Unoffical PBE Patch Notes for 1/20/2013 - Loads of Splash Arts and More

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
   
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
  Annie_Passive.png
  Annie_Q.png
  Annie_R1.png
  Annie_W.png

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
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

+180 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:
475

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

121

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