Posts Tagged ‘Master Yi’


[ 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.



Champion Changes


Graves Final Portrait


Change BoxNew Destiny Final IconNew Destiny [ Passive ]

  • AD ratio on auto attacks decreased from 0.75 – 1.1 Total AD [+0.25 – 0.366 Total AD per additional pellet] to 0.7 – 1 Total AD [+0.231 – 0.33 Total AD per additional pellet];
  • Pellets on critical hits decreased from 8 to 6 and angle of crit pellets narrowed from 18 degrees to 15;
  • Critical hits now deal a flat 1.4 Total AD damage and the damage doesn’t increase with additional pellets;
  • (Note that this decreases Graves’ crit damage at close range and increases it at long range).



Master Yi Final Portrait


Nerf BoxAlpha StrikeAlpha Strike [ Q ]

  • A additional damage to minions & monsters decreased from 75/100/125/150/175 to 60/80/100/120/140.



Miss Fortune Final Portrait


Change BoxStrut Final IconStrut [ W ]

  • Cooldown increased from 8 seconds at all ranks to 14, but the CD starts on cast, not when the buff is over;
  • Duration of AS buff increased from 3 seconds at all ranks to 4;
  • Love Taps Love Tap Final Icon no longer extends the duration of Strut’s active;
  • NEW Passive – While Strut is on CD, applying Love Taps Love Tap Final Icon will reduce the active’s cooldown by 2 seconds.



Item Changes


Nerf BoxMercurial_ScimitarMercurial Scimitar

  • AD decreased from 70 to 65 (change compared to yesterday’s PBE update, live value is 75);
  • Recipe cost decreased from 625 Gold to 525 (total cost down from 3700 to 3600).



Here’s Taric’s login animation from today’s PBE patch (video by frostyNinja):


And here’s the music from the animation:




A few changes to currently changed splash arts (yo dawg) were made in today’s PBE patch. Let’s go over them:



Akali_Splash_2 Akali_Splash_1



Gentleman Choggy now has his wine and cigar again!




No longer has blood on his claws:




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

PBE Round-up: Patch 6.6

March 20th, 2016

Patch 6.6 will be live in the early hours of March 23rd, assuming there are no delays. Here are its contents:



  • Champion Changes

New Champion

Store Content



Champion Changes


Alistar Final Portrait


Nerf BoxTriumphant Roar Final IconTriumphant Roar [ E ]

  • Now heals allies for 33% of the heal’s original value, decreased from 50%.




Chogath Final Portrait


Buff BoxFeastFeast [ R ]

  • Bonus health gained per stack increased from 90/120/150 to 100/140/180.




Ekko Final Champion Portrait


Z- Drive Resonance [ Passive ] Buff Box   ZDrive Resonance Final Icon

  • Movement Speed buff increased from 40/50/60/80% (values for levels 1/6/11/16) to 50/60/70/80%.



Buff Box Phase Dive Final IconPhase Dive [ E ]

  • Cooldown decreased from 13/11.5/10/8.5/7 seconds to 11/10/9/8/7.




Fiora Final Champion Portrait


Nerf BoxDuelists Dance Final IconDuelist’s Dance [ Passive ]

  • True damage on Vitals changed from 3% [+ 2.8 – 4.5% of Bonus AD] to 2% [+4% of Bonus AD].



Nerf BoxBladework Final IconBladework [ E ]

  • Slow strength decreased from 40/45/50/55/60% to 30% at all ranks.




Janna Final Portrait


Nerf BoxEye_Of_The_StormEye of the Storm [ E ]

  • Bonus AD while shield is active decreased from 14/23/32/41/50 to 10/17.5/25/32.5/40.



Nerf BoxMonsoonMonsoon [ R ]

  • Knockback duration decreased from 0.75 seconds to 0.5.




Jayce Final Portrait


Buff BoxTo the Skies Final IconTo The Skies [ Q ]

  • Damage increased from 30/70/110/150/190/230 [+1.0 Bonus AD] to 40/80/120/160/200/240 [+1.2 Bonus AD];
  • Mana cost decreased from 40/45/50/55/60/65 to 40 at all ranks.



Kalista Final Portrait


  • Attack speed decreased from 0.695 [+3% per level] to 0.65 [+2.5% per level].


Change Box Sentinel [ W ]
Sentinel Final Icon

  • Magic damage on proc decreased from 10/12.5/15/17.5/20% to 5/7.5/10/12.5/15%;
  • Now passively gives Kalista 9% [+1% per level] bonus Attack Speed when her Oathsworn ally is nearby;
  • Ghosts now do 3 laps before disappearing, decreased from 7.


Nerf BoxFates Call Final IconFate’s Call [ R ]

  • Cast range decreased from 1400 to 1000.




Karma Final Portrait


Buff BoxDefiance Final IconDefiance [ R+E ]

  • Bonus to shield increased from 30/90/150/210 [+0.3 AP] to 30/100/170/240 [+0.6 AP].




Khazix Final Portrait


Buff BoxTaste_Their_FearTaste Their Fear [ Q ]

  • Cooldown decreased from 3.5 seconds at all ranks to 3.



Buff BoxVoid Spike Final IconVoid Spike [ W ]

  • Cooldown decreased from 10 seconds at all ranks to 9.




Lulu Final Portrait


Change BoxWhimsyWhimsy [ W ]

  • Duration of speed buff decreased from 3/3.5/4/4.5/5 seconds to 3/3.25/3.5/3.75/4.




Lux Final Portrait


Nerf BoxPrismatic Barrier Final IconPrismatic Barrier [ W ]

  • Shield decreased from 80/105/130/155/180 [+0.35 AP] to to 50/70/90/110/130 [+0.2 AP];
  • Return shield now stacks with the original, rather than replacing it;
  • The staff projectile now travels slower away from Lux and faster toward her.



Maokai Final Portrait


  • Magic Resist increased from 30 [+0 per level] to 32 [+1.25 per level].


Buff BoxSapling_TossSapling Toss [ E ]

  • Duration of saplings increased from 35 seconds at all ranks to 40/45/50/55/60.




Master Yi Final Portrait


Change BoxWujuStyle_newWuju Style [ E ]

  • True damage on active changed from 10/15/20/25/30 [+0.1/0.125/0.15/0.175/0.2 Total AD] to 12/19/26/33/40 [+0.25 Bonus AD].



Nidalee Final Champion Portrait


Nerf BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • “Hunt” debuff no longer roots jungle monsters.



Nerf BoxBushwhack Final IconBushwhack [ Human W ]

  • “Hunt” debuff no longer roots jungle monsters.



Buff BoxPounce Final IconPounce [ Cougar W ]

  • Base damage increased from 50/100/150/200 to 65/110/155/200;



Orianna Final Portrait


Buff BoxCommand-AttackCommand: Attack [ Q ]

  • Mana cost decreased from 50 at all ranks to 30/35/40/45/50.




Quinn Final Portrait


Nerf BoxBlinding Assault Final IconBlinding Assault [ Q ]

  • Duration of blind debuff decreased from 2  seconds to 1.5;
  • Cooldown increased from 11/10/9/8/7 seconds to 11/10.5/10/9.5/9.



Shyvana Final Portrait



Nerf BoxTwin_BiteTwin Bite [ Q ]

  • Total AD ratio on second hit decreased from 0.8/0.85/0.9/0.95/1.0 to 0.4/0.55/0.7/0.85/1.0.



Nerf BoxBurnout Final IconBurnout [ W ]

  • No longer deals 20% increased damage to jungle monsters.



Item Changes


Nerf BoxMagus Enchantment Final IconRunic Echoes 

  • Base damage on proc decreased from 80 to 60.



Change BoxTiamat Final IconTiamat

  • Recipe changed from Pickaxe_item Pickaxe [875 Gold] + Rejuvenation Bead Final Icon Rejuvenation Bead [150 Gold] + 175 Recipe Cost to 2 x Long Sword Final Icon Long Sword [350 Gold] + Rejuvenation Bead + 350 Recipe Cost (total cost unchanged).
  • Attack Damage decreased from 30 to 20;
  • Now once again has the passive cleave on-hit.


Tiamat New Build Path Tiamat New Tooltip


Nerf BoxTitanic Hydra Final IconTitanic Hydra

  • Attack Damage decreased from 50 to 35;
  • (Recipe changed to reflect the Tiamat recipe changes.)


Nerf BoxZzrot Portal Final IconZz’Rot Portal

  • Armor and Magic Resist decreased from 60 to 55;
  • Void Gates now always take 5 hits to kill, but will regenerate their hit points outside combat.








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





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




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




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

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




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






Ashen Lord Aurelion Sol will be available in store for 1350 RP.


AurelionSol_Splash_1 AurelionSolLoadScreen_1


MODEL Banner

Ashen Lord Aurelion Sol Model 1

Ashen Lord Aurelion Sol Model 2 Ashen Lord Aurelion Sol Model 3



Ashen Lord Aurelion Sol Q 1 Ashen Lord Aurelion Sol Q 2



Ashen Lord Aurelion Sol W 1



Ashen Lord Aurelion Sol E 1



Ashen Lord Aurelion Sol R 1




Definitely Not Vel’Koz will be available in store for 750 RP.


Draven_Splash_6 Velkoz_3


MODEL Banner

Definitely Not Velkoz Model 1 Definitely Not Velkoz Model 2




Draven Draven will be available in store for 750 RP.


Draven_Splash_6 Draven_6


MODEL Banner

Draven Draven Model 1 Draven Draven Model 2




Meowkai will be available in store for 1350 RP.


Draven_Splash_6 Maokai_6


MODEL Banner

Meowkai Model 1 Meowkai Model 2

Meowkai Recall 2 Meowkai Recall 1

Meowkai Q 1

Meowkai E 1 Meowkai E 2

Meowkai R 1 Meowkai R 2




 Urf Kench will be available in store for 750 RP.


Draven_Splash_6 TahmKench_2


MODEL Banner

Urf Kench Model 1 Urf Kench Model 2



New Summoner Icons

profileIcon1116 profileIcon1111 profileIcon1112

profileIcon1113 profileIcon1114 profileIcon1115



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



[ 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.



Champion Changes


Alistar Final Portrait


Revert BoxTriumphant Roar [ E ]Triumphant Roar Final Icon




Lulu Final Portrait


Nerf BoxWild Growth [ R ]Wild Growth Final Icon

  • Health bonus decreased from 300/450/600 to 200/350/500.




Maokai Final Portrait


  • Magic Resist increased from 30 [+0 per level] to 32 [+1.25 per level].


Buff BoxSapling_TossSapling Toss [ E ]

  • Duration of saplings increased from 35 seconds at all ranks to 40/45/50/55/60.




Master Yi Final Portrait


Change BoxWujuStyle_newWuju Style [ E ]

  • True damage on active changed from 10/15/20/25/30 [+0.1/0.125/0.15/0.175/0.2 Total AD] to 12/19/26/33/40 [+0.25 Bonus AD].



Item Changes


Nerf BoxMagus Enchantment Final Icon Runic Echoes 

  • Base damage on proc decreased from 80 to 60.



Change BoxTiamat Final IconTiamat

  • Recipe changed from Pickaxe_item Pickaxe [875 Gold] + Rejuvenation Bead Final Icon Rejuvenation Bead [150 Gold] + 175 Recipe Cost to 2 x Long Sword Final Icon Long Sword [350 Gold] + Rejuvenation Bead + 350 Recipe Cost (total cost unchanged).
  • Attack Damage decreased from 30 to 20;
  • Now once again has the passive cleave on-hit.


Tiamat New Build Path Tiamat New Tooltip


Nerf BoxTitanic Hydra Final IconTitanic Hydra

  • Attack Damage decreased from 50 to 35;
  • (Recipe changed to reflect the Tiamat recipe changes.)


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


12 06 PBE Banner


PBE 12/06


PBE 09 06 Reference Banner

Check out the Pool Party skins for Draven, Dr. Mundo, Lulu, Rek’Sai and Zac!


[ 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 Galio Animations 

Galio’s received a VFX update for all his spells:


Galio VFX Q 1

Galio VFX Q 2

Resolute Smite [ Q ]


Galio VFX W

Bulwark [ W ]


Galio VFX E

Righteous Gust [ E ]


Galio VFX R 1

Galio VFX R 2

Idol of Durand [ R ]


Gateekeeper Galio (legendary skin) has also received an updated VFX:

Galio 2 VFX Q 1

Galio 2 VFX Q 2

Resolute Smite [ Q ]


Galio 2 VFX W

Bulwark [ W ]


Galio 2 VFX E

Righteous Gust [ E ]


Galio 2 VFX R 1

Galio 2 VFX R 2

Idol of Durand [ R ]



Headhunter Yi Chroma Pack

Three recolors for Headhunter Master Yi are in today’s PBE patch. I’ll post in-game screenshots as soon as the PBE is up:


Headhunter Yi Model



Pool Party Minions

The minions have been dressed up in summer attire, presumably as part of the recently announced community rewards event:


Party Minions 1

Party Minions 2


Party Minions 3

Note, super minions don’t know how to party.



Champion Changes


Elise Final Portrait


Nerf BoxSkittering Frenzy Final IconSkittering Frenzy [ Spider Form W]

  • Active no longer heals Elise when she or her spiderlings deal damage



Buff BoxRappel Final IconRappel [ Spider Form E ]

  • After Elise lands, her spiderlings deal bonus damage for the next 5 seconds (will test in-game for a number)


Buff BoxSpider Form Final IconSpider Form [ R ]

  • Added additional passive: basic attacks heal Elise for half of the bonus magic damage she deals [ 10/20/30/40 (+0.3 AP) ]



Ryze Final Portrait


Buff Box Overload Final IconOverload [ Q ]

  • Base damage decreased from 60/100/140/180/220 to 60/95/130/165/200 (live values are 65/95/125/155/185)


Change BoxRune Prison Final Icon

Rune Prison [ W ]

  • Duration of snare decreased from 1/1.1/1.3/1.4/1.5 seconds to 1/1.1/1.2/1.3/1.4 (live values are 0.75/1/1.25/1.5/1.75)



Item Changes


New Item BoxMagus Enchantment Final IconEnchantment: Runeglaive (replaces Magus enchantment)

  • New Recipe: Jungle Item + Sheen + 200 Gold (Total cost is 2250 Gold)
  • Grants 40 AP, 200 Mana and 10% CDR
  • UNIQUE Passive – Spellblade: After using an ability, the next basic attack deals converted magic damage, equal to 0.75 Base AD + 0.3 AP, in a small AoE (internal cooldown of 1.5 seconds). If the attack hits a monster, the user restores 6% of missing Mana.


Runeglave Enchantment


Nerf BoxFace of the Mountain Final IconFace of the Mountain 

  • Spoils of War passive no longer heals the user and an ally for 1% of their Max HP (base heal of 50 is still there)


Buff BoxSweeping Lens Final IconSweeping Lens

  • Cooldown decreased from 120 seconds to 75
  • Cast range and sweeping area radius now increase with each champion level, rather than once at level 9
  • Now additionally shows how many wards each team has active on the map.


Buff BoxWarding Totem Final Icon Warding Totem

  • Duration of ward now scales with champion level



Defensive Masteries


New Item BoxAdaptive Armor (replaces Runic Blessing)

  • If you have more Armor than Magic Resist, gain bonus MR equal to 4% of your Armor
  • If you have more Magic Resist than Armor, gain bonus Armor equal to 4% of your MR


Change BoxLegendary Guardian Final IconLegendary Guardian [ Tier 5 ]

  • Now has 1 rank, changed from 4
  • Grants 3 bonus Armor and Magic Resist for each nearby enemy champion, changed from 1/2/3/4 Armor and 0.5/1/1.5/2 MR per rank


Nerf BoxOppression Final IconOppression

  • Damage reduction against CC-ed targets decreased from 3% to 2%



Removed BoxRunic Blessing Final IconRunic Blessing

  • Mastery removed



Nerf BoxTenacious Final IconTenacious

  • Now reduces the duration of CC by 10%, decreased from 15%



Here are all the PBE updates from the Patch 5.12 cycle so far:



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



Free Champion Rotation January 13 Banner

The following Champions will be free-to-play until January 13th:


Amumu Final Portrait

Darius Final Portrait

Draven Final Portrait

Fiora Final Portrait

Fizz Final Portrait

Janna Final Portrait

LeBlanc Final Portrait

Lux Final Portrait

Reksai Final Portrait

Varus Final Portrait



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



Free Champion Rotation November 18 Banner

The following Champions will be free-to-play until November 18th:

Akali Final Portrait

Annie Final Portrait

Gangplank Final Portrait

Janna Final Portrait

Master Yi Final Portrait

Quinn Final Portrait

Shyvana Final Portrait

Thresh Final Portrait

Varus Final Portrait

Viktor Final Portrait

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

Champion Rotation Week 31 Season 4 Banner


The following Champions will be free-to-play until August 26th:

  • Ahri - 6300 IP or 975 RP
  • Caitlyn – 4800 IP or 880 RP
  • Draven – 6300 IP or 975 RP
  • Karma – 3150 IP or 790 RP
  • Master Yi – 450 IP or 260 RP
  • Olaf – 3150 IP or 790 RP
  • Soraka – 450 IP or 260 RP
  • Satan - 1350 IP or 585 RP
  • Viktor - 6300 IP or 975 RP
  • Volibear - 4800 IP or 880 RP

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

Rotation Week 15 Season 4

The following Champions will be free-to-play until April 29th!


Ashe – 450 IP / 260 RP
Pantheon – 3150 IP / 790 RP

Irelia – 4800 IP / 880 RP
Quinn – 6300 IP / 975 RP

Karma – 3150 IP / 790 RP
Vladimir – 4800 IP / 880 RP

Master Yi – 450 IP / 260 RP
Zed – 6300 IP / 975 RP

Nami – 6300 IP / 975 RP
Ziggs – 6300 IP / 975 RP


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

Patch 3 point 10a banner Final

Check out Patch 3.10a, featuring lots of tweaks to LeBlanc and Master Yi, the ability for Riven to hop over walls and a complete overhaul on Phage and its upgrades! On the PBE client we have several Dominion-only changes and revamped Turret UI, from Gamescom we get a tease of Dunkmaster Darius, on the store front we have Lucian and his skin, Hired Gun Lucian, as well as Arcade Hecarim and Riot Blitzcrank finally available, as well as a welcome return of Riot Graves for a limited time and, lurking around the forums, we have RiotScruffy bringing us the latest updates to Skarner‘s rework progress. Finally, the latest Champion/Skin Sale!


Patch 3.10a

PBE Update

Dunkmaster Darius at Gamescom

Riot Blitzcrank and Arcade Hecarim in Store!

Lucian is now available!

Update on Skarner

Champion/Skin Sale – Expires August 26th



Patch 3.10a


Patch 3.10a

A comparatively smaller update than usual, Patch 3.10a will fill the gap between 3.10 and the World Finals.


Hey Summoners!

With our focus on stability for patches leading up to the World Finals, we’ve decided to split our next update into a few parts in order to mitigate risk. As such, this patch is titled 3.10a due to the nature of its deploy (as it contains only balance and design changes).







Summary: LeBlanc’s base health regeneration and attack damage per level have been slightly increased.

Context: With unorthodox skills, unmatched mobility and a supremely squishy face, LeBlanc’s always been a difficult champion to master. While this is intended, the changes we made to her in Patch 3.9 made her even more vulnerable, especially during her laning phase. These minor buffs should improve her play experience and even her out a little.



  • Base health regen increased from 5.05 to 7.05
  • Attack damage per level increased from 3.1 to 3.5




  Master Yi

Summary: Highlander now reduces ability cooldowns per kills and assists by a percentage amount rather than a flat second reduction. This means Master Yi will never get a “full reset” to chain Alpha Strikes together even if he kills with his first Alpha Strike. Additionally, Master Yi’s attack speed per level has been reduced, while Meditate’s damage reduction at later levels has been increased. Wuju Style’s passive attack damage bonus is now higher at earlier levels and lower at later levels.

Context: New Yi quickly emerged as a powerhouse champion, and while we soon identified the need to reduce his power, we wanted to do it in an intelligent way that created windows of opportunity for both Yi and his opponents, rather than by simply reducing his overall damage. We like Highlander’s reset mechanic, but the flat second reduction on it meant that solid Yi players could effectively chain Alpha Strikes together with no window of vulnerability after scoring a kill. These changes mean Master Yi needs to land a few basic attacks after earning resets in order to Alpha Strike, which should give his opponents opportunities to fight back. Yi’s Meditate buffs give him ways of bridging those cooldown gaps defensively if needed, and offer more viable options when upgrading abilities.



  • Attack speed per level decreased from 2.75% to 2%


DoubleStrike_newDouble Strike ( Passive )

  • Fixed a bug where the second strike would damage targets even when Master Yi was blinded


Meditate_newMeditate ( W )

  • Damage reduction increased from 40/45/50/55/60% to 50/55/60/65/70%


WujuStyle_newWuju Style ( E )

  • Passive attack damage bonus changed from 7/9/11/13/15% to 10% at all ranks


Highlander_newHighlander ( R )

  • Now passively reduces the remaining cooldown for Master Yi’s basic abilities by 70% on a kill or assist (instead of 18 seconds on kill or 9 seconds on assist)





Summary: Riven can now leap over walls with the third hit of Broken Wings.

Context: Riven’s Broken Wings started crossing walls on live following a few engine fixes. We looked at this and decided we want to fully support the emergent gameplay while cleaning up the ability’s environmental interactions. This change promotes Riven’s high mobility playstyle and skirmish play pattern, so we’ll balance around it rather than simply remove the change if it affects her power significantly.



  • Fixed an issue where several of Riven’s particle effects were missing


Broken_WingsBroken Wings ( Q )

  • Third hit now knocks up affected targets rather than knocking them back
  • Only the third cast can now leap over walls
  • Hitbox has been retuned to more closely match the particles





Summary: Shen’s Feint shield has been weakened, while Stand United can now be interrupted by root effects.

Context: As a dominant force in the competitive scene, Shen gets just a little too tanky in the late game – to the point where even primary damage dealers have a tough time eating through his shields. This small nerf should reduce some of Shen’s strong dueling potential. Additionally, our Stand United change has been brought in to increase the consistency with which we handle delayed movement abilities. Specifically, Shen’s Stand United channel will be interruptible by root effects, similar to Twisted Fate’s Gate. We’ll continue looking at other cases in the future.


FeintFeint ( W )

  • Shield amount reduced from 70/115/160/205/250 to 60/100/140/180/220


Stand_UnitedStand United ( R )

  • Can now be interrupted by root effects





Summary: Twitch’s Expunge now deals less damage at early to mid levels.

Context: Currently Twitch’s laning phase trades are too strong, even when he’s forced to pop Expunge before reaching full stacks of Deadly Venom. These changes should balance out the Plague Rat’s early game power without affecting his team fight potential.


ExpungeExpunge ( E )

  • Base damage reduced from 40/50/60/70/80 to 20/35/50/65/80





Summary: Zac’s passive healing blobs will now be harder to pick up for both him and his opponents. Additionally, Zac’s ult no longer grants him Tenacity while active.

Context: Previously, Zac’s pickup range was so large he would sometimes regain health from his blobs even if he stood still after using an ability. The blob radius change creates more potential counterplay in lane, since Zac and his opponents now have to specifically move to blobs to regain or deny health. The tenacity portion of Let’s Bounce has removed to allow for more gameplay in fights, notably by giving enemies the chance to lock Zac down while protecting vulnerable targets.


CellDivisionCell Division ( Passive )

  • Blob absorption and squish radius reduced from 100 to 25


Let'sBounce!Let’s Bounce ( R )

  • No longer grants Tenacity
  • Fixed the tooltip to state that Zac removes all slows affecting him upon activation



Will this change make blobs really hard to run over?


Meddler Riotlink Button Meddler: Can understand your concern, because of the way distance between Zac and his blobs is calculated though this isn’t as big a hit as it appears on paper. Previously Zac would pick up a blob if the distance between his edge and the blob’s edge was 100 units or less, now he’ll pick up a blob if that distance is 25 units or less. The amount of space the blob itself occupies is unchanged however. As a result you need to get noticeably closer to the blobs but you certainly don’t have to run over their exact center or anything extreme like that.






NOTE: If an item value or statistic is not mentioned, it is still present on the item.


Bilgewater_Cutlass Bilgewater Cutlass

  • Range reduced from 550 to 450
  • Active now takes into account the bounding boxes for each champion


Blade_of_the_Ruined_KingBlade of the Ruined King

  • Range reduced from 550 to 450
  • Active cooldown increased from 60 seconds to 90


Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Fixed a bug where it was granting more health regen than intended


Spirit_VisageSpirit Visage

  • Combine cost increased from 375 to 500 gold (total cost increased from 2625 to 2750 gold)




Phage & Trinity Force’s Icy Passive


Summary: Phage and Trinity Force no longer have the “Icy” slow passive. Instead of a percentage chance to slow an enemy champion on hit, these items now grant movement speed for a short duration of time, along with even more movement speed on minion, monster, and champion kills. Frozen Mallet’s function remains unchanged, but its recipe has changed.

Context: Following the nerfs to Blade of the Ruined King, we wanted to create more tools to help bruisers stick to their targets. Ultimately we focused on in-skirmish mobility as a valuable and healthy stat for all champions.



  • UNIQUE Passive – Icy removed
  • New UNIQUE Passive – Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • Combine cost reduced from 590 to 375 gold ( total cost reduced from 1465 to 1250 gold )


Trinity_ForceTrinity Force

  • UNIQUE Passive – Icy removed
  • New UNIQUE Passive – Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • UNIQUE Passive – Spellblade
  • Unique passive on-hit damage increased from 150% to 200% base AD
  • Due to Phage’s price reduction, total cost is decreased from 3843 to 3628 gold


Frozen_MalletFrozen Mallet

  • New Recipe: Giant’s Belt + Pickaxe + Ruby Crystal + 950 gold = 3300 total gold
  • UNIQUE Passive – Icy retained






Summoner’s Rift



120px-WraithSquareLesser Wraith

  • Fixed a bug where lesser wraiths were granting less experience than intended (4 instead of 15)



Twisted Treeline and Crystal Scar


Blade_of_the_Ruined_KingBlade of the Ruined King

  • Now available on the Crystal Scar



  • UNIQUE Passive – Icy removed
  • New UNIQUE Passive – Rage: basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds
  • Due to Phage’s price reduction, total cost is reduced from 3615 to 3400 gold


Kitae's_Bloodrazor_itemKitae’s Bloodrazor

  • Removed from the Crystal Scar



Howling Abyss



  • No change. Still awesome



PBE Update








Idol_of_DurandIdol of Durand ( R )

  • Cooldown reduced from 170/150/130 to 150/135/120
  • Mana cost reduced from 100/150/200 to 100 at all ranks




Dominion-only changes






Bushwhack Bushwhack ( W )

  • Armor and Magic Resistance shred reduced from 12 seconds to 6
  • Trap duration reduced from 4 minutes to 2







Null Sphere ( Q )

  • Silence duration reduced from 1/1.4/1.8/2.2/2.6  seconds to 1/1.25/1.5/1.75/2






Taste_Their_Fear Taste Their Fear ( Q )

  • Isolation bonus damage reduced from 45% to 35%


Evolution_Enlarged_ClawsEnlarged Claws ( Evolved Q ) 

  • Now deals 6% of missing health as additional damage, reduced from 8






Noxious_Trap Noxious Trap ( R )

  • Mushrooms now last 3 minutes, reduced from 10




Turret UI


Turrets now have a separate item bar which shows their buffs. Currently this bar is only active on Summoner’s Rift.

NOTE: Nothing has been changed to turrets in terms of numbers or additional passives.


Turret UI


Penetrating Bullets Penetrating Bullets

  • +30% Armor Penetration
  • UNIQUE Passive – Dodge Piercing: Tower attacks cannot be dodged.
  • UNIQUE Passive – Warming Up: Towers gain 25% damage each time they strike a champion (Max 75% bonus damage)
  • UNIQUE Passive – Heated Up: After the tower is fully heated, consecutive attacks against the same champion deal 25% additional damage. (Max 50% bonus damage)


vision ward Warden’s Eye

  • +1000 Vision Radius
  • UNIQUE Passive – Magical Sight: Can see invisible units.


Reinforced Armor Reinforced Armor

  • +60 Armor
  • +100 Magic Resist
  • UNIQUE Passive – Backdoor Plating: Gains 150 Armor and Magic Resist when no enemy minions are nearby.




Dunkmaster Darius at Gamescom


 A few pictures taken during this year’s Gamescom appeared on RiotMeDroid‘s Twitter page, giving us a glimpse of what could be the next skin for Darius.



Shaded Sketch




Full View

Final mesh

Riot Blitzcrank and Arcade Hecarim in Store!



Also, Riot Graves makes a return!


We’re kicking off the new convention circuit at gamescom in Cologne, Germany. That means another year of Riot Games antics at venues across the globe, and a brand new run of convention skins.

This year, gamescom attendees will be the first to get their hands on the latest additions to the Riot and Arcade skin lines: Riot Blitzcrank and Arcade Hecarim. Free codes are available at the booth, so be sure to stop by and pay us a visit if you’re in the neighborhood. If you can’t make it to Germany you can also snag both skins in the League of Legends store.


 Arcade Hecarim, the latest and 8-bittiest of the digitally reduxed champions, will be a permanent addition to the League of Legends store. Featuring new sounds, an arcade-inspired recall animation, some electric VO processing, and new spell effects including a color-draining Spirit of Dread, Hecarim’s decked out in our most ambitious arcade attire to date. He’ll debut at 1350 RP, but you can pick him upon sale for 975 RP if you buy before we leave gamescom on August 25th.


Arcade Hecarim Comic


Riot Blitzcrank, a riotous reimagining of your favorite steam golem, is only available while we’re on location at one of our convention stops. If you don’t pick him up for 975 RP before we hit the road on August 25th, you’ll have to wait ‘til we set up shop at PAX.


Riot Blitzcrank Comic


Riot Graves from last year’s convention lineup will also make one final appearance for 975 RP while we’re at gamescom. Once we pack up and hit the road on August 25th, he’s retiring to the Legacy Skins Vault, so be sure to snag the outlaw in full riot gear while you’ve got the chance.


Riot Graves Comic




Lucian is now available!



Lucian now available

Wield ancient weapons and send evil back to the grave as Lucian, the Purifier, now fighting on the Fields of Justice.


Hired Gun Lucian Splash


Hired Gun Lucian

“It’s a dangerous world out there – always nice to have a pair of guns at your side. I’ll do your dirty work, but it’ll cost you…”

Trading in the traditional trappings of his order for a cyberpunk-inspired look, Hired Gun Lucian is ready to blast any foe into oblivion. A new recall accompanies new sounds, visuals and effects that transform Lucian into a concussive and badass tour de force.



Stop the shadows in their tracks with Lucian and his Hired Gun skin for 1462 RP (normally 1950 RP) until the end of the weekend.


Also, you can check out Lucian’s music theme in the loading screen:




Update on Skarner


Skarner decoration

RiotScruffy iterates on his decision to move the Attack Speed buff from Skarner’s W to his Q. For the full discussion on Skarner’s Rework, please visit the links below.


Initial discussion – why is Skarner being changed?

Follow-up: Tweaks to Fracture ( E )

Overview of Reworked Kit



Changes in Question


Crystal_SlashCrystal Slash ( Q )

  • When target is hit, Skarner gains a 4/5/6/7/8% Attack Speed buff for 6 seconds. Stacks up to 3 times.


Crystalline_ExoskeletonCrystaline Exoskeleton ( W )

  • Attack speed component removed (moved to Q)



RiotScruffyRiotlink Button RiotScruffy: I see some comments about how moving the attack speed from W to Q is a nerf. From what we have seen (and what we intended) this is a buff to his consistency and a slight buff in overall stats.

The old W gave 30/35/40/45/50% while his shield was up (0-6s).

The new Q gives 4/5/6/7/8% per stack up to 12/15/18/21/24% max.

There are a few reasons why the attack speed on Q has been more consistent and powerful for Skarner.

-Skarner players level Q before W typically, gaining the attack speed earlier in the game. This is also great for his jungle clear times, and early lane dominance (if he’s laning).

-The attack speed buff is no longer reliant on his shield. In late game fights or duels, Skarner’s shield was only up for ~3s. 24% attack speed all the time is stronger than 50% attack speed for 3s out of every 18s.

I’m glad you all are holding these changes to a high standard. I too want to see Skarner back into common play.



Follow-up: Why was this change made?


RiotScruffyRiotlink Button RiotScruffy: The attack speed numbers on Q were actually much higher in the earlier iterations of the new kit. He was totally OP in our playtests, and dominating in every phase of the game.

Skarner’s damage doesn’t come from his auto attacks primarily. The reason, as many of you experienced Skarner players know, that Skarner scales very well with attack speed is because of the -1s (0.5 on minions) that it applies to his spell cooldowns.

The exact numbers aren’t final, but the 1% nerf on his base attack speed is a direction that we tried out and liked. We thought it was much cooler for Skarner to have slightly lower base attack speed and potentially scale up to higher numbers once he has been fighting for a few seconds.

In his pre rework design, he has tremendous attack speed IF he can keep his shield up. This can create some optimization confusion for a few reasons:

-Should I use my shield to block damage? This is ideal use of the shield mitigation, but it will break.
-Should I use my shield when I am not taking damage for the attack speed? This is great for the attack speed buff, but the shield has provided me sub optimal mitigation.

Moving the attack speed to Q has remedied this confusing element of his kit.

Additionally, a lot of the feedback on Skarner was that he has a very feast or famine gameplay. In one case, Skarner is ahead and he has a huge attack speed buff that is further increasing his lead. In the other, Skarner is losing and he can’t even use his attack speed buff because the shield is broken very quickly.

With this problem in mind, the change does intentionally lower Skarner’s attack speed in the best case scenario (shield is up for full duration). But the changes also bring an increase to the average attack speed and lower the standard deviation.

I’d like to continue to discuss the merits and problems with the proposed changes, and I have been seriously considering every argument made. Also, I don’t have any exact dates for when he will be on the PBE yet, but I will let you know as soon as I find out.

Edit: The E still has it’s old cast time, but it has extended range and a slow so if you hit, you can easily reach the target.




Champion/Skin Sale – Expires August 26th


Sale August 26

Enjoy the following champions and skins at a discount until August 26th!




  • Urgot – 395 RP
  • Vladimir – 440 RP
  • Ziggs – 487 RP



Dragon Slayer Jarvan – 375 RP


Dragon Slayer Jarvan


Imperial Xin Zhao – 260 RP


Imperial Xin Zhao


Pentakill Olaf – 487 RP


Pentakill Olaf



Missed any recent updates? Check here!


Pool Party Graves, Leona, Lee Sin and Renekton on the PBE, IronStylus tells the story of Leona’s skin, Lucian Spotlight & Making Video, No more stealth for Rengar, State of Taric and Massive changes to Skarner!

Massive PBE Update – Changes to Yi, Zac and Phage, New Teamfight and Dragon & Baron UI, Improvements to Champions Tab, Update on Skarner, Skins in development, More amazing Diana Art, Results from the Freljord Tribe Event and the latest Sale!

Patch 3.11 Teaser, Legendary Skin for Janna, Zileas on Game Design, New Bundles in the Store, Summoner shows unique Skin Splash Arts and the latest Sale!

Are Leagues better than S2’s Rating? Morello on LoL’s core design, Nerfs planned for Master Yi, Lucian still not live, Rioters object to Mercy Voting, No plans for Udyr VU and the new Sale!

Mercy Vote: Anti-AFK System, Update to Galio, Lyte on Positive features, Visual Overhaul for Summoner’s Rift and the latest Sale!



twitter-icon-png-13 Follow me on Twitter!



Patch 3.10


Preview of Patch 3.10, featuring massive changes to Elise, Ryze and Twisted Fate, Master Yi’s reworked kit, nerfs to jungle camp timers, new death animations for Spirit Guard Udyr, new Magic Resist items, new Item icons, as well as the revised Champion Roles, a Ready-Check system for matchmaking and tons more! We also have Scarizard and Wav3Break bring numerous updates to Rengar‘s rework, RiotScruffy (new champion designer) with questions to the community regarding Skarner and the latest Rotation and Sale!


Patch 3.10


Summoner’s Rift

Twisted Treeline & Crystal Scar



Skarner revisited

Knifecat & Bonetooth updated – Rengar’s Thread

Champion Rotation – Week 26

Champion/Skin Sale – Expires August 2nd



Champion Balance Changes




FocusFocus ( Passive )

  • Focus stacks per second increased from 3/4/5/6/7 to 4/5/6/7/8
  • Fixed a bug where Focus was granting stacks in certain situations

Summary: While cleaning up Ashe’s passive, we found a small bug that had been granting unwarranted Focus stacks. We ordered an orbital strike on the bug, and gave Focus a minor buff to compensate.




Spider_SwarmSpider Swarm ( Passive )

  • Health reduced from 125-550 to 90-260
  • Armor increased from 30 to 30/50/70/90 (based on Spider Form rank)
  • Magic Resist increased from 50 to 50/70/90/110 (based on Spider Form rank)
  • Multi-target damage reduction changed from 10/20/30/40% to 25%
  • Vision radius reduced
  • Spiderlings no longer continue taking actions before vanishing once Elise shifts into Human Form
  • Spiderlings now group closer together while moving


Volatile_SpiderlingVolatile Spiderling ( Human W )

  • Movement Speed of the spiderling has been reduced


RappelRappel ( Spider E )

  • Elise can no longer descend outside of the indicated area
  • Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
  • Spiderlings will now descend from Rappel slightly after Elise, instead of descending at the same time


Summary: Spiderlings are now less tanky overall, particularly against champions who build armor penetration. Spiderlings will also descend from Rappel after Elise, meaning if she Rappels with tower aggro and no friendly minions around, she’ll be targeted first once she lands (towers used to target Spiderlings first because they would descend first). Rappel also no longer allows Elise to travel outside of the indicated range.

Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically, we wanted to reduce the tankiness of Elise’s spiderlings and lower their utility as damage sponges. With these changes we can add a little more counterplay for her opponents, meaning Elise players will need to think more carefully about her Spider Swarm passive.
The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise’s Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this made the skill extremely frustrating to play against. These changes mean the circular visual indicator will more accurately show who Elise is able to descend upon.





Lay_WasteLay Waste ( Q )

  • When Karthus’ passive is active Lay Waste casts targeted beyond max range will instead be cast at max range instead of doing nothing.


DefileDefile ( E )

  • Ability power ratio reduced from 0.25 to 0.2
  • Fixed a bug where Cooldown Reduction allowed Defile to be rapidly toggled, increasing its damage output




Master Yi (remake)


Summary: Master Yi has been reworked with a new model and changes to his kit. For a full rundown of the Wuju Master’s changes, click here.

  • Health per level increased from 86 to 92
  • Base Mana reduced from 199 to 180
  • Mana per level increased from 36 to 42
  • Base Armor reduced from 16.3 to 15
  • Armor per level reduced from 3.7 to 3
  • Attack Speed per level reduced from 2.98% to 2.75%


Double StrikeDouble Strike ( Passive )

Every 4th consecutive basic attack, Master Yi will attack twice, dealing 50% damage on the second strike


Alpha Strike

Alpha Strike ( Q )

Cooldown: 18/17/16/15/14 || Mana Cost: 70/80/90/100/110

Master Yi becomes untargetable and dashes to up to 4 units, dealing 25/60/95/130/165 (+1.0 total Attack Damage) physical damage and 75/100/125/150/175 bonus damage to minions. Alpha Strike can critically strike for 60% of Master Yi’s total Attack Damage. Alpha Strike’s cooldown is reduced by 1 second for each basic attack.



Meditate ( W )

Cooldown: 35 || Mana Cost: 50/65/80/95/110

Master Yi channels for 4 seconds, gaining 40/45/50/55/60% damage reduction and healing for 30/50/70/90/110 (+0.3 Ability Power) per second. This heal is increased by 1% for every 1% Health Master Yi is missing. The damage reduction is halved against turrets.


Wuju Style

 Wuju Style ( E )

Cooldown: 18/17/16/15/14 || Mana Cost: None

Passive: Grants 7/9/11/13/15% bonus Attack Damage.

Active: Master Yi deals 10/15/20/25/30 (+0.1/0.125/0.15/0.175/0.2 total Attack Damage) true damage on hit for 5 seconds. Wuju Style’s passive bonus is lost while the skill is on cooldown



Highlander ( R )

Cooldown: 75 || Mana Cost: 100

Passive: When Master Yi kills a champion, the cooldowns on his basic abilities are reduced by 18 seconds (half for assists)

Active: Grants Master Yi 30/55/80% Attack Speed and 25/35/45% Movement Speed for 10 seconds. If Master Yi scores a kill or assist while Highlander is active, Highlander’s duration is extended by 4 seconds.






OverloadOverload ( Q )

  • Cast Range reduced from 650 to 600


Rune_PrisonRune Prison ( W )

  • Cast Range reduced from 625 to 600
  • Mana Cost reduced from 80/90/100/110/120 to 60/70/80/90/100


Spell_FluxSpell Flux ( E )

  • Cast Range reduced from 675 to 600


Desperate_PowerDesperate Power ( R )

  • Movement Speed increased from 35/45/55 to 60/70/80


Summary: The ranges of Ryze’s spells are being reduced this patch, but his base movement speed and Desperate Power movement speed buff have both been increased to compensate.

Context: With his spell range and high late game damage, Ryze could effectively nuke back line squishies from distance while still playing the role of “tanky beast” (when built in that way). We wanted to refocus on Ryze’s core identity as a mid-range mage, meaning his positioning and proximity to the enemy team is more important than before, while his increased speed should allow him to get up close to priority targets to melt their delicate little faces.




  • Base Health reduced from 541 to 500
  • Base Armor reduced from 18 to 12


DamnationDamnation ( Passive )

  • Souls now always grant 0.75 Armor and Ability Power instead of starting at 1.0 and granting diminishing returns per soul collected

Summary: Thresh will be more vulnerable at early levels but souls will now grant a flat bonus for each one collected, with no diminishing returns.

Context: We wanted to make trading in lanes a little riskier for Thresh as he already had a lot of crowd control in Death Sentence and Flay. Additionally, souls had the tendency to become negligible in the late game due to their diminishing returns, so letting them give a flat bonus means Thresh’s passive won’t feel worse for players who are diligent in picking up souls.



Twisted Fate


Loaded_DiceLoaded Dice (Passive)

  • Remade: Upon killing a unit Twisted Fate rolls his dice, gaining anywhere from 1 to 6 bonus gold. Naturally, Twisted Fate has a higher chance to receive a larger bonus.


Pick_A_CardPick a Card ( W )

  • Now has 8 seconds to lock the card and 4 seconds to throw it instead of 10 seconds to do both


Summary: Loaded Dice no longer grants global bonus gold, but instead gives Twisted Fate between 1-6 gold per kill. Pick a Card has been changed, too, giving TF players a smaller window to throw the card after locking it instead of one long window to both lock and throw the card.

Context: Loaded Dice was giving Twisted Fate and his team a lot of hidden power without feeling individually impactful. The change fits more thematically with his kit and allows his passive to feel more noticeable by giving TF more gold on average over the course of the match.
The Pick a Card changes are intended to introduce more counterplay to the ability, as many players were locking their card within a second or two of shuffling, then sitting on the locked card for the rest of the duration to intimidate opponents. While these changes mean TF players have more time to utilize Pick a Card, they’ll have a smaller window to act once they lock in their card.






CondemnCondemn ( E )
  • Fixed a bug where the cast range was longer than intended (650 instead of 550)



Final_HourFinal Hour ( R )
  • Cooldown increased from 70 to 100/85/70 seconds






ElasticSlingshotElastic Slingshot ( E )

  • Damage reduced from 80/130/180/230/280 to 80/120/160/200/240



Quality of Life & Bug Fixes





CrowstormCrowstorm ( R )

  • No longer reduces Baron Nashor’s, Dragon’s or Vilemaw’s Magic Resist






PlayfulPlayful/Trickster ( E )

  • Fixed a bug that occasionally caused rapid casts to deal no damage







Summon_VoidlingSummon Voidling ( Passive )

  • Voidlings no longer repeatedly switch targets when more than one unit is affected with Malefic Visions


Call_of_the_VoidCall of the Void ( Q )

  • Missile visibility from fog of war and brushes now consistent with other missiles






Aqua_PrisonAqua Prison ( Q )

  • Fixed a bug where sometimes the stun effect lasted longer than intended





Heroic_ChargeHeroic Charge ( E )

  • Fixed a bug where Poppy would retain her previous move or attack order after charging
  • Fixed a bug that caused Poppy to stutter briefly after charging





  • Spirit Guard Udyr has new death animations






Infinite_DuressInfinite Duress ( R )

  • Fixed a bug where damage would continue after being interrupted by enemy champions





Magic Resistance Items


Summary: A new magic resistance item has been added to the game in the form of a mid-level MR item that builds into Spirit Visage and Banshee’s Veil.

Context: We wanted to reposition Magic Resistance as a personal stat as opposed to an aura-focused stat (see below for our Runic Bulwark updates). With these changes we specifically wanted to create more itemization options against sustained magic damage dealers in the mid game as well as create more options for tanks versus late game poke teams.


Spellbreaker_item New Item: Spellbreaker (Melee Only)

  • Recipe: Hexdrinker + Avarice Blade + Gold
  • + Attack Damage
  • + Magic Resistance
  • + Critical Strike Chance
  • UNIQUE Passive – Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.
  • UNIQUE Passive – Lifeline: Upon taking magic damage that would reduce Health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown.)


Spectre's_CowlNew Item: Spectre’s Cowl

  • Recipe: Ruby Crystal + Negatron Cloak + 205 Gold  = 1400 total Gold
  • + 200 Health
  • + 45 Magic Resistance
  • UNIQUE Passive: Grants bonus Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion.


Spirit_Visage Spirit Visage

  • Recipe Changed: Spectre’s Cowl + Kindlegem + 375 Gold = 2625 total Gold, increased from 2200
  • Health increased from 200 to 400
  • Magic Resistance increased from 45 to 55
  • Now additionally grants bonus 20 Health Regen per 5 seconds


Banshee's_VeilBanshee’s Veil

  • Recipe Changed: Spectre’s Cowl + Ruby Crystal + 875 Gold = 2750 total, increased from 2520
  • Health increased from 400 to 450
  • Magic Resist increased from 45 to 55
  • Mana reduced from 300 to 0
  • Additional UNIQUE Passive: Grants +45 Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks


Guardian_AngelGuardian Angel

  • Recipe Changed: Negatron Cloak + Chain Vest + 1310 Gold = 2750 total Gold, increased from 2600
  • Magic Resist increased from 30 to 40



Runic Bulwark and Locket of the Iron Solari


Summary: Runic Bulwark has been removed from the game. Aegis of the Legion now builds into Locket of the Iron Solari.

Context: We wanted to reduce the burden of buying an Aegis/Bulwark every game. By combining Aegis and Locket, we can more clearly push them into their strategic niche of team fight area-effect damage reduction items.


aegis of the legion Aegis of the Legion

  • Combine cost reduced from 625 to 375 Gold (total cost reduced from 2150 to 1900 Gold)
  • Health reduced from 250 to 200
  • No longer grants self-only Magic Resist
  • UNIQUE Aura – Legion
  • No longer grants Armor
  • Magic Resist increased from 15 to 20
  • No longer grants additional bonuses to minions


Runic_BulwarkRunic Bulwark

  • Removed from the game


Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Recipe Changed: Aegis of the Legion + 600 Gold = 2500 Gold
  • + 300 Health
  • + 20 Armor
  • + 10% Cooldown Reduction
  • UNIQUE Active retained
  • Now grants UNIQUE Aura – Legion



Other Items



Blade_of_the_Ruined_KingBlade of the Ruined King

  • Active Haste/Slow duration reduced from 4 seconds to 3


Warden's_MailWarden’s Mail

  • Passive Slow Duration reduced from 1.5 seconds to 1
  • Cost reduced from 1100 gold to 1000


Randuin's_OmenRanduin’s Omen

  • Passive Slow duration reduced from 1.5 seconds to 1
  • Cost reduced from 3100 gold to 3000


Frozen_HeartFrozen Heart

  • Cost reduced from 3000 to 2900 (combine cost unchanged)




New Icons


deathfire grasp

Deathfire’s Grasp



abyssal scepter

Abyssal Scepter

glacial shroud

Glacial Shroud



vampiric scepter

Vampiric Scepter

hextech revolver

Hextech Revolver






Summoner’s Rift


Jungle Monsters


Summary: All camps outside of buff camps will now spawn later in the game. Some experience has been moved back from the Ancient Golem and Lizard Elder to their Young Lizard spawns meaning junglers will have to fully clear the camp in order to hit level 2, and not just kill the buff monster.

Context: Our first jungle modifications in 3.8 were not quite enough to enact the changes we wanted, so we’re pushing spawn timers even further to finish the job while fixing some other unintended side effects.

Junglers could completely cripple their enemy team counterparts – especially early on – without fully committing to confrontation by smiting the buff and escaping, or killing their opponent with the immediate level advantage. We like the importance of aggressive early game invades, but want to make sure there’s an appropriate amount of risk involved.



120px-WolfSquare  Wolves

  • Spawn time increased from 1:55 to 2:05


120px-WolfSquare Giant Wolf

  • Base experience granted increased from 153 to 170



  • Spawn time increased from 1:55 to 2:05



  • Spawn time increased from 1:55 to 2:05


120px-GolemSquareBig Golem

  • Base experience granted increased from 137 to 160


120px-GolemSquareAncient Golem

  • Base experience granted reduced to 260 from 340
  • Base Health reduced from 1500 to 1400


120px-LizardSquareLizard Elder

  • Base experience granted reduced from 340 to 260
  • Base Health reduced from 1500 to 1400


120px-LizardSquareYoung Lizard

  • Base experience granted increased from 10 to 50
  • Base Health increased from 300 to 400



Baron Nashor


Summary: Baron Nashor now takes less physical and magical damage from targets affected by Voracious Corrosion (the single target debuff he applies to whoever’s tanking him) as opposed to directly reducing Attack Damage.

Context: Soloing Baron with sustained magic damage was too easy for a select few champions. This change makes things more consistent overall. A noted side effect is that teams who start fighting Baron will be at less of a disadvantage when engaged upon by the enemy team due to the fact that Voracious Corrosion no longer alters overall attack damage and instead only reduces damage directed at Baron Nashor. We’ll continue to monitor this and act if it seems to be a significant problem.


120px-Baron_NashorBaron Nashor

Voracious Corrosion

  • No longer reduces the target’s Attack Damage by 50%
  • Now reduces the physical and magic damage the target deals to Nashor by 50%





Summary: Turrets are now harder to push down within the very early stages of the game. We’ve also corrected a minor bug that gave purple side inner turrets slightly more armor than intended.

Context: Due to the high global value of map objectives and the ease of taking down turrets in the early game with certain compositions, players – particularly in competitive play – have been entirely bypassing the laning phase. Ultimately we didn’t want to completely eliminate this strategy but its prevalence was invalidating many champions who have high potential during the laning phase. These changes should introduce more risk into aggressive early-game objective-focused strategies without eliminating its viability completely.
For additional context, while the numbers might initially seem high (in particular the Purple Side Inner Turrets having 10 more armor than intended), Turrets begin the game with much more armor relative to champions so these changes are not as significant as they might first seem.


  • Outer turrets gain a flat armor bonus at the beginning of the game for 8 minutes
  • Outer turrets base Armor increased
  • Outer turrets no longer gain Armor over the first 8 minutes
  • Fixed a bug where purple side inner turrets had 10 more armor than intended



Twisted Treeline & Crystal Scar


General Changes


Summary: Needlessly Large Rod and Deathfire Grasp have been removed from these map modes, with more mid-level AP items added in, including Liandry’s Torment, Seeker’s Armguard, and Moonflair Spellblade – a mid-tier defensive AP item. Blackfire Torch now has the same active ability of Deathfire Grasp.

Context: This small-scale AP rework is intended to address AP survivability and viability in Twisted Treeline and Crystal Scar. Needlessly Large Rod (and, by extension, Deathfire Grasp) have been removed because it was unreasonably difficult to save up for on these maps. The addition of Moonflair Spellblade and Seeker’s Armguard should help with early-mid game survivability.


  • Needlessly Large Rod removed
  • Deathfire Grasp removed
  • Liandry’s Torment enabled
  • Seeker’s Armguard enabled





Moonflair_Spellblade_itemRETURNING ITEM: Moonflair Spellblade (Ranged Only)

  • Recipe: Seeker’s Armguard + Negatron Cloak + 420 Gold = 2300 Total Gold
  • +50 Ability Power
  • +50 Armor
  • +50 Magic Resist
  • UNIQUE Passive – Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%


Blackfire_Torch_item Blackfire Torch

  • Reworked: Blasting Wand + Fiendish Codex + 720 Gold = 2400 Total Gold
  • +80 Ability Power
  • +10% Cooldown Reduction
  • UNIQUE Active: Deals 20% of target champion’s maximum Health in magic damage over 6 seconds and increases all subsequent magic damage taken by the target by 20% (60 second cooldown)


Wooglet's_Witchcap_itemWooglet’s Witchcap

  • New Build Path: Seeker’s Armguard + Blasting Wand + Amplifying Tome + 1045 Gold = 3500 Total Gold
  • Armor increased from 40 to 45



Bug Fixes


  • Vilemaw now properly selects his melee attack for melee champions with more than 100 range
  • Vilemaw no longer twitches when players leave his lair
  • Lesser Wraith Health now properly scales with time





Champion Search Tags


Summary: Now, champion search tags more accurately represent the team role each champion plays and better explains the recommended play style for a particular champion to new players. In future releases, we’ll continue to refine these tags and how they appear in For more information on our changes, read more here.

  • Champions will now be tagged with a single, primary role from the following:
    • Assassin, Fighter, Mage, Marksman, Support, Tank
  • You’ll see these changes across


Ready Check


Summary: In order to get players into games faster, those that habitually fail to accept matched games will be temporarily removed from the queue. This should help players with longer queue times in addition to removing some fringe abuse cases.

  • Players that frequently fail a Ready Check will be given time-outs from re-entering the queue to prevent them from lengthening the queue times of other players
  • Normal play patterns (including missing a Ready Check every once in a while) will not trigger this penalty




  • Fixed a bug where the /mute chat command did not work
  • Fixed a bug where you could not use the /mute @ChampionName chat command unless the target was on your friends list”


Note: Server maintenance is scheduled at 7/31at 3:00 CEST for EUNE, 05:00 UK time for EUW and 3:00 AM PST for NA. After the expected 6-hour downtime players will be able to download the patch.

 Skarner revisited


Skarner decoration

Riot’s newest champion designer has begun collecting community feedback on Skarner. What kind of changes should we expect? 



RiotScruffy Button Rioter RiotScruffy: Hey All,
I’m going to be doing some Skarner work and right here is one of the best places to start. There has been a great thread in the Champion Feedback forum (shoutout to Irish Red Cap) with a lot of good discussion on how people are feeling about Skarner’s current state.


So I’ve been doing some digging and unfortunately, poor Skarner is being picked 80% less this year than he was last year. Some of this might be from some nerfs he has received, but it may also be because newer champs are outclassing him in what he does best. Either way, I think we all agree that Skarner could benefit from a few improvements to make him more fun/viable for both Skarner players and their opponents. Keep in mind, the goal here is not “make Skarner OP.” There will always have to be strengths and weaknesses to all champions.

Before we get to any of the potential changes, we need to figure out what Skarner’s strengths and weaknesses are right now. I have a few questions for you all, and you can answer these as a SKarner player or even as someone who only has experience playing against Skarner.

• What are the most fun aspects of playing Skarner?
• What are the most frustrating/unfun aspects of playing Skarner?
• What are the most frustrating aspects of playing against Skarner?
• Are there champions that do Skarner’s job better than he does? Why?

I have my own personal answers to these questions, but I may be only seeing one side of the coin. There are some Skarner players out there with wayyy more experience that I have, and I think there is a lot of valuable information that I may be missing. I have a feeling that once we get talking, we will come to some very useful conclusions. GOGOGO



Community Feedback: What defines Skarner?



 Button Rioter RiotScruffy: 

  • Skarner’s ult is AWESOME (jawesome?) and it is his defining ability
  • Skarner is very mana dependent and without blue he suffers
  • Skarner is very easily kited
  • Getting permaslowed by Skarner is frustrating
  • Skarner’s E ability (Fracture) doesn’t feel useful/can be somewhat clunky to use
  • Other junglers (zac/j4/voli etc) are more reliable in ganking and teamfights



Follow-up: Personal Opinion on Skarner


RiotScruffy Button Rioter RiotScruffy: Most fun aspects for me are definitely ulting a key target and feeling like I made a gamechanging play. Also I really love the synergy with his auto attacks and his spells when facing off against another melee champ. You can surprise people with your damage/tankiness.

Most frustrating for me is definitely how he tends to be so easily kited in the late game. Especially when all of those ezreals get their iceborn gauntlet RAWEOENMDF!

Most frustrating aspect playing against Skarner for me is that once he’s got you in the permaslow it doesn’t feel like there is any good counterplay/way to escape.

I think that some champs with big gap closers (j4/zac) may not be fair comparisons to skarner because they don’t have his dueling power and CC. But even when looking at similar champions that need to get into melee range before becoming effective (udyr/volibear), he is much more easily kited.



Community Feedback: The issues with Skarner


RiotScruffy Button Rioter RiotScruffy: Ok, it seems like we are in pretty near agreement about Skarner’s problems. He is definitely still a fun character, so we are not going to scrap his kit or something severe like that. I think a combination of a few good changes could really bring him back into a nice sweet spot as a viable champ.


I am going to try these changes out and do some playtesting to see how they affect him. No guarantees that these are the right changes or the ones that will end up being in the final set.

I think a really powerful change that would make Skarner’s kit more clear in its usage and counterplay would be to focus the W and E abilities more for a single purpose each. W can be his defensive and gap closing ability exclusively. Inversely, E can be more focused as a brawling/jungle clearing/damaging ability.





  • Overall mana costs reduced (probably looking at E first its super costly)


Crystal_SlashCrystal Slash ( Q )

  • Hopefully removing permaslow by making the slow only occur on every other Q instead of all Qs after the first. To balance the loss in slow duration here, I want to make it a much stronger slow that decays over time but leaves gaps for people to counterplay. Hopefully this will be fun for skarner players too because they can now make some smart decisions when they want to use the new more powerful Q slow.


Crystalline_ExoskeletonCrystaline Exoskeleton ( W )

  • Increase the movespeed buff so that it is closer to other similar champs like Udyr and Volibear
  • Possibly make the movespeed ramp up over time so its not too powerful of an escape “get out of jail free” ability
  • Lower cooldown back to 14s from 18s like it was a few patches ago
  • Strengthen the shield amount/AP ratios (to compensate for the loss of heal from E)
  • Remove attack speed from the W buff


FractureFracture ( E )

  • Instead of the heal, proccing the E mark on targets will now give skarner his attack speed buff
  • Increase total damage, but split it up so that only some is up front and the rest happens when you proc the mark
  • Reduce mana cost
  • Look into better usability (faster projectile, faster cast, etc) may be one or all of these


ImpaleImpale ( R )

  • Fix more edge cases so that the R will reliably go off on targets once it has been cast


These are still very much work in progress, and I still want your input on how you feel about these changes. I will also keep coming back to fill you all in on how these changes feel in internal playtesting.



Isn’t removing the heal on Fracture denying Skarner the ability to jungle?


RiotScruffy Button Rioter RiotScruffy: This definitely makes sense. I think that there may be some losses to his kit to hopefully justify better gains.

My thought here is that, by focusing more of the defensive power into the W shield, he will be more consistent in catching enemies late game and getting off his crucial ults/auto attacks.

I think that some of the changes will also help his kit in terms of top lane play. Moving the attack speed onto the E makes it more reliable, because you wont lose it when the shield pops. This should help him when trying to do short trades with the other top lane bruiser.

We will definitely see though. I will make sure to do a top lane test for him to see if losing the heal sustain makes it unviable. None of these changes are set in stone.



On the changes to Crystal Slash ( Q )


RiotScruffy Button Rioter RiotScruffy: To clarify, the slow will still occur on the second Q.

I am just as skeptical about any of these changes as you are, and I am thinking about all of the counterarguments very closely.

One of the biggest problems that I want to solve is the “feast or famine” that many people have mentioned. Making Skarner have more consistent engage, but some gaps in his sticking power is something that I personally want as a Skarner player.



Community Feedback: Removing the permaslow on Q


RiotScruffy Button Rioter RiotScruffy: I’m seeing the feedback about removing the permaslow from Q. It’s definitely a loss in power for Skarner, but with the goal of increasing his consistency, it could work out to his benefit. How would you feel about Skarner having a way to activate his slow right off the bat instead of delayed instead of having permaslow?




(!) Skarner is being reworked, not nerfed


RiotScruffy Button Rioter RiotScruffy: Another thing to keep in mind, Skarner has very low play rate and sub 50% win rate right now. There is no intention of nerfing him.





Update: Changes to Q and E


RiotScruffy Button Rioter RiotScruffy: Hey guys and girls, I’m back. Been working hard today on some updates. I learned a bunch of stuff testing the version I posted on here yesterday. (you all totally called some of the outcomes)


1. Having the Q slow in bursts but not permaslow worked out great. Skarner felt powerful when he slows people, but there are opportunities for them to dash away or stun him.
2. On the other hand, having his Q slow turning on and off in an alternating fashion was very hard to keep track of and just felt a bit unnecessarily complex.
3. The W speed buff is really great and skarner isn’t quite as kiteable as much as before.
4. The E changes made it feel more useful, but the entire pattern of a ranged projectile with a cast time still feels very out of place in skarner’s melee focused kit. I think the E may need to be redone entirely.

Based on those observations, and some of the feedback you all are giving me on here I’m working on 3 new changes to test today.

Crystal_SlashCrystal Slash ( Q )

  • Reverting the pattern back to the old way where once you have crystal energy you keep it up as long as you keep hitting Qs
  • Removing the slow from the crystal energy all together (its moving to E!)
  • Hitting enemies with Q now gives skarner an attack speed buff that stacks up to 3 times (this is beast)

FractureFracture ( E )

  • Ability reworked from a line projectile to an on next hit attack
  • On skarner’s next hit he deals bonus magic damage to the target and all enemies behind the target in a line (similar to Vi’s E)
  • Targets hit are marked with crystal energy
  • When damage is dealt to targets with crystal energy they are slowed significantly for a few seconds
  • No longer grants attack speed (moved to Q)



  • Moving the slow from the Q to the E creates a much more reliable and on demand slow. This is super cool for skarner because he can now make smart decisions when to hit the slow.
  • Changing the E to an on next hit attack much better fits the purpose of the ability. It was never a useful ranged poke/nuke and that didnt fit into skarners effective range (melee). I also am hoping that the attack reset can have some cool synergy with his passive if you use it skillfully.
  • Moving the attack speed buff to Q just seemed like a better fit as Q is his sustaned damage/brawling ability. It builds up over time so that when skarner players can stick around in a fight, they really beef up and get cooldown reduction from their passive.
  • I’m still feeling out if the removal of the heal (and putting its power into the shield) is a good change. I am liking it so far, but I hear the complaints loud and clear.

I’ll be testing these new changes today and bringing back the good news when I have more to update. Definitely tell me your thoughts on the changes, you guys were pretty much spot on with some of the weaknesses of the last design.




 How will the new Fracture hold up in lane?


RiotScruffy Button Rioter RiotScruffy: The new E does damage to enemies behind the initial target (like Vi E) so it can still be useful as a poke in lane.





Is W still going to have a ramp up to its speed?


RiotScruffy Button Rioter RiotScruffy: Yes, the ramp up has been working out so far. Its still part of the new kit.






Does the E slow proc on ally damage as well, or only on Skarner’s damage?


RiotScruffy Button Rioter RiotScruffy: Only on Skarner’s damage, but it is pretty easy to follow up with a Q or an auto attack. I think it will make his gank power pre 6 pretty strong.





Knifecat & Bonetooth updated – Rengar’s Thread


rengar decoration

Scarizard and Wav3Break continue to pour ideas into the cauldron of Rengar’s long-awaited rework thread. His signature item, the Bonetooth Necklace, is also getting some awesome new features!



New ideas for Bonetooth Necklace


Wav3Break Button Rioter Wav3Break: Hey everybody, just wanted to update you guys with the current testing status of our current iteration of Rengar.

Heavy destructive testing will continue for the Empowered Savagery refunding 3 ferocity points play pattern. This past week we found that Rengar was still doing too much damage in too little of a time frame which is a problem we still need to solve within this iteration. This iteration also makes jungle Rengar incredibly resourceful as he can walk away from each creep camp with more ferocity stacks and gank lanes without as much preparation.

The big changes we will be testing this week are Bone Tooth Necklace which will now give Rengar a personalized jungle item which has a really favorable build path out of Long Sword and Hunter’s Machete. The overall price of the item has stayed the same but as Scarizard said in his posts, “mini-brutalizer” – esque stats will no longer exist on BTN. BTN is now an item that gives Rengar bonuses that directly impact his mobility in the jungle and thus his overall map pressure. The current bonuses in place look something like this:

3 Stacks – Rengar gains 15% movement speed while in brush(bonus does not persist outside of brush like Nidalee’s)

6 Stacks – Rengar gains 100 range on his Leap(slightly nerfed due to having access to it earlier.)

9 Stacks – Rengar retains movement speed from his Ultimate for 5 seconds after exiting his ultimate. (Rocket cat goes zooooooooom)

The 14 stack bonus is still a pretty big grey area as we want Rengar players to reach this epic state at 14 stacks but we don’t want them to do so at the cost of making his game play toxic again.

An additional mechanic we will be testing with BTN is allowing Rengar players to build stacks out of neutral monster kills. Currently the amount of neutral monster kills required to build a stack is pretty hefty, which encourages jungle Rengar to invade the enemy jungle to take camps but also hopefully interact with the enemy jungler. This mechanic is still kind of the grey area as well because it might give too many advantages to a jungle Rengar over a lane Rengar and we don’t want to make laning Rengar’s feel bad for purchasing this item.

If you guys have any thoughts on what epic thing Rengar should get at maximum stacks toss’em out! I look forward to the ideas you guys will give me and Scarizard!



Future Rengar tweaks


Scarizard Button Rioter Scarizard: Going to be testing this iteration today – then i’ll be able to elaborate more on how it went, and give you a general confidence read on where everything is. So far we’re pretty signed off on the direction of the Q-Train, pending numbers tuning.


Goals are:
– Simplify the warning on ultimate. Whether it’s short-range icon, long range VO, etc, we’re going to make a decision soon on which version of the warning we want, but likely not to do both of them.

– Heavy iteration on BTN. Already see a couple of things i’d like to see changed, would also like to respond to concerns/feedback that the item has no actual stats that would make you want to keep it end-game. I think we can fix this without saying ‘flatly gives Arpen/CDR/Stuff’. Want this to be good for Lanegar as well, so paying special attention to the jungle-specific interations to see how they’re playing out.Would also like to clarify that AD is not taken off of this item, and is a tuning point we can use for its efficiency.

Will post more stuff after playtests/conversations with the team and give you guys an update.



Suggestion: Add a VO notice when Rengar ults


Scarizard Button Rioter Scarizard: I dig VO as our solution, but a couple of reservations about Global VO –

1. The effect isn’t global. TF reveals Globally, Nocturne removes sight Globally, but Rengar’s effect does not have bearing on the entire map.


2. (and the one i personally think is a bigger deal) – Nocturne and TF put quite a bit of pressure on the map over the duration of their effects, specifically to your opponents. It’s fine for toplane to be scared for ~4s during Paranoia when in reality he’s ganking bottom, but is it okay for the entire map to want to change their behaviour/undergo stress for 12 seconds? 10? Can we make Rengar’s ult last a satisfying or even appropriate length if everyone on the map is affected the whole time?

3. Can’t guarantee that all players will be notified/notice, as not everyone plays with sound on – but an icon or text warning is unmistakable.

I really like using VO to convey the ultimate, but making it global becomes less ‘this is a cool thing we could do’ and more ‘this is actually dipping into the power budget of the ultimate’, and i’m not confident making it global vs ‘a really wide range’ for VO would be worth what we may have to take from it, or the kit.



Follow-up: Won’t this alert make players simply retreat to their tower?


Scarizard Button Rioter Scarizard: Rengar is ghosted, and running incredibly quickly at them and can leap once he is within a range greater than some dashes.

All testing has shown that not even once has the icon been a deterrent from Rengar reaching the target – but rather opens a possibility for them to position better. It’s all about communication to the enemy of what their situation is, and if they should split (So that Rengar can only leap on one of them) or that you can ready your cooldowns/shields to support the target you suspect he’ll leap on – rather than simply not having the reaction time for a stealthed instagib.

As for the test, I went 5/1/4 and it was a 20 minute surrender – and while i was not the only variable in the test, there is nothing to suggest that the increased duration/movement speed isn’t more than compensation for alerting his enemies.

He also gives his team vision of your team while he’s doing it…so it’s not like Rengar just sits there useless. It’s an incredibly warping (yet satisfying) ultimate and i’m trying to maintain the feel and strength of it as Rengar’s best hunting tool without crippling its effectiveness. So far, the warning seems the best way to accomplish both, and i’m always attempting to tune it where it’ll be fair for both sides.



How much Movement speed will Rengar’s ult grant him?


Scarizard Button Rioter Scarizard: I believe i mentioned it earlier, but currently it’s sitting at 10/30/50% – previously the gaps were much closer. Build was Bonetooth, Mobility, Spirit Visage, Vamp scepter before they surrendered.

I typically don’t like posting numbers because people will get attached to them, and we are always ready to buff/nerf/revert numbers and changes at a moment’s notice if it’s best for the character.

Currently, we’re nixing the ‘minitrophy’ stacks on Bonetooth for neutral kills. Created a lot of weird incentives where sometimes farming your jungle would be the best course of action until you reached your next tier, which is unfair for laning rengar.

3 stack bonus was pretty strong actually, but want to try another version – i’m pretty bad at wording it, but the gist of it is something like ‘Rengar gains x (flat) movement speed out of combat. This bonus is notremoved while Rengar is in brush.’ Idea being he’s strong while setting up the gank and while fighting in brush, but not while fighting outside of it. Might not make a difference, but i know a lot of people were missing the Flat MS all of the time. I don’t agree he should have it ‘all of the time’ but using that MS to set up ganks and chase folks is aligned with our goals for BTN.

(Should also mention that Q2 giving Ferocity gave him a lot of speed in the jungle, constantly resetting his Q2 to take down bigger monsters – was generally pretty smooth and i liked how it was playing out)



What are your plans for Battle Roar ( W ) ?


Scarizard Button Rioter Scarizard: I’ve reverted Battle Roar to Armor/Mr for the time being. I completely acknowledge that the community doesn’t care about its durability function and feedback has been overwhelming that it should likely be a selfish offensive buff or a debuff to enemies – this is still on the table, but it isn’t altogether clear what that mechanic should be that takes it place. I would love to ship Rengar changes with a new Battle Roar mechanic, but it isn’t 100% necessary that it occurs.

I consider Battle Roar WIP and plan to nix the mechanic if anything else arises that makes more sense, especially if it can align with what the community wants from the ability. Generally against Tenacity/Cleanse, would rather have it be conditional based on the champion/number of champions hit. CC is probably not going to happen. Self-empowering beastman yell or demoralizing shout type things are what i’m lookin’ at, tho.



Any word on Bola Shot ( E ) being a skillshot?


Scarizard Button Rioter Scarizard: E being a skillshot is largely benched. It’s not clear what the actual gains of it would be, and melee skillshots (Kha’Zix, Skarner, Shyvana) are generally not fun/awkward to use.




Are you worried that the Cooldown on his ult is too low for a global and is the Movement speed bonus at rank 3 set too high?


Scarizard Button Rioter Scarizard: More likely that the Cooldown will stay high, but then get lower. In a perfect world where we’re getting the gameplay/counterplay we want, Rengar having access to this tool often wouldn’t be a big issue.



This is closely tied to your 2nd point about the disparate MS%’s as well – Rengar’s Thrill of the Hunt is a super game-warping ultimate, and at its highest strength at Rank 1 where other lanes have less access to Pink Wards/Oracles (the effectiveness of these tools to put the brakes on a Rengar gank is already dubious as best), and so we like to limit it so lanes aren’t under constant pressure. Destiny, Stand Aside, Paranoia, and Agony’s Embrace as well as many other early game ultimates have this type of scaling to avoid insane snowballing and frustration in the beginning stages.

Similarly, as a game progresses we can jack up the power in the ultimates, because mapwide movement isn’t contained simply to regular lanes – so Rengar can stabrocket his way across the entire rift.



Why is Rengar getting a Movement speed boost while inside a brush?


Scarizard Button Rioter Scarizard: The intent here, is that if i engage in combat and lose my buff, running into brushes ‘reactivates’ the MS boost so i can move along them quickly to get my leap off – since fighting then moving into brush would flag you as in-combat, and cut the mobility boots bonus. I admit it’s a little tinkery and maybe not the best solution, but so far feedback from testing has been the more stalking/set up that we put into Rengar the better it feels. As i mentioned before, just gonna try it.



When will we see these updates go live?


Scarizard Button Rioter Scarizard: No time frame as of right now. Based on our playtests this week, the team feels like going deeper and taking more time on Rengar to ensure the predator we release back into the wild is one that makes our game better as a whole, and a more engaging experience for both sides. I’m not trying to rush anything out, which is why none of these changes have been to PBE yet – i just made the thread to give you guys insights into what we’re testing and understand a lot of what you guys value/would like to see changed.



Free Champion Rotation – Week 26


Champion Rotation Week 26

The following champions will be free-to-play until August 6th!


  • Annie – 450 IP / 260 RP
  • Fiora – 6300 IP / 975 RP
  • Leona – 4800 IP / 880 RP
  • Nami – 6300 IP / 975 RP
  • Nautilus – 6300 IP / 975 RP
  • Sejuani – 6300 IP / 975 RP
  • Shyvana – 6300 IP / 975 RP
  • Sivir  – 450 IP / 260 RP
  • Vayne – 4800 IP / 880 RP
  • Veigar – 1350 IP / 585 RP



Champion/Skin Sale – Expires August 2nd


Sale August 2

The following champions and skins are available at a discount until August 2nd!




  • Galio – 440 RP
  • Lulu – 487 RP
  • Udyr – 292 RP



Big Bad Warwick – 260 RP


Big Bad Warwick


Oktoberfest Gragas - 487 RP


Oktoberfest Gragas


 Special Forces Gangplank – 487 RP


Special Forces Gangplank



Missed any recent updates? Check here!


Ask Lyte: Positive/Negative Players and State of Tribunal; Spellbreaker removed, Tristana’s E and Season 4 Changes!

PBE: Nerfs to Vayne and AP Lucian, Xypherous on Phage, Arcane Helix, LoL’s New Site, Update to Olaf’s Kit and the latest Sale!

PBE Updates explained, Morello on Janna/Aura items, Xelnath examines Rengar, Future Caitlyn

PBE: Golem Spirit Nerf, Morello on Poppy/Karma/TF/Jungle Issues, New Rengar buffs

PBE: Karma changes/ New TF Passive, Rioters discuss Olaf, Rengar and Warwick reworks