Posts Tagged ‘champion reveal’


Champion Reveal Aurelion Sol Banner

[ Link to Official Announcement ]


Aurelion Sol is mere weeks from his Rift debut, and he’s bringing one hell of a big bang along for his grand entrance. He’s a medium range mage who deals devastating sustained area of effect damage with his orbiting stars. And when he’s got somewhere to be, the Star Forger can take to the skies, flying over terrain while nurturing his very own fledgling apocalypse.




AurelionSol_PassiveThree stars constantly orbit Aurelion Sol, dealing magic damage and applying spell effects to enemies they strike.





AurelionSol_QAurelion Sol fires the core of a newborn star in a target direction that explodes—dealing damage and stunning all nearby enemies—upon reactivation or once it travels beyond his stars’ maximum orbital range. Aurelion Sol can travel alongside Starsurge, and by keeping it close he’ll nurture it, growing it in size so that it damages and stuns a wider area when it explodes.




AurelionSol_WAurelion Sol pushes his stars out to his outer ring, significantly increasing their power. Celestial Expansion costs mana to cast and drains mana every second the ability is toggled on. Once he toggles the ability off or runs out of mana, Aurelion Sol pulls his stars back.




AurelionSol_EPassive: Aurelion Sol builds up increasing movement speed as he travels continuously in the same direction, and loses speed on sharp turns. Some of this speed is stored away as Escape Velocity stacks, which are lost entirely whenever he takes damage from an enemy.

Active: Once Aurelion Sol maxes his Escape Velocity stacks, he can activate Comet of Legend to pull in his orbiting stars and take flight, traversing over terrain for a long distance. He cannot turn once his course is set, and enemy damage will bring Aurelion Sol back to earth, restoring his orbiting stars.




AurelionSol_RAurelion Sol shoots out a long wave of starfire in a target direction that damages and slows all struck enemies. Nearby enemies caught in the blast are also knocked back to Aurelion Sol’s outer ring.






Aurelion Sol, unlike most champions in League, deals the lion’s share of his damage with his passive. Center of the Universe sets up a constant game during laning, with Aurelion Sol looking to maneuver his stars into his lane opponent, who, in turn, has to keep on move to avoid them. Its sheer threat will often send his opponent back to safety, giving the Star Forger the perfect opportunity to unleash Celestial Expansion and ramp up his cyclical damage. And as these two play out their duel, Aurelion Sol will inevitably deal great swathes of collateral damage to the enemy minions, who’ll wither under the persistent barrage of starfire. All this area of effect punishment means that Aurelion Sol has a super easy time shoving his lane, even while he focuses on his duel.

Of course, all this passive pushing is likely to attract the enemy jungler’s attention, forcing Aurelion Sol onto the defensive. This is a clear weakness of the celestial dragon’s because, outside of a couple last-minute big red button abilities, the Star Forger has very few defenses inside his orbiting stars. One of his options comes in the form of Starsurge, which he can essentially double tap to stun his face-to-face enemy before making his way to safety. The other comes once he hits level 6.

So, instead of waiting for the enemy minions to bounce back, Aurelion Sol often works best bringing his might to bear elsewhere. Comet of Legend’s flight is powerful, but its range—especially at early ranks—is pretty limited. The Star Forger mitigates this by roaming toward his target, building up his escape velocity stacks as he approaches his take-off spot. Once he’s picked enough speed, he can take to the skies with Comet of Legend, gliding over the last walls as he prepares his assault. Starsurge is crucial here; by casting it before or as he flies, Aurelion Sol can actually keep pace with his flourishing star, expanding its size and threat as he draws closer to his hapless victim. Timing is vital, as is communication, but when Aurelion Sol successfully hurtles into another lane with a colossal world-destroying comet by his side, well… he’s definitely going to leave a mark.

“Instead of waiting for the enemy minions to bounce back, Aurelion Sol often works best bringing his might to bear elsewhere.”





as-hand-cometBy mid-game, Aurelion Sol should have some of his essential items, granting him enough raw presence to threaten the enemy team while aiding his own. He doesn’t jive well with raw AP, but instead thrives with tanky AP items that provide him and his team with utility. It’s this utility—alongside Aurelion Sol’s passive threat—that gives the Star Forger such a huge presence around neutral objectives. He can set up outside dragon, for instance, and dissuade the enemy team from contesting by body-blocking with Center of the Universe while his allies secure their objective. The enemy jungler will have to avoid cycling stars as well as Starsurge, or else vacantly stare on in stunned silence as the Star Forger’s team successfully smites their winged target.

Things only get hairier for the enemy team once Aurelion Sol gains access to his ultimate, Voice of Light. The ability can devastate entire teams when the Star Forger positions inside one of the jungle’s tight corridors. And by unleashing Voice of Light down one of these pathways, Aurelion Sol won’t just wreck enemy squishies, but also knock back any approaching tanks or fighters looking to claim an apparently easy kill. Kiting’s a simple enough thing when he moves to rejoin his team, with items like Rylai’s Crystal Scepter repeatedly slowing his pursuers while Comet of Legend’s passive kicks in, accelerating Aurelion Sol’s retreat.

“Aurelion Sol can set up outside dragon, for instance, and dissuade the enemy team from contesting by body-blocking with Center of the Universe.”




Aurelion Sol has a couple of options when it comes to teamfighting. One is to carefully position himself behind his team’s frontline, whittling down his distant enemies with Celestial Expansion while saving Starsurge to stop enemy assassins from ruining his day. Voice of Light plays a key role here, too, blowing back divers or withering away his clustered targets’ health bars. This tactic requires a beefy frontline capable of distracting or otherwise preventing the enemy team’s killers from breaking through, but is generally the safer, more reliable method.

Then there’s the other option, where Aurelion Sol flies into the heart of the enemy team with a huge freakin’ megastar by his side. As grand as this entrance can be, it requires incredibly precise timing with Aurelion Sol’s team to pull off. Smash your way in too early and the Star Forger will only last a couple of seconds before meeting his maker; too late and his team will have already lost a four vs five teamfight.

But time it right and he’ll pave the way for his team’s entry—or follow up on an ally’s initiation—with a massive area of effect stun. Once he’s landed, he’ll need to stay on the lookout for enemies who can encroach inside his stars, particularly if Starsurge is still on cooldown. And if he hasn’t used his ult to eject enemy divers from his proximity, the Star Forger can turn to Voice of Light to finish off fleeing stragglers who haven’t yet perished beneath his brutal, unending attacks.

“Aurelion Sol requires a beefy frontline capable of distracting or otherwise preventing the enemy team’s killers from breaking through.”

“The heavens diminish without my attention.”

– Aurelion Sol, the Star Forger







Works well with Banner

Braum – the Heart of the Freljord

Braum provides Aurelion Sol with plenty of beefy frontliner bulk for the enemy team to contend with. He’ll happily slow enemy divers with Winter’s Bite and block their onslaught with his standard Stand Behind Me into Unbreakable combo, all while Aurelion Sol chips away at his enemies’ health bars with Celestial Expansion. Also, the Heart of the Freljord and the Star Forger both have super strong peeling ults if any baddies still manage to break through.



Sivir – the Battle Mistress

Where Braum provides slows and shields—in the literal sense—Sivir’s all about speed. She provides her team with her customary chase/reposition tool with On The Hunt, before pairing up with Aurelion Sol to form a terrifying mass attacking duo through her Ricochet and Boomerang Blade and his Celestial Expansion and Voice of Light. If the enemy team stays grouped, they’ll die together; if they split up… well, that seldom works out, either.



Tahm Kench – the River King

Tahm Kench can chow down on Aurelion Sol to become a horrific, star-wielding maniac in team fights. The Star Forger’s stars will continue orbiting him even when he’s exploring the hidden depths of the River King’s gastrointestinal system, meaning everyone’s favorite catfish-frog-thing can happily speed his way around the enemy team, using Thick Skin to absorb the enemy team’s beating while withering his targets away under repeated rounds of star-based pain.




Akali – the Fist of Shadow

Akali has all the tools needed to expose and poke at Aurelion Sol’s weaknesses. Remember, he has very few defenses inside his orbiting stars, so if a heavy damage dealer, like… say… an assassin, can get up close to personal to Aurelion Sol, he’s screwed. Enter Akali, who can Shadow Dance her way past the Star Forger’s passive before artfully slicing him up into a really expensive pair of shoes.



Graves – the Outlaw

Not only can the Outlaw use Quickdraw to dart away from—or inside—Aurelion Sol’s orbiting stars, he also packs more than enough firepower (thanks to End of the Line and Collateral Damage) to fire the celestial dragon over to the land of the gray screen. And even if the big blue dragon survives Graves’ bullet bonanza, the Outlaw can simply lay down a Smoke Screen and walk away from his blinded adversary.



Nidalee – the Bestial Huntress

There are a couple of ways Nidalee can ruin Aurelion Sol’s day. There’s her terrifyingly pointy long-range spears, of course, that’ll leave the Star Forger whimpering for mercy. But even if he gets close enough to land a few stars on the Bestial Huntress, she can just shapeshift before pouncing in and ripping Aurelion Sol apart in melee form.

We’ll be back soon with the story detailing how we forged the Star Forger. In the meantime, let us know your thoughts on League’s next champ below!


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


Champion Reveal Jhin Banner

[ Wallpaper Link ]


Jhin’s assembling his gun and orchestrating his grand entrance onto the Rift. He’s meticulous and calculating – League’s slowest marksman yet. But when the murderous artist gets you in his sights, when he catches you off-guard, there’s not much that’ll save you from an inevitable, perfect death.




Whisper Final IconJhin’s gun – Whisper – chambers four shots, the last of which always crits and applies extra damage based on a portion of his target’s missing health. After firing all four shots, Jhin takes a moment to reload.

Jhin’s crits deal less damage than normal, and his attack speed doesn’t actually scale with attack speed. Instead, Jhin gains attack damage from any attack speed and crit chance he earns through itemization and runes, while crits give him a burst of movement based on his attack speed.




Dancing Grenade Final IconJhin throws a cannister at a nearby targeted enemy. After landing, the cannister bounces up to four times on other nearby enemies. Killing an enemy with Dancing Grenade causes the following bounces to deal extra damage.




Deadly Flourish Final IconPassive: Enemy champions that have been struck by Jhin’s basic attacks, Captive Audience, or any allied damage are marked for a few seconds.

Active: Jhin fires a massively long range shot that damages all enemy minions and the first enemy champion in a target direction. If the enemy champion he strikes has already been marked, they’re briefly rooted, while Jhin himself gains a burst of movement speed.




Captive Audience Final IconJhin places a trap on the ground that turns invisible after arming. Enemy champions that walk over the trap trigger it, revealing and marking them with Deadly Flourish and creating a large slowing zone. After a brief pause, the trap detonates, damaging all enemies inside its explosion.




Curtain Call Final IconJhin fully assembles his weapon before taking aim in a target direction, revealing all marked targets in a huge area. He can then fire four rounds that stop at the first enemy champion struck, slowing them and dealing damage based on their missing health. Jhin’s fourth and final shot with Curtain Call deals massively increased damage and is guaranteed to crit.






butterflyJhin’s a different kind of marksman. While most look to whittle their opponents down with a constant barrage of sapping attacks, Jhin’s fastidious to the extreme, and thrives when he handpicks his opportunities to strike. In lane, he’s best off saving his valuable bullets for last-hitting, keeping track of his ammo count and looking for moments when he can expend his fourth bullet – his deadliest – on his lane opponent. Jhin’s basic attack range is distinctly average at best, making him relatively easy to harass in lane. That’s where the Virtuoso can turn to Dancing Grenade, using the bouncing cannister to secure last hits from relative safety, and even apply effective harassment if his opponents stick too close to their minion waves.


Still, Jhin’s low attack speed will often see him pushed under tower, and having to fire off his shots to last hit instead of harass. Here’s the thing, though: when Jhin correctly plans for this, when he places a few of his Captive Audience traps as he falls back, he’ll be perfectly placed to call on his jungler and slowly close the noose around his hapless opponents’ necks. As the gank starts, Jhin and his allies work best initiating the attack and corralling their targets towards their pre-set traps. Once they trigger, Jhin can follow up immediately with Deadly Flourish, damaging his target and rooting them inside the trap’s slow zone as it ticks down toward zero. The explosion, which they’re now guaranteed to be caught inside, chunks them down further, setting the stage for Jhin’s fourth and final bullet. They’ll die, one way or another.

Traps being traps, they also make perfect defensive cover for Jhin when he decides to aim his iron sights at his enemies and get aggressive. While these opportunities are rare, a fortuitous crit against a weakened enemy doesn’t just give Jhin the chance to kill his target, but also the means to chase. Jhin excels here, following up on enemy marks with Deadly Flourish to root his target as he blows them away with basic attacks. Overextending generally attracts enemy junglers, of course, but if Jhin manages to pull the trigger on his fourth and final shot, the guaranteed crit (and therefore guaranteed speed boost) should help him speed away as his would-be killer slogs through the Virtuoso’s traps.

A fortuitous crit against a weakened enemy doesn’t just give Jhin the chance to kill his target, but also the means to chase.



flowerOnce he’s set up, Jhin’s great at objective control, thanks in part to his traps. By placing Captive Audience traps on the enemy team’s easiest path to dragon, Jhin earns his team advance notice of any impending arrivals, and can temporarily root marked enemy junglers with Deadly Flourish. Even if they continue their advance, Jhin can throw in a Dancing Grenade to apply damage to grouped enemies before carefully picking off his targets with basic attacks. He’s poor at securing objectives himself – his slow attack speed alone sees to that – but he gives his team a huge boost toward securing objectives when he plans out and prepares for the fight in the areas around them.

Then there’s Jhin’s ultimate. Curtain Call gives Jhin and his team huge leverage over objectives when the Virtuoso is able to set up and prepare his sniper nest. The ability has huge range, but only within a set angle, giving Jhin a few key considerations to think about as he searches for his grassy knoll. Set up too close and he’ll make an easy target for enemy assassins; too far and he’ll render himself irrelevant after he’s spent his ult; set uppoorly and he’ll risk losing sight of the battle as it shifts around. Get his position just right and Jhin will wreak havoc from afar before moving in to finish the fight up close.

Jhin gives his team a huge boost toward securing objectives when he plans out and prepares for the fight in the areas around them.



Jhin has two viable strategies in teamfights: either appear at the start of the battle, or at the end. If he chooses to stick with his team, he takes up a traditional backline position, setting up traps to protect his fellow squishes while aiming Deadly Flourish at marked targets. Dancing Grenade only adds to the carnage, and when the enemy team starts to flee, Jhin’s perfectly positioned to fully assemble Whisper and cut the remaining enemies down with Curtain Call.

Alternatively, Jhin can choose to set the stage early by firing off his ult first. This makes him an unusual character in a teamfight because he’s won’t actually be seen, at least initially. And while enemy teams might first revel in the apparently lopsided fight, they’ll quickly realize that the Virtuoso’s absence is deliberate. Jhin’s presence may not be felt, but his bullets absolutely will. Curtain Call deals less damage to high health enemies, but the ability’s slow will hinder enemy frontliners from getting to where they want to be, and stop vulnerable enemies from squirming away from Jhin’s damage dealing allies. More importantly, Curtain Call will start to pin Jhin’s enemies down, forcing them to hide behind their tankier allies or run for cover. And even when his ult’s spent, Jhin can contribute to fights, locking down marked targets with Deadly Flourish so his allies can clean up the fight and push on toward victory.

Curtain Call will start to pin Jhin’s enemies down, forcing them to hide behind their tankier allies or run for cover.






Works well with Banner


Darius – the Hand of Noxus

Darius and Jhin make for an unusual combination. While most marksmen deal more damage than juggernauts, Darius is such an oppressive force that Jhin can actually complement his strengths by simply pinning targets down with Deadly Flourish and Curtain Call while Darius does… well, what Darius does. Which is dunk.


Nautilus – the Titan of the Depths

One of League’s crowd control supertanks, Nautilus has enough snares, knock-ups, pulls and slows to stop multiple enemies from reaching Jhin. This helps keep the Virtuoso alive, obviously, but more importantly, encourages him to get closer than he’d otherwise be comfortable and do some serious damage with his basic attacks.


Morgana – the Fallen Angel

Morgana’s super strong alongside Jhin because she has plenty of reliable ways to mark his enemies. The dream is Dark Binding into Deadly Flourish, obviously, which wrecks most enemies, but even if Morgana tags her enemy with Tormented Soil, Jhin will still have opportunities to fire off his W and snare his enemy for a few moments, which in turn sets up a perfect Dark Binding opportunity.




Yasuo – the Unforgiven

Concentrating Jhin’s power into four deadly bullets means that champions that can negate one or two of said bullets will effectively halve the Virtuoso’s short term damage output. Enter Yasuo, who will happily Wind Wall Jhin’s basic attacks away before cutting him down under a flurry of steel.


Jarvan IV – the Exemplar of Demacia

Four bullets are enough to take down plenty of targets, but not J4, who’ll happily flag n drag his way over to Jhin before laying into him inside Cataclysm. All while shouting “DEMACIA” really loudly, of course.



Lucian – the Purifier

Lucian makes for a pretty hefty thorn in Jhin’s side. Not only is he mobile enough to dodge most of Jhin’s abilities with Relentless Pursuit, he also packs plenty of burst. So, while Jhin’s forced to rely on his basic attacks to deal reliable but slow damage, Lucian can tag the Virtuoso with Ardent Blaze before rushing in to apply the hurt with Piercing Light. This is not Jhin’s favorite gun show.




We’ll be back soon with the story behind Jhin’s creation. In the meantime, let us know your thoughts on League’s next champ below!



[ Note ] A Rioter commented on the official post that an additional Jhin passive is missing from the reveal:


Gypsylord New PortraitThe reveal is missing something that got locked in too late for localization.
Beauty in Death – Killing blows spawn a blooming flower on the corpse that reveals and slows enemies nearby before detonating for damage.



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




Braum, the Heart of the Freljord, revealed


The frozen peaks of the Freljord have for centuries punished the weak. But as these feared glacial lands host the graves of the frail, for the mighty, the land is a cradle, a place that elevates mere strongmen into true champions. Braum’s story started here, and as his strength and fortitude grew, so too did his legend. Today, his feats inspire all from the poorest of peasants to the fiercest of raiders. And as he prepares to bear his shield into battle once again, he goes knowing he carries the hopes and adoration of the Freljord’s people with him.





Passive: Concussive Blows

  • Braum’s basic attacks apply Concussive Blows. Once the first stack is applied, all basic attacks from Braum and his allies apply further stacks. Targets that sustain four stacks are stunned and suffer bonus magic damage. After being stunned, Braum cannot apply Concussive Blows to his target again for a moderate duration.


Q: Winter’s Bite

  • Braum propels freezing ice from his shield in a straight line skillshot, dealing magic damage (based on Braum’s max health), slowing and applying a stack of Concussive Blows to the first target hit.


W: Stand Behind Me

  • Braum leaps to the aid of a nearby ally, positioning himself between his target and their nearest enemy champion, and granting both Braum and his target bonus armor and magic resist based on his total armor and magic resist.


E: Unbreakable

  • Braum raises his shield in a target direction, negating the damage from the first attack from the shield’s direction and reducing the damage of all subsequent attacks as long as the shield is raised. Braum intercepts projectiles with Unbreakable, causing them to hit him and then be destroyed. He also gains a minor speed boost until he lowers his shield.


R: Glacial Fissure

  • Braum slams his shield into the ground, sending out a huge long-range skillshot that knocks up and damages all enemies caught before leaving behind a strong slow field.


Braum is a strong and resilient melee support capable of making game-changing plays while saving his team from a barrage of enemy attacks. He forms symbiotic bonds with the marksman he fights alongside, forming a wall between the two teams and leaping to the aid of his allies as he transitions into a late game tank.

Bot lane

In lane, Braum functions most effectively as a reactionary or opportunistic support, constantly on the lookout for chances to apply Concussive Blows to the enemy duo. Accurate use of Winter’s Bite triggers the mark on targets who’ve wandered from their minion wave, while Braum can tag aggressive enemies with basic attacks before leaping back to the ranged safety of his marksman with Stand Behind Me. After applying Concussive Blows, Braum and his marksman have two solid options: either follow up hard and try to activate the stun, or zone the enemy and take up aggressive positioning. Concussive Blows is powerful enough to win almost any trade, while the threat of triggering the stun acts as a powerful deterrent, forcing the enemy marksmen away from valuable minion gold. Braum’s also a powerful asset during friendly ganks: by dashing to his jungler with Stand Behind Me, Braum’s able to get into the heart of the enemy duo. After they’ve been tagged with Concussive Blows, the jungler’s extra attacks accelerate the stun and help secure kills.

But while Braum is undeniably useful on the offense, he’s an absolute colossus when defending. The additional defenses provided by Stand Behind Me help both Braum and his marksman survive otherwise lethal damage, while Unbreakable has the potential to completely shield his ally from all incoming damage when positioned correctly. When activated, Unbreakable protects all of Braum’s allies behind the shield from basic attacks and targeted and pass-through abilities like Varus’ Piercing Arrow, Taric’s Dazzle, and Caitlyn’s Piltover Peacemaker, but not placed abilities like Nidalee’s Bushwhack or Swain’s Nevermove. More importantly, Braum can move while using Unbreakable, meaning he can reposition with his ally as they head towards the safety of their tower, or as the enemy team moves to flank around the shield. Braum is also able to continue attacking and casting abilities while he shields with Unbreakable – landing the slow from Winter’s Bite while moving back deters enemy junglers and marksmen still further.

Braum gains solid initiation or follow-up potential once he hits level six and unlocks Glacial Fissure, offering friendly junglers easy ganking targets with its huge knock-up and slow. If Braum’s looking to cut off his target’s escape route, he can quickly reposition with Stand Behind Me before firing Glacial Fissurebehind his target. The ability’s slow field is large and powerful enough to force flashes and secure kills. Finally, Glacial Fissure is equally powerful as a disengage tool, nullifying chases when aimed correctly.


The more allies around Braum, the more his shield shines. In small-scale skirmishes, he darts in front of his allies with Stand Behind Me before using Unbreakable to block pick attempts and soak up the subsequent damage. Should his team be outnumbered, Glacial Fissure is again a strong disengage ability, particularly in the jungle’s narrow pathways. Alternatively, when Braum’s part of the more powerful skirmishing group, a well-aimed Winter’s Bite slows and applies Concussive Blows, all but guaranteeing a kill.

While other supports operate best within their team or deep in the enemy ranks, Braum functions best as a physical wall between the two teams, soaking up damage with Unbreakable while his team’s damage dealers get to work. The low cooldown on Winter’s Bite helps Braum slow both approaching and fleeing enemies while setting up Concussive Blows for his team. His passive is strongest here – by floating between the two teams, Braum’s able to use basic attacks on the enemy tanks and fighters as he hits the enemy backline with Winter’s Bite, potentially setting up stuns against the entire enemy team. Meanwhile, Stand Behind Me gives Braum the sudden celerity he needs to dart to his teammates and protect them from harm with Unbreakable, which has the potential to turn around even the most lamentable of teamfights, or protect his squishies when they’re being attacked. Finally, unleashing Glacial Fissure through the enemy team splits and (literally) slows their hopes of a coordinated assault, giving Braum and his allies the opportunity to move in and clean up.

Works Well With

Champion Insights

As with all champions, we designed Braum to fill a specific gap in the League of Legends champion pool. Specifically, he’s the first true tank support that we’ve created, a champion who takes the hits for their team. We’ve had plenty of defensive supports – champions like Nami, Soraka, Janna etc – who negate damage through heals or shields, along with fighter supports like Leona and Alistar, who are generally great at initiating teamfights before diving deep into the enemy team and disrupting as much as possible. Braum’s something different: he’s a tanky support who literally takes the hits for his team, and as such requires a new mindset, position and playstyle to most conventional supports.

The key to Braum’s unique playstyle is Unbreakable, his E. It’s an active defense, similar to Yasuo’s Wind Wall, but while Yasuo’s ability was created so that he’d have the means to protect himself (the team utility is considered a secondary bonus), we specifically designed Unbreakable so that Braum could protect his team. It makes Braum different because he – more than any other champion – creates zones of safety behind him. He defendsthroughout the game, first by protecting his marksman during laning, then by protecting his entire team and tanking during late game. While other supports focus on buffing, heals or disruption, Braum fills a unique role between the two teams, taking the brunt of the damage for his team and letting his damage dealers do their thing.

This positions him literally between the two teams, and gave us some interesting design questions to answer. Specifically, how else does a defensive melee support contribute in fights when he has limited damage and can only land basic attacks on the enemy’s beefy frontline? This is where we brought in his passive, Concussive Blows, and Q, Winter’s Bite. Braum can harass while protecting, not necessarily through his own strength, but by applying Concussive Blows to enemy targets. This greatly amplifies his team’s power while keeping Braum’s positioning consistent throughout teamfights. And while Braum can’t easily harass the enemy backline (Winter’s Bite only affects the first enemy it strikes, and Braum’s basic attacks are melee), when his allies get jumped by enemy fighters and tanks, he can quickly reposition with Stand Behind Me before peeling multiple targets with Concussive Blows.

We’re excited to see what you guys make of Braum. If you’re interested in testing him before his live release, get into the PBE and give him a whirl. We’d love to get your feedback!

Yasuo News Banner


PBE Update

One for all is Live

Yasuo, the Unforgiven, revealed

Q&A on Yasuo

Morello - Support Scaling and duo lanes discussion

Champion/Skin Sale – Expires November 25th



PBE Update


Reaper's_Emblem_itemTargon’s Brace

  • “Spoils of War” charges decreased from 4 to 3



One for all is Live


One for All

If you’ve ever dreamed of nuking an enemy team with five Final Sparks, chaining together a series of Unstoppable Forces or living forever with back-to-back Chronoshifts, now’s your chance.

One for All will be available from 11/22 to 12/2 so cover the battlefield with Cannon Barrage and have some fun!



Yasuo, the Unforgiven, revealed


Yasuo banner


Yasuo dashes to solemn victory, harnessing the raw power of the wind to elevate his unmatched elemental swordsmanship. A former member of an Ionian martial school and the only student to have mastered a legendary wind technique, Yasuo now lives a tempestuous life, drifting through Runeterra as he hunts the true killer of the Ionian elder he was sworn to protect.





Way of the Wanderer ( Passive )

  • Intent: Yasuo’s critical strike chance is doubled.
  • Resolve: Yasuo gains Flow as he moves – the faster he moves, the faster his Flow meter fills. When full, Yasuo activates a brief shield after taking damage from enemy champions or monsters.


Steel Tempest ( Q )

Yasuo thrusts forward with his sword, damaging all enemies in a line. Successfully landing Steel Tempest grants Yasuo Gathering Storm stacks for a short period. The third stack of Gathering Storm causes Steel Tempest to send out a whirlwind that travels in a line and sends all enemies caught Airborne. If Yasuo casts Steel Tempest during Sweeping Blade, the ability strikes all enemies immediately around him.


Wind Wall ( W )

  • Passive: Dashing replenishes Yasuo’s Flow faster.
  • Active: Yasuo creates a wall of wind that slowly drifts forward for a few seconds. The wall blocks all enemy projectiles.


Sweeping Blade ( E )

Yasuo dashes a fixed distance through an enemy, dealing damage and marking them briefly. If Yasuo uses Sweeping Blade multiple times in succession, the ability deals extra damage up to a cap. Yasuo cannot use Sweeping Blade on an enemy that’s already been marked.


Last Breath ( R )

Yasuo teleports to a nearby Airborne enemy champion, briefly suspending them and all surrounding Airborne enemies mid-air as he damages them. Once he lands, Yasuo gains significant armor penetration against his enemy’s bonus armor for an extended period of time.





Yasuo Comic


Yasuo’s a sustained damage fighter with high mobility, strong utility and damage output that ramps up the longer he survives in combat. The tradeoff here comes in the form of low damage during Yasuo’s early game.



Mid lane


Yasuo’s early game fragility makes him a champion best suited for the shortest lane on Summoner’s Rift: mid. He farms safest here, concentrating on building up his experience and gold as he itemizes his way to domination. But even though Yasuo is at his weakest in the early game, his strength and mobility still has the potential to surprise his enemies. Yasuo can use Steel Tempest to last-hit from a relatively safe distance, and if he needs to secure backline minion gold, quick consecutive casts of Sweeping Blade send him dashing to and from, with Way of the Wanderer’s shield absorbing some of the inevitable incoming damage. Yasuo can use Sweeping Blade as a handy escape during gank attempts, too: if he’s caught between the enemy melee and caster minions, using the ability to dash back towards his own turret should help dissuade all but the most stubborn of junglers from pursuing.

And when the winds change direction, careful timing turns Yasuo into a deadly accomplice in friendly gank attempts. Stacking Steel Tempest properly and using Gathering Storm to toss his enemy skywards means initiation from the jungle is a relatively simple matter, and once the enemy’s caught, Yasuo uses Sweeping Blade to dash in and get to work. Way of the Wanderer’s critical strike boost help Yasuo’s attacks sting, while if he’s unlocked Last Breath, the additional damage and crowd control makes kills all the more likely.





A melee monster with damage that increases the longer teamfights last, Yasuo’s first priority is to stack Gathering Storm while weathering the enemy team’s initial onslaught. This is where Wind Wall comes into its own. Carefully positioning the wall between the enemy front and back lines allows Yasuo to engage on the less threatening tanks and bruisers, generating Gathering Storm stacks with liberal use of Steel Tempest. Once the third cast is ready, Yasuo repeatedly uses Sweeping Blade to rush through the entire enemy line and position himself beside or behind the enemy squishies. A final Steel Tempest casts them skyward, opening up Last Breath, a lethal ability for anyone caught in the whirlwind. Enemies that manage to juke away from Yasuo’s whirlwind aren’t necessarily safe from Last Breath: any knock-up abilities can be chained with Yasuo’s ult, making him hugely synergistic with champions like Cho’Gath, Malphite and Zyra. Once he’s landed, Yasuo’s huge bonus armor penetration buff, combined with the critical strike bonus from Way of the Wanderer, makes short work of even the tankiest of tanks.





The story of a sword


Yasuo is a man of resolve, an agile swordsman who wields the wind itself to cut down his foes. But this once proud warrior has been disgraced by a false accusation and forced into a desperate fight for survival. With the world turned against him, he will do everything in his power to bring the guilty to justice and restore his honor.

yasuo decoration

Once a brilliant pupil at a renowned Ionian sword school, Yasuo was the only student in a generation to master the legendary wind technique. Many believed he was destined to become a great hero. However, his fate was changed forever when Noxus invaded. Yasuo was charged with guarding an Ionian Elder, but, foolishly believing his blade alone could make the difference, left his post to join the fray. By the time he returned, the Elder had been slain.

Disgraced, Yasuo willingly turned himself in, prepared to pay for his failure with his life. He was shocked, however, to find himself accused not just of dereliction, but of the murder itself. Though confused and racked with guilt, he knew the assassin would go unpunished if he did not act. Yasuo raised his sword against the school and fought his way free, knowing his treason would turn all of Ionia against him. Now truly alone for the first time in his life, he set out to find the Elder’s real killer.

Yasuo spent the next several years wandering the land, seeking any clue that might lead him to the murderer. All the while, he was relentlessly hunted by his former allies, continually forced to fight or die. His mission drove him ever forward, until he was tracked down by the one foe he dreaded most – his own brother, Yone.

Yasuo story

Bound by a common code of honor, the two warriors bowed and drew their swords. Silently they circled one another under the moonlight. When they finally charged forward, Yone was no match for Yasuo; with a single flash of steel he cut his brother down. Yasuo dropped his weapon and rushed to Yone’s side.

Overcome with emotion, he demanded to know how his own kin could think him guilty. Yone spoke: “The Elder was killed by a wind technique. Who else could it be?” Understanding swept over Yasuo as he suddenly realized why he had been accused. He professed his innocence once more and begged his brother’s forgiveness. Tears streamed down Yasuo’s face as his brother passed in his arms.

Yasuo buried Yone under the rising sun, but could take no time to mourn. Others would be after him before long. His brother’s revelation had given Yasuo newfound purpose; he now had the clue that would lead to the true killer. Swearing an oath, he gathered his belongings and, with one last look at Yone’s grave, set out with the wind at his back.



Q&A on Yasuo





Gameplay, Numbers and Design



How will Yasuo be played?


CertainlyTButton Rioter CertainlyT: Yasuo is a melee AD carry. He is closer in build path to Riven than Garen (a typical build might be Vamp Scepter/Statikk Shiv/Merc Treads/IE/Guardian Angel/Randuins), whereas I often build defensive items earlier on Garen and then start building offense as my base damage becomes insufficient. His power curve is designed to be less focused on the early game than Riven and more on the mid and late game.

Yasuo can only cast Last Breath on champions knocked up by negative status effects. It does not work on champions that are leaping, dashing or jumping.

EQ is not instant. You can miss because Yasuo’s dash is a fixed distance move, similar to Fizz’s Q.

Wind Wall blocks all projectiles that hit it, from any direction. Yasuo can indeed move or dash through it as needed. The wall is very thin so standing inside of it is not a particularly effective strategy in most cases.

Wind Wall is an instant ability, so you can make sick reaction plays. Tried to get the feel of slashing a bullet out of the air.


Button Rioter CertainlyT:


How do you pronounce Yasuo?




Does Yasuo use Mana or is ‘Flow’ considered his resource system?


Yasuo is manaless. Flow is tracked on his resource bar but is not required for him to cast his other abilities.


Passive – Way of the Wanderer[*]Resolve – Does the shield scale with any stats (AD, AP, Health) or is it a flat, based on champion level type deal?


The shield scales only with champion level. Movement speed causes it to occur more frequently and so is an indirect scalar.


Q – Steal Tempest[*]While obviously not a dash, the ability does say ‘thrusts forward’ does this mean it moves him forward slightly like Trundle’s Q and Udyr’s E, or is it just a straight up line nuke like J4’s Q?


Yasuo’s Q does not move him. It is similar in nature to a very short and narrow Jarvan Q — damage in a narrow line.


[*]When I reach three stacks of Gathering Storm is the cooldown on Q reset, or do I have to wait for it to come back up again? If it is reset, does holding on to it allow my regular Q’s cooldown to tick down, like a 5 fury Rengar, basically acting as a separate spell on a separate cooldown, or will it be more like Lee Sin’s spells, where the cooldown will not activate until my second cast?


The cooldown does not reset. You have to wait for your Q to be naturally available again, at which point you can try to knock the opponent(s) up.


[*]Does casting Steel Tempest while being in the animation of Sweeping Blade allow Yasuo to build multiple stacks of Gathering Storm, if he hits multiple enemies?


No, only one stack of Gathering Storm can be gained per time you cast Q.


[*]While at Full Stacks of Gathering Storm can Yasuo use his EQ combo for an AoE knock up?


Yes. Note that the regular Q itself is also AOE however (in a line rather than a circle around him.


W – Windwall[*]What is the incentive for leveling this ability past level 1, only the cooldown of the active, or will there be other levers as well?


The wall grows wider, the cooldown is reduced, and the associated passive (increased Flow gain while dashing) becomes more pronounced. This is the skill that grants you more defenses when leveled.



[Naritori] What’s his Q like in-game?


CertainlyT Button Rioter CertainlyT: The Q is intended to be moderate reliability. It is slightly narrower than Corki R (the little ones). Combined with the need to land two in order to get the big pay off spell, low cooldown felt appropriate. I think of it as a skill shot basic attack.


CertainlyTButton Rioter CertainlyT: Early iterations of Yasuo’s Q were conal AOEs. The gameplay wasn’t right. The katana is actually a very capable thrusting weapon and the mechanic was exactly what Yasuo needed.




[Pink Bunnny] Does his W block all projectiles, including ults and auto attacks?


CertainlyT Button Rioter CertainlyT: Yes, why is “all” so difficult to fathom? 😉






[DM OVi] What about the cooldown on his E?


CertainlyT Button Rioter CertainlyT: The cooldown on his E is almost zero (0.5-0.1). Functionally, this is a dash whose cooldown is calculated per target (10 to 6 seconds, non-reducible by CDR). As a result, Yasuo has high mobility through a fight, but is below average at training a single fleeing champion (The dash’s cast range is 475; Irelia’s Q is 650 for comparison).

Also, yes, Yasuo is not very interested in AP itemization. Basic attacks are central to his play pattern.



[SanSarra] How does his E work?


CertainlyT Button Rioter CertainlyT: If Yasuo dashes through Annie, he cannot dash through Annie for 10 more seconds, but he can almost immediately dash through anyone else. Think about it literally as an ability that has a cooldown per target, kind of like Udyr’s Bear Stance stun.


CertainlyT Button Rioter CertainlyT: Yasuo’s E works on minions.




CertainlyT Button Rioter CertainlyT: The only cap on dashing is having a neutral or enemy unit in range that you haven’t dashed to within the last 10-6 seconds. So in a team fight with 5 enemy champions, 6 minions, Tibbers and a Shaco Clone, you could dash 13 times per 6 seconds if you could somehow manage to chain it all together properly. Now, I’m not going to promise those fixed distance dashes will get you anywhere you want to be. That’s up to the player.



Follow-up: Will there be an indicator of who I can or can’t dash to?


CertainlyT Button Rioter CertainlyT: Yes, Yasuo has a self-only circle timer around units he dashes to. It counts down the remaining cooldown like a hand circling a clock.





[SanSarra] How did you come up with his kit?


CertainlyT Button Rioter CertainlyT: Working here fosters creativity:

We have a ton of concept art and story that came together prior to beginning work on a champion’s abilities.

We have an awesome team of champion designers to bounce ideas off of (and in some cases borrow ideas from ;-), and seasoned leaders to keep us on the right track.

We have an amazing team of QA and Live designers who help with not just ideation but with establishing good kit flow and healthy gameplay.

We have ingenious engineers who push the limits of what is possible in an ability.

We have insanely creative and passionate modelers, animators, particle artists, and sound designers who bring the champion to life, tying abilities to theme.



Will the condition for his ult be a fun mechanic?


CertainlyT Button Rioter CertainlyT: Good question. Not being to ult can indeed be a drag. Setting up a perfect ult across the entire enemy team, or moving from one side of a spread out team fight to another can be very fun. I’m a big believer in limitations combined with heightened rewards for success.

We have a lot of champions on our roster. If Yasuo isn’t for you, I’m sure you can find a few you like.



What’s the cooldown and duration of his wall?


CertainlyT Button Rioter CertainlyT: At present, we are testing the Wind Wall at a 26/24/22/20/18 cooldown. The Wall currently lasts 3.75 seconds. Also note that Yasuo has poor offensive scaling with CDR.




[Symphonide] If Yasuo’s W blocks Jinx’s R, does the missile still explode for AoE damage?


CertainlyT Button Rioter CertainlyT: No, the missile is destroyed as in it fails to perform its function. It is not destroyed in that it detonates.





[AceBlack] Why did you design the Wall the way you did?


CertainlyT Button Rioter CertainlyT: Wind Wall is designed to allow Yasuo to create spaces in which he is invulnerable (to certain abilities at least). I felt this was a healthier direction than Tryndamere’s temporal invulnerability (time based). Personally, I don’t think this ability would be healthy on a support since they can be flexibly assigned to the place on the map where it will be most powerful with lower consequences. A melee AD carry felt like the perfect spot for the ability in our game since they are fragile and rely on active defenses.



Why is Yasuo a AoE/teamfight-centric character when samurai prefer 1v1 combat?


CertainlyT Button Rioter CertainlyT: Yasuo’s Q and EQ AOEs are on the smaller side and he tends to focus on damaging individuals within fights (compared to Ziggs for example). One of the reason why his abilities are AOE is so that they can be dodged. Think about LeBlanc’s Distortion. It’s used as an AOE for farming, but in champion combat, she is generally concerned with hitting a single individual.

One of our goals with Yasuo is to integrate melee carries (I call them “light fighters”) into the group fight phase of the game. As Tryndamere, I tend to feel more at home split pushing. As Yasuo, I want to be with my team most of the time.



Everything Yasuo’s Wall can block


by NA Darklarik


What I put here is based on info given by CertainlyT:

A projectile for the purposes of Wind Wall is a game object that lives in the world for some time moving along a pre-defined path. This all sounds complicated, but it tends to be much simpler in practice than in theory.

Varus basic attack is a missile. Kayle basic attack, not a missile.
Ryze Q and E is a Missle. Ryze W is not.

Anything that Exists and travels (even if its VERY short) that isnt instant.

Preety much everyone AA that is Ranged can be blocked, Turrets shots wont. If i dont list the champ, its because they have nothing to be blocked. At the end of the list, i will place the “Mystery” ones which im uncertain off. Take into account some abilities are instant, and are thus not blocked ex (Annie’s W Ryze W ecs). Does not Block Champions Ex (Malphite R, Tristana W, J4 EQ, Nocturne R, Fizz Q, Gragas E, Lee’s Q2)

AA mean (auto attack).
Edit: De-labeled Mystery abilities, since they have been confirmed.

Aatrox E
Ahri Everything
Akali Q
Anivia Q, AA, E
Annie Q AA
Ashe AA, W, E, R
Amumu Q
Blitz Q
Brand QR AA
Caitlyn AA, Q, E, R
Cassiopia E AA
Chogath E’s passive
Corki Q,AA, R
Diana Q
Mundo Q
Draven Everything
Elise Q E AA (Human form)
Ezreal everything
Fiddlesticks E AA
Fizz R
Galio Q W
GankP Q (Parley)
Gragas Q(will stop where it contacts wall, still explodes) R
Graves Q W R (To clarify, will stop the ult projectile, wont stop the explosion if it already detonates) AA
Donger AA, Turret AA, Turret Lazer, W E
Irelia R
Janna AA, Q E
Jayce, range AA, Q
Jinx AA, W, R
Karma Q, AA
Karthus AA
Kassadin Q
Katarina Q R
Kayle Q
Kennen AA, Q
Khazix W
Kog Maw Q, AA, E
LeBlanc Q, E AA
Lee Sin Q1 E2
Leona E
Lissandra Q E AA
Lucian W R AA
Lulu Q W AA
Lux Q W E AA
Malphite Q
Malzahar AA Q
Maokai E (Saplings only will stop midair only, they will still land and explode)
Miss Fortune AA, Q, R
Morgana Q AA
Nami Q E R AA
Natilus Q E R
Nidalee Q AA
Nocturne Q
Nune E
Olaf Q
Orianna AA, Q (her ball comes to a stop when it hits the wall)
Pantheon Q
Quinn Q AA
Rengar E
Riven R
Rumble Es
Ryze AA, Q, E
Sejuani R
Shaco E W(AA)
Shen Q
Shyvanna E
Sion Q
Sivir Q W AA
Skarner E
Sonna everything
Soraka AA
Swain E, R’s birds AA
Syndra E-Q, R AA
Talon W R
Taric E
Teemo AA Q
Thresh Q W (Although ranged, his AA is not a Projectile)
Tristana E R AA
Twisted Fate AA, Q W
Twitch AA W
Urgot AA Q E
Varus AA Q W R
Vayne AA E
Veigar Q R AA
Viktor Q E R AA
Vladimir AA E
Xerath AA E
Zed Q W (Shadows stop moving forward when they contact the wall)
Ziggs Q W (midair) E AA
Zilian AA
Zyra AA, Range Plant AA, Passive, E

Edit1: Update Lee sin, Lulu, Malzahar, Thresh from what CertainT said.

Explanation of Mystery listed abilities:


A projectile for the purposes of Wind Wall is a game object that lives in the world for some time moving along a pre-defined path.
Note that missiles with extreme arcs which take them off the screen, like Kog’Maw ult or Ziggs ult are unblockable, because they travel well over the wall.


Thus these are abilities that are kinda weird, they are projectiles, but need just a bit of Clarification on the following.


This list looks accurate. Everything you listed as a mystery is blocked except Syndra W.



Non-Lethal projectiles: Projectiles that do not do Damage
Ex: Ashe E, Lux W, Zed’s W (Stops the ability in its tracks, dosent destroy the shadow)

Projectiles with an Arc: Adding to what certainT said, what clasifies as Extreme?
Ex: Gragas R, Namis Q, Viktor’s E, Varus’s W, Zigg’s W

“Hooking” Projectiles: Projectile that launches the champion to the target WHEN HIT
Ex: Amumu’s Q, Leona’s E, Natilus Q

Projectiles that travel through the Ground: Natilu’s R and E
CertainT confirms these Abilities ARE blocked

Thats what i can figure out from the explanation CertainT game me. Please give your opinion and bump the Thread – Thank you CertainT for your time.





What essentially happens to the Missle that is Blocked?

With Few exceptions, like Zeds W, Gragas Q, Ori’s Ball, Most missles are DESTROYED and completely NULLIFIED. Even if they only Clip the edge of the wall.


Can it Block Nocturne’s R, Malphite R, X abilty that moves Champion?

NO. Champions arent missles. Anything that moves the champion wont get blocked, unless a skillshot is first required to land in order to reach the target (IE: Amumu Q, Leona E, Natilus Q)


Item Actives like DFG GUNBLADE?

They ARE missles, so in theory you should be able to block them giving you have ninja reaction times.


Abilities that extend out of a Champion, like Jarvan’s Q or Zac’s Q?

WONT GET BLOCKED, same way that Thresh’s AA, despite being ranged, wont get blocked


Jesus whats the CD on this thing?

Wind Wall at a 26/24/22/20/18 cooldown. The Wall currently lasts 3.75 seconds. Wall becomes LARGER as you level it up, similar to a Karthus Wall of Pain.


Does it Block Turrets?

No. Should/will block Donger Turrets or Shaco box AA


Minions? Neutral monsters? Baron?

They are Projectiles, they should be blocked.



What counts as “airborne”



[SummonerMan Matt] Are self-jumps like Corki’s or Trist’s considered viable conditions?



Griftrix Button Rioter Griftrix: Nah. Self jumps don’t count.






Griftrix Button Rioter Griftrix: While those don’t count for the ability because they are self imposed, your logic is also flawed, because you can hit anyone during any knock up with a skill-shot.




[Maximum Zac] Do the small knockups from things like Powerball and Let’s Bounce count?


Griftrix Button Rioter Griftrix: Confirming those don’t count. Has to be a negative status effect, not a self imposed part of an ability.




Griftrix Button Rioter Griftrix: Oh, I’m sorry, I thought Rammus goes up a little when he hits someone, and when talking about lets bounce, I was thinking of Zac’s bouncing. Yeah, those tiny knockups might work. I haven’t explicitly checked though.




Support Scaling and duo lanes discussion


Sona decoration

How did the Preseason changes affect utility Supports? How were they supposed to?
answers the community’s balance critiques.



morello Button Rioter Morello: Hey all,

While there’s a lot of discussion on the support topic, I want to consolidate some of it here.

First I’d like to share our thinking on this, directionally and strategically. I posted this in response to a post in the other thread as it’s a good starting point for a reasoned discussion on this:

I swear, you live to troll supports. Your messaging on supports has never not been “we love to nerf supports”, even when that’s not really what you’re doing.

I think this is a good design direction, but you’re going to have to find more impactful utility scaling knobs to turn than Lulu Q, Leona W, and Nami E.

I’m not really sold on the idea that supports need damage nerfs to acquire utility buffs. Supports already generally had weak scaling, and adding gold to the support role means that the gap between supports and better scaling classes is automatically widening.


The irony about this is that this is all intended to help support characters, specifically. The concerns and thoughts we have;

1) We want to avoid a world where mages invalidate supports. Again, we’ll be aggressive here. Maybe some other characters have too much (I tend to think so), maybe some mages go bottom too. Remember support gold is not equal to solo lane/farm gold, it’s just quite a bit more than “none.”

2) Support players have felt like their impact matters less, they have an imbalance of responsibility/rewards/success metrics. We think giving them access to the power growth tools (and not making them do “kill you” things to get it) is a big win for this.

3) We want to define supports as helpers and team-players first. This is pretty tough when you have 4 years of them being defined as ward bots with no gold. Tanks differ than fighters and have lower damage – edge cases like J4 do exist here too. Sona might just be a mage labelled as a support (as her power contribution is lane damage/late game CC) – if so, we’ll have to modify her to a damage-oriented scaling model or something. That is tunable, and this is not the last patch ever ever ever.

4) To make big changes like this is disruptive by its nature. Balance will be temporarily off. Expectations that we’ve had for characters will change. What will almost never result from fixing game problems is “we just gave you free power/buffs!” Those aren’t good solutions to what are systemic problems, but I feel that the expectation is that somehow (that applies to reworks and stuff, too).

This will be rough on launch – please go find abuse cases! Go try to do traditional support. Report your experience. We’ve cleared out our days to marathon a bit for less useful anecdotal evidence from our experiences. See what snaps that internal tests and a limited player pool can’t catch.

I think this disruption and uncertainty of the correctness of the details is more than worth the ability to bring supports into being first-class citizens with a unique identity. It’s long overdue and is a pain that’s existed for a long time. Just because something being in a bad state is known and comfortable doesn’t mean it shouldn’t be taken somewhere better that is a bit frightening and unknown to people.

Important edit:

You keep saying its a tuning problem on the mage side.

That i understand. so why is their mage utility addressed in such a patch would be my question?

Because in our tests, they performed too poorly due to their utility being a little too low and their gold being a bit too low for real damage. That has to be proven true based on exact amounts, items that you need to get to access it, level disparity (This is important! Getting to 6 and 11 significantly later is a big cost for a mage) and other factors. It’s a very multi-threaded issue.



[AvidMind] Is the point of this to explain the issues of picking a utility support over a better-scaling AP mid?


morelloButton Rioter Morello: My point to this is that it’s a tuning problem. We see characters who have utility and low damage (tanks) picked over characters who have some utility and more damage (Fighters) in the jungle when both are available. There’s likely balance things to fix here (the Orianna and Anivia callouts are an example) where this runs risk, or that the new support scaling get significantly more utility.



What issue do you hope to resolve with these changes?


morelloButton Rioter Morello: This isn’t to fix balance – it’s to fix the problem that supports have to be everyone’s ***** to be successful.

How can Sona have a 56% win rate and feel bad? Or Janna a 55% and nerfs are met with religious fervor saved for weak characters? How can we see pro games where the best support player has a pair of boots and expect that to be satisfying?

That’s the problem we’re looking to solve here.



[0xiDIzE] Why these changes are a positive for the League


For once, I tend to agree wholeheartedly with the direction that Riot is taking with changes. Specifically on the subject of supports and support scaling.

I think the vast majority of criticism and negativity surrounding this comes from the fact that people were expecting direct buffs to supports as a class/role, without considering the incredible impact that would have on the game and balance.

People are also looking at changes to individual champions and immediately crying “nerfs!” They aren’t looking at the changes as a whole. Not only are supports gaining an actual gold stream, they won’t be forced to spend it all on wards. Not only are new items being added that give supports extra duties, the game flow is being changed in such a manner that mid and late game will matter enough for these items to also matter.


morelloButton Rioter Morello: Exactly. I think this expectation from supports being unsatisfying for so long has a lot to do with this, and that the fear of the AP mage coming in and invalidating this class of character. The latter is not an OK result – there’s nothing I can shout from the rooftop more.



[Mynt] So healing is still a gameplay problem in lane?


morelloButton Rioter Morello: This has not been addressed – I agree. Luckily, not all support = healer. This is an unresolved issue that needs to be dealt with.





[Sophitia] What are were intentions with this Preseason?


morelloButton Rioter Morello: With preseason, we focus a lot on making really disruptive changes – the conversation here is that we’ve just irrevocably ruined the support class, which I don’t think out history has shown at all. It’s important to us that all six classes of characters have valid places in League, and our preseason traction has historically been good (there’s no League of X in the real season, right?)



[Sophitia] Isn’t a core issue with utility supports the fact that they can’t match a mage’s damage output?


morelloButton Rioter Morello: It might be true that they need better sustained lane damage, less late-game. Definitely a possibility. And I think we do have to look at the strong damage + utility mages with this.




[OJ191] Why did you nerf every aspect of Soraka’s kit?


morelloButton Rioter Morello: The passive adds a lot of in-fight power if you use it well, though could have been overzealous from testing results. Soraka is a unique snowflake of weird stuff overall, so this one being off wouldn’t surprise me (how to fix dedicated healer…)



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