Posts Tagged ‘Karma’


Free Champion Rotation February 10 Banner

The following Champions will be free-to-play until February 10th:


Anivia Final Portrait

Corki Final Portrait

Karma Final Portrait

Lee Sin Final Portrait

Lucian Final Portrait

Nunu Final Portrait

Orianna Final Portrait

Rumble Final Portrait

Sion Final Portrait

Vel'Koz Final Portrait



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



The following Champions will be free-to-play until October 22nd:



Draven Final Portrait

Karma Final Portrait

Lee Sin Final Portrait

Morgana Final Portrait

Rumble Final Portrait

Singed Final Portrait

Syndra Final Portrait

Varus Final Portrait

Vi Final Portrait

Xerath Final Portrait



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

Lotus Karma Banner

Order of the Lotus Karma is now up on the store for 975 RP!



The strong accept frailty. The enlightened embrace chaos.



Inspire your allies with Order of the Lotus Karma, available now in the in-game store for 975 RP.


Splash Art:


Karma_Splash_4 (1)


In-game Preview:


Lotus Karma Model


Lotus Karma Mantra State

Order of the Lotus Karma in her Mantra‘d state.


Lotus Karma Recall

For her recall animation, Lotus Karma fans herself and a string instrument plays.


Inner Flame Lotus Karma

Inner Flame [ Q ]


Focused Resolve Lotus Karma

Focused Resolve [ W ]


 Inspire Lotus Karma

 Inspire [ E ]



Soulflare 1Soulflare 2 Souflare 3Soulflare 4

Soulflare [ Mantra Q ]


Lotus Karma Mantra E 1

Lotus Karma Mantra E 2

Defiance [ Mantra E ]



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



Champion Skin Sale September 16 to 19 Banner

The following Champions and Skins will be 50% off until September 19th:


Karma Final Portrait

Varus Final Portrait

Vladimir Final Portrait

Battlecast Xerath – 375 RP


Nemesis Jax – 487 RP



Pool Party Graves – 675 RP

Pool Party Graves Splash


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

Champion Rotation Week 31 Season 4 Banner


The following Champions will be free-to-play until August 26th:

  • Ahri – 6300 IP or 975 RP
  • Caitlyn – 4800 IP or 880 RP
  • Draven – 6300 IP or 975 RP
  • Karma – 3150 IP or 790 RP
  • Master Yi – 450 IP or 260 RP
  • Olaf – 3150 IP or 790 RP
  • Soraka – 450 IP or 260 RP
  • Satan – 1350 IP or 585 RP
  • Viktor – 6300 IP or 975 RP
  • Volibear – 4800 IP or 880 RP

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

Champion Rotation Week 22 Season 4

The following Champions will be free-to-play until June 17th:

  • Ashe – 450 IP / 260 RP
  • Corki – 3150 IP / 790 RP
  • Evelynn – 1350 IP / 585 RP
  • Jarvan IV – 4800 IP / 880 RP
  • Karma – 3150 IP / 790 RP
  • LeBlanc – 3150 IP / 790 RP
  • Lissandra – 6300 IP / 975 RP
  • Riven – 4800 IP / 880 RP
  • Taric – 1350 IP / 585 RP
  • Warwick – 450 IP / 260 RP

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

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 31 March


Guqin Sona – 487 RP


Guqin Sona Splash

Hired Gun Graves – 260 RP


Hired Gun Graves Splash

Musketeer Twisted Fate – 375 RP


musketeer twisted fate


Massive Update- Starring TF Banner


PBE‘s getting updated with buffs to Aegis and Locket and a nerf to Spirit of the Ancient Golem, as well as the updated Champion Roles, Rengar‘s getting a damage amplification buff, Morello discusses an upcoming Poppy rework and what it will/won’t include, Volty explains the recent Karma changes, Xelnath proposes a fix to skillshots fired outside field of view, Morello and CertainlyT discuss Twisted Fate‘s New Passive and why it was the “lesser evil”, Morello talks about junglers and where they’ll stand when Season 4 comes and finally, something less serious- Grumpy Monkey shares his early work on Nami!

PBE Update:

Update on Rengar – Stacking Savagery Buff
Morello on Poppy’s Rework
PBE Changes to Karma Explained
Fog of War – Invisible Skillshots
Rioters on Twisted Fate’s New Passive
Morello on Jungle Issues
Grumpy’s Art – Nami

PBE Update

Champion Changes


ConsumeConsume ( Q )

  • Cooldown decreased from 18/16.5/15/13.5/12 to 17/15/13/11/9 (same as live)


aegis of the legionAegis of the Legion

  • Recipe cost decreased from 475 to 375
  • Total cost decreased from 2000 to 1900

Guardian Angel

  • Total cost reduced from 2920 to 2750

Locket of the Iron Solari

  • Total cost reduced from 2600 to 2500

Spectre’s Cowl (New Item)

  • Builds out of Negatron’s Clock + Ruby Crystal
  • Costs 1400 gold
  • Grants 200 Health and 45 Magic Resist
  • Unique Passive: Grants 15 HP/5 for 10 seconds after taking damage from an enemy champion.

Spirit_of_the_Ancient_Golem_item Spirit of the Ancient Golem

  • Health reduced from 500 to 450


Moonflair Spellblade (3v3 and Dominion exclusive)

  • Total cost increased from 2000 to 2300

Champion Roles

Following Morello’s recent announcement that team roles have been reworked, Champions have been split into the following categories:

Assassin: Akali, Evelynn, Fizz, Kassadin, Katarina, Kha’Zix, LeBlanc, Master Yi, Nidalee, Nocturne, Rengar, Shaco, Talon, Zed

Fighter: Aatrox, Darius, Diana, Dr. Mundo, Fiora, Gangplank, Garen, Hecarim, Irelia, Jax, Jayce, Kayle, Lee Sin, Mordekaiser, Nasus, Olaf, Pantheon, Poppy, Renekton, Riven, Rumble, Shyvana, Sion, Skarner, Trundle, Tryndamere, Udyr, Vi, Volibear, Warwick, Wukong, Xin Zhao, Yorick

Mage: Ahri, Anivia, Annie, Brand, Cassiopeia, Elise, Fiddlesticks, Gragas, Heimerdinger, Karma, Karthus, Kennen, Lissandra, Lux, Malzahar, Morgana, Orianna, Ryze, Swain, Syndra, Twisted Fate, Veigar, Viktor, Vladimir, Xerath, Ziggs, Zyra

Marksman: Ashe, Caitlyn, Corki, Draven, Ezreal, Graves, Kog’Maw, Lucian, Miss Fortune, Quinn, Sivir, Teemo, Tristana, Twitch, Urgot, Varus, Vayne

Support: Janna, Lulu, Nami, Nunu, Sona, Soraka, Taric, Thresh, Zilean

Tank: Alistar, Amumu, Blitzcrank, Cho’Gath, Galio, Jarvan IV, Leona, Malphite, Maokai, Nautilus, Rammus, Sejuani, Shen, Singed, Zac

Update on Rengar – Stacking Savagery Buff

rengar decoration

Following the recent feedback thread, Rengar is getting a neat damage amplified against single targets- Wav3Break has the details!

How Rengar’s combat will play out

Wav3Break Button Rioter Wav3Break: Hey everyone, I just wanted to update you guys with my findings in implementing and initial testing the iteration with the Q train/Empowered Savagery generating/refunding 3 ferocity points on hit.

There is still some mixed internal feedback with how the overall play pattern feels but I think it is generally trending towards a positive direction. As you guys can probably discern, since Empowered Savagery is giving you so much ferocity as a means for you to start up another combo chain of Empowered Savagery(s) or accessing your other empowered abilities, the natural damage of Rengar’s Empowered Savagery has gone down by quite a bit. In return, the sheer amount of Empowered Savagery casts you can throw out within a limited amount of time has sky rocketed. #KnifeCatBaby.

In order to supplement this play style, I’ve added a mechanic such that multiple Empowered Savagery casts on the same target will mark the target as “Rengar’s Chosen Prey” and amp the damage of consecutive Empowered Savagery casts on them. Currently this debuff caps at 2 stacks and it will give Rengar a more fighter based play pattern because in drawn out fights the Rengar player will have to manage this debuff as well as make on the fly decision making of whether or not he should break out of his combo to access his Empowered Battle Roar or Empowered Bola Strike.

Despite this change supplementing a more Fighter-ish Rengar, he is still able to dish out a lot of damage on enemy squishies in a very short time period, preserving his assassin feel. What I am hoping this change does (and I’ll be able to confidently say if it does with more testing) is that Rengar can still be opportunistic and try to assassinate enemy squishies, but instead of all his damage being dished out in a 1-2 second window, it will happen in a 3-4 second window where the initial burst is around 70-80% of what his kill combo looks like and his second wave of burst comes a tad bit after.

Additionally, due to this triple ferocity gain on Empowered Savagery, I had to tune some of his other numbers around with Battle Roar and Bola Strike. These numbers are still very subject to change but I want to let you guys know that they will definitely change to reflect this system. Regarding my questions on Bola Strike last post: it feels like it will still remain a targeted ability for now.

I’ll be doing more work on polishing the rest of his changes over the weekend and will hopefully be able to give you guys a confident answer with Scarizard as to whether or not triple Ferocity gaining on Empowered Savagery tested well sometime next week!

P.S. An update on Bone Tooth Necklace – I’ve been reading a lot of the suggestions and they have all been very inspiring. I just want to reiterate the direction we are going with this item: it is an item that Rengar should not feel pressured to buy in every game, but rather an item that gives Rengar players who want to consciously play the “mega-hunter-jungle-knife-cat” play style a means of being even more “mega-hunter-jungle-knife-cat.” That being said, some ideas surrounding Bone Tooth Necklace giving team utility on empowered abilities or team utility in general sound interesting since your team helps you stack it anyways. Now instead of being a solo hunter your team can also be part of the hunting pack ?

Anyways, awesome ideas guys, keep them coming! Remember things are still subject to change.

TL:DR for Rengar changes:

  • Empowered Savagery refunds 3 Ferocity on-hit
  • Rengar now deals increased damage against a target damaged by his Empowered Q.
  • Damage on Savagery/Battle Roar/Bola Shot toned down to compensate for the increased number of Savagery casts during each combo
  • Bonetooth Necklace will have team-wide utility

Morello on Poppy’s Rework

poppy decoration

Morello shares his thoughts on Poppy – including her be-all-end-all ultimate!

What are your plans for Poppy?

morello Button Rioter Morello: I’d like an entire rework, though with the scope, I’d like to wait until the art pipeline catches it. It’s my prediction that, gameplay wise, Poppy is next “new Eve” after Heimer.

We won’t remove the wall slam. Too cool to scrap.

 Will you improve the buggy wall mechanics of Heroic Charge?

morello Button Rioter Morello: We could fix a lot about the wall thing if we recoded the skill (in a relaunch, we need to anyhow) since we have better tech today.

What about her ultimate, Diplomatic Immunity?

morello Button Rioter Morello: That skill is first on the chopping block. I’d RATHER make it Kayle ult – at least it’d be understandable.

PBE Changes to Karma explained

karma decoration

Volty explains the reasoning behind the recent changes to Karma we saw on the PBE.

VoltyButton Rioter Volty: A number of Karma changes recently briefly appeared on PBE. They appeared because I’ve been working on some updates to Karma. They appeared briefly because they were originally intended for the 3.10 patch, but that is no longer the case, so I pulled them.

Why were these changes so broad when they first appeared on PBE?
At first it seemed that Karma needed more changes in order to be a successful champion with a valid place in the game. In the last few weeks, we’ve seen and heard a lot of evidence that Karma is already finding a successful niche as a mage playing out of the top lane. Players seem happy with this and so am I, so I don’t need to make as many changes as I originally anticipated. (Karma is a flexible champion though, and I’m not forgetting Karma employed in mid or bot lane either.

What am I trying to do with these changes now?
I’d still like to take the opportunity to touch up a couple of things with Karma. First and foremost, that is reinforcing the Gathering Fire mechanic visually and mechanically. Some similar (and purely visual changes) are slated for Focused Resolve / Renewal. I’d also like to add a little bit of power to a few key mechanics.

With those things out of the way, here is the changelist as I’m currently looking at things. Of course, this is highly subject to discussion and iteration. Your feedback is welcome.

—Draft of Upcoming Changes——————–

Make Mantra/Gathering Fire interaction more clear and satisfying
– Gathering Fire effect made more readable and clear.
– Visual/audio reinforcement that Mantra has come off cooldown and is off cooldown.

Make Focused Resolve more distinct from Renewal, and clarify the effect of Renewal.
– The heal VFX are presently appropriate for a heal-over-time, but Karma gets one big heal upfront and another big heal at the end. Update VFX to fit the current mechanics.
– The beam isn’t distinguishably different between Focused Resolve and Renewal, it should be easier to tell these apart.

Gathering Fire
– Provides full 2 second CD reduction for basic attacks on champions, like spells do, up from 1 second.

Inner Flame
– Slow to 25/27.5/30/32.5/35% from 25%


Now these changes below are no longer slated for Karma, given feedback and recent observations and data about how she’s being used. But for clarity’s sake, here’s what was also on PBE earlier this week, in addition to the changes above.



Inner_FlameInner flame ( Q )

  • Slow amount changed from 25% at all ranks to 20/25/30/35/40%

SoulflareSoulflare ( R+Q )

  • Slow amount increased from 50% to 60%
  • No longer deals bonus damage on initial hit
  • Damage on detonation increased from 50/150/250/350 ( +0.6 AP ) to 80/230/380/530 ( +1.1 AP )

Focused_ResolveFocused Resolve ( W )

  • Cooldown reduced from 16/15/14/13/12 to 12 seconds at all ranks

RenewalRenewal ( R+W )

  • Leash heal changed from 20% ( +0.01 AP ) of missing HP to 30/70/110/150 + ( 0.3 AP ) (heals for the same amount if the leash is not broken)
  • No longer deals bonus magical damage

DefianceDefiance ( R+E )

  • Ratio decreased from 0.6 to 0.25 AP
  • Ally shield now has a base amount 40/85/130/175 (+ .25 AP ) instead of half  the amount of Inspire – 40/60/80/100/120 (+ .25 AP).

Where does Karma fit in a team comp?

VoltyButton Rioter Volty: I consider Karma to best as a top lane mage, and is secondary as mid lane mage and bot lane support.

These changes (The Q slow and the passive 2 seconds on autoattack) don’t particularly favor one role or position over another though. We have some room to add power but I don’t believe Karma needs a total rework at this time to be a successful champion in top lane or to be viable in other positions.

What will her Role tag be?

VoltyButton Rioter Volty: Can I give her both tags? Mage and support, that is.

Why is Karma underplayed?

VoltyButton Rioter Volty: Some things take time. I’m not sure that is an indication of failure either. Karma has a good bit of nuance and feel to her.

I personally believe that the Gathering Fire mechanic is undersold on live Karma, and I’m excited about making this more transparent. Things like that could help a lot with the learnability of the champion.

Fog of War – Invisible Skillshots

KhaZix decoration

Xelnath is looking to improve the unintended aspect of invisible skillshots from out of sight.

Xelnath Button Rioter Xelnath: Do you like getting hit by invisible Nidalee’s spears?

I don’t like getting hit by invisible Nidalee’s spears.

In the next PBE push (Sometime after 7/17/2013), you may notice a slight change to skillshot missiles fired from Fog of War.

Specifically, if a missile is moving towards you, Fog of War won’t hide it when it’s close to you. The intent is that you should always have some warning when you’re going to be nailed by a missile. It won’t be as much warning as you’d get if you could see the enemy, though.

We’re not quite done with this feature, so feedback is welcome. Here’s roughly how it should work:

If you’re standing behind the baron pit and nidalee throws a spear from where Baron spawns, towards you, you should see it before it hits you. If she throws it towards river, you see no warning about the spear at all. Similarly, if she throws it towards mid or top lane, places you can’t see, you won’t see the spear either.

The hope here is that we reduce the number of scenarios where players take damage without understanding why it occurred.

How quickly will we get a warning?

Xelnath Button Rioter Xelnath: Probably about a half second to a second of warning time.

Twisted Fate’s New Passive

twisted fate decoration

Loaded Dice was recently reworkedMorello and CertainlyT explain why


Twisted Fate

Loaded_DiceLoaded Dice ( Passive )

  • Now states: Upon killing a unit, Twisted Fate rolls his “‘lucky” dice and receives anywhere between 1 and 6 bonus gold

Why is this change being implemented?

morello Button Rioter Morello: TF’s old passive is basically tons of free power to the whole team, and it adds no new gameplay. The new passive doesn’t add a ton more gameplay, but at least reins it in to something manageable (and more satisfying for TF players).

I know it’s not as much of an issue in solo queue, but TF needs some kind of nerf. This is, literally, the nicest and friendliest nerf that could be done.



Button Rioter CertainlyT: I hate to break it to you, but Twisted Fate is broken at the moment. He’s been the most hotly contested pick in competitive play globally over the past year, including being picked or banned in every single OGN (Korean) game last season. This remains the case even after the tweaks we did last month. His mere presence in the game distorts all decisions the enemy team makes from picks and bans to lane assignments to mid game tower dives to late game team fight posturing. That’s the hallmark of an amazing ability, but the rest of the kit needs to take this level of game altering (and hence team assisting) utility into account.

Personally I like the new passive because it means that if you can shut Twisted Fate down, you actually accrue a meaningful advantage over his team. The current passive rigs the entire game, all lanes and jungle, against his opponents due to the silent increase in teamwide gold accruing steadily and inexorably over the course of the game.

Lastly, you seem to be assuming when you say “1-6″ that TF likes to play fair when he rolls his dice. I can assure you this is far from the truth.

Then why does Janna have a global passive?

morello Button Rioter Morello: I’m not sure why we haven’t changed this one – though I expect people to lose their minds when we do.

Prepare your bodies, that passive will eventually be out of the game.


morello Button Rioter Morello: I think the answer is we just haven’t gotten to it yet.

Why doesn’t Loaded Dice grant 2-6 gold instead of 1-6?

morello Button Rioter Morello: You assume the chance is equally weighted.


Xypherous Button Rioter Xypherous: Do you reaaally think the Card Master would leave things up to chance? :3

So the problem with global passives is “invisible power”?

morello Button Rioter Morello: Exactly. How much gameplay it adds (for either team), how satisfied the user/recipient can be vs the power is the axis to look at this from, and on that, it’s very poor. It’s really strong, but doesn’t make new things occur or add new strategic depth.

Will this change remedy the issues with TF?

morello Button Rioter Morello: TF is broken – this passive won’t actually fix that, but it’ll at least get his power to be slightly lower without making him any less fun.

Why are you fixing Twisted Fate instead of other, more problematic champions?

morello Button Rioter Morello: That’s because it takes no time to do the TF passive and get it right. Comparitively, we’ve been nerfing Jayce (and will continue to) – but the situation is more complex and difficult. Therefore, requires more time and iteration. Same with Thresh.

One thing to mention is our last couple of patches have been tough on us internally, so we’ve had to delay a couple of the more complex changes. We’re trying to avoid “Olafing” these characters, and want to do more focused nerfs. We could nuke them from orbit, but we’ve been trying to avoid that so we don’t just rotate the list of who the OP characters are.

Are you trying to reduce his popularity?

Statikk Button Rioter Statikk: Our goal is not to reduce his pick rate, TF provides a very fun and unique game experience.

We’re simply trying to make him more fair to play against.

Morello on Jungle Issues

morello decoration

Morello shares his opinion on where junglers falter, where they exceed and what changes we can expect to the jungle come Season 4.

Regarding the Spirit of the Ancient Golem nerf

morello Button Rioter Morello: 50 HP nerf on really efficient item = junglers are not worth using?

There’s a gold flow problem in the jungle – we agree – but the problem is not jungler power, it’s jungler build satisfaction and expectations of the team, much like support.

What are the current issues with jungling?

morello Button Rioter Morello: Yes – but some of it is season 4. Remember we did just buff total jungle XP when we changed the camp timing to prevent early golems.

These problems are similar to the support problems. What this means is:

* Junglers are powerful and meaningful in the game.

* Junglers don’t feel satisfied with the amount of gold they get in the game

* Junglers are expected to buy team items each game, which is not always desirable

* Junglers are not immune to balance just because they have other problems

Let me be clear: I understand the issue you guys have with junglers, and it’s something that does take more than buffs or nerfs to fix. But if something is too strong, having other feel considerations will not (and should not) change our balance methods with this position.


morello Button Rioter Morello: Gank rewards are already in a good spot (as we’re seeing ganks as one of the better gold gain methods, even if unreliable), but I think the problem is other than ganks, gold is pretty poor. I’d rather that junglers have a reasonable fall-back source of gold, or that carry junglers with poorer ganks have a place in the jungle as well. Ganks have a lot of other power revolving around snowballing their lanes too, so a jungler’s gank impact has a number of powerful values for the team. Ward saturation also contributes to ganks being more frustrating for junglers.

So I’d like to increase jungle farm rewards for both more consistency (as lane has) and more jungler options.

Does that mean we won’t get jungle buffs until Season 4?

morello Button Rioter Morello: We won’t probably fix the core issue until then, though small changes (like the XP one) can happen mid-season.

Again, junglers are very good and contribute a lot of power. Junglers have satisfaction issues.

What changes to the jungle can we expect in Season 4?

morello Button Rioter Morello: We’re changing something fundamentally in the jungle then to put more gold in the jungler’s hands overall, and keep it out of laner’s hands as much as possible. It requires map geo changes though, which are a nightmare and very disruptive to the competitive season.

I don’t think being overstatted props junglers up because they’re not close to being weak (there’s no reasonable conclusion right now that junglers suck), but instead are lacking in gold satisfaction. The confusion is you guys are comparing feel to raw power balance.

Grumpy’s Art – Nami

nami decoration

Recently, senior artist Grumpy Monkey showed us his work on LoL’s champions – here are a few early sketches and meshes of Nami!


Detailed Sketches – Face/Back


Face Sketches – With/Without Helm


3D Mesh


Three Koi


Three Sharks



Missed any recent updates? Check here!

PBE: Karma changes/ New TF Passive, Rioters discuss Olaf, Rengar and Warwick reworks

Rengar Changes, Yorick’s new Kit, Aegis/Locket Talk, Free Transfer to Russian Server

PBE: Jayce/Olaf/Aegis/Locket Changes, Hired Gun Lucian, Queue Dodge Penalty

PBE: Lucian & Yi’s kits / Changes to Sivir’s looks, Olaf and Xerath

Patch 3.9 Preview, Lucian revealed and Themed Bundles


Pandannie banner


New PBE Update brings changes to Karma and Twisted Fate‘s Passive as well as a brand new feature – an Undo Last Purchase button! SmashGizmo discusses Olaf’s Combos and possible improvements, Morello reviews the state of Warwick and where Riot is taking his concept as well as revising the current Champion Roles and Scarizard drops a few suggestions regarding Rengar‘s Savagery and benefits from Bonetooth Necklace. All this plus the new Champion/Skin Sale!


PBE Update:

Overview of Warwick

Update on Champion Roles

Savage Gameplay – Rengar Improvements

Wild thoughts on Olaf

Champion/Skin Sale – Expires July 22nd



PBE Update


Champion changes





Gathering_FireGathering Fire ( Passive )

  • Basic attacks reduce the cooldown of Mantra by 2 seconds, up from 1


Inner_FlameInner flame ( Q )

  • Slow amount changed from 25% at all ranks to 20/25/30/35/40%


Focused_ResolveFocused Resolve ( W )

  • Cooldown reduced from 16/15/14/13/12 to 12 seconds at all ranks


SoulflareSoulflare ( R+Q )

  • Slow amount increased from 50% to 60%
  • No longer deals bonus damage on initial hit
  • Damage on detonation increased from 50/150/250/350 ( +0.6 AP ) to 80/230/380/530 ( +1.1 AP )


RenewalRenewal ( R+W )

  • Leash heal changed from 20% ( +0.01 AP ) of missing HP to 30/70/110/150 + ( 0.3 AP ) (heals for the same amount if the leash is not broken)
  • No longer deals bonus magical damage


DefianceDefiance ( R+E )

  • Ratio decreased from 0.6 to 0.25 AP
  • Ally shield now has a base amount 40/85/130/175 (+ .25 AP ) instead of half  the amount of Inspire – 40/60/80/100/120 (+ .25 AP).






Ardent BlazeArdent Blaze ( W )

  • Range increased from 900 to 1000




  Master Yi


Wuju StyleWuju Style ( E )

  • Passive bonus damage decreased from 15% at all ranks to 7/9/11/13/15%





Vicious_StrikesVicious Strikes ( W )

  • Bonus attack damage changed from 1% of Max HP + 7/14/21/28/35 to 20/35/50/65/80
  • Lifesteal and Spellvamp decreased from 9/12/15/18/21% to 8/10.5/13/15.5/18%




Twisted Fate


Loaded_DiceLoaded Dice ( Passive )

  • Now states: Upon killing a unit, Twisted Fate rolls his “‘lucky” dice and receives anywhere between 1 and 6 bonus gold


NOTE: The changes to Jayce, Karma and Olaf have been reverted and will be available in the next patch.




Boots_of_Speed_item Boots of Speed

  • Now states: “Limited to 1″. (for anti-trolling purposes)



Blackfire_Torch_itemBlackfire Torch (Twisted Treeline & Crystal Scar)

  • Cost decreased from 3770 to 2400 gold
  • Now builds out of a Blasting Wand + Fiendish Codex instead of a Kage’s Lucky Pick + Fiendish Codex + Haunting Guise
  • No longer grants 250 HP
  • Bonus Cooldown reduction decreased from 20% to 10%
  • No longer grants Passive magic penetratio
  • Unique active changed – Now deals 20% of target’s maximum health over 6 seconds as magic damage. Also increases any additional magic damage taken by the target by 20% during this duration


deathfire grasp Deathfire Grasp
  • Can no longer be bought on Twisted Treeline and Crystal Scar



Liandry's_TormentLiandry’s Torment

  • Can now be bought on Twisted Treeline and Crystal Scar


Moonflair_Spellblade_itemMoonflair Spell Blade (Twisted Treeline & Crystal Scar)
  • Cannot be bought by Melee champions
  • Now builds out of Seeker’s Armguard + Negatron Cloak instead of a Blasting Wand
  • Cost increased from 1200 to 2000 gold
  • Now grants an additional 50 Armor and 50 Magic Resist


Needlessly_Large_Rod_itemNeedlessly Large Rod
  • Can no longer be bought on Twisted Treeline and Crystal Scar (nothing builds from it anymore there)


Wooglet's_Witchcap_itemWooglet’s Witchcap

  • Now builds out of Seeker’s Armguard instead of a Chain Vest + 2 Blasting Wands
  • Armor increased from 40 to 45



 Undo Last Purchase


Undo Last Purchase

Located next to the SELL button in the Shop is the option to sell back the last item you’ve purchased. This refunds 100% of the gold cost and does not expire over-time.






Overview of Warwick


warwick banner

Warwick’s getting some much-needed attention from Rioters. Morello covers the basis for future improvements.



morelloButton Rioter Morello: Alright – again, thanks for your patience. We’ve chatted a bit about Warwick, and I’ll try to lay out what we see the problems, concerns, and our direction we’d like to take while fixing things to bring him up to date.

Let’s start with what’s holding Warwick back, currently;

He has weak pre-6 game presence:

Because of the reliance on his ultimate, Warwick’s ability to make plays, gank, or finish a kill is really poor until he hits 6.

He has a very flat pacing that disallows skilled duels, which keeps him weak:

Most reasonable Warwick builds have enough cooldown reduction to keep W up almost all the time, spam Q quickly (and E, of course, is a passive). Over time, this has lead Warwick to having few levers for us to adjust and make him have both a satisfying and balanced place in League.

Blood Scent is only helpful if Warwick is ahead:

Since the skill is passive, and conditional on the enemy being low, this thematically-great skill doesn’t make a lot of opportunities for fallback patterns or make ways to outplay an opponent.

These are likely the first places we’d look to fix with him. Next, where do we envision Warwick living in the game, and what should he do?

Warwick should be a staple in the jungle:

Warwick has historically been a jungler (and for a lot of older players, THE jungler!), and we think this should be where he primarily lives. His lifesteal focus is easier to balance there, and could be used to make for strong counter-jungling safety with the right adjustments.

Warwick should be a consistent, sustained lifesteal fighter:

This is largely what he is now, and I don’t see any need to change that identity. I think details will need to change to bring him up-to-date, but the identity is a fine one.

I’ll give you some very initial thoughts on what direction we’ll take. I’m not going to comb details much in this thread (that’s going to likely be handled by someone on the team!), but just give you an idea what we’re thinking.

Improve Blood Scent and improve pre-6 ganks:

This is a pretty cool skill in the way it sells “hunter,” but mechanically, it needs some work. This skill is also the first place for us to look in ways to add new decisions (which will show more/less skilled play between players) and enable pre-6 ganks so he can actually perform his job as a jungler.

More wildly adjust numbers, especially cooldowns:

The lack of pacing spoken to earlier will need to change if we want to buff Warwick. Even other fighters like Jax or Irelia have windows of downtime that more knowledgable players can capitalize on to turn engagements. Without this, we can’t really up Warwick’s power much – this will be a part of it. It may also include mechanical tweaks on skills like W, E, or his passive.

This likely won’t happen for several patches:

While we agree something needs to occur here, we do have bigger fish to fry before we do this. I’d love to get this out after World Finals patches are stabilized and we can focus on more opportunistic work like WW.

I’m sure there are some unanswered questions, so I’ll try to get to what I can.



How do you plan on making Warwick a “sustain tank”?


morelloButton Rioter Morello: Part of this is by making him a primary jungler. Lifesteal tanks are much more problematic in lane (especially melee) because there’s not tons of options to deal with them, and the combat windows are long and support sustain. From the jungle, they can use it to get an edge during ganks, but not become sustainbots.



Will Warwick get a Visual update along with his Rework?


morelloButton Rioter Morello: Bigger offenders on the VU list, but I’m sure he’ll get one when it’s his turn





Updated Champion Roles


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Morello discusses the upcoming distinctive name-changes of Champion Roles, complete with descriptions of each one.



morello Button Rioter Morello: Hey Summoners,

After much discussion, we’ve decided to update our champion role names to more accurately reflect how we think of roles in League of Legends. While most of these roles (maybe not one!) may sound familiar, we wanted to share our thoughts with you and to get everyone on the same page before the changes go live in-client on the champion info tab and with Patch 3.10. I’m also going to take this as an opportunity to give some insight into the live design process and how we differentiate between role archetypes that exist in League of Legends and the positions they can play in a given game.

Let’s start with defining what role means.

A champion’s role roughly defines the type of value they contribute to a team, or else communicates the fundamentals of their playstyle. It sets expectations for what a player’s experience will be like and what they can do for their team. At Riot, we see a champion’s place in the game as some combination of primary and secondary roles from the following list.

  • Assassin

An assassin is an agile champion that specializes in killing or disabling high value targets. Focused on infiltration, deception, and mobility, assassins are opportunistic hunters who find favorable moments within a fight before jumping into the fray. Regardless of the size of the enemy team, assassins specialize in positioning and artful killing. They strike when the time is right – no sooner, no later.


  • Mage

Mages are mostly ranged champions who prioritize powerful abilities over basic attacks. Typically mages are characterized by some combination of long-range, area-effect or high-utility spells to get the job done. A skilled mage can have a huge impact on any team with their versatile skillsets and flexible playstyle.


  • Tank

Tanks are durable, front-line champions that help lock down enemies and start fights. They’re usually found leading the charge, choosing the right times and situations to initiate aggression. Many tanks can also protect their more fragile teammates by stunning or pushing around dangerous foes and limiting their damage potential.


  • Support

Supports make plays by enabling their allies through buffs and heals, or by disrupting enemy lines through crowd control. From laning to late game teamfights, supports create advantages and opportunities for their teammates to capitalize on. A skilled support gives their team the edge it needs to claim victory, and can turn the tide of battle with just one well-timed play.


  • Fighter

Fighters are melee combatants that possess a mix of offensive and defensive capabilities. While they don’t have as much utility as a tank or as much damage as an assassin, a fighter’s damage will add up over time to make them a major threat. Each fighter has a unique blend of mobility, damage, disruption and durability.


  • Marksman

A marksman is a ranged attacker that sacrifices defensive power and utility to focus on dealing strong, continuous damage to individual targets. Typically focused on using their basic attacks more than their abilities, marksmen have the capability to scale and deal out devastating levels of damage in the late phase of any game.


By the way, using the term “marksman” over the colloquial “AD carry” is deliberate. Calling the role marksman defines it in a more clear and accurate way – plus AD carry is a bit of a holdover from when an AD player was always expected to carry a team. League is a game about teamwork and it’s inaccurate to say that marksman is the only role, or even the primary role, to carry teams to victory. A lot of people will still call it AD carry, and that’s fine, but for the places we use this officially, we’ll be using marksman. It’s a semantic change, but it’s important to note here just to let you know it’s coming.

Some of these roles are obvious fits for a champion, like Brand being a mage or Nautilus being a tank, but others are more nuanced or embody a combination of roles. This helps us define what the champion brings to the table and lets us get on the same page about the types of expectations you can have for a champion. For example, Mordekaiser is primarily a mage, but also a fighter. It’s also worth mentioning that we’re relatively stat agnostic when it comes to considering roles – Pantheon and Annie are both mages, for example, because they rely primarily on their abilities for damage, but the former is attack damage based while the latter is ability power based.

Since I’m here, I’d also like to address a common misconception about position and how it differs from role. Position refers to the places a champion can go, so a champion going mid could be a mage, assassin, or a fighter, but they’re still playing the mid position. This is the part of the game that players define and evolve, and we frequently like seeing surprising things here (as long as it supports good counterplay, of course)!

Let’s look do a thought exercise:

What is Teemo? Besides adorable, or pure evil, depending on who you ask, he tends to go top lane. But that doesn’t make him the same type of champion as Jax, Irelia or Jayce – champions that also go top lane. What it means, in terms of our discussion, is that Teemo is a marksman/mage. That’s his role from a design perspective. The fact that he is commonly played top is a matter of position. Lux is a mage (role) that is commonly played in mid (position). She is also played bot in more of a support role. Kha’Zix is an assassin who people like to play top, jungle or mid.

None of these position choices affect the DNA of the champion at all – they still bring the same ability kits and have the same core playstyle, but their position can affect what they do for that game. Naturally, some champions will be more suited for some positions, but there are also variables that affect even that. Team composition, for allies and enemies both, will influence a champion’s effectiveness, and item build synergy can enhance a champion’s ability to perform within a certain position. The different items players buy when playing Jarvan IV top lane as opposed to jungle Jarvan show us how items can enhance and define the two positions, even on the same champion. Ultimately these things can affect current game balance, but not the champion’s core role.

The long and short of it is that role and position are different concepts, and we approach them differently as designers. Players can use this information to better understand what to expect from a champion, and what their strengths and weaknesses can be. By all of us speaking the same language on these concepts, it’ll make for better discussions on more complex design issues.



 Will Melee Carries like Master Yi now be classified as Assassins?


morello Button Rioter Morello: Yes, his pattern is a bit carry-ish, a bit assassin. Melee carries were the hardest in here, and it was hard to justify a role name for a handful of characters. It won’t change how we treat them, really – we still know this design space is needing work.




Do AD Casters fall in the “Mages” category?


morello Button Rioter Morello: We debated this – maybe so. I think since they were colloquially “AD Casters,” anything that implied casting was OK. Mage and Caster was a hard word to pick, actually!





What categories will Urgot fall under?


morello Button Rioter Morello: Probably Fighter/Marskman or vice-versa.






Will Lux/Karma/Morg/Orianna be Mages or Supports?


morello Button Rioter Morello: Mages. They can be played in the Support position, but their role is mage.






Why is Mordekaiser labeled as “Fighter”?


pwyff Button Rioter Riot Pwyff: Each fighter has a unique blend of mobility, damage, disruption and durability.First it’s worth noting once again that Mordekaiser is primarily a mage (lots of area-effect damage and primarily dealing damage with spells), but he’s secondarily a fighter because he deals damage ramping up over time.

So his “unique” blend here is damage and a small amount of durability (in comparison to, say, a lot of mages thanks to his self replenishing shield).

In other words, primarily a mage and secondarily a fighter!



What constitutes a “Tank” Champion?


pwyff Button Rioter Riot Pwyff: Leona’s inherently tanky due to her W. Alistar is inherently tanky due to his ultimate. I think ultimately if we go by your argument that a champion must build a certain way in order to fulfill the role, then Marksmen might not achieve their definition as high-damage auto-attackers because they inherently need items to reach that potential.

If we were to take part of your definition of supports being an ideal label (in that a support has abilities that, when used correctly, accomplish supportive goals) then I think tank as a role also works. Leona is a tank because her damage isn’t high but she has built in tankiness (her W), lots of battlefield control, and huge initiation capabilities. Alistar can be seen in the same way. This is core to their abilities and can be augmented by how they’re built. You use Blitz as an ideal “support” category, but I’ve seen a coworker run AP Blitz for his huge AoE ult damage and displacement (he uses the hook to get himself kills).

Other tank champions who fall under the category role of tank might be able to go glass cannon for great effectiveness (AP AMUMU WHYYYYY), but their core skillset fundamentally encourages a tanky playstyle, and that’s an expectation that goes hand in hand with the role.

If I were to think of a perfect champion that fulfills the tank role, by the way, I’d think of Leona and Alistar – not Singed.



Will we be able to create our own Champion Role tags?


morello Button Rioter Morello: Totally different goals and tech required (and not a bad idea), but not really part of any of this stuff.





Why are Carry Mages (Cassiopeia/Karthus/Ryze) not listed under “Marksman”?


pwyff Button Rioter Riot Pwyff: For your first point, you’re misconstruing the concept of a Marksman as a “Carry” and this was the precise reason we wanted to move away from AD Carry as a term. Marksmen can carry. Mages can carry. Fighters can carry. So on and so forth. Nowhere do we indicate that one role cannot carry and one is a designated carry because, as you’ve noted, Ryze, Karthus and Cass can carry as Mages.

To argue the other point about Cass being a Marksman, I don’t quite understand what you’re going for aside from the fact that she can carry a team with her strong damage. Cass deals all of her damage through abilities and she has two high control spells in her ultimate and Miasma. You’ll notice this definition in Marksman:

“Typically focused on using their basic attacks more than their abilities”

But that’s not the case here.

On that note we did debate about adding a line “While Mages may not deal as much damage as Marksmen, they can still have a high impact in damage and control etc etc” that’s not the actual wording but the general gist is there. We just took it out because we realized we mentioned Marksmen before we even got to the definition.

As for your edit, champions can have secondary roles (see Mordekaiser as a Mage / Fighter), so consider that.





pwyff Button Rioter Riot Pwyff: For the role referring to ranged constant DPS, I get that there are a few crossovers (Ashe as another example of straddling certain boundaries despite operating primarily as a Marksman), but these are foundational role titles that need to be broad in order to get that alignment. I’m thinking of roles as being almost a spectrum wherein champions fall in various spots on the rainbow of roles (the difference between Mage and Support feels a little hazy to me).

Anyway, I apologize if I misconstrued that initial point. I think I was focused a little too heavily on getting that “some roles can carry at different stages in the game” point out there. Cass does do continuous damage through ability use, but I still feel her highest impact point is in her ultimate which primarily classifies her as a Mage. That’s just my two cents though.



The problems with Support Champions: Season 4 improvements


morello Button Rioter Morello: I think the biggest issue here, abstractly, is supports miss out on the satisfying power curve portion of LoL. I think their duo laning is actually pretty good (they focus on PvP actions as opposed to farm – a different pace), but their inability to gain power meaningfully throughout the game is highly unsatisfying. Right now, their income isn’t terrible overall, but their expenditure due to ward burden is.

Unfortunately, that speaks to more systemic fixes – especially to wards and vision. And that’s all for Season Four.



 Savage Gameplay – Rengar Improvements


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Disappointed with the latest updates on Rengar? Don’t be! Scarizard and Wav3Break are dedicated to making the League’s predator rise to glory.



Regarding the recent Savagery suggestions


ScarizardButton Rioter Scarizard: Trying to balance catching up on posts and doing actual work – a few points:

1. Please remember that the changes to Q are in testing, and that the lack of an effect on Q is placeholder. It might be returned to %AS on Q and ??? on Q2. Previously we had ‘If Savagery strikes a champion below 50% life, gain an additional ferocity point’ which we had some pros and cons. When judging the changes understand that the goal is to lower the burst potential of these two spells and that shifting them into tools for sustained damage is a win for Rengar’s balance overall – but i don’t intend to leave either part of this skill bare.

2. Some people seem to like the counterplay we’re introducing to his ultimate, and some of you don’t. I’m open to suggestions here – but Rengar sorely needs more counterplay on this skill for it to retain the strength it has, let alone gain more. Give me your thoughts on how’d you like to see this done.

Gonna go grab some food, but i’m at least caught up on this threads’ posts.



 Possible improvements to Savagery


Scarizard Button Rioter Scarizard: So i’m finishing up packing and heading to bed before my flight in the morning (For those of you who missed the previous post, i’m heading the Spain for the EU Pro Player conference for a couple of days) but wanted to let you guys know about the iteration we just clocked – while i won’t be around for playtests on thursday or friday, Wav3break will be tuning numbers and driving it while i’m gone.

I’ll update the original post as well, but the changes look something like:

– Attack Speed reinstated, -slight- buff to %AS, -slight- nerf to base damage.

Empowered Savagery
– In addition to dealing bonus damage, grants Rengar 3 Ferocity.

So what does this mean? Basically, Rengar’s Empowered Savagery sets him up for a potential Ryze-like spell chain. Feedback from this thread has been that (Triple Q or no), you guys really like stabbing. With this setup, you can Q2 -> Q, W, -> Q2, E. Q ->Q2 again, with a higher degree of Attack Speed than before. I’ve played around with the changes a bit with a few people and i have to say it looks pretty awesome tbh. You lie in wait, ready for the kill….and then you proceed to maul your target’s face off.

Another cool thing about the ‘Q-Train’ as Volty calls it, is that you can end the cycle at any point with Empowered Battle Roar or Emp. Bola strike and call it a day, winning trades or flatly disengaging. We still need to see what this does in laning situations, but from i can tell it drastically increases his engagement windows but highly rewards him for ‘keeping up’ his combos – all while hacking away like a madman.

I suspect it will be slightly OP with this version, but we can always tune. One idea we had is to slightly lower the damage further of Empowered Savagery, but instead have it apply a debuff making your next Emp. Savagery deal 50% more damage (probably only stacks 3 times?). This option feels unnecessary at -this- point, but can proceed to it if his laning is obnoxious but we like the pattern of Q2. Also drives home a lot of the ‘single-target mauling predator’ feel if you can single out your prey and make their lives hell.

Feeling more confident about this version, but everything is always subject to change. Could possibly see Bola’s slow% being increased to accomodate Rengar’s knifing around if he’s having too much trouble gettin’ to the folks he needs. Looking into using Battle Roar as a slot to provide a mechanic that helps him survive endgame without making his solo/dueling cases feel unbeatable – some of you guys have suggested a Wukong-like ‘Less defense, but stacking with nearby targets’ and i’d like to try it and see how it goes.

Even to those who think i’m not listening – your voices not going unheard. Thanks again for all of your posts, y’all.



Suggestion for Bonetooth Necklace bonus (bonus movement speed in brush/when unseen)


Originally Posted by Eleshakai View Post
I think a +movement speed when not visible to enemy team might be a cool perk for the necklace to offer. Kind of along the lines of boots of mobility, but just any time he isn’t able to be seen by enemy teams. It’d also open up some strategic counter-ward play.


ScarizardButton Rioter Scarizard: Catching this before i leave – i think something like this sounds really cool. I know i mentioned earlier that we were looking at +MS% in brush. What do people think about similar version?

‘Rengar gains X movement speed while not visible to the enemy team (or out of combat). This bonus is doubled while Rengar is in brush.’ ?

A lot of the bonetooth ideas specifically have been pretty interesting – Wav3break’s heavy lifting is going to be focused on BTN, but i’ll make sure to keep passing these along.



Q-mashing Awesomeness


Wav3Break Button Rioter Wav3Break: Just to buffer Scarizard’s post, I am currently tuning the new “Q-Train” destroyer knife cat damage window and I’m not gonna lie, this thing feels freaking awesome to pull off. You will knife more than you ever could and stab peoples faces like no tomorrow. Now time to balance and test it more :P. Again everything is subject to change.

I would also like to ask some questions:

How would you guys feel about Bola Strike being a skill shot?

How would you guys feel about Empowered Bola Strike bringing a little bit more team utility?

P.S. I think Bone Tooth is feeling pretty healthy building out of a Hunter’s machete for all of you jungle Rangos out there .

Continue to give us great ideas guys we will continue to iterate and try our best to make sure Rengar becomes an awesome and healthy character!



Rengar will still burst


Wav3BreakButton Rioter Wav3Break: Rengar will always have burst due to the nature of his ability mechanics, but we need to tune it to be healthier in early stages of the game and give him some extra stuff to make him flow into late game scenarios where he should be able to select his target of choice, possibly be in the middle of the enemy team and not necessarily only fulfill the role of “I kill your squishy and die right after/I can only kill your squishy and am useless to my team if I fail.”

We are not going to destroy his burst nor are we tuning him into a tanky bruiser. You will still be able to knife cat ambush people, but once again, the challenge for us is to make that pattern healthy, fun and balanced. This undoubtedly means we have to take some power away from his burst, whether its damage or execution speed. At the same time, we are also able to use the room created by this change to give him cooler effects that won’t force Rengar into his current “if I fail to kill someone squishy on my first Leap from Ult, I am useless” and “suicide dive bomb/kamikaze” play pattern.

As a final thought, I would just like to stress this point again: burst damage on a long duration true stealth character with no counter play, no warning, and no window to react is not okay. It is not fun to play against, it is not healthy for our game and it completely warps the game for enemy players. This pattern’s existence in its current form on Rengar’s kit limits our ability to make this character healthy and that is why it has to go. With it gone we have the room to make him into the true predator and hunter who doesn’t just jump in and die after taking down his prized prey.



How far can Rengar go with his new ultimate?


ScarizardButton Rioter Scarizard: Pretty far – Rengar’s vision range originates from his body, so it’s impossible for him to ever activate it and exceed his own vision range. Currently, people only hear VO if they are within his champion sight radius(around 1k or so) when he activates the ultimate. If he activates the ultimate while he’s ‘on his way’ the opponent won’t hear his VO play – but would see the particle above their head once he reached the appropriate range.



Will you remove triple Savagery?


ScarizardButton Rioter Scarizard: I’d like to address this. Triple Q with Rengar isn’t like Zed landing double Razor Shurikens or Lulu Glitterlancing multiple people, or even like Kha’Zix leaping perfectly for a multi-kill. Once you know how to do it, you know how to do it.


Triple Q’ing isn’t what makes Rengar rengar. Stalking prey, making decisions on which Ferocity Bonus to use for the right situation, leaping out of brush and killing someone, or flanking and jumping someone for an allied takedown? Those are things that make Rengar who he is. You’re all right that this was intended functionality when it was put in the game – but even Classick agrees that it was also a mistake. Frontloading 500% of your AD in less than a second on a target of your choosing when no one can see you coming is just not something that’s okay.

I want him to kill people – Rengar’s a damage dealer and that’s what he does. I would just like him to kill people over 5 or 6 seconds than 1 to 2.

I want him to inspire fear into his opponents. I don’t want him to inspire rage.



Wild thoughts on Olaf


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SmashGizmo posts an update on his previous changes to Olaf.



SmashGizmo Button Rioter SmashGizmo: Guess I should’ve made it clear that I would be gone all weekend when I mentioned I was going to Evo. Sorry for the delay on updates.

Just gonna rapid fire my thoughts to you guys so you know what’s going on, but I honestly don’t have enough time for a lot of back and forth until later in the week.


  • Min Range
  • Overall confident in the change
  • Distance currently tuned at 400 (pickup radius is 250, cast ranges are measured for the center of a character so Olaf is currently walking under 100 units to retrieve min range axes)
  • Slow Decay
  • Confident in the change
  • Unlikely to change slow values until I’m confident in larger scale changes and am at the phase where it’s time to do balance tuning
  • Wall Sticking
  • Unconfident in the change
  • Testing feedback has been inconsistent
  • More experienced Olafs dislike it more than newer Olafs, laners dislike it more than junglers
  • Planning on trying an iteration where wall sticking only occurs if the axe would land inside impassible terrain, essentially trying to keep it as a solution for junglers who rely on the lower min range without disrupting its current use cases
  • Going to try lowering axe’s vision radius on impact to reduce the ability’s scouting power without fully removing the scouting aspects

Vicious Strikes and Ragnarok

  • AS feels pretty meaningless on Ult, probably getting removed
  • AD on Vicious Strikes muddles the use case considerably
  • Likely to iterate on Vicious Strikes by removing the spell vamp and AD and replacing with AS of some sort
  • Undertow scaling off the AD and spell vamp is making the usage of this skill overly confusing
  • Would like to make it clear that this is your berserking steroid, best used in conjunction with Berserker Rage, rather than providing a hodgepodge of stats that are difficult to optimize
  • Still trying to figure out what to do with Ragnarok
  • Passive Armor/MRes that is cast aside during Ragnarok is conceptually better in terms of defined counterplay and seems well liked by Designers
  • However, creates some weird feelings for players with less design context, where they are hesitant to trade off their defensive stats and then go in
  • Still trying to find the balance between offering sufficient counterplay to opponents and providing the Olaf player with what they want out of Ragnarok

So I guess the tl;dr is that I’m still not happy with the W/R mechanics and will be shifting those around until I’m happier with their defined use cases and will be trying to find a more intuitive way to accomplish my goals on Undertow.



Why do you want to remove the bonus AD from Vicious Strikes?


SmashGizmoButton Rioter SmashGizmo: I specifically don’t like that players have a strong natural urge to press W before Qing to get the bonus AD and spell vamp on their axe. This pattern encourages Olaf players to use their strongest auto-attacking steroid before they’ve closed the distance, which is a fairly large misuse of the ability’s power in most situations. I wonder if maybe just taking the spellvamp off is sufficient to make this use case less attractive.


I dunno, I’ll think on it. I agree that the AD provides better gains for Olaf by accessing the multiplicative scaling and conceptually feels better, but I just don’t like the W + Q interaction and how it frequently leads players into a poor skill usage cycle.



Champion/Skin Sale – Expires July 22nd


Sale 22nd July

Enjoy the following champions and skins at a discount from July 19th to the 22nd!


  • Janna – 292 RP
  • Varus – 487 RP
  • Yorick – 440 RP



Full Metal Pantheon – 487 RP


Full Metal Pantheon


Ravager Nocturne – 260 RP


Ravager Nocturne


Sun Goddess Karma – 375 RP


Sun Goddess Karma



Missed any recent updates? Check here!


 Rengar Changes, Yorick’s new Kit, Aegis/Locket Talk, Free Transfer to Russian Server

PBE: Jayce/Olaf/Aegis/Locket Changes, Hired Gun Lucian, Queue Dodge Penalty

PBE: Lucian & Yi’s kits / Changes to Sivir’s looks, Olaf and Xerath

Patch 3.9 Preview, Lucian revealed and Themed Bundles

Heimerdinger Rework, Lucian Revealed, RP Summer Sale & Art Thread