Archive

Posts Tagged ‘league of legends’


PBE Update July 22 Banner

 

PBE 22/07 Contents:

  • Arcade Sona VFX
  • Champion Changes


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


PBE Updates for Patch 4.13 Cycle:


PBE-Update-July-15-Banner PBE-Update-July-17-Banner

PBE-Update-July-16-Banner PBE-Update-July-18-Banner (1)

PBE-Update-July-21-Banner



PBE Arcade Sona VFX


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PBE Champion Changes


Twitch New Portraits


 


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

 

A New Dawn Cinematic Banner

 

Riot just released an awesome cinematic! Watch the glorious CGI, read the story behind the scene, download concept art and wallpapers from the video and check out the minisite devoted to the cinematic!

 

 

Day breaks over a landscape consecrated by blood and steel. A battle begins as a new dawn rises.

 

 

 

 

 

 

 

 

 

 

 

 

 

Categories: LoL News, Riot News Tags:

 

PBE Update July 21 Banner

 

PBE 21/07 Contents:

 

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

 

PBE Updates for Patch 4.13 Cycle:

 

PBE-Update-July-15-Banner PBE-Update-July-17-Banner

PBE-Update-July-16-Banner PBE-Update-July-18-Banner (1)

 

 

PBE Match History Changes

 

Match history now displays your item build in every match.

 

Match History Screen

 

 

PBE Champion Changes

 

 

Elise New Portrait
  • Auto attack range in Human form decreased from 550 to 500

 

NeurotoxinNeurotoxin [ Q ]

  • Range decreased from 625 to 500

 

CocoonCocoon [ E ]

  • Hitbox width decreased from 70 to 55

 

RappelRappel [ Spider E ]

  • Range decreased from 925 to 700

 

 

Clarity on Elise range nerfs

Pwyff New PortraitQuick thing on the Elise changes: they’ve also been modified to judge distance from edge of hitbox to edge. The TLDR is that some abilities judge distance from the center of the ch
ampion (like dead center) and then draw a straight line to the dead center of their target. That’s center-to-center distance.

Hitbox to hitbox takes into account champion size (average is like… 65 units? 60 units?) as it goes right from the edge of the champ hitbox. Basic attack ranges us edge to edge distance.

So while these range changes seem significant for Elise (they’re still significant, don’t me wrong), there’s accounting for roughly ~100 units that are being added onto this as a result of shifting from center-to-center to edge-to-edge. If it’s a Cho’gath it’s sort of a weird buff (at least for Q).

[ Link to Post ]

 

 

Gragas New Portrait

 

Barrel_RollBarrel Roll [ Q ]

  • Now deals 70% damage to minions

 

Drunken_RageDrunken Rage [ W ]

  • Now costs 30 mana at all levels (previously 0)
  • Damage reduction duration decreased from 3 seconds to 2.5
  • Cooldown decreased from 8/7.5/7/6.5/6 to 8/7/6/5/4

 

 

Janna New Portrait

 

Howling_GaleHowling Gale [ Q ]

  • Maximum knock-up duration increased from 1 second to 1.25
  • Cooldown now starts when Howling Gale is cast, not when the channel is over

 

 

Kogmaw New Portrait

  • Health per level decreased from 88 to 87 [ live value is 84 ]

 

 

Kayle New Portrait

 

Kayle_ERighteous Fury [ E ] 

  • AP ratio on both the on-hit single target damage and splash damage increased from 0.2 to 0.25

 

Kayle_RIntervention [ R ]

  • Cooldown decreased from 110/95/80 to 100/90/80

 

 

Lissandra New Portrait

 

Ice_ShardIce Shard [ Q ]

  • Cooldown decreased from 6/5.5/5/4.5/4 seconds to 6/5.25/4.5/3.75/3

 

Ring_of_FrostRing of Frost [ W ]

  • AP ratio decreased from 0.6 to 0.4

 

Frozen_TombFrozen Tomb [ R ]

  •  Slow strength increased from 20/30/40% to 30/45/75%

 

 

Lucian New Portrait

 

Relentless_PursuitRelentless Pursuit [ E ] 

  • Cooldown increased from 14/13/12/11/10 seconds to 18/17/16/15/14

 

 

Lulu New Portrait

 

WhimsyWhimsy [ W ]

  • Mana cost decreased from 65/70/75/80/85 to 65 at all ranks

 

Context ] The duration of Lulu’s polymorph was decreased in a recent PBE update.

 

 

Lux New Portrait

 

IlluminationIllumination [ Passive ]

  • Damage changed from 10 + ( 10*Level ) to 10 + ( 8 *Level ) + ( 0.2 AP )

 

Context: Change was mentioned here.

 

 


Thresh New Portrait

 

DarkPassageDark Passage [ W ]

  • No longer shields all allies in range of the lantern, but just Thresh and the first ally to go near the lantern

 

TheBoxThe Box [ R ]

  •  If a wall is broken, the remaining walls deal no damage and apply the slow for half its duration

 

 

Twitch New Portraits

  • Base damage increased from 46 to 49

 

 



PBE Item Changes

 


Banshee's_Veil Banshee’s Veil

  • Spell shield now refreshes after 40 seconds, increased from 25

 


Chalice_of_HarmonyChalice of Harmony

  • Magic resist decreased  from 25 to 20

 

deathfire graspDeathfire Grasp
  • Cooldown on active increased from 60 seconds to 90

 

Frostfang_itemFrostfang
  • Gold-per-10 decreased from 4 to 2

 

Frost Queen's ClaimFrost Queen’s Claim
  • Gold-per-10 decreased from 4 to 2

 


Nomad's_Medallion_item Nomad’s Medallion

  • Mana-per-5 decreased from 7 to 5
  • Now grants 10 flat Movement Speed

 


Rylai's_Crystal_ScepterRylai’s Crystal Scepter

  • Health decreased from 500 to 400
  • AP increased from 80 to 100

 


Talisman_of_Ascension_itemTalisman of Ascension

  • Health-per-5 increased from 10 to 15
  • Cooldown reduction decreased from 20% to 10%
  • Now grants 20 flat Movement Speed

 

 



PBE Summoner Spell Changes

 


Exhaust Exhaust

  • Damage reduction reduced from 50% to 40%
  • Now reduces target’s Armor and Magic Resist by 10 for the duration of Exhaust

 



HealHeal

  • Now heals for 90-345 (+15 per level), decreased from 95-475 (+15/20/25/30 per level)

 

 

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

 


Champion Rotation Week 27 Season 4 Second Banner

 

The following Champions will be free-to-play until July 29th:


  • Blitzcrank - 3150 IP or 790 RP
  • Dr. Mundo - 1350 IP or 585 RP
  • Gragas - 3150 IP or 790 RP
  • Kog’Maw – 4800 IP or 880 RP
  • Nasus - 1350 IP or 585 RP
  • Skarner – 4800 IP or 880 RP 
  • Trundle - 4800 IP or 880 RP
  • Urgot – 3150 IP or 790 RP
  • Xerath – 4800 IP or 880 RP
  • Ziggs – 6300 IP or 975 RP



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


 

News Update July 21 Banner

 

Summary

Everyone’s favourite parrot IronStylus comments on the size of the Champion Update team and what the requirements for working at Riot are, Rioters address the issue of queue-dodging in ARAM instead of rerolling and ARAM-only accounts, Lead Champion Designer Meddler explains the thought process behind the latest PBE changes to Varus, Nome addresses the buggy state of the Death Recap screen, an explanation of the steep cost to move to the NA East Coast realm and news on upcoming nerfs to Heal and changes to Exhaust on the PBE.

 

Recent News

PBE-Update-July-18-Banner

PBE-Update-July-17-Banner (1)

Patch-4-point-13-forecast-banner

 

 

Champion Update Team Banner

 

 

The Champion Update team should be bigger

IronStylus New PortraitWelp! I’ll never turn down more awesome people to work with in order to up cadence!

So, if you know anyone who’s a:

 

  • Concept artist who has top tier drawing and painting skills with the ability to design and render characters for our in-game environment.
  • 3D artist who is prolific in Zbrush and Maya who can expertly model, retopo and hand paint textures.
  • Animator who specializes in hand-keyed animation which is targeted from the top down 3/4′s view.
  • Technical artist who is proficient in rigging/skinning.
  • VFX artist who can hand-paint their own textures/assets and implement them clearly keeping in mind timing and graphic readability.

..then let me know 

[ Link to Post ]

 

 

Follow Up

Do they have to know how to do all of those things

Meddler New PortraitNo, each of those is a separate set of requirements.

[ Link to Post ]

 

 

 

 

So you’re not hiring people because the requirements are too specific

IronStylus New PortraitNo, we hire the people who are right. We’re certain hiring, just head over to the jobs page. All the positions I’ve listed are available. The requirements we put down are industry standard. Maybe the only exception is hand-painted texturing ability and hand-keyed animation. Those are genre and sometimes company specific. 

Not sure what “advertise” means, but we go to a lot of conventions, conferences, schools, etc. We’re always looking to recruit. 

You can indeed train people, but the skill sets I’ve listed are minimum requirements for pretty much any industry job. Also, it’s best to have people who already have a great start than to train up someone from nothing. Just throwing more bodies at the project helps no one.

[ Link to Post ]

 

 

These skills are hard to learn at school or even trade programs

IronStylus New PortraitIt can be difficult to get a straight answer in school as to what skills (technical and personal) one needs to know to get into the industry. That’s why it’s super important to look at specific companies and what they specifically need in order to tailor your education. Part of learning is knowing what you want. Sometimes that’s hard to find, I understand. No one told me how to get where I am, I had to learn in a fairly difficult way. Now I try to communicate best I can to students and aspiring professionals what the qualifications are for the industry.

[ Link to Post ]

 

 

Shouldn’t Riot have no problem finding the right people to hire

IronStylus New PortraitWe have a whole page of postings. We also visit a lot of places talking to prospective hires. It can be a challenge to find the right people who have the necessary skills in both technical areas and personal areas. “Soft skills” are super important to culture fit.

[ Link to Post ]

 

 

 

Not so Random ARAM Banner

 

 

Fixing the not-random factors of All Random All Mid

L4T3NCY New PortraitHeya guys ^_^/

This is definitely something that is on our radar. We also agree from a design perspective, that ARAM-only accounts manufacture a disingenuous experience, and aren’t in the true spirit of ARAM (the “R” stands for Random btw).

 

Much like the game modes on other maps, certain champs in ARAM trend to being more effective and separate into perceived ‘tiers’. The issue is the asymmetrical champ selection experience that ‘ARAM-only accounts’ create. In all other modes, when picking, you have an equal opportunity to choose champs you want as the other team does. ARAM-only accounts undermine this by giving a statistical advantage of hitting those ‘tier champs’ compared to other players. Here lies the crux of the unfairness.

Making ALL champions available on ARAM is likely to contribute a net positive to the overall sustainable health of ARAM as a game mode, but there are still many things to consider. There is so much energy and passion from you guys surrounding ARAM, we want to do justice to that spirit and not just pull a trigger without thinking.

Personally, I like the idea of making all champions available in ARAM games, and hope this is something we can eventually take a closer look at to find a healthy solution. ^_-

[ Link to Post ]

 

 

If you unlock all Champions in ARAM, you can rework the reroll system

L4T3NCY New PortraitYou’re absolutely right here. The reroll system is one of many facets we would need to revisit before implementing something like this. We agree that simply switching on ALL champs in ARAM with it’s current shape, would not feel very good. If/when we do it, we want to do it right. ^.^o

[ Link to Post ]

 

 

Is the ARAM pool locked because you want people to buy the Champions

Tiki New PortraitCan’t stress enough how much the above is not the case. I believe L4T3NCY was referring more specifically to how the re-roll system in its current state doesn’t necessarily work as well in a situation where all the champs are unlocked. Imagine 2 situations:

 



1. Current situation, player has a limited amount of champs available in ARAM (assuming it’s a non-ARAM only account). These are likely Champions they are familiar with or have been interested in at some point, even if they’re not great ARAM champs. Rerolls will consistently get them something they are likely to know.

2. Unlocked situation, player has access to all champs available in ARAM. The day this gets turned on, you’re likely to start playing with a slew of unfamiliar characters. This isn’t necessarily a bad thing in the long run, but it is very different. Your re-rolls mean something a little different now. Instead of rolling out of a champ you don’t want to play into another you’re familiar with, you’re much more likely to get another champ you don’t know which can feel pretty disruptive.

If we’re going to design something new, we want to keep that second player experience in mind. I think exposing players to more champs is probably a good thing in the long run, but not at the expense of a really poor initial experience. Don’t know the exact solution, but it likely revolves around revamping the re-roll system in some way to give players a little more control, or some alternative that meets the same need.

Anyway, as someone who plays a LOT of ARAM I’m pretty passionate, if we do ever do this I want us to approach it in a way that feels good for my fellow ARAM players 

 

 

Summary of community ideas to make ARAM better

Tiki New PortraitThanks for discussing all this folks! Here are some of my thoughts on what’s being talked about. Disclaimer that I’m not a designer, just an ARAM player with a vested interest in the mode 

Altering champ selection based on win rates: This could definitely make the core experience nicer in some ways (I could do with less Sona’s showing up in queue myself) but I feel like it’s no longer ARAM at that point. Much as I don’t love certain team comps, I still like the overall concept enough to roll the dice and see what I get. Also games are short enough that I’m OK with it. Would want to do some research (big shock) on this and talk with actual designers on the long term implications.

Hybrids of all champs available & only your champs available: Even though this would likely thin out the # of games where you or your opponents have a seriously OP comp I still think it wouldn’t address a core problem. Namely that when I see the enemy team with a super OP comp, can I trust it was because of randomness and we all had a fair chance at getting that comp? If I can’t, a part of me wants to rage and it ruins the experience overall.

Seeing opponents beforehand: Unfortunately I think this would make queue dodging worse. I suspect a significant # of players would dodge if they saw the enemy team ultimately rolled something better. 

Draft pick all random: Again, a pretty different mode, but an interesting one! I wonder if players would actually pick “bad” ARAM champs into the mix in hopes of the other team getting them, or if everyone would just pick OP champs and hope for more. I think the later one is more likely, but I think the former would be really cool.

I personally love the craziness that ARAM brings, even if I get my share of crappy team comps. I like being forced to play champs I don’t love, I like playing awesome ARAM champs, and mostly I like seeing variety. One thing ARAM can bring that is tough with SR & other modes is consistent variety. There are so many champs and I love the thought that they can all get some play.

Love the discussion on all this!

p.s. I love me some Yorick in ARAM 

[ Link to Post ]

 

 

Is ARAM mode really giving me a random Champion each time

L4T3NCY New PortraitARAM’s champ select RNG is not ‘rigged’ by any means, but certain players are curtailing their champion pools to gain an unfair advantage in what should be a random (there’s that word again) experience. This is the cause of your Master Yi déjà vu.

[ Link to Post ]

 

 

Punishing queue dodging in ARAM to get the pick you want

L4T3NCY New PortraitTo the general sentiment here RE queue-dodgers, we would like to do everything possible to discourage them. Harsher penalties are one valid path, but we should consider the reasons for queue-dodging too. Some players aresimply just gonna dodge until they roll a Lux. :/ But others might be doing it due to the perceived unfairness in champ pool selection, which is something we could realistically have a chance at mitigating.

As someone who used to play ARAM back when it was a custom game mode on SR and the rules were a “gentlemen’s agreement”, I feel like we’ve taken some Cloud Giant sized steps forward on queue dodging, but of course, could still improve on player’s experiences even more. We should all be spending less time in champ select, and more time on the Abyss! \>o<

TL;DR: 

Queue-dodging is a shortcut to Frowntown for everyone. Don’t go there guys. Everyone is frowning. Like this-> :(

[ Link to Post ]

 

 

Varus PBE Changes Banner


 

 

Why was the CD on Varus’s ult decreased on the PBE

Meddler New PortraitCouple of thoughts behind the change we’re testing:

1. As a non mobile ADC giving Varus a bit more safety/control via his ult being up more reliably’s an appropriate place to offer a bit of power.

 



2. Following on from that one of the prime reasons to pick Varus in a team comp is if you want crowd control from your marksman slot (with a focus on team disruption, and greater reliability as a counterinitiate, in contrast to Ashe’s strength as an initiator). Amplifying that strength’s therefore fits well with our goals of increasing clear strengths and weaknesses for champions to create further distinctions between them.

[ Link to Post ]

 

 

Why not increase the size of the ult’s hitbox

Meddler New PortraitA higher hit rate, via width, was something we’ve talked about as well. Agree it feels like it’s missed a lot, it’s a pretty fast skillshot (2000) with a fair bit of width already (around 100 from memory, not certain off the top of the head) though so I’d be a little hesitant to make it too generous (would also reduce the current cases we see of chaining it with allied CC from your support which can add some interesting play to bot lane comps, CD reduction by contrast supports that).

[ Link to Post ]

 

 

Will Varus get back the 5 MS he lost

Meddler New PortraitNo plans to do so at present. Wouldn’t rule it out of the question entirely, there are likely more interesting ways we can add power to him though.

[ Link to Post ]

 

 

 

Follow Up

How much power does 5 ms usually translate to anyway

Meddler New PortraitFrom what we’ve seen it varies a lot depending on that champion’s kit and role. On some that’s not massively position dependent (not a primary target or heavily range constrained) it may not have too big an impact. ADCs on the other hand do tend to be pretty sensitive to MS changes. Vayne’s a particularly good example of that, with even small changes to her movement speed translating into noticeable power differences.

[ Link to Post ]

 

 

Follow Up

In Vayne’s case, is it because it increases her movement radius under stealth

Meddler New PortraitNot completely certain, couple of things I’m inclined to attribute it to though. Vayne doesn’t have any way of projecting influence beyond her auto attack range. Combine that with the way ADC trading/CSing/harassment bot often skirts just around AA ranges (to the extent that a 550 AA versus a 575 AA is a really noticeable difference) and a small difference in MS can make the difference between being able to land or avoid a hit or not. Similarly kills or escapes will often come down to a single AA’s worth of health, often just barely landed or escaped.

Agree with your point that dashes/blinks should be expected to reduce such impacts. In Vayne’s case however I think the factors amplifying movement sensitivity are strong enough to outweigh the mobility she gets from her kit though.

[ Link to Post ]

 

 

Why not buff the slow on his E then

Meddler New PortraitNo shortage of champs with slows. As above we’re seeing if there’s mileage in buffing something more distinct. On top of that a slow’s fairly or completely ineffective against a fair number of diving champs, in contrast to a root.

[ Link to Post ]

 

 

Do you think Ashe actually could be buffed to a top-tier ADC pick

Meddler New PortraitI’m not sure top tier’s necessarily a good goal, that implies she’s potentially strong even against those that are meant to be good against her and therefore overwhelming against those weak to her (given she’s not as much of a baseline pick as some other champs). Sometimes picked in competitive play (with the right team comp/enemy team comp) on the other hand I could see being appropriate. We did see a little bit of that last year with some of the Ashe/Zyra lanes being run. Personal suspicion is she’s probably not too far off situational picks like that being valid, particularly with the decreased number of assassins in the competitive meta of most (all?) regions right now.

[ Link to Post ]

 

 

Death Recap Banner


 

 

Can you update the Death Recap info screen

Nome New PortraitIt’s a thorny question, and depends what you mean by updating it.

If you mean the multitude of bugs, then that’s going to take a lot of time, and might not be worth the effort. Rather, we need to go back and re-assess what the value of a good death recap is. We don’t want to go the combat log route; raw information is rarely actionable. Likewise, I’m not entirely clear on how the existing implementation is useful outside of letting you know how much magic or physical damage you took. We’ll probably update it at some point in the future once we knock out some competing UI features, but if we do, expect more of a redesign.

[ Link to Post ]

 

 

Shouldn’t it be a priority for Riot to fix buggy features

Nome New PortraitTo make an analogy, consider an intricate mansion built with a poor foundation that’s resulting in structural issues. The citizens find it unsightly, but still recognize the value in the property. There’s a few ways for the city to address this–

  • A. Build a nice facade that hides the issues.
  • B. Carefully rebuild the foundation piece by piece without touching everything else.
  • C. Demolish and rebuild from the ground up.

Now, we’re fairly certain that we’ll want to do Option C at some point. This makes A and B much less attractive. But then there are other uses of resources, like building that new elementary school, cleaning up the city square, etc.

This is the situation we’re in–the bugs that plague death recap are deep. How deep? There’s already been a few attempts to fix it to no avail! We have to prioritize redoing the feature with all the other things we’re doing, and measure value that way. Maybe I’ll share some of our concepts for how death recap could work in the future. We’re definitely thinking about it :)

[ Link to Post ]

 

 

Suggestion for Death Recap 2

Link to the suggestion thread.

Nome New PortraitSome critique here–

This is moving more towards the combat/death log approach, which I think is less compelling on the basis that it doesn’t provide actionable information. Players who die generally need one thing out of death recap–which is why they died. Unfortunately, why is never an easy answer, so most players tend to be OK with extracting the why out of the how. Combat logs explain thehow, but not the why. If we were to redesign, we’d want to head more towards why.

[ Link to Post ]

 

 

How will you address the “why” you died in a Death Recap

Nome New PortraitI don’t want to delve too much into this, as it’s still a problem space under exploration. Some examples of why could be–
“You just took 2000 magic damage. You have very low MR.”
“That champion is several levels above you.”
“When you died, you still had both your Summoner cooldowns up.”
Note that not all of the why is directed at experienced players either.

[ Link to Post ]

 

 

Single Posts banner

 

 

Tentative nerfs to Heal and Changes to Exhaust coming to PBE

Ricklessabandon New Portraitnot sure if this is relevant or not, but heal is potentially getting nerfed in the 4.13 patch (the changes should be in the next pbe update).

i also have a change to exhaust, but that’s it for summoner spells in 4.13 (and again, they’re candidates—like anything else on the pbe, they will be subject to change/removal).

 

 

Can we expect buffs to Soraka before her rework

Meddler New PortraitTesting at the moment to see if we can add one of the things from the rework to her current kit. Initial testing suggests it may not function well enough without other corresponding kit changes, looking into it though in case we can give her a bit of help sooner.

[ Link to Post ]

 

 

Do you think Sejuani will become popular with the new items

Meddler New PortraitI think it’s safe to say she’s a strong pick in solo queue with the Quill Coat/Ancient Golem changes. Not sure that necessarily translates to FOTM though, Amumu and Maokai may be favored picks over her still if you want a tanky jungler that can build heavy defense.

[ Link to Post ]

 

 

 

Why does it cost 2600 RP to switch to East Coast Servers

Marowe New Portrait I’m sorry I jumped into this thread without saying much; I wanted to quell some confusion surrounding the suggestion to contact Player Support for a free transfer. 

I understand why you’re frustrated. I played with east coast ping for a couple of years before moving to the west coast. Understanding doesn’t help though, and I’m sorry that I can’t do more for everyone here.

LAN doesn’t support english as a language option and it isn’t intended to be the long-term solution for connectivity issues that east coast players are facing. We’re not ready to say too much about the plans for the east coast at the moment, and I’m not really the one equipped to talk about it. You can keep an eye out for updates like this one in the future:

http://forums.na.leagueoflegends.com…92229#45392229

[ Link to Post ]

 

 

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

 


Champion Skin Sale July 25 Banner

The following Champions and Skins will be 50% off until July 25th:


Champions


  • Gragas – 395 RP
  • Viktor – 487 RP
  • Yorick – 440 RP


Glacial Malphite – 675 RP


Malphite_5


Hextech Janna – 487 RP


Janna_2


Tundra Hunter Warwick – 260 RP


 Warwick_4



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


 

Top Tier Korean Solo Queue Banner

 Note: This article was not written by me, but by a friend of mine who’d like to write for the site.

 

 Hey everyone. In this article I’ll go over last month’s top 5 Champions for each role in Korean Diamond Solo queue. I will list each pick’s win rate, games played and Kills-Deaths-Assists (KDA) ratio so you have a clear idea of each Champion’s potential. There are a lot of unorthodox picks that Koreans use to dominate; personally, I didn’t expect to see some of them make the top 5. Keep reading and find out who the hidden overpowered picks are and why you should consider them for climbing the ladder.

Jungling is my main role, so I’ll start with Korea’s top junglers.

 

 

Top 5 Jungle Picks

 

Fiddlesticks New Portrait

  • 54.39% Win Rate
  • 45,390 Games Played
  • 2.66:1 KDA

 

Pantheon New Portrait

  • 53.48% Win Rate
  • 30,389 Games Played
  • 2.61:1 KDA

 

Shaco New Portrait

  • 53.45% Win Rate
  • 14,747 Games Played
  • 2.53:1 KDA

 

Wukong New Portrait

  • 53.38% Win Rate
  • 8,606 Games Played
  • 2.56:1 KDA

 

Jarvan IV New Portrait

  • 52.54% Win Rate
  • 71,950 Games Played
  • 3.40:1 KDA

 

Before we begin: I know Fiddlesticks can be played support and Wukong, Jarvan and Pantheon can be played top or mid, but the key word here is can. In the majority of games you will see these picks in the jungle. I was honestly surprised when I saw Fiddle and Shaco in the top 5, because they are some of the hardest junglers to play properly. Fiddlesticks and Shaco have always been strong and can still carry an entire team, but only if you are really experienced with them.  They have a plethora of weaknesses your enemies can exploit. so unless you really know what you are doing, I wouldn’t advise playing them in Ranked.

The rest – Pantheon, Wukong and Jarvan IV – as aggressive junglers with a solid early game, are pretty straightforward. They’re not hard to pick up and, as such, get a solid recommendation from me, even if you’re just now exploring jungle picks and don’t have experience playing them.

 

 

Top 5 Mid Picks

 

Note: Kayle data is irrelevant.

 

Talon New Portrait

  • 56.15% Win Rate
  • 18,546 Games Played
  • 2.55:1 KDA

 

Akali New Portrait

  • 54.99% Win Rate
  • 15,934 Games Played
  • 2.31:1 KDA

 

Kayle New Portrait

  • 54.96% Win Rate
  • 35,947 Games Played
  • 2.46:1 KDA

 

Brand New Portrait

  • 53.64% Win Rate
  • 6,469 Games Played
  • 2.38:1 KDA

 

Katarina New Portrait

  • 53.43% Win Rate
  • 35,311 Games Played
  • 2.84:1 KDA

 

Xerath New Portrait

  • 52.16% Win Rate
  • 16,362 Games Played
  • 3.13:1 KDA

 

 Seeing Kayle in the top 5 comes as a shock to no one, but if you’re thinking about playing her, let me stop you right there. In the last week Kayle has dropped down to a 47.99% win rate due to the recent nerfs and I would advise against playing her, at least until she receives some buffs or a new overpowered build is found on her. For these reasons, I’ve included Xerath to fill the missing spot.

 Talon has been a great pick for the assassin role ever since Zed got nerfed. I was most surprised to see Akali and Brand in the top 5. Whenever I’m forced to play mid I tend to pick Akali and I have a pretty good win rate with her (57.1%). That I don’t play laners at all and still manage to do well with Akali should be an indicator that she’s worth considering in Solo Queue. It bears reminding that Akali and Talon can be played in other lanes, but tend to do way better on mid.

 Also, Katarina and Xerath. Xerath has been gaining popularity and even our lord Faker himself has started to play him. All in all some pretty interesting and unexpected mid laners have become popular in the Korean scene and if you’re wondering what to play you should give them a shot.

 

 

Top 5 Top Picks

 

Rumble New Portrait

  • 55.99% Win Rate
  • 14,382 Games Played
  • 2.69:1 KDA

 

Fiora New Portrait

  • 53.35% Win Rate
  • 4,887 Games Played
  • 1.88:1 KDA

 

Lulu New Portrait

  • 53.35% Win Rate
  • 52,419 Games Played
  • 3.14:1 KDA

 

Riven New Portrait

  • 52.50% Win Rate
  • 64,130 Games Played
  • 2.18:1 KDA

 

Tryndamere New Portrait

  • 51.64% Win Rate
  • 8,390 Games Played
  • 1.87:1 KDA

 

 The reason I put Lulu as a top and not a mid laner in my ranking is because I rarely ever see her mid and from watching the pros they also mostly put her top nowadays. As for the fifth place, I was debating between Tryndamere and Ryze, but Ryze is becoming more common on mid than on top.  The clear oddities here are Rumble and Fiora, who, if you’re looking for someone new to play top, are worth your attention.

 

 

Top 5 ADC Picks

 

Kogmaw New Portrait

  • 53.44% Win Rate
  • 39,425 Games Played
  • 2.73:1 KDA

 

Jinx New Portrait

  • 53.23% Win Rate
  • 34,312 Games Played
  • 2.75:1 KDA

 

Draven New Portrait

  • 52.89% Win Rate
  • 20,732 Games Played
  • 2.56:1 KDA

 

Miss Fortune New Portrait

  • 52.38% Win Rate
  • 4,089 Games Played
  • 2.61:1 KDA

 

Sivir New Portrait

  • 52.31% Win Rate
  • 7,073 Games Played
  • 2.91:1 KDA

 

 Seeing Kog and Jinx here is no surprise after the recent Bloodthirster nerfs and the rise of hypercarries. Draven is like the Lee Sin of ADCs – useless if bad and amazing if good. On that note, it makes sense that he’s dominating in high Korean ELO, but you shouldn’t pick him up expecting to win without having a fair bit of practice. Miss Fortune and Sivir are fairly unpopular picks, but they can snowball and become carry machines if played well.

Last, but definitely not least, the supports.

 

 

Top 5 Support Picks

 

Braum New Portrait

  • 54.26% Win Rate
  • 18,095 Games Played
  • 3.20:1 KDA

 

Morgana New Portrait

  • 53.51% Win Rate
  • 58,436 Games Played
  • 3.05:1 KDA

 

Sona New Portrait

  • 52.38% Win Rate
  • 9,340 Games Played
  • 2.92:1 KDA

 

Leona New Portrait

  • 51.54% Win Rate
  • 38,172 Games Played
  • 2.69:1 KDA

 

Blitzcrank

  • 51.49% Win Rate
  • 44,421 Games Played
  • 2.75:1 KDA

 

 Braum being first is to be expected. This guy is insanely overpowered and fun to play; you can try and pick him up, but good luck getting past his 72.5% ban rate. Morgana is the ideal counter to Braum and so logically takes second place. The odd picks here are found later down the ranks;  I never imagined that Thresh and Nami would be overshadowed by Leona and Blitzcrank, but there you have it .

 

 

Why it’s worth to follow the Korean ladder

 

Although a lot of the Champions I listed here are used in NA as well, some of the picks are wildly unexpected and underrated, and thus deserve your attention if you’re looking for a fresh and, possibly, sleeper OP Champion to climb the ladder with. In League, you learn from those better than you and Koreans are leaps and bounds ahead, so learning how they compete is always worthwhile.

 

 

 

PBE Update July 18 Banner

 

PBE 18/07 Contents:

  • Guqin Sona Model Update
  • Arcade Sona Model Update
  • Champion Changes

 

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

 

PBE Updates for Patch 4.13 Cycle:

 

PBE-Update-July-15-Banner

PBE-Update-July-16-Banner

PBE-Update-July-17-Banner

 

 

Guqin Sona Model Update

 

Old

 

Guqin Sona Texture Update

 

New

 

Guqin Sona New Model

 

 

Arcade Sona Model Update

 

Old

 

Arcade Sona Texture Update

 

New 


Arcade Sona New Model


 

PBE Champion Changes

 

 

Braum New Portrait

 

64px-Glacial_FissureGlacial Fissure [ R ]
  • Knock-up time reduced from 1.5 seconds at all ranks to 1/1.3/1.5
  • Slow field strength reduced from 60% at all ranks to 40/50/60%

 

 

 

Evelynn New Portrait

 

Hate SpikeHate Spike [ Q ]

  • Base damage decreased from 40/60/80/100/120 to 30/45/60/75/90
  • Mana cost decreased from 16/22/28/34/40 to 12/18/24/30/36

 

 

 

Graves New Portrait

 

BuckshotBuckshot [ Q ]
  • Bonus damage per additional shot increased from 35% to 40%
  • Maximum damage increased from 102/161.5/221/280.5/340 ( +1.36 bonus AD) to 108/171/234/297/360 ( +1.44 bonus AD)

 

Collateral_DamageCollateral Damage [ R ]

  • Initial base damage increased from 250/350/450 to 250/400/550
  • Secondary base damage increased from 200/280/360 to 200/320/440



 

 

Hecarim New Portrait

 

RampageRampage [ Q ]

  • Mana cost reduced from 24/28/32/36/40 to 24/26/28/30/32

 

 


Kogmaw New Portrait

  • Base HP decreased from 440 to 400
  • HP-per-level increased from 84 to 88

 

Caustic_SpittleCaustic Spittle [ Q ]

  • Armor / Magic Resist shred reduced from 20/22/24/26/28% to 12/16/20/24/28%

 

 


LeBlanc New Portrait

 

DistortionDistortion [ W ]

  •  Mana cost reduced from 80/90/100/110/120 to 80/85/90/95/100

 

 



Lee Sin New Portrait

 

SafeguardSafeguard [ W ]

  • Shield duration decreased from 4 seconds to 2

 

CrippleCripple [ Second Cast E ]

  • No longer reduces Attack Speed

 

 


Lucian New Portrait

 

Relentless_PursuitRelentless Pursuit [ E ]

  • No longer reduces slow effects

 

 


Lulu New Portrait

 

WhimsyWhimsy [ W ]

  • Movement speed duration reduced from 5 seconds at all ranks to 3/3.5/4/4.5/5

 

 


Nami New Portrait

  • Base movement speed decreased from 340 to 335

 

Ebb_and_FlowEbb and Flow [ W ]

  • Cooldown increased from 9 seconds to 10



 

 

Sivir New Portrait

 

On_The_Hunt2On The hunt [ R ]

  • Movement Speed now wears off after 2/4/6 seconds, increased from 2/3/4

 

 


Tristana New Portrait

 

Rocket_JumpRocket Jump [ W ]

  • Slow duration reduced from from 2.5 seconds at all ranks to 1/1.5/2/2.5/3.0

 

Explosive_ShotExplosive Shot [ E ]

  • Damage-over-time decreased from 110/150/190/230/270 to 80/125/170/215/260

 

 


Vayne New Portrait

  • Attack Speed-per-level increased from 3.1% to 4%

 

Final_HourFinal Hour [ R ]

  • Bonus AD increased from 25/40/55 to 30/50/70

 

 

Context (Bugfix, Buffs to Compensate)

 

Riot Jag New PortraitHey guys, just wanted to let you know that we put out a bugfix on PBE for Vayne where her Tumble had a higher bonus AD ratio while she had Final Hour active. Since we wanted to fix the bug without actually reducing the power of the champion, we compensated by increasing the bonus AD she gets for Ulting, making this mostly a power-neutral change, not a buff or nerf.

As an aside, she’s getting some small AS per level buffs. Nothing huge, but a few more Silver Bolts procs never hurt anyone.

[ Link to Post ]

 

 


Velkoz New Portrait

 

64px-Lifeform_Disintegration_RayLife form Disintegration Ray [ R ]

  • Damage changed back from 350/475/600 ( +1.5 AP) to 500/700/900 ( +0.6 AP) [ revert on the changes in PBE Update July 16 ]
  • Slow changed back from 15% to 20% and no longer stacks [ revert on the changes in PBE Update July 17 ]

 

 

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

 

 

New Lucian is One Step Too Many in the Right Direction Banner

 

 I make a habit not to dive too deeply into analyzing PBE changes. A lot of controversial decisions get scrapped somewhere in the cycle up to the next patch, which makes over-thinking these updates pointless. The Lucian changes, however, did make it to live, despite how ridiculous they were even in the test realm. I could talk about his win rate actually jumping up despite his popularity going down, which indicates a balance flaw, I could elaborate on numbers and how his passive is the actual problem (which isn’t necessarily the case); instead I’ll take a systemic approach and analyze Lucian’s changes from start to finish, going through him (again) overshadowing other picks and being too anti-melee and finally proposing some solutions to his current state.

 Before we dive in, some clarity – I like the new Lucian better than the old one and I feel his core gameplay is better-executed.  However, I still think he needs toning down. 

 The concept of Lucian as a lightslinger who dashes in and out of combat is great. If we’re only focusing on the fun factor of playing Lucian prior to Patch 4.12 and now, then we can argue that this type of gameplay feels much better, therefore the changes helped out. Beyond that, the AA range nerf solved Lucian’s key problem of being a lane bully who allowed close to no counterplay from all but, say, Caitlyn. But solving the binary experience of laning against Lucian doesn’t justify adding binary experience later in the game.

 

Less Range Banner

 This is the clear nerf to Lucian – his auto-attack range. Relentless Pursuit is supposed to compensate for the new weakness in his kit, a weakness that I, personally, don’t believe to be that clearly-pronounced, and here’s why.

 500 range in lane allows a lot of carries to either abuse Lucian early or at least feel safer from unfavorable trades early on. You have the Renekton-scenario from a few months ago where you’re relying on a Champion (or set of Champions) to inhibit picks you don’t want to see get through early game without trouble. However, unlike the 1v1s that Renekton found himself in a lot of times (and to some extent prompted the pro-level lane swaps), Lucian doesn’t have that level of consistent counterplay, because he’s paired with a support and that makes abusing the newly-introduced weakness in his kit (low range) much harder.

500 vs 650 AA Comparison

 My biggest gripe with arguments that Lucian was nerfed in Patch 4.12 because Caitlyn, Kog’Maw and Tristana can deny him early on is that laning 2v2 is a lot more complex than A > B. Caitlyn, despite being the most popular Champion in LoL and being cited as a clear counter to short-range carries, consistently hovers around 50% win-rate, meaning that, statistically, you gain no benefits by blindly picking Caitlyn. What if Lucian and his support push the first wave faster than you? What if his support is better at controlling the brush area? What if the enemy jungler denies your early aggression? Without even taking into account the burst > sustain > poke > burst triangle, you already have an environment where range isn’t the sole determining factor. In that case, you need to solve only the clearly oppressive cases of imbalance ( Lucian’s Q and right click pre-Patch 4.12) and allow factors with varying results like range resolve themselves as the meta evolves. Or, to put in simpler words – Caitlyn’s range gives her an edge that will not work half the time in a 2v2 and relying on that weakness to balance out the rest of a Champion’s kit is prone to backfiring.

 

-50 Range is not a massive trade-off

 As soon as we move away from laning is when the problems with the new Lucian start to creep up. Aside from the obvious boost in damage from proccing the passive more often, Lucian gets obscene high- ranged dashes at no cost and almost no cooldown that also remove slows. Allow me to compare Lucian and Graves and you’ll see just how badly conventional mobility on ranged ADs looks now.

 

Quickdraw [ E ]

QuickdrawRange: 425 || Cost: 40 Mana || Cooldown: 22/20/18/16/14

Active: Graves dashes forward, gaining an Attack Speed boost for 4 seconds. Basic attacks against non-structure enemy units reduce the cooldown of Quickdraw by 1 second.

 


Relentless Pursuit [ E ]

Relentless_PursuitRange: 425 || Cooldown: 14/13/12/11/10

  • Active: Lucian dashes a short distance and removes all slowing effects. Relentless Pursuit’s cooldown is reduced by 1 second for each of Lightslinger’s strikes; the reduction per strike is doubled against enemy Champions.

 

 I don’t mind Lucian’s kit when taken out of the game’s context, I think it’s pretty well-executed, both thematically and gameplay-wise. It’s only when you juxtapose him against other AD picks or see how he dominates bruiser picks without effort that you understand how Lucian’s “fun factor” comes at the cost of the enemy’s. What I love and appreciate about strategy games is that you can’t put two of the same kind against one another and have one be the clear winner; and that, I believe, is the case with Lucian’s post-Patch 4.12 iteration. In simple terms, he feels like an upgrade of Graves.

  Now, it’s my personal opinion that range for ADCs in the areas of 500 to 700 is largely the same in the context of a proper teamfight. Almost all hard disables and gap-closers have higher range than basic attacks, so range is only a factor if it dips below a value where you can effectively kite a fighter or stay away from projectiles that, because of the shorter distance, have less travel time than what you need to dodge them. On that same note, I don’t think Lucian’s range nerf, combined with the amount of mobility he now has, create any easily exploitable weakness in his kit.

 To summarize my first two sections, it feels like more power was given to Relentless Pursuit than was taken away from Lucian’s range. The difference between 500 range and 550 range is mostly noticeable during laning and that’s a 2v2 scenario with a lot more variables than just range. The massive boost to mobility mostly compensates for the range nerfs and makes Lucian feel more like an upgrade to older short-range carries than a Champion with a unique niche and clearly defined pros and cons.

 

 

Who suffers banner

 Players believe Yasuo is oppressive to play against, that his Windwall is unfair or that his mobility is off the charts. Really, Yasuo is the Champion release team’s reaction to the rising mobility creep in Champions who are just too safe. Without exaggerating, Yasuo is an example of how future Melee kits will look like if Champion development continues to focus on mobility with zero trade-offs. The more mobility continues to be an assumed given rather than a specific strength, the more Champions without it will suffer, because they have no tangible benefits over other picks.

 As a simple example, the new Lucian makes Nasus completely obsolete. That’s one Champion who got indirectly nerfed by a popular carry receiving changes. Now let’s assume Olaf gets buffed and becomes a staple top laner or jungler again. As soon as he faces a competent Lucian player, he becomes a liability for his team. How many more examples can we find? With just his spammable dash and slow removal, Lucian nullifies all but the hard-locking melees bruisers, like Irelia, Renekton, Jax, Vi, etc. We saw during last year’s pre-season how unhealthy swinging balance is in favor of bruisers, where an immovable brick wall would land in the middle of your team and proceed to do 100 damage-per-second in an AoE. Now, with hyper-carries having an easier time getting their core items and BotRK being even more ridiculous, we’re again seeing the consequence of giving too much power to a class whose direct counter, assassins, have been removed from the meta.

lucian win rate diamond

That’s a huge spike in wins across Diamond ELO. Currently 51.25% win rate.

 What the issue between sustained melee damage vs ranged damage boils down to is one side can kite (or orb walk), whereas the other cannot. A melee Champion cannot utilize any meaningful mechanical skills to gain the upper hand, he simply needs to itemize properly, have some defensive steroid and win the fight by force of attrition, i.e wasting the ranged player’s escape cooldowns and overpowering him with raw stats. And because the only conceivable counter to kiting in this case is mobility, melees are forced to have mobility strapped onto their kits, regardless of whether their kit has already been pushed in other directions. These Champions often rely on consistent slows to catch up to ranged targets, but Lucian in his current state completely negates that.

 So who suffers? Champions with outdated kits, as always. The most dangerous role to give dominance to in LoL is ranged ADs, because then everyone else has to play catch-up in terms of mechanics, since ADCs are the priority late-game targets. Do we want mobility to define meta staples? Then we need to patiently wait for the Rework team to get older picks to the same quantity of mechanics.

 

How Lucian Banner

I like to reach reasonable conclusions in any theorycrafting sessions and I think Lucian can be balanced without taking away the new mechanic on his E.

 

1) No more slow removal on Relentless Pursuit.

 This seems like a trade-off for the amount of mobility Lucian got. CC removal should be a strategic choice in a fight rather than a spammable mechanic. Previously, it let Lucian slip away from one Exhaust or Glitterlance, etc., but now it’s making him nigh-invulnerable to soft CC. This solution keeps the current level of mobility, it just allows for more viable counters of Lucian.

 

2) Add a static mana cost.

 A moderate mana cost that remains the same at all levels is a fair solution; a spammable spell that’s key to a Champion’s kit doesn’t need to have a rising mana cost in levels, as simply having that low cooldown gates the ability enough. It preserves the alternative for Lucian players to level up E by level 13 and put one point in W, while putting reasonable restraints on over-the-top mobility.

 

3) Add a scaling mana cost, akin to Kassadin’s Riftwalk.

 This one I like mostly for the synergy Lucian would have with Essence Reaver (if the item ever becomes viable). It’s a self-sufficient loop where you need mana to cast E and reduce the cooldown of the next dash, which auto attacks provide. More double-shots equals more Essence reaver procs, and more mobility at the cost of more mana. Of course, it shouldn’t be as punishing as Kassadin’s R where it demands Lucian to itemize for a larger mana pool, but just to have his mobility and CC removal gated in some way.

 

4) Shorter range on E.

 I should clarify that I still want Lucian to be able to jump over small walls. Less range on Relentless Pursuit would have to nerf only the potential distance traveled in a teamfight and not any calculated escapes or chases. I feel this is getting closer to Vayne’s Tumble in terms of mobility.

 

5) Remove the CD reduction on E from Lucian’s passive. Extend the duration of The Culling and make each successful hit reduce the CD of Relentless Pursuit.

 If you asked me to make a Matrix-themed Champion for League, this would be my go-to proposal. You want The Culling to be as awesome as possible, but for balance reasons the spell has been constrained in many ways, one of which is its singular direction. I want Lucian’s ultimate to be a game-changer and a part of his kit he can’t afford to sacrifice on a minion wave before a fight, because it’s just damn fun to use. Hitting all shots on a priority target by dashing 4-5 times in the process allows a lot more counterplay than just dashing and kiting around. It allows more of Lucian’s power budget to be spent buffing his ultimate and not his anti-melee strengths.

 

Lucian may be OK, but in present time he doesn’t seem to be

I fully acknowledge that everything I’ve laid out here in terms of arguments could be completely wrong. Maybe Caitlyn will indeed shove Lucian away from popularity, maybe a 50-range-difference is the defining factor in how viable a Ranged AD is. Initial statistics point to Lucian being horribly out-of-whack, but there’s time for numbers to settle down.

 What do you think ? Is Lucian just in his FotM period where players are just refusing to explore counters? Or is his kit truly problematic? Share below and I’ll try to answer everyone in my spare time.

 

Extra Why didn’t I talk about Lucian top lane

 I’ve pointed out how oppressive Lucian feels when fighting him as melee. In my opinion, Ranged ADs, no matter how hard they can deny the enemy top laner early on, suffer identical pitfalls – they offer nothing for their team aside from raw damage, they’re risky split-pushers and, if punished by the enemy jungler early, can quickly be dominated by bruisers. You probably won’t ever get to fight Lucian with a Renekton in a 1v1, but just staying relevant in the game gives your team that front-line advantage Lucian’s team is lacking (or has compensated with a tanky jungler, meaning you have map control with your jungler).

 I’m glad bruisers still give that benefit to a team, because it’s the only thing keeping them relevant in a meta that’s shifting away from all but the safest and tankiest front-liners.

 

 

My Info Article Ending

 

 

PBE Update July 17 Banner


PBE 17/07 Contents:

 

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

 

PBE Updates for Patch 4.13 Cycle: 

 

PBE-Update-July-15-Banner

PBE-Update-July-16-Banner

 

 

PBE Debonair Ezreal Banner

Unconfirmed 750 RP skin, no new animations.

Debonair Ezreal Full Sized

Debonair Ezreal Turnaround

 

 

PBE Debonair Vi

 

Debonair Vi

 

 

PBE Muse Sona Texture Update

 

Turns out Muse Sona wasn’t updated in yesterday’s PBE patch. Here’s how she looks after her retexturing:

 

Old

 

Muse Sona Texture Update

 

New

 

Muse Sona Texture Update For Real

 

 

PBE Champion Changes

 

 

Varus New Portrait

 

Chain_of_CorruptionChain of Corruption [ R ]

  •  Cooldown decreased from 120/105/90 seconds  to 110/90/70

 

 

Velkoz New Portrait

 


64px-Lifeform_Disintegration_RayLife Form Disintegration Ray [ R ]

  • Base damage increased from 300/450/600 to 350/475/600
  • Slow now stacks 5 times

 

[ Clarity ] - Current PBE damage values are 350/475/600 ( +1.5 AP), compared to 500/700/900 ( +0.6 AP). Slow strength was reduced from 20% to 15% in this PBE update, but now stacks 5 times. For more context on these changes, refer to Riot Repertoir‘s explanation here.

 

 

Ziggs New Portrait

 

Mega_Inferno_BombMega Inferno Bomb [ R ]

  • Cooldown increased from 120/105/90 seconds to 120 at all ranks

 

 

PBE Updates to 32 Skin Splash Arts Banner

 

The following skins have all had their splash arts changed with splash arts from the Chinese client:

  • Noxus Hunter Anivia
  • Red Riding Annie
  • Rusty Blitzcrank
  • Goalkeeper Blitzcrank
  • Desperada Cassiopeia
  • Siren Cassiopeia
  • Mr. Mundoverse
  • Tango Evelynn
  • Minuteman Gangplank
  • Dreadknight Garen
  • Alien Invader Heimerdinger
  • Blast Zone Heimerdinger
  • Nightblade Irelia
  • Aviator Irelia
  • Commando Jarvan IV
  • Silver Kayle
  • Viridian Kayle
  • Sorceress Lux
  • Chosen Master Yi
  • Candy Cane Miss Fortune
  • Pharaoh Nasus
  • Snow Bunny Nidalee
  • Leopard Nidalee
  • Ravager Nocturne
  • Forsaken Olaf
  • Glacial Olaf
  • Ruthless Pantheon
  • Noxus Poppy
  • Chrome Rammus
  • Frozen Shen
  • Hextech Singed
  • Black Belt Udyr
  • Curling Veigar

 

1

Noxus Hunter Anivia

2

Red Riding Annie

3

Rusty Blitzcrank

4

Goalkeeper Blitzcrank

5

Desperada Cassiopeia

6

Siren Cassiopeia

7

Mr. Mundoverse

8

Tango Evelynn

9

Minuteman Gangplank

10

Dreadknight Garen

11

Alien Invader Heimerdinger

12

Blast Zone Heimerdinger

13

Nightblade Irelia

14

Aviator Irelia

15

Commando Jarvan IV

16

Silver Kayle

17

Viridian Kayle

18

Sorceress Lux

19

Chosen Master Yi

20

Candy Cane Miss Fortune

21

Pharaoh Nasus

22

Snow Bunny Nidalee

23

Leopard Nidalee

24

Ravager Nocturne

25

Forsaken Olaf

26

Glacial Olaf

27

Ruthless Pantheon

28

Noxus Poppy

Rammus_Splash_2

Chrome Rammus

29

Frozen Shen

30

Hextech Singed

31

Black Belt Udyr

32

Curling Veigar

 

 

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