Archive

Archive for the ‘Featured News’ Category

 

PBE UPdate 02 02 Banner 2

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

New Splash Arts

 

Sweetheart Sona

[ Note ] You can find a full preview of the skin HERE.

Sona_Splash_7 Sona_7

 

Gragas has received updated icons for his spells. From left to right: Passive, Q, W, E and R.

GragasPassiveHeal GragasBarrelRoll GragasDrunkenRage GragasBodySlam GragasExplosiveCask

 

Lux also has new spell icons. From left to right: Passive, Q, W, E and R.

LuxIlluminatingFraulein LuxCrashingBlitz2 LuxPrismaWrap LuxLightStrikeKugel LuxFinaleFunkeln

 

Shaco‘s also received icons. From left to right: Passive, Q, W, E, R and detonate R.

Jester_CarefulStrikes Jester_ManiacalCloak2 Jester_DeathWard Jester_IncrediblyPrecise Jester_HallucinogenBomb Jester_HallucinogenBomb_R

 

ALL PBE UPDATES FOR PATCH 63 CYCLE

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

AskFM: https://ask.fm/SoloMid_Chefo

 

PBE Update 02 02 Banner

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

[ Note ] Hextech Crafting is back on the PBE for testing. You can find my gude on how the new system works HERE.

 

PBE Reference Valentine Skins

Check out Heartseeker Orianna, Sweetheart Sona, the Harpseeker Ward Skin and a new AD Assassin item – Duskblade of Draktharr!

 

 

Champion Changes

 

Ryze Final Portrait

 

Nerf BoxArcane Mastery Final IconArcane Mastery [ Passive ]

  • While Ryze is superchaged, only his next five spells have their cooldown reduced by Overload’s CD.

 

 

Soraka Final Portrait

General

  • All changes from this PBE cycle have been reverted.

 

 

OBJECTIVES Banner

 

Dragon_SquareDragon Stacks

  • 4th buff now reduces damage by 20%, not 30%.

 

 

ALL PBE UPDATES FOR PATCH 63 CYCLE

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

AskFM: https://ask.fm/SoloMid_Chefo

Comments off

 
gyxx1y1mjik34ggz51pq8zew83364yx9 (1)

Putting up impressive numbers in the first few weeks of the 2016 season, I caught up with Unicorns of Love AD Carry Pierre “Steelback” Mejaldi to talk about his return to Europe, playing on a new team, the current meta, and more.

 

Q: You spent some time playing in North America on Team Imagine before joining Unicorns of Love. Did you enjoy your time there? Do you prefer playing in Europe?

Yes I enjoyed playing there. It was something totally new and a different mindset than EU players. I felt happy when I was in NA because I met really nice people and it gave me the opportunity to grow as a player.

 

Q: What was your mindset like heading into the season? Was there any difficulty in adjusting to a new team?

My mindset was to perform to my own expectations. I knew that I improved a lot but I didn’t want to fail to adapt properly on stage. There wasn’t really any difficulty because everyone is really experienced which make things way easier.

 

Q: What is it like playing with Hylissang and what is the biggest difference between him and BIG/Baby or Yellowstar?

Well the biggest difference is in the laning phase aggression. Hylissang is very aggressive in lane which I like. Baby was kind of the same too. Yellowstar was more control and roamed way more which was also good, it’s just two different playstyles.

 

Q: What type of role do you feel fits you best and do you feel it meshes well with the team?

I feel that I can play way more aggressive in this team and play more how I feel.  I felt that I wasn’t playing my own playstyle before, and I really didn’t like playing passively so now I’m quite happy that I can just play natural and that everyone has the possibility to be a carry.

 

Q: What is the team environment like? What is communication like in game and how is shotcalling handled?

The team environment is pretty good. Everyone is willing to improve and plays the game a lot. We talk way more than my previous team and I think it’s really nice. You always needs to say what’s on your mind with shotcalling, and everyone is doing it pretty much which I think is the best cause everyone should be able to understand what would be the best move possible at what time.

 

Q: You played week with Djoko due to visa issues with Diamondprox. How much has this affected the team? What is the most noticeable difference in his absence?

Djoko played better than everyone expected, I’m sure he had confidence on stage to make plays. The absence of Diamondprox affected us obviously because he was a top tier jungler and had a lot of experience, he was helping the shotcalling a lot. I’d say the most noticeable difference is the experience and the knowledge that he has with every match up which is really huge.

 

Q: Last year, you said you wanted to see more Ezreal in the LCS. In 2016, he rounds out the top 10 most played champions in the EU LCS. Do you still enjoy playing him?

Yes I really enjoy Ezreal even though his laning phase is not the best at the moment due to his tear build. I still like him because you’re able to poke and make plays with him.

 

What in your eyes makes him so strong?

I feel his strongest point is his poke and his ability to peel for yourself and I think that people forget a lot about how to use his ult efficiently. For example clearing waves and harassing the enemy.

 

Q: How would you rate your performance so far? Who do you feel is the biggest competition among AD Carries in EU?

I’m happy that people noticed that I improved but I still think that I can do way more. People shouldn’t forget that my team is really good, which is a huge reason why I’ve looked good at the beginning of the season. I think there are a lot of good AD carries that I can learn from and we will see how it goes during the season.

 

Q: Of the teams you’ve played, who was most difficult to play against?

Well I think Fnatic was the most difficult cause they managed to stall the game for super long even though they were really behind. I feel that we lost to G2 and Origen because mostly because of draft.

 

Q: How do you feel about the state of the current meta? Specifically AD Carries? Are there any changes you’d like to see in the game?

I feel that the current meta is pretty good because it’s more about aggressive plays all over the map and there are way less tanks. Also, on AD carries you can build differently depending on which ADC you pick. Same for masteries, before there was one only way to take masteries and build AD carries.

 

Q: Shoutouts?

I just want to thank every fan that support us. It helps a lot, you guys are awesome keep it up!

 

 

photo credit: lolesports


Caymus is a journalist and content creator for SoloMid. You can find him getting caught out in the depths of solo queue, or on twitter talking about Esports.

 

In Store Jhin Banner

[ Link to Official Announcement ]

 

It’s time to get your snipe on.


Scope out more Jhin news here:

Dust off your duster and saddle up, because High Noon Jhin’s comin’ to town. The skin’ll set you back a couple of gold nuggets – 1350 RP if you’re into digital moolah – or can be picked up with Jhin’s launch bundle for 1837 RP. You’ve got until 23:59 PT on 2/8 to pick up the bundle – after that, it’s headin’ for the hills. Yeehaw? Yeehaw.

 

Below you can find a complete preview of Jhin and High Noon Jhin:

jhin-reveal-redirect-banner Jhin_0 (2)

Jhin_Square_0 (1)

 

MODEL EMOTES

Jhin Model 1 Jhin Model 2

 

ALL SPELLS

 

Recall Banner

Jhin Recall 1 Jhin Recall 2

 

Jhin Final Portrait

General

  • Health: 540 [ +85 per level ]
  • Mana: 300 [ +35 per level ]
  • Auto-Attack Range: 550
  • Attack Damage: 53 [ +4 per level ]
  • Base Movement Speed: 325
  • Armor: 20 [ +3.5 per level ]
  • Magic Resist: 30 [+0 per level ]
  • HP-per-second: 1.1 [ +0.1 per level ]
  • Mana-per-second: 1.2 [ +0.16 per level ]

 

WHISPER PASSIVE

Whisper Final IconDeath in Four Acts: Jhin’s gun – Whisper – chambers four shots, which he fires at a fixed Attack Speed of 0.63 [+~3% per level]. The last bullet always crits and deals an additional 15-25% of the target’s missing Health as bonus physical damage. After firing the four shots, Jhin will pause to reload for ~2 seconds.

Every Moment Matters: Jhin’s crits deal 25% less damage, but grant him 10% [+0.4 of Bonus Attack Speed] Movement Speed which decays over 2 seconds. Also, Jhin’s Attack Damage is increased by ( 2-40 [scales with level] [+0.4 of Crit Chance] [+0.25 of Bonus Attack Speed] of Total AD ).

 

Jhin Passive 1 Jhin Passive 3

Jhin Passive 2 Jhin Passive 4

 

DANCING GRENADE Q

Cooldown: 7/6.5/6/5.5/5 seconds || Mana Cost: 30/35/40/45/50 || Range: 600

Dancing Grenade Final IconJhin throws a cannister at a nearby targeted enemy, dealing 60/85/110/135/160 [+0.3/0.35/0.4/0.45/0.5 of Total AD] [+0.6 AP] physical damage. After landing, the cannister bounces up to four times on other nearby enemies. Killing an enemy with Dancing Grenade causes the following bounces to deal 35% extra damage, up to a maximum of 140% increased damage.

 

Jhin Q 1 Jhin Q 2

 

DEADLY FLOURISH W

Cooldown: 14 seconds at all ranks || Mana Cost: 50/60/70/80/90 || Range: 2500

Deadly Flourish Final IconPassive: Enemy champions that have been struck by Jhin’s basic attacks, Captive Audience, or any allied damage are marked for 4 seconds.

Active: Jhin fires a massively long range shot that goes through minions and deals 50/85/120/155/190 [+0.7 of Total AD] physical damage to the first enemy Champion hit (deals 65% damage to minions and neutral monsters). If the enemy Champion has already been marked, Deadly Flourish will additionally root them for 0.75/1/1.25/1.50/1.75 seconds and Jhin will gain the bonus Movement Speed from his fourth-hit crit.

 

Jhin W 1 Jhin W 2

 

CAPTIVE AUDIENCE E

Cooldown: 2 seconds at all ranks || Cost: 40/45/50/55/60 Mana + 1 Charge

Range: 260 || Recharge Cooldown: 28/27/26/25/24 seconds || Maximum Charges: 2

Captive Audience Final IconBeauty in Death – Killing blows on Champions spawn a Lotus Trap which briefly provides vision of the area before exploding.

Jhin places a Lotus trap on the ground that turns invisible after arming. Enemy champions that walk over the trap trigger it, revealing them for 4 seconds and marking them with Deadly Flourish and creating a large slowing zone that slows for 35%. After 2 seconds, the trap detonates, dealing 20/80/140/200/260 [+1.2 of Total AD] [+1.0 of AP] magic damage to enemy Champions (minions and neutral monsters are dealt 65% damage).

 

Jhin E 1 Jhin E 2

 

CURTAIN CALL R

Cooldown: 120/105/90 seconds || Mana Cost: 50/60/70/80/90 || Range: A lot

Curtain Call Final IconJhin fully assembles his weapon before taking aim in a target direction, revealing all marked targets in a huge area. He can then fire four rounds that stop at the first enemy champion struck, slowing them and dealing 50/125/200 [+0.25 of Total AD] physical damage, increased by 2% for every 1% of missing HP on the target hit. The fourth shot crits for double damage.

If Curtain Call is canceled, it has its cooldown lowered by 10% for every unfired shot, up to a 40% CDR if no shots have been fired.

 

Jhin R 1 Jhin R 2

 

Here’s Jhin’s Champion Select quote:

 

And his login animation by frostyNinja:

 

 

HIGH NOON JHIN Banner

High Noon Jhin is now available for 1350 RP.

 

Jhin_Splash_1 (1) Jhin_1

 

ALL SPELLS

 

MODEL Banner

High Noon Jhin Model 1 High Noon Jhin Model 2

 

Recall Banner

High Noon Jhin Recall 1 High Noon Jhin Recall 2

 

WHISPER PASSIVE

High Noon Jhin Passive 1 High Noon Jhin Passive 2

High Noon Jhin Passive 3 High Noon Jhin Passive 4

 

DANCING GRENADE Q

High Noon Jhin Q 1 High Noon Jhin Q 2

 

DEADLY FLOURISH W

High Noon Jhin W 2 High Noon Jhin W 1

 

CAPTIVE AUDIENCE E

High Noon Jhin E 1 High Noon Jhin E 2

 

CURTAIN CALL R

High Noon Jhin R 1 High Noon Jhin R 2

High Noon Jhin R 3 High Noon Jhin R 4

 

 


 

Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

AskFM: https://ask.fm/SoloMid_Chefo

 

PBE Update 29 01 Banner

 

Balance

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

[ Note ] Hextech Crafting is back on the PBE for testing. You can find my gude on how the new system works HERE.

 

PBE Reference Valentine Skins

Check out Heartseeker Orianna, Sweetheart Sona, the Harpseeker Ward Skin and a new AD Assassin item – Duskblade of Draktharr!

 

 

Champion Changes

 

Alistar Final Portrait

 

Nerf BoxTriumphant Roar Final IconTriumphant Roar [ E ]

  • Mana Cost increased from 40/50/60/70/80 to 50/60/70/80/90;
  • Cooldown increased from 12 seconds at all ranks to 16.

 

 

Gragas Final Portrait

 

Revert BoxBarrel Roll [ Q ]Barrel Roll Final Icon

  • Cooldown increased from 9/8.5/8/7.5/7 seconds to 11/10/9/8/7 [revert on the change in this PBE update].

 

Buff BoxDrunken_RageDrunken Rage [ W ]

  • Channel time decreased from 1 second at all ranks to 0.75.

 

 

 

Illaoi Final Portrait

 

Buff BoxTest of Spirit Final IconTest of Spirit [ E ]

  • Mana Cost decreased from 35/45/55/65/75 to 35/40/45/50/55.

 

 

 

Rengar Final Portrait

 

Buff BoxBola_StrikeBola Strike [ E ]

  • Cast delay while jumping decreased from 0.25 to 0.125.

 

 

Also, Soraka’s changes from yesterday are now available for testing:

 

Soraka Final Portrait

 

Change BoxStarcall Final IconStarcall [ Q ]

  • Mana cost decreased from 70/75/80/85/90 to 60 at all ranks;
  • Slow decreased from 30/35/40/45/50% to 30% at all ranks;
  • Missle Speed increased from 1100 to 1300;
  • AoE decreased from 260 to 195;
  • Targets are now always slowed, regardless of whether they were in Starcall’s center;
  • Additionally, if Starcall damages an enemy Champion, Soraka gains Alignment.
  • Alignment: Restore 30/45/60/75/90 [+0.1 AP] Health and 20/30/40/50/60 [+0.1 AP] Mana over 5 seconds.

 

Change BoxAstral Infusion Final IconAstral Infusion [ W ]

  • Can no longer heal minions;
  • Base Heal decreased from 120/150/180/210/240 to 70/100/130/160/190.
  • No longer heals Soraka for hitting enemy Champions with Starcall;
  • Now, if Astral Infusion is cast while Alignment is ticking, Soraka will transfer the Alignment buff from herself to the healed ally.

 

 

Xin Zhao Final Portrait

[ Note ] Xin Zhao got heavily buffed on the PBE. You can find the changes HERE.

 

Buff BoxBattle Cry Final IconBattle Cry [ W ]

  • Bonus Damage on third hit decreased from 40/50/60/70/80% to 25/37.5/50/62.5%/75%.

 

 

Item Changes

 

Buff BoxBoots of Mobility Final IconBoots of Mobility

  • Movement Speed bonus when out of combat increased from 105 to 115.

 

 

Buff BoxKircheis Shard Final IconKircheis Shard

  • On-hit magic damage from Energized attack increased from 30 to 50.

 

 

Buff BoxPhantom Dancer Final IconPhantom Dancer

  • Range on Spectral Waltz passive increased from 500 to 550;
  • Damage reduction from Lament passive increased from 12% to 16%.

 

Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Magic damage on Firecannon passive proc decreased from 50-200 to 50-150 [scales with Champion level].

 

Buff BoxStatikk_ShivStatikk Shiv

  • Magic damage on Shiv Lightning passive proc increased from 30-100 to 50-100 [scales with Champion level].

 

 

MASTERY CHANGES Banner

 

Bond of Stone Final IconBond of Stone

If you’re below 5% of your Maximum HP, the 6% of damage taken by allies won’t be redirected to you.

 

 

OBJECTIVES Banner

 

Dragon Final IconDragon Buffs

  • Dragon’s Wrath [2nd Stack] – Grants your attacks on turrets an additional firey burn for 30 damage over 2 seconds. / Old version: Grants 15% damage to towers/buildings.
  • Dragon’s Dominance [4th Stack]– You take 30% less damage from turrets. / Old version: Grants 15% damage to minions/monsters.

 

ALL PBE UPDATES FOR PATCH 63 CYCLE

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

PBE Update 28 01 Banner

 

Balance

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

[ Note ] Hextech Crafting is back on the PBE for testing. You can find my gude on how the new system works HERE.

 

PBE Reference Valentine Skins

Check out Heartseeker Orianna, Sweetheart Sona, the Harpseeker Ward Skin and a new AD Assassin item - Duskblade of Draktharr!

 

 

Champion Changes

 

Corki Final Portrait

 

Nerf BoxPhosphorus Bomb Final IconPhosphorus Bomb [ Q ]

  • Base Damage decreased from 80/130/180/230/280 to 70/120/170/220/270.

 

 

 

Gragas Final Portrait

 

Buff BoxDrunken_RageDrunken Rage [ W ]

  • Damage is now additionally dealt to enemies around the initial target.

 

 

 

Kogmaw Final Portrait

 

Nerf BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Passive Attack Speed bonus moved from [ Q ] to [ W ].

 

 

Buff BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • Now has Caustic Spittle’s passive [+15/20/25/30/35% bonus Attack Speed].

 

 

 

Graves Final Portrait

 

Nerf BoxEnd of the Line Final IconEnd of the Line [ Q ]

  • Base damage on returning hit decreased from 85/145/205/265/325 to 85/135/185/235/285.

 

 

Soraka Final Portrait

 

Change BoxStarcall Final IconStarcall [ Q ]

  • Mana cost decreased from 70/75/80/85/90 to 60 at all ranks;
  • Slow decreased from 30/35/40/45/50% to 30% at all ranks;
  • Targets are now always slowed, regardless of whether they were in Starcall’s center;
  • Additionally, if Starcall damages an enemy Champion, Soraka gains Alignment.
  • Alignment: Restore 30/45/60/75/90 Health and 20/30/40/50/60 Mana over 5 seconds.

 

Change BoxAstral Infusion Final IconAstral Infusion [ W ]

  • Can no longer heal minions;
  • Base Heal decreased from 120/150/180/210/240 to 70/100/130/160/190.
  • No longer heals Soraka for hitting enemy Champions with Starcall;
  • Now, if Astral Infusion is cast while Alignment is ticking, Soraka will transfer the Alignment buff from herself to the healed ally.

 

 

Xin Zhao Final Portrait

[ Note ] Xin Zhao got heavily buffed on the PBE. You can find the changes HERE.

 

Buff BoxBattle Cry Final IconBattle Cry [ W ]

  • Bonus Damage on third hit decreased from 60/70/80/90/100% to 40/50/60/70/80%.

 

 

 

Zed Final Portrait

 

Nerf BoxDeath Mark Final IconDeath Mark [ R ]

  • Damage decreased from 30/40/50% to 25/35/45%.

 

 

 

MASTERY CHANGES Banner


New Item BoxExpose Weakness Final IconExpose Weakness [ Tier 2 Ferocity ]

  • Expose your most recently damaged enemy Champion to take 2% more damage from allies.

 

 

Expose Weakness

 

 

ALL PBE UPDATES FOR PATCH 63 CYCLE

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

Patch 6.2 Notes

January 27th, 2016

 

Patch 6 2 Banner

Patch 6.2 will be live in a few hours. Here are the official notes:

 

New Champion

Shen Rework

Balance

Store Content

Client

Miscellaneous

 

[ Note ] Radiant Wukong, Lunar Wraith Caitlyn & Morgana, the Rising Ward Dawn Skin and the four Lunar Revel Summoner Icons will be coming with this patch. You can find previews of them all HERE.

 

Don’t know when Patch 6.2 hits live? Here’s the maintenance schedule for all regions:

Patch 6 2 Maintenance banner

 

Pwyff Final PortraitGreetings, Summoners.

Scarizard is taking a break from the patch notes, so you get me.

Before we get to the meat of things, let’s have a moment of silence for the passing of the old Mordekaiser vs. Master Yi art we stole from somewhere I can’t remember.

And now check out that awesome new art we stole from the 2016 season update! You cangrab it as a wallpaper here, which is nice.

Getting into the mix, 6.1 and 6.2 are our ‘preseason followup’ patches, and we’ve been pretty happy with how things are trending. We’re seeing some cool diversity picks in competitive games (little suspicious of that Lissandra support), a lot of major outliers are calming down (although Graves and a few others may need to be checked), and the season’s start is upon us.

In light of the above, 6.2’s very straightforward. The most exciting things I’d want to highlight (aside from the release of Jhin, the Shen update, and the Nunu buffs) are very ‘under-the-hood’ with the ward debris and wall collision detection changes. The wall collision changes are pretty important but self-explanatory, so go read the note. On the point of ward debris: we still firmly believe that there needs to be some way to learn one of the most critical (and often game-winning) systems in League of Legends, so shiny little ghost-wards is where we’re at. Clarity.

And that’s 6.2 wrapped up! We wish you the best of luck in your placement matches. If you’re struggling, try finding some like-minded friends to rank up with – just make sure they don’t owe you money or anything because if you start fighting over who threw the game at the 55 minute mark, feelings get hurt and Tyler will never pay you that $20 he owes unless you call him out publicly in the patch notes. FOR SHAME.

But seriously, find some friends and have fun! Good luck out there!

[ Link to Post ]

 

JHIN THE VIRTUOSO

Jhin will be available for 7800 IP/975 RP on release. After a week his price will drop down to 6300 IP.  He’ll also be available for RP in a bundle with his release skin – High Noon Jhin.

 

jhin-reveal-redirect-banner Jhin_0 (2)

Jhin_Square_0 (1)

 

MODEL EMOTES

Jhin Model 1 Jhin Model 2

 

ALL SPELLS

 

Recall Banner

Jhin Recall 1 Jhin Recall 2

 

Jhin Final Portrait

General

  • Health: 540 [ +85 per level ]
  • Mana: 300 [ +35 per level ]
  • Auto-Attack Range: 550
  • Attack Damage: 53 [ +4 per level ]
  • Base Movement Speed: 325
  • Armor: 20 [ +3.5 per level ]
  • Magic Resist: 30 [+0 per level ]
  • HP-per-second: 1.1 [ +0.1 per level ]
  • Mana-per-second: 1.2 [ +0.16 per level ]

 

WHISPER PASSIVE

Whisper Final IconDeath in Four Acts: Jhin’s gun – Whisper – chambers four shots, which he fires at a fixed Attack Speed of 0.63 [+~3% per level]. The last bullet always crits and deals an additional 15-25% of the target’s missing Health as bonus physical damage. After firing the four shots, Jhin will pause to reload for ~2 seconds.

Every Moment Matters: Jhin’s crits deal 25% less damage, but grant him 10% [+0.4 of Bonus Attack Speed] Movement Speed which decays over 2 seconds. Also, Jhin’s Attack Damage is increased by ( 2-40 [scales with level] [+0.4 of Crit Chance] [+0.25 of Bonus Attack Speed] of Total AD ).

 

Jhin Passive 1 Jhin Passive 3

Jhin Passive 2 Jhin Passive 4

 

DANCING GRENADE Q

Cooldown: 7/6.5/6/5.5/5 seconds || Mana Cost: 30/35/40/45/50 || Range: 600

Dancing Grenade Final IconJhin throws a cannister at a nearby targeted enemy, dealing 60/85/110/135/160 [+0.3/0.35/0.4/0.45/0.5 of Total AD] [+0.6 AP] physical damage. After landing, the cannister bounces up to four times on other nearby enemies. Killing an enemy with Dancing Grenade causes the following bounces to deal 35% extra damage, up to a maximum of 140% increased damage.

 

Jhin Q 1 Jhin Q 2

 

DEADLY FLOURISH W

Cooldown: 14 seconds at all ranks || Mana Cost: 50/60/70/80/90 || Range: 2500

Deadly Flourish Final IconPassive: Enemy champions that have been struck by Jhin’s basic attacks, Captive Audience, or any allied damage are marked for 4 seconds.

Active: Jhin fires a massively long range shot that goes through minions and deals 50/85/120/155/190 [+0.7 of Total AD] to the first enemy Champion hit (deals 65% damage to minions and neutral monsters). If the enemy Champion has already been marked, Deadly Flourish will additionally root them for 0.75/1/1.25/1.50/1.75 seconds and Jhin will gain the bonus Movement Speed from his fourth-hit crit.

 

Jhin W 1 Jhin W 2

 

CAPTIVE AUDIENCE E

Cooldown: 2 seconds at all ranks || Cost: 40/45/50/55/60 Mana + 1 Charge

Range: 260 || Recharge Cooldown: 28/27/26/25/24 seconds || Maximum Charges: 2

Captive Audience Final IconBeauty in Death – Killing blows on Champions spawn a Lotus Trap which briefly provides vision of the area before exploding.

Jhin places a Lotus trap on the ground that turns invisible after arming. Enemy champions that walk over the trap trigger it, revealing them for 4 seconds and marking them with Deadly Flourish and creating a large slowing zone that slows for 35%. After 2 seconds, the trap detonates, dealing 20/80/140/200/260 [+1.2 of Total AD] [+1.0 of AP] to enemy Champions (minions and neutral monsters are dealt 65% damage).

 

Jhin E 1 Jhin E 2

 

CURTAIN CALL R

Cooldown: 120/105/90 seconds || Mana Cost: 50/60/70/80/90 || Range: A lot

Curtain Call Final IconJhin fully assembles his weapon before taking aim in a target direction, revealing all marked targets in a huge area. He can then fire four rounds that stop at the first enemy champion struck, slowing them and dealing 50/125/200 [+0.25 of Total AD] physical damage, increased by 2% for every 1% of missing HP on the target hit. The fourth shot crits for double damage.

If Curtain Call is canceled, it has its cooldown lowered by 10% for every unfired shot, up to a 40% CDR if no shots have been fired.

 

Jhin R 1 Jhin R 2

 

Here’s Jhin’s Champion Select quote:

 

And his login animation by frostyNinja:

 

 

SHEN REWORK

Shen’s rework features a brand new passive, Q and W, tweaked values on E and R and a visual update, including new splash arts for all his skins:

 

Shen_Splash_0 Shen_0 (1)

Shen_Square_0

 

Shen Final Portrait

General

  • Health: 540 [ +73 per level ]
  • Energy: 400
  • Auto-Attack Range: 125
  • Attack Damage: 60 [ +3 per level ]
  • Base Movement Speed: 340
  • Armor: 25 [ +2.6 per level ]
  • Magic Resist: 32 [ +1.25 per level ]
  • HP-per-second: 2 [ +0.15 per level ]

 

MODEL Banner

Shen Model 1 Shen Model 2

 

AUTO ATTACKS Q AND W

 

KI BARRIER PASSIVE

Ki Barrier Final IconAfter casting a spell, Shen gains a shield that absorbs 52-120 [+14% of Bonus HP] damage for 2.5 seconds on a 10-second cooldown. Spells that successfully affect a Champion, be it ally or enemy, reduce that cooldown by 4-7.5 seconds [scales down with level].

Additionally, Shen gains a spirit sword that’s leashed to him. Shen can control the sword with his spells.

 

Shen Passive 1 Shen Passive 2

 

TWILIGHT ASSAULT Q

Energy Cost: 140/130/120/110/100 || Cooldown: 8/7.25/6.5/5.75/5 seconds

Twilight Assault Final Icon

Shen recalls and draws his spirit sword, slowing enemies hit by 35% if they move away from Shen in the next 2 seconds. Additionally, Shen’s next 3 basic attacks deal 3/3.5/4/4.5/5% [+0.015 AP] % of enemy’s Max HP as bonus magic damage.

Hitting an enemy Champion with the sword increases the damage to 5/5.5/6/6.5/7% [+0.02 AP] % of Max HP and also grants Shen 50% Attack Speed for those 3 attacks.

Minions and monters take 30/50/70/90/110 additional damage per empowered attack.

 

Shen Q 1

 

SPIRITS REFUGE W

Energy Cost: 40 at all ranks || Cooldown: 18/16.5/15/13.5/11 seconds

Spirits Refuge Final Icon

Shen’s spirit sword creates a field for 1.75 seconds, blocking all basic attacks that would hit Shen or allies inside of it. If there are no allied Champions inside the field, the spell will activate with a 2-second delay.

 

 

Shen W 1 Shen W 2

 

SHADOW DASH E

Energy Cost: 180 at all ranks || Cooldown: 18/16/14/12/10 seconds

Shadow Dash Final IconPassive: Shen recovers 30-40 energy whenever he deals damage with Twilight Assault [ Q ] or Shadow Dash [ E ].

Active: Shen dashes in a direction, dealing 50 [+12% of Bonus HP] physical damage to enemy Champions in his path and taunting them for 1.5 seconds.

 

STAND UNITED R

Energy Cost: 0 at all ranks || Cooldown: 180/150/120 seconds

Stand United Final IconShen channels for 3 seconds as he prepares to teleport to an allied champion anywhere on the map. As he channels, he grants his target a shield that absorbs 250/550/850 [+1.3 AP] damage for 5 seconds. Once Shen arrives, he brings his spirit sword with him.

 

 

BLOOD MOON SHEN Banner

Shen_Splash_4 Shen_4

Blood Moon Shen Model 1 Blood Moon Shen Model 2

 

FROZEN SHEN Banner

Shen_Splash_1 Shen_1

 

SURGEON SHEN Banner

Shen_Splash_3 Shen_3

Surgeon Shen Model 1 Surgeon Shen Model 2

 

TPA SHEN Banner

TPA Shen Model 1 TPA Shen Model 2

 

WARLORD SHEN Banner

Shen_Splash_5 Shen_5

Warlord Shen Model 1 Warlord Shen Model 2

 

YELLOW JACKET SHEN

Shen_Splash_2 Shen_2

Yellow Jacket Shen Model 1 Yellow Jacket Shen Model 2

 

Shen’s also received updated in-client lore to complement his rework:

 

”The Eye is blind to fear, to hate, to love, to all things that would sway equilibrium.”

Leader of a secret clan of mystic warriors, Shen serves as the Eye of Twilight, entrusted to enforce equilibrium in the world. Longing to remain free from the confusion of emotion, prejudice, or ego, Shen continually struggles, spirit blade in hand, to walk the unseen path of dispassionate judgment.

 

 

Champion Changes

 

Cassiopeia Final Portrait

 

Quality of Life Box FinalTwin Fang Final IconTwin Fang [ E ]

  • Casting the spell will no longer cancel Move or Attack orders.

 

 

 

Dr-Mundo-Final-Portrait (1)

 

Nerf BoxMasochism Final IconMasochism [ E ]

  • Bonus AD decreased from 40/55/70/85/100 [+0.4/0.55/0.7/0.85/1 per 1% Missing HP] to 20/40/60/80/100 [+0.2/0.4/0.6/0.8/1 per 1% Missing HP]

 

Nerf BoxSadism Final IconSadism [ R ]

  • Cooldown increased from 75 seconds at all ranks to 100/85/70.

 

 

 

Elise-Final-Portrait1 (1)

General

  • Base Movement Speed in Human Form decreased from 330 to 325;
  • Base Movement Speed in Spider Form decreased from 355 to 350 (same change for spiderlings).

 

Nerf BoxVolatile Spiderling Final IconVolatile Spiderling [ W ]

  • Base Damage decreased from 75/125/175/225/275 to 60/110/160/210/260.

 

 

 

Fiora Final Champion Portrait

 

Change BoxDuelists Dance Final IconDuelist’s Dance [ Passive ]

  • Vital spawning now alternates between top-right and bottom-left sides, changed from spawning randomly.

 

 

Gangplank-Final-Champion-Portrait1 (2) (1)

 

Nerf BoxCannon Barrage Final IconCannon Barrage [ R ]

  • Cooldown increased from 140/130/120 seconds to 160/150/140.

 

 

 

Karma-Final-Portrait (1)

 

Buff BoxFocused Resolve Final IconFocused Resolve [ W ]

  • Mana Cost decreased from 70/75/80/85/90 to 50/55/60/65/70.

 

 

 

Khazix Final Portrait

 

Quality of Life Box FinalVoid Spike Final Icon Void Spike [ W ]

  • Can now be ‘buffered’ mid-jump so that Kha’Zix can cast it slightly before landing;
  • If Kha’Zix attempts to cast both Void Spikes and Void Assault while mid-air, he’ll buffer only the last one he attempted to cast (not both, that would be too much).

 

Quality of Life Box FinalVoid_AssaultVoid Assault [ R ]

  • Same changes as with [ W ].

 

 

 

Kindred-Final-Portrait (1)

 

Nerf BoxDance of Arrows Final IconDance of Arrows [ Q ]

  • Mana Cost increased from 30 at all ranks to 35.

 

 

Nerf BoxMounting Dread Final IconMounting Dread [ E ]

  • Base damage decreased from 80/110/140/170/200 to 60/90/120/150/180.

 

 

 

Nunu-Final-Portrait1 (1)

 

Change BoxIce Blast Final IconIce Blast [ E ]

  • Damage decreased from 85/130/175/225/275 [+1.0 AP] to 80/120/160/200/240 [+0.9 AP];
  • Slow strength increased from 20/30/40/50/60% to 40/45/50/55/60%;
  • Attack Speed and Slow debuff duration decreased from 3 seconds to 2;
  • Mana cost decreased from 75/85/95/105/115 to 70/75/80/85/90;
  • Cooldown decreased from 6 seconds at all ranks to 6/5.5/5/4.5/4.

 

 

Rengar-Final-Portrait (1)

 

Unseen_PredatorUnseen Predator [ Passive ]

  • When Rengar dashes, he will now land a small distance away from his target.

 

[ Context ] This is to prevent the mid-air Bola cast when on top of an enemy Champion.

 

Change BoxEmpowered_SavageryEmpowered Savagery [ 5-Ferocity Q ]

  • Total AD ratio decreased from 1.5 to 1.3;
  • Bonus Attack Speed and Attack Damage increased from 10% to 20%.

 

Nerf BoxBola_StrikeBola Strike [ E ]

While Rengar is dashing, Bola Strike will have a small cast delay.

 

 

Change BoxThrill_of_the_HuntThrill of the Hunt [ R ]

  • Range for exclamation mark to appear increased from 1250 to 1450;
  • When stealthed, Rengar will gain the Movement Speed buff, regardless of whether he’s moving toward an enemy Champion.

 

 

Tahm-Kench-Final-Portrait2 (1)

 

Nerf BoxAn Acquired Taste Final IconAn Acquired Taste [ Passive ]

  • Stacks now remain on the target for 5 seconds, decreased from 7.

 

 

Nerf BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Ratio on passive decreased from 4/6/8% of Bonus HP to 2/4/6%.

 

 

 

Item Changes

 

Buff BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

  • Recipe Cost decreased from 565 Gold to 465 (Total Cost down from 2800 Gold to 2700).

 

 

Buff BoxCull Final IconCull

  • Attack Damage increased from 5 to 7;
  • Gold received for reaching 100 stacks increased from 300 to 350.

 

Quality of Life Box FinalCinderhulk Final IconEnchantment: Cinderhulk

  • Tooltip fix: now mentions the burn aura will only trigger while in combat.

 

 

Quality of Life Box FinalFarsight Alteration Final IconFarsight Alteration

  • Mouse cursor now changes color depending on where you want to drop the trinket:

 

Red – impassable terrain, don’t put trinket there over penalty of playing Teemo;

Blue – regular terrain, trinket can be placed;

Green – trinket will be placed in brush.

 

Blue Trinket 1 Blue Trinket 2 Blue Trinket 3

 

Nerf BoxFrost Queens Claim Final IconFrost Queen’s Claim

  • Cooldown on active increased from 60 seconds to 90.

 

 

Buff BoxMorellonomicon Final IconMorellonomicon

  • Recipe cost decreased from 765 Gold to 615 (Total cost decreased from 2550 Gold to 2400).

 

 

MASTERY CHANGES Banner

 

Change BoxAssassin FInal IconAssassin [ Tier 2 Cunning ]

  • Bonus damage when alone increased from 1.5% to 2%;
  • Bonus damage now only applies to enemy Champions, not minions and monsters.

 

Nerf BoxThunderlords Decree Final IconThunderlord’s Decree

  • Cooldown between procs changed from 20 seconds to 25-15 seconds (scales down with Champion level);
  • Window to stack 3 attacks/spells to proc the damage decreased from 5 seconds to 3.

 

 

HIGH NOON JHIN Banner

High Noon Jhin will be available for 1350 RP as soon as Jhin is released.

 

Jhin_Splash_1 (1) Jhin_1

 

ALL SPELLS

 

MODEL Banner

High Noon Jhin Model 1 High Noon Jhin Model 2

 

Recall Banner

High Noon Jhin Recall 1 High Noon Jhin Recall 2

 

WHISPER PASSIVE

High Noon Jhin Passive 1 High Noon Jhin Passive 2

High Noon Jhin Passive 3 High Noon Jhin Passive 4

 

DANCING GRENADE Q

High Noon Jhin Q 1 High Noon Jhin Q 2

 

DEADLY FLOURISH W

High Noon Jhin W 2 High Noon Jhin W 1

 

CAPTIVE AUDIENCE E

High Noon Jhin E 1 High Noon Jhin E 2

 

CURTAIN CALL R

High Noon Jhin R 1 High Noon Jhin R 2

High Noon Jhin R 3 High Noon Jhin R 4

 

 

BEAST HUNTER DRAVEN Banner

Beast Hunter Draven will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Draven_5

 

MODEL Banner

Beast Hunter Draven Model 1 Beast Hunter Draven Model 2

 

 

BEAST HUNTER SEJUANI Banner

Beast Hunter Sejuani will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Sejuani_6

 

MODEL Banner

Beast Hunter Sejuani Model 1 Beast Hunter Sejuani Model 2

 

 

BEAST HUNTER TRYNDAMERE Banner

Beast Hunter Tryndamere will be available in store for 750 RP:

 

Tryndamere_Splash_8 (1) Tryndamere_8

 

MODEL Banner

Beast Hunter Tryndamere Model 1 Beast Hunter Tryndamere Model 2

 

 

New Summoner Icons

A few eSports summoner icons have been updated for Patch 6.2:

 

profileIcon1028 profileIcon1030 profileIcon1031 profileIcon1101 profileIcon1102

profileIcon1096 profileIcon1097 profileIcon1098 profileIcon1099 profileIcon1100

 

We also have a new anchor icon, presumably for OCE’s Ocean week:

profileIcon1103

 

 

LUNAR REVEL LOGIN ANIMATION

[ Note ] You can find the official Lunar Revel teaser and all the new themed content HERE.

 

The Lunar Revel login animation will be coming with Patch 6.2, as well as a Snowdown-type store. Here’s the video by frostyNinja:

 

Here’s the still from the animation:

Lunar Revel Still

 

And the music from the login theme:

 

Also, a Lunar Revel store is now in place of the Snowdown shop in the client. It functions the same way. Try your luck when 6.2 hits live!

Lunar Revel Store 1

 

 

MISCELLANEOUS Banner

 

Keystone Masteries are now visible during the Loading Screen:

Champion Mastery Load Screen

 

 

NEW CHAMPION SELECT Banner

As promised when we launched New Champ Select, we’ve been working to improve the system based on our initial live data. Before we proceed, it’s worth noting that our downtime wasn’t caused by bugs in New Champ Select itself (hence the relatively low number of fixes listed here). Rather, the huge influx of traffic from both New Champ Select’s launch and the start of the 2016 ranked season caused New Champ Select’s underlying systems to fall over.

Now that we’ve reinforced these systems and New Champ Select is back online, here’s what’s new:

Interface Improvements

Adding a few tools back into New Champ Select which weren’t quite ready to go when we launched.

[ POOL PARTY COMP ] Skins are now purchasable in New Champ Select
[ LITERALLY B LUCIAN ] Chromas can now be selected in New Champ Select
[ YOU GOTTA WARD, THOUGH ] Ward skins can now be selected in New Champ Select

Matchmaking Improvements

These changes were made pretty quickly following the initial release of New Champ Select. We’re just making sure you know about them.

[ MATCHMAKING BALANCE ] Improved at all skill levels
[ QUEUE TIMES ] Reduced at the top end of the MMR spectrum
[ PREMADE EQUALITY ] 5-man premades are now matched up against other 5-man premades 98% of the time

 

 

WALL COLLISION DETECTION Banner

This is a change that has some implications (most good) in terms of how you flash over walls or place wards over walls, so we’re going to be transparent about what happened. Before this change: when someone tries to flash over or place a ward over a wall, the game tries to place you at the spot you want to go. If it can’t, it starts spiraling out (don’t ask why it was a spiral) before arriving at a concrete location. It then plops you at that location. Technically this is consistent, because the spiral is always the same so if you know the right spots you’ll always end up where you want – it’s just a matter of memorizing where. After this change: same thing, except if you can’t find a home in the wall, the system checks for the closest available spot and puts you there. Period.

What this means: flashing over and placing wards over walls should be far more intuitive as to what will ‘work’ or not work. If something used to work and it no longer works, that’s because it wasn’t supposed to in the first place (insufficient range) but the system was cheating it. For those situations, you’ll need to re-learn certain ‘ways’ of warding over walls to get consistency, but it should make a lot more sense.

[ YOU’RE WELCOME SCARRA ] Placing wards over walls or flashing over walls is now more logical and precisely calculated. Read the context, this patch note isn’t going to make sense.

 

WARD DEBRIS Banner

One major point of feedback we’ve gotten on ward debris is just how useless the information is. Basically, because these things stick around for so long, you end up with a lot of ‘junk’ data that doesn’t do much for learning habits.

This change is to streamline things. By showing clear, readable ‘phases’ in ward debris life, you should understand more about your enemy’s vision strategy and how it evolves over the course of time. This might not sound like a very exciting feature, but it totally is. We’re excited. Please be excited.

[ DEBRIS DURATION! ] 300 ⇒ 240 seconds
[ NEW DEBRIS VISUALS! ] Ward Debris now:
  • Brightly glows in the first 10% of its lifespan!
  • Stops emitting flames after 30% of its lifespan has passed!
  • Particle visibly changes and debris shrinks after 60% of its lifespan has passed!

 

BUGFIXES Banner

  • HUD font size now properly scales with HUD settings, rather than system DPI settings. Sorry, 4k users!
  • Fixed a bug where Sweeping Lens’s animation would play when walking into brush the enemy team swept earlier in the match
  • Fixed a bug where Warlord’s Bloodlust’s attack speed buff was lasting one second less than intended
  • Fixed a bug where Hecarim’s E – Devastating Charge R – Onslaught of Shadows combo wasn’t working properly. Hecarim can now cast E before R and will not lose the E buff
  • Similar to Ryze, Cassiopeia now retains her previous movement or attack command after E – Twin Fang‘s cast finishes
  • Vel’Koz’s R – Lifeform Disintegration Ray no longer does a variety of strange things if cast as Vel’Koz last-hits a target
  • Fixed a bug where Malphite’s R – Unstoppable Force would sometimes knock up and damage units at the start position instead of end position when interacting with displacement spells like Trundle’s E – Pillar of Ice
  • Fixed a bug where displacement effects would not displace Zac during E – Elastic Slingshot‘s travel time
  • Fixed a bug where leveling up caused Graves’s E – Quick Draw’s armor and magic resistance bonus to become inconsistent until refreshed
  • Fixed the vision-granting aspects of Malzahar’s Q – Call of the Void. Vision is now properly granted along the entire path and enemies hit on the edge of their hitboxes are now properly revealed.
  • Yasuo’s W – Wind Wall now properly continues to blocking projectiles if Yasuo dies
  • Fixed a bug where Yasuo’s third Q – Steel Tempest (and E > Q combo) could deal damage through spell shields in certain situations
  • Fixed a bug where Leona’s E – Zenith Blade still rooted a target mid-dash even if they spell shielded the ability
  • Pantheon’s Passive – Aegis Protection now blocks – and gets consumed by! – attacks by Annie’s Tibbers and Heimerdinger’s ultimate turret
  • Fixed many cases of on-hit effects applying even when blocked by Pantheon’s Passive – Aegis Protection
  • Fixed a bug that caused Zyra’s plant attacks to ignore a target’s dodge status
  • Rift Herald now drops a soul for Thresh

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

Title-Header

 

Top scorers points earned for week 1

  1. Shiphtur – Dignitas: 60.27 points
  2. Piglet – Liquid: 58.89 points
  3. Freeze – Renegades: 48.31 points
  4. WildTurtle – Immortals: 48.29 points
  5. Fenix – Liquid: 47.84 points
  6. Trick – G2: 47.09 points
  7. Kiwikid – Dignitas: 45.69 points
  8. Altec – NRG: 45.65 points
  9. FORG1VENGRE – H2K: 45.45 points
  10. Stixxay – CLG: 44.17 points

 

First impressions from Week 1

  • Immortals look amazing. I’m happy to give especially Reignover and Turtle higher priority. I get the feeling Fnatic’s early game shotcalling last season was heavily directed by Reignover, although I can’t prove it, but that usually means a lot of fights. Turtle’s back to his aggresive self too so he’ll be awesome.
  • We have yet to see Dignitas fight upper tier teams (NRG had subs, so it didn’t count), but their point gain versus middle pack teams is amazing. Pay attention to their matchups, and Shiphtur may very well get you 50+ points in a week.
  • NRG’s question marks to me at the moment are KonKwon and Moon. Their other players look great though. They did very well this week, but it would be great to see how much Moon influences the tide of their games.
  • CLG is looking alright. Heavy rotations still in play, but lots of diving and teamfighting as well. I still have questions about Huhi, but I think Stixxay deserves a spot on the map.
  • Liquid‘s members are looking to be very good fantasy point generators, even though they’re 0-2. I don’t know if I should include Matt on the list yet, however, and the whole sub squad thing does not help their case. Be careful about running them, because if they’re subbed out midweek you’re in trouble.
  • TSM and Origen I think had off weeks… I’d have to see their week 2 play to decisively lower any of their positions, since apparently neither team had much practice coming into this week. Also Doublelift randomly got high points, so he’s working that + status well.
  • Renegades seem to have a pretty rotation heavy style (ode to MonteCristo I suppose). Their teamfighting seems alright though, so I’m happy to give small boosts to some of their members.
  • Consider fielding players who get to play against TiP. TiP is looking very weak, and that’s exploitable.
  • UoL looks pretty good. Diamond and Viziscasci have decent synergy, and their new bot lane have been performing acceptably. They’ll put up a good fight regardless of their opponent, so I expect good things to come from them. However, I’m still not convinced about the nature of their aggression. Their points seem to be above average, so I’m keeping an eye on them.
  • I’m still unsure about Echo Fox, Fnatic, G2, and Roccat. Fnatic moreso because they had one decent game against an out-of-form Origen, and because they had one terrible game against Vitality.
  • H2K is looking fantastic as well, but they seemed to play more rotationally as opposed to aggressively. I feel like they’ll get consistently high points, but absurd maximums will be rare.
  • Vitality’s performance looks to be about whether or not Shook wakes up right that day. I’ve lowered Kasing and Hjarnan temporarily for now, but there’s a good chance I might bump them back up again.
  • Elements, Giants, and Splyce did not impress me at all last week.

Based on these impressions, I have slightly adjusted the Drafting Priority for Week 2. Notice the tonne of new additions. Below the list, I’ve done a small run down for notable Week 2 matches that might be worth setting up your roster for.


 

W2-Recommended-Picks

 

Notable Week 2 Matches

Average points per game ~= 20 per player. The games I note are ones I expect to be higher than average or lower than average in certain ways. If I don’t note something, it’s because I either don’t think it’s worth mentioning, or I think it’ll give average points.

Team Impulse vs. Cloud9

  • Probably a convincing C9 win. Rush, Sneaky, and Jensen expected to do exceedingly well here.

TSM vs. Immortals

  • Slanted in favour of Immortals, probably 65-35 odds from TSM’s poor showing this week.
  • TSM looks to be good at putting up fights, so they (Doublelift and Bjergsen especially) should be able to net decent scores.
  • IMT has a very aggressive style that has been successful so far. Unless TSM has found a way to completely shut them out, they should score quite well too.

Liquid vs. Counter Logic Gaming

  • Probably a bloodbath.
  • Liquid has a good record vs CLG in season games.
  • Pay attention to which players Liquid fields.
    • If Piglet, Dardoch, and Fenix are in, I think they’re bound to get lots of points.
  • Also, if Liquid beats CLG like they have in the past, expect it to be a stomp (low CLG points).

NRG vs. Immortals

  • I expect a lot of kills to go both ways in this matchup.
    • Impact vs Huni, Pob vs GBM, Turtle vs Altec are all going to be crazy.
  • The question mark here will be Moon, and his performance will determine which way the points slant.
    • If he does well, NRG and Immortals should go even on points, but if he does poorly, Reignover’s going to take over.

Counter Logic Gaming vs. Cloud9

  • If C9 run hai, expect a lot of rotations, and an average to above average game for points.
  • This shouldn’t be a stalled out game. I expect a lot of proactive diving and skirmishing.
  • Whichever team wins this game will likely have a tonne of points from objectives.

Giants vs. G2 Esports

  • If both teams have the same showing at last week, I expect Trick, Emperor, and Perkz to have nutty points from this game.

Origen vs. Unicorns of Love

  • This game will probably have quite a bit of action going on, so I think points should be higher than average.
  • There might be a bit of a mid and bot lane mismatch in favour of Origen, but if Diamondprox plays well he can probably balance it out.
  • The key question is if Origen was able to get meaningful practice this week, as opposed to the last one.
    • If they are in practice, they’ll score amazingly
    • Running Origen & their members will be a high risk high reward decision for this week

Fnatic vs. H2K

  • H2K seems to play a very rotational style game.
    • Even though they convincingly won both their games in week 1, they didn’t have absurd amounts of points.
  • Fnatic also looks really shaky.
  • I expect H2K to have average-above average points for this game.
    • However, if they sweep the game, Fnatic will do extremely poorly on points.

Fnatic vs. Unicorns of Love

  • Last season, I would run all my Fnatic and UoL members regardless of their other matchups whenever I saw this was going to happen.
    • It just got the most insane points for no reason whatsoever.
  • Fnatic and UoL now have really different lineups, and I find that their playstyles are have yet to be solidified.
  • If you feel like a gamble, this game might explode and possibly win you the week.

 


Graphics by Ling Gu: @SixSonatas

Writing by Kevin ‘SoullessFire’ Lee: Tweet any questions you may have to @SoullessFyr

Special thanks to Chefo

na-lcs-2016-outline-header

The 2016 season has arrived. With one of the most tumultuous offseasons we’ve seen so far behind us, it’s only fitting that we kick off the Spring Split with the most storied rivalry in the region: Team SoloMid vs. Counter Logic Gaming. While CLG holds the edge in more recent history, a matchup between these two teams almost never disappoints. Let’s see how the first day of competition played out for the reshaped North America.

 

TSM CLG

 

TSM vs. CLG: Finding Ground

 

In the first and most anticipated game of the day, CLG showcased the power of coordination with superior objective control and map play, especially in the early game. With a failed lane swap from TSM to start the match, CLG managed to jump ahead and stayed in the drivers seat, secured by a baron around the 23 minute mark which would set the pace for the rest of the game. In staggered moves around the Dragon and Baron, CLG would eventually close the game out  after 44 minutes, five Dragons, and an impressive debut from CLG’s newest addition Trevor “Stixxay” Hayes. Participating in 19 of CLG’s 22 kills, the recently recruited AD Carry came into this game with some big shoes to fill, replacing his lane counter and longtime CLG AD Carry Yiliang “Doublelift” Peng. CLG looks to a much easier game 2 against the 0-1 Team Dignitas, and Team SoloMid hopes to recover for an even week in a vital game against Team Liquid.

 

IMT

 

Cloud9 vs. Immortals: Reignover Me

 

Living up to the preseason hype, Immortals delivered a clean performance against Cloud 9, with Jungler Kim “Reignover” Yeu-jin putting the team ahead from the beginning and never letting go. Though the first outer tower would fall rather late at 16 minutes and 50 seconds into the game, once it was down, Immortals continued pressing into C9 and methodically closed the game out at the 27 minute mark. With a creative Cho’Gath pick from the teams coaching staff and Heo “Huni” Seung-hoon, the top laner was able to shut down the Cloud 9 carries and deliver kill after kill onto AD Carry Jason “WildTurtle” Tran. WildTurtle put up 11  kills and 4 assists in his season opener, closing the game with a quadra kill and silencing the critics that he was past his prime or less than ideal for the newly minted Immortals team. While Immortals look to be a contender for a top spot in the league, Cloud9 once again looked to be in disarray without shotcaller Hai “Hai” Du Lam, who is looking to transition out of the starting position for the team as support player Michael “Bunny FuFuu” Kurylo steps into the role.

 

NRG

 

Team Dignitas vs. NRG: The Color Purple

 

In the third matchup of the day, we saw a handicapped NRG using substitutes Cristian “Cris” Rosales and Lee “Shrimp” dispatch of Team Dignitas after falling behind to a mid lane push after an early gank  onto Lee “GBM” Chang-seok. Marked by an impressive opening performance culimating in two baron steals by the former Jin Air mid laner, a back and forth battle between the two teams would eventually find NRG coming out with a 40 minute win. Despite a strong performance from mid laner Danny “Shiphtur” Le with an 8 kill Anivia, Team Dignitas was lacking in synergy and never quite managed to execute despite an early lead. Performing solidly, NRG is in decent shape heading into their match against the Renegades. Dignitas on the other hand has a lot of work to do if they expect to put up a fight against the very-in-sync CLG.

 

REN

 

LA Renegades vs. Team Liquid: Ice Ice Baby

 

Patch 6.1 may be regarded for having faster games, but that didn’t stop the Renegades from taking a full hour before closing this one out in an important victory over Team Liquid. Qualifying into the Spring Split by winning the Challenger Series last season, the Renegades showcased the advantages of team synergy starting the game off with advantages coming from both the top and bottom lanes. AleÅ¡ “Freeze” Kněžínek and Maria “Remi” Creveling proved to be a force in the bot lane, with a huge 11-2-7 score and 100% kill participation from Freeze. Playing around the initiation of Remilia’s Alistar and Freeze’s Kalista, Renegades made good use of strong teamfighting assisted by the tankiness of Mundo and Alistar and shielding power of Alex Ich’s Orianna. In the final fight of the game, Team Captain Alberto “Crumbzz” Rengifo managed to steal the Baron and finally close out the game. Team Liquid will utilize it’s 10 man roster with substitutions in the support and jungle positions in their match against TSM. Renegades should look to continue playing around their bottom lane and using their superior team play to gain advantages in their game against NRG.

 

EF

 

Echo Fox vs. Team Impulse: Old and New

 

Before this match started, there was an air of caution around the recently formed Echo Fox squad as it has several unproven and otherwise unheard of players. With star player Henrik “Froggen” Hansen at the center of the team and AD Carry Yuri “KEITH” Jew finally getting his chance at a starting role, it was up to Froggen’s veteran leadership to bring this squad of mixed experience together. With a 37 minute victory over Team Impulse and a stellar 7-0-5 performance from Keith, Echo Fox looked promising in their LCS debut. Team Impulse however is a team playing with substitutes and Support Austin “Gate” Yu in the mid lane for the first time in months, so I wouldn’t put too much stock into this match. The first litmus test for Echo Fox will be against Cloud 9, who will be out for blood after a one sided loss to Immortals. Speaking of the Immortals, they should have no problem handling Team Impulse when they meet in their second game.

 

 

 

photo(s) credit: lolesports


Caymus is a journalist and content creator for SoloMid. You can find him getting caught out in the depths of solo queue, or on twitter talking about Esports.

Title-Header

Fantasy LCS isn’t about picking up the best players historically. For example, a good player last season who didn’t get top tier fantasy points is Froggen. Consider that Elements was in shambles, and though he’s still arguably a top mid laner in EU, it was hard to consistently perform for him. Fantasy LCS is about being able to pick players that are able to consistently achieve a high amount of kills, assists, and multi-kills.

 


Explanation:

Quality 1

As mentioned above, all that matters in Fantasy LCS is high kills and assists. You want extremely aggressive players who will always try to get kills instead of farming safely. Having a high number of deaths is not a detriment as long as the player is getting kills. This is pretty simple math:

  • A player who trades a kill for a death nets 1.5 points.
  • A player who dies but gets an assist nets 1 point

Trading for an assist is already the same as getting 100 CS. A passive player who aims to only farm is going to lose out big time on fantasy points. Farm should be seen as a bonus extra 3-6 points.

Quality 2

Multi-kills play a large factor in getting bonus points. In my experience, you should aim for about 20-30 points per player per game on your fantasy team. If a player gets on average 25 points a game, you’d get 50 points in a week per player, leading to an average of 300 points, which is very difficult to beat.

  • Pentas mean a bonus 10 points, Quadras 5, Triples 2
  • This is on top of the kill points. So technically, a Penta is worth 17.5 points, Quadras 16, Triples 6.5

If a player gets a pentakill, already get near the 20 point floor you’re aiming for. This is key, and how players like Niels or Doublelift can get 40-50 points in a single game. Of course, a player won’t be getting pentakills every game, but players who consistently mop up team fights are more likely to get these bonuses (mostly AD Carries and Mid Laners)

Quality 3

Think about a fantasy team player as a car. Having a fantasy player that are incarnations of qualities 1 and 2 is like having a pretty shiny lamborghini. However, that lambo is only going to go as far as it has fuel for. The fuel in this analogy is going to be their team, and how well it works together. Case in point: Froggen/Forgiven last split.

A top fantasy team is one with excellent teamfighting and macro play. These usually lead to wins, and the math is pretty self-explanatory.

With that being said, here’s my top picks for fantasy. The players were divided based off how well their prior performances (stats from previous Fantasy LCS splits) fit the aforementioned criteria:

 

Recommended-Picks

 

Two Notes:

  •  Be wary of slumps. A fantasy team that does well on week 1 will not necessarily do well all split.
  • Try to draft a fantasy team where you are able to substitute players out in order to avoid your team playing against each other (in the worst case, the game is a shut out, and one of your players gets like no points)

 

Disclaimer: I am not personally responsible for whatever happens if you follow this guide. 


 

Graphics by Ling Gu: @SixSonatas

Writing by Kevin ‘SoullessFire’ Lee: @SoullessFyr