Archive

Posts Tagged ‘illaoi’

 

PBE Update 24 05 Banner

 

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

 

New Splash Arts

After a three-year-wait, Nidalee’s received her updated skin splashes:

 

Bewitching Nidalee

Nidalee_Splash_5 nidaleeLoadScreen_5

 

French Maid Nidalee

Nidalee_Splash_3  Nidalee_3

 

Leopard Nidalee

Nidalee_Splash_2 nidaleeLoadScreen_2

 

Pharaoh Nidalee

Nidalee_Splash_4 nidaleeLoadScreen_4

 

Snow Bunny Nidalee

Nidalee_Splash_1 nidaleeLoadScreen_1

 

 

 

Champion Changes

 

Corki Final Portrait

 

Buff BoxMissile Barrage Final IconMissile Barrage [ R ] 

  • Bonus AD ratio on regular missiles increased from 0.2/0.5/0.8 to 0.2/0.6/1.0.

 

 

 

Ekko Final Champion Portrait

 

Nerf BoxZDrive Resonance Final IconZ-Drive Resonance [ Passive ] 

  • The passive can’t be reapplied to the same target for 5 seconds now, decreased from 6 (change related to this PBE update, live value is 3 seconds).

 

Timewinder [ Q ] Nerf BoxTimewinder

  • Initial base damage increased from 40/55/70/85/100 to 60/75/90/105/120 (revert on the base value in this PBE update);
  • Return base damage decreased from 60/85/110/135/160 to 40/65/90/115/140.

 

Nerf BoxParallel Convergence Final IconParallel Convergence [ W ]

  • Stun duration decreased from 2.25 seconds at all ranks to 1.75.

 

 

 

Illaoi Final Portrait

 

Change BoxHarsh Lesson Final IconHarsh Lesson [ W ]

  • Base (physical) damage decreased from 4/4.5/5/5.5/6% of enemy’s Maximum HP to 3/3.5/4/4.5/5% (note that on live, Illaoi’s W deals flat damage).

 

Nerf BoxTest of Spirit Final IconTest of Spirit [ E ]

  • Duration of slow decreased from 2 seconds at all ranks to 1.5.

 

 

 

Nidalee Final Champion Portrait

 

Pounce [ Cougar W ]Revert BoxPounce

  • Base damage increased from 50/100/150/200 to 60/110/160/210 (revert on the change in this PBE update).

 

 

Zed Final Portrait

 

Revert BoxDeath Mark Final IconDeath Mark [ R ]

  • AD ratio on base damage increased from 0.5 to 1.0 from 1 to 0.5 (revert on the change in this PBE update);
  • Damage on proc decreased from 30/40/50% of damage done during the duration to 25/35/45% (revert).

 


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

PBE Round-up: Patch 6.3

February 5th, 2016

 

PBE Roundup Patch 6 3 Banner

Patch 6.3 will go live in the early hours of February 10th, assuming there are no delays. Here’s all the upcoming content:

 

Balance

Store Content

Miscellaneous

 

PBE content that’s still in testing and won’t come out with 6.3:

 


Champion Changes

 

Akali Final Portrait

 

Buff BoxMark of the Assassin Final IconMark of the Assassin [ Q ]

  • Triggering the mark now restores 40 energy at all ranks, increased from 20/25/30/35/40.

 

Buff BoxShadow Dance Final IconShadow Dance [ R ]

  • Dash speed increased from 1600 to 2000.

 

 

 

Alistar Final Portrait

 

Quality of Life Box FinalHeadbutt Final IconHeadbutt [ W ]

  • W + Q combo is now easier to chain.

 

 

Nerf BoxTriumphant Roar Final IconTriumphant Roar [ E ]

  • Mana Cost increased from 40/50/60/70/80 to 50/60/70/80/90;
  • Cooldown increased from 12 seconds at all ranks to 16.

 

 

Corki Final Portrait

 

Nerf BoxPhosphorus Bomb Final IconPhosphorus Bomb [ Q ]

  • Base Damage decreased from 80/130/180/230/280 to 70/120/170/220/270.

 


Nerf BoxMissile Barrage Final IconMissile Barrage [ R ]

  • Cooldown to gain a charge increased from 12/10/8 seconds to 12/11/10.

 

 

 

Ekko Final Champion Portrait

 

Buff BoxTimewinder Final IconTimewinder [ Q ]

  • Cooldown decreased from 11/10/9/8/7 seconds to 9/8.5/8/7.5/7.

 

 

 

Gragas Final Portrait

 

Buff BoxBarrel Roll Final IconBarrel Roll [ Q ]

  • Slow duration is now always 2 seconds, regardless of how long the barrel was charged for (1.3 – 2 seconds on live);

 

Buff BoxDrunken_RageDrunken Rage [ W ]

  • Damage is now additionally dealt to enemies around the initial target;
  • Channel time decreased from 1 second at all ranks to 0.75.

 
Here’s the new AoE change on [ W ]:

Gragas smacking W
 


Graves Final Portrait

 

Nerf BoxNew Destiny Final IconNew Destiny [ Passive ]

  • Shotgun pellets no longer knock back the Rift Scuttler.

 

 

Nerf BoxEnd of the Line Final IconEnd of the Line [ Q ]

  • Damage on returning hit decreased from 85/145/205/265/325 [+0.4/0.6/0.8/1/1.2 Bonus AD] to 85/135/185/235/285 [+0.4/0.55/0.7/0.85/1 Bonus AD];
  • If [ Q ] hits terrain, there’s now a 0.25 second delay before the returning hit triggers.

 

Buff BoxQuickdraw Final IconQuickdraw [ E ]

  • Duration of True Grit passive [bonus Armor & MR] increased from 4 seconds to 5.

 

 

 

Illaoi Final Portrait

 

Buff BoxTest of Spirit Final IconTest of Spirit [ E ]

  • Mana Cost decreased from 35/45/55/65/75 to 35/40/45/50/55;
  • Allies can now kill Tentacles to get rid of the Spirit debuff, provided they hit a tentacle within 5 seconds of your hit.

 

 

Jax Final Portrait

 

Change BoxRelentless Assault Final IconRelentless Assault [ Passive ]

  • Maximum number of stacks increased from 6 to 8;
  • Bonus Attack Speed per stack decreased from 4/6/8/10/12/14% to 3.5/5/6.5/8/9.5/11%;
  • Total Attack Speed increased from 24/36/48/60/72/84% to 28/40/52/64/76/88%.

 

 

Karma Final Portrait

 

Buff BoxRenewal Final IconRenewal [ R + W ]

  • Karma will now receive the second heal, even if the target dies during the duration of the leash.

 

 

Kogmaw Final Portrait

 

Nerf BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Passive Attack Speed bonus moved from [ Q ] to [ W ].

 

 

Buff BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • Now has Caustic Spittle’s passive [+15/20/25/30/35% bonus Attack Speed];
  • Also has a minimum base magic damage of 15 on the 2% of Max HP on-hit buff.

 

 

Poppy Final Portrait

 

Change BoxHammer Shock Final IconHammer Shock [ Q ]

  • Damage changed from 40/70/100/130/160 [+0.7 Bonus AD] to 40/65/90/115/140 [+0.8 Bonus AD];
  • Damage to minions increased from 80% to 100%.

 

Nerf BoxHeroic Charge Final IconHeroic Charge [ E ]

  • Cooldown increased from 12/11/10/9/8 seconds to 14/13/12/11/10.

 

 

Nerf BoxKeepers Verdict Final IconKeeper’s Verdict [ R ]

  • Knock-up duration from instantly releasing the spell decreased from 2 seconds to 1.

 

 

 

Rengar Final Portrait

 

Buff BoxBola_StrikeBola Strike [ E ]

  • Cast delay while jumping decreased from 0.25 to 0.125.

 

 

 

Ryze Final Portrait

 

Nerf BoxArcane Mastery Final IconArcane Mastery [ Passive ]

  • While Ryze is superchaged, only his next five spells have their cooldown reduced by Overload’s CD.

 

Buff BoxDesperate Power Final IconDesperate Power [ R ]

  • Cooldown decreased from 80/60/40 seconds to 50/40/30.

 

 

 

Xin Zhao Final Portrait

[ Bonus ] Here’s the buffed Xin Zhao soloing Dragon at level 3 after a standard jungle clear.

 

Buff BoxBattle Cry Final IconBattle Cry [ W ]

  • Passive heal on third hit now additionally scales with 0.2 of Bonus AD;
  • Additionally, the third hit critically strikes for 25/37.5/50/62.5%/75% bonus physical damage.

[ Note ] If you have a Sated Devourer, it will NOT reduce the attacks needed to proc the crit.

 

Change BoxAudacious Charge Final IconAudacious Charge [ E ]

  • Cooldown changed from 14/13/12/11/10 seconds to 12 at all ranks.

 

 

 

Zed Final Portrait

 

Nerf BoxDeath Mark Final IconDeath Mark [ R ]

  • Damage decreased from 30/40/50% to 25/35/45%.

 

 

 

Ziggs Final Portrait

 

Buff BoxMega Inferno Bomb Final IconMega Inferno Bomb [ R ]

  • Damage in the center increased from 250/375/500 [+0.9 AP] to 300/450/600 [+1.1 AP];
  • Enemies away from the center take 66% of the damage, decreased from 80%.

 

 

Item Changes

 

Nerf BoxBoots of Swiftness Final IconBoots of Swiftness

  • Recipe cost increased from 500 Gold to 600 (total cost up from 800 Gold to 900).

 

 

Buff BoxBoots of Mobility Final IconBoots of Mobility

  • Movement Speed bonus when out of combat increased from 105 to 115.

 

 

Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Slow strength decreased from 75% to 50%;
  • Recipe cost increased from 1000 Gold to 1100 [total cost up from 2800 Gold to 2900].

 

New Item BoxDuskblade of Draktharr Final IconDuskblade of Draktharr

Grants 75 Attack Damage and 5% Movement Speed;

Recipe: Serrated Dirk Final Icon Serrated Dirk [1100 Gold] + BF Sword Final Icon B.F. Sword [1300 Gold] + 850 Gold Recipe Cost = 3250 Gold Total;

UNIQUE Passive: Grants 10 Armor Penetration;

UNIQUE Passive: Hitting an enemy Champion with a basic attack applies Nightfall to them [120 second CD];

Nightfall: After 2 seconds, the target is dealt 90 [+25% of Missing HP] physical damage. If you score a kill or an assist before Nightfall triggers, the passive’s cooldown is reset.

 
Here’s a video of how the Nightfall detonation looks like:


Dusk in Store

 

Change BoxFrozen Heart Final IconFrozen Heart

  • Recipe cost increased from 700 Gold to 800 [total cost unchanged due to 100 Gold cost decrease on Warden’s Mail].

 

Nerf BoxIonian Boots of Lucidity Final IconIonian Boots of Lucidity

  • Recipe cost increased from 500 Gold to 600 (total cost up from 800 Gold to 900).

 

 

Buff BoxKircheis Shard Final IconKircheis Shard

  • On-hit magic damage from Energized attack increased from 30 to 40.

 

 

Buff BoxPhantom Dancer Final IconPhantom Dancer

  • Range on Spectral Waltz passive increased from 500 to 550;
  • Recipe Cost decreased from 900 Gold to 650 (total cost down from 2800 to 2550).

 

Buff BoxRanduins Omen Final IconRanduin’s Omen

  • Health increased from 450 to 500.
  • Recipe cost increased from 900 Gold to 1000 [total cost unchanged].

 

Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Magic damage on Firecannon passive proc decreased from 50-200 to 50-160 [scales with Champion level];
  • Bonus Movement Speed decreased from 7% to 5%.

 

Quality of Life Box FinalRavenous Hydra Final IconRavenous Hydra

  • Tooltip now states that damage dealt by the splash now only applies 50% of player’s total Life Steal, not 100%.

 

Buff BoxSeekers Armguard Final IconSeeker’s Armguard

  • Recipe now requires one more Cloth_Armor Cloth Armor;
  • Recipe cost decreased from 465 Gold to 165 (total cost unchanged);
  • Initial Armor increased from 25 to 30.

 
Seekers Armguard New Recipe


Buff BoxStatikk_ShivStatikk Shiv

  • Magic damage on Shiv Lightning passive proc increased from 30-100 to 50-120 [scales with Champion level].

 

Buff BoxSunfire Cape Final IconSunfire Cape

  • Now deals 50% more damage to minions and neutral monsters.

 

 

Buff BoxWardens Mail Final IconWarden’s Mail

  • Cost decreased from 1100 Gold to 1000.

 

 

 

MASTERY CHANGES Banner

 

Quality of Life Box FinalBond of Stone Final IconBond of Stone

If you’re below 5% of your Maximum HP, the 6% of damage taken by allies won’t be redirected to you.

 

New Item BoxExpose Weakness Final IconExpose Weakness [ Tier 2 Ferocity ]

  • Expose your most recently damaged enemy Champion to take 2% more damage from allies.

 

Expose Weakness

 

 

OBJECTIVES Banner

 

Dragon Final IconDragon Buffs

  • Dragon’s Wrath [2nd Stack] – Grants your attacks on turrets an additional firey burn for 30 damage over 2 seconds. / Old version: Grants 15% damage to towers/buildings.
  • Dragon’s Dominance [4th Stack]– You take 20% less damage from turrets. / Old version: Grants 15% damage to minions/monsters.

 

 

SWEETHEART SONA Banner

Sweetheart Sona will be available in store for 975 RP.

 

Sona_Splash_7 Sona_7

 

MODEL Banner

Sweetheart Sona Model 1 Sweetheart Sona Model 2

 

ALL SPELLS

 

Recall Banner

Sweetheart Sona Recall 1 Sweetheart Sona Recall 2

 

BASIC ATTACK ANIMATION Banner

Heartseeker Sona Basic Attack 1 Heartseeker Sona Basic Attack 2

 

HYMN OF VALOR Q

Sweetheart Sona Q 2 Heartseeker Sona Q 2

 

ARIA OF PERSERVERANCE W

Sweetheart Sona W 2 Heartseeker Sona W 2

 

SONG OF CELERITY E

Sweetheart Sona E 2 Heartseeker Sona E 2

 

CRESCENDO R

Sweetheart Sona R 2 Sweetheart Sona R 1

 

 

HEARTSEEKER ORIANNA Banner

Heartseeker Orianna will be available in store for 1350 RP.

 

Orianna_Splash_6 OriannaLoadScreen_6

 

MODEL Banner

Heartseeker Orianna Model 1 Heartseeker Orianna Model 2

 

ALL SPELLS

 

Recall Banner

Heartseeker Orianna Recall 1 Heartseeker Orianna Recall 2

 

BASIC ATTACK ANIMATION Banner

Heartseeker Orianna Basic Attack 1

 

COMMAND ATTACK Q

Heartseeker Orianna Q 2 Heartseeker Orianna Q 1

 

COMMAND DISSONANCE W

Heartseeker Orianna W 1

 

COMMAND PROTECT E

Heartseeker Orianna E

 

COMMAND SHOCKWAVE R

Heartseeker Orianna R 1 Heartseeker Orianna R 2

 

 

HARPSEEKER WARD SKIN Banner

The Harpseeker ward skin will be in store for 640 RP.

 

Harpseeker Ward Skin 1

 

 

New Summoner Icons

Three Valentine’s Day-themed icons are on the PBE. No news yet on how to get these:

 

profileIcon1104 profileIcon1106 profileIcon1105

 

 

NEW SPELL ICONS Banner

 

Gragas has received updated icons for his spells. From left to right: Passive, Q, W, E and R.

GragasPassiveHeal GragasBarrelRoll GragasDrunkenRage GragasBodySlam GragasExplosiveCask

 

Lux also has new spell icons. From left to right: Passive, Q, W, E and R.

LuxIlluminatingFraulein LuxCrashingBlitz2 LuxPrismaWrap LuxLightStrikeKugel LuxFinaleFunkeln

 

Shaco‘s also received icons. From left to right: Passive, Q, W, E, R and R while clone is active.

Jester_CarefulStrikes Jester_ManiacalCloak2 Jester_DeathWard Jester_IncrediblyPrecise Jester_HallucinogenBomb Jester_HallucinogenBomb_R

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

AskFM: https://ask.fm/SoloMid_Chefo

 
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FOLLOW UP Pathing aka Minion Blocking Update

Reinboom Final PortraitHeads up: since we’re going to be heading out for the night, just wanted to give some context up front.

Riot Reinboom here to bring a quick update on the state of pathing and upcoming changes (read: revert) to it. 🙂

Pathing What?

In 5.22 we did a hefty rebuild of one of the systems that guides pathing (particularly through minions), with some tweaks in 5.23.

Our goal was to make pathing through minions more predictable, with a specific focus on champions that could get ‘stuck’ while passing through. We also wanted to ensure we had full transparency on both sides of the ‘code’ fence – a player knows why they got stuck on the minions and we, as developers, could peek under the hood to see what’s going on.

So why did these changes go out?
If you think of the League of Legends game (note: not things like the client) as large ‘layers’ of functionality, you will get three major layers.

  • Engine: The thing that comprises the fundamental building blocks to build everything else. This has been cleaned up pretty extensively (and we’ll continue doing work here!) over the last couple years. You can think of the Engine layer as the foundation that we’re building everything on top of.
  • Game: The ‘house’ we’ve built on the foundation of the Engine. You can think of each Game system in League like an individual room in the house, with one for, say, pathing, or another one for minion AI, etc. Since most systems are self-enclosed (to a degree), we’ve basically been going from room to room to clean up where possible.
  • Content: Maybe the… interior decoration and furniture in the house? These are the individual things you interact with. Champions. Items. Maps. This isn’t much actual code, but more scripts. Stuff built with the tools provided on the layers before it. This is still messy, but we’re not really talking about content today.

Pathing sits in its own very isolated system within the ‘Game’ layer, and that system is a bit of a mess inside itself. Pathing also has some of the largest implications for how you play the game. When doing cleanups to the system, due to the risk of disruption and unknowability, we targeted preseason to keep it all (somewhat) contained.

So we did.

Did anything work with this?

From an implementation standpoint, yes! In natural pathing situations, the new system appropriately identifies whether or not a unit should be stuck or not, or could get stuck if it goes a certain direction. In other words, it’s knowable and predictable. A minion wall will act like a minion wall. If you jump to an area with lots of units around, you will be held there more surely.

But there were things that didn’t work.

Knowable doesn’t necessarily mean better, and more-so it doesn’t necessarily mean understandable when it interacts with other systems like pathfinding. Sure, minions make walls appropriately now, and stuck detection works. That said, behavior like that sucks when the shortest route the pathfinding system gives you is the longer way around. Additionally, from a direction standpoint, knowing that you’re definitely going to be trapped is annoying when your expectation is simply not to be trapped at all. Blegh.

In other words, we have a predictable system that isn’t playing nicely with other systems, and when it does work it’s a little more frustrating than we’d like.

So what we’re doing

We presumed things could go bad. We haven’t done fundamental (and I mean, very fundamental beyond light tweaks) work on pathing in… 5 years?

The new system was built with the assumption that it might cause issues with the old. As such… we’ll be switching it back to the old behavior in all of its unknowable glory while we work on and dig more into the pathing system.

This will be in 5.24 for everyone, but we’ll test it first on EUW to make sure nothing goes crazy.

[ Link to Post ]

 

 

What direction will the balance team take Shen with his rework

Shen Banner Single

Meddler Final PortraitThe plan is to keep Shen as a tank, though we’ll be trying to find ways to have that make at least a little more sense thematically (so potentially a bit more evasion instead of just soaking/shielding damage).

[ Link to Post ]

 

 


When will Mages receive an update scope of Juggernauts Marksmen

Meddler Final PortraitMages, immobile ones especially, are probably the class we’ll look at next. That’ll be a while off though, preseason’s currently our biggest priority and then there’s also some disruption during the holiday period in December. I’d imagine a PBE date 2-3 months into 2016’s the sort of timeframe we might be looking at, that’s very much a guess though and depends on how many champions we end up tackling at once (small batch could come slightly earlier, broader changes like with Marksmen would be much later).

In terms of AP items that’s not something we’ve talked about much yet. I’d imagine we’d look at itemization if doing mages of course, almost certainly a much smaller set of changes than those to marksmen/general AD itemization though (AP’s in a better starting point, especially after the 5.13 changes).

[ Link to Post ]

 

 

Yorick only has two skins
Yorick Single Banner

KateyKhaos Final PortraitHey!

Wanted to pop in here and explain what’s going on with Yorick!

You’re right that he hasn’t received a skin since launch and his skin catalog only has two skins. We aren’t ignoring Yorick, although from the looks of the amount of skins he has, it may appear that way.

For a bit of context here, Yorick needs a rework/update before the Skins team takes him under our wing and gives him more skins.

But why can’t you make a skin and give him the rework after? That’s the most common question I see when I explain the rework/update situation, and it’s a totally valid question.

When a champion is updated (let’s use Sion as an example for this), there are a ton of changes made, both in model, as well as the kit. If we were to create a skin for him now, the Champion Update team would need to rip apart the work we did to make it work for the update they create. This could mean making a new set of particles, a new model, etc. It’s basically like doing the work twice. So, rather than doing that, the Skins team creates other skins for other champions while we await the go-ahead to work on a new skin. This rule also applied to Poppy (she’s eligible for a skin now)! and currently Taric.

The other big reason for doing this is because we don’t want players to become attached to a skin and then have it completely re-imagined. So, let’s say we put out a Crazy Cat Lady Yorick skin (Rito pls), but with the rework, he didn’t have a spell that used your favorite cat model. That may ruin how cool the skin is to you, which is a pretty crappy situation. So, rather than taking away things you love, we hold off on creating them until we’ve got a solid, shiny, new base to work from, which means the skins you purchase won’t be changing any time in the near future.

[ Link to Post ]

 

 

What if you made a Chroma pack for Yorick instead

KateyKhaos Final PortraitUnfortunately not – similar rules apply. It’d be twice the work in terms of creating the chroma packs.

[ Link to Post ]

 

 

 

What if you released a new Yorick skin together with his rework

KateyKhaos Final PortraitIt’s not impossible – we did something similar with Fiora’s update by releasing PROJECT: Fiora shortly after.

[ Link to Post ]

 

 

 

What about Sion Will he receive a new skin in the near future

Sion Single Banner

KateyKhaos Final PortraitHe did have a huge rework, and it’s eligible for a skin. Unfortunately, I’m not able to drop details as to if he has something in the works or not. :c

[ Link to Post ]

 

 

 

Security Reminder Beware of scams this Snowdown

Riot Cluvie Final PortraitHey y’all!

It’s that time of year again — scams, scams everywhere!

Any promotions or events ran will be announced and confirmed by Riot — www.riotgames.com, www.leagueoflegends.com, or www.lolesports.com.

General Questions:

Q: I was sent a suspicious link from a friend I trust but I don’t recognize it, what should I do?
A: USE CAUTION! If it’s not hosted on one of the websites above, we cannot ensure your computer’s security if you visit them. Remember, facechecking the web is dangerous, so use your best judgement. Be sure to have your antivirus programs up-to-date.

Q: But I entered my username and password into this website! Should I change my password?
A: YES! Please change your password immediately. You can change your password by logging into your account management and clicking on change password.

Q: Is there any harm going to these free skin/RP generator websites but not doing anything?
A: YES! You never know what scripts are running in the background. If you’ve visited any suspicious websites, I would strongly suggest you go ahead and scan your computer with your preferred antivirus program.

If you cannot log into your account at all, you can recover your password by using the password recovery here. Still having issues? Please contact player support.


We also have an extensive Knowledge Base article available with additional tips and tricks on what you can do to ensure your account is secure: https://support.riotgames.com/hc/en-us/articles/201751664-Protecting-Your-Account – Please give this a thorough read if you have a chance!

Happy Snowdown! May your aim ever be true!

[ Link to Post ]

 

 

Janna Main Janna Mechanics

Janna Mechanics Banner

Riot Jaws Final PortraitThere’s nothing like your first main. That connection with a champion and the excitement of locking them in game after game can be difficult to put into words.

Janna Mechanics, a Master-tier Janna main with over 5000 games on the Storm’s Fury stopped by to share his origin story as well as talk about how he keeps up with his competition while juggling schoolwork and managing a collegiate LoL community. He also broke down a TL;DR for Janna players looking to peel, bounce, and shield their way to victory.

How did you get into League of Legends?

I was introduced to League of Legends by an internet friend of mine who also introduced my best friend to the game. They had both been playing for a week, and encouraged me to give it a try and play with them. I quickly fell in love with the game, and LeBlanc, who was my first main champion. I started playing League of Legends at the same time Yorick was first released in the summer of 2011.

You are currently a full-time student at McMaster University, a Master-level player AND a co-founder and Co-President of McMaster’s League of Legends Association! What are you studying and how do you maintain your high level of play while juggling all of these responsibilities?

I am studying Computer Science. The main goals I have with this degree is a future in game development. I hope to work at Riot Games someday; a degree in Computer Science is extremely valuable in helping me achieve that dream.

Keeping up with everything is definitely a juggling act! Because I’ve had time to hone my skill at League of Legends, hovering in Master tier is actually pretty easy. Once you learn to identify the weaknesses of high diamond players, climbing through that tier does not require too much time commitment. However, if I wanted to approach Challenger in solo queue, I would need to take time away from my studies and running my club. Because Challenger requires weekly commitment and consistency, I’m happy just chilling in Master tier while I’m in school. During the Holidays and summer, I definitely push hard and strive for Challenger.

With respect to running my club, I am not alone. I have two co-presidents — two people I met the year I founded the club (my co-founders) that help me organize and sustain the club. We each bring different skills to the table. Through struggles and hardship we have learned to work together effectively and efficiently. Sophia and Dennis are the reason I can run the club, keep up with my studies, and squeeze in some solo queue games. I am definitely guilty of sacrificing my studies to play one more game of solo queue at 2 am though.

What got you hooked on Janna?

As I mentioned above, my first main was LeBlanc. I had consistently picked her (she was one of the free week champions at the time) throughout my quest to level 30. At some point before level 30, I realized the only champion I ever really struggled to play against was Morgana, so naturally I started playing her. I began playing strictly Morgana until level 30, and played her for my first few ranked games in season 1. After hitting level 30 and playing some ranked games, I realized that getting to play mid lane was a frustrating experience, so I turned to the least-sought after role at the time: support.

Janna happened to be a free champion that week, and I had recently come across my firstfunny league-related video on YouTube which happened to be about Janna. While the video was funny, it intrigued me enough to give her a try after seeing her kit in action. Janna’s Monsoon is an ultimate that has an impossible to reach skill ceiling. After over five thousand Janna games, I still mess up my monsoons. There is always room to improve on how I use my ultimates, and that leads me to locking her in champion select game after game.

What do you do if Janna gets picked away or banned?

During last season’s North American Collegiate Championship (NACC), I expected Janna to be banned/taken away from me every single game. Now I’ve adapted and prepared other champions, so I get excited when the enemy team picks up Janna, because I know how exactly to ruin her day. In response, I tend to pick Soraka, Morgana, or Nami.

Morgana especially gives Janna a frustrating game, as a binding is a death sentence to Janna, and black shield nullifies her peel. Soraka will win laning phase against Janna and keep up with her roams through the use of Wish, as well as being able to silence that game-changing monsoon or shield. Nami is able to out-trade and out-lane Janna, and easily engage on her through tidal wave — which is also great for stopping that monsoon heal.

If you could describe Janna’s playstyle in a sentence, what would it be?

Janna’s playstyle focuses on reaction-based gameplay.

Knowing what your opponent is capable of, and responding to it correctly defines a good Janna player.

  • Howling Gale (Q) is most powerful when used to disrupt your opponent’s channels, dashes, jumps, and cut off their pathways.
  • Zephyr (W) must be used cautiously, as it slows Janna as well.
  • Eye of the Storm (E) requires the Janna player to constantly re-calculate their opponent’s damage output and potential, and determine the best target to shield.
  • Monsoon (R) has immense utility which generally is most effective when used after the team fight has begun already – it’s a reaction.

That’s not to say Janna is incapable of making plays. A well placed Howling Gale can catch people in clumps and set up a wombo, and Monsoon can definitely be used aggressively (Flash ult to isolate someone!). Janna generally shines when reacting to her opponents in skirmishes and teamfights.

If someone is playing Janna for the first time, what is the most important thing to bear in mind?

The best advice I can give to any Janna player is to never use your ultimate without a specific purpose in mind. Are you trying to push a specific enemy away? Are you trying to isolate an opponent? Are you cancelling a channel? Are you simply healing your team mate?

Knowing exactly what you want to do with Monsoon reduces the number of messed up/useless ones. There are team fights where an opportunity to use Monsoon doesn’t come up. Generally players recommend just dropping ultimates in a teamfight. I agree with that on most champions, but certain champions (Janna, Bard) have ultimates which are pure utility and can benefit your opponents if used incorrectly. To ensure you aren’t saving your opponents accidentally, know what you want to achieve with a Monsoon before using it.

Janna’s laning looks pretty passive on the surface. How do you exert pressure in a Janna lane?

Auto attacks are free to use, and whittle down your opponents slowly. When it is safe to do so (did your opponents just use their main engage tools? Are they going in for CS and can’t attack you?), get some auto attacks in! Janna’s auto attack range is fairly low however, so don’t spend too much time trading with someone who has a higher attack range.

Outside of auto attacks, Eye of the Storm can be used when your ADC wants to aggress. Janna generally doesn’t aggress on her own, it’s a team effort. If your ADC wants to exert some pressure, back them up – that’s how Janna exerts pressure. Alternatively, if you really want to make awesome plays pre-6, charging up a howling gale can be a death sentence to your opponents. Place it from the side, be unpredictable about it. If you master the technique of landing charged howling gales, you’ll set up ganks and exert pressure you wouldn’t normally anticipate from a Janna. Just make sure you don’t spam it – Howling Gale is expensive to use!

What is Janna’s main role in teamfights?

In team fights, Janna must identify three things:

  • The teammate that needs immediate saving,
  • The teammate that is important to keep alive
  • The opponents that need to be peeled.

If a teammate is close to death and interception from Janna will keep them alive long enough to win the fight, they are worth saving. Otherwise, Janna should focus on keeping her most valuable teammate alive. She must also consider her opponent’s threats: do they have dashes that need cancelling (Jarvan, LeBlanc, Kha’Zix, Gragas, Diana etc.)? Do they have champions who channel abilities that need to be disrupted (Vel’Koz, Miss Fortune, Galio etc.)? Do they have a hard-diving champion that can’t re-enter a fight once they burn their main engage (Irelia, Nocturne etc.)?

Generally, I’ll recommend Janna players to determine where they can place a charging Howling Gale that will benefit them in three seconds, and if they really need it (or it will miss because they mis-predicted), launch it instantly. Slow the opponents who burned their dash cooldowns and are trying to re-engage, and constantly shield the appropriate target.

Monsoon is her back-up. When your howling gale wasn’t enough to keep your opponents away, or your entire team is in a position where healing them will win you the fight — use your ultimate! It can achieve all that howling gale achieves, but more effectively and with a neat heal attached.

Who is your favorite AD to lane with as Janna?

Nothing compares to a good Vayne player. If I am laning with a good Vayne, we will win laning phase very easily through outplaying our opponents with slippery mechanics and chaining Condemn and Howling Gale. Monsoon works amazingly with Condemn, and Vayne loves that eye of the storm AD. If we get rolling early-game, nothing can stop Vayne with a Janna. This does however require the Vayne player to understand our potential, and know how to play the champion. Flash tumbling into the enemy Riven probably isn’t going to work out for us.

If someone is looking to climb the ladder as a support main, what should they focus on improving?

With respect to support specifically, the greatest advice I could ever give to a support player is DO NOT DIE WHILE TRYING TO GET VISION! This gets more important as the game goes late. You will lose objectives, pressure, and the entire game for getting caught while warding. Understand when it is safe to ward, and when you should wait until you have more team mates ready to back you up. If there are enemies missing, and you are unsure of their last position, do not go out to ward. When you have a good understanding of your opponent’s positions, go ahead and ward the safe spots. Getting caught less means you’ll be around to make those game-winning team fight plays.

Thanks for taking the time to chat with us! If readers want to reach out, where can they find you?

I appreciate your interest in my experiences! I had a ton of fun answering the questions, so thank you for taking the time to create this article!

Readers who are interested in reaching out to me can contact me here on Twitch at twitch.tv/JannaMechanics

I tend to have a full friends list so I can’t add everybody who sends me a friend request, but if you really want to contact me, twitch is great! I stream more often when I am off school, so keep an eye out for when I go online. I answer every question I see in twitch chat, so that’s the best option!

———–

Janna Mechanics is going to hang out in the comments to answer your questions for a couple of hours, so ask away!

[ Link to Post ]

 

 

Incoming Some Introductions

Pwyff Final PortraitHi gang,

As we’re getting to figure out dev corner content for 2016, we thought it would also be good to get some of our more prominent designers and design leads introduced so you can get a feel for what we’re working on and who’s focused on what. We’re doing this to set the foundation for a series of personal dev blogs on evergreen topics like our balance philosophy, champion design, systems interactions, and so on.

Over the course of the next few weeks, you’ll hear from some of the team with a rundown of their interests, past work, and what they’ll want to write about next year. They’ll also stick around for a bit during the day to field questions or source any topic inspiration from you!

So if you really want to hear more about designing Cinderhulk from our lead systems designer, or what went into the recent batch of marksmen updates, hang out!

I’ll try to keep you updated every Monday on the upcoming schedule of designer introductions. All in all, before the holidays kick in, you should at least hear from:

  • Greg ‘Riot Ghostcrawler’ Street – Design Director, League of Legends
  • Andrei ‘Meddler’ Van Roon – Lead Designer, League of Legends
  • Mark ‘RiotScruffy Yetter – Lead Designer, Champions & Champion Update
  • Joseph ‘Fearless’ Graylock – Lead Designer, Gameplay Systems
  • Brian ‘FeralPony’ Feeney – Lead Designer, Live Gameplay
  • James ‘Statikk’ Bach – Lead Designer, Champion Update
  • Jeevun ‘RiotJag’ Sidhu – Designer, Live Gameplay & Champions
  • August ‘gypsylord’ Browning – Designer, Champions & Gameplay Systems
  • … and me.

See you soon~

[ Link to Post ]

 

 

Illaoi community creations

Jynx Final PortraitThe community has spawned an impressive collection of creations to welcome Illaoi to the rift. So get kraken and check out some of the awesome pieces, and don’t forget to click the artists’ names to see even more of their work!


BeastQueen

Celiarts

chalii

crystalmew

Dand01

feh-rodrigues

joacoful

LagGuilliotine

Leen

Luunally

Mechanical Bunnies

MonoriRogue

Neo-TK

otoimai

Polkadotzombie

Raspbeary Art

RinRinDaishi

Rokusan Cosplay

Sosenka

YuzukiNyaaa


Jojo 한

Blondynki Też Grają

Still looking for more? Take a look at the awesome entries from the Illaoi chibi contest held on the League of Legends Philippines site!

We know there’s still more creations out there though, so please share your art and favorites in the comments below.

[ Link to Post ]



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

 

Illaoi Void Bringer Illaoi in Store Banner

[ Link to Official Post ]

 


BY FIZZNCHIPS

Prepare to be tested.

Dive into more Illaoi news here:

Harness corruption itself with Void Bringer Illaoi for 975 RP (normally 1350 RP), or bring the slap down with her champ launch bundle for 1462 RP (normally 1950 RP). Illaoi’s skin discount and bundle will last until 23:59 on 11/30.

[ Link to Post ]

 

 

Below you can find a complete preview of Illaoi and her release skin:

illaoi-reveal-banner Illaoi_0

Illaoi_Square_0

 

Illaoi Final Portrait

  • Health: 585.6 [+95 per level]
  • Health-per-5: 9.5 [+0.8 per level]
  • Mana: 300 [+40 per level]
  • Mana-per-5: 7.5 [+0.75 per level]
  • Base Movement Speed: 340
  • Attack Damage: 60 [+5 per level]
  • Auto Attack Range: 125
  • Armor: 26 [+3.8 per level]
  • Magic Resist: 32  [+1.25 per level]

 

Here’s Illaoi’s Champ Select emote:

 

MODEL EMOTES

Illaoi Model 1 Illaoi Model 2

 

Recall Banner

Illaoi Recall 1 Illaoi Recall 2


PROPHET OF AN ELDER GOD PASSIVE Banner

Cooldown: 20 – 2 (scales down with level)

Prophet of an Elder God Final Icon

Illaoi draws the presence of her God, spawning a Tentacle on nearby impassible terrain if there are no other tentacles nearby.

Tentacles interact with Illaoi’s abilities and last until killed or if left dormant for 1 minute.

 

Illaoi Passive 1 Illaoi Passive 2

 

TENTACLE SMASH Q Banner

Cooldown: 10/9/8/7/6 seconds || Mana Cost: 40/45/50/55/60 || Range: 800

Tentacle Smash Final Icon

Passive: Tentacles that hit enemy champions heal Illaoi for 5% her missing health.

Active: Illaoi summons a Tentacle that slams down in a target direction, dealing [10*Champion Level] + [+1.2/1.3/1.4/1.5/1.6 Total AD] physical damage to all enemies hit.

 

Illaoi Q 1 Illaoi Q 2

 

HARSH LESSON W Banner

Cooldown: 6/5.5/5/4.5/4 seconds || Mana Cost: 30 mana

Harsh Lesson Final Icon

Instead of attacking normally, Illaoi leaps to her target for her next basic attack, dealing 15/35/55/75/95 [+1.1 Total AD] bonus physical damage before commanding all nearby Tentacles to swing at her target.

 

Illaoi W 1 Illaoi W 2

 

TEST OF SPIRIT E Banner

Cooldown: 20/18/16/14/12 seconds || Mana cost: 35/45/55/65/75

Test of Spirit Final Icon

Illaoi first rips the spirit from a foe’s body, putting it close to her for 10 seconds. The spirit can be attacked by Illaoi and her teammates and returns 25/30/35/40/45% [+0.08% Total AD] of the damage it takes to the original target.

If the Spirit dies or the target leaves its range, the target becomes a Vessel. Vessels spawn a Tentacle every 10 seconds for 1 minute and have their
movement speed slowed by 80%, decaying over 2 seconds.

 

Illaoi E 4 Illaoi E 1

Illaoi E 2 Illaoi E 3

 

LEAP OF FAITH R Banner

Cooldown: 120/105/90 seconds || Mana cost: 100 at all ranks

Leap of Faith Final Icon

Illaoi leaps into the air before slamming her idol into the ground, dealing 150/250/350 [+0.5 Bonus AD] to all nearby enemies and summoning a Tentacle for every enemy champion hit. These Tentacles last for 8 seconds, they have 50% bonus Attack Speed and they cannot be targeted. Additionally, while Leap of Faith’s Tentacles are active, Harsh Lesson [ W ]‘s cooldown is decreased to 2 seconds.

 

Illaoi R 1 Illaoi R 2

 

Lastly, here’s Illaoi’s login theme from frostyninja:

 

 

VOID BRINGER ILLAOI Banner

 

Illaoi_Splash_1 IllaoiLoadScreen_1

 

MODEL Banner

Void Illaoi Model 1 Void Illaoi Model 2

 

Recall Banner

Void Illaoi Recall 1 Void Illaoi Recall 2


PROPHET OF AN ELDER GOD PASSIVE Banner

Void Illaoi Passive 1 Void Illaoi Passive 2

 

TENTACLE SMASH Q Banner

Void Illaoi Q 1 Void Illaoi Q 2

 

HARSH LESSON W Banner

Void Illaoi W 1 Void Illaoi W 2

 

TEST OF SPIRIT E Banner

Void Illaoi E 2 Void Illaoi E 1


LEAP OF FAITH R Banner

Void Illaoi R 1 Void Illaoi R 2

Void Illaoi R 3 Void Illaoi R 4

 


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

Illaoi – Champion Spotlight

November 23rd, 2015
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Illaoi’s Champion Spotlight is now out. You can find a complete preview of her in-game HERE.

 

TRIAL OF THE KRAKEN PRIESTESS Banner

Learn more about Illaoi as a shipwrecked captain exploring the dangers of quicktime events:

 

A quote from Illaoi fades out and your browser adventure begins:

Screen 19 Screen 20

 

The story is as follows: you’re a ship captain who’s washed ashore. You land in the feet of Illaoi, who’ll spare your spirit if you prove your strength. To do so, you have to complete three challenges (or skip them if you’re not hardcore enough):

Screen 15 Screen 16

Screen 17 Screen 18

 

Your first task is to replicate outlined figures that come up on screen with your mouse. It’s like the old Harry Potter games, but with twice the tentacles:

Screen 1 Screen 14

Screen 11 Screen 12

Screen 13

 

For the second challenge, you’ll need to place the eye shades that come up on screen on the eyes of Illaoi’s orb:

Screen 9 Screen 10

 

Your last challenge is meant to represent Illaoi’s third spell, Test of Spirit. Here you have to drag your mouse up and down heroically:

Screen 7 Screen 8

Screen 5 Screen 6

 

You beat the game, and now you know various ocean wisdoms. Congrats!

Screen 3 Screen 4

Screen 2

 

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

Champion Insights: Illaoi

November 17th, 2015
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Champ Insights Illaoi Banner

Riot’s latest dev blog explores the creative process behind Illaoi:



BY FIZZNCHIPS

We met up with some of the folks behind Illaoi’s creation to find out how they turned some early ideas into the battle priestess preparing to test the Rift. Here’s their story.

Design notes by Beat Punchbeef

Art notes by Hdot

Narrative notes by WAAARGHbobo

Before Illaoi was a thing, we had this cool idea of having a character in our game literally punch the spirit out of their target. We had to shelve it as we were still finishing up Rek’Sai, but once we cycled back around into new champion ideation, we were super happy to find out that our pod had been tasked with creating League’s next brawler. Brawlers like punching, we could have ours punch spirits… things were starting out great.

We were a little way through ideation when the champion update guys spun up a new team tasked with identifying roles in the game and making sure all the champions in that role brought a unique playstyle to a game of League. They’re the guys who most recently updated the marksmen, but before that, they tackled a whole new class: the juggernauts. These were League’s League’s lumbering, tanky, melee class. The champion update team rounded up all the champs who fit their juggernaut definition, and as they did, we realized that our new brawling champion would fit perfectly into that bunch. But they were all guys, even the dog-shaped ones, so we started thinking about a lady to mix things up a bit.


THE BATTLE CLERIC JUGGERDAME Banner

Before we started on this new lady brawler’s look, we knew we wanted to do something different. This isn’t a commonly known fact, but a huge chunk of League’s female characters actually share an identical (or near identical) face and body, and are only differentiated by their hair and clothing. We wanted to try something different, and so set about creating someone significantly apart from the crowd for our brawler. She’s a bunch bigger, obviously, but alongside her larger frame we gave her a larger personality, too. We wanted her to be confident and comfortable in her own skin, a woman who knows exactly who she is and what she wants. We started tooling her up to be someone who was genuinely beautiful in her own unique way. The sketching began in earnest.

We wanted Illaoi to be confident and comfortable in her own skin, a woman who knows exactly who she is and what she wants.





Armor quickly became a pretty contentious point. Brawler was known as Battle Cleric at one point, a name which naturally led to us giving her buckets of armor. But straight away that didn’t feel right. Armor implied tankiness which implied Brawler was someone you hit, rather than someone who hit you. We pulled off the armor to emphasize her muscles, which in turn accentuated her confidence and power. Taking her armor away brought her tattoos into play, too, which played up her strong religious aspect and gave her a more immediate connection to her god. At one point, her tattoos actually came to life and formed her tentacles, although that overlapped with Braum and even Udyr a little too hard for our liking. Eventually we settled on Brawler carrying a symbol of her god around as she traveled, an idol which she could wield to conjure aspects of her deity.




And what about those tentacles? They first squirmed their way in with Brawler’s Q, which stayed pretty much constant throughout her development. But as we got further in, as we really started figuring out who Illaoi was – how central her god was to her – we started looking for ways we could make her tentacles more central to her kit. We tinkered around with a few ideas, the coolest of which involved Illaoi actually showing her ulted enemies the truth of the world around them. We had an overlay in place that changed the whole map, revealing tentacles snaking all over the walls and structures around them. It was awesome to look at, but ultimately the tentacles were just there – they didn’t actually do anything. Then we got to thinking: what if they did?



DAY OF THE TENTACLE Banner

Adding independent tentacles to lllaoi’s kit was really the last piece of the burgeoning champion’s puzzle. By adding them in, we gave Illaoi a really unique space within the juggernauts: she’d be the set-up queen, a champion who grew in strength when she settled in an area and had enough time to grow a tentacle or two. The independent tentacles fit perfectly into her theme, too. By adding them in, Illaoi players would never feel alone in-game, while Illaoi’s enemies would always feel outnumbered against her, even 1v1. Everything worked together, and after months of iteration, we had a kit-locked brawling champion with a compelling and consistent playstyle, look and character. Illaoi.



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

 

PBE 11 11 Banner

This Preseason cycle opens with a legendary skin for Tristana, two 1350 RP skins – Gravelord Azir & Elderwood Hecarim, four knightly 750 RP skins for Braum, Gragas, Ryze & Varus, as well as adjustments to melee auto attack ranges for several Champions:

 

Store Content

Balance

 

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

 

 

ILLAOI THE KRAKEN PRIESTESS Banner

Illaoi is a new Champion, meaning she’ll be available for 7800 IP (6300 IP after 1 week) / 975 RP on release after Patch 6.1 hits live:

 

illaoi-reveal-banner Illaoi_0

Illaoi_Square_0

 

Illaoi Final Portrait

  • Health: 585.6 [+95 per level]
  • Health-per-5: 9.5 [+0.8 per level]
  • Mana: 300 [+40 per level]
  • Mana-per-5: 7.5 [+0.75 per level]
  • Base Movement Speed: 340
  • Attack Damage: 60 [+5 per level]
  • Auto Attack Range: 125
  • Armor: 26 [+3.8 per level]
  • Magic Resist: 32  [+1.25 per level]

 

MODEL EMOTES

Illaoi Model 1 Illaoi Model 2

 

Recall Banner

Illaoi Recall 1 Illaoi Recall 2

 

PROPHET OF AN ELDER GOD PASSIVE Banner

Cooldown: 20 – 2 (scales down with level)

Prophet of an Elder God Final Icon

Illaoi draws the presence of her God, spawning a Tentacle on nearby impassible terrain if there are no other tentacles nearby.

Tentacles interact with Illaoi’s abilities and last until killed or if left dormant for 1 minute.

 

Illaoi Passive 1 Illaoi Passive 2

 

TENTACLE SMASH Q Banner

Cooldown: 10/9/8/7/6 seconds || Mana Cost: 40/45/50/55/60 || Range: 800

Tentacle Smash Final Icon

Passive: Tentacles that hit enemy champions heal Illaoi for 5% her missing health.

Active: Illaoi summons a Tentacle that slams down in a target direction, dealing [10*Champion Level] + [+1.2/1.3/1.4/1.5/1.6 Total AD] physical damage to all enemies hit.

 

Illaoi Q 1 Illaoi Q 2

 

HARSH LESSON W Banner

Cooldown: 6/5.5/5/4.5/4 seconds || Mana Cost: 30 mana

Harsh Lesson Final Icon

Instead of attacking normally, Illaoi leaps to her target for her next basic attack, dealing 15/35/55/75/95 [+1.1 Total AD] bonus physical damage before commanding all nearby Tentacles to swing at her target.

 

Illaoi W 1 Illaoi W 2

 

TEST OF SPIRIT E Banner

Cooldown: 20/18/16/14/12 seconds || Mana cost: 35/45/55/65/75

Test of Spirit Final Icon

Illaoi first rips the spirit from a foe’s body, putting it close to her for 10 seconds. The spirit can be attacked by Illaoi and her teammates and returns 25/30/35/40/45% [+0.08% Total AD] of the damage it takes to the original target.

If the Spirit dies or the target leaves its range, the target becomes a Vessel. Vessels spawn a Tentacle every 10 seconds for 1 minute and have their
movement speed slowed by 80%, decaying over 2 seconds.

 

Illaoi E 4 Illaoi E 1

Illaoi E 2 Illaoi E 3

 

LEAP OF FAITH R Banner

Cooldown: 120/105/90 seconds || Mana cost: 100 at all ranks

Leap of Faith Final Icon

Illaoi leaps into the air before slamming her idol into the ground, dealing 150/250/350 [+0.5 Bonus AD] to all nearby enemies and summoning a Tentacle for every enemy champion hit. These Tentacles last for 8 seconds, they have 50% bonus Attack Speed and they cannot be targeted. Additionally, while Leap of Faith’s Tentacles are active, Harsh Lesson [ W ]‘s cooldown is decreased to 2 seconds.

 

Illaoi R 1 Illaoi R 2

 

 

VOID BRINGER ILLAOI Banner

Void Bringer Illaoi will be available in store for 1350 RP.

 

MODEL Banner

Void Illaoi Model 1 Void Illaoi Model 2

 

Recall Banner

Void Illaoi Recall 1 Void Illaoi Recall 2

 

PROPHET OF AN ELDER GOD PASSIVE Banner

Void Illaoi Passive 1 Void Illaoi Passive 2

 

TENTACLE SMASH Q Banner

Void Illaoi Q 1 Void Illaoi Q 2

 

HARSH LESSON W Banner

Void Illaoi W 1 Void Illaoi W 2

 

TEST OF SPIRIT E Banner

Void Illaoi E 2 Void Illaoi E 1

 

LEAP OF FAITH R Banner

Void Illaoi R 1 Void Illaoi R 2

Void Illaoi R 3 Void Illaoi R 4


 

 

BRAUM LIONHEART Banner

Braum Lionheart will be on sale for 750 RP.

 

MODEL Banner

Braum Lionheart Model 1 Braum Lionheart Model 2

 

 

DRAGON TRAINER TRISTANA Banner

Dragon Trainer Trist is a legendary skin. It will be available in store for 1820 RP.

 

Tristana_Splash_10 Tristana_10

 

MODEL EMOTES

Dragon Trainer Trist Model 1 Dragon Trainer Trist Model 2 Dragon Trainer Trist Model 3

 

Recall Banner

[ Note ] Trist’s recall looks bugged at the moment. Look forward to an updated recall.

Dragon Trainer Trist Recall 1 Dragon Trainer Trist Recall 2

 

BASIC ATTACK ANIMATION Banner

 

RAPID FIRE Q Banner

Dragon Trainer Trist Q 1 Dragon Trainer Trist Q 2

 

ROCKET JUMP W Banner

Dragon Trainer Trist W 1 Dragon Trainer Trist W 2

Dragon Trainer Trist W 3 Dragon Trainer Trist W 4

 

EXPLOSIVE CHARGE E Banner

Dragon Trainer Trist E 1 Dragon Trainer Trist E 2

 

BUSTER SHOT R Banner

Dragon Trainer Trist R 1 Dragon Trainer Trist R 2

 

DEATH ANIMATION Banner

 

 

ELDERWOOD HECARIM Banner

Elderwood Hecarim will be available for 1350 RP.

 

MODEL Banner

Elderwood Hecarim Model 1 Elderwood Hecarim Model 2

 

Recall Banner

Elderwood Hecarim Recall 1 Elderwood Hecarim Recall 2

 

RAMPAGE Q Banner

Elderwood Hecarim Q 1 Elderwood Hecarim Q 2

 

SPIRIT OF DREAD W Banner

Elderwood Hecarim W 1 Elderwood Hecarim W 2

 

DEVASTATING CHARGE E Banner

Elderwood Hecarim E 1 Elderwood Hecarim E 2

 

ONSLAUGHT OF SHADOWS R

Elderwood Hecarim R 1 Elderwood Hecarim R 2

 

 

GRAGAS CASKBREAKER Banner

Gragas Caskbreaker will be sold for 750 RP.

 

MODEL Banner

Gragas Caskbreaker Model 1 Gragas Caskbreaker Model 2

 

BARREL ROLL Q

Gragas Caskbreaker Q 1 Gragas Caskbreaker Q 2

 

 

GRAVELORD AZIR Banner

Gravelord Azir will be available in store for 1350 RP.

 

Azir_Splash_2

 

MODEL Banner

Gravelord Azir Model 1 Gravelord Azir Model 2

Gravelord Azir Model 3 Gravelord Azir Model 4

 

Recall Banner

Gravelord Azir Recall 1 Gravelord Azir Recall 2

 

SHURIMAS LEGACY PASSIVE Banner

Gravelord Azir Passive 1 Gravelord Azir Passive 2

 

BASIC ATTACK ANIMATION Banner

 

CONQUERING SANDS Q Banner

Gravelord Azir Q 2 Gravelord Azir Q 1

 

Arise W

Gravelord Azir W 1 Gravelord Azir W 2

 

SHIFTING SANDS E Banner

Gravelord Azir E 1 Gravelord Azir E 2

 

EMPERORS DIVIDE R

Gravelord Azir R 1 Gravelord Azir R 2

 

 

RYZE WHITEBEARD Banner

Ryze Whitebeard will be sold for 750 RP.

 

MODEL Banner

Ryze Whitebeard Model 1 Ryze Whitebeard Model 2

 

 

VARUS SWIFTBOLT Banner

Varus Swiftbold will be available for 750 RP.

 

MODEL Banner

Varus Swiftbolt Model 1 Varus Swiftbolt Model 2

 

PIERCING ARROW Q Banner

Varus Swiftbolt Q 1 Varus Swiftbolt Q 2

 

 

GENERAL CHANGES Banner

The Homeguard boot enchantment has been removed from the game. Instead, all players now receive the Homeguard buff when basing automatically after the 20th minute.

 

Homeguard_item (1) Boot enchantment: Homeguard

  • Removed from the game.

 

 

Champion Changes

 

Gnar Final Portrait

GENERAL Banner

  • Auto-attack range on Mega Gnar increased from 150 to 175

 

Hecarim Final Portrait

GENERAL Banner

  • Mana decreased from 364 [+37 per level] to 317 [+40 per level]

 

Nasus Final Portrait

GENERAL Banner

  • Auto-attack range increased from 125 to 175

 

Nautilus Final Portrait

GENERAL Banner

  • Auto-attack range increased from 175 to 225

 

Sejuani Final Portrait

GENERAL Banner

  • Auto-attack range increased from 125 to 175

 

Sion Final Portrait

GENERAL Banner

  • Auto-attack range increased from 150 to 175

 

Tahm Kench Final Portrait

GENERAL Banner

  • Auto-attack range decreased from 200 to 175

 

Tristana Final Portrait

 

Change BoxRocket Jump Final IconRocket Jump [ W ]

  • Base damage decreased from 60/110/160/210/260 to 50/85/120/155/190;
  • Slow duration increased from 1/1.5/2/2.5/3 seconds to 2/2.3/2.5/2.8/3.
  • Now additionally, Rocket Jumping onto targets with Explosive Charge on them will deal 25% increased damage per Explosivee Charge stack, but Rocket Jump’s slow will be decreased.

 

Trundle Final Portrait

GENERAL Banner

  • Auto-attack range increased from 125 to 175

 

Xin Zhao Final Portrait

GENERAL Banner

  • Auto-attack range increased from 175 to 225

 

Zac Final Portrait

GENERAL Banner

  • Auto-attack range increased from 125 to 175

 


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