User blog comment:TakaHann/Chester, the Chess Grandmaster/@comment-16210885-20130909095014

First Patch for Chester! Here are the changes with explanations:


 * Caissa's Blessing effects made global for champions. Non-champions still gain armor only when within 1100 range of Chester. Chester no longer gains AP, but gains armor from Caissa's Blessing now. Won't be active when Chester is dead and won't proc assists if a buffed ally kills an enemy champion.
 * With many of Chester's abilities being reliant on having allies near Chester to make him buffed, he lacked power when isolated and was a bit too buffed in team fights. This would be a problem in early game, where laning rarely involves such team fights. He also would be squished in ganks. To remove this oddity, Caissa became global for champions and now does not grant AP to Chester. It does grant even Chester armor now.
 * En Passant's active physical damage bonus increased slightly.
 * While En Passant didn't really need any buff or nerf, its active bonus damage lacked a bit of strength against champions. I buffed En Passant a bit for that reason.
 * Iniative now grants a regenerative barrier. Also, for each enemy champ nearby, Chester gains resistance to CC and damage, while gaining armor penetration for each ally.
 * Inittiave, as explained above with Caissa's Blessing, was one of the "nearby champion"-reliant abilities. This ability was fully reliant on being in a group, or else in either 1v2+ or a gank, Chester would receive nothing from Initiave. Now thouhg, even though it still relies on having a champion nearby, it will benefit Chester the more champions, ally or enemy, is nearby. This eliminates his weakness when outnumbered, but may grant him too much strength in team fights...
 * Castling, instead of trading places with the target, now let's Chester dash to the target to taunt nearby enemies. Still grants the same bonuses to Chester and the target.
 * With the comment that the old Castling would allow Chester to troll, Castling became a Lee Sin's W like ability. This way, if an ally is in trouble, Chester can avert the attention of enemies to let his ally run. If he is in trouble, he can dash to an ally instead to escape, although the taunt could bring unwanted attention in this case...
 * Checkmate's magic damage solely made to be reliant on how many allies are near target, but the numbers are lower. Yet, the AP scaling now increases the value of damage per champion nearby instead.
 * The scaling on Checkmate, magic damage-wise, was overly too good if all of Chester's allies were present. This magic damage was nerfed, but the AP sacling increases the value of damage per ally champ, keeping the purpose of having nearby champions...

Hopefully these changes have made Chester less reliant on having allies nearby to make Chester a reliable and fair champion in both solo or team fights.

To be added next is possibly Lore, Relations and/or development...