Meddler on Elise and Sated Devourer Mechanics

Originally Posted by Riot (View Original Source)

Current thoughts on Elise:

  • 5.13 contains both a significant Runeglaive buff and adjustments to a number of items Elise tends to build. It's debateable whether Runeglaive's the correct jungle purchase on her, but it is getting bought a significant amount given it's new and she's just been changed.
  • Elise's play rate has shot up a lot given the changes to her in 5.12 and the addition of Runeglaive. That's resulted in a lot of struggling players which has depressed her average performance.
  • Given that combination of factors we're holding off on Elise changes for 5.13 and instead taking another patch cycle to assess her state.
  • We will however be buffing Elise in 5.14 unless we start seeing her perform significantly better in 5.13 than in 5.12.

Unofficial PBE Patch Notes for 6/29/2015
Posted by News [HTML][XML][PERM][FULL] on 29 June 2015, 4:04 pm

Champion Changes


  • Riptide [E] - Damage reduced to 60/95/130/165/200 (down from 60/100/140/180/220)

Item Changes

Enchantment: Runeglaive

  • Ability power increased to 50 (up from 40)
  • Base attack damage % increased to 100% (up from 75%)

Zeke's Herald

  • Recipe Change: Glacial Shroud + Amplifying Tome + Amplifying Tome
  • Total Cost: 2300 G
  • +250 Mana
  • +35 Armor
  • +50 Ability Power
  • +10% Cooldown Reduction
  • UNIQUE Active - Conduit: Bind to target ally. This will remove all other Conduits on your target (60 second cooldown).
  • UNIQUE Passive: When within 1000 units of each other, you and your ally generate Charges. Attacking or casting spells generates extra Charges. At 100 Charges, causing damage consumes them, increasing you and your ally's Ability Power by 20% and Critical Strike Chance by 50% for 6 seconds.

Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 29 June 2015, 1:17 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow June 30th.

Meddler Forecasts Rek'sai and Kalista Nerfs

Originally Posted by Riot (View Original Source)

Soooooo @Meddler and co. Are there any further plans for Kalista/Rek'Sai?

We're assessing the best way to trim a bit of power off both Kalista and Rek'Sai this week.


Current thinking with Rek'Sai is that the frequency with which she knocks up multiple enemy champs may be too high. We're going to test a smaller W radius as a result.


In Kalista's case we're looking at her power curve, with the working theory being that she spikes in power too hard with early AD.

Unofficial PBE Patch Notes for 6/26/2015
Posted by News [HTML][XML][PERM][FULL] on 26 June 2015, 3:56 pm

Don't miss: Meddler Forecasts Rek'sai and Kalista Nerfs, Pool Party Skins and More

New Devourer Enchantment

Champion Changes


  • Magic resistance increased to 33.35 (up from 31.25)


  • Righteous Fury [E] - Now has a passive component "Kayle's Basic Attacks deal an additional 10/15/20/25/30 (+0.15*AP) magic damage on hit" and the activate increases this bonus to 20/30/40/50/60. Splash damage now has a +0.15 AD ratio


  • Mark of the Storm [Passive] - Stun duration increased to 1.25 (up from 1)

 Item Changes

Enchantment: Devourer

  • Magic on hit increased to 30 damage on hit (up from 25)
  • Now grants +5 stacks on epic monster takedowns
  • New Passive gained at 30 stacks: Sated Devourer - This unit's Devourer is Sated. Basic attacks deal @f1@ bonus magic damage and every other basic attack will trigger on Hit effects twice.
  • Changes color when sated
  • A tiny wolf follows you when you purchase the item

Unofficial PBE Patch Notes for 6/25/2015
Posted by News [HTML][XML][PERM][FULL] on 25 June 2015, 3:44 pm

Champion Changes

Tahm Kench

  • Tung Lash renamed to Tongue lash

Item Changes

Archangel's Staff (crystal scar)

  • Item cost up to 3000 (up from 2690)
  • Ability Power increased to 80 (up from 60)

Seraph's Embrace (crystal scar)

  • Item cost up to 3000 (up from 2690)
  • Ability Power increased to 80 (up from 60)

Seraph's Embrace

  • Ability Power increased to 80 (up from 60)

Wooglet's Witchcap

  • Item Cost decreased to 3460 (down from 3490)

Posted by News [HTML][XML][PERM][FULL] on 25 June 2015, 12:31 am

Originally Posted by Riot (View Original Source)

TLDR: Later this summer, we’ll launch our next event called Bilgewater: Burning Tides. As part of the event, the temporary Butcher’s Bridge ARAM map brings Bilgewater to life for the first time in game. Read on to learn more about the new map and the creative storm at Riot inspired by the possibilities in the teeming port city.

Bilgewater: Burning Tides sails into port later this summer, but content from the event starts hitting PBE over the next few weeks. Consider this article a spoiler-free sneak peek, but you may want to avoid Bilgewater-related news until the event kicks off if you want to follow along with the story.

Bilgewater anchors the latest lore-inspired event after the Shadow Isles, the Freljord, and Shurima. Teams all over Riot felt it was pretty obvious the bustling port would make an awesome setting for an event for a while now. Narrative and world-building teams laid groundwork for an overlap of cultures and styles that’d scuff up the image of the place, and help the gritty black market come alive.

Unofficial PBE Patch Notes for 6/25/2015
Posted by News [HTML][XML][PERM][FULL] on 25 June 2015, 1:05 am

Bilgewater Files in PBE

Tahm Character Select Voice

Champion Changes


  • Now gains 1.25 magic resistance per level
  • Mega Adhesive [W] - Root duration increased to 1/1.25/1.5/1.75/2 (up from 1)


  • Now has 610 starting base health (up from 590) and growth increased to 95 (up from 90)
  • Tung Lash [Q] - Now deals 80/115/150/185/220 damage (down from 80/120/160/200/240) and ratio reduced to 0.7 (down from 0.8)
  • Devour [W] - Damage dealt reduced to 20/23/26/29/32% +0.02% of their maximum health (down from 20/24/28/32/36% +0.04%) and now has a maximum damage it can deal to monsters value of 300/350/400/450/500
  • Thick Skin [E] - Cooldown increased to 16/15/14/13/12 (up from 10/9/8/7/6)

Fiora Rework Update and Plans for Elise

Originally Posted by Riot (View Original Source)

Can we get a legit update on Fiora's rework?

Fiora's being actively worked on right now, both in terms of gameplay and art adjustments. She's not one of the next updates out (those'll be GP and MF), but will probably be one of the next updates after them.

Unofficial PBE Patch Notes for 6/23/2015
Posted by News [HTML][XML][PERM][FULL] on 23 June 2015, 7:00 pm

Tahm Voice Clips

Base Tahm

Master Chef Tham

Gentleman Gnar

TahmKench Base

Master Chef Tahm Kench

Tahm Ability Icons

<table style="height: 84px;" border="2" width="1348" cellpadding="2"> <tbody> <tr> <td style="text-align: center;">


</td> <td style="text-align: center;">


</td> <td style="text-align: center;">


</td> <td style="text-align: center;">


</td> <td style="text-align: center;">


</td> </tr> <tr> <td style="text-align: center;"> </td> <td style="text-align: center;"> </td> <td style="text-align: center;"> </td> <td style="text-align: center;"> </td> <td style="text-align: center;"> </td> </tr> </tbody> </table>

Tahm Abilities and Numbers


  • Damage: 56 (+ 3.2 )
  • Health: 590 (+ 90 )
  • Mana: 325 (+ 40 )
  • Movement Speed: 330
  • Armor: 25 (+ 3 )
  • Magic Resist: 32.1 (+ 1.25 )
  • Health Per 5 Sec: 6.5 (+ 0.55 )
  • Mana Per 5 Sec: 5.5 (+ 1 )
  • Range: 200

An Acquired Taste [Passive]

  • Tahm Kench builds stacks of An Acquired Taste on enemy champions. At three stacks, he can devour them.

Tung Lash [Q]

  • Damage the first enemy hit for 80/120/160/200/240 (+0.8) magic damage and slow them by 20/30/40/50/60% for 2/2/2/2/2s. Champions with 3 stacks of An Acquired Taste will additionally be stunned for 1.1/1.2/1.3/1.4/1.5s.
  • Activate Devour while your tongue is in mid-air to devour monsters/minions from a distance.
  • Cost: 50/55/60/65/70 Mana
  • Range: 800
  • Cooldown: 6/6/6/6/6

Devour [W]

  • Devour a target for 4/4.5/5/5.5/6s (half that for enemy champions.) Enemies are dealt 20/24/28/32/36% (+0.04%) of their maximum health as magic damage.
  • Enemy Champions: Requires 3 stacks of An Acquired Taste to be devoured. Tahm Kench is slowed by 95% while holding an enemy champion.
  • Allied Champions: Tahm Kench gains 10/20/30/40/50% Movement Speed toward enemy champions while holding an allied champion.
  • Minions and monsters: Reactivate to spit, dealing 100/150/200/250/300 (+0.6) magic damage to targets hit.
  • Cost: 90/90/90/90/90 Mana
  • Range: 250 (Firing is 650?)
  • Cooldown: 20/18/16/14/12

Thick Skin [E]

  • Passive: Damage taken while this spell is not cooling down is converted to grey health. If allowed to decay, 20/26/32/38/44% of grey health will turn back into health.
  • Active: Convert all of your grey health into a shield that lasts 6/6/6/6/6 seconds, but falls off gradually over that time.
  • Cost: 50/50/50/50/50 Mana
  • Range: 1
  • Cooldown: 10/9/8/7/6

Abyssal Voyage [R]

  • Passive: Basic attacks and damaging spells deal an additional (10 + 6/7/8% of Tahm Kench's bonus health) magic damage.
  • Active: Begin to channel for up to 15 seconds. During this time, one ally champion can right click Tahm Kench to join in. Alternatively, reactivate this ability to travel alone. Incoming champion damage breaks the channel.
  • Cost: 100/100/100 Mana
  • Range: 4000
  • Cooldown: 190/145/100

Champion Changes


  • Rewind [W] - Mana cost reduced to 0 (down from 35)

Patch 5.12 Notes
Posted by News [HTML][XML][PERM][FULL] on 23 June 2015, 4:48 pm

Patch 5.12 Notes

Originally Posted by Riot (View Original Source)

Greetings, Summoners.

Welcome to patch 5.12 - the one where we bring back AP junglers in pursuit of the ideal that is champion diversity (we are now imagining these patch note openers as very long episode titles). If you've gotten tired of us talking about diversity, a different way of putting it is that it all comes down to choice. Player perception is obviously huge when it comes to assessing what's ‘viable' in a game of League of Legends and, hopefully, through our efforts that viability choice comes down to personal preference and style, rather than straight up power. You'll see this most epitomized in our introduction of the new Runeglaive jungle enchantment - an item that hopes to ‘unlock' many AP junglers that, before, many felt were subpar for the position.

Champion Reveal: Tahm Kench, the River King
Posted by News [HTML][XML][PERM][FULL] on 23 June 2015, 3:03 pm

Champion Reveal: Tahm Kench, the River King

Originally Posted by Riot (View Original Source)

Tahm Kench

the River King

We’ve almost finished dredging up League’s latest monstrosity! Tahm Kench is a tough solo lane or support tank with a taste for… well, pretty much everything. He’ll happily munch down on an enemy champion once he’s slathered them up, stowing them in his sizeable belly - and out of a fight - while the River King’s allies leverage their advantage. But Tahm Kench’s stomach isn’t reserved solely for his enemies: after swallowing an ally, the tanky fish-man can dive into one of his signature whirlpools before throwing himself towards the enemy team.


Passive: An Acquired Taste

Tahm Kench applies a stack of An Acquired Taste to all enemy champions he hits with basic attacks or damaging abilities. Once he’s applied three stacks, he can interact with them… differently.

Q: Tongue Lash

Tahm Kench roots himself briefly while launching his tongue in a target direction. Tongue Lash stops once it hits a target, damaging and stunning minions and monsters, while damaging and slowing enemy champions unless they have three stacks of An Acquired Taste - then he stuns them instead.

W: Devour

Tahm Kench briefly swallows a nearby targeted unit. Enemies suffer a portion of their max health as magic damage. In addition:

  • Minions and monsters: Once Tahm Kench Devours an enemy minion or monster, he can reactivate the ability to spit them out in a target direction. They deal damage to whoever they hit.
  • Allied Champions: When Tahm Tahm Kench devours an allied champion, he renders his ally immune from damage and gains extra movement speed when he heads toward enemy champions. Both Tahm Kench and his edible ally can choose when the latter leaves.
  • Enemy Champions: Tahm Kench can only Devour enemy champions once he’s applied three stacks of An Acquired Taste to them. His movement speed is drastically reduced while enemy champs - who suffer greatly reduced vision and can only see things immediately around the River King - are in his belly.

E: Thick Skin

All damage Tahm Kench takes is turned into grey health. Once he leaves combat, the grey health falls off, healing him for a portion of the amount of grey health he’s earned.

Active: Tahm Kench converts his grey health into a shield that quickly falls off.

Passive: Abyssal Voyage

All of Tahm Kench’s damage scales with his maximum health.

Active: Tahm Kench opens his maw, offering an ally a spot inside his belly. Once they jump in, or once Tahm Kench decides he’s diving solo, he starts channeling, conjuring a whirlpool beneath him before diving in, reappearing a few seconds later at his target location. Abyssal Voyage has a huge range, but the ability is pretty well telegraphed by its lengthy cast.



Tahm Kench makes for a fine support thanks to his unrivalled ability to save his marksman from otherwise impending death. Once he’s wobbled into lane, his main role is to stick with his lane buddy, making sure they’re safe and able to farm at will. If the enemy manages to slow or stun his ally, Tahm Kench simply Devours them before heading to safety. The effect lasts longer than most crowd control abilities, so even if the enemy team manages to land a perfect catch on the River King’s marksman, Tahm Kench effectively cleanses it before repositioning somewhere safer. What’s more, should he end up on the receiving end of enemy attacks as he waddles away, Thick Skin’s passive offers the River King plenty of regenerative support. Finally, even if the enemy team commits to trading in lane, Tahm Kench can turn his attention to the enemy damage dealer, slathering them up with his passive before Devouring them to create a super powerful - albeit temporary - two vs one scenario.

His versatility really shines in ganks, too. Aside from offering his ally the same unmatched protection during enemy ganks, he can get pretty mouthy in allied ganks, too. Meandering out of lane under the pretense of warding, Tahm Kench can meet up with his jungler before using Abyssal Voyage to set up a gank.

"Boy the world's one river, and I'm its king. Ain't no place I ain't been. Ain't no place I can't go again."

Solo Lane

Tahm Kench is tanky enough to take a licking as well as give one, so he’s best positioned amongst his minions when he heads to a solo lane. From there the River King’s free to last hit and trade with his opponent as he sees fit. The thing to remember with Tahm Kench is that even when he goes even in trades, he wins thanks to Thick Skin’s passive, which regenerates enough of the River King’s health to make otherwise questionable trades more palatable. If it looks like the enemy’s trying to all-in him, Tahm Kench can Devour his enemy for a burst of damage and some uninhibited healing, or, if he hasn’t applied enough stacks of his passive, activate Thick Skin for a life-saving shield.

But how does the velvet-voiced monstrosity actually fight? Well, most of his early poke and harass comes from Tongue Lash. Fishing for direct hits on enemy champions, or better still, pulling off the stun, should give Tahm Kench the edge in most of his tank battles. But once he’s fully applied An Acquired Taste to his snakebit target, he has far more tricks to show them than a measly stun. Devour is a deeply versatile ability that gives the River King options aplenty, even during the early stages of the game. He can munch down on his lane opponent as they push up to the tower, then, with clever timing, spit them out behind his tower just as it obliterates the last of the minions. Better still, Tahm Kench can Devour his enemy as his jungler comes in for a gank. His hapless victim won’t see their approaching death thanks to the greatly reduced vision they suffer from while inside, and once they slip back out of the monster’s maw, they’ll struggle to do anything other than… well, die.

"This hunger’s a burden, but it’s the last time, I swear. So please, forgive."


Even as early as level six, Tahm Kench can start freely roaming, using Abyssal Voyage to quite literally dive behind unsuspecting enemies. Thanks to his expansive gut, Abyssal Voyage also gives the River King the option to bring the party with him as he ults around. He can, for instance, buddy up with his nearby jungler and ult over to mid, setting up a quick three versus one scenario. Even if their target flashes to their tower, Tahm Kench can lead the tower diving incursion, using Thick Skin to absorb the tower’s shots while his allies secure the kill.

These tactics have legs around neutral objectives, too. By ulting with his own jungler, Tahm Kench can quickly reposition to baron or dragon to stall or steal the enemy team’s kill. Once they arrive, the River King’s role is to annoy his enemies with Tongue Lash while keeping Devour at hand if his allies get dangerously low. Thick Skin plays its part here, shielding Tahm Kench’s muculent form from excessive heat should he draw it. When the time comes, all he has to do is Devour the enemy jungler and lurch away from the objective - even though they can still theoretically smite inside the River King’s belly, junglers can’t ever smite the things they can’t see.


Tahm Kench becomes quite the champion connoisseur as the two teams come together, with a role that revolves around one fundamental culinary question: who does he eat? As the fight starts breaking out, he needs to carefully watch as the health bars begin dropping, smacking approaching enemy damage-dealers with Tongue Lash to slow or, if he’s been busy with his basic attacks, stun them. Positioning’s key here, too: if he situates himself in the enemy team, Tahm Kench is perfectly placed to disrupt and otherwise annoy the enemy team’s most powerful champions. Using Thick Skin’s shield to absorb damage should keep the River King ticking for long enough to fully stack An Acquired Taste, after which he can lunch. Pulling a powerful enemy out of a closely-contested fight, even for a few seconds, will often completely turn the tide, allowing Tahm Kench’s allies to take down - or mop up - the enemy team before the loquacious amphibian vomits out the final vestige of the enemy team. It’s not pretty, but it’s pretty damn effective.

Alternatively, Tahm Kench can stick to his backline and peel for his allies while aiming his ingestive instincts closer to home. Tongue Lash’s slow will buy his backline seconds against approaching killers, but if even that fails, Tahm Kench still has a trick up his sleeve… scales… whatever. See, once most marksman get caught by the enemy team, it’s curtains for them, but not with the River King on their team. By sidling up and Devouring his ailing ally, Tahm Kench can quickly reposition and deposit them somewhere safer. Immediately back in the fight - and with the enemy assassins and fighters rid of their precious gap closers - Tahm Kench and his ally should be safely squared away to wreak havoc from afar.


Works well with:

Swain - the Master Tactician

The bird may be the word, but teamfight initiation is the key when Swain and Tahm Kench buddy up for fights. The Master Tactician is an absolute nightmare when he gets into the heart of the enemy team, but traditionally lacks the means to actually get there. That’s where Tahm Kench comes in. By taking an Abyssal Voyage directly behind the enemy team, Swain just has to jump out, hit his buttons, and watch his enemies die.

Kog'Maw - the Mouth of the Abyss

Tahm Kench sloshes around perfectly inside a “Protect The Kog” team comp. As the enemy attacks come pouring in to take down League’s cutest void puppy, Tahm Kench can just Devour the little guy and spit him out at safe distance. Essentially, Tahm Kench has exactly the tool - or mouth - needed to cover Kog’Maw’s glaring lack of escapes.

Sejuani - the Winter's Wrath

Sejuani and Tahm Kench come into their own during the later stages of the game, particularly whenever sieges start forming. If his team’s struggling to defend a tower, the River King can take Sejuani on an Abyssal Voyage behind the enemy team, instantly flanking them and setting up an easy teamfight for Sejuani to toss a Glacial Prison into.

Struggles against:

Vayne - the Night Hunter

While Tahm Kench’s Devour makes meals out of most marksmen, Vayne’s a slippery old fish thanks to Tumble. Worse still, her silver bolts devastate high health champions like the River King, who struggles to even eat his allies when Vayne’s in the picture. She can condemn Tahm Kench away from his ally, and even if he does manage to Devour his marksman, Vayne can chase with Night Hunter before firing off her low-cooldown abilities once again.

Janna - the Storm's Fury

Flanking the enemy team becomes a lot less enticing when the enemy team boasts Janna among its champions. Cast Abyssal Voyage behind the enemy team and Janna just has to cast Monsoon, turning a favourable five vs five into a tragic two vs five. Even if the remainder of Tahm Kench’s team try to engage, Janna has plenty of speed boosts, slows and knock-ups to ensure the fight stays favorable for her team.

Gnar - the Missing Link

Tahm Kench can take a beating in solo lanes, sure, but not the kind of beating that Gnar dishes out. In mini form, he has all the range, mobility, and percent health damage to boomerang down the River King from range. And once he goes mega, he still brings literal tons of damage while rocking enough health to withstand Tahm Kench’s retaliations.

“Now that meal? It left me satisfied. So cry if you want boy, ‘cause you had a chance to walk away. Instead, you're the fool, the fool who let me in."

Let us know your thoughts on League’s munchiest champion in the comments below!

Server Maintenance: Patch 5.12
Posted by News [HTML][XML][PERM][FULL] on 22 June 2015, 4:37 pm

Don't miss: New Champion Info, July Sales Schedule, Narrative Team Update and More

[NA] Server Maintenance: Patch 5.12

Originally Posted by Riot (View Original Source)

On 06/24/2015, starting at 01:30 PDT, ranked queues will be disabled in preparation for patch 5.12. 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.


Originally Posted by Riot (View Original Source)

On 24/06/2015, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 5.12. At 05:00 GMT, 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.

Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 22 June 2015, 1:03 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow June 23rd.

New Champion Info

Originally Posted by Riot (View Original Source)

Let me guess his kit...

  • Passive : Speed in river
  • Q : Slow
  • W : Slow
  • E : Bullshit movement skill
  • R : Slow that deals damage

You're so far off, friend.

Except for the Q slow. That's spot on.

you're missing a couple knock ups, true damage and an execute

0 knock-ups, no true damage, no execute.

Unofficial PBE Patch Notes for 6/18/2015
Posted by News [HTML][XML][PERM][FULL] on 18 June 2015, 3:40 pm

 Item Changes

Abyssal Scepter

  • All changes reverted back to live values

Champion Teaser - Tamm, King of the Rivers

The video was published by Riot China.
The name was translated, it might be different in english version.

Unofficial PBE Patch Notes for 6/17/2015
Posted by News [HTML][XML][PERM][FULL] on 17 June 2015, 3:23 pm

Champion Changes

Jarvan IV

  • Demacian Standard [E] - Cooldown increased to 13/12.5/12/11.5/11 (up from 12/11.5/11/10.5/10)

Item Changes

Enchantment: Runeglaive

  • Mana restore increased to 8% (up from 6%)

Unofficial PBE Patch Notes for 6/16/2015
Posted by News [HTML][XML][PERM][FULL] on 16 June 2015, 7:03 pm

Player Icons


Pool Party Skins

Champion Changes


  • Base Mana reduced to 280 (down from 300)
  • Timewinder [Q] - AP ratio reduced to .1 (down from .15) and return ratio increased to .6 (up from .55)


  • Base HP5 reduced to 5.5 (down from 8.7)
  • HP5perlvl reduced to .5 (down from .85)
  • Barrel Roll [Q] - Slow duration reduced to 1.3 (down from 2)


  • Winter's Bite [Q] - Damage increased to 70/115/160/205/250 (up from 60/105/150/195/240) and mana reduced to 45/50/55/60/65 (down from 55/60/65/70/75)


  • Grandmaster's Might [R] - Armor and Magic Resistance bonuses increased to 30/50/70 (up from 20/35/50)


  • Idol of Durand [R] - Base damage reduced to 200/300/400 (down from 220/330/440) but additional damage gained is increased to 10% (up from 5%). Maximum bonus damage cap increased to 360/540/720. Maximum cap used to be up to 40% but now is 80%


  • Subjugate [R] - Drain increased to 20/27.5/35 (up from 20/24/28)


  • Brutal Strikes [W] - Basic attacks now deal 15/30/45/60/75 (down from 25/40/55/70/85) and AP ratio decreased to .1 (down from .15). Now has a .1 armor ratio.


  • Demacian Standard [E] - Cooldown reduced to 12/11.5/11/10.5/10 (down from 13)

Team Up & Pool Party

Now with it's own promotion site. Check it up to track the reward progress.

Originally Posted by Riot (View Original Source)

Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 15 June 2015, 1:01 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow June 16th.

Don't miss: New Jungle Item and the State of AP Junglers

Team Up and Pool Party Coming Up!

Originally Posted by Riot (View Original Source)


League’s more fun with friends, so starting next week, we’ll celebrate playing together (and earning rewards) in two distinct phases. First, Team Up Week runs from June 15-21. You’ll team up with friends and earn points by winning games in five-player premades or sending gifts to friends both new and old. These points pool together to unlock levels of rewards for the whole community to enjoy.

Unofficial PBE Patch Notes for 6/12/2015
Posted by News [HTML][XML][PERM][FULL] on 12 June 2015, 5:07 pm

Defensive Masteries Changed

Adaptive Armor (new talent)

  • Gain 4% of your bonus Armor as Magic Resist if you have more bonus Armor than bonus Magic ResistnnGain 4% of your bonus Magic Resist as Armor if you have more bonus Magic Resist than bonus Armor

Runic Blessings

  • Removed

Legendary Guardian

  • +3 Armor and Magic Resist for each nearby enemy champion (now only has one rank)


  • Reduces damage taken by 2% from enemies that have impaired movement (slows, snares, taunts, stuns, etc.) (down from 3%)


  • Reduces the duration of crowd control effects by 10% (reduced from 15%)

Champion Changes


  • Ranger's Focus [Q] - Changed from "applying frost shot" to "hitting a spell or attack"


  • Spider Form [R] - Auto attacks now heal for half the bonus magic damage dealt
  • Skittering Frenzy [W] - Spiderlings no longer heal Elise
  • Rappel [E] - Grants bonus damage to spiderling during the duration (need to test to verify)


  • Overload [Q] - Damage reduced to 60/95/130/165/200 (down from 60/100/140/180/220)
  • Rune Prison [W] - Duration reduced to 1/1.1/1.2/1.3/1.4 (down from 1/1.1/1.3/1.4/1.5)

 Item Changes

New Jungle Enchant: Runeglaive (replaces magus)

  • The next basic attack will deal magic damage in an area around the target
  • Not available yet
  • 40 AP
  • 200 Mana
  • +10% Cooldown Reduction
  • UNIQUE Passive - Spellblade: After using an ability, the next basic attack is converted into magic damage and deals 75% Base Attack Damage (+30% of Ability Power) bonus magic damage on hit in an AoE around the target (1.5 second cooldown). When attacking a monster, this also restores 6% of your missing Mana."


Unofficial PBE Patch Notes for 6/11/2015
Posted by News [HTML][XML][PERM][FULL] on 11 June 2015, 6:50 pm

Champion Changes


  • Overload [Q] - Passive changed to: Arcane Mastery's supercharged duration is increased to 3/3.5/4/4.5/5 seconds. Damage increased to 60/100/140/180/220 (up from 60/95/130/165/200)
  • Rune Prison [W] - Root duration changed to 1/1.1/1.3/1.4/1.5 (from 1.3) and damage increased to 80/100/120/140/160 (up from 65/95/125/155/185). Cooldown reduced to 14 seconds (down from 22/21/20/19/18)
  • Spell Flux [E] - Damage increased to 50/66/82/98/114 (up from 32/44/56/68/80) and return damage increased to 25/33/41/49/57 (up from 16/22/28/34/40). Cooldown is now 7 seconds (changed from 6.25/5.75/5.25/4.75/4.25)

New Death Recap in Patch 5.12 or 5.13

Originally Posted by Riot (View Original Source)

Fair question. We've been pretty quiet on Death Recap for a while, it's definitely been on our minds though. We've been doing a fair bit of work on it, and at a guess, should be in a position to release that in either patch 5.12 (the next one) or 5.13. That work's been focused on ensuring that Death Recap properly collects data more consistently and, once it's got it, attributes it to the correct unit and spell.


· Older Entries >>


Updated Today:
A Green Mushroom [HTML] [XML] [FULL]
Bethesda Blog [HTML] [XML] [FULL]
Erik Hyrkas's MMO Blog [HTML] [XML] [FULL]
mmocam! [HTML] [XML] [FULL] [HTML] [XML] [FULL]
Mystic Worlds [HTML] [XML] [FULL]
Raph Koster [HTML] [XML] [FULL]
Reign of Gaming [HTML] [XML] [FULL]
Tobold [HTML] [XML] [FULL]
Zen of Design [HTML] [XML] [FULL]
Updated this Week:
Lineage II [HTML] [XML] [FULL]
The Instance [HTML] [XML] [FULL]
World of Warcast [HTML] [XML] [FULL]
Updated this Month:
Gamers with Jobs [HTML] [XML] [FULL]
GWJ Conference Call [HTML] [XML] [FULL]
Heartless Gamer [HTML] [XML] [FULL]
Morphisat's Blog [HTML] [XML] [FULL]
No Prisoners, No Mercy [HTML] [XML] [FULL]
Ogrebear's Thoughts [HTML] [XML] [FULL]
Welshtroll [HTML] [XML] [FULL]
Wolfshead Online [HTML] [XML] [FULL]
Write the Game [HTML] [XML] [FULL]