Official Patch Notes - Zyra release to be postponed!

Official Patch Notes were released by Riot. They can be found HERE.

New Skins in the Store v1.63

  • New Matchmaking Upgrades
    • Players who are under Level 30 are far less likely to face Level 30s
    • Greatly improved matchmaking for premade groups of 4
    • Matchmaking improved for highly skilled players trying to queue with lower skilled friends
    • Matchmaking in Ranked Solo/Duo Queue now restricts the number of duo queue pairings on each team to 1 per team
  • Improved initial seeding for Ranked Teams composed of skilled Ranked Solo/Duo players
  • Summoner Profiles now display the highest Ranked Team rating, instead of Arranged Team ratings

League of Legends v1.0.0.143
Zyra, Rise of the Thorns

  • Pending the completion of some further testing on PBE, Zyra will be released at a future date.


  • Fixed: Mark of the Assassin's tooltip now states the correct Energy return amount


  • Fixed: Despair now displays a range indicator when hovered over


  • Fixed: Valkyrie's targeting indicator now scales with distance from Corki

Evelynn (Remade)

  • Shadow Walk (Passive)
    • Evelynn fades away into the shadows. She can only be seen by nearby enemy Champions or true sight
    • While in stealth, Evelynn regenerates 1% of her max Mana every second
    • Casting spells, taking damage, or dealing damage unstealths Evelynn for 8 seconds
  • Hate Spike
    • 19/23/27/31/35 Mana, 1.5 second Cooldown
    • Evelynn fires a line of spikes through a nearby enemy, dealing 40/60/80/100/120 (+0.45 Ability Power) (+0.4 bonus Attack Damage) magic damage to all enemies in its path
    • Hate Spike prioritizes what Evelynn has attacked recently
  • Dark Frenzy
    • No Cost, 20 second Cooldown
    • Passive: Evelynn's spell hits on enemy Champions grant her 4/8/12/16/20 Movement Speed for 3 seconds (effect stacks up to 4 times)
    • Active: Evelynn removes all slows affecting her and gains 30/40/50/60/70% Movement Speed for 3 seconds
    • Champion kills and assists refresh Dark Frenzy's cooldown
  • Ravage
    • 50/55/60/65/70 Mana, 9 second Cooldown
    • Evelynn slashes a target enemy 2 times, dealing 35/60/85/110/135 (+0.5 Ability Power) (+0.4 bonus Attack Damage) magic damage with each strike
    • Evelynn then gains 60/75/90/105/120% Attack Speed for 3 seconds
  • Agony's Embrace
    • 100 Mana, 150/120/90 second Cooldown
    • Evelynn impales all enemies in the targeted area, dealing 15/20/25% (+1% per 50 Ability Power) of their maximum Health in magic damage and slowing their Movement Speed by 30/50/70% for 2 seconds
    • Evelynn siphons their pain, gaining a 150/225/300 health shield for each enemy Champion hit which lasts up to 6 seconds


  • Parrrley
    • Now refunds half the mana cost if Parrrley kills the target


  • Perseverance
    • Added a buff timer to show when Perseverance will reactivate


  • Fixed: Body Slam no longer stops when encountering created terrain (ex: Anivia's Crystallize)


  • Smokescreen
    • Sight reduction range reduced to 675 from 800


  • Fixed: Counter Strike's dodge component now works properly against Shen


  • Riftwalk
    • Damage reduced to 60/70/80 from 60/90/120
    • Ability Power ratio increased to 0.8 from 0.5


  • Ground Slam
    • Armor ratio reduced to 30% from 50%
    • Now has a 0.2 Ability Power ratio
    • Attack Speed reduction duration reduced to 3 seconds from 4


  • Summon Voidling (Passive)
    • Voidlings prioritize enemies Malzahar is autoattacking if Malefic visions isn't present
    • Voidling pathing and general AI improved
    • Voidlings will now hide in brush and won't attack if Malzahar is in brush and not in combat
    • Voidling dance animation added
  • Call of the Void
    • Delay is now consistent at 0.6 seconds
    • Now deals damage in a single hit - rather than two separate hits
    • Now grants vision along the entire line path - rather than only at the two end points
    • Now deals damage to units surrounding the end points
  • Null Zone
    • Cast time removed - Malzahar may now cast this ability while moving
    • Damage now starts 0.25 seconds after casting the ability
  • Nether Grasp
    • Malzahar ignores orders that would cancel his ultimate within the first 0.5 seconds of Nether Grasp
    • Voidlings prioritize champions immobilized in Nether Grasp above all other priorities


  • Fixed: Children of the Grave's initial damage now correctly draws turret aggro


  • Black Shield
    • Cooldown increased at earlier ranks to 23/21/19/17/15 seconds from 15 at all ranks
    • Cast range increased to 750 from 600
    Soul Shackles
    • Leash range is now more accurate (now updates every 0.25 seconds from 0.5 seconds)


  • Shroud of Darkness
    • Shield duration reduced to 1.5 seconds from 2
  • Paranoia
    • Cooldown increased at earlier ranks to 180/140/100 seconds from 160/130/100
    • Updated Umbra Blades tooltip


  • Fixed: Visionary will now grant free cost spells even if spells were ranked up while the Visionary buff was already active


  • General
    • Fixed: Attack Range is now 525 at all times.
  • Command: Attack
    • Ability Power ratio increased to 0.5 from 0.4
  • Command: Shockwave
    • Fixed: Now stuns enemies that were in the middle of a movement skill.


  • Fixed: Arctic Assault no longer stops when encountering created terrain (ex: Anivia's Crystallize)


  • General
    • Basic attack and Power Chord missile speeds increased to 2000 from 1500
    • Aura persistence duration reduced to 1 second after deactivation from 2
    • Global cooldown reduced to 0.5 seconds from 2
  • Power Chord
    • Power Chord now resets your attack timer so you can use it immediately
  • Crescendo
    • Now deals all its damage instantly, rather than over time
    • Fixed: Opponents can no longer Cleanse the damage portion of Crescendo


  • Ki Strike
    • Damage reduced to 4 + 4 per level from 4 + 6 per level


  • Camouflage (Passive)
    • Fixed: Teemo now gains the Attack Speed buff instantly after leaving invisibility


  • Explosive Shot
    • Fixed: Passive damage no longer activates from spell damage
    • Fixed: Tooltip now reflects the Ability Power ratio

Twitch (Remade)

  • Stats
    • Attack Range increased to 550 from 500
    • Base Health increased to 389 from 356
    • Health per level increased to 81 from 78
    • Base Mana increased to 220 from 180
    • Mana per level increased to 40 from 35
    • Base Attack Damage reduced to 47 from 51.56
    • Attack Damage per level reduced to 3 from 3.3
    • Attack animation improved
  • Deadly Venom (Passive)
    • Damage reduced to 12/24/36/48 per stack from 15/30/45/60
  • Ambush
    • 60 Mana, 16 second Cooldown
    • After 1.25 seconds, Twitch becomes invisible for 4/5/6/7/8 seconds and gains 20% Movement Speed. Twitch gains 30/40/50/60/70% Attack Speed for 5 seconds after revealing himself
  • Venom Cask
    • 50 Mana, 13/12/11/10/9 second Cooldown
    • Twitch hurls a cask full of venom to target area that slows targets by 25/30/35/40/45% for 3 seconds and adds 2 stacks of Deadly Venom
  • Expunge
    • 70/75/80/85/90 Mana, 12/11/10/9/8 second Cooldown
    • Deals 20/35/50/65/80 plus 15/20/25/30/35 (+0.2 Ability Power) (+0.25 bonus Attack Damage) per stack of Deadly Venom as physical damage to all nearby enemies affected by Deadly Venom
    • No longer removes Deadly Venom stacks
  • Spray and Pray
    • 100/125/150 Mana, 120/110/100 second Cooldown
    • Twitch's basic attacks become powerful piercing bolts with 300 bonus range, and Twitch gains 20/28/36 Attack Damage. Each bolt deals 20% less damage to subsequent targets down to a minimum of 40% damage. Lasts 7 seconds.


  • Acid Hunter
    • Damage adjusted to 50/80/110/140/170 (+1.2 bonus Attack Damage) from 10/40/70/100/130 (+0.85 total Attack Damage)
    • Lock-on missile cast range reduced to 1200 from 1500
    • Fixed: Rank 1 range is no longer higher than the other ranks
  • Noxian Corrosive Charge
    • Cooldown increased to 15/14/13/12/11 seconds from 11 at all ranks
    • Cast range reduced to 900 from 950
  • Hyper-Kinetic Position Reverser
    • Cast range reduced to 550/700/850 from 700/775/850


  • Sanguine Pool
    • Movement Speed bonus now decays over time


  • Arcane Barrage
    • Reduced the delay between casting the spell and the impact to 0.5 seconds from 0.875 seconds
    • The visual indicator for the ultimate will appear at the start of the cast bar instead of at the end

Xin Zhao (Remade)

  • Stats
    • Base Attack Speed increased to 0.672 from 0.658
    • Attack Speed per level increased to 2.7% from 2.5%
    Challenge (Passive)
    • Xin Zhao challenges his target with his basic attacks and Audacious Charge, reducing their Armor by 15% for 3 seconds. Only one target can be challenged at a time.
  • Three Talon Strikes
    • Now reduces his other ability cooldowns by 1 second with each strike
    • Attack Damage ratio increased to 1.2 from 1.0
    • Cooldown reduced to 9/8/7/6/5 seconds from 10
  • Battle Cry
    • Passive: Heals Xin Zhao for 26/32/38/44/50 (+0.7 Ability Power) every third basic attack
    • Active no longer reduces other abilities' cooldowns
    • Cooldown reduced to 16/15/14/13/12 seconds from 24/22/20/18/16
    • Mana Cost increased to 40 from 35
  • Audacious Charge
    • Now challenges the target
    • Damage increased to 70/115/160/205/250 (+0.6 Ability Power) from 70/110/150/190/230 (+0.4 Ability Power)
    • Slow increased to 25/30/35/40/45% from 20/25/30/35/40%
    • Slow duration increased to 2 seconds from 1.5
    • Range reduced to 600 from 650
    • Cooldown reduced to 13/12/11/10/9 seconds from 16/15/14/13/12
  • Crescent Sweep
    • Now knocks all unchallenged targets back
    • Now has a 1.0 bonus Attack Damage ratio
    • Cooldown increased to 100/90/80 seconds from 75
    • Armor and Magic Resist bonus adjusted to 15/20/25 per champion hit from 25 + 7/10/13 per champion hit
    • Now has a new particle


  • Fixed: Unholy Covenant (Passive) no longer reduces true damage


  • Satchel Charge
    • Cooldown reduced at earlier ranks to 26/24/22/20/18 seconds from 30/27/24/21/18

Summoner's Rift

  • Outer turret vision range increased to 1095 from 800

Twisted Treeline

  • The Dragon on Twisted Treeline now has the same chat kill announcement as the Dragon on Summoner's Rift


  • Heart of Gold
    • Health reduced to 200 from 250
  • Ionic Spark
    • Added a counter to show when Ionic Spark will be charged
  • Philosopher's Stone
    • Health Regen per 5 seconds reduced to 15 from 18
  • Avarice Blade, Heart of Gold, Kage's Lucky Pick, and Philospher's Stone now have counters in their tooltip to indicate how much gold the item has generated over the course of the game

Co-op vs. AI

  • Changed the way bots evaluate towers to better take into account minions and enemies
  • Changed return to base logic for bots to make them more likely to heal and purchase items
  • Dominion bots should now properly ignore invisible units when deciding to defend capture points
  • Beginner bots are now less likely to assist each other during kill and retreat situations
  • Fixed: Bot assist logic now works during the laning phase
  • Updated Ashe Bot's item build
  • Master Yi Bot should now properly purchase Sanguine Blade on Dominion instead of The Bloodthirster


  • Added character portraits to the Spectator-mode Dragon and Baron kill announcements
  • Fixed: Spectator no longer occasionally causes floating text announcements to be permanently displayed throughout the game
  • Fixed: When using time controls, gold numbers will no longer get stuck on the screen for some users
  • Fixed several issues that occur when reconnecting, including ghost minions, invisible champions, untargetable towers, and strange store behavior
  • When disconnected, the game will now attempt to reconnect automatically

With every patch, we strive to improve the look of the game in varying degrees. We recommend that you have the latest available video card drivers installed.



  • #14 shauli99

    "Fixed several issues that occur when reconnecting, including ghost minions, invisible champions, untargetable towers, and strange store behavior."

    Finally! I have had this problem for a long time now. ^^ 

  • #13 WachaWan



  • #3 MICHAEL419

    I picked the wrong week to buy Urgot

  • #4 Monadu

    Quote from MICHAEL419 »

    I picked the wrong week to buy Urgot

    I don't see why. The only true nerfs are to his range - the other notes are just changes that will make him scale better into late game at the cost of a not so good early game.

  • #7 nielcf

    which are some NASTY nerfs... 1200 from 1500.. that's a LOT! and his ult early game, why'd they had to nerf the range? O_O

  • #8 dcgreen

    I think it will not change the way he builds, its just a way to tone down his damage a bit while maintaining his intended role. Currently he can maintain early-mid game AD carrying power while being an anti-carry. They want to make picking Urgot more of a gamble for your team rather than a perma-ban for purple side.

  • #9 dcgreen

    It is a lot but his range is something overpowered that we have just come to live with because no one has thought to nerf it. In 1 month it will still be strong and people will say "can you imagine if it was 1500 range? well it used to be" and new players jaws will drop. lol.

  • #10 oenno

    A lot like Orianna i played her for a while and thought wow she seems a little derpy with the range but still good then i found about her old range o.0

  • #2 Gameguy301

    those urgot changes are enouph to be considered a rework imo, acid hunter is his bread and butter. obviously the changes to E and R are nerfs, but the changes to his Q could mean a more AD build could be viable. most urgots get small AD items (brutalizer, phage, hexdrinker) and pile on the defense, but with 1.2 bonus AD scaleing tossing in a bloodthrister just might be worth a try.

    i fear they overdid it on evelynn, her Q is one of the best abilities ive ever seen right now, her E is monsterous as it gives fiora level attackspeed and its a nuke to boot. and 25% hp damage AOE is a teamfight wrecking menace. trinity tank jungle eve will be a rolling storm of domination and i cant wait to get in the driver seat. her jungle clears will improve significanly thanks to the stronger Q and attackspeed tacked onto the E.

    EDIT: i seem to have accidentally started a trinity vs gunblade debate, every game ive played with eve (jungle) ive build trinity AND gunblade, followed by full tank, very similar to jax in terms of item builds and dps output.

    Last edited by Gameguy301: 7/20/2012 1:36:53 AM
  • #5 MerryLane

    Hm, not sure if that's a buff or a nerf to his Q, but I'd rather say Urgot as we know him will disappear.

    Urgot has never been a lategame AD carry, but rather an early tankyish ranged AD caster.
    Now they are reworking his Q's damages, it will slightly nerf his early game (because before he took your whole AD, and now only the bonus one), force him to get more AD carries items he doesn't enjoy as much (if he has to go for BT, then why not IE trinity PD LW too?) and also somehow cancel his lategame's use.

  • #12 TheEssentialNemca

    Omfg! I played Urgot for so long, they ruined him with this 2nd nerf in a row. Omfg! Firstly, they have reduced armor and ressistance bonus for ulti, now they have reduced it's range, his e range and his locked q range. Omfg! Before this patches, he was weak as much late game, now he is even weaker both early and late game. I don't know what to say. They should remake him imo. Make him melee, with more mobility ex. dash, that way there couldn't be complains... Omfg!

  • #11 oenno

    Quote from Gameguy301 »

    "i fear they overdid it on evelynn"

    i couldnt agree more. they have made her one scary widowmaker. : l


  • #15 corallein

    Trinity Force? I think Hextech Gunblade (building Bilgewater Cutlass first) looks better. Sustain, damage, and an active ranged slow nuke.

  • #16 dcgreen

    She already has built in slow and the proc from Sheen completely replaces and outclasses the nuke. She is a bruiser now, trinity will shine on her!

  • #17 corallein

    Trinity Force is more expensive, adds minimally more tankiness (250 health, woo), adds no sustain, and the only slow is on the ult, which has 2.5x the cooldown at rank 1. Oh, and Gunblade slows for more too.

    Which isn't to say it's a bad item, but I wouldn't say that Hextech Gunblade is worse. You'd also be able to build it up far faster than Trinity Force because you'll be skipping Wriggle's (Bilgewater Cutlass gives you the sustain for jungling) and it's 400g cheaper.

  • #18 dcgreen

    Gunblade is typically better on assassin and high damage champs like Akali and Katarina. Eve has pretty low damage overall if we are considering how much she can actually "burst" for. I think trinity will be the  choice for her especially since you don't need to slow since you have MS and snare cleanse. Also at Rank 3 her ult slows 70%. :)

  • #19 corallein

    Gunblade is good on Akali and Katarina because they have ridiculous combined ratios. Evelynn's ratios aren't too bad either - +0.45 AP/0.4 AD on a 1.5 sec CD ability is quite high (also +1/0.8 on Ravage). Damage is damage, no matter how you come by it.

    I suspect you're mistaking cause and effect: Hextech Gunblade is built to ADD a lot of damage to champions. It just so happens that the very few champions that Hextech Gunblade have actually been good for are pretty much all high-damage champions (Akali, Katarina, Jax, pre-change Kayle); and since Hextech Gunblade is a hybrid item, the pool of champions that can use it is naturally much smaller.

    Your argument is basically that "Evelynn is a bruiser and Hextech Gunblade is a bad item for bruisers". This is a blanket argument with no backing of any sort; in short, it's prejudice. And saying that Evelynn doesn't need slows is the same as saying Shyvana doesn't need slows. No, you don't need a slow, in the same sense that junglers don't need Smite. But slows do help out ganks tremendously, and Evelynn's bonus movespeed doesn't help her teammates close gaps.

  • #20 Gameguy301

    guys guys guys why argue about trinity or gunblade? every game ive played with eve today i got BOTH, thats right you can have 6 items. trinity gunblade followed by full tank just like jax, only in the jungle.

    Last edited by Gameguy301: 7/20/2012 1:33:28 AM
  • #21 MerryLane

    I'm on your side, DCgreen.

    Gunblade sure would help a lot her damage output and sustain, but not enough tho, to be viable on Eve as a "main" item because of its cost.

    I think Eve should be played only in three different ways :
    -Pure AP (Rabadon, Lich bane, wota, RoA, Zhonya...) but won't be really possible because pure AP junglers rarely get that fed to justify going this way. But viable if you managed to snowball and your AP carry fails hard.
    -Pure "AD" : 2xDorans, Trinity, IE, Atma, and situationnal items like Maw. Long story short the "resurrected" jungling eve pre-nerf.
    -"Bruiser/supportish" : Wriggles, GP/10, and items like randuin, wit's end, Frozen Mallet.

    What will probably happen is players will try items like Hextech on Eve, with, without, before or after Trinity => IDC. But they will soon realise that she can't escalate half as well than Jax or Akali with Gunblade. Sure it will bring out nice duals and fights in which she'll rise, but somehow those players will feel like it "lacks" something. By the time she will buy hextech that will give her 50 more AD and 20 more dmg ever 2 seconds, AP carries will have rabadon or tankies warmog, and that won't be easy at all to handle.

    So later on, people will "have" to go on second or third build that I adviced, maybe a mix of them, according to their team comp and if they can afford expensive items.

  • #1 BeanerBandit

    When is this patch supposed to come out? Any news on it? Really looking forward into playing Evelynn.

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