Posts Tagged ‘league of legends’


PBE Update 29 04 Banner


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


New Splash Arts

Trundle’s received updated splash arts on all his skins:


Traditional Trundle

Trundle_Splash_3 Trundle_3


Lil’ Slugger Trundle

Trundle_Splash_1 Trundle_1


Junkyard Trundle

Trundle_Splash_2 Trundle_2



Champion Changes


Taric Final Portrait


  • Mana pool changed from 250 [+75 per level] to 300 [+60 per level].


Revert BoxStarlight’s Touch [ Q ]starlight touch




Viktor Final Portrait


Buff BoxDeath Ray Final IconDeath Ray [ E ]

  • Missile speed decreased from 1200 to 1050 (live value is 780).



Buff BoxChaos_StormChaos Storm [ R ]

  • Duration increased from 6 seconds at all ranks to 6.5.


(Note) Viktor received a huge overhaul in this PBE update.


Also, Frozen Heart and Guinsoo’s Rageblade have both received updated item icons:

3110_Frozen_Heart 3124_Guinsoos_Rageblade



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.


Here’s the shared splash art for Cursed Revenant Nocturne, Inquisitor Kayle and Black Scourge Singed:


Singed_8 Nocturne_6 Kayle_8



Champion Changes


Cassiopeia Final Portrait


Change BoxMiasma (2)Miasma [ W ]

  • Slow strength increased from 35% at all ranks to 40/50/60/70/80%, but it now decays over the duration;
  • Minimum range decreased from 750 to 550, maximum up from 750 to 800.



Kennen Final Portrait

(Note) These are old changes from last Wednesday that I didn’t report. Sorry!


Buff BoxKennen_MarkOfStormMark of the Storm [ Passive ]

  • Duration of repeated stuns debuff decreased from 7 seconds at all levels to 6.


Buff BoxKennen_ThunderingShurikenThundering Shuriken [ Q ]

  • Energy cost decreased from 65/60/55/50/45 to 60/55/50/45/40.


Change BoxKennen_ElectricalSurgeElectrical Surge [ W ]

  • Cast range on active decreased from 800 to 750.
  • Energy cost decreased from 45 at all ranks to 40.

Change BoxKennen_SlicingMaelstromSlicing Maelstrom [ R ]

  • Duration of AoE decreased from 3/4/5 seconds to 3 at all ranks;
  • Damage on subsequent hits increased from 50% to 75% of the original damage;
  • Now does damage to all champions in the AoE simultaneously every 0.5 seconds, decreased from hitting nearby random Champions every 0.25 seconds.

Kennen also received new spell icons. From left-to-right: Passive, Q, W, E and R.

Kennen_MarkOfStorm Kennen_ThunderingShuriken Kennen_ElectricalSurge Kennen_LightningRush Kennen_SlicingMaelstrom



Malzahar Final Portrait


Change Boxmalzahar_abilities_q (1)Call of the Void [ Q ]

  • Damage changed from 70/115/160/205/250 [+0.6 AP] to 70/110/150/190/230 [+0.7 AP].


Change Boxmalzahar_abilities_wVoid Swarm [ W ]

  • Bonus Attack Speed on Voidlings when Frenzied decreased from 100% to 50%;
  • Magic damage on minions increased from 8/11/14/17/20 [+0.38/0.41/0.44/0.47/0.5 Total AD] [+0.05 AP] to 10/15/20/25/30 [+0.3/0.325/0.35/0.375/0.4 Total AD] [+0.1 AP];
  • Cooldown changed from 18 seconds at all ranks to 20/19/18/17/16.


Change Boxmalzahar_abilities_e (1)Malefic Visions [ E ]

  • Damage changed from 80/120/160/200/240 [+0.6 AP] to 80/115/150/185/220 [+0.7 AP].



Soraka Final Portrait


Nerf BoxStarcall (1)Starcall [ Q ]

  • Slow strength decreased from 30/35/40/45/50% to 30% at all ranks;
  • Health-per-second from Rejuvenation buff changed from 6/6.5/7/7.5/8 [+0.075 AP] to 7/8/9/10/11 [+0.05 AP] (revert on the change in this PBE update).



Taric Final Portrait


Nerf BoxTaric_WBastion [ W ]

  • Shield value decreased from 8/9/10/11/12% of Max HP to 6/7/8/9/10%;
  • Cast range decreased from 1000 to ~800.




Teemo Final Champion Portrait


Buff BoxBlinding_DartBlinding Dart [ Q ]

  • Mana cost decreased from 70/80/90/100/110 to 70/75/80/85/90.




Veigar Final Portrait

Nerf BoxPrimordial_BurstPrimordial Burst [ R ]

  • Base damage decreased from 175/275/375 – 350/550/750 (scaling up with enemy’s missing HP) to 175/250/325 – 350/500/650.




VelKoz Final Portrait


Nerf BoxOrganic DeconstructionOrganic Deconstruction [ Passive ]

  • Base scaling-per-level decreased from 10 to 8.



Nerf BoxLife Form Disintegration RayLife Form Disintegration Ray [ R ]

  • Base damage decreased from 550/800/1050 to 500/725/950.


(Note) Vel’Koz received extensive changes to his ultimate in this PBE update.




Viktor Final Portrait


Nerf BoxSiphon_Power (1)Siphon Power [ Q ]

  • Base damage on initial hit decreased from 60/85/110/135/160 to 60/80/100/120/140;
  • Base damage on empowered auto-attack increased from 20/35/50/65/80 to 20/40/60/80/100.


Change BoxDeath_Ray (1)Death Ray [ E ]

  • Missile speed on laser increased from 780 to 1200;
  • Damage on augmented laser changed from 40/70/100/130/160 [+0.6 AP] to 20/60/100/140/180 [+0.7 AP];
  • Delay on explosion from augmented laser decreased from 1.25 seconds to 1.

(Note) Viktor’s Q and E were rebalanced in this PBE update.


Zac Final Portrait


  • Base Movement Speed increased from 335 to 340.


Buff BoxCell_DivisionCell Division [ Passive ]

  • Blobs now take less time to converge to the center, decreasing with level.
  • Lvl 1 – 8 seconds;
  • Lvl 6 – 7 seconds;
  • Lvl 10 – 6 seconds;
  • Lvl 13 – 5 seconds;
  • Lvl 17 – 4 seconds.



Zyra Final Portrait


zyra_abilities_wRampant Growth [ W ]

  • Duration of seeds planted with [ W ] increased from 45 seconds at all ranks to 60.


(Note) Zyra received a rework in this PBE update.


Item Changes


Revert BoxGuardian Angel Final IconGuardian Angel

  • Cooldown on passive revive increased from 240 seconds to 300 (revert on the change in this PBE update).


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



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.





Grievous Wounds [ Debuff ]

  • Will now reduce all healing by 40%, not just self-healing.



Champion Changes


Cassiopeia Final Portrait


Buff BoxNoxious_BlastNoxious Blast [ Q ]

  • Movement Speed buff changed from 20/22.5/25/27.5/30% for 2 seconds to 30/35/40/45/50% for 3 seconds, decaying over the duration.



Illaoi Final Portrait


Change BoxTest of Spirit Final IconTest of Spirit [ E ]

  • Duration of Vessel debuff decreased from 60 seconds to 12;
  • Vessels now cause Tentacles to spawn every 5 seconds (scaling down with Illaoi’s level), down from 10;
  • Vessels can no longer remove the spell by killing Tentacles.



Kindred Final Portrait


Nerf BoxDance of Arrows Final IconDance of Arrows [ Q ]

  • Static cooldown of [ Q ] if cast within Wolf’s [ W ] zone increased from 2 seconds at all ranks to 4/3.5/3/2.5/2.


Change BoxWolfs Frenzy Final IconWolf’s Frenzy [ W ]

  • Passive now gains less stacks for moving, but will now additionally gain stacks for auto-attacking;
  • Duration of Wolf’s zone increased from 8 seconds at all ranks to 8.5.
  • Wolf’s basic attacks now deal 50% increased damage to jungle monsters.



Malzahar Final Portrait


Change Boxmalzahar_abilities_wVoid Swarm [ W ]

  • Cast range increased from 300 to 450;
  • Voidlings will no longer spawn if the existing Voidlings are attacking large monsters.



Soraka Final Portrait


Nerf BoxStarcallStarcall [ Q ]

  • Base health-per-half second from Rejuvenation buff changed from 7/8/9/10/11 [+0.05 AP] to 6/6.5/7/7.5/8 [+0.075 AP];
  • Movement Speed strength of Rejuvenation buff decreased from 15% to 10%.



Swain Final Portrait


Nerf BoxDecrepifyDecrepify [ Q ]

  • AP ratio decreased from 0.4 to 0.3.




Syndra Final Portrait


Buff BoxDark_SphereDark Sphere [ Q ]

  • AP ratio increased from 0.7 to 0.75.




Item Changes


Buff BoxCatalyst Final IconCatalyst of Aeons

  • Recipe cost decreased from 450 Gold to 350 (total cost down from 1200 Gold to 1100).



Change BoxGuardian Angel Final IconGuardian Angel

  • Recipe cost decreased from 1180 Gold to 880 (total cost down from 2700 Gold to 2400);
  • Cooldown on revive passive decreased from 300 seconds to 240;
  • Magic Resist decreased from 60 to 45.

Buff Boxprotobelt-1Hextech Protobelt-01

  • Recipe cost decreased from 800 Gold to 750 (total cost down from 2550 Gold to 2500).



Buff Boxlost_chapterLost Chapter

  • Mana increased from 250 to 300.



Buff BoxRighteous Glory Final IconRighteous Glory

  • Recipe cost decreased from 750 Gold to 650 (total cost down from 2600 Gold to 2500).



Buff BoxZhonyas Hourglass Final IconZhonya’s Hourglass

  • Recipe cost decreased from 900 Gold to 800 (total cost down from 3000 Gold to 2900).



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




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.



Champion Changes


Cassiopeia Final Portrait


Buff BoxMiasmaMiasma [ W ]

  • AoE duration increased from 4 seconds to 5.




Swain Final Portrait


Buff BoxNevermove Final IconNevermove [ W ]

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




Viktor Final Portrait


Buff BoxSiphon_PowerSiphon Power [ Q ]

  • Damage increased from 40/60/80/100/120 [+0.2 AP] to 60/85/110/135/160 [+0.4 AP];
  • Shield value changed from 30/50/70/90/110 [+0.2 AP] to 0.15 AP [+0.08 of Maximum Mana];
  • Bonus on-hit magic damage changed from 20-210 (scales with level) to 20/35/50/65/80 (Q ranks);
  • Cooldown decreased from 10/8.5/7/5.5/4 seconds to  8/7/6/5/4.


Nerf BoxDeath_RayDeath Ray [ E ]

  • AP ratio decreased from 0.7 to 0.5;
  • Explosion damage on Augmented laser decreased from 70/110/150/190/230 [+0.7 AP] to 40/70/100/130/160 [+0.6 AP];
  • Delay on explosion increased from 0.6 seconds to 1.25;
  • Explosion now deals full damage to targets damaged by Death Ray [60% on live].


Buff BoxViktor_R1Chaos Storm [ R ]

  • Initial damage decreased from 150/250/350 [+0.55 AP] to 100/175/250 [+0.5 AP];
  • Storm now deals 150/250/350 [+0.6 AP] magic damage every 2 seconds, increased from 15/30/45 [+0.1 AP] damage every 0.5 seconds;
  • Storm duration decreased from 7 seconds at all ranks to 6.



Item Changes


Nerf BoxSunfire Cape Final IconSunfire Cape

  • Recipe cost increased from 800 Gold to 1000 (total cost up from 2700 Gold to 2900).



Buff BoxThe Black Cleaver Final IconThe Black Cleaver

  • Attack Damage decreased from 55 to 50;
  • Recipe cost decreased from 1150 Gold to 750 (total cost down from 3500 Gold to 3100).


Following Anivia’s small update from yesterday, she also received new spell icons in today’s patch. From left to right: Passive, Q, W, E and R:

Anivia_P Anivia_Q Anivia_W Anivia_E Anivia_R


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


Dev Blog Classes and Subclasses Banner

Here’s the official division of champions, according to the rolls they fill on a team:


Statikk New PortraitHey all,

As League’s evolved, so have a lot of our design philosophies, principles, and methodologies. Over this year we’ll touch on a few of those changes, but today we wanted to address our more modern (you might say functional) view of ‘Champion Classes’ and how they exist in League of Legends.

This is going to be a pretty academic discussion as some of it is still work-in-progress, but with the mid-season update on the horizon we thought it’d be a good time to start the conversation. Let’s get started!

James “Statikk” Bach


Classes and Subclasses

To start, classes are groups of champions with similar playstyles. In the past (and still true today), application of these classes was heavily influenced by the fantasy and thematics of the individual champion rather than their actual function in the game (hi Blitzcrank). These days, however, as League’s matured we realized that classes need to be more defined by their actual effect within the game rather than artistic direction or choice of weapon.

So we sat down and sorted all 130 champions into their individual classes.

And saw we needed more labels.

Some classes, like Mages and Fighters, have become too bloated and they encompass such a wide variety of different champions that they’re no longer as useful. For example, both Darius and Vi are Fighters, but they differ vastly in mobility, durability, damage output, and their general role in team fights. Rather than just using a generic tag to describe both, we introduced ‘subclasses’ – divisive breakdowns of the parent class – to help us clarify differences, sift out big groups, and label the deeper nuances that set champions apart. Additionally, you’ve seen some of this work bear out in our early approaches for subclasses like Juggernauts or Marksmen (although they’ve been hard to break down, as we’ll talk about below).

Overall the class / subclass structure is designed to:

  1. Shape healthy, clear strengths and weaknesses across champion subclasses
    • Love or hate the Juggernauts, whenever you see one in game it’s clear they’re tanky and deal a ton of damage when they get close to you. That said, they’re also vulnerable to being kited around and out-ranged during their slow approaches. This doesn’t mean we want to get to a world of hard-counters, but your strategic champion picks should havesome unique impact beyond just being another body on the map.
  2. Within the individual subclasses, enhance the strategic depth of the game by giving impact to champion choice beyond just personal preference
    • This has largely been what our big ‘roster’ updates are targeting. Understanding when it’s a good time to choose between Xin Zhao’s murderous strengths vs. Vi’s lockdown is a significant part of learning and mastering the game. We want to ensure each champion has a reason to be brought to the table, even within the same subclass.
  3. Create a shared vocabulary!
    • For example, if a Juggernaut feels significantly more mobile than his or her counterparts (whether due to his kit, an item, etc.), the conversation can start from there – “Juggernauts shouldn’t have mobility, why is this one allowed to have that?” – rather than individually hashing out the strengths of a class on a case-by-case basis.

Here’s an overview of how the classes break down into subclasses. You’ll notice some of the classes themselves have been changed – our hope is to roll these out to the in-game client and beyond once we get settled on these titles. It’s also worth noting: the class / subclass structure is more of a set of guidelines than rigid rules.

Class Subclass
Tanks Vanguards, Wardens
Fighters Juggernauts, Divers
Slayers Assassins, Skirmishers
Mages Burst Mages, Battle Mages, Artillery Mages
Controllers Enchanters, Disruptors
Marksmen Marksmen

Two things to note: first, classes and subclasses are completely distinct from lanes and positions. Not all Mages go mid, and Enchanters don’t always have to play the support position in bottom lane (though each subclass will naturally gravitate toward a specific position). Second, we don’t have a subclass for marksmen because they all tend to functionally do the same thing (deal a lot of sustained damage). There are some key differences between marksmen, like range, mobility, and combat patterns, but we have yet to draw a clear line for design purposes.

Does every champion have to fit perfectly into one of these subclasses?

Nope. While it might make it easier for us to balance with tightly controlled groups, if we start shoving all champions into specific boxes, we lose out on a lot of our most iconic and beloved outliers. Additionally, as long as those champions maintain a healthy balance of clear strengths and real weaknesses, there’s no need to force the issue. In fact, if we limit ourselves to staying in pre-existing boundaries, we hamper League’s ability to grow and evolve, which isn’t something we ever want.

If you agree with the above, by the way, you just validated the existence of Singed (sorry!).

We see a lot of outliers break down into one of two categories:

  1. Hybrids – champions who skirt the edges between two subclasses. For example:
    • Varus is a Marksman and Artillery Mage hybrid
    • Kayle is a Marksman and Enchanter hybrid
    • Trundle is a Warden and Juggernaut hybrid
  2. Distinct Playstyles – champions who have completely unique approaches to the game. For example:
    • Fiddlesticks – hides on the edge of combat, waiting for the perfect moment to jump into a team fight.
    • Singed – recklessly split-pushes to apply pressure on a lane, forces multiple enemies to respond, and subsequently trolls them as they struggle to chase him down.

What happens if my favorite champion is categorized under a class / subclass I don’t agree with?

First, it’s important to distinguish between a champion’s current ‘most effective’ play style and their ideal one. There are a lot of champions whose thematic and/or gameplay mechanics are better suited for a specific subclass, but over the course of time drifted into a different one. For example, Evelynn’s stealthy gameplay and nimble aesthetics lend themselves to her being an Assassin, even though her most effective item builds and playstyle might be more representative of a Diver. In these cases, future changes might be aimed at better aligning such champions with their intended playstyle.

But don’t worry, this doesn’t just automatically mean we’re going to overhaul your champion. Most champions also don’t fit perfectly into any specific Subclass – We’ll repeat: the class / subclass structure is more a set of guidelines than rigid rules. Sharing our vocabulary here just means we can have better conversations about the state of the game at any given time. If your champion is in a Subclass you don’t agree with, let’s have that discussion.

So what’s this actually look like?



Tanks excel in shrugging off incoming damage and focus on disrupting their enemies more than being significant damage threats themselves.


We like to refer to Vanguards as “offensive tanks.” Vanguards lead the charge for their team and are specialists at getting action started. Their explosive team fight initiation seeks to catch enemies out of position while allowing allies to follow-up to devastating effect.


If Vanguards are “offensive tanks,” then Wardens are surely “defensive tanks.” Wardens stand steadfast, seeking to hold the line by persistently locking down any oncomers who try to pass them. Wardens keep their allies out of harm’s way and allow them to safely deal with enemies caught in the fray.



Fighters are durable and damage-focused melee champions that look to be in the thick of combat.


Juggernauts are melee titans who relentlessly march down the opposition and devastate those foolish enough to get within their grasp. They are the only subclass who excel at both dealing and taking significant amounts of damage, but in turn they have a tough time closing in on targets due to their low range and extremely limited mobility.


Divers are the more mobile portion of the Fighter class. Divers excel at singling out high-priority targets to blitz toward, immediately forcing those targets (and their teammates) to deal with the diver’s presence. Divers are not as durable as the tanks or juggernauts of the world, but Divers can take their fair share of punishment while bringing enough damage to be a real kill threat if left unchecked.



Slayers are fragile but agile damage-focused melee champions that look to swiftly take down their targets.


Assassins specialize in infiltrating enemy lines with their unrivaled mobility to quickly dispatch high-priority targets. Due to their mostly melee nature, Assassins must put them themselves into dangerous positions in order to execute their targets. Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage.


Unlike Assassins, Skirmishers aim to shred through any nearby enemy that approaches. Because Skirmishers lack high-end burst damage or reliable ways of closing in on high-priority targets, they are instead armed with situationally powerful defensive tools to survive in the fray, along with extreme sustained damage to cut down even the most durable targets.



Mages are offensive casters that seek to cripple and burn down the opposition through their potent spells.

Burst Mages

Burst Mages aim to single out vulnerable targets by locking them down and following up with a devastating barrage of damage from range. Burst Mages struggle heavily against beefier targets who can shrug off their initial spike of damage.

Battle Mages

Battle Mages get into the middle of the fray, seeking to wreak havoc upon the entire enemy team with their overwhelming sustained area damage. Due to their relatively short (but not melee) combat ranges and the need to burn down their opponents over time, Battle Mages have significant defensive capabilities that range from sustaining endlessly to literally defying death for a short period of time.

Artillery Mages

Artillery Mages are the masters of range, and they leverage that advantage to whittle down their opponents over time from great distances. In turn, Artillery Mages are severely punished when enemies finally succeed in closing in on them, due to their extreme fragility and limited mobility.



Controllers are defensive casters that oversee the battlefield by protecting and opening up opportunities for their allies.


Enchanters focus on amplifying their allies’ effectiveness by directly augmenting them and defending them from incoming threats. Enchanters themselves are often quite fragile and bring relatively low damage to the table, meaning they really only shine when grouped together with others.


We initially called this subclass ‘control mages’ but realized that could be expanded to the entire group (that and ‘Utility Mage’ wasn’t a very good Class name). Disruptors specialize in locking down opponents or, in some cases, entire battlefields by creating intense zones of threat that only foolish enemies would dare wade through. Although not as reliant on their friends as Enchanters, the fragile and immobile Disruptors greatly benefit from allied presence – both to deter incoming danger and to help capitalize on targets they’ve locked down.



Marksmen excel at dealing reliable sustained damage at range (usually through basic attacks) while constantly skirting the edge of danger. Although Marksmen have the ability to stay relatively safe by kiting their foes, they are very fragile and are extremely reliant on powerful item purchases to become true damage threats.

Marksmen are such an already distinct set of champions that they are not currently divided into subclasses. Even though there are some potential ways to split the Marksmen (ex: mobile vs. immobile, spell-based vs. basic attack focused), all of the Marksmen ultimately serve a very similar role for their team. In the future, we may explore breaking down the class further.

>Where does my favorite champion fit under?

It’s important to note that, just like the game itself, our understanding of the Classes, Subclasses, and each champion is constantly evolving and changing over time. Nothing is set in stone. Our view of where each champion currently is and even what Classes and Subclasses currently exist will probably change over time. We think that’s exciting.

This is probably a lot to take in, but we’re really excited to start sharing this with you guys.

[ Link to Post ]


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

May Sales Schedule

April 18th, 2016


May Schedule Skins and Champs Banner

Here are all the skins and champions that will go on sale next month (no particular dates):


May sales schedule

Wizardcrab New Portrait Check out all the champs and skins on sale this May! Like previous sales schedules, we’re not posting the exact dates for each champ and skin, but they’ll all be on sale sometime next month.

Just a heads up – since we’re publishing these in advance, we won’t offer partial refunds on champs and skins purchased before they go on sale.


Regularly Scheduled Sales:

Champion Sale Price Skin Sale Price
Aatrox 487 Acolyte Lee Sin 375
Anivia 395 Arclight Vayne 487
Bard 487 Blood Knight Hecarim 487
Blitzcrank 395 Blood Moon Akali 487
Cassiopeia 440 Bloodfury Renekton 487
Cho’Gath 292 Chosen Master Yi 260
Darius 440 Commando Xin Zhao 260
Dr. Mundo 292 Debonair Galio 375
Ekko 487 Definitely Not Udyr 487
Fiddlesticks 292 Demolisher Nunu 487
Fiora 440 Firefang Warwick 487
Fizz 440 Forsaken Jayce 675
Graves 440 Foxfire Ahri 487
Jax 292 French Maid Nidalee 260
Jayce 487 General Wukong 375
Kalista 487 Goalkeeper Maokai 375
Kassadin 395 Gothic Orianna 260
Katarina 395 Guardian of the Sands Skarner 487
Kha’Zix 487 Harbinger Kassadin 487
Lulu 440 Heartseeker Ashe 487
Lux 395 Heartseeker Varus 675
Malphite 292 Hextech Singed 260
Orianna 440 Junkyard Trundle 375
Rek’Sai 487 Karate Kennen 260
Renekton 440 Master Arcanist Ziggs 675
Rengar 487 Musketeer Twisted Fate 375
Rumble 440 Panda Annie 487
Shyvana 395 Renegade Talon 260
Skarner 440 Risen Fiddlesticks 675
Teemo 292 Shockblade Zed 487
Thresh 487 Siren Cassiopeia 260
Vayne 440 Surgeon Shen 487
Vel’Koz 487 Surprise Party Amumu 675
Vi 487 Tango Evelynn 260
Yasuo 487 Urf the Nami-tee 375
Yorick 440 Wildfire Zyra 487

Early Sales

Skin Price Sale Price
Braum Lionheart 750 520
Dragon Trainer Tristana 1820 1350
Gravelord Azir 1350 975
Varus Swiftbolt 750 520

[ Link to Post ]

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


PBE Update 13 04 Banner


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



New Splash Arts



Evelynn_Splash_0 Evelynn_0



Infernal Diana




Rammus_Splash_0 Rammus_0



Tundra Hunter Warwick

Warwick_Splash_4 Warwick_4


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


PBE 12 04 Banner


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.



Champion Changes


Miss Fortune Final Portrait


Change BoxStrut Final IconStrut [ W ]

  • Cooldown decreased from 14 seconds to 12.
  • Triggering Love Taps decreases the CD of Strut by 2 – 1.2 seconds, downscaling with the amount of CDR you have.

[ Note ] Miss Fortune’s W got a lot of changes in this PBE update.



New Splash Arts



Darius_Splash_0 (1) Darius_0



Galactic Renekton

Renekton_Splash_1 Renekton_1



Swain_Splash_0 (1) Swain_0



Viscero Xin Zhao

XinZhao_Splash_3 XinZhao_3


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


PBE Update 08 04 Banner


PBE 08/04


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.



Champion Changes


Kayle Final Portrait


Revert BoxKayle_PassiveHoly Fervor [ Passive ]

  • Now once again shreds both Armor and Magic Resist (revert on the change in this PBE update).



Master Yi Final Portrait


Revert BoxAlpha Strike [ Q ]Alpha Strike

  • Additional damage to minions & monsters increased from 60/80/100/120/140 to 75/100/125/150/175 (revert on the change in this PBE update).


Nerf BoxHighlanderHighlander [ R ]

  • Cooldown increased from 75 seconds at all ranks to 100/90/80;
  • Duration of active decreased from 10 seconds to 7, but kills and assists now extend the duration by 7 seconds each, up from 4.



Olaf Final Portrait


Buff BoxVicious_StrikesVicious Strikes [ W ]

  • Lifesteal bonus increased from 13/15/17/19/21% to 14/16/18/20/22% (change compared to this PBE update, live value is 9/12/15/18/21%).



Item Changes


Nerf BoxAbyssal Scepter Final IconAbyssal Scepter

  • Recipe Change: Fiendish Codex + Negatron Cloak + Amplifying Tome + 695 Gold = 2750 Total Gold;
  • Ability Power decreased from 70 to 60;
  • Magic Resist increased from 50 to 60;
  • Now grants 10% Cooldown Reduction;
  • Passive aura MR shred changed from 20 to 10-25 (scales with level);
  • Passive aura no longer reduces the MR of minions.


Change BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

  • Recipe Change: Chalice + Fiendish Codex + 300 Gold = 2100 Total Gold;
  • Total Cost decreased from 2700 Gold to 2100;
  • Ability Power decreased from 60 to 40;
  • Bonus Mana Regeneration decreased from 100% of Base regen to 75%;
  • Mana Passive: Mana Passives on Kill or Assist have been removed.
  • New Passive: Gain 15% of premitigation damage dealt to champions as Blood charges, up to 100 to 270 (based on level). Healing or shielding another ally consumes Blood
  • Charges to heal that ally.


Change BoxBanshees Veil Final IconBanshee’s Veil

  • Recipe Changed: Spectre’s Cowl + Negatron Cloak + 530 Gold;
  • Total Cost decreased from 2900 Gold to 2450;
  • Health decreased from 500 to 300.


Change BoxCatalyst Final IconCatalyst, the Protector of Aeons

  • Valor’s Reward passive removed (no longer restores 150 HP/200 Mana on level-up);
  • New Passive – Eternity: 15% of damage taken from champion is gained as Mana. 15% of Mana spent is gained as Health. (Healing limited to 25 per spell cast or 25 per second for toggled spells.)*


Change BoxChalice_of_HarmonyChalice of Harmony

  • Passive remade: Increases your Health Regeneration by 100% if your Health % is lower than your Mana %. Increases your Mana Regeneration by 100% if your Mana % is lower than your Health %;

(Note) Mikael’s Crucible and Athene’s Unholy Grail gain this passive instead of Mana Font.


Hextech GLP-07A (Temporary Name)

  • Recipe: Catalyst of Aeons + Hextech Revolver + 750 Gold = 3000 Total Gold;
  • Grants 300 Health, 80 Ability Power and 400 Mana;
  • Passive – Shared with Catalyst of Aeons;
  • Active – Ice Bolts: Throw an arc of five piercing icy bolts that explode to deal 100 – 200(+20% of your Ability Power) as magic damage. Enemies hit are slowed by 60% decaying over 0.5 seconds. (30 second cooldown, shared with other Hextech Items).


Buff BoxHextech Gunblade Final IconHextech Gunblade

  • Damage on active changed from 150 [+0.4 AP] to 300 [+0.3 AP];
  • Active now instantaneously shoots a lightning bolt with zero travel time, immediately slowing the target for 2 seconds;
  • Active now shares a cooldown with other Hextech Items.


Change Boxhextech revolverHextech Revolver

  • Combine Cost decreased from 340 to 240 (total cost down from 1200 Gold to 1100).
  • Spell Vamp removed;
  • New Passive – Magic Bolt: Your basic attacks deal 75 – 150 magic damage on hit. (30 second cooldown, shared with other Hextech items);


Hextech Rocket Belt (Temporary Name)

  • Recipe: Hextech Revolver + Kindlegem + 800 Gold = 2750 Total Gold;
  • Grants 300 Health, 80 Ability Power and 10% Cooldown Reduction;
  • Active – Fire Bolt: Dash 300 units in a direction (at 1200 speed) and then unleash a nova of fireballs that deal 100 – 250 (+25% of your Ability Power) magic damage to enemies hit. Enemies hit by more than one fireball take 15% damage from additional balls. (30 second cooldown, shared with other Hextech items). This Dash cannot go over walls.


Lost Chapter [ New Item ]

  • Recipe: Sapphire Crystal + Amplifying Tome + 115 Gold = 900 Total Gold;
  • Grants 25 Ability Power and 250 Mana;
  • Unique Passive: Upon levelling up, restores 20% of your maximum mana over 3 seconds.


Change BoxMorellonomicon Final IconMorellonomicon

  • Recipe Change: Lost Chapter + Fiendish Codex + 500 Gold = 2300 Total Gold
  • Mana Regeneration removed (+100% Base Regen on live);


Nerf BoxSpectres Cowl Final IconSpectre’s Cowl

  • Total Cost increased from 1100 Gold to 1200;
  • Health increased from 200 to 250;
  • Magic Resist decreased from 35 to 30.


Change BoxSpirit Visage Final IconSpirit Visage

  • Combine Cost decreased from 900 to 800 (total cost unchanged because of Spectre Cowl’s cost increase;
  • Magic Resist decreased from 70 to 50;
  • Bonus Health Regen increased from 150% of Base regen to 200%;
  • Passive heal buff increased from 20% to 25%.


Buff BoxTear of the GoddessTear of the Goddess

  • Mana Regeneration removed (+25% Base Regen on live);
  • New (Additional) Passive – Awe: Refunds 25% of Mana spent.


Removed BoxWill of the Ancients Final IconWill of the Ancients

  • Removed from the game.



Change BoxRod of Ages Final IconRod of Ages

  • Recipe Change: Catalyst of Aeons + Needlessly Large Rod + 50 Gold;
  • Total Cost decreased from 3000 Gold to 2500;
  • Ability Power decreased from 80 to 60;
  • Mana decreased from 400 to 300;
  • Mana-per-stack decreased from 40 to 10.


Change BoxZhonyas Hourglass Final IconZhonya’s Hourglass

  • Recipe Change: Seeker’s Armguard + Fiendish Codex + 900 Gold = 3000 Total Gold;
  • Total Cost decreased from 3500 Gold to 3000;
  • Ability Power decreased from 100 to 70;
  • Now grants 10% Cooldown Reduction;
  • Cooldown on Statis active increased from 90 seconds to 120.



New Splash Arts



Kennen_Splash_0 Kennen_0\




Fiddlesticks_Splash_0 Fiddlesticks_0




Warwick_Splash_0 Warwick_0



Blade Mistress Morgana

Morgana_Splash_3 Morgana_3



URF game mode live on PBE for Rotating Game Mode queue testing

L4T3NCY New PortraitYo! ^_^/

Testing time for Ultra Rapid fire on the PBE before it goes into the Rotating Game Mode. We need your guys help focusing on the following things:

Champ testing: (this means not banning them so you can test them :P)
Aurelion sol
Tahm Kench

Thanks PBE crew. <3

EDIT: Switching off the mode while we look into a buff bug. Will update when have news.

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


Global Splash Update Context banner

Here’s some official context for the recent wave of PBE splashes you’ve been seeing:


Splashes Unifying Updating and You

Ququroon Final PortraitHey all,

Let’s talk Splashes.

As many have noticed, a lot of changes have been happening in this area over the last two patches, and even more changes further back. We haven’t done the best job of explaining what all these changes were, so let’s back up for a second and go in-depth on our rationale.

To start, let’s clarify a term we’ve thrown around a bunch these days – Parity, the state of being equal. We typically use this term to describe the matching of an in-game model to the splash, though it also matters when referring to the parity between regions. We generally want good parity between a Champion’s assets, with some wiggle room for expression within the medium. Note that this is something we care significantly more about these days.

With that out of the way, I’d like to describe all of the changes that you’re seeing, and why we’re doing them.



(Normal) Splash Update: The updating of a splash (derr). In the past, we didn’t have the required people to update all of the skin splashes as we should when doing a Champion Update – creating situations where the splash would be dramatically different than what it represented (hello, Junkyard Trundle). The team felt this was unacceptable, and recently found a way to prevent this from happening again.


(Backlog) Splash Update: This is us going back and fixing prior splashes that weren’t updated when a champion received an update of their own- a packaged update of skin splashes for previous Champion Updates (Nidalee, Trundle, Karma, Sion, etc.). We currently have Trundle, Nidalee, and Tristana at about ~80-90% finished (so look forward to that soon!).


Global Splash Update/Unification: A one-time change (over two patches) that unifies all regions of League of Legends to have the same splash assets. Until recently, there was a vast number of inconsistencies of splashes between regions, meaning that somebody playing in China (or watching LPL!) might see something drastically different than what another player in EUW might see.

We had two major goals of the Unification:

  • Unify the representation of all characters to achieve global parity between splashes. A League of Legends champion shouldn’t be different solely due to where you are in the world. A consistent high quality splash should represent a character equally for all players.
  • Fix internal development issues. In line with making our work more efficient, we often analyze areas of redundancy to get rid of problem areas. Each time we have a new splash created, it’s typically an unruly amount of work to determine if a region should obtain the new splash, keep their own, get it into their build, etc. This can lead to things such as Tencent getting their patches a week later, which isn’t fair for their players, and has rippling impacts onto the eSports scene.

Let’s be clear – many of these assets are not permanent, and don’t meet our quality bar. We had to make a decision on many splashes to take either one or the other- even when both weren’t great (though there are a few subjective wins that we did decide on- Silverfang Akali HYPE). We made our decisions on a couple different factors, such as…

  • Stylistic quality- how much does the splash match the modern League of Legends style? There are a couple different styles over the various splashes (sup, Warrior Princess Sivir), and we draw a heavy preference towards League’s “rendered to hell and back” splashes. When making choices between art styles that didn’t match on either end (Toxic Mundo is a great example), we erred towards ones that have higher artistic quality.
  • Posing- how engaging is the champion’s pose? We like our splashes to have characters in dynamic poses suiting their narrative, rather than the ‘prom poses’ of the past.
  • Global Appropriateness- A big thing for us is that all players are able to, well, play League of Legends. Increasing the rating in a region could cause a large amount of players to be unable to play. Yes, this does mean removing references to smoking for certain regions (such as Russia, and Turkey). This also means avoiding overly bloody or overly sexual images as well. This is not something done solely for Tencent- all players in all regions are the target here.
  • Representation of the character- how accurately does the splash portray the character’s visuals and personality, both in and out of game?

Once we locked a decision (which involves many different steps, such as talking with representatives in all regions, or getting the illustrators in a room to debate about the objective quality), we either checked in the unified splash, or performed a minor amount of cleanup if necessary.
We will be continuing to update these splashes to meet our quality bar; prioritized by lack of quality, style (lookin’ at you, Vindicator Vayne), or inaccurate they may be.

jTlcoiM (1)

Bonus Splash Updates!: Special unique projects, usually spurred on by one need or another. In this upcoming case, we had a handful of splashes that were mostly done as passion projects, but weren’t quite finished. We’ll be shipping the first batch of these to PBE tomorrow, a couple of which had situations where we didn’t like any existing version from the Global Splash Unification (which would require an entirely new splash, rather than a paintover). These splashes, unlike the Unification, we are significantly happier with this quality bar, so these splashes are more or less final.

Some previous bonus updates:

  • 4.13: Amidst other splash updates to bases, we saw an opportunity to take the very best of the best of our international splashes. Solved the problem we’re solving with the Unification a slight bit, but there was still a long way to go.
  • End of Season 4 Base Splashes: This was a heavy push to update as many of our out-of-date base splashes for Worlds that year. We made a great deal of progress, but not everything got finished at the time (coughcoughIreliaWarwickAnivia).

Hopefully that clears some of this up. We haven’t been the clearest when it comes to splashes, but we’re hoping to turn that around. Thank you for helping us stay on track – and be sure to keep the feedback coming.

PS. For making it all the way to the end, have another preview, on the house.


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