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[10/10/2013] Tentative PBE Changes & Discussion (3.13)

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Riot Pwyff

Player Communication


I'm laaaaate and I know it. Have a PBE context post!



We are always trying to improve clarity of the Patch Notes and would appreciate feedback on their format if you feel you can add anything. Except asking for numerical values. Quit it!

Hey Summoners,

As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but we’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, we’ll be driving these PBE context posts when we can offer more information.

Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.


Screen Tint for Stealth

- We've added a self-only screen tint when your champion is in stealth for Akali, Kha'Zix, Le Blanc, Shaco, Talon, Teemo, Twitch, Vayne and Wukong.
Attack Speed Slows
Summary: Unless an attack speed slow was attached to a movement impairing effect (IE: Nasus' Wither), it was immune to cleanse or other forms of debuff removal. Now all attack speed slows can be cleansed and are treated like movement speed slows.
Context: Attack speed slows have been updated in order to have more consistent counterplay when it comes to their removal and application. Essentially we're looking to treat all slows the same, whether they're movement or attack speed based.
Affected Champions:
- Malphite - Ground Slam
- Gragas - Barrel Roll
Affected Items:
- Warden's Mail
- Randiun's Omen
Champions with CC-discarding ultimates
Summary: The following champions will now be affected by crowd control abilities after they complete their dashes, where previously they discarded all forms of crowd control at the end. Their spells will still be unstoppable, but any crowd control abilities landed throughout will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.
Context: We're adding more counterplay for champions who have long-range dashes tied to their ultimates by making them succeptible to certain forms of crowd control after they complete a dash - like snares or stuns. Now if a teammate lands a snare in the middle of a champion's dash, the ulting champion will complete the ability, but they'll be snared at the end.
Affected Champions:
- Jarvan IV's cataclysm
- Nocturne's Paranoia
- Vi's Assault and Battery
- Malphite's Unstoppable Force
- Hecarim's Onslaught of Shadows

Summary: Charm has had its mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level), but now increases the magic damage Ahri deals to the target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when every wisp hits the same target, and now counts as an area-of-effect damage source for the purposes of Spell Vamp and Rylai's Crystal Scepter. Spirit Rush's base damage and AP ratios have been reduced in addition to having its use time limit reduced.
Context: Ahri is a champion with a lot of strengths and few weaknesses - given her high versatility and reliability, she can regularly apply a lot of general pressure upon her opponents from relative safety. Ahri’s strengths should be much better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris (heh). Our core focuses are:
  • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them.
  • Make Ahri’s “all in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown.
  • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel cunning.
Essence Theft
- Now heals Ahri for a specific amount (scales with AP and champion level) each time her passive-enhanced spells hit an enemy
- Diminishing returns effect on same-target hits increased
- Fixed a bug which caused Fox-Fire to sometimes deal reduced damage to a target which should receive the standard damage amount
- Now counts as an AoE damage source for the purposes of Spell Vamp and Rylai’s Crystal Scepter
- Mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level)
- Now increases the magic damage Ahri deals to the target by a percentage for a few seconds
Spirit Rush
- Base damage reduced
- AP ratio reduced
- Spirit Rush time limit decreased
Summary: Corki's base attack speed has been reduced. Additionally, Missile Barrage's base damage has been reduced at earlier ranks while the cooldown between missile shots has been increased. The cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.
Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but he's now too overwhelming to play against. Here we're reducing excess power in a few areas: by reducing his base attack speed, this puts him more in line with other similar spell-based ADCs. Reducing Missile Barrage's base damage at early levels will help tone down Corki's currently overwhelming level 6 power spike. Finally, the increase of the cooldown between missile shots ensures Missile Barrage is a powerful sustained damage tool, rather than a burst damage source.
- Base Attack Speed reduced
Missile Barrage
- Base damage reduced at earlier ranks
- Cooldown between missile shots increased
- Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)
Jarvan IV
Context: This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.
Dragon Strike / Demacian Standard
- Moderately reduced Jarvan's knockup collision radius
Context: Similar to the mana cost changes we've made to other higher skill ultimates, Leona's next in line.
Solar Flare
- Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
Master Yi
Context: Our original reasons for having Meditate's mana cost scale so high no longer exist anymore, as they more specifically referred to AP Yi bullying lanes, or meditate refreshing multiple times in a fight.
- Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
Summary: Tormaneted Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy's missing health. Morgana should deal roughly the same amount of overall damage, although there will be variations due to how her new Tormented Soil works.
Context: This change is more of a modernization for Morgana's Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically we wanted to to reinforce Morgana's standard damage combo of Dark Binding to Tormented Soil, rather than the "ideal" combo of using Tormented Soil's magic resistance reduction to make Dark Binding deal more damage.
Tormented Soil
- No longer applies a Magic Resist reduction debuff
- Base damage per second decreased slightly (to accomodate other changes)
- Additionally deals a percentage of an enemy's missing Health as magic damage every second (capped at a flat amount versus minions and monsters)
- Damage application cadence increased
Context: Rengar's leap out of stealth has insufficient warning for his target, so we changed him to destealth at the beginning of his leap instead of throughout its duration in order to give his target a fighting chance.
Thrill of the hunt
- Rengar now de-stealths at the beginning of his leap when attacking a target from out of invisibility.
Context: Shadow Dash has had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary as it makes Shadow Dash a bit too easy to land in those situations.
Shadow Dash
- Collision radius has been reduced at the start and end points of the dash
Context: Similar to the Leona change which is similar to the previous mana cost changes. At this point I may just say Wish's mana cost is too damn high.
- Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
Summary: Carrion Renewal now restores a percentage of Swain's maximum mana on champion kill/assist rather than a flat amount. This will allow him to keep up his mana pools in lategame team fights.
Context: Despite being a champion that's hard to stop when ahead, Swain players often find themselves failing endgame in a situation where they would otherwise succeed due to the unforgivable nature of Ravenous Flock's mana ramp. We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels. With this change, it's possible for Swain players that focus on mana and durability to 'off-tank' during team-fights, utilizing the significant mana return from champion kills/assists to stay in engagements longer.
Carrion Renewal
- Now additionally restores a percentage of Swain's maximum mana on Champion Kill/Assist
Summary: Syndra has had a number of useability improvements made to her abilities, where Scatter the Weak now indicates where a Dark Sphere will travel, and Unleashed Power will indicate how many Dark Spheres will be fired.
Scatter the Weak
- Range minorly increased
- Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak
Unleashed Power
- Now has a counter over the icon that tracks the number of Dark Spheres that will be fired.
Noxious Trap
- Fixed a bug where Noxious Traps gave experience on death
Context: we are trying to reduce the mobility of Tryndamere so he can't just safely split push all day. We did, however, want to keep his mobility high in team fights, so we made Spinning Slash only reduce in cooldown when he critically strikes champions.
Spinning slash
- Now only reduces Cooldown if Tryndamere critically strikes champions
Context: Similar to the Soraka change, which was similar to the Leona change, which was similar to the...
Chaos Storm
- Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)
- Fixed a bug where this ability sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell's 0.5 second cast animation.
Summary: Short Fuse has had its damage increased slightly. Bouncing Bomb can be cast at targets outside of max range but will only travel the set distance. Satchel Charge's radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with Minefield not dealing decreased damage on multiple hits to minions and Mega Inferno Bomb dealing double damage to minions.
Context: We've improved Ziggs in terms of general utility while also trying to carve out his niche as a pushing / counterpushing champion more effectively. In this regard a lot of our changes are focused on the damage he deals to minions, but we've made some general damage buffs overall.
Short Fuse
- Max damage increased
Bouncing Bomb
- Bouncing Bomb can now be cast at targets outside of 850 range
- When cast outside of max range will fire in the direction but only travel 850 range
Satchel Charge
- Radius increased
Hexplosive Minefield
- Does not do decreased damage on multiple hits to minions
- Damage radius per mine increased
Mega Inferno Bomb
- Now deals double damage to minions
Summary: Deadly Bloom's damage has been reduced but her AP ratio has been increased. Rampant Growth's passive cooldown reduction and range have been increased. The plants spawned from Rampant Growth have had their base damage reduced, but their base damage at later levels has been increased. We've also improved Zyra's overall useability with enraging plants / transforming seeds into plants by spells.
Context: Our overall strategy here was to tone down Zyra's early level poke damage and, while we are reducing some of her overall power, we also wanted to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios are aimed at reducing her power as a support without hurting her capabilities as a mage.
Deadly Bloom
- Range minorly reduced
- Damage reduced
- AP ratio increased
Rampant Growth
- Passive cooldown reduced
- Plant base damage reduced at lower levels and increased at higher levels
- Reduced the delay before seeds can be stepped on by enemies
- Range minorly increased
- Fixed a bug where seeds would very sometimes not be turned into plants by spells
- Stun no longer persists for some duration after the knockup ends.
- Now properly enrages plants created within the bramble zone after Stranglethorns has been cast

Crystal Scar

Map-Specific Changes: Self Healing Penalty
Context: Dominion has evolved in such a way that this healing restriction no longer serves its original intent of preventing turtling. Instead, it's only hurting champions that rely on regen or healing to be effective. We've since reverted it.
- The -20% self-healing penalty has been removed from the Crystal Scar aura
Map-Specific Changes: Speed Shrine Buffs
Context: The previous version of speed shrine buff allowed for people ganking bot lane to come in at basically Ghost movement speeds, with the gankee having very little reaction time on a wardless map. This change is meant to alleviate some of the pressure to bot lane while making teams invest more if they want to continually pressure the lane.
- The speed shine buff now decays over its buff duration
Crystal Scar and Twisted Treeline

Grez's Spectral Lantern
Context: This item was too cost effective for what it offered and these changes are to bring it more in line with other vision items in terms of cost and utility.
- Cost increased
- Damage slightly reduced
The Lightbringer
Context: Lightbringer is a niche item and will still be a niche item, but this build change will open it up to more champions.
- Cost reduced
- Now requires a Ruby Crystal instead of a Pickaxe
- Armor increased
- Lifesteal increased
- Gains 200 HP (from the Ruby Crystal)
- Damage reduced (from the removal of Pickaxe)
Twin Shadows
Context: Twin Shadows is a great item on wardless maps, but the cooldown was too long to really make use of it. It's been made cheaper to increase accessbility, while the stats have been reduced to reflect the new cost.
- Cost reduced
- AP reduced
- MR reduced
- Active cooldown significantly reduced
- Wraiths are now affected by speed shrines
Hextech Sweeper
Context: Hextech Sweeper is a staple item on Twisted Treeline / Dominion and we don't want to change that, but we're making it a little less universally appealing by reducing the stats and removing the movement speed bonus. We're also giving it a cooldown reduction boost to help out with some AP itemization issues.
- Cost increased
- Fiendish Codex is replacing both Amplifying Tomes in the build
- HP reduced
- AP reduced
- Movement Speed has been removed
- Cooldown reduction increased and is no longer unique
Blackfire Torch
Context: Blackfire Torch is gaining the movement speed bonus that Hextech Sweeper had because not everyone that uses AP should get that free movement speed boost. AP casters however, should get it.
- Gains bonus movement speed

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Riot Pwyff

Player Communication


I'm going to also say this: first person to quote the entire post with a response of "cool" will get hurt. I'll probably also delete it. DON'T DO IT.

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Junior Member


Well I sure am happy about the Ahri nerfs... ;(
Not every single player is Faker.

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nerf ahri buff ziggs u gonna destroy this game
maybe nxt destroy xerath by rework ohhhh its on pbe too, so cool

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Senior Member


As someone who mains Ahri, I must say I'm a bit displeased with the way she's being handled. Prior to her assassain playstyle I liked prefered to play her as a sustain/kite mage. It's still my prefered way of playing her, but I want to win games, so I've adapted to the assassain Ahri meta. That being said, I understand the need to nerf her, but as mentioned: I feel that it's been done the wrong way. The problem in the current meta has been assassain Ahri's ability to instantly pop someone, but these nerfs are more directed at mage Ahri rather than her assassination playstyle. Let me elaborate:

Passive: Essence Theft
First of all let's address her passive. Currently her passive, at level 1/2 without any AP, heals her for around 55 health when she hits a full minion wave without a cannon. So she puts minimum 250 mana into this ( 3 fox fire and 1 orb of deception ). In may cases, in the early game, her passive is mostly being built by orb of deception, so she puts 280 mana into getting healed by her passive.

With the new passive, under same mana and ap conditions she heals for 24 at level 2, if Orb only procs the passive on the first pass, and 48 if it procs on both passes. If it procs on both passes, it may be worth keeping an eye on the passive, but otherwise I feel it will be a neglibible bonus. The positive thing about this passive however is that you aren't reliant on leveling Orb of Deception to sustain in lane, however significant the heal will be. This passive does however highly encourage the assassain style of play, as you can invest more into her single target burst.

Now, at higher level let's say Ahri has DFG and Hourglass as AP sources and she's level 18. Live passive will under these conditions heal her for 320 on a full minion wave. PBE passive will heal for 250 if it only procs on the first pass, and 380 if it procs on both passes ( which I severely dobut it will ).

The new passive encourages playing her as an assassain, rather than as a mage, as she can sustain just as easily as a mage as an assassain. This is where I prefer the old passive over the one on the PBE. On live you can't really go all out assassain ( leveling the more damaging Fox Fire before Orb of Deception ) from the start without sacrificing her sustain. If the passive is to be nerfed, rather make it scale with level like Morgana's passive.

Orb of Deception
I was very surprised to see this spell not get any changes. I feel this is where Ahri's power should be shifted. Making her more reliant on hitting both passes with her Orb will make it more consistent. It'll also make her charm very important. The damage would make her wave clear and poke stronger, yes, but it'll also make it easier to avoid a large part of her damage output. Putting more power into the orb will also reduce the effectivenes of Deathfire Grasp, which is the prime reason to why her burst is so strong, as DFG's Doom doesn't increase the damage on the spell's true damage component.

One could at the same time shift the distribution on the spell slightly, so that the first pass deals less damage than the true damage component. This will allow for more counterplay on her, as one can dodge the second pass of the spell by moving out of the way. Danger of this is however the increased amount of true damage being dealt, which as known is only countered by health. I suggest the shift being somewhere between 4/10 magic damage and 6/10 true damage and 1/3 magic and 2/3 true damage.

Shifting her damage into the orb makes her less safe as an assassain, as her kill potential is reliant on a linear skill shot, hence she has to be in the correct position to hit both passes, which can put her out of position in terms of the ongoing fight.

Fox Fire
The damage nerf is understandable and reasonable, as the power is being transfered elsewhere. What I severely dislike is the change to make Fox Fire multi-target in regards to Rylai's and Spell vamp. This will again more encourage Ahri as an assassain over a mage, as she's reliant on this spell being single target to be played as a mage. She loses her ability to kite if this goes multi-target and buying spell vamp goes from questionable to useless, as she can't effectively duel bruisers anymore. Bruisers will easily be able to mow mage Ahri down if this goes live. She'll be unable to kite them and unable to sustain through their damage. As said: this encourages assassain Ahri.

Another thing about this change is that it drastically reduces her ability to trade with champions with melee champions with jumps, blinks and dashes. Primarily thinking about Katarina, Talon, Kassadin and Fizz. The only reason she's been able to trade with them was because she could level Fox Fire over Orb. Consequence of this is of course that her wave clear will be attrocious. And unlike them, she is incapable of effectively farming under her turret.

I'm somewhat mixed with the damage amplification added to charm. I feel it is yet another blow to mage Ahri, as it reduces her teamfight and initiation presence severely. For all intents and puproses Charm has historically been one of the strongest initiates in the game, and the damage amplification component removes her initiation potential in teamfights. Why? Because she wants to save her charm for the target she wants to focus. Hence her presence becomes a lot weaker in teamfights because she will likely save her charm to assassinate, as opposed to start the fight. Unless the target charmed is a target she wants to assassinate, throwing it out to start a fight will be highly discouraged.

In regards to the mana cost, this is an outright nerf, no matter how you wrap it. Players have almost always been just putting just one skill into this spell and haven't put the next point into it until level 14 after Fox Fire or Orb of Deception has been fully maxed. This means that the spell is, for the most part of the match, at a 40 mana cost higher than before. Most games are ended during the mid game, which is before Ahri gets to put enough points into the charm to offset the mana cost. While it is understandable that it's undesirable gameplay to have her throw charms carelessly in lane, increasing the mana cost for the majority of the match by 40 is to much on a champion that already has enough issues with her mana. I would rather have the cost at 70/80/90/100/110 or something along those lines.

Spirit Rush
Just like with Fox Fire, I understand the damage nerf and it's power being put elsewhere. What I don't understand is the shortened window at which we can use the spell. Ahri is one of the more positioning reliant mages around, and having a 10 seconds window to reposition is solely needed when playing her. Especially as a mage. This change doesn't change her assassination potential, as she'll expend most if not all charges straight away if she wants to assassinate someone. Again a nerf to mage Ahri more than assassain Ahri.

To quote the philosophy of Ahri's playstyle as given by Riot:

“Ahri's gameplay style revolves around mobility and managing position to aim her spells. When played properly, Ahri darts around teamfights, picking off wounded stragglers and harrying soft enemies.
This is largely accomplished through her ultimate, which allows her to dash multiple times before going on cooldown. Ahri can either use all three quickly to chase, burst, or escape, or she can spread out their uses to keep enemies guessing and juke around the battlefield. Combining this with her high magic damage and her Seduction ability to lock enemies down, she can strike from unexpected angles or bait enemies into over-committing to disadvantageous situations.”

Emphasis on the bolded text in regards to her ultimate. This is one of the playmaking abilities Ahri has, core one in fact. Being able to hold back and instantly reposition at a surpising moment is one of Ahri's core gameplay. This reduction in time greatly reduces this, as players will feel more forced to use the last charges, rather than using them if they need to reposition as it was intended. And Morello said that her main issue is the free damage, not the mobility she has. I understand that these changes were made to make her less safe as an assassain, but as a side effect it has severely nerfed her mage playstyle.

Other thoughts
I would rather look into the power Deathfire Grasp gives her. According to LoLMath, that item alone gives her a 582.6 damage increase with it's active, not counting the damage the active deals on it's own, as opposed to the deathcap that gives 493.9 ( http://www.youtube.com/watch?v=-32D6UbEGNM ). DFG enables any mage to have burst like Ahri, if not more. Faker once built DFG on Lissandra, a mage made for sustained dps and control, and basically managed to 100-0 a Rumble, despite having much lower burst than Ahri. Keep in mind that before ForellenLord (I think it was him) burst into the scene with DFG rush Ahri, she was considered a weak pick. And this was even before her counters were nerfed. Despite calls for her to be buffed before ForellenLord reintroduced her to the meta, Morello even stated that he and the balance team felt that Ahri was in a good spot and that she filled a niche role.

Another thread to look at in regards to these changes, some of the points I have mentioned already as I agree wholeheartedly:

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Junior Member


U nerf J4 for too long . Every patch he got NERFED ! STOP !!! and Why u nerf Ahri she i balanced champ. There are so many champions to NERF and u still choose to nerf non IMA champs FU riot ! i will stop playing ur game if u nerf ahri and J4 ...so many champ need nerfs and u still do nothing! .

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Junior Member


I do not think that the opinion of the players affected by the change.
But i try.
I play a lot Zyra, and I want to say that this next nerf will not help her get back on Midline . nerf and help? Seriously ?
Let's look at what you do that would help her -

V1.0.0.144 - August 7th Hotfix:
*General*Plant damage for additional plants reduced to 50 % from 75 % when multiple plants are attacking the same target.
*Stats*Base movement speed reduced to 300 from 310.
*Grasping Roots*Damage adjusted to 60/95/130/165/200 from 60/105/150/195/240.
*Stranglethorns*Damage reduced to 180/265/350 from 200/300/400.*Cast range reduced to 700 from 800 .

*Rise of the Thorns*Damage reduced to 100-440 from 124-549.
*Missile speed reduced to 1900 from 2200 .
*Missile width reduced to 70 from 90 .
*Grasping Roots*Missile Speed ​​reduced to 1150 from 1325 .

Now pay attention to the base damage of abilities and ratios. They are among the lowest in the game. Compare for yourself if you do not believe me.
if sona Q(250+0.7/235+0.6) and R(350+0.8/350+0.7) hav more dmg and higher ap ratio what you want tell me?) ahahaha Sona hear me?)

All of your help made ​​her leave the middle line, where long ago ruled Fizz, Kassadin and Ahry.

You just do not want see Zyra on the bottom line. So you kill her, again and again, as happened with Olaf.
First nerfs banish her from mid. And this nerfs help to banish her from bot.
And you know what?
Your inability to do something really smart without a knife from year to year more and more. And that's rly sad.

this is my first post on forum coz this rly sad already

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Senior Member


Thank you for destroying Ahri because some professional player did well with her. Also thank you for ruining Corki after he was viable again. Morgana too. Thank you! Buff Katarina more!

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Senior Member


Found a really good suggestion on the NA forum by a EUW player.


Hi, I'm a noob platinum player from EUW and i want to share my thoughts. In my opinion she doesn't deserve these changes but if you really must do it then here is my idea:

Don't change or make it this per level thing. I don't really know.

Orb of Deception
No changes. Keep live version.

Deals the reduced version 50% 30% 30%. Each fox-fire applies a mark to enemy that stacks. Marks should do damage to compensate reduction so active + marks deals 280 + 0.8ap at lvl 5. Marks last for 6 seconds (or 5 if you really hate her) and time is refreshed when new foxfire hits target. If you think that it will do too much damage when hitting single targets then make it that only 2nd and 3rd fox-fire for same target applies marks. Hell, you can even make that it gives only marks if you think that this isn't enough change.

No changes. Keep live version.

Spirit rush
Deals reduced damage and applies marks as well. Marks damage should be compensate of reduction.

Mark mechanic
Fox-fire and Spirit rush marks are separated. When you hit enemy with Orb or Charm all marks are consumed. When you autoattack enemy one stack of both fox-fire and spirit rush is consumed. When enemy is charmed marks are consumed immediately.

What does it mean?
- Mage Ahri build isn't nerfed because charm is no longer necessary to do damage and even when u have everything on cd u can kite and autoattack.
- Assassin Ahri can't kill anyone without hitting skillshots (thats what you wanted so Ahri isn't "free damage" machine).
- You aren't useless if you didn't hit any skillshot. You can destroy marks with autos but it requires some time (like 5 second) so you can counter play it with running, flashing, or killing her (pretty sure adc can kill squishy mage in 5 seconds).
- It doesn't make her "One trick pony" because you won't must use e first BUT u must hit skillshots.
- You give her a "Destroy the marks" minigame thing that can be even fun and satisfying when you do it.

If you guys like this idea please help me to make sure rioters see it.
Sorry for any language mistakes.


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Junior Member


How about The Shadow Isles ? Halloween it's just around the corner and there is no news about that. And maybe a new shadow isles champion ?