Posts Tagged ‘league of legends’


September Sales List Banner


Here’s the sales list for this month, courtesy of Redditor user hzj!

[ Link to Reddit thread ]


Recent News





Here are all the sales for September. I’ve linked skins to their video previews on SkinSpotlights:


9/2 -> 9/5
Item Original Price Sale Price
Talon 880 440
Akali 790 395
Vel’Koz 975 487
Pool Party Lee Sin 975 487
iBlitzcrank 1350 675
Prom Queen Annie 520 260


9/5 -> 9/8
Item Original Price Sale Price
Twisted Fate 585 292
Sejuani 975 487
Frosted Ezreal 520 260
Rocket Girl Tristana 975 487
Tundra Fizz 750 375


Note: One champion is missing from the list for the sale on September 5th.


9/9 -> 9/12
Item Original Price Sale Price
Leona 880 440
Singed 585 292
Lulu 975 487
Jurassic Kog’Maw 975 487
Tango Twisted Fate 520 260
Frostblade Irelia 975 487


9/12 -> 9/15
Item Original Price Sale Price
Wukong 880 440
Lucian 975 487
Tryndamere 585 292
Fiddle Me Timbers 750 375
Shockblade Zed 975 487
Thunder Lord Volibear 520 260


9/16 -> 9/19
Item Original Price Sale Price
Vladimir 880 440
Karma 790 395
Varus 975 487
Nemesis Jax 975 487
Pool Party Graves 1350 675
Battlecast Xerath 520 260


9/19 -> 9/22
Item Original Price Sale Price
Maokai 880 440
Karthus 790 395
Syndra 975 487
Pool Party Renekton 975 487
Pentakill Karthus 750 375
Royal Guard Fiora 520 260


9/23 -> 9/26
Item Original Price Sale Price
Brand 880 440
Shaco 790 395
Diana 975 487
Deep Terror Thresh 975 487
Executioner Mundo 520 260
Hired Gun Lucian 975 487


9/26 -> 9/29
Item Original Price Sale Price
Cassiopeia 880 440
Janna 585 292
Zac 975 487
Sewn Chaos Orianna 520 260
Mad Scientist Singed 750 375
Dark Crystal Ryze 975 487


9/30 -> 10/3
Item Original Price Sale Price
Swain 880 440
Morgana 585 292
Yasuo 975 487
Pool Party Leona 975 487
Resistance Caitlyn 520 260
Dragon Trainer Lulu 1350 675


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


Project Yasuo in Store Banner

Four intruders detected. PROJECT: Yasuo activated.


Yasuo awakens from stasis, sentry data downloaded to his memory banks. He draws his modified katana as the incursion approaches his position, intent on their objective.

Initiate Last Breath protocol.

Yasuo dashes at the intruders, eviscerating the point man before charging towards the rest. Plunging into them, he whirls his sword, hacking at all three before diving away. His foes reply with a barrage of fire, but Yasuo’s ready — with a flick of his sword, he generates a nano-barrier to block their onslaught. He turns to them as the wall fades. Yasuo slashes his katana, releasing an energy surge that hurls the intruders into the air. Leaping into their midst, he carves through all three as they reach their apex.

He lands lightly on his feet, the intruders raining down around him. His visor pulls back to reveal an emotionless guise. The mask of a man with nothing inside.

Intruders eliminated.


Annihilate your enemies with PROJECT: Yasuo, available now in the League of Legends store for 1350 RP (on sale for 975 RP through September 9).


Here’s a better look at Yasuo’s skin:




PROJECT: Yasuo Skin Preview



Yasuo Model


Yasuo Emotes

Yasuo’s emotes are the same moveset-wise, but the music from his “dance” emote is different and he takes down his visor during all his emotes.


Cyber Ops Yasuo Passive

Way of the Wanderer, Resolve [ Passive ]


Cyber Ops Yasuo Q


Yasuo Q

Steel Tempest [ Q ]


Cyber Ops Yasuo Tornado

Steel Tempest, Tornado charge [ Third Q ]


Yasuo Wall

Wind Wall [ W ]


Yasuo E

Sweeping Blade [ E ]


Yasuo R

Yasuo Post R

Last Breath [ R ]

After Yasuo ults, his sword glows yellow (to indicate the bonus Armor Penetration).



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



Free Champion Rotation Week 33 Season 4 Banner


The following Champions will be free-to-play until September 9th:

  • Diana - 6300 IP or 975 RP 
  • Fizz - 4800 IP or 880 RP
  • Galio – 4800 IP or 880 RP
  • Gnar – 6300 IP or 975 RP
  • Jayce - 6300 IP or 975 RP
  • Lulu - 6300 IP or 975 RP
  • Maokai - 4800 IP or 880 RP
  • Sivir - 450 IP or 260 RP
  • Urgot - 3150 IP or 790 RP
  • Vel’Koz - 6300 IP or 975 RP


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

PBE 30 August Banner


PBE 30/08 Contents:

Stuff I couldn’t cover on time: Galactic Azur Skin, Guardian of the Sands Kha’Zix Skin and Ascension Game Mode. I’ll try to add coverage of those in time for the PBE wrap-up.

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 New Portrait

Miasma New IconMiasma [ W ]

  • Cooldown decreased from 15 seconds at all ranks to 14/13/12/11/10

[ Reminder ] Cassiopeia has been reworked on the PBE. You can find the changelist here.


Nocturne New Portrait

Paranoia New IconParanoia [ R ]

  •  If Nocturne doesn’t choose to dash to a target for the duration of Paranoia, the cooldown is reduced to 108/84/60 seconds (standard cooldown is 180/140/100 seconds)


Upcoming Ward Skins


Below are the store icons of Shurima-themed wards you can expect soon.

wardskin_27 wardskin_26 wardskin_25


New Orianna Portrait


Orianna got a new portrait on the PBE, but her new splash art is missing.



Extra Shurima Lore

Several Champions have received extra lore to indicate their connection to the desert plains of Valoran.

Amumu New Portrait

Amumu is a diminutive, animated cadaver who wanders the world, trying to discover his true identity. He rose from an ancient Shuriman tomb bound in corpse wrappings with no knowledge of his past, consumed with an uncontrollable sadness.


Ezreal New Portrait

The intrepid young adventurer Ezreal has explored some of the most remote and abandoned locations on Runeterra. During an expedition to the buried ruins of ancient Shurima, he recovered an amulet of incredible mystical power. Likely constructed to be worn by one of the Ascended, the enormous talisman nonetheless fit snugly upon his arm, amplifying his raw sorcerous skill to such an extent that he’s gained the reputation of a hero, much to his embarrassment.

Nasus New Portrait

To some, Nasus is a demigod who walks among the ruins of an ancient civilization; to others, he is nothing more than a myth. Legend speaks of his dominion over death and time. Millennia ago, he stood at the apex of Shuriman society as curator and guardian. He now roams the arid wastes, seeking to release his brother Renekton from the grip of madness.

Rammus New Portrait

The mysteries that surround Rammus are numerous. How did a simple creature of the desert suddenly become able to reason? How did he craft his vaunted suit of armor? What is he searching for as he crosses the Shuriman desert? One thing is for certain: trying to stop the inexorable Rammus is a fool’s mission.

Renekton New Portrait

Renekton was once a staunch gatekeeper of ancient Shurima, but in the centuries since the fall of that once-glorious empire, he has been consumed by madness. Now, he is little more than a rage-fueled beast who seeks to kill his brother Nasus, who he believes is to blame for his current state of mind.

Sivir New Portrait

Known as the Battle Mistress, Sivir is a mercenary with a ruthless reputation. Combining unflinching bravery with endless ambition, she has garnered great fame and fortune. Faced with the revelation of her mysterious heritage, Sivir must weigh her desire to continue on her own path, or accept the burden of a greater legacy.

Skarner New Portrait

Skarner, the crystalline guardian, defends the entrance to a realm deep beneath the Shuriman wastes. The few who survive trespassing his domain describe a creature of terrifying intelligence, anger, and precision. What this merciless creature protects, no one knows.

Xerath New Portrait

Powerful beyond reckoning, the ascended being known as Xerath was once a mortal of flesh and blood. He is now something vastly different – a being of writhing arcane energy. Having emerged from millennia-spanning imprisonment, he is now ready to unleash his power upon Runeterra, and utterly destroy any who oppose him.

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


News Update August 29 Banner




Recent News





Soraka Rework Banner



Vesh New PortraitSoooo as some of you may have heard, we’ve been working on some pretty big changes to Soraka. Hopefully this post will help you guys see some of the challenges we faced with her as a character and how we are looking to resolve them while creating a really deep and interested play experience that no other character in LoL can offer.


Right then, so first thing first. We wanted to carve out a really specific niche for Soraka so that we could make her really strong and unique in that role. The role that we identified for her was as the core healer of the League of Legends roster. So, I’m sure that raises a bunch of alarm bells for a number of you.
“Wait a second, hasn’t Morello said in the past that he hates healers in LoL? What changed?”

Well, there’s a difference between healing with and without meaningful costs and interaction. Let’s talk about that for a second. With Live Soraka (and especially season 1 Soraka, if you were around for that), heals tend to “undo” action at the cost of mana. Specifically, being a sustain fountain that clicks your ally until they are healthy doesn’t create a very compelling gameplay space, and certainly doesn’t feel like a fair interaction to enemies. After all, all they can do is keeping harassing until Soraka runs out of mana. So then, what would feel fair?

That was the core problem I was looking to solve when I started on Soraka. After some early iterations, Morello pitched something crazy to myself and RiotScruffy. What if Soraka had to pay her own health to heal allies, but could then get it back through a separate enemy-interactive spell? ;
This became the driving vision behind the new Soraka, and I’m really excited to share what’s going to be hitting PBE in the next cycle with you guys. This is not going to be a tl;dr post (if you want that version, I’m sure you can wait for blakinola’s). I want to get in depth about every choice that was made and why we felt it was necessary. So without further to do, here’s the kit. (This is going to go in the order most conducive to walking you through my process, so don’t get confused when I start on W).

PLEASE PLEASE note that all of these numbers are definitely not final. We will be doing a lot of tuning over the next couple of weeks.


This is the core of Soraka’s new kit. It’s a 4 second (scaling down to 2) heal that she can use to constantly direct her attention to the ally that needs it most. We are trying to really capture the feeling of the core healer that is constantly managing her allies’ health bars and keeping people alive. As I mentioned previously, the % health cost is necessary to allow Soraka to have such insane potential healing. Using this spell, you can easily heal an ally from almost dead to full health, but you will pay a heavy cost for doing so if you aren’t actively engaging in your offensive loop (Starcall). The Max Health cost was chosen very specifically over a flat health cost so that Soraka would not be able to increase her overall healing potential by stacking tank items (especially warmogs). If Soraka is going to be allowed to keep people alive in fights, she needs to be vulnerable in doing so. Soraka’s positioning and decision making will be a huge point of mastery. That reminds me, the cast range on this spell will be rather short. This is necessary to make sure Soraka is accessible when she chooses to heal and can’t sit 800 units behind the back line and heal from total safety (seriously, this is the most frustrating thing ever to have to deal with). Good news though, she will have other tools on her kit to help her here.


This passive we called “Astral Ambulance” internally. Because Soraka’s cast range on W needs to be constrained, we need to give her another way to reliably reach the targets she wants to heal. This new passive allows Soraka to keep up with the fight and make clutch saves by sprinting across the river to get that heal off.

The second potion of this passive allows Soraka to get the cool bonus effects off items like Frozen Heart while making your healing and damage stronger. This should open up a couple cool new itemization choices for her. It also serves a potential release valve in a future where mitigation itemization allows Soraka to be too tanky. This way we can tune how strong Soraka is in certain areas (healing/damage) without just flat out nerfing her if she is ever able to become too tanky.

That brings us to the new Starcall. I don’t think you guys need much of an explanation of why the previous starcall needed to be cut. It was essentially a ramping damage PBAoE ability on a character that is supposed to be a support focused around her ally. A ramping damage pattern like this is really indicative of tanks, and if we wanted Soraka to be an interactive and fair healer, we had to give her opponent a way to be successful against stopping her healing.


Ideally, we wanted this spell to be very reliable at close range (when Soraka is at extremely high risk) while be equally as powerful but less reliable at long ranges (so that if Soraka is poking with it her opponents can dodge). This led us to a targeting paradigm similar to Corki Q or Twitch W (basically a missile that doesn’t have any effects until the end where it blows up in an AoE). To really accentuate the reliable-when-close paradigm, we also added a small sweet spot in the middle of the AoE (think Leona ult style). If Soraka hits an enemy with the sweet spot, the enemy takes 150% of the damage and is slowed for 2 seconds. You’ll see why this slow is really important to her offensive pattern when we get to E, but one other thing I wanted to point out was that this is one of the few tools she has to stay safe when she’s by herself.

Finally, let’s talk about the E. Soraka’s previous E was one of the better decision points on her old kit, but a targeted silence just wasn’t as satisfying as it could have been. A lot of the time you don’t even realize how much you have or haven’t hurt your opponent. Tryndamere and Riven are both AD stacking melees. If you use it on Tryndamere, it might not be a big deal, but if you use it on Riven she literally can’t do anything. What we really wanted to do here was give Soraka a much bigger moment when it came to play making that still fulfilled the power of quickly silencing a dude quickly


Equinox is an incredibly powerful spell. An AoE silence zone is no laughing matter, and the root at the end allows her to make some really cool plays (dropping it where Lissandra is about to blink to, or underneath an incoming enemy teleport, etc.) The root will scale with level, but once again try not to focus on numbers since these are all subject to change with tuning.

Wish is largely unchanged, but because her old passive was removed (more healing at lower ally health), this scaling was kept on wish but concentrated into a clear threshold.


This change allows Soraka to understand exactly how many “bonus heals” she is going to get when she presses the button, and also makes the spell just generally more powerful when it matters (anytime the ally is below 40% they get the equivalent power of being at 1% with the wish on Live currently). We kept the healing scaling on Wish and not on W because we didn’t want Soraka to allow her ally to drop to dangerously burstable levels just so she could get a slightly better heal on a basic ability. Soraka should always want to keep her allies at the safest health she can (while also managing her own health) and we felt that a bonus heal on W not only encouraged play that was often wrong, it also felt really baity for the enemies. Keeping the “flash heal” button and the big saving cooldown separate allows us to make sure each has a clear and satisfying purpose.
So that’s the kit.

I guess I want to close by talking about how this Soraka is not going to play like anything else in League of Legends. We’re taking a lot of risks by basically allowing Soraka to put herself at near death, but the gameplay experience of the core healer is something we really want to explore. We’re willing to try some risky stuff to accomplish a cool niche champion like this, and we will be watching her really closely on PBE to make sure she isn’t doing anything overly abusive.

We’re really excited about what this champion could provide to players who love to play combat healers, and we’ll be doing plenty of tuning on PBE to make sure she’s in the best place possible upon release. Please remember that regardless of whether she is strong or weak on PBE (or even on release) that we are building a champion that we are comfortable buffing up even if she is weak, so bear with us as we get her into a good spot in the coming weeks.

I’ll be around to discuss all of this stuff with you guys, so fire away with any questions you might have!

[ Link to Post ]



Viktor Rework 2 Banner



The Truer Evolution - Viktor Rework

Solcrushed New PortraitHi everyone, a couple of weeks earlier I shared some preliminary peeks into what the Viktor gameplay update will bring. Today I am here to talk in more detail regarding the kit changes as we near completion.



Evolving Technology PassiveEvolving Technology [ Passive ]

We’ve already talked about the passive, and not much has changed from what I spoiled back then. Viktor is able to upgrade his Hex Core 3 times, and each upgrade will allow him to augment a basic ability & grant AP and mana. The completed item will be certainly slot efficient and grant a load of AP in the late game.


Power Transfer New IconPower Transfer [ Q ]

We talked about the Q somewhat in intentionally vague terms. The Q is gaining a significant increase in range in exchange for significant reduction in damage. The lost damage will be made up as Viktor will gain a strong damage modifier on his next basic attack, akin to Lich Bane.

This is intended to divorce the utility portion of the Q from the damage portion while keeping it a targeted spell. Viktor should be able to gain access to his shield and speed boost (with augment) from a safer distance, and decide whether he can risk coming in closer to deal the bulk of his damage.

but Viktor’s autoattack sucks!

Not THIS one

The augment on the Q remains the speed boost. The divorce of the utility and damage opens up offensive use cases of the augment (to get closer to land your other spells with higher accuracy), and should be a strong contender for 1st augment.

One last thing, the shield, speedboost and on next hit are all granted upon cast. You can finally shield an enemy’s spells on reaction.


Gravity Field New IconGravity Field [ W ]

This is all in all a fine spell with very strong potential. However its lack of range makes it very difficult to utilize in non-defensive ways. The spell has also had its range increased significantly (but not as much as live Augment W) to clarify Viktor’s engagement range to be around his R range. In exchange, the enemies will be warned earlier that the trap is opening beneath them. This should both increase usability of the spell for Viktor but keep it feeling fair for the enemy.

The W augment no longer increases range but sucks in enemies that are stunned by it to its center. This will allow Viktor to both function as a very strong follow up AOE burst (someone else probably needs to initiate for him) and enhance his kiting gameplay against the front line of the enemy who he ends up fighting against due to lack of jumps. This is probably the 3rd augment to take in most situations but if you need to kite a lot or foresee a mid level teamfight it could be taken earlier.


Death Ray New Icon Death Ray [ E ]

The Lazer of Death is an iconic spell on viktor and we have fought very hard to keep its numbers intact on the base spell. Nothing much has changed, it is still the thing we all love and hate.

The E augment on the other hand, has undergone significant changes. It will no longer apply a DOT on hit, but instead an explosion will follow the initial laser’s wake. If Viktor hits both the laser and the explosion, Viktor will deal more damage than the Augmented E on live. This will be a net nerf as the reliability hit is significant, and the spell will be weaker as poke, but stronger for waveclear or in combination with other spells .


Chaos Storm New Icon Chaos Storm [ R ]

I said back then that the R is also undergoing a big change, unfortunately the change we planned did not pan out and the R will stay very similar to what it is on live. Not much more to talk about here.


So there it is, the updated Viktor should become a strong followup mage that excels as a secondary AOE wombo, and deals strong sustained damage against the front line with his Q and R. Hopefully we will meet again soon when phase 2 of the Glorious Evolution commences as I will leave you with one last tease.


[ Link to Post ]



LCS Season 2015 Banner


Next season, we’re excited to officially announce that we will be expanding the NA LCS and EU LCS to 10 teams. We’re looking forward to this team expansion to bring more diversity of talent and new gameplay into the professional scene in North America and Europe.




In order to fill these new team spots, we’re introducing a onetime event called the Expansion Tournament. The tournament will take place after Worlds and will pull teams from the ladder. Teams that lose in the Promotion Tournament will still have another chance to qualify for the LCS as they will automatically be entered into the Expansion Tournament. We’ll confirm official dates, tournament structure, and format soon, but we wanted to let everyone know it was happening before we all get swept up into the excitement of Worlds.




We also wanted to share that we’re seriously considering introducing some form of circuit points to the LCS tournament structure. Points would bring more weight to the Spring Split and help make every playoff match more significant due to the awarding of these valuable points. We do have some concerns about the intuitiveness of this point system, specifically as it pertains to new viewers.

We want to ensure the point system enforces that teams should always play their best as well as gives all teams from both splits a fighting chance at advancing on to the NA Regionals and Worlds. We’re currently running simulations to find the ideal solution, but we’d like to open it up to the community for point distribution suggestions and feedback. Tell us what you want to see around potential LCS circuit points.




Based on more teams entering the LCS, we will be updating the format and some policies for next season, and we’ll share the final details after Worlds. We’ll continue to provide insights into some of our thinking and considerations for 2015 along the way to Worlds.

Don’t forget to share your ideas for potential circuit point systems in the comments below. We’ll also be watching the forums and other community channels.

[ Link to Post ]



Have you considered Blind Pick in the final game of a Bo5 like in OGN

Magus New PortraitYeah I highly doubt we’ll be implementing blind pick in a bo5 series. Teams earn side choice advantage during the regular season and we want that to be an incentive to finish higher in the standings.

Also the team has certain issues with the validity of the format in that it’s a much different type of strategic planning that rarely is used during the season – doesn’t seem like a great way to end an epic best-of series.

[ Link to Post ]



Rework Updates Banner



What happened to Urgot’s W scaling off mana

Meddler New PortraitDecided to go for a set of high confidence changes and then assess how they’ve affected Urgot before looking at more experimental changes such as the W mana scaling. Urgot still has some core issues unaddressed, lack of sufficient counterplay at times in particular, so we need to be cautious about just giving him raw power.

[ Link to Post ]



Follow Up

Regardless of the changes to Urgot in 4

Meddler New PortraitWe’ll do a rework and it’ll almost certainly include some substantial changes. That’s still quite a long way off though, hence these smaller changes in the meantime to try and get Urgot into a better spot until then.

[ Link to Post ]



What happened to the Gangplank and WW reworks

Ghostcrawler New PortraitThere are a lot of champions that we need to update. Many factors to into determining what the order of attack is, including art resources, coordination with visual updates, waiting for engineering support, or sometimes just the passion of the designer or having a clear idea for how to update someone.

[ Link to Post ]



Why not skip the VU for Warwick and just rework his abilities

Meddler New PortraitCombining reworks and VUs together is both more efficient and gives us a lot of more options in terms of how we can improve a champion’s kit. A VU means we’ve got the freedom to create new spells, get different animations, get new sounds etc. Without that we’re working within a much narrower space. Sometimes that’s fine – some champions just need numbers adjustments (even if substantial). For a champion like Warwick though that’s not the case, there are some solid changes we’d like to make but they require a combination of both art and game design changes.

[ Link to Post ]



Will you make Gangplank’s ultimate more consistent

Meddler New PortraitYeah, we’re going to test out a more consistent version of the ult, hopefully for a patch soon (needs some visual adjustments since the timing’s changing a bit, so can’t commit to an exact timeline). It’s a change that’s part of his rework and has tested well that’s probably a good fit for being pulled forwards by itself.

[ Link to Post ]


Follow Up

When will this change to GP occur and what will it include

Meddler New PortraitMight be within a couple of patches, that’s very much a guess though.

Removal of RNG (which here generally provides a chance for failure without giving GP a way to play around it).

[ Link to Post]



Single Posts banner



What do you think of abilities that require 0 decision making

Ghostcrawler New PortraitVlad’s Q is often the example we also use of an ability with no decision making. Shameless plug: I think we mention it in the design PAX panel this Saturday. It’s the kind of thing we are likely to eventually update.

Not every decision needs to be a huge decision and not every interesting decision needs to have huge consequences for using it wrong. As an example, many Qs are on a pretty short cooldown, because while it is rewarding to use an ability at the right time and feel smart for doing so, it also feels unrewarding to not be able to hit hotkeys very often.

[ Link to Post]



Schedule for Double IP Weekend for All Regions

RiotWingfield: Hey Everyone!

Just wanted to clear up what’s going on here. All regions are getting 3 days of double IP. NA is 8/30 – 9/1 while all other regions are 8/29 – 8/31. NA is pushed back a day so people can take advantage of the Monday off for Labor Day.

The post referenced is an error on our end, so we apologize for the confusion. It should be corrected shortly.

[ Link to Post]



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



Champion Skin Sale September 1 Banner

The following Champions and Skins will be 50% off until September 1st:




  • Darius – 487 RP
  • Rumble – 440 RP
  • Xin Zhao – 292 RP


Commando Jarvan IV – 260 RP





Iron Solari Leona – 487 RP





Little Knight Amumu – 375 RP






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



News Update August 27 Banner



Meddler continues the Q&A on the newly released on the PBE Champion, Azir, going over how his kit interacts with turrets, the mechanics of his ult and lots more. Lyte announced a new feature of the Tribunal: restrictions and bans for intentional feeding and elaborated with Neurocat on how the system will differentiate between players who have bad games and players who play to ruin other people’s games. Over on the community beta forums, we have a confirmation that bought accounts will be permabanned when they’re found out and another announcement of a system that will be coming to the PBE – Ranked restrictions.


Recent News






QA on Azir Part 2 Banner


Part 1 of Azir Q&A:





What happens if Malphite or Nocturne try to ult past Azir’s wall

Meddler New PortraitChampions who are in an unstoppable dash/leap will go through the wall (Malphite, Noc, Hecarim, Vi, J4 etc).

[ Link to Post ]




Can you W+E to an enemy and then push them backwards with the ult

Meddler New PortraitIt’s possible, the timing’s going to take some practice to pull off given the ranges involved though.

[ Link to Post ]




Does the Sun Disc passive scale with any stat

Meddler New PortraitLike other towers its stats go up with game time. Intent is to also have its damage scale slightly with Azir’s AP, though I can’t recall if we’ve got that in for the build that’ll hit PBE soon or not.

[ Link to Post ]



Is the passive cooldown applied to a ruin, or is it internal

Meddler New PortraitThe CD’s on Azir himself (think of it like Anivia’s passive for example).

[ Link to Post ]





Can an enemy use Ohmwrecker's active on his passive turret

Meddler New PortraitThey’ll be able to by the time he gets released, we haven’t hooked that functionality up to Ohmwrecker yet though.

[ Link to Post ]




Does his passive have any use if Azir’s team is winning

Meddler New PortraitYou can also use it on enemy tower ruins (take their outer tower, place your own, siege their inner etc).

[ Link to Post ]




How long do the passive turrets last

Meddler New PortraitCurrently one minute if not taking damage from any other source (their health gradually decays over time).

[ Link to Post ]




Will his tower give true sight like regular towers

Meddler New PortraitIt will! It also gets the other tower effects too (more Armor/MR when no enemy minions around etc).

[ Link to Post ]




Azir seems too focused on split-pushing

Meddler New PortraitWe’re still playing around with exactly how Azir interacts with enemy towers and will be trying out a couple more things before his release, some of which you may see on the PBE. Having him be able to threaten towers is something we’d like, being a strong split pusher without sufficient counterplay or role elsewhere on the other hand isn’t.


One version of what that might look like we’ve been talking about is a kit where his soldiers can’t attack towers directly for example but can instead be sacrificed to deal a burst of damage to a tower, giving him some anti power potential but in exchange for temporarily reduced capability to push, team fight, maneuver.

[ Link to Post ]



Can the passive be active on more that one ruin at a time

Meddler New PortraitOne passive tower up at a time, followed by a long CD.

[ Link to Post ]





Is the ult cast behind Azir, like Thresh’s Flay

Meddler New PortraitThe ult appears a bit behind Azir and then pushes forwards in the direction of the cast.

[ Link to Post ]




Does Arise W replace his auto attacks

Meddler New PortraitThe soldier auto attacks do indeed replace his if there’s a soldier in range of his target (if not he’ll use his own auto attack, which isn’t as strong). Soldiers scale with AP.

[ Link to Post ]



Will Disc of the Sun prioritize targets like regular turrets

Meddler New PortraitSame target picking logic as regular towers and yes, physical damage.

[ Link to Post ]





How did the idea for his passive come about

Meddler New PortraitCombination of thematics (tie in to Azir’s backstory, not sure if that’s out yet so I’m being vague on the details) and a new gameplay space we wanted to explore more (moments of power at specific map locations).

[ Link to Post ]




Could you explain how the other part of the passive work

Meddler New PortraitSame as something like Singed passive – Azir gains bonus AS based on the amount of CDR he has (bonus, not conversion).

[ Link to Post ]




Can enemy Champions still blink over Azir's wall

Meddler New PortraitBlinks are not affected by Azir’s ult.

Having other champion created terrain also block dashes/jumps is not something we’re intending to do at present, those abilities are explicitly creating terrain, with all the usual play and expectations around that, and are either on much shorter CDs than Azir’s ult or come with multiple other effects.

[ Link to Post ]



Is there a visual indicator that his passive can be used

Meddler New PortraitThere is, it’s a glowing visual effect on tower ruins, visible to all players.

[ Link to Post ]





What about Vayne's Tumble

Meddler New PortraitIf a champion moves/is moved using an ability Azir’s ult will stop their movement unless:

1. The ability gives the caster unstoppability (e.g. Malph ult or Vi ult) or
2. The ability has no travel time and, on completion, changes the champion’s position all in one go (e.g. Ezreal’s E or Elise’s Spider E)

[ Link to Post ]



Bans for Feeding Banner



Detecting and banning extreme Intentional Feeders

Lyte New PortraitHey everyone,

As some of you may have heard, the Tribunal is a system that addresses many types of player behaviors but is currently in extended maintenance while we upgrade a lot of the core functionality. You can read more about it here:…ading-tribunal

In the meantime, we’ve launched several test systems that have begun aggressively reducing negative player behaviors in League of Legends including a system with the ability to instantly escalate high severity behaviors such as excessive verbal abuse, racism, sexism, homophobia and worse to a 14-day or permanent ban. After several weeks of testing in North America, we are now ready to start these tests on the European servers. We’ll continue to monitor the results of these tests as we prepare to roll them out in other regions.

The reason I’m here today though, is because while these systems are effective at reducing negative verbal behaviors in League, we’ve been working on ways to address negative gameplay behaviors in League.

Starting 8/26/2014 in North America, we’ll be rolling out a test system capable of immediately escalating extreme intentional feeders straight to a 14-day or permanent ban. Like our other punishment systems, we’ll start with conservative tests to minimize false positives, and then expand the system to be more aggressive. As with our other experiments, depending on the results, we’ll roll out similar tests to the other servers.

[ Link to Post ]



How will you differentiate between feeders and legitimately bad players

Neurocat New Portrait We’re taking into account a large number of different variables, which should properly distinguish between the two. Minimizing false positives is really important for a system like this, where the line between poor play and intentional feeding can be blurry.

[ Link to Post ]



Why wasn’t this system implemented sooner

Lyte New PortraitWe’ve been working on several systems in parallel and depending on the various design and tech challenges, some features are easier to do than others.

For intentional feeders, many players tend to confuse intentional feeding with just playing a poor game, so there’s a lot of nuance to figuring out when an offense is actually intentional feeding and deserving of a punishment.

[ Link to Post ]



Will the system punish players who are just having a bad day

Lyte New PortraitNeither system relies just on reports. There are multiple checks in systems to minimize false positives, which is why there are very few players that get punishments when they do not deserve it.

[ Link to Post ]




But the system could take a 0

Lyte New PortraitWe’re happy to dive into details when some initial tests are complete, but players have nothing to “fear.” We’ve seen billions of games of data of what a bad, outrageously bad, and crazy once in a lifetime bad game looks like, and are willing to give players huge benefit of the doubt in a system like this.

If you are banned by these types of systems, it’ll be very clear why.

[ Link to Post ]



If I’m dying a lot as Singed, will I still be punished

Lyte New PortraitDon’t worry, it’s not just about dying. There’s numerous factors that go into determining what’s an intentional feeder.

I posted a relevant response on Reddit recently:

Our #1 concern is separating intentional feeders from players just having a bad game. We have access to billions of games worth of data, and can easily see for every player, every champion, every role, what the variations in the data are.

For example, what are the average game stats (gold per minute, actions per minute, kills/deaths/assists per minute, etc) for you in a game when you play Ashe? What are the average game stats for an Ashe of your skill level? What is the worst game you’ve had so far on Ashe? By analyzing huge datasets like this, we can begin to figure out what is a bad game (even if it’s a once in a lifetime bad game) versus someone intentionally out to ruin a game.

[ Link to Post ]



Why are you working on intentional feeders and not AFKers

Lyte New PortraitWe do have a system in the works to aggressively attack Leavers and AFKs. We’re just not ready to talk about it yet as it’s a ways out.

[ Link to Post ]


Single Posts banner


Bought accounts will be permabanned

WookieeCookie New PortraitBuying accounts is strictly against the Terms of Use. Not only that, but it’s really silly given that we can easily track it and ban it. Even worse, I doubt the person you purchased the account from is going to be willing to give you a refund, unfortunately your pain is their gain.

But hopefully the lesson learned here can help other players who might be tempted to do the same thing. Buying accounts is wrong and we’ll permanently close them without any exceptions. Not only do they create the opportunity for fraud, but they are frequently leveled with 3rd party modifications or scripts which ruin the games for other players who are trying to enjoy our game legitimately.

[ Link to Post ]



Ranked Restrictions

Socrates New PortraitHey all,

For a while now, the Competitive and Player Behavior teams have been working together to develop ways to improve the quality of the ranked play experience, and we’re now ready to test a new feature on PBE. This experiment involves a feature called Ranked Restrictions. Negative players will have their in-game chat restricted, and also be temporarily prevented from joining ranked queues entirely.

In this test, restricted players will be unable to play ranked until they’ve completed a certain number of games in Normal Draft queue. As with Chat Restrictions, after finishing the predetermined number of games, we’ll perform a final evaluation to make sure they’ve actually improved their in-game behavior. (This is to prevent negative players from merely transferring their negative behavior to another queue, AFKing for 5 games, and then jumping right back into ranked).

Since this is a test, we’re looking for volunteers to be Chat and Ranked restricted on PBE. If you have current PBE access and would like to participate, please email to join in.
As always, thanks for helping us with the PBE, and GLHF!

[ Link to Post ]


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



PBE Update August 26 Banner


PBE 26/08 Contents:

  • New Champion – Azir, The Emperor of the Sands
  • Renekton Texture Update
  • New Summoner Icons


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 Champion - Azir, The Emperor of the Sands




Azir Model

Azir All Emotes

All of Azir’s emotes. He does a fitting chicken dance for his joke.


Azir Passive

Will of the Emperor [ Passive ]


Azir Basic Attack

Basic Attack


Azir W

Arise! [ W ]


Azir Q

Conquering Sands [ Q ]


Azir E

Shifting Sands [ E ]


Azir R

Emperor’s Divide [ R ]


Azir New Portrait

  • Damage: 43 (+ 2.8 per level)
  • Health: 390 (+ 80 per level)
  • Mana: 280 (+ 42 per level)
  • Attack Speed: 0.6 (+1.5% per level)
  • Movement Speed: 330
  • Armor: 14 (+ 3 per level)
  • Magic Resist: 30
  • Health-Per-5: 6 (+ 0.55 per level)
  • Mana-Per-5: 6.5 (+ 0.65 per level)
  • Range: 525


Will of the Emperor [ Passive ]

ar-passiveWill of the Emperor: Azir gains 2% Attack Speed for every 1% Cooldown Reduction he has.

Disc of the Sun -Azir can summon the Sun Disk from the ruins of a turret once every 3 minutes. The Sun Disc behaves like a normal turret but disintegrates over 1 minute. Click the ruins of a turret to activate Disc of the Sun. The ruins of an enemy Nexus and Inhibitor turrets are immune to this ability.


Conquering Sands [ Q ]

ar-qCost: 70 Mana || Range: 800 || Cooldown: 10/9/8/8/7 seconds

Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal 60/90/120/150/180 (+0.6 AP) magic damage to all enemies they pass through and apply a stacking 20% slow for 1 second.


Arise! [ W ]

Cost: 40 Mana || Range: 450 || Cooldown: 1.5 seconds

ar-wAzir summons a Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier’s range, the soldier attacks instead of Azir, dealing (+0.7 AP) magic damage to enemies in a line. Soldiers attack even if Azir himself isn’t in basic attack range.

Azir can store up to 2 Sand Soldiers at a time. A new soldier becomes available once every X second. Moving too far away from soldiers deactivates them. Sand Soldiers expire twice as fast when near an enemy turret.


Shifting Sands [ E ]

Cost: 60 Mana || Range: 1100 || Cooldown: 23/21/19/17/15 seconds

ar-eAzir dashes to one of his Sand Soldier, damaging enemies hit for 60/90/120/150/180 (+0.4 AP) magic damage and knocking them up for 0.5 seconds. If Azir hits an enemy champion, he stops and gains a 4 second shield that absords 60/100/140/180/220 (+ AP) (+15% of bonus Health) damage.


Emperor’s Divide [ R ]

Cost: 100 Mana || Range: 250 || Cooldown: 140/120/100 seconds

ar-rAzir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing magic damage. The soldiers then remain as a wall for 5 seconds.

Enemies will be stopped by Emperor’s Divide, even if they attempt to dash over the wall, but Azir and his allies can pass freely and gain 20% movement speed for 1 second when they pass through the wall.

Emperor’s Divide does not interact with Azir’s basic attacks or spells.


Azir Voice-over (full credit to SkinSpotlights)



Champion Select Quote:




Renekton Texture Update


Renekton got some shiny new texture in the PBE update. [ Note ] The lower polygon count is done to preserve clarity and mesh better with the art style of the new Summoner’s Rift.


Renekton Texture Update 2

Renekton Texture Update



New Summoner Icons


profileIcon692 profileIcon691 profileIcon690 profileIcon689 profileIcon688



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



News Update August 26 Banner



 Lead designer L4T3NCY has shared details on a New Game Mode – Ascension, Ghostcrawler weighs in on splitpushing in the current meta and how buffing/nerfing affects Champion diversity, Meddler continued his Q&A from yesterday with thoughts on Poppy, Diana, Veigar and lots more and answered some questions on the forums regarding the newly previewed Champion – Azir.


Recent News






Ascension Banner



Ascension - New Game Mode - coming soon to PBE

L4T3NCY New PortraitThe sands of Shurima sweep across the Crystal Scar… bringing with them our next Featured Game Mode: Ascension

This time we’re bending the rules quite a bit for one of our most competitive game modes yet, so bear with us as we get into it!


  • Ascension is a 5v5 brawling skirmish played on the Crystal Scar.
  • The sands have restricted movement on the Crystal Scar to just the center of the map. You’ll need to use the new ‘Golden Transcendence’ trinket to teleport to a battle platform and enter the fray.
  • Victory is points based. The first team to earn 200 points wins!
  • Points can be earned by killing enemy players (1 point), capturing Relics of Shurima (3 points) or killing an Ascended (5 points).
  • At the sandstorm’s center in the middle of the map is an Ancient Ascendant, Xerath. Defeating him grants Ascension to whomever strikes the killing blow. Ascension gives you awe-inspiring power and double points for every kill you get! This power comes at a price though… all healing effects on the Ascended are dramatically reduced, so burn fast and burn bright!

Known issues:

Some announcement VO sounds are missing. We’ll have these in shortly. o^_^o
Air-client background and loading screen art is still WIP.

We’ll be making Ascension available soon™ on PBE, and as always, we want to hear your feedback or if you guys find any bugs. Let us know which champions feel strong, what strategies work best for you and of course.. who is the strongest Ascended!?

[ Link to Post ]



Will Xerath be disabled for

L4T3NCY New PortraitYou can totally play as Xerath. :)

[ Link to Post ]





Splitpushing Banner



What are your thoughts on split pushing currently

Ghostcrawler New PortraitWe like split pushing as a potential alternative to team fighting, but don’t like the way it currently exists in the game, so we’d want to introduce changes before we promoted it more. When it happens today, it frequently feels cheesy — like you aren’t being outplayed by a team with a better strategy or execution, but just that you can’t be anywhere at once. We have been talking about ways to make split pushing feel less cheap, like maybe it requires different champion comps or item builds than it does today.

The nice thing about getting to a world where it feels like a viable strategy is that not every game would end in 5v5 team fights. We’d get a little more diversity and it would probably let some other kinds of champions shine.

[ Link to Post ]



Buff towers when there are less than 2 Champions defending it

Ghostcrawler New PortraitSeveral of you guys have mentioned some kind of tower change to let split pushing be possible, but take more commitment or otherwise be less effective. While I don’t think we’d use these specific examples, the general strategy of messing with towers somehow is something we discuss. I’m sorry we don’t have more concrete plans that we can discuss yet. I was gambling that some of you would still find the discussion interesting.

[ Link to Post ]



QA on Game Design Part 2 Banner


Part 1 of the Q&A:





What do you think of the

Meddler New PortraitMelee champions generally need higher stats from one source or another. Sometimes that’s raw stats on their kit somewhere, sometimes it’s in the form of a multiplier, sometimes it’s just base stats. Having such an effect doesn’t automatically make a champion a ball of stats, it’s when that’s all they really bring, and you just smash them into the enemy directly without any interesting play and hope your numbers are better, that they hit problematic ball of stats territory.

[ Link to Post ]



Would you ever revisit old, scrapped champion concepts

Meddler New PortraitWe do revisit old concepts, sometimes with success, sometimes only to put them aside again. Usually when we go back to an idea it’s with a different spin though (Elise for example was another take on ‘spider lady’, but as a transforming predatory spider rather than the half spider/half woman refined lady with a parasol that Priscila was). Occasionally we’ll go back to something multiple times. We tried out a sand mage concept a few years back, but weren’t happy with the result.

Tried a very different approach a year or two ago but that didn’t hit the mark either. Fingers crossed we’ll get a successful champion from that space at some point, it’s one we still think has a lot of potential, odds are if so it’ll be something pretty different to the prior ideas though.

[ Link to Post ]



What’s your opinion on Veigar’s infinite scaling

Meddler New PortraitI like Veigar’s infinite power growth potential, particularly since it taps into his theme (tiny, underestimated, but truly dangerous master of evil!) so well. Also a fan of his E conceptually (like the ‘trap someone in a stun ring’, don’t like the ‘edge for insta stun).

On the negative side his counterplay (E and R especially) is lower than it should be and his Q and R both offer too similar an experience. His passive’s also pretty low on the engagement front. Overall makes him a character with an appealing core who’d benefit from a moderate sized rework someday, but doesn’t urgently need one right now as much as a number of other champions.

[ Link to Post ]



How do you balance dual-form Champions

Meddler New PortraitYeah, champs with multiple sets of spells have been tough to balance, both because of how hard the spike early (6 spells at level 3!) and because we’ve generally given them really broad skillsets and the ability to swap to whichever form they want almost at will. Amongst other things Gnar’s been an exploration of what forms with really meaningful strengths and weaknesses look like, with the multiple spell issue avoided due to shared CDs.

Elise we need to define better strengths and weaknesses for, she’s a bit much of a generalist. Jayce by contrast is a bit too much defined by one skill/combo with that skill for his viability.

[ Link to Post ]



Why doesn’t Varus’ Q deal more damage

Meddler New PortraitVarus was originally intended to be more focused around his Q than he is now, and it’s a direction I’d like to see if we can push him further in. At the time that amount it bullied others in lane was one of the big things that had us hold it back, would be inclined to look at late game damage scaling and either mana cost or a way of regaining mana late game as a result. Would want to avoid turning him into a character that never engaged/took any risks though, so wouldn’t want to reduce his power elsewhere dramatically to compensate.

[ Link to Post ]



What changes do you think Diana needs

Meddler New PortraitI feel she needs appropriate strengths and weaknesses more clearly identified and exaggerated. She suffers at the moment from having a number of assassin and fighter aspects mixed together which, while it can be fun to play and a good mix with her theme (which I personally think’s pretty cool), does mean we’ve had to pull back her power pretty hard.

[ Link to Post ]



Why did you make Vel’Koz an immobile caster

Meddler New PortraitOur intent with Vel’koz was to create a somewhat target agnostic (hence the true damage passive) sustained damage mage that could steadily melt through the enemy team in full on fights and contribute meaningful poke before hand but would need to be protected (Kog style) from enemy divers. Overall I feel Vel’koz occupies that space relatively well, but he’s not quite distinct enough to have a really clear gameplay identity – we’ve made a few too many non mobile mages that bring relatively similar things and haven’t always ensured mobile damage dealers pay a sufficient price for their mobility.

[ Link to Post ]



What are you thoughts on Poppy

Meddler New PortraitWe’d like to make substantial gameplay changes to Poppy at some point. She does some cool stuff (her E especially’s fantastic), but she can get shut down a bit too hard early and lacks sufficient counterplay (late game especially).

[ Link to Post ]



Q&A on Azir's Kit


Here’s a preview of Azir, The Emperor of the Sands:


New-Champion-Revealed-Banner (1)



How is Azir’s turret passive triggered

Meddler New PortraitRight click on the ruins – same style of control as using a Thresh lantern.

[ Link to Post ]





What’s the current uptime on the passive

Meddler New PortraitCurrently 25% from memory, assuming you’re using it the instant it comes off CD. Usually you’ll want to be more strategic about it than that thought. And, as you say, that value’s not final yet of course.

[ Link to Post ]




If he uses it on the inhibitor tower, will it attack the inhibitor

Meddler New PortraitEnemy inhibitor and nexus tower ruins can’t be targeted. 

This is effectively an additional ability, we felt it was a good choice though since we’d like to offer more situational abilities like this that have a high strategic impact if used well, without having to make such tools always applicable or leaving a champion without a sufficient set of tools during regular play.

[ Link to Post ]



What does Azir’s ultimate counter

Gypsylord New PortraitThe general rule on Azir’s R is: “I stop units that try to physically move through me.” This means it will cancel most dashes. There are a few exceptions:

  • Dashes that are classified as “unstoppable” will go through (Vi, Hec, Noct, J4, and Malph R’s).
  • Champions that can go untargetable while moving can get through (Vlad pool and Fizz pole).
  • Teleports can get through because they blink over the wall(Ez E and Kass R).

[ Link to Post ]



Do Asir's sand soldiers count as allies

Meddler New PortraitThey do not – same as Orianna’s ball/other untargetable minions.

[ Link to Post ]





Does Azir's passive only work once per tower

Meddler New PortraitNope, you can use it multiple times on the same tower ruins. It’s got a long CD though.

[ Link to Post ]





Single Posts banner



Why doesn’t MMR take into account my score after each match

Socrates New PortraitAttaching MMR gains to a high KDA on loss or any stat other than winning would shift decision making to favor personal gains instead of team gains. For example let’s say your team is about to get a kill and you have to make a decision about whether to let your ADC (who is pretty far behind) take the kill, or take it yourself. In a world where we’re taking KDA into account, you would always favor the decision to get as big as possible even at the expense of your teams overall power. This creates competition within teams rather than between them that would ultimately make the game less fun.

[ Link to Post ]



Affects of buffing nerfing on Champion diversity

Ghostcrawler New PortraitBuffing and nerfing is unlikely to lead to vastly improved champion diversity. We are likely to have better luckk by updating the roster of old champions so that each one is more unique. When we buff or nerf, we often just push players to swap from one mage, melee or ADC to the next most powerful one. Sometimes that is still worth doing in the short term to keep the state of the game healthy, but it’s not a long term solution.

Long term, making sure champions are more distinct from each other will improve diversity in two ways: one, it will give players a reason to play different dudes because they will just do different things orbring different benefits for the team, and two, it will make the game easier to balance because we will have more axes in which to tune without it frequently coming down to damage done.

[ Link to Post ]



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



Patch 4 15 Notes Banner

[ NOTE ] I’ve spared a ton of bugfixes and changes to Twisted Treeline. You can check out the full patch notes for details on those, below are just the essential changes.

[ Link to Patch Notes ]

Patch 4.15 Notes:


Pwyff New PortraitHi Summoners,

Welcome to patch 4.15. While we don’t have a whole lot of balance changes going on, we dohave a number of bugfixes and clarity tweaks to smooth out the patch path leading to the World Championships. Also, with so many things going into previous patches (looking at you, 4.13 and 4.14), we also wanted to really see what a stable landscape looks like in League of Legends. There are a number of small buffs for Gnar, but they’re more focused as ‘feel’ improvements to get him in the best possible place (although they’re undeniably buffs!). Check out his context for more information!

For features outside of balance, however, there’s a lot going on! First up, check out that newly revamped client patcher & landing page. These two visual updates represent phase one of our ongoing development process to improve your pre-game League of Legends experience. There’s a lot of nuance that goes into introducing new, stable technology, so be sure to read our dev blog on what’s going on behind the scenes.

Next, there’s the introduction of the new Master Tier! Snuggled comfortably between Diamond 1 and the Challenger Tier, the new Master Tier will offer more competitive visibility between top players in your region. The introduction of Master Tier also means that Challenger rankings will rotate on a 24-hour schedule with no immunity, so now’s the time to hit the ranked gym!

Final note! As we near final polish on a few parts of Summoner’s Rift, we’re going to start patching those finished pieces to the live environment. This’s being done to minimize the size of the eventual Summoner’s Rift launch patch so you all don’t end up with massive downloads on the day we go live. In other words, this doesn’t mean you’ll be able to play on those shipped pieces – and we still don’t have an official release date! – just that they’ll be pre-emptively sitting on your hard drives. Thanks!

And that’s all for today! Check out all of our patch notes below for the full details!

[ Link to Post ]



Landing Page & Patcher Visual Updates

We’re launching our visual refresh of the patcher and landing page along with the first bits of our new technology in the patcher, which we’ll be applying to the rest of the client over time. A few highlights are listed below, but make sure to head to our previous article if you’d like a deeper dive into these changes.

As a reminder, the patcher and landing page updates are just the first phase of an iterative development process. They represent a foundation we’re confident we can safely build on, and we’re looking forward to improving other parts of the client over time with what we’ve learned from developing these releases!

  • [ NEW LOOK ] The patcher and landing page have been updated with a new layout
  • [ NEW PAINT ] The client frame, friend list, notifications panel and chat windows have all received fresh coats of paint as well
  • [ STREAMLINING ] Patching progress has been condensed into a single bar
  • [ STAY INFORMED ] Ticker notifications are now readable in the patcher







Champion Changes


Alistar New Portrait

Headbutt New IconHeadbutt [ W ]

Alistar can no longer land an additional basic attack on his Headbutted target as they fly away



Gnar New Portrait

  • Base Health Regen in both Mini and Mega forms increased from 0.5-per-second to 0.9


Boomerang Throw New IconBoomerang Throw [ Q ]

  • Missile Speed increased from 1000 to 1400
  • Hitbox width on initial increased from 45 to 60
  • Width of hitbox for grabbing the returning boomerang increased from 70 to 75
  • Missile speed of returning boomerang increased from 2400 to 2600


Boulder Toss New IconBoulder Toss [ Mega Q ]

  • Missile Speed increased from 2000 to 2100
  • Hitbox width increased from 80 to 90


GNAR! New Icon GNAR! [ R ]

  • Now additionally scales with 0.5 AP



Sivir New Portrait


Boomerang Blade New IconBoomerang Blade [ Q ]

  •  Range increased from 1175 to 1250



Urgot New Portrait

  • Projectile speed of basic attacks increased from 1300 to 1600


Acid Hunter New IconAcid Hunter [ Q ]

  •  Refunds half the mana cost (20), when a unit is killed with Acid Hunter


Hyper Kinetic Position Reverser New IconHyper-Kinetic Position Reverser [ R ]

  • Cooldown decreased from 120 seconds at all ranks to 120/110/100
  • Mana cost decreased from 120 at all ranks to 100


Urgot Q VFX

Urgot’s Q now swirls as it flies. Swoosh!


Item Changes

Essence Reaver New IconEssence Reaver

  • Combine cost decreased from 1050 Gold to 850
  • Price decreased from 3400 Gold to 3200



Cyber Ops





Cyber Ops/PROJECT: Yasuo Skin Preview



Yasuo Model


Yasuo Emotes

Yasuo’s emotes are the same moveset-wise, but the music from his “dance” emote is different and he takes down his visor during all his emotes.


Cyber Ops Yasuo Passive

Way of the Wanderer, Resolve [ Passive ]


Cyber Ops Yasuo Q


Yasuo Q

Steel Tempest [ Q ]


Cyber Ops Yasuo Tornado

Steel Tempest, Tornado charge [ Third Q ]


Yasuo Wall

Wind Wall [ W ]


Yasuo E

Sweeping Blade [ E ]


Yasuo R

Yasuo Post R

Last Breath [ R ]

After Yasuo ults, his sword glows yellow (to indicate the bonus Armor Penetration).



Final Boss Veigar Skin

Final Boss Veigar is 1820 RP, meaning it’s a legendary skin, not an ultimate.




Final Boss Veigar Video Preview



Final Boss Veigar Model



All of Veigar’s emotes. Should be noted that he has new voice lines that sound fittingly evil.



Recall 2

For his recall, Final Boss Veigar dials a code on his glove and opens a wormhole to the Matrix that he jumps into.


Basic Attack

Basic Attack



Baleful Strike [ Q ]



Dark Matter [ W ]



Event Horizon [ E ]



R 2

Primordial Burst [ R ]

Headhunter Caitlyn Skin




[ Reminder ] Headhunter Caitlyn received a lot of changes to her models and so the splash art was delayed to reflect those.


Headhunter Caitlyn with Pants


Headhunter Caitlyn’s Yordle Snap Traps have been updated to match the theme of the skin.

Caitlyn W 1

Caitlyn W 2

Yordle Snap Trap [ W ]


Headhunter Caitlyn Preview


(Warning: it’s an old preview I made with the old model of HH Caitlyn. The updated model is previewed above, as well as her current Yordle Snap Traps)



New Splash Arts


Shyvana and Vayne are getting new splash arts in Patch 4.15:


 Vayne_0 Shyvana_0











  • Fixed a bug where the landing circle indicator for Pantheon’s R – Grand Skyfallsometimes showed as green (blue in colorblind mode) for his enemies instead of red
  • Rengar’s stealth indicator no longer persists through death if Rengar dies after casting R – Thrill of the Hunt but before gaining the stealth effect
  • The tooltip for Zed’s W – Living Shadow now displays the amount of bonus AD granted even if the skill hasn’t been leveled up yet
  • The particles for Nocturne’s Q – Dusk Trail no longer obscure other particle effects
  • Status text for crowd control effects no longer overlaps when multiple CC effects apply at the same time
  • Kayle’s recommended starting items on Twisted Treeline have been updated to no longer exceed the default amount of starting gold
  • Katarina’s E – Shunpo no longer benefits from spell vamp on wards, despite doing no damage



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