Most nerfed League champions

The top 7 champions who survived the most nerfs in the League history.
Patch history of each champion in list with changes over the time.

Most nerfed League champions in the history

There are champions who have their own history with the Riot Games nerf department. In this article we will tell you their stories. But before continue let’s define the term “nerf”:

WHAT IS NERF IN LEAGUE:

Let’s quote urban dictionary: “To weaken or make less dangerous. Taken from the “Nerf” brand name, which makes sports equipment toys out of a soft foam (e.g., the Nerf football is soft foam rather than the hard leather of a real football). Used frequently in the context of computer game balance changes.”

So when we are talking about nerfs of champions in LoL we mean that they survived negative balance changes in the past.

 

In our list of the most nerfed LoL champions we will consider how each ability of those champions changed over the time to show you the difference between them at the release date and now

Ahri icon AHRI NERFS: PATCH HISTORY

Ahri nerfed hard

Our top of LoL champions who survived hard nerfs will be started with Ahri The Nine-Tailed Fox. Ahri became one of the most popular mid laners since her release. Over the time, each of her ability undergone changes, most of those changes made her weaker.

Essence Theft Icon ESSENCE THEFT

Mechanic of this passive ability was changed in a bad side. Now it heals less during the lane phase when you have to rely on the sustain mostly but heals more at the late game because now scales with an AP.

ON RELEASE DATE:

  • 35% spell vamp each time her passive-enhanced spells hit an enemy.

NOW:

  • Heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each time her passive-enhanced spells hit an enemy.

Orb of Deception Icon ORB OF DECEPTION

This ability of Ahri was buffed but very slightly.

ON RELEASE DATE:

  • AP ratio: 0.65 (0.325 per one hit)
  • Mana cost: 60 / 65 / 70 / 75 / 80

NOW:

  • AP ratio: 0.7 (0.35 per one hit)
  • Mana cost: 55 / 60 / 65 / 70 / 75

Fox Fire Icon FOX FIRE

A base damage at high ranks and damage to a solo target were decreased significantly. It was compensated by a very little AP ratio and mana cost buffs.

ON RELEASE DATE:

  • Base damage: 40 / 70 / 100 / 130 / 160
  • Diminishing returns effect on same-target hits: 50% (max damage is 100% + 50% + 50% = 200%)
  • AP ratio: 0.375
  • Mana cost: 60

NOW:

  • Base damage: 40 / 65 / 90 / 115 / 140
  • Diminishing returns effect on same-target hits: 70% (max damage is 100% + 30% + 30% = 170%)
  • AP ratio: 0.4
  • Mana cost: 50

Charm Icon CHARM

This ability was reworked thereby obtained improved mechanics. A charmed target is receiving 20% more damage from Ahri now.

ON RELEASE DATE:

  • Mana cost: 50 / 65 / 80 / 95 / 110

NOW:

  • Increases the magic damage Ahri deals to the target by 20% for 6 seconds
  • Mana cost: 85

Spirit Rush Icon SPIRIT RUSH

One of the most amazing ultimates in the game was nerfed hard: damage, cooldown and delay between jumps were debuffed to maintain ingame balance.

ON RELEASE DATE:

  • Base damage: 100 / 140 / 180
  • Cooldown: 80 / 70 / 60
  • Cooldown between casts: 0.75 seconds 

NOW:

  • Base damage: 70 / 110 / 150
  • Cooldown: 110 / 95 / 80
  • Cooldown between casts: 1 second 

CURRENT AHRI’S WINRATE: 51.7% (significantly above average)

 

Corki icon CORKI NERFS: PATCH HISTORY

Corki nerfed too hard

Corki is one of the champions who were available at LoL release however he is still often used by elo boosters. Because he is one of the oldest champions he has survived a lot of changes since release. Most of them are nerfs. Today it’s hard to imagine that attack damage carry can blind an enemy to make foe miss 50% of his attacks.

BASE STATS

Attack range was improved to fit classic range of 550, mana and mana regen stats were debuffed to decrease his ability to spam. Also his attack speed per level was improved, however it’s still not high.

ON RELEASE DATE:

  • Base mana regen: 0.88
  • Mana regen per level: 0.08
  • Base attack speed: 0.658
  • Attack range: 500
  • Attack speed per level: 1.86

NOW:

  • Base mana regen: 0.8
  • Reduced mana regen per level: 0.07
  • Base attack speed: 0.625
  • Attack range: 550
  • Attack speed per level: 2.3

Corki Icon HEXTECH SHRAPNEL SHELLS

In the past this passive ability could deal a damage equal 10% of critical strike, now it always deal damage of 10% of Corki’s total AD.

ON RELEASE DATE:

  • Deal 10% of critical strike in true damage

NOW:

  • No longer benefits from critical strikes

Phosphorous bomb Icon PHOSPHOROUS BOMB

Had a blind effect which was debuffing a target to make it miss 50% of it’s auto attacks during 4 seconds. For AD carry who is facing another one during the lane phase, this was a very huge advantage in the lane fights. Also in the past it dealt damage instantly. Now it has animation effect thus players can dodge it.

ON RELEASE DATE:

  • Debuff: 50% chance for target to miss auto-attack during 4 seconds
  • Base damage: 80 / 130 / 180 / 230 / 280
  • Mana cost: 60 / 75 / 90 / 105 / 120
  • Area of effect: 250
  • Animation effect: Instant
  • Cast range: 600

NOW:

  • No debuff
  • Base damage: 70 / 120 / 170 / 220 / 270
  • Mana cost: 60 / 70 / 80 / 90 / 100
  • Area of effect: 225
  • Animation effect: Lobs a bomb through the air that explodes at the end location, instead of instantly damaging the area
  • Cast range: 825

Valkyrie Icon VALKYRIE

The longest escape ability in the game despite that cast range was nerfed to 800 from 1000. Except range debuff, now it has a bigger cooldown, mana cost and less AP ratio. But Corki started to fly a bit faster.

ON RELEASE DATE:

  • AP ratio: 0.8
  • Cast range: 1000
  • Cooldown: 20 / 18 / 16 / 14 / 12
  • Mana cost: 100 / 90 / 80 / 70 / 60
  • Mana cost: 60
  • Base speed: 500

NOW:

  • AP ratio: 0.4
  • Cast range: 800
  • Cooldown: 26 / 23 / 20 / 17 / 14
  • Mana cost: 100
  • Base speed: 650

Gatling Gun Icon GATLING GUN

Had a damage equal to 33% of total Corki AD per second. It was a very strong mechanic thus players could buy pure AD items without attack speed.

ON RELEASE DATE:

  • Damage: 33% of total Corki’s damage every second of duration (duration scales with rank)
  • Mana cost: 60 / 75 / 90 / 105 / 120

NOW:

  • Damage: 20 / 32 / 44 / 56 / 68 + 0.4 bonus AD
  • Mana cost: 50 at all ranks

Missile Barrage Icon MISSILE BARRAGE

This ability survived most nerfs and few light buffs. Most significant nerfs are damage of the Big One (100% against 60%) and cooldown between missile shots (2 seconds against 1.2 seconds). 

ON RELEASE DATE:

  • Mana cost: 15 / 20 / 25
  • Base damage: 125 / 200 / 275
  • Big One damage: 100%
  • Big One frequency: every 4th
  • Cooldown between new missiles: 12 seconds
  • Cooldown between missile shots: 1.2 seconds
  • Small Missile area of effect is 225
  • Large Missile area of effect is 350
  • Total AD ratio: 20%

NOW:

  • Mana cost: 20
  • Base damage: 100 / 180 / 260
  • Big One frequency: every 3rd
  • Big one damage: 60%
  • Cooldown between new missiles: 12 / 10 / 8 seconds
  • Cooldown between missile shots: 2 seconds
  • Small Missile area of effect is 200 
  • Large Missile area of effect is 300 
  • Total AD ratio: 20 / 30 / 40%

CURRENT CORKI’S WINRATE: 48,44% (significantly below average)

 

Diana icon DIANA NERFS: PATCH HISTORY

Diana hard nerf

Right after release Diana was in the must pick list. Thus she had to survive several nerfs on her way to the balance podium.

Moonsilver blade Icon MOONSILVER BLADE

This ability received a little buff, base damage at late ranks was decreased but at late game you will have some items thus increased AP ratio makes it a good change.

ON RELEASE DATE:

  • Damage: 20 / 25 / 30 / 40 / 50 / 65 / 80 / 95 / 110 / 125 / 140 / 155 / 175 / 195 / 215 / 240 / 265 / 290 (+0.6 Ability Power)

NOW:

  • Damage:  20 / 25 / 30 / 35 / 40 / 50 / 60 / 70 / 80 / 90 / 105 / 120 / 135 / 155 / 175 / 200 / 225 / 250 (+0.8 Ability Power)

Crescent Strike Icon CRESCENT STRIKE

Very hard nerf of the main ability of Diana, both a base damage and AP ratio suffered.

ON RELEASE DATE:

  • Base damage: 80 / 125 / 170 / 215 / 260
  • Ap ratio: 0.8

NOW:

  • Base damage: 60 / 95 / 130 / 165 / 200
  • Ap ratio: 0.7

Pale Cascade Icon PALE CASCADE

This Diana’s ability is good in both cases to damage and survival. Maybe that’s why Diana received another pretty hard nerf. Damage and shield amount were decreased significantly.

ON RELEASE DATE:

  • Total damage: 60 / 105 / 150 / 195 / 240
  • Shied amount:  55 / 80 / 105 / 130 / 155 (+0.45 Ability Power)
  • Shield duration: 4 second

NOW:

  • Total damage: 66 / 102 / 138 / 174 / 210
  • Shield amount: 40 / 55 / 70 / 85 / 100 (+0.3 Ability Power)
  • Shield duration: 5 second

Moonfall Icon MOONFALL

Moonfall had no serious changes in the past.

Lunar rush Icon LUNAR RUSH

Each of Diana’s ability what deal damage was nerfed and Riots didn’t pass through her ultimate either. However this time they didn’t nerf damage itself but cooldowns and range.

ON RELEASE DATE:

  • Cooldown: 20 / 16 / 12
  • Cast range: 900

NOW:

  • Cooldown: 25 / 20 / 15
  • Cast range: 825

CURRENT DIANA’S WINRATE: 51.47% (is still pretty higher than balanced 50%)

 

Elise icon ELISE NERFS: PATCH HISTORY

Elise nerf history

Almost no one was playing Elise first months after release thus Riots even buffed her a bit. But when her lane potential was discovered she became the number one in the pick or ban list. Spamy mechanics with short cooldowns and damage based on foe’s health points were leaving few chances to most of melee champions on the top lane. But that was not the only problem of her enemies. He had one of the longest gap closers in the game and stun with 1.5 seconds duration on the first rank. 

BASIC STATS

Less move speed in the human form in order to reduce her poke potential during the lane phase. Buff of movement speed in the spider form to encourage contacted playstyle.

  • BASE MOVEMENT SPEED (HUMAN FORM): 335 ⇒ 330
  • BASE MOVEMENT SPEED (SPIDER FORM): 345 ⇒ 355

Spider Spawn Icon SPIDER SPAWN

Spiderlings have less survivability at an early stage of the game and a bit more at the late phase. This change was made to make Elise’s early game weaker.

ON RELEASE DATE:

  • Spirderlings health: 125 – 550
  • Spiderlings armor: 30
  • Spiderlings magic resistance: 50
  • Spiderlings multi-target damage reduction: 10/20/30/40%

NOW:

  • Spirderlings health: 85 – 390
  • Spiderlings armor:  30 / 50 / 70 / 90
  • Spiderlings magic resistance: 50 / 70 / 90 / 110
  • Spiderlings multi-target damage reduction: 25%

Neurotoxin Icon NEUROTOXIN

Another nerf of her lane phase. A base damage was reduced hardly (by 50 at 5th rank) but an AP ratio was improved. However it doesn’t help much since Elise usually is not played with straight AP build. Mana costs also were increased to prevent spam of this ability. 

ON RELEASE DATE:

  • AP ratio: 2% per 100 AP
  • Cast range: 650
  • Base damage: 50 / 95 / 140 / 185 / 230
  • Cap of % damage to monsters:  60 / 120 / 180 / 240 / 300
  • Mana cost: 60

NOW:

  • AP ratio: 3% per 100 AP
  • Cast range: 625
  • Base damage: 40 / 75 / 110 / 145 / 180
  • Cap of % damage to monsters: 50 / 75 / 100 / 125 / 150
  • Mana cost: 80 / 85 / 90 / 95 / 100

Venomous Bite Icon VENOMOUS BITE

A base damage was decreased very slightly while AP ratio was improved to encourage Elise for melee fights.

ON RELEASE DATE:

  • AP ratio: 2% per 100 AP
  • Base damage: 50 / 95 / 140 / 185 / 230
  • Cap of % damage to monsters:  60 / 120 / 180 / 240 / 300

NOW:

  • AP ratio: 3% per 100 AP
  • Base damage: 60 / 100 / 140 / 180 / 220
  • Cap of % damage to monsters: 50 / 75 / 100 / 125 / 150

Volatile spiderling Icon VOLATILE SPIDERLING

Speed of a spider was reduced to make players able to evade it.

ABILITY CHANGES:

  • Movement Speed has been reduced

Skittering Frenzy Icon SKITTERING FRENZY

Another way to nerf Elise is to reduce her ability for the lane sustain.

ON RELEASE DATE:

  • Ap ratio: 0.02

NOW:

  • Ap ratio: 0.04

Cocoon Icon COCOON

Since this ability players max last, Elise would have 1 second stun instead of 1.5 seconds most part of the game. Also it became harder to land it since width of projectile was reduced. However there are few good changes.

ON RELEASE DATE:

  • Missile speed: 1300
  • Stun duration: 1.5 seconds
  • Mana cost: 65
  • Cooldown: 26 / 24 / 22 / 20 / 18 seconds
  • Width: 70

NOW:

  • Missile speed: 1600
  • Stun duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
  • Mana cost: 50
  • Cooldown: 26 / 23 / 20 / 17 / 14 seconds
  • Width: 55

Rappel Icon RAPPEL

Previously, Elise could descend on a target even if it already ran out from the range.

ON RELEASE DATE:

  • Can descend outside of indicated area
  • Spiderlings descend instantly

NOW:

  • Can’t descend outside of indicated area
  • Spiderlings descend after little delay

Spider form / Human form Icon SPIDER FORM / HUMAN FORM

Elise advantage in the survivability in the spider form was completely removed. 

ON RELEASE DATE:

  • Bonus damage per AP ratio: 0.2
  • Bonus armor and mres in spider form: 10 / 15 / 20 / 25

NOW:

  • Bonus damage per AP ratio: 0.3
  • No bonus armor and mres in spider form

CURRENT ELISE’S WINRATE: 43.4% (seems like Elise was nerfed too hard)

 

Irelia icon IRELIA NERFS: PATCH HISTORY

Better nerf Irelia patch history

Once Irelia was nerfed in several patches in a row what even lead to “better nerf Irelia” jokes among players. However she wasn’t nerfed that hard as many people think. Therefore we decided to include her in this list to show you how Irelia was changed over the time.

BASIC STATS

A little nerf of her early game.

ON RELEASE DATE:

  • Base health: 575
  • Health per level: 85
  • Base regen per 5 seconds: 6.5

NOW:

  • Base health: 546
  • Health per level: 90
  • Base regen per 5 seconds: 7.5

Bladesurge Icon BLADESURGE

This is more buff than nerf due increased range of cast.

ON RELEASE DATE:

  • Cast range: 600
  • Base damage: 20 / 55 / 90 / 125 / 160
  • Mana cost: 60 / 65 / 70 / 75 / 80

NOW:

  • Cast range: 650
  • Base damage: 20 / 50 / 80 / 110 / 140
  • Mana cost: 70 at all ranks

Hiten Style Icon HITEN STYLE

The hardest Irelia nerf. With 26 heal per strike she could heal herself for 300+ HP per a minion wave. Now she restores the same amount of health only when Hiten Style is active.

ON RELEASE DATE:

  • Passive health restore: 10 / 14 / 18 / 11 / 26

NOW:

  • Passive health restore: 5 / 7 / 9 / 11 / 13
  • Active health restore: 10 / 14 / 18 / 22 / 26

Equilibrium strike Icon EQUILIBRIUM STRIKE

Range was increased and that was really good for control ability. However damage was reduced significantly.

ON RELEASE DATE:

  • Cast range: 375
  • Damage: 80 / 135 / 190 / 245 / 300
  • AP ratio: 1.0
  • Cooldown: 9

NOW:

  • Cast range: 425
  • Damage: 80 / 120 / 160 / 200 / 240
  • AP ratio: 0.5
  • Cooldown: 8

Transcendent Blades Icon TRANSCENDENT BLADES

Another ability which received lot’s of changes. A base damage at high ranks was reduced, cooldown was slightly increased and source of damage was changed to physical (magical was better for her since it was diversified type of damage. Irelia doesn’t need any armor penetration items thus she doesn’t wins from physical damage on her ultimate).

ON RELEASE DATE:

  • Base damage:  80 / 130 / 180
  • Ability power ratio: 0.4
  • Magic damage
  • Cooldown: 60 / 50 / 40

NOW:

  • Base damage:  80 / 120 / 160
  • Ability power ratio: 0.5
  • Physical damage
  • Cooldown: 70 / 60 / 50

CURRENT IRELIA’S WINRATE: 50.62% (balanced)

 

Jarvan IV icon JARVAN IV NERFS: PATCH HISTORY

Jarvan IV nerf history

Despite various significant nerfs in the past, Jarvan IV is still one of the most popular champions in the LoL. The main reason for that is versatility. He has various types of crowd control, a long range cap closer ability, decent damage and survivability. By looking at the nerfs you can imagine how OP (over powered) was Jarvan IV.

BASIC STATS

ON RELEASE DATE:

  • Mana per level: 30
  • Base armor: 27

NOW:

  • Mana per level: 40
  • Base armor: 24

Martial Cadence Icon MARTIAL CADENCE

Source of damage was changed from magical to physical. This change is much more nerf than buff, there are several reasons for that:

  • In average there are more armor in the game than magic resistance because on most ranged champions magic resistance doesn’t grow up with level (link to our armor and magic resistance guide, will be opened in a new tab).
  • Most junglers stack armor first, especially against Jarvan IV as opponent.
  • In most games there is only one champion who building ability power (AP mid) thus players often buy armor first.

However this change can be good for J4 if he builds armor penetration. But this happens mostly when Jarvan IV stays on a lane or got really fed.

Another change which reduce cooldown on the same target is an obvious nerf. Now it’s less likely that passive would be used twice during short fights at an early stage of the game.

ON RELEASE DATE:

  • Damage source: Magic
  • Same target cooldown: 6

NOW:

  • Damage source: Physical
  • Same target cooldown: 10 / 8 / 6

Dragon Strike Icon DRAGON STRIKE

Nerf of almost each aspect of Dragon Strike in try to balance a base damage of J4.

ON RELEASE DATE:

  • Cooldown: 9 / 8 / 7 / 6 / 5
  • Mana cost: 40 / 45 / 50 / 55 / 60
  • Damage: 70 / 120 / 170 / 220 / 270

NOW:

  • Cooldown: 10 / 9 / 8 / 7 / 6
  • Mana cost: 45 / 50 / 55 / 60 / 65
  • Damage: 70 / 115 / 160 / 205 / 250

Golden Aegis Icon GOLDEN AEGIS

Another nerf in the side of an early game of Jarvan IV. A base amount of a shield gain was decreased but the shield amount per nearby enemy was improved at late ranks. Since this ability is maxed last, this is more nerf than buff. Obviously, a mana cost change is a good thing.

ON RELEASE DATE:

  • Shield strength: 50 / 100 / 150 / 200 / 250
  • Mana cost: 75
  • Shield amount per nearby enemy: 20 / 25 / 30 / 35 / 40

NOW:

  • Shield strength: 50 / 90 / 130 / 170 / 210
  • Mana cost: 30
  • Shield amount per nearby enemy: 20 / 30 / 40 / 50 / 60

Demacian Standart Icon DEMACIAN STANDART

Probably, the most nerfed ability in the LoL. Every aspect of this ability except mana cost was nerfed really hard. The worst change for Jarvan IV is removing ability to buff himself, doubling effect of Demacian Standart.

ON RELEASE DATE:

  • Armor: 10 / 14 / 18 / 22 / 26
  • Attack speed: 10 / 14 / 18 / 22 / 26%
  • Cooldown: 12
  • Damage: 60 / 110 / 160 / 210 / 260
  • Mana cost: 60
  • Knock up radius: 260
  • Vision radius: 850
  • Grants passive to Jarvan IV (doubles effect)

NOW:

  • Armor: 10 / 13 / 16 / 19 / 22
  • Attack speed: 10 / 13 / 16 / 19 / 22%
  • Cooldown: 13
  • Damage:  60 / 105 / 150 / 195 / 240
  • Mana cost: 45 / 50 / 55 / 60 / 65
  • Knock up radius: 180
  • Vision radius: 700
  • No longer grants passive to Jarvan IV

Cataclysm Icon CATACLYSM

A little reduction of damage at last ranks.

ON RELEASE DATE:

  • Damage: 200 / 350 / 500

NOW:

  • Damage:  200 / 325 / 450

CURRENT JARVAN’S WINRATE: 48.06% (significantly below average)

 

Jarvan IV icon VAYNE NERFS: PATCH HISTORY

Vayne nerfed too hard

Vayne rightfully takes the top of the most nerfed LoL champions. A base damage of each her ability was reduced among with her movement speed when she chase a target. Tumble stealth duration didn’t evade negative changes as well.

BASIC STATS

ON RELEASE DATE:

  • Attack range: 555
  • Mana per level: 27
  • Attack speed per level: 3.1

NOW:

  • Attack range: 550
  • Mana per level: 35
  • Attack speed per level: 4.0

Night Hunter Icon NIGHT HUNTER

Movement speed bonus when Vayne moves towards an enemy was reduced.

ON RELEASE DATE:

  • Movement speed bonus: 40

NOW:

  • Movement speed bonus: 30

Tumble Icon TUMBLE

Bonus damage was reduced by 25% at each rank.

ON RELEASE DATE:

  • Bonus damage: 55 / 60 / 65 / 70 / 75%
  • Mana cost: 40

NOW:

  • Bonus damage: 30 / 35 / 40 / 45 / 50%
  • Mana cost: 30

Silver bolts Icon SILVER BOLTS

A base true damage of this ability was slightly nerfed.

ON RELEASE DATE:

  • Base damage: 30 / 40 / 50 / 60 / 70

NOW:

  • Base damage: 20 / 30 / 40 / 50 / 60

Condmen Icon CONDEMN

Another damage reduction. This time significant.

ON RELEASE DATE:

  • Base damage:  60 / 100 / 140 / 180 / 220

NOW:

  • Base damage: 45 / 80 / 115 / 150 / 185

Final Hour Icon FINAL HOUR

Most nerfed among other Vayne’s abilities. A little reduction of base damage, huge nerf of stealth duration and cooldown at early ranks. Depsite Night Hunter’s bonus movement speed reduction from 40 to 30, the boost of passive ability during Vayne’s ultimate was reduced from quadra to triple.

ON RELEASE DATE:

  • Bonus attack damage: 35 / 55 / 75
  • Tumble stealth duration: 1.5 seconds
  • Cooldown: 70 seconds
  • Night hunter bonus: Quadruples

NOW:

  • Bonus attack damage: 30 / 50 / 70
  • Tumble stealth duration: 1 seconds
  • Cooldown: 100/85/70
  • Night hunter bonus: Triples

CURRENT VANYE’S WINRATE: 48.7% (underpowered)

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14 COMMENTS

  1. Stupid Ahri

    Well due to that joke i thought Irelia was the one who nerfed the most but according to what i have read she was even buffed in the recent changes :o
    Anyway i don’t think that Irelia is OP anyhow, looks pretty balanced atm.

  2. Vikos Safr

    Fiora was my favorite champ and seems like he ultimate got nerfed via recent rework. I like to press “R” and see how enemy ADc can’t do shi about that :D
    However her other skills seems like to be buffed, especially E which buffs first hit with slow and second with 100% crit chance. So i think shi won’t appear in this list.

    Btw Corki and Vayne has their sad stories of nerfs, didn’t knew it. Ability to blind foe on bottom lane is too OP for ADc without any doubt.

  3. Fressbremse

    I can’t take this “guide” seriously when Xin Zhao isn’t even in it.

    He’s by far the most nerfed champ of all time. He was reworked though so I understand if he was only mentioned on a side note, but still…

  4. Golanth

    And what about Azir? I’m pretty sure he is still being nerfed to this day… he used to stop turrets by sending a sand soldier at them.

  5. RemnantWC3

    Ahahha, yes Ryots can nerf good characters, turning them into a burden. I understand that it is difficult to find an ideal balance and they want to make a situation in which you could play absolutely all the champions, but they act in the other direction. If they see that the players ignore a champion, they do not buff him, but simply nerf all the others so that against the background of them, that champion seemed damn good.
    Of course, sometimes they do the right thing, but … Although who am I to discuss the balance in Moba with 136 champions :D Another regular casual trying to shout to Olympus!

  6. HoleTrops

    Nerfs are neccecary part of any moba game, and if you can not understand it, then i can only suggest to deepen into this theme. Champion balance is very fragile essence and developers makes really great work trying to balance League.

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