How long is the draven patch




















At 6 stacks, he consumes all of his Strike stacks and gains 2 Adoration stacks. Active: Draven starts spinning his axe, causing his next basic attack within 5. The axe ricochets off the target high up into the air, landing 2 seconds later at a location determined by Draven's current movement. If Draven catches an axe, Spinning Axe is reapplied for no additional cost on his next basic attack.

Active: Draven enters an adrenaline rush, gaining bonus attack speed for 3 seconds, bonus movement speed for 1. Catching a Spinning Axe resets Blood Rush's cooldown. Active: Draven throws a fan of axes in a line in the target direction, dealing physical damage to enemies hit, knocking them aside and slowing them for 2 seconds.

Active: Draven hurls two massive axes in the target direction, briefly granting sight of the area along their path and dealing physical damage to enemies hit, as well as executing enemy champions with health that is less than or is left below the current number of League of Draven stacks. Whirling Death can be recast after 1 second while the axes are traveling, and does so automatically after the axes hit an enemy champion or the edge of the map.

Recast: Draven reverses the direction of the axes, causing them to slowly come to a stop before homing back to him, dealing the same damage to enemies hit along the way back. League of Legends Wiki. League of Legends Wiki Explore. Runeterra Locations Factions Species Timeline. Short stories Video lore Books Alternate Universe.

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Explore Wikis Community Central. Register Don't have an account? History Talk 0. Do you like this video? Play Sound. Patch History. Most Recent. This change and the ones below focus on quality of life updates for champions who could use just a little extra help to enable their potential.

Level 2 Nocturne now retains Nightfall: Grant an enemy Vulnerable and give enemies -1 -0 this round. Aurelion Sol. Final Spark can be cast to directly attack the enemy Nexus if they have no units on the field.

Twinblade Revenant. Twinblade Revenant was proving a bit too effective at shutting down enemy boards. Tenor of Terror.

Relentless Pursuit. Stone Stackers. Aloof Travelers. Lunari Priestess. Solari Priestess. Asked by IntroBot on October 7, Is Draven able to Top Lane? If he can, what are some items to build into to make him successful in the top lane? I think its Quinn and Caitlyn. I want to see what you guys think. Asked by aDaptor on January 9, What do you think about trinity on draven? Usually after BT. Let's see, it gives attackspeed and crit which draven really benefit as he can easier kite with is axes.

The phage proc grants niice boost and makes it very easy to catch axes alongside Ok so I just played [[Draven]] for fun. I've played him after his passive change and he still felt alright, but this time something was off. It seems like his axes do not drop as far when you lead them, resulting in my running past them a million Asked by Hodgeybeatz on April 20, But I have seen some people, including my friend, go three Quints of lifesteal.

I have also seen people go 1 life steal quint Asked by Embracing on March 6, As an ADC, where does most of the knowledge come from when thinking about engaging a fight? Like, how do I know which engages result in no deaths, etc?

Does the knowledge come from knowledge from extensively playing each ADC and support? Join or Log In. Join the leading League of Legends community.

Create and share Champion Guides and Builds. Login Social Login. Create Account Social Register. Ashe's lane control early game goes a bit too far and wide. We're giving her opponents more space to play back without getting pierced by cones and cones of crystalline arrows.

Camille Passive cooldown increased early. Camille's steel-like resilience is a bit too high for her scaling power, so we're nerfing her shield early to make her more vulnerable in lane. Draven R now executes based on Adoration stacks.

We're giving the Glorious Executioner something he's wanted for a long time—an execute—but putting it on the ability in his kit with the most counterplay. Rather than just staying away from him the entire game, opponents will now be more incentivized to kill Draven than ever before.

Let the games begin. Mundo Q maximum damage to monsters increased. While it's true that Grievous Wounds is the standard against healing champs, it's left Dr. Mundo rather sickly at higher levels of play. Anti-healing items tend to undermine champions like him and Soraka whose entire identities are designed around big beefy heals.

The immediate base health gained from his ult will now ignore Grievous Wounds, but the healing over time will still be affected by it. This should make the anti-heal effect less sharp of a counter but still enough of a jab to hurt Mundo good. We're also juicing up his jungle potential to make him more appealing as a Pro flex pick. Fizz Passive damage reduction increased against basic attacks. A lot of Fizz's power is in his ult, which is inconsistent in skilled play since more players at that level know to either dodge or Zhonya's it.

His R will still pack a punch, but we're borrowing some of its bite and putting it into his early game threat with W as well as giving him a thicker skin against basic attacks to help his survivability in lane.

Gangplank Base health and health growth increased. Last patch, we changed Gangplank's Q so that it would count as a ranged instead of melee attack.

He's lost a lot of durability now that he doesn't benefit as much from Grasp of the Undying and thus the rest of the Resolve tree anymore. Giving this pirate some of his burliness back to help him survive the choppy waters of early top lane.

Jayce Passive duration decreased. Jayce is an all-around power slam in highly skilled hands. Rather than reduce his wattage damage output, we're turning down his ability to outrun ganks and quickly traverse the map, both of which are particularly useful for the Pro scene. Jinx Q mana cost reduced early for Fishbones. We're boosting Jinx's lane push power to make her a more viable pick and increase her early game overall. Q - Switcheroo! Kai'Sa E cooldown reduced late.

Kai'Sa represents a hypercarry style that we haven't seen much of in this meta's bully-focused bot lane. Since she's known for her scaling capability, we're buffing exactly that while keeping both her lane vulnerability and Q burst damage intact. Kalista R knockup duration decreased early. Kalista's ult with a melee support is almost guaranteed to kill with chain CC, especially in Pro-level high coordination gank setups.

R - Fate's Call Knockup Duration 1. Karma Base armor increased. E base shield increased. Karma's changes in Since she's been on the weaker side overall, we're upping her winrate across the board with some generic buffs. She really does always catch up, huh? Kog'Maw E AP scaling increased. While our very hungry caterpillar should be weaker than other champions early in the game, he simply hasn't been a viable pick mid.

We're buffing his waveclear to more reasonable levels to help him become the beautiful butterfly he really is. Lee Sin Base attack damage decreased.



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