Posts Tagged ‘PBE’

PBE Update July 22 Banner


PBE 22/07 Contents:

  • Arcade Sona VFX
  • Champion Changes

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

PBE Updates for Patch 4.13 Cycle:

PBE-Update-July-15-Banner PBE-Update-July-17-Banner

PBE-Update-July-16-Banner PBE-Update-July-18-Banner (1)


PBE Arcade Sona VFX











PBE Champion Changes

Twitch New Portraits


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



PBE Update July 18 Banner


PBE 18/07 Contents:

  • Guqin Sona Model Update
  • Arcade Sona Model Update
  • Champion Changes


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


PBE Updates for Patch 4.13 Cycle:







Guqin Sona Model Update




Guqin Sona Texture Update




Guqin Sona New Model



Arcade Sona Model Update




Arcade Sona Texture Update



Arcade Sona New Model


PBE Champion Changes



Braum New Portrait


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%




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




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


RampageRampage [ Q ]

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



Kogmaw New Portrait

  • Base HP decreased from 440 to 400
  • HP-per-level increased from 84 to 88


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


SafeguardSafeguard [ W ]

  • Shield duration decreased from 4 seconds to 2


CrippleCripple [ Second Cast E ]

  • No longer reduces Attack Speed



Lucian New Portrait


Relentless_PursuitRelentless Pursuit [ E ]

  • No longer reduces slow effects



Lulu New Portrait


WhimsyWhimsy [ W ]

  • Movement speed duration reduced from 5 seconds at all ranks to 3/3.5/4/4.5/5



Nami New Portrait

  • Base movement speed decreased from 340 to 335


Ebb_and_FlowEbb and Flow [ W ]

  • Cooldown increased from 9 seconds to 10



Sivir New Portrait


On_The_Hunt2On The hunt [ R ]

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



Tristana New Portrait


Rocket_JumpRocket Jump [ W ]

  • Slow duration reduced from 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



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



Context (Bugfix, Buffs to Compensate)


Riot Jag New PortraitHey guys, just wanted to let you know that we put out a bugfix on PBE for Vayne where her Tumble had a higher bonus AD ratio while she had Final Hour active. Since we wanted to fix the bug without actually reducing the power of the champion, we compensated by increasing the bonus AD she gets for Ulting, making this mostly a power-neutral change, not a buff or nerf.

As an aside, she’s getting some small AS per level buffs. Nothing huge, but a few more Silver Bolts procs never hurt anyone.

[ Link to Post ]



Velkoz New Portrait


64px-Lifeform_Disintegration_RayLife form Disintegration Ray [ R ]

  • Damage changed back from 350/475/600 ( +1.5 AP) to 500/700/900 ( +0.6 AP) [ revert on the changes in PBE Update July 16 ]
  • Slow changed back from 15% to 20% and no longer stacks [ revert on the changes in PBE Update July 17 ]



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



News Update July 17 Banner

Doom Bots are here as a featured game mode and will be going away on July 27th, QA Analyst Repertoir elaborates on the Vel’Koz changes we saw in yesterday’s PBE patch and shares more buffs on the pipeline, Lead Champion Designer Meddler continue his Q&A with updates on Fizz, Zed, Syndra, Yorick, Zilean and Sion, as well as the team’s mentality when buffing and nerfing. Lastly, 32 skins will be getting their splash arts replaced with those from the Chinese client.


Recent News






Doom Bots are Here Banner


After weeks of tweaks and tests, the Doom Bots of Doom have been set loose onto live! If you’re looking to test your abilities against League’s craziest challenge yet, then sign up! What’s more, play a game against the Doom Bots and you’ll earn a unique summoner icon regardless of whether you win or lose (which might take a few days to appear).

Get to it before we haul the Doom Bots back into the FGM workshop on July 27! And while you’re catching your breath between games, tell us about your Doom Bot stories! Did you win? Did you… not win?

[ Link to Post ]



Context on VelKoz Banner


Related PBE Update





Repertoir New PortraitHey guys,

You may or may not have noticed that there are Vel’Koz changes on PBE. I just wanted to pop in and tell you guys our plan for them and a bit about our direction for Vel’Koz on the whole.


Let’s start with what our goals for Vel’Koz generally as a champion. When making Vel’Koz, one of the most important things that had to be true about Vel’Koz is that he fulfills the role of a terrifying laser face melter. On his release, I’d say it’s fair to say he felt that way, but his ult often felt like there was something lacking if you actually built the primary mage offensive stat – Ability Power. I definitely understand that Vel’Koz is an effective support, and our changes try to give consideration to the fact that players are finding success playing him as a support.

That said, our intention for the character was always that his R would be feared in a similar fashion to an ultimate like Fiddlestick’s Crowstorm in that it should be an incredibly meaningful, powerful moment for Vel’Koz and an incredibly dangerous moment for opponents. Given how his R’s damage scaled, it had that feeling in the early game, but with a full offensive build, it tended to lose that effect as games went on due to its lower Ability Power ratio. We knew this was likely going to be the case on Vel’Koz’s release, but we decided to go forward with his release numbers because we saw him as a challenging character to pick up and play and high base damages on the R would provide a relatively standard experience per cast of the ability. Now that he’s been out for a few months, we want to really emphasize that when he buys damage, he yields results via his ultimate, and that’s why you’ll be seeing the lower bases and higher ratios on his ultimate for now on the PBE.

Again, I’d like to reiterate that we are aware that support Vel’Koz’s damage will take a hit if we go through with these changes, but it is our intention that Vel’Koz’s character-defining ultimate scale really well with items to better hit character highs on the ability. If taking the base damage off of a character’s ultimate is the only change that moves him out of the support position, then that’s probably a sign that numbers were out of whack anyway, since supports are primarily picked for their utility anyway.

On the note of utility, we are indeed looking at reducing the slow on Vel’Koz’s ultimate, but allowing it to stack on targets as well. For those of you that remember the Vel’Koz release teaser, we really want to bring out that feeling of him focusing in on a single target and evaporating him, and we think this change helps to clarify that purpose and achieve that goal without doing a mechanic like ramping damage or something of the sort.

All other changes on Vel’Koz are aimed at just making various spell effects better match their visuals.

That’s a lot of text though! Here’s what we’re looking at for PBE stuff to test for now…


64px-Void_Rift Void Rift [ W ]

  • W1 missile width increased to match W2


64px-Lifeform_Disintegration_RayLife Form Disintegration Ray [ R ]

  • Range increased to 1550 from 1500
  • Base damage reduced to 350/475/600 from 500/700/900
  • Ability Power Ratio increased to 1.5 from 0.6
  • Slow reduced to 15% from 20%
  • Slow now stacks on targets up to 5 times, up from 1

Hope this helps to clarify things,


[ Link to Post ]



Won’t a 75% slow on Vel’Koz’s ult be too strong

Repertoir New PortraitOne thing to remember about slows in League of Legends is that there are diminishing returns on high value slows. Whereas a 20% slow will usually slow for most of the expected amount, a 75% slow may only slow for around double the 20% slow after diminishing returns. If you ever want to see what I’m talking about, run through a wall of Thresh’s R; despite being a 99% slow, it doesn’t slow you down to ~3-5 MS.

[ Link to Post ]

TLDR Portrait TL;DR – The slow will stack up to a 75% slow, but slows have diminishing returns, so targets will not lose a full 75% of their Movement Speed.




Why are you forcing Vel’Koz players to buy AP to be relevant

Repertoir New PortraitHonestly, we are not trying to solve “Glass cannon mages are not seeing play” with these changes, because that’s probably a symptom of a greater issue that probably isn’t a good idea to address with a numbers arms race or character identity misalignment. Vel’Koz was always intended to be mainly a glass cannon mage, and we’d like for his numbers to reflect that.

All that said, there may be work to be done on these numbers still. Thanks for the feedback; I’m still not sold on this as a final changelist yet, so I’ll keep everyone posted.

[ Link to Post ]



Shouldn’t Vel’Koz receive buffs to compensate for these changes

Repertoir New PortraitOne thing that’s worth noting is that we don’t actually think Vel’Koz’s current overall power level is too far off. We just think the actual distribution in power in how his ultimate deals damage is out of whack, focused far too heavily into the base damage and not enough in the scaling.

[ Link to Post ]




Meddler QA Part 2 Banner


Meddler Q&A – Part 2


Part 1 of Meddler’s Q&A





Champion Updates Banner


Will there be any changes to Sion's kit

Meddler New PortraitThere’s a full Sion rework (visual and gameplay update) underway at the moment, with a core theme of ‘undead juggernaught’.

[ Link to Post ]




Do you consider Syndra to be in a good place



Meddler New PortraitI’m a bit concerned Syndra may be too strong a lane bully at present, it’s also possible we’ve now made her stun a bit too easy to land, in contrast to its previous state. Don’t think the live balance team have any immediate plans for her, an adjustment at some point might be needed though.

[ Link to Post ]



Any plans for Zed

Meddler New PortraitI feel he’s a relatively healthy assassin design and personal opinion is he might be a bit on the weak side. He’s a champ we’re talking about right now, but haven’t got firm plans for yet.

[ Link to Post ]




Can Riot look into updating Zilean

Meddler New PortraitWe’ll work on Zilean at some point and that will include replacing his passive with something more satisfying throughout the game. Will definitely investigate whether there are opportunities to use ‘time mage’ better as a theme as well for his kit as a whole, too early to say what changes that might result in or when though.

[ Link to Post ]



Will Yorick get a Visual Update

Meddler New PortraitYorick? Full rework and visual upgrade together at some point most likely. Ghoul summoning gravekeeper’s got a lot of potential as a concept that Yorick’s not making use of, plus the playing against experience in lane can be pretty frustrating.

[ Link to Post ]



Will Fizz get a Visual update soon

Meddler New PortraitDon’t think he’s on the list at the moment. I’m no artist, so not my area of expertise, but doesn’t leap out to me at least as particularly in need.

[ Link to Post ]




Balance Banner QA


Are new Champions supposed to have already released counter-picks

Meddler New PortraitWe do want champions to have identified weaknesses, we don’t want those weaknesses to be specific to a single other champion though. Many mages for example are vulnerable if you’re able to dive them, which gives the other team a range of possible picks that can accomplish that. Having a single counterpick on the other hand can lead to very binary performance (did you ban out your counterpick? If so, grats, you win, if not you’ll get stomped) and lack of choice for the opposition.

[ Link to Post ]



What’s the thought process behind buffing or nerfing Champions

Meddler New PortraitConstant assessment of how champions perform in different lanes and at different levels of skill/types of play, gathering of feedback (from regular players and pro players), some use of statistical analysis (as an indicator of things to investigate, not a guide) and a lot of playtesting. Same answer with any other part of the game, though there are some things that require really large sample sizes, or long periods to master, where we’ll need to go with a best estimate and then continue to balance post launch.

[ Link to Post ]



Will the new Champion be purely a top laner

Meddler New PortraitPossible we might see said champion elsewhere, top lane’s our prediction for where they’ll probably function best based off their kit/our internal testing.

[ Link to Post ]




Game Design Banner


What do you think of mini-game mechanics like Draven’s axes

Meddler New PortraitI’m generally a fan of abilities on champions that require you to build skills unique to that champ, in particular because it gives a really distinct path to mastery for players that really want to invest in that champ. Manipulating Orianna’s ball, especially how you use the distance return, is another good example of that.

We will be doing other champs with unique skills in that sort of line, wouldn’t want to do anything exactly like Draven’s axes though, that’s Draven’s thing.

[ Link to Post ]



Will you be making Senna, Lucian’s wife, a Champion one day

Meddler New PortraitWouldn’t rule it out, wouldn’t count on it either though. Characters mentioned in other champions’ lore can be good opportunities for future champions, sometimes characters are better suited to be non playable parts of the cast though, so a character getting named’s not a guarantee they’ll one day be a champion.

[ Link to Post ]



Was there a Champion that you wanted to make but isn’t in the game

Meddler New PortraitPlenty! The best ideas we’ve had but haven’t finished are ones I’m still hopefuly we’ll figure out a way to do. Then there’s Barn the Sentient Barn, who I’ve got a soft spot for but, even being really, really optimistic, would have to describe as ‘incredibly unlikely’.

[ Link to Post ]



What are the odds of seeing a new global ult

Meddler New PortraitReasonable at some point, though almost certainly with some constraints to ensure it’s situationally powerful but not a guaranteed ability to force a 2v1 or ensure a 1v1 goes in your favor.

[ Link to Post ]





32 Splash Art Updates Banner


Riot Silver: Hey dudes and dudettes!

Wanted to jump on here to let you guys know about some skin splash changes headed to PBE. Specifically, we’re replacing the splash art for around 32 skins (For right now, no bases). Some of you may recognize these splashes from other League of Legends regions.

We’re constantly seeking to improve LoL across the board, and splashes are no different – as you may have noticed, we’ve been concentrating on base splash updates in recent patches. As with other art assets, a lot splashes in League have aged over time. We 100% want to improve all of this out-of-date content, but for now a lot of our work is focused specifically on updating base champion splashes.

This led us to seek out stopgap measures for showing love to some of the most out of style splashes where we already have better alternatives available (cough…Grandma Lux). To reiterate, this is a temporary step focused on, right now, only the worst offenders.

Let us know what you think!


Why didn’t you do this sooner?

The art style for these splashes was a bit different from our visual target, and we didn’t want to create a long-term rift in our splash content. However, due to the amount of time and resources we need to bring these splashes fully up to our visual target, we have reconsidered some temporary solutions for these splashes.

Why didn’t you change X splash?

We specifically picked splashes that met the goals of this small update, so there could be several reasons:

  1. We feel the current splash is of higher or comparable quality (We’re looking for instances where there is a noticeable upgrade.)
  2. Alternatives are too drastically different from current splash or in-game model (we’re looking to improve overall cohesion in addition to just visual quality.)

What if I don’t like X splash?

Let us know! The goal here is to improve, not detract

Why are these only skin splashes?

This change is a stopgap for a few skins while we focus hard on updating base splashes to our current style target. These splashes are a bit more sensitive given that they’re more highly visible (e.g. minimap icons, champion select, etc…). In general, we’re looking to err on the side of caution where there’s a very clear quality increase with little risk of confusion.


  • 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
  • Frozen Shen
  • Hextech Singed
  • Black Belt Udyr
  • Curling Veigar

[ Link to Post ]



All Updated Splash Arts


Huge thanks to Reddit user IfishIII for putting up an imgur album with all the new splash arts!



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


Frozen Shen


Hextech Singed


Black Belt Udyr


Curling Veigar



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



PBE Update July 16 Banner


PBE 16/07 Contents:

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


PBE Updates for Patch 4.13 Cycle: 




PBE Sona Hair Update


PBE Sona Texture Update



Sona Hair Update

PBE New Tantrum Resource Texture


Tantrum Texture

red tantrum texture

blue tantrum texture


Clarity: This texture goes in the resource bar on the bottom of the UI, where you would track your mana, energy, fury, etc. WILD HYPOTHESIS: this could be the resource bar for Riot’s next Champion.

Simple translation of “tantrum”: emotional outburst. Makes you wonder how the resource will actually function.



PBE New Summoner Icons





PBE Champion Changes


Velkoz New Portrait


64px-Void_Rift Void Rift [ W ]

Range increased from 1050 to 1150


64px-Lifeform_Disintegration_RayLife Form Disintegration Ray [ R ]

  • Damage changed from 500/700/900 (+0.6 AP) to 300/450/600 (+1.5 AP)
  • Slow strength reduced from 20% to 15%



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



Patch 4 point 12 Maintenance Banner

Servers are going down in several hours for Patch 4.12. Here’s a full schedule and a list of content you can expect to be in the patch:


Recent News






At 03:00 PDT for NA, 05:00 GMT for EUW, 02:00 GMT for EUNE, 04:00 AM AEST for OCE, 03:30 (VE) for LAN, 02:00 (BO) for LAS,  03:00 for RU and 06:00 for BR,servers will go down for maintenance so Patch 4.12 can be deployed. Here’s a full schedule for all regions!

NA, [ EUW, [ EUNE ] , [ OCE ] , [ LAN ] , [ LAS ] , [ TR ] , RU ] , [ BR ]

Note: The server status pages were recently updated and now they’re much easier to navigate and keep track of.


Server Maintenance Schedule for Patch 4

Riot Noc Administrator New PortraitOn 07/16/2014, starting at 01:30 PDT,ranked queues will be disabled in preparation for patch 4.12. At 03:00 PDT the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.

[ Link to Post ]



Patch-4-point-12-Forecast-Banner (1)


Ahri New Portrait

Ahri’s a cool fox gal that we’d like to see more of, but she’s currently sitting just below the top-tier mid picks. We’re investigating ways to make Ahri feel better to play without just tipping her into the perma-pick category (hello S3 worlds).

Alistar New Portrait

OH BOY. We really want to bring Alistar back up as a support, but our big challenge is to make sure he doesn’t also become an insane jungling cow god, because that gets obnoxious. Access to what’s essentially a mini-Malphite ult at level 2, combined with powerful tower dives and displacement makes for a worrisome combination that keeps us up at night. Worrying.

Kassadin New Portrait

This guy. Man.

Lucian New Portrait

Like we mentioned in the 4.11 patch notes, Lucian is still strong and his super well-rounded nature makes him less of a strategic pick and more of a must-pick. We’re really exploring ways to give Lucian meaningful weaknesses while also highlighting some of his core strengths. At this point we probably can’t bring along all of his advantages, but we’re looking to maintain Lucian’s mobility / burst while also highlighting his spellslinger archetype. You’ll see more as we go!

Them aggro junglers: Depending on who you talk to, there are roughly 3-5 competitive junglers in the ‘very strong’ category who are outshining entire categories of dudes (see tanky jungler buffs). That said, we’re balancing our approach here to make sure we don’t just hit one so the others become default picks, but this gang has such high early aggression that they’re still inhibitive in the game. Chances are high we won’t have anything for these in 4.12as we’re still watching how the 4.11 jungle item changes have affected the scene, but we have a strong inkling that these dudes will still be around.

Up today we’ve got Riot Hongyou from the Live Gameplay team to answer some of your questions / comments on the forecast.

[ Link to Post ]



All PBE Updates for Patch 4.12 Cycle:


PBE-July-1-Banner (1)

PBE-Update-July-4-Banner (1)


PBE-July-7-Update-Banner (1)

PBE-Update-July-8-Banner (1)




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


News Update July 10 Banner


 Riot is cracking down on 3rd party skin-selling websites and making codes unredeemable past July 23rd. Also, Ricklessabandon is on the community forums discussing the upcoming PBE changes to Muramana (and Manamune). IronStylus talks VU directions for Cho’Gath, Kassadin, Warwick, Pantheon and Zilean and explains why the Champion release schedule has been so inconsistent lately. Finally, in the Single Posts collection is a response to the “Featured Matches” presented on the client’s landing page and what LeBlanc’s poor win rate across ELO ranges can (or can’t) tell us about balance.

Single Posts


Recent News






3rd Party Skin Sites Banner



Draggles New PortraitGetting scammed sucks. Unfortunately the internet is full of shady people who take advantage of others. At Riot we strive to protect players from these scammers, and recently we’ve noticed an increase in fraud around 3rd party skin sites and skin reselling. 

These sites promise limited edition skins for League of Legends, when in reality they acquire codes illegitimately and exploit players. They charge excessive prices (we found one skin for over $1,000!) and sometimes take payment and never provide the content. You can’t predict the outcome, and no purchase is ever guaranteed regardless of what the seller says. To make matters worse these services typically use bots. Bots are lame to play with and chew up additional server bandwidth, negatively impacting everyone.

Riot is taking action against these scammers at the source. We are working with multiple payment processors to inform them of the situation and recommend they no longer process fraudulent payments from these sites. Additionally we will be deactivating all previously issued skin codes starting today. If you have a skin code that you acquired legitimately please send a request to Player Support and include proof of ownership. We’d be happy to help redeem the content to your account, but please note after 07/23/14 we will no longer be redeeming codes for any reason. 

For more information about codes and how to send Player Support a request, check out our code cards FAQ.

Followup: Player Support will not be retroactively removing content and skins that have already been redeemed prior to this announcement.

[ Link to Post ]



Will you be deactivating already redeemed skins Banner

Yuka New PortraitHi iMonox!

We won’t be deactivating skins that you’ve already redeemed on your account using a code. What it means is that we’ll be deactivating all codes that currently exist. So anything that hasn’t been redeemed yet cannot be redeemed using the code in the normal way.

If you’ve recently attended an event and received a skin code from a Rioter, and you haven’t had a chance to redeem it yet, you can contact support. They will need to see proof that you own the code card (e.g. a photograph).

[ Link to Post ]


Follow Up

Yuka New PortraitAny skins you have will not be removed from your account.

[ Link to Post ]





Can I still redeem codes I have left

Yuka New PortraitGo try the codes in the client – if they don’t work, contact support and send them a photo of your codes with your summoner name written next to them. 

[ Link to Post ]





How will skin code cards issued at events work

Yuka New PortraitCards issued at future events will have a set amount of days before they expire. (usually 5-7 days)

We are also experimenting with a digital alternative, which was trialed at Japan Expo in Paris last weekend.

[ Link to Post ]



Why are you disabling working skin codes

Boompje New PortraitUnfortunately, many of them were obtained in ways we don’t want them to be obtained, as well as that a high amount of those transactions that happened “on the internet” are very shady, and often result in people losing their money without getting the skin they bought.

[ Link to Post ]




How will you inform everyone of these changes

Yuka New PortraitHi Mooncloud!

A lot of our content creators have previously advertised skin shops in the past – we’re hoping that they will help spread the word via their channels. There’s also currently a thread on Reddit, and multiple Rioters are spreading the word on Twitter.

Most of these skin shops will be shutting down now as well. As was mentioned in the main post, we are also working with online payment processors to block payments going to 3rd party skin shops.

[ Link to Post ]



What should I do if I have content that needs redeeming

Hollymonster New PortraitYou need to write in to get them redeemed now. We won’t process anymore of these after the 23rd as per the announcement.

Just make sure you submit the physical cards with a piece of paper and your Summoner name/Username so we can get your content asap.

[ Link to Post ]



Offtopic How do you plan to resolve DDOS drophacks

Boompje New PortraitWe are very much aware of drop hacks and DDoSes and have regular meetings and activities to try and decrease the impact and amount of them. Unfortunately, this is not a trivial problem to solve  but I can tell you that we are working rather hard on this topic!

[ Link to Post ]



PBE Muramana Changes Banner



Ricklessabandon New Portraithi friends~

tl;dr is that i’ve got some changes to muramana on the pbe and i’d love feedback for it! the most recent version of the changes should be in this post, along with a history of updates and a ‘frequently asked questions’ section. please leave any questions, comments, or concerns (on either the changes or this format for gathering feedback) in the comments section below!

and maybe it goes without saying, but these are all experimental and therefore highly subject to change! things like tuning, damage type, costs, etc could all be completely different by the time this ships (if any of it even ships at all)!

thanks in advance!

 muramana (last updated 2014.07.10 @ 03:06)

this will temporarily be off of the pbe while we prepare the 4.12 patch


Muramana[added] passive :: gains +10 bonus true damage (increased by 2% of maximum Mana if any number of azure stacks are active). also gain 1% attack speed for every stack of azure active.

[remade] active :: spend 60 mana to gain 10 stacks of azure, then doubles the current mana cost and stack gain of this active. azure has a fixed duration of 9 seconds, and when it expires this active resets its mana cost and stack gain and then goes on cooldown (30 second cooldown).

edit: to clarify, the passive mana-to-ad conversion from ‘awe’ is unchanged!


update! (2014.07.10 @ 03:06)

okay, got some really helpful stuff from the first iteration! i’m going to go forward with the build path changes to manamune in the 4.12 patch, and continue explorations with various muramana actives. the next version should hit the pbe sometime after 4.12 goes live. until then, i’ve updated the item details above.

also, there were several bugs affecting tear, manamune, and muramana due to a one-time refactor we did that should all be worked out. just need to get the new tooltips in after 4.12 ships and then things should look much more normal!

oh! one last thing… i did want to mention that i’ve been reading every comment posted here as well as any tweets that mention me and a handful of forum/reddit threads. i haven’t had time to directly respond to them unfortunately, but they’re definitely read and count for something!


Frequently Asked Questions (last updated 2014.07.03 @ 15:05)

Q) why?

A) this turns out to be a fairly large question as there are a lot of reasons—the goal set for the changes hit a lot of things we’re hoping to explore/accomplish. to get the gist of it out up front, we want to create/improve the build foundations for mana-based champions. not just current kits that we ‘gate’ with mana, but also for a future in which we want to make mana more enjoyable/exciting (instead of it being like rationing out money to purchase food, imagine it being more like how to spend tokens at an arcade). some champions do this well on their own, but since a champion’s mana paradigm isn’t necessarily consistent across all kits there’s value in exploring systemic solutions to making mana much more interesting and meaningful.

of course, the ‘now’ is super important, so we’re doing this a piece at a time by exploring new ways to gain and spend mana in addition to your champion’s kit (which should already have awesome things like jayce’s shock blast through acceleration gate). the reason muramana is a candidate for this in addition to being a mana item is due to some issues with its current implementation (e.g., the item is most powerful when you don’t spend mana, but the reason a champion buys this is because they have really good ways to spend mana and they want to do that!) and because the item could stand to have more synergy/scaling with other items given its identity as a ‘late game’ item.

Q) which champions are intended to benefit from a change like this?

A) champions that care about heavily scaling their basic attacks throughout the game, and can also do cool things with their own abilities when they get a lot of mana. more specifically, this would apply to ezreal, corki, sivir, irelia, jayce, kog’maw, et al.

Q) what about current manamune/muramana users not in the above?

A) champions that tend to buy only one or two offensive items, and/or rely very heavily on spells (in relation to their reliance on basic attacks) likely won’t appreciate the attack speed and are more guarded about their mana usage. that leaves champions like urgot and yorick feeling a little awkward about the changes as a whole. that said, the build path change, extra attack damage, and new on-hit damage should theoretically help them out more over the course of the game than the muramana on live. as an urgot player that works next to a yorick player, this is definitely something we’re watching.

Q) what can apply the true damage?

A) basic attacks, single-target spells that deal physical damage, and any other abilities that applies on-hit effects. this is more or less the same as live muramana, but notably excludes single-target spells that deal magic damage (e.g., ryze’s overload or syndra’s unleashed power). this is primarily a preventative measure to keep abuse cases (like adding 420 true damage to syndra’s ult) from restricting the other tuning levers we want to use to make sure the item feels good on champions that should like buying muramana for everything it does. we know there are collateral effects to this (such as jayce’s thundering blow no longer triggering the effect) so we’ll be watching for data related to those specific cases to make sure things are still just fine for those cases.

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On Visual Updates Banner



IronStylus New PortraitHi. I wanted to try out the new function that should be listed below this box that says “show as flat” and see how the system works. I wanted to see if a conversation could be had using either or both of the views.

While we’re here! we’ll have a general ChampUp pow-wow. All casual, this is mainly just to test, but if you have any questions/ideas/feedback we can also jam on those. I’ll be on here for a little bit then head to bed. I’ll check the thread in the morning also.

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Will Mundo be getting a Visual Update

IronStylus New PortraitWelp, I think he’s just a straight up fidelity update. I don’t think he’s slated for any time too soon, but at least I don’t think there’s a lot of challenge in just.. Mundo’ing up Mundo. Yeah, there’s just a lot of technical stuff I’d love to do with him. Bring him up to the goofy brute that he should be.

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What about Pantheon

IronStylus New PortraitHe’s sorta just a dude from 300 at this point. I’d really like to find a way to tie him more thematically into Targon. That’ll take some exploration though.

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Can Zilean be updated so he looks like a real time wizard

IronStylus New PortraitYeah.. the “old guy” fantasy is a hard one to capture. I think there might have to be something in there that moves him more into the “cool mage” sorta area. It’s fine being wise and older, but he’s not quite up there with characters like Captain Picard, Professor X, Sauramon, Magneto, or other more aged gents of wisdom and badassery, Might have to dial him just a bit younger or just make him feel a bit more fit, not so much afro-santa guy..

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Is Cho’Gath still being looked into for a Visual Update

Context: IronStylus mentioned awhile ago he was interested in updating Cho’Gath’s visuals. You can read the discussion here.

IronStylus New PortraitWell, we haven’t really even started concepting Cho, but he’ll have some pre-production work started on him soon. I still take the stance that I want him to be like a Kaiju of the Void. Whatever it entails to get that I’m up for! We have to scope it out though. That’s a big team discussion.

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Will Warwick have an evolving model in his VU

IronStylus New PortraitI’m not sure how much we’ll do with scaling or model changing in his normal state, though I’d like to see at least some body change. That’s just my opinion though! We haven’t yet full explored the ideas.

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Why hasn’t Kassadin still received a VU

IronStylus New PortraitHmm.. quoting in this thing is a bit awkward, gunna talk to the team about that.

Yeah, there’s a lot of discussion around Kassadin. For one, we could sorta just plug a new model onto him, but.. is that enough? Technically we’re not really happy with where he’s at in a number of places, especially animation. So the discussion is centered around scope. Since he floats it’s sort of a unique situation. It’d be REALLY nice to have a full fledged VU of him, but, is that too large of a production? Lots of questions being asked. That’s sort of what’s making up the discussion.

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Is there a list of Champions needing texture updates

IronStylus New PortraitNot really a list per se, more of just a general understanding that a lot of our textures need balancing. Right now there’s no one committed to doing TU’s 100%, my hope though would at some point to have a concentrated effort to adjust those textures.

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Why have we still heard nothing about the next Champion

IronStylus New PortraitIndeed, things have slowed down a bit. I’m not 100% up on the skinny, as you said I don’t work on the team really, but I think there’s a general desire to make sure things are super cohesive when a new champion comes out. I think that can take additional bake time. Aside from that I’m not privy to the nitty gritty of production, but I think one of the reasons Relaunch has become a bit more consistent is to help out the churning of new content. In some cases are team is pretty much making a new champion. My feeling is that things will always sort of be a hybrid of champions, skins and now relaunches as being integral parts of content packages.

I understand though. Champions are the biggest hype potential in terms of content, and can really have amazing promotional content, community discussion, and general excitement surround their build up and release. The champion release is still our biggest bang I feel. It feels like something huge is being added to the game, which it is.

For me personally, I miss some of the old days of slightly faster cadence, but I trust that the guys over on the Champion Team know what’s up and are fully aware of what their goals and deliverables are, and how fast those things should be put out.

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Give players updates on features Riot is currently working on


- less overbumped threads about bugs
- people could track progress of any work
- Maybe RIOT could have an indicator about things that they began working on, but hasn’t finished it for a while, so they could pick up lost “threads” faster

- I’m PRETTY sure that disappointed players would complain a lot about ongoing things they don’t consider important, while other things are not prioritized

Pros again:
- With this, RIOT could have a good feedback about what they should work on first

Cons again:
- There will always be people who are dissatisfied with the current priority list


Boompje New PortraitSo another big point I’d like to add to that:

We have a lot of stuff in development at any time, and by far not everything makes it to release. A few big and known examples are Magma Chamber or the Mac client (back in 2011). We really try not to raise any false expectations.


Another thing, although it’s easier to solve but not trivial, is a lack of context. Many people don’t know that it can easily take us way over a year for just 1 champion in development. The way we think about skins has also changed. When I just started playing league (back in 2009), skins were mostly recolours or just a small change in the skin. Nowadays, the skins are really a way higher quality.

Changing a feature from a technical point of view is also a lot more complicated than just.. assign it to an engineer and have it changed the next day. We have a ton of stuff all going on at the same time, so that list would also be very, very huge. And not everything will be going to release. Not at all.

Then another point to consider is that players may not know the context. Not everyone will understand that making a skin takes more than a few days of work, or that rewriting a large piece of software (hello Client!, see PBE news!) also is a huge piece of work, that also has implications on back-end and server workings.

For me, I’d feel a big blocker for doing this would be raising false expectations, or players having expectations that we in the end don’t meet. Also think of it from an Ultimate Skin point of view. PulseFire Ezreal and Spirit Guard Udyr are awesome skins, and the release events were a super nice experience. But it would be a lot more boring for players if they would be aware of how those skins were coming along in the moments before release.

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Can we see “Featured Matches” instead of LCS banners on the landing page

zerocontext: TL;DR: We definitely know some players care strongly about the Featured Matches on the current client landing page, and we’re still working on the experience!

Okay, here’s our general design philosophy behind how we want to surface content (both on the landing page and elsewhere, like the website): We want all players to have an easy and intuitive way of finding the experiences that they enjoy, which could of course include Featured Matches.

One complication is that only a slim percentage of players frequently interact with Featured Matches, which doesn’t mesh well with how much visual space we give to them at present (which we could be devoting to other exciting features). So, we think a happy medium can exist in which players who docare about spectating high-skill matches have an easy way to do so, while players who care more about other experiences don’t face the distraction of an über-prominent Featured Matches area on the landing page. Again, we’re still exploring how this experience might work in the new design.

We think the new client landing page that’s heading to PBE (and the new tech supporting it) will be flexible enough to allow us to do a better job of serving up more experiences that more players find relevant. It’ll take us a bit of time to fine-tune our approach, though, so I hope you’ll bear with us… and continue giving us regular feedback as we work to improve the experience. Fortunately, you won’t have long to wait before you can start judging for yourself the success of our initial efforts! :-)

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LeBlanc performs poorly in both low and high ELO

Apothis New PortraitI think LeBlanc’s low win rate and popularity in LCS is likely an example of high skill floor and high skill cap. I definitely wouldn’t say that LeBlanc is a weak champion because her win rate is below 50%. I think you’re right, that most players playing LeBlanc haven’t played the champion enough to get the most out of her. However, players that ARE very good at the champion make her very threatening.

An interesting way of thinking about this would be to look at how win rate for a champion changed with the number of games played with that champion. With LeBlanc, you might see that, once players had played 100 or so games, their win rate with LeBlanc is ~70% (controlling for ELO). On the other hand, once players had played 100 or so games with Garen, the win rate might only increase to 55%.

Garen’s average win rate might be higher and his win rate might be higher if you’ve only played 5-10 games with him (vs. LB), but I wouldn’t immediately conclude he was the stronger champ. For a player without much experience with either champ trying to optimize for a single game, maybe Garen is a better choice. But for a player thinking about choosing a champ to climb ranked with (or a pro-team figuring out a comp) maybe LB is stronger. What do you think?

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



Client Visual Update Banner



A VU for League’s client will be available for testing on the PBE soon. This includes a more stable patcher and cleaner, easier-to-navigate landing page. The new visuals are focused on displaying media everywhere it’s necessary. The new page will be larger in size and content will reach the edges of the window. You shouldn’t expect any performance dips with this update.


Recent News






Patcher & Landing Page Visual Refresh to PBE




Hey all! We’ve got a set of visual changes for the patcher and client landing page that’ll be hitting the PBE soon. Before we push them out, we wanted to talk a little more about what you guys can expect, both with these changes and our overall work on the League of Legends client.

We’ve heard your feedback and know a new client is at the top of many wishlists. These changes are just the first phase of what will be an extensive and ongoing development process focused on improving the pre-game experience. Along with the visual changes to the patcher, a large part of this first phase involves introducing new core client technology. While this technology won’t noticeably change your pre-game experience, it will help us plan our future updates. That being said, our biggest focus is maintaining stability and making sure everything works smoothly as we continue updating the client. We’re looking forward to sharing our long-term plans, but today’s talk is going to be focused on foundation-setting.


Making Safe Changes


Let’s start with a quick definition: when we talk about “the client,” we’re speaking to the technology ecosystem that supports your pre-game experience. Each interaction you have while getting ready for a match is built on a base of interconnected systems, all of which work in concert to get you into your games.

As a result, maintaining League’s stability outweighs almost every other priority we have when making changes. Before we can tackle big feature changes, we need to make sure any core technology that we’re introducing is robust enough to get the job done. With that in mind, we chose our first targets by looking for the least risky pieces of the client to update. The look and feel of the patcher and the client landing page emerged as choices that let us introduce new tech, minimize risk and deliver some neat stuff.

Our first few releases will be starting points that’ll provide insight into how we should update additional systems. We’ll be refining and improving the pre-game experience as we go, which allows us to safely improve the client over time.


What's coming to PBE


In the next few weeks, we’re planning to test out new tech in the patcher that also delivers some improvements to how information is presented (we’re also taking the opportunity to give the client landing page a matching facelift). The patcher technology coming to the PBE will become an important foundation for future client updates.

Both the patcher and the client landing page present a convenient chance to check out LoL news and updates, but are currently coming up short in a few areas.


Work-in-progress: Updated patcher


Let’s use the free champion rotation as a concrete example. Our current patcher shows a few names from the rotation in the news feed, but you have to click through to a web article to see the full list. With the upcoming changes, we can highlight the entire Free to Play rotation directly in the patcher. The Patch Notes have also been pulled in so you can read up on the latest changes while you’re downloading them.

This new layout applies visual focus to all content, displaying media with every item. To accommodate these visuals, we increased the patcher’s size, giving us more real estate to keep a few key pieces surfaced and make it easier to browse other articles. We also took the opportunity to group up ‘core’ patching tools by condensing the download progress bar, service availability indicator and region selector at the top of the patcher. Your patching progress has also been merged into one bar to provide more streamlined information.


Work-in-progress: Updated client landing page


The client landing page will pull in the same layout changes as the patcher with a few additional content types thrown into the mix. As part of this update, we’ve extended content all the way to the screen edges. We haven’t changed the client’s size, though, so we didn’t need to reorganize any of the client’s other features (aside from a bit of cleanup to the menu buttons).

Overall, your pre-game experience won’t change too much with this first release. The actual patching process is still the same, so don’t expect performance gains or increased download speeds. Additionally, you’ll still be using the same mastery interface, store, chat system, etc. While our end-goal is to deliver you an improved pre-game experience, our biggest priority is making sure we continue to provide a reliable and stable client and game.


Looking Forward


These first iterations aren’t going to redefine your pre-game experience, but they represent work we’re confident we can safely build on as we test and expand on our new core tech. If you aren’t seeing the changes you want right now, don’t worry because we know there are other parts of the client that are hurting for attention and we’re eager to take them into the lab to deliver something great.

We have a vision for what the future could hold for the client and we’re looking forward to sharing our plans with you a bit further down the road!



Thank you for listening to community suggestions !

ChocChipCookie: Thank you. This is the first step of a long process, and we definitely want your continued thoughts and feedback. Looking forward to you all letting us know what does (and doesn’t!) work. We’ve seen a few threads of your ideas on how to redesign the pre-game experience, and are constantly impressed by everyone’s creativity and passion. :)



Will there be a Logout button in future iterations

ChocChipCookie: You’ll just see visual updates right now within the client. We are mapping out future plans, and feedback like this is helpful!



Did you increase the size of the patcher

RiotAether: The patcher definitely got bigger – same dimensions as the client, which’ll be staying at its current size. Just prettier :D



Will it still be powered by Adobe AIR

ventropy: No it won’t. The patcher update that we are releasing to PBE includes a lot of the core tech needed for a new client. The patcher update won’t use Adobe AIR, it is built on our own native code base and HTML5 UI.



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



PBE Update July 8 Banner


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


Previous PBE Updates for Patch 4.12 Cycle:


PBE-July-1-Banner (1) PBE-Update-July-4-Banner (1)

Sonas-Rework PBE-July-7-Update-Banner (1)



PBE New Summoner Icons


Cupcake Icon Candy Icon



PBE Store Updates


A store image for the Mecha Ward skin on the PBE.




Mecha Ward Preview – Credits to SkinSpotlights




PBE Champion Changes



Kassadin New Portrait


Null_SphereNull Sphere [ Q ]

Damage increased from 60/90/120/150/180 to 80/105/130/155/180 ] [ revert on the PBE changes here ]


Nether_BladeNether Blade [ W ]

  • Cooldown increased from 6 seconds to 9


Force_PulseForce Pulse [ E ]

  • Now slows for 50/60/70/80/90%, increased from 40/45/50/55/60%


Note: Kassadin’s E was recently made to slow for 1 seconds, down from 3, in this PBE update. 



Lucian New Portrait


Relentless_PursuitRelentless Pursuit [ E ]

  •  Mana cost removed [ 60/45/30/15/0 on live ]



Sona New Portrait

  • Base armor increased from 15.3 to 18.3



Thresh New Portrait


DarkPassageDark Passage [ W ]

  • Lantern once again grants a shield to every ally that comes near it [ a revert on the PBE changes here ]
  • Base Shield strength decreased from 60/100/140/180/220 to 60/95/130/165/200 [ reverted back to live values ]



PBE Crystal Scar


Manamune Manamune

  • Damage increased from 20 to 25
  • Total Cost increased from 2060 Gold to 2200
  • Recipe cost decreased from 1000 Gold to 625 (New Recipe)


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



 PBE July 7 Update Banner


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


Previous PBE Updates for Patch 4.12 Cycle:


PBE-July-1-Banner (1)


PBE-Update-July-4-Banner (1)



PBE Champion Changes



Kassadin New Portrait


Null_SphereNull Sphere [ Q ]

  •  Damage decreased from 80/105/130/155/180 to 60/90/120/150/180


Force_PulseForce Pulse [ E ]

  • Slow changed from 30/35/40/45/50% for 3 seconds to 40/45/50/55/60% for 1 second



Lucian New Portrait

  • Attack range decreased from 550 to 500


Piercing_LightPiercing Light [ Q ]

  • Mana cost decreased from 60/65/70/75/80 to 50/55/60/65/70
  • Range decreased from 550 to 500


Relentless_PursuitRelentless Pursuit [ E ]

  • Mana cost decreased from 60/45/30/15/0 to 40/30/20/10/0
  • Cooldown changed from 18/16/14/12/10 to 16/15/14/13/12
  • No longer resets on killing an enemy with the Culling [ R ]
  • Whenever Lightslinger [ Passive ] hits an enemy, the cooldown on E is decreased by 1 second (2 if it hits a Champion)


Lucian Range Comparison



Why was Lucian given 550 auto-attack range

Zenonthestoic New PortraitThe idea originally was that his meaningful damage should come from Q (cast range of 550) and his passive (AA range of 550). Compare to Jinx (Q range increase, meaningful damage on W), Caitlyn (err), Corki (Q and R spammable long range), Tristana (passive), Ezreal (constant Q poke at great range) etc.

Obviously we were wrong! I’m just trying to explain our state of mind at the time.

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Follow Up

Zenonthestoic New PortraitThe feeling that anything less than 550 range is a HUGE feel hit on an ADC. With new targeting paradigms on Q and R and absolutely no confidence in how much players would feel the power from his passive we didn’t want to set ourselves up for total failure with a E-tier aa range.

Lucian had the second worst adoption rate in 2013. People really didn’t like him at first. At 500 range on release? He would have tanked so hard.

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




Sona's Rework


Sona’s new kit is up and ready for testing! I made a preview on all her changes and have shared my opinion below. Let me know what you think of the new Sona!




Preview & My Thoughts




PBE Changelist


Here’s the full changelist of Sona’s abilities, as they currently are on the PBE:


Power_Chord  Power Chord [ Passive ]

  • Powerchord amplification on Q down from +100% damage to +50% damage

Hymn_of_ValorHymn of Valor [ Q ]

  • Creates a 300 unit aura that lasts for 3 seconds.
  • Sona and allies touched by the aura get 40/50/60/70/80 (+0.25 AP) bonus magic damage on their next auto attack. Buff lasts 3 seconds
  • Each ally Sona tags with the aura increases the duration of the aura by 0.5 seconds
  • Cooldown increased from 7 seconds to 10
  • No longer grants persistent AP and AD aura
  • Mana cost increased from by 5 at all ranks (50/55/60/65/70)


Aria_of_PerseveranceAria of Perseverance [ W ]

  • Initial cast heals Sona plus the lowest health nearby ally for 25/50/75/100/125 (+ 0.25 AP) heath. This heal is increased by 1% for each 1% missing health of the target.
  • Creates a 300 unit aura that lasts for 3 seconds.
  • Sona and her allies touched by the aura get a shield that blocks 40/60/80/100/120 (+0.2 AP) damage.
  • Each ally Sona tags with the aura increases the duration of the aura by 0.5 seconds
  • Cooldown increased from 7 seconds to 10
  • No longer grants persistent MR and Armor aura
  • Mana cost increased by 5 at all ranks (65/70/75/80/85)


Song_of_CeleritySong of Celerity [ E ]

  • Initial cast grants Sona a boost of 13%/14%/15%/16%/17% + (7.5% for every 100 AP) move speed. This decays down to the amount Sona grants to her allies.
  • Creates a 300 unit aura that lasts for 3 seconds
  • Grants allies touched by the aura 10%/11%/12%/13%/14% move speed for 1.5 seconds.
  • Each ally Sona tags with the aura increases the duration of the aura by 0.5 seconds
  • Cooldown increased from 7 seconds to 10
  • No longer grants persistent move speed aura
  • No longer grants allies % move speed on cast


CrescendoCrescendo [ R ]

  • Ranking up Crescendo increases the strength of Sona’s auras
  • +10/20/30 magic damage for Hymn of Valor
  • +10/20/30 extra shield for Aria of Perseverance
  • +2%/4%/6% move speed for Song of Celerity
  • Crescendo has new VFX that more accurately show the affected area of the spell


Bottom line is, you trade passive stats for auras.


Sona Rework Abilities



Why the Changes to Sona Banner


Two reasons – Sona was too passive and her real power was in being a stat-delivering aura bot. On live, the only high point of Sona’s gameplay is landing a perfect ultimate. Aside from that, it rarely matters where you stand or what you do; if everything is on cooldown you’re probably doing your job.

Sona’s rework creates a unique mechanic while also preserving what people like about Sona – buffing allies with all sorts of goodies and being a lane bully. It solves both her issues of being easier to kill than a Teemo tied to a tree ( I hate Teemo, if that wasn’t established) and her inability to create interesting plays.

Let me explain how it all works.



Aura buffs in Action Banner


Before the rework, when you cast a spell, you’d give out stats to nearby allies and that would be it. Boring! Now, after every ability Sona creates a ring around her. If you’re an ally and you pass through the ring, you get a buff! If it’s blue (Q) you get bonus magic damage on your next attack, if it’s green (W), you get a shield and if it’s pink (E) you become a whole lot faster so you can run away and live a life away from your support. Also, every ally that passes through the aura extends that aura’s duration. You still can’t stack auras.

Unlike passive stats, auras have a power curve that reflects how well you play Sona – position poorly and you’ll only be a shadow of Sona’s old strengths. Stay next to allies who need you, however, and you can swing fights on your own and not just hope your stats are enough for your team to win. Remember that you can technically cast a full-team Medallion or a Locket on a basic ability.



Why this rework is awesome


 Like you, I thought Sona was being butchered. But after playing with her new kit for a few hours, I can say this is a damn good rework. Sona’s actives feel so much stronger, especially when you manage to splash your aura effects on more than one ally.

 Early game your burst on bot lane is through the roof. With Hymn of Valor you can practically shove out any bot lane with your ADC from the brush and behind the tower. You probably need hands-on experience, but a stacked passive with Hymn of Valor + a basic attack can chunk someone for 200 health in under a second.

 It only gets better. Between the much improved heal when you’re low, the shield and the insane self-buff from Song of Celerity, you’re a lot more survivable than live Sona. You can legitimately bait two people to go on you and live with just one point in W – it’s that strong.

I can talk a lot more on why auras are such an intuitive design choice for Sona and work so well. But that would be taking away from the joy of having you discover it on your own. Wait until Sona’s rework hits live – you won’t be disappointed.



What's bad about the rework


 Sona’s cooldowns on her basic spells have all gone up by roughly 40%. On one hand, it requires you to think about blowing your auras away too quickly. On the other, mashing all your spells in a situation where you don’t have time to properly rotate giving buffs to allies is overly punishing. It’s tempting to quickly give all your buffs to a single ally, but doing so leaves you weak and useless for a lot longer than current Sona.

 Now is that a bad thing? Longer cooldowns mesh well with the theme of auras and how it forces you to think one step ahead how to position. I didn’t have too many problems with Sona’s longer cooldowns, but it does raise her skill cap and, considering she’s a recommended Champion, makes her more unreliable than new players would like her to be. She’s a lot stronger for sure, but if you approach her in the same way you would the Sona on live, you’ll find her new kit punishes mistakes a lot harder.



Final Thoughts


 I love Sona’s rework and the mechanic of auras. That being said, her new kit is a lot less fire-and-forget and needs the cooperation of your allies to be used properly. I imagine she won’t be a first pick for Supports in Solo Queue, as the amount of positioning she requires from her team is more than many would safely bet would happen with strangers. But, I’m absolutely sure she will be a beast in pro-play. She is still a teamfight Champion with Crescendo, but the amount of supporting power she can put out in coordinated teams is above and beyond anything that Sona in her current state can.


 What’s your opinion on Sona’s rework? Share below!



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