Archive for the ‘LoL News’ Category


New Champion Teaser

Link to official announcement.



“With the Freljord’s winter closing in and an almighty battle raging around him, one brave poro bounds on in his eternal search for snacks.”



The news is labeled under “Champion Preview” and, based on the footage, I have two theories what this new Champion will be:


Figure in Poro Spotlight

Burly Man, Not Likely a New Champ

Poro Champ Best Champ

Poro Champion – Obvious Choice


Which one would you rather play? I know I’d like to be fed cookies by teammates. In all seriousness, if we are getting a burly man in the League that helps people, it can mean only one thing – Riot is making ANGUS!


Angus Comic – by the Man & Legend OrbitalDropKick


Angus Manly Comic for Men

Angus Manly Comic for Men


I couldn’t find a link to this comic, but here’s the thread it was attached to. You may remember OrbitalDropKick from classic literature such as OHRI THE NINE TALED CAT LADY, PLS NERF Trondomore the Wild Man Empreror and RIOT HLEP PLS: RE: ELSIE, how can 2 champion?

If you have any questions for me, feel free to ask me at @NoL_Chefo.


Hello Summoners, the time for the North American LCS Spring Split Playoffs is upon us. Playoffs start tomorrow, so let’s get an overview of each matchup.

What’s Riding on These Matches

For the winner of the whole tournament: A spot in Paris, France against the world’s top teams.

For the winners of the quarterfinal matches: a guaranteed spot in the next split.

For the losers of the quarterfinals: They’ll have to play each other, with the loser going to relegation.


Matchup #1: Counter Logic Gaming vs Team Coast

Clg logo2.png                                            

All eyes are on this match, with the potential for CLG’s rise to glory, or another failure in the books. All Star AD Carry Doublelift has never won a single LAN, and CLG hasn’t won one in years. After a fairly successful Spring Split, there’s hope for the reborn Counter Logic Gaming. On the other hand, Coast is relying on Shiphtur to lead them to victory. With his astonishing performances in so many games this season, a Coast fan should hope that he can pull it out for an upset.

CLG will look to rotate and outplay the enemy strategically, whereas Coast’s goal is to get their solo laners going and hope to make picks across the map. Coast will definitely look to give ZionSpartan and Shiphtur the edge in their lanes, while CLG’s rush hour duo will be a daunting task for WizFujin and Daydreamin to take on. Nien has been less consistent than ZionSpartan, however CLG doesn’t rely on Nien a large amount. Dexter has been able to influence the map more than NintendudeX throughout the split, and he’ll likely handle CLG’s early calls. Link and Shiphtur is the most important matchup, as both of them don’t want the other mid laner taking their team into the lead.

The winner of this matchup will move on to face Team SoloMid.

Prediction: CLG 2-0 Coast, due to them having better rotations and looking very comfortable with the 2v1 meta. However, this is Counter Logic Gaming.


Matchup #2: Dignitas vs Curse


This is going to be a heated series, as it seems these teams are always contesting those middle of the pack positions. Dignitas will see the return of William “scarra” Li to the starting line up, for reasons unbeknownst to us. Neither team has a set-in-stone style of play, with Curse sometimes being able to out-rotate the enemy team with different compositions, while not showing up at all other times. Dignitas on the other hand are able to handle themselves individually and usually gather up kills, however may struggle in the 2v1 meta. They also show poor control of Baron Nashor,  being known as “Dignitoss” fairly often.

Looking at individual matchups, things are fairly even except Curse has a slight edge, with Quas doing better in the current meta than Cruzer. Dignitas’ bottom lane is a wild card, as we’re never sure how they’ll turn out. QTPie and KiWiKiD are the wild card who have dominated many games, whereas in others struggle immensely (noting their recent gaming against CLG, where KiWiKiD couldn’t hit level 5 for a while due to being forced to recall or dying). Scarra is making his return, up against Voyboy who hasn’t really been doing poorly but definitely isn’t the driving force behind Curse’s victories. Both Junglers will look to make moves around the map and snowball the lanes, rather than attempt early dragons or counterjungling.

It’s a toss up over who will win, however Curse has looked more solid as of late and it Dignitas hasn’t practised with scarra in a while.

The winner will face Cloud 9.

Prediction: Curse 2-1 Dignitas, as Curse is the more stable team.

Categories: LoL News Tags:

April 21 Sale


  • Lee Sin – 440 RP
  • Nidalee – 395 RP
  • Vi – 487 RP

Blade Mistress Morgana – 375 RP

Blade Mistress Morgana

Blade Mistress Morgana Splash

French Maid Nidalee – 260 RP

French Maid Nidalee

French Maid Nidalee Splash 

Scarlet Hammer Poppy – 487 RP

Scarlet Hammer Poppy

Scarlet Hammer Poppy Splash



Warwick Rework

Warwick’s experimental kit finally got teased! Please note that this is rework isn’t even on the PBE yet – a ton of things may change.



ZenonTheStoicButton Rioter ZenonTheStoic: Well, here’s more information.

(DISCLAIMER as always, this kit will almost definitely change before we ship. It’s not been in actual production yet–that is to say we’ve not tested it with custom animations, models, particle effects, sounds and so on. We’ve been testing a prototype kit with art stolen from the rest of the game. So a lot may change. But this is what we have right now.)

(ALSO SUPER EXTRA DISCLAIMER: We are not in production yet. It’ll be many, many months before we will be. I HOPE we’ll be able to release this rework in 2014, but no guarantees.)


Eternal_ThirstEternal Thirst PASSIVE ]

  • . AAs deal 2% of their target’s max HP as magic damage and heal Warwick for 5 flat + (0.9-1.8% bonus hp) (scales with champ level) Every time this passive is procced, WW gains a stack of Eternal Thirst (max 10). Each stack of ET increases the self-heal effect by 11%. Stacks fall off after 1.8s (just enough time to keep the buff alive at lowest AS + a fleeing enemy) (if you’re faster than them), they fall off one at a time at 4 stacks/second (sort of hyper-quick Jinx Q style).

Thoughts: This is where we lock the drain tanking away behind meaningful gating. You gotta be battling dudes to get full access to your drain tanking potential, and unless you open with your ult it’ll take a while to build. The numbers sound really low, but between AAs and your much more spammable Q you’ll get some meaningful heal out of this, especially in super tanky builds where heal is worth more (MR/Ar are multiplicative with healing, obviously.)


Hungering_StrikeHungering Strikes [ Q ]

  • Double-attack a nearby enemy target. Deals a total of 80-200 + 0.6 AP magic damage, but does proc on-hits (and your passive) twice. Note: it’s super weird that we have a skill that procs your AAs but ignores your AD. I know. This is a tradeoff the kit needed. Additionally, passive healing from this spell is further increased by 60-100% (so at 10 stacks you’d get 220% base heal from each proc for a total of 440% of the stated value; at level 18 that would be 5 + 1.8% bonus hp–a good value to hit here is about 35 by end game. This works out to about 180 hp healed, before spirit visage.)

This Q is also super spammable (CD 9-5, mana cost 40-60 on a kit with better base mana and better mana regen) (these numbers will definitely change as we move into tuning later in the year)

Thoughts: Your bread and butter “click a unit and heal some” ability. Separating the offensive (AP) and defensive (max health/armor/mr) builds leads to a much more balanceable skill. If you want the damages, you’ll be frail. If you want to be immortal dog, you’ll take forever to kill a target.


Hunter's_CallHowl [ W ]

  • (all names placeholder, obviously). PBAOE terrify away from the center of the effect (NOT from WW; subtle distinction, but important for the E). 0.75s duration on the terrify and then a follow up slow, the duration of which scales with skill rank. This is how you gank pre-6 and why the enemy cannot ignore you in team fights. CD 12-8, mana cost 50 flat. Damage 70-190 + 0.6 AP.

Thoughts: 90% of the time you’ll combo this with E. That’s cool. There are cool uses of this as a standalone, and it helps your jungle clear.


Blood_ScentBlood Scent / Hamstring [ E ]

  • Passively this is still Blood Scent, with some tweaks (more range early on, shows an Orianna ball indicator under your feet toward the nearest revealed target, only gives MS when you move toward a revealed champ, also reveals big monsters at <50% hp (for the counter janglings), MS doesn’t all kick in at once but becomes stronger as revealed target gets lower.)
  • Active: Hamstring. This is the “boomerang move”. You’re standing at point A, click B, Warwick dashes A->B->A with no pause in between. He hurts all targets touched en route and puts a strong micro-slow on them (falls off almost immediately). You CAN use W and smite during this ability, but not Q (optimal use case became too micro intensive). The micro-slow BARELY allows you to catch a fleeing enemy, but if you E and they dodge, you’ll lose distance. Mana cost 50 flat, CD 16 flat, damage 140-220 + 0.6 AP total. Does not proc passive, but keeps stacks alive. Slow 95% for 0.25s.

Thoughts: I hope this will be the cool skill that people really enjoy using. It sounds so dry on paper, but man it’s fun in game. The E->W combo when pulled off right drives the enemy right into your arms. Dispersing an enemy team with a well timed E->W only to then get a clear shot onto their ADC for your R feels glorious. Use it to jump in front of a Jinx rocket, out of a Lucian ult for just long enough to live, out of tower range to swap aggro during a dive, or simply go over dragon wall, smite-steal dragon, and come back to safety for free.


Infinite_DuressFinite Duress [ R ]

  • Think Sejuani Q, but stun first enemy target hit for 2.5s while attacking them 6 times. Spell has its own base damage and AP ratio (180/240/300 + 0.9 AP), but also procs your passive 6 times, so it also does 18% of target max hp as magical damage.

Thoughts: I really dislike that this can now be used as an escape, but I’ll just tune CDs such that it really hurts when you do that (think Malphite ult). Otherwise this is a straightforward improvement on live WW ult. The enemy gets counterplay (stand in the way), it is much clearer what happens, and when WW does hit, he hits hard. Even a tank will get seriously hurt. Plus 2.5s stun! (Oh yes, suppression is BS. That’s a topic for a different thread tho ;P) I’ll potentially do a thing where the CD is halved when you actually hit this to really reward in-combat usage. WW also gets a 20% damage reduction shield while he is in this ult. Plus did I mention that if you Q right after this, you get to start a fight at 8 stacks of your passive? Yeah. That’s pretty sweet.



Hype and Reality


ZenonTheStoicButton Rioter ZenonTheStoic: Remember, this is FAR OUT IN THE FUTURE. Me talking about it so early is a huge experiment with setting expectations, but I’d rather hear comments now while I can still make changes :)




Why do his spells scale with AP when he’s, thematically, an AD Champion?


ZenonTheStoic Button Rioter ZenonTheStoic: VERY good question about the disconnect between fantasy (claw and tooth = AD) and mechanical implementation (AP). Let me first explain why I made the choice on the mechanical side and then give you a hint how we hope to reconcile it with the fantasy.


So early on in ideation around Warwick’s new kit, we noticed that drain tanks usually tend to be very binary in our game. The way rickless abandon put it, it’s a very stat-checky affair. “Do I have more numbers than you? Cool I win. No? Okay, I can’t do anything.” We identified the problem being with the dual scaling nature of most drainers in our game.

Take Bronze League Master Yi. He builds Blade of the Ruined King (never uses the active, of course) and four Blood Thirsters. Awesome. If he runs into a non-fed enemy in the jungle, he presses R and right-clicks them to death. If they fight back, they either have enough damage to out-damage his heal before they die or they don’t.

Or take the Wizard Wolf, live Warwick with a strong AP item or two (Athene’s, perhaps). His Q does more damage and heals for more; so there simply comes a point at which he either kills you before you kill him, or he doesn’t get to that point and blows up.

We decided to split up the defensive and offensive item paths on new Warwick. In order to do more damage, WW needs to build AP (or AS I guess? Nashor’s/Wit’s End might be a strong damage build). In order to heal more, WW needs to build more max health (which in turn synergizes well with armor and MR). This means that if WW goes straight tank, he won’t be able to solo kill someone (or it’ll take forever, like a murder by spoon). The enemy can just run away to safety or call in allies while WW sticks to them. If WW wants damage, he opens the counterplay route of “just f-king kill him” to the enemy: without an AS steroid (and artificially low base and per level AS) life steal builds won’t be great, and the base on the passive heal is so low that just straight up building AS won’t do much for you (particularly as a lot of the power of the passive is actually tugged away in the Q and the R, where AS won’t do anything for you).

So this meant he needed a tanky itemization path, which in turn means his skills need AP scaling. Our tank + AP itemization is actually decent (Iceborn Gauntlet, Abyssal Scepter, Rylaj’s Crystal Scepter, etc), whereas our tank + AD itemization isn’t (Atma’s Impaler, Maw of Malmortius, ???) (bonus points for someone who can read up a few paragraphs and figure out why we don’t have great AD+tank itemization by design). AP scaling means magic damage. Magic damage also means he’ll do more meaningful damage to enemy tanks, which is great (because he often has no choice but to fight them). Finally, giving any of his abilities AD scaling at all would slowly but surely track us back toward the binary aggressive drainers we want to avoid.

So, the fantasy then. The first thing I did when I realized this thing about itemization was to round up with a creative designer (RiotEntropy) and a concept artist (some dude you never heard of called IronStylus) and pick their brains on how we can reconcile our mechanical needs with the fantasy. Both of them were surprisingly positive on how easy this would be.

From Entropy I learned that the potion Warwick took to turn himself into the monster he has become is very much a magical/alchemical thing. His power is derived not from being a natural monster, but from being a thaumaturgically enhanced human. It is absolutely imaginable that this power expresses itself visually on top of the existing visuals.

IronStylus was pretty much on the same page. Bulging, glowing veins (wherein the potion courses still), glowing slash-trails in the air left behind by his claws, etc.

This disconnect was one of my bigger concerns going into this iteration, but creative and concept art have pretty much put my fears to rest.



Does Warwick’s ult still proc his passive 6 times?


ZenonTheStoicButton Rioter ZenonTheStoic: Yup, it does.





Can Warwick use E to move forward and then ult?


ZenonTheStoicButton Rioter ZenonTheStoic: Ult is disabled during E.





What can you use while ulting?


ZenonTheStoicButton Rioter ZenonTheStoic: Only your W and smite right now. Potentially ignite as well?





Are you stuck while in ult?


ZenonTheStoicButton Rioter ZenonTheStoic: You’re currently stuck, but that’s a big thing I want to revisit. Potentially a re-activate after 0.5s to break the effect early? Always scared players will end up screwing themselves, but there might be cool plays that require you to cancel out early (?)




Why does Q have such a low mana cost?


ZenonTheStoicButton Rioter ZenonTheStoic: The problem here is that his Q MUST be spammable in a long team fight for him to function as a drain tank. If you get three Qs before you oom you cannot be a drain tank. That’s why we ended up lowering the Q cost so much (also current Q cost is crazy high because WW was one of the original 40, from before the time when we understood that letting people pressing buttons a lot is a good idea).



Will the passive on Blood Scent be removed?


ZenonTheStoicButton Rioter ZenonTheStoic: No way. Blood Scent is why you play Warwick.





Will this rework make it easier for players to itemize against Warwick?


ZenonTheStoicButton Rioter ZenonTheStoic: Yeah, I really want to give both WW and his enemy a much clearer idea how to itemize (as: tanky stats to be drain tank, on-hit/ap/as to be aggressive. Against: always MR).

As for the E, you’d aim such that your peak would be between them and their turret. That way your W pushes them into the arms of your ally mid-laner. The W has a follow-up slow as well, so not only do they run AWAY from safety, they’re also slowed after the terrify. This gives you plenty of time to run in and start wolving them.



Does Tenacity reduce the duration of Warwick’s ultimate?


ZenonTheStoicButton Rioter ZenonTheStoic: This is a good point! I thought mostly about cleanse (which isn’t really a thing anymore I guess), but yeah, the tenacity’s a tough one. I can technically set a flag in the stun to make it ignore tenacity, but should I? I’ll ponder on that question (read: corner CertainlyT at 3am and have a much too long conversation with him. Poor CertainlyT.)



How different is Warwick’s Q in the rework?


ZenonTheStoicButton Rioter ZenonTheStoic: Q is still very much point and click. Slightly smaller range, but edge to edge (rather than center to center) so it’s easier to Q big dudes (6 stack Cho for instance)





Does Warwick need a gap-closer?


ZenonTheStoicButton Rioter ZenonTheStoic: Well that’s what the design is attempting to circumvent. The E is very much NOT a gap closer because you will always return to where you started (unless you get stunned or rooted mid-move).




Will these multipliers and % ratios change?


ZenonTheStoicButton Rioter ZenonTheStoic: Yeah, there is a mess of multipliers on the kit right now. I’m looking for a way to simplify, but what they do is give you meaningful sustain that’s build from small increments. This really drives home the fantasy of “slowly turning into a wolf as the blood lust comes over you”.”

If you have any questions for me, feel free to ask me at @NoL_Chefo.



Riot has announced that the community will have control over the various game modes of the All Star Challenge! The first game mode up, is hexakill. Two teams of six, and the two voted from each region (SEA, NA, EU, CN, KR) have one player per team. For the sixth player on each side, the community can vote between:


Famed for his Twisted Fate, during his time Misaya was considered one of the best mid laners in the world. An original member of Team WE, he also represented China at the 2013 All Star event. He led his team to victory in multiple IEM events and high placing in the LPL.

  • Toyz – Southeast Asia -

Toyz is best known for his Season 2 World Championship run with the Taipei Assassins. He dominated throughout the tournament, becoming world-renowned for his Orianna play. He retired not too long after the GPL Spring Season (In which he held a 9.0 KDA) due to an unfortunate injury.

Shushei led Fnatic as their mid laner during the Season One World Championship to take first place. While he wasn’t prominent in Season two, his astounding play during LoL’s early days have wrote his name down in League of Legends history.

One of the first in Korean LoL esports, Reapered was once a member of top teams such as CJ Entus Blaze. He has both MLG and IEM titles to his name, and has always been a fan favourite in Korea. He’s currently casting the Korean stream of OGN, and looks to make the return to the rift, one last time.

A founding member of Rock Solid (Now Team Dignitas), Jatt has been primarily known for his role as a Game Analyst and Shoutcaster for Riot Games. He still competes at High Elo in Solo Queue, and his deep game knowledge will be put to the test at the All Star Challenge. One wonders if he intends to cast while playing.

Voting for the 6th Hexakill player lasts between April 13th and 19th. You can only vote once per week for the Game Mode voting, with two players per vote. According to, there will be four “Challenges” at All Stars, with Hexakill being first. It’s possible the other challenges will be other game modes such as Showdown 2v2, All for One, and  URF as well. This is just speculation, but we’d like to hear what you think are the other events at All Stars.

Categories: LoL News Tags:

Week 13 Season 4 RotationThe following Champions will be free-to-play until April 22nd:

Aatrox - 6300 IP / 975 RP
Ezreal - 4800 IP / 880 RP

Blitzcrank - 3150 IP / 790 RP
Fiora - 6300 IP / 975 RP

Corki - 3150 IP / 790 RP
Karthus - 3150 IP / 790 RP

Darius - 6300 IP / 975 RP
Katarina - 3150 IP / 790 RP

Elise - 6300 IP / 975 RP
Thresh - 6300 IP / 975 RP


Sale April 18




  • Ahri – 487 RP
  • Ezreal – 440 RP
  • Singed – 292 RP


Gothic Orianna - 260 RP



Gothic Orianna Splash


Kennen M.D. – 487 RP



Kennen M.D. Splash


Warring Kingdoms Jarvan IV – 675 RP



Warring Kingdoms Jarvan IV Splash


If you have any questions for me, feel free to ask me at @NoL_Chefo.


PBE 12 April



Atlantean Syndra Splash Art



Atlanthean Syndra Splash

Atlanthean Syndra Splash


Twitch New Splash Art



Twitch New Splash Art

Twitch New Splash Art


SKT T1 Skins Splash Art (shared between skins)


SKT T1 Splash Arts

SKT T1 Skins Shared Splash


SKT T1 Jax Splash



SKT T1 Lee Sin Splash



SKT T1 Vayne Splash



SKT T1 Zed Splash



SKT T1 Zyra Splash


If you have any questions for me, feel free to ask me at @NoL_Chefo.

File:OGN The Champions.jpg


Samsung Galaxy Ozone vs SKT T1 K



OGN Quarterfinals are coming up soon, and with that comes my brief breakdown of each matchup! This was the match up in OGN Winter’s Final, with SKT taking it in a 3-0 sweep. This time around, SKT haven’t looked as dominant and Ozone has only gotten stronger. That likely won’t be enough to push the series into Ozone’s favour, as SKT’s history has shown when they play at they’re best they’re a step ahead the rest of Korea. Many doubts were raised after losing 0-2 to KT Rolster Arrows, however SKT T1 have risen from the dust after taking out their sister team for the tiebreaker. However before that tiebreaker K played in Masters against KT Rolster Arrows, to a score of 1-1. Arrows are strong, but this isn’t the SKT that went undefeated in champions winter. However, individual matchups aren’t heavily leaning in anyone’s favour, except that Impact likely has the advantage over Looper who while known as being able to make strong plays with Teleport, hasn’t shown as much strength on the tanky meta top laners.

Prediction: SKT K Take it 3-2 , as their recent performance hasn’t been dominating. If they find their form again they can win, however they can’t make mistakes against a team like SG Ozone who are hot on their trail.

Samsung Galaxy Blue vs CJ Entus Frost

SamsungGalaxyPro-GameTeam.jpg  CJ Entus Frost.png

Samsung Blue has come out with a slightly stronger group stage performance, going 2-1-0 over CJ Frost’s 2-0-1. Both have had fairly strong performances recently, with Frost on an upswing since a catastrophic Winter season run. Samsung Blue looks quite solid, with Dade and Deft really stepping it up to lead the team to the #1 seed in their group. Blue’s been consistently good for a little while now, while Frost is consistently inconsistent. Taking 2-0 over IM and Midas FIO but dropping 0-2 to Ozone puts some doubts onto their shoulders. However, as of late they are really showing up, taking out Najin Shield and the Najin Masters during their recent masters match.

Prediction: SG Blue 3-1, depending on which Frost shows up. It is very possible for Frost to win, however the odds don’t look to be in their favour if they don’t play at their top level.

KT Rolster Arrows vs CJ Entus Blaze

Ktrolsterlogo.png                CJ Entus Blaze.png

KT A is carrying a lot of momentum from their 2-0 of SKT T1 K, after many assumed it was all over after falling 0-2 to SKT S. CJ Blaze have been doing well for the past couple of seasons, and there isn’t much to say they won’t this time around. They have however, lost their recent tiebreaker against Najin White Shield. Rookie and KaKAO have been very impressive as of late, really putting KT A ahead in their recent matches against SKT. They have shown that they’re aren’t unstoppable, falling to SKT S 0-2 before their match against K. CJ Blaze also have had their share of ups and downs this season, showing up sometimes and not being there at all others.

Prediction: Hard to call. Personally I pick KT A simply because they’ve shown they can take down SKT K.  3-2.


Najin White Shield vs KT Rolster Bullets

NJWS logo.png                              Ktrolsterlogo.png

Najin White Shield has been strong this season, consistently doing well. They are masters of the poke composition, and their strong rotations allow them to usually pull such a composition off. KT B on the other hand, barely made it into the group stage. They did very well at IEM Katowice, and many hoped they would bring back the success to Korea. That hasn’t happened, going up against Najin Shield won’t be an easy task. However, Shield has looked weaker up against a poke composition when they don’t play one, as evident in the recent Masters match against CJ Frost. 

Prediction: Najin Shield 3-0, unless KT B really manage to find Shield’s number.

Categories: LoL News Tags:


Sale 14 April




  • Lissandra – 487 RP
  • Nocturne – 440 RP
  • Xin Zhao – 395 RP


Chosen Master Yi - 260 RP


Chosen Master Yi

Chosen Master Yi Splash


Gangster Twitch - 487 RP


Gangster Twitch

Gangster Twitch Splash


High Command Katarina - 375 RP


High Command Katarina

High Command Katarina Splash

If you have any questions for me, feel free to ask me at @NoL_Chefo.