Posts Tagged ‘patch notes’

Patch 6.5 Notes

March 8th, 2016


Patch 6 5 Official Notes Banner

Patch 6.5 will go live in a few hours. Here are the official notes:






Here’s the maintenance schedule for all regions:

Patch 6 5 Maintenance Schedule Banner


Scarizard Final PortraitGreetings, summoners.

Welcome to patch 6.5, the one where we check in with some old friends that haven’t stopped by patch notes for a while and Soraka gets some spicy healing changes. After writing that sentence we’re not really sure what ‘spicy healing’ is, but it probably tastes delicious.

Let’s go back and talk about those ‘old friends’ for a bit. Sejuani? Renekton? Jarvan? While it’s true that these champions were certainly meta-defining champions at one point or another in the game’s history, it’s important to really dig in and ask why they were so strong in the first place. For these three (and quite a few more on the list), their dominating position within the metagames of yesteryear can be easily explained: more than just powerful champions, they were powerful generalists.

Bolded text? Let’s back up and slap some context on that phrase. What’s a generalist? As the name implies, they’re champions who don’t truly excel in any one category, but check enough of the boxes that they’re always performant or valuable. While there’s definitely room for champions that are swiss-army-knives (somewhere, a giant neon sign with the name ‘THRESH’ is blinking), having many reasons to be picked shouldn’t exclude you from having to play along with League’s core value of having strengths and weaknesses. As we’ve seen recently with champions like Gangplank and Lucian, being good at a lot of things and bad at very few things is a big no-no for champion diversity and balance alike.

So what do we have in store? While we’ve got some power reductions to some of League’s main offenders this patch, much of 6.5 is a love-letter to these bygone generalists, increasing power in ways that aim to sharpen those niches as more than just ‘pretty good.’ Oh, and leveling an account to 30 now takes half the time it used to. There’s not really a cool narrative to tie that to, but it’s pretty huge for new players. A moment of silence for those of us who survived the grind.

So here’s to you, generalists. Jacks-of-all-trades. People who pick ‘Fill’ in dynamic queue (even if it really just means ‘Support’). Your commitment to providing value and bravery trying new things is an inspiration to us all. So if you get trampled by Hecarim, dunked by Vi, or diced by Renekton this patch – try not to be angry. That’s just how they show their love.

Good luck, and have fun.

[ Link to Post ]



Champion Changes


Gnar Final Portrait


  • Tooltip fix: Now correctly states Gnar’s AA range in Mega form is 175, not 150;
  • Base Attack Damage increased by 3 (from 48 to 51 in Mini form and 54 to 57 in Mega).



Hecarim Final Portrait


Buff BoxDevastating Charge Final IconDevastating Charge [ E ]

  • The knockback distance now scales with the distance Hecarim has traveled during [ E ], up to a 50% increase in knockback distance.



Jarvan IV Final Portrait


Buff BoxGolden_AegisGolden Aegis [ W ]

  • Cooldown decreased from 20/18/16/14/12 seconds to 12 at all ranks.



Buff BoxCataclysm Final IconCataclysm [ R ]

  • Mana cost decreased from 100/125/150 to 100 at all ranks;
  • Now deals full damage to enemies in a small area around the original target.



Kogmaw Final Portrait


  • Attack Speed-per-level increased from 1.5% to 3.5%.


Buff BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Mana cost decreased from 60 at all ranks to 40.



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

  • Passive removed (no longer gives 15/20/25/30/35/40% bonus Attack Speed);
  • Active grants an additional 10/15/20/25/30 magic damage on-hit.



Nautilus Final Portrait


Nerf BoxRiptide Final IconRiptide [ E ]

  • Base damage decreased from 60/95/130/165/200 to 55/85/115/145/175.




Pantheon Final Portrait


Nerf BoxHeartseeker Strike Final IconHeartseeker Strike [ E ]

  • Total damage decreased from 80/140/220/260/320 [+3.6 Bonus AD] to 80/130/180/230/280 [+3.0 Bonus AD];
  • Minion damage increased from 50% to 60% (roughly the same damage after the nerfs);
  • Tooltip has been reworked: it now notes the total damage against champions, with a white counter below that notes the damage-per-strike.


Change BoxGrand Skyfall [ R ]
Grand Skyfall Final Icon

  • Mana cost decreased from 125 at all ranks to 100;
  • Mana refund for cancelling the channel has been removed (85 mana refund on live);
  • Cooldown after cancelling the channel increased from 10 seconds to 30.



Renekton Final Portrait


Change BoxSlice_and_DiceSlice and Dice [ E ]

  • Fury gained for hitting non-Champion targets with Dice decreased from 2.5 to 2;
  • Slice now generates 2 Fury for non-Champion targets and 10 for Champion targets (doesn’t generate any Fury on live).



Change BoxDominusDominus [ R ]

  • While in Dominus, Renekton gains 25 bonus auto-attack range which doesn’t apply for his W;
  • Bonus Health changed from 200/400/800 to 250/500/750.



Sejuani Final Portrait


Permafrost [ E ]  Buff BoxPermafrost Final Icon

  • Base damage increased from 60/90/120/150/180 to 80/105/130/155/180.




Soraka Final Portrait


Change BoxStarcall Final IconStarcall [ Q ]

  • Mana cost decreased from 70/75/80/85/90 to 40 at all ranks;
  • Cooldown decreased from 7/6.5/6/5.5/5 seconds to 5 at all ranks;
  • Now slows all targets hit by Starcall, regardless of whether they were in the center or not (slow range up from 110 to 265);
  • Hitting an enemy Champion now grants Soraka “Rejuvenation” for 4 seconds, which restores 14/16/18/20/22 [+0.1 AP] health-per-second and grants 15% Movement Speed when not moving toward enemy Champions;
  • Updated Starcall’s visual effects to better match the area of effect (no gameplay changes to range).


Change BoxAstral Infusion Final IconAstral Infusion [ W ]

  • Base heal decreased from 120/150/180/210/240 to 80/110/140/170/200;
  • Self-heal mechanic on Q vs enemy Champions removed (25/35/45/55/65 [+0.4 AP] on live);
  • If cast while under the effect of Rejuvenation, Soraka will give her target “Rejuvenation” for 3/3.5/4/4.5/5 seconds (based on Q rank, buff gives identical stats to the ally);
  • No longer able to target minions.



Talon Final Portrait


Nerf BoxShadow Assault Final IconShadow Assault [ R ]

  • Mana cost increased from 80/90/100 to 100 at all ranks;
  • Cooldown increased from 75/65/55 seconds to 100/80/60.



Urgot Final Portrait


  • Base Attack Damage increased from 52 to 54.


Nerf BoxTerror Capacitator Final IconTerror Capacitor [ W ]

  • Duration of shield decreased from 7 seconds to 5.



Buff BoxHyper Kinetic Position Reverser Final IconHyper-Kinetic Position Reverser [ R ]

  • Now additionally fears all targets around the swapped target for 1.5 seconds in a 375 radius (after the swap completes).



Vi Final Portrait


Buff BoxExcessive Force Final IconExcessive Force [ E ]

  • Mana cost decreased from 60 at all ranks to 40/45/50/55/60;
  • Base damage increased from 5/20/35/50/65 to 10/30/50/70/90.



Item Changes


Buff BoxGuardian Angel Final IconGuardian Angel

  • Recipe cost decreased from 1380 Gold to 1180 (total cost down from 2900 Gold to 2700);
  • On revival, restores either 700 Health or 30% of your maximum health, whichever value is higher.





Rift Herald Final IconThe Rift Herald

  • Devourer stacks granted for killing the Herald decreased from 5 to 2.





Death Blossom Kha’Zix will be available in store for 975 RP.


Khazix_Splash_3 Khazix_3


MODEL Banner

Death Blossom Khazix Model 1 Death Blossom Khazix Model 2


Recall Banner

Death Blossom Khazix Recall 1 Death Blossom Khazix Recall 2





Death Blossom Khazix Passive 1


Taste Their Fear Banner

Death Blossom Khazix Q 1 Death Blossom Khazix Q 2



Death Blossom Khazix W 1 Death Blossom Khazix W 2



Death Blossom Khazix E 1 Death Blossom Khazix E 2



Death Blossom Khazix R 1



Death Blossom Khazix R Q 1 Death Blossom Khazix R Q 2 Death Blossom Khazix R Q 3



Death Blossom Khazix R W 1 Death Blossom Khazix R W 2



Death Blossom Khazix R E 2 Death Blossom Khazix R E 3

Death Blossom Khazix R E 1



Death Blossom Khazix R R 3 Death Blossom Khazix R R 2 




Elderwood LeBlanc will be available in store for 1350 RP.


Leblanc_Splash_5 Leblanc_5


MODEL Banner

Elderwood LeBlanc Model 1 Elderwood LeBlanc Model 2


Recall Banner

Elderwood LeBlanc Recall 1 Elderwood LeBlanc Recall 2





Elderwood LeBlanc Auto Attack Elderwood LeBlanc Auto Attack 2



Elderwood LeBlanc Passive 1



Elderwood LeBlanc Q 1 Elderwood LeBlanc Q 2



Elderwood LeBlanc W 1 Elderwood LeBlanc W 2


Ethereal Chains E

Elderwood LeBlanc E 1 Elderwood LeBlanc E 2

Elderwood LeBlanc E 3



Elderwood LeBlanc R Q 1 Elderwood LeBlanc R Q 2



Elderwood LeBlanc R W 1 Elderwood LeBlanc R W 2



Elderwood LeBlanc R E 1 Elderwood LeBlanc R E 2Elderwood LeBlanc R E 3





Cho’gath has received new spell icons. From left to right: Passive, Q, W, E and R:

GreenTerror_TailSpike GreenTerror_SpikeSlam GreenTerror_FeralScream GreenTerror_ChitinousExoplates GreenTerror_Feast



CLUBS Banner

Back in November, we announced clubs as part of the 2016 season update. Clubs are a new way to organize chat groups you create and join. They persist through login sessions, making it easy to surround yourself with like-minded League players and get into games with friends you want to throwdown alongside. Persistent chat rooms are just the beginning for clubs — expect to see us in the patch notes again as we build out the system!

[ YES, THE CHAT ROOM BUTTON EXISTED ] Access clubs by clicking the “Clubs” button, which replaced the “chat room” button in the social panel
[ BY OUR POWERS COMBINED ] Clubs have space for up to 49 of your fellow pollution fighters (cap may be adjusted)
[ POP CULTURE REFERENCE ] #2Club leaders have access to roster management and chat moderation tools
[ THERE CAN BE ONLY ONE ] Clubs are designated by unique tags that appear next to members’ summoner names, both in and out of game
[ PARDON OUR DUST ] Visual elements will continue to be updated and polished in future patches




Experience required to reach level 30 reduced by half.

We’ve thought for a while that it takes too long to hit level 30. A leveling system should create a sense of growth and accomplishment, but the reverse happens when the system is overtuned and game-to-game XP gains start feeling like mere drops in the bucket. Though “make leveling faster” sounds like a simple solution, we needed to be certain a shorter road to 30 wouldn’t introduce worse problems. Chief example: last year’s permanent discount on a bunch of Tier 3 runes was necessary preparation to ensure new 30’s will still be able to afford viable rune setups.

A few months of observation (and a live test in Russia) later, and we’re confident that the updated account leveling curve will provide a markedly improved experience for new players!

[ DING ] Total experience required to reach summoner level 30 reduced by half.




  • Damage from Jarvan IV’s R – Cataclysm is now properly blocked by spellshields
  • Renekton’s W – Ruthless Predator no longer occasionally fizzles
  • Shen’s R – Stand United no longer continues channeling through the revive effect of Zilean’s R – Chronoshift
  • Tahm Kench can no longer cast R – Abyssal Voyage while rooted
  • If Rumble Overheats by casting E – Electro Harpoon, casting a second charge while Overheated no longer causes heat to continue rapidly draining after Overheated ends
  • Tentacles spawned by Illaoi’s R – Leap of Faith no longer fail to attack W – Harsh Lessontargets the moment before expiring
  • Mordekaiser’s Passive – Iron Man shield is now properly multiplied by the Runic Armor mastery bonus
  • Ticks of Dragon’s Wrath (second buff) tower burn no longer proc Elixir of Sorcery’s true damage effect
  • Ward Debris no longer tells people it’s a Giant Wolf via tooltip
  • Grievous Wounds debuff particles now persist if reapplied longer than 3 seconds
  • Zombie Brand’s VO when chasing enemy champions has been restored
  • Card indicators for Cutpurse Twisted Fate’s W – Pick a Card have been brightened to be more readable for colorblind players


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

Patch 5.24 Official Notes

December 8th, 2015

Patch 5 24 Official Notes Banner

Patch 5.24 will hit live in a few hours. Here are the official notes:


Champion Updates – Poppy

Store Content



Don’t know when Patch 5.24 will hit live? Here’s the maintenance schedule for all regions:

Patch 5 24 Maintenance Banner


Scarizard Final PortraitGreetings, Summoners.

Welcome to patch 5.24, the last one of 2015. It’s been a wild ride with Cinderhulks, Juggernauts and Devourers in-between, but this is no time to get sentimental. It’s still preseason, there are still outliers to balance, systems to maintain and bad jokes to make.

Speaking of balance outliers, we’ve got a lot of balance changes below for champions you might not see often – let’s dive into that for a bit. Like preseasons past, we’ve traveled (via the diversity dirigible, naturally) to an entirely new ecosystem of champion balance, where many old “champion power” assumptions just don’t hold water. A moment of silence, please, for 4.20 Warwick and six-Cleaver everyone. New systems, masteries and items combine to make weak champions strong, strong champions weak, and Brand a god. So while it may shock you to see champions like Swain and Anivia nerfs, or Riven buffs (gasp!), keep in mind that we’re working off of as much objective data as we can.

Then there’s Soraka.

Don’t worry, we didn’t forget.

With that out of the way, what else is there? Poppy’s looking cuter and more imposing than ever, Snowdown’s back and brought the Legend of the Poro King game mode with it, and we’ve put the finishing touches on our item and champion tuning before taking a balance break to January.

So, from all of us at Riot Games: good luck, have fun, and we’ll see you in 2016.

[ Link to Post ]


Poppy’s received a complete visual & gameplay update. There’s no “Traditional” skin for her, meaning if you have her currently, she’ll be completely replaced with her new looks in Patch 5.24.


gallery-image-1 (1) Poppy_0 (1)

Poppy_Square_0 (1)



Poppy Model 1 Poppy Model 2


Recall Banner

Poppy Recall 2 Poppy Recall 1




Poppy Final Portrait


  • Health: 540 [+90 per level];
  • Mana: 280;
  • Attack Damage: 58 [+4 per level];
  • Auto-attack range: 125 (melee);
  • Base Movement Speed: 340;
  • Armor: 29 [+4 per level];
  • Magic Resist: 32 [+1.25 per level];



Iron Ambassador Final Icon

COOLDOWN: 18/14/10 seconds (values for levels 1/7/13) || RANGE: 400

Poppy’s basic attack throws her buckler, gaining 400 basic attack range and dealing 10 [+ 10*Champion Level] bonus magic damage.

The buckler lands at a nearby location and Poppy can pick it up to gain a shield for 15% of her Maximum Health for 5 seconds. Enemies can step on the buckler to destroy it.

The buckler automatically returns to Poppy if the attack kills the target.


Poppy Passive 1 Poppy Passive 2



Hammer Shock Final Icon

COOLDOWN: 9/8/7/6/5 seconds || MANA COST: 35/40/45/50/55

Poppy smashes the ground, dealing 30/65/100/135/170 [+0.7 Bonus AD] [+ 6% of target’s Max HP] as physical damage, and leaving an unstable area.

The area slows enemies inside it by 20/25/30/35/40% and erupts after 1 second, dealing the same damage again. Damage is reduced by 20% against minions.


Poppy Q 1 Poppy Q 2



Steadfast Presence Final Icon

COOLDOWN: 24/22/20/18/16 seconds || MANA COST: 50 at all ranks

Passive: Poppy gains bonus [12% of current Armor] Armor and [12% of current MR] Magic Resist. This bonus is doubled if Poppy is below 40% Max Health.

Active: For the next 2.5 seconds, Poppy gains 27/29/31/33/35% bonus Movement Speed. While Steadfast Presence is active, she stops enemy dashes in an area around her, dealing 70/110/150/190/230 [+0.7 AP] to targets who have their dash blocked.


Poppy W 2 Poppy W 1



Heroic Charge Final Icon

COOLDOWN: 12/11/10/9/8 seconds || MANA COST: 70 at all ranks

Poppy rushes to target enemy, dealing 50/70/90/110/130 [+0.5 Bonus AD] physical damage and carrying them forward. If Poppy’s target hits terrain, it takes the same damage again and is stunned for 1.6/1.7/1.8/1.9/2 seconds.


Poppy E 1 Poppy E 2



Keepers Verdict Final Icon

COOLDOWN: 140/120/100 seconds || MANA COST: 100 at all ranks

First Cast: Poppy channels for up to 4 seconds, decreasing her Movement Speed by 15%. If Poppy doesn’t recast the spell within the 4 second period, the cooldown of the spell is decreased by 75%.

Second Cast: Poppy smashes the ground and sends a shockwave forward that deals 200/300/400 [+0.9 Bonus AD] physical damage and knocks enemy Champions hit a large distance toward their Summoning Platform. The shockwave length and knockback distance increase with channel duration. Enemies are untargetable while they are being knocked away.


Poppy R 1 Poppy R 2






gallery-image-2 (1) Poppy_1

Noxus Poppy Model 2 Noxus Poppy Model 1

Noxus Poppy Recall



gallery-image-4 Poppy_3

Blacksmith Poppy Model 3 Blacksmith Poppy Model 4 Blacksmith Poppy Model 5



gallery-image-5 Poppy_4

Blacksmith Poppy Model 1 Blacksmith Poppy Model 2

Blacksmith Poppy Recall



gallery-image-3 (1) Poppy_2

Lollipoppy Model 1 Lollipoppy Model 2

Lollipoppy Recall



gallery-image-6 Poppy_5s

Battle Regalia Poppy Model 1 Battle Regalia Poppy Model 2

Battle Regalia Poppy Recall



gallery-image-7 (2) Poppy_6

Scarlet Poppy Model 2 Scarlet Poppy Model 1

Scarlet Poppy Recall


Here’s Poppy’s new Champion Select quote:


And here’s her short-form client lore:


”I’m no hero. Just a yordle with a hammer.” 

Runeterra has no shortage of valiant champions, but few are as tenacious as Poppy. Bearing a hammer twice the length of her body, this determined yordle has spent untold years searching for the ”Hero of Demacia,” a fabled warrior said to be the rightful wielder of her weapon.


Here’s Poppy’s login theme that will go live with Patch 5.24 (after December 9th):


Here’s the music from the animation:


And here’s the still image:

Poppy Still Image Animation




Snow Day Bard will be available in store for 975 RP until January 10th, 23:49 PST. Afterwards he’ll return to his regular price of 1350 RP. Snow Day Bard is NOT legacy.


Bard_Splash_5 (1) BardLoadScreen_5


MODEL Banner

Snow Day Bard Model 1 Snow Day Bard Model 2

Snow Bard Model 3 Snow Bard Model 4


Recall Banner

Snow Bard Recall 2 Snow Bard Recall 1



Snow Bard Passive 1 Snow Bard Passive 2




Snow Bard Q 1 Snow Bard Q 2



Snow Bard W 2 Snow Bard W 1



Snow Bard E 1 Snow Bard E 2



Snow Bard R 1 Snow Bard R 2




Snow Day Gnar will be in store for 975 RP after Patch 5.24 hits live and is a legacy skin.


MODEL Banner

Snow Gnar Model 1 Snow Gnar Model 2 Snow Gnar Model 3


Recall Banner

Snow Gnar Recall 1 Snow Gnar Recall 2



Snow Gnar Q 1 Snow Gnar Q 2



Snow Gnar Q 3 Snow Gnar Q 4


HYPER W  Banner

Snow Gnar W 1 Snow Gnar W 2



Snow Gnar W 3 Snow Gnar W 4



Snow Gnar E 2 Snow Gnar E 1



Snow Gnar E 3 Snow Gnar E 4


Gnar R

Snow Gnar R 1 Snow Gnar R 2 




Snow Day Syndra will be available in store for 975 RP until January 10th, 23:49 PST. Afterwards she’ll return to her regular price of 1350 RP. Snow Day Syndra is legacy.


MODEL Banner

Snow Syndra Model 1 Snow Syndra Model 2

Snow Syndra Model 3 Snow Syndra Model 4


Recall Banner

Snow Syndra Recall 1 Snow Syndra Recall 2




Snow Syndra Q 1 Snow Syndra Q 2



Snow Syndra W 1 Snow Syndra W 2



Snow Syndra E 1 Snow Syndra E 2



Snow Syndra R 1 Snow Syndra R 2




The new Penguin Skier ward skin will cost you 640 RP and is the only way of making sure no one will kill your wards:

Penguin Ward 2 Penguin Ward 1


New Summoner Icons


profileIcon979 profileIcon980 profileIcon981 profileIcon982 profileIcon983 profileIcon984



This PROJECT: Poro icons is legacy and will be available for 250 RP:




Champion Changes


Anivia Final Portrait


Nerf BoxGlacial Storm Final IconGlacial Storm [ R ]

  • Range for the channel to be canceled decreased from 1200 to 1000;
  • Now applies the “Chilled” debuff (double damage from Frostbite) for 1 second, decreased from 2.



Ashe Final Portrait


Buff BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Focus now caps at 4 stacks, decreased from 5;
  • Cost to activate the on-hit arrow volleys decreased from 5 to 4.



Bard Final Portrait


Buff BoxMeeps Final IconTraveler’s Call [ Passive ]

  • Meeps recharge cooldown decreased from 10 seconds to 8.


Buff BoxCaretaker Shrine Final IconCaretaker’s Shrine [ W ]

  • AP Ratio increased from 0.2 – 0.3 to 0.45 – 0.6 (depending on time spent on the ground).



Brand Final Portrait


Nerf BoxPillar of Flame Final IconPillar of Flame [ W ]

  • Mana cost increased from 70/75/80/85/90 to 70/80/90/100/110.




Caitlyn Final Portrait


Change BoxHeadshot Final IconHeadshot [ Passive ]

  • Stacks needed to charge Headshot changed from 7/6/5 (values for levels 1/11/18) to 6 at all levels.



Dr Mundo Final Portrait


Nerf BoxInfected_CleaverInfected Cleaver [ Q ]

  • Damage decreased from 15/18/21/23/25% of target’s current HP to 15/17.5/20/22.5/25%;
  • Cap on damage against monsters decreased from 300/400/500/600/700 to 300/350/400/450/500.


Nerf BoxMasochism Final IconMasochism [ E ]

  • Maximum HP ratio on active decreased from 5% at all ranks to 3/3.5/4/4.5/5%;
  • Bonus damage is no longer dealt to towers.



Hecarim Final Portrait


  • Health changed from 695 [+95 per level] to 670 [+90 per level].


Nerf BoxWarpath Final IconWarpath [ Passive ] 

  • No longer lets Hecarim ignore unit collision.



Buff BoxDevastating Charge Final IconDevastating Charge [ E ]

  • Now allows Hecarim to pass through units for the duration of the charge.



Karthus Final Portrait


Nerf BoxWall of Pain Final IconWall of Pain [ W ]

  • Slow drops to half effectiveness after 1 second


Kindred Final Portrait


Change Box

Lambs Respite Final IconLamb’s Respite [ R ]

  • Cooldown changed from 150/130/110 seconds to 160/130/100.




Kogmaw Final Portrait


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

  • AD ratio on-hit removed (1.25% per 100 points of Total AD on live)
  • Now deals an additional flat damage of 2% (of target’s Max HP).



Malzahar Final Portrait


Nerf BoxNull Zone Final IconNull Zone [ W ]

  • Damage decreased from 4/5/6/7/8% of Max HP to 4/4.5/5/5.5/6%




Master Yi Final Portrait


Quality of Life Box FinalMeditate [ W ]Meditate Final Icon

  • AP ratio per second of channel time changed from 0.3 to 0.15 (tooltip update)




Miss Fortune Final Portrait


Nerf BoxStrut Final IconStrut [ W ]

  • Bonus Attack Speed on active decreased from 60/70/80/90/100% to 40/55/70/85/100%.


Nerf BoxMake it Rain Final IconMake it Rain [ E ]

  • Slow strength decreased from 40/45/50/55/60 % to 28/36/44/52/60%.




Nidalee Final Champion Portrait


Buff BoxJavelin Toss Final IconJavelin Toss [ Q ]

  • Minimum base damage increased from 50/70/90/110/130 to 60/77.5/95/112.5/130 ;
  • Maximum base damage increased from 150/210/270/330/390 to 180/232.5/285/337.5/390.



Quinn Final Portrait


  • Base damage decreased from 56.5 to 54.5


Nerf BoxBlinding Assault Final IconBlinding Assault [ Q ]

  • Base damage decreased from 25/55/85/115/145 [+ 0.8/0.95/1.1/1.25/1.4 Total AD] to 20/45/70/95/120 [+ 0.8/0.9/1.0/1.1/1.2 Total AD];
  • Mana cost increased from 50 at all ranks to 50/55/60/65/70.



Rammus Final Portrait


Nerf BoxPowerball Final IconPowerball [ Q ]

  • Slow duration decreased from 3 seconds to 2;
  • Hitbox radius decreased from 325 to 225;
  • Clicking beyond minion waves will no longer make Rammus try to move around them while in Powerball.




Riven Final Portrait


  • Base Health-per-5 increased from 3.34 to 5.34.



Rumble Final Portrait


Quality of Life Box FinalFlamespitterFlamespitter [ Q ]

  • Tooltip no longer mentions that Flamespitter deals halved damage to jungle monsters.




Sivir Final Champion Portrait


Buff BoxRicochet Final IconRicochet [ W ]

  • Total AD Ratio increased from 0.5/0.55/0.6/0.65/0.7 to 0.6/0.65/0.7/0.75/0.8.




Skarner Final Portrait


Buff BoxFracture Final IconFracture [ E ]

  • No longer has a cap on maximum targets that can be hit (6 on live).



Nerf BoxImpale Final IconImpale [ R ]

  • Total AD ratio decreased from 1.0 to 0.6.




Soraka Final Portrait


Nerf BoxStarcall Final IconStarcall [ Q ]

  • Cast range decreased from 950 to 800.



Nerf BoxAstral Infusion Final IconAstral Infusion [ W ]

  • Mana cost increased 20/25/30/35/40 to 40/45/50/55/60.



Nerf BoxWish Final IconWish [ R ]

  • No longer removes Grievous Wounds from allies.




Swain Final Portrait


Nerf BoxNevermove Final IconNevermove [ W ]

  • Root duration decreased from 2 seconds at all ranks to 1/1.25/1.5/1.75/2.




Tahm Kench Final Portrait


Nerf BoxDevour Final IconDevour [ W ]

  • No longer gains bonus movement speed when not moving away from enemy champions with a devoured ally (gains half the MS buff [15/17.5/20/22.5/25%] from moving toward enemy champions on live)



Twisted Fate Final Portrait


Nerf BoxWild Cards Final IconWild Cards [ Q ]

  • Base damage decreased from 60/110/160/210/260 to 60/105/150/195/240.




Ziggs Final Portrait


Buff BoxShort Fuse Final IconShort Fuse [ Passive ]

  • Bonus damage to structure increased from 150% to 200%.




Item Changes


Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Health decreased from 600 to 500.



Nerf BoxFarsight Alteration Final IconFarsight Alteration

  • AoE vision decreased from 900 to 500;
  • Cooldown increased from 61/48 seconds [values for levels 9/18] to 76/60.



Change BoxPhantom Dancer Final IconPhantom Dancer

  • Attack Speed increased from 40% to 45%;
  • Total Cost increased from 2700 Gold to 2800.


Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Total Cost increased from 2500 Gold to 2600.



Nerf BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Total Cost increased from 2500 Gold to 2600.



Nerf BoxStatikk_ShivStatikk Shiv

  • Total Cost increased from 2500 Gold to 2600.


[ Note ] Rapid Firecannon and Statikk Shiv now take greatest potential damage instead of just stacking the damage for an attack. (Source)

Nerf BoxZeal Final IconZeal

  • Gold cost increased from 1200 Gold to 1300




Jungle Changes Banner


Ancient Krug Final IconAncient Krug

  • Health decreased from 1450 to 1440;
  • Armor decreased from 12 to 10.


Greater Murk WolfGreater Murkwolf Final Icon

  • Health decreased from 1320 to 1300;
  • Armor increased from 9 to 10.


Rift Scuttler Final IconRift Scuttler

  • Gold granted increased from 50 to 70.






Assassin [ New Cunning Mastery ]

  • You deal 1.5% increased damage when there are no allied champions nearby.


Here’s where the new Assassin mastery is located:

Assassin Mastery


Nerf BoxBond of Stone Final IconBond of Stone [ Keystone Mastery in Resolve ]

  • Base damage reduction increased from 2% to 3%;
  • Damage reduction when near an allied Champion decreased from 8% to 6% (the damage transferred is also down from 8% to 6%


Change BoxDeathfire TouchDeathfires Touch Final Icon [ Keystone Mastery in Ferocity ]

  • Bonus AD ratio decreased from 0.16 to 0.125 (damage-per-second);
  • AP ratio decreased from 0.06 to 0.05 (damage-per-second).
  • Duration of DoT for single-target spells increased from 3 seconds to 4;
  • Duration of DoT for DoT spells decreased from 1.5 seconds to 1;
  • Duration of DoT for AoE spells increased from 1.5 seconds to 2.


Buff BoxExplorer Final IconExplorer [ Resolve ]

  • Bonus to Movement Speed while moving in brush or river increased from 12 to 15.



Nerf BoxFeast Final IconFeast [ Ferocity ]

  • Cooldown increased from 20 seconds to 25.



Change BoxFervor of Battle Final IconFervor of Battle [ Keystone Mastery in Ferocity ]

  • Spells now only generate stacks if they hit enemy Champions, not when they’re cast.
  • Stack duration increased from 5 seconds to 6.


Murderous Intent [ New Ferocity Mastery ]

  • You deal 5% increased damage to champions until you gain a kill or assist (afterward the mastery is disabled for 15 seconds).


Buff BoxPrecision Final IconPrecision [ Cunning ]

  • Bonus to Armor Penetration increased from 0.6/1.2/1.8/2.4/3 [+ 0.06/0.12/0.18/0.24/0.3 per level] to 1/2/3/4/5  [+ 0.1/0.2/0.3/0.4/0.5 per level].



Buff BoxThunderlords Decree Final IconThunderlord’s Decree

  • Bonus AD ratio increased from 0.2 to 0.3.



Nerf BoxUnyielding Final IconUnyielding [ Resolve ]

  • Bonus to Armor and Magic Resist decreased from 1.2/2.4/3.6/4.8/6% to 1/2/3/4/5%.



Change BoxVeterans Scars Final IconVeteran’s Scars [ Resolve ]

  • Bonus health decreased from 0.8/1.6/2.4/3.2/4% to 9/18/27/36/45 (flat).



Change BoxWindspeakers Blessing Final IconWindspeaker’s Blessing [ Keystone Mastery in Cunning ]

  • Now grants 4 – 22 bonus flat Armor and 2.5 – 11 bonus flat Magic Resist, changed from 15% bonus to both Armor and MR;
  • Level is taken from the highest between the caster and the target.




The active on Zhonya’s Hourglass now contains 200% more sparkle:


Zhonya VFX 1 Zhonya VFX 2



Persistent Chats Upgraded

Limely: Hi, Everyone,

A couple months ago we rolled out persistent chat rooms onto the PBE. This was an early test for building the foundation for new social features we announced with the 2016 Season Update. As we officially move forward, we’ve updated the name on PBE to reflect that these “chatrooms” have evolved into our earliest version of clubs.

What are clubs? They are player-named, player-organized, and player-controlled social groups. The long-term goal is to help you head into games with the right teammates every time by helping you find like-minded players to compete with. We plan on building a whole lot more on top of the current functionality of clubs but right now we’re starting simple. Just like “persistent chat rooms”, you can own one club and be a member of three at any given time, with all the same moderation tools.

With this first update, you can now set a tag for your club that can be displayed in various places including your Hovercard, and more importantly, in game. Ranked team tags will still take precedence in ranked team games. Since you can belong to multiple clubs, you now have the option of setting a club to be active, which means that club’s chat room will open on login, and other players will see that affiliation.

We plan to push out updates to clubs as they become available (which means we’ll need to occasionally reset all clubs), so take a look and let us know if clubs make it easier to stay connected in League with friends!

Limely :3
p.s. We are playing around with colors on tags so please put up with the current atrocity for a day or two. :3

[ Link to Post ]


Here’s the Snowdown login theme that will go live with Patch 5.24 (by FrostyNinja):


Here’s the still from the animation:

Snow Day Wallpaper


Below you can find the instrumental without the animation:




Reverting the minion pathing changes made so far in preseason.

We’ve made a few changes to minion blocking this preseason, targeted at making creep block more intuitive. When you get stuck in a minion clump you should be able to understand what’s happening, and your champ’s attempts to escape (or avoid) it should make sense as well. While these changes technically worked, they caused problems when interacting with other systems. We’re turning them off until those interactions are fixed.

[ EVERYTHING OLD IS NEW AGAIN ] All minion pathing changes made in 5.22 and 5.23 have been reverted. We’re right back to pre-preseason while we work on a better implementation.


It’s easier to get to lane without losing a minion

We made some behavioural changes to minions in the very first wave of the game when no enemy champions have interacted with them. Left to their own devices, the minions will spread damage evenly and avoid randomly focus-firing a single soldier. The goal here is that you should be able to more predictably realise whether or not you’ll lose a minion when you get to lane late. This actually went out in 5.23, but we figured you’d like to know!

[ FIRE EVERYTHING ] Minions won’t gang up on a single enemy minion when no enemy champions are present.

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

Patch 5.21 Notes

October 28th, 2015


Patch 5 21 Notes Banner

Patch 5.21 will be live in a few hours; here are the official notes:


Store Content




Here’s the maintenance schedule for every region:

Patch 5 21 Maintenance Schedule Banner


Scarizard Final PortraitGreetings, Summoners.

Welcome to patch 5.21, the one that’s finally old enough to drink. You’ve heard it a lot by now, but we’re nearing the end of our smaller patch cycles as Preseason work nears its conclusion – busting the doors wide open on the things you thought you knew about League of Legends.

But first, Riven nerfs.

If you look beneath you’ll find similar content to 5.20 and 5.19. A bugfix for Caitlyn’s basic attack desync (IT’S HAPPENING), and a few power-ups for our some of our less-potent void buddies (Cho’Gath, Kassadin) while we continue to trim down our high-performing outliers (Gangplank, Mordekaiser). This patch might not be flashy, but it’s wiser and more responsible. Let’s go with that.

That’s all for us this time! As always, check out the content below to see the specifics on all the changes (and what Zilean puts into his bottles), and we’ll see you next patch. By the time you’re reading this, we’ll be in the full swing of announcing our seasonal changes, so we’ll have lots to talk about when we see each other next. Until then, may all your bugs be fixed, and all your basic attacks synced.

[ Link to Post ]




Slayer Jinx will be available for 1350 RP after Patch 5.21 hits live:


Jinx_Splash_3 JinxLoadScreen_3


MODEL Banner

Slayer Jinx Model 2 Slayer Jinx Model 1


Recall Banner

Slayer Jinx Recall 1



Slayer Jinx Q 1

Slayer Jinx Q 2


ZAP W Banner

Slayer Jinx W 1



Slayer Jinx E 1



Slayer Jinx R 1 Slayer Jinx R 2

Slayer Jinx R 3




Slayer Pantheon will be available for 975 RP:


Jinx_Splash_3 PantheonLoadScreen_7


MODEL Banner

Slayer Pantheon Model 1 Slayer Pantheon Model 2


Recall Banner

Slayer Pantheon Recall 1



Slayer Pantheon Q 1



Slayer Pantheon W 1



Slayer Pantheon E 1



Slayer Pantheon R 1




Zombie Nunu will be available for 1350 RP:


Nunu_Splash_7 NunuLoadScreen_7


MODEL Banner

Zombie Nunu Model 2 Zombie Nunu Model 1


Recall Banner

Zombie Nunu Recall



Zombie Nunu Auto Attack 1 Zombie Nunu Basic Attack 2



Zombie Nunu Q 1



Zombie Nunu W 1

Zombie Nunu W 2



Zombie Nunu E 1



Zombie Nunu R 1



New Summoner Icons

Six new Summoner icons will be available in store after Patch 5.21 hits live:


Four team icons will be available for players who want to support this year’s semifinalists at Worlds. As with all team icons, 20% of the proceeds to directlly to the teams.

profileIcon941 profileIcon940 profileIcon943 profileIcon942 (1)


Two Harrowing-themed icons with Zombie Brand and Slayer Pantheon will also be available, likely for 250 RP each:

profileIcon949 (1) profileIcon948



Champion Changes


Chogath Final Portrait

Buff BoxFeastFeast [ R ]

  • If Feast kills an enemy Champion, Cho’Gath gains 2 stacks (1 stack on live)




Gangplank Final Champion Portrait

General Box

  • Health changed from 631 [+79 per level] to 580 [+82 per level]


Nerf BoxParrrley Final IconParrrley [ Q ]

  • Killing a target with Parrley no longer refunds 25 mana




Kassadin Final Portrait


Buff BoxNether_BladeNether Blade [ W ]

  • Cooldown decreased from 9 seconds to 7
  • AP ratio on active increased from 0.6 to 0.7



Mordekaiser Final Portrait


Nerf BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • Now only receives 50% of the experience lost by sharing a lane, decreased from 100%




Riven Final Portrait


Nerf BoxBlade_of_the_ExileBlade of the Exile / Wind Slash [ R ]

  • Cooldown increased from 110/85/50 seconds to 130/95/60




Veigar Final Portrait

Nerf BoxBaleful_StrikeBaleful Strike [ Q ]

  • Base damage decreased from 80/125/170/215/260 to 70/110/150/190/230




Zilean Final Portrait

[ Note ] You can find context on why Zilean’s passive is being replaced HERE.


Change BoxHeightened_LearningTime in a Bottle [ New Passive ]

Zilean stores 2/3.5/5/6/12 experience every 5 seconds (values for levels 1/6/11/16/18).

When he has enough to finish an ally’s level, he can right-click them to give them that Experience (cooldown is 120 seconds). Zilean gains as much Experience as he gives. Cannot be used in combat.



Item Changes

Quality of Life Box FinalScrying_Orb_itemScrying Orb [ Trinket ] 

Fixed a bug where the level 9 version of Scrying Orb had 400 vision range instead of 550




Neurocat New Portrait

Hey everyone,

Last month, we debuted upgrades to the Instant Feedback system (reform cards, improved chat restrictions and intentional feeding bans). Now, we’re continuing the overhaul by pushing out some improvements to the report system. We made two major changes to how you report someone:

The old system had a lot of categories, some of which were redundant, not useful, or simply out-of-date. After analyzing old report data and listening to community feedback, we winnowed the list down to seven types of behavior:

Sometimes a player might display multiple offensive behaviors in game – in the old system, it wasn’t possible to report them for more than one reason. With these upgrades, we’re allowing up to 3 categories to be selected when reporting a player. Keep in mind, selecting multiple categories doesn’t increase the severity of a report, so only select the offenses that happened in the game. In the future, players who falsely report others may face penalties. The more accurate the report, the better we can help players reform their behavior.

This should be hitting the PBE shortly. Please leave a comment if you have any questions.

[ Link to Post ]





There are two new loading screens – one for Worlds and the other for the upcoming Harrowing event. Here are the links on FrostyNinja’s channel:


cs_bg_champions (8)


cs_bg_champions (9)




New in-client lore has been released for most Champions from the Shadow Isles:


Hecarim Final Portrait

“Break their ranks and ride them down without mercy. Crush the living and feast on their terror.”

Hecarim is an armored colossus who charges from the Shadow Isles at the head of a deathly host of spectral horsemen to hunt the living. A monstrous fusion of man and beast, cursed to ride for eternity, Hecarim revels in slaughter and crushing souls beneath his armored hooves.


Kalista Final Portrait

“When wronged, we seek justice. When hurt, we strike back. When betrayed, the Spear of Vengeance strikes!”

A specter of wrath and retribution, Kalista is the undying spirit of vengeance, an armored nightmare summoned from the Shadow Isles to hunt deceivers and traitors. The betrayed may cry out in blood to be avenged, but Kalista only answers those whose cause she deems worthy of her skills. Woe betide those who become the focus of Kalista’s wrath, for any pact sealed with this grim hunter can only end on the cold fire of her soul-spears.”


Karthus Final Portrait

“Death is not the end of the journey, it is just the beginning…”

The harbinger of oblivion, Karthus is an undying spirit whose haunting songs are a prelude to the horror of his nightmarish appearance. The living fear the eternity of undeath, but Karthus sees only beauty and purity in its embrace, a perfect union of life and death. When Karthus emerges from the Shadow Isles, it is to bring the joy of death to mortals as an apostle of the unliving.


Mordekaiser Final Portrait

“All things must die… and yet I live on.”

The baleful revenant Mordekaiser is among the most terrifying and hateful spirits haunting the Shadow Isles. He has existed for countless centuries, shielded from true death by necromantic sorcery and the force of his own dark will. Those who dare face Mordekaiser in battle risk a horrific curse: he enslaves his victims’ souls to become instruments of destruction.


Thresh Final Portrait

“The mind is a wondrous thing to tear apart.”

Sadistic and cunning, Thresh is a restless spirit who prides himself on tormenting mortals and breaking them with slow, excruciating inventiveness. His victims suffer far beyond the point of death, for Thresh wreaks agony upon their souls, imprisoning them in his lantern to torture for all eternity.



This bug’s been a hard one to track down, but was actually fixed back in 5.20 (not this patch!). In light of recent events, we figured it’d be prudent to let you know this one’s already been taken care of on live servers. Detonate to your heart’s content!

[ BUGFIX ] Fixed a rare bug where spells that can be “detonated” after landing at a target location (ex. Gragas’ Q – Barrel Roll, Lux’s E – Lucent Singularity, Ziggs’ W – Satchel Charge) could stop working for the rest of the game.



  • Fixed an issue where certain files were being unnecessarily re-downloaded during patches
  • Fixed a bug where Tibbers’ E – Molten Shield damage wasn’t proccing some on-spell-hit effects that Annie’s shield does
  • Haunted Zyra’s plant attack VFX are once again appropriately spooky
  • Fixed a bug that caused flickering for various particles, including Kindred’s W – Wolf’s Frenzy and Rek’Sai’s W – Burrow tunnels


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

Patch 5.20 Notes

October 13th, 2015


Patch 5 20 Banner

Patch 5.20 will be live in a few hours. Here are the official notes:


Store Content




Here’s when Patch 5.20 will hit live for every region:



Scarizard Final PortraitGreetings, Summoners.

Welcome to patch 5.20, the one where we continue our slower pace while making sure to buff Teemo. Preseason and the ongoing World Championship are big topics for us as of late, but not so much that we’d leave the rest of y’all non-pros out to dry.

So what have we got this time? We’re full-steam ahead on our preseason work, but still taking the time to tackle outliers on both sides of the balance spectrum. Mundo’s been hitting the gym, Teemo’s tuning his shrooms for maximum fungal-firepower, and Darius’ axe is losing a bit of its edge (probably worn down from all the pentakilling). Moving on from champion changes, the original featured game mode, One For All, is back to let you experiment with some of the wackiest compositions and interactions League has to offer.

That’s it for us! Check below for the specifics, and we’ll see you on the Rift, battling it out for those sweet end-of-season rewards. Until then, may all your journeys be magical, and all your Kenches unbenched.

(Seriously, play Tahm Kench and Bard on One For All. You’ll be glad you did.)

[ Link to Post ]



Kindred Final Portrait

Kindred, the Eternal Hunters, will be released later during patch 5.20! To learn more about League’s next champion, check the following links:


Cosmic Reaver Kassadin will be discounted to 675 RP for OCE, with profits going to a charity. For other regions, he’ll be available for 975 RP for 4 days on release, after which he’ll return to his original price of 1350 RP.


Kassadin_Splash_5 Kassadin_5


MODEL Banner

Cosmic Kassadin Model 1 Cosmic Kassadin Model 2


Recall Banner

Cosmic Kassadin Recall 1



Cosmic Kassadin W 2



Cosmic Kassadin E 1



Cosmic Kassadin R 1




Demon Vi’s summoning will cost you 1350 RP. For the first 4 days after her release, the portal will only need 975 RP.


Vi_Splash_4 ViLoadScreen_4


MODEL Banner

Demon Vi Model 1 Demon Vi Model 2


Recall Banner

Demon Vi Recall 1



Demon Vi Q 1




You can purchase the superior version of blue Brand for 975 RP during the first 4 days of release, and 1350 RP afterwards.


Brand_Splash_5 Brand_5


Recall Banner

Spiritfire Brand Recall 1


MODEL Banner

Spiritfire Brand Model 2 Spiritfire Brand Model 1


SEAR Q Banner

Spiritfire Brand Q 1



Spiritfire Brand W 1



New Splash Arts

Five new splash arts will replace existing ones on live once Patch 5.20 hits live:



Masteryi_Splash_1 (1) MasterYiLoadScreen_1 (1)



Masteryi_Splash_2 MasterYiLoadScreen_2 (1)



Ezreal_Splash_3 (1) EzrealLoadScreen_3 (1)



MonkeyKing_Splash_3 (1) MonkeyKingLoadScreen_3 (2)



Brand_Splash_2 BrandLoadScreen_2 (1)



Champion Changes


Darius Final Portrait


Nerf BoxDecimate Final IconDecimate [ Q ]

  • The width of the outer circle has been decreased from 270 to 220



Here’s a comparison between the values on live and PBE:

PBE LIVE Decimate Comparison


Nerf Box Apprehend Final IconApprehend [ E ]

  • Slow strength decreased from 90% to 40%




Dr Mundo Final Portrait


Quality of Life Box FinalBurning Agony

Burning Agony [ W ]

  • Health cost and damage-per-second now tick twice every second, updated from once. No number changes


Buff BoxMasochism [ E ]Masochism Final Icon

  • Next basic attack deals bonus magic damage equal to 5% of Dr.Mundo’s total Health;
  • Casting Masochism also resets Mundo’s auto-attack timer



Evelynn Final Portrait


Nerf BoxDark Frenzy Final IconDark Frenzy [ W ]

  • Mana cost increased from 0 to 40 at all ranks




Fiora Final Champion Portrait


Nerf BoxGrand Challenge Final IconGrand Challenge [ R ]

  • Heal duration now lasts 2 seconds, increased by 1 for each Vital Fiora procs, up to a maximum of 5 seconds.



Teemo Final Champion Portrait


Buff BoxNoxious_TrapNoxious Trap [ R ]

  • Cooldown decreased from 35/31/27 seconds to 34/28/22
  • Mushrooms now take 1 second to activate, decreased from 1.5



Vayne Final Portrait

General Box

  • Base Attack Damage decreased from 53.5 to 50.5



Jungle Changes Banner



Addressing some pain points with the Patience system we introduced last patch. Mostly it feels weird to wait for a monster to reset to full health before you can fight them again. We’ll continue to adjust the system as necessary to perform up to par, so keep feedback coming if you see anything weird when it comes to jungle leashing!

[ AIN’T GOT ALL DAY ] Monsters now respond to aggression from players as long as they’ve reached their home camp. (Previously, you had to wait for them to be above 90% health)

[ TACTICAL RETREAT ] Monsters will get a temporary increase to their regeneration rate if they lose all their patience and retreat back to camp


One-for-All is back, complete with several new champions and interactions since last time:


L3T4NCY New PortraitHeya ^.^/

It’s been awhile since we saw the original One For All on Summoner’s Rift. A number of new champs have come out since its last run so we thought: why not bring back the OFA funtimes? :D

A bit of trivia for those of you collecting random League knowledge: One For All was the very first featured game mode we ever made (almost 2 years ago this month!) o.O

One For All is a 5v5 battle played on SR where everyone on your team uses the same champion, decided by a vote during champ select. Some champs have amazing synergy with themselves (Kalista? Kalista! :D) so enjoy exploring the possibilities.

There’s been quite a few new champions (and many others reworked) since the last time we did OFA. We’d like some help from you guys specifically testing out the following champions here on PBE before the mode goes live. We’ll be temporarily disabling all other champions in OFA for the first few days on PBE, just to help focus the initial testing on these below champs.

  • Azir
  • Bard
  • Brand
  • Darius
  • Kalista
  • Kassadin
  • Kindred
  • Ekko
  • Fiora
  • Gangplank
  • Garen
  • Gnar
  • Kennen
  • Morde
  • Mundo
  • Rek’Sai
  • Rumble
  • Ryze
  • Skarner
  • Soraka
  • Tahm Kench
  • Tristana
  • Twitch
  • Vi
  • Zilean

To reiterate, when OFA goes live, ALL champions will be available to play. We’re just limiting the pool here on PBE to help focus testing on the newer script-worked champs.

Thanks guys. Now to try out that matryoshka Tahm Kench. :D

[ Link to Post ]


  • Clumped-up minions and champions no longer randomly speed up or skip forward to get around each other
  • Fixed an issue where certain files were being unnecessarily re-downloaded during patches
  • Mecha Kha’Zix’s claws have been slimmed back down to their proper shape


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

Patch 5.18 Notes

September 15th, 2015


Patch 5 18 Notes Banner

Patch 5.18 will hit live in a few hours. Here are the official notes:


Store Content




Here’s the maintenance schedule for all regions:



Scarizard Final PortraitGreetings, summoners.

Welcome to Patch 5.18, the one the World Championships will be played on. That’s a lot of pressure for one patch (and to be honest 5.18’s kinda nervous about it), but we believe in its ability to provide a fine-tuned experience for pros, spectators and average joes alike.

Let’s dig into that for a second. 5.18 isn’t about nerfing juggernauts into oblivion (or buffing Trinity Force) – It’s about meaningful options. Creating a landscape where teams have theoption to invest in pocket-picks or non-standard strategies is just as important as being able to put them into practice when the time comes. Our changes this patch reflect a commitment to that mentality, powering down the dominant picks that threaten to take an axe to diversity (lookin’ at you, Darius) while also handing out some feel-good buffs to once-great staples (like Twitch) to stir the pot and set the stage for an open playing field.

That’s really all for us here. Though the patch may be large in breadth, our aim isn’t to go very deep on any one particular champion. We hope you’ll consider all of these options being presented, rather than defaulting to that pocket Poppy pick we know you all have up your sleeves. Once upon a time we might have said AD Mordekaiser, but look at us now.

[ Link to Post ]




Championship Kalista will be available in store for 975 RP.


Kalista_Splash_2 Kalista_2


MODEL Banner

Kalista Championship Model 1 Kalista Championship Model 2


Recall Banner

Kalista Championship Recall



Kalista Championship Q 1



Championship Kalista W 1



New Summoner Icons

Icons for this year’s Worlds teams will be available in store for 250 RP each. As always, a portion of the profits from these icons will go to the respective teams:


profileIcon915 profileIcon916 profileIcon917 profileIcon918 profileIcon919

profileIcon920 profileIcon921 profileIcon924 profileIcon925 profileIcon927

profileIcon928 profileIcon929 profileIcon931 WC_Emblem_Team_paIN WC_Emblem_Team_ktrolster

WC_Emblem_Team_Invictus WC_Emblem_Team_EDG


Also, four jungle-themed icons have made their way from the PBE. No clue how you can get these yet:

profileIcon932 profileIcon933 profileIcon934 profileIcon935



Champion Changes


Anivia Final Portrait


Buff BoxFrostbite Final IconFrostbite [ E ]

  • Now treats Dragon and Baron as ‘frosted’ for the purposes of Frostbite’s double damage if they’ve been hit by Flash Frost or Glacial Storm in the last few seconds.



Braum Final Portrait


Nerf BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Mana cost increased from 45/50/55/60/65 to 55/60/65/70/75




Caitlyn Final Portrait


Buff BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Mana cost decreased from 50 to 30
  • Cooldown decreased from 20/17/14/11/8 seconds to 16/14/12/10/8



Darius Final Portrait


Change BoxDecimate Final IconDecimate [ Q ]

  • Health per target decreased from 15% to 12%
  • Maximum heal increased from 30% to 36% (Decimate can now heal from 3 targets)
  • Mana cost increased from 30 at all ranks to 30/35/40/45/50



Elise Final Portrait


Nerf BoxSpider Form Final IconSpider Form [ R ]

  • Base damage on spiderlings decreased from 10/20/30/40 to 10/15/20/25
  • AoE damage resist on spiderlings increased from 20% to 25%



Ezreal Final Portrait


Buff Box Arcane Shift Final IconArcane Shift [ E ]

  • Now additionally has a 0.5 AD ratio




Fiora Final Champion Portrait

General Box

  • Health decreased from 662 [+92 per level] to 635 [+85 per level]
  • Base armor decreased from 30.5 to 27.5



Gangplank Final Champion Portrait


Nerf BoxPowder Keg Final IconPowder Keg [ E ]

  • Bonus damage to Champions decreased from 80/110/140/170/200 to 60/90/120/150/180
  • Armor penetrate decreased from 50% to 40%


Galio Final Portrait


Buff BoxIdol of Durand Final IconIdol of Durand [ R ]

  • Can’t be cancelled by movement commands for the first 0.25 seconds of its duration if it strikes at least one champion



Garen Final Portrait


Nerf BoxDemacian Justice Final IconDemacian Justice [ R ]

  • Enemies that kill Garen aren’t marked as “villains”




Jarvan IV Final Portrait

General Box

  • Base Armor increased from 27 to 29



Lulu Final Portrait

General Box

  • Health per level decreased from 82 to 74



Buff BoxPix, Faerie Companion [ Passive ]Pix Faerie Companion Final Icon

  • Pix can now trigger Tribute (passive from Spellthief’s Edge/Frostfang/Frost Queen’s Claim) once per basic attack from Lulu



Mordekaiser Final Portrait

General Box

  • Armor changed from 28 [+3.5 per level] to 26 [+3.75 per level]
  • Base Armor decreased from 22 to 20


Change BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • Can now be self-cast (can’t do double aura damage but can still be reactivated)
  • Can no longer do double damage from two allies standing near each other with the aura
  • Reactivate base damage increased from 50/70/90/110/130 to 70/95/120/145/170
    • Health cost increased from from 0 to 25/35/45/55/65
  • Reactive now heals for 25% of the damage dealt to minions, decreased from 33%
  • Maximum number of drained units decreased from 3 to 2



Morgana Final Portrait


Buff BoxDark Binding Final IconDark Binding [ Q ]

  • Mana cost decreased from 50/60/70/80/90 to 50/55/60/65/70




Skarner Final Portrait


Nerf BoxFracture Final IconFracture [ E ]

  • Slow strength decreased from 45/50/55/60/65% to 30/35/40/45/50%




Syndra Final Portrait

General Box

  • Mana-per-level increased from 50 to 63



Twitch Final Portrait


Buff BoxAmbush Final IconAmbush [ Q ]

  • Delay until Twitch can stealth while taking damage has been decreased from 6 seconds at all ranks to 4.5



Veigar Final Portrait


Buff BoxBaleful_StrikeBaleful Strike [ Q ]

  • Now additionally grants AP for Champion assists (gives AP for kills only on live)



Buff BoxDark_MatterDark Matter [ W ]

  • Cooldown now starts at the beginning of the cast, not the end




Zyra Final Portrait


Buff BoxRampant Growth Final IconRampant Growth [ W ] 

  • Plants will reprioritize attack targets when their primary target is obscured by fog of war instead of simply ceasing to fire altogether.
  • Plants now prioritize the target Zyra has most recently attacked rather than the closest target she has attacked in the past 4 seconds. Champions recently attacked will still be prioritized over minions.



Item Changes


Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Active can no longer trigger while the user is silenced or blinded


Nerf BoxDevourer Final IconDevourer Enchantment

  • Now grants 0.67 magic damage on-hit per stack, decreased from 1


Nerf BoxSated Devourer Final IconSated Devourer

  • Base magic damage on-hit decreased from 60 to 50


Quality of Life Box FinalSterak’s Gage
Steraks Gage Final Icon

  • Tooltip now displays the exact shield value for the user’s current level


Buff BoxWarrior Enchantment Final IconWarrior Enchantment

  • AD increased from 40 to 45


Nerf BoxZekes Harbinger Final IconZeke’s Harbinger 

  • Armor decreased from 35 to 30




As we’ve touched on a few times over the past several months, we’re in the process of tackling League’s tech debt. This time, we’re addressing a bug where the game client (your computer) could incorrectly cancel a spell that still existed on the server. This led to cases where a spell could briefly appear on screen and then immediately visually disappear, but still be able to hit enemies. Sounds simple, so why a giant patch notes section?

While there’ve been a few high visibility (heh) cases of this bug in the past, it wasn’t specific to any handful of abilities. Instead, the bug was rooted in the way the game servers and the game client exchange information. Basically, the server’s cancel command was too generic – rather than “stop this thing”, it just told the game client to “stop a thing”. In cases where multiple similar actions were happening in extremely rapid succession, the game client had to guess at what the server was trying to stop, and this bug happened when it guessed wrong.

Along the lines of past efforts such as the Line Projectile Skillshot recoding and the champion rescripting projects in more recent patches, we’ve gone back and cleaned up the core of our spell flow code with an eye toward ensuring spell cancelling involves no ‘guesswork’. We’ve been comprehensively testing this update for a while, but as always we’ll be keeping an eye on things as this change rolls out and follow up as necessary in future patches.

[ HIDE WHILE SEEKING ] Fixed a rare interaction that could cause in-flight missiles to visually disappear while still being able to hit enemies
[ WE KNOW YOU’LL ASK ] This change will fix cases of disappearing Nidalee spears that fall under this bug, but the bug where spears never show up in the first place is a separate issue




Recall Animations

Because we should all be able to spam Pool Party Renekton’s recall while waiting for the minions to arrive.

[ TOTAL RECALL ] Recalling will play your skin’s recall animation and visual/audio effects if your skin has one (Recall’s blue laserbeams will not play, and you won’t have a cast or channel bar. Damage still interrupts the animation).




Just another set of updates as we continue to bathe in your glorious feedback.

  • Summoner names now display on the scoreboard
  • Team frames above the minimap are larger and more readable
  • Spectator HUD ultimate timers are now larger and more readable
  • Ping button added to the minimap




We’ve added a bunch of new features to the Instant Feedback System. Our announcement has the full story, but here’s the quick version:

  • The system can detect intentional feeding
  • Reform cards are accessible in-client
  • Chat and ranked restrictions have been added to the punishments the system can assign




  • Zac’s E – Elastic Slingshot max travel range now matches the indicator
  • Challenging Smite’s debuff can now properly be removed by Cleanse
  • Darius no longer gains the Noxian Might buff from his Passive – Hemmorhage if the application of his fifth blood stack is blocked by a spell shield
  • Fixed a few cases where Viktor was gaining mana when hit by certain abilities
  • Cassiopeia’s W – Miasma is no longer sometimes invisible to the enemy team
  • Azir’s R – Emperor’s Divide no longer pushes back/damages Zz’Rot Portals
  • Fiora’s W – Riposte tooltip now mention that it blocks all debuffs



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


News 03 02 Banner


News 03/02


Recent News




More Leaks for DJ Sona

Following the recently-shown audio clips for DJ Sona, a Chinese website has leaked several splash arts for all of Sona’s stances. You can also find a short clip on the site.


Riot have also released the full-length music pieces for DJ Sona. [ Concussive ] [ Ethereal ] [ Kinetic ]

To iterate, you can change between Sona’s music with /toggle in-game at any time, the songs are NOT bound to her different spells.

The music and Sona’s model automatically updates when you level up your ultimate. You change both her model and the music she plays by toggling her stances.











Patch Notes February 2 Banner

[ Link to Patch Notes ]


Nidalee Final Portrait

When we changed Nidalee’s “Hunt” passive to apply to jungle monsters, we also made it so that hunted monsters would be rooted for 2 seconds when debuffed. This was to prevent those frustrating situations when Nidalee would spear a monster over a wall only to have it run out of Pounce range trying to get her. This was included with Nidalee’s 5.2 changes, we just forgot to document this one. Sorry!

[ QUIT RUNNING I’M TRYING TO HUNT ] Hunted’ monsters are also rooted for 2 seconds after being debuffed so that Nidalee can actually get in range to Pounce on them. This change was included in 5.2, we just forgot to document it. Sorry!

Mouse Inputs

[ BUGFIX ] Fixed an issue causing combinations of high mouse sensitivity and low FPS to result in delayed response when clicking repeatedly

Udyr Final Portrait

[  STILL NOT ZAC ] Fixed a visual bug that turned Primal Udyr into a stretchy blob after dying and respawning



Champion Updates Banner 4

This is a discussion following a recently-released dev blog, which you can find here.



Will Kassadin receive an update to his model and textures not just effects

IronStylus Final PortraitHere’s how I see things:

We have plans and opportunities.

The plans include a lot of the known big updates, the Visual & Gameplay Updates (VGU’s) which are planned out usually super far as they need a lot of planning for execution. The projects can take months to do (maybe a year). They’re heavily comprehensive. They’re often used for the worst offenders in our game, often characters that need complete gameplay, art and thematic rebuilding, sometimes one of those aspects, sometimes all. The Sions, Tarics, etc. We slot and fantasy slot these far in advance.

The opportunities include lower scope Model & Texture Updates (MTU’s) which aren’t planned quite as far out, and are usually jumped on when we see an open slot, or a new gameplay update has been cracked, or we have the ability to borrow art resources from another team. Also when they’re themeatically “safe”. Nasus was done in this way. The legendary skin enabled his VU. These MTU’s are usually built on what we have, existing rig, tweaked animations, etc. The reason being is that if we made them as high scope as full large-scope projects, you wouldn’t see them for a year or more. We simply can’t accomodate doing 8 Sions a year.

While yes, a lot of these champions could benefit from complete tear-downs, we have great opportunities that present themselves. In Kassadin’s situation, Tokkelossie, being a big Kassadin fan, had made a completely new model on his own time. So boom, we had a start. Additionally, we started working with an outsourcer that has proven really, REALLY effective in making quality models, and we’ve begun to leverage them on skins, especially existing skins for VU’s. The fast ramp-up can be attributed to having the existing new base model, some work the skins team had been doing, his VFX being in a good place, and a 3D external partner able to handle both reconcepting and remodelling the existing skins allowed us to jump on this.

Would it be nice to burn everything down and rebuilt it from scratch? Sure, if we can do that in an optimal time. We could knock down the house, re-pour the foundation, build a new frame, etc. But sometimes, because the opportunity to save time and resources is there, we build on top of a workable foundation with the frame intact.

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How long will we have to wait for Kassadin to be updated

IronStylus Final PortraitWeeks to months rather than months to years 😛

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Will Kassadins update include a new voice-over

C3Sound New PortraitHey Siachi!

A lot of time goes into writing the backstory, bio, script, the in-game text, recording the VO, editing, processing, localizing, casting and recording in 15+ languages around the world…

If we were to do this with every champion we wanted, we wouldn’t be putting out a new update but once every so often. So while we take our larger projects through this longer pipeline, we cant take every project champion update chooses to touch through the process.

That said, we arent ruling out VO for future projects just yet. We are deliberating what can take the longer road for the upcoming year.



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IronStylus Final PortraitRight now, with the current outlook, Kassadin VO wouldn’t be in scope with what we’re planning. It’s of course a nice-to-have, but right now the bandwidth we have is mainly in the modelling department. Given the current constraints we feel what we’re planning will add value in a time frame that won’t leave players hanging for a year.

[ Link to Post ]


Any progress on Evelynns update

IronStylus Final PortraitNo idea. This is a tough one and will need probably the same amount of pre-production time as Sion, if not more.

[ Link to Post ]


Will Taric be updated this year

Repertoir New PortraitTaric is pretty far along in the gameplay design process already. He’s my other current project, along with Ryze.

[ Link to Post ]



How is Poppys rework coming along

IronStylus Final PortraitShe’s currently in pre-production, I may or may not be personally working on her.. cuz.. ya know, armor.

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Are you considering updating ChoGath

IronStylus Final PortraitCho’gath is pretty massive in scope. Currently he’s someone we’d like to fantasy slot, but it’ll be entirely dependent on technical resources that are allocated to the team. Right now there’s not enough animation bandwidth to do what we’d really want to do. That said, we may try experimenting with him on the Battlecast rig which might allow us to speed up development, that’s not an immeidate priority right now but it’s one I’d personally like to see us take on sooner than later.

[ Link to Post ]



What will be the scale of Ryzes update

IronStylus Final PortraitCurrently we’re looking at a full Visual & Gameplay Update.

[ Link to Post ]

Phreak on Ahris PBE Nerfs Banner

You can find Ahri’s PBE changelist here.

Ahris recent PBE nerfs dont solve her core problems

Phreak New PortraitThis is all built around the assumption that “her core weakness is that she can be ganked pre-6”

I’m sorry, but that’s ludicrous. She used to be easier to gank pre-6, and now it’s a bit harder. Ok, so that changed a little bit. So what?

Here’s the thing: Ahri didn’t have a real weakness. If the only weakness you can point out is, “Well, for 6 minutes you could kill her, but for the other 35 she could do whatever she wanted” that’s stupid. That’s not good design, that’s not healthy, that’s not anything good. For what it’s worth, a lot of the reason LeBlanc is frustrating is because of this – She just sort of does whatever she wants all game and you just have to deal with it.

You also mentioned “ruining her build diversity.” It’s not mentioned anywhere outside the intro. So I’m really not sure where that point’s headed.

And Ahri already IS squishy. She’s one of the frailest champions in the game. Even Annie has an Armor/MR shield. Cassiopeia builds fairly tanky with (RoA/Seraph + Rylai’s). The point of the changes is to actually EXPOSE the squishiness. Her W puts her in Equilibrium Strike range. GOOD.

See, here’s the thing about Ahri now. She’s really mobile. She has medium-speed medium-range skillshots. She also has non-skillshots with very short range. You know what’s cool about that? She can skirt around medium range poking with skillshots. She can also use her high mobility to get into close range and put herself at actual risk to land her reliable damage. Sounds like an actual weakness! She’s in range of Equilibrium Strike if she wants to do more than poke. And then skillfully use her movement speed buffs and dashes (with long cooldowns after) in order to succeed.

Sounds a hell of a lot better than, “Well, now it’s after 6 minutes, her core weakness is gone.”

Also, increasing the mana cost of Q DOES affect her early game: If she can’t simply spam Q on cooldown for immense sustain and easy wave clear, she’s going to have less overall sustain and forced to walk into autoattack range to last hit more often.

Ultimately, it’s always tricky dealing with reworks, either small- or large-scale. I’d consider Ahri’s total changes now a small-scale rework. Ahri now:

  • Is much more mobile than before. She’s arguably the most mobile mage in the game who can’t dash over walls before level 6.
  • Has a medium-range poke pattern as well as a short-range all-in pattern that uses multiple rotations of spells (as opposed to Fizz just REQW’ing you, Ahri Q-R-E-W-R-Q-W-R-W) supported by a lot of mobility to keep her in the fight (as opposed to something like Jax who just tanks you until he gets multiple ulti hits)

Ahri no longer: * Hits you with her entire kit from out of your counter-attack range and then dashes away

And of course, any time a champion “no longer” does something, everyone who’s attached to it gets really scared, because a specific thing their champion used to do doesn’t exist any more. But really, Ahri shouldn’t be hitting you with non-skillshots while dodging everything you ever do. If she’s hitting you with non-skillshots, you should be able to hit her back. Ahri’s power is in getting to choose when those windows are. That’s always been the core power of Ahri: Her ability to choose those windows and if she chose wrong, say “Oh crap” and burn her other two Rs backwards.

[ Link to Post ]

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



News Update August 22 Banner



A small patch containing bugfixes for Kayle, Sona and Yasuo, Lyte answers a complaint on the forums that players are “too sensitive” and punishment is being handed out for unjustified cases, Ghostcrawler addresses numerous balance issues in LoL such as Champions who can fill multiple roles, lack of diversity and unique mechanics and the age-old topic of Ranged vs Melee, more on ARAM’s fairness for re-rolls, EU LCS moves from Cologne to Berlin, identifying and fixing targeting bugs in League, clarity on the instability issues NA has been suffering and how to get a job at Riot by attending PAX Prime.

TL;DR here.


Recent News





Want to keep up with news on the Public Beta Environment?

Here’s a list of the updates for Patch 4.15:


PBE Content for Patch 4 15



20th August Patch Update



  • [ BUGFIX ] Targeting is now more reliable in cases when units are stacked on top of each other
  • [ BUGFIX ] Resolved Spectator Mode choppiness that appeared after using time controls to jump forward or backward in the match


Kayle New Portrait
  • [ BUGFIX ] Fixed a bug where Kayle was unintentionally gaining too much attack speed per level


Sona New Portrait

  • [ BUGFIX ] Fixed a rare bug where Sona’s auras were refreshing indefinitely with too many nearby allies
  • [ BUGFIX ] Fixed a UI bug where allies with togglable or multi-cast ultimates (ex. Karma’s Mantra, Maokai’s Vengeful Maelstrom) would see their ult buttons light up when shielded by Sona’s W – Aria of Perseverance


Yasuo New Portrait

  • [ BUGFIX ] R – Last Breath now properly applies CC to Alistar, even when Alistar is ulting

[ Link to Post ]



Ingame Behavior Banner



LoL players are too sensitive, which leads to undeserved punishment

Lyte New PortraitThis is a really challenging topic, and there’s no answer that will make every type of player happy.

In real life, there are laws for almost everything. However, one of the biggest problems with this model is that changing laws takes a lot time, and it can almost never keep up with the rapidly changing trends in the world. So, an example of what happens in real life is that some behaviors become “unacceptable” by society, but it can’t be enforced for years.

In online societies, trends change even faster. We could write a Summoner’s Code that lists out every single behavior that is allowed or not allowed in League of Legends, but would it actually do anything? Most human beings don’t know about every law in real life societies, and only some lawyers have a robust understanding of all the laws while most are specialized in some niche of law. You can Google “random laws” to find a huge list of things that are “illegal” depending on the country or state, or sometimes even depending on the city. For example, one random law in a city is that you cannot wear cowboy boots without owning at least 2 cows! Similarly, most players aren’t going to be able to memorize every single Summoner’s Code item or keep updated on new additions to the Code.

To give an example of how rapidly online societies change, a lot of players are using the phrase “rekt” now, but this phrase didn’t even exist in matches as recent as 6 months ago. Is this phrase offensive? Is it considered verbal abuse if you spam it? What if you said it once in a game? If we wrote a new “Summoner’s Code” to include this phrase, how many players would visit the Summoner’s Code frequently enough to see the new addition?

At the end of the day, most people get along fine in real life societies just using common sense. They don’t know all the laws, but they have mutual respect for one another. As gamers, we already have a pretty bad rep from those outside the gaming community. That’s our fault. We’re actually a pretty awesome community, but we need to respect each other more; after all, we’re all gamers and we have something in common that only we understand. Why is “Definitely Not Blitzcrank” a hilarious skin? Non-gamers have no clue what we’re talking about. 

It’s not about being babied. It’s about respecting the fact that we’re all here to have fun. No one deserves to be b*tched at just because they play the game differently than you. You know what? A lot of us play soccer or basketball differently too. Some players believe in half-court ball, and prefer bigger line-ups in basketball. Others believe 100% that fast-paced run and gun strategies are king. If players disagree with you on the court, do you start going “moterf*cker why are we doing a 3-guard lineup that sh*t is whack, you’re f*cking retarded for even trying that.” No. 

The majority of the world doesn’t tolerate random acts of jerk. I’m not sure why online societies need to either. People don’t always play nice in real life, but the answer isn’t “If you can’t handle it, go find another activity.” Maybe the people should stop being aggressive jerks. On a separate note, let’s stop spreading rumors that we’re banning things like “gg ez” or banning things like “plz stop feeding.” Right now in League, only the worst offenders (the bottom 1%) have been hit with any penalties at all. In a recent survey, a majority of players thought the penalties were too light. 

We’ve said this time and time again: the community agrees that excessive verbal toxicity isn’t tolerated here. It’s not tolerated in real life societies either. If a player doesn’t agree, they need to take their time elsewhere. They don’t have the right to tell everyone else to leave, when they are the outcast in the community.

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Riot draw the line on what’s a bannable offense and what’s not

Lyte New PortraitActually, we’ve (almost) never drawn the line.

Players have always informed exactly where the line is. We use information like Reports, Honors, Tribunal, LeaverBuster and more to determine what the community agrees is OK or not OK.

Every time you report a behavior, you’re voting.

[ Link to Post ]



Balance Issues Banner



Can we hope for an overhaul of the boring meta the game is in

Ghostcrawler New PortraitI hesitate to use the word “meta” because that means so many different things to different players. However, we are hearing a lot from players that games are feeling a little stale. Part of that is from us occasionally over-zealously stepping in when players try something unexpected. But beyond that, we’re probably going to have to make some deeper, more fundamental changes to bring about diversity.I’m not talking about making random changes for the sake of change, and I’m certainly not talking about making League unrecognizable, but more that we would make some specific changes to keep the game from going stale in the future.

I know that’s vague, but it’s what I meant when I said we’d start using PBE to try out some crazier ideas that may not actually ship. We’ll start talking about some of these ideas pretty soon… maybe after worlds.

[ Link to Post ]



Why don’t you remove Lulu from mid

Ghostcrawler New PortraitYou quoted me just above your question, so I’m going to re-quote myself. “Part of that is from us occasionally over-zealously stepping in when players try something unexpected.” We don’t feel the game really benefits when we slap champions that dare to stray from their assigned lanes. Maybe players will come up with counter strategies. Maybe having a less predictable game is more fun. If Lulu (or anyone’s) win rates or ban rates or play rates etc. go up and stay up and we feel the new strategy is going to stifle diversity, then we can step in. I’m worried we do it a little too quickly at the moment.

[ Link to Post ]



Melees are at 50% win-rate

Ghostcrawler New PortraitYeah, when I say “need some love,” it’s not just buffing their health and damage. I tried to explain our point of view a few weeks ago that it isn’t just a matter of buffing melee until they dominate ADC or mages. It’s more about improving their kit, really deciding what they’re good at, and making sure ranged champs can’t do everything melee can do on top of fire from a distance. Unfortunately, that means it’s not a quick fix that we can do in one patch. Fortunately, it means that once we fix the problem that balance may be more stable and not require so much whack-a-mole.

[ Link to Post ]



Do you think that is there low diversity and champions need more unique mechanic

Ghostcrawler New PortraitYes, we do think that. Note that it doesn’t need to be a different skill shot between the two, but there does need to be more distinction between champions in the same role. You should consider whether you want to play Graves or Lucian based on what you would have to do as those champions, what your team would do differently, and what the other team would do differently.

[ Link to Post ]



How about adding Champion turnspeed to solve the melee vs ranged issue

Ghostcrawler New PortraitI don’t want to dismiss any potential idea out of hand, but overall we’re not convinced that is the right solution for League. It seems to work for DOTA.

[ Link to Post ]





ARAM Banner



ARAM isn’t truly random

L4T3NCY New PortraitHeya guys ^.^/ I realised we’ve never explicitly called this out before, so in the spirit of transparency, here we go! 😀

ARAM’s RNG is truly random from within the champions you have available at champ select.

I’ll elaborate a little here. ARAM’s RNG is truly random from the champions you own + the free weekly rotation champs. There is no weighting on any groups or champs whatsoever. When using a reroll, you obviously can’t reroll a champ that someone on your team already has, so the system randoms again from your remaining pool (you are also guaranteed to not reroll the exact same champion again, so your pool is technically n-1). Rerolled champs go back into the available pool for everyone else to random if they use any subsequent rerolls.

Remember though, as pointed out previously in this thread and others, asymmetry in people’s champion pools (whether intentionally manufactured or naturally occurring through varied champion pricing) will probably cause certain champs to come up statistically more often than others. This is what we’re hoping to address by exploring the idea of unlocking all champions for ARAM.

[ Link to Post ]



If all 10 players don’t own their Champions, what happens when someone re-rolls

L4T3NCY New PortraitOk. So if all 10 players own 0 champions, at first, everyone would be perfectly distributed across the 10 free champs on rotation that week. If you clicked ‘reroll’, here’s what would happen:

1. You CAN’T receive the same champ consecutively when rerolling, so that champ’s out. 9 left.
2. You can’t receive a champ that one of your team-mates already has, so that’s another 4 out. 5 left.
3. You would randomise one of the 5 remaining champs (which are all represented on the other team at this point, although you wouldn’t know that yet) and end up with a mirror match against one of those players. 😀

[ Link to Post ]



You can re-roll and get the same Champion several times in a row

L4T3NCY New PortraitTo clarify, you can’t reroll the same champ consecutively in the same game. Of course, in the next game you play and use a reroll, you have equal chance to potentially reroll whoever you had last game, as much as any other champion you own. Using 2 rerolls in one game back-to-back, there is a slim chance to reroll the champion you first started with on your 2nd reroll, but not consecutively.

If you do happen to reroll the same champ consecutively in a single game again though, that isn’t intended behaviour, so be sure to let us know by filing a bug with Player Support!

[ Link to Post ]



EU LCS Moving to Berlin Banner


As part of our ongoing efforts towards full transparency with our LCS audience, we’re confirming that later this year our Riot Germany office and EU LCS studios will be moving from Cologne to Berlin.

Although Cologne has been an awesome home for us for the past year, we couldn’t be more excited about the move and to usher in a new season of EU esports in our brand new base.

We’ll be back later this year with a glimpse of our new studio once details are squared away – but suffice to say we’re excited to offer more space and a better entertainment experience for fans across Europe. We’ll be up and running in our new home by the start of the new EU LCS season.

Leaving Cologne wasn’t an easy decision. Cologne is often considered the capital of esports but Berlin is the German city with the biggest concentration of LoL players.

Although moving away from Cologne will doubtless be a disappointment for local fans who lived nearby, we’re confident that our newer, bigger studio will allow us to create a better entertainment experience for fans in Germany and across Europe. In Cologne, a large majority of our attendees came from throughout Germany to join us in studio, and we expect to see the same thing in Berlin.

We’ve been working closely with and talking to LCS teams about this move for a few months. Moving to an international capital city like Berlin offers LCS teams and players the opportunity for more sponsor attention and visibility, better cost of living and broader domestic and international media exposure.

We’ll be back within the next few weeks as we get the details ironed out, but wanted to give LCS fans from EU and around the world a glimpse of where our thinking is around the future of the EU LCS. Above all, we believe this move to Berlin will allow us to continue to grow and level up the EU LCS ecosystem and experience for teams, players and fans.

[ Link to Post ]



Targeting Bugs Banner



Targeting is completely inconsistent

Boourns New PortraitHey guys, I think I identified what was going on with this. The BotRK post from last week rang some alarm bells for me. What happened was that the pixel perfect targeting part of the code was broken so the targeting system was making decisions based only on the bounding volume around models.

How this manifests is that when you have targetable objects near each other (like Taric near a tower, or minions packed in a wave) you will get imprecise targeting even though your mouse is over the model of the thing you’re trying to target.

I just checked in a fix and it’s going through the QA process.

Thanks to all of you for raising awareness on this. I’d been thinking that something felt “off”, but I thought I was just a baddie or had intermittent lag. Your comments helped narrow things down. This video is really helpful for providing a solid test case for us.

[ Link to Post ]


Follow Up

Boourns New PortraitAlso, can you help us out by digging up any past threads on this. It’s a really tricky issue to test and I want to make sure we’re hitting all the right cases.

I already have g30therm’s thread and the BotRK post. Please reply here with any more that you folks remember.

[ Link to Post ]



Will the fix address targeting BotRK’s active

Boourns New PortraitIt should improve this! Although the fact that this was a problem for BotRK implies that our bounding box selection algorithm might benefit from some tweaking. Even if we broke the pixel perfect selection part, the bounding box selection should still prefer to target something that your ability would work on even if you are touching other non-targetable things.

Either way with this fix, if you are over an enemy champion it should target them with BotRK.

[ Link to Post ]



When will the fix be released

Boourns New PortraitNot completely sure, I don’t normally do engineering or release related things (UX designer by day) so I am not familiar with our hotfix policy. It should go out with the next patch based on my current understanding.

[ Link to Post ]



Single Posts banner



Regarding Recent Instability on North America

ArmiesofZNight New PortraitHey Everyone,

Over the last couple of days, many of you have experienced some problems while playing the game. You’ve seen reconnect spikes, issues with game starts, and very large login queue in many occasions. We wanted to take some time to give you all a little more information on what’s going on, since we haven’t spoken much about this since the issues started occurring.

In the last couple weeks our datacenter and game have been the target of some DDOS attacks. The results of these attacks have caused instability in our service. We’ve been experiencing large attacks that have been filling up a significant chunk of bandwidth and causing parts of our system to lose connection to each other. The end result is a poor play experience for you all. While we’ve been able to turn on our loss forgiven feature as soon as the attack is detected, this does not equal a good play experience.

While we can’t share the details of the work we are doing internally to combat this (since it would give the attackers information to circumvent it), we want you to know that we are tackling this from many different angles. This includes working with our datacenter and internet service provider partners, as well as developing tools and services internally to make our service more robust against these types of attacks. Defending against DDOS attacks is an arms race that we will always be engaged in, and we are committed to reducing the pain you all feel as swiftly as possible when the service is being impacted by malicious attacks.

We want you to know that this is the top priority for the Live Services team. We share your frustration at the impact of these attacks, and we are working to make sure you can play the game every time you want to.

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Attending Pax Prime

Dannamoth New PortraitWe are currently looking for high skilled players (platinum+) to help us build out a Gameplay QA group. This is a great opportunity for someone looking for an entry level job who is bright, passionate, and wants to help shape League of Legends. Working with others and being able to give effective feedback are critical components for this role. You will have the opportunity to work with design, engineering, and art to influence the creation of new game modes, champions, and champion updates, among other things.

The QA Recruiting team will be at PAX Prime at the end of this month. We will be setting time aside on Friday and Saturday(29th and 30th) to meet up with interested folks. We will be spending time somewhat close to the Esports entrance. If you aren’t attending PAX Prime, but will still be in the area, also reach out! I’ll do my best to answer any questions in this thread in the meantime.

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


Riot Games is bringing the first of their preseason 3 patch changes to League of Legends.

Check out your patch notes explaining what’s in, out and changed.

Read more…