What’s up guys it’s me Jeremy.
So last time I took a look at 10 items you might not have know, and instead of doing
10 more items, I decided, lets take a little bit of a spin on that and look at 10 abilities,
not summoner spells, you probably didn’t know existed in league of legends.
I did my best and dug deep, and although some of you might have heard of a few of these,
I doubt that anyone knows about all 10.
But since most of these abilities come from the alpha and beta of league, please keep
in mind, that footage for them doesn’t necessarily exist, but we can still showcase the abilties.
Here are some of my favorite comments from a previous video where you guys commented
on my experience from eating a ghost pepper.
For a chance to be featured in a future video, leave a comment about what you think the best
ability in League is.
Anyways, let’s get started.
The first one was an ability on Fiddlesticks, called Paranoia.
It was a passive that had the effect: “Fiddlesticks’ mere presence is enough to cause fear in his
enemies, causing them to miss on their attacks.
Enemies within his aura have chance to miss on each attack.
Works on enemy turrets and creep units.
That % chance to miss was initially 5,10, or 15% based on his level at the time.
On the June 6th 2009 patch, it was changed to a flat out 10% at all levels.
A random chance to miss was such a crazy factor, especially since it effected turrets and creeps,
this could honestly decide entire fights in some games if you got lucky.
I mean imagine, you get towerdove, your opponent flashes in for you, and their auto attack
misses on a 10% chance, and you get your fear off and finish the kill.
The swing this ability could bring just based on the RNG was really crazy, so on patch 9.25.24,
in the beta of League, it was changed to fiddlesticks’ current passive, dread - an area of effect
magic resistance debuff.
Number 2 is from Jax, called Weapon Mastery.
It was a passive that had the effect: “Jax gains additional attack damage from items”.
At first this bonus was a scaling 10,15,20, or 25% based on level, but on the May 15th,
2009 patch in the beta, it was changed to a flat 15% at all levels.
Back in the beta was when Jax really worked around at the time, the dodge stat that was
in the game, and most of the dodge items, did not give flat attack damage, so this passive
was a way of giving him a little bit more AD for his money, to go along with his dodge-focused
build.
However, this stat increase passive proved to be quite wonky, as at the time, two of
his abilities had a 1.0 ap ratio, and again as I mentioned he was really just trying to
build dodge rather than actual damage, so on patch 75, it was remade into a new passive
called equipment mastery, which gave him flat health, based on his bonus ap and ad from
items.
This passive would go on to be remade on patch 132 to his now current passive, Relentless
assault, that gives him attack speed for hitting an enemy.
Next up, we have another passive ability, this time from Twisted Fate, called second
sight.
This ability read: “Passive, twisted fate grants the second sight to his allies, increasing
their chance to critically hit with basic attacks by 3/4/5%”.
This was a global passive, scaling up with levels, to give his entire team across the
map, a flat crit chance percentage.
A lot of people know how truly insane twisted fate was at the time, but his old passive
really gets passed up a lot.
A flat percent chance to crit can really have an impact on the laning phase if you are lucky,
and could often decide an entire fight, thus snowballing a lane, and having that happen
from just a random chance is totally unfair.
Among all of his other crazy nerfs, his passive was changed to loaded dice on patch 79, which
had the global effect to give all allies to additional gold for every unit killed.
This global passive was eventually deemed overpowered again, and was changed to his
current loaded dice passive on patch 3.10, which gave only him the bonus gold.
At number 4 and 5, we’re gonna be doing a little bit of double dipping, since although
they are kind of the same ability, we’re just gonna count it as two.
Starting with #4, we have another passive ability, this time, from Teemo, called Eagle
eye.
This ability had the effect: Teemo’s eyes can see far into the distance, his sight range
is increased.
Playing off of the whole captain / scout concept that he was designed to fit, I guess this
old passive did make sense for that kind of concept, but it was pretty overpowered, just
giving him flat out a higher range of sight is such a counterintuitive and unfair mechanic
for someone to have in the game as a permanent passive, so on the April 18th, 2009 patch,
which was in the second week of the closed beta, it was changed into our 5th ability
on the list, which why I say we’re double dipping here, although they are still different
abilities, they’re also kind of the same.
Anyays, it was changed into the passive called Trailblazer, which had the effect “Teemo
leaves a trail as he moves, increasing the movespeed of allies, and granting him a sight
radius of the area for an extended period of time” Again this passive did a nice job
of fitting the captain/scout theme with the vision, and movement speed, kinda like he
scouts ahead and makes it easy and safe for his allies to follow.
But again this passive was a bit too strong, and really was just a weird mechanic to play
against, so it was changed on patch 61 into his new passive of camouflage, which granted
him stealth after standing still for a while without taking damage.
Next on the list at number 6, we have the first ability that was not a passive.
In fact it was something completely different, and it was a toggle… that was a passive
effect!
And it belonged to ryze, with the name of Mana Leech / arcane mastery, which at the
time was his W, with two different effects.
Mana leech, caused his auto attacks to steal 2% of the target’s mana on hit, while Arcane
mastery, increased his maximum mana pool, and caused his auto attacks to become magic
damage instead of physical, while also dealing bonus damage based on Ryze’s maximum mana.
So this ability caused ryze to have powerful, magic-damage dealing auto attacks, and have
a strong source of mana in lane, giving him a lot more inherent power.
At the time Rune prison was on his E, and Spell Flux was his ultimate.
It was later replaced in his kit by Desperate power, as rune prison moved to his W, and
spell flux moved to his E on patch 61 when he received a rework to his kit.
At number 7, it’s back to the wonderful world of passive abilities, this time on Veigar,
with a passive called Entropy, which had the effect “Veigar’s attacks steal 5 ability
power per strike for 8 seconds.
This effect stacks.”
Man, stealing ability power from your opponent, on veigar nonetheless, seems pretty strong,
although I guess it’s interesting because it would technically hurt the enemy ap scaling
component of his ultimate, right?
Well no, because at the time, his ultimate scaled off of his opponents maximum mana,
rather than their ap, with bonus damage versus champions who didn’t have mana, so nope,
this passive looked to be pretty strong, but it was deemed to be a little bit unintuitive,
since auto attacking on veigar isn’t really something you wanted to do in fights, so it
was changed to steal 25% of the target’s ability power, non stacking, on an auto attack.
Now that is a passive that is just insane on a champion like veigar, but again the auto
attacking component was weird, so it was changed to passively steal 20% of just any nearby
champion’s ability power, and although it couldn’t exceed 5 times veigars level, hot
damn that is one hell of a passive, and was no doubt overpowered as heck.
And eventually, it was reworked into his current passive of equilibrium on patch 94, which
gives him mana regen based on his missing mana.
And at number 8, we have another wonderful passive, this time from alistar, called Colossal
Strength, with the effect to reduce damage taken by turrets, and to have alistar deal
extra damage to turrets.
These values initially scaled from 20, 30,40,to 50%.
It made him a towerdiving machine, and the extra damage dealt to turrets wasn’t so
bad either.
The reduced damage taken from turrets was deemed to be quite strong, especially on a
champion like alistar who can towerdive so well, so that component of the passive was
removed entirely on patch 9.22.15, and to compensate for what was the complete destruction
of his passive, the damage dealt to turrets component was buffed on the next patch, 9.22.16,
to scale at a rate of 20/40/60% overall.
This passive was kind of lame though, I mean dealing extra damage to turrets for someone
like alistar is cool, but not exactly practical, so on patch 116 it was changed completely
into the trample passive that he still has to this day, of dealing area of effect damage
after casting an ability.
At number 9, it’s once again a sweet sweet passive, although this one I can guarantee
you have heard about before, just not in the state I’m going to mention.
And it’s Ryze’s old passive from when he has mana leech in his kit, which at the
time, was Desperate Power.
It caused Ryze to gain increased ability power when his health was low.
A pretty interesting mechanic, that scaled at the rate of 40/80/120 AP, and would activate
when he was below 40% HP.
Although AP seems a bit weird for Ryze, at the time his abilities scaled with AP much
better, rather than having scaling based on maximum mana, so it was a pretty strong passive
that was quite powerful in lane, especially early on.
Desperate Power would replace spell flux as his ultimate, when he received a rework on
patch 61, where spell flux was moved to his E, and mana leech was removed from his kit.
And rounding out the list at number 10, its another ability from twisted fate, and the
only active ability on the list, and it’s seal fate, which was his old Q, which had
two different effects.
The first was to reveal the cursed fated of his enemy, dealing periodic damage until the
curse runs out, or until he can kill an enemy unit, and the second effect was: “twisted
fate draws a powerful card from his deck, dealing damage to an enemy target and silencing
them for a short duration”.
Although it’s unclear how these effects worked exactly with his skill, I think the
first sounds like maybe an on hit passive, while the second was definitely an active.
This was his Q in the first few weeks of the alpha stage, but his wild cards were actually
on his w.
On the may 9th, 2009 patch which was the first couple of weeks of early closed beta, his
wild cards were moved to his q, and pick a card was added to replace seal fate.
It’s hard to judge how good seal fate actually was, since we don’t know that much of the
details about the ability, but it does seem to be an interesting mechanic, but I’m not
sure how it matches up to the versatile tool of pick a card.
Either way, that’s it for the list.
If you enjoyed the video hit the like button, and if you didnt hit the dislike, and if this
video hits 10,000 ratings I’ll make another one of these.
Thanks for watching, and I’ll see you guys next time!