With the slur of changes that have become new to players on all servers and are soon to become a part of the LCS, we contacted Team ROCCAT's analyst - Alex Matteo. He offered a helping hand in the making of this short analysis of how the changes that have been brought up in the latest 4.2 Patch could influence the day-to-day and competitive scenes.
- BASE MANA :: 250 (+45 per level) ⇒ 238 (+47 per level)
- BASE MANA REGEN :: 7 per 5 seconds (+0.6 per level) ⇒ 6 per 5 seconds (+0.65 per level)
- ATTACK RANGE :: 550 ⇒ 525
- VISUAL :: Attack animation has been shortened slightly
- The mana changes will mean a shift of mana from 1015 to 1037 at Level 18. A miniscule change of roughly 2.1% more mana. The mana regen changes ensue a drop from 17.2 to 17.05 mana regen per 5 seconds, meaning that the overall mana regen will be reduced by roughly 0.8%. Although the attack range has been reduced, the visual changes to Xerath's autoattack have made it feel more responsive
- Passive - Mana Surge
- Every 10 seconds, your next basic attack restores between 30 and 195 mana. The amount it restores scales with your character level.
- EFFECT :: Attacking an enemy champion restores double the amount of mana
- The new Passive will enable Xerath to have no problems with restoring mana. This however means that he will no longer receive 15% of his Ability Power as bonus armor, reducing his ability to mitigate physical damage.
- Q - Arcanopulse
- FIRST CAST :: Begin channeling, gradually increasing the spell's range from 700 to 1400 while slowing down movement speed by up to 50%. Xerath can move while channeling.
- SECOND CAST :: Damage all enemies in a line for 80/120/160/200/240 (+0.75 ability power) magic damage
- COOLDOWN :: 9/8/7/6/5 seconds
- MANA COST :: 80/90/100/110/120
- RANGE :: Channeling increases the ability's range from 700 to 1400 over 1.5 seconds
- EFFECT :: Xerath can hold a full range Arcanopulse for an additional 1.5 seconds
- EFFECT :: While channeling this spell, Xerath gradually slows his movement speed by up to 50%
- The differences between his the old and new Arcanopulse are a lot. The range of the spell is changed from 900-1300 to 700-1400 based on Channeling. In a situation where Xerath has 300 Ability Power and a Level 5 Arcanopulse, the spell will deal 465 damage, compared to 415 in its previous state - a buff of roughly 12% in damage output. However, the cooldown has been increased at earlier levels and the mana cost has risen from 85 to 120 at Level 5 - an increase of 41%. The movement speed debuff is preferable to the previous placement lock when using W+Q to get maximum range.
- W - Eye of Destruction
- AOE DAMAGE & SLOW :: Calls down a ground-targeted blast of energy, dealing 60/90/120/150/180 (+0.6 ability power) magic damage to all enemies caught within the blast and slowing them by 10%
- CENTER OF BLAST :: Enemies caught in the middle of the blast instead take 90/135/180/225/270 (+0.9 ability power) magic damage and are slowed by 60/65/70/75/80% instead
- COOLDOWN :: 14/13/12/11/10 seconds
- MANA COST :: 70/80/90/100/110
- RANGE :: 1000
- Eye of Destruction, compared to the old Locus of Power, will offer more options towards your typical Xerath player. The AOE spell offers good damage when used correctly, being reminiscent of Leona’s ultimate, and when used dead on can offer an effective method of landing your other spells and eliminating opponents. There will be great changes to Item Builds and Masteries based on the lack of innate Magic Penetration given from the now gone Locus of Power.
- E - Shocking Orb
- SKILLSHOT NUKE :: Fires an orb of raw magic in a straight line. The first enemy hit takes 80/110/140/170/200 (+0.45 ability power) magic damage and is stunned for between 0.75 and 2 seconds (the stun duration is based on how far the orb traveled)
- COOLDOWN :: 13/12.5/12/11.5/11 seconds
- MANA COST :: 60/65/70/75/80
- RANGE :: 1000
- A lot of changes from the old Mage Chains. Shocking orb enables Xerath players to have a spell that will immediately offer crowd control versus a specific champion, but it is now a skill shot. The cooldown at level 5 has been raised from 8 to 11 seconds and the range of the spell has been brought up to a constant 1000 from the old 600-1000. As far as damage, in a situation where Xerath has 300 Ability Power and a Level 5 Shocking Orb, it will deal 335 damage, compared to 510 damage Mage Chains would deal - a decrease of roughly 34%. The spell's movement speed also feels slower compared to its old counterpart.
- R - Rite of the Arcane
- ULTIMATE :: Xerath roots himself in place and gains three shots of Arcane Barrage, a very long range magic artillery that does 190/245/300 (+0.43 ability power) magic damage to all enemies hit. Xerath can cancel this effect early. Half of the cooldown is refunded if no shots of Arcane Barrage were used.
- COOLDOWN :: 130/115/100 seconds
- MANA COST :: 100 at all ranks
- RANGE :: 3200/4400/5600
- His new ultimate will differ in damage compared to his old Arcane Barrage. In a 300 AP and Level 3 Rite of the Arcane situation, it would deal 1287 damage if all 3 Arcane Barrages hit, compared to 1365 damage before - a reduction of roughly 5.7% as far as damage. The ultimate’s range however has been tremendously boosted, allowing for Xerath to effectively use from great distances. The spell however now works like Corki’s Q, and has a smaller AOE radius than before. While the mana costs is a flat 100 at all levels now, the cooldown has changed from 80/70/60 to 130/115/100.
- Overall: Xerath’s new kit has changed the champion a lot, lowering his innate ability to pierce his opponents’ Magic Resist and accumulate armor from Bonus AP, but he has more opportunities to chase and disengage as well as a more stable and heightened range on his spells, effectively making him a viable pick for competitive tournaments and solo queue.
- Q - Crystal Slash
- EFFECT :: When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times
- SLOW :: No longer slows ⇒ moved to Fracture
- The attack speed buff has been moved to his Crystal Slash. Depending on the level of the spell, if he has 3 stacks, he may benefit from 24 to 48% bonus Attack Speed, compared to the flat 30 to 50% he would have with his old Crystalline Exoskeleton. A reduction of 2 to 6% in AS gained. This however means that his Offensive and Defensive spells are no longer entwined, which may benefit him overall, even if his bonus attack speed may have been reduced. The reduction however is purely numerical, as he would only have bonus Attack Speed while he had a Shield before his rework, while now he will have it at all times when he is using his Crystal Slash, which means he will benefit and should have a better jungle clear than before.
- W - Crystalline Exoskeleton
- COOLDOWN :: 18 seconds ⇒ 16 seconds
- MOVEMENT SPEED BONUS :: from 15/17/19/21/23% ⇒ 16/20/24/28/32% (now ramps up over the first 3 seconds)
- BASE SHIELD AND ABILITY POWER RATIO :: 70/115/160/205/250 (0.6 ability Power)⇒ increased to 80/135/190/245/300 (0.8 ability Power)
- EFFECT :: No longer provides an Attack speed bonus
- The movement speed bonus is buffed but during the later levels of the spell, and the ramp up, reminiscent of the Rammus Q, will mean a slightly slower engage until the movement speed bonus has reached its maximum potential. The base shield has received a buff of 10-50 more mitigated damage based on level, and the raised AP Ratio might enable more options as far as Item Builds and Masteries.
- E - Fracture
- COOLDOWN :: 10 seconds ⇒ 14 seconds
- EFFECT :: Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds
- MISSILE RANGE :: 800 ⇒ 1000
- MISSILE WIDTH :: reduced slightly
- MISSILE SPEED :: lowered slightly
- EFFECT :: Heal mark removed
- The removal of the Heal mark was to be expected with the Jungle Item changes from previous patches. A range change from 800 to 1000, an effective boost by 25%, will enable Skarner players to effective land their slow, which was before linked to Skarner’s Crystal Slash. The amount of the slow effect has also been increased, ranging from 30 to 50%, compared to the 20 to 40% beforehand. The lowered missile width and speed might prove troublesome for seasoned Skarner players to get used to, even though the spell can pass through numerous opponents.
- R - Impale
- ROOT TIMING :: Impale now roots the target during the windup animation
- This change, depending on when the root effect came into place beforehand, could mean that crowd control reduction could start working earlier or later, based on the previous status of the spell.
- Overall: Skarner’s abilities and kit have been shuffled around and slightly changed, enabling him to have an only slightly cleaner way of engaging, a faster Jungle clear and new options as far as Item Builds and Masteries. His non-chainable slow might be a problem for some players to get used to. This rework will theoretically put a big dent in some of the more useful aspects of the champion. Tweaks will be needed, although his new kit should allow for better damage trading.
- E - Hawkshot
- COOLDOWN ::
60 at all ranks ⇒ 60/55/50/45/40
- BONUS GOLD ON KILL ::
1/2/3/4/5 ⇒ 3 at all ranks
- While the gold changes will make Hawkshot a little more useful as far as being picked up earlier on, the big change is how much more useful it will be during the lategame phase. A 40 second timer will be reduced to just 24 seconds if 40% cooldown reduction is present, making it more useful than before, as it used to go down to 36 seconds with 40% cooldown reduction, a difference of 12 seconds). If no CDR is present for the player, the cooldown has still been dropped by 33% at max level because of the changes.
- Q - Infected Cleaver
- MISSILE WIDTH ::
80 ⇒ 60
- The missile width has been slimmed down by 25%. This change can be seen as both good and bad depending on the skill of the player using Mundo. While it may provide trouble when trying to hit an opponent actively trying to dodge, the reduction in width makes the spell more useful in lane situations, as it will be easier to throw it past a minion and not have to worry about the minion blocking it in an unnatural way.
- Q - Hate Spike
- MISSILE SPEED :: Re-adjusted missile speed to more consistently hit close targets (now has a high initial missile speed that rapidly decelerates as it travels)
- A minuscule change as far as Evelynn goes, this will not make her uniquely stronger. Based on how faster the missile speed is, it might mean that she might deal the brunt of her burst to enemy champions and jungle minions a bit faster. But just a bit.
- Q - Reckoning
- ABILITY POWER RATIO ::
1.0 ⇒ 0.6
- In a situation where Kayle has a good amount of Ability Power of 300 and a level 5 Reckoning, the changes to the AP Ratio will mean that the damage of her Q will go down from 560 down to 440, not accounting for the bonus damage she might have at that moment. This means a cut of roughly 21.5% in power as far as the dealt damage.
- W - Divine Blessing
- HEAL/ABILITY POWER RATIO ::
0.35 ⇒ 0.45
- MOVEMENT SPEED BONUS :: now scales with ability power (+7% per 100 ability power)
- In a situation where Kayle has 300 Ability Power and a Level 5 Divine Blessing, these changes will mean that the base heal will jump from 345 to 375, which equals a boost of roughly 8.7%. The movement speed bonus in such a situation will jump from 30% to 51%, giving 70% more bonus speed to the receiving champion in that case. This however is based on the current AP, so it will be more useful the longer the game continues.
- R - Intervention
- MANA COST ::
100/75/50 ⇒ none
- The mana cost changes to Intervention might prove crucial, as low mana situations will no longer be a hindrance to saving yourself or your allies. This change will definitely be a very useful new card up Kayle’s sleeve.
- Overall: Although Kayle's damage has been lowered, the changes to his Divine Blessing and Intervention will make her stronger, as her W will be more useful during the late game phase to give that movement speed buff needed for engages. Teamfight and skirmish situations will be more balanced out as the lack of mana will no longer be a problem when trying to cast Intervention.
- BASE HEALTH REGEN ::
5.5 per 5s ⇒ 2.5 per 5s
- E - Valor
- SHIELD ::
70/100/130/160/190 ⇒ 90/120/150/180/210
- These changes will not change the way Riven is played by a great margin. In exchange for the basic health regen nerf, Valor will be able to mitigate 20 more damage per use, which depending on the lane or phase of the game during which it is used, could prove more beneficial than the lost passive health regen.
- BASIC ATTACK RANGE ::
475 ⇒ 450
- A small change in his attack range, which is lowered by roughly 5.2%. This might look like a small change, but in effect, it could prove bothersome with Thresh being near the bare minimum attack range that is considered to be non-melee - 425 on Urgot.
- Passive - Way of the Wanderer
- MOVEMENT TO GENERATE A UNIT OF FLOW :: increased by 15%
- A sizeable change to Flow generation, this will inhibit reaching Intent as fast as before, enabling enemies to have more room when trying to hunt down or trade with Yasuo.
- Q - Steel Tempest
- VISUALS :: Now passively displays a range indicator around Yasuo when Steel Tempest's Whirlwind is available
- This will enable new players to have a better feel of how Steel Tempest may be used in lane and teamfight situations.
- E - Sweeping Blade
- PASSIVELY GRANTS FLOW WHEN HE DASHES ::
4/8/12/16/20% ⇒ 3/6/9/12/15%
- R - Last Breath
- CAST RANGE ::
1300 ⇒ 1200
- BUG FIX :: Fixed a bug where Last Breath could sometimes be used beyond the maximum range
- This reduction in cast range will enable more room for play versus Yasuo. The cast range has been reduced by roughly 7.7%, which might take some time to get used to, but the ultimate will be more predictable for players to use use and react to due to both the bug fix and the new range.
- Overall: Yasuo’s ultimate will have a more defined way of being used, giving Yasuo players and his enemies a better understanding of the distance limitations of the champion. Although the cast range change is small, it will give more room for evasion. The nerf to flow generation will mean that more movement will be required to obtain maximum flow, meaning less shielding for Yasuo compared to the previous patch.
- Passive - Short Fuse
- BASE DAMAGE ::20/27/34/41/48/56/64/72/80/88/96/105/114/123/132/141/150/160 (20 +7 at levels 1-5 / +8 at levels 6-11 / +9 at levels 12-17 / +10 at level 18) ⇒20/24/28/32/36/40/48/56/64/72/80/88/100/112/124/136/148/160 (20 +4 at levels 1-6 / +8 at levels 7-12 / +12 at levels 13-18)
- RATIO :: 0.35 at all levels ⇒ 0.25 ability power at levels 1-6, 0.3 at levels 7-12 and 0.35 at levels 13-18
- The damage that Short Fuse offers remains unchanged at champion levels 1 and 18, but it will be lower on all other champion levels, with reductions ranging from 2 to 17 less damage based on champion's level. For the most part, there will be a constant reduction of 16 damage from level 6 to 11 and a max reduction of 17 damage at level 12, which will then fall off slowly until reaching level 18. This will affect the use of Short Fuse as supplement damage for last hitting and will make for a decrease in the overall poke damage during early and mid game.
- E - Hexplosive Minefield
- MINION DAMAGE :: 100% from all mines ⇒ 40% damage for each mine they hit beyond the first
- In a situation where Ziggs has 300 Ability Power and a level 5 Hexplosive Minefield, and a minion hits 2 mines, the damage will drop from 630 to 441, an effective damage decrease by exactly 30% in such a hypothetical situation.
- SPELL EFFECT :: Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving
- This effectively means that buying Spellthief’s Edge and its upgrades will not stack with Teemo’s Toxic Shot as well as a slight reduction in damage from Spells after Toxic Shot is applied, as it will not be counted towards the three max stacks of Spell Weaving.
- PASSIVE CRIT :: Passive now only critically strikes when the associated attack critically strikes
- This change means that up until now, there were 2 instances where Critical Strike chance was being calculated for a champion that had bought Statikk Shiv. Once when autoattacking, and once when the autoattack would make use of Statikk Shiv’s Unique Passive. This means that champions with Statikk Shiv had a higher chance of dealing critical strikes than normal and that will reduce the overall damage the item brought to the table.
Perseverance as a mastery is incredibly powerful in comparison to other equivalent masteries - particularly once you get your first big HP item - so we're bringing it more in line.
- HEALTH REGEN :: 0.7%/1.35%/2% of missing health per 5s ⇒ 0.35%/0.675%/1% of missing health per 5s
- While the health regen Perseverance offers has been cut down by 50%, it is still a viable choice as it gives access to the Second Wind mastery. These changes however might allow room for different point placement in the Defense tree based on personal preferences and the lane matchup.
- Top and mid lane outer turrets
- FLAT DAMAGE REDUCTION AGAINST CHAMPIONS ::
permanent ⇒ first 8 minutes
- The removal of the 20 flat damage reduction against Champion Attacks after the 8 minute mark will enable rotations and lane pressure to be more dominant throughout the game and might help teams pick up even more push-oriented compositions depending on the Pick and Ban phase.
If you want to read about the other Patch 4.2 changes, you can click here!
- Written by Alexander Kirilov - @ROCCATMatteo
- Edited by Adel Chouadria - @HypeAlgerian
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