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Braum

 

Braum, the Heart of the Freljord, revealed

 

The frozen peaks of the Freljord have for centuries punished the weak. But as these feared glacial lands host the graves of the frail, for the mighty, the land is a cradle, a place that elevates mere strongmen into true champions. Braum’s story started here, and as his strength and fortitude grew, so too did his legend. Today, his feats inspire all from the poorest of peasants to the fiercest of raiders. And as he prepares to bear his shield into battle once again, he goes knowing he carries the hopes and adoration of the Freljord’s people with him.

 

Abilities

 

 

Passive: Concussive Blows

  • Braum’s basic attacks apply Concussive Blows. Once the first stack is applied, all basic attacks from Braum and his allies apply further stacks. Targets that sustain four stacks are stunned and suffer bonus magic damage. After being stunned, Braum cannot apply Concussive Blows to his target again for a moderate duration.

 

Q: Winter’s Bite

  • Braum propels freezing ice from his shield in a straight line skillshot, dealing magic damage (based on Braum’s max health), slowing and applying a stack of Concussive Blows to the first target hit.

 

W: Stand Behind Me

  • Braum leaps to the aid of a nearby ally, positioning himself between his target and their nearest enemy champion, and granting both Braum and his target bonus armor and magic resist based on his total armor and magic resist.

 

E: Unbreakable

  • Braum raises his shield in a target direction, negating the damage from the first attack from the shield’s direction and reducing the damage of all subsequent attacks as long as the shield is raised. Braum intercepts projectiles with Unbreakable, causing them to hit him and then be destroyed. He also gains a minor speed boost until he lowers his shield.

 

R: Glacial Fissure

  • Braum slams his shield into the ground, sending out a huge long-range skillshot that knocks up and damages all enemies caught before leaving behind a strong slow field.



Gameplay


Braum is a strong and resilient melee support capable of making game-changing plays while saving his team from a barrage of enemy attacks. He forms symbiotic bonds with the marksman he fights alongside, forming a wall between the two teams and leaping to the aid of his allies as he transitions into a late game tank.


Bot lane

In lane, Braum functions most effectively as a reactionary or opportunistic support, constantly on the lookout for chances to apply Concussive Blows to the enemy duo. Accurate use of Winter’s Bite triggers the mark on targets who’ve wandered from their minion wave, while Braum can tag aggressive enemies with basic attacks before leaping back to the ranged safety of his marksman with Stand Behind Me. After applying Concussive Blows, Braum and his marksman have two solid options: either follow up hard and try to activate the stun, or zone the enemy and take up aggressive positioning. Concussive Blows is powerful enough to win almost any trade, while the threat of triggering the stun acts as a powerful deterrent, forcing the enemy marksmen away from valuable minion gold. Braum’s also a powerful asset during friendly ganks: by dashing to his jungler with Stand Behind Me, Braum’s able to get into the heart of the enemy duo. After they’ve been tagged with Concussive Blows, the jungler’s extra attacks accelerate the stun and help secure kills.

But while Braum is undeniably useful on the offense, he’s an absolute colossus when defending. The additional defenses provided by Stand Behind Me help both Braum and his marksman survive otherwise lethal damage, while Unbreakable has the potential to completely shield his ally from all incoming damage when positioned correctly. When activated, Unbreakable protects all of Braum’s allies behind the shield from basic attacks and targeted and pass-through abilities like Varus’ Piercing Arrow, Taric’s Dazzle, and Caitlyn’s Piltover Peacemaker, but not placed abilities like Nidalee’s Bushwhack or Swain’s Nevermove. More importantly, Braum can move while using Unbreakable, meaning he can reposition with his ally as they head towards the safety of their tower, or as the enemy team moves to flank around the shield. Braum is also able to continue attacking and casting abilities while he shields with Unbreakable – landing the slow from Winter’s Bite while moving back deters enemy junglers and marksmen still further.

Braum gains solid initiation or follow-up potential once he hits level six and unlocks Glacial Fissure, offering friendly junglers easy ganking targets with its huge knock-up and slow. If Braum’s looking to cut off his target’s escape route, he can quickly reposition with Stand Behind Me before firing Glacial Fissurebehind his target. The ability’s slow field is large and powerful enough to force flashes and secure kills. Finally, Glacial Fissure is equally powerful as a disengage tool, nullifying chases when aimed correctly.


Teamfights

The more allies around Braum, the more his shield shines. In small-scale skirmishes, he darts in front of his allies with Stand Behind Me before using Unbreakable to block pick attempts and soak up the subsequent damage. Should his team be outnumbered, Glacial Fissure is again a strong disengage ability, particularly in the jungle’s narrow pathways. Alternatively, when Braum’s part of the more powerful skirmishing group, a well-aimed Winter’s Bite slows and applies Concussive Blows, all but guaranteeing a kill.

While other supports operate best within their team or deep in the enemy ranks, Braum functions best as a physical wall between the two teams, soaking up damage with Unbreakable while his team’s damage dealers get to work. The low cooldown on Winter’s Bite helps Braum slow both approaching and fleeing enemies while setting up Concussive Blows for his team. His passive is strongest here – by floating between the two teams, Braum’s able to use basic attacks on the enemy tanks and fighters as he hits the enemy backline with Winter’s Bite, potentially setting up stuns against the entire enemy team. Meanwhile, Stand Behind Me gives Braum the sudden celerity he needs to dart to his teammates and protect them from harm with Unbreakable, which has the potential to turn around even the most lamentable of teamfights, or protect his squishies when they’re being attacked. Finally, unleashing Glacial Fissure through the enemy team splits and (literally) slows their hopes of a coordinated assault, giving Braum and his allies the opportunity to move in and clean up.


Works Well With



Champion Insights


As with all champions, we designed Braum to fill a specific gap in the League of Legends champion pool. Specifically, he’s the first true tank support that we’ve created, a champion who takes the hits for their team. We’ve had plenty of defensive supports – champions like Nami, Soraka, Janna etc – who negate damage through heals or shields, along with fighter supports like Leona and Alistar, who are generally great at initiating teamfights before diving deep into the enemy team and disrupting as much as possible. Braum’s something different: he’s a tanky support who literally takes the hits for his team, and as such requires a new mindset, position and playstyle to most conventional supports.


The key to Braum’s unique playstyle is Unbreakable, his E. It’s an active defense, similar to Yasuo’s Wind Wall, but while Yasuo’s ability was created so that he’d have the means to protect himself (the team utility is considered a secondary bonus), we specifically designed Unbreakable so that Braum could protect his team. It makes Braum different because he – more than any other champion – creates zones of safety behind him. He defendsthroughout the game, first by protecting his marksman during laning, then by protecting his entire team and tanking during late game. While other supports focus on buffing, heals or disruption, Braum fills a unique role between the two teams, taking the brunt of the damage for his team and letting his damage dealers do their thing.

This positions him literally between the two teams, and gave us some interesting design questions to answer. Specifically, how else does a defensive melee support contribute in fights when he has limited damage and can only land basic attacks on the enemy’s beefy frontline? This is where we brought in his passive, Concussive Blows, and Q, Winter’s Bite. Braum can harass while protecting, not necessarily through his own strength, but by applying Concussive Blows to enemy targets. This greatly amplifies his team’s power while keeping Braum’s positioning consistent throughout teamfights. And while Braum can’t easily harass the enemy backline (Winter’s Bite only affects the first enemy it strikes, and Braum’s basic attacks are melee), when his allies get jumped by enemy fighters and tanks, he can quickly reposition with Stand Behind Me before peeling multiple targets with Concussive Blows.



We’re excited to see what you guys make of Braum. If you’re interested in testing him before his live release, get into the PBE and give him a whirl. We’d love to get your feedback!

 

Patch 4 Point 6 Banner


Patch 4.6

 

 

Riot Pwyff Button Rioter RiotPwyff: Hi Summoners,

Since this is the patch the 2014 All-Star tournament will be played on, we’re taking it a little easy on the changes. After 4.5’s laundry list, here’s what we’re tackling next.

Reworks: We’ve released a number of reworks over the past few patches and we’re committed to following up to get these champs to a better place. We saw quick opportunities to polish up Kassadin, Gragas and Rengar. We also have plans for Skarner, but we’re going to keep him in the lab a little longer. You can read about our specific design intentions below, but the general theme (for all of the above) is to make these reworked champions more unique within their role while still preserving game health.

Top lane: We’re particularly aware of low champion diversity – especially in competitive play. The current state of top lane is a couple of champs go to fight on an island and that makes the balancing act tricky. We know that nerfs won’t work because taking down today’s bullies (hi Renekton!) means that others would rise to the spot. Instead, we’re going to be buffing(!) champions over time that have teamfight-oriented, healthy gameplay. In this vein we have changes in store for Jarvan IV, Malphite, Rumble and more, but Rumble is the only one shipping because he’s the only one done. Stay tuned, as this will be an ongoing project.

Onward to the patch notes!


LoL Patcher (1)

LoL Patcher


Champions

Aatrox

 Gragas

Kassadin

 Maokai

Rengar

 Rumble

Twitch


Items

Wriggle's Lantern


Summoner Spells

 Heal


Twisted Treeline, Crystal Scar & Howling Abyss

Hextech Sweeper


 Twisted Treeline

Twisted Treeline


Bots (1)

 Bots 


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

Rotation Week 15 Season 4

The following Champions will be free-to-play until April 29th!

 

Ashe - 450 IP / 260 RP
Pantheon - 3150 IP / 790 RP

Irelia - 4800 IP / 880 RP
Quinn - 6300 IP / 975 RP

Karma - 3150 IP / 790 RP
Vladimir - 4800 IP / 880 RP

Master Yi - 450 IP / 260 RP
Zed - 6300 IP / 975 RP

Nami - 6300 IP / 975 RP
Ziggs - 6300 IP / 975 RP

 

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

 

Sale April 25

 

Champions

 

  • Galio – 440 RP
  • Hecarim – 487 RP
  • Twisted Fate – 292 RP

 

Enchanted Galio – 260 RP

 

Galio_EnchantedSkin

Enchanted Galio Splash

 

Frozen Terror Nocturne – 487 RP

 

Nocturne_FrozenTerror_Splash

Frozen Terror Nocturne Splash

 

Obsidian Malphite – 487 RP

 

Malphite_Obsidian_Splash

Obsidian Malphite Splash

 

 

New Champion Teaser

Link to official announcement.

 

 

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

 

 

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

 

Figure in Poro Spotlight

Burly Man, Not Likely a New Champ

Poro Champ Best Champ

Poro Champion – Obvious Choice

 

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

 

Angus Comic – by the Man & Legend OrbitalDropKick

 

Angus Manly Comic for Men

Angus Manly Comic for Men

 


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


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

 


April 21 Sale


Champions


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


Blade Mistress Morgana – 375 RP


Blade Mistress Morgana

Blade Mistress Morgana Splash


French Maid Nidalee – 260 RP


French Maid Nidalee

French Maid Nidalee Splash 


Scarlet Hammer Poppy – 487 RP


Scarlet Hammer Poppy

Scarlet Hammer Poppy Splash

 

 

Warwick Rework

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

 

 

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

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

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

 

Eternal_ThirstEternal Thirst PASSIVE ]

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

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

 

Hungering_StrikeHungering Strikes [ Q ]

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

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

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

 

Hunter's_CallHowl [ W ]

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

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

 

Blood_ScentBlood Scent / Hamstring [ E ]

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

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

 

Infinite_DuressFinite Duress [ R ]

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

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

 

 

Hype and Reality

 

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

 

 

 

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

 

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

 

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

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

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

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

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

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

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

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

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

 

 

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

 

ZenonTheStoicButton Rioter ZenonTheStoic: Yup, it does.

 

 

 

 

Can Warwick use E to move forward and then ult?

 

ZenonTheStoicButton Rioter ZenonTheStoic: Ult is disabled during E.

 

 

 

 

What can you use while ulting?

 

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

 

 

 

 

Are you stuck while in ult?

 

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

 

 

 

Why does Q have such a low mana cost?

 

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

 

 

Will the passive on Blood Scent be removed?

 

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

 

 

 

 

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

 

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

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

 

 

Does Tenacity reduce the duration of Warwick’s ultimate?

 

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

 

 

How different is Warwick’s Q in the rework?

 

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

 

 

 

 

Does Warwick need a gap-closer?

 

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

 

 

 

Will these multipliers and % ratios change?

 

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



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

 


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


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

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

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

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

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


 

Sale April 18

 

Champions

 

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

 

Gothic Orianna - 260 RP

 

Orianna_Gothic_Splash

Gothic Orianna Splash

 

Kennen M.D. – 487 RP

 

Kennen_MD_Splash

Kennen M.D. Splash

 

Warring Kingdoms Jarvan IV – 675 RP

 

JarvanIV_WarringKingdoms_Splash

Warring Kingdoms Jarvan IV Splash

 

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

 

Sale 14 April

 

Champions

 

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

 

Chosen Master Yi - 260 RP

 

Chosen Master Yi

Chosen Master Yi Splash

 

Gangster Twitch - 487 RP

 

Gangster Twitch

Gangster Twitch Splash

 

High Command Katarina - 375 RP

 

High Command Katarina

High Command Katarina Splash


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