Posts Tagged ‘fizz’


Soon on PBE Banner

Tons of texture updates are soon heading to the PBE; here are previews for all of them:



Ququroon Final PortraitHey folks! Ququroon here!

I know I have a thread over on the PBE that’s been sitting up there in the announcements for a while (that totally has a ton of context if you’re not familiar with this!), but I wanted to cross the streams and open up the feedback channel a little bit. At least for now, because my sleep schedule is OP and because I like you guys. Except for that guy. That guy sucks.




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I’ll be hanging out for a bit, so lemme know whatcha think! I’d also appreciate to know who you’d prefer to see, if anyone. I’m curious. Totally. That’s the ticket.


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Why are the pictures so small

Ququroon Final PortraitI kinda kept the pictures small intentionally, because it’s more indicative of what you see in game.

The changes to Void Fizz are relatively small, just messing with his highlights a little.

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Do you plan on doing a Visual Update for Ezreal

Ququroon Final PortraitEzreal does need some updates. I don’t know how much he’d differ from where he’s at now, but I imagine that he’d at least be a better execution from the current.

He’s a pretty unique character, so we’d want to push that to the limit.

Also… I’ll fight for his dance to the death.

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Will you update the hair on characters like MF or Irelia

Ququroon Final PortraitYeah, there are some older characters with some really rough hair that need to be hit.

As for PFE, we didn’t think it was in a poor place.

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Why isn’t Sad Robot Amumu on the list

Ququroon Final PortraitSad Robot Amumu is in a good state, so we probably won’t be touching it.

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



Group A Worlds Banner


 Welcome to a co-op series where Tim and I will cover all four World groups and what new picks we can expect in each one. We aim to get the series wrapped up before Worlds so we can focus on coverage of the matches. Enjoy the read!



Edward Gaming Banner


 Ban Yasuo. Those words held true in every game of the LPL Regional Qualifiers and Summer playoffs that featured EDG as teams took the swordsman completely out of the picture. With 5 different picks in the mid lane across 12 games, U has shown he can definitely play around his team’s apparent dislike of the wanderer.

 Of these picks, Kayle came out for three of EDG’s matches. While Kayle remains strong despite her most-recent nerfs, she has definitely fallen out of flavor.  Her most recent revival usually comes paired with a Zilean, creating an incredibly frustrating team comp centered around an undying carry. U has shown that he will play her with or without the Chronokeeper.

 Kayle’s strengths come in droves. Amazing waveclear, great up-front damage, massive utility in the form of a heal and movespeed boost, and an ultimate that can make or break teamfights. There’s less countering Kayle and more just dealing with her, something that becomes incredibly tricky once a match gets to late-game.

 When Kayle and Zilean get together, it’s like divine Intervention. Allowing unlimited dive opportunities, Kayle and the rest of her team can wreak havoc in the front line safely under the protection of Chrono Shift and Intervention. The pair also prevents a champion from just being dived on and exploded, and can force their opponents to think hard about who they want to focus and when they want to fight.

 There are a Zilean possibilities, will the opposition be prepared?



Westdoor Banner


 AHQ’s Westdoor is known for his constant aggression. Expect all eyes to be on the mid lane as he looks to get his team out ahead early. Kassadin and Twisted Fate were almost permanently banned against Westdoor in the GPL and it shouldn’t be much different on the world stage. AHQ depends heavily on their mid laner, and acquiring a comfort pick for Westdoor is a must for them. Keeping Fizz in the back pocket is surely on the agenda, especially looking at his dominating performance on the trickster in the past.

 Fizz brings deadly assassin strength to a team, being able to dash in with Urchin Strike and deal massive burst damage, only to disappear unscathed with a cleverly placed Playful/Trickster. Chum the Waters offers great disruption and zoning potential in a teamfight, forcing players to retreat or fight around its AOE knockup. It’s also a death sentence for anyone caught out of position, which can help AHQ create picks and secure objectives.

 Not to say the Trickster is without flaws. Limited siege ability can set Fizz’s team behind if they’re unable to start a fight. Also an issue is getting to the backline to hunt for carries. If the enemy team sees Fizz, they can center their comp around peeling for their carry and easily counter his strengths. Lastly, Fizz is a risky laner; if he’s facing a poor lane match-up, he can easily fall behind – worst-case scenario for a champion who must be ahead to have a real impact on the game.

 AHQ enters the World Championship as underdogs, and other teams will definitely have heard of Westdoor. With a reputation for clutch plays and snowballing games, letting Westdoor get any of these champions is definitely a mistake. Therein lies the largest issue: lack of diversity. While he has shown he can fall back onto popular champions like Yasuo, Westdoor’s greatest strengths come from familiarity. Teams will either look to ban him out, or prepare strategies specifically tailored to his champion pool.

 Will AHQ adapt, or will they FIZZle out?



Dandy Rammus Banner


 Though he dominates solo queue, Rammus is a rare sight on the competitive scene; OGN Masters saw him once in a favorable match-up against Xin Zhao and Wickd rolled his way to victory at the end of summer LCS in a zer0-stake match against Millenium, but that’s all the pro action League’s armordillo saw this year. Despite odds, it seems DanDy has been racking some Rammus games in Solo Queue and with great success. Can we expect to see a tanky jungler sneak his way past Lee Sin? Certainly, he is blind.

 The meta across regions right now favors stall comps that rely on picks to get objectives and push for map control. Rammus fits the bill with his Sonic Ball and a 2-second taunt. He’s great at locking down and soloing the currently popular hypercarries or peeling bruisers from his carries. Being the best tower-diver in the game, Rammus can capitalize on a pushed lane better than almost any other jungler. His slow clear speed means he loses significant gank pressure in the early game, but that can be off-set by just going for safer laners and stalling until Rammus can become that beast of a frontliner and initiator.

  In the hands of DanDy, Rammus is a snowball machine. DanDy is the one who sets the pace for White’s matches by constantly being in the mind of the enemy jungler and predicting his moves. A Rammus counter-gank is deadly, as it can come from very far away and with guaranteed hard CC. We already know how strong DanDy is at smite-stealing objectives – put that mechanical skill on a rolling ball and you’ve got dragon control covered against all but the top-seed teams. Best part? No one plays or bans Rammus, meaning DanDy always has a surprise pick for when his team faces serious challenge (at the finals).

 Ultimately, a pocket pick doesn’t matter much for White at this point, as they can likely blindfold themselves, go all mid and still stomp their group.



dark passage banner


No data on DP’s Solo Queue training and their Wildcard matches suggest they’d like to go standard at Worlds. If they are bringing new picks against the top teams, they’ve yet to grant viewers passage to their strategy.


See? Phreak liked it. Reluctantly.



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




Free Champion Rotation Week 33 Season 4 Banner


The following Champions will be free-to-play until September 9th:

  • Diana - 6300 IP or 975 RP 
  • Fizz - 4800 IP or 880 RP
  • Galio – 4800 IP or 880 RP
  • Gnar – 6300 IP or 975 RP
  • Jayce - 6300 IP or 975 RP
  • Lulu - 6300 IP or 975 RP
  • Maokai - 4800 IP or 880 RP
  • Sivir - 450 IP or 260 RP
  • Urgot - 3150 IP or 790 RP
  • Vel’Koz - 6300 IP or 975 RP


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


Champion Rotation Banner Week 21 Season 4


The following Champions will be free-to-play until June 10th:


  • Akali – 3150 IP / 790 RP
  • Annie – 450 IP / 260 RP
  • Diana – 6300 IP / 975 RP
  • Fizz – 4800 IP / 880 RP
  • Gangplank – 3150 IP / 790 RP
  • Gragas – 3150 IP / 790 RP
  • Kog’Maw – 4800 IP / 880 RP
  • Lucian – 6300 IP / 975 RP
  • Thresh – 6300 IP / 975 RP
  • Wukong – 4800 IP  880 RP



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


Comments off


Sale 28 March





Jade Dragon Wukong – 487 RP


Jade Wukong

Jade Wukong Splash


King Tryndamere – 260 RP


King Tryndamere

King Tryndamere Splash


Queen Ashe – 487 RP


Queen Ashe

Queen Ashe Splash




I get so caught up with sudden influx of gold I can’t help but shop ;__;

*click image for larger version*

Artist: Ketherly tumblr/twitter/twitch

results from YOUR input during twitch stream!


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PBE Update

The Harrowing approaches

Red Post Collection:

Single Posts


PBE Update






Seastone_TridentSeastone Trident ( W )

  • Active AP ratio reduced from 0.35 to 0.15






Null_SphereNull Sphere ( Q )

  • Mana cost decreased from 70/80/90/100/110 to 70/75/80/85/90
  • Damage decreased from 80/130/180/230/280 to 80/115/150/185/220
  • Silence duration changed from 1/1.4/1.8/2.2/2.6 to 1.5/1.75/2/2.25/2.5 seconds


RiftwalkRiftwalk ( R )

  • Subsequent uses no longer stack bonus damage unless Riftwalk hits an enemy Champion
  • Damage changed from 60/70/80 ( +0.8 AP ) to 70/100/130 ( +0.6 AP )






Death_MarkDeath Mark ( R )  

  • Now creates a Living Shadow near his target’s position when the ability’s cast, not after Zed has already ported




Ascended_FormOverwhelming Power ( Passive )

  • Mana restore changed from 12% to 45-130 mana flat
  • Now increases Xerath’s magic penetration for his basic abilities by 3-20% (1% per level)

Mage_ChainsStasis Orb ( E )

  • AP ratio increased from 0.45 to 0.6
  • Stun duration now increases based on traveled distance, lasts between 1 and 2 seconds from 1/1.3/1.5/1.8/2 seconds.
  • Added a small cast time ratio
  • Missile speed treatly increased
  • Cooldown changed from 13/12.5/12/11.5/11 to 15/13.5/12/10.5/9 seconds

Arcane_BarrageAscension ( R )

  • Base damage increased from 100/150/200 to 150/200/250


New Mastery Icons


Image 7 Image 6 Image 5 Image 4 Image 3 Image 2 Image 1 Image 14 Image 13 Image 12 Image 11 Image 10 Image 9 Image 8



End of Season 3 Icons


Bronze S3 Silver S3 Gold S3 Platinum S3 Diamond S3 Challenger S3



Haunted Zyra


Haunted Zyra

Ingame model



Officer Vi




Sultan Gangplank




Victorious Elise




Turret Indicators


Iniquitee Button Rioter Iniquitee: Hey PBE Community!

As a part of our effort to go back and take a look at what it’s like to learn League of Legends for the first time, we’re taking a look at turrets. Turret behavior is one of the most confusing things for new MOBA players to pick up and the average player tucks a lot of executions under their belt before they learn when and why a turret attacks them. Even more experienced players can take months or even years to learn the exact range of a turret so they can perfect the complicated dance of turret diving and breaking aggro.

Turret Indicators are a new addition in 3.13 that aim to teach players how turrets behave as a natural part of playing. When you’re near a turret, a ring appears on the ground to show you its exact range. The ring changes color to let you know when it is and is not safe to be near the turret, and when you’re in range and under attack the ring changes color and pattern to tell you the exact moment you draw aggro. Our goal was to be clear without being too noisy, and we’d love to hear how you think we did.

When this feature goes live, it will only be available in Co-Op vs AI and training modes like the tutorial and custom games against bots. This is a learning tool for players of all levels, but we think that once you’ve graduated to PvP, the training wheels come off and it’s time to get serious. If you don’t like the look of the indicators or want to measure your understanding of the range on the fly, we’ve added an option under the Game tab in the options menu for you to turn them off. We hope that you’ll play around with them and let us know what you think!






The Harrowing approaches


Harrowing banner


The sun sets and darkness creeps in, candlelight flickers and fires burn out. The Harrowing is nearly upon us. Whether exploring an old tomb or getting decked out to deck some criminals, terrifying and surprising storytelling comes alive with new skins for Zyra and Vi. Haunted Zyra and Officer Vi headline a cast that includes all of the former Harrowing skins. As announced last Thursday, skins that were previously categorized as Limited Edition are now legacy and will also be retrieved from the vault.

Here’s the list of all of the legacy skins that’ll be available this Harrowing:

  • Mundo Mundo
  • Pumpkinhead Fiddlesticks
  • Kitty Cat Katarina
  • Zombie Ryze
  • Lollipoppy
  • Nosferatu Vladimir
  • FrankenTibbers Annie
  • Definitely Not Blitzcrank
  • Bewitching Nidalee
  • Haunting Nocturne
  • Headless Hecarim
  • Haunted Maokai
  • Underworld Twisted Fate
  • Headmistress Fiora
  • Pirate Ryze
  • Zombie Brand

But the Harrowing is more than just dressing up and terrifying your foes, we’re also bringing back all five Harrowing ward skins and unveiling five new summoner icons to earn throughout the event. And it wouldn’t be the Harrowing without another mystery or two. This year, it’s the debut of mystery gifting. When you give a mystery gift, your purchase unlocks a random skin for a champion your friend owns. All skins in the store plus a selection of legacy skins are fair game, so your friend could end up with a legendary or even ultimate skin!

The Harrowing launches in an upcoming patch, so check back with for more information about the event and we’ll see you on the battlefields!


More on Team Builder


Team Builder

Check out the announcement of the feature here!



Is the enemy team’s composition dependent on ours?


LyteButton Rioter Lyte: Your team will be faced with a completely random composition. As a scientist, just imagine all the data when you get to see a matrix of creative, unorthodox compositions and how they perform against all other compositions…

I’m excited. 



How can I see what composition the Team’s leader wants to fill?


LyteButton Rioter Lyte: We’ll release more information as we go to PBE, but basically as a team leader, you get to setup your own team composition.

For example, as a team leader, I was able to setup the following today:

Fighter – Top
Support – Top
Marksman – Mid
Mage – Bot
Mage – Bot

Once I’ve determined my team composition, I lock in, and the system begins finding players for me that are interested in playing one of those specs on my team.



How will you deal with people having different expectations for a single role?


LyteButton Rioter Lyte: We agree, the system isn’t designed to communicate all intentions and absolve players of any communication. Once a Support gets accepted into the lobby, teams should chat! They should figure out what they want to do, and whether they want to do 0 CS Support, or whether it’s a kill lane. If players disagree on something, they can very easily ask the system to find them a new player or a new team.



There will be a lack of people queuing for support


Xelnath Button Rioter Xelnath: Davin’s research showed that a fairly good margin of players want to be supports. If that doesn’t turn out to be true, then I’m confident there’s things my team can do to help make support a better experience. 




Will we be able to see Honor badges while in Team Builder queue?


LyteButton Rioter Lyte: I like the idea of showing Honor badges… in fact, we have a few ideas with what we want to do with Honor and Team Builder. But for now, let’s focus on getting the Champion Select re-design out to players 




Are Champions tied to specific Roles?


Lyte Button Rioter Lyte: Roles are not attached to the champion, and you can choose Mage-Gragas for example. It’s also very trivial for us to add a “Roam” role, if such a role were to emerge as a popular option.




When will the chatting with your teammates be available during the teambuilding process?


VonBurgermeister Button Rioter VonBurgermeister: As soon as someone is in the lobby, you can start chatting. Basically you can talk strategy from beginning to end.




State of Xerath’s Rework


scorched xerath banner

How far has the rework pushed Xerath from his original iteration?



XelnathButton Rioter Xelnath: Hey guys,

Simmer down a bit, I appreciate the amount of passion going on here, but that’s not justification to start attacking each other.

To explain our logic on the passive:

  • There were concerns the super high spell pen lead to poor counter itemization
  • We wanted to try an alternative growth path that encouraged escalating power towards the late game (in this case boosting item purchases)

After trying it out, we actually felt like it snowballed him harder, making an already win-or-lose champion win-or-lose even harder. In fact, 15% bonus AP is really just a fancy way of saying his AP Ratios are higher than normal, that squishes squishies too hard.

We’ve totally acknowledged that being 100-0’d by his ultimate is not fun. So we’re going back to the 20% Spell Penetration passive, but this time with linear scaling, instead of geometric scaling. However, this time, it will only apply to his basic spells.

This way, if a Xerath gets out of control and snowballs into AP, you can buy MR to prevent yourself from being obliterated at a range you can’t respond, but Xerath retains his ability to poke down tanks over time. (Assuming mana enough to pull it off)

This kind of iteration can be confusing in a vacuum. I’m sorry I haven’t been able to communicate more with you directly, but I’m in pretty bad shape at the moment. While Zenon is heroically taking on the effort of finishing up Xerath, implementing new ult visuals with Bitsplosion and generally being awesome, my time is split between communicating about Xerath, handling some season 4 changes that we’ll be announcing soon and also doing some heavy work to adjust support itemization with Xypherous.

I understand your frustration with the lack of communication, but hope you understand.

That said, here’s some stuff we’re going to try out:

We’re going to try making Xerath’s E path a little more clear before it fires, make the stun scale up to 2 seconds at max distance.

This is pretty experimental, but expect to see it in Xerath V4 or V5.



[Crownface] Why are you reworking Xerath for the people who didn’t like playing him?


Xelnath Button Rioter Xelnath: Crown, you *are* negative, but you have also provided useful insights and I’ve made adjustments to how I handled the character as a reflection of understanding the things you enjoyed and identified with the character.

At the same time, I am also reconciling the poor usability the character had with other play patterns that fill the same niche with greater satisfaction. I know you can’t at a glance see that you’ve had a positive influence on this rework, but you have. I greatly appreciate that your responses have been well-phrased and reflect some soul searching.



[Despia] Do you agree with the community’s feedback that the rework should be canceled?


Xelnath Button Rioter Xelnath: We will not be cancelling Xerath’s rework. Thank you for your patience thus far, but if you disagree with this core goal, we will not be able to collaborate. I hope that you try the final reworked Xerath or can find another champion who embodies the mechanics you enjoy, who hopefully isn’t just a stealth OP. 



[Crownface] Why was Lotus of Power removed?


Xelnath Button Rioter Xelnath: After much review, we felt that locus as a core spell added a dramatic amount of clunkiness to the kit that requires massive amounts of over-budget AP ratios, 40% spell penetration and a nearly unstoppable stun on an 8 second cooldown to compensate for.

The amount of power Xerath required to keep that one ability was absurd. He’s utterly broken to the core. Yes, the uniqueness brought value. No, it did not justify that much power. It was only a matter of time before Xerath was given the Poppy treatment.

Instead, we are trying to figure out the healthiest, richest and most engaging parts of Xerath to keep, while keeping the important parts of his kit that were fun – e.g. a pass through base nuke. Then preserving mechanics that players recognize on Xerath, e.g. % Spell Penetration, where possible.

I just had an amazing game tonight were I survived a Varus/Blitzcrank 2v1 lane in midlane today. Yes, skillful use of Locus lead to me dodging some cool hooks. However, that wasn’t what won the game. It was that one time I landed a full combo on the entire enemy team… then the one after that… then the one after that… ultimately resulting me dealing 4x more damage than any other member of my team.

Broken AP ratios and spell penetration have been on Xerath for years. Locus has been around for years. People will never warm up to abilities that just feel that bad. I hope instead that I’ve expressed the feeling and vision of what Xerath SHOULD be to fill the long-range siege role we want to explore with him in league of legends.

Based on the other replies in this thread – I really feel like we have.


Casting spells during knock-up


Ziggs banner

Why it’s not allowed for mutated bugs to cast spells while in the air.



[Effrim] Can you bring back Ziggs’ ability to cast spells during Satchel Charge’s knock-up?


Meddler Button Rioter Meddler: Just checked and this still works for me, it’s not something we’ve intentionally tried to remove either.

If you’re seeing certain situations where you can’t cast mid air (and aren’t CC’d by something else at the same time) let us know, will give that a look.



[orghak 11] Why was this feature removed from Kha’Zix but not Ziggs?


Meddler Button Rioter Meddler: The issue with Khazix was how it compressed his damage into a really small window. In Ziggs’ case that problem doesn’t apply – 99%+ of the time using Satchel Charge to land directly on an enemy to burst point blank isn’t even remotely a good play, particularly since it involves sacrificing a damaging spell. Ziggs’ casts while airborne instead tend to be getting in a parting shot while disengaging or trying for a kill shot while chasing neither of which has, so far at least, proven to be problematic, especially given Ziggs’ damage output has a fair degree of unreliability.



[McTokie] Follow-up: Isn’t burst what Kha’Zix is all about? Why take away the opportunity from him to burst quicker?


Meddler Button Rioter Meddler: Yup, burst is damage concentrated into a small window. That’s not to say the smallest possible window is always appropriate though. Being able to unload your full combo over 1s for example is still pretty bursty, but offers substantially more opportunity for play by the target than a 0.5s window (numbers hypothetical, not familiar with Khazix’s exact timings pre/post W change).



[Chocoboko] Sometimes Ziggs’ Q doesn’t cast until he has landed


Meddler Button Rioter Meddler: Doesn’t start casting until you land or doesn’t launch until you land? Even when cast in the air the Q still has a cast time, so, particularly if you start the Q cast after the halfway point of the W knockup (approximately) it’ll launch around the time you land.


Heimerdinger’s QA – Part 4


heimerdinger banner

Catch up on the previous parts using the links below:



The sight you gain from turrets should remain when they shut down


20thCenturyFaux Button Rioter 20thCenturyFaux: Yeah, I’ve been thinking about buffing their sight radius when shut down. Not all the way up to their full vision, but something like shaco box / teemo shroom type vision.




Any news regarding Heimer’s passive?


20thCenturyFaux Button Rioter 20thCenturyFaux: We’ve played with some new passive ideas in the thread, but we haven’t found one that’s avoided some nasty downside or another. The closest contenders were: First, a sort of spellvampy thing that procs on dealing magic damage with turrets/w/etc, but it doesn’t do much when Heimer gets zoned out. Second, a % current health variant on his passive, which is the same thing but more interesting but has the potential to get weird with tanks and feels bad when you’re behind. I had high hopes to find something good, and we still might, but I don’t feel that it’s something I’d hold Dinger back for.

At the end of the day, the current passive’s problem is how it feels–it can only be appreciated cerebrally, instead of on a gut level. I’m more ok with that on Heimer than I would be on most champions. What’s more, the aura has its supporters–some support Dingers but also people who deliberately make use of its pushing power mid. It looks weak so it’s an easy target, but it does more good for Heimerdinger than might appear at first blush.

At certain point, there’s always small problems to chase when polishing a project, but if you have no cutoff point it’ll never release. I’d like a version of the passive that feels better but does most of the same stuff, but at the end of the day I’m not willing to accept a complexity/playability penalty for a feel boost.



What’s the effective range of turrets?


20thCenturyFaux Button Rioter 20thCenturyFaux: They’re capable of operating from further away, so hopefully you’ll have more opportunities to split them up to avoid Riven Qs, Gragas barrels etc. Characters like Morgana will probably hit a point early where they can spend one big AE spell to kill a turret, but as long as they only hit one at a time Heimer can still come out ahead overall–he spends less mana and can try to punish with rockets. That’s the dream, anyway.



Could we get a table of what the turret resists are supposed to be?


20thCenturyFaux Button Rioter 20thCenturyFaux: Armor: 10/10/10/10/10/10/13/13/15/15/17/20/23/25/30/35/40

MR: 25/25/25/25/25/25/25/25/28/28/30/30/32/35/38/40/42/45




Why is the new Heimerdinger so reliant on hitting skillshots?


20thCenturyFaux Button Rioter 20thCenturyFaux: Having his damage be lower if he misses his skillshots and does no damage with turrets is exactly the point ^^

A damage analysis that includes turrets and hit W produces huge damage numbers, but that doesn’t mean he’s release Xin Zhao 😛


20thCenturyFaux Button Rioter 20thCenturyFaux: This is definitely part of why PBE is more about making sure stuff is fun and fixing bugs than it is about balancing. Balance-wise I’m more interested in stuff like, support Heimer has a bad day because disabled turrets have no vision, etc.



Will Heimer be able to support?


20thCenturyFaux Button Rioter 20thCenturyFaux: Heimer seems strongest for a mid magey role, but I’m interested in supporting support Heimer, for lack of a better word ^^

We played a while with the idea of Heimer moving turrets. In doing so, we found the main goal was to let him have some wiggle room for turrets that ended up in poor spots. Making turrets only 20 mana and giving him faster kits lategame ended up hitting the same goals a “move a turret” feature. It basically ended up being a solution looking for a problem.

And Liandris works on turret beams. I should really add a FAQ to the first post hehe xD



Why the passive CDR from Heimer’s ult is gone


20thCenturyFaux Button Rioter 20thCenturyFaux: Tl;dr on cooldown reduction: If Heimer’s cooldowns need to go lower, they should just go lower. Giving him innate CDR just says “you cannot build 40%” in exchange for making sure the CDR kicks in at level 6/11/16. Since he now has reasonable power spikes at those levels due to the ult having damage numbers, there isn’t any goal left that’s solved by having innate cooldown reduction.



Final (serious) words


20thCenturyFaux Button Rioter 20thCenturyFaux: TL;DR on Heimer balance: I’m very interested in what data comes out of PBE, but final balance will have to come from the first patch or so he’s live. The rework makes him healthy enough to keep him at a high power level, and we think he’s there now, too–but he’s also a very high skill cap champion. He needs time for players to learn strategies, etc.

I understand that a few of you feel very passionately about your vision for where his power is at, but I have to consider everyone’s viewpoint, the data at my disposal, and the big accuracy gap between balance information from PBE and balance information from live. I think it’s very important for Heimerdinger that he be viable–but making big power changes from individual anecdotes is not the way to do that.



My powers are inferior, I cannot beat teh assassinz!


Dannamoth Button Rioter Dannamoth: This is why you must build the glorious tankerdinger, destroyer of Zeds and crusher of Kassadins.





Best Passive EU


Originally Posted by Evolnemesis View Post
How about this for a passive… every few seconds he’s alive, each enemy gets a flash on the screen saying ‘ALL YOUR BASE ARE BELONG TO THE DONGER!’ with Heimer’s laugh playing at the same time. This would have no real power effect, but would act as a super global taunt helping enemies get in range of his abilities by making players want to find him and rush at him with their mouths frothing in rage…


20thCenturyFauxButton Rioter 20thCenturyFaux: Hmm… low mindshare, low power budget (no actual numeric effect!), and more awesome. This meets all my criterion! It even has counterplay, enemies can simply hide their eyes and ears in shame and also shame, respectively.



Single Posts


Why was dodge removed but crit is allowed to stay?


ZileasButton Rioter Zileas: Game design is a pragmatic problem solving. Decisions are often not in absolutes, and have to be made according to the situation.

While we do generally want to keep artificial RNG low (as opposed to ‘hidden information emergent “rng”‘ — I turned a corner, and didn’t know there were 3 guys there), we opted to keep crit but remove dodge for a few reasons:

1) Dodge is ‘negative’ RNG rather than ‘positive’ RNG. We found that players notice dodge a lot less as the beneficiary than as the person who ‘missed’. So, it tends to be on net not very fun.

2) The more RNG elements you add together, the more maximum RNG outcomes you get. By removing just one of the RNGs, you don’t halve the ‘worst case’ RNG outcomes, you actually more than halve them (A scenario where you are dodging attacks on you AND criting opponents).

3) Players were excited about building for crit, and weren’t excited by building for dodge.. because criting is exciting and cool.

4) We wanted some build types to scale a bit harder (not a LOT harder) than others, and the existence of crit ensures that marksmen can scale a little bit better on DPS than does defense or AP damage. (NOTE — a LITTLE bit)

Note that we also moved our crit system to pseudorandom that makes it less spikey (low chance of double crits), and reduces the impact on game objectives.

So, I feel like this is a good balance between the various considerations. In total, our artifical RNG is very, very low.

– Zileas


Regarding recent nerfs to assassins and DFG’s strength


morellovatarButton Rioter Morello: We’re not “blindly” nerfing these champions, we’re looking at damage curves for assassin-style characters overall. I’ll let the team speak to the details on it.

Overall, though, these items are pretty balanced on a number of characters, and I don’t think we’d want targeted changes to these characters to effect others. I don’t think we’d want to nerf good uses of Lichbane on TF or Ziggs just because Fizz uses it and causes problems. Lichbane is a great core item for mages who weave in auto-attacks.

DFG is…well, DFG. But historically, I’ve felt DFG is a bad item for League overall, so we might need to have some discussions about that  DFG isn’t egregiously OP, I just worry it creates more 100-0 cases with no more interaction or skill to require it.


Where balance went wrong


This comment was made:

Originally Posted by KellyOConnell View Post
[Aggressive comments suggesting the removal of the current balance team]

To which you replied with:

Originally Posted by Morello View Post
Care to educate me on what’s so bad?

– Top lane consists of three champions and only three champions; World’s commentators even state directly, almost word for word, that because, “Renekton and Shen [were] banned and Jax was picked, there’s nothing left to be picked to oppose him.”

– Mid lane consists of champions with extremely overloaded kits (Orianna as a Xypherous champion speaks for itself, for example) and Zed; that’s it

– Bot lane consists of Vayne, Ezreal, and Corki, two of which use a remade Trinity Force (which was hypocritically adjusted right before World’s to an egregiously overpowered state for ranged carries) and the other abuses Blade of the Ruined King (an item remade and play-tested once before re-release, which arguably broke the game for weeks on end on account of its influence)

– Supports consists of Zyra, Thresh, and Sona, all of whom amount to little more than ward slaves and AoE, crowd control bots

– An impactful jungle in season two is remade at the start of season three and changes in effect cause junglers to swing wildly from being useless to overwhelmingly influential on a patch by patch basis

– Ranged carries are coddled like children whilst all other champion archetypes are nerfed around them

– Continuous talk of counter-play exists and yet Silver Bolts still exists, Ezreal can still abuse Iceborn Gauntlet for infinite kiting potential (RIP Skarner), there’s still only one true melee only item in the game, etc…

– Heimerdinger, Viktor, and Olaf speak for themselves; Rengar to a lesser extent (all champions that had changes, promised long ago, sit “in limbo” for extended periods of time for reasons unknown)

– A game, labelled as a competitive one, is still balanced around lower levels of play (Darius is one example)

– Ranged top laners, for the vast majority of season three, invalidated 90% of top lane champions and it took a plethora of patches before they were addressed

– League of Warmogs, League of Cleavers, League of Blade, League of Carries, etc…

– Percent of maximum health being used as a band-aid fix all over the place

– Ranged carries are given higher base values, higher scaling figures, hard disables, and abhorrent amounts of disengage relative to their melee counterparts

– The list goes on (and trust me, I can recount quite a bit more)…

Taken as a whole, season three was a catastrophe so to ignorantly suggest that there’s nothing “bad” seems a tad laughable. As stated in the title however, I truly don’t mean to sound insulting because I like this game, continue to play it, and wish for it to succeed furthermore but at this point, Riot can’t afford to be ignorant anymore and frankly there’s a lot of work to get done for season four.

EDIT: Let’s keep comments civil please.




morellovatar Button Rioter Morello: My intent was not to imply there’s nothing to improve or fix, it was mostly a jab at the hyperbolic THIS IS TERRIBLE feel that’s based on limited data sets and popular opinion to try to position it as an attack from the OP you quote here. Let’s talk brass tacks:

League of X: Balance will fluctuate naturally, especially as we make fundamental changes to the game. The new item system (today) has better item variance than previous seasons, but we had to suffer some temporary issues to get there. This is much like when you launch a new game and it’s all over the place, except that players are much better as the game’s skill floor has gone up due to more mastery. I think there’s something to be said for needing to react faster on that stuff, though.

2) Only X of Y characters exist in Z lane: The real metrics on balance (IE: how we judge if we’re being successful or not) comes down to a combination of possible picks (total variety) and lack of domineering picks. This is both related to tournament play and what’s usable generally speaking.

Variety has been similar (~65%) this season consistently, including Worlds, but we’ve done a little worse on domineering picks, with Zed, Corki and Shen being on the must-pick list (compared to only Ezreal in Season 2). We’re going to institute methods of getting in front of this easier for this season and have learned some good techniques on how to watch these trends.

Additionally, this is only in tournament play – which we do take seriously when doing balance of course – but what that means 99% of players can play most characters and be successful. Very few characters are actually in a bad spot. Even the variety between Diamond 1 and pro games is pretty different.

3) Counterplay needs more work continuously, and counter-examples tend to speak of more work to do. Silver Bolts is a terrible example though because the countering strategically != counterplay. If Vayne is overpowered because of her target selection freedom, that’s a different topic.

So should we never try to do anything on counter-play unless we can change every champion to ensure 100% of champions are as successful as we’d like here? That seems like it creates a worse problem that chipping away at it, to me.

So if your goal is to get me to admit that League of Legends has problems we want to fix, then you got it! That’s never a hard admission to make. The work is interesting because there are so many problems to solve, and it’s not possible to be finished, ever ever. That’s the reality of working on game health.

Reasonable conversations about game health, balance, design and other subjects that effect play are great. They’re the reason we get on these forums. But let’s also be real for a second: a large number of people think they’re an expert on balance, and frankly, very few people are (and if you actually are, I’m hiring!). That’s why we want to use reasoned conversations, structured problem-solving, data, and objective analysis to discuss these problems in detail.

As far as how balanced does the game “feel”, I agree with something here. While any gaming forum is talking about how unbalanced every game is, there’s a more balance disruption when we do season changes, and the “feeling” of how balanced the game is is risked when more must-picks appear in competitive play. And that makes sense. It’s easy to read a story that says “play this champion, or don’t show up as a serious contender,” and that obviously feels really bad. We agree and are working to address this more aggressively.

Does this help clarify things, a little?



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Skype: chefoslr

IGN: NoL Chefo, EUW



Ok, so my rating has plateaued as of late and I have had a hard time finding something to write about. Winning a game for eleven rating and then losing a game immediately after for fourteen makes it hard to stay motivated, so I haven’t even played that many ranked games since my previous entry. I peaked at 1831 rating and was two wins away from Plat and I was so happy. Then I had some bad games and plummeted all the way back into the 1700’s. Now my fail safe for winning games was just getting Fizz in mid and trying to carry and I learned even if I won my lane and helped influence the other lanes positively that I was not always able to carry. I realized that I was putting too much responsibility on my myself and not Working With My Team.

They are your team till you Win or Lose. Make the Best of it.

When you get put into a lobby with a team the first thing you want to try and do is peacefully establish who is going where. It is important to take the high road if you get a bad egg. If someone is “mid or afk” just give them mid and ignore them and try to collaborate with the other three people who want to actually win. From here you want to try and influence your team to pick champions that will compliment your champion. For example when I pick Fizz I ask the jungler or top laner to pick a champion with strong initiation potential like Malphite, Amumu, J4, Nocturne, Sejuani, Xin Zhao, etc, because as an assassin I need team fights to be started for me so I can take advantage of the chaos and gib someone in the back line. Nothing makes an opposing team scatter like a Malphite or Amumu ultimate and once I started doing this I began winning more games again. Remember, people want to win and as someone in a solo lane (a carry) you should be able to influence people to pick around your ability to carry.


The other thing to realize is that your team is YOUR TEAM till you win or lose. If you start fighting in champion select and no one dodges you are going to be with them for twenty minutes at least. If someone starts losing their lane don’t yell at them or even say anything at all, just let them figure stuff out and pull themselves together. Remember, yelling at them isn’t going to make them vanish out of your game. They are there until the end, so make the best of what you have. I have seen so many games where top lane dies six times and then they will stroll into some team fight super late and clean up and no one pays attention to them because they think they are underfarmed and the dude gets a triple kill and all of a sudden your team is back in contention. But if you yell at that top guy all game and he zones out because everything he reads in chat is garbage or flaming then you make the game that much harder. WORK WITH YOUR TEAM AND DON’T SAY ANYTHING IF YOU DON’T HAVE ANYTHING NICE TO SAY!


There will be games where your team straight up loses you the game.

Tough shit man. If the pressure of losing or relying on four other people to win a game is too much for you there are plenty of other games that you can play on Facebook where you can simultaneously post statuses about how you feel and pictures of the slashes you just made on your wrists. But if you fancy yourself a fucking warrior and the only time you cry is at the end of the movie The Grey, starring Liam Neeson, because that movie is fucking intense, then queue up again and try your luck. Gaining ELO isn’t about win streaks, it’s about keeping your composure and winning more games than you lose in the long run.

Love, Dcgreen



LoLKing Profile



Killer Instincts


Greetings Summoners, today’s article is going to be the importance of aggression in Season 3! Because I consider aggression to be an advanced tactic I am going to briefly go over a few prerequisite conditions I recommend you have under your belt before you try and secure that ever-rewarding First Blood.

First - “Main” a specific Champion: It does not matter which Champion as long as it’s your favorite, you have A TON of experience on them and always have fun playing them! I used to think in soloqueue it was important to have a diverse champion pool so I could play any lane decently well and I am here to tell you: that’s wrong if you want to carry your team. When you get into a ranked lobby just ask nicely for the lane you want, I always say “Mid plz :),” followed by “I understand I am 4th/last pick and will fill if someone above me wants mid.” This resulted in me getting Fizz for about 16 games in a row. If you’re lower priority pick and someone else calls the lane just let them have it and hope they are as determined as you are to carry; remember it’s good to build a friendly and cooperative rapport with your team right from the start to reduce inner-team turmoil. Also if you lose the game don’t blame it on you not being able to carry; losses happen and LoL has proven time and time again that it’s a game of perfect storms, sometimes shit storms. The worst thing you can do if you lose is queue for another game and then try to force your new team into giving you your desired lane by saying “mid or afk,” or “I am playing Karthus regardless of what lane.” Just be patient and play what roles you are given until you eventually get to carry with your favorite Champ.


Second – Learn Combat:I recommend you read my Dominion article and play Dominion on your Main Champion for about 10 games to really learn the ins and outs of their combat. For example, do you know what is it like to fight an AP champion 1 on 1, an AD champion, are you good at all-ins, are they good at all-ins, can you chase reliably well, do you do more burst or sustained damage, how much does your power go up at levels 4, 5, 6, 7, 9, 11, 13, 16, and 18, do you always max the same spell first or does your kit offer variety, what items spike your power and are considered your “core,” is it smart to build against your lane or always build your core, are you front line, are you back line, are you a carry, are you an assassin, are you support, do you offer utility to your team, are you the quarterback or are you the receiver, can you roam efficiently, when is it best to buy level 1 boots, level 2 boots, boot enchant and which one, can you initiate a fight or should you sit back and wait, what should your positioning be like in team fights, etc. There’s probably a slew of other things you should know but you get the idea. It’s a long list and it makes a difference in your success of killing someone.


Third – Stick to your Guns: Make a plan, stick to it and never doubt yourself. After playing a handful of games I realized that Fizz is an incredible duelist in the early levels. He has great melee harass with his Seastone Trident DoT, he has 2 gap closers, he can negate an enemy spell with his Playful/Trickster, he has a slow, he can effectively go 9 defensive masteries, his passive reduces auto attack damage (minions and champions) and allows him to ignore unit collision (his passive also increases damage reduction at level 4 making this a potent “all-in” level). With all this combat knowledge (again see my Second point) I started to develop plans around early all-ins around level 3 and 4 to snowball my lane. I created rune pages with all “flat” runes instead of “per level” runes to maximize my early stats, and even tailored my masteries for early game instead of late game. Using this plan got me a free kill in lane about 60% of the time, the other 40% we would trade deaths, or I would force them to go back to heal. The games where I killed them and lived though the lane would forever be in my control because I know once Fizz gets Sheen his damage spikes dramatically and with the increased mana you always have enough to devote to harassing and escaping if the jungler comes (which he fucking will… every god damn time lol). Just know that your lane will receive a lot of jungler attention if your aggression is successful.


So Why be Aggressive in Season 3?

The Jungler won’t help early on: Referencing one of my previous articles, one of the most drastic changes in Season 3 is the new jungle. Junglers take much more damage now and there is a greater risk than before trying to gank a lane after getting blue and red buff because they are typically at ~50% hp. Because of this risk Junglers will gank less early which means you have a solid 4-5 minutes undisturbed in lane with your opponent that you need to capitalize on, but remember you are also less likely to receive help from your own jungler. Also most starting builds yield an early ward which makes it even harder for the jungler to get to lanes undetected. What this means for you is that you now have to become more self-sufficient when it comes to winning your lane. In Season 2 you could play passively for a while and just wait for your jungler to come and get you a kill, snowballing your lane. Now that the Jungler spends more time clearing and puts more emphasis on farming camps, you have to rely on 1 v 1 skill to win.


Winning Lane Early Sets You Up to Carry: If you capitalize early and come out ahead because of your aggression you can control your lane and then begin to control other lanes. When you kill your lane opponent you typically get 300-600 more gold than them (depending on First Blood and how many waves you get to free farm), you get 1-2 levels on them and you can push against them with impunity. When you push people to towers (which forces them to sit and farm or else they lose much needed exp/gold following you) you have roughly ~25 seconds to invade their jungle, gank other lanes, or pressure global objectives like Dragon and Baron which over-time will make their team weaker than your team. Also as I mentioned above you will draw jungle attention to your lane which allows the rest of your team to play aggressive also!

The Element of Surprise: People are still not used to aggression (especially calculated aggression). A lot of players are still stuck in the ways of Season 2 which makes them perfect prey for your killer instincts! They passively farm and spend a lot of time typing trash to the jungler about his lack of early presence. They are that much less likely to expect you to go all-in so early, pressuring them to make unexpected decisions and mistakes. If you read my first article and you are also using a rarely played champion, like Wukong or Fiora, people are that much less likely to react correctly (ask yourself do you even know Fiora’s passive, Q, W, E, and R? Exactly!). Once you kill someone unexpectedly you also have a chance to put them on tilt mentally. Watching your champion die before your eyes, as you have no idea how to react, is infuriating! The psychological part of the game then starts to sink in and you can almost completely destroy someone’s ability to play and make rational thoughts if you make their head spin fast enough 😉

I recommend all summoners that want to be successful in Season 3 to develop your killer instinct and constantly apply pressure to your lane. Make you opponent afraid of you and use that fear to carry your team. Til next time may your ELO rise as you experience the Glory of the Climb 🙂

Love, Dcgreen





Greetings Summoners! Today’s article is going to be about the hidden gem to improving your combat skills, Dominion. Dominion received a lot of hype and attention during its release but that attention almost immediately switched back to Summoner’s Rift, as that is the format people enjoy most and the game is balanced around; today Dominion has almost been forgotten as a format as it is played less than custom ARAMs. Despite the statistics and trends I am here to tell you that Dominion is one of the best formats you can play to improve your skills as a player and by playing 1-2 games of Dominion a day you can raise your ELO.

Dominion: Good for More than Just Skin Spotlights!

Have you ever heard or been advised by friends, or even pro players on stream, that you should warm up by playing a Normal game before you queue for ranked? Makes sense, even athletes warm up so why shouldn’t you? I wholeheartedly agree with warming up before playing ranked, but instead of playing a game of Summoner’s Rift, why not play Dominion? Unless you have 40 extra minutes to kill, enjoy farming for 10-20 minutes, like risking not getting the champion/lane you want, and like winning games of SR that aren’t worth rating, then go ahead and queue up for a Normal game. If I have your attention though, consider everything Dominion provides!

There’s little to no farming which means all your time in game is going to be spent casting spells on champions and fighting people to the death; you get MORE passive gold and experience which means you’re guaranteed to get at least 2 core items + boots per game despite how bad you might do and at least level 18. You can instalock any champ you want and people don’t rage at you; you’re also almost guaranteed to play whatever champ you have been thinking about all day at school, work, or those 5 minutes it took to start up your computer. Ever queued for a game and been like “OMFG I AM GONNA PLAY THE SHIT OUTTA SOME FIZZ RIGHT NOW!” and then you realize you are last pick and you have to play Support; which is fine support is actually fun now, but you really wanted to play that certain champ. Again think Dominion (Fizz is never taken from me). The best part about Dominion is, win or lose, you are always guaranteed to have a fun time! Sure its more fun to win, you even get your 1st win of the day bonus (200+ IP) if you do, but how can you complain when you got to spend 20 minutes on your favorite champion melting everyone’s face off? Dominion is the most stress free and rewarding game mode to play in League hands down, which makes it the best mode to play for warming up!

You Told Me It Would Make Me Win My Lane?

The way Dominion works is 4 people go for the Windmill(top) and 1 person goes to capture the bottom node and fight the other person in bottom lane; essentially top is a 4v4 and bottom is a 1v1. Eventually the game will get wild and people will start going everywhere, but this is the meta for about the first 5 minutes of Dominion. If you want to get better at winning your lane then you go bottom. It’s typically a bit more boring than going top but it will help you hone your dueling skills which are the most important in lane. With the jungle tweaks of season 3 it is less likely for the jungler to gank early and ruin your lane for you/assist you, so you need to become more self-reliant on winning your lane by yourself. This means you need to know how far you can push your champion in a 1v1 situation against specific match-ups and in Dominion you encounter tons of different champions in the bottom lane, which increases your champion knowledge and match-up versatility.

For Example: If someone tried to counter-pick my Fizz mid with Xin Zhao (which happened the other day) I would know how to fight him because I have faced a Xin bottom in Dominion. He scales a lot better than Fizz after about level 7 but can’t do anything against an all in at early levels. Also if you fight him in a creep wave and you Playful/Trickster his 3rd attack of ThreeTalonStrike he will auto-target and use the knock-up attack on a minion, then you land and continue doing a ton of damage to him. Now how would you know something like that unless you play mid vs Xin Zhao all the time? You wouldn’t! But because you play Dominion and are more well versed vs random match ups than the average player you can use this knowledge to win your lane more often. The same idea applies to regular lane match-ups as well obviously.

Oh before I forget, there are a lot of instances when you are going to be fighting someone in bottom lane on a tower, so Dominion also helps you develop another important lane skill: Tower Diving. You may also get better at remembering to chug potions while in combat 🙂


You Told Me It Would Make Me Win My Game?

Ok so if the bottom lane of Dominion helps you win your lane then… you guessed it! Top can help you win more games. The top portion of Dominion is an all out brawl; 8 people all hopped up on moth balls and speed shrines are fighting to capture the windmill! Its basically a full-fledged team fight every time you respawn and run top, sometimes there’s even a tower shooting at you! Basically to be good at Dominion you need to be able to capture the Windmill and to do that you need to be alive, or have someone on your team be alive after all the fighting. Now if you play a squishy assassin, like Fizz, its not smart to Urchin Strike their Garen before anyone else on your team engages and get insta-killed; this is a common mistake average players make all the time. Timing, patience, positioning, and opportunity are skills Dominion can help you develop; multiple times in the same game! In how many team fights do you have the luxury of making mistakes in an average game of Summoner’s Rift, before the opposing team gets too strong and just flat out wins the game; one, maybe two if you were ahead?

In a 20 minute game of Dominion you can fight numerous multi-champion skirmishes and learn how your champion functions within those situations. 1v2’s, 2v2’s, 2v3’s, 3v4’s, 4v4’s, 4v5’s, and even 5v5’s sometimes! Yes, sometimes you will get overrun, focused, or kited around a tower, but other times you will play your balls off, learn to rely on your teammates, understand positioning, learn how to do damage and assassinate while being safe, and even carry the game! The best part is you will be having a blast, but the most important thing is that you didn’t need to deal with the normal Summoner’s Rift bullshit: fighting with people in champ select, worrying about being counterpicked, farming to get items or levels to reach your peak, or wasting 30-60 minutes of your time!

Dominion allows you to play the champions you want, improve your dueling and teamfight skills, utilize your time, warm up, and have fun! So the next time you hit the “PLAY” button, make sure to switch modes from Classic to Dominion and have fun! I guarantee if you adapt this outlook you will see your ELO go up 🙂

Love, Dcgreen



domi fizz