Posts Tagged ‘league of legends’

Patch 6.13 Content

June 27th, 2016


Patch 6 13 Banner

Patch 6.13 will hit live in the early hours of June 29th, assuming there are no delays. Here are its contents:


Store Content


New Game Mode

Deep Sea Nami – 1350 RP

Nami_Splash_7 Nami_7


Unfortunately, I can’t do skin previews at the moment. Here’s the spotlight by SkinSpotlights:


Soulstealer Vayne – Available only through Hextech Crafting

Vayne_Splash_10 Vayne_10




Unfortunately I can’t do skin previews at the moment, so here’s a spotlight from SkinSpotlights:





Change BoxTeleport Final IconTeleport

  • Channel time increased from 3.5 seconds to 4.5;
  • Teleport will additionally ping allies when it’s cast;
  • The Teleport animation will now be visible to anyone who has vision within 500 units of the teleportation point (so no more invisible Brush Teleports).



Champion Changes


Blitzcrank Final Portrait


Change BoxStatic_Field Static Field [ R ]

  • Cooldown changed from 30 seconds at all ranks to 60/40/20.



Gnar Final Portrait


 Buff BoxRage_GeneRage Gene [ Passive ]

  • Attack Range in mini form increased from 400-485 (scales with level) to 400-500.


Buff BoxHyperHyper [ W ]

  • Base damage increased from 10/20/30/40/50 to 15/25/35/45/55.




Irelia Final Portrait


Nerf BoxTranscendent_BladesTranscendent Blades [ R ]

  • Cooldown increased from 70/60/50 seconds to 110/85/60.



Jarvan IV Final Portrait


Change BoxGolden_AegisGolden Aegis [ W ]

  • Base Shield strength decreased from 50/90/130/170/210 to 50/80/110/140/170;
  • Bonus shield per nearby ally increased from 20/30/40/50/60 to 20/40/60/80/100.



Kindred Final Portrait


  • Armor decreased from 27 [+3.25 per level] to 20 [+3.5 per level].


Change BoxWolfs Frenzy Final IconWolf’s Frenzy [ W ]

  • No longer passively heals;
  • New Passive: Wolf’s attacks against jungle monsters now slow their Attack Speed and Movement Speed by 50% for 2 seconds.



Lulu Final Portrait


  • Base Movement Speed increased from 325 to 330;
  • Base Mana increased from 292.4 to 350.


Change BoxGlitterlanceGlitterlance [ Q ]

  • Slow duration increased from 1/1.25/1.5/1.75/2 seconds to 2 at all ranks;
  • Targets beyond the first take 70% of Glitterlancer’s damage.


Buff BoxWhimsyWhimsy [ W ]

  • Now additionally grants 15/20/25/30/35% bonus Attack Speed for the duration of the MS buff.



Swain Final Portrait


Nerf BoxRavenous_FlockRavenous Flock [ R ]

  • Cooldown increased from 10 seconds at all ranks to 20.



Tahm Kench Final Portrait


Buff BoxAn Acquired Taste Final IconAn Acquired Taste [ Passive ] 

  • New Passive: Tahm Kench’s basic attacks and spells now deal an additional 1/1.25/1.5% (values for levels 1/11/16) of his Maximum Health as bonus magic damage. This value stacks up 3 times (up to 3/3.75/4.5%) against enemy Champions.


Buff BoxTongue_Lash (1)Tongue Lash [ Q ]

  • Base damage increased from 80/125/170/215/260 to 80/130/180/230/280.



Change BoxThick Skin Final IconThick Skin [ E ]

  • Cooldown decreased from 16/15/14/13/12 seconds to 6 seconds at all ranks;
  • Passive now stores 70/75/80/85/90% of damage dealt as gray health, decreased from 100%;
  • Gray health now returns 25/30/35/40/45% of its value back as normal health, increased from 20/26/32/38/44%;
  • Duration of active shield decreased from 6 seconds at all ranks to 3, but the shield no longer degenerates over the duration.


Change BoxAbyssal Voyage Final IconAbyssal Voyage [ R ]

  • Passive removed (replaced with a weaker version in the Acquired Taste changes);
  • Cast range on active increased from 4000/5000/6000 to 4500/5500/6500;
  • Maximum channel duration decreased from 15 seconds at all ranks to 6;
  • Delay on recast and time for warning ping to appear are both decreased by 0.5 seconds.



Thresh Final Portrait


Buff BoxDamnation Final IconDamnation [ Passive ]

  • Dragon and Baron now drop 2 souls, up from 1.


Change BoxDarkPassageDark Passage [ W ]

  • 0.5 AP ratio removed; instead, each soul grants Dark Passage one more point of shields.



Trundle Final Portrait


  • Health decreased from 1.89 [+0.17 per level] to 1.2 [+0.15 per level].


Vladimir Final Portrait


Change BoxCrimson_PactCrimson Pact [ Passive ]

  • Vladimir now gains 1 AP per 40 points of bonus Health, decreased from 25;
  • Vladimir now gains 1.4 bonus Health per 1 AP, increased from 1.


Change BoxTransfusionTransfusion [ Q ]

  • Base damage changed from 80/100/120/140/160 [+0.45 AP] to 75/90/105/120/135 [+0.55 AP].



Volibear Final Portrait


Nerf BoxFrenzyFrenzy [ W ]

  • Base damage decreased from 80/125/170/215/260 to 60/110/160/210/260;
  • Attack Speed-per-stack decreased from 8/11/14/17/20% to 4/8/12/16/20% (total AS down from 24/33/42/51/60% to 12/24/36/48/60%).



Zyra Final Portrait


Change BoxRampant Growth Final IconRampant Growth [ W ]

  • Cooldown for a new seed changed from 17/16/15/14/13 seconds to 20/18/16/14/12.


Item Changes


Buff BoxAncient Coin Final IconAncient Coin

  • Now additionally grants 5% Cooldown reduction.

Buff BoxArdent Censer Final IconArdent Censer

  • Recipe cost decreased from 800 to 700 (total cost up from 2200 Gold to 2400 due to the Forbidden Idol change);
  • Ability Power increased from 40 to 60;
  • Mana regeneration decreased from 100% to 50%;
  • Now additionally grants 15% bonus to healing and shields.


Buff BoxBoots of Mobility Final IconBoots of Mobility

  • The out-of-combat MS buff is no longer disabled when killing an enemy ward or trinket.


Buff BoxEye of the Equinox Final IconEye of the Equinox

  • Execute damage changed from 400 to 320 [+5 per level].


Buff BoxFace of the Mountain Final IconFace of the Mountain

  • Execute damage changed from 400 to 320 [+20 per level].


Change Box3114_Forbidden_IdolForbidden Idol

  • Recipe cost increased from 300 to 600 (total cost up from 550 Gold to 850);
  • Now additionally grants 10% bonus to healing and shields.


Buff BoxMikaels Crucible Final IconMikael’s Crucible

  • Recipe cost decreased from 850 to 650 (total cost up from 2300 Gold to 2400 due to the Forbidden Idol change);
  • Now additionally grants 10% bonus to healing and shields.


Buff BoxNomads Medallion Final IconNomad’s Medallion

  • Now additionally grants 10% Cooldown reduction;
  • Health regeneration decreased from 50% to 25%;
  • Mana regeneration increased from 25% to 75%.


Buff BoxRelic ShieldRelic Shield

  • Execute damage changed from 200 to 195 [+5 per level].


Buff BoxRuby Sightstone Final IconRuby Sightstone

  • Combine cost decreased from 600 Gold to 400 (total cost down from 1800 Gold to 1600);
  • Cooldown reduction for actives on items increased from 10% to 20%.


Buff BoxSpellthief Final IconSpellthief’s Edge

  • Killing certain adds like Malzahar’s voidlings will no longer deactive the passive on Spellthief’s Edge.


Buff BoxTalisman of Ascension Final IconTalisman of Ascension

  • Recipe Changed: Raptor’s Cloak + Nomad’s Medallion + 450 Gold Combine Cost = 2500 Gold Total (total cost up from 2300 to 2500);
  • Now additionally grants 45 Armor;
  • Health regeneration increased from 100% to 150%;
  • Mana regeneration decreased from 100% to 75%;
  • New Unique Passive – Point Runner: Builds up to 20% Movement speed over 2 seconds when near turrets, fallen turrets and void gates.


Buff BoxTargons Brace Final IconTargon’s Brace

  • Execute damage changed from 240 to 200 [+5 per level].


New Game Mode: Nexus Siege

L4T3NCY New PortraitHeya everyone, it’s been a lo~ong time since we’ve dropped a brand new mode, as we were busy building the RGM queue! To top it off, Nexus Siege is probably one of the biggest modes we’ve ever attempted making.

You came here to get details. ^_^ Let’s go.

Nexus Siege


Nexus Siege is a round based attack & defense game mode, where teams take turns at sieging the enemy’s Nexus using an arsenal of deadly new Siege Weapons. The team who destroys the enemy’s Nexus in the fastest time wins!

Players: 5v5

Map: Modified Summoner’s Rift
Mode type: Blind Draft pick type with Attack + Defend rounds.

General mechanics:

Round based:

Each team will take turns at sieging the enemy team’s base. Team 1 will set a time for destroying the enemy Nexus, then teams will swap sides. The longer Team 2 can hold out and defend, the more time they give themselves to push when its their turn to attack! If they can destroy the enemy nexus faster than Team 1 did, they win!

Siege Warp trinket and teleporting:

Both team have a variety of teleport pads to warp out to from fountain. Use the Siege Warp trinket to get into battle faster!

Crystal Shards:

This currency is the fuel for your siege Attack or Defense. All new Siege Weapons are purchased using Crystal Shards. Earn them by:

Attack side:
— Kill enemy champions
— Passively earned over time

Defense side:
–Kill enemy champions
–When the 1st tower in each lane is destroyed
–For each minion escorted and pushed into the enemy fountain
–Passively earned over time

Normalised EXP & Gold:

Gold & EXP are normalised for Nexus Siege across both teams. This means don’t worry about last-hitting, just push those minions as fast as you can!

Obliterator (Defense team only):

The Defense team is rewarded everytime they manage to safely escort and push a minion into one of the Attacking team’s fountains. If they can push 15 total minions up there, they trigger the Obliterator laser.

The Obliterator will kill all enemies in all lanes. All of them. Dead.
Very dead.
No seriously, get out of the lane if you’re not on the Defense team. :3
This is also a great lane reset for the Defending team, buying them precious extra minutes to stall.

Siege Weapons:

Both the Attack and Defense teams have 4 unique Siege Weapons they can purchase using Crystal Shards they earn during the game. All Siege Weapons use the Summoner Spell slot and are cast or deployed similar to Summoner Spells. You can carry up to 2 different Siege Weapons at once, and they do not stack in your Summoner Spell inventory (1 at a time). As you might have guessed, this also means there are NO Summoner Spells in Siege Mode. :)


Siege Ballista

A long ranged siege engine that will hammer away at enemy towers. These are excellent for applying pressure on defending teams who continually turtle and never come out from under their towers.

Vanguard Banner

Gives nearby allied minion significant combat stats for extra pushing power.

Shield Totem

Nearby allied Siege Weapons gain a recharging shield making them tougher to destroy.

Port Pad

Deploy additional teleport locations for your team, moving your forward point closer to the enemy base.


Tower Surge: Beam of Ruination

Attach to a nearby tower giving you control of 3 beam blasts from the tower. This does SERIOUS damage to enemy champions. ‘Ruinate’ your enemies. Do it. :)

Tower Surge: Firestorm Bulwark

An emergency Zhonya style shield for your tower that makes it invulnerable for a few seconds, then WRECKS all enemies that were around it in a rain of missiles. Great for clutch saves on a tower about to go down, buying you precious extra time.

Entropy Field

Freezes all enemy minions and slows all enemy champs within it’s zone. Can completely change the balance of a team fight.

Flash Zone

Throw down a large area that gives all allied champions inside the zone unlimited Flash on a 1sec cooldown. Great for team engages or reaching hidden nests of Siege Ballistae.

We won’t be immediately turning this mode on for PBE, but it will be coming soon. As you guys can see, there’s A LOT we need to get through for testing, so once we flip it on all help is appreciated. <3

Let the siege begin. :)

EDIT: Nexus Siege is now live for testing on PBE.

Known Bugs:
— Placeholder icons. There are many icons around the shop, siege weapons, buff bar, etc that are clearly placeholder. These will be updated as we go.
— Placeholder or missing sounds. There are a variety of sound FX that are still WIP or missing, these will be updated as we go.
— Titan bar icon for Crystal Generator will be removed. Ignore this feature.
— Shopkeepers are missing after the round swap. We’re still figuring out where they went (short vacation?)
— Siege Weapons in shop that you can’t afford aren’t correctly grey out, indicating that you can’t currently afford them.
— General performance. Low spec machines might struggle somewhat as we continue to optimise the mode’s visuals.
— End of Game screen has some new columns in it unique to Nexus Siege, but they are not yet hooked up and will look empty.
— Spectator. Various spectator bugs.


Dev Blog Rethinking Dynamic Queue Banner

[ Link to Official Post ]

Rethinking Ranked Fives and Tuning Dynamic Queue

Socrates New PortraitTwo weeks ago, we confirmed we’re not bringing back solo queue and promised to do a better job of keeping you updated about our ongoing efforts to improve ranked.

So let’s talk about what we’re doing to address three specific issues:

  • Recognition for skilled solo play in dynamic queue
  • Opportunities for ranked fives
  • Matchmaking problems including queue times for high MMR players and improved odds for everyone to get their primary role



Individual achievement isn’t given the same recognition in Dynamic Queue, and this has left some solo-only players feeling disenfranchised. We’re shipping a feature in 6.13 that ought to help: ranked emblems.

The goal is to give you another tool (alongside your rank and champ masteries) to show what sort of player you are. We’ll track your win history and premade size, and once you reach 25 wins in Dynamic Queue you’ll earn either a Solo Emblem, a Dynamic Emblem, or a Team Emblem. The emblem you earn is based on the way you’ve queued up for your previous 25 wins, and you can only have one emblem at a time. Emblems have no impact on matchmaking, but they’ll show up on the ladder and will be accessible to third-party tracking sites through our API.

So how do you know which emblem you’ll get after 25 wins?

  • Solo Preference Emblem: Queue alone for most of your games
  • Dynamic Preference Emblem: Queue with varying team sizes for most of your games
  • Team Preference Emblem: Queue with full teams for most of your games.

The ranked emblems system isn’t retroactive, so it’ll begin awarding emblems based on the first 25 wins you get after it launches.

With solo queue gone, there needs to be better recognition of individual achievement. We’re committed to solving this problem, and we think this implementation of ranked emblems probably won’t completely solve this issue for the players who are least happy with dynamic queue. We’re seeing emblems as one step towards a better system, not as the end-all-be-all solution to the problem. We want to see how this is received before we move on to other options (and we are looking at other options).

We disabled ranked teams at the start of the season because we were unsure how match quality would be affected by the addition of dynamic queue. Now that we’ve limited high MMR players (Diamond 5+) to solo, duo, or trio queues, those players have no option to play ranked as a group of five. Even among the much larger population of players who fall below Diamond 5 (about 99% of all players), we’ve heard that people miss the ranked 5v5 queue. They miss the unique challenge of managing a consistent ranked team without the constraints of tier restrictions. Queue population issues prevent us from bringing back a permanent ranked fives queue, because we can’t guarantee reasonable queue times in off-peak hours. Instead of giving up on ranked fives, we want to try a potential solution: scheduled ranked 5v5 teams.

Other than the fact that this queue will not be available 24/7, it’ll function exactly like the old ranked 5v5 teams queue did. We’re still evaluating exactly what time and days for each region make sense, so look for more info on this in the coming weeks.

Queue times have been far too long for high MMR players. As part of our ongoing efforts to solve this, we introduced an autofill mode that triggers when we expect position select to lead to unacceptably high queue times. Our initial data shows that high MMR queue times have improved dramatically, and most players in Master and above are only ever impacted by autofill once every ten games. Here are more specific stats:



You’ll notice that queue times for everyone under Diamond tier have actually gone up slightly. This has nothing to do with our tuning of the autofill feature. Instead, this is a trade-off we’re making to increase the likelihood you’ll receive your primary role in champ select. Regardless of your ranking, you should have a better chance to get your primary position.


These are great gains, but what about the criticisms against autofill? The autofill feature undermines one of the main promises of new champ select—that you’ll get the role you want. This is undeniably true. Forcing players into autofill means they’ll sometimes get stuck in their weakest role, and this makes climbing into the highest ranks as a one-trick or mid-only player much harder.We’re okay with this right now for two reasons: 1) It’s necessary to get high MMR queue times down and improve matchmaking quality, and 2) Players dealt with an even more drastic form of randomized role selection for years in the previous champ select process. The high queue times and matchmaking inequalities we’ve been dealing with resulted from our switch to new champ select with its position-select features.

But we aren’t willing to give up the gains that new champ select brings us—it’s still awarding high MMR players their desired role at a much higher rate than what players were used to with last season’s ranked draft pick. Instead, we’ll continue making adjustments and improvements that minimize the irritation of not getting your preferred role.



The shift to dynamic queue is about reinforcing League as a team game, so organized team play needs to be much, much easier than it is now. We need to offer the right platforms, tools, and team-finding capabilities to stand behind League as a team sport. We’re not there yet, but we’re determined to do the work get there.

This is an iterative process. We’ll keep communicating specific details about our plans for improving ranked, and we’ll be honest about what’s working and what isn’t. Ultimately, we’re aiming to give every type of player (including solo only players, high MMR folks, and people who are currently happy with dynamic queue) the best League experience possible.

State of the Season: Mid-season followup

Hi folks,

It’s been about a month since the Mid-Season changes went out, and we’d like to share some thoughts on how things are looking. We’d also like to talk a little about what we’ve got planned for the next little while, gameplay-wise. In other words, we’ll be talking about champions, items, jungle objectives, and so on, but not features like the new client, matchmaking, skins, etc.
The Game Right Now:



  • imageWe’re happy with the elemental dragons so far, both the amount they’re fought over and the variety they create game to game.
  • We’ve seen some clarity issues with the runes in the dragon pit and the scoreboard icons, recent changes seem to have mainly addressed those issues though.
  • We have been getting a lot of feedback that the Cloud buff is weak. Looking at how each buff contributes to a team’s chance of winning the game, however, tells us the buffs are statistically pretty close to each other. We’re looking atappreciability of what each buff gives you at present as a result, rather than adding or removing raw power.
  • The Cloud buff is also the most execution-dependent buff, empowering coordinated teams in particular, so we also want to see how it performs in pro play before considering any possible changes. Power adjustments might be appropriate at some point, right now we don’t think they’re the right tool to be looking at though.


Rift Herald

  • rift-heraldSo far we’re seeing Rift Herald be impactful when it’s taken. It noticeably increases a team’s odds of winning, but not to the extent of one of the dragon buffs.
  • Shifting to a single spawn, extremely long buff duration approach also seems to have created more interesting decisions around when to take it and who to give it to, which was one of our primary goals behind the changes.
  • A lot of teams have been slow to pick up on the Rift Herald changes, and so aren’t yet taking it when they should though. That’s not unexpected, given it takes a while for playstyles to adjust.
  • We don’t have any changes planned for Rift Herald at present, keeping a close eye on it though.





  • We’re getting individual champion balance under control again post Mid-Season, which should put us in a position to get a better read on how the kit changes (from a non-power perspective) are playing out.
  • Some of the kit changes look pretty successful so far (e.g. Malz passive creating a healthier playstyle or Zyra capturing more of a plant queen feel).
  • Some are still under assessment (Brand, for example looks reasonable but we just haven’t seen enough play on him yet to judge success or not).
  • Vel’Koz at least doesn’t seem to have hit the mark, with his ability to pull of a successful ultimate too restricted by the changes. We’re making some follow up changes to him as a result, allowing his ult to again contribute some stacks towards his passive.


AP Items

  • Are performing as hoped so far. We are still seeing a lot of shifts in terms of which AP champions are popular though, and which items get built. We’re waiting for longer term patterns to emerge as a result, so far things seem reasonable though.
  • Protobelt looks weak, but we’d rather start low, and buff where needed, given the potential power a dash on an item involves.
  • Long term, we’d like to add another AP+20% CDR item that fills a clearly different niche than Morello’s. Goal there would be to offer more build flexibility (old Athene’s, by contrast, was too heavily overlapped with Morello’s, with one of the two items always dominating the other for most champions).



  • Early days for her yet, particularly given she’s got a noticeable learning curve.
  • She seems to be doing the desired sort of things, although it also looks like she’s a bit underpowered on average. Her performance when played by people with a lot of experience on her is pretty reasonable, however. We’re going with two sets of small buffs as a result, checking between each to make sure we’re not overdoing it.



image (1)Has settled into a reasonable spot. Main issue at present is that his ult’s still too hard to make out in busy fights, despite some visual improvements in 6.10. We’ve got further adjustments in 6.11 as a result that will hopefully address the problem.

We’ll also be investigating some form of universal ‘this champion is invulnerable and won’t take damage at present’ visual language at some point to make it easier to tell at a glance who’s currently immune to damage (Taric ult, Trynd ult, Kindred ult etc).


Death Timers

Seem to be around the right length post mid-season changes. We are seeing some games stretch out, with a few more back and forth stalemates. Some of those are slower games, some are pretty action filled, so that’s a reasonable-but-could-be-better outcome from our perspective (stringing a lot of words together there).

We’re not seeing as many ‘Clean up 5 turrets and the nexus from a single teamfight before super late game,’ however, which is a clearer win.



Look noticeably more lethal early game and a bit tankier overall. They haven’t changed dramatically, which is as intended. We didn’t want to kill early diving completely or substantially increase laning duration or overall game time.

image (2) image (1)


Jungle Camp Timers

grompWe’re still assessing these. Our primary goal with the addition of the timers was to encourage more conflict around the red and blue buff camps, and we are seeing that occur. We’re still determining whether the timers shut down some types of jungler too much, however. That’s a concern that was raised before the timers’ release that we’re still seeing some ongoing discussion about.

The other concern we’ve seen raised a fair bit is that these timers dumb down the game. Our feeling is that they shift mastery from one action to another. Without the timers, players were being tested on their ability to determine blue/red respawn times by noticing when enemy champions had red or blue buff then using the remaining buff duration to determine the next camp spawn time. With buff timers, that’s no longer a point of mastery. There is more focus and need to deal with invades, or the threat of invades, which tests a different set of skills. If we’re comfortable with the above point (do timers overprioritize certain junglers?), we’re okay with this skill tradeoff.


Future Gameplay Plans:

We’ll be making balance changes in the upcoming patches as usual. We’ve also got some points of focus for the next little while too. We’re currently in an unusual place where we’re able to talk with a fair bit of confidence about some of our upcoming gameplay plans, so we’re trying that out as an experiment. It won’t be something we can do all the time, however, as work is generally too fluid in terms of exactly what’s in a patch or sometimes even which piece of work will be ready for release first.

It’s also important to note that these are planned, not guaranteed. It’s still possible things might change.



Changes to a few champions, items and systems on ARAM.

Champion Mastery on both Howling Abyss and Twisted Treeline.

Adjustments to around half a dozen items, most of them regularly used by marksmen, with the goal of restoring some balance between Ghostblade/Black Cleaver and other builds on some champs.



A focused patch on the support position, looking at things like support XP, tweaks to a few items that aren’t hitting the mark (e.g. Ruby Sightstone or Forbidden Idol), small buffs to some champs that often go support, etc.

This is not a large class update like the one we recently did for mages, but instead a collection of small changes we can get out quickly.

Improvements to how Champion Mastery Grades are calculated for supports.


6.14 – 6.15

Balance, with some focus on Worlds Qualifiers. Qualifiers are expected to be mainly played on 6.15, so we’ll have a number of pro play focused changes in 6.14, with 6.15 a smaller patch (gameplay-wise) with time put aside to address any unintended effects from 6.14.

Potentially some ARAM followup work too, depending on whether we see any major emergent issues after the 6.12 changes.



Balance, with a focus on Worlds. Similar pattern to the qualifiers, with changes more pro play focused than the rest of the year in 6.16+6.17. 6.18 is set aside in large part for followup on any issues introduced in the previous two patches.


Somewhere in that run of patches

The Ryze update (full visual, audio overhaul, plus some kit changes that have a focus on balanceability, game health and distinctiveness)

At least one new champion.

And of course plenty of other things that are outside the topic of this post.

And that’s about it for this State of the Game – we’ll see you next time. Let me know on the Dev Corner what else you’d like to see from these, and we’ll be around to answer questions there.

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


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


Here’s Dark Star Thresh’s login animation (video by frostyninja):


And here’s the music from the animation:



Champion Changes




  • Auto-attack range decreased from 175 to 125.


Playful / Trickster [ E ]

  • Cooldown increased from 16/14/12/10/8 seconds to 18/16/14/12/10.



Lucian Final Portrait


  • Attack Speed-per-level decreased from 3.3% to 1.5%.


Lightslinger [ Passive ]

  • Second shot will no longer be able to crit.


Revert BoxThe Culling [ R ]The Culling Final Icon



Syndra Final Portrait


Force of Will [ W ]

  • AP ratio increased from 0.7 to 0.8.


Scatter the Weak [ E ]

  • AP ratio increased from 0.4 to 0.5.


Item Changes


Guardian’s Orb

  • Now additionally grants 10 Mana-per-5.
  • No longer grants 250 Mana.


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


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


PBE Bugs & Feedback Thread: Dark Star Thresh!




Galetta Final PortraitThere’s something waiting for you beyond the stars…..

Dark Star Thresh includes:

  • All new model and textures!
    • Textures change when you successfully hook a target!
  • All new particles! (dark matter, black holes, cosmic energy!)
    • Lantern evolves after you gather 100 souls!
  • All new animations!
  • All new VO with new processing! (Suns? Moons? We have devoured both.)
  • All new SFX!

This skin will be 1820RP! (PBE pricing subject to change)

Your feedback and bug reports are extremely helpful to us, so please check out Dark Star Thresh and let us know what you think! Feel free to drop any bugs you find in this thread as well!

See you on the Rift!

[ Link to Post ]


PBE Bugs & Feedback Thread: Dark Star Varus!





KateyKhaos Final PortraitDark Star Varus is a corrupted warrior pulled into Dark Star Thresh‘s twisted orbit, Dark Star Varus extinguishes worlds in the name of a greater cosmic horror.

During production, we liked to imagine this version of Varus as what he would have turned into when corrupted but Dark Star Thresh!

  • Completely new model! (inorganic space terror!)
  • Completely new VFX! (dark space and cosmos, and a fancy new cape!)
  • Completely new SFX! (sinister space sounds!)
  • New recall! (gravitational fields!)

Dark Star Varus is set to be 1350 RP*.

As players who experience a first hand look at this content, we appreciate constructive feedback – feel free to leave it in the comments below! If you have any questions, you can also drop them below and I’ll do my best to answer them! ^-^


*Prices subject to change.

[ Link to Post ]



Champion Changes


Corki Final Portrait


Buff BoxValkyrie Final IconValkyrie [ W ]

  • Cooldown decreased from 26/23/20/17/14 seconds to 20/19/18/17/16.



Lucian Final Portrait


Change BoxThe Culling Final IconThe Culling [ R ]

  • Base damage per bullet decreased from 20/35/50 to 15/30/45;
  • Each bullet can now crit strike for 1.5X damage (note that the crit chance triggers separately for every bullet).



Item Changes


Buff BoxLord Dominik Final IconLord Dominik’s Regards

  • Attack Damage increased from 40 to 50.



Buff BoxMortal Reminder Final IconMortal Reminder

  • Attack damage increased from 40 to 50.



Nerf BoxPhantom Dancer Final IconPhantom Dancer

  • Combine cost increased from 650 Gold to 750 (total cost up from 2550 Gold to 2650).



Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Combine cost increased from 550 Gold to 650 (total cost up from 2600 Gold to 2700).



Change BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Attack Speed decreased from 40% to 35%;
  • AD ratio on bolts increased from 0.25 to 0.3;
  • Combine cost increased from 300 Gold to 400 (total cost up from 2600 Gold to 2700).


Nerf BoxStatikk_ShivStatikk Shiv

  • Combine cost increased from 550 Gold to 650 (total cost up from 2600 Gold to 2700).



Nerf BoxYoumuus Ghostblade Final IconYoumuu’s Ghostblade

  • Combine cost increased from 1000 Gold to 1100 (total cost up from 3200 Gold to 3300).






Change BoxClarity Final IconClarity

  • % of maximum mana restored to user increased from 40% to 50%;
  • % of maximum mana restored decreased from 40% to 25%.





Buff BoxDouble Edged Sword Final IconDouble-Edged Sword [ Tier 2 Ferocity Tree ]

  • Ranged Champions now deal 3% more damage and take 1.5% more damage, changed from 2%/2%.



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


Dark Star Thresh Bloodlne Short Story Banner


A new teaser for Dark Star Thresh, an upcoming legendary skin (1820 RP), was released a few hours ago:


Also, a new short story related to the Shurima chain was released on Riot’s promo site:





Taliyah had almost forgotten how much she’d missed the furnace heat of Shurima – the sweat and crush of hundreds of people pushing, cursing, haggling and speaking with such passion and speed that outsiders often thought they were fighting.

In all her travels, she’d never found anywhere with the sheer bustle and energy of her homeland. Ionia was wondrous, and the frozen landscapes of the Freljord were stunning in their own way, but the blazing sun of Shurima melted them from her memory as she set foot on the stone wharf of Bel’zhun.

The connection she felt with this land’s bedrock surged through her like one of Babajan’s spiced teas. She’d been grinning from ear to ear as she climbed the steps from the docks, and even passing beneath the black stone of a Noxtoraa couldn’t dampen her spirits.

Taliyah hadn’t stayed long in Bel’zhun. The Noxian warships in the harbor made her too nervous and brought back bad memories. She remained just long enough to buy supplies and catch the latest market-stall rumors carried from the deep desert by trade caravans. Most of it was conflicting and fantastical; visions of sand warriors, blizzards of lightning from clear skies and rivers flowing where no water had run for as far back as anyone could remember.

For the sake of some friendly faces, she left Bel’zhun in the company of a heavily armed caravan of Nerimazeth silk-merchants heading south to Kenethet. She’d endured the rolling motion of the caravan long enough to reach the bone-souks of that notorious city on the northern borders of the Sai before striking out on her own. The caravan master – a whip-thin woman named Shamara, with eyes like polished jet – advised against traveling farther south, but Taliyah told her that her family needed her, and there were no more warnings.

From Kenethet, she pushed ever south, following the winding arc of what people were once again calling the Mother of Life, a great river said to have its source in the capital of the ancient Shuriman empire. With no one around, she could make much better time, traveling with the rock as her steed, and riding its leading edge as she shaped it beneath her in sweeping waves that carried her ever southward toward Vekaura, a city she’d been told was half buried in the sand creeping out from the Sai.

Shamara had dismissed it as little more than a tribal camp built on the ruins of an abandoned city, a meeting place for weary travelers and wandering nomads. But even from a mile away, Taliyah saw she’d been misled; Vekaura was reborn.

If only she hadn’t found the dying woman.



The city’s souk was awash with color and noise. Pungent air rolled down the arched, canvas-awninged street in a wave, freighted with the sound of furious haggling, and the smell of tangy spices and roasted meat. Taliyah pushed her way through the crowds, ignoring the merchants’ extravagant promises and pleas to think of their starving children. A hand grasped her robes, seeking to pull her toward a stall laden with racks of spitted desert vermin, but she pulled away.

Hundreds of people thronged the wide street leading to the broken walls of the city. Aromatic smoke drifted like fog from the bubbling pipes of the old men sitting in doorways like wizened sages. She saw the tribal markings of Barbae, Zagayah and Yesheje, though there were dozens more she didn’t know. Tribesmen who would have sworn enemies back when she’d left Shurima, now walked side by side like brothers in arms.

“A lot’s changed since I’ve been gone,” she whispered to herself.

She had what she’d come for and needed to get back to the ruined building she’d chosen on the eastern edge of the city. She didn’t want to linger any longer than was necessary, but she’d made a promise to keep the injured woman safe, and her mother had always taught her never to break a promise. The Great Weaver took a dim view of such people.

The roughly-woven bag over her shoulder was filled with food; cured meats, oats, bread and cheese, along with two skins of water. More than she would need, but it wasn’t all for her. The gold sewn into the linings of her robes was almost gone, but she knew she wasn’t far now. She had no way of knowing for certain, but felt sure her every step was bringing her nearer to the warm embrace of her mother and father. After that, she wouldn’t need gold, she’d have all she needed right there in the tent with her.

So lost in that pleasant future was Taliyah, that she didn’t notice the big man until she ran into him. She bounced off his unmoving body and landed flat on her backside.

It had felt like walking into a cliff, not an inch of give in it. The people in the souk seemed to know that better than her. They flowed around him like water around a rock in a stream. He was dressed from head to foot in tattered robes that did little to conceal his enormous bulk and height. He held fast to a long, cloth-wrapped staff, its wide head bound in rags. Perhaps he needed it because she saw his legs were strangely angled.

“Excuse me,” she said, looking up, “I didn’t see you.”

He looked down at her, his face hidden in the shadows of an elongated cowl, but didn’t answer. He held out his hand, the fingers swathed in bandages like a plague victim. Taliyah hesitated for only moment, and took the proffered hand.

He lifted her up with barely any effort at all, and she saw a gleam of gold beneath the dusty fabric of his robes before he clasped his hands back within his sleeves.

“Thank you,” said Taliyah.

“You should watch your step, little one,” he said, his voice heavily accented and strangely resonant, as if coming from a depthless well of sadness within him. “Shurima is a dangerous place now.”



He watched the young girl run off through the souk, and turned back toward the cracked walls of Vekaura. The giant blocks only reached his head, and the courses higher were formed of sun-baked bricks painted to match. To the people of Vekaura it must look impressive, but to his eyes it was a poor copy of the real thing.

He strode through the gateway, looking up at the crudely fitted stone overhead. A water vendor, standing in the midst of a brass contraption of spinning wheels that dispensed gritty water into bottles of green glass, looked up as he passed.

“Water? Fresh from the Mother of-” said the vendor, but the words died in his throat at the sight the towering form before him.

He knew he should keep moving. The words scrawled in blood on the walls of the Astrologer’s Tower had guided him here, and the magus would also be drawn to this place. He sensed the presence of one of the Ascended Bloodline in Vekaura, one who could trace their lineage back to the days before the empire that stretched from ocean to ocean and beyond was brought to ruin. To find that person before his enemy would be crucial, for the blood of Ancient Shurima was both rare and potent. It had brought Azir back from oblivion; and in the wrong hands, could bring doom to the reborn Shurima.

Yes, he should keep moving – but he did not.

“You trade among ghosts of the past,” he said.

“Ghosts?” said the vendor, his voice wavering in fear.

“This archway,” he said, jabbing his staff toward the roof of the arch. Dust fell in veils through the cracks from the men walking on the ramparts above. “Exiled craftsmen from lost Icathia built it. Each stone was cut and fitted with such precision that not a drop of mortar was required to lock it in place.”

“I…I did not know that.”

“You mortals forget the past and consign to legend that which ought to be remembered,” he said, the bitterness of centuries lost in the deep desert threatening to become violent anger. “Did I not build the Great Library to guard against such failures of remembrance?”

“Please, great lord,” said the water vendor, pressing his back to the wall of the gateway. “You speak of myths of ancient times.”

“To you, but when I first came here, the walls were newly raised, two hundred feet of polished marble, every stone pristine and veined with gold. My brother and I entered the city in triumph at the head of ten thousand gold-armored soldiers with burnished spears. We marched through this gateway to the cheers of the city’s people.”

He let out a rumbling sigh before continuing, “A year later, it was all gone. It was the end of everything. Or perhaps it was the beginning. I have turned from the world so long I can no longer tell.”

The water vendor paled, squinting in an attempt to penetrate the darkness beneath his cowl. The man’s eyes widened.

“You’re the Lost Son of the Desert!” said the vendor. “You’re… Nasus.”

“I am,” he said, turning away and entering the city, “but there is another far more lost than I.”



Nasus followed the crowds moving through the city toward the temple at its heart, trying not to notice their stares. His bulk alone would attract attention, but the water vendor would by now have spread his identity far and wide. Shurima had always been a place of secrets, none of which cared to remain buried for long. By the time he reached the center of the city, he’d be surprised if the entire population did not know his name. Yes, it had been foolish to stop, but the vendor’s lack of regard for history offended the scholar in Nasus.

Like the wall and gateway, Vekaura’s interior was a shadow of its former glory. Azir’s mother had been born here, and the young emperor had been lavish in his gifts to its people. Stepped gardens and flowers brought from every corner of the empire garlanded its structures in vivid colors and wondrous scents. Its towers gleamed with silver and jade, and cool water flowed from the great temple, running along great aqueducts in the naive belief its bounty would never end.

The passing millennia had worn the city down to its exposed skeleton of stone, its once magnificent structures reduced to ruins. Those ruins had been built upon over the last few centuries by those who still clung to the old ways, believing their future might be saved by revering the past. As Nasus followed the growing crowds, he saw only crude imitations of an all but forgotten memory.

Buildings planned by master craftsmen were now crooked parodies of their former glory. Walls once fashioned from square-cut granite were built over in timber and crudely shaped blocks. The city’s original outline was still there, but Nasus felt like he was moving through a nightmare, where once familiar surroundings were skewed in new and strange forms, where everything was twisted from its original form in ways designed to unsettle.

He heard muttering voices around him, his name spoken in hushed whispers, but he ignored them, finally turning a corner and entering the open plaza at the heart of the city. His clawed hands clenched into fists at the sight of what the citizens of Vekaura had raised in the heart of their rebuilt city.

A sun temple built of chiseled sandstone and bare rock. Raised by human hands to human scale, it was a child’s recreation of the titanic structure that sat at the heart of the Shuriman empire. The Grand Temple had been the envy of Valoran and the architects of distant kings had traveled thousands of miles to see it. And this was how it was insultingly remembered?

The walls were black and gleamed like basalt, but Nasus could see the uneven joints between panels where they had been fixed to the rough stone beneath. A sun disc gleamed atop the temple, but even from here Nasus could see it was not fashioned from gold, but wrought from alloyed bronze and copper. Nor did it float like the disc beneath which Nasus had been transformed into his current form. Instead, braided ropes tied to asymmetrical pillars on either side of the disc held it aloft.

Part of Nasus wanted to rage against these people, to hate them for building this ugly remembrance of the empire he and countless others had fought and bled to win. He wanted to shake them and tell them what they despoiled by building upon the grandeur of the past. But they did not know what he knew, had not seen what he had seen, and he could not make them understand.

A feather-robed hierophant stood before the disc, arms raised in supplication, though his words were lost in the city’s noise.

Was this the one he had come to find?



He crossed the plaza toward the temple with purposeful strides, seeing irregular steps cut into each of its four corners. Two warriors armored in form-fitting strips of bronze and feathered helms molded to represent beasts stood guarding the approaches to the stairs; they turned at the sight of him. Nasus faltered as he recognized who their helms were intended to represent. Both had elongated snouts; one in crude imitation of crocodilian jaws, the other with its visor molded into a snarling jackal’s head.

They leveled their spears as he approached, but he read their shock as he cast off his robe and stood to his full height. For too long he had wandered the world of mortals hunched over and ashamed, seeking to hide his stature. For too long he had hidden himself away, paying his penance in bleak isolation, but his days of concealment were over. Nasus had no desire to keep his true face hidden any longer.

Towering over the guards, Nasus was a figure of might and magic, an Ascended being from an age when such heroes still walked amongst mortals. His body had been raised up by the magic of the sun disc and remade, his withered, dying flesh transformed into a jackal-headed demigod of obsidian flesh. Banded golden armor, tarnished with age and hung with votive strips embossed with sigils of Shurima, enfolded his chest and shoulders. He reached up and tore the cloth bindings from his staff to reveal his long hafted war-axe. Its edge glittered in anticipation, the ocean blue gemstone at its heart drinking in the sunlight.

“Stand aside,” he said.

The guards quailed in fear, but stood their ground. Nasus sighed and spun his axe in a looping arc. The end caught the first guard on an upward stroke and hurled him back thirty yards. His reverse stroke drove the second into the dust, leaving him groaning in pain as Nasus set a clawed foot on the bottom step.

He climbed toward the summit where the sun gleamed on the beaten metal of the disc. As he climbed, he looked beyond Vekaura’s crumbling city walls. An unbroken sea of barren dunes stretched to the horizon on three sides. On the city’s eastern flank, the land steadily rose into the haunches of rugged foothills of stubborn earth, upon which grew hardy desert palms and thick stands of bhanavar trees whose roots plunged hundreds of meters below the sand to find water.

The sight of Shurima as this empty desert saddened Nasus, thinking back to when the Mother of Life had nourished the land and it had bloomed with life and vitality. Perhaps Azir would bring life to Shurima once again, perhaps not, which made his task of finding the one who bore the bloodline all the more vital.

Other guards were moving to the top of the temple, shouting in a language that owed a debt to Ancient Shuriman, but had none of the beauty and complexity of that lost tongue.

Nasus remembered the pain and fear he’d felt during his final ascent of the Great Temple in preparation for his Ascension ritual. The wasting sickness had left him too weak to climb and he’d been carried in the arms of his younger brother. By the time they reached the summit, the sun was almost at its zenith and his life was pouring out of him like the sands of a broken hourglass. He’d begged Renekton to go, to leave him to meet the sun alone, but Renekton simply shook his head and whispered their last shared words as mortals before the sun disc took them both into Ascension.

“I will be with you until the end.”

Even now, those words still had the power to wound him, cutting deeper than any blade. As a mortal, Renekton was unpredictable; sometimes prone to violence and cruelty, but equally capable of great nobility and courage. The power Ascension granted him had made him mighty, and in the end, it had been Renekton who wrestled the treacherous magus into the Tomb of Emperors and sacrificed himself to save Shurima.

Save Shurima…?

Had anything they did that day saved Shurima? Azir had died, murdered by his boyhood friend, and the city was destroyed as the unchecked magic of the broken Ascension ritual buried it beneath the desert sands. He relived the moment he sealed the doors of the tomb behind Renekton and Xerath every day, knowing there had been no other choice, but burdened by crushing guilt nonetheless.

Now Xerath and Renekton were free. Azir had somehow conquered death to become one of the Ascended, and by his will was Shurima reborn. The ancient city had risen from its desert sepulcher and cast off the weary dust of its millennial slumber. But if the tales coming out of the desert were true, the Renekton Nasus had known and loved was gone. Now he was little more than a maddened killer that slaughtered without mercy in the name of vengeance.

“And I put you there,” said Nasus.

He reached the summit, and tried to set aside thoughts of what his brother had become; a monster that roared the name of Nasus over the burning sands of the desert.

A monster he would eventually have to face.



Nasus reached the top of the temple structure, the strips of votive paper fluttering from his arms and belt. He planted the haft of his axe on the rough stone and took a moment to survey his surroundings.

Sunlight reflected from the sun disc in splintered angles, the finish of its metal rough and unpolished. The braided ropes were painfully obvious up close, and the crudity of what Vekaura’s people had built was all too apparent. The roof was bare of ornamentation; no great dais carved with the celestial vault or cardinal winds, no etchings of the heroes who had Ascended upon its sacred surface.

Ten warriors in dusty cloaks and overlapping strips of bronze armor stood between Nasus and the hierophant. The priest was a tall, slender man in a long robe of iridescent feathers with wide, wing-like sleeves and a cowl that resembled an ebon beak. The face beneath the cowl was patrician, stern and unforgiving.

Just like Azir.

“You are Nasus?” said the hierophant. The man’s voice was deep and imposing, almost regal, but Nasus heard his fear. It was one thing to claim to be descended from gods, quite another to meet one.

“That you have to ask tells me I have been away for too long. Yes, I am Nasus, but, more importantly, who are you?”

The hierophant stood taller, puffing out his chest like a preening bird in mating season. “I am Azrahir Thelamu, Scion of the Hawk Emperor, First Voice of Vekaura, the Illuminated One, He Who Walks in Light and Keeper of the Sacred Fire. Bringer of the Dawn and-”

“Scion of the Hawk Emperor?” interrupted Nasus. “You claim lineage from Emperor Azir?”

“I do not claim it, it is who I am,” snapped the hierophant, a measure of confidence returning. “Now tell me what you want.”

Nasus nodded and spun his axe, holding it in both hands, horizontal to the ground.

“Your blood,” said Nasus.



He slammed the butt of his long-hafted axe against the stonework, and a cloud of sand lifted from the roof. It hung there in shimmering veils, spinning in a slow circle around the hierophant and his warriors.

“What are you doing?” demanded the priest.

“I told you, I need to see your blood.”

In the blink of an eye, the circling sand became a roaring hurricane. The warriors raised their arms to shield their faces from the whipping sandstorm and the hierophant bent double, blinded and choking on windblown dust. The sandstorm howled with all the fury of deep desert winds that could strip a flock of Eka’Sul to the bone in minutes. Armor was no protection, the sand penetrating every nook and cranny to reach the skin below and scour it raw. The sun disc swung back and forth in the winds Nasus conjured, its supporting ropes pulling taut on the iron rings fitted to the stonework.

Nasus let the fury of the sands fill him, his limbs surging with power and his body swelling as the desert’s wrath manifested within his dark flesh. His form loomed and grew, towering and monstrous like the first Ascended were said to be.

He attacked without warning, bludgeoning his way through the guards and smashing them aside with the haft of his axe or the flat of his blade. He had no wish to kill these men, they were sons of Shurima after all, but they were in his way.

He stepped over their writhing, groaning bodies toward the hierophant. The man lay curled in a ball, his bloodied hands held up to protect his face. Nasus reached down and lifted him by the scruff of the neck as easily as a hound might carry a pup. The hierophant’s feet dangled a yard off the ground as Nasus held him to his face.

The hierophant’s skin was red raw where the sand had scoured him, and tears of blood ran down his cheeks. Nasus moved closer to the sun disc. It wasn’t the real thing, wasn’t even gold, but it reflected the light of the sun and that would have to be enough.

“You say you are of the line of Azir?” he said. “Now we will see if that is true.”

He pressed the hierophant’s face against the sun disc, and the man screamed as the scorching metal burned his exposed skin. Nasus dropped the whimpering man and stared at the hissing blood running down the disc in red rivulets. The blood was already drying to a brown crust, and the scent of it filled his nostrils.

“Your blood is not that of the Ascended Bloodline,” said Nasus sadly. “You are not who I seek.”

He narrowed his eyes as he saw a radiant blue glow reflected on the surface of the disc from something in the far distance.

Nasus turned and looked to the horizon. A cloud gathered there, dust kicked up by the feet of marching men. Nasus saw the glitter of sunlight on speartips and armor through the dust. He heard the beating of war drums and the skirl of battle horns. Lumbering beasts emerged from the dust clouds, braying war-creatures yoked with knotted ropes and directed by groups of men armed with barbed goads. Protected by calcified skin plates and armed with curling horn-tusks, the beasts were living battering rams easily capable of smashing down Vekaura’s already ruined walls.

Behind the war-beasts, a host of tribal warbands advanced on the city beneath a wide variety of carved totems. Five hundred warriors at least; light skirmishers, whooping horse-archers, and fighting men bearing scale shields and heavy axes. Nasus felt the touch of a dominating will upon them, knowing that many of these tribes would normally tear each other’s throats out on sight.

Nasus felt the presence of ancient magic and the taste of metal flooded his jaws. His every sense heightened. He heard the babble of hundreds of voices from below, saw every imperfection in the bronze disc and felt every grain of sand beneath his splay-clawed feet. A sharp smell of blood, only recently staunched, stung his nostrils. It carried the faint trace of elder days and distant echoes of an age thought lost forever. It called to him from somewhere in the east of the city, at its very edge where the ruins merged with the hills.

The bearer of this awakening magic floated above the host; a being of crackling energy and dark power bound by chains of cold iron and the shards of an ancient sarcophagus. A traitor to Shurima and the architect of the ancient empire’s doom.

“Xerath,” said Nasus.



The ruined house on the eastern edge of Vekaura was crumbling, without much of a roof, and ankle deep in sand, but it had four walls and overhanging trees that offered shade during the hottest part of the day. Taliyah’s pack was propped up in the corner, ready to go as it always was. Skins of water and goat’s milk hung from its side, and enough dried meat to last her a couple of weeks had been packed alongside clothes and pouches of rocks and pebbles gathered from all over Valoran.

Taliyah knelt beside the injured woman lying in the shade and lifted the bandage from her side. She winced at the sight of crusted blood around the stitches she’d used to seal the deep wound. It looked like a sword cut, but she couldn’t be sure. Taliyah had stripped the woman’s armor and bathed her as best she could. Apart from the near-mortal wound in her side, the woman’s body was a map of pale scar tissue. All earned in a life of battle, and all but one to the fore. Whoever this woman was, only one of her enemies had not met her face to face. Taliyah replaced the bandage and her patient grunted in pain, her sleeping body trying to heal after the Great Weaver alone knew how much she’d suffered out in the desert.

“You’re a fighter,” said Taliyah, “I can tell that about you, so fight for your life.”

Taliyah had no idea if the woman heard what she said, but maybe her words could help the woman’s spirit find its way back to her body. In any case, it felt good to talk to someone; even if they didn’t answer back – unless you counted fevered mutterings about emperors and being dead.

Since leaving Yasuo in Ionia, Taliyah had tried to keep to herself, always on the move and never staying in any one place longer than necessary. She’d already stayed in Vekaura longer than she’d planned. This was supposed to be a quick stop to buy fresh supplies, but she couldn’t leave while the woman was still unconscious. The urge to find her family was all but overwhelming, but the Great Weaver taught that everyone was bound together in the warp and weft of life. To leave one thread to fray would, in time, affect them all. So Taliyah had stayed to honor her promise to the wounded woman, though every moment not spent trying to reach her family chafed her soul.

Taliyah brushed dark hair from the woman’s fevered brow and studied her face, trying to imagine how she had come to be wounded and half buried in sand dune on the edges of the Sai. She was pretty, but had a hard edge to her not even unconsciousness could entirely soften. Her skin had the tanned sun-weathered texture of a native-born Shuriman, and when her eyes would occasionally flutter open, Taliyah saw they were a piercing blue.

She let out a sigh and said, “Well, I don’t think there’s a lot I can do until you wake up.”

Taliyah heard a thudding boom coming from the west. She moved to the window as she heard the unmistakable sound of rocks grinding on rocks. At first she thought it was an earthquake, but this was more like an avalanche, and she’d seen a fair few of them in her time. Given what she’d seen of the buildings in Vekaura, it wouldn’t surprise her if this was the sound of one falling down. She hoped nobody was hurt.

“What’s going on…? Where am I?”

Taliyah turned at the sound of the woman’s voice. She was sitting up, looking around her and reaching for something.

“You’re in Vekaura,” said Taliyah. “I found you outside, bleeding and half-dead.”

“Where’s my blade?” demanded the woman.

Taliyah pointed to the wall behind her, where the woman’s strange weapon was wrapped in its boiled leather sling and hidden under a woven blanket of interleaved bird motifs.

“Over there,” said Taliyah, “Its blades are very sharp and I didn’t want it anywhere I might trip over it and slice my foot.”

“Who are you?” said the woman, her tone laden with suspicion.

“I’m Taliyah.”

“Do I know you? Does your tribe want me dead?”

Taliyah frowned. “No. I don’t think so. We’re herders. Weavers and travelers. We don’t really want anyone dead.”

“Then you’re one of the few who don’t,” said the woman. She exhaled slowly, and Taliyah could only imagine how badly her side must hurt. She sat up and grimaced as her stitches pulled taut.

“Why would anyone want you dead?” asked Taliyah.

“Because I’ve killed a lot of people,” replied Sivir, struggling to sit up. “Sometimes because I was paid to. Sometimes because they were in my way. But these days, it’s usually because they get very angry when I tell them I’m not going back.”

“Back where?”

The woman turned her piercing blue eyes on Taliyah, and she saw a deep well of pain and turmoil within.

“The city,” she said. “The one that rose from the sands.”

“So it’s true?” asked Taliyah. “Ancient Shurima really is reborn? You’ve seen it?”

“With my very own eyes,” said the woman. “There’s a lot of people going there now. I saw tribes of the east and south mostly, but others will come soon enough.”

“People are going there?”

“More every day.”

“So why don’t you want to go back?”

“You’re tiring me out with all these questions.”

Taliyah shrugged. “Asking questions is the first step on the journey to understanding.”

The woman smiled and nodded. “Good point, but be careful who you ask. Some people answer questions with a blade.”

“Do you?”

“Sometimes, but since you saved my life, I’ll let it go.”

“Then tell me one more thing.”


“Your name.”

“Sivir,” said the woman through her pain.

Taliyah knew the name; there were few in Shurima who did not, and she’d already had a good idea of who this woman was from the style of her cross-bladed weapon. Before she could reply, a new sound overtook the rumble of falling stones. She’d seldom heard anything like it in her homeland, but had heard plenty on the shores of Ionia, in the warrens of Noxus and on the icy wastes of the Freljord.

Taliyah eyed her pack, working out how long it would take her to escape Vekaura. Sivir heard the sound too, and swung her legs out as she tried to stand. The effort was almost too much for her and she grunted. Sweat beaded her brow with the effort.

“You’re in no state to go anywhere,” said Taliyah.

“Can you hear that?” said Sivir.

“Of course,” said Taliyah. “It sounds a lot like people screaming.”

Sivir nodded. “That’s exactly what it is.”



Fire was raining from the sky.

Comets of white blue flame leapt from Xerath’s outstretched arms, arcing like boulders from a war-machine. The first fell to earth in the market, exploding like a falling star. Searing fire detonated from the impact. Burning bodies were hurled into the air like blackened kindling. Fiery winds carried Xerath’s spiteful laughter, an ageless insanity that reveled in the pain of others.

How could I not see the evil in him before?

Nasus heard screams rising from the city and all his earlier anger at these people vanished like morning mist over an oasis. The city walls were smashed aside by the pain-maddened war-beasts that reared and stamped with ground shaking force. Lightly armored warriors streamed into the city over the rubble. They howled a dozen different war-cries, eager to begin the slaughter.

Nasus spun his axe and descended the temple steps, taking them four at a time until he was back on the ground. Hundreds of people streamed into the main plaza from the western edges of the city, fear pumping in their veins. Bloodthirsty yells and the clash of weapons followed them. Panicked citizens sought refuge in the buildings around the edges of the plaza, bolting doors and shuttering windows in the hope it would keep them safe. Nasus had walked the bloody streets of enough captured cities to know how brutal warriors could be after such battles. Xerath would see every man, woman and child in Vekaura put to the sword.

More fireballs slammed down like thunderbolts and the air filled with screams and the smell of burned flesh. Stone split and tumbled in cascades of molten rock from the impacts of the magical assault. The market was burning and pillars of black smoke smudged the sky.

Nasus pushed through the terrified crowds, moving steadily eastward, following the spoor of potent blood he now scented. The hierophant had been a fraud, his blood weak and diluted after thousands of years, but the one he now sensed…? They were strong. He could hear the thunder of a heart beating within a mortal breast. This person came from a line of emperors and warrior queens; men and women of towering ambition and strength. It was the blood of a hero.

People shouted his name, begging for help. He ignored them, knowing he served a higher calling. The sun had wrought him anew to serve Shurima beyond death, to fight for its people and defend them against their enemies. He served that purpose now, but leaving the inhabitants of Vekaura to their doom twisted a familiar barb of guilt in his soul.

How many more will you leave to die?

He pushed the thought aside, weaving a path through broken streets piled high with drifts of sand. Most of the buildings here had been claimed by the desert, little more than broken foundations and sheared stumps of square-cut columns. Desert scavengers fled at the sight of him as he drew ever closer to the thudding heartbeat. The city began to thin out, its ruins ever more buried in the encroaching sand.

Eventually he came to a crumbling structure that might once have served as a bathhouse, its walls thicker and stronger than those around it. He ducked as he entered, smelling the sweat and blood of two souls within. One young, and one with a soul so old it was like coming face to face with a friend who had walked beneath the same sun as he.

A young girl emerged from a doorway, clad in a free-flowing coat from a land across the eastern ocean – the same girl he’d spoken to in the souk. He felt her fear, but also her determination as her hands moved in curving, looping patterns as though weaving some naturalistic magic. The ground trembled, the stones danced at her feet and threw off their coating of sand. Behind her, Nasus saw a woman struggling to stand, using the peeling walls for support. Her tunic was soaked red. A grievous wound, but not yet a mortal one.

“I am Nasus, Curator of the Sands,” he said, but from the look in her eyes, she already knew who he was. Her mouth fell open in astonishment, but she didn’t move.

“Stand aside, girl,” said Nasus.

“No, I won’t let you hurt her. I made a promise.”

Nasus spun his axe, slinging it across his back as he took a step forward. The girl backed into the ruin, the ground rippling in radial patterns at her feet. Rock lifted from the ground as flakes of plaster peeled from the walls. Cracks split the stonework, racing upward to what remained of the roof. The last time he had faced someone with similar abilities he had been mortal and it almost killed him. The injured woman stared at the girl in shock. Clearly she was entirely ignorant of her companion’s abilities.

“You have the power to break the rock of Shurima,” said Nasus.

She cocked an eyebrow. “Yes. So you’d better back off before I break you.”

Nasus grinned at her bravado. “You possess a hero’s heart, girl, but you are not the one I seek. Your magic is strong, so if I were you, I would leave this city before Xerath rips it from you.”

Her skin paled. “I’m not going anywhere. I promised I’d protect Sivir, and the Great Weaver hates a broken promise.”

“If you are her protector, then know I am not here to hurt her.”

“So what do you want?”

“I am here to save her.”

The bandaged woman limped to stand at the young girl’s side. Though she was in obvious pain, Nasus was impressed at her resolve. But then, he should expect no less from one whose blood flowed directly from Ancient Shurima.

“Who’s this Xerath?” she asked.

“A dark magus who already knows too much of your existence.”

The woman nodded and turned to Taliyah, placing a callused hand on the young girl’s shoulder.

“I owe you my life, but I won’t be in anyone’s debt,” she said, “so consider your promise fulfilled. I can take it from here.”

The relief on the girl’s face was plain, but still she hesitated.

“I appreciate that, but you can barely walk,” said Taliyah. “At least let me help you out of the city.”

“Deal,” said Sivir gratefully, before turning back to Nasus. She swung her hand around to reveal a glittering cross-blade of gold, with an emerald gemstone at its center. She held it at the ready, a weapon no ordinary mortal could wield with such ease.

“I’ve had enough of people saving me lately,” she said. “They always want something in return. So tell me, big man, what do you really want?”

“To keep you alive,” said Nasus.

“I can do that without your help.”

“That wound in your side tells me otherwise. You are-”

“This?” said Sivir before he could finish. “Just a disagreement with some fools who wouldn’t take no for an answer. Trust me, I’ve had worse and walked away. And I don’t need protecting. Fate seems to be looking out for me these days, no matter what I do.”

Nasus shook his head. How little mortals understood of destiny.

“The future is not set in stone,” he said. “It is a branching river whose course can change at any moment. Even those whose fate is written in the stars can find the water of their lives run to barren ground if they are not careful.”

He gestured to Sivir’s weapon and said, “Do you know to whom that blade once belonged?”

“What does it matter?” said Sivir. “It’s mine now.”

“It is the Chalicar, the blade once borne by Setaka, foremost Warrior Queen of the Ascended Host; when enough of us remained for that name to mean something. I was honored to fight at Setaka’s side for three centuries. Her deeds were legendary, but I can see you do not know her name.”

“The fallen are forgotten,” said Sivir with a shrug.

Nasus ignored Sivir’s cold dismissal of his quiescent war-sister and said, “A desert stylite once told her she would see the sun rise on the day a Shuriman emperor ruled the entire world. It made her think she was invincible, for we were yet to conquer the world, but she was brought down by monsters on the eve of Icathia’s doom. I held her as her light dimmed and I sent her to her slumber far below the sands with her weapon upon her breast.”

“If you’re here to take it back, then you and I might have a problem.”

Nasus dropped to one knee and crossed his hands over his chest.

“You are of the Ascended Bloodline. The weapon is yours to bear, for the blood of emperors runs in your veins. It resurrected Azir and Shurima, so that has to mean something.”

“No, it doesn’t,” snapped Sivir. “I never asked Azir to bring me back. I don’t owe him anything. I don’t want anything to do with you or this Xerath.”

“Your wants are irrelevant,” said Nasus. “Xerath will kill you whether you embrace your destiny or not. He has come here to end the bloodline of Azir once and for all.”

“What does Azir want with her?” asked Taliyah. “And what is he going to do now that he’s back? Does he want to make us slaves?”

“She asks a lot of questions,” said Sivir.

Nasus hesitated before answering.

“In truth, I do not know what Azir plans. That he will stand against Xerath is enough for me. Now you can both meekly bare your necks, or you can live to fight another day.”

Sivir lifted her tunic to show her blood-wet bandage and gave a wry grin. “I’ve never done anything meekly in all my days, but I don’t plan to be fighting anything more threatening than sleep for a while.”

“You must live,” said Nasus, rising to his full height. “And you need to be ready.”

“Ready for what?” asked Sivir, as she and Taliyah began gathering up their few possessions.

“The battle for Shurima,” said Nasus. “So for now we must run. Xerath’s warriors are killing everyone in Vekaura.”

“What’s so special about this place?” asked Taliyah, shrugging on her pack.

“They are looking for her,” said Nasus.

Sivir’s face hardened and she let out a long breath before saying, “Nasus, eh? I’ve heard stories about you since I was a child. Stories of war and heroic battles. All the legends say that you and your brother were Shurima’s protectors, yes?”

“That is true,” said Nasus. “Renekton and I fought for Shurima over many centuries.”

Sivir took a halting step toward him, her face as set with imperious determination as Azir’s had been on the day he ordered the priesthood to prepare the sun disc for his Ascension, in defiance of centuries of tradition.

“Then fight for Shurima now,” said Sivir, as imperious as any emperor. “Sons and daughters of the desert are dying out there as we speak. If you’re the hero I’ve heard about all my life, then it’s your duty to get out there and save as many people as possible.”

This was not how Nasus had imagined this meeting to go, but Sivir’s talk of duty fanned an ember that had slumbered too long within his breast. He felt its flame spread through him, only now understanding how truly lost he had been all the long, lonely years since Shurima’s fall and subsequent rebirth.

“You have my oath it will be so,” said Nasus, reaching up to unhook a pendant hung on a leather thong around his neck. “If you both go now, I shall do all I can to protect Vekaura’s people.”

The stone of his pendant was jade, ocean green with veins of pale gold threading its surface. A faint light emanated from within, pulsing like a slowly beating heart.

He offered it to Sivir and said, “Wear this and it will keep you from Xerath’s sight. It will not last forever, but maybe long enough.”

“Long enough for what?” asked Sivir.

“For me to find you again,” said Nasus, turning away.



He left Sivir and Taliyah before he could change his mind, knowing their best chance of survival was to draw Xerath’s warriors to him. They watched him go, but he did not turn back. Flames burned at the center of the city, and Nasus followed the screams of Vekaura’s inhabitants.

His anger built as he passed the bodies of men and women cut down by the rampaging warriors – more deaths to add to the tally still to be settled between him and Xerath. Nasus rolled his shoulders to loosen his muscles. The last time he had faced the magus, his brother had been beside him, and a tremor of fear touched him.

We could not defeat him together. How can I defeat him alone?

Nasus saw a group of five warriors blocking the exit from the plaza. They had their backs to him, but turned at the sound of him unsheathing his axe. He should have felt their terror at the prospect of fighting an Ascended warrior, but the blue fire of Xerath’s will burned in their eyes and they feared nothing.

They rushed him with bloodied swords and spears. Nasus met their charge head on, swinging low and splitting three of them in half with a single sweep of the blade. He put his fist through the chest of another and fastened his jaws on the bare head of the last man. Nasus bit down and the warrior’s skull burst open.

He entered the plaza, seeing what remained of the city’s inhabitants kneeling at swordpoint before the sun temple, heads bowed like cowed worshippers. Groups of bloodied warriors thrust their spears aloft toward the bright and terrible god burning at its summit.

The burning body of the traitorous magus hung suspended in the air, the edges of the sun disc molten beneath the furnace heat of his Ascended body. The screaming figure of the hierophant writhed in the air before him.

“You mortals are fools,” said Xerath as he unraveled flesh from the bones of the hierophant’s body. “Why would you claim lineage to an emperor as worthless as Azir?”

“XERATH!” shouted Nasus, his voice echoing around the plaza.

The mortal warriors turned, but made no move to attack. Silence fell and Nasus felt the hatred radiating from Xerath wash over him like a surge tide. What was left of the hierophant’s body burned to cinders in a heartbeat, drifting away in the hot winds swirling around the magus. Nasus marched into the plaza with his axe held tight to his side as every pair of eyes turned his way.

“Of course it would be you,” said Xerath, his voice as honeyed as it had been when he walked as a mortal. “Who else but the coward who sealed me beneath the world for millennia?”

“I will put you back there,” promised Nasus.

Xerath’s form burned brighter. “You had your beloved brother to help you then. Tell me, have you seen Renekton since our shared prison was broken open?”

“Do not speak his name,” snarled Nasus.

“Have you seen what he has become?”

Nasus said nothing, and Xerath laughed, the sound like warring fire spirits.

“Of course you haven’t,” continued Xerath, the trapped flame of his being pulsing with dark amusement. “He would have killed you on sight.”

Xerath drifted down the crumbling walls of the temple, flames licking along his limbs and drifting away like fireflies. The dominated soldiers stood as still as statues. This confrontation was not for mortals.

“The power within you was meant for Azir,” said Nasus, taking slow steps toward Xerath. “You were not chosen by the sun.”

“Neither was Renekton, and he was raised up.”

“Do not say his name,” said Nasus through gritted fangs.

“Your brother was weak, but you knew that already, didn’t you?” said Xerath, drifting closer. “He broke more easily than I could have imagined. All it took was telling him how you abandoned him to the darkness. How you trapped him with his enemy and left him to die.”

Nasus knew the magus was goading him, but his hate blinded him to all else but sundering the chains that kept the unimaginable power of Xerath’s body contained. They faced each other in the center of the city, two Ascended beings out of time; a warrior king and magus of living magic.



Nasus attacked first, his body going from motionless to blinding speed in the space between heartbeats. His legs pistoned him into the air, his axe swinging overhead in a downward arc. The blade smashed into Xerath’s chest. Chain links exploded from the impact.

Xerath was hurled back into the walls of the temple. The stonework split apart and dust from the tomb far below billowed from zigzagging cracks. Vast panels of stone fell from the building. The magus hurled himself forward, searing beams of energy blazing from his crackling limbs. Nasus howled as Xerath’s fire burned him, and they slammed together with ferocious power.

A shockwave of magical energy exploded outward, spinning people away like leaves in a hurricane. The nearest buildings collapsed as the seismic force shattered their walls. Vekaura’s people fled, trying to find safety in the midst of these brawling gods of ancient days. His hold upon them broken, Xerath’s warriors scattered and ran for the edges of the city. Flames erupted as Xerath called arcane fire from the heart of his being and unleashed it indiscriminately.

Nasus rolled aside as a series of glittering comets slammed down. Their fire was cold, but burned just the same. He rose to his feet in time to use his spinning axe blade to deflect a series of screeching orbs of white light. Xerath floated in the air above him, laughing as forking lightning blazed around him. Nasus thrust his blade at the magus to unleash a burst of withering power. Xerath roared in pain and anger, the fire at his heart flickering, but undimmed.

Nasus leapt toward Xerath. They grappled in mid-air to smash into the sun temple once again. The impact shattered the outer wall and huge blocks of stone toppled from the summit. They slammed down like the fists of ancient tomb guardians, cracking the earth and exposing the temple’s shadowed crypts. The remains of the sun disc fell from the roof, tumbling downward like the flipped coin of a giant. It shattered as it hit the ground, sending gleaming metal scything in all directions. A shard buried itself in the meat of Nasus’s thigh. He wrenched it clear, and shimmering blood ran down his leg.

Xerath rose from the wreckage of shattered stone and a searing bolt of pale fire struck Nasus in the chest. He grunted and staggered backward. Xerath unleashed another torrent of glittering magical energy and this time it hammered Nasus’s heart. The pain was all-consuming and he fell to his knees, his skin scorched and raw. Nasus could fight a mortal army single-handed, but Xerath was no ordinary foe. He was an Ascended being who wielded the stolen strength of the sun and the power of dark magic.

He lifted his head as the city burned around them. “The one you seek is not here and is now hidden beyond your sight.”

“The last of Azir’s brood cannot hide from me forever,” said Xerath. “I will find them and end that worthless bloodline.”

Nasus held his axe out, the gemstone upon its blade throwing off crackling lines of force.

“I will die before I allow that to happen.”

“As you wish,” said Xerath, his arms pulling back again and again to hurl arcing traceries of light. Nasus did what he could, but couldn’t stop them all.

Xerath drifted toward him, and said, “I told your brother over and over again of your betrayal and the jealousy you kept hidden from him. He cursed your name and wept as he told me how he would rend you limb from limb.”

Nasus roared and surged to his feet. A volcanic pillar of fire erupted beneath Xerath, and the magus bellowed as the shimmering fire of the Many Suns engulfed him.

But it wasn’t enough. It could never be enough. The last time they had fought, Nasus and Renekton had been at the height of their powers. Now Nasus was a shadow of his former glory, and Xerath’s power had been growing for centuries.

The magus shrugged off this last, desperate attack, and Nasus had nothing left to give. Xerath’s magic lifted him and swung him around, hurling him into the crumbling ruins of the temple. Stonework shattered around him and he felt his sun-fused bones snap like tinderwood.

Nasus came to a halt in the midst of the rubble, his legs broken and twisted beneath him. His left arm hung uselessly at his side, shattered from shoulder to wrist. He tried to push himself upright with his good arm, but white hot pain surged up his spine where his back had broken. His body could heal these wounds in time, but he had no time left.

“How far you have fallen, Nasus,” said Xerath drifting toward him with gobbets of liquid fire dripping from his fingertips like cinders. “I would pity you if I didn’t hate you for what you did to me. Your spirit has broken in the long years you wandered alone and burdened.”

“Better to be broken and burdened than an oathbreaker,” coughed Nasus through a mouthful of blood. “Even with all your newfound power, you are still a betrayer and a slave.”

He felt Xerath’s fury and reveled in it. It was all he had left.

“I am no slave,” said Xerath. “Azir’s last act was to free me.”

Nasus was stunned. Xerath a free man? It made no sense…

“Then why all this? Why betray Azir?”

“Azir was a fool and his gift was offered too late,” said Xerath.

Nasus grunted in pain. The splintered bones in his shoulder ground together as they began reknitting. He felt strength returning to his arm, but kept it limp and useless looking.

“What will you do when I am dead?” said Nasus, remembering how much Xerath had loved the sound of his own voice. “What will become of Shurima with you as its emperor?”

He tried to keep the pain hidden as his transformed flesh worked wonders within his body to undo the damage Xerath had done.

The magus shook his head and lifted out of reach.

“Do you think I cannot see your body renewing itself?” he said.

“Then come down and fight me!” cried Nasus.

“I have pictured your death a thousand times,” said Xerath, rising beyond the hollowed temple. “But never by my hand.”

Nasus watched the magus rise as the unsupported walls of the temple groaned and cracked, leaning in and ready to fall.

“The Butcher of the Sands will have his due,” said Xerath, his form blazing brighter than the sun disc ever had. Rocks and dust tumbled from above. “And I will be there to watch him claw the meat from your bones.”

The magus hurled chains of white fire into the crumbling walls and said, “But until then, I entomb you beneath the sands as you once trapped me.”

Xerath blazed like a newborn star and dragged his fiery chains inward. A thunderous rain of broken stones fell in an avalanche as murderous fire poured from the sky to fill Vekaura.

The ground felt like it was breaking apart, the rock beneath Nasus spinning and rising up to meet the cascade in a deafening tsunami of fluid stone. The walls of the temple crashed down, burying Nasus beneath hundreds of tons of debris.



After the darkness, light.

A sliver of hot brightness. Sunlight?

At first, he wasn’t sure if it was real or some trick devised by the mind to ease a body into death.

Was this how an Ascended being died?

No. This was not death. The sunlight moved across his field of vision, and he felt it warm his skin. He shifted his weight, extending his legs and rotating his shoulders. His limbs were renewed, which meant he had spent a considerable time in darkness. His body healed fast, but he had no idea how long he had spent unconscious.

However long it was, it was too long.

Xerath was free and stronger than ever.

Nasus reached up, seeing the rock above him formed a perfect dome, its rippled underside glass-smooth and warm to the touch. Even in the half-light, he could make out its patterned surface swirled like paint half-mixed on an artist’s palette. He slammed his fist against the sliver of light again and again until the rock finally split apart in chunks of stone vitrified by intense heat. Light flooded in and he saw the entire temple was now little more than a jumbled heap of smashed blocks. Nasus bent to lift a shard of the broken dome that had protected him. He turned it over in his hands, seeing blended material that had no business being in one piece of rock.

He slipped the dagger-like shard into his tunic and walked from the smashed sun temple. He surveyed the ruins as a mournful wind sighed, its breath freighted with mutterings of the dead.

The city was gone, or at least what its inhabitants had built upon its ruins. Nasus saw that much of the bedrock had buckled upward and had the same rippling texture of the dome that saved his life. The leading edge of every surface undulated like a glazed tidal wave frozen in mid-surge.

And from beneath that wave, sheltered from Xerath’s killing fire, came handfuls of Vekaura’s inhabitants. They came in ones and twos at first, then in small groups, blinking in the sunlight and amazed at their miraculous survival.

Nasus gave a small nod and said, “Shurima thanks you, Taliyah,” as he turned and made his way from the city.

The rest of Vekaura had returned to the desolate shell it had been the last time Nasus had ventured this way. Broken walls, shattered foundations and stumps of columns that stood like dead trees in a petrified forest. He had seen ruins like this before; in the wake of his first battle with Xerath when Shurima fell. Guilt had caused him to turn his face from the world then, but he would not do so now.

Xerath had spoken of Renekton as a blood-maddened beast, but Nasus knew his brother better than the magus ever had. Xerath saw only the beast Renekton had become; forgetting the noble warrior that lay beneath. The man who had selflessly offered his own life for his brother. The warrior who had willingly sacrificed everything to save his homeland from a betrayer. Xerath had forgotten all of that, but Nasus never would.

If Renekton lived, then a part of him must remember the hero he once was. If Nasus could reach that part of his brother, then he might lift him from the pit of madness. Nasus had long believed he would one day face Renekton, but until now he had always imagined that encounter would end with one of them dead.

Now he knew differently. Now he had purpose. The bloodline of Azir endured, so there was yet hope.

“I need you, Renekton,” he said. “I cannot kill Xerath without you.”

Before him, the desert called his name.

Behind him, the sand reclaimed Vekaura.



PBE Update 24 05 Banner


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


New Splash Arts

After a three-year-wait, Nidalee’s received her updated skin splashes:


Bewitching Nidalee

Nidalee_Splash_5 nidaleeLoadScreen_5


French Maid Nidalee

Nidalee_Splash_3  Nidalee_3


Leopard Nidalee

Nidalee_Splash_2 nidaleeLoadScreen_2


Pharaoh Nidalee

Nidalee_Splash_4 nidaleeLoadScreen_4


Snow Bunny Nidalee

Nidalee_Splash_1 nidaleeLoadScreen_1




Champion Changes


Corki Final Portrait


Buff BoxMissile Barrage Final IconMissile Barrage [ R ] 

  • Bonus AD ratio on regular missiles increased from 0.2/0.5/0.8 to 0.2/0.6/1.0.




Ekko Final Champion Portrait


Nerf BoxZDrive Resonance Final IconZ-Drive Resonance [ Passive ] 

  • The passive can’t be reapplied to the same target for 5 seconds now, decreased from 6 (change related to this PBE update, live value is 3 seconds).


Timewinder [ Q ] Nerf BoxTimewinder

  • Initial base damage increased from 40/55/70/85/100 to 60/75/90/105/120 (revert on the base value in this PBE update);
  • Return base damage decreased from 60/85/110/135/160 to 40/65/90/115/140.


Nerf BoxParallel Convergence Final IconParallel Convergence [ W ]

  • Stun duration decreased from 2.25 seconds at all ranks to 1.75.




Illaoi Final Portrait


Change BoxHarsh Lesson Final IconHarsh Lesson [ W ]

  • Base (physical) damage decreased from 4/4.5/5/5.5/6% of enemy’s Maximum HP to 3/3.5/4/4.5/5% (note that on live, Illaoi’s W deals flat damage).


Nerf BoxTest of Spirit Final IconTest of Spirit [ E ]

  • Duration of slow decreased from 2 seconds at all ranks to 1.5.




Nidalee Final Champion Portrait


Pounce [ Cougar W ]Revert BoxPounce

  • Base damage increased from 50/100/150/200 to 60/110/160/210 (revert on the change in this PBE update).



Zed Final Portrait


Revert BoxDeath Mark Final IconDeath Mark [ R ]

  • AD ratio on base damage increased from 0.5 to 1.0 from 1 to 0.5 (revert on the change in this PBE update);
  • Damage on proc decreased from 30/40/50% of damage done during the duration to 25/35/45% (revert).


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


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


Champion Changes


Anivia Final Portrait


Nerf BoxGlacial_StormGlacial Storm [ R ] 

  • Mana cost per second of channel increased from 30/45/60 to 40/50/60.




Ekko Final Champion Portrait


Nerf BoxZDrive Resonance Final IconZ-Drive Resonance [ Passive ] 

  • The passive can’t be reapplied to the same target for 6 seconds now, increased from 3.




Illaoi Final Portrait


Buff BoxTentacle Smash Final IconTentacle Smash [ Q ]

  • Now slows all enemies hit by 30/35/40/45/50% for 1.5 seconds at all ranks;
  • Ranks in Tentacle Smash no longer increase the AD ratio of her tentacles by 0/10/20/30/40%. Instead, they increase the total damage of tentacles by 10/15/20/25/30%.


[ Note ] The slow applies only to the tentacle cast by Illaoi’s Q, not the ones from her passive and ultimate.


Change BoxHarsh Lesson Final IconHarsh Lesson [ W ]

  • Damage changed from 15/35/55/75/95 [+1.1 of Total AD] to 4/4.5/5/5.5/6 [+0.05 of Bonus AD] % of Maximum Health (capped at 300 damage against jungle monsters).



Jax Final Portrait


Buff BoxRelentless Assault Final IconRelentless Assault [ Passive ]

  • Jax now loses one stack at a time after 2.5 seconds of not attacking, rather than all of them.



Kindred Final Portrait


Buff BoxMark of the Kindred Final IconMark of the Kindred [ Passive ] 

  • Kindred’s Dance of Arrows [ Q ] now deals 5 bonus damage per mark.



Nerf BoxMounting Dread Final IconMounting Dread [ E ]

  • Base damage decreased from 60/90/120/150/180 to 40/75/110/145/180;
  • Slow strength decreased from 70% at all ranks to 50%.



Lucian Final Portrait


Nerf BoxPiercing_LightPiercing Light [ Q ]

  • Cooldown decreased from 9/8.5/8/7.5/7 seconds to 9/8/7/6/5 (revert from the change in this PBE update);
  • Bonus AD ratio decreased from 0.6/0.75/0.9/1.05/1.2 to 0.6/0.7/0.8/0.9/1.



Nidalee Final Champion Portrait


Nerf BoxPouncePounce [ Cougar W ]

  • Base damage decreased from 60/110/160/210 to 50/100/150/200;
  • Cooldown after hitting a Hunted target or killing an enemy while in Cougar form changed from 3.5/2.5/1.5/0.5 seconds to 3/2.5/2/1.5 (still a nerf, live value is 1.5 seconds at all ranks).



Swain Final Portrait


Nerf BoxDecrepifyDecrepify [ Q ]

  • Base damage decreased from 30/50/70/90/110 to 30/48/65/83/100.



Nerf BoxRavenous_FlockRavenous Flock [ R ]

  • Base heal against Champions decreased from 30/45/60 per raven to 20/30/40.




Taliyah Final Portrait


Buff BoxThreaded_VolleyThreaded Volley [ Q ]

  • Mana Cost decreased from 60/65/70/75/80 to 50/55/60/65/70;
  • Duration of Worked Ground AoE decreased from 180-99 seconds to 140-99.



VelKoz Final Portrait


Buff BoxPlasma Fission Final IconPlasma Fission [ Q ]

  • Slow decay duration increased from 1/1.25/1.5/1.75/2 seconds to 1/1.4/1.8/2.2/2.6.

Change BoxLife Form Disintegration RayLife Form Disintegration Ray [ R ]

  • Base damage decreased from 500/725/950 to 450/625/800;
  • Tooltip now states that the laser will once again apply stacks of Organic Deconstruction [ Passive ].



Zed Final Portrait


Change BoxRazor_ShurikenRazor Shuriken [ Q ]

  • Damage decreased from 75/115/155/195/235 [+1 AD] to 70/105/140/175/210 [+0.9 AD];
  • Damage to secondary targets increased from 50% of original damage to 75%

[ Note ] Number-wise, damage to secondary targets is up from 37.5/57.5/77.5/97.5/117.5 [+0.5 AD] to 52.5/78.75/105/131.25/157.5 [+0.675 AD].


Change BoxDeath Mark Final IconDeath Mark [ R ]

  • AD ratio on base damage decreased from 1 to 0.5;
  • Damage on proc increased from 25/35/45% of damage done during the duration to 30/40/50%.


Item Changes


Revert BoxBoots of Swiftness Final IconBoots of Swiftness

  • Movement Speed decreased from 60 to 55.
  • Combine cost decreased from 700 Gold to 600 (total cost down from 1000 Gold to 900) – revert on the change in this PBE update.


Revert BoxNinja Tabi Final Icon Ninja Tabi

  • Armor decreased from 35 to 30 (revert on the change in this PBE update);
  • Passive damage block on basic attacks increased from 10% to 12%.


Nerf BoxTrinity Force Final IconTrinity Force

  • Combine cost increased from 0 Gold to 133 (total cost up from 3600 Gold to 3733).


[ Note ] Trinity Force received substantial changes in this PBE update.


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


New Skins in Store Banner

Three Dark Souls skins are now available in store, along with new summoner icons and a bundle:


As he lay on his bed…


As he lay on his bed, the first phantom appeared, a beaked doctor with syringe poised to poison him in the night.

As he lay on his sickbed, the second phantom appeared, a monstrous shadow with claws stretched to drag him to the grave.

As he lay on his deathbed, the third phantom appeared, a blood-stained angel with sword raised to deliver justice on his wretched soul.


Flood the Rift with misery as Black Scourge Singed, Cursed Revenant Nocturne, and Iron Inquisitor Kayle, now haunting the League store for 750 RP each.

Forewarn your victims of their grim fate with these icons:

  • Omen of the Cursed Revenant – 250 RP
  • Omen of the Iron Inquisitor – 250 RP
  • Omen of the Black Scourge – 250 RP
  • Omen of the Damned – 250 RP or 1500 IP until May 10 at 16:59 AEST

Unholy Trinity Set – 4294 RP

Possess the Unholy Trinity Set and get the champions for 25% off and Omen of the Damned for 1 RP. Available until May 10 at 16:59 AEST.

  • Cursed Revenant Nocturne
  • Iron Inquisitor Kayle
  • Black Scourge Singed
  • Nocturne
  • Kayle
  • Singed
  • Omen of the Cursed Revenant
  • Omen of the Iron Inquisitor
  • Omen of the Black Scourge
  • Omen of the Damned


image (6)


Here are the icons in question:

profileIcon1150 (1) profileIcon1149 (1) profileIcon1151 (1) profileIcon1152 (1)


Below you can find complete previews of the skins:




Black Scourge Singed will be available in store for 750 RP.


Kayle_Splash_8 Singed_8


MODEL Banner

Black Scourge Singed 1 Black Scourge Singed 2




Cursed Revenant Nocturne will be available in store for 750 RP.


Kayle_Splash_8 Nocturne_6


MODEL Banner

Cursed Revenant Nocturne 1 Cursed Revenant Nocturne 2




Iron Inquisitor will be available in store for 750 RP.


Kayle_Splash_8 Kayle_8


MODEL Banner

Inquisitor Kayle 1 Inquisitor Kayle 2



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


PBE Roundup 6 9 Banner

Patch 6.9 will hit live in the early hours of May 4th (Wednesday), assuming there are no delays. Here are all its contents:








Black Scourge Singed will be available in store for 750 RP.


Kayle_Splash_8 Singed_8


MODEL Banner

Black Scourge Singed 1 Black Scourge Singed 2




Cursed Revenant Nocturne will be available in store for 750 RP.


Kayle_Splash_8 Nocturne_6


MODEL Banner

Cursed Revenant Nocturne 1 Cursed Revenant Nocturne 2




Iron Inquisitor will be available in store for 750 RP.


Kayle_Splash_8 Kayle_8


MODEL Banner

Inquisitor Kayle 1 Inquisitor Kayle 2



New Summoner Icons

Four new summoner icons will be available for purchase; they’ll either require 250 RP or a blood sacrifice:


profileIcon1150 (1) profileIcon1149 (1) profileIcon1151 (1) profileIcon1152 (1)





Meddler Final PortraitHi all,

Most of the mid-season stuff should be on the PBE within the next day or two. As usual it should be pretty easy to identify most of the changes, there are a few things I wanted to call out though since they may not be as easy to spot as the more standard stuff like champion adjustments. Some of this stuff will also be discussed in more detail over the next few days by the developers working specifically on it too.

  • Jungling XP’s getting adjusted. In particular Machete now gives more XP, including the catch up XP if you’re lower level than the monsters themselves. That’s a change targeted primarily at how safe and effective buddy jungling is in organized play.
  • Tower damage will now ramp up quicker against champions and will maintain it’s ramped state when swapping between multiple champions. Agro juggling during a dive should still be a good play some of the time, but riskier at low levels in particular.
  • Death timers will be getting reduced somewhat, probably between the 20-30 minute marks primarily. This is a follow up to the 6.7 changes that targeted 30 minute+ death timers, similarly aimed at reducing how punishing one fight can be and keeping a bit less gray screen time.
  • Boot enchants are getting removed. After making Homeguard a universal effect post 20 minutes we wanted to see how the boot enchant system played out. One of the main consequences has been Alacrity on a lot of champions, which as lead to noticeably higher average movement speeds. That throws off balance on a number of things, skillshots and ground targeted AOEs in particular, so we’d like to get average speeds back to a more appropriate spot. Removing boot enchants, now that the most impactful and significant is always provided, was one of the best ways we identified to do that.
  • Baron buff duration’s going up a bit, in part to draw clear distinctions between it and the Elder Dragon buff (Elder dragon’s around half the length, and on a longer respawn timer than normal dragons, so there shouldn’t be too many cases of each team taking one of the two and then the game stalling until both are gone).

[ Link to Post ]


Grievous Wounds [ Debuff ]

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



Champion Changes


Anivia Final Portrait


  • Missile speed of basic attacks increased from 1400 to 1500.


Flash Frost [ Q ]Change BoxAnivia_Q

  • Damage on both pass-through and explosion decreased from 60/90/120/150/180 [+0.5 AP] to 60/85/110/135/160 [+0.4 AP].
  • Ranks in Glacial Storm [ R ] now increase Flash Frost’s slow strength from 20% to 20/30/40%.
  • Stun duration increased from 1 second at all ranks to 1.1/1.2/1.3/1.4/1.5.

(Note) The stun circle effect can now be seen by enemies too.


Quality of Life Box FinalAnivia_EFrostbite [ E ]

  • Missile speed increased from 1200 to 1600.
  • Looks like the cast center now originates from the end of Anivia’s model, not her center.


Buff BoxAnivia_RGlacial Storm [ R ]

  • Slow strength increased from 20% to 20/30/40%, but no longer slows Attack Speed of enemies in the AoE;
  • AoE now increases from 150 range to 400 over 3 seconds. At 400 range, the field slows for 70/80/90% and applies the “Chill” debuff for 2 seconds, up from 1;
  • Cast range increased from 625 to 685;
  • Now has a short cast animation.



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

Anivia_P Anivia_Q Anivia_W Anivia_E Anivia_R



Annie Final Portrait


Quality of Life Box FinalPyromaniaPyromania [ Passive ]

  • Now uses Jhin’s ammunition UI below Annie’s health bar to display the stacks toward a stun.


Quality of Life Box FinalIncinerateIncinerate [ W ]

  • Cast range increased from 560 to 600;
  • The damage and stun now only register after the cast animation completes, not when the spell is cast.


Buff BoxMolten_ShieldMolten Shield [ E ]

  • No longer grants 10/20/30/40/50 Armor and Magic resist while the shield lasts; instead, it grants 16/22/28/34/40% damage reduction;
  • Duration of shield increased from 3 seconds at all ranks to 5.
  • Casting Molten Shield no longer gives Tibbers 300 movespeed (decaying over 0.75 seconds).


Change Boxannie-summon-tibbersSummon: Tibbers [ R ]

Damage decreased from 175/300/425 [+0.8 AP] to 150/275/400 [+0.65 AP];

Damage of Tibbers aura decreased from 20/30/40 [+0.2 AP] to 10/15/20 [+0.1 AP];

Auto-attack range of Tibbers increased from 125 to 150;

Damage on Tibbers’ auto attacks changed from 80/105/130 to 50/75/100 [+0.15 AP];

Tibbers now regenerates 10% of his maximum Health-per-second after he’s been out of combat for 5 seconds;

Additionally, Tibbers will heal for 50% of his missing Health if Annie dies; he’ll also automatically aggro on the Champion that killed Annie if he’s within 1200 range;

Alt+Click on Annie will now make Tibbers follow Annie.

New effect: Tibbers Enrages when summoned; Annie stuns a Champion with Pyromania; and when Annie dies;

Enrages: Tibbers gains 275% Attack Speed and 100% Movement Speed, with the AS buff decaying as Tibbers attacks and the movespeed decaying over-time. Both numbers decay completely after 3 seconds. While Enraged, Tibbers ghosts through units.



Brand Final Portrait


New Item Boxbrand_abilities_p-debuffBlaze [ Passive ]

DoT decreased from 8% of Maximum HP over 4 seconds to 2%;

The Blaze DoT now stacks 3 times (meaning you have to hit 3 spells while the DoT is ticking). At three stacks, Blaze detonates after a 2-second-delay, dealing 12 [+0.5 per level, caps at level 9] [+0.015 AP] % of Maximum HP (damage is calculated separately for each target in the AoE). Enemy champions can’t get Blaze stacks for 4 seconds after they’ve been damaged by a detonation.



Nerf Boxbrand_abilities_qSear [ Q ]

  • Damage decreased from 80/120/160/200/240 [+0.65 AP] to 80/110/140/170/200 [+0.55 AP];
  • Stun duration decreased from 2 seconds at all ranks to 1.5.


Buff Boxbrand_abilities_wPillar Of Flame [ W ]

  • Mana cost decreased from 70/80/90/100/110 to 60/70/80/90/100;
  • Cooldown decreased from 10 seconds at all ranks to 10/9.5/9/8.5/8.


Change Boxbrand_abilities_eConflagration [ E ]

  • Damage decreased from 70/105/140/175/210 [+0.55 AP] to 70/90/110/130/150 [+0.35 AP];
  • Cooldown decreased from 12/11/10/9/8 seconds to 10/9/8/7/6.


Change Boxbrand_abilities_rPyroclasm [ R ]

  • Damage decreased from 150/250/350 [+0.5 AP] to 100/200/300 [+0.25 AP];
  • New Passive – Blaze: If the target is ablaze, Pyroclasm will briefly slow the target by 30/45/60%.

(Note) The updated Pyroclasm will always prioritize Champions over minions, and will further prioritize Champions with Blaze stacks.


Brand’s also received new spell icons. From left to right: Passive, Q, W, E and R:

brand_abilities_p-debuff brand_abilities_q brand_abilities_w brand_abilities_e brand_abilities_r



Cassiopeia Final Portrait


  • Base Health increased from 506 to 525;
  • Base Mana increased from 370 to 375;
  • Base Movement Speed decreased from 335 to 328;
  • Attack Damage changed from 52.3 [+3.2 per level] to 53 [+3 per level];
  • Armor changed from 22 [+4 per level] to 25 [+3.5 per level];
  • Base Health regen increased from 1.08 per second to 1.2;
  • Base Mana Regen decreased from 1.7 per second [+0.15 per level] to 1.6 [+0.16 per level].


Serpentine Grace [ Passive ] (Reworked)

Cassiopeia gains 4 flat Movement Speed per level. Also, she cannot purchase Boot items.


Change BoxNoxious_BlastNoxious Blast [ Q ]

  • Damage increased from 75/115/155/195/235 [+0.45 AP] to 75/120/165/210/255 [+0.7 AP];
  • Cooldown decreased from 4 seconds at all ranks to 3.5;
  • Mana cost increased from 40/50/60/70/80 to 60/65/70/75/80;
  • Movement Speed buff changed from 20% at all ranks for 3 seconds to 20/22.5/25/27.5/30% for 2 seconds.


Change BoxMiasma (1)Miasma [ W ] (Partially Reworked)

  • Cassiopeia will now throw several AoE clouds in an arc in front of her. Miasma will leave the clouds at either the max cast range (800) or in front of any walls it hits;
  • Damage increased from 10/15/20/25/30 [+0.1 AP] to 20/35/50/65/80 [+0.15 AP];
  • Slow strength changed from 25/30/35/40/45% to 35% at all ranks;
  • Additionally, enemies who stay in the clouds will be debuffed with Debilitating Poison, which prevents them from using any displacement spells, including Flash.
  • Cooldown increased from 14/13/12/11/10 seconds to 22/20/18/16/14;
  • Mana cost increased to 70 at all ranks from 40/50/60/70/80.
  • AoE duration increased from 4 seconds to 5.


Change BoxTwin_FangTwin Fang [ E ]

  • Cooldown decreased from 5 seconds at all ranks to 0.9;
  • Mana cost changed from 50/60/70/80/90 to 60/65/70/75/80;
  • If Twin Fang kills its target, Cassiopeia is refunded the entire mana cost;
  • Damage decreased from 55/80/105/130/155 [+0.55 AP] to 52 [+4 per Champion level] [+0.1 AP];
  • If the target is poisoned, Twin Fang will deal an additional 10/40/70/100/130 [+0.35 AP] and heal Cassiopeia for 5/10/15/20/25 [+0.1 AP].


Nerf BoxPetrifying_GazePetrifying Gaze [ R ]

  • Slow strength decreased from 60% at all ranks to 40%.




Fiddlesticks Final Portrait


New Item BoxDreadDread [ Passive ] (Reworked)

If Fiddlesticks stands still or channels for 1.5 seconds, he’ll gain 25/30/35/40% bonus Movement Speed (values for levels 1/6/11/16) for 1.5 seconds after he starts moving. Hard CC resets the timer for Dread to activate, but soft CC doesn’t.


Nerf BoxTerrifyTerrify [ Q ]

  • Cast range decreased from 576 to 525.



Change BoxDrainDrain [ W ]

  • Cooldown decreased from 10/9/8/7/6 seconds to 4/3.75/3.5/3.25/3, but the CD starts when Drain’s channel ends, rather than when it’s cast.


Buff BoxDark_WindDark Wind [ E ]

  • Maximum number of bounces increased from 5 to 7.



Quality of Life Box FinalCrowstormCrowstorm [ R ]

  • If cast outside its maximum range, Crowstorm will be cast at its maximum range in that direction (meaning Fiddle won’t move until he’s in range for your command anymore);
  • Additionally, Crowstorm will leave an “on my way” ping where it’s cast.


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

Dread Terrify Drain Dark_Wind Crowstorm



Illaoi Final Portrait


Change BoxTest of Spirit Final IconTest of Spirit [ E ]

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



Kennen Final Portrait


Buff BoxKennen_MarkOfStormMark of the Storm [ Passive ]

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



Buff BoxKennen_ThunderingShurikenThundering Shuriken [ Q ]

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



Change BoxKennen_ElectricalSurgeElectrical Surge [ W ]

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


Change BoxKennen_SlicingMaelstromSlicing Maelstrom [ R ]

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


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

Kennen_MarkOfStorm Kennen_ThunderingShuriken Kennen_ElectricalSurge Kennen_LightningRush Kennen_SlicingMaelstrom



Kindred Final Portrait


Nerf BoxDance of Arrows Final IconDance of Arrows [ Q ]

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


Change BoxWolfs Frenzy Final IconWolf’s Frenzy [ W ]

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



Malzahar Final Portrait


New Item Boxmalzahar_abilities_pPassive [ Void Shift ] (Reworked)

Malzahar enters Void Shift when he hasn’t taken direct damage for 24 seconds [-1 per level]. During Void Shift, Malzahar gains 90% damage reduction and crowd control immunity, which breaks 1 second after taking direct damage or when it blocks one instance of crowd control.



Change Boxmalzahar_abilities_qCall of the Void [ Q ]

  • Damage decreased from 80/135/190/245/300 [+0.8 AP] to 70/115/160/205/250 [+0.6 AP];
  • Cooldown decreased from 9 seconds at all ranks to 6;
  • Mana cost decreased from 80/85/90/95/100 to 60 at all ranks;
  • Silence duration decreased from 1.4/1.8/2.2/2.6/3 seconds to 1/1.25/1.5/1.75/2.


New Item Boxmalzahar_abilities_wVoid Swarm [ W ] (Reworked)

Cooldown: 20/19/18/17/16 seconds at all ranks || Mana cost: 60 at all ranks

Summon a Voidling lasting 12 seconds to fight nearby enemies.

The first time a Voidling attacks a champion, large monster, or epic monster, or assists in killing a unit, Malzahar spawns a new Voidling with the same remaining duration. When 3 or more Voidlings are active, they all gain 50% bonus Attack Speed. Additionally, Voidlings will gain increased health with Champion level.

Voidling Details:

  • Attacks deal [0.3/0.325/0.35/0.375/0.4 Total AD] physical damage + 10/15/20/25/30 [+0.1 AP] magic damage;
  • Deals triple damage to lane minions below 25% Health;
  • Will not spawn from a Voidling with less than 4 seconds left;
  • Prefers to attack targets with Nether Grasp or Malefic Visions and has 100% increased Movement Speed when seeking these targets;
  • Otherwise attacks the enemy nearest it.


Change Boxmalzahar_abilities_eMalefic Visions [ E ]

  • Damage decreased from 80/140/200/260/320 [+0.8 AP] to 80/115/150/185/220 [+0.7 AP];
  • Mana cost decreased from 80/115/150/185/220 to 60/70/80/90/100;
  • No longer restores flat mana on-kill; instead, kills restore 2% of Malzahar’s maximum mana;
  • If Malzahar hits a target affected by his Space AIDS [ E ], the duration of the DoT will refresh.



Change Boxmalzahar_abilities_rNether Grasp [ R ]

  • No longer deals 50/80/110 [+0.26 AP] per half second;
  • Now spawns Malzahar’s old Null Zone [ W ] in the center of the suppressed target, dealing 6 [+0.15 AP] % of Maximum Health as magic damage for 5 seconds.


Malzahar’s also received new spell icons. From left to right: Passive, Q, W, E and R:

malzahar_abilities_p malzahar_abilities_q malzahar_abilities_w malzahar_abilities_e malzahar_abilities_r


Malzahar’s base splash was also updated:

malzahar Malzahar_0




Nidalee Final Champion Portrait


Nerf BoxTakedownTakedown [ Q ]

  • Execute bonus damage changed from 1.5% bonus damage per 1% missing HP to 1/1.25/1.5/1.75%.



Rengar Final Portrait


Quality of Life Box FinalUnseen_PredatorUnseen Predator / Ferocity [ Passive ]

  • Passive leap strike now procs Statikk Shiv and all other on-hit items.



Quality of Life Box FinalSavagerySavagery [ Q ]

  • Fixed a bug where Savagery was nullifying the damage from dead man’s plate and Spellblade (Sheen).


Quality of Life Box FinalBola_StrikeBola Strike [ E ]

  • Cast no longer maintains cast location, but maintains directional when moved during cast time. (Cast location was obtained at the start of cast, if Rengar jumps over or moves drastically around this point (commonly Flash & Unseen Predator), his bola can go in seemingly random direction. This change should prevent a lot of the “bola going in random direction” since it maintains the direction of cast, and will move accordingly with Rengar.)
  • Fixed a bug where Bola cast time on live is most commonly at 0.25 seconds, so Bola cast time now consistently 0.25. We can reevaluate in later patches if this is still an issue.
  • Fixed a bug where entering empowered mode while casting Bola would cast Empowered Bola to be on cooldown, or immediately kick Rengar out of ferocity mode.


Quality of Life Box FinalThrill_of_the_HuntThrill of the Hunt [ R ]

  • Fixed an inconsistency where exiting Thrill of the Hunt with an ability might result in 4 Ferocity gain instead of 5.



Swain Final Portrait


Buff BoxCarrion_RenewalCarrion Renewal [ Passive ]

  • Base mana restored per kill increased from 9 to 12.



Change BoxDecrepifyDecrepify [ Q ]

  • No longer single-target; instead, Swain will put Beatrice down in the center of an AoE that lasts 4 seconds. The crow will attack targets inside the circle, prioritizing targets affected by Torment. It will retarget on its own after a kill and will drop aggro on targets that exit the circle;
  • Now deals double damage to minions;
  • Cooldown increased from 8 at all ranks to 14/13/12/11/10;
  • Mana cost decreased from 60/70/80/90/100 to 60/65/70/75/80.


Buff BoxNevermove Final IconNevermove [ W ]

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



Buff BoxTormentTorment [ E ]

  • Damage changed from 75/115/155/195/235 [+0.8 AP] to 50/80/110/140/170 [+1.0 AP];
  • Damage amplification increased from 8/11/14/17/20% to 20% at all ranks.


Change BoxRavenous_FlockRavenous Flock [ R ]

  • Maximum number of targets increased from 3 to 5;
  • Heal effectiveness from minions decreased from 25% to 15%;
  • Cooldown increased from 8 seconds at all ranks to 10;
  • Mana cost increase-per-second decreased from 5/6/7 seconds to 5 at all ranks.



Soraka Final Portrait


Nerf BoxStarcallStarcall [ Q ]

  • Slow decreased from 30/35/40/45/50% to 30% at all ranks;
  • Movement Speed strength of Rejuvenation buff decreased from 15% to 10%.



Syndra Final Portrait


Change BoxTranscendentTranscendent [ Passive ]

  • At level 9, Dark Spheres [ Q ] no longer deals 15% bonus damage against Champions; instead, it increases the lifespan of spheres from 6 seconds to 8;
  • At level 9, no longer increases the slow duration on Force of Will [ W ] by 2 seconds; instead, Syndra will automatically grab two additional spheres near the targetted sphere (or buff monster).


Buff BoxDark_SphereDark Sphere [ Q ] 

  • AP ratio increased from 0.6 AP to 0.75.



Buff BoxScatter_the_WeakScatter The Weak [ E ]

  • Cooldown decreased from 18/16.5/15/13.5/12 seconds to 16/15/14/13/12.




Taric Final Portrait


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


Nerf BoxBastionBastion [ W ]

  • Cast range decreased from 1100 to 800;
  • Tether range decreased from 1600 to 1300.


Nerf BoxDazzle (1)Dazzle [ E ]

  • Hitbox of stun decreased from 650/150 (length/width) to 610/140.




Teemo Final Champion Portrait


Buff BoxBlinding_DartBlinding Dart [ Q ]

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



Buff BoxNoxious Trap Final IconNoxious Trap [ R ]

  • Recharge cooldown decreased from 34/28/22 seconds to 30/25/20;
  • Mana cost decreased from 75/100/125 to 75 at all ranks.



Veigar Final Portrait


Phenomenal Evil Power [ Passive ] (Reworked)

Veigar is the greatest Evil to ever strike at the heart of Runeterra – and he’s only getting bigger! Striking an enemy Champion with a spell grants Veigar stacks of Phenomenal Evil, giving him 1 Ability Power. Takedowns grant an additional 3 stacks.

(Note) The passive’s tooltip shows how much AP you’ve earned with each spell and with takedowns.


Buff BoxBaleful_StrikeBaleful Strike [ Q ]

  • Mana cost decreased from 60/65/70/75/80 to 40/45/50/55/60;
  • Killing a unit with this also grants Veigar a stack of Phenomenal Evil. Large minions and large monsters grant two.


Buff BoxDark_MatterDark Matter [ W ]

  • Mana cost decreased from 70/75/80/85/90 to 60/65/70/75/80.



Buff BoxEvent_HorizonEvent Horizon [ E ]

  • Mana cost decreased from 80/85/90/95/100 to 70/75/80/85/90.



Change BoxPrimordial_BurstPrimordial Burst [ R ]

  • Damage changed from 250/375/500 [+1.0 AP] [+0.8 of target’s AP] to 175/275/375 [0.75] – 350/550/750 [1.5 AP], based on the target’s missing Health.
  • Mana cost decreased from 125 at all ranks to 100;



VelKoz Final Portrait


Buff BoxOrganic DeconstructionOrganic Deconstruction [ Passive ]

  • Base damage decreased from 35 to 25;
  • Now has an added 0.4 AP ratio.


Buff BoxPlasma Fission Final IconPlasma Fission [ Q ]

  • The angle indicator will no longer be visible for enemies;
  • Now refunds 20/22.5/25/27.5/30 mana for every unit Plasma Fission kills.


Nerf Box64px-Void_RiftVoid Rift [ W ]

  • AP ratio on initial rift decreased from 0.25 to 0.15;
  • AP ratio on rift opening decreased from 0.375 to 0.25.


Nerf BoxTectonic DisruptionTectonic Disruption [ E ]

  • AP ratio decreased from 0.5 to 0.3.



Buff BoxLife Form Disintegration RayLife Form Disintegration Ray [ R ]

  • No longer stacks Organic Deconstruction;
  • Damage increased from 500/700/900 [+0.6 AP] to 500/725/950 [+1.0 AP];
  • Cooldown decreased from 130/110/90 seconds to 120/100/80;
  • New Passive – if Vel’Koz procs Organic Deconstruction with his other spells, he will Research them for 7 seconds. Life Form Disintegration Ray deals true damage against Researched targets. Vel’Koz’s basic spells and auto-attacks refresh the duration of the Research debuff.



Viktor Final Portrait


Buff BoxSiphon_PowerSiphon Power [ Q ]

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


Nerf BoxDeath_RayDeath Ray [ E ]

  • AP ratio decreased from 0.7 to 0.5;
  • Missle speed of laser increased from 780 to 1050;
  • Explosion damage on Augmented laser decreased from 70/110/150/190/230 [+0.7 AP] to 40/70/100/130/160 [+0.6 AP];
  • Delay on explosion increased from 0.6 seconds to 1;
  • Explosion now deals full damage to targets damaged by Death Ray [60% on live].


Buff BoxViktor_R1Chaos Storm [ R ]

  • Initial damage decreased from 150/250/350 [+0.55 AP] to 100/175/250 [+0.5 AP];
  • Storm now deals 150/250/350 [+0.6 AP] magic damage every 2 seconds, increased from 15/30/45 [+0.1 AP] damage every 0.5 seconds;
  • Storm duration decreased from 7 seconds at all ranks to 6.5.



Vladimir Final Portrait


  • Base Health changed from 543 [+85 per level] to 550 [+84 per level];
  • Armor changed from 22 [+3.5 per level] to 23 [+3.3 per level];
  • Attack Damage increased from 48 to 52;


Change Boxvladamir_abilities_pCrimson Pact [ Passive ]

  • Bonus AP increased from 0.025 of Bonus Health to 0.04;
  • Bonus HP decreased from 1.4 AP to 1.0.


Change Boxvladamir_abilities_qTransfusion [ Q ]

  • Damage decreased from 90/125/160/195/230 [+0.6 AP] to 80/100/120/140/160 [+0.45 AP];
  • Heal decreased from 15/25/35/45/55 [+0.25 AP] to 20/25/30/35/40 [+0.15 AP];
  • Cooldown changed from 10/8.5/7/5.5/4 seconds to 9/8/7/6/5;
  • After casting Tranfusion Twice, Vladimir gains Crimson Rush for a few seconds, with the timer beginning when Tranfusion comes off cooldown.;
  • Crimson Rush: For the next 2.5 seconds, Vladimir gains bonus Movement Speed and Tranfusion deals double damage and heals for a bonus 40 [+15 per Champion level] + 5 [+0.025 AP] % of his Missing Health. The bonus heal value is halved against lane minions, but not monsters.


New Item Boxvladamir_abilities_eTides of Blood [ E ] (Reworked)

Cost: 10% of Maximum Health || Cooldown: 9/8/7/6/5 seconds || Cast Range: 600

Vladimir charges up a reservoir of blood, paying up to 10% of his Maximum Health over 1 second to increase Tides of Blood’s damage by the same amount.

On release or after 1.5 seconds, Vladimir unleashes a nova of blood, dealing between 30/40/50/60/70 [+0.025 Max HP] [+0.35 AP] and 60/80/100/150/140 (+0.1 Max HP) [+0.7 AP] magic damage to enemies hit.

When fully charged, Tides of Blood slows Vladimir while he holds it, but will briefly slow targets by 40/45/50/55/60% when he releases it.



Buff Boxvladamir_abilities_rHemoplague [ R ]

  • Duration of debuff (and time for the spell to deal damage) decreased from 5 seconds at all ranks to 4;
  • Damage amplification decreased from 12% at all ranks to 10%;
  • Additionally, Hemoplague will heal Vladimir for 75/125/175 [+0.35 AP] for each enemy champion it damages.


Vlad’s also received new spell icons. From left to right: Passive, Q, W, E and R:

vladamir_abilities_p vladamir_abilities_q vladamir_abilities_w-m vladamir_abilities_e vladamir_abilities_r



Xerath Final Portrait


Shocking Orb [ E ]Change BoxShocking_Orb

  • Stun duration changed from 0.75 – 1.75 seconds to 0.5 – 2.



Buff BoxRite_of_the_ArcaneRite of the Arcane [ R ]

  • Number of missiles increased from 3 at all ranks to 3/4/5;
  • Base damage changed from 190/245/300 to 200/230/260.



Zac Final Portrait


  • Base Movement Speed increased from 335 to 340.


Buff BoxCell_DivisionCell Division [ Passive ]

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



Ziggs Final Portrait


Buff BoxSatchel_ChargeSatchel Charge [ W ]

  • Can now instantly destroy towers below 25% HP.



Change BoxMega Inferno Bomb Final IconMega Inferno Bomb [ R ]

  • Cooldown decreased from 120 seconds at all ranks to 120/105/90;
  • Minions are no longer dealt double damage by the spell.



Zyra Final Portrait


  • Base Health increased from 479 to 499;
  • Movement Speed increased from 325 to 340.


New Item Boxzyra_abilities_passiveGarden of Thorns [ Passive ] (Reworked)

Seeds spawn around Zyra periodically, becoming faster with level and lasting 45 seconds (with a maximum number of 8 seeds planted at any time). If an enemy Champion steps on a seed, the seed dies. If Zyra casts Deadly Spines or Grasping Roots near seeds, she grows plants which last 5-7.5 seconds (scaling up with Champion level). Extra plants striking the same target deal 50% damage.

  • Plant damage decreased from 23 [+6.5 per level] [+0.2 AP] to 24 [+5 per level] [+0.15 AP];
  • Plant health decreased from 3 to 2.

(Note) Zyra will not attempt to place two seeds close to each other. Also, plant AI has received an overhaul.



Change Boxzyra_abilities_qDeadly Spines [ Q ]

  • Skillshot changed from a circular AoE to a thick line;
  • Damage decreased from 70/105/140/175/210 [+0.65 AP] to 60/90/120/150/180 [+0.55 AP];
  • Mana cost decreased 75/80/85/90/95 to 60 at all ranks.



Nerf Boxzyra_abilities_wRampant Growth [ W ]

  • Passive no longer gives Zyra 2/4/6/8/10% Cooldown Reduction. Instead, it increases the maximum health of her plants by 10/20/30/40/50%;
  • Seeds still grant vision in a small area and spot enemy champions who step on them for 2 seconds.


Buff Boxzyra_abilities_rStranglethorns [ R ]

  • No longer increases the Attack Speed of plants in the AoE by 50%; instead, it increases their damage by 150%.


Zyra’s also received new spell icons. From left to right: Passive, Q, W, E and R:

zyra_abilities_passive zyra_abilities_q zyra_abilities_w zyra_abilities_e zyra_abilities_r



Item Changes


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

3110_Frozen_Heart 3124_Guinsoos_Rageblade


Nerf BoxAbyssal Scepter Final IconAbyssal Scepter

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


Change BoxAthenes Unholy Grail Final IconAthene’s Unholy Grail

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


Change BoxBanshees Veil Final IconBanshee’s Veil

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


Change BoxCatalyst Final IconCatalyst of Aeons

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


Change BoxChalice_of_HarmonyChalice of Harmony

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

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


New Item BoxDevourer Final IconEnchantment: Bloodrazor (replaces Devourer)

  • Grants 40% Attack Speed;
  • UNIQUE Passive: Basic attacks deal 3% of the target’s maximum Health in bonus physical damage (max 75 vs monsters and minions) on hit.


Change BoxGuardian Angel Final IconGuardian Angel

  • Recipe cost decreased from 1180 Gold to 880 (total cost down from 2700 to 2400);
  • Magic Resist decreased from 60 to 45.


Change Box3124_Guinsoos_RagebladeGuinsoo’s Rageblade

  • Recipe changed: Blasting Wand (850) + Pickaxe (875) + Recurve Bow (1000) + 875 Recipe Cost = 3600 Gold total;
  • Attack Damage increased from 30 to 35;
  • Abiliy Power increased from 40 to 50;
  • New Passive: Basic attacks deal an additional 15 magic damage on-hit;
  • Maximum stacks are now 6, decreased from 8 (bonuses per stack are unchanged);
  • Guinsoo’s Rage (buff at max stacks) no longer deals on-hit magic damage in an AoE; instead, it causes every other basic attack to trigger on-hit effects twice (aka Devourer’s passive).


New Item Boxglp (1)Hextech GLP-800

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


Buff BoxHextech Gunblade Final IconHextech Gunblade

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


Change Boxhextech revolverHextech Revolver

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


New Item Boxprotobelt (1)Hextech Protobelt-01

  • Recipe: Hextech Revolver + Kindlegem + 750 Gold = 2500 Total Gold;
  • Grants 300 Health, 80 Ability Power and 10% Cooldown Reduction;
  • Active – Fire Bolt: Dash 300 units in a direction (at 1200 speed) and then unleash a nova of fireballs that deal 100 – 250 (+25% of your Ability Power) magic damage to enemies hit. Enemies hit by more than one fireball take 15% damage from additional balls. (30 second cooldown, shared with other Hextech items). This Dash cannot go over walls.


New Item Boxlost_chapterLost Chapter [ New Item ]

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


Nerf BoxMercurial_ScimitarMercurial Scimitar

  • Quicksilver active now removes CC effects only, not all debuffs (so spells like Zed’s ult or Trundle’s ult can’t be QSS-ed anymore).


Change BoxMorellonomicon Final IconMorellonomicon

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


Nerf BoxQuicksilver_SashQuicksilver Sash

  • Quicksilver active now removes CC effects only, not all debuffs.



Buff BoxRighteous Glory Final IconRighteous Glory

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



Change BoxRod of Ages Final IconRod of Ages

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


Nerf BoxSpectres Cowl Final IconSpectre’s Cowl

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


Change BoxSpirit Visage Final IconSpirit Visage

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


Nerf BoxSunfire Cape Final IconSunfire Cape

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



Buff BoxTear of the GoddessTear of the Goddess

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


Buff BoxThe Black Cleaver Final IconThe Black Cleaver

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


Removed BoxWill of the Ancients Final IconWill of the Ancients

  • Removed from the game.



Change BoxZhonyas Hourglass Final IconZhonya’s Hourglass

  • Recipe Change: Seeker’s Armguard + Fiendish Codex + 800 Gold = 2900 Total Gold;
  • Total Cost decreased from 3500 Gold to 3000;
  • Ability Power decreased from 100 to 70;
  • Now grants 10% Cooldown Reduction;
  • Cooldown on Statis active increased from 90 seconds to 120.





Riot Gmang Final PortraitHey everybody,

Hopefully you’ve had the chance to check out our Dragon and Mage changes for mid-season. We’ve got a bunch of other objective changes to Summoner’s Rift going in the patch, and I wanted to share those + context with ya’ll and take your questions and feedback!

Everything is subject to tuning and future iteration, of course.

Rift Herald

We’re pushing to make Rift Herald a more unique and meaningful objective for those looking to dominate the top half of the map. This new Rift Herald should be a more contestable objective with a clearer purpose: long-term selfish power for one team member – especially a lone-wolf or split push character.

  • Rift Herald now spawns at 6 minutes and never respawns
  • Rift Herald’s stats significantly increased (should be much harder to solo)
  • Doom’s Eve removed and replaced with a unique Superbuff:
    • Lasts 20 minutes and persists through death
    • While alone, you gain some damage reduced vs. champions and build Corruption stacks
    • At 100 stacks, your next attack discharges all Corruption to deal bonus magic damage (works on almost anything, including minions and towers; damage is reduced for ranged attacks)
    • Corruption stack rate and discharge damage scale with champion level

Hopefully this excites top laners, junglers, and some mids. We’re keeping an eye on it to ensure it’s powerful, but also contestable and not too game-ending.

Red and Blue Buffs

Late-game, Red and Blue buff have been somewhat ignorable these days. We’re buffing and compressing their power in the mid-late game to make them more appreciable objectives to leverage or steal, especially in games that are in a standstill and need things to fight over and create power windows.

  • Red Buff
    • Burn now applies a damage tick immediately on apply or reapply (stronger attack-speed scaling); damage-per-tick reduced to compensate
    • Health regen now scales steeply with champ level but turns off when in combat with champions or epic monsters (currently triples at level 6 and again at level 11!)
  • Blue Buff
    • AP per level replaced with +15% total Ability Power (like Rabadon’s Deathcap effect)
    • Mana regen based on max Mana doubled (flat regen unchanged)
  • Buff Durations
    • Red and Blue will last the same duration on your first clear, but all Red and Blue buffs after that will have a 90-second duration instead of 120

When you’re looking to make a play in mid-late game, buff camps should be juicier targets now, especially if you can steal them from the enemy’s side of the map!

Camp Respawn Timers

In order to facilitate more coordinated and contested objective play at all skill levels, we’re making a some UI changes. This also has the benefit of reducing timekeeping and chat-typing work.

  • When a camp that has a timer (Red, Blue, Dragon, Baron, Rift Herald) has less than 60 seconds to spawn, its timer is revealed to both teams (regardless of their vision of the camp), and an “about to spawn” icon appears in the minimap (will replace regular camp icon if you still haven’t seen the cleared camp)
  • The respawn icon starts dull at 60 seconds to spawn and becomes bright at 20 seconds

We generally like seeing more fights around objectives, and promoting objective awareness like this can help a lot. After getting used to the new UI, rallying your team around a Dragon spawn or even a buff steal can often be done with a simple ping instead of having to type things out in chat.


Turrets have several changes in store. Overall, we want them to be more defendable places to stand your ground, reduce their takedown reward compared to other objectives, clean up some of their mechanics, and rebudget their defenses so things other than marksmen basic attacks can contribute more to turret takedowns.

  • Turret Damage Ramp
    • Inner and Outer turrets more quickly ramp up their damage when attacking champions, and they maintain full damage when switching targets.
    • Inner and Outer turrets only take 4 shots to ramp up to full damage (instead of 5).
  • Turret Takedown Rewards
    • Outer turret total gold reward reduced, though local gold reward is increased (local gold 220 -> 300, global gold 125 -> 100)
    • Inner turret gold rewards reduced (local gold 250 -> 175, global gold 150 -> 125) and XP reward removed
    • Inhibitor turret local gold reward increased (0 -> 50)
  • AP Damage Conversion
    • When your attacks trigger AP damage conversion (occurs when attacking a turret while your AP is more than double your bonus AD), the converted damage is now magic instead of physical
  • Turret Stats
    • Base Armor/MR increased (from 0 to 40), Base Health decreased (from 4000 to 3300)
    • Turrets are now subject to penetration (generally tankier than Live unless you have about 20 penetration or have a true damage proc; overall a small nerf to marksmen damage, but a buff to some mages and assassins)
    • Reinforced Armor converted from 200 Armor/MR to 66.67% damage reduction

Overall, diving and taking turrets should be less of a freebie than what we’ve seen recently.

Let’s hear your thoughts!

[ Link to Post ]




Four new dragons will replace the existing stack system. They appear in a random order until the 35th minute, when the Elder dragon lands (after the last dragon has been killed, he won’t replace it like Baron replaces the Herald).


These smaller dragons provide stacking buffs, capping at 3 stacks:


elemental-dragon-wind-thumbAir Dragon

  • This unit gains 15/30/45 bonus flat Movement Speed when out of combat. This bonus is increased to 22.5/45/67.5 if the unit has the Elder Dragon buff.


elemental-dragon-earth-thumbEarth Dragon

  • This unit deals 10/20/30% bonus true damage to Dragon, Baron and Towers. This bonus is increased to 15/30/45% if the unit has the Elder Dragon buff.


elemental-dragon-fire-thumbFire Dragon

  • This unit has 8/16/24% bonus AP and AD. This bonus is increased to 12/24/36% if the unit has the Elder Dragon buff.


elemental-dragon-water-thumbWater Dragon

  • Every 18/12/6 seconds, this unit restores 10% of their missing Health and Mana. This bonus is increased to 15% of missing HP and mana if the unit has the Elder Dragon buff.


Dragon 4 Dragon 3 Dragon 2 Dragon 1



New Splash Arts

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


Traditional Trundle

Trundle_Splash_3 Trundle_3


Lil’ Slugger Trundle

Trundle_Splash_1 Trundle_1


Junkyard Trundle

Trundle_Splash_2 Trundle_2


Glacial Olaf has received an updated splash:

Olaf_Splash_2 Olaf_2


U.F.O Corki has also received a new splash:

Corki_Splash_1 Corki_1


Lastly, PAX Sivir has also received a new splash:

Sivir_Splash_5 Sivir_5


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