Archive for the ‘PBE News’ Category


PBE 29 10 Banner


PBE 29/10


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

[ Note ] The Preseason changes have been pulled from the PBE. The New Summoner’s Rift is still available for testing.


PBE Content from Patch 4.19 Cycle:



Reaper Soraka Color Update


For a full preview of Reaper Soraka, check here.





Reaper Soraka Model Soraka Model 2




Reaper Soraka Updated 1Reaper Soraka updated 2



Gifting Center Updates


The Gifting Center in the in-game store has received updated thumbnails for its features.


Gifting Center Updates Screenshot


g-champion_sm g-skin_sm


There are also a few gifting assets that aren’t yet in use.


g-ms_sm g-ms g-mc  g-mc_sm



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



PBE 28 10 Banner


PBE 28/10:


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

[ Note ] The Preseason changes have been pulled from the PBE. The New Summoner’s Rift is still available for testing.


PBE Content from Patch 4.19 Cycle:



Ranked Icons Update


The icon rewards for Season 4′s Ranked Leagues have been updated.


Solo / Duo Queue - Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1,2,3

profileIcon715 profileIcon715 (1) profileIcon716 profileIcon717 profileIcon718 profileIcon719 profileIcon720 profileIcon721 profileIcon722


3v3 Team - Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1,2,3

profileIcon723 profileIcon724 profileIcon725 profileIcon726 profileIcon727 profileIcon728 profileIcon729 profileIcon730 profileIcon731


5v5 Team - Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1,2,3

profileIcon732 profileIcon733 profileIcon734 profileIcon735 profileIcon736 profileIcon737 profileIcon738 profileIcon739 profileIcon740



Refer-a-Friend Borders for Rewards


[ Note ] The Refer-a-Friend system is being revamped. You can read more on the topic here.


WarwickLoadScreen_1_LE TwitchLoadScreen_3_LE



Champion Changes



Lucian Final Portrait


The Culling New IconThe Culling [ R ]

  • Damage-per-shot decreased from 45/55/65 to 40/50/60 [ revert on the changes in this PBE update ]


[ Note ] On the PBE, the cooldown of The Culling is still higher than on live.



Nocturne Final Portrait


Unspeakable Horror New IconUnspeakable Horror [ E ]

  • Now passively grants Nocturne a massive movement speed increase when moving towards feared targets


[ Note ] I don’t see exact values and the change doesn’t work on the PBE, so for now consider it a tooltip change only.



Quinn Final Portrait


  • Auto Attack Range decreased from 550 to 525 [ revert on the changes in this PBE update ]
  • Movement Speed increased from 330 to 335 [ revert on the changes in this PBE update ]



Sion Final Portrait


Decimating Smash New IconDecimating Smash [ Q ]

  • Mana cost decreased from 50/55/60/65/70 to 45/50/55/60/65


Soul Furnace New IconSoul Furnace [ W ]

  • Health bonus from a Large Monster / Champion Kill & Assist increased from 8 to 10
  • Mana cost decreased from 70/75/80/85/90 to 65/70/75/80/85


Roar of the Slayer New IconRoar of the Slayer [ E ]

  • Mana cost increased from 25 at all ranks to 35



Experimental Soraka Changes


Vesh New PortraitHey guys,

Going to be testing out an buffed W range for Soraka as well as a fixed travel time cast paradigm for Q (like Nami bubble instead of Twitch Cask).

The first version up today is probably a bit too fast, and I will probably be iterating through a number of values to find the one that feels juuuust right.

Anyway, would love feedback about how these changes feel and the playing-against feedback is especially vital. Leave any feedback you have here and I promise I’ll be reading all of it ^_^

[ Link to Post ]


[ Note ] I don’t think these changes are in this PBE update. Will double-check.



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



placeholder 13 10

[ Note ] I’m currently travelling, so news will be slow and unformatted for a few days.


PBE 25/10:


[ 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 Content from Patch 4.19 Cycle:



Preseason Changes

The Preseason changes have returned on the PBE. Here’s the list of new tweaks:

Dragon Slayer [ Dragon Buff ]

[ Note ] On the PBE, Dragon grants a stacking buff instead of team gold. Each Dragon killed increases the stack value of the buff by 1.

New Stack Effects:

  • (1 Stack) Wurmheal: +5 Health/Mana Regeneration per 5 Seconds
  • (2 Stacks) Wyrmhide: +10% Total Armor and Magic Resist
  • (3 Stacks) Wyrmflight: +5% Movement Speed
  • (4 Stacks) Wyrmclaw: +10% Armor and Magic Penetration
  • (5 Stacks) Aspect of the Dragon: Triples all other bonuses and grants Wyrmfire: damaging enemies burns them for 50 true damage per second for 5 seconds. Lasts 180 seconds. Slaying Dragon again renews the effect.

Krug Smite bonus

[ Note ] Smiting the Krug camp (Golem camp) on the PBE used to grant bonus damage to the last basic attack that would kill a unit. This has been changed.

  • Your first attack and every 5th attack after stuns monsters and minions. Attacking a tower inflicts 95 bonus true damage and consumes the Gift of the Heavy Hands.

Hunter Machete Enchantments

[ Note ] These enchant the Hunter’s Machete upgrades that were added in the Preseason PBE patch. They require Smite to be purchased.


Enchantment – Juggernaut

  • Health granted increased from 450 to 500
  • No longer grants 10% Cooldown Reduction and 5% Movement Speed
  • Now grants 25 Armor and Tenacity (33% shorter effect of CC)

Enchantment – Magus

  • Ability power increased from 80 to 90
  • Now grants 10 flat Magic Penetration

Enchantment – Warrior

  • Attack Damage granted increased from 45 to 60
  • Lifesteal granted increased from 8% to 10%

Enchantment : Devourer (renamed from “Stalker”)

  • Attack Speed granted increased from 40% to 50%
  • No longer grants 10% Cooldown reduction
  • Now deals 40 magic damage per-hit to Champions, monsters and minions
  • Passive removed: “Basic attacks grant +6% Attack Speed for 8 seconds ( stacks up to 4 times ) and deal 24 bonus magic damage”
  • New Passive: “Killing large monsters increases the magic damage of this item by 1, Champion kills and assist – by 2.”



Ahri’s New Splash Reverted

Ahri’s new splash art has been removed from the PBE.



1 (1)

Live (Reverted)



Champion Changes



Zephyr [ W ]

  • Cooldown increased from 12/11/10/9/8 seconds to 12 at all ranks


Ardent Blaze [ W ]

  • Flat movement speed bonus increased from 40 at all ranks to 40/45/50/55/60
  • No longer scales with AD (+0.3 bonus AD ratio on live)

The Culling [ R ]

  • Cooldown increased from 100/75/50 seconds to 110/100/90
  • Damage-per-shot increased from 40/50/60 to 45/55/65


  • Auto Attack range increased from 525 to 550
  • Base Movement Speed decreased from 335 to 330



Item Changes

Athene’s Unholy Grail

  • Now restores 1.5% of maximum mana per 5 seconds, changed from 1% mana regen per 1% of maximum mana missing
  • Identical change to Chalice of Harmony‘s passive

Chain Vest

  • Recipe changed to Cloth Armor + 450 Gold (Cloth Armor x2 + 200 Gold) on live. Cost reduced from 800 Gold to 750

Doran’s Shield

  •  Now additionally blocks 8 damage from Champion spells (still blocks 8 damage from basic Champion attacks)

Seeker’s Armguard

  • Recipe changed to Cloth Armor + Amplifying Tome + 475 Gold (2xCloth Armor + Amplifying Tome + 125 Gold)


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


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PBE 23/10:

[ 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 Content from Patch 4.19 Cycle:



New Splash Arts





Graves_0 (1) Graves_Square_0






Gragas_0 Gragas_Square_0



New Summoner Icons


profileIcon713 profileIcon712



Singed Updated Ability Icons


From left to right: Passive, Q, W, E and R.


Singed_Passive Singed_Q Singed_W Singed_E Singed_R


Champion Changes

Ryze Final Portrait


Overload New IconOverload [ Q ] 

Base damage decreased from 60/85/110/135/160 to 40/60/80/100/120


Zilean Final Portrait

Heightened Learning New IconHeightened Learning [ Passive ]

Now grants 8% bonus to experience in an area, changed from global (same range as Janna’s passive)



Kayle also got her new in-game portrait updated:










If you want to check out the new splash arts on the PBE, click here.

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



PBE 13 10 Banner


PBE 11/10:


[ 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 Content from Patch 4.19 Cycle:



New Splash Arts




1 (1)

Ahri_0 Ahri_Square_0





Blitzcrank_0 Blitzcrank_Square_0





Ezreal_0 Ezreal_Square_0





Janna_0 Janna_Square_0





Kayle_0 Kayle_Square_0





Shen_0 Shen_Square_0





Talon_0 Talon_Square_0





Tristana_0 Tristana_Square_0





Veigar_0 Veigar_Square_0





MonkeyKing_0 MonkeyKing_Square_0





Zilean_0 Zilean_Square_0



Champion Changes



Janna Final Portrait


Zephyr New IconZephyr [ W ]

  • Cooldown decreased from 12 seconds at all ranks to 12/11/10/9/8 [ revert on the changes in this PBE update ]



Ryze Final Portrait


Arcane Mastery New IconArcane Mastery [ Passive ]

  • Ryze’s abilities now scale with mana (no numbers).


Arcane Mastery


Rune Prison New IconRune Prison [ W ]

  • Mana ratio reverted to live state


Spell Flux New IconSpell Flux [ E ]

  • Mana ratio reverted to live state



Zilean Final Portrait


Heightened Learning New IconHeightened Learning [ Passive ]

  • Passive reverted back to live state (grants 8% bonus experience to allies at global range)



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



PBE 11 10 Banner


PBE 11/10:

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

[ Note ] The two Still Waters buffs on top and bot lane have been removed from the PBE. They’ll be brought back at a later point.

PBE Content from Patch 4.19 Cycle:


Victorious Morgana

You will get Victorious Morgana at the end of this Season if you’re Gold League or higher in Ranked on November 11th.

Morgana Model 1Morgana Recall

For her recall, Victorious Morgana smashes two orbs together to create a vacuum that siphons blue energy from her.


Morgana Q

Dark Binding [ Q ]

But in reality it’s quite bright.


Morgana Q Effect

Victorious Morgana’s binding traps enemies between blue ghosts that fly upwards.


Morgana W

Tormented Soil [ W ]


Morgana E

Black Shield [ E ]

The shield loses color as its duration runs out.


Morgana R

Soul Shackles [ R ]   


Surfer Singed Update

Surfer Singed now carries his surfboard with one arm, rather than the surfboard floating next to him.



Surfer Singed 1Surfer Singed 2



Surfer Singed Update 1 Surfer Singed Update 2

Champion Changes


Singed Final Portrait


Insanity Potion New IconInsanity Potion [ R ]

  • Bonus Ability Power, Movement Speed, Armor, Health Regen and Mana Regen granted from level 3 Insanity Potion increased from 65 to 80

[ Note ] Singed has been getting a few buffs recently. You can read more on them here.


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


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PBE 10/10:


[ 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 Content from Patch 4.19 Cycle:



New Splash Arts





Shaco_0 Shaco_Square_0






Rumble_0 Rumble_Square_0



Team Ranked Ward Skins


The ward skins for teams who’ve competed in Ranked this Season are up on the PBE! If you don’t know how to get them, check here.


Conquering Ward [ 20 Points ]

Conquering Ward


Triumphant Ward [ 45 Points ]

Triumphant Ward Skin


Victorious Ward [ 75 Points ]

Victorious Ward



Feedback on Team Rewards Ward Skins

KateyKhaos New PortraitThere will be three wards for the end of season rewards this time around– which one will you be receiving?

These wards are unlocked based on how many wins players earn over the season in ranked teams.

  • 3v3 win: 1 point
  • 5v5 win: 3 points
  • 20 points will earn you the Conquering Ward, which has one tier of ‘wings’, and is topped with a whitish orb.
  • 45 points will earn you the Triumphant Ward, which has two tiers of ‘wings’, and is topped with a light blue orb.
  • 75 points will earn you the Victorious Ward, which has three tiers of ‘wings’ that are gold white and blue, and is topped with a royal blue orb.

For more information about these wards and how to obtain them, click here!

These wards are now available for testing on the PBE! As always, we find bug reports and constructive feedback super helpful, so feel free to comment in the thread below!

PS. The 2014 season ends on November 11th, 2014 at 12:01 AM PST, so you’ve still got plenty of time to earn these wards! :]

NOTE: The particles for these wards are not in yet, but will be soon! Please hang tight!

[ Link to Post ]



Placeholder Icons


Here are some placeholder icons that’ve been added for the items from yesterday’s PBE update.









Champion Changes



Ryze Final Portrait


Rune Prison New IconRune Prison [ W ]

  • Mana ratio removed ( +4.5% of Max Mana as bonus magic damage on live)


Spell Flux New IconSpell Flux [ E ]

  • Mana ratio removed ( +3% of Max Mana as bonus magic damage on live)



Zilean Final Portrait


Heightened Learning New IconHeightened Learning [ Passive ]

  • Passive from yesterday has been changed
  • Now grants Zilean and nearby allies 8% increased experience and an AP bonus at levels 6/11/16


[ Note ] On live, Zilean grants 8% bonus experience to allies in a global range. This is just a small area around him, size of Janna’s current passive.



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



PBE 10 10 Banner

Done! Sorry for the delay in covering.


PBE 10/10 Content:

  • List of Preseason Changes
  • In-Game Preview of Preseason Changes
  • Loading Screen Borders for Ranked
  • Summoner Icons from Ranked Rewards
  • Singed Texture Rebalance
  • New Splash Arts
  • Champion Changes


Preseason is happening soon! Here’s a disclaimer for the changes you’ll find here:




List of Preseason Changes


[ Note ] I’ll be working on these throughout the day, you can check back this post every now and again and I’ll be adding more information/screenshots after the list.




Pushing to the PBE sometime tonight or tomorrow. Going to throw up a really rough changelist of the subtle stuff. I’m going to take the time to call out more subtle things that are harder to notice and give much less detail about the really obvious stuff.

These are really rough patch notes and we are highly interested in heavily iterating on a lot of these. For example, I’d love to hear your suggestions for what cool Dragon bonuses could be – and I know we’re still heavily iterating on the Jungle.

I’m going really light on context in this post because this isn’t an official patch notes – I just wanted to get a good list of details out there so you guys have some inkling of what’s going on when the stuff gets deployed to PBE.

As usual, if you have questions, feel free to ask but try to keep it in this thread if possible.

Fountain Regeneration

Improving feel of regeneration in fountain

  1. Fountain Regeneration now heals for 25% of the amount healed on live but ticks 4 times as fast.

Stat Growth Per Level

Champion base stats and stat growth per level adjusted to help reduce the impact of early level advantages

  1. Roughly, characters will start the game with an additional 68% of their per level statistic compared to live.
  2. Each level, characters will gain from 72 to 128% of their per level statistic compared to live, totalling to 1700% of your per level statistic.

Bounty Changes

With Stats Growth Per Level changes, early advantages are somewhat diminished – thus removing the unpopular gold rubberbanding mechanic from S4 to compensate for the new system of stats growth

  1. Kill gold is no longer reduced before 4 minutes.
  2. Gold gained from Assists now scales from 25% to 50% over the first 210 seconds of the game.

Death Timers

Shifting Death Timers to be longer based on level for a larger portion of the game to give a team on the backfoot an uptime advantage

  1. Death Timers now increase by 2% every 30 seconds starting at 35 minutes, rather than 2% every 60 seconds starting at 25 minutes.


Towers have received some changes to change both tower feel and to simplify the calculus involved in determining your damage to a tower

Inner Towers have been given some anti-split push / anti-siege potential. Inhibitor Towers have been given more ramp-up to make it easier to defend against single targets

  1. Towers no longer gain Armor and Magic Resistance over time, but they still gain Attack Damage.
  2. Tower Armor and Magic Resistance have been normalized to 100.
  3. Tower HP has been set to the following:
    Outer: 2000 Health
    Inner: 2000 Health
    Inhibitor: 2500 Health
    Nexus: 2000 Health
  4. Inner Towers have a new mechanic – Shielding:
    Inner Towers have a shield protecting them that regenerates after 60 seconds of not taking damage.
    While the shield holds, nearby champions gain a moderate shield as well.
  5. Inhibitor Towers have a new mechanic – Beam:
    Inhibitor Towers attack their target continuously, up to 4 times a second.
    Inhibitor Towers slowly ramp their damage from 100% to 260% over the course of 6.5 seconds.
    Inhibitor Towers slowly ignore their targets armor from 40% to 100% over the course of 6.5 seconds.
    Ramp is reset when Inhibitor Towers change targets.
  6. Base Tower regeneration reduced to 5 hp/5 from 15 hp/5


Simplifying Minion Math as well as removing the ability for resistance penetration to increase wave clear power

  1. Minions no longer gain Armor and Magic Resistance
  2. Minions gain increased maximum Health at a rate roughly comparable to the old resistance bonuses such that their effect HP is the same.

Homefield Advantage

Wanted to give the defending team an advantage in their base and remove other rubberbanding mechanics

  1. While a character is in their own base, they receive a movement speed and minor resistance bonus.

Inhibitor Respawn

Removing this rubberbanding mechanic as the base buff seems to accomplish the same thing while not dragging the game out artificially

  1. Inhibitors respawn timers increased to 300 seconds from 240.

Blue Buff

Blue Buff, acquired ealy, can lead to some unbreakable siege scenarios. With two buffs, this siege power can extend to 100% uptime. Wanted to reduce the duration on the buff a bit rather than attack the power of it to shorten some extended sieging scenarios

  1. Blue Buff duration reduced to 120 seconds from 150.

Red Buff

Blue buff is incredibly broad in application as it is used to dominate lane and contribute to clearing minions in wave clear, while red buff has some in-combat advantages – we wanted to give red buff some kind of role to play in a siege to give greater rewards to controlling the map before a siege

  1. Grants you 1% of your maximum Health every 5 seconds.
  2. Duration reduced to 120 seconds from 150.
  3. Slow reduced to 5-10% / 8-15% for ranged / melee characters from 5-15% / 8-24%
  4. Burn damage rescaled to 5-56 damage per second from 10-44 damage
  5. Burn damage now applies to Towers

New Powerup: Still Waters

Adding a pickup to the lanes after 20 minutes to add some incentive to visit this area in the mid and late game, as well as provide some split pushing power

  1. In the top and bottom lanes, at the entrance to river, a powerup will spawn beginning at 20 minutes and every 3 minutes thereafter.
  2. This buff confers:
    +50 out of combat movement speed.
    Standing Still for 0.5 seconds grants up to 25% increased vision range and the ability to look over walls.


Replacing current Elixirs with Elixirs that serve more divergent strategic powers, especially in the late game

  1. Elixir of Fortitude and Brilliance have been removed.
  2. You may only benefit from one elixir at a time.
  3. Elixirs may only be bought when your champion is level 9 or above.
  4. Elixir price increased to 400 gold.
  5. New Elixirs added:
    Elixir of Ruin: Grants Health, +% Tower Damage. Nearby minions gain +% Tower Damage and their movement speed is set to 90% of your own, up to 500.
    Elixir of Iron: Grants Size, Tenacity and Slow resistance. You leave a trail that increases ally movement speed by 10%
    Elixir of Sorcery: Grants AP, MP/5 and bonus true damage when damaging a champion or a tower.
    Elixir of Wrath: Grants AD, 10% physical vamp and scoring a kill or assist will extend the duration of the flask by 30 seconds.

Baron Nashor

Attempting to create a greater call to action for the team that has the Baron Nashor buff, rather than passively grind the opponent out

  1. Health and Regeneration removed (AD and AP boost remain the same)
  2. Baron Buff additionally grants you Empowered Recall, reducing your recall time to 4 seconds.
    This also massively heals you and grants you an 8 second movement speed buff once it finishes.
  3. Baron Buff buffs nearby minions around you significantly, causing them to gain up to 90% your Movement Speed as well as specific bonuses on type:
    Melee Minions: Gain 80% damage reduction from almost all damage types
    Ranged Minions: Gain increased damage and a minor increase in range.
    Siege Minions: Gain massive increases to range – such that they outrange towers. Their attacks are 50% slower but are AoE and deal 4x damage to towers.
    Super Minions: Gains 75% Movement Speed when nearby enemies as well as 25% Attack Speed.


Dragon bonuses adjusted to be more ‘back-loaded’ so that a team that opts for a fast pushing strategy versus a team that goes for neutral objective control will spike in power at different times in the game

  1. Slaying Dragon now grants you a stack of ‘Dragonslayer’ which grants different permanent bonuses depending on how many Dragons you’ve slain.
    Stack 1: Increased Regeneration
    Stack 2: Increased AD / AP
    Stack 3: Increased Movement Speed
    Stack 4: Increased Health
    Stack 5: Triples all other bonuses
  2. Dragon gives 50% reduced XP, compared to live.
  3. Dragon no longer grants global gold.
  4. Dragon deals 20% increased damage to units for every Dragon their team has slain.
  5. Dragon takes 7% reduced damage from units for every Dragon their team has slain.


Itemization Updates


Enchantment: Captain’s

Removing overlapping mechanics from Elixir of Ruin and Baron Buff – and most people didn’t use Captain’s for this purpose anyway

  1. Minion MS amplification removed.

Armor and Magic Resistance

Resistances are inherently reactive buys – and the constraint of Negatron Cloak and Chain Vest makes the act of cleverly reacting to your opponent much much harder than it should be

  1. All Armor and Magic Resistance items can now be built out of a cloth armor / null magic mantle.
  2. Recipes, gold costs, stats and build paths have been adjusted to compensate for the above change.
  3. In effect, there is now no meaningful difference between ‘Chain Vest/Negatron Cloak’ items vs. ‘Cloth Armor/Null Magic Mantle’ items as they will all build from the same root.

Health and Mana Regeneration

We’re swapping from items granting flat HP/5 and MP/5 to increasing a % of your base regeneration + % level regeneration. This allows different characters to benefit from regeneration items differently – as well as allowing these items to more naturally scale as the game goes on.

  1. Items that grant Health and Mana regeneration now grant either % Base Health Regeneration or % Base Mana Regeneration
  2. % Base Health / Mana Regeneration take into account your champion’s Health and Mana regeneration and any Health and Mana regeneration they gain per level.
  3. This does not take into account: skills, masteries, runes and other sources other than your champion statistic.

Example: Your champion has 7 mp/5 at level 1 and 18 mp/5 at level 18. You buy an item that grants +50% Base Mana Regeneration. At level 1, this item will provide an additional +3.5 mp/5 at level 1 and 9 mp/5 at level 18.

New Items

Crystalline Bracer

Recipe: Rejuvenation Bead + Ruby Crystal

  1. Grants Health and Regeneration.

Righteous Glory

Recipe: Catalyst + Crystalline Bracer

  1. Grants Health, Mana and Regeneration
  2. Active: Grants +60% MS to you and nearby allies when moving towards enemies for 2 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions by 80% for one second.

Warmog’s Armor

  1. Health reduced to 800 from 1000.
  2. Regeneration triples when out of combat.
  3. Cost slightly reduced.

Raptor’s Cloak

Recipe: Rejuvenation Bead + Cloth Armor + Rejuvenation Bead

  1. Grants bonus movement speed when near turrets or Zzrot Gates.

**Zz’rot Portal**
*Recipe: Raptor Cloak + Negatron Cloak*

  1. Spawns a gate at a location that summons monsters. These monsters proceed down the nearest lane and attack minions and damage towers.

Edit: Not currently in this build. Also no one spells like that.

Recipe: Raptor Cloak + Kindlegem

  1. Active now boosts the damage of nearby towers by 100% or prevents nearby enemy towers from attacking.
  2. Stats adjusted to fit the recipe items (Health/Armor/Regen/CDR)




Jungle is different now. For reasons!

Reasons that are outlined in the previous PBE post. Don’t look at me like that.


1. Jungle Difficulty and Rewards have been increased
2. Red and Blue buff timers moved to 2:30

New Jungle Camp: Scuttle crab

This neutral objective is intended to add control to the river as a setup for Baron / Dragon or provide protection/enable river ganks in the early game

  1. Spawns in top and bottom river and patrols the river it is in.
  2. Is not hostile – tries to run away from enemy champions.
  3. Grants a speed shrine in the river that provides vision and out of combat movement speed to people who cross it.


Smiting a large monster from one of the monster camps will now grant bonus XP and a monster specific bonus when you kill it – this ensures that the Jungler always potentially benefits more from the Jungle than other roles

Brambleback (Elder Lizard)

1. Restores a large amount of Health.

Blue Guardian (Ancient Golem)

1. Restore a large amount of Mana.

Krugs (Ancient Golem)

1. Grants Gift of Heavy Hands – adding Execute Damage to your attacks.

Gromp (Large Wraith)

1. Grants Gift of the Toadstool – grants Toadstool Armor, poisoning enemies that attack you.

Raptors (Wraith Camp)

1. Grants Gift of the Eagle Eye – grants you a buff that automatically grants you true sight for a short time the next time you are spotted by an enemy ward.

Murkwolf (Wolf Camp)

1. Grants Wolf Sentry – A ghostly wolf patrols that quardrant of the jungle for a moderate time. If an enemy champion enters that quadrant of the jungle, it’ll run at them and alert you to his position.

Jungle Itemization

Jungle itemization has been overhauled – all existing jungle items have been removed.

Hunter’s Machete

1. Hunter’s Machete now grants 30 magic damage on hit over 2 seconds and grants 8 health and 2 Mana per second while fighting monsters.
2. Hunter’s Machete can only be bought if you have Smite as a Summoner Spell.


Hunter’s Machete now upgrades into 4 items that amplify or change your Smite ability – depending on what overarching Jungle Strategy you want to do: Gank, Invade, Fast Clear, or Counterjungle

Stalker’s Blade

1. After killing 3 monsters, you can smite Teemo enemy champions, dealing a small amount of true damage and reducing their movement speed by 50% for 2 seconds.

Poacher’s Knife

1. Upgrade Smite to Quick Smite. Quick Smite has reduced cooldown – has further reduced cooldown when you kill large monsters and grants bonus gold if you use it on the monsters in the enemy jungle.

Skirmisher’s Saber

1. Upgrades Smite to Challenging Smite. Challenging Smite can be cast on an enemy champion – doing no true damage but revealing them for a long time and causing your attacks to deal bonus true damage each time you hit him.

Ranger’s Trailblazer

1. Upgrades Smite to Desolating Smite – which causes Smite to deal 50% splash damage to other nearby monsters as well as stun them for 1.5 seconds.


The 4 above items can be enchanted with 4 enchantments that offer bonus statistics so you can customize the item based on what kind of role you want your jungler to transition to

Enchantment: Warrior

* Grants AD and Life Steal

Enchantment: Magus

* Grants AP and CDR

Enchantment: Juggernaut

* Grants Health, CDR and Movement Speed

Enchantment: Slayer

* Grants AS, CDR and a stacking AS buff



In-Game Preview of Preseason Changes


Inner Turret Shield

Inner Turrets now have a shield that replenishes if they haven’t been attacked in 60 seconds.


Inner Turret Shield 2

Inner Turrets also shield you for a few seconds when you pass near them. If they’ve lost their shielding, they likewise won’t shield you.


Inner Turrets Void Ray Attack

Inhibitor Turrets now fire a laser beam that continuously damages units and decreases their Armor.



Jungle Monster Buffs: Require Smite to be used


Razorbeak Buff

Elder Razorbreak text

Killing the Razorbeak will alert you to the next ward that spots you and allows you to reveal it.


Krug BuffGift of Heavy Hands

Krugs, when killed, give you increased damage on the last attack that would kill a unit. Works on minions, monsters, Champions and Teemo.


Krug stone effect

The Krug buff also turns killed enemies into stone.


Gromp Buff

Upon killing Gromp, you receive a Thornmail buff for 90 seconds.


Gromp Poison Buff

The poison effect from the Gromp buff. Identical to the one used for Singed and Cassiopeia’s spells.


Dire Murkwolf CampMurkwolf text

When Smited, the Dire Murkwolf spawns a ghostly blue wolf.


Ghostly wolf

The ghostly wolf sits on the path between the Blue buff and the Wolf camp and provides vision for you.


Other objectives


Dragon Buff

Dragon now grants a buff instead of gold.


Dragon Buff 2

Dragon Slayer Buff

The Dragon buff stacks in rewards the more Dragons you kill.


Giant Enemy Crab

Giant Enemy Crab Text

There is now a wandering monster on each side of the river that moves along a preset pattern and teleports when it reaches each end of its river side.


River MS Buff Area

Upon killing the monster, a shrine spawns near Dragon or Baron that grants vision and increases the Movement Speed of allied champions who go through it.


MS Shrine Baron Side

And here’s the shrine that spawns if you kill the river monster on the opposite end of the map, near Baron.


Baron Nashor Buff

Baron Nashor Buff Text

Baron Nashor no longer grants increased Health and Mana Regen; instead, it buffs minions near Champions with the Baron aura.


Minions Baron Buff Cannon Minion Baron Buffed

Minions affected by Nashor’s buff have purple particle effects to show they’re stronger.


Top Lane BuffBot Lane relic buffStill Waters Buff

Top and bot lane now spawn a relic buff after the 20th minute mark and then every 3 minutes after being taken. They grant a small MS buff and increased vision when standing still. Below are some examples I made of the vision changes:


Top Lane No vision Top Lane Vision

Here’s the increased vision on the top lane.


River no visionRiver Vision

Here’s another example of the extra vision, this time in the river.



Loading Screen Borders from Ranked
Loading Screen Borders



Summoner Icons from Ranked Rewards


[ Ranked Solo ] From left to right: Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1, 2, 3


profileIcon714 profileIcon715 profileIcon716 profileIcon717 profileIcon718
profileIcon719 profileIcon720 profileIcon721 profileIcon722


[ 3v3 Ranked ] From left to right: Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1, 2, 3


profileIcon723 profileIcon724 profileIcon725 profileIcon726 profileIcon727

profileIcon728 profileIcon729 profileIcon730 profileIcon731


[ 5v5 Ranked ] From left to right: Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1, 2, 3


profileIcon732 profileIcon733 profileIcon734 profileIcon735 profileIcon736

profileIcon737 profileIcon738 profileIcon739 profileIcon740



Singed Texture Rebalance


Singed and all of his skins have received a texture update.


Classic Singed


Singed New Model 1 Singed Model 2


Hextech Singed


Hextech Singed Model 1 Hextech Singed Model 2


Augmented Singed


Augmented Singed 1Augmented Singed 2


Snow Day Singed


Snow Singed 1Snow Singed 2


Surfer Singed


Surfer Singed 1Surfer Singed 2


Mad Scientist Singed


Mad Scientist Singed 1Mad Scientist Singed 2



New Splash Arts




Udyr_0 Udyr_Square_0



Singed_0 Singed_Square_0



Champion Changes



Janna Final Portrait

Zephyr New IconZephyr [ W ]

  • Cooldown increased from 12/11/10/9/8 seconds to 12 at all ranks 




Singed Final Portrait


Mega Adhesive New IconMega Adhesive [ W ]

  • When Singed flings an enemy into Mega Adhesive, that enemy is snared for 1 second



Zilean Final Portrait


Heightened Learning New IconHeightened Learning [ Passive ]

  • No longer increases experience gain of allied Champions by 8%
  • Now grants Zilean increased 10% increased experience and an AP bonus at levels 6/11/16



Item Changes


Hunter’s Machete is now tied to Smite and can be enchanted!

Hunter's Machete


The Spirit items built from Hunter’s Machete are gone. They’ve been replaced by the following enchantments:

Enchantment Juggernaut Enchantment Slayer

Enchantment Warrior Magus Enchantment


There are also three new items in this update:

Righteous Glory Crystaline Bracer

Raptor Cloak



Ohmwrecker now builds out of the Raptor Cloak mentioned above.



Health-per-5 has been replaced by Base Health Regen. The tooltip change affects the following items:

  • Aegis of the Legion: +75% Base Health Regen (Legion Aura)
  • Ancient Coin: +25% Base Mana Regen
  • Archangel’s Staff: +50% Base Mana Regen
  • Ardent Censer: +50% Base Mana Regen
  • Athene’s Unholy Grail: +25% Base Mana Regen
  • Chalice of Harmony: + 25% Base Mana Regen
  • Face of the Mountain: +100% Base Health Regen
  • Forbidden Idol: +50% Base Mana Regen
  • Frost Queen’s Claim: +50% Base Mana Regen
  • Frostfang: +50% Base Mana Regen
  • Locket of the Iron Solari: +75% Base Health Regen (Legion Aura)
  • Manamune: +25% Base Mana Regen
  • Mikael’s Crucible: +75% Base Mana Regen
  • Muramana: +25% Base Mana Regen
  • Negatron Cloak: +100% Base Health Regen
  • Nomad’s Medallion: +25% Base Health Regen and +25% Base Mana Regen
  • Ravenous Hydra: +100% Base Health Regen
  • Rejuvenation Bead:+50% Base Health Regen
  • Seraph’s Embrace: +50% Base Mana Regen
  • Spectre’s Cowl: Passive gives 100% Base Health Regen..,
  • Spellthief’s Edge: +25% Base Mana Regen
  • Spirit Visage: +100% Base Health Regen
  • Talisman of Ascension: +75% Base Health Regen and +75% Base Mana Regen
  • Targon’s Brace: +50% Base Health Regen
  • Tear of the Goddess: 25% base mana regen
  • Tiamat: +100% base health regen


Warmog’s Armor has received a lot of changes and is now a dedicated split-pushing item.

Warmog's Armor


Elixirs have also been updated. They now grant different stats, cost 400 gold, up from 250, and cannot be bought before level 9. There are also two new elixirs:


Elixir of Sorcery & Elixir of Wrath

Elixir of Sorcery Elixir of Wrath


Elixir of Iron

Elixir of Iron Item

Elixir of Iron Trail

Trail left by a champion who has consumed an Elixir of Iron.



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



PBE 08 10 Banner

 Victorious Morgana is unavailable at the moment.


PBE 08/10 Content:

  • Victorious Morgana
  • Reaper Soraka
  • New Splash Arts
  • Shadow Isles Lore


[ 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.



Victorious Morgana

 [ Note ] Victorious Morgana is still unavailable on the PBE; I’ll add screenshots and a video preview as soon as she’s up for testing.

Victorious Morgana Model


Victorious Morgana is still very much unavailable. Here’s a preview from SkinSpotlights; note that the skin is missing particles and sounds.




Reaper Soraka


Reaper Soraka will be available in store for 1350 RP.


Reaper Soraka Video Preview



Reaper Soraka Model Soraka Model 2
Soraka Recall

For her recall, Reaper Soraka shatters the ground with her staff and summons a teal/black hole.


Soraka Passive

Salvation [ Passive ]


Soraka Starcall 1 Soraka Starcall 2

Starcall [ Q ]


Soraka W 1

Astral Infusion [ W ]


Soraka Equinox 1 Soraka Equinox 2

Equinox [ E ]


Soraka R

Wish [ R ] 



New Splash Arts


Jarvan IV



JarvanIV_0 JarvanIV_Square_0





Rengar_0 Rengar_Square_0



Shadow Isles Lore


The following Champions have received additional Shadow Isle-based lore in the client.


Elise Final Portrait

Elise’s entrancing beauty and grace conceal the pitiless, black heart of a deadly predator. With ruthless cunning, she lures the unsuspecting with promises of favor from the spider god. Having exchanged her humanity to become something far more sinister, Elise sacrifices the innocent to maintain her power and seemingly eternal youth. No one can fathom how many have been caught in her web, slain to feed her insatiable hunger.


Evelynn Final Portrait

Swift and lethal, Evelynn is one of the most deadly – and expensive – assassins in all of Runeterra. Able to merge with the shadows at will, she patiently stalks her prey, waiting for the right moment to strike. While Evelynn is clearly not entirely human, and her heritage remains unclear, it is believed that she hails from the Shadow Isles – though her link with that tortured realm remains shrouded in mystery.


Hecarim Final Portrait

Hecarim is a towering, armored specter whose name is whispered fearfully across the length and breadth of Runeterra. He patrols the Shadow Isles, running down anyone foolish enough to set foot upon its cursed soil. As the vanguard of undeath, Hecarim rides forth from the Black Mist, laughing mockingly as he tramples the living beneath his iron-shod hooves.


Karthus Final Portrait

Karthus is a harbinger of oblivion, zealously devoted to the beauty and clarity of death. Even in his youth, he was utterly obsessed with mortality, growing ever more relentless in the pursuit of his dark desires. Yearning to be one with death itself, Karthus journeyed to the Shadow Isles and willingly offered himself to undeath. Karthus transformed into the Deathsinger, a dread lich existing solely to deliver the blessed gift of annihilation.


Maokai Final Portrait

Maokai was bound to a gnarled tree by the dark magic that transformed the Shadow Isles. The once-peaceful nature spirit is now a corruption of his former self. Infused with power that he never asked for, he has become a destructive force, sundering his enemies with wild magic and crushing limbs. Maokai continues to wander Valoran, seeking the means to bring life back to his forest home.


Mordekaiser Final Portrait

The vicious wraith Mordekaiser is among the most terrifying and hateful of spirits that haunt the Shadow Isles. Entombed in ancient armor, the Master of Metal is said to be the first of the unliving, a revenant who existed even before the Shadow Isles were wrought. His twisted soul thrives on his own suffering, as well as the anguish he inflicts upon others. Those who dare face Mordekaiser in battle risk a horrific curse: he enslaves his victims’ souls to become instruments of destruction.


Thresh Final Portrait

Thresh is a sadistic, spectral reaper who relishes tormenting the living and the dead. Once a jailer who mercilessly brutalized all under his charge, Thresh was hanged from his own chains by the prisoners he had tortured. With his vicious essence unbound, the Chain Warden roams Runeterra in search of prey. He derives twisted joy from slowly breaking the minds of his most defiant victims, before trapping their souls within the sickly green light of his lantern.


Yorick Final Portrait

A terrifying and tragic figure, Yorick is a ghoulish being that exists on the edge of mortality. Some say he was the last of his family line, dying without an heir to continue its legacy, and that he is cursed to continue to his family’s duty even after death. Wielding the twisted shovel he bore in life, he continues his macabre work, endlessly digging and filling graves upon the haunted Shadow Isles.



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



PBE Plans Banner

Here’s an announcement: experimental changes are coming to the experimental server… The gist is: don’t panic.


[ Note ] I’d like to have this post separate so readers are aware they might see some weird PBE changes in this cycle that might not make it to live.


Ypherion: Hey everyone,

For the next couple weeks we’ll be putting out a lot of experimental work on the PBE as we ramp up to the 2015 preseason. As a reminder: some changes will be a bit disruptive – somevery disruptive – but the preseason is our annual opportunity to deepen the League of Legends experience (remember our changes from last year?), so we’re excited to be sharing some early iterations with you. Also keep in mind that these changes are still pretty early in development, so expect a good amount of temporary – or re-used – art, sound and other assets. In some cases this might make new things harder to understand (sorry!) and we’ll try to get them cleared up as soon as we can.

We’ll also be kicking off this PBE deploy with a series of preseason ‘forecasts’ to give some narrative structure for where we’re heading. More official communications will roll out when we get closer to the real start of preseason (so if you just want to know what’s definitely on the table, come back in a month or two), but If you want to get a peek behind the curtains of our 2015 development, read on.

Overall, this preseason we’re looking for ways to support more strategic diversity in League.

“Strategic diversity” is a pretty broad – and kind of vague – term so, to make sure we’re on the same page, we’ll be breaking it down in this series of posts.

When we talk about strategic diversity, we’re really focused on the ways you look to win – the paths to victory your team walks. Players have discovered many viable strategies during League’s lifetime, like teamfight-focused (deathball) strats, split pushing, siege / poke, objective control, and more. In the past, however, when one of the aforementioned strategies was dominant, we didn’t have a lot of ways to bring it back in line other than nerfing the champions that were critical to its success (think Shen back in his split push heyday).

So this time around with the 2015 preseason we want to add more tools to the game so that teams can continue to innovate while, at the same time, we can properly tune when strategies are over (or under) performing. In other words, by creating more paths for players we also end up with more balancing points we can use to make sure that multiple strategies exist without just stomping out the competition. More importantly, this means we have more ways to give power to strategies that seem too weak.

So broadly speaking – and we’ll get a little deeper on some of these topics over the next few days – we’ll be experimenting with changes to objectives (like towers, dragon, and baron), the jungle (a new camp, spawn times, difficulty, items, rewards… well, all of it really), items (more situationally powerful actives!) and some core systems (stats per level, death timers, how health / mana regen works). Reiterating our high-level goals here: we’re going to be laying a foundation on which we can support more strategic diversity, no matter what champions we play on the updated Rift.

Look forward to more focused forecasts in the next few days, and we’d love to hear your thoughts as our first wave of changes roll out! Happy experimenting!

[ Link to Post ]





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