Posts Tagged ‘20thcenturyfaux’


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PBE Update

Red Post Collection

Awesome Art you might have missed

Halloween Art

Free Champion Rotation – Week 40

Champion/Sale Rotation – Expires November 8th



PBE Update







ZephyrZephyr ( W )

  • Movement speed passive reduced from 4/7/10/13/16% to 4/6/8/10/12%
  • Slow reduced from 24/30/36/42/46% to 24/28/32/36/40%


Eye_Of_The_StormEye of the Storm ( E )

  • Shield AP ratio decreased  from 0.9 to 0.7
  • Bonus AD reduced from 14/23/32/41/50 to 14/22/30/38/46
  • AP ratio for bonus AD on shield decreased from 0.33 to 0.1






Help,_Pix!Help Pix ( E )

  • Shield ratio increased from 0.7 AP to 0.8 AP
  • Damage ratio decreased from 0.5 to 0.4


Wild_GrowthWild Growth ( R )

  • Bonus health increased from 250/375/500 to 300/450/600






ConsumeConsume ( Q )

  • Damage lowered from 500/625/750/875/1000 to 400/550/700/850/1000






Eleisa's_MiracleEleisa’s Miracle

  • Removed



Hunter's_MacheteHunter’s Machete

  • Now returns 3 health on hit



Mana_Manipulator_itemMana Manipulator
  • Removed



Martyr's CallMartyr’s Call

  • Renamed to Brace of the Mountain



Reaper's EmblemReaper’s Emblem

  • Renamed to Shield of the Rakkor



Shard_of_True_Ice_item  Shard of True Ice

  • Active now deals 50 magic damage (still applies a slow)



Spirit_of_the_Elder_LizardSpirit of the Elder Lizard
  • Attack damage increased from 25 to 30



Spirit_Stone_itemSpirit Stone
  • Now returns 3 health on hit



Masteries in Season 4


FeralPonyButton Rioter FeralPony: Hey folks! This is FeralPony wanting to give you guys a quick heads up on the Mastery Changes coming to PBE so there aren’t any surprises when it happens! It’s very possible that changes will come to these masteries as we move forward with the Pre-Pre Season as it chills on PBE for a bit. So everything is of course subject to change! Though as usual feedback is welcome and appreciated. Also apologies in advance if I messed up the format I’m getting used to this new forum just like you guys 🙂

So without further delay!


Tier 1

  • Feast (1 Rank) – Each time you kill a unit restore 2 health and 1 mana
  • Fury (4 Ranks) – Gain 1.25/2.5/3.75/5% increased Attack Speed
  • Sorcery (4 Ranks) – Gain 1.25/2.5/3.75/5% Cooldown Reduction
  • Butcher (1 Rank) – Deal 2 additional damage versus minions with basic attacks and single target spells (does not included Damage over time effects or Area of Effect spells)

Tier 2

  • Doubled Edge Sword (1 Rank) – Melee: Deal an additional 2% damage and receive 1% additional damage. Ranged: Deal and recieve an additional 1.5% damage
  • Brute Force (3 Ranks) – +4/8/12 Attack Damage at level 18 (+0.22/0.44/0.66 per level)
  • Mental Force (3 Ranks) – +6/12/18 Ability Power at level 18 (+.33/.66/.99 per level)

Tier 3

  • Spell Weaving (1 Rank) – Damaging an enemy champion with an auto attack increases your spell damage by 1% stacking up to 3 times. (Max 3% damage increase)
  • Martial Mastery (1 Rank) (Req Brute Force) – +5 Attack Damage
  • Arcane Mastery (1 Rank) (Req Mental Force)- +8 Ability Power
  • Executioner (3 Ranks) – Increases damage dealt to champions below 20/35/50% health by 5%

Tier 4

  • Blade Weaving (1 Rank)(Req Spell Weaving) – Damaging an enemy champion with a spell increases your basic attack damage by 1% stacking up to 3 times. (Max 3% damage increase) This cannot be trigger more than once per second
  • Warlord (3 Ranks) -Increases Bonus Attack Damage by 2/3.5/5%
  • Archmage (3 Ranks) – Increases Ability Power by 2/3.5/5%
  • Dangerous Game (1 Rank) (Req Executioner)- Killing a champion restores 5% of your missing health and mana

Tier 5

  • Frenzy (1 Rank) – Critical hits increases your attack speed by 5% for 3 seconds (stacks up to 3 times)
  • Devastating Strikes (3 Ranks) – +2/4/6% Armor and Magic penetration
  • Arcane Blade (1 Rank) – Your basic attacks also deal bonus magic damage equal to 5% of your Ability Power

Tier 6

  • Havoc (1 Rank) – 3% Increased Damage


Tier 1

  • Block (2 Ranks) – Reduce incoming damage from champion basic attacks by 1/2
  • Recovery (2 Ranks) – +1 health per 5 seconds
  • Enchanted Armor (2 Ranks) – Increase your bonus Armor and Magic Resistance by 2.5/5%
  • Tough Skin (2 Ranks) – Reduce damage taken from neutral monsters by 1/2, This does not effect lane minions

Tier 2

  • Unyielding (1 Rank)(Req Block) – Melee – Reduce all incoming damage from champions by 2 Ranged – Reduce all incoming damage from champions by 1
  • Veteran Scars (3 Ranks) – +12/24/36 Health
  • Bladed Armor (1 Rank) – Enemy monsters that attack you bleed dealing damage equal to 1% of their current health each second.\nThis does not work against lane minions.

Tier 3

  • Oppression (1 Rank) – Reduces damage taken by 3% from enemies that have impaired movement (Slows, snares, taunts, stuns, etc)
  • Juggernaut (1 Rank)(Req Veteran Scars) – +3% Maximum Health
  • Hardiness (3 Ranks) – +2/3.5/5 Armor
  • Resistance (3 Ranks) – +2/3.5/5 Magic Resistance

Tier 4

  • Perseverance (3 Ranks) – +1/2/3% of your missing health every 5 seconds
  • Swiftness (1 Rank) – Reduce the effectiveness of slows by 10%
  • Reinforced Armor (1 Rank)(Req Hardiness) – Reduces damage taken by critical strikes by 10%
  • Evasive (1 Rank)(Req Resistance) – Reduces damage taken by 4% from Area of Effect magic damage

Tier 5

  • Second Wind (1 Rank)(Req Perseverance) – Increase all sources of incoming healing by 10% when below 25% health
  • Legendary Guardian (4 Ranks) – +1/2/3/4 Armor and 0.5/1/1.5/2 Magic Resistance for each nearby enemy champion
  • Runic Shield (1 Rank) – Start the game with a 50 health shield. This shield regenerates each time you respawn

Tier 6

  • Tenacious (1 Rank) – Reduces the duration of crowd control effects by 15%


Tier 1

  • Phasewalker (1 Rank) – Reduces the casting time of Recall by 1 second
  • Fleet of Foot (3 Ranks) – +0.5/1/1.5% movement speed
  • Meditation (3 Ranks) – +1/2/3 mana regen per 5
  • Scout (1 Rank) – Increases the cast range of wards and trinket items by 10%

Tier 2

  • Conjuror (1 Rank) – Summoned units, traps, and clones have 10% increased duration. This does not work on wards
  • Summoner’s Insight (3 Ranks) – Reduces the cooldown of Summoner Spells by 4/7/10%
  • Strength of Spirit (1 Rank)(Req Meditation) – Gain Health Regeneration equal to 10% of your Mana Regeneration
  • Alchemist (1 Rank) – Increases the duration of your potions and elixirs by 10%

Tier 3

  • Greed (3 Ranks) – +.5/1/1.5 gold every 10 seconds
  • Runic Affinity (1 Rank) – Increases the duration of shrine, relic, quest, and neutral monster buffs by 20%
  • Vampirism (3 Ranks) – +1/2/3% lifesteal and spellvamp
  • Culinary Master (1 Rank)(Req Alchemist) – Your health potions are upgraded into Biscuits that restore an additional 20 health and 10 mana instantly upon consumption

Tier 4

  • Wealth (1 Rank) (Req Greed)- +40 Starting Gold
  • Bandit (1 Rank) – Melee: Grants an additional 15 Gold on Champion kill or assist Ranged: You gain 3 gold each time you attack an enemy champion. This cannot trigger on the same champion more than once every 5 seconds
  • Expanded Mind (3 Ranks) – +2/3.5/5% increased maximum mana
  • Inspiration (2 Ranks) – +5 experience every 10 seconds while near a higher level allied champion

Tier 5

  • Scavenger (1 Rank) (Req Bandit)- +1 Gold each time an ally kills a nearby lane minion
  • Intelligence (3 Rank) – +2/3.5/5% Cooldown Reduction and reduces the cooldown of Activated Items by 4/7/10%

Tier 6

  • Wanderer (1 Rank) – Gain 5% increased movement speed out of combat



Preview of Season 4’s Masteries


Click here to interact with the Mastery Page!

Masteries Season 4



Preseason League Improvements


SocratesButton Rioter Socrates: Hey all,

We’re making some changes to the League system. While we received a lot of positive feedback regarding leagues, there are a few key areas we felt could use improvement.

  • Clarity surrounding LP gains (why am I getting so little LP per win?)
  • Players having less motivation to win games when they hit division V and becoming more toxic (due to immunity from ever falling from a tier)
  • Challenger currently represents too small of a group of players in solo duo.

These changes are hitting the PBE now and will be live next week after the end of Season 3:

  • Clarity of progression is a major point of feedback we wanted to act on, so we’re removing clamping completely for anyone below Diamond I

Players should no longer see tiny LP gains except in extreme edge cases or at the top of Diamond I. The small LP gains are necessary in Diamond I to ensure Challenger represents only the very best players and is highly accurate.

  • Tier demotion & shielding have been added

When we investigated player performance over the season we found that a small but not insubstantial group of players would reach division V of a tier and then consistently become more toxic and start to lose more frequently. Though tier immunity was originally intended to combat ladder anxiety we feel that complete immunity creates poor incentives and leads to abuse of the system. This makes ranked play a worse experience for everyone and isn’t what a division V placement should represent. When you enter division V you’ll have a set number of games where you are invulnerable to dropping a tier, currently this is 10 but it is subject to change. After this if you fall more than a full tier below your placement in terms of MMR, a warning will appear in your profile. So for example, a Gold V player playing at a Silver V skill level would see this warning. Continuing to lose games at 0 LP would result in their demotion to division I of the next lowest tier, or Silver I in this case.

  • Challenger tier size increased to 200 in solo / duo

The skill gap between players at 0 LP and 100 LP in Diamond I is simply too wide and there is a logjam of extremely skilled players vying for Challenger at the top of Diamond 1. We want to ease some of that pressure recognize more players by increasing the number of spots in that tier.

Let us know what you think!



Caitlyn VU


caitlyn decorationUpcoming visual rework for the sniper of the League!



What would be the focus of her VU?


IronStylus Button Rioter IronStylus: She’s not slated anytime soon, but my personal wishlist goes something as follows:

– Jayce-ify her just a bit, so that she feels somewhere in line between Vi and Jayce himself. Example, higher fashion. Cait is classy, I think she can fill the high-fashion niche a little better.

– Make her look the part of “Sherlock” to Vi’s “Watson”. I’d like her to feel juxtaposed, not just accidentally different. Meaning that Caitlyn should be put together, snazzy, fashionable, precise, while Vi is obviously punky and more eclectic.

– Not necesarilly tone down the hat, but give it some flair or maybe a bit of function. Piltover high-fashion rather than Willy Wonka.

Again, personally, this is just me, but I’d like to see a bit of this injected into her:…=1920&bih=1069

So yeah. Again, not any time soon, and just personal feels, but I think she could use some tightening. Plus.. her walk cycle is a bit goofy and she has noodle arms 😛



Does that mean you’ll incorporate Hextech in her appearance?


IronStylus Button Rioter IronStylus: We sorta need to solidify what hextech is actually. Right now it’s.. somethingsomethingbluemagicsomethingsomething. I think we need to find away to make it actually make sense mechanically. Piltover and Zaun obviously use it in different ways. It’d be fun to see how it manifests in each and powers their respective technology.



Will she keep the miniskirt outfit?


IronStylus Button Rioter IronStylus: Legit question.. keep miniskirt or change into possibly sexy pants? Maybe some of both..




IronStylusButton Rioter IronStylus: How about transitioning it into sort of a half-coat type thing? I like to think Piltover is more clever than just a miniskirt. Hence me curious about how to fashion her up in potentially unconventional ways.



Why not release several concepts and let the community decide?


IronStylus Button Rioter IronStylus: It’s something I can float, though we do have to be careful about setting expectations. Maybe it’s something we could try with a champion. I’ll have to find a good candidate.



Button RioterIronStylus IronStylus: One big problem however is how to logistically get this rolled out in all territories. We’re talking about forums from NA, to EU to Brazil.. Garena, Korea and Australia.. that’s not even counting China. That’s a lot of infrastructure, monitoring and localization to get rolling. I’m not sure how feasible it’d be. I feel it’d be a mistake to just create a simple poll on NA GD and call that it. That’s ignoring a huge pile of players from other territories.



Won’t too much armor and clothing ruin her image?


IronStylus Button Rioter IronStylus: I’m fine with skin showing. I like that piece of fan art with the reverse open V at the bust line. I think that’s very high fashion and something that Caitlyn would choose to wear. Sort of like how Motoko from Ghost in the Shell has weird outfit combinations but.. ya know.. reasons..



What do you think of her rifle?


IronStylus Button Rioter IronStylus: Great question. What comes to mind for me is actually a very, very fancy rifle version of a Graves type shotgun. I actually designed Graves’ gun waaaay back in the day and I’d probably apply similar principles. A magical component as some sort of accelerator, with some clockwork-type movement, rather than powder based shells.



Suggestion: Make Cait’s rifle change shape when firing her different spells


IronStylus Button Rioter IronStylus: We’ve talked about that idea a bit, and I’m 100% for it. That’s honestly not as difficult to do as.. let’s say.. cloth.





What about a Reverse Caitlyn skin where she’s an outlaw?


RiotOpti Button Rioter RiotOpti: Yeah, something like a Vigilante Cait meets Young Indiana Jones. Cait when she was too young to be sheriff, but too old to tolerate injustice, forcing her to take matters into her own hands. Yeah… *strokes non-existant beard*



Heimerdinger’s Rework


heimerdinger banner

Has the Donger become the ELO-farming machine for Season 4? And why are his turrets still killed by a sudden wind blow?



Do you think players using the R+W combo the most is a sign of imbalance?


20thCenturyFaux Button Rioter 20thCenturyFaux: People gravitate toward the RW both for playing as and playing against Heimer, it’s just really sexy and overt about what it does. I think over time turret centric strategy will become more common as people get used to the rest of the kit.


Balance is about more than winrate, but that said I’m also pretty happy about where his winrate is right now. It’ll take time for strategies to emerge for how to play and counter Heimer, and it remains to be seen which side will win that arms race. So far I haven’t seen a good reason to change his power level, I’m just having fun watching the live server and seeing youtubes ^^



Why are Heimer’s turrets so fragile?


20thCenturyFaux Button Rioter 20thCenturyFaux: Turret tankiness is definitely balanced on a razor’s edge, but I feel good about where they are now.

Specifically for AE in teamfights, the main thing to watch is if they can hit turrets + other stuff in an AE. If they have to choose between hitting the turrets or hitting your team, you’ve done a good job. If multiple turrets are dying to the same AE, they’ve successfully outplayed the turrets. As a general rule, the turrets come out and hit hard; they sort of “become CC” if they get attacked, since spells and bullets spent on turrets (ideally) aren’t hitting champions.

As an aside, by the teamfight phase Heimer is able to deploy 3 turrets ahead of time; he’s at his strongest when he’s fighting in a full turret nest and he has 3 kits still on his person. That’s not easy to do, but in those fights he’s terrifying because he’ll just replace the turrets as they die and turrets spawn with 2/3 of a beam charge.



State of Olaf



How does the League’s Viking perform after Patch 3.13?



SmashGizmo Button Rioter SmashGizmo: It seems he’s seeing some picks and bans in the NACL and ALCS, mostly centered around using him as a counter to Jax, and his pick rate and win rate in all queues both seem to have gotten markedly better with this last patch. It’s early to say anything definitive about his current balance state, but all the early data from this patch is leaving me optimistic that he’s somewhat close to a good spot.

From my personal experiences in solo queue, I’m finding that I have trouble being effective vs. Jarvan, Nidalee and Vayne and that’s frustrating me due to their popularity in my games, but I feel very powerful when those characters aren’t present.

I think his jungle is hurting a little bit right now, but I do think it’s playable and I think the upcoming pre-season changes will help him out in the jungle considerably. Right now he’s just having trouble hitting the level of farm he needs out of the jungle.



Are you happy with Olaf’s itemization currently?


SmashGizmo Button Rioter SmashGizmo: Yea, I’m fairly happy with how he’s able to build in practice. I think Hydra’s the optimal first offensive item on him in terms of potential, but I find myself building BotRK because it gives you reliable sticking power and a very potent turn around heal when used when low HP with W (and it still syngergizes well with high AS).

I do think he does enough damage on 1 offensive item right now and it largely feels like a toss up between the reliability of BotRK vs. the crazy high-end potential on Hydra. I also think Maw of Malmortius is pretty crazy on the guy, but I rarely feel like I can build it except vs. double AP teams since Spirit Visage is usually enough MR to keep you covered and he benefits so greatly from everything on visage.



How is his win ratio post-patch?


SmashGizmo Button Rioter SmashGizmo: Now that the buffs have been out for a week, he’s moved up to ~46-47% (13th lowest right now, but that data is constantly fluctuating) and that’s still likely to move around some more as people get used to playing as/against Olaf again. It’s also worth noting that we don’t balance strictly around winrate because winrate doesn’t tell the whole story of a champion’s power, i.e. Olaf was sub 50% overall and still a giant problem in competitive when he was originally nerfed.



Meta Breaking


Some fun on PBE: can players break the meta before Team Builder arrives?



Xelnath Button Rioter Xelnath: If you happen to have a PBE account (sorry, I can’t give any away), hop on and join the channel “Meta Breakers”

And let’s put together some meta-breaking team comps to see if we can break the game in PBE.


Xelnath Button Rioter Xelnath: Last night we tried Gankplank + Jarvan bot vs Nidalee Ezreal. It worked pretty well with a Quinn toplane.





Game 1


Xelnath Button Rioter Xelnath: Team Comp:

Tristana Top
Kat Mid
Morgana Jungle
Darius + Leona Bot


Result: Ended game with a win at 15 minutes. Discuss.


Xelnath Button Rioter Xelnath: I was Leona in the Darius / Leona bot lane. Could have been harder, but it was Jinx w/ Ahri support opposing us. Ahri conveniently facechecked at level 1 and didn’t harass properly.

Coordination between darius and me was bad at the start, so we wasted some gold when he expected me to last hit. Still felt good overall, but snowball seemed more related to bad support play on Ahri.



Game 2


Xelnath Button Rioter Xelnath: Brand + Annie bot lane vs Quinn + Blitzcrank


Annie opted into Emblem of Zeonia. Brand got Dorans -> HP Crystal.

Both went oom pretty frequently, losing a lot of lane dominance. Blitz was brutal since they didn’t get enough wards to keep vision on him in the brush.


Sivir mid vs Ryze – this matchup went every evenly. Sivir had great spellshield timing tho.



Game 3


Xelnath Button Rioter Xelnath: Morgana Top
Miss Fortune Mid
Karma Jungle
Rengar + Leona Bot


We lost bot lane pretty hard early vs Quinn + Leona, but they made a mistake and Rango got fed midgame. Karma jungle was a beast. Rango managed to catch up after laning phase.

We had great dragon control because Miss fortune being mid meant she jsut ran down to meet rango and i for killing jungle.

Rengar + Leona + MF = fast dead dragons.



Awesome Art you might have missed


Here’s a collection of some amazing concepts I saw circling around Reddit and the forums. Enjoy and don’t forget to check the artists’ pages if you like their work!


Artist: Xelandra



Caitlyn concept



With hat


Artist: Gevurah-Studios


Leona Del Rey

Leona Del Rey – Brilliant Skin idea!



IronStylus’ Album of Awesome


Link to album.


























Twisted Fate

Twisted Fate









 Halloween Art


So many incredible artists, check them all out here!



Zed, by Alexis Collao Clavero



Xerath, by Walter Quinar



Wukong, by David Solis



Volibear, by Sebastián Rodriguez


Vampire Fiora

Fiora, by Haz D. Mújica



Thresh, by Simon Araneda Fossa



Riven, by Emi Gauna



Ahri, by Kali Alcorta



Nami, by Less Leston


Nami 2

Nami, by Luka Crosszeria


Miss Fortune

Miss Fortune, by Vanessa Trotta



Malzahar, by Camila Figueroa Gago



Lux, by Eliana Bastidas Puentes



Lulu, by Luciana Sabrina Galera


Lulu 2

Lulu, by Suki Daisuki



Katarina, by Claudio Fernando Alvarez Soto



Jinx, by Jimmy Araya Cortés


Jinx 3

Jinx, by Danny Coneja


Jinx 2

Jinx, by Blaze Malefica



Garen, by Julio Del Rio



Gangplank, by Andrea A. León



Fizz, by Ziet Exmind


Fizz 4

Fizz, by Emiliano Burruso Iglesias


Fizz 3

Fizz, by Dee Artemisatto


Fizz 2

Fizz, by Martin McGil



Cho’Gath, by Pamela Menendez



Caitlyn, by Martín Levy



Annie, by Nadya Alcaraz


Annie 2

Annie, by Ricardo Sánchez



Akali, by Victor Jara



Ahri, by Mel Crazydips


Ahri 3

Ahri, by Edgar Cerecer


Ahri 2

Ahri, by Lorena Pérez



Free Champion Rotation – Week 40


Rotation 40



  • Blitzcrank – 3150 IP / 790 RP
  • Caitlyn – 4800 IP / 880 RP
  • Darius – 6300 IP / 975 RP
  • Garen – 450 IP / 260 RP
  • Leona – 4800 IP / 880 RP
  • Orianna – 4800 IP / 880 RP
  • Skarner – 4800 IP / 880 RP
  • Tryndamere – 1350 IP / 585 RP
  • Twitch – 3150 IP / 790 RP
  • Veigar – 1350 IP / 585 RP



Champion/Skin Sale – Expires November 8th


November 8 S3





  • Kog’Maw - 440 RP
  • Lulu - 487 RP
  • Zilean - 292 RP


Amethyst Ashe - 487 RP


Amethyst Ashe


Hextech Anivia - 375 RP


Hextech Anivia


Jurassic Cho’Gath - 487 RP


Jurassic ChoGath



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Skype: chefoslr
IGN: NoL Chefo, EUW



Sivir Heimer banner


Heimerdinger First Impressions

Red Post Collection



Heimerdinger First Impressions


See what we think of the recent changes!





Here’s the breakdown:


Techmaturgical Repair Bots ( Passive )


Techmaturgical_Repair_BotsStill that one passive your duo buddy says is good when he/she picks Heimer support.




H-28G Evolution Turret ( Q )


H-28G_Evolution_TurretScience: They’re definitely a lot tougher this time around, but they don’t have the special upgrades-per-level anymore. At level 1 Heimerdinger can only store one turret in reserve, but he easily can drop the maximum (3) before minions have spawned. These new turrets hit slower and deal less damage, but to compensate, they occasionally fire lasers automatically which can hit both enemy creep and Champions. They do so once a gauge below their health bar is filled. It takes 12 seconds for a turret to build up to a laser shot, but the first one can be fired as early as 2-3 seconds after the turret’s been placed. The activation range of the laser is around 650-675 (the laser itself is much bigger) and is displayed via an AoE circle around Heimerdinger’s turrets. If Heimerdinger isn’t within 1200 range of his turrets for 8 seconds, they will shut down.

Gameplay: The added laser beams allow Heimer to both bully melee Champions out of lane and discourage assassins from jumping on him. Even though the additional attack is a skillshot of sorts, it’s really hard to dodge by just walking to the side and it actually travels way further than its shown range. Aside from that the turrets are very much similar – less sustained damage but more resists, they can still easily push most Champions to their tower… and they can still get eaten/thrown/smited. One neat feature is a sound that plays whenever turrets hit a Champion off-screen – this can be heard only by whoever’s playing Heimer and it greatly encourages the use of turrets as wards. An awesome map-awareness feature all-around – place one near Dragon’s cave to warn your teammates of any grouping there. Max this ability if you want to just farm up and push, old-school Heimer style.



Hextech Micro-Rockets (W)


Hextech_Micro-RocketsScience: A unique skillshot – Heimer’s rockets now cluster at the location of your cursor and spread out afterwards. Like most multi-hit abilities, consecutive hits on the same enemy deal less damage (20% on Champions, 60% on minions). The rockets outrange most mids, but they cost a lot of mana.

Gameplay: The projectiles become slower the longer they travel – Heimer players will need to get a feeling for how much they have to lead their targets based on distance. The rockets don’t actually deal AoE damage, so you should place your cursor in front of creeps when farming to fan them out. Heimer’s new W is similar to Nidalee’s spear in that it gets blocked by the first target hit – pressure the enemy with your turrets to force him to leave the safety of his minion wall before harassing with rockets (don’t overextend to aim). During laning this is a poke-trade tool – max this first if you’re against someone who’s gonna jump at you often and leave it second if your opponent is passive.

When dealing with tower-huggers, spread the ability a bit towards the end so there’s less chance it can be dodged. During teamfights it’s best to consider this a single-target nuke- the weird skillshot makes it difficult to aim at several enemies. Overall this is a really cool ability to use and it deals some impressive damage – hitting all 5 rockets is near-equal to Malzahar’s E.



CH-1 Electron Storm Grenade ( E )


CH-1_Concussion_GrenadeScience: Instead of blinding, the grenade now slows targets hit. Enemies in the center are again stunned. The projectile is significantly faster but deals less damage than its old iteration. Also, it no longer flies in a straight line – it’s instead lobbed in the air (you know, like an actual grenade).

Gameplay: You can now hit enemies who aren’t DC-ed with a grenade! It really is Heimer’s most considerable change as it makes the ability so much less situational – it’s a great initiator to a gank, a viable poking tool in lane and a reactive escape mechanism. The damage is less, however, meaning you won’t be nuking with the grenade as much as you’ll be using it for its slow/stun. Take one point in the ability for the control it provides.



UPGRADE!!! ( R )


UPGRADE!!!Science: The next ability is Empowered and free-to-cast. This doesn’t reset Heimerdinger’s existing cooldowns. UPGRADE!!! is only considered used when an Empowered ability is actually fired – it will otherwise be canceled after 3 seconds or if the ability is reactivated before that.

Gameplay: Heimer’s new ult carries a sort of Karma-esque vibe, with a lot of decision making and game-changing abilities, but less of that passive power the old ult’s CDR provided.


RWH-28Q Apex Turret (R+Q)


  • Places a giant freaking turret on the ground. This one doesn’t cut into Heimer’s existing turret cap, charges its laser two times faster, hits in an AoE, slows enemies, deals more damage with both its auto attacks and automated beam and pays your bills.


RQHextech Rocket Swarm (R+W)


  • Fires 4 waves of rockets, each with its own (increased) damage cap. They’re shot almost immediately, but they all follow the first one’s skillshot path. Late game (~600 AP) this ability can deal more damage than Syndra’s ult if she had 7 spheres up.


RECH-3X Lightning Grenade (R+E)


  • Lobs a grenade that, after landing, bounces 3 more times, dealing damage and slowing each time. The slow %, area of effect and base damage are all increased. Enemies can only be affected by the slow/stun of the ability once. The bounce is uncontrollable – the grenade will always bounce in the direction it was thrown.



Why this new Heimer is a step forward


As the video suggests, the new kit allows Heimerdinger players a lot more decision-making during games -  should I use my turrets to scout, place them in the back so I can farm at peace or perhaps pressure the enemy laner with lasers so he can expose himself to rocket hits? This kind of organic strategy translates into teamfights – should I use my ult to make a bigger turret for higher DPS, fire a Rocket Swarm to quickly nuke down an enemy or lob an upgraded grenade into the fray to help with CC?

With the remake of his grenade, we can finally see Heimer’s E being used consistently and successfully. No longer is the Turret Master forced to wave his wrench awkwardly whenever his jungler ganks the enemy laner – now he can set up the gank himself. Aside from that, a lot of counterplay has been introduced into Hextech Rockets – though they can potentially deal much higher single-target damage, they can now be dodged, limiting the frustration that laning against Heimer often imposed.

What do you guys think of the new Heimer? Do you think you’ll enjoy playing him? Will he be a competitive pick? Share below!



The math behind Ahri’s rework


Ahri banner

A fellow Summoner has released an impressive number of spreadsheets and graphs showing Ahri’s performance pre- and post- PBE changes.



Phreak Button Rioter Phreak: As a math nerd, I have a few bones to pick with the data you put up:

1. You are showing “difference in damage” and not “total damage dealt.” It’s really easy to make a super biased graph that says, “LOOK GUYS, FOUR HUNDRED DAMAGE DIFFERENT” except that when your full burst is 4,000 damage, no one cares that you killed TWO Ashes. She’s already dead. Showing the numbers in context of actual damage dealt gives a much fairer view of “pain.”

2. There’s a lot of extraneous useless points on the graphs. Tracking Ahri’s 800 AP burst at level 5 is disingenuous because that’s actually impossible in a real-game situation. I realize some cropping may make the graphs harder to track, but showing, “Damn -140 on a level 4 Q-W combo?” is extremely bias-inducing.

3. Your choices in data are disingenuous. What I saw from your graphs are that in almost every single case, your single target damage goes up if you land charm. That’s the intended behavior. Showing “GUYS SHE DOES SEVEN HUNDRED LESS DAMAGE (if you count ambient damage to targets you don’t actually care about because they’ll hit minions most of the time anyway and she still one-shot your ADC) is really, really, really poor form. You sought out the worst possible situation, one that actually doesn’t ever happen in game, and then said, “LOOK HOW BADLY SHE GOT RAPED GUYS!”

Now, here’s the thing about Ahri’s design that we’re looking to change.

1. A freaking ton of her damage comes from non-skill shots. That’s why the nerfs are aimed at W and R. Because you don’t get to outplay Ahri. If she has the stats on you, you just die. You can’t outrun her. You can’t CC her for long enough. You can’t even juke her. You just die if she hits her buttons in the right order.

2. As a result of this, we are saying “Okay well your guaranteed damage isn’t very high unless you land a skill shot first.” Suddenly, counterplay! And with the fact that her single-target burst goes up in every single situation but one, I’m pretty sure the numbers are close. Your graphs also support this. The problem is, you’ve clouded that by saying, “But she does less damage to minions 95% of the time!”



Are these changes not nerfs?


Phreak Button Rioter Phreak: I am not denying that we’re nerfing Ahri.

I’m denying the sevrrity of the nerfs to Ahri. I’m denying that she’s nerfed at all if she lands Charm.

The point of the changes is to condition her high damage upon landing Charm.



Sivir – new looks, same range


Sivir Banner

Morello jumps on the forums to explain the team’s decision to leave Sivir struggling to reach the creep wave.



morellovatar Button Rioter Morello: There’s a lot of moving pieces on the Sivir rework, for sure. Let’s talk about a couple of points (this is a well-reasoned, if long, post so I want to highlight it as a good way to have a discussion).

I do want to address the “the only way to fix her is to make her have equivalent attack range”. My core stance is that Sivir now has a number of levers we can use to tune her correctly. I’m actually not terribly interested in what the current tuning is because that can be fixed quickly as long as the core gameplay is good, but we’ll talk about where that’s true and not on the new kit.

1) Sivir’s short range is largely a cost she pays to allow ricochet to be more aggressively tuned. This wasn’t the case before the VU because of ricochet being more basic and not adding a ton of pressure on its own, but the new ricochet allows for higher-pressure haraass while wave-clearing to create a more claustrophobic lane for enemies. Original Sivir had a long range and an uncapped ricochet, which basically prevented her from exposing herself to opponents at all. It was like a super-Caitlyn!

The new W looks to go back closer to that paradigm. While not uncapped still, ricochet is core to Sivir’s power and should be tuned as aggressively as we can manage – it is, afterall, the most defining, non-power feature of the character. The nice part of the new one is that its built as a variable number of shots.

For example, let’s say 3’s too low. Sivir is likely insane if we made that number “your next 300 shots.” There’s a number between 3 and 300 that makes this skill satisfying and balanced, and we’ll be looking for that number (along with other tweaks that make Ricochet do its job better). It has a cooldown window and resets attacks, providing at least basic decision-making and counterplay to use.

2) Sivir’s core strategic strengths are pretty unique; marksman-level AOE damage, high mid-game burst thanks to Q double-hitting, and a team-based engage/disengage skill. That means we should (and are) going to embrace those unique factors, while providing costs in other things other people do well. This likely places Sivir in a place that’s more niche than a Vayne, but that’s part of what having a a character stand out and be something that feels different is about. Balancing Sivir through homogenization is very possible, but not the direction we generally want to go wherever we can avoid it. If she’s not doing these things, then she has the hooks to tune them.

3) Sivir might be bad in some metas, and good in others. This is not only fine, but preferable. This goes a lot in-line with my above point, but this is more similar to Kog’Maw – other game states and comp choices will change the viability of that champion, especially as we’re thinking Sivir’s likely harder to play than some other characters.

So is Sivir perfectly balanced? Probably not – but that’s not the meaningful issue, especially as a character like her who has needed some work to be usable for quite awhile. Now, however, we have tuning points available to us to make sure we get her in the right spot, for the right reasons, all while making sure she has a space that’s all-her-own within LoL.



[Zerglinator] Why didn’t you make Ricochet a toggle?


morellovatar Button Rioter Morello: That version was untunable, because mana is not a good enough gate in both early and late game. X shots is, and allows us to give her an AA reset that can improve overall damage in all situations.




[RockMan EXE] Why are Sivir’s base stats so low?


morellovatar Button Rioter Morello: Not sure (Statikk might!), but that’s very, very simple to fix. We can change base stats easily if it’s needed!





[Arlunn] Has the cast time on Sivir’s ultimate been removed?


morellovatar Button Rioter Morello: We were happy to fix that too!






[Typhnox] Was Sivir’s auto-attack reset a balance concern when you were reworking her W?


morellovatar Button Rioter Morello: For cooldown, yes, but for number of shots, they’re independent. That gives us a lot more control over this spell so we can balance it as we see how it goes.




[Blaine Tog] Why, then, is Jinx allowed to have so much range on her Rocket Launcher?


morellovatar Button Rioter Morello: Might be hard to tune, haha. But bounces are more wild – they scale very differently in different situations, where AOE/Range is more concrete.





[HigeR] Why was the team AS aura buff removed from Sivir’s ult?


morellovatar Button Rioter Morello: We talked about that, and this was a tough choice here. We agree the AOE AS buff gave her really cool synergy with certain team comps. MS is more universal, and thought that might also help her be useful on a wider variety of teams (something we thought she could use with her other specific power set).




[RockMan EXE] Will you make Sivir easier to last hit with?


morellovatar Button Rioter Morello: Especially important that last-hitting feels good on marksmen, for sure. I’ll see what Statikk thinks (as he mentioned in his post, we’re worried good players on internal tests caused some conservatism on numbers).




[Ratastok] You should listen more to seasoned Sivir players


morellovatar Button Rioter Morello: We did listen – we removed the cast time on her ult and allowed her to fill the lanes with bouncing missiles again, commonly-requested Sivir changes.. We just don’t do every single suggestions because we’ve given a laundry list of reasons why we’re choosing not to.

Remember we have a whole ecosystem to think about, and what “X champion players want” can be at costs to overall good health. We do what we can, but it’s rarely “everything.”



[HigeR] Can you decrease the CD on Sivir’s E to help her early game?


morellovatar Button Rioter Morello: Shield is mostly tun-able through CD – easy to do and valid.





[Irish Red Cap] Sivir doesn’t have a gap-closer


morellovatar Button Rioter Morello: Her ult’s a gap-closer – a pretty good one at that!

Are you really worried about the lane matchups, or teamfighting? It seems people are really focused on laning to me on this.

EDIT: So her team movement speed is NOT a gap-closer? dafuq.





[I am Trynda] Suggestion: Increase the number of bounces on W, reduce the bounce speed to introduce more counterplay


morellovatar Button Rioter Morello: Very true. If we can get away with more, I’d like to push on that when we see actual balance.





Balancing the right way: emphasizing on unique mechanics


morellovatar Button Rioter Morello: OK, forums. Let’s talk.

I’ve seen more weird downvoting of informative posts lately, and in this case the message that sends to me is;

We want homogenized power, stop trying to carve out unique spaces for stuff because it might not be super powerful. “Just make it strong!”

Because if you’re telling me “don’t do what you just did,” that IS what is left over by default. Every single piece of power has a cost, and 50 range is a lot of power budget.

So what is the alternative? We can make Sivir “not quite as good Corki” at 550. Her ricochet would need to be nerfed, her ult less fight-changing, and ultimately, a pretty flat character who would be easy to replace with other marksmen.

I know that cost isn’t apparent because power is apparent, and there’s a lot of examples of powerful characters that do this. It’s like saying a mage is weak if it can’t burst.



[Luscious Lenny] Suggestion box


Don’t buff her range

Her W needs base damage. (heavily nerfed her crit sustain damage) 250 plus a crit.

AA animation needs to be cleaned up. (like you did with Ryze)

Base attack speed needs to be buffed back up. (6.2 come on man)

Do this and she will be a damm good adc

morellovatar Button Rioter Morello: Agreed – she’d be really strong like this.


morellovatar Button Rioter Morello: And this is why so much thrash happens on GD. There’s little understanding the difference between balanced and balancable. If it’s not the strongest, it’s trash, and its design is trash.

FFS. The disagreements don’t bother me (those can be very good!) the anger doesn’t bother me, it’s that I don’t have time to teach 10’s of millions of people about game design, but they want to tell you how much they know about how to do it. And without it, it will be a lot of posts like this that taunt me into posting on them instead of something good.


This goes towards the vocal minority that overshadows legitimate feedback. Simply telling off the developers on their work is no way to conduct a conversation. Please understand that Rioters are people, they’re just as easily affected by negative comments as you are, only they’re less inclined to show it. If you disrespect their effort to provide you a better experience at every turn, then how do you expect to be treated the next time around? Shallow complaints and whining doesn’t help the balancing team, it doesn’t help readers gain a perspective on the matter and it doesn’t help you feel any better about whatever change has happened.

I appreciate substantial comments on this site and I’ve started re-directing some of them to NA forums. Thanks to everyone who voices his/her concerns in a civilized manner!



QA on Heimerdinger’s rework – Part 3


heimerdinger banner

Catch up on Part 1 and Part 2 if you haven’t!



[emTmyclipin2u] The missiles are a great skill to level up first in certain scenarios


20thCenturyFauxButton Rioter 20thCenturyFaux: Yay! That’s exactly what I want to see. I put a bunch of effort into making sure Heimer could level W first if he queued a blind pick and ran into someone like Kart–a mage who can easily and efficiently destroy turrets.




[Echeerie] Can Heimerdinger move while casting R+W?


20thCenturyFauxButton Rioter 20thCenturyFaux: Yes.





[RainbowTrenches] How far does Heimerdinger have to move for his turrets to shut down?

20thCenturyFauxButton Rioter 20thCenturyFaux: It’s the same range as passive, so you can make it visible by mousing over the passive icon, if that helps any.




[LordFacepunch] Suggestion: Passive rework – Heimerdinger’s turrets heal themselves and Heimer for 10% of the damage dealt


20thCenturyFauxButton Rioter 20thCenturyFaux: Hmm, interesting. It gives the same resistance to mistakes and it doesn’t require concentration. It forces you to max Q in lane, but it wouldn’t take much fiddling to let you max W too. I’ll need time to think, but there’s potential here for sure.




[LordFacepunch] How tanky is the R+Q manmode turret?


20thCenturyFauxButton Rioter 20thCenturyFaux: It actually does get a bunch more hp than normal turrets, and in fact is big enough to live through Smite, Consume etc. It might still be too squishy, just like the other turrets, but I figured I’d point it out :3



[Vakarian Garrus] Will Heimerdinger get a visual update?


20thCenturyFauxButton Rioter 20thCenturyFaux: I’ve heard from players who follow the art bros that Heimer VU is likely, so it’s probably more a matter of when than if. I don’t have a ton of visibility into that stuff, I’ve been pretty absorbed into Heimerland for the last quite a while.



[SonicTheHedgedawg] How about adding a ranged damage reduction to turrets?


20thCenturyFauxButton Rioter 20thCenturyFaux: Our ADC playtesters got so mad at me when they couldn’t kill the turrets, so much rage you have no idea lol

I had a really hard time figuring out a damage reduction value that wouldn’t create “corki shoots turret twice, turret still alive” some of the time :[



[exec3] Why do turrets shoot slower now?


20thCenturyFauxButton Rioter 20thCenturyFaux: Slowing the attack speed down lets you pick its damage out of a crowd more easily. It also makes it feel bigger, which is cool, and more like a tower, which is awesome.




[SonicTheHedgedawg] Are you worried players will use turrets as wards?


20thCenturyFauxButton Rioter 20thCenturyFaux: Worried? I added a special sound to make them better wards ^^

Heimerdinger is all about invention and creativity, imo. I will do anything I can to support as much weird diversity as the Dinger can manage.



List of known bugs


20thCenturyFauxButton Rioter 20thCenturyFaux: Hello! Just wanted to pop in and say I’m still reading every post, I’m just focused on wrangling all the bugs that PBE testing turned up.

Known bugs:


  • Turret resists not scaling with Heimer level (non-linear, basically only matters at levels 11+)
  • Tooltip on RQ slow incorrect
  • Tooltip on RQ duration bugged

Usability stuff:

  • Range indicator on Q placement as well as turret range size
  • Range post-deploy circle for RQ
  • Maaaaaaybe a way to check what turret was the last one placed? Not sure how doable this is, gonna be barking up this tree though

The weird thing about the resists bug is that it hasn’t proven as problematic as I thought. We’re definitely getting reports that they feel too squishy, but the impact is less than imagined and people are finding clever ways of playing around it. I’ll be checking in fixes for most of this stuff today, resists included, and I’ll be watching how they change the Heimer turret game very closely.

Specific stuff I’m looking for data on:

  • The special Heimer-only ‘turret hits champ’ sound. Annoying? Useful? Thoughts pls!
  • Turret tankiness at champ levels 11+. How fast are they dying? How fast are you replacing them? At how much CDR?
  • Turret AI bugs! I’ve heard scattered reports of the AI being dumb, but it’s hard to pin down.
  • Wacky playstyles! If you come up with a way to Dinger like no ding has donged before, please share it! This is way more important than it seems. Heimer is a bit of an oddball in that his balance depends hugely on how he’s played.

Thanks for all the kind words and feedback! I’m blown away by how big/awesome this thread is and I can’t wait for this to go live.




[Aerophobia] Doesn’t the shutdown range prevent Support Heimer from using the turrets as wards?


20thCenturyFauxButton Rioter 20thCenturyFaux: Yeah, I’m curious about this too. It’s my hope that it won’t be too oppressive to go within range every 8 seconds or so, specifically because the times when you can’t are also times when you’re pushed to your own tower, making the ward less necessary anyway. Support Heimers, is this true? Why or why not?



[NegativeZ3ro] Where does the new Heimer fit in terms of damage output?


20thCenturyFauxButton Rioter 20thCenturyFaux: Heimer is a bit of an oddball. He puts out huge damage and can reduce a champ to dust very quickly, but he can’t do what Ahri type champs do in terms of jumping someone and killing them. His kills are more about forcing people to fight in his turrets or following up an ally’s engage with a rowdy RW.



How does Banner of Command interract with Heimer’s turrets?


20thCenturyFauxButton Rioter 20thCenturyFaux: It works on turret autoattacks but not turret beams. Note that this does include the Apex RQ turret’s autoattacks.





Missed any recent updates? Check out the latest topics below!




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IGN: NoL Chefo, EUW


Sivir Kata Banner


PBE Update

Plans for vintage Limited Edition skins

Red Post Collection

Making of Warrior Princess Sivir



PBE Update




Blades_of_TormentBlades of Torment ( E )

  • Damage lowered from 75/120/165/210/255 to 75/110/145/180/215




UndertowUndertow ( Q )

  • Minimum slow increased from 1 seconds to 1.5
  • Maximum slow increased from 2 seconds to 2.5
  • Mana cost reduced from 55/60/65/70/75 to 60 at all ranks


Vicious_StrikesVicious Strikes ( W )

  • Attack speed increased from 20/35/50/65/80% to 40/50/60/70/80%





  • Base Attack speed lowered from 0.658 to 0.625


Sivir_WRicochet ( W )

  • Now lasts for the next three auto attacks causing each to do ( 1 AD ) to the first target and ( ~.6 AD ) to each subsequent target. Only the first target is affected by on-hit effects Each target may only be hit once by each Ricochet
  • Cooldown increased from 7/6/5/4/3 seconds to 10/9/8/7/6


Sivir_ESpell Shield ( E )

  • Mana gain for blocking a spell decreased from 150 at all ranks to 60/70/80/90/100
  • Mana cost removed


Sivir_ROn the Hunt ( R )

    • Passive added: Sivir gains 40/60/80% Attack Speed while Ricochet is active
    • Active: Sivir rallies her allies for 6 seconds, granting all nearby allies an initial 60% Movement Speed bonus that decreased to 20% after 3 seconds





“When the people of Valoran speak of the ”Battle Mistress,” there is only one woman to whom they refer. Combining unflinching bravery with prowess in combat and endless ambition, Sivir’s reputation as a fortune hunter is only rivaled by her amassed wealth and acclaim. Faced with the revelation of her mysterious heritage, Sivir must now weigh her desire to follow her own path against the burden of a greater legacy. 

Sivir grew up among the desert nomads of Shurima, mastering the art of tomb robbing and enjoying a life without strong ties to any one place. She excelled at the mercenary life, accumulating riches, followers and reputation with ease. As her fame spread beyond the desert sands, she caught the attention of wealthy patrons across all of Valoran. The most influential of these benefactors was Noxus High Command. Sivir served the whims of the brutal nation with little concern for consequence. Their partnership proved to be a profitable one until the Ionian conflict broke out. She chose to take no part in the messy invasion and severed her ties. 

It was no surprise to Sivir when the Noxians next paid her a visit, but where she expected assassins, she instead received an offer. Cassiopeia, the daughter of one of Noxus’s most influential families, claimed to have unearthed the location of ancient Shurima’s greatest treasure. All that the noblewoman required was an experienced tomb robber as an escort. 

The expedition proved to be more than Sivir and Cassiopeia bargained for. The ancient tomb held neither the treasure Cassiopeia had promised, nor the weapon she coveted. Despite Sivir’s warnings, the Noxian flung open the door to the entombed vault, setting events in motion that would change not just Sivir’s life, but all of Shurima forever. 

What’s lost can be found… and sold.
— Sivir””



In-game Preview




New Audio






ArcanopulseArcanopulse ( Q )

  • Mana cost increased to 80/90/100/110/120 from 70/80/90/100/110.
  • Cooldown increased to 8/7.5/7/6.5/6 from 7/6.5/6/5.5/5


Locus_of_PowerCosmic Strike ( W )

  • Mana cost decreased from 100/110/120/130/140 to 80/90/100/110/120
  • Slow duration increased from 2.5 seconds to 3
  • Slow for targets in middle of blast increased from 35/40/45/50% to 40/45/50/55/60%


Arcane_BarrageAscension ( R ) 

  • No longer reduces damage taken by 10%/20%/30%
  • Mana cost reduced from 100/150/200 to 100 at all ranks
  • After the ability ends, Xerath gains 30/40/50% Movement speed for 2 seconds
  • Xerath can now be moved by displacement effects while in Ascension



Plans for vintage Limited Edition skins


Kitty Cat Katarina Banner



Hey summoners,

For the past year, we’ve been exploring ways to solve a conundrum with Limited Edition skins. Here’s the crux of the issue:

  • During events from December 2009 through October 2011, we released 34 skins for a limited time and communicated they wouldn’t come back into the store.
  • Since then, our playerbase has grown so much that these skins are virtually never seen in game
    • The most common, Bewitching Nidalee, appears once every 971 games in NA
    • The least common, Ice Toboggan Corki, appears once every 116,586 games in NA
  • Every day we receive heartfelt emails with compelling stories from players asking for the chance to own or gift their favorite skin, either because they missed the brief store window due to travel, illness, deployment, etc., or because they hadn’t joined the LoL community yet.

We think it’s important to solve this, especially since we believe skins are primarily about self-expression and fun, not exclusivity. We’ve evaluated solutions such as a trading auction or achievement system, but each has significant negatives. We also feel that, while it’s important we solve this problem for the majority of players, it’s equally important that we preserve value for those who do own these skins.


Taking all that into account, we decided on the following solution:

  • The 34 Limited Edition skins will become available for purchase or gifting for a limited time during the following months:
    • Harrowing 2010 & 2011 skins during October 2013
    • Snowdown Showdown 2009 & 2010 skins during December 2013
    • Winter Games 2010 skins during February 2014
    • World Cup 2010 skins during June 2014
  • Given the reduction in exclusivity, we will be providing the following compensation to the original owners of these skins:
      • RP equal to the price they paid for the skin
      • Vintage treatment in the loading screen whenever they use the skin
    • + Exclusive summoner icon:
  • Going forward these 34 skins will be considered Legacy skins, and may on rare occasion also come back for future events without additional compensation


Please note these changes don’t have any effect on:

  • Limited Edition skins that were once in the store but are not part of these events (Rusty Blitzcrank, Urf Warwick, Championship Riven, Riot Singed). If these skins are ever brought back, they will be treated similarly.
  • Earned Limited Edition skins that were rewarded for events or achievements and never appeared in the store (PAX Twisted Fate, King Rammus, Victorious Jarvan, UFO Corki, etc.). We have no plans to make these skins available.
  • Other Legacy skins (Riot K9 Nasus, Zombie Brand, Nottingham Ezreal, etc.), which may still come back into the store from time to time without compensation

We believe this is the best solution for the overall playerbase, and look forward to hearing your feedback. To answer your questions on this and other eCommerce decisions, policies and features, we’re hosting an AMA on Reddit, Tuesday October 15, at 12pm Pacific Time. See you there!

Here is the list of affected skins and when they will temporarily become available in the store (at some point during the month):

October 2013 (Total Bundle Cost: 8840 RP)

  • Mundo Mundo – 975 RP
  • Pumpkinhead Fiddlesticks – 975 RP
  • Kitty Cat Katarina – 975 RP
  • Lollipoppy – 975 RP
  • Zombie Ryze – 975 RP
  • Nosferatu Vladimir – 975 RP
  • FrankenTibbers Annie – 975 RP
  • Definitely Not Blitzcrank – 520 RP
  • Bewitching Nidalee – 975 RP
  • Haunting Nocturne – 520 RP

December 2013 (Total Bundle Cost: 8515 RP)

  • Snow Bunny Nidalee – 520 RP
  • Workshop Nunu – 520 RP
  • Happy Elf Teemo – 520 RP
  • Earnest Elf Tristana – 520 RP
  • Old Saint Zilean – 520 RP
  • Re-Gifted Amumu – 520 RP
  • Santa Gragas – 975 RP
  • Reindeer Kog’Maw – 975 RP
  • Candy Cane Miss Fortune – 975 RP
  • Ragdoll Poppy – 975 RP
  • Nutcracko – 975 RP
  • Silent Night Sona – 520 RP

February 2014 (Total Bundle Cost: 5460 RP)

  • Vancouver Amumu – 520 RP
  • Team Spirit Anivia – 520 RP
  • Ice Toboggan Corki – 1820 RP
  • Union Jack Fiddlesticks – 520 RP
  • The Mighty Jax – 520 RP
  • Festival Kassadin – 520 RP
  • Whistler Village Twitch – 520 RP
  • Curling Veigar – 520 RP

June 2014 (Total Bundle Cost: 2535 RP)

  • All-Star Akali – 975 RP
  • Goalkeeper Blitzcrank – 520 RP
  • Striker Ezreal – 520 RP
  • Red Card Katarina – 520 RP



Red Post Collection


Riot logo decoration



Sivir’s relaunch on PBE


Sivir Decoration

What was the artistic focus behind Sivir’s rework?



Riot Pwyff Button Rioter Pwyff: We’ve already been talking about Sivir and our plans to relaunch her; now that she’s heading to PBE, we wanted to discuss some of the reasoning behind her changes.


Art and Visuals: As one of the earliest champions in the game, Sivir’s visuals and effects didn’t match the look and feel of newer champs. We’ve designed her silhouette around her weapon and improved fidelity and readability of Sivir in-game, giving her an aesthetic that matches the battle-hardened mercenary personality she’s always had. New effects on her abilities emphasize the boomerang-like nature of her weapon, and should make playing Sivir feel more like dashing around the fight tossing ricocheting blades and whittling enemies down from unexpected angles.

Creative: When we revisited Sivir’s lore in preparation for her relaunch, we identified a few mysteries we could explore. Our goals were to clearly identify her place in the world and deliver on the mercenary fantasy inherent in her story. Generic battle platitudes and lack of deep motivation previously made it difficult to become personally invested in her successes or failures. We’ve added new voice-over that ties in to her expanded lore and relationships. With more of her back story and a glimpse into her possible future revealed, players will have more opportunities to learn about Sivir.

Gameplay: Sivir has a unique feel among ranged marksmen. She’s a powerful counter to spell-reliant champs and offers different skills for teamfights than many marksmen with her ultimate and passive. It was extremely important to us to ensure that any changes to her kit preserved her ability to split-push, initiate and counter-initiate while opening up new options for Sivir players. With that in mind, Boomerang Blade and Spell Shield still operate the same way, with some slight tweaks as we continue to test her. Ricochet can bounce to more enemies, although it cannot hit the same target twice. On the Hunt was redesigned to deliver a massive move speed boost, no longer have a cast time and we’ve reduced the cooldown.

We’ll go into more detail about all of the ability changes once she’s closer to going live, but we’re excited to see how players on the PBE use her new kit. As always, we’re looking for your feedback along with the testing that’ll help us squash any pesky bugs.



[CynicalGiant] Why is the AS boost for Ricochet tied to her ultimate?


Statikk Button Rioter Statikk: This decision was made for several reasons – balance, power curve, and use case incentives. As a note, the AS boost was originally on Ricochet itself. I will admit it’s a bit awkward that it exists on her R, but if you think of it more like artificial bonus Attack Speed per level, it starts to make sense.

We wanted to retain some kind of offensive incentive on her ultimate without forcing Sivir players to make un-optimal decisions about how they wanted to use the mobility part of it. So we ended up separating them into a passive and active.

This also helps us curve out her power better to reflect that of a carry. She still gains a lot of power once she hits the end game at level 16+ instead of power spiking crazily at mid-game level 9 or 13. This allows us to put a lot of power in the Attack Speed bonus while not making her OP.



[CynicalGiant] Why does her Q still have an insanely high mana cost?


Statikk Button Rioter Statikk: I wouldn’t agree that it is insanely high, but it’s certainly a significant amount. Her Q needs to have a significant cost if it is to remain a potential high burst-damage poke spell as well as a powerful wave clear tool.

We have reduced the Mana cost pressure across the kit by removing the costs off of Spell Shield and On The Hunt. So that should help in this department.



[CynicalGiant] Suggestion: Lower the damage loss % on Q


Statikk Button Rioter Statikk: We actually tested several different iterations of the spell. We ended up sticking with the Live iteration since with the new Ricochet, Sivir really doesn’t have issues clearing creeps, and we want to make sure hitting clean-cut Boomerang Blades can remain difficult to execute but still meaningful and satisfying when it happens.



[CynicalGiant] Why does Sivir only have 500 AA range?


Statikk Button Rioter Statikk: Sivir has access to several tools that other marksmen don’t. Top-of-the-line wave clearing, a Spell Shield, and team-wide mobility utility. We chose to emphasize those strengths rather than homogenizing and making her more similar to other marksmen.


Statikk Button Rioter Statikk: Going to answer a bunch of questions / concerns being raised here. Sorry that I’m not exactly quoting:



1) Her low Attack Range is why she is not widely played

Although I can agree with this statement, I don’t think it should automatically lead us to the conclusion that we MUST increase her Attack Range. Sivir I believe will always fill a niche role in the game, but that’s okay as long as players who learn and master Sivir are actually powerful contributors to their team and that she is an enjoyable experience to play.

2) Removal of team-wide Attack Speed boost

From a design perspective, we decided that a 15-30% Attack Speed boost was one of the most unsatisfying ways we could deliver power through Sivir’s kit. Although it did provide a somewhat strategic niche, we felt that the mobility part of her ult was always what was more closely associated with Sivir’s identity, so we amped that up instead.

At the end of the day, we believe it provides more room to buff cool things about her kit. I do have a fear that she might be currently undertuned due to us having a couple of really good Sivir players internally that have done really well on a consistent basis. That’s okay though guys, that’s the reason for PBE, we can tune what we need to before she hits the Live servers.

3) Her ult is just a glorified Shurelia’s

In a way, yes you can say that, but it’s also important to take into context what she brings to the table relative to her competition. As far as I know, other marksmen don’t have access to Shurelia’s especially at level 6. Her ult may not be everyone’s cup of tea, but I think that’s okay. It’s more important that the entire package is something Sivir players can identify with and enjoy.

4) Reduction of her base Attack Speed / Attack Speed per level

This was done for 2 reasons.

1. As a balancing factor due to how much power I wanted to put into the Passive Attack Speed bonus on Ricochet from On The Hunt. If Sivir isn’t able to compete with other marksmen, then I would like to investigate buffing the Ricochet Attack Speed bonus (say 50/75/100% rather than the current 40/60/80%) instead of giving her Attack Speed the old boring way.

2. By making the Ricochet Attack Speed bonus important to her power, this increases the viability of Cooldown Reduction as a good stat on Sivir. CDR Sivir is a super fun build that I would love to see as an effective alternative to the generic marksmen builds that we traditionally see.

Once again, there’s still tons of tuning we can do here, so feel free to try her out and give feedback. Thanks guys and gals!



Statikk Button Rioter Statikk: Hey guys,

After reading your feedback and talking to the team, we’ve put in the following changes (not sure when you guys will get the new PBE build though):



Sivir_WRicochet ( W )

  • Damage % dealt to subsequent targets increased from 60% at all ranks to 60/65/70/75/80%


Sivir_ROn The Hunt ( R )

  • Total duration increased from 6 seconds back to 10
  • Initial Movement Speed boost duration increased  from 3 seconds to 4
  • Cooldown increased from 80/70/60 seconds to 100/80/60


The goals here were:

1) Make sure Sivir brings top-of-the-line wave clear / AoE damage to the table
2) Make sure Sivir’s ultimate feels impactful in its intended use case



[common source] Does Ricochet still reset Sivir’s auto attack?


Statikk Button Rioter Statikk: Yes, activating W still resets her basic attack.





Visual Updates – the ins and outs


Sivir Banner

Why are Visual updates such a rare novelty? And why are they so awesome? Find out below!



[Luscious Lenny] Why was Sivir’s dance downgraded?


IronStylus Button Rioter IronStylus: In certain cases, we’ve de-prioritized dances in trade for more comprehensive animations elsewhere. Smoother quality in more often seen animation sets, recall animations, and other places where polish can really go a long way. It’s a very simple cost/benefit.


Relaunch recently has been critically evaluating dances. Dances are places we’ve used a lot of resources in the past. Remember, we hand animate everything. No mo-cap, no cutting corners. Every animation is made at a cost of another animation. It’s just how you assign the cost and the benefit in relation to each other.

Currently, as the pipeline stands, we feel animation muscle could be used more impactfully where you see animation most frequently. Runs, spells, etc.

In the end, simplified dances, especially for VU’d champions, means we can spend resources differently, and we feel, more appropriately.



[Burger Betty] Follow-up: You’re saying Riot doesn’t have the money to include detailed dance animations in reworks?


IronStylusButton Rioter IronStylus: You’re assuming we all work under one monolithic department.

We’re on content. Completely different animal with cinematics.




[Serkaidemor] Follow-up: Can’t you hire more staff to do character animation?


IronStylusButton Rioter IronStylus: You’d be surprised how few people there are in the world who can hand animate characters to the level that we require.





[Serkaidemor] Follow-up: Isn’t Riot too strict in its requirements for animators?


IronStylusButton Rioter IronStylus: We want this.

They are extremely hard to come by. So, despite you being skeptical, it is indeed the case.


And no, we’re not being too strict. Just like any craftsman, or specialized skilled worker, we need extremely specific skill sets, personalities, and experience levels to fill the roles we need. We interview and bring in people from around the world and yet we only have so many people to do the work. Our guys in all disciplines, crafts, whatever are amazing, but we need more. The people we have, they’re the best at what they do, they are awesome people, and they are rockstars in their field. That’s why they work here. They’re the rarest of the rare.



[Serkaidemor] Follow-up: Did all the animators move to mo-cap?


IronStylusButton Rioter IronStylus: Yes.






[Serkaidemor] Follow-up: When is it preferable to use handmade animation?


IronStylusButton Rioter IronStylus: A lot of companies, games, films use hand animation. It’d be pretty difficult to mo-cap a creature from Monsters Inc, or a raid boss in WoW. Again, it’s about the medium. One is not necessarily better than the other, it’s about what’s right for the product.




[NihilisticGlee] Sivir’s massive boomerang cuts into her animations in Model Viewer


IronStylusButton Rioter IronStylus: That’s why we don’t design for model viewers 






[Xyrne] Why hasn’t your team moved to mo-cap?


IronStylusButton Rioter IronStylus: Mo-cap gets you exactly what you “pay for” in that it’s just that, capturing motion. Works great for games like GTA, or many 3rd/1st person games. It doesn’t do much for an RTS, Moba, or even most MMO’s. Basically, the more fantastical your game, the less you can rely on mo-cap. The more realistic, or movie-ish your game, the more mo-cap works for the given situation.

We’ve got a lot of guys who used to do a ton of mo-cap, Ohmikegoodness being one of them. He not only worked with the motion captured rigs, but he actually used to DO THE STUNTS. It’s pretty crazy.

In our game though, mo-cap doesn’t deliver the exaggeration, impossible moves, and a whole lot of craft execution that hand animated assets do. Mo-cap is fine for a lot of games, just not League.



[hashinshi] Why does it take Riot so long to release visual updates for Champions?


IronStylusButton Rioter IronStylus: Short list of reasons:

Decision making, planning, concepting, production, tracking, balancing, promotion, testing, QA..

Additionally, it’s not one model. It’s, in essence, an entire, be it small, game. Think of a champion as essentially it’s own game. It’s packed full of art, design, story, and a ton of other features that affects everything around it. That’s the whole picture. Art is one section of that package.

I’d really like people to stop looking at content development in a dismissive way of being just making a widget. We’re making encapsulated systems that have a lot more layers on them than what you have at face value, from many different angles. Those systems take a lot of effort from many different people working together on many different levels. It’s not as simple as it might appear.


IronStylusButton Rioter IronStylus: Development has changed a lot. A whole lot. More goes into champions in terms of mechanics, art, story, everything. More craftsmanship goes into a VU or a rework. It’s a global rise in quality/involvement/standards/etc and therefore timelines are pushed.

There are benefits for reducing the cadence of release, and costs. No one is going to deny that. But throwing more “resources” at the problem isn’t always going to make things more efficient. Still takes 9 months to make a baby no matter how many mothers you have.



QA on Heimerdinger – Part 2


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Catch up on Part 1 here!



[Aerophobia] Is Heimerdinger’s grenade still as slow?


20thCenturyFaux Button Rioter 20thCenturyFaux: The grenade gets to be a hell of a lot faster precisely because it shed the blind 




[Aerophobia] How does the new turret AI work?


20thCenturyFauxButton Rioter 20thCenturyFaux: Heimerdinger’s autoattacks and grenades direct his turrets to immediately use their beams, and while they do use the beam on their own, they are reluctant to do so without Heimerdinger’s intervention. The only exception to this is if someone attacks Heimerdinger directly–the turrets are very proactive about defending the Dinger.

When the turrets use the beams should be pretty clear to the Heimerdinger player after a game or two. I share the worry about “iffy on when it uses” for non-Heimerdinger players, it’s tough to expect people to learn AI patterns. Since the beam is dodgable, though, I hope it will still work.


20thCenturyFauxButton Rioter 20thCenturyFaux: Turrets autoattacks operate by checking the area around themselves every quarter second or so (slower for less important stuff). If they find a champ Heimer has attacked or hit with a grenade, they focus that first. Then they look for champs that have attacked Heimer recently. Then they try to last hit nearby stuff. Then they just shoot whatever’s closest. They remember their priority target until it leaves, but do not attach priority to stuff without Heimerdinger’s direct intervention.

Turret beams work a little differently. The turret will use its beam on priority targets immediately if available, out to max distance. Turrets acting independently will beam enemy champions who approach to about 2/3 of max beam distance, and will beam creeps that are close enough to seriously threaten the turret itself. Hitting a grenade on a champion will cause all turrets to beam the target if within range.

The beam targeting AI is where most of the sophistication lies. They don’t just shoot directly at the target, they look at target speed, heading, and whether the target is approaching/fleeing the turret directly or at a tangential angle. It all plugs into a formula to determine how much the turret leads the target, which I basically arrived at by hand-tuning it a ton of times until it felt good.

It’s not superduper complex, but it’s very tricky to get right. AI tuning is one of the hidden levers we have on Heimerdinger, and can be used to great effect if we don’t like the way his turrets are behaving.



[crzymdscntst] Heimerdinger’s passive feels underwhelming


20thCenturyFauxButton Rioter 20thCenturyFaux: Yeah, I feel like the passive doesn’t feel awesome. I know intellectually why I ended up with it the way it is: I can’t see a way to put a different passive on Heimer that leaves him feeling more awesome instead of less awesome because a bigger passive usually requires power or mindshare cuts elsewhere on the kit.

PBE to the rescue! If we can come up with an awesome + low power + low attention required passive that won’t step on the toes of other Heimer abilities, I’ll implement the **** out of that passive  . That said, I’d be happy if this passive went live, because it does two things I really like.

First, it lets Heimer recover from mistakes. All of Heimer’s power involves a lot of planning and setup, and the best laid plans of mice and men tend to run into an angry clown who turns invisible and shoves knives into your big brain-hair. Second, it’s super simple. The kit has a ton of complexity fear and is very overwhelming for new players, so I definitely want a passive that just does what you want and doesn’t demand you think about it.



[crzymdscntst] Is the turret shutdown necessary?


20thCenturyFauxButton Rioter 20thCenturyFaux: I’d agree it’s not if turrets were worth 12g, but they’re down to 5g now. Clearing a full nest is worth only slightly more than the destruction of a single old turret. For me, that’s what made me happy with it. I also enjoy that if Heimer leaves his toys behind, clever enemies get to use them as a lil piece of candy–not too much power, but a nice feel of 5g in your pocket. It goes towards reducing the sheer hate people have for Heimer turrets without sacrificing any of their power.



[crzymdscntst] Is there something added that makes turrets more tanky?


20thCenturyFauxButton Rioter 20thCenturyFaux: Good eye–the turrets do have one more durability mechanic. It’s not spelled out in the tooltip, but they gain resists based on Heimer’s champion level non-linearly. So they receive some during lane, but as you progress through midgame they get a big chunk.



[Like a BALLZ] Does using R+Q cost a turret kit?


20thCenturyFauxButton Rioter 20thCenturyFaux: The main cost on the Q isn’t the mana, it’s the turret kit–RQ doesn’t cost a kit and can be placed if Heimer gets caught with no turrets ready ^^




[liHDlGinzo] Suggestion: Label Heimerdinger’s turrets so players know which turret they’re moving


20thCenturyFauxButton Rioter 20thCenturyFaux: Ooo, I like this idea. It’s not something I’d want up all the time, but if I can rig something up where, say, mousing over Q shows what turret is what? That owns. I’ll look into it for sure.




Why do the turrets not disappear when Heimerdinger dies?


20thCenturyFauxButton Rioter 20thCenturyFaux: I get feedback frequently that Heim turrets should die when he does, but imo it’s actually pretty important to being what he is that his turrets persist. They don’t last the full 8 seconds, but they last long enough to make diving Heimerdinger something you think about rather than do from habit.



[Pandavenger] Is the bigger turret (R+Q) immune to control effects?


20thCenturyFauxButton Rioter 20thCenturyFaux: Big turret is immune to CC, excepting Syndra W. If it’s being tossed around, I’d call that a bug–please let me know!





[Lionhrted199] Those upgraded rocket turrets are too strong! Riot pls


20thCenturyFauxButton Rioter 20thCenturyFaux: Hahaha yeah, RW is definitely something to watch balance-wise.





[Lillemanden] Could the turrets get some health scaling based off Heimer?


20thCenturyFauxButton Rioter 20thCenturyFaux: We actually thought the same thing, and playtested it extensively. What’s more, we tried turret health scaling off AP, too. Both were a whole lot more mischief than we originally thought.

The first bugbear was turret tankiness varying based on Heimerdinger’s performance. When Heimer was ahead, his turrets got stupidly tanky; when he was behind, supports could kill them and he felt sad.

The second was the way it warped his build. Heimer is so much about turrets, and turrets that don’t die feel so good for Heimer, that we found Heimer virtually always stacked turret HP to the moon. Super tanky turrets are actually unhealthy for Heimerdinger himself, not just his opponents! It’s strange, but what ends up happening is this:

In Tanky Turret World, heimer drops a couple and then chills out. He stops making interesting decisions with his Q cause he’s happy with the ones he has, he doesn’t feel pressured, he saves his kits to replace them as soon as they die (making the problem worse D: ). The speed of engagement is slowed if scaling with HP, because he bought less AP. If scaling with AP, it was so powerful that it hogged a bunch of power budget.

The last problem was in it being basically impossible to figure out how tanky they were. You just see the little green line; you don’t know if they’re normal or half size or 3x as big or whatever unless you understand Heimerdinger’s Q scaling, which is kind of hard to do for people who doesn’t play him.

If the game were PvE and you could keep buying more items forever, I’d do it in a heartbeat. With 6 slots and other players to consider, I’d need some new twist to make it work. Still though, very good idea! We liked it enough to spend a bunch of time on it, hehehe xD



[Lillemanden] Could the turrets get a short period of invulnerability when dropped so they can reliably fire their beam?


20thCenturyFauxButton Rioter 20thCenturyFaux: They start with 70% of a beam charge, if that’s the type of thing you were looking for :3





[Corvo Cuervo] The particles look kind of unpolished


20thCenturyFauxButton Rioter 20thCenturyFaux: They absolutely are unpolished. I made ’em myself, and I am in no way a particle artist. Apologies!

Any particle feedback is very welcome. The upside of them being all designer art is that I get to change them whenever I want.



[SonicTheHedgedawg] How viable will Heimy’s new turrets be?


20thCenturyFauxButton Rioter 20thCenturyFaux: Our testing made me think they went from “destroy melee champions” to “cripple melee champions”, hehehe. It’s mainly the bros who go top lane that can push Heimerdinger around, XZ and the like. Heimer tends to punish zed / fizz / et al with great prejudice. If that turns out to be wrong from PBE testing, though, I’ll be sure to fix.

Nunu/cho eat ’em, to be sure, but Heimer has 3 on his Q and Nunu just has 1 bite. If Cho wants to spend an ult to kill a normal turret, he’s welcome to it. Cho eating RQ feels fair to me, an ult for an ult; if Nunu tries to eat RQ, RQ just survives–it even lives through Smite, though Smite + some other damage will bring it down.

It’s interesting that you mention reduced damage from ranged attacks. For a long time, they had 40% damage reduction against champion ranged autoattacks. I even made a little “feel no pain” particle variant for ’em. At the end of the day, I felt it was no longer necessary for a few reasons.

First, Heimer is a lot more comfortable replacing turrets now. He’s got an extra one, a big one, and they only cost 20 mana. Second, I used non-linear resistance scaling based on champion level for the turrets. It’s a little mathy, but basically they get wrecked by ADC for the first few levels but do well against mage autoattacks. Later on, when ADC do a billion damage a shot, it’s actually a pretty good deal for everyone involved: ADC only waste a shot on turrets if they are forced to by Heimerdinger, ADC kills a turret in one shot that didn’t go to one of Heimer’s teammates, the ADC clears the turret from an area he wants to control, and Heimer replaces it in a new area that he wants to claim. The big win there is the last thing–it lets Heimer keep setting down turrets in a teamfight without having to feel like he’s sacrificing anything to do so.

I have all the code for the damage reduction still handy, and can turn it on if PBE testing shows the need for it. That being said, I’m actually quite happy that the turrets don’t oppress ADC in bot lane. I like Heimer support builds, but damage reduction against ADC made Heimer support into this weird thing that puts turrets down that then fight his own ADC for cs, te



Making of Warrior Princess Sivir




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xerath heimer banner
PBE Update

Red Post Collection



 PBE Update










Missile_BarrageMissile Barrage ( R )

  • Cooldown increased from 1.2 seconds at all ranks to 2
  • Base damage decreased from 120/190/260 to 100/180/260













Mark of the Storm ( Passive )

  • Passive now reads: “All of Kennen’s abilities now add a mark of the storm” instead of every tooltip saying that the ability “adds a mark of the storm”
  • Kennen’s Mark of the Storm ( passive ) now lasts 6.25 seconds up from 6.






Solar_FlareSolar Flare ( R )

  • Mana cost reduced from 100/150/200 to 100 at all ranks




   Master Yi


Meditate_newMeditate ( W )

  • Mana cost lowered from 50/65/80/95/110 to 50 at all ranks






Tormented_SoilTormented Soil ( W )  

  • Now reads “Curses an area for 5 seconds. Enemies on the cursed ground take magic damage equal to 20/32.5/45/57.5/70 (+0.2) plus 3/3/3/3/3% of their missing Health (capped at 80/80/80/80/80 versus minions and monsters) every second.”
  • Damage lowered from 25/40/55/70/85 to 20/32.5/45/57.5/70
  • No longer grants MR reduction
  • Now does 3% missing HP every second.






Shadow_DashShadow Dash ( E )

  • Range increased from 575 to 600  ( see this for more info ).





WishWish ( R )

  • Mana cost reduced from 100/175/250 to 100 at all ranks





Carrion_RenewalCarrion Renewal ( Passive )






Spinning_SlashSpinning Splash ( E )

  • Cooldown now only reduced when Tryndamere crits champions instead of anything.






Chaos_StormChaos Storm ( R )

  • Mana cost reduced from 125/175/225 to 100 at all ranks






Overwhelming Power ( Passive )

  • Xerath gains % magic penetration ( 4% at level 4/5/6, 5% at 7, 6% at 8/9, 7% at 10, 9% at 11, 10% at 12, 12% at level 13 , 14% at 14, 16% at 15, 19% at 16, 22% at 17. and 26% at 18 )
  • Every 10 seconds, Xerath’s next basic attack restores 4% of his maximum mana. Attacking an emey champion restores 3x that amount instead.


Arcanopulse ( Q )

Mana cost: 70/80/90/100/110 || Cooldown:  7/6.5/6/5.5/5 seconds

  • Xerath charge and then fires a beam of energy, dealing 70/110/150/190/230 ( +.85 AP ) magic damage to all enemies hit. Charging the spell increases it’s range.



Cosmic Strike  ( W )

Cooldown: 14/13/12/11/10 seconds || Mana cost: 100/110/120/130/140

  • Xerath calls down a blast of arcane energy, dealing 50/85/120/155/190 ( +.6 AP ) magic damage to all enemies within the target area, slowing them by 10% for 3 seconds. Enemies in the center of the blast take 60% extra damage and are slowed by 35% instead.


Spellshere ( E )

Mana cost: 60/65/70/75/80 || Cooldown: 13/12.5/12/11.5/11

  • Xerath unleases and orb of rraw magic, dealing 100/140/180/220/260 ( .6 AP ) magic damage. The orb explodes on contact, stunning it’s target for 1/1.25/1.5/1.75/2 seconds.


Ascension ( R )

  • Xerath ascends to his true form, briefly gaining arcane vision of a large area around himself. He becomes rooted in place and his basic abilities are disabled, but he gains 4 shots of very long distance magic artillery. Fire these shots off with left or right mouse button. The effect lasts up to 7 seconds or until deactivated.
  • While Ascension is active, Xerath takes 10/20/30% less damage. He cannot be moved by displacement effects, but they briefly stun him.
Arcane Barrage

Xerath bombards a target area with explosive energy, dealing 150/200/250 ( .45 AP ) magic damage to all enemies hit.

  • Range: 2900/3600/4500
  • Mana Cost: 100/150/200
  • Cooldown: 150/135/110







Mega_Inferno_BombMega Inferno Bomb ( R )

  • Now deals double damage to minions.






Deadly_BloomDeadly Bloom ( Q )

  • Range reduced from 825 to 800


Rampant_GrowthRampant Growth ( W )

  • Range increased from 825 to 850
  • Passive cooldown reduction reduced from 4/8/12/16/20% to 2/4/6/8/10%



General Changes


Dominion / Crystal Scar
  • The global buff NO LONGER reduces self-healing/regen by 20%.


General Item Changes



  • Combine cost increased by 100g – total cost now 950
  • Due to above change, price of ALL KINDLEGEM build paths increased by 100g – Zeke’s, Spirit Visage, Spirit of Ancient Golem, Shurelya’s Rev.


Crystal Scar and Twisted Treeline Item Changes


Grez's_Spectral_Lantern_item  Grez’s Spectral Lantern

  • Attack damage reduced from 20 to 15
  • Cost increased by 200


The_Lightbringer_itemThe Lightbringer

  • Total cost from 2425 from 2425 to 2125
  • Damage decreased from 50 to 20
  • Armor increased from 20 to 25
  • Lifesteal increased from 12% to 15%
  • Now grants 200 hp
  • Pickaxe in item recipe replaced with Ruby Crystal


Twin_Shadows_itemTwin Shadows ( changes compared to the SR version )

  • Cost reduced by 200
  • Ability power lowered from 40 to 30
  • MR lowered to 30 from 40
  • Cooldown lowered to 60 seconds from 120 seconds


Hextech_Sweeper_itemHextech Sweeper

  • Total cost increased from 1920 to 2300
  • AP lowered from 50 to 40
  • Health reduced from 300 to 250
  • Cooldown reduction increased from 10% to 20% and is no longer Unique
  • 10% Movement speed bonus removed
  • Now builds out of a Fiendish Codex instead of Two Amplifying Tomes


Blackfire_Torch_itemBlackfire Torch

  • Now Grants 10% movement speed


Context (+Additional upcoming changes)




Summary: Charm has had its mana cost changed to a flat amount at all levels (higher at lower levels, lower at max level), but now increases the magic damage Ahri deals to the target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when every wisp hits the same target, and now counts as an area-of-effect damage source for the purposes of Spell Vamp and Rylai’s Crystal Scepter. Spirit Rush’s base damage and AP ratios have been reduced in addition to having its use time limit reduced.

Context: Ahri is a champion with a lot of strengths and few weaknesses – given her high versatility and reliability, she can regularly apply a lot of general pressure upon her opponents from relative safety. Ahri’s strengths should be much better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris (heh). Our core focuses are:

  • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them.
  • Make Ahri’s “all in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown.
  • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel cunning.





Summary: Corki’s base attack speed has been reduced. Additionally, Missile Barrage’s base damage has been reduced at earlier ranks while the cooldown between missile shots has been increased. The cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.

Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but he’s now too overwhelming to play against. Here we’re reducing excess power in a few areas: by reducing his base attack speed, this puts him more in line with other similar spell-based ADCs. Reducing Missile Barrage’s base damage at early levels will help tone down Corki’s currently overwhelming level 6 power spike. Finally, the increase of the cooldown between missile shots ensures Missile Barrage is a powerful sustained damage tool, rather than a burst damage source.


  • Base Attack Speed reduced

Missile_BarrageMissile Barrage ( R )

  • Base damage reduced at earlier ranks
  • Cooldown between missile shots increased
  • Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)



  Jarvan IV

Context: This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.


Jarvan's Combo

Dragon Strike / Demacian Standard ( Q+E )

  • Moderately reduced Jarvan’s knockup collision radius




Context: Similar to the mana cost changes we’ve made to other higher skill ultimates, Leona’s next in line.


Solar_FlareSolar Flare ( R )

  • Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)



   Master Yi

Context: Our original reasons for having Meditate’s mana cost scale so high no longer exist anymore, as they more specifically referred to AP Yi bullying lanes, or meditate refreshing multiple times in a fight.


Meditate_newMeditate ( W )

  • Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)




Summary: Tormaneted Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy’s missing health. Morgana should deal roughly the same amount of overall damage, although there will be variations due to how her new Tormented Soil works.

Context: This change is more of a modernization for Morgana’s Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically we wanted to to reinforce Morgana’s standard damage combo of Dark Binding to Tormented Soil, rather than the “ideal” combo of using Tormented Soil’s magic resistance reduction to make Dark Binding deal more damage.



 Tormented Soil ( W )

  • No longer applies a Magic Resist reduction debuff
  • Base damage per second decreased slightly (to accomodate other changes)
  • Additionally deals a percentage of an enemy’s missing Health as magic damage every second (capped at a flat amount versus minions and monsters)
  • Damage application cadence increased





  • Texture Update!

Credits to SkinSpotlights





Context: Rengar’s leap out of stealth has insufficient warning for his target, so we changed him to destealth at the beginning of his leap instead of throughout its duration in order to give his target a fighting chance.


Thrill_of_the_HuntThrill of the hunt ( R )

  • Rengar now de-stealths at the beginning of his leap when attacking a target from out of invisibility.





Context: Shadow Dash has had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary as it makes Shadow Dash a bit too easy to land in those situations.


Shadow_DashShadow Dash ( E )

  • Collision radius has been reduced at the start and end points of the dash





Context: Similar to the Leona change which is similar to the previous mana cost changes. At this point I may just say Wish’s mana cost is too damn high.


WishWish ( R )

  • Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)





Summary: Carrion Renewal now restores a percentage of Swain’s maximum mana on champion kill/assist rather than a flat amount. This will allow him to keep up his mana pools in lategame team fights.

Context: Despite being a champion that’s hard to stop when ahead, Swain players often find themselves failing endgame in a situation where they would otherwise succeed due to the unforgivable nature of Ravenous Flock’s mana ramp. We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels. With this change, it’s possible for Swain players that focus on mana and durability to ‘off-tank’ during team-fights, utilizing the significant mana return from champion kills/assists to stay in engagements longer.


Carrion_RenewalCarrion Renewal ( Passive )

  • Now additionally restores a percentage of Swain’s maximum mana on Champion Kill/Assist





Summary: Syndra has had a number of useability improvements made to her abilities, where Scatter the Weak now indicates where a Dark Sphere will travel, and Unleashed Power will indicate how many Dark Spheres will be fired.


Scatter_the_WeakScatter the Weak ( E )

  • Range minorly increased
  • Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak


Unleashed_PowerUnleashed Power ( R )

  • Now has a counter over the icon that tracks the number of Dark Spheres that will be fired






Noxious_TrapNoxious Trap ( R )

  • Fixed a bug where Noxious Traps gave experience on death





Context: We are trying to reduce the mobility of Tryndamere so he can’t just safely split push all day. We did, however, want to keep his mobility high in team fights, so we made Spinning Slash only reduce in cooldown when he critically strikes champions.


Spinning_SlashSpinning Splash ( E )

  • Cooldown now only reduced when Tryndamere crits champions instead of anything.





Context: Similar to the Soraka change, which was similar to the Leona change, which was similar to the…


Chaos_StormChaos Storm ( R )

  • Mana cost reduced to a flat amount at all levels (significantly lower than max level mana costs)





HemoplagueHemoplague ( R )

  • Fixed a bug where this ability sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell’s 0.5 second cast animation.






Summary: Short Fuse has had its damage increased slightly. Bouncing Bomb can be cast at targets outside of max range but will only travel the set distance. Satchel Charge’s radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with Minefield not dealing decreased damage on multiple hits to minions and Mega Inferno Bomb dealing double damage to minions.

Context: We’ve improved Ziggs in terms of general utility while also trying to carve out his niche as a pushing / counterpushing champion more effectively. In this regard a lot of our changes are focused on the damage he deals to minions, but we’ve made some general damage buffs overall.


Short_FuseShort Fuse ( Passive )

  • Max damage increased


Bouncing_BombBouncing Bomb ( Q )

  • Bouncing Bomb can now be cast at targets outside of 850 range
  • When cast outside of max range will fire in the direction but only travel 850 range


Satchel_ChargeSatchel Charge ( W )

  • Radius increased


Hexplosive_MinefieldHexplosive Minefield ( E )

  • Does not do decreased damage on multiple hits to minions
  • Damage radius per mine increased


Mega_Inferno_BombMega Inferno Bomb ( R )

  • Now deals double damage to minions






Summary: Deadly Bloom’s damage has been reduced but her AP ratio has been increased. Rampant Growth’s passive cooldown reduction and range have been increased. The plants spawned from Rampant Growth have had their base damage reduced, but their base damage at later levels has been increased. We’ve also improved Zyra’s overall useability with enraging plants / transforming seeds into plants by spells.

Context: Our overall strategy here was to tone down Zyra’s early level poke damage and, while we are reducing some of her overall power, we also wanted to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios are aimed at reducing her power as a support without hurting her capabilities as a mage.


Deadly_BloomDeadly Bloom ( Q )

  • Range minorly reduced
  • Damage reduced
  • AP ratio increased


Rampant_GrowthRampant Growth ( W )

  • Passive cooldown reduced
  • Plant base damage reduced at lower levels and increased at higher levels
  • Reduced the delay before seeds can be stepped on by enemies
  • Range minorly increased
  • Fixed a bug where seeds would very sometimes not be turned into plants by spells


StranglethornsStranglethorns ( R )

  • Stun no longer persists for some duration after the knockup ends.
  • Now properly enrages plants created within the bramble zone after Stranglethorns has been cast





Screen Tint for Stealth


– We’ve added a self-only screen tint when your champion is in stealth for Akali, Kha’Zix, Le Blanc, Shaco, Talon, Teemo, Twitch, Vayne and Wukong.


Attack Speed Slows


Summary: Unless an attack speed slow was attached to a movement impairing effect (IE: Nasus’ Wither), it was immune to cleanse or other forms of debuff removal. Now all attack speed slows can be cleansed and are treated like movement speed slows.

Context: Attack speed slows have been updated in order to have more consistent counterplay when it comes to their removal and application. Essentially we’re looking to treat all slows the same, whether they’re movement or attack speed based.


Affected Champions:

  • Malphite – Ground Slam
  • Gragas – Barrel Roll


Affected Items:

  • Warden’s Mail
  • Randiun’s Omen



Champions with CC-discarding ultimates:


Summary: The following champions will now be affected by crowd control abilities after they complete their dashes, where previously they discarded all forms of crowd control at the end. Their spells will still be unstoppable, but any crowd control abilities landed throughout will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.

Context: We’re adding more counterplay for champions who have long-range dashes tied to their ultimates by making them succeptible to certain forms of crowd control after they complete a dash – like snares or stuns. Now if a teammate lands a snare in the middle of a champion’s dash, the ulting champion will complete the ability, but they’ll be snared at the end.


Affected Champions:

  • Jarvan IV’s cataclysm
  • Nocturne’s Paranoia
  • Vi’s Assault and Battery
  • Malphite’s Unstoppable Force
  • Hecarim’s Onslaught of Shadows



Explaining Ahri’s rework

Ahri banner

ricklessabandon, y u no use capital letters? ._.



[Eludeasaurus] Aren’t 7 seconds too short for several combo rotations?


ricklessabandon Button Rioter ricklessabandon: Numbers will be easier to talk about once she’s playable, but the 7 seconds is still a very wide window—you can do all three dashes, Orb of deception, and Fox-fire within the 4-second window of Charm’s damage amp. Going by our tests so far, 7 seconds is quite comfortable even if you want to space dashes out for Lich Bane procs (for example).

If anyone feels like this reduction cripples a certain playstyle, i’m interested in hearing about it.


ricklessabandon Button Rioter ricklessabandon: I currently associate ‘multiple rotations within an ult’ with Ahri’s patterns later in the game (once fox-fire is maxed out), but let’s keep an eye on this together — I’ll be spectating/playing games and taking feedback, you guys play her a bit on the PBE and give feedback. if this hurts a healthy playstyle of Ahri’s (and i think that her kiting patterns are healthy) then i’m happy to tune/revert this change. :3


ricklessabandon Button Rioter ricklessabandon: I understand the apprehension of time pressure here, but my feeling is that Ahri players won’t feel this much at all (I’ll definitely be watching for it though). The goal here was alleviate some of the idle pressure Ahri exerts when taking no action after her initial ult cast. Iin other words, once Ahri uses her first dash her opponents are forced to change their behavior/mentality in response while considering her likely next actions. Currently this lasts up to 10 seconds, which is a respectable amount of power from passivity.



[FromTXwithLove] What are the numbers behind the new Fox-fire?


ricklessabandon Button Rioter ricklessabandon: A ‘3-hit against one guy’ Fox-fire now does 80% of the old damage without Charm, and 96% of the old damage with, so not quite as drastic as 40% but it is noticeable. one cool thing about maxing Fox-fire first now is that the healing from Essence Theft isn’t based on spell damage, so you can still get big heals from using Orb of deception on a full minion wave even if your primary damage spell is Fox-fire. so, the spell lost a bit of its best-case intense pressure damage in exchange for a better healing pattern. I encourage you to try it out and let me know how it plays out. :3



Level 6 Burst Chart


ricklessabandon Button Rioter ricklessabandon: Oh, btw, for those interested in her damage comparisons to other magic damage mages and/or assassins, here’s some really basic comparisons for approximate level 6 damage:

These changes would put her ‘almost perfect all-in’ at level 6 at 454 (+204%AP) without landing Charm, and the ‘perfect all-in’ at 587 (+273%AP) when landing Charm. Both include Both hits from Q, all 3 hits from W, and 3 hits from R onto the desired target.

Compare to these other level 6 all-ins on live:

  • Ahri (live) – 575 (+285% AP) [with Charm], 515 (+250% AP) [without Charm]
  • Ahri (new) – 587 (+273% AP) [with Charm], 454 (+204% AP) [without Charm]
  • Annie – 465 (+215% AP) [this does not include any damage from Molten Shield or Tibbers’s aura]
  • Fizz – 420 (+305% AP) (+4% Missing Health)
  • Kassadin – 350 (+250% AP) [this is with one Nether Blade attack and a zero-stack Riftwalk]
  • Lissandra – 435 (+255% AP)
  • Lux – 650 (+205% AP) [this includes one instance of Illumination popped by R and one instance popped by a basic attack]
  • Syndra – 570 (+230% AP) [this is with zero additional Dark Spheres on Unleashed Power]

Again, the comparisons are super basic so they’re just a loose reference. the numbers don’t mean anything on their own, but might help out people who aren’t familiar with damage levels get a sense of what to expect when they first play against her. sometimes it’s easy to lose track of numbers given there are so many being thrown around.



[Quintessence] Isn’t it highly unlikely for Fox-fire to hit the same target more than twice?


ricklessabandon Button Rioter ricklessabandon: If that’s true, that just makes the new Ahri better by comparison since the newer damage reduction values would be less of a factor. For example, if players generally only ever hit one Fox-fire against their intended target, the Ahri changes would leave Fox-fire at 100% of the damage without Charm, and 120% of the damage with Charm (a straight buff).



[Avalon Bright] But the overall damage would still be less, because it’s a decrease


ricklessabandon Button Rioter ricklessabandon: If you hit with two Fox-fires, you’re doing ~86% of the old damage without Charm, and 104% of the old damage with Charm. Basically, multi-hit damage without Charm was very intentionally nerfed, and multi-hit damage with Charm is around the same amount of damage (+/- depending on one extra hit or two).



[konfetarius] Won’t these changes make Ahri much weaker when fighting bruisers?


ricklessabandon Button Rioter ricklessabandon: Thanks for this – I’ll chat with manwolfaxeboss about these changes in detail. Insight into how she plays on Summoner’s Rift and/or Twisted Treeline is super valuable, so please feel free to post more if you get a chance to play her on the PBE.



[Kandyvag] Will Charm amplify damage from items such as DFG?


ricklessabandon Button Rioter ricklessabandon: Ahri’s Charm amplifies all of her magic damage, so items like DFG, Lich Bane, Liandry’s torment, etc all deal 20% more damage. In regards to Doom (DFG’s debuff): Charm does stack with Doom, so Ahri’s magic damage will be increased by 44% against that unfortunate target afflicted by both.



How does the new healing value compare to the old one?


ricklessabandon Button Rioter ricklessabandon: Old values on a wave of 6 minions (assuming you hit each twice) would be something closer to:
~55 + ~46% ap @ rank 1 (level 1)
~194 + ~46% ap @ rank 5 (level 9)

New values would be:
36 + 108% ap @ rank 1 (level 1)
132 + 108% ap @ rank 5 (level 9)

Going off of that, the break-even point for Orb of deception at level 9 is 100 ability power—anything past that and the new passive is healing for more.



 Was Ahri nerfed because of DFG?


ricklessabandon Button Rioter ricklessabandon: To be honest, I really don’t mind Ahri using DFG. I’ve been a fan of her assassin playstyle for a while (it was fairly common in OGN back when Jayce and Twisted Fate were perma-banned so i’ve seen it a lot), and i’m fine with the trade-offs she makes by rushing the item. I’m not saying that the item itself is perfect and/or immune to scrutiny, but I am saying that there isn’t some sort of magic combination of Ahri + DFG that needs to be broken up. the changes i’ve planned out for her are meant to work well both with and without Deathfire Grasp in her inventory.



Isn’t this forcing an assassin-playstyle from Ahri players?


ricklessabandon Button Rioter ricklessabandon: There are some specifics in the replies below, but forcing/favoring assassin Ahri isn’t in line with the goals I’ve laid out and I currently don’t think that the assassin play patterns are actually favored over her other styles (again, pending a couple of changes I mention below). as I’ve mentioned in previous posts in this thread, I’m interested in hearing out any concerns about specific playstyles that may be crippled by my changes.



Are you nerfing her passive?


ricklessabandon Button Rioter ricklessabandon: There’s a bit of math behind this of course, but the changes to the passive with the current numbers are currently an overall buff with a focus on the late game. Two major factors here are the the new passive isn’t affected by the opponent’s magic resist (which matters more later in the game) and that the heal’s base amount comes from champion levels instead of ability rank.



[iYumSoup] Why was Fox-fire changed to an AoE spell?


ricklessabandon Button Rioter ricklessabandon: So, part of the reasoning for this change was that the initial impetus to tag the spell as single-target was for the interaction with her passive. since the passive was reworked, the need for the change went away and we were left with a spell that just broke the rules for no reason. After reading several posts responding to the change though, I feel like a better course of action is to fully support this interaction and call it out in the tooltip (i.e., allow it to be more effective with rylai’s crystal scepter) and keep it as a standard consideration for Ahri’s balance state.



[PeachsProperty] Are we forced to hit Charm to do damage?


ricklessabandon Button Rioter ricklessabandon: That depends on your play patterns. If your damage pattern was something like hit a few times with orb of deception to get your targets low before diving in for the kill, then these changes will have less of an effect on you since Orb of deception’s damage wasn’t changed. If your pattern was more about roaming and picking off lone enemies as an opportunist, then you’ll likely need to land Charm (and your opponent should have this in mind and be trying to play around it).



[Vemon] Will Charm not increase bonus true damage?


ricklessabandon Button Rioter ricklessabandon: That’s currently correct, though to be honest i’d prefer if it could amp true damage portion of Orb of deception as well. When i first thought about it, allowing this interaction would mean either allowing it to affect things like Ignite, or making a weird special case that we’d have to call out in the tooltip. Initially I was’t too thrilled about either to be honest, but reading some of the responses I’m convinced i should at least get the latter to the PBE for feedback.



[Lichblade] Why is Ahri getting nerfed when there are other top-tier assassins to fix, too?


ricklessabandon Button Rioter ricklessabandon: Quick reply to this since i’ve seen it pop up a lot in this thread: the team felt it was best to look at the ‘top-tier assassins’ as a set, and as such will have changes for Ahri, Fizz, Kassadin, and Zed in the 3.13 patch (assuming plans don’t change). I specifically went out of the way to make sure Ahri’s changes would be among the first to go on the PBE since I really wanted as much time as possible for tuning and gathering feedback given my desire to start with aggressive changes and work back from there. Anyway, that’s why everyone has seen Ahri’s changes in isolation and why i’ve been eager to hear from everyone. :3

Also, while I sincerely appreciate the posts everyone has taken the time to write (whether passionate or stoic), I would like to kindly ask that everyone respect each other and refrain from hostilities—it really makes everything a lot easier if the atmosphere is one of collaboration and civil discussion.



Off-topic: Any changes to Kassadin to look forward to in Patch 3.13?


ricklessabandon Button Rioter ricklessabandon: Sure thing. I handed off the Kass changes to another member of the team — Ahri demanded quite a bit of time and i wouldn’t have had enough time to properly work on Kass as well as both Ahri and Morgana. Current plan is still ‘Kassadin changes in 3.13’ (last I checked) so unless that changes you guys should get more info on that really soon.



[NEGITIVITY] So Ahri’s overall power is in a good spot, but she brings little room for counter-play because of guaranteed damage?


ricklessabandon Button Rioter ricklessabandon: i mostly agree with your sentiments here. the part i would change is that i believe it’s not the ‘overall’ power that’s in a good place exactly, but more her highs and her lows. as an ahri player, one generally feels like the actions they take have appropriate rewards/penalties. in fact, her kit feels so fair (generally speaking) that an item like deathfire grasp seems almost criminal by comparison (and again, i don’t think it’s problematic with ahri). echoing your mention of the kit being ‘overbearing,’ one of the issues ahri’s playstyle has is that her highs are available very frequently. my changes aim to address that, with a few other goals in mind as mentioned in the first post.



Will this just kill Ahri’s viability?


ricklessabandon Button Rioter ricklessabandon: This is not meant to be a kill order on Ahri. The goal isn’t to make her play rate to drop—it’s awesome seeing her in games and personally speaking I would be super sad if her play rate suffered. Point being that I totally understand where everyone is coming from when they post in this thread.


QA on Heimerdinger’s Rework


heimerdinger banner

 Heimerdinger has been reworked! What can the man in charge of this update tell us about his new kit?



Are there any plans to rework his passive?


20thCenturyFauxButton Rioter 20thCenturyFaux: The passive is a bit trickier. I tried some spicy passive ideas, but it always meant compromising on the complexity/power of the other spells–people only have so much attention they can pay, and if the passive is taxing mindshare that could be going to turrets, I get a lot less comfortable.

There’s always more work that can be done, and if an awesome + simple + low power passive idea comes out of PBE I’ll jump on it instantly ^^



[DaethFang] Will Heimer get a VU to go with his new kit?


20thCenturyFauxButton Rioter 20thCenturyFaux: Model is unchanged, he has a huge amount of new particles that I made. I hope you guys like them! Also, particle feedback is very much welcome, because I made them I have free reign to fiddle with them.



Audio alerts


20thCenturyFauxButton Rioter 20thCenturyFaux: There’s a couple things in particular I’d like folks to watch out for: I just added a hit-confirm sound that plays for Heimerdinger only, even if he’s off screen, to let him know when his turrets are shooting a champion. It should help him use them as wards and let him know how his turrets are doing in a cluttered teamfight, but I have some fear it might be annoying. I borrowed a sound from Katarina for the prototype—if it proves to be awesome, I’ll get a Heimerdinger sound for it, otherwise I’ll just kill it.

The other thing is a squirrely bug with RQ where the turret shoots an ice ball instead of its cool projectile and bugs out when its duration expires. Quite nasty, actually—it creates a zombie turret that does no damage but slows people, is invincible, and lasts forever. I really hope this is fixed, but if you see it, please let me know!



[ParaBellam] Any changes to his base stats?


20thCenturyFauxButton Rioter 20thCenturyFaux: I fiddled some with his base stats, but mainly to make his autoattack feel more like a wrench. There are some other minor changes, but nothing as drastic as tankiness / speed.




[emTmyclipin2u] Did you remove Heimer’s ability to heal Towers?


20thCenturyFauxButton Rioter 20thCenturyFaux: I actually used to do this on live. In my personal experience, it was really awesome to leave a turret at full, but the whole time you spent sitting under it to actually do it was some of the least fun ever. What’s more the power of healing a turret is pretty marginal–you spend 2 minutes patching it up, then an ADC takes all the hp away with one auto.

Xypherous removed it for much the same reasons, and I 100% think that was the right call, haha. Healing towers sounds so good on paper but actually doing it sucks pretty bad imo.



[sleepisdeath] How did you decide to rework Heimerdinger?


Button Rioter 20thCenturyFaux: The fear, you have no idea the fear. Reworks have had a rough ride for a while now, I was so scared I was putting my face into a pile of spiders by taking on the Dinger rework, but it had to be done. He was one of the first champs I bought, and I got my UFO Corki the old-fashioned way. He has such potential and it sat there for so long. Just because Karma went bad doesn’t mean Dinger will, and at the end of the day, I get to work for Riot–what business do I have being afraid of torches and pitchforks? Who am I to let a champion suffer because I’m afraid the forums will rip me apart? It was time, the dinger had to be raised, and that was that.



[exec3] Does magic penetration work apply to turrets?


20thCenturyFauxButton Rioter 20thCenturyFaux: Magic pen works on turrets, and Rylai’s / Liandri’s / Spellvamp works on turret beams but not turret autoattacks.




[Fomorian27] Are the lasers modifiable by CDR?


20thCenturyFauxButton Rioter 20thCenturyFaux: The beam cooldown is indeed modified by CDR. They fire on their own or when Heimerdinger attacks someone / hits them with a grenade, but will attempt to save their beam for champions or if they feel threatened by a creep wave. Whether the beams fire in sync is mainly about when they get triggered.



[kavi] Can Syndra still throw Heimer’s turrets?


20thCenturyFauxButton Rioter 20thCenturyFaux: I had to mark so many “Syndra can throw heimer turrets” bugs as “working as intended”, you have no idea hahahaha

If we find out it really sucks I can do something about it, but where I stand now it seems to me that Syndra tossing turrets is awesomer than hell  . It only really hurts Heimer if he doesn’t have other options, but I think we’ve done a good job of making sure he has tons and tons of options with this rework.


20thCenturyFauxButton Rioter 20thCenturyFaux: I actually scripted this but then reverted it. I can put it back in with the flip of a switch if it turns out to suck too much for Heimer :3





[ParaBellam] Is the turret AI better?


20thCenturyFauxButton Rioter 20thCenturyFaux: The turret AI is much more sophisticated. If there’s interest I’ll do a bigger post on it later, but for now I haven’t got time xD

[Paradoof] Will his turret get more resistances/health than before?

20thCenturyFauxButton Rioter 20thCenturyFaux: Yes.



[Paradoof] Are his rank up effects like AoE damage and Magic Resist shred still there?

20thCenturyFauxButton Rioter 20thCenturyFaux: No.



[Paradoof] Do turrets still have increased attack speed for a few seconds after placing them?

20thCenturyFauxButton Rioter 20thCenturyFaux: No.



[Arc insanity] Does the turrets’ spellvamp heal Heimer or them?

20thCenturyFauxButton Rioter 20thCenturyFaux: The spellvamp heals Heimerdinger, and turret resistances scale with Heimerdinger’s level.



[Arc insanity] How are the new turrets in terms of tankiness?

20thCenturyFauxButton Rioter 20thCenturyFaux: Turret resistances scale with Heimerdinger’s level.



[Clouds Chocobo] What are the new additions to the turrets?

20thCenturyFauxButton Rioter 20thCenturyFaux: Oh man you have no idea. They have so much crazy particle stuff I don’t even know.

Basically they have a Thresh lantern type timer that shows when they will decay, a Heimerdinger-only range indicator so you can see their autoattack circles and make cool patterns with them etc, an ammo indicator on Heimer, a particle that shows the ammo being spent when they’re placed, a targeting laser that fires before the beam does, and a sound that plays for Heimer even if you’re not near them if they’re fighting a champ (so you can use them as wards, keep track of them in teamfights, etc).

Incidentally, just want to reiterate that I added the sound thing late yesterday so it might suck. Feedback pls!

20thCenturyFauxButton Rioter 20thCenturyFaux: I forgot to mention that turrets display their beam charge as their resource bar, it builds till full based on your CDR and can fire when max :3



Do the rockets damage in an AoE or just the first enemy hit?


20thCenturyFauxButton Rioter 20thCenturyFaux: Yep, the rockets are first enemy hit.





[emTmyclipin2u] Why is the mana cost so high?


20thCenturyFauxButton Rioter 20thCenturyFaux: W does have an unusually large mana cost. I went with that because it still has pretty huge range, and Q only costs 20 mana–the large cost on W serves to both keep Heimer sane in lane and to make sure he still values mana later on.


[IS11d6327cb35cafc124891] This new version of Heimer’s Rockets seems underwhelming

20thCenturyFauxButton Rioter 20thCenturyFaux: Hehehe, it’s easy to underestimate it, but the slow is nothin’ to sneeze at–and more importantly, when you catch someone inside the turret nest but don’t hit the stun, they still get CC’d in a way that makes the turrets punish them more. On top of that, the slow/stun paradigm lets Heimerdinger follow up with skillshot rockets in a way blind doesn’t. All the power on E is loaded into its core function, so it lacks the extra features the other spells have.

That said, this is PBE! We’ll find out what works or not by people playing, and we can change stuff accordingly ^^



[exec3] Why wasn’t the original idea for Heimerdinger’s R+Q implemented (instantly places all turrets up to cap)


20thCenturyFauxButton Rioter 20thCenturyFaux: I quite liked the idea of Xypherous’s RQ, but it meant Heimerdinger had no ultimate turret to use in cases where he already did have his three turrets out. The big turret doesn’t count against the turret limit, but it’s still rowdy enough to work in the “caught outside the nest” case, so it’s my hope that it’s the same thing but better ^^



[Paradoof] Does the bigger turret from his ult disappear after its duration is over?


20thCenturyFauxButton Rioter 20thCenturyFaux: It disappears, but does not count toward the 3 turret max while it’s around.




[Paradoof] Can you get 3 beams out of a single enchanted turret with enough CDR?


20thCenturyFauxButton Rioter 20thCenturyFaux: Turrets start with something like 70% beam charge, so at the moment it’s two beams max, but only time and playtesting will tell!




[sleepisdeath] How does Ult + E work?


20thCenturyFauxButton Rioter 20thCenturyFaux: If H is Heimerdinger and O is grenade detonation, it’s like

H —–> O->O->O

and it damages and slows or stuns the things it hits. You can be CC’d more than once by it, but you only take damage once since damage is the other spells’ job.


[Mormondekaiser] Why was the passive bonus CDR removed?

20thCenturyFauxButton Rioter 20thCenturyFaux: Cooldown was an interesting point. I frequently found myself considering putting it back on to make his amount of turrets out more consistent, but at the end of the day, the same reasoning as the passive prevailed: I can’t justify putting power into something that’s invisible because I want all the power on the cool Heimer-specific things. Everyone gets CDR, but only Heimer gets turrets.



[Quintessence] Why did you take the Karma route with Heimer’s ult?

20thCenturyFauxButton Rioter 20thCenturyFaux: It’s actually quite a bit different from Karma. Heimer’s cooldown is much higher and he doesn’t get it until 6, which lets me make it far, far more powerful. Karma essentially can weave a big version of a normal spell in with her combo, whereas Heimerdinger can choose one of three ultimate spells at a normal ult cooldown.

[Zerglinator] So this new ultimate is like Katarina’s old W?

20thCenturyFauxButton Rioter 20thCenturyFaux: Yea, I could see that. Three choices instead of two, and huge UPGRADE!!!s instead of little boosts . I never noticed the similarity, hehe.

For example, the RQ turret just rips people apart if they stay by it, and RW can 70-0 someone if they stay put for the whole thing.


[de Dust] Does he still walk with the swagger?

20thCenturyFauxButton Rioter 20thCenturyFaux: VERY YES. It is a sin against Heimerdinger to even contemplate adjusting his swagger.



Lookin’ sharp, Rammus – New Textures

Rammus banner

Relaunch Team Secret Texture Upgrade Ninja Initiative #1: Successful!



Why wasn’t this update announced earlier?


IronStylusButton Rioter IronStylus: The texture updates are really a result of our dedicated 3D artists taking some time to give champions who don’t need an overhaul some love. You’ll most likely see more of these sneaking in here and there. We don’t want to make too much of a big deal because they’re more like us doing polish work and cleaning house rather than doing something that needs big fanfare like a complete VU.



[exec3] Does this mean Rammus won’t need a VU in the future?


IronStylusButton Rioter IronStylus: Good question. Honestly, I was surprised how fairly solid our little Armordillo is. In this case, a little polish went a long way. I personally see these adjustments as what’s needed for Rammus as he stands. There’s no giant theme shift he needs, there’s no changing gameplay that needs to be visually represented, he just needs cleanup. Maybe in the future, if some compelling situation arises, we might shift him, warranting a full VU. I don’t really foresee that happening though, at least not any time soon. For now he’s ok.



[Carmilia] Are there other Champions who need minor adjustements via texture work?


IronStylusButton Rioter IronStylus: There’s a whole list of champions which sort of constitute a lower tier in terms of priority and work needed for VU. This equates to “TU’s”, or Texture Updates. Those are champions whose models, rigs, animations, and other framework are in pretty decent shape, and all they need is some geometry tweaking on the model and texture polish for quality and readability’s sake. Yes, Miss Fortune would be one of those. Some others might be Lux, Vayne, and a few other recent-ish champions built on solid foundations. Such TU’s would be easier to do, low-risk and be able to be peppered into our larger scale effort to overhaul champions that have a heavier work load attached to them.



[Splinterheart] How long does it take to develop a Texture Rework?


IronStylusButton Rioter IronStylus: Depends. The Rammus one, since it wasn’t a full blown operation, more of a labor of love for some of our artists for a while, took longer than it would have to just focus the entire Relaunch team onto such a TU. That said, we only have a certain number of texture artists. They’re going to have stuff to do across the board on a number of different assets at any given time. Work like this seems to be be best served when it’s not the absolute priority, and as I said, mixed into the various levels of work we do on any particular champion.

We have a TU list also. As per usual, if you look though characters that have fairly solid rigs and animations, you can guess which ones will most likely be in line for a TU rather than a full blown VU or relaunch.



[GenuineGuilt] Off-topic: Any news on Kassadin?


IronStylusButton Rioter IronStylus: Kassadin is high on the priority list for a full VU.




Zyra’s rework in the making


Zyra Banner

Following Morello‘s recent statement that we should expect a possible tweaking of Zyra, CertainlyT posted a theoretical rework for her.



CertainlyTButton Rioter CertainlyT: Hey everybody — Here is some additional context on the proposed changes. I’ll just bullet point it:

• Q and E both spawn seeds placed at the moment of detonation more reliably. This is especially in the presence of latency — something our pros play without but you play with. Ever notice that you combo and are left with a seed on the ground after? That is largely resolved.

• E spawns Vine Lashers in a wider band around it, allowing you to create more effective zoning walls with good mouse movement or pre-placement of seeds.

• R hastens plants grown after it has been placed, allowing you to ult at a position in an emergency and then turn the fight around and unload on your opponent(s) if they fail to escape.

• Deadly Bloom at 800 range and Rampant Growth at 850 allows you to place seeds in the outer portion of the ring created by max range Deadly Blooms. Combined with the reliability changes above, you can now more effectively cast Q or E, wait a moment to see which way the enemy moves, and create a plant at the edge of the spell closest to them. These optimizations are really satisfying and embody the gameplay I intended on release. Overall, her playmaking potential has gone up to compensate for her raw numerical power going down.

• It’s not on PBE yet, but I plan on improving the self-only indicators of who your plant is targeting (the triangle with downward arrow above enemies’ heads) facilitating finer plant micro-management using your basic attack.

• 10% CDR is worth 322 gold. If you maxed W last, the CDR nerf is roughly the gold equivalent of losing 3 AP at level 2, 6 AP at level 14, and 0.75 of an Amp Tome at level 18. Common mid builds overcapped CDR by a hefty margin making the effective cost even less. The change was long overdue given season 3’s improved access to cooldown reduction.

• Reduced plant base damage at early levels is focused on Zyra’s power as a duo laner. She levels much more slowly and leans more heavily on base damage from the support position.

• The duration of Stranglethorns’ stun on live was never intended to be this length. She still retains a gigantic amount of CC, even for a control mage. Even after these changes, she still brings 3 seconds of AOE immobilization/stun to set up further crowd control, such as Vine Lashers.

• The small reduction in Q base damage is mostly targeted at competitive support Zyra – they take Q first and harass their opponents out of lane, since it is nearly unavoidable if you cast it when the enemy AD begins a last hit. It’s also the change in which I have the least confidence, so keep tabs on this one.

• I am not interested in “compensation,” only in giving all Zyra players more opportunities to distinguish themselves, because I think Zyra is also too strong as a mid laner. That she is still highly successful in that slot in an assassin-filled meta-game (her natural counter) speaks for itself. The fact that LCS teams generally choose to run her bot lane doesn’t make her mid lane case immune from balance considerations. If you enjoy Zyra enough to take advantage of the gains this patch provides, you’ll still find great success in mid..

Discuss away!



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