WIP Post

NOTE: The patch contains mostly bugfixes.


Arcade Sona Changes

Her hair looks different now.

Particles


Ascension Files Datamining

NOTE: Those files were withdrawn from PBE today, so i decided to do some roundup. Have in mind that those datamined values not necessarily are new, they could be hidden stats in other gamemodes too. I didn't list everything, only interesting files.

ASCENSION_Stats Values

  • Key: HeroStats*COMBAT_PLAYER_SCORE - It suggests that there's a combat score. Possibly the gamemode will be played on edited Dominion map (where such score system exist). There also other values like capture/neutalize assist, further confirming it.
  • Key: HeroStats*CONSUMABLES_PURCHASED - I don't remember any stat like this for any mode.
  • Key: HeroStats*ITEMS_PURCHASED - And this too.
  • Key: HeroStats*LONGEST_TIME_SPENT_LIVING - We have time spent dead, but not this.
  • Key: HeroStats*UNREAL_KILLS - Possibly it's legendary kill (next step after pentakill)
  • Key: HeroStats*TOTAL_TIME_CROWD_CONTROL_DEALT - Some sites noted this statistic, but it's still invisible to play
  • Key: HeroStats*WAS_AFK_AFTER_FAILED_SURRENDER - Very possible it's already in the game.

Additional Files

  • AscensionXerath.json
  • AscWardOwnedEncounter.json
  • AscWardNeutralEncounter.json

Champion Changes

Twitch

  • Base Attack Damage is now 49 (down from 52) [Note: reverted from yesterday]

Sona

  • Power Chord [ Passive ] - Tooltip update: "[...]depending on what song Sona last activated." from "[...]depending on what song Sona is currently playing."



Unofficial PBE Patch Notes for 7/22/2014
Posted by News [HTML][XML][PERM][FULL] on 22 July 2014, 2:39 pm

WIP Post

NOTE: The patch contains many bugfixes, so there's very little today. I might have some news on the Ascension speculated game mode. Arcade Sona might have some updates, will check in game.


Champion Changes

Twitch

  • Base Attack Damage is now 49 (down from 52) [Note: reverted from yesterday]

Sona

  • Power Chord [ Passive ] - Tooltip update: "[...]depending on what song Sona last activated." from "[...]depending on what song Sona is currently playing."



League of Legends Cinematic: A New Dawn
Posted by News [HTML][XML][PERM][FULL] on 22 July 2014, 10:28 am

League of Legends Cinematic: A New Dawn

NOTE: Inside news you'll find additional wallpapers for champions from the side. They were protected with spoiler on original site.

Originally Posted by Riot (View Original Source)

Day breaks over a landscape consecrated by blood and steel. A battle begins as a new dawn rises.

Following A Twist of Fate, we created A New Dawn to explore fleshed-out champion interpretations and brutal team fights in ways they’ve never been seen before.


Check out the behind-the-scenes video below for a look at how we tapped into character design, music, animation, and even classic Foley techniques to showcase some of your favorite champions slugging it out for blood, guts, and glory.

Check out the behind-the-scenes video below for a look at how we tapped into character design, music, animation, and even classic Foley techniques to showcase some of your favorite champions slugging it out for blood, guts, and glory.

Behind the Scenes




Important: Unofficial PBE Patch Notes for 7/21/2014 - Major Champion and Item Changes
UPDATE: Added a Lyte post about new banning system.


Statikk Q&A

Originally Posted by Riot (View Original Source)

NOTE: Posts by both players and Statikk are huge, i edited the questions so they won't take too much space. I've left small part about what they talked about. To read them all, check original source. Statikk's answers are untouched.

"Oldschool" mages such as Brand, Malzahar, Cassiopeia, Galio, Viktor or even the newest Vel'koz are pretty much nonexistent in middle lane, especially in competitve play. This has been the issue for years. Is there anything you guys are willing to do about that?

[...]

This is definitely an issue that we have struggled with a lot internally. We call this class of characters the "Immobile Mid-Lane Mages" and I 100% agree with your identification and breakdown of the problem.

I'm definitely on the same page with you when you say Mobility Creep is one of the largest contributors to this. As we've added more and more mobility to the champions in our game (for good reasons - mobile champions are really fun to play, create a lot of "outplay" moments, etc.), the Immobile Mid Mages have fallen off especially in the competitive scene.

The bottom line is that we have done a poor job of valuing Mobility as it relates to the amount of power it gives to a champion's kit. Champions with high mobility need to be paying a larger cost for having that strength, and this is obvious with examples like Kassadin, LeBlanc, or Lee Sin. Mobility is actually a tool that scales extremely well with player skill, pros are able to exploit both the strategic map mobility and tactical in-combat mobility to its fullest extent.




WIP Post

UPDATE: There's another range change for Elise. Also added Lux passive change which was intoduced in last PBE patch, but went unnoticed.


Champion Changes

Elise

  • Basic Attack Range is now 500 (down from 550)
  • Neurotoxin [ Q ] - Range is now 500 (down from 625)
  • Rappel [ E ] - Range is now 700 (down from 925)

Gragas

  • Barrel Roll [ Q ] - Now deals 70% damage to minions
  • Drunken Rage [ W ] - Reduced damage duration is now 2.5 seconds
  • Drunken Rage [ W ] - Now costs 30 mana (up from no cost)
  • Drunken Rage [ W ] - Cooldown is now 8/7/6/5/4 seconds (down from 8/7.5/7/6.5/6)

Janna

  • Howling Gale [ Q ] - Tooltip update:
    Summons a whirlwind, which deals 60/85/110/135/160 (+0.35*AP) magic damage to all enemies in its path and knocks them into the air for 0.5 seconds.

    The whirlwind can be charged for up to 3 seconds.For each second it charges, it deals 15/20/25/30/35 (+0.1*AP) bonus damage, knocks up for an additional 0.25 seconds,and travels 20 % further.

Kayle

  • Intervention [ R ] - Cooldown is now 100/90/80 seconds (down from 110/95/80)
  • Righteous Fury [ E ] - On-hit and splash damage AP ratio is now 0.25*AP (up from 0.2*AP)

Kog'Maw

  • Base Health is now 487 (down from 488)
  • Base Health/lvl is now 87 (down from 88)

Lissandra

  • Ice Shard [ Q ] - Cooldown is now 6/5.25/4.5/3.75/3 seconds (down from 6/5.5/5/4.5/4)
  • Ring of Frost [ W ] - AP Ratio is now 0.4*AP (down from 0.6*AP)

Lucian

  • Relentless Pursuit [ E ] - Cooldown is now 18/17/16/15/14 seconds (up from 14/13/12/11/10)

Lux

  • Illumination [ Passive ] - Now has 0.2*AP ratio
  • Illumination [ Passive ] - Base damage is now 10 + 8*level (from 10 + 10*lvl)

Lulu

  • Whimsy [ W ] - Now costs 65 mana at all ranks (down from 65/70/75/80/85)

Thresh

  • Dark Passage [ W ] - Now gives shield only for Thresh and one ally (from shield for anyone)
  • The Box [ R ] - Walking through additional walls now doesn't deal damage (from half of

Twitch

  • Base Damage is now 52 (up from 49)

Item Changes

Banshee's Veil

  • Now shield refreshes after 40 seconds (up from 25)

Chalice of Harmony

  • Now gives 20 Magic Resist (down from 25)

Deathfire Grasp

  • Active's cooldown is now 90 seconds (up from 60)

Frost Queen's Claim

  • Now gives 2 gold per 10 seconds (down from 4 per 10)

Frostfang

  • Now gives 2 gold per 10 seconds (down from 4 per 10)

Greater Stealth Totem

  • Cooldown is now 90 seconds (down from 120)

Nomad's Medallion

  • Now gives 5 Mana regen per 5 seconds (down from 7 per 5)
  • Now gives 10 Movement speed

Rylai's Crystal Scepter

  • Now gives 400 Health (down from 500)
  • Now gives 100 Ability Power (up from 80)

Talisman of Ascension

  • Now gives 15 Health Regen per 5 seconds (up from 10 per 5)
  • Now gives 20 Movement Speed
  • Now gives 10% Cooldown Reduction (down from 20%)

Summoner Spells Changes

Exhaust

  • Now reduces enemy Armor and Magic Resist by 10
  • Damage reduction is now 40% (down from 50%)

Heal

  • Now heals for 75 + 15*level



Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 21 July 2014, 1:24 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow.

<table> <tbody> <tr> <td></td> <td></td> <td></td> <td></td> <td></td> </tr> <tr> <td></td> <td></td> <td></td> <td></td> <td></td> </tr> </tbody> </table>



ricklessabandon on Future PBE Changes

Originally Posted by Riot (View RedTracker Source)

my changes should be in the next pbe deploy. should include changes to lissandra, dfg, rylai's, talismen, frost queen's, exhaust, and heal


Originally Posted by Riot (View RedTracker Source)

the experimental changes are just that—i'm just trying to gather data on what kind of actives might work (mostly cast paradigms, how mana costs work with them, etc). at some point muramana's active will be changed (or at least adjusted for balanced), but that time isn't in the immediate future from what we've been seeing.




Important: Unofficial PBE Patch Notes for 7/18/2014 - Major Champion Changes, BFT Nerf
Important: Did Quill Coat Change Anything?


Statikk is Making Q&A on July 21

Originally Posted by Riot (View Original Source)

Hey all,

Statikk here. I'm a designer on the live gameplay & balance team, but in the past I've also handled reworks for Sivir, Evelynn and Kassadin. These days I'm focused mostly on the changes we make to the live game, so whether you’re wondering how champs are picked for modifications or you want to talk about recent changes we've made (or haven't made), feel free to ask here.

Final note: the Q&A won't go live until Monday, July 21 from 12:00 PM PST until 2:00 PM PST, but start asking your questions NOW and I'll answer as many as I can on Monday.

-Statikk




WIP Post

UPDATE: Eve's Q AP removal was only a diff bug, but still received a nerf - from 0.45*AP to 0.35*AP


Guqin Sona Model/Texture Update

Arcade Sona Texture Update


Champion Changes

Context on Vayne changes

Originally Posted by Riot (View Original Source)

Hey guys, just wanted to let you know that we put out a bugfix on PBE for Vayne where her Tumble had a higher bonus AD ratio while she had Final Hour active. Since we wanted to fix the bug without actually reducing the power of the champion, we compensated by increasing the bonus AD she gets for Ulting, making this mostly a power-neutral change, not a buff or nerf.

As an aside, she's getting some small AS per level buffs. Nothing huge, but a few more Silver Bolts procs never hurt anyone.

Braum

  • Glacial Fissure [ R ] - Knockup duration is now 1/1.25/1.5 seconds (down from 1.5 at all ranks)
  • Glacial Fissure [ R ] - Now slows for 40/50/60% (down from 60% at all ranks)

Evelynn

  • Hate Spike [ Q ] - Now deals 30/45/60/75/90 damage (down from 40/60/80/100/120)
  • Hate Spike [ Q ] - Scaling AP ratio is now 0.35*AP (down from 0.45*AP)
  • Hate Spike [ Q ] - Now costs 12/18/24/30/36 mana (down from 16/22/28/34/40)

Graves

  • Buckshot [ Q ] - Additional damage per bullet is now 40% (up from 35%)
  • Collateral Damage [ R ] - Impact damage now deals 250/400/550 damage (up from 250/350/450)
  • Collateral Damage [ R ] - Explosion damage now deals 200/320/440 damage (up from 200/280/360)

Hecarim

  • Rampage [ Q ] - Now costs 24/26/28/30/32 mana (down from 24/28/32/36/40)

Kog'Maw

  • Base Health is now 488 (down from 524)
  • Base Health/lvl is now 88 (up from 84)
  • Caustic Spittle [ Q ] - Now reduces resistances by 12/16/20/24/28% (down from 20/22/24/26/28%)

LeBlanc

  • Distortion [ W ] - Now costs 80/85/90/95/100 mana (down from 80/90/100/110/120)

Lee Sin

  • Safeguard / Iron Will [ W ] - Shield now lasts for 2 seconds (down from 4)
  • Tempest / Cripple [ E ] - Attack Speed slow has been REMOVED (from 20/30/40/50/60%)

Lucian

  • Relentless Pursuit [ E ] - No longer removes slow effects.

Lulu

  • Glitterlance [ Q ] - Minimal slow AP ratio has been REMOVED (from 0.5*AP%)
  • Whimsy [ W ] - Movement Speed buff duration is now 3/3.5/4/4.5/5 seconds (down from 5 at all ranks)

Nami

  • Base Movement Speed is now 335 (down from 340)
  • Ebb and Flow [ W ] - Cooldown is now 10 seconds at all ranks (up from 9)

Sivir

  • On The Hunt [ R ] - Initial Movement Speed boost now decays after 2/4/6 seconds (up from 2/3/4)

Sona

  • Hymn of Valor [ Q ] - Now deals 40/80/120/160/200 damage (down from 50/100/150/200/250)
  • Hymn of Valor [ Q ] - Now costs 45/50/55/60/65 mana (down from 55/60/65/70/75)
  • Hymn of Valor [ Q ] - Cooldown is now 8 seconds at all ranks (down from 10)
  • Song of Celerity [ E ] - Cooldown is now 12 seconds at all ranks (up from 10)
  • Crescendo [ R ] - Now says "Song of Celerity also gains increased power in Sona's self buff."

Tristana

  • Explosive Shot [ E ] - Active now deals 80/125/170/215/260 damage over 5 seconds (down from 110/150/190/230/270)
  • Rocket Jump [ W ] - Slow duration is now 1/1.5/2/2.5/3 seconds (from 2.5 at all ranks)

Vayne

  • Base Attack Speed/lvl is now 4% (up from 3.1%)
  • Final Hour [ R ] - Now gives 30/50/70 Bonus Attack Damage (from 25/40/55)

Vel'Koz

  • The latest changes to his ultimate has been reverted to live

Item Changes

Blackfire Torch

  • Active's cooldown is now 90 seconds (up from 60)



Meddler Q&A Once Again and Skin Sale
Posted by News [HTML][XML][PERM][FULL] on 17 July 2014, 11:00 pm

Important: Unofficial PBE Patch Notes for 7/17/2014 - New Vi and Ezreal Skins, Massive Splash Art Update, Champion Changes


Meddler Q&A Once Again

Originally Posted by Riot (View Original Source)

I am studying to make games and i love the methods of balance yet variety that league offers, this also including a kinda rock-paper-scissors mentality.

So what i wanna know is, are champions in development required to have a champion that they are weak against/ is strong against them before it can be release?

Another question is, does the ever growing number of champions cause problems in balancing the game or does it somewhat solve a problem of balance?

We do want champions to have identified weaknesses, we don't want those weaknesses to be specific to a single other champion though. Many mages for example are vulnerable if you're able to dive them, which gives the other team a range of possible picks that can accomplish that. Having a single counterpick on the other hand can lead to very binary performance (did you ban out your counterpick? If so, grats, you win, if not you'll get stomped) and lack of choice for the opposition.



WIP Post


Debonair Ezreal and Vi


Massive Splash Art Update

Originally Posted by Riot (View Original Source)

Hey dudes and dudettes!

Wanted to jump on here to let you guys know about some skin splash changes headed to PBE. Specifically, we're replacing the splash art for around 32 skins (For right now, no bases). Some of you may recognize these splashes from other League of Legends regions.

We're constantly seeking to improve LoL across the board, and splashes are no different - as you may have noticed, we've been concentrating on base splash updates in recent patches. As with other art assets, a lot splashes in League have aged over time. We 100% want to improve all of this out-of-date content, but for now a lot of our work is focused specifically on updating base champion splashes.

This led us to seek out stopgap measures for showing love to some of the most out of style splashes where we already have better alternatives available (cough...Grandma Lux). To reiterate, this is a temporary step focused on, right now, only the worst offenders.

Let us know what you think!

FAQ:

Why didn't you do this sooner? The art style for these splashes was a bit different from our visual target, and we didn't want to create a long-term rift in our splash content. However, due to the amount of time and resources we need to bring these splashes fully up to our visual target, we have reconsidered some temporary solutions for these splashes.

Why didn't you change X splash? We specifically picked splashes that met the goals of this small update, so there could be several reasons:

  1. We feel the current splash is of higher or comparable quality (We’re looking for instances where there is a noticeable upgrade.)
  2. Alternatives are too drastically different from current splash or in-game model (we're looking to improve overall cohesion in addition to just visual quality.)

What if I don't like X splash? Let us know! The goal here is to improve, not detract

Why are these only skin splashes? This change is a stopgap for a few skins while we focus hard on updating base splashes to our current style target. These splashes are a bit more sensitive given that they're more highly visible (e.g. minimap icons, champion select, etc...). In general, we're looking to err on the side of caution where there's a very clear quality increase with little risk of confusion.

Changelist: [...]

Noxus Hunter Anivia                     Red Riding Annie

Rusty Blitzcrank                     Goalkeeper Blitzcrank

Desperada Cassiopeia                     Siren Cassiopeia

Mr. Mundoverse                     Tango Evelynn

Minuteman Gangplank                     Dreadknight Garen

Alien Invader Heimerdinger                   Blast Zone Heimerdinger

Nightblade Irelia                     Aviator Irelia

Commando Jarvan IV                    Silver Kayle

Viridian Kayle                     Sorceress Lux

Chosen Master Yi                     Candy Cane Miss Fortune

Pharaoh Nasus                     Snow Bunny Nidalee

Leopard Nidalee                     Ravager Nocturne

Forsaken Olaf                     Glacial Olaf

Ruthless Pantheon                    Noxus Poppy

Frozen Shen                     Hextech Singed

Black Belt Udyr                     Curling Veigar

Chrome Rammus

NOTE: He wasn't included in the Riot's list


Champion Changes

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v592 / Air PBE v652)</th><th class="new-value">New (Game PBE v594 / Air PBE v652)</th></tr> <tr class="modified"> <td class="key" colspan="2">SonaSong of Celerity [ E ]File: SonaE.inibinKey: game_spell_displayname_SonaE</td> </tr> <tr> <td class="old-value">Active: Grants Sona % (+0.04*AP%) Movement Speed that decays over time and creates an aura of Celerity around her. Allies touched by the aura gain % (+0.04*AP%) Movement Speed for 1.5 seconds, and Sona increases the duration of her aura by 0.5 seconds.

Power Chord - Tempo: Slows an enemy by 40% (+0.075*AP%) for 2 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>65 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000 </dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>10/10/10/10/10 Seconds</dd></dl></td> <td class="new-value">Active: Grants Sona % (+0.04*AP%) Movement Speed that decays over time and creates an aura of Celerity around her that lasts 3 seconds. Tagging an ally with the zone grants the ally % (+0.04*AP%) Movement Speed for 1.5 seconds, and Sona increases the duration of her aura and her own Movement Speed buff by 0.5 seconds.

Power Chord - Tempo: Slows an enemy by 40% (+0.075*AP%) for 2 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>65 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>360 </dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>10/10/10/10/10 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">VarusChain of Corruption [ R ]File: VarusR.inibinKey: game_spell_displayname_VarusR</td> </tr> <tr> <td class="old-value">Varus flings out a tendril of corruption that deals 150/250/350 (+1*AP) magic damage and immobilizes the first enemy champion hit for 2 seconds.

The corruption then spreads towards nearby uninfected enemy champions, applying the same damage and immobilize if it reaches them.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>120/105/90 Seconds</dd></dl></td> <td class="new-value">Varus flings out a tendril of corruption that deals 150/250/350 (+1*AP) magic damage and immobilizes the first enemy champion hit for 2 seconds.

The corruption then spreads towards nearby uninfected enemy champions, applying the same damage and immobilize if it reaches them.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>110/90/70 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">Vel'KozLife Form Disintegration Ray [ R ]File: VelkozR.inibinKey: game_spell_displayname_VelkozR</td> </tr> <tr> <td class="old-value">Vel'Koz channels a ray of energy that follows the cursor for 2.5 seconds, dealing Magic Damage up to a total of 300/450/600 (+1.5*AP), and slows enemies hit by 15 % for 1 second. Adds a stack of Organic Deconstruction every 0.5 seconds.

Can be cancelled by recasting.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1575</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>130/110/90 Seconds</dd></dl></td> <td class="new-value">Vel'Koz channels a ray of energy that follows the cursor for 2.5 seconds, dealing Magic Damage up to a total of 350/475/600 (+1.5*AP), and slows enemies hit by 15 % for 1 second,stacking up to 5 times. Adds a stack of Organic Deconstruction every 0.5 seconds.

Can be cancelled by recasting.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1575</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>130/110/90 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">Vel'KozVoid Rift [ W ]File: VelkozW.inibinKey: game_spell_displayname_VelkozW</td> </tr> <tr> <td class="old-value">Vel'Koz opens a rift to the void that deals 30/50/70/90/110 (+0.25*AP) Magic Damage. After a delay, it deals an additional 45/75/105/135/165 (+0.375*AP) Magic Damage. Both hits add a stack of Organic Deconstruction.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>50/55/60/65/70 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1150 </dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>1.5 Seconds</dd></dl></td> <td class="new-value">Vel'Koz opens a rift to the void that deals 30/50/70/90/110 (+0.25*AP) Magic Damage. After a delay, it deals an additional 45/75/105/135/165 (+0.375*AP) Magic Damage. Both hits add a stack of Organic Deconstruction.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>50/55/60/65/70 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1050 </dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>1.5 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">ZiggsMega Inferno Bomb [ R ]File: ZiggsR.inibinKey: game_spell_displayname_ZiggsR</td> </tr> <tr> <td class="old-value">Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take 250/375/500 (+0.9*AP) magic damage. Enemies farther away take 80 % damage. Minions take double damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>5300</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>120/105/90 Seconds</dd></dl></td> <td class="new-value">Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take 250/375/500 (+0.9*AP) magic damage. Enemies farther away take 80 % damage. Minions take double damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>5300</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>120/120/120 Seconds</dd></dl></td> </tr> </tbody> </table>

Item

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v592 / Air PBE v652)</th><th class="new-value">New (Game PBE v594 / Air PBE v652)</th></tr> <tr class="modified"> <td class="key" colspan="2">EntropyFile: 3184.inibinKey: entropy</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Entropy</dt><dd class="p-tooltip-item total-cost">Item Cost: 2700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 500 </dd><dd class="p-tooltip-item passive">+275 Health
+55 Attack Damage

UNIQUE Passive - Rage: Basic attacks grant 20 Movement Speed for 2 seconds on hit. Kills grant 60 Movement Speed for 2 seconds. This Movement Speed bonus is halved for ranged champions.
UNIQUE Active: For the next 5 seconds, basic attacks reduce the target's Movement Speed by 30% and deal 80 true damage over 2.5 seconds on hit (60 second cooldown).

(Unique Passives with the same name don't stack.) </dd></dl>
  • Entropy

    • Phage

      • Ruby Crystal

      • Long Sword

    • Pickaxe

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Entropy</dt><dd class="p-tooltip-item total-cost">Item Cost: 2700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 500 </dd><dd class="p-tooltip-item passive">+275 Health
+55 Attack Damage

UNIQUE Passive - Rage: Basic attacks grant 20 Movement Speed for 2 seconds on hit. Kills grant 60 Movement Speed for 2 seconds. This Movement Speed bonus is halved for ranged champions.
UNIQUE Active: For the next 5 seconds, basic attacks reduce the target's Movement Speed by 30% and deal 80 true damage over 2 seconds on hit (60 second cooldown).

(Unique Passives with the same name don't stack.) </dd></dl>
  • Entropy

    • Phage

      • Ruby Crystal

      • Long Sword

    • Pickaxe

</td> </tr> </tbody> </table>


Important: Unofficial PBE Patch Notes for 7/16/2014 - New Profile Icon, Sona's Hair Update, Vel'Koz Changes
Important: [4.12] Patch Rundown, [4.13] Live Gameplay Forecast


[4.13] Live Gameplay Forecast Q&A

Originally Posted by Riot (View Original Source)

This patch will have a fair amount of champions with relatively small amounts of changes, so it probably wasn't worth going through all of them here. Rest assured the 4.13 notes will be substantially thicker than the forecast. :)
So, I have to question, as far as increasing marksman diversity, do you intend to attempt to bring back high-AD lane bully carries like Graves, albeit in a lesser position than Lucian was, or are you happy to bring immobile, high damage ADCs such as Tristana, Kog'Maw, or perhaps even Twitch back? Do carries like Varus and Jinx meet the criateria for what you want to bring back? I do so enjoy Varus.

Ultimately, our goals for all marksmen are for each one to feel like they have specific aspects of the game they excel at, and have item paths to facilitate them succeeding. The BT and Essence Reaver changes should give some help to carries like Graves or Ezreal, who feel like they're a little under par right now. That said, we know some of the heavy auto-attack centric hyperscalers like Tristana and Kog'maw are very strong right now, and while we like seeing those guys picked in the game, we don't want them to be the only choice for marksman players.




[4.12] Patch Rundown, [4.13] Live Gameplay Forecast
Posted by News [HTML][XML][PERM][FULL] on 16 July 2014, 7:41 pm

Important: Unofficial PBE Patch Notes for 7/16/2014 - New Profile Icon, Vel'Koz Changes

Patch Rundown – 4.12

Originally Posted by Riot (View Original Source)


Hey guys,

We’re piloting the first episode of (what we hope to be!) a new video series, the Patch Rundown! These videos will focus on the contents of the latest patch before opening up a discussion between Riot designers and guests. Patch 4.12 introduces jungle timers along with changes to Alistar, Lucian and more - hit play for the full rundown and patch discussion featuring Statikk and Nome from Riot Games and Snoopeh from Evil Geniuses. 

We’ll improve future videos with the feedback you leave us, so add in your comments below!




WIP Post


New Profile Icon


Champion Changes

Vel'Koz

  • Void Rift [ W ] - Range is now 1150 (from 1050)
  • Life Form Disintegration Ray [ R ] - Now deals up to 300/450/600 damage (down from 500/700/900)
  • Life Form Disintegration Ray [ R ] - Scaling is now 1.5*AP (up from 0.6*AP)
  • Life Form Disintegration Ray [ R ] - Now slows by 15% (down from 20%)

Item Changes

Tooltip Update on following items:

  • Grez's Spectral Lantern
  • Hextech Sweeper
  • Quill Coat (TT)
  • Spirit of the Ancient Golem (TT)
  • The Lightbringer

Unique Active is now called Hunter's Sight




Important: Unofficial PBE Patch Notes for 7/15/2014 - New LoL Patcher & Landing Page, Updated Sona Model/Textures, Champion Changes
Important: Patch 4.12 Notes


Meddler Q&A Continuation

Originally Posted by Riot (View Original Source)

Thank you for the response! While it is a shame that Omen will not get to join the game it is nice to see that there is some chance to see a champion that looks somewhat like him. I think one of the best aspects of Omen was his striking appearance he looked menacing, sinister, and yet at the same time somewhat playful. Aesthetically speaking he reminds me of a slightly more demonic cheshire cat from alice and wonderland haha. Also thank you for getting back to me on the Gangplank issue I am looking forward to your response.

We've got some concepts that hit on that sort of menace, and others that do playful that you might find interesting assuming they work out, nothing that quite hits on that exact combination at present though. Agree that's a cool space, impression I get is that Omen didn't deliver on that potential though.

Gangplank wise we've got a direction we like and plan to follow at some point, as Gmang discussed a while back. He's not one of our main priorities at the moment though, so will be a way off still. Apologies that's pretty vague.




Patch 4.12 Notes
Posted by News [HTML][XML][PERM][FULL] on 15 July 2014, 4:47 pm

Patch 4.12 Notes

NOTE: Quick format done, i'll do the rest after the PBE patch

Originally Posted by Riot (View RedTracker Source)

Hey Summoners,

Welcome to patch 4.12! With only a few patches between now and the League of Legends World Championships, our focus is on the competitive scene and the things we can do to ensure the landscape is diverse and healthy. Part of how we're accomplishing this goal is to look at champions who are skewing champion select in one way or another while also looking to healthy "almost there" champions, like Alistar or Ahri. For either side (strong or weak champions), our main philosophy is to look for strengths to highlight while also emphasizing weaknesses. This ensures a champ can hold onto their strategic value while still having meaningful tradeoffs. You'll also hear me repeat this many times. Too bad.

For you Twisted Treeline fans, we've got two item overhauls with Grez's Spectral Lantern and The Lightbringer (they're now two separate item lines with different functionality), so be sure to read up before hopping into your 3s game.

Final thing: we'll also be shipping jungle timers with patch 4.12! Read just below for a rundown on those but, as part of our focus on gameplay clarity, we want to ensure that the right skills are being rewarded in League of Legends. In the case of jungle timers, we want to focus on the meaningful choices you make with the information you've earned, rather than the quick arithmetic you can do with the clock. Also be sure to read our dev blog on Clarity for more philosophy!

And that's it for now! Read up on the changes below, and we'll see you next patch!

Jungle Timers

We want League to be all about the smart decisions you make in the moment and how you make plays around those moments, rather than how well you can track certain timers. There's definitely skill in memorizing information, but our philosophy on gameplay clarity is making sure that skillful decisions can be made with the right information and that players are fighting each other, not the system.

The information you get through clearing an objective is important stuff you've already earned, so we wanted to clarify that through jungle timers. It's also worth mentioning that jungle timers aren't adding new information that hasn't been there before, as they follow the same rules as minimap icons.
  • Jungle timers have been added to the game!
    • Jungle timers currently track the next spawn time of: enemy / team Elder Lizard, enemy / team Ancient Golem, Dragon, and Baron
    • Timers will only start tracking a camp if you or a teammate directly witness a monster camp being fully cleared (similar to minimap icons)
    • If you manage to snipe Baron or Dragon without vision, the timer will set itself off
    • You can access jungle timers by pressing TAB (default key) through the scoreboard. They'll be at the top of the screen.
    • We've also updated monster minimap icons! Check them out!

Champions

Ahri

Q does a little more damage and costs less mana.

Ahri's a cool fox gal that we'd like to see more of, but she's currently sitting just below the top-tier mid picks. That said, we don't think she needs too many buffs to keep up, so we focused on her ability to push the wave more efficiently so she can find more opportunities to roam.

Q - Orb of Deception

COST 70/75/80/85/90 mana 55/60/65/70/75 mana
ABILITY POWER RATIO 0.325 (total: 0.65) 0.35 (total: 0.7)

Alistar

Ali's mana costs are lower, and his ult now reduces tons of damage, even at lower levels. In exchange, Ali's jungling is weaker.

We really want to bring Alistar back up as a support, but our challenge has been to make sure he doesn't also take up his crown of jungling cow king from the days of old. Access to a 'mini' Malphite Unstoppable Force at level 2 (via his Headbutt + Pulverize combo), combined with guaranteed tower dives and the ability to punt people away from safety makes for a pretty oppressive gank-train from the jungle. We want to give Ali the things he needs to succeed but, like we did with Maokai, we also want to make sure he's in a healthy position to do so. There's a little concern that having 70% damage reduction at level 1 Unbreakable Will might make Alistar a little too good at tower diving (even as a support), but we'll see how these changes affect him first.

Passive - Trample

removedJUNGLE COW No longer deals double damage to monsters

Q - Pulverize

STUNNING LANDING Pulverize now correctly matches its visuals by applying a 1.5 second knockup 1 second knockup followed by a 0.5 second stun (functionally should remain the same)
COST 70/80/90/100/110 mana 65/70/75/80/85 mana

W - Headbutt

COST 70/80/90/100/110 mana 65/70/75/80/85 mana

R - Unbreakable Will

newYOU CAN'T MILK THOSE Damage reduction now applies instantly, rather than after the spell animation
DAMAGE REDUCTION 50/60/70% 70/70/70%

Caitlyn

And the Yasuos around the world rejoiced.

General

PSYCHIC BULLETS Fixed a bug where Caitlyn's basic attacks were registering as attacks before they visually hit the target

Ezreal

Ezreal can now hit himself with Essence Flux if he can find a way to get ahead of it. Use with caution please.

Just E into it.

W - Essence Flux

newJUST E INTO IT Essence Flux can now hit Ezreal in addition to his allies

Garen

This one's for all you Garen junglers out there.

E - Judgment

AOE ON AOE Garen can now (again) use Tiamat / Ravenous Hydra while spinning

Kassadin

W's cooldown has gone up, Force Pulse slows for a lot but for a shorter period of time.

This guy. Again.

Currently, our focus is on Kass's super snowballing potential where, when he's ahead, he can help both himself and his team succeed by constantly slowing and punching people in the face. We still don't want to go after Kass's iconic Riftwalk (as that's clearly his core strength), but these changes mean Kass will have less offensive windows to go in.

W - Nether Blade

COOLDOWN 6 seconds 9 seconds

E - Force Pulse

SLOW DURATION 3 seconds 1 second
SLOW AMOUNT 30/35/40/45/50% 50/60/70/80/90%

Kha'Zix

We're doing a little follow-up for Kha'Zix, especially with our previous tanky jungler and marksman buffs.

Q - Taste Their Fear

PHYSICAL DAMAGE 55/80/105/130/155 70/95/120/145/170

Lucian

Lucian's attack ranges have gone down, but E's cooldown will now get reduced with every hit from Lucian's passive. E also has no mana cost, so Lucian will be dashing quite a bit in the mid to late game.

Our design philosophy when approaching a strong champion is to highlight their strengths while also emphasizing their weaknesses (I told you we'd be repeating this a lot). This mostly relates to the concept of meaningful choices, where we want that champ to maintain their strategic value while also having some tradeoff that enemies can play against. Specifically for Lucian, his high generic power (a strong early and late game, high burst, high mobility, etc) meant he could just be blindly picked without much consideration for the enemy team. For a while, this is what made Lucian such a strong competitive pick - he could adapt to any team and could still perform well.

Ultimately our changes are focused on highlighting some of Lucian's strengths as a spell-slinging, mobile marksman, while also emphasizing new weaknesses - like having a lower range. At higher levels with some items (cooldown reduction!!!), Lucian can fluidly chain Es together as long as he has a target to hit with his passive. This also means Lucian will be one of the most mobile mid-range ADCs in teamfights (there are some concerns that he'll be... too mobile thanks to E removing all slows, but we'll keep a close eye here). Having a lower range, however, also means Lucian will need to take more risks in order to get E's cooldown back up, and he might have some tougher matchups during the laning phase (where before he could win almost any lane). This gives us a lot more space to emphasize Lucian's unique traits, and we'll be watching how he performs after these changes.

General

ATTACK RANGE 550 500
BASE MOVEMENT SPEED 330 335
BASE HEALTH 470 500
BASE ATTACK DAMAGE 49 52

Passive - Lightslinger

THE DOUBLE TAP RULE Fixed a bug where sometimes Lightslinger would fail to kill a champion because it incorrectly predicted that the first shot would be enough and would use the second shot to last hit a minion. Lightslinger will now always follow the double tap rule by shooting a near-dead champion twice to secure the kill.

Q - Piercing Light

newFARMCIAN Piercing Light now deals 75% 100% damage to minions
CAST RANGE 550 500
COST 60/65/70/75/80 mana 50/55/60/65/70 mana

E - Relentless Pursuit

newNOW WITH MORE RELENTLESSNESS Cooldown is now reduced by 1 second per Lightslinger (passive) hit, doubles against enemy champions (2 second reduction per hit, 4 seconds total for a full passive proc)
newNOW WITH MORE PURSUIT 60/45/30/15/0 mana 0 mana at all ranks
newSMOOTH SHOOTER Lucian now resets his basic attack timer upon dashing
COOLDOWN 18/16/14/12/10 seconds 14/13/12/11/10 seconds
removedCULLED Relentless Pursuit no longer resets on kill during The Culling

Nautilus

Passive - Staggering Blow

SECRET STAGGERING Fixed a bug where Nautilus' enemies could see his countdown indicator

Quinn

Some bugfixes for Quinn to give her a little more consistency in play.

E - Vault

LOOK VAL, SNACKS Now always causes Valor to immediately mark the target, even if Valor is in the process of marking another nearby enemy
PROPER FORM Fixed a bug where Quinn would sometimes propel herself in the wrong direction

Rengar

This bugfix might be a significant hit to Rengar's jungling effectiveness (he was proccing Madred's Razors twice), but we'll track his performance over time.

General

A FINE COLLECTION Rengar will now correctly say a line whenever he upgrades his Bonetooth Necklace

Q - Savagery

BUGFIX Fixed a bug where Savagery was triggering on-hit effects twice

Vel'Koz

Q - Plasma Fission

KNOWLEDGE THROUGH DISINTEGRATION Plasma Fission will now split after Vel'Koz has died

Yasuo

E - Sweeping Blade

BUGFIX Fixed a bug where Sweeping Blade sometimes didn't count as a spellcast for various items and champion abilities

Ziggs

Passive - Short Fuse

SHORTER FUSE Fixed a bug where Satchel Charge wasn't properly reducing Short Fuse's cooldown

Items

The Bloodthirster

Bloodthirster now gives even more life steal and the shield decays slower. The max shield, however, has been reduced, and Bloodthirster's life steal is now unique (to itself).

We made Bloodthirster a bit generic when we reworked the passive to a shield, because its other stats (life steal and AD) could be nabbed via other items just as easily. These changes are to push Bloodthirster as the sustain / defense item for anyone who wants to pick up AD along the way. As an aside, the UNIQUE life steal on Bloodthirster means you can't stack BTs for +40%/+60% extra life steal, but it'll still stack with any other life steal items like Vamp Scepter, Blade of the Ruined King, Ravenous Hydra, etc.
LIFE STEAL 15% 20%
newUNIQUENESS Life Steal is now UNIQUE
BLOODY SHIELD 50 - 440 50 - 350
TIME BEFORE SHIELD DECAYS 15 seconds 25 seconds

Essence Reaver

Now builds out of B.F. Sword and gives 80 attack damage. We just re-stated the changes in a sentence.

We were a little safe with Essence Reaver because there are a few champions who can get crazy strong with a mana-focused item. After seeing it in the wild, however, Essence Reaver just wasn't giving enough of a power spike for anyone building it, so we're rectifying that to make it more attractive as a pickup.
RECIPE Pickaxe + Vampiric Scepter + 975 gold B.F. Sword + Vampiric Scepter + 1050 gold
TOTAL COST 2650 gold 3400 gold
ATTACK DAMAGE 60 80

Ardent Censer

+10 AP. Literally.

We were also pretty conservative with Arden Censer, given its high potential as an item (attack speed for everyone!). So... we gave it more AP.
ABILITY POWER 30 40

Manamune

Now builds out of Pickaxe instead of Longsword, costs a little more and has slightly more AD.

Making this change lets us smooth out the build path for Manamune rather than front-loading it with cheap items and then waiting a full 1000g+ to upgrade.
RECIPE Tear of the Goddess + Longsword + 1040 gold Tear of the Goddess + Pickaxe + 625 gold
TOTAL COST 2100 gold 2200 gold
ATTACK DAMAGE 20 25

Sunfire Cape

Now with sunnier fire. Or fierier sun. BOTH?!
CLARITY Damage aura visuals are now more fiery and aggressive

Summoner Spells

Exhaust

Earlier in the season, we updated the visual and sound effects of our summoner spells. We're happy with the changes, but in Exhaust's case, we think combining the fidelity of our Exhaust update with the visual impact of old Exhaust gets us the best of both worlds.
CLARITY Vsuals have been updated to improve readability

Howling Abyss

removedJungle Items

The following jungle items have been removed from the Howling Abyss:

  • Hunter's Machete
  • Spirit Stone
  • Quill Coat
  • Spirit of the Ancient Golem
  • Spirit of the Elder Lizard
  • Spirit of the Spectral Wraith

Twisted Treeline

Fixing some bugs we found with Twisted Treeline, along with a small balance tweak for the Ichors, which are statistically very strong so we wanted to trim just a bit of their power.

Jungle Monsters

UNHEALTHY MONSTERS Fixed a bug where all monsters (not just the big ones) were giving a regeneration sigil

Ichor of Rage

DURATION 4 minutes 3 minutes

Ichor of Illumination

DURATION 4 minutes 3 minutes

Spirit of the Ancient Golem

removedWARDING ACTIVE Ward active ability has been removed for Twisted Treeline
newUNIQUE PASSIVE Now has UNIQUE passive Trap Detection: Nearby stealthed enemy traps are revealed
newUNIQUE ACTIVE Now has UNIQUE active Trap Detection: Covers a target area in a stealth-detecting mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds (60 second cooldown)

Twisted Treeline and Crystal Scar

Kayle

R - Intervention

COOLDOWN 100 / 90 / 80 seconds 110 / 95 / 80 seconds

Lord Van Damm's Pillager

DAMAGE 70 80

Twisted Treeline, Crystal Scar & Howling Abyss

We're buffing Grez's Lantern to help it keep up with the other jungle items on these maps. The newly revamped Lightbringer is to give marksmen a more enticing vision-focused item on the map.

new Grez's Spectral Lantern

This item has been remade - we will be listing only the new stats!

removedMAPS Grez's Lantern is no longer available on Howling Abyss and Crystal Scar
RECIPE Madred's Razors + Long Sword + Dagger + 180 gold (total cost: 1765 gold)
ATTACK DAMAGE +15
ATTACK SPEED +30%
UNIQUE PASSIVE Now has UNIQUE passive Maim: Basic attacks against monsters deal 50 bonus magic damage and restore 8 health
UNIQUE PASSIVE Owner now gains +30% increased gold from monsters
UNIQUE PASSIVE Now has UNIQUE passive Trap Detection: Nearby stealthed enemy traps are revealed
UNIQUE ACTIVE Now has UNIQUE active Trap Detection: Covers a target area in a stealth-detecting mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds (60 second cooldown)

new The Lightbringer

This item has been remade - we will be listing only the new stats!

RECIPE Wicked Hatchet + Cloak of Agility + 350 gold (total cost: 2280 gold)
ATTACK DAMAGE +30
CRITICAL STRIKE CHANCE +30%
CRITICAL VISION Critical strikes now cause the target to bleed for an additional 90% of your bonus attack damage as physical damage over 3 seconds and are revealed for the duration of the bleed.

Intro Bots

Intro Bots is a new difficulty of Co-Op vs. AI designed for players brand new to League of Legends. In addition to changes to bot AI, there are a variety of tutorial-style features designed to help new players pick up some of League's basic lessons over the course of a few games. Check out our dev blog to get the full scoop on how we're approaching the onboarding experience.
  • Intro is now the default level of Co-op vs. AI for new players
  • Players above Summoner Level 10 will receive reduced IP/XP rewards and can't earn their First Win of the Day bonus from the Intro Bots queue

New Audio Engine

Back in 4.7, we started a multi-patch process to ship files for our new audio engine. We're happy to announce that process is now complete and the engine will be going live with 4.12! Our new audio engine brings a few immediate improvements, but more importantly will help us focus on providing a more immersive and engaging League of Legends experience moving forward. Check out our earlier post for more details!
  • Made improvements to stereo imaging and panning
  • Added proper support for Surround Sound
  • Made subtle improvements to audio clarity

Bugfixes

  • Smoothed out a few small delays when the item shop, options menu and death recap are opened for the first time in a match
  • Fixed a graphical bug with start-of-game tips
  • Fixed a bug that occasionally applied duo queue restrictions to queues other than ranked solo/duo
  • Players who have negative LP from dodging ranked queues can no longer automatically reset their LP to 0 with a single ranked win
  • Fixed a bug that occasionally caused players with low LP to be demoted when losing a ranked match that would drop them to 0 LP
  • Fixed an issue with ranked teams sometimes not being promoted after winning a promo series
  • Fixed an issue with players sometimes being unable to join a new ranked team after leaving another

Upcoming Skins

The following skins will be released at various times during Patch 4.12:





WIP Post


New LoL Patcher

NOTE: The landing page is probably there as well!

LoL Patcher Icon


 Champion Changes

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v590 / Air PBE v650)</th><th class="new-value">New (Game PBE v591 / Air PBE v650)</th></tr> <tr class="modified"> <td class="key" colspan="2">SonaFile: Sona.inibinKey: game_character_displayname_Sona</td> </tr> <tr> <td class="old-value">
Sona Maven of the Strings
  • Damage: 50(+3 per level)
  • Health: 450(+70 per level)
  • Mana: 310(+45 per level)
  • Movement Speed: 330
  • Armor: 15.3(+3.3 per level)
  • Magic Resist: 30
  • Health Per 5 Sec: 4.5
  • Mana Per 5 Sec: 7
  • Range: 550
</td> <td class="new-value">
Sona Maven of the Strings
  • Damage: 50(+3 per level)
  • Health: 450(+70 per level)
  • Mana: 310(+45 per level)
  • Movement Speed: 330
  • Armor: 18.3(+3.3 per level)
  • Magic Resist: 30
  • Health Per 5 Sec: 4.5
  • Mana Per 5 Sec: 7
  • Range: 550
</td> </tr> </tbody> </table>

Lore No Lore changes in this Patch. Ability

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v590 / Air PBE v650)</th><th class="new-value">New (Game PBE v591 / Air PBE v650)</th></tr> <tr class="modified"> <td class="key" colspan="2">BraumGlacial Fissure [ R ]File: BraumRWrapper.inibinKey: game_spell_displayname_BraumRWrapper</td> </tr> <tr> <td class="old-value">Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line that slows enemies.

Enemies hit take 150/250/350 (+0.6*AP) magic damage. The first champion hit is knocked up for 1.5 seconds, subsequent enemies are knocked up briefly.

For the next 4 seconds enemies that enter the area are slowed by 60 % for 1.5 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1250</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>140/120/100 Seconds</dd></dl></td> <td class="new-value">Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line that slows enemies.

Enemies hit take 150/250/350 (+0.6*AP) magic damage. The first champion hit is knocked up for 1.5 seconds, subsequent enemies are knocked up briefly.

For the next 4 seconds enemies that enter the area are slowed by 60 % for 0.3 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1250</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>140/120/100 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">BraumStand Behind Me [ W ]File: BraumW.inibinKey: game_spell_displayname_BraumW</td> </tr> <tr> <td class="old-value">Braum leaps to a target allied champion or minion.

On arrival, Braum and the ally gain Armor and Magic Resist ( 15/17.5/20/22.5/25 plus 10/11.5/13/14.5/16 % of Braum's bonus Armor/Magic Resist) for 3 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>30/40/50/60/70 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>650</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>14/13/12/11/10 Seconds</dd></dl></td> <td class="new-value">Braum leaps to a target allied champion or minion.

On arrival, Braum and the ally gain Armor and Magic Resist ( 15/17.5/20/22.5/25 plus 10/11.5/13/14.5/16 % of Braum's bonus Armor/Magic Resist) for 3 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>50/55/60/65/70 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>650</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>14/13/12/11/10 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">LissandraFrozen Tomb [ R ]File: LissandraR.inibinKey: game_spell_displayname_LissandraR</td> </tr> <tr> <td class="old-value">On Enemy Cast: Freezes target champion solid, stunning it for 1.5 seconds.

On Self Cast: Lissandra encases herself in dark ice for 2.5 seconds, becoming untargetable and invulnerable but unable to take any actions.

Dark ice then emanates from the target dealing 150/250/350 (+0.7*AP) magic damage to enemies. The ice lasts for 3 seconds and slows enemy Movement Speed by <span class="abilities-effects">20/30/40 %.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>550</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>130/105/80 Seconds</dd></dl></td> <td class="new-value">On Enemy Cast: Freezes target champion solid, stunning it for 1.5 seconds.

On Self Cast: Lissandra encases herself in dark ice for 2.5 seconds, becoming untargetable and invulnerable but unable to take any actions.

Dark ice then emanates from the target dealing 150/250/350 (+0.7*AP) magic damage to enemies. The ice lasts for 3 seconds and slows enemy Movement Speed by @Effect2Amount*-100@%.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>550</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>130/105/80 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">LissandraIce Shard [ Q ]File: LissandraQ.inibinKey: game_spell_displayname_LissandraQ</td> </tr> <tr> <td class="old-value">Throws a spear of ice that shatters when it hits an enemy, dealing 75/110/145/180/215 (+0.65*AP) magic damage and slowing Movement Speed by <span class="abilities-effects">16/19/22/25/28 % for 1.5 seconds. Shards then pass through the target, dealing the same damage to other enemies hit.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>85 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>725</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>6/5.5/5/4.5/4 Seconds</dd></dl></td> <td class="new-value">Throws a spear of ice that shatters when it hits an enemy, dealing 75/110/145/180/215 (+0.65*AP) magic damage and slowing Movement Speed by @Effect3Amount*-100@% for 1.5 seconds. Shards then pass through the target, dealing the same damage to other enemies hit.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>85 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>725</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>6/5.5/5/4.5/4 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">OlafRagnarok [ R ]File: OlafRagnarok.inibinKey: game_spell_displayname_OlafRagnarok</td> </tr> <tr> <td class="old-value">Passive: Olaf gains 10/20/30 Armor and 10/20/30 Magic Resist.

Active: Olaf removes all disables from himself and becomes immune to them for the next 6 seconds. During this time, Olaf loses the passive portion of Ragnarok and gains 40/60/80 Attack Damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>No Cost</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>400</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>120/100/80 Seconds</dd></dl></td> <td class="new-value">Passive: Olaf gains 10/20/30 Armor and 10/20/30 Magic Resist.

Active: Olaf removes all disables from himself and becomes immune to them for the next 6 seconds. During this time, Olaf loses the passive portion of Ragnarok and gains 40/60/80 Attack Damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>No Cost</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>400</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>100/90/80 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">OlafUndertow [ Q ]File: OlafAxeThrowCast.inibinKey: game_spell_displayname_OlafAxeThrowCast</td> </tr> <tr> <td class="old-value">Olaf throws an axe to a target location, dealing 70/115/160/205/250 (+1*AD) physical damage to units it passes through and slowing them by 29/33/37/41/45 % for up to 2.5 seconds. The further the Axe flies, the longer the slow lasts, but it is never less than 1.5 second.

If Olaf picks up the axe, the ability's cooldown is reduced by 4.5 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>60 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>8/8/8/8/8 Seconds</dd></dl></td> <td class="new-value">Olaf throws an axe to a target location, dealing 70/115/160/205/250 (+1*AD) physical damage to units it passes through and slowing them by 29/33/37/41/45 % for up to 2.5 seconds. The further the Axe flies, the longer the slow lasts, but it is never less than 1.5 second.

If Olaf picks up the axe, the ability's cooldown is reduced by 4.5 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>60 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>7/7/7/7/7 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">OlafVicious Strikes [ W ]File: OlafFrenziedStrikes.inibinKey: game_spell_displayname_OlafFrenziedStrikes</td> </tr> <tr> <td class="old-value">For 6 seconds, Olaf gains 9/12/15/18/21 % Lifesteal and Attack Speed is increased by 40/50/60/70/80 %.

During this time, Olaf also receives 1% increased healing from all sources for every 2.5 % of Health he is missing.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>30 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>700</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>16/16/16/16/16 Seconds</dd></dl></td> <td class="new-value">For 6 seconds, Olaf gains 9/12/15/18/21 % Lifesteal and Attack Speed is increased by 40/50/60/70/80 %.

During this time, Olaf also receives 1% increased healing from all sources for every 2 % of Health he is missing.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>30 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>700</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>16/16/16/16/16 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">RammusTremors [ R ]File: Tremors2.inibinKey: game_spell_displayname_Tremors2</td> </tr> <tr> <td class="old-value">Rammus creates tremors beneath him,dealing <span class="abilities-effects">65/130/195 (+0.3*AP)magic damage every second to nearby units and structures for <span class="abilities-effects">8 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100 Mana </dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>300 </dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>60/60/60 Seconds</dd></dl></td> <td class="new-value">Tremors beneath Rammus cause damage to units and structures around him.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd></dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>375 </dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>60/60/60 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SingedInsanity Potion [ R ]File: InsanityPotion.inibinKey: game_spell_displayname_InsanityPotion</td> </tr> <tr> <td class="old-value">Singed drinks a potent brew of chemicals, granting him 35/50/65 Ability Power, Armor, Magic Resist, Movement Speed, Health Regeneration, and Mana Regeneration for 25 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>150 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>20</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>120/120 Seconds</dd></dl></td> <td class="new-value">Singed drinks a potent brew of chemicals, granting him 35/50/65 Ability Power, Armor, Magic Resist, Movement Speed, Health Regen, and Mana Regen for 25 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>150 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>20</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>120/120 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SonaAria of Perseverance [ W ]File: SonaW.inibinKey: game_spell_displayname_SonaAriaofPerseverance</td> </tr> <tr> <td class="old-value">Persistent Aura: Grants nearby allied Champions <span class="abilities-effects">6/7/8/9/10 bonus Armor and Magic Resist.

Activation: Heals Sona and the most wounded nearby allied Champion for 40/55/70/85/100 (+0.25*AP) and grants 6/7/8/9/10 additional Armor and Magic Resist for 3 seconds.

Power Chord - Diminuendo: Reduces an enemy's total damage output by 20% (+0.25*AP%) for 3 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>60/65/70/75/80 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>7/7/7/7/7 Seconds</dd></dl></td> <td class="new-value">Active: Heals Sona and the most wounded nearby allied Champion for 25/45/65/85/105 (+0.2*AP) . This heal increases by 1% per 1% missing health on the target. Sona gains an aura that grants allies a 0.2 (+0.2*AP) shield for 2 seconds. Sona's aura is extended by 0.5 seconds for each ally she aids.

Power Chord - Diminuendo: Reduces an enemy's total damage output by 20% (+0.2*AP%) for 3 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>70/75/80/85/90 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>10/10/10/10/10 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SonaCrescendo [ R ]File: SonaR.inibinKey: game_spell_displayname_SonaCrescendo</td> </tr> <tr> <td class="old-value">Strikes an irresistible chord forcing enemy Champions to dance for 1.5 seconds and take 150/250/350 (+0.5*AP) magic damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100/150/200 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>900</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>140/120/100 Seconds</dd></dl></td> <td class="new-value">Active: Strikes an irresistible chord forcing enemy Champions to dance for 1.5 seconds and take 150/250/350 (+0.5*AP) magic damage.

Passive: Each rank of Crescendo grants Sona increased power in her auras.

+ <span class="abilities-effects">10/20/40 magic damage for Hymn of Valor
+ <span class="abilities-effects">10/20/40 shield power for Aria of Perseverance
+ <span class="abilities-effects">2/4/6 % movement speed for Song of Celerity <dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>100/150/200 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>900</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>140/120/100 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SonaHymn of Valor [ Q ]File: SonaQ.inibinKey: game_spell_displayname_SonaHymnofValor</td> </tr> <tr> <td class="old-value">Persistent Aura: Increases the Attack Damage and Ability Power of nearby allied Champions by <span class="abilities-effects">4/8/12/16/20 .

Activation: Deals 50/100/150/200/250 (+0.5*AP) magic damage to the nearest two enemies (prioritizes Champions).

Power Chord - Staccato: Deals double power chord damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>45/50/55/60/65 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>650</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>7/7/7/7/7 Seconds</dd></dl></td> <td class="new-value">Active: Deals 50/100/150/200/250 (+0.5*AP) magic damage to the nearest two enemies (prioritizes Champions). Sona gains a temporary aura that grants allies 0.5 (+0.25*AP)additional magic damage on their next attack for a short time.Sona's aura is extended by 0.5 seconds for each ally she aids.

Power Chord - Staccato: Deals 50% bonus power chord damage.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>55/60/65/70/75 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>650</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>10/10/10/10/10 Seconds</dd></dl></td> </tr> <tr class="modified"> <td class="key" colspan="2">SonaSong of Celerity [ E ]File: SonaE.inibinKey: game_spell_displayname_SonaSongofDiscord</td> </tr> <tr> <td class="old-value">Persistent Aura: Grants nearby allied Champions <span class="abilities-effects">4/8/12/16/20 bonus Movement Speed.

Activation: Grants nearby allies <span class="abilities-effects">4/6/8/10/12 % (+0*AP%) Movement Speed for 1.5 seconds.

Power Chord - Tempo: Slows an enemy by 40% (+0.04*AP%) for 2 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>65 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>7/7/7/7/7 Seconds</dd></dl></td> <td class="new-value">Active: Grants Sona % (+0.04*AP%) Movement Speed that decays over time and creates an aura of Celerity around her. Allies touched by the aura gain % (+0.04*AP%) Movement Speed for 1.5 seconds,and Sona increases the duration of her aura by 0.5 seconds.

Power Chord - Tempo: Slows an enemy by 40% (+0.075*AP%) for 2 seconds.<dl class="tooltip-cost tooltip-cost-type-mana"><dt>Cost</dt><dd>65 Mana</dd></dl><dl class="tooltip-range"><dt>Range</dt><dd>1000</dd></dl><dl class="tooltip-cooldown"><dt>Cooldown</dt><dd>10/10/10/10/10 Seconds</dd></dl></td> </tr> </tbody> </table>

Item Changes

NOTE: The SotAG 300% bonus health is definitely a bug. Probably a one 0 too much.

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Game PBE v590 / Air PBE v650)</th><th class="new-value">New (Game PBE v591 / Air PBE v650)</th></tr> <tr class="modified"> <td class="key" colspan="2">Quill CoatFile: 3204.inibinKey: quill-coat</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Quill Coat</dt><dd class="p-tooltip-item total-cost">Item Cost: 700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 75 </dd><dd class="p-tooltip-item passive">+20 Armor

UNIQUE Passive - Sapping Barbs: +40 Health Regen per 5 seconds and +30 Mana Regen per 5 seconds upon taking damage from monsters. Attacking monsters lose 5% of their maximum Health over 3 seconds (up to 150).
UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).</dd></dl>
  • Quill Coat

    • Hunter's Machete

    • Cloth Armor

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Quill Coat</dt><dd class="p-tooltip-item total-cost">Item Cost: 700 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 75 </dd><dd class="p-tooltip-item passive">+20 Armor

UNIQUE Passive - Sapping Barbs: +40 Health Regen per 5 seconds and +30 Mana Regen per 5 seconds upon taking damage from monsters. Attacking monsters lose 5% of their maximum Health over 3 seconds (up to 15).
UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).</dd></dl>
  • Quill Coat

    • Hunter's Machete

    • Cloth Armor

</td> </tr> <tr class="modified"> <td class="key" colspan="2">Scrying Orb (Trinket)File: 3342.inibinKey: scrying-orb-trinket</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Scrying Orb (Trinket)</dt><dd class="p-tooltip-item total-cost">Item Cost: 0 </dd><dd class="p-tooltip-item passive">Limited to 1 Trinket.

Active: Reveals a small location within 2500 range for 2 second. Enemy champions found will be revealed for 5 seconds (120 second cooldown).

At level 9, cast range increases to 3500.

(Trinkets cannot be used in the first 30 seconds of a game. Selling a Trinket will disable Trinket use for 120 seconds.) </dd></dl>
</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Scrying Orb (Trinket)</dt><dd class="p-tooltip-item total-cost">Item Cost: 0 </dd><dd class="p-tooltip-item passive">Limited to 1 Trinket.

Active: Reveals a small location within 2500 range for 2 seconds. Enemy champions found will be revealed for 5 seconds (120 second cooldown).

At level 9, cast range increases to 3500.

(Trinkets cannot be used in the first 30 seconds of a game. Selling a Trinket will disable Trinket use for 120 seconds.) </dd></dl>
</td> </tr> <tr class="modified"> <td class="key" colspan="2">Spirit of the Ancient GolemFile: 3208.inibinKey: spirit-of-the-ancient-golem-2</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Spirit of the Ancient Golem</dt><dd class="p-tooltip-item total-cost">Item Cost: 2000 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 450 </dd><dd class="p-tooltip-item passive">+25% Bonus Health
+200 Health
+10% Cooldown Reduction
+20 Armor

UNIQUE Passive - Sapping Barbs: +60 Health Regen per 5 seconds and +45 Mana Regen per 5 seconds upon taking damage from monsters. Attacking monsters lose 5% of their maximum Health over 3 seconds (up to 195).
UNIQUE Passive - Conservation: Stores 1 stack of Gold per 1.5 seconds (Max 80 stacks). Killing a large or epic monster cashes in up to 40 stacks.
UNIQUE Passive - Trap Detection: Nearby stealthed enemy traps are revealed.
UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).

Limited to 1 Gold Income item</dd></dl>
  • Spirit of the Ancient Golem

    • Quill Coat

      • Hunter's Machete

      • Cloth Armor

    • Kindlegem

      • Ruby Crystal

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">Spirit of the Ancient Golem</dt><dd class="p-tooltip-item total-cost">Item Cost: 2000 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 450 </dd><dd class="p-tooltip-item passive">+300% Bonus Health
+200 Health
+10% Cooldown Reduction
+20 Armor

UNIQUE Passive - Sapping Barbs: +60 Health Regen per 5 seconds and +45 Mana Regen per 5 seconds upon taking damage from monsters. Attacking monsters lose 5% of their maximum Health over 3 seconds (up to 15).
UNIQUE Passive - Conservation: Stores 1 stack of Gold per 1.5 seconds (Max 80 stacks). Killing a large or epic monster cashes in up to 40 stacks.
UNIQUE Passive - Trap Detection: Nearby stealthed enemy traps are revealed.
UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).

Limited to 1 Gold Income item</dd></dl>
  • Spirit of the Ancient Golem

    • Quill Coat

      • Hunter's Machete

      • Cloth Armor

    • Kindlegem

      • Ruby Crystal

</td> </tr> <tr class="modified"> <td class="key" colspan="2">The LightbringerFile: 3185.inibinKey: the-lightbringer</td> </tr> <tr> <td class="old-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">The Lightbringer</dt><dd class="p-tooltip-item total-cost">Item Cost: 2280 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 350 </dd><dd class="p-tooltip-item passive">+30 Attack Damage
+30% Critical Strike Chance

UNIQUE Passive: Critical Strikes cause your target to bleed for an additional 90% of your bonus Attack Damage as physical damage over 3 seconds and reveal them for the duration.
UNIQUE Passive - Trap Detection: Nearby stealthed enemy traps are revealed.
UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).

(Unique Passives with the same name don't stack.) </dd></dl>
  • The Lightbringer

    • Wicked Hatchet

      • Brawler's Gloves

      • Long Sword

    • Cloak of Agility

</td> <td class="new-value">
<dl class="p-tooltip-summary"><dt class="p-tooltip-title">The Lightbringer</dt><dd class="p-tooltip-item total-cost">Item Cost: 2280 </dd><dd class="p-tooltip-item recipe-cost">Recipe Cost: 350 </dd><dd class="p-tooltip-item passive">+30 Attack Damage
+30% Critical Strike Chance

UNIQUE Passive: Critical Strikes cause enemies to bleed for an additional 90% of bonus Attack Damage as physical damage over 3 seconds and reveal them for the duration.
UNIQUE Passive - Trap Detection: Nearby stealthed enemy traps are revealed.
UNIQUE Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown).

(Unique Passives with the same name don't stack.) </dd></dl>
  • The Lightbringer

    • Wicked Hatchet

      • Brawler's Gloves

      • Long Sword

    • Cloak of Agility

</td> </tr> </tbody> </table>


Server Maintenance: Patch 4.12
Posted by News [HTML][XML][PERM][FULL] on 15 July 2014, 1:41 am

[NA] Server Maintenance: Patch 4.12

  • EUW - On 16/07/2014, starting at 03:30 GMT
  • EUNE - On 16/07/2014, starting at 00:30 GMT

Originally Posted by Riot (View RedTracker Source)

On 07/16/2014, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 4.12. At 03:00 PDT the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.



IMPORTANT NOTE: In Meddlers AMA, he says the next champion is going to be top laner


The Doom Bots of Doom Are Coming!

Originally Posted by Riot (View RedTracker Source)


Get ready - it’s almost time for the next Featured Game Mode!

You thought Brazil’s Veigar Bot was challenging? Think again! We’ve souped up the bots to DOOM levels, giving them mind-melting abilities that’ll blow you away. Thought Amumu was already emo enough? What if Amumu’s Doom Bot is so sad he makes all his nearby allies units CRY WITH DESPAIR, too? What if Ziggs’s Mega Inferno Bomb broke off into six MINI INFERNO BOMBS after landing, or if Lux’s Final Spark burst out in ALL directions around her? Each of the Doom Bots have had their abilities tinkered with, and things most definitely get crazy when they get aggressive.

Fight the Doom Bots and you’ll unlock harder difficulties. Bots with 2 Bombs respawn with Bonus Doom effects such as Anivia’s passive or Swain’s ultimate, while 5 Bomb Doom Bots carry TWO Bonus Doom effects and provide the most extreme challenge in this brain-bursting Featured Game Mode!

The Doom Bots of Doom will be cavorting around the Fields of Justice from July 17 to July 27, and you’ll unlock a Doomtastic summoner icon if you challenge them at least once!




Hazmat Heimerdinger Now Available
Posted by News [HTML][XML][PERM][FULL] on 14 July 2014, 2:44 pm

Hazmat Heimerdinger Now Available

Originally Posted by Riot (View RedTracker Source)

 

Hazmat Heimerdinger swaggers through the wastes

War. War stays the same.

Since the dawn of yordle kind, when the ancient ones first discovered the killing power of blowguns and boomerangs, blood has been spilled in the name of everyone thinking they can take out the little guys.

When the decision to scorch the earth was made, yordles knew they’d need safe havens. Armed with the knowledge and new, toxic weaponry of their greatest inventor, they dug in and did what a cruel world forced them to do.

In the early days of the Yordlepocalypse, they took refuge in enormous (for them) underground shelters, and when they emerged, only desolation greeted them—all except the revered inventor who locked himself away from the society he saved. Rumors swirled that his bunker would never reopen, until one day, it did.

Explore what remains as Hazmat Heimerdinger, available now for 975 RP.




Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 14 July 2014, 1:29 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow July 15th.

<table> <tbody> <tr> <td></td> <td></td> <td></td> <td></td> <td></td> </tr> <tr> <td></td> <td></td> <td></td> <td></td> <td></td> </tr> </tbody> </table>


New Urgot Changes, New Game Mode?, End of Game Gifting?
Posted by News [HTML][XML][PERM][FULL] on 13 July 2014, 12:17 am


New Urgot Changes

Originally Posted by Riot (View RedTracker Source)

Just a small update this time.

Q
  • Mana cost back to 40 (as per live). Current assessment (off very limited testing) is that the refund mainly offers power when Urgot's behind, given he'll last hit with AAs when doing well in lane. Cost increase probably unnecessary as a result, will go back to increase later if this proves problematic however.
Ult
  • No longer shifts the Urgot player's camera to Urgot's position on completion of ult
  • Now grants Armor/MR immediately, rather than after 0.25s
  • Urgot now ignores unit collision for 1s after completion of ult


Additional notes:

  • Turns out the W can already be used mid ult cast, was planning to add that in and found out it's already possible.
  • Still assessing mana scaling on W as a possibility.



Curse Voice and SMITE Join Forces, Big Flays Spotlight
Posted by News [HTML][XML][PERM][FULL] on 11 July 2014, 11:00 pm

Important: Community (Now Boards) Change Log
Important: Solo Queue Tier List - Patch 4.11 (Braum Era)


Curse Voice and SMITE Join Forces

Curse partrened with Hi-Rez Studio, and the fruit of this partnership is ability to use Curse Voice in their game - SMITE. Besides the free, safe and easy communication software which fully integrated into the game, also have a chance to receive free 200 gems. All other informations you can find on official Curse post, you can find in link below:

Curse Voice and SMITE Join Forces: Claim Your Free 200 Gems Today!



Community (Now Boards) Change Log
Posted by News [HTML][XML][PERM][FULL] on 11 July 2014, 8:34 pm

Community (Now Boards) Change Log

Originally Posted by Riot (View RedTracker Source)

There’s some changes coming to the community beta next week; check out a live preview here: boards.na.leagueoflegends.com. It’s new and shiny, but it’s mirroring the content from the current design. Any discussions or comments you create will populate in both versions.

Change Log

Welcome to Boards beta!

It’s been a while since we introduced the Community Beta. Over the months since the CB debuted, we’ve been posting and commenting, lurking and reading feedback. Today, we’re rolling out what the team has been working on. We’re still in beta, and we’ll continue to respond to feedback and make changes. As a result, the Change Log works just like the Patch Notes, just with 100% less Pwyff. Whenever we make a change to the boards, you’ll find it neatly annotated here with an explanation of why we did it. Let’s saw into the first edition of the Boards Change Log.

  • Boards Team
General

So generally speaking, we’ve integrated a new visual style that enhances clarity and addresses a ton of player feedback. We’ve added enhanced moderation tools including action notifications you’ll hear more about below. For those of you who prefer a “flat” or chronological viewing format, we’ve overhauled the way it works on the boards. With additional improvements to discussions and commenting, we’re attempting to solve the problems you identified and build a platform that fits what the community needs.

-Not Pwyff

Boards (formerly known as “Communities”)

It was kind’ve presumptuous for us to call these “communities” as if we were making them. With the new name and style, we took the opportunity to establish the boards as gathering places for content and discussions.

-Not Pwyff

We’ve changed, added, and removed some boards (listed below) from the Official Boards list. We’ve also updated all of the Guidelines for each board to help clarify general culture and etiquette.

  • “Site Feedback” has been renamed “Boards Feedback”
  • “Live Gameplay” has been changed to “Live Gameplay Balance”
  • “Summoner’s Rift” has been renamed “Maps & Modes”
  • “Riot Official” has been renamed “Announcements”
  • “Fan Creations” has been renamed “Community Creations”
  • “Pentakill” has been removed, but will return as part of a new board we’re planning in the future
Moderation

We heard loud and clear that accurate and fast moderation is really, really important to a ton of you. Equally important is knowing why an action has been taken, and knowing that your reports are reaching real people. We’ve added a number of tools to our moderation toolkit, and poros.

-Not Pwyff (note: there are no poros)

We’ve focused a majority of our time lately rebuilding our moderation team and approach. Our biggest addition to this version of the boards is Moderation Action Notifications. Now, whenever a moderation action is taken within the Boards you’ll be notified in your boards profile.

  • Moderation Action Notifications
    • You will receive Notifications for the following actions:
      • When discussions or comments are deleted
      • When you are suspended from the boards
  • Report button added on all comments and discussions
  • All reports go into a queue monitored by our moderation team 24/7
Discussions

Participating in discussions is literally the main function of the boards, so we’ve concentrated a number of our redesign efforts improving embedded media, attachments, share functionality, and thumbnails. Sprinkle in some additional improvements to creating discussions, and finish with clarity and a more defined visual hierarchy.

-Not Pwyff

Before our recent focus on moderation, the actual discussions that would happen on the boards were some of our highest priorities. We needed to expand the supported media types, and make it easier to add attachments. Taking into consideration feedback on the Community Beta, we simplified sharing to Twitter and Facebook. There’s a number of other discussion-related improvements, especially when creating a discussion whether from the homeboard or within a board.

  • Improved Embed media (a few supported examples below)
    • YouTube
    • Twitch
    • SoundCloud
    • Vimeo
    • Spotify
    • Vine
    • Instagram
  • Share to Twitter and Facebook from individual discussions
  • Thumbnail/image support on boards list
  • You can now create discussions from the boards home screen
  • You can now select the board you want to post to during discussion creation
  • Improved clarity and visual hierarchy
  • Cleaned up attachments
Commenting

Creating discussions is great and all, but being able to comment and join in is also kinda crucial. We’ve removed the reply limit and made it easier to see new comments when you’re in discussion view. For those of you who prefer to view all posts in chronological order (like for role-playing--that’s for you, Kaz) you can now switch to chronological view and the boards will remember your preference. This is only the first step towards the completion of Skynet, so we’re okay with it.

-Not Pwyff

We got a ton of feedback on how commenting worked on the Community Beta. Some of the biggest changes include the removal of the reply limit, and tweaking the way Rioter comments look for readability. Feedback regarding necessary features often centered on “flat” or “forum” view options, so we’ve added a suite of enhancements like a Quote button and the ability to select Chronological view as your preferred way to browse.

  • Removed reply limit
  • Flat View is now ‘Chronological View’ with the following changes:
    • Comments listed from oldest to most recent
    • Added Quote button
    • Replying is now included in this view
    • Reporting now available within Chronological view
  • When switching to Chronological view, this selection will be remembered as you browse the rest of the Boards
  • New comments are now easier to see in Discussion View
Bug Fixes

Bugs happen, we exterminate like Blitzcrank when we can. Not much more to add. We’ll update the Bug Fixes section pretty frequently. If you find any bugs or have additional feedback, please head to the feedback section here and create a new discussion.

-Not Pwyff

The following bugs have been squashed:

  • Attachment difficulties in IE
  • Speed issues on boards listing and when searching
  • Hover on player name sticking to the wrong place
  • Minor issues within Rioter Comment box
  • Chronological view info not updating as fast as Discussion view
  • Permalink acting weird in URL strings
  • Profiles were getting confused, basically dopplegangers in your profiles



Important: Unofficial PBE Patch Notes for 7/11/2014 - Mecha Splash Arts, Sunfire Cape VFX, New Profile Icons, Champion Changes
Important: 3rd Party Skin Site Fraud Update


3rd Party Skin Site Fraud Update - Q&A

Originally Posted by Riot (View RedTracker Source)

So wait, does that mean that from today on you will be deactivating all of the skin codes, or the ones that are purchased and activated from today onwards?

Edit:
Also how are we supposed to prove that we got the skins legit? It's not like everyone keeps the skin cards after activating them..

Hi iMonox!

We won't be deactivating skins that you've already redeemed on your account using a code. What it means is that we'll be deactivating all codes that currently exist. So anything that hasn't been redeemed yet cannot be redeemed using the code in the normal way.

If you've recently attended an event and received a skin code from a Rioter, and you haven't had a chance to redeem it yet, you can contact support. They will need to see proof that you own the code card (e.g. a photograph).




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