Posts Tagged ‘yi’

Rotation Week 15 Season 4

The following Champions will be free-to-play until April 29th!


Ashe – 450 IP / 260 RP
Pantheon – 3150 IP / 790 RP

Irelia – 4800 IP / 880 RP
Quinn – 6300 IP / 975 RP

Karma – 3150 IP / 790 RP
Vladimir – 4800 IP / 880 RP

Master Yi – 450 IP / 260 RP
Zed – 6300 IP / 975 RP

Nami – 6300 IP / 975 RP
Ziggs – 6300 IP / 975 RP


If you have any questions for me, feel free to ask me at @NoL_Chefo.

experimental changes


A massive PBE update, including changes to to Master Yi, Zac and Phage, brand new skins – Arcade Hecarim, Riot Blitzcrank and the legendary Forecast Janna, New Summoner Icons for all 5 teams who’ve passed their regional finals, major updates to the Champions Tab,  as well as two brand new features – Teamfight UI and Baron & Dragon Spectator Timers!

Moving from the realm of testing, Riot have announced the release of League-themed American Express Serve RP Cards, RiotScruffy brings us news of Skarner‘s announced rework, IronStylus gives us a rundown of all Champions who currently have new skins in development and shares some incredible art for Diana, Kitae announces the results of the Freljord’s Tribe Events and, as always, the latest Champion/Skin sale!


PBE Update

Get RP with RP+ from American Express Serve

Update on Skarner

Future Skins

Amazing Diana Art

Freljord Event – the results are in!

Champion/Skin Sale – Expires August 19th


PBE: Champions






League of DravenLeague of Draven ( Passive )

  •  Now consumes all stacks on kills, changed from half.






The_CullingThe Culling ( R )

  • AD ratio reduced from 0.3 to 0.25




  Master Yi

  • Attack speed per level lowered from 2.75% to 2% per level (from 0.019 to 0.0135)


Meditate_newMeditate ( W )

  • Percentage damage reduction increased from 40/45/50/55/60%  to 50/55/60/65/70%



WujuStyle_newWuju Style ( E )

  • Passive AD increased changed from 7/9/11/13/15% to 10% at all ranks


Highlander_newHighlander ( R )

  • Passive: On-kill reset now reduces Master Yi’s remaining cooldowns by 70% (35% for assist), changed from 18 seconds (9 for assist)







FeintFeint ( W )

  • Shield reduced from 70/115/160/205/250 to 60/100/140/180/220






Let'sBounce!Let’s Bounce! ( R )

  • No longer reduces the duration of stuns, slows, taunts, fears, silences, blinds, and imoblizies by 50% while active
  • Now removes all slows affecting Zac when cast


PBE: Items



Blade_of_the_Ruined_KingBlade of the Ruined King

  • Active cooldown increased from 60 seconds to 90


Entropy_itemEntropy (Dominion and Howling Abyss only)

  • No longer grants 275 Health
  • Now grants 30 Armor
  • Total cost reduced from 3615 to 3350
  • Passive changed: Rage – Basic attacks grant 20 movement speed for 1.5 seconds. Kills grant 60 movement speed for 1.5 seconds.


Frozen_MalletFrozen Mallet
  • No longer requires Phage to build. Now builds out of A Ruby Crystal, Giant’s Belt and Pick Axe
  • Total cost decreased from 3300 to 3005



  • No longer grants 200 Health
  • Now grants 20 Armor.
  • New build path: Cloth Armor + Longsword
  • Total cost lowered from 1465 to 1200
  • Passive changed: Rage – Basic attacks grant 20 movement speed for 1.5 seconds. Kills grant 60 movement speed for 1.5 seconds.


Sanguine_Blade_itemSanguine Blade (Twisted Treeline, Dominion and Howling Abyss only)

  • New build path: Vampiric Scepter + Pickaxe
  • Total cost lowered from 2850 to 2175
  • Total AD reduced from 65 to 50


Spirit_VisageSpirit Visage

  • Total cost increased from 2625 to 2750


Trinity_ForceTrinity Force

  • No longer grants 250 health
  • Now grants 20 armor
  • Movement speed bonus decreased from 10% to 8%
  • Total cost reduced from 3843 to 3578
  • Phage Passive changed: Rage – Basic attacks grant 20 movement speed for 1.5 seconds. Kills grant 60 movement speed for 1.5 seconds.
  • After using an ability, the next basic attack deals 200% of base AD as bonus physical damage, increased from 150%


PBE: New Skins



Forecast Janna (Legendary Skin)


Forecast Janna

Forecast Janna Splash Art




Arcade Hecarim


Arcade Hecarim

Arcade Hecarim Splash Art




Where did the idea for Arcade Hecarim come from?


IronStylusButton Rioter IronStylus: I’ll tell you wht we were thinking..,

Rainbows. ****ing guitar powered, supersonic, chrome plated rainbows.

Fun fact!


This skin is actually the product of one of our Thunderdomes. A span of about 2 days where we all get into groups and burn on a project we want to see happen. Some great stuff has come from TD, including the first iteration of Ardade Hecarim. Everyone went giggly over the particles and silliness. We’re all fans of this sort of 80’s craziness, and for some reason, as absurd as it was, it seemed to fit considering other popular media we’ve been exposed to.

After TD, we reevaluated what we had then put him in the pipeline proper for proper modeling tweaks, animation cleanup and particle work.

Either way, I love being at a place where something we are able to bang out in 2 days can get so much buy-in that we can get it into the pipeline and make it really awesome!



Riot Blitzcrank


Riot Blitzcrank Splash

Riot Blitzcrank Splash Art




PBE: New Summoner Icons


Five new icons are available for the teams who qualified for the International Wildcard Tournament.


570_GamingGear 571_Pain 572_Lyon 573_Immunity 574_DarkPassage


PBE: Champions Tab Rework


Champion Tab Rework

Champion Tab Rework Preview

A wider view of the champion list, better filters and faster performance are just some of the updates to the Champions Tab.



Explaining the changes


Damiya Button Rioter Damiya: Summoners,

With today’s deploy of 3.11 to the PBE, we’ve given the Champions tab in the Summoner Profile an update. The release of 3.10 brought with it some improvements to the champion tagging system, removing the old multi-filter process and giving each champion a primary role. The new and improved Champion Inventory includes a broader grid, a role-selection dropdown, and a significant performance boost when navigating between profile tabs.

When you’re next on the PBE, feel free to check out the new and improved Champions page; we’d love to hear your thoughts on the new layout. If you encounter anything that seems amiss or doesn’t work like you expected, please take the time to share that with us in this thread!



Can we see what champions our friends own yet?


DamiyaButton Rioter Damiya: That’s beyond the scope of this change, and while I can’t tell you exactly why we don’t show other people’s champions (Mostly because I don’t know), at a guess it’s due to privacy concerns and stuff; while I realise that most of you want to use it for positive reasons, I could totally see people getting harassed for not having enough champions or something.



PBE: Teamfight UI


Keeping track of the action will become a whole lot easier for commentators!



kitae Button Rioter Kitae: Hey PBE-ers,

We’re testing a new UI mode for Spectator mode and would love your feedback. We’re calling this mode theTeamfight UI. The overall goal of this mode is to provide a great viewing experience during large team fights.



Preview of Teamfight UI (bottom)


Our specific goals:

  • Minimize and concentrate the UI so it’s easier to focus on the action during team fights.
  • Optimize the display of battle information: Who is involved in the fight? Who’s winning? How many people have died on either team?



The Teamfight UI’s functions


Let’s take a closer look. In this screenshot we can see:

  • Team health bars help viewers track the momentum of fights, and register the power of AoE damage and heals.
  • Loss of control icons help viewers track powerful status effects–if Malphite’s ult hits all 5 of the enemy team, it’s easy to see.
  • Kill counter tracks each champion’s progress towards the elusive pentakill
  • Ult / Summoner spells are easily viewable for both teams in a central location
  • Dead champions have the familiar death timer



Additional functions


Not every champion is always there when a fight breaks out. The team fight UI helps you understand who’s in the thick of battle:

  • Near champions like Caitlyn are represented with bright character portraits. Near champions are on-screen champions and other champions we identify as being involved in the team fight.
  • Far champions like Renekton have darker portraits
  • Team healthbars reflect the health of both near (bright) and far (dark) champions.

You can help test this feature by spectating matches on PBE. While the UI mode is intended for use during team fights, it should work correctly all the time (like all other Spectator UI modes). To engage the team fight UI, press ‘a’ while spectating.

Please test this and give us your feedback!



Follow-up: People who’ve worked on the Teamfight UI


kitae Button Rioter Kitae: A cool note: the Teamfight UI was a Riot Thunderdome project, where Rioters form teams within the company and work on brand new passion projects within a contained window of time. Other Thunderdome projects include Proving Grounds ARAM, turret aggro indicators, Item Sets, and some others.


Here’s Thunderdome Team 5, bringing you the Teamfight UI!
• DefaultChar
• Fruitstrike
• Riot RoboLions
• Joy2TheWorld
• kitae
• Pitayin
• RabidLlama
• Redbeard
• RiotMagus
• World Peace



Will the UI provide feedback on when important items are activated? (Locket, Zhonya, etc.)


kitae Button Rioter Kitae: We’re definitely thinking about that. Invulnerability and shields is something we’d like to better communicate.





Drawbacks: Not being able to see Champions’ health bars when they’re off-screen


kitae Button Rioter Kitae: The UI was designed to provide a great experience when viewing a specific team fight. We included the mini-map and off-screen portraits and team health bars to help players understand the possibility for reinforcements.

However, there will be cases, like two simultaneous fights going on, where using this mode will give you less information. In that case, I’d recommend using the normal UI.

TLDR; use this UI when you want to focus on a specific fight that’s on screen. For monitoring action across the entire map use the standard UI.



Will the new UI be able to reflect intense moments where people are very low on life?


kitae Button Rioter Kitae: If these champions are on-screen you still have the health bars over their heads. We are also experimenting with the algorithm for calculating the team health bars to better represent situations like the one you describe.

Thanks for the feedback, go try out the feature!



Will this feature change the way games are viewed at LCS and other events?


RoboLions Button Rioter RoboLions: We certainly would love for the LCS crew to use this view and we actively worked with them to get feedback on the feature so that they would be amiable to doing so. In the end it is up to them to decide how this fits into their day-to-day but I’m hopeful!




Teamfight UI: Suggestion Box



Making the Team Health Bar the way current Champion Health Bars are shown (5 bars)


RoboLions Button Rioter RoboLions: We had considering doing exactly what you propose and I was the biggest advocate of that method, here’s what it came down to and why, in the end, I happily changed my mind. Any variation of effective health gives too much credit to the tank on the team and not enough credit to the squishies that have to use their escapes (and their wits) to stop from being roadkill.

In that system, an ADC that is at 10% health contributes roughly equal health to the team bar as the same ADC at 90% health just because they don’t have near as much total health as say, Alistar. Clearly that is not a fair representation of how the team is doing!

At 90% health Caitlyn can net away, Ezreal can shift, flash may not be burned yet, etc, and then they can continue to do damage from the back. At 10% health they are as good as dead and getting back into the fight is suuuuuper risky.



Making players’ cooldowns visible


kitae Button Rioter Kitae: Interesting idea. I’m worried by the potential for visual clutter, this seems like something that would get added to the main UI first. I definitely see the value, but worry a bit about the clutter.




Moving the Team Health Bar on top


kitae Button Rioter Kitae: I can see this working, we tried it both ways and liked it better on the bottom, but it’s an option to keep in mind. I think from a readability perspective it works in both cases.





Adding a teleport indicator to the UI


kitae Button Rioter Kitae: Good suggestion. There are a lot of powerful effects like Zhonya, shields, shen ult, that woudl be cool to visualize. We wanted to nail the basics first but in the future this is a possibility.





Moving the champion portraits to the left and right of screen


kitae Button Rioter Kitae: One of the goals was to centralize the portraits. Currently you need to glance left, right, repeatedly to modify champion portraits.





Placing dead champions at the back of the UI


kitae Button Rioter Kitae:  I can see this, but champion portraits re-ordering could be pretty confusing as well. Imagine someone ressing mid fight and ‘popping’ into the middle of the portraits.





Mousing over the champion’s icon highlights their health bar


kitae Button Rioter Kitae:  That is a pretty cool idea!





PBE: Baron and Dragon Spectator Timers


Dragon and Baron Timer UI Banner

A brand new feature, delivered by team StrikeForce – a Dragon & Baron Timer UI for Spectator mode!



RiotBrokenSwordButton Rioter RiotBrokenSword: Hey PBE Community,

My team, Strike Force, has recently developed a feature for Spectator Mode to improve the viewing experience of your friends’ games, and the broadcasts of LCS. We’ve had a lot of requests for the feature since the release of Spectator, and we’ve finally got it for you, right on time for the Playoffs and the World Championships: it’s an in-game timer for Dragon and Baron as they get ready to spawn!

The timers will appear 2 minutes before the monster spawns, then fade away shortly after displaying the message “LIVE”.

I’d love for everyone to spectate the sh*t out of some games to vet this feature as thoroughly and extensively as possible. Additionally, be sure to send me and my team feedback on this post, so we can fix any and all bugs that we missed on our end. The feature is solid as is, but there are always uncertainties when working with software.

Here’s a few screen shots of how they will appear…



Dragon Timer


Baron Timer


Dragon & Baron Timers



Follow-up: Why the new UI is an improvement


RiotBrokenSwordButton Rioter RiotBrokenSword: Thanks for the feedback, everyone.

I’ll explain a little bit about why the feature acts the way it does at a strategic level.



We chose to have the icons appear and disappear on timers, rather than be static, to keep ourselves from piling on more information onto the screen than we feel is relevant to the particular moment of the game you’re watching. If you look at the spectator UI in its current state, it’s already pretty cluttered, and that’s without the overlays in the eSports broadcasts. If you were to look at the screen and break it into chucks, and make those chunks fractions, you’d realize that we’re already taking 1/4 of the game from you with Spectator and LCS overlays. The purpose of Spectator Mode is to show viewers the game currently in play, not a bunch of irrelevant information. Static information only hides more of the game from sight. So we chose, and will likely continue to choose, to show only contextually relevant information.

A few tactical notes:

We kept the timers below the threshold of three minutes to help mitigate the feature being exploited for the benefit of the players in the live version of the game. So viewers will only be seeing the timers a minute after the event has already happened. This, of course, doesn’t apply to eSports broadcasts, which stream with 0 delay.

This is only the first iteration of this feature, so it will be evolving with time. 


Get RP with RP+ from American Express Serve


American Express Serve

If you’ve ever felt the masochistic need to carry a Teemo-themed credit card, then today is your lucky day! 



RP+ from American Express Serve is offering a new way for League of Legends players to get RP – you can earn RP when you sign up and start using your Full Service Reloadable Prepaid Account:

  • +1,000 RP after successful sign up and email verification
  • +1,000 RP the first time you load $20 or more to your Account
  • +10,000 RP the first time you use Direct Deposit to add $20 or more to your Account
  • +100 RP for each of your first 10 Card purchases
  • +Continue earning RP on the things you already buy

Choose a Card design with Teemo, Vi, Lux, Twisted Fate, the Summoner’s Cup or the League of Legends logo, depending on how you’d like to represent off the Fields of Justice.

A few things to remember before you sign up:

  • Accountholders must be 18 or older (or 19 in certain states)
  • Accountholders must be US residents
  • You must have a North American League of Legends account to earn rewards
  • No credit check or minimum balance


Update on Skarner


Skarner decoration

Following RiotScruffy‘s recent announcement that he is working on improving Skarner, here is an update on how the changes made to his E ability.



RiotScruffy Button Rioter RiotScruffy: Hey all, back with some more details. We’re trying out an iteration of the E that is a bit more like the old E in usage but there are some other changes that help it fit nicely into his new gameplay pattern.



FractureFracture ( E )

  • No changes to the skillshot, it’s still a free cased line nuke
  • Range increased by roughly 20%
  • Projectile width decreased by about 20%
  • Deals magic damage to targets hit and slows them by 30/35/40/45/50 for 2.5 seconds

The goals here were to retain the fun and diverse gameplay of the line nuke. The free targeting and skillshot feel of the E is a nice change of pace from Skarner’s other melee focused abilities. We’re also trying a longer/slow/less wide projectile so that targets of the E have the opportunity to dodge it (counterplay).





RiotScruffyButton Rioter RiotScruffy: Two more pieces of clarification about the E we are currently testing.




FractureFracture ( E )

  • It slows immediately (not on the mark proc)
  • The mana cost is significantly lower than the old E


Also, thanks for the feedback, I read it all. This new Skarner is very strong in our playtests so far. I am personally very excited about the skillshot E because it adds a bit more thought and precision into his gameplay.



How does Skarner feel as a result of these changes?


RiotScruffyButton Rioter RiotScruffy:




  • His pre 6 ganks seem to just be all around better. Even in the case where you are ganking a lane with good initiate, you can just save the E for when their CC wears off.
  • Here is a noticeable hunger in the midgame for ability points because he now uses 4 abilities instead of 3. Choosing to max W or E first is viable, and it depends if you want the more consistent speed/defenses or stronger damage/slow. It is a good thing that he doesn’t max out around level 12, and can keep growing all the way into late game.
  • His ability to permanently slow and stick to tanky characters is less. This isn’t actually a big problem because his brawling ability with Q and attack speed is still very strong, and when your target tries to run, you can use E to close the gap. The power of having a ranged slow makes his chasing ability as good if not better than before.
  • As for late game teamfights we have seen that the ranged slow is actually very useful for peeling because Skarner can actually dive on the back line and still throw Es in any direction to peel for his back line. It seems like a net neutral change in his ability to peel for his team. The more significant difference in late game teamfights is the R, which is now much more reliable once you have gotten in range of your target.

These changes are still being evaluated.



vi pre-banner smallFuture Skins


  •  Urgot
  •  Zed
  •  Zyra
  •  Thresh
  •  Nami
  •  Skarner
  •  Kha’Zix
  •  Rengar
  •  Syndra
  •  Viktor
  •  Vi





IronStylusButton Rioter IronStylus: Every champion listed above currently has a skin in development, somewhere along the pipeline. Delays and time between skins hinge on a number of factors, I’ll list some particular to this list:



Urgot – Something under development, however he’s shambly and we need to screw with the rig a lot.

Zed – Fairly straight forward aside from that his shadows might be something else entirely in any given skin, mandating possibly another model and particle work for that model.

Zyra – Tons of models which require animation if they’re anything different than the plant rigs, lots of particle work.

Thresh – Chains.

Nami – If we change the model into a different type of fish/sea creature, that will requite custom rigging for whatever additions we make. Example, new fins/membranes need a lot of animation support. She’s also very particle heavy.

Skarner – Soon(tm)

Kha’Zix – Extremely VFX heavy, evolving model, etc.

Rengar – Not sure where he’s at. He’s straight forward, but not terribly old.

Syndra – Heavy particle work, possibly fabric animation support depending on the theme. Doing something cosmic would most likely require model translucency and/or scrolling textures which are just now being used on some newer skins.

Viktor – Tons of particle work and a couple of models for his traps.

Vi – Fairly recent release, should be something along relatively Soon(tm)

Aside from those specifics, certain things can constrain production, mainly VFX and animation. Both of which are heavily valued when it comes what players enjoy about new skins. Both tend to be the most pinched of resources internally. Additionally, a skin for any given champion might be in production, but then an event (Lunar Revel, Harrowing, etc) might pop up on our radar and we may realize a champion would better fit there. We might put the in-progress skin on hold while we make something appropriate for an upcoming event. Happened to a concept of mine recently.

As for Rumble, which people keep bringing up, I’ll restate: He’s the equivalent to the work of a new champion. He requires a completely new rig and animation sets if he’s to be anything different than the rickety mech he’s in now. That rig doesn’t support anything to the magnitude of fan-requested ideas, or concepts players have submitted. We’re going to change his rig for his upcoming skins. One of which is currently in production, but as I said, needs heavy animation support.

Hope that helps clarify!



Why are Darius and Vi getting skins before Zyra?


IronStylusButton Rioter IronStylus: Zyra currently has a couple nearly complete models in the backlog. (This does NOT mean they have had animation or VFX support.) However, recently we felt she would slot into an upcoming event quite well. We decided to concept that and move forward on that skin. Zyra is massively intensive. You’ve just compared her to two melee fighters. Some of the “easiest” champions to produce due to limited VFX needs.



Didn’t you hint at the development of Diana skin some time ago?


IronStylusButton Rioter IronStylus: Did a concept, completed it, scrapped it due to an event that could use a Diana skin. I’m currently reconcepting it as I type this.





Why isn’t Evelynn on the list?


IronStylusButton Rioter IronStylus: Eve will get a relaunch before any more skins most likely. She’s in shambles.





Are you working on a Nunu VU?


IronStylusButton Rioter IronStylus: Grumpy Monkey currently has a high-rez model of Nunu complete. This is nowhere near to being an indicator of when he will be coming out however. He is on the list though!



IronStylus shows amazing Diana art



IronStylus Button Rioter IronStylus: Howdy. Was doing some color practice tonight and thought I’d share the outcome. This is HEAVILY influenced by reference I was using of this awesome painting of a lady.. but I can’t find the source.. Also heavily referenced from one of the initial sketches Knockworst did while doing Diana’s splash.



Diana Color

Diana Close-up



Why does she have a crack on her forehead?


IronStylusButton Rioter IronStylus: So, the super-secret head-canon I have, which I have no idea if it’ll be actually integrated, but it’s something that Team Diana talked about way back in the day.. is that her mark is a physical brand. The Solari elders literally took a tool and burned that mark into her face. Though, they were so blinded by ignorance, or maybe they liked irony so much, that they branded her with the ancient symbol of the moon.

This scar burned her hair, giving her a larger forehead. After she flipped out, surrendering all her humanity to deep sadness and pain, that’s when this thing became full of fancy. That’s when her bond with the moon began. The marks on her eyes weren’t makeup, they were burn marks and scorches coming from the magicalmoonlight affecting her eyes and causing her tears to boil on her face.

Soooooo yeah. A little emo.



Why the lack of a glowing moon symbol?


IronStylusButton Rioter IronStylus: Yeah, simple glowy thing for no reason works for in-game and for the short amount of time we have to tell a story, but if I were to make a movie or something, I’d put that gut wrenching part into it.

In my opinion, Diana should be beautiful but the Solari scarred her so deeply, inside and outside.



Will you do a portrait of Leona as well?


IronStylusButton Rioter IronStylus: Ugh.. I’ll try, but I’m terrible at rendering metal, I’m gunna need to call in some help for that one!





Did you use a reference portrait for your sketch?


IronStylusButton Rioter IronStylus: Yup! Kienan (Knockwurst) always made little portraits of the characters he was doing splashes for. I’ve always loved the one he did of Diana so I used that as reference for this piece.




What other champions will get skins in the near future?


IronStylusButton Rioter IronStylus: Hmm let me try a really crazy thing..

Every champion, unless slated for a relaunch, has a skin in development. Those champions which need relaunches are pretty self evident when you compare their quality to current standards. By that math, I think you can assume who is on the relaunch list, as long as it may be, and who has a skin currently in the works.

Does that answer most questions?



Any celebratory event skins we can look forward to?


IronStylusButton Rioter IronStylus: Events like the Harrowing, Snowdown Showdown, and Lunar Revel are all that are on my radar at the moment.





Will you update Alistar’s looks?


IronStylusButton Rioter IronStylus: Not a high priority. Not sure how extensive of an overhaul he’d get.




Freljord Event – the results are in!


Freljord Website

Which tribe won the community’s affection? Who will celebrate in the chilling depths of the Freljord – Ashe, Lissandra or Sejuani? Find out below!



kitae Button Rioter Kitae: Hey Summoners,

Recently on on Reddit, Papochka asked what the results of the Freljord event were. I’m here to share them with you guys!


Freljord Results

Result Chart: click for high-res.


As you can see, a couple things stand out:

  • Different regions favored different tribes: The Frostguard (led by Lissandra) received the most worldwide support, but all three tribes were #1 in at least one region.
  • It was a close race: Each tribe received significant support in all the regions we tracked. Sejuani and her Winter’s Claw tribe support in Korea was the lowest result we observed, and still constituted 26.2% of players!

The Freljord event was intended to shine the spotlight on the Freljord, feature it’s three leaders, and present a difficult choice – which tribe will you support? We wanted all three tribes to be compelling, and were pleased to see that they all appealed to players around the world.

Which tribe will rule the Freljord? Only time will tell. The Freljord event set the stage for future stories and conflict in this harsh, icy, region. What will ultimately set things in motion? Who knows.

But if the Watchers return…that would make things…interesting….


Champion/Skin Sale – Expires August 19th


Sale 19th August

Enjoy the following champions and skins at a discount until August 19th!




  • Blitzcrank – 395 RP
  • Jayce – 487 RP
  • Wukong – 440 RP



Bandit Sivir – 375 RP


 Bandit Sivir


Death Blossom Elise – 487 RP


Death Blossom Elise


Royal Guard Fiora – 260 RP


Royal Guard Fiora



Missed any recent updates? Check here!


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

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

Mercy Vote: Anti-AFK System, Update to Galio, Lyte on Positive features, Visual Overhaul for Summoner’s Rift and the latest Sale!

Patch 3.10 – Big Changes to Elise/Master Yi/Ryze/TF, New MR Items, Jungle Nerfs // Rioters discuss Skarner and Rengar!

Ask Lyte: Positive/Negative Players and State of Tribunal; Spellbreaker removed, Tristana’s E and Season 4 Changes!


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



Here‘s how IronStylus gets to work each morning.

pbe logo final


Massive changes to Jayce, Olaf, Aegis of the Legion and Locket of the Iron Solari. New Item Icons and previews of Lucian and the reworked Master Yi on the PBE (skins included), as well as a brand new system for handling queue dodging! Also we have Rioters respond to concerns about the stability of Patch 3.9 and the latest Champion/Skin Sale which ends on July 19!


PBE Update:

Inside Look:

PBE: Queue Dodge Penalty

Patch 3.9 Issues

Champion/Skin Sale – Expires July 19th



PBE Update

Champion changes




Spider_FormSpider Form ( R )

  • Spiderlings passive damage reduction changed from 10/20/30% to 20% at all ranks.





  • Base Damage decreased from 46.5 to 44.5
  • HP/5 reduced from 7 to 5
  • HP/5 per Level reduced from 0.7 to 0.5
  • MP/5 increased from 7 to 10
  • MP/5 per level increased from 0.7 to 1


Jayce may no longer level Transform but his abilities have 6 ranks.


Hextech_CapacitorHextech Capacitor ( Passive )

  • Now additionally grants 5 to 130 magic damage for the first attack after transformation, based on character level.


To_the_Skies!To the Skies ( Hammer Q )

  • Damage increased from 25/75/125/225 to 40/90/140/190/240
  • Mana Cost reduced from 40/50/60/70/80 to 30 at all ranks
  • Damage rescaled from 20/65/110/155/200 ( +1.0 bonus AD ) to 25/75/125/175/225/275 ( +0.6 bonus AD ) physical


Lightning_FieldLightning Field ( Hammer W )

  • Cooldown changed from 13/12/11/10/9 to 10 at all ranks
  • Damage-per-second reduced from 20/30/40/50/60 to 20/25/30/35/40
  • Passive mana gain on-hit removed.
  • Damage rescaled from 100/170/240/310/380 ( +1.0 AP ) to 60/110/160/210/260/310 ( +1.0 AP )
  • Basic Attacks during static field now deal an additional 10/15/20/25/30/35 (+0.2) magic damage on hit. Numbers likely to change
  • Cooldown rescaled from 10 to 13/12/11/10/9/8


Thundering_BlowThundering Blow ( Hammer E )

  • Mana cost increased from 40/50/60/70/80 to 85 at all ranks
  • Now has a rank 6 that deals 23% health damage and up to 700 magic damage versus minions.


Mercury_Hammer Transform: Mercury Hammer ( R )

  • Now grants 5 to 35 Armor and Magic Resistance, based on character level.


Shock_BlastShock Blast ( Cannon Q )

  • Damage rescaled from 60/115/170/225/280 ( +1.2 Bonus AD ) to 60/105/150/195/240/285 ( +1.2 Bonus AD )– Probably needs to be scaled up a tad.
  • Missile Speed increased from 1350 to 1450
  • Missile Width decreased from 60 to 50
  • Missile Area of Effect decreased from 175 to 160
  • Accelerated Missile Width remains at 60.
  • Accelerated Missile Area of Effect decreased from 250 to 225
  • Accelerated Shock Blast initial speed increased from 2350 to 2550
  • Accelerated Shock blast now decays down to 1550 during flight


Hyper_ChargeHyper Charge ( Cannon W )

  • Damage reduced from 70/85/100/115/130% to 70/80/90/100/110/120% from
  • Critical strikes now simply add 100% of your total AD to the damage (this can be further modified by critical strike damage) rather than being dependent on the rank of the skill.
  • Cooldown rescaled from 14/12/10/8/6 to 14/12/10/8/6/4
  • Cooldown now begins when Hyper Charge is fully consumed
  • Mana Cost rescaled from 40 to 30/38/46/54/62/70


Acceleration_GateAcceleration Gate ( Cannon E )

  • Mana Cost reduced from 50 to 20
  • Has a 6th rank that increases Movement Speed by 55%.


Mercury_CannonTransform: Mercury Cannon ( R )

  • No longer has an armor and magic resist reducing proc.






Piercing LightPiercing Light ( Q )

  • Mana cost increased from 50/55/60/65/70 to 60/65/70/75/80


Ardent BlazeArdent Blaze ( W )

  • Movement speed bonus decreased from 40/45/50/55/60% to 40% at all ranks
  • Range reduced from 1100 to 900
  • AD ratio reduced from 0.9 to 0.6


The CullingThe Culling ( R )

  • Base damage increased from 35/50/60 to 40/50/60 per bullet
  • AD Ratio per bullet reduced from 0.33 to 0.3
  • AP Ratio per bullet reduced from 0.4 to 0.3
  • Attack Speed Ratio on additional bullets decreased from 2.5/3.0/3.75 to 2.5/3.0/3.5
  • Bonus damage to minions increased from x3 to x4




  Master Yi


Alpha StrikeAlpha Strike ( Q )

  • Damage changed from 10/45/80/115/150 (  +1.1 AD ) to 25/60/95/130/165 ( +1 AD )
  • Mana cost reduced from 80/90/100/110/120 to 70/80/90/100/110


MeditateMeditate ( W )

  • Base heal amount changed from 20/45/70/95/120 to 30/50/70/90/100



Wuju StyleWuju Style ( E )

  • Bonus AD changed from 10/12.5/15/17.5/20% to 15% at all ranks
  • Grants 10/15/20/25/30 ( + 10/12.5/15/17.5/20% AD ) bonus true damage on auto attacks for 5 seconds. This disables the passive AD increase while Wuju Style is on cooldown.






UndertowUndertow ( Q )

  • Slow no longer decays
  • Damage reduced from 80/125/170/215/260 to 75/115/155/195/235
  • Now has a minimum throw distance of 450 units
  • Axes now stick in walls and structures rather than going through them


Vicious_StrikesVicious Strikes ( W )

  • Mana cost reduced from 40/45/50/55/60 to 25
  • Now provides 1% enhanced healing from all sources for every 2% health Olaf is missing during the duration THIS IS IN ADDITION TO THE CURRENT MECHANICS ON W, NOT REPLACING THEM


Ragnarok  Ragnarok ( R )

  • Mana Cost removed
  • Cooldown changed from 100 to 120/100/80
  • Active duration changed from 6 seconds to 5
  • New Passive Added: Olaf gains 10/25/40 Armor and Magic Resist passively
  • Active Changed: Olaf removes all disables from himself and becomes immune to them for the next 5 seconds. During this time, he gains double Attack Speed from Berserker Rage





  • Base movement speed increased from 335 to 340


OverloadOverload ( Q )

  • Cast range reduced from 650 to 600


Rune_PrisonRune Prison ( W )

  • Mana cost reduced from 80/90/100/110/120 to 60/70/80/90/100
  • Range reduced from 625 to 600


Spell_FluxSpell Flux ( E )

  • Range reduced from 700 to 600


Desperate_PowerDesperate Power ( R )

  • Movement speed increased from 35/45/55 to 60/70/80





aegis of the legion Aegis of the Legion

  • Total cost reduced from 2150 to 2000
  • Health gain reduced from 250 to 200
  • No longer grants 20 Magic Resist
  • Aura Magic Resist increased from 15 to 20
  • Aura no longer gives Armor
  • Aura no longer affects minions


Locket_of_the_Iron_Solari_itemLocket of the Iron Solari

  • Now builds out of Aegis of the Legion. Recipe cost is 600 gold
  • Total cost: 2600
  • Armor granted reduced from 35 to 20
  • Unique Aura – Legion: Grants Allies 20 MR and 10 HP/5
  • No changes to the active unique (shield)



  • Now reads melee only


Spirit Visage

  • Price increased from 2500 to 2625


Runic_BulwarkRunic Bulwark

  • Removed



New Item Icons


deathfire grasp

Deathfire’s Grasp



abyssal scepter

Abyssal Scepter

glacial shroud

Glacial Shroud



vampiric scepter

Vampiric Scepter

hextech revolver

Hextech Revolver




Inside Look


Classic Lucian


Classic Lucian Preview


Lucian Passive

Lightslinger ( Passive )

Piercing Light (Q) Skillshot

Piercing Light ( Q ) Skillshot

Lucian Q

Piercing Light ( Q )

Lucian W

Ardent Blade ( W )

Lucian E

Relentless Pursuit ( E )

The Culling (R) Skillshot

The Culling ( R ) Skillshot

Lucian R

The Culling ( R )


Hired Gun Lucian


Hired Gun Lucian Model


Lightslinger (Passive)

Lightslinger ( Passive )

Piercing Light (Q)

Piercing Light ( Q )

Ardent Blaze (W)

Ardent Blaze ( W )

Relentless Pursuit (E)

Relentless Pursuit ( E )

The Culling (R)

The Culling ( R )


Classic Master Yi


Alpha Strike (Q)

Alpha Strike ( Q )

Meditate (W)

Meditate ( W )

Wuju Style (E)

Wuju Style ( E )

Highlander (R)

Highlander ( R )


Assassin Yi


Assassin Yi



Chosen Yi


Chosen Yi



Samurai Yi


Samurai Yi




PBE: Queue Dodge Penalty

dodge penalty banner

Lead social systems designer Lyte hops on the forums to announce the release of a dodge penalty feature on the PBE.



Lyte Button Rioter Lyte: Sick of that 9th person leaving?

In the latest PBE update, we enabled a new feature intended to get everyone into games faster. Players who repeatedly decline or miss the ready check will now receive a queue dodge penalty, resulting in a lockout from all matchmaking queues.

Here’s how it works:

  • A player who frequently misses or declines ready checks gets a warning that the next missed ready check will result in a penalty
  • On the next decline or miss, that player will be temporarily locked out of all matchmaking queues

This is a small change, but part of our larger effort to keep AFK’ers, queue dodgers and leavers from ruining your games. This feature should get us all onto the Fields of Justice faster.

As with any PBE feature, we’re looking for your feedback. Be sure to let us know what you think!


If you fail to accept a bunch of times, this will happen.



What’s the purpose of this system?


RiotSeb Button Rioter RiotSeb: Our overall goal is to get people into game as quickly as possible, with as few false starts as possible (false starts include dodging Champ Select, missing the AFK timer). It’s tiresome to have to wait through the queue multiple times, and we really want to match people up that are ready to play.


This feature is indeed intended to go onto live, after some iteration based on PBE feedback. It does indeed target a smaller (ab)use case than the parent feature (Ready Check), but trolls that abuse this can be very frustrating for players with longer queue times (whether in a less popular queue, at a far end of the MMR spectrum, playing at non-peak hours, or in a less populated server).

This penalty will only be applied to players that repeatedly click the Decline button or repeatedly AFK on that feature. However, just missing the Ready Check every once in a while will not be penalized. We understand that players might go to the bathroom or whatever during queue time, which is why the Ready Check exists in the first place!

A player that generally gets accepts on time and doesn’t dodge Champ Select games started will be much less likely to see these penalties. However, players that miss this stuff regularly will receive dodge penalties.



Why is the ready-check system still in place then if AFKers get booted?


rjcombo Button Rioter rjcombo: The ready check helps to ensure players won’t have to go through the champ select process before an AFK player causes the game to be terminated.

It also gives players a last chance to cancel out of a game without penalty, unless of course they are abusing the feature and declining repeatedly.

Patch 3.9 issues

Riot logo decoration

Rioters discuss some connection issues with the latest patch and methods to resolve them.



Riot Triggs Button Rioter Riot Triggs: Greetings Summoners,

We know that many of you are experiencing issues with PvP.Net crashes and disconnects. We’ve got all hands working on the issue now and are looking into a few different options to get this fixed and out to everyone. We will update you as we get more info and a clear path forward to getting players on PvP.Net and stable.


07/13 4:10 PM PDT – Summoners, if you are still experiencing the disconnects, please try to disable the IP Helper service:

If you’re on Windows 7 or 8, the following steps will disable the IPHelper service:
1. Hold the Windows key and type R, enter “services.msc” (without the quotes) and press Enter
2. Scroll down to the IP Helper service, right click on it and select Properties
3. In the dropdown box that says “Automatic” or “Manual”, set it to Disabled and then click on “Apply”
4. Then click on “Stop” to stop the service from running in the current session
5. Click OK to exit the dialog

07/12 18:50 PDT – Summoners, we understand that disabling IPv6 isn’t resolving the situation for all of you. We are still trying to understand the root cause, but we’ve got a solid lead and are prepping some custom tooling to figure out the specifics.

07/12 17:45 PDT –


Here is one of the ways in which we believe this situation can be resolved: disabling IPv6.

For those of you using Windows 7 or Vista, please go to for the instructions on how to fix.

For those of you using Windows XP, please go to for the instructions on how to fix.

For those of you using Windows 8, please go to…windows-8.html for instructions on how to fix.

Just in case this doesn’t work – try removing Pando and let us know if that also doesn’t work.

Thank you for your patience on this issue!

07/11 11:20 PDT – The issue has been hard to identify root cause, but we are still actively working to fix what is causing these disconnects.



Chager Button Rioter Chager: Hi All,

I want to jump into this thread and give an update on some of the issues we’re seeing:



PvP.Net Disconnect = The interim fix that players have had a lot of success with is disabling IPv6 (OP for this thread). This is meant to be a short term fix until we determine the root cause and fix. We’re currently digging into windows updates to see if there are any cross compatibility issues with the latest release (we’ve been getting reports of PvP.Net disconnects since a day before the 3.9 update). Team is still digging into this.

Crashes at champ select = There was a server side hotfix yesterday to address this issue. We had success with this in our QA environments, but if some of y’all are still experiencing this please let us know (best way is via PS ticket so we can track and get individual help)

Bugsplat Crashes = If you see these please report them. We haven’t seen a significant uptick in bugsplat reports, but with every new patch there can be some that creep up that we don’t catch.

Just to re-iterate, this thread and the instructions from the OP were meant to address the specific PvP.Net disconnect issues players have been seeing. We’re still working on a permanent fix for that, and are also digging into some of the other fixes players have been reporting since the 3.9 patch.



Damiya Button Rioter Damiya: Hey dudes,
The issues with disconnects and crashes started prior to 3.9, that Tuesday morning. While we’re still investigating the issue vigorously, we’ve heard reports from players that disabling the IPHelper service does provide some relief.

Could you guys try the following steps and let me know if it helps? Thanks:

please try to disable the IP Helper service:

If you’re on Windows 7 or 8, the following steps will disable the IPHelper service:
1. Hold the Windows key and type R, enter “services.msc” (without the quotes) and press Enter
2. Scroll down to the IP Helper service, right click on it and select Properties
3. In the dropdown box that says “Automatic” or “Manual”, set it to Disabled and then click on “Apply”
4. Then click on “Stop” to stop the service from running in the current session
5. Click OK to exit the dialog



Champion/Skin Sale – Expires July 19th


Sale July 19th

From July 16th to the 19th, enjoy the following champions and skins at a discount!


  • Ezreal – 440 RP
  • Fiora – 487 RP
  • Nasus –  292 RP



 Bilgewater Katarina – 487 RP


Bilgewater Katarina


Dark Crystal Ryze – 487 RP


Dark Crystal Ryze


Forsaken Olaf – 260 RP


Forsaken Olaf



Missed any recent updates? Check here!


PBE: Jayce Ability Rework & New Skin Policies

PBE: Lucian & Yi’s kits / Changes to Sivir’s looks, Olaf and Xerath

Patch 3.9 Preview, Lucian revealed and Themed Bundles

Heimerdinger Rework, Lucian Revealed, RP Summer Sale & Art Thread

Yorick rework, Spirit Guard Udyr, Oceanic Servers, New Summoner Icons