Previous PBE Updates for Patch 4.9 Cycle:
- Base damage reduced from 56.2 to 53.2 (down from 56.2)
- Damage decreased from 60/110/160/210/260 to 60/105/150/195/240
Stand Behind Me [ W ]
- Bonus Armor and Magic Resist decreased from 10/15/20/25/30 ( +12/14/16/18/20 % of Braum’s Armor/Magic Resist) to 15/17.5/20/22.5/25 ( +10/11.5/13/14.5/16 % or Braum’s Armor/Magic Resist)
- Movement speed decreased from 350 to 340
Righteous Fury [ E ]
- Bonus range reverted from 350 to 400 [ same as live ]
- Damage decreased from 70/100/130/160/190 ( +1.5 Bonus AD ) to 55/80/105/130/155 ( +1.2 Bonus AD )
- Isolation bonus decreased from 45% to 20%.
I did the math for Kha’Zix’s new isolation values and… well, it’s not pretty:
[ Live ] 101.5 / 145 / 188.5 / 232 / 275.5 (+ 2.175 bonus AD)
[ PBE ] 66 / 96 / 126 / 156 / 186 (+ 1.44 Bonus AD)
- No longer deals 6% of target’s missing health
- Damage against isolated targets changed from 101.5 / 145 / 188.5 / 232 / 275.5 (+ 2.175 bonus AD) to 66/96/126/156/186 ( + 2.44 bonus AD ) + [ 10* Kha’zix’s Level ]
Void Spike [ W ]
- Deals 20% increased damage to monsters
Spike Racks [ Evolved W ]
- Slow increased from 30% to 50%
- Grants sight of Champions hit by the spikes for 2 seconds.
Active Camouflage [ Evolved R ]
- 50% Damage reduction when in stealth removed
- Mana cost reverted from 80/85/90/95/100 to 80/90/100/110/120 Mana [same as live]
Mimic: Sigil of Silence [ Q R ]
Damage reverted from 60/110/160 ( + 0.5 AP ) to 100/200/300 ( +0.65 AP ) [same as live]
Mimic: Distortion [ W R ]
- Damage reverted from 90/165/240 ( +0.75 AP ) to 150/300/450 ( +0.975 AP ) [same as live]
Mimic: Ethereal Chains [ E R ]
- Damage reverted from 60/110/160 ( + 0.5 AP ) to 100/200/300 ( +0.65 AP ) [same as live]
Karthus Visual Update Splash Art
If you have any questions, feel free to ask me at @NoL_Chefo.
This lovely interpretation of Pool Party Leona is the work of deviant artist Raichiyo33. You can find the original version there, along with a ton of other amazing LoL art!
Pool Party Graves, Leona, Lee Sin and Renekton are now available on the PBE for testing! IronStylus took the time to tell us how Leona‘s summer set came to be, Lucian has finally been shown in a Spotlight, along with another video showing an inside look at the development process, Scarizard ravages the remains of Rengar‘s kit in hopes that he can rise to power once more, short updates on Taric‘s current state, a list of changes coming to Skarner and the latest Rotation and Sale!
Credit for Spotlights goes to SkinSpotlights.
Four brand new skins have been released on the PBE in the spirit of summer!
“Summer’s come to Valoran, and Ziggs, duke of demolition, is throwing a blast of a pool party. Step one: blow up the inflatable pool toys. Hopefully he won’t misunderstand that one. Step two: invite friends! Leona’s here soaking up all the rays, no sunscreen required. Renekton’s on lifeguard duty, but he seems more worried about random explosions than anyone drowning. In the shallow end of the pool, Lee Sin happily studies the motion of the water with his hands while Graves, a sly grin curling across his lips, aims his watergun at the uncharacteristically oblivious monk. Leave it to Ziggs to create an explosive situation, this could get veryinteresting!
Welcome to Summer-ers Rift! Your invitation to the coolest dive in Valoran is coming soon.”
Pool Party Graves
Pool Party Lee Sin
Pool Party Leona
Pool Party Renekton
IronStylus tells us how Leona’s latest skin came to be.
1) I did that design live, with a lot of feedback from the audience, and mentioned that it all could change. We did a few options, (bikini’s, pool noodles, one-piece suits, etc) However, it was known that all things may change. That particular concept, while fun to do live, and take live feedback/options, simply wasn’t the right fit for the game
2) Things always have to be adjusted and accounted for with game-angle in mind. That means, despite how the concept might have looked straight on, it means nothing if the in-game read is bad. I tried doing a 1-to-1 version of this skin in the 3/4s game view, it didn’t look good. Then I did one similar to what you see, but kept it pretty damn yellow, and it wasn’t enough. Once we added the blue trim, some other accents and materials, it popped and served what we’re all 100% focused on: the in-game read.
I understand the personal taste aspect, but believe me, I was a fan of the original, I was a fan of the intermediary, and I’m a big fan of how it came out.
(It’s also going to be super awesome to see done in cosplay!)
The sunglasses are also just for the recall, as a note.
Why were the summer skins delayed so much?
IronStylus: This was a ton of content, all done simultaneously. That means a LOT of time and resources. We’ve got some custom particles and animations, so that’s even more stuff to do. The Pool Party event was proposed.. I want to say.. not too long after we did the demo at PAX East. So, Beginning of April? That’s actually a TON of stuff to cram into that small of a window. So, no backup, just a lot of work on 5 simultaneous skins. That means concept/iteration, model/texture, animation, VFX, splash and more.
I’d say we did something really epic in a short amount of time considering!
Offtopic: Where is Scorched Earth Renekton?
IronStylus: To my knowledge, due to the Pool Party event popping up and the Life Guard Renekton skin being a fan-requested skin for so long, this seemed liked the perfect opportunity to switch things. Yes, SE Renekton is cool, but this was a really great opportunity to get something that people had wanted to see for a long time. Plus, it’s a silly skin. We’re desperately in need of those if you haven’t noticed ;D
What’s your skin release schedule?
How many champions were considered for the Pool Party event?
Here’s the good news about events/themes like this. They’re essentially infinite in how many champions the theme can be applied to. Every little easter egg that’s in the Pool Party Ziggs splash was considered, including more. You’ll note TONS of champions with the potential for Pool Party skins in the various splashes.
These are types of skin themes which are universal. Sometimes we might get carried away with certain ideas for “funny” or trolly skins that might be more specifically NA related, but these, in my opinion, strike the balance and are globally appealing. It’s a very universal and fun theme. And man.. there are SOOOO many options!
Why wasn’t Sivir chosen for a Pool party skin?
But post-relaunch, she’s a perfect candidate.
Learn to unleash a barrage of bullets and send opponents to the grave in the Lucian Champion Spotlight.
A highly-mobile ranged damage dealer, Lucian shines when blasting enemies with Piercing Light and quickly repositioning himself with Relentless Pursuit to unleash more pain or retreat from counterattacks and jungle ganks. By tagging enemies with Ardent Blaze and activating The Culling, Lucian gains the speed boost needed to chase down opponents, unload massive damage and secure kills. And since Lightslinger enables double on-hit procs of life steal, red buff and more, Lucian can overcome opponents in duels and in-lane trades with strategic use of his abilities.
Put evil in its place – 6 feet under – as Lucian with sample masteries, tactics and more in this Champion Spotlight.
Get a sneak peek into Riot’s HQ to see what it took to create Lucian!
But there are none! Scarizard‘s latest update on Rengar’s state is rather a series of trade-offs, posing the question whether this will help the League’s Predator. If you haven’t followed the discussion thus far, you can fill in on the gaps using the links below.
So, after some tests, the big changes i’ve made are pretty close to what i’d like to see in the final version. I’ll go through some of the core changes to my current changelist here, the reasoning behind it, and then update the main post with the differences as well. If i don’t make mention of a mechanic from Live or from my previous post in these updates, it means they haven’t changed.
- Grants 10 AD + 1 AD/Level
- Recipe: Hunter’s Machete + Long Sword + 100g
- PASSIVE: 20% Increased damage to monsters
3 Stacks: Rengar gains Flat Movement Speed while out of combat, or while in brush
6 Stacks: Leap range increased
9 Stacks: Thrill of the Hunt lasts X seconds longer
14 Stacks: Rengar gains % Movement speed for 2.5 seconds upon exiting brush
Direction with Bonetooth as i’ve previously stated is to reduce the ‘Stat bonus’ focus on Bonetooth, and make it more Rengar-specific and use it as a tool to embrace and enhance Rengar’s stalking/hunting gameplay. Feedback on this direction has been going well and people are digging the direction, i’ll give my specific feelings about the bonuses.
3 Stacks – Enjoying how this is playing as an early-game reward that enables Rengar’s roaming, jungle or otherwise. Live Rengar has the Movement Speed bonus at Tier 2, idea is to move it to Tier 1 and make it less-permanent (Boots of Mobility) while being able retain the Flat MS while chasing targets through brush. Basically, ganking sidelanes and using the brush or fighting in the jungle keep Rengar speedy even if he’s flagged as in-combat.
6 Stacks – Really simple. *slightly* nerfed the leap range due to it moving to Tier 2 from Tier 3 and thus more accessible, but hitting this threshold really makes him ‘turn on’ in terms of midgame power. Liking this.
9 Stacks – Mostly placeholder, but i enjoy the effect. Likely could just add a bonus together with the increased duration to give a fixed power spike that Rengar can rely on for making it this far. Totally agree with any of you that this falls a little short on expectations especially at Tier 3. This is the only one i have less-than-high confidence for as a rewarding effect.
14 Stacks – This…is very powerful. Not only does it synergize with Rengar’s 3 stack for out of combat brush darting/chasing, this -also- means that Rengar has access to bonus movement speed after leaping from brush. Haven’t gotten to this threshhold except for once, which when combo’d with the updates to Thrill of the Hunt that you’ll see below made for some -really- epic hunting experiences. Might tune this up, might slightly change, but this is the type of thing i want to see from Tier 4 Bonetooth.
- No Longer grants Armor/Magic Resistance
- Enemies hit with Battle Roar have their Attack Damage reduced
If you’ve read my prior posts, you know my feelings about Battle Roar – specifically that it doesn’t especially informwho Rengar should be effective against, and thus just gives up a lump of power that’s hard to tune while remaining satisfying. Feedback from this thread also has been consistent that Battle Roar’s allure is Rengar imposing his will/intimidating opponents, not I AM LOUD AND TANKIER NOW.
Attack Damage reduction allows him to handle jungle minions pretty well, but also makes him a monster in fights vs champions that rely on basic attacks/physical damage abilities (like carries, or other fighters), while still keeping him vulnerable to magic damage abilities from tanks/mages. Overall, the goal is that if AD reduction can work out you can reach a spot where leaping onto Physical Damage dealers and roaring makes you feel more like you’re actively shutting down their damage potential rather than just being beefier than usual. Before you guys start biting my head off about how he won’t have the tankiness to survive , i totally see this as an opportunity to introduce better base stats if it shows that he desperately needs the durability.
- Is now a skillshot
- Increased Range
Wav3break was always pushing for this and i was always pushing against it, but after having played around with it i really, really like it. Making E a skillshot allows the skill to generally have more power (Range, Damage, Effect are all vectors to tune, though i’d rather lean on the first two) – but also gives Rengar the feeling of ‘i have an option at all times’. Even when out of brush and in a siege situation, a traditional weakness of Rengar, the ability to harrass or create picks with Bola/Empowered Bola grants him more flexibility. Similarly, playing against feedback has been great (Got first blood with a jungle gank using Empowered E – felt like a boss landing the clutch shot, opponent felt it was much more fair due to being able to dodge).
In general, making Rengar’s pattern once he leaps on a target require more play/interplay and less guaranteed allows him to feel much better when he -does- succeed. This change has been trending well, but is something that we’ll be watching across future playtests to tune to appropriate power.
And for the big one:
- Cooldown decreased
- No longer plays Voice Over or gives an Icon to enemies within Rengar’s sight/detection range
- Consumes current Ferocity on cast – each point of Ferocity consumed increases the Duration of Thrill of the Hunt by 1 second.
- No longer stealths Rengar for the duration
- Duration greatly increased, scales with ult rank (personal note: ;_;)
- Movement Speed increased
- Rengar’s first basic attack while in Thrill of the Hunt will cause him to leap at his target – Rengar retains the Movement Speed increase from Thrill of the Hunt for 3 seconds after leaping.
So, we tried something crazy with the ultimate when concerns came about that the VO/Icon gameplay, while functional, was removing a lot of Rengar’s threat because people knew his gameplan. By taking -off- the stealth entirely and just overloading the parts of Rengar’s ult that people were appreciating (Ferocity Generation, Insane Mobility, True Vision) and let him have access to it more. Mid and end-game Rengar’s spend a majority of their time being predatory in nature, stalking brush and being opportunistic upon chasing down low-health targets post-fights – which is also made easier by giving him movement speed post-landing, allowing him to execute his Q-train combo/Bola strike without just failing to keep up to his prey. On the other end making Rengar’s gank + ult combo reliant on ‘brute forcing’ a gank ala Hecarim’s E or Rammus’ Powerball gives your opponent ways to play against it either by seeing them coming on wards and running or by otherwise predicting the gank paths a Rengar may take.
I agree that it sounds big…but the more we’ve played with it, the more people have realized the Stealth part of Thrill of the Hunt is perhaps the least-appreciated part. You still run insanely fast, you still leap. Removing Stealth also allows us to pull back slightly on some of the damage nerfs we’ve done to Rengar, as he telegraphs his intent very easily by being an insanely fast rocket cat.
(Bonus Round – To give you an idea of what we’re dealing with, Rengar with no Boots, 14 Stack Bonetooth, Rank 3 Thrill of the Hunt and 5 Points of Ferocity can run from the bottom lane brush to the toplane’s river brush before the Ultimate’s duration times out, as long as you make clever use of all the brush in-between.
That’s with no boots. It’s pretty awesome to see.
So, be sure to let me know what y’all think about this version. When Rengar goes to PBE (SoonTM), this is likely very close to the one that i’ll throw up for players to mess around with. A lot of your feedback has helped a ton in shaping the versions of Rengar in testing and lot of the conversations we’ve been having, so don’t stop now!
Does the ultimate no longer generate Ferocity?
Scarizard: It still generates Ferocity. As i said before, if i didn’t mention it changing it stays the same – that’s the reason the ‘consuming’ ferocity on cast part exists to an extent. If you Ult with Rengar at 5 stacks sometimes it feels like you’re missing the Ferocity Generation part of the ultimate – so casting R with Ferocity stacks pre-built allows to you ‘Empower’ it by giving it more duration, and you’ll buyback the Ferocity anyways over the next few seconds.
Will we still have Predator Vision and the VO?
Scarizard: Unsure about getting the VO – Predator vision is staying the same as it is on live. In fact, increased duration means you get longer time in Infrared! My comments about removing VO/Icons is referring specifically to the VO/Icons that the Enemy would see when Rengar ulted in my previous iteration, not the ones Rengar himself sees currently on Live.
Is the Passive on Bonetooth Necklace unique?
Isn’t the Bonetooth Necklace lacking in terms of stats?
Scarizard: Effects have been testing positively, would like to tweak the stats so that the item feels appropriately slot-efficient statwise, but not by too much – the vision for Rengar isn’t that this item is a ‘must-buy’ – it’s still a risk/reward item, but retuned so that the item itself is appealing to those who want to really embrace and play up Rengar’s identity as a hunter.
I’ll echo my previous post and say that i’m not super stoked about the Tier 3 as a standalone, but everything else feels really powerful/enabling for Rengar.
Won’t these changes hinder Rengar in a teamfight?
Scarizard: His damage itself hasn’t been reduced -that- much, it’s just spread out over a slightly longer period of time so that opponents have a greater time to react. If Rengar needs more damage, i’ll easily put more damage back on to the kit. In general though, damage dealers aren’t really expected to jump into the middle of 5 people, kill their target and then live. Rengar still has to be opportunistic, and his ultimate gives him a large window of time to capitalize on enemy mistakes and mispositioning, especially when fighting near Dragon/areas with a lot of brush.
We’ll be keeping an eye on his performance in teamfights (nothing out of the ordinary so far), but this is not a champion where you should expect to dive in alone to a team with no backup and carry out an assassination. When played appropriately however, you can really flank/control an area with the amount of mobility he has access to and kill people out of position one-by-one.
Suggestion: Bola Shot revealing the target hit
Scarizard: This is very scary – but has a lot of good feels from a flow perspective. Elise’s Cocoon and Syndra’s Stun both reveal targets hit so you can more easily follow-up your combos and dashes. It’s a change that would have a lot of cool play associated with it, but it’s unclear whether or not it’s good for the game overall. (this exact situation came up today where i really wanted to leap to the blue buff that i bola’d!) We’ll be having a lot of conversations on whether or not we should, but if it’s not too disruptive i’d like to!
Suggestion: Rengar generating Ferocity after he has leaped during ult
Scarizard: Unlikely that we’d go with this – it doesn’t take very much time for him to generate his ferocity while in R, and the duration of it is so long already (12-18s base currently, with the potential to get all the way up to 28 seconds!) that we really want you to relish the feeling of hunting and stalking, since you’ll have vision all this time. If you really need to Rocket-boost before your Fury is generated fully, it’s likely that it’s more important you make it to your target rather than have full ferocity when you get there (it’s also more likely you’ll still have a few points built up once you get there, so this hasn’t been a particular worry).
Have you tested these changes on Dominion?
Scarizard: Haven’t tested on Dominion, i’m afraid. We’re near the end of the ideation/exploration phases of Rengar, and once we’re confident in them will begin balance testing (where a lot of the number tuning takes place). At that time, it’s up to our resident ManWolfAxeBoss to decide how he’d like to handle Rengar with concerns to dominion.
Xelnath’s opinion on the rework
… then at Scarizard and Wav3break’s insistence, I actually played it. It worked really well. I didn’t realize until after the game how little I missed the stealth. In fact, most cases where I would have used the stealth to escape – I could simply outrun the enemy.
Similarly, in cases where I would normally try to use my ult to stealth & run, but it would fail on live, due to never getting the “stealth” effect off, I occasionally survived.
The skillshot version actually made me a *better* player. People couldn’t vision juke me into brush – I bola shot them blindly. The skill shot also makes me more dangerous in ganks – the range is far better than on live.
I acknowledge the validity of your skepticism, but as a veteran Rengar player, I didn’t realize how little I appreciated the stealth until I was sprinting around the map without the need to use it.
How’s Taric holding up on bottom lane after the streak of hard nerfs in previous patches?
Taric is a (you guessed it) low counterplay champion. He kind of just gets in range and stuns you – and that’s about all there is. Statikk made a new passive in an attempt to add some gameplay to Taric around basic attacking/synergies with items and gold income, and it actually worked!
It also opened the door for Jungle Taric and Top Taric…which had to be nerfed due to his low counterplay overall. (one of the only cases we’ve had where after a nerf a champion’s winrate lowered but playrate spiked).
It’d be one thing if the champion just had low counterplay – there are plenty of examples of these in our game, namely amongst the Fighter class that are really fun and engaging, despite feeling bad for opponents. The issue is more that Taric is a low gameplay champion overall – that is, there are very few actions Taric can take that make you feel powerful or skilled while expressing yourself.
Taric is certainly powerful – and when he was powerful, people played him to no end because of it. Stun on a stick, tons of free stats for your allies and a heal? What’s not to like? Well, a lot as it turns out. Leona calls sunrays to crash atop your foes and leaps across the battle with a beamsword. Nami smacks everyone with a tidal wave and bubbles dudes. Thresh. (The entire champion. That’s the sentence.)
Taric can, and always has been able to stand up to these dudes in power, but there’s a definite lack in expression and realized fantasy that i think make him seem far worse off than he actually is.
What this means, is in his current state he won’t get worse – but he ain’t gettin’ better. We’d need to do some deeper refactoring on Taric to find ways to add more actual counterplay/gameplay in his kit, and hopefully get him feeling like that playmaking/hero support (Even Alistar/Soraka, lesser played supports have these epic moments of feeling like you’re moving mountains for your teammates) – no timeline on when that would ever come out, or how many resources we’d need – although it’s certainly something that would be cool for someone to undertake in sync with maybe a Visual Update if we have bandwidth for a project in the future (Currently, Live is dealing with Rengar, Xerath, Olaf, Heimerdinger, and all of our new champions – not to mention the patch to patch balance as-is). This isn’t saying it wouldn’t get done. I’d just say it’s on the further end of our Radar, and as things move up the more likely we’ll be able to revisit him.
Until then, stay outrageous y’all.
RiotScruffy brings us the latest batch of changes to Skarner! If you haven’t caught up to the discussion, please follow the links below.
RiotScruffy: Hey all. This thread has been so incredibly helpful, you all have been having huge impact on this Skarner rework so far. We are getting more and more happy with each new version and I wanted to provide an update of where we are at. Skarner feels like a much more reliable pick with these changes, and I think he will gain a lot of his old glory back when you all have a chance to play him.
Overall, his ability to engage in ganks, mid game skirmishes, and late game team fights is increased. He is still able to brawl and 1v1 very well and his jungle clear times are slightly improved. The E is an essential part of his kit now, and it has opened up a lot of interesting new plays that Skarner can make. One of the most important things is that, for us old Skarner players, he still feels like the Skarner we know and love.
- Base Attack speed lowered by 1%
- Mana cost reduced from 20/22/24/26/28 to 16/18/20/22/24
- When target is hit, Skarner gains a 4/5/6/7/8% Attack Speed buff for 6 seconds. Stacks up to 3 times.
- Slow removed (moved to E)
- Attack speed component removed (moved to Q)
- Cooldown lowered from 18 to 14 seconds
- Max movepseed increased from 15/17/19/21/23% to 24/28/32/36/40% and ramps up over 3s
- Duration remains at 6 seconds
- Shield value increased from 70/115/160/205/250 to 75/125/175/225/280
- Shield AP ratio increased from 0.6 to 0.8
- Mana cost reduced from 50/55/60/65/70 to 40/45/50/55/60
- Heal removed (power moved into W shield)
- Targets hit are slowed by 30/35/40/45/50% for 2.5 seconds
- Missile range increased from 800 to 1000
- Missile width reduced from 120 to 90
- Missile speed reduced from 1800 to 1700
- Impale now roots targeted champion during the windup animation
These are still very much work in progress, and I still want your input on how you feel about these changes. I will also keep coming back to fill you all in on how these changes feel in internal playtesting.
How does the MS bonus from W ramp up?
How will Skarner hold up in lane?
RiotScruffy: Laning Skarner is a consideration that we’ve had and he’s still as viable if not more than he was before. Being able to stack up the attack speed buff on Q makes you a very strong duelist. He makes up for his loss in sustain in other new ways. He wont be one of the most popular solo laners but he isn’t totally unviable.
Why was the slow removed from his Q?
-Skarner is still able to get to and stick with a target. This is key to Skarner’s ability to play the game (as a melee) and we definitely would not remove this from him.
-Targets are not slowed permanently without any means of escape. The new slow will give him about 50% slow uptime without much cooldown reduction. This allows for both Skarner and his target to make meaningful plays. A target with a moveblock has to be smart about using it or Skarner will be able to reapply slow or catch up. Skarner players can also be smart about coordinating their slow with other CC from their team or even with a slow->ult->slow combo by themselves.
-The new slow application has more interest for both Skarner and the target. The slow on a line skillshot nuke adds a lot of thought/skill to Skarner play and feels really good to hit. New opportunities of when and how to use the slow are opened up and it gives the needed variety to his kit. Skarner is taking some risk to cast the slow, but if he lands the skillshot there is an appropriate reward.
From the many people internally that we have had playtest the new Skarner, they all seem to agree that this pattern is more interesting and fun. I hope you feel the same way when you have the chance to play him.
The following champions will be free-to-play until Tuesday 27th!
- Ezreal - 4800 IP / 880 RP
- Gragas - 3150 IP / 790 RP
- Janna - 1350 IP / 585 RP
- Nasus - 1350 IP / 585 RP
- Rumble - 4800 IP / 880 RP
- Sivir - 450 IP / 260 RP
- Skarner - 4800 IP / 880 RP
- Sona - 3150 IP / 790 RP
- Viktor - 6300 IP / 975 RP
- Zyra - 6300 IP / 975 RP
Enjoy the following champions and skins at a discount until August 23rd!
- Brand – 440 RP
- Kha’Zix – 487 RP
- Shen – 395 RP
Atlantean Fizz – 260 RP
Glacial Malphite – 675 RP
Headhunter Master Yi – 487 RP
Missed any recent updates? Check here!
Massive PBE Update – Changes to Yi, Zac and Phage, New Teamfight and Dragon & Baron UI, Improvements to Champions Tab, Update on Skarner, Skins in development, More amazing Diana Art, Results from the Freljord Tribe Event and the latest Sale!
Slaughter your enemies with Aatrox, the Darkin Blade! Huge changes to Shyvana and Kha’Zix, tweaks to jungling items, Woad King Darius and Ghost Bride Morgana previewed and the new Champion Rotation and Champion/Skin Sale!
Aatrox, the Darkin Blade
Aatrox draws in the blood of his foes, dealing magic damage to nearby enemy champions equal to 15% (+ 0.01 AP) of their current health.
For 12 seconds, Aatrox increases his Maximum Health by 100/175/250 (+ 50/65/80 per champion hit) and Attack Speed by 25/35/45% (+ 10% per champion hit). Aatrox’s attack range is increased to 325 for the duration.
- Cooldown lowered to 20/19/18/17/16
- Cost reduced to 60 at all ranks from 80/75/70/65/60
- Mana cost reduced to 100 at all ranks from 125/175/225
- Now lasts 60 seconds, up from 40 seconds
- Tibbers’ HP increased from 1200/1600/2000 to 1200/2100/3000
- Tibber’s Magic Resist increased from 25/45/65 to 30/50/70
- Ashe gains 1/2/3/4/5/6 (increased per 3 levels) stacks of Focus per second. At 100 stacks, Ashe’s next attack will critically strike.
If you’re curious about this change, feel free to check out my article on the decision.
- Cooldown lowered from 150/120/90 to 120/105/90
- Hecarim can no longer move through units
- Damage increased from 100/200/300 ( +0.4 AP ) to 150/250/350 ( +1.0 AP)
- No longer deals additional damage after the charge
- Now heals for 20% of Karma’s missing health instantly
- If the link is not broken, it heals Karma again for 20% of her missing health
Taste their Fear (Q)
- Isolated bonus damage changed from 100/145/190/235/280 to 45% of the ability’s damage
- Now deals 8% of target’s missing health in physical damage or 12% if the target is isolated
- Void Spike ( W ) now slows by 20% for 2 seconds.
- Void Spike ( W ) mana cost reduced to 55/60/65/70/75 from 60/70/80/90/100.
- Can no longer consume Unseen Threat (passive)
- Recast cooldown increased from 10 seconds to 12
- no longer reduces damage taken while in stealth but can now be recast 4 times.
- Damage lowered from 70/110/150/190/230 to 65/100/135/170/205
- Mana cost lowered from 70 to 55
- Cooldown lowered from 18/16/14/12/10 to 16/14/12/10/8
- Damage lowered from 150/300/450 to 150/275/400
- Slow increased from 20% to 20/30/40%
- Bonus damage on-hit changed from 30/55/80/105/130 to 40/55/70/85/100 ( +0.4 AP ) over 2 seconds .
Damage reduced from 16% of Sejuani’s maximum health to 12%
- Slow duration reduced to 1.5/1.75/2/2.25/2.5 from 2/2.25/2.5/2.75/3
- Stun duration reduced to 1.25/1.5/1.75 from 1.5/1.75/2.
- New passive now grants 5 (+1 Per Level) bonus Armor and Magic Resistance which doubles in Dragon Form
- Basic attacks now reduce the cooldown of Twin Bite by 0.5 seconds
- Basic attacks now extend the duration of Burnout by 1 second, up to 4
- Now deals 80/110/140/170/200 ( +0.6 AP ) magic damage to all enemies it passes through and marks them. Basic attacks against marked targets deal bonus damage equal to 25% of the ability’s damage
- No longer grants bonus Armor and Magic Resist
- Now generates 10/15/20 fury per basic attack.
This is basically shuffling Shyvana’s skillset. With her old passive being integrated into her abilities this opens the way for her to be tankier earlier on. Probably the most exciting change is Flame Breath now being AoE. Given that it doesn’t suffer from reduced damage for each target hit this will be an incredible farming/poking tool.
- Base HP increased from 340 to 380
- Base Armor increased from 6 to 8
- Passive Armor and MR Aura changed from 3/6/9/12/15 to 6/7/8/9/10
- Bonus Armor and MR granted for activating reduced from 8/11/14/17/20 to 6/7/8/9/10 for 3 seconds
- Tooltip states it now deals 8% of maximum health over 4 seconds, not 2% each second for 4.
Passive (Butcher): Damage to monsters increased from 25% to 30%.
Passive (Butcher): Damage to monsters increased from 25% to 30%.
Passive (Butcher): Damage to monsters increased from 25% to 30%.
Passive (Rend): Bonus damage on-hit to monsters changed from true to magic
Passive (Rend): Bonus damage on-hit to monsters changed from true to magic
Woad King Darius
Ghost Bride Morgana
(renamed from La Llorona Morgana)
Map Preview Images
The artwork for the League’s battlegrounds in the client has been replaced by a detailed map showcasing each game mode.
Enjoy playing the following champions for free until May 28th!
- Evelynn - 1350 IP/585 RP
- Malphite - 1350 IP/585 RP
- Mordekaiser – 3150 IP/790 RP
- Rumble - 4800 IP/880 RP
- Soraka - 450 IP/260 RP
- Syndra - 6300 IP/975 RP
- Talon - 6300 IP/975 RP
- Urgot - 3150 IP/790 IP
- Varus - 6300 IP/975 RP
- Vi - 6300 IP/975 RP
Champion/Skin Sale – May 21st to 24th
Enjoy the following champion and skins at a discount until May 24th!
- Cassiopeia - 440 RP
- Gragas - 395 RP
- Vladimir – 440 RP
Bilgerat Rumble – 260 RP
Dryad Soraka – 260 RP
Musketeer Twisted Fate – 375 RP
What do you think of the update? Share below!
Changes to Akali, Caitlyn, Diana, Rumble and Twisted Fate, Custom Item Sets and the next sale – and much more!
- Now grants vision in the area of effect
- Essence of Shadow charge time reduced to 30/22.5/15 seconds from 35/25/15
These two changes are intended to give Akali’s kit some utility. With Twilight Shroud now granting vision where it’s placed, Akali can perform interesting jungle and lane jukes by first casting Twilight Shroud to gain vision of an enemy or jungle monster, and then using Shadow Dance as an escape tool. Overall, it should be a cool little trick that adds some depth to this ability.
- Base Attack Speed reduced to 0.625 from 0.668
- Attack Speed per level increased to 4% from 3%
- No longer gains stacks when attacking structures
- Now counts as a single target spell for the sake of items like Rylai’s Crystal Scepter
Moonsilver Blade (Passive)
- Damage reduced to 20/25/30/35/40/50/60/70/80/90/105/120/135/155/175/200/225/250 (+0.6 AP) from 20/25/30/40/50/65/80/95/110/125/140/155/175/195/215/240/265/290 (+0.6 AP)
- Range of the cleave behind Diana reduced
- Total damage changed to 66/102/138/174/210 from 60/105/150/195/240
- Shield reduced to 40/55/70/85/100 (+0.3 Ability Power) from 55/80/105/130/155 (+0.45 Ability Power)
- The second application of the shield now stacks with the first shield instead of replacing it
- Ability Power ratio increased to 0.04 from 0.02
- No longer grants bonus Armor and Magic Resist
- Max stacks increased to 5 from 4
- Damage per stack reduced to 4/6/8/10/12 from 6/8/10/12/14
Miss Fortune excels at trading in lanes, but her Impure Shots were building too quickly and dealing too much burst damage with the use of Double Up. With this change, Miss Fortune loses some of her burst potential, but will do around the same damage in extended trades.
- Basic Attack Missile Speed increased to 1500 from 1350
- Bonus Movement Speed increased to 40 from 30
- Stun duration increased to 1.5 seconds from 1.25
These general usability buffs are for Nami to feel more impactful in team fights and skirmishes. In particular, with Surging Tides giving more movement speed and Aqua Prison having a longer stun duration, Nami players should feel better about playing aggressive in a lane.
- Damage increased to 600/700/800/900/1000 from 500/600/700/800/900
- Healing reduced to 90/130/170/210/250 from 125/180/235/290/345
- Healing ratio reduced to 0.75 from 1.0
- Consume now grants bonuses for 120/150/180/210/240 seconds based on the type of monster consume was used on:
- Golem-type monsters grant 10% increased size and maximum Health
- Lizard-type monsters grant Nunu’s attacks and spells additional magic damage equal to 1% of Nunu’s maximum Health
- Wraith or Wolf-type monsters grant 15% movement speed for 3 seconds after Nunu kills a unit
Nunu naturally fits in the jungle with his strong objective control and high map mobility – these changes should add more depth within that role. Above all, we want Consume to be a cool spell –Consume has traditionally languished in late game for everything besides objective control, so making it an attractive spell with these changes adds more depth and rank-up incentive.
- Damage decreased to 75/135/195/255/315 (+1.0 Ability Power) from 90/160/230/300/370 (+1.35 Ability Power)
- Danger Zone damage bonus increased to 50% from 25%
- Damage decreased to 45/70/95/120/145 (+0.4 Ability Power) from 55/85/115/145/175 (+0.5 Ability Power)
We did tone down some of Rumble’s overall damage, but we also took this opportunity to make Danger Zone more impactful in Rumble’s overall play. Here we’ve decided to increase his benefits for staying in the Danger Zone, so Rumble players will have more incentive to carefully manage their abilities.
- Blue card now restores 50/75/100/125/150 Mana instead of 26/39/52/65/78 (+0.6 total Attack Damage)
- No longer grants Cooldown Reduction
- Bonus Attack Speed increased to 10/15/20/25/30% from 3/6/9/12/15%
- Cooldown increased to 180/150/120 seconds from 150/135/120
With his huge global map pressure in early and mid-game, we wanted to reduce Twisted Fate’s overall power without hitting the core components that make him fun. We’re changing the passive cooldown reduction on Stacked Deck to attack speed to take out some of the free power he was getting without much gameplay interaction. Additionally, given Destiny’s high impact, we’ve brought it more in line with other global ability cooldowns
- Base Movement Speed reduced to 330 from 335
- Minimum damage increased to 10/47/83/120/157 from 10/43/77/110/143
- Maximum damage increased to 15/70/125/180/235 from 15/65/115/165/215
- Damage reduced to 65/100/135/170/205 from 65/105/145/185/225
Hail of Arrows makes Varus very strong in lane trades and zoning enemies out, but the strength of this ability was crowding out the intended use of Piercing Arrow as a high-damage snipe. With these changes, Hail of Arrows still has its strength in area control but it no longer completely trumps Piercing Arrow as a method of proccing Blighted Quiver and dealing high burst damage.
- Channel time reduced to 1.5 seconds from 2.1 (the target is still suppressed for the full 1.8 seconds)
- Infinite Duress now always places Warwick in front of the target rather than a random spot around the target
These are mostly quality of life changes for Warwick, who actually spent more time channeling Infinite Duress than he spent suppressing his target. Additionally, the fact that Warwick will now always place himself in front of the target rather than in a random location around them should add a little more strategic depth to who he suppresses and when.
- Base Health Regen reduced to 7.0 from 12.5
- Damage reduced to 140/210/280 from 160/240/320
- Fixed a bug where Let’s Bounce! was applying a 0.25 Ability Power ratio on every bounce rather than 0.4 on the first bounce, halved on subsequent bounces
- Tenacity reduced to 50% from 75%
- Damage dealt to secondary targets reduced to 45/69/93/117/141 (+0.6 bonus Attack Damage) from 60/92/124/156/188 (+0.8 bonus Attack Damage)
- Vision radius of the Shadow reduced to 700 from 1300
- Cooldown increased to 4 seconds from 3
As a resourceless champion, Zed was able to farm efficiently and safely without giving his opponent much opportunity for interaction. These changes should hit his wave clearing efficiency, especially at early levels. The vision reduction on Zed’s Living Shadow was just to bring it more in line with other abilities of this type.
Quality of Life Changes & Bug Fixes
- Mantra Bonus – Soulflare
- Slow area now spawns directly under the primary target
- Recommend items updated
- Fixed a bug where Vault failed to interrupt targets that were immune to slows
- Can no longer target minions
- Improved detection of Dark Spheres at longer ranges
- Tooltips updated
- Fixed a bug that caused Tiger Strike to only apply in the first 5 seconds of the stance
- Improved hit detection at the end of the missile
- Improved hit detection at the end of the missile
- Thorn Spitter and Vine Lasher plants now correctly display their bonus damage from Ability Power and benefit from Banner of Command‘s minion damage aura
Changes to Items
- Recipe changed: Faerie Charm + 120 gold = 300 total gold
- Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6
- Recipe changed: Philosopher’s Stone + Chalice of Harmony + 920 gold = 2500 total cost
- Grants 7 Health Regen per 5 seconds from 0
- Grants 18 Mana Regen per 5 seconds from 9
- No longer grants Mana
- Active Heal changed to “Heals for 150 + 10% of the target’s Maximum Health” from “Heals for 150 + 15% of the target’s Missing Health”, Cleanse effect unchanged
- Active travel time changed to 0.2 seconds from variable with distance
- Fixed an issue with the hit effect particle
- Total cost reduced to 1600 gold from 1700
- Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6
- Base Attack Damage reduced to 23 from 25
While this change doesn’t seem significant, it will help auto-attack reliant laners when trading against ability-based laners. Champions who rely on lane harassment through abilities typically don’t draw minion attacks as much as auto-attack champions, and this disparity was forcing a lot of champions to opt for high-sustain starts in order to compensate. This change will have a larger overall effect on lane trading as the game progresses.
- High Winds duration and intervals tweaked to match the pace of the music
- Statue destruction algorithms tweaked to become more consistent throughout the match
- Loss of Control UI
- Loss of control indicators now appear underneath a player’s nameplate when the player’s champion is afflicted by a crowd control effect
- A unique icon is displayed for each type of effect, and a shrinking progress bar indicates time remaining on the effect
- When multiple, unique crowd control effects are active:
- An additional icon is displayed for each unique effect type
- The progress bar represents whichever effect has the longest remaining duration
- Icons are removed as their associated effect type becomes inactive
- Indicators are visible to the afflicted player, that player’s team and the player who inflicted the crowd control effect
Co-op vs. AI
- Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award more IP/XP than intended for games under 20 minutes
- Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award less IP/XP than intended for games over 20 minutes
- Fixed a number of cases where icons on the league view were not showing up correctly
- Custom Item Sets
- Custom item sets can now be created and edited in the summoner profile.
- Saved item sets appear as an option in the Recommended tab of the in-game item shop
- Item sets can be associated with a specific champion, multiple champions or all champions
- Item sets can be associated with a specific map, multiple maps or all maps
- Silence, Taunt, Stun, Fear and Suppress effects have been updated with a new, consistent visual
- Karthus’ Requiem should no longer have a major FPS performance hit across all maps.
- Rerolls in the ARAM queue will now prefer champions not being played by a member of the other team.
- The ‘Random Champion’ option is no longer available in ranked game champion select.
- Players who fail to connect to the game will now be granted the same bonus Magic Resistance/Armor that disconnected players receive.
- Fixed a bug with certain AMD Radeon video cards when playing Dominion.
- Players may now disable moving their champion via right-clicking on the minimap in the options menu.
- Logitech G-Key, LED, and LCD technologies are now supported.
- Fixed: Players joining private custom games in the PvP.net client were not able to submit passwords using the Enter key.
- Adobe AIR no longer uses the Debug Launcher and has been updated to version 3.7. This should result in increased client stability.
Custom Item Sets
As you probably saw in a recent article, Riot’s been working on an in-client item sets. With Patch 3.7 now live, these are finally available for everyone! Riot GTez explains in detail:
Riot GTez: The item shop has been your one-stop spot for Infinity Edges, Ohmwreckers and Doran’s enchanting accessories for quite some time. Happily, you’ll now have a second, in-client place to research and plan builds. The new Item Set tab lists every in-game item and lets you customize your builds for your favorite setups.
Once in the client, click on your profile and find the new Item Sets tab we’ve stuck in there for you. Inside the tab, you’ll see three columns.
The left-hand column is where you generate new item sets and give them individual names. The second column lets you sort items exactly like you would in the in-game item shop. To create your custom item builds, you’ll drag and drop an item into a block in the third column.
“What’s a block?” you say. The recommended build that you see in-game is made of blocks. They’re called things like “Starting Items,” “Essential Items,” etc. Your blocks can be re-named to whatever you want.
So you’ve created your top-secret builds. Now it’s time to assign them to specific champs and maps. There are two tabs at the top of the third column. You created your item sets in the ‘Items’ tab; switch it over to ‘Maps and Champions’ to associate your new build with as many maps and champs as you like.
Figured out a hyper AP build for Ziggs, Yi and Zilean on Howling Abyss? Sweet. Want a tanky jungle build for Sejuani, Nautilus and Amumu on Summoner’s Rift? Do it up. It’s your call.
Just remember to tap that save button and your custom build will be ready for quick in-game clickery. You’ll spend less time in the item shop and more time helping your team secure the W.
Custom Sets FAQ
What are item sets?
Item sets are a way for you to create new recommended item pages that will show up in the item shop when you play.
How do I make item sets?
Select the item sets tab in your profile. Add a new page and start dragging items into it. You can create new blocks so that you can organize your items by offensive, defensive, jungle, or whatever you think of. When you save your page it will be available in-game through the item shop.
Does this save to my account?
Currently, item sets will only save to your local machine, but we want to get server-side saving to you soon. We know that this will be much better for players when they can use the feature across multiple computers, and we’re working to deliver that. The server-side version will take some time since it requires additional platform work, and we want to make sure we don’t impact service stability.
How does this work with community-made recommended item builders?
Recommended item pages created using 3rd party tools should still work. They can co-exist with the ones created using the item set feature, but you will not be able to use the Item Sets feature to edit your 3rd party sets.
Can I have more than one item set per champion?
Yes, you are able to select as many champions as you’d like to be associated with an item set. You can also opt to make your item set available for all champions if you prefer.
What does this look like in game?
The recommended tab now has a drop down. Custom item sets directly associated with the Champion you are playing will appear first in the drop down, followed by recommended items, followed by more general item sets and sets that are associated with multiple champions and maps.
Champion/Skin Sale 5/17 – 5/20
From May 17th to the 20th, enjoy the following champions and skins at half price!
- Brand – 440 RP
- Taric – 395 RP
- Twitch – 292 RP
Myrmidon Pantheon – 260 RP
Pentakill Karthus – 375 RP
Void Nocturne – 260 RP
What do you think of the latest update? Share below!
More PBE Balance changes introduced! Rioters discuss Lux and Diana’s shields changes, Udyr stealth nerf, preview of the legendary Blackfrost Anivia, a Freljord mini-website and the next Champion/Skin Sale announced!
I’ve organized the content in the following categories:
- Damage readjusted from 20/35/50/65/80 to 22/34/46/58/70
- Shield lowered from 55/80/105/130/155 + 0.45 AP to 40/55/70/85/100 + 0.3 AP
- The second shield now stacks with the first, instead of replacing it
Read CertainlyT‘s comment on the matter below.
- No longer grants bonus armor or magic resist.
- Damage lowered from 80/135/190/245/300 + 0.6 AP to 80/125/170/215/260 + 0.5 AP
- Mana cost lowered from 60/65/70/75/80 to 60 flat
- Cooldown lowered from 7 flat to 7/6.5/6/5.5/5 seconds
- Movement speed reduction now only lasts for 2 seconds down from 2.5
- Shield lowered from 80/105/130/155/180 + 0.35 AP to 50/65/80/95/110 + 0.25 AP
- The second shield now stacks with the first, instead of replacing it
Read CertainlyT‘s comment on the matter below.
- Damage lowered from 6/8/10/12/14 to 4/6/8/12
- Number of stacks increased from 4 to 5
- Tooltip updated to state maximum damage from stacks as 20/30/40/50/60 + 0.25 AP
- Stun duration increased from 1.3 to 1.5 seconds
- Now gains bonuses for 120/150/180/210/240 seconds based on the type of creep he has consumed.
- Golem – 10% maximum health and 10% increased model size
- Lizard – Your attack deal an additional 1% of your maximum health as magic damage.
- Wolf / Wraith – 15% bonus movement speed on kill for 3 seconds.
- Damage increased from 500/600/700/800/900 to 600/700/800/900/1000
- Heal decreased from 125/180/235/290/345 + 1.0 AP to 90/130/170/210/250 + 0.75 AP
- Cooldown increased from 16/14/12/10/8 to 17/15/13/11/9
- Damage lowered from 55/85/115/145/175 + 0.5 AP to 45/70/95/120/145 + 0.4 AP
- Bonus damage from Danger zone increased from 25% to 50%
- Damage lowered from 80/125/170/215/260 to 80/110/140/170/200
- Tooltip now applies a DoT called Cinders for 5 seconds.
- 15% Armor Penetration buff removed
- This effect is applied to all enemies if cast during Dragon Form
- Now brings enemy champions along the path with her
- No longer grants Cooldown Reduction
- Attack speed bonus increased from 3/6/9/12/15 to 10/15/20/25/30
- Teleport channel lowered from 2 seconds to 1.5 seconds
- Cooldown increased from 150/135/120 to 180/150/120
- Minimum damage increased from 10/43/77/110/143 to 10/47/83/120/157
- Maximum damage increased from 15/65/115/165/215 to 15/70/125/180/235
- Damage lowered from 65/105/145/185/225 to 65/100/135/170/205
- Damage lowered from 80/130/180/230/280 to 80/125/170/215/260
- Tenacity lowered from 75% to 50%
- Damage per bounce decreased from 160/240/320 to 100/150/200
- Tooltip no longer states that enemies hit more than once half damage.
On the changes to Lux and Diana
CertainlyT: These data mined “patch notes” often completely miss the boat, since they are just grabbing numbers without context into associated mechanics changes. We should probably develop a better system for communicating PBE changes to players as we put them on that environment. We just need a way of doing so without making speculative efforts seem like certainties.
The change to Diana/Lux that is on PBE for testing is that their shields have lower values, but if the second trigger is met (3 orbs broken and boomerang double hitting respectively), the shields will stack instead of renew. Volty feels this opens up new opportunities for premeditated gameplay (like stacking a monster Lux shield on your team as you engage), while making aggressive counterplay more rewarding since hitting a Lux shield with the projectile still airborne can feel like an exercise in futility.
Tiger Stance ( Q )
- The damage on-hit can only be procced within the first 5 seconds of activation
- Damage on-hit is lost when swapping stances
Why does Udyr’s proc on-hit disappear when I switch stances?
Pabro: This is intended. The temporary attack speed from Tiger Stance lasts 5 seconds, swap stance or not, but the first attack bonus can only be applied if you are still in Tiger Stance. Upcoming changes to the tooltips and buffs will make this more clear.
Is this change game-breaking? To an extent yes, you lose a 1.5 AD Scaling Spell if your target slips away and you have to switch back to Bear Stance. It basically ruins Udyr’s already limited combo.
But wait, there’s more! Statikk is here to present a far more detailed explanation on the matter:
Statikk: Sorry guys, I’d like to start by apologizing because we definitely screwed up here both in terms of what we put into the game and what we failed to communicate out to you guys, but let me clarify what is and what is not intended with Udyr’s Tiger Stance.
What Is Intended:
– Udyr can “prime” Tiger Stance’s damage-over-time proc indefinitely as long as he remains in Tiger Stance
– Tiger Stance’s Attack Speed bonus carries over into other Stances
What Is Not Intended:
– Udyr should not be able to use Tiger Stance’s damage-over-time proc while in other Stances
With the new patch, we removed his ability to get the Tiger first hit proc unless he used it within the first 5 seconds of being in Tiger Stance. This is not intended. Udyr’s first hit after switching into Tiger Stance should proc the DoT regardless of how long he has been in Tiger Stance, but the instant he switches out of it he will not be able to proc it.
I know removing the ability to proc the Tiger DoT while in other stances is a nerf, but it is intended. Frankly, it doesn’t make sense for him to apply his Tiger hit in other Stances from several perspectives (gameplay, visuals, or thematics). Tiger’s proc, Bear’s stun, and Phoenix’s Flame Breath are all intended to be local to those stances. At the end of the day, if the only reason to use Tiger is to switch into it and then immediately switch out of it…that seems to point to a core problem that Tiger Stance is simply not attractive enough on its own. So we’ll deal with that if that’s an issue.
We will be giving Udyr back the ability to prime his DoT indefinitely as long as he remains in Tiger Stance. Removing the ability to proc the Tiger DoT while in a different Stance is an intended change.
A spectacular mini-website has been released to honor Freljord’s champions!
Scroll sideways to see all the artwork and click on the blue crystals to reveal hidden lore pieces!
Remember these three?
Here’s how to get them!
Choose your tribe
Pabro: Welcome to the frozen North – a windswept and war-torn region home to some of the most resilient people in all of Runeterra. Here, three great tribes vie for control of their icy homeland. The Avarosan, led by Ashe, strive to unite the Freljord under a banner of peace. The Winter’s Claw, boldest and most warlike of the three, follow Sejuani on her campaign of conquest. And the Frostguard, secluded and mysterious, bide their time haunting ancient ruins alongside Lissandra, the Ice Witch. As they prepare for war, something ancient and sinister stirs deep beneath the earth, threatening to corrupt the land itself.
Choose your tribe
You can join the battle for the Freljord by declaring your allegiance to Ashe, Sejuani or Lissandra. At the start of the event, you’ll be able to choose from the following three summoner icons:
Choose the tribe you want to support by selecting their banner as your summoner icon. Win 10 games without changing your icon, and you’ll unlock it permanently. Win a game with a different tribal icon and you’ll have to start over, so choose wisely!
Choose your tribe FAQ
Pabro: During the Freljord event you’ll have the opportunity to permanently unlock a summoner icon featuring the emblem of your favorite tribe. At the start of the event, all three tribes will have icons available. Winning games wearing the icon associated with your favorite will earn you points toward unlocking it permanently.
How do I unlock a tribe’s icon?
After accruing ten wins with a tribal icon, you’ll permanently unlock an upgraded version. This upgraded icon is a badge of honor reserved only for loyal members of the tribe.
Which game types count toward my wins?
All matchmade games against human opponents count toward unlocking the banner of your chosen tribe. This includes all normal and ranked games on Summoner’s Rift, the Crystal Scar, the Twisted Treeline and the Howling Abyss.
Custom game or co-op vs. AI wins won’t help you join a tribe.
How long do I have to unlock my chosen icon?
The Freljord event will run until 5/14. Victories within this time period will count towards joining a tribe.
Temporary icons won’t be available once the event’s over, so be sure to join a tribe before time runs out.
What happens if I change my icon while accruing my 10 wins?
Playing a game with the icon of a new tribe will reset any progress you made toward unlocking any of the others. Non-Freljord icons have no effect on your progress toward joining a tribe.
How long after I complete my 10th win will I receive my icon?
It can take up to 48 hours for you to receive the icon of your chosen tribe. You’ll know you’ve successfully completed the process when you find an upgraded version of the tribe’s icon available in-client.
Can I unlock more than one icon?
No. You can only join one Freljord tribe, so choose your allegiance wisely.
You can switch tribes over the course of the event by winning 10 games with a new icon. At that point you’ll gain your new tribe’s icon, but lose your previous tribe’s icon.
I’m still confused. Can you give some examples?
Sure. Here are a few examples for the sake of clarity.
- Morello wins seven games for the Winter’s Claw, then changes his mind and wins one game for the Avarosan.
- Result – Morello currently holds one win toward unlocking the Avarosan icon. He needs nine more wins to join the tribe. If he switches back to the Winter’s Claw banner, he needs 10 wins to join them.
- Phreak wins 10 games for the Frostguard, successful joining the tribe. He then wins nine games under the Avarosan banner.
- Result – Phreak is still a member of the Frostguard, but he has nine wins toward unlocking the Avarosan icon. If he wins another game for the Avarosan, he’ll join that tribe and replace his Frostguard icon.
- ByronicHero racks up 100 wins in a row, but changes his icon to a different tribe every time.
- Result – ByronicHero doesn’t unlock any icons, because no tribe wants to be associated with a dirty, noncommittal flip-flopper like him. Don’t be like ByronicHero – join a tribe so you don’t get left out in the cold!
What do these icons represent?
RiotVox: Crown + arrow = The Avarosan (Ashe’s tribe), axes = The Winter’s Claw (Sejuani’s Tribe), and the dark sinister looking eye = The Frostguard (Lissandra’s Tribe). We’re working on getting this reflected in the post better, stand by!
Do I have to play that champ or just use the icon?
RiotVox: Just use the icon . Once you pick it in the client, just play 10 normal or ranked games with that icon selected to unlock the icon. Co-op VS. AI games do not count toward your 10 played games.
Does dominion count?
Join the Dark Side with Anivia. Her Blackfrost remake is available for 1820 RP at the store (Legendary skin)
For the next three days, you can pick up the following champions and skins at half price:
- Fiddlesticks – 292 RP
- Morgana – 292 RP
- Xerath – 487 RP
Infernal Alistar – 487 RP
Galactic Renekton – 260 RP
Shadow Prince Malzahar – 260 RP
Go forth and win ‘dem Summoner Icons!
Have you been wondering why the latest updates have brought so many nerfs? Morello has stepped up to answer this and to share some insight on the recent power reduction in the League and the issue with power creep!
What’s with the constant nerfs?
The first high-level point to reconcile is that power creep has gotten out of hand. Much of our Season 3 initiative was directly centered on letting us fix that exact problem – which may be unintuitive at first.
Power creep? What does that matter?
Power creep is very insidious over time, because it happens slowly and gradually – and a game with new content has greater risk of succumbing to it than more static games. This leads to a problem to where power gets in the way of decision-making an counter-play by creating an arms race between competing factors (champions, in many cases).
Basically, to compete with the most powerful characters, you have to bring better/more/faster/etc. We really saw this between Fighters, tanks and AD Carries in Season 2 – carries were doing such explosive DPS, that defensive itemization had to be tuned to allow near-invulnerability to anything else just to live for a few hits from an ADC. Fighters had to have overtuned everything to both live and do noticeable damage.
But you changed the items – why nerf champions?
Changing the items was step one – get the right baselines for these values. Now, with that settled, we need to undo the arms race by bringing total power in League of Legends down. Some of that was done with AD items, some of that is nerfing fighters and doing other changes. Many of the sweeping changes you’ll see are revolved around these classes as we get their power back under control, or enhance gameplay/counter-play loops.
Why do you not buff champions too?
We actually do quite a bit, but these tend to be more easily-forgotten than nerfs. Additionally, some really outdated champs (Heimerdinger, for example) need heavier work to get them up-to-par. We have a relaunches team who is focused on just that!
One other factor is when a champion being good creates poor gameplay or interactions. League’s design direction involves a heavy dose of decision-points and counterplay. And not just countering like champ X beats champ Y, but action A can be responded to in skilled and interesting ways. Nerfing AP Tryndamere is an example of this, where gameplay fidelity is extremely diminished if that concept is powerful.
Who causes power creep and are nerfs the appropriate response?
Ralik098: I don’t understand why you think nerfs are a good way to counteract power creep. Correct me if I’m wrong, but power creep occurs as you introduce new champions into the game and their new mechanics push older champions out as they just can’t keep up. For example, what happened with Udyr, the mobility in the game just made him irrelevant since it was so easy to just kite him. Nerfs will do absolutely nothing to solve that, no matter how many little 5-10 points of damage you shave off of other champions, Udyr never would have been viable without the increased mobility that you gave him. The only way nerfs will counteract this is if you change how the skills of other champions function, which is an even bigger mistake than just buffing the UP champions imo as you are then changing their style of play and feel.
Again, I have to say that your obsession with fighters is really worrisome considering they are still one of the only classes along with assassins that you can leave out of your team comps and expect to win with. You can’t go without other classes and expect to have the same degree of success. AD carries are still broken, both ranged (OP) and melee (UP).
Morello: Because, like in my example, new champions are only one source of power creep. In many cases, this creep occurs because of the underlying concepts that create the arms race. Fighters were tuned to the point of being so strong that “being strong” is all they could do. Either they were straight-up more powerful than another choice, or worthless. In some cases you’re right that heavier work is needed as opposed to buffs or nerfs.
In Udyr’s case, we buffed him, so we agree nerfs weren’t the answer there
What are some of the other sources of power creep? (Ralik098)
Morello: Player skill and optimization is really the other big one. When players get better and discover more optimal strategies, they unlock new potential and find new interactions that increase overall power. We obviously don’t want to stop players from learning this stuff, but we do need to react to new information presented in this way. Players’ skill ceiling going up raises the skill floor slowly, when the skill floor increases, the baseline power increases as well.
No mistake; champions contribute and we have to deal with that as well (the Mobility Creep is valid), but manytimes it’s a nuanced interaction of systems and mechanics.
Any plans to fix the currently underplayed junglers? (Shyvana talk)
Champions like Shyvana, Rengar, and Mundo in particular have been behind the curve for a while with all the new changes.
You can nerf Zac, Shaco, Amumu, Jarvan IV and Xin all you want without completely changing their kits and you’d be hard pressed to make these three champions listed above more tantalizing to pick simply because the new itemization and jungle changes left them behind.
Look at shyvana after her last nerf… less resistance on ult and a “bugfix” that made it so she lost two seconds from her W despite it matching the tooltip. Season 3 lifesteal nerfed, HoG removed, FoN removed, attack speed items nerfed, counterjungling less profitable…. every single one of her core items was nerfed… and she got the Blade of the Ruined King as the only “compensation” item for all that was lost…
Morello: But buffing them before establishing baselines just makes more champions broken, not bringing more champions to a good median comparable power level. This would be the case for why nerfing other fighters takes precedence over buffing a champion who is a bit weak.
How is nerfing FotM champions justified?
Isist: Lux being the same for 8 month, suddenly OP as hell. Akali doesn’t need special runes anymore, suddenly OP as hell. Morello, please explain, how are people going to develop new champion playstyle and meta if Riot nerfs everything that stomps because the opponent got caught in surprise?
If the player refuse to counterplay a certain champion, it is the player’s problem.
Wasn’t it obvious that fighters were going to be overpowered eventually?
Seems like an example of power creep.
Morello: That whole period was a desperate attempt to answer, in the wrong ways, how to make melee good. We learned a lot since then, though those fighters made us in the arms race already. Irelia and Jax are other good examples of this.
Will you be fixing Irelia? (Ralik098)
Did you remove the CC reduction from Trundle’s W from fear of power creep?
Personal thoughts on Fighters and Power Creep in Season 3
A little background for those who are unfamiliar with how the fighter issue came about. I’m sure many of you know, but back in Season 1 and the beginning of Season 2, the AoE meta was incredibly popular. The so-called “R button champs” (Morgana, Galio, Kennen), the bane of squishy champions, ran rampant and that’s when bruisers began to shine. They could take the brunt of the initiation and destroy these comps after their ults were down. That’s when the meta you see today began to form, as a counter to those burst-heavy picks. There had to be a healthy mix of tanking and spanking – a comp you can’t beat with just five ultimates and one that scaled harder than bruisers in the late game, due to AD carries. This is the key word here and the reason why melee fighters were so crazily buffed in Season 2 – if you’re going up against a champion who hits you for roughly 1000 damage each second. you had to be way better statistically to even stand a chance.
The issue transitioned into Season 3, but by then some fighters were so rigged skill-wise (Jarvan IV, Xin Zhao, Vi and Hecarim are the most obvious examples) that they could single-handedly deal with the ranged AD. They had to, with armor being shredded left and right and carries still hitting for absurd amounts. As health became the dominant survival stat, it meant these champions would become an even bigger nightmare for the rest of the team to deal with them. What followed was the Riot standard – targeted nerfs to reduce the popularity of FotM picks, mainly fighters. Those stats they got for free from skills in Season 2? They had to go. As a side effect of these modifications, many champions had to gain % Maximum HP damage to remain strong in the current meta. This is an artificial mechanic, one we’ll hopefully see go away, but we can’t currently do without.
So why did champions such as Shyvana and Mundo become undesirable? Simple, they failed at their job of initiating the carry and killing him before he killed them. They had no reliable CC and burst, which is what pushed certain bruisers above others in the fight to be competitive. Newer champions were built around this design to circumvent the issues that plague older champions lacking the mechanics to be strong in Season 3.
Of course, this isn’t just about fighters. As you’ve seen so far during Season 3, many forgotten champions suddenly gained popularity only to have their fame quickly extinguished by nerfs. Like how Katarina was picked up by the competitive scene or that DFG made Evelynn the single most destructive force on the playing-field. Play Miss Fortune, buy a Cleaver, press R! The end result of these experiments was that champions became overall weaker and this reduced the fun factor. Can you really pick up this guy/girl/amorphous blob/void monster after what Riot did?
You have to understand the philosophy here- it’s not without flaws by any means, but it’s obviously the one the balancing team have endorsed. To keep champions in line, they nerf those who are obviously above others. This is problematic, mainly because players constantly improve their skills and so they find these avenues to success that other players aren’t yet ready to deal with. Riot most often choose to listen to the majority in these cases, who are in favor of nerfing this new-found winning strategy. On the one hand, it keeps the pressure away from the developer- they’ve done their part, they’ve listened to the community and they’ve fixed the issue without causing further damage (this is why considerable buffs are so rare nowadays) But at the same time, you can’t constantly be trimming champions’ power or else you make the gameplay stale.
Is the right decision to nerf these strategies? Very few are actually considering counterplay – the act of thinking, instead of complaining.
What do you guys think is a good method of solving power creep issues?
- Cast range reduced to 625 from 650
- Damage reduced to 40/80/120/160/200 from 50/95/140/185/230
- Venomous Bite
- Damage increased to 60/110/160/210/260 from 50/95/140/185/230
Elise has been rewarded too well for playing safely, so we shifted some of her power to her spider form to increase the reward for taking risks.
- Howling Gale
- Fixed a bug where the knockup duration was not increasing based on charge time
- Knockup duration when fully charged increased to 1 second from 0.75 seconds
I absolutely love this change to Janna. She deserves to shine among supports, given how satisfying it is to master her. The increased CC of her Q, coupled with her now cheaper ultimate, are sure to bring her back from her state of forgottenness.
- Golden Aegis
- Shield amount per nearby enemy champion increased to 20/30/40/50/60
- Mana cost reduced to 45/50/55/60/65 from 65
- Shield amount per nearby enemy champion increased to 20/30/40/50/60
- Demacian Standard
- Active no longer grants bonus Armor
Jarvan has been bringing too much utility to his team, so we’ve removed the armor component of Demacian Standard’s aura.
- Tidecaller’s Blessing
- Added new visual effects to better communicate the amount of charges left
- Duration increased to 6 seconds from 5
Nami’s Tidecaller Blessing now summons swirling orbs around whichever champion she’s enchanted. Each auto attack removes one orb. It’s a very neat visual effect and definitely makes the spell more easily recognizable.
- Damage reduced to 80/125/170/215/260 from 100/150/200/250/300
- Ability Power ratio reduced to 0.75 from 1.0
- Insanity Potion
- No longer reduces the duration of disables
Singed is intended to be incredibly durable and to gradually burn down his opponents in team fights. By making disables more effective against him and reducing his initial burst damage, Singed’s opponents now have more time and ways to deal with him in these situations.
- Damage reduced to 50/90/130/170/210 from 60/105/150/190/240
- Armor damage ratio reduced to 20% from 30%
- Stun duration adjusted to 1.2/1.3/1.4/1.5/1.6 seconds from 1.5 at all ranks
Last patch’s changes opened up different playstyles for Taric but did not effectively address his power level. These changes reduce Taric’s lane dominance by lowering his burst damage and forcing him to make more tradeoffs when choosing which spells to level up.
Blade of the Ruined King
- Attack Damage reduced to 25 from 30
- Combine cost increased to 1000 gold from 650 (total cost increased to 3200 gold from 2850)
- Maximum damage dealt to minions and monsters reduced to 60 from 90
- Active heal amount is now reduced by the target’s Armor
I’ve reviewed Blade of the Ruined King fully and as Rioters have explained over numerous previous topics, BotRK was far too strong a tank-shredder and Baron destroyer.
Aegis of the Legion
- Aura grants an additional 50% Health Regen, Armor and Magic Resist for minions
- Combine cost reduced to 400 gold from 650 (total cost reduced to 2950 gold from 3200)
- Health reduced to 300 from 400
- Magic Resist aura reduced to 25 from 30
- Aura grants an additional 50% Health Regen, Armor and Magic Resist for minions
Locket of the Iron Solari
- Combine cost reduced to 520 gold from 670 (total cost reduced to 1850 gold from 2000)
- Health reduced to 300 from 400
Locket of the Iron Solari is mainly picked up by junglers and supports, roles that most frequently earn less gold than others, for the team-wide active. We’ve reduced both the cost and personal stats on the item to lessen its gold impact while preserving its team utility.
- Secondary target radius increased to 375 from 300
- Fixed a bug where Hurricane could target invisible enemies
- Combine cost reduced to 365 gold from 425 (total cost reduced to 1200 gold from 1260)
- Total cost reduced to 3843 gold from 3903 gold
- Combine cost increased to 940 gold from 880 (total cost unchanged)
- Combine cost increased to 700 gold from 640 (total cost unchanged)
- Armor increased to 70 from 60
- Ability Power reduced to 30 from 40
We’ve noticed that, in general, champions who buy Iceborn Gauntlet are front-line champions with more emphasis on surviving than dealing AP burst damage. We’ve adjusted Iceborn Gauntlet’s stats to accommodate this play case.
- Combine cost reduced to 200 gold from 400 (total cost reduced to 3300 gold from 3500)
- Life Steal increased to 12% from 10%
- Recipe changed: Stinger + Pickaxe + 725 gold = 2850 gold (total cost unchanged)
- Attack Damage increased to 25 from 20
- Attack Speed reduction reduced to 15% from 20%
- Attack Speed reduction reduced to 15% from 20%
- Ability Power reduced to 20 from 25
Continuing our efforts from Patch 3.02 to standardize cooldown reduction, we’ve slightly buffed Cooldown Reduction runes to provide less awkward stat amounts. For example, nine Tier-3 Scaling Glyphs of Cooldown Reduction previously provided 8.62% cooldown reduction at level 18, but will now provide an even 10%.
- Cooldown Reduction and Cooldown Reduction per Level runes have been increased at all Tiers (varying from 2-35% increase)
- Fixed a bug that would cause the spectator client to crash when using chat commands (ex: /joke, /taunt)
Restricted Chat Mode
In an effort to encourage active reform and shield players from toxicity, we’ve implemented a new account restriction that limits in-game chat for toxic players.
- Certain players (identified by Tribunal and by Player Support) will have a limited number of in-game messages available and limited access to [All] Chat.
- Restricted players that successfully complete matchmade games will earn their chat privileges back.
- Ready checks no longer return players to the PvP.Net landing page
- “Random” has been moved to the top of champion select
- Chat notifications in the bottom right-hand corner of the client now wait to appear until players have closed the AFK popup dialogue first
- Battle Training bots no longer acquire unavailable items
- Dragon, Baron, Towers and Inhibitors now show assists
This patch has mostly been about toning down bruisers, defensive items and tanking in general. Which is a great move by Riot to encourage more risky strategies, one that would ultimately result in more fun scenarios on the Fields of Justice. Elise, Singed and Taric in particular will be taking the heaviest nerfs this patch. Where the flow of the game and mentality of players will take these champions is yet unknown. As for those who love to support, consider including Janna in your roster of picks.
Item-wise, BotRK has received its promised nerfs. Xypherous in particular was very vocal about the toxicity of this item and this patch will definitely bring it down to more acceptable levels. Runic Bulwark, which some have deemed to be the best defensive item in the game, is being taken down a notch. Supports are getting a fair bit of love here as well, with Locket of the Iron Solari being made cheaper and thus more easily accessible by our gold-starved comrades.
This patch provides tweaks to both sides of the equation, meaning neither defence nor offence gets an edge. I personally wish for a more serious look on resistances, armor in particular, as well as further attempts to push champions towards item variation and different builds, rather than bulkiness or damage they gain anyway through abilities or just stat growth.
What do you think of Patch 3.04?
Good luck on the Fields of Justice!
As expected, Riot will not leave Blade of the Ruined King in its current state for very long; a hotfix will be heading our way as soon as Riot are happy with the server stability. This is no surprise, more interesting is the very in-depth post by Xypherous about what the aim of BotRK is.
1. The item is DPS efficient on squishy characters
Kind of. Fundamentally, any item built off of current health will always look overpowered when it works. This is because the optimal case for current health damage never actually happens in game. For example, let’s say that BoRK breaks even with BT at 1700 health for the target. What this actually means is that BoRK breaks even with BT at 1700 health for the target assuming there is no other damage sources affected the target at all. Given that almost every character has base damage on their skills and the like – the balance of numbers shifts terribly – For example, if your mage deals 600 AoE damage to the enemy team – BoRK needs to be extra-efficient to still be a valid HP counter at this point. This is also why the active is as strong as it is – The use of the active nerfs the passive damage of the item.
2. Current % Health Paradigms are flawed – because the AD carry will follow after the burst casters
This is somewhat true to a certain extent – but the goal of a counter-item is to counter niche cases not strengthen already existing cases. The current BoRK for example, excels at self-peel and is especially good in 1v1 case against bruisers (regardless of what class you are.)And the current health paradigm allows the item to essentially self-nerf itself when other elements of the game are strong (burst casters).
3. It is a mush-rush first item for a carry?
Again, this boils down to – How much damage is your support adding to your combo? In a Leona lane, for example, you’d be hard pressed to argue that their HP pool is actually 1200 – or how effective your autoattacks are.
4. The active adds more burst than the previous incarnation.
Potentially but it’s generally weaker than the previous active – and that’s why it rolled out – it was viewed as net neutral in most contexts.
150 + 0.5 TAD on an item with 45 AD roughly breaks even with the previous active at 1466 health – which is an HP threshold that only tanks/bruisers break early.
5. But the item is clearly overpowered on live and ruining the game experience!
Most likely. However, I’m more concerned with whether the item feels counterable at this stage. Rest assured though, we’re not going to wait on the next patch to fix it. We knew going out that the item could have come out pretty crazy – and watching it over the weekend – it has been pretty crazy at is.
So we’ll be hotfixing this as soon as we’re comfortable with the server situation (Along with some other bugs.)
Nerfs and buffs come and go; but posts as awesome as this, that show the thought process behind the items, are a much rarer beast. Thanks Xyph, keep it up.
See the original post and have your own say on the official forums here.
- Jaszon ‘Lightblind’ Alexzander – @Ravus
- Noxian Guillotine ( R ) can be recast for 12 seconds after killing an opponent instead of resetting;
- Noxian Guillotine ( R ) cooldown increased from 100/90/80 to 120/100/80;
But whyyyy: This change is obviously intended to reduce Darius’s dominance in the lane. His ultimate is above all a massive zoning tool because it’s almost always available and will win almost any battle. Feed Darius enough and he can kill both you and the jungler! Being able to recast Noxian Guillotine shortly after the killing blow means he can again finish off multiple opponents during a teamfight, but you won’t have it up constantly in lane.
- Alpha Strike ( Q ) no longer scales with AD;
- Base Damage increased from 48 to 57;
- Gemcraft ( Passive ) bonus magic damage decreased from 4% to 2% of max mana;
- Shatter ( W ) aura increased from 10% to 15% of Taric’s armor;
Taric received a major overhaul last update. With nerfs to his incredibly strong armor aura he is now forced into a more active role in the laning phase, healing, stunning and managing his mana. With that being said however, why was his passive replaced? It was perfect for this shift of power and the new one feels tacked on and irrelevant to his kit. With his base damage going up we might see more hammer action on the bot lane.
- Unique Active cooldown increased from 60 seconds to 90 seconds;
Bilgewater Cutlass was recently turned into a great initiation item! Almost too great… A higher cooldown means less frequent full – on engages from champions like Akali.
- Total Cost is again 2850;
- Now grants 15% Life Steal;
- Unique Passive no longer heals for 30% of AD on hit.
This item was recently changed to better suit a tank-shredding role, with its Life Steal being unaffected by high resistances. Riot are reverting this shift of focus, thus Blade of the Ruined King will once again require ample armor penetration for its full effects in the late game.
What do you think of the new changes? Share in the comments below!