Posts Tagged ‘sion’


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Update on NA Game Servers

Riot Noc New PortraitOn August 25, the NA game servers are moving to Chicago, IL. We anticipate zero downtime. However, ranked will be disabled from approximately 5:00am PDT to 12:00pm PDT (noon). The migration will take several hours and, until it’s complete some games will still be played on the old servers, so you may not immediately see a change in your ping. You may also bounce between Chicago and the old servers from game to game until the migration is complete. Read more about the server move here:

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[ Taylor Meabon ] What’s your position on have 5 bans, maybe even 1 for each player? Its kind of frustrating to have none of your own input when 1 of 5 random people gets to ban 3. Also I think the champion pool is big enough to justify more bans?‎  

Ghostcrawler New PortraitTimely question. We have had a few meetings on this topic lately. Would be interested in community feedback right now on what problems you think the existing system has and your opinions about the right way to fix.

(Also specify if you’re talking about pro play or non-pro ranked play. We don’t strictly have to use the same system for both.)

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Here are the changes to Thornmail that will hit live with Patch 5.16:


Nerf BoxThornmail Final Icon Thornmail

  • Price increased from 2100 Gold to 2300
  • UNIQUE Passive now reflects 15% of damage + 25% of the user’s bonus Armor, changed from 30% of damage



Can Thornmails passive trigger off all sources of physical damage

Repertoir New PortraitIf Thornmail comes out next patch and is too weak, it seems like the better approach to take would be to make it better at what it’s supposed to be good at rather than just making it good against all physical damage. It doesn’t really seem right that we should just make it really good against all physical damage. If we need an item that allows tanks and other frontliners to properly deal with Riven, we should make that item, rather than trying to balance an item with a largely different ideal case around also being able to do that.

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What if Thornmail applied Grievous Wounds to enemies hitting the player

Repertoir New PortraitWe had something very close to this on Thornmail for awhile internally, but I believe it resulted in a question of what options auto attackers even have then if Thornmail not only damages them significantly, but also halves their Lifesteal.

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What if Ruby Sighstone granted 20 CDR on item actives

Repertoir New PortraitWhat’s the intended outcome of this change? That Ruby Sightstone becomes generally more desirable to upgrade to? Or is it more that Ruby Sightstone feels better to upgrade to for a support when they manage to go full build?

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It doesnt feel good to upgrade Sighstone lategame even if its gold efficient

Repertoir New PortraitCool. Thanks for the interesting thread, Saixos. Sounds like people are maybe wanting more of an interesting transformative element when upgrading Sightstone. From what I’ve read, players seem okay with upgrading it late in the game, but even then, it’s mostly just because you can, and not that it feels good to do so.

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Immobile mages should be updated in the same style as Juggernauts

Scruffy Final PortraitImmobile mages definitely need the same treatment as what we’re doing for the juggernauts. Not because “buffs” (those can happen at any time), but because they really need true uniqueness from champ to champ.

If you asked the question “I’m a champ that brings a bunch of aoe spell damage and some CC, who am I?” you could answer Velkoz, Zyra, Syndra, Brand, Cass, Malzahar, and ziggs. Ideally we could find what makes these champs unique and sharpen it enough so that the reason you would bring those champs to your team isn’t just whoever has the highest numbers.

As for the buffs that you’re asking for, I’ll have to run it by the live balance team and they can better speak to if any of them are in an underpowered state.

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Will Swain also be part of this update

Scruffy Final PortraitHe might need a bit more than some uniqueness sharpening.

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Why is the balance team not considering nerfs for Vayne

[ Note ] There’s been some recent community feedback on Vayne’s early game being too strong. The posts from Repertoir are a continuation of those threads.

Repertoir New PortraitWhere did we say this? Just talking around the office, that’s really not the impression I get. If you had said, “The fact that Vayne isn’t getting nerfed in 5.16 is sad really,” then that’s more reasonable. I can assure that in the last few days I’ve had several conversations about Vayne that weren’t just on the boards.

Is she getting changes in 5.16? No. However, that doesn’t necessarily mean we aren’t aware of the community sentiment on the subject.

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Meddler stated a month ago that Vayne is in a fine spot balance wise

[ Note ] You can find Meddler’s comment HERE.

Repertoir New PortraitOr at least she was about a month ago, but a lot can change in a month. I suppose I should just ask him in person!

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Do you think Ryze is in a good state currently

Scruffy Final PortraitOne of the big issues that Ryze has currently that makes him feel weak is that for the “100 games played, master tier ryze player” he is actually very very strong, but for the average/majority of players that isn’t the case.

We’re slowly working on some changes that will hopefully shorten the gap in success between an insanely top tier ryze player and everyone else. Probably still a few patches out though.

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Whatre your thoughts on LeBlancs current state

Repertoir New PortraitShe may have been overnerfed, and I believe there are W speed adjustments in on 5.16 PBE at the moment.

That said, she historically falls into that Azir, Ryze, Kassadin, etc. category of champions that is balanced for higher levels of play when their solo queue win rate is in the ~45% range. This isn’t to say that any of these champions must be weak; it’s more that their performance dramatically increases with skill level and/or player experience, to the point that if they were balanced around a 50% win rate for all players, they would be 56/57%+ for experienced/skilled players. Most recently, we saw this on Ryze, whose experienced win rate jumped up above 60% by some measure despite being ~50% in solo queue at average elos.

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Are you planning on reworking LeBlanc

Repertoir New PortraitThere’s currently no rework planned that I know of.

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Zyra is a poke support who needs gold to function and sees zero pro play

Repertoir New PortraitWe actually generally agree with this assessment, and I believe we’re currently looking into what we may be able to do to help Zyra out. I’m not sure if it’s going to come right away, and it’s not likely to be a large scale change, but she should get some attention nonetheless.

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How do you feel about Sions current state

Scruffy Final PortraitPersonal opinions INC but here’s my 2c:

  • Numerically he seems balanced, reasonable win rates on our data and all of the external sites like OP.GG etc
  • As most sion players (myself included) prefer top sion over jungle, there may be room for a slight power shift towards top sion rather than jungle
  • The W 2->3s delay nerf was warranted in terms of power, but the feels hit was probably not ideal. Maybe there’s a power neutral change that we can do to shorten that delay some without buffing him

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Does this mean Sion players will be forced to lane top instead of jungling

Scruffy Final PortraitNot at all what I mean. Sion jungle is stronger than Sion top statistically, so I was just saying there may be room for top love. I DEFINITELY wouldn’t want that at the cost of his jungle viability.

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Why was Lee Sins rework scrapped due to player feedback but Mordes isnt

Scruffy Final PortraitI wasn’t personally involved with the lee sin changes back then (not a ‘rework’ really just some live design tweaking), but I can give you my opinion for what it’s worth.

I actually think the community outcry then was totally legitimate and called us out on what would have been changes that would have pushed out some of the core late game functions that lee sin players actually liked and aren’t unhealthy for the game. For context the changes would have made lee sin more of an attack speed dmg carry late game rather than a pick focused tank like he his now. This is the type of feedback/response that I am glad that we are doing.

There have been a few other threads with some more in depth Morde discussion, but I can repeat/bring the discussion here. We have heard the feedback on morde and are both reacting to some of it before release and planning for possible future changes if things don’t turn out exactly as we hope when he goes live. The big asks I’ve been seeing for morde are about his solo lane viability, and we are aiming to not hurt his play there while also adding a very new and interesting option for him to play bot lane. Once morde goes live, we will be listening to the feedback from top, mid, and bot lane morde players and reacting with whatever changes are appropriate.

Some of the other comments you have about us “picking sides” or “changing the whole game around lee sin” must be a deeper level of conspiracy than what we even know ourselves. The strategy the balance/systems team has been taking on creating/improving jungle diversity isn’t centered around lee sin but rather the champion pool as a whole. Things like Cinderhulk and Devourer are general changes to support other jungle characters that don’t really have anything to do with lee sin’s balance.

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Why werent the changes to Cassiopeia Veigar Zilean reverted then

Scruffy Final PortraitI saw a good comment earlier in this thread about how the important thing isn’t about being right 100% of the time. Instead it’s about having a consistent mindset/approach.

So admittedly some reworks and balance changes don’t turn out as good as others. That doesn’t mean that we are or should be taking a different approach or use different values for each individual champion. The changes made to the three champions you listed were consistent with the same design values that we apply to all champs in league.

That said, I know we’re not satisfied if cass, veigar, zil players aren’t so I’m sure that we will continue to iterate on those champs and keep improving them in the future.

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Riot have released an official tech blog where they’ll share more under-the-hood aspects of updating League:

Hello, world! What a long, strange trip it’s been. Some things have held constant since the beginning of Riot engineering: we still hold the player experience above all else, we still focus on constantly improving ourselves and our technology, and we still love to play games. But other things have dramatically changed for our team: we no longer fit in 500 square-feet, we now serve players all over the world, and supporting 1,000 concurrent players is no longer our biggest challenge. At the beginning of this journey, we couldn’t have imagined the challenges that’d arise from the scale we face today, and that influence everything from the technology we create to how we shape a player-focused engineering team.

I’m excited to introduce Riot’s new tech blog where we’ll discuss engineering topics along the breadth of these challenges. League of Legends players have given us the awesome opportunity to tackle these problems, and we’ve learned a ton that we’d like to discuss. Our goal is to share with you, the engineering community, our journey developing technology while we learn from your questions and comments.

What you won’t find here is a discussion of technology for technology’s sake. Rather, what’s important is how and why we wield technology to ship value to players. In fact, Riot isn’t a technology company, which might sound odd in the context of announcing a tech blog: Riot’s a product company. We believe the only path to success is a focus on players, which means a focus on products.

A focus on products is why we’re not only building League of Legends, but also new games, esports experiences, a merchandise store, creative ventures, big data pipelines, and more. Our engineers create the technology for those products to succeed in delighting players. As players ourselves, we know the joy of truly great game experiences, and we’re dedicated to creating new ones.

We plan to discuss facets of our engineering challenges that we hope will resonate with the community. To release content at will, our teams must move quickly and own their work end-to-end; to support that need we’re developing private cloud infrastructure and working to evolve our continuous delivery platform. With our desire to make data-informed decisions, we’ve invested in our Insights Tech team and their work building out our global data pipeline to analyze petabytes of game data. In our quest to continually improve the LoL player experience, we’ve implemented machine-learning algorithms to better understand how players interact with our game, both positively and negatively. To maintain the highest level of availability of Riot’s game and web properties, we’ve placed them atop tech stacks comprised of both our own work and invaluable open-source technologies we couldn’t live without. And, in the constant battle to stay ahead of malicious attacks, we’re supporting our security team and their efforts running a bug bounty program, developing security tools, reviewing Riot code, and educating Riot engineers on cutting-edge trends and best practices.

Riot engineers from teams around the world look forward to sharing stories related to the topics mentioned here, among many others. This blog is our chance to engage with you and we want to focus on quality content and the dialogue that follows.

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


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QA with Morello Banner

Morello has taken a small break from his R&D project to answer community questions regarding champion concepts and where Riot is heading next.


Pick 5 Champions that you feel are out of date and in need of changes

Morello Final PortraitI’ll pick 3 🙂

  1. Poppy: Poppy’s kit is abusable, has poor gameplay interaction and has low output on anything useful other than “don’t die, kill things.”
  2. Yorick: Similarly, Yorick’s impact on a game is damaging in a bad way, and he fails to accurately meet the Necromancer fantasy in a way I think we could bring to life (heh)
  3. Irelia: Sorry to say, but true. She’s the poster child for “outstat u” and I think League could do better at providing gameplay along with power whenever possible.

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What is the future of Game design and what is Riot Games role in that

Morello Final PortraitGood question.

Game Design wise, we’ve never done an awesome job of laying out a cohesive vision for the game and I think that’s a necessary but big challenge for us. I think that’ll be the next mountain to climb. We’re a culture born out of reactive firefighting, and need to learn to burn the candle at both ends.

Myself, I think the biggest milestone I’m personally happy with is 2012’s champion roster. While we didn’t solve everything, I think we did a lot to make champions feel thematically and gameplay-wise more different when compared to the 2011 roster, where there was a big trend of normalization. I’m also happy from helping grow the team from something small into something bigger, but that’s internal to Riot 🙂

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Does Riot actually plan on making any other games

Morello Final PortraitI hope so. That’s what I’m supposed to be working on every day right now 🙂

Apologies for being vague (need to be), but I can provide some color on what we’re interested in:

  • Genres we like to call “gamer’s games” overall – stuff you can really sink your teeth into.
  • For IP, I think doing only one or the other would be short-sighted. We’re working a lot to bolster League’s IP, so there’s opportunities there to make that come to life in different ways. Likewise, if that’s ALL we did, it might be too limiting for some concepts. Whatever it is should fit the game in question.

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Will this RD project affect League of Legends directly

Morello Final PortraitNot the one I’m working on, though it’s possible that we’d use an R&D process to solve some of the meatier or more isolated problems if we really need to reinvent the wheel on something.

Overall, R&D is a space where we want to have a lot of opportunity to go big or go home. “Fail fast” is a term we use to make sure we’re chasing things that are actually resonant and that actually matter, so I suppose that could be applied to a lot of things where a big discovery phase is needed.

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What exactly does RD mean at Riot

Morello Final PortraitR&D, for us, is a way of exploring things that are other products or games we should figure out the fit for.

In these efforts, we get a thesis for something together and try to work to understand if that’s something we should invest to quickly. This can be met with a lot of ambiguity, failure and reboots as we take bold, risky brush strokes at problems to gain information, which is why it’s important to be pretty tight-lipped about it.

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What are your thoughts on Riots interaction with the community

Morello Final PortraitFrankly? Personally? I think we’re too careful.

This is all well-intended (wanting to do the right thing in the right way), but in my mind, overthinking it can lead to unintended results. I’d rather have a quick scrap and hug it out afterwards than avoid the scrap. This is the way I think we avoid “big company entity” and “big playerbase” and gets us into “people and humans”. Without that, it’s hard to build trust or good relationships.

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Morello Final PortraitOne thing I’ll add is that I can say this at all without fear of reprisal is an example of Riot’s beating heart and soul, though. That’s the ever-present optimism for this that I have.

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What do you think an individual player Rioter could do to improve this

Morello Final PortraitGood question.

For players, I think asking for clarity and trying to contain rage is more inviting to the conversation, which makes people feel safer to post overall. The reason I tend to be so cavalier with it is the experience with the community and feeling “safe” to post. It’s earnestly hard to be motivated to get yelled at a lot 🙂

For Rioters, I think boldness and an understanding that the world won’t end if you say something a bit off-color is important. I’ve send some incredibly stupid shit in my time, and I haven’t been smote by a meteor.

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How much do you think the game will have changed in say three years

Morello Final PortraitIt’s hard to say from afar, but there’s always the line to toe of “evolution” vs “this isn’t League anymore.”

Personally, I think the game does a good job in being really deep on optimization and mastery, but I’ve always wanted to see more variety too. Maybe that’s naive at this point, but more possible ways to play would be one of the things I think would benefit LoL lots.

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Do you think Riot have improved on their champion design

Morello Final PortraitGetting better (Tahm Kench I particularly like), but I think we can go further with abilities that can be very powerful or fail spectacularly, like Bard’s ult.

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Morello Final PortraitI think more of the quality where things are less “clearly optimal” on some abilities and let players do janky or more creative things with those abilities.

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Do you still want the Drain Tank Fantasy to exist in League eg Aatrox

Morello Final PortraitI can’t talk in the detail necessary for this these days of what’s possible (since I’m not working on LoL these days), but I can answer the more philosophical question of Drain Tank.

I still believe Drain Tank can work, but I think it can’t be auto-attack based. AAs are sort of an automatic DPS meter you can fill when in your attack range, and have a lot of their own tuning.

Someone like Fiddlesticks might be a better model, if you made it so more champs could interact with his W and disrupt it. Then you get some back-and-forth between how he uses the skill, if you can disrupt it and costs/benefits to that. An AA-based drain tank will just stat check you and be a spreadsheet problem – something I think neither myself nor the LoL team is particularly find of since it removes a lot of the interesting decisions around it.

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What is your opinion on the new HUD

Morello Final PortraitI generally like the way it gets in the way less, but I’m still having to get used to where the info is. I’d have to see when my eyes settle in to it.

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Have you considered adding a champion that copy enemy ally spells

Morello Final PortraitWe’ve tried this before, but one major challenge that we have is no animations are “shared” other than some basic attacks (and even those have different timings). Imagine if you stole Garen’s Spin to Win and we tried to make LeBlanc do that with no animation, or had to make exponential animations to support that. We’d have to stop making all other content. 🙂

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Do you think Dominion will get an overhaul at some point

Morello Final PortraitI highly doubt it. This is a complex subject (I’ve talked about it in the past) but while we’ve learned a lot from Dominion, I think it’s hard to validate doing significant work on it.

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New Items for Immobile Fighters Banner

On the topic of heavy fighters in the meta, Meddler confirmed that new items to help immobile champions will be released in Patch 5.16 or 5.17.



Fighters are hard to balance because they share many Ranged ADC items

Meddler Final Portrait We’re on the same page when it comes to fighters and ADC item overlap, which makes it difficult to offer effects that are an appropriate fit for one class, but not the other. Removing ranged crit’s not the solution we’re trying out however, we feel that does add some important value to the ADC role. What we’re looking into instead for fighters are items that:


  • Are a combination of offensive/defensive effects and therefore generally of noticeably lower appeal to ADCs who want to go full offense (e.g. the revised Black Cleaver which has a significant part of its budget spent on health, something fighters are fine with, but ADCs often aren’t).
  • Offer additional rewards when combined with other defensive/partially defensive items (Atma’s Impaler back in the day was an example of this sort of effect. It did have some other issues and so we felt we had to remove it, we believe there may be some variants on the concept that work better however).
  • Help melee champions engage in a fight, or stick to targets better once in a fight, in ways that aren’t as consistently useful or accessible on ranged champions (Randuin’s and Phage are good examples of this category) .

We’re currently working on some items using the above approaches, which are intended in part to be good fits on heavy, immobile fighters like Garen, Darius, Udyr etc. More details to follow sometime pretty soon (patch 5.16 or 5.17 at a guess, so potentially hitting PBE 1-3 weeks from now, depending on how the rest of the work goes).

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Will the new items help out AP fighters

Meddler Final PortraitThis is AD focused work, we feel AP itemization’s in a generally good spot for now after the 5.13 changes.

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Will there be any changes to Essence Reaver

Meddler Final PortraitEssence Reaver we’ll look at when we work on ADC itemization.

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Do you characterize immobile fighters as those without blinks dashes

Meddler Final PortraitYeah, that’s the sort of distinction we’ve got in mind here, with heavy fighters being those without dashes/jumps/blinks. Fighters that have to fight, or at least walk past, the enemy front line, rather than diving onto their preferred targets.

Also very much a soft distinction, rather than a black/white mobile/immobile thing, particularly in cases where a champion’s strongest back line access is a longer CD ult (e.g. Shyvana).

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Meddler Final PortraitLack of burst mobility’s what we’re looking at here, as opposed to sustained or strategic mobility.

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Will we see these new items in the Patch 5 15 PBE cycle

Meddler Final PortraitWe’ve got a lot of stuff being worked on for 5.16 or possibly 5.17. As a result 5.15 will be a somewhat smaller patch than usual.

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Possible tweaks to Zyras passive Banner

Zyra might be getting some love in future patches in the form of afterlife:



What if Zyra could revive like Anivia if her passive killed a champion

Meddler Final PortraitThat’s a really cool suggestion, and a change that would fit well with Zyra’s playstyle and backstory. We’ll do a bit of experimentation with that sort of approach, see if we can get a version that plays well in game without being excessively strong. Can’t guarantee we’ll end up shipping any changes, definitely worth investigating though.

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How often does Zyra get to kill someone with her passive

Meddler Final PortraitI don’t have any stats on average Zyra kills with passive per game, though must admit I’m curious now. Anecdotally I’m guessing somewhere around the one kill a game mark. That’s not going to offer that many respawn opportunities, but that’s not necessarily a bad thing. Occasional high moments can create some really memorable games and a low rate of occurrence means that not too much of a champion’s power budget needs to be spent on such an effect. High variance effects can be tough to balance at times, since a really good or lucky player can sometimes achieve extreme results we need to balance around. In this case though given the setup requires death and the reward would be lack of death that might not be too much of an issue however (again, can’t promise this’ll go anywhere yet of course).

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What purpose do death passives serve on a champions kit

Meddler Final PortraitWe feel death passives can be the right choice in a couple of circumstances.

  1. High risk patterns that result in death frequently/where the best way to play is to expect to die in an even team fight. Post death passives here give you some chance for contribution regardless of how quickly you die and synergize well with the sort of actions you should be taking anyway (middle of enemy team or front of your own team). Sion and Karthus are the best examples here, with both often doing it right if they end up dead near the enemy team. Zyra’s fits this category slightly, as a squishy, immobile mage with moderate cast ranges, whose contribution drops off significantly after she’s used her CDs/seeds.

  2. When we want to offer a champion more power when they’re having a poor game than a successful one. If a character’s too feast or famine, absolutely crushing some games and failing to contribute anything in others, then a post death passive can be a good fit, since it offers more power to the struggling games. Kog’Maw’s the best example of this, with the passive being non existent in games where he’s stomping and a pretty reliable true damage AOE in games where he’s having a lot of trouble. Zyra comes into this category pretty solidly. She’s got a lot of damage between her plants and spells and regularly tops damage charts when having a reasonable game. She’s pretty vulnerable though when her spells are on CD/against enemies with the right tools to avoid them, so if she’s not having a good game she can end up dying a lot.

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How about giving Zyra a temporary revive like what Sion has

Meddler Final PortraitYeah, there are a bunch of approaches that might fit here depending on the power that’s appropriate and the gameplay desired. Main ones that leap to mind that we’ll talk about internally being:

  • True respawn at point of kill, point of Zyra’s death or back at the fountain
  • Temporary respawn at point of kill
  • Substantially reduced death timer per champion killed by the passive

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Lyte has outlined why the Mute feature alone doesn’t solve toxicity and why League needs an automated report system.


Why do we need an automated system when we can just mute toxic players

Lyte Final PortraitWe consider the “Mute” feature to be a last resort. When a player has to use the “Mute” feature, the damage has already been done. Your experience is already worse, you are already less likely to play another game, and you already don’t enjoy League as much as before. The “Mute” feature is a last resort to prevent any further harassment or abuse. Just because a feature like this exists doesn’t mean it’s OK for players to spew hate speech or be racist or verbally abusive. The vast majority of players in League hate these types of behaviors, and we should respect these players and not tell toxic players it’s OK to be dicks just because a “Mute” feature exists.

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Are you worried about trolls getting others player in trouble over flaming

Lyte Final PortraitThe good news is, we’re adding some Intentional Feeder Detection features into the Instant Feedback System in the next patch or two… so don’t worry, players won’t be intentionally trolling or using gameplay toxicity to “escape” the system soon.

Although the Tribunal engine is “machine learning” based, it actually has a lot of human checks in place. No system is truly “automated,” and for a player to be permanent banned they actually have to go through checks from multiple systems. Cases are reviewed by human Player Support staff all the time, and we do random checks on accuracy all the time, especially for cases that are “right on the line.”

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How often do punished players use hate speech make racist remarks etc

Lyte Final PortraitGenerally, players that get a penalty show a large pattern of these behaviors. Unless your 3 chat logs are severe hate speech or something awful like that, you will most likely never see a penalty especially if you’ve had 100s of neutral or positive games.

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Is retaliating to a troll or flamer considered toxic behavior

Lyte Final PortraitRetaliation isn’t OK. It just makes it a worse experience for the 8 other players. If there was a player that initiated, they are most likely punished as well.

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Darius Rework how to swap background music banner


Is the Darius rework coming within the next 3 patches

Meddler Final PortraitIt’s very likely it will.

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Will Gangplank be nerfed

Meddler Final PortraitNo changes in 5.15 at the very least. Right now there are a lot of people playing GP who’ve never played him before and even those that have are having to learn some new stuff given the kit changes. That’s making it a bit hard to get a gauge on what his long term power’s like, initial reaction though is that it’s in roughly the right ballpark.

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How to swap between Bilgewater music and updated SRU music

Stephiroth Final PortraitAhoy, Summoners!

We have temporarily added the ability to toggle between Updated Summoner’s Rift music and Bilgewater music on SRU.

This option has temporarily replaced the ability to enable “Classic” music.

Summoner’s Rift Games will currently default to using “Updated” music, however you can switch it to Bilgewater music by navigating to the Sound section in the Options menu, and selecting the Theme Music as “Bilgewater”.

  • You may have some difficulty enabling the Bilgewater Theme to due a current bug with the HUD. To enable it easily, you will need to open the drop down, hover over it with your cursor, and use the Mouse Wheel (middle button/scroll button) to scroll down and select the Bilgewater option.

There are some bugs you may notice with the music currently. Notably:

  • When switching from Bilgewater Music to Updated Music, the Updated Music may play over itself twice. This bug actually existed with the Classic music option too, but we did not uncover it until recently due to the low frequency of players switching between music. We are investigating a fix for that to be deployed in 5.15 🙂 This won’t occur with the Bilgewater track, only with the Updated track.
  • You may notice the Victory/Defeat music is still Bilgewater music, even though you have set your option to Updated music. This should only occur at the End of Game Victory/Defeat banner.

If you have any questions or feedback, feel free to comment!

EDIT: Just as a note, you will only experience the toggle in Matchmade games on Summoner’s Rift. The Bilgewater music is not activated for Custom SR games, or games on any other Maps (besides Butcher’s Bridge).

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Will Windows 10 and League of Legends be Friends

DARTAGNAN Final Portrait Hey all,

The answer is yes! We have been been extensively testing Windows 10 here at Riot, and we will be fully supporting Windows 10. If you haven’t heard already, you will be able to freely upgrade to Windows 10 as long as you have Windows 7 or 8.1 (8 users need to update to 8.1) already installed. If you do decide to upgrade, here is what you need to know:

  • Make sure to check whether your computer meets the requirements for Windows 10
  • If you do update, Windows 10 should download all the necessary updates or latest drivers for your hardware automatically. If you do have problems afterwards, you may need to contact your computer manufacturer (Dell, HP, etc) or your hardware manufacturer (MSI, Gigabyte, Nvidia, AMD, etc) to manually download the latest updates or drivers. Since it was just released, some manufacturers may not have updated drivers/updates ready

NOTE: Older hardware not directly supported by its own manufacturers anymore may not have new drivers for Windows 10.

  • Make sure to play a Custom Game first after updating to make sure everything works normally! You don’t want to be in a Ranked Game if suddenly your mouse stops working

  • If you encounter any problems with League of Legends immediately after upgrading to Windows 10, make sure to run a repair first, to see if it resolves any problems. If not, try completing a full and clean re-installation as well.

  • If all else fails, make sure to submit a ticket! This way we can easily track any compatibility issues that may occur with Windows 10. Make sure to include the following in your ticket as well:

Lastly, if you are experiencing any issues, make a post with the following information filled out:

Operating System: Windows 10
Graphics Card:

[ Link to Post ]



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


Champion Skin Sale March 9 Banner

The following Champions and Skins will be 50% off until March 9th:


Ahri Final Portrait

Sion Final Portrait

Velkoz Final Portrait


Nightraven Fiora

Fiora_2 (1)


Reaper Hecarim



Undertaker Yorick




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


PBE 05 03 Banner


PBE 04/03


[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

All PBE updates from Patch 5.5 cycle:



Duck Banner

An actual duck is coming to a Summoner’s Rift near you:


An actual duck



New Splash Arts


Elderwood Bard




You can find a preview of Elderwood Bard HERE.


Secret Agent Xin Zhao



Get some early intel on Secret Agent Xin HERE.



New Summoner Icons


Three new Summoner Icons have been added. No news yet on how to get these (URF ICON HYPE):

profileIcon784 profileIcon783 profileIcon782



Champion Changes



Bard Final Portrait


Cosmic Binding Final IconCosmic Binding [ Q ]

  • Cooldown decreased from 10 seconds at all ranks to 11/10/9/8/7



Kassadin Final Portrait


Riftwalk Final IconRiftwalk [ R ]

  • Range decreased from 550 to 500 [ this is a decrease from the PBE value. On live the range is 450 ]
  • Cooldown decreased from 7/5/3 seconds to 6/4/2
  • Initial mana cost decreased from 60 at all ranks to 50



Nautilus Final Portrait


Titans Wrath Final IconTitan’s Wrath [ W ]

  • Shield scalilng increased from 7/9.5/12/14.5/17% of maximum health to 9/11/13/15/17%
  • On-hit damage while shielded increased from 15/30/45/60/75 to 30/40/50/60/70 [ an increase compared to the value in this PBE update. Live value is still 40/55/70/85/100 ]

Riptide Final IconRiptide [ E ]

  • Cooldown increased from 6/5.5/5/4.5/4 seconds to 7/6.5/6/5.5/5 [ live value is 10 seconds at all ranks ]



Shyvana Final Portrait


Flame Breath Final IconFlame Breath [ E ] 

  • On-hit magic damage increased from 2% of maximum health to 2.5%



Sion Final Portrait


Decimating Smash Final IconDecimating Smash [ Q ]

  • Mana cost decreased from 40/45/50/55/60 to 45 at all ranks [ live value is 45/50/55/60/65 ]


Soul Furnace Final IconSoul Furnace [ W ]

  • Mana cost increased from 60/65/70/75/80 to 65/70/75/80/85 [ reverted to live value ]



Veigar Final Portrait


Event Horizon Final IconEvent Horizon [ E ]

  • Delay now starts at the moment the spell is cast, not after Veigar finishes his cast animation



Ludens Echo

Luden’s Echo, the new 120 AP Item, has received its in-game icon.



Ludens Echo Final IconLuden’s Echo

  • Cost: 3100 Gold
  • Builds out of a Needlessly Large Rod (1600 Gold) and Aether Wisp (850 Gold)
  • Grants 120 AP and 7% Movement Speed
  • UNIQUE Passive: Gain charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 100 (+0.15 AP) bonus magic damage to up to 4 targets hit.


Luden’s Echo has a tooltip icon similar to the one of Statikk Shiv. At 100 charges, purple bolts come out of the spell’s first (or only) target and seek nearby enemies to hit.

Luden Echo Tooltip

Luden Echo 1

Luden Echo 3



The recently-announced Mandrake Ward is now available for testing. Note, it may not be available for Patch 5.5.


Mandrake Ward

  • Costs 35 Gold
  • Click to Consume: Summons a sentry to run and burrow in target brush (within 1200 range) for 2 minutes. While burrowed, it becomes blind and invisible but will ping the map if a visible or invisible enemy is within 1000 range.
  • (Counts as a Stealth Ward)
    (May only carry 3 Stealth Wards at a time.)


The Mandrake Ward needs to target a brush. When cast, a small sapling walks towards the brush and plants itself, pinging once when an enemy walks into that brush, be it visible or invisible, and then disappears. If you don’t target a brush, you’ll receive an error message.

Mandrake Ward 1

Mandrake Ward 5

Mandrake Ward 2

Mandrake Ward 3

Mandrake Ward 4



Bard inclient lore,

Bard’s lore for ants is now available:


“Bard travels through realms beyond the imagination of mortal beings. Some of Valoran’s greatest scholars have spent their lives trying to understand the mysteries he embodies. This enigmatic spirit has been given many names throughout the history of Valoran, but titles such as Cosmic Vagabond and Great Caretaker only capture a fleeting aspect of his true purpose. When the unknowable structure of the universe is threatened, Bard steers all existence away from utter annihilation.”



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


Free Champion Rotation February 10 Banner

The following Champions will be free-to-play until February 10th:


Anivia Final Portrait

Corki Final Portrait

Karma Final Portrait

Lee Sin Final Portrait

Lucian Final Portrait

Nunu Final Portrait

Orianna Final Portrait

Rumble Final Portrait

Sion Final Portrait

Vel'Koz Final Portrait



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


Patch 4.19 Notes

November 4th, 2014


Patch 4 19 Notes Banner

Patch 4.19 adds the new Summoner’s Rift, changes to Sion and Singed, a few bugfixes and Soraka’s Reaper Skin.



Riot Pwyff Final PortraitHi Summoners,

Welcome to patch 4.19! Not much in terms of design content as we continue work behind the scenes on the 2015 preseason and the eventual arrival of the updated Summoner’s Rift.

As a reminder, this is the last week for the 2014 season, so good luck for those of you trying to power through to the next tier! Just remember that losses are inevitable, and it’s what you can learn for the future that counts. That’s some deep philosophy for a patch notes foreword.

On with the changes!

[ Link to Post ]


Patch 4.19 Content:



Summoner Rift Update

The last major set of SRU files is going out with 4.19 (so expect another large download!) and we’ll be starting the Summoner’s Rift open beta soon. Check out the beta release plan for additional details!


Check here for more details:




Champion Changes



Singed Final Portrait

Fling New IconFling [ E ]

If Singed Flings a target into Mega Adhesive Zone, they will be snared for 1 second


Insanity Potion New IconInsanity Potion [ R ]

Bonus Ability Power, Movement Speed, Armor, Health Regen and Mana Regen granted from level 3 Insanity Potion increased from 65 to 80



Sion Final Portrait

Glory in Death New IconGlory in Death [ Passive ]

Sion’s health decay in passive form now scales with his Champion level (2 x level first tick, increasing by 1.4 x level per tick)

Decimating Smash New IconDecimating Smash [ Q ]

Mana cost decreased from 50/55/60/65/70 to 45/50/55/60/65


Soul Furnace New IconSoul Furnace [ W ]

Health bonus from a Large Monster / Champion Kill & Assist increased from 8 to 10
Mana cost decreased from 70/75/80/85/90 to 65/70/75/80/85


Roar of the Slayer New IconRoar of the Slayer [ E ]

Mana cost increased from 25 at all ranks to 35




Fiddlesticks Final Portrait

Crowstorm New IconCrowstorm [ R ]

Fixed a bug where rapidly spamming a basic ability at the very end of Crowstorm’s channel sometimes caused that ability to go on cooldown without casting or appearing to be on cooldown in the HUD

Janna Final Portrait

Zephyr New IconZephyr [ W ]

  • Cooldown increased from 12/11/10/9/8 seconds to 12 at all ranks




LeBlanc Final Portrait

Mirror Image New IconMirror Image [ Passive ]

Flashing no longer de-stealths LeBlanc and her clone when Mirror Image is triggered



Lucian Final Portrait

Ardent Blaze New IconArdent Blaze [ W ]

  • Flat movement speed bonus increased from 40 at all ranks to 40/45/50/55/60
  • No longer scales with AD (+0.3 bonus AD ratio on live)


The Culling New IconThe Culling [ R ]

  • Cooldown increased from 100/75/50 seconds to 110/100/90




Pantheon Final Portrait

Grand SkyfallGrand Skyfall [ R ]

Fixed a bug where rapidly spamming a basic ability at the very end of Grand Skyfall’s channel sometimes caused that ability to go on cooldown without casting or appearing to be on cooldown in the HUD



Ryze Final Portrait

Overload New IconOverload [ Q ] 

Base damage decreased from 60/85/110/135/160 to 40/60/80/100/120




Zilean Final Portrait

Heightened Learning New IconHeightened Learning [ Passive ]

Now grants 8% bonus to experience in an area, changed from global (same range as Janna’s passive)



New Splash Arts





Blitzcrank_0 Blitzcrank_Square_0





Ezreal_0 Ezreal_Square_0





Gragas_0 Gragas_Square_0





Graves_0 (1) Graves_Square_0





Janna_0 Janna_Square_0


Jarvan IV



JarvanIV_0 JarvanIV_Square_0





Kayle_0 Kayle_Square_0






Rengar_0 Rengar_Square_0





Rumble_0 Rumble_Square_0




Singed_Splash_0 (1)

Singed_0 Singed_Square_0





Shaco_0 Shaco_Square_0





Shen_0 Shen_Square_0





Talon_0 Talon_Square_0





Tristana_0 Tristana_Square_0




Udyr_0 Udyr_Square_0





Veigar_0 Veigar_Square_0





MonkeyKing_0 MonkeyKing_Square_0





Zilean_0 Zilean_Square_0



 Jungle Changes


Crest of the Ancient Golem & Blessing of the Elder Lizard


  • Renamed from Crest of the Ancient Golem & Blessing of the Elder Lizard ⇒ Crest of Insight & Crest of Cinders, respectively



End of Season Rewards


Victorious Morgana (ranked Gold and above)




You will get Victorious Morgana at the end of this Season if you’re Gold League or higher in Ranked on November 11th.


Morgana Model 1

Morgana Recall

For her recall, Victorious Morgana smashes two orbs together to create a vacuum that siphons blue energy from her.


Morgana Q

Dark Binding [ Q ]

But in reality it’s quite bright.


Morgana Q Effect

Victorious Morgana’s binding traps enemies between blue ghosts that fly upwards.


Morgana W

Tormented Soil [ W ]


Morgana E

Black Shield [ E ]

The shield loses color as its duration runs out.


Morgana R

Soul Shackles [ R ]   



Suggested Players


We’ve been working to improve Suggested Players since launch in 4.14 so players have an easier time filling out their premade lobbies. This patch, we’re addressing two common points of feedback. Suggested Players will now prioritize players you’ve honored over other potential suggestions, and the friends-of-friends component will now take your skill level into account to ensure better matches. We’re continuing to closely monitor the system for further upgrade opportunities, so please keep giving us feedback!

  • Players you’ve honored will now be suggested more frequently and with higher priority
  • The system now looks for players close to your skill level when suggesting friends of friends



Patcher Improvements


We’ve made a couple usability and polish improvements to the patching screen!

[ NOBODY PUTS PATCHER IN A CORNER ] The patcher now plays a sound effect when patching finishes to better let you know when you can get back in game
[ YOU CLICKED IT! ] The “Launch” button now has an on-click sound effect
[ IT WASN’T YOUR IMAGINATION ] Fixed a small misalignment in the patcher’s layout



Store Improvements


  • Load times for the Featured tab have been improved, reducing the delay when first entering the store
  • Various store images have been updated:
    • Summoner Name Change
    • Singe Rune Page
    • Unlock a Champion for a friend
    • Unlock a Skin for a friend
    • Mystery Champion
    • Mystery Skin



Upcoming Skins - Reaper Soraka


Reaper Soraka will be available in the store for 1350 RP.




Reaper Soraka Updated 1

Reaper Soraka updated 2


Soraka Recall

For her recall, Reaper Soraka shatters the ground with her staff and summons a teal/black hole.


Soraka Passive

Salvation [ Passive ]


Soraka Starcall 1

Soraka Starcall 2

Starcall [ Q ]


Soraka W 1

Astral Infusion [ W ]


Soraka Equinox 1

Soraka Equinox 2

Equinox [ E ]


Soraka R

Wish [ R ] 



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


Sion Survival Guide

November 3rd, 2014

Sion Guide Banner

Rioters have published a detailed guide for Sion, check it out below:



Preeti Final PortraitThis week, Sion rises from the dead to join the ranks of the free champion rotation! Charge into battle and crush your foes with these tactics from players, pros, and the community:

Pawnce: discusses every facet of top lane Sion, with detailed ability breakdowns and a huge map that lays out potential gank paths

daitch: focuses on a bruiser/damage jungle build path

DatDude: concentrates on top lane and provides a useful itemization discussion for AD Sion

For up-to-date info on how the pros are building Sion, head over here.


Riot Stashu Sion Tips


Already on your way to mastering the Undead Juggernaut? Check out how Riot Stashu from the live balance team plays Sion!

Sion_AxeDrawingIs Sion better in top lane or the jungle?

I almost exclusively play Sion in the jungle. In a top lane 1v1 situation, Sion can run into some pretty bad matchups against mobile or cc-heavy champions who can prevent him from consistently landing his abilities, so pick him wisely. In the jungle, neither of these factors are a problem because jungle camps are too manly to cc you or dodge your abilities! I also really like jungle Sion because pure tank junglers are pretty rare nowadays (other than Rammus or Maokai). Sion fills a late-game, pure-scaling jungle-tank-with-cc niche that’s very valuable for almost any team comp. Additionally, Sion’s ult is just insane for ganking.

This doesn’t mean that Sion isn’t a good option for top lane. He’s worthwhile as a toplaner because he’s a safe, tanky champ who can wave clear well and maintain a strong lane presence even with low solo-kill potential. You just have to make sure you’re playing to his strengths. Poke often and take good trades when you can land Decimating Smash, but don’t overcommit to all ins.

Overall, Sion’s a great addition to any team because he absorbs so much aggro and draws so much attention in fights thanks to his cc potential. Keep in mind that Sion’s an offensive tank rather than a defensive peeler like Maokai, so he feels right at home when he’s smack in the middle of the enemy team!


How do you build Sion

There are two main ways to build Sion: AD or tank. I think the AD build, aka “Zombie Sion,” is kind of suboptimal because building tanky allows him to get the most out of his cc, scaling, and ult’s diving potential. If you want a little extra damage, a Hexdrinker or Brutalizer can be a good pickup, but generally you want to build for survivability. HP, armor, and MR are the keys to an effective Sion; get as beefy as possible as quickly as possible.

The tanky build is also getting a boost with patch 4.19—currently, Sion really benefits only from offensive items when in zombie form, but now defensive stats and items will boost his passive’s duration.


What is your skill order

It’s tempting to max W first, but you don’t get much benefit from maxing shield first because it scales better with items (health) than levels. Q is definitely the better option because it gives you a lot of damage, which helps with jungle clear.

For top lane, maxing Q is still good as a clearing tool, but E is also a good fallback. When you’re losing lane or can’t directly fight your opponent, you can still have some impact on the lane from a distance. Against ranged opponents, max E for better reach.


Have any ganking tips

Although Sion’s mobility is pretty low without his ult, Sion’s pre-6 ganks can be potent because his E delivers a powerful ranged slow. The best way to gank pre-6 is to approach the lane along with the enemy minion wave and flank the enemy from behind (grabbing an early pink ward or Sweeper is key). Throw out your E to slow the enemy and have your ally chain their cc with yours. Your Q covers a lot of terrain, so use it to trap your opponent and force them to choose between four unsavory options: getting hit with your Q, taking a suboptimal path to avoid your Q, suffering high damage from your ally, or burning Flash. None of these are great options, and your opponent won’t be pleased.

Sion’s ult is a very powerful ganking tool. If used correctly, you’re guaranteed to get something out of it, whether it’s an objective, kill, or the enemy’s Flash. The easiest way to use Sion’s ult is to barrel right down the lane because your enemy won’t have vision and the lanes are pretty straight, so you can charge your ult fully. Just remember to ping your ally to warn them that you’re on your way!

Sion’s ult has a pretty long cooldown at early levels, so use it wisely. Without your ult, you lose a lot of map pressure and playmaking ability due to your otherwise low mobility.

Sion No Background


Any advanced tips or high-level stuff

Sion is a force to be reckoned with, but he’s not a good duelist; don’t try to pick fights when you’re alone. His real power is forcing the enemy into bad situations for your teammates to capitalize on, so make sure someone is around to follow up!

You are an initiator. For team fights, find covered positions from where you can ult onto the enemy team. It’s your job to cause disruption and chaos, so get behind your opponents when they’re grouped up and charge right into them—you’re almost guaranteed to hit one of them with a devastating blow. Plus, you’re placing your team’s tanky cc machine right in the middle of the enemy, which is exactly where you want to be (as long as your team can follow up).

There are two scenarios that you’ll run into after successfully flanking and ulting the enemy team from behind. Here’s how you’d play them out:

  1. You ult a priority target (one of their carries). Great! Q the target and use your W (you can use W while charging your Q; it won’t break Q’s cast). If you got this far, you’ve done your job.
  2. You ult a low-priority target, like their tank. Don’t Q the tank! E the enemy team’s highest-priority target and then follow up with Q and W simultaneously.

A fully-charged Q is tough to land, but you don’t always have to land it for it to be useful! You can use Q to exert zone control and steer the enemy in a particular direction, like toward your teammates. You might not get the kill (or even the assist), but you’re putting the enemy in an uncomfortable spot and yelling “this is my space, don’t step in it!” It’s sort of a delayed gratification, I suppose.

When you’re trying to land your Q rather than just zone the enemy, think carefully about whether to charge Q all the way or just snap cast it. It’s best fully-charged and saved for a priority target, but don’t hesitate to snap cast Q if it’ll miss otherwise—you can still get the slow off and your team can follow up.

I want to say a little more about Sion’s ult outside of using it in team fights. Although his ult has a long cooldown at early levels, the cooldown scales well with levels. By the third rank, it’ll basically be up whenever you need it, so feel free to use it whenever you can get some good value out of it.

For example, sometimes you’ll want to use it to get out of a tough situation. When ulting, Sion is immune to cc, so you can ult reactively as long as you respond before you’re cc’d. For example, you can ult through a Nami wave if you start ulting before the wave hits you. The other day, I ulted out of a Vayne wall Condemn because I saw the bullet coming. Also, after you ult, you can hit R again to cancel it. It takes a few moments for Sion to decelerate, but you still get the AOE cc the ult provides.

One last little tip: When aiming E, aim at your final target (the enemy), not your first target (the enemy minion).


Who are Sion's main counters

An enemy Morgana is pretty tough for Sion because his abilities are telegraphed so easily, so all she has to do is use her Black Shield on her allies. You also need to watch out for champions like Azir and Anivia, who can create walls and really screw with your ultimate.

In top lane, Riven is a really bad matchup for Sion because she’s highly mobile and can dodge a lot of your abilities. In general, Sion isn’t going to crush his lane opponent; his ideal situation is one where he doesn’t die in lane and just gets to farm until he becomes a super tank. This means Sion wants to be matched up against opponents who aren’t very good duelists or just aren’t very good at killing him, like other tanks.





Free Champion Rotation November 11 Banner

The following Champions will be free-to-play until November 11th:


Amumu Final Portrait

Blitzcrank Final Portrait

Jinx Final Portrait

Katarina Final Portrait

Lucian Final Portrait

Mordekaiser Final Portrait

Riven Final Portrait

Sion Final Portrait

Volibear Final Portrait

Zyra Final Portrait



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



News 31 10 Banner



I’ve gathered the teasers that’ve been hovering around Reddit regarding a new Champion that’s coming this year, Kallista. Also, upcoming changes to Sion’s passive, an update on Cassiopeia’s state and a few tidbits about Team Builder, a bug with Vi’s E and footstep noise for Champions.


Recent News



New-SR-Banner (1)



Collection of Teasers about Kallista,

a new Champion that will be coming to League before the end of this year.


A teaser was posted on the official League of Legends Facebook page. Below the video is a message, “We are vengeance.”




A concept for the potential new Champion, Kallista, has been photoed at the “Lucca Comics & Games” 2014  convention in Italy. Remember that these are not confirmed to be in the game are just concept arts for now. Take it as a potential teaser.



10698469_623006454475062_6317513823333300794_n (1)


And here’s a teaser image posted on the League of Legends Italian Facebook page.




This image can be found on the promo flags at the “Lucca Comics & Games” convention which is celebrating Harrowing.




And also on a recent Summoner icon for the Hexakill Twisted Treeline Mode.


3 (2)


There have also been a few lore posts on Reddit, translated from Portuguese to English. The originals were posted on the Brazilian forums by Rioter Fabulist.



Sion Changes banner



Sion feels underwhelming make his Q and R more reliable

Scruffy Final PortraitThere should be a few tweaks for him (some stat increases, bugfixes, usability and mana costs) up on the PBE in the next build (they will be released in the next patch).

To some of your points about Q and R reliability, those will most likely not change. Those abilities are meant to be very powerful but limited in meaningful ways.


  • Q has beyond most normal ability AOE base damage and CC, because it is a very committed decision (a good comparison here is fiddlesticks drain). If we wanted to increase the reliability of the spell we would probably make the “snap cast” (not full charge) more effective.
  • Similarly R enables unstoppable engage and map movement at the cost of great reliability. That said, the R turning is a number that we can tweak easily if we want to increase the reliability a bit more in the future.

Your feedback is really helpful and we definitely consider it in our decision making.


PS – The W passive on champ kill change that you’re suggesting is likely in the next patch, we have a prophet.

[ Link to Post ]



What stats will you be adjusting on Sion

Scruffy Final PortraitThe stat changes are actually HP focused. Both in consistent gains (hp per level) and in earned gains (W passive).

Mana costs are more of a shift than a buff/nerf. Moving E cost up a little and lowering Q and W cost to compensate.

There is a delay after you reactivate R, he plays a specific “leap into the air and slam down” animation to represent it. A big dude of his size cant just stop on a dime is the general idea.

[ Link to Post ]



Suggestion Make the Q Cast Time scale with Attack Speed

Scruffy Final PortraitNo plans of that. Attack speed is not a stat that he scales particularly well with, and that’s ok. He scales well with HP, armor, MR, AD, and CDR already.

[ Link to Post ]




Suggestion Have his passive bleed flat, not

Scruffy Final PortraitThis is actually something we are doing for the next patch. Flat HP amount drain (based on char level) instead of % max HP.

It was a silly thing that he was punished for building tanky with the old system. So yea, good change.

[ Link to Post ]



Update on Cass Banner

Here’s the original post detailing the future of Cassiopeia.



STASHU New PortraitHey! Yeah sorry about the slow progress here, and it still might take another week or two to get stuff on the pbe. As Morello said, we’re definitely willing to be experimental with pbe stuff, but won’t put anything up there till its ready for testing.

I’ve been working closely with Morello and Scruffy and lots of others in really focusing these changes. Our thinking is still largely the same as in my last post, but we’ve actually narrowed it down to a few specific changes– on which we’re currently in the process of implementing. Pretty confident in what we have, but not 100% ready just yet. I’ll be more explicit with our plans when as we get closer to our mark. Sorry to be so cryptic, definitely working on it though.

[ Link to Post ]



Is a change to her passive a real possibility

Morello Final PortraitI think changes to how it works are on the table, but I think the scaling paradigm is still part of her “why bring her” (outside of the general fun factor/attachment to themes). I still think the largest and most salient critiques are about how she doesn’t feel like herself.

Lane bullying will not be restored, in either iteration (“able to lane” is important though).

[ Link to Post ]



Theres been a threeweek silence on Cassiopeias state

Morello Final PortraitI could see that – some of this was the unfortunate timing of Worlds too (a lot of us went to go see it live!), so we had less time on the ground since we’ve spoken about Cass.

[ Link to Post ]




Did Stashu try to tweak Cassiopeia on the PBE

Morello Final PortraitNot enough time before the bug lock date. He tried and didn’t have time to get something reasonable done.


[ Link to Post ]



Why did you rework Cassiopeia

Morello Final PortraitA few things to note:

A champion like Casseopia, who has repeatable targeted damage, has very little dueling play other than fish and destroy. Casseopia was absurd pre-update in lane, but clunky and hard to play. She fell off late, but that’s not a solid enough footing to base the champion on – lack of lane counterplay should not be balanced with “well, she sucks later.” It’s a binary and non-LoL appropriate pattern (even if it’s certainly fun to shit on people in lane :P)

We won’t revert because the update isn’t just a wash; it accomplishes the functional goals of changing Cass’ power curve – which is still an intended goal. What we missed was playstyle and emotional resonance notes, along with power tuning. This will then be additive and adjusted based on the current foundations, and not a new overhaul. The issue wasn’t a change, the issue was trading one set of problems for a new set, when we can instead solve problems with a follow-through.

So she’s in a bad state now, but this is still closer to what “finished” will look like than old Cass.

[ Link to Post ]



Single Posts 31 10 Banner



Suggestion Add footstep noise for Champions

Riot Eno Final Portrait Hey!

I haven’t seen this topic come up in a while, and I’d be glad to give some insight.

There have been some experiments in the past with adding footsteps and movement sounds to the Champs. Results were mixed, and often times ended up getting annoying.

BUT, that isn’t to say that we would never think about adding them sometime down the road. Honestly though, it’s a Herculean task at this point, and probably isn’t realistic; but never say never.


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Follow Up

What if they could be heard only when out of combat

Riot Eno Final PortraitYeah, maybe it’s something that would just get cut out when in battle – there are definitely things we could do to make it not annoying.

It’s good to know it’s something you guys are interested in, and I agree, the fine audio folks at Valve did a good job with this type of system in Dota 2.

Cheers! =)

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Vis Excessive Force E currently doesn’t deal damage

Gypsylord New PortraitWe’re hoping to get a fix in for this in the next patch. Strangely enough, Vi’s winrate has not been impacted. Likely partially because her E has bonus functionality! The cone is failing but the attack itself is not and she hits things in a circle near the impact point in addition to the cone. This allows her to still AoE jungle camps effectively if she groups them close enough together.

Sorry for the inconvenience. We’ll have her patched up soon. In the meantime try to group things a little closer together to hit them with E’s AoE circle (hint: Your Q vacuums creeps)

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How many people currently use Team Builder

Lyte Final Portrait

A solid number of players play Team Builder as their “primary” game mode, but it’s a work in progress that we’re still trying to improve. We’re also researching and designing what a Team Builder Ranked could look like, and our current ideas are a simpler, slimmed down version of Team Builder with some improvements to the draft process.

Some of the new things coming up include:

  • almost full groups getting a higher priority in queue to fill out their groups
  • we’ve completely re-done the matchmaking algorithms so playing with premades will result in fairer matches
  • we’re going to have Team Builder “remember” the last spec you played and automatically populate the fields so you can get into game quicker

We’re tinkering with a couple more things to Team Builder Normals, and hope more players give it a shot if their initial impression of the mode wasn’t the best experience.

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Follow Up

Can we get more options on TB, not Champion-related

Lyte Final PortraitYes, it’s possible. We’ve thought about allowing a “Fill” option specifically, but with your other suggestion worry a bit about the problem where a lot more choices = a lot longer queue times for teams. Imagine allowing players to select 2 ADCs, 2 ranged only, 1 mage, but 3 melee only… weird combinations will result in bad experiences. You could say the pain is self-inflicted, but we don’t like designs that allow players to opt-in to miserable queues.

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



PBE 28 10 Banner


PBE 28/10:


[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

[ Note ] The Preseason changes have been pulled from the PBE. The New Summoner’s Rift is still available for testing.


PBE Content from Patch 4.19 Cycle:



Ranked Icons Update


The icon rewards for Season 4’s Ranked Leagues have been updated.


Solo / Duo Queue Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1,2,3

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3v3 Team - Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1,2,3

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5v5 Team - Bronze, Silver, Gold, Platinum, Diamond, Master, Challenger 1,2,3

profileIcon732 profileIcon733 profileIcon734 profileIcon735 profileIcon736 profileIcon737 profileIcon738 profileIcon739 profileIcon740



Refer-a-Friend Borders for Rewards


[ Note ] The Refer-a-Friend system is being revamped. You can read more on the topic here.


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Champion Changes



Lucian Final Portrait


The Culling New IconThe Culling [ R ]

  • Damage-per-shot decreased from 45/55/65 to 40/50/60 [ revert on the changes in this PBE update ]


[ Note ] On the PBE, the cooldown of The Culling is still higher than on live.



Nocturne Final Portrait


Unspeakable Horror New IconUnspeakable Horror [ E ]

  • Now passively grants Nocturne a massive movement speed increase when moving towards feared targets


[ Note ] I don’t see exact values and the change doesn’t work on the PBE, so for now consider it a tooltip change only.



Quinn Final Portrait


  • Auto Attack Range decreased from 550 to 525 [ revert on the changes in this PBE update ]
  • Movement Speed increased from 330 to 335 [ revert on the changes in this PBE update ]



Sion Final Portrait


Decimating Smash New IconDecimating Smash [ Q ]

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


Soul Furnace New IconSoul Furnace [ W ]

  • Health bonus from a Large Monster / Champion Kill & Assist increased from 8 to 10
  • Mana cost decreased from 70/75/80/85/90 to 65/70/75/80/85


Roar of the Slayer New IconRoar of the Slayer [ E ]

  • Mana cost increased from 25 at all ranks to 35



Experimental Soraka Changes


Vesh New PortraitHey guys,

Going to be testing out an buffed W range for Soraka as well as a fixed travel time cast paradigm for Q (like Nami bubble instead of Twitch Cask).

The first version up today is probably a bit too fast, and I will probably be iterating through a number of values to find the one that feels juuuust right.

Anyway, would love feedback about how these changes feel and the playing-against feedback is especially vital. Leave any feedback you have here and I promise I’ll be reading all of it ^_^

[ Link to Post ]


[ Note ] I don’t think these changes are in this PBE update. Will double-check.



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