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* 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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* 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.

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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 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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Added Innervating Locket + Udyr example

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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.
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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 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.
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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 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.
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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 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.
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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).

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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).
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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 in the hands of any good player.

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** 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.

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** In a bit of irony, the aforementioned Thresh is was practically a JokeCharacter on Dominion. Not only does did he have to go out of his way to utilize the aforementioned soul mechanic (leaving him squishy), his high cooldowns do did not sit well on a map where turrets "die" in ten seconds, and his lantern is was significantly less powerful when Thresh can't couldn't risk heading into initiation range. However, he's since gotten a map specific map-specific buff (souls now give him two stacks of Damnation) which makes made him unremarkable top but fairly strong bot.
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* 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. He's even been reworked once and had that reworked undone.

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* 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. He's even been reworked once and had that reworked rework undone.
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** That said, current TF is considered a pretty balanced champion due to his very high skill cap. On the other side, beta Twisted Fate was the '''[[UpToEleven most broken champion to ever set its foot on Summoner's Rift]]'''. Why? Because his abilities, which are powerful enough to get him in this page on their current state, were ridiculously overloaded and made TF too threatening to the opposing team just for ''existing''. His Gold Card used to have the same [=AoE=] that his Red Card currently has, his passive gave everyone on his team a small critical chance, Destiny and Gate were two separate skills, Destiny slowed the enemy team globally, and Gate was global and accessible at level 1. Twisted Fate wasn't just overpowered, he was also frustrating due to his potential of cheesing an easy firstblood through a surprise critical or just Gate'ing to any point in the map, placing a ward and have his allies teleport to the ward for an ambush before the clock strikes the first minute.
** 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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** That said, current TF is considered a pretty balanced champion due to his very high skill cap. On the other side, beta Twisted Fate was the '''[[UpToEleven most broken champion to ever set its foot on Summoner's Rift]]'''. Why? Because his abilities, which are powerful enough to get him in this page on their current state, were ridiculously overloaded and made TF too threatening to the opposing team just for ''existing''. His Gold Card used to have the same [=AoE=] that his Red Card currently has, his passive gave everyone on his team a small critical chance, Destiny and Gate were two separate skills, Destiny slowed the enemy team globally, and Gate was global and accessible at level 1. Twisted Fate wasn't just overpowered, he was also frustrating due to his potential of cheesing an easy firstblood first blood through a surprise critical or just Gate'ing Gating to any point in the map, placing a ward and have his allies teleport to the ward for an ambush before the clock strikes the first minute.
** Then there's the ''Uncle Fate'' build, using [[{{Multishot}} Runnan's 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 Runnan's Runaan's Hurricane and Nashor's Tooth, leading to him outright nuking unwitting victims with AD and AP damage.



* 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.

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* 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, auto-attacks, 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 late-game 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.
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** That said, current TF is considered a pretty balanced champion due to his very high skill cap. On the other side, beta Twisted Fate was the '''[[UpToEleven most broken champion to ever set its foot on Summoner's Rift]]'''. Why? Because his abilities, which are powerful enough to get him in this page on their current state, were ridiculously overloaded and made TF too threatening to the opposing team just for ''existing''. His Gold Card used to have the same [=AoE=] that his Red Card currently has, his passive gave everyone on his team a small critical chance, Destiny and Gate were two separate skills, Destiny slowed the enemy team globally, and Gate was global and acessible at level 1. Twisted Fate wasn't just overpowered, he was also frustrating due to his potential of cheesing an easy firstblood through a surprise critical or just Gate'ing to any point in the map, placing a ward and have his allies teleport to the ward for an ambush before the clock strikes the first minute.

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** That said, current TF is considered a pretty balanced champion due to his very high skill cap. On the other side, beta Twisted Fate was the '''[[UpToEleven most broken champion to ever set its foot on Summoner's Rift]]'''. Why? Because his abilities, which are powerful enough to get him in this page on their current state, were ridiculously overloaded and made TF too threatening to the opposing team just for ''existing''. His Gold Card used to have the same [=AoE=] that his Red Card currently has, his passive gave everyone on his team a small critical chance, Destiny and Gate were two separate skills, Destiny slowed the enemy team globally, and Gate was global and acessible accessible at level 1. Twisted Fate wasn't just overpowered, he was also frustrating due to his potential of cheesing an easy firstblood through a surprise critical or just Gate'ing to any point in the map, placing a ward and have his allies teleport to the ward for an ambush before the clock strikes the first minute.
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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 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 pool). 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" abilities, 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 weaknessess (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.

to:

* 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 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 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 pool).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 max health percent magical damage to the target, and, unlike every other "terrain" abilities, 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 weaknessess weaknesses (Champions that deal mixed damage, champions that can block/dodge auto attacks, and heavy cc/knockback) 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, [=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 takes damage (Similar to Yasuo's), but hers scale 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), and the cooldown on this shield is 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, transform 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 pool). Her E is a gapcloser 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" abilities, 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 weaknessess (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.

to:

* 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 (Similar damage, giving her the ability to Yasuo's), but trade on her terms), and hers scale 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), and with the cooldown on this shield is 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, transform 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 pool). Her E is a gapcloser 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" abilities, 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 weaknessess (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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*** 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.

to:

*** 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.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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* Camille, whose kit is so overloaded, it's almost as if Riot created her intending for her to be banned everywhere. To start, her passive is a shield that activates when she takes damage (Similar to Yasuo's), but hers scale 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), and the cooldown on this shield is a mere 20 seconds on rank 1. Her Q is an auto-attack booster, can be used twice before going on cooldown, and, in the second hit, transform 40 to 100% of the 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. 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. Her E is a gapcloser 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 everyone on arrival, dealing damage, AND giving Camille an auto-attack speed bonus for a few seconds. 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 physical damage to the target, and, unlike every other "terrain" abilities, the targeted enemy cannot get out of it, PERIOD (The only way they can end her ultimate is if Camille leaves the area, either by her will or by a knockback ability). Her only weaknessess are that she's weak to cc (like other melee champions), and that champions who either deal mixed damage to get around her shield (Such as Jax, Kayle, Akali and Katarina) or champions that can block aa's (Such as Jax, Pantheon and Teemo) can deal with her. To say that she's broken is actually an understatement; she had to be hotfixed few days after her release because even during the early game, which was supposed to be one of her weaknessess, no one could outplay her, and even now she's still sitting on a high ban-rate for all elos, which is saying something.

to:

* Camille, whose kit is so overloaded, overloaded and overpowered, it's almost as if Riot created her intending for her to be banned everywhere. Irelia 2.0 and the new goddess of the top lane. To start, her passive is a shield that activates when she takes damage (Similar to Yasuo's), but hers scale with her maximum health 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), and the cooldown on this shield is a mere 20 seconds on rank 1. 1, getting lower as she levels up. Her Q is an auto-attack booster, boost, can be used twice before going on cooldown, for no cost, and, in the second hit, transform 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. 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. hit (And, let's remember, we're on the tank meta, where people usually have large hp pool). Her E is a gapcloser 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, dealing damage, AND giving Camille an auto-attack speed bonus for a few seconds. 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 physical magical damage to the target, and, unlike every other "terrain" abilities, the targeted enemy cannot get out of it, PERIOD (The only way they can to end her ultimate is if having Camille leaves leaving the area, either by her will or by a knockback ability). Her only With few weaknessess are (Champions that she's weak to cc (like other melee champions), and that champions who either deal mixed damage to get around her shield (Such as Jax, Kayle, Akali and Katarina) or damage, champions that can block aa's (Such as Jax, Pantheon block/dodge auto attacks, and Teemo) can deal with her. To say that heavy cc/knockback) and too many tools on her kit, she's broken is actually an understatement; she had literally on the path to be hotfixed 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 release, and she's already received minor nerfs, because even during in the early game, which was supposed to be one of her weaknessess, no one could outplay her, a weakness, she was still pressuring people too much, and even now she's still sitting a monster to face. It's no wonder she's an absolute pick-ban champion on a high ban-rate for all elos, which is and that's saying something.

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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.

to:

* 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, it's almost as if Riot created her intending for her to be banned everywhere. To start, her passive is a shield that activates when she takes damage (Similar to Yasuo's), but hers scale 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), and the cooldown on this shield is a mere 20 seconds on rank 1. Her Q is an auto-attack booster, can be used twice before going on cooldown, and, in the second hit, transform 40 to 100% of the 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. 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. Her E is a gapcloser 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 everyone on arrival, dealing damage, AND giving Camille an auto-attack speed bonus for a few seconds. 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 physical damage to the target, and, unlike every other "terrain" abilities, the targeted enemy cannot get out of it, PERIOD (The only way they can end her ultimate is if Camille leaves the area, either by her will or by a knockback ability). Her only weaknessess are that she's weak to cc (like other melee champions), and that champions who either deal mixed damage to get around her shield (Such as Jax, Kayle, Akali and Katarina) or champions that can block aa's (Such as Jax, Pantheon and Teemo) can deal with her. To say that she's broken is actually an understatement; she had to be hotfixed few days after her release because even during the early game, which was supposed to be one of her weaknessess, no one could outplay her, and even now she's still sitting on a high ban-rate for all elos, which is saying something.
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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.

to:

*** 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.champions, though recently having abilities no longer proc it allows for less opportunities for those said AD casters to abuse it.
Is there an issue? Send a MessageReason:
None


*** 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 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). 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.

to:

*** 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).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.
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I'm gonna need some help rewording the Fervor part; I've used this on Wukong MANY times and when combined with the usual AD runes/mastery setups + Bot RK, Black Cleaver and one main damage item....let's just say this speaks for it: http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/2274777942/206584021?tab=overview (there's a lot more games on my match history with that build lol)
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*** Regarding Fervor of Battle, 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), which 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, a few spells here and there, 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 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]]. Recently however, it was reworked in the 7th preseason to increase AD instead of auto-attack damage, making it easier to manage while still being beneficial to such champions.

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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), which while 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, a few spells here and there, 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 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). Recently however, it was reworked in the 7th preseason to increase grant AD per stack instead of auto-attack damage, making it easier to manage while still being beneficial to such champions.
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*** Regarding Fervor of Battle, 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), which 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 say, a Rengar Q, Wukong Q, Renekton W, a Yasuo Q and so forth; any champion that could attack with a rapid-ton of both autos and spells could heavily abuse this with late game damage comparable to Thunderlord's Decree, which was being used on such champions more often during that timespan. Recently however, it was reworked in the 7th preseason to increase AD instead of auto-attack damage, making it easier to manage while still being beneficial to such champions.

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*** Regarding Fervor of Battle, 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), which 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 say, a Rengar very quick combo of a normal auto, a few spells here and there, then followed up with their main on-hit/auto-attack ability. Examples included Rengar's Q, Wukong Wukong's Q, Renekton Renekton's W, a Yasuo Yasuo's Q and so forth; forth. Basically, any 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 being used ironically the [[ComplacentGamingSyndrome one thing that prevented Fervor from getting as much exposure on such champions more often those said AD casters during that timespan.timespan]]. Recently however, it was reworked in the 7th preseason to increase AD instead of auto-attack damage, making it easier to manage while still being beneficial to such champions.
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*** Regarding Fervor of Battle, 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), which 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 say, a Rengar Q, Wukong Q, Renekton W, a Yasuo Q and so forth; any champion that could attack with a rapid-ton of both autos and spells could heavily abuse this with late game damage comparable to Thunderlord's Decree, which was being used on such champions more often during that timespan. Recently however, it was reworked in the 7th preseason to increase AD instead of auto-attack damage, making it easier to manage while still being beneficial to such champions.


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*** 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.
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* [[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 mentioned 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?

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* [[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 mentioned 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?
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* Before it was changed heavily, the AP jungler item, runeglaive, 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. Oh, and it also restored missing mana.

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* Before it was changed heavily, the AP jungler item, runeglaive, Runeglaive, 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, wave clear, the major weakness AP Ezreal had over AD Ezreal. Oh, and it also restored missing mana.



* [[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.]]

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* [[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 mentioned 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?
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* 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.

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* 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. He's even been reworked once and had that reworked undone.



* 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.

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* 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.him at the time that was discovered.



* 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.

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* 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.choice; though he still has his ups-and-downs for "not standing out".



** 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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** 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.



** 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.

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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 assassin reworks, and people are still complaining about Rengar's power, though at this point he may be much easier to balance.



* 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.

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* Unlike every other suppport 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.



** 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.

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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 seasons 5-to-6, he's in a balanced spot where he's still very item-dependent and has a rough time early game.game, especially against zoners.



* 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. 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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* 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 auto-attack 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).holdover, and it was even 100% AP scaling). 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 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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Clarifying that Runeglaive was the AP jungle item Ezreal was broken with.


* 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. Oh, and it also restored missing mana.

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* Before it was changed heavily, the AP jungler item item, runeglaive, 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. Oh, and it also restored missing mana.
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typo: for for


*** 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.

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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.
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typo: seaons


** 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.

to:

** 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 seasons 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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Some more additions, did some changes on the Kled and Ryze parts. I don't agree with Kled being broken, but let's keep it there.


** That said, current TF is considered a pretty balanced champion due to his very high skill cap. On the other side, beta Twisted Fate was the '''[[UpToEleven most broken champion to ever set its foot on Summoner's Rift]]'''. Why? Because his abilities, which are powerful enough to get him in this page on their current state, were ridiculously overloaded and made TF too threatening to the opposing team just for ''existing''. His Gold Card used to have the same [=AoE=] that his Red Card currently has, his passive gave everyone on his team a small critical chance, Destiny and Gate were two separate skills, Destiny slowed the enemy team globally, and Gate was global and acessible at level 1. Twisted Fate wasn't just overpowered, he was also frustrating due to his potential of cheesing an easy firstblood through a surprise critical or just Gate'ing to any point in the map, placing a ward and have his allies teleport to the ward for an ambush before the clock strikes the first minute.



* 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.
** 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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* 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.
expect]].
** Even then, with his most recent Season 5 rework, he's able had Riot reworking Ryze and trying to take advantage of balance him around the free CDR concept of "windows of power", where Ryze had a specific moment to deal a lot of damage, but was weaker out of that window. His passive could be triggered to give him quickly-reseting cooldowns, and his ult gives just had atrocious 30% of free passive cooldown reduction at max level. While this made Ryze ''a bit'' easier to spam deal with, he was still an insane spell-spamming machine that could solo carry games. And every time Riot tried to nerf the champion, he would die down a bit only for people to discover that he was still broken. This led to Riot throwing the entire concept of a champion that can reset all of his abilities EVEN HARDER.cooldowns to the window and rework him again in season 6, this time focusing him on his combos.



* 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.



* [[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 [[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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** 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]]. When he was released, the crazy The Redneck Noxian Yordle is has some pretty simple...having 5 moves (two of which are only allowed unique mechanics: he has a mount called Skaarl that leaves him when he's off of Skarr), having [[ClippedWingedAngel reduced stats]] her health bar is depleted, and that leaves Kled as a sitting duck until his resource, Courage, reaches 100, when off her, Skaarl returns. He also has a powerful W skill that buffs his autoattacks with more damage 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 speed. Thus, Kled stops being a passive - nothing to note...threat when he loses Skaarl... until you give him the [[LifeDrain Bloodthirster]], which gives lifesteal on ''autoattacks''. life steal items]]. All of a sudden, Skarr Kled instantly became [[ArtifactOfDeath Twisted Fate levels of broken]], becomes insane, healing Skarr Skaarl with every single one of Kled's autos and giving him a stronger shield "shield" than Kled's ''ULT.'' Even worse, if 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 is by himself, he can gain a shield that's only faintly weaker than Skarr's shield. Combine with and his allies following him). And the more Attack Speed and Attack Damage, a Guinsoo's Rageblade, and a Ravenous Hydra, and the game progresses, Kled isn't going becomes harder and harder to get off of Skarr, Skaarl, [[WhyWontYouDie let alone being killed.]]]]
* 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.

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