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** Then there's the ''Uncle Fate'' build, using [[Multishot Runnan'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 Runnan's Hurricane and Nashor's Tooth, leading to him outright nuking unwitting victims with AD and AP damage.

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** Then there's the ''Uncle Fate'' build, using [[Multishot [[{{Multishot}} Runnan'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 Runnan's Hurricane and Nashor's Tooth, leading to him outright nuking unwitting victims with AD and AP damage.

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** Then there's the ''Uncle Fate'' build, using [[Multishot Runnan'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 Runnan's Hurricane and Nashor's Tooth, leading to him outright nuking unwitting victims with AD and AP damage.



* [[AttackAttackAttack Kled]]. When he was released, the crazy Redneck Noxian Yordle is pretty simple...having 5 moves (two of which are only allowed when he's off of Skarr), having [[CrippledOneWingedAngel reduced stats]] when off her, and having no way to heal himself directly (only Skarr). His only saving grace, his '''W''', allows increased Attack Speed and Attack power on his autos and was a passive - nothing to note...until you give him the [[LifeDrain Bloodthirster]], which gives lifesteal on ''autoattacks''. All of a sudden, Skarr instantly became [[ArtifactOfDeath Twisted Fate levels of broken]], healing Skarr with every single one of Kled's autos and giving a stronger shield than Kled's ''ULT.'' Even worse, if Kled is by himself, he can gain a shield that's only faintly weaker than Skarr's shield. Combine with more Attack Speed and Attack Damage, a Guinsoo's Rageblade, and a Ravenous Hydra, and Kled isn't going to get off of Skarr, [[WhyWontYouDie let alone being killed.]]

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* [[AttackAttackAttack Kled]]. When he was released, the crazy Redneck Noxian Yordle is pretty simple...having 5 moves (two of which are only allowed when he's off of Skarr), having [[CrippledOneWingedAngel [[ClippedWingedAngel reduced stats]] when off her, and having no way to heal himself directly (only Skarr). His only saving grace, his '''W''', allows increased Attack Speed and Attack power on his autos and was a passive - nothing to note...until you give him the [[LifeDrain Bloodthirster]], which gives lifesteal on ''autoattacks''. All of a sudden, Skarr instantly became [[ArtifactOfDeath Twisted Fate levels of broken]], healing Skarr with every single one of Kled's autos and giving a stronger shield than Kled's ''ULT.'' Even worse, if Kled is by himself, he can gain a shield that's only faintly weaker than Skarr's shield. Combine with more Attack Speed and Attack Damage, a Guinsoo's Rageblade, and a Ravenous Hydra, and Kled isn't going to get off of Skarr, [[WhyWontYouDie let alone being killed.]]
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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 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 the hands of any good player.player.
* [[AttackAttackAttack Kled]]. When he was released, the crazy Redneck Noxian Yordle is pretty simple...having 5 moves (two of which are only allowed when he's off of Skarr), having [[CrippledOneWingedAngel reduced stats]] when off her, and having no way to heal himself directly (only Skarr). His only saving grace, his '''W''', allows increased Attack Speed and Attack power on his autos and was a passive - nothing to note...until you give him the [[LifeDrain Bloodthirster]], which gives lifesteal on ''autoattacks''. All of a sudden, Skarr instantly became [[ArtifactOfDeath Twisted Fate levels of broken]], healing Skarr with every single one of Kled's autos and giving a stronger shield than Kled's ''ULT.'' Even worse, if Kled is by himself, he can gain a shield that's only faintly weaker than Skarr's shield. Combine with more Attack Speed and Attack Damage, a Guinsoo's Rageblade, and a Ravenous Hydra, and Kled isn't going to get off of Skarr, [[WhyWontYouDie let alone being killed.]]
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* Since his release, Azir has had a number of massive 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 autoattack 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 massive 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 autoattack 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 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 got nerfed so many times that one can't count in both hands. His kit revolves around summoning Sand Soldiers, untargetable units that may autoattack 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 massive 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 autoattack 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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*** ... [[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 by a generical Blade of the Ruined King for junglers.

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*** ... [[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 by with a generical generic version of Blade of the Ruined King for junglers.junglers (the return of the Bloodrazor AKA Madred's).



*** On the other hand, Illaoi has maintain 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.

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*** On the other hand, Illaoi has maintain 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.
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** 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.
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** Even then, with his most recent Season 5 rework, he's able to take advantage of the free CDR his ult gives just to spam his abilities EVEN HARDER.

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** And that happened THRICE in a row with Gnar, Azir and Kalista. Gnar's rage control skills, once learned, turn him into a terrifying crowd control machine with a lot of damage, Azir's [=AoE=] long-ranged damage with hyperscaling makes him one of the most powerful champions ever when mastered, and a good Kalista is simply uncatchable and unkillable due to a kiting passive and building a lot of life steal.



*** ... [[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 by a generical Blade of the Ruined King for junglers.



* Before it was changed heavily, the AP jungler item was insane on Ezreal. What the item did at the time was it gave you a Sheen style proc (an item that was already amazing on Ezreal) with a slightly lower AP ratio but with a small AoE slapped on. What resulted from this? Ezreal's running smite, granting their team a bunch of extra control on dragon and baron, an earlier power-spike due to it being cheaper than Lich Bane, and unprecedented waveclear, the major weakness AP Ezreal had over AD Ezreal.
* 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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*** 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.
* Before it was changed heavily, the AP jungler item was insane on Ezreal. What the item did at the time was it gave you a Sheen style proc (an item that was already amazing on Ezreal) with a slightly lower AP ratio but with a small AoE [=AoE=] slapped on. What resulted from this? Ezreal's running smite, granting their team a bunch of extra control on dragon and baron, an earlier power-spike due to it being cheaper than Lich Bane, and unprecedented waveclear, the major weakness AP Ezreal had over AD Ezreal.
Ezreal. Oh, and it also restored missing mana.
* 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.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 mistep will give players a lot of problems with 2 second stuns and close-to-death tanks escaping fights pressing one button.
* 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 got nerfed so many times that one can't count in both hands. His kit revolves around summoning Sand Soldiers, untargetable units that may autoattack 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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*** On the other hand, Illaoi has maintain 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.
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** 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.

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** 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.non-stop.
* Before it was changed heavily, the AP jungler item was insane on Ezreal. What the item did at the time was it gave you a Sheen style proc (an item that was already amazing on Ezreal) with a slightly lower AP ratio but with a small AoE slapped on. What resulted from this? Ezreal's running smite, granting their team a bunch of extra control on dragon and baron, an earlier power-spike due to it being cheaper than Lich Bane, and unprecedented waveclear, the major weakness AP Ezreal had over AD Ezreal.
* 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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** 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 on 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.

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** 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 on 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.
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** 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 on 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 Q, she's been almost banned non-stop.

to:

** 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 on 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 Q, Queue, she's been almost banned non-stop.

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*** Recently, Warlord's was changed to only heal for 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.]]
** 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 on 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?]]

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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.]]
again]].
** 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 on 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?]]behind?]] Ever since the new Dynamic Q, she's been almost banned non-stop.
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** 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.

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** 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 seaons 5-to-6, he's in a balanced spot where he's still very item-dependent and has a rough time early game.
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** Something else worth noting is that around the end of season 5 and the beginning of season 6, his effective burst with his auto-attacks, Q and relatively-short-cooldown ultimate, his utility blind with his W and tankiness and mobility with his E, he was found to be an [[NotTheIntendedUse incredibly effective jungler bully.]] Around patch 6.2, he had the highest win rate, around 57%, [[UpToEleven in bot, top, and jungle.]] He received a few nerfs as of 6.3, and his win rate has dropped down, but time will tell if he'll stay there.

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** Something else worth noting is that around the end of season 5 and the beginning of season 6, his effective burst with his auto-attacks, Q and relatively-short-cooldown ultimate, his utility blind with his W and tankiness and mobility with his E, he was were all found to be great tools to make Graves an [[NotTheIntendedUse incredibly effective jungler jungle bully.]] Around patch 6.2, he had the highest win rate, around 57%, [[UpToEleven in bot, top, and jungle.jungle, simultaneously.]] He received a few nerfs as of 6.3, and his win rate has dropped down, but time will tell if he'll stay there.

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** Something else worth noting is that around the end of season 5 and the beginning of season 6, his effective burst with his auto-attacks, Q and relatively-short-cooldown ultimate, his utility blind with his W and tankiness and mobility with his E, he was found to be an [[NotTheIntendedUse incredibly effective jungler bully.]] Around patch 6.2, he had the highest win rate, around 57%, [[UpToEleven in bot, top, and jungle.]] He received a few nerfs as of 6.3, and his win rate has dropped down, but time will tell if he'll stay there.



** Something else worth noting is that around the end of season 5 and the beginning of season 6, his effective burst with his auto-attacks, Q and relatively-short-cooldown ultimate, his utility blind with his W and tankiness and mobility with his E, he was found to be an [[NotTheIntendedUse incredibly effective jungler bully.]] Around patch 6.2, he had the highest win rate, around 57%, [[UpToEleven in bot, top, and jungle.]] He received a few nerfs as of 6.3, and his win rate has dropped down, but time will tell if he'll stay there.
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** Something else worth noting is that around the end of season 5 and the beginning of season 6, his effective burst with his auto-attacks, Q and relatively-short-cooldown ultimate, his utility blind with his W and tankiness and mobility with his E, he was found to be an [[NotTheIntendedUse incredibly effective jungler bully.]] Around patch 6.2, he had the highest win rate, around 57%, [[UpToEleven in bot, top, and jungle.]] He received a few nerfs as of 6.3, and his win rate has dropped down, but time will tell if he'll stay there.
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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 unbelivable 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.]]

to:

** 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 unbelivable 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.]]
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** Remember what we said about Graves above? Riot reworked him along with other marksmen to give him a real unique identity as the [[ItMakesSenseInContext shot-ranged marksman]]. They managed to do that - but at the same time they brought back EVERY problem that Graves had in his first release: his new Q dealt way too much damage, his E allowed him to stack his resistance passive way more effectively (while giving more resists!), not to mention it resetting too easily, and his autoattacks, which were supposed to deal more damage at point-blank range in a spread like his old Q, could KO an opponent with two or three attacks, with every other skill helping him to catch the opponent if fleeing (remember when we brought up Infinity Edge powering it up to more shots fired, folks?). Riot had to issue a hotfix for this one week after the Preseason started.

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** Remember what we said about Graves above? Riot reworked him along with other marksmen to give him a real unique identity as the [[ItMakesSenseInContext shot-ranged short-ranged marksman]]. They managed to do that - but at the same time they brought back EVERY problem that Graves had in his first release: his new Q dealt way too much damage, his E allowed him to stack his resistance passive way more effectively (while giving more resists!), not to mention it resetting too easily, and his autoattacks, which were supposed to deal more damage at point-blank range in a spread like his old Q, could KO an opponent with two or three attacks, with every other skill helping him to catch the opponent if fleeing (remember when we brought up Infinity Edge powering it up to more shots fired, folks?). Riot had to issue a hotfix for this one week after the Preseason started.
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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 againt 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. ButWaitTheresMore Also slightily 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 unbelivable things that made most of the involved items and masteries get hit by the nerf hammer. [[ArsonMurderAndJaywalking On a smaller note, it also made AP Master Yi a thing again.]]
** 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 on 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 unsafety 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?]]

to:

** 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 againt 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 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. lacked (making it akin to Ravenous Hydra's passive). ButWaitTheresMore Also slightily 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 unbelivable things that made most of the involved items and masteries get hit by the nerf hammer.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.]]
** 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 on 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 unsafety 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?]]
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** Also from the Ferocity tree, the Deathfire Touch mastery seemed underwhelming at first. It gave damage per second on champions after they took damage from skills, but it was halved for area of effect skills, which basically every caster in the game has. Then people noticed how insane it was on DPS mages like Malzahar and SPECIALLY Brand, since those skills will keep refreshing Deathfire Touch. Malzahar has three DPS skills that deal good damage and can sustain his mana without items thanks to one of them, Malefic Visions. Brand has his DPS damage coming from his passive, which not only deals max life % damage, but lasts 4 seconds and can be used to trigger a 2-second stun at LEVEL 2. Add Rylai's Crystal Scepter's slow and Liandry's Torment extra DPS (which Rylai amplifies) and it became very common to see those guys dealing two-thirds of anyone's life with a single skill.

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** Also from the Ferocity tree, the Deathfire Touch mastery seemed underwhelming at first. It gave damage per second on champions after they took damage from skills, but it was halved for area of effect skills, which basically every caster in the game has. Then people noticed how insane it was on DPS mages like Malzahar and SPECIALLY ESPECIALLY Brand, since those skills will keep refreshing Deathfire Touch. Malzahar has three DPS skills that deal good damage and can sustain his mana without items thanks to one of them, Malefic Visions. Brand has his DPS damage coming from his passive, which not only deals max life % damage, but lasts 4 seconds and can be used to trigger a 2-second stun at LEVEL 2. Add Rylai's Crystal Scepter's slow and Liandry's Torment extra DPS (which Rylai amplifies) and it became very common to see those guys dealing two-thirds of anyone's life with a single skill.
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** Remember what we said about Graves above? Riot reworked him along with other marksmen to give him a real unique identity as the [[ItMakesSenseInContext shot-ranged marksman]]. They managed to do that - but at the same time they brought back EVERY problem that Graves had in his first release: his new Q dealt way too much damage, his E allowed him to stack his resistance passive way more effectively (while giving more resists!), not to mention it resetting too easily, and his autoattacks, which were supposed to deal more damage at point-blank range, could KO an opponent with two or three attacks, with every other skill helping him to catch the opponent if fleeing. Riot had to issue a hotfix for this one week after the Preseason started.

to:

** Remember what we said about Graves above? Riot reworked him along with other marksmen to give him a real unique identity as the [[ItMakesSenseInContext shot-ranged marksman]]. They managed to do that - but at the same time they brought back EVERY problem that Graves had in his first release: his new Q dealt way too much damage, his E allowed him to stack his resistance passive way more effectively (while giving more resists!), not to mention it resetting too easily, and his autoattacks, which were supposed to deal more damage at point-blank range, range in a spread like his old Q, could KO an opponent with two or three attacks, with every other skill helping him to catch the opponent if fleeing.fleeing (remember when we brought up Infinity Edge powering it up to more shots fired, folks?). Riot had to issue a hotfix for this one week after the Preseason started.
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** Riot eventually nerfed his ultimate just as Master Yi got reworked, since even when his Alpha Strike needs much more to achieve the AP Yi level damage from before, it still had a problem; thus due to the 70% cooldown refresh slapped onto him as opposed to the previous 100% refresh or the flat 18 second reset, this makes it so that Yi can no longer chain-spam his Alpha Strike to remain invincible at any given time just after a kill from an auto attack or Alpha Strike alike, which would allow for more gaps for counterplay against Yi on a killing spree.

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** Riot eventually nerfed his ultimate just as Master Yi got reworked, since even when his Alpha Strike needs much more to achieve the AP Yi level damage from before, it still had a problem; thus due to the 70% cooldown refresh slapped onto him as opposed to the previous 100% refresh or the flat 18 second reset, this makes it so that Yi can no longer chain-spam his Alpha Strike to remain invincible at any given time just after a kill from an auto attack or Alpha Strike alike, which would allow for more gaps for counterplay against Yi on a killing spree. Needless to say however, Yi's still a pubstomper, but prepared teams in higher elo can easily mess up his early game and prevent him from getting enough items.
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** Then came his rework with the preseason of season 6, where he was changed on his auto-attacks to make them function more like a faster and smaller ranged version his original Q, which was replaced. Of course, as soon as he got Infinity Edge, Graves' case with the item was unique in that it made him fire more shots in the spread. Couple that with the newly infamous Warlord's Bloodlust keystone mastery which allows a successful crit to heal a percentage of damage and grant a brief attack speed boost, Graves was considered broken enough for hotfixes to both him and the said mastery.
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* Twisted Fate, whose most notable abilities are an extra effect added to his next auto-attack (but is highly unique in that it swaps between 3 options continuously in a pattern, requiring one to be chosen by the player when it pops up. Or you can miss the one you wanted entirely), and a teleport that reveals ''every player on the map''. Considered to be useless by many people, and there were large numbers of threads asking that he be buffed. Then he ''single-handedly'' won a match against one of the best teams on Earth, since that said teleport is very good for catching people out and applying map pressure, ''and'' that said auto-attack boost had an option that possessed ''very solid'' crowd control (a stun).

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* Twisted Fate, whose most notable abilities are an extra effect added to his next auto-attack (but is highly unique in that it swaps between 3 options continuously in a pattern, requiring one to be chosen by the player when it pops up. Or you can miss the one you wanted entirely), and a teleport that reveals ''every player on the map''. Considered to be useless by many people, and there were large numbers of threads asking that he be buffed. Then he ''single-handedly'' won a match against one of the best teams on Earth, since that said teleport is very good for catching people out and applying map pressure, ''and'' that said auto-attack boost had an option that possessed ''very solid'' crowd control (a stun). While he was somewhat easy to catch out due to his lack of dashing mobility, a fed Twisted Fate doesn't need to last long in a fight if he can end it as quickly as he needs/wants to.
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* Twisted Fate, whose most notable abilities are an extra effect added to his next autoattack (but is highly unique in that it swaps between 3 options continuously in a pattern, requiring one to be chosen by the player when it pops up. Or you can miss the one you wanted entirely), and a teleport that reveals ''every player on the map''. Considered to be useless by many people, and there were large numbers of threads asking that he be buffed. Then he ''single-handedly'' won a match against one of the best teams on Earth.

to:

* Twisted Fate, whose most notable abilities are an extra effect added to his next autoattack auto-attack (but is highly unique in that it swaps between 3 options continuously in a pattern, requiring one to be chosen by the player when it pops up. Or you can miss the one you wanted entirely), and a teleport that reveals ''every player on the map''. Considered to be useless by many people, and there were large numbers of threads asking that he be buffed. Then he ''single-handedly'' won a match against one of the best teams on Earth.Earth, since that said teleport is very good for catching people out and applying map pressure, ''and'' that said auto-attack boost had an option that possessed ''very solid'' crowd control (a stun).
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It says quite clearly on the page for And The Fandom Rejoiced not to link to it on the wiki. It is for in-universe examples and links from the introductions to pages for related tropes only.


** However, the "most broken thing in Preseason 6" trophy goes to Warlord's Bloodlust, a new offensive mastery from the Ferocity tree that heals for 15% of the damage done by critical strikes. What does it mean? Literally, Warlord's made Life Steal completely obsolete for carries, because all they needed was to rush critical chance items (which were also reworked so that ADC's could have higher critical chance) and heal any damage dealt to them with huge ease. And let's not get started on what champions like [[CriticalHitClass Yasuo, Master Yi and Tryndamere]] looked with this... Let's just say that [[AndTheFandomRejoiced every player rejoiced]] as Riot hotfixed the mastery so it only works on champions.

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** However, the "most broken thing in Preseason 6" trophy goes to Warlord's Bloodlust, a new offensive mastery from the Ferocity tree that heals for 15% of the damage done by critical strikes. What does it mean? Literally, Warlord's made Life Steal completely obsolete for carries, because all they needed was to rush critical chance items (which were also reworked so that ADC's could have higher critical chance) and heal any damage dealt to them with huge ease. And let's not get started on what champions like [[CriticalHitClass Yasuo, Master Yi and Tryndamere]] looked with this... Let's just say that [[AndTheFandomRejoiced every player rejoiced]] rejoiced as Riot hotfixed the mastery so it only works on champions.

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* The release of the Sated Devourer enchantment made champions that had on-hit effects that dealt damage in a way (i.e. Vayne, Gnar, Corki, Ekko) has made those champions more viable for the jungle, or they're made more considerate of taking Smite as opposed to another summoner spell.
* Skarner has had his ups and downs throughout his four-year history, but after the Juggernaut update, he became STUPID. A new passive that gives him absurdly fast and safe jungle clears and makes 1v1ing him absolutely suicidal (allowing him to invade with impunity and making his own jungle virtually impossible to safely invade without multiple teammates) mixed with great ratios and his already-high natural stats and growths and excellent scaling has turned him into the undisputed god of the jungle who starts off ridiculous (negating his historically unsafe early jungle) and quickly turns into an inexorable terror who spends the rest of the game running around and tearing everything that he can catch to bits. Riot made efforts to tone him down ''very'' quickly.

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* The release of the Sated Devourer enchantment enchantment, which applies on-hit effects twice every other autoattack (later nerfed to every 4 autoattacks for ranged champions) made champions that had on-hit effects that dealt damage in a way (i.e. Vayne, Gnar, Corki, Ekko) has made those champions more viable for the jungle, or they're made more considerate of taking Smite as opposed to another summoner spell.
* Skarner has had his ups and downs throughout his four-year history, but after the Juggernaut update, he became STUPID. A new passive that gives him absurdly fast and safe jungle clears and makes 1v1ing him absolutely suicidal (allowing him to invade with impunity and making his own jungle virtually impossible to safely invade without multiple teammates) mixed with great ratios and his already-high natural stats and growths and excellent scaling has turned him into the undisputed god of the jungle who starts off ridiculous (negating his historically unsafe early jungle) and quickly turns into an inexorable terror who spends the rest of the game running around and tearing everything that he can catch to bits. Riot made efforts to tone him down ''very'' quickly.quickly.
* Preseason 6 can easily be called "[[UpToEleven The Game Breaker Showdown]]" due to a LOT of overpowered champions, masteries and items:
** Remember what we said about Graves above? Riot reworked him along with other marksmen to give him a real unique identity as the [[ItMakesSenseInContext shot-ranged marksman]]. They managed to do that - but at the same time they brought back EVERY problem that Graves had in his first release: his new Q dealt way too much damage, his E allowed him to stack his resistance passive way more effectively (while giving more resists!), not to mention it resetting too easily, and his autoattacks, which were supposed to deal more damage at point-blank range, could KO an opponent with two or three attacks, with every other skill helping him to catch the opponent if fleeing. Riot had to issue a hotfix for this one week after the Preseason started.
** Miss Fortune is right behind Graves as the most powerful marksman (or markswoman) after the reworks. She used to have a kit with weird scalings and one of the worst passives of the game, which gave her movement speed if she took no damage for a while. After the rework, she got an actually useful and powerful passive that deals extra damage on autoattacks, her W got her old passive added to its effects, and both her Q and ultimate got critical-related buffs which allow MF to deal a lot of damage to her opponents while farming AND insane wombo-comboing in teamfights. Guess how many patches after that she was nerfed.
** However, the "most broken thing in Preseason 6" trophy goes to Warlord's Bloodlust, a new offensive mastery from the Ferocity tree that heals for 15% of the damage done by critical strikes. What does it mean? Literally, Warlord's made Life Steal completely obsolete for carries, because all they needed was to rush critical chance items (which were also reworked so that ADC's could have higher critical chance) and heal any damage dealt to them with huge ease. And let's not get started on what champions like [[CriticalHitClass Yasuo, Master Yi and Tryndamere]] looked with this... Let's just say that [[AndTheFandomRejoiced every player rejoiced]] as Riot hotfixed the mastery so it only works on champions.
** Also from the Ferocity tree, the Deathfire Touch mastery seemed underwhelming at first. It gave damage per second on champions after they took damage from skills, but it was halved for area of effect skills, which basically every caster in the game has. Then people noticed how insane it was on DPS mages like Malzahar and SPECIALLY Brand, since those skills will keep refreshing Deathfire Touch. Malzahar has three DPS skills that deal good damage and can sustain his mana without items thanks to one of them, Malefic Visions. Brand has his DPS damage coming from his passive, which not only deals max life % damage, but lasts 4 seconds and can be used to trigger a 2-second stun at LEVEL 2. Add Rylai's Crystal Scepter's slow and Liandry's Torment extra DPS (which Rylai amplifies) and it became very common to see those guys dealing two-thirds of anyone's life with a single skill.
** 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 againt 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. ButWaitTheresMore Also slightily 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 unbelivable things that made most of the involved items and masteries get hit by the nerf hammer. [[ArsonMurderAndJaywalking On a smaller note, it also made AP Master Yi a thing again.]]
** 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 on 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 unsafety 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?]]
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It's inevitable, given the competition-oriented gameplay. Who/What exactly is one constantly changes, due to rapid updates, and what exactly is a "GameBreaker" is massively different depending on your level of play. ''League of Legends'' is actually designed around the "[[FakeBalance perfect imbalance]]" paradigm -- the game is always slightly favors one particular strategy over another, but not too much to render any other strategy impossible, which prevents the game from getting old and repetitive as the balance shifts between different strategies.

* Twisted Fate, whose most notable abilities are an extra effect added to his next autoattack (but is highly unique in that it swaps between 3 options continuously in a pattern, requiring one to be chosen by the player when it pops up. Or you can miss the one you wanted entirely), and a teleport that reveals ''every player on the map''. Considered to be useless by many people, and there were large numbers of threads asking that he be buffed. Then he ''single-handedly'' won a match against one of the best teams on Earth.
* Kog'Maw was considered pretty weak when he came out, but when play shifted towards really tough characters, Kog turned out to be the best tank-killer in the game.
* Vayne was ''disgustingly'' overpowered on release, easily on the same level as release Xin or beta Twisted Fate. A ranged carry with some assassin traits, her main claim to fame was being able to chase down single targets, immobilize them, and fill them full of bolts, and her ability to do percentage-based true damage was more than likely intended to make her the bane of everything tanky (she was released in May of 2011, when the Tanky DPS meta was still very much in effect). Unfortunately, she was the bane of everything. Impossible to escape thanks to her passive, annoyingly good at juking and unreasonably hard to lock down thanks to her Q, unreasonably dangerous to trade with in lane due to her burst and her E, which had situational hard CC that was very easy to pull off if the Vayne player was worth a damn, and possessed an ult that was essentially a "fuck you, your team dies now" button thanks to ridiculous stat buffs all around, Vayne was an unholy terror at all stages of the game that had players wondering whether Riot even looked at her power level before releasing her. It's no surprise that she's mostly seen nerfs for the entirety of her existence.
* Graves, while not as bad as Vayne, was still far too strong on release. A ranged carry who incentivized getting up close and personal, he wound up being really good at that and way too good at everything else. His Q, the main thing that made getting in close desirable, wound up being ridiculously powerful from all ranges; up close, it was easily capable of blowing off close to half of another champ's life into midgame, while it also wound up being a surprisingly powerful and dependable poke from afar. He also had a dash that doubled as an attack speed boost with a cooldown that could be refreshed with autoattacks, a passive that gave him free armor and magic resist if he was attacking or being attacked, and a utility move that acted as both a slow and a situational version of Nocturne's ultimate; his ultimate, while devastating in teamfights and early skirmishes, was honestly the most balanced thing about him. Everything else made him into a burst machine that was overly mobile and deceptively bulky, especially for a carry, and his tendency to not scale as well into lategame as other carries was more than made up for by how brutal he was early and midgame. Like Vayne, most of the changes that he's seen in his four years of existence have been nerfs.
* After the order of effects upon death were patched, Maokai gained the unique ability to combine the Guardian Angel with his Vengeful Maelstrom to do this quite literally. This bug breaking the game is itself a Game Breaker, meaning Maokai could never lose.
* 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.
* Ryze is more likely to get hit with this charge than most champions. Extremely short cooldowns, high damage output over a long period of time, and tank-like durability make him extremely effective in almost any situation. He's also one of the least expensive champions in the game. And his rather simple play style (amounting to memorizing two completely targeted combos--you don't even have to click on targets if you use smartcasting) leads to [[ItsEasySoItSucks the backlash you'd expect]]. However, he has been remedied with a rework where he had more unique mechanics and a need for more skill, but it still made him very powerful in the hands of proper players. The only thing weak about him was that pre-rework he needed to be in range and had to target something/someone for his spells to even come out.
* Xin Zhao, as released, was a LeeroyJenkins... who won battles single-handedly. Then he got nerfed, started riding a very unsteady nerf/buff wave that constantly left his viability in question, and then eventually became a full-on JokeCharacter who was completely worthless against anyone even slightly decent until he got remade and became a decent, if not spectacular choice.
* They're still trying to figure out how to balance [[BoringButPractical healing spells]] properly. Taric and Janna haven't got messed with much, but Alistar's was reworked entirely, Soraka (as of late August '11) has been re-specced as TheRedMage, and Sona's, well, [[ItsEasySoItSucks Sona]]. It's interesting to note that the latter two have some of the highest win-loss ratios ''as champions''.
* Many of the champs with high learning curves have eventually become this once people get the hang of them. Lee Sin? Underpowered on release, buffed massively, then people began to realize that the sheer strength of his kit coupled with his new numbers was simply too much. Orianna? Took a bit for people to get the hang of her, but it soon became clear that she was ''staggeringly'' overpowered by way of being able to do the vast majority of tasks in the game far better than the champs dedicated to them. And Rumble? Initially thought to be worthless, then people noticed how he was the strongest pusher in the game and had some of the highest, most consistent damage in the game coupled with a terrifying ultimate that could annihilate entire teams when placed right. This is a common theme in ''League of Legends'': champ with a heavy learning curve is released, people slowly learn what said champ can do, people realize that Riot underestimated just how much a master of said champ could pull off and realize that the champ is extremely overpowered, champ gets nerfed.
* Darius has split the community into the group that thinks he's just mediocre and the group that thinks he's a kill-stealing bastard that's just toxic to the game. To truly understand how bad this case is, one must understand that Darius's kit is built around his ultimate that instantly refreshes on a killing blow, and because it inflicts true damage, no amount of armor or magic resist can protect an enemy from him. At release Darius was far worse, with his passive stacks dealing absurd damage even at level 1, having mixed damage on his autoattacks making him hard to counter, and his ultimate originally had a half-second grace period after the dunk where if the victim died it would still refresh. This meant that the three or four sequential ults that were supposed to happen once in a blue moon if you were doing amazing were commonplace.
** 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.
* Pre-nerf Rengar was this. One Savagery/Empowered Savagery combo was enough to bring a vast majority of champions, squishy or not, down to half health or lower. Getting away from him was nigh impossible due to his high mobility around brush and movement speed boost from his ultimate. He's since been toned down to a reasonable level.
** 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.
* The remade Black Cleaver at the start of the Season 3 preseason period was arguably the most overpowered item in the history of the game. Giving huge damage, HP, cooldown reduction, armor penetration AND armor shred, Riot made it worse by inexplicably not making any of its stats Unique, meaning they could be stacked. It was not uncommon to see physical damage dealers buying boots and 4 Black Cleavers and wiping the floor with everyone else.
** Worse was that if combined with the % Armor Pen mastery and the Last Whisper, which also gives % Armor Pen, certain characters could buy a Black Cleaver and Last Whisper then run around dealing [[UnblockableAttack true damage]] to everything for most of the game. The irony was that not only was the Black Cleaver too good in terms of damage and armor pen, its intention of shredding armor became overshadowed by everything else (along with a subpar HP stat for bruisers) before it was remade in Season 5.
* 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 suppport (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.
** 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 is practically a JokeCharacter on Dominion. Not only does he have to go out of his way to utilize the aforementioned soul mechanic (leaving him squishy), his high cooldowns do not sit well on a map where turrets "die" in ten seconds, and his lantern is significantly less powerful when Thresh can't risk heading into initiation range. However, he's since gotten a map specific buff (souls now give him two stacks of Damnation) which makes him unremarkable top but fairly strong bot.
* Post-Rework Master Yi. His E ability (Wuju Style) now makes his basic attacks hit for added true damage upon activation, and the amount scales with his attack damage. As a melee assassin, he'll be building a lot of attack damage. His ultimate (Highlander) adds 40% attack speed, gives the same amount in movement speed, and makes him immune to slowing effects. If he wants you dead, you're not going to do much to stop him. So long as he can make it to the late game, he'll become a walking blender that hits for high amounts of true damage every autoattack that you can't escape from. On the other hand though, his paper-thin defense means all it takes to bring him down is stunning him and have your entire team nuke him with extreme prejudice.
** Pre-Rework Yi, while being considered a competent but easily-countered AD assassin, had a second configuration based on AP due to his Q being AP rather than AD scaling (a very unusual early game holdover). By building lots of AP, his Q could become ''incredibly'' powerful, and also scaled up his W, which not only healed him, but upped his Armor and Magic Resist considerably. This essentially meant AP Yi could Alpha Strike his opponent (a near instant untargetable close move) and then immediately use his W to essentially become immune to damage from his target (unless being interrupted by CC). Worse, when his Ultimate is active, any kills used to completely reset his cooldowns, so he could spam his Q over and over again. It was quite common to see Yi Penta kill entire teams easily if they were all grouped up close together (since his Q damages up to 4 enemies at once). The only weakness in this playstyle was that he ONLY relied on his Alpha Strike most of the time (especially late game where his AD starts getting obsolete if not built that way, so Lich Bane was a must to build) for his damage output, meaning he was very team comp-based for higher ELO-teams and Q'ing at the wrong time would lead to retaliation if he didn't get a kill from it for another shot, and he needed to make sure his ult was active to even get the reset. Plus, just spamming his Alpha Strike (like with his overall playstyles) would drain a ton of mana from him if not managed properly.
** Riot eventually nerfed his ultimate just as Master Yi got reworked, since even when his Alpha Strike needs much more to achieve the AP Yi level damage from before, it still had a problem; thus due to the 70% cooldown refresh slapped onto him as opposed to the previous 100% refresh or the flat 18 second reset, this makes it so that Yi can no longer chain-spam his Alpha Strike to remain invincible at any given time just after a kill from an auto attack or Alpha Strike alike, which would allow for more gaps for counterplay against Yi on a killing spree.
* 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.
* The release of the Sated Devourer enchantment made champions that had on-hit effects that dealt damage in a way (i.e. Vayne, Gnar, Corki, Ekko) has made those champions more viable for the jungle, or they're made more considerate of taking Smite as opposed to another summoner spell.
* Skarner has had his ups and downs throughout his four-year history, but after the Juggernaut update, he became STUPID. A new passive that gives him absurdly fast and safe jungle clears and makes 1v1ing him absolutely suicidal (allowing him to invade with impunity and making his own jungle virtually impossible to safely invade without multiple teammates) mixed with great ratios and his already-high natural stats and growths and excellent scaling has turned him into the undisputed god of the jungle who starts off ridiculous (negating his historically unsafe early jungle) and quickly turns into an inexorable terror who spends the rest of the game running around and tearing everything that he can catch to bits. Riot made efforts to tone him down ''very'' quickly.

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