Archive

Posts Tagged ‘league of legends’

 

Champion Skin Sale November 3 Banner

The following Champions and Skins will be 50% off until November 3rd:


Champions


Graves Final Portrait

Jinx Final Portrait

Lux Final Portrait

 

 

Bittersweet Lulu – 487 RP


Lulu_1


 

Valkyrie Leona – 260 RP


Leona_1

 

 

Viking Tryndamere – 375 RP


Tryndamere_3


 


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

 

 

PBE 29 10 Banner

 

PBE 29/10

 

[ 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.

[ Note ] The Preseason changes have been pulled from the PBE. The New Summoner’s Rift is still available for testing.

 

PBE Content from Patch 4.19 Cycle:

 

 

Reaper Soraka Color Update

 

For a full preview of Reaper Soraka, check here.

 

 

Old

 

Reaper Soraka Model Soraka Model 2

 

New

 

Reaper Soraka Updated 1Reaper Soraka updated 2

 

 

Gifting Center Updates

 

The Gifting Center in the in-game store has received updated thumbnails for its features.

 

Gifting Center Updates Screenshot

 

g-champion_sm g-skin_sm

 

There are also a few gifting assets that aren’t yet in use.

 

g-ms_sm g-ms g-mc  g-mc_sm

 

 

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

 

 

Worlds Sale Banner

This year’s bundles for the World Championship are going away in just a few days! Continue reading for the contents of each bundle.


[ Note ] Championship Riven is a Limited skin and will not be making a return for the sales this year.


The 2014 World Championship sale ends on October 31 so snag your favorite skins before they head into the vault!



2014 Championship Bundle -  2115 RP (1455 RP if you already own the champ)

  • Championship Thresh – 975 RP
  • Championship Shyvana – 975 RP
  • 2014 Championship Ward – 640 RP
  • World Championship 2014 Icon – 1 IP



Fnatic Team Bundle – 25% off at 2812 RP (5688 RP if you need the champions)

  • Fnatic Gragas – 750 RP
  • Fnatic Jarvan IV – 750 RP
  • Fnatic Janna – 750 RP
  • Fnatic Corki – 750 RP
  • Fnatic Karthus – 750 RP



TPA Team Bundle – 25% off at 2812 RP (5358 RP if you need the champions)

  • TPA Ezreal – 750 RP
  • TPA Mundo – 750 RP
  • TPA Nunu – 750 RP
  • TPA Orianna – 750 RP
  • TPA Shen – 750 RP



SKT T1 Team Bundle – 25% off at 3292 RP (6513 RP if you need the champions)

  • SKT T1 Zed – 750 RP
  • SKT T1 Vayne – 750 RP
  • SKT T1 Jax – 750 RP
  • SKT T1 Lee Sin – 750 RP
  • SKT T1 Zyra – 750 RP
  • SKT T1 Ward – 640 RP

These skins aren’t going into the vault but through October 31, you can grab all the skins and champs Samsung White used to clench the 2014 World Championship for half off!



2014 World Championship Winners Bundle – 50% off at 2210 RP (4220 RP if you need the champions)

  • Corki
  • Janna
  • Kassadin
  • Rengar
  • Orianna
  • Hot Rod Corki (Imp didn’t use a skin but we decided to throw one in anyways)
  • Frost Queen Janna
  • Harbinger Kassadin
  • Night Hunter Rengar
  • Bladecraft Orianna

Celebrate the 2014 World Championships!

[ Link to Post ]

 


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


 

Dev Blog The Making of Featured Game Modes Banner

 

Ascension, Hexakill, U.R.F? Check out how all these modes are created and what challenges their developers face.

 

 

L4T3NCY New PortraitAs everyone enjoys Hexakill: Twisted Treeline, it felt like a good time to give some insight into how we make Featured Game Mode’s by analyzing our approach to the previous mode, Ascension. Hopefully I can give you guys some insight into our iterative development process, what we take away and learn from each mode, plus some stories about things that didn’t make it.

 

Rapid prototyping

 

We start each Featured Game Mode by trying to define what kind of experience it should be. There are design pillars which help guide this, but we often want you to “discover a new or interesting way to engage with your favourite champions in League of Legends”. Of course we still want modes to feel like LoL to some degree, so you can expect to level up, gain power and fight other champions, but we’re not afraid to bend the rules. Sometimes there’s an overarching theme we’re working towards with a mode (e.g. Shurima) and other times it’s a fun mechanic or rule change that just wants to be turned into a mode (e.g. One For All, URF). The golden rule is that regardless of its shape, a mode has to be fun!

With Ascension, we wanted to highlight the Shurima event and bring some of the pervasive lore themes like “power corrupts” through with fun gameplay. It needed to feel scrappy and intense so we started drifting towards a Team Deathmatch (TDM) kind of feel. The Crystal Scar’s circular shape made it a strong initial candidate for that kind of gameplay. The tower pads nicely doubled as spawn points enabling a strategic choice for players when entering the battle (and also neatly solved design issues around TDM spawning in the LoL ecosystem). It wasn’t going to just work ‘as is’ though, so we ripped out the towers and minions to fast forward through the laning phase of regular LoL, enabling you to get straight to the fighting! With those changes, daily playtests began to have a running theme emerge: a constant ‘struggle for power’.

Two problematic design issues became evident during prototype playtests that I want to zoom in on:

 

1) Snowballing

 

Ascension initially felt very snowbally, and while we want to reward #bigplays, it doesn’t feel great to make a single mistake and never be able to recover. We tested and eventually kept the following ‘anti-snowball mechanic’ in Ascension; all players on both teams had exactly the same gold & XP at all points throughout a match. This meant that at any point in time, you always had an equal chance to win/lose any teamfights. There was no mathematical ‘snowballing’ possible in Ascension, making the Ascended buff the only actual statistical advantage on the map. Even if the other team was stomping, you had as much chance to win the next Xerath fight, Ascend, and make a comeback. A side-effect was that even when losing badly, you could still get valuable skirmishing practice right up to the end of a game, due to never actually being ‘behind’. We were pretty happy with how this solution played out across Ascension’s lifetime.

 

2) Lack of ‘strategic choice’

 

There was also an early lack of ‘strategic choice’ in the mode. Original prototype playtests felt too sparse and barren for a TDM, which led to us shrinking the map into the tighter, more action-packed jungle area of the Crystal Scar. This increased the action, but still felt like a directionless TDM. Our team internally dubbed it “Murderball Simulator 2014″. The prevailing meta was to just group as 5 and roll around the map killing anything that moved. :/ While murderball was fun in short bursts, it was too monotonous, and we’d tire of it after only a few games. There were no peaks or valleys in the tension curve across the game life. It needed a higher objective layer to float above the TDM, giving purpose to your rampage (rather than killing everything in sight being a means to its own end). We eventually settled on the Relics of Shurima & Ancient Ascendant Xerath combo that shipped, but here’s some of the ideas that didn’t make it:

    • Transferring the Ascended buff player-to-player based on the killing blow. This was one of the earliest prototypes and just led to a snowbally comp style with monotonous gameplay. Badtimes. :(
    • Capturable towers that provided an area of vision around them while held. These were basically ignored as the vision wasn’t valuable enough to directly affect the scoreboard. “Hmm, I could grab some vision… or maul someone’s face off with Udyr… face mauling please!”
  • Transforming the 4 remaining teammates on an Ascended team into ‘sand soldiers‘. We wrote a whole new kit for these ‘sand soldiers’ based around helping the Ascended track, hunt and lock down kills. Turns out that taking away your ability to play your favourite champion is a terrible idea. The kit tried to walk a middle-line of doing everything, and ended up being good at nothing in particular. “Why am I this sand soldier guy trying to slow guys and shield the Ascended? I could be doing this as Lulu… and WAY BETTER!”

 

That perfect game

 

We often hear from players that they would like more ways to express their skill level visually. With the ‘Perfect Ascension’ icon, we wanted to try making a ‘challenge mode’ icon to reward exceptional play. It needed to reflect actual gameplay excellence to be valuable (if it were easy, it would have no value right?) and not be compulsory in any way. The icon didn’t require any deviation from regular Ascension play or strategy, and happened naturally in the course of playing to win. You just needed to win VERY convincingly (IE: play the perfect game). Many strategies were kicked around as the best path to a perfect game, but we largely saw that if it ever came down to a scrap at Xerath, then your team probably wasn’t playing the perfect game. For those of you who did earn the icon though, nice work! You now hold one of the rarest summoner icons there is.

 

Outrageous

 

Each mode brings with it a new wild west of meta where initially “anything is possible”. After about a week though, the sands settle and most players seem to have a good grip on “what’s OP”. It was pretty widely accepted that “assassins were strong in Ascension”. But let’s look at some comparisons.

 

 

That may or may not surprise some of you. However… who was actually strong in Ascension?

 

Yeah that’s Taric up there in 5th, despite having a stunningly unpopular pick rate. Oh don’t worry, we never saw that one coming either… truly outrageous. This is a good example of why having these modes as temporary is a boon. It gives us the freedom to experiment without the burden of having a static and well-documented meta.” Featured Game Modes don’t have comparable depth to Summoner’s Rift, and having them on for a few weeks at a time keeps them fresh and exciting (if Ascension was permanent these meta numbers might have staled fairly quickly thereafter).


Things to improve

 

Featured Game Modes are a great chance for us to learn what’s fun in LoL, what doesn’t work, or what we’d like to do better next time around. The Perfect Ascension icon highlighted for us the possibility of misalignment between players on the game’s win condition. Specifically, resolution of the icon shouldn’t have been possible before the end of a match. This is something we’re taking on board.

We were originally going to make Perfect Ascension an ‘opt-in experience’ and lock it to premade 5-mans, as not everyone on a team might be bought in on trying to earn the icon. This felt too limiting though, and we wanted to give everyone a chance to be rewarded for playing that ‘perfect game’. One thing that we noticed overall with the Perfect Ascension was that it forged a lasting memory for everyone, whether they achieved it or not. This is something we’re keen to do again, with maybe a different shape.

There was also the eventual solution for how we shrunk the map size and limited player movement using the ‘black darkness’ on the ground. It was a functional, but not terribly coherent solution. While it did its job (barely) for the first outing of Ascension, there were lots of readability issues for players when initially encountering it. Even after multiple interactions, it was still often unclear to many players that it represented the ‘edge of the playspace’. If we ever bring Ascension back, that’s one of the first things we’d like to tidy up.

Both of these examples show the value of Featured Game Modes being temporary. While we might have let something like the ‘black darkness’ solution hold back shipping a permanent mode, the temporary nature of Featured Game Mode’s let players enjoy the mode for a few weeks and make some #bigplays. The highs and lows felt chasing the Perfect Ascension (and the permanent memento for those of you who got it) also would not have been feasible to try. Plus when the mode is done, we can learn from your feedback, and use it to inform any similar upcoming design features, or maybe tweak the mode and bring it back at some point.

 

What’s next?

 

In the near future I want to chat about the current state of Featured Game Modes. It’s been over a year since we started doing them and is a good time to take stock of what we’ve done, where we are now and what we’re aiming to do in 2015. Until then, see you on the rift! ^_^/

-L4T3NCY

[ Link to Post ]



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


 

New SR Banner

The new Summoner’s Rift is entering open beta soon!


 

AEON New PortraitFor almost six months, we’ve had the updated Summoner’s Rift stewing on PBE as we made tweaks and changes based on your feedback. Although we’ll continue to refine and optimize, we’re pretty happy with where we’re at right now, so we’ll soon be moving onto the next phase: open beta! Once the 2014 season is officially wrapped, we’re going use a staggered rollout during preseason, pushing the updated map onto live in stages to help ensure server stability. Here’s the order for our planned rollout:

  • Stage 1: Team Builder and Intro Bot games
  • Stage 2: All normal modes, custom games, and all other bot modes
  • Stage 3: Ranked

We expect this rollout could take several weeks and we may delay stages if we run into bugs or server stability issues. That said, our plan is to push it out as fast as we can while making sure its appearance is toaster-friendly and doesn’t Lee Sin kick our servers into oblivion.

Finally, while this is still technically a beta (we’re planning to continue to update Summoner’s Rift–for example, expect updates in the next couple of patches!), the updated Summoner’s Rift will eventually completely replace the old one, so there will be no separate queues to play on the existing SR. This’ll allow us to focus our resources on improving the updated SR, and avoid splitting the team’s focus by having to make the upcoming preseason changes on both.

From the entire team that worked on this update, we truly wanted to thank you for your feedback! We can’t wait to face you all in-game on Summoner’s Rift

Riot Aeon

[ Link to Post ]



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


 

PBE 28 10 Banner

 

PBE 28/10:

 

[ 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.

[ Note ] The Preseason changes have been pulled from the PBE. The New Summoner’s Rift is still available for testing.

 

PBE Content from Patch 4.19 Cycle:

 

 

Ranked Icons Update

 

The icon rewards for Season 4′s Ranked Leagues have been updated.

 

Solo / Duo Queue - Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1,2,3

profileIcon715 profileIcon715 (1) profileIcon716 profileIcon717 profileIcon718 profileIcon719 profileIcon720 profileIcon721 profileIcon722

 

3v3 Team - Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1,2,3

profileIcon723 profileIcon724 profileIcon725 profileIcon726 profileIcon727 profileIcon728 profileIcon729 profileIcon730 profileIcon731

 

5v5 Team - Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1,2,3

profileIcon732 profileIcon733 profileIcon734 profileIcon735 profileIcon736 profileIcon737 profileIcon738 profileIcon739 profileIcon740

 

 

Refer-a-Friend Borders for Rewards

 

[ Note ] The Refer-a-Friend system is being revamped. You can read more on the topic here.

 

WarwickLoadScreen_1_LE TwitchLoadScreen_3_LE

 

 

Champion Changes

 

 

Lucian Final Portrait

 

The Culling New IconThe Culling [ R ]

  • Damage-per-shot decreased from 45/55/65 to 40/50/60 [ revert on the changes in this PBE update ]

 

[ Note ] On the PBE, the cooldown of The Culling is still higher than on live.

 

 

Nocturne Final Portrait

 

Unspeakable Horror New IconUnspeakable Horror [ E ]

  • Now passively grants Nocturne a massive movement speed increase when moving towards feared targets

 

[ Note ] I don’t see exact values and the change doesn’t work on the PBE, so for now consider it a tooltip change only.

 

 

Quinn Final Portrait

 

  • Auto Attack Range decreased from 550 to 525 [ revert on the changes in this PBE update ]
  • Movement Speed increased from 330 to 335 [ revert on the changes in this PBE update ]

 

 

Sion Final Portrait

 

Decimating Smash New IconDecimating Smash [ Q ]

  • Mana cost decreased from 50/55/60/65/70 to 45/50/55/60/65

 

Soul Furnace New IconSoul Furnace [ W ]

  • Health bonus from a Large Monster / Champion Kill & Assist increased from 8 to 10
  • Mana cost decreased from 70/75/80/85/90 to 65/70/75/80/85

 

Roar of the Slayer New IconRoar of the Slayer [ E ]

  • Mana cost increased from 25 at all ranks to 35

 

 

Experimental Soraka Changes

 

Vesh New PortraitHey guys,

Going to be testing out an buffed W range for Soraka as well as a fixed travel time cast paradigm for Q (like Nami bubble instead of Twitch Cask).

The first version up today is probably a bit too fast, and I will probably be iterating through a number of values to find the one that feels juuuust right.

Anyway, would love feedback about how these changes feel and the playing-against feedback is especially vital. Leave any feedback you have here and I promise I’ll be reading all of it ^_^

[ Link to Post ]

 

[ Note ] I don’t think these changes are in this PBE update. Will double-check.

 

 

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

 

 

Free Champion Rotation November 4 Banner

The following Champions will be free-to-play until November 4th:

 

Brand Final Portrait

Lulu Final Portrait

Nami Final Portrait

 Rammus Final Portrait

Sejuani Final Portrait

Swain Final Portrait

Teemo Final Portrait

Tryndamere Final Portrait

Urgot Final Portrait

Vayne Final Portrait

 

 

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

 

 

Champion-Skin-Sale-October-31-Banner

The following Champions and Skins will be 50% off until October 31st:

 

Champions

 

  • Jarvan IV – 440 RP
  • Udyr – 292 RP
  • Ziggs – 487 RP

 

Road Warrior Miss Fortune – 260 RP

 

MissFortune_5

 

 

Special Forces Gangplank – 487 RP

 

Gangplank_5

 

 

Warring Kingdoms Xin Zhao – 675 RP

 

XinZhao_5

 

 

 

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

 

 


placeholder 13 10

[ Note ] I’m currently travelling, so news will be slow and unformatted for a few days.

 

PBE 25/10:

 

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


PBE Content from Patch 4.19 Cycle:

 

 

Preseason Changes


The Preseason changes have returned on the PBE. Here’s the list of new tweaks:


Dragon Slayer [ Dragon Buff ]


[ Note ] On the PBE, Dragon grants a stacking buff instead of team gold. Each Dragon killed increases the stack value of the buff by 1.


New Stack Effects:

  • (1 Stack) Wurmheal: +5 Health/Mana Regeneration per 5 Seconds
  • (2 Stacks) Wyrmhide: +10% Total Armor and Magic Resist
  • (3 Stacks) Wyrmflight: +5% Movement Speed
  • (4 Stacks) Wyrmclaw: +10% Armor and Magic Penetration
  • (5 Stacks) Aspect of the Dragon: Triples all other bonuses and grants Wyrmfire: damaging enemies burns them for 50 true damage per second for 5 seconds. Lasts 180 seconds. Slaying Dragon again renews the effect.


Krug Smite bonus


[ Note ] Smiting the Krug camp (Golem camp) on the PBE used to grant bonus damage to the last basic attack that would kill a unit. This has been changed.


  • Your first attack and every 5th attack after stuns monsters and minions. Attacking a tower inflicts 95 bonus true damage and consumes the Gift of the Heavy Hands.



Hunter Machete Enchantments


[ Note ] These enchant the Hunter’s Machete upgrades that were added in the Preseason PBE patch. They require Smite to be purchased.

 

Enchantment – Juggernaut

  • Health granted increased from 450 to 500
  • No longer grants 10% Cooldown Reduction and 5% Movement Speed
  • Now grants 25 Armor and Tenacity (33% shorter effect of CC)


Enchantment – Magus

  • Ability power increased from 80 to 90
  • Now grants 10 flat Magic Penetration


Enchantment – Warrior

  • Attack Damage granted increased from 45 to 60
  • Lifesteal granted increased from 8% to 10%


Enchantment : Devourer (renamed from “Stalker”)

  • Attack Speed granted increased from 40% to 50%
  • No longer grants 10% Cooldown reduction
  • Now deals 40 magic damage per-hit to Champions, monsters and minions
  • Passive removed: “Basic attacks grant +6% Attack Speed for 8 seconds ( stacks up to 4 times ) and deal 24 bonus magic damage”
  • New Passive: “Killing large monsters increases the magic damage of this item by 1, Champion kills and assist – by 2.”

 

 

Ahri’s New Splash Reverted


Ahri’s new splash art has been removed from the PBE.

 

Updated


1 (1)


Live (Reverted)


Ahri_Splash_0


 

Champion Changes


 


Janna


Zephyr [ W ]

  • Cooldown increased from 12/11/10/9/8 seconds to 12 at all ranks



Lucian


Ardent Blaze [ W ]

  • Flat movement speed bonus increased from 40 at all ranks to 40/45/50/55/60
  • No longer scales with AD (+0.3 bonus AD ratio on live)


The Culling [ R ]

  • Cooldown increased from 100/75/50 seconds to 110/100/90
  • Damage-per-shot increased from 40/50/60 to 45/55/65



Quinn


  • Auto Attack range increased from 525 to 550
  • Base Movement Speed decreased from 335 to 330

 

 


Item Changes


Athene’s Unholy Grail

  • Now restores 1.5% of maximum mana per 5 seconds, changed from 1% mana regen per 1% of maximum mana missing
  • Identical change to Chalice of Harmony‘s passive


Chain Vest

  • Recipe changed to Cloth Armor + 450 Gold (Cloth Armor x2 + 200 Gold) on live. Cost reduced from 800 Gold to 750


Doran’s Shield

  •  Now additionally blocks 8 damage from Champion spells (still blocks 8 damage from basic Champion attacks)


Seeker’s Armguard

  • Recipe changed to Cloth Armor + Amplifying Tome + 475 Gold (2xCloth Armor + Amplifying Tome + 125 Gold)

 


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


 

Harrowing 2014 Banner

This year’s Harrowing is finally here! The promo page reveals a new trailer, a huge sale and a new featured game mode – Hexakill Twisted Treeline.

 

 

The Harrowing Promo banner

 

The announcement comes with a new trailer from Riot, titled Tales of the Black Mist: The Harrowing.

 

 

And here is the breakdown of the new content and sales:

 

 

The Haunted Hoard Harrowing sale


 

 

Wizardcrab New PortraitHiding amongst the specters haunting the Black Mist are surprises both new and newly returned from Harrowing past. From October 24 to November 4, a host of deals and offers will be up for reaping:

[ Link to Post ]

 

 

Flash deals

 

In an unprecedented phantasmic phenomenon, a group of skins’ regular prices are reduced for six hours before resetting in favor of a new slate of skins. Early research into ectoplasmic evidence has yet to uncover a way to predict which skins will go on sale–or even the discount rate. All we know for sure is that skins go on sale for six hours at a time and then it happens all over again. Happily, you can check the “On Sale” box in the skins tab of the Store to see what skins are on tap.

Disclaimer: Riot won’t be held responsible for the actions of ghosts so we aren’t offering retroactive refunds for these sales.


New skins and icons

 

Traverse the abyss with Underworld Wukong for 1350 RP (on sale for 975 RP through October 28th).

Enslave the shadows with Ravenborn LeBlanc for 975 RP.

Pledge your soul to the Shadow Isles with the Crest for 1500 IP during the Harrowing, or 250 RP any time afterward.


Bundles

 

 

Harrowing 2010 Bundle – 20% off at 4316 RP (7004 RP if you need the champions)

 

Skins included:

  • Lollipoppy
  • Pumpkinhead Fiddlesticks
  • Nosferatu Vladimir
  • Mundo Mundo
  • Kitty Cat Katarina
  • Zombie Ryze

Champions included:

  • Poppy
  • Fiddlesticks
  • Vladimir
  • Dr. Mundo
  • Katarina
  • Ryze

 

Harrowing 2011 Bundle – 20% off at 2392 RP (4568 RP if you need the champions)

 

Skins included:

  • Bewitching Nidalee
  • Definitely Not Blitzcrank
  • FrankenTibbers Annie
  • Haunting Nocturne

Champions included:

  • Nidalee
  • Blitzcrank
  • Annie
  • Nocturne

 

Harrowing 2012 Bundle – 20% off at 3900 RP (6840 RP if you need the champions)

 

Skins included:

  • Haunted Maokai
  • Headless Hecarim
  • Headmistress Fiora
  • Pirate Ryze
  • Underworld Twisted Fate

Champions included:

  • Maokai
  • Hecarim
  • Fiora
  • Ryze
  • Twisted Fate

 

Harrowing 2013 Bundle – 20% off at 1860 RP (3420 RP if you need the champions)

 

Vi_Splash_2 Zyra_Splash_2


Skins included:

  • Haunted Zyra
  • Officer Vi

Champions included:

  • Zyra
  • Vi

 

Harrowing Ward Bundle – 20% off at 2560 RP (2560 RP if you need the champions)

  • Bat-o-lantern Ward
  • Haunting Ward
  • Widow Ward
  • Deadfall Ward
  • Tomb Angel Ward

 

Legacy Skins

 

  • Definitely Not Blitzcrank: 520 RP
  • Haunting Nocturne: 520 RP
  • Pumpkinhead Fiddlesticks: 520 RP
  • Bewitching Nidalee: 975 RP
  • FrankenTibbers Annie: 975 RP
  • Haunted Maokai: 975 RP
  • Headless Hecarim: 975 RP
  • Headmistress Fiora: 975 RP
  • Kitty Cat Katarina: 975 RP
  • Lollipoppy: 975 RP
  • Mundo Mundo: 975 RP
  • Nosferatu Vladimir: 975 RP
  • Pirate Ryze: 975 RP
  • Underworld Twisted Fate: 975 RP
  • Zombie Ryze: 975 RP
  • Zombie Brand: 1820 RP

 

Bewitching Nidalee – 975 RP


Katarina_4


Definitely Not Blitzcrank – 520 RP


Katarina_4


FrankenTibbers Annie – 975 RP


Katarina_4

 

Haunted Maokai – 975 RP


 

Haunting Nocturne – 520 RP


 

Headless Hecarim – 975 RP


 

Headmistress Fiora – 975 RP


Katarina_4

 

Kitty Cat Katarina – 975 RP


Katarina_4

 

Lolipoppy – 975 RP


Katarina_4

 

Mundo Mundo – 975 RP


DrMundo_4

 

Nosferatu Vladimir – 975 RP


DrMundo_4


Pirate Ryze – 975 RP


FiddleSticks_4

 

Pumpkinhead Fiddlesticks – 520 RP


FiddleSticks_4


Underworld Twisted Fate – 975 RP


FiddleSticks_4


Zombie Brand – 1820 RP


FiddleSticks_4


Zombie Ryze – 975 RP


FiddleSticks_4

 


 

Legacy Ward Skins

  • Bat-o-lantern Ward: 640 RP
  • Deadfall Ward: 640 RP
  • Haunting Ward: 640 RP
  • Tomb Angel Ward: 640 RP
  • Widow Ward: 640 RP

 

Mystery Gifting

 

The Mystery Gift swirls with every skin of Harrowing’s past and present! Better yet, Harrowing content bursts out of the chest at a 2x rate!

 

 

New Summoner Icons

 

Three new Summoner Icons will be available for the duration of the event. One you can purchase in the store and the other two can be earned by partaking in the new featured mode – Hexakill on Twisted Treeline.

 

Shadow Isles Crest Icon

1 (2)

“Pledge your soul to the Shadow Isles for 1500 ip during the Harrowing or 250 RP any time afterward.”

 

 

Mark of the Betrayer Icon

3 (1)

“Win three games of Hexakill: Twisted Treeline”

 

 

Harrowed Puppet Icon

2 (3)

“Give a gift of any kind to a friend before the Harrowing ends”

 

 

 

Ravenborn LeBlanc

 

From the official announcement:

 

Cloaked in ebon feathers, a figure glides through the black mist, ghostly tendrils recoiling before every step. The raven atop her staff quavers. A shriek pierces through the vapor, halting Ravenborn LeBlanc. Her dark lips break into a malicious grin. The Black Mist looms.

Enslave the shadows with Ravenborn LeBlanc, available now in the League of Legends store for 975 RP.

 

 

Leblanc_Splash_4

 

Ravenborn LeBlanc Model

Ravenborn LeBlanc Recall

For her recall, the raven on LeBlanc’s staff comes to life and lands on her arm. She then dissipates in a puff of teal smoke.

 

Ravenborn LeBlanc Basic Attack

Basic Attack

 

LeBlanc Q 1LeBlanc Q 2

Sigil of Malice [ Q ]

 

Distortion

Distortion [ W ]

 

Ethereal Chains 1 Ethereal Chains 2

Ethereal Chains [ E ]

 

 

Underworld Wukong

 

From the official announcement:

 

The black mist grasps at Underworld Wukong, clinging to his staff as he explores the Shadow Isles. A circlet holds back his mane of wild hair to reveal gleaming emerald eyes. His bladed tail swats away a particularly annoying tendril of vapor as Wukong chuckles softly to himself. He twirls his staff and prances further into the darkness.

Traverse the abyss with Underworld Wukong, available now in the League of Legends store for 1350 RP (on sale for 975 RP through October 28).

 

 

MonkeyKing_Splash_4

 

Wukong Model 1Wukong All EmotesWukong Recall

For his recall, Underworld Wukong spins his staff around and ghosts come off it.

 

Wukong Q

Crushing Blow [ Q ]

 

Wukong W 1 Wukong W 2

Decoy [ W ] 

 

Wukong E

Nimbus Strike [ E ]

 

Wukong R 1Wukong R 2

Cyclone [ R ]

 

 

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