Unofficial PBE Patch Notes for 3/3/2015
Posted by News [HTML][XML][PERM][FULL] on 3 March 2015, 3:52 pm

Bard Champion Select

Kassadin

  • Riftwalk [R] - Range increased to 550 (up from 450)

Xin Zhao

  • Audacious Charge [E] - Damage reduced to 70/110/150/190/230 (70/115/160/205/250)

Veigar

  • Baleful Strike [Q] - Missile Speed Increased to 2200 (up from 1750)

Bard

  • Tempered Fate [R] - Missile Speed reduced to 1800 (down from 2000)




Let's Talk About The Jungle

Originally Posted by Riot (View Original Source)

Hi all,

Let’s talk about the 2015 season jungle. Up front: we knew the preseason changes were going to make things significantly tougher, but it’s clear we’ve misstepped along the way in both communication and design. Not only have we not done a great job of sharing our thoughts (present and future), but our subsequent changes to the jungle from patch 5.1 to 5.4 have been nerfs to jungle diversity rather than continuing to deliver on our preseason goals.

First, let’s see how we got here. From the beginning we knew that “strategic diversity” would basically become a meme for the 2015 season, but it’s still something we strongly believe in. A lot of players might associate champion diversity with strategic diversity, but it’s more about one feeding into the other. The former is only about what champions get played - even if they’re doing the same thing - while the latter emphasizes champions who can enable a variety of other strategies on a team (objective control, wombo, lane pressure, etc). With Jarvan IV, Vi, and Lee Sin all fulfilling identical roles (with priority given to whoever’s strongest), we know we’re not there.




Unofficial PBE Patch Notes for 3/2/2015
Posted by News [HTML][XML][PERM][FULL] on 2 March 2015, 6:51 pm

WIP POST

Jungle Changes

  • Gromp Base Damage 90 -> 83
  • Murkwolf (Big one) Gold on Kill 42 -> 53
  • Murkwolf (mini) 12 -> 16
  • Razorbeak Base Damage 55 -> 45
  • Raptor (mini razorbeak) Base Damage 20 -> 16

Champion Changes

Zilean

  • Time Bomb [Q] - Cooldown reduced to 10/9.5/9/8.5/8 (down from 12/11/10/9/8)

Bard

  • Cosmic Binding [Q] - Now deals 75/110/145/180/215 (changed from 85/115/145/175/205)

Trundle

  • Frozen Domain [W] - Increased healing now at 20/20/20/20/20% (up from 8/11/14/17/20%)

Urgot

  • Terror Capacitor [W] - Shield base value lowered to 60/100/140/180/220 (down from 80/130/180/230/280) but mana shield raised to 8% (up from 5%)
  • Hyper-Kinetic Position Reverser [R] - Cooldown reduced to 120/100/80 (down from 120/110/100) 

 Item Changes

Bami's Cinder Icon

Cinderhulk

  • Combine cost increased to 350 (up from 150)
  • Now deals 16 damage (up from 15)
  • Now increases up to 24 (+1.5 per champion level) magic damage based on time in combat (changed from up to 100% bonus damage)

 




Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 2 March 2015, 12:36 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow March 3rd.




Unofficial PBE Patch Notes for 2/27/2015
Posted by News [HTML][XML][PERM][FULL] on 27 February 2015, 6:58 pm

WIP POST

Cho'Gath Texture Update

Champion Changes

Azir

  • Arise! [W] - Sand Soldier's range is now 375 (up from 325)

Gragas

  • Drunken Rage [W] - Maximum damage to monsters raised to 300 (up from 250)

Lissandra

  • Ice Shard [Q] - Now deals 70/100/130/160/190 (down from 75/110/145/180/215) 

Nautilus

  • Riptide [E] - AP Ratio now .3 (down from .5) and now slows for 1.3 seconds (down from 2). Mana cost reduced to 40/50/60/70/80 (down from 60/70/80/90/100). Cooldown reduced to 6/5.5/5/4.5/4 (down from 10 seconds across all ranks)
  • Titan's Wrath [W] - Now deals 15/30/45/60/75 (down from 40/55/70/85/100)

Nidalee

  • Bushwhack [W] - No longer deals bonus damage based on current health (down from 10/12/14/16/18% + 0.02*AP%)
  • Bushwhack [W] - Now deals 40/80/120/160/200 + 0.2*AP damage (up from 20/40/60/80/100)
  • Pounce [W] - Now deals 40/80/120/160 damage (down from 50/100/150/200)
  • Swipe [E] - AP ratio is now 0.55*AP (up from 0.45*AP)

Skarner

  • Crystal Slash [Q] - Now deals 20/30/40/50/60 damage (up from 18/28/38/48/58) physical damage and then magic damage when it is charged.
  • Fracture [E] - Now deals 40/75/110/145/180 damage (up from 40/60/80/100/120)

Tristana

  • Rapid Fire [Q] - Cooldown is now lowered by 1 second each time Tristana basic attacks an enemy marked with explosive charge

Urgot

  • Terror Capacitor [W] - Shield now also gains 5% of his maximum mana as part of the shield

Vi

  • Movement speed reduced to 345 (down from 350)
  • Assault and Battery [R] - Damage reduced to 150/300/450 (down from 200/325/450)
  • Assault and Battery [R] - Bonus AD Ratio is now 1.4 (down from 1.5) [NOTE: On live servers tooltip states lower ratio than it is in reality. It's a nerf]

Volibear

  • Frenzy [W] - Frenzy's cooldown is lowered by 50% if he uses it on a monster (will be determined soon)

Xin Zhao

  • Audacious Charge [E] - Now deals 70/115/160/205/250 damage (up from 70/105/140/175/210)
  • Battle Cry [W] - Now heals him for 30/35/40/45/50 (up from 26/32/38/44/50)

Zac

  • Elastic Slingshot [E] - Knock up is now 1 second (up from .5 seconds)

Item Changes

Bami's Cinder [NEW ITEM]

  • Total Cost: 1000 gold
  • Recipe: Ruby Crystal + 600 gold
  • +300 Health
  • UNIQUE Passive - Immolate: Deals 5 (+1 per champion level) magic damage per second to nearby enemies. Deals 50% bonus damage to minions and monsters.

Jungle Enchantment: Cinderhulk [NEW]

  • Total Cost: 2000/2200 gold (NOTE: depends on jungle item!)
  • Recipe: Bami's Cinder + Tier 2 Jungle Item + 150/350 gold
    • Recipe costs 150 gold for Stalker's Blade and Ranger's Trailblazer
    • Recipe costs 350 gold for Skirmisher's Sabre and Poacher's Knife
  • +350 Health
  • +25% Bonus Health
  • UNIQUE Passive - Immolate: While in combat, deals 15 (+1 per champion level) magic damage a second to nearby enemies. This increases up to 100% based on time in combat.

Jungle Enchantment: Juggernaut

  • Removed and replaced with Cinderhulk

Sunfire Cape

  • Now builds out of Bami's Cinder instead of Giant's Belt




Patch Rundown 5.4

Originally Posted by Riot (View Original Source)




Unofficial PBE Patch Notes for 2/26/2015
Posted by News [HTML][XML][PERM][FULL] on 26 February 2015, 4:54 pm

WIP POST

Headhunter Akali

 




League of Legends - Patch 5.4 in Under 1 minute
Posted by News [HTML][XML][PERM][FULL] on 26 February 2015, 2:00 am

League of Legends - Patch 5.4 in Under 1 minute




Unofficial PBE Patch Notes for 2/25/2015
Posted by News [HTML][XML][PERM][FULL] on 25 February 2015, 3:50 pm

WIP POST

*Warwick, Taric, Janna and Cho'Gath texture rebalances in the files

Base Warwick

Warwick Skins

Base Janna + Skins

Base Taric

Taric Skins

Cho'Gath Skins

Tower Changes

  • 2nd Tower now has 1300 health (up from 1000) and shield was increased as well (to be determined)



DJ Sona Now Available
Posted by News [HTML][XML][PERM][FULL] on 25 February 2015, 1:13 pm

DJ Sona Now Available

Originally Posted by Riot (View Original Source)




Patch 5.4 Notes
Posted by News [HTML][XML][PERM][FULL] on 24 February 2015, 5:58 pm

Patch 5.4 Notes

Originally Posted by Riot (View Original Source)

Hello Summoners,

Welcome to patch 5.4 - the one where we follow up on patch 5.2 with some mage love. Up front: the new +120 AP item is currently slated for a future patch (soon(tm)), but this hasn't stopped us from working on the few mages that needed help in a post-DFG world. Actually, like we mentioned in the patch 5.2 foreword, the impact of DFG's removal hasn't been all that noticeable in champion performance, but there were two we knew would have identity crisis (that's the plural) in the aftermath: Mordekaiser and Veigar.

When we went into deep examination of what made Morde and Veigar who they are, we realized that a lot of their identity came down to "blow this fool up (and get a ghost!)." Unfortunately, amping up a play pattern like that makes for some sad times in the world of counterplay, so we had to take a longer look to see what could be done. Ultimately we'll explain more in their individual context paragraphs, but the rundown of the issue is this: when a champion is tuned around a fine line between "functional" and "oppressive," balance isn't a question of number tuning; rather, it's all about finding a healthy direction where that champ can prosper without getting paranoid about fame. Can you imagine a world where Veigar is the best - and most popular - champion in the game? That's a tough vision to sell for his opponents, and we want to make sure his success is warranted. Check out those contexts for more information, but this is an important philosophy to keep in mind as you read through these notes!



Bard, the Wandering Caretaker, revealed
Posted by News [HTML][XML][PERM][FULL] on 24 February 2015, 2:57 pm

Bard, the Wandering Caretaker, revealed

Bard should be in this PBE patch - 1-2 hours!

Originally Posted by Riot (View Original Source)

Bard

The Wandering Caretaker

The celestial vagabond known only as Bard dwells beyond the physical universe in realms unknown to man. Manifesting when others threaten the cosmic equilibrium, the ancient caretaker acts with speed and intent, only returning to his endless watch once he has steered Runeterra from catastrophe.

Abilities

Passive: Traveler’s Call

Ancient Chimes

Bard’s presence causes sacred chimes to appear on the Fields of Justice. Collecting a chime grants Bard a brief burst of movement speed, experience, and mana.

Meeps

Bard’s presence attracts small spirits known as meeps to his side. Whenever Bard attacks, a meep throws itself at his target, dealing extra damage before disappearing back to the spirit world. As Bard collects more chimes, the meeps that follow him grow in both number and power.


Q: Cosmic Binding

Bard fires out a burst of spirit energy in a line, damaging and slowing the first enemy struck. After Cosmic Binding hits an enemy, the burst of energy continues through, searching for secondary targets. If it hits a wall, it stuns the initial target; if it hits a second enemy, it stuns both targets.


W: Caretaker’s Shrine

Bard conjures a health pack that gains power for a few seconds. Allied champions who walk over the pack gain health and a brief burst of movement speed, while enemies can stand on the pack for a moment to destroy it.


E: Magical Journey

Bard conjures a portal on a target wall. The portal tunnels through to the far end of the wall, granting one-way passage to all champions, friend and foe, who enter it.


R: Tempered Fate

After a brief delay, Bard places all units in a targeted area - friend or foe, including champions, minions, monsters and turrets - in stasis. Frozen units are immune to all damage until the effect wears off.


 

Gameplay

Bard is League’s first support to gain advantages solely from moving around Summoner’s Rift. By constantly collecting his unique chimes, he covers plenty of ground at all stages of a game, and offers his team both solid sustain with his health packs and unrivalled team mobility with his long range portals.

Laning

Even if he is a wandering spirit, Bard first has to identify the best windows of opportunity to roam before he runs off - he can't just abandon his marksman whenever he pleases. By making runs when his lane’s pushed or when his marksman has recalled, Bard can successfully roam without placing his teammate in imminent danger, then return to lane by the time he’s needed.

And while Bard roams around collecting his chimes, he has plenty of tools to support his allies. Laying down a Caretaker’s Shrine or two near friendly turrets gives Bard’s teammates the sustain to recover lanes that are losing, or overwhelm ones that are winning, and all without the Wandering Caretaker staying in lane. Bard’s Magical Journeys cover long distances in specific locations, too, gifting friendly fighters and tanks quick access to the enemy team’s jungle, and mages easy access to their own blue buff. The portals needn’t propel just Bard and his pals through the jungle, though - coordinating them with allied movement means Bard can quickly move his damage-dealing allies into lane ganks and toward objective control. That said, Magical Journey is best used when his enemies are both seen and distant - they serve little use when enemy assassins simply follow Bard through the portal before claiming lives.

Bard offers more than pure sustain and mobility, though, and fires out solid poke whenever he’s in lane thanks to Cosmic Binding. Though it deals meaningful damage on its own, the slow (and if procced, stun) give Bard surprising ganking potential, particularly when used in conjunction with Magical Journey. Enemies will have to think twice about escaping through the bottom and top lane brush when Bard can pin them to the nearby wall with a well-placed Q.

Once Bard hits six, he gains countless opportunities to secure and protect objectives across Summoner’s Rift thanks to the incredible versatility of Tempered Fate. If the enemy team’s tower diving a stranded ally, casting the ability over them grants them a few precious seconds of invulnerability while Bard’s team comes to the rescue. The ability has offensive uses, too, like freezing a lone enemy while Bard’s team closes in for the kill, or freezing an enemy turret while Bard and his allies get to work on diving their suddenly unprotected targets.

Teamfights

The Wandering Caretaker has plenty of ways to control areas of the map come mid game. Even if his team arrives late to a dragon attempt, Bard can cast Tempered Fate over the dragon before creating a Magical Journey into the beast’s pit. Suddenly what seemed like a simple dragon kill turns into a contested dragon buff and a full-scale teamfight. Here, Bard’s role changes to backline utility support. By planting a few Shrines around his team’s objective, he gives his team an automatic sustain advantage - allowing his frontline tanks to temporarily pull back to top their health back up, or squishier allies to recover if they get chunked down. Cosmic Binding becomes increasingly useful in tight areas, too - without large spaces to escape to, it’s much more likely to tether against a nearby wall or second enemy, stunning both units while Bard’s team secure valuable kills. Provided he’s collected enough of the chimes through the course of the game, even Bard’s meeps offer solid utility, slowing and damaging fleeing enemies once the fight is over.

Finally, Magical Journey offers Bard the chance to bring copious amounts of mischief to Summoner’s Rift. Baiting the enemy team into following him through a portal before stunning them with Cosmic Binding can bring about a quick and brutal ace, or drag them out of position, letting Bard sacrifice himself as his team emerges elsewhere from the fog of war to tear the enemy’s defenses apart.

Synergy

Works well with:

Caitlyn - the Sheriff of Piltover

While other Marksmen might suffer on their own, Caitlyn has all tools she needs to survive while Bard roams Summoner’s Rift. Her Piltover Peacemaker rounds clear waves quickly and safely, her Yordle Snap Trap can keep her relatively safe from enemy junglers, and if all else fails, 90 Caliber Net often gives her enough mobility to escape from otherwise deadly spots. When Bard’s in lane, well-aimed Cosmic Binding casts help the Sheriff land her Piltover Peacemakers, too.



Udyr - the Spirit Walker

Udyr’s a beast once he gets to his target’s face, but traditionally has trouble getting there in the first place. That’s where Bard comes in - Caretaker’s Shrine gives the Spirit Walker the speed he needs to accelerate him into the heart of most enemy teams. And even if the enemy still gets away, Bard can help with accurate Cosmic Binding casts, and, if needed, Tempered Fate.



Amumu
- the Sad Mummy

The Sad Mummy has one of League’s strongest team fight initiation combos, but Bandage Toss into Curse of the Sad Mummy is only effective when Amumu actually lands his Q. Bard can speed Amumu into position with a smart Magical Journey before slowing his mark with Cosmic Binding. Even if he misses, Bard can simply fire Tempered Fate at his team’s target while Amumu walks into position to unleash his ultimate.

Struggles against:


Rek'Sai - the Void Burrower

The quickest way to kill a wandering support is with an aggressive jungler, and none see further than Rek’Sai. By using Tremor Sense to track the roaming Bard, Rek’Sai can tunnel in, knock up and kill the Wandering Caretaker before escaping to safety. If Bard’s jungle is well warded, Rek’Sai can reposition with Void Rush to claim her kill, too.



Draven - the Glorious Executioner

Bard can only comfortably roam when his Marksman faces up against opponents who favor sustained damage over burst. Draven, with his brutal early game power, is anything but that, and will comfortably shred much more of his target’s health than Bard’s Shrines could hope to restore.



Leona - the Radiant Dawn

Similar to Draven, Leona exacerbates Bard's weaknesses by being a classic lane bully. In a favorable two vs one lane, Leona’s all the more likely to activate Eclipse before using Zenith Blade and Shield of Daybreak to close in and stun Bard’s lone marksman, even under tower.

Champion Insights

Bard, game design by Rabid Llama

We’ve looked at the idea of roaming supports before. Alistar was one, for a while, before he roamed so well you guys transitioned him into a death-dealing jungler thanks to his nigh on unstoppable W+Q combo and extreme tower diving capabilities. So we made changes, nerfed his extra monster damage, and put him back in his traditional support pants. But we still liked the idea, and so started thinking of ways that we could bring a new champion into League that had all the hallmarks of a roaming utility support.

At the same time, one of the champion concept artists had drawn up a really compelling character. He was strange and otherworldly looking, so we started figuring out how we could join these two pieces - roaming support and this character - together. After trying out a few different mechanical hooks (he was, at one stage, a pretty bardy Bard, with a musical theme and an instrument that was more central to his abilities), we ended up with a cosmic character, a caretaker who existed to protect relics and places scattered around the world.

So how’s he different in game? Well, Bard’s roams to empower both himself and his allies. Each chime he collects soups up his Meeps passive, and as he travels, he’s incentivized to help out his other lanes and jungler with Caretaker’s Shrine. Crucially, they don’t require him to hang around, so Bard can pop into mid, drop off a shrine, then carry on towards top on the hunt for more chimes. Each chime gives him a short movement boost (so he can jet around at a decent pace), experience (so he doesn’t miss out on too much minion xp), and mana. All this means he’s rewarded for roaming, and can (hopefully) leave his marksman during laning without handing them a big fat death sentence.

Let us know your thoughts in the comments below! We’re super excited to see how - and where - you play him!




Unofficial PBE Patch Notes for 2/24/2015
Posted by News [HTML][XML][PERM][FULL] on 24 February 2015, 2:59 pm

 

Abilities

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v804)</th><th class="new-value">New (Air Client v805)</th></tr> <tr class="modified"> <td class="key" colspan="2">Lulu - [R] - Wild Growth</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Lulu - [R] - Wild Growth
Lulu enlarges her ally, knocking nearby enemies into the air. For 7/7/7 seconds, her ally gains 300/450/600 (+0.5) bonus Health and slows nearby enemies by 30/45/60%.

Cost:
100/100/100 Mana

Range:
0

Cooldown:
110/95/80</td> <td class="new-value" style="vertical-align: top;" width="50%">Lulu - [R] - Wild Growth
Lulu enlarges her ally, knocking nearby enemies into the air. For 7/7/7 seconds, her ally gains 300/450/600 (+0.5) bonus health and slows nearby enemies by 30/45/60%.

Cost:
100/100/100 Mana

Range:
0

Cooldown:
110/95/80</td> </tr> <tr class="modified"> <td class="key" colspan="2">Sion - [Q] - Decimating Smash</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Sion - [Q] - Decimating Smash
Sion charges up a heavy blow for up to 2 seconds. When released, he deals 20/40/60/80/100 (+) to 60/120/180/240/300 (+) physical damage to enemies in the area (60/60/60/60/60% damage to minions). Enemies hit are briefly slowed.

If
Sion charges for at least 1 second, enemies are knocked up and stunned for 1.25 to 2.25 seconds.

Cost:
45/50/55/60/65 Mana

Range:
0

Cooldown:
10/9/8/7/6</td> <td class="new-value" style="vertical-align: top;" width="50%">Sion - [Q] - Decimating Smash
Sion charges up a heavy blow for up to 2 seconds. When released, he deals 20/40/60/80/100 (+) to 60/120/180/240/300 (+) physical damage to enemies in the area (60/60/60/60/60% damage to minions). Enemies hit are briefly slowed.

If
Sion charges for at least 1 second, enemies are knocked up and stunned for 1.25 to 2.25 seconds.

Cost:
40/45/50/55/60 Mana

Range:
0

Cooldown:
10/9/8/7/6</td> </tr> <tr class="modified"> <td class="key" colspan="2">Sion - [W] - Soul Furnace</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Sion - [W] - Soul Furnace
Passive: Sion gains 2/2/2/2/2 maximum Health whenever he kills a unit (10/10/10/10/10 for large monster and champion kill or assist). Current Bonus:

Active:
Sion shields himself for 30/55/80/105/130 (+0.4) (+) (10/10/10/10/10% of maximum Health) for 6 seconds. After 2 seconds, while the shield holds, Sion can reactivate to deal 40/65/90/115/140 (+0.4) plus 10/11/12/13/14% of the target's maximum Health as magic damage to enemies around himself. Max 400 bonus damage against minions and monsters.

Cost:
65/70/75/80/85 Mana

Range:
500

Cooldown:
13/13/13/13/13</td> <td class="new-value" style="vertical-align: top;" width="50%">Sion - [W] - Soul Furnace
Passive: Sion gains 2/2/2/2/2 maximum Health whenever he kills a unit (10/10/10/10/10 for large monster and champion kill or assist). Current Bonus:

Active:
Sion shields himself for 30/55/80/105/130 (+0.4) (+) (10/10/10/10/10% of maximum Health) for 6 seconds. After 2 seconds, while the shield holds, Sion can reactivate to deal 40/65/90/115/140 (+0.4) plus 10/11/12/13/14% of the target's maximum Health as magic damage to enemies around himself. Max 400 bonus damage against minions and monsters.

Cost:
60/65/70/75/80 Mana

Range:
500

Cooldown:
13/13/13/13/13</td> </tr> <tr class="modified"> <td class="key" colspan="2">Sion - [E] - Roar of the Slayer</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Sion - [E] - Roar of the Slayer
Sion fires a short range shockwave, dealing 70/105/140/175/210 (+0.4) magic damage to the first target hit, slowing it by 40/45/50/55/60%, and reducing its Armor by 20/20/20/20/20% for 2.5 seconds.

If
the target is not a champion, they will be knocked back. All enemies that the knocked back unit passes through will take 50/50/50/50/50% bonus damage and be slowed by 40/45/50/55/60%.

Cost:
35/35/35/35/35 Mana

Range:
800

Cooldown:
12/11/10/9/8</td> <td class="new-value" style="vertical-align: top;" width="50%">Sion - [E] - Roar of the Slayer
Sion fires a short range shockwave, dealing 70/105/140/175/210 (+0.4) magic damage to the first target hit, slowing it by 40/45/50/55/60%, and reducing its Armor by 20/20/20/20/20% for 2.5 seconds.

If
the target is not a champion, they will be knocked back. All enemies that the knocked back unit passes through will take 50/50/50/50/50% bonus damage and be slowed by 40/45/50/55/60%.

Cost:
35/40/45/50/55 Mana

Range:
800

Cooldown:
12/11/10/9/8</td> </tr> <tr class="modified"> <td class="key" colspan="2">Kalista - [E] - Rend</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Kalista - [E] - Rend
While off cooldown, Kalista's spears pierce their target and linger there for 4 seconds.

Active:
Kalista rips the spears from nearby targets, dealing 20/30/40/50/60 (+) physical damage and slowing their Movement Speed by 25/30/35/40/45% for 2/2/2/2/2 seconds. Each extra spear increases Rend's damage by 10/14/19/25/32 (+).

If
it kills a target, Rend's cooldown is reset and Kalista regains 20/20/20/20/20 mana (up to twice per cast).

Cost:
40/40/40/40/40 Mana

Range:
0

Cooldown:
0/0/0/0/0</td> <td class="new-value" style="vertical-align: top;" width="50%">Kalista - [E] - Rend
While off cooldown, Kalista's spears pierce their target and linger there for 4 seconds.

Active:
Kalista rips the spears from nearby targets, dealing 20/30/40/50/60 (+) physical damage and slowing their Movement Speed by 25/30/35/40/45% for 2/2/2/2/2 seconds. Each extra spear increases Rend's damage by 10/14/19/25/32 (+).

If
it kills a target, Rend's cooldown is reset and Kalista regains 20/20/20/20/20 mana (up to twice per cast).

Cost:
40/40/40/40/40 Mana

Range:
0

Cooldown:
0/0/0/0/0</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [Passive] - Voracity</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [Passive] - Voracity
Katarina's spell cooldowns are reduced by 15 seconds whenever a champion that she has damaged in the last 3 seconds dies.</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [Passive] - Voracity
Katarina's spell cooldowns are reduced by 15 seconds whenever a champion that she has damaged in the last 3 seconds dies.</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [Q] - Bouncing Blades</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [Q] - Bouncing Blades
Throws a dagger dealing 60/85/110/135/160 (+0.45) magic damage. The dagger bounces to the 4 closest enemies dealing 10% less damage with each bounce.

Enemies hit are marked for 4 seconds. Katarina's basic attacks or spells will consume the mark dealing 15/30/45/60/75 (+) additional magic damage.

Cost:

Range: 0

Cooldown: 10/9.5/9/8.5/8</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [Q] - Bouncing Blades
Throws a dagger dealing 60/85/110/135/160 (+0.45) magic damage. The dagger bounces to the 4 closest enemies dealing 10% less damage with each bounce.

Enemies hit are marked for 4 seconds. Katarina's basic attacks or spells will consume the mark dealing 15/30/45/60/75 (+) additional magic damage.

Cost:

Range: 0

Cooldown: 10/9.5/9/8.5/8</td> </tr> <tr class="inserted"> <td valign="top" width="50%"> </td> <td align="center" valign="top" width="50%">Katarina_Q.png</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [W] - Sinister Steel</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [W] - Sinister Steel
Whirls daggers in a circle dealing 40/75/110/145/180 (+) (+0.25) magic damage. If she hits an enemy Champion, Katarina gains 15/20/25/30/35% movement speed for 1 second.

Cost:

Range: 400

Cooldown: 4/4/4/4/4</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [W] - Sinister Steel
Whirls daggers in a circle dealing 40/75/110/145/180 (+) (+0.25) magic damage. If she hits an enemy Champion, Katarina gains 15/20/25/30/35% movement speed for 1 second.

Cost:

Range: 400

Cooldown: 4/4/4/4/4</td> </tr> <tr class="inserted"> <td valign="top" width="50%"> </td> <td align="center" valign="top" width="50%">Katarina_W.png</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [E] - Shunpo</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [E] - Shunpo
Teleports to a target's location. Deals 60/85/110/135/160 (+0.4) magic damage if the target is an enemy.

After using Shunpo, Katarina takes 15/15/15/15/15% reduced damage for 1.5/1.5/1.5/1.5/1.5 seconds.

Cost:

Range: 0

Cooldown: 12/10.5/9/7.5/6</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [E] - Shunpo
Teleports to a target's location. Deals 60/85/110/135/160 (+0.4) magic damage if the target is an enemy.

After using Shunpo, Katarina takes 15/15/15/15/15% reduced damage for 1.5/1.5/1.5/1.5/1.5 seconds.

Cost:

Range: 0

Cooldown: 12/10.5/9/7.5/6</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [R] - Death Lotus</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [R] - Death Lotus
Becomes a flurry of blades, throwing daggers at the closest 3 enemy Champions dealing @Effect1Amount*10@ (+) (+2.5) magic damage over 2.5/2.5/2.5 seconds.

Daggers apply Grievous Wounds, reducing incoming healing by 50% for 3 seconds.

Cost:

Range: 0

Cooldown: 90/60/45</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [R] - Death Lotus
Becomes a flurry of blades, throwing daggers at the closest 3 enemy Champions dealing @Effect1Amount*10@ (+) (+2.5) magic damage over 2.5/2.5/2.5 seconds.

Daggers apply Grievous Wounds, reducing incoming healing by 50% for 3 seconds.

Cost:

Range: 0

Cooldown: 90/60/45</td> </tr> <tr class="inserted"> <td valign="top" width="50%"> </td> <td align="center" valign="top" width="50%">Katarina_R.png</td> </tr> <tr class="inserted"> <td valign="top" width="50%"> </td> <td align="center" valign="top" width="50%">Katarina_E.png</td> </tr> <tr class="inserted"> <td valign="top" width="50%"> </td> <td align="center" valign="top" width="50%">Katarina_Passive.png</td> </tr> </tbody> </table>

Items

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v804)</th><th class="new-value">New (Air Client v805)</th></tr> <tr class="modified"> <td class="key" colspan="2">Ohmwrecker</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Ohmwrecker

+300 Health
+50
Armor
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)
+10%
Cooldown Reduction

UNIQUE
Active: Prevents nearby enemy turrets from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same turret more than once every 8 seconds.

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets.


Cost:
750</td> <td class="new-value" style="vertical-align: top;" width="50%">Ohmwrecker

+300 Health
+50
Armor
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)
+10%
Cooldown Reduction

UNIQUE
Active: Prevents nearby enemy turrets from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same turret more than once every 8 seconds.

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets (including fallen turrets).


Cost:
750</td> </tr> <tr class="modified"> <td class="key" colspan="2">Raptor Cloak</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Raptor Cloak

+30 Armor
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets.

Cost:
520</td> <td class="new-value" style="vertical-align: top;" width="50%">Raptor Cloak

+40 Armor
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets (including fallen turrets).

Cost:
520</td> </tr> <tr class="modified"> <td class="key" colspan="2">Righteous Glory</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Righteous Glory

+500 Health
+300
Mana
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Valor's Reward: Upon leveling up, restores 150 Health and 200 Mana over 8 seconds.
UNIQUE
Active: Grants +60% Movement Speed to nearby allies when moving towards enemies or enemy turrets for 3 seconds. After 3 seconds, a shockwave is emitted, slowing nearby enemy champion Movement Speed by 80% for 1 second(s) (60 second cooldown).

This
effect may be reactivated early to instantly release the shockwave.

Cost:
700</td> <td class="new-value" style="vertical-align: top;" width="50%">Righteous Glory

+650 Health
+300
Mana
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Valor's Reward: Upon leveling up, restores 150 Health and 200 Mana over 8 seconds.
UNIQUE
Active: Grants +60% Movement Speed to nearby allies when moving towards enemies or enemy turrets for 3 seconds. After 3 seconds, a shockwave is emitted, slowing nearby enemy champion Movement Speed by 80% for 1 second(s) (60 second cooldown).

This
effect may be reactivated early to instantly release the shockwave.

Cost:
700</td> </tr> <tr class="modified"> <td class="key" colspan="2">Zz'Rot Portal</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Zz'Rot Portal

+50 Armor
+50
Magic Resist
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets or Void Gates.

UNIQUE
Active: Spawns a Void Gate at target location for 150 seconds. Every 4 seconds the gate makes a Voidspawn that travels down the nearest lane. Voidspawn explodes when attacking structures. Voidspawn ignore champions and void targets (150 second cooldown).

The
first and every fourth Voidspawn gain 100% of Armor and Magic Resistance as damage.

Cost:
950</td> <td class="new-value" style="vertical-align: top;" width="50%">Zz'Rot Portal

+60 Armor
+60
Magic Resist
+100%
Base Health Regen (+round(1*stats[BaseHPRegenRate]*5) Health per 5 seconds)

UNIQUE
Passive - Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets or Void Gates (including fallen turrets).

UNIQUE
Active: Spawns a Void Gate at target location for 150 seconds. Every 4 seconds the gate makes a Voidspawn that travels down the nearest lane and decays over time. Voidspawn explodes when attacking structures. Voidspawn ignore champions and void targets (150 second cooldown).

The
first and every fourth Voidspawn gain 100% of Armor and Magic Resistance as damage.

Cost:
950</td> </tr> </tbody> </table>

New Champion Splash Art

Bard_Splash_0.jpg

Updated Champion Splash Art

No updated Champion Splash Art in this patch




Server Maintenance: Patch 5.4
Posted by News [HTML][XML][PERM][FULL] on 24 February 2015, 8:54 am

[NA] Server Maintenance: Patch 5.4

Originally Posted by Riot (View Original Source)

On 02/25/15, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 5.4. At 03:00 PST, 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.


[EUW]

Originally Posted by Riot (View Original Source)

On 25/02/2015, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 5.4. 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.




Ranked Team Builder Still in Works

Originally Posted by Riot (View Original Source)

We're working on a Team Builder version of Ranked that is just selecting positions. That system in particular should help address problems like the one you noted.

Are you able to shed any light on how it will work? I'm worried people will queue as least wanted roles with champions that are not exactly appropriate for it, if you catch my drift.

We are locking down the final designs of Ranked Team Builder, so it's still too early to talk about it!




Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 23 February 2015, 12:03 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow February 24th.





Sotere on Mages and Immobility

Originally Posted by Riot (View Original Source)

I love immobile champs. The last years have been the worst.

Mobility creep only grows year after year... Why would I pick brand instead of lb? She can burst easily, is much better at laning phase, much safer and can escape easily from a bad situation.

Brand has much higher team fight potential damage and is better at taking objectives. I'm curious as to why the first of those points isn't particularly poignant. You have any thoughts on that matter?

Mind you, I'm not disagreeing. I played Brand vs. Kassadin the other day, and felt the same way. Kassadin's lane felt stronger, his priority-target burst felt more accessible, and I knew that he could push deeper and harder because he had good escape potential. Likewise, I just got finished watching Faker's LeBlanc vs. a Heimerdinger in solo queue. The Heimer actually outplayed LeBlanc quite a few times and yet, even as Heimer's team went on to win, I kind of felt bad for the little guy because he did get zoned some in lane, and when he capitalized it seemed more like LB's mistake than his stellar play.




Unofficial PBE Patch Notes for 2/20/2015
Posted by News [HTML][XML][PERM][FULL] on 20 February 2015, 12:40 am

WIP POST

Item Changes

  • Luden's Echo and Madrake Ward removed

Sweeping Lens

  • Cooldown increased to 75 seconds (up from 60 seconds)




Don't miss: The Wonder Above - Champion Preview


Meddler Forecasts Azir and Tank Buffs in Jungle

Originally Posted by Riot (View Original Source)

@Meddler what's the status - Tanks and Jungle - can we get Update ? , that silence is "sad" . PLEASE

We're aiming to buff a number of tanks in the jungle in patch 5.5 and/or patch 5.6 (5.3's the current live patch, design work on 5.4's just finished for context). To start with that'll involve looking at tanks that are struggling a bit (definitely Zac, potentially Nautilus, Nunu etc).




The Wonder Above - Champion Preview
Posted by News [HTML][XML][PERM][FULL] on 19 February 2015, 2:57 pm

The Wonder Above - Champion Preview

!! The images are named: "Promo_Bard_Teaser"

Originally Posted by Riot (View Original Source)




Unofficial PBE Patch Notes for 2/18/2015
Posted by News [HTML][XML][PERM][FULL] on 18 February 2015, 2:56 pm

WIP POST

New Player Icon


Updated Splasharts

Katarina

Base Kayle

<table class="diff-table" border="4" cellpadding="4"> <tbody> <tr class="modified"> <td style="vertical-align: top;" align="center" width="50%"></td> <td style="vertical-align: top;" align="center" width="50%"></td> </tr> <tr class="modified"> <td style="vertical-align: top;" align="center" width="50%"></td> <td style="vertical-align: top;" align="center" width="50%"></td> </tr> </tbody> </table>

Champion Ability Changes

Mordekaiser

  • Creeping Death [W] - Now deals 20/32/44/56/68 +0.15 ap ratio (down from 24/38/52/66/80 +0.2 ap ratio)



Unofficial PBE Patch Notes for 2/17/2015
Posted by News [HTML][XML][PERM][FULL] on 17 February 2015, 6:56 pm

WIP Post


New Items

NOTE: Those are placeholder images. We don't know exact numbers on the items yet.

Mandrake Ward

Click to Consume: Places an invisible blind sentry in a brush for 5 minutes. The plant will ping the map if a visible or invisible enemy is within 900 range.

Cost: 50 (yet to be confirmed)

Mana Gem

+MANA
+CDR

Mana Item

+Ability Power
+Mana
+CDR

 Increases maximum Mana by X and generates stacks of Insight when spending mana (X conversion rate) up to X stacks (X of maximum Mana).
UNIQUE Active - Mana Burst: Releases a shockwave, consuming all stacks of Insight. Enemies hit by the shockwave are dealt X (+X*AP) magic damage. Allies hit by the shockwave restore X mana.

Luden's Echo

+AP
+Movement Speed

UNIQUE Passive: Gains charges upon moving or casting. At  charges, the next spell hit expends all charges to deal  bonus magic damage to up to  targets on hit.


Champion Changes

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v800)</th><th class="new-value">New (Air Client v801)</th></tr> <tr class="modified"> <td class="key" colspan="2">Jarvan IV</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Jarvan IV the Exemplar of Demacia
Damage:
55.712 (+ 3.4 )
Health:
571.2 (+ 90 )
Mana:
302.2 (+ 40 )
Movement
Speed: 340
Armor:
24.048 (+ 3.6 )
Magic
Resist: 32.1 (+ 1.25 )
Health
Per 5 Sec: 8.2 (+ 0.7 )
Mana
Per 5 Sec: 6.75 (+ 0.45 )
Range:
175
Defense
Rating: 8
Magic
Rating: 3
Difficulty
Rating: 5
Attack
Rating: 6

Tags:
tank

Tips:
*You can use the Dragon Strike / Demacian Standard combo to get out of your own Cataclysm arenas.*Split your basic attacks on different champions at the beginning of fights to maximize damage.*Use Demacian Standard as a scouting tool when worried about incoming enemies.
Opponent
Tips: *Keep out of the path between Jarvan IV and his Demacian Standard to avoid being knocked up in the air.*Cataclysm's terrain is a frightening force to fight against, but movement abilities can go through it.</td> <td class="new-value" style="vertical-align: top;" width="50%">Jarvan IV the Exemplar of Demacia
Damage:
55.712 (+ 3.4 )
Health:
571.2 (+ 90 )
Mana:
302.2 (+ 40 )
Movement
Speed: 340
Armor:
27 (+ 3.6 )
Magic
Resist: 32.1 (+ 1.25 )
Health
Per 5 Sec: 8.2 (+ 0.7 )
Mana
Per 5 Sec: 6.75 (+ 0.45 )
Range:
175
Defense
Rating: 8
Magic
Rating: 3
Difficulty
Rating: 5
Attack
Rating: 6

Tags:
tank

Tips:
*You can use the Dragon Strike / Demacian Standard combo to get out of your own Cataclysm arenas.*Split your basic attacks on different champions at the beginning of fights to maximize damage.*Use Demacian Standard as a scouting tool when worried about incoming enemies.
Opponent
Tips: *Keep out of the path between Jarvan IV and his Demacian Standard to avoid being knocked up in the air.*Cataclysm's terrain is a frightening force to fight against, but movement abilities can go through it.</td> </tr> <tr class="modified"> <td class="key" colspan="2"> </td> </tr> </tbody> </table>

Abilities

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v800)</th><th class="new-value">New (Air Client v801)</th></tr> <tr class="modified"> <td class="key" colspan="2">Kassadin - [R] - Riftwalk</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Kassadin - [R] - Riftwalk
Kassadin teleports to a nearby location dealing 80/100/120 (+) magic damage to surrounding enemy units.

Each
subsequent Riftwalk within the next 20/20/20 seconds doubles the Mana cost and deals an additional 40/50/60 (+) magic damage per stack, stacks up to 4/4/4 times.

Cost:
75/75/75 Mana

Range:
700

Cooldown:
7/5/3</td> <td class="new-value" style="vertical-align: top;" width="50%">Kassadin - [R] - Riftwalk
Kassadin teleports to a nearby location dealing 80/100/120 (+) magic damage to surrounding enemy units.

Each
subsequent Riftwalk within the next 20/20/20 seconds doubles the Mana cost and deals an additional 40/50/60 (+) magic damage per stack, stacks up to 4/4/4 times.

Cost:
60/60/60 Mana

Range:
450

Cooldown:
7/5/3</td> </tr> <tr class="modified"> <td class="key" colspan="2">Janna - [Passive] - Tailwind</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Janna - [Passive] - Tailwind
Increases the Movement Speed of all allied champions by 5%.</td> <td class="new-value" style="vertical-align: top;" width="50%">Janna - [Passive] - Tailwind
Increases the Movement Speed of all allied champions moving towards Janna by 8%.</td> </tr> <tr class="modified"> <td class="key" colspan="2">Janna - [W] - Zephyr</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Janna - [W] - Zephyr
Passive: Increases Movement Speed by 4/6/8/10/12% (+%) and allows movement through units.

Active:
Deals 60/115/170/225/280 (+0.5) magic damage to an enemy and slows their Movement Speed by 24/28/32/36/40% (+%) for 3/3/3/3/3 seconds. Passive benefit is lost while Zephyr is on cooldown.

Cost:
40/50/60/70/80 Mana

Range:
0

Cooldown:
12/12/12/12/12</td> <td class="new-value" style="vertical-align: top;" width="50%">Janna - [W] - Zephyr
Passive: Increases Movement Speed by 9/11/13/15/17% (+%) and allows movement through units.

Active:
Deals 60/115/170/225/280 (+0.5) magic damage to an enemy and slows their Movement Speed by 24/28/32/36/40% (+%) for 3/3/3/3/3 seconds. Passive benefit is lost while Zephyr is on cooldown.

Cost:
40/50/60/70/80 Mana

Range:
0

Cooldown:
12/12/12/12/12</td> </tr> <tr class="modified"> <td class="key" colspan="2">Katarina - [Passive] - Voracity</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Katarina - [Passive] - Voracity
Champion kills or assists reduce Katarina's cooldowns by 15 seconds.</td> <td class="new-value" style="vertical-align: top;" width="50%">Katarina - [Passive] - Voracity
Katarina's spell cooldowns are reduced by 15 seconds whenever a champion that she has damaged in the last 3 seconds dies.</td> </tr> <tr class="modified"> <td class="key" colspan="2">Jarvan IV - [E] - Demacian Standard</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Jarvan IV - [E] - Demacian Standard
Passive: Gains 10/13/16/19/22% Attack Speed and 10/13/16/19/22 Armor.

Active:
Throws a Demacian Standard to a nearby area dealing 60/105/150/195/240 (+0.8) magic damage to enemies. The Standard lasts for 8/8/8/8/8 seconds and grants surrounding allied champions 10/13/16/19/22% Attack Speed.

Cost:
55/55/55/55/55 Mana

Range:
860

Cooldown:
13/13/13/13/13</td> <td class="new-value" style="vertical-align: top;" width="50%">Jarvan IV - [E] - Demacian Standard
Passive: Gains 10/13/16/19/22% Attack Speed.

Active:
Throws a Demacian Standard to a nearby area dealing 60/105/150/195/240 (+0.8) magic damage to enemies. The Standard lasts for 8/8/8/8/8 seconds and grants surrounding allied champions 10/13/16/19/22% Attack Speed.

Cost:
55/55/55/55/55 Mana

Range:
860

Cooldown:
13/13/13/13/13</td> </tr> <tr class="modified"> <td class="key" colspan="2">Brand - [Q] - Sear</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Brand - [Q] - Sear
Brand launches a ball of fire forward that deals 80/120/160/200/240 (+0.65) magic damage.

Blaze:
If the target is ablaze, Sear will stun the target for 2 seconds.

Cost:
50/50/50/50/50 Mana

Range:
1050

Cooldown:
8/7.5/7/6.5/6</td> <td class="new-value" style="vertical-align: top;" width="50%">Brand - [Q] - Sear
Brand launches a ball of fire forward that deals 80/120/160/200/240 (+0.65) magic damage.

Blaze:
If the target is ablaze, Sear will stun the target for seconds.

Cost:
50/50/50/50/50 Mana

Range:
1050

Cooldown:
8/7.5/7/6.5/6</td> </tr> <tr class="modified"> <td class="key" colspan="2">Mordekaiser - [Q] - Mace of Spades</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Mordekaiser - [Q] - Mace of Spades
On next hit, Mordekaiser swings his mace with such force that it echoes out, gain 75 range and striking up to 3 additional nearby targets, dealing 80/105/130/155/180 (+) (+0.3) Magic Damage.

If
the target is alone, 132/165/198/231/264 (+) (+) magic damage is dealt instead.

Mordekaiser
gain (4/4/4/4/4% of his maximum health) temporary shield per target hit.(Double against isolated target)

Cost:
12/16/20/24/28 Health

Range:
0

Cooldown:
7/6/5/4/3</td> <td class="new-value" style="vertical-align: top;" width="50%">Mordekaiser - [Q] - Mace of Spades
On next hit, Mordekaiser gains 75 range and swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing 80/110/140/170/200 (+) (+0.4) magic damage.

If
the target is alone, 132/181.5/231/280.5/330 (+) (+) magic damage is dealt instead.

Cost:
20/25/30/35/40 Health

Range:
0

Cooldown:
8/7/6/5/4</td> </tr> <tr class="modified"> <td class="key" colspan="2">Mordekaiser - [W] - Creeping Death</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Mordekaiser - [W] - Creeping Death
Unleashes a protective cloud of metal shards to surround an ally for 6 seconds, increasing their Armor and Magic Resistance by 10/15/20/25/30 and dealing 24/38/52/66/80 (+0.15) Magic Damage per second to nearby enemies.

If
cast on an ally, Mordekaiser also gains the effect of Creeping Death. Mordekaiser and his ally will gain 60/60/60/60/60 bonus Movement Speed towards each other.

Mordekaiser
gain (1/1/1/1/1% of his maximum health) temporary shield per target hit.

Cost:
18/22/26/30/34 Health

Range:
0

Cooldown:
20/18/16/14/12</td> <td class="new-value" style="vertical-align: top;" width="50%">Mordekaiser - [W] - Creeping Death
Unleashes a protective cloud of metal shards to surround an ally for 6 seconds, increasing their armor and magic resistance by 10/15/20/25/30 and dealing 24/38/52/66/80 (+0.2) magic damage per second to nearby enemies.

If
cast on an ally, Mordekaiser also gains the effect of Creeping Death, and both gain 60/60/60/60/60 bonus movement speed when moving towards each other.

Cost:
20/25/30/35/40 Health

Range:
0

Cooldown:
20/18/16/14/12</td> </tr> <tr class="modified"> <td class="key" colspan="2">Mordekaiser - [E] - Siphon of Destruction</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Mordekaiser - [E] - Siphon of Destruction
Mordekaiser damages enemies in a cone in front of him, dealing 70/115/160/205/250 (+0.5) Magic Damage.

Mordekaiser
gain (4/4/4/4/4% of his maximum health) temporary shield per target hit.

Cost:
20/24/28/32/36 Health

Range:
0

Cooldown:
6/6/6/6/6</td> <td class="new-value" style="vertical-align: top;" width="50%">Mordekaiser - [E] - Siphon of Destruction
Mordekaiser damages enemies in a cone in front of him, dealing 70/115/160/205/250 (+0.6) magic damage.

Cost:
24/36/48/60/72 Health

Range:
0

Cooldown:
6/6/6/6/6</td> </tr> <tr class="modified"> <td class="key" colspan="2">Mordekaiser - [R] - Children of the Grave</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Mordekaiser - [R] - Children of the Grave
Steals 24/29/34 (+0.04)% of target champion's maximum Health (half stolen initially and half over 10 seconds; deals Magic Damage).

If
the target dies while cursed, their soul is enslaved and will follow Mordekaiser as a ghost for 30 seconds. Mordekaiser gains 30/30/30% of their Ability Power and 25/25/25% of their Bonus Health, the ghost gain 25/50/100 bonus Attack Damage and 15% of Mordekaiser's Maximum health.

Mordekaiser
gain (2/2/2% of his maximum health) temporary shield per second.

The
ghost can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.

Cost:


Range:
0

Cooldown:
120/105/90</td> <td class="new-value" style="vertical-align: top;" width="50%">Mordekaiser - [R] - Children of the Grave
Steals 24/29/34 (+0.04)% of target champion's maximum health (half stolen initially and half over 10 seconds; deals magic damage).

If
the target dies while cursed, their soul is enslaved and will follow Mordekaiser as a ghost for 30 seconds. Mordekaiser gains 30/30/30% of their ability power and 25/25/25% of their bonus health, the ghost gains 25/50/100 bonus attack damage and 15% of Mordekaiser's maximum health.

The
ghost can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.

Cost:


Range:
0

Cooldown:
120/105/90</td> </tr> </tbody> </table>

Item Changes

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v800)</th><th class="new-value">New (Air Client v801)</th></tr> <tr class="modified"> <td class="key" colspan="2">Enchantment: Warrior</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Enchantment: Warrior

+45 Attack Damage
+10%
Cooldown Reduction
+10
Armor Penetration

Cost:
63</td> <td class="new-value" style="vertical-align: top;" width="50%">Enchantment: Warrior

+40 Attack Damage
+10%
Cooldown Reduction
+10
Armor Penetration

Cost:
63</td> </tr> <tr class="modified"> <td class="key" colspan="2">Farsight Orb (Trinket)</td> </tr> </tbody> </table>



Context on Smite Range Changes

Originally Posted by Riot (View Original Source)

We're testing changing Smite to measure from edge to edge, rather than from center to center, and then reducing its range. That means that against big targets (like Baron or Dragon) it will have the same effective range it currently does (they've got enormous models, other monsters like Blue/Red it's very slightly shorter against, think half a step's worth). Against champions by contrast it will have a noticeably lower range. One of the reasons behind that change is the belief that Chilling Smite is making skillshot/free targeted offensive dash junglers (such as Lee Sin, Jarvan, Amumu etc), more reliable in early ganks than they should be.




Free Champion Rotation
Posted by News [HTML][XML][PERM][FULL] on 16 February 2015, 12:38 pm

This week's free champion rotation has been posted. These champions will become free to play starting tomorrow February 17th.




Unofficial PBE Patch Notes for 2/13/2015
Posted by News [HTML][XML][PERM][FULL] on 13 February 2015, 5:54 pm

Champions

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v798)</th><th class="new-value">New (Air Client v800)</th></tr> <tr class="modified"> <td class="key" colspan="2">Mordekaiser</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Mordekaiser the Master of Metal
Damage:
57.58 (+ 3.5 )
Health:
555.4 (+ 80 )
Mana:
120 (+ 0 )
Movement
Speed: 340
Armor:
24.88 (+ 3.5 )
Magic
Resist: 32.1 (+ 1.25 )
Health
Per 5 Sec: 8.35 (+ 0.55 )
Mana
Per 5 Sec: 0 (+ 0 )
Range:
125
Defense
Rating: 6
Magic
Rating: 7
Difficulty
Rating: 7
Attack
Rating: 4

Tags:
fighter

Tips:
*You can control a pet by holding down the alt key and using the right mouse button.*Sometimes the best defense is more offense; use Mordekaiser's abilities to charge up his shield.*Remember that Children of the Grave can be used defensively because of its lifesteal component.
Opponent
Tips: *Mordekaiser's abilities charge up his shield, making him tougher to kill over time. Try focusing fire on Mordekaiser to burst him down.*Keep your distance and don't stand near creep waves since he'll be aiming Siphon of Destruction at them.*Watch out for the Children of the Grave and Ignite combo. If you're low enough, this will kill you and give his team a powerful ghost.</td> <td class="new-value" style="vertical-align: top;" width="50%">Mordekaiser the Master of Metal
Damage:
57.58 (+ 3.5 )
Health:
555.4 (+ 80 )
Mana:
120 (+ 0 )
Movement
Speed: 340
Armor:
24.88 (+ 3.5 )
Magic
Resist: 32.1 (+ 1.25 )
Health
Per 5 Sec: 3.35 (+ 0.55 )
Mana
Per 5 Sec: 0 (+ 0 )
Range:
125
Defense
Rating: 6
Magic
Rating: 7
Difficulty
Rating: 7
Attack
Rating: 4

Tags:
fighter

Tips:
*You can control a pet by holding down the alt key and using the right mouse button.*Sometimes the best defense is more offense; use Mordekaiser's abilities to charge up his shield.*Remember that Children of the Grave can be used defensively because of its lifesteal component.
Opponent
Tips: *Mordekaiser's abilities charge up his shield, making him tougher to kill over time. Try focusing fire on Mordekaiser to burst him down.*Keep your distance and don't stand near creep waves since he'll be aiming Siphon of Destruction at them.*Watch out for the Children of the Grave and Ignite combo. If you're low enough, this will kill you and give his team a powerful ghost.</td> </tr> </tbody> </table>

Lore

No Lore changes in this Patch.

Abilities

<table class="diff-table"> <tbody> <tr class="title"><th class="old-value">Old (Air Client v798)</th><th class="new-value">New (Air Client v800)</th></tr> <tr class="modified"> <td class="key" colspan="2">Xerath - [E] - Shocking Orb</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Xerath - [E] - Shocking Orb
Xerath fires an orb of raw magic. The first enemy hit takes 80/110/140/170/200 (+0.45) magic damage and is stunned for between 0.75/0.75/0.75/0.75/0.75 and 2.25/2.25/2.25/2.25/2.25 seconds. The stun duration lengthens based on how far the orb travels.

Cost:
60/65/70/75/80 Mana

Range:
1050

Cooldown:
18/16/14/12/10</td> <td class="new-value" style="vertical-align: top;" width="50%">Xerath - [E] - Shocking Orb
Xerath fires an orb of raw magic. The first enemy hit takes 80/110/140/170/200 (+0.45) magic damage and is stunned for between 0.75/0.75/0.75/0.75/0.75 and 1.75/1.75/1.75/1.75/1.75 seconds. The stun duration lengthens based on how far the orb travels.

Cost:
60/65/70/75/80 Mana

Range:
1050

Cooldown:
18/16/14/12/10</td> </tr> <tr class="modified"> <td class="key" colspan="2">Veigar - [Q] - Baleful Strike</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Veigar - [Q] - Baleful Strike
Active: Unleashes dark energy at target enemy, dealing 80/125/170/215/260 (+0.6) Magic Damage. If the target is killed, Veigar gains 1 Ability Power. This bonus is doubled against Champions, large minions and large monsters.

Passive:
Veigar gains 1/2/3/4/5 Ability Power when he kills a champion from any source of damage.

Ability
Power bonus: +

Cost:
60/65/70/75/80 Mana

Range:
0

Cooldown:
8/7/6/5/4</td> <td class="new-value" style="vertical-align: top;" width="50%">Veigar - [Q] - Baleful Strike
Active: Unleashes a bolt of dark energy, dealing 80/125/170/215/260 (+0.6) Magic Damage to the first two enemies hit. For each target killed, Veigar gains 1 Ability Power. This bonus is doubled against Champions, large minions and large monsters.

Passive:
Veigar gains 1/2/3/4/5 Ability Power when he kills a champion from any source of damage.

Ability
Power bonus: +

Cost:
60/65/70/75/80 Mana

Range:
875

Cooldown:
7/6.5/6/5.5/5</td> </tr> <tr class="modified"> <td class="key" colspan="2">Veigar - [W] - Dark Matter</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Veigar - [W] - Dark Matter
After 1.2 seconds, dark matter falls from the sky to the target location, dealing 120/170/220/270/320 (+1) Magic Damage.

Cost:
70/80/90/100/110 Mana

Range:
0

Cooldown:
10/10/10/10/10</td> <td class="new-value" style="vertical-align: top;" width="50%">Veigar - [W] - Dark Matter
After 1.2 seconds, dark matter falls from the sky to the target location, dealing 120/170/220/270/320 (+1) Magic Damage.

Cost:
70/75/80/85/90 Mana

Range:
0

Cooldown:
10/9.5/9/8.5/8</td> </tr> <tr class="modified"> <td class="key" colspan="2">Veigar - [E] - Event Horizon</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Veigar - [E] - Event Horizon
Veigar twists the edges of space around the target location for 3 seconds, stunning enemies who pass through the perimeter for 1.5/1.75/2/2.25/2.5 seconds.

Cost:
80/90/100/110/120 Mana

Range:
0

Cooldown:
20/19/18/17/16</td> <td class="new-value" style="vertical-align: top;" width="50%">Veigar - [E] - Event Horizon
After a 0.75 second delay, Veigar twists the edges of space around the target location for 3 seconds, forming a pentagon of walls. Enemies who attempt to pass through the perimeter are stopped and stunned for 1.5/1.75/2/2.25/2.5 seconds.

Cost:
80/85/90/95/100 Mana

Range:
730

Cooldown:
18/17/16/15/14</td> </tr> <tr class="modified"> <td class="key" colspan="2">Veigar - [R] - Primordial Burst</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Veigar - [R] - Primordial Burst
Blasts an enemy champion, dealing 250/375/500 (+1.2) plus 80% of his target's Ability Power in Magic Damage.

Cost:
125/175/225 Mana

Range:
0

Cooldown:
130/110/90</td> <td class="new-value" style="vertical-align: top;" width="50%">Veigar - [R] - Primordial Burst
Blasts an enemy champion, dealing 250/375/500 (+1) plus 80% of his target's Ability Power in Magic Damage.

Cost:
125/125/125 Mana

Range:
0

Cooldown:
120/100/80</td> </tr> <tr class="modified"> <td class="key" colspan="2">Ezreal - [Q] - Mystic Shot</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Ezreal - [Q] - Mystic Shot
Ezreal fires a bolt of energy, dealing 35/55/75/95/115 (+) (+) physical damage (applies on-hit effects).

Ezreal's
cooldowns are reduced by 1 second if Mystic Shot hits a target.

Cost:
28/31/34/37/40 Mana

Range:
1150

Cooldown:
6/5.5/5/4.5/4</td> <td class="new-value" style="vertical-align: top;" width="50%">Ezreal - [Q] - Mystic Shot
Ezreal fires a bolt of energy, dealing 35/55/75/95/115 (+) (+) physical damage (applies on-hit effects).

Ezreal's
cooldowns are reduced by 1/1/1/1/1 second if Mystic Shot hits a target.

Cost:
28/31/34/37/40 Mana

Range:
1150

Cooldown:
6/5.5/5/4.5/4</td> </tr> <tr class="modified"> <td class="key" colspan="2">Mordekaiser - [Q] - Mace of Spades</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Mordekaiser - [Q] - Mace of Spades
On next hit, Mordekaiser swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing 80/110/140/170/200 (+) (+0.4) Magic Damage.

If
the target is alone, 132/181.5/231/280.5/330 (+) (+) magic damage is dealt instead.

Cost:
25/32/39/46/53 Health

Range:
0

Cooldown:
8/7/6/5/4</td> <td class="new-value" style="vertical-align: top;" width="50%">Mordekaiser - [Q] - Mace of Spades
On next hit, Mordekaiser swings his mace with such force that it echoes out, gain 75 range and striking up to 3 additional nearby targets, dealing 80/105/130/155/180 (+) (+0.3) Magic Damage.

If
the target is alone, 132/165/198/231/264 (+) (+) magic damage is dealt instead.

Mordekaiser
gain (4/4/4/4/4% of his maximum health) temporary shield per target hit.(Double against isolated target)

Cost:
12/16/20/24/28 Health

Range:
0

Cooldown:
7/6/5/4/3</td> </tr> <tr class="modified"> <td class="key" colspan="2">Mordekaiser - [W] - Creeping Death</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Mordekaiser - [W] - Creeping Death
Unleashes a protective cloud of metal shards to surround an ally for 6 seconds, increasing their Armor and Magic Resistance by 10/15/20/25/30 and dealing 24/38/52/66/80 (+0.2) Magic Damage per second to nearby enemies.

Cost:
26/32/38/44/50 Health

Range:
0

Cooldown:
20/18/16/14/12</td> <td class="new-value" style="vertical-align: top;" width="50%">Mordekaiser - [W] - Creeping Death
Unleashes a protective cloud of metal shards to surround an ally for 6 seconds, increasing their Armor and Magic Resistance by 10/15/20/25/30 and dealing 24/38/52/66/80 (+0.15) Magic Damage per second to nearby enemies.

If
cast on an ally, Mordekaiser also gains the effect of Creeping Death. Mordekaiser and his ally will gain 60/60/60/60/60 bonus Movement Speed towards each other.

Mordekaiser
gain (1/1/1/1/1% of his maximum health) temporary shield per target hit.

Cost:
18/22/26/30/34 Health

Range:
0

Cooldown:
20/18/16/14/12</td> </tr> <tr class="modified"> <td class="key" colspan="2">Mordekaiser - [E] - Siphon of Destruction</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Mordekaiser - [E] - Siphon of Destruction
Mordekaiser damages enemies in a cone in front of him, dealing 70/115/160/205/250 (+0.6) Magic Damage.

Cost:
24/36/48/60/72 Health

Range:
0

Cooldown:
6/6/6/6/6</td> <td class="new-value" style="vertical-align: top;" width="50%">Mordekaiser - [E] - Siphon of Destruction
Mordekaiser damages enemies in a cone in front of him, dealing 70/115/160/205/250 (+0.5) Magic Damage.

Mordekaiser
gain (4/4/4/4/4% of his maximum health) temporary shield per target hit.

Cost:
20/24/28/32/36 Health

Range:
0

Cooldown:
6/6/6/6/6</td> </tr> <tr class="modified"> <td class="key" colspan="2">Mordekaiser - [R] - Children of the Grave</td> </tr> <tr> <td class="old-value" style="vertical-align: top;" width="50%">Mordekaiser - [R] - Children of the Grave
Steals 24/29/34 (+0.04)% of target champion's maximum Health (half stolen initially and half over 10 seconds; deals Magic Damage).

If
the target dies while cursed, their soul is enslaved and will follow Mordekaiser as a ghost for 30 seconds. Mordekaiser gains 20% of their Ability Power and Attack Damage, and the ghost's stats are enhanced.

The
ghost can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.

Cost:


Range:
0

Cooldown:
120/105/90</td> <td class="new-value" style="vertical-align: top;" width="50%">Mordekaiser - [R] - Children of the Grave
Steals 24/29/34 (+0.04)% of target champion's maximum Health (half stolen initially and half over 10 seconds; deals Magic Damage).

If
the target dies while cursed, their soul is enslaved and will follow Mordekaiser as a ghost for 30 seconds. Mordekaiser gains 30/30/30% of their Ability Power and 25/25/25% of their Bonus Health, the ghost gain 25/50/100 bonus Attack Damage and 15% of Mordekaiser's Maximum health.

Mordekaiser
gain (2/2/2% of his maximum health) temporary shield per second.

The
ghost can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.

Cost:


Range:
0

Cooldown:
120/105/90</td> </tr> </tbody> </table>

Items

No Items changes in this Patch.

New Champion Splash Art

No new Champion Splash Art in this Patch

Updated Champion Splash Art

No updated Champion Splash Art in this patch




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