Game: 2

-14 LP

Hello again Summoners,

In this matchup, I played Irelia against a Wukong top lane, where I took flash and teleport and Wukong took flash and exhaust. The exhaust in the early game really degraded my kill potential and damage and it also allowed me to get caught out during ganks against Vi, their jungler. I died a few times during lanes and Vi ganked me under tower on multiple occasions and sadly we lost that game.

However, before the game even started, I accidentally dodged in champ select and I lost 3 LP so that brings me down even further. In this game I went with the build order of:

  1. Trinity Force
  2. Ninja Tabi
  3. Frozen Heart
  4. Titanic Hydra
  5. Spirit Visage
  6. Guardian Angel

My final score was 9/15/13 which is pretty horrible for my standards, with an ending cs score of 265 after 46 minutes. Wukong’s ending score was 16/14/18 but he only achieved 151 cs. All I want is for my LP to go up, but sadly no…


Riot finally focusing on, Urgot

It has been officially announced, on the Riot Support page that in the upcoming months, Urgot will finally get what is deserved from his painful existence throughout the summoner’s rift…


Along with Galio and Evelynn, Urgot – The Headsman’s Pride has been officially presented on the Riot Support page as one of the next upcoming reworks of this year, well hopefully. Now let’s go a little in-depth with the whole strange, modulated concept of a bio weapon humanoid that is Urgot shall we?

So Urgot is a Noxian Marksman who bases his damage off of mainly his Q and his E, so he is a spellcaster. Most people play this champion top lane, and effectively, is one of the most annoying champs you could ever go up against in your entire life. Yeah, in theory Urgot should be able to smash lane and pull enemies out of teamfights all of those good concepts, but in reality, none of it works properly. He is a lack luster champion with no special mechanics or movement or anything for that matter, except for one CC, and he is no fun to play whatsoever. He first came out in 2010, and since then, he hasn’t been changed, and he was still horrible back in those days as well, you barely see him anywhere. One of the designer’s at Riot, DanielZKlein, even states that “The rework is needed much more now that this awful to play against champion is so popular.We do not rework champions because they are weak or unpopular. We rework champions because they are bad for the game”.

Over the years, Riot has been trying to get some time in to rework Urgot, but for some reason they just haven’t got around to doing it. There are two design teams at Riot, Team Alpha and Team Bravo. Team Bravo was originally doing the Warwick rework, but now since he is complete, they have finally moved onto Urgot. However, I have been researching forums and the boards recently and found a post by “Riot Meddler” the lead champion designer published in 2013. He states As a result we’ll be doing some work on Urgot’s kit next year, experimenting to find out what we need to do to preserve (or enhance) the cool aspects about him, while fixing the problems that lead us to nerfing him heavily in the past”. Do you think they worked on Urgot’s kit the next year? Nah, they waited another four years after that post went public.

Even players from the League of Legends community assisted in the new development of Urgot, but no changes seemed to occur. An example from ‘ZephyrNightstorm’ from 2014 states certain ability changes or new updated spells. There are countless posts about Urgot and his rework all over the boards and other community sites.

Well, its finally happening this year, the new development of Urgot and his kit. He’ll also be going through a series of visual appearance updates as well, which will hopefully not make him look like a viscous blob of rotten flesh.


New Warwick Rework OP?

Is Warwick too strong from his buffs in his rework? Always banned and running a high win rate… I think Riot has gone too far this time


Warwick, The Wrath of Zuan, previously known as “The Blood Hunter”, has recently received a newly produced rework that has allowed him to adapt to better play styles and also allow more versatility in build paths and ganking. The Zuan fighter was first brought into the rift on the 21st of February of 2009 and wasn’t changed since the recent patch of 7.2 (Season 7, Patch 2). Warwick, as a jungler, is probably the easiest, and simplest champion to play for newbies as well as higher tier players, while also being very efficient in clearing the jungle and ganking lanes past level 6 because of his ultimate. Let’s look at a rundown of all his ability changes and his passive as well.

Warwick’s Kit Changes 


Alright, so Warwick’s original passive named “Eternal Thirst” enabled him to heal off all auto attacks on any enemy, while also gaining stacks on hit, reaching 3 stacks.

warwick_innerhunger Passive (Always Active)

His original Q, “Hungering Strike” takes a bite out of an enemy champion, dealing magic damage, and heals himself for 80% of that damage. The ratio and damage stats are; 75/125/175/225/275 (+100% Ability Power) and 8/10/12/14/16% (+100% Ability Power) of the target’s health as magic damage.

hungeringstrike Cost: 70/80/90/100/110 ManaRange: 400

Warwick’s original W, “Hunters Call” increases all nearby friendly champions Attack Speed for a short duration. +Attack Speed by 40/50/60/70/80% and all friendlies by half that amount for 6 seconds.

hunterscall Cost: 35 ManaRange: 1250

His E, “Blood Scent” passively sense weakened enemy champions around him. It is a toggle ability in which senses enemy champions under 50% health within a 1500/2300/3100/3900/4700 radius of himself. It grants vision of the champion and Warwick gains 20/25/30/35/40% movement speed.

bloodscent Cost: No CostRange: min. 1500 max. 4700

Finally, his original Ultimate, “Infinite Duress” lunges at a champion suppressing them for 1.8 seconds and Warwick attacks his victim 5 times. He deals a total of 150/250/350 (+200 bonus Attack Damage) magic damage with 30% lifesteal for the duration.

infiniteduress Cost: 100/125/150 Mana; Range: 700


Now we’re going to have a look at all of Warwick’s current abilities and statistics starting with his Passive “Eternal Hunger“. Warwick’s basic attacks deal 10-44(based on level) bonus magic damage on-hit. While below 50% max health, Warwick’s basic attacks also heal him for the same amount, while the healing triples while under 25%.

passive Passive (Always Active)

His Q, “Jaws of the Beast“enables him to dash to a target, biting them and dealing magic damage applying on-hit effects and healing himself for a portion of the damage dealt. If you hold down Q, Warwick launches himself behind the enemy champion. Magic Damage: 120% AD (+90% AP)(+6/7/8/9/10% target’s max health). Healing percentage: 30/40/50/60/70%

q Cost: 50/60/70/80/90 Mana

His W, “Blood Hunt” passively allows him to gain bonus attack speed against all enemies below 50% of their max health. While moving towards these champions, he gains 35/40/45/50/55% bonus movement speed. The attack speed bonus he receives is 50/65/80/95/110%. This ability can also be activated and senses the closest enemy champion no matter how much health they have, and they are blood hunted for 8 seconds.

w Cost: 70 Mana; Range: Global

His E, “Primal Howl” on activation reduces all incoming damage (35/40/45/50/55%) for up to 2.5 seconds or until Primal Howl is reactivated. On reactivation or after 2.5 seconds, warwick unleashes a howl to all nearby enemies, making them flee for 1 second.

e Cost: 40 Mana

His Ultimate, “Infinite Duress” is a skill-shot where Warwick leaps in a target direction, suppressing the first enemy champion he collides with for 1.5 seconds. Warwick attacks three times within the duration, applying on-hit effects while healing himself done for all the damage (58/117/175 (+55.83% bonus AD) as Magic damage per hit).

r Cost: 100 Mana;  Range: 250% M-S


Alright so let’s ignore all of his actual abilities and focus on the differences that we can find that may, somewhat improve his flexibility and damage in the summoner’s rift. All of his abilities have endured at least one transformation, whether that be damage wise, mechanics, or just a whole different skill all together.

Starting with his Passive. Originally, Warwick would heal off hitting enemies with his basic attacks and healing for a portion of the damage done, while stacking up to three times consecutively on the same target. Now, Riot has implemented a bonus magic damage buff on-hit, dealing 10-44 depending on level. Since this may feel like too much of a buff, his passive only allows him to heal when he has fallen below 50% health. This passive healing triples when he falls below 25% health. In my opinion, it is almost like Riot is trying to make Warwick a physical embodiment of the wit’s end…

Moving onto his Q. The damage on his Q is mainly focused on his own AD and AP stats, with the spell having no base damage whatsoever. This will provide Warwick with capabilities like an “Assassin”, being able to build full damage and have his Q do tons of damage. There is an extra mechanic added to his kit, allowing him to pass through the enemy after he Q’s. If you simply hold down Q as Warwick on an enemy, instead of just biting them, he will continue to dash through and deal his damage on the opposing side. This movement will not be cancelled if the champion uses a gap closer including “Arcane Shift” from Ezreal, or just a basic flash. As an extra addition, the mana cost has been reduced by 20 mana.

Warwick’s W is pretty much his original E… He gains movement and attack speed whenever there is an enemy champion with 50% on the global map. It has been increased to the entirety of the map now, not just a static range, but the whole summoner’s rift. The attack speed and movement speed have also been increased from the original. I am just astounded by how they changed the range, it confuses me sometimes.

Anyway, his E is now the newly improved Fiddlesticks… only its an A.O.E now. So when Warwick presses E, he gains 55% damage reduction at max level which is insane on its own, and then 2.5 seconds later he releases a howl and CC’s everyone in his radius for 1 second. Warwick just is refusing to die now. He gains health,  which triples under 25% health, and he has 55% damage reduction which progress into a CC. AND his ultimate can be used as an escape or a gap closer. But that leads me onto my next statement:

Warwick’s Ultimate. Now, it is no longer a targeted ability, its a skillshot. Woot woot for ADC’s am I right. No. Warwick’s ultimate now deals more base damage than it originally did and has a very large hitbox, making it very difficult to dodge or escape from but it lasts for 0.3 seconds shorter. Mercurial Scimitar still can deny warwick’s lockdown but not the damage taken. Finally, he heals from ALL of the damage dealt within the 1.5 seconds.

Now Warwick has been a champion that people would go to if they just want to mess around, or if they’re just starting to play the game, as he didn’t have that much potential anyway. But now due to his rework, he is capable of a lot more than he has ever been. When I think about his damage and movement, I just think its a disgusting advancement in his kit, but he’ll have more of an impact into the game than he did previously.