Category: Champions (Page 6 of 43)

How do you define OP?

I found an interesting thread on the forums that made me ask the question in the title of this post: how do I define OP? The author of that thread thinks an OP character is one that defies countering, a champion that doesn’t require teamwork in order to perform well. I can’t really agree with that version of OP, if only because so much of League of Legends happens in the laning phase of the game, where champions are essentially on their own.

My own version of OP looks more like something I saw a Rioter say about Irelia. To me, overpowered champions are those that, regardless of the odds, rarely find themselves in bad situations. Irelia is a perfect example of this problem. In lane she has excellent farming skills and a powerful nuke that becomes a stun once she’s in trouble. Once the teamfights start she gains CC reduction for every enemy around her. She farms well enough that she’s never hurting for gear in that situation either. But this version of OP doesn’t cover everything, either.

Let’s look at Akali. Once Akali hits level three she produces burst unlike almost any champion out there. She also has her Shroud to keep her safe from enemy harass in lane, all the while gaining ground toward level six, which is when things get particularly ugly. Because Akali can solo so well, she ends up several levels ahead of bottom lane and often the enemy jungler. With that level gap her burst can almost always guarantee a kill, but the damage doesn’t stop there. Her ult, which is one of the longest-range dashes in the game (of which she also gets three), refreshes when she gets kills and assists, further increasing her mobility and killing power. She’s very different from Irelia but I would still consider her seriously overpowered.

This will always be the problem with OP champions – there is no one way to define them, no one skill that unifies them. There’s also the fact that not all players can effectively utilize OP champions, which makes for a mix of data on Riot’s end. Certainly they have a lot of highly ranked players that can accurately assess these kinds of champions, but when the champions are being used to great effect across the board, what’s the sense in nerfing them?

My main point here is that OP can start to look pretty subjective when you consider all of the variables that determine whether a champion needs a change or not. It’s why we still have champions like Akali and Irelia at their current power level.

Graves Impressions

Graves.

After seeing the skill list for Graves I wasn’t sure what to think of the champion. His skillset looked solid, though a little unoriginal. I was excited to see another ranged carry added to the League. I’ve played a few games with him, most of which I had to struggle not to rage at my team (I didn’t always succeed here, either), but I think I’ve had enough of a look for a few impressions.

A lot of people have been saying he’s OP and I can understand why. His Buckshot seems to randomly hit targets for double damage. The tooltip does state that this can happen, but I’ve seen it happen at nearly max range for the shot, which makes me think something is up – either a bug or just an unintentional power curve.

I’m also really curious why an 80% attack speed buff needed to be added into his dash skill. At max rank he can easily have 100% uptime on the buff provided he has a target. If the design intention behind Buckshot was to give him a reason to close the gap, his dash is the polar opposite. Once I had a decent farm it seemed to always be best practice to stand at the end of a fight, dashing back and forth and annihilating anyone I could right-click.

I’m not in love with his ultimate, or his smoke shroud really. There are too many variables to make the former truly deadly without someone like Amumu/Annie/Morgana. The latter is easy to run through and avoid. I’ve seen it save a life or two, but it hasn’t happened often. It is good burst when leveled with Buckshot, though.

That’s probably the biggest problem with Graves. Where is the weak part of his game? Buckshot and his smoke give him excellent burst early game while his dash provides the late game steroid he needs. So his drawback is what then? That he can be crowd controlled? Not good enough for my tastes.

I’d recommend playing Graves if you have the chance. You’ll probably enjoy yourself.

Revisiting Shaco

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In between my Talon matches over the past two weeks I’ve found myself playing a lot of Shaco. I’m not sure what brought me back to him – maybe the bug fixes, maybe that a friend was looking to learn him – but whatever the case, I’ve really been enjoying Shaco.

I think part of the turnaround is that I realized how similar Shaco is to Lee Sin. The real power of Lee Sin is that he can provide strong ganks incredibly early in the game. It’s entirely possible to hit level three before the enemy mid does. The same is true for Shaco. By setting up a box nest at lizard and the double golem camp, shaco can burn through one side of the jungle and hit level three long before the enemy mid. It’s just a simple matter of ganking.

That said, Shaco’s ganks aren’t particularly strong, especially early in the game. His slow is minimal and his early crit doesn’t deal much damage. For that reason, positioning is key to successful Shaco ganks. My ganks have a much higher success rate when I take the time to get behind my target. That extra 20% damage makes a big difference at every stage of the game.

Shaco still has the same old Shaco problems. He’s not survivable enough through the mid-late game to contribute to teamfights. He’s mana-starved in the early game. His jungle is heavily dependent on the level one nest. Despite those things, though, I still enjoy Shaco immensely. If you’re in need of a new jungler, he’s at least worth a shot.

Can we at least nerf Irelia’s stun?

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If you’ve played a game with me over the course of the past 6 months, chances are good you’ve heard me complain about Irelia. Sorry to subject that to you again, but every time I see her I see something that I think needs a change. Unfortunately, Riot has made it clear that they don’t intend to change her because it would cause too much disruption. Seems like a funny reason to leave such a frustrating character in such a frustrating state of development, but whatever, it’s not my game. Still, I think we could at least make one simple change to Irelia that would make her a little more reasonable.

As it currently stands, Irelia gets a two-second, targeted stun if she has lower health than her opponent by percentage. If you’ve ever played Irelia, you know how often she gets that stun, and you certainly know how often that stun saves her ass. The simple fact is that two seconds is just too long. Sion’s stun was changed for that very reason, and I think Irelia’s should get at least the same nerf, especially considering her passive.

Best case scenario, I would like to see her stun brought down to a one second duration. I realize that means a character with Merc Treads will only be stunned for .6 seconds, but honestly, I think that’s fine. I think it’s insane that she gets a stun at all, but again, don’t want to disrupt the players that like her. Keep the slow at two seconds, fine, but when that stun is coupled with her gap closer, true damage, massive lifesteal, and CC resistance, I think it’s perfectly reasonable to reduce the stun.

Xerath skins to catch an update

Runeborn Xerath.

I was hesitant to say much about Xerath’s skins on his release, mostly because I didn’t really get a chance to see them in game. After looking at some of the screenshots, though, I’m not sure I would have known if he was skinned or not.

Recent champion releases have been pretty good – there is usually at least one skin with a slightly different model and design – but the Xerath releases were basically recolors. I think part of that has to do with his model; it’s kinda tough to make that model look like more than a recolor without dramatically altering it (maybe he needs a hat).

Riot has heard the community feedback and has plans to make changes to the skins to make them a little more interesting. I’m glad to see them willing to make a change, though I’m sure it will still be frustrating for people who passed on a bundle because the skins were so underwhelming. Maybe the skins will go on sale to account for the updates.

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