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Since there is a lot of talk about it lately, I think I should write something about it.. Yesterday I worked hard to revamp the Template:Abilities, so that skills splitted in 2 parts could have a proper organization. The champions involved are Lee Sin Lee Sin, Nidalee Nidalee and Renekton's Renekton's Slice and Dice Slice and Dice. It was no easy task, but what we have come up with is this (I'll use the Lee Sin table):

The table below shows an updated version of the template and it's not how it originally was.

Patch v1.0.0.114
ChampionSquare
Flurry
(Innate): After Lee Sin uses an ability, his next 2 basic attacks gain 50% attack speed and return 15 energy each.


Ability Description Leveling up
ChampionSquare
Sonic Wave
(Active): Lee Sin projects a discordant wave of sound to locate his enemies, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.
  • Cost: 60 energy.
  • Range:

Cooldown: 10 / 9 / 8 / 7 / 6 seconds

Physical Damage: 60 / 90 / 120 / 150 / 180 (+1.0 per bonus attack damage)

ChampionSquare
Safeguard
(Active): Lee Sin rushes towards a target ally, shielding them both from damage. If a shield is broken, half the energy cost is returned. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.
  • Cooldown: 8 seconds.
  • Cost: 60 energy.
  • Range:

Shield Strength: 40 / 80 / 120 / 160 / 200 (+0.8 per ability power)

ChampionSquare
Tempest
(Active): Lee Sin smashes the ground sending out a shockwave that deals magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast Cripple for the next 3 seconds.
  • Cooldown: 10 seconds.
  • Cost: 60 energy.
  • Radius:

Magic Damage: 60 / 95 / 130 / 165 / 200 (+1.0 per bonus attack damage)

ChampionSquare
Dragon's Rage
(Active): Lee Sin performs a powerful roundhouse kick launching his target back, dealing physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration.
  • No cost.
  • Range:
  • Knockback distance:

Cooldown: 90 / 75 / 60 seconds

Physical Damage: 200 / 400 / 600 (+2.0 per bonus attack damage)

Notice how the two parts of the Q/W/E skills are put together with a black separating gap between them. To me it's pretty clear that there are 2 skill in one and that the lower description relates to the lower skill. However, some users think it would be better with a better separation, which is the reason I'm writing this post. While in my opinion the current layout is the best, I came up with 3 alternatives and I'd like to hear what the community thinks.

[Examples removed, since they weren't working anymore]

Explanation:

  • Option 1 (Q skill): Increase the black gap between the 2 effects.
  • Option 2 (W skill): Add a small groove/dashed/dotted line between the 2 effects.
  • Option 3 (E skill): Add a "broken" line between the 2 effects. The lines will unfortunately not align between the 3 columns, can't really do much about it. (May be fixed by JoePlay)


EDIT: Just a little note. I obviously couldn't show 27 different variations on the table above, but keep in mind that those are just examples and can be tweaked.

What I mean is, the vertical gap between the 2 effects could be made bigger than it currently is (~11px), but not as much as in the Q example (30px); the line on the W (currently 1px, light grey) could be made bigger/brighter/darker (smaller than 1px would be hard :P); the "broken" line could be added only to the central column (for example).

Every opinion here is useful, the better you describe what you would like, the better I can adjust the table!


P.S.: Gotta love the white-on-white text on the poll....

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