The Academy skins are now available in store for 750 RP each:
BY RIOT BADTOFU
The following students are hereby suspended henceforth for poor attitudes, vandalism of school property, and violent behavior in addition to a multitude of heinous infractions too numerous to list. The degenerate students currently facing suspension are as follows:
VIOLATIONS INCLUDE: Sticking gum on the water fountain, texting in class, charming other students into completing her assignments, and blasting instructors with fox-fire.
VIOLATIONS INCLUDE: Stuffing students into lockers, possession of dangerous weapons on school property, brawling, fighting, scuffling, fistacuffing, and dunking on fellow classmates during gym class.
VIOLATIONS INCLUDE: Illegal use of chemistry equipment, illegal use of Academy electronics, splitting time streams in order to skip class, and vandalism of Athletics Department property.
VIOLATIONS INCLUDES: Eating a student’s lunch and creating an immense strain on our janitorial department after leaving pools of mysterious red liquid on school property.
As of this moment, these students are no longer welcome on Academy grounds for reasons pertaining to the above violations. However, if, out of some bizarre altruism, you’re looking to help restore their status, their fines are 750 RP each, and you’ll find them anyplace troublemakers frequent, including the League of Legends store.
Riot’s latest blog piece journeys through some of the design decisions that went into crafting the recent Bilgewater event.
Existing lore and narrative cues established Bilgewater as a city filled with shivering timbers, echoingyarrs, and plundering pirates – certainly a locale that’s rife with opportunity for storytellers, but not unique in of itself. Though references and hat-tips are part of League’s charm, leaning too heavily on existing tropes can leave players with the impression that they’ve been to this place before. It’s easy to take a place like Bilgewater and turn it into a theme park rather than a living, breathing, part of a believable world.
Enter Foundations, a dedicated group of Rioters working to enhance the building blocks of League’s universe by exploring Runeterra’s people, customs, and the world itself. Foundations’ work isn’t focused on player-facing content; instead, its deep dives of Runeterra serve as the base from which creative teams at Riot can create content like Bilgewater: Burning Tides.
Foundations begins by exploring every imaginable facet of a location and its culture. As its artists and writers discover new ideas and expand upon old ones, they document those concepts through internal style guides focusing on art, history, culture, language, and more. The work of Foundations is the result of thinking deeply about League’s core elements and looking for ways to add compelling layers to what we already know. Internally, Foundations creates the go-to resources for learning about and understanding Runeterra.
Foundations wanted Bilgewater to be a recognizable, unique location – not just a pirate cliche. Note the Freljordian dragonship in the background that’s been converted into a structure, and the indigenous stone carvings in the rock.
Senior producer Thomas Vu explains; “There are many teams within Riot working within the IP, from new champions and events to relaunches and character bios, etc. Foundations make it so that teams are able to build upon a common and consistent framework without creatively constraining them.” These in-depth examinations of the world behind the game serve as the jumping-off point for League’s content creators.
Representing the combined efforts of the Foundations team, the concept art, style guides, and story cues provide Rioters with systematic overviews of the people, places, and things in Runeterra and empower teams to create content with deep narrative roots and consistent artistic themes. Everything is up for discussion, from granular explorations of iconography to detailed representations of key locales.
We wanted Bilgewater to feel eclectic; a melting pot of different cultures and backgrounds, reflecting that its inhabitants have come from all over the known world.
With Bilgewater, Foundations looked for points of differentiation from existing pirate tropes. How could we take Captain Hook and cross him with Bill the Butcher? Lead concept artist Mark Gibbons says, “We were fortunate that people like Twisted Fate and Graves were already associated with the faction. There is already a blend of cultures inherent to the canon stories that has a very American West feeling.” The groundwork was already in place for an overlap of cultures and styles that would dirty the family-friendly image of the place and replace shanty-singing pirates with scrimshaw-loving underworld tycoons.
Ant Reynolds, lead writer for Foundations, adds, “We didn’t want Pirate Town. We wanted Bilgewater to exist in its own unique space. If we see someone cosplaying as Gangplank, we want people to say, ‘That’s a cool Gangplank costume,’ not, ‘cool pirate.’”
Foundations’ work with Bilgewater is about showcasing what Gibbons calls, “the concentrated version of what was only hinted at.” It’s the stuff below the surface that bubbles up in the form of champions, environments, and the stories that connect them. Reynolds explains, “Bilgewater should feel like a living place. We should know where it came from.” Gibbons elaborates, “We wanted Bilgewater to feel eclectic; a melting pot of different cultures and backgrounds, reflecting that its inhabitants have come from all over the known world. Add in the original indigenous culture (which is highly respected in Bilgewater), and you start to have a place that feels rather unique.”
The Bilgewater: Burning Tides event is an example of how foundational exploration can inform the creative process at Riot; teams focusing on the story of Gangplank’s near-demise or working on the Butcher’s Bridge ARAM map pulled heavily from the details and themes laid out by the Foundations team.
Foundations isn’t here to erase everything players know about places like Bilgewater. Reynolds says, “Sometimes better ideas come along, or new directions actually work better, but we need to update in a respectful manner. We’re not trying to invalidate what came before, but to expand upon the things we think are really cool about a location.” Foundations takes a careful iterative approach to world building, looking for opportunities to make each region unique and interesting but still familiar to players.
Vu adds that Foundations is about giving depth to the world and champions players already love. “Players spend a lot of time playing their champions and want to know more about their champion’s background and journey,” he says. “World-building allows us to create the environment and challenges for these champions to overcome along with creating a level of detail and depth that makes Runeterra a more tangible place for players to experience.”
Bilgewater has a thriving industry built around hunting sea monsters. Fleets leave port at sunset each night, seeking these mighty beasts. If successful, they return to the Slaughter-Docks to render the once-great creatures down to meat, bones and armored hide.
Foundational research and worldbuilding provide touchstones for environment designers, character artists, events teams, and other Rioters involved in the creation of League’s worlds. By exploring a location or faction’s symbols, language, goals, and interactions with other places and people, Foundations helps content creators to answer core design and philosophy questions during the early phases of building new things like champions, skins, events, and featured game modes.
With the Bilgewater: Burning Tides event now sailing toward the horizon, the Foundations team is excited to see how players react to the new Bilgewater. Says Gibbons, “I’d like to think that fans of Bilgewater, fans of those champions, are thinking, ‘Wow, like, I thought it was cool before – pirates, right? But it’s so much cooler, so much richer now.’”
NA’s servers are moving to Chicago tomorrow. Here are the details on how the move will be executed:
TL;DR: From ~5 AM – Noon PDT on 8/25, the NA game servers will be moving to a new, centralized location in Chicago, Illinois. This move, along with other components of the NA Server Roadmap, should improve connection quality for the vast majority of NA players. West Coast players will see an uptick in raw ping numbers, but should also see that uptick mitigated by connection improvements in the form of better overall stability and reduced packet loss. We’ll follow up the server move with a weekend stress test (complete withParty IP) from August 28 – 30. More details below.
Last week, we gave you guys a date, and now the time is upon us! From ~5 AM – Noon PDTon 8/25, the NA game servers will be moving to their new home in Chicago, Illinois.
Around 5 AM PDT on the 25th, we’ll disable ranked play and kick off a phased, zero-downtime transfer of server activity, with an escalating percentage of game starts steadily re-allocated to Chicago over the course of the move. Keep in mind your game starts may hop back and forth between Chicago and Portland if you’re playing during this period. By the end of the migration, all games will be supported out of Chicago, with Portland reverting to a disaster-recovery backup while we continue to gather data and make any required adjustments.Tentatively, we’re shooting to complete the transfer by 12 PM (noon) PDT.
Considering our extensive preparation and the lack of downtime, the most likely outcome is that you won’t notice any disruption on your end, but we’re also preparing for any and all contingencies. Worst case, we encounter significant issues and temporarily roll back to the current Portland servers so you encounter minimal downtime or disrupted play as we fix any major problems. Look for up-to-date info in the in-client ticker and Service Status page!
Given the complexity of NA’s internet architecture and ISP landscape, we know we’ll have to troubleshoot various local routing issues that crop up following the server move; we’re already preparing to make sure your connections take the most efficient possible paths on our dedicated network to the new servers. Most connections will be already well-aligned by the time Chicago is live, but there will likely be at least some that aren’t getting to Chicago as quickly as they could be. And we could use your help! Tomorrow, look for our Chicago Connection Clinic Megathread in which you guys will actually be able to help us troubleshoot any emergent network pathing problems by testing your connection to Chicago and sending us traceroute info from your machines.
On a related note, ISP peering will of course play a major role in making sure your connections are getting to Chicago as quickly as possible. One of our key Roadmap efforts over the past year has been signing and maintaining agreements with ISPs across the US and Canada – check out our latest peering list here. A note on some of the more high-profile names missing from that list: we’re currently installing our connections with Cox, AT&T, andVerizon, and expect to have peering fully up and running with all three within a few weeks. If you’re with one of these ISPs, your connection post-Chicago move may not be on the most efficiently routed path until that work completes. We’ll keep you updated as these ISPs come online.
As we’ve mentioned, starting tomorrow, we’ll also offer free transfers to players located in the US, US territories, and Canada who are currently playing on other servers – look for a transfer email from us and a free transfer option in the store on your account! Lingering questions about transferring your account? Check out our Account Transfer FAQ.
After the move itself has been successfully completed, we want to roll right into a stress test weekend from August 28 – 30 to observe how well the new game servers handle peak traffic. To help make sure we really put the new Chicago infrastructure through its paces, we’re enabling Party IP over the weekend – check out the details below in case you need a refresher.
Number of players in party –> Bonus IP awarded
2 –> 100% bonus
3 –> 150% bonus
4 –> 200% bonus
5 –> 300% bonus
You earn rewards win or lose, but only if you’re in a party with at least one other player. Make sure to log in, help us test, and earn extra IP from August 28th, 00:00 PDT through August 30th, 23:59 PDT!
We’ll be back tomorrow with up-to-date info on the progress and outcome of the move, but in the meantime we’re also happy to address any immediate questions you may have in the comments below!
If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at email@example.com.
Final Boss Veigar returns and he’s brought a baddie to do his brutal bidding. He’s mean. He’s green (and purple). He’s Battle Boss Blitzcrank (CRASH. BOOM. LIGHTNING SOUNDS). Now that these two violent video game villains joined forces, it seems that their sights are set on our retro skins. While we figure out a way to send these two tyrants back to the broken code they spawned from, we’re kicking out a Legacy Vault sale to help keep retro skins out of their dastardly hands… and claws.
Here’s the info: Over the next week, 21 Legacy skins will go on daily sales at 50%, three at a time. And 21 current skins will be designated as New Legacy skins and also go on 50% off sales, three at a time. On August 31st 08:59 BST, the Legacy Vault will open, and we’ll send all 42 retro skins in and away from those game goons.
As we get the skins safe and sound, we’re also throwing a Party IP weekend from August 29th – 31st. That’ll show em’ that they can never hold us down!
These skins are available from now through August 31st at 08:59 BST. At that time, they’ll all leave the store and head into the Legacy Vault. Every day for the next week, six of these skins will be on sale for 50% off.
Friday, August 21st
New Legacy skins
Big Bad Warwick
Rune Wars Renekton
Returning Legacy skins
Saturday, August 22nd
New Legacy skins
Prom Queen Annie
Returning Legacy skins
Almost-Prom King Amumu
The Magnificent Twisted Fate
Sunday, August 23rd
New Legacy skins
Sun Goddess Karma
Returning Legacy skins
Monday, August 24th
New Legacy skins
Secret Agent Miss Fortune
Sinful Succulence Morgana
Returning Legacy skins
Tuesday, August 25th
New Legacy skins
Fiddle Me Timbers
Returning Legacy skins
Hot Rod Corki
Desert Trooper Garen
Wednesday, August 26th
New Legacy skins
Returning Legacy skins
Thursday, August 27th
New Legacy skins
Winged Hussar Xin Zhao
Returning Legacy skins
From August 29th – 31st take advantage of another Party IP weekend! You earn rewards win or lose, but only if you’re in a party with at least one other player. Sorry, Amumu.
Keep this chart handy to maximize your gains… to the max!:
Number of players in party
Bonus IP awarded
Get extra IP from August 29th, 09:00 BST through August 31st, 08:59 BST!
Here’s when the patch will be live for all regions:
Welcome to patch 5.16, the one where juggernauts exist, defensive items get a pass and Zed actually gets buffed. Before we dive in, let’s clear some things up for all the esports fans out there – 5.14 (the one with crazy Elise, #bigsorry) will be the one that the rest of playoffs including the gauntlet will be played on. Worlds will be played on 5.18, which means while we totally hear you about these changes being pretty huge before worlds, we’ve set aside the next two to react and tune as necessary (read: lighter touches) before these changes hit the big stage.
With that out of the way, on to the main event: Juggernauts.
If you haven’t heard that phrase, brace yourselves: searching at the time of this post says we mention the word 13 times; So what are they? When we think juggernaut, we think of champions like Nasus – hulking, durable melee threats that rip teams to shreds if left unattended, but short-ranged and slow enough to be kited for days. They’re workhorses, but they need a bit of work to get going. So if you start seeing crystals in the jungle and ghost-dragons in your midlane, consider yourself warned – the juggernauts are here to stay.
As for the rest of 5.16, we’ve got our usual host of item and champion changes (albeit a little bigger) to keep things balanced and diverse as we turn our focus towards the World Championship. We’re not looking to shake the game too much after this, but we’re touching up some old pro-play faithfuls (Kassadin, Leblanc, Zed) and tuning down some top-tier titans (Rumble, Viktor, Alistar) as players enter the final leg of the race for the Summoner’s Cup (or for the other 99.9% of us, those sweet end-of-season rewards).
So strap in, queue up, and enjoy the ride. There’s a lot to explore and discover in a post-5.16 landscape, and there’s tons of LP up for grabs.
Academy Ahri can join your local otaku convention for 750 RP.
Arcade Riven will be available in store for 1350 RP.
Academy Darius will be available for 750 RP.
Academy Ekko will cost 750 RP.
Academy Vlad will be available for recruitment for 750 RP.
Battle Boss Blitz will be sold for 1350 RP after Patch 5.16 hits live.
Four new Summoner icons will be available some time after Patch 5.16 hits live. The middle ones are designed to match previous Arcade Skins – Arcade Sona and Final Boss Veigar.
Any time we make an update, we’re aiming for two targets: that every game of League feels meaningfully different based on the champions in it, and that each champion in League feel distincts. That might sound like an enormous goal (probably because it is), but our plan is to break them down into groups that share roughly the same strategic or tactical niche and start solving from there. By hitting a handful of champs at a time we can address a few groups struggling in one go; the first of which are the lumbering giants of melee-ranged obliteration heretofore (affectionately) referred to as juggernauts.
Tanky melee carries walk the line between power and peelability, but in order to find distinct playstyles for each of these four champions, we looked to add a little more uniqueness where we could. When two champs play the same way, you just end up picking the one that’s better. We’re working to change that – shifting each champion’s power so that their highs and lows are both deeper and more differentiated from others in the same role.
Let’s meet the team.
Attack Range increased from 125 to 175
Attack Damage-per-level increased from 3.5 to 5
Health per level increased from 93 to 100
Armor per level increased from 3.5 to 4
Base Attack Speed reduced from 0.679 to 0.625
Attack Speed-per-level decreased from 4% to 1%
Hemorrhage [ Passive ]
[New] Bloodrage: Darius now enters Bloodrage for 5 seconds whenever an enemy champion reaches max Hemorrhage or dies to Noxian Guillotine. During Bloodrage, Darius gains 40-200 bonus Attack Damage and applies max Hemorrhage to enemies hit.
Bleed now deals physical damage instead of magic
Base bleed damage per stack decreased from 12-36 to 10-27
Darius no longer gains bonus Movement Speed if enemy champions are bleeding
Decimate [ Q ]
Now has a 0.75 second delay before swinging
Darius heals for 10% of his missing Health for each enemy champion hit by the blade, capped at 30%
Damage on the outer circle has been changed from 105/157.5/210/262.5/315 [+1.05 Bonus AD] to 20/40/60/80/100 [+1/1.1/1.2/1.3/1.4 Total AD]
Damage in the inner circle has been decreased from 66% of the outer circle’s damage to 50%, or 10/20/30/40/50 [+0.5/0.55/0.6/0.65/0.7 Total AD]
Mana cost has been decreased from 40 at all ranks to 30
Enemies hit by the handle (inner circle) no longer receive a stack of Hemorrhage
Crippling Strike [ W ]
Damage changed from 120/140/160/180/200% of Total AD to 140% of Total AD at all ranks
Slow strength increased from 20/25/30/35/40% to 90% at all ranks
Slow duration decreased from 2 seconds to 1
Crippling Strike no longer lowers the Attack Speed of enemies
Cooldown changed from 8 seconds at all ranks to 9/8/7/6/5
No longer reduces the base cooldown of the spell per Hemorrhage stack
Mana cost decreased from 30/35/40/45/50 to 30
Apprehend [ E ]
Fixed a bug where enemies would be pulled in if they escaped the area during the cast time
Cast time decreased from 0.35 seconds to 0.25
Apprehend now slows pulled targets by 90% for 1 second
Noxian Guillotine [ R ]
Base minimum damage decreased from 160/250/340 to 100/200/300
No longer refunds Mana on re-casts; instead, all re-casts cost no Mana
At rank 3, Noxian Guillotine has no Mana cost
Upon executing an enemy champion, all nearby minions and monsters become terrified for a few seconds
Recommended items updated
Health-per-level decreased from 96 to 84.25
AD-per-level increased from 3.5 to 4.5
Armor-per-level increased from 2.7 to 3
Auto Attack range increased from 125 to 175
Decisive Strike [ Q ]
Silence duration decreased from 1.5/1.75/2/2.25/2.5 seconds to 1.5 at all ranks
Duration of Movement Speed buff decreased from 1.5/2.25/3/3.75/4.5 seconds to 1.5/2/2.5/3/3.5
Additionally, Garen moves up to 50 units toward his target when attacking with Decisive Strike from maximum Auto Attack range
Courage [ W ]
No longer grants 20% bonus Armor and Magic Resist
New passive: Killing units permanently grants 0.25 Armor and Magic Resist (0.3 for Champion/Large Monsters/Epic Monster kills), up to a maximum of 30 at all ranks
Active no longer decreases the duration of incoming CC by 30%
Judgment [ E ]
Damage per tick changed from 10/22.5/35/47.5/60 [+0.35/0.4/0.45/0.5/0.55 Total AD] to 20/25/30/35/40 [+46/47/48/49/50% of Total AD]
Judgment deals 33% increased damage if it’s hitting a single enemy
Base damage ticks per cast decreased from 6 to 5
Cooldown decreased from 13/12/11/10/9 seconds to 9 at all ranks
New passive: Judgement’s spin speed permanently increases at levels 1/4/7/10/13/16, resulting in a total of 5/6/7/8/9/10 maximum ticks of damage per cast
Garen no longer moves 20% slower while moving through minions
Judgement no longer deals decreased damage to minions
Demacian Justice [ R ]
New Passive: The enemy champion with the most recent kills is marked as Villain. Judgment ticks and basic attacks on the Villain deal an additional 1% of its max Health as true damage
Demacian Justice now deals true damage to the Villain instead of magic damage
Recommended Items updated
Base Movement Speed decreased from 340 to 330
Base Health decreased from 555 to 525
Health-per-level increased from 73 to 80
AD-per-level increased from 3.5 to 5
Attack Speed-per-level increased from 2.6% to 3%
Health-per-5 increased from 3.3 [+0.3 per level] to 4 [+0.55 per level]
Attack animation improved, but no longer scales as well with Attack Speed
Auto attack range increased from 125 to 200
Armor-per-level increased from 2.7 to 3
Iron Man [ Passive ]
Shield decay-per-second changed from 3% of the shield’s max value to 2% of base Health
The shield will now stop decaying when it reaches 25%
Maximum shield value is now equal to 25% of Morde’s maximum Health (no longer scales with level)
Shield generation decreased from 35% of damage dealt to 25%
Mace of Spades [ Q ]
Now buffs Mordekaisers next 3 attacks. The first one deals 4/8/12/16/20 [+0.25 Total AD] [+0.2 AP] bonus magic damage. Each next strike deals 2/2.25/2.5/2.75/3 times the damage of the previous one. Maximum damage of the third strike is 27/54/81/108/135 [+2.25 Total AD] [+1.8 AP]
Health cost decreased from 20/25/30/35/40 to 20/23/26/29/32
Cooldown increased from 8/7/6/5/4 seconds to 10/8.5/7/6.5/5
Harvester of Sorrow [ W ]
New Passive: Mordekaiser receives full experience from any lane minion he kills, regardless of lane partners;
New Active -Harvesters of Sorrow:Mordekaiser and target ally champion gain 75 Movement Speed while moving toward one another;
When close to one another, both deal 140/180/220/260/280 [+0.6 AP] magic damage to nearby enemies over 4 seconds. Mordekaiser can reactive the ability to instantly steal half the spell’s DoT, or 50/70/90/110/130 [+0.3 AP]. This value is reduced to 33% against minions, with a maximum of three targets;
Cooldown decreased from 20/18/16/14/12 seconds to 12/11/10/9/8;
Health cost removed.
Siphon of Destruction [ E ]
Base damage decreased from 70/115/160/205/250 to 35/65/95/125/155
Now additionally scales with 0.6 of Total AD
Cooldown decreased from 6 seconds at all ranks to 6/5.75/5.5/5.25/5
If the spell hits an enemy Champion, Morde instantly fills 15% of his maximum shield
AoE range increased from 650 to 675
Children of the Grave [ R ]
Damage decreased from 24/29/34 [+ 0.04 AP] % to 20/25/30 [+ 0.04 AP] % of target’s maximum health (again, half the damage is dealt, instant, half over a 10-second period)
New Passive – Dragon Force: Dealing damage to the Dragon curses it for 10 seconds. If Mordekaiser’s team kills a cursed target, Mordekaiser gets a ghost of that target that has 30% the stats of a regular Dragon
Ghost duration increased from 45 seconds at all ranks to 45/60/75
Additionally, Mordekaiser gains 30% of his ghost’s AP and 25% of its bonus Health
The ghost is granted 10/25/50 bonus AD and bonus Health equal to 15% of Mordekaiser’s maximum Health
Mordekaiser’s also received new icons. From left to right: Passive, Q, Q second & third hits, W, W recast, E, R and R for Dragon’s soul:
Recommended Items updated
Base Health-per-level decreased from 96 to 84.25
AD-per-level increased from 4.2 to 4.5
Auto-attack animation is now much faster
Crystal Spires [ New Passive ]
Skarner’s presence causes crystals to spawn in set locations around the map. Crystals can be captured by either team by standing on top of them. Capturing prevents them from being captured by the opposing team for 15 seconds
While near active crystals, Skarner gains 100 flat Movement Speed, 42% [+6% per level] Attack Speed and restores 3% of his maximum Mana per second
If an enemy caps a Crystal Shrine alone, they will receive 5 gold.
Crystal capture specifics:
Crystals remain captured permanently for the capturing team until recaptured by the opposing team
Capturing a crystal grants 15g to players that helped capture it
Crystals are locked out of being recaptured for 10 seconds after being captured
While on the 10 second lockout, crystals provide vision in a medium area around them (and provide no other vision the rest of the time)
If a member of the team owning the crystal is standing on the crystal, it cannot be captured
Note that the shrines look differently for two of Skarner’s skins:
Crystal Slash [ Q ]
Uncharged damage changed from 20/30/40/50/60 [+0.4 Bonus AD] to 0.33/0.36/0.39/0.42/0.45 Total AD
Charged damage changed from 20/30/40/50/60 [+0.2 AP] to 0.33/0.36/0.39/0.42/0.45 Total AD
Cooldown decreased from 3.5 seconds at all ranks to 3.5/3.25/3/2.75/2.5
Duration of charge buff decreased from 5 seconds to 4
Against non-champions, basic attacks now decrease Skarner’s cooldowns by 0.25 seconds, decreased from 0.5
Mana cost decreased from 16/17/18/19/20 to 10/11/12/13/14
Crystal Slash no longer stacks bonus Movement Speed and Attack Speed
Crystalline Exoskeleton [ W ]
Shield value changed from 80/135/190/245/300 [+0.8 AP] to 12/13/14/15/16% of Max HP [+0.8 AP]
Fracture [ E ]
Missile speed now decreases for each champion hit
Enemies hit by Fracture are afflicted with Crystal Venom for 5 seconds, causing Skarner’s next basic attack against them to deal 25/50/75/100/125 additional physical damage and stun them for 1 second.
If Skarner stuns an enemy with Fracture [ E ] or Impale [ R ], he gains all the bonuses from his Crystal Spires for the duration of the stun / suppression and reduces the cooldown of Fracture by the same amount
Cooldown increased from 12/11.5/11/10.5/10 seconds to 13/12.5/12/11.5/11
Mana cost decreased from 50/55/60/65/70 to 55 at all ranks
Impale [ R ]
Base magic damage decreased from 100/150/200 to 20/60/100
Now deals additional physical damage both at the start of the channel and at the end, equal to 100% of Skarner’s Total AD
Mana cost decreased from 100/125/150 to 100 at all ranks
Cooldown decreased from 110/100/90 seconds to 120/100/80
No longer deals bonus damage to targets with Crystal Venom
Essence Theft [ Passive ]
Flat heal decreased from 2 + 1-per-level to 3/5/9/18 [values for levels 1/6/11/16]. AP ratio unchanged
Health-per-level increased from 102 to 106
Armor-per-level increased from 3.3 to 3.8
Banana Jukes [ Q + E Combo ]
Azir’s E+Q combo will now be much less dependent on latency. Here‘s a GIF by Riot Exgeniarthat shows off the change.
Health-per-level increased from 85 to 89
Armor-per-level increased from 3.5 to 4
Armor-per-level increased from 4 to 4.5
Neurotoxin [ Human Q ]
Current Health damage decreased from 8% to 4%
Riftwalk [ R ]
First jump’s damage additionally scales with 0.2 AP; each subsequent Riftwalk scales with 0.1 AP
Base Attack Damage decreased from 59 to 54
Distortion [ W ]
Travel speed increased from 1300 to 1450
Flurry [ Passive ]
Lee Sin now gains 20 energy back on the first basic attack and 10 on the second, changed from 15 energy on both attacks
Dragon’s Rage [ R ]
If the target of the kick hits an enemy Champion, it deals additional physical damage equal to 12/15/18% of its bonus Health (damage stacks with more targets hit)
Armor-per-level increased from 3.1 to 3.6
Frozen Tomb [ R ]
When self-cast, Frozen Tomb heals Lissandra for 100/150/200 [+0.3 AP]; this value is increased by 1% for each 1% of Health missing
Lightslinger [ Passive ]
Damage on second shot increased from 30/40/50% of Total AD [values for level 1/7/13] to 30/40/50/60% AD [values for level 1/6/11/16]
Ardent Blaze [ W ]
Bonus Movement Speed increased from 40/45/50/55/60 to 60/65/70/75/80
Duration of MS buff decreased from 2 seconds to 1
Lucian can now gain the MS buff if any ally hits a target marked by Ardent Blaze
Mana cost decreased from 60 at all ranks to 50
Surging Tides [ Passive ]
Flat Movement Speed buff increased from 40 to 60
Tidal Wave [ R ]
Allies hit by the wave receive double the movement speed buff from Surging Tides (120 flat)
Siphoning Strike [ Q ]
While the Siphoning Strike buff is active, Nasus’s basic attack range is increased from 125 to 150
Armor-per-level increased from 3.25 to 3.75
Armor-per-level increased from 3.8 to 4.3
Defensive Ball Curl [ W ]
Base magic damage dealt to enemies that hit Rammus has been increased from 15/25/35/45/55 to 25/35/45/55/65
The Equalizer [ R ]
Cooldown increased from 105/90/75 seconds to 120/110/100
Armor-per-level increased from 3 to 3.5
Armor-per-level increased from 3.2 to 3.7
Noxious Trap [ R ]
Now grants vision of enemies hit by a shroom for the duration of the DoT (doesn’t reveal stealthed enemies)
Slow no longer decays over the duration of the DoT
Health-per-level increased from 89 to 93
Ambush [ Q ]
Mana cost decreased from 60 at all ranks to 40
Spray-and-Pray [ R ]
Bonus Attack Damage increased from 20/28/36 to 20/30/40
Plasma Fission [ Q ]
Cast time decreased from 0.3 seconds to 0.25
Range of secondary missiles increased from 900 to 1100
Prototype Hex Core
Ability power-per-level decreased from 3 to 1
Now additionally grants 10 mana per level
Hex Core MK-1
Ability power-per-level decreased from 4 to 3
No longer grants 20 flat AP and 150 flat mana
Now grants 15 mana per level
Hex Core MK-2
Ability power-per-level increased from 5 to 6
No longer grants 40 flat AP and 300 flat mana
Now grants 20 mana per level
Perfect Hex Core
Ability power-per-level increased from 6 to 10
No longer grants 60 flat AP and 500 flat mana
Now grants 20 mana per level
Thunder Claws [ R ]
Range on chain lightning increased from 330 to 550
When cast, Volibear immediately deals 75/115/155 [+ 0.3 AP] magic damage to up to 4 nearby enemies
Elastic Slingshot [ E ]
Maximum range increased from 1150/1250/1350/1450/1550 to 1200/1350/1500/1650/1800
Death Mark [ R ]
Delay on recasting Death Mark has been decreased from 1 second to 0.5
Recipe: Giant’s Belt [1000 Gold] + Long Sword [360 Gold] + 1190 Gold combine cost = 2550 Gold total
Grants 500 Health and AD equal to 25% of the user’s Base AD
UNIQUE Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain Primal Rage for 8 seconds.
Primal Rage: Grow in size and strength, gaining increased size, +25% additional Base Attack Damage, and a rapidly decaying shield for 30% of your maximum Health.
Titanic Hydra (Melee Only)
Recipe: Tiamat [1900 Gold] + Giant’s Belt [1000 Gold] + 400 Gold combine cost = 3300 Gold total
Grants 400 Health, 50 AD and 100% Base Health Regen
UNIQUE Passive – Cleave: Basic attacks deal 5 plus 1% of your maximum health as bonus physical damage on hit to your target and 40 plus 2.5% of your maximum health as physical damage in a cone to other enemies in a cone.
UNIQUE Active – Crescent: Your next basic attack deals physical damage equal to 40 plus 10% of your maximum health in a larger cone on hit (20 second cooldown, Cleave doesn’t apply to this attack).
Bonus Base Health regeneration increased from 100% to 150%
Point Runner: Movement speed maximum reduced to 20% (from 30%). However, Movement Speed now decays over 2 seconds instead of instantly dropping off when you leave the proximity of a tower.
Total cost decreased from 2800 Gold to 2750
Point Runner: See Raptor Cloak.
Void Spawn Health Decay: Is now a % of their current health rather than maximum, minimum of one. This effectively doubles their health (and roaming range!) but greatly reduces their effective health at all points.
Void Spawn Gold Counter: Now shows you how much gold you earned from Voidlings.
Empowered Void Spawn: Empowered Voidlings now scale off 15% of your maximum Health rather than your resistances.
Point Runner: See ZZ’Rot Portal
Total Cost decreased from 950 Gold to 900
Total Cost increased from1050 Gold to 1100
Price increased from 2450 Gold to 2600
Armor decreased from 100 to 90
Total cost decreased from 2900 to 2850
Total cost decreased from 2300 to 2250
Price increased from 2100 Gold to 2300
UNIQUE Passive now reflects 15% of damage + 25% of the user’s bonus Armor, changed from 30% of damage
Total Cost decreased from2850 Gold to 2700
Health decreased from 500 to 400
Armor decreased from70 to 60
Cold Steel Passive: Unchanged
Crit Damage Reduction: Now reduces critical strike damage taken by 10%.
Slow Active: Duration no longer scales off Armor and Magic Resistance, instead it will always slow for a flat four seconds.
Dead Man’s Plate
Armor granted decreased from 55 to 50
Total cost increased from 2500 Gold to 2750
Now grants 200% Base Health Regen [zero on live]
Passive Changed: Grants Warmog’s Heart if you have above 3000 life. Warmog’s Heart restores 3% of your maximum life per second when you haven’t taken damage in 8 seconds.
Total Cost decreased from 2500 Gold to 2400
Catalyst Passive: Loses Catalyst Passive on Upgrade.
Base Health increased from 300 to 400
Health multiplier decreased from 25% to 15%
Here’s the login screen that will air live with Patch 5.16 to celebrate the release of Arcade Riven and Battle Boss Blitz:
Below you can find the still image for the animation, as well as the login music:
Remaining cooldown is now prioritized over all other ability states (ex. CC’d, out of mana) so you can plan your next move while Zhonya’s-ing
Grayed out icons (ex. locked-in Pick A Card, Health Potions while at full health) are less gray
Further darkened level-up icons for abilities which can’t currently be leveled up
Brightened the minimap
The scoreboard now displays a large “?” next to enemy champions you don’t have vision of (in addition to the previous dimmed out portraits)
Reduced empty space between the minimap and its frame
The scoreboard no longer overlaps with the chat window
The surrender box no longer overlaps with ally/enemy team frames
We’ve released another update to the Instant Feedback System. Our focus this time is on improving how the system assesses the toxicity of short chat logs and messages sent by players who are already chat restricted.