NOTE:The MF received small change to her death, we'll make a video once servers are up! Sadly, MF disabled due to crash bug. Not today guys.
Friend List, Chat Rooms and Notifications VU
Now shares same design as rest of new Landing Page / Patcher!
Dino Gnar Splash
Big Gnar Portrait
NOTE: It replaces normal gnar portrait in game.
Spider Swarm [ Passive ] - Spiderlings Base Health is now 40 (down from 80)
Boomerang Throw [ Q ] - Tooltip update: "Mini Gnar: Throws a boomerang that deals 10/45/80/115/150 (+1*AD) physical damage and slows enemies by 15/20/25/30/35 % for 2 seconds. The boomerang returns towards Gnar after hitting an enemy,dealing % damage to subsequent targets. Each enemy can only be hit once." from "Small Gnar: Throws a boomerang that deals 10/45/80/115/150 (+1*AD) physical damage and slows Movement Speed by 15/20/25/30/35 % for 2 seconds before returning towards Gnar. Enemies hit beyond the first take % damage."
I have played two Co-Op vs. AI matches with her on live. While that may not sound like much, it's enough to get a feel for the reality of the rework.
I'm going to have to disagree there. We don't build or balance the game for PvE, and I know I personally would never trust a sample size of 2 games to make meaningful analysis.
A Rework Needs to Address a Champion's Place in the Game
While this rework made her kit less toxic, it did nothing to address her position in the meta.
So these two things are actually slightly at odds with themselves. When we evaluate a champion and make changes, we do spend a great deal of time making sure they have a place in the game as a whole. We constantly evaluate their strengths and weaknesses, their interactions with champs, items, etc. However, we don't (and I'd argue really shouldn't) try to make a champ fit the current meta. Meta, by definition will always favor some champs over others. Making Sona viable for the current meta is very likely to damage her position in the game. Basically, if the meta favors most of the champs that do well against Sona, and we make Sona strong in that environment, she has to be completely brokenly OP. If the meta capitalizes on Sona's weaknesses, and we make her strong despite that we end up having to give her no meaningful weakness.
Going to reply in blocks due to the length of this. Our comment system is kind of exploding as I try this. Apologies for a slow response.
It’s time for our first big update to Summoner’s Rift! We’ve got a lot of content today, with changes for everything from Baron Nashor to the minimap. Check below for all the details and, as always we’d love to hear your feedback in this thread and please report any bugs you find here.
MAP & ART CHANGES:
FOG OF WAR :: In-game coloration has been improved!
GROUND TEXTURES :: Ground textures have been adjusted so that jungle pathing should be more readable
MORE GROUND TEXTURES :: We've made the ground textures brighter for the north and east jungle, as well as all lanes
TEXTURE UPDATES :: We've updated textures all over the map
MINIMAP BRIGHTNESS :: Minimap brightness levels have been adjusted to address visibility issues (should be much easier to see wards on the minimap now)
CRITTERS :: Ambient Critters have emerged on the Rift! See if you can spot them!
Context: When we were looking at the positioning of top lane / bottom lane brush, we found that they were actually off-center by about 450 units. We considered just leaving them alone, but realized that this is exactly the kind of stuff we should be doing with an update to Summoner's Rift, so we shifted them back.
BRUSH POSITIONING :: Top lane and Bottom lane brush have been re-centered (they’ve moved about 450 units in total)
Context: We did some tuning for the Dragon fight to bring his damage closer to what you might expect on Live. That said, it was really tough to tell how much damage Dragon's fire laser (flame breath) was doing - and how frequently he was using it – so we removed it in the name of CLARITY.
FIRE BALL :: Deals 50% damage to targets beyond the first (instead of full AoE dmg)
FLAME BREATH :: Removed (the dragon laser)
Context: We're testing something new! While these changes mean Baron will be easier to take out when a team has full control (less damage, no Voracious Corrosion on multiple targets), they also make it easier for opponents to engage on a team that's already started fighting Baron (as he has more crowd control abilities).
Final point: removing the knock... forward? on Back Spikes makes the fight a little more forgiving for the squishy targets who want to hide deeper in the pit (or maybe we want them huddling there when a fight happens so it'll be harder to escape, who knows...).
INDICATORS :: Have been recolored and will appear faster
DEATH BREATH :: - Area-of-effect changed to match the visuals
VORACIOUS CORROSION :: Baron's Spells no longer apply stacks of Voracious Corrosion (now only applied to whoever is tanking damage)
BACK SPIKES :: No longer knock enemies toward the front of the pit
ACID BALL :: No longer deals damage-over-time in the acid pools. Now slows for 50% inside the pool.
BARON TAIL :: Knockup time increased to 1.25s (from 1s). Damage lowered by 25%.
BUGFIX :: Baron now properly regenerates health when attacked from over the wall
Global map adjustments have been made so that minimap icons and in-game Fog of War will now draw correctly
Animated Brush performance optimizations
Creature/minion performance optimizations
Faster loading time for low end machines
Memory improvements across the map by optimizing animated props
Black screen of suck has been fixed
Mac is no longer die
Banner of Command now properly transforms cannon minions
We’re back with the second episode of Patch Rundown!
Patch 4.13’s one of the last updates before Worlds, so we have tweaks aplenty for a number of champions! This rundown, MsPudding’s joined by Statikk and Fearless alongside Team Dignitas’ very own Scarra to discuss Sona’s update along with changes to aggro junglers and assassins.
As before, we’re looking for feedback to help us improve future videos, so add in your comments below!
Oh, and his other abilities are physical damage too so you can't just itemize for magic resist.
So yes Gnar's W does a decent chunk of damage. I won't comment on whether or not it's OP (numbers can change) but I will throw out 2 things to think about.
Gnar's range is very low which requires him to put himself in some degree of danger when AA'ing enemies. It starts at 400 and reaches 502 at level 18.
The number of W procs Gnar can get is gated by the fact that every AA brings him closer to transforming at which point he loses access to his ranged AA's and his W proc.
Why does his range scale up?
Basically 500 range Gnar was too oppressive in lane while 400 range Gnar was somewhat useless in teamfights. Scaling the range allowed us to realize the play patterns we wanted throughout the course of the entire game.
Welcome to patch 4.13! With the World Championships on the very near horizon, we're ramping up our efforts to promote more diversity in competitive play (boy are you going to hear this a lot). While this patch might seem really big - and it is! - it's more about the breadth of changes than any deep shakeups. What that really means is we've got about 40+ patch entries, but each change alone isn't going to be very significant in isolation.
So with strategic diversity as our target in 4.13 (and this will be the same for upcoming patches leading to worlds), we've gone ahead and divided up our sections based on specific groups or themes. Under each category you can see our overarching goals and philosophies as well as deeper context on each individual champion, item, or summoner spell. Remember you can navigate through it all via our table of contents on the top right of the screen!
Included in patch 4.13 is also a gameplay update for Sona! While Sona hasn't been on the very strong or very weak ends of the support spectrum, we saw a cool opportunity to give her more meaningful (and recognizable) gameplay without heavily changing her aura-focused playstyle. We'll have more context below in her gameplay update, or you can check out the Sona gameplay update page! Regardless, on with the patch notes!
Most changes in the fighter category are aimed at the jungle (with a few top lane tweaks), so we'll focus the discussion there. Back in patch 4.11 we made some updates to roll the tanks back into the jungle and while we're seeing a lot of diversity in most levels of play, it's less the case in the competitive scene. Specifically, there are three early-aggro junglers (Elise, Evelynn, and Lee Sin) who are very suffocating in organized games, and their early dominance is bullying out alternative choices. Toning down these three should give others a fighting chance.
Elise's cocoon got skinnier and her rappel range got shortened
Thanks to her strong dueling power, great objective control (both in damage and spiderling tanking), and high utility ganks, Elise's got all the right things to make her a priority pick in competitive play. You'll hear the same for Lee Sin, but when a champion has so many strengths, it's tough to choose the right direction to take them. For now, our focus is less on introducing new meaningful weaknesses for Elise, and more about reducing her consistency and reliability in getting to targets.
E - Cocoon
WIDTH70 ⇒ 55
SPIDER-VISIONFixed a bug where Cocoon was providing vision longer than the stun duration (now correctly matches it)
E - Rappel
SOME PREAMBLERappel now calculates its range from thecenter of Elise to the center of the target ⇒ edge of Elise to the edge of the target (this means Rappel gains about +75 range)
RANGE925 ⇒ 750 (~825 range if using the old targeting calculations)
Evelynn's Q deals less damage unless she builds more AD / AP (it scales better at higher levels). Q also costs less mana.
Right now Evelynn's high base damage means she can go tanky while still blowing people up, so we're hoping she'll think more about her priorities with these changes. Basically if Evelynn wants to kill things quickly, she'll need to build offensively for it - if she wants to tank it out in the middle of fight, she'll have to itemize for that. Also, we know Evelynn's arguably not a fighter, but we put her here for the sake of better organization (nyah).
NO MORE OPEN BAR. Gragas pays mana for his drunkenness and Q deals less damage to minions.
Way back when we gave Gragas a gameplay update, we wanted to solve the thematic problem where a big fat drunken brawler was being played as a backline mage who throws barrels for days. These changes mean Gragas works best when he's scrapping in the middle of a fight, and not hiding like a sissy.
Q - Barrel Roll
[NEW] GRAGGY LIGHTNow does 70% damage to minions
W - Drunken Rage
[NEW] COSTNow costs 30 mana at all ranks
COOLDOWN8/7.5/6/6.5/6 seconds ⇒ 8/7/6/5/4 seconds
DAMAGE REDUCTION3 seconds ⇒ 2.5 seconds
SNEAKY DRINKINGFixed a bug where Drunken Rage could be used twice in a row if Gragas was interrupted as soon as he started drinking
BRAWLING ETIQUETTEFixed a bug where Drunken Rage would sometimes not play the proper keg smash animation on attack
E - Body Slam
BUGFIXED BELLYFixed a bug where Body Slam would occasionally fail to work when Gragas leveled it first or second
What this change means is that Jax will finish his attack animations a little faster but it's not a direct buff to his attack speed. It's a weird concept but basically his last-hitting is more responsive.
LAMPPOST SWINGING SPEEDJax finishes his attack animation a little faster (19% to be exact)
Lee's shield duration got cut in half, and Cripple no longer reduces attack speed (only movement speed)
Like Elise, Lee Sin has a ton of strengths and few weaknesses, so it's equally tough to find the right direction to take him. In this case, after considering a lot of player feedback about Lee Sin's identity as a high-pressure early jungler who falls off late, we're maintaining that direction in our changes (specifically through the late-game falloff on his survivability and utility).
BASE HEALTH REGEN6.95 health per 5 seconds ⇒ 8.95 health per 5 seconds
W - Safeguard
SHIELD DURATION4 seconds ⇒ 2 seconds
E - Cripple
[REMOVED] NEVER SKIP LEG DAYCripple no longer reduces enemy attack speed (only reduces movement speed)
Lissandra can use Q more often at later levels, W's ability power ratio has gone down, but R now slows for a lot more
I'm going to directly quote someone here: "We want to emphasize Lissandra's strengths that aren't 'stun some fool for 1.5 seconds and then burst them down.'"
In other words, we're giving this ice mage more sustained damage in the late game while also improving her battlefield control. This does mean we need to tune down some of Lissandra's burstiness (especially with Q getting a full second reduction), but overall it lets us highlight more of her unique talents.
Lulu's Glitterlance slow no longer scales with ability power, and Whimsy's movement speed buff duration now scales with rank. Whimsy also costs less at later levels.
We initially thought solo lane Lulu was a unique addition to the game, so we wanted to let her stay a viable pick in both solo and duo lanes. That said, top lane Lulu is currently shutting down a lot of diversity in competitive play and, because Lulu's solo lane and support power are tied so closely together, we had to go for changes that reduce her oppressive strengths first. As an aside, we know this isn't a great situation where we keep indirectly reducing support Lulu's power to maintain her viability as a mage, so this is something we'll have to really consider for the future.
Q - Glitterlance
[REMOVED] MIGHT AS WELL BE A SNAREGlitterlance's slow decay no longer scales with ability power
W - Whimsy
MOVEMENT SPEED BUFF DURATION5 seconds at all ranks ⇒ 3/3.5/4/4.5/5 seconds
Yasuo's passive shield is slightly shorter, Q scales less with attack speed, and W no longer gives bonus flow to E
We've been watching Yasuo over the past few months and while we don't think he's really out of line, we did some fine-tuning to round him out.
Passive - Way of the Wanderer
SHIELD DURATION1.5 seconds ⇒ 1 second
Q - Steel Tempest
LESS-QUICK-DRAWSteel Tempest now scales less effectively with attack speed and has a minimum cast time of0.13 seconds ⇒ 0.18 seconds. The attack speed needed to reach this minimum is unchanged (at 114%, or 60% from items at level 18).
BUGFIXFixed a bug where Steel Tempest's whirlwind was dealing instant damage in the area of a normal Steel Tempest cast as it was traveling out (this is a very minor change)
W - Wind Wall
[REMOVED] LOW ON FLOWWind Wall no longer passively grants bonus Flow from dashing
Ultimately this was a change we had to make for clarity - sorry Zilean!
Q - Time Bomb
TECHNICALLY A SIVIR BUFFFixed a bug where Time Bomb's explosion ignored spell shields
Our big philosophy here is to introduce more strategic diversity in markspeople picks. Right now a lot of competitive teams are opting for strong hypercarry marksmen like Kog'Maw, Tristana, or Twitch, and while we like the strategic power these guys (and girl) bring, their dominant status over alternatives is a big indication that they're not making early tradeoffs for late game scaling.
We are all very excited about this change. Extremely.
Passive - Get Excited!
[NEW] UNINHIBITED EXCITEMENTJINX NOW GETS EXCITED WHEN SHE CONTRIBUTES TO KILLING AN INHIBITOR! Kog'Maw
Kog's got less base health and his Q shreds less armor / MR at lower ranks
When we made our AD itemization changes back in 4.10, Kog'Maw got significantly stronger on top of his already strong base kit. We still want Koggles to hit his late game power, but in order to get there he needs to have a real weakness in the early to mid game. As a quick rundown on why these changes specifically: Kog's current favored item build (Trinity Force + Blade of the Ruined King) lets him build more utility / tank than traditional Infinity Edge marksmen, but he can still deal tons of damage with Q's high base shred + W's damage amp. Now he'll just take a little longer to hit that level of effectiveness.
Lucian can no longer remove slows with E, and E's cooldown is up across the board
When we made our big Lucian changes in 4.12, we had three concerns in the back of our heads: the first was that Lucian would struggle too much in the early game to hit his mid to late game power (false!), the second was that players would have difficulty adapting to the new Lucian changes (false!), and the third was that he would be a little too strong in the mid to late game so maybe our concerns didn't matter (true!).
Specifically on these changes: giving Relentless Pursuit a reset interaction with Lightslinger (and making it cost 0 mana) makes Lucian almost completely immune to slows, which leads to a lot of 'hard counter' situations where he's untouchable for a number of enemy champions. Ultimately we still want Lucian to have tons of mobility after he's picked up some cooldown reduction, but to make it a healthy mechanic he can't also shrug off any attempt to fight back.
E - Relentless Pursuit
[REMOVED] OCCASIONALLY RELENTINGRelentless Pursuit no longer removes slows
Tristana's W slows less at early ranks but more at max rank. E does less damage (especially at early levels).
Tristana follows the same story as Kog'Maw: a hypercarry markswoman who received a few buffs through the season (when it was dominated by mid-game dudes) before exploding onto the scene when we made our AD itemization changes in 4.10. Also like Kog: we want to make sure that Trist makes a meaningful strategic tradeoff with a weaker early to mid game before transforming into a late game powerhouse.
W - Rocket Jump
SLOW DURATION2.5 seconds at all levels ⇒ 1/1.5/2/2.5/3 seconds
E - Explosive Shot
ACTIVE MAGIC DAMAGE110/150/190/230/270 ⇒ 80/125/170/215/260
Vayne gets more attack speed per level. The changes to Final Hour are roughly neutral, as one was a bugfix and the other was to compensate for it.
Vayne's always been one of the best examples of a hyperscaling markswoman, as she has to pay the cost of a weak early game before being rewarded with an extremely strong late game. So we buffed that.
ATTACK SPEED PER LEVEL3.1 ⇒ 4.0
R - Final Hour
WHOOPSFixed a bug where Tumble had an extra +0.1 attack damage ratio while Final Hour was active (now correctly matches Tumble's AD ratios)
COMPENSATION FOR THE ABOVEFinal Hour grants a bonus25/40/55 ⇒ 30/50/70 attack damage throughout its duration
On to the supports! Much like our theme for junglers, there are a few 'must-pick' competitive supports in the form of Braum and Thresh (or Nami in lieu of either) that we're looking to tap down just a bit. In general, however, we feel that once we reduce the consistency of these champions, there are a lot of viable picks just waiting to spring into action.
Sona's strumming into this session with a harmonious Gameplay Update and an orchestra of new visuals! Keep time with the full symphony of changes hearhere!
Not only does this Sona update give us more room to balance her in the future (old Sona's aura abilities were a nightmare, given how statistically strong they were without having much gameplay involved), but it'll also let Sona players show off their skills outside of that one clutch Flash Crescendo play. Now with these new Sona 'snuggle zones,' she'll be amplifying her friends with more impactful (and recognizable) effects.
Braum's passive deals a bit less damage, W costs a little more mana to use at early ranks, and R's disruption has gone down at early levels. Also people will be un-slowed from exiting Glacial Fissure much faster.
Braum's continuing to dominate games in both high level and competitive, so we're looking to tone down his oppressive laning and stupendous disruption in early fights. Braum will still scale to the same levels (roughly) at the late game, but he won't have so much power in the early to mid to consistently snowball into it.
Passive - Concussive Blows
BASE MAGIC DAMAGE38 + (12 x level) ⇒ 32 + (8 x level)
W - Stand Behind Me
COST30/40/50/60/70 mana ⇒ 50/55/60/65/70 mana
R - Glacial Fissure
FIRST TARGET KNOCKUP DURATION1.5 seconds ⇒ 1.0/1.25/1.5 seconds
SLOW60% ⇒ 40/50/60%
SLOW LINGER DURATIONWhen an enemy leaves Glacial Fissure's field of ice, they'll continue to be slowed for1.5 seconds ⇒ 0.25 seconds
Thresh's lantern only shields the first ally it hits (and himself). The Box no longer deals additional damage to opponents for every wall they run through past the first (but still applies slows).
As Thresh continues to be a reliable top tier support, we decided to tone down some of his less appreciated (but very strong) area-of-effect teamfight presence.
W - Dark Passage
[NEW] NO GROUP FARESNow only shields the first ally to be near the Lantern. Thresh himself can still always receive the shield.
E - Flay
BUGFIXFixed a tooltip bug that listed Flay's slow duration as 1.5 seconds. It's actually 1 second (no actual change).
R - The Box
[REMOVED] YOU'RE STUCK IN HERE WITH METhe Box no longer deals additional damage to opponents when they break extra walls beyond the first. Extra walls still apply half slow duration.
Rearranged the order that item upgrades appear in the store
We're making it a little more intuitive to purchase item upgrades in the store. If you look at the title of this patch note along with our summary, context, and the patch note itself, I think we've found four ways of saying the exact same thing.
REARRANGED THINGSWe rearranged the order that items appear in the upgrade section of the store to make it more intuitive
New Search Terms
Search for Spooky Ghosts in the item shop. Do it.
Someone made a special request for these, so we did 'em.
As an item that's supposed to be focused on aggressive skirmishing for gold generation, Frostfang and Frost Queen's Claim both create a lot of passive gold on their own, so we're trimming that back a bit.
PASSIVE GOLD4 gold per 10 seconds ⇒ 2 gold per 10 seconds
Now has flat Movement Speed! It's lost a bit of mana regeneration to compensate.
This change makes the Ancient Coin / Nomad's Medallion / Talisman of Ascension line a little more attractive to pick up as a 'roaming support' and initiation support purchase while also making the coin a bit more unique as a gp10 item line.
[NEW] MOVEMENT SPEED+10 movement speed
MANA REGENERATION7 mana per 5 seconds ⇒ 5 mana per 5 seconds
Deathfire Grasp amps up a lot of existing low-interaction gameplay (ie: huge burst with no opportunity to react) without adding more skill to the mix. While this is a larger problem we'll have to tackle in the future, we felt that it was important to at least increase DFG's cooldown so that it's more appropriately balanced against a lot of 'anti-burst' spells / items (ie: exhaust, heal, Zhonya's Hourglass, etc). If we don't have to worry about DFG turning a champion into a one-shot wizard (hello Lissandra), it also means we can potentially give healthy assassins better tools to work with.
The low cooldown on Banshee's Veil's spell shield allows it to be 'up' for the arrival of every new minion wave, which makes it a little too strong in evenly matched scenarios where one team is trying to siege out the other under a tower.
Increasing Blackfire Torch's cooldown to match the changes to Deathfire Grasp
The following is going to sound very familiar if you've read our context on Deathfire Grasp:
Blackfire Torch amps up a lot of existing low-interaction gameplay (ie: huge burst with no opportunity to react) without adding more skill to the mix. While this is a larger problem we'll have to tackle in the future, we felt that it was important to at least increase BFT's cooldown so that it's more appropriately balanced against a lot of 'anti-burst' spells / items (ie: exhaust, heal, Zhonya's Hourglass, etc). If we don't have to worry about BFT turning a champion into a one-shot wizard (hello Lissandra), it also means we can potentially give healthy assassins better tools to work with.
Fizz's mobility and damage are a little too high for the "skirmishy" nature of Dominion. With some CDR, Fizz could jump in and out of fights with ease. Increasing his cooldowns will force Fizz to be more careful when using his mobility.
Reduces less damage than before, now slightly lowers target's armor and magic resistance
This change should reduce some of Exhaust's anti-assassin power while also giving it more diversity as a multi-use summoner spell (flat armor / MR shred means it'll be super effective against low-defense assassins or marksmen!).
DAMAGE REDUCTION50% ⇒ 40%
[NEW] ARMOR & MAGIC RESISTANCE SHREDNow shreds 10 of the target's armor and magic resistance
As a summoner spell that affects two champions and gives a movement speed bonus, we've now realized that Heal is pretty strong. Too strong.
HEAL AMOUNT95 - 475 ⇒ 90 - 345
We've made a number of improvements to Team Builder in the months since its initial release. This patch, we're adding improved matchmaking to the list of updates!
Team Builder is receiving a few updates in the days following the initial 4.13 deploy:
Team Builder matchmaking now takes into account your experience with the specific champion, position and role you've selected.
Players can now unlock new role-themed summoner icons by playing 5 games in Team Builder as a specific role
Match History Beta
Based on your feedback, we've been adding new tools and visualizations to the Match History over the past few patches. Here are some of our recent changes!
Color blind mode has been added
Vilemaw is now tracked as an objective for Twisted Treeline matches
A Match Breakdown section has been added, providing:
Graphs for Champion Kills, Gold, Damage, and Wards
Champion portrait indicators for First Blood, First Tower Destroyed, Largest Multi Kill and Largest Killing Spree
Selecting a champion in the minimap's Champion Kills view now also indicates their death locations
While we were at it, we squashed a few bugs and inconsistencies with Match History's data tracking and reporting.
Purple team objectives are now tracked correctly for Co-op vs. AI matches
Item tooltips for matches played on previous patches now display item details specific to that patch
Fixed a few rendering bugs for matches longer than 60 minutes
Fixed a bug where item undo wasn't reversing gold spent, causing players to appear to have spent more than they earned
Clicking a match in another player's in-client match history now correctly highlights them on the web
Lastly, while our focus is on making the Match History web experience as awesome as possible, we've added a bit more information to the client's "at a glance" match history view for players who want the bare essentials.
Item build, gold earned and summoner spells have been added to the in-client "at a glance" match history
Skin Splash Updates
We've temporarily swapped out some skin splashes with their international counterparts to bring them more in line with our quality bar. We're committed to raising the quality of our splash art across the board, but our focus for now is on improving base champion splashes.
SPLASHES33 old skin splashes have been updated
New Player Features
As part of our continued onboarding efforts, we're experimenting with ways to help new players learn intermediate concepts outside of game. In this case, we're targeting last hitting with a gentle end-of-game tip that'll occasionally show up for lower level players, becoming less frequent as they get the hang of CSing.
New players will now sometimes see a tip at the end of game screen to introduce the concept of last hitting.
Match Loading Speeds
Improved match loading speeds by 10-30%, particularly for older machines
Tooltips for Sheen, Trinity Force, Lich Bane and Iceborn Gauntlet now correctly list the Spellblade passive as having a 1.5 second cooldown (actual value unchanged)
Fixed a bug causing players to get stuck in Spectator mode at the end of a match
Fixed a few tooltip bugs with Spirit of the Ancient Golem
Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early
Fixed an Undo feature bug with activatable items
Since launching our new audio engine last patch, we've been working to fix a lot of small differences that crept in.
Howling Abyss death music is now properly controlled via the Music slider in Sound Options
Fixed a few issues where players were hearing sounds from distant areas of the map
Removed various VO lines that snuck in with the new engine
Rebalanced a number of sound effects to more closely match their old levels
Fixed a few instances where some effects were playing for too long, getting cut off, or improperly playing on top of each other
The following skins will be released at various times during Patch 4.13:
While in combat Gnar generates Fury. At maximum Fury his next ability will transform him into Mega Gnar, granting increased surviviability and access to new spells.
Small Gnar: +2*lvl Movement Speed, +244+6*lvl Range, +5*lvl Attack Speed
Big Gnar: +30+40*lvl Health, +2*lvl Armor and Magic Resistance, +3*lvl Health Regen per 5 seconds, +4+2*lvl Attack Damage
[Q] - Boomerang Throw
Small Gnar: Throws a boomerang that deals 10/45/80/115/150 (+1*Total AD) physical damage and slows Movement Speed by 15/20/25/30/35% for 2/2/2/2/2 seconds before returning towards Gnar. Enemies hit beyond the first take 50/50/50/50/50% damage.
Range: 1100 Cooldown: 20/17.5/15/12.5/10
[Q] - Boulder Toss
Big Gnar: Throws a boulder that stops when it hits an enemy, slowing all nearby enemies and dealing 10/50/90/130/170 (+1.15*Total AD) physical damage. If Gnar catches his boomerang or picks up his boulder its cooldown is reduced by 60/60/60/60/60%.
Range: 1100 Cooldown: 20/17.5/15/12.5/10
[W] - Hyper
Small Gnar:Passive: Every 3rd attack or spell on the same target deals an additional 25/30/35/40/45 (+1*AP) + 6/8/10/12/14% of the target's max Health as magic damage and grants Gnar % Movement Speed that decays over 3 seconds (max 75/125/175/225/275 damage vs. monsters). Gnar gains Hyper's speed bonus whenever he turns from Big to Small.
[W] - Wallop
Big Gnar: Stuns enemies in an area for 1.25 seconds, dealing 25/50/75/100/125 (+1*Total AD) physical damage.
[E] - Hop
Small Gnar: Leaps to a location, gaining 20/30/40/50/60% Attack Speed for 3/3/3/3/3 seconds. If Gnar lands on a unit he will bounce off of it, traveling further. Deals 20/60/100/140/180 (+) [6% of Gnar's Max Health] physical damage and slows briefly if the unit landed on was an enemy.
Range: 475 Cooldown: 18/16.5/15/13.5/12
[E] - Crunch
Big Gnar: Leaps to a location and deals 20/60/100/140/180 (+) [6% of Gnar's Max Health] physical damage to all nearby enemies on landing. Enemies Gnar lands directly on top of are slowed briefly.
Range: 475 Cooldown: 18/16.5/15/13.5/12
[R] - GNAR!
Small Gnar: Passive: Increases Hyper's Movement Speed bonus to 45/60/75%.
Big Gnar: Knocks all nearby enemies in the specified direction, dealing 200/300/400 (+0.5*Bonus AD) physical damage and slowing them by 60% for 1.5/1.75/2 seconds. Any enemy that hits a wall takes 150% damage and is stunned instead of slowed. Range: 590 Cooldown: 120/100/80
The jungle does not forgive blindness. Every broken branch tells a story.
I've hunted every creature this jungle has to offer. I was certain there were no challenges left here, but now there is something new. Each track is the size of a tusklord; its claws like scimitars. It could rend a man in half. Finally, worthy prey.
As I stalk my prize through the jungle, I begin to see the damage this thing has wrought. I step into a misshapen circle of splintered trees. These giant wooden sentinels have stood over this land for countless ages, their iron-like hides untouched by the flimsy axes of anyone foolish enough to attempt to cut them down. This thing brushed them aside like they were twigs.
How can a creature with this level of strength disappear so easily? And yet, even though it has left this unmistakable trail of destruction, I have been unable to lay my eye upon it. How can it appear like a hurricane then fade into the jungle like the morning mist?
I thrill in anticipation of finally standing before this creature. It will make a tremendous trophy.
Passing through the clearing, I follow the sound of a stream to get my bearings once more. There I see a small shock of orange fur, crouching, waiting. I spy on it from a distance. A tiny fish splashes out of the stream and the creature scrambles for it, diving gleefully into the rushing water. To my joy, I realize it's a yordle. And a hunter, at that!
This is a good omen. The beast will be found. Nothing will escape me.
The yordle's large ears perk up and face towards me. He runs on all fours with a bone boomerang in hand, quickly stopping in front of me. He babbles.
I nod in appreciation at the young yordle and venture onwards. I traverse the difficult terrain with ease, trying to pick up any sign of my quarry. As I try to pick up his scent, a distraction. I'm startled by strange chittering. The yordle followed me. I cannot allow him to disrupt my hunt. I face him and point into the distance. He looks at me quizzically. I need to be more insistent, good omen or no.
I rear back and let out a roar, the wind whipping the yordle's fur and the ground rumbling beneath us. After a few short seconds, he turns his head and, with what I think could be a smile, he holds up his small boomerang. There can be no further delay. I snatch the weapon out of his hand and expertly throw it into a tree, impaling it high amongst the branches. He turns and scrambles for it, jumping frantically.
I barely get ten paces when a roar shakes me to my very spine. The deafening crack of stone and wood echoes all around. Ahead, a giant tree crashes across my path. The bone weapon of the yordle juts out from its trunk.
An unearthly growl rises behind me.
I've made a terrible mistake.
Playing as him
Managing your Fury is very important. Try to time out your transformations so you can get maximum benefit from both forms.
Position yourself next to walls to bait your enemies into getting stunned by your ultimate.
Know your strengths! Little Gnar is fast, squishy, and has high sustained damage. Big Gnar is slow, tough, and has high burst.
Playing against him
Gnar can't gain rage for 10 seconds after he turns from big to little. Use this chance to engage on his team.
Gnar's animations and resource bar change as he gets closer to transforming.
Gnar's ultimate stuns if he hits you into a wall. Be careful when fighting him near one.
He looks a bit... weird? It's unfinished and unavailable to buy right now.
UNIQUE Active slow duration is now 2.5 seconds (up from 2)
Oracle's Lens (Trinket)
Tooltip update: Now says "Reveals and disables nearby invisible traps and invisible wards" from "Reveals and disables nearby invisible traps,devices and wards"
15% Life Steal is now UNIQUE Passive
New UNIQUE passive: Your basic attacks can now overheal you.Excess life is stored as a shield that can block 50-350 damage,based on champion level. This shield decays slowly if you haven't dealt or taken damage in the last 25 seconds.