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Please watch the video for the best explanation into how the new tier list has been set up. As a short summary - the tier list has been divided into categories in order to make it more coherent and easier to manage despite taking more work to set up. Every single category has some special aspects set in place to further exemplify what that type of jungler requires. Take notice that some junglers will be placed in more than one category tier list and there may be some overlap in explanations and stats. The general spreadsheet that details the aspects (with letter scores) encompasses all categories. Every category still takes the spreadsheet into regards when it comes to the champion placements within them. Some champions did not receive any explanations because I felt they did not require any or were not interesting. Some of their explanations can be assumed simply by reading the charts and taking note of the champion's placement. -
The hashinshin review of the Udyr rework.
So I've been playing a lot of Udyr. A lot of Udyr. I mean like ... hours of Udyr. Look I'm talking I played so much Udyr I woke up this morning and was like "which stance am I in?" I had a dream that manbearpig was real, Gore tried to kill me. Anyway Udyr's change has changed a lot so I figured I'd just do a short little review on his changes. Udyr was the first champion I ever bought (and promptly thought I was terrible at this game when it was Udyr that's sucked.) I've put enough time in to Udyr to get a PHD in Udyology. Get it? I'm a Dr. of Udgenics.
I'll probably put up a video of responses to comments later, for now enjoy Udyr!

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General Tips and Tricks

I thought I'd go with something a bit more simple and basic this time. Most of my articles are aimed either at discussing balance, or maximizing itemization benefits. But that information is becoming more and more widespread, so here are some tips and tricks for basic gameplay.
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IronStylus on Leona Skins, Diana Skin, Riot Pwyff on Nunu's Consume, A Lot More on Patch 3.8 Context, Even More on Xerath

[Dark] [Light] IronStylus on Leona Skins
Originally Posted by Riot (View RedTracker Source)
So, here's a thing. Yes, Sunbathing/beach bash Leona will most likely be a reality barring some major issue or slotting problem. That does sometimes happen. I never want to set certainty that could be subject to change.
It's past the concept phase, having been fully fleshed out, and will move onto modeling. I reconcepted her after PAX for better readability and some other more thought-out touches. She'll probably move onto 3D very soon, then through the animation and particle pipeline. Depending on priority, this could be a few months, we'll see.
One of the reasons it's been a while since she's had a skin is because we actually brought a couple skins of hers up to the modeling phase, and plugged them into the game, but then realized they either weren't cutting the quality/theme bar, or the skin had to be bumped because of saturation of similar themes. These skins might some day come to release, but I'm not certain of that at all.
I don't want to really delve into what those skins were because at least one wasn't terribly strong in differentiation from her other skins. It might even only really equate to a model swap. I made a call to kill the skin and possibly focus on a legendary skin for her down the line that would be a much stronger theme than what I had produced. You actually have seen the beginning of that skin in one of the videos that was released about champion production. A picture had been circulated of an armored figure from the bust up that was very early on in iteration. That was a potential Leona skin, but again, in the end it wasnt very strong.
This can happen. We actually had a mecha-cho'gath finished and animated but it was really lame. We scrapped it and decided to make him a Battlecast skin which was a MUCH stronger theme. While sometimes skins can be cool, and we feel they're neat ideas, until we get it plugged into the game we don't really know if the skin will work.
Concept art can't solve all the problems up front. Concept, meaning "idea", is just that. Until our 3D brows get that thing walking round, only then can we know that it works 100%. So while it can be unfortunate that we have to kill content that we know some players will want, we want to make sure we're delivering the right thing at the right time, and these particular unreleased skins weren't hitting the bar. My hope is that we can revisit them and make them work! Who knows! -
Aatrox Patch Jungle Changes
Surprisingly this next patch is bringing with it some jungle changes. To be fair I expected (and I'm sure everyone else did too) that Riot was getting tired of the early golem starts giving blue side an advantage over purple (purple had the advantage too with a lane swap). When players started expanding the camp snatching to wolves and wraiths - that's what things started to get a out of hand. Riot decided to slap the change they've been wanting for the golems onto the other camps as well effectively making ALL camps spawn at the same time.
• Wolves
• Initial spawn time increased to 1:55 from 1:40
• Respawn time reduced to 50 seconds from 60
• Wraiths
• Initial spawn time increased to 1:55 from 1:40
• Golems
• Initial spawn time increased to 1:55 from 1:40
• Respawn time reduced to 50 seconds from 60
• Ancient Golem
• Base Experience granted increased to 275 from 220
• Now plays a particle effect to show who the buff transferred to
• Lizard Elder
• Base Experience granted increased to 275 from 220
• Now plays a particle effect to show who the buff transferred to -
Next Ultimate Skin Now in June - Delay on Summoner Icon Rewards for Lifetime RP, Riot Looking for Sona Thoughts, More Xerath

IMPORTANT: Ghost Bride Morgana haunting soon - in Game Pictures, Transfers to the Brazil server now available!
Update for EU: Read this for server information
PBE Patch for 5/17 - Aatrox and More
So if you only checked the post once, you need to give it a second look. Riot has posted a few red posts about the various champion nerfs/buffs that we saw. Also make sure to click the "view in redtracker" if it's a topic/champion you care about, they responded to some Q&A in each thread.
Next Ultimate Skin Now in June - Delay on Summoner Icon Rewards for Lifetime RP
Riothippalus hit Reddit to give some information on a few delays.
Originally Posted by Riot (View Reddit Source)
OP is correct - we have not come through with the summoner icon rewards for lifetime RP purchases yet. There have been a few different reasons for the delay, but the good news is that when they do finally come, they should be much cooler than I originally envisioned.
And while I'm fessing up to missing target dates I've put out there, I should mention that the next ultimate skin will not make it in May. Hopefully June!
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[Updated] [PBE] Aatrox, the Darkin Blade Preview and Abilities, and more!

PBE Patch for 5/17
FULL STORY: So a air client only patch hit the PBE. 5 mins after, another air client patch removed all the changes. 10 mins after that a third air client hit with no changes. 20 mins after that point. LIVE SERVERS got the air client that was on the PBE
What does this mean: TBH (This is only a guess) it looks like we got a patch we should not have seen. From the Riot posts (which you can read below) it looks like some of these changes are meant for patch 3.8 while others not listed might be going in 3.9 KEEP THIS IN MIND, THIS MEANS THESE NUMBERS ARE NOT FOR OUR EYES YET. Riot is most likely still messing with these on their end.
ANOTHER UPDATE 9:44 PM EST - A fourth air client has hit
ANOTHER UPDATE 10:23 PM EST - A fifth air client has hit
Aatrox the Darkin Blade
Release Skin Name: Justicar Aatrox
Damage: 55 (+ 3.2 )
Health: 395 (+ 85 )
Mana: 75 (+ 45 ) [Rog Note: He does not use mana, this is just whats in the air client]
Movement Speed: 345
Armor: 14 (+ 3.8 )
Magic Resist: 30 (+ 1.25 )
Health Per 5 Sec: 5.75 (+ 0.5 )
Mana Per 5 Sec: 0 (+ 0 )
Range: 150
Defense Rating: 4
Magic Rating: 3
Difficulty Rating: 6
Attack Rating: 8
Tags: carry,melee
Tips: *Avoid engaging in a fight with low health unless your Blood Well is full so that you regain enough health to continue fighting.*Building Life Steal can be very potent on Aatrox to help compensate for his health costs.*Massacre is great at turning the tide of a battle, make sure to use it at the right moment to maximize the benefits from it.
Opponent Tips: *When Aatrox takes fatal damage he is healed for the amount currently in his resource bar, landing a fatal blow on him while the resource bar is low will result in him reviving with a lower amount of health.*When Aatrox casts Dark Flight towards your location, avoid being knocked up by moving away from the center of impact.*Aatrox is auto attack reliant for most of his damage and survivability, reducing his attack speed by purchasing Randuins Omen or Frozen Heart can help reduce both of those components greatly.[Passive] - Blood Well 
Aatrox - [Passive] - Blood Well
When using an ability that costs Health, Aatrox stores the self-inflicted damage into the Blood Well. Upon taking fatal damage Aatrox extracts the blood from the well and recovers it as health over a brief duration.[Q] - Dark Flight 
Aatrox - [Q] - Dark Flight
Aatrox takes flight and slams down at a targeted location, dealing 70/115/160/205/250 (+) physical damage to all nearby enemies and knocking up targets at the center of impact for 1/1/1/1/1 second.
Cost: 0/10/10/10/10 % of Current Health ()
Range: 650
Cooldown: 16/15/14/13/12[W] - Blood Thirst / Blood Price

Aatrox - [W] - Blood Thirst / Blood Price
Activate to switch between Blood Thirst and Blood Price.
Blood Thirst: Every third attack, Aatrox restores 20/25/30/35/40 (+) Health, increased by 200/200/200/200/200% when below half Health.
Blood Price: Every third attack, Aatrox deals 60/95/130/165/200 (+) bonus physical damage and loses Health.
Cost:
Range: 0
Cooldown: 1/1/1/1/1[E] - Blades of Torment

Aatrox - [E] - Blades of Torment
Aatrox unleashes and sends forward the power of his blade, dealing 75/120/165/210/255 (+0.6) Magic Damage to all enemies hit and slowing them by 40/40/40/40/40% for 1.75/2/2.25/2.5/2.75 seconds.
Cost: 5/5/5/5/5 % of Current Health ()
Range: 900
Cooldown: 12/11/10/9/8[R] - Massacre

Aatrox - [R] - Massacre
On activation Aatrox draws in the blood of his foes, dealing magic damage to all enemy champions around him equal to 15/15/15% + 0.01% of their current Health.
For the next 12/12/12 seconds, Aatrox's Maximum Health increases by 100/175/250 + 50/65/80 per champion hit, Attack Speed increases by 25/35/45% + 10/10/10% per champion hit, and he gains 175 Attack Range.
Cost:
Range: 0
Cooldown: 120/100/80Recommended Items
Recommended Items: We have them, however they are not formatted!
Update: jayjinde on reddit has formatted them for us. Make sure to give him thanks for his time!- Starting Items: Doran's Blade
- Essential Items: Blade of the Ruined King, Ninja Tabi, Maw of Malmortius
- Offensive Items: The Bloodthirster, Zephyr, Ravenous Hydra
- Defensive Items: Randuin's Omen, Warmog's Armor, Spirit Visage
- Consumables: Health Pot, Sight Ward, Red Elixir
AatroxAatrox Aatrox
Aatrox is a legendary warrior, one of only five that remain of an ancient race known as the Darkin. He wields his massive blade with grace and poise, slicing through legions in a style that is hypnotic to behold. With each foe felled, Aatrox's seemingly living blade drinks in their blood, empowering him and fueling his brutal, elegant campaign of slaughter.
The earliest tale of Aatrox is as old as recorded history. It tells of a war between two great factions remembered only as the Protectorate and the Magelords. Over time, the Magelords won a series of crushing victories, leaving them on the brink of obliterating their sworn enemy forever. On the day of their final confrontation, the Protectorate army found themselves outnumbered, exhausted, and poorly equipped. They braced for inevitable defeat.
Just when all hope seemed lost, Aatrox appeared among the ranks of the Protectorate. With but a few words, he urged the soldiers to fight to the last before throwing himself into battle. His presence inspired the desperate warriors. At first, they could only watch in awe as this unknown hero cleaved through their enemies, his body and blade moving in unison as if one being. Soon, the warriors found themselves imbued with a potent thirst for battle. They followed Aatrox into the fray, each fighting with the furious strength of ten until they had won a most unlikely victory.
Aatrox vanished after that battle, but the Protectorate army's newfound fury did not. Their surprising triumph led to many more until they were able to finally return home victorious. Their countrymen hailed them as heroes, but though they had saved their entire civilization from destruction, darkness lingered in the mind of each warrior. Something within them had changed. Over time, their memories of battle faded, only to be replaced with a grim revelation: their acts of heroism were, in fact, brutal atrocities committed by their own hands.
Tales like these appear among the myths of many cultures. If they are all to be believed, Aatrox's presence has changed the course of some of the most important wars in history. Though these stories remember him as a savior in dark times, Aatrox's true legacy may be a world filled with conflict and strife.
Some fight for honor, some fight for glory. It matters only that you fight.
Aatrox
5/17/2013 Context Post - PBE for Patch 3.08
Originally Posted by Riot (View RedTracker Source)
Hey Summoners,
As you know, we use the PBE servers as a testing ground for a lot of our experimental changes, but weÂ’ve run into situations where sometimes a change requires a bit more nuance to understand. As a result, weÂ’ll be driving these PBE context posts when we can offer some more context.
Also note that these changes are tentative, like anything else on the PBE, so they are all very subject to change.
Kha'Zix- Taste Their Fear
- Isolation bonus redesigned as "increases damage by 45%".
- Evolution adds 8% Missing Health damage. (Which can also be increased by isolation.)
- Void Spikes
- Now slows targets hit for 2 seconds.
- Mana cost reduced
- Evolution no longer consumes passive to apply effects. Instead triples shot.
Ultimately we just wanted to increase your viable choices when picking evolutions. KhaÂ’Zix was getting huge damage, high poke, and great utility from evolving Void Spikes. Now Void Spikes gets a slow as part of the base skill, so W is a reasonable one-point wonder. Evolving and maxing it first also works though, just not so well that it dominates the other skills. Taste Their FearÂ’s evolution was previously reliant on having targets isolated. Now it works whether they are isolated or not, but does more damage against isolated targets, making it a more reliable choice.
Lissandra- Ring of Frost
- Cooldown reduced
- Damage reduced
- Frozen Tomb
- Slow increases per level
- Damage reduced at later levels
Jungle- Wolves
- Initial spawn time increased to 1:55 from 1:45
- Respawn time reduced to 50 seconds from 60
- Wraiths
- Initial spawn time increased to 1:55 from 1:45
- Golems
- Initial spawn time increased to 1:55 from 1:45
- Respawn time reduced to 50 seconds from 60
- Ancient Golem
- Base Experience granted increased to 275 from 220
- Now plays a particle effect to show who the buff transferred to
- Lizard Elder
- Base Experience granted increased to 275 from 220
- Now plays a particle effect to show who the buff transferred to
We’ve increased the initial spawn times of jungle creeps to get rid of the frustrating experience advantage players could get by killing certain jungle monsters before laning phase begins. This was a much requested change from a lot of pro teams around the world, as the only real counter was to switch lanes or to try to prevent it altogether. The other changes are to reassure junglers since they’ll feel like they’ve “lost” a full camp clear since they won’t be able to start wolves or wraiths before heading to their buffs. So Elder Lizard and Ancient Golem will give more EXP, and jungle camps will spawn a little faster. Faster spawns will also help some champions who have exceptionally high clear times and want to just stay in the jungle.
Items- Madred's Razors
- UNIQUE Passive - Maim
- Now deals bonus damage to monsters with every basic attack
- Wriggle's Lantern
- UNIQUE Passive - Maim
- Now deals bonus damage to monsters with every basic attack
- Attack Damage increased
- Life Steal increased
- Combine cost increased
- Wit's End
- New Recipe: Recurve Bow + Null Magic Mantle + Dagger + 600 gold = 2300 gold
- Attack Speed increased slightly
- Revised Passive - Your attacks steal Magic Resist from the target, stacks up to 5 times
- Nashor's Tooth
- Combine Cost increased
- Ability Power reduced slightly
- Additional Passive - Your attacks deal 15 + 15% of your Ability Power bonus magic damage on hit
- Malady
- Removed from the game
One thing some of you may notice is absent are the Shyvana buffs i'd talked about a few weeks ago.The buffs make sense, and we're going to do them. Just not for this patch. The reason being that along with the change to Wriggle's Lantern proc'ing on every attack, Wits end reducing Magic Resistance, and lowered respawns for jungle camps - we couldn't accurately assess Shyvana's balance.
As with all of our balance changes, there is always a rippling effect. Items being buffed or nerfed can mean more success or failure with champions who buy them. Taric's nerfs saw a universal increase in performance across every support. In the same vein, each of the above changes are also buffs to Shyvana and until we can judge the effect of the item/jungle changes would have on her power level, i don't want to pull the trigger on the changes just yet. Statikk and i are looking to have Shyvana Balance changes with Patch 3.9 pending iteration after 3.8 goes live.
[3.8] Improvements to the PVP.net experience on smaller resolutions
Originally Posted by Riot (View RedTracker Source)
Summoners,
As part of the 3.8 patch, we've introduced some code in PVP.net that will automatically scale itself down to 1150x720 or 1024x640, whichever is most appropriate. The most common desktop resolutions that will see their experience impacted are:
• 1366x768
• 1280x768
• 1280x700
• 1182x864
Prior to 3.8, the client defaulted to a specific, unchanging window size; for those of you with widescreen laptops running 1366x768 or smaller footprint monitors like 1280x720, this has meant having key functionality hidden behind the Windows task bar. No more!
This change represents a shift in the player experience and we felt it was important to reach out to those of you affected to see how you feel about it, and better understand what else we can do to improve the PVP.net experience on the above-named resolutions. Please spend some time poking around on PBE once 3.8 has arrived and feel free to share your thoughts on other ways we can improve the smaller-resolution League experience.
Riot on Vi's Change this PBE Patch
Originally Posted by Riot (View RedTracker Source)
The change currently on PBE is obviously still in testing. However I need to jump in here to clarify that even with this change Vi's ultimate is still unstoppable it simply doesn't discard the CC, however she will feel the effects of the CC when the charge ends. Knockbacks and Knockups however since they are displacing the charging champion's movement are completely ignored to allow the Ultimate to complete.
What does this mean in game?
If Vi uses her ultimate on Lux who lands a light binding while charging. Vi will finish the charge and smash Lux into the ground. Then, Vi will be rooted for the remainder of the duration of the binding.
The other ultimates with similar mechanics such as Malphite also have this change, however totally blocking CC effects was not directly referenced in tooltips outside of Vi's before which is why you are only seeing a change in hers.
Champions effected by this change iirc are Malphite, Hecarim, J4, Nocturne, and Vi. The goal here is to add a little bit more counterplay to these abilities while still keeping them "unstoppable". We want these abilities to be uninterruptable and they will, however we also don't feel that them completely nullifying other champions crowd control effects and cooldowns even after the charge is compete is fair. We felt this was a nice and logical compromise, but we'll see how testing goes.
I'll work on the tooltip wording to try and make this a bit more clear. I don't feel this will ultimately be a bit power hit but if we feel it is - or becomes one we'll adjust the individual champions effected as needed.
Riot on the Lissandra Changes
Originally Posted by Riot (View RedTracker Source)
Our goal with the Lissandra changes currently in testing was to shift Lissandra's power a little bit more towards utility (lower W CD, stronger slow at higher levels on ult) and away from burst (base damage at higher ranks on W and ult). These changes aren't intended to be a nerf and shouldn't impact her laning phase much at all, bar the lower W CD. We suspect they may actually may be a slight buff, though it's that realignment of power towards desired strengths that's the key thing here.
In terms of overall performance Lissandra's also still pretty new so we're still assessing her overall state as well, particularly given some people started playing her in her first week, others when she dropped to 6300 IP and yet more of course during her current free week. This means quite a wide range of experience on her from individual players, resulting in a fair bit of variation in performance still.
Riot on Annie Changes
Originally Posted by Riot (View RedTracker Source)
Please realize that the PBE changes are datamined from just the tooltips.
The tooltip for the stats just got moved to the spell level up tooltip. There is also another siginificant buff we are testing that the datamining missed.
Abilities
Super important - Everything below is from the air client, which has now been removed (5 mins after being uploaded) by a second, third, and fourth air client patch. Read up top for a quess on why. These abilities look to have been released too early.
Annie
- [R] - Summon: Tibbers - Now lasts for 60 seconds (up from 45)
- [R] - Summon: Tibbers - No longer lists "and his Health,Armor,Magic Resist,and Attack Damage increase with rank. (Can not confirm if this is just a tooltip change, or a real change)
- [R] - Summon: Tibbers - Now costs 100 mana (changed from 125/175/225 Mana)
Shyvana
- [Q] - Twin Bite - Basic attacks now reduce the cooldown by .5 seconds
- [W] - Burnout - Basic attacks extend the duration of Burnout by 1 second to a maximum of 4 seconds.
- [E] - Flame Breath - Now deals 80/110/140/170/200 (down from 80/125/170/215/260)
- [E] - Flame Breath - Now hits all enemies it passes through
- [E] - Flame Breath - No longer burns for a % of armor for 4 seconds, instead applies a debuff for 5 seconds "Basic attacks to debuffed targets deal 25% of Flame Breath's damage on-hit."
- [R] - Dragon's Descent - No longer has "reinforces her scales,increasing her Armor and Magic Resist by 10/15/20.Defensive bonuses are doubled in Dragon Form."
- [R] - Dragon's Descent - Now has "generates 1 fury every 1.5 seconds.Basic Attacks generate 2/3/4 fury."
- Passive - No idea what this is until we get a game client. Looks like riot is still working on her
- [W] - Titan's Wrath - DoT now does 40/55/70/85/100 (changed from 30/55/80/105/130)
- [E] - Permafrost - Slow now lasts for 1.5/1.75/2/2.25/2.5 seconds. (changed from 2/2.25/2.5/2.75/3 seconds.)
- [R] - Glacial Prison - Now stuns for 1.25/1.5/1.75 (Down from 1.5/1.75/2)
- [R] - Glacial Prison - Now slows for 1.25/1.5/1.75 seconds (Down from 1.5/1.75/2)
Hecarim
- [Passive] - Warpath - "Can move through units" was removed from the passive text
- [R] - Onslaught of Shadows - Now does 150/250/350 (up from 100/200/300)
- [R] - Onslaught of Shadows - Ratio is now 100% (up from 40%)
- [R] - Onslaught of Shadows - No longer lists "dealing an additional 50/125/200 (+)magic damage and"
Kha'Zix
- [Q] - Taste Their Fear - Now increases isolated damage by 45% instead of saying increased to 100/145/190/235/280
- [Q] - Taste Their Fear - Now does 8% of missing health (down from 12%) now states that it can be increased by isolation
- [W] - Void Spike - Now slows enemies by 20% for 2 seconds
- [W] - Void Spike - Evolved version no longer has "Consumes Unseen Threat to slow and damage all enemies struck."
- [W] - Void Spike - now costs 55/60/65/70/75 Mana (down from 60/70/80/90/100 Mana)
- [R] - Void Assault - can now be cast again within 12 seconds (up from 10)
- [R] - Void Assault - Evolved version can now be cast 4 times ( up from 3) however no longer has 40% reduced damage while in stealth.
Lissandra
- [W] - Ring of Frost - now deals 65/100/135/170/205 (down from 70/110/150/190/230)
- [W] - Ring of Frost - Now costs 55 mana (down from 70)
- [W] - Ring of Frost - Now has a cooldown of 16/14/12/10/8 (Changed from 18/16/14/12/10)
- [R] - Frozen Tomb - Now deals 150/275/400 (Down from 150/300/450)
- [R] - Frozen Tomb - Now slows by 20% / 30% / 40% (up from always 20%)
Vi
- [R] - Assault and Battery - Tooltip now says immune to Knowckups and Knockbacks instead of "Crowd Control"
- [W] - Focused Resolve [Mantra'ed] instead of healing for 25% of missing health over the duration, is now instantly healed for 20% and then another 20% if the chain is not broken
- [Passive] - Blaze - Now deals 8% over 4 seconds instead of 2% per second for 4 seconds
- [Passive] - Twin Disciplines - Basic attacks now always do an additional 6% BMD increasing by 1% for every 6 AP (No longer "upon obtaining 20 AP)
- [Passive] - Twin Disciplines - No longer has "upon obtaining 10 Bonus Attack, Now gains 6% spell vamp (down from 8)
- [W] - Twilight Shroud - Cost is now always 60 (changes from 80/75/70/65/60)
- [W] - Twilight Shroud - Cooldown is now 20/19/18/17/16 (instead of always 20)
Diff Tables
Old (Air Client v67) New (Air Client v68) Annie - [R] - Summon: Tibbers Annie - [R] - Summon: Tibbers
Tibbers appears in a burst of flame dealing 200/325/450 (+0.7)magic damage to enemies in the target area.
Tibbers chases down enemies and deals 35/35/35 (+)magic damage each second to nearby foes.He lasts for 45 seconds and his Health,Armor,Magic Resist,and Attack Damage increase with rank.
Tibbers can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.
Cost: 125/175/225 Mana
Range: 0
Cooldown: 120/120/120Annie - [R] - Summon: Tibbers
Tibbers appears in a burst of flame dealing 200/325/450 (+0.7)magic damage to enemies in the target area.
For the next 60/60/60 seconds,Tibbers chases down enemies and deals 35/35/35 (+)magic damage each second to nearby foes.
Tibbers can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.
Cost: 100/100/100 Mana
Range: 0
Cooldown: 120/120/120Shyvana - [Q] - Twin Bite Shyvana - [Q] - Twin Bite
Shyvana strikes twice on her next attack,dealing (+)physical damage on the second attack.The bonus damage is equal to 80/85/90/95/100% of Shyvana's Attack Damage.
Dragon Form: Twin Bite cleaves all units in front Shyvana.
Cost:
Range: 0
Cooldown: 10/9/8/7/6Shyvana - [Q] - Twin Bite
Shyvana strikes twice on her next attack,dealing (+)physical damage on the second attack.The bonus damage is equal to 80/85/90/95/100% of Shyvana's Attack Damage.Basic attacks reduce the cooldown of Twin Bite by .5 seconds.
Dragon Form: Twin Bite cleaves all units in front Shyvana.
Cost:
Range: 0
Cooldown: 10/9/8/7/6Shyvana - [W] - Burnout Shyvana - [W] - Burnout
Shyvana deals 25/40/55/70/85 (+)magic damage per second to nearby enemies and moves 30/35/40/45/50% faster for 3 seconds.Shyvana's Movement Speed bonus is reduced over time.
Dragon Form: Burnout scorches the earth,continuing to damage enemies that stand on it.
Cost:
Range: 0
Cooldown: 12/12/12/12/12Shyvana - [W] - Burnout
Shyvana deals 25/40/55/70/85 (+)magic damage per second to nearby enemies and moves 30/35/40/45/50% faster for 3 seconds.Shyvana's Movement Speed bonus is reduced over time.Basic attacks extend the duration of Burnout by 1 second to a maximum of 4 seconds.
Dragon Form: Burnout scorches the earth,continuing to damage enemies that stand on it.
Cost:
Range: 0
Cooldown: 12/12/12/12/12Shyvana - [E] - Flame Breath Shyvana - [E] - Flame Breath
Shyvana unleashes a fireball that deals 80/125/170/215/260 (+0.6)magic damage and burns 15/15/15/15/15% of their Armor for 4 seconds.
Dragon Form: Flame Breath engulfs all units in a cone in front of her.
Cost:
Range: 925
Cooldown: 12/11/10/9/8Shyvana - [E] - Flame Breath
Shyvana unleashes a fireball that deals 80/110/140/170/200 (+0.6)magic damage to all enemies it passes through,debuffing them for 5 seconds.Basic attacks to debuffed targets deal 25% of Flame Breath's damage on-hit.
Dragon Form: Flame Breath engulfs all units in a cone in front of her.
Cost:
Range: 925
Cooldown: 12/11/10/9/8Shyvana - [R] - Dragon's Descent Shyvana - [R] - Dragon's Descent
Active: Shyvana transforms into a dragon and takes flight to a target location.Enemies along her path take 200/300/400 (+0.7)magic damage and are knocked toward her target location.
Passive: Shyvana reinforces her scales,increasing her Armor and Magic Resist by 10/15/20.Defensive bonuses are doubled in Dragon Form.
Cost:
Range: 1000
Cooldown: 0/0/0Shyvana - [R] - Dragon's Descent
Active: Shyvana transforms into a dragon and takes flight to a target location.Enemies along her path take 200/300/400 (+0.7)magic damage and are knocked toward her target location.
Passive: Shyvana generates 1 fury every 1.5 seconds.Basic Attacks generate 2/3/4 fury.
Cost:
Range: 1000
Cooldown: 0/0/0Nautilus - [W] - Titan's Wrath Nautilus - [W] - Titan's Wrath
Nautilus surrounds himself with dark energies,shielding him from the next 100/150/200/250/300 plus 10% of his bonus health (+)damage for up to 10/10/10/10/10 seconds.
While the shield persists,Nautilus' basic attacks apply a damage over time effect to all units around his target.The effect deals 30/55/80/105/130 (+0.4)magic damage over 2 seconds.
Cost: 80/80/80/80/80 Mana
Range: 350
Cooldown: 22/21/20/19/18Nautilus - [W] - Titan's Wrath
Nautilus surrounds himself with dark energies,shielding him from the next 100/150/200/250/300 plus 10% of his bonus health (+)damage for up to 10/10/10/10/10 seconds.
While the shield persists,Nautilus' basic attacks apply a damage over time effect to all units around his target.The effect deals 40/55/70/85/100 (+0.4)magic damage over 2 seconds.
Cost: 80/80/80/80/80 Mana
Range: 350
Cooldown: 22/21/20/19/18Sejuani - [E] - Permafrost Sejuani - [E] - Permafrost
Passive: Abilities and basic attacks apply Frost to enemies for 4 seconds.
Active: All nearby enemies with Frost take 60/110/160/210/260 (+0.5)magic damage and are slowed by 50/55/60/65/70% for 2/2.25/2.5/2.75/3 seconds.
Cost: 55/55/55/55/55 Mana
Range: 0
Cooldown: 11/11/11/11/11Sejuani - [E] - Permafrost
Passive: Abilities and basic attacks apply Frost to enemies for 4 seconds.
Active: All nearby enemies with Frost take 60/110/160/210/260 (+0.5)magic damage and are slowed by 50/55/60/65/70% for 1.5/1.75/2/2.25/2.5 seconds.
Cost: 55/55/55/55/55 Mana
Range: 0
Cooldown: 11/11/11/11/11Sejuani - [R] - Glacial Prison Sejuani - [R] - Glacial Prison
Throws a frost-forged bola in a line.If the bola hits an enemy champion,it shatters,stunning the target and nearby enemies for 1.5/1.75/2 seconds.If the bola reaches its maximum range it shatters and slows enemies by 90/90/90% for 1.5/1.75/2 seconds instead.
All enemies in the shatter area take 150/250/350 (+0.8)magic damage.
Cost: 100/100/100 Mana
Range: 1175
Cooldown: 130/115/100Sejuani - [R] - Glacial Prison
Sejuani throws her True Ice bola in a line.If the bola hits an enemy champion,it shatters,stunning the target and nearby enemies for 1.25/1.5/1.75 seconds.If the bola reaches its maximum range,it shatters and slows enemies by 90/90/90% for 1.25/1.5/1.75 seconds instead.
All enemies in the shatter area take 150/250/350 (+0.8)magic damage.
Cost: 100/100/100 Mana
Range: 1175
Cooldown: 130/115/100Hecarim - [Passive] - Warpath Hecarim - [Passive] - Warpath
Hecarim can move through units and gains attack damage equal to a percentage of his bonus movement speed.Hecarim - [Passive] - Warpath
Hecarim gains Attack Damage equal to a percentage of his bonus Movement Speed.Hecarim - [E] - Devastating Charge Hecarim - [E] - Devastating Charge
Hecarim gains increasing movement speed for 4/4/4/4/4 seconds.His next attack knocks the target back dealing 40/75/110/145/180 (+)to 80/150/220/290/360 (+)physical damage based on how far Hecarim has traveled during Devastating Charge.
Cost: 60/60/60/60/60 Mana
Range: 0
Cooldown: 24/22/20/18/16Hecarim - [E] - Devastating Charge
Hecarim gains increasing Movement Speed for 4/4/4/4/4 seconds.His next attack knocks the target back dealing 40/75/110/145/180 (+)to 80/150/220/290/360 (+)physical damage based on how far Hecarim has traveled during Devastating Charge.
Cost: 60/60/60/60/60 Mana
Range: 0
Cooldown: 24/22/20/18/16Hecarim - [R] - Onslaught of Shadows Hecarim - [R] - Onslaught of Shadows
Hecarim summons spectral riders and charges forward,dealing 100/200/300 (+0.4)magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge dealing an additional 50/125/200 (+)magic damage and causing nearby enemies to flee from Hecarim for 1/1/1 seconds.
Hecarim himself will only move to the targeted location.The riders will always move the full distance.
Cost: 100/100/100 Mana
Range: 0
Cooldown: 140/120/100Hecarim - [R] - Onslaught of Shadows
Hecarim summons spectral riders and charges forward,dealing 150/250/350 (+1)magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge causing nearby enemies to flee from Hecarim for 1/1/1 second.
Hecarim himself will only move to the targeted location.The riders will always move the full distance.
Cost: 100/100/100 Mana
Range: 0
Cooldown: 140/120/100Kha'Zix - [Q] - Taste Their Fear Kha'Zix - [Q] - Taste Their Fear
Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 70/100/130/160/190 (+)physical damage.If the target is isolated,the amount is increased to 100/145/190/235/280 (+).
Evolved Enlarged Claws: Increases damage to isolated enemies by 12/12/12/12/12% of their missing health (max 200/200/200/200/200 vs.monsters).Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50/50/50/50/50.
Cost: 25/25/25/25/25 Mana
Range: 0
Cooldown: 3.5/3.5/3.5/3.5/3.5Kha'Zix - [Q] - Taste Their Fear
Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 70/100/130/160/190 (+)physical damage.If the target is isolated,the damage is increased by 45/45/45/45/45%.
Evolved Enlarged Claws: Taste Their Fear deals bonus physical damage equal to 8/8/8/8/8% of the target's missing Health,which can also be increased by isolation (max 200/200/200/200/200 vs.monsters).Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50/50/50/50/50.
Cost: 25/25/25/25/25 Mana
Range: 0
Cooldown: 3.5/3.5/3.5/3.5/3.5Kha'Zix - [W] - Void Spike Kha'Zix - [W] - Void Spike
Fires exploding spikes,dealing 75/115/155/195/235 (+)physical damage to all nearby enemies.Heals Kha'Zix for 40/70/100/130/160 (+)if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone.Consumes Unseen Threat to slow and damage all enemies struck.
Cost: 60/70/80/90/100 Mana
Range: 1000
Cooldown: 8/8/8/8/8Kha'Zix - [W] - Void Spike
Fires exploding spikes,dealing 75/115/155/195/235 (+)physical damage to all nearby enemies and slow them for 20/20/20/20/20% for 2/2/2/2/2 seconds.Heals Kha'Zix for 40/70/100/130/160 (+)if he is within the explosion radius.
Evolved Spike Racks: Void Spike fires three spikes in a cone.
Cost: 55/60/65/70/75 Mana
Range: 1000
Cooldown: 8/8/8/8/8Kha'Zix - [R] - Void Assault Kha'Zix - [R] - Void Assault
Passive: Ranking up Void Assault allows Kha'Zix to evolve one of his abilities.
Active: Stealths for 1/1/1 second.Activates Unseen Threat and increases Kha'Zix's Movement Speed by 40/40/40%.Void Assault can be cast a second time within 10/10/10 seconds.
Evolved Active Camouflage: Void Assault can be cast three times.Kha'Zix takes 40/40/40% reduced damage while in stealth.
Cost: 100/100/100 Mana
Range: 0
Cooldown: 100/90/80Kha'Zix - [R] - Void Assault
Passive: Ranking up Void Assault allows Kha'Zix to evolve one of his abilities.
Active: Stealths for 1/1/1 second.Activates Unseen Threat and increases Kha'Zix's Movement Speed by 40/40/40%.Void Assault can be cast a second time within 12/12/12 seconds.
Evolved Active Camouflage: Void Assault can be cast four times.
Cost: 100/100/100 Mana
Range: 0
Cooldown: 100/90/80Lissandra - [W] - Ring of Frost Lissandra - [W] - Ring of Frost
Deals 70/110/150/190/230 (+0.6)magic damage to nearby enemies and roots them for 1.1/1.2/1.3/1.4/1.5 seconds.
Cost: 70/70/70/70/70 Mana
Range: 0
Cooldown: 18/16/14/12/10Lissandra - [W] - Ring of Frost
Deals 65/100/135/170/205 (+0.6)magic damage to nearby enemies and roots them for 1.1/1.2/1.3/1.4/1.5 seconds.
Cost: 55/55/55/55/55 Mana
Range: 0
Cooldown: 16/14/12/10/8Lissandra - [R] - Frozen Tomb Lissandra - [R] - Frozen Tomb
On Enemy Cast: Freezes target champion solid,stunning it for 1.5/1.5/1.5 seconds.
On Self Cast: Lissandra encases herself in dark ice for 1.5/1.5/1.5 seconds,becoming untargetable and invulnerable but unable to take any actions.
Dark ice then emanates from the target dealing 150/300/450 (+0.7)magic damage to enemies.The ice lasts for 3/3/3 seconds and slows enemy Movement Speed by 20/20/20%.
Cost: 100/100/100 Mana
Range: 0
Cooldown: 130/105/80Lissandra - [R] - Frozen Tomb
On Enemy Cast: Freezes target champion solid,stunning it for 1.5/1.5/1.5 seconds.
On Self Cast: Lissandra encases herself in dark ice for 1.5/1.5/1.5 seconds,becoming untargetable and invulnerable but unable to take any actions.
Dark ice then emanates from the target dealing 150/275/400 (+0.7)magic damage to enemies.The ice lasts for 3/3/3 seconds and slows enemy Movement Speed by 20/30/40%.
Cost: 100/100/100 Mana
Range: 0
Cooldown: 130/105/80Warwick - [R] - Infinite Duress Warwick - [R] - Infinite Duress
Warwick lunges in front of an enemy champion and supresses them for 1.8/1.8/1.8 seconds.During this time,Warwick attacks his victim 5/5/5 times,dealing a total of 250/335/420 (+)magic damage (triggers on-hit effects 5/5/5 times).
Warwick gains 30/30/30% Life Steal for the duration.
Cost: 100/125/150 Mana
Range: 0
Cooldown: 90/80/70Warwick - [R] - Infinite Duress
Warwick lunges in front of an enemy champion and suppresses them for 1.8/1.8/1.8 seconds.During this time,Warwick attacks his victim 5/5/5 times,dealing a total of 250/335/420 (+)magic damage (triggers on-hit effects 5/5/5 times).
Warwick gains 30/30/30% Life Steal for the duration.
Cost: 100/125/150 Mana
Range: 0
Cooldown: 90/80/70Vi - [R] - Assault and Battery Vi - [R] - Assault and Battery
Targets an enemy champion and chases it down,knocking it up for 1.25 seconds,dealing 200/325/450 (+)physical damage.
While charging Vi is immune to crowd control and will knock aside enemies in the way,dealing 75% damage to them.
Cost: 100/125/150 Mana
Range: 0
Cooldown: 130/105/80Vi - [R] - Assault and Battery
Targets an enemy champion and chases it down,knocking it up for 1.25 seconds,dealing 200/325/450 (+)physical damage.
While charging Vi is immune to Knockups and Knockbacks and will knock aside enemies in the way,dealing 75% damage to them.
Cost: 100/125/150 Mana
Range: 0
Cooldown: 130/105/80Karma - [W] - Focused Resolve Karma - [W] - Focused Resolve
Links Karma to target enemy champion,revealing them,and dealing 60/110/160/210/260/ (+0.6)magic damage over 2 seconds,rooting them in place for 1/1.25/1.5/1.75/2/ seconds if the link is not broken.
Mantra Bonus - Renewal: Focused Resolve deals (+0.6)bonus magic damage and heals Karma over the duration for 25% (+%)of her missing Health.
Cost: 70/75/80/85/90/0 Mana
Range: 0
Cooldown: 16/15/14/13/12/13.5Karma - [W] - Focused Resolve
Links Karma to target enemy champion,revealing them,and dealing 60/110/160/210/260/ (+0.6)magic damage over 2 seconds,rooting them in place for 1/1.25/1.5/1.75/2/ seconds if the link is not broken.
Mantra Bonus - Renewal: Focused Resolve deals (+0.6)bonus magic damage over the duration and heals Karma instantly for 20% (+%)of her Missing Health.If the leash is not broken,she is healed for another 20% (+%).
Cost: 70/75/80/85/90/0 Mana
Range: 0
Cooldown: 16/15/14/13/12/13.5Karma - [R] - Mantra Karma - [R] - Mantra
Karma empowers her next ability within 8 seconds for an additional effect.
Soulflare: Deals bonus magic damage and leaves behind a circle of flame,heavily slowing enemies and dealing damage after a brief delay.
Renewal: The link deals bonus magic damage to her target,healing Karma for 25% of her missing Health while the two are linked.
Defiance: Allied champions around Karma's target become shielded and gain Movement Speed; Enemy units around her target are dealt magic damage.
Cost:
Range: 0
Cooldown: 45Karma - [R] - Mantra
Karma empowers her next ability within 8 seconds for an additional effect.
Soulflare: Deals bonus magic damage and leaves behind a circle of flame,heavily slowing enemies and dealing damage after a brief delay.
Renewal: The link deals bonus magic damage to her target,instantly healing Karma for 20% of her Missing Health.If the link is not broken,Karma is healed again for the same amount.
Defiance: Allied champions around Karma's target become shielded and gain Movement Speed; Enemy units around her target are dealt magic damage.
Cost:
Range: 0
Cooldown: 45Brand - [Passive] - Blaze Brand - [Passive] - Blaze
Brand's spells light his targets ablaze,dealing 2% of their maximum Health in magic damage per second for 4 seconds.Brand - [Passive] - Blaze
Brand's spells light his targets ablaze,dealing 8% of their maximum Health in magic damage over 4 seconds.Akali - [Passive] - Twin Disciplines Akali - [Passive] - Twin Disciplines
Upon obtaining 20 Ability Power,Akali's basic attacks deal 8% bonus magic damage,increasing by 1% for every 6 Ability Power gained thereafter.
Upon obtaining 10 Bonus Attack Damage,Akali gains 8% Spell Vamp,increasing by an additional 1% for every 6 Bonus Attack Damage gained thereafter.Akali - [Passive] - Twin Disciplines
Discipline of Force: Akali's basic attacks deal an additional 6% bonus magic damage,increasing by 1% for every 6 Ability Power.
Discipline of Might: Akali gains 6% Spell Vamp,increasing by 1% for every 6 Bonus Attack Damage.Akali - [W] - Twilight Shroud Akali - [W] - Twilight Shroud
Akali throws down a cover of smoke that lasts for 8/8/8/8/8 seconds.While inside the area,Akali gains 10/20/30/40/50 Armor and Magic Resist and becomes invisible.Attacking or using abilities will briefly reveal her.
Enemies inside the smoke are slowed by 14/18/22/26/30%.
Cost: 80/75/70/65/60 Energy
Range: 0
Cooldown: 20/20/20/20/20Akali - [W] - Twilight Shroud
Akali throws down a cover of smoke that lasts for 8/8/8/8/8 seconds.While inside the area,Akali gains 10/20/30/40/50 Armor and Magic Resist and becomes invisible.Attacking or using abilities will briefly reveal her.
Enemies inside the smoke are slowed by 14/18/22/26/30%.
Cost: 60/60/60/60/60 Energy
Range: 0
Cooldown: 20/19/18/17/16
Items
Berserker's Greaves
- Now costs 175 (up from 150)
Boots of Mobility
- Now costs 675 (up from 650)
Boots of Speed
- Now costs 325 (down from 350)
Boots of Swiftness
- Now costs 675 (up from 650)
Doran's Ring
- Now gives 60 health (down from 80)
- Now costs 400 gold (down from 475)
Doran's Shield
- Now gives 10 HP5 (up from 8)
- no longer gives 5 armor
- Now blocks 8 damage (up from 6)
- Now costs 440 (down from 475)
Ionian Boots of Lucidity
- Now costs 675 (up from 650)
Madred's Razors
- Passive Maim has changed: Now deals 70 bonus magic damage to Monsters (instead of 25% chance of doing 300 damage to monsters and minions)
- No longer has rend
Malady
- Removed
Mercury's Treads
- Now costs 475 (up from 450)
Nashor's Tooth
- Now gives 60 AP (down from 65)
- New passive: Basic attacks deal 15 (+15% of Ability Power)bonus magic damage on hit.
- Now costs 850 (up from 430)
Ninja Tabi
- Now costs 375 (up from 350)
Recurve Bow
- Now costs 900 (down from 950)
Sorcerer's Shoes
- Now costs 775 (up from 750)
Spirit of the Elder Lizard
- Now gives 35 AD (down from 45)
Spirit of the Spectral Wraith
- Now gives 40 AP (down from 50)
Wit's End
- Now gives 42% Attack Speed (up from 40)
- Now steals 5 MR from target (instead of just granting 5)
- now stacks up to 5 times (up from 4)
- Now costs 600 gold (down from 850)
- New Recipe: Recurve Bow + Null Magic Mantle + Dagger + 600 gold = 2300 gold
Wriggle's Lantern
- Now gives 20 AD (up from 15)
- Now gives 15% life steal (up from 10%)
- Passive Maim has changed: Now deals 110 bonus magic damage to Monsters (instead of 25% chance of doing 500 damage to monsters and minions)
- Now costs 500 (up from 100)
Crystal Scar Items
- Archangel's Staff (Crystal Scar)
- +250 Mana
+60 Ability Power
+10 Mana Regen per 5 seconds
UNIQUE Passive - Insight: Grants Ability Power equal to 3% of maximum Mana.
UNIQUE Passive - Mana Charge: Grants +10 maximum Mana (max +750 Mana) for each spell cast and Mana expenditure (3 second cooldown). Transforms into Seraph's Embrace at +750 Mana.
Cost: 1140 - Manamune
- +250 Mana
+20 Attack Damage
+7 Mana Regen per 5 seconds
UNIQUE Passive - Awe: Grants bonus Attack Damage equal to 2% of maximum Mana.
UNIQUE Passive - Mana Charge: Grants +8 maximum Mana (max +750 Mana) for each basic attack, spell cast, and Mana expenditure (3 second cooldown).
Transforms into Muramana at +750 Mana.
Cost: 1000 - Rod of Ages
- +450 Health
+450 Mana
+60 Ability Power
Passive: Grants +20 Health, +20 Mana, and +2 Ability Power per stack (max +200 Health, +200 Mana, and +20 Ability Power). Grants 1 stack per 40 seconds (max 10 stacks).
UNIQUE Passive - Valor's Reward: Upon leveling up, restores 150 Health and 200 Mana over 8 seconds.
costs: 740 - Tear of the Goddess (Crystal Scar)
- +250 Mana
+7 Mana Regen per 5 seconds
UNIQUE Passive - Mana Charge: Grants +8 maximum Mana (max +750 Mana) for each spell cast and Mana expenditure (3 second cooldown).
Cost: 120
Diff Tables
Old (Air Client v67) New (Air Client v68) Archangel's Staff (Crystal Scar) Archangel's Staff (Crystal Scar)
+250 Mana
+60 Ability Power
+10 Mana Regen per 5 seconds
UNIQUE Passive - Insight: Grants Ability Power equal to 3% of maximum Mana.
UNIQUE Passive - Mana Charge: Grants +10 maximum Mana (max +750 Mana) for each spell cast and Mana expenditure (3 second cooldown). Transforms into Seraph's Embrace at +750 Mana.
(Unique Passives with the same name don't stack.)
Cost: 1140Berserker's Greaves Berserker's Greaves
+20% Attack Speed
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
(Unique Passives with the same name don't stack.)
Cost: 150Berserker's Greaves
+20% Attack Speed
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
(Unique Passives with the same name don't stack.)
Cost: 175Boots of Mobility Boots of Mobility
UNIQUE Passive - Enhanced Movement: +45 Movement Speed.Increases to +105 Movement Speed when out of combat for 5 seconds.
(Unique Passives with the same name don't stack.)
Cost: 650Boots of Mobility
UNIQUE Passive - Enhanced Movement: +45 Movement Speed.Increases to +105 Movement Speed when out of combat for 5 seconds.
(Unique Passives with the same name don't stack.)
Cost: 675Boots of Speed Boots of Speed
UNIQUE Passive - Enhanced Movement: +25 Movement Speed
(Unique Passives with the same name don't stack.)
Cost: 350Boots of Speed
UNIQUE Passive - Enhanced Movement: +25 Movement Speed
(Unique Passives with the same name don't stack.)
Cost: 325Boots of Swiftness Boots of Swiftness
UNIQUE Passive - Enhanced Movement: +60 Movement Speed
UNIQUE Passive - Slow Resist: Movement slowing effects are reduced by 25%.
(Unique Passives with the same name don't stack.)
Cost: 650Boots of Swiftness
UNIQUE Passive - Enhanced Movement: +60 Movement Speed
UNIQUE Passive - Slow Resist: Movement slowing effects are reduced by 25%.
(Unique Passives with the same name don't stack.)
Cost: 675Doran's Ring Doran's Ring
+80 Health
+15 Ability Power
+3 Mana Regen per 5 seconds
Passive: Restores 5 Mana upon killing a unit.
Cost: 475Doran's Ring
+60 Health
+15 Ability Power
+3 Mana Regen per 5 seconds
Passive: Restores 5 Mana upon killing a unit.
Cost: 400Doran's Shield Doran's Shield
+100 Health
+8 Health Regen per 5 seconds
+5 Armor
UNIQUE Passive: Blocks 6 damage from champion basic attacks.
Cost: 475Doran's Shield
+100 Health
+10 Health Regen per 5 seconds
UNIQUE Passive: Blocks 8 damage from champion basic attacks.
Cost: 440Ionian Boots of Lucidity Ionian Boots of Lucidity
UNIQUE Passive: +15% Cooldown Reduction
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
(Unique Passives with the same name don't stack.)
color='#FDD017'>''This item is dedicated in honor of Ionia's victory over Noxus in the Rematch for the Southern Provinces on 10 December,20 CLE.''
Cost: 650Ionian Boots of Lucidity
UNIQUE Passive: +15% Cooldown Reduction
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
(Unique Passives with the same name don't stack.)
color='#FDD017'>''This item is dedicated in honor of Ionia's victory over Noxus in the Rematch for the Southern Provinces on 10 December,20 CLE.''
Cost: 675Madred's Razors Madred's Razors
+25 Armor
UNIQUE Passive - Maim: Basic attacks against minions and monsters have a 25% chance to deal 300 bonus magic damage on hit.
UNIQUE Passive - Rend: Basic attacks deal 10 bonus true damage to monsters on hit.
(Unique Passives with the same name don't stack.)
Cost: 100Madred's Razors
+25 Armor
UNIQUE Passive - Maim: Basic attacks deal 70 bonus magic damage to monsters.
(Unique Passives with the same name don't stack.)
Cost: 100Malady Malady
+25 Ability Power
+45% Attack Speed
UNIQUE Passive: Basic attacks deal 15 (+10% of Ability Power) bonus magic damage on hit.
UNIQUE Passive: Basic attacks reduce the target's Magic Resist by 4 for 8 seconds on hit (stacks up to 7 times).
Cost: 800Manamune (Crystal Scar) Manamune (Crystal Scar)
+250 Mana
+20 Attack Damage
+7 Mana Regen per 5 seconds
UNIQUE Passive - Awe: Grants bonus Attack Damage equal to 2% of maximum Mana.
UNIQUE Passive - Mana Charge: Grants +8 maximum Mana (max +750 Mana) for each basic attack, spell cast, and Mana expenditure (3 second cooldown).
Transforms into Muramana at +750 Mana.
(Unique Passives with the same name don't stack.)
Cost: 1000Mercury's Treads Mercury's Treads
+25 Magic Resist
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
UNIQUE Passive - Tenacity: Reduces the duration of stuns,slows,taunts,fears,silences,blinds,and immobilizes by 35%.
(Unique Passives with the same name don't stack.)
Cost: 450Mercury's Treads
+25 Magic Resist
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
UNIQUE Passive - Tenacity: Reduces the duration of stuns,slows,taunts,fears,silences,blinds,and immobilizes by 35%.
(Unique Passives with the same name don't stack.)
Cost: 475Nashor's Tooth Nashor's Tooth
+50% Attack Speed
+65 Ability Power
UNIQUE Passive: +20% Cooldown Reduction
Cost: 430Nashor's Tooth
+50% Attack Speed
+60 Ability Power
UNIQUE Passive: +20% Cooldown Reduction
UNIQUE Passive: Basic attacks deal 15 (+15% of Ability Power)bonus magic damage on hit.
Cost: 850Ninja Tabi Ninja Tabi
+25 Armor
UNIQUE Passive: Blocks 10% of the damage from basic attacks.
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
(Unique Passives with the same name don't stack.)
Cost: 350Ninja Tabi
+25 Armor
UNIQUE Passive: Blocks 10% of the damage from basic attacks.
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
(Unique Passives with the same name don't stack.)
Cost: 375Recurve Bow Recurve Bow
+30% Attack Speed
Cost: 950Recurve Bow
+30% Attack Speed
Cost: 900Rod of Ages (Crystal Scar) Rod of Ages (Crystal Scar)
+450 Health
+450 Mana
+60 Ability Power
Passive: Grants +20 Health, +20 Mana, and +2 Ability Power per stack (max +200 Health, +200 Mana, and +20 Ability Power). Grants 1 stack per 40 seconds (max 10 stacks).
UNIQUE Passive - Valor's Reward: Upon leveling up, restores 150 Health and 200 Mana over 8 seconds.
(Unique Passives with the same name don't stack.)
Cost: 740Sorcerer's Shoes Sorcerer's Shoes
+15 Magic Penetration
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
(Magic Penetration: Magic damage is increased by ignoring an amount of the target's Magic Resist equal to Magic Penetration.)
(Unique Passives with the same name don't stack.)
Cost: 750Sorcerer's Shoes
+15 Magic Penetration
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
(Magic Penetration: Magic damage is increased by ignoring an amount of the target's Magic Resist equal to Magic Penetration.)
(Unique Passives with the same name don't stack.)
Cost: 775Spirit of the Elder Lizard Spirit of the Elder Lizard
+45 Attack Damage
+10% Cooldown Reduction
+14 Health Regen per 5 seconds
+7 Mana Regen per 5 seconds
UNIQUE Passive - Butcher: Damage dealt to monsters increased by 25%.
UNIQUE Passive: Basic attacks and spells that do not inflict damage-over-time deal 6-40 (based on level)bonus true damage over 3 seconds on hit.
(Unique Passives with the same name do not stack.)
Cost: 500Spirit of the Elder Lizard
+35 Attack Damage
+10% Cooldown Reduction
+14 Health Regen per 5 seconds
+7 Mana Regen per 5 seconds
UNIQUE Passive - Butcher: Damage dealt to monsters increased by 25%.
UNIQUE Passive: Basic attacks and spells that do not inflict damage-over-time deal 6-40 (based on level)bonus true damage over 3 seconds on hit.
(Unique Passives with the same name do not stack.)
Cost: 500Spirit of the Spectral Wraith Spirit of the Spectral Wraith
+50 Ability Power
+10% Cooldown Reduction
+10 Mana Regen per 5 seconds
UNIQUE Passive: +20% Spell Vamp
UNIQUE Passive: Reduces the cooldown of Smite by 20%.
UNIQUE Passive - Butcher: Damage dealt to monsters increased by 25%.
(Spell Vamp: Abilities heal for a percentage of the damage they deal.Area of Effect spells only grant one-third of the healing from Spell Vamp.)
(Unique Passives with the same name do not stack.)
Cost: 100Spirit of the Spectral Wraith
+40 Ability Power
+10% Cooldown Reduction
+10 Mana Regen per 5 seconds
UNIQUE Passive: +20% Spell Vamp
UNIQUE Passive: Reduces the cooldown of Smite by 20%.
UNIQUE Passive - Butcher: Damage dealt to monsters increased by 25%.
(Spell Vamp: Abilities heal for a percentage of the damage they deal.Area of Effect spells only grant one-third of the healing from Spell Vamp.)
(Unique Passives with the same name do not stack.)
Cost: 100Tear of the Goddess (Crystal Scar) Tear of the Goddess (Crystal Scar)
+250 Mana
+7 Mana Regen per 5 seconds
UNIQUE Passive - Mana Charge: Grants +8 maximum Mana (max +750 Mana) for each spell cast and Mana expenditure (3 second cooldown).
(Unique Passives with the same name don't stack.)
Cost: 120Wit's End Wit's End
+40% Attack Speed
+25 Magic Resist
UNIQUE Passive: Basic attacks deal 42 bonus magic damage on hit.
UNIQUE Passive: Basic attacks grant +5 Magic Resist for 5 seconds on hit (stacks up to 4 times).
Cost: 850Wit's End
+42% Attack Speed
+25 Magic Resist
UNIQUE Passive: Basic attacks deal 42 bonus magic damage on hit.
UNIQUE Passive: Basic attacks steal 5 Magic Resist from the target on hit (stacks up to 5 times.)
Cost: 600Wriggle's Lantern Wriggle's Lantern
+15 Attack Damage
+30 Armor
+10% Life Steal
UNIQUE Passive - Maim: Basic attacks against minions and monsters have a 25% chance to deal 500 additional magic damage on hit.
UNIQUE Active: Places an invisible Sight Ward that reveals the surrounding area for 3 minutes (3 minute cooldown).
(Unique Passives with the same name don't stack.)
Cost: 100Wriggle's Lantern
+20 Attack Damage
+30 Armor
+15% Life Steal
UNIQUE Passive - Maim: Basic attacks deal 110 bonus magic damage to monsters.
UNIQUE Active: Places an invisible Sight Ward that reveals the surrounding area for 3 minutes (3 minute cooldown).
(Unique Passives with the same name don't stack.)
Cost: 500 -
All-Star Awesomeness: How Riot Gives with Both Hands

We're just a week away from the All-Star weekend, and Riot has a wild weekend planned for fans of competitive League of Legends. The best of the best will gather from around the world to compete for more than just bragging rights. For full brackets and roster information check out Leaguepedia's All-Star page!
Not only will there be a double elimination tournament taking place between the 5 regions, but a "skills" challenge will pit players in the same roles against each other in interesting competitions. Riot hasn't announced just what these skill competitions entail yet, but a 1v1 between Wickd and Soaz brought 140,000 viewers to Twitch. Just imagine what 1v1 between Misaya and Alex Ich would bring.
The Format and Challenges for Teams
Each region voted in their All-Stars to represent their scene in a double elimination tournament. Southeast Asia receives a bye into the second round because they won Season 2, and that leaves North America to face off against China while Europe is paired with the Koreans. These aren't simply showmatches.
Riot made the winning region earn an extra bid to the Season 3 World Championships later this year, meaning these players might be playing for the right for their own team to compete for a title. Not only the extra spot is at stake, but the last place region will have all its teams forced to play through the brutally tough group stages at worlds.
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Ghost Bride Morgana haunting soon - in Game Pictures, Transfers to the Brazil server now available!
Ghost Bride Morgana haunting soon
The skin posted on the LA facebook page we reported last night has its official NA/EU announcement.
Originally Posted by Riot (View RedTracker Source)
The legend of 'La Llorona' is emerging from the river in the form of Ghost Bride Morgana. This haunting take on the Fallen Angel captures the mournful tale of the weeping bride. Tapping into a rich vein of shared cultural history, Ghost Bride Morgana is the launch skin for Latin America. Prepare to celebrate the Latin American server launch and chain yourself to this spectral interpretation of the haunting legend.
Transfers to the Brazil server now available!
Originally Posted by Riot (View RedTracker Source)
Starting today, players'll be able transfer to the Brazil server. This transfer is free for a limited time. Use your free transfer token by heading to the in-game store and click on the Other tab. Secure your summoner name on the Brazil server by transferring today!
For the full scoop on the Portuguese-language server, transfer options and more, check out this FAQ.
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[Updated] Name Cleanse Will Happen with 3.8 (still on sale), Hecarim Disabled, Syndra's 3.7 Buff, Lots more on Xerath, C&S Sale

[Dark] [Light] Important: [Official Riot Post] Pick Order vs. Call Order
Summoner Name Cleanse Will Happen with 3.8, Name Changes will Remain on Sale
There was an issue with the name cleanse that was going to happen with this patch. Due to this, we will not see the clear up of names until 3.8. However the name change will remain on sale until then!
When asked when we might see 3.8 we got the following reply: Roughly end of May/early June. Obviously patch days can change in timing.Originally Posted by Riot (View RedTracker Source)
Hi everyone,
Due to the issues with the Summoner Name Cleanse in conjunction with last night's patch (and the need to run the cleanse while the system is in planned downtime), we will have to delay the cleanse until the 3.8 patch.
We recognize that this is a disappointment to those planning to get a name on sale or people trying to get newly cleansed names, so we'll be leaving Name Changes at 50% off through the 3.7 patch and into the middle of 3.8.
-Udyr
05/16 - Hecarim Disabled
Originally Posted by Riot (View RedTracker Source)
Summoners,
Hecarim is temporarily disabled due to a bug that we are actively working to fix.
We will update you back here with progress.
Meddler on Syndra's 3.7 Buff
Originally Posted by Riot (View RedTracker Source)
Scatter the Weak is her knockback which if it hits a sphere, can knock the sphere back and if that sphere hits an enemy, they are stunned.
You assume correctly! This detection fix also effectively increases the range of Scatter the Weak very slightly for purposes of Sphere collision only.
I am assuming this fix is to improve the hit detection as sometimes when the tip of the cone is touching the sphere, it fails to actually knock the sphere back.
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[Official Riot Post] Pick Order vs. Call Order
Pick Order vs. Call Order
Riot says "we've ultimately decided to endorse Pick Order over Call Order as an underlying system." However with this, they also say "Pick Order is meant to be a last resort when settling discussions - this is why we are endorsing it and not mandating it."
Originally Posted by Riot (View RedTracker Source)
Summoners,
As you all know, we value communication and collaboration above all when it comes to choosing roles in ranked games. According to the Player Behavior team's studies, teams that cooperate together have a greater chance to win. Naturally, cooperation and communication is something we want to encourage within all games of League of Legends.
That said, we do know that there have been some problems with coming to an agreement at champion select, and many players have defaulted to one of two systems: Pick Order – where players higher on the pick list have first choice of their role – and Call Order – where players believe whoever “calls” a role first gets the right to it. For a while, we've been asked what our own official stance is on Pick Order versus Call Order and, after much consideration, we've ultimately decided to endorse Pick Order over Call Order as an underlying system. There are many reasons why Pick Order works better to encourage communication and cooperation in teams:
- Players with faster load times shouldn't have an unfair advantage in Call Order
- Pick Order occurs naturally in the current design, so it's more intuitive
- Over time, players get an equal number of opportunities to be each pick slot
- Players shouldn't have to race to type a position at the start of each match
At this point we would like to stress, once again, that Pick Order should not be the first thing players turn to in determining who plays what role in ranked games. Pick Order is meant to be a last resort when settling discussions - this is why we are endorsing it and not mandating it. Communication and collaboration are still the most important things when it comes to playing ranked games, and we hope players will continue to uphold the Summoner's Code in all of their matches. If you refuse to communicate with your team and rely only on Pick Order to determine your role selection, you are still being a toxic player and this will reflect negatively upon you. By officially endorsing Pick Order, however, we are hoping this will give more structure to players and may help settle some disputes. And, of course, this isn't the only thing we're doing to address champion select as a process. For more information on our long-term plans, turn to this discussion with Lyte, status kwoh, and davin. We've also included a mini-FAQ for players who have further questions on our endorsement of this philosophy.
Happy hunting,
Socrates -
How does Patch 3.7 affect Caitlyn's DPS?
How does Patch 3.7 affect Caitlyn's DPS?Caitlyn
Base Attack Speed reduced to 0.625 from 0.668
Attack Speed per level increased to 4% from 3%Contrary to popular opinion right now, Patch 3.7's Caitlyn change isn't a total death sentence. It's still a pretty decent hit, but there was still a buff along with the nerf. The catch is that the nerf is a little more complicated than the patch notes imply.
Every champion in the game has a .625 base attack speed, which is affected by "attack delay"; what really happened to the "Base Attack Speed" parameter is that Caitlyn's attack delay was increased from .935 to 1.00. Riot has designed the game so that given the same items, attack delay makes some champions more suited to being physical damage carries than others. For example, champions like Morgana and Annie (1.08 delay) will have a lower marginal damage gain from items than Nidalee (.93) or Ezreal (.94).
In practice, the change means that each standard autoattack will have an additional delay before the missile is released, from .625/.935 = .668 to .625/1 = .625. This change trickles down to any attack speed increases, as any increased attack percentage will be increased by the same factor as the attack delay.
Keep reading to find out how the AS buff + delay nerf affect Caitlyn's damage per second!



