Base post-mitigation damage storing decreased for ranged champions.
Death's Dance has been overperforming on ranged champions, although we think its utility as a defensive measure should still be within reach. Looking to tone down the effect on ranged champions to open up builds while still leaving the item as a viable option.
BASE STATS :
POST-MITIGATION DAMAGE STORING : [20%] ⇒ 10% for ranged champions
We're following up with our top lane changes from 10.5 with an additional set of changes for Death's Dance and Teleport. This combination should continue reinforcing our initial goals of helping top laners that are coming out of laning phase build carry items to be a threat throughout the game. The Teleport change should also shift some of its power as an excellent lane sustain tool to a more late-game splitting-and-flanking tool.
| ITEM BUILD :
||[Caulfield's Warhammer + Pickaxe + Vampiric Scepter + 625g]
||Caulfield’s Warhammer + Aegis of the Legion + Vampiric Scepter + 500g
| STATS :
||[80 AD, 10% CDR]
||50 AD, 10% CDR, 30 Armor, 30 MR
UNIQUE PASSIVE : Stores [30% of all post-mitigation damage received] ⇒
20% for melee (30% for ranged) and takes it as damage over time true damage
| COOLDOWN :
||420-240 (levels 1-18)
CAN'T CATCH ME Grants 3 seconds of 30-50% movement speed upon teleport completion based on character level (increased by 10% at levels 6 and 11)
BUGFIX : Death's Dance passive will no longer infinitely proc Infernal Soul explosions (Summon Aery will also no longer infinitely proc from said explosions)
Healing now works on all damage.
Many AD fighters have sources of magic damage on their kit, such as Jax. This change makes Death's Dance a more attractive option for them to consider without letting it run wild for pure physical damage champs like Riven who already pick it up.
HEALING : 15% of [physical] ⇒ [all] damage dealt (5% per target for area-effect abilities)
ATTACK DAMAGE :  ⇒ 80
DAMAGE DEFERRED : [15%] ⇒ 30%
Cost, attack damage, physical healing, damage reduction (and bleed damage taken) all increased.
Death's Dance is a truly unique effect that provides an even more unique fantasy: someone marked for death, doing everything they can to keep going beyond their final moments. As awesome as that sounds, DD's stat efficiency doesn't exactly set it up to support the champions and builds you'd want it to. Sizing it up to better deliver on expectations.
COMBINE COST : [525 gold] ⇒ 625 gold
ATTACK DAMAGE :  ⇒ 75
HEALING : [12% physical damage dealt] ⇒ 15% physical damage dealt
DAMAGE TO Bleed : [12%] ⇒ 15%
MORE DANCE PARTNERS : Fixed a bug where the heal wouldn't occur with some on-hit effects, such as Aatrox's W - Blood Price, Blade of the Ruined King, or the Hydras.
Lifesteals from all physical damage, and converts damage taken into a delayed damage-over-time effect.
Lifesteal as a stat for champions that primarily use abilities has always been an interesting space to work in, but often failed because the 'casters' in question lack the inherent durability to really start draining and instead just die on the spot. Death's Dance instead provides 'pseudo-durability' - just enough to give the user time to get their sustain engine going, but forcing that lifesteal to work overtime so as not to succumb to their accumulated debt. Can you outrace your own death, or will you just dance around it?
TOTAL cost : 3400 gold
BUILD path : Vampiric Scepter + Pickaxe + Caulfield's Warhammer + 525 gold
ATTACK damage : 65
COOLDOWN reduction : 10%
UNIQUE passive : Dealing physical damage heals for 12% of the damage dealt (33% effectiveness for multi-target effects)
UNIQUE passive : 12% of the damage you take is instead turned into a bleed for 5 seconds.