacked on non-champion targets when it first debuted). Recently however, it was reworked in the 7th preseason to grant AD per stack instead of auto-attack damage, making it easier to manage while still being beneficial to such champions, though recently having abilities no longer proc it allows for less opportunities for those said AD casters to abuse it unless they stay in a fight for a quite a while (ADC's on the other hand, still only apply 1 stack per hit meaning it's no longer as effective for them....at first).
** Illaoi got released on the meantime of the Preseason, and struck top lane like a meteor. Her supposed weakness was that she had to stay still in an area to deal damage, but she dealt too much freakin' damage in said area. Her E, Test of Spirit, works just like Blitzcrank's Rocket Grab, but instead of grabbing the champion itself, it grabs its soul for her team to beat up, not only removing the no-safety factor of dragging, say, Amumu to the middle of everyone, but also forcing the grabbed champion to fight if he doesn't want to spawn tentacles from out of nowhere. And her tentacles not only deal a lot of damage, but also heal Illaoi for missing health when hitting champions. [[https://www.youtube.com/watch?v=etbP-JAhdps If that doesn't convince you of her brokeness, what about a video of Illaoi getting a Pentakill 1vs5 while her team is 18 kills behind?]] Ever since the new Dynamic Queue, she's been almost banned non-stop.
*** On the other hand, Illaoi has maintained a win ratio below 50% since her release. She's rarely picked for her substantial weakness of having very little crowd control and no way to force enemies to stay within her zone of damage, and unlike Heimerdinger she can't manually put down turrets to compensate for this weakness. This makes for an easily-ignored wall of health points that contributes little to her team post laning phase. These days, from low elo to high, Illaoi is considered a weak pick.
*** It turns out that Illaoi ended averting GameBreaker on high elos due to her "UpToEleven MightyGlacier" style, which does not fit at all with high level playing. However, in low elos, she's absolutely insane, as newbie players probably will not realize how much good ignoring Illaoi or killing her tentacles does, not to mention that they get WAY more frustrated with Test of Spirit. This means that Riot cannot buff her without being extremely careful, otherwise she'll just be permabanned anywhere above Gold V only for her to be playable on Diamond elo.
hammer.



* Tank Ekko was running rampant until a large number of changes to his ability scalings. Before these changes, Ekko's base damage was so high, along with having passive execute damage, Ekko could build full tank and go toe-to-toe with anyone while being nigh-unkillable since his ultimate healed him for a percentage of damage he'd taken in the past 4 seconds. Tack onto this incredible mobility and respectable CC, Ekko terrorized the top and middle lanes until his bases were gutted and his ratios buffed in an attempt to shoehorn him into a slightly less frustrating assassin role, rather than an invincible super soldier that required four people to kill.
** Release Ekko was completely broken as an AP carry, able to kill basically everything after proc'ing his passive. Thus, Riot nerfed his numbers and AP ratios so that he was still a good pick, but not broken. Then people discovered tank Ekko and they were forced to nerf Ekko into a lower state. A while after, they tried to give him some power back, but tank Ekko instantly returned and took over the scene, forcing Riot to buff THE VERY SAME RATIOS that they nerfed on release Ekko in exchange for base damage. The TL;DR of this is that Riot has a huge problem with balancing Ekko, because one misstep will give players a lot of problems with 2 second stuns and close-to-death tanks escaping fights pressing one button.
*** The aforementioned Fervor of Battle before it got reworked in the 7th preseason was even abused on Ekko for his recent Trinity Force build even, despite Fervor tailoring to AD-based auto-attack damage and Ekko's on-hit default passive, W passive and E proc all being on-hit magic damage. That's saying something.
* Speaking about tank assassins, they're a problem by itself. Assassins should do their job of deleting one of the opposing carries fast and cleanly, having tools for getting in and out of the fight to do so and being instantly blown up if they fail due to squishyness. Obviously, if they're not squishy, this means that they can simply do anything they want without caring for the downsides, and often they become even more of a threat than his usual builds, since their tools for getting out can be used to assassinate more targets. Nidalee, Fizz, Yasuo and the aforementioned Ekko have each of them found sucess with such builds, and thus they've been nerfed on their durability and base damages.
* The Juggernaut patch had Skarner getting hotfixed. The Marksman patch had Graves. You would think that Riot would avert RuleOfThree and not make the same mistake during the Mage patch, rig- oh, is that a Malzahar hotfix nerf? His rework wasn't even that bad, since it kept his most iconic abilities and his "infect and attack" playstyle, however his new W allows him to summon swarms of Voidlings with ease, which means that jungle Malzahar became Elise (worth of note that she was almost a GameBreaker on her own) with lesser ganks and a lot of extra damage, not to mention one of the best ultimates on the game. And his passive gives him a free Banshee's Veil every few seconds.
* Swain deserves a more detailed explanation. Before the mage rework, he used to have huge question marks on his skill order: his Q was supposed to be his main damage tool, however most of the players maxed either W for being his only non-ultimate waveclear or E for amplifying his other skills' damage and scaling way better with level points. After the rework, Riot adjusted this so that it was more attractive to max Q, but no one realized this, and together with bad numbers, his win rate plummeted. Thus, Riot buffed his numbers, reworked the heal on his ultimate and basically '''implored''' to players to max Q. [[GoneHorriblyRight It worked out a bit too well, making Swain an unkillable damage machine.]]
* Since his release, Azir has had a number of notable bugs that frequently had to be fixed. But as soon as people got past the said bugs and realized his potential, he THEN got nerfed so many times that one can't count in both hands. His kit revolves around summoning Sand Soldiers, untargetable units that may auto-attack for Azir, dealing magic damage per attack. Since it scales with attack speed, a fed Azir can and will deal lots of damage per second on late game from far away. His ultimate also gives him a second chance if he fails to keep someone away, pushing enemies back and creating a wall on the location. With everything, Azir has a lot of play potential, either closing the door whenever his team is being chased, either Insec'ing the entire opposing team, either just dealing slow and damage thanks to Rylai's Crystal Scepter being ridiculously good on him. It's no hyperbole to say that every single skill of him has already been nerfed and this fails to stop Azir from being an amazing champion in the hands of any good player.
** Keep in mind something: Riot usually nerfs champions that sit on winrates around 55% or higher. Before Azir's latest nerfs, his winrate was so low as 42%. And he was still broken enough for him to deserve the nerfs. That's to say something.
* [[AttackAttackAttack Kled]]. The Redneck Noxian Yordle has some pretty unique mechanics: he has a mount called Skaarl that leaves him when her health bar is depleted, and that leaves Kled as a sitting duck until his resource, Courage, reaches 100, when Skaarl returns. He also has a powerful W skill that buffs his autoattacks with more damage and speed. Thus, Kled stops being a threat when he loses Skaarl... until you give him [[LifeDrain life steal items]]. All of a sudden, Kled instantly becomes insane, healing Skaarl with every single one of Kled's autos and giving him a stronger "shield" than his own ult (which is also HUGE, as it grants an engage or the opposing team fleeing under the threat of a massive-shielded Kled and his allies following him). And the more the game progresses, Kled becomes harder and harder to get off of Skaarl, [[WhyWontYouDie let alone being killed.]] Should we also mention that Kled's damage on his W was on-hit HP-based with extra attack speed? Meaning he could make use of items like Blade of the Ruined King and/or Black Cleaver to DPS-shred-burst his target to death?
* Rylai's Crystal Scepter from patch 5.13. The item was formely a niche pick and core only in certain champions such as Rumble. Then the slow values on the item and the slow mechanics of the game were reworked, and Rylai became the best item on AP champions, bar none. Not only the stats the item provides are godly for the squishy AP carries, its slow helps them to kite or catch threats easily. Champions that can abuse the item such as Azir, Viktor and Brand became way more powerful than before the patch just because Rylai was that ridiculous, and nowadays even champions with solid crowd control options on their kit, such as Syndra and Vel'Koz, are buying the item. It finally got nerfed on patch 6.23, bringing down many champions that relied on the item, and changing build paths for the ones who didn't.
* Camille, whose kit is so overloaded and overpowered, it's almost as if Riot created her intending for her to be Irelia 2.0 and the new goddess of the top lane. To start, her passive is a shield that activates when she attacks an enemy (Unlike Yasuo's whose shield activates when he takes damage, giving her the ability to trade on her terms), and hers scales with her maximum health, and the shield's type changes to the type of damage her attacker deals mostly (So, if she's attacked by a physical damage champion, the shield becomes physical), with the cooldown on this shield a mere 20 seconds on rank 1, getting lower as she levels up. Her Q is an auto-attack boost, can be used twice for no cost, and, in the second hit, transforms 40 to 100% of the bonus physical damage to TRUE DAMAGE on rank 5, and, like all auto-attack boosters, resets her AA time and procs on-hit effects such as Spellblade and lifesteal, ON BOTH HITS. Her W is an area-of-effect damage that, when hitting enemies in the outer-half, slows them and deals max health percent physical damage AND restores HP for the same amount for each enemy hit (And, let's remember, we're on the tank meta, where people usually have large HP pools). Her E is a gap closer that, like her Q, can be used twice, and the second half gets a boost to the maximum range if you travel towards a champion, while also stunning and dealing damage to everyone on arrival, AND giving Camille an auto-attack speed bonus for a few seconds after she lands. Lastly, her ultimate is literally "1v1 ME, BITCH" that creates a small hexagon around her target, knocking back every other enemy, and, while in that area, Camille's auto-attacks deal bonus max health percent magical damage to the target, and, unlike every other "terrain" ability, the targeted enemy cannot get out of it, PERIOD (The only way to end her ultimate is having Camille leaving the area, either by her will or by a knockback ability). With few weaknesses (Champions that deal mixed damage, champions that can block/dodge auto attacks, and heavy CC/knockback) and too many tools on her kit, she's literally on the path to become the new Irelia, being a perfect bruiser who can easily gapclose, explode squishies and melt tanks while dealing all types of damage, and doing all this building Trinity Force, [=BotRK=], and then tanky to become literally unkillable. To further illustrate her "overpoweredness": No more than a few days after her release, and she's already received minor nerfs, because even in the early game, which was supposed to be a weakness, she was still pressuring people too much, and even now she's still a monster to face. It's no wonder she was once an absolute pick-ban champion on all elos, and that's saying something.
* Zoe. Her Q is a projectile that can be redirected much like Orianna's ball, with damage that scales with range and can ramp up to absolutely insane levels for a single ability, to the point that a capped Q can erase 40-50% of most lane opponents' health '''from level 1'''. Her W lets her use summoner spells and item casts recently used by other champions on demand, allowing her to use both her allies and her enemies' strengths against the latter. Her E is the first ability in the game to induce sleep, which is a combination slow and stun that is broken on damage but doubles the damage of the next attack or ability that hits the victim (to a cap), and the projectile goes over walls, allowing her to make easy surprise attacks. If it hits nothing, it briefly becomes a puddle on the ground that induces the status to anything that walks into it, which is quite unique for a skillshot, and its cooldown is lowered on hitting a champion. Like any other champion with a hard CC on a basic ability (Lux, Morgana, Anivia, etc.), chasing her is an exercise in futility because of her E and her naturally high movement speed, but like Singed, it's also outright suicidal because the damage from her E+Q combo lets her destroy pursuers even faster than him. Lastly, her ult is a low cooldown blink that lets her teleport to a location for a second and teleport back, allowing her to dodge skillshots, make hit-and-run attacks with relative impunity, or just fake out opponents. This ultimately makes for a champ that is frustrating to fight because of her being so hard to punish due to having damage out the ass with the CC and mobility to complement it.

to:

* Tank Ekko was running rampant until a large number of changes to his ability scalings. Before these changes, Ekko's base damage was so high, along with having passive execute damage, Ekko could build full tank and go toe-to-toe with anyone while being nigh-unkillable since his ultimate healed him for a percentage of damage he'd taken in the past 4 seconds. Tack onto this incredible mobility and respectable CC, Ekko terrorized the top and middle lanes until his bases were gutted and his ratios buffed in an attempt to shoehorn him into a slightly less frustrating assassin role, rather than an invincible super soldier that required four people to kill.
** Release Ekko was completely broken as an AP carry, able to kill basically everything after proc'ing his passive. Thus, Riot nerfed his numbers and AP ratios so that he was still a good pick, but not broken. Then people discovered tank Ekko and they were forced to nerf Ekko into a lower state. A while after, they tried to give him some power back, but tank Ekko instantly returned and took over the scene, forcing Riot to buff THE VERY SAME RATIOS that they nerfed on release Ekko in exchange for base damage. The TL;DR of this is that Riot has a huge problem with balancing Ekko, because one misstep will give players a lot of problems with 2 second stuns and close-to-death tanks escaping fights pressing one button.
*** The aforementioned Fervor of Battle before it got reworked in the 7th preseason was even abused on Ekko for his recent Trinity Force build even, despite Fervor tailoring to AD-based auto-attack damage and Ekko's on-hit default passive, W passive and E proc all being on-hit magic damage. That's saying something.
* Speaking about tank assassins, they're a problem by itself. Assassins should do their job of deleting one of the opposing carries fast and cleanly, having tools for getting in and out of the fight to do so and being instantly blown up if they fail due to squishyness. Obviously, if they're not squishy, this means that they can simply do anything they want without caring for the downsides, and often they become even more of a threat than his usual builds, since their tools for getting out can be used to assassinate more targets. Nidalee, Fizz, Yasuo and the aforementioned Ekko have each of them found sucess with such builds, and thus they've been nerfed on their durability and base damages.
* The Juggernaut patch had Skarner getting hotfixed. The Marksman patch had Graves. You would think that Riot would avert RuleOfThree and not make the same mistake during the Mage patch, rig- oh, is that a Malzahar hotfix nerf? His rework wasn't even that bad, since it kept his most iconic abilities and his "infect and attack" playstyle, however his new W allows him to summon swarms of Voidlings with ease, which means that jungle Malzahar became Elise (worth of note that she was almost a GameBreaker on her own) with lesser ganks and a lot of extra damage, not to mention one of the best ultimates on the game. And his passive gives him a free Banshee's Veil every few seconds.
* Swain deserves a more detailed explanation. Before the mage rework, he used to have huge question marks on his skill order: his Q was supposed to be his main damage tool, however most of the players maxed either W for being his only non-ultimate waveclear or E for amplifying his other skills' damage and scaling way better with level points. After the rework, Riot adjusted this so that it was more attractive to max Q, but no one realized this, and together with bad numbers, his win rate plummeted. Thus, Riot buffed his numbers, reworked the heal on his ultimate and basically '''implored''' to players to max Q. [[GoneHorriblyRight It worked out a bit too well, making Swain an unkillable damage machine.]]
* Since his release, Azir has had a number of notable bugs that frequently had to be fixed. But as soon as people got past the said bugs and realized his potential, he THEN got nerfed so many times that one can't count in both hands. His kit revolves around summoning Sand Soldiers, untargetable units that may auto-attack for Azir, dealing magic damage per attack. Since it scales with attack speed, a fed Azir can and will deal lots of damage per second on late game from far away. His ultimate also gives him a second chance if he fails to keep someone away, pushing enemies back and creating a wall on the location. With everything, Azir has a lot of play potential, either closing the door whenever his team is being chased, either Insec'ing the entire opposing team, either just dealing slow and damage thanks to Rylai's Crystal Scepter being ridiculously good on him. It's no hyperbole to say that every single skill of him has already been nerfed and this fails to stop Azir from being an amazing champion in the hands of any good player.
**
player. Keep in mind something: mind: Riot usually nerfs champions that sit on winrates around 55% or higher. Before Azir's latest nerfs, his winrate was so low as 42%. And he was still broken enough for him to deserve the nerfs. That's to say something.
* [[AttackAttackAttack Kled]]. The Redneck Noxian Yordle has some pretty unique mechanics: he has a mount called Skaarl that leaves him when her health bar is depleted, and that leaves Kled as a sitting duck until his resource, Courage, reaches 100, when Skaarl returns. He also has a powerful W skill that buffs his autoattacks with more damage and speed. Thus, Kled stops being a threat when he loses Skaarl... until you give him [[LifeDrain life steal items]]. All of a sudden, Kled instantly becomes insane, healing Skaarl with every single one of Kled's autos and giving him a stronger "shield" than his own ult (which is also HUGE, as it grants an engage or the opposing team fleeing under the threat of a massive-shielded Kled and his allies following him). And the more the game progresses, Kled becomes harder and harder to get off of Skaarl, [[WhyWontYouDie let alone being killed.]] Should we also mention that Kled's damage on his W was on-hit HP-based with extra attack speed? Meaning he could make use of items like Blade of the Ruined King and/or Black Cleaver to DPS-shred-burst his target to death?
* Rylai's Crystal Scepter from patch 5.13. The item was formely a niche pick and core only in certain champions such as Rumble. Then the slow values on the item and the slow mechanics of the game were reworked, and Rylai became the best item on AP champions, bar none. Not only the stats the item provides are godly for the squishy AP carries, its slow helps them to kite or catch threats easily. Champions that can abuse the item such as Azir, Viktor and Brand became way more powerful than before the patch just because Rylai was that ridiculous, and nowadays even champions with solid crowd control options on their kit, such as Syndra and Vel'Koz, are buying the item. It finally got nerfed on patch 6.23, bringing down many champions that relied on the item, and changing build paths for the ones who didn't.
* Camille, whose kit is so overloaded and overpowered, it's almost as if Riot created her intending for her to be Irelia 2.0 and the new goddess of the top lane. To start, her passive is a shield that activates when she attacks an enemy (Unlike Yasuo's whose shield activates when he takes damage, giving her the ability to trade on her terms), and hers scales with her maximum health, and the shield's type changes to the type of damage her attacker deals mostly (So, if she's attacked by a physical damage champion, the shield becomes physical), with the cooldown on this shield a mere 20 seconds on rank 1, getting lower as she levels up. Her Q is an auto-attack boost, can be used twice for no cost, and, in the second hit, transforms 40 to 100% of the bonus physical damage to TRUE DAMAGE on rank 5, and, like all auto-attack boosters, resets her AA time and procs on-hit effects such as Spellblade and lifesteal, ON BOTH HITS. Her W is an area-of-effect damage that, when hitting enemies in the outer-half, slows them and deals max health percent physical damage AND restores HP for the same amount for each enemy hit (And, let's remember, we're on the tank meta, where people usually have large HP pools). Her E is a gap closer that, like her Q, can be used twice, and the second half gets a boost to the maximum range if you travel towards a champion, while also stunning and dealing damage to everyone on arrival, AND giving Camille an auto-attack speed bonus for a few seconds after she lands. Lastly, her ultimate is literally "1v1 ME, BITCH" that creates a small hexagon around her target, knocking back every other enemy, and, while in that area, Camille's auto-attacks deal bonus max health percent magical damage to the target, and, unlike every other "terrain" ability, the targeted enemy cannot get out of it, PERIOD (The only way to end her ultimate is having Camille leaving the area, either by her will or by a knockback ability). With few weaknesses (Champions that deal mixed damage, champions that can block/dodge auto attacks, and heavy CC/knockback) and too many tools on her kit, she's literally on the path to become the new Irelia, being a perfect bruiser who can easily gapclose, explode squishies and melt tanks while dealing all types of damage, and doing all this building Trinity Force, [=BotRK=], and then tanky to become literally unkillable. To further illustrate her "overpoweredness": No more than a few days after her release, and she's already received minor nerfs, because even in the early game, which was supposed to be a weakness, she was still pressuring people too much, and even now she's still a monster to face. It's no wonder she was once an absolute pick-ban champion on all elos, and that's saying something.
* Zoe. Her Q is a projectile that can be redirected much like Orianna's ball, with damage that scales with range and can ramp up to absolutely insane levels for a single ability, to the point that a capped Q can erase 40-50% of most lane opponents' health '''from level 1'''. Her W lets her use summoner spells and item casts recently used by other champions on demand, allowing her to use both her allies and her enemies' strengths against the latter. Her E is the first ability in the game to induce sleep, which is a combination slow and stun that is broken on damage but doubles the damage of the next attack or ability that hits the victim (to a cap), and the projectile goes over walls, allowing her to make easy surprise attacks. If it hits nothing, it briefly becomes a puddle on the ground that induces the status to anything that walks into it, which is quite unique for a skillshot, and its cooldown is lowered on hitting a champion. Like any other champion with a hard CC on a basic ability (Lux, Morgana, Anivia, etc.), chasing her is an exercise in futility because of her E and her naturally high movement speed, but like Singed, it's also outright suicidal because the damage from her E+Q combo lets her destroy pursuers even faster than him. Lastly, her ult is a low cooldown blink that lets her teleport to a location for a second and teleport back, allowing her to dodge skillshots, make hit-and-run attacks with relative impunity, or just fake out opponents. This ultimately makes for a champ that is frustrating to fight because of her being so hard to punish due to having damage out the ass with the CC and mobility to complement it.
didn't.


* Zoe. Her Q is a projectile that can be redirected much like Orianna's ball, with damage that scales with range and can ramp up to absolutely insane levels for a single ability, to the point that a capped Q can erase 40-50% of most lane opponents' health '''from level 1'''. Her W lets her use summoner spells and item casts recently used by other champions on demand, allowing her to use both her allies and her enemies' strengths against the latter. Her E is the first ability in the game to induce sleep, which is a combination slow and stun that is broken on damage but doubles the damage of the next attack or ability that hits the victim (to a cap), and the projectile goes over walls, allowing her to make easy surprise attacks. If it hits nothing, it briefly becomes a puddle on the ground that induces the status to anything that walks into it, which is quite unique for a skillshot, and its cooldown resets on hitting a champion. Like any other champion with a hard CC on a basic ability (Lux, Morgana, Anivia, etc.), chasing her is an exercise in futility because of her E and her naturally high movement speed, but like Singed, it's also outright suicidal because the damage from her E+Q combo lets her destroy pursuers even faster than him. Lastly, her ult is a low cooldown blink that lets her teleport to a location for a second and teleport back, allowing her to dodge skillshots, make hit-and-run attacks with relative impunity, or just fake out opponents. This ultimately makes for a champ that is frustrating to fight because of her being so hard to punish due to having damage out the ass with the CC and mobility to complement it.

to:

* Zoe. Her Q is a projectile that can be redirected much like Orianna's ball, with damage that scales with range and can ramp up to absolutely insane levels for a single ability, to the point that a capped Q can erase 40-50% of most lane opponents' health '''from level 1'''. Her W lets her use summoner spells and item casts recently used by other champions on demand, allowing her to use both her allies and her enemies' strengths against the latter. Her E is the first ability in the game to induce sleep, which is a combination slow and stun that is broken on damage but doubles the damage of the next attack or ability that hits the victim (to a cap), and the projectile goes over walls, allowing her to make easy surprise attacks. If it hits nothing, it briefly becomes a puddle on the ground that induces the status to anything that walks into it, which is quite unique for a skillshot, and its cooldown resets is lowered on hitting a champion. Like any other champion with a hard CC on a basic ability (Lux, Morgana, Anivia, etc.), chasing her is an exercise in futility because of her E and her naturally high movement speed, but like Singed, it's also outright suicidal because the damage from her E+Q combo lets her destroy pursuers even faster than him. Lastly, her ult is a low cooldown blink that lets her teleport to a location for a second and teleport back, allowing her to dodge skillshots, make hit-and-run attacks with relative impunity, or just fake out opponents. This ultimately makes for a champ that is frustrating to fight because of her being so hard to punish due to having damage out the ass with the CC and mobility to complement it.


* Zoe. Her Q is a projectile that can be redirected much like Orianna's ball, with damage that scales with range and can ramp up to absolutely insane levels for a single ability, to the point that a capped Q can erase 40-50% of most lane opponents' health '''from level 1'''. Her W lets her use summoner spells and item casts recently used by other champions on demand, allowing her to use both her allies and her enemies' strengths against the latter. Her E is the first ability in the game to induce sleep, which is a combination slow and stun that is broken on damage but doubles the damage of the next attack or ability that hits the victim (to a cap), and the projectile goes over walls, allowing her to make easy surprise attacks. If it hits nothing, it briefly becomes a puddle on the ground that induces the status to anything that walks into it, which is quite unique for a skillshot, and has a low cooldown to boot. Like any other champion with a hard CC on a basic ability (Lux, Morgana, Anivia, etc.), chasing her is an exercise in futility because of her E and her naturally high movement speed, but like Singed, it's also outright suicidal because the damage from her E+Q combo lets her destroy pursuers even faster than him. Lastly, her ult is a low cooldown blink that lets her teleport to a location for a second and teleport back, allowing her to dodge skillshots, make hit-and-run attacks with relative impunity, or just fake out opponents. This ultimately makes for a champ that is frustrating to fight because of her being so hard to punish due to having damage out the ass with the CC and mobility to complement it.

to:

* Zoe. Her Q is a projectile that can be redirected much like Orianna's ball, with damage that scales with range and can ramp up to absolutely insane levels for a single ability, to the point that a capped Q can erase 40-50% of most lane opponents' health '''from level 1'''. Her W lets her use summoner spells and item casts recently used by other champions on demand, allowing her to use both her allies and her enemies' strengths against the latter. Her E is the first ability in the game to induce sleep, which is a combination slow and stun that is broken on damage but doubles the damage of the next attack or ability that hits the victim (to a cap), and the projectile goes over walls, allowing her to make easy surprise attacks. If it hits nothing, it briefly becomes a puddle on the ground that induces the status to anything that walks into it, which is quite unique for a skillshot, and has a low its cooldown to boot.resets on hitting a champion. Like any other champion with a hard CC on a basic ability (Lux, Morgana, Anivia, etc.), chasing her is an exercise in futility because of her E and her naturally high movement speed, but like Singed, it's also outright suicidal because the damage from her E+Q combo lets her destroy pursuers even faster than him. Lastly, her ult is a low cooldown blink that lets her teleport to a location for a second and teleport back, allowing her to dodge skillshots, make hit-and-run attacks with relative impunity, or just fake out opponents. This ultimately makes for a champ that is frustrating to fight because of her being so hard to punish due to having damage out the ass with the CC and mobility to complement it.


* Zoe. Her Q is a projectile that can be redirected much like Orianna's ball, with damage that scales with range and can ramp up to absolutely insane levels for a single ability, to the point that a capped Q can erase 40-50% of most lane opponents' health '''from level 1'''. Her W lets her use summoner spells and item casts recently used by other champions on demand, allowing her to use both her allies and her enemies' strengths against the latter. Her E is the first ability in the game to induce sleep, which is a combination slow and stun that is broken on damage but doubles the damage of the next attack or ability that hits the victim (to a cap), and the projectile goes over walls, allowing her to make easy surprise attacks. If it hits nothing, it briefly becomes a puddle on the ground that induces the status to anything that walks into it, which is quite unique for a skillshot, and has a low cooldown to boot. Like any other champion with a hard CC on a basic ability (Lux, Morgana, Anivia, etc.), chasing her is an exercise in futility because of her E and her naturally high movement speed, but like Singed, it's also outright suicidal because the damage from her E+Q combo lets her destroy pursuers even faster than him. Lastly, her ult is a low cooldown blink that lets her teleport to a location for a second and teleport back, allowing her to dodge skillshots, make hit-and-run attacks with relative impunity, or just fake out opponents. This ultimately makes for a champ that is frustrating to fight because of her being so hard to punish due to having damage out the ass with the CC and mobility to compliment it.

to:

* Zoe. Her Q is a projectile that can be redirected much like Orianna's ball, with damage that scales with range and can ramp up to absolutely insane levels for a single ability, to the point that a capped Q can erase 40-50% of most lane opponents' health '''from level 1'''. Her W lets her use summoner spells and item casts recently used by other champions on demand, allowing her to use both her allies and her enemies' strengths against the latter. Her E is the first ability in the game to induce sleep, which is a combination slow and stun that is broken on damage but doubles the damage of the next attack or ability that hits the victim (to a cap), and the projectile goes over walls, allowing her to make easy surprise attacks. If it hits nothing, it briefly becomes a puddle on the ground that induces the status to anything that walks into it, which is quite unique for a skillshot, and has a low cooldown to boot. Like any other champion with a hard CC on a basic ability (Lux, Morgana, Anivia, etc.), chasing her is an exercise in futility because of her E and her naturally high movement speed, but like Singed, it's also outright suicidal because the damage from her E+Q combo lets her destroy pursuers even faster than him. Lastly, her ult is a low cooldown blink that lets her teleport to a location for a second and teleport back, allowing her to dodge skillshots, make hit-and-run attacks with relative impunity, or just fake out opponents. This ultimately makes for a champ that is frustrating to fight because of her being so hard to punish due to having damage out the ass with the CC and mobility to compliment complement it.


* Camille, whose kit is so overloaded and overpowered, it's almost as if Riot created her intending for her to be Irelia 2.0 and the new goddess of the top lane. To start, her passive is a shield that activates when she attacks an enemy (Unlike Yasuo's whose shield activates when he takes damage, giving her the ability to trade on her terms), and hers scales with her maximum health, and the shield's type changes to the type of damage her attacker deals mostly (So, if she's attacked by a physical damage champion, the shield becomes physical), with the cooldown on this shield a mere 20 seconds on rank 1, getting lower as she levels up. Her Q is an auto-attack boost, can be used twice for no cost, and, in the second hit, transforms 40 to 100% of the bonus physical damage to TRUE DAMAGE on rank 5, and, like all auto-attack boosters, resets her AA time and procs on-hit effects such as Spellblade and lifesteal, ON BOTH HITS. Her W is an area-of-effect damage that, when hitting enemies in the outer-half, slows them and deals max health percent physical damage AND restores HP for the same amount for each enemy hit (And, let's remember, we're on the tank meta, where people usually have large HP pools). Her E is a gap closer that, like her Q, can be used twice, and the second half gets a boost to the maximum range if you travel towards a champion, while also stunning and dealing damage to everyone on arrival, AND giving Camille an auto-attack speed bonus for a few seconds after she lands. Lastly, her ultimate is literally "1v1 ME, BITCH" that creates a small hexagon around her target, knocking back every other enemy, and, while in that area, Camille's auto-attacks deal bonus max health percent magical damage to the target, and, unlike every other "terrain" ability, the targeted enemy cannot get out of it, PERIOD (The only way to end her ultimate is having Camille leaving the area, either by her will or by a knockback ability). With few weaknesses (Champions that deal mixed damage, champions that can block/dodge auto attacks, and heavy CC/knockback) and too many tools on her kit, she's literally on the path to become the new Irelia, being a perfect bruiser who can easily gapclose, explode squishies and melt tanks while dealing all types of damage, and doing all this building Trinity Force, [=BotRK=], and then tanky to become literally unkillable. To further illustrate her "overpoweredness": No more than a few days after her release, and she's already received minor nerfs, because even in the early game, which was supposed to be a weakness, she was still pressuring people too much, and even now she's still a monster to face. It's no wonder she's an absolute pick-ban champion on all elos, and that's saying something.

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* Camille, whose kit is so overloaded and overpowered, it's almost as if Riot created her intending for her to be Irelia 2.0 and the new goddess of the top lane. To start, her passive is a shield that activates when she attacks an enemy (Unlike Yasuo's whose shield activates when he takes damage, giving her the ability to trade on her terms), and hers scales with her maximum health, and the shield's type changes to the type of damage her attacker deals mostly (So, if she's attacked by a physical damage champion, the shield becomes physical), with the cooldown on this shield a mere 20 seconds on rank 1, getting lower as she levels up. Her Q is an auto-attack boost, can be used twice for no cost, and, in the second hit, transforms 40 to 100% of the bonus physical damage to TRUE DAMAGE on rank 5, and, like all auto-attack boosters, resets her AA time and procs on-hit effects such as Spellblade and lifesteal, ON BOTH HITS. Her W is an area-of-effect damage that, when hitting enemies in the outer-half, slows them and deals max health percent physical damage AND restores HP for the same amount for each enemy hit (And, let's remember, we're on the tank meta, where people usually have large HP pools). Her E is a gap closer that, like her Q, can be used twice, and the second half gets a boost to the maximum range if you travel towards a champion, while also stunning and dealing damage to everyone on arrival, AND giving Camille an auto-attack speed bonus for a few seconds after she lands. Lastly, her ultimate is literally "1v1 ME, BITCH" that creates a small hexagon around her target, knocking back every other enemy, and, while in that area, Camille's auto-attacks deal bonus max health percent magical damage to the target, and, unlike every other "terrain" ability, the targeted enemy cannot get out of it, PERIOD (The only way to end her ultimate is having Camille leaving the area, either by her will or by a knockback ability). With few weaknesses (Champions that deal mixed damage, champions that can block/dodge auto attacks, and heavy CC/knockback) and too many tools on her kit, she's literally on the path to become the new Irelia, being a perfect bruiser who can easily gapclose, explode squishies and melt tanks while dealing all types of damage, and doing all this building Trinity Force, [=BotRK=], and then tanky to become literally unkillable. To further illustrate her "overpoweredness": No more than a few days after her release, and she's already received minor nerfs, because even in the early game, which was supposed to be a weakness, she was still pressuring people too much, and even now she's still a monster to face. It's no wonder she's she was once an absolute pick-ban champion on all elos, and that's saying something.something.
* Zoe. Her Q is a projectile that can be redirected much like Orianna's ball, with damage that scales with range and can ramp up to absolutely insane levels for a single ability, to the point that a capped Q can erase 40-50% of most lane opponents' health '''from level 1'''. Her W lets her use summoner spells and item casts recently used by other champions on demand, allowing her to use both her allies and her enemies' strengths against the latter. Her E is the first ability in the game to induce sleep, which is a combination slow and stun that is broken on damage but doubles the damage of the next attack or ability that hits the victim (to a cap), and the projectile goes over walls, allowing her to make easy surprise attacks. If it hits nothing, it briefly becomes a puddle on the ground that induces the status to anything that walks into it, which is quite unique for a skillshot, and has a low cooldown to boot. Like any other champion with a hard CC on a basic ability (Lux, Morgana, Anivia, etc.), chasing her is an exercise in futility because of her E and her naturally high movement speed, but like Singed, it's also outright suicidal because the damage from her E+Q combo lets her destroy pursuers even faster than him. Lastly, her ult is a low cooldown blink that lets her teleport to a location for a second and teleport back, allowing her to dodge skillshots, make hit-and-run attacks with relative impunity, or just fake out opponents. This ultimately makes for a champ that is frustrating to fight because of her being so hard to punish due to having damage out the ass with the CC and mobility to compliment it.

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* [[http://leagueoflegends.wikia.com/wiki/Innervating_Locket Innervating Locket]] + [[http://leagueoflegends.wikia.com/wiki/Udyr Udyr]] was a combination so overpowered that it lead to Innervating Locket being removed from the game.


* Camille, whose kit is so overloaded and overpowered, it's almost as if Riot created her intending for her to be Irelia 2.0 and the new goddess of the top lane. To start, her passive is a shield that activates when she attacks an enemy (Unlike Yasuo's whose shield activates when he takes damage, giving her the ability to trade on her terms), and hers scales with her maximum health, and the shield's type changes to the type of damage her attacker deals mostly (So, if she's attacked by a physical damage champion, the shield becomes physical), with the cooldown on this shield a mere 20 seconds on rank 1, getting lower as she levels up. Her Q is an auto-attack boost, can be used twice for no cost, and, in the second hit, transforms 40 to 100% of the bonus physical damage to TRUE DAMAGE on rank 5, and, like all auto-attack boosters, resets her AA time and procs on-hit effects such as Spellblade and lifesteal, ON BOTH HITS. Her W is a area-of-effect damage that, when hitting enemies in the outer-half, slows them and deals max health percent physical damage AND restores HP for the same amount for each enemy hit (And, let's remember, we're on the tank meta, where people usually have large HP pools). Her E is a gap closer that, like her Q, can be used twice, and the second half gets a boost to the maximum range if you travel towards a champion, while also stunning and dealing damage to everyone on arrival, AND giving Camille an auto-attack speed bonus for a few seconds after she lands. Lastly, her ultimate is literally "1v1 ME, BITCH" that creates a small hexagon around her target, knocking back every other enemy, and, while in that area, Camille's auto-attacks deal bonus max health percent magical damage to the target, and, unlike every other "terrain" ability, the targeted enemy cannot get out of it, PERIOD (The only way to end her ultimate is having Camille leaving the area, either by her will or by a knockback ability). With few weaknesses (Champions that deal mixed damage, champions that can block/dodge auto attacks, and heavy CC/knockback) and too many tools on her kit, she's literally on the path to become the new Irelia, being a perfect bruiser who can easily gapclose, explode squishies and melt tanks while dealing all types of damage, and doing all this building Trinity Force, [=BotRK=], and then tanky to become literally unkillable. To further illustrate her "overpoweredness": No more than a few days after her release, and she's already received minor nerfs, because even in the early game, which was supposed to be a weakness, she was still pressuring people too much, and even now she's still a monster to face. It's no wonder she's an absolute pick-ban champion on all elos, and that's saying something.

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* Camille, whose kit is so overloaded and overpowered, it's almost as if Riot created her intending for her to be Irelia 2.0 and the new goddess of the top lane. To start, her passive is a shield that activates when she attacks an enemy (Unlike Yasuo's whose shield activates when he takes damage, giving her the ability to trade on her terms), and hers scales with her maximum health, and the shield's type changes to the type of damage her attacker deals mostly (So, if she's attacked by a physical damage champion, the shield becomes physical), with the cooldown on this shield a mere 20 seconds on rank 1, getting lower as she levels up. Her Q is an auto-attack boost, can be used twice for no cost, and, in the second hit, transforms 40 to 100% of the bonus physical damage to TRUE DAMAGE on rank 5, and, like all auto-attack boosters, resets her AA time and procs on-hit effects such as Spellblade and lifesteal, ON BOTH HITS. Her W is a an area-of-effect damage that, when hitting enemies in the outer-half, slows them and deals max health percent physical damage AND restores HP for the same amount for each enemy hit (And, let's remember, we're on the tank meta, where people usually have large HP pools). Her E is a gap closer that, like her Q, can be used twice, and the second half gets a boost to the maximum range if you travel towards a champion, while also stunning and dealing damage to everyone on arrival, AND giving Camille an auto-attack speed bonus for a few seconds after she lands. Lastly, her ultimate is literally "1v1 ME, BITCH" that creates a small hexagon around her target, knocking back every other enemy, and, while in that area, Camille's auto-attacks deal bonus max health percent magical damage to the target, and, unlike every other "terrain" ability, the targeted enemy cannot get out of it, PERIOD (The only way to end her ultimate is having Camille leaving the area, either by her will or by a knockback ability). With few weaknesses (Champions that deal mixed damage, champions that can block/dodge auto attacks, and heavy CC/knockback) and too many tools on her kit, she's literally on the path to become the new Irelia, being a perfect bruiser who can easily gapclose, explode squishies and melt tanks while dealing all types of damage, and doing all this building Trinity Force, [=BotRK=], and then tanky to become literally unkillable. To further illustrate her "overpoweredness": No more than a few days after her release, and she's already received minor nerfs, because even in the early game, which was supposed to be a weakness, she was still pressuring people too much, and even now she's still a monster to face. It's no wonder she's an absolute pick-ban champion on all elos, and that's saying something.


** Release Ekko was completely broken as an AP carry, able to kill basically everything after proc'ing his passive. Thus, Riot nerfed his numbers and AP ratios so that he was still a good pick, but not broken. Then people discovered tank Ekko and they were forced to nerf Ekko into a lower state. A while after, they tried to give him some power back, but tank Ekko instantly returned and took over the scene, forcing Riot to buff THE VERY SAME RATIOS that they nerfed on release Ekko in exchange for base damage. The TL;DR of this is that Riot has a huge problem with balancing Ekko, because one mistep will give players a lot of problems with 2 second stuns and close-to-death tanks escaping fights pressing one button.

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** Release Ekko was completely broken as an AP carry, able to kill basically everything after proc'ing his passive. Thus, Riot nerfed his numbers and AP ratios so that he was still a good pick, but not broken. Then people discovered tank Ekko and they were forced to nerf Ekko into a lower state. A while after, they tried to give him some power back, but tank Ekko instantly returned and took over the scene, forcing Riot to buff THE VERY SAME RATIOS that they nerfed on release Ekko in exchange for base damage. The TL;DR of this is that Riot has a huge problem with balancing Ekko, because one mistep misstep will give players a lot of problems with 2 second stuns and close-to-death tanks escaping fights pressing one button.


* Tank Ekko was running rampant until a large number of changes to his ability scalings. Before these changes, Ekko's base damage was so high, along with having passive execute damage, Ekko could build full tank and go toe-to-toe with anyone while being nigh-unkillable since his ultimate healed him for a percentage of damage he'd taken in the past 4 seconds. Tack onto this high incredibly mobility and respectable CC, Ekko terrorized the top and middle lanes until his bases were gutted and his ratios buffed in an attempt to shoe-horn him into a slightly less frustrating assassin role, rather than an invincible super soldier that required four people to kill.

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* Tank Ekko was running rampant until a large number of changes to his ability scalings. Before these changes, Ekko's base damage was so high, along with having passive execute damage, Ekko could build full tank and go toe-to-toe with anyone while being nigh-unkillable since his ultimate healed him for a percentage of damage he'd taken in the past 4 seconds. Tack onto this high incredibly incredible mobility and respectable CC, Ekko terrorized the top and middle lanes until his bases were gutted and his ratios buffed in an attempt to shoe-horn shoehorn him into a slightly less frustrating assassin role, rather than an invincible super soldier that required four people to kill.


*** Regarding Fervor of Battle, a keystone mastery that grants stacks for every attack landed on an enemy champion that increases auto-attack damage per stack, the mastery is quite abuse-able by nearly ANY on-hit AD caster; any AD champion with auto-attack-based abilities could gain a ton of stacks to deal so much extra damage, especially when combined with certain items (such as Blade of the Ruined King or any Spellblade item, along with Black Cleaver). While it was rare for them to use such items to such effects (they mainly relied on more raw damage and cooldown reduction items), could easily lead to a lot of monstrous damage built-up from a very quick combo of a normal auto, one damaging spell, then followed up with their main on-hit/auto-attack ability. Examples included Rengar's Q, Wukong's Q, Renekton's W, Yasuo's Q and so forth. Basically, any on-hit AD caster champion that could attack with a rapid-ton of both autos and spells could heavily abuse this with late game burst damage comparable to both the DPS-type champs it was meant for along with Thunderlord's Decree, which was ironically the [[ComplacentGamingSyndrome one thing that prevented Fervor from getting as much exposure on those said AD casters during that timespan]]. Even then, Riot rolled nerfs to Fervor just to prevent it from being abused like so overall, but it was still very strong since each hit landed granted anything but a single stack (abilities used to grant 3 stacks on-hit instead of 2 before getting nerfed, and the passive prior to that went up to 10 stacks total instead of 8 as of today, and could even be stacked on non-champion targets when it first debuted). Recently however, it was reworked in the 7th preseason to grant AD per stack instead of auto-attack damage, making it easier to manage while still being beneficial to such champions, though recently having abilities no longer proc it allows for less opportunities for those said AD casters to abuse it unless they stay in a fight for a quite a while (ADC's on the other hand, still only apply 1 stack per hit meaning it's no longer as effective for them).

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*** Regarding Fervor of Battle, a keystone mastery that grants stacks for every attack landed on an enemy champion that increases auto-attack damage per stack, the mastery is quite abuse-able by nearly ANY on-hit AD caster; any AD champion with auto-attack-based abilities could gain a ton of stacks to deal so much extra damage, especially when combined with certain items (such as Blade of the Ruined King or any Spellblade item, along with Black Cleaver). While it was rare for them to use such items to such effects (they mainly relied on more raw damage and cooldown reduction items), could easily lead to a lot of monstrous damage built-up from a very quick combo of a normal auto, one damaging spell, then followed up with their main on-hit/auto-attack ability. Examples included Rengar's Q, Wukong's Q, Renekton's W, Yasuo's Q and so forth. Basically, any on-hit AD caster champion that could attack with a rapid-ton of both autos and spells could heavily abuse this with late game burst damage comparable to both the DPS-type champs it was meant for along with Thunderlord's Decree, which was ironically the [[ComplacentGamingSyndrome one thing that prevented Fervor from getting as much exposure on those said AD casters during that timespan]]. Even then, Riot rolled nerfs to Fervor just to prevent it from being abused like so overall, but it was still very strong since each hit landed granted anything but a single stack (abilities used to grant 3 stacks on-hit instead of 2 before getting nerfed, and the passive prior to that went up to 10 stacks total instead of 8 as of today, and could even be stacked on non-champion targets when it first debuted). Recently however, it was reworked in the 7th preseason to grant AD per stack instead of auto-attack damage, making it easier to manage while still being beneficial to such champions, though recently having abilities no longer proc it allows for less opportunities for those said AD casters to abuse it unless they stay in a fight for a quite a while (ADC's on the other hand, still only apply 1 stack per hit meaning it's no longer as effective for them).them....at first).


* Since his release, Azir has had a number of notable bugs that frequently had to be fixed. But as soon as people got past the said bugs and realized his potential, he THEN got nerfed so many times that one can't count in both hands. His kit revolves around summoning Sand Soldiers, untargetable units that may auto-attack for Azir, dealing magic damage per attack. Since it scales with attack speed, a fed Azir can and will deal lots of damage per second on late game from far away. His ultimate also gives him a second chance if he fails to keep someone away, pushing enemies back and creating a wall on the location. With everything, Azir has a lot of play potential, either closing the door whenever his team is being chased, either Insec'ing the entire opposing team, either just dealing slow and damage thanks to Rylai's Crystal Scepter being ridiculously good on him. It's no hyperbole to say that every single skill of him has already been nerfed and this fails to stop Azir from being an amazing champion on the hands of any good player.

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* Since his release, Azir has had a number of notable bugs that frequently had to be fixed. But as soon as people got past the said bugs and realized his potential, he THEN got nerfed so many times that one can't count in both hands. His kit revolves around summoning Sand Soldiers, untargetable units that may auto-attack for Azir, dealing magic damage per attack. Since it scales with attack speed, a fed Azir can and will deal lots of damage per second on late game from far away. His ultimate also gives him a second chance if he fails to keep someone away, pushing enemies back and creating a wall on the location. With everything, Azir has a lot of play potential, either closing the door whenever his team is being chased, either Insec'ing the entire opposing team, either just dealing slow and damage thanks to Rylai's Crystal Scepter being ridiculously good on him. It's no hyperbole to say that every single skill of him has already been nerfed and this fails to stop Azir from being an amazing champion on in the hands of any good player.

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