Raijin's drums gather static charges as he fires Basic Attacks and Abilities. When all four drums are charged, his next ability does additional damage. Basic Attacks grant one Charge.
*Bonus Damage: +30% of your Magical Power
Raijin pounds his drums sending forth 4 peals of thunder in a line, each growing wider as it travels. Each peal deals (25/40/55/70/85 +30% of your Magical Power) to enemies hit, and stops on the first enemy god in it's path. Cost: 80/85/90/95/100. Cooldown: 10s.
This ability grants one charge of Static Crescendo each time it fires, for a total of 3 charges.
Raijin marks a target enemy by dismissing his ally Riaju, who hides in the enemy's navel. While asleep, Raiju reveals the target to Raijin's team on the minimap. The next time Raijin damages the target, Raiju awakens and claws his way out, damaging (80/125/170/215/260 + 70% of your Magical Power) the target and 5 nearby enemies in his attempt to flee. Cost: 70/75/80/85/90. Cooldown: 18s.
Mark Duration: 4/5.5/7/8.5/10s
This ability grants one charge of Static Crescendo upon first activation.
Raijin sends a bolt of lightning crashing down at a target location, damaging and mesmerizing enemies. Raijin himself ascends into the sky and crashes down at that location shortly after, doing a second burst of damage to all enemies in the area. Cost: 70/75/80/85/90. Cooldown: 15s.
Lightning Damage: 20/30/40/50/60 (+20% of your Magical Power)
Thunder Damage: 40/60/80/100/120 (+40% of your Magical Power)
Raijin gains one charge of Static Crescendo for each stage of this ability, for a grand total of 2.
Taiko Drums (Ultimate)
Raijin flies above the battlefield, beating his drum 4 times to summon 4 peals of thunder in rapid succession, each a choice of three beats. Cost: 90. Cooldown: 90s.
Beat One: 100% Damage
Beat Two: 50% Damage and .5s Taunt
Beat Three: 50% Damage and .5s Fear
Base Damage: 120/150/180/210/260 (+50% of your Magical Power)
Raijin's poke, especially at higher levels of play, can be very difficult to fight against. Now that he can clear lane effectively in the early game, we are reducing the scaling slightly to make his damage output more manageable in the late game.
Decreased Magical Scaling per hit from 30% to 25%.
The drums of war are sounding in the Mid Lane. Raijin’s lane clear on his first 2 abilities has been a highly impactful balance point on him in the past. The recent buffs have brought him to a good spot, but the team has seen a specific point in the game where he tends to overperform. His level 5 base Damage on his Ultimate is causing Raijin to secure kills even when the fight is seemingly going against his favor. We are tuning down this damage with the hope of keeping him relevant while opening up the God pool to more mage choices.
Decreased Base Damage per shot from 120/150/180/210/240 to 100/135/170/205/240.
A few seasons ago Raijin brought heavy pressure to the mid lane and required a nerf to his Percussive storm. Given how much itemization, the map, and meta have adjusted over this time we feel safe bringing this strength back to Raijin.
Increased Damage from 25/40/55/70/85 to 30/45/60/75/90 per shot
Raijin has had flashes of excellence in the Season 6 meta but they are few are far between. In a previous round of nerfs Raiju saw a significant damage reduction to decrease his lane clear and poke. We are partially reverting to a number in between the two limits, which should make him a better Mage option without pushing him over the top.
Increased Raiju's Base Bounce Damage Tick from 9/15/21/27/33 to 14/23/32/41/50.
Increased Raiju's Bounce Damage Tick scaling from 8% to 10%.
Raijin had a dominant performance at Worlds, with teams showing the strengths of his kit to its fullest. His ability to safely poke, clear wave, and control team fights were all contributing factors to his success. We are reducing the potency of his Poke and Clear by decreasing damage on Percussive Storm and Raiju, while Taiko Drums is seeing a cooldown increase. This change also encourages smart usage of his passive to ensure Taiko Drums is off cooldown in time for fights.
Reduced Base Damage from 30/45/60/75/90 to 25/40/55/70/85 per shot. (120/180/240/300/360 to 100/160/220/280/340 total).
Reduced damage to targets beyond the first to from 15/25/35/45/55 +13% scaling to 9/15/21/27/33 + 8% scaling per tick.
We are continuing with our adjustments to Raijin, both for balance and visual clarity. Percussive Storm's hitbox has helped him perform more consistently and given players better feedback for where the ability will hit. Keeping the radius at 6 units allowed players to get a feel that was as close to the previous versions but with projectiles of a constant size. After collecting the data from 4.19 it does seem that keeping it at 6 units for the entire projectile is too strong.
Percussive Storm's radius is being reduced to 4.5 units for each projectile, making this ability harder to hit, but still more consistent and more visually clear that previous Raijin iterations. The targeter is also seeing an improvement, showing the area where the projectiles on the final double shot overlap. Hitting in this area will cause you to hit with both projectiles.
Raijin's Ability 2 projectile speed change in 4.19 was reverted before it ever launched to live, as it didn't solve the problem of how unclear the abilities visuals were. In this patch we are introducing different fixes that don't change his power level, but instead improve his visual clarity. Raiju has a delayed hit FX after the area of effect is triggered where the ability singles out a target to be afflicted by the Raiju. Lowering the time between the area and the single target being affected by the debuff will help the ability flow more naturally. Also, the Area of Effect visuals will now always be visible, giving players a clear view of where Raiju's circle targeter hit. Finally, Raijin players will also have a better idea of who Raiju will hit by only highlighting whoever is closest to the center, giving real time feedback as to who is likely to be hit and how this ability functions.
Reduced Radius of Projectiles from 6 units to 4.5 units.
Updated the targeter visual FX to better convey the overlapping area for the projectiles on the double shot.
Players hit by Raiju will now have the hit visual FX travel to their god more quickly.
Fixed an issue where the ground hit visual FX would not display when a target was successfully hit.
Fixed an issue where all targets inside Raiju's targeter would be highlighted, rather than just the target closest to the center.
As Raijin has become more popular since his initial rework, players have given a large amount feedback about him. The most common topics of discussion are the ways that Raijin can feel odd to play. In this patch we are addressing Percussive Storm's hitbox size, Raiju's projectile speed, Thunder Crash's casting rules, and an issue where players could get stuck in his ultimate. All of these are focused toward removing those odd feelings players get while playing as Raijin.
However, Raijin's performance in 4.18 was overall strong. If we just improved his overall feel in 4.19 we would likely make him too strong. With these improvements/buffs we are also bringing down the damage of Percussive Storm, lowering his ability to poke enemies and clear the lane in the early game.
Percussive Storm projectiles now have a radius of 6 units at all times, increased from 4.5 at maximum range. They no longer scale in size.
Decreased Base Damage from 35/50/65/80/95 to 30/45/60/75/90.
Increased projectile speed by ~20%.
Players will now be able to move during the warm up of Thunder Crash.
Added additional support to limit the times players can become stuck, unable to cast any shots of Taiko Drums.
Raijin underwent many targeted changes to reduce the frustration of his opponents. When strong, he was frustrating to the point of needing immediate nerfs to prevent him from ruining other players experiences. With these changes done, we can now bring Power into non-frustrating components of his kit.
In this patch, we are increasing the utility of each of his skills. Charge Tempo will now provide 2 seconds off all Cooldowns, helping Raijin consistently pressure the enemy team. Percussive Storm will now pierce gods which has both lane benefits but teamfight benefits as well.
Finally, Taiko Drums is seeing a reduction in the slow it applied to Raijin. This will make him feel less like a target and help him position himself while firing out his ultimate shots.
The long awaited Raijin rework is here! Each Ability has been adjusted with the goal of reducing frustration while empowering Raijin to feel effective in fights.
Percussive Storm's hitbox has been improved and has been moved to the center, allowing this to be a more reliable source of Damage.
Raiju now deals his Damage over time so enemies can react to it better, but it will gain the additional utility in the effect of a Slow.
Both of these main damaging Abilities have also seen cost reductions, while Raiju has seen a Cooldown reduction.
These changes work well with his new Passive which encourages rapid usage of each of his skills. Thunder Crash is also seeing some adjustments allowing players to interact with Raijin while he is still visible before he teleports to his new location.''
Finally, Taiko Drums is seeing a reduction in Power on the Taunt and Fear drums.
Players will now have to choose between damaging enemies or controlling enemies, and enemies who are controlled will now have more Health once the effect is over.
Additionally, all ultimate projectiles will travel more slowly.
Raijin will however have a bit more time to make this decision after the Ultimate has been activated. Taiko Drums is also seeing a pass at making the sounds and visuals more distinct for each effect.
New Passive - Charged Tempo
For every 5 abilities cast, Raijin reduces the cooldown of all abilities currently on cooldown (including the one just cast) by 1s.
Adjusted first two shots to now travel down the center of the Targeter.
Adjusted the last two shots to be closer to the center of the Targeter.
Increased Shot Radius from 3 -> 4.5.
Increased Range from 65 -> 70.
Increased Damage for from 25/40/55/70/85 -> 35/50/65/80/95 per Shot.
Decreased Scaling from 30% -> 25% per Shot.
Decreased Cost from 80/85/90/95/100 -> 50/55/60/65/70.
Now deals its Damage over time.
Increased Damage from a flat 60/100/140/180/220 -> 15/25/35/45/55 every .5s for 2.5s.
Reduced Scaling from a flat 70% -> 13% every .5s for 2.5s (total of 65%).
Now applies a 15% Slow to marked targets.
When Raiju is triggered the Slow and Damage are spread to nearby allies. The Slow is increased by 15% on the marked target for a 30% Slow.
Decreased Cost from 70/75/80/85/90 -> 60/65/70/75/80.
Decreased Cooldown from 18s at all ranks -> 16/15/14/13/12.
Is now targetable until he fades away to his new location.
Improved sounds and visuals to better distinguish which drum is being fired.
Projectile speed reduced from 120/s -> 100/s.
Increased Fire Duration from 4.5s -> 7s.
Reduced the Damage on Beat Two (Taunt) and Three (Fear) from 50% -> 30%.
Raijin's ability to pressure the lane with Raiju was allowing him to bully most other mages out of the mid lane, especially at the competitive level. We are bringing down the power of the Raiju and Thunder Crash combo to allow players do better deal with his lane pressure.
Reduced Damage from 80/125/170/215/260 -> 60/100/140/180/220.
Reducing scaling on Thunder damage from 40% -> 20%.
Raijin is a character who has a lot of potential to disrupt and poke out enemies, and when choosing to use his escape ability offensively with Raiju he can have some hefty burst as well. With this change we want to limit the amount of burst that comes from the easiest to confirm combo.
Lightning Damage reduced from 20/30/40/50/60 to 20/25/30/35/40.
Thunder Damage reduced from 40/60/80/100/120 to 40/50/60/70/80.
Raijin is seeing a mixture of quality of life improvements and small positive adjustments. We've fixed an issue with Percussive Storm being improperly silenced and interrupted, while also making it more usable and reliable for Raijin. Raijin will no longer be interrupted out of his Thunder Crash if hit with a hard CC after he has become invisible. Finally Taiko Drums will now allow for more time to make smart decisions, and should feel less restrictive. Raijin has been performing under the curve, and we feel these changes will put him in a better place without directly increasing his burst potential.
Increased projectile speed from 100 to 115.
Fixed an issue where this ability would not stop upon being silenced.
Removed Raijin's collision during his pre-fire. (while invisible)
Raijin will no longer be able to be stunned/silenced/etc. once he has become invisible.