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Pantheon Stealth Fix Banner



Karthus VU Banner


Link to official announcement.





Karthus Visual Update

Come closer, my children, let me look upon you. So many new faces, searching and uncertain. Many find their way to this consecrated land without knowing it to be their destination. But this pilgrimage was no accident; you have suffered, and you seek a convalescence of the spirit. Look around. You are not alone.

We are gathered here this day to mourn those lost to us. To weep, to wail, and cry out for those souls whom we hold so dear, yet who remain out of reach. Speak now and let them hear us. Let them hear our pain! Let them hear our anguish! Let them know in their hearts that they are not forgotten!

These pitiable creatures are pale reflections of ourselves, shrouded in a haze of false light, groping blindly for some scrap of meaning. Shackled to a hollow existence, they languish, unaware of what they are or what they could be. Every second, secretly begging for release.

My children, we are their shepherds. Only when they hear our voices do they stir. So call to them! Raise them up from their aimless stupor. Sing with all your longing, your hatred, your hunger! Fill their empty lives with dread; remind them of their inevitable mortality.

Go forth, you faithful, and offer these wretches freedom from life’s prison. Deliver unto them the word of death, and bring their wayward spirits home.

Death frees us all.

While others are bound by the shackles of death, one man embraced the yearning darkness stretching on beyond life’s boundaries. And though he chose to forgo mortality on the lost lands of the Shadow Isles, Karthus has yet been born anew, and drifts now towards the PBE bearing new-found morbid resplendence.


Ability Demo



Champion Insights


Next in our sights for a champion update is the Deathsinger himself! Part of League’s launch back in 2009, Karthus has seen almost 80 champion releases since he first graced the Fields of Justice. Over the last five years, we’ve brought in a whole host of tech updates, design improvements, narrative world-building and art upgrades to champions and maps. It’s time to bring Karthus up to date, too.

But how? Well, just as with our previous updates, we had to first identify what the goals of Karthus’ update were. Here’s what we came up with:


Karthus Concept

A True Shadow Isles Champion


On his release, Karthus was a champion from the Shadow Isles, or at least created there. Awesome! What did that mean at the time? Very little, honestly. But since then, we’ve taken pretty extensive steps to really define the Shadow Isles. Twisted Treeline’s set there, for example, and we’ve created Shadow Isles champions like Elise, Hecarim and Thresh who each share the same thematic ties and cool blue-green color palettes. Updating Karthus means we can add his own spin on the place while aligning him to the world that we’ve since established.


A Unique Lich


We’ve also taken the chance to really cement who Karthus is with his update. In 2009, we had just 40 champions, and Karthus had the whole “evil and malicious undead baddie” archetype to himself. He had a whole nine lines of voice over to convey character, too. Now we have close to 120 champions, and old Karthus has had to cozy up with all the half-dead, dead, extra dead and spectral characters we’ve since created. Updating Karthus gives us a chance to expand his breadth of character so he again fills a unique niche. New Karthus has significantly expanded voice over (over 200 script lines, all voiced by a new actor!) and characterful animations that really nail his personality.


A 2014 Champion


Updating Karthus means we can apply all the tech and knowhow that we’ve picked up since launching the game. For example, we’re actually going to animate his robes so he doesn’t look like a jellyfish in his idle state, and we’re building a whole range of Lay Waste animations so he Qs with variety. On top of that, we’re greatly increasing the fidelity of his model. Karthus looks a little different – we’ve made him less bare-bones – because we now have the tech and expertise needed to display the level of detail that a withered necromancer visually demands. In addition, the change means players around the world can enjoy the same awesome Karthus without us having to switch things up for various cultural sensibilities.


Karthus Update with Skins

Karthus VU + Skins


Karthus will be on PBE soon. Before he brings death to the live servers, give him a spin and let us know your thoughts below!



Night Hunter Rengar Now In Store Banner


Link to official announcement.


This prey was smarter than the rest. Good. It had been too long since he’d had worthy game. Night Hunter Rengar cloaks his lithe frame with the shadows themselves, fading into invisibility as he begins his hunt. He approaches from downwind, drawn by his quarry’s pounding heart. This is what he lives for. This is why he embraced the darkness. Eyes glittering in the moonlight, Rengar readies his dusk-touched bola before hurling it at his target. The chains catch. Shadows dance as they start twisting around the hapless mark’s legs, dragging them squealing to the ground. Rengar is ready. The forest shakes as he leaps from the brush, dispelling the shadows wrapped around him. Black flames emanate from his sinister blades as he lines them up. With a sharp thrust, his quarry gasps one last, painful, breath. Night Hunter Rengar lives for the hunt.

Nighthunter Rengar

Embrace the darkness with Night Hunter Rengar, available now in the League of Legends store for 975 RP.



RiotSeb Upcoming Champion Updates Banner

Here’s a list of Champions that will be getting major updates in the near future.



RiotSeb Button Rioter RiotSeb: Hey guys,

RiotSeb here for the Champion Update team to give you a bit of insight into some of the projects our team is working on at the moment.



Karthus New Portrait


In case you missed it, the Karthus Visual Update is headed to PBE! Read more here.


Twitch New Portrait


Our team’s mandate doesn’t end when updates hit Live – we aim to keep fine-tuning them until their foundational elements are sound. For example, we’re still working on a couple of Twitch’s oddities such as his ultimate rendering him unable to attack structures.


Skarner New Portrait


Skarner is a major ongoing focus at the moment, as his initial Gameplay Update had some issues that we’re still committed to solving. Skarner’s adjusted kit didn’t fully live of up to the fantasy players had come to expect when playing him, so we’ve been looking at ways to get back a bit of that magic while preserving his healthier new gameplay. As we mentioned in this thread, we’re currently experimenting with some passive / Q functionality tweaks aimed at increasing his stickiness, and we’re excited to see all you scorpion lovers try the changes out once we’ve nailed them down. We know this has been a major pain point for you Skarner players out there, and we’re hoping to get this next iteration on PBE within the next patch or two.


Nidalee New Portrait


The huntress is a pretty polarizing figure, and we’ve slated her for an upcoming Gameplay Update focused on evening out her most abrasive elements while opening up a fresh gameplay pattern centered on a new ‘Hunt’ mechanic.

Nidalee’s current ability to project the bulk of her damage (and potentially massive damage at that) from extreme range with hardly any threat of retaliation is something we want to significantly tone down. Doing so will allow us to add some more interesting power in the form of ‘Hunt,’ a mechanic that creates interesting decision points by increasing Nidalee’s overall strength against Hunted targets, especially in Cougar form. Updates to some of Cougar form’s abilities that contextualize their effects based on target and facing will further help Cougar form mature into a more interesting and co-equal component of Nidalee’s engagements.

Head over to this thread if you’d like to chat with Riot Repertoir and learn more about the upcoming Nidalee GU.

Yeah yeah Seb, but what’s next?

In the past we’ve haven’t usually talked much about our pipeline, mostly because the team was still spinning up and we didn’t want to create false expectations about how quickly updates would come out. When you’ve found out about things we’re working on it’s mostly been through early designer discussions and hints, or when we officially announced updates. And while we definitely like surprising you (and hopefully will continue to do so evil grin), we’d also like to start giving you some idea of what’s coming down the line.

Keep in mind the following does not represent a comprehensive list of what’s on our radar or even being worked on. Champion Updates are a major part of League of Legends’ ongoing evolution, and we’re committed to the long-term maintenance of the entire League roster.

A note on our upcoming aims – with Heimerdinger, Twitch, and Karthus we’re closing out a stretch of art-focused updates and moving into a period where we’re shifting the emphasis to gameplay. This does not mean we’re abandoning art; Gameplay Updates will still be supported with visual retouches where necessary, and for our more comprehensive projects we’re looking at champions with outdated / irrelevant gameplay in addition to lagging visuals (i.e. a certain undead behemoth).

Everything mentioned below is tentative, not tied to dates, subject to change, delay, cancellation, etc. When updating everyone’s beloved champions, our overriding goal is to do the job right; speed comes a distant second. Seriously, Soon™, if you try to hold me to what’s said below I’m taking a poro hostage.


Sona New Portrait


Sona’s planned Gameplay Update is currently a bit more surgical than most – she’s got several existing strengths and high points that players love. Specifically, we’re currently exploring ways to make the choices attached to Sona’s basic abilities more exciting and looking at more satisfying uses of the power currently held by her auras. Ultimately, we want to condense Sona’s power into actions that create skill expression for Sona players, greater clarity of interaction for allies, and have possible counterplay for opponents. Doing so will allow us to create more meaningful moments for players with a champion that is still Sona, but with bigger pay-offs and a lot more to care about from moment to moment.


Fiora New Portrait


Fiora occupies a cool gameplay space, one we’d like to further by making her feel more like a fencer/duelist both mechanically (how her abilities function) and thematically (how her abilities look, sound, and relate to her identity). Currently, Fiora is mostly an Assassin, using all her abilities to jump on a squishy target and quickly deal tons of damage in the hope of killing it dead. While we’d like to elements of that play style, we also want to nudge her towards being more of a Light Fighter, dealing good long-term DPS, staying in or near the fight at almost all times, and satisfied to switch between targets as fights change/move. This means making her more mobile and elusive in fights, with bigger periodic damage spikes rather than one large burst at the start of a fight. We also want to make her more mechanically intense (using her abilities more frequently, with a better reward for using them properly).


Sion New Portrait


Inorite? Everyone’s favorite undead juggernaut is firmly in our sights and has grown into one of our biggest projects. There are a lot of challenges here – to be frank, Sion is OLD, pretty much across the board. At the same time, he occupies an awesome and iconic thematic space, so from gameplay to art to creative background we’re taking a ground-up approach to re-tooling Sion into the best possible expression of his role as Noxus’ undying champion. He’s definitely a ways out (as I said, we aim to get it right!), but we can’t wait for him to reemerge and strike terror into mere mortals everywhere.

As I mentioned, we’d like to continue periodically doing updates of this sort when we send projects to PBE or Live. We’ll also be back with more specific discussions as the above projects (or others!) get closer to completion. Until then, happy rifting!



Q: Will Sona’s rework scrap what’s unique about her? (eg. Skarner, Karma)


RiotSeb Button Rioter RiotSeb: I agree with you about our inconsistent record of maintaining a champion’s identity through some of the updates in the past. One of the goals of adjusting our team’s scope was to make sure that we have art and gameplay working together to make sure our updates are cohesive and true to the champion in every way. Before, when we had more piecemeal updates from various different teams, it was more difficult to coordinate and communicate about this.

Sona is a project we’re taking very seriously because she’s well liked by players and picked quite often (in general play, not necessarily in LCS). There are major elements of Sona that players really like, so we’re making sure to take that into account– that’s integral to our strategy when revisiting old champions.



Q: Are you slowing down on Visual Updates?


RiotSeb Button Rioter RiotSeb: Not necessarily– visual updates are a really important and valuable thing our team works on! It’s just that in between visual updates, the team will also be delivering gameplay-focused updates as well. Our goal is to bring champions up to the quality bar, whether they need cosmetic upgrades, gameplay changes, or whatever combination.



RiotRepertoir Upcoming Nidalee Rework Banner

Nidalee’s long history of being a problematic gameplay element in League is coming to an end. Here are the notes for her upcoming rework.



RiotRepertoir Button Rioter RiotRepertoir: Hey guys,

As you may or may not be aware of to this point, we’ve been pretty hard at work trying to address some problems we’ve identified with Nidalee’s gameplay.

Nidalee’s current pattern of nuking from very long range and being uncatchable is problematic for the game. It creates scenarios where there is no reasonable strategy that can be used to beat her, and it edges out most of the interactive gameplay we try to encourage. While working on her, we definitely want to make significant balance changes to Javelin Toss and her overall escapability, but we also want to make a more complete shapeshifting character that uses both forms in most of its success cases. That being said, Nidalee is a pretty cool character, and we don’t want to necessarily rebuild her from the ground up. In light of this, none of her abilities will be replaced by completely new ones, but playing as and against her will definitely be a different experience.

Before we get too far into this, please understand that we are still making minor tweaks and balance changes and that some of this (particularly the numbers part of it) is still SUBJECT TO CHANGE!!! With that out of that way…

Probably the two biggest changes to the character are her Cougar kit and her character passive. Aspect of the Cougar will now have 4 ranks and automatically be trained at level 1, and its Pounce and Swipe abilities will direct toward the player’s cursor. As for her passive, it reads close to the following:

Moving through brush increases Nidalee’s Movement Speed by 10% for 2 seconds, increased to X% toward visible enemy champions in a large radius. Hitting enemy champions with Javelin Toss and Bushwhack causes her to Hunt these targets for 3 seconds, granting Prowl’s increased Movement Speed toward them and enhancing the first of each of her Cougar abilities against them.

This naturally leads to a few questions:

  • How big is X%?
    • This is a balance decision that will continue to be sorted out up to her release, but we want there to be a very meaningful difference between pursuing and fleeing as Nidalee.
  • How large is “a large radius” actually going to be in game?
    • Since this is another variable that is still open to balance tuning, we’re not settled on a final value, but we’d like it to give her interesting ways to approach fights.
  • And most interestingly, how are her Cougar abilities enhanced?
    • Takedown: using Takedown on a Hunted target causes it to deal increased damage to the target.
    • Pounce: can be used to jump to Hunted enemies at about double its normal range.
    • Swipe: using Swipe on a Hunted target resets Pounce’s cooldown to a set value if it is currently above that value.
    • Aspect of the Cougar: as a Cougar, Nidalee gains vision of all Hunted enemies.

In addition to these changes, there are numbers changes across the kit. Significant examples include, but may not be limited to:


Javelin_TossJavelin Toss [ Q ]

  • Base damage and Ability Power ratio reduced
  • Cooldown scales down with rank in Aspect of the Cougar (R)
  • Applies the Hunt debuff to enemy champions


BushwhackBushwhack [ W ]

  • Cooldown and Mana Cost reduced dramatically
  • No longer shreds Armor and Magic Resist
  • Applies the Hunt debuff to enemy champions (still deals DoT, Hunt limited to 1 target)


Primal_SurgePrimal Surge [ E ]

  • Base healing and Ability Power ratio adjusted


Aspect_of_the_CougarAspect of the Cougar [ R ]

  • Now has 4 ranks with a point in level 1, CD scales down with rank
  • No longer passively grants 20 Movement Speed
  • Cougar ability base damages and scalings adjusted across the board


TakedownTakedown [ Cougar Q ]

  • Now fully deals magic damage and has an Ability Power ratio in addition to its Attack Damage ratio and missing Health scaling
  • Deals increased damage to Hunted targets


PouncePounce [ Cougar W ]

  • Now targets toward the player’s cursor; Cooldown increased
  • Can be used to Pounce to targets at increased range
  • Killing a unit resets Pounce’s cooldown to a set value if it is currently above that value


SwipeSwipe [ Cougar E ]

  • Now targets toward the player’s cursor
  • Swiping a Hunted target resets Pounce’s cooldown to a set value if it is currently above that value





About Ruining AD/Bruiser Nidalee…

A lot of people seem to be concerned about AD or bruiser Nidalee no longer being possible. I think it’s because of Takedown dealing magic damage and having an Ability Power ratio. I should mention that the Ability Power ratio is in addition to the current Base+TotalAD damage paradigm. If the concern is just about dealing full magic damage and that will ruin her in top lane, then that’s something I’ll want to give consideration to. The original post above has been edited to reflect that this ability, outside of switching damage types, is only seeing gains.

About Pounce and Swipe targeting…

Truthfully – and as a Nidalee player myself – I held off on changing her cougar targeting for a long time as we began to explore the character. However, when I finally did, it felt better not only to new Nidalee players, but to experienced ones as well. It took a game or two to adjust to, and ever since it’s just much easier to control. I guess it’s one of those things that you’ll just need to take my word for until you get your hands on it, but I’m pretty sure you’ll agree at that time, even if it takes a game or two to adjust to. Also, there’s some scripting logic in there so that she still pounces straight forward when your cursor is far from her (for example, Pouncing back to lane).

About Nidalee being too squishy to ever go into melee…

If it ultimately proves true that she just dies too much, this is a problem that we can solve. We could give her resists in Cougar, or while Hunting, or just higher base stats. We could give her high base damages so that she can afford to build a bit tankier. Being too squishy to be a melee character is solvable.

For Nidalee players worried about me gutting Nidalee…

I hear you on this concern. I mained Nidalee all of last season as well, and she’s still one of my favorite champions. I know we haven’t hit the balance mark on our last few champion updates on release, but I think we’ve learned enough from them to not make that mistake again. One of the great things about making these changes is that we can tune things to where they can feel satisfying and powerful in ways that are reasonable, with her engaging in proper risks and having incredible success cases. I’m really open to feedback that is well thought out and explained, because it’s important to me that she’s a blast to play following any changes made, so keep it coming! 🙂



Q: Why is Takedown’s damage type changed to magic?


RiotRepertoirButton Rioter RiotRepertoir: The goal with changing Takedown to magic damage was to unify her damage type, making her feel better about penetration for all of her abilities, and making it so that opponenents don’t feel like there’s no right answer for itemizing defensively against her.



Q: Won’t these changes make Nidalee weak in Human form?


RiotRepertoirButton Rioter RiotRepertoir: Bushwhack and Primal Surge are an important part of her kit, and I totally get that. It’s definitely not my intention to put them in a place where she’s going to struggle in human form. If anything, her two forms should now complement each other a bit better now regardless of build.



Q: Can you elaborate on how Cougar form abilities are enchanted against enemies marked by Hunt?


RiotRepertoirButton Rioter RiotRepertoir: To clarify on this, it enhances the first Takedown, the first Pounce, and the first Swipe for each Hunt window.





Q: Will Nidalee be getting a Visual Update as well?


RiotRepertoirButton Rioter RiotRepertoir: She’ll be getting some particle work to go along with some of the new mechanics, but she won’t be receiving a full visual update.





Q: How would you describe Nidalee’s core gameplay pattern?


RiotRepertoir Button Rioter RiotRepertoir: This kit is all about using both forms to succeed. Skillful Javelin Tosses and well placed Bushwhack traps allow her combat advantages over certain opponents. Primal Surge continues to support her role in a poke heavy composition. As a human, Nidalee wants to fish Javelin Tosses toward valuable enemy targets, and when they hit, she has a decision to make; can I go in on this? Meanwhile, she wants to think about her traps for where she’ll need them 10 or more seconds in the future.

If she hasn’t hit a valuable squishy with Javelin Toss, she can still trap up her team’s backline and help her carry deal valuable damage to enemy tanks. As a Cougar, Nidalee wants to deal damage to her ideal target, and this is usually decided by who she was able to Hunt to do so. Outside of a specific engagement, however, Nidalee uses vision and map mobility to create numbers advantages for her team, rewarded by combat advantages in her Cougar form against targets she has successfully begun the Hunt on.



Q: Will Bruiser Nidalee remain viable?


RiotRepertoir Button Rioter RiotRepertoir: The exact item build may not be the same – for instance, Void Staff or Liandry’s Torment may appear due to her dealing magic damage on Takedown – but the playstyle should remain largely unchanged.




Q: Won’t increasing Nidalee’s already high Cougar form damage become a problem?


RiotRepertoir Button Rioter RiotRepertoir: Yeah, that’s certainly a valid concern, but don’t forget that Cougar ability base damages and scalings have been adjusted across the board. All damage changes made to abilities are being done so with consideration to her full kit, not just Javelin Toss and Takedown.



Q: What do you see as healthy changes for Nidalee with this rework?


RiotRepertoir Button Rioter RiotRepertoir: I think one of the best parts about these changes to the character is that she now has to at least fight people up close. Once she’s there, if she’s doing too much damage or living too long, we can tune her numbers in a way that reflects that.




Q: Is the AD Ratio from Takedown now removed?


RiotRepertoir Button Rioter RiotRepertoir: I made an edit to my original post above to reflect this, but the AD ratio has not been removed from Takedown, and it’s something I’ve never considered changing. I’m not interested in removing AD from playability or anything like that.




Q: Why is Nidalee lacking Crowd Control?


RiotRepertoir Button Rioter RiotRepertoir: Giving her CC was something that we gave consideration from time to time, but it never really felt like something she should have. It’s actually pretty defining that she’s one of the few characters in the game with now crowd control whatsoever. The way I see it, having no crowd control on the kit lets us really ramp up the Movement Speed on the Hunt.



How will this new “Hunt” mechanic play out?


RiotRepertoir Button Rioter RiotRepertoir: Tuning the numbers properly here is really important. I’m looking to hit a ground where if an enemy runs from a max range spear when they’re hit by it, they won’t get caught, but if they don’t make a play against her for the duration of the mark, she will be fast enough to get to them and execute her combo between a the Movement Speed on Hunt and the increased Pounce range.

The relationship between Hunt duration, Hunt Movement Speed, Pounce range, and Javelin Toss cooldown has been very evident ever since we landed on this kit.



Dragonslayer Pantheon Refunds Banner
Following the recent controversy with Pantheon’s stealth-changes and the sale of his new skin, Hippalus from eCommerce came up to the forums to announce that refunds are available.



Hippalus Button Rioter Hippalus: As a Pantheon main, I agree the changes suck. But even if I beg Morello in the elevator, our team has no say on balance changes, bug fixes, or anything else. And they don’t tell us what’s coming.

Also, I believe Player Support has been giving refunds in situations where players no longer want the skin because of these changes (EDIT – confirmed but only through Friday). There haven’t been any announcements because it only affects a few players, but I don’t think there’s still an open issue there. I’ll make sure Bubo knows the latest so he can stop arguing about it 



Q: Isn’t it a problem that the balance team doesn’t communicate with the rest of the company?


Hippalus Button Rioter Hippalus: You’re missing the point – there’s nothing to plan for. Balance changes don’t affect pricing and content launches and vice versa. Why would we need special access to information? It would only create the temptation to do the kind of underhanded stuff that you like to accuse us of.



Q: Didn’t the company choose profit over player trust in the case of Pantheon?


Hippalus Button Rioter Hippalus: There is no Rioter I know that would want to work for a company that made choices like that. Sacrificing team morale and player trust for a few pennies may be the norm at some companies but it’s the furthest thing from reality here. Almost everyone at Riot (me included) was a player first and still has that mindset.

And because it’s random, there are so many examples where we nerf champions before skin releases as well. Then we get threads talking about how we’re stupid instead of devious.





Phreak Button Rioter Phreak: I actually want to hop on something here:

The Core Gameplay guys do work with new skins sometimes. But I want to raise two things to your attention to specify how:

1. The team plans its changes in advance. They’ll say, “Okay, let’s take a look at X champion.” “Alright I’m working on it. When the changes are ready, I’ll submit them.” Sometimes that happens to be the same patch as a skin, sometimes it’s a change in isolation. Either way, the patch planning is done by the team itself, not by Hippalus saying, “Yo guys, buff this guy before his legendary comes out.”

2. Core Gameplay does playtest the new skins, but they test it for feel, readability, etc. Numerous times, they send the skins BACK, make the skins artists take MORE time on them, DELAY the release, and ultimately suck up resources that “could” be used to make more skins or whatever. The playtests literally cost us money because their goal is releasing skins that work better for you guys in game.



Regarding Refunds


Hippalus Button Rioter Hippalus: Just confirmed with Player Support that any Dragon Slayer Pantheon refund requests will be processed as long as they are submitted by Friday.





QA Karthus Visual Update Banner

Rioters are all over the forums & Reddit to answer questions regarding the announced Karthus VU.



Ququroon Button Rioter Ququroon: I hope you guys like this update to the Deathsinger! The Champion Update team worked hard to update his visual fidelity while providing a little more of that creepy feeling.

He also finally makes good on his title!



Q: Why did you remove his book?


Riot Whist Button Rioter Riot Whist: His book is not gone. …?

Watch the ability demo closer, he starts out with his book pulled out.

He has a different ult animation when he’s not dead. It features 100% more book.



Q: Does he hide the book when in combat?


Riot Whist Button Rioter Riot Whist: He holsters his book on his belt. It’s hard to see at the angles shown in the image on the bottom of the page. However I’m pretty sure the pose on Statue of Karth is from his ultimate, and as you can see he has maximum bookage.

In terms of his passive death, I had noted during production that his book and staff are not carried with him. Curiously, his clothes are though. I asked Relaunch team to also have his robes fall off for it and leave Karthus naked for realism, but they didn’t seem to like that idea for some reason.

The decision to lose the book and staff was not actually something I was involved in and thus can’t give you a real answer.



Q: How hard was it to update Karthus?


IronStylus Button Rioter IronStylus: On the scale of changes, we basically “Master Yi’d” him. Where there were just color changes or very mild geometry changes we pushed him a bit further. We try to make slight changes into more variety when it comes to the existing skins.




Q: Why are his spells so similar-looking?


Ququroon Button Rioter Ququroon: We wanted to make Karthus look more unified in direction, which is why the particles look the way that they do. We’re very sensitive to if this impacting gameplay or not.

When Karthus arrives on PBE, could you let me know if you have the same concerns?



Braum Community Creations Roundup

Riot Preeti has posted a fan art showcase for the League’s latest addition – Braum. Poros not excluded!


















Single Posts banner



Q: Is a safe website?


BuboBubo Button Rioter BuboBubo: I would advise against all such sites. It’s really common to get scammed – a quick google/forum/reddit search will show a ton of such examples.





Q: What keeps you coming back to GD?


BuboBubo Button Rioter BuboBubo: It’s where a very passionate subset of players let us know what’s on their mind. 

Some regular contributors make great posts and seem like cool people in general. The art sub forum also has some great stuff.



Q: What’s the one thing Riot does better than Valve?


BuboBubo Button Rioter BuboBubo: We are the number one company at allowing you to kill teemo. No other company even comes close. And based on how much time we all spend engaging in this activity, I can guarantee that this is the most important part of any game, sport or spiritual undertaking.



Update: Who made the splash arts for Night Hunter Rengar, Dragonslayer Pantheon and Nocturne?


Riot jXe Button Rioter Riot JxE: So I lied about it being different artists, my memory was way off. The artist that made all of those was Alex Flores:





Upcoming Splash Arts


Riot jXe Button Rioter Riot JxE: Also just so people stop asking if their favorite champ is going to get a new splash, we will be updating everyone’s base splashes eventually, quality work takes time, but it will happen.




Braum Price Reduction – 6300 IP


It’s been a week since Braum’s release and his price has gone down from 7800 IP to 6300 IP.

Braum Price Reduction



May 21 News Summary


1. Karthus is getting a full visual update.

  • The VU includes several Lay Waste [ Q ] animations, more than 200 script lines and a completely new model rig to make Karthus look less bare-bones when idle.
  • Karthus now holsters his book while casting spells.
  • The spell animations follow a visual pattern and so look somewhat similar, but this is subject to change once the Karthus VU hits PBE for testing.

2. Night Hunter Rengar is now available in store for 975 RP.

3. A number of Champions are in line for changes soon.

  • Twitch will be getting minor adjustments, including a bug-fix to his inability to hit structures while using his ultimate.
  • Skarner will have an easier time sticking to targets with buffs to how his Passive and Q work.
  • Sona currently isn’t conveying her power to allies well and her kit has almost no choice involved. Future changes will add moment-to-moment decisions to her kit, but her aura play will be preserved.
  • Fiora will have her damage spread over longer periods of time, with added mobility and easier target-switching. Her rework will reclassify her from Assassin to Light Fighter.
  • Sion will be completely reworked. His theme is valuable to Riot and so the team have chosen to take their time and do the Champion justice.

4. Nidalee is being completely reworked.

  • She’s getting a new mechanic – Hunt. Human form abilities apply Hunt, while Cougar form abilities consume it. While in Cougar form, Nidalee has true sight of Hunted enemies.
  • Prowl [ Passive ] now additionally grants Nidalee % bonus movement speed when moving towards Hunted targets.
  • Her Cougar Form [ R ] will be available at level 1.
  • Javelin Toss [ Q ] will deal lower damage and it’s cooldown will scale with ranks in Nidalee’s ultimate. Applies Hunt.
  • Bushwhack [ W ] no longer shreds resists, its cooldown and mana cost are going way down, and it also applies Hunt.
  • Takedown [ Cougar Q ] now deals magic damage that’s still an execute and scales with both AD and AP. Damage is further increased if the target is Hunted.
  • Pounce [ Cougar W ] is now cast towards the direction of the cursor, its cooldown is going up, but killing a target partially resets the CD. Can consume Hunted debuff to leap to a target from double the ability’s normal range.
  • Swipe [ Cougar E ] is also cast towards the direction of the cursor. Swiping a Hunted target partially resets the cooldown of Pounce.
  • Bruiser Nidalee may need to pick up a Magic penetration item, but the build will still be viable.

5. Following yesterday’s controversy with the stealth-changes to Pantheon, Riot is offering refunds of Dragonslayer Pantheon until Friday.

6. Braum now costs 6300 IP, down from 7800 IP.



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



Pantheon Stealth Fix Banner


Recent Red Post Collections:


 Pantheon recently received a nerf to the landing time on his ultimate, to properly coincide with the animation. After the community’s backlash at this being labeled a bugfix right after Dragonslayer Pantheon was released, Pwyff came up to the forums to explain the team’s reasoning.



Riot Pwyff Button Rioter Riot Pwyff: Alright I just got some spare time to write (aka I just got home).

First – sorry for the delay in the response. I got the information wrong the first time (see my first post) so I spent today ensuring we had the full information before saying anything else.

Second – the change itself.

There’s a nuanced approach that needs to be taken when it comes to a “bug” that the community has generally learned to play around / with. When a bug is taken for granted so much that it essentially gets factored into a champion’s power budget (“Oh, Pantheon’s Grand Skyfall is fairly forgiving as a gank/setup ability, given what he can do”), we need to take a more nuanced approach to fixing what was, at the end of the day, a very real visual clarity issue.

At the end of the day, Grand Skyfall is an ability that promises two things:

a) Pantheon will land at the center of the circle, dealing damage
b) Getting away from the center of the circle ensures your safety

Before we fixed this bug both of the above statements were factually incorrect. Pantheon could literally movewhile in his falling pattern, and he could cast spells (not queue up spells, literally cast them) while on his downward fall. Not only that, but Grand Skyfall actually dealt its damage a full 0.5 seconds later than when Pantheon landed. So enemies that moved away from the epicenter in that time period simply took less damage.

ALl of this is significant because any form of visual expectation or gameplay expectation from someone who doesn’t know Pantheon can be confusing. Pantheon literally lands at the edge of his circle with a stun, and then damage is dealt in the aoe. It’s weird.

The fix, however, was ham-fisted. Not in its game health aspirations but in its narrative aspirations. It literally told no story. There wasn’t a “look, you need to understand what visual clarity means and why it’s so important to us” – instead it accidentally got in without setting the stage, and nobody took ownership of it until it was way too late. Catastrophically so.

So design-wise, what does this mean? We’re going to keep a close eye on Pantheon on live right now. The issue is that, from an internal data standpoint Pantheon’s not seeing incredible losses in certain statistics (win rates, etc). This is probably due to Feral Flare junglers getting nerfed and SotEL junglers taking over the throne (Kha/Lee/Panth).

Regardless, this is was a significant functionality shift for visual clarity at the cost of expected gameplay. We will be fixing Pantheon. I don’t mean this in the sense of reverting the change completely, because we still value visual clarity. If Pantheon needs a shorter channel / indication period before he lands, we’ll look into that. We’ll absolutely need to fix Pantheon’s ability to be affected by AoEs before he lands (that’s just bad). We’re not doing great on trust in this regard, but I hope you can trust that we will find the healthiest change that retains Pantheon’s feel without sacrificing visual clarity.

Third – the skin fiasco and/or refunds.

You’ll notice in the above I don’t comment on the skin at all, and that’s because our designers made the change independent of if/when the skin was launching. The skins team went to the champ design bros and asked them to help clean up Pantheon’s scripts so his model could be hooked up right. While the champ bro was doing it, he decided to also fix the visual discrepancy with Pantheon’s ult. The change went through without documentation because it was forgotten.

When this bug was raised we immediately raised visibility and asked, and the first response was that this was simply a visual clarity fix and had no functionality change. I communicated that quickly and felt it was alright. Unfortunately, the issue flared up again when tons of Pantheon players picked up the skin and started discussing even more. I did a deeper analysis with SmashGizmo and we realized that this also had huge implications on Pantheon’s bugged capabilities. Rather than simply leaving it, we decided that messaging it was important.

At no point were sales ever considered in this equation and it kind of depresses me that such a conclusion can be jumped to, given we’ve shot ourselves overtly in the foot before (hi Riven). When the evidence suggests this was simply malpractice, but players are yelling at us being greedy (what kind of tradeoff is that?) it’s kind of weird.

On the point of refunds, I can’t promise they’ll just be given out ad-hoc, but player support does listen and read tickets, and as players too I’m sure they’d understand the circumstances. Regardless of refunds, however, I’d make the statement that skins purchases have never been about power and/or immunity from change. The skin represents the months of work put into it for animations, visual effects, and modeling, and purchasing a skin has always been a visual commitment. Obviously that sounds logical up until your favorite champion gets nerfed and you find it difficult to play them, but it’s a statement of sorts.

I ended up writing an essay here, but I wanted to be sure I covered all the bases. This is just me writing at home because I realized I didn’t manage to give this my full attention while at work.



Answers to Criticism


Riot Pwyff Button Rioter Riot Pwyff: Quick answers and then I have to run out for the day 




Originally Posted by Mever619 View Post
1- Stop trying to guilt-trip people, thats just low.


I can see how that would be interpreted. I was just trying to explain why it took me so long (and not a bunch of people sitting in a room hashing out the answer). My bad.


Originally Posted by Mever619 View Post
2- About the ” skin does not protect from nerfs” – why do you forget to write the truth in that sentence? ” From stealh nerfs”. You changed him – didnt tell people – you sold it.

How about I buy a car, and then the seller tells me ” Oh I forgot to mention, the engine has been damaged during our yesterdays maintenance. Sorry slipped my mind. But new car does not protect you from … engine damage… especially the one that i kept hidden.” How does that sound to you?


Here’s the thing and I’m not using this to invalidate your opinion, but hear me out: you buy a car for its aesthetic andengine. Those are both implicit in the price, or cars with incredible engines and horrendous aesthetics wouldn’t be worth what they’re worth. Buying a Pantheon skin and seeing that he’s less powerful than what he used to be does relate to a sense of expectation, but if we were to ship this change in 4.9 with clear messaging before and after (but with less bugs…), this would be a game health change for a champion who happened to have a skin. We did this exact same thing with Riven when her Lunar New Year skin came out.


Originally Posted by Mever619 View Post
3- Want to fix pantheon? Do it now. Do it in 4.8 . We do NOT want to wate into 4.9 to see ” his Q damage risened by 5 dmg at all ranks, there you go, enjoy.”. You unjustly nerfed a core ability of a champion beyond being usable, so fix it AS FAST AS IT TOOK YOU TO BREAK IT.


From a player perspective each change can be taken personally, so a reaction like this isn’t unwarranted. The issue with hotfixes, so close to a patch cycle (which brings other changes and other pieces of content for playersr) is that a hotfix is inherently far more risky for the larger playerbase. If a bug gets introduced with a hotfix, there’s no expectation that the servers will be down for another hour while it’s being deployed, whereas with regular patch releases we get the opportunity to do it right and in a stable way.

The problem is that this change got fully investigated just as the code locked for 4.8. What that means is that we stopmaking any significant changes to the game code for a patch because we want to ensure it’s stable to deploy early next week (so we focus on any new bugs that could crash games, etc). This was probably the worst timing I’ve ever seen of a bug being noticed, a skin being released, and a change being undocumented, but there it is. We’re working as fast as we can without tripping over the servers to do so.


Originally Posted by Mever619 View Post
4- Maybe just reverse the change, as you see, the community will be happy?


Feels like you didn’t read the game health aspect of this change. It was a good direction and there are many changes for game health that won’t be appreciated but sometimes need to be made. That’s a truth.


Originally Posted by BicesterVillager View Post
2.1: “Before we fixed this bug”
If it’s a bug, it does not take FOUR years to identify it. If it’s a nerf, call it a god damn nerf.


Agreed, it’s a nerf. It’s also a bug that gave Pantheon a lot of unexpected power. Can we agree on that?


Originally Posted by BicesterVillager View Post

2.2: “Grand Skyfall actually dealt its damage a full 0.5 seconds later than when Pantheon landed”Then make the damage apply when Pantheon lands. Like seriously?


That’s what we did. Literally. The problem is, is that if Pantheon lands when the damage gets dealt then he’s effectively unable to move / cast spells before that, which is exactly the change we made.


Originally Posted by BicesterVillager View Post

2.3: “Pantheon could literally move while in his falling pattern, and he could cast spells”I’m up for removing the ability to cast spells while landing, but instead the landing time should be REDUCED to allow the ability to cast a spell after landing. It is close to impossible to do it with the current live values (which btw is a full ONE second and not 0.5 longer than you guys state). Oh and Pantheon can get CC-ed while landing ?!?!!?!?


We’re looking into that. Final point: Grand Skyfall has always been intended as an inconsistent ability used to zone out / scare the **** out of people as they’re engaging. It still accomplishes that, but, yes, at the cost of the Pantheon player.


Originally Posted by BicesterVillager View Post

2.4: “from an internal data standpoint Pantheon’s not seeing incredible losses in certain statistics (win rates, etc)”This is EXACTLY the proof that you guys KNEW of the possible impact this ‘bug fix’ would have on Pantheon. Once again, if it’s a nerf, call it a god damn nerf.


Many things contribute to win rate, which is why it’s not the only data point we ‘balance’ by. The landscape of the game can shift, or a skin can be released that causes a huge influx of players, or the champion gets picked in LCS, etc. It’s a nerf and a bug fix.

To your first sentence (exactly the proof), it was the opposite. It was difficult to understand why his win rate wasn’t tanking if the change ‘gutted him’ and made him completely inviable, which is what many of you are saying here. I’m guessing it’s because of the whole Feral Flare nerf / SotEL resurgence masking / balancing his losses and gains, but he’s still 50/50 in win rates. I never use win rates as a statistic because they tell an extremely incomplete story, but it’s a data point to consider.


Originally Posted by BicesterVillager View Post

3.1: “The change went through without documentation because it was forgotten.”Like really? Referring to point 2.4 above, you knew of the possible implications to Pantheon’s gameplay. “Forgotten”, REALLY?


Literally they forgot to document it. Our documentation process is: “if you made a change, put it in this page and Aether / Pwyff (Aether does a lot of work on the holistic patch notes + visuals) will make sure it gets published.”

They considered the gameplay implications, felt this was appropriate for game health, and then made the change. Then they forgot to document it. Human error.


Originally Posted by BicesterVillager View Post

3.2: “When this bug was raised we immediately raised visibility”Oh by raising visibility you mean a few comments here and there on the forums? Firstly, you did not talk about the values of the increased time. Secondly, you did not acknowledge the nerf but basically stated that “if it did happen it wasn’t intentional”. I refer you to your post posted 6 days ago. Thirdly, it was done on the EUW forums which sadly just isn’t as active and visible as the NA forums. Fourthly, and most importantly, the official statement and hidden patchnote was only released YESTERDAY…30430#47130430. “We immediately raised visibility”, really?


We made the official statement after we fully confirmed what this was. It took that long because sometimes these things do take time (well that’s a redundant statement). We were slow though, I admit that.


Originally Posted by BicesterVillager View Post

3.3: “At no point were sales ever considered in this equation”Refer to point 3.2, the official statement was only given 1 day AFTER the new skin was released for sale. A FULL WEEK after the nerf was discovered.


So here’s where I disagree. You’re using circumstantial evidence to justify a position while I’m using inductive evidence to do so. I explained why and how this happened, but you’re still trying to attribute malice or greed because in your mind that makes the most logical sense. That said, we have no history of ever ninja nerfing for a skin, and due to the way our game is coded (see above) we occasionally run into hilariously tragic circumstances like these. I’ll once again raise Riven as a counterpoint of a champion we nerfed as we released a skin (and we talked about it openly). I’m sure there are a number of champions we’ve done this to (Udyr and his legendary skin I think?).

We had no idea the skin was being released when it was released, but it DID raise additional visibility to find out what was going on. That’s it.



Answers to Criticism (to continued)


Riot Pwyff Button Rioter Riot Pwyff: First, the concept of holding someone ‘hostage’ to answering a hostile (and leading) set of questions is disrespectful for anyone (Rioters or otherwise) and I’m concerned people think that’s a viable approach to having a discussion.

That said, I’ll answer a few things then I’m going to leave the topic alone just because I think we’re exhausted most constructive things to say (outside of straight disagreement!). We’re definitely investigating the whole thing:


Originally Posted by Meppho View Post
I’m a little confused here.
Your title says “Player Communications” but you communicate to the players in your spare time?


Player Communications isn’t the equivalent of a Community Manager – nobody at Riot is specifically hired to only talk on the forums because every Rioter can do so. Player Communications is a simple way of saying that my job focuses on communications management / strategy (how we can be transparent and communicate our intentions in the best ways possible). Interacting in this forum topic, for example, probably only communicates to a dozen (maybe a hundred) players who are bumping it. Beyond that, everyone else reads the first few posts (or doesn’t even read them thoroughly, as some comments demonstrate) and then they leave.

You’re actually an example of one such, as we get to:


Originally Posted by Meppho View Post
On second thought, why did this become a discussion about Panth’s balance and not about applying changes without telling anyone (by means of patch notes) and then denying them until the skin came out?


I’ve owned the mistake within this thread and I haven’t deleted or changed any previous communications. Specifically I asked about it, the designer said it now visually matched up, but didn’t realize the whole “could cast abilities while off-screen” change was a larger issue (or failed to indicate to me). As such, my first communication was misinformed and I investigated deeper when I heard more feedback. That’s what happened, plain and simple. There are apologies to be made on my behalf (sorry I didn’t do my due diligence), however, the argument that Pantheon is nigh useless because of this nerf is just plain wrong. I would agree this is a nerf, but Panth’s win rate has remained close to unaffected throughout this patch, and that is a true fact.

That Pantheon ‘feels’ clunkier or less smooth is more of an issue we will tackle.


Originally Posted by WNES Apo View Post
you agreed its both a nerf and a bug fix, but Pantheon didnt need a nerf, so if the bug fix affects its power, its not great AT ALL. maybe you guys could have buffed him in some other way.


I think we do feel Pantheon needed a nerf – specifically for the sake of clarity. He simply wasn’t performing what his visual expectation was, and you have to play against him constantly to understand that he can move and cast spells before he lands. In other words, tribal knowledge.

That said, where the communication failure compounded this because we effectively ‘clarified’ 4+ years of tribal knowledge without properly setting context. That’s where we failed, plain and simple.


Originally Posted by Mever619 View Post
1- Reffering to what you said about ” this is exactly what we did, now panth falls down as damge is dealt but hes unable to do anything untill then ” —> When trying to connect Damage and the actual Fall of pantheon, Why did you choose to push Fall 1 second later, instead of damage 1 second earlier? From my perspective that would make more sense and pantheon would be the same he was for 4 years. Instead nerfed. Why ” nerfed” instead of ” nothing happens just pulled the damage 1 second back in time ” ?


Because prior to this change, Pantheon needed a nerf if anything. He’s extremely strong and inhibits a lot of early game junglers along with gank-heavy dueling champions like Lee Sin and Elise.

The TLDR of your question is… “why not buff instead of nerfing?” which is a little odd.


Originally Posted by Mever619 View Post
2- What is the preffered course of action now? Reversing the change or buffing elswhere or remaking the ultimate? Becaue I assure you I play mostly only pantheon and right now, his ultimate actually doesnt exist. FOR IT TO HIT someone else has to stun my opponents – meaning that my whole R has to rely on other people, which is not healthy mechanic. Also I often feel that i could just as well RUN to the victim and then ” camp” when someone stuns him, and engage without ultimate. Absolutely no difference AFTER the laning phase ( in which SOMETIMES i still can ult behind botlane and PRAY they dont move).


The point of mandrop was never to be a consistent form of engagement like Malphite or Vi. Vi’s counterplay is supposed to be “what do you do after Vi completes her ult on you.” Malphite’s counterplay is that his ult has a fast windup but a smaller AoE so you stay apart. Pantheon’s ult is a form of zone control, similar to Thresh. Thresh doesn’t simply throw out the box whenever he wants – he has to choose the right area where his opponents want to be (or to get out of) before he chucks out a box.

Pantheon’s ganks / sphere of influence out of a skyfall drop covers a full lane. The standard gank remains relatively unchanged: ult far enough back to accommodate for the enemy escape and your teammates need to hard engage to shove enemies into it (or around it). I think we can do things to fine tune the visual drop to capability of action for Pantheon if we were to make changes, and I’d probably push back if we gave compensatory buffs (which I don’t think he needs) on something like Q.

As for the bug where Pantheon can be interacted with before he lands, that’s definitely a bug and needs to be fixed soon.

One thing I’d note is that people seem to believe Pantheon’s ult should be absolutely consistent, but I disagree. The built-in counterplay is that his mandrop is super predictable but it significantly alters how people play around it.



Q: Was this stealth-fix (nerf) a bait-and-switch to boost sales on Pantheon’s Dragonslayer skin?


BuboBubo Button Rioter BuboBubo: I am on the eCommerce team. It’s a small enough group that each of us have full visibility into each other’s work. I can guarantee that this was not some underhanded scheme to boost sales. It’s just an oversight in a way that can be interpreted as suspicious but there’s no intent to deceive. It’s simply not something we would even consider.



Q: (Follow-up) Then why not offer refunds?


BuboBubo Button Rioter BuboBubo: Refunds, outside of the 3 tokens, have never been given for balance changes afaik.

Edit: my mistake, I should have said bug fix. I misspoke because of the discussions around this being a nerf.



Q: So you admit this was a balance change?


BuboBubo Button Rioter BuboBubo: My mistake – it was a bug fix. I accidentally used balance change because people are calling it a nerf.



Q: Shouldn’t the balance team be aware when community relations affect sales?


BuboBubo Button Rioter BuboBubo: I respectfully disagree. I think it is a good thing that the team that works on gameplay don’t think about the impact it might have on revenue. If we were spending time coordinating what’s necessary for gameplay (bugs, balance changes, etc) with its impact on skin revenue then I would be more concerned. 

And I apologize if my responses are not ideal or come off brusque, the topic is just very close to home.



Single Posts banner



Q: Is there a Bronze or Challenger Rioter?


Meddler Button Rioter Meddler: Yeah, we’ve got a full spectrum of divisions within Riot from people who are new to the game and not yet 30 to at least a couple of people that hit solo queue challenger sometimes (Riot Chun’s probably the highest at the moment at a guess).



Q: How do Splash Arts maintain quality when stretched for major eSports events?


Riot jXe Button Rioter Riot JxE: We make sure we’re creating the art at a high enough resolution to handle a 2k screen. Most of the time larger screens don’t actually have a higher resolution and you’re looking at it from so far away that you can’t tell the difference. This is usually the case with giant printed posters as well and if you get up close you can usually see the low resolution.



Q: Who did the recent splash arts for Malphite, Dragonslayer Pantheon and Night Hunter Rengar?


Riot jXe Button Rioter Riot JxE: That was actually three completely different artists 



Q: Yes or No for a Neon Shot Jinx Skin, similar to Neon Strike Vi?

Riot Whist Button Rioter RiotWrist: Neon Strike Vi recall best recall.

I vote yes just because it would be insanely fun to work on a similar recall and mix in some of Jinx’s crazy personality.



5/19 Issues receiving signup emails or refer-a-friend emails


Riot NocButton Rioter Riot NOC: Summoners,

We are aware that you may not be receiving signup emails or refer-a-friend emails at this time. We are in the process of correcting this issue and will update the thread when it is resolved. Sorry for any inconvenience this may cause.



 Lissandra disabled in EU LCS


Lissandra disabled tweet



 Brackhar leaves Riot Games


Brackhar leaves Riot



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



Patch 4 Point 7 Banner


Patch 4.7 Notes


Riot Pwyff Button Rioter Pwyff: Hey Summoners,

 It’s time for a new patch! We don’t have a ton of changes today, but we’re hitting a few high priority targets that are having a heavy impact on the health of the game. As an example, we’re still concerned with high-damage junglers who are entering the mid-game with more gold and more experience than even the solo laners who had to scrap out their gains against another opponent. We’re still exploring the possibilities here, but for now we’re going to be reducing some of the power of Feral Flare so that it remains a unique item build without being a dominant strategy.

 So what else can you expect in this patch? We’ve got a few rework follow-ups in the form of Gragas and Kassadin, and we’ve been experimenting with Skarner on the interim. We know we mentioned Skarner in the 4.6 foreword, but we’ve got a stronger idea of where we can give back some of his old identity so we’re making sure we get it right this time.

 We’re also following up with our promised top lane buffs for Jarvan IV and Malphite. We’re already seeing more diversity in top lane beyond Renekton, but we’ll be keeping an eye on future candidates as the changes shake out.

 Finally, we’re making some changes specifically targeted at competitive play in the form of reduced trinket start cooldowns, increased gold rewards for the Dragon, and additional tradeoffs for fast-push strategies. We don’t expect these changes to have too much of an impact on regular play, but we’re hoping to hit some dominant strategies we’re seeing in the high-level competitive scene.

 And that’s about it! On a closing note, you may notice this patch is a bit bigger than usual – we’re shipping out files for a new audio engine in manageable chunks over the next several releases. We’ll have more information to share with you closer to the end of the process, but you shouldn’t notice any changes to the game until the new engine launches.

You can check out the full scope of the patch below. See you next time!




Braum Gragas Jarvan Kassadin Khazix Lissandra Malphite

Miss Fortune


Minor Changes











Summoner Spells


Graphical Updates Heal




Feral Flare Line Sunfire Cape


Aggro Display


Aggro Display


>Summoner's Rift


Summoner Rift


Summoner's Rift & Twisted Treeline




Crystal Scar


Thresh Kassadin 2 Soul Anchor


Bots Text


LoL Client


Ignore Feature

Team Builder

Team Builder 47


Upcoming Skins


Upcoming Skins 47

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

PBE 29 April


Previous PBE Updates from Patch 4.7 Cycle:


Updated Dragonslayer Pantheon – Model & Sound



Dragonslayer Ward

Dragonslayer Ward

AllStars Ward

AllStars Ward



Nautilus New Portrait


Staggering_BlowStaggering Blow [ Passive ]  

  • Effect cannot trigger on the same target for 9 seconds, decreased from 12



Vladimir New Portrait


Sanguine_PoolSanguine Pool [ W ]

  • Now heals Vladimir for 15% of the damage dealt, increased from 12.5%





Feral_Flare_item Feral Flare

  • Attack Speed decreased from 35% to 25%
  • Attack damage reduced from 15 to 10
  • Base Damage when initially transformed decreased from 33 to 25


Madred's RazorsMadred’s Razors

  • Attack speed decreased from 15% to 12%
  • Unique: Maim damage reduced from 60 to 50


Wriggle's_Lantern_itemWriggle’s Lantern

  • Attack Speed decreased from 30% to 25% and Attack Damage reduced from 12 to 10
  • Maim damage to monsters decreased from 100 to 75
  • Stacks toward Feral Flare are now granted for kills and assists, too



Socrates Team Rewards

Ranked teams are finally getting some love! Win games as 5 and get a neat ward skin at the end of Season 4.



Socrates Button Rioter Socrates: We’re currently testing an updated Leagues page that shows both your list of current leagues and your progress towards end-of-season rewards. You’ll also notice that we’ve added unique summoner icons as a reward for the highest tier achieved in 3v3 and 5v5 as well as added a new class of Team Rewards, unlockable based on the number of wins you attain in Ranked 3s and 5s over the course of the season. The Team Reward is a ward skin that you can unlock and upgrade as you earn more wins, awarded at the end of the season.


Q: Why are you introducing these new rewards?

  • Previously, we’ve given end-of-season rewards based exclusively on the highest tier players reached across the various ranked queues. Since ranked teams require more effort to coordinate and place a special focus on teamwork and collaboration, we’ve decided to introduce a new reward system specifically for ranked teams.

Q: Do I have to play on a single team to earn wins towards rewards?

  • Nope, you can be on as many teams as you want.

Q: Do ranked 3v3 games count towards wins?

  • Yes, they will count for 1 point towards rewards (5v5 counts for 3).

Q: Do I lose the wins I’ve earned if somebody kicks me off a team?

  • Nope, you will retain your wins.

Q: If I meet the requirements for rewards, when do I receive them?

  • All rewards will be distributed at the end of the season.

Q: Do wins I earned before the feature launched count towards rewards for this season?

  • Yes, all games that take place during the 2014 season will count towards season rewards.



Will we retain our Victorious Ward from Season 3?


Socrates Button Rioter Socrates: The ward skin from Season 3 will be retained for anybody who earned it last season. We’ve moved the ward skin for this season to be a reward for team play, so there won’t be a ward skin for tier achievement. The other skill tier rewards (victorious skin, borders, etc) will still be earned based on your maximum achieved tier.



The Origin of Poros

Got any questions about Poros? Drop them here and enjoy the story of the creative minds that brought them to you!





Riot PreetiButton Rioter RiotPreeti: In honor of the Howling Abyss’ upcoming one year anniversary, we’re opening our art vaults and delving into the mysterious and magical origins of the map’s most-loved inhabitants: poros! RiotOtown, RiotEarp, and RiotCaptainLx have emerged from the art pit to shed some light on the adorable furballs and tell us how they brought them from concept to life!


First off


We’re on the environment team! RiotOtown’s a lead environment artist, RiotEarp’s a concept artist, and RiotCaptainLx is a senior animator. We’re just a few of the many creative minds that designed the Howling Abyss!


Poro Sketches 1


Where did


 While wrapping up the Howling Abyss, the entire team was on the lookout for something to balance out the Abyss’ cold, serious atmosphere. Unlike our other maps, the Howling Abyss had a very structural, linear cadence–it was literally a bridge without any fantasy elements, which didn’t feel very League. To counter this, the whole team brainstormed about cute and fun things we could add that would remain true to League and not take away from the map’s epicness. It was sort of tricky because whatever we added had to be noticeable without being too distracting–we didn’t want players confusing our little critter for a minion or monster they should kill!

 We wanted to create something furry that looked like it could survive through harsh weather, so RiotEarp looked to mountain goats, reindeer, and polar bears for inspiration. He sketched the initial poro concept art based on a cuter version of all of those things and we ran with it! Howling Abyss is the coldest and harshest place in all of Runeterra, so you can think of poros as the manifestation of whatever warmth, happiness, and love that still exists.

 After RiotOtown modeled and textured the very first poro, he and RiotCaptainLx decided to add a super huge tongue because the little guy reminded them of a puppy. Then, during the animation phase, RiotCaptainLx took it a step further and had the poro lick its whole face in one shot! With the tongue mechanic in place, he also animated the poro to run around panting with its tongue hanging out. We totally agreed that poros should pant just like that–they radiate with love, so they’re extremely hot despite the Abyss’ bone-chilling temperatures!


Poro Sketches 2


How'd you decide


 RiotCaptainLx needed a name for the animation file that went up on the Public Beta Environment (PBE), so we tossed around a few options until we decided on poro, the Finnish word for reindeer. It sounded cute! It was supposed to be temporary, but we were stuck with it thanks to a small oversight on our part. Basically, a player posted online that he’d discovered the file name after pinging a poro in-game on the PBE. Players liked it, we liked it… so we kept it.


How long did


About eight hours from concept to in-game on PBE. No joke. We never expected poros to become so popular or we probably would’ve overthought them!


Poro Sketches 3


What else can you


Hmmm…let’s go over some fun tidbits!

  • Poros are equal parts truth, valor, and innocence
  • The color that best describes poros is “very light blue, like Freljordian snow” (Pantone P 121-3 U)
  • Poros have a heart-shaped underbelly because they’re made of love
  • A poro’s horns perk up when it’s excited and droop down when it’s scared
  • Poros paddle through deep snow with their front paws
  • Some believe that poros are indestructible–though at one point we animated poros to keel over and twitch if they ran into the Abyss’ fountains
  • Poro-Snax are frosted with Freljordian ice crystals
  • Due to recent heroic deeds, Braum is a friend to the poros




Born out of love, blinded by glee;

Innocent, pure, magic and free,

Faithful, trusting; often naïve,

Soft, furry; their hearts hold a key.



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

PBE 23 April


Classic Braum – Champion Preview



Dragonslayer Braum – Skin Preview



Blade Queen Lissandra – Skin Preview



Dragonslayer Pantheon – Skin Preview



Atlanthean Syndra Updated Model


Dragonslayer Pantheon Splash Art

Dragonslayer Pantheon Splash Art


Night Stalker Rengar

Night Stalker Rengar Splash


Braum New Portrait


Concussive Blows [ Passive ]

Passive Braum

  • Braum and his allies work together to stun a target. Braum’s basic attacks apply Concussive Blows. Once the first stack is applied, ally basic attacks also stack Concussive Blows. Upon reaching 4 stacks, the target is stunned for 1.25/1.5/1.75 seconds ( levels 1/7/13 ) and takes 70 – 240 magic damage. For the next 8 seconds, they cannot receive stacks but take 14 – 48 (+2 per level) bonus magic damage from Braum’s attacks.


Winter’s Bite [ Q ]

Q BraumCooldown: 10/9/8/7/6 || Mana Cost: 50/55/60/65/70

  • Braum propels freezing ice from his shield dealing 80/125/170/215/260 ( 2.5% of Maximum Health ) magic damage to the first target hit and slowing them by 70%, decaying over the next 2 seconds. Applies a stack of Concussive Blows.



Stand Behind Me [ W ]

W BraumCooldown: 14/13/12/11/10 || Mana Cost: 30/40/50/60/70

  • Braum leaps to a target allied champion or minion. On arrival, Braum and the target gain 20/22.5/25/27.5/30 ( + 14/15.5/17/18.5/20%  of  bonus Armor and MR ) Armor and Magic Resist for 3 seconds


Unbreakable [
 E ]

E BraumCooldown:  18/16/14/12/10 || Mana Cost: 30/35/40/45/50

  • Braum reduces incoming damage and blocks for allies behind him and raises his shield in a direction for 3/3.25/3.5/3.75/4 seconds, negating the damage of the next attack from this direction. Subsequent attacks deal 30/32.5/35/37.5/40% reduced damage. Braum intercepts projectiles, causing them to hit him and be destroyed. Braum gains 10% Movement Speed for the duration.

Glacial Fissure [
 R ]

R BraumCooldown: 140/120/100 || Mana Cost: 100

  • Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line that slows enemies. Enemies hit take 150/250/350 (+0.6 AP) magic damage. The first champion hit is knocked up for 1.5 seconds, subsequent enemies are knocked up briefly. For the next 4 seconds enemies that enter the area are slowed by 60% for 1.5 seconds.


Braum’s Poro Interaction (Howling Abyss)


Braum’s Lore


“‘Tell me a bedtime story, grandma.’

A bitter wind howls outside, whipping falling snow into devil whirls.

‘What kind? A tale of the Ice Witch, perhaps?’

The girl crawls into her arms. ‘Too scary. Tell me a story about Braum!’

‘Ah, Braum!’ The old woman smiles. ‘There are so many. My grandmother used to tell me of the time Braum protected our village from the great dragon! Or once – this was long ago – he raced down a river of lava! Or -‘ She pauses; puts a finger to her lips. ‘Have I told you how Braum got his shield?’

The girl grins and hops under the covers. The hearth fire snaps, holding off the wind.

“Well. In the mountains above our village lived a man named Braum -”

‘I know that!’

‘He mostly kept to his farm, tending his sheep and goats, but he was the kindest man anyone had ever met, and he always had a smile on his face and a laugh on his lips.

‘Now, one day something terrible happened: a young troll boy � around your age – was climbing the mountain and happened on a vault, set into the mountainside, the entrance guarded by a huge stone door with a shard of True Ice at its center. When he opened the door, he couldn’t believe his eyes: the vault was filled with gold, jewels – every kind of treasure you could imagine!

‘What he didn’t know was that the vault was a trap. The Ice Witch had cursed it – and as the troll boy entered, the magical door CLANGED shut behind him and locked him inside! Try as he might, he couldn’t get out.

‘A passing shepherd heard his cries. Everyone rushed to help, but even the strongest warriors couldn’t open the door. The boy’s parents were beside themselves; his mother’s wails of grief echoed around the mountain. It seemed hopeless.

‘And then, to everyone’s surprise, they heard a distant laugh.’

‘I bet it was Braum!’

‘Aren’t you clever! Braum had heard their cries and came striding down the mountainside. The villagers told him of the troll boy and the curse. Braum smiled, nodded, turned to the vault, and faced the door. He pushed it. Pulled it. Punched it; kicked it; tried to rip it from its hinges. But the door wouldn’t budge.’

‘But he’s the strongest man ever!’

‘It was perplexing,’ her grandmother agrees. ‘For four days and nights, Braum sat on a boulder, trying to think of a solution. After all, a child’s life was at stake.

‘Then, as the sun rose on the fifth day, his eyes widened and a broad grin lit up his face. ‘If I can’t go through the door,’ he said, ‘then I’ll just have to go through -‘

The girl thinks; her own eyes widen. ‘- the mountain!’

‘The mountain. Braum headed to the summit and began punching his way straight down, pummeling into the stone, fist after fist, rocks flying in his wake, until he had vanished deep into the mountain.

‘As the villagers held their breath, the rock around the door crumbled – and when the dust cleared, they saw Braum standing amidst the treasure, the weak but happy troll boy in his arms.

‘I knew he could do it!’

‘But before they could celebrate, everything began to rumble and shake: Braum’s tunnel had weakened the mountaintop, and now it was caving in! Thinking quickly, Braum grabbed the enchanted door and held it above him like a shield, protecting them as the mountaintop collapsed. When it was over, Braum was amazed: there wasn’t a single scratch on the door! Braum knew it was something very special.

‘And from that moment on, that magical shield never left Braum’s side.’

The girl is sitting upright, beaming with excitement. ‘Grandma, tell me another.’

‘Tomorrow.’ Her grandmother smiles; kisses her forehead; blows out the candle. ‘For you need to sleep, and there are many more stories to tell.”


Braum’s Champion Interactions



  • “You remind me of Agatha. Best cow back home!”
  • Alistar, I have cow you should meet.”


  • “Mother gave me bear as child too, Annie.”


  • “After this we share a drink. You like goats milk?”


  • “What’s your poison, Gragas? Mine’s milk.”


  • Tryndamere! This is fun, right?”
  • “Are you having fun, my friend?”


  • “Your hair… we do not see things like this in the Freljord.”


Braum’s Item Interactions


  • “This has the smell of a faraway land. Perhaps I shall see it one day.” (Ancient Coin)
  • “Ha-ha! Perfect!” (Boots of Mobility)
  • “These shoes… they are too tight!” (Boots of Speed)
  • “To friends I am snowfall, to enemies I am avalanche!” (Frozen Heart)
  • “My shield will protect this shield.” (Randuin’s Omen)
  • “A shield for my shield? I like it!” (Randuin’s Omen)
  • “No sneaking up on Braum this time.” (Sightstone)
  • “Sight is the key to victory… also stone.” (Sightstone)
  • “Fire does the body good.” (Sunfire Cape)
  • “I’ve always wanted an on-fire cloak.” (Sunfire Cape)
  • “Ooh, now I need marshmallow.” (Sunfire Cape)


Braum’s Interactions When Blocking Ultimates


  • “I’m having cold flashes.” - Ashe
  • “Good Shot, you’ll get them next time.” - Caitlyn & Ezreal
  • “Look, your axes bounce right off.” – Draven
  • “Ah! A refreshing sea breeze.” - Nami
  • “Heh, it is windy today.” - Riven



Champion Balance Changes


Gragas New Portrait

Drunken_RageDrunken Rage [ W ]

  • Cooldown decreased from 8/7.5/7/6.5/6 seconds to 6 at all ranks

Explosive_CaskExplosive Cask [ R ]

  • Range increased from 1050 to 1150



 Jarvan IV New Portrait

Martial_CadenceMartial Cadence [ Passive ]

  • Damage increased from 6/8/10% of current HP as bonus physical damage to 10% at all levels
  • Cooldown increased from 6 seconds at all ranks to 10/8/6 (levels 1/7/13)

Golden_AegisGolden Aegis [ W ]

  • Mana cost decreased from 45/50/55/60/65 to 30 at all ranks



Miss Fortune New Portrait 

Double_UpDouble Up [ Q ]

  •   Added a 0.35 AP Ratio on the initial hit and a 0.5 AP Ratio on the bounce hit. Rest of values are unchanged



Malphite New Portrait


Granite Shield [ Passive ]Granite_Shield

  • Recharges every 10/8/6 seconds ( levels 1/7/13 ) , reduced from 10 at all ranks

Brutal_StrikesBrutal Strikes [ W ]

  • Mana cost reduced from 50/55/60/65/70 to 25 at all ranks



Tryndamere New Portrait


Spinning_SlashSpinning Slash [ E ]
  • Tooltip fix: Now states that Tryndamere gains Rage for hitting enemies





Sunfire Cape New VFX

Video up soon! (PBE went down)



Wriggle's_Lantern_itemWriggle’s Lantern
  • Tooltip Fix: Now correctly states it needs 30 stacks to transform, not 25





CLG Nien Banner

Zach “Nien” Malhas announced in an interview with OnGamers today that he is stepping down as a substite player for CLG.



CLG Roster Changes: Nien Steps Down


 Today, CLG regrettably announces Zach “Nien” Malhas’ decision to step down from his role as the team’s starting top laner. In conversation with team management yesterday, Nien expressed that he is not satisfied with his own performance, feels he is holding the team back, and does not presently feel he is deserving of a starting position on the team. He also noted that the community’s intense criticism of his play and general attacks towards him had become increasingly taxing mentally, and damaging to his confidence as a player over time. On top of this, he has had some family matters arise which he feels the need to be able to dedicate more time and attention to. He will be leaving the house and returning home to focus on improving himself individually as a player and spending more time with his family.

For more insight into his decision, you can see Nien’s interview with Travis of onGamers here.

 Nien has agreed to stay on the roster as a sub and is open to returning to the starting role in the future if the team cannot find a suitable replacement. CLG now begins its search for a new starter in preparations for the LCS NA Summer Split and World Championships. The team is looking for a career top laner to replace Nien, but has also discussed the possibility of moving Link to top lane and replacing him with a proven, exceptional mid lane talent.

To learn more about the team’s approach moving forward, check out Travis’ interview with the team captain, Peter “Doublelift” Peng, here at onGamers.

 CLG would like to thank Nien for his time with the team as a starter. He has shown a remarkable attitude and desire to improve himself as a player. He has been fundamental in the team’s improvement over the Spring Split and CLG’s return to competitive prominence in North America. Most importantly he is a great friend. We respect his decision and will continue to support him moving forward. We hope to see him regain his confidence and return to LCS soon.


 Not leaving League