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Oh why, hello there!
Midseason has been here for a patch, which means it’s time to revisit the slate of changes and course-correct for any who aren’t hitting the mark. That means a few followup changes to the three tanks, additional usability for quests, and a tweak to Spirit Visage.
We’re also taking this time to hit some overperforming champions and bring them in line. Fizz and Lulu are no strangers to patch notes, and Ivern has been one of the top junglers for awhile now. Knocking them down a peg should leave other champions more room to shine.
Finally we’re delivering modernization improvements to a number of champions. The scale ranges from playstyle updates for Heimerdinger - yes, that Heimerdinger - and Rammus - yes, that Rammus - but also small quality of life tweaks (animations for Riven or Jax).
But wait, there’s more! If you enjoyed the ARAM changes from last time, we’re adding more on top of them to streamline the Howling Abyss experience.Whether you’re dropping turrets with Heimerdinger or tremoring them down with Rammus, see you on the Rift, summoners!
More turrets, more rockets, more grenades. W and E hits charge turret beam attacks. Passive grants self movement speed near turrets instead of ally/turret health regen.
ヽ༼ຈل͜ຈ༽ﾉ It’s been quite a while since Heimerdinger got any attention. His “nest of autonomous turrets” fantasy is unique, but when AI-controlled units comprise the bulk of Heimer’s strength, it becomes difficult to get Heimerdinger to a fair spot. On the one hand, Heimer deserves to be competitive against opponents who know the ins and outs of turret behavior. On the other, when turrets are intelligent enough to fight enemies without Heimer’s assistance, they become overly punishing against players (and champions) who lack the ability to out-manipulate their AI.
That brings us to today’s update, which puts Heimerdinger more squarely in the driver’s seat of his turret gameplay. We’ve removed a number of turret “self-preservation” rules, meaning that deploying a turret is much less of a fire-and-forget affair. Rocket and grenade hits are now the primary means by which turrets charge their laser attacks, meaning Heimer needs to play an active role in fights to unleash their full potential. We’ve given power-ups to W and E to ensure Heimerdinger feels good about using the rest of his kit, which means he’ll also have more of an impact in fights where he’s unable to prep his turrets in advance.Overall, this update gives the Revered Inventor more playmaking potential and fairer interactions with other champions. As always, we’ll be observing his statistical performance closely as his update deploys to live environments. Should any unexpected fluctuations in the trajectory of his aggregate data require further modulation of output variables, we’ll do appropriate science to get him in a stable spot. ヽ༼ຈل͜ຈ༽ﾉ
- BASE HEALTH REGEN:
- HEALTH REGEN GROWTH:
- SPEEDY HEIMER: Heimerdinger gains 20% movement speed when within 300 range of allied turrets and turrets he creates
More turrets early. Base damage down, ratio up. Beam attack charges more slowly but is massively accelerated by W and E hits. Turrets are less punishing toward melee enemies.
- STACK LIMIT:
1/2/2/3/3⇒ 3 at all ranks
- STACK GENERATION:
24/23/22/21/20 seconds⇒ 20 seconds
- BASE DAMAGE:
12/18/24/30/36 (+15% ABILITY POWER)⇒ 6/9/12/15/18 (30% ABILITY POWER)
- BEAM DAMAGE:
40/60/80/105/130⇒ 40/60/80/100/120 (ability power ratio unchanged)
- Turrets no longer prioritize nearby enemy champions or champions that attack them LOW-EFFORT CONTENT:
- Turrets no longer briefly remain active after Heimerdinger leaves the area FAREWELL:
- Nearby turrets gain 20% charge for each W rocket that hits a champion and 100% charge if E’s grenade hits a champion (same bonuses apply to ult-empowered W and E casts) BEAM CHARGE ABILITY BONUS:
- BEAM CHARGE TIMER: Turrets charge from 0 to 100% in
16 seconds⇒ 90 seconds
- Turrets no longer gain 1/2/3/4/5% beam charge for each of their basic attacks BEAM CHARGE ATTACK BONUS:
- Turrets no longer spawn with 70% beam charge PREHEATED:
- CLARITY: The charge bar is now white instead of dark blue
- MANA COST:
11 seconds at all ranks⇒ 11/10/9/8/7 seconds
- Each rocket that hits a champion grants 20% beam charge to all turrets within 1000 range of the damage (max 100% if all five rockets hit) BEAM CHARGE:
18/16/14/12/10 seconds⇒ 12 seconds at all ranks
210⇒ 250 (center stun zone unchanged)
- If the grenade hits a champion, all turrets within 1000 range of the damage gain 100% beam charge BEAM CHARGE:
- DISCO: Heimerdinger can now lob the grenade onto himself
- BASE DAMAGE:
(60% ABILITY POWER)⇒ (75% ABILITY POWER)
Q is faster, has a shorter cooldown but also last for less time. W amplifies his passive but also slows Rammus. E grants attack speed, R now applies slows but does less damage.
While we originally passed on Rammus when planning our midseason work, we landed on an opportunity to give him some love later on in the process. Rammus’s playstyle, like his vocabulary, is overly simple: if he can navigate through a fight and Powerball a juicy target, the rest of his abilities are basically no-brainers. Once he’s in the enemy team, of course he wants to Taunt a priority target and of course he wants to be extra tanky and of course he wants to do damage. There weren’t enough points where he needed to think about when to use his abilities. Reducing Powerball’s duration but having Rammus go faster more often will allow him to decide when he wants to try and chase someone or just back up. When he does go in, we’re giving his other skills slightly more complexity to give him decisions about how he wants to use them. Curling up will still make him incredibly tanky but at the expense of movespeed, and his ult will now steadily stack a slow on people around him. Now, the Armordillo has to decide whether to slow one target to a crawl, or stand still while he takes the heat for the team.
- Rammus no longer gains 25% of his armor as attack damage PHYSICAL SHELL:
- Rammus’s basic attacks deal 8-20 (at levels 1-13) (+10% armor) bonus magic damage MAGIC SHELL:
16/14.5/13/11.5/10 seconds⇒ 16/13.5/11/8.5/6 seconds
7 seconds⇒ 6 seconds
- Powerball is now a channeled effect CHANNEL:
- MAXIMUM MOVEMENT SPEED:
155%⇒ 150-235% (at levels 1-18)
20/25/30/35/40% for 2 seconds⇒ 40/50/60/70/80% for 1 second
- COLLISION DETECTION: Radius slightly reduced, allowing Rammus to better navigate through enemies. Collision check rate increased, making collision more consistent.
- AREA OF EFFECT: Unchanged. In other words, Rammus will knock back, damage, and slow enemies in a larger area than the collision radius.
- BUGFIX: Rammus can now interact with Plants during Powerball
14 seconds⇒ 6 seconds
- DURATION: 6 seconds (unchanged)
- BONUS RESISTANCES:
40/60/80/100/120⇒ 20 flat, plus 50/55/60/65/70% of Rammus’s total resistances
- Rammus slows himself by 60% while Defensive Ball Curl is active CURLED UP:
- Rammus can now reactivate Defensive Ball Curl to end the effect early OK:
- While Defensive Ball Curl is active, Spiked Shell is amplified by 50% SPIKIER SHELL:
- THORNMAIL-ESQUE: Enemies that basic attack Rammus while Defensive Ball Curl is active take damage equal to
25/35/45/55/65 (+10% Rammus’s armor)⇒ Spiked Shell’s bonus damage (12-30 (+15% Rammus’s armor) while Defensive Ball Curl is active)
Puncturing Taunt⇒ Frenzying Taunt
- Frenzying Taunt no longer reduces the target’s armor by 5/10/15/20/25 PUNCTURING:
- Rammus gains 20/25/30/35/40% attack speed for the duration of the taunt (1.25/1.5/1.75/2.0/2.25 seconds) FRENZYING:
- The attack speed buff’s duration constantly refreshes while Rammus’s other abilities are active ALRIGHT:
- DAMAGE PER SECOND:
65/130/195 (+30% ABILITY POWER)⇒ 40/80/120 (+20% ABILITY POWER)
- Tremors deals double damage to structures ARCHITECTURAL INSTABILITY:
- Tremors slow affected enemies by 8/10/12% for 1.5 seconds. Subsequent tremors add an additional stack and refresh the duration (max slow: 64/80/96%) SHAKY FOOTING:
For real thissssssssss time.
- NO HOVER SNAKES: Cassiopeia’s tail now follows her realistically as she moves and turns
W base damages down, ratios up.
Stop us if you’ve heard this one before - a sticky assassin builds primarily defensively and yet still does enough damage to threaten tanks and squishies alike. Fizz’s changes this patch are just another shade of updates past - paring down his base damage while boosting his scaling to compensate.
- BLEED DAMAGE:
25/40/55/70/85 (+33% ABILITY POWER)⇒ 20/30/40/50/60 (+40% ABILITY POWER)
- ACTIVE DAMAGE:
25/40/55/70/85 (+33% ABILITY POWER)⇒ 20/30/40/50/60 (+40% ABILITY POWER)
- ACTIVE DAMAGE VS MARKED ENEMIES:
75/120/165/210/255 (+100% ABILITY POWER)⇒ 60/90/120/150/180 (+120% ABILITY POWER)
Q base damages down, ratios up. R cooldown increased at early ranks.
Despite changes earlier in the season, we’re still seeing enemies of the Outlaw torn asunder. Our approach this patch is to hit his early game in two-pronged fashion. First, we’re shifting some of End of the Line’s power to its bonus attack damage ratios, reducing his early game burst. We’re also hitting Collateral Damage’s cooldown in the early game, as it can often feel like his ult is always available. This should force Graves to really consider the best time to use Collateral Damage, rather than just firing it on cooldown.
- Q - End of the Line
- Q1 BASE DAMAGE:
- Q1 RATIO:
( 75% ATTACK DAMAGE)⇒ (80% BONUS ATTACK DAMAGE)
- Q2 BASE DAMAGE:
- Q2 RATIO:
(0.4/0.6/0.8/1.0/1.2% BONUS ATTACK DAMAGE)⇒ (0.4/0.7/1.0/1.3/1.6% BONUS ATTACK DAMAGE)
100/90/80 seconds⇒ 120/100/80 seconds
For a character whose gameplay revolves around basic attacks, Jax’s attack animations left some to be desired.
- POW POW POW POW: Jax’s basic attack, empowered attack, and crit animations have been improved across all skins to better match the moment damage is applied and generally feel more responsive
Movement speed reduced. Passive groves cost more health and mana.
As Ivern players have gotten better at planning jungle routes - or adapting them on the fly - one thing has become clear: he is too able to keep one step ahead of opposing junglers. The relatively low costs on Friend of the Forest give Ivern insanely flexible paths, which means even when opposing teams do a good job at tracking him, he’s able to change plans without much cost. Specifically, his ability to save Smite for clearspeed - and not require its sustain - allows him to save smite for invades without sacrificing much in the way of channeling his own camps.
- MOVEMENT SPEED:
- BASE HEALTH COST:
- BASE MANA COST:
Movement speed reduced. R cooldown increased.
Lee Sin has more uptime than almost any jungler, thanks to how easily he can move around the map and how often his ultimate is up. The Blind Monk already has two gap-closers that let him chase - or escape - enemy champions. Having best-in-class movement speed on top of that seemed like overkill.
- MOVEMENT SPEED:
90/75/60 seconds⇒ 110/85/60 seconds
Base health reduced. E shield strength reduced.
Lulu’s become the pick when you want someone with a bit of everything - Aggression? She has it. Protection? She has it. The problem gets real when the Fae Sorceress becomes the best option in both cases, outshining the rest of the enchantress club. We’re leaving Lulu’s poke and trade potential intact, but softening her durability so opponents can better punish missteps and poorly-chosen trades.
- BASE SHIELD STRENGTH:
E hitbox modernization.
- MODERNIZATION: Force Pulse now determines what it hits at the end of its cast time, rather than the start
Q mana and cooldown down. Q knockback distance slightly increased. E damage reduced.
While Maokai’s update gave him the desired incentives to play around brush, empowered saplings are dealing too much damage in the early game (especially if maxed first). This is particularly prevalent at game-start: a single empowered sapling massively interferes with the enemy jungler’s initial clear. We’re reining in sapling damage so E spam doesn’t remain the strongest thing Maokai can do. With saplings powered down in the early game, we wanted to be sure Maokai still has the strength he needs to make it through the jungle and top lane. We’re upping the impact of his melee-range tools to give him the means to hold his own mid-combat.
- No longer procs against structures CAN’T SAP STONE:
- CAST TIME:
0.275 seconds⇒ 0.25 seconds (still scales down with Maokai’s attack speed)
45/50/55/60/65 mana⇒ 50 mana at all ranks
8/7.5/7/6.5/6 seconds⇒ 8/7.25/6.5/5.75/5 seconds
- KNOCKBACK DISTANCE: Slightly increased (maximum ~275 ⇒ ~300)
60 mana at all ranks⇒ 60/65/70/75/80 mana
- BASE DAMAGE:
- ENEMY HEALTH RATIO:
6/6.5/7/7.5/8% (+2% per 100 ability power) target’s max health⇒ 8% (+2% PER 100 ABILITY POWER) target’s max health
- BUGFIX: Fixed a bug that caused Nature’s Grasp to fire without going on cooldown if Maokai died while casting it
Q cast range increased. W damage increased at later ranks. E shield decreased at later ranks.
While other enchanters like Janna and Lulu naturally want to max their shields, that doesn’t seem particularly appropriate for Rakan. Rather than perpetually clinging to allies, the Charmer should feel good about busting a move in the middle of the enemy team. We’re rescaling a few of Rakan’s ability level-up incentives to encourage him to hit the dance floor. We’re also giving Gleaming Quill’s cast range a bump. Rakan’s healing is potent on paper, but in practice, he doesn’t get to take advantage of it as often as as you’d expect. A range increase should provide Rakan better access to his healing, particularly in his more punishing matchups.
- BASE DAMAGE:
- SHIELD VALUE PER CAST:
Cleanin’ up even more stuff.
- BUGFIX: Fixed a bug where Ruthless Predator’s lockout time was shorter than intended (0.525 seconds instead of 0.75)
- BUGFIX: Fury-empowered casts no longer generate Fury
- BUGFIX: Fixed a bug where, when casting Ruthless Predator and queueing either Cull the Meek or Dice while at 100 Fury, the queued ability would sometimes not be empowered or consume Fury
- BUGFIX: Fixed a bug where Slice and Dice’s ranges were shorter than intended (400 instead of 450)
- BUGFIX: Fixed a bug where Slice and Dice’s dash speeds were slower than intended (650 instead of 750)
Timing of Q animation cancelling is more consistent. If you don’t know what animation cancelling is, you should just skip this section.
While animation cancelling has been integrated into Riven’s coding for some time now, there are still a lot of timing inconsistencies that make learning her frustrating, especially for players on higher-latency connections. We’re cleaning these up so mastering Riven feels like a test of your reflexes, not your internet connection.
- CONSOLIDATION: Runic Blade’s buff duration, Broken Wings’s recast window, and Blade of the Exile’s buff duration are now tracked as timers overlaid above their ability icons, rather than via buff bar icons
- SEE IT: Riven’s Runic Blade stacks are now tracked below her health bar and are only visible to Riven
- CONSISTENCY: The timing around when Riven becomes able to animation cancel Q casts, as well as how long she has to animation cancel, have both been made more consistent
- NO FUN: Riven can no longer joke, taunt, or laugh during Broken Wings’s animations
- PING ME PLS: Broken Wings can more reliably target units on high-latency environments
- WHAT?: Fixed a bug where the knockback on Broken Wings’s third cast ended sooner than intended if it interrupted a different displacement effect or if the target collided with terrain
- SHOW IT: Fixed a bug where spell queueing sometimes didn’t properly work when casting Valor during Broken Wings’s animation
Frost Armor grants fewer flat resistances at early levels.
Sejuani came out of the midseason gates more ferociously than we had intended. Her mid-patch follow up brought her much closer to an acceptable balance state but Frost Armor is still out of line in early game fights (particularly in lane). With these changes, the Fury of the North will still be tough while Frost Armor is up in the late game, but won’t be as overbearing in early scraps.
- FROST ARMOR FLAT RESISTANCES:
100 at all levels⇒ 20/60/100 at levels 1/7/14
- HITBOX: Shifted slightly to address instances where Sejuani collided with targets behind her
These changes mostly cancel each other out since Winter’s Wrath takes about a second to complete. Slight cooldown increase overall.
- COOLDOWN PARADIGM: Cooldown starts
on-cast⇒ once both swings are complete
10/9/8/7/6 seconds⇒ 9/8/7/6/5 seconds
Mana costs reduced.
Back in 7.8 we made some adjustments to everyone’s favorite ManBearTigerTurtlePhoenixMonkey. Within that set of changes we tweaked Udyr’s mana costs to decrease per level rather than spell rank. The aim was to make low-rank abilities less of a drain on Udyr’s mana overall, but he lost the ability to aggressively reduce the mana costs of his main stances in the process. We’re further reducing his mana costs across the board, allowing him to go about his shapeshifting business less inhibited. We’ll likely have more follow-up changes once we’ve seen how a non-OOM’d Udyr performs, but for now you can spam to your heart's content, dear Udyr main.
- MANA COSTS:
50-33 (at levels 1-18)⇒ 45-28 (at levels 1-18)
Yorick is pretty reliant on his summoned units, whether that’s graves, Mist Walkers, or The Maiden. Some of those units had unintuitive or frustrating behavior, so we’ve made some quality of life changes.
- INDEPENDENCE: Mist Walkers no longer perish when they move too far away from Yorick or the Maiden
- GRAVE CONVENIENCE: If Lasts Rites kills a unit when Yorick has max graves, the furthest grave will now be replaced rather than no grave being spawned
- BUGFIX: The Maiden’s stats now increase when Yorick puts another skill point into Eulogy of the Isles, rather than remaining unchanged until Yorick summons her again
Q deals damage based on Zac’s max health. W and E are easier to cast during Q. E knockup duration increases over charge time.
We’ve seen steady improvement in Zac’s performance since his update landed, but there are a few rough edges to smooth out while things are still malleable. Most notably, we were overly cautious in preventing Elastic Slingshot’s knockup from guaranteeing Let’s Bounce!’s kidnap, which has left Zac’s signature move feeling pretty flat. We’re restoring Slingshot’s oomph as a long-range initiation tool and slightly bumping up Let’s Bounce!’s channel time to preserve a brief window for enemies to panic-Flash the kidnap. We’ve also got a suite of improvements for Stretching Strikes. Many are usability improvements: the slam effect is more reliable against jungle camps and minion waves, and Zac won’t lock himself out of his other skills for as long. Toss in a few direct power-ups, and Stretching Strikes should pack more of a punch across the board.
50/70/90/110/130 (+30% ABILITY POWER)⇒ 40/60/80/100/120 (+30% ABILITY POWER) (+2.5% OF ZAC'S MAXIMUM HEALTH)
- SECOND HIT BONUS ATTACK RANGE:
- SECOND HIT BLOB GENERATION: Generates a blob if Zac hits
a second champion⇒ a second enemy of any kind
- SLAM DAMAGE RADIUS:
- BUGFIX: If Stretching Strikes’ second hit would kill a minion or monster, the target will now wait to die until after Zac has slammed it into Stretching Strikes’ first target
- PRECISE STRIKES: If Stretching Strikes’ first target is standing on top of other enemies, the second hit will now reliably choose a different target than the first
- MULTITASKING: Zac can now cast Unstable Matter and queue up Elastic Slingshot during Stretching Strikes’ second attack and while slamming two targets together.
- KNOCKUP DURATION:
0.5 seconds⇒ 0.5-1 second, based on how long Zac charged Elastic Slingshot
- TIME TO FULLY CHARGE:
1 second⇒ 1.1 seconds
Ancient Coin Line
We don’t think Ancient Coin needs any major power or directional changes at the moment, but we see room for a few feel-good/quality of life changes.
- CONSISTENCY: Siege minions now always drop a coin (overall coin generation unchanged on average)
- EMPEROR’S FAVOR: The bonus skill point now behaves as if you’re one level higher than you actually are
Talisman of Ascension is the more generalist support item, so we’re shifting Nomad’s Medallion and its upgrades to carry some health regeneration (good for everybody).
- BUILD PATH:
Ancient Coin + Faerie Charm + 375 gold⇒ Ancient Coin + Rejuvenation Bead + 350 gold (total cost unchanged)
- HEALTH REGEN:
+25% base health regen⇒ +50% base health regen
- HEALTH REGEN:
+150% base health regen⇒ +175% base health regen
- HEALTH REGEN:
+100% base health regen⇒ +125% base health regen
Relic Shield Line
Every Targon’s support knows the frustration of trying to execute minions late game, so we’re making it a bit easier to get a hit in once Relic Shield’s been upgraded to either of its final forms.
- SPOILS OF WAR: Face of the Mountain grants melee champions 150 bonus attack range and slightly increased attack speed against minions that can be executed by Spoils of War
- SPOILS OF WAR: Eye of the Equinox grants melee champions 150 bonus attack range and slightly increased attack speed against minions that can be executed by Spoils of War
Spellthief’s Edge Line
The whole point of the lockout on Spellthief’s Edge is to prevent champions from both farming waves and using the gold item - at least without some tradeoff. However, it was also punishing supports too harshly when they happened to kill a minion while poking. We’re shifting the mechanic so that minion kills may harm your overall Tribute output, but won’t stop you from using any Tribute stacks you already had.
- MINION PENALTY: Killing a minion disables Tribute procs for 6 seconds per minion slain ⇒pauses Tribute stack generation for 6 seconds per minion slain
Health increased. Magic resist and health regeneration decreased.
Spirit Visage is still occupying the slot of “magic resist item you want most of the time”. To leave room for competitor items to shine against magic damage, we’re toning down overall stat pool and shifting its magic resist down a little bit.
- MAGIC RESIST:
- HEALTH REGENERATION:
+200% base health regen⇒ +100% base health regen
Active Item Tracking
- GLOBAL QQ: Rift Herald’s death cry is now global when killed as a neutral objective
- AWARENESS: Added a chat notification for the enemy team indicating which player picked up the Eye of the Herald
- MY PEOPLE NEED ME: Rift Herald pings the enemy team whenever she prepares to leap at a turret
Melee champions now have resistance aura, gold flow increased, inhibitor respawn sooner, significant minion changes.
In Patch 7.8 we focused on game pacing and reducing the frequency of stalemates. This patch is a follow up, touching a few things that came up as result of the last changes.
Howling Abyss aura
Thanks to the increased mana regen on Howling Abyss, mages are able to spam poke out a bit harder, which makes melee champions’ lives harder than they should be.
- Melee champions now gain 10 magic resist FREEBIES:
- AMBIENT GOLD:
5 per 5 seconds⇒ 5.5 per 5 seconds
- GOLD PER NEARBY MINION KILL: Being near an enemy minion death without last-hitting it grants
3 gold⇒ 5 gold
Siege minions exert a bunch of pressure on towers, but whichever team has the waveclear to get their siege minion to the opposing tower is the only team which gets to use that pressure. We’re alternating siege minion spawns between sides to give teams with less wave clear a chance to also exert pressure.
The first wave has no siege minions. From there, Siege minion spawns now alternate between teams, starting with blue side in wave 2 and red side in wave 3TAKE TURNS:
- MINION GROWTH: Minions become stronger every
60 seconds (every 2.4 waves)⇒every 50 seconds (every 2 waves)
- MELEE MINION DAMAGE GROWTH:
+0.5 every 2 waves⇒ +1.0 every 2 waves
- CASTER MINION DAMAGE GROWTH:
+1.5 every 2 waves⇒ +2.0 every 2 waves
Last patch’s changes to minion wave spawn rates inflated the number of super minion-empowered waves, so we’re bringing inhibitor respawn times down to match. We’re also tweaking super minion resistances to give both types of damage threats the same chance to kill them.
- INHIBITOR RESPAWN TIMER:
300 seconds⇒ 250 seconds
- BASE ARMOR:
- BASE MAGIC RESIST:
- MOVEMENT SPEED AURA:
Always active⇒ Only active while the minion is out of combat
- STACKING: Gains a stack
once per minute⇒ every 40 seconds
- STACKING: Grants
+4 maximum mana⇒ +6 maximum mana on spellcast or mana expenditure
- STACKING: Grants
+8 maximum mana⇒ +12 maximum mana on spellcast or mana expenditure
- STACKING: Grants
+4 maximum mana⇒ +6 maximum mana on basic attack, spellcast, or mana expenditure
- ATTACK DAMAGE:
- ABILITY POWER:
Super minion armor decreased, magic resist increased.
After playing with buffed super minions on TT we realized they are not quite tuned to 3 people so we’re tweaking their values so everybody can effectively kill them.
- BASE ARMOR:
- BASE MAGIC RESIST:
Pulsefire Ezreal Update
The adventurous time-law fugitive now has newly-upgraded specs. [http://nexus.leagueoflegends.com/2017/05/dev-state-of-skins/#updating-skins Learn more about his update.
- Updated VO
- Updated basic attack animations
- Updated VFX
- Updated texture for all four forms
- New recall animation
- New homeguard animation
Crowd Control Display
Unanimous Surrender at 15
- RIDE TOGETHER DIE TOGETHER: Surrender votes between 15:00 and 19:59 need to be unanimous to go through.
- DEFINITELY NOT A /REMAKE: Surrendering 5 minutes earlier with a unanimous team vote works as a full-on surrender.
The new ping-mute button axes standard pings, smart pings, and the newer HUD pings. The old mute-chat button is still there, and still mutes chat as well as extracurricular animations (/d) and emotes (ctrl+6).
- DON’T WANT TO HEAR IT: Find the ping-mute button on the tab menu, right next to the chat-mute button.
Rotating Game Mode
Claim the incredible power of Ascension to conquer the Crystal Scar of Shurima. Ascension is now live from 5/19/17 12:00 PT - 5/23/17 04:00 PT and 5/26/17 12:00 PT - 5/30/17 04:00 PT.
Check out this Ascension post for more details on the rotating game mode. For those who just need a TL;DR:
Go forth. Conquer. Ascend.
- Go 5v5 to claim the incredible power of Ascension by taking down Ancient Ascendant Xerath. Use Ascension to conquer the Crystal Scar of Shurima.
- First team to reach 200 points wins. Score:
- 1 point for champion kills.
- 3 points for capturing a Shuriman relic.
- 5 points for landing the killing blow on an Ascended champion.
- 2 points for each kill you acquire while Ascended.
League Client Update
We retired the legacy client in many regions and over the next two weeks we’ll be completing the roll out of the new client. You can find solutions to most common issues in the Known Issues section of our support site.
- Now you can start new conversations with your friends during champ select. You can also see your friends list ordered by availability. START NEW CONVERSATIONS IN CHAMP SELECT:
- You can now manually block players from anywhere in the client. Navigate to the Block List in client settings, and type in their name to block. It's also now accessible when you right click player names in the "recently played" menu (find by clicking the "Add Friend" button on the social panel). BLOCK FROM ANYWHERE:
- Fixed custom game lobbies showing the incorrect highest rank between game modes.
- Fixed visual bug where players would sometimes see two party captains in a lobby after the original captain had left.
- Fixed a bug where players couldn’t accept invites after the sender entered queue, or saw the summoner name display as “...”
- QUIT button in the lobby has been replaced with X.
Your Shop now works in the updated client and will have a grand re-opening to celebrate. For those not familiar with Your Shop:
- The thoughtful Discountbot selects six skins that it thinks you’ll like and offers them at varying discounts. Beep boop.
- These discounts may include Legacy skins not currently available in the store
- If you receive a skin discount on a champion you don’t own, Your Shop will offer the champion and skin together as a bundle, with the same discount applied to both items
- If you buy the champion individually through the store for no discount, Your Shop will automatically remove it from the bundle and offer the skin on its own
- Ultimate, Legendary, Limited, Loot-exclusive, and relatively new skins (released in the last 3 months) will not be featured in Your Shop
QUEUE HEALTH UPDATE
- Vi’s R - Assault and Battery will no longer carry her into the enemy fountain if her target Recalls during the travel time
- The tooltip for Sterak's Gage has been updated to clarify that the buff from Sterak's Fury lasts 8 seconds, but the shield from Lifeline only lasts 3 seconds
- Gragas's E - Body Slam no longer rarely passes through targets standing next to terrain
- Fixed a visual bug causing Lucian's Q - Piercing Light to not display its cooldown after firing if the initial target became untargetable or invulnerable durign the cast animation
- Enemies no longer lose spell shields when walking through the very edge of Yasuo's W - Wind Wall
- Ahri's W - Fox-Fire wisps and Diana's W - Pale Cascade orbs no longer visually linger in their last known location when Ahri and Diana enter Fog of War
- Fixed a bug where mini Krugs sometimes died instantly
- Chain Vest no longer shows Guardian Angel as one of its upgrades
- SKT T1 Ryze’s broccoli is now properly centered during his recall animation