Archive for the ‘Riot News’ Category


News Update August 29 Banner




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Soraka Rework Banner



Vesh New PortraitSoooo as some of you may have heard, we’ve been working on some pretty big changes to Soraka. Hopefully this post will help you guys see some of the challenges we faced with her as a character and how we are looking to resolve them while creating a really deep and interested play experience that no other character in LoL can offer.


Right then, so first thing first. We wanted to carve out a really specific niche for Soraka so that we could make her really strong and unique in that role. The role that we identified for her was as the core healer of the League of Legends roster. So, I’m sure that raises a bunch of alarm bells for a number of you.
“Wait a second, hasn’t Morello said in the past that he hates healers in LoL? What changed?”

Well, there’s a difference between healing with and without meaningful costs and interaction. Let’s talk about that for a second. With Live Soraka (and especially season 1 Soraka, if you were around for that), heals tend to “undo” action at the cost of mana. Specifically, being a sustain fountain that clicks your ally until they are healthy doesn’t create a very compelling gameplay space, and certainly doesn’t feel like a fair interaction to enemies. After all, all they can do is keeping harassing until Soraka runs out of mana. So then, what would feel fair?

That was the core problem I was looking to solve when I started on Soraka. After some early iterations, Morello pitched something crazy to myself and RiotScruffy. What if Soraka had to pay her own health to heal allies, but could then get it back through a separate enemy-interactive spell? ;
This became the driving vision behind the new Soraka, and I’m really excited to share what’s going to be hitting PBE in the next cycle with you guys. This is not going to be a tl;dr post (if you want that version, I’m sure you can wait for blakinola’s). I want to get in depth about every choice that was made and why we felt it was necessary. So without further to do, here’s the kit. (This is going to go in the order most conducive to walking you through my process, so don’t get confused when I start on W).

PLEASE PLEASE note that all of these numbers are definitely not final. We will be doing a lot of tuning over the next couple of weeks.


This is the core of Soraka’s new kit. It’s a 4 second (scaling down to 2) heal that she can use to constantly direct her attention to the ally that needs it most. We are trying to really capture the feeling of the core healer that is constantly managing her allies’ health bars and keeping people alive. As I mentioned previously, the % health cost is necessary to allow Soraka to have such insane potential healing. Using this spell, you can easily heal an ally from almost dead to full health, but you will pay a heavy cost for doing so if you aren’t actively engaging in your offensive loop (Starcall). The Max Health cost was chosen very specifically over a flat health cost so that Soraka would not be able to increase her overall healing potential by stacking tank items (especially warmogs). If Soraka is going to be allowed to keep people alive in fights, she needs to be vulnerable in doing so. Soraka’s positioning and decision making will be a huge point of mastery. That reminds me, the cast range on this spell will be rather short. This is necessary to make sure Soraka is accessible when she chooses to heal and can’t sit 800 units behind the back line and heal from total safety (seriously, this is the most frustrating thing ever to have to deal with). Good news though, she will have other tools on her kit to help her here.


This passive we called “Astral Ambulance” internally. Because Soraka’s cast range on W needs to be constrained, we need to give her another way to reliably reach the targets she wants to heal. This new passive allows Soraka to keep up with the fight and make clutch saves by sprinting across the river to get that heal off.

The second potion of this passive allows Soraka to get the cool bonus effects off items like Frozen Heart while making your healing and damage stronger. This should open up a couple cool new itemization choices for her. It also serves a potential release valve in a future where mitigation itemization allows Soraka to be too tanky. This way we can tune how strong Soraka is in certain areas (healing/damage) without just flat out nerfing her if she is ever able to become too tanky.

That brings us to the new Starcall. I don’t think you guys need much of an explanation of why the previous starcall needed to be cut. It was essentially a ramping damage PBAoE ability on a character that is supposed to be a support focused around her ally. A ramping damage pattern like this is really indicative of tanks, and if we wanted Soraka to be an interactive and fair healer, we had to give her opponent a way to be successful against stopping her healing.


Ideally, we wanted this spell to be very reliable at close range (when Soraka is at extremely high risk) while be equally as powerful but less reliable at long ranges (so that if Soraka is poking with it her opponents can dodge). This led us to a targeting paradigm similar to Corki Q or Twitch W (basically a missile that doesn’t have any effects until the end where it blows up in an AoE). To really accentuate the reliable-when-close paradigm, we also added a small sweet spot in the middle of the AoE (think Leona ult style). If Soraka hits an enemy with the sweet spot, the enemy takes 150% of the damage and is slowed for 2 seconds. You’ll see why this slow is really important to her offensive pattern when we get to E, but one other thing I wanted to point out was that this is one of the few tools she has to stay safe when she’s by herself.

Finally, let’s talk about the E. Soraka’s previous E was one of the better decision points on her old kit, but a targeted silence just wasn’t as satisfying as it could have been. A lot of the time you don’t even realize how much you have or haven’t hurt your opponent. Tryndamere and Riven are both AD stacking melees. If you use it on Tryndamere, it might not be a big deal, but if you use it on Riven she literally can’t do anything. What we really wanted to do here was give Soraka a much bigger moment when it came to play making that still fulfilled the power of quickly silencing a dude quickly


Equinox is an incredibly powerful spell. An AoE silence zone is no laughing matter, and the root at the end allows her to make some really cool plays (dropping it where Lissandra is about to blink to, or underneath an incoming enemy teleport, etc.) The root will scale with level, but once again try not to focus on numbers since these are all subject to change with tuning.

Wish is largely unchanged, but because her old passive was removed (more healing at lower ally health), this scaling was kept on wish but concentrated into a clear threshold.


This change allows Soraka to understand exactly how many “bonus heals” she is going to get when she presses the button, and also makes the spell just generally more powerful when it matters (anytime the ally is below 40% they get the equivalent power of being at 1% with the wish on Live currently). We kept the healing scaling on Wish and not on W because we didn’t want Soraka to allow her ally to drop to dangerously burstable levels just so she could get a slightly better heal on a basic ability. Soraka should always want to keep her allies at the safest health she can (while also managing her own health) and we felt that a bonus heal on W not only encouraged play that was often wrong, it also felt really baity for the enemies. Keeping the “flash heal” button and the big saving cooldown separate allows us to make sure each has a clear and satisfying purpose.
So that’s the kit.

I guess I want to close by talking about how this Soraka is not going to play like anything else in League of Legends. We’re taking a lot of risks by basically allowing Soraka to put herself at near death, but the gameplay experience of the core healer is something we really want to explore. We’re willing to try some risky stuff to accomplish a cool niche champion like this, and we will be watching her really closely on PBE to make sure she isn’t doing anything overly abusive.

We’re really excited about what this champion could provide to players who love to play combat healers, and we’ll be doing plenty of tuning on PBE to make sure she’s in the best place possible upon release. Please remember that regardless of whether she is strong or weak on PBE (or even on release) that we are building a champion that we are comfortable buffing up even if she is weak, so bear with us as we get her into a good spot in the coming weeks.

I’ll be around to discuss all of this stuff with you guys, so fire away with any questions you might have!

[ Link to Post ]



Viktor Rework 2 Banner



The Truer Evolution - Viktor Rework

Solcrushed New PortraitHi everyone, a couple of weeks earlier I shared some preliminary peeks into what the Viktor gameplay update will bring. Today I am here to talk in more detail regarding the kit changes as we near completion.



Evolving Technology PassiveEvolving Technology [ Passive ]

We’ve already talked about the passive, and not much has changed from what I spoiled back then. Viktor is able to upgrade his Hex Core 3 times, and each upgrade will allow him to augment a basic ability & grant AP and mana. The completed item will be certainly slot efficient and grant a load of AP in the late game.


Power Transfer New IconPower Transfer [ Q ]

We talked about the Q somewhat in intentionally vague terms. The Q is gaining a significant increase in range in exchange for significant reduction in damage. The lost damage will be made up as Viktor will gain a strong damage modifier on his next basic attack, akin to Lich Bane.

This is intended to divorce the utility portion of the Q from the damage portion while keeping it a targeted spell. Viktor should be able to gain access to his shield and speed boost (with augment) from a safer distance, and decide whether he can risk coming in closer to deal the bulk of his damage.

but Viktor’s autoattack sucks!

Not THIS one

The augment on the Q remains the speed boost. The divorce of the utility and damage opens up offensive use cases of the augment (to get closer to land your other spells with higher accuracy), and should be a strong contender for 1st augment.

One last thing, the shield, speedboost and on next hit are all granted upon cast. You can finally shield an enemy’s spells on reaction.


Gravity Field New IconGravity Field [ W ]

This is all in all a fine spell with very strong potential. However its lack of range makes it very difficult to utilize in non-defensive ways. The spell has also had its range increased significantly (but not as much as live Augment W) to clarify Viktor’s engagement range to be around his R range. In exchange, the enemies will be warned earlier that the trap is opening beneath them. This should both increase usability of the spell for Viktor but keep it feeling fair for the enemy.

The W augment no longer increases range but sucks in enemies that are stunned by it to its center. This will allow Viktor to both function as a very strong follow up AOE burst (someone else probably needs to initiate for him) and enhance his kiting gameplay against the front line of the enemy who he ends up fighting against due to lack of jumps. This is probably the 3rd augment to take in most situations but if you need to kite a lot or foresee a mid level teamfight it could be taken earlier.


Death Ray New Icon Death Ray [ E ]

The Lazer of Death is an iconic spell on viktor and we have fought very hard to keep its numbers intact on the base spell. Nothing much has changed, it is still the thing we all love and hate.

The E augment on the other hand, has undergone significant changes. It will no longer apply a DOT on hit, but instead an explosion will follow the initial laser’s wake. If Viktor hits both the laser and the explosion, Viktor will deal more damage than the Augmented E on live. This will be a net nerf as the reliability hit is significant, and the spell will be weaker as poke, but stronger for waveclear or in combination with other spells .


Chaos Storm New Icon Chaos Storm [ R ]

I said back then that the R is also undergoing a big change, unfortunately the change we planned did not pan out and the R will stay very similar to what it is on live. Not much more to talk about here.


So there it is, the updated Viktor should become a strong followup mage that excels as a secondary AOE wombo, and deals strong sustained damage against the front line with his Q and R. Hopefully we will meet again soon when phase 2 of the Glorious Evolution commences as I will leave you with one last tease.


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LCS Season 2015 Banner


Next season, we’re excited to officially announce that we will be expanding the NA LCS and EU LCS to 10 teams. We’re looking forward to this team expansion to bring more diversity of talent and new gameplay into the professional scene in North America and Europe.




In order to fill these new team spots, we’re introducing a onetime event called the Expansion Tournament. The tournament will take place after Worlds and will pull teams from the ladder. Teams that lose in the Promotion Tournament will still have another chance to qualify for the LCS as they will automatically be entered into the Expansion Tournament. We’ll confirm official dates, tournament structure, and format soon, but we wanted to let everyone know it was happening before we all get swept up into the excitement of Worlds.




We also wanted to share that we’re seriously considering introducing some form of circuit points to the LCS tournament structure. Points would bring more weight to the Spring Split and help make every playoff match more significant due to the awarding of these valuable points. We do have some concerns about the intuitiveness of this point system, specifically as it pertains to new viewers.

We want to ensure the point system enforces that teams should always play their best as well as gives all teams from both splits a fighting chance at advancing on to the NA Regionals and Worlds. We’re currently running simulations to find the ideal solution, but we’d like to open it up to the community for point distribution suggestions and feedback. Tell us what you want to see around potential LCS circuit points.




Based on more teams entering the LCS, we will be updating the format and some policies for next season, and we’ll share the final details after Worlds. We’ll continue to provide insights into some of our thinking and considerations for 2015 along the way to Worlds.

Don’t forget to share your ideas for potential circuit point systems in the comments below. We’ll also be watching the forums and other community channels.

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Have you considered Blind Pick in the final game of a Bo5 like in OGN

Magus New PortraitYeah I highly doubt we’ll be implementing blind pick in a bo5 series. Teams earn side choice advantage during the regular season and we want that to be an incentive to finish higher in the standings.

Also the team has certain issues with the validity of the format in that it’s a much different type of strategic planning that rarely is used during the season – doesn’t seem like a great way to end an epic best-of series.

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Rework Updates Banner



What happened to Urgot’s W scaling off mana

Meddler New PortraitDecided to go for a set of high confidence changes and then assess how they’ve affected Urgot before looking at more experimental changes such as the W mana scaling. Urgot still has some core issues unaddressed, lack of sufficient counterplay at times in particular, so we need to be cautious about just giving him raw power.

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Follow Up

Regardless of the changes to Urgot in 4

Meddler New PortraitWe’ll do a rework and it’ll almost certainly include some substantial changes. That’s still quite a long way off though, hence these smaller changes in the meantime to try and get Urgot into a better spot until then.

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What happened to the Gangplank and WW reworks

Ghostcrawler New PortraitThere are a lot of champions that we need to update. Many factors to into determining what the order of attack is, including art resources, coordination with visual updates, waiting for engineering support, or sometimes just the passion of the designer or having a clear idea for how to update someone.

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Why not skip the VU for Warwick and just rework his abilities

Meddler New PortraitCombining reworks and VUs together is both more efficient and gives us a lot of more options in terms of how we can improve a champion’s kit. A VU means we’ve got the freedom to create new spells, get different animations, get new sounds etc. Without that we’re working within a much narrower space. Sometimes that’s fine – some champions just need numbers adjustments (even if substantial). For a champion like Warwick though that’s not the case, there are some solid changes we’d like to make but they require a combination of both art and game design changes.

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Will you make Gangplank’s ultimate more consistent

Meddler New PortraitYeah, we’re going to test out a more consistent version of the ult, hopefully for a patch soon (needs some visual adjustments since the timing’s changing a bit, so can’t commit to an exact timeline). It’s a change that’s part of his rework and has tested well that’s probably a good fit for being pulled forwards by itself.

[ Link to Post ]


Follow Up

When will this change to GP occur and what will it include

Meddler New PortraitMight be within a couple of patches, that’s very much a guess though.

Removal of RNG (which here generally provides a chance for failure without giving GP a way to play around it).

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Single Posts banner



What do you think of abilities that require 0 decision making

Ghostcrawler New PortraitVlad’s Q is often the example we also use of an ability with no decision making. Shameless plug: I think we mention it in the design PAX panel this Saturday. It’s the kind of thing we are likely to eventually update.

Not every decision needs to be a huge decision and not every interesting decision needs to have huge consequences for using it wrong. As an example, many Qs are on a pretty short cooldown, because while it is rewarding to use an ability at the right time and feel smart for doing so, it also feels unrewarding to not be able to hit hotkeys very often.

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Schedule for Double IP Weekend for All Regions

RiotWingfield: Hey Everyone!

Just wanted to clear up what’s going on here. All regions are getting 3 days of double IP. NA is 8/30 – 9/1 while all other regions are 8/29 – 8/31. NA is pushed back a day so people can take advantage of the Monday off for Labor Day.

The post referenced is an error on our end, so we apologize for the confusion. It should be corrected shortly.

[ Link to Post]



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



PBE Update August 27 Banner

PBE 27/08 Contents:


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


Previous updates from Patch 4.16 Cycle:


PBE-Update-August-26-Banner (1)



Cassiopeia Rework


Cassiopeia New Portrait


  Deadly Cadence New IconAspect of the Serpent [ Passive ]

New passive: Cassiopeia gains a stack of Aspect of the Serpent for each second that an enemy champion is poisoned and for each poisoned unit that she kills. Her ability power is increased by 1% for every 25 stacks, up to a max of 375 stacks. (Old Passive removed)

  • At 50 stacks, Twin Fang now heals Cassiopeia for 6/8/10/12/16 (+0.1 ability power)
  • At 150 stacks, Cassioepeia gains 30% CDR
  • At 375 stacks, the AP bonus from Aspect of the Serpent is doubled.


Noxious Blast New IconNoxious Blast [ Q ]

Provides Cassiopeia more movement speed later in the game but, in turn, deals less damage overtime.

  • Damage: 70/105/140/175/210 (+0.35 ability power)
  • Movement speed: 10/15/20/25/30%
  • Cooldown: 4 seconds
  • Mana cost: 40/45/50/55/60
  • Delay increased by 0.05 seconds


Miasma New IconMiasma [ W ]

Now a notably more powerful slow tool but has a higher cooldown and deals less damage overtime.

  • Damage per second: 10/15/20/25/30 (+0.1 ability power)
  • Cooldown: 15 seconds
  • Mana cost: 40/50/60/70/80
  • Slow: 15/22.5/30/37.5/45%


Twin Fang New IconTwin Fang [ E ]

Is now MUCH more reliable when checking for poisoned targets and has a higher AP ratio later in the game. Also, now grants mana upon killing a unit.

  • Damage: 55/80/105/130/155 (+0.4/0.45/0.5/0.55/0.6 ability power)
  • Mana cost: 30/45/60/75/90
  • Utility: Now refunds its mana cost plus an additional 3% of Cassiopeia’s total mana when it kills a unit.
  • Usability: Now has additional checks in place to see if target was poisoned.


Petrifying Gaze New IconPetrifying Gaze [ R ]

Lower cooldown, but also slightly lower damage.


  • Damage: 150/250/350 (+0.5 ability power)
  • Cooldown: 120/110/100



STASHU New PortraitHey guys! Coupled with all these other upcoming Shurima releases, we’ve got an update to Cassiopeia for ya. Cassiopeia has always had some really cool stuff on her kit, and we saw this as a great opportunity to polish her up and really accentuate her interesting strengths. Here’s what we’re hoping to accomplish with these changes:


  • Emphasize Cassiopeia’s carry potential

Cassiopeia has always been thought of as one of the highest potential damage sources in League of Legends, so we’ve taken this opportunity to really push her into that niche. Alongside this is giving her a unique and powerful endgame goal– take a look at her new passive for more information here.

  • Increase reliability

The reset mechanic on Twin Fang often feels like it doesn’t work properly, even when it does. So, we’re adding a few tweaks here to make Twin Fang just a touch more reliable– and from what we’ve seen, even a little bit of reliability on Cassiopeia goes a longggg way.

  • Tone down her lane bullying

Historically, when Cassiopeia has been strong, her laning was oppressive to the point of being problematic. We’re looking to fix this by toning down some of her early power and making space to give her very powerful tools for the late game.

  • Channel her damage potential into her single target spell, Twin Fang

We plan on giving Cassiopeia a lot of late game power– way too much to comfortably fit into her spammable aoe spells. Don’t worry though, Noxious blast and Miasma are still going to be very important and impactful spells, but we’ll be shifting some of their damage into utility so as to allow Cassiopeia better access to her E.


And that’s it. I’m sure Cassiopeia veterans out there have some concerns about some of these damage changes, so I’d like to highlight a few things.

  • The reliability change to Twin Fang cannot be understated
    • This has huge implications on her DPS potential. More E’s with a higher ratio = more DPS. For anyone used to playing Cassiopeia, you’ll notice a difference immediately.
  • Much of her kit has been restructured to make Twin Fang more accessible
    • 30% CDR, buffed movespeed on Q, a buffed slow on W, and a lower cooldown on R all come together to make Cassiopeia’s damage more readily available.
    • Additionally, the life on hit on Twin Fang allows Cassiopeia to stay in fights for longer periods of time, much like lifesteal does for AD carries. This means Cassiopeia will be free to do more damage over the course of a fight.
  • Aspect of the Serpent grants Cassiopeia significant AP in the late game
    • This’ll help make up for some of the base damage tuning, but also simply give her more damage than ever before at full build

So! Please let us know what it feels like to play with this new passive. I’m particularly interested in the following: Does “Aspect of the Serpent” change the way you think about the laning phase while playing Cassiopeia? Does Cassiopeia feel particularly powerful in the late game as a result of her passive? How do the usability changes to Twin Fang feel?

Lastly, as with most content on the PBE, keep in mind that many aspects of Cassiopeia are still works in progress– which means some things might look a bit weird, and others will likely be a little buggy. We’re already working on a lot of this, and we’d love to hear your feedback in case there’s anything not already on our radar.

Alright, that’s all for now, but I’ll be around! I hope you enjoy Cassiopeia on the PBE!



Cassiopeia Texture Update


Cassiopeia Model

Cassiopeia Model 2



Guardian of the Sands Kha'Zix Skin


 [ 975 RP Cost ]

GalettaA guardian rises!

After a long slumber, Guardian of the Sands Kha’zix arrives on the rift! His golden carapace shimmers in the sunlight as he leaps upon his prey! This skin includes:

  • All new golden scarab themed model!
  • All new sand and jade themed particles!
  • New recall animation!

Your feedback and bug reports are extremely helpful to us, so please check out Guardian of the Sands Kha’Zix and let us know what you think! Feel free to drop any bugs (heh) you find in this thread as well, and definitely give him a go on the Summoner’s Rift Update!

See you on the Rift!

Note: Sorry guys, this is not the ultimate skin. :D

NOTE 2: Due to a bug (heh) Guardian of the Sands Kha’zix will not be playable today 8/27/2014, we are working to resolve this issue as quickly as possible. Thanks for being patient. :<



New Akali Splash Art


Akali_Splash_0 (1)

Akali_0 Akali_Square_0



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



Champion Skin Sale September 1 Banner

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




  • Darius – 487 RP
  • Rumble – 440 RP
  • Xin Zhao – 292 RP


Commando Jarvan IV – 260 RP





Iron Solari Leona – 487 RP





Little Knight Amumu – 375 RP






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



News Update August 27 Banner



Meddler continues the Q&A on the newly released on the PBE Champion, Azir, going over how his kit interacts with turrets, the mechanics of his ult and lots more. Lyte announced a new feature of the Tribunal: restrictions and bans for intentional feeding and elaborated with Neurocat on how the system will differentiate between players who have bad games and players who play to ruin other people’s games. Over on the community beta forums, we have a confirmation that bought accounts will be permabanned when they’re found out and another announcement of a system that will be coming to the PBE – Ranked restrictions.


Recent News






QA on Azir Part 2 Banner


Part 1 of Azir Q&A:





What happens if Malphite or Nocturne try to ult past Azir’s wall

Meddler New PortraitChampions who are in an unstoppable dash/leap will go through the wall (Malphite, Noc, Hecarim, Vi, J4 etc).

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Can you W+E to an enemy and then push them backwards with the ult

Meddler New PortraitIt’s possible, the timing’s going to take some practice to pull off given the ranges involved though.

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Does the Sun Disc passive scale with any stat

Meddler New PortraitLike other towers its stats go up with game time. Intent is to also have its damage scale slightly with Azir’s AP, though I can’t recall if we’ve got that in for the build that’ll hit PBE soon or not.

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Is the passive cooldown applied to a ruin, or is it internal

Meddler New PortraitThe CD’s on Azir himself (think of it like Anivia’s passive for example).

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Can an enemy use Ohmwrecker's active on his passive turret

Meddler New PortraitThey’ll be able to by the time he gets released, we haven’t hooked that functionality up to Ohmwrecker yet though.

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Does his passive have any use if Azir’s team is winning

Meddler New PortraitYou can also use it on enemy tower ruins (take their outer tower, place your own, siege their inner etc).

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How long do the passive turrets last

Meddler New PortraitCurrently one minute if not taking damage from any other source (their health gradually decays over time).

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Will his tower give true sight like regular towers

Meddler New PortraitIt will! It also gets the other tower effects too (more Armor/MR when no enemy minions around etc).

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Azir seems too focused on split-pushing

Meddler New PortraitWe’re still playing around with exactly how Azir interacts with enemy towers and will be trying out a couple more things before his release, some of which you may see on the PBE. Having him be able to threaten towers is something we’d like, being a strong split pusher without sufficient counterplay or role elsewhere on the other hand isn’t.


One version of what that might look like we’ve been talking about is a kit where his soldiers can’t attack towers directly for example but can instead be sacrificed to deal a burst of damage to a tower, giving him some anti power potential but in exchange for temporarily reduced capability to push, team fight, maneuver.

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Can the passive be active on more that one ruin at a time

Meddler New PortraitOne passive tower up at a time, followed by a long CD.

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Is the ult cast behind Azir, like Thresh’s Flay

Meddler New PortraitThe ult appears a bit behind Azir and then pushes forwards in the direction of the cast.

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Does Arise W replace his auto attacks

Meddler New PortraitThe soldier auto attacks do indeed replace his if there’s a soldier in range of his target (if not he’ll use his own auto attack, which isn’t as strong). Soldiers scale with AP.

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Will Disc of the Sun prioritize targets like regular turrets

Meddler New PortraitSame target picking logic as regular towers and yes, physical damage.

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How did the idea for his passive come about

Meddler New PortraitCombination of thematics (tie in to Azir’s backstory, not sure if that’s out yet so I’m being vague on the details) and a new gameplay space we wanted to explore more (moments of power at specific map locations).

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Could you explain how the other part of the passive work

Meddler New PortraitSame as something like Singed passive – Azir gains bonus AS based on the amount of CDR he has (bonus, not conversion).

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Can enemy Champions still blink over Azir's wall

Meddler New PortraitBlinks are not affected by Azir’s ult.

Having other champion created terrain also block dashes/jumps is not something we’re intending to do at present, those abilities are explicitly creating terrain, with all the usual play and expectations around that, and are either on much shorter CDs than Azir’s ult or come with multiple other effects.

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Is there a visual indicator that his passive can be used

Meddler New PortraitThere is, it’s a glowing visual effect on tower ruins, visible to all players.

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What about Vayne's Tumble

Meddler New PortraitIf a champion moves/is moved using an ability Azir’s ult will stop their movement unless:

1. The ability gives the caster unstoppability (e.g. Malph ult or Vi ult) or
2. The ability has no travel time and, on completion, changes the champion’s position all in one go (e.g. Ezreal’s E or Elise’s Spider E)

[ Link to Post ]



Bans for Feeding Banner



Detecting and banning extreme Intentional Feeders

Lyte New PortraitHey everyone,

As some of you may have heard, the Tribunal is a system that addresses many types of player behaviors but is currently in extended maintenance while we upgrade a lot of the core functionality. You can read more about it here:…ading-tribunal

In the meantime, we’ve launched several test systems that have begun aggressively reducing negative player behaviors in League of Legends including a system with the ability to instantly escalate high severity behaviors such as excessive verbal abuse, racism, sexism, homophobia and worse to a 14-day or permanent ban. After several weeks of testing in North America, we are now ready to start these tests on the European servers. We’ll continue to monitor the results of these tests as we prepare to roll them out in other regions.

The reason I’m here today though, is because while these systems are effective at reducing negative verbal behaviors in League, we’ve been working on ways to address negative gameplay behaviors in League.

Starting 8/26/2014 in North America, we’ll be rolling out a test system capable of immediately escalating extreme intentional feeders straight to a 14-day or permanent ban. Like our other punishment systems, we’ll start with conservative tests to minimize false positives, and then expand the system to be more aggressive. As with our other experiments, depending on the results, we’ll roll out similar tests to the other servers.

[ Link to Post ]



How will you differentiate between feeders and legitimately bad players

Neurocat New Portrait We’re taking into account a large number of different variables, which should properly distinguish between the two. Minimizing false positives is really important for a system like this, where the line between poor play and intentional feeding can be blurry.

[ Link to Post ]



Why wasn’t this system implemented sooner

Lyte New PortraitWe’ve been working on several systems in parallel and depending on the various design and tech challenges, some features are easier to do than others.

For intentional feeders, many players tend to confuse intentional feeding with just playing a poor game, so there’s a lot of nuance to figuring out when an offense is actually intentional feeding and deserving of a punishment.

[ Link to Post ]



Will the system punish players who are just having a bad day

Lyte New PortraitNeither system relies just on reports. There are multiple checks in systems to minimize false positives, which is why there are very few players that get punishments when they do not deserve it.

[ Link to Post ]




But the system could take a 0

Lyte New PortraitWe’re happy to dive into details when some initial tests are complete, but players have nothing to “fear.” We’ve seen billions of games of data of what a bad, outrageously bad, and crazy once in a lifetime bad game looks like, and are willing to give players huge benefit of the doubt in a system like this.

If you are banned by these types of systems, it’ll be very clear why.

[ Link to Post ]



If I’m dying a lot as Singed, will I still be punished

Lyte New PortraitDon’t worry, it’s not just about dying. There’s numerous factors that go into determining what’s an intentional feeder.

I posted a relevant response on Reddit recently:

Our #1 concern is separating intentional feeders from players just having a bad game. We have access to billions of games worth of data, and can easily see for every player, every champion, every role, what the variations in the data are.

For example, what are the average game stats (gold per minute, actions per minute, kills/deaths/assists per minute, etc) for you in a game when you play Ashe? What are the average game stats for an Ashe of your skill level? What is the worst game you’ve had so far on Ashe? By analyzing huge datasets like this, we can begin to figure out what is a bad game (even if it’s a once in a lifetime bad game) versus someone intentionally out to ruin a game.

[ Link to Post ]



Why are you working on intentional feeders and not AFKers

Lyte New PortraitWe do have a system in the works to aggressively attack Leavers and AFKs. We’re just not ready to talk about it yet as it’s a ways out.

[ Link to Post ]


Single Posts banner


Bought accounts will be permabanned

WookieeCookie New PortraitBuying accounts is strictly against the Terms of Use. Not only that, but it’s really silly given that we can easily track it and ban it. Even worse, I doubt the person you purchased the account from is going to be willing to give you a refund, unfortunately your pain is their gain.

But hopefully the lesson learned here can help other players who might be tempted to do the same thing. Buying accounts is wrong and we’ll permanently close them without any exceptions. Not only do they create the opportunity for fraud, but they are frequently leveled with 3rd party modifications or scripts which ruin the games for other players who are trying to enjoy our game legitimately.

[ Link to Post ]



Ranked Restrictions

Socrates New PortraitHey all,

For a while now, the Competitive and Player Behavior teams have been working together to develop ways to improve the quality of the ranked play experience, and we’re now ready to test a new feature on PBE. This experiment involves a feature called Ranked Restrictions. Negative players will have their in-game chat restricted, and also be temporarily prevented from joining ranked queues entirely.

In this test, restricted players will be unable to play ranked until they’ve completed a certain number of games in Normal Draft queue. As with Chat Restrictions, after finishing the predetermined number of games, we’ll perform a final evaluation to make sure they’ve actually improved their in-game behavior. (This is to prevent negative players from merely transferring their negative behavior to another queue, AFKing for 5 games, and then jumping right back into ranked).

Since this is a test, we’re looking for volunteers to be Chat and Ranked restricted on PBE. If you have current PBE access and would like to participate, please email to join in.
As always, thanks for helping us with the PBE, and GLHF!

[ Link to Post ]


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



PBE Update August 26 Banner


PBE 26/08 Contents:

  • New Champion – Azir, The Emperor of the Sands
  • Renekton Texture Update
  • New Summoner Icons


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 Champion - Azir, The Emperor of the Sands




Azir Model

Azir All Emotes

All of Azir’s emotes. He does a fitting chicken dance for his joke.


Azir Passive

Will of the Emperor [ Passive ]


Azir Basic Attack

Basic Attack


Azir W

Arise! [ W ]


Azir Q

Conquering Sands [ Q ]


Azir E

Shifting Sands [ E ]


Azir R

Emperor’s Divide [ R ]


Azir New Portrait

  • Damage: 43 (+ 2.8 per level)
  • Health: 390 (+ 80 per level)
  • Mana: 280 (+ 42 per level)
  • Attack Speed: 0.6 (+1.5% per level)
  • Movement Speed: 330
  • Armor: 14 (+ 3 per level)
  • Magic Resist: 30
  • Health-Per-5: 6 (+ 0.55 per level)
  • Mana-Per-5: 6.5 (+ 0.65 per level)
  • Range: 525


Will of the Emperor [ Passive ]

ar-passiveWill of the Emperor: Azir gains 2% Attack Speed for every 1% Cooldown Reduction he has.

Disc of the Sun -Azir can summon the Sun Disk from the ruins of a turret once every 3 minutes. The Sun Disc behaves like a normal turret but disintegrates over 1 minute. Click the ruins of a turret to activate Disc of the Sun. The ruins of an enemy Nexus and Inhibitor turrets are immune to this ability.


Conquering Sands [ Q ]

ar-qCost: 70 Mana || Range: 800 || Cooldown: 10/9/8/8/7 seconds

Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal 60/90/120/150/180 (+0.6 AP) magic damage to all enemies they pass through and apply a stacking 20% slow for 1 second.


Arise! [ W ]

Cost: 40 Mana || Range: 450 || Cooldown: 1.5 seconds

ar-wAzir summons a Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier’s range, the soldier attacks instead of Azir, dealing (+0.7 AP) magic damage to enemies in a line. Soldiers attack even if Azir himself isn’t in basic attack range.

Azir can store up to 2 Sand Soldiers at a time. A new soldier becomes available once every X second. Moving too far away from soldiers deactivates them. Sand Soldiers expire twice as fast when near an enemy turret.


Shifting Sands [ E ]

Cost: 60 Mana || Range: 1100 || Cooldown: 23/21/19/17/15 seconds

ar-eAzir dashes to one of his Sand Soldier, damaging enemies hit for 60/90/120/150/180 (+0.4 AP) magic damage and knocking them up for 0.5 seconds. If Azir hits an enemy champion, he stops and gains a 4 second shield that absords 60/100/140/180/220 (+ AP) (+15% of bonus Health) damage.


Emperor’s Divide [ R ]

Cost: 100 Mana || Range: 250 || Cooldown: 140/120/100 seconds

ar-rAzir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing magic damage. The soldiers then remain as a wall for 5 seconds.

Enemies will be stopped by Emperor’s Divide, even if they attempt to dash over the wall, but Azir and his allies can pass freely and gain 20% movement speed for 1 second when they pass through the wall.

Emperor’s Divide does not interact with Azir’s basic attacks or spells.


Azir Voice-over (full credit to SkinSpotlights)



Champion Select Quote:




Renekton Texture Update


Renekton got some shiny new texture in the PBE update. [ Note ] The lower polygon count is done to preserve clarity and mesh better with the art style of the new Summoner’s Rift.


Renekton Texture Update 2

Renekton Texture Update



New Summoner Icons


profileIcon692 profileIcon691 profileIcon690 profileIcon689 profileIcon688



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



News Update August 26 Banner



 Lead designer L4T3NCY has shared details on a New Game Mode – Ascension, Ghostcrawler weighs in on splitpushing in the current meta and how buffing/nerfing affects Champion diversity, Meddler continued his Q&A from yesterday with thoughts on Poppy, Diana, Veigar and lots more and answered some questions on the forums regarding the newly previewed Champion – Azir.


Recent News






Ascension Banner



Ascension - New Game Mode - coming soon to PBE

L4T3NCY New PortraitThe sands of Shurima sweep across the Crystal Scar… bringing with them our next Featured Game Mode: Ascension

This time we’re bending the rules quite a bit for one of our most competitive game modes yet, so bear with us as we get into it!


  • Ascension is a 5v5 brawling skirmish played on the Crystal Scar.
  • The sands have restricted movement on the Crystal Scar to just the center of the map. You’ll need to use the new ‘Golden Transcendence’ trinket to teleport to a battle platform and enter the fray.
  • Victory is points based. The first team to earn 200 points wins!
  • Points can be earned by killing enemy players (1 point), capturing Relics of Shurima (3 points) or killing an Ascended (5 points).
  • At the sandstorm’s center in the middle of the map is an Ancient Ascendant, Xerath. Defeating him grants Ascension to whomever strikes the killing blow. Ascension gives you awe-inspiring power and double points for every kill you get! This power comes at a price though… all healing effects on the Ascended are dramatically reduced, so burn fast and burn bright!

Known issues:

Some announcement VO sounds are missing. We’ll have these in shortly. o^_^o
Air-client background and loading screen art is still WIP.

We’ll be making Ascension available soon™ on PBE, and as always, we want to hear your feedback or if you guys find any bugs. Let us know which champions feel strong, what strategies work best for you and of course.. who is the strongest Ascended!?

[ Link to Post ]



Will Xerath be disabled for

L4T3NCY New PortraitYou can totally play as Xerath. :)

[ Link to Post ]





Splitpushing Banner



What are your thoughts on split pushing currently

Ghostcrawler New PortraitWe like split pushing as a potential alternative to team fighting, but don’t like the way it currently exists in the game, so we’d want to introduce changes before we promoted it more. When it happens today, it frequently feels cheesy — like you aren’t being outplayed by a team with a better strategy or execution, but just that you can’t be anywhere at once. We have been talking about ways to make split pushing feel less cheap, like maybe it requires different champion comps or item builds than it does today.

The nice thing about getting to a world where it feels like a viable strategy is that not every game would end in 5v5 team fights. We’d get a little more diversity and it would probably let some other kinds of champions shine.

[ Link to Post ]



Buff towers when there are less than 2 Champions defending it

Ghostcrawler New PortraitSeveral of you guys have mentioned some kind of tower change to let split pushing be possible, but take more commitment or otherwise be less effective. While I don’t think we’d use these specific examples, the general strategy of messing with towers somehow is something we discuss. I’m sorry we don’t have more concrete plans that we can discuss yet. I was gambling that some of you would still find the discussion interesting.

[ Link to Post ]



QA on Game Design Part 2 Banner


Part 1 of the Q&A:





What do you think of the

Meddler New PortraitMelee champions generally need higher stats from one source or another. Sometimes that’s raw stats on their kit somewhere, sometimes it’s in the form of a multiplier, sometimes it’s just base stats. Having such an effect doesn’t automatically make a champion a ball of stats, it’s when that’s all they really bring, and you just smash them into the enemy directly without any interesting play and hope your numbers are better, that they hit problematic ball of stats territory.

[ Link to Post ]



Would you ever revisit old, scrapped champion concepts

Meddler New PortraitWe do revisit old concepts, sometimes with success, sometimes only to put them aside again. Usually when we go back to an idea it’s with a different spin though (Elise for example was another take on ‘spider lady’, but as a transforming predatory spider rather than the half spider/half woman refined lady with a parasol that Priscila was). Occasionally we’ll go back to something multiple times. We tried out a sand mage concept a few years back, but weren’t happy with the result.

Tried a very different approach a year or two ago but that didn’t hit the mark either. Fingers crossed we’ll get a successful champion from that space at some point, it’s one we still think has a lot of potential, odds are if so it’ll be something pretty different to the prior ideas though.

[ Link to Post ]



What’s your opinion on Veigar’s infinite scaling

Meddler New PortraitI like Veigar’s infinite power growth potential, particularly since it taps into his theme (tiny, underestimated, but truly dangerous master of evil!) so well. Also a fan of his E conceptually (like the ‘trap someone in a stun ring’, don’t like the ‘edge for insta stun).

On the negative side his counterplay (E and R especially) is lower than it should be and his Q and R both offer too similar an experience. His passive’s also pretty low on the engagement front. Overall makes him a character with an appealing core who’d benefit from a moderate sized rework someday, but doesn’t urgently need one right now as much as a number of other champions.

[ Link to Post ]



How do you balance dual-form Champions

Meddler New PortraitYeah, champs with multiple sets of spells have been tough to balance, both because of how hard the spike early (6 spells at level 3!) and because we’ve generally given them really broad skillsets and the ability to swap to whichever form they want almost at will. Amongst other things Gnar’s been an exploration of what forms with really meaningful strengths and weaknesses look like, with the multiple spell issue avoided due to shared CDs.

Elise we need to define better strengths and weaknesses for, she’s a bit much of a generalist. Jayce by contrast is a bit too much defined by one skill/combo with that skill for his viability.

[ Link to Post ]



Why doesn’t Varus’ Q deal more damage

Meddler New PortraitVarus was originally intended to be more focused around his Q than he is now, and it’s a direction I’d like to see if we can push him further in. At the time that amount it bullied others in lane was one of the big things that had us hold it back, would be inclined to look at late game damage scaling and either mana cost or a way of regaining mana late game as a result. Would want to avoid turning him into a character that never engaged/took any risks though, so wouldn’t want to reduce his power elsewhere dramatically to compensate.

[ Link to Post ]



What changes do you think Diana needs

Meddler New PortraitI feel she needs appropriate strengths and weaknesses more clearly identified and exaggerated. She suffers at the moment from having a number of assassin and fighter aspects mixed together which, while it can be fun to play and a good mix with her theme (which I personally think’s pretty cool), does mean we’ve had to pull back her power pretty hard.

[ Link to Post ]



Why did you make Vel’Koz an immobile caster

Meddler New PortraitOur intent with Vel’koz was to create a somewhat target agnostic (hence the true damage passive) sustained damage mage that could steadily melt through the enemy team in full on fights and contribute meaningful poke before hand but would need to be protected (Kog style) from enemy divers. Overall I feel Vel’koz occupies that space relatively well, but he’s not quite distinct enough to have a really clear gameplay identity – we’ve made a few too many non mobile mages that bring relatively similar things and haven’t always ensured mobile damage dealers pay a sufficient price for their mobility.

[ Link to Post ]



What are you thoughts on Poppy

Meddler New PortraitWe’d like to make substantial gameplay changes to Poppy at some point. She does some cool stuff (her E especially’s fantastic), but she can get shut down a bit too hard early and lacks sufficient counterplay (late game especially).

[ Link to Post ]



Q&A on Azir's Kit


Here’s a preview of Azir, The Emperor of the Sands:


New-Champion-Revealed-Banner (1)



How is Azir’s turret passive triggered

Meddler New PortraitRight click on the ruins – same style of control as using a Thresh lantern.

[ Link to Post ]





What’s the current uptime on the passive

Meddler New PortraitCurrently 25% from memory, assuming you’re using it the instant it comes off CD. Usually you’ll want to be more strategic about it than that thought. And, as you say, that value’s not final yet of course.

[ Link to Post ]




If he uses it on the inhibitor tower, will it attack the inhibitor

Meddler New PortraitEnemy inhibitor and nexus tower ruins can’t be targeted. 

This is effectively an additional ability, we felt it was a good choice though since we’d like to offer more situational abilities like this that have a high strategic impact if used well, without having to make such tools always applicable or leaving a champion without a sufficient set of tools during regular play.

[ Link to Post ]



What does Azir’s ultimate counter

Gypsylord New PortraitThe general rule on Azir’s R is: “I stop units that try to physically move through me.” This means it will cancel most dashes. There are a few exceptions:

  • Dashes that are classified as “unstoppable” will go through (Vi, Hec, Noct, J4, and Malph R’s).
  • Champions that can go untargetable while moving can get through (Vlad pool and Fizz pole).
  • Teleports can get through because they blink over the wall(Ez E and Kass R).

[ Link to Post ]



Do Asir's sand soldiers count as allies

Meddler New PortraitThey do not – same as Orianna’s ball/other untargetable minions.

[ Link to Post ]





Does Azir's passive only work once per tower

Meddler New PortraitNope, you can use it multiple times on the same tower ruins. It’s got a long CD though.

[ Link to Post ]





Single Posts banner



Why doesn’t MMR take into account my score after each match

Socrates New PortraitAttaching MMR gains to a high KDA on loss or any stat other than winning would shift decision making to favor personal gains instead of team gains. For example let’s say your team is about to get a kill and you have to make a decision about whether to let your ADC (who is pretty far behind) take the kill, or take it yourself. In a world where we’re taking KDA into account, you would always favor the decision to get as big as possible even at the expense of your teams overall power. This creates competition within teams rather than between them that would ultimately make the game less fun.

[ Link to Post ]



Affects of buffing nerfing on Champion diversity

Ghostcrawler New PortraitBuffing and nerfing is unlikely to lead to vastly improved champion diversity. We are likely to have better luckk by updating the roster of old champions so that each one is more unique. When we buff or nerf, we often just push players to swap from one mage, melee or ADC to the next most powerful one. Sometimes that is still worth doing in the short term to keep the state of the game healthy, but it’s not a long term solution.

Long term, making sure champions are more distinct from each other will improve diversity in two ways: one, it will give players a reason to play different dudes because they will just do different things orbring different benefits for the team, and two, it will make the game easier to balance because we will have more axes in which to tune without it frequently coming down to damage done.

[ Link to Post ]



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



Patch 4 15 Notes Banner

[ NOTE ] I’ve spared a ton of bugfixes and changes to Twisted Treeline. You can check out the full patch notes for details on those, below are just the essential changes.

[ Link to Patch Notes ]

Patch 4.15 Notes:


Pwyff New PortraitHi Summoners,

Welcome to patch 4.15. While we don’t have a whole lot of balance changes going on, we dohave a number of bugfixes and clarity tweaks to smooth out the patch path leading to the World Championships. Also, with so many things going into previous patches (looking at you, 4.13 and 4.14), we also wanted to really see what a stable landscape looks like in League of Legends. There are a number of small buffs for Gnar, but they’re more focused as ‘feel’ improvements to get him in the best possible place (although they’re undeniably buffs!). Check out his context for more information!

For features outside of balance, however, there’s a lot going on! First up, check out that newly revamped client patcher & landing page. These two visual updates represent phase one of our ongoing development process to improve your pre-game League of Legends experience. There’s a lot of nuance that goes into introducing new, stable technology, so be sure to read our dev blog on what’s going on behind the scenes.

Next, there’s the introduction of the new Master Tier! Snuggled comfortably between Diamond 1 and the Challenger Tier, the new Master Tier will offer more competitive visibility between top players in your region. The introduction of Master Tier also means that Challenger rankings will rotate on a 24-hour schedule with no immunity, so now’s the time to hit the ranked gym!

Final note! As we near final polish on a few parts of Summoner’s Rift, we’re going to start patching those finished pieces to the live environment. This’s being done to minimize the size of the eventual Summoner’s Rift launch patch so you all don’t end up with massive downloads on the day we go live. In other words, this doesn’t mean you’ll be able to play on those shipped pieces – and we still don’t have an official release date! – just that they’ll be pre-emptively sitting on your hard drives. Thanks!

And that’s all for today! Check out all of our patch notes below for the full details!

[ Link to Post ]



Landing Page & Patcher Visual Updates

We’re launching our visual refresh of the patcher and landing page along with the first bits of our new technology in the patcher, which we’ll be applying to the rest of the client over time. A few highlights are listed below, but make sure to head to our previous article if you’d like a deeper dive into these changes.

As a reminder, the patcher and landing page updates are just the first phase of an iterative development process. They represent a foundation we’re confident we can safely build on, and we’re looking forward to improving other parts of the client over time with what we’ve learned from developing these releases!

  • [ NEW LOOK ] The patcher and landing page have been updated with a new layout
  • [ NEW PAINT ] The client frame, friend list, notifications panel and chat windows have all received fresh coats of paint as well
  • [ STREAMLINING ] Patching progress has been condensed into a single bar
  • [ STAY INFORMED ] Ticker notifications are now readable in the patcher







Champion Changes


Alistar New Portrait

Headbutt New IconHeadbutt [ W ]

Alistar can no longer land an additional basic attack on his Headbutted target as they fly away



Gnar New Portrait

  • Base Health Regen in both Mini and Mega forms increased from 0.5-per-second to 0.9


Boomerang Throw New IconBoomerang Throw [ Q ]

  • Missile Speed increased from 1000 to 1400
  • Hitbox width on initial increased from 45 to 60
  • Width of hitbox for grabbing the returning boomerang increased from 70 to 75
  • Missile speed of returning boomerang increased from 2400 to 2600


Boulder Toss New IconBoulder Toss [ Mega Q ]

  • Missile Speed increased from 2000 to 2100
  • Hitbox width increased from 80 to 90


GNAR! New Icon GNAR! [ R ]

  • Now additionally scales with 0.5 AP



Sivir New Portrait


Boomerang Blade New IconBoomerang Blade [ Q ]

  •  Range increased from 1175 to 1250



Urgot New Portrait

  • Projectile speed of basic attacks increased from 1300 to 1600


Acid Hunter New IconAcid Hunter [ Q ]

  •  Refunds half the mana cost (20), when a unit is killed with Acid Hunter


Hyper Kinetic Position Reverser New IconHyper-Kinetic Position Reverser [ R ]

  • Cooldown decreased from 120 seconds at all ranks to 120/110/100
  • Mana cost decreased from 120 at all ranks to 100


Urgot Q VFX

Urgot’s Q now swirls as it flies. Swoosh!


Item Changes

Essence Reaver New IconEssence Reaver

  • Combine cost decreased from 1050 Gold to 850
  • Price decreased from 3400 Gold to 3200



Cyber Ops





Cyber Ops/PROJECT: Yasuo Skin Preview



Yasuo Model


Yasuo Emotes

Yasuo’s emotes are the same moveset-wise, but the music from his “dance” emote is different and he takes down his visor during all his emotes.


Cyber Ops Yasuo Passive

Way of the Wanderer, Resolve [ Passive ]


Cyber Ops Yasuo Q


Yasuo Q

Steel Tempest [ Q ]


Cyber Ops Yasuo Tornado

Steel Tempest, Tornado charge [ Third Q ]


Yasuo Wall

Wind Wall [ W ]


Yasuo E

Sweeping Blade [ E ]


Yasuo R

Yasuo Post R

Last Breath [ R ]

After Yasuo ults, his sword glows yellow (to indicate the bonus Armor Penetration).



Final Boss Veigar Skin

Final Boss Veigar is 1820 RP, meaning it’s a legendary skin, not an ultimate.




Final Boss Veigar Video Preview



Final Boss Veigar Model



All of Veigar’s emotes. Should be noted that he has new voice lines that sound fittingly evil.



Recall 2

For his recall, Final Boss Veigar dials a code on his glove and opens a wormhole to the Matrix that he jumps into.


Basic Attack

Basic Attack



Baleful Strike [ Q ]



Dark Matter [ W ]



Event Horizon [ E ]



R 2

Primordial Burst [ R ]

Headhunter Caitlyn Skin




[ Reminder ] Headhunter Caitlyn received a lot of changes to her models and so the splash art was delayed to reflect those.


Headhunter Caitlyn with Pants


Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.

Caitlyn W 1

Caitlyn W 2

Yordle Snap Trap [ W ]


Headhunter Caitlyn Preview


(Warning: it’s an old preview I made with the old model of HH Caitlyn. The updated model is previewed above, as well as her current Yordle Snap Traps)



New Splash Arts


Shyvana and Vayne are getting new splash arts in Patch 4.15:


 Vayne_0 Shyvana_0











  • Fixed a bug where the landing circle indicator for Pantheon’s R – Grand Skyfallsometimes showed as green (blue in colorblind mode) for his enemies instead of red
  • Rengar’s stealth indicator no longer persists through death if Rengar dies after casting R – Thrill of the Hunt but before gaining the stealth effect
  • The tooltip for Zed’s W – Living Shadow now displays the amount of bonus AD granted even if the skill hasn’t been leveled up yet
  • The particles for Nocturne’s Q – Dusk Trail no longer obscure other particle effects
  • Status text for crowd control effects no longer overlaps when multiple CC effects apply at the same time
  • Kayle’s recommended starting items on Twisted Treeline have been updated to no longer exceed the default amount of starting gold
  • Katarina’s E – Shunpo no longer benefits from spell vamp on wards, despite doing no damage



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



New Champion Revealed Banner


A new Champion is amassing his army for a fight on the Rift:

[ Official Announcement Page ]


Azir, The Emperor of the Sands



An oft-repeated legend stirs in the desert of Shurima. The swirling sands carry rumors of the ancient emperor Azir, somehow returned.



ar-passiveWill of the Emperor [ Passive ]

  • Cooldown reduction increases Azir’s attack speed.

Disc of the Sun -Azir raises a Sun Disc on the base of a destroyed turret (enemy inhibitor and nexus turrets are immune to this effect). Azir’s Sun Disc behaves like a turret, except that it deals increased damage and grants Azir gold on minion or champion kills. The Sun Disc lasts for a short while and if Azir is killed or moves too far away, it loses armor.



ar-qConquering Sands [ Q ]

Azir orders all Sand Soldiers to rush at target position. The soldiers damage and slow all enemies they smash through as they rush into the fray. Azir gains attack speed if the soldiers strike an enemy champion.


ar-wArise! [ W ]

Azir summons an untargettable Sand Soldier—a memory of a Shuriman warrior—from the ground. Azir uses his basic attack as a command, ordering soldiers to attack for him, piercing through their target and dealing damage in a line. Sand Soldiers attack even if Azir himself isn’t in basic attack range. The soldiers fade back to sand after a short while or when their emperor leaves them behind.


ar-eShifting Sands [ E ]

Azir feints, rushing to target Sand Soldier. If Azir collides with an enemy champion, he stops, knocking them up and gaining a shield.


ar-rEmperor’s Divide [ R ]

Azir calls forth a phalanx of shield-wielding soldiers who press forward, knocking back and damaging enemies. When the soldiers finish their charge, they stand as a wall, blocking enemy champion movement and dashes. Allies can pass through the wall and gain a speed boost when they do. These soldiers cannot be ordered to move or attack.





Azir is a mage who summons Shuriman soldiers to control the battlefield and basic attack for him. The soldier’s piercing basic attacks furnish most of Azir’s damage potential, making him an outlier amongst mages as a right-click-focused champion. Azir’s spells, on the other hand, manipulate his and his soldiers’ positions to keep him safe and establish dangerous no-go zones for his enemies.
Azir establishes shifting zones of power through soldier placement, gaining control of the lane and farming with their assistance. For instance, a soldier placed near the enemy’s caster minions dares a lane opponent to harass or farm through the piercing spear. When the opposing laner missteps, Azir commands the attack, repositioning soldiers with Conquering Sands to make the most of the opportunity. Once a favorable trade or two unlocks kill potential, Azir utilizes Shifting Sands, knocking the enemy champion up and setting himself up to compel a Conquering Sands and finish them off. When the (ancient) coin is flipped, a quick Arise! and Shifting Sands rushes Azir out of danger.

Add Azir’s ultimate to the mix and the Shuriman leader exercises even more zone control. To go for the kill, start off with Arise! and Shifting Sands to position Azir behind his opponent. From there, Emperor’s Divide drives the foe deep into Azir’s side of the map. Pushed so far into Azir’s territory, the opposing champ’s sure to meet their end at a spear’s tip. If offense proves temporarily unwise, Azir’s ult provides safe passage from a fight, building a wall between Azir and his pursuers.





As in lane, as in teamfights: Azir shines in battles tied to one physical location, where he can safely order his soldiers around and dispatch adversaries from afar. In that vein, Azir dominates Baron and Dragon fights, using his ultimate to lock enemy teams into (or out of) the pits. If teamfights take a roadtrip, Azir must be judicious with Arise! and Conquering Sands, moving his zone of control along with the combatants. Post-initiation, Azir’s an expert at punishing uncoordinated enemies. Shifting Sands—combined with Azir’s ultimate—separates enemy front-liners from their damage dealing dependents, dividing the enemy team for methodical conquering. With the baddies split, Azir charges his soldiers in for the kill, pumping out marksman-level sustained damage until none challenge his rule.

In jungle skirmishes, Azir sets up nasty ambushes with Conquering Sands, transforming convenient exits into spear-guarded gauntlets. Similarly, Emperor’s Divide wholly closes a jungle entrance, sealing Azir’s foes in with him. Trapped, they’re surely short work for Azir, his soldiers and their allies. If a fight goes south, Azir reliably disengages with his ultimate or beguiles baddies with Arise! and Shifting Sands, spiriting himself over a jungle wall.

Disc of the Sun doesn’t raise a turret quick enough to be of much use in teamfights, but sieges are a different story. When attacking enemy inhibitors, Azir can resurrect their inner turret, trapping the enemy team inside their crumbling base and making counter-engages a dangerous proposition. Conversely, when Azir’s base is under assault, Arise! and Shifting Sands help him jump the base wall and sneak around the siege to rebuild his own inner turret. Caught between the inhibitor turret and the Sun Disc, the enemy team can either scatter or be crushed.





Works well with:



Yasuo – the Unforgiven

Picks are easy with this pair: Azir uses Shifting Sands, knocking up a foe, setting up Yasuo’s Last Breath and positioning himself between the thoroughly-screwed baddie and the rest of the enemy team. A timely Emperor’s Divide pushes the rest of the enemy team away as Yasuo safely slices and dices. Kill secured.

Sejuani – the Winter’s Wrath

When Sejuani crashes into a teamfight, layering Permafrost on an enemy team, she grants Azir all the time and safety he needs to set up soldiers for maximum damage output.

Sivir – the Battle Mistress

Sivir’s Ricochet and the soldier’s piercing attacks dish out a withering amount of AoE damage and break teamfights wide open. With the speed boost from On the Hunt, Azir and his soldiers can chase down any champs before putting them to the spear.



Struggles against:



Ziggs – the Hexplosives Expert

Ziggs simply outranges Azir with Bouncing Bomb, giving the emperor loads of trouble in lane phase. Azir shouldn’t expect to do much besides stand near his turret and farm against the diminutive demolition expert.

Kassadin – the Void Walker

With plentiful mobility and a potent shield, Kassadin’s equipped with tools to work around Azir’s zone-controlling, sustained-damage fighting style and bully him out of lane.

Maokai – the Twisted Treant

Azir thrives on his ability to move around fights with Shifting Sands. Between Twisted Advance, Arcane Smash and the damage reduction of Vengeful Maelstrom, Maokai enables his team to lock down and depose the emperor.






Azir, designed by ZenonTheStoic

What does it mean to be the Emperor?

More than anything, an emperor has subjects. An emperor does not act; he commands. With that in mind, it made sense to focus gameplay on controlling the might of Shurima!

Internally, we call these champs “minion-mancers”. Once we knew Azir would take on this kind of kit, we knew it was time to look at what does and doesn’t work for these often-problematic designs:

Heimer taught us that auto-attacking, stationary minions tend to lead to defensive play. From the likes of Elise, Malzahar, and Yorick we learned that players do not appreciate minions that run off and do their own thing. Spiderlings ended up on a short leash and Voidlings follow Malefic Visions relentlessly. Finally, minions the player directly controls aren’t a great fit for League’s control scheme and lack the counterplay of “stay outside of this zone”.

Awareness around these problems allowed us to introduce appropriate trade-offs to Azir’s kit. With these weaknesses in place, we could make the soldiers very strong indeed; imagine if I told you that, given the right setup, your basic attack has 1200 range and hits units in an AOE.

Here’s how we approached the core loop of soldier generation and manipulation:

Arise! creates a sand soldier at a target location, from which the soldier projects threat in a circle–so far, so Heimerdinger. However, soldiers require an active input. Azir must right-click and go through a basic attack animation for soldiers to do anything. This makes both Azir and his enemy understand that a conscious command was given to the soldier. This also means that if Azir is stunned or running away, soldiers cease to be a threat. All of a sudden, Azir’s opponent can comfortably aggress.

Conquering Sands orders all soldiers to charge toward a target location, damaging and slowing enemies they pass through. This forces Azir to think carefully about when and where to send soldiers. Can Azir afford to use the spell for damage and slow or (Counterplay incoming!) will this allow the enemy to engage on Azir while his soldiers are temporarily unable to move?

Taken together, Arise! and Conquering Sands form a minion kit that gives enough control to make the emperor feel in control while leaving enough weaknesses to make enemies feel that aggression is an option.

Happy minion-mancing!



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


Patch 4 15 Maintenance Schedule

Patch 4.15 is coming tomorrow; here’s when you can expect it to hit for every region.


Here’s what you can expect to see in Patch 4.15:




Patch 4 15 Maintenance Schedule for NA

Riot Noc New PortraitOn 08/27/2014, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 4.15. At 3:00 PDT, 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 6 hours.

[ Link to Post ]


And here is the schedule for the other regions (patching starts on August 27th):

  • EUW ] 03:30 GMT – 05:00 GMT
  • EUNE ] 00:30 GMT - 02:00 GMT
  • OCE ] 02:30 AM – 04:30 AM AEST
  • LAS ] 04:00 (AR/UY/CL)
  • LAN ] 03:00 (MX/CO/PE)
  • BR ] 04:30 BRT – 06:00 BRT
  • TR ] 04:30 – 06:00
  • RU ] 01:30  - 03:00



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



Season 4 End Banner


This season is coming to a close in November; here’s a preview of all the sweet rewards you can claim for participating in Ranked.



The 2014 ranked season began in January, and now the battle for League Points draws to a close. The 2014 season will end in November, and we’ll announce the date and time in October. Read on to learn more about the end of the season rewards and the new Master tier.


After testing the feature live in Russia, CIS, and Turkey, we’ll follow up with one more test on EUW the following week before releasing the new Master Tier.

After concerns surfaced around transparency in standings among the highest-tier league competition at the end of Season 3, we committed to making the path to the top more clear for players who participate in ranked. Master Tier was designed to address these concerns and more.

Master Tier shares the same LP ladder as Challenger. Players who reach their promotion series at the top of Diamond 1 will enter Master Tier if they are successful. Please note that on release there will be no players in Master Tier, but it will begin to fill as soon as players start winning their promos. Master Tier FAQ


Be Victorious





The window to enter Challenger Tier now rotates on a twenty-four hour schedule with no immunity.

With the introduction of Master tier, we’ve changed how players achieve Challenger rank. Now, every twenty-four hours, players will be able to move into Challenger if they’ve earned enough League Points to place within the Top 200 players or Top 50 teams. Any player in Challenger who is no longer within the Top 200 will be demoted to Master.

For more information about the top of the ranked ladder, check out the FAQ below, or read Riot Socrates’ post about Master tier.





Earlier this year, we introduced new Ranked Team Rewards for participation in 5v5 or 3v3 ranked team competition.

Because ranked teams require a large amount of teamwork and collaboration to succeed, we wanted to add a special class of rewards to help players commemorate and celebrate reaching their goals as a team.


You earn one point for each win in Ranked 3v3, and three points for each win in Ranked 5v5. You must have participated in the victory to claim the points. For example, if your team “Press D to Dance” plays three games while you’re on vacation, you won’t get any points should they win despite your absence. Team Rewards FAQ


Ranked Tier Rewards





End of Season

Q: When do I receive my rewards?

  • You can track your progress in-client in the Leagues tab, but you will not earn the rewards until the season has ended in November.


Master Tier

Q: How can I enter Master Tier?

  • Once you’ve reached Diamond I, the next step is to make it to your promotion series. Win three of five games and you’ll cross the threshold to the next level.

Q: Can I fall out of Master Tier?

  • It is possible to be demoted to Diamond I, if you’ve played at least three games in Master and drop below 0 LP.


Ranked Team Rewards

Q: Do I have to play on a single team to earns wins towards rewards?

  • No, you can earn points towards rewards from multiple teams. Please note you can only be on 5 ranked teams at once.

Q: Do I lose the wins I’ve earned if somebody kicks me off a team?

  • No, you will retain your points from the wins. Your points will not be affected by a team going inactive or disbanding, being kicked from a team, or voluntary leaving a team. The only thing considered is the number of wins that you participated in.

Q: Do my points move with me if I transfer servers?

  • No, progress towards Ranked Team Rewards does not transfer with you should you choose to change servers.

Q: If I meet the requirements for rewards, when do I receive them?

  • All rewards will be distributed at the end of the season.

Q: Do wins I earned before the feature launched count towards rewards for this season?

  • Yes, all games that take place during the 2014 Season will count towards season rewards. Pre-season games will not count.

Q: Will wins in my placement matches count towards my Team Rewards?

  • Yes! They will add points towards your Team Rewards.


Ranked Tier Rewards

Q: What are the requirements to earn a ranked tier reward?

  • You will earn rewards based on the tier you are in at the end of the season in solo queue, or based on the tier your team is in at the end of the season. You must have won at least ten games with that team in one queue (for example, winning six 5v5 games and four 3v3 games does not count–even if both the 5v5 and 3v3 teams have the same name and the same players).



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