Posts Tagged ‘sale november 4’


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PBE Update

  • Champions
  • Support Items
  • Jungle Items
  • Trinkets
  • Wards
  • Other Items
  • Jungle Changes
  • Summoner Spell Changes
  • Game Flow Changes

ricklessabandon: Runes and Masteries in Season 4

Champion/Skin Sale – Expires November 4th









TailwindTailwind ( Passive )

  • Range reduced from global to 1300
  • Movement speed bonus increased from 3% to 5%


Howling_GaleHowling Gale ( Q )

  • AP ratio reduced from 0.75 to 0.35
  • Now has a 0.1 AP per second ratio on the charge duration
  • Bonus damage for charging decreased from 20/30/40/50/60 to 14/20/25/30/35


ZephyrZephyr (W)

  • Movement speed % passive now has a 0.04 AP Ratio
  • AP ratio reduced from 0.6 to 0.5
  • Movement speed % slow now has a 0.12 AP ratio


Eye_Of_The_StormEye of the Storm (E)

  • Now grants additional AD to allies its cast on (0.33 AP)


Summary: Janna’s global passive has been converted to a localized area (equivalent to sight range). Howling Gale’s AP ratio has been significantly lowered but gains a scaling AP ratio per second it is charged. Zephyr’s self-haste and slow amount on the active cast now scale with AP although the base slow has been lowered. Eye of the Storm’s bonus AD given to allies now scales with AP. Monsoon remains unchanged.

Context: We’ve been saying for a while that we wanted to change all global passives that provide a lot of “hidden” power, like Twisted Fate’s old passive, and were finally able to tackle Janna’s Tailwind passive with her new utility scaling. The Howling Gale change looks like a significant nerf to Janna’s AP ratio, but the additional AP scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game with her additional Ability Power.






EclipseEclipse ( W )

  • Armor and magic resist bonus reduced from 30/40/50/60/70 to 25/35/45/55/65
  • Grants additional Armor and Magic Resist, equal to 0.2 of Leona’s bonus resists, respectively





TheCullingThe Culling ( R )

  • Damage increased from 40/50/60 per shot to 50/55/60
  • Cooldown increased from 100/75/50 seconds to 110/85/60





Pix,_Faerie_CompanionPix, Faerie Companion ( Passive )

  • Now has a 0.15 AP ratio
  • Base damage reduced from 9/21/33/45/57/69/81/93/105 to 9/18/27/36/45/54/63/72/81


GlitterlanceGlitterlance ( Q )

  • Slow % towards the end of the duration now has a 0.075 AP ratio


WhimsyWhimsy ( W )

  • Movement speed boost on allies decreased from 35 to 30
  • No longer grants AP boost
  • Added a 0.1 AP ratio to the % MS increase


Help,_Pix!Help, Pix! ( E )

  • Shield AP ratio increased from 0.6 to 0.7
  • AP Ratio on damage reduced from 0.6 to 0.5


Wild_GrowthWild Growth ( R )

  • Health bonus lowered from 300/450/600 to 250/375/500






Surging_TidesSurging Tides ( Passive )

  • Now grants an additional % MS increase, equal to 0.01 of Nami’s AP


Aqua_PrisonAqua Prison (Q)

  • AP ratio reduced from 0.65 to 0.5


Ebb_and_FlowEbb and Flow (W)

  • Diminishing effect % on bounces can now be decreased with AP (from 15% to 0% at 200 AP). More than 200 AP makes bounces have a greater effect


Tidecaller's_BlessingTidecaller’s Blessing ( E )

  • Slow % now has a 0.05 AP ratio


Tidal_WaveTidal Wave ( R )

  • AP ratio reduced  from 0.7 to 0.6


Summary: Nami’s passive now scales in higher movement speed with the more Ability Power she gets. Ebb and Flow’s heal / damage bounces now scale with Ability Power, meaning with enough Ability Power, Nami can heal / deal more damage per additional bounce rather than having it fall off. The slow on Tidecaller’s Blessing now scales with Ability Power.






Power_ChordPower Chord ( Passive )

  • Now has a 0.2 AP Scaling
  • Damage reduced from (13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192)
  • to 10/17/24/33/41/50/60/70/80/90/100/110/120/130/145/150/175/190


Hymn_of_ValorHymn of Valor ( Q )

  • AP ratio reduced from 0.7 to 0.5


Aria_of_PerseveranceAria of Perseverence ( W )

  • Base heal reduced from 40/60/80/100/120 to 40/55/70/85/100


Song_of_CeleritySong of Celerity ( E )

  • Base movespeed increase lowered from 6/8/10/12/14 to 4/6/8/10/12
  • Now grants additional % MS equal to 0.02 of Sona’s AP. This percentage applies to the slow from Power Chord


CrescendoCrescendo ( R )

  • AP ratio reduced from 0.8 to 0.4





  • Base health increased from 375 to 405
  • Health Per Level increased from 71 to 76
  • Base Armor increased from 7.4 to 9.4


ConsecrationSalvation ( Passive ) 

  • Reworked: Soraka’s health and mana restoring abilities are 1% more powerful for each 2% health or mana the target is missing.


StarcallStarcall ( Q )

  • Damage increased from 65/85/110/135/160 to 60/95/130/165/200 .
  • Magic reduction changed from 8/9/10/11/12 to 6 (+ 0.15 AP)
  • If Starcall hits at least one enemy champion, Astral Blessing’s cooldown is reduced by 5/6.25/7.5/8.75/10%
  • Mana cost changed from 20/35/50/65/80 to 30/40/50/60/70


Astral_BlessingAstral Blessing ( W )

  • Heal reduced from 70/140/210/280/350 (+0.45 AP) to 70/120/170/220/270 (+0.35 AP)
  • Base armor bonus changed from 25/45/65/85/105 to 50/65/80/95/100  (+0.15 AP)
  • Armor buff duration reduced from 3 seconds to 2
  • Mana cost decreased from 80/110/140/170/200 to 80/100/120/140/160


InfuseInfuse ( E )

  • Mana restore changed from 40/80/120/160/200 to 20/40/60/80/100 plus 5% of Soraka’s maximum mana
  • Mana cost when cast on ally changed to 5% of Soraka’s maximum mana
  • Damage on enemies changed from 50/100/150/200/250 ( + 0.6 AP ) to 40/70/100/130/160 ( +0.4 AP ) plus 5% of Soraka’s maximum mana


WishWish ( R )

  • Heal reduced from 200/320/440 ( 0.7 AP ) to 150/250/350 ( 0.55 AP )


Summary: Soraka’s health and mana restoring abilities are more effective the more the targeted unit is missing health / mana. Astral Blessing’s armor granted now scales with ability power. Starcall’s magic resistance reduction scales with AP and each time Soraka hits at least one enemy champion with Starcall she reduces the cooldown of Astral Blessing by a base percentage. Infuse now partially donates a portion of Soraka’s maximum mana to the targeted ally and its damage also scales with her maximum mana (in addition to an ability power ratio). Wish now affects untargetable allies and with Soraka’s new passive is more effective on targets below 40% health but less effective on targets above 40% health.

Context: We wanted to provide a link between Soraka’s primary offensive ability and her core niche identity as a defensive support. Additionally, we took this opportunity to introduce more gameplay into Soraka’s kit so that she will be rewarded more heavily for successful plays.






GemcraftGemcraft ( Passive )

  • Reworked: After casting a spell, Taric’s next basic attack deals bonus magic damage based on his 40% of his Armor and reduces his cooldowns.


ImbueImbue ( Q )

  • Cooldown lowered from 20/19/18/17/16 to 18/17/16/15/14
  • Heal AP ratio reduced from 0.6 to 0.3
  • Now additionally heals for 5% of Taric’s bonus health
  • Mana cost reduced from 80/95/110/125/140 to 60/80/100/120/140
  • Basic attacks no longer reduce the cooldown of the ability


ShatterShatter ( W )

  • Damage lowered from 50/90/130/170/210 to 40/80/120/160/200
  • AP Ratio removed
  • Armor Ratio increased from 0.2 to 0.5


DazzleDazzle ( E )

  • AP ratio reduced from 0.4. – 0.8 to 0.2 – 0.4
  • Cooldown increased from 14/13/12/11/10 to 18/17/16/15/14


RadianceRadiance ( R )

  • Cooldown increased from 60 at all ranks to 75
  • Damage AP ratio lowered from 0.7 to 0.5


Summary: Taric’s passive now gives him a buff that deals 40% of his armor as bonus magic damage after casting a spell – each empowered auto attack landed also reduces all of Taric’s cooldowns by 2 seconds. Imbue now scales with 5% of Taric’s bonus health, although the AP ratio has been lowered. Shatter now solely scales with Taric’s armor and not Ability Power. Dazzle has had its AP ratio reduced. Radiance has had its AP ratio lowered and cooldown increased.

Context: Our core goals with Taric were to make his passive a more interesting and involving ability while also opening up more build opportunities. Instead of giving Taric high AP ratios for huge burst, we want to push him to build more tanky with his new gold income to further cement his role as a tanky front-line support with strong burst / aura capabilities.*


Nasus VU – Preview of All Skins

Infernal Nasus – Legendary Skin

Posted by LoLLeaks.

Support Items


Emblem_of_Valor_itemExecutioner’s Emblem (Reworked Emblem of Valor)

  • Grants 50 Health and 6 HP/5
  • Unique Passive – Execute: Basic attacks execute minions below 200 Health if an allied champion is nearby. This effect can occur up to twice per minute
  • Unique Passive – Soul Tithe: Minions killed by Execute restore 2% of your maximum HP to the nearest allied champion and grant them gold equal to the kill plus 5.


Reaper’s Emblem (New Item)

  • Grants 175 Health and 12 HP/5
  • Retains the Execute and Soul Tithe Passives, although executing minions now grants 10 gold, up from 5
  • Builds out of Executioner’s Emblem


Martyr’s Call

  • Builds out of Executioner’s Emblem and Ruby Crystal
  • Grants 400 Health and 25 HP/5
  • Retains the Soul Tithe Passive from Reaper’s Emblem
  • Unique Active – Healthbomb: Consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, the target explodes, dealing 10% of your maximum Health as magic damage in an area.


Kage's_Lucky_Pick_itemKage’s Pick ( New Item )

  • Cost: 365 Gold
  • + 3 Mana Regen per 10
  • + 2 Gold per 10
  • Unique Passive – Pickpocket: Basic attacks against champions grant 4 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.


Kage’s Lucky Pick ( Reworked )

  • Now builds out of Kage’s Pick
  • Grants 20 Ability Power
  • + 7 MP/10
  • + 4 GP/10
  • Unique Passive – Spellthief: Spells and basic attacks against champions grant 8 gold, up to once every 10 seconds per enemy. Killing a minion disables this passive for 10 seconds.


Philospher’s Pebble ( New Item )

  • Cost: 365 gold
  • + 5 Health Regen per 5 seconds
  • + 3 Mana Regen per 5 seconds
  • Unique Passive – Harvest: Grants 2 Gold each time a nearby minion dies that you didn’t kill.


Philosopher's_Stone_itemPhilosher’s Stone

  • Now builds out of Philosopher’s Pebble
  • HP/5 increased from 7 to 8
  • GP/10 reduced from 5 to 2
  • New Unique Passive – Harvest: Grants 4 Gold each tiem a nearby minions dies that you didn’t kill.
  • Cost increased from 700 to 850


Shard_of_True_Ice_itemShard of True Ice

  • Builds from Kage’s Lucky Pick + Amplifying Tome
  • Added the Spellthief Passive from Kage’s Lucky Pick
  • Unique Active Reworked – Frost Nova: Slows target enemy and all nearby enemies’ Movement Speed by 50% for 2 seconds (60 sec CD)
  • Ability Power reduced from 50 to 45
  • Mana Warp passive removed
  • Now grants 10 MP/5 and 4 GP/10


Shurelya's_Reverie_itemShurelya’s Reverie

  • Now builds out of Philosopher’s Stone and a Faerie Charm
  • Cost decreased from 2200 to 2000
  • Added the Unique passive of Philosopher’s Stone
  • Cooldown reduction increased from 10% to 20%
  • MP/5 increased from 10 to 15
  • Now additionally grants 2 GP/10



Jungle Items


 Spirit_of_the_Ancient_Golem_itemSpirit of the Ancient Golem

  • Health reduced from 500 to 350
  • New Unique Passive – Conservation: Upon killing a large or epic monster, grants up to 30 bonus gold, based on the last time Conservation was triggered (works similarly to Thresh’s auto-attack


Spirit_of_the_Elder_Lizard_itemSpirit of the Elder Lizard

  • Attack damage lowered from 30 to 25
  • Passive true damage increased from 7-40 to 16-50
  • Passive now procs on physical damage
  • New Passive – Bounty Hunter: Champion kills, assists, and epic monsters grant 30 bonus gold and large monsters grant 10 bonus gold.


Spirit_of_the_Spectral_Wraith_itemSpirit of the Spectral Wraith

  • Now Builds from Spirit Stone + Fiendish Codex
  • Ability power increased from 40 to 50
  • Now grants 14 HP/5
  • MP/5 lowered from 10 to 7
  • No longer reduces the cooldown of Smite
  • Added the Bounty Hunter Passive from Elder Lizard
  • 5% of Spell damage dealt to monsters is restored as health and mana


Wriggle's_Lantern_itemWriggle’s Lantern

  • Now builds out of Madred’s Razer + Dagger + Dagger
  • Total cost reduced from 2000 gold to 1800
  • No longer grants Life steal and Attack Damage
  • Armor reduced from 25 to 20
  • Now grants 25% Attack speed
  • Basic attacks against monsters heal for 10
  • New Passive: Gain 40% increased gold from Monsters





Summary: With this preseason we want to diffuse the responsibility of vision from being a single player burden to a team-wide job. Additionally, we want to infuse more gameplay into the vision game with additional functionality and the addition of trinkets.

  • Added a 7th Item slot, which can only contain a vision trinket
  • Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens
  • Warding Totem – places an stealth ward for 60 sec. (120 sec cooldown)
  • Scrying Orb – reveals a location within 1100 range for 1 sec. (150 sec cd)
  • Sweeping Lens – disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec cd)


Scrying Orb

  • Free but limited to 1 trinket
  • Reveals a location within 1100 range for 1 sec (150 sec CD)


Greater Orb

  • Free upgrade of Scrying Orb at level 9
  • Cast range increased from 1100 to 2000


Farsight Orb

  • 475 gold + Greater Orb
  • Cast Range increased from 2000 to 2500 (120 second CD)


Sweeping Lens

  • Free but limited to 1 trinket
  • Disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec CD)


Greater Lens

  • Free upgrade of Sweeping Lens at level 9
  • AoE increased by 100% (150 sec CD)


Oracle’s Lens

  • 475 Gold + Greater Lens
  • Grants the user True Sight for 10 seconds after activation (90 sec CD)


Warding Totem

  • Free but limited to 1 trinket
  • Places an stealth ward for 60 seconds (120 sec CD)


Greater Totem

  • Free upgrade of Warding Totem at level 9
  • Stealth ward duration increased to 120 seconds


Greater Vision Totem

  • 475 Gold + Greater Totem
  • Places a vision ward (180 second  CD)


Greater Stealth Totem

  • 475 Gold + Greater Totem
  • Places a stealth ward for 180 sec (180 second CD)





Support players were expected to shoulder the majority of the warding burden on the map. Because they could place as many ward as they could afford, this meant all of the support income was best spent on warding. We want all players on the team to participate in warding and providing vision to their team.


Oracle ElixirOracle’s Elixir

  • Removed


We’re removing Oracle’s Elixir as it has traditionally been a major drain on support and jungler item builds, and has also traditionally been far too binary in controlling early game vision.



 Sight_Ward_itemSight Wards

  • Renamed to Stealth Wards
  • Limited to 3 per player


Vision_Ward_itemVision Wards

  • Cost reduced from 100 to 75
  • Limited to 1 on map
  • Now have 5 health up from 3
  • No longer have a duration
  • No longer invisible


Vision Wards being superior in every respect to Sight Wards has created some weird escalation cases where there is simply an unending cycle of ‘Pink’ Ward destruction. By positioning Vision Wards as having different strengths and trade-offs – we hope to create a better defined role for both Sight and Vision Wards.



Other items


Aegis of the Legion

  • Cost increased from 1900 to 1950 gold



Avarice_Blade_itemAvarice Blade

  • Now reads “Limited to 1 Gold Income Item”



Banner_of_Command_item Banner of Command

  • Cost increased from 2340 to 2400
  • Cooldown reduction increased from 10% to 20%
  • AP increased from 40 to 80
  • No longer grants HP/5 or Armor



Doran's_Blade_itemDoran’s Blade

  • Cost reduced from 475 to 440
  • Attack damage lowered from 10 to 8
  • Passive now grants 3 health per hit for ranged and 5 health per hit for melee from 5 health per hit for anyone.



Eleisa's_Miracle_itemEleisa’s Miracle

  • No longer reduces the cooldowns of Summoner Spells




  • Cost decreased to 3475 from 3500



Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Cost increased to 2550 from 2500



Long_Sword_itemLong Sword

  • Cost decreased to 360 from 400



Madred's_Razors_itemMadred’s Razors

  • Armor reduced from 25 to 20



Mikael's_Crucible_itemMikael’s Crucible

  • Cost lowered from 2500 to 1600
  • No longer grants HP/5
  • MP/5 reduced from 18 to 12



  Ohmwrecker_item Ohmwrecker

  • Cost decreased from 2835 to 2000
  • No longer grants 15 HP/5 and 15 MP/5




  • Cost decreased from 1350 to 1325



  The_Black_Cleaver_itemThe Black Cleaver

  • Cost decreased from 3000 to 2920



The_Bloodthirster_itemThe Bloodthrister

  • Cost decreased from 3200 to 3000



Trinity_Force_itemTrinity Force

  • Cost decreased from 3728 to 3703



Twin_Shadows_item Twin Shadows

  • Price increased from 1900 to 2000
  • AP increased from 40 to 50



Will_of_the_Ancients_itemWill of the Ancients

  • Cost reduced from 2550 to 2000
  • Now grants 10% CD
  • Now grants 10 MP/5



Zeke's_Herald_itemZeke’s Herald

  • Cost decreased from 2650 to 2450




Jungle Changes


The gold income for a primary jungler wasn’t scaling appropriately for dedicated jungle farmers. Similarly, the jungle difficulty was out of line with what we thought was appropriate. Now the jungle difficulty is shown by monster level and the difficulty/rewards are linked to the monster level.

  • Jungle monsters now have levels
  • Jungle monster level is based on the average level of the champions in the game when they spawn (equal to average of all champion levels, rounded up)
  • Jungle monster level determines their HP/Damage and XP/Gold value
  • Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap
  • Added an extra camp (the Wight) near the Blue Golem and Wolves

Crest of the Ancient Golem (“Blue Buff”)

Crest of the Ancient Golem is too powerful at the moment, especially with such a wealth of cooldown reduction options available.

  • Cooldown Reduction reduced to 10% from 20%

Jungle Monster Statistics

All jungle monsters have been retuned to better fit the new items being introduced as well as the new flow of the game

Ancient Golem

  • Health increased to 1500 from 1400
  • Gold reduced to 60 from 66

Elder Lizard

  • Health increased to 1500 from 1400
  • Gold reduced to 60 from 66


  • Attack Damage reduced to 10 from 11
  • Experience reduced to 20 from 50
  • Gold increased to 7 from 5

Giant Wolf

  • Attack Damage increased to 40 from 35
  • Experience reduced to 110 from 170
  • Gold reduced to 40 from 55


  • Attack Damage increased to 14 from 8
  • Experience increased to 25 from 10
  • Gold increased to 8 from 4


  • Attack Damage increased to 55 from 54
  • Experience reduced to 140 from 160

Small Golem

  • Health increased to 450 from 300
  • Attack Damage reduced to 25 from 30
  • Experience increased to 40 from 38


  • Experience reduced to 90 from 103
  • Gold increased to 35 from 30

Lesser Wraith

  • Health increased to 250 from 150
  • Attack Damage increased to 12 from 10
  • Experience increased to 20 from 4
  • Gold increased to 4 from 3

Wight (New Camp)

  • 1400 Health
  • 75 Attack Damage
  • 15 Armor
  • 55 Gold
  • 150 Experience



Summoner Spell Changes


Summary: We want to increase diversity with summoner spell choices in League of Legends. Additionally, we’ve done our annual overhaul of masteries and you can check them out in-game.
Certain summoner spells have become firmly entrenched within the League of Legends metagame while others have stagnated. We are tweaking summoner spells to make picking non-standard summoner spells a reasonable choice.


  • Cooldown rescaled to 180/160/140/120 from 180
  • Now grants 15% Multiplicative Movement Speed from 27% Additive Movement Speed
  • Grants 75% Multiplicative Movement Speed in the first second
  • Now immediately updates your pathing on cast
  • Ghost cannot be cast if you are immobilized


  • Damage rescaled based on game time
  • Now also reveals the target for the duration.


  • Attack Speed reduction reduced to 30% from 50%
  • Movement Speed reduction rescaled to 30/35/40/45% from 30%.


  • Now a targeted spell, casting this on yourself will target you and the closest nearby ally
  • Cast Range increased to 900 from 600
  • Cooldown reduced to 180 seconds from 300 seconds
  • Grants 30% movespeed to both targets for 1 second


  • Cooldown reduced to 180 seconds when targetting an allied building
  • Cooldown increased to 300 seconds when cancelled or interrupted


  • Successfully cleansing an effect that prevents you from moving creates a shockwave that knocks nearby enemy’s back slightly.


  • Cooldown lowered to 40 sec.
  • Damage reduced at early character levels, same damage at level 18.


  • Now only available on Howling Abyss


  • Now only available on Dominion


Masteries that amplified summoner spells have been removed, as they unfairly penalized players who adapted to the enemy strategy by selecting summoner spells outside their preferred tree.

  • Masteries have been updated.”



Game Flow Changes


Summary: It’ll be a little difficult to summarize our core game flow changes here, but we’re basically looking to clarify the benefits of each individual objective throughout the game. Additionally we want to tackle snowballing with our changes to alleviate some snowballing cases in the early and late game.Turrets

The player experience for last hitting under turrets was inconsistent between high Attack Damage champions and supports/mages. We’ve adjusted base turret damage and damage against minions to make last hitting under turrets more consistent across all roles

  • Base damage adjusted to match minion health growth
  • Base damage against minions increased to make last-hitting under turrets consistent

Turrets gave equal amounts of global gold for each turret, despite outer turrets being a lane objective. While some of this is beneficial, we don’t believe a lane should lose simply because some other lane lost a turret too early.

  • Outer turrets now grant 100 global gold per player and 150 gold split among the players who kill the turret
  • Inner turrets now grant 125 global gold per player and 100 gold split among the players who kill the turret
  • Inhibitor turrets now grant 175 global gold per player

Taking outer turrets should be a team objective, but global experience on the outer turrets have some weird edge cases in lane, such as levelling up other lanes accidentally. We’re shifting this global experience to a phase of the game in which it’ll be more appreciated and less likely to cause odd level ups and snowball advantages.

  • Outer towers no longer give 30 global experience when destroyed
  • Inhibitor towers now give 100 global experience when destroyed from 70

Defending against a split pusher is extremely taxing, but ultimately unrewarding. We’ve added very small amounts of HP regen to inhibitor turrets to make extended split push defense grant the defending team some breathing room.

  • Inhibitor Turrets gained 15 hp / 5 seconds


To reduce the early snowball effect of Dragon and to give it a ‘mid-game comeback’ value, it now gives global gold and local experience based on its level. Dragon also gives additional bonus experience for Champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters.

  • Dragon level minimum 6, maximum 15
  • Dragon local experience: 150 to 510 based on Dragon’s level, divided between nearby allied Champions
  • Dragon global Gold: 125 to 260 based on Dragon’s level given to all allied Champions
  • If killing team is lower average level than their opponents, bonus experience is gained at +25% per average level difference
  • Bonus experience is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra)


  • Inhibitor death timers reduced to 4 minutes from 5 minutes
  • Inhibitors no longer grant a global buff to all minions when destroyed
  • Inhibitors now grant a stronger damage and durability buff to minions in their specific lane

Minion Experience

The fact that minions become worth more experience over time creates a severe discrepancy between champions who can farm or split push late game versus champions who are forced to siege or participate in objective control. We’re removing this as this causes champion levels to spike unnecessarily. While this has the potential to create some snowballing consequences, we’ll address that with future tuning over other systems

  • Lane Minions now have a level, which is equal to the average level of champions in the game.
  • Currently this has no effect on the game but will be expanded upon in the future.
  • Lane Minions are no longer worth more experience based on game time.
  • Minions will still become worth more gold and gain more statistics over time.

Bounty Changes

Along with our game flow adjustments, we’ve also adjusted gold income across the game to better fit what income patterns make sense in that phase.
Level 1 team fights could swing the game too much, essentially ending a game before it began. Now the kill reward for very early game deaths is reduced.

  • Kills are worth 60% of the base reward at 2 mins, scaling to 100% at 4 mins

Players who are present for a large number of assists aren’t rewarded appropriately for their contribution to team fights

  • Assists are worth 50% of the kill value at 20 mins, increasing to 80% at 35 mins

Assist Bonuses

  • If players have 2 more assists than kills they get 30g additional gold per assist
  • Additional assists increase this bonus by 15 gold, capping at 60 gold

Creep Score Reducing Death Sprees

Proxy Farming is a fairly destructive method of playing the game, mostly due to the fact that your value as a champion isn’t being accurately updated to account for your actual value (due to farming minions).

  • Now every 1000 gold earned from minions/monsters reduces your Death Spree by 1

Death Timers

Early death timers were a little too punishing, given the importance of the early game. We’ve shaved a few seconds from this to help reduce early lane snowballing.

  • Early Game death timers have been reduced
  • Timers now start at 7.5 seconds instead of 12 and scale to the same values over the course of the game”



Runes and Masteries in Season 4


runes banner



ricklessabandon Button Rioter ricklessabandon: Hey all,

As each season comes to an end, we like to look through our out-of-game strategy systems – runes and masteries – to prepare for the new season. While we’re making some updates to masteries, we’re taking an especially thorough pass at runes as we feel they need more polish to better reflect their intended use. We’ll start with ricklessabandon and runes:


What are you actually doing for the preseason?

For now, we’re not actually going to be rolling out rune changes with the first preseason patch. Our current plan is to leave rune changes on PBE for an extended stay while we do additional focus testing.

That said, we did want to set certain expectations when it comes to our overarching philosophies and where runes will be in the new season.

What is the goal for runes?

The primary goal for runes is to tie marks, seals and glyphs to the specific wants and needs of various champion roles in League – similar to how masteries are used. Going forward, this creates a stronger association between marks and offense, seals and defense, and glyphs and utility. Fully supporting these divisions allows for stronger individual identities among different rune types – with more utility-focused glyphs (like movement speed or gold generation) or more defensively focused seals like hybrid mitigation (armor and magic resistance). This makes it easier to both balance current runes and create new runes in their specific roles.

How are runes today?

The first thing that stands out with live rune balance is that runes with the clearest power also happen to be among the strongest (flat AD, flat MR, flat armor, etc). Because of how infrequently runes are tuned, players tend to accept that certain runes provide a core set of base stats that are ‘best in slot’ and shy away from customization.

What should runes be like?

Ideally, runes should be used as tools to supplement your play style for a given champion. Whether it’s boosting your dueling power in the laning phase or setting up for an epic late-game build, runes should help define the framework of your unique play style. We’re giving runes clear strategic value and purpose in the new season to reinforce this point while making it easier for you to understand what to expect from your rune selection.

So the first thing we want to do is tone down the oppressively strong runes. There are currently a small handful of runes that provide more than their fair share of base stats while crowding out most other options. We might snipe off a few of the larger suspects before more comprehensive changes go out, but we’re definitely keeping an eye on the strongest outliers.

Another item on our to-do list for the new season is to establish a more consistent point where flat runes get beaten by runes that scale per level. Some of the existing crossover points don’t make sense in the framework of a typical game, so we want to clean these numbers up to clarify their strengths and weaknesses. Currently we’re looking at something like level 6 as the sweet spot where flat runes and scaling per level runes meet up. Up to level 6, flat runes will be better, while at level 6 and beyond, scaling runes become more and more powerful.

Ultimately, there are a lot of changes we’ve got planned for runes in the new season, but we’ll be taking a little more time to test them on the PBE (and to see how they fit into the regular flow of a game) before getting them out. Properly dividing runes into their three major categories (offense, defense, and utility) is something we have as a long-term vision for this new season, so keep that in mind as more changes come down the line. We’ll keep you updated as we go!

Now on to masteries with FeralPony:


As for masteries, we aren’t making too many significant changes this season. Instead we’re targeting smaller goals and focusing on a few core philosophies with our annual mastery overhaul.

No more improved summoner spells

While specialized summoner spell masteries offer an impactful single-point option to enhance and improve playstyles, we think you’ll have even more mastery freedom if we remove these options entirely. This way, you aren’t obliged to invest mastery points specific to the summoner spells you take, summoner spells are the same regardless of your spec and you’ll have more opportunities to refine your masteries to match your playstyle.

9 mastery points define your early game. 21 points define your role.

We’re changing the function of the mastery trees in the preseason so that players who invest in the lower ranks of a tree gain specific early-game advantages, while those who commit to the more advanced masteries devote themselves to that role for the entire game. We really want you to feel like you’re committing to a playstyle when you invest heavily in a specific tree, so we’re adding advanced masteries that scale as the game goes on.

New shiny masteries

A few existing masteries have been reworked or replaced. For example, instead of granting one large attack speed boost after landing a critical strike, Frenzy now grants a slightly smaller but stackable attack speed buff. We’re also changing the Biscuiteer mastery so instead of granting a single-use biscuit, it now upgrades health potions into Rejuvenation Biscuits that also grant a little mana regen. I won’t dwell too much on the revamped masteries we have planned, as this is something you’ll discover when we roll them out (you’ve already heard of some of the support masteries!), but I just wanted to give you a sneak peek at what’s coming.

We’ll also be posting this on reddit where we may pass through to clarify some questions. At the start of next week we’ll be doing a global recap to follow up with the most up-to-date information from questions around the world!

Thanks for reading!

-ricklessabandon and FeralPony



 Champion/Skin Sale – Expires November 4th





  • Darius – 487 RP
  • Gangplank – 395 RP
  • Skarner – 440 RP




  • Dragon Slayer Vayne =487 RP
  • Ironscale Shyvana – 375 RP
  • Sakura Karma – 260 RP



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