UPDATE: New league system is not active on the PBE, check below for pictures and a full list of data strings!
IMPORTANT
The following changes are of the tooltips only, and my just be tooltip updates. AP and AD scaling will be missing until the game client is updated. This is a WIP Post
SUPER BIG IMPORTANT: It appears there is no game client with this patch yet, and only an air client patch, that is why AP and AD scaling is missing. Please ignore the scaling (ad/ap) numbers, as there is no way to confirm these yet without a game client patch. Also air client does not hold "range" data for all abilities, 0 are auto filled.
AGAIN READ: Do not rage about any nerfs yet, there is no way to verify changes yet. (however, the gameStats_en_US DB is showing this information for the air client..). However things can differ from air client and game client on the PBE, this is why I do not want to say "confirmed"
QUICK FACTS
- UPDATE: Riot posted about Master Yi's changes: "Hmm, the channel on Meditate should be 3 seconds now, making it a better spell for AD Yi. I'm assuming this is a tooltip bug, I'll fix it tomorrow when I get in."
- Sightstone now built from a ruby crystal, this is why the price for the stone itself was reduced.
- The new item "Plate of the warmage" is built from 2 cloth armors and a Amplifying Tome
- Zhonya's Hourglass now requires the "Plate of the Warmage" instead of chain vest
- Also, this is a PBE, this means testing fun changes... these can easily not go live :3
- [If you have any other items you would like looked at. please comment below or tweet @_molster so i can check fast for you]
New League Rank System Strings
Looks like the patch with the new rank system just hit. For now, here are some strings while we find out more (Note: due to them not being formatted... here is a spoiler tag.
ttMeritDefeat:"Defeat"
ttSummonersColumnHeader:"Players competing in LeagueName."
nlBronze:"Bronze"
rvd5v5:"5v5"
ttWinLossColumnHeader:"Number of wins and losses in season 3."
lhWhatIsThePenaltyForQueueDodgingInRankedNowTitle:"What is the penalty for queue dodging in ranked now?"
lhWhereDidMyEloRatingGoTitle:"Where did my Elo rating go?"
nlGold:"Gold"
lhWhatDeterminesTheOrderingOfTheLeagueStandingsTitle:"What determines the ordering of the League standings?"
QA23-BRONZE-RANKED_SOLO_5x5-1357610944333:"Solo Queue"
ttMeritVictory:"Victory"
lhDoIOnlyCompeteAgainstOtherPlayersInMyLeagueTitle:"Do I only compete against other players in my league?"
rswRankedWins:"Ranked Wins"
rvd3v3:"3v3"
pswHighTierDesc:"Earn 100 points and you will be eligible for promotion. Win 3 out of your next 5 games to be promoted to the"
ttPointsColumnHeader:"Win games to earn points. Qualify for promotion at 100 points."
rswStats:"Stats"
rswBackButton:"Back"
lhWhatAreDivisionsTitle:"What are Divisions?"
rswRankedKDA:"Ranked KDA"
rvdMyLeagues:"MY LEAGUES"
lhHowDoIGetPlacedIntoALeagueTitle:"How do I get placed into a League?"
rhvChallenger:"Challenger Tier"
rvltPosition:"POSITION"
rvltWL:"W/L"
rvd1v1:"1v1"
pswHighTierDescEnd:"Rank. "
lhWhatAreLeaguePointTitle:"What are League Points (LP)?"
pswRank:"Division"
rvdChallengerTier:"CHALLENGER TIER"
pswChallengerDesc:"This is where the top Teams and Solo Queue players compete to be the best in their bracket"
lblRomanNumberTwo:"II"
ttMousingOverDivision:"Click here to browse to other divisions"
rswBestChampion:"Best Champion"
lhWhyDoMyLeaguePointEarningsSometimesDecreaseWhenImCloseToMakingItToTheNextTierDesc:"Since Tier upgrades are permanent in the League System, you need to demonstrate that you can consistently keep your hidden MMR high enough before the system will allow you to start the Promotion Series to qualify for the next tier. Your LP earnings will be reduced until you meet this bar, so you\'ll likely need to win a few more matches before your Promotion Series will trigger."
nlSilver:"Silver"
ttMeritVetDesc:"Seasoned Competitor"
lhCanILoseATierThatIveEarnedDesc:"Once you\'ve qualified for a Tier in the League System, you will be in that tier for the remainder of the season as long as you keep playing ranked matches. The only way to fall out of a Tier is through inactivity and the resulting League Points decay. However, Divisions are more fluid - it is possible to be demoted to a lower Division after a loss.
As with previous seasons, end of season rewards will only be based on Tier and not Division, so feel free to strive for higher Tiers without fear of losing anything you\'ve earned!"
rswMostPlayed:"Most Played"
msMoreAbout:"More about the League System "
faqCloseButton:"Return to my League"
ttTeamsColumnHeader:"Teams competing in LeagueName."
pswHighTierPromoDesc:"This person will be promoted if they win"
rvltStandings:"SUMMONERS"
lhWhatAreLeaguesTitle:"What are Leagues?"
errInvalidChamp:"Invalid Champion Id"
ttLast10ColumnHeader:"=Number of wins and losses in last 10 ranked games."
ttMeritHotDesc:"Won 3 or more games in a row"
lhWhyShouldILoseLPForAQueueDodgeTitle:"Why should I lose LP for a queue dodge?"
rvltBestOfThree:"BEST OF 3"
lhCanILoseATierThatIveEarnedTitle:"Can I lose a Tier that I\'ve earned?"
rvltBestOfFive:"BEST OF 5"
rswSeeMoreStats:"See More Stats"
rvd3v3Teams:"Top 3v3 Teams"
nlTitle:"Play Ranked to join a League"
lhWhereDidMyEloRatingGoDesc:"Ranked play still uses a hidden rating for the purposes of matchmaking; however, this will no longer be used for the purposes of earning rewards or calculating ladder standings. Everything other than matchmaking will now be based on the League System."
pswLowTierPromoDesc:"games in this series!"
lhWhatAreEmblemsDesc4:"Emblems are added immediately when the conditions are met and removed when they are no longer true. There are no other benefits to having an Emblem."
lhWhatDeterminesHowManyLeaguePointsIGainFromWinningAMatchTitle:"What determines how many League Points I gain from winning a match?"
rswKDA:"KDA"
lhWhatAreEmblemsDesc3:"Hot Streak - Won 3 or more games in a row in this queue."
rswRankedStats:"Ranked Stats"
rvltUpForPromotion:"UP FOR PROMOTION"
ttWinsColumnHeader:"Number of wins in season 3."
lhWhatAreEmblemsDesc2:"Veteran - Played over 100 games within this League."
lhWhatAreLeaguePointDesc:"When a player or team is placed or promoted into a League Division, they\'ll have 0 League Points and be at the bottom of the standings. As they win matches in that queue, they will earn League Points, until they eventually reach 100, at which point a Promotion Series will begin. League Points will also decrease when a match is lost, although they can\'t drop below 0."
lhWhatAreEmblemsDesc1:"Fresh Blood - Joined the League within the last 14 days."
lhWhatAreEmblemsDesc0:"Emblems are simply a way of calling out players and teams in the League standings. There are currently three possible emblems:"
lhWhatAreTiersDesc:"The same five Tiers from the end of Season 2 have returned for Season 3: Bronze, Silver, Gold, Platinum, and Diamond. Tiers are loosely based on percentages of the Ranked population and no longer have specific Elo rating requirements. Each Tier will have multiple Leagues associated with it.
In addition, the very best players and teams in each region will now be placed into the Challenger Tier, a which will be viewable by everyone through the League of Legends client and website."
ttMeritFreshTitle:"Fresh Blood"
rvltLastTen:"LAST 10"
lhWhatDeterminesTheOrderingOfTheLeagueStandingsDesc:"Within a League Division, players and teams are ordered based on their number of League Points, with those that are qualified for a Promotion Series at the top. Ties are generally broken based on most recent game played as a part of that League Division, so players who are new to a Division will always enter at the bottom."
ttMeritFriendTeam:"You have one or more friends on "
rswGoldMin:"Gold/Min"
ttUpForPromotionColumnHeader:"Players up for promotion to TierName DivisionRomanNumeral."
rvdSoloQueue:"Top Solo Queue Players"
nlChallenger:"Challenger"
pumAddFriend:"Add Friend"
rvltMerits:"EMBLEMS"
lhWhatAreLeaguesDesc:"A League is a grouping of up to 250 similarly skilled players or teams that are arranged on a ladder. Participants in a League will rise or fall in the standings based on the outcome of their ranked matches, and those who rise to the top of the League will have a chance to be promoted into a League of a higher Tier."
nlBigDesc:"Starting with Season 3, ranked Players in League of Legends are now sorted into Leagues to compete against their peers."
lblRomanNumberFour:"IV"
nlButtonText:"View Challenger Tier"
pswPromoSeriesTitle:"Promotion Series"
rvltStandingsTeams:"TEAMS"
lhDoIOnlyCompeteAgainstOtherPlayersInMyLeagueDesc:"No, matchmaking has been unaffected by the League System. You can still be matched against players from other Leagues, as well as potentially other Divisions and Tiers, based on your hidden MMR.
For example, someone who queue dodges heavily might find themselves playing against Gold V players even though they are currently in Silver III due to frequent LP penalties."
pswLowTierSingularPromoDesc:"game in this series!"
lhWhatAreTiersTitle:"What are Tiers?"
lhHowDoesChallengerTierWorkDesc:"Only the very best players and teams in a region will make it into Challenger Tier. There are several ways in which Challenger Tier works differently from the others (all of these apply to players as well):
- It has no Divisions, so there is just a single ladder with all Challenger Tier teams.
- Once Challenger Tier is full, a team will always be demoted back down to Diamond whenever a new team is promoted into Challenger. Because of this, top Diamond teams must demonstrate that they can perform at a higher level than the lowest teams currently in Challenger Tier, and then they must win their Challenger Promotion Series.
- Inactivity will trigger after only seven days. Inactive teams will be the first ones chosen for demotion if another team qualifies.
"
- There is no cap on League Points. Teams that continue winning can continue to earn LP and increase their lead in the standings.
lhMainTitle:"More about playing in a League"
rvltWins:"WINS"
rvd5v5Teams:"Top 5v5 Teams"
ttGoldMinute:"Gold per Minute on this champion"
lblRomanNumberFive:"V"
lhWhatIsThePenaltyForQueueDodgingInRankedNowDesc:"The first time a player queue dodges, they will lose 1 League Point and be banned from matchmaking for 15 minutes. Further queue dodges will cause a 5 League Point penalty and a 30 minute ban from matchmaking.
For teams, the penalty is always 10 League Points, with no time penalty."
lhWhyDoMyLeaguePointEarningsSometimesDecreaseWhenImCloseToMakingItToTheNextTierTitle:"Why do my League Point earnings sometimes decrease when I\'m close to making it to the next Tier? "
pswNoListElementsChallenger2:"Check back soon to see who have become the top players in your region!"
pswNoListElementsChallenger1:"Players are still fighting to become members of the Challenger Tier."
rswYourRankedStats:"Your Ranked Stats"
ttMeritHotTitle:"Hot Streak"
lhHowDoesAPromotionSeriesWorkTitle:"How does a Promotion Series work?"
rvltPoints:"POINTS"
pswChallengerTitle:"Challenger Tier"
lhHowDoesChallengerTierWorkTitle:"How does Challenger Tier work?"
pswLowTierDesc:"Earn 100 points and you will be eligible for promotion. Win 2 out of your next 3 games to be promoted to division"
rswAdditionalStats:"Additional Stats"
rswTopFive:"Top Played Champions"
lhWhatAreDivisionsDesc:"Each Tier except Challenger is split into five Divisions that are represented by gems placed on top of the Tier medal. Players and teams in a League are also split out into these five Divisions, and will move between them if they are consistently winning or losing matches. Each Division will have roughly 50 players or teams.
For example, a player in a Gold League might first start out in Gold V, and then work her way up to Gold IV, Gold III, Gold II, and then Gold I, before vying for promotion into a Platinum League."
lhWhatAreEmblemsTitle:"What are emblems?"
lhWhatDeterminesHowManyLeaguePointsIGainFromWinningAMatchDesc:"There are numerous factors, with the two major ones being the following:
- 1. The difficulty of the match. If matchmaking considered your opponents to be favored, you will gain more LP than normal, and less LP if the reverse is true.
"
- 2. The relative MMRs of the people you are playing with and against. If you are playing with people who are generally higher in the standings than you are, you will gain LP more quickly (and lose it more slowly from a loss) so that you will generally trend upwards even with a 50/50 record.
lhHowDoesAPromotionSeriesWorkDesc:"A Promotion Series will be triggered whenever a player or team reaches 100 League Points. If this happens in Divisions V, IV, III, or II, then the Series will be three games, and winning two of those games will trigger a promotion up to the next Division. If it happens in Division I, the Series will be five games, and winning three of those games will trigger a promotion into the next Tier.
League Points are hidden during a Promotion Series, but if the majority of games are lost then the player or team will be placed back into the standings with an amount of LP based on their record during the Series.
There are only two ways for a Promotion Series to be canceled before finishing it: inactivity and queue dodging. If League Point Decay is applied to someone in a Promotion Series, it will be canceled, and queue dodging a Series match will also immediately cancel the Series."
pswRankUpTitle:"How to Rank Up"
ttMeritFreshDesc:"Recently joined this league"
lhHowDoIGetPlacedIntoALeagueDesc:"All players and teams that participate in Season 3 Ranked play will be placed into a League after finishing their placement matches. As with previous seasons, Solo queue requires 10 placement matches, and Team queues require 5 placement matches before the appropriate League will be chosen. The League System will attempt to place you into a League along with friends of similar skill where possible."
nlSmallDesc:"Play 5 Games with a Ranked Team to Qualify! 10 games are required for Solo Queue players."
lhWhyShouldILoseLPForAQueueDodgeDesc:"One of the goals of separating out the matchmaking rating from ranked standings was so that the latter could be penalized without affecting the former. The 1 LP penalty is intended to be almost negligible for players who are queue dodging to escape toxic situations, while adding up tangibly for players who are using queue dodges to try and game the system through only playing when they have a favorable matchup. As queue dodges add a lot of time to the process of getting into a game, we think it\'s important that they are only used when absolutely necessary."
nlPlatinum:"Platinum"
ttEmblemsColumnHeader:"Calls out exciting events in the league."
pumViewProfile:"View Profile"
nlDiamond:"Diamond"
ttMeritFriend:"is your friend"
ttKDALabel:"(Kills + Assists) / Deaths"
lhWhatHappensIfIStopPlayingRankedForAwhileDesc:"After 28 days of inactivity in a particular queue, a couple things will happen: you will be hidden from the standings in your League, and you may lose League Points (depending on your current Tier). Every 7 days thereafter you will again lose League Points until you play a match in that queue.
The number of League Points lost after each decay period is as follows:
- Diamond - 40
- Platinum - 20
- Gold - 10
- Silver - 5
"
- Bronze - 0
lhWhatHappensIfIStopPlayingRankedForAwhileTitle:"What happens if I stop playing ranked for awhile?"
lblRomanNumberOne:"I"
pswNoListElementsDivision2:"new competitors will be coming soon!"
ttmolPromotionColumnHeader:"Wins d losses in current series."
pswNoListElementsDivision1:"Players have not yet been placed into this division,"
pumViewLeagues:"View Leagues"
ttMeritVetTitle:"Veteran"};

PBE - "League" Medal Animations
Champions
| Blitzcrank | |
| Blitzcrank the Great Steam Golem Damage: 55.66 (+ 3.5 ) Health: 423 (+ 95 ) Mana: 260 (+ 40 ) Movement Speed: 325 Armor: 14.5 (+ 3.5 ) Magic Resist: 30 (+ 1.25 ) Health Per 5 Sec: 7.25 (+ 0.75 ) Mana Per 5 Sec: 6.6 (+ 0.5 ) Range: 125 Defense Rating: 8 Magic Rating: 5 Difficulty Rating: 6 Attack Rating: 4 Tags: fighter,melee Tips: *The 1-2-3 combo of Rocket Grab,Power Fist,and Static Field can devastate an individual opponent.*Using Blitzcrank's grab to pull an enemy into your tower range followed by a Power Fist will allow the tower to get several hits on them. Opponent Tips: *Blitzcrank's passive Mana Barrier grants him a shield when he is low on health.*Staying behind creeps can prevent you from being Rocket Grabbed.Blitzcrank's Rocket Grab only pulls the first enemy target it encounters. |
Blitzcrank the Great Steam Golem Damage: 55.66 (+ 3.5 ) Health: 423 (+ 95 ) Mana: 200 (+ 40 ) Movement Speed: 325 Armor: 14.5 (+ 3.5 ) Magic Resist: 30 (+ 1.25 ) Health Per 5 Sec: 7.25 (+ 0.75 ) Mana Per 5 Sec: 6.6 (+ 0.5 ) Range: 125 Defense Rating: 8 Magic Rating: 5 Difficulty Rating: 6 Attack Rating: 4 Tags: fighter,melee Tips: *The 1-2-3 combo of Rocket Grab,Power Fist,and Static Field can devastate an individual opponent.*Using Blitzcrank's grab to pull an enemy into your tower range followed by a Power Fist will allow the tower to get several hits on them. Opponent Tips: *Blitzcrank's passive Mana Barrier grants him a shield when he is low on health.*Staying behind creeps can prevent you from being Rocket Grabbed.Blitzcrank's Rocket Grab only pulls the first enemy target it encounters. |
| Ezreal | |
| Ezreal the Prodigal Explorer Damage: 47.2 (+ 3 ) Health: 350 (+ 80 ) Mana: 235 (+ 45 ) Movement Speed: 330 Armor: 12 (+ 3.5 ) Magic Resist: 30 (+ 0 ) Health Per 5 Sec: 5.5 (+ 0.55 ) Mana Per 5 Sec: 7 (+ 0.65 ) Range: 550 Defense Rating: 4 Magic Rating: 7 Difficulty Rating: 8 Attack Rating: 5 Tags: carry,ranged Tips: *Use Arcane Shift to help line up your other skill shots.*You can play Ezreal either as a Attack Damage carry or Ability Power carry depending on how you build him.*You can line up Trueshot Barrage to hit multiple minion waves or even Monsters. Opponent Tips: *Ezreal is a very fragile champion so take the fight to him.*Ezreal is completely skill shot based,so make sure to keep minions in between you.*Mystic Shot applies on-hit effects,including the red lizard buff on Summoner's Rift.Be careful in how you approach an Ezreal with Sigil buffs. |
Ezreal the Prodigal Explorer Damage: 47.2 (+ 3 ) Health: 350 (+ 80 ) Mana: 235 (+ 45 ) Movement Speed: 325 Armor: 12 (+ 3.5 ) Magic Resist: 30 (+ 0 ) Health Per 5 Sec: 5.5 (+ 0.55 ) Mana Per 5 Sec: 7 (+ 0.65 ) Range: 550 Defense Rating: 4 Magic Rating: 7 Difficulty Rating: 8 Attack Rating: 5 Tags: carry,ranged Tips: *Use Arcane Shift to help line up your other skill shots.*You can play Ezreal either as a Attack Damage carry or Ability Power carry depending on how you build him.*You can line up Trueshot Barrage to hit multiple minion waves or even Monsters. Opponent Tips: *Ezreal is a very fragile champion so take the fight to him.*Ezreal is completely skill shot based,so make sure to keep minions in between you.*Mystic Shot applies on-hit effects,including the red lizard buff on Summoner's Rift.Be careful in how you approach an Ezreal with Sigil buffs. |
| Nunu | |
| Nunu the Yeti Rider Damage: 51.06 (+ 3.45 ) Health: 437 (+ 108 ) Mana: 213 (+ 42 ) Movement Speed: 340 Armor: 16.5 (+ 3.5 ) Magic Resist: 30 (+ 1.25 ) Health Per 5 Sec: 7.05 (+ 0.8 ) Mana Per 5 Sec: 6.6 (+ 0.5 ) Range: 125 Defense Rating: 6 Magic Rating: 7 Difficulty Rating: 3 Attack Rating: 4 Tags: fighter,melee,jungler,recommended Tips: *Consume allows Nunu to stay in a lane against ranged opponents.*You can choose to interrupt Absolute Zero early for partial damage if an opponent is about to run out of range.*It's often beneficial to delay the casting of Absolute Zero until the initial round of disables are used.Try to hang back before rushing into a team fight. Opponent Tips: *Nunu's Blood Boil allows its target to run away from fights.Make sure to snare and stun any target with Blood Boil on.*Interrupting the charge up on Absolute Zero will lower the amount of damage your team takes.*Using Summoner Flash is a surefire way to escape Absolute Zero.*With only 1 single target ability that can break a spell shield,Banshee's Veil is extremely effective against Nunu. |
Nunu the Yeti Rider Damage: 51.06 (+ 3.45 ) Health: 437 (+ 108 ) Mana: 213 (+ 42 ) Movement Speed: 350 Armor: 16.5 (+ 3.5 ) Magic Resist: 30 (+ 1.25 ) Health Per 5 Sec: 7.05 (+ 0.8 ) Mana Per 5 Sec: 6.6 (+ 0.5 ) Range: 125 Defense Rating: 6 Magic Rating: 7 Difficulty Rating: 3 Attack Rating: 4 Tags: fighter,melee,jungler,recommended Tips: *Consume allows Nunu to stay in a lane against ranged opponents.*You can choose to interrupt Absolute Zero early for partial damage if an opponent is about to run out of range.*It's often beneficial to delay the casting of Absolute Zero until the initial round of disables are used.Try to hang back before rushing into a team fight. Opponent Tips: *Nunu's Blood Boil allows its target to run away from fights.Make sure to snare and stun any target with Blood Boil on.*Interrupting the charge up on Absolute Zero will lower the amount of damage your team takes.*Using Summoner Flash is a surefire way to escape Absolute Zero.*With only 1 single target ability that can break a spell shield,Banshee's Veil is extremely effective against Nunu. |
| Master Yi - [W] - Meditate | |
| Master Yi - [W] - Meditate Master Yi channels,restoring 140/280/420/560/700 (+4)Health over 5 seconds.While channeling,Master Yi gains 100/150/200/250/300 Armor and Magic Resist. Cost: 70/80/90/100/110 Mana Range: 20 Cooldown: 35/35/35/35/35 |
Master Yi - [W] - Meditate Master Yi channels,restoring 120/240/360/480/600 (+1.2)Health over 5 seconds.While channeling,Master Yi gains 100/150/200/250/300 Armor and Magic Resist. Cost: 70/80/90/100/110 Mana Range: 20 Cooldown: 35/35/35/35/35 |
| Viktor - [Q] - Power Transfer | |
| Viktor - [Q] - Power Transfer Viktor blasts an enemy unit for 80/125/170/215/260 (+0.65)magic damage,returning 40/40/40/40/40% of the damage dealt as a shield. Cost: 45/50/55/60/65 Mana Range: 0 Cooldown: 9/8/7/6/5 |
Viktor - [Q] - Power Transfer Viktor blasts an enemy unit for 80/125/170/215/260 (+0.65)magic damage,returning 32/50/68/86/104 (+)as a shield. Cost: 45/50/55/60/65 Mana Range: 0 Cooldown: 9/8/7/6/5 |
| Alistar - [Passive] - Trample | |
| Alistar - [Passive] - Trample Each time Alistar casts a spell,he Tramples nearby units for a few seconds,dealing damage to units he walks over. |
Alistar - [Passive] - Trample Each time Alistar casts a spell,he Tramples nearby units and turrets for a few seconds,dealing damage to units he walks over. |
| Warwick - [Passive] - Eternal Thirst | |
| Warwick - [Passive] - Eternal Thirst Each of Warwick's attacks will heal him.Each successive attack against the same target will restore increasing amounts of health to Warwick. |
Warwick - [Passive] - Eternal Thirst Each of Warwick's attacks will heal him.Each successive attack against the same target will steal more and more Health. |
| Nunu - [W] - Blood Boil | |
| Nunu - [W] - Blood Boil The heat of Nunu and a target ally's blood rises,increasing Movement Speed by 11/12/13/14/15% and Attack Speed by 25/35/45/55/65% for 15/15/15/15/15 seconds. Cost: 50/50/50/50/50 Mana Range: 700 Cooldown: 15/15/15/15/15 |
Nunu - [W] - Blood Boil The heat of Nunu and a target ally's blood rises,increasing Movement Speed by 8/9/10/11/12% and Attack Speed by 25/30/35/40/45% for 12/12/12/12/12 seconds. Cost: 50/50/50/50/50 Mana Range: 700 Cooldown: 15/15/15/15/15 |
| Galio - [Q] - Resolute Smite | |
| Galio - [Q] - Resolute Smite Galio fires a concussive blast from his eyes,dealing 80/135/190/245/300 (+0.6)magic damage to enemies near the impact location,and reducing their movement speed by 24/28/32/36/40% for 2.5 seconds. Cost: 60/65/70/75/80 Mana Range: 940 Cooldown: 7/7/7/7/7 |
Galio - [Q] - Resolute Smite Galio fires a concussive blast from his eyes,dealing 80/135/190/245/300 (+0.6)magic damage to enemies near the impact location,and reducing their movement speed by 24/28/32/36/40% for 2 seconds. Cost: 60/60/60/60/60 Mana Range: 940 Cooldown: 5/5/5/5/5 |
| Cho'Gath - [W] - Feral Scream | |
| Cho'Gath - [W] - Feral Scream Silences enemies in a cone for 2/2.25/2.5/2.75/3 second(s)and deals 75/125/175/225/275 (+0.7)magic damage. Cost: 70/80/90/100/110 Mana Range: 0 Cooldown: 13/13/13/13/13 |
Cho'Gath - [W] - Feral Scream Silences enemies in a cone for 1.5/1.75/2/2.25/2.5 second(s)and deals 75/125/175/225/275 (+0.7)magic damage. Cost: 70/80/90/100/110 Mana Range: 0 Cooldown: 13/13/13/13/13 |
| Shaco - [Q] - Deceive | |
| Shaco - [Q] - Deceive Shaco teleports nearby and becomes invisible for 3.5 seconds. His next basic attack within the next 6 seconds will critically strike,dealing 140/160/180/200/220% damage (normal critical strikes deal 200/200/200/200/200% damage). Cost: 90/80/70/60/50 Mana Range: 500 Cooldown: 11/11/11/11/11 |
Shaco - [Q] - Deceive Shaco teleports nearby and becomes invisible for 3.5 seconds. His next basic attack within the next 6 seconds will critically strike,dealing 140/160/180/200/220% damage (normal critical strikes deal 200/200/200/200/200% damage). Cost: 90/80/70/60/50 Mana Range: 400 Cooldown: 11/11/11/11/11 |
| Shaco - [E] - Two-Shiv Poison | |
| Shaco - [E] - Two-Shiv Poison Passive: While Two-Shiv Poison is ready to cast,Shaco's basic attacks reduce the target's Movement Speed by 20/22.5/25/27.5/30% for 2/2/2/2/2 seconds.Also reduces minions' chance to hit by 20/22.5/25/27.5/30% for 2/2/2/2/2 seconds. Active: Deals 50/90/130/170/210 (+)(+1)magic damage to target enemy and reduces their Movement Speed by 20/22.5/25/27.5/30% for 3/3/3/3/3 seconds. Cost: 50/55/60/65/70 Mana Range: 0 Cooldown: 8/8/8/8/8 |
Shaco - [E] - Two-Shiv Poison Passive: Shaco's basic attacks apply a poison to non-champions reducing their chance to hit by 20/22.5/25/27.5/30% for 2/2/2/2/2 seconds. Active: Deals 50/90/130/170/210 (+)(+1)magic damage to target enemy and reduces their Movement Speed by 20/22.5/25/27.5/30% for 3/3/3/3/3 seconds. Cost: 50/55/60/65/70 Mana Range: 0 Cooldown: 8/8/8/8/8 |
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| Blitzcrank - [Q] - Rocket Grab | |
| Blitzcrank - [Q] - Rocket Grab Blitzcrank fires his right hand,if it encounters an enemy unit it will stun them and deal 80/135/190/245/300 (+1)magic damage while he pulls them to himself. Cost: 110/110/110/110/110 Mana Range: 925 Cooldown: 20/19/18/17/16 |
Blitzcrank - [Q] - Rocket Grab Blitzcrank fires his right hand,if it encounters an enemy unit it will stun them and deal 80/135/190/245/300 (+1)magic damage while he pulls them to himself. Cost: 120/120/120/120/120 Mana Range: 925 Cooldown: 20/19/18/17/16 |
| Katarina - [Q] - Bouncing Blades | |
| Katarina - [Q] - Bouncing Blades Throws a dagger dealing 60/90/120/150/180 (+0.45)magic damage.The dagger bounces to the 4 closest enemies dealing 10% less damage with each bounce. Enemies hit are marked for 4 seconds.Katarina's basic attacks or spells will consume the mark dealing 15/30/45/60/75 (+)additional magic damage. Cost: Range: 0 Cooldown: 10/9.5/9/8.5/8 |
Katarina - [Q] - Bouncing Blades Throws a dagger dealing 60/85/110/135/160 (+0.45)magic damage.The dagger bounces to the 4 closest enemies dealing 10% less damage with each bounce. Enemies hit are marked for 4 seconds.Katarina's basic attacks or spells will consume the mark dealing 15/30/45/60/75 (+)additional magic damage. Cost: Range: 0 Cooldown: 10/9.5/9/8.5/8 |
| Katarina - [E] - Shunpo | |
| Katarina - [E] - Shunpo Moves to a target's location.Deals 60/85/110/135/160 (+0.4)magic damage if the target is an enemy. After using Shunpo,Katarina takes 15/15/15/15/15% reduced damage for 3 seconds. Cost: Range: 0 Cooldown: 12/10.5/9/7.5/6 |
Katarina - [E] - Shunpo Moves to a target's location.Deals 60/85/110/135/160 (+0.4)magic damage if the target is an enemy. After using Shunpo,Katarina takes 15/15/15/15/15% reduced damage for 1.5/1.5/1.5/1.5/1.5 seconds. Cost: Range: 0 Cooldown: 12/10.5/9/7.5/6 |
| Katarina - [R] - Death Lotus | |
| Katarina - [R] - Death Lotus Becomes a flurry of blades,throwing daggers at the closest 3 enemy Champions dealing 400/500/600 (+)(+1.75)magic damage over 2 seconds. Daggers apply Grievous Wounds,reducing incoming healing by 50% for 3 seconds. Cost: Range: 0 Cooldown: 60/55/50 |
Katarina - [R] - Death Lotus Becomes a flurry of blades,throwing daggers at the closest 3 enemy Champions dealing 400/500/600 (+)(+2)magic damage over 2 seconds. Daggers apply Grievous Wounds,reducing incoming healing by 50% for 3 seconds. Cost: Range: 0 Cooldown: 60/55/50 |
| Elise - [Q] - Neurotoxin / Venomous Bite | |
| Elise - [Q] - Neurotoxin / Venomous Bite Deals magic damage equal to 50/95/140/185/230 plus 8% (+0.03%)of the target's current health.Max 60/120/180/240/300 bonus damage to monsters. Cost: 60/60/60/60/60 Mana Range: 650 Cooldown: 6/6/6/6/6 |
Elise - [Q] - Neurotoxin / Venomous Bite Deals magic damage equal to 50/95/140/185/230 plus 8% (+0.03%)of the target's current health.Max 60/120/180/240/300 bonus damage to monsters. Cost: 80/85/90/95/100 Mana Range: 650 Cooldown: 6/6/6/6/6 |
| Elise - [E] - Cocoon / Rappel | |
| Elise - [E] - Cocoon / Rappel Stuns and reveals the first enemy hit for 1.5 seconds. Cost: 65/65/65/65/65 Mana Range: 1075 Cooldown: 14/13/12/11/10 |
Elise - [E] - Cocoon / Rappel Stuns and reveals the first enemy hit for 1.5 seconds. Cost: 50/50/50/50/50 Mana Range: 1075 Cooldown: 14/13/12/11/10 |
| Poppy - [W] - Paragon of Demacia | |
| Poppy - [W] - Paragon of Demacia Passive: Upon being hit or attacking an enemy,Poppy's armor and damage are increased by 1.5/2/2.5/3/3.5 for 5 seconds.This effect can stack 10 times. Active: Poppy gains max stacks of Paragon of Demacia and her movement speed is increased by 17/19/21/23/25% for 5 seconds. Cost: 70/75/80/85/90 Mana Range: 0 Cooldown: 12/12/12/12/12 |
Poppy - [W] - Paragon of Demacia Passive: Upon receiving damage from or dealing damage with a basic attack,Poppy's armor and damage are increased by 1.5/2/2.5/3/3.5 for 5 seconds.This effect can stack 10 times. Active: Poppy gains max stacks of Paragon of Demacia and her movement speed is increased by 17/19/21/23/25% for 5 seconds. Cost: 70/75/80/85/90 Mana Range: 0 Cooldown: 12/12/12/12/12 |
| Ezreal - [Passive] - Rising Spell Force | |
| Ezreal - [Passive] - Rising Spell Force Hitting a target with any of Ezreal's abilities increases his Attack Speed by 10% for 6 seconds (effect stacks up to 5 times). |
Ezreal - [Passive] - Rising Spell Force Hitting a target with any of Ezreal's abilities increases his Attack Speed by 10% for 5 seconds (effect stacks up to 5 times). |
| Ezreal - [R] - Trueshot Barrage | |
| Ezreal - [R] - Trueshot Barrage Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+)(+0.9)magic damage to each unit it passes through.However,it deals 8% less damage for each unit it hits (Minimum 30%). Cost: 100/100/100 Mana Range: 0 Cooldown: 80/80/80 |
Ezreal - [R] - Trueshot Barrage Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+)(+0.9)magic damage to each unit it passes through.However,it deals 12/12/12% less damage for each unit it hits (minimum 30/30/30%). Cost: 100/100/100 Mana Range: 0 Cooldown: 80/80/80 |
| Shen - [W] - Feint | |
| Shen - [W] - Feint Shen shields himself,absorbing the next 70/115/160/205/250 (+0.6)damage.Lasts up to 3/3/3/3/3 seconds. While Feint holds,his attacks reduce Ki Strike's cooldown by an additional 1.5/1.5/1.5/1.5/1.5 seconds. Cost: 50/50/50/50/50 Energy Range: 0 Cooldown: 9/8/7/6/5 |
Shen - [W] - Feint Shen shields himself,absorbing the next 70/115/160/205/250 (+0.6)damage.Lasts up to 3/3/3/3/3 seconds. While Feint holds,his attacks reduce Ki Strike's cooldown by an additional 1/1/1/1/1 second. Cost: 50/50/50/50/50 Energy Range: 0 Cooldown: 9/8/7/6/5 |
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Items
| Athene's Unholy Grail | |
| Athene's Unholy Grail +60 Ability Power +40 Magic Resist +15 Mana Regen per 5 seconds UNIQUE Passive: 15% Cooldown Reduction UNIQUE Passive: Restores 12% of maximum Mana on kill or assist. UNIQUE Passive - Mana Font: Increases Mana Regen by 1% for every 1% of missing Mana. (Unique Passives with the same name do not stack.) Cost: 920 |
Athene's Unholy Grail +60 Ability Power +40 Magic Resist +15 Mana Regen per 5 seconds UNIQUE Passive: 15% Cooldown Reduction UNIQUE Passive: Restores 12% of maximum Mana on kill or assist. UNIQUE Passive - Mana Font: Increases Mana Regen by 1% for every 1% of missing Mana. (Unique Passives with the same name do not stack.) Cost: 900 |
| Blackfire Torch | |
| Blackfire Torch +80 Ability Power +250 Health +10 Mana Regeneration UNIQUE Passive: +20% Cooldown Reduction UNIQUE Passive - Eyes of Pain: +15 Magic Penetration UNIQUE Passive: Dealing spell damage deals bonus magic damage over 2 seconds equal to 3.5% of the target's maximum Health.Each second burned consumes a charge.Up to 18 charges are generated when not in use. (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 do not stack.) Cost: 700 |
Blackfire Torch +80 Ability Power +250 Health +20% Cooldown Reduction UNIQUE Passive - Eyes of Pain: +15 Magic Penetration UNIQUE Passive: Dealing spell damage deals bonus magic damage over 2 seconds equal to 3.5% of the target's maximum Health.Each second burned consumes a charge.Up to 18 charges are generated when not in use. (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 do not stack.) Cost: 700 |
| Deathfire Grasp | |
| Deathfire Grasp +100 Ability Power +15% Cooldown Reduction UNIQUE Active: Deals 15% of target champion's maximum Health in magic damage and increases all subsequent magic damage taken by the target by 20% for 4 seconds (60 second cooldown). Cost: 965 |
Deathfire Grasp +120 Ability Power +15% Cooldown Reduction UNIQUE Active: Deals 15% of target champion's maximum Health in magic damage and increases all subsequent magic damage taken by the target by 20% for 4 seconds (60 second cooldown). Cost: 880 |
| Doran's Shield | |
| Doran's Shield +100 Health +5 Armor +5 Health Regen per 5 seconds UNIQUE Passive: Blocks 6 damage from champion basic attacks. Cost: 475 |
Doran's Shield +100 Health +8 Health Regen per 5 seconds +5 Armor UNIQUE Passive: Blocks 6 damage from champion basic attacks. Cost: 475 |
| Fiendish Codex | |
| Fiendish Codex +30 Ability Power +6 Mana Regen per 5 seconds UNIQUE Passive: +10% Cooldown Reduction Cost: 385 |
Fiendish Codex +30 Ability Power UNIQUE Passive: +10% Cooldown Reduction Cost: 385 |
| Frozen Heart | |
| Frozen Heart +90 Armor +400 Mana +20% Cooldown Reduction UNIQUE Aura: Reduces the Attack Speed of nearby enemies by 20%. Cost: 500 |
Frozen Heart +90 Armor +400 Mana +20% Cooldown Reduction UNIQUE Aura: Reduces the Attack Speed of nearby enemies by 20%. Cost: 400 |
| Giant's Belt | |
| Giant's Belt +400 Health Cost: 1000 |
Giant's Belt +380 Health Cost: 1000 |
| Grez's Spectral Lantern | |
| Grez's Spectral Lantern +20 Attack Damage +20 Armor +12% Life Steal UNIQUE Passive: Basic attacks against minions and monsters have a 20% chance to deal 200 bonus magic damage on hit. UNIQUE Active: A stealth-detecting mist grants vision in the target area for 10 seconds (60 second cooldown). Cost: 150 |
Grez's Spectral Lantern +20 Attack Damage +20 Armor +12% Life Steal UNIQUE Passive: Basic attacks against minions and monsters have a 20% chance to deal 200 bonus magic damage on hit. UNIQUE Active: A stealth-detecting mist grants vision in the target area for 10 seconds,revealing enemy champions that enter for 6 seconds (60 second cooldown). Cost: 150 |
| Ionian 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: 700 |
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: 700 |
| Locket of the Iron Solari | |
| Locket of the Iron Solari +425 Health +35 Armor +10% Cooldown Reduction +10 Health Regen per 5 UNIQUE Active: Grants a shield to nearby allies for 5 seconds that absorbs up to 50 damage plus 10 damage per level (60 second cooldown). Cost: 670 |
Locket of the Iron Solari +400 Health +35 Armor +10% Cooldown Reduction +10 Health Regen per 5 UNIQUE Active: Grants a shield to nearby allies for 5 seconds that absorbs up to 50 damage plus 10 damage per level (60 second cooldown). Cost: 670 |
| Morellonomicon | |
| Morellonomicon +75 Ability Power +12 Mana Regen per 5 seconds +20% Cooldown Reduction UNIQUE Passive: Dealing magic damage to enemy champions below 40% Health inflicts Grievous Wounds for 4 seconds. (Grievous Wounds reduces incoming healing and regeneration effects by 50%) Cost: 435 |
Morellonomicon +75 Ability Power +12 Mana Regen per 5 seconds +20% Cooldown Reduction UNIQUE Passive: Dealing magic damage to enemy champions below 40% Health inflicts Grievous Wounds for 4 seconds. (Grievous Wounds reduces incoming healing and regeneration effects by 50%.) Cost: 435 |
| Nashor's Tooth | |
| Nashor's Tooth +50% Attack Speed +65 Ability Power +10 Mana Regen per 5 seconds UNIQUE Passive: +20% Cooldown Reduction Cost: 250 |
Nashor's Tooth +50% Attack Speed +65 Ability Power UNIQUE Passive: +20% Cooldown Reduction Cost: 200 |
| Overlord's Bloodmail | |
| Overlord's Bloodmail +850 Health UNIQUE Passive: Upon champion kill or assist,restores 200 HP over 5 seconds. Cost: 980 |
Overlord's Bloodmail +850 Health UNIQUE Passive: Upon champion kill or assist,restores 200 Health over 5 seconds. Cost: 980 |
| Plate of the Warmage | |
| Plate of the Warmage +30 Armor +25 Ability Power UNIQUE Passive: Killing a unit grants 0.5 bonus Armor and Ability Power. This bonus stacks up to 30 times. Cost: 125 |
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| Ruby Sightstone | |
| Ruby Sightstone +300 Health UNIQUE Passive - Ward Refresh: Holds 5 charges and refills upon visiting the shop. UNIQUE Active - Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes (maximum 3 wards placed from this item at once). (Unique Passives with the same name don't stack.) Cost: 125 |
Ruby Sightstone +360 Health UNIQUE Passive - Ward Refresh: Holds 5 charges and refills upon visiting the shop. UNIQUE Active - Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes (maximum 3 wards placed from this item at once). (Unique Passives with the same name don't stack.) Cost: 125 |
| Sightstone | |
| Sightstone +100 Health UNIQUE Passive - Ward Refresh: Holds 4 charges and refills upon visiting the shop. UNIQUE Active - Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes (maximum 2 wards placed from this item at once). (Unique Passives with the same name don't stack.) Cost: 700 |
Sightstone NOTE: now builds from a ruby crystal!! |
| Sunfire Cape | |
| Sunfire Cape +450 Health +45 Armor UNIQUE Passive: Deals 40 magic damage per second to nearby enemies. Cost: 780 |
Sunfire Cape +450 Health +45 Armor UNIQUE Passive: Deals 40 magic damage per second to nearby enemies. Cost: 930 |
| The Black Cleaver | |
| The Black Cleaver +250 Health +50 Attack Damage +10% Cooldown Reduction UNIQUE Passive: +10 Armor Penetration Passive: Dealing physical damage to an enemy champion reduces their Armor by 6.25% for 4 seconds (stacks up to 4 times,up to 25%). (Armor Penetration: Physical damage is increased by ignoring an amount of the target's Armor equal to Armor Penetration.) Cost: 1188 |
The Black Cleaver +200 Health +50 Attack Damage +10% Cooldown Reduction UNIQUE Passive: +10 Armor Penetration Passive: Dealing physical damage to an enemy champion reduces their Armor by 5% for 4 seconds (stacks up to 5 times,up to 25%). (Armor Penetration: Physical damage is increased by ignoring an amount of the target's Armor equal to Armor Penetration.) Cost: 1188 |
| The Bloodthirster | |
| The Bloodthirster +70 Attack Damage +12% Life Steal Passive: Grants +1 Attack Damage and +0.2% Life Steal per stack (max +30 Attack Damage and +6% Life Steal).Grants 1 stack per unit kill (max 30 stacks).Half of the stacks are lost upon death. Cost: 650 |
The Bloodthirster +70 Attack Damage +12% Life Steal Passive: Grants +1 Attack Damage and +0.2% Life Steal per stack (max +30 Attack Damage and +6% Life Steal).Grants 1 stack per unit kill (max 30 stacks).Half of the stacks are lost upon death. Cost: 850 |
| Zhonya's Hourglass | |
| Zhonya's Hourglass +100 Ability Power +50 Armor UNIQUE Active: Champion becomes invulnerable and untargetable for 2.5 seconds,but is unable to move,attack,cast spells,or use items during this time (90 second cooldown). Cost: 780 |
Zhonya's Hourglass +120 Ability Power +50 Armor UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds,but is unable to move,attack,cast spells,or use items during this time (90 second cooldown). Cost: 650 |
New Champion Splash Art
Steel Legion Garen

Updated Champion Splash Art
Panda Annie

Jade Fang Cassiopeia

Dragonwing Corki

Warring Kingdoms Jarvan IV

Warring Kingdoms Xin Zhao







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Posted 1/21/2013 9:55:05 AMYes and no.
amumu got nerfed last patch twice.
1. his passive
2. his jungle speed
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Posted 1/21/2013 5:26:40 AMI just don't get how they can justify Willump moves faster than Hecarim -_-'
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Posted 1/21/2013 4:24:40 AMmm dat warmage armor sweet and finally
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Posted 1/21/2013 4:02:38 PMI'm really hoping it builds into something endgame appropriate or we're going to have another haunting guise issue...
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Posted 1/23/2013 5:02:14 PMIt's replacing the chain vest for Zhonya's Hourglass' recipe.
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Posted 1/21/2013 2:02:13 AMomfg, they are so fucking bad at balancing the fucking game, they see a kha zix going mid some tounrys, then they proceed to nerf all of the fucking AD Items, and buff all of the fucking AP items, WTF is wrong with them, so fucking stupid, nerfing all of the ad champs like that
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Posted 1/21/2013 2:43:57 AMAP carries were fucked mid by every AD champion and every Yi.
These changes are 100% correct although I'm sure by 100% they will buff MRegen and Yi's W a bit again.
Also AD bruisers and carries could build both of each sets because that AD items were so damn OP that comps sometimes forgo AD carry and their ranked AD just took tanky items and still dish out the same damage.
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Posted 1/21/2013 6:27:02 AMHis W gets a 3 sec channel time down from 5 (Yi). Was said by a red and it should be in there already (if not it will come later).
that's why TF and Eve were even better than AD assassins mid. And in every tournament you saw only Jayce or K'Z mid, and Jayce is more like a ranged caster in the laning phase but with physical dmg.
AD dominating mid was a thing that happened in solo queue only with Talon or Panth. 2 champs that lose all their values once you get one Warmogs, cause their overall DPS is very bad and they need to invest too muhc into offensive stats.
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Posted 1/21/2013 3:01:35 AMBT is actually a bit OP compared to IE, but that was mainly the problem of IE being a bit too expensive (100g too expensive probably).
BC is actually fine. The item didn't get used too often in any tournament. People rush Brutalizer > BT > LW (before the nerf) > Warmogs > X > Brutalizer -> BC.
The Giants belt nerf is ok and we will probably see changes to Warmogs and other HP items with later PBE updates. Sunfire Cape nerf is really needed.
Only one tiny Shen nerf till now, but a lot of Kata nerfs? Kata is not as strong anymore. Nerfing the E duration to 1.5 sec is way enough. The small R buff is nice, but the Q nerf hits her very hard.
DFG and Zhonyas better. Very nice.
A small thing Riot seems to miss. After the K'Z nerf and the LW + BC + BT nerf, not even he or Zed can stay at tournament lvl games especially with some Armor items buffes (Frozen heart) and an early Armor + AP item option.
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Posted 1/21/2013 4:12:45 AMYour the one that is bad at balancing this game. Mages can only lane in one lane, and they got pushed out of it by melee ad champions. Melee ad already rules the jungle and top lane, but you think they should have mid too? What are the 29 mages in this game supposed to do gather dust in champion select?
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Posted 1/21/2013 6:30:47 AMName me all AD champs that forced AP out of mid? Cause even K'Z had some problems in the tournaments and was only able to do it cause he was OP.
Jayce? Happened sometimes, but he is like a ranged AD caster and more similar to AP champs early game.
Zed? Top or jungle.
Panth? Only worked once with a Shen combo. You need a team around him and you need to win fast, cause after 25 minutes, he will get pretty useless.
Talon? Solo queue only and that was mainly cause people were not able to buy a ROA first or a giants belt -> Rylais. I always suggested to buy HP to counter AD. You only need 12.5g for HP to counter 30g of AD on an assassin and that only if he deals true dmg. Now their dmg is limited and there is no hard DPS that follows. So if every target has 3k HP, the assassin gets nearly useless comapred to a full AP champ with CC.
Lee Sin: Pro teams showed already how he cna be beaten.
I know how people laughed when i said that Warmogs and HP is so OP in pre-S3. they wanted buffs for warmogs and said that Armor is bad early game and the only valide defensive stat against AD assassins.And now I can stand there and say: I was right. HP is OP especially early game.
HP counters assassisn early game way better than Armor.
Assassins are a phenomen of the solo queue. In tournaments they tend to do way worse (except for K'Z and Zed).
the meta is still AP mid 90% of the time. This patch could make it 99% of the time (what is nearly S2 like with 99.99% AP mid).
Oh, and 2AD assassins can only lane in ONE lane. Mid.
Panth top is still not really good against most top laners (pure counter pick).
Talon gets destroyed top.
So where should they go? Mid is for champs with low mobility or a lot of burst, AKA assassins and burst mages.
And finally. after a meta change and that Assassins get good again, the AD part gets destroyed again (not saying K'Z didn't deserve the nerfs). But OP AP champs like TF or AP/AS Kayle are getting ignored (both around 100% tournament pick/ban rate since pre-S3).
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Posted 1/21/2013 6:49:54 PMAny ad champions in midlane is too many. Mid lane belongs to mages(it's all they have) and I think this patch will see that restored. Ad assassins were a stupid idea and should be reworked into something else. TF and Kayle are ap champions they belong in midlane no problem there. Riot can balance them as needed.
Why would you hurt 29 champions to help what like 4 (talon, zed, pantheon, and khazix) two of which are new. Rework Zed and Talon into ap assassins, make pantheon a bruiser or a tank and make khazix a better jungler already (like nocturne).
Edit: I changed my mind on this read the next post instead.
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Posted 1/21/2013 7:38:03 PMI have to reply to this...I run all kinds of mages top lane..Fizz, Swain, Elise and that is just to name a few. Vlad, Galio, Rumble thats 6 that I count that can easily go top so why cant midlane allow Talon, Kha'Zix, Panth, Zed, Jayce(idk if he counts but he was mentioned), and Lee Sin in mid. I don't see an issue. Midlane isn't only for AP champs its for what Xyltin said anyone who does burst or has poor escapes in other words All-in champs.
So you can take your 29 champions and play top. I just thought of two more I have played top with Morde and Akali.
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Posted 1/22/2013 6:42:51 PMOk I thought about it again, and I think you and xyltin are right AD assassins should be viable in the mid lane.
I think the patch should stay as is though in order to compensate for the fact that AD assasins have serious advantages when it comes to penetration for their damage.
Black Cleaver allows an all ad team to all buy one and pretty much forget about Armor. Ap mids can't do that, because not only do abyssal scepter and wota have unique passives, but the Ad carry can't buy those items and be effective unlike black cleaver which many carries not only buy, but can rush if they want to.
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Posted 1/21/2013 1:12:15 AMIf that armor of the warmage reaches live as-is, ad mid meta is dead. Excellent... :)