Posts Tagged ‘lissandra’


PBE 27 02 Banner

PBE 27/02


[ 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.


All PBE updates from Patch 5.5 cycle:



Champion Changes



Azir Final Portrait

Arise Final IconArise! [W]

  • Sand Soldier range increased from 325 to 375



Gragas Final Portrait

  • Base mana pool increased from 300 to 400


Drunken Rage Final IconDrunken Rage [ W ]

  • Maximum damage to monsters increased from 250 to 300



Lissandra Final Portrait


Ice Shard Final IconIce Shard [ Q ]

  • Base damage decreased from 75/110/145/180/215 to 70/100/130/160/190



Nautilus Final Portrait


Titans Wrath Final Icon Titan’s Wrath [ W ]

  • On-hit damage decreased from 40/55/70/85/100 to 15/30/45/60/75


Riptide Final IconRiptide [ E ]

  • AP Ratio decreased from 0.5 to 0.3
  • Mana cost decreased from 60/70/80/90/100 to 40/50/60/70/80
  • Cooldown decreased from 10 seconds at all ranks to 6/5.5/5/4.5/4
  • Slow duration reduced from 2 seconds to 1.25



Nidalee Final Portrait


Bushwhack Final IconBushwhack [ Human W ]

  • Damage changed from 20/40/60/80/100 + 10/12/14/16/18 (+ 0.02 AP) % of target’s current health to 40/80/120/160/200 ( +0.2 AP)


Pounce Final Icon Pounce [ Cougar W ]

  • Base damage decreased from 50/100/150/200 to 40/80/120/160


Swipe Final IconSwipe [ Cougar E ]

  • AP ratio increased from 0.45 to 0.55



Skarner Final Portrait


Crystal Slash Final IconCrystal Slash [ Q ]

  • Base physical damage and on-hit magic damage have both been increased from 18/28/38/48/58 to 20/30/40/50/60


Fracture Final IconFracture [ E ]

  • Base damage increased from 40/60/80/100/120 to 40/75/110/145/180



Tristana Final Portrait


Rapid Fire Final IconRapid Fire [ Q ] 

  • Rapid Fire’s cooldown is decreased by 1 second each time Tristana auto attacks a target which has Explosive Charge on



Urgot Final Portrait


Terror Capacitator Final IconTerror Capacitor [ W ]

  • Shield value now additionally increased by 5% of Urgot’s maximum mana



Vi Final Portrait

  • Movement speed decreased from 350 to 345


Assault and Battery Final Icon Assault and Battery [ R ]

  • Base damage decreased from 200/325/450 to 150/300/450
  • Ratio decreased from 1.5 of Bonus AD to 1.4 (on live the tooltip is wrong, actual live value is 1.5 currently)



Volibear Final Portrait

Frenzy Final IconFrenzy [ W ]

  • If Frenzy is cast on a jungle monster, its cooldown  is halved 



Xin Zhao Final Portrait


Battle Cry Final IconBattle Cry [ W ]

  • Heal on every third hit increased from 26/32/38/44/50 to 30/35/40/45/50


Audacious Charge Final IconAudacious Charge [ E ]

  • Base damage increased from 70/105/140/175/210 to 70/115/160/205/250



Zac Final Portrait


Elastic Slingshot Final IconElastic Slingshot [ E ] 

  • Knock-up duration increased from 0.5 seconds to 1 second



Item Changes

The Juggernaut enchantment has been removed and replaced with the following:


Bami’s Cinder (New Item)

  • Builds out of Ruby Crystal + 600 Gold (Total cost is 1000 Gold)
  • Grants 300 Health
  • UNIQUE Passive – Immolate: Deals 5 (+1 per champion level) magic damage per second to nearby enemies. Deals 50% bonus damage to minions and monsters.

Bamis Cinder

Bami Cinder Effect

Bami Cinder’s particles are identical to those of Sunfire Cape.


Speaking of which, Sunfire Cape now builds out of Bami’s Cinder rather than Giant’s Belt and its passive has been renamed to Immolation.

Sunfire Cape


Cinderhulk (New Enchantment)
  • Grants 350 Health and 25% Bonus Health
  • Total cost is 2200 Gold, Recipe cost – 350 Gold (if applied to Stalker’s Blade or Ranger’s Trailblazer the recipe cost is currently 150 Gold, but it’s not intended)
  • UNIQUE Passive – Immolate: While in combat, deals 15 (+1 per champion level) magic damage a second to nearby enemies. This increases up to 100% based on time in combat.

Cinderhulk Enchantment


Texture Rebalances

Cho’Gath’s default looks have received a fresh coat of paint. You can find the updates to his skins HERE. Also, Nightmare Cho’Gath was also updated here but I don’t have access to the skin.


Chogath Classic Model 2

Classic ChoGath Model 1



The Dragon pit now has a dragon-figure ornamentation on the floor.


Dragon Pit Update



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


Champion Skin Sale February 23 Banner

The following Champions and Skins will be 50% off until February 23rd:


Lissandra Final Portrait

Nocturne Final Portrait

Veigar Final Portrait


Blood Moon Shen – 375 RP




Hyena Warwick – 487 RP




Mercenary Katarina – 260 RP





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



Free Champion Rotation January 27 Banner

The following Champions will be free-to-play until January 27th:



Ashe Final Portrait

Azir Final Portrait

Fiddlesticks Final Portrait

Gnar Final Portrait

Lissandra Final Portrait

Morgana Final Portrait

Shaco Final Portrait

Singed Final Portrait

Sona Final Portrait

Twitch Final Portrait



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


News 26 11 Banner

Summary Final Banner

The community’s questions regarding Rek’Sai’s mechanics have been answered on both Reddit and forums. Also, we have a few discussions on Warwick, Lissandra, knock-up CC and the colors of Blood Moon Elise, as well as an offer to participate in an online study on teamwork done by MIT and Riot. Apologies for no TL;DR, rough day.


Recent News Banner





PBE Updates Patch 4 21 Banner



Reksai QA Banner


Don’t know about Rek’Sai? Check out her official preview:




Is RekSai invisible invulnerable while burrowed

DanielzKlein Final PortraitYou can totally see her and interact with her in every way you normally can: attack, hit with skillshots, hit with AOEs etc.

[ Link to Post ]




Will RekSai play like a bruiser or an assassin

Beat Punchbeef Final PortraitShe’s a fighter but her pattern operates more like an assassin. Her passive gives her the ability to enter a fight, mosh a little bit, back out and wait for cooldowns, and then go back in.

[ Link to Post ]




How many tunnels can RekSai have at any one time

Beat Punchbeef Final PortraitCurrently she can have 8 on the map at any given time.

[ Link to Post ]





How long do tunnels last

DanielzKlein Final PortraitRight now tunnels last 10 minutes. You can destroy them by standing on them as the enemy. You even get some gold.

[ Link to Post ]



Follow Up

Do these 10 minutes count down separately for tunnels

DanielzKlein Final PortraitYes, each tunnel has its own cooldown when used.

[ Link to Post ]





Can enemies destroy her tunnels

DanielzKlein Final PortraitYes, enemy champs can destroy tunnels by standing on them, currently takes 1.5s (totally subject to change). She is completely visible underground.

[ Link to Post ]



Follow Up

So if an enemy steps on one end RekSai can exit from the other

DanielzKlein Final PortraitYou kill the pair by stomping on either end.

[ Link to Post ]





Does a knockup when burrowed unburrow her

Beat Punchbeef Final PortraitGetting knocked up does not un-burrow her. Tried this at one point but forced state changes just end up confusing the player as to which state they’re in.

[ Link to Post ]




Is her ult canceled if a tunnel shes ulting towards is destroyed

Beat Punchbeef Final PortraitHer ultimate can be difficult to set up. It also has a global sound effect attached to it. Due to these reasons, we defer to the Rek’Sai player once the ultimate is cast.

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Can teammates use these tunnels

Beat Punchbeef Final PortraitNope.

[ Link to Post ]



DanielzKlein Final PortraitThere was this one ultimate once upon a time…

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Does the burrowed detection give info only to RekSai

Beat Punchbeef Final PortraitRek’Sai’s team sees her Tremor Sense as well.

[ Link to Post ]





Does RekSai need Fury to burrow

Beat Punchbeef Final PortraitShe doesn’t need it to burrow. It gives her health based on how much Fury she has when she burrows.

[ Link to Post ]




If burrowing only limits vision isnt it useless

DanielzKlein Final PortraitIf you’re calling regeneration, extra movement speed, and an enemy movement sensing ability with nearly a full screen’s range useless, then yeah, totally! Also you only get to make tunnels while burrowed, and unburrowing knocks people up.

[ Link to Post ]




If global ults are bad for the game why does RekSai have one

Meddler Final PortraitFree movement global ults are something we felt needed to be removed and something we don’t have any plans to make more of. Those with conditions to be used by contrast, such as Shen ult or Rek’Sai ult, don’t generate the same problems.

[ Link to Post ]




Single Posts 26 11 Banner



Sign up for Online Study on Teamwork by MIT and Riot

Lyte Final Portrait We would like to invite you to a study conducted by researchers at the Massachusetts Institute of Technology (MIT) in collaboration with Riot Games. We’re interested in exploring the ability of a team to perform a wide range of collaborative tasks, and will measure this using an online battery of tasks your team will work on together.

To qualify for this study, you have to be part of a Ranked 5s Team that has played at least 20 games together this season on the NA Server. Once you complete the following tasks below, we will grant you a reward on your main accounts:

  • An online screening survey individually (takes approx. 20 minutes); AND
  • An online battery of tests with ALL members of your team simultaneously (takes approx. 1 hour).

At the end of the study, we’ll also send you a scorecard of your team’s ability in skills like decision-making, execution, sensing and memory.

Participation in the study is completely voluntary and all information used in the study will only be linked to your summoner name. Privacy is one of our highest priorities and all data gathered during the experiment will be stored securely. We will only publish data in summary form, so it will not be possible to link the data to an individual person. The study has been accepted by the Institutional Review Board at MIT.

To participate in the study, please have one team member, on behalf of your team, sign-up your Ranked Team here:

[ Link to Post ]



What happened to the announced Warwick rework

Vesh Final PortraitZenontheStoic (Daniel Klein) was actually working on a WW kit but he ended up shifting over to Azir. Since then, the Champion Update team has been formed and we will be doing projects like this. There’s so many champions that we want to update to various degrees that it’s a careful balancing act of what we work on first. Some projects can be worked on simultaneously and some cannot. WW will need new visuals and animations even if we were just talking about gameplay because at the very least we will need new VFX for new spells.

Some other characters like Trist have really clear spaces for improvement visually and need very little gameplay changes (or sometimes none in the case of Maokai).

[ Link to Post ]



Will Lissandras passive be reworked

Meddler Final PortraitTried a number of variants on shield passives, didn’t find a version that generated engaging gameplay for her however (just added tankiness basically). Would still like to find a more satisfying passive for her, want something that creates some interesting decisions though, particularly if its adding significant power.

Not sure why her base mana wasn’t changed with the standardization of other mages, will follow up on that, check if deliberate decision or overlooked.

[ Link to Post ]



Why arent new champions balanced before release

DanielzKlein Final PortraitThere is no amount of pre-release testing that comes close to the level of exposure a champion gets during the first two hours after release, when literally millions of players who take winning seriously try to make the champion work. The numbers just don’t work out. We can only ever get in the right ball-park, and for champions with game changing abilities (which is all we want to make now, of course) even that can be hard. We’ve erred on the side of undershooting since Braum, I think.

[ Link to Post ]



Will a future champion use Rumbles Heat resource

Meddler Final PortraitWe’ve talked about using Heat on another champion occasionally, it’s not something we feel must remain a Rumble only thing. Would definitely want to offer a different take on it while retaining the same core rules (build heat through ability casts, at max heat lose some functionality) though, avoid just rehashing Rumble’s gameplay.

[ Link to Post ]



Can you make Blood Moon Elise pink again

[ Note ] Blood Moon Elise got her color palette bloodied in a recent PBE update.

KateyKhaos Final PortraitThe feedback for Blood Moon Elise initially versus the changes that hit PBE yesterday were about the same, actually. (I’ve been collecting feedback for the skin.) The team’s aware of player feelings for both the initial color, as well as the color most currently on PBE. We’ve been discussing it.

[ Link to Post ]



Knockups are becoming too common in champion kits

Meddler Final PortraitHey all,

Wanted to throw in some of our thoughts on displacements here for a bit of context, given they’re definitely a CC type we’re using more that has both some costs and some benefits to the game relative to other types of CC.

First off, some details on why we’ve been using displacements more/what we feel the benefits of displacements are:

  • Displacements are clear. Having the unit(s) affected move makes it clear who a spell’s hit and, provided the displacement arc or knockback distance is understandable, helps all players involved track the duration of the CC as well.
  • Displacements are visceral. A knockup can often feel better for the caster than a significantly longer duration stun, leading to better satisfaction from the same power budget.
  • Displacements, if there’s a noticeable amount of knockback included, add some extra play to how a spell’s used, giving players more ways to optimize and more options to play around. Not all hits are equal basically (e.g. a great knockback, versus an ok knockback versus a terrible knockback that helps the enemy), giving another point of mastery for players of the champion in question.

On the cost side:

  • Displacements over large distances can make it harder to track where champions, your own especially when moved suddenly against your will, are in a busy fight. Using relatively short range displacement helps avoid this being a significant cost however.
  • Displacements diminish the value of Tenacity and Cleanse. That means players have fewer responses against them.
  • With regards to Tenacity, item based counterplay tends to be relatively poor if the item’s not one that changes your gameplay noticeably (e.g. Zhonya’s via its active, Bloodthirster since sustain modifies how you look to trade/fight, Boots of Mobility significantly impact how you initiate, ward etc) since it’s otherwise just a single decision, based off team comp and lane match up. Tenacity items don’t have a particularly significant impact on playstyle however, so the loss of interesting gameplay there’s pretty limited.Tenacity’s also harder to access for many classes (deliberately), so often irrelevant, and the vast majority of the counterplay associated with CC is almost always to avoid the skill in question (whether by dodging, staying out of range, not being a tempting target etc).
  • Cleanses not removing displacements by contrast is a higher cost and one it’s important to be aware of, particularly with regard to champions with burst who’ll potentially kill a target within the duration of a single CC.

Some other notes:

  • CC durations on new champs/major reworks nowadays are generally significantly shorter than those used on the original 40 champs. In terms of raw numbers new champions will tend to have more displacements than the original lineup, but those will tend to be of shorter durations (we’re trending away from abilities like Morgana’s Dark Binding, Rammus’ Puncturing Taunt or Fiddlestick’s Fear with extremely long CC durations via a single skill).
  • Displacements do interrupt dashes/leaps in progress which gives them extra power relative to most other CCs. Having counter mobility options like that in the game as a common tool’s got significant value however and as above that power’s offset against shorter CC durations.
  • Like many other effects displacements do lose some of their value as a tool when used too often and we have certainly gone through a solid run of champions with displacement on their kits. The next champ up after Rek’Sai will almost certainly not have a knockback or knockup and it’s highly likely that the champ after that won’t either. We’ll definitely continue to use displacements where, as above, it’s appropriate, they’re not something that should be found on every new character however.

[ Link to Post ]



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



Free Champion Rotation November 25 Banner

The following Champions will be free-to-play until November 25th:

Diana Final Portrait

Graves Final Portrait

Hecarim Final Portrait

Kayle Final Portrait

Leona Final Portrait

Lissandra Final Portrait

Miss Fortune Final Portrait

Olaf Final Portrait

Soraka Final Portrait

Twisted Fate Final Portrait


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



Champion Skin Sale November 14 Banner

The following Champions and Skins will be 50% off until November 14th:


Ahri Final Portrait

Kassadin Final Portrait

Lissandra Final Portrait

Octoberfest Gragas – 487 RP


Scorched Earth Xerath – 675 RP



Traditional Lee Sin – 260 RP




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

Patch 4 point 13 Notes Banner

Patch 4.13 Notes

Recent News



Pwyff New Portrait Hi Summoners,

Welcome to patch 4.13! With the World Championships on the very near horizon, we’re ramping up our efforts to promote more diversity in competitive play (boy are you going to hear this a lot). While this patch might seem really big – and it is! – it’s more about the breadth of changes than any deep shakeups. What that really means is we’ve got about 40+ patch entries, but each change alone isn’t going to be very significant in isolation.

So with strategic diversity as our target in 4.13 (and this will be the same for upcoming patches leading to worlds), we’ve gone ahead and divided up our sections based on specific groups or themes. Under each category you can see our overarching goals and philosophies as well as deeper context on each individual champion, item, or summoner spell. Remember you can navigate through it all via our table of contents on the top right of the screen!

Included in patch 4.13 is also a gameplay update for Sona! While Sona hasn’t been on the very strong or very weak ends of the support spectrum, we saw a cool opportunity to give her more meaningful (and recognizable) gameplay without heavily changing her aura-focused playstyle. We’ll have more context below in her gameplay update, or you can check out theSona gameplay update page! Regardless, on with the patch notes!

[ Link to Post ]





Braum New Portrait


64px-Concussive_BlowsConcussive Blows [ Passive ]

  • Stun damage decreased from 38 ( +12 per level ) to 32 ( +8 per level )


64px-Stand_Behind_MeStand Behind Me [ W ]

  • Mana cost increased from 30/40/50/60/70 to 50/55/60/65/70


64px-Glacial_FissureGlacial Fissure [ R ]

  • Knock-up time reduced from 1.5 seconds at all ranks to 1/1.3/1.5
  • Slow field strength reduced from 60% at all ranks to 40/50/60%
  • Slow duration of ice field decreased from 1.5 seconds to 0.3



Elise New Portrait


CocoonCocoon [ E ]

  • Hitbox width decreased from 70 to 55


RappelRappel [ Spider E ]

  • Range decreased from 925 to 700




Evelynn New Portrait


Hate SpikeHate Spike [ Q ]

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



Gragas New Portrait


Barrel_RollBarrel Roll [ Q ]

  • Now deals 70% damage to minions


Drunken_RageDrunken Rage [ W ]

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



Graves New Portrait


BuckshotBuckshot [ Q ]

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


Collateral_DamageCollateral Damage [ R ]

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



Hecarim New Portrait


WarpathWarpath [ Passive ]

Now gains bonus attack damage equal to 15/17.5/20/22.5/25/27.5/30% of bonus MS, increased from 10/12.5/15/17.5/20/22.5/25% of bonus MS


RampageRampage [ Q ]

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



Janna New Portrait


Tailwind [ Passive ]

Range increased from 800 to 1000


Howling_GaleHowling Gale [ Q ]

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



Kayle New Portrait


Kayle_ERighteous Fury [ E ] 

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


Kayle_RIntervention [ R ]

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



Kogmaw New Portrait

  • Health-per-level decreased from 88 to 87 [ live value is 84 ]
  • Base HP decreased from 440 to 400


Caustic_SpittleCaustic Spittle [ Q ]

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



LeBlanc New Portrait


DistortionDistortion [ W ]

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



Lee Sin New Portrait

  • HP-per-second increased from 1.25 to 1.65 [ base HP-per-5 up from 6.25 to 8.25 ]


SafeguardSafeguard [ W ]

  • Shield duration decreased from 4 seconds to 2


CrippleCripple [ Second Cast E ]

  • No longer reduces Attack Speed



Lissandra New Portrait


Ice_ShardIce Shard [ Q ]

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


Ring_of_FrostRing of Frost [ W ]

  • AP ratio decreased from 0.6 to 0.4


Frozen_TombFrozen Tomb [ R ]

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



Lucian New Portrait


Relentless_PursuitRelentless Pursuit [ E ]

  • Cooldown increased from 14/13/12/11/10 seconds to 18/17/16/15/14
  • No longer reduces slow effects



Lulu New Portrait


GlitterlanceGlitterlance [ Q ] 

  • Glitterlance’s slow decay no longer scales with ability power


WhimsyWhimsy [ W ]

  • Movement speed duration reduced from 5 seconds at all ranks to 3/3.5/4/4.5/5
  • Mana cost decreased from 65/70/75/80/85 to 65 at all ranks



Lux New Portrait


IlluminationIllumination [ Passive ]

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



Nami New Portrait

  • Base movement speed decreased from 340 to 335


Ebb_and_FlowEbb and Flow [ W ]

  • Cooldown increased from 9 seconds to 10



Olaf New Portrait


Undertow Undertow [ Q ]

  • Cooldown reduced from 8 seconds to 7


Vicious_StrikesVicious Strikes [ W ]

  • Heal strength is now increased by 1% for every 2% HP missing, increased from every 2.5%


RagnarokRagnarok [ R ]

  • Cooldown decreased from 120/100/80 seconds to 100/90/80



Rammus New Portrait


TremorsTremors [ R ]

  • Now has a range indicator for how far the shockwaves expand



Sivir New Portrait


On_The_Hunt2On The hunt [ R ]

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



Sona New Portrait


Power Chord [ Passive ]


Sona_Passive No changes.




Hymn of Valor [ Q ]


Range: 700 || Cost: 45/50/55/60/65 mana || Cooldown: 8 seconds at all ranks

Sona_QActive: Sona sends out bolts of sound that deal 40 / 80 / 120 / 160 / 200 (+ 0.5 AP) magic damage to the two nearest enemies within 700 range, prioritizing champions.

Aura: Sona and allied champions tagged with Hymn of Valor‘s aura deal 40/50/60/70/80 (+10/20/30 per Crescendo rank) (+0.25 AP) bonus magic damage on their next basic attack within 5 seconds. The damage increases by 10 for each rank in Crescendo [ R ] .

Sona_Passive Staccato: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord deals 50% bonus damage.



Aria of Perseverance [ W ]


Range: 1000 || Cost: 65/70/75/80/85 mana || Cooldown: 10 seconds at all ranks

Sona_WActive: Sona heals herself and a nearby allied champion with the lowest health percentage for  20 / 40 / 60 / 80 / 100 (+ 0.2 AP) . The healing is increased by 1% for every 1% of the target’s missing health, up to a maximum of 40 / 80 / 120 / 160 / 200 (+ 0.4 AP) .

Aura: Sona and allied champions tagged with Aria of Perseverance‘s aura are shielded for 40 / 60 / 80 / 100 / 120 (+10 / 20 / 30) (+ 0.2 AP) up to 1.5 seconds. The shield’s strength increases by 10 for each rank in Crescendo [ R ] .

Sona_Passive Diminuendo: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord will also reduce the target’s damage output by 20% (+ 2% per 100 AP) for 3 seconds.



Song of Celerity [ E ]


Cost: 65 mana || Cooldown: 12 seconds at all seconds

Sona_EActive: Sona gains 13 / 14 / 15 / 16 / 17 % (+ 2 / 4 / 6%) (+ 7.5% per 100 AP) bonus movement speed that decays down to 10 / 11 / 12 / 13 / 14% (+ 2 / 4 / 6%) over 3 seconds. The movement speed bonus is increased by an additional 2% for each rank in Crescendo [ R ] .

Aura: Allied champions tagged with Song of Celerity’s aura gain 10 / 11 / 12 / 13 / 14% (+ 2 / 4 / 6%) movement speed for 1.5 seconds. The movement speed bonus is increased by an additional 2% for each rank in Crescendo [ R ] .

Sona_Passive Tempo: If this spell was last cast when Power Chord [ Passive ] is ready, Power Chord will also slow the target by 40% (+ 4% per 100 AP) for 2 seconds.



Crescendo [ R ]


Range: 1000 || Cost: 100 / 150 / 200 mana || Cooldown: 140 / 120 / 100 seconds

Sona_RPassive: Each rank of Crescendo improves Sona’s aura bonuses and Song of Celerity’s self buff.

Active: Sona plays an irresistible chord in a line, dealing 150 / 250 / 350 (+ 0.5 AP) magic damage to enemy champions and stunning them for 1.5 seconds, forcing them to dance.



Thresh New Portrait


DarkPassageDark Passage [ W ]

  • Shield value increased from 60/95/130/165/200 to 60/100/140/180/220
  • No longer shields all allies in range of the lantern, but just Thresh and the first ally to go near the lantern


TheBoxThe Box [ R ]

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



Tristana New Portrait


Rocket_JumpRocket Jump [ W ]

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


Explosive_ShotExplosive Shot [ E ]

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



Varus New Portrait


Chain_of_CorruptionChain of Corruption [ R ]

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



Vayne New Portrait

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


Final_HourFinal Hour [ R ]

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



Yasuo New Portrait


Way_of_the_Wanderer Way of the Wanderer [ Passive ]

Shield duration reduced from 1.5 seconds to 1


Wind_WallWind Wall [ W ]

  • No longer builds additional Flow when dashing (aka passive removed)



Ziggs New Portrait


Mega_Inferno_BombMega Inferno Bomb [ R ]

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




Banshee's_VeilBanshee’s Veil

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


Chalice_of_HarmonyChalice of Harmony

  • Magic resist decreased  from 25 to 20


deathfire graspDeathfire Grasp

  • Cooldown on active increased from 60 seconds to 90


3361 Greater Stealth Totem

  • Cooldown decreased from 120 seconds to 90



  • Gold-per-10 decreased from 4 to 2


Frost Queen's ClaimFrost Queen’s Claim

  • Gold-per-10 decreased from 4 to


Nomad's_Medallion_itemNomad’s Medallion

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


Rylai's_Crystal_ScepterRylai’s Crystal Scepter

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


Talisman_of_Ascension_itemTalisman of Ascension

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




Summoner Spells



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



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



Upcoming Skins



Debonair Ezreal Skin Spotlight



Debonair Vi Skin Spotlight







Team Builder

We’ve made a number of improvements to Team Builder in the months since its initial release. This patch, we’re adding improved matchmaking to the list of updates!

  • Team Builder is receiving a few updates in the days following the initial 4.13 deploy:
    • Team Builder matchmaking now takes into account your experience with the specific champion, position and role you’ve selected.
    • Players can now unlock new role-themed summoner icons by playing 5 games in Team Builder as a specific role

Team Builder Matchmaking Adjustment


Match History Beta

Based on your feedback, we’ve been adding new tools and visualizations to theMatch History over the past few patches. Here are some of our recent changes!

  • Color blind mode has been added
  • Vilemaw is now tracked as an objective for Twisted Treeline matches
  • A Match Breakdown section has been added, providing:
    • Graphs for Champion Kills, Gold, Damage, and Wards
    • Champion portrait indicators for First Blood, First Tower Destroyed, Largest Multi Kill and Largest Killing Spree
  • Selecting a champion in the minimap’s Champion Kills view now also indicates their death locations

While we were at it, we squashed a few bugs and inconsistencies with Match History’s data tracking and reporting.

  • Purple team objectives are now tracked correctly for Co-op vs. AI matches
  • Item tooltips for matches played on previous patches now display item details specific to that patch
  • Fixed a few rendering bugs for matches longer than 60 minutes
  • Fixed a bug where item undo wasn’t reversing gold spent, causing players to appear to have spent more than they earned
  • Clicking a match in another player’s in-client match history now correctly highlights them on the web

Lastly, while our focus is on making the Match History web experience as awesome as possible, we’ve added a bit more information to the client’s “at a glance” match history view for players who want the bare essentials.

  • Item build, gold earned and summoner spells have been added to the in-client “at a glance” match history


Match history now displays your item build in every match.


Match History Screen



  • Tooltips for Sheen, Trinity Force, Lich Bane and Iceborn Gauntlet now correctly list the Spellblade passive as having a 1.5 second cooldown (actual value unchanged)
  • Fixed a bug causing players to get stuck in Spectator mode at the end of a match
  • Fixed a few tooltip bugs with Spirit of the Ancient Golem
  • Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early
  • Fixed an Undo feature bug with activatable items

Since launching our new audio engine last patch, we’ve been working to fix a lot of small differences that crept in.

  • Howling Abyss death music is now properly controlled via the Music slider in Sound Options
  • Fixed a few issues where players were hearing sounds from distant areas of the map
  • Removed various VO lines that snuck in with the new engine
  • Rebalanced a number of sound effects to more closely match their old levels
  • Fixed a few instances where some effects were playing for too long, getting cut off, or improperly playing on top of each other




Skin Splash Updates

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

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


New Summoner Icons

profileIcon685 profileIcon686


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



News Update July 5 Banner



Lead Champion Designer Meddler explains the thought process behind nerfing Ziggs, the state of Lee Sin and Elise, why Lissandra‘s E deals such high damage and why Urgot would benefit more from a complete rework than just a texture update. Also, Systems Designer Xelnath discusses the limited Champion pool in LCS and why there haven’t been updates on Yorick‘s rework. Finally, a community suggestion about allowing enemies to report for verbal abuse only if the person they wish to report has used all-chat in that match and why Public Chat Rooms were not included in Patch 4.11.


Recent News






Balance Talk Banner



Ziggs's minefield shouldn't last 10 seconds

Meddler New PortraitThe minefield’s duration is indeed long. Something we’re aiming to do more now when balancing champions is supporting their strengths and accentuating their weaknesses however. Cutting off the most obvious source of power by contrast risks homogenizing characters. We’re looking at Lee Sin at the moment for example, with one of our goals being to see if we can find a way to preserve his mobility – it’s what enables great plays with him and really distinguishes him from most other champions. 

[ Link to Post ]



Did the nerfs to Ziggs fix anything at all

Context: Ziggs’s Q detonation range was nerfed in Patch 4.11. You can read a comprehensive explanation of the nerf here.

Meddler New PortraitRegarding the changes to Ziggs in patch 4.10 we’ve seen a noticeable impact on Ziggs from them so far. A radius cut from 180 to 150’s pretty solid, since we’re dealing with the area of a circle, not just a line, and 150’s pretty small (Lay Waste for example is 200). Not sure whether we’ll want to make follow up changes (buffs or nerfs) to Ziggs yet, the live balance folks will be monitoring him though of course and adjust again if needed.

[ Link to Post ]



Why aren't Lee Sin and Elise being toned down

Meddler New PortraitWe’re looking at Lee Sin and Elise at the moment. It’s not that we don’t feel they need some work, but that they’re more complicated to solve and we don’t want to just cut power without focus – we’d like to amplify (or create) a weakness and preserve their intended strengths. Ziggs by contrast was a relatively straightforward case of cutting unnecessary power (safer than intended, more reliable than intended).

[ Link to Post ]



Why does Lissandra’s E deal so much damage for a gap-closer

Meddler New PortraitLissandra’s E’s a risky, and often hard to land, tool to use for damage and she’s not balanced around the expectation she’ll have access to that damage all of the time. As a result being able to pull off useful mobility and damaging an enemy at the same time or sacrificing movement for extra damage occasionally can have a decent reward attached to it, giving another way to sometimes optimize your play. Her W by contrast is a high reliability spell, so if we were to strip damage off her E we’d have to put significantly less than we removed onto the W (and, as above, we’d be simplifying her kit in the process too).

[ Link to Post ]



Do you think Urgot needs a Texture Update

Meddler New PortraitI think Urgot’s a great candidate for a full overhaul of both his visuals and gameplay. Not certain he’d benefit as much from a texture update alone though as some other champs (Rammus and Skarner for example) have though.

[ Link to Post ]



Has Urgot's rework been set back by Sion

Meddler New PortraitI’ll post some more details on Urgot tomorrow. Short version is doing a significant gameplay rework’s going to take a lot more art support than I’d originally hoped. As a result a full rework’s quite a long way out and so we’ll look into some other changes we can make to help him out with his existing assets in the short term.

[ Link to Post ]



Single Posts banner



Can we have an update on Yorick's rework

Xelnath New PortraitHonestly, no, I’m afraid that he’s not a priority right now. Some other unloved champs will get some love before ol Yorick. This is mostly my fault – I was working really heavily on him until I got distracted and didn’t find another designer to take over Yorick soon enough. 

Feel free to blame me for the delay. That said, Riot’s making good calls about which champs get updates next in my opinion.

[ Link to Post ]



Have they let you look at the next Kha'zix skin

Xelnath New PortraitI’ve seen several potential skin ideas for a lot of champs, our bug friend included. Let’s just say that everything that I see gets me super excited. When we announce stuff, you’ll know what I’m talking about. 

I LOVE our artists. Like seriously, I would just run around the floor hugging them all of the time, if it wouldn’t completely interfere with their drawings.

[ Link to Post ]



Can we have a teaser for the next Champion

Xelnath New PortraitSorry, but no. We have entire teams dedicated to planning and releasing champions. I would be doing them a dis-service if I spilled the beans before them.

[ Link to Post ]





Are you currently designing any future Champions

Meddler New PortraitAfter Lissandra’s release I shifted to a team lead role, rather than working as much on individual champions directly. The next champ up’s one I did get a chance to do some hands on work on however, splitting some of the design work with Gypsylord, which has been good fun.

[ Link to Post ]



Why is there so little Champion diversity in LCS

Xelnath New PortraitI realize how LCS not showcasing your favorite champion can be frustrating. It sucks to not see played by a pro and believe that somehow you’re not playing the game right.

However, the nature of LCS is to play the champions those players can play well at the razor’s edge of skill- this is distinctly different from the rest of the world. Take look at Gambit gaming a few seasons back – they shook the world up by pulling out some impressive team comps that were well-executed.

That said, yes, we do look at under played champions and ask “Are these guys in a good place? Do they have a clear role?” If not, we think about appropriate actions relative to the amount of work they need. Full rebuilds (Sion) require the most, followed by Gameplay Updates (Rengar, Skarner, Sona) followed finally by Visual Updates (Sivir) and lastly Balance Updates (Lucian next patch). However, all of these require a certain amount of testing to be sure they are of a quality level that won’t damage the game.

This is why these things take time. Full rebuilds might take two years. Gameplay updates between months (no art required) and a year (vfx, no model required).

But… there’s always champions lurking below the current OP meta tier who are waiting to surge up and overpower the rest. This is why you see things like the full ADC item rework – we want to try to fix problems on the whole CLASS of characters (Marksmen most recently) rather than just singularly bump a single champion up.

Sorry, I know that’s not the answer you want to hear, but we believe that many of our problems are deeply rooted in tough discussions, experimentation and so on. We are being careful to not damage the competitive quality of our game while pursuing the heart of these issues.

[ Link to Post ]



Allow enemies to report for harass if that player has used all chat

Rincewind New PortraitReport in a single game is not going to lead to restrictions. It takes a lot of reports and the data is verified. I would recommend reading through posts by Lyte on how conservative the system is.

[ Link to Post ]



Why Public Chat Rooms weren’t removed in Patch 4

Context: Chat Rooms will be completely overhauled. You can read more on the topic here.

ToxicHawk New PortraitAt times we may decide to make some minor adjustments to the patch notes. For example with the chat rooms. We decided we didn’t want to turn them off at this stage so we removed them from the notes and have informed the team they need to stay on.

[ Link to Post ]



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


Champion Rotation Week 22 Season 4

The following Champions will be free-to-play until June 17th:

  • Ashe – 450 IP / 260 RP
  • Corki – 3150 IP / 790 RP
  • Evelynn – 1350 IP / 585 RP
  • Jarvan IV – 4800 IP / 880 RP
  • Karma – 3150 IP / 790 RP
  • LeBlanc – 3150 IP / 790 RP
  • Lissandra – 6300 IP / 975 RP
  • Riven – 4800 IP / 880 RP
  • Taric – 1350 IP / 585 RP
  • Warwick – 450 IP / 260 RP

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


Pantheon Stealth Fix Banner


Recent Red Post Collections:


 Pantheon recently received a nerf to the landing time on his ultimate, to properly coincide with the animation. After the community’s backlash at this being labeled a bugfix right after Dragonslayer Pantheon was released, Pwyff came up to the forums to explain the team’s reasoning.



Riot Pwyff Button Rioter Riot Pwyff: Alright I just got some spare time to write (aka I just got home).

First – sorry for the delay in the response. I got the information wrong the first time (see my first post) so I spent today ensuring we had the full information before saying anything else.

Second – the change itself.

There’s a nuanced approach that needs to be taken when it comes to a “bug” that the community has generally learned to play around / with. When a bug is taken for granted so much that it essentially gets factored into a champion’s power budget (“Oh, Pantheon’s Grand Skyfall is fairly forgiving as a gank/setup ability, given what he can do”), we need to take a more nuanced approach to fixing what was, at the end of the day, a very real visual clarity issue.

At the end of the day, Grand Skyfall is an ability that promises two things:

a) Pantheon will land at the center of the circle, dealing damage
b) Getting away from the center of the circle ensures your safety

Before we fixed this bug both of the above statements were factually incorrect. Pantheon could literally movewhile in his falling pattern, and he could cast spells (not queue up spells, literally cast them) while on his downward fall. Not only that, but Grand Skyfall actually dealt its damage a full 0.5 seconds later than when Pantheon landed. So enemies that moved away from the epicenter in that time period simply took less damage.

ALl of this is significant because any form of visual expectation or gameplay expectation from someone who doesn’t know Pantheon can be confusing. Pantheon literally lands at the edge of his circle with a stun, and then damage is dealt in the aoe. It’s weird.

The fix, however, was ham-fisted. Not in its game health aspirations but in its narrative aspirations. It literally told no story. There wasn’t a “look, you need to understand what visual clarity means and why it’s so important to us” – instead it accidentally got in without setting the stage, and nobody took ownership of it until it was way too late. Catastrophically so.

So design-wise, what does this mean? We’re going to keep a close eye on Pantheon on live right now. The issue is that, from an internal data standpoint Pantheon’s not seeing incredible losses in certain statistics (win rates, etc). This is probably due to Feral Flare junglers getting nerfed and SotEL junglers taking over the throne (Kha/Lee/Panth).

Regardless, this is was a significant functionality shift for visual clarity at the cost of expected gameplay. We will be fixing Pantheon. I don’t mean this in the sense of reverting the change completely, because we still value visual clarity. If Pantheon needs a shorter channel / indication period before he lands, we’ll look into that. We’ll absolutely need to fix Pantheon’s ability to be affected by AoEs before he lands (that’s just bad). We’re not doing great on trust in this regard, but I hope you can trust that we will find the healthiest change that retains Pantheon’s feel without sacrificing visual clarity.

Third – the skin fiasco and/or refunds.

You’ll notice in the above I don’t comment on the skin at all, and that’s because our designers made the change independent of if/when the skin was launching. The skins team went to the champ design bros and asked them to help clean up Pantheon’s scripts so his model could be hooked up right. While the champ bro was doing it, he decided to also fix the visual discrepancy with Pantheon’s ult. The change went through without documentation because it was forgotten.

When this bug was raised we immediately raised visibility and asked, and the first response was that this was simply a visual clarity fix and had no functionality change. I communicated that quickly and felt it was alright. Unfortunately, the issue flared up again when tons of Pantheon players picked up the skin and started discussing even more. I did a deeper analysis with SmashGizmo and we realized that this also had huge implications on Pantheon’s bugged capabilities. Rather than simply leaving it, we decided that messaging it was important.

At no point were sales ever considered in this equation and it kind of depresses me that such a conclusion can be jumped to, given we’ve shot ourselves overtly in the foot before (hi Riven). When the evidence suggests this was simply malpractice, but players are yelling at us being greedy (what kind of tradeoff is that?) it’s kind of weird.

On the point of refunds, I can’t promise they’ll just be given out ad-hoc, but player support does listen and read tickets, and as players too I’m sure they’d understand the circumstances. Regardless of refunds, however, I’d make the statement that skins purchases have never been about power and/or immunity from change. The skin represents the months of work put into it for animations, visual effects, and modeling, and purchasing a skin has always been a visual commitment. Obviously that sounds logical up until your favorite champion gets nerfed and you find it difficult to play them, but it’s a statement of sorts.

I ended up writing an essay here, but I wanted to be sure I covered all the bases. This is just me writing at home because I realized I didn’t manage to give this my full attention while at work.



Answers to Criticism


Riot Pwyff Button Rioter Riot Pwyff: Quick answers and then I have to run out for the day 




Originally Posted by Mever619 View Post
1- Stop trying to guilt-trip people, thats just low.


I can see how that would be interpreted. I was just trying to explain why it took me so long (and not a bunch of people sitting in a room hashing out the answer). My bad.


Originally Posted by Mever619 View Post
2- About the ” skin does not protect from nerfs” – why do you forget to write the truth in that sentence? ” From stealh nerfs”. You changed him – didnt tell people – you sold it.

How about I buy a car, and then the seller tells me ” Oh I forgot to mention, the engine has been damaged during our yesterdays maintenance. Sorry slipped my mind. But new car does not protect you from … engine damage… especially the one that i kept hidden.” How does that sound to you?


Here’s the thing and I’m not using this to invalidate your opinion, but hear me out: you buy a car for its aesthetic andengine. Those are both implicit in the price, or cars with incredible engines and horrendous aesthetics wouldn’t be worth what they’re worth. Buying a Pantheon skin and seeing that he’s less powerful than what he used to be does relate to a sense of expectation, but if we were to ship this change in 4.9 with clear messaging before and after (but with less bugs…), this would be a game health change for a champion who happened to have a skin. We did this exact same thing with Riven when her Lunar New Year skin came out.


Originally Posted by Mever619 View Post
3- Want to fix pantheon? Do it now. Do it in 4.8 . We do NOT want to wate into 4.9 to see ” his Q damage risened by 5 dmg at all ranks, there you go, enjoy.”. You unjustly nerfed a core ability of a champion beyond being usable, so fix it AS FAST AS IT TOOK YOU TO BREAK IT.


From a player perspective each change can be taken personally, so a reaction like this isn’t unwarranted. The issue with hotfixes, so close to a patch cycle (which brings other changes and other pieces of content for playersr) is that a hotfix is inherently far more risky for the larger playerbase. If a bug gets introduced with a hotfix, there’s no expectation that the servers will be down for another hour while it’s being deployed, whereas with regular patch releases we get the opportunity to do it right and in a stable way.

The problem is that this change got fully investigated just as the code locked for 4.8. What that means is that we stopmaking any significant changes to the game code for a patch because we want to ensure it’s stable to deploy early next week (so we focus on any new bugs that could crash games, etc). This was probably the worst timing I’ve ever seen of a bug being noticed, a skin being released, and a change being undocumented, but there it is. We’re working as fast as we can without tripping over the servers to do so.


Originally Posted by Mever619 View Post
4- Maybe just reverse the change, as you see, the community will be happy?


Feels like you didn’t read the game health aspect of this change. It was a good direction and there are many changes for game health that won’t be appreciated but sometimes need to be made. That’s a truth.


Originally Posted by BicesterVillager View Post
2.1: “Before we fixed this bug”
If it’s a bug, it does not take FOUR years to identify it. If it’s a nerf, call it a god damn nerf.


Agreed, it’s a nerf. It’s also a bug that gave Pantheon a lot of unexpected power. Can we agree on that?


Originally Posted by BicesterVillager View Post

2.2: “Grand Skyfall actually dealt its damage a full 0.5 seconds later than when Pantheon landed”Then make the damage apply when Pantheon lands. Like seriously?


That’s what we did. Literally. The problem is, is that if Pantheon lands when the damage gets dealt then he’s effectively unable to move / cast spells before that, which is exactly the change we made.


Originally Posted by BicesterVillager View Post

2.3: “Pantheon could literally move while in his falling pattern, and he could cast spells”I’m up for removing the ability to cast spells while landing, but instead the landing time should be REDUCED to allow the ability to cast a spell after landing. It is close to impossible to do it with the current live values (which btw is a full ONE second and not 0.5 longer than you guys state). Oh and Pantheon can get CC-ed while landing ?!?!!?!?


We’re looking into that. Final point: Grand Skyfall has always been intended as an inconsistent ability used to zone out / scare the **** out of people as they’re engaging. It still accomplishes that, but, yes, at the cost of the Pantheon player.


Originally Posted by BicesterVillager View Post

2.4: “from an internal data standpoint Pantheon’s not seeing incredible losses in certain statistics (win rates, etc)”This is EXACTLY the proof that you guys KNEW of the possible impact this ‘bug fix’ would have on Pantheon. Once again, if it’s a nerf, call it a god damn nerf.


Many things contribute to win rate, which is why it’s not the only data point we ‘balance’ by. The landscape of the game can shift, or a skin can be released that causes a huge influx of players, or the champion gets picked in LCS, etc. It’s a nerf and a bug fix.

To your first sentence (exactly the proof), it was the opposite. It was difficult to understand why his win rate wasn’t tanking if the change ‘gutted him’ and made him completely inviable, which is what many of you are saying here. I’m guessing it’s because of the whole Feral Flare nerf / SotEL resurgence masking / balancing his losses and gains, but he’s still 50/50 in win rates. I never use win rates as a statistic because they tell an extremely incomplete story, but it’s a data point to consider.


Originally Posted by BicesterVillager View Post

3.1: “The change went through without documentation because it was forgotten.”Like really? Referring to point 2.4 above, you knew of the possible implications to Pantheon’s gameplay. “Forgotten”, REALLY?


Literally they forgot to document it. Our documentation process is: “if you made a change, put it in this page and Aether / Pwyff (Aether does a lot of work on the holistic patch notes + visuals) will make sure it gets published.”

They considered the gameplay implications, felt this was appropriate for game health, and then made the change. Then they forgot to document it. Human error.


Originally Posted by BicesterVillager View Post

3.2: “When this bug was raised we immediately raised visibility”Oh by raising visibility you mean a few comments here and there on the forums? Firstly, you did not talk about the values of the increased time. Secondly, you did not acknowledge the nerf but basically stated that “if it did happen it wasn’t intentional”. I refer you to your post posted 6 days ago. Thirdly, it was done on the EUW forums which sadly just isn’t as active and visible as the NA forums. Fourthly, and most importantly, the official statement and hidden patchnote was only released YESTERDAY…30430#47130430. “We immediately raised visibility”, really?


We made the official statement after we fully confirmed what this was. It took that long because sometimes these things do take time (well that’s a redundant statement). We were slow though, I admit that.


Originally Posted by BicesterVillager View Post

3.3: “At no point were sales ever considered in this equation”Refer to point 3.2, the official statement was only given 1 day AFTER the new skin was released for sale. A FULL WEEK after the nerf was discovered.


So here’s where I disagree. You’re using circumstantial evidence to justify a position while I’m using inductive evidence to do so. I explained why and how this happened, but you’re still trying to attribute malice or greed because in your mind that makes the most logical sense. That said, we have no history of ever ninja nerfing for a skin, and due to the way our game is coded (see above) we occasionally run into hilariously tragic circumstances like these. I’ll once again raise Riven as a counterpoint of a champion we nerfed as we released a skin (and we talked about it openly). I’m sure there are a number of champions we’ve done this to (Udyr and his legendary skin I think?).

We had no idea the skin was being released when it was released, but it DID raise additional visibility to find out what was going on. That’s it.



Answers to Criticism (to continued)


Riot Pwyff Button Rioter Riot Pwyff: First, the concept of holding someone ‘hostage’ to answering a hostile (and leading) set of questions is disrespectful for anyone (Rioters or otherwise) and I’m concerned people think that’s a viable approach to having a discussion.

That said, I’ll answer a few things then I’m going to leave the topic alone just because I think we’re exhausted most constructive things to say (outside of straight disagreement!). We’re definitely investigating the whole thing:


Originally Posted by Meppho View Post
I’m a little confused here.
Your title says “Player Communications” but you communicate to the players in your spare time?


Player Communications isn’t the equivalent of a Community Manager – nobody at Riot is specifically hired to only talk on the forums because every Rioter can do so. Player Communications is a simple way of saying that my job focuses on communications management / strategy (how we can be transparent and communicate our intentions in the best ways possible). Interacting in this forum topic, for example, probably only communicates to a dozen (maybe a hundred) players who are bumping it. Beyond that, everyone else reads the first few posts (or doesn’t even read them thoroughly, as some comments demonstrate) and then they leave.

You’re actually an example of one such, as we get to:


Originally Posted by Meppho View Post
On second thought, why did this become a discussion about Panth’s balance and not about applying changes without telling anyone (by means of patch notes) and then denying them until the skin came out?


I’ve owned the mistake within this thread and I haven’t deleted or changed any previous communications. Specifically I asked about it, the designer said it now visually matched up, but didn’t realize the whole “could cast abilities while off-screen” change was a larger issue (or failed to indicate to me). As such, my first communication was misinformed and I investigated deeper when I heard more feedback. That’s what happened, plain and simple. There are apologies to be made on my behalf (sorry I didn’t do my due diligence), however, the argument that Pantheon is nigh useless because of this nerf is just plain wrong. I would agree this is a nerf, but Panth’s win rate has remained close to unaffected throughout this patch, and that is a true fact.

That Pantheon ‘feels’ clunkier or less smooth is more of an issue we will tackle.


Originally Posted by WNES Apo View Post
you agreed its both a nerf and a bug fix, but Pantheon didnt need a nerf, so if the bug fix affects its power, its not great AT ALL. maybe you guys could have buffed him in some other way.


I think we do feel Pantheon needed a nerf – specifically for the sake of clarity. He simply wasn’t performing what his visual expectation was, and you have to play against him constantly to understand that he can move and cast spells before he lands. In other words, tribal knowledge.

That said, where the communication failure compounded this because we effectively ‘clarified’ 4+ years of tribal knowledge without properly setting context. That’s where we failed, plain and simple.


Originally Posted by Mever619 View Post
1- Reffering to what you said about ” this is exactly what we did, now panth falls down as damge is dealt but hes unable to do anything untill then ” —> When trying to connect Damage and the actual Fall of pantheon, Why did you choose to push Fall 1 second later, instead of damage 1 second earlier? From my perspective that would make more sense and pantheon would be the same he was for 4 years. Instead nerfed. Why ” nerfed” instead of ” nothing happens just pulled the damage 1 second back in time ” ?


Because prior to this change, Pantheon needed a nerf if anything. He’s extremely strong and inhibits a lot of early game junglers along with gank-heavy dueling champions like Lee Sin and Elise.

The TLDR of your question is… “why not buff instead of nerfing?” which is a little odd.


Originally Posted by Mever619 View Post
2- What is the preffered course of action now? Reversing the change or buffing elswhere or remaking the ultimate? Becaue I assure you I play mostly only pantheon and right now, his ultimate actually doesnt exist. FOR IT TO HIT someone else has to stun my opponents – meaning that my whole R has to rely on other people, which is not healthy mechanic. Also I often feel that i could just as well RUN to the victim and then ” camp” when someone stuns him, and engage without ultimate. Absolutely no difference AFTER the laning phase ( in which SOMETIMES i still can ult behind botlane and PRAY they dont move).


The point of mandrop was never to be a consistent form of engagement like Malphite or Vi. Vi’s counterplay is supposed to be “what do you do after Vi completes her ult on you.” Malphite’s counterplay is that his ult has a fast windup but a smaller AoE so you stay apart. Pantheon’s ult is a form of zone control, similar to Thresh. Thresh doesn’t simply throw out the box whenever he wants – he has to choose the right area where his opponents want to be (or to get out of) before he chucks out a box.

Pantheon’s ganks / sphere of influence out of a skyfall drop covers a full lane. The standard gank remains relatively unchanged: ult far enough back to accommodate for the enemy escape and your teammates need to hard engage to shove enemies into it (or around it). I think we can do things to fine tune the visual drop to capability of action for Pantheon if we were to make changes, and I’d probably push back if we gave compensatory buffs (which I don’t think he needs) on something like Q.

As for the bug where Pantheon can be interacted with before he lands, that’s definitely a bug and needs to be fixed soon.

One thing I’d note is that people seem to believe Pantheon’s ult should be absolutely consistent, but I disagree. The built-in counterplay is that his mandrop is super predictable but it significantly alters how people play around it.



Q: Was this stealth-fix (nerf) a bait-and-switch to boost sales on Pantheon’s Dragonslayer skin?


BuboBubo Button Rioter BuboBubo: I am on the eCommerce team. It’s a small enough group that each of us have full visibility into each other’s work. I can guarantee that this was not some underhanded scheme to boost sales. It’s just an oversight in a way that can be interpreted as suspicious but there’s no intent to deceive. It’s simply not something we would even consider.



Q: (Follow-up) Then why not offer refunds?


BuboBubo Button Rioter BuboBubo: Refunds, outside of the 3 tokens, have never been given for balance changes afaik.

Edit: my mistake, I should have said bug fix. I misspoke because of the discussions around this being a nerf.



Q: So you admit this was a balance change?


BuboBubo Button Rioter BuboBubo: My mistake – it was a bug fix. I accidentally used balance change because people are calling it a nerf.



Q: Shouldn’t the balance team be aware when community relations affect sales?


BuboBubo Button Rioter BuboBubo: I respectfully disagree. I think it is a good thing that the team that works on gameplay don’t think about the impact it might have on revenue. If we were spending time coordinating what’s necessary for gameplay (bugs, balance changes, etc) with its impact on skin revenue then I would be more concerned. 

And I apologize if my responses are not ideal or come off brusque, the topic is just very close to home.



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