Posts Tagged ‘Season 3’
Patch 3.11 Banner

Patch 3.11 notes are up and include buffs to Galio, major changes to Draven and Zac, numerous 3v3 & Dominion-exclusive balance tweaks, massive improvements to Spectator Mode with the recently-announced Dragon & Baron Timers and Teamfight UI. In other news, Nome previews new visual effects for minions, Garen is getting a Visual Update, Socrates announces several tweaks to Season 3’s Rewards, Scarizard brings post-PAX updates on Rengar, Forecast Janna is released in the store, some pics from PAX Prime, courtesy of a fellow NoL team member, and the latest Sale!


Patch 3.11 Notes

Patch 3.11 Bugs

New Minion VFX

Visual Upgrade for Garen

Update on Season 3’s Rewards

News on Rengar

Nikasaur leaves Riot

PAX Prime Pics

Forecast Janna now available!

Champion/Skin Sale – Expires September 9th



Patch 3.11




League of DravenLeague of Draven ( Passive )

  • Now grants a base 50 Gold bonus upon killing an enemy champion, increased from 0
  • Now consumes all Adoration stacks on kill to reward Draven with Gold (previously only half)
  • Gold per Adoration stack consumed reduced from 3 to 2

Summary: Draven’s passive will now consume all stacks on kill to grant bonus gold, although the gold granted per stack has been reduced by 1. Additionally, Draven’s passive will grant at least 50 bonus gold per kill.

Context: Considering Draven is obviously the greatest champion ever in League of Legends, his new League of Draven passive feels a little flat right now. We’re looking at ways of making his Adoration mechanic more rewarding – both functionally and visually – during late game and multikills





Idol_of_DurandIdol of Durand ( R )

  • Cooldown reduced from 170/150/130 to 150/135/120 seconds
  • Mana cost reduced from 100/150/200 to 100

Summary: We’re reducing Idol of Durand’s cooldown at all ranks and fixing the mana cost to a flat number (lower overall) at all ranks.

Context: Galio’s ultimate has several measures in place to keep it in check, but between the counters and the resource costs (mana and cooldowns), we feel it’s currently too constrained overall. By reducing his ult’s cooldown and mana cost, we should ensure that Galio stays a viable pick at all levels of play.





CellDivisionCell Division ( Passive )

    • Adjusted passive chunk drops to be more contestable by enemies
  • If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification)
  • Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700)
  • Slightly increased the distance contestable chunks travel from Zac
  • Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac)
  • Reduced chunk invulnerability time to 0.25 seconds (from 0.75)
  • Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks)
  • Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let’s Bounce

Summary: Zac’s chunk drops are now more contestable by opponents.

Context: When we first designed Zac, our initial concern was that his chunks would be difficult for Zac players to use if we didn’t stack the variables in his favor. So we coded the chunks so Zac would absorb them even when his enemies were closer and should have been able to crush the chunks. Then we launched Zac, who in turn launched himself straight into the “awesome” category over multiple levels of League play. We’re still balancing Zac out, but these changes should give Zac’s opponents a fair and equal chance to stomp out the chunks in lane and stop the green goo champ from sustaining so effectively.


Quality of Life & Bug Fixes




League of DravenLeague of Draven ( Passive )

  • Visuals and sounds for League of Draven play on every Draven kill, instead of only playing on kills which consumed a large number of stacks





Blade_WaltzBlade Waltz ( R )

  • Will now choose untargetable and invisible targets if necessary to continue the Blade Waltz. If Fiora needs to jump to such a target to continue Blade Waltz, she will do so, though the ability will not deal damage to untargetable/invisible units. If the target is revealed when Fiora jumps to them (in brush), she’ll deal damage as normal

Context: Fiora’s Blade Waltz has been hindered by reliability issues for a while now, so we’re making some quality of life changes to help ensure that her ultimate is suitably satisfying to use.





Iron_ManIron Man ( Passive )

  • Now displays shield amount in segments, similar to health segment





FlingFling ( E )

  • Fixed a bug where Fling was dealing more damage than the tooltip values indicated





DeathSentenceDeath Sentence ( Q )

  • If the target cleanses the initial spell or blocks it with a spell shield, the chain will now shatter, preventing Thresh from casting Death Leap





Phoenix_StancePhoenix Stance ( R )

  • Phoenix Stance’s buff now displays a timer for Udyr’s next Phoenix Breath attack





ElasticSlingshotElastic Slingshot ( E )

  • Fixed a bug where the landing point visual effect was not appearing for enemies




Guinsoo's_Rageblade_itemGuinsoo’s Rageblade

  • Fixed a bug where the visual effects included the generic “increased Movement Speed” visual




Crystal Scar and Twisted Treeline

The following changes are for Crystal Scar and Twisted Treeline only



Sanguine_Blade_item  Sanguine Blade

  • Recipe Changed: Pickaxe + Vampiric Scepter + 500 Gold = 2175 Total Gold (previously: B.F. Sword + Vampiric Scepter + 500g = 2850 Total Gold)


Context: Similar to the removal of Needlessly Large Rod in 3.10, we’re changing the recipe on Sanguine Blade to alleviate frustrations that come with saving for a B.F. Sword.





BushwhackBushwhack ( W )

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


Context: Nidalee’s Bushwack traps grant too much vision and zone control on wardless maps. We’ve lowered the trap durations to reflect the shorter games on Crystal Scar and Twisted Treeline.





Noxious_TrapNoxious Trap ( R )

  • Duration reduced from 10 to 3 minutes


Context: Like Nidalee, Teemo’s Noxious Traps grant too much vision and control on wardless maps. We’ve reduced their durations to reflect the shorter games on Crystal Scar and Twisted Treeline.



Crystal Scar

The following changes are for Crystal Scar only





Null_SphereNull Sphere ( Q )

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


Context: Kassadin is in a much better place after his initial changes, but he’s still a little strong. This change to his silence duration should bring him in line while still allowing him to remain competitive.





Taste_Their_FearTaste Their Fear ( Q )

  • Isolation damage reduced from 45% to 35% bonus


Evolution_Enlarged_ClawsEvolved Enlarged Claws ( Evolved Q )

  • Additional missing Health damage reduced from 8% to 6%


Context: Kha’Zix’s isolation mechanic is too accessible on Dominion. With these changes, he’ll still have plenty of killing power, but his enemies will have a chance to react and dish some damage back.





Wild_GrowthWild Growth ( R )

  • Cooldown increased from 110/95/80 to 120/110/100 seconds


Context: Turns out giving Lulu an ult with amazing team utility almost every fight was giving the Fae Sorceress a little too much power. Oops.





Stone_SkinStone Skin ( Passive )

  • Armor and Magic Resist reduced from 4/6/8 per rank to 2/4/6


CycloneCyclone ( R )

  • Cooldown increased from 120/105/90 to 120/110/100 seconds


Context: Wukong was getting a lot of free tank stats which allowed him to build damage without being too squishy. We’ve increased the cooldown on Cyclone to help remedy the situation.





Omen_of_FamineOmen of Famine ( E )

  • Cast range reduced from 550 to 500
  • Cooldown changed from 10/9/8/7/6 to 8 seconds


Context: Solo lane Yorick has some strong opponents, but if you don’t specifically counter him, he tends to crush his lane opponent. These changes are meant to reduce some of his harass and sustain.



Game Interface

Undo Last PurchaseUndo Button in the Item Shop

  • Players can now undo recent transactions within the in game item shop
  • Undo history is cleared under certain events such as leaving the shopping area, dealing damage, receiving damage, or casting a spell
  • Items will remove benefits they granted you when undone, such as gold gained from gold over time items
  • Certain items cannot be undone such as Homeguard or Captain’s Boot enchantments

Context: Accidentally bought a B.F. Sword on Swain? We’ve added an undo button to the item shop, giving Runeterra’s most mis-clickiest of players the chance to undo their recent purchases. Purchases can’t be reversed if those items have had an irreversible impact on the game (dealing damage, mitigating damage, healing, providing a bonus that is used by a teammate, etc).


  • Mousing over a champion’s passive icon will now show a range indicator if the passive has a range of influence (e.g. Soraka’s Consecration)


Spectator Mode


Team Fight UI


  • While spectating, press ‘A’ to toggle the Team Fight UI
  • Minimalist UI mode that focuses on presenting information relevant to on-screen conflicts
  • Team health bars communicate the momentum of the fight and impact of AoE damage
  • Crowd control indicators visualize the power of crowd control abilities
  • Pentakill counter tracks progress towards double, triple, quadra and pentakills

Context: We’ve developed a new Team Fight UI for spectator mode that minimizes and concentrates the UI so that it’s easier to focus on the action during team fights. With this change we’ve optimized the display of battle information in team fights, including who’s involved in the fight, who’s winning, and how many people have died on either team.

Check here for a preview of Team Fight UI!



Automatic Dragon and Baron Timers


  • Timers will display in the upper left corner of Spectator Mode with a countdown showing Dragon and Baron spawn times



League System


Loading Screen Reward Borders

Loading screen borders will now show a border from your highest rank achieved in the previous season inany tier (previously displayed your Season 2 rank for the specific game type you’re loading)




  • Fixed the minimap bug showing champions at incorrect locations when emerging from the fog of war
  • Cancelled Auto Attacks will no longer fire a damage-less missile at the target
    • The damage-less missile will no longer consume buffs or passives
    • You may still hear a sound effect without the missile. We are still investigating a fix for this
  • Minions will now disappear from the map sooner after their death
  • Cursors will be set to the center of their window by default, preventing the camera from panning to the far left or right corners of the map at game start
  • Cursors will also be set to the center of their window for a short period of time after player switches full-screen focus (alt-tab)
  • Removed the default key bind for “Show/Hide Summoner Names” (previously, Shift-K). The function can still be bound in the Key Bindings menu if you wish to use it
  • Reduced the amount of time you can spend AFK before being kicked from the game
  • Tower health is now updated even if you’ve never had the tower out of the fog of war
  • The Champions tab in the Summoner Profile has been updated with a new layout
  • The Champion grid has been widened, allowing more Champions to be seen at once
  • The primary role selector has been changed from a button group to a dropdown in the upper right


Friends List


  • Parts of the friend list view have been rewritten in order to increase stability and performance
    • Fixed a bug causing the friend list to be corrupted with duplicate and missing entries when scrolling
    • Friend Notes are now visible in friend tooltips without needing to hover over the note icon


Custom Games


  • AFK detection reduced to 3 minutes (from 8)
    • The game now kicks you at 5 minutes (previously 12 minutes)
  • The minimum time custom games need to last to be eligible for IP/XP rewards has been increased to 7 minutes (previously 5 minutes)
  • A minimum number of human players must now participate in a custom game to receive IP/XP rewards.  The current thresholds are:
    • 5 players minimum for Summoner’s Rift, Crystal Scar, and Howling Abyss
    • 3  players minimum for Twisted Treeline
    • A notification has been added in the end of game results screen to explain why players did not receive IP/XP


Bugs with Patch 3.11

Riot NOC Button Rioter Riot NOC: Summoners!

Following the 3.11 patch, we’ve seen an increased level of disconnections and Bugsplats. We’re fully aware of this and we now have a solution for resolving a majority of the issues.



Some third-party add-ons are causing technical difficulties and bugsplats(game crashes) with patch 3.11, the latest League of Legends release. If you find you’re experiencing more bugsplats than usual, try uninstalling your addons and running a repair from the settings dropdown of your League of Legends patcher. 

To run the repair function:

  • Run League of Legends.
  • Click on the button with a gear near the top of the window.
  • Click “Repair”
  • Wait. The repair function can take anywhere from 5 minutes to over 30 depending on the number of corrupt files it has to repair.

If after this you still experience the issues, please attach the following logs to your replies, as it will assist us in figuring out what is occurring:

Launcher/Patcher – Launcher and Kernel Logs:
These logs are useful for: Stuck Patches, Server Unavailable and Unspecified Launcher Errors

The patcher is responsible for keeping your installation of League of Legends up to date with the newest champion, skins and features. Problems that require patcher logs occur when you first boot up the game and before you hit the “Play” button. There are two log files that will contain any error messages you receive while at this window: rads_lol_launcher.log,rads_user_kernel.log

In-game RADS Logs:

rads_user_kernel.log in C:\Riot Games\League of Legends\RADS (or on Mac: /Applications/League of

In-game launcher Logs:

[Timestamp like: 2013-08-27T15-40-03]_launcher.log In C:\Riot Games\League of Legends\Logs\Patcher Logs (or on Mac: /Applications/League of Logs)

In-Game r3d Logs:

These logs are useful for: In-Game Errors, Graphical Problems and Frame Rate Issues

A game log is created each time you play a game. It contains vital information about your loading process and will log any errors that occur during the course of the game. These logs are essential for troubleshooting in situations where you have problems in-game.

Each file appears like this: 2011-05-24_21-11-32_r3dlog.txt


C:\Riot Games\League of Legends\Logs\Game – R3d Logs (or on Mac: /Applications/League of Game – R3d Logs)


For people that get stuck in the League of Legends logo, and / or at 99% , 33%.. When patching the client: Do not worry about it and leave it open. Both during the logo and when stuck at those % the game is still patching in the background. If you leave it eventually it will be finished and move forward.

Thanks for your patience, we’re sorry to those running into this problem and it would help for you to let us know if the steps above helped fix things here in this thread.



purple caster minion op New Minion VFX


Minions will get a brand new missile animation with a near-future update on the PBE.








Super Nomegeta Button Rioter Nome: Hey guys,

As part of our ongoing effort to increase gameplay clarity, we’ve decided to revisit minion visual effects. Here are some of the problems we’ve identified with what you currently see on the live servers:


  • Ranged missiles fail the “screenshot test” for information conveyance. Because the missiles are round, directionality cannot be inferred.
  • Hit effects are too high in the “loudness” hierarchy. Champion particles should take much higher precedence!
  • Visual noise is excessive. There are a lot of bright flashes that simply aren’t necessary.
  • The low Effects Quality setting made them look pretty bad!

With these issues in mind, we’ve made several revisions to minion VFX, which should come to the PBE in the (very) near future.

  • Ranged missiles now convey directionality.
  • Overall particle brightness and saturation are reduced.
  • Decreased amount of bright flashing.

We’ve taken great care to preserve the last-hitting experience, though it may take a game or two to adjust to the new visuals. Be sure to take a look and give feedback!

New Minion Particle



Was there an increase in missile speed?


Super Nomegeta Button Rioter Nome: No gameplay mechanics are affected. See ’em in motion first to see if they look weird 




Isn’t the “Low Effects” settings supposed to increase FPS on lower-end CPUs?


Super Nomegeta Button Rioter Nome: It is. We haven’t done heavy performance testing on these yet, but they’ll definitely be optimized properly before release.




How do the new VFX for cannon minions look like?


Super Nomegeta Button Rioter Nome: Cannon VFX look the same, but the muzzle flare is removed. Super minion VFX are also untouched.




Garen’s Visual Update


Garen Visual Update


Demacia’s favorite son is brushing off some of the dust and scars of so many battles and coming into new focus with a complete visual upgrade. Decked out with new armor and weaponry befitting his victorious prowess, Garen’s new model solidifies his image as the quintessential poster boy of Demacian valor.

In addition to the new model, all of Garen’s abilities, animations and particles have been upgraded. His ultimate, Demacian Justice, shines with righteous energy, and the winningest spin in Valoran has been refined in its motion, making Garen’s signature techniques as polished as his intimidating pauldrons. With updated sound effects and voiceover, the Might of Demacia sounds the battle cry loud and clear, assured of many victories to come. All of Garen’s skins have been sharpened up as well, with the exception of Steel Legion Garen, which Demacian High Command deemed already fit for service.


So don’t be surprised if the next time you face check a bush the guy waiting for you looks even more handsome and dangerous than usual. DEMACIA!


Garen's Visual Update Comic













Update on Season 3’s Rewards


Season 3 Rewards

Following community feedback, Borders and Ranked Team Rewards are getting several tweaks.



Socrates Button Rioter Socrates: Hey all,

A couple updates to Season 3 Rewards to share:



1. Ranked Borders

Many of you have raised some concerns over our announced plan to show your highest earned border across all queues types. I’ll explain a little bit about our original reasoning, but first, some news: we’ll be rolling back this change in a subsequent patch – so loading screen borders will reflect the highest tier you’ve achieved in the ranked queue you’re currently playing.

This change was already implemented and is going to be in the patch for 3.11 (so you will see it applied to Season 2 rewards), but we’ll be reversing the change in the following patch. In non-ranked queues, your rewards will be displayed based on the same rules as the start of season 3.

Why were we originally doing it? One of our goals is to improve the ranked team experience and drive more participation in ranked teams – after all, League is a competitive team game. We’ll talk more about this in Season 4, but the idea to make loading screen borders valid across all queues was driven by this notion. In the case of cross-queue login screen borders, we viewed this as an incentive for players to form ranked teams. Players who participated in ranked teams would get to display their rewards everywhere.

The problem many of you have highlighted is that this change appears to incentivize players to sell ranked teams or otherwise abuse the system to illegitimately earn rewards. While our research indicates this actually hasn’t become a common occurrence in the wake of our announcement, our priority is to make sure that the rewards you’ve worked so hard to earn over the course of Season 3 aren’t tarnished by cheaters, even if it’s rare.

We’re being extra vigilant in tracking these cases and we’re actively banning abusers for win trading and slot selling. Our tracking methods are also not limited to just high ranked teams. If we discover that someone has been selling ranked rewards (or is abusing the system), we will ban the account for two weeks, strip it of any previous season rewards (summoner icons, Victorious skins, etc) and we will make sure both the seller and the purchaser are completely ineligible for any reward associated with Season 3.


2. Ranked Team Rewards

Another great piece of feedback we’ve heard from you is that the 30% of total games requirement for players to earn Ranked Team rewards was a little confusing. We agree – it created too many scenarios where players might lose out on rewards they expected to earn, and it made the situation too complex.

Instead, you’ll simply need to have 10 wins with your ranked team in order to earn rewards. A notification icon will appear above your 3s or 5s tier badge in your profile page in the next few weeks to inform you if you are below 10 wins on a ranked team.

We’re going to be closely monitoring teams with big roster swaps and/or big drops in matchmaking rating, and we’ll investigate any signs of abuse. In clear cases of abuse, we will (as above) ban the accounts for two weeks, strip it of any previous season rewards (summoner icons, Victorious skins, etc) and we’ll make sure involved parties are ineligible for any reward associated with Season 3.

We’re genuinely grateful for your feedback – we’re listening closely as we work towards Season 4 and beyond.


News on Rengar


rengar decoration

Scarizard brings post-PAX news of the League’s predator. TL:DR included below!



Scarizard Button Rioter Scarizard: Sup dudes! Got back from PAX last night and busy playing catch-up this morning. Played Rengar today and have to say i’m pretty excited. End score was 10/4/16 iirc, with the lowest deaths and 2nd highest kills on my team.

(For those that care about anecdotes) – Laned vs Renekton. Maxed W since i got to lane later after helping a jungler out, which got him pushing vs me early. Used W2 to Sustain, but since all Ferocity bonuses are champion-level scaled atm, still got to reap the beenfits of high Armor/MR and pushing power as well as Q-Train (Although my extended all-ins were considerably weaker than if i had the +DMG/+AS% from Q levels).

Got the first kill of the lane vs him, then died getting outplayed (both of us were below 100 hp iirc) and so we basically conceded to farm. Felt fairly comfortable, used my Ult to roam and kill mid comfortably by Sprinting past his wards, then stealthing from a flank combo’d with my midlaner’s CC.

Maxed Q 2nd, ended up doing enough damage with Q-Train and BOTRK as well as utilizing top brushes to chase down Renekton and 1v1 him.

Endgame build was Blade of the Ruined King, Mercury Treads, Frozen Mallet, Last Whisper, Bonetooth Necklace and a Kindlegem (With intent to Spirit Visage) – played a flexible peeler for my Carry by utilizing high Attack Speed with Frozen Mallet procs onto dudes like Nocturne and Renekton, but the most fun was using Thrill of the Hunt to run from a fight…only to double back around the brush i had exited (Since i had vision of the enemy team) and Stealth Ambush two mid-hp damage dealers that thought they had won the teamfight and wanted to push objectives.

Game ended in a Victory around the 30-35m mark.

Analysis outside of this game (as well as this game) seems to suggest that his Toplane is pretty strong vs a lot of melees, pending you use your W2 as a fallback should you be behind. (Remember! With Q-train, it’s possible to Q, Q2, W, E, W2 all in a very short window, netting you great trade damage and the health swing from W2!)

He’s scaling pretty well with gold, too – i posted about the insane stompy Xelnath game where he even went so far as to get Zerker Greaves and an IE and had over 400 AD and was one-shotting people. Endgame, anyone mid-hp was instantly dead to my Q2->Q->E->Q2->W Flurry, and was an appropriate threat to members of the enemy team.

Confidence level is pretty high atm that this can start going into Competitive testing, pending two things:

1. Code Review with Volty – this is something we do where Designers check eachothers’ scripting to see edge/abuse cases that may be present, as well as those that may cause bugs. Essential to moving forward with QA Coverage so a champion is bug-free.

2. VFX/Smoothing on the Ultimate. Tl;dr here is that the Sprint/Stalk is working out really well in terms of the gameplay it’s providing (Had some fail escapes, some sick jukes, some chase cleanups, some initiations and some stealth ganks) in that its truly flexible as an Ult if you premeditate it, but it’s unclear currently in some playing against cases When or If i will stealth.

My confidence is still in the Re-cast version of the ult, but particle support when he attempts to ‘fade’, removing the built-in delay to re-cast but re-implementing fadetime-delay on damage taken as well as a few other things are on the table as potential necessary places to move to smooth out the pure feel of using this ult.

Just an update to let you guys know where things are at. We’re pretty close to mechanics-locked at this point (meaning no drastic spell changes), but there is always room for tweaks and tuning across the board and i’m working closely with the team to figure out where any of it is necessary. If things continue as planned, i’d say i’m shooting for 3.13. 3.12 is unlikely, mostly due to the amount of time we’d need to account for bugfixing to ensure a safe patch release – but regardless of when it ships, it should be on PBE relatively soon for you guys to take a crack at.

Thanks for sticking with the thread and giving me a ton of feedback, good and bad. Can’t wait for y’all to play it.




  • Excellent sniping in teamfights and clean-up afterwards
  • Toplane Rengar remains dominant vs most melees
  • Code Reviews, VFX and more internal work is required before Rengar’s new kit can head for Competitive testing
  • Scarizard wishes to implement the Re-cast version of “On the Hunt again”, but removing the in-built delay and going back to the stealth delay on damage taken
  • Update will most likely go live with Patch 3.13


 Nikasaur leaves Riot


Nika banner

After 112 Summoner Showcases and years of aspiring devotion to fans, Nika leaves Riot to pursue other opportunities.


NikasaurButton Rioter NIkasaur: Hiya Summoners!

After three years working at Riot and 112 episodes of the Summoner Showcase, I’m taking my final bow and leaving Riot.


Our next episode of the Showcase, 113, will be the last of the series. It has been an amazing time. I’ve met so many incredible fans and shared so many moments… Your passion, boundless creativity and excitement has made this job the best in the world. I have too many stories to even recount, and not enough ways to express how Summoners have illuminated my life. I’m gonna miss it like hell, but it’s time for me to pursue other passions and focus on my writing.

While I won’t be working for Riot or making the Summoner Showcase, I am and will always be a fan. I think my weekends would super suck if it wasn’t for LCS, and I’ll still be right there, admiring your artwork and cosplay as a fellow fan.

I know that Riot will keep supporting fans and changing the definition of what it means to be community-focused. The Showcase Facebook page will continue, with frequent updates of art and must-see fan creations, and our new Tumblr page with even more. What’s next? We’d love to hear it from you. Give us your ideas for what you wanna see from Riot to support the community. After all, it’s about you, it should come from you as well.

Thank you so much for supporting me, supporting my show and making my job so easy. With the people I’ve met, the art I’ve seen and everything in between, this couldn’t have been a more wonderful life experience.




PAX Prime Pics – courtesy of Tyler!



Riot's 3D Modeling Show

Riot’s 3D Modeling Show

Season 3 Regional Playoffs

Season 3 Regional Playoffs

Steel Legion Garen and Lux, and Riven

Steel Legion Garen and Lux, and Riven

Twisted Fate Cosplay

Twisted Fate

Vladimir and Vi

Vladimir and Vi

Warlord Shen cosplay

Warlord Shen

Yorick cosplay


Ziggs Statue

Ziggs Statue

Ahri & Soraka Best Cosplays

Ahri & Soraka Best Cosplays

Annie and Tibbers 2

Annie and Tibbers

Annie and Tibbers

Annie and Tibbers 2

COG lineup

COG lineup

COG Scoreboard

COG Scoreboard

Draven cosplay


Elise Cosplay


Janna and Miss Fortune

Janna and Miss Fortune

Karthus cosplay


Karthus, Nidalee and Twisted Fate

Karthus, Nidalee and Twisted Fate

Katarina Statue

Katarina Statue

League of legends Exhibit

League of Legends Exhibit

Lux, Soraka and Caitlyn

Lux, Soraka and Caitlyn

Nami & Officer Caitlyn cosplays

Nami & Officer Caitlyn

Nidalee cosplay




Forecast Janna now available!


Forecast Janna Splash



This is a special Riot Games Network weather report.

As you can see from our camera overlooking Summoner’s Rift, Forecast Janna is live and on location bringing you the latest weather news. Featuring voice over inspired by the classiest of meteorologists along with a new model, spell effects and animations, this plucky weather professional is here to support you on all your excursions to the Fields of Justice.

You can pick up the legendary Forecast Janna for 1820 RP in the League of Legends store.


Champion/Skin Sale – Expires September 9th


Sale September 9

The following champions and skins will be available at a discount until September 9th!





  • Elise - 487 RP
  • Katarina - 395 RP
  • Swain - 440 RP



Asylum Shaco – 487 RP


Asylum Shaco


Midnight Ahri - 375 RP


Midnight Ahri


Tribal Ryze – 260 RP


Tribal Ryze



Missed any recent updates? Check here!


Patch 3.10A – Riven jumps over walls, Nerfs to BotRK, Phage Reworked; PBE Update: Balance & New Turret UI; Dunkmaster Darius teased at Gamescom, New Skins & Lucian in Store, Scruffy explains Skarner changes & the latest Sale!

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

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

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

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


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Going Pro in Season 3

February 5th, 2013


Junglers for Beginners

February 3rd, 2013

maokai banner

The Jungler has the most potential to turn a game around, yet it is the position that most people find the most daunting. They have the ability to focus on any lane they desire, to slow down the enemy jungler and to help out failing lanes. They can act as an initiator or tank in team fights, or even a bruiser carry depending on who you play. All this makes the Jungler  certainly the most versatile role in the game. In a return to my series on guiding the beginner to ranked play in the right direction, I want to point out a few of the changes that were made to the Jungle and then show a selection of Junglers that are highly recommended to anyone wanting to learn the role. For the seasoned Junglers among us, you will already know everything I’m going to say. For those of you wanting to tackle the behemoth that is the Jungle, read on! I am not going to talk about the best champions to play in the jungle for those experienced in the position. This isn’t going to be a meta-breaking discussion on how, if you play it just right, you can run Leona in the jungle- this is a simple point in the right direction for those wanting to pick up their first Jungle champion.

So what were the main changes to the Jungle?

Season 3 brought around a lot of changes to the jungle, most notably a change to how jungle creeps behave. The main change here was a massive increase in the amount of health large jungle creeps have, with a reduction in the health of smaller jungle creeps. This meant that sustain junglers like Warwick or Fiddlesticks were suddenly viable, and also that the jungle was no longer the sole realm of the AoE clear. Additionally, Hunters Machete was added to the game. It gives a small amount of true damage when attack monsters as well as 10% increased damage to monsters and the Spirit Stone upgrade is even stronger. Suddenly, AP junglers were far more viable, and with Madreds/Wriggles and Spirit Stone available, the field was wide open for junglers no one thought viable before the pre-season 3 patch.

hunter's machete


So which Junglers should I be trying out?


NunuSquareNunu is a beast in the jungle. He’s primarily used because the combination of his Blood Boil (W) and Ice Blast (E) make him impossible to catch in the Jungle, which means he’s a fantastic counter jungler- but he also works great for those just starting to jungle. He has Consume, a mini-Smite, as his Q and his counter-jungling abilities mean if anyone tries to counter-jungle you, there’s no chance they’re getting away unless they burn flash, which is still a success. Nunu has a relatively quick clear time due to Consume and Blood Boil and if you manage his passive correctly, he isn’t as dependant on getting Blue buff as some other junglers. For full Nunu builds and guides check out this and this build on the Solomid guides page. He doesn’t have the strongest ganks due to not having a hard gap closer, so landing his Ice Blast is crucial to making ganks work. This can take some time to get used to, but once you’ve mastered his ganks and his counter-jungling, there’ll be no stopping you.



Amumu is my favourite jungler, and for good reason. His Bandage Toss (Q) is a fantastic gap closer if you’re good with skill shots. The AoE damage output from his Despair (W) and Tantrum (E) aren’t bad, but his main ability AmumuSquareand the primary reason you might struggle to play him because he’s often banned in every game: Curse of the Sad Mummy. His (R) ability still remains as one of the best ganks in the games. Freezing the enemy in place for 2 seconds allows your own AoE damage and whoever you’re helping out with a gank to burst an enemy champion down. There are also better hard resets to team fights in the game. While Amumu is an incredibly strong ganker once he hits level 6, he does have downsides, primarily that he’s so Blue buff dependant. Despite various changes to Amumu over the last few years and various item changes- if the enemy team manages to successfully invade at the start of the game meaning Amumu doesn’t get Blue buff, he will be on the back foot until the next one comes up. Despite all this, we’ve seen time and time again through tournaments that Amumu is still incredibly viable with the right team composition, and is a champion that any budding jungler should know. For a full in depth guide on Jungle Amumu, check out this guide from TSM substitute Dan Dinh.


MaokaiSquareLike many of the recommended champions for the beginner’s Jungle, Maokai is tanky. With the right build, outlined in this guide by TSM jungler TheOddOne, Maokai can be a powerhouse of ganks and CC. His Arcane Smash (Q) works as a knock-back that slows and damages enemies hit. Add in Twisted Advance (W), makes for a 1/1.25/1.5/1.75/2 second root and 20/27/34/41/48% slow throughout the game. Throw in a Flash or Exhaust depending on your preference and there’s no way the enemy is escaping your ganks. Perhaps the biggest downside to Maokai is the fact you must fully commit to fights. There’s no skirting around the edges, his Q, W and R all require you to be in the middle of the action. This isn’t too much of an issue and generally you build him tanky, but it can be a little daunting for someone new to the jungle. Once Maokai is perfected he is a champion that will stay in your repertoire for a long time, as he is still viable at high ranked bracket play and makes regular appearances at professional tournaments.



Warwick is a pretty underrated Jungler and not one we see a lot of at high Elo (or should I say brackets?), but that doesn’t mean he can’t be an effective first Jungler. Although he doesn’t have the fastest clear times, Warwick’s WarwickSquarestrengths lie in the fact he has ridiculous levels of sustain. Both Warwick’s passive, Eternal Thirst and his (Q), Hungering Strike, give him good sustain in the jungle. This is even more important now that large Jungle creeps are much stronger. Sustain is never a bad thing and Warwick has plenty of it. Warwick’s ultimate, Infinite Duress, is also incredibly powerful if used correctly. At level six, if the lane you’re ganking is paying attention, you are almost guaranteed to get a kill. It is the combination of these two features that makes Warwick a great jungler. Yes he’s not the fastest clearer and yes he is incredibly dependent on his Infinite Duress to effectively gank, but his sustain makes him a great choice for someone wanting to learn jungle routes and ganking without having to constantly worry about health.


Dr. Mundo

DrMundoSquareNo discussion on Jungling is complete without talking about Dr. Mundo, which is why he’s earned the 5th and final spot in my most important beginner jungle champions guide. The first thing we notice about Dr. Mundo is the fact he doesn’t use mana, so this means we’re starting at Red Buff (or Wraiths if you so choose), but not Blue Buff. Mana is perhaps the biggest factor in holding many junglers back in the early game, but Dr. Mundo doesn’t have to worry about this. All he needs to worry about is his health, but once you have either a Warmog’s Armour or Spirit Visage, this isn’t an issue. Mundo can be played like a bruiser or a tank, and coupled with the fact he has very fast clear times due to the AoE of Burning Agony (W) and the steroid from Masochism (E) means you can gank lanes incredibly early. The lack of CC on Dr. Mundo is detrimental, so having some CC in lanes is important to making him successful. He can use his sheer tankiness as well as high damage output and frankly ridiculous sustain from his Sadism (R ) to make sustained ganks or repeat ganks on the same lane very rapidly. Mundo offers a different yet equally effective situation in the jungle compared to his blue buff dependent counterparts.

This is by no means a definitive guide to Jungling, nor is it an in depth discussion on every jungler, or even each of the champions I’ve listed. What I hope to have achieved is to help those of you who wish to play the role of Jungler throughout Season 3 to decide on a champion to play. For those of you with little to no experience in the jungle, you can’t go wrong with the champions I’ve listed and briefly described above. I hope that I’ve at least pointed a few of you in the right direction and I wish you the best of luck in your jungling career. Go gank some Teemos!

You can read my previous guide on AD carries here


The former team Pulse, consisting of Nam ‘Kenace’ Truong, Leon ‘Onionbagel’ Chen, Zachary ‘Sneakycastro’ Scuderi, Even ‘Evaniskus’ Stevens and Derek ‘zignature’ Shao, has been acquired by Dignitas. For awhile now there has been hints that Dignitas wanted a reliable scrim partner and they have made a fantastic choice with Pulse.

You can read the full story, including a quote from scarra, here

My twitter: @Ravus


While this news shouldn’t really shock anyone- it’s pretty common knowledge that Riot planned to outsource the EU LCS and ESL were the only real option. Further, many of the LoL teams are in the middle of, or have already completed, a move to Germany. Nevertheless, now the all-important ink is on the paper, the i’s dotted, the t’s crossed and the announcement came out today.

Read the official post here

You can follow me on twitter: @Ravus


Dodging has always been an issue in LoL. Finding a middle-ground where those forced to dodge by trolls do not get punished very hard, while those dodging for an easier match do, is a tall order. Since the removal of the Elo penalty for dodging there has been an increase in pre-game trolls. The reason for this is simple: people are more likely to not risk a bad match and give up their time with a dodge. Riot have just announced their new attempt at a system to combat this:


The upside of this system is that while the dodge does cost you time- LP is not Elo. As such it doesn’t alter matchmaking or your “position” in the system per se. All it means is that you have to play a little extra to reach your next important match (Promo/Div).

Only time will tell if this new system will be effective in lowering the number of problems players have before the game kicks off. Now if only they started banning people for how they behaved before “Welcome to summoner’s rift”…

Read the full Riot post with their explanation here.

You can follow me on twitter: @Ravus





Patch Notes


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Categories: LoL News Tags: ,


It has been one of the worst kept and most predictable secrets that the professional LoL scene has had in quite some time. Nevertheless, it is finally official; Froggen, Wickd, Snoopeh, Krepo and Yellowpete will play under the EG banner from now on.

Evil Geniuses, founded in 1999, are one of the oldest and best established organisations in eSports. After avoiding League for a very long time, they finally found the right team to invest in. We wish them the best of luck in Season 3, though they probably won’t need it.


Alternate Source


– Jaszon ‘Lightblind’ Alexzander




Have you been stacking Warmogs in Season 3? Don’t worry, so has everyone! Let’s see what Xypherous has to say about the changes to resistances in Season 3!

I’m actually a fan of health being the primary defensive stat – mostly because health has severely intrinsic features that resistances don’t, that lets it be more easily controlled.

For example:

1. Health doesn’t reduce the effectiveness of lifesteal type effects – or the secondary effects of an opponent’s abilities.

2. Raw health isn’t multiplicative with other healing or regeneration effects – allowing it to be effective without drastically multiplying in value with other effects (self heals, shields and the like.)

3. Health is a more obvious indicator of high durability than resistances – just due to how basic UIs work.

4. Because of high health per level gains, the relative effectiveness of health is far more temporary than resistances – This is just a natural fallout of our stat per level gains, not an intrinsic advantage of health.

For example, let’s take the following case here:

You have a Bruiser with 1000 health, 300 armor fighting an AD carry, versus a Bruiser with 2000 Health and 100 armor.

1. % Armor Penetration is more effective in the first case than the second as % armor penetration values go up – values start to skew drastically as % armor penetration goes beyond ~20% or so, relatively neutral for low values of % armor penetration.
2. However, Life Steal – is far more effective in the second case – whereas it is completely destroyed in the first case.
3. The Bruiser’s life steal / shield statistics are also neutral in the second case – whereas they are multiplied in the first case.

Thus, the AD carry or any damage dealer actually has multiple paths to deal with a high health target than they did – because the other defensive aspects of the bruisers *aren’t* being multiplied or their own secondary defensive statistic (lifesteal) isn’t being diminished as well.

The flip side of this is that Flat Armor Penetration, the primary statistic of assassins, can be weaker and still be as effective versus Bruisers because of their ability to negate a far larger portion of armor.

Naturally, this has the flipside of making certain resistance focused tanks weaker – but that’s something I feel like we should solve on resistance based tanks. So please, if there’s a particular resistance based tank that feels weak, let us know.

Let’s take another example, in lane:

Let’s say I’m fighting a primary physical damage dealer, whose probably itemized some sort of flat penetration. I have something like 800 health and 50 armor. How much gold do I need to spend to double my life-span?

Well, I could buy 800 health and have another 1200 effective health! Success!
2. Or I build 150 armor and have another 1200 effective health!

However, let’s take a look at how things change when the game continues – as the game continues, the relative contribution of that armor to my health levels doesn’t decay mostly because our game awards much more health per level than armor per level. In fact, by the time I’m level 8 or so, I’ll probably have 1200 base health – and thus that 800 health is only increasing my effective at a lower ratio.

However, that 150 armor advantage is “still there”.

Note this isn’t an intrinsic advantage of health versus armor – just a side effect of how we award stats per level – but it does mean that the relative advantage of health in this case is temporary – rather than one that persists through the game.




Interesting forum quotes:



About Warmog Stacking*:


Xyph, can you tell us what you plan to do about the warmogs spam currently?


Xyph*: Not actually certain it’s as big of a problem as the current environment thinks it is. Warmog’s isn’t really efficient in terms of gaining raw health per gold if you do the math on it. Buying any combination of ruby crystal items, for example, will net you more health than gold than buying Warmog’s.



Why Armor feels underwhelming*:


I mean it seems pretty much any champion that’s relevant has a pen/shred function or scales off health. Whether it be Xin, J4, Darius, Olaf, etc. Yes, health feels better to buy, but that’s primarily due to resistances feeling less so.


Xyph*: I totally agree with you – it became more and more obvious to me that armor was too cheap when we started throwing armor shred on basically everyone that wasn’t a carry because none of them could scale to late game when people built optimally.
Like, Darius, who deals 3 types of damage, phys/magic/true also has 25% armor shred because he didn’t do enough damage late game. Like what? That to me was the warning sign of ‘hey, there’s probably something deeper rooted that’s wrong.’



Burst Mages vs Health Stacking*:


Well, my thought on the prevailance of Health is that (seems to, anyway) hurts mages more than anyone, especially burst mages. A lot of the time you can’t keep up with the rate at which everyone is buying health, and once you blow your combo to not much effect, you’re a sitting duck (the inherent problem with burst mages, it’s true, but at least with resistances you could buy some magic pen. Health penetration not so much).


Xyph*: Yes, burst mages do get hit when health becomes the dominant statistic – mostly because, it turns out that health is a pretty good substitute for magic resistance when the going gets rough.
There’s various implications of that – but that’s why you see things like Liandry or DFG existing. We’re doing an AP pass next patch to help mages out – and after that we can start looking at specific characters if they still feel weak.



Armor shred on Champion Kits*:


Then couldn’t the likely culprit be the residual effects of S2 balance work transitioning into S3 ? Just throwing out some food for thought, that all the items may indeed be balanced but certain champion kits make them stronger than intended (namely those with high arm pen/shred as well as those who scale off health to a lesser degree)


Xyph*: Some of it is probably some residual effects from S2 balance, I definitely agree. We’ll be looking at that when we get the chance. I think we can convert some of the % shred on some characters to flat shreds, for example.
Somewhere, in my unspoken secret dreams, I’d like to rip Kayle’s passive off and give her her old one back.



Rammus in Season 3*:


So what are your plans for champions like Rammus? His passive is completely based around buying armor, which you nerfed 2-fold through cost and effectiveness……..I remember you quoting something like “burning 1 champion to save a hundred” in a Heimer thread, it just seem like this is your go-to philosophy way too much and in the ends turns out to be maybe a dozen or so champions getting burned.


Xyph*: Rammus’ problems I think stem from Jungle changes more than anything else. It’s pretty hard to tell with him specifically. The increased health itemization should have helped him be generally tankier.
Rammus isn’t really a resistance based character. Skarner, while he’s not a tank, is a far better example of a resistance based character – because almost everything he is depends on that shield. Udyr is similar.
Typically, strong repeatable shield champions or champions with shields at their core are resistance based characters, because their health pool is actually several times larger than it seems.



Deathfire’s Grasp in Season 3*:


On the subject of DFG, morello mentioned that if he could take it out of the game completely, he would (this was before the S3 rework). Do you agree with him on that?


Xyph*: I disagree with that – but I mean, sometimes late at night, I think I’ve actually gutted DFG. It used to be a 50% current health nuke. Now it’s merely 15% max health. I’m not actually sure whether the new DFG in any way, shape or form resembles the power / scope that the old DFG had.



Giant’s Belt, Item diversity*: 


What do you think of the versatility of giant’s belt? It builds into warmogs, mallet, randuins, sunfire, rylai’s, there really is no reason not to get it. You can’t go wrong because it’s a cheap way to make yourself immovable in lane until you farm up whatever you want while also having no risk associated with it. You can’t build it “wrong” because it can evolve to fill any role.


Xyph*: The strength of the various health components are actually on our radar – I agree with you that it’s probably too safe of an item when unfinished right now. It’s something we’re going to address next patch and then take another look at afterwards to see if it needs further work.



Reducing enemy’s Attack Speed:


Because tanks literally have a cap with what we can diminish from a carry 20-40% attack speed. SO why do carries get to counter half of our gear and tanks just get items to mitigate Berzerker Greaves?


Xyph*: It’s actually multiplicatively reducing. The attack speed slows that you get lower their total attack speed by a percentage. Which means that a combination of Randuin’s + Frozen heart will lower opposing carry DPS by 40% if you’re being attacked.



Tower diving with early Warmog’s:


What is the best way to siege a tower in a 5v5 situation? Assuming it is still early into the game, you only have about 3-4k worth of gold to work with. Your team is already ahead of the other team by about 500 gold a player because of the global pressure. You could buy 1500 gold worth of armor and another 1500 worth of mr, OR you could just buy warmogs and have innate sustain with tower diving health. Now when you get into that first 5v5 situation at about 10-15 minutes (AGES earlier than it used to be), you can use the lead you have and effectively dive tower.


Xyph*: Somewhat agree with the tower diving case. Recall in season 2, we tuned towers to have less damage but more armor penetration to stop tower diving. With the re-evaluation of armor and health availability, this is why I’ve said that we probably need to go back and re-evaluate this particular ratio.



Mages vs AD Assassins in Season 3:


You can already see this, with AD casters displacing AP mids. When you can have an AD burst caster and an AP burst caster, you just pick the better one! It used to be the case that you needed one or the other, but now they are in direct competition and you just pick the better champion and ignore the other.


Xyph*: AD Casters displace AP mids because the AD Caster versus AP mid matchup is so lopsided in favor of AD Casters because the AP caster has no strategic itemization path to build. They are forced to take true damage for the entire laning phase.



Void Staff and Last Whisper, Balance Issues*:


The biggest problem is that LW/VS are still core items that are fantastic for damage, and are *NOT* being used as counters to armor/MR. They’re being used just willy nilly because they’re so overpowered right now.


Xyph*: Yeah – it’s something that has been running through my head for a while but I’m not sure. Depending on my AD scaling versus base damage ratios – LW/VS may be the only damage add that I have in a lot of cases – aka Mordekaiser syndrome.


 What do you guys think about the changes to resistances in Season 3? Share in the comments below!

Good luck on the Fields of Justice!