Posts Tagged ‘update’

Rift Pulse CLG TSM Banner Welcome back to Rift Pulse, a weekly roundup of all things LoL eSports. This week follows week 5 of the LCS, Team Liquid benching Piglet, Standings from around the world, and more.

North America


  • Team Liquid is benching Piglet for week 5, moving KeithmcBrief to the Starting AD Carry role from the substitute position.
  • Jesiz rumored to be benched from Team Coast, with former XDG mid laner Zachary “Mancloud” Allan Hoschar allegedly filling in for him.  
  • TSM Introduces new challenger teamTSM Darkness’.
  • Cloud9 Tempest was disqualified from the Challenger Series for the Spring Split.




NA standings



  • MYM is fined $5,000 due for violating the LCS ruleset.
  • H2K replaces Voidle, introducing KaSing to their starting Support role.
  • Scene veteran Ocelote announced his retirement in a video, intending to stream and continue with his business, Gamers2.














Source: gamepedia




LMS Standings


Oceanic Pro League




CBLoL Standings




GPL Standings


Source: Garena official site



 Check out the changes coming to League of Legends! A video preview of some of the more major ones can be found here.



Balance Changes:




  • Twin Disciplines
    • Discipline of Force
      • Now takes effect immediately instead of requiring 19.5 Ability Power
      • Base spell vamp bonus reduced from 8% to 6%
    • Discipline of Might
      • Now takes effect immediately instead of requiring 9.5 Attack Damage
      • Base damage bonus reduced to 6% from 8%

As Akali players know, you needed a dedicated runepage to activate both passives. Riot removes this factor from the equation making Akali more accessible and, ultimately- more generic. Read these changes as a BUFF, because it does mean you can raise other stats with your runes and masteries now.


  • Glitterlance
    • When cast after Help, Pix!, Glitterlance no longer gains an increased area of effect size against the target of Help, Pix!
  • Whimsy
    • Whimsy no longer interrupts enemy movement abilities that are already in progress

The Whimsy change was a necessary one, its effects felt misplaced, much like Skarner’s Impale before the fix.



  • Nami’s basic attack should now feel more responsive
  • Base movement speed increased to 340 from 335




This will make Nami a much more potent harasser in lane, giving her that early game edge she was lacking. Doesn’t fix her mid and late game issues, however. Hopefully Nami will get more attention in future patches!



  • Siphoning Strike
    • Fixed a bug where Siphoning Strike critical strikes were dealing more damage than intended
    • Mana cost reduced to 20 at all ranks from 20/25/30/35/40
  • Fury of the Sands
    • Now increases attack range by 50 and cast range by 100 while active
    • Mana cost reduced to 100 from 150

    Probably the biggest winner of patch 3.02, Nasus has been massively overhauled. Siphoning Strike will now be much more accessible in the early stages, while the buffs to his ultimate are an amazing addition to his chasing potential. Being the hypercarry he is, these changes may backfire, but for now let’s enjoy seeing the big dog being viable once again.



  • Runic Blade
    • Adjusted damage to 15-45% of her total Attack Damage (based on champion level) from 5-15 (+0.5 bonus attack damage)
  • Broken Wings
    • Fixed a bug that was causing Broken Wings to improperly apply it’s splash damage if Valor was cast too recently

Riven was already nerfed heavily in previous updates so I don’t see this as being justified. It will reduce Riven’s laning dominance by quite a bit, but seeing as she needs it to get ahead of the enemy she may struggle against the top tier bruisers. One welcome factor here is that her passive will be more effective on tankier builds, as it now benefits from total damage.



Quality of Life changes & Bug Fixes:




  • Rebirth
    • Chat messages from Anivia will now have a custom champion name while she’s in egg form





  • Janna’s basic attack should now feel more responsive





JarvanIVSquareJarvan IV

  • Martial Cadence
    • Fixed a bug where Martial Cadence was dealing more damage than intended to minions and monsters




MasterYiSquareMaster Yi

  • Alpha Strike
    • Fixed a bug which caused Alpha Strike to appear available when it was on cooldown





  • Soul Shackles
    • Fixed a bug that sometimes caused the Soul Shackles sound and spell effect to play even when the target wasn’t stunned





    • Fixed a bug where Nocturne wouldn’t automatically chase his target after using Paranoia






  • Fixed a bug where Renekton’s Slice and Dice wouldn’t work on minions that he couldn’t see






  • Ricochet
    • Fixed a bug where the cooldown on earlier ranks was longer than intended





  • Assault and Battery
    • Fixed a bug where the crowd control component of Assault and Battery was ignoring spell shields





  • Hexplosive Minefield
    • Fixed a bug where the sound effect for triggering a mine would not play







Athene's_Unholy_GrailAthene’s Unholy Grail

  • Cooldown reduction increased to 20% from 15%


Glacial_ShroudGlacial Shroud

  • Combine cost reduced to 230 gold from 380 (total cost reduced to 1350 from 1500)
  • Armor increased to 45 from 40
  • Cooldown Reduction reduced to 10% from 15%


Spirit_VisageSpirit Visage

  • Combine cost increased to 630 gold from 540 (total cost unchanged)
  • Cooldown reduction increased to 20% from 15%


Deathfire_GraspDeathfire Grasp

  • Combine cost reduced to 680 gold from 880
  • Total cost reduced to 3100 from 3300
  • Cooldown reduction reduced to 10% from 15%


Zeke's_HeraldZeke’s Herald

  • Combine cost increased to 900 gold from 800
  • Total cost increased to 2550 gold from 2450
  • Cooldown reduction increased to 20% from 15%


Iceborn_GauntletIceborn Gauntlet

  • Total cost reduced to 3250 gold from 3400
  • Cooldown reduction reduced to 10% from 15%
  • Fixed a bug where the slow field was lasting longer than intended
  • Fixed a bug where the slow was not being applied immediately
  • Slow field radius for ranged champions reduced to 210 from 275
  • Slow field radius for melee champions increased to 285 from 275

Shifting the focus of Iceborn Gauntlet to melee champions is a welcome change, considering it was easily abused on certain picks.


Chalice_of_HarmonyChalice of Harmony

  • Recipe Changed: Faerie Charm + Faerie Charm + Null-Magic Mantle + 120 gold = 880 gold


Will make multiple Faerie Charms a viable option for mages in the early game. Those fare well with level 1 wards so hopefully we’ll see more diversity.


Frozen_HeartFrozen Heart

  • Combine cost increased to 550 gold from 400 (total cost unchanged)
  • Armor increased to 95 from 90


Negatron_CloakNegatron Cloak

  • Cost reduced to 720 gold from 810
  • Magic resist reduced to 40 from 45


Quicksilver_SashQuicksilver Sash

  • Combine cost reduced to 830 gold from 850
  • Total cost reduced to 1550 gold from 1660


Avarice_BladeAvarice Blade

  • Gold per 10 seconds increased to 3 from 2



Eleisa's_MiracleEleisa’s Miracle

  • Now reduces the cooldown of Heal, Clairvoyance and Clarity by 25% instead of reducing the cooldown on Heal, Clairvoyance and Revive by 20%


Executioner's_CallingExecutioner’s Calling

  • Critical strike chance increased to 20% from 15%


Liandry's_TormentLiandry’s Torment

  • Ability power reduced to 50 from 60
  • Damage per second increased to 2% from 1.66%
  • Damage-over-time and multi-target spells no longer have reduced effect
  • Fixed damage effect not being properly reapplied on targets that already have it

Solid buffs to a previously niche item pick. Liandry’s Torment will certainly become a strong choice, seeing as its already staple on some champions.



  • Recipe Changed: Ruby Crystal + Blasting Wand + Philosopher’s Stone + 800 gold = 2850 gold
  • +350 health
  • +50 ability power
  • +15 health regen per 5 seconds
  • +15 mana regen per 5 seconds
  • Retains the same UNIQUE active



Rabadon's_DeathcapRabadon’s Deathcap

  • Combine cost increased to 840 gold from 740 (total cost increased to 3300 gold from 3200)
  • Ability power bonus increased to 30% from 25%


Spirit_of_the_Spectral_WraithSpirit of the Spectral Wraith

  • New UNIQUE Passive: Reduces the cooldown on Smite by 20%



Shurelya's_ReverieShurelya’s Reverie

  • Cooldown reduction is no longer UNIQUE



Blade_of_the_Ruined_KingBlade of the Ruined King

  • Attack damage increased to 45 from 40
  • Current health damage increased to 5% from 4%


Wit's_EndWit’s End

  • Magic resist increased to 25 from 20







  • Fixed a number of display bugs with the league system
  • Updated the rules around displaying Season 2 loading screen borders in each queue
    • Normal and co-op games now show the higher reward from either ranked solo or the appropriate ranked team queue
    • Custom and Dominion games now show the best reward achieved in any queue
    • Ranked games still show the reward from that specific queue


  • We adjusted the matchmaking system last patch so it would account for both matchmaking rating and your total of wins in the current queue when creating matches.
    • We made some adjustments this patch to reduce average queue times.

Item Shop Optimization

  • We made some keyboard navigation updates to the Item Shop:The search menu is now on the Recommended Items tab in addition to the All Items tab
    • Ctrl + L or Ctrl + Enter focuses the search menu (You can rebind this command through the options menu)
    • Ctrl + Tab changes item shop tabs (You can rebind this command through the options menu)
    • You can now view the scoreboard while the item shop is ope
    • You can now chat while the item shop is open
  • “On Hit” and “Stealth Detect” are now searchable terms within the Item Shop
  • You can now single right click items in the item shop to purchase
  • The item shop should now be more responsive upon buying or selling items
  • The size of the item shop when on resolutions of 1080 pixels tall or higher has been slightly reduced

Co-op vs. AI

  • Shen Bot should now continue to function after the target of his ultimate is killed during the channel time


We made a bunch of quality of life improvements to passive on-attack effects so they’re no longer consumed when attacking wards
  • Ashe
    • Focus is no longer consumed when attacking wards
  • Caitlyn
    • Headshot is no longer consumed when attacking wards
  • Kennen
    • Electrical Surge is no longer consumed when attacking wards
  • Sona
    • Power Chord is no longer consumed when attacking wards
  • Twisted Fate
    • Pick A Card is no longer consumed when attacking wards
    • Stacked Deck is no longer consumed when attacking wards
  • Ziggs
    • Short Fuse is no longer consumed when attacking wards


  • The teleport indicators on the minimap should now appear more distinct from the recall indicators.
  • The chat command system has been slightly improved behind the scenesKnockups now function more consistently and should fail less frequently when close to walls
    • You can type /allcommands to get a complete list of chat commands
    • You can now type /help /command to get detailed information on that chat command
    • You can now ignore a player who is playing a specific champion on your team by typing /ignore @ChampionName
  • Setting the DisableCameraSnapOnRespawn=1 option should no longer cause your spacebar to stop working when you respawn
  • Muting a player will no longer mute his map pings; map pings have been throttled to prevent spam
  • Fixed an issue that prevented some players from receiving in-game messages that included special characters
  • Zooming the camera in and out has been smoothed
  • Boots of Mobility will now show a cooldown for their passive effect
  • You now have the option to display your autoattack range by pressing attack
  • The camera should no longer pan when League of Legends is not the program of focus
  • Kog’maw, Karthus and Zyra should no longer give double kills when using Muramana
  • Dragon and Baron kill callouts should now display assists
  • Nami’s Aqua Prison should now properly reset jungle creeps
  • Hitting space while using a locked camera should no longer disable locked camera mode”



Good luck on the Fields of Justice!

morello banner

Another patch hit the PBE with minor changes to Thresh and particle tweaks to Jade Fang Cassiopeia.

Cassiopeia_JadeFangSkinJade Fang Cassiopeia:

  • Turning enemies to stone with Petrifying Gaze now has an added pale lime colour.



Nerfed to stone.



  • Dark Passage;
    • Shield value increased to 60/95/130/165/200 from 60/90/120/150/180.




News of the upcoming changes to Shaco have been revealed in a recent red post by Statikk on the official forums:


Like to just chime in to help give some insight on the topic.

Firstly, League of Legends is an iterative process. We are constantly testing different implementations, getting feedback, analyzing the results, and re-continuing the cycle.

This is never more apparent and true with changes that go to the PBE. Anything that shows up on there: #1 may be false or incomplete (due to faulty data mining) and #2 is very much subject to change. As I always say, I would never trust unofficial sources to be anywhere near 100% accurate to our actual patch. For these reasons, the PBE and what eventually goes to Live are very rarely the same.

As far as actually addressing Shaco, I think it’s undeniable that the Season 3 changes to the jungle (namely Boxes being an effective way of mitigating damage taken) have made him more effective. One of the largest issues we’ve always had with Shaco’s design is his lack of counterplay in early game situations. Even at the very early points in the game, Shaco has an unrivaled tool set to gank with (a blink, stealth, and multiple forms of CC on top of the typical Red Lizard buff). When Shaco gets ahead, there is very little counterplay his victim has other than to hope Flash is up and they are near a turret (in fact when gank victims turn to attempt to retreat without a blink or dash, they are actually putting themselves at a further disadvantage due to Backstab).

Our goals with these changes are simply to reduce his early gank effectiveness. Obviously the first iteration (the one you guys saw on PBE) where we completely ripped his passive slow was a bit extreme. Even before the Shaco outcry posts had begun, the internal version of the nerf was already changed to be a reduction to Two-Shiv Poison’s slow at early ranks (still scales up to 30% at rank 5). As far as the Deceive range nerf goes, our team is pretty confident that this is reasonable as it makes his Deceive range equal to Flash which means players playing against Deceive now only have to worry about the addition of stealth since any jump Shaco can now do, any champion could do the same by using Flash offensively. To be clear, these changes are in no way aimed at balancing the viability of Shaco at a tournament level, they are more aimed at a philosophical level of design addressing how players should be able to respond to playing against Shaco.

Anyway, I’m always glad you guys are constantly passionate about the changes that we’re making, it gives us feedback and keeps us in check…but the majority of the PBE overreaction feels unneeded and melodramatic. I much prefer threads like this which have a much more open-minded view and are looking for insight into why a decision is being made and perhaps offer alternative suggestions, solutions, or counterpoints as to why this may or may not be a good decision.

Wait wut?:

From what I could gather, Riot wants to reduce Shaco’s ganking presence in the early game by nerfing his Q and E skills. Although the decision to remove the slow from Two – Shiv Poison entirely was dropped, the percentage is going down in the future. The range on Deceive is also being reduced by 100, falling to that of Flash (400).

Since Season 3 hit Shaco has seen more intensive play as his boxes are excellent at tanking neutral monsters in the jungle. These changes won’t affect his clear time, although Shaco is clearly not picked to farm. Whether these nerfs will affect his viability in solo queue too much is yet to be seen. How much will his early game suffer with a weaker Slow and reduced blink range?

What do YOU guys think about Riot’s decision to nerf Shaco? Share in the comments below and stay tuned for more news regarding League of Legends.

Diana banner

News of the second major balance update to hit the Preseason is now available. Join us for an in-depth discussion on the upcoming changes to League of Legends!



  • Base movement speed increased to 330 from 325
  • Headbutt
    • Range increased to 650 from 600


Alistar lost a lot of his jungling power in recent patches. These changes will likely make him a competent jungler again. Even though his clear time is quite slow, he is an exceptional ganker. Of course, while situational, support Alistar has always been strong regardless of the jungle changes and these buffs may bring him in line with other agressive supports, such as Leona and Blitzcrank.


AmumuSquareAmumu, the Sad Mummy

  • Cursed Touch
    • Magic resist reduction reduced at later levels to 15/20/25 from 15/25/35.



A slight nerf to Amumu’s mid and lategame damage output. He’ll likely remain a very strong pick in almost all compositions, particularly those with a good late game and ample amounts of CC, due to his amazing ultimate and Bandage Toss initiation.


AnnieSquareAnnie, the Dark Child

  • Disintegrate
    • Mana cost reduced to 60/65/70/75/80 from 60/70/80/90/100
  • Incinerate
    • Targeting cone is now attached to Annie
  • Molten Shield
    • Cooldown reduced to 10 seconds from 16
    • Duration reduced to 5 seconds from 8

A few of QoL changes and an interesting alternative to the current version of Molten Shield. It’s always been that “meh” skill Annie players most often use to charge up their Pyromania stun passive. Now it will better serve that purpose while remaining a decent buff to Annie’s tankiness.



  • Mana Barrier
    • Cooldown increased to 90 seconds from 60
  • Rocket Grab
    • Will now give vision when it hits a target

Blitzcrank’s been a dominant force on the bottom lane for quite some time now. The reason for this is that against certain carries and supports he doesn’t need his Rocket Grab to be effective because he would frequently become very tanky due to his passive. This nerf will certainly make Blitzcrank players more cautious about engaging early on.



  • Gatling Gun
    • Mana cost reduced to 60/65/70/75/80 from 60/70/80/90/100



Not much to say here, this buff will make Corki’s mana costs more manageable in the laning phase.



  • Pale Cascade
    • Orb detonation has been adjusted to better match Diana’s basic attack range
    • Shield duration increased to 5 seconds from 4
  • Lunar Rush
    • Cast range increased to 825 from 750

The long-awaited buffs to Diana are finally here! On the PBE she had increased base damage on Pale Cascade to go along with higher duration and detonation range, but that decision has been dropped for the official patch. The most important change, however, is the extra cast range on Lunar Rush. Now Diana players will be able to combo a max-range Crescent Strike (830) with an immediate dash.



  • Hate Spike
    • Mana cost increased to 16/22/28/34/40 from 14/18/22/26/30
    • Bonus attack damage ratio increased to 0.5 from 0.4
  • Ravage
    • Damage reduced at later ranks to 35/55/75/95/115 from 35/60/85/110/135
    • Bonus attack damage ratio increased to 0.5 from 0.4
  • Agony’s Embrace
    • Damage changed to 15/20/25% of the target’s current health from 15/20/25% of their max health
    • Cooldown increased to 150/120/90 seconds from 120/90/60
    • Cast range reduced to 650 from 800

Lots of overall nerfs to our stealthy widowmaker. Evelynn’s proven quite the challenge for the balance team at Riot and she’s received a lot of attention in the past few patches. We’ll start with her Q, which is gaining a substantial mana cost increase. This will impact her ability to stay out of harm’s way in lane by last hitting with Hate Spike. To compensate, the AD ratio on it is going up for jungling and hybrid Evelynn players, as those generally have trouble keeping up with their mana costs. Ravage follows a similar pattern as it’s now a bit more powerful with AD items but will deal slightly less base damage. Keep in mind it hits twice, so the decrease will likely be noticeable.

The hardest nerfs are going to be to Evelynn’s ultimate, which is one of the primary reasons she’s always seen on the ban list. Instead of being both a good combo starter and finisher it will now serve more of an initiation purpose, as complemented by the shield provided. This means that where as before it was a very powerful execution tool, it will now deal pitiful damage in a similar scenario. The cooldown is going up substantially to reduce Evelynn’s ganking presence after level 6. And finally, the cast range is being reduced to just below that of Shadow Walk’s detection radius. The reasoning behind this is Agony’s Embrace often struck players like a bolt from the blue as Evelynn would still be stealthed when initiating. This will make for easier counterplay and hopefully bring this champion in line with other melee assassins.



  • Base attack speed reduced to 0.625 from 0.665




An odd nerf that will hopefully reduce Ezreal’s recent popularity spike and bring the spotlight back to forgotten carries such as Ashe, Kog’Maw and Urgot.



  • Base movement speed reduced to 345 from 350
  • Sinister Steel
    • Movement speed adjusted to 15/20/25/30/35% from 12/20/28/36/44%

his is primarily an impact on Katarina’s ability to avoid counter-engages from her opponents in lane. With the bonus movement speed from Sinister Steel she often became too elusive for skillshot champions to properly punish her after an agressive Shunpo. Ganking and chasing are also areas where Katarina players will suffer in the future patch. Perhaps this will reduce her kill-potential in teamfights versus mobile champions, which would in turn prevent her from quickly refreshing her skills.



  • Unseen Threat
    • Damage reduced at later levels to 15-190 from 15-220
    • Slow reduced to 25% from 35%
  • Taste Their Fear
    • Bonus attack damage ratio reduced to 1.5 from 1.6
    • Isolation bonus attack damage ratio reduced to 2.0 from 2.4

Our vicious AD caster from Alien vs Predator will be receiving a pretty painful Morello Nerf Kick as both his damage and ratios are going down by a sizeable margin. The reduction of the damage and slow he gets from his passive will prevent Kha’Zix from quickly snowballing in the early stages, while the lower scaling on his Q ability is added to prevent him from destroying squishier foes with just a few carry items in slot. Overall this will most likely result in us seeing more Kha’Zix play on the solo scene as he is currently permanently banned on most ELO ranges.


LeeSinSquareLee Sin

  • Safeguard
    • Fixed a bug where the tooltip incorrectly stated that Lee Sin regained energy when the shield was broken
  • Iron Will
    • No longer grants armor while active
    • Life steal and spell vamp increased to 5/10/15/20/25% from 5/9/13/17/21%
  • Cripple
    • Slow amount reduced at earlier ranks to 20/30/40/50/60% from 30/37.5/45/52.5/60%
    • Range reduced to 600 from 800

Remember when Phreak did his April Fools joke video back in 2011? Back then people saw Lee Sin as a weak mixture of playstyles and roles who fell short of popular picks. Since then he’s been considered one of the strongest early-game champions with amazing mobility, chase and execute. Indeed Riot has seen a need to alleviate this problem by hitting Cripple’s ganking strengths. In fact, with the reduced range, champions with strong CC such as Irelia, Renekton, Ahri and Ryze will be able to escape a Tempest initiate with Flash and not be slowed. The removal of the armor gained from double casting Safeguard is aimed at hitting Lee Sin’s tankiness when facing other bruisers and ranged carries. Lastly, the increase in Life Steal and Spell Vamp gained from Iron Will will compensate for the loss of armor against monster camps.



  • Base movement speed increased to 335 from 330
  • Aqua Prison
    • Cooldown reduced to 14/13/12/11/10 seconds from 16/14.5/13/11.5/10
  • Tidal Wave
    • Missile speed increased to 850 from 750

Nami is a very underrated support currently, as she brings a lot to the table for her carry and the team overall. Lowering the cooldown on her cage will reduce the downtime she currently experiences in lane while making her a more consistent threat in bigger clashes. A faster Tidal Wave will make Nami’s initiations far more potent, hopefully bringing her in line with Sona and Leona in that department.



  • Bonetooth Necklace
    • Now grants +5 Attack Damage
  • Unseen Predator
    • Fixed a bug where Rengar could leap while rooted
  • Savagery
    • Attack speed duration increased to 4 seconds from 3
    • Fixed a bug where Savagery could be used three times consecutively
  • Battle Roar
    • Empowered Battle Roar now heals for 60-400 (based on champion level) instead of 10% of his Rengar’s health
  • Thrill of the Hunt
    • Initial delay reduced to 1 second from 1.25 (still can be delayed up to 3 seconds)
    • Stealth duration increased to 7 seconds from 5

The roaring English-speaking monster of the League has received quite a lot of negative attention in recent patches and his initial strength was reduced to rubble. With an added second to his Savagery attack speed bonus Rengar will have an easier time trading with top tier bruiser, while having substantial damage to take down squishies in the late game. The changes to Battle Roar are interesting in that even a level one Empowered Roar will be quite efficient. This will provide Rengar with a powerful method of sustaining himself early, while still able to be used as a clutch heal-nuke for those tight spots. A decent buff to his stealth duration when in Manhunt mode means he will be a larger threat to overextended enemies. Finally an added base damage to his Bonetooth Necklace to justify the 800 gold investment early on.



  • Base health regen reduced to 6 from 10.4
  • Health regen per level reduced to 0.5 from 0.9
  • Valor
    • Shield amount increased to 70/100/130/160/190 from 60/90/120/150/180
  • Blade of the Exile
    • Cooldown increased to 110/80/50 seconds from 75/60/45
    • Targeting cone is now attached to Riven

Regardless of whether she’s donning her peasant rugs or doing fanservice in her Playboy suit, Riven has proven to be a very powerful top laner with her unmatched levels 1-3 agression and dueling capabilities. And that’s exactly what Riot aims to hit with the latest patch as both her initial and per-level HP/5 are being cut essentially in half. To compensate for this unhealthy action (anyone?) the base shield strength on Valor is going up. Now Blade of Exile is an amazing ultimate, it provides both a powerful steroid to start fights with and an execution mechanic to end them. In the older rendition, Riven would be able to constantly reforge her sword in order to either force her opponent out of lane lane or outright kill him. Logical changes that don’t remove any of the champion’s signature strengths (<cough> Diana <cough>).



  • Transcendent
    • Now increases range on Unleashed Power by 75 at max rank
  • Scatter the Weak
    • Cooldown reduced at later ranks to 18/16.5/15/13.5/12 seconds from 18/17/16/15/14

As a huge fan of Malzahar’s wife, I’m a little biased when it comes to these changes. In all honesty Syndra probably isn’t in need of these buffs as she is already a very powerful pick; when used to her full potential. Regardless, increased range of her ultimate in the late game will make bursting high-priority targets a much safer endeavor. And a lower cooldown on her pushback-stun combo is always a welcome improvement.



  • Noxian Diplomacy
    • Bleed damage reduced to 10/20/30/40/50 from 18/36/54/72/90
    • Bleed bonus attack damage ratio reduced to 1 from 1.2
  • Cutthroat
    • Fixed a bug where the damage amplification did not actually apply
    • Fixed an bug that sometimes caused Talon’s Rake to fire backwards after using Cutthroat.
  • Shadow Assault
    • Damage reduced at later ranks to 120/170/220 from 120/190/260
    • Bonus attack damage ratio reduced to 0.75 from 0.9

The dagger-wielder chose axes over conventional blades in the preseason and this helped players revisit him and find his forgotten burst damage and ability to counter mages to a high degree. Talon’s case is more interesting because aside from straight-up nerfing his damage combo, Riot will be fixing a common bug where the bonus damage from Cutthroat wouldn’t trigger. This could actually mean a lot for future play as a 15% damage amplification is no laughing matter. We’ll have to wait and see how Talon turns out after these changes.



  • Monkey’s Agility
    • Now additionally increases Udyr’s armor and magic resist by 4% per stack

A very smart buff to a champion who currently doesn’t see much competitive play due to the high-mobility meta. Udyr is a strong pick for certain compositions as he becomes very tanky with little items due to Turtle Stance. This change will add to that strength, hopefully resulting in the return of the shape-shifting bruiser on the competitive scene.


  • Vault Breaker
    • Fixed a bug where Vault Breaker would sometimes not refund mana or cooldown when interrupted
    • Fixed a bug where interrupting Vault Breaker would sometimes render Vi unable to cast spells
    • Fixed a bug where Vault Breaker’s stun duration was sometimes shorter than intended
    • Fixed a bug where Vi would sometimes stop attacking after hitting a champion with Vault Breaker
  • Excessive Force
    • Increased the responsiveness of Vi’s attacks after using Excessive Force

Assault and Battery

  • Fixed a bug where targets could cast spells after being knocked into the air
  • Fixed a bug where characters with stealth could cause Assault and Battery to miss
  • Fixed a bug where damage was not applied to targets immune to disable effects



ChoGathSquare Cho’Gath

  • Feral Scream
    • Targeting cone is now attached to Cho’Gath

KassadinSquare Kassadin

  • Force Pulse
    • Fixed an issue where Force Pulse would sometimes fire backward after using Rift Walk.

KennenSquare Kennen

  • Basic attack has been retuned so it’s more responsive


  • Siphon of Destruction
    • Targeting cone is now attached to Mordekaiser


  • Hallucinate
    • Controlling the clone no longer reveals Shaco in brush
    • Fixed a bug that prevented Shaco from casting Hallucinate for the rest of the game in certain circumstances


  • Short Fuse
    • The cooldown indicator now more accurately shows when Short Fuse is available.

Summener’s Rift

  • Wraith
    • Base gold increased to 30 from 25
    • Base health increased to 1000 from 750
  • Lesser Wraith
    • Base health reduced to 150 from 250
  • Giant Wolf
    • Base gold increased to 55 from 40
    • Base health increased to 1100 from 900
  • Wolf
    • Base health reduced to 200 from 300
  • Golem
    • Base gold increased to 55 from 45
    • Base health increased to 1200 from 1000
  • Small Golem
    • Base health reduced to 300 from 500

    Riot’s primary goal with the tweaks to the jungle in preseason were to nerf the dominance of AoE junglers and give single- target champions such as Warwick, Rengar, Trundle, Volibear, Fiddlesticks and Xin Zhao the opportunity to shine. This new set of changes is aimed in the same direction, shifting health from lesser monsters to primary ones.


    • Item tooltips have been revised to improve consistency
    • Manamune
      • Attack damage increased to 20 from 10
    • Archangel’s Staff
      • Ability power increased to 60 from 50
      • Mana charge amount increased to 6 from 5

      Both items have really solid late game upgrades that don’t cost anything. Improving upon their base stats will make them a more attractive choice for players who don’t consider large quantities of mana to be something worth investing in.

    • Crystalline Flask
      • Cost increased to 345 from 225
      • Now restores 120 health and 60 mana over 12 seconds from 100 health and 40 mana over 10 seconds per charge

      Riot’s alternative to the Bottle from Dota 2 actually proved to be an amazing sustain item as it allowed the purchase of Wards and Potions in addition to itself. Next patch will switch focus to the strengths of the Flask and not so much on the gold left over from purchasing it.

    • Mikael’s Crucible
      • Can no longer target allied minions
    • Last Whisper
      • Combine cost increased to 1025 from 860 (total cost is now 2300 from 2135)
    • Hextech Gunblade
      • Spell vamp is now UNIQUE
    • Iceborne Gauntlet
      • Duration of slow field reduced to 2 seconds from 3
      • Slow percentage reduced to 30% from 35%
      • Slowing field now displays team color rings

      A cosmetic upgrade to go along with indirect Ezreal nerfs. Other AD carries approve.

    • Philosopher’s Stone
      • Now correctly grants 5 gold per 10 seconds (was 4 gold per 10 seconds)
    • Enchantment: Homeguard
      • Homeguard now works immediately after purchasing the enchant
    • Spirit of the Elder Lizard
      • Now grants +10% cooldown reduction
    • Spirit of the Spectral Wraith
      • Ability power increased to 50 from 40
      • Cooldown reduction is no longer UNIQUE
    • Sanguine Blade
      • Combine cost reduced to 500 gold from 800
      • Attack damage increased to 65 from 60
      • Attack damage per stack increased to 6 from 5
      • Max stacks reduced to 5 from 7
    • Blackfire Torch
      • New recipe: Kage’s Lucky Pick + Fiendish Codex + Haunting Guise
      • Total gold cost: 3950 (combine cost: 700)
      • Ability power increased to 80 from 70
      • Cooldown reduction increased to 20% from 10%
      • Now grants 10 mana regeneration per 5 seconds
    • Will of the Ancients
      • New recipe: Kage’s Pick + Hextech Revolver
      • Total gold cost is now 2550 (combine cost: 585)
    • Twin Shadows
      • Ability power reduced to 40 from 50
      • Magic resist increased to 40 from 30
      • Movement speed increased to 6% from 5%

      Twin Shadows is primarily a support item that could be seen on champions such as Gragas and Twisted Fate. Shifting the stat bonuses from offensive to defensive helps narrow the usages of this pickup.

    • Banner of Command
      • Ability power reduced to 40 from 50
      • Now grants 10% cooldown reduction

      Although it will probably still be frowned upon, the Banner of Command will now become a more viable choice for supports. Besides, most of them secretly love turning minions into Godzilla.

    • Banshee’s Veil
      • Combine cost increased to 600 from 490 (total cost is now 2610 from 2500)
      • Health increased to 400 from 300
    • Ninja Tabi
      • Once again reduces 10% damage from all basic attacks, rather than only champion basic attacks
    • Liandry’s Torment
      • Health increased to 300 from 200
      • Ability power reduced to 60 from 70
    • Wooglet’s Witchcap
      • New recipe: Blasting Wand + Blasting Wand + Chain Vest
      • Total gold cost: 3500 (combine cost: 1060)
      • Armor reduced to 40 from 50
    • Hextech Sweeper
      • New UNIQUE passive – Trap Detection: Nearby stealthed enemy traps are revealed
    • Grez’s Spectral Lantern
      • Attack damage reduced to 20 from 25
    • Lightbringer – Remade!
      • New recipe: Grez’s Spectral Lantern + Pickaxe
      • Total gold cost: 2425 (combine cost: 300)
      • +50 attack damage
      • +20 armor
      • +12% life steal
      • UNIQUE passive – Vanquish: Basic attacks have a 20% chance to deal 100 bonus magic damage (doubled for non-champions)
      • UNIQUE passive – Trap Detection: Nearby stealthed enemy traps are revealed
      • UNIQUE active: Cover s a target area in a stealth-detecting mist that grants vision for 10 seconds (60 second cooldown)


    • Pickpocket
      • Now displays a buff timer after attacking to show the time before gold can be earned again

    Twisted Treeline

    • Speed Shrine removed! There’s now a Ghost Relic in its place.
      • The Ghost Relic replenishes 94-315 health and a small amount of your ability resource. It also grants a brief speed boost.
      • The Ghost Relic spawns at 1:55 and respawns every 90 seconds.
    • New items now available
      • Lightbringer
      • Runic Bulwark
      • Ohmwrecker

    Proving Grounds

    • New items now available
      • Blade of the Ruined King

    Co-op vs. AI

    • Bots are now more likely to use activatable items.
    • Added Darius Bot to Co-op vs. AI on all maps.
    • Fixed a bug where Shen Bot wasn’t casting Stand United.
    • Co-op vs. AI will now properly display as a co-op vs. AI match instead of a 5v5 pvp match.


    • Gold totals with more than three digits will now include punctuation for easier readability
    • Directed camera positioning will now take the health bars for Baron and Vilemaw into account
    • Fixed a bug that could cause directed camera to focus on recalling champions even with no enemies nearby
    • Added spectator chat callouts for powerful items such as Athene’s Unholy Grail and Blade of the Ruined King


    • Added a new provisional medal for players and teams that are in their placement matches
      • All players and teams have been temporarily set to this medal in preparation for Season 3


    • Improvements to the item shop
      • Holding the CTRL key while clicking on categories in the All Items tab will now select multiple categories, similar to using the check boxes
      • Fixed a bug where the item shop could show you as owning more of an item than you actually have
      • Fixed a bug where items in the recommended item pane would light up even if you couldn’t afford the item
      • Fixed a bug where items that could not be sold were showing a sell value
      • Improved the responsiveness of double clicking to purchase items
      • Improved the performance of the item shop during various item updates (opening the item shop, searching, purchasing and selling)
    • Adjusted the graphics for the borders on vote tallies in the surrender display


    • Turrets
      • Now prioritize minions in the following order:
        • Player-owned minions (ex: Tibbers, Zyra Plants)
        • Super Minions, Cannon Minions
        • Melee Minions
        • Caster Minions
    • Added keybindings for Self Casting Items
    • Fixed keybinding for Show/Hide HUD
    • Changed the “Ended Killing Spree” chat messages to better indicate that the number shown is the total gold received for the kill
    • Fixed a bug where players couldn’t send chat messages at end of game
    • Fixed a bug where champions affected by near-sightedness (Graves’s Smokescreen, Nocturne’s ultimate) could attack their team mates
    • The Minimap has been improved:
      • Wards now show special icons on the minimap
      • Players are outlined in blue while recalling
      • Players are outlined in orange while using teleport
    • Teleport is now colored based on enemy/ally team
    • Fixed an issue that was causing player health bars and ultimate indicators in the team UI to update too slowly
    • Fixed an issue where purchasing a legendary item (ex: Runic Bulwark, Blade of the Ruined King) would consume all components of a lower tier instead of just those necessary for the recipe
    • Fixed a rare issue where certain spells (ex: Ezreal’s Mystic Shot) could land an unintentional critical hit
    • Hovering over your attack damage stat will display your champion’s auto attack range
    • You may now unlock the game camera while holding down your mouse button on the minimap
    • Pinging a tower in the basic tutorial will no longer display an unlocalized string
    • The camera snap that occurs when you respawn can be disabled by setting “DisableCameraSnapOnRespawn=1” in Game.cfg
    • You now have a few extra seconds to finish a kill streak if the target is the last member of the team alive
    • Muting a player will now mute that player’s emote sounds
    • Added teammate chat callouts for new items such as Sightstone, Mikael’s Crucible and Ohmwrecker
    • Fixed a bug preventing buff durations from drawing on the target frame

    That’s all for the upcoming patch! I hope you found my analysis on the changes helpful and entertaining. A review on Riot’s newest deviation, Thresh, will be available soon.