Posts Tagged ‘lissandra’


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PBE 04/08

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[ 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.




Academy Ahri can join your local otaku convention for 750 RP.


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Academy Ahri Model 1 Academy Ahri Model 2



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Arcade Riven will be available in store for 1350 RP.


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Arcade Riven Model 1 Arcade Riven Model 2


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Arcade Riven Recall



Arcade Riven Q Arcade Riven Q 3

Arcade Riven Q 2



Ki Strike W Pic



Arcade Riven E



Arcade Riven R 1



Arcade Riven Death




Academy Darius will be available for 750 RP.


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Academy Darius Model 1 Academy Darius Model 2




Academy Ekko will cost 750 RP.


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Academy Ekko Model 1 Academy Ekko Model 2




Academy Vlad will be available for recruitment for 750 RP.


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Academy Vlad Model 1 Academy Vlad Model 2




Battle Boss Blitz will be sold for 1350 RP after Patch 5.16 hits live.


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Battle Boss Blitz Model 1 Battle Boss Blitz Model 2


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Battle Boss Blitz Recall 1



Battle Boss Blitz Passive 1



Battle Boss Blitz Q 1



Battle Boss Blitz W



Battle Boss Blitz E 1



Battle Boss Blitz R 2 Battle Boss Blitz R 3

Battle Boss Blitz R 1





Darius Final Portrait

General Box

  • Attack Range increased from 125 to 175
  • Attack Damage-per-level increased from 3.5 to 5
  • Health per level increased from 93 to 100
  • Armor per level increased from 3.5 to 4
  • Base Attack Speed reduced from 0.679 to 0.625
  • Attack Speed-per-level decreased from 4% to 1%


Buff BoxHemorrhage Final Icon

Hemorrhage [ Passive ]

  • [New] Bloodrage: Darius now enters Bloodrage for 5 seconds whenever an enemy champion reaches max Hemorrhage or dies to Noxian Guillotine. During Bloodrage, Darius gains 40-200 bonus Attack Damage and applies max Hemorrhage to enemies hit.
  • Bleed now deals physical damage instead of magic
  • Base bleed damage per stack decreased from 12-36 to 10-27
  • Darius no longer gains bonus Movement Speed if enemy champions are bleeding


Darius Passive 1 Darius Passive 2

Change BoxDecimate Final IconDecimate [ Q ]

  • Now has a 0.75 second delay before swinging
  • Darius heals for 10% of his missing Health for each enemy champion hit by the blade, capped at 30%
  • Damage on the outer circle has been changed from 105/157.5/210/262.5/315 [+1.05 Bonus AD] to 20/40/60/80/100 [+1/1.1/1.2/1.3/1.4 Total AD]
  • Damage in the inner circle has been decreased from 66% of the outer circle’s damage to 50%, or 10/20/30/40/50 [+0.5/0.55/0.6/0.65/0.7 Total AD]
  • Enemies hit by the handle (inner circle) no longer receive a stack of Hemorrhage


Change BoxCrippling Strike Final IconCrippling Strike [ W ]

  • Damage changed from 120/140/160/180/200% of Total AD to 140% of Total AD at all ranks
  • Slow strength increased from 20/25/30/35/40% to 40/50/60/70/80%
  • Slow duration decreased from 2 seconds to 1
  • Crippling Strike no longer lowers the Attack Speed of enemies
  • Cooldown changed from 8 seconds at all ranks to 9/8/7/6/5
  • No longer reduces the base cooldown of the spell per Hemorrhage stack
  • Mana cost decreased from 30/35/40/45/50 to 30


Buff BoxApprehend Final IconApprehend [ E ]

  • Fixed a bug where enemies would be pulled in if they escaped the area during the cast time
  • Cast time decreased from 0.35 seconds to 0.25
  • Now briefly slows targets after being pulled in


Change BoxNoxian Guilotine Final IconNoxian Guillotine [ R ]

  • Base minimum damage decreased from 160/250/340 to 100/200/300
  • No longer refunds Mana on re-casts; instead, all re-casts cost no Mana
  • At rank 3, Noxian Guillotine has no Mana cost
  • Upon executing an enemy champion, all nearby minions and monsters become terrified for a few seconds



Garen Final Portrait

General Box

  • Recommended items updated
  • Health-per-level decreased from 96 to 84.25
  • AD-per-level increased from 3.5 to 4.5
  • Armor-per-level increased from 2.7 to 3
  • Auto Attack range increased from 125 to 175


Nerf BoxPerseverance Final IconPerseverance [ Passive ]

  • At level 16, the Heal regen has been decreased from 2% to 1.6%

Nerf BoxDecisive Strike Final IconDecisive Strike [ Q ]

  • Silence duration decreased from 1.5/1.75/2/2.25/2.5 seconds to 1.5 at all ranks



Nerf BoxCourage Final IconCourage [ W ]

  • No longer grants 20% bonus Armor and Magic Resist
  • New passive: Killing units permanently grants 0.2 Armor and Magic Resist (1 for champions, large monsters, and epic monsters), up to a maximum of 10/15/20/25/30
  • Active no longer decreases the duration of incoming CC by 30%


Change BoxJudgement Final IconJudgment [ E ]

  • Damage per tick changed from 10/22.5/35/47.5/60 [+0.35/0.4/0.45/0.5/0.55 Total AD] to 12/16/20/24/28 [+0.47/0.49/0.51/0.53/0.55 Total AD]
  • Base damage ticks per cast decreased from 6 to 5
  • Cooldown decreased from 13/12/11/10/9 seconds to 9 at all ranks
  • New passive: Judgement’s spin speed permanently increases at levels 1/4/7/10/13/16, resulting in a total of 5/6/7/8/9/10 maximum ticks of damage per cast
  • If Garen cancels Judgement prematurely, he’s refunded cooldown equal to the remaining duration of the spin
  • Garen no longer moves 20% slower while moving through minions
  • Garen now moves 20% slower while moving toward champions he’s hitting with Judgment
  • Judgment no longer benefits from Critical Strike Chance or Critical Strike Damage


Buff BoxDemacian Justice Final IconDemacian Justice [ R ]

  • New Passive: The enemy champion with the most recent kills is marked as Villain. Judgment ticks and basic attacks on the Villain deal an additional 1% of its max Health as true damage
  • Demacian Justice now deals true damage to the Villain instead of magic damage

Garen Villain 1 Garen Villain 2

Mordekaiser Final Portrait

General Box

  • Recommended Items updated
  • Base Movement Speed decreased from 340 to 330
  • Base Health decreased from 555 to 525
  • Health-per-level increased from 73 to 80
  • AD-per-level increased from 3.5 to 5
  • Attack Speed-per-level increased from 2.6% to 3%
  • Health-per-5 increased from 3.3 [+0.3 per level] to 4 [+0.55 per level]
  • Attack animation improved, but no longer scales as well with Attack Speed
  • Auto attack range increased from 125 to 200
  • Armor-per-level increased from 2.7 to 3


Change BoxIron Man Final IconIron Man [ Passive ]

  • Shield decay-per-second changed from 3% of the shield’s max value to 2% of base Health
  • The shield will now stop decaying when it reaches 25%
  • Maximum shield value is now equal to 25% of Morde’s maximum Health (no longer scales with level)
  • Shield generation decreased from 35% of damage dealt to 25%


Buff BoxMace of Spades Final IconMace of Spades [ Q ]

  • Now buffs Mordekaisers next 3 attacks. The first one deals 3/6/9/12/15 [+0.25 Total AD] [+0.2 AP]  bonus magic damage. Each next strike deals 2/2.25/2.5/2.75/3 times the damage of the previous one. Maximum damage of the third strike is 27/54/81/108/135 [+2.25 Total AD] [+1.8 AP]
  • Health cost decreased from 20/25/30/35/40 to 20/23/26/29/32
  • Cooldown increased from 8/7/6/5/4 seconds to 10/8.5/7/6.5/5


Change BoxCreeping Death Final IconCreeping Death [ W ]

  • New Passive: Mordekaiser receives full experience from any lane minion he kills, regardless of lane partners;
  • New Active - Harvesters of Sorrow: Mordekaiser and target ally champion gain 75 Movement Speed while moving toward one another;
  • When close to one another, both deal 140/180/220/260/280 [+0.6 AP] magic damage to nearby enemies over 4 seconds. Mordekaiser can reactive the ability to instantly steal half the spell’s DoT, or 50/70/90/110/130 [+0.3 AP]. This value is reduced to 33% against minions, with a maximum of three targets;
  • Cooldown decreased from 20/18/16/14/12 seconds to 12/11/10/9/8;
  • Health cost removed.


Change BoxSiphon of Destruction Final Icon Siphon of Destruction [ E ]

  • Base damage decreased from 70/115/160/205/250 to 35/65/95/125/155
  • Now additionally scales with 0.6 of Total AD
  • Cooldown decreased from 6 seconds at all ranks to 6/5.75/5.5/5.25/5
  • If the spell hits an enemy Champion, Morde instantly fills 15% of his maximum shield


Morde E 1


Buff BoxChildren of the Grave Final IconChildren of the Grave [ R ]

  • Damage increased from 12/14.5/17 [+ 0.02 AP] % to 20/25/30 [+ 0.04 AP] % of target’s maximum health (again, half the damage is dealt, instant, half over a 10-second period)
  • New Passive – Dragon Force: Dealing damage to the Dragon curses it for 10 seconds. If Mordekaiser’s team kills a cursed target, Mordekaiser gets a ghost of that target that has 30% the
  • Ghost duration increased from 45 seconds at all ranks to 45/60/75
  • Additionally, Mordekaiser gains 30% of his ghost’s AP and 25% of its bonus Health
  • The ghost is granted 10/25/50 bonus AD and bonus Health equal to 15% of Mordekaiser’s maximum Health


Morde Dragon 1



Skarner Final Portrait

General Box

  • Recommended Items updated
  • Base Movement speed decreased from 345 to 330
  • Base Health-per-level decreased from 96 to 84.25
  • AD-per-level increased from 4.2 to 4.5


New Item BoxCrystal Spires Final IconCrystal Spires [ New Passive ]

  • Skarner’s presence causes crystals to spawn in set locations around the map. Crystals can be captured by either team by standing on top of them. Capturing prevents them from being captured by the opposing team for 10 seconds.
  • While near active crystals, Skarner gains 150 Movement Speed, 35% [+5% per level] Attack Speed and restores 3% of his maximum Mana per second.


Crystal capture specifics:

  • Crystals remain captured permanently for the capturing team until recaptured by the opposing team
  • Capturing a crystal grants 15g to players that helped capture it
  • Crystals are locked out of being recaptured for 10 seconds after being captured
  • While on the 10 second lockout, crystals provide vision in a medium area around them (and provide no other vision the rest of the time)
  • If a member of the team owning the crystal is standing on the crystal, it cannot be captured


Skarner Shrine 1 Skarner Shrine 2

Skarner Shrine 3 Skarner Shrine 4


Note that the shrines look differently for two of Skarner’s skins:


Skarner Battlecast Shrine 1 Skarner Battlecast Shrine 2



Skarner Guardian Shrine 1 Skarner Guardian Shrine 2


Change BoxCrystal Slash Final Icon Crystal Slash [ Q ]

  • Uncharged damage changed from 20/30/40/50/60 [+0.4 Bonus AD] to 0.32/0.34/0.36/0.38/0.40 Total AD
  • Charged damage changed from 20/30/40/50/60 [+0.2 AP] to 0.32/0.34/0.36/0.38/0.40 Total AD
  • Cooldown decreased from 3.5 seconds at all ranks to 3.5/3.25/3/2.75/2.5
  • Duration of charge buff decreased from 5 seconds to 4
  • Against non-champions, basic attacks now decrease Skarner’s cooldowns by 0.25 seconds, decreased from 0.5
  • Mana cost decreased from 16/17/18/19/20 to 10/11/12/13/14
  • Crystal Slash no longer stacks bonus Movement Speed and Attack Speed


Change BoxCrystalline Exoskeleton Final IconCrystalline Exoskeleton [ W ]

  • Shield value changed from 80/135/190/245/300 [+0.8 AP] to 12/13/14/15/16% of Max HP [+0.8 AP]



Buff BoxFracture Final IconFracture [ E ]

  • Missile speed now decreases for each champion hit
  • Enemies hit by Fracture are afflicted with Crystal Venom for 5 seconds, causing Skarner’s next basic attack against them to deal 25/50/75/100/125 additional physical damage and stun them for 1 second.
  • Slow duration decreased from 2.5 seconds to 2


Change BoxImpale Final IconImpale [ R ]

  • Base magic damage decreased from 100/150/200 to 20/60/100
  • Now deals additional physical damage both at the start of the channel and at the end, equal to 100% of Skarner’s Total AD
  • Mana cost decreased from 100/125/150 to 100 at all ranks
  • Cooldown decreased from 110/100/90 seconds to 120/100/80
  • No longer deals bonus damage to targets with Crystal Venom



Champion Changes


Kassadin Final Portrait


Buff BoxRiftwalk Final IconRiftwalk [ R ]

  • First jump’s damage additionally scales with 0.2 AP; each subsequent Riftwalk scales with 0.1 AP



Lee Sin Final Portrait


Buff BoxFlurry Final IconFlurry [ Passive ]

  • Lee Sin now gains 20 energy back on the first basic attack and 10 on the second, changed from 15 energy on both attacks


Buff BoxDragons Rage Final IconDragon’s Rage [ R ]

  • If the target of the kick hits an enemy Champion, it deals additional physical damage equal to 15/18/21% of its bonus Health (damage stacks with more targets hit)



Lissandra Final Portrait


Buff BoxFrozen Tomb Final IconFrozen Tomb [ R ]

  • When self-cast, Frozen Tomb heals Lissandra for 100/150/200 [+0.3 AP]; this value is increased by 1% for each 1% of Health missing



Lucian Final Portrait


Buff BoxArdent Blaze Final IconArdent Blaze [ W ]

  • Bonus Movement Speed increased from 40/45/50/55/60 to 60/65/70/75/80
  • Duration of MS buff decreased from 2 seconds to 1
  • Lucian can now gain the MS buff if any ally hits a target marked by Ardent Blaze
  • Mana cost decreased from 60 at all ranks to 50



Nasus Final Portrait


Buff BoxSiphoning Strike Final IconSiphoning Strike [ Q ]

  • While the Siphoning Strike buff is active, Nasus’s basic attack range is increased from 125 to 150



Zed Final Portrait


Buff BoxDeath Mark Final IconDeath Mark [ R ]

  • Delay on recasting Death Mark has been decreased from 1 second to 0.5





Riot Axes New PortraitHi folks,

In support of the Juggernaut champion changes, we’re releasing a pair of new items – Sterak’s Gage and Titanic Hydra. This thread is a good place for feedback.



New Item BoxSterak Gage Final Icon Sterak’s Gage

Recipe: Giant’s Belt [1000 Gold] + Long Sword [360 Gold] + 1190 Gold combine cost = 2550 Gold total

Grants 500 Health and AD equal to 25% of the user’s Base AD

UNIQUE Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain Primal Rage for 8 seconds.

Primal Rage: Grow in size and strength, gaining increased size, +25% additional Base Attack Damage, and a rapidly decaying shield for 30% of your maximum Health.


Storak Gage Ingame


Some quick context: It turns out there’s a ton of ambient AOE damage on the front lines of a teamfight – a lot of ults hit for 500+ and they all tend to come down at once. Sterak’s Gage should help Juggernauts avoid dying by accident in an average teamfight while leaving them able to be killed by focus fire or truly dedicated wombo.


New Item BoxTitanic Hydra Final IconTitanic Hydra (Melee Only)

Recipe: Tiamat [1900 Gold] + Ruby Crystal [400 Gold] + 1000 Gold combine cost = 3300 Gold total

Grants 250 Health, 50 AD and 100% Base Health Regen

UNIQUE Passive: Basic attacks deal 20 plus 1% of your maximum health as bonus physical damage on hit.

UNIQUE Passive – Cleave: Basic attacks deal 40 plus 2.5% of your maximum health as physical damage in a cone on hit (the target does not take this damage).

UNIQUE Active – Crescent: Your next basic attack deals physical damage equal to 20 plus 10% of your maximum health in a larger cone on hit (20 second cooldown, Cleave doesn’t apply to this attack).


Titanic Hydra Ingame


Quick context: The Black Cleaver covers spell-based tanky melee champs pretty well, and Trinity Force covers its set of champions amazingly. Titanic Hydra should cover more basic attack-focused Juggernauts with their own option while providing a decent stretch goal for other Juggernauts having a great game to shoot for.

Quick note – VFX, audio, and icons are still work in progress.

This thread is a great place to leave feedback if you get a chance to test these items.


~Riot Axes

[ Link to Post ]



Item Changes


Xypherous Final PortraitHey guys,

Defensive items right now are in a generally okay place – It’s not great but it’s functional.

There are some very high powered items (especially in Armor) but there are also some weaker items (especially in Magic Resistance) that are viable so on the whole – defensive builds as a whole generally reach the amount of power / cost that’s probably okay.

However, we’ll be introducing several new defensive items in the 5.16 patch and the existence of these high powered items create a world where any new item has to be almost equally high powered to compete.

This necessitates a rebalancing of power across the board such that it can be acceptable of new items being introduced.

I suspect that this changelist isn’t going to be particularly exciting – especially compared to AP – but these changes were made to provide an easier environment to balance introducing new defensive items that we’ll be introducing in the same patch.

This does have some side effects on low income characters (Support / Support Tanks / Pure Tanks) – and so we’ll likely be looking at base statistic adjustments on the ones that are most affected if we feel like they’re in a terrible spot.

TL;DR – Armor items are generally more expensive or grant less armor. Health items readjusted. Magic Resistance is generally cheaper and easier to build. Will be looking at specific support or low-income champions that might be hurt from an Armor perspective.




Buff BoxNull Magic Mantle Final IconNull-Magic Mantle

  • Cost decreased from 500 to 450


Buff BoxNegatron Cloak Final IconNegatron Cloak

  • Cost decreased from 850 Gold to 800


Note: Rescaled the cost of MR to be roughly 90% of Armor.

Due to the change in price of Null-Magic Mantle, Wit’s End has had its cost decreased:


Buff BoxWits End Final IconWit’s End

  • Total cost decreased from 2600 to 2550


Change BoxAegis Final IconAegis of the Legion

  • Total cost decreased from 1900 Gold to 1600
  • Recipe Change: Null Magic Mantle [500 Gold] + Crystalline Bracer [600 Gold]
  • Now grants 100% Base HP regen
  • Aura no longer grants HP regen and the bonus MR to allies has been decreased from 20 to 15
  • Aura Regen: No longer grants HP Regen as an Aura.


Notes: Recipe change was a fairly requested change – however, given the power/size of the item – the recipe change alone would probably favor bruiser / solo tanks than actual support characters.

With this general rebalance – shrinking the item’s power and effect also lets us streamline the item path as it’ll be less suited for solo bruiser/tanks and more appropriate to support tanks / pure support who have less inventory slots.


Change BoxLocket of Solari Final IconLocket of the Iron Solari

  • Total cost decreased from 2800 Gold to 2750
  • Shield strength increased from 50-230 to 75-345
  • Shield duration decreased from 5 seconds to 2


Note: Similar to the AP item work – taking the time to sharpen the identity and power of several of these items. While a 5 second low power shield is fairly decent at general defense – it’s not quite enough shield to save someone and somewhat poor at fighting back against a high powered burst spell.

Compressing the power and duration of the shield is aimed at pushing the power away from general ambient damage absorption to a more reactive ‘block’ approach.


Buff BoxBanner of Command Final IconBanner of Command

  • Total cost decreased from 3000 Gold to 2750



Buff BoxSpectres Cowl Final IconSpectre’s Cowl

  • Magic Resistance increased from 35 to 40



Buff BoxSpirit Visage Final IconSpirit Visage

  • Total cost decreased from 2750 Gold to 2700
  • Magic Resistance increased from 55 to 60
  • Bonus Base Health regeneration increased from 100% to 150%


Buff BoxBanshees Veil Final IconBanshee’s Veil

  • Total cost decreased from 2750 Gold to 2700
  • Recipe Change: Ruby Crystal [400 Gold] swapped for Crystalline Bracer [600 Gold]
  • Magic Resistance increased from 55 to 60


Notes: Nothing to see here. Just general cost / power tuning – as well as some light recipe adjustments. Crystalline Bracer now forks at Veil and Aegis if you’re building MR -or- between RG and Warmog’s if you’re looking for Health.




Change BoxRaptors Cloak Final IconRaptor’s Cloak

  • Total cost increased from 1000 Gold to 1100
  • Bonus Base Health regeneration increased from 100% to 150%
  • Point Runner: Movement speed maximum reduced to 20% (from 30%). However, Movement Speed now decays over 2 seconds instead of instantly dropping off when you leave the proximity of a tower.


Notes: In general, Raptor’s Cloak was pretty good at one or two specific scenarios (dancing) – however, the usability tuning of it frequently meant it was pretty inconsistent in a lot of other things. While this isn’t the core problem with the item – doing some light tuning passes here to improve some of the usability around this item.


Change BoxZzrot Portal Final IconZZ’Rot Portal

  • Total cost decreased from 2800 Gold to 2750
  • Point Runner: See Raptor Cloak.
  • Void Spawn Health Decay: Is now a % of their current health rather than maximum, minimum of one. This effectively doubles their health (and roaming range!) but greatly reduces their effective health at all points.
  • Void Spawn Gold Counter: Now shows you how much gold you earned from Voidlings.
  • Empowered Void Spawn: Empowered Voidlings now scale off 15% of your maximum Health rather than your resistances.


Notes: Some cleanup and adjustments on ZZ’Rot Portal – mostly for usability. While the range is ‘doubled’ – the health of the voidlings is lower at any given point – so poor placements of ZZ’Rot will still get you voidlings when you properly support them but at generally far lower health pools.


Change BoxOhmwrecker Final IconOhmwrecker

  • Point Runner: See ZZ’Rot Portal





Buff BoxGlacial Shroud Final IconGlacial Shroud

  • Total Cost decreased from 950 Gold to 900


Nerf BoxWardens Mail Final IconWarden’s Mail

  • Total Cost increased from 1050 Gold to 1100


Nerf BoxFrozen Heart Final IconFrozen Heart

  • Price increased from 2450 Gold to 2600
  • Armor decreased from 100 to 90


Notes: So Frozen Heart is one of several main defensive item outliers in terms of just raw power and efficiency – so we’re going to tone that down by quite a bit as, compared to other items – the effective power to cost ratio was incredibly high.

Due to the price reduction of Glacial Shroud, Zeke’s Harbinger and Icebourn Gauntlet are now also cheaper:


Buff BoxIceborn Gauntlet Final Icon Iceborn Gauntlet

  • Total cost decreased from 2900 to 2850


Buff BoxZekes Harbinger Final IconZeke’s Harbinger

  • Total cost decreased from 2300 to 2250


Nerf BoxThornmail Final Icon Thornmail

  • Price increased from 2100 Gold to 2300
  • UNIQUE Passive now reflects 15% of damage + 25% of the user’s bonus Armor, changed from 30% of damage


Note: Thornmail was another major outlier in terms of power effectiveness – but – it is only strong in the presence of high health pools. Because Thornmail is such an effective standalone Armor item and additional Armor doesn’t really make Thornmail much stronger – Thornmail is strongest when you can stack Health (as is the case for most pure resistance items.)

While this case will always be naturally powerful – putting a hook onto Thornmail such that purchasing additional Armor items unlocks a different sort of power as well as having some more soft synergies with other champions (Leona, Rammus, etc.)

If you’re under the effects of a negative % decrease in Armor – Thornmail will ignore it for the purpose of calculating bonus damage. However, flat decreases and shreds that cancel our your innate % increases (For example, Malphite vs. Garen) – will impact the damage of Thornmail.


Change BoxRanduins Omen Final IconRanduin’s Omen

  • Total Cost decreased from 2850 Gold to 2700
  • Health decreased from 500 to 400
  • Armor decreased from 70 to 60
  • Cold Steel Passive: Unchanged
  • Crit Damage Reduction: Now reduces critical strike damage taken by 10%.
  • Slow Active: Duration no longer scales off Armor and Magic Resistance, instead it will always slow for a flat four seconds.


Notes: Randuin’s Omen is probably one of the more ubiquitous items in the game in terms of general purpose strength. Since we’re adding several items that try to do slightly different things – sharpening Randuin’s Omen to be a more dedicated ‘Oh god, crits are murdering me’ item seemed appropriate. However, this is overall intended to be a moderate nerf to the item.




Change BoxWarmogs Armor Final IconWarmog’s Armor

  • Now grants 200% Base Health Regen [zero on live]
  • Passive Changed: Grants Warmog’s Heart if you have above 3000 life. Warmog’s Heart restores 3% of your maximum life per second when you haven’t taken damage in 8 seconds.


Notes: Sharpening items. MORE SHARP. MORE FOCUS.

I think we’ve been generally happy with Warmog’s Armor as an anti-siege option for the mid-late game – so we’re kind of tripling down on the concept at this point. In the late game – recalling and regenerating has roughly similar effects in a winning case – and therefore we’ve decided to push Warmog’s into a space where it is powerful enough to replace the act of Recalling for healing in the late game for character’s that choose to invest heavily into a health route.


Nerf BoxRighteous Glory Final IconRighteous Glory

  • Total Cost decreased from 2500 Gold to 2400
  • Catalyst Passive: Loses Catalyst Passive on Upgrade.


Notes: Catalyst has two clear upgrades – a rush item (Rod of ze Ages) or Righteous Glory (Team Fight).

One of the reasons we’ve tuned down RG over time is that whenever its strong enough to be rushed as first item, we tend to dislike how early skirmishes get decided. Trying some minor experimental stuff to discourage RG as first-pick up by giving it a clear tradeoff from its counterpart – while also making it slightly easier to build later in the game.


Change BoxCinderhulk Final IconCinderhulk

  • Base Health increased from 300 to 400
  • Health multiplier decreased from 25% to 15%


Notes: This is a minor buff to Cinderhulk’s average case and a nerf to Cinderhulk’s best case late game. While Cinderhulk isn’t exactly a dominant pickup at the moment – it sits in this odd spot of having most of its power devoted to a late game which already has its fair share of powerful effects (Devourer). This change shifts it to be slightly more mid-game focused than its counterparts and should let us better control how much Health a character will have due to the reduced multipliers.

TL;DR – Armor is nerfed and more expensive. MR is generally cheaper and easier to build. Health adjusted. Total cost should be similar – but most likely more expensive. Will be looking at some classes for base statistics adjustments to compensate for potential loss in defensive armor.


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


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.

[ Link to Post ]




Can teammates use these tunnels

Beat Punchbeef Final PortraitNope.

[ Link to Post ]



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

[ Link to Post ]





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