Archive for the ‘LoL News’ Category


New Champion Teased Banner


A new Champion has been teased! Check out the awesome promo-site for a sliding sequence that tells the story of the new creature that will soon be invading the Fields of Justice!



Recent News






Here is the story in sequence:











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


Categories: LoL News, Riot News Tags:

Free Champion Rotation Week 28 Season 4 Banner


The following Champions will be free-to-play until August 5th:

  • Elise - 6300 IP / 975 RP
  • Janna - 1350 IP / 585 RP
  • Katarina – 3150 IP / 790 RP
  • Lucian – 6300 IP / 975 RP
  • Malphite - 1350 IP / 585 RP
  • Miss Fortune – 3150 IP / 790 RP
  • Orianna – 4800 IP / 880 RP
  • Ryze – 450 IP / 260 RP
  • Sejuani – 6300 IP / 975 RP
  • Sona3150 IP / 790 RP

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


News Update July 28 Banner



Lead Champion Designer Meddler elaborates on some of what will come in Patch 4.13, including changes to around 30 Champions, WizardCrab shares his opinion on who shouldn’t get a Victorious Skin, the long-announced lifetime RP reward system and why the newly released Mecha Summoner Icon isn’t available for IP. Lastly, some clarity on the direction for Viktor’s passive and an upcoming feature to report hackers/scripters.


Recent News






Patch 4 point 13 Tidbits Banner



Will Nocturne receive any changes in Patch 4

Meddler New PortraitNoc was on the list of champs we assessed for this patch, conclusion we came to was that he was in a reasonable spot. He’s getting the occasional bit of competitive play at the moment, via his ult has a distinct reason to be picked as a jungler, performs appropriately in solo queue and will probably benefit a little from nerfs to the current top tier junglers. As a result we decided to leave him alone.

Also, for anyone curious, just had a look to see how many champions we’re changing in said patch. Not quite 40, but close ish – 30, with (as I read it) 14 champs nerfed, 15 buffed and one with significant gameplay changes focused on playstyle, not power (Sona).

[ Link to Post ]

Follow Up

Source on updates in Patch 4

Meddler New PortraitPatch notes will have all the details. Lot of these are relatively small changes, aimed at either trimming a champ’s power without making them unseen or making them a bit more competitive without making them really dominant picks.

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Do you have any news about Urgot's rework

Meddler New PortraitFull rework – not this year.

Smaller set of changes potentially in patch 4.15 (4.13′s just about to come out for context). Current details on those changes can be found in these two posts:…89293#48289293…42702#48442702

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If Lulu top is nerfed, will Lulu support be compensated for

Meddler New PortraitIf we nerf solo lane Lulu we would like to give support Lulu some power in a way that doesn’t create problems in other lanes. No firm plans for what/when etc yet though, still under discussion.

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Why is Lux’s burst being buffed

[ Context ] Lux’s passive was given an AP ratio in a recent PBE update.

Meddler New Portrait The goal there is to buff Lux’s power a bit mid/late game (once she’s got AP) in a way that doesn’t primarily offer safe power. Keeps her passive more relevant and gives her more damage if she’s prepared to auto attack a bit more.

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Which Champion do you think will get this year’s Victorious Skin
Wizardcrab New PortraitI will say I will fight my hardest to make sure that the Victorious skin isn’t for a champion that only has 1 other skin (release skin). Will I win that fight? I dunno. But I didn’t like that Elise got the last one with only one other skin, leaving players that love Elise but didn’t make gold high and dry when it comes to further customization options. We’ll see what happens though.

Anyone else have thoughts on that last point?

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What happened to the lifetime RP purchase rewards

Wizardcrab New PortraitThere were a lot of versions, but until we have a finalized, released version I think it would be unwise to talk about the details. It’s really about making sure we’re rewarding the right people for the right reasons with compelling rewards, which is actually more difficult than it sounds.

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Why was there no Mecha Skin Bundle

Wizardcrab New PortraitThere wasn’t a bundle because we wanted to see how people interacted with skin sets without a bundle. They’re prolly be one if/when we release new mecha skins.

Neither the icon nor the ward are limited time only.

[ Link to Post ]

Why the Mecha Summoner Icon isn’t available for IP

Wizardcrab New PortraitHey guys, I just want to clear up a couple of things.

Like a lot of people in this thread are saying, the IP price for summoner icons is a thing that has so far only been tied to specific events. We’ve done it for Lunar Revel, Pentakill, and the soccer (football) stuff. The strategy is still slightly malleable but it is likely going to be as follows:

For event-based purchasable icons, there will be an RP price and an IP price that will remain for the duration of the event. The reason event-based icons have an IP price is to help generate enthusiasm for the event. When you logged in and half of your friends list was sporting the Pentakill icon, it was super cool and got you excited for what was happening (at least it was like that for me). But, if the icon is to remain in the store permanently, the IP price will be removed after the event. Purchasable icons that are not event-based (like the Mecha icon) will generally not have IP prices. The Mecha icon is here to let players further signify their love of the skin line rather than to get people pumped for the release of these skins. Only having an RP price is our general strategy regarding non gameplay-affecting cosmetic content, and these fall into that category. I added to this confusion by forgetting to remove the IP price from the Hat Trick Icon after July 13th in some regions, and for that I apologize.

I know that the definition of an event is a little confusing here, and I’ll admit I don’t have an incredibly clear answer for that. Specifically for just this context, an event involves more than just a themed skin release/promotion site (often with some time-sensitive component). I know that’s super vague but we’re always trying new things and to be honest they’ll probably be determined on a case-by-case basis.

As far as the IP sink argument goes, summoner icons is not the place where we’re trying to solve that issue. I don’t want to get in a huge debate about IP sinks in this particular thread, but I’m happy to discuss that in other places (like my thread in the forums or another reddit thread or something).

I hope this makes sense.


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Why can’t we report players for hacking

WookieeCookie New PortraitWe’re working on a place to report potential hackers/exploiters etc etc. In the meantime, if you think someone is legitimately exploiting you should leave a note in the report you make at the end of the match.

We don’t really have an in-game report function for this because it would be easy for false positives. Sometimes a player is just good and not cheating. :X

You can also report them to us on our support site too.

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Why don’t you make Viktor’s Hex Core similar to Rengar’s BTN

Scarizard New PortraitAs one of the original implementors of the ‘Bonetooth Trinket’ experiment, none of us ever promised that Viktor would follow the same if it worked. IMO, Viktor’s item is best left as an item (but one with greater flexibility/upgrades), where Rengar’s trinket was low-scope enough to ditch the stats and become a trinket.

It’s just my opinion though, and totally within the discretion of the designer/team working on Viktor to make those decisions.

[ Link to Post ]


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



Champion Skin Sale August 1 Banner


The following Champions and Skins will be 50% off until August 1st:


  • Ezreal – 440 RP
  • Lissandra – 487 RP
  • Taric – 292 RP

Arclight Varus – 487 RP


Hextech Singed – 260 RP


Sandstorm Katarina – 487 RP



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


Two recent issues are subject of a lot of discussion in the LoL community, that of sportsmanship in eSports. Before we start, the rules state: “Teams are expected to play at their best at all times within any CS game, and to avoid any behavior inconsistent with the principles of good sportsmanship, honesty, or fair play.”

H2K’s $300 Fine

Challenger team H2K has been fined $300 by Riot for their actions in a recent match.  According to Riot Games: “During a match on July 10 against GG Call Nash, H2k-Gaming exhibited unsportsmanlike behavior when they failed to play their best and promptly end the game. The prolonged and suspicious gameplay includes H2k players intentionally building ineffective items (e.g. Morgana built Tiamat and Essence Reaver) and wasting Flash cooldowns while alone in their own territory.”

I highly doubt the intention behind what H2K did leans toward fun rather then disrespect, however I agree they took it significantly too far.  I personally feel Riot needs to draw a line, and mark it clear for everyone to see. Teams need to be told the difference between having some fun and showing up your opponents, at least by Riot’s terms.



There’s  been some drama regarding Alliance building stacking items during their match against the Copenhagen Wolves. Now, a strong majority of the community believes no actions should be taken against them. Riot has agreed, and as such none will be taken against Alliance. However, let’s find out what this drama is all about.

Arguments against Alliance, And Counterarguments

1. They prolonged the game in order to get 20 stacks, or more kills.

Now, the play in question here is that instead of ending at 20-25 minutes, is that in two instances, they came, took an inhibitor but didn’t end the game. They took a kill or two each time, but were chunked enough on low-defense champions that they didn’t feel safe risking stacks and a potential Baron just to try and dive the Nexus Towers. Instead, they chose to bait out Baron and killed members of CW, then promptly ended the game. Really, that’s all there is to it.

2. They bought “disrespectful” items. The argument is the same as the one when Morgana bought Ravenous Hydra during the H2K match, an obvious showing that the player knew they couldn’t lose, so it didn’t matter what was purchased.

That comparison shouldn’t even be made, as let’s look at what was purchased.

Mejai’s on a 3/0/3 Kassadin. Seriously, this was a genius snowballing move, as Froggen had so much money, he could build a normal build WITH the Mejai’s for a ludicrous amount of AP.

Shook with Mejai’s, Tabzz with Sword of the Occult, Wickd with Sword as well. None of these items are “perfect” for Elise, Corki or Irelia respectively, however you have to think about their options here. Now, let’s take dying out of the question, you’ve got 5 players who know how to play nearly risk-free if they need to do so in order to prevent deaths. Irelia likes Hybrid items, and attack speed for her W procs, right. However, pure AD is still decent. What if you could acquire a ton of it, for very little cost? At max stacks, Sword of the Occult is about 404% Gold Efficient. If you can get those stacks, then it’s worth it, so long as your champion benefits from the Attack Damage. Even though it’s not perfect on Irelia, at that amount of gold efficiency it’s a very good choice. Similar principles can apply to Shook and Tabzz.

Nyph, DID NOT buy a stacking item, because he was playing Thresh, the support. If he was playing something along the lines of support Annie or even Morgana, a Mejai’s Soulstealer could be warranted because he’s ahead enough to buy it.”.


Wait Wait Wait, was it a joke, or legitimate choice of items?

If there are joke items you shouldn’t be able to purchase them. The difference between Alliance and H2K is that H2K chose legitimate items to use in obviously illegitimate circumstances while Alliance chose those unconventional items for significant benefit.

Categories: LoL News Tags:


PBE Update July 26 Banner


PBE 26/07 Contents:


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.


PBE Updates for Patch 4.13 Cycle:

PBE-Update-July-15-Banner PBE-Update-July-17-Banner

PBE-Update-July-16-Banner PBE-Update-July-18-Banner (1)

PBE-Update-July-21-Banner PBE-Update-July-22-Banner

PBE-Update-July-23-Banner (2) PBE-Update-July-25-Banner



PBE New Splash Arts


Debonair Ezreal and Debonair Vi got their splash arts!







PBE New Loading Screens


Ezreal_7 Vi_3



Debonair Ezreal Skin Spotlight



Debonair Vi Skin Spotlight




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


Devblog on Mastery Banner

Riot have released another awesome devblog, this time detailing what it takes to master League!


Recent News






Pwyff New PortraitIt’s the second entry in our ongoing League of Legends design values! Last time we had environment and clarity designer Richard “Nome” Liu go in-depth on why Clarity is important in League of Legends. Up this week is Riot Games’ Vice President of Game Design, Tom “Zileas” Cadwell, here to talk to one of League’s most central themes: the pursuit of mastery. 

Zileas has been a part of Riot Games for a long time and he’s actually the one who first introduced several of the terms used in our design values series – like Counterplay. Today, however, Zileas will be focusing more on mastery as it relates to every design decision we make in League and why it’s so important to the game as a whole. Onward!



Mastery Banner


Players are driven to play different game genres for different reasons. In MMOs, it might be a feeling of progression or social achievement. In single-player, story-focused games, it might be about immersion, or making your way through a deep narrative. In the MOBA genre, we believe the main thing that motivates players to stick around is the pursuit of mastery.

Whether you’re trying to be the best League player in the world or you’re just picking up on how to last hit, playing League of Legends is about continually growing and becoming a better player. We believe that players who play League are seeking mastery, and our design philosophy is deeply tied to this idea. For our part, we hope to make a player’s journey endlessly rich and fulfilling; someone who adapts quickly and instinctually should be rewarded as much as the one who spends days figuring out the most optimal path forward – both are pursuing mastery in their own unique ways.

We’ve identified three major areas of mastery: personal expertiseteamwork, and adaptability.




Personal Expertise


Personal expertise is the direct skill you bring in controlling your character to win a fight or earn gold. It’s your ability to last hit, execute a basic combo, dodge and land skill shots, or make an informed decision in a fight. Some of the ways we can support personal expertise include:

Creating optimization paths for champions is a design strategy we’ve spent more time on over the years. When we design or update champions, we ask if there are multiple levels of mastery possible – places where a player can fine-tune their skills to become even better over time. Yasuo and his passive, Way of the Wanderer, is a good example of growing mastery, where maximizing Flow through movement and ability use – and ensuring that large flow increases aren’t ‘wasted’ on a full bar – can separate the good Yasuos from the great Yasuos.

Rewarding consistent demonstrations of skill is an important philosophy for us, and this means smoothing out cases where this isn’t true. As an example, system overhauls are large projects that try to build more potential for mastery. We continue to look at League and ask ourselves: when and where are players unable to use their skill to shine? And where these problems exist, is there a way we can fix it?

Here are some examples from the 2014 pre-season changes where we made system overhauls to reward consistent skill:

  • Reducing team snowballing allowed players to win more often via their skill than their stats. When teams snowball out of control prematurely it becomes impossible for the opposing team, even with amazing play, to recover. On the other hand, a really ‘fed’ single player can still be focused and killed.
  • Stronger support scaling allows support players to continue to show their skill into the late game, rather than being overshadowed by the rest of their team in importance. When your power level is too different from other players in the game, even highly skilled players can feel like they’re not making a difference.

Counterplay, which will be further detailed by Morello in another blog, is the philosophy of designing champions to be challenging to master for both the player playing them and the opponent trying to beat them. When two champions fight, we want nuance, thought, and timing to matter in both directions, which means the best player should win. You’re only as good as the opponents you can beat, and a champion that lacks counterplay is one which, if executed perfectly, leaves their opponent with shallow or nonexistent response choices.

Thresh_Screenshot_01  Thresh_Screenshot_02





Teamwork is the ability to read a teammate’s intentions while also giving cues in turn, or the ability to stay positive when setbacks occur, or the ability to do what’s best for the team at all times.

We design for teamwork in two major areas: teamplay and team incentives.

Teamplay is a design philosophy similar to counterplay, and Statikk will be going more in-depth in his dev blog. In short, if a particular strategy or set of abilities become stronger with increasingly effective team coordination, teamplay is there. At a basic level, this means that we have to design in a way where your teammates need to care what you’re doing, and react to it. To do this, we try to make abilities, like Thresh’s Dark Passage, which greatly increase in power when the team collaborates effectively.

Team Incentives encourage players to play as a team. Basic systems like assist gold are an example of this, as are objectives like towers, dragon and baron. We’ve also positioned all of League of Legend’s out-of-game rewards and ranked play (wins/losses) entirely around team success in order to reward players for playing as a team. This has the final effect of helping players understand that the path to mastery must involve the mastery of teamwork.






Adaptability is both your ability to learn and respond to new ideas, new threats and new changes, along with your ability to play in a variety of styles. Different players are adaptable in different ways. Some choose to pick up a large number of champions, while others spend that time deeply mastering one along a variety of builds. We try to support both, but fundamentally believe that to pursue mastery in League is about being an adaptable player.

Our primary method of rewarding adaptability is through system and play balance changes. We aspire to keep as many champions as possible viable at a competitive level (to mixed success, admittedly), and also spend a lot of time trying to increase the amount of viable team-level strategies. The better balanced the game is, the more we can reward players who remain adaptable against a wide breadth of threats, and similarly reward them for investing time in learning to play less-popular champions and strategies.



Closing Thoughts


We’re committed to continuing to improve the potential for mastery in League of Legends, and look forward also helping you understand the ways we can achieve this goal (or give us feedback if you feel we’re not!). We fundamentally believe a game where you know you’re getting better with effort is also a game that’s rewarding to play. We also hope you’ll remain committed to your own mastery – and that this blog can serve as a reminder to challenge yourself to master new skills, champions and strategies!

 Tom “Zileas” Cadwell



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



PBE Update July 25 Banner


PBE 25/07 Contents:


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.


PBE Updates for Patch 4.13 Cycle:


PBE-Update-July-15-Banner PBE-Update-July-17-Banner

PBE-Update-July-16-Banner PBE-Update-July-18-Banner (1)

PBE-Update-July-21-Banner PBE-Update-July-22-Banner

PBE-Update-July-23-Banner (2)



Team Builder MMR Adjustment


An icon now appears in the top right corner of your Team Builder setup window, letting you know that Team Builder is taking into consideration your MMR. The text reads as follows:

  • When you try a new role or champion, Team Builder adjusts matchmaking automatically. These adjustments decrease as you gain experience.


Team Builder Matchmaking Adjustment



PBE Sona’s Passive QoL UI Update


Sona’s Passive now has a gray icon indicating that it hasn’t yet charged up and a counter showing how the number of current casts.


Sona's Passive at 1 Stack

Sona’s Passive at 1 Stack

Sona's Passive at 2 Stacks

Sona’s Passive at 2 Stacks

Sona's Passive at 3 Stacks

Sona’s Passive at 3 Stacks



 PBE Champion Changes



Sona New Portrait

Hymn_of_ValorHymn of Valor [ Q ]

  • Duration on buff for bonus damage on next auto attack increased from 3 seconds to 5


Aria_of_PerseveranceAria of Perseverance [ W ]

  •  Shield duration decreased from 2 seconds to 1.5



Thresh New Portrait


DarkPassageDark Passage [ W ]

  • Shield value increased from 60/95/130/165/200 to 60/100/140/180/220


[ Context ] Dark Passage shields only the first ally to come in range. The change was made in this PBE update.



PBE Item Changes


  • Cooldown on Spellblade activated bonus damage on next attack decreased from 2 seconds to 1.5


Trinity_ForceTrinity Force

  • Cooldown on Spellblade activated bonus damage on next attack decreased from 2 seconds to 1.5


Lich_BaneLich Bane

  • Cooldown on Spellblade activated bonus damage on next attack decreased from 2 seconds to 1.5



Summoner’s Rift Update Removed from PBE Cycle


Summoner’s Rift Update has been removed and will not be in Patch 4.13.

[ Clarity ] Usually, content on the PBE is packaged and patched onto the live server. If an update is removed, it means it’s not ready to ship in time for the next patch.



PBE Client Update Removed from PBE Cycle


The visual updates to the Patcher & Landing Page have been reverted and will not be coming with Patch 4.13.


Client Revert 1

Client Revert 2



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



Mecha Skins in Store Banner


Mecha Aatrox and Mecha Malphite will be 975 RP until July 28th and 1350 afterwards! Keep reading for a preview of both skins and check out the promotional Project MECHA website!


Recent News






Project Mecha Banner



Heimerdinger Troll Portrait// PROJECT NOTES

“Project: MECHA is my first collaboration with fellow scientists. We’ve upgraded all weapons with Hextech components and enabled transformation protocols on their escape mechanisms. Hmm… the other two also added jet boosters to their ultimates. Wonderfully efficient!

By my calculations, we’ve made Prototypes 06 and 13 even better than Prototype 00. Better… stronger… more volatile. This calls for live-fire testing!”

- Prof. Heimerdinger


Participate in Project: MECHA with Mecha Malphite and Mecha Aatrox, available now in the League of Legends store for 1350 RP each (on sale for 975 RP through July 28). You can also acquire the MECHA Ward and Icon for 640 RP and 250 RP respectively.”




Wallpapers Banner





Mecha Malphite Banner



GALLERY_SS_Malphite_01 GALLERY_SS_Malphite_02

GALLERY_SS_Malphite_03 GALLERY_SS_Malphite_04



Mecha Aatrox Banner



GALLERY_SS_Aatrox_01 GALLERY_SS_Aatrox_02

GALLERY_SS_Aatrox_03 GALLERY_SS_Aatrox_04



Mecha Summoner Icon





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


One of the weirdest teams in the OGN league, KT Arrows have a lot going for them yet are still a young, and relatively inexperienced team. That said, there are times when these boys play like gods, yet we’ve seen them not show up to play at all. Without further ado, here’s the KT Arrows starting lineup.

Top: ssumday

KT Arrows ssumday.jpg

ssumday played Top Lane for the KT Bullets for a while, namely while Insec was their jungler. He was always considered quite good, and played at a mid-tier level (which for Korean Top Laners, which the region is renowned for, is no joke).  He moved over to KTA when KaKAO became the starting jungler for KTB, while Insec moved to the top lane. That team did have a lot of success, coming second to powerhouse SKT T1 K at every turn during OGN 2013 Summer.


Since OGN Winter 2014, KT Arrows has had the same roster, and the five players have had time to actually mesh with each other. Since, ssumday has been considered a very strong and stable top laner, even if he’s no Save, Shy, or Flame. He does occasionally have ridiculous games in OGN competition, and he rarely seems to falter. He plays a very strong a Renekton, namely known for tanky, bruiser-y champions with decent damage output coupled with incredible defences. This itself makes him great for competitive top lane play, however he’s no Flame, and his job simply isn’t to do what Flame does. He does however does whatever needed, to help out Mid Laner Rookie and ADC Arrow take control.


Jungle: KaKAO

KT Arrows KaKAO.jpg

The man behind the KaKackle, the one who cursed the SK Telecom organization, I give you, KaKAO! He is one of the most interesting characters in Korea, essentially their version of WildTurtle who happens to be jungling. That said, KaKAO is easily one of the top 5 junglers in the world, often giving up farm for early ganks. You see, KaKAO was originally the Top Laner for KTA, who was benched for three months until Insec m0ved top lane on KTB. They decided to throw him into the jungle, and turned out to be one of the best junglers on the planet shortly after.


KaKAO plays a low-farm, high-pressure style, with a very aggressive early game. His job is to get his lanes rolling and stop the enemy jungler from doing such, and is always on the move. With that playstyle, he’s become well known for his Lee Sin play, considered one of the best in Korea for it. His synergy with both Rookie and his bottom lane allow KT A to win many games, however with all of those laners involved not being the most experienced, sometimes they just mess up. That said, KTA is on a big upswing, and is showing much more consistency than their Spring and Winter OGN tournaments.

Categories: LoL News Tags: