Archive

Posts Tagged ‘BotRK’

 

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Summary

On the forums, Phreak addressed the viability of immobile carries like Ashe, Miss Fortune and Varus. A currently popular exploit involving Blade of the Ruined King’s active is being investigated by Riot; note that exploiters are being perma-banned. Lastly, rumors of Middle-eastern servers, a thread to post performance issues with the new map, and an explanation from Morello on the delay of Cassiopeia’s PBE changes.

 

Recent News

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All PBE Updates from Patch 4.20 Cycle:

[ 12/11 ] Changes to Fiora and Kalista

[ 12/11 ] Ward Skin Gifting, Preseason Icons, Nerfs to Amumu, Kha’Zix, Lee Sin and Warwick, Stat Buffs to Ryze and Jayce

[ 07/11 ] Maokai Visual Update (Unavailable), Updated Graves Splash Art, New Maokai Spell Icons, Mana Regen Nerfs for Supports

[ 07/11 ] Nerfs to Gnar, Katarina and Rammus, Buffs to Sona, Texture Rebalances for Riven and Jax, Preseason Tweaks, New Summoner Icons

[ 05/11 ] Kalista, Battlecast Alpha Skarner (Legendary), Battlecast Kog’Maw, Pickpocket Twitch, Captain Volibear, Safecracker Evelynn, Constable Trundle, Balance Changes, Texture Rebalances and More

 

 

Immobile ADCs Banner

 

 

Miss Fortune Varus and Ashe need buffs

Phreak New PortraitJust wanting to chime in as a player:

I think it’s very easy to say, “Look at these weaknesses. This champion is horrible.” IMO every champion should have easily-identified weaknesses. Otherwise, why wouldn’t you pick the champion? It’d be a no-brainer. For example, I can take any of the top played champions from the recent World Championship and make a case for them being terrible.

Zilean: This is a mid-lane mage with no lategame. Only has one damage skill. And if we’re in “league of late-game AD Carries” why would I want to pick this champion? If I revive an ADC with Chronoshift, he just dies right again anyway. IDK what the point of this champion is. I’d much rather play something like Jayce who does more damage, scales harder, gives an AoE speed boost instead of single target, and actually has self-peel, unlike Zilean.

Alistar top: Wow, a “tank” champion whose only tank stats come from my ultimate? What if our opponents try to fight us more than every 2 minutes? This champion’s useless. I have to go into melee range to CC, but then I just die right after. And I have to build damage as a top laner. How else can I threaten the back line? Such a useless champion design. I’d rather just be Maokai who has a really short ultimate cooldown, more damaging abilities, and way better healing during a fight and in lane.

Lee Sin: Wow, absolutely no late game. With how much champions like Thresh and Janna are being played, there’s just no way I can land Q-Q-Ward-W-R without my opponent Flashing, simply dashing away (Lucian, Tristana, etc.), or the support just peeling me off. Add the fact that I have to go Lizard Elder, yet still don’t actually deal that much damage, means I can’t be a tank either. How is this champion supposed to team fight?

And the list goes on. Janna has a weak laning phase and no sustain. Twitch has no escapes. Tristana has no mid-game. Lucian’s ultimate is easily blocked by tanks.

What it comes down to is that every champion has STRENGTHS, too. There were two different periods in League competitive history where Miss Fortune was a top 3 AD Carry. One was right after her release where here base stats and laning power were so strong, you just wanted to crush lane. She had all the same weaknesses: No self-peel, no in-combat mobility… And yet she had this other strength of lane dominance that made her not only worth playing, but the premiere pick. The second was in early Season Three I believe when Miss Fortune+Amumu was the comp to beat. Area of Effect team fighting. That’s another strength of hers. And we saw at the World Championship people went back to champions like Rumble. We know teamfighting is still really important. But no one decided to try MF/Amumu for whatever reason, so she’s “weak.”

Also keep in mind that every champion has synergies and anti-synergies. We live in one of two worlds:
1. Champion select, item builds, counter-picks, etc. are entirely irrelevant.
2. Teammate and opponent champions are important and have a direct impact on champions’ success.

I think it’s pretty likely we live in World #2. This means that Miss Fortune’s (for example) power is in fact tied to the types of teammates and enemies she goes up against. There have been multiple times in the past where her environment made her sought-after (early laning was important, people really wanted team fight power). And it’s really easy to bring that back: Just choose to play for team fights, dragons, etc. And with League of Legends being a team game, it’s not too hard to say, “Hey, let’s play Miss Fortune+Amumu.” That’s a world where she thrives.

The final thought I want to share in on the metagame. By definition the metagame is what everyone ELSE is playing. You don’t have to pick Lee Sin, Lucian, and Kha’Zix just because everyone else is. The weird thing is, while competitive players pick their own small champion pools and play within their defined metagame, there are twice as many champions out there that are actually MORE successful in the game that WE are all playing. And other players don’t have to define what we play.

 Even within the current metagame (omg how could you be immobile? Kha’Zix will kill you!) Ashe is one of the top 3 most successful AD Carries right now in high MMR. No, she doesn’t deal as much damage as Tristana. No she’s not as safe as Tristana. But she stuns someone from 1500 range away. You can literally never be out of position against her or you give up a free kill and a turret. Tristana can’t do that. And again, I’m talking about Diamond-level players here. Ashe excels (more than Lucian, more than Tristana, more than Twitch, more than Kog’Maw) with and against elite players.

[ Link to Post ]

 

 

So Ashe shouldnt be picked by nonDiamond players

Phreak New PortraitNot what I’m saying at all. I’m just pointing to a specific stat that exemplifies how powerful she is. I feel like it’s easy to strawman and be like “Well yeah newbs will get caught, but that won’t fly in top tier.” However, I’m pointing out that even in the top 1% or something, a CC-oriented AD Carry with no escapes is still exceptionally powerful. Ashe is very strong in all skill tiers last I checked.

[ Link to Post ]

 

 

 

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Rewards for positive play

Lyte Final PortraitAs the 2014 season comes to an end, we wanted to take a moment to celebrate players who have demonstrated positive behavior. As a first step, players who haven’t been chat restricted or had their account suspended in the 2014 season will receive a 5-win IP boost this Friday, November 14th. Due to the number of players receiving this reward, we’ll be granting the bonuses over the next week. Keep an eye out for a shiny new boost icon next to your IP balance.

We’ve recently been focused on addressing extreme cases of verbal toxicity, and will soon be testing additional systems that address gameplay toxicity like leavers, AFKs, and intentional feeders. However, it’s important to keep in mind that players engaging in these behaviors really are not welcome in our community. Fewer than 1% of players have been escalated to a 14-day ban or permanent ban or even received a chat restriction.

As we mentioned previously, we’ve been testing some new chat ban systems and wanted to give you guys an update on our progress:

As of 11/13/2014, 95% of active players in 2014 have never received a punishment of any kind. The vast majority of you have not received chat restrictions, ranked restrictions, game bans or permanent bans this year!

So let’s spend some time highlighting the awesome behaviors in our community. If you’re a positive player in League, and are OK sharing some of your recent chat logs with the rest of the community, please post a reply here!

If you do, make sure you’ve verified your email account, because you may see another bonus head your way in the near future.

[ Link to Post ]

 

 

Will the honor system ever come in use

Lyte Final PortraitYes. The current Honor was always a foundation, and we have plans to build on top of it. But, right now we’re focused on finishing the new Tribunal, LeaverBuster, and Team Builder.

[ Link to Post ]

 

 

 

Is the 4win IP boost all well get

Lyte Final PortraitRead the post carefully, this is just the first gesture. 2 months left in the year :p

[ Link to Post ]

 

 

 

 

Exploit Banner

[ Explanation ] A recent exploit was reported on Reddit; players would spam BotRK’s active without cooldown, instantly killing champions.

 

 

Exploit discovered announcement for NA players

Wulalowe: We are aware of an item exploit that some summoners are using. We are actively detecting and banning players abusing the exploit as well as working on a long term solution to this issue. Thank you for your patience while we work on this.

[ Link to Post ]

 

 

About the current exploit reported

Dromaius New PortraitHi everyone,

We are aware of the exploit that some players have been using to instantly eliminate champions. We are actively working on the matter to have it resolved as soon as possible. In addition, all players found guilty of using this method will receive an appropriate sanction for using it.

There has been a fair amount of threads opened for that issue, and we will not be able to reply to each of them; we hope this post will help you see that we are working on it.

Note that as always, naming and shaming on the forums is not allowed. 

Edit: No need to contact Player Support anymore as we have enough information about this and will not require individual reports. Thanks everyone!

[ Link to Post ]

 

 

Why is it witchhunting  to post proof on the forums

Pendragon New PortraitWe’re aware of the issue and actively working on a solution. Anyone who uses the exploit will certainly be punished appropriately.

Generally in that situation – additional reports do nothing to increase our awareness or improve our ability or desire to address it as quickly as possible, so at this point more than anything you’re just raising awareness to more folks who might want to try it.

The other thing to note that “proof” in the sense of calling out an individual is certainly witch-hunting. We have technological means to identify and verify people who are doing this.

[ Link to Post ]

 

 

 

 


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Performance Issues on the updated Summoners Rift

AEON New PortraitHey all,

We’re hearing some reports about players hitting performance-related issues on the updated Summoner’s Rift, and we’re actively investigating all possible causes.

While we look under the hood for potential optimizations on our end, there’s also a possibility that the updated Rift just doesn’t play nice with certain setups. For those with performance issues, we’d appreciate if you could:

  • Update your drivers
  • Adjust your environmental settings (try turning some down, as the scales got recalibrated! Your ‘medium’ settings on the old SR might actually be closer to a ‘low’ on the updated Summoner’s Rift - even with the same performance)
  • Disable HUD animations
  • Disable VSync

If none of the above work, you can help us out by posting a description of the issue in this thread along with a DxDiag:

  • Click the START button on the bottom left corner (default) or press the Windows Key.
  • Type dxdiag in the search box and press ENTER.
  • Click “Save All Information…” on the bottom right of the DirectX Diagnostic Tool.
  • Attach the file here.

We’re seeing a lot of machines run the same or better on the new Summoner’s Rift, but that’s exactly what these staged rollouts are for – tracking down the unforeseen performance considerations and figuring them out.

We’ll continue to provide updates via this thread on our efforts and thanks for your patience.

[ Link to Post ]

 

 

Follow Up

ManWolf New PortraitThanks for all the dxdiags guys. That’s going to help us solve the problem much faster.

In the meantime, we think it may be an audio issue. I know it sucks, but if you guys disable sound you might see better performance. This isn’t permanent and we’re looking into a fix as I type this, but give it a shot in the interim. Thanks again. We’re on it!

[ Link to Post ]

 

 

Delay with Cassiopeia changes on PBE

Morello Final PortraitYo guys,

Sorry, but we’ve had some nasty snafu’s with our PBE push. This is some process and technical stuff that’s preventing us from getting the latest Casseopia changes into the PBE – it’s pretty normal development, but it’ll take a bit to get that out (like about a week or so) due to how PBE and live branching works.

Stash is still iterating based on this and has new things on the kit, but we’re going to have to sorta shotgun them out on his next available PBE push. And since this is a new process to him, he didn’t know this when he talked to you guys.

When we can, we’ll show you the stuff you’ve talked about on PBE. Until then, sit tight, and thanks for being cool about it!

[ Link to Post ]

 

 

Possible Middle-eastern servers

Riot_nicolo: We will re-boot our analysis for Middle East guys.

I don’t want to be dismissive because we will indeed do another territory analysis for this region, but I also need to manage your exceptions: we may not go with local servers there

To be transparent, the biggest challenge for the Middle East region is to find a server spot that improve latency for the whole region and to make sure there are enough CCU (concurrent players) at a given time to ensure reasonable matchmaking.

For example, if we put servers in Egypt, players in Saudi Arabia may have a worse ping because of Internet infrastructure: most connections from Saudi would through europe first before going back to Egypt. And vice versa. There are potential solutions for this so don’t lose hope but what we are saying this is not just a simple geographical equation. The Internet infrastructure is not that simple.

And if ping is only improved to a subset of the player base, it might take forever to find a match in matchmaking and then start a vicious cycle: players try the server, see it takes forever to find a match, which is then not super balanced, and thus go to the more populated server.

Then of course there are other challenges. We are still working on a few other data centers that we need to finish (NA east coast players, we haven’t forgotten you) and should we solve Middle East server location, we’d still need to work on a lot of other stuff (localization, transfer, etc…)

Hope that offers some perspective. I understand the frustration, I now live in a place where I also don’t have great ping. I promise we will look at it again. But can’t promise a solution yet.

Cheers and thanks for your continued support guys!

[ Link to Post ]

 

 

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

 

Patch 3 point 10a banner Final

Check out Patch 3.10a, featuring lots of tweaks to LeBlanc and Master Yi, the ability for Riven to hop over walls and a complete overhaul on Phage and its upgrades! On the PBE client we have several Dominion-only changes and revamped Turret UI, from Gamescom we get a tease of Dunkmaster Darius, on the store front we have Lucian and his skin, Hired Gun Lucian, as well as Arcade Hecarim and Riot Blitzcrank finally available, as well as a welcome return of Riot Graves for a limited time and, lurking around the forums, we have RiotScruffy bringing us the latest updates to Skarner‘s rework progress. Finally, the latest Champion/Skin Sale!

 

Patch 3.10a

PBE Update

Dunkmaster Darius at Gamescom

Riot Blitzcrank and Arcade Hecarim in Store!

Lucian is now available!

Update on Skarner

Champion/Skin Sale – Expires August 26th

 

 

Patch 3.10a

 

Patch 3.10a

A comparatively smaller update than usual, Patch 3.10a will fill the gap between 3.10 and the World Finals.

 

Hey Summoners!

With our focus on stability for patches leading up to the World Finals, we’ve decided to split our next update into a few parts in order to mitigate risk. As such, this patch is titled 3.10a due to the nature of its deploy (as it contains only balance and design changes).

 

 

Champions

 


LeBlancSquare

   LeBlanc

Summary: LeBlanc’s base health regeneration and attack damage per level have been slightly increased.

Context: With unorthodox skills, unmatched mobility and a supremely squishy face, LeBlanc’s always been a difficult champion to master. While this is intended, the changes we made to her in Patch 3.9 made her even more vulnerable, especially during her laning phase. These minor buffs should improve her play experience and even her out a little.

 

   General

  • Base health regen increased from 5.05 to 7.05
  • Attack damage per level increased from 3.1 to 3.5

 

 

MasterYiSquare

  Master Yi

Summary: Highlander now reduces ability cooldowns per kills and assists by a percentage amount rather than a flat second reduction. This means Master Yi will never get a “full reset” to chain Alpha Strikes together even if he kills with his first Alpha Strike. Additionally, Master Yi’s attack speed per level has been reduced, while Meditate’s damage reduction at later levels has been increased. Wuju Style’s passive attack damage bonus is now higher at earlier levels and lower at later levels.

Context: New Yi quickly emerged as a powerhouse champion, and while we soon identified the need to reduce his power, we wanted to do it in an intelligent way that created windows of opportunity for both Yi and his opponents, rather than by simply reducing his overall damage. We like Highlander’s reset mechanic, but the flat second reduction on it meant that solid Yi players could effectively chain Alpha Strikes together with no window of vulnerability after scoring a kill. These changes mean Master Yi needs to land a few basic attacks after earning resets in order to Alpha Strike, which should give his opponents opportunities to fight back. Yi’s Meditate buffs give him ways of bridging those cooldown gaps defensively if needed, and offer more viable options when upgrading abilities.

 

   General

  • Attack speed per level decreased from 2.75% to 2%

 

DoubleStrike_newDouble Strike ( Passive )

  • Fixed a bug where the second strike would damage targets even when Master Yi was blinded

 

Meditate_newMeditate ( W )

  • Damage reduction increased from 40/45/50/55/60% to 50/55/60/65/70%

 

WujuStyle_newWuju Style ( E )

  • Passive attack damage bonus changed from 7/9/11/13/15% to 10% at all ranks

 

Highlander_newHighlander ( R )

  • Now passively reduces the remaining cooldown for Master Yi’s basic abilities by 70% on a kill or assist (instead of 18 seconds on kill or 9 seconds on assist)

 

 

RivenSquare

      Riven

Summary: Riven can now leap over walls with the third hit of Broken Wings.

Context: Riven’s Broken Wings started crossing walls on live following a few engine fixes. We looked at this and decided we want to fully support the emergent gameplay while cleaning up the ability’s environmental interactions. This change promotes Riven’s high mobility playstyle and skirmish play pattern, so we’ll balance around it rather than simply remove the change if it affects her power significantly.

 

   General

  • Fixed an issue where several of Riven’s particle effects were missing

 

Broken_WingsBroken Wings ( Q )

  • Third hit now knocks up affected targets rather than knocking them back
  • Only the third cast can now leap over walls
  • Hitbox has been retuned to more closely match the particles

 

 

ShenSquare

      Shen

Summary: Shen’s Feint shield has been weakened, while Stand United can now be interrupted by root effects.

Context: As a dominant force in the competitive scene, Shen gets just a little too tanky in the late game – to the point where even primary damage dealers have a tough time eating through his shields. This small nerf should reduce some of Shen’s strong dueling potential. Additionally, our Stand United change has been brought in to increase the consistency with which we handle delayed movement abilities. Specifically, Shen’s Stand United channel will be interruptible by root effects, similar to Twisted Fate’s Gate. We’ll continue looking at other cases in the future.

 

FeintFeint ( W )

  • Shield amount reduced from 70/115/160/205/250 to 60/100/140/180/220

 

Stand_UnitedStand United ( R )

  • Can now be interrupted by root effects

 

 

TwitchSquare

    Twitch

Summary: Twitch’s Expunge now deals less damage at early to mid levels.

Context: Currently Twitch’s laning phase trades are too strong, even when he’s forced to pop Expunge before reaching full stacks of Deadly Venom. These changes should balance out the Plague Rat’s early game power without affecting his team fight potential.

 

ExpungeExpunge ( E )

  • Base damage reduced from 40/50/60/70/80 to 20/35/50/65/80

 

 

ZacSquare

      Zac

Summary: Zac’s passive healing blobs will now be harder to pick up for both him and his opponents. Additionally, Zac’s ult no longer grants him Tenacity while active.

Context: Previously, Zac’s pickup range was so large he would sometimes regain health from his blobs even if he stood still after using an ability. The blob radius change creates more potential counterplay in lane, since Zac and his opponents now have to specifically move to blobs to regain or deny health. The tenacity portion of Let’s Bounce has removed to allow for more gameplay in fights, notably by giving enemies the chance to lock Zac down while protecting vulnerable targets.

 

CellDivisionCell Division ( Passive )

  • Blob absorption and squish radius reduced from 100 to 25

 

Let'sBounce!Let’s Bounce ( R )

  • No longer grants Tenacity
  • Fixed the tooltip to state that Zac removes all slows affecting him upon activation

 

 

Will this change make blobs really hard to run over?

 

Meddler Riotlink Button Meddler: Can understand your concern, because of the way distance between Zac and his blobs is calculated though this isn’t as big a hit as it appears on paper. Previously Zac would pick up a blob if the distance between his edge and the blob’s edge was 100 units or less, now he’ll pick up a blob if that distance is 25 units or less. The amount of space the blob itself occupies is unchanged however. As a result you need to get noticeably closer to the blobs but you certainly don’t have to run over their exact center or anything extreme like that.

 

 

 

Items

 

NOTE: If an item value or statistic is not mentioned, it is still present on the item.

 

Bilgewater_Cutlass Bilgewater Cutlass

  • Range reduced from 550 to 450
  • Active now takes into account the bounding boxes for each champion

 

Blade_of_the_Ruined_KingBlade of the Ruined King

  • Range reduced from 550 to 450
  • Active cooldown increased from 60 seconds to 90

 

Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Fixed a bug where it was granting more health regen than intended

 

Spirit_VisageSpirit Visage

  • Combine cost increased from 375 to 500 gold (total cost increased from 2625 to 2750 gold)

 

 

 

Phage & Trinity Force’s Icy Passive

 

Summary: Phage and Trinity Force no longer have the “Icy” slow passive. Instead of a percentage chance to slow an enemy champion on hit, these items now grant movement speed for a short duration of time, along with even more movement speed on minion, monster, and champion kills. Frozen Mallet’s function remains unchanged, but its recipe has changed.

Context: Following the nerfs to Blade of the Ruined King, we wanted to create more tools to help bruisers stick to their targets. Ultimately we focused on in-skirmish mobility as a valuable and healthy stat for all champions.

 

PhagePhage

  • UNIQUE Passive – Icy removed
  • New UNIQUE Passive – Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • Combine cost reduced from 590 to 375 gold ( total cost reduced from 1465 to 1250 gold )

 

Trinity_ForceTrinity Force

  • UNIQUE Passive – Icy removed
  • New UNIQUE Passive – Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • UNIQUE Passive – Spellblade
  • Unique passive on-hit damage increased from 150% to 200% base AD
  • Due to Phage’s price reduction, total cost is decreased from 3843 to 3628 gold

 

Frozen_MalletFrozen Mallet

  • New Recipe: Giant’s Belt + Pickaxe + Ruby Crystal + 950 gold = 3300 total gold
  • UNIQUE Passive – Icy retained

 

 

 

Maps

 


Summoner’s Rift

 

 

120px-WraithSquareLesser Wraith

  • Fixed a bug where lesser wraiths were granting less experience than intended (4 instead of 15)

 

 

Twisted Treeline and Crystal Scar

 

Blade_of_the_Ruined_KingBlade of the Ruined King

  • Now available on the Crystal Scar

 

Entropy_itemEntropy

  • UNIQUE Passive – Icy removed
  • New UNIQUE Passive – Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • Due to Phage’s price reduction, total cost is reduced from 3615 to 3400 gold

 

Kitae's_Bloodrazor_itemKitae’s Bloodrazor

  • Removed from the Crystal Scar

 

 

Howling Abyss

 

poroPoros

  • No change. Still awesome

 

 

PBE Update

 

 

Champions

 


 

GalioSquare

      Galio

Idol_of_DurandIdol of Durand ( R )

  • Cooldown reduced from 170/150/130 to 150/135/120
  • Mana cost reduced from 100/150/200 to 100 at all ranks

 

 

 

Dominion-only changes

 


 

NidaleeSquare

    Nidalee 

 

Bushwhack Bushwhack ( W )

  • Armor and Magic Resistance shred reduced from 12 seconds to 6
  • Trap duration reduced from 4 minutes to 2

 

 

KassadinSquare

  Kassadin

 

Null_Sphere

Null Sphere ( Q )

  • Silence duration reduced from 1/1.4/1.8/2.2/2.6  seconds to 1/1.25/1.5/1.75/2

 

 

KhaZixSquare

   Kha’Zix

 

Taste_Their_Fear Taste Their Fear ( Q )

  • Isolation bonus damage reduced from 45% to 35%

 

Evolution_Enlarged_ClawsEnlarged Claws ( Evolved Q ) 

  • Now deals 6% of missing health as additional damage, reduced from 8

 

 

TeemoSquare

      Teemo

 

Noxious_Trap Noxious Trap ( R )

  • Mushrooms now last 3 minutes, reduced from 10

 

 

 

Turret UI

 


Turrets now have a separate item bar which shows their buffs. Currently this bar is only active on Summoner’s Rift.

NOTE: Nothing has been changed to turrets in terms of numbers or additional passives.

 

Turret UI

 

Penetrating Bullets Penetrating Bullets

  • +30% Armor Penetration
  • UNIQUE Passive – Dodge Piercing: Tower attacks cannot be dodged.
  • UNIQUE Passive – Warming Up: Towers gain 25% damage each time they strike a champion (Max 75% bonus damage)
  • UNIQUE Passive – Heated Up: After the tower is fully heated, consecutive attacks against the same champion deal 25% additional damage. (Max 50% bonus damage)

 

vision ward Warden’s Eye

  • +1000 Vision Radius
  • UNIQUE Passive – Magical Sight: Can see invisible units.

 

Reinforced Armor Reinforced Armor

  • +60 Armor
  • +100 Magic Resist
  • UNIQUE Passive – Backdoor Plating: Gains 150 Armor and Magic Resist when no enemy minions are nearby.

 

 

 

Dunkmaster Darius at Gamescom

 

 A few pictures taken during this year’s Gamescom appeared on RiotMeDroid‘s Twitter page, giving us a glimpse of what could be the next skin for Darius.

 

Sketch

Shaded Sketch

Texture

Profile

Color

Full View

Final mesh


Riot Blitzcrank and Arcade Hecarim in Store!

 

 

Also, Riot Graves makes a return!

 

We’re kicking off the new convention circuit at gamescom in Cologne, Germany. That means another year of Riot Games antics at venues across the globe, and a brand new run of convention skins.

This year, gamescom attendees will be the first to get their hands on the latest additions to the Riot and Arcade skin lines: Riot Blitzcrank and Arcade Hecarim. Free codes are available at the booth, so be sure to stop by and pay us a visit if you’re in the neighborhood. If you can’t make it to Germany you can also snag both skins in the League of Legends store.

 

 Arcade Hecarim, the latest and 8-bittiest of the digitally reduxed champions, will be a permanent addition to the League of Legends store. Featuring new sounds, an arcade-inspired recall animation, some electric VO processing, and new spell effects including a color-draining Spirit of Dread, Hecarim’s decked out in our most ambitious arcade attire to date. He’ll debut at 1350 RP, but you can pick him upon sale for 975 RP if you buy before we leave gamescom on August 25th.

 

Arcade Hecarim Comic

 

Riot Blitzcrank, a riotous reimagining of your favorite steam golem, is only available while we’re on location at one of our convention stops. If you don’t pick him up for 975 RP before we hit the road on August 25th, you’ll have to wait ‘til we set up shop at PAX.

 

Riot Blitzcrank Comic

 

Riot Graves from last year’s convention lineup will also make one final appearance for 975 RP while we’re at gamescom. Once we pack up and hit the road on August 25th, he’s retiring to the Legacy Skins Vault, so be sure to snag the outlaw in full riot gear while you’ve got the chance.

 

Riot Graves Comic

 

 

 

Lucian is now available!

 


 

Lucian now available

Wield ancient weapons and send evil back to the grave as Lucian, the Purifier, now fighting on the Fields of Justice.

 

Hired Gun Lucian Splash

 

Hired Gun Lucian

“It’s a dangerous world out there – always nice to have a pair of guns at your side. I’ll do your dirty work, but it’ll cost you…”

Trading in the traditional trappings of his order for a cyberpunk-inspired look, Hired Gun Lucian is ready to blast any foe into oblivion. A new recall accompanies new sounds, visuals and effects that transform Lucian into a concussive and badass tour de force.

 

 

Stop the shadows in their tracks with Lucian and his Hired Gun skin for 1462 RP (normally 1950 RP) until the end of the weekend.

 

Also, you can check out Lucian’s music theme in the loading screen:

 

 

 

Update on Skarner

 


Skarner decoration

RiotScruffy iterates on his decision to move the Attack Speed buff from Skarner’s W to his Q. For the full discussion on Skarner’s Rework, please visit the links below.

 

Initial discussion – why is Skarner being changed?

Follow-up: Tweaks to Fracture ( E )

Overview of Reworked Kit

 

 

Changes in Question

 

Crystal_SlashCrystal Slash ( Q )

  • When target is hit, Skarner gains a 4/5/6/7/8% Attack Speed buff for 6 seconds. Stacks up to 3 times.

 

Crystalline_ExoskeletonCrystaline Exoskeleton ( W )

  • Attack speed component removed (moved to Q)

 

 

RiotScruffyRiotlink Button RiotScruffy: I see some comments about how moving the attack speed from W to Q is a nerf. From what we have seen (and what we intended) this is a buff to his consistency and a slight buff in overall stats.

The old W gave 30/35/40/45/50% while his shield was up (0-6s).

The new Q gives 4/5/6/7/8% per stack up to 12/15/18/21/24% max.

There are a few reasons why the attack speed on Q has been more consistent and powerful for Skarner.

-Skarner players level Q before W typically, gaining the attack speed earlier in the game. This is also great for his jungle clear times, and early lane dominance (if he’s laning).

-The attack speed buff is no longer reliant on his shield. In late game fights or duels, Skarner’s shield was only up for ~3s. 24% attack speed all the time is stronger than 50% attack speed for 3s out of every 18s.

I’m glad you all are holding these changes to a high standard. I too want to see Skarner back into common play.

 

 

Follow-up: Why was this change made?

 

RiotScruffyRiotlink Button RiotScruffy: The attack speed numbers on Q were actually much higher in the earlier iterations of the new kit. He was totally OP in our playtests, and dominating in every phase of the game.

Skarner’s damage doesn’t come from his auto attacks primarily. The reason, as many of you experienced Skarner players know, that Skarner scales very well with attack speed is because of the -1s (0.5 on minions) that it applies to his spell cooldowns.

The exact numbers aren’t final, but the 1% nerf on his base attack speed is a direction that we tried out and liked. We thought it was much cooler for Skarner to have slightly lower base attack speed and potentially scale up to higher numbers once he has been fighting for a few seconds.

In his pre rework design, he has tremendous attack speed IF he can keep his shield up. This can create some optimization confusion for a few reasons:

-Should I use my shield to block damage? This is ideal use of the shield mitigation, but it will break.
-Should I use my shield when I am not taking damage for the attack speed? This is great for the attack speed buff, but the shield has provided me sub optimal mitigation.

Moving the attack speed to Q has remedied this confusing element of his kit.

Additionally, a lot of the feedback on Skarner was that he has a very feast or famine gameplay. In one case, Skarner is ahead and he has a huge attack speed buff that is further increasing his lead. In the other, Skarner is losing and he can’t even use his attack speed buff because the shield is broken very quickly.

With this problem in mind, the change does intentionally lower Skarner’s attack speed in the best case scenario (shield is up for full duration). But the changes also bring an increase to the average attack speed and lower the standard deviation.

I’d like to continue to discuss the merits and problems with the proposed changes, and I have been seriously considering every argument made. Also, I don’t have any exact dates for when he will be on the PBE yet, but I will let you know as soon as I find out.

Edit: The E still has it’s old cast time, but it has extended range and a slow so if you hit, you can easily reach the target.

 

 

 

Champion/Skin Sale – Expires August 26th

 


Sale August 26

Enjoy the following champions and skins at a discount until August 26th!

 

Champions:

 

  • Urgot – 395 RP
  • Vladimir – 440 RP
  • Ziggs – 487 RP

 

 

Dragon Slayer Jarvan – 375 RP

 

Dragon Slayer Jarvan

 

Imperial Xin Zhao – 260 RP

 

Imperial Xin Zhao

 

Pentakill Olaf – 487 RP

 

Pentakill Olaf

 

 

Missed any recent updates? Check here!

 

Pool Party Graves, Leona, Lee Sin and Renekton on the PBE, IronStylus tells the story of Leona’s skin, Lucian Spotlight & Making Video, No more stealth for Rengar, State of Taric and Massive changes to Skarner!

Massive PBE Update – Changes to Yi, Zac and Phage, New Teamfight and Dragon & Baron UI, Improvements to Champions Tab, Update on Skarner, Skins in development, More amazing Diana Art, Results from the Freljord Tribe Event and the latest Sale!

Patch 3.11 Teaser, Legendary Skin for Janna, Zileas on Game Design, New Bundles in the Store, Summoner shows unique Skin Splash Arts and the latest Sale!

Are Leagues better than S2’s Rating? Morello on LoL’s core design, Nerfs planned for Master Yi, Lucian still not live, Rioters object to Mercy Voting, No plans for Udyr VU and the new Sale!

Mercy Vote: Anti-AFK System, Update to Galio, Lyte on Positive features, Visual Overhaul for Summoner’s Rift and the latest Sale!

 

 

twitter-icon-png-13 Follow me on Twitter!

 

 

bladeoftheruinedkingbanner

 

RiotSuperfoxman has this announcement to share!

 

TwistedFate_Underworld

Hey guys,

We’re hotfixing Blade of the Ruined King tonight based on community feedback and the state of the live game.

 

Blade of the Ruined King – Hotfix

 

• Attack Damage reduced to 25 from 30
• Combine cost increased to 1000 gold from 650 (total cost increased to 3200 gold from 2850)
• Active heal amount is now reduced by the target’s Armor
• Maximum damage dealt to minions and monsters reduced to 60 from 90

 

Blade of the Ruined King is simply too cheap for how powerful it is
As an item that should be primarily used for countering health stacking, it was simply too cheap for its current utility. To reduce its cost effectiveness, we are slightly reducing Attack Damage and increasing combine cost.

The active heal will now be reduced by the target’s Armor
Currently the active heals for 15% of the target’s maximum Health regardless of the target’s Armor. With this change, building Armor will now reduce the amount of health obtained from the active making Armor an even more effective counter to Blade of the Ruined King.

We’re reducing the maximum damage dealt to minions and monsters.
Currently Blade of the Ruined King provides far too much power against neutral objectives (ex: Baron, Dragon) and unintentionally trivializes these difficult encounters. By reducing this aspect of the item, we can focus on its core purpose of countering high-health enemies.

 

Breakdown:

 

Essentially the item will be weaker and more expensive; albeit not by much. BotRK’s popularity will most likely plummet, even though it didn’t get nerfed very hard. In fact, the only mechanic to be hit significantly is the active health leech, which will now be affected by Armor, i.e it will actually count as physical, not true damage. In a late game scenario where an enemy bruiser is essentially cutting your DPS in half, that’s a 50% reduction. The capped DPS against neutral objectives (Dragon and Baron) is also getting reduced by a third. This was a rather unfair advantage as teams often were not capable of contesting Dragon due to the speed at which it was killed. Hey, maybe this will bring back Wriggle’s Lantern! Eh, maybe not…

So is BotRK still competitive? Since it’s now as expensive as a Bloodthirster it will be a more situational pick, as it should be. I don’t expect it to lose that much of its power, but still, it will definitely see a decline in its popularity.

 

For a full review on Blade of the Ruined King, check out my article.

Riot Fixed

As expected, Riot will not leave Blade of the Ruined King in its current state for very long; a hotfix will be heading our way as soon as Riot are happy with the server stability. This is no surprise, more interesting is the very in-depth post by Xypherous about what the aim of BotRK is.

1. The item is DPS efficient on squishy characters

Kind of. Fundamentally, any item built off of current health will always look overpowered when it works. This is because the optimal case for current health damage never actually happens in game. For example, let’s say that BoRK breaks even with BT at 1700 health for the target. What this actually means is that BoRK breaks even with BT at 1700 health for the target assuming there is no other damage sources affected the target at all. Given that almost every character has base damage on their skills and the like – the balance of numbers shifts terribly – For example, if your mage deals 600 AoE damage to the enemy team – BoRK needs to be extra-efficient to still be a valid HP counter at this point. This is also why the active is as strong as it is – The use of the active nerfs the passive damage of the item.

2. Current % Health Paradigms are flawed – because the AD carry will follow after the burst casters

This is somewhat true to a certain extent – but the goal of a counter-item is to counter niche cases not strengthen already existing cases. The current BoRK for example, excels at self-peel and is especially good in 1v1 case against bruisers (regardless of what class you are.)And the current health paradigm allows the item to essentially self-nerf itself when other elements of the game are strong (burst casters).

3. It is a mush-rush first item for a carry?

Kind of.

Again, this boils down to – How much damage is your support adding to your combo? In a Leona lane, for example, you’d be hard pressed to argue that their HP pool is actually 1200 – or how effective your autoattacks are.

4. The active adds more burst than the previous incarnation.

Potentially but it’s generally weaker than the previous active – and that’s why it rolled out – it was viewed as net neutral in most contexts.

150 + 0.5 TAD on an item with 45 AD roughly breaks even with the previous active at 1466 health – which is an HP threshold that only tanks/bruisers break early.

5. But the item is clearly overpowered on live and ruining the game experience!

Most likely. However, I’m more concerned with whether the item feels counterable at this stage. Rest assured though, we’re not going to wait on the next patch to fix it. We knew going out that the item could have come out pretty crazy – and watching it over the weekend – it has been pretty crazy at is.

So we’ll be hotfixing this as soon as we’re comfortable with the server situation (Along with some other bugs.)

 

Nerfs and buffs come and go; but posts as awesome as this, that show the thought process behind the items, are a much rarer beast. Thanks Xyph, keep it up.

See the original post and have your own say on the official forums here.

Jaszon ‘Lightblind’ Alexzander@Ravus

 

 BotRK banner

Do you want to slaughter the health-stacking simpletons? Think forward and keep reading!

 

Blade of the Ruined King

 

Blade_of_the_Ruined_King

+30 Damage;

+15% Life Steal;

+40% Attack Speed;

 

Unique PASSIVE: Deals 5% of target’s current health in physical damage. Max damage against monsters is 90.

Unique ACTIVE: Drains target champion, dealing 15% of the champion’s maximum Health in physical damage and healing you by the same amount. Additionally, you steal 30% of their movement speed for 4 seconds – 60 sec cooldown, 500 range.

 

ADcarrybuilds

When should I buy it?

 

Blade of the Ruined King counters health stacking specifically. As such, it doesn’t have a firm place in a standard carry build. There’s core stats you can’t go without- Attack Damage, Attack Speed, Critical Strike Chance/Damage and %Armor Penetration. Then there are the somewhat mandatory stats that you could skip, but rarely. Those would be Life Steal, On-hits (where BotRK falls), Cleave and Flat Armor penetration. Furthermore, you need boots and a defensive item of some sort. Let’s summarize, in order of importance:

 

Carry build

 

1) Damage/Crit

2) Boots

3) Attack Speed

4) % Armor Penetration

5) Cleave, Flat Armor Penetration, On- hit, Life Steal, Health Regeneration Decrease

6) Defensive Item

 

So, realistically, BotRK most often competes with The Bloodthirster.

 

The Math (what’s missing?)

 

How well does the BotRK fare damage-wise? Let’s find out.

We won’t be taking armor into account, the reason being it will reduce the results by an equal margin. Keep in mind that BotRK hits for a % of current health, meaning as your target gets lower in life, your damage will also be reduced.

Average DPS: 30 + 25 per 1000 HP;

So it seems that in order to match a Bloodthirster, BotRK needs to be hitting targets with 3000 HP! That’s crazy late game to be worth it, isn’t it? Wrong!

 

Stat efficiency

 

Blade of the Ruined King also provides us with a 40% Attack Speed boost.

Now let’s take a look again at how much damage that is. We’ll assume a standard Infinity Edge/Phantom Dancer/Berserker’s Greaves Build on a level 16 Vayne. This sums up to 1.4498696432 Attack Speed, or, to be realistic, 1.450. A BotRK will increase that to 1.67. So let’s see!

Bloodthirster DPS: 145

BotRK DPS: 50.1 + 41.75 per 1000 HP

 

So what does that amount to? BotRK breaks even vs roughly 2270 health targets!

 

Life Steal Active: Not so awesome

 

The Life Steal active component is fairly straight-forward. We’ll only be talking about one of its sides here, and that is the health leech.

150 per 1000 Health

Realistically speaking, in a teamfight where you’ve targeted their bruiser and he has ample amounts of armor (190+), with a full build and Last Whisper included, you’ll heal for about 225. If you have Ignite on, that’s 112.5. On the other hand you get a whopping 3% more Life Steal per hit, should you choose to get The Bloodthirster… So yeah, this part isn’t particularly exciting. It’s a small amount that might help you live, but that’s not the main reason you should be buying BotRK.

 

Kiting-Oppa SC Style

 

Now the movement speed leech is incredible. It slows an enemy by 30% for 4 seconds and hastes you by the same amount. If you target a bruiser you’ll steal about 130 movement speed from them and gain the same amount. That’s putting a 260 MS difference between the two of you for 4 seconds! It is the equivalent of a 60% slow which is a godsend.

 

Advanced Math (hide your kids!)

 

Logically you’d want to buy an On-hit item on champions with an AS steroid. How does the unique passive scale with those? Let’s see some examples.

 

Kog’Maw’s Caustic Spittle (30%) – 0.847 Attack Speed, 21.175 damage per 1000 HP

Graves’s Quickdraw (70%) -  1.11 Attack Speed, 27.75 damage per 1000 HP

Tristana’s Rapid Fire (90%) – 1.24 Attack Speed, 31 damage per 1000 HP

Fiora’s Burst of Speed (120%) – 1.43 Attack Speed, 35.75 damage per 1000 HP

 

And now let’s include those in our previous calculations:

 

KogMawSquare(30% bonus Attack Speed, 1.59/1.85) –

The Bloodthirster DPS: 159

Blade of the Ruined King: 55.5 + 46.25 per 1000 HP

Breaks even at: 2230 Health

 

 

GravesSquare(70% bonus Attack Speed, 1.85/2.12)

The Bloodthirster DPS: 185

Blade of the Ruined King:  63.6 + 53 per 1000 HP

Breaks even at: 2290 Health

 

 

TristanaSquare(90% bonus Attack Speed, 1.98/2.25)

The Bloodthirster DPS: 198

Blade of the Ruined King:  67.5 + 56.25 per 1000 HP

Breaks even at: 2320 Health

 

 

FioraSquare(120% bonus Attack Speed,2.18/2.44)

The Bloodthirster DPS: 218

Blade of the Ruined King:  73.2+ 61 per 1000 HP

Breaks even at: 2370 Health

 

 

This is an interesting situation. As you see, when we near the attack speed cap (2.5) The Bloodthirster actually starts to catch up a tiny bit. Even so, you’d still be getting your money’s worth even when hitting targets who are as low as 2300ish health!

 

Not Ranged Exclusive!

 

BotRK is a solid pick on bruisers who do a lot of right clicking, need some method of sticking to the squishy, or have some method of applying on-hit effects. Irelia is the most obvious choice with her gap-closer, slow/stun and true damage on-hit. Next we have Jax, Olaf, Xin Zhao and Udyr ( =( ), all of whom can use the slow/haste to great extent. Warwick can apply BotRK’s passive five times for the duration of his ultimate. Rengar, Riven, Shyvana, Jayce and Vi are less perfect candidates for it, but if the situation calls for it, don’t hesitate. Life Steal + Slow on their own are great things to have on a non-hybrid bruiser (in which case a Hextech Gunblade would be better).

The only downside to BotRK is that it leaves you fairly squishy. It is, however, a very solid pick as one of two damage items on a bruiser who then goes for full defense items.

 

melee friendly

 

The huge hidden factor – Crit

 

Infinity_EdgeSo you’ve made it to the late game, your build is full, BotRK included and you’re happily sitting on roughly 70% Critical Chance. And then it hits you- the unique passive damage can’t crit. This is actually pretty huge; with an Infinity Edge purchased the damage from a BT will be 250. Compare that to a 75 crit from BotRK and you have a problem

Let’s take our Attack Speed Values from the Vayne example, but we’ll add to them a crit chance of 70% and a bonus crit damage of 250%.

 

The Bloodthirster Damage with Crit: 253.75 DPS

BotRK Damage with Crit: 87.675 + 41.75 per 1000 Health

Breaks even at: 3977 (?!) Health

 

Things suddenly got ugly for our tank-shredding friend. The core problem here is that as the game goes longer, instead of increasing your damage, BotRK actually hinders it. This doesn’t mean it’s an inferior choice- you still have an amazing slow and a solid tank shredding passive. Keep in mind, though, that due to the crit not stacking, you lose out on a lot of damage versus squishier targets.

 

The little details- Laning & AD Abilities

 

The Bloodthirster is a stacking item, and although it loses only half of those upon death, when you purchase it you still need to stack it. This means that BotRK is a much better item right off the bat. If you intend to push early and push hard, the latter will serve you far better. If the opposite is true, however, holding a lane with BotRK isn’t easy. Being a percentage of current health, the bonus damage will heal you for pitiful amounts when you last hit. Also, it falls behind by 70 AD from The Bloodthirster, meaning that any AD Scaling abilities you have will be that much weaker. I’m including them here because, frankly, those are only relevant during laning and mid to early late-game. Skills like Ace in the Hole, Buckshot, Collateral Damage, Trueshot Barrage, etc. don’t determine the choice here. I’ll give you an example- by forgoing The Bloodthirster for a BotRK, you are losing out on 140 damage from Caitlyn’s ultimate. Not so impressive, is it. Still, every bit of damage counts during small skirmishes, so keep that in mind.

 

Who’s it good on?

 

Statements such as “get BotRK on Kog he already has %HP shred”, etc. are completely flawed. For one thing, the passive scales with auto attacks, not with other percentage shred abilities. Logically you want it on a champion with high attack speed, which most AD carries have. I’ve shown how steroids and bonus attack speed in general don’t outmatch the Bloodthirster as much as a larger health pool does. To me, the best candidates for a BotRK are those who have ways of applying on-hits, such as Ezreal with his Mystic Shot, and carries who need a good slow and %HP shred to kite bruisers around, i.e Vayne, Tristana, Kog’Maw… pretty much every AD carry in a late game situation.

 

CONCLUSION:

 

So, having considered the above calculations, what is the verdict for BotRK? Well, as it turns out, it’s a great substitute for the Bloodthirster, even if the carry you’ve chosen has high scaling on abilities. It trades AD for a substantial on-hit damage, which ultimately lets you clear the tank line faster. On the same note, it helps bruisers chase squishy targets and survive longer in fights. What you’ve also seen, however, is that Steroids don’t play such a major role in your decision on whether to buy BotRK or The Bloodthirster. Rather, you should evaluate the enemy’s Health- every health point above 2300 is damage you won’t be getting with a Bloodthirster!

 

If you have any questions regarding calculations you’re welcome to ask in the comments!

 

I hope this breakdown was helpful!

 

DFG

“With the recalculation of Armor Penetration and the increase in cost of armor, armor is no longer a cost efficient stat to buy to mitigate physical damage. Magic resistance also doesn’t seem to be readily available. All the pro players seem to have come to the conclusion that health is the best mitigation stat of Season 3.” ~ Some caster from IEM Katowice

This is an interesting statement and as we have been seeing lately is becoming more and more true. Warmog’s Armor’s new price is a major culprit to the growing trend of stacking health, even Voyboy gets it on toplane Katarina; so what the hell do we do about it? Well since resistances are generally lower, we need to find more reliable ways to deal bigger amounts of damage, so I propose using Deathfire Grasp and Blade of the Ruined King!

Now, I am not an AD player per se, and also at first glance I feel that BotRK is priced too high (2900 Gold) for what it actually does compared to more attractive items like Black Cleaver, Blood Thirster, and Last Whisper, so I am not going to talk about it.

 

The Appeal of the New Deathfire Grasp

For people too lazy to click links, the new DFG gives +100 AP, +15% CDR, and Activate: Deal 15% of Max HP as magic damage and increase all magic damage done to target by 20% for 4 seconds.

DFG takes health stacking down quite a few pegs because it gives you everything you need to deal more damage to a high HP target. 15% of their max HP chunks them down harder the more HP they stack, the AP makes all your spells do more damage, especially if they are favoring HP over MR, the debuff makes your unmitigated spells do more damage, and the CDR makes you cast more spells more often. Now, when something sounds too good to be true it usually kind of is, so lets try and run some basic numbers to see if this 3000 gold investment is worth it.

3qgejm

You used Deathfire Grasp! Was it Super Effective?

Looking at Champion stats we know that all Champions start with 30 base MR and if they are a bruiser they get an additional 1.25 MR per level (except in a few cases like Nidalee (.75) and Shen (+0, weird right?)). They will probably also have +17 from Runes and Masteries and +20 from a random Null Magic Mantle. So around mid game (level 11) they have 81 MR giving them 45% damage reduction, and at level 18 they have 95 MR (assuming the random mantle got turned into Mercs) giving them 49% damage reduction. Then assuming standard MPen Marks/Masteries/Sorc Boots you should bring them to 34% and 39% respectively. This reduces DFG’s initial % damage to 9-10% which is pretty good considering the investment. If the target has 3,000 HP you have an item that does 300 damage to them which is like having a 2nd ultimate ability.

Assuming 2x Doran’s Rings, 21 Ap from Runes/Masteries, +1 per level (@11), +100 from DFG, and 5% increased AP from masteries = 170 AP

Compared to 2x Doran’s Rings, 21 Ap from Runes/Masteries, +1 per level (@11), +120 from Dcap, 25% Ap, and 5% increased AP from masteries = 237 AP

Using Annie as an Example after 34% damage reduction:

Example: X base damage + (AP ratio with 170 AP)/(+AP ratio with 237 AP) = (base + 170AP * .34 reduction * .2 DFG increase = total)/(base + 237AP = total) – Winner = which does more damage

Q: level 3 – 165 base + (119 DFG)/(166 Rab) = (187 x .2 x 2 = 448 DFG)/(436 Rab) – Winner DFG (Q has x2 because the Cooldown is less than 4seconds which means you can cast it twice while the DFG buff is active)

W: level 5 – 280 base + (128 DFG)/(178 Rab) = (269 x .2 = 323 DFG)/(302 Rab) – Winner DFG
E : level 1 – Not relevant for example
R :level 2 – 325 base + (119 DFG)/(166 Rab) = (293 x .2 = 352 DFG)/(324 Rab) – Winner DFG

Deathfire_Grasp  VS. warmogs-armor

IT WAS! Thank Jesus it was Super Effective!

As we can see, because of the DFG buff you do 1123 total AP damage compared to the 1062 you would do with a Deathcap. Add in the extra 300 damage you will do with DFG itself and you are looking at 1423/1062 = 34% more damage than with a Deathcap. The downside is that this is all single-target damage and that for the remainder of the fight your dps will be lower than if you had a Deathcap. But concerning these high HP targets you just did 47% of their life in a single burst which should be enough to kill them before they do any serious damage to you or your ADC. Then once the fight becomes a 4v5 your team should be able to reliably clean up, plus you are still a relevant threat even though you do about 12% less damage than if you were cleaning up with a rushed Deathcap. With the 200 gold you save you could also potentially factor in another +25-40 AP by using an Elixir of Brilliance.

Now while this sounds good on paper I want to let everyone know that I have not actually tested this. It also only works on burst champs like Annie, Xerath, Veigar, LeBlanc, Syndra, Brand, and Kassadin. The more pure damage spells you have the better. I would not recommend rushing DFG on more standard AP champions such as Orianna, Anivia, Ryze, Swain, etc because they rely much more on specific itemization to also help fill their more utility-based roles.

Remember Season 3 is a time for experimentation so now is a good time to try things that can be potentially volatile to the meta and reap the ELO benefits!

Love, Dcgreen

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