Posts Tagged ‘wards’


PBE Preseason banner


PBE Update

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

ricklessabandon: Runes and Masteries in Season 4

Champion/Skin Sale – Expires November 4th









TailwindTailwind ( Passive )

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


Howling_GaleHowling Gale ( Q )

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


ZephyrZephyr (W)

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


Eye_Of_The_StormEye of the Storm (E)

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


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

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






EclipseEclipse ( W )

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





TheCullingThe Culling ( R )

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





Pix,_Faerie_CompanionPix, Faerie Companion ( Passive )

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


GlitterlanceGlitterlance ( Q )

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


WhimsyWhimsy ( W )

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


Help,_Pix!Help, Pix! ( E )

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


Wild_GrowthWild Growth ( R )

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






Surging_TidesSurging Tides ( Passive )

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


Aqua_PrisonAqua Prison (Q)

  • AP ratio reduced from 0.65 to 0.5


Ebb_and_FlowEbb and Flow (W)

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


Tidecaller's_BlessingTidecaller’s Blessing ( E )

  • Slow % now has a 0.05 AP ratio


Tidal_WaveTidal Wave ( R )

  • AP ratio reduced  from 0.7 to 0.6


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






Power_ChordPower Chord ( Passive )

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


Hymn_of_ValorHymn of Valor ( Q )

  • AP ratio reduced from 0.7 to 0.5


Aria_of_PerseveranceAria of Perseverence ( W )

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


Song_of_CeleritySong of Celerity ( E )

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


CrescendoCrescendo ( R )

  • AP ratio reduced from 0.8 to 0.4





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


ConsecrationSalvation ( Passive ) 

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


StarcallStarcall ( Q )

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


Astral_BlessingAstral Blessing ( W )

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


InfuseInfuse ( E )

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


WishWish ( R )

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


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

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






GemcraftGemcraft ( Passive )

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


ImbueImbue ( Q )

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


ShatterShatter ( W )

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


DazzleDazzle ( E )

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


RadianceRadiance ( R )

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


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

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


Nasus VU – Preview of All Skins

Infernal Nasus – Legendary Skin

Posted by LoLLeaks.

Support Items


Emblem_of_Valor_itemExecutioner’s Emblem (Reworked Emblem of Valor)

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


Reaper’s Emblem (New Item)

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


Martyr’s Call

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


Kage's_Lucky_Pick_itemKage’s Pick ( New Item )

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


Kage’s Lucky Pick ( Reworked )

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


Philospher’s Pebble ( New Item )

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


Philosopher's_Stone_itemPhilosher’s Stone

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


Shard_of_True_Ice_itemShard of True Ice

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


Shurelya's_Reverie_itemShurelya’s Reverie

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



Jungle Items


 Spirit_of_the_Ancient_Golem_itemSpirit of the Ancient Golem

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


Spirit_of_the_Elder_Lizard_itemSpirit of the Elder Lizard

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


Spirit_of_the_Spectral_Wraith_itemSpirit of the Spectral Wraith

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


Wriggle's_Lantern_itemWriggle’s Lantern

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





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

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


Scrying Orb

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


Greater Orb

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


Farsight Orb

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


Sweeping Lens

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


Greater Lens

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


Oracle’s Lens

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


Warding Totem

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


Greater Totem

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


Greater Vision Totem

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


Greater Stealth Totem

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





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


Oracle ElixirOracle’s Elixir

  • Removed


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



 Sight_Ward_itemSight Wards

  • Renamed to Stealth Wards
  • Limited to 3 per player


Vision_Ward_itemVision Wards

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


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



Other items


Aegis of the Legion

  • Cost increased from 1900 to 1950 gold



Avarice_Blade_itemAvarice Blade

  • Now reads “Limited to 1 Gold Income Item”



Banner_of_Command_item Banner of Command

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



Doran's_Blade_itemDoran’s Blade

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



Eleisa's_Miracle_itemEleisa’s Miracle

  • No longer reduces the cooldowns of Summoner Spells




  • Cost decreased to 3475 from 3500



Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Cost increased to 2550 from 2500



Long_Sword_itemLong Sword

  • Cost decreased to 360 from 400



Madred's_Razors_itemMadred’s Razors

  • Armor reduced from 25 to 20



Mikael's_Crucible_itemMikael’s Crucible

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



  Ohmwrecker_item Ohmwrecker

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




  • Cost decreased from 1350 to 1325



  The_Black_Cleaver_itemThe Black Cleaver

  • Cost decreased from 3000 to 2920



The_Bloodthirster_itemThe Bloodthrister

  • Cost decreased from 3200 to 3000



Trinity_Force_itemTrinity Force

  • Cost decreased from 3728 to 3703



Twin_Shadows_item Twin Shadows

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



Will_of_the_Ancients_itemWill of the Ancients

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



Zeke's_Herald_itemZeke’s Herald

  • Cost decreased from 2650 to 2450




Jungle Changes


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

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

Crest of the Ancient Golem (“Blue Buff”)

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

  • Cooldown Reduction reduced to 10% from 20%

Jungle Monster Statistics

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

Ancient Golem

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

Elder Lizard

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


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

Giant Wolf

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


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


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

Small Golem

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


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

Lesser Wraith

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

Wight (New Camp)

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



Summoner Spell Changes


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


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


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


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


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


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


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


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


  • Now only available on Howling Abyss


  • Now only available on Dominion


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

  • Masteries have been updated.”



Game Flow Changes


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

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

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

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

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

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

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

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

  • Inhibitor Turrets gained 15 hp / 5 seconds


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

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


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

Minion Experience

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

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

Bounty Changes

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

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

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

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

Assist Bonuses

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

Creep Score Reducing Death Sprees

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

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

Death Timers

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

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



Runes and Masteries in Season 4


runes banner



ricklessabandon Button Rioter ricklessabandon: Hey all,

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


What are you actually doing for the preseason?

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

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

What is the goal for runes?

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

How are runes today?

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

What should runes be like?

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

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

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

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

Now on to masteries with FeralPony:


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

No more improved summoner spells

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

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

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

New shiny masteries

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

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

Thanks for reading!

-ricklessabandon and FeralPony



 Champion/Skin Sale – Expires November 4th





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




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



Missed any recent articles? Check below!



twitter-icon-png-13 Follow me on Twitter!
Skype: chefoslr
IGN: NoL Chefo, EUW

Patch 3 point 12


Patch 3.12

* Maps & Game Modes

* General


Red Post Collection

Champion Rotation – Week 35

Champion/Skin Sale – Expires October 4th



 Patch 3.12







  • Jinx, the Loose Cannon, is in this build but will be turned on at a later date.





Petrifying_GazePetrifying Gaze ( R )

  • Mana cost reduced from 120/160/200 to 100 at all ranks


Context: The cost of Cassiopeia’s Petrifying Gaze is too damn high. To remedy this, we’ve reduced its mana cost at all levels to bring it more in line with other ultimate abilities.





  • Garen has received a visual upgrade! Check out the full details here.





Death_LotusDeath Lotus ( R )


  • No longer has a cast time delay before channeling (previously had a 0.25 second delay)
  • Total damage increased from 400/500/600 (+2.0 AP)(+3.0 bonus AD) to 400/575/750 (+2.5 AP)(+3.75 bonus AD)
  • Channel time increased from 2 to 2.5 seconds
  • Cooldown reduced from 60/55/50 to 60/52.5/45 seconds


Summary: Death Lotus now deals more damage at later levels, and has been kicked up a notch overall with higher AP and AD ratios. We’ve increased the channel time of Death Lotus and removed its cast time delay, meaning Katarina’s overall damage should remain roughly the same (if not higher) even if interrupted. The slightly reduced cooldown on Death Lotus means that at rank three it will take exactly three kills or assists to reset her ultimate.

Context: We wanted to re-focus more power and gameplay into Katarina’s Death Lotus by increasing its high-threat damage. Ultimately, we think Katarina is more fun and unique when both she and her opponents are focused on executing or stopping Death Lotus. While the increased channel duration might seem like a nerf if interrupted early (since the ability deals damage over time), we removed the cast time delay to accommodate.




  • Updated Lucian’s recommended items
  • Base mana regeneration increased from 6 to 7
  • Mana regeneration per level increased from 0.65 to 0.7


LightslingerLightslinger ( Passive )

  • When Lightslinger’s target dies before the second shot hits, the second shot will now always attempt to find another target


Piercing_LightPiercing Light ( Q )

  • Laser hit box width reduced from 120 to 100 units
  • Ability now leads its target by 80 units when cast on an enemy champion


Summary: Piercing Light’s hitbox width has been reduced slightly, but it now leads its target when cast on an enemy champion. When Lucian kills someone with the first shot of Lightslinger, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target.

Context: Lucian’s Piercing Light can sometimes be sidestepped by its primary target without them even trying to do so. To help the ability land, we’ve added a leading mechanic to Lucian’s Piercing Light. This means that if the target just keeps moving – oblivious to the ability being cast – Lucian is now practically guaranteed to hit. However, the ability will be slightly easier to juke for players who’ve got their eye out for incoming abilities.Finally, a bug in Lucian’s passive meant that Lightslinger’s second shot could sometimes hit a different target! We decided to embrace the bug and properly support it as a feature. Now, if Lucian’s target dies before the second Lightslinger round lands, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target. There are certain filters in place to prevent disrupting Lucian’s last hitting or accidentally hitting a champion under the tower.




  • Base mana reduced from 270 to 235


UndertowUndertow ( Q )

  • Base damage reduced from 80/125/170/215/260 to 70/115/160/205/250
  • Slow percent increased from 24/28/32/36/40% to 35/40/45/50/55%
  • Slow duration reduced from 2.5 seconds flat to 1-2 seconds based on distance traveled
  • Slow no longer decays
  • Minimum distance added (400)
  • Axes now stick to walls and structures only if they would land in impassible terrain
  • Axes now make jungle monsters ignore unit collision (to better enable Olaf’s axe pickup play in the jungle)


Vicious_StrikesVicious Strikes ( W )

  • Mana cost reduced from 40/45/50/55/60 to 30
  • Now grants 20/35/50/65/80% Attack Speed and 1% extra healing for every 2.5% HP Olaf is missing
  • No longer grants bonus Attack Damage and Spellvamp
  • Lifesteal retained


Reckless_SwingReckless Swing ( E )

  • Cooldown increased from 9/8/7/6/5 to 12/11/10/9/8 seconds
  • Damage changed from 100/160/220/280/340 to 70/115/160/205/250 (+0.4 AD)
  • Health cost is equal to 40% of total damage dealt (unchanged ratio)
  • Health cost is now refunded if it kills the target
  • Basic attacks lower the cooldown of Reckless Swing by 1 second


RagnarokRagnarok ( R )

  • Cooldown changed to 120/100/80 (from 100)
  • Mana cost removed
  • New Passive: Olaf gains 10/20/30 Armor and Magic resist.
  • Active Reworked: now removes the bonus armor and magic resist passive and grants 40/60/80 bonus attack damage while active
  • Olaf now turns red when Ragnarok is active
  • Crowd control immunity retained


Summary: Olaf’s kit has been significantly overhauled, with changes to each of his skills and new opportunities for counterplay, particularly when the Berserker gets ahead. In terms of major alterations, we’ve given Undertow a minimum throw distance and a reduced slow duration, but increased its slow amount and removed the slow decay to compensate. Vicious Strikes no longer provides attack damage or spell vamp, but instead increases Olaf’s attack speed and grants bonus healing based on Olaf’s missing health . Next up is Reckless Swing. We’ve reduced its base damage and increased the cooldown, but given the ability an attack damage ratio and allowed basic attacks to lower its cooldown. Finally, we’ve added a passive armor and magic resistance bonus to Ragnarok, and made it so that activating the ult converts the defensive bonuses into attack damage. Ragnarok’s crowd control immunity has been retained.

Context: Old and Busted Olaf circumvented a lot of healthy interactions within the game when played well. When he got ahead, Old and Busted Olaf had everything at his disposal to take out opponents with no opportunity for counterplay, including a permanent slow (when used correctly), crowd control immunity and significant true damage while building tanky. Our core goal with these changes is to create more gameplay interaction with New Hotness Olaf so that players can react and play smart against him even if he gets ahead. We realize that these changes are fairly drastic so, as ever, we’ll closely monitor how he performs over the coming days and weeks.




  • Adjusted recommended items to incorporate Spirit Visage instead of Banshee’s Veil
  • Base movement speed increased from 335 to 340
  • Improved basic attack to be more responsive


Desperate_PowerDesperate Power ( R )

  • Movement speed increased from 60/70/80 to 80 at all ranks



Summary: We’ve improved the responsiveness of Ryze’s basic attacks. Additionally, we’ve increased his base movement speed along with Desperate Power’s movement speed bonus.

Context: We like Ryze’s current direction as a mid-range, face-melting mobile caster, and these changes represent further iterations on that same path. Having additional base movement speed and a more responsive basic attack will also help out his laning phase.





Shadow_DashShadow Dash ( E )

  • Shen’s damage reduction from taunted enemies now only applies to their basic attacks (previously reduced all physical damage)


Summary: Previously, Shen’s Shadow Dash reduced physical damage dealt by his taunted target, whether that damage was from an enemy ability or basic attack. We’ve altered the skill so that Shadow Dash now only reduces basic attack damage dealt by taunted champions.

Context: This is a fairly small tweak we brought in to clarify Shadow Dash. Previously, Shadow Dash would reduce only physical damage dealt by the taunted target, so if he taunted a Garen mid-Judgment, Shen would take reduced damage from Mr. Spin-to-win’s trademark ability and his basic attacks. However, if Shen taunted a mid-Defile Karthus, Shen would only take reduced damage from Karthus’ basic attacks. This change simplifies Shadow Dash by greatly reducing damage from just the basic attacks of Shen’s taunted enemies.





Noxious_TrapNoxious Trap ( R )

  • Shrooms now grant 10 gold (increased from 0)






DeathSentence Death Sentence ( Q )

  • Cooldown increased from 18/16.5/15/13.5/12 to 20/18/16/14/12 seconds
  • Cooldown now reduced by 3 seconds if Death Sentence strikes an enemy


FlayFlay ( E )

  • Passive basic attack “wind up” damage now only grows when Thresh’s basic attack cooldown completes

Summary: We’ve extended Death Sentence’s standard cooldown, but added a mechanic that reduces the skill’s overall cooldown amount whenever he lands a hook. Additionally, Thresh no longer gains mounting bonus magic damage in between chained auto attacks – he’ll need to deliberately stop attacking in order for it to start “winding up” again.

Context: Thresh’s laning phase can be overbearing when played correctly. We’re making these changes to punish speculative hook attempts while also rewarding precise use of Death Sentence. At early levels, landing a hook will still reduce its cooldown to below its prior cooldown level, while at later levels, landing hooks will reduce its cooldown significantly (especially when combined with cooldown reduction). We changed Flay because its passive “wind up” damage was growing even in between Thresh’s auto attacks. This reduced the importance of his powerful intermittent auto attack harass as he was still getting a small bonus from Flay’s passive even when constantly auto attacking.


Minor Changes, Bug Fixes & QoL





H-28G_Evolution_Turret H-28G Evolution Turret ( Q )

  • Fixed a bug that caused cooldown values to be extraordinarily high under certain conditions





RequiemRequiem ( R )

  • Warning buff on enemy champions now has a duration that matches the impact delay





TakedownTakedown ( Q )

  • Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.





Noxious_TrapNoxious Trap ( R )

  • Shrooms are now worth 10 gold (from 0)





  • Ghouls are now worth 5 gold (from 0)



Spirit Guard Udyr Portrait

Spirit Guard Udyr

  • Added extra VO lines triggered by interactions with specific champions







  • Combine cost increased from 375 to 475 gold
  • Total cost increased from 1250 to 1350 gold
  • UNIQUE Passive – Rage: Movement speed bonus now halved for ranged champions


Spirit_of_the_Elder_LizardSpirit of the Elder Lizard

  • Fixed a bug causing the item to deal less damage than intended



Trinity_ForceTrinity Force

  • Total cost increased from 3628 to 3728 gold
  • UNIQUE Passive – Rage: Movement speed bonus now halved for ranged champions



Maps & Game Modes



Summoner’s Rift


  • Towers now have an item inventory that can be seen by clicking on them (no changes to how towers actually work). Each item in the inventory explains a specific tower mechanic.

Context: Turns out towers have some pretty complex mechanics! Instead of forcing players to earn cryptography degrees to figure them out, we decided it might be best to add items to towers that explain their nuances.


Turret UI


Penetrating Bullets Penetrating Bullets

  • +30% Armor Penetration
  • UNIQUE Passive – Dodge Piercing: Tower attacks cannot be dodged.
  • UNIQUE Passive – Warming Up: Towers gain 25% damage each time they strike a champion (Max 75% bonus damage)
  • UNIQUE Passive – Heated Up: After the tower is fully heated, consecutive attacks against the same champion deal 25% additional damage. (Max 50% bonus damage)


vision ward Warden’s Eye

  • +1000 Vision Radius
  • UNIQUE Passive – Magical Sight: Can see invisible units.


Reinforced Armor Reinforced Armor

  • +60 Armor
  • +100 Magic Resist
  • UNIQUE Passive – Backdoor Plating: Gains 150 Armor and Magic Resist when no enemy minions are nearby.



Twisted Treeline and Crystal Scar


Moonflair_Spellblade_itemMoonflair Spellblade

  • Total cost increased from 2300 to 2600 gold
  • Tenacity effect is no longer ranged only






InterventionIntervention ( R )

  • Cooldown increased from 90/75/60 to 100/90/80 seconds


Context: Kayle naturally builds a lot of cooldown reduction, making her level three Intervention a little too available. Given that Twisted Treeline and Crystal Scar games are more focused on frequent skirmishes, increasing the cooldown on Intervention should force Kayle players to be more conscious of when they use their ultimate.



Twisted Treeline only




Noxious_BlastNoxious Blast ( Q )

  • Movement speed boost reduced from 15/17.5/20/22.5/25% to 16/17/18/19/20%


Twin_FangTwin Fang ( E )

  • Ability power ratio reduced from 0.55 to 0.45


Context: Cassiopeia’s bonus movement speed on Noxious Blast and the high damage of Twin Fang allowed her to effectively kite and dish out damage to opponents with relative safety, particularly on Twisted Treeline. These changes should balance her out a little.






Wild_GrowthWild Growth ( R )

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


Context: We liked the Crystal Scar changes we made to Lulu’s ult in patch 3.11, and are extending Wild Growth’s cooldown changes to Twisted Treeline, too.






Spinning_SlashSpinning Slash ( E )

  • Cooldown increased from 13/12/11/10/9 to 15/14/13/12/11 seconds


Undying_RageUndying Rage ( R )

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


Context: Tryndamere went and spun himself right into our cooldown nerf machine! We’ve increased the cooldown on Spinning Slash and Undying Rage to help balance the high mobility and value they bring on TT’s smaller map.






Stone_SkinStoneskin ( Passive )

  • Armor and magic resist boost reduced from 4/6/8 to 2/4/6


CycloneCyclone ( R )

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


Context: We’re extending the Cyclone cooldown and Stoneskin armor/magic resist changes we made to Crystal Scar Wukong in patch 3.11 to Twisted Treeline Wukong.



Co-op vs. AI




  • Zyra Bot is now available in the Co-op vs. AI rotation



Basic Tutorial


  • Fixed a target bar bug that was showing incorrect minion health and damage





  • We took Sight and Vision Wards into the shop for a model and texture update. The new wards function in exactly the same way as before, but look much prettier
  • We’ve also revamped ranged minion attack particles. The new particles have trails that show the direction they’re traveling in, giving players more information when quickly looking for minion aggro indicators





  • Skillshots fired from fog of war should appear on the enemy’s screen sooner if their champion is in the path of the missile

Context: Skillshot missiles fired from brush or the fog of war sometimes don’t register on the receiving player’s screen until they’ve landed, leading to sad and bewildered champions. This fix ensures missiles are registered faster, giving players the chance to react and realize they’re being attacked.



Game Menus


  • When playing in windowed mode, players can now interact with the game even while the options menu is open
  • While playing in windowed mode your mouse cursor will be constrained to the game window regardless if the options menu is open or not
  • Pressing F9 (default hotkey) releases the mouse from the game window so you can interact with your desktop or other applications



League System


  • Added notification icons in the profile that show players the number of team wins they need to claim season rewards if they’re below the threshold



Revamped Trade System


  • Simultaneous trade actions will be resolved automatically without breaking your trades
  • Clearer Messaging:
    • <Player 1> is busy trading. Try again when their trade is complete.
    • <Player 1> has declined your trade request.
    • <Player 1> has canceled the trade.
    • <Player 1> no longer has the champion you wanted. Try trading again.
  • You will no longer be able to request a trade with a player who doesn’t own your champion

Summary: We’ve rebuilt the champion trade system to be more reliable when attempting a trade and more informative when you cannot complete a trade.

Bug Fixes

The following bugs with the trade system have been fixed:

  • Friends list not updating friend’s current champion after a trade
  • Players rerolling during a trade and then giving one player a different champion than they expect
  • Trade icon not appearing after refusal of trade request
  • Client denying a trade request
  • Trade system displaying the wrong champion
  • Simultaneous trade requests causing trades to lock and become unavailable
  • Trade window would not time out for either player, leaving those two players unable to trade with anyone else



In-Game Options Menu


Summary: The in-game options menu has been rebuilt to be more responsive and intuitive. Keybinds are now organized in a graphical layout by action – after clicking the square you can hit any key to bind the action to it. We’ve renamed “Smart Cast” to “Quick Cast” for clarity purposes, and you can turn Quick Cast on for each hotkey with a simple toggle. Additionally, a few game-affecting options (volume, HUD scale, chat scale, etc) will preview their changes without having to save your changes, and the time to switch resolutions or to window modes has been drastically reduced. Finally, we’ve added an option to disable camera movement on revive (under the game section).

  • Reorganized the menus for clearer navigation
  • Changes are preserved across pages until you hit OK
  • Restore now defaults to a per-screen basis so you don’t clear all of your settings at once
  • You can now scroll through the menu with your mouse wheel


  • “Smart Cast” has been renamed “Quick Cast”
  • It is now faster and easier to rebind your primary keys and turn Quick Cast on and off for each of them.


  • Several options such as Sound Volume, Hud Scale, and Chat Scale will preview their changes without having to save your option changes.
  • An option to disable camera movement on revive has been added to the Game section
  • The “More Options” section has been removed and its contents have been re-organized into other, more appropriate sections


  • A new slider has been added to adjust all video and graphical settings to an overall quality level
  • The time required to switch resolutions or window modes has been drastically reduced.



Official Announcements


Champion-themed wards in store

Garen’s Visual Update

Creator Viktor available!



Champion-themed wards in store now!


New Wards banner

Behold the ward of Dra-a-a-ven!


If you’ve been hankering for some new ward skins, we’ve got some good news for you. The first run of permanent, non-seasonal wards is now hot off the presses into the League of Legends store.

To help you rep a trio of your favorite champs wherever you’re laning, these new ward skins are all themed after members of the League of Legends lineup. You’ll find them in the wards tab of the store for 640 RPonce the new patch lands:

  • Lux: light the way with some wand-shaped warding
  • Soraka: let the cosmos guide you by picking up Starchild wards
  • Draven: fly your League of Draven colors proudly with the official ward of the Glorious Executioner

If you’re a super-passionate ward-enthusiast or just like a little variety you can also snag all three as a bundle for 1632 RP.

New Wards

It’s a good day to buy a Sight Stone, summoners. Happy warding, and we’ll see you on the Fields of Justice.



Garen’s Visual Update



Spin to win in the Champion Spotlight for Garen, the Might of Demacia.

Garen’s a melee fighter who excels at bringing justice to his opponents in the form of tough, physical DPS. With a silence, a damage-reducing shield and an execute-style ability to help secure kills, Garen’s toolkit is ideal for trading hits in one-on-one skirmishes while still remaining tanky. And of course there’s Judgement, his signature ability, a furious, uninterruptable damaging spin. Garen’s zero-cost spells and sturdy foundation of resistances and regeneration make for an aggressive, bullying playstyle that justifies his reputation as the most respected warrior in Demacia’s fighting elite.



Creator Viktor available!


Creator Viktor Banner


Creator Viktor’s obsessive pursuit of perfection never rests. Even whilst developing  the superior hextech required for his growing Battlecast army, he’s somehow found some time to turn his dark heraldic vision on himself and make some dramatic advances in his own augmentation. His Death Ray has evolved into a sleek techmaturgical device that traces a deep red beam of death in any direction he pleases, glowing even brighter once augmented. Next, he further tamed the singularity that is Chaos Storm, encapsulating pure chaotic energy in a drone that moves to his whim, seeking the weakness of flesh. Ever the perfectionist, he even takes a moment to review his latest Battlecast designs on the way back to base. And as a final surprise, Creator Viktor has engineered his own dramatic entrance to Summoner’s Rift…


Creator Viktor ingame



Riot logo decoration


Jinx Feedback

Is Katarina being nerfed in Patch 3.12?

Interview with Xelnath



Jinx Feedback


Check here for more on Jinx!

gypsylord Button Rioter gypsylord: Hey guys,
Thanks a ton for all this feedback. Have read every single post. Going to try to get time to chat more later this week but at the moment can not due to being swamped with Jinx stuff (surprise!).

Just wanted to let you all know that I am for sure reading this stuff so please keep it coming.

Some quick stuff:

  • Anyone try jungle Jinx? Tell me how it went.
  • Again, your feedback on the splash vs. in-game model discrepancy has been heard. It’s being looked at.
  • Jinx’s numbers are high. This is true. They’re like that for a reason. All the power on her kit is deferred (Mobility isn’t on-demand and abilities have cast times, arm times, ramp times, travel times, etc.) which results in her spells getting to have a little extra oomph. Not saying she doesn’t have the potential to be OP, Sol may still want to throw in some nerfs for her, just saying that there’s a method to the madness. If she ends up being a problem we’ll take the necessary actions to bring her in line.
  • About Minigun vs. Rockets: My design intent behind the Q ability was to make Jinx a stance chooser, not a stance dancer. The important thing for me is that players find specific moments throughout the course of most games where both guns feel good to use. It’s fine with me if you use the minigun for 90% of the game if there’s a Vi on the enemy team and all you find yourself doing in team fights is trying to fight her off alone from pointblank range. What I don’t want is for you to then run up to a wave of 50 minions and opt to clear them one at a time with minigun because you feel rockets aren’t doing their job.
  • Some people are saying rockets deal 130% damage at max rank. False. Damage is 110% at all ranks and the bonus doesn’t scale with crit (crit rockets deal 210% damage, not 220%).
  • W range is 1500, not 1450. Targeting indicator ranges in our game are often slightly smaller than the actual range of the spell.
  • Rocket splash on individual Hurricane bolts is equal to the bolt’s damage (50% AD) and can not crit. A single target hit by splash from the main attack and both hurricane bolts will take 210% damage (110% from main attack + 2×50% for the Hurricane bolts.



Is Katarina being nerfed in Patch 3.12?


pwyff Button Rioter Pwyff: You’ll see this in the patch notes but we actually removed the initial cast delay of Death Lotus (it used to be 0.25 so it’s now 0). With the increased ratios and higher base values at higher levels, even with the increased channel time I think Kat does the same or higher overall damage even if interrupted super early but now does even more damage (like… a lot more) if she’s allowed her full channel.

Food for thought!



Won’t this again make her overdependent on her ultimate?


pwyff Button Rioter Pwyff: Sorry I had to hop off to chase down other things – in terms of her being overdependent on her ultimate, I’ll note something here – this is a straight buff at earlyish-mid to late game. In terms of making her even more dependent on her ultimate, we haven’t reduced the power on QWE in order to buff R, so this isn’t a tradeoff (and you’re not allowed to frame it like that!)

Here I’ll reframe the discussion – if you think that by buffing Katarina’s ultimate it means we’ll never buff anything else ever, I’m not sure where that thinking comes from. Honestly speaking, however, a lot of Katarina’s gameplay doescome from her ultimate in terms of Katarina trying to position for a perfect ultimate and her opponents trying to stop it. Think Nunu, Warwick, or Malzahar (and they may have other problems but I’m just saying).

From the discussions we’ve had surrounding this change, buffing Katarina’s level 6 damage isn’t a great idea given it’s typically a solo lane and we’ve nuked the cast time on it. If she straight outputs more damage at level 6 even from 1 second on, that’s dangerous. The straight math:

NEW: 400/575/750 (+2.5 Ability Power)(+3.75 bonus Attack Damage)
OLD: 400/500/600 (+2.0 Ability Power)(+3.0 bonus Attack Damage)

The channel duration is effectively:

NEW: 2.5s total channel (damage throughout)
OLD: .25s windup + 1.75s = 2s total channel

I think Katarina does around the same frontloaded damage because there is no delay to her ultimate going off. I’ll do quick math:

Assuming +22 AP (21/x/x masteries, +14.95 AP runes [no AP scaling runes]), and +2 bonus AD (havoc) at level 6with only a 1 second channel time before it’s interrupted:

OLD: 450 total damage. 192.855 first second (incorporating +0.25s cast time) + 257.14 second second.
NEW: 462.5 total damage. 205.555555 first second (no 0.25s cast time) + 205.5555556 second second + 102.7777778 last half second.

Assuming Katarina buys something safe like a Seeker’s Armguard and no other AP items, we get to +43 AP and +2 AD:

OLD: 502 total damage. 215.14 first second / 286.86 second second
NEW: 558 total damage. 223.2 first second / 223.2 second second / 111.6 last half second

If I give her a NLR in addition to the Armguard and a level 2 ult…

OLD: 760 total damage. 325.71 first second / 434.28 second second
NEW: 900 total damage. 360 first second / 360 second second / 180 last half second

If I give her a Rabadon’s + Zhonya’s and a level 3 ult…

OLD: 1373 total damage. 588.38 first second / 784.5 second second
NEW: 1716.1 total damage. 686.4 first second / 686.4 second second / 343.2 last half second

That said, my math might be terrible because I am notoriously bad at it. Judging from these numbers though… We can assume that if Kat is allowed to channel for 2 seconds, she’ll do more damage with her old ult. If she’s allowed to channel for 2.5 seconds, she’ll do more damage with her new ult.

I’d ultimately argue that if Kat is allowed to go beyond one second (around normalish reaction time to interrupt if you have the interrupt), she’ll typically get off near the full ult. She actually does more damage in the first second (or beyond, I really don’t want to do the DPS math here) with her new ult at all times so keep that in mind.

Anyway, this actually took some time to brain out but I’d reframe this. Is Katarina’s kit fundamentally weak? I honestly don’t think so, but she’s got some problems in terms of being countered (I play LeBlanc, so I know all about getting counterpicked…) and I’ve seen players using her to great effectiveness at the highest levels. Is she picked in worlds or LCS? Maybe not, but that speaks more to the metagame and player priorities in their mage / assassin picks as opposed to a champion’s fundamental balanced…ness.

But this discussion is getting a little aggressive and I’m sorry I left it for a bit  Honestly speaking though I’ll take a look through all the rest of this but I do disagree that we’ve somehow made her ultimate even more important if we just straight buffed it except within the 1s-2s window.

[edited for some silly clarity mistakes]

Isn’t this the wrong decision when fixing Kat?

pwyff Button Rioter Pwyff: Then we need to reframe this discussion to be that other aspects of Katarina’s kit should be buffed and not her ult. My bad for jumping in, I just sort of saw it and wanted to hop in before a meeting.

That being said, I still disagree – Katarina does ridiculous amounts of damage if we buffed her QWE because she gets resets the moment an assist happens. If her damage is too high on QWE, she’ll literally obliterate teams just on those abilities alone.

It’s also worth mentioning that with the cooldown buffs on lotus she gets a straight full reset at 3 kills / assists @ lv3 ult.

Anyway, once again I’ll say this didn’t make Kat overdependent on her ultimate – it was a buff that makes her want to land a full ultimate but her core abilities still do really high damage. Her problems are inherent to assassins in that she needs to wait for an opportune moment to go in. I’d argue that other assassins (Zed, Kass, Ahri) are too safe and that Katarina is a good example of a champion who needs to find that opportunity to engage.



An interview with Xelnath



Originally Posted by MySelfLuls View Post
Okay, first of all i’ll introduce myself.I am a writer at League of Legends Nyheder.I wrote a message to Xelnath over steam where we decided to make an open interview.(English is not my native language)
Q: How is it to work at Riot?



Its a lot of work and very fun.


Q: What is the current progress on Xerath and Yorick (For whoever hasen’t followed up on it)


Xerath will be on PBE with 3.13. Yorick is currently tabled while we resolve some systems work.


Q: What do you do at Rioter?


I’m a systems designer – working on champion reworks, new champions, adding game systems (Minimap Icons/Designer features/new support gold systems/ward updates, etc).


Q: Have you ever participated or create a champion yourself?


I have – but only in the concepting stages. You’ll see one of them early next year.


Q: When can we buy RP Cards in Europe?


I’m not qualified to answer this. 


Q: What is your thoughts about future systems changes?


I think the feedback you guys have given has really helped us narrow do what changes we need to make to wards, vision and support income.


Q: Is there progress in fixing the EUW server issues?


Again, you need to ask a network engineer or someone in ops – I’m just a creative dude who helps support the work of the Live Design, Features and Champion teams whenever I can.


Q: What sort of problems can you run into when either reworking a champion?


The big thing is that your initial concept in your head is always different when you play it than you expected. When I remade Xerath, I imagined a long-range sustained bombarder – turns out that feels horrible to play against. It was novel, it wasn’t fun.

So I instead had to make his bombardment window more narrow.


Q: Do you really love Kha’Zix since you have him as your profile picture? 


I love his philosophy of changing and adapting to match the situation. Its a philosophy every league player should embrace… as compared to … you know… Mundo – GO ALL OF THE PLACES.

… actually that sounds pretty cool too!


Thank you very much for your time. It is greatly appriciated.

Best Regards


Good luck with your school paper 



More questions


Q: Why would you change phage and trinity force?


Phage was a “if you’re lucky with a proc, you win harder”. Old Phage early randomly guaranteed you won lane. You couldn’t be burst or outtraded. If the enemy engages, they can’t leave. The new phage became an awesome “catch-up-to-target” utility item that was incredibly useful. Xypherous takes all of the credit for improvement.

The sprint one rewards action and using minions to speed you up to engage opponents. It makes the matchups a lot more interesting.


Q: Do you have any plans to rework Taric?


I can’t comment on this, but I think we all agree his Triangle cape lacks a bit of that leaguey style.


Q: Do you have any plans to rework Skarner?


We’re looking at Skarner right now! RiotScruffy is playing around with some prototypes. No ETA though, this is his first big project and we like to take our time to get these things right.


Q: Were you in the making of Jinx?


Nope, she was already under way when I started. 


Q: What do you expect of the upcoming meta changes?


I expect Junglers to feel really awesome and more free to farm the jungle and change-up their routes. Supports should feel more freedom, and have a bit more income, but still be supports.


Q: What do you expect to do in season 4 with supports and junglers?


The first order of business is to increase their gold income (I’ve got huge threads on this) then reduce pain that prevents them from feeling like fully realized characters in the endgame.


Q: What is the current kit for the reworked Xerath?


Q – charges to increase range
W – aoe slow that does bonus damage in the center
E – line nuke that explodes and stuns when hits a champion
R – locus of power + his old ult, with extra range and more spread out damage.


Thank you again.

Btw. It’s not a schoolpaper 

It’s a facebook page for danish gamers with League of Legends where i translate PBE patches and official patches. Also stuff like these interviews 


Ahhh, Well thank you for helping us reach our Danish players! You help keep the world informed. 



Champion Rotation – Week 35


Week 35 S3

The following champions will be free-to-play until October 8th!



Heimerdinger – 3150 IP / 790 RP
Kennen – 4800 IP / 880 RP
Morgana – 1350 IP / 585 RP
Quinn – 6300 IP / 975 RP
Shyvana – 6300 IP / 975 RP
Sivir – 450 IP / 260 RP
Soraka – 450 IP / 260 RP
Syndra – 6300 IP / 975 RP
Volibear – 6300 IP / 975 RP
Zyra – 6300 IP / 975 RP



Champion/Skin Sale – Expires October 4th


October 4 S3

 Enjoy the following champions and skins at a discount until October 4th!




  • Corki – 395 RP
  • Diana – 487 RP
  • Yorick – 440 RP



Battlecast Xerath – 260 RP


Battlecast Xerath


Blackthorn Morgana – 675 RP


Blackthorn Morgana


Redeemed Riven – 487 RP


Redeemed Riven



Missed any recent updates? Check here!


Meet Jinx – Ability Details, Lore, In-game Preview, Guide to Play Style and Community Feedback!

Ransom teases info about the Next Champion, Full AMA inside! || Champion Price Reduction, View Party Program, Graffiti on Vi’s Front Page, Lyte on Issues with the Tribunal and Halloween Ziggs!

PBE Update: Changes to Olaf, New Xerath & Olaf Splashes and Championship Thresh || Official Teamwork Video, even more Official Crazy Cat Lady Yorick || Red Posts: Nerfing %Pen Items, More on the issue of Support/Warding, Climbing to Diamond, RP+ and Scamming, Hotfix for Blue Side XP Bug, How to write in gaming, 3D Character Art

PBE: Massive Changes to Olaf, New Ward Skins & Champion Trading || News: Pool Party Skins on Sale! || Reds: Fighters, Supports & Warding in Season 4, Zac to get future nerfs, Shaping Player Behavior & Concept Art of the New Sivir!

Riot teases New Champion, an Elemental Dragon! PBE Update: Visual &amp; Balance changes to Garen, Better Menus, Creator Viktor and Minion VFX || Rioters discuss Garen’s number tweaks and New Design and Scarizard talks glass-cannon Rengar and Sustain Necklace



twitter-icon-png-13 Follow me on Twitter!


Concept Sivir Banner

(Testing a new way of formatting so I cut the introduction for fear of the Universe imploding.)


PBE Update


Red Post Collection

Champion Rotation – Week 32

Champion/Skin Sale – Expires September 13th

PBE Update


experimental changes


Champion Balance





Petrifying_GazePetrifying Gaze ( R )

  • Damage decreased from 200/325/450 to 150/275/400





JudgmentJudgement ( E )

  • Damage increased from 20/40/60/80/100 to 20/45/70/95/120 ( reverted to live values )





Death_LotusDeath Lotus ( R )

  • Damage increased from 400/500/600 ( +3.0 AD ) (+2.0 AP) over 2 seconds to 400/550/700 ( +3.75 AD ) ( +2.5 AP ) over 2.5 seconds
  • Cooldown reduced from 60/55/50 to 60/52.5/45 seconds





  • Base damage decreased from 57.6 to 57.2
  • Base damage decreased from +3.5 to +3.1 per level
  • Base mana decreased from 270 to 235
  • Mana decreased from +45 to +35 per level


UndertowUndertow ( Q )

  • Damage reduced from 80/125/170/215/260 to 65/110/155/200/245
  • Slow increased from 24/28/32/36/40% to 35/40/45/50/55%
  • Slow duration decreased from 2.5 to 2 seconds


Vicious_StrikesVicious Strikes ( W )

  • No longer grants bonus Attack Damage
  • Now grants 30/45/60/75/90% bonus Attack Speed
  • Bonus Lifesteal reduced from 9/12/15/18/21% to 8/10.5/13/15.5/18%


Reckless_SwingReckless Swing ( E ) 

  • Damage reduced from 100/160/220/280/340 to 100/145/190/235/280
  • Cooldown increased from 9/8/7/6/5 to 12/11/10/9/8 seconds


RagnarokRagnarok ( R )

  • Now grants 10/25/40 Bonus Armor and Magic Resist passively
  • Activation no longer grants bonus Resists and Armor Penetration
  • Activation now grants 40/60/80 bonus Attack Damage 
  • Cooldown changed from 100 seconds 120/100/80 seconds





  • Base Health increased from 360 to 400
  • Base Movement speed increased from 335 to 340
  • Base armor increased from 11 to 15

Desperate_PowerDesperate Power ( R )

  • Bonus movement speed increased from 60/70/80 to 80 at all ranks





BurnoutBurnout ( W )

  • Damage reduced from 25/40/55/75/85 to 20/32/44/56/68
  • Bonus movement speed decreased from 30/35/40/45/50% to 25/31.3/37.5/43.8/50%





CertainlyT Button Rioter CertainlyT: We aren’t making imminent changes to Shyvana’s Burnout. This datamine was another piece of Season 4 fighter testing bits of which I incorrectly promoted to the PBE (as seen with Garen). The plan was to pair it with some sexy changes to her dragon form.

FWIW our internal testing on all the changes currently shows the W you saw to be a bit too weak.

As to our overall view of Shyvana, I think she’s balanced but her Dragon Form doeesn’t feel sufficienly epic. I want Shyvana to be a bully, but a more moderate one early, in exchange for a lvl 16 dragon form where she becomes a literal raid boss, turning the enemy backline into a pile of charred corpses. Rez and run back.



Any news on Shyvana’s update?


CertainlyT Button Rioter CertainlyT: Testing a bunch of stuff. Nothing has proven perfect just yet. Shyvana will stay damage focused, but I think that she needs a) greater reach and b) a better best cast scenario in post-35 minute team fights.






DeathSentenceDeath Setence ( Q )

  • Cooldown is reduced by 3 seconds if Death Sentence strikes an enemy
  • Cooldown increased from 18/16.5/15/13.5/12 to 20/18/16/14/12 seconds


New Ward Skins


RiotWenceslaus Button Rioter RiotWenceslaus: You’ve seen them during the holidays, but many of you have been asking to spruce up your ward supply on non-seasonal occasions. We’ve heard you and we’re pleased to officially unveil the League’s first permanent ward skins for 640 RP, now on PBE.

This first run of wards is themed after some of your favorite League champions, so even if you get edged out in the draft, you can still show your champion pride wherever you’re laning. The next time you want to scout an inconveniently-placed patch of brush in style (or if you just can’t wait for another chance to check out Draven’s majestic moustache), now you can.


New Wards


New Trade Tech


RiotBrokenSword Button Rioter RiotBrokenSword: Hey PBE Community,

We’re rolling out a revamped Trades system that I’d like you all to hammer on. It’s a more robust system that we believe will serve your trade requests better.

The pain points we addressed were largely around the system’s reliability.

We addressed issues caused by several players attempting to trade simultaneously. Our new system will handle multiple users’ actions, both with a new Trades structure, and more clear messaging where there wasn’t any before.

While we were fixing some of the pain, we included some new features to make the experience a bit better.

-Greyed out and unclickable Trade buttons when the requester or the recipient doesn’t own either champion.

-New Error Messaging to communicate what is happening. [Not yet in]
1. is busy trading. Try again when their trade is complete.
2. has declined your trade request.
3. canceled the trade.
4. no longer has the champion you wanted. Try again.

-Accurate display of who your friend is playing on the Friends List after they make a trade.

-A trade is canceled when someone rerolls during their trading process, so people aren’t stuck with something they don’t expect.

All these changes aside, what we fundamentally wanted to accomplish was a reinstatement of player trust in making a Trade. Our engineers took the old system, cleaned it up, smoothed it out, gave it a mani-pedi, and got it in shape by way of 1980’s work-out montage. No player should ever fear trading champions again.

Please test the hell out of this thing, and send us your feedback on the forums. We’ll be watching and fixing based on your findings.

Thanks for your help, everyone!




Suggestion: Trading switches players’ select position rather than their Champions


RiotBrokenSword Button Rioter RiotBrokenSword:

That’s a really interesting idea. Though, that wouldn’t solve the issues of Trades not working well for ARAMs, and our intention was to make an already known system more reliable.




Will this new system allows us to trade again after an unsuccessful attempt?


ZydionButton Rioter Zydion:

With the new trade system, you WILL be able to request trades again to someone who declined you if you or that person’s champion has changed. So even if your champion didn’t change, if the person who declined you rerolled, you’d be able to trade him again.




If I own the Champion I wish to receive but the other person does not own mine, is the button grayed out for me as well?


RiotBrokenSword Button Rioter RiotBrokenSword: Yes, it is. In order to trade, both players must own each champion. Works the same as before, but now we just save you the step of finding out you can’t trade before you make the request.






Official Announcements


Pool Party Skins Available

50% off Boosts

Handmade Leona Blade


Pool Party Skins Available


Pool Party Skins Banner

( Click on each skin’s name for a video preview. )


Pool Party Graves – 1350 RP ( 975 until September 22nd )

Graves finally found a squirt gun worthy of an outlaw: all new particle effects look like water, but sting worse than Singed’s “homemade” chlorine. His recall shows off one of four impressive dives on his way back to base. Apparently Smoke Screen also obscures hidden talents!


Pool Party Lee Sin – 1350 RP ( 975 until September 22nd )

Lee Sin’s got a breezy new summer style and strange knack for conjuring fruity coconut drinks out of nowhere. Just don’t challenge him to a game of Marco Polo—he doesn’t realize casting Sonic Wave is cheating.


Pool Party Leona – 1350 RP ( 975 until September 22nd )

Grab some shade under sunbathing Leona’s Shield of Daybreak if things get too hot in lane. Nothing quite like a little stun in the sun!


Pool Party Renekton – 1350 RP ( 975 until September 22nd )

Cull the Meek swimmers?! Renekton takes his lifeguard duties way too seriously. Hey gator, that’s not what the rescue buoy is for!


Flexible Bundle – Get all Four Skins + Pool Party Ziggs for 4200 RP ( 20% discount )

+ 30% discount on Champions missing ( 7413 RP for all 5 Champions + all Pool Party Skins )


50% off Boosts


IP_Boost_IconAll IP and XP boosts will be at half-price until September 16th!




Handmade Leona Blade


Watch as Leona’s Solar blade comes to life in the forge of master swordsmith Tony Swatton!




Red Post Collection


Riot logo decoration

Morello – Season 4 Changes
Xelnath –
Let’s talk Support
Brackhar –
Explaining the recent XP/IP reward changes for Custom Games
Morello - 
Why was Zac nerfed so lightly in Patch 3.11?
Lyte -  
Riot’s new philosophy on Player Behavior
IronStylus - Sivir’s New Concept Previewed
IronStylus - 
Pictures of Leona’s Sword


Season 4 Changes



Powercreep, Jungling, Wards & Support play

morello Button Rioter Morello: Mobility Creep has occurred, but I think this is spoken about as the problem as opposed to a symptom. The problem, in this case, is where we had champions not giving up anything when they contained mobility. This was especially rampant in 2011, but the problem is rarely the mobility itself and more the underlying design problems that lead to problematic mobility.

One example is how Vi’s ultimate was talked about a lot as “mobility creep.” I think the real problems occur there when there’s no meaningful recourse to that move, her being able to move far is fine – provided than when she does, you have actions that make sense to deal with her. Some of this is the CC immunity, some of this is her raw brawling power when she gets there. If some cost is paid, actually or strategically, then the skill can avoid this pitfall.

So, I think Mobility Creep isn’t a major issue – mobility tends to create interesting and dynamic fights and is fun to use – but the issue, like true damage, % HP damage and other mechanics we’ve done this with, is in how and where it is used.

I edited my post, but in the initial barrage of “there’s Morello – get him!” from me returning to the forums, I read yours too quickly. I did say melee ADC would be -better- this season, and they are, but I also claimed I didn’t think Season 3 would fully solve the problem. I think that’s been pretty accurate overall.

Now, let’s put this thread on a good note; let me tell you two must-haves for Season 4 to ship successfully in my mind;

We’re going to significantly improve, and ultimately fix, jungle and support gold flow. I feel this is one of the most painful areas of League, and one that can be fixed. A lot of the satisfaction in League is growing in power over time, getting items, and transitioning from early to late game with items. It’s definitely a problem that 2/5 of players don’t get to do this.

Season 4 changes will address this problem, and very likely throw balance into a tailspin for preseason. Eggs, omelettes, etc. We’ll work hard to get that fleshed out and tuned before S4 starts properly.

Wards and the map vision system need to be overhauled. This is part-and-parcel with the above as Support gold largely suffers due to ward gold burden, but there are a multitude of other problems like snowballing, few real interesting ward decision-making opportunities, and few people involved with the vision game. Details have to wait, but the new system will address these issues.



What are your plans for the Fighter class in Season 4?


morello Button Rioter Morello: Not ready to share details on this since things are really in flux, but to solve some of the meta-golemy nature of some fighters, and give them distinct places in a teamfight (ie; a team role if one is not present other than “be strong”).




Follow-up: So every Fighter will have a distinct purpose, i.e soak, DPS and so on?


morello Button Rioter Morello: Some of that, yes, but also like “Vi should be tuned around a dive fighter” where “Udyr is a powerful mid-line fighter.”





Opinion on Kassadin, Zed, Ahri, Galio, Taric and Ziggs


morello Button Rioter Morello: Kassadin: Too strong, but because he’s so feast/famine. Needs some big work, but I’m at a loss on this one.

Zed: A bit too strong, but want to see longer term effects of previous nerfs. Not against more.

Ahri: Solid – pretty close, but popular right now.

Galio: Tough to make room for in a team, but doesn’t have enough levers to balance. Needs light rework.

Taric: Same as above.

Ziggs: I think great in lane, does ??? late game in teamfights.



Why are some champions nerfed to the point where they’re no longer picked?


morello Button Rioter Morello: It is when we can’t simply buff them to be good or make small changes. Fighters (and why CertainlyT is focused on them!) are the biggest culprits of this, and tend to make this list more than others. Much of this is based around the schizophrenic goals and role fulfillment on fighters (which typically comes with low counter-play) and them deriving value from nothing but raw power. Not only aware, but one of our biggest open sores that’s very hard to solve without a LOT of disruption.



Do you feel DoT (Damage-over-time) Champions are in a good spot?


morello Button Rioter Morello: I’m not sure, actually – it’s something I should talk more with the team about. I’m a bit surprised with how far this type of champion has fallen out of flavor and want to get word from guys with boots on the ground here.




What’s your opinion on Miss Fortune?


morello Button Rioter Morello: MF falls in and out of flavor as different champions and comps trend up and down. I like this pattern overall and think MF is OK as-is.





Why isn’t Ahri as mobile as the currently dominant picks? ( Zac, Kha’Zix, Zed )


morello Button Rioter Morello: I think it’s a cost-benefit thing. If Ahri does what they do, and is mobile, then there’s no contest. If Ahri is highly mobile but has some cost associated it that allow Annie and Brand to compete, then that’s great. Udyr is the Fighter example of where this works.

Annie’s actually in a good spot, but agreed Brand is in a bit of a lull due to this.


Let’s talk Support


Xerath iterates on Morello‘s promises to fix support gold income.



Xelnath Button Rioter Xelnath: *sharpens his claws a bit*

For those of you who missed it, I want to draw attention to this post.

Click here to jump to Morello‘s post.

These two systems have been the major project that Xypherous and I have been working on for the last 3-4 months. This has been a huge effort, in terms of collecting data, experimenting and generally playing mad scientist while attempting to preserve the core of what makes Summoner’s Rift fun.

There’s four huge topics here:

  • Jungle gold income
  • Support gold income
  • Support expenditures on warding
  • The effects of using wards to gain vision

Trying to hit all 4 cohesively in one point is madness, however, they are all HIGHLY interconnected. So while this thread is about the overlap between all four, expect to see breakout threads from myself or other designers discussing each topic individually to gather focused feedback.

For this post, I want to talk about the relationship between support income, warding and the problems these two systems are causing with each other:

What are the issues?


  • Supports are expected to not last hit, thus gaining no income
  • Supports are expected to shoulder most of the gold burden for purchasing wards
  • Supports are expected to roam the map and ward
  • Supports are expected to buy expensive activated items
  • Supports are expected to be effective without gold revenue
  • Supports are often tied to the Marksman carry
  • Supports never get to achieve an endgame fantasy due to losing all of their income to vision expenditures


  • Wards are necessary to protect the sanctity of laneing from persistent Jungler aggression
  • Wards are necessary to observe important locations and objective
  • Wards cost gold, from the character least equipped to afford them
  • Wards are the only option for revealing a specific area to move forward safely
  • Wards used in the previously mentioned way linger for a long time (3 minutes!!)
  • Wards are so important, players feel entitled to having the map warded without contributing

Wow! This is a lot!!

No kidding. This is not a small set of problems. So to kick off this discussion, help me out:

  • What do you think are the problems with support income?
  • How much gold do you think supports need over the course of a 50 minute game (hint: I know the answer, but tell me what you think…)
  • If we were to give more gold to supports, in what kind of situations would you expect to be getting more gold?
  • How do we get other players to recognize the power of wards and the vision they provide?
  • Are all wards too powerful? Are just pink wards too powerful?
  • Should the lowest income character shoulder the highest consumable expenditures in the game?
  • Are the expectations on a support player too high?



Summary on Community Feedback


XelnathButton Rioter Xelnath: So to summarize:

  • You guys generally agree its unfair that supports both earn less and spend more
  • Think it might be fair if they earned equal amounts as laners but spent more on wards (relative to laners)
  • Are concerned that even if income was fixed, supports would still spend 100% of gold on wards
  • Feel that there’s not enough interactions in the warding system right now
  • Believe we should look into ways to let non-supports get some vision in a way that doesn’t restrict their item builds

X-Posted on EUW.


Explaining the recent XP/IP reward changes for Custom Games


Why do Custom games no longer grant IP? Read below to find out!



Brackhar Button Rioter Brackhar: Hey All,

I wanted to provide a bit of context for these changes. Before I begin though, let me reiterate the current restriction:

  • IP/XP for Custom Games are no longer rewarded unless there are half as many human players as the map was designed for (5 for SR, CS, and HA; 3 for TT)
  • It’s still possible to play custom games any number of players (as long as it’s not been restricted for load reasons)

The reason we did this was, as some of you had suspected, a reaction to players using bots to farm games for IP/XP. While in an ideal world we’d just ban the accounts and move on, the problem wasn’t that people were using these bots on their main accounts to accrue ip/xp. Instead they were exploiting the refer a friend program by creating new bot accounts, leveling them up as referrals, and then giving another account the IP/RP rewards (which in turn they’d launder via other means). This made targeted bans not an effective solution, so instead we had to tackle the problem at its source. This wasn’t a limited issue either; check out this report showing the distribution of game end times in NA for the month of July:

Note that we were seeing over 40% of our games end at 6 minutes, and those games were almost completely one player bot games. Those bot accounts would immediately queue up after completing a game and repeat the cycle, which in addition to the rewards issues was also putting a good bit of load on our system.

It’s unfortunate that this change ended up hitting players who were playing legitimate games, but our hope was that the affected player size would be very small and primarily only impact people doing things like testing out new champions. This thread and others have brought some light to a legitimate play pattern that we didn’t anticipate would be a main form of engagement, and that’ll cause some conversations on our end about what the next step forward here should be. It was our intention to evaluate the success of the changes later this week anyway, so once we have that data we’ll be able to make an informed decision on if we can be more lax on the restriction.



Isn’t the main issue the Refer-a-Friend system?


Brackhar Button Rioter Brackhar:  Yeah, RAF needs to be reviewed and possibly reworked, I agree.






Why was Zac nerfed so lightly in Patch 3.11?


Click here for a preview of Patch 3.11.





CellDivisionCell Division ( Passive )

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



morello Button Rioter Morello: These nerfs are conservative as to not obliterate Zac in what will be the final patch for World Finals. We did want to nerf his power, not overdo it and remove a big staple in a number of team lineups (instead, we want to allow more variety in options).

We likely could have gone a little harder on Zac nerfs, but for the worlds patch, we didn’t want to risk of overdoing it. If, after worlds, Zac’s still pushing out other options, then we’ll hit him again.



Riot’s new philosophy on Player Behavior


Here are a couple relating articles regarding Lyte‘s quotes on Player Behavior in-game:



Helping Players improve rather than punishing them


Lyte Button Rioter Lyte: We’re currently working on a new solution for Champion Select problems, but are doing research on Honor and where we want to take it in the future. We agree that usage has gone down, although there’s still a very healthy amount of Honors handed out in Normal Blind Pick, Co-op vs Bots and Howling Abyss; however, there’s less Honor being handed out in Ranked Teams and Ranked (partially because premade teams don’t often give each other Honor). We’re not ready to talk about the future of Honor yet, but we’ll start once we finish working on Champion Select.

I don’t agree that discussing the origin of toxic behavior is an excuse. I agree that damage has been done whether a player is having a bad day or whether they are consistently toxic; however, understanding the origin of the toxic behavior allows us to better address the behavior. For example, does a player who is the most awesome, positive player in the community for 9999 games and happens to have 1 bad game, should they be permabanned? This is an extreme example, but illustrates why understanding the origin of the toxic behavior can help us address it in an appropriate way.

We have considered different types of ‘punishments’ for players such as limiting queues or limiting IP, but right now we’re focusing on Champion Select. We’ve also taken a pretty drastic shift in our approach to player behavior over the last year, and we’d prefer rewards and incentives rather than punishments. As an example, let’s say we had a game where players could share cookies, or be selfish and eat all the cookies themselves. We’d prefer players to share cookies, but instead of punishing players for being selfish and eating all the cookies, we could reward players with an additional half cookie if they shared the cookie with others. We truly believe that if you make it easy for players to be good and do the right thing, they do.

We’re not resistant to simply implementing solutions, especially with Leaver/AFK. There’s just a lot of data and experience from other games that solutions like a Vote-Kick are extremely abused and often considered grave mistakes when the studios tried them. I generally prefer to go with the data, and not make the same mistakes over and over again 



Don’t you already ban people who abuse the report function?


LyteButton Rioter Lyte: You’re right, there are bans for report-abusers; however, how many negative behaviors have we created in players? After this feature goes live, some percentage of players will now abuse the report system to try to get some returns and end up being banned. Is this a new demographic that wouldn’t have been banned otherwise, or were they toxic in some other way to begin with? If it’s a brand new demographic that is now being banned, that’s a significant cost to the feature.



Suggestion: Receive notification when you’re being “muted” in-game


LyteButton Rioter Lyte: A player recently mentioned this idea to me, and I thought it was pretty interesting; however, what is the intended goal of such a feature? Theoretically, the hope is that if a toxic player is verbally abusive or harassing someone that the pop-up or feedback that others in the game have muted them would curb or stem the behavior; however, is there a chance that the pop-up or feedback itself would frustrate and piss the player off even more? Maybe the player will vent even harder at other players that haven’t muted him yet.

Consider the current alternative: Right now, players can mute someone without sending them a pop-up or notification. A toxic player might continue venting or ranting and realize that they aren’t getting a response, so they stop and move on–there’s a chance they may learn that venting or ranting really doesn’t do anything valuable for the team. But if you give them feedback and notification that they are getting through and annoying someone, maybe the pop-up or feedback even encourages them to keep acting this way and treat the pop-up as a “victory” of sorts that they irritated someone so much they actually muted them.

Now consider an alternative scenario: What if you’re a positive player, trying to hold your team together with some sportsmanlike chat. Then this player gets a pop-up from a toxic player saying that they muted him–what does that player experience feel like?

Interesting idea, but lots to consider.


Sivir’s New Concept Previewed


Following the not-so-recent discussion on Sivir’s visual rework, we now have an actual concept art to admit love to… in a completely Platonic way, of course.



IronStylus Button Rioter IronStylus: Yup. Here ya go. This is the final concept we worked from when building her model. This is also what people saw when we did the Relaunch panel, with a little bit of cleanup and a better background added in.

I know a lot of people saw a picture of an image on screen. Hopefully this gives you something a little bit easier to read! Pretty messy in a lot of places however. A couple things have changed since we did this concept though, and more might when we get additional feedback. But since this image is out there publicly, I thought it’d be nice for others to see.


Sivir Concept - PAX - final

Sivir Concept Final


Pictures of Leona’s Sword


Above you’ll find a video of the actual weapon.



That sword looks dangerous!


IronStylusButton Rioter IronStylus: Indeed it was. I was warned many times that it was razor sharp and shouldn’t dare touch the blade itself. Also, the spikes coming from the circle were deadly.

Tony was telling me that this was the most complicated design they ever made. It was also extremely dangerous due to all the points! I apologized profusely for being a pain in the ass for designing it with a giant hold in the middle of it.



Pics or it didn’t happen!


IronStylusButton Rioter IronStylus: Here, some additional fun stuff!

Some shots of the sword:




Back Look

Front Look

Front Look

Minimalist Armor

Typical Eastern MMO Set

Sword being held

Sword in Action


Champion Rotation – Week 32


Week 32 S3

The following champions are free-to-play until September 17th!


  • Janna – 1350 IP / 585 RP
  • Twisted Fate - 1350 IP / 585 RP
  • Twitch – 3150 IP / 790 RP
  • Xin Zhao – 3150 IP / 790 RP
  • Cassiopeia – 4800 IP / 880 RP
  • Leona - 4800 IP / 880 RP
  • Riven - 4800 IP / 880 RP
  • Elise – 6300 IP / 975 RP
  • Lucian - 6300 IP / 975 RP
  • Rengar - 6300 IP / 975 RP


Champion/Skin Sale – Expires September 13


Champion Sale September 13

Enjoy the following champions and skins at a discount until September 13th!





  • Hecarim – 487 RP
  • Orianna – 440 RP
  • Sion – 292 RP



Grim Reaper Karthus - 487 RP


Grim Reaper Karthus


Lord Mordekaiser – 487 RP


Lord Mordekaiser


Pharaoh Nasus – 260 RP


Pharaoh Nasus



Missed any recent updates? Check here!


Riot teases New Champion, an Elemental Dragon! PBE Update: Visual &amp; Balance changes to Garen, Better Menus, Creator Viktor and Minion VFX || Rioters discuss Garen’s number tweaks and New Design and Scarizard talks glass-cannon Rengar and Sustain Necklace

Visual update for Garen || Patch 3.11 Notes – Changes to Draven, Galio and Zac, 3v3 and Dominion Balance & New Spectator Mode Features || New Minion Effects, News on Rengar, Nika leaves Riot, Cosplay Pictures from PAX, tweaks to Season 3′s Rewards and the latest Sale!

Double AMA for Lucian: get all your questions answered! Rengar returns to stealthing, rollback on W and the latest Sale!

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

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



twitter-icon-png-13 Follow me on Twitter!





Go ahead, pink ward tri, I dare you.

So about my support never being in lane because they are always pinking river or the tri brush…

Artist: Ketherly tumblr/twitter




I remember it like it was yesterday: Top insisted the enemy Garen was OP, mid was eating tower shots and our jungler left to eat pizza.



Nervous because ADC isn’t my main role, I did my best to quietly farm. However, my friend who was playing Alistar, felt the need to take matters into his own hands.

Did something crazy like this happen to you? Let me know in the comments below and perhaps I’ll make your nightmare a reality.

Categories: Original Content Tags: , , ,


As well as the new holiday skins we’ve already talked about, Riot are also bringing back some of the OLD holiday skins. While there is a good argument that bringing them back lowers their value as a special item, Riot will make a lot of people happy by doing this (and make more money as a tasty bonus). The skins making a comeback are:


Festive icons obviously proved a success at Halloween as the Showdown is getting it’s own batch. Even better than that, they are not purely based on how much money you shovel into the Riot mattress but have fun and involved ways to be earned. 


Holiday wards as well as the new gifting system will be the final tinsel on Summoner’s Rift this year. For all the little details visit the riot page for this event Here

Categories: LoL News Tags: , , ,