Posts Tagged ‘Aatrox’


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Enemies cant see your team’s borders because it could lead to griefing

Sargonas New PortraitThat’s a key point. A lot of the reasons why we are ok with some of the functionality that 3rd party community sites have that we opt to not put into the game directly is the opt-in aspect. Some things may potentially negatively impact a players experience, but not so negatively if they opt into it with a small barrier of effort if it actually enhances it for that particular individual. In those cases it is much more ok with us, hence why we’re ok with the API being used to help build these things.

The effort to go out to a site and look these things up while loading in is sufficient enough of a barrier that few, if any, players who EXPLICITLY wants to know this is going to be at risk for having a lower quality experience that might be had by unintentionally knowing information that may cause a form of “opponent anxiety”.

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Why not have an option to show hide borders

Sargonas New PortraitIn theory, but a toggle-it-and-forget-it option in settings is a much lower barrier than taking the time to visit a website each time.

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Will we ever be able to hide from 3rd party sites mining our game stats
Sargonas New PortraitIt’s not Data Mining.. that implies the data is being hunted down and extracted through back-channels in a creative and unofficial way. We actively make this data available intentionally to the community as a supported service via the Riot API.

That said, we’re actually in the midst of a series of major changes to how this data is handled that affects your concern. Before too long, all non-ranked data (normals, ARAM, etc) will be the exclusive domain of the owner of that player data (you the player) and your friends (only if you so desire). No one else will be allowed to aggregate and represent that data about you to any other eyeballs. Ranked data on the other hand, will always be publicly available to all for the foreseeable future. Think of it like baseball stats.. everyone in the world is privy to your competitive stats because you are electing to take part in a public competition against the world at large, and these stats are part of that experience.

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Aatrox feels underwhelming to play at the moment

Meddler Final PortraitI’m with you that Aatrox has some issues, and that means he sometimes doesn’t feel very satisfying to play, I don’t personally feel it’s because he’s weak though. Statistically he does ok, nothing special, but pretty middle of the pack. I actually feel you hit the nail on the head with one of your other comments “need to look at him and make him stand out from the ordinary”.


That’s Aatrox’s big gameplay issue – he doesn’t have a distinct enough gameplay identity, so the only major gameplay reason to pick him is if he’s the strongest option in his class (diving fighters). Other divers have more unique things they bring to a team, so there’s reason to pick them even if they’re not numerically the strongest (Jarvan has strong synergies with Gnar and Vayne, Nocturne can join a fight from long range, Vi offers almost guaranteed access to and CC on a priority target etc). Since Aatrox doesn’t have something that distinct however he instead has to compete purely on more general grounds (damage, tankiness/sustain primarily). To feel good he’d therefore need to be noticeably overpowered.

The solution, following that logic, then is to find something special Aatrox can offer and put a significant part of his power budget there. We don’t have work on Aatrox currently prioritized, but have kicked around some ideas for ways to do that whenever opportunity to work on him permits. There’s one direction in particular I personally feel’s got a lot of potential (and some noticeable risks), before I get into details about that though I’d love to hear other people’s thoughts on what we could do to Aatrox to give him a unique space in the game.

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New Upgraded Private Chat Rooms

Limely: Hey all,

Private, persistent chat rooms, now on the PBE for extended testing, are the latest effort at improving League’s social systems. The idea is to give you easier ways to stay connected with your core group of League players and we plan to expand on this feature for the next few months.

Long-term, features we create should make it easier for you to find and get friendly with people you want to play with. For more on the vision for social systems in League, check outthis chat between some teammates and I.

Persistent chat rooms will store any messages sent between members while you’re online and instantly be available when you log onto League. You can own one chatroom be a member of three at any given time.

Once you set up a chat room, you can:

  • Name the chat room
  • Invite new members
  • Promote current members to officers (they can invite and kick members)
  • Demote officers back to members
  • Kick members

Because this is PBE, we’ll be regularly pushing updates to the feature, and that means we’ll need to occasionally reset all of the chat rooms. We’ll let you know before we hit reset!

Let us know if persistent chat rooms make it easier to stay connected and hit the Rift with friends! Also, bug reports – give us those here. :3

Limely :3

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Will we be able to mute notifications from chat rooms

Limely: We are definitely planning on NOT having sound notifications for these chats in case they get busy. :3

We are looking into ways of letting you know there are messages without being totally obnoxious about it, but we promise no flashing and no sounds. 😀

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Will Public chats also receive an update

Limely: Public chats will eventually be updated – we are actually doing some refactoring of the rooms so it’s not as easy as us just porting the feature over to public chat rooms, unfortunately. We are planning on building out a bigger system in which these new and improved private chats are just one piece in a larger plan.

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Will chat rooms be open to new members while still being moderated

Limely: Totally get where you are coming from here! We are definitely looking into this, as we want to make sure we can support more open communities in the future, but it’s not a capability that we have at the moment.

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Is there a chance well get an officelike role in Public chats

Limely: Not a stupid question – it’s been asked before and I’m thinking of making a FAQ to post in which case this question will definitely be on it! We have been developing in a separate space from the Public Chatrooms in an attempt to not disrupt existing rooms, but we are looking for ways to support existing communities with better tools in the future.

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Limely and Drevarius on Leagues social systems

NaKyle New PortraitHey all,

To share some insight into the PBE release of persistent chat rooms, Limely (product owner and designer) and Drevarius (designer) dished about the past, present and future of how we hit the Rift with friends. Read on to learn more about where we’ve been and where we’re headed with League’s social systems. We’ll hang out to answer questions below.


So, persistent chat rooms hit the PBE earlier today. How do you expect players to use them?


We expect groups of friends to use persistent chat rooms to stay connected, organize games, and potentially get to know friends of friends. Having a bit of chat history also makes it easier to have some context for the conversation when you log on and join the chat room.


We also put moderation tools in there so players can have some control and keep out unwanted guests like spam bots and sketchy dudes. Ultimately, this stuff is pretty overdue, but we’re still excited to get it out the door.


Cool. So, bigger picture: “Social systems” is a big and kinda vague term. What’s it mean to you? What are some of your guiding principles for building social systems and features for League?


Social systems are essentially features that connect players and encourage them to experience League together. This is still a big and vague description, but there are a lot of components that contribute to social, like finding IRL friends (Facebook friend discovery), learning more about the friends you already have (player hovercards), and sweetening the pot for playing together (party rewards).


These features all individually add value, but they’re pretty narrow and isolated in terms of the problems they solve. We want to start looking at “social systems” as something more cohesive. We want to get to a point where the whole suite of features work together to do all the things Drevarius mentioned and more.

That’s our big picture goal, but the actual implementation starts with some tedious overhauling of existing and foundational systems. That work was and still is time-consuming and almost invisible to players, which sucks. The strategy moving forward is to release larger features piece by piece, that way we ship stuff at a better cadence and iterate based on timely feedback from players. Persistent chat rooms, a pretty modest system on its own, is an example of one of those smaller, quicker steps.


How do small steps like persistent chat rooms feed into that broader vision for social systems?


Well, we’ve tried to make it easier to connect players with their friends, but we’ve learned that sometimes it takes more than that to get friends actually playing together. If you have no context as to the type of player your new friend is–jungler/silver/Warwick main–you might never go to the trouble of finding out if your playstyles are compatible, let alone jump into a game together.


It’s about more than providing playstyle context through hovercards though. Party Rewards get people playing together through bonus IP, but that doesn’t mean the friendship will stick and those players will keep playing together. So the strategic approach Limely’s talking about needs to include ways of finding players that you want to keep playing with.


You mentioned friends of friends. Do you see those connections as especially important?


Yeah, we do. You’re more likely to have things in common with friends of friends than outright strangers. And besides that, when we help you connect those dots, you can play together without that mutual friend.


Hopefully the mutual friend doesn’t get too jealous. What are some of the bigger picture social challenges you’d like to tackle in the future?


I think the big one we’re aiming at is giving players a reason to strengthen the bonds they have with current connections, maybe even helping them become genuine friendships. We think there’s something compelling about a group identity as well. That group identity can attract strangers who share similar playstyles, giving players even more people to play with.


We also want to make sure that the friends we’re helping you make are friends you can actually have a good time playing with. That mix of group identity, similar playstyle, and a mutual friend or two could be really compelling. When I group up with friends, I feel like I’m ready to take on the world–we want more players to experience that feeling.

The three of us will hang around the comments for a bit. Hit us with your questions about League’s social systems and look for persistent chat rooms to reach live after a bit of testing!

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Riot Games privacy policy updated now easier to read


We’re making a few changes to the Riot Games privacy policy and wanted to let you know what’s changing and why.

Starting on October 16, we’re replacing our current privacy policy (available here) with an updated version, which you can read in full here. After that date, your use of League of Legends and other Riot services will be covered by our new policy. Here’s what’s changing:

  • We’re making it easier to read. Documents like these can be overwhelming, full of dense language and endless legal clauses. In the revised policy, we’ve used more straightforward language that’s easier to read and understand. We’ve added section summaries, interactive elements, and more to help guide your review. There’s also now an entire section detailing the choices and controls you have to further protect your privacy.
  • We’re updating it to cover new features. Features like Add Friend are new to League, and they need to be covered by our privacy policy. Our new policy reflects these new features and more accurately (and clearly) explains how we’ll process info to support them.
  • We’re setting it up for future growth and development. Riot continues to grow and offer new types of experiences (like mobile apps and websites), and we continue to grow internationally – the new policy reflects that. Some changes in the policy also allow us to use industry standard advertising practices and to better surface content that’s relevant to players based on their preferences.

We know privacy is very important to many players. It’s important to us, too. Our goal with updating our privacy policy is to provide players with transparency and choice. We’ve simplified the language and added context to make it easier to understand, and we’ve taken care to ensure players have meaningful choices to protect their privacy.

Riot’s legal team will be on hand until 4PM PDT to answer any questions you might have about the new policy in the comments below.

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FAQ Banner

What is the Riot services privacy policy?

Our privacy policy explains what info Riot Games collects when you visit the Riot services (like League of Legends), as well as ways we might use or share it.

What’s changing?

To see all the changes, we suggest you take a look at the full policy – but here’s a quick rundown:

Most of the changes are aimed at making the policy easier to read, with straightforward language, section summaries, and interactive elements. There’s also now an entire section detailing the choices and controls you have to further protect your privacy.

The new policy also includes some changes to cover new and future functionality for Riot services: for instance, features like Friend Importer and mobile apps like Blitzcrank’s Poro Roundup are new territory for Riot, and need to be covered under our privacy policy.

When does the change take effect?

The new policy will take effect on October 16.

Why are you changing the privacy policy?

Our goal with updating our privacy policy is to provide players with transparency and choice. We’ve simplified the language and added context to make it easier to understand, and we’ve taken care to ensure players have meaningful choices to protect their privacy. Besides accessibility, we also needed to update the privacy policy to cover new and future functionality for Riot services – it’s been awhile since we last updated our privacy policy, and these are frequently-updated documents that reflect a company’s present day operations.

What can I do to further protect my privacy?

Our new privacy policy includes a section detailing the choices and controls you have to further protect your privacy.

How do I accept or reject the new policy?

The new policy applies to playing League of Legends or using Riot services after the effective date – if you play League of Legends or use any Riot services after that date, it’ll be covered under the new policy.


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


Red Posts 09 06 Banner



Ekko’s ultimate will no longer be free-to-cast after Patch 5.12. Also, Meddler has confirmed that Lux will be able to pre-detonate her E and he also chimed in on yesterday’s confirmed Aatrox buffs. Lastly, some context on the Ryze nerfs that’re headed to live.


Recent News





Ekko Single Banner


Stop pretending Ekko doesnt have burst and give his ult a mana cost

Gypsylord New PortraitSo first of all, giving his ult a mana cost is not likely to solve any of the frustration problems it might have. In the vast majority of fights it’s going to be used the same way, under the same contexts. If the spell needs a downside (not saying it does) giving it a mana cost isn’t going to solve that.

That said, from a design standpoint I do agree that there is something to the idea of “he’s been spamming spells and is out of mana, now is my chance to strike.” His ult not having a cost directly avoids the minor gameplay idea of “characters are weak when they’re OOM.” My bad on that one. We’ll be fixing it for 5.12 by upping the cost to 100 (from 0). There were localization things that prevented it getting in for 5.11.

As a side note, adding higher mana costs across Ekko’s kit (we’re also upping W cost to 50 from 30 in 5.11) helps mitigate burst in an indirect manner. Higher costs means he has a harder time farming and may want to invest in more mana/regen itemization. More gold spent on mana + less gold overall = lower AP totals at X point in the game.

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Lux Single Banner

Why cant Lux pre detonate her E like Gragass Q or Ziggs W

Meddler Final PortraitPre-detonate on Lux E is something we’ve got on our backlog and will add at somepoint. It will add a bit of power, but should give a clear feel improvement and help out players with higher pings. Should be a pretty straight forward change, I’ll see where it’s up to, that’s one we should have got in previously.

Shield application at end of cast’s currently intended functionality, rather than a bug. Having said that I do agree that there’s a noticeable feel cost there, given almost every other shield in the game is immediate. I’ll pass that suggestion on to the balance team, see if they’ve got any concerns about bundling it with the pre-detonate change.

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Ryze W Single Banner

Ryze has a low winrate and falls off late why are you nerfing him

Repertoir New PortraitRyze isn’t much of a winrate problem at the moment. He’s just a crappy experience to play against, mainly due to an abusive skill order option. This was a slip up on my end in the 5.10 buffs, but I believe it can be addressed in a way that leaves the core high moments (rapid chain casting, NOT 100% uptime rooting) of the character intact while limiting some of the more abusive stuff. It’s perfectly justifiable for players to be vocal about something that looks and feels unfair, regardless of whether or not they have numerical data to support their claims. You shouldn’t need to know Ryze’s win rate in order to tell me he feels dumb to play against.

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Aatrox Single Banner

Aatrox relies heavily on his passive to be viable in teamfights

[ Note ] You can check out the announced buffs to Aatrox’s passive HERE.

Meddler Final PortraitThat’s our belief here. We don’t think this will fix all his issues of course, but do think it will offer a decent amount of benefit.

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



PBE 12 03 Banner


PBE 12/03


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


Check out all the April Fools skins, texture rebalances and the Champion Mastery System that will be up with Patch 5.6!

PBE 11 March Banner



Surprise Party Amumu Banner

Surprise Party Amumu is enabled today! He’ll be sold for 1350 RP.


Party Amumu Model 1

Party Amumu Model 2

Party Amumu Recall

Party Amumu Recall 2

When Amumu recalls, he tries to fly off on a Teemo balloon. When he recalls, the balloon pops and Amumu falls on the ground. =(


Party Amumu Basic Attack

Basic Attack


Party Amumu Q 3

Party Amumu Q 1

Party Amumu Q 2

Bandage Toss [ Q ]


Party Amumu W 1

Party Amumu W 2

Despair [ W ]

When Amumu has his Despair toggled on, the rain puts out the candle on his cake.


Party Amumu E 1

Tantrum [ E ]


Party Amumu R 1

Party Amumu R 2

Curse of the Sad Mummy [ R ]

If you hit an enemy champion with your ultimate, you’ll get a smiley face. Otherwise you get a sad face.


Party Amumu Death

Death Animation



Tweaks to Debonair Galio

Debonair Galio is back with shiny wings and golden ornaments. He’ll be available for 750 RP once Patch 5.6 is out. You can check out his older version here.


Debonair Galio  New 1

Debonair Galio New 2



Champion Changes


Aatrox Final Portrait


Massacre Final Icon Massacre  [ R ]

  • Additionally increases Aatrox’s Blood Well pool by 20% for every champion hit



Annie Final Portrait


Summon Tibbers Final IconSummon Tibbers [ R ]

  • AoE damage of Tibbers changed from 35 at all ranks to 20/30/40



Galio Final Portrait


Righteous Gust Final IconRighteous Gust [ E ]

  • Cooldown changed from 12 seconds at all ranks to 13/12/11/10/9



Veigar Final Portrait


Baleful Strike Final IconBaleful Strike [ Q ]

  • Range increased from 850 to 900


Event Horizon Final IconEvent Horizon [ E ]

  • Range increased from 700 to 750


Item Changes


Hunter's Machete New Icon 2Hunter’s Machete [ Reworked ] 

  • No longer grants 15 bonus Gold when a large jungle Monster is killed
  • Grants 6 health-per-second while in combat with monsters, decreased from 7 (mana gain unchanged)
  • Now doubles health gain for champions who are below 50% health (to 12-per-second)
  • No health is granted while killing the Rift Skuttler

Here’s some context on the changes:

Texture Rebalances

Following yesterday’s texture update of Pantheon and most of his skins, Myrmidon Pantheon also got some tweaks:


Myrmidon Pantheon

Myrmidon Pantheon Model 1



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



Free Champion Rotation February 24 Banner

The following Champions will be free-to-play until February 24th:

Aatrox Final Portrait

Blitzcrank Final Portrait

Evelynn Final Portrait

Ezreal Final Portrait

Gragas Final Portrait

Wukong Final Portrait

Quinn Final Portrait

Skarner Final Portrait

Syndra Final Portrait

Twisted Fate Final Portrait



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

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Free Champion Rotation Week 35 Season 4 Banner


The following Champions will be free-to-play until September 23rd:





Aatrox Final Portrait

Anivia Final Portrait

Graves Final Portrait

Janna Final Portrait

Karthus Final Portrait

Lucian Final Portrait

Sona Final Portrait

Udyr Final Portrait

Yasuo Final Portrait

Zac Final Portrait



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



August Sales List


I took the full sales list for August from this thread on Reddit and linked the skins to video previews of them on SkinSpotlights. Lots of great sales this month, see if there’s anything you’d like having !


Recent News


PBE-Update-July-31-Banner (1)




All Sales for August


8/1 -> 8/4
Item Original Price Sale Price
Galio 880 440
Vi 975 487
Teemo 585 292
Crimson Elite Talon 750 375
Statue of Karthus 520 260
Ghost Bride Morgana 975 487
8/5 -> 8/8
Item Original Price Sale Price
Lee Sin 880 440
Corki 790 395
Nami 975 487
Minuteman Gangplank 520 260
Special Weapon Zac 975 487
Soul Reaver Draven 1350 675
8/8 -> 8/11
Item Original Price Sale Price
Amumu 585 292
Hecarim 975 487
Shyvana 880 440
Hextech Anivia 750 375
Waterloo Miss Fortune 520 260
Major Ziggs 975 487
8/12 -> 8/15
Item Original Price Sale Price
Skarner 880 440
Jax 585 292
Rengar 975 487
Sorceress Lux 520 260
Justicar Aatrox 975 487
Foxfire Ahri 975 487
8/15 -> 8/18
Item Original Price Sale Price
Malzahar 880 440
Rammus 790 395
Fiora 975 487
Uncle Ryze 520 260
Woad King Darius 975 487
Runeborn Xerath 750 375
8/19 -> 8/22
Item Original Price Sale Price
Kennen 880 440
Aatrox 975 487
Zilean 585 292
Superb Villain Veigar 975 487
Forsaken Olaf 520 260
Arcade Hecarim 1350 675
8/22 -> 8/25
Item Original Price Sale Price
Kog’Maw 880 440
Cho’Gath 585 292
Quinn 975 487
Ravager Nocturne 520 260
Arctic Warfare Caitlyn 750 375
Rageborn Mundo 975 487
8/26 -> 8/29
Item Original Price Sale Price
Riven 880 440
Sona 790 395
Nautilus 975 487
Blast Zone Heimerdinger 520 260
Bloodstone Taric 975 487
Warmonger Sion 975 487
8/29 -> 9/1
Item Original Price Sale Price
Rumble 880 440
Xin Zhao 585 292
Darius 975 487
Iron Solari Leona 975 487
Commando Jarvan IV 520 260
Little Knight Amumu 750 375



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


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Champion Rotation Week 27 Season 4


The following Champions will be free-to-play until July 22nd:

  • Aatrox – 6300 IP / 975 RP
  • Cho’Gath – 1350 IP / 585 RP
  • Ezreal – 4800 IP / 880 RP
  • Kassadin – 3150 IP / 790 RP
  • Kha’Zix – 6300 IP / 975 RP
  • Rengar – 6300 IP / 975 RP
  • Syndra – 6300 IP / 975 RP
  • Varus – 6300 IP / 975 RP
  • Zilean – 1350 IP / 585 RP
  • Zyra – 6300 IP / 975 RP

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


Sale May 5



  • Aatrox – 487 RP
  • LeBlanc – 395 RP
  • Malzahar – 440 RP


Nurse Akali – 487 RP

Nurse Akali

Nurse Akali Splash

Shadow Prince Malzahar – 260 RP

Shadow Prince Malzahar

Shadow Prince Malzahar Splash

Sun Goddess Karma – 375 RP

Sun Goddess Karma

Sun Goddess Karma Splash


Patch 4 Point 6 Banner

Patch 4.6



Riot Pwyff Button Rioter RiotPwyff: Hi Summoners,

Since this is the patch the 2014 All-Star tournament will be played on, we’re taking it a little easy on the changes. After 4.5’s laundry list, here’s what we’re tackling next.

Reworks: We’ve released a number of reworks over the past few patches and we’re committed to following up to get these champs to a better place. We saw quick opportunities to polish up Kassadin, Gragas and Rengar. We also have plans for Skarner, but we’re going to keep him in the lab a little longer. You can read about our specific design intentions below, but the general theme (for all of the above) is to make these reworked champions more unique within their role while still preserving game health.

Top lane: We’re particularly aware of low champion diversity – especially in competitive play. The current state of top lane is a couple of champs go to fight on an island and that makes the balancing act tricky. We know that nerfs won’t work because taking down today’s bullies (hi Renekton!) means that others would rise to the spot. Instead, we’re going to be buffing(!) champions over time that have teamfight-oriented, healthy gameplay. In this vein we have changes in store for Jarvan IV, Malphite, Rumble and more, but Rumble is the only one shipping because he’s the only one done. Stay tuned, as this will be an ongoing project.

Onward to the patch notes!

LoL Patcher (1)

LoL Patcher










Wriggle's Lantern

Summoner Spells


Twisted Treeline, Crystal Scar & Howling Abyss

Hextech Sweeper

 Twisted Treeline

Twisted Treeline

Bots (1)


If you have any questions for me, feel free to ask me at @NoL_Chefo.

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Week 13 Season 4 RotationThe following Champions will be free-to-play until April 22nd:

Aatrox – 6300 IP / 975 RP
Ezreal – 4800 IP / 880 RP

Blitzcrank – 3150 IP / 790 RP
Fiora – 6300 IP / 975 RP

Corki – 3150 IP / 790 RP
Karthus – 3150 IP / 790 RP

Darius – 6300 IP / 975 RP
Katarina – 3150 IP / 790 RP

Elise – 6300 IP / 975 RP
Thresh – 6300 IP / 975 RP