Posts Tagged ‘lissandra’


Pantheon Stealth Fix Banner


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



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

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

Second – the change itself.

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

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

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

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

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

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

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

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

Third – the skin fiasco and/or refunds.

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

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

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

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

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



Answers to Criticism


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




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


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


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

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


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


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


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

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


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


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


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


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


Originally Posted by BicesterVillager View Post

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


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


Originally Posted by BicesterVillager View Post

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


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


Originally Posted by BicesterVillager View Post

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


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

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


Originally Posted by BicesterVillager View Post

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


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

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


Originally Posted by BicesterVillager View Post

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


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


Originally Posted by BicesterVillager View Post

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


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

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



Answers to Criticism (to continued)


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

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


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


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

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


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


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

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


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


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

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


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


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

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


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


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

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

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

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



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


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



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


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

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



Q: So you admit this was a balance change?


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



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


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

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



Single Posts banner



Q: Is there a Bronze or Challenger Rioter?


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



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


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



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


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



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

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

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



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


Riot NocButton Rioter Riot NOC: Summoners,

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



 Lissandra disabled in EU LCS


Lissandra disabled tweet



 Brackhar leaves Riot Games


Brackhar leaves Riot



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



Sale 14 April




  • Lissandra – 487 RP
  • Nocturne – 440 RP
  • Xin Zhao – 395 RP


Chosen Master Yi – 260 RP


Chosen Master Yi

Chosen Master Yi Splash


Gangster Twitch – 487 RP


Gangster Twitch

Gangster Twitch Splash


High Command Katarina - 375 RP


High Command Katarina

High Command Katarina Splash

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


pbe skt t1 zed banner


PBE 07/04

Void Fizz in Store – 1350 RP

Guinsoo: Fiora’s Rework

Meddler: Ao Shin Release

Single Posts – Lissandra’s Passive and Miss Fortune W QoL



PBE April 7


Previous PBE Changes from Patch 4.6 Cycle:


SKT T1 Zed Shadow Changes




 New Potrait Rengar 


Thrill_of_the_HuntThrill of the Hunt [ R ]

  • Indicator won’t alert enemies who can’t see you when you exit stealth. If you’re in their field-of-view, the indicator will trigger as normal. (check this red post collection for context)



Rumble New Portrait


 FlamespitterFlamespitter [ Q ]

  • Now again deals half damage versus neutral monsters (changed here)


Scrap_ShieldScrap Shield [ W ]

  • Movement Speed when in Danger Zone increased from 12.5 / 18.75 / 25 / 31.25 / 37.5% to 15 / 22.5 / 30 / 37.5 / 45% (from 25% to 50% bonus)
  • Shield health when in Danger Zone increased from 62.5 / 100 / 136.5 / 175 / 212.5 (+ 0.5 AP) to 75 / 120 / 165 / 210 / 255 (+ 0.6 AP) (from 25% to 50% bonus)


Electro-HarpoonElectro Harpoon [ E ]

  • Slow when in Danger Zone increased from 18.75 / 25 / 31.5 / 37.5 / 43.75% to 22.5 / 30 / 37.5 / 45 / 52.5%  (from 25% to 50% bonus)
  • Damage when in Danger Zone increased from 56.25 / 87.5 / 118.75 / 150 / 181.25 (+ 0.5 AP) to  67.5 / 105 / 142.5 / 180 / 217.5 (+ 0.6 AP) (from 25% to 50% bonus)




Twitch New Portrait

  • Base armor increased from 14 to 18 (back to live values, was probably a bug due to his visual update)





Scrying_Orb_itemScrying Orb (and upgrades)

  • Reveals target area for 2 seconds, increased from 1



Void Fizz in Store Banner

Link to official announcement.


A chill grips the man’s spine as a warped giggle echoes through the streets. He’s coming. Fizz used to be welcomed with open arms but recently, something’s changed. Vaulting over walls with his corrupted trident, he’s been terrorizing everyone for weeks with his demented games. The man starts running, passing by an alley when something strikes his back and drags him to the ground. Reality tears beneath him and a sickly sweet odor envelops the street. He looks back and sees Fizz, reeking of corruption, staring and chuckling. Moments later the ground erupts as a putrid leviathan bursts forth from below, devouring the man in an instant. Void Fizz and his pet love to play hide-and-seek.



Play gruesome games with Void Fizz, available now in the League of Legends store for 1350 RP (discounted to 975 RP through April 14).


Void Fizz Skin Preview




Guinsoo Fiora Rework

Following yesterday’s discussion on Fiora’s rework, Guinsoo elaborates on Fiora’s power curve, passive and development.



Will Fiora carry in late-game like other Melee ADs, or will her power be focused on early/mid game?


Guinsoo Button Rioter Guinsoo: That’s a good question that I think as a design team we haven’t fully solved – what exactly should a melee ADC’s power curve look like with respect to time? I think we did make strides with the new Yi and Yasuo. I guess in an ideal world I’d like her to be fairly well rounded, maybe shading slightly weak in the early going and leaning slightly strong in the late game.

But at the end of the day I want her to be about her abilities and how well she used them. But this is a very complicated question whose answer will likely change or become more defined over time, as we discover what exactly she’s capable of, what feels good, what exactly we want to emphasize about the actual mechanical skills themselves.



Will you make Fiora’s passive more engaging?


GuinsooButton Rioter Guinsoo: Yeah to be honest I’m not super stoked with where the (new) passive is at, it’s a fairly generic steroid that we plan to replace with something more relevant once we get a good grasp for exactly how her gameplay flows. I have several ideas for different ones I’d like to try out to encourage various target selection/gameplay choices.



Can we get a release schedule for this rework?


GuinsooButton Rioter Guinsoo: I’m not clear about the timeline at all, so I can’t even give you a vague “soonâ„¢” or “not soonâ„¢”. I have a meeting about it tomorrow, but I don’t think I’ll be able to share too many details. At this point I don’t even know if she’s planned to be tied to an art rework, new VO, or anything like that.

After I combed through 50 pages looking for all my posts, I found the “next Riot post” feature. Lol.



Is reworking older Champions harder than making new ones?


GuinsooButton Rioter Guinsoo: It’s definitely harder. As you can see, players have strong opinions about their favorite champions, so changing them is never easy. I also think it’s more enjoyable – I think there’s a more clear design path since you have an idea for how the character plays now and how you might want them to play; that’s a lot harder when making a character from scratch, which is like setting sail for the new world without having any idea where it actually is or what it looks like, but you’ll know it when you get there.



Is the new Blade Waltz meant to complement her other abilities?


GuinsooButton Rioter Guinsoo: This is definitely what we’re striving for. If you break Blade Waltz down to its primal components, it’s a bunch of dashes, it makes you invulnerable, and it does damage. All of those pieces are there on her kit already (with a few enhancements for example to the Riposte).



Suggestion: Make Fiora’s ult like Riven’s, where she gets buffed, but can also use the ult


GuinsooButton Rioter Guinsoo: That’s definitely a possibility I’m open to. Maybe a Coup de Grace to end the ultimate. Sounds kinda neat. Filed away.





Won’t making Fiora mobile during Riposte overload her new kit?


GuinsooButton Rioter Guinsoo: I don’t disagree with this point. The benefit to starting with Riposte as an immobile spell are multifold. First, it makes the Blade Waltz enhancement to it feel super epic; second, it puts maximum counterplay into the opponent’s hands to counter out the extreme defensive capabilities in the skill, matching most closely the fantasy of extreme counterplay between Fiora and opponent; and third it allows us to increase the power budget in a successful Riposte to the maximum (because it’s harder to pull off).

We are definitely not opposed to making it more mobile if it doesn’t work out well, but this is the appropriate starting point, I think. We’d definitely have to make it weaker in terms of amount of damage blocked and/or return Thrust damage dealt if she could normally move during it.



Isn’t fencing in the real world all about not making a mistake and punishing the opponent’ts mistakes with a single blow?


GuinsooButton Rioter Guinsoo: This is definitely the case. I’ve always thought fencing was about maintaining a maximum defense (so you don’t die) while looking for the opening to kill the opponent, so that by fighting in this manner if you don’t make any mistakes you would never die and would beat any opponent who made a mistake.


But it becomes slightly different in the world of League of Legends where a single sword wound will never kill an opponent. I’d imagine that in that world, fencing would be about being able to inflict maximum damage output while minimizing ‘great risk’ (since both parties can afford to take a couple hits, I suspect you would no longer opt for a 100% defense strategy).



Off-topic: Pokemon has One-Hit-Knock-Outs. Why can’t League have them?


GuinsooButton Rioter Guinsoo: Those are all always banned in any serious match or competition. They also ban moves that give an enemy a chance to miss and a few other things. Pokemon PvP has a steady pacing based around either matching your poke’s types and attack types versus the opponents and vice versa (essentially trying to always super effectively hit while resisting his attacks), or trying to stall by countering all of his threats with defenders that can slowly whittle them down. OHKOs do not fit into Pokemon at all.

I’d guess Baton Pass teams are probably a lot stronger in the new gen so I guess that can be a third type of team, where at the start of the match you focus on super buffing your pokemon and then passing that buff to a super hard hitting mon that can sweep the entire enemy team, regardless of typing. But even this team has counterplay, as taking out the buff chain at any point basically wins you the match, as does getting off a Clear Smog or Haze, or priority Brave Birding it down with Talonflame, etc.

Not to mention when you see his team will likely to be Baton Pass, you can just use a starting pokemon that has a buffing move of its own, so while the opponent is using some turns to buff and some turns to Baton Pass, you can just buff the whole time, and then out sweep their sweeper.

It gets a little complicated if they start with a Scolipede or Blaziken (banned) because they can buff their speed every turn while Sword Dancing, but for example a Volcarona can Quiver Dance every turn to buff her dps and speed (and sp def which is admittedly useless vs a Sword Dance BP team). There’s counterplay.



Ao Shin release banner

Long ago, a sand dragon was teased as a new Champion release. So when is Ao Shin coming to League?



Can we get a time table on his release?


Meddler Button Rioter Meddler: We’re still working on Ao Shin, but for now he’s a long way out. Some of our initial ideas for translating his concept into an actual in-game champion haven’t quite panned out, so we’re continuing to work towards an approach that really hits the bar. He’s definitely a champion we want to make happen, but we’d rather take a long time than fail to do his concept justice.



Will you guys do a Dev Journal on Ao Shin’s development?


Meddler Button Rioter Meddler: Good suggestion, will look into that at the time..

Follow on question: What are you folks most interested in seeing in dev journals?




Off-topic: Are you working on a new Champion?


Meddler Button Rioter Meddler: My time’s more focused on working with the other folks on the team and general champion stuff now, so I’m not doing full gameplay design on new champs anymore. Have been tag teaming the design on a champ with Gypsylord though, which I’m really excited to see come to fruition sometime this year.



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A Look at Lissandra’s Passive


Meddler Button Rioter Meddler: Lissandra wise I’ve been pondering some passive tweaks. Have tested out a couple of alternatives that tie in with her need to dive into fights (conditional ice shields). Haven’t yet hit on anything that hits the mark, nor determined whether that would be instead of or in addition to her current passive. Going to keep testing, no guarantees that’ll go anywhere though.


Meddler Button Rioter Meddler: One of the passives I’ve been looking at’s pretty similar to that actually, though based on a stack building system, with a shield at max stacks, and stacks gained when you CC an enemy (more stacks for champs/less for minions). Current version, due to the CD in particular, runs into some issues where it just happens in team fights, and so there’s a lot less gameplay created than I’d like. Going to try tuning it when time permits, see if there’s a version that minimizes that issue.



Can Miss Fortune get a W stack indicator?


ricklessabandon Button Rioter ricklessabandon: I’ve asked about it, but we won’t be able to do something like that independently of some kind of visual update (which I totally keep trying to bring up casually as a thing that would be awesome to do). So short answer is that we’ll totally look into it once we’ve allocated artists to working on her, but I have no idea when that would possibly be since it isn’t currently on anyone’s schedule that I know of.



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


Comments off


Week 12 Season 4 Rotation

The following Champions will be free-to-play until April 15th:


Amumu – 1350 IP / 585 RP
Lucian – 6300 IP / 975 RP

Anivia – 3150 IP / 790 RP
Olaf – 3150 IP / 790 RP

Graves – 4800 IP / 880 RP
Riven – 4800 IP / 880 RP

Janna – 1350 IP / 585 RP
Shen – 3150 IP / 790 RP

Lissandra – 6300 IP / 975 RP
Taric – 1350 IP / 585 RP



Patch 4 point 5 Notes

Disclaimer: This is completely legitimate news. Confirmed on Saint’s stream.



Pwyff Troll IconRiotPwyff:  Summoners! In preparation for the future of League, aka Ultra Rapid Fire mode, we’re releasing Patch 4.5 to fix the existing balance issues and make some new ones. The focus of this patch is reworks and player fun, so the new Champion, Helmet Bro, will have to wait. Enjoy reading!



Patch 4.5





Lee Sin New Portrait

Context: A while ago someone leaked our April Fools patch notes for Lee Sin. This left us with nothing cool to show off for Lee Sin on April 1st, so we’re just posting his actual rework.


FlurryFlurry [ Passive ]

  • After using a spell, Lee Sin gains bonus health regeneration for 5 seconds.


Sonic_WaveSonic Wave [ Q ]

  • Now applies a 2-second bleed that scales with AP.


Resonating_StrikeResonating Strike [ Q ]

  • Removed.


SafeguardSafeguard [ W ]

  • If cast on a ward, depletes Lee Sin’s energy bar, roots him in place and goes on a 30-second cooldown.


TempestTempest [ E ]

  • Makes visible enemy Champions go in stealth.


CrippleCripple [ Reactivate E ]

  • Now applies the Cripple debuff to Lee Sin as well.


Dragon's_RageKitty Punch [ R ] (renamed)

Damage reduced from 200 / 400 / 600 (+200% bonus AD) to 50 / 100 / 150 (+100% bonus AD)



Yasuo New Portrait

Context: We never pushed Yasuo’s concept, because we were afraid we’d have to release a broken Champion with too many mechanics. We decided to play it safe so we removed cooldowns, gave him three passives, infinite gap-closing, 50% Armor Penetration, hard CC and a spell that counters 95% of the game. Logically, he proved far too weak to survive in the meta. With this rework we’re bringing back a lot of the “crazy” mechanics we scrapped during development. Hopefully, this will lift Yasuo’s miserable 80% win-rate.


Way_of_the_WandererWay of the Wanderer [ Passive ]

  • Now lets Yasuo choose an additional passive that any of the other Champions in LoL have.


Steel_TempestSteel Tempest [ Q ]

  • Can now be toggled to fling katana swords at enemies from Caitlyn range. Note that this is just an alternate way to cast Steel Tempest.


Empowered_Steel_TempestEmpowered Steel Tempest [ Third Q ]

  • Yasuo’s third ranged attack impales target enemy in place. Critical hit chance increases the duration of the stun.


Wind_WallWindwall [ W ]

  • Now correctly blocks Tower hits, melee attacks, non-projectile attacks and basically everything in the game ever.


Sweeping_BladeSweeping Blade [ E ]

  • Refills Yasuo’s Flow to maximum when cast.


Last_BreathRiot Please [ R ] (renamed)

  • Range is now global. Spawns a second Yasuo where the spell was cast from who continues to farm minions.






Ahri New Portrait


CharmCharm [ E ]

  • Charmed targets now permanently fall in love with Ahri and will follow her in other games. Ezreal is immune to this.


Context: Since Ahri’s rework, we had a lot of Diamond smurfs (with suspicious Bronze icons) tell us she’s ruined and that they’re moving to DotA because it’s a better company. We’re excited to see Ahri on the pro-scene again and we hope we can fulfill your fantasy of Shiphtur commanding an army of LCS players. Yes, she can still be your waifu.



Alistar New Portrait


Unbreakable_WillUnbreakable Will [ R ]

  • Mana cost increased from 100 to 150. (see context)


Context: A recent complaint on Reddit was that Alistar’s level 5 Q and W cost more than his ultimate. We realize this is confusing for players who still pick Alistar in Ranked, so we’ve fixed it. Next patch we plan to rework his Headbutt so it always sends enemies towards your ADC for free kills.



Anivia New Portrait


RebirthRebirth [ Passive ]

  • Instead of reviving, Anivia will now self-destruct after 6 seconds.


Context: We recently found an issue where Anivia would revive after dying. I think we can all agree that revive passives are broken-as-fudge toxic gameplay, but we still want Anivia players to have that experience of being completely helpless for several seconds.



New Portrait Heimerdinger


H-28Q_Apex_TurretH-28Q Apex Turret [ R + Q ]

  • Every third attack now spews out a regular turret.


Context: We had a report on NA servers that a melee Champion actually managed to lane versus Heimerdinger and trade kills. This is unacceptable and ruins the status of Heimer as the Overlord who Bathes in your Tears. These spawned turrets do not count towards Heimer’s maximum turret count and are simply there so you can die quicker when you decide to 1v1 him.



Irelia New Portrait


Hiten_StyleHiten Style [ W ]

  • Damage and heal removed. Can still be cast for the pretty light effect.


Context: Irelia is just far too overwhelming on top lane. Having infinite sustain and free harass combo on top of being able to 2v1 the enemy top and jungle on level 6 with Dominus is making a lot of top laners obsolete currently. Wait, what’s an Irelia?



Lissandra New Portrait


Glacial_PathGlacial Path [ E ]

  • Bugfix: Now correctly grabs enemies hit by it and pulls them towards Lissandra.


Frozen_TombFrozen Tomb [ R ]

  • Base damage increased from 150 / 250 / 350 to 450 / 675 / 950 and 450 / 900 / 1350 with Shatter talent.


Context: No context.



Lulu New Portrait


Whimsy Whimsy [ W ]

  • Added a variety of sweet products that Lulu can turn enemies into – muffins, croissants, dunkin’ donuts and gummy bears.


Context: We realize Lulu is a big problem in mid lane, so we nerfed Rabadon’s Deathcap (see below) and focused on the fun aspects of Polymorph.



Nidalee New Portrait

  • All spells except Javelin Toss have been removed.
  • Mana removed. Nidalee now drains the fun and joy out of the enemy team to cast spells.


Javelin_TossJavelin Toss [ Q ]

  • Cooldown removed.
  • Range is now global.


Context: In the office, we like to imagine that most Nidalee mains are sociopaths who throw rocks at people on the street. We understand they derive their fun experience from chugging half of someone’s health bar with invisible spears every 3 seconds, so we decided to focus on that aspect of Nidalee. We also made new Splash art for her, check below!



Teemo New Portrait

  • Occasionally cites Dante’s “Divine Comedy” in lane.


 Blinding_DartBlinding Dart [ Q ]

  • Target enemy’s display turns blinding white for the duration of the spell.


Noxious_TrapNoxious Trap [ R ]

  • Now plants claymores instead of mushrooms. Damage is instant.



Skarner New Portrait

  • Health at level 1 increased from 536 to 546.


ImpaleImpale [ R ]

  • Now tickles target enemy instead of rooting.
  • Applies a 10% slow for every second the enemy spends laughing at how bad Skarner is.


Context: We’re kind of pushing the limits here, but we want Skarner to be a viable pick. The extra 10 hit points will let Skarner tank an additional fifth of an auto attack, giving him complete dominance in the early game. To compensate, we’re reducing the amount of power he has when his ult is up and the enemy is reconnecting.



Minor Changes and Bug Fixes



Fiora New Portrait


Blade_WaltzBlade Waltz [ R ]

  • Can no longer be cast on Champions. Still available for minion-farming.
  • Now properly disables Flash when used until the spell comes off cooldown. (see thread for context)

Context: We realized Blade Walts only works for people who understand how often it doesn’t work. Since pro-players now know she has 4 spells, she’ll probably become a contested LCS pick unless we act. We’re fixing this along with quality of life changes to her Flash.





Taste_Their_FearTaste Their Fear [ Q ]

  • Grasshopper now makes nature sounds when a target is isolated.



Jinx New Portrait

  • If Jinx kills Officer Caitlyn or Officer Vi, the player is immediately mailed Ice-T merchandise.



Nidalee New Portrait

  • Splash art updated.

Context: Two years ago we did a visual update for Nidalee, but financial constraints prevented us from making new splash arts for her skins. Well, that’s no longer the case! Here’s one of her new Splash arts:


Best Nidalee Art World

New Nidalee Splash Art




  • Makes a webcam shot of the enemy’s face when Rengar comes out of stealth. Automatically uploads it to player’s Facebook wall.



Map Vision Bugs

  • Random champion icons now again appear on the minimap for no reason.
  • Standing inside a brush sometimes grants random amounts of vision.

Context: We’ve read tons of letters from fans who told us how fond they were of the countless vision bugs and so we brought them back. From now on, bugs in patches will be referred to as “features”.





Black_King_Bar_iconBlack King Bar

  • Grants immunity to magic damage and crowd control for 6 seconds.
  • Free if you buy an indie bundle.


Heart_of_Gold_itemHeart of Gold

  • Cost: 825 Gold. Grants 5 Gold per 10 seconds and 200 Health.
  • Can be upgraded to Squirtle.



  • Cost: 1250 Gold. Grants 10 Gold per 10 seconds and 350 Health.
  • Causes your Champion to spray water jets at enemies when low on life.


Last_WhisperLast Whisper

  • Ranged carries can now get this item for free as a Trinket.


Rabadon's_DeathcapRabadon’s Deathcap

  • No longer grants % increase to AP.


Context: This change will hopefully reduce Lulu’s dominance in mid lane.



Twisted Treeline


exclamation iconNew Mode Added: Save the Poros!

  • Poros spawn randomly around the map. Both teams have 15 minutes to collect as many Poros as they can and bring them to their respective Fountains. Note that in Save the Poros! Vilemaw can move freely around the map and consume Poros.

Note: Rengo and Grasshopper are unavailable in Save the Poros!



My Info Article Ending


3.06 banner



The Freljord Patch is here! Welcome the League’s newest – Lissandra! This update also includes Trundle and Sejuani’s reworks, Ice Drake Shyvana and Runeguard Volibear, new lore, numerous balance changes and QoL improvements as well as ARAM’s official matchmaking system! Riot have also announced a special Freljord skin sale and the next free champion rotation! In this article you’ll also see Riot’s new Behavior Alert system!


I’ve organized the patch notes into categories, for an easier time reading:

New Champion and Champion Reworks (Lissandra, Trundle, Sejuani)
Balance Changes
Quality of Life & Bug Fixes
ARAM Matchmaking
Behavior Alert
Champion/Skin Sale & Rotation


New Champion and Champion Reworks



Lissandra, the Ice Witch




Iceborn (Passive)

PassiveEvery 18 seconds Lissandra’s next ability costs no mana. Iceborn’s cooldown is reduced by 1 second whenever Lissandra impairs an enemy’s movement with an ability (does not apply to movement-impairing effects from items).



Ice Shard (Q)

Range: 725 || Cooldown: 6 / 5.5 / 5 / 4.5 / 4 || Cost: 85 mana

QThrows a spear of ice that travels in a line and shatters when it hits an enemy, dealing  75 / 110 / 145 / 180 / 215 (+ 65% AP) magic damage and slowing its Movement Speed by 16% / 19% / 22% / 25% / 28% for 1.5 seconds. Shards then pass through the target, dealing the same damage to other enemies hit (but not slowing them).

Ring of Frost (W)

Cooldown: 18 / 16 / 14 / 12 / 10 || Cost: 70 mana

WFreezes an area around Lissandra, dealing  70 / 110 / 150 / 190 / 230 (+ 60% AP) magic damage to nearby enemies and rooting them for 1.1/ 1.2 / 1.3 / 1.4 / 1.5 secs.




Glacial Path (E)

Range: 1050 || Cooldown: 24 / 21 / 18 / 15 / 12 || Cost: 80 / 85 / 90 / 95 / 100 mana

ECasts a claw of ice that moves forward in a line, dealing 70 / 115 / 160 / 205 / 250 (+ 60% AP) magic damage to all enemies hit. Reactivating this ability transports Lissandra to the claw’s current location.



Frozen Tomb (R) 

Cooldown: 130 / 105 / 80 || Cost: 100 mana

ROn enemy: Freezes target champion solid, stunning it for 1.5 seconds.

On self: Lissandra encases herself in dark ice for 1.5 seconds, becoming untargetable and invulnerable but unable to take any actions.

Dark ice then emanates from Lissandra’s target dealing 150 / 300 / 450 (+ 70% AP) magic damage to enemies. The ice lasts for 3 seconds and slows enemy Movement Speed by 20%.



Here is my preview of Lissandra, including her story and my personal opinion on her:

Lissandra First Impressions

If you’d like to check out her skin, you can do so here:

Bloodstone Lissandra



Sejuani, the Winter’s Wrath


sejuani decoration



Frost Armor (Passive)

Frost_ArmorDamaging enemies with an ability or basic attack now grants 10/15/20/25 Armor and reduces movement-slowing effects on Sejuani by 10/15/20/25%  for 2 seconds. If she already has Frost Armor,  damaging an enemy increases its duration by 2 seconds.



Arctic Assault (Q)

Range: 700 || Cooldown: 15/14/13/12/11 || Cost: 80/85/90/95/100 mana

Arctic_Assault_newCharges forward, knocking enemies into the air and dealing damage equal to 40/80/120/160/200 ( +.4 AP ) plus 4/5/6/7/8% of target’s Maximum health. The charge stops after knocking an enemy champion into the air.



Flail of the Northern Winds (W)

Range: 350 || Cooldown: 10 || Cost: 40 mana

Flail_of_the_Northern_WindsSejuani’s next basic attack deals 40/60/80/100/120 ( +.3 AP ) bonus magic damage to the target and enemies near it. She then swings her flail, dealing 80/120/160/200/240 ( +16% bonus HP) (+.6 AP ) magic damage to nearby enemies over 4 seconds.



Permafrost (E)

Range: 1000 || Cooldown: 11 || Cost: 55 mana

Permafrost_newPassive: Abilities and basic attacks apply Frost to enemies for 4 seconds.

Active: All nearby enemies with Frost take  60 / 110 / 160 / 210 / 260 (+ .5 AP) magic damage and are slowed by 50/55/60/65/70% for 2/2.3/2.5/2.8/3.



Glacial Prison (R)

Range: 1150 || Cooldown: 130 / 115 / 100 || Cost: 100 mana

Glacial_Prison_newThrows a frost-forged bola in a line. If the bola hits an enemy champion, it shatters, stunning the target and nearby enemies for 1.5/1.8/2 seconds. If the bola reaches its maximum range it shatters and slows enemies by 90% for 1 second instead.

All enemies in the shatter area take 150 / 250 / 350(+ .8 AP) magic damage.



You can check out Sejuani’s new visuals here:

Reworked Sejuani preview



 Trundle, the Troll King


trundle decoration



King’s Tribute (Passive)

King's_TributeWhenever an enemy unit near Trundle dies, he heals for 2/3/4/5/6% of their maximum Health.




Chomp (Q)

Cooldown: 4 seconds || Cost: 30 mana

ChompTrundle’s next attack lunges at his opponent, dealing 30 / 45 / 60 / 75 / 90 (+ 80 / 90 / 100 / 110 / 120% AD) physical damage. This attack increases Trundle’s attack damage by 20 / 25 / 30 / 35 / 40 for 8 seconds, with his opponent losing half of this amount for the same duration.



Frozen Domain (W)

Cooldown: 15 || Cost: 60 mana

Frozen_DomainTrundle coats target location with ice for 8 seconds, gaining 20 / 25 / 30 / 35 / 40% Movement Speed, 20 / 35 / 50 / 65 / 80% Attack Speed and gains 8/11/14/17/20% increased healing and regeneration from all sources.



Pillar of Ice (E)

Range: 1000 || Cooldown: 23 / 20 / 17 / 14 / 11 || Cost: 60 mana

Pillar_of_IceTrundle creates an icy beacon at target location for 6 seconds, becoming impassable terrain and slowing all nearby enemy units by 25/30/35/40/45%.



Subjugate (R)

Range: 700 || Cooldown: 80 / 70 / 60 || Cost: 75 mana

SubjugateTrundle immediately drains an enemy champion of 10/11/12% (+ 1% per 100 AP) of its maximum health and 40% of its Armor and Magic Resist, then drains it again for the total of these amounts over the next 5 seconds. Lost resistances slowly return over 5 seconds after the drain effect ends.

Trundle gains these stats for himself while the target is being drained and slowly loses them after the drain ends.


You can check out Trundle’s new visuals here:

Trundle rework preview



Balance Changes






Inner_FlameInner Flame ( Q )

  • Damage increased from 60/110/160/210/260 to 80/125/170/215/260


Focused_ResolveFocused Resolve ( W )

  • Cooldown lowered from 16/15.5/15/14.5/14 to 16/15/14/13/12


InspireInspire ( E )

  • Cooldown lowered from 12 seconds to 10 seconds at all ranks
  • Movement speed boost increased from 20/30/40/50/60 to 40/45/50/55/60



Mantra ( R )

  • Cooldown lowered from 45 seconds to 45/42/39/36 seconds


With our previous patch changes, we increased Karma’s overall usability and Mantra generation. These changes are more focused on smoothing out Karma’s early game presence by giving a damage increase to Inner Flame’s lower levels and buffing Inspire to make it far more effective at level one.

Additionally, by lowering the cooldowns of three of Karma’s abilities – including her Mantra – Karma will synergize better with Gathering Fire, allowing her to scale into late game.



LuluSquare (1)



  • Mana per level increased to 55 from 50


Glitterlance (Q)

  • Mana cost increased to 60/65/70/75/80 from 40/50/60/70/80






Call of the Void (Q)

  • Mana cost reduced to 80/85/90/95/100 from 80/90/100/110/120


Null_ZoneNull Zone (W)

  • Mana cost reduced to 90/95/100/105/110 from 90/100/110/120/130



QuinnSquare (1)



Heightened_SensesHeightened Senses ( W )

  • Now also grants a 20/30/40/50/60% Movement Speed increase when attacking a vulnerable target as Quinn and 40/50/60/70/80% as Valor.



Vault ( E )

  • Now also interrupts the target briefly upon impact



Tag Team ( R )

  • Bonus Movement Speed when activated increased from 80% to 80/90/100% when out of combat and 20/30/40% in combat from 20% at all ranks.


We wanted to highlight Quinn’s great strengths as an unconventional AD carry with high cross-map mobility. As such, Quinn can now use Tag Team more reliably in and out of fights, and the additional movement speed on Heightened Senses should allow her to remain more elusive in skirmishes.

For the other two changes, we gave Blinding Assault an ability power ratio so that players can gain some additional power when building items like Trinity Force or when receiving the Baron Nashor buff. For Vault, we added a mini stun on Quinn’s target as she dashes toward them, making it more reliable as an escape.






WitherWither (W)

  • Attack speed slow amount has been halved


With a 95% movement speed and attack speed reduction at max levels, Wither was completely shutting down champions reliant on auto-attacks with no opportunity for counterplay. By reducing the attack speed slow, Nasus is still effective at suppressing champions, but his victims will now have the option to turn and fight.






DeathSentenceDeath Sentence ( Q )

  • No longer has a passive magic damage on-hit
  • Damage increased to 80/120/160/200/240 from 80/110/140/170/200



Flay ( E )

  • Now has the passive from Death Sentence (Q)
  • Damage reduced to 65/95/125/155/185 from 65/105/145/185/225
  • Fixed a bug that caused the passive’s damage to be consumed when attacking wards
  • Fixed a bug where Flay sometimes dealt more damage than intended


Death Sentence and its passive were providing too many benefits at early levels with their high poke, burst damage, and lowered cooldowns. By moving the passive damage bonus from Death Sentence to Flay, Thresh players will now need to think strategically about how they level their skills.






Tiger_StanceTiger Stance (Q)

  • Active damage changed to physical instead of magic
  • Active damage changed to 30/80/130/180/230 (+1.2/1.3/1.4/1.5/1.6 attack damage) from 30/80/130/180/230 (+1.5 total attack damage)
  • Active attack speed increased to 30/40/50/60/70% from 15/20/25/30/35%
  • No longer grants attack speed as a persistent effect
    • New persistent effect: Basic attacks deal 15% of his total attack damage as bonus physical damage.


Bear_StanceBear Stance (E)

  • Udyr now only dashes when stunning champions


With these changes, we wanted to accomplish a few separate things. First, we wanted to tone down Udyr’s overpowering early game Tiger Stance damage, but we also wanted to let him scale better into late game. These changes were implemented by scaling the attack damage ratios on Tiger Stance’s active damage.

Second, by changing the active damage of Tiger Stance from magical to physical, it should be more intuitive to itemize against Udyr. Additionally, it will also be easier for Udyr to itemize properly, as he will gain further benefits from attack damage focused items like Black Cleaver or Last Whisper.







Living Shadow ( W )

  • Cooldown reduced from 22/20.5/19/17.5/16 to 18/17/16/15/14 seconds



Shadow Slash ( E )

  • Hitting enemy minions and monsters no longer reduces Living Shadow’s cooldown
  • Hitting enemy champions now reduces Living Shadow’s cooldown by 2 seconds, up from 1 second


Previously, Zed could safely farm large minion waves with Shadow Slash by consistently resetting the cooldown of Living Shadow. These changes were intended to promote aggressive play with Zed while also creating a window for players to engage on him in lane.



 Quality of Life & Bug Fixes






PyroclasmPyroclasm (R)

  • Now properly bounces to other targets after hitting an enemy affected by Blaze






Missile_BarrageMissile Barrage (R)

  • Fixed a bug where using Missile Barrage restarted the cooldown for gaining another missile




  Dr. Mundo


Infected_CleaverInfected Cleaver (Q)

  • Can be cast at any health value, but will not reduce health below 1

MasochismMasochism (E)

  • Can be cast at any health value, but will not reduce health below 1





        Spinning Axe (Q)

    • Reverted a recent change affecting how Draven was led by Spinning Axe, restoring prior functionality
    •  Axe drop location will no longer be placed on the far side of impassable terrain from Draven

In Patch 3.5, we changed Draven’s Spinning Axe to lead Draven more accurately when he was benefitting from movement speed increases. Unfortunately, these changes were very disruptive for dedicated Draven players and didn’t offer enough potential for skilled players to showcase their skill through covering long distances between throwing and catching. We decided to revert the change.






Pulsefire Ezreal (Skin)

  • Fixed a bug where Pulsefire Ezreal would occasionally not see gold popups for some of his last hits on targets in plain view
  • Fixed a bug where Pulsefire Ezreal would play his death animation a second time if Trueshot Barrage was leveled up while dead





DrainDrain Life (W) 

  • Fixed a bug where Fiddlesticks would not immediately attack his target after successfully channeling Drain Life






ConsumeConsume (Q)

  • No longer expends Visionary if the target dies before Consume resolves






Reckless_SwingReckless Swing (E)

  • Can be cast at any health value, but will not reduce health below 1






FlamespitterFlamespitter (Q)

  • No longer prevents Rumble from automatically acquiring basic attack targets






Ki_StrikeKi Strike (Passive)

  • Fixed a bug that caused Ki Strike to be consumed when attacking wards






Fleet_of_FootFleet of Foot (Passive)

  • Now also grants its effect when Boomerang Blade and Ricochet hit enemy champions






CondemnCondemn (E)

  • Range now accurately matches her attack range






Vault_BreakerVault Breaker (Q)

  • Fixed a bug that caused Vault Breaker to become uncastable after activation


Excessive_ForceExcessive Force (E)

  • Can no longer be cast while charging Vault Breaker






  • Increased transparency when in brush






Elixir_of_Fortitude_itemElixir of Fortitude

  • Cost increased to 350 gold from 250


Elixir of Fortitude is meant to be an “all-in” burst of power for players looking to take control of a situation. With its low cost, however, players were simply defaulting to it as a general starting item with no significant repercussion. Increasing the gold cost of Elixir of Fortitude aligns it better with the risky strategy it was intended for.


Health_PotionHealth Potion

  • Limited to 5 Health Potions at a time


Alongside our Elixir of Fortitude change, we wanted to tackle ultra-high sustain starts where players were beginning the game with as many health potions as possible in order to safely sustain in lane for long periods of time. However, these high sustain starts also destroy any incentive players have to interact. Manaless champions in particular benefitted from these starts, resulting in some mana-based opponents being unable to burn through the high levels of sustained HP. We will monitor starting item builds and champions that relied heavily on high potion starts, but wanted to focus on addressing passive high-sustain builds first.


Mana_Potion_itemMana Potion

  • Limited to 5 Mana Potions at a time


Ionian_Boots_of_Lucidity_itemIonian Boots of Lucidity

  • Upgrade cost reduced to 650 gold from 700 (total cost is now 1000 from 1050)



  • Combine cost reduced to 265 from 665 (total cost is now 1900 from 2300)
  • Attack damage reduced to 40 from 50


Ravenous_HydraRavenous Hydra

  • Combine cost increased to 600 from 200 (total cost unchanged)



  • Limited to 1 Boots item at a time



Game Interface


Smart Ping

  • Updated the ping icons to better match other game visuals

Item shop

  • Can now be resized by dragging from the bottom right-hand corner
  • Default size now determined by screen resolution





  • Fixed an issue where the end of game screen would incorrectly show “League info processing” instead of updating immediately
  • Champion headers designed for each specific league have been added to the Leagues tab in player profiles
  • LP ‘clamping’ has been smoothed.  Players will experience more predictable LP gains and losses as they approach 100 LP
  • Dodging a match in a promotional series now counts as 1 loss.  This will still end your series if you were one loss away from losing it





  • Baron Nashor/Dragon
    • Now immune to effects that would reduce their damage
  • Baron Nashor, Dragon, and Vilemaw kill messages are now bolded in chat
  • Twisted Treeline altar capture messages are now bolded in chat
  • Items with charges now display the charge counter in the inventory rather than displaying as a buff
  • Players will no longer see reconnect messages from the enemy team
  • Trundle has replaced Master Yi in the basic tutorial
  • Spell shields now only block one spell even if multiple spells hit the target in rapid succession
  • Blind Random has been added as a pick type in custom games.  This mode works the same as All Random, but the enemy team’s champions will not be displayed in champion select
  • Players with video cards that use software vertex shaders (primarily integrated cards like those in laptops) should see a 10-40% FPS performance improvement across all maps



ARAM Matchmaking


howling abyss decoration


The Howling Abyss has replaced The Proving Grounds in custom games and the basic tutorial. With this change comes a separate matchmaking system for the ARAM Mode!


A 5v5 All-Random queue has been enabled for matches played on the Howling Abyss:

  • Restricted to players of level 5 or above
  • Players may reroll for a different champion in Champion Select for 200 reroll points
    • All players have been credited with 200 reroll points
    • Additional reroll points are gained by completing matchmade Howling Abyss games
    • Reroll point gains increase based on the number of champions the player owns
    • Reroll point count can be checked in the player profile.


You can check out my preview of the Howling Abyss here.

With the new ARAM map comes another great addition specifically for this mode, Rerolling. Technical engineer Brackhar has all the details:


What is Champion Reroll?


ChovatarRiotlink Button Brackhar: While the random element is a really fun part of the Howling Abyss, we know there are times you really don’t want to play a particular champion. For this reason we’ve added a reroll feature to ARAM matchmaking. Each game you play on the Howling Abyss will earn you points toward a reroll. When you’re really not pleased with the particular hand you’re dealt in the game lobby, you can spend your points to receive a different random character.



Behavior Alerts – an early warning




Ever wondered if you’d crossed the line after a game? League of Legends’ newest social system warns players when they are reported and for what reason. Perfect time to start improving on your attitude in-game before it’s too late!


SantaRiotlink Button Lyte: In a future patch, we’ll be releasing a feature called Behavioral Alerts. This system will detect spikes of negative behavior (i.e if a player is having a particularly bad day or week) and fire an in-game client warning to the player; we hope that these alerts will give players appropriate feedback about their behaviors before they travel too far down the negative path. We believe that these warnings will prevent a significant number of people from ever being punished by player behavior systems; more importantly, we believe that these warnings will make a difference in the large number of Neutral and Positive players that have rare bad days of toxicity, but previously never got feedback to nudge them back towards the positive.

In the past few months, a few key insights have shifted our approach to tackling player behavior in online communities. For example, we can use Honor, Reports and other behavioral metrics at our disposal to classify the types of players in League of Legends into four groups: Positive, Neutral, Bad, Toxic. It turns out that only 1% of the active playerbase is considered toxic—these are the players who are abusive to other players in a large number of their games.

The data suggests that over 92% of players are Neutral or Positive.

At this point, many players are thinking,

“Lyte, you’re a crazy scientist. If more than 92% of players are Neutral or Positive, why do a high number of my games seem toxic?”

What we’re learning in the data is that context inside and outside a game can twist behaviors-it can even create toxic behaviors in good people. A player might have a bad day at work and get yelled at by their boss, then go home to play some League of Legends. At this point, the player already has high frustration levels or has a low tolerance for mistakes, and might end up raging at his teammates for several games; this pattern of behavior can create ripples in the community, and cause other players to have a bad day-this behavioral effect is like a toxin that can percolate and spread across hundreds and thousands of games. Given 10 players in a game, and the randomness that comes from every player having a unique circumstance, tolerance level and context, it’s now easy to see why a high number of games seem toxic-in each game, 1-2 players might be having bad days in real life, or in-game. So when a Neutral or Positive player starts down that negative path, how do we stem it?

Research suggests that having strong feedback loops can have a dramatic positive effect on behavior; in this case, the ability to quickly and effectively deliver feedback to players as soon as they exhibit behaviors that are out of line with the vast majority of players in League of Legends could be enough to get these players back on track. An example of feedback loops in action were Reform Cards, which provided more feedback to players about why they were being punished by the Tribunal—this feedback improved average reform rates by 7.8%.

Like many other player behavior features such as the Tribunal and Honor Initiative, Behavioral Alerts will take into account every player’s behavioral reputation in the system; for example, there is a lot of math behind the system to avoid firing alerts for false reports. In addition, there are numerous mechanisms in place to completely ignore reports from toxic players or those who abuse the report function to ensure that players will never receive any alerts from these reports. We’re looking forward to feedback from players and hope that these alerts will have a significant impact on player behavior in League of Legends.

This feature is currently live on the PBE. Translations are still being worked on for about half of the languages, and will be added in the future before the feature goes live.


How many warning messages does a player receive?


SantaRiotlink Button Lyte: There isn’t a fixed number; it varies from person to person depending on the severity of the behaviors, and how frequently they get them.




Do these warnings replace the Tribunal?


SantaRiotlink Button Lyte: These alerts are in-game, and do not replace Tribunal warnings. They also do not reset Honor.





New champion sale – from April 30th to May 3rd


Sale 30th April

For the next three days, you can pick up the following champions and skins at half price:



  • Fizz
  • Karma
  • Malphite


  • Dynasty Ahri
  • French Maid Nidalee
  • Jack of Hearts Twisted Fate



 20% off on Freljord’s champions and New Rotation!



20% off sale

 To celebrate the Freljord update, all frost champions and their skins are now available at a discount!




  • Anivia - 632 RP
  • Ashe - 208 RP
  • Gragas - 632 RP
  • Janna - 468 RP
  • Nunu - 208 RP
  • Olaf - 632 RP
  • Tryndamere - 468 RP
  • Udyr - 468 RP
  • Quinn and Valor - 780 RP
  • Volibear - 780 RP


Ironically, these same champions are currently free to play.


Demolisher Nunu /780 RP/


demolisher nunu


Freljord Ashe /416 RP/


freljord ashe


Frost Queen Janna /780 RP/


frost janna


Glacial Olaf /416 RP/


glacial olaf


Gragas, Esq. /780 RP/


esq gragas


King Tryndamere /416 RP/


king tryndamere


Primal Udyr /780 RP/


primal udyr


Phoenix Quinn /780 RP/


phoenix quinn


Northern Storm Volibear /600 RP/


northern storm voli



 What do you think of the Freljord update? Share below!




Major buffs to Quinn, Runaan’s Hurricane and Tiamat, Lissandra’s bloody incarnation, changes to the League Tutorial and a few announcements – all in today’s article!



Champion Changes





GlitterlanceGlitterlance ( Q )

  • Mana cost increased from 40/50/60/70/80 to 60/65/70/75/80







Call of the Void ( Q )

  • Mana cost decreased from 80/90/100/110/120 to 80/85/90/95/100


Null_ZoneNull Zone ( W )

  • Mana cost decreased from 90/100/110/120/130 to 90/95/100/105/110



QuinnSquare (1)



Heightened_SensesHeightened Senses ( W )

  • Now also grants a 20/30/40/50/60% Movement Speed increase when attacking a vulnerable target as Quinn and 40/50/60/70/80% as Valor.



Vault ( E )

  • Now also stuns the target briefly upon impact



Tag Team ( R )

  • Bonus Movement Speed when activated increased from 80% to 80/90/100% when out of combat and 20/30/40% in combat from 20% at all ranks.






R IconGlacial Prison ( R )

  •  Slow from the bola when it’s reached max range increased from 1 second to 1.5/1.8/2 seconds






W IconFrozen Domain ( W )

  • Duration increased from 6 seconds to 8 seconds
  • Mana cost increased from 50 to 60
  • Cooldown changed from 16/15/14/13/12 seconds to 15 seconds




Item Changes



Boots_of_Swiftness_itemBoots of Swiftness 

  • Recipe Cost decreased from 650 to 550 gold




Ionian_Boots_of_Lucidity_itemIonian Boots of Lucidity 

  • Recipe Cost decreased from 700 to 650 gold




Runaan's_HurricaneRunaan’s Hurricane

  • Recipe Cost decreased from 1000 to 700 gold





  • Recipe Cost decreased from 665 to 265 gold
  • AD decreased from 50 to 40





Bloodstone Lissandra


 (Click on the pictures for sweet full resolution!)






Ice Shard (Q)


Ring of Frost (W)


Glacial Path (E) First Cast

E Reappear

Glacial Path (E) Second Cast


Frozen Tomb(R)



New Tutorial


The Howling Abyss map has currently replaced the Proving Grounds as the Tutorial map on the PBE. Check out a preview below:

(Inb4 terrible Ashe players building Thornmail)




The Loading Screen


Welcome to the League of Freljord!

Fog of War

Garen’s 2D Origins

Hand Placement

Not for chatting!




A bigger boom!



New Free Champion Rotation

















This week’s free list includes:

  • Ashe
  • Karma
  • Karthus
  • Lee Sin
  • Maokai
  • Morgana
  • Teemo
  • Wukong
  • Zac
  • Zyra


Champion and Skin Sale (April 16-19)


















  • Galio
  • Blitzcrank
  • Volibear



  • Northern Front Swain
  • Hyena Warwick
  • Gothic Orianna




 Cross- Atlantic Server Transfer available!


Lastly, Community Coordinator RiotYmir shared this exciting news on the forum for all American players wishing to switch to European servers and vice versa:


imageRiotlink Button RiotYmir: Starting today, players will be able to skip over the Atlantic and transfer between the North America and EUW or EUNE servers. This upgrade has been a long time coming and we’re stoked that players now have more flexibility to choose where they play!


To purchase a transfer, head to the in-game store and click on the Other tab. Intercontinental transfers are one-way and run 2600RP, so always double check you’re heading to the right server. Additionally, European players who joined the North American server prior to June 1st 2010 and weren’t able to move to the European platform when it opened will receive a free one time transfer token.

For the full scoop on eligibility, transfer options and more, check out this page on our Knowledge Base.


If you do not meet the criteria below we will be unable to merge your account!


imageRiotlink Button RiotYmir: A small number of you have asked if you can merge your NA account with your EU account. Unfortunately, that’s a very time-consuming process that we really can’t offer on a broad scale. Some veteran EU players, however, have accounts that pre-date the launch of the European service. Since these players didn’t have the option to create their first (primary) account on home soil, we’re offering them a very special, one-time opportunity to merge their two accounts into one account on the EU server.

Merging’s very labor-intensive and requires special attention from the Player Support team. For that reason, we can only offer mergers under special circumstances.

Here’s how to qualify for a merger:

  • You need to have created your account before June 1, 2010
  • Most of your games need to be from a European IP
  • You need to verify ownership over the two accounts you’re merging

Unfortunately, because this process is so laborious, we’re going to be buzz-kill sticklers about the rules. No exceptions! Also, this is an extremely slow process, so – while we will answer all eligible requests – it might take several weeks to complete your merger.

We can only transfer certain data to your EU account, so please read carefully before you apply. Here’s what we can merge:

  • Your summoner level
  • Your purchased content
    • You’ll be compensated for content you unlocked on both accounts
  • Your IP and RP totals
  • Your competitive season rewards

The following aspects of your NA account will be lost during the merger process:

  • Your stats
  • Your MMR
  • Your rune and mastery presets
  • Your honor score
  • Previous and unused referrals
  • Your justice review rating
  • Your friends list

Once the process is complete you can’t use refund tokens on content you merged from another account, and your NA account can’t be recovered. So make sure you’ve bid fond farewell to your summoner on this side of the pond prior to requesting the merge!

If you’re interested in merging your NA and EU accounts, meet the criteria and have read through the process, please a send us a ticket with the subject “Account Merge Request”. Also, if you meet the requirements and you’d rather just move your NA account to EU without merging, you can use your free transfer token in the store right now.

We want to thank all the seasoned vets who waited so long for this option, and we hope we can make your merger as painless as possible. If you have any more questions, ask them in this thread!


What if my EU and NA account names match?


Lulu_Splash_WickedCat3Riotlink Button Iniquitee: If you attempt to transfer you will be prompted to change your username if it is occupied on the server you are trying to go to. The messaging that says you cannot is incorrect and will be updated shortly.



Will I get to keep my Summoner icons?


Lulu_Splash_WickedCat3Riotlink Button Iniquitee: Yes, you will keep your summoner icons.

As far as free transfer tokens go – we just finished distributing them to eligible players. Please check the store again!



Good luck on the Fields of Justice!


lissandra banner


Check out the latest champion coming to the league, Lissandra, as well as the long- awaited reworks of Trundle and Sejuan and the newest frosty skins for Shyvana and Volibear!





Model Final



Iceborn (Passive)

PassiveEvery 18 seconds Lissandra’s next ability costs no mana. Iceborn’s cooldown is reduced by 1 second whenever Lissandra impairs an enemy’s movement with an ability (does not apply to movement-impairing effects from items).


Ice Shard (Q)

Range: 725 || Cooldown: 6 / 5.5 / 5 / 4.5 / 4 || Cost: 85 mana

QThrows a spear of ice that travels in a line and shatters when it hits an enemy, dealing  75 / 110 / 145 / 180 / 215 (+ 65% AP) magic damage and slowing its Movement Speed by 16% / 19% / 22% / 25% / 28% for 1.5 seconds. Shards then pass through the target, dealing the same damage to other enemies hit (but not slowing them).



Ice Shard (Q)

Q Impact

Ice Shard (Q) Impact


Ring of Frost (W)

Cooldown: 18 / 16 / 14 / 12 / 10 || Cost: 70 mana

WFreezes an area around Lissandra, dealing  70 / 110 / 150 / 190 / 230 (+ 60% AP) magic damage to nearby enemies and rooting them for 1.1/ 1.2 / 1.3 / 1.4 / 1.5 secs.




Ring of Frost (W)


Glacial Path (E)

Range: 1050 || Cooldown: 24 / 21 / 18 / 15 / 12 || Cost: 80 / 85 / 90 / 95 / 100 mana

ECasts a claw of ice that moves forward in a line, dealing 70 / 115 / 160 / 205 / 250 (+ 60% AP) magic damage to all enemies hit. Reactivating this ability transports Lissandra to the claw’s current location.




Glacial Path (E)


Frozen Tomb (R) 

Cooldown: 130 / 105 / 80 || Cost: 100 mana

ROn enemy: Freezes target champion solid, stunning it for 1.5 seconds.

On self: Lissandra encases herself in dark ice for 1.5 seconds, becoming untargetable and invulnerable but unable to take any actions.

Dark ice then emanates from Lissandra’s target dealing 150 / 300 / 450 (+ 70% AP) magic damage to enemies. The ice lasts for 3 seconds and slows enemy Movement Speed by 20%.




Frozen Tomb (R)


Lissandra’s Death Animation


Death Final



Trundle Rework


Trundle Model



King’s Tribute (Passive)


Whenever an enemy unit near Trundle dies, he heals for 2% of their maximum Health.



Chomp (Q)

Cooldown: 4 seconds || Cost: 30 mana

Q iconTrundle’s next attack lunges at his opponent, dealing 30 / 45 / 60 / 75 / 90 (+ 80 / 90 / 100 / 110 / 120% AD) physical damage. This attack increases Trundle’s attack damage by 20 / 25 / 30 / 35 / 40 for 8 seconds, with his opponent losing half of this amount for the same duration.


Q Final

Chomp (Q) Cast Animation

Q Glowing Bat

Chomp (Q) Bonus Damage Buff



Frozen Domain (W)

Cooldown: 15 || Cost: 60 mana

W IconTrundle coats target location with ice for 8 seconds, gaining 20 / 25 / 30 / 35 / 40% Movement Speed, 20 / 35 / 50 / 65 / 80% Attack Speed and gains 8/11/14/17/20% increased healing and regeneration from all sources.



Frozen Domain (W) Active Area


Pillar of Ice (E)

Range: 1000 || Cooldown: 23 / 20 / 17 / 14 / 11 || Cost: 60 mana

E iconTrundle creates an icy beacon at target location for 6 seconds, becoming impassable terrain and slowing all nearby enemy units by 25/30/35/40/45%.


E Skillshot

Pillar of Ice (E) Skillshot


Pillar of Ice (E)


Subjugate (R)

Range: 700 || Cooldown: 80 / 70 / 60 || Cost: 75 mana

R IconTrundle immediately drains an enemy champion of 20% of their maximum Health and 40% of their Armor and Magic Resist, then drains them again for the total of these amounts over the next 5 seconds. Lost resistances slowly return over 5 seconds after the drain effect ends.

Trundle gains these stats for himself while the target is being drained and slowly loses them after the drain ends.



Subjugate (R)


Trundle also visibly grows during the duration of the spell:


R Growth Final

Subjugate (R) Growth Effect



 Sejuani Rework


Model Final


Frost Armor (Passive)

Passive IconDamaging enemies with an ability or basic attack now grants 10/15/20/25 Armor and reduces movement-slowing effects on Sejuani by 10/15/20/25%  for 2 seconds. If she already has Frost Armor,  damaging an enemy increases its duration by 2 seconds.



Frost Armor (Passive)


Arctic Assault (Q)

Range: 700 || Cooldown: 15/14/13/12/11 || Cost: 80/85/90/95/100 mana

Q IconCharges forward, knocking enemies into the air and dealing damage equal to 40/80/120/160/200 ( +.4 AP ) plus 4/5/6/7/8% of target’s Maximum health. The charge stops after knocking an enemy champion into the air.



Arctic Assault (Q)


Flail of the Northern Winds (W)

Range: 350 || Cooldown: 10 || Cost: 40 mana

W IconSejuani’s next basic attack deals 40/60/80/100/120 ( +.3 AP ) bonus magic damage to the target and enemies near it. She then swings her flail, dealing 80/120/160/200/240 ( +16% bonus HP) (+.6 AP ) magic damage to nearby enemies over 4 seconds.



Flail of the Northern Winds (W)


Permafrost (E)

Range: 1000 || Cooldown: 11 || Cost: 55 mana

E IconPassive: Abilities and basic attacks apply Frost to enemies for 4 seconds.

Active: All nearby enemies with Frost take  60 / 110 / 160 / 210 / 260 (+ .5 AP) magic damage and are slowed by 50/55/60/65/70% for 2/2.3/2.5/2.8/3.



Permafrost (E)


Glacial Prison (R)

Range: 1150 || Cooldown: 130 / 115 / 100 || Cost: 100 mana

R IconThrows a frost-forged bola in a line. If the bola hits an enemy champion, it shatters, stunning the target and nearby enemies for 1.5/1.8/2 seconds. If the bola reaches its maximum range it shatters and slows enemies by 90% for 1 second instead.

All enemies in the shatter area take 150 / 250 / 350(+ .8 AP) magic damage.


R final

Glacial Prison (R)



 Runeguard Volibear


Rune Voli Model


Rune Voli Q

Rolling Thunder (Q)

Rune Voli W

Frenzy (W)

Voli E

Majestic Roar (E)

Voli R Final

Thunder Claws (R)



 Ice Drake Shyvana





Twin Bite (Q)


Burnout (W)


Flame Breath (E)

E special

Flame Breath (E) Mark


Dragon’s Descent (R)


Enjoy this Freljord Special!



Lissandra banner Release

The Ice Witch is, indeed, Riot’s 114th!


Lissandra is a flexible, mana-efficient mage with abilities that emphasize crowd control, kiting and mobility over raw damage.




PassiveIceborn (Passive):

  • After a brief cooldown, Lissandra’s next ability costs no mana. Hitting an enemy with movement impairing abilities reduces Iceborn’s cooldown.


QIce Shard (Q):

  • Lissandra throws a spear of ice that shatters on contact with the first enemy struck, dealing damage and slowing their movement speed for a short duration. Enemies behind the struck target also take damage.


WRing of Frost (W):

  • Lissandra freezes the area around her, dealing damage to nearby enemies and rooting them for a short duration.


EGlacial Path (E):

  •  Lissandra casts a slow-moving, long-range ice claw in a line, dealing damage to all enemies in its path. Re-activating Glacial Path teleports Lissandra to the claw’s current location.


RFrozen Tomb (R):

  • On enemy cast: Lissandra freezes an enemy champion, damaging and stunning them briefly. Dark Ice emanates from the target, dealing damage and slowing nearby enemies.
  • On self-cast: Lissandra encases herself in ice, rooting herself in place briefly and becoming untargetable and invulnerable. Dark Ice emanates from Lissandra, dealing damage and slowing nearby enemies.





Mid lane: Lissandra’s mobility and crowd control skills make her an ideal choice for aggressive, roaming mid play. By shoving the lane with her AoE abilities, the Ice Witch can create the space she needs to make a move on top or bottom lane. The long range blink from Glacial Path lets her get the drop on enemies from unexpected angles by jumping terrain or by circumventing typical ward locations. Once the ambush has been sprung, Lissandra’s potent combination of slows, roots and stuns allows her to stick to an opponent and close out the kill.

Top lane: Lissandra’s passive allows her to be much less dependent on blue buff compared to many of her AP counterparts, making her an excellent, self-sufficient choice for top lane. Despite her low base durability, the long range blink on Glacial Path helps Lissandra stay safe by pulling off daring escapes. If she’s caught in a gank, Lissandra can freeze her would-be killers in place with Ring of Frost before disappearing over terrain with a well-placed Glacial Path.

The area of effect damage on Ice Shard also allows Lissandra to guard turrets even when pressured, or press the lane in an attempt to lure enemy junglers into a counter-gank. When an opponent takes the bait, Lissandra can cast Frozen Tomb on herself, ensuring her own survival as she uses her other abilities to set up kills.

Team fights: Lissandra isn’t the type of mage who immediately blows up high-value targets, but instead has the potential to lay down impressive amounts of damage and crowd control on grouped up opponents. The AoE aspect to Ice Shard keeps enemies pinned down through repeated area damage and slow effects while she waits for the opportune moment to unleash her full combo. Once she sees an opening, Lissandra can use Glacial Path to close in and lock down a high-value target with Frozen Tomb. If the opposing team starts to focus her, Lissandra can instead use Frozen Tomb on herself, juking the initial burst before escaping with Ring of Frost.

If you’re looking for a mage who favors crowd control, mobility and kiting over raw burst damage, Lissandra is sure to make a welcome addition to your lineup.




lissandra_lore1Lissandra’s magic twists the pure power of ice into something dark and terrible. With the force of her black ice, she does more than freeze – she impales and crushes those who oppose her. To the terrified denizens of the north, she is known only as “The Ice Witch.” The truth is much more sinister: Lissandra is a corruptor of nature who plots to unleash an ice age on the world.

Centuries ago, Lissandra betrayed her tribe to evil creatures, known as the Frozen Watchers, in return for power. That was the last day that warm blood ran through her veins. With her corrupted tribesmen and the strength of the Watchers, she swept across the land like a terrible blizzard. As her empire spread, the world grew colder and ice choked the land. When the Watchers were defeated by ancient heroes, Lissandra did not lose faith and swore to prepare the world for their return.

Lissandra worked to purge all knowledge of the Watchers from the world. Using magic to take human form, she masqueraded as numerous seers and elders. Over the course of generations, she rewrote the stories of the Freljord, and so the history of its people changed. Today the fragmented retellings of the Watchers are seen as children’s tales. But this deception wasn’t enough – Lissandra also needed an army.


She set her sights on the noble Frostguard tribe. Lissandra knew corrupting the Frostguard would take centuries, and so she launched her greatest deception. She murdered and stole the identity of the Frostguard leader. Then she slowly began to warp the tribe’s proud traditions. When her human form grew old, she faked her own death and then murdered her successor to steal her identity. With each generation, the Frostguard grew more insular, cruel and twisted. Today, the world still sees them as a noble and peaceful tribe that guards against evil creatures like the Ice Witch. In truth, they now serve the witch and long for the glorious return of the Watchers.

Lissandra knows that on that day nations will fall and the world will be reborn in ice.

“Close your eyes and let the cold take you.” – Lissandra


Overview & Personal thoughts


Lissandra seems a mobile hard CC champion with limited damage output. As such, standard heavy AP builds will likely be lackluster on her and she’ll instead favor tankier choices such as Abyssal Scepter and Rylai‘s. Her combo will require her to get up-close and personal with her enemy, meaning she’ll be more of a top lane choice.

With Ring of Frost (W) and Glacial Path (E) being both situational, risky to use skills, it’s clear that Lissandra players will need to score consistent hits with Q to keep up with harassment and fuel their passive. The good news is that Ice Shard will probably be fairly forgiving in the sense that it will hit enemies behind the first target as well. Examples of this would be Graves’s ultimate and Miss Fortune’s Double-up. I predict a sort of Kennen/Nidalee style gameplay early on, when Lissandra will most likely suffer from low base stats.

Much like Elise, playing Lissandra will need a more methodical approach than simply going all-in. Withering the enemy down with Ice Shards before starting a Glacial Path -> Ring of Frost -> Frozen Tomb combo seems mandatory, as the damage from these spells alone likely won’t be anything worth writing home about. Interesting choices such as whether to use the ultimate for its nuking potential or to shrug off incoming damage with the Zhonya active or mastering Ice Shard so that it keeps as many targets slowed during teamfights as possible are definitely a recipe for fun gameplay.

Lissandra seems a ranged Sejuani of sorts, capable of holding dangerous targets at bay during teamfights, all the while protecting herself and doing sustained damage with Q and R. Her burst, Frozen Tomb included, might be enough to take out an enemy squishy, but her real purpose seems to be CC-ing the opposing team and protecting the friendly carry. Her supportive-mage hybrid nature will make itemizing a more dynamic task as well.

So where would she fit? On the one hand Lissandra might be a competent mid with multiple ways of securing kills during jungle ganks or when roaming herself. On the other, her damage will most likely fall of towards the late game, meaning she’s in a bad position as a carry. Since Iceborn somewhat negates the uses of an Ancient Golem buff, this lane likely won’t be where Lissandra reigns supreme.

Now the idea of squishy mages going top is generally frowned upon, but Lissandra’s kit seems somewhat decent at countering aggressive melee champion – kiting with Ring of Frost and Glacial Path while constantly poking with Ice Shards might be enough to hold back even the mightiest of Demacian Behemoths (I’m looking at you, J4). Of course, she comes with the benefit of escaping enemy ganks at will with Glacial Path and, if tower dived, use Ring of Frost and Frozen Tomb to buy extra time. Definitely an unortodox choice for the top lane, I’m interested in how much this idea will garner popularity.

Now where I best picture Lissandra is on the bottom lane, supporting the carry. Think about it – her kit is ridiculous for aggressive lanes. Even without the poke damage from Ice Shards, just a Glacial Path – Ring of Frost combo seems just as potent as Leona’s stunlock. Of course, Lissandra will be far squishier, but to compensate, her damage will be much higher than most supports (ahem Sona).


These are my initial thoughts on this release, but stay tuned for a full overview of this latest champion when she becomes available on the PBE!