Category: Champions (Page 7 of 43)

Champion Sneak Peek: Graves

Riot put together another Sneak Peek comic this weekend for the next champion to join the league: Graves. It’s hard to say what kind of champion he’ll be, exactly, but he seems to be wielding a double-barreled shotgun of sorts. He seems a little bit steampunky and definitely doesn’t like Twisted Fate very much.

Being out of town for a wedding, I haven’t been able to keep up with LoL news like I typically do. I actually found out about Graves from another post in which a player was asking about showdowns between certain League champions and their nemeses. Obviously Graves was easy to figure out, but I was totally unaware of the majority of the rivalries Eletj mentioned on the forums.

Do you guys keep up with the lore in LoL? Have any interest in the reasons certain characters fight in the League? Are you even aware there is a storyline behind the League, the champions, and the summoners?

Xerath patch is now live

The Xerath patch is now live, following a one-day delay from Riot’s typical release schedule. The patch was relatively short on balance changes, the most significant of which were a token nerf to both Lee Sin and Singed and slight nerf to Morgana’s passive and the AP ratio on Black Shield.

I’m calling the Lee Sin and Singed changes “token” because they actually change very little about the game. Singed got a quarter-of-a-second nerf to his Poison Trail, which makes the duration line up with his animation, and a nerf to the CC reduction on his ult. Unfortunately, those things won’t keep him from absolutely dominating lanes. He still gets too many stats from Rod of Ages. The regen from his ult still makes him ridiculously difficult to kill, and Poison Trail will still give him the ability to amass a huge farm.

As for Lee Sin, I can’t believe Riot thinks a 10% nerf to the AD ratio on Sonic Wave/Resonating Strike is going to balance his damage. When’s the last time you saw a Lee Sin stack damage? Never? The problem with Resonating Strike is the execute. The Safeguard nerf is also a little silly. It does nothing to address the fact that Lee can drop 400 damage or so on a target that is standing under a turret without taking any return fire from either the champion or the turret. Sure, those tricks make him fun to play, but OP mechanics are usually pretty fun. Remember when Veigar’s cage could stun for 8 seconds? Yeah, it was fun. It was also horribly broken.

I’ll have more thoughts on Xerath later in the day. So far he seems a little underwhelming. A solid teamfighter, but he’s either going to take some time to learn well or I’m just going to give up on him. I think I’d much rather have Brand on my team. Watch for the impressions post a little later.

What are your thoughts on the patch so far?

Making a ranked run with Talon

Since Dominion launched I’ve found myself drawn more and more to Talon, the newest assassin to join the League. I had a hard time loving him when he first launched, but I’m really starting to understand his strengths, even in a duo lane, which can often be frustrating as a melee champion.

I’ve been playing him here and there, but mostly in solo queue ranked. As it currently stands, I’m 8-0 and headed into my 9th game. I’m not sure what to take away from the experience so far. Right now my ranking is somewhere around 1300, so it’s not like I’m playing a marginal champ and succeeding at high ELOs. Still, I am succeeding, and usually pretty wildly.

I think the bigger lesson for me has been that there are champions that just take a little time to learn, and when they click, they really click. I originally thought Talon was meant to be a highly mobile melee champion, using his ultimate for escaping teamfights or stealthing in for the attack. I’m actually having the most success playing him as an almost Akali-like teamfighter – running straight for targets, making them very dead, and then following up with a whole load of AoE damage. Talon isn’t particularly mobile or survivable, but he can easily kill a target before the target can kill him, and that’s what an assassin should be about.

Xerath skill list announced

Xerath.

Late last night Riot posted the skillset for Xerath, the next champion to be added to the League. As I mentioned previously, Riot has scrapped the “increased-mana-cost/power-per-cast” model for Xerath and instead turned him into a sort of mini-turret.

Let’s take a look at the skills:

Ascended Form (Passive): Xerath feeds on arcane power, making him increasingly resilient to physical harm. He converts a percentage of his Ability Power into Armor.

Arcanopulse: Fires a long-range beam of energy, dealing magic damage to all targets hit.

Locus of Power: Xerath anchors himself to source of magical power, increasing the range of all spells and granting him bonus % Magic Penetration. Although he is immobilized while Locus of Power is active, his movement speed increases upon disabling the ability.

Mage Chains: Deals magic damage to an enemy and marks them with Unstable Magic. The next spell Xerath strikes this enemy with stuns them.

Arcane Barrage: Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast up to three times before going on cooldown.

It’s a little strange to see a return to the gold-multiplier passive that we’ve seen on so many other characters, but hopefully the fact that he’s converting AP to armor will be better than the AP to HP we’ve seen in the past. I’m sure I’ll have more thoughts on this once I actually get my hands on him.

Actually, that’s how I feel about essentially all of his skills. The descriptions are, as usual, a little vague. All we know at this point is that he’ll be highly durable and able to attack from extreme range. I’m definitely interested to see how Riot keeps it balanced, if it can be. I can see Rod of Ages being absolutely devastating on Xerath. If his base damage while outside of Locus of Power is too high, he’ll smash enemy DPS while still competing with enemy casters by using Locus of Power to avoid their spells. It’s a strange mix of abilities to give a caster.

We should know more next week.

Xerath mechanics preview different from PC Gamer

The Xerath preview in the latest PC Gamer made him out to be a resource-management champion. Based on the latest info from Riot, though, it sounds like he’s really more of a hyper-range champion than anything else.

Morello posted a mechanics preview of the new mage yesterday, which included a description of several of his skills. Xerath was described as a “howitzer” designed for “long barrages and sieging.” Anyone remember the days of sieging? Remember when it was called poking? Yeah, baby, those days are back.

I think the design concept for Xerath sounds pretty cool, provided it takes a reasonable amount of skill to land and effectively use his spells. It’s always a great feeling to snipe a player with a cross-map Ashe or Ezreal ult, a feeling I’m hoping Xerath can recreate.

From the sound of things, he’ll be dealing big AoE damage from afar. That could easily be something of a problem if his range/damage are too good. Even with the spell Locus of Power, which locks him in place for extended range and defensive penetration, I think we could see too many easy snipes without really sacrificing much in terms of mobility. Also, consider the kind of zoning a character with long-range burst could perform on Summoner’s Rift. If he’s the Caitlyn of AP carries, I think he’s probably going to have some balance issues.

I would be interested to see a character with Xerath’s mechanics have a minimum cast range. Imagine if you couldn’t hit players that were right on top of you, but had to play from a distance. That could be a very cool mechanic. With the prevalence of dash/mobility mechanics in the game, though, it could be really frustrating.

I’m definitely intrigued by Xerath’s design direction so far. I’m hopeful he won’t be instaban OP, but it’s hard to imagine a way to make a character with his described skillset feel balanced. We’ll have to wait and see.

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