PBE Patch - Rengar, Katarina Rework, Garen Changes

A patch has just hit the PBE with a lot of new content!

Rengar (New Champion)

  • Damage:58(+3 per level)
  • Health:520(+85 per level)
  • Mana:5
  • Movement Speed:320
  • Armor:19.5(+3.5 per level)
  • Magic Resist:31.25(+1.25 per level)
  • Health Per 5 Sec:7.05
  • Mana Per 5 Sec:0
  • Range:125

Passive: Unseen Predator

While in brush or stealth Rengar will leap at the target when using his basic attack.

Rengar builds 1 point of Ferocity with each ability he uses on enemies. When reaching 5 points of Ferocity, Rengar's next ability becomes empowered, granting it a bonus effect.

Q: Savagery

Rengar's next basic attack deals bonus damage and grants him increased attack speed.

  • Ferocity Bonus: Rengar deals enhanced damage and doubles his Attack Speed bonus.

Range - 300
Cooldown - 6 seconds

W: Battle Roar

Rengar lets out a battle roar, damaging enemies and gaining bonus armor and Magic Resist for a short duration.

  • Ferocity Bonus: Rengar heals for a large amount.

Range -  400
Cooldown - 0 secs

E: Bola Strike

Rengar throws a bola at his target, slowing them for a short duration.

  • Ferocity Bonus: Roots the target for 1 second.

Range - 575
Cooldown - 12/11/10/9/8 Seconds

R: Thrill of the Hunt

Rengar activates his predatory instincts, stealthing and revealing all enemy Campions in a large radius around him. He gains Movement Speed and rapidly generates Ferocity while stealthed.

Range - 2000
Cooldown -  120/80/40 Seconds


Katarina (Reworked)

  • Health changed from 478 (+83 per level) to 505 (+80 per level)
  • Armor changed from 18.75 (+4 per level) to 20.5 (+3.5 per level) 

Voracity (Passive)

Champion kills or assists reduce Death Lotus's cooldown by 10 seconds and refresh basic abilities.

Bouncing Blades (Q)

Throws a dagger dealing 50/85/120/155/190 (+0.5) magic damage. The dagger bounces to the 4 closest enemies dealing 10% less damage with each bounce.

Enemies hit are marked for 4 seconds. Katarina's basic attacks or spells will consume the mark dealing 15/30/45/60/75(+0.2) additional magic damage.

Range - 675
Cooldown - 10/9.5/9/8.5/8 Seconds

Sinister Steel (W)

Whirls daggers in a circle dealing 40/80/120/160/200 (+0.3) magic damage. If she hits an enemy Champion, Katarina gains 12/20/28/36.5/44% movement speed for 1 second

Range - 750
Cooldown - 4/4/4/4/4 Seconds.

Shunpo (E)

Moves to a target's location. Deals 40/70/100/130/160 (+0.4) magic damage if the target is an enemy.

After using Shunpo, Katarina takes 20% reduced damage for 3 seconds

Range - 700
Cooldown - 14 Seconds.

Death Lotus (R)

Becomes a flurry of blades, throwing daggers at the closest 3 enemy Champions dealing 400/500/600 (+1.75) magic damage over 2 seconds.

Daggers apply Grievous Wounds, reducing incoming healing by 50% for 3 seconds.

Range - 550
Cooldown - 60 Seconds


Champion Changes

Cho'Gath

  • Feast now deals 1000 (+0.7) true damage to minions, up from 1000. Now loses half of his stacks on death, compared to loses up to 3.
  • Feral Scream Minor tooltip rewording (no change)
  • Vorpal Spikes Minor tooltip rewording (no change)

Garen

  • Courage now passively increases Armor and Magic Resist by 20% instead of increasing it by 0.5 every time he kills an enemy unit.
  • Courage defensive shield now lasts 2/3/4/5/6 seconds instead of 3 seconds. Now reduces incoming damage by 30% at all ranks instead of 20/24/28/32/36%. Now also grants 30% Crowd Control Reduction. Cooldown changed to 24 seconds instead of 30/27/24/21/18 Seconds.
  • Decisive Strike now also breaks all slows affecting Garen. 35% Speed bonus now lasts 1.5/1.75/2/2.25/2.5 seconds instead of 3 seconds. Damage increased to 30/55/80/105/130 (up from 30/45/60/75/90) and Silence effect duration changed to 1.5/1.8/2/2.3/2.5 seconds instead of a flat 2.5 seconds at all ranks.
  • Demacian Justice now has a 160/120/80 seconds cooldown, changed from 140/120/100 seconds. 
  • Judgment no longer breaks slow effects or reduces the duration of slow effects. Now deals 20/45/70/95/120 plus 70/80/90/100/110 % of his attack (+0.9) physical damage instead of 50/90/130/170/210 physical damage. Judgment can critically strike dealing bonus damage. Judgment deals 25% less damage to minions and monsters.
  • Perseverance now regenerates after 10 seconds, up from 7 seconds - If Garen has not taken damage from monsters,towers or champions in the last 10 seconds, Garen regenerates 0.5% of his maximum Health each second.

Kayle

  • Righteous Fury now scales from 40% of AP, up from 20%.

Teemo

  • Toxic Shot now deals 10/20/30/40/50 (+0.4) damage, up from 9/18/27/36/45 (+0.14). Now deals 6/12/18/24/30 (+0.1) damage over 4 seconds, down from 6/12/18/24/30 (+0.14).

Varus

  • Blighted Quiver: Now does 2/2.8/3.5/4.3/5 % (+0.02%) of the target's maximum Health per stack, up from 2/2.8/3.5/4.3/5 % (+0.01%)

New Items

Bonetooth Necklace

Item Cost - 1000
+20 Attack Damage (+2 per level) UNIQUE Passive: Rengar collects trophies when killing Champions, and gains bonus effects based on how many trophies he has. Kills and assists grant 1 trophy, and 1 trophy is lost on death. 2 Trophies: +25 Movement Speed. 6 Trophies: +10 Armor Penetration, +5% Cooldown Reduction. 12 Trophies: Rengar's leap gains 150 bonus range. 18 Trophies: New Active: Instantly gain 5 Ferocity.

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Comments

  • #51 GarenPlayer

    My Opinion About Garen Changes: I really don't think Garen's early game was so op to sacrifice it in order to boost his awfull lategame. What makes him awfull late? 1. You have to make tanky items so your dmg is not that strong as it early. and 2. Nearly Every enemy have a magic resist item,aura,or something and your ultimate is no more an execution ulti...its better to give the enemy 2 critical hits or something than to ulti.

    Since Garen is an aggresive laner,and should be aggresive....his passive should change to something else.Anyway the passive is not the problem.The only changes Garen really needed imo was Courage...now he can be tanky for 6 secs while joining the fight plus the cc reduction.Hell yeah! thats good, now he can go easier for Dmg items. and the 2nd and last change Garen needed was True dmg Ultimate. Since it's an execution Ultimate depending on how much life the enemy is missing it has to be true dmg so you can calculate easier, and not be countered by hexdrinker,morgana's shield,Mr items etc. etc. plus that all his abilities have a long cooldown so if u get exhausted while flashing on them you can do just nothing...it would be nice if u could just ulti someone there.(true dmg)

     

  • #52 Akujinb0x

    Agreed. I'll post here what I said on Garen's wikia page concerning his ulti:

    We all know he will be weaker early game in order to scale "better" into lategame, and his ulti fits that notion. However, if you look into it, you'll find that his ulti changes make no sense. In fact It's not so much a redundant change as a unneeded nerf.

    180 seconds rank1 to make it 80 at rank3. He's already 140 seconds cd, which was fine, now all you're doing is hurt his early game for no reason. What he DOES NOT need is a shorter cooldown lategame as he will, realistically, only ever use it ONCE per teamfight. By the time the next teamfight comes around, he would always have it up anyway. It's not a CC or AOE spell that really needs short cooldowns, it's an execute, and that's the point they should've focused on.

    What they should've done is focus on it's executing properties by giving it true damage and be done with it.

    Last edited by Akujinb0x: 8/12/2012 9:18:18 PM
  • #53 mrobert5

    Agreed.

  • #54 Ellio45

    Let's be honest here, true damage to that ult is a horrible, horrible idea. Just think about that kind of damage late game! Remember how Vayne is the most powerful late game AD carry because she has a % max hp true damage skill, which lets her melt tanks and squishies alike? Checking the Wiki on Garen's Ult's damage, at levels 1/2/3, they would need to have to be at 29%/33%/40% of their hp left to execute. And that's even disregarding the base damage of the skill, taking that into account, they can actually be even lower.

    Maybe if they changed the numbers on it, but that would be so hard to do without either making it either crazy op early or late game, or super useless early or late game.

    tl;dr Making his ult true damage would make it way to powerful.

  • #55 mrobert5

    Like the perfectly balanced Darius ult?

  • #42 Zenergyx3

    No one mentioned how ridiculous the
    Toxic Shot now deals 10/20/30/40/50 (+0.4) damage, up from 9/18/27/36/45 (+0.14)
    change on Teemo is? :s

  • #43 nilof

    It is Ridiculous. Gunblade was already a decent build on him(that's what I usually rush on him when playing dominion), now he'll be able to dominate lanes with it.

    In practice he'll do .5 Ap per autoattack(attacking a poisoned target pops the next tick on the previous poison since a recent patch). Since you usually get twice as much AP per gold as AD, he technically gets as much extra damage from AP as AD on autoattacks. I expect the Guinsoos => GA => Gunblade build to melt faces. An 8 stack guinsoos gives him ~ 80 (  93 AP = 46 damage  and 35 AD, so 81 damage ) extra damage on autoattacks, 32% AS , and extra damage on his other abilities.

  • #46 toughpotato

    Quote from nilof »

    It is Ridiculous. Gunblade was already a decent build on him(that's what I usually rush on him when playing dominion), now he'll be able to dominate lanes with it.

    I disagree about Gunblade beeing a decent item for Teemo. The spellvamp is kinda useless on it (only Q and shrooms), the active is also kinda useless since u probably build Frozen Mallet, and Gunblade is soooooo expensive. (i might imagine this item to replace Wriggle's super-late game)

    Also:

    ...In practice he'll do .5 Ap per autoattack(attacking a poisoned target pops the next tick on the previous poison since a recent patch)...

    I think that is just not true. I guess u r talking about the Hecarim patch, where thely were fixing a bug about toxic shot, making it proc for every sec once regardless of AS, only the duration refreshes. 

    http://www.youtube.com/watch?v=T7gEWgz0fcY

    Pls correct me if i'm wrong.

    Last edited by toughpotato: 8/11/2012 1:55:53 PM
  • #47 nilof

    Quote from toughpotato »

    Quote from nilof »

    It is Ridiculous. Gunblade was already a decent build on him(that's what I usually rush on him when playing dominion), now he'll be able to dominate lanes with it.

    I disagree about Gunblade beeing a decent item for Teemo. The spellvamp is kinda useless on it (only Q and shrooms), the active is also kinda useless since u probably build Frozen Mallet, and Gunblade is soooooo expensive. (i might imagine this item to replace Wriggle's super-late game)

    Also:

    ...In practice he'll do .5 Ap per autoattack(attacking a poisoned target pops the next tick on the previous poison since a recent patch)...

    I think that is just not true. I guess u r talking about the Hecarim patch, where thely were fixing a bug about toxic shot, making it proc for every sec once regardless of AS, only the duration refreshes. 

    http://www.youtube.com/watch?v=T7gEWgz0fcY

    Pls correct me if i'm wrong.

    Actually I don't usually build Frozen Mallet, it's somewhat cost ineffective and I'd rather have "True" tank items like a GA or a warmogs. The active replaces the FM for me. The spellvamp is actually quite useful in many situation, planting a shroom in a crowded battle with loads of creeps gives you a lot of health in one go.

    The tooltips on E are somewhat confusing, but it currently it has a .14 ratio per second, so I guess that gets changed into a .1 ratio per second on the Dot. What they changed in the Hecarim patch is that your first tick on E always does it's damage no matter what, if you refresh it before it ticks and refresh the duration, the damage is actually dealt instantly. Therefore you always get at least .5 Ap per autoattack.

  • #48 toughpotato

    Quote from Preak in the Hecarim Patch Preveiw at 1:26 (linked above):

    "...toxic shot will tick once per second as expected, regardless of how fast Teemo is attacking."

    If this sentence is true, toxic shot's Dot can not tick for each auto-attack, cause at higher AS than 1.0 it would tick more than once per sec. Before this fix, Teemo's auto-attacks reset the timer on the Dot (not the duration) where the first tick appeared after 1 sec. Meaning that if u attacked with more than 1.0 AS, u reset the timer before it could tick, leaving u without any Dot damage till u kept shooting. They fixed this with changing the refreshing timer into refreshing duration.

    What u say, would still reset the timer on Toxic shot's Dot, but applying the first tick right away. This can't be the case, cause what Phreak said, and couse the wikia says its the duration what refreshes (if u consider it a safe source). http://leagueoflegends.wikia.com/wiki/Teemo

    A different view: Toxic shot's Dot part is a poison(one hit per sec), not on-hit: with auto-attacks u can keep them beeing poisoned aka. refresh the duration, but u can not make the poison's damage any higher with more hits per sec (cause it's not on-hit, toxic shot's on-hit part is on-hit).

    I accept tho that using Gunblade can be a matter of taste (something like Nashor's for cdr lovers).

    Last edited by toughpotato: 8/12/2012 3:38:05 PM
  • #40 Prilquob

    Not mentioned is that Garen's Q crits now.

    His Q also scales up to 4.5 seconds instead of 2.5 seconds, and his passive goes down to 9 seconds after some level.

  • #45 NicknameMy

    His passive is affected by CDR.

    His Q can crit? Well, I didn't saw that yet, needs testing.

    Last edited by NicknameMy: 8/11/2012 12:47:33 PM
  • #49 pagansaint

    Which makes him still not pick worthy.

    He lost innate tank, lost early game snowball capability (Ult CD and Q duration), lost slow reduction completely, passive is complete fubar now (yay never getting to use it if you don't want to be completely zoned), and still has no snare/root/stun while having no gap closer.

    He got lowbie stomp buffs, but was made worse for competitive play

    Last edited by pagansaint: 8/11/2012 7:37:14 PM
  • #50 NicknameMy

    His passive is no longer stopped by minions, so this is a huge buff. He may lost some tankyness early, but lategame, he has now even more. And he has CC reduction while Courage is active, which is a great replacement for the slow reduction.

  • #38 7alon

    lol wtf those ratios on kat can't be right. Riot would have to be amazingly dumb if those were correct. 

    Also, most useless buff ever or was this a mistake?: 

    Varus

    • Blighted Quiver: Now does 2/2.8/3.5/4.3/5 % (+0.02%) of the target's maximum Health per stack, up from 2/2.8/3.5/4.3/5 % (+0.01%) 
  • #41 FatsXL

    Doubling the AP bonus is useless? Imagine 500 AP

    Old: 10% per stack

    New: 15% per stack

    aka, 50% damage increase. With 3 stacks that's 30% HP vs. 45% HP. Causing near half your targets HP in raw damage is a pretty big deal.

    Last edited by FatsXL: 8/10/2012 10:57:03 PM
  • #37 kingoflolis

    the garen changes are ridiculous. it doesnt solve a thing

  • #36 FatsXL

    Also WTF is with those ridiculously low AP ratios on Kats abilities? Are they missing the AD ratios or what?

  • #35 FatsXL

    I'm undecided on the intentions behind the Garen changes. He will deal way more damage with judgment, decisive strike and his ultimate (given the cool down decrease) and generally be more tanky, but he loses sustain & utility to get this. I feel this will make him stronger in lane but even less useful late game with even less team fight presence. All he will be is a source of AoE damage and a damage sink thanks to the Courage revamp, but his ability to get to the fight and impact it outside damage will be reduced. His silence is shorter and he will be more reliant on team mates to CC for him to deal damage. But hey, once he gets there he'll dish out more of it and be better able to absorb some back.

    I think the deciding factor of these changes is whether the crowd control reduction is passive or only on activation.

  • #32 GarenPlayer


    I wonder if Riot do that changes to Garen to improve him or to Completely Destroy him!!

    1.Really guys....wtf? Lvl1 silence and speed for 1.5 sec?we all know that Garen lvlup 0 his Q to lvl2 after 8lvl the only way to combo a ap or ad carry with garen was Flash + Q +E +ignite....and after 2.5 secs Ultimate. Now after 1.5 sec the enemy just flash and u did nothing.Plus that now Garen with 1.5 sec speed has absolutely no chance to reach a ranged enemy top so congrats on ruining his Combo with flash and made him more useless.

    2.His passive to 10 seconds from 7?...well Garen was supposed to be an aggresive early top laner.You cant stay out of combat for 10 seconds and wait far away so u wont get hited by most of the champs.Its better to delete Garen from your champ list or just recall and comeback fullhp.I can't find any point on that change.

    3.You changed Q to remove slows and not E anymore(plus that the new apllying slows while spining were -50%). Sorry guys but Q is used by Garen to chase....its the first ability u use to hunt someone down, and if u were slowed u were just spining and canceling it the same time u were chasing fast.Now Garen will Q to get the speed to chase and then he will be slowed and all will laugh at him. and dont tell me u can wait to get slowed and then press Q because there is no point on slowing garen when he cant reach you.You need to get the speed to force him to slow you.

    Garen was underpowered in Serious games.Now u completely ruined him. Please riot ask Garen players....learn Garen's playstyle and benefits and then do the changes.

    A Really fail change imo. I hope u see this post.

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