Archive for the ‘LoL News’ Category


Patch 5 23 Maintenance banner

Patch 5.23 will hit live in the early hours of November 24th:


Here’s everything that Patch 5.23 will contain:

Patch 5 23 Roundup Banner



Patch 523 maintenance schedule for NA

Riot Noc New PortraitOn 11/24/15, starting at, 01:30 Pacific time (09:30 UTC), ranked queues will be disabled in preparation for patch 5.23. At 03:00 Pacific time (11:00 UTC), the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours.

[ Link to Post ]


And here is the schedule for the other regions:

  • EUW ] 03:30 UK (03:30 UTC) – 05:00 UK (05:00 UTC)
  • EUNE ] 01:30 CET (00:30 UTC) – 03:00 CET (02:00 UTC)
  • OCE ] 06:30 Sydney Time (19:30 UTC)
  • LAS ] 03:30 de Buenos Aires / 03:30 de Santiago – 05:00 de Buenos Aires / 05:00 de Santiago
  • LAN ] 02:30 de Ciudad de México / 03:30 de Bogotá – 04:00 de Ciudad de México / 05:00 de Bogotá
  • BR ] 03:30 do horário de Brasília (05:30 UTC) – 05:00 do horário de Brasília (07:00 UTC)
  • TR ] 03:30 TSİ (01:30 UTC) – 05:00 TSİ (03:00 UTC)
  • RU ] 01:30 по московскому времени (22:30 UTC) – 03:00 по московскому времени (00:00 UTC)


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

PBE Round-up: Patch 5.23

November 20th, 2015


Patch 5 23 Roundup Banner

Patch 5.23 will hit live in the early hours of November 25th, assuming there are no delays. Here all its contents:


Store Content






Illaoi is a new Champion, meaning she’ll be available for 7800 IP (6300 IP after 1 week) / 975 RP on release after Patch 5.23 hits live:


illaoi-reveal-banner Illaoi_0



Illaoi Final Portrait

  • Health: 585.6 [+95 per level]
  • Health-per-5: 9.5 [+0.8 per level]
  • Mana: 300 [+40 per level]
  • Mana-per-5: 7.5 [+0.75 per level]
  • Base Movement Speed: 340
  • Attack Damage: 60 [+5 per level]
  • Auto Attack Range: 125
  • Armor: 26 [+3.8 per level]
  • Magic Resist: 32  [+1.25 per level]


Here’s Illaoi’s Champ Select emote:



Illaoi Model 1 Illaoi Model 2


Recall Banner

Illaoi Recall 1 Illaoi Recall 2



Cooldown: 20 – 2 (scales down with level)

Prophet of an Elder God Final Icon

Illaoi draws the presence of her God, spawning a Tentacle on nearby impassible terrain if there are no other tentacles nearby.

Tentacles interact with Illaoi’s abilities and last until killed or if left dormant for 1 minute.


Illaoi Passive 1 Illaoi Passive 2



Cooldown: 10/9/8/7/6 seconds || Mana Cost: 40/45/50/55/60 || Range: 800

Tentacle Smash Final Icon

Passive: Tentacles that hit enemy champions heal Illaoi for 5% her missing health.

Active: Illaoi summons a Tentacle that slams down in a target direction, dealing [10*Champion Level] + [+1.2/1.3/1.4/1.5/1.6 Total AD] physical damage to all enemies hit.


Illaoi Q 1 Illaoi Q 2



Cooldown: 6/5.5/5/4.5/4 seconds || Mana Cost: 30 mana

Harsh Lesson Final Icon

Instead of attacking normally, Illaoi leaps to her target for her next basic attack, dealing 15/35/55/75/95 [+1.1 Total AD] bonus physical damage before commanding all nearby Tentacles to swing at her target.


Illaoi W 1 Illaoi W 2



Cooldown: 20/18/16/14/12 seconds || Mana cost: 35/45/55/65/75

Test of Spirit Final Icon

Illaoi first rips the spirit from a foe’s body, putting it close to her for 10 seconds. The spirit can be attacked by Illaoi and her teammates and returns 25/30/35/40/45% [+0.08% Total AD] of the damage it takes to the original target.

If the Spirit dies or the target leaves its range, the target becomes a VesselVessels spawn a Tentacle every 10 seconds for 1 minute and have their
movement speed slowed by 80%, decaying over 2 seconds.


Illaoi E 4 Illaoi E 1

Illaoi E 2 Illaoi E 3



Cooldown: 120/105/90 seconds || Mana cost: 100 at all ranks

Leap of Faith Final Icon

Illaoi leaps into the air before slamming her idol into the ground, dealing 150/250/350 [+0.5 Bonus AD] to all nearby enemies and summoning a Tentacle for every enemy champion hit. These Tentacles last for 8 seconds, they have 50% bonus Attack Speed and they cannot be targeted. Additionally, while Leap of Faith’s Tentacles are active, Harsh Lesson [ W ]‘s cooldown is decreased to 2 seconds.


Illaoi R 1 Illaoi R 2


Lastly, here’s Illaoi’s login theme from frostyninja:




Void Bringer Illaoi will be available in store for 1350 RP.


Illaoi_Splash_1 IllaoiLoadScreen_1


MODEL Banner

Void Illaoi Model 1 Void Illaoi Model 2


Recall Banner

Void Illaoi Recall 1 Void Illaoi Recall 2



Void Illaoi Passive 1 Void Illaoi Passive 2



Void Illaoi Q 1 Void Illaoi Q 2



Void Illaoi W 1 Void Illaoi W 2



Void Illaoi E 2 Void Illaoi E 1



Void Illaoi R 1 Void Illaoi R 2

Void Illaoi R 3 Void Illaoi R 4




Braum Lionheart will be on sale for 750 RP.


Braum_Splash_3 Braum_3


MODEL Banner

Braum Lionheart Model 1 Braum Lionheart Model 2




Dragon Trainer Trist is a legendary skin. It will be available in store for 1820 RP.


Tristana_Splash_10 Tristana_10



Dragon Trainer Trist Model 1 Dragon Trainer Trist Model 2 Dragon Trainer Trist Model 3


Recall Banner

Dragon Trainer Tristana Recall 2 Dragon Trainer Trist Recall 2




Dragon Trainer Trist Q 1 Dragon Trainer Trist Q 2



Dragon Trainer Trist W 1 Dragon Trainer Trist W 2

Dragon Trainer Trist W 3 Dragon Trainer Trist W 4



Dragon Trainer Trist E 1 Dragon Trainer Trist E 2



Dragon Trainer Trist R 1 Dragon Trainer Trist R 2




Dragon Trainer Tristana also has her own login theme for the client, which will air shortly after Patch 5.23 hits live. Here’s the video by frostyninja:




Elderwood Hecarim will be available for 1350 RP.


Hecarim_Splash_5 HecarimLoadScreen_5


MODEL Banner

Elderwood Hecarim Model 1 Elderwood Hecarim Model 2


Recall Banner

Elderwood Hecarim Recall 1 Elderwood Hecarim Recall 2



Elderwood Hecarim Q 1 Elderwood Hecarim Q 2



Elderwood Hecarim W 1 Elderwood Hecarim W 2



Elderwood Hecarim E 1 Elderwood Hecarim E 2



Elderwood Hecarim R 1 Elderwood Hecarim R 2




Gragas Caskbreaker will be sold for 750 RP.


Braum_Splash_3 Gragas_9   


MODEL Banner

Gragas Caskbreaker Model 1 Gragas Caskbreaker Model 2



Gragas Caskbreaker Q 1 Gragas Caskbreaker Q 2


Gravelord Azir will be available in store for 1350 RP.




MODEL Banner

Gravelord Azir Model 1 Gravelord Azir Model 2

Gravelord Azir Model 3 Gravelord Azir Model 4


Recall Banner

Gravelord Azir Recall 1 Gravelord Azir Recall 2



Gravelord Azir Passive 1 Gravelord Azir Passive 2





Gravelord Azir Q 2 Gravelord Azir Q 1


Arise W

Gravelord Azir W 1 Gravelord Azir W 2



Gravelord Azir E 1 Gravelord Azir E 2



Gravelord Azir R 1 Gravelord Azir R 2




Ryze Whitebeard will be sold for 750 RP.


Braum_Splash_3 RyzeLoadScreen_9


MODEL Banner

Ryze Whitebeard Model 1 Ryze Whitebeard Model 2




Varus Swiftbold will be available for 750 RP.


Braum_Splash_3 VarusLoadScreen_5


MODEL Banner

Varus Swiftbolt Model 1 Varus Swiftbolt Model 2



Varus Swiftbolt Q 1 Varus Swiftbolt Q 2




2 new Allstar-themed ward skins will be available in store after Patch 5.23 hits live for 640 RP:



Allstar Fire Ward 1 Allstar Fire Ward 2



Allstar Ice Ward 1 Allstar Ice Ward 2


To go along with Dragon Trainer Trist, here’s a Dragon-themed ward:



Dragon Trainer Ward Skin 1 Dragon Trainer Ward Skin 2



New Summoner Icons

Two river critters have been immortalized in icon form. No news on how you can get this frog and duck, but it might involve 250 RP (again):


profileIcon977 profileIcon978




The Homeguard boot enchantment has been removed from the game. Instead, all players now receive the Homeguard buff when basing automatically after the 20th minute.


Homeguard_item (1) Boot enchantment: Homeguard

  • Removed from the game.


Death Timer Tweaks

  • The increase in Death Timer duration now starts at the 10th minute, not the 35th;
  • The Death Timer now increases at a rate of 0.5% per 30 seconds, down from 2% per 30 seconds;
  • Death cap duration now caps at the 60th minute.

[ Note ] This is aimed at making the mid game more snowbally and dangerous. There should be minimal changes to the late game.

The minion changes that didn’t make it with Patch 5.22 will be live with 5.23:



NEW – Pushing advantage

Minions get combat bonuses when your team has a level advantage over the opposing team

Comboing with the turret changes above, minions now get stronger to help the winning team press their advantage and close out the game

[ MINION DAMAGE BONUS ] If your team’s average level is higher than the enemy’s, your minions deal 10% bonus damage to enemy minions. If you’ve taken cumulatively more turrets than the enemy team, damage is further increased by 10% for each turret you have over your opponents.
[ ENRAGE ] If your team’s average level is at least 3 higher than the enemy’s and you’ve taken 2 or more towers in a given lane, your minions in that lane deal 90% more damage to enemy minions
[ MINION DAMAGE REDUCTION ] If your team’s average level is higher than the enemy’s, your minions take less damage from enemy minions equal to (tower differential x level differential) + 1. This number can’t fall below 1.
[ IRONCLAD ] If your team’s average level is at least 3 higher than the enemy’s and you’ve taken 2 or more towers in a given lane, your minions in that lane take 7 less damage from enemy minions

Melee minion gold reward

[ INITIAL GOLD VALUE ] 18.5 gold 20 gold
[ GOLD GROWTH ] 0.17 gold per minute 0.125 gold per minute

Caster minion gold reward

[ INITIAL GOLD VALUE ] 13.8 gold 17 gold
[ GOLD GROWTH ] 0.17 gold per minute 0.125 gold per minute

Siege minion gold reward

[ INITIAL GOLD VALUE ] 36.8 gold 45 gold
[ GOLD GROWTH ] 0.425 gold per minute 0.35 gold per minute



Champion Changes


Gnar Final Portrait


  • Auto-attack range on Mega Gnar increased from 150 to 175



Graves Final Portrait


  • Base Movement Speed decreased from 345 to 340


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

  • Base damage decreased from 60/80/100/120/140 to 55/70/85/100/115;
  • Damage on the returning explosion decreased from 90/155/220/285/350 to 85/145/205/265/325;
  • Cost increased from 50/55/60/65/70 mana to 60/70/80/90/100.



Hecarim Final Portrait


  • Mana decreased from 364 [+37 per level] to 317 [+40 per level]



Khazix Final Portrait


  • Base Armor increased from 27 to 30.


Buff BoxTaste_Their_FearTaste Their Fear [ Q ]

  • Mana cost decreased from 25 at all ranks to 20.




Kogmaw Final Portrait


  • Base Attack Damage increased from 54.5 to 57.5
  • Base Attack Speed increased from 0.625 to 0.665



Lucian Final Portrait


  • Base Attack Damage decreased from 59.5 to 57.5.


Change BoxThe Culling Final IconThe Culling [ R ]

  • Damage-per-bullet changed from 40/50/60 [+0.25 Bonus AD] to 20/35/50 [+0.2 Total AD]



Miss Fortune Final Portrait


  • Base Health decreased from 662 to 615.


Nerf BoxStrut Final IconStrut [ W ]

  • Bonus Attack Speed from active decreased from 60/75/90/105/120% to 60/70/80/90/100%;



Mordekaiser Final Portrait


  • Auto-attack range decreased from 200 to 175.


Nerf BoxMace of Spades Final IconMace of Spades [ Q ]

  • The first two hits now deal identical damage;
  • Base damage on first hit changed from 4/8/12/16 /20 [+ 0.25/0.263/0.275/0.288/0.3 Total AD] [+ 0.2 AP] to 10/20/30/40/50 [ +0.5/0.6/0.7/0.8/0.9 Total AD] [+ 0.6 AP];
  • The third hit now does double the damage of the first hit, or 20/40/60/80/100 [+ 1.0/1.2/1.4/1.6/1.8 Total AD] [+1.2 AP], decreased from 28 / 66.5/117/181/260 [+ 1.75/2.18/2.68/3.2/3.9 Total AD] [+ 1.4/1.66/1.95/2.26/2.6 AP].


Nerf BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • Base heal from reactivation changed from 70/95/120/145/170 to 50/85/120/155/190.



Buff BoxSiphon of Destruction Final IconSiphon of Destruction [ E ]

  • Shield recharge per Champion hit increased from 15% at all ranks to 15/17.5/20/22.5/25%.




Quinn Final Portrait


Change BoxHarrier Final IconHarrier [ Passive ]

  • Damage changed from 1.5 Total AD to 10 [+5 per level] [+ 1.14 (+0.02 per level) Total AD]


Change BoxAerial Assault Final IconBlinding Assault [ Q ] (renamed from Aerial Assault)

  • Damage changed from 20/45/70/95/120 [+ 0.7/0.75/0.8/0.85/0.9 Total AD] [+ 0.35 AP] to 25/55/85/115/145 [+ 0.8/0.9/1.0/1.1/1.2 Total AD ] [+ 0.5 AP];
  • No longer deals bonus damage depending on the target’s missing Health (+1% for 1% missing HP on live);
    • Now additionally prevents non-Champion targets hit by the spell from attacking for 2 seconds and limits the vision of enemy Champions hit for the same duration.


Here’s how the new blind effect works on Champions:



Quality of Life Box FinalTag Team Final IconTag Team [ R ]

  • Renamed to Behind Enemy Lines.




Sion Final Portrait


  • Auto-attack range increased from 150 to 175



Shyvana Final Portrait


  • Auto-attack range while in Dragon form increased from 125 to 175.



Tahm Kench Final Portrait


  • Auto-attack range decreased from 200 to 175



Trundle Final Portrait


  • Auto-attack range increased from 125 to 175



Zac Final Portrait


  • Auto-attack range increased from 125 to 175



Zed Final Portrait


Buff BoxLiving Shadow Final IconLiving Shadow [ W ]

  • Cast range increased from 550 to 650.
  • Missile speed increased from 1500 to 1750;
  • Minimum cast range decreased from 400 to 350.



Buff BoxDeath Mark Final IconDeath Mark [ R ]

  • % Damage on mark activation increased from 20/35/50% to 30/40/50%.




Item Changes


Nerf BoxGuinsoos Rageblade Final IconGuinsoo’s Rageblade

  • Total cost increased from 2500 Gold to 2800.



Buff BoxHunters Talisman Final IconHunter’s Talisman

  • Now steals 5 Health-per-second from jungle monsters, increased from 4.



Buff BoxRefillable Potion Final IconRefillable Potion

  •  Health restore increased from 100 over 10 seconds to 125 over 12.



Nerf BoxStatikk ShivStatikk_Shiv

  • Base damage on chain lightning decreased from 50-150 to 30-100;
  • Lightning now deals 75% bonus damage to minions, increased from 50%.



Jungle Changes Banner


Blue Sentinel Final IconBlue Sentinel (Blue Buff)

  • Movement Speed decreased from 180 to 150



Elder Brambleback Final IconElder Brambleback (Red Buff)

  • Movement Speed decreased from 330 to 250



Rift Herald Final IconRift Herald 

  • Auto attack damage decreased from 120 to 105.



Also, the Rift Herald now spawns out of an actual portal, instead of just plopping on the Rift:





Nerf BoxBond of Stone Final IconBond of Stone [ Keystone Mastery in Resolve Tree ]

  • Solo damage reduction decreased from 4% to 2% [still 8% if near an allied champ ]


Buff BoxPerseverance Final IconPerseverance [ Resolve Tree ]

  • Now grants 200% Base Health Regen if you’re below 25% Max HP, increased from 20%.



Buff BoxThunderlords Decree Final IconThunderlord’s Decree [ Keystone Mastery in Cunning Tree ]

  • Cooldown on AoE proc decreased from 30 seconds to 20.





Turret IconTurrets

  • Outer Turrets health increased from 3500 to 4000;
  • Inner Turrets health increased from 3500 to 4000.



The Spellblade effect on Sheen and all its upgrades has received new visuals:


Lich Bane VFX Runeglaive VFX

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



[ Link to Official Post ]


Ghost Dog Making Devourers Wolf


Adding a spectral companion to League of Legends isn’t as simple as stopping by the local ghost shelter and picking the one with the biggest, cutest eyes. Every animation, effect, and art cue in League is purposefully designed to convey information about what’s happening in the game; introducing new visual elements always runs the risk of compromising gameplay clarity or distracting from core objectives. In other words, ideas that are simply “cool” might create confusion rather than excitement.

When we re-worked the Devourer enchant a few (okay… several) patches ago, we knew that, along with balance and functionality tweaks, we wanted to add a visual element to communicate the growth and evolution the item creates for its wielder. However, finding the right expression of that growth, figuring out how to implement it, and getting everything working right weren’t problems with obvious or easy solutions.

Game designers Bradford “CertainlyT” Wenban and Wesley “SmashGizmo” Ruttle led the charge on tackling the challenge of giving Devourer junglers the loyal, ferocious, and adorable companion we affectionately refer to as “Ghost Dog.”



The idea of adding a companion to Devourer had been floating around for a while. Designers wanted a way to communicate the jungler’s progress with Devourer beyond a buff bar and stack counts, and a companion that gets larger and more threatening as the jungler adds stacks seemed like a natural fit. But before such a companion could be implemented, a consensus needed to be reached on what exactly that companion would be.

Wenban and Ruttle toyed with several ideas. “We thought about maybe a carrion bird that picks up the things you kill, or a boar that’s really hungry,” explains Wenban. “But the pet should be reflective of your fantasy. A wolf gets really ferocious – when you bond with the wolf, you feel that ferocity in you.” And because wolves are so similar to dogs, he continues, “it makes sense that this is something that would bond with you or trust you. You don’t see that in a vulture or boar.”

image (4)

Using an existing model lowered the resource demands on the project and made Ghost Dog easier to implement for a small team

The wolf concept came with other benefits. From a visual information perspective, a wolf is a perfect illustration of what Devourer does. Wolves start out as relatively non-threatening pups and mature into something powerful and dangerous – just like a Devourer jungler. A wolf was also the right choice from the perspective of available resources. With plenty of other changes on deck and lots of work to get done, a brand-new creature with a host of custom animations and textures would be outside of the realistic scope of an item update.

By re-skinning the existing Summoner’s Rift small wolf and doing some relatively light tweaking, Wenban and Ruttle could give Devourer its companion without running the risk of missing the patch or distracting from other design and art priorities.


Ghost Dog isn’t just tied to Devourer because he’s cute or because junglers sometimes feel lonely while they’re out farming their stacks. The wolf helps tell the story of what Devourer is doing, both to the jungler and to the enemies across the river. Wenban emphasises that, to the jungler, “the wolf is a sign that something powerful is coming. To the enemy, if they see the wolf is large, it’s a sign that they need to focus on shutting that person down.”

Ruttle sees the wolf as a mechanism for adding visual impact to the things teams do or fail to do in a given game, such as denying Devourer stacks to an enemy jungler. “I think you can get a large sense of satisfaction by being like, ‘Ha, it’s 20 minutes in and he’s still being followed by a puppy.’ There’s also a clear message about doing the wrong things, like ‘Oh, 15 minutes and that thing’s about to merge. Shit.’” The wolf is more dynamic than a buff icon, but conveys the same information.

image (5)

Work-in-progress screencaps show the evolution of Ghost Dog through development

The four-legged phantasm also provides an opportunity to teach players about mechanics and objectives outside of a text tooltip. “The scuttle crab is worth extra stacks. The wolf chases around the scuttle crab, and that’s supposed to tell the player, ‘Oh, he wants this thing. Maybe I should help him get it and something special will happen,’” says Ruttle. Wenban adds, “It helps change the idea of what success looks like when playing jungle. How do we push Devourer junglers, who want to farm, into the middle of the map? Into taking Dragon and controlling the river, controlling vision?”

The previous Devourer design didn’t impact a jungler’s decision tree very much. “There was a general sense of inevitability,” Ruttle explains. “There was never really a story about, ‘How did this guy manage to do this so fast?’” Rebalancing the item around big objectives helps establish that there are consequences for giving a Devourer jungler uncontested access to the map. “Now you see that Shyvana with a Sated Devourer at 15 minutes and you know exactly what happened. She bought it, she got Dragon, she got scuttle crabs for control, and that control gave her a second Dragon. Both teams have to care about it.”

Ghost Dog’s propensity for chasing scuttle crabs helps players to learn these lessons in a more meaningful and active way than a tutorial or text explanation.


Though working with existing assets made implementing Ghost Dog slightly easier, the designers still faced a number of major hurdles. First, Ruttle and Wenban had to make sure the new pup played nicely with every existing champion and mechanic in League, which proved extremely difficult (even with extensive testing, Devourer went live with a few bugs). Additionally, they had to convince critics, both internal and external, that the wolf wouldn’t create visual issues within the game.

Wenban highlights League’s existing pet mechanics as one of the major tech problems, explaining, “You’re only allowed to have one pet in League of Legends, and pet is sometimes defined quite broadly. This created some interesting issues.” Wukong’s W, for example, would kill the wolf. With Lulu, the game would issue Pix’s commands to the wolf and then crash to desktop when it couldn’t figure out what went wrong. “It’s not often that you have a follower in League that can follow anyone,” he adds. Wrangling Ghost Dog’s tech problems required a great deal of QA work and trial and error.

image (6)

On the subject of potential visual issues, Ruttle notes that “most of our internal negative feedback was, ‘Oh, I’m worried about the potential for visual noise.’” The team was able to minimise the impact of that noise by keeping the wolf close to the jungler and emphasising that most of the time players spend with the item is spent in the jungle, alone. “The wolf goes away after 20 minutes or so,” Ruttle says. “It’s not conflicting with players very much, relative to everything else in the game.” With a few adjustments, even initially hesitant testers grew to like having the wispy pup around.

In fact, love for the wolf was a big factor in keeping the project moving forward despite its challenges. Wenban explains, “The pet excited a lot of people. We had this clear lens of, ‘This will make players smile,’ and we made it very clear how this enhances the gameplay experience.” People put in extra hours and committed their spare time to get Ghost Dog ready for his debut (a particle artist, for example, spent his weekend shining up the wolf’s textures), even while handling all of the other necessary patch changes and balance tests.

Ruttle frames it as an obvious win: “It felt like such a nice little thing we could put in that would excite people. If someone ever asked me, ‘Why would you even put a wolf in the game,’ it would feel like a weird question. It’s cool. As players, we think it’s cool and enhances the Devourer item in a strong, clear way. Seeing that feeling reflected back from the community, like in videos where people are embracing the wolf – it’s just awesome to see that players click with something you really cared about and worked hard on.”


Embellishing League with more visual cues that clearly communicate important in-game stats and processes is something the design team continues to consider. Finding new ways to innovate and iterate on the game experience without distracting from League’s core gameplay is an ongoing challenge. But Wenban and Ruttle are confident Ghost Dog showcases the potential for ideas that tell an informational and mechanical story with visual cues.

“Designs are arguments,” according to Wenban. “I think Devourer paints a strong case for a lot of thinking about how items manifest in our game, and about the possibility for keystone items that have really distinct points of play.” Ruttle agrees, “There’s a lot to think about. It’s certainly something I would love to spend more time exploring.” That’s not to say every item in the game will end up with a follower or minion, just that the design space around items in League is very open for new ideas.

Wenban concludes, “We want the experience of playing League of Legends to be memorable. The game is stressful and demanding, and we will never relent on that, but there should always be moments of joy and discovery. Hopefully we hit our goals on that with Devourer, and hopefully players will hold us to continuing to do that for them.”

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



Learn more about Illaoi as a shipwrecked captain exploring the dangers of quicktime events:


A quote from Illaoi fades out and your browser adventure begins:

Screen 19 Screen 20


The story is as follows: you’re a ship captain who’s washed ashore. You land in the feet of Illaoi, who’ll spare your spirit if you prove your strength. To do so, you have to complete three challenges (or skip them if you’re not hardcore enough):

Screen 15 Screen 16

Screen 17 Screen 18


Your first task is to replicate outlined figures that come up on screen with your mouse. It’s like the old Harry Potter games, but with twice the tentacles:

Screen 1 Screen 14

Screen 11 Screen 12

Screen 13


For the second challenge, you’ll need to place the eye shades that come up on screen on the eyes of Illaoi’s orb:

Screen 9 Screen 10


Your last challenge is meant to represent Illaoi’s third spell, Test of Spirit. Here you have to drag your mouse up and down heroically:

Screen 7 Screen 8

Screen 5 Screen 6


You beat the game, and now you know various ocean wisdoms. Congrats!

Screen 3 Screen 4

Screen 2


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



[ Link to Official Post ]


Its time for November bundles and Mystery skins

Wizardcrab New PortraitIf you’re looking to power up, pinpoint your prey, or punch them into a pulp, November bundles have your picks.

And even if you pass up these bundles, you can always unlock something special with Mystery skins while they’re back in the store.

Mystery Chest – 790 RP

Mystery Skin – 490 RP

Mystery Chests cost 790 RP, guaranteeing an unowned skin worth 975 RP or more.

Mystery Skins cost 490 RP, guaranteeing an unowned skin worth 520 RP or more.

Grab these limited time bundles and mystery skins now through 23:59 PST November 26.


Pink Power Bundle – 50% at 2399 RP (4051 RP if you need the champions)

Skins included:

  • Star Guardian Lux
  • Order of the Lotus Irelia
  • Armor of the Fifth Age Taric
  • Ionia Master Yi
  • Order of the Lotus Karma

Champions included:

Carry Collection – 30% off at 3636 RP

Champions included:

Punch First Bundle – 50% off at 2519 RP (4425 RP if you need the champions)

Skins included:

  • Knockout Lee Sin
  • Neon Strike Vi
  • iBlitzcrank
  • Definitely not Udyr
  • Golden Alistar

Champions included:


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


Champion Skin Sale 20 11 to 23 11 Banner

The following Champions & Skins will be 50% off until November 23rd:


Gangplank Final Champion Portrait

Malphite Final Portrait

Vayne Final Portrait

Zac Final Portrait


Guardian of the Sands Kha’Zix – 975 487 RP



Northern Storm Volibear – 750 375 RP

image (1)


Pool Party Renekton – 975 487 RP

image (2)


Traditional Lee Sin – 520 260 RP

image (3)


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


PBE 19 11 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.



New Splash Arts

The four knightly skins for Braum, Varus, Ryze and Gragas have received their shared splash art:



Braum_3 Gragas_9 RyzeLoadScreen_9 VarusLoadScreen_5 


You can find in-game previews of all these skins at the following links:


Elderwood Hecarim’s also received his splash. You can find an in-game preview of him HERE.

Hecarim_Splash_5 HecarimLoadScreen_5





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


QA 19 11 Banner

Riot’s Preseason Q&A on the forums has now concluded. Follow the links below for all the responses from the balance team:



Preseason QA

Meddler Final PortraitWe’re about wrapping up now, we’ll have a finalized rundown later this week, but thanks for participating! We’ll probably close up comments by end of tonight.

Preseason Q&A

Welcome to the preseason Q&A, where myself and the design team will be fielding major questions you might have about the current preseason. Before we get to that, I wanted to write up some early first impressions we’ve had so far. There are certainly some outliers we want to address before we can get a deeper understanding, but initial thoughts might quell some concerns. A few weeks from now we’ll have a more high-level overview.

In the meantime…

Preseason so far

It’ll take a while for things to shake down, but I’ll dig into some first thoughts. If, after reading this, there’s anything not mentioned you’d like to get our thoughts on, we’ll be answering questions between 1pm-3pm (with some less regular posting throughout the rest of the day too (where time permits) between other work).

General Game Elements

  • Masteries

Overall, we’re pretty happy with how the new masteries are going, with some exceptions. The first of those is that there are some that are definitely too strong. The most notable of those is Warlord’s Bloodlust, and we’ll be hotfixing that today to work on champions only, rather than against all targets. Might also need to make some changes so that this mastery’s just not just dramatically more effective on Trynd/Yasuo than other champs (or make changes to Trynd/Yasuo if needs be). Other likely outliers are Deathfire Touch (probably too strong on DoT champs, potentially too weak on others) and some of the Resolve tree on health stacking tanks.

On the other hand there are also some champions that aren’t sufficiently well served by the current masteries. Starting soon (potentially patch 5.24) we’ll start adding a few extra masteries in to flesh out the trees a bit more, probably beginning with the Tier 1 Cunning masteries, since that juncture currently doesn’t feel like it offers many champs a good choice.

  • Minion Blocking

We made some under the hood changes to make minion blocking more predictable and less random in 5.22, but it looks like we also made minions feel too large. We’ll be looking to adjust this to make it feel “right” again, starting with some tuning to how minion blocking’s calculated in 5.23.

  • The Jungle

We’re seeing certain champions struggle more than they should at present. We’ve got some buffs to Hunter’s Talisman and Refillable Potion coming as a result to help out some early clears. We’re also seeing some magic damage dealing junglers in particular have issues, so are lowering Magic Resistance on some monsters to help them specifically. If you’re currently struggling in the jungle, you may want to try Krugs (or Gromp) > double buffs, as that seems to be a fairly stable approach.

As far as Rift Herald goes, we’re seeing it do some cool stuff so far and it seems to be generating the sort of teamwork and reward for controlling the top part of the river we’d hoped. That said, the Herald is looking like it’s a bit too punishing, so we’re reducing its damage output somewhat while trying to keep it tanky. Hopefully this reduces the need to recall after taking it for many champions.

  • Turrets

We’re currently seeing turrets die too easily. Some of that’s assumedly due to the reduction in effective health tower health in 5.22, some of it’s also going to be due to a bug that’s removing their intended growth in Armor/MR over time. We’ll be fixing that bug in 5.23, and increasing outer tower health a bit, then looking at whether towers are still falling too fast or not.


  • Marksmen

Graves is significantly too strong, Kog’maw definitely too weak. We’ll be nerfing and buffing those two respectively in today’s hotfix, with Graves losing some burst and early harass power from Q (damage and mana cost nerfs) and a bit of base MS. Kog by contrast’s getting a little bit of early AD and a better base attack speed. In both cases we suspect we’ll need to make further adjustments as well. We’d rather chip at some of the problem quickly and then reassess than try and do everything at once without sufficient observation time.

Current thinking is that a few other marksmen probably also need adjustments, though just in the form of regular balance changes rather than a hotfix. For 5.23 we’re looking at cutting a bit of power from Lucian and MF, both of whom seem too dominant, and we’ll be fixing a couple of small bugs on Ashe’s Q that should help her out a bit. We’re also looking at Quinn to try and shift some of her power from raw damage back into utility, though aren’t sure yet whether we’ll have changes we’re happy with for 5.23 or not.

  • Assassins

Physical damage assassins seem to be in a rough spot after the removal of Brutalizer and changes to Last Whisper. In the short term, we’re looking to give some of them a bit of love through buffs to their kits (Kha’zix/Zed), longer term we’ll also want to find some other solutions as well (potentially assassin focused items, or item changes).

  • Other Champion Changes

It’s not preseason specific, but we’ve also got some significant follow up work on Mordekaiser coming soon. Statikk should be covering that in a separate thread in the Dev Corner within the next couple of days, with some context on what we felt worked and what didn’t from the Morde rework in 5.16, plus thoughts on what our next steps are and why when it comes to addressing issues Morde has.

The next patch will also include a general sizing pass on a large number of champions, with model sizes of around 40 champions changes by between -10% and +10%. The goal there’s to align champion size better with each champion’s role (tanks should look bigger and tougher, squishies like ADCs smaller and more…squishy) while at the same time removing some visual discrepancies (Lucian’s not intended be 7 foot plus tall for example).

Other Stuff

  • Items

Statikk Shiv’s looking too generically strong. We’ll be hitting its damage as a result, while increasing its damage against minions to try and focus it more as a waveclear item.

Rageblade is just all-around way too strong. As a first step we’ll be increasing its cost a few hundred gold, but I imagine we’ll need to look at further power cuts at some point as well.

  • Clean Up, Bug Fixes

We’ve got a number of start of game things to sync up (bunch of stuff that needs to be shifted forwards up to 15s to match the earlier game start, like Bard Chime spawns, Skarner Crystals, Smite charges etc), plus a number of bug fixes to things that changed in 5.22.

  • Game Duration

Game duration, and snowballiness, has been one of the things we’ve spent the most time looking at and talking about since the preseason launch. So far it’s looking like the average game is a couple of minutes faster. There are some changes coming in 5.23 that will likely impact that, in particular a change to Homeguard that gives a modified version to every player after 20 minutes, somewhat tougher turrets (see above), and changes to minion strength that cause them to push more if their team is winning (giving winning teams opportunities to siege/losing teams opportunities to farm and catch up).

In terms of direction, two of the big things we’re looking at are the concerns that games are ending too often before late game and that a single mistake mid game may be deciding things too much, too often. We’re also looking at whether games are too stompy in general. Some increase in stompiness is expected for the first patch of the preseason, as people experiment with new things, that’s something that should fall off fairly quickly though. If not, we’ll need to make some follow up changes.

[ Link to Post ]



Have surrenders become more common this Preseason

Meddler Final PortraitYes, we’ve seen a noticeable increase in surrendering around the 20 minute mark post 5.22. That’s pretty standard after a major patch like this, given some champions tend to be out of line and people are experimenting with new stuff, so games can feel decided pretty early on. It’s something we’d expect to drop off noticeably over the next couple of patches though as we address major issues and people figure out what works and what doesn’t post changes. If that doesn’t happen we’ll need to dig into what else is going on.

[ Link to Post ]



What other Champion groups are on your radar

Meddler Final PortraitWe’ve just started talking about which class (or sub class) to look at next. We’re currently trending towards immobile mages. Given the need for preseason followup though it’ll also be a little while before the team’s ready to start heavy work on whichever class we go with.

[ Link to Post ]



Would you say Preseason buffed Armor stackers like Taric too much Taric Banner Single

Meddler Final PortraitYeah, we’re also seeing Malphite and Rammus, other champions who are rewarded for stacking armor, do well right now given the number of AD damage dealers being played. I don’t think we’ll make any changes to those champs individually until we’ve got the bigger picture balanced, it seems reasonable to believe that they’re just reflecting a temporary meta state rather than themselves generally overpowered.

[ Link to Post ]



Which Riot employees are responsible for the Preseason patch

Asyrite Final PortraitThere were 4 teams responsible for the in game changes:
Game Systems – things like Masteries, Items, minions etc
Live Gameplay – Rift Herald, ongoing balance tuning
Champion Update – Marksman
Playtest – Sanity checks on content before it goes Live

It’s really a bigger team effort though, and the collaboration between teams is pretty huge.

[ Link to Post ]

Follow Up Banner

Meddler Final PortraitAlso worth calling out that we had help from individuals on various other teams as well. Some of the champion team helped out with masteries, couple of folks from the team that worked on the Bilgewater event helped with Rift Herald’s model etc.

[ Link to Post ]



What is the average game length that Riot aims for

Meddler Final PortraitOur goal with preseason was to keep games around the same average length as they currently were (around 33 minutes on average). Games in 5.22 look like they’re a couple of minutes shorter so far, at around 31 minutes, that’s likely to change though in 5.23 as we get in changes that either missed the cutoff for 5.22 or were bugged (minion changes, tower scaling defense respectively).

[ Link to Post ]


How do you intend to fix the Champion kits and builds that Preseason broke

Asyrite Final PortraitHey man! We’re going to be watching, reading, listening, and playing a lot over the next few weeks to get a feel for where the new lay of the land is. Right now win rates are still being highly impacted by people learning new optimized item builds, masteries, abilities etc. Vayne as an example has an~8% delta in win rate between her most frequent build and her highest common win rate build (referencing in this case since that’s available to everyone). If you look at the why, it’s because a subset players are still rushing BORK, which looks like it’s proving to no longer be the optimal build path. Just pulling that as one example. Over the next few weeks, as players discover those optimal builds, I’m expecting we’ll see the standard deviation for individual champ win rates get smaller, time will definitely tell though!

I know you referenced Kha’zix in particular, and he’s definitely taken a hit this preseason (to me it feels like it’s actually more about the removal of Trailblazer as opposed to Tiamat passive, but that’s just my $0.02). We’re investigating how we can give him a bit of love, but want to wait for things to settle before getting more aggressive with changes. Also note I used to play Kha’zix a fair bit so I feel your pain :).

Hope this at least touches on some of your concerns

[ Link to Post ]




How about putting a short CD on Quinns ult and removing the cast time Quinn Banner

Repertoir New PortraitYes! I’ve given quite a bit of thought to this actually. One of the things that I think is important to get right here is how to balance what feels good for Quinn versus what feels fair for the opponent. Though I don’t have specific changes for 5.23 to make on this front, I’m keeping an eye on Quinn (her ult especially) to see what kind of adjustments need to be made over the course of the next few patches.

What I’m currently feeling is that it’s too easy/annoying to get knocked out of R or the channel (I think minions cancelling the channel, for example, may be out of hand), and that a cooldown or different restriction on the R may be appropriate in the long term in mitigating some of those more earflicky interactions associated with her R at the moment.

[ Link to Post ]


Why was Quinn heavily reworked in the first place

Repertoir New PortraitI think on the Quinn update generally, we actually didn’t see her as “heavily reworked.” What we intended for her was primarily the changes to her ultimate, and then supporting changes to make that work well. Admittedly, we missed the mark on the proper supporting changes, hence our reaction to re-institute a utility-focused Q in 5.23, but we do think that the changes to her ultimate open up a lot of doors for her both strategically and tactically. That said, I know there are old Quinn mains that won’t agree with that.

[ Link to Post ]



Do you think Quinns current ult may make her a problem in pro play

Repertoir New PortraitIt’s certainly a possibility that we’ll be looking out for. If she ever becomes popular, players will be quick to pick it up and let us know.

[ Link to Post ]




Quinns current Vault E makes it impossible to proc W and chase targets

Repertoir New PortraitFollowing that conversation, I made some adjustments to where E places you when you cast from max range in hopes to address this issue a bit. I don’t currently think her chase is too bad at the moment, but that isn’t to say I couldn’t be convinced otherwise.

[ Link to Post ]



Why is Caitlyn allowed to stack her passive on towers again

Caitlyn Banner

CertainlyT New PortraitThis was done on purpose. Caitlyn is a (perhaps the) premiere siege marksman. She should feel good about attacking towers. We added this mechanic back in on Caitlyn because it made sense that she wouldn’t feel a tension between shooting towers and minions.

[ Link to Post ]



Do you plan on buffing weaker ADCs to the level of the stronger ones

CertainlyT New PortraitI’ll go into some elements of our approach. As an individual contributor to the marksmen updates, it will only reflect my perspective, but hopefully it will be helpful:

1) Winrate data is heavily skewed at the moment due to three factors.
First, a couple of champions are way too strong (e.g., Graves). They will naturally lower the win rate of all other marksmen.
Second, champions with new mechanics ought to go down in win rate as people learn to use them. This includes itemization changes (e.g., we are confused as to why players aren’t trying Essence Reaver on Sivir).
Third, not every champion will have a 50% win rate at balance. For example, as we differentiate marksmen, you’ll have to pick them in the right circumstances – If you pick Vayne on a team that desperately needs wave clear, you’ll probably be worse off than if you’d picked Sivir. Champs that have well defined niches will tend to be more powerful than their win rate suggests.

2) We aren’t sure where every champion sits. Obviously we have our own internal assessments of champion power, but they actually differ markedly from a lot of players’ perspectives. Unless we take the time to carefully watch and play the champions on Live for a while, we risk just playing musical chairs, shifting a new set of marksmen from apparently weak to actually overpowered. Further, we can’t just balance champs. We need to listen to you, the player base, about how you want to use champs in order to get the _right _changes in place. Technically, we could just balance any champ just through changing their base HP and HP per level, but it wouldn’t lead to a satisfying experience.

3) That is all very nebulous. So here are some specific answers.
We’re hotfixing Graves and Kog’Maw today (nerf and buff respectively). I’d look some obvious changes in 5.23 and a substantial amount of fine tuning in 5.24.
Caitlyn’s Q is indeed too weak. Even if we had to nerf other elements of her, it would be worth buffing the ability to let her actually reach towers and make skillfully avoiding it matter when playing against. I believe duo bot Twitch is very powerful and that players who are routinely failing with him are probably not good at the champion or are fixated on a strategy that is now less effective (teamfight AoE) as opposed to opportunistic assassination. Even the data supports this. His win rate is almost 50% when played in his best role. He’s not doing well in the jungle, and we’ll have to assess how much we can support him there.
* I don’t have a good sense for Sivir and Ashe’s balance right now, so perhaps someone else can reply to that. Anecdotally, they feel effective given their utility.

[ Link to Post ]



Do you ve plans for Kha Zix Khazix Single Banner

Asyrite Final PortraitHaving played a decent bit of Kha’zix both in normals and ranked over the years, he’s definitely someone that was hurt more than we’d like due to the preseason changes (looking at you Trailblazer). While we want to avoid any heavy handedness right now due to the number of things that have changed, there’s definitely room to give him a bit of love, especially in regards to his early game.

I played him last night in order to get a better feel on Live, and after Twitch accidentally took my large Krug early which kinda boned me (hit lvl 2 at 3:55), I still managed to do alright. Like I said though, definitely want to show him some love in the near future, as well as potentially look at something more long term.

Hope that helps!

[ Link to Post ]


Whats the balance teams stance on the Grievous Wounds debuff

Meddler Final PortraitWe see GW as a useful safety valve on healing/high sustain champions, and one that’s probably best accessed in game in response to an enemy getting out of control (e.g. a really fed Swain), rather than accessed via champ select before you know how needed it’ll be. GW on individual kits has the potential to lead to hard counter situations, and while we do want to reward good choices in champ select we’d like to avoid games that feel predecided before the loading screen.

[ Link to Post ]



Only Teemo has Blind now do you think Blind is a good mechanic

Teemo Single Banner

Meddler Final PortraitWe don’t have any plans to remove blind from Teemo and I’d imagine will at some point look to use it on at least one other champion. Would want to improve the visual/audio feedback for the blinded player to help them play around the effect before doing so though. The important thing would be putting it on a champion where it doesn’t leave the enemy without sufficient means to respond. Teemo’s really range limited, doesn’t burst people down generally and lacks other survivability tools when in the thick of the fight. Quinn by contrast had much longer range on her blind, has a powerful mid fight reposition and is adept at forcing fights with targets of her choice.

[ Link to Post ]

Thoughts on Twitch

Twitch Single Banner

Repertoir New Portrait I’m excited that the changes for 5.22 did not seem to make him too powerful, and given that, I’d like to keep pushing that direction in an upcoming patch if there’s an opportunity. An example of something we tested internally but didn’t end up shipping (for power concerns) was that the reset on Ambush had more Movement Speed and dropped into stealth instantly instead of with the 1.5 second fade time. This isn’t necessarily exactly what we’d do with him moving forward, but making that added mechanic feel right is probably the basic idea.

[ Link to Post ]



Why do mages have such a hard time efficiently hitting 40

Pwyff Final PortraitI know Jag had a very specific reason as to why he kept Herald a one-person buff, so I’ll poke him to answer here.

For the CDR topic, I wonder if the ideal state of Mages is that they are guaranteed to hit CDR cap without much tradeoff or if they can be balanced in a way that investing into CDR is a meaningful decision (ie: giving up MR and maybe even Sorc Boots to double down on cooldowns for the additional utility). A world where a mage decides between high-damage, higher-cooldown abilities vs. lower-damage, utility-focused, lower-cooldown abilities seems like an interesting decision if done well.

In other words, right now there’s a large mentality shift of “I will always hit the CDR cap” to “I need to think try very hard to hit the CDR cap.” Additionally, since outside of the keystone masteries there hasn’t been anything more powerful injected into Mages, it might feel like a power decrease but we have a lot of noise and data we’ll need to parse through to see if this is actually true. Are mages weak? Are mages properly calibrated against their core stats (CDR, AP, mana regen)? Honestly speaking I want to see more before just saying “if you raise gold costs on AP and make it more difficult to hit the CDR cap, of course mages are going to be weak,” – it’s hard to assess that without seeing how the ecosystem of the game actually plays out, not to mention the strength of Deathfire Touch.


Additional note on other champions getting more ‘free’ access to CDR than mages. These kind of comparisons are really weird to me, because CDR is one of those stats that’s very closely tied to the balance of the kit using it. CDR on marksmen tends to be very singular in purpose – damage – and often dependent on proper positioning to use well. Most Mage abilities tend to be fight-starters or fight-stoppers, meaning they have the ability to dramatically change the landscape or flow of a fight on a single ability cast. CDR to them is far more valuable and, in their natural item builds, needs to be ‘priced’ accordingly.

If stats were just generically priced without accounting for the stat affinities of the classes purchasing them, I think we’d get some really, really weird scenarios.

[ Link to Post ]

ADCs can deal AA damage yet they reach the CDR cap easier than mages

Pwyff Final PortraitI edited in an answer regarding that, but I do feel like we’re in a bit of a vacuum comparison. A mage using abilities on cooldown can often stop or outright deny a champion threat. A marksman can do the same via a steady stream of damage but we’re basically talking variance in power. Mages have high variance – high highs, low lows (no abilities to cast), while Marksmen have less highs but more consistent output. In a balanced world, these two types of damage output would be well balanced against each other, but Mages also get the addition of utility, which needs to be considered as well.

I suppose this is a long way of saying damage isn’t the only thing to compare and Mages vs. Marksmen can’t really be boiled down to individual stat comparisons and who gets access to what. A reverse example (not totally comparable) might be if Marksmen were demanding total AD scaling on Trinity Force procs, similar to Lich Bane.

[ Link to Post ]

Follow Up Banner

Pwyff Final PortraitI think I’m saying that Mages have access to a lot more breadth of power than Marksmen and their itemization currently reflects that as well. If a Mage were to become a magic-focused Marksman I think it’d be easier to balance them, but then you’d be effectively choosing between the two. All a marksman has – all that they are identified by – is their pure damage with key positioning. A mage can be that, but they can also be the one who picks off fleeing champs, or controls the battlefield, or catches and blows up a stray squishy.

[ Link to Post ]

Why can AD casters stack CDR so effectively and AP carries cant

Pwyff Final PortraitThe question is also what they do with those abilities. AD Casters get access to CDR very easy, but they can’t transform that CDR into an ability that starts and ends a teamfight on a single cast. An Ahri charm at late game can potentially mean a squishy target is dead without using any ability. An Ezreal Q cast on cooldown does not.

Really, really important distinction.

[ Link to Post ]



Why did so many AP items get a cost increase in the Preseason patch

Meddler Final PortraitWe increased item costs generally in preseason while modifying gold income and item premiums. We have seen a lot of early feedback on AP mages feeling punished by that, from the looks of it so far though some are struggling and some aren’t however, so we’ll need to be more tactical about changes than just straight AP item buffs across the board (Heimer and jungle Nid look too weak for example, Brand and Swain too strong).

[ Link to Post ]


Have you considered adding new items for AP carries

Meddler Final PortraitI expect we’ll look at AP items in the coming year. Immobile mages in particular are one of the classes we’re thinking of tackling next and some item adjustments would likely be part of that process as with Marksmen/Juggernauts.

[ Link to Post ]






Are you considering nerfing Essence Reaver

Lucian Single Banner

Meddler Final PortraitWe are. In particular it’s getting champions to the CDR cap too early in the game. We’ll be looking at some changes, probably for 5.24, to make some of that CDR come later in the game.

[ Link to Post ]




How would you make assassins  mages invest points in Cunning and not Ferocity

Meddler Final PortraitWe’ll be fleshing out the Tier 1 and Tier 2 keystones in Cunning, which should help somewhat there. For some champions though Ferocity’s probably always going to be more appealing (DoT mages especially will be really strongly drawn to DFT). Assassins by contrast are meant to be well served by the Cunning tree, so if they’re not getting decent performance from it we might need to make the Tier 3 keystones a bit stronger for them.

[ Link to Post ]



Any thoughts on buffing Cull

Meddler Final PortraitIt’s looking like it’ll probably need some form of buff yeah.

[ Link to Post ]





Why do Deathfire Touch and Thunderlords decree have such similar effects

Meddler Final PortraitWe’d like DFT to be the sustained damage option and Thunderlord’s the burst damage one. Both should have reasonable scaling though, hence the ratios – we’re not looking to make one of them a non item dependent option.

[ Link to Post ]




Does Fervor of Battle work with Lifesteal

Meddler Final PortraitFervor of Battle’s proc damage, so doesn’t work with lifesteal, can’t crit etc.

[ Link to Post ]






Can we get some Poppy teasers

Poppy Single Banner

Meddler Final PortraitQuite soon (almost certainly next rework of any size to go out).

[ Link to Post ]



Will there be Champion Mastery levels added to ARAM or other modes

CertainlyT New PortraitI’m not sure our designers who work on that are in this Q and A, so I’ll answer for them! I would be somewhat opposed to this on the grounds that ARAM doesn’t test a wide variety of skills and because the random mode is about encouraging you to branch out, not go deep on a small number of champions. However, I think it would be cool if there were ways to express your mastery of ARAM as such — for example, ones more related to the map or champion classes.

[ Link to Post ]

Is Thresh considered Melee or Range Thresh Single Banner

Meddler Final PortraitThresh is meant to be a ranged champion. When we updated how we tag champions as melee or ranged he got missed for some reason (not sure why myself sorry). That’ll be fixed in the next patch.

[ Link to Post ]


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


Heating Up Banner

Riot’s latest dev blog gives us dozens of heatmaps with warding patterns for World teams:





As the 2015 season drew to a close, our data analysts were paying close attention to the vision control strategies used by each of the best League of Legends teams in the world.

In this blog post, we’ll use heatmaps to analyze how teams and regions played the vision game in the group stages of the 2015 World Championship. Hopefully, we can provide a window into how the best teams in your region establish vision control and how that stacks up to other regions. Who knows—maybe you’ll find some information to take your own play to the next level.


heatmap-team-koo-red heatmap-team-skt-blue





Heatmaps are two-dimensional representations of data in which values are represented by colors; they’re really good at summarizing large and complex data sets. They’re often used to understand a person’s focal attention on a computer screen, or track mouse behaviors in UI design.

In this case, it allows us to quickly visualize and start to interpret the 11,000 wards dropped on Summoner’s Rift during the 49 games played during the Worlds 2015 group stage. To generate these maps, we gathered the coordinate positions of each ward placed and plotted each of these points on a grid the size of Summoner’s Rift. We plopped each ward down on its corresponding (x,y) position on the minimap, then smoothed the distribution of wards. Clumps of wards placed in close proximity to each other generate a “hot spot” on the map. The hotter the spot is, the larger proportion of overall wards were placed there.







heatmap-region-blue-iwc (2)



NA LCS NORTH AMERICA Bannerheatmap-region-blue-na (1)



heatmap-region-blue-eu (1)




heatmap-region-blue-kr (1)




heatmap-region-blue-cn (1)



heatmap-region-blue-tw (1)


While playing on the blue side, teams from KR were overall more distributed with their ward placements, tending to spread their wards out and not dedicating a huge chunk of their wards to any one place (which would be indicated by red on the heatmap). This was accompanied by a large amount of wards deep into the enemy jungle and side lanes—probably a combination of intentional strategy as well as a reflection that Korean teams generally swung games in their favor to spend more time in enemy territory.

NA and the International Wildcard (IWC) regions placed heavier emphasis on vision around Baron and Dragon.

Comparatively, NA and the International Wildcard (IWC) regions placed heavier emphasis on vision around Baron and Dragon compared to KR, suggesting a heavier overall emphasis on these objectives in their overall warding strategy. Note that this does not necessarily mean that Korean teams placed fewer wards around Baron, just that a smaller overall proportion of their wards were placed there, compared to teams from NA or IWC.




















In general, winning teams push their ward lines into the enemy jungle.

In general, winning teams push their ward lines into the enemy jungle, and losing teams put more priority on defending their turf or warding around neutral objectives. This likely reflects an attempt to gain control of those areas to execute on riskier strategies in the Baron and Dragon pit while a team is behind. These plays can start to swing some momentum back into the losing team’s favor.

Teams from NA and IWC had more losses overall during the group stages, so their warding patterns are somewhat overrepresented in the losing team heatmaps (and a similar story can be told for KR teams and winning team heatmaps).


So far, we’ve only talked about regions and sides, but what about our favorite teams? We’ve put together heat maps for every team during the group stages for their games on Red and Blue side. Pick your two favorite teams and compare them. Take the same team and see how their warding patterns differ between Red and Blue side. Compare whatever you want, just FOLLOW YOUR HEART.


heatmap-team-skt-blue (2)heatmap-team-skt-red


heatmap-team-koo-blue heatmap-team-koo-red (2)

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


PBE 17 11 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.


Illaoi’s received her login theme for Patch 5.23. Here’s the video from frostyninja:


New Splash Arts

Void Bringer Illaoi has received her splash art. You can find an in-game preview of the skin HERE.


IllaoiLoadScreen_1 Illaoi_Splash_1



Champion Changes


Lucian Final Portrait


Change BoxThe Culling Final IconThe Culling [ R ]

  • Damage-per-bullet changed from 25/45/65 [+0.15 Total AD] to 20/35/50 [+0.2 Total AD]


 [ Note ] Lucian’s scaling on R was changed from BONUS AD to TOTAL AD in this PBE update.



Mordekaiser Final Portrait


Buff BoxMace of Spades Final IconMace of Spades [ Q ]

  • AP ratio increased from 0.2 to 0.6


[ Note ] Mordekaiser’s received several changes in this patch cycle, you can find them in this PBE update.



Nautilus Final Portrait


  • Auto-attack range decreased from 225 to 175 [revert to the change in this PBE update]



Zed Final Portrait


Buff BoxLiving Shadow Final IconLiving Shadow [ W ]

  • Missile speed increased from 1500 to 1750;
  • Minimum cast range decreased from 400 to 350.



Item Changes


Nerf BoxGuinsoos Rageblade Final IconGuinsoo’s Rageblade

  • Total cost increased from 2500 Gold to 2800.



Nerf BoxStatikk ShivStatikk_Shiv

  • Base damage on chain lightning decreased from 50-150 to 30-100;
  • Lightning now deals 75% bonus damage to minions, increased from 50%.






Turret IconTurrets

  • Outer Turrets health increased from 3500 to 4000;
  • Inner Turrets health increased from 3500 to 4000.



Jungle Changes Banner


Rift Herald Final IconRift Herald 

  • Auto attack damage decreased from 120 to 105.





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