Thormode
19 posts



@MikaMikaX_ @Elolesio_ It varies a lot, but mostly it shows 3 for me. could also be because i play sion mid.
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@MakkroLoL I also had a yorick rush liandries into me, but he was so weak early i just crushed him and he never got into the game, i played Sion though.
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Had a Yorick rush liandrie vs me thought it was lowkey grief due to being way weaker early but after he completed it even with kaenic bramble and null magic mantle he fucked my hp up super hard. Its obviously situational and matchup dependant but can be very good vs HP stackers.
LS@LSXYZ9
Speculation I had on stream weeks ago confirmed by xPetu 😎. Theorized Sion liandry first is BIS first item in some matchups/runes cause of how he interacts w/ the item and its playstyle + it forces opponents into awkward itemization paths
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@RiotPhroxzon Can u fix the midquest as well, right now its a lot better on ap champions than ad champions.
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Patch 26.9 Micropatch!
We're still monitoring things like Gluttonous Greaves, Alt builds, etc.
Deathfire Touch: Adaptive damage per second reduced from 4-12 + 8% bAP + 3% AP, increased by 100% after 3s >>> 4-12 + 7% bAD + 2.5% AP, increased by 75% after 3s
Zeri: Right click attack range is now correctly 550
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@MetroArcher @dy570p1a There is also mostly no reason to go rfc if u get stormrazor.
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@MetroArcher @dy570p1a Thats why u go stormrazor ie ldr hexoptics (hexoptics before ldr if u dont need armor pen). If u dont get bf base hexoptics is just better.
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@dy570p1a @MetroArcher i checked level 7 with starter item same combo on a 60 armor 60 mr target dummy and stormrazor dealt 840 vs 822 on hexoptics
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@Thormode2 @MetroArcher It's actually less damage, but the movement speed proc is really good. If you need the movement speed and can get an early BF sword back go Stormrazor, otherwise Hexoptics
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@RiotPhroxzon Does swain really need a buff when he ha 52% wr in 2 lanes?
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Patch 25.24 Full Patch Preview!
Zaahen:
- Zaahen has been off to a powerful start, and after the micropatch nerf, he's relatively stable
- For regular players, he's stabilizing out, but seems a little stronger in higher levels of play right now, especially with what we're seeing out of his early mastery growth currently
- We intend to nerf him in 25.24, but haven't yet decided what nerf or by how much and want a bit more information before we act
- We don't think he's so overpowered currently that he can stay in this state
Bloodline:
- Bloodline has fallen a little behind Alacrity especially for most champs, so evening it up a bit there
Jungle Changes:
- We're monitoring a lot of the feedback coming in over the last patches about the jungle changes; doing a few small tap downs to get some of the top end into a better state
- Overall, some of them are still not particularly viable, but not looking to take another swing at them at this point
Mel:
- Mel's changes this patch are aimed a bit at reducing frustration
- eg. The lingering of her E zone and the particle are slightly mismatched (this follows the behavior of several other similar types of spells), but is resulting in a little more frustration than we think is worth it
- E max is also being reduced in power level and being a little more costly for her to cast

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@RiotPhroxzon Can all jungle champions get a viable clear before we put toplane champions in the jungle? For exampel remove Q monster damage cap on warwick, or at least modify it.
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Patch 25.23 Preview!
Apologies for the late preview, was on a plane!
Hope you all enjoyed Worlds and the games, getting Silver Scrapes in the finals was such a treat. I'll write up some of my thoughts later this week.
Zaahen
- Zaahen will also go Live this patch! Hope you're all excited!!
- We wanted to have many throwbacks and homages to Xin Zhao throughout his kit, while also giving him that Darkin flair (eg. vamping, lifesteal and revive?!)
- Interestingly, Zaahen started out as a support! But after some testing, we pivoted him to Top lane as it would allow him to better execute on his power fantasy
- We think the revive this time will be better balanceable as the "on demand" nature of previous revives was typically what made them problematic to balance and he does have to either fight for a long time or land a lot of multi-hits to trigger it, which if he's doing that, we think is probably deserved
- The team really cooked, we're so excited for him
- I'll add a few more thoughts and behind the scenes insights tomorrow
Alternate Junglers
- This patch, we're looking at a lot of novelty oriented changes around adding new champs into the jungle (and some old ones)
- Many regions suffer from high jungle autofill rates and being able to play your mains when you're autofilled we think is overall net positive
- Some of these changes are more experimental (we're trying Fizz in the jungle for example), but will be monitoring closely to see how they shake out
Mel
- Thanks to Faker for raising visibility on Mel, we're making some relatively power neutral adjustments that move power out of some of her high frustration and lower counterplay builds (eg. E max) into other places with higher counterplay and interactivity (eg. Passive)
- The E max build in particular is pretty fire and forget and is looking quite a bit stronger than Q max in many situations
- This is relatively unintuitive to players and lower gameplay, so we're making adjustments to it
Mundo
- Recently, the team found a quite impactful bug where Mundo was getting max damage at 30% missing health instead of 70% missing health
- While it didn't result in a change in his winrates overall (he was still balanced around this), it did change his overall power budget, so the damage is being adjusted back up to compensate
- Despite his recent rise to fame in several series' 🙃, we still think he's overall pretty balanced, but just has pretty sharp success/failure cases which seems OK for now (might re-consider later)
Vlad
- As one of the beneficiaries of the sustain nerfs in previous patches, Vlad has benefited quite a bit, so we're tapping him down a bit and making him more vulnerable in top lane especially

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@RiotPhroxzon Is there a reason why Warwick has one of the slowest first clears of all champions in the game while being a jungle champion?
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Full Patch Preview 25.20!
Average Play Jungle Champions
- Briar, Voli, Warwick are receiving nerfs to some of their stat checky potential (Voli with his Cosmic build)
- In particular, Warwick players typically resonate more with being unkillable, being fast & hunting and damaging, so we're taking power out of his damage instead of any of those attributes
Malphite
- To add a bit more detail here about the mastery curve oriented changes, we're buffing Malphite because a Malphite at 51% is weak, it's not because he's easy
- This is because new Malphite players perform very well on him compared to other champions, while his best players don't perform that much better than his newer players
- So a Malphite when mastered sits at 53-4% winrate, but other top lane champions when mastered are sitting at 54-55%
- Malphite's newer players are performing around 49%, whereas other new players on top lane champions sit around 46-47%
- This just means that looking at a Malphite that's 52% is still a bit weak, whereas a different top lane champion like Gangplank at 52% would be overpowered
Fizz
- Fizz is another of these champions who's a tad weak by mastery
- In higher levels of play, he has to play pretty reactively, waiting for level 3 spike and trying to get a 1-0 ability trade with E at level 1 (dodging a spell and landing E)
- We're making some changes that make him more effective when actually getting to play in these early levels with W up (eg. QautoW or EautoW, etc.)
- If he is able to weave these autos in with the extra on-hit damage, he will be a bit more lethal
- Also if you haven't tried the Blackfire build that's been making its rounds recently, probably worth checking it out 😅(he really benefits from the Haste and damage amp)
Orianna
- Overall, ROA and similarly durable builds are in an OK spot overall
- We're trying to strike the right balance for champions that have flexible options in particularly their Assassin matchups, (especially for regular play) feel about even for both sides
- In SoloQ, a lot of these immobile mage champions don't feel like they have a ton of agency and can feel bad, so we think this is important for their play experience
- Whether you want to build Ludens, ROA, Seraphs, BFT and for each different skill bracket, they should all be good in certain situations
- Right now though, for Orianna, she doesn't pay enough of a damage tradeoff when going these more durable builds
- These changes are aimed at having that spike where you don't have much AP and relying on base damages in ROA builds feel like a larger tradeoff
Veigar
- Last year, we nerfed Veigar's W which was a bit painful for some of his waveclear breakpoints in particular
- We're giving him back this 10% ratio, especially on his rank 1 W to make those moments a little more palatable
- There was a lot of in-depth discussion on various Veigar builds and we're not ruling out deeper work in the future, but for this patch, we're going with something tried and tested
Camille
- Camille is one of the scaling 1v9 AD fighters that we think is pretty close to being viable in certain situations
- We're giving a bit of a buff to some of her fallback and harass patterns in some of these matchups to let her get through lane a bit more reliably
- She's already pretty good at dueling in the mid-game, so the armor growth doesn't matter a ton at those points in the game and so we're indexing her power more in the areas where she needs it
Graves
- I misspoke a bit yesterday about Graves changes; I meant to say that most Graves' go for these types of squishy no durability one shot builds (only Shieldbow on 4)
- We're making some changes here to make the pure AD build a bit weaker and by extension make the Cleaver build, which is a bit tankier a bit stronger
- We're not trying to kill the pure AD build, but make multiple ways of playing Graves more viable

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