Archive

Posts Tagged ‘tryndamere’

 

Free Champion Rotation March 31 Banner

The following Champions will be free-to-play until March 31st:

 

Ahri Final Portrait

Amumu Final Portrait

Braum Final Portrait

Corki Final Portrait

Fiddlesticks Final Portrait

Graves Final Portrait

Malphite Final Portrait

Taric Final Portrait

Tryndamere Final Portrait

Xerath Final Portrait

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

Champion Skin Sale January 23 to 26 Banner

The following Champions and Skins will be 50% off until January 26th:

 


Champions


Caitlyn Final Portrait

Tryndamere Final Portrait

Zac Final Portrait

 

Abyssal Nautilus – 487 RP


Nautilus_1


 

Junkyard Trundle – 375 RP


Trundle_2


 

Sheriff Caitlyn – 260 RP


Caitlyn_2


 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

Free Champion Rotation November 4 Banner

The following Champions will be free-to-play until November 4th:

 

Brand Final Portrait

Lulu Final Portrait

Nami Final Portrait

 Rammus Final Portrait

Sejuani Final Portrait

Swain Final Portrait

Teemo Final Portrait

Tryndamere Final Portrait

Urgot Final Portrait

Vayne Final Portrait

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com

 

Comments off

 

Champion Skin Sale 12 09 15 09 Banner

The following Champions and Skins will be 50% off until September 15th:

 

Champions:


Lucian Final Portrait

Tryndamere Final Portrait

Wukong Final Portrait

 

Fiddle Me Timbers – 375 RP


FiddleMeTimbers


 

Shockblade Zed – 487 RP


Zed_ShockbladeSkin

 

 

Thunder Lord Volibear – 260 RP


League-of-Legends-Thunderlord-Volibear-Wallpaper


 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.


 

Top Tier Korean Solo Queue Banner

 Note: This article was not written by me, but by a friend of mine who’d like to write for the site.

 

 Hey everyone. In this article I’ll go over last month’s top 5 Champions for each role in Korean Diamond Solo queue. I will list each pick’s win rate, games played and Kills-Deaths-Assists (KDA) ratio so you have a clear idea of each Champion’s potential. There are a lot of unorthodox picks that Koreans use to dominate; personally, I didn’t expect to see some of them make the top 5. Keep reading and find out who the hidden overpowered picks are and why you should consider them for climbing the ladder.

Jungling is my main role, so I’ll start with Korea’s top junglers.

 

 

Top 5 Jungle Picks

 

Fiddlesticks New Portrait

  • 54.39% Win Rate
  • 45,390 Games Played
  • 2.66:1 KDA

 

Pantheon New Portrait

  • 53.48% Win Rate
  • 30,389 Games Played
  • 2.61:1 KDA

 

Shaco New Portrait

  • 53.45% Win Rate
  • 14,747 Games Played
  • 2.53:1 KDA

 

Wukong New Portrait

  • 53.38% Win Rate
  • 8,606 Games Played
  • 2.56:1 KDA

 

Jarvan IV New Portrait

  • 52.54% Win Rate
  • 71,950 Games Played
  • 3.40:1 KDA

 

Before we begin: I know Fiddlesticks can be played support and Wukong, Jarvan and Pantheon can be played top or mid, but the key word here is can. In the majority of games you will see these picks in the jungle. I was honestly surprised when I saw Fiddle and Shaco in the top 5, because they are some of the hardest junglers to play properly. Fiddlesticks and Shaco have always been strong and can still carry an entire team, but only if you are really experienced with them.  They have a plethora of weaknesses your enemies can exploit. so unless you really know what you are doing, I wouldn’t advise playing them in Ranked.

The rest – Pantheon, Wukong and Jarvan IV – as aggressive junglers with a solid early game, are pretty straightforward. They’re not hard to pick up and, as such, get a solid recommendation from me, even if you’re just now exploring jungle picks and don’t have experience playing them.

 

 

Top 5 Mid Picks

 

Note: Kayle data is irrelevant.

 

Talon New Portrait

  • 56.15% Win Rate
  • 18,546 Games Played
  • 2.55:1 KDA

 

Akali New Portrait

  • 54.99% Win Rate
  • 15,934 Games Played
  • 2.31:1 KDA

 

Kayle New Portrait

  • 54.96% Win Rate
  • 35,947 Games Played
  • 2.46:1 KDA

 

Brand New Portrait

  • 53.64% Win Rate
  • 6,469 Games Played
  • 2.38:1 KDA

 

Katarina New Portrait

  • 53.43% Win Rate
  • 35,311 Games Played
  • 2.84:1 KDA

 

Xerath New Portrait

  • 52.16% Win Rate
  • 16,362 Games Played
  • 3.13:1 KDA

 

 Seeing Kayle in the top 5 comes as a shock to no one, but if you’re thinking about playing her, let me stop you right there. In the last week Kayle has dropped down to a 47.99% win rate due to the recent nerfs and I would advise against playing her, at least until she receives some buffs or a new overpowered build is found on her. For these reasons, I’ve included Xerath to fill the missing spot.

 Talon has been a great pick for the assassin role ever since Zed got nerfed. I was most surprised to see Akali and Brand in the top 5. Whenever I’m forced to play mid I tend to pick Akali and I have a pretty good win rate with her (57.1%). That I don’t play laners at all and still manage to do well with Akali should be an indicator that she’s worth considering in Solo Queue. It bears reminding that Akali and Talon can be played in other lanes, but tend to do way better on mid.

 Also, Katarina and Xerath. Xerath has been gaining popularity and even our lord Faker himself has started to play him. All in all some pretty interesting and unexpected mid laners have become popular in the Korean scene and if you’re wondering what to play you should give them a shot.

 

 

Top 5 Top Picks

 

Rumble New Portrait

  • 55.99% Win Rate
  • 14,382 Games Played
  • 2.69:1 KDA

 

Fiora New Portrait

  • 53.35% Win Rate
  • 4,887 Games Played
  • 1.88:1 KDA

 

Lulu New Portrait

  • 53.35% Win Rate
  • 52,419 Games Played
  • 3.14:1 KDA

 

Riven New Portrait

  • 52.50% Win Rate
  • 64,130 Games Played
  • 2.18:1 KDA

 

Tryndamere New Portrait

  • 51.64% Win Rate
  • 8,390 Games Played
  • 1.87:1 KDA

 

 The reason I put Lulu as a top and not a mid laner in my ranking is because I rarely ever see her mid and from watching the pros they also mostly put her top nowadays. As for the fifth place, I was debating between Tryndamere and Ryze, but Ryze is becoming more common on mid than on top.  The clear oddities here are Rumble and Fiora, who, if you’re looking for someone new to play top, are worth your attention.

 

 

Top 5 ADC Picks

 

Kogmaw New Portrait

  • 53.44% Win Rate
  • 39,425 Games Played
  • 2.73:1 KDA

 

Jinx New Portrait

  • 53.23% Win Rate
  • 34,312 Games Played
  • 2.75:1 KDA

 

Draven New Portrait

  • 52.89% Win Rate
  • 20,732 Games Played
  • 2.56:1 KDA

 

Miss Fortune New Portrait

  • 52.38% Win Rate
  • 4,089 Games Played
  • 2.61:1 KDA

 

Sivir New Portrait

  • 52.31% Win Rate
  • 7,073 Games Played
  • 2.91:1 KDA

 

 Seeing Kog and Jinx here is no surprise after the recent Bloodthirster nerfs and the rise of hypercarries. Draven is like the Lee Sin of ADCs – useless if bad and amazing if good. On that note, it makes sense that he’s dominating in high Korean ELO, but you shouldn’t pick him up expecting to win without having a fair bit of practice. Miss Fortune and Sivir are fairly unpopular picks, but they can snowball and become carry machines if played well.

Last, but definitely not least, the supports.

 

 

Top 5 Support Picks

 

Braum New Portrait

  • 54.26% Win Rate
  • 18,095 Games Played
  • 3.20:1 KDA

 

Morgana New Portrait

  • 53.51% Win Rate
  • 58,436 Games Played
  • 3.05:1 KDA

 

Sona New Portrait

  • 52.38% Win Rate
  • 9,340 Games Played
  • 2.92:1 KDA

 

Leona New Portrait

  • 51.54% Win Rate
  • 38,172 Games Played
  • 2.69:1 KDA

 

Blitzcrank

  • 51.49% Win Rate
  • 44,421 Games Played
  • 2.75:1 KDA

 

 Braum being first is to be expected. This guy is insanely overpowered and fun to play; you can try and pick him up, but good luck getting past his 72.5% ban rate. Morgana is the ideal counter to Braum and so logically takes second place. The odd picks here are found later down the ranks;  I never imagined that Thresh and Nami would be overshadowed by Leona and Blitzcrank, but there you have it .

 

 

Why it’s worth to follow the Korean ladder

 

Although a lot of the Champions I listed here are used in NA as well, some of the picks are wildly unexpected and underrated, and thus deserve your attention if you’re looking for a fresh and, possibly, sleeper OP Champion to climb the ladder with. In League, you learn from those better than you and Koreans are leaps and bounds ahead, so learning how they compete is always worthwhile.

 

 

Champion Rotation Week 23 Season 4

The following Champions will be free-to-play until June 24th:


  • Draven – 6300 IP / 975 RP
  • Galio – 4800 IP / 880 RP
  • Graves – 4800 IP / 880 RP
  • Jax – 1350 IP / 585 RP
  • Maokai – 4800 IP / 880 RP
  • Nami – 6300 IP / 975 RP
  • Sona – 3150 IP / 790 RP
  • Swain – 4800 IP / 880 RP
  • Tryndamere – 1350 IP / 585 RP
  • Xin Zhao – 1350 IP / 585 RP



 If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.


 

PBE June 5

 

Sorry, I’m really late for this one. I’d like to cover Nidalee in a separate article, because her kit got fully reworked. Stay tuned for that.

 

Previous PBE Updates for Patch 4.10 Cycle:

 

  • This is the first!

 

Check out the Forecast if you want to learn what’s coming ahead of time:

Patch-4-point-10-Live-Gameplay-Forecast-Banner (1)

Upcoming-changes-to-Life-Steal (1)

 

 

Nidalee New Portrait

 

  • Nidalee got a full rework recently and I’d like to explore that in a separate feature article, with video commentary, etc. I’ll aim for this weekend. In the meantime, you can check out her update in the article below.

 

PBE-Nidalee-Gameplay-Update-Banner (1)

 

 

Skarner New Portrait

 

  • Skarner had his passive completely changed and his kit has received a lot of number tweaks. You can find the list below.

 

Skarner-Rework-Again-Banner (1)

 

 

Primetime Draven – 975 RP

 

Draven’s new skin has a brand new VO, model, recall and death animation. Unfortunately, I couldn’t get around to covering him, so I’ve linked videos that belong to SkinSpotlights.

 

RiotNurseFlan Button Rioter NurseFlan: Mic test…check…1..2, 3! It’s Primetime Draven’s cue to deal tons of damage on the PBE! o u o

Draaaaaaven had a little makeover and is now dressed to impress! In his Primetime Draven look, he’s ready and eager to cast any sports event! Check out what he’s got!

  • A new suit!
  • New weapons (they look like dangerous mics!)
  • A new VO/SFX set (like he’s casting your game!)
  • A new recall (summons a podium!)

As players who get the first look at this in-progress skin, it would be wonderful to hear your thoughts and feelings on Draaaaaaaven’s new skin! The feedback and bugs you leave here will help us get a better idea of things we may still have to take a look at. :]

See you on the Rift!

 

Primetime Draven: Pre-Release Trailer

 

 

Primetime Draven Additional VO

 

 

 

Five Football Skins at 750 RP each

 

The new skins have the same animations as Classic Skins, with different models and different sounds, which are not yet up on the PBE.

Below is the Splash Art for the full team and for each skin individually.

 

Football Splash Art

 

Maokai_5 TwistedFate_8 Lucian_2 Gragas_7 Alistar_7

 

Goalkeeper Maokai – 750 RP

 

Goalkeeper Maokai

Goalkeeper Maokai Model

Goalkeeper Maokai E

Goalkeeper Maokai E

 

Red Card Twisted Fate – 750 RP

 

Red Card Twisted Fate

Red Card Twisted Fate Model

 

Striker Lucian – 750 RP

 

Striker Lucian

Striker Lucian Model

 

Superfan Gragas – 750 RP

 

Superfan Gragas

Superfan Gragas Model

Superfan Gragas Q

Superfan Gragas Q

 

Sweeper Alistar – 750 RP

 

Sweeper Alistar

Sweeper Alistar Model

 

 

Skarner Texture Update

 

Skarner Texture Update

Classic Skarner Texture Update

Sandscourge Skarner Texture Update

Sandscourge Skarner Texture Update

Earthrune Skarner Texture Update

Earthrune Skarner Texture Update

 

 

New Summoner Icons

 

The new Summoner Icons indicate each archetype in LoL – Fighter, Mage, Marksman, Support, Assassin and Tank, respectively.

 

Icon 1 Icon 2 Icon 3

Icon 4 Icon 5 Icon 6

 

 

New Tryndamere Spell Icons

 

The order correlates to Passive, Q, W, E and R.

 

Tryndamere_Passive Tryndamere_Q Tryndamere_W Tryndamere_E Tryndamere_R

 

 

New Nidalee Spell Icons

 

The order correlates to Passive, Q, W, E and R for Human above and Cougar below.

 

Nidalee_Passive (1) Nidalee_Q1 Nidalee_W1 Nidalee_E1 Nidalee_R1

Nidalee_Passive  Nidalee_Q2  Nidalee_W2 Nidalee_E2  Nidalee_R2

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 


Sale May 16


Champions


  • Nautilus – 487 RP
  • Riven – 440 RP
  • Tryndamere – 292 RP


Gladiator Draven – 487 RP


Gladiator Draven

Gladiator Draven Splash


Pool Party Ziggs – 675 RP


Pool Party Ziggs

Pool Party Ziggs Splash


Viridian Kayle – 260 RP


Viridian Kayle

Viridian Kayle Splash


Comments off

 

Rotation S4 Week 11

The following Champions will be free-to-play until April 8th!

 

Ahri – 6300 IP / 975 RP
Draven – 6300 IP / 975 RP

Janna – 1350 IP / 585 RP
Jax – 1350 IP / 585 RP

Nocturne – 4800 IP / 880 RP
Ryze – 450 IP / 260 RP

Skarner – 4800 IP / 880 RP
Tryndamere – 1350 IP / 585 RP

Varus – 6300 IP / 975 RP
Zyra – 6300 IP / 975 RP

 

 

Firecracker  Jinx banner

 

PBE Update: 31/01

Official Announcements: Scorched Earth Renekton

Vesh: State of Diana

IronStylus: Visual Updates, Reworks and More

RiotSilver Splash Art Q&A

Fan Art Showcase

Champion/Skin Sale: 31.01 – 03.02

 

 

PBE 31 January


 

 

Ashe New Portrait

 

HawkshotHawkshot [ E ]

  • Ashe now gains bonus gold from killing structures as well as enemy units

 

 

Mundo New Portrait

 

Infected_CleaverInfected Cleaver [ Q ]

  • Slow reverted to 2 seconds flat, changed from 1-2 seconds based on range

 

Burning_AgonyBurning Agony [ W ]

  • CC reduction returned to 10/15/20/25/30%, changed from 10/12.5/15/17.5/20%

 

 

Kassadin New Portrait

 

  • All changes reverted to live state

 

 

 Khazix New Portrait

 

 Taste_Their_FearTaste Their Fear [ Q ]

  • Reverted back to live values.

 

Void_AssaultVoid Assault [ R ]

  • Reverted back to live values.

 

 

 Renekton New Portrait

 

 Cull_the_MeekCull of the Meek [ Q ]

  • Reverted back to live

 

Slice_and_DiceSlice and Dice [ E ]

  • Reverted back to live

 

 

Xerath New Portrait

 

Rite_of_the_ArcaneRite of the Arcane [ R ]

  • Damage increased from 170/220/270 ( +0.4 AP ) to 180/235/290 ( +0.43 AP )

 

 

Perseverance ( Defense Mastery t4 )

  • Regen lowered from 0.7/1.35/2% to .o .35/0.675/1% of missing health per 5

 

 

Heartseeker Ashe

 

 

 

Scorched Earth Teaser

For many moons our prison held the butcher at bay, but now it’s simply a matter of time before he erupts onto the rift.

You’ve been warned.

 

 

 

Diana topic

Is Diana a healthy Champion for the League? Would she make a viable bruiser?

 

 

Answering feedback from Summoner

 

Vesh Button Rioter Vesh: This is an incredibly well done post and you’ve correctly identified a number of key issues with the champion.

“This is because she has a fighter/assassin design and you guys don’t like shields on assassins or burst damage on fighters. You’ve accidentally given her too much durabilty in situations where she gets a full shield off which makes her feel unfair to play against even though one crit will probably eat her shield assuming she gets it off and doesn’t have to use hourglass immediately or get hit with some form of CC. “

This is pretty much the problem. Diana has a role identity crisis right now where shes pretty good at a lot of things but not really the best at any of them. When she’s strong, she’s good at way too much. Her vacuum on E also accentuates this problem because it puts a huge amount of her power budget into her team’s followup ability (Diana when Rumble and J4 were really strong in competitive was really scary despite her average winrate in soloqueue/normals)

Let’s talk about both the fighter and the assassin role and what some options and challenges are for each.

Assassins generally have one primary goal: Get in, get a kill, and get out. Diana on live currently can get in, kill someone, and then just generally stays alive due to tankiness. She doesn’t really have that many hoops to jump through to do this either. Squishier assassins like Akali have to measure very carefully when they go in and then have other elements of evasiveness (her twilight shroud) that gives her play/counterplay with the enemy that’s both positioning and sight based.

Diana doesn’t have this however. She just needs to jump a guy and hit all her buttons and if she’s ahead enough then she wins. This is especially problematic due to her AP scaling shield (get defensive rewards for building offensive) and you correctly identified that as a core problem. Even without it, if she was powerful enough to just nuke somebody from full but then squishy enough to die for it, Diana post-6 might as well have a Q that reads “on hit, both Diana and her enemy die.” Clearly not a very exciting ability for either party involved.

I personally find her prospects as an AP fighter to be much more promising. Taking off some of her crazy burst while giving her tools to do more in fights late game could be a cool approach, especially since she has a cool tuning point in her passive. Increasing base attack speed could definitely allow her to make better use of her 3 hit passive pattern which is generally a little less “bull****” then getting Q -> R -> R’d to death as a carry.

There’s other ways to do this as well, and I’m not saying in any way that Diana should be an auto-attack-only champion. Her passive definitely feels pretty good but to add to that, her pattern of making a grand entrance with Q -> R -> E -> Zhonyas is really awesome. After that effect wears off though, we need to ask what Diana should be doing. Should she get to auto burst a carry with another Q->R->R combo, or should she be using a mix of her spells and autoattacks to have a longer time to kill but with more sustained damage?

I personally believe that this approach would be better for Diana overall and would allow her to have healthier tuning points.

This is seriously a great post though. I’d love to have more discussion about her.

 

 

Why does Diana stop moving when casting Q?

 

Vesh Button Rioter Vesh: Q is already an extremely reliable skillshot. it has a large width, moves very fast, and has an AoE explosion on the end. Making her not stop to cast it would accentuate this problem even more.

Thematics are important, but should not compromise gameplay.

(Part of the reason why the Q being so reliable isn’t very good is because it enables her to go R->R right afterward extremely reliably to just kill someone)

 

 

What’s a good style for Diana to transition into?

 

Vesh Button Rioter Vesh: I feel that it would be even cooler if she started off in a more “initiator” type role with her R->E and maybe zhonyas that set up her team to follow up with additional CC and then transitioned into fighter mode after. Diana feels really good when she’s hitting people with her epic moonblade.

With the way she functions currently, her assassin pattern would basically just degenerate to an even more bursty Akali with less options and less points of mastery.

 

 

Suggestion: Moonlight stacks don’t get consumed by R

 

Vesh Button Rioter Vesh: I don’t think the core Diana fantasy is spamming R on everything she hits with her Q. Plus, this is an unrealistic expectation of her. When given the tools to jump a squishy, Diana isn’t going to make 4 other pit stops on the way there, she is going to go kill the target she can kill immediately. By the time that target is dead, it’s not really important if other targets have moonlight on them because her Q is on such a short cooldown. Plus if moonlight lasted long enough for this to relevant the enemy team would basically be permanently revealed and there’s a ton of power in the fact that it grants sight.

 

 

Suggestion: W scales with HP, not AP

 

Vesh Button Rioter Vesh: The shield scaling with health instead of AP has been suggested a couple of times. I agree with the goal, but it’s hard to say if a specific solution will actually work when it’s on paper.

 

 

 

IronStylus Rework Topic

Learn more about Riot’s schedule for releasing new Champions, reworking old ones and get some insight on how it’s all developed.

 

 

General

 

 

What’s next in terms of release?

 

IronStylus Button Rioter IronStylus: Currently we have 4 VU’s/Relaunches in the pipe, including the Sion relaunch which is a while out. Not going to spoil what’s grouped into our launch cadence but we’re now beginning to project what’s going to slot in between other slotted relaunches if Sion’s takes a while longer.

That said, we have aspirations to do a relaunch per month, but it’s not a hard deliverable we must hit. It’s what we want to hit. It’s what we plan to hit, but it’s not always feasible if we encounter problems.

Problems can be anything from the theme of the character being unclear and how we go about tackling that more philosophical side of a relaunch. That can sometime be the biggest point of contention. Production is often easy. Modelling, animation, VFX, while challenging is often more of a straight forward process and series of deliverables than something that’s a lot more malleable and subjective like the concepting/thematic solidification theme.

 

IronStylusButton Rioter IronStylus: In addition to process and concepting, we also had a fairly long break over the holidays, and that’s pretty standard not to be producing content during that time. We had about 3 champions in various states of completion before we left. Some near the end of production, some in the middle, some at the end of the concept phase. Who knows, we might end up having a few close proximity VU’s together because we have a couple of champions as a pretty late state hanging out in the polish phase. Not sure.

Either way, it’s the beginning of the year, and we only recently got back into full steam. There’s a lot coming this year. I think you’ll be pleased with the results.

Also, we’re still hammering out process, especially with the aforementioned concept phase. That’s not just concept art, that’s also thematic clarification/overhaul. Creating some pillars for the character, reinforcing/revamping story, and generally figuring out how to capture charm. It’s a very intense process actually because unlike champions or skins, what we’re dealing with has a ton of emotion attached to it. Everyone has an opinion and everyone has feedback. It can be challenging to navigate those waters, but it’s our job to come to a consensus. With a large group of passionate people, that consensus takes a lot of discussion.

We’re still figuring out how to best approach that concepting process. Get people involved, pitching in, and letting people who are passionate drive the product and hold vision. I’ve found myself not doing as much straight forward concept work, but rather finding who’s passionate about a relaunch and getting them assigned as the primary artist. I think that’s a better allocation of my time and better way to insure people feel included.

It’s a process fraught with challenges and emotions but we’re working on it.

 

 

Why has production slowed down?

 

IronStylus Button Rioter IronStylus: There’s a mix of reasons. Some of it is resource allocation, some of it is the philosophical things we’ve talked about previously. We’re sort of sitting on a clump of content that’s close to being done, but polish and a few sort of.. existential things need to be resolved.

 

I know that sounds vague, it’s hard for me to describe. A lot of what we do sort of revolves around: “Is this _____?” as in, what makes this champion? Every step of the way we ask ourselves, does this animation set, does this model, does this VO, feel like an updated/enhanced/re-envisioned version of that character. That’s a very methodical process with a lot of feedback and a lot of work done based on that feedback. While yes, I’d love to fire out content week after week, we have to do our due diligence. My hope is that our pace picks back up and we can hit 1 per month. That’s my hope at least.

 

 

How do you decide which Rework gets done first?

 

IronStylus Button Rioter IronStylus: We like to let people know we’re addressing, be it slowly sometimes, the big elephants in the room. Like Sion. He’s a major issue in the game for many many reasons. Because he’s far out, and we have no dates attached to him, the benefit of telling the community “hey, we got this” is helpful in showing that we at least have it on our plate.

On the other side of it, characters like Master Yi, being a bit straightforward and not as intense of a UV/Rework, was a nice surprise that we could keep a lid on because it wasn’t some dramatic thematic/artistic/gameplay abomination (Well.. AP Yi.. sooooo.. yeah) That was one of our easier relaunches to do because of the concept being pretty much established, the charm identified, and most of the production time just spent on making the visuals awesome.

Case by case basis really. I feel there needs to be a balance of “Hey, yes, we know this one thing is a big deal, here’s where we are.” and “HEY LOOK! It’s a thing you didn’t expect and it’s SHINY NOW!”

 

 

Is “one VU per month” a deadline for the company?

 

IronStylus Button Rioter IronStylus: The goals is not to drop a date and have it done by then, the idea is to have enough stuff in the works, staggered if need be, and have it pop out in it’s full done-ness at a general ballpark projected time. The time it takes to create the content dictates the time frame. There are no “deadlines” per se.

 

 

How do you decide which Champions are aging/outdated?

 

IronStylus Button Rioter IronStylus: That’s a tough one..

We don’t even know ourselves. Right now, we’re even looking at champions as recent as last year possibly being on the hit list, probably not for complete overhauls, but at least TU’s. I can feasibly seeing us going up at least until mid 2011 and still be deep in the initiative.

We’ll see, it’ll evolve. Every character is different in it’s needs.

It’s prompted by a lot of factors from individual dev interest in particular character, something needed for an event, an arising opportunity because of new tech being developed that we can piggy back a relaunch onto, and a lot of other stuff. Characters are relaunched for all different reasons and at different tiers. That makes things really fluid.

I can’t answer what champions are currently in the timeline aside from Sion which people already know about.

 

 

Champion-specific

 

 

Will Rumble’s upcoming skin make it easier to develop more Rumble skins?

 

IronStylus Button Rioter IronStylus: Any new skin for Rumble will make it much easier to do subsequent skins for. This is a result that any new skin will have a rebuilt rig.

Currently we’d be unable to do any of the cool fan ideas out there because all of that wackiness in his current mech would carry over. We can only do geometry changes over that. Anything that would involve a more slick set of movements, a more advanced mech, whatever, is dependent on a new rig being in place.

 

 

Is Eve’s VU in there or is that still on the backburner?

 

IronStylus Button Rioter IronStylus: Eve currently sits in the “what is she?” land of concept development. She needs something more of a hook than just “blue lady in tights”. Maybe she’s a shadow isles hybrid. Maybe she’s a demon. She needs not just an update in fidelity, she needs a thematic overhaul. That said, she’ll probably get a traditional skin to go with whatever we do with her. We’re only just in the early, early phases of her development. Very slow burn.

 

 

Any plans for Warwick?

 

IronStylus Button Rioter IronStylus: Actually.. Warwick has recently come up on my radar.. We may try to figure out a way to slot him somewhere in between or after what we have planned for this year so far.

NO GUARANTEES. But we’re doing some very VERY early exploratory work.

 

 

Will you be doing visual changes to Renekton?

 

IronStylus Button Rioter IronStylus: Funny thing is, I think we could simply replace base Renekton’s head and we’d be cool. His animations are fine, his rig is fine, his particles are decent, his face just looks a little derpy. I’d like it to fall in line with the splash.

 

 

 

Can you reinforce, rather than replace Sion’s lore when you rework him?

 

IronStylus Button Rioter IronStylus: Well, Sion needs something. But I do like the idea of reinforcing. I’m not 100% up on his current lore, but the idea of a giant undead brute who signifies the glory of old Noxus is a pretty good playground.

 

 

 

 Any news on the Ryze VU you mentioned a year ago?

 

IronStylus Button Rioter IronStylus: Because he’s pretty straight forward and we didn’t see any real need to dramatically shift him, we did a model (Grumpy Monkey did it in his spare time actually) and it’s hanging out. Though that’s “done” we still have to go through the motions to make sure it lives up to where we want him conceptually then of course go through actual production along with his skins. We don’t have him on the board yet. My hope is later this year, no certainty on that though.

 

 

Can you perhaps update Zilean’s visuals?

 

IronStylus Button Rioter IronStylus: We’ve got some nice ideas for a good VU approach for Zilean. Not slotted, not in pre-production, nowhere on the list at the moment. Time will tell…

 

 

 

 

What happened to Kassadin’s VU?

 

IronStylus Button Rioter IronStylus: Karthus is in the pre-production concept phase. No ballpark date whatsoever though.

Nothing on Kassadin, but I’d like to put him into pre-production soon.

 

 

Can we expect any news on the Yordles front?

 

IronStylus Button Rioter IronStylus: With one relaunch, we’re currently diving into yordles. It’s going to set a precedent, and off of that we’ll base the Great Yordle Unification Pass (YUP) of 2014 will be started. Currently our goal, even if we lack a style guide on yordles, is to bring them more in line with Ziggs and Lulu, our current standard for male and female yordles.

 

 

Splash Art QA Topic

What’s happening to outdated Splash arts? How long does it take to work on one? This and more.

 

 

RiotSilver Button Rioter RiotSilver: Dudes!

Sorry about the delay. I’m going to answer all of the questions I can and that the team is ready to answer. Feel free to continue posting feedback or questions. I will do my best to get back in here as often as I can to update.

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Any word on old splash art for skins? eg: Nidalee and Master Yi.

For context. A while back around the time we reworked the Morgana/Miss Fortune/Tryndamere splashes, the splash team at riot reevaluated what our goals should be with all future splashes. We decided that if we were going to work on creating higher quality splashes, one of the things we would need to do is to start spending more time per splash. What used to be under two weeks (and in some cases, a day or two) has become 4 solid weeks of work per splash and while our team has grown to about 8 artists, this is still very limiting in the resources we have to make splashes. Because of this, we’ve had to prioritize what we are able to work on at any given time. Right now, our first and foremost priority as a team is to rework all of the base champion splashes that don’t meet our standards along with new content. The main reason for this is that the base champions are both IP defining and also what the majority of our players see when they play the game. Once those are done we will prioritize skin reworks for the champions who have been relaunched where the skin splashes no longer accurately represent the in game model (champions like Trundle, Karma, and Nidalee) and after that we will work on the rest of the skin splashes but do not currently have a priority list defined for those. We are working on setting up a pipeline for working very closely with some of our trusted partners to begin working sooner on those relaunched skin splashes. No guarantees at this point, but we are constantly looking for ways to improve our process and get updated splashes for all of your and our favorite champions/skins as soon as possible. We’ve also been looking very hard to find artists (and passionate gamers) that are capable of hitting both the league of legends style and quality bar so that we can increase the rate at which we can achieve these goals.

Do you guys plan to replace the Chinese art you were putting in the game at one stage? 

Yes this is an idea that was brought up a while ago and again very recently. We want to avoid communicating the idea that the splashes from the Tencent client, which we would theoretically substitute, would be a final solution for the current live clients in most other territories. This is because a lot of the older splashes created for the Tencent client no longer match the style of our new target. That being said, as a team we do agree there are probably splashes in our current client where the benefit of replacement might greatly outweigh the difference from our visual style. It’s something we will explore.

Question regarding Pantheon’s splash. In the Facebook page, as well as during the shifting portraits in the LCS, he uses a unique splash image that looks quite well. The one currently used is the one from the Chinese client years ago. What is the status on that splash, and what reasons were made for not using it in the game?

This splash was made a while back but we felt that it didn’t accurately represent pantheon as a champion and what he is able to do in game. I would say however that the quality and personality of the splash overall is higher than the one currently live in game. We may revisit this one as a temporary replacement, since it is already done, until we can get to creating Pantheons actual reworked splash. I will talk to the team about it.

How much time is spent making ONE splash art?

For one person, 3-4 weeks depending on the artist.

How do you determine the position the champion will be in?

Our normal process is to make 3-5 quick black and white sketches exploring different compositions for the splash. We talk to writers, modelers and enthusiasts of the champion to find what we feel is the best version, pose and story for the splash. After we pick a direction we do a few color explorations and start to draw/render the final.

Is a splash art being “created” by one artist, or multiple?

Yes and no. Splashes are worked on primarily by one artist but we do regularly help each other to complete splashes based on each artists strengths and also to accommodate deadlines. On some cases, we have a large number of artists jump on one splash. (Elise’s base splash was made in just under 4 days with 5 people working on it simultaneously.)

People point to Dragonblade Riven, the new Lux splash, the new Sivir splash, and others as being “humanly impossible to recreate”. While I do see this and recognize the disjointed look that these art pieces give, I personally view these with a more open-mind because I give benefit of the doubt that there must have been some visual basis for these poses. If that is not the case, how did you decide on such postures?

You’re right. I’m not sure if the team has previously highlighted our goals for the current target on splash art and if not, then that is probably my fault. We have a bunch of things that we want to aim for when creating new splashes and illustrations. For this question in particular, I’ll talk a bit about character poses. The world of league of legends is a fantasy world where things and characters outside the realm of possibilities in the normal world exist. Furthermore, the game and stories are focused primarily on the champions, the super human characters of that world. Our champions have very exaggerated proportions, some can shoot fire from their hands, and some can jump 30 feet in the air. To be able to fully convey the force and impact of these moments, we employ a lot of the same principles used in comic books. We purposefully break anatomy to enhance the gesture of the pose and push characters into extreme perspective. The idea here is to communicate something that is not possible by a normal human. I will take some time in the near future to make a post where I deep dive into what we feel is our splash style. Right now the high level goals are: exaggerated comic book style character proportions and poses, high polish, but still hand painted rendering, limited color palettes with powerful accents, and dramatic lighting.

Are you guys responsible for splash-based animated login screens as well? if so how do you do it?

The illustration/splash team makes the 2d assets, separated out into Photoshop layers that the motion graphics team animates in programs like After Effects.

How do you guys feel about posting videos of the splash art creation process?

Unfortunately, around the same time that we reevaluated our splash style and timeline, we had to stop making process videos. Due to the larger file sizes, lag that’s caused by the recording process, and the fact that we regularly collaborate on splashes, we found it unrealistic to continue to record the process. We are exploring new ways of opening the doors to our art process though. I’m not sure when things will be solidified, but its something regularly talked about at Riot HQ.

What other software are you familiar with for working on art? Which is your favorite? Do you use different software for different things?

Splash artists at Riot use Photoshop in tandem with other programs like Maya to create environment/prop models for reference, and a few internal tools. Photoshop is the medium that I’ve learned how to control the best, but Ive seen people make amazing works of art with MS Paint and Gimp. It all comes down to decision making rather than tools.

 

 

Fan Art Elite Skins

 

 

Elite Squad Skins

 

Artist: darkosz12

 

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Elite Squad Ashe

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Elite Squad Darius

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Elite Squad Caitlyn

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Elite Squad Fiora

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Elite Squad Jinx

 

 

Firecracker Jinx

 

Artist: Anti-Pioneer (can’t find blog or website)

 

Lunar Revel Jinx

Lunar Revel Jinx

 

 

Pupper Master Rumble

 

Artist: kanekomodera

 

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Puppet Master Rumble

 

 

Katarina, Ryze, Tryndamere and Ziggs Statues

 

Link to full album

 

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Katarina Statue Up-front

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Katarina Statue Back

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Katarina Statue Face Close-up

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Katarina Statue Profile

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Ziggs Statue Profile

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Ziggs Statue Close-up

3060155l

Tryndamere Statue Close-up

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Tryndamere Statue Second Close-up

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Ryze Statue Profile

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Ryze Statue Close-up

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Ryze Statue Face Close-up

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Ryze Statue Second Profile

 

 

Sale February 3


 

 

Champions

 

  • Amumu – 292 RP
  • Skarner – 440 RP
  • Varus – 487 RP

 

Skins

 

 

 

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