Archive

Posts Tagged ‘zed’

 

PBE Update 24 05 Banner

 

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

 

New Splash Arts

After a three-year-wait, Nidalee’s received her updated skin splashes:

 

Bewitching Nidalee

Nidalee_Splash_5 nidaleeLoadScreen_5

 

French Maid Nidalee

Nidalee_Splash_3  Nidalee_3

 

Leopard Nidalee

Nidalee_Splash_2 nidaleeLoadScreen_2

 

Pharaoh Nidalee

Nidalee_Splash_4 nidaleeLoadScreen_4

 

Snow Bunny Nidalee

Nidalee_Splash_1 nidaleeLoadScreen_1

 

 

 

Champion Changes

 

Corki Final Portrait

 

Buff BoxMissile Barrage Final IconMissile Barrage [ R ] 

  • Bonus AD ratio on regular missiles increased from 0.2/0.5/0.8 to 0.2/0.6/1.0.

 

 

 

Ekko Final Champion Portrait

 

Nerf BoxZDrive Resonance Final IconZ-Drive Resonance [ Passive ] 

  • The passive can’t be reapplied to the same target for 5 seconds now, decreased from 6 (change related to this PBE update, live value is 3 seconds).

 

Timewinder [ Q ] Nerf BoxTimewinder

  • Initial base damage increased from 40/55/70/85/100 to 60/75/90/105/120 (revert on the base value in this PBE update);
  • Return base damage decreased from 60/85/110/135/160 to 40/65/90/115/140.

 

Nerf BoxParallel Convergence Final IconParallel Convergence [ W ]

  • Stun duration decreased from 2.25 seconds at all ranks to 1.75.

 

 

 

Illaoi Final Portrait

 

Change BoxHarsh Lesson Final IconHarsh Lesson [ W ]

  • Base (physical) damage decreased from 4/4.5/5/5.5/6% of enemy’s Maximum HP to 3/3.5/4/4.5/5% (note that on live, Illaoi’s W deals flat damage).

 

Nerf BoxTest of Spirit Final IconTest of Spirit [ E ]

  • Duration of slow decreased from 2 seconds at all ranks to 1.5.

 

 

 

Nidalee Final Champion Portrait

 

Pounce [ Cougar W ]Revert BoxPounce

  • Base damage increased from 50/100/150/200 to 60/110/160/210 (revert on the change in this PBE update).

 

 

Zed Final Portrait

 

Revert BoxDeath Mark Final IconDeath Mark [ R ]

  • AD ratio on base damage increased from 0.5 to 1.0 from 1 to 0.5 (revert on the change in this PBE update);
  • Damage on proc decreased from 30/40/50% of damage done during the duration to 25/35/45% (revert).

 


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

PBE Round-up: Patch 6.7

April 3rd, 2016

 

PBE Roundup 67 bANNER

Patch 6.7 will be out in the early hours of April 6th, assuming there are no delays. Here are its contents:

 

Balance

Store Content

Miscellaneous

 

 

Champion Changes

 

Aurelion Sol Final Portrait

 

Nerf BoxStarsurgeStarsurge [ Q ]

  • Stun duration decreased from 1.0/1.25/1.5/1.75/2 seconds to 1.1/1.2/1.3/1.4/1.5.

 

 

Nerf BoxVoice_of_LightVoice of Light [ R ]

  • Slow duration changed from 4 seconds (decaying-over-time) to 2 seconds (non-decaying);
  • Slow strength decreased from 60/70/80% to 40/50/60%.

 

 

Corki Final Portrait

 

Nerf BoxHextech Shrapnel Shells Final IconHextech Munitions [ Passive ]

  • Auto attacks no longer deal 10% bonus damage.

 

 

 

Irelia Final Portrait

 

Buff BoxBladesurgeBladesurge [ Q ]

  • AD ratio increased from 1.0 to 1.2;
  • Mana cost decreased from 60/65/70/75/80 to 50/55/60/65/70.

 

 

Jhin Final Portrait

 

Nerf BoxDancing Grenade Final IconDancing Grenade [ Q ]

  • Base Damage decreased from 60/85/110/135/160 to 50/75/100/125/150;
  • Mana Cost increased from 30/35/40/45/50 to 40/45/50/55/60.

 

Buff BoxCaptive Audience Final IconCaptive Audience [ E ]

  • Mana Cost decreased from 40/45/50/55/60 to 30/35/40/45/50.

 

 

 

Kindred Final Portrait

 

Nerf BoxLambs Respite Final IconLamb’s Respite [ R ]

  • Will now only be castable on Kindred, not on other allies (clicking the spell now self-casts it on Kindred).

 

 

Lux Final Portrait

 

Quality of Life Box FinalPrismatic Barrier Final IconPrismatic Barrier [ W ]

  • The projectile will now travel slower away from Lux and faster when it returns [source].

 

 


Nidalee Final Champion Portrait

 

Change BoxPounce Final IconPounce [ Cougar W ] 

  • Base damage changed from 65/110/155/200 to 60/110/160/210.

 

 

 

Poppy Final Portrait

 

Nerf BoxIron Ambassador Final IconIron Ambassador [ Passive ]

  • Bonus auto-attack range decreased from 400 to 300.

 

 

Buff BoxHammer Shock Final IconHammer Shock [ Q ]

    • Base Damage changed from 40/60/80/100/120  [+6% of Max HP] to 35/55/75/95/115 [+7% of Max HP].

 

Nerf BoxHeroic Charge Final IconHeroic Charge [ E ]

  • Range decreased from 525 to 425.

 

 

 

Rammus Final Portrait

 

Nerf BoxTremors Final IconTremors [ R ]

  • Cooldown increased from 60 seconds at all ranks to 100/80/60.

 

 

 

Soraka Final Portrait

 

Nerf BoxStarcall Final IconStarcall [ Q ]

  • Mana cost increased from 40 at all ranks to 40/45/50/55/60.

 

 

Nerf BoxAstral Infusion Final IconAstral Infusion [ W ]

  • Mana Cost increased from 40/45/50/55/60 to 50/55/60/65/70.

 

 

 

Udyr Final Portrait

General

  • Base Health-per-second decreased from 1.75 to 1.2.

 

Nerf BoxPhoenix Stance Final IconPhoenix Stance [ R ]

  • Base damage-per-second decreased from 15/25/35/45/55 to 10/20/30/40/50;
  • Magic damage on third-hit proc decreased from 40/75/110/145/180 to 25/60/95/130/165.

 

 

Zed Final Portrait

 

Nerf BoxLiving Shadow Final IconLiving Shadow [ W ]

  • Passive Bonus AD boost decreased from 5/10/15/20/25% to 4/8/12/16/20%;
  • Cooldown increased from 18/17/16/15/14 seconds to 22/20/18/16/14.

 

 

Item Changes

 

Quality of Life Box FinalDead Mans Plate Final IconDead Man’s Plate

  • Tooltip updated to reflect that blinds and silences don’t cause the passive stacks to decay.

 

 

Nerf BoxMaw of Malmortius Final IconMaw of Malmortius

  • Magic Resist decreased from 50 to 40.
  • Lifegrip passive no longer grants 25% Attack Speed until you exit combat.

 

 

MASTERY CHANGES Banner

 

Nerf BoxWarlords Bloodlust Final IconWarlord’s Bloodlust

  • Lifesteal effectiveness for ranged Champions against minions decreased from 50% to 25%.

 

 

 

MECHA ZERO SION Banner

Mecha Zero Sion is a legendary skin will be available in store for 1820 RP.

 

Sion_Splash_5

 

MODEL AND EMOTES Banner

Mecha Sion Model 1 Mecha Sion Model 2

Mecha Sion Model 3 Mecha Sion Model 4

Mecha Sion Model 5 Mecha Sion Model 6

Mecha Sion Model 7 Mecha Sion Model 8

 

ALL SPELLS

 

Recall Banner

Mecha Sion Recall 1 Mecha Sion Recall 2

 

HOMEGUARD MOVE ANIMATION Banner

 

GLORY IN DEATH PASSIVE

Mecha Sion Passive 1

 

DECIMATING SMASH Q

Mecha Sion Q 1 Mecha Sion Q 2

Mecha Sion Q 3 \

 

SOUL FURNACE W

Mecha Sion W 1 Mecha Sion W 2

Mecha Sion W 3 Mecha Sion W 5

Mecha Sion W 4

 

ROAR OF THE SLAYER E

Mecha Sion E 1 Mecha Sion E 2 (1)

 

UNSTOPPABLE ONSLAUGHT R

 

Here’s his new voice-over (video by SkinSpotlights):

 

Here’s login theme for Mecha Zero Sion by frostyNinja:

 

And here’s the music from the login screen:

 

Here’s the still image from the animation:

cs_bg_champions (2)

 

 

PROGRAM LISSANDRA Banner

Program Lissandra features a robot VO filter and will be available in store for 1350 RP.

 

Lissandra_Splash_3

 

MODEL Banner

Program Lissandra Model 1 Program Lissandra Model 2

 

ALL SPELLS

 

Recall Banner

Program Lissandra Recall 1 Program Lissandra Recall 2

Program Lissandra Recall 3 Program Lissandra Recall 4

 

BASIC ATTACK ANIMATION Banner

Program Lissandra Basic Attack 1

 

ICE SHARD Q

Program Lissandra Q 1 Program Lissandra Q 2

 

RING OF FROST W

Program Lissandra W 2 Program Lissandra W 1

 

GLACIAL PATH E

Program Lissandra E 1 Program Lissandra E 2

Program Lissandra E 3 Program Lissandra E 4

 

FROZEN TOMB R

Program Lissandra R 1 Program Lissandra R 3

Program Lissandra R 4 Program Lissandra R 5

 

 

PROGRAM SORAKA Banner

Program Soraka features a robot VO filter and will be available in store for 1350 RP.

 

Soraka_Splash_6 Soraka_6

 

MODEL Banner

Program Soraka Model 1 Program Soraka Model 2

 

ALL SPELLS

 

 

Recall Banner

Program Soraka Recall 1 Program Soraka Recall 2

 

BASIC ATTACK ANIMATION Banner

Program Soraka Basic Attack 1

 

SALVATION PASSIVE

Program Soraka Passive 1

 

STARCALL Q

Program Soraka Q 1 Program Soraka Q 2

Program Soraka Q 3

 

ASTRAL INFUSION W

Program Soraka W 1 Program Soraka W 2

 

EQUINOX E

Program Soraka E 1 Program Soraka E 2

Program Soraka E 3 Program Soraka E 4

 

WISH R

Program Soraka R 1 Program Soraka R 2

 

 

MECHA ZERO WARD Banner

The Mecha Zero Ward skin will be available in store for 640 RP.

 

 

New Summoner Icons

 

Four new Mecha-style icons will be in store soon. No idea how to get them yet, but you’ll most likely have to transform your money into RP:

profileIcon1135 profileIcon1132 profileIcon1133 profileIcon1134

 

New icons for the teams participating in the MSI tournament will be released shortly after Patch 6.7. As always, they’ll likely be in store for 250 RP and a portion of the proceeds will go to the respective teams.

profileIcon1117 profileIcon1119 profileIcon1120 profileIcon1121 profileIcon1122 profileIcon1123 profileIcon1124

profileIcon1125 profileIcon1126 profileIcon1127 profileIcon1128 profileIcon1129 profileIcon1130

 

 

MISCELLANEOUS Banner

There is now an MSI logo in the middle of Summoner’s Rift:

 

MSI Logo

 

Global Splash Update Incoming

Riot JxE Final PortraitHey folks,

As many of you (especially fans of the Chinese LoL scene) may know, some of our older skin and champion splash arts are different across the world. This is a big deal – splash art is one of most important tools we have for conveying a champion’s fantasy and personality in League. We want players to have a global, unified experience – it’s confusing when (ex.) Taric or Goth Annie have vastly divergent representations of their power and feel depending on which region you play League in.

Splashes are used everywhere: from champ select to the loading screen, portrait icons, the store, and more recently Hextech Crafting. With that in mind, we’ll be updating a large number of our older splash arts to unify them across all regions. You should be seeing the first batch in today’s PBE (and onward throughout the patch 6.7 PBE cycle), with another batch coming later in patch 6.8!

Edit: Thanks for the feedback everyone. We won’t be making any reverts or changes during this round, but this feedback will help our splash artists prioritize what to upgrade when they get the chance. I mentioned this in a comment, the benefit of making these changes is to eliminate a pipeline that has been causing us internal pain. We know some of these aren’t as nice and the art style is off, but choosing one splash or the other was the fastest way to kill this pipeline. We want to focus on new content and features, not firefighting and changes like this help us do that.

[ Link to Post ]

 

Here’s a tweet to explain the change:

 

And here are all the splash arts from today’s patch that have received changes:

 

Ahri

Ahri 1 Ahri 2

 

Akali

Akali 1 Akali 2

Akali 3

 

Alistar

Alistar 1

 

Amumu

Amumu 1 Amumu 2

Amumu 3 Amumu 4

 

Annie

Annie 1 Annie 2

 

Blitzcrank

Blitzcrank 1

 

Caitlyn

Caitlyn 1 Caitlyn 2

 

Cho’Gath

Chogath 1

 

Corki

Corki 1

 

Dr. Mundo

Dr Mundo 1

 

Evelynn

Evelynn 1 Evelynn 2

 

Fiddlesticks

Fiddlesticks 1

 

Garen

Garen 1 Garen 2

 

Gragas

Gragas_Splash_2

 

Hecarim

Hecarim 1

 

Irelia

Irelia 1 Irelia 2

 

Janna

Janna 1 Janna_Splash_2

 

Jarvan IV

JarvanIV_Splash_3

 

Jax

Jax_splash_6

 

Karma

Karma 1 Karma 2

 

Karthus

Karthus 1 Karthus 2

Karthus 3 Karthus 4

 

Kayle

Kayle_Splash_3

 

Kennen

Kennen_Splash_2

 

Kog’Maw

KogMaw_Splash_5

 

LeBlanc

Leblanc_Splash_1

 

Lee Sin

Lee Sin 1 LeeSin_Splash_2

 

Master  Yi

Master Yi 1 Master Yi 2

Master Yi 3

 

Miss Fortune

Master Yi 4 Miss Fortune 1

Miss Fortune 2 MissFortune_Splash_2

 

Mordekaiser

Mordekaiser 1

 

Morgana

Morgana 1 Morgana 2

 

Nocturne

Nocturne 1

 

Nunu

Nunu_Splash_1 Nunu_Splash_2

Nunu_Splash_4

 

Rammus

Rammus_Splash_3 Rammus_Splash_4

 

Wukong

Wukong 1 Wukong 2

 


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

 

 

PBE Update 28 03 Banner

 

Balance

Client

Store Content

 

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

 

PBE Reference Banner 23 03

Check out Mecha Zero Sion, Program Lissandra & Program Soraka!

 

 

Champion Changes

 

Kindred Final Portrait

 

Dance of Arrows [ Q ]Change Box Dance of Arrows Final Icon

  • Damage changed from 60/90/120/150/180 [+0.2 Total AD] to 50/80/110/140/170 [+0.4 Total AD].

 

Nerf BoxLambs Respite Final IconLamb’s Respite [ R ]

  • Will now only be castable on Kindred, not on other allies (clicking the spell now self-casts it on Kindred).

 

 

Zed Final Portrait

 

Nerf BoxLiving Shadow Final IconLiving Shadow [ W ]

  • Passive Bonus AD boost decreased from 5/10/15/20/25% to 4/8/12/16/20%;
  • Cooldown increased from 18/17/16/15/14 seconds to 22/20/18/16/14.

 

 

Item Changes

 

Quality of Life Box FinalDead Mans Plate Final IconDead Man’s Plate

  • Tooltip updated to reflect that blinds and silences don’t cause the passive stacks to decay.

 

 

GLOBAL SPLASH UPDATE Banner

The Chinese splash invasion from the last PBE update continues with 14 more artworks.

 

Gragas

Gragas_Splash_2

 

Janna

Janna_Splash_2

 

Jarvan IV

JarvanIV_Splash_3

 

Jax

Jax_splash_6

 

Kayle

Kayle_Splash_3

 

Kennen

Kennen_Splash_2

 

Kog’Maw

KogMaw_Splash_5

 

LeBlanc

Leblanc_Splash_1

 

Lee Sin

LeeSin_Splash_2

 

Nunu

Nunu_Splash_1 Nunu_Splash_2

Nunu_Splash_4

 

Rammus

Rammus_Splash_3 Rammus_Splash_4

 

 

New Summoner Icons

New icons for the teams participating in the MSI tournament have been released on the PBE. As always, they’ll likely be in store for 250 RP and a portion of the proceeds will go to the respective teams.

 

profileIcon1117 profileIcon1119 profileIcon1120 profileIcon1121 profileIcon1122 profileIcon1123 profileIcon1124

profileIcon1125 profileIcon1126 profileIcon1127 profileIcon1128 profileIcon1129 profileIcon1130

 


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

PBE Round-up: Patch 6.3

February 5th, 2016

 

PBE Roundup Patch 6 3 Banner

Patch 6.3 will go live in the early hours of February 10th, assuming there are no delays. Here’s all the upcoming content:

 

Balance

Store Content

Miscellaneous

 

PBE content that’s still in testing and won’t come out with 6.3:

 


Champion Changes

 

Akali Final Portrait

 

Buff BoxMark of the Assassin Final IconMark of the Assassin [ Q ]

  • Triggering the mark now restores 40 energy at all ranks, increased from 20/25/30/35/40.

 

Buff BoxShadow Dance Final IconShadow Dance [ R ]

  • Dash speed increased from 1600 to 2000.

 

 

 

Alistar Final Portrait

 

Quality of Life Box FinalHeadbutt Final IconHeadbutt [ W ]

  • W + Q combo is now easier to chain.

 

 

Nerf BoxTriumphant Roar Final IconTriumphant Roar [ E ]

  • Mana Cost increased from 40/50/60/70/80 to 50/60/70/80/90;
  • Cooldown increased from 12 seconds at all ranks to 16.

 

 

Corki Final Portrait

 

Nerf BoxPhosphorus Bomb Final IconPhosphorus Bomb [ Q ]

  • Base Damage decreased from 80/130/180/230/280 to 70/120/170/220/270.

 


Nerf BoxMissile Barrage Final IconMissile Barrage [ R ]

  • Cooldown to gain a charge increased from 12/10/8 seconds to 12/11/10.

 

 

 

Ekko Final Champion Portrait

 

Buff BoxTimewinder Final IconTimewinder [ Q ]

  • Cooldown decreased from 11/10/9/8/7 seconds to 9/8.5/8/7.5/7.

 

 

 

Gragas Final Portrait

 

Buff BoxBarrel Roll Final IconBarrel Roll [ Q ]

  • Slow duration is now always 2 seconds, regardless of how long the barrel was charged for (1.3 – 2 seconds on live);

 

Buff BoxDrunken_RageDrunken Rage [ W ]

  • Damage is now additionally dealt to enemies around the initial target;
  • Channel time decreased from 1 second at all ranks to 0.75.

 
Here’s the new AoE change on [ W ]:

Gragas smacking W
 


Graves Final Portrait

 

Nerf BoxNew Destiny Final IconNew Destiny [ Passive ]

  • Shotgun pellets no longer knock back the Rift Scuttler.

 

 

Nerf BoxEnd of the Line Final IconEnd of the Line [ Q ]

  • Damage on returning hit decreased from 85/145/205/265/325 [+0.4/0.6/0.8/1/1.2 Bonus AD] to 85/135/185/235/285 [+0.4/0.55/0.7/0.85/1 Bonus AD];
  • If [ Q ] hits terrain, there’s now a 0.25 second delay before the returning hit triggers.

 

Buff BoxQuickdraw Final IconQuickdraw [ E ]

  • Duration of True Grit passive [bonus Armor & MR] increased from 4 seconds to 5.

 

 

 

Illaoi Final Portrait

 

Buff BoxTest of Spirit Final IconTest of Spirit [ E ]

  • Mana Cost decreased from 35/45/55/65/75 to 35/40/45/50/55;
  • Allies can now kill Tentacles to get rid of the Spirit debuff, provided they hit a tentacle within 5 seconds of your hit.

 

 

Jax Final Portrait

 

Change BoxRelentless Assault Final IconRelentless Assault [ Passive ]

  • Maximum number of stacks increased from 6 to 8;
  • Bonus Attack Speed per stack decreased from 4/6/8/10/12/14% to 3.5/5/6.5/8/9.5/11%;
  • Total Attack Speed increased from 24/36/48/60/72/84% to 28/40/52/64/76/88%.

 

 

Karma Final Portrait

 

Buff BoxRenewal Final IconRenewal [ R + W ]

  • Karma will now receive the second heal, even if the target dies during the duration of the leash.

 

 

Kogmaw Final Portrait

 

Nerf BoxCaustic Spittle Final IconCaustic Spittle [ Q ]

  • Passive Attack Speed bonus moved from [ Q ] to [ W ].

 

 

Buff BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • Now has Caustic Spittle’s passive [+15/20/25/30/35% bonus Attack Speed];
  • Also has a minimum base magic damage of 15 on the 2% of Max HP on-hit buff.

 

 

Poppy Final Portrait

 

Change BoxHammer Shock Final IconHammer Shock [ Q ]

  • Damage changed from 40/70/100/130/160 [+0.7 Bonus AD] to 40/65/90/115/140 [+0.8 Bonus AD];
  • Damage to minions increased from 80% to 100%.

 

Nerf BoxHeroic Charge Final IconHeroic Charge [ E ]

  • Cooldown increased from 12/11/10/9/8 seconds to 14/13/12/11/10.

 

 

Nerf BoxKeepers Verdict Final IconKeeper’s Verdict [ R ]

  • Knock-up duration from instantly releasing the spell decreased from 2 seconds to 1.

 

 

 

Rengar Final Portrait

 

Buff BoxBola_StrikeBola Strike [ E ]

  • Cast delay while jumping decreased from 0.25 to 0.125.

 

 

 

Ryze Final Portrait

 

Nerf BoxArcane Mastery Final IconArcane Mastery [ Passive ]

  • While Ryze is superchaged, only his next five spells have their cooldown reduced by Overload’s CD.

 

Buff BoxDesperate Power Final IconDesperate Power [ R ]

  • Cooldown decreased from 80/60/40 seconds to 50/40/30.

 

 

 

Xin Zhao Final Portrait

[ Bonus ] Here’s the buffed Xin Zhao soloing Dragon at level 3 after a standard jungle clear.

 

Buff BoxBattle Cry Final IconBattle Cry [ W ]

  • Passive heal on third hit now additionally scales with 0.2 of Bonus AD;
  • Additionally, the third hit critically strikes for 25/37.5/50/62.5%/75% bonus physical damage.

[ Note ] If you have a Sated Devourer, it will NOT reduce the attacks needed to proc the crit.

 

Change BoxAudacious Charge Final IconAudacious Charge [ E ]

  • Cooldown changed from 14/13/12/11/10 seconds to 12 at all ranks.

 

 

 

Zed Final Portrait

 

Nerf BoxDeath Mark Final IconDeath Mark [ R ]

  • Damage decreased from 30/40/50% to 25/35/45%.

 

 

 

Ziggs Final Portrait

 

Buff BoxMega Inferno Bomb Final IconMega Inferno Bomb [ R ]

  • Damage in the center increased from 250/375/500 [+0.9 AP] to 300/450/600 [+1.1 AP];
  • Enemies away from the center take 66% of the damage, decreased from 80%.

 

 

Item Changes

 

Nerf BoxBoots of Swiftness Final IconBoots of Swiftness

  • Recipe cost increased from 500 Gold to 600 (total cost up from 800 Gold to 900).

 

 

Buff BoxBoots of Mobility Final IconBoots of Mobility

  • Movement Speed bonus when out of combat increased from 105 to 115.

 

 

Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Slow strength decreased from 75% to 50%;
  • Recipe cost increased from 1000 Gold to 1100 [total cost up from 2800 Gold to 2900].

 

New Item BoxDuskblade of Draktharr Final IconDuskblade of Draktharr

Grants 75 Attack Damage and 5% Movement Speed;

Recipe: Serrated Dirk Final Icon Serrated Dirk [1100 Gold] + BF Sword Final Icon B.F. Sword [1300 Gold] + 850 Gold Recipe Cost = 3250 Gold Total;

UNIQUE Passive: Grants 10 Armor Penetration;

UNIQUE Passive: Hitting an enemy Champion with a basic attack applies Nightfall to them [120 second CD];

Nightfall: After 2 seconds, the target is dealt 90 [+25% of Missing HP] physical damage. If you score a kill or an assist before Nightfall triggers, the passive’s cooldown is reset.

 
Here’s a video of how the Nightfall detonation looks like:


Dusk in Store

 

Change BoxFrozen Heart Final IconFrozen Heart

  • Recipe cost increased from 700 Gold to 800 [total cost unchanged due to 100 Gold cost decrease on Warden’s Mail].

 

Nerf BoxIonian Boots of Lucidity Final IconIonian Boots of Lucidity

  • Recipe cost increased from 500 Gold to 600 (total cost up from 800 Gold to 900).

 

 

Buff BoxKircheis Shard Final IconKircheis Shard

  • On-hit magic damage from Energized attack increased from 30 to 40.

 

 

Buff BoxPhantom Dancer Final IconPhantom Dancer

  • Range on Spectral Waltz passive increased from 500 to 550;
  • Recipe Cost decreased from 900 Gold to 650 (total cost down from 2800 to 2550).

 

Buff BoxRanduins Omen Final IconRanduin’s Omen

  • Health increased from 450 to 500.
  • Recipe cost increased from 900 Gold to 1000 [total cost unchanged].

 

Nerf BoxRapid Firecannon Final IconRapid Firecannon

  • Magic damage on Firecannon passive proc decreased from 50-200 to 50-160 [scales with Champion level];
  • Bonus Movement Speed decreased from 7% to 5%.

 

Quality of Life Box FinalRavenous Hydra Final IconRavenous Hydra

  • Tooltip now states that damage dealt by the splash now only applies 50% of player’s total Life Steal, not 100%.

 

Buff BoxSeekers Armguard Final IconSeeker’s Armguard

  • Recipe now requires one more Cloth_Armor Cloth Armor;
  • Recipe cost decreased from 465 Gold to 165 (total cost unchanged);
  • Initial Armor increased from 25 to 30.

 
Seekers Armguard New Recipe


Buff BoxStatikk_ShivStatikk Shiv

  • Magic damage on Shiv Lightning passive proc increased from 30-100 to 50-120 [scales with Champion level].

 

Buff BoxSunfire Cape Final IconSunfire Cape

  • Now deals 50% more damage to minions and neutral monsters.

 

 

Buff BoxWardens Mail Final IconWarden’s Mail

  • Cost decreased from 1100 Gold to 1000.

 

 

 

MASTERY CHANGES Banner

 

Quality of Life Box FinalBond of Stone Final IconBond of Stone

If you’re below 5% of your Maximum HP, the 6% of damage taken by allies won’t be redirected to you.

 

New Item BoxExpose Weakness Final IconExpose Weakness [ Tier 2 Ferocity ]

  • Expose your most recently damaged enemy Champion to take 2% more damage from allies.

 

Expose Weakness

 

 

OBJECTIVES Banner

 

Dragon Final IconDragon Buffs

  • Dragon’s Wrath [2nd Stack] – Grants your attacks on turrets an additional firey burn for 30 damage over 2 seconds. / Old version: Grants 15% damage to towers/buildings.
  • Dragon’s Dominance [4th Stack]– You take 20% less damage from turrets. / Old version: Grants 15% damage to minions/monsters.

 

 

SWEETHEART SONA Banner

Sweetheart Sona will be available in store for 975 RP.

 

Sona_Splash_7 Sona_7

 

MODEL Banner

Sweetheart Sona Model 1 Sweetheart Sona Model 2

 

ALL SPELLS

 

Recall Banner

Sweetheart Sona Recall 1 Sweetheart Sona Recall 2

 

BASIC ATTACK ANIMATION Banner

Heartseeker Sona Basic Attack 1 Heartseeker Sona Basic Attack 2

 

HYMN OF VALOR Q

Sweetheart Sona Q 2 Heartseeker Sona Q 2

 

ARIA OF PERSERVERANCE W

Sweetheart Sona W 2 Heartseeker Sona W 2

 

SONG OF CELERITY E

Sweetheart Sona E 2 Heartseeker Sona E 2

 

CRESCENDO R

Sweetheart Sona R 2 Sweetheart Sona R 1

 

 

HEARTSEEKER ORIANNA Banner

Heartseeker Orianna will be available in store for 1350 RP.

 

Orianna_Splash_6 OriannaLoadScreen_6

 

MODEL Banner

Heartseeker Orianna Model 1 Heartseeker Orianna Model 2

 

ALL SPELLS

 

Recall Banner

Heartseeker Orianna Recall 1 Heartseeker Orianna Recall 2

 

BASIC ATTACK ANIMATION Banner

Heartseeker Orianna Basic Attack 1

 

COMMAND ATTACK Q

Heartseeker Orianna Q 2 Heartseeker Orianna Q 1

 

COMMAND DISSONANCE W

Heartseeker Orianna W 1

 

COMMAND PROTECT E

Heartseeker Orianna E

 

COMMAND SHOCKWAVE R

Heartseeker Orianna R 1 Heartseeker Orianna R 2

 

 

HARPSEEKER WARD SKIN Banner

The Harpseeker ward skin will be in store for 640 RP.

 

Harpseeker Ward Skin 1

 

 

New Summoner Icons

Three Valentine’s Day-themed icons are on the PBE. No news yet on how to get these:

 

profileIcon1104 profileIcon1106 profileIcon1105

 

 

NEW SPELL ICONS Banner

 

Gragas has received updated icons for his spells. From left to right: Passive, Q, W, E and R.

GragasPassiveHeal GragasBarrelRoll GragasDrunkenRage GragasBodySlam GragasExplosiveCask

 

Lux also has new spell icons. From left to right: Passive, Q, W, E and R.

LuxIlluminatingFraulein LuxCrashingBlitz2 LuxPrismaWrap LuxLightStrikeKugel LuxFinaleFunkeln

 

Shaco‘s also received icons. From left to right: Passive, Q, W, E, R and R while clone is active.

Jester_CarefulStrikes Jester_ManiacalCloak2 Jester_DeathWard Jester_IncrediblyPrecise Jester_HallucinogenBomb Jester_HallucinogenBomb_R

 


Places to contact me:

Email: nolchefo@gmail.com

Twitter: @NoL_Chefo

AskFM: https://ask.fm/SoloMid_Chefo

 

Deadeye Banner

[ Note ] I’ll continue to update this article as more teasers are revealed.

 

A mysterious video has popped up on Zed’s Champion page:

 

The teaser is titled “DeadEye” and the page source references similar teasers for Garen, Sona and Vi.

 

On the same page, Zed’s Champion Portrait has been changed to an animated one:

 

Here’s a wallpaper version of the teaser animation:

Zed 1920x1080

 

[ UPDATE ] Sona‘s also received a similar-style video:

 

Here’s the still from the animation:

Sona Teaser Still

 

And her animated Champion portrait:

 

Garen’s now also received a similar teaser:

 

Here’s his animated portrait and splash from the animation:

Garen Animation Still

 

 

Lastly, Vi’s video was released a few minutes ago for the NA and EU pages. She got shot through the heart (and you’re to blame):

 

Here’s the still from the animation:

Vi Shot Full Resolution

 

And here’s her animated portrait:

 


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

 

PBE 17 11 Banner

 

 

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

 

Illaoi’s received her login theme for Patch 5.23. Here’s the video from frostyninja:

 


New Splash Arts

Void Bringer Illaoi has received her splash art. You can find an in-game preview of the skin HERE.

 

IllaoiLoadScreen_1 Illaoi_Splash_1

 

 

Champion Changes

 

Lucian Final Portrait

 

Change BoxThe Culling Final IconThe Culling [ R ]

  • Damage-per-bullet changed from 25/45/65 [+0.15 Total AD] to 20/35/50 [+0.2 Total AD]

 

 [ Note ] Lucian’s scaling on R was changed from BONUS AD to TOTAL AD in this PBE update.

 

 

Mordekaiser Final Portrait

 

Buff BoxMace of Spades Final IconMace of Spades [ Q ]

  • AP ratio increased from 0.2 to 0.6

 

[ Note ] Mordekaiser’s received several changes in this patch cycle, you can find them in this PBE update.

 

 

Nautilus Final Portrait

GENERAL Banner

  • Auto-attack range decreased from 225 to 175 [revert to the change in this PBE update]

 

 

Zed Final Portrait

 

Buff BoxLiving Shadow Final IconLiving Shadow [ W ]

  • Missile speed increased from 1500 to 1750;
  • Minimum cast range decreased from 400 to 350.

 

 

Item Changes

 

Nerf BoxGuinsoos Rageblade Final IconGuinsoo’s Rageblade

  • Total cost increased from 2500 Gold to 2800.

 

 

Nerf BoxStatikk ShivStatikk_Shiv

  • Base damage on chain lightning decreased from 50-150 to 30-100;
  • Lightning now deals 75% bonus damage to minions, increased from 50%.

 

 

 

TOWER CHANGES Banner

 

Turret IconTurrets

  • Outer Turrets health increased from 3500 to 4000;
  • Inner Turrets health increased from 3500 to 4000.

 

 

Jungle Changes Banner

 

Rift Herald Final IconRift Herald 

  • Auto attack damage decreased from 120 to 105.

 

 

ALL PBE UPDATES FOR PATCH 523 CYCLE Banner

 


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

 

PBE 20 08 Banner

 

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

 

 

PROJECT COMBO RECALLS MINIONS

The upcoming PROJECT skins recall as a team. Here’s Leona & Lucian and Zed & Fiora recalling together:

 

Combo Recall 1 Combo Recall 2

 

Also, if two or more players are using PROJECT skins on the same team, all friendly minions get a PROJECT-themed overhaul:

Project Minions 1 Project Minions 2

 

 

PROJECT FIORA

PROJECT: Fiora will be available for 1350 RP.

 

MODEL Banner

Project Fiora Model 1 Project Fiora Model 2

 

Recall Banner

Project Fiora Recall

 

PASSIVE DUELISTS DANCE

PROJECT Fiora Passive 1

 

LUNGE Q

PROJECT Fiora Q 1

 

RIPOSTE W

PROJECT Fiora W 1

 

BLADEWORK E

PROJECT Fiora E 1

 

GRAND CHALLENGE R

PROJECT Fiora R 1 PROJECT Fiora R 2

PROJECT Fiora R 3

 

 

PROJECT LEONA

PROJECT: Leona will be available for 1350 RP.

 

MODEL Banner

Project Leona Model 1 Project Leona Model 2

 

Recall Banner

Project Leona Recall 1

 

SHIELD OF DAYBREAK Q

Project Leona Q 1

 

ECLIPSE W

Project Leona W 1

 

ZENITH BLADE E

Project Leona E 1

 

SOLAR FLARE R

Project Leona R 1 Project Leona R 2

Project Leona R 3

 

 

PROJECT LUCIAN

PROJECT: Lucian will be available for 1350 RP.

 

MODEL Banner

Project Lucian Model 1 Project Lucian Model 2

 

Recall Banner

Project Lucian Recall 1

 

LIGHTSLINGER PASSIVE

Project Lucian Passive 1

 

PIERCING LIGHT Q

Project Lucian Q 1

 

ARDENT BLAZE W

Project Lucian W 1

 

RELENTLESS PURSUIT E

Project Lucian E 1

 

THE CULLING R

Project Lucian R 1

 

 

PROJECT MASTER YI

Project Master Yi is a legendary skin and will be available for 1820 RP.

 

MODEL Banner

Project Yi Model 1 Project Yi Model 2

 

Recall Banner

Project Yi Recall

 

DOUBLE STRIKE PASSIVE

Project Yi Passive 1

 

ALPHA STRIKE Q

Project Yi Q 1

 

MEDITATE W

Project Yi W 1

 

WUJU STYLE E

Project Yi E 1 Project Yi E 2

 

HIGHLANDER R

Project Yi R 1 Project Yi R 2

Project Yi R 3

 

 

PROJECT ZED

PROJECT: Zed will be available for 1350 RP.

 

MODEL Banner

Project Zed Model 1 Project Zed Model 2

 

Recall Banner

Project Zed Recall 1

 

CONTEMPT FOR THE WEAK PASSIVE

Project Zed Passive 1

 

RAZOR SHURIKEN Q

Project Zed Q 1

 

LIVING SHADOW W

Project Zed W 1

 

SHADOW SLASH E

Project Zed E 1

 

DEATH MARK R

Project Zed R 1 Project Zed R 2

Project Zed R 3

 

 

OPTICAL ENHANCER WARD SKIN

This ward skin will be available in store for 640 RP after Patch 5.17 hits live.

 

Optical Ward Skin 1

 

 

Champion Changes

 

Azir Final Portrait

General Box

  • Base Movement Speed decreased from 335 to 325

 

Nerf BoxConquering Sands Final Icon Conquering Sands [ Q ]

  • Enemies hit by multiple Sand Soldiers will have the duration of the spell’s slow refreshed, but won’t take any additional damage

 

 

Bard Final Portrait

 

Buff BoxCaretaker Shrine Final IconCaretaker’s Shrine [ W ]

  • Mana cost decreased from 100/105/110/115/120 to 90 at all ranks

 

 

Buff BoxMagical Journey Final IconMagical Journey [ E ]

  • Cooldown decreased from 20/19/18/17/16 seconds to 18/17/16/15/14

 

 

 

Draven Final Portrait

 

Buff BoxLeague of Draven Final IconLeague of Draven [ Passive ]

  • If Draven kills 6 minions in a row without dropping an axe, he gains 2 extra Adoration stacks.

 

 

Fizz Final Portrait

 

Change BoxSeastone Trident Final IconSeastone Trident [ W ]

  • Active magic damage on-hit changed from 10/20/30/40/50 [+0.25 AP] to 10/15/20/25/30 [+0.3 AP]

 

Nerf BoxChum the Waters Final IconChum The Waters [ R ]

  • Debuff now only amplifies Fizz’s magic damage by 20%, not all his damage

 

 

 

Gangplank Final Champion Portrait

 

Nerf BoxPowder Keg Final IconPowder Keg [ E ]

  • Keg explosion now ignores 45% of enemy armor, decreased from 60%

 

 

 

Gragas Final Portrait

 

Nerf BoxDrunken_RageDrunken Rage [ W ]

  • Now deals 8% of target’s maximum HP as bonus magic damage, decreased from 8/9/10/11/12%

 

 

Janna Final Portrait

 

Buff BoxHowling Gale Final IconHowling Gale [ Q ]

  • The tornade now travels 35% further for every second it’s charged, increased from 20%

 

Nerf BoxMonsoonMonsoon [ R ]

  • AP ratio decreased from 0.6 to 0.4

 

 

 

Jax Final Portrait

 

Buff BoxCounterstrike Final IconCounterstrike [ E ]

  • Mana cost decreased from 70/75/80/85/90 to 50/60/70/80/90

 

 

 

Kalista Final Portrait

 

Nerf BoxSentinel Final IconSentinel [ W ]

  • Bonus magic damage now deal 10/12.5/15/17.5/20% of the target’s Max HP as magic damage, decreased from 12/14/16/18/20%
  • Passive damage can now proc on the same target once every 10 seconds at all ranks, increased from 6

 

Nerf BoxFates Call Final IconFate’s Call [ R ]

  • Cooldown increased from 90/75/60 seconds to 120/90/60

 

 

 

Karma Final Portrait

 

Buff BoxFocused Resolve Final IconFocused Resolve [ W ]

  • Cooldown decreased from 16/15/14/13/12 seconds to 12 at all ranks

 

 

 

Maokai Final Portrait

 

Nerf BoxVengeful Maelstrom Final IconVengeful Maelstrom [ R ]

  • Cooldown increased from 40/30/20 seconds to 60/50/40

 

 

 

Miss Fortune Final Portrait

 

Quality of Life Box FinalDouble Up [ Q ]Double Up Final Icon

  • Tooltip now states that if the first target dies, the bouncing hit will crit the second target for 150% damage

 

 

Pantheon Final Portrait

General Box

  • Base Attack Speed increased from 0.625 0.644
  • Consecutive auto-attack animations are now slightly faster

 

 

Reksai Final Portrait

 

Nerf BoxFury of the XerSai Final IconFury of the Xer’Sai [ Passive ]

  • Upon unburrowing, Rek’Sai’s next basic attack or spell no longer generates 15 bonus Fury

 

 

 

Shen Final Portrait

 

Nerf BoxVorpal Blade Final IconVorpal Blade [ Q ]

  • Base heal on-hit decreased from 6/10/14/18/22 to 3/6/9/12/15

 

 

 

Syndra Final Portrait

 

Buff BoxTranscendent Final IconTranscendent [ Passive ]

  • At rank 5, the 15% bonus magic damage on Dark Sphere is now true damage
  • At rank 5, Scatter the Weak’s width is increased to 100%, up from 50%

 

 

Zed Final Portrait

[ Note ] A Rioter noted that this change is a bug.

 

Removed BoxShadow Slash Final IconShadow Slash [ E ]

  • Base damage increased from 60/90/120/150/180 to 80/130/180/230/280

 

 


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

 

Red Posts 10 08 Banner

 

Topics Banner

 

Recent News Banner

NA-SERVER-ROADMAP-BANNER

FIORA-REWORK-AVAILABLE-BANNER

 

 

CONTEXT FOR RECENT ZED BUFF ON THE PBE Banner

 

Why are you buffing Zed again

[ Note ] This is the PBE change in question:

 

Zed Final Portrait

 

Buff BoxDeath Mark Final IconDeath Mark [ R ]

  • Delay on recasting Death Mark has been decreased from 1 second to 0.5

 

 

Repertoir New PortraitI didn’t do these change, but if Juggernauts release on the strong side, Zed’s going to need the buffs. Those guys just wreck him.

Honestly, I don’t know if there’s anything sadder for Zed than being the Villain.

Edit: this was a bad joke on my part. Zed getting buffs has nothing to do with Juggernauts. He should be weak against Juggernauts. He should be strong against squishies. And I should re-read posts before pressing Save so that I don’t give people the wrong impression as to why he (or any other character) might be getting changes.

[ Link to Post ]

 

 

If you buff Zed hell be even stronger against immobile mages

Repertoir New PortraitAren’t the proposed buffs to Zed to reduce the blink-back time on R with rank? This seems like a pretty sound approach to me, tbh. .75 and .5 seconds are long enough in the early and mid-game for a single defender to hit some cc on him when he comes in, and though .25 seconds is pretty short, there should be teammates around to help then.

At the end of the day, Zed is probably supposed to be pretty strong against immobile skillshot mages, similar to how juggernauts are supposed to be strong against him.

[ Link to Post ]

Follow Up Banner

Repertoir New PortraitThe juggernaut reworks aren’t at all being released to help counter Zed. My apologies if that’s the impression I gave.

As an assassin, Zed should be strong against squishy targets. They should have a fair chance to defend themselves (especially early in the game), but the upper hand should probably be his.

[ Link to Post ]

 

 

Light buffs to mobile assassins in 5 16

Meddler Final PortraitWe’re putting a bit of power back into Zed and Le Blanc in 5.16, in both cases partial reversions of the previous nerfs, they got hit harder than intended.

5.16 also includes an overall nerf to Ahri’s passive (same healing at level 1 and level 16, less healing at the levels in between though).

Fizz we’re still talking about. He’s a possible candidate for work in 5.17, depends in part on how 5.16 goes though and how the state of the game does or doesn’t change.

[ Link to Post ]

 

 

REQUEST FOR 5 BANSPERTEAM Banner


 

Riot there are 126 Champions and 6 bans We need 5 bans per side

Repertoir New PortraitThough I personally don’t know why the ban count is three instead of 4 or 5 or even 2, what has actually changed recently that would make it so that you now need 2 additional bans per team? I could see the size of the roster growing being a reason, but it’s really not THAT much larger than it was at the beginning of the year.


I actually think that having another ban or two could be cool, but mostly for reasons that are due to my own personal preference, and not necessarily because I think it makes the ranked play system any better. Even in the example you provided above, assuming those champions are ban worthy, the two captains could still only ban 10 of those 13 champions, and there would still be 3 left over. And of course, there would be all the champions that every other player in the game thinks are ban worthy that did not get banned, so it’s hard to tell in that case if we’d really be any better off. One thing that would be especially painful about having 4 more total bans during the ban phase is how much longer each Draft Queue game would take. It may not sound like a big deal, but champion select already seems to drag on an eternity sometimes. I guess at the end of the day, I’m not really sure if we’d better or worse off with more bans.

Maybe a different ban system entirely would be cool, like one where everyone in the game gets to ban 1 champion in the first thirty seconds or something. That would be faster, though it would come at the cost of ban overlap or team miscommunication getting a team off to an unfriendly start. Maybe ranked 5s and competitive play should be using a different system than solo queue; not sure entirely.

We were talking internally about some adjustments to the draft phase of champ select about a year ago, but I’m not sure any particular idea stuck out as the right solution. It’s probably something worth exploring some more, since it is a part of every draft queue game we play.

[ Link to Post ]

 

 

This is not a new problem its just more relevant with the growing Champ pool

Repertoir New PortraitYeah, I didn’t mean to suggest necessarily that this is a new problem this year. With that comment, I more meant to suggest to ask OP why the need was so dire now as opposed to before.

I definitely agree that it would be great if the draft system was better suited for building out team comps better as a team and banning out stuff that threatened it rather than just banning the fotms.

[ Link to Post ]

 

 

GAMEPLAY AROUND SKARNERS NEW SHRINES Banner

 

Skarners passive is lackluster and is a bunch of extra work for sub par rewards

Repertoir New PortraitAbout it being lackluster, that’s certainly not the intention. If the reward just isn’t there, that is something that can be easily addressed. If it’s that they’re tedious, maybe the channel time is too long or some of them are just too far out of the way to be useful.

 

As per your suggestion, one of the things I actually think is really important to them is their static positions. It gives Skarner players, teammates, and opponents an expectation as to how they’re going to play about them in any given game. This is important to me because, even following these changes, we aren’t aiming to have Skarner be extremely popular and in every game. We’re okay with his niche appeal, and we just wanted to give a little more uniqueness to the games he’s in, as well as another point of mastery for Skarner players. Whether good or bad, his ultimate really isn’t that unique anymore, and it can’t really be made much more powerful, so we looked elsewhere.

I think another thing that seems tedious about them is that players feel like they should be trying to control them all whenever possible, and that’s really not the intention. Played optimally, Skarner should try to control the ones he thinks he’ll need in the next minute or two, or maybe stop to cap one over when he’s nearby. There’s no bonus for holding all of them, so I don’t really want Skarner players making the choice to go activate a crystal in the enemy jungle when there’s a lane that needs ganking or something, unless maybe taking that crystal helps them steal a buff or do some counterjungling.

I hope this helps to explain some of the reasoning behind the goals for his passive, even if it’s not exactly what you wanted to hear.

As a follow-up, if you want to continue to help me understand what makes them ‘lackluster and a bunch of extra work for a sub-par reward,’ I’m happy to talk about it. Though some things are probably set in stone for the upcoming patch, that doesn’t mean everything is, and it doesn’t mean that I won’t be doing follow-up work on Skarner if he falls short in unintended areas.

[ Link to Post ]

 

 

Will you be pulled to another project like Stashu was with Cassiopeias rework

Repertoir New PortraitI am not my own manager, but I also do think I am capable of making positive change with the right effort and focus. You guys probably remember that Ashe got an update earlier this year? That was just an extra thing that I picked up on the side and then put together with the Champion Update team’s help, and I think it went really well.

For me, I don’t usually find that one project is enough to keep me occupied, so I like having follow-up or other stuff to work on on the side.

If a few months down the road, you think there’s follow-up that I’ve ignored or forgotten, please do hold me accountable to at least letting you know what’s up. Worst case, I’ll hopefully just be able to let you guys know what’s up, even if the decision isn’t what you want to hear. Leaving you hanging wouldn’t be cool, though.

[ Link to Post ]

 

 

Arent the crystals on the enemy side just 30 free gold for the enemy jungler

Repertoir New PortraitThe crystals on the enemy side of the map start on their team, and they can’t get any gold from them unless they capture them. Technically, if you never went into the enemy jungle and left those crystals alone the whole game, they would never swap over to your team, and thus never present the chance for opponents to ever capture them for the small gold reward.

[ Link to Post ]

 

 

Its tedious having to run back and recapture crystals that an enemy has capped

Repertoir New PortraitI think that feeling of being compelled to reclaim it in all cases will go away after a few plays, and you’ll just focus on the ones that are going to help you in the foreseeable future. Additionally, even in the case that someone takes a crystal from you, you do get information as to there whereabouts if you’re paying attention, so it’s not all a loss.

[ Link to Post ]

 

 

Why is Skarner labeled a Juggernaut when his gameplay doesnt reflect that

Repertoir New PortraitWe actually agree that Skarner is probably the odd one out amongst the four releases coming up, but we’re actually okay with that. He’s more about CC than the others, and probably less about damage overall, but we don’t think it’s absolutely necessary that there be a single damage profile that these guys all adhere to.

Skarner will probably function full time as some kind of off tank guy, while being a full on Juggernaut damage threat while under the effects of his passive.

[ Link to Post ]

 

Follow Up Banner

How would Skarner compete for objective control with Nunu

Repertoir New PortraitGood question. I’m on my phone more so I won’t be too wordy.

First, we don’t actually consider Nunu to be in the same class as Skarner, in that Skarner is intended to be more of a damage presence than Nunu.

If you wanted objective control, but needed damage still, I’d expect skarner to be a better choice. Also, Nunu controls objectives primarily through his secure combo, whereas Skarner through fight presence and power around the objectives.

Less relevant, but still interesting, Skarner’s Impale will prevent Nunu from Smiling or Consuming, so he can actually shut that down if played well.

[ Link to Post ]

 

 

DISCUSSION ON GARENS REWORK

 

The community was promised that Garens silence would remain the same

Repertoir New PortraitFrom what I understand, any messaging about Garen’s update said his Silence would still be there, not necessarily that it would go untouched in any way, shape, or form. Can you show me where we said that? Because that seems like a big goof up on our end if that’s the case. So, on that topic, yeah, no one should have promised that 🙁

[ Link to Post ]

 

 

If Garens silence is a problem why does ChoGath have 3 forms of CC

Repertoir New PortraitThough historically we haven’t made many efforts to differentiate between tanks like Cho’Gath and tanky guys like Garen, we’re trying to establish that differentiation to some extent. Though we haven’t really investigated Cho’Gath directly yet, he falls much more toward the general idea of what a tank is. Durable, heavy crowd control, and low sustained damage (though his sustained damage may be too high for this to be true).

Garen, on the other hand, is being pushed toward a much higher sustained damage pattern than he’s ever had in the past, to the point that we’re classifying him as a carry. I think we can probably agree that carries shouldn’t have a high level of crowd control, though it doesn’t necessarily follow that a 2.5 second silence is a ‘high level of crowd control.’ Maybe Cho does too much damage for a tank or is unfair in some other way (like his silence duration), but it’s probably not the best idea to reduce Cho’s silence duration because we’re reducing Garen’s, and it’s also probably not the best idea to think we have to leave Garen’s silence alone because there are other characters whose silences are longer.

I will say this about the duration reduction on Garen’s silence. I lowered it to a duration that felt fair given the higher damage the character will now do. Is 1.5 seconds too low? Possibly, but it definitely wasn’t reduced because Riot doesn’t like silence. With his upcoming changes, we’re trying to put him in a spot where he can be seen as a real threat, and less of a guy whose usefulness falls off dramatically as the game goes on. If we’re not hitting that mark after his release, I’ll try to calibrate upward.

[ Link to Post ]

 

Why did you revert Courage W back to a stacking resist buff

Repertoir New PortraitThis update aims to increase Garen’s affinity for Health items, and flat resistances are a good way to do that. Maybe this just reads as a nerf or something, but in almost all cases, it’s just not. I sure don’t think ‘scaling/stacking benefits are toxic,’ and if that was formerly our stance, we have changed a lot in the past few years, and the game has too. Overall, he should not be squishier, except in the case of full tank builds.


As to ‘complete and utter gutting,’ that seems to imply the character is going to fall to a sub 45% win rate or something. With the changes going in, I’d be truly surprised if it was closer to 45% than 55%. I could be wrong here, but we’re definitely not aiming for a gutting, or even a nerf at all. If he comes out and proves to be weak, I’ll be happy to admit we missed the mark on him, and buff him up a bit, probably in places where we took some stuff away.

[ Link to Post ]

Follow Up Banner

Repertoir New PortraitI really do want to make his W active more interesting in the future, if I get a chance to come back to it and power permits.

[ Link to Post ]

 

 

 

Isnt the point of Juggernauts that theyre rewarded for closing the gap

Repertoir New PortraitThey should indeed be rewarded for getting on top of a target, and in most cases following the update, I’d expect a late game Garen to easily kill a late game Vayne in a 1.5 second silence if he manages to close the gap and get a silence off on her.

[ Link to Post ]

 

 

Is the silence nerf aimed at reducing Garens lane presence

Repertoir New PortraitLane silence isn’t actually really an issue at all. It’s still the same at rank 1, after all.

This discussion does seem to keep coming back to some players saying “trust us, his silence duration needs to be what it’s always been” and me saying “trust me, I don’t think it does anymore when he does more damage.”


I understand that that’s an uncomfortable situation for you guys to be in, and I don’t mind talking having the discussion really. Since Garen went on PBE about a week ago, there were some changes that, following discussion with you guys, didn’t seem like the right changes, and I tweaked some and reverted others. That said, there are some changes that I think are important for hitting the goals of his changes, like being more about damage in the late game, and less about his silence.

[ Link to Post ]

 

 

You want Garen to be a Juggernaut but it seems hell be played as an assassin

Repertoir New PortraitThough he will now do a lot of damage to a target, Garen lacks the mobility profile and target selection of a real assassin. Assassins get to blink or dash to where they want to be, try to kill a guy, and then get out, and they often have the tools to do all that. Garen has to run at a guy, stick to them for 3 seconds, and then run away. As such, I don’t really see him as an assassin.

[ Link to Post ]

 

 

Whats Garens highlight supposed to look like after the rework

Repertoir New PortraitGaren does the baseline stuff of a Juggernaut (tanky, high damage, low mobility profile) with some additional assassin-like tendencies against a single, semi-random target.

When I think about what these Juggernauts are, they should all be really tanky, they should all deal high damage to the enemy team, and they should all be relatively immobile, PLUS one or two additional differentiating aspects (Villainy, in Garen’s case).

Maybe the “increased damage when hitting a single target” doesn’t send a perfect message, but Garen’s damage in teamfights should still be on par or higher than these other guys. I expect his aoe damage to still be really high despite that addition.

[ Link to Post ]

 

 

Would you nerf Judgements E damage if it proves too high

Repertoir New PortraitIf it turns out Garen is too strong following his update, I’d prefer to nerf his Q speed or base MS slightly over hurting his damage.

[ Link to Post ]

 

 


Why should I pick Garen over other Juggernaut top laners

Repertoir New PortraitThere are a couple potential reasons that I could see to pick Garen (outside just liking him). First, he’ll still be a lane bully for several matchups I imagine, and picking to win your lane can often be a good idea. Second, relative to other tanky top laners, Garen will have possibly the best combined package of sustained speed, durability, and damage. Basically, he’s a good pick when you need a tanky damage dealing presence and you can anticipate fights that will move a lot.

Strategically, he may be the perfect pick when you have a team that can support him (especially with speed buffs, like Lulu or Sivir) and the opposing team has only one or two damage threats (bonus points if at least one of them is a melee threat). This is the ideal pick scenario for him because the opposing team needs their limited damage dealers to get fed in order to win the game, and if they get fed, they become the Villain. Having that extra effectiveness against that Villain when the opposing team is heavily reliant on them can actually be a big deal.

Another fun interpretation of where I think Garen is a good pick, though it isn’t strategicwithin the game is when you know the opposing team relies on a certain player to get fed in order to win. This could potentially translate to competitive play, though I think it’s more applicable and fun to pre-mades with friends. When you’ve got that one Diamond guy in your premade that you know is going to stomp a bunch of Silvers, pick Garen against him and show him who’s boss in the late game.

[ Link to Post ]

 

 

What problems does this rework solve for Garen

Repertoir New PortraitBefore making any changes to him, Garen was in the unfortunate situation of:

  1. Having to work super hard to get to people in fights (this used to be the standard in LoL)
  2. Not being all that impactful if he actually managed to get to people


This update doesn’t change the former. In fact, he statistically becomes slightly worse at getting to people. However, it is intended that he’ll have a huge impact if he actually manages to get to people now. Whether or not the exact numbers we have on PBE right now will perfectly accomplish that goal, that is indeed the goal, and I’ll work to get him there if he falls short of it on release. At the end of the day, Garen is never going to be able to compete with champions like Irelia, Hecarim, or Riven (this isn’t to say that any of these three characters are necessarily balanced either) when it comes to getting to specific targets, so he should be meaningfully more impactful than them in some way if he pulls it off. In his case, he’s just going to deal a ton of damage to things he sticks to.

[ Link to Post ]

 

 

ROLE OF JUGGERNAUTS IN A TEAM Banner

 

What role are Juggernauts supposed to fill on a team

Meddler Final PortraitWe see juggernauts as a sub class of fighters/brawlers/bruisers/whatever else you want to call them. That’s a really large group of champions that ranges from the really mobile characters that build damage only, like Tryndamere, to the immobile champs that build tanky like Nasus. We’ve been looking at a series of sub groups with that larger fighter group as a result as follows:


  • Juggernauts – Immobile, tough, build one to two offensive items on average (e.g. Nasus or Garen)
  • Divers – Pretty mobile, and really good at getting onto specific targets they want to kill, builds a little bit more offensively than juggernauts (e.g. Irelia or Xin Zhao)
  • Light fighters (need a better name for this group – Highly mobile, builds almost entirely offense, often good at killing multiple targets, usually squishy with windowed defense of evasieness (e.g. Trynd or Fiora).

Biggest contrast between tanks and juggernauts is in what each group is trying do. Tanks are generally trying to initiate or peel more, kill by themselves less. They build almost mainly (sometimes exclusively) defense/utility and have a greater amount of mobility, generally tied to initiation or peeling actions.

As far as other juggernauts go, Olaf, Shyvana are the next two we’re planning on looking at. Yorick’s arguably a juggernaut, he’ll get a full relaunch though. Volibear could be described as a juggernaut, though he’s also got some diver and tank bits to him. Mundo also shares some juggernaut characteristics, but doesn’t really match overall (which is fine, we’re looking to use these descriptions as ways to map similarities and differences between champions, not because every champion has to be forced into a specific category).

[ Link to Post ]

 

Follow Up Banner

Meddler Final Portrait‘Juggernaut’ is a term we’re using to talk about a type of champion that’s pretty much always been in the game. We haven’t previously put enough time into identifying their strengths, weaknesses, item needs, role in lane, role in a teamfight however, so we’re doing some of that work now.

[ Link to Post ]

 

 

Will you be working on other subclasses like Divers or Light Fighters

Meddler Final PortraitWe chose juggernauts as a group to focus on because we felt they needed the work the most. Next step’s going to be follow up work post 5.16 release (balancing if we’re off on power, adjusting mechanics if some of our theories get proven wrong etc). We’ll then assess how successful this work was or wasn’t and use that to help inform how we tackle other characters.

[ Link to Post ]

 

 

Would you classify Shyvana as a Juggernaut

Meddler Final Portrait We think juggernaut’s probably the closest description for Shyvana because damage output, and ability to kill enemy champions herself, is a really core part of her identity. She’s happy soaking some damage certainly, but she’s not there primarily to set up/enable her team. Gragas and Cho we’ve been looking at as tank/mage combinations, Trundle as tank (though he’s definitely got some juggenaut characteristics and doesn’t fit the tank mold that cleanly), J4 as diver or tank (definitely not a juggernaut given the amount of mobility on his kit).

[ Link to Post ]

 

 

Why not turn Shen into a Juggernaut

Meddler Final PortraitAs in remove his dash and make him more about auto attacking/damage output? Not seeing the Shen+Juggernaut fit sorry, and that’s before looking at thematics too.

[ Link to Post ]

 

 

 

Is Poppy being pushed more towards a Tank or Juggernaut role

Meddler Final PortraitMore tank (stronger CC focus, so more like Sion than like Garen).

[ Link to Post ]

 

 

 

IDEAS FOR NERFING VAYNES EARLY GAME Banner

 

Why hasnt Riot toned down Vaynes HP true damage

Repertoir New PortraitSeems like something we’d prefer not to touch since it’s such a core part of the character’s identity. If I had to nerf Vayne, it certainly wouldn’t be the first place I’d look to hit. I’d prefer to just nerf her early game or reduce the flat damage component of Silver Bolts, but the percent part of it seems pretty core to the identity of the character.

[ Link to Post ]

 

 

How would YOU nerf Vaynes early game

Repertoir New PortraitIf I had to nerf Vayne’s, I’d probably try to first think about why she’s too strong in the first place. How did she go from someone seen as having a bad early game to someone seen as pretty average in the early game?

Though these first few suggestions aren’t directly nerfs to Vayne and have other implications, I’d probably ask why Caitlyn, Lucian, and other historical lane bullies aren’t doing their job to keep her in check. So first, I’d ask why other lane bullies that used to give her trouble aren’t being played anymore, and maybe look into that (though that’s a multi-champion change).

Also, I’d probably try to determine what exactly is the issue with her early game. Is her early game actually too strong? Or does the state of the game just more or less guarantee that she gets her late game? This second part can be especially relevant, because it makes less sense to have champions that are so disproportionately strong in the late game if games are tending to go five minutes longer than they used to (not sure on the exact numbers on game length at the moment, to be honest).

I’ll admit I’m absolutely not an expert on marksman balance, so don’t take my suggestions here as gospel. However, there are lots of ways to nerf a champion’s early game. Off the top of my head:

  • Base AD nerf and increase AD/lvl. Just a couple Base AD makes a huge difference in early game power. I reduced Nidalee’s base AD when she was a terror in top lane late last season, and she basically disappeared from the lane.
  • Scale her spell damages or cooldowns non-linearly, with the later ranks giving more value than the first. This is unconventional, but there’s no reason we really can’t do it. For instance, if Tumble’s cooldown was only reduced by .5 seconds at early ranks, and 1.5 in the last few (or something like that.
  • Probably a bad idea, but maybe Vayne could have 325 or lower MS and have her passive MS increased. I think one of the things about Vayne is that she’s supposed to be a statement pick, like “I know this champion isn’t good early game, but I’m better than you and can win regardless.” Something like this may play that up, though at the expense of snowballiness.

Anyway, just some thoughts off the top of my head.

[ Link to Post ]

 

 

Do you think Vaynes kit synergizes with Blade of the Ruined King too well

Repertoir New PortraitImo, BotRK rush is generally probably just too strong, especially on champions it synergizes with.

[ Link to Post ]

 

 

 

CONTEXT FOR RECENT LEE SIN BUFFS Banner

 

 

Why is Lee Sin being buffed on the PBE

Meddler Final PortraitThese are buffs intended to give power particularly to players who aren’t amazing at Lee Sin. We like that Lee Sin’s got a pretty steep mastery curve that really rewards practice, but it’s a bit too extreme, making it really hard to put him in a good spot balance wise (if he’s balanced in top tier play he’s very weak for the average player, if he’s at least tolerable for the average player he’s probably too dominant in top tier play). They will add a bit of power to competitive Lee Sin play too, we’re looking to avoid too much of a buff there though.

As far as the specific changes go:

  • Ult now deals damage to people hit by the champion knocked back based off the bonus HP of the champ kicked. If you can Insec well, this isn’t going to be a very appealing play generally. If you can’t however, and are regularly using the ult just to get enemy divers out of the fight for your team this will offer a bit of extra power to try and optimize. Will be some niche cases where it helps out in high level play as well, we expect those situations to be pretty niche though.

  • Energy restore from passive now frontloaded onto the first auto attack (20 first auto then 10 second auto, instead of 15/15). This buff will help out both new and experienced Lee Sin players, expectation is it’ll be significantly more useful to newer players though as they learn energy management and when to weave auto attacks in between spell casts. A frequent source of failure we see from new players is constantly trying to weave in 2 autos per cast, even when that’s a really poor idea or, at the other extreme, running out of energy frequently. Giving people room to learn and grow’s great of course, we’d like to get some signalling in there to encourage people to consider 1 auto per cast more often when they’re first learning though.

[ Link to Post ]

 

 

Why not balance him instead

Meddler Final Portrait‘Balanced for who?’ is one of the questions behind this work. We choose to balance for high level play, with some reigning in of massive outliers at lower skill levels. If the difference in performance between experienced and inexperienced player gets too far out of line however that means we’re forced to make a champion really hard to succeed with and unsatisfying for the average player if they’re to be balanced at high level play. Making a champions skill floor a bit more accessible, without lowering their skill ceiling, is an approach we feel’s valuable as a result, and this work is, in part, an example of that.

[ Link to Post ]

 

Follow Up Banner

Meddler Final Portrait5.16’s also got changes to a number of other champs we believe also need some help. Currently in testing stuff includes:

  • Kassadin (ult AP ratio)
    Le Blanc (partial reversion of the W speed reduction)
    Lissandra (self cast ult heals Lissandra)
    Lucian (W MS bonus can now be triggered by allies)
    Nami (buffed passive, ult applies double strength passive)
    Twitch (lower Q mana cost and very slight ult damage increase late game)
    Vel’koz (secondary missiles on Q have more range)
    Zed (shorter delay until ult can be reactivated)

That’s all potential stuff in testing, so not guaranteed to go live of course, but Lee’s definitely not the only champ we’re looking at in that regard.

Yorick’s a champ we believe needs a full kit overhaul, in the same way old Sion did/Poppy does. He’s not in a terrible spot power wise so, given we don’t believe he’s good for the game, we don’t want to add any power to him at this point.

[ Link to Post ]

 

 

BUFFS TO FIORA IN 5 16 AND UPDATE ON WARWICK Banner

 

 

Will Warwick receive an update soon

Repertoir New PortraitWarwick is one of the champions that pretty regularly shows up on the list of ‘champions to work on’, but I don’t think there are currently any plans for him. That said, there weren’t any plans for Garen, Morde, Darius, and Skarner until May, so who knows…

If you don’t mind me asking, what is it about him that makes him your favorite character?

[ Link to Post ]

 

 

Fiora should receive some minor buffs

Meddler Final PortraitWe’re with you that Fiora seems to be pretty underpowered and are working on a set of buffs for her at the moment. One of those will increase her mobility, overall though at least for a first set of changes we’re looking more to add baseline effectiveness to her. From the look of it we ended up being significantly too cautious about her balance overall.

Current changelist (note, work in progress, so not set in stone) looks like this:

HP / level 80 >>> 92
AD / Level 2.5 >>> 3.3
Q CD 18/16/14/12/10 >>> 16/14/12/10/8
W CD 21/19.5/18/16.5/15 >>> 19/18/17/16/15

[ Link to Post ]

 


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

 

PBE 04 08 Banner

 

PBE 04/08

Store Content

Fighter Updates

Balance

 

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

 

 

ACADEMY AHRI

Academy Ahri can join your local otaku convention for 750 RP.

 

MODEL Banner

Academy Ahri Model 1 Academy Ahri Model 2

 

 

Arcade RIVEN Banner

Arcade Riven will be available in store for 1350 RP.

 

MODEL Banner

Arcade Riven Model 1 Arcade Riven Model 2

 

Recall Banner

Arcade Riven Recall

 

BROKEN WINGS Q

Arcade Riven Q Arcade Riven Q 3

Arcade Riven Q 2

 

KI STRIKE W

Ki Strike W Pic

 

VAULT E

Arcade Riven E

 

BLADE OF THE EXILE R

Arcade Riven R 1

 

DEATH ANIMATION Banner

Arcade Riven Death

 

 

ACADEMY DARIUS

Academy Darius will be available for 750 RP.

 

MODEL Banner

Academy Darius Model 1 Academy Darius Model 2

 

 

ACADEMY EKKO

Academy Ekko will cost 750 RP.

 

MODEL Banner

Academy Ekko Model 1 Academy Ekko Model 2

 

 

ACADEMY VLADIMIR

Academy Vlad will be available for recruitment for 750 RP.

 

MODEL Banner

Academy Vlad Model 1 Academy Vlad Model 2

 

 

BATTLE BOSS BLITZCRANK

Battle Boss Blitz will be sold for 1350 RP after Patch 5.16 hits live.

 

MODEL Banner

Battle Boss Blitz Model 1 Battle Boss Blitz Model 2

 

Recall Banner

Battle Boss Blitz Recall 1

 

MANA BARRIER PASSIVE

Battle Boss Blitz Passive 1

 

ROCKET GRAB Q

Battle Boss Blitz Q 1

 

OVERDRIVE W

Battle Boss Blitz W

 

POWER FIST E

Battle Boss Blitz E 1

 

STATIC FIELD R

Battle Boss Blitz R 2 Battle Boss Blitz R 3

Battle Boss Blitz R 1

 

 

FIGHTER UPDATES

 

Darius Final Portrait

General Box

  • Attack Range increased from 125 to 175
  • Attack Damage-per-level increased from 3.5 to 5
  • Health per level increased from 93 to 100
  • Armor per level increased from 3.5 to 4
  • Base Attack Speed reduced from 0.679 to 0.625
  • Attack Speed-per-level decreased from 4% to 1%

 

Buff BoxHemorrhage Final Icon

Hemorrhage [ Passive ]

  • [New] Bloodrage: Darius now enters Bloodrage for 5 seconds whenever an enemy champion reaches max Hemorrhage or dies to Noxian Guillotine. During Bloodrage, Darius gains 40-200 bonus Attack Damage and applies max Hemorrhage to enemies hit.
  • Bleed now deals physical damage instead of magic
  • Base bleed damage per stack decreased from 12-36 to 10-27
  • Darius no longer gains bonus Movement Speed if enemy champions are bleeding

 

Darius Passive 1 Darius Passive 2


Change BoxDecimate Final IconDecimate [ Q ]

  • Now has a 0.75 second delay before swinging
  • Darius heals for 10% of his missing Health for each enemy champion hit by the blade, capped at 30%
  • Damage on the outer circle has been changed from 105/157.5/210/262.5/315 [+1.05 Bonus AD] to 20/40/60/80/100 [+1/1.1/1.2/1.3/1.4 Total AD]
  • Damage in the inner circle has been decreased from 66% of the outer circle’s damage to 50%, or 10/20/30/40/50 [+0.5/0.55/0.6/0.65/0.7 Total AD]
  • Enemies hit by the handle (inner circle) no longer receive a stack of Hemorrhage

 

Change BoxCrippling Strike Final IconCrippling Strike [ W ]

  • Damage changed from 120/140/160/180/200% of Total AD to 140% of Total AD at all ranks
  • Slow strength increased from 20/25/30/35/40% to 40/50/60/70/80%
  • Slow duration decreased from 2 seconds to 1
  • Crippling Strike no longer lowers the Attack Speed of enemies
  • Cooldown changed from 8 seconds at all ranks to 9/8/7/6/5
  • No longer reduces the base cooldown of the spell per Hemorrhage stack
  • Mana cost decreased from 30/35/40/45/50 to 30

 

Buff BoxApprehend Final IconApprehend [ E ]

  • Fixed a bug where enemies would be pulled in if they escaped the area during the cast time
  • Cast time decreased from 0.35 seconds to 0.25
  • Now briefly slows targets after being pulled in

 

Change BoxNoxian Guilotine Final IconNoxian Guillotine [ R ]

  • Base minimum damage decreased from 160/250/340 to 100/200/300
  • No longer refunds Mana on re-casts; instead, all re-casts cost no Mana
  • At rank 3, Noxian Guillotine has no Mana cost
  • Upon executing an enemy champion, all nearby minions and monsters become terrified for a few seconds

 

 

Garen Final Portrait

General Box

  • Recommended items updated
  • Health-per-level decreased from 96 to 84.25
  • AD-per-level increased from 3.5 to 4.5
  • Armor-per-level increased from 2.7 to 3
  • Auto Attack range increased from 125 to 175

 

Nerf BoxPerseverance Final IconPerseverance [ Passive ]

  • At level 16, the Heal regen has been decreased from 2% to 1.6%



Nerf BoxDecisive Strike Final IconDecisive Strike [ Q ]

  • Silence duration decreased from 1.5/1.75/2/2.25/2.5 seconds to 1.5 at all ranks

 

 

Nerf BoxCourage Final IconCourage [ W ]

  • No longer grants 20% bonus Armor and Magic Resist
  • New passive: Killing units permanently grants 0.2 Armor and Magic Resist (1 for champions, large monsters, and epic monsters), up to a maximum of 10/15/20/25/30
  • Active no longer decreases the duration of incoming CC by 30%

 

Change BoxJudgement Final IconJudgment [ E ]

  • Damage per tick changed from 10/22.5/35/47.5/60 [+0.35/0.4/0.45/0.5/0.55 Total AD] to 12/16/20/24/28 [+0.47/0.49/0.51/0.53/0.55 Total AD]
  • Base damage ticks per cast decreased from 6 to 5
  • Cooldown decreased from 13/12/11/10/9 seconds to 9 at all ranks
  • New passive: Judgement’s spin speed permanently increases at levels 1/4/7/10/13/16, resulting in a total of 5/6/7/8/9/10 maximum ticks of damage per cast
  • If Garen cancels Judgement prematurely, he’s refunded cooldown equal to the remaining duration of the spin
  • Garen no longer moves 20% slower while moving through minions
  • Garen now moves 20% slower while moving toward champions he’s hitting with Judgment
  • Judgment no longer benefits from Critical Strike Chance or Critical Strike Damage

 

Buff BoxDemacian Justice Final IconDemacian Justice [ R ]

  • New Passive: The enemy champion with the most recent kills is marked as Villain. Judgment ticks and basic attacks on the Villain deal an additional 1% of its max Health as true damage
  • Demacian Justice now deals true damage to the Villain instead of magic damage

 
Garen Villain 1 Garen Villain 2
 


Mordekaiser Final Portrait

General Box

  • Recommended Items updated
  • Base Movement Speed decreased from 340 to 330
  • Base Health decreased from 555 to 525
  • Health-per-level increased from 73 to 80
  • AD-per-level increased from 3.5 to 5
  • Attack Speed-per-level increased from 2.6% to 3%
  • Health-per-5 increased from 3.3 [+0.3 per level] to 4 [+0.55 per level]
  • Attack animation improved, but no longer scales as well with Attack Speed
  • Auto attack range increased from 125 to 200
  • Armor-per-level increased from 2.7 to 3

 

Change BoxIron Man Final IconIron Man [ Passive ]

  • Shield decay-per-second changed from 3% of the shield’s max value to 2% of base Health
  • The shield will now stop decaying when it reaches 25%
  • Maximum shield value is now equal to 25% of Morde’s maximum Health (no longer scales with level)
  • Shield generation decreased from 35% of damage dealt to 25%

 

Buff BoxMace of Spades Final IconMace of Spades [ Q ]

  • Now buffs Mordekaisers next 3 attacks. The first one deals 3/6/9/12/15 [+0.25 Total AD] [+0.2 AP]  bonus magic damage. Each next strike deals 2/2.25/2.5/2.75/3 times the damage of the previous one. Maximum damage of the third strike is 27/54/81/108/135 [+2.25 Total AD] [+1.8 AP]
  • Health cost decreased from 20/25/30/35/40 to 20/23/26/29/32
  • Cooldown increased from 8/7/6/5/4 seconds to 10/8.5/7/6.5/5

 

Change BoxCreeping Death Final IconCreeping Death [ W ]

  • New Passive: Mordekaiser receives full experience from any lane minion he kills, regardless of lane partners;
  • New Active – Harvesters of Sorrow: Mordekaiser and target ally champion gain 75 Movement Speed while moving toward one another;
  • When close to one another, both deal 140/180/220/260/280 [+0.6 AP] magic damage to nearby enemies over 4 seconds. Mordekaiser can reactive the ability to instantly steal half the spell’s DoT, or 50/70/90/110/130 [+0.3 AP]. This value is reduced to 33% against minions, with a maximum of three targets;
  • Cooldown decreased from 20/18/16/14/12 seconds to 12/11/10/9/8;
  • Health cost removed.

 

Change BoxSiphon of Destruction Final Icon Siphon of Destruction [ E ]

  • Base damage decreased from 70/115/160/205/250 to 35/65/95/125/155
  • Now additionally scales with 0.6 of Total AD
  • Cooldown decreased from 6 seconds at all ranks to 6/5.75/5.5/5.25/5
  • If the spell hits an enemy Champion, Morde instantly fills 15% of his maximum shield

 

Morde E 1

 

Buff BoxChildren of the Grave Final IconChildren of the Grave [ R ]

  • Damage increased from 12/14.5/17 [+ 0.02 AP] % to 20/25/30 [+ 0.04 AP] % of target’s maximum health (again, half the damage is dealt, instant, half over a 10-second period)
  • New Passive – Dragon Force: Dealing damage to the Dragon curses it for 10 seconds. If Mordekaiser’s team kills a cursed target, Mordekaiser gets a ghost of that target that has 30% the
  • Ghost duration increased from 45 seconds at all ranks to 45/60/75
  • Additionally, Mordekaiser gains 30% of his ghost’s AP and 25% of its bonus Health
  • The ghost is granted 10/25/50 bonus AD and bonus Health equal to 15% of Mordekaiser’s maximum Health

 

Morde Dragon 1

 

 

Skarner Final Portrait

General Box

  • Recommended Items updated
  • Base Movement speed decreased from 345 to 330
  • Base Health-per-level decreased from 96 to 84.25
  • AD-per-level increased from 4.2 to 4.5

 

New Item BoxCrystal Spires Final IconCrystal Spires [ New Passive ]

  • Skarner’s presence causes crystals to spawn in set locations around the map. Crystals can be captured by either team by standing on top of them. Capturing prevents them from being captured by the opposing team for 10 seconds.
  • While near active crystals, Skarner gains 150 Movement Speed, 35% [+5% per level] Attack Speed and restores 3% of his maximum Mana per second.

 

Crystal capture specifics:

  • Crystals remain captured permanently for the capturing team until recaptured by the opposing team
  • Capturing a crystal grants 15g to players that helped capture it
  • Crystals are locked out of being recaptured for 10 seconds after being captured
  • While on the 10 second lockout, crystals provide vision in a medium area around them (and provide no other vision the rest of the time)
  • If a member of the team owning the crystal is standing on the crystal, it cannot be captured

 

Skarner Shrine 1 Skarner Shrine 2

Skarner Shrine 3 Skarner Shrine 4

 

Note that the shrines look differently for two of Skarner’s skins:

BATTLECAST ALPHA SKARNER Banner

Skarner Battlecast Shrine 1 Skarner Battlecast Shrine 2

 

GUARDIAN OF THE SANDS SKARNER Banner

Skarner Guardian Shrine 1 Skarner Guardian Shrine 2

 

Change BoxCrystal Slash Final Icon Crystal Slash [ Q ]

  • Uncharged damage changed from 20/30/40/50/60 [+0.4 Bonus AD] to 0.32/0.34/0.36/0.38/0.40 Total AD
  • Charged damage changed from 20/30/40/50/60 [+0.2 AP] to 0.32/0.34/0.36/0.38/0.40 Total AD
  • Cooldown decreased from 3.5 seconds at all ranks to 3.5/3.25/3/2.75/2.5
  • Duration of charge buff decreased from 5 seconds to 4
  • Against non-champions, basic attacks now decrease Skarner’s cooldowns by 0.25 seconds, decreased from 0.5
  • Mana cost decreased from 16/17/18/19/20 to 10/11/12/13/14
  • Crystal Slash no longer stacks bonus Movement Speed and Attack Speed

 

Change BoxCrystalline Exoskeleton Final IconCrystalline Exoskeleton [ W ]

  • Shield value changed from 80/135/190/245/300 [+0.8 AP] to 12/13/14/15/16% of Max HP [+0.8 AP]

 

 

Buff BoxFracture Final IconFracture [ E ]

  • Missile speed now decreases for each champion hit
  • Enemies hit by Fracture are afflicted with Crystal Venom for 5 seconds, causing Skarner’s next basic attack against them to deal 25/50/75/100/125 additional physical damage and stun them for 1 second.
  • Slow duration decreased from 2.5 seconds to 2

 

Change BoxImpale Final IconImpale [ R ]

  • Base magic damage decreased from 100/150/200 to 20/60/100
  • Now deals additional physical damage both at the start of the channel and at the end, equal to 100% of Skarner’s Total AD
  • Mana cost decreased from 100/125/150 to 100 at all ranks
  • Cooldown decreased from 110/100/90 seconds to 120/100/80
  • No longer deals bonus damage to targets with Crystal Venom

 

 

Champion Changes

 

Kassadin Final Portrait

 

Buff BoxRiftwalk Final IconRiftwalk [ R ]

  • First jump’s damage additionally scales with 0.2 AP; each subsequent Riftwalk scales with 0.1 AP

 

 

Lee Sin Final Portrait

 

Buff BoxFlurry Final IconFlurry [ Passive ]

  • Lee Sin now gains 20 energy back on the first basic attack and 10 on the second, changed from 15 energy on both attacks

 

Buff BoxDragons Rage Final IconDragon’s Rage [ R ]

  • If the target of the kick hits an enemy Champion, it deals additional physical damage equal to 15/18/21% of its bonus Health (damage stacks with more targets hit)

 

 

Lissandra Final Portrait

 

Buff BoxFrozen Tomb Final IconFrozen Tomb [ R ]

  • When self-cast, Frozen Tomb heals Lissandra for 100/150/200 [+0.3 AP]; this value is increased by 1% for each 1% of Health missing

 

 

Lucian Final Portrait

 

Buff BoxArdent Blaze Final IconArdent Blaze [ W ]

  • Bonus Movement Speed increased from 40/45/50/55/60 to 60/65/70/75/80
  • Duration of MS buff decreased from 2 seconds to 1
  • Lucian can now gain the MS buff if any ally hits a target marked by Ardent Blaze
  • Mana cost decreased from 60 at all ranks to 50

 

 

Nasus Final Portrait

 

Buff BoxSiphoning Strike Final IconSiphoning Strike [ Q ]

  • While the Siphoning Strike buff is active, Nasus’s basic attack range is increased from 125 to 150

 

 

Zed Final Portrait

 

Buff BoxDeath Mark Final IconDeath Mark [ R ]

  • Delay on recasting Death Mark has been decreased from 1 second to 0.5

 

 

NEW ITEMS

 

Riot Axes New PortraitHi folks,

In support of the Juggernaut champion changes, we’re releasing a pair of new items – Sterak’s Gage and Titanic Hydra. This thread is a good place for feedback.

 

 


New Item BoxSterak Gage Final Icon Sterak’s Gage

Recipe: Giant’s Belt [1000 Gold] + Long Sword [360 Gold] + 1190 Gold combine cost = 2550 Gold total

Grants 500 Health and AD equal to 25% of the user’s Base AD

UNIQUE Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain Primal Rage for 8 seconds.

Primal Rage: Grow in size and strength, gaining increased size, +25% additional Base Attack Damage, and a rapidly decaying shield for 30% of your maximum Health.

 

Storak Gage Ingame

 


Some quick context: It turns out there’s a ton of ambient AOE damage on the front lines of a teamfight – a lot of ults hit for 500+ and they all tend to come down at once. Sterak’s Gage should help Juggernauts avoid dying by accident in an average teamfight while leaving them able to be killed by focus fire or truly dedicated wombo.


 

New Item BoxTitanic Hydra Final IconTitanic Hydra (Melee Only)

Recipe: Tiamat [1900 Gold] + Ruby Crystal [400 Gold] + 1000 Gold combine cost = 3300 Gold total

Grants 250 Health, 50 AD and 100% Base Health Regen

UNIQUE Passive: Basic attacks deal 20 plus 1% of your maximum health as bonus physical damage on hit.

UNIQUE Passive – Cleave: Basic attacks deal 40 plus 2.5% of your maximum health as physical damage in a cone on hit (the target does not take this damage).

UNIQUE Active – Crescent: Your next basic attack deals physical damage equal to 20 plus 10% of your maximum health in a larger cone on hit (20 second cooldown, Cleave doesn’t apply to this attack).

 

Titanic Hydra Ingame

 


Quick context: The Black Cleaver covers spell-based tanky melee champs pretty well, and Trinity Force covers its set of champions amazingly. Titanic Hydra should cover more basic attack-focused Juggernauts with their own option while providing a decent stretch goal for other Juggernauts having a great game to shoot for.


Quick note – VFX, audio, and icons are still work in progress.

This thread is a great place to leave feedback if you get a chance to test these items.

Thanks!

~Riot Axes

[ Link to Post ]

 

 

Item Changes

 

Xypherous Final PortraitHey guys,

Defensive items right now are in a generally okay place – It’s not great but it’s functional.

There are some very high powered items (especially in Armor) but there are also some weaker items (especially in Magic Resistance) that are viable so on the whole – defensive builds as a whole generally reach the amount of power / cost that’s probably okay.

However, we’ll be introducing several new defensive items in the 5.16 patch and the existence of these high powered items create a world where any new item has to be almost equally high powered to compete.

This necessitates a rebalancing of power across the board such that it can be acceptable of new items being introduced.

I suspect that this changelist isn’t going to be particularly exciting – especially compared to AP – but these changes were made to provide an easier environment to balance introducing new defensive items that we’ll be introducing in the same patch.

This does have some side effects on low income characters (Support / Support Tanks / Pure Tanks) – and so we’ll likely be looking at base statistic adjustments on the ones that are most affected if we feel like they’re in a terrible spot.

TL;DR – Armor items are generally more expensive or grant less armor. Health items readjusted. Magic Resistance is generally cheaper and easier to build. Will be looking at specific support or low-income champions that might be hurt from an Armor perspective.

 

MAGIC RESISTANCE

 

Buff BoxNull Magic Mantle Final IconNull-Magic Mantle

  • Cost decreased from 500 to 450

 

Buff BoxNegatron Cloak Final IconNegatron Cloak

  • Cost decreased from 850 Gold to 800

 

Note: Rescaled the cost of MR to be roughly 90% of Armor.

Due to the change in price of Null-Magic Mantle, Wit’s End has had its cost decreased:

 

Buff BoxWits End Final IconWit’s End

  • Total cost decreased from 2600 to 2550

 

Change BoxAegis Final IconAegis of the Legion

  • Total cost decreased from 1900 Gold to 1600
  • Recipe Change: Null Magic Mantle [500 Gold] + Crystalline Bracer [600 Gold]
  • Now grants 100% Base HP regen
  • Aura no longer grants HP regen and the bonus MR to allies has been decreased from 20 to 15
  • Aura Regen: No longer grants HP Regen as an Aura.

 

Notes: Recipe change was a fairly requested change – however, given the power/size of the item – the recipe change alone would probably favor bruiser / solo tanks than actual support characters.

With this general rebalance – shrinking the item’s power and effect also lets us streamline the item path as it’ll be less suited for solo bruiser/tanks and more appropriate to support tanks / pure support who have less inventory slots.

 

Change BoxLocket of Solari Final IconLocket of the Iron Solari

  • Total cost decreased from 2800 Gold to 2750
  • Shield strength increased from 50-230 to 75-345
  • Shield duration decreased from 5 seconds to 2

 

Note: Similar to the AP item work – taking the time to sharpen the identity and power of several of these items. While a 5 second low power shield is fairly decent at general defense – it’s not quite enough shield to save someone and somewhat poor at fighting back against a high powered burst spell.

Compressing the power and duration of the shield is aimed at pushing the power away from general ambient damage absorption to a more reactive ‘block’ approach.

 

Buff BoxBanner of Command Final IconBanner of Command

  • Total cost decreased from 3000 Gold to 2750

 

 

Buff BoxSpectres Cowl Final IconSpectre’s Cowl

  • Magic Resistance increased from 35 to 40

 

 

Buff BoxSpirit Visage Final IconSpirit Visage

  • Total cost decreased from 2750 Gold to 2700
  • Magic Resistance increased from 55 to 60
  • Bonus Base Health regeneration increased from 100% to 150%

 

Buff BoxBanshees Veil Final IconBanshee’s Veil

  • Total cost decreased from 2750 Gold to 2700
  • Recipe Change: Ruby Crystal [400 Gold] swapped for Crystalline Bracer [600 Gold]
  • Magic Resistance increased from 55 to 60

 

Notes: Nothing to see here. Just general cost / power tuning – as well as some light recipe adjustments. Crystalline Bracer now forks at Veil and Aegis if you’re building MR -or- between RG and Warmog’s if you’re looking for Health.

 

ARMOR RESISTANCE

 

Change BoxRaptors Cloak Final IconRaptor’s Cloak

  • Total cost increased from 1000 Gold to 1100
  • Bonus Base Health regeneration increased from 100% to 150%
  • Point Runner: Movement speed maximum reduced to 20% (from 30%). However, Movement Speed now decays over 2 seconds instead of instantly dropping off when you leave the proximity of a tower.

 

Notes: In general, Raptor’s Cloak was pretty good at one or two specific scenarios (dancing) – however, the usability tuning of it frequently meant it was pretty inconsistent in a lot of other things. While this isn’t the core problem with the item – doing some light tuning passes here to improve some of the usability around this item.

 

Change BoxZzrot Portal Final IconZZ’Rot Portal

  • Total cost decreased from 2800 Gold to 2750
  • Point Runner: See Raptor Cloak.
  • Void Spawn Health Decay: Is now a % of their current health rather than maximum, minimum of one. This effectively doubles their health (and roaming range!) but greatly reduces their effective health at all points.
  • Void Spawn Gold Counter: Now shows you how much gold you earned from Voidlings.
  • Empowered Void Spawn: Empowered Voidlings now scale off 15% of your maximum Health rather than your resistances.

 

Notes: Some cleanup and adjustments on ZZ’Rot Portal – mostly for usability. While the range is ‘doubled’ – the health of the voidlings is lower at any given point – so poor placements of ZZ’Rot will still get you voidlings when you properly support them but at generally far lower health pools.

 

Change BoxOhmwrecker Final IconOhmwrecker

  • Point Runner: See ZZ’Rot Portal

 

 

ARMOR ITEMS

 

Buff BoxGlacial Shroud Final IconGlacial Shroud

  • Total Cost decreased from 950 Gold to 900

 

Nerf BoxWardens Mail Final IconWarden’s Mail

  • Total Cost increased from 1050 Gold to 1100

 

Nerf BoxFrozen Heart Final IconFrozen Heart

  • Price increased from 2450 Gold to 2600
  • Armor decreased from 100 to 90

 

Notes: So Frozen Heart is one of several main defensive item outliers in terms of just raw power and efficiency – so we’re going to tone that down by quite a bit as, compared to other items – the effective power to cost ratio was incredibly high.

Due to the price reduction of Glacial Shroud, Zeke’s Harbinger and Icebourn Gauntlet are now also cheaper:

 

Buff BoxIceborn Gauntlet Final Icon Iceborn Gauntlet

  • Total cost decreased from 2900 to 2850

 

Buff BoxZekes Harbinger Final IconZeke’s Harbinger

  • Total cost decreased from 2300 to 2250

 

Nerf BoxThornmail Final Icon Thornmail

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

 

Note: Thornmail was another major outlier in terms of power effectiveness – but – it is only strong in the presence of high health pools. Because Thornmail is such an effective standalone Armor item and additional Armor doesn’t really make Thornmail much stronger – Thornmail is strongest when you can stack Health (as is the case for most pure resistance items.)

While this case will always be naturally powerful – putting a hook onto Thornmail such that purchasing additional Armor items unlocks a different sort of power as well as having some more soft synergies with other champions (Leona, Rammus, etc.)

If you’re under the effects of a negative % decrease in Armor – Thornmail will ignore it for the purpose of calculating bonus damage. However, flat decreases and shreds that cancel our your innate % increases (For example, Malphite vs. Garen) – will impact the damage of Thornmail.

 

Change BoxRanduins Omen Final IconRanduin’s Omen

  • Total Cost decreased from 2850 Gold to 2700
  • Health decreased from 500 to 400
  • Armor decreased from 70 to 60
  • Cold Steel Passive: Unchanged
  • Crit Damage Reduction: Now reduces critical strike damage taken by 10%.
  • Slow Active: Duration no longer scales off Armor and Magic Resistance, instead it will always slow for a flat four seconds.

 

Notes: Randuin’s Omen is probably one of the more ubiquitous items in the game in terms of general purpose strength. Since we’re adding several items that try to do slightly different things – sharpening Randuin’s Omen to be a more dedicated ‘Oh god, crits are murdering me’ item seemed appropriate. However, this is overall intended to be a moderate nerf to the item.

 

HEALTH

 

Change BoxWarmogs Armor Final IconWarmog’s Armor

  • Now grants 200% Base Health Regen [zero on live]
  • Passive Changed: Grants Warmog’s Heart if you have above 3000 life. Warmog’s Heart restores 3% of your maximum life per second when you haven’t taken damage in 8 seconds.

 

Notes: Sharpening items. MORE SHARP. MORE FOCUS.

I think we’ve been generally happy with Warmog’s Armor as an anti-siege option for the mid-late game – so we’re kind of tripling down on the concept at this point. In the late game – recalling and regenerating has roughly similar effects in a winning case – and therefore we’ve decided to push Warmog’s into a space where it is powerful enough to replace the act of Recalling for healing in the late game for character’s that choose to invest heavily into a health route.

 

Nerf BoxRighteous Glory Final IconRighteous Glory

  • Total Cost decreased from 2500 Gold to 2400
  • Catalyst Passive: Loses Catalyst Passive on Upgrade.

 

Notes: Catalyst has two clear upgrades – a rush item (Rod of ze Ages) or Righteous Glory (Team Fight).

One of the reasons we’ve tuned down RG over time is that whenever its strong enough to be rushed as first item, we tend to dislike how early skirmishes get decided. Trying some minor experimental stuff to discourage RG as first-pick up by giving it a clear tradeoff from its counterpart – while also making it slightly easier to build later in the game.

 

Change BoxCinderhulk Final IconCinderhulk

  • Base Health increased from 300 to 400
  • Health multiplier decreased from 25% to 15%

 

Notes: This is a minor buff to Cinderhulk’s average case and a nerf to Cinderhulk’s best case late game. While Cinderhulk isn’t exactly a dominant pickup at the moment – it sits in this odd spot of having most of its power devoted to a late game which already has its fair share of powerful effects (Devourer). This change shifts it to be slightly more mid-game focused than its counterparts and should let us better control how much Health a character will have due to the reduced multipliers.

TL;DR – Armor is nerfed and more expensive. MR is generally cheaper and easier to build. Health adjusted. Total cost should be similar – but most likely more expensive. Will be looking at some classes for base statistics adjustments to compensate for potential loss in defensive armor.

 


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

 

Patch 5 10 PBE Banner

 Patch 5.10 will hit live in the early hours of May 27th, assuming there are no delays. Here are its contents:

 

New Champion

Store Content

Balance Changes

Miscellaneous

 

 

Ekko The Boy Who Shattered Time

Ekko will be available in store for 7800 IP/975 RP during the first week. Afterwards his IP cost will go back down to 6300.

 

Ekko_Splash_WP (1)

EkkoKid_0 Ekko_Square_0

Ekko Model 1 Ekko Model 2 Ekko Model 3

 

Ekko Final Portrait

 

General

  • Base Health: 580 + 80 per level
  • Base Mana: 280 + 40 per level
  • Base Damage: 57 + 3 per level
  • Base Attack Speed: 0.644 + 3% per level
  • Armor: 27 + 3 per level
  • Magic Resist: 32 + 1.25 per level
  • Auto Attack Range: 125
  • Movement Speed: 345
  • Base Health-per-second: 1.8 + 0.18 per level
  • Base Mana-per-second: 1.2 + 0.16 per level

 

ZDrive Resonance Final IconZ-Drive Resonance [ Passive ]

Ekko’s damaging spells and attacks build up Resonance stacks on his enemies. Every third attack against the same target triggers Ekko’s passive, dealing 15 + (12 per level) (+0.7 AP) bonus damage and slowing his enemy by 40/50/60/70/80% (values for levels 1/6/11/16/18) for 2/2.5/3 seconds. If he triggers his passive on an enemy champion, Ekko also gains a movement speed buff equal to the amount he has slowed the champion by. The slow cannot be triggered on the same target for 3 seconds.

 

Timewinder Final IconTimewinder [ Q ]

Cooldown: 11/10/9/8/7 seconds  || Mana Cost: 60/70/80/90/100

Ekko throws a device in a target direction, damaging 60/75/90/105/120 (+0.2 AP) all enemies along its path. Once it reaches max distance or hits an enemy champion, the device expands, creating a field that slows all enemy and neutral units by 32/39/46/53/60%. After a moment, the device contracts and rushes back to Ekko, dealing 60/85/110/135/160 (+ 0.6 AP) damage to all enemies in its path.

 


Parallel Convergence Final IconParallel Convergence [ W ]

Cooldown: 22/20/18/16/14 seconds || Mana Cost: 30/40/50/60/70

Passive: Ekko’s basic attacks deal bonus magic damage to enemies under 30% health, equal to 5% [ +1% per 45 AP ] of their missing health (capped at 400 damage vs. minions and monsters).

Active: Ekko opens a time rift, creating an alternate reality copy of him that tosses a device to a target location. After a delay, the device expands into a broad zone that slows enemies by 40%. If Ekko enters the sphere, it detonates, granting him a 150/195/240/285/330 (+ 0.8 AP) shield for 2 seconds and stunning all enemies inside for 2.25 seconds.

 

Phase Dive Final IconPhase Dive [ E ]

Cooldown: 15/13/11/9/7 seconds || Mana Cost: 40/50/60/70/80

Ekko dashes a fixed distance towards a target area. Once his initial dash has ended, Ekko gains greatly increased range on his next basic attack, and blinks to his target to deal 50/80/110/140/170 (+ 0.2 AP) bonus magic damage and apply on-hit and spell effects.

 

Chronobreak Final IconChronobreak [ R ]

Cooldown: 110/90/70 seconds || Mana Cost: Free

Ekko rewinds time, briefly turning untargetable and invulnerable before reappearing wherever he was a few seconds ago. Once he reappears, Ekko heals for 100/150/200 + 20/25/30% (+1% per 30 AP) of the damage he was dealt over the last 4 seconds. Ekko also deals 200/350/500 (+ 1.3 AP) magic damage to all nearby enemies.

 

Here’s his Champion Select quote:

 

And his complete set of lines, courtesy of SkinSpotlights:

 

Here’s an in-game preview of Ekko’s spells:

Ekko Passive 1

Ekko Passive 2

Z-Drive Resonance [ Passive ]

 

Ekko Passive 3

This is the trail Ekko leaves behind when he triggers the movement speed buff from his passive.

 

Ekko Q 1

Ekko Q 2

Ekko Q 3

Ekko Q 4

Timewinder [ Q ]

 

Ekko W 1

Ekko W 3

Ekko W 2

Parallel Convergence [ W ]

 

Ekko E 1 Ekko E 2

Phase Dive [ E ]

 

Ekko R 1

Ekko R 2

Ekko R 3

Chronobreak [ R ]

 

Here’s Ekko’s in-client lore:

“A prodigy from the rough streets of Zaun, Ekko manipulates time to spin any situation to his advantage. Using his own invention, the Zero-Drive, he explores the branching possibilities of reality. As well as experimenting with multi-dimensional probability, Ekko spends his days running wild with the other lost children of Zaun. Though he revels in this freedom, when there’s a threat to his friends, he’ll endure anything to defend them. To the unknowing observer, Ekko accomplishes the impossible with ease, time and time again.

 

 

Here’s a link to the music used in the video:

 


Sandstorm Ekko

Sandstorm Ekko will be available in store for 975 RP.

 

Ekko_Splash_1

 

EkkoLoadScreen_1

Sandstorm Ekko Model Updated 1

Sandstorm Ekko Model Updated 2

Sandstorm Ekko Recall

For his recall, Sandstorm Ekko opens his time device and sand swirls out of it and around him.

 

Dudu Ekko Passive 1

Dudu Ekko Passive 2

Z-Drive Resonance [ Passive ]

 

Dudu Ekko Q 1

Dudu Ekko Q 2

Dudu Ekko Q 3

Timewinder [ Q ]

 

Dudu Ekko W 1

Dudu Ekko W 2

Parallel Convergence [ W ]

 

Dudu Ekko E 1

Dudu Ekko E 2

Phase Dive [ E ]

 

Dudu Ekko R 1

Dudu Ekko R 2

Chronobreak [ R ]

 

 

Knockout Lee Sin

Knockout Lee Sin will be available for 1350 RP.

 

LeeSin_Splash_10

LeeSin_10

Knockout Lee Sin Model 1 Knockout Lee Sin Model 2

Knockout Lee Sin Idles

Knockout Lee has a few new idle animations: mostly warming up routine before a boxing match.

 

Knockout Lee Sin RecallKnockout Lee Sin Recall 2 Knockout Lee Sin Recall 3

For his recall, Knockout Lee Sin rests on a chair. When he’s recalled, the bell rings and he kicks his chair away.

 

Knockout Lee Sin Q

Sonic Wave [ Q ]

 

Knockout Lee Sin W

Safeguard / Iron Will [ W ] 

 

Knockout Lee Sin R 1

Knockout Lee Sin R 2

Dragon’s Rage [ R ]

 

 

Nightmare Tryndamere

Nightmare Trynd will be available for 750 RP.

 

Tryndamere_Splash_7

Tryndamere_7

Nightmare Trynd Model 1 Nightmare Trynd Model 2 Nightmare Trynd Spin

 

 

Order of the Lotus Irelia

Order of the Lotus Irelia will be available for 750 RP.

 

Irelia_Splash_5

Irelia_5

Lotus Irelia Updated Model 1

Lotus Irelia Updated Model 2

Lotus Irelia W

Lotus Irelia R

Transcendent Blades [ R ]

 

 

New Summoner Icons

 

NA LCS – Enemy eSports and Team Dragon Knights

profileIcon868 profileIcon867

 

EU LCS – Origen

profileIcon869

 

LAN  Dash9 Gaming, Havoks Gaming, Meet Your Makers, Revenge eSports, Lyon Gaming, Gaming Gaming,

profileIcon806 profileIcon865 profileIcon866

profileIcon803 profileIcon804 profileIcon805

 

LAS - Furious Gaming, Bencheados, Isurus Gaming, Rebirth eSports, Last Kings, Kaos Latin Gamers

profileIcon798 profileIcon799 profileIcon801

profileIcon796 profileIcon797 profileIcon864

 

Brazil - CNB e-Sports Club, G3nerationX, INTZ eSports, INTZ Red, KABUM Orange, KABUM Black, Keyd Stars, Pain Gaming

profileIcon848 profileIcon849 profileIcon850 profileIcon851

profileIcon852 profileIcon853 profileIcon854 profileIcon855

 

Russia - Dolphins of Wall Street, Your Exit, Team Just, Solar Wind, Team Just, Team Just [ second ], Team Dragon

profileIcon856 profileIcon857 profileIcon858

profileIcon825 profileIcon825_old profileIcon859

 

OCE – Absolute, Sin Gaming

profileIcon862 profileIcon863

 

Turkey  Crew e-Sports Club, Oyun Hizmetleri, Besiktas e-Sports Club, Besiktas e-Sports Club [ second ]

profileIcon860 profileIcon861 profileIcon794 (1) profileIcon794_old

 

 

Champion Changes

 

Akali Final Portrait

 

Change BoxShadow Dance Final IconShadow Dance [ R ]

  • Dashing now puts Akali 100-200 units behind her target, changed from 150-250

 

 


Cassiopeia Final Portrait

 

Nerf BoxAspect of the Serpent Final IconAspect of the Serpent [ Passive ]

  • At 100 stacks, the AP ratio on Twin Fang’s heal has been decreased from 0.1 to 0.06

 

 

Nerf BoxTwin Fang Final IconTwin Fang [ E ]

  • Now restores 1.5% of Cassiopeia’s maximum mana on kill, decreased from 3%

 

 


Jinx Final Portrait

 

Change BoxSwitcheroo Final IconSwitcheroo [ Q ]

  • Attack Speed buff at 3 stacks changed from 30/55/80/105/130% to 30/40/50/60/70% + ( 0 / 2 / 4 / 6 / 8 / 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 / 65 / 70% ). This value scales with Jinx’s level.

 

Here are some examples with values pre- and post-Patch 5.10

  • At level 5, with 3 point in [ Q ], Jinx’s 5.9 value at 3 stacks is 80%. Her 5.10 value would be 58%.
  • At level 9, with 5 points in [ Q ], Jinx’s 5.9 value at 3 stacks is 130%. Her 5.10 value would be 95%.
  • At level 16, Jinx’s 5.9 value would be 130%. This is where both values are equal.
  • At level 18, the 5.9 value would be 140%. End-game the 5.10 value is 10% higher.

To sum up, this is quite the brutal nerf to Jinx’s early game without much tradeoff later. Recommend you max Zap! [ W ] by level 9 over Switcheroo if the change makes it to live.

 

 

Leona Final Portrait

 

Nerf BoxZenith Blade Final IconZenith Blade [ E ]

  • Hitbox width decreased from 90 to 70

 

 

 

Lulu Final Portrait

Change BoxGeneral

  • Base mana-per-second increased from 1.2 to 1.7
  • Mana-per-second per level decreased from 0.16 to 0.12

 

 

Reksai Final Portrait

Nerf BoxGeneral

  • Base health decreased from 611 to 570

 

 

Karma Final Portrait

 

Buff IconGathering Fire Final IconGathering Fire [ Passive ] 

  • Spell hits now reduce Karma’s cooldowns by 2/2.5/3 seconds (at levels 1/7/13), increased from 2 seconds at all levels
  • Auto attacks against champions reduce Karma’s cooldowns by 50% of that value – 1/1.25/1.5 seconds respectively

 

Buff IconFocused Resolve Final IconFocused Resolve [ W ]

  • Karma can now also leash jungle monsters
  • AP Ratio increased from 0.6 to 0.9

 

Rework BoxRenewal Final IconRenewal [ Mantra + W ]

  • No longer deals bonus damage
  • Now roots the target for an additional 0.75/1/1.25/1.5 seconds (values for levels 1/6/11/16)

 

 

Buff IconInspire Final IconInspire [ E ]

  • Cooldown decreased from 10 seconds at all ranks to 10/9.5/9/8.5/8
  • Mana Cost decreased from 60/70/80/90/100 to 60/65/70/75/80
  • Shield value decreased from 80/120/160/200/240 to 80/110/140/170/200

 

Rework BoxDefiance Final IconDefiance [ Mantra + E ]

  • Damage portion removed
  • Now shields the target for an additional 30/90/150/210 (+ 0.3 AP) (stacks with Inspire’s shield)
  • Allies around Karma’s target are shielded for 50% of the target’s shield, changed from 30/70/110/150 (+0.3 AP)

 

 

Ryze Final Portrait

 

Buff IconArcane Mastery Final IconArcane Mastery [ Passive ]

  • Duration on overcharge increased from 3 seconds (4/5/6 with R ranks) to 6 (no scaling)



Buff IconOverload Final IconOverload [ Q ]

  • Base damage increased from 65/90/115/140/165 to 65/95/125/155/185

 


Rework BoxDesperate Power Final IconDesperate Power [ R ]

  • Now lasts 6 seconds at all ranks, increased from 4/5/6
  • No longer increases the duration of Ryze’s overcharge from Arcane Mastery [ Passive ]

 

 

Sejuani Final Portrait

 

Nerf BoxFlail of the Northern Winds Final IconFlail of the Northern Winds [ W ]

  • Maximum HP scaling on first hit decreased from 4/5.5/7/8.5/10% to 4/4.5/5/5.5/6%

 

 


Taric Final Portrait

 

Buff BoxImbue Final IconImbue [ Q ]

  • Mana cost decreased from 60/80/100/120/140 to 60/70/80/90/100

 

 


Zed Final Portrait

 

Quality of Life BoxDeath Mark [ R ]Death Mark Final Icon

  • Tooltip now states Zed can reactivate Death Mark after 1 second

 

 


Item Changes

 

Buff IconAncient Coin Final IconAncient Coin

  • UNIQUE Passive – Favor: Kills near the user now grant 3 gold, increased from 2

 

 

Change BoxArdent Censer Final IconArdent Censer

  • Attack Speed buff on shielded targets decreased from 25% to 15%
  • Shielded targets now gain a 30 magic damage-per-hit buff

 


Buff IconBanner of Command Final IconBanner of Command

  • Range’s on active’s minion promote increased from 1000 to 1200

 


Buff IconBlade of the Ruined King Final IconBlade of the Ruined King

  • Range on active increased from 450 to 550

 


Buff IconBilgewater Cutlass Final IconBilgewater Cutlass

  • Range on active increased from 450 to 550

 


Nomad’s MedallionBuff IconNomads Medallion Final Icon

  • Base Mana Regen increased from 25% to 50%
  • UNIQUE Passive – Favor: Kills near the user now grant 4 gold and 10 Health, increased from 3 Gold and 5 Health

 


Buff IconTalisman of Ascension Final IconTalisman of Ascension

  • UNIQUE Passive – Favor: Kills near the user now grant 4 gold, increased from 3
  • UNIQUE Active: Cooldown decreased from 60 seconds to 40

 

 

Mastery Changes

 

Change BoxBandit Final IconBandit | Tier 5 Utility  |

  • Now grants +3 Gold (8 for melee) for every attack on an enemy champion. The bonus gold can’t be procced on the same champion more than once every 5 seconds.

 

Change BoxExpanded Mind Final IconExpanded Mind | Tier 4 Utility, moved to Tier 1 | 

  •  Now has 4 ranks, increased from 3
  • Expanded Mind now increases mana pool by 25/50/75/100 flat mana, changed from 2/3.5/5%
  • Place on the utility tree has been swapped with Meditation

 

Buff IconInspiration Final IconInspiration | Tier 4 Utility | 

  • Experience granted every 10 seconds increased from 5/10 to 10/20

 

 

Buff IconIntelligence Final IconIntelligence | Tier 5 Utility | 

  • Now reduces the cooldown on active items by 8/14/20%, increased from 4/7/10% (note that the 2/3.5/5% CDR on spells is still there)

 

 

Change BoxMeditation Final Icon Meditation | Tier 1 Utility, moved to Tier 4 | 

  • Now restores 0.5/1.0/1.5% of missing Mana every 5 seconds, changed from 1/2/3 flat mana
  • Place on the utility tree has been swapped with Expanded Mind

 

Change BoxWanderer Final IconWanderer | Tier 6 Utility |

  • Now grants 20 flat movement speed, changed from 5%

 

 

 

ARAM Changes

Note that ARAM received a mini-rework in Patch 5.8 and a new Summoner Spell for the mode was added – Mark/Dash.

 

Nerf BoxMark Dash Final Icon Mark / Dash

  • Range decreased from 2500 to 1600
  • Cooldown increased from 20 seconds to 40

 


Miscellaneous

Here’s some new loading screen art for Crystal Scar (Dominion), Twisted Treeline (3v3) and the Advanced Tutorial (newbies) that I totally didn’t miss in yesterday’s PBE update.

 

Crystal Scar

CSBackground (1)

 

Twisted Treeline

 

Advanced Tutorial

 

 

Hexakill with Bans

Hexakill returns as a featured game mode, this time with bans added to Champion Select:

 

L3T4NCY New PortraitHi everyone! ^.^/

It’s about that time again and we’re bringing back another of our tried and true modes, Hexakill: Twisted Treeline! This time around we’ve included one important addition; BANS!We heard you guys last time, so we’ve gone and squeezed bans into our Hexakill champion select screen. This is also a good test for us to see how efficiently we can resurrect old modes (it varies wildly from mode-to-mode, but you gotta start somewhere).

Some design notes:
— Let us know what you think of the bans readability in the Hexakill champion select screen.
— Obviously if any bugs, etc come up, let us know in this thread!

[ Link to Post ]

 

 

Hide Eye Candy Menu Option

A new Game tab option will allow players to disable map particles and other clutter.

 

Riot JxE Final PortraitHey all,

Recently we added an option to the Game tab in the menu called “Hide Eye Candy”. Some of our more competitive players requested the the option to hide some of the less subtle movement on Summoner’s Rift. We added the option to disable things like butterfiles, dragonfiles and the water wakes to help competitive players focus on what they care about, the gameplay.

The next PBE deploy should have the hook ups enabled. Let us know if we missed anything that should’ve been added and if you have any other feedback regarding this new option.

Thanks!
~Riot JxE

Edit: Only ambient critters that persist after 1:55 will be disabled by this option. You can continue to perfect the dark ritual necessary to spawn the Duck.

[ Link to Post ]

 

 

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