Unofficial PBE Patch Notes for 10/31/2013 - Nasus VU, Season 4 Item Changes, Season 4 Support Changes, New Riven Skin, and More

Unofficial PBE Patch Notes for 10/31/2013

Here is what is in this post:

  • New EXP Curves
  • New Death Timers
  • New Recall Particles
  • New Item Icons
  • Nasus VU Sounds
  • Inferno Nasus Sounds
  • Inferno Nasus Skin
  • Nasus VU
  • New Health Bar Graphics
  • Champion Changes (Heimerdinger, Lucian, Soraka, Taric, Leona, Janna, Nami, Sona, Lulu)
  • New Items (Philosopher's Pebble, Warding Totem, Scrying Orb, Sweeping Lens, Greater Totem, Greater Orb, Greater Lens, Greater Stealth Totem, Greater Vision Totem, Farsight Orb, Oracle's Lens, Sight Wards, Vision Wards, Sightstone)
  • Jungle Changes on the PBE (Jungle Monster Statistics, Jungle Items)
  • Item Changes (Aegis of the Legion, Avarice Blade, Banner of Command, Doran's Blade, Eleisa's Miracle, Entropy, Kage's Lucky Pick, Locket of the Iron Solari, Long Sword, Lord Van Damm's Pillager, Madred's Razors, Manamune (Crystal Scar), Mikael's Crucible, Ohmwrecker, Phage, Ravenous Hydra (Melee Only), Shurelya's Reverie, The Black Cleaver, The Bloodthirster, The Brutalizer, Trinity Force, Twin Shadows, Wicked Hatchet, Will of the Ancients, Youmuu's Ghostblade, Zeke's Herald)
  • Updated Lollipoppy Splash
  • New Karma W Animation
  • New Riven Skin!
  • New Summoner Spells & Masteries on the PBE (Ghost, Ignite, Exhaust, Heal, Teleport, Cleanse, Smite, Clarity, Revive)
  • Game Flow Changes on the PBE (Turrets, Dragon, Inhibitors, Minion Experience, Bounty Changes, Death Timers)
  • New Store Slots and Options
  • New Champion Trinket Slot
  • Soraka's Q With New VFX

New EXP Curves

Level Old EXP New
3 670 660
4 1170 1140
5 1780 1720
6  2500  2400
7  3330  3180
8  4270  4060
9  5320  5040
10  6480  6120
11  7750  7300
12  9130  8580
13  10620  9960
14  12220  11440
15  13930  13020
16  15750  14700
17  17680  16480
18  19720  18360

New Death Timers

Level Old New
1 12 7.5
2 14 10
3 16 12.5
4 19 15
5 22 17.5
6 25 20
7 28 22.5
8 30 25
9 32 27.5
10 34 30
11 36 32.5
12 38 35
13 40 37.5
14 42 40
15 44 42.5
16 46 45
17 48 47.5

New Recall Particles

New Item Icons

Nasus VU Sounds

Inferno Nasus Sounds

Inferno Nasus

Note: Inferno Nasus has been temporarily disabled for purchase on the PBE due to a bug. We noticed his Ult crashes the game. (You can see part of the problem in the video below)

Nasus VU

Base Skin:

Pharaoh Skin: 

Galactic Skin:

Dreadknight Skin: 

New Health Bar Graphics

Colorblind mode:

Here is the official post on it:

Originally Posted by Riot (View RedTracker Source)

Hey folks,

We've updated player health bar frames and colors, and are in the process of adding a few features as well.

  • Old colors

    • Player is green or blue (colorblind).
    • Allies are green or blue (colorblind).
    • Enemies are red.
  • New colors

    • Player is green or gold (colorblind).
    • Allies are blue.
    • Enemies are red.

In addition to this, hovering over a unit will now display a highlight around the health bar as well as the unit itself. A picture is worth a thousand words, so be sure to check out the attachment (or in-game) and give us your feedback!

Champion Changes


  • UPGRADE!!! [ R ] - H-28Q Apex Turret: Now also has immunity to disables


  • Piercing Light [ Q ] - No longer has 60/75/90/105/120% of bonus Attack Damage
  • Piercing Light [ Q ] - Added to the tooltip: 'Piercing Light's ratio increases from 50% to 150%,based on Lucian's level.'
  • The Culling [ R ] - Each shot now deals 50/55/60 damage ( up from 40/50/60)
  • The Culling [ R ] - Cooldown is now 110/85/60 Seconds (Up from 100/75/50)

Riot were kind enough to format the other champion and ability changes, so here is the red post:

Originally Posted by Riot (View RedTracker Source)

Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.

If you’re interested in the core philosophies around our support changes, check out our complete rundown here!

We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.

Summary: We want all roles and positions to have the opportunity to fulfill their endgame fantasies within each game. Currently Support champions as a role experience the lowest amount of growth in comparison to other roles, and we want to supplement their story. We’re also looking to create a stronger identity for utility-focused supports with additional utility scaling on their abilities (as opposed to simply adding more raw damage).

  • Added a mastery that grants experience every 5 sec.
  • Added the Life Insurance mastery to the Utility tree - grants bonus gold when enemy lane minions die.
  • Added increased assist rewards (assist bonuses) when a player has a very large number of assists (see our Game Flow post for more information)

Support Items

  • Kage's Pick now grants gold on dealing damage to an enemy. (10 sec cooldown. Cooldown triggers on killing a minion.)
  • Philosopher's Stone now transmutes minions into gold when they die, but you didn't kill them.
  • Reaper's Emblem now shares the gold from your last hits with the nearest ally and heals them (30 sec cd)
  • Kage's Pick, Philosopher's Stone and Reaper's Emblem build from 365 gold starter versions that are intended to be starting items for support lanes

Mid-Game Support Items

  • The above items turn into midgame support items.
  • Kage's Pick becomes Shard of True Ice, which grants 50 AP and now casts a frost nova on a ranged enemy.
  • Philospher's Stone becomes Shurelia's Reverie, which no longer grants health and instead grants 20% CDR and additional mana regen.
  • Reaper's Emblem becomes Martyr's Call, a high health item which allows you to sacrifice your health to shield allies and deal damage to opponents near the target.


Summaries are more focused on high-level changes rather than each individual change.


Summary: Soraka’s health and mana restoring abilities are more effective the more the targeted unit is missing health / mana. Astral Blessing’s armor granted now scales with ability power. Starcall’s magic resistance reduction scales with AP and each time Soraka hits at least one enemy champion with Starcall she reduces the cooldown of Astral Blessing by a base percentage. Infuse now partially donates a portion of Soraka’s maximum mana to the targeted ally and its damage also scales with her maximum mana (in addition to an ability power ratio). Wish now affects untargetable allies and with Soraka’s new passive is more effective on targets below 40% health but less effective on targets above 40% health.

Context: We wanted to provide a link between Soraka's primary offensive ability and her core niche identity as a defensive support. Additionally, we took this opportunity to introduce more gameplay into Soraka’s kit so that she will be rewarded more heavily for successful plays.

Base Stats

  • Base health increased to 405 (was 375)
  • Health per level increased to 76 (was 71)
  • Base Armor increased to 9.4 (was 7.4)

Passive - Consecration

  • New Passive: Salvation: Soraka's health and mana restoring abilities are 1% more effective for each 2% health or mana the target is missing.

Q - Starcall

  • Magic Resistance reduction changed to 6 at all levels + 0.01 AP (was 8-12)
  • Mana cost changed to 30-70 (was 20-80)
  • If Starcall hits at least one enemy champion Astral Blessing's cooldown is reduced by 5%/6.25%/7.5%/8.75%/10%

W - Astral Blessing

  • Healing reduced to 70-270 (from 70-350) + 0.35 (from +0.45)
  • Armor granted now scales with AP (0.15 ratio)
  • Armor duration reduced to 2s (was 3s)
  • Base armor changed to 50-110 (was 25-105)
  • Lowered mana cost to 80-160 (was 80-200)

E - Infuse

  • Allied cast changed to give an ally 20/40/60/80/100 mana + donate 5% of Soraka's max mana (was 40-200 for no cost)
  • Can no longer be cast on allies who do not use mana or are already at max mana
  • Enemy cast changed to deal damage equal to 40/70/100/130/160 + 5% of Soraka's max mana + 0.4 AP (was 50-250 + 0.6 AP)
  • Added a spell effect from Soraka to her target

R - Wish

  • Healing reduced to 150-350 (from 200/320/440) + (0.55 (from +0.7))
  • Now affects untargetable allies


Summary: Taric’s passive now gives him a buff that deals 40% of his armor as bonus magic damage after casting a spell – each empowered auto attack landed also reduces all of Taric’s cooldowns by 2 seconds. Imbue now scales with 5% of Taric’s bonus health, although the AP ratio has been lowered. Shatter now solely scales with Taric’s armor and not Ability Power. Dazzle has had its AP ratio reduced. Radiance has had its AP ratio lowered and cooldown increased.

Context: Our core goals with Taric were to make his passive a more interesting and involving ability while also opening up more build opportunities. Instead of giving Taric high AP ratios for huge burst, we want to push him to build more tanky with his new gold income to further cement his role as a tanky front-line support with strong burst / aura capabilities.*

Passive - Gemcraft Gives Taric a buff that deals 40% of his armor as bonus magic damage on the next auto attack after casting a spell Passive empowered auto attacks reduce the cooldown of all abilities by 2s

Q - Imbue

  • Cooldown reduction on auto attacks removed (moved to passive)
  • Base cooldown lowered to 18/17/16/15/14 from 20/19/18/17/16
  • AP ratio lowered to 0.3 from 0.6
  • Added scaling from 5% of bonus health

W - Shatter

  • Base damages lowered to 40/80/120/160/200 from 50/90/130/170/210
  • Armor Ratio increased to 50% from 20%
  • AP ratio lowered to 0 from 0.6

E - Dazzle

  • Cooldown increased to 18/17/16/15/14 from 14/13/12/11/10
  • AP Ratio lowered to 0.2/0.4 from 0.4/0.8

R - Radiance

  • AP Ratio lowered from 0.7 to 0.5
  • Cooldown increased from 60 to 75 seconds


Summary: Eclipse’s bonus Armor and Magic Resistance now scales with ability power.

Context: Leona’s general utility and Ability Power ratios have transitioned well to the preseason changes, so we’re not changing much with her current kit.

W - Eclipse

  • Changed base Armor / Magic Resistance from 30/40/50/60/70 to 25/35/45/55/65. Added (+0.2 AP) bonus armor and magic resist ratios to the armor/magic resist bonus respectively.


Summary: Janna’s global passive has been converted to a localized area (equivalent to sight range). Howling Gale’s AP ratio has been significantly lowered but gains a scaling AP ratio per second it is charged. Zephyr’s self-haste and slow amount on the active cast now scale with AP although the base slow has been lowered. Eye of the Storm’s bonus AD given to allies now scales with AP. Monsoon remains unchanged.

Context: We’ve been saying for a while that we wanted to change all global passives that provide a lot of “hidden” power, like Twisted Fate’s old passive, and were finally able to tackle Janna’s Tailwind passive with her new utility scaling. The Howling Gale change looks like a significant nerf to Janna’s AP ratio, but the additional AP scaling per second means that Janna will need to fully charge her Howling Gale in order to do high damage at end game with her additional Ability Power.

Passive – Tailwind

  • Converting to a localized area (1300 range; equivalent to sight range)
  • Increased movement speed bonus to 5% from 3%

Q - Howling Gale

  • Added a .1 AP per second that Howling Gale is charged before release
  • Ability Power ratio lowered to .35 from .75
  • Lowered charge damage to 14/20/25/30/35 from 25/30/40/50/60

W – Zephyr

  • Added an AP ratio to both her passive self-haste and slow amount on the active. These values are .04 for the self-haste and .12 for the slow
  • Lowered damage ratio to .5 from .6
  • Lowered base slow to 24%/28%/32%/36%/40% from 24%/30%/36%/42%/48%

E - Eye of the Storm

  • Added an AP ratio to the AD given to her allies. The ratio is +0.33 AP for the base AD (based off of the rank of her shield)


Summary: Nami’s passive now scales in higher movement speed with the more Ability Power she gets. Ebb and Flow’s heal / damage bounces now scale with Ability Power, meaning with enough Ability Power, Nami can heal / deal more damage per additional bounce rather than having it fall off. The slow on Tidecaller’s Blessing now scales with Ability Power.

Passive - Surging Tides

  • Added a 0.1 AP to 1% movement speed ratio to her movement speed buff

Q -Aqua Prison

  • Reduced AP ratio to .5 from .65

W - Ebb and Flow

  • Removed % drop off from bounces. Goes from 15% to 0% at 200 AP and can go over 0, leading to increased effects off every bounce

E - Tidecaller's Blessing

  • Increased the slow amount by a .05 AP ratio (100 AP is 5% additional slow)

R - Tidal Wave * Reduced AP Ratio to .6 from .7


Summary: Power Chord now scales with Ability Power. Song of Celerity’s speed boost now scales with ability power.

Passive - Power Chord

  • Power Chord reduced to 10/17/24/33/41/50/60/70/80/90/100/110/120/130/145/150/175/190 from (13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192)
  • Added .2 AP scaling to Power Chord Damage

Q - Hymn Of Valor

  • Ratio Reduced to .5 from .7

W - Aria of Perseverance

  • Base heal amount reduced at later ranks to 40/55/70/85/100 from 40/60/80/100/120

E - Song of Celerity

  • Activated speed boost reduced to (.04/.06/.08.10/.12) from (.08/.10/.12.14/.16)
  • Added .02 Scaling to activated speed boost
  • Added .02 Scaling to power chord slow

R – Crescendo

  • Ratio reduced to .4 from .8


Summary: Pix, Faerie Companion now scales with Ability Power. Glitterlance’s slow now scales with Ability Power. Whimsy no longer boosts Ability Power but now scales its bonus movement speed with Ability Power.

Passive - Pix, Faerie Companion

  • Base damage reduced to 9/18/27/36/45/54/63/72/81 from 9/21/33/45/57/69/81/93/105
  • Added .15 AP scaling

Q – Glitterlance

  • Added minimum speed on slow falloff: 1% per 7.5 AP.

W – Whimsy

  • Removed AP boost
  • Reduced base move speed increase from 35% to 30%
  • Added AP ratio for movespeed, added a movespeed ratio of 1% per 10 AP.

E - Help Pix!

  • Increased AP ratio for shield to .7 from .6
  • Reduced AP ratio for damage to .5 from .6

R - Wild Growth

  • Reduced base to 250/375/500 from 300/450/600

New Items

Philosopher's Pebble

  • Cost: 365
  • +5 Health Regen per 5 seconds

  • +3 Mana Regen per 5 seconds

  • UNIQUE Passive - Harvest: Grants 2 Gold each time a nearby minion dies that you didn't kill

  • Limited to 1 Gold Income item

The rest of the items (wards, trinkets and so on) were politely formatted (again) by Riot. Here is the red post:

Originally Posted by Riot (View RedTracker Source)

Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.

If you’re interested in the core philosophies around our vision changes, check out our complete rundown here!

We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.

Summary: With this preseason we want to diffuse the responsibility of vision from being a single player burden to a team-wide job. Additionally, we want to infuse more gameplay into the vision game with additional functionality and the addition of trinkets.

Vision Trinkets (Summoner’s Rift Only)

To encourage all players to participate in providing vision for their allies, we're providing unique item options dedicated to vision on Summoner’s Rift.

  • Added a 7th Item slot, which can only contain a vision trinket
  • Added 3 free vision relics: Warding Totem, Scrying Orb and Sweeping Lens
  • Warding Totem - places an stealth ward for 60 sec. (120 sec cooldown)
  • Scrying Orb - reveals a location within 1100 range for 1 sec. (150 sec cd)
  • Sweeping Lens - disables and reveals any nearby hidden wards, traps or devices for 4 seconds (180 sec cd)


  • These items upgrade at Champion Level 9:
  • Greater Totem - places a stealth ward for 120 sec. (120 sec cooldown)
  • Greater Orb - cast range increased to 2000.
  • Greater Lens - sweep area of effect increased by 100%, cooldown reduced to 150 sec.


  • These items can then be upgraded at the shop for 475 Gold:
  • Greater Stealth Totem - Places a stealth ward for 180 sec. (180 second cooldown)
  • Greater Vision Totem - Places a vision ward (180 second cooldown)
  • Farsight Orb - Cast Range increased to 2500, (120 second cooldown)
  • Oracle's Lens - Additionally grants True Sight for 10 seconds after activation (90 second cooldown)


Support players were expected to shoulder the majority of the warding burden on the map. Because they could place as many ward as they could afford, this meant all of the support income was best spent on warding. We want all players on the team to participate in warding and providing vision to their team.

Sight Wards

  • Sight (Green) wards renamed to "Stealth Wards"
  • Sight wards limited to a max of 3 placed per player
  • Ward tooltips display how many stealth wards are currently placed

Vision Wards

Vision Wards being superior in every respect to Sight Wards has created some weird escalation cases where there is simply an unending cycle of 'Pink' Ward destruction. By positioning Vision Wards as having different strengths and trade-offs - we hope to create a better defined role for both Sight and Vision Wards.

  • Vision (Pink) wards no longer stealthed
  • Vision wards have 5 health
  • Vision wards have infinite duration
  • Vision wards cost reduced to 75 from 100
  • Vision wards limited to 1 placed on the map

Sightstone / Ruby Sightstone

  • Sightstones no longer have their own restriction but are restricted by your stealth ward cap


  • Placing a ward will now display your ward count and the ward that will be destroyed.

Oracle's Elixir

We’re removing Oracle's Elixir as it has traditionally been a major drain on support and jungler item builds, and has also traditionally been far too binary in controlling early game vision.

  • Removed from Summoner's Rift

Jungle Changes on the PBE

Originally Posted by Riot (View RedTracker Source)

Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.

*If you’re interested in the core philosophies around our jungle changes, check out our complete rundown here!

We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.*

Summary: We’re looking to create more options and possibilities for junglers of all kinds in this preseason. Within this thread we’ll be consolidating all feedback surrounding the jungle. Let’s get into the changes!


The gold income for a primary jungler wasn't scaling appropriately for dedicated jungle farmers. Similarly, the jungle difficulty was out of line with what we thought was appropriate. Now the jungle difficulty is shown by monster level and the difficulty/rewards are linked to the monster level.

  • Jungle monsters now have levels
  • Jungle monster level is based on the average level of the champions in the game when they spawn (equal to average of all champion levels, rounded up)
  • Jungle monster level determines their HP/Damage and XP/Gold value
  • Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap

  • Added an extra camp (the Wight) near the Blue Golem and Wolves

Crest of the Ancient Golem (“Blue Buff”)

Crest of the Ancient Golem is too powerful at the moment, especially with such a wealth of cooldown reduction options available.

  • Cooldown Reduction reduced to 10% from 20%

Jungle Monster Statistics

All jungle monsters have been retuned to better fit the new items being introduced as well as the new flow of the game

Ancient Golem

  • Health increased to 1500 from 1400
  • Gold reduced to 60 from 66

Elder Lizard

  • Health increased to 1500 from 1400
  • Gold reduced to 60 from 66


  • Attack Damage reduced to 10 from 11
  • Experience reduced to 20 from 50
  • Gold increased to 7 from 5

Giant Wolf

  • Attack Damage increased to 40 from 35
  • Experience reduced to 110 from 170
  • Gold reduced to 40 from 55


  • Attack Damage increased to 14 from 8
  • Experience increased to 25 from 10
  • Gold increased to 8 from 4


  • Attack Damage increased to 55 from 54
  • Experience reduced to 140 from 160

Small Golem

  • Health increased to 450 from 300
  • Attack Damage reduced to 25 from 30
  • Experience increased to 40 from 38


  • Experience reduced to 90 from 103
  • Gold increased to 35 from 30

Lesser Wraith

  • Health increased to 250 from 150
  • Attack Damage increased to 12 from 10
  • Experience increased to 20 from 4
  • Gold increased to 4 from 3

Wight (New Camp)

  • 1400 Health
  • 75 Attack Damage
  • 15 Armor
  • 55 Gold
  • 150 Experience

Jungle Items

*In the current game, Junglers tend fall behind their allies after laning phase ends. Here we've adjusted jungle items to compensate by adding additional gold generation patterns to several jungle items that complement the intended playstyle of those items

Madred's Razors

  • Armor reduced to 20 from 25

Wriggle's Lantern

  • Recipe: Madred's Razors + Dagger + Dagger (Total 1800)
  • 20 Armor
  • 25% Attack Speed
  • Unique Passive: Deals 100 magic damage and heals 10 health per hit against monsters
  • Unique Passive: Gain 40% increased gold from monsters

Spirit of the Elder Lizard

  • Attack Damage reduced to 25 from 35
  • Incinerate passive now procs on physical damage, damage increased to 16-50 from 7-40
  • Unique Passive: Champion kills, assists and epic monsters grant 30 gold and 10 gold from large monsters

Spirit of the Ancient Golem

  • Health reduced to 350 from 500
  • Unique Passive: Gain a stack of Conservation every 1.5 seconds. Lose Conservation stacks and gain equal gold upon killing a large monster. Maximum stacks: 30.

Spirit of the Spectral Wraith

  • Recipe: Spirit Stone + Fiendish Codex (Total 2000)
  • 50 Ability Power
  • 10% Cooldown Reduction
  • 14 Health regen per 5
  • 7 Mana regen per 5
  • Unique Passive: 5% of magic damage dealt to monsters is restored as Health and Mana
  • Unique Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 30 gold and 10 gold from large monsters
  • Unique Passive: Damage dealt to monsters increased by 30%

Item Changes

Mana Manipulator was removed (probably temporarily) due to its "interesting" price increase: from 300 to 12180. Same goes for Soul Shroud which requires Mana Manipulator, thus having its price increased from 2210 to 14090.

Aegis of the Legion

  • Now costs 1950 (Up from 1900)

Avarice Blade

  • Added to the tooltip: 'Limited to 1 Gold Income item'

Banner of Command

  • Now costs 2400 (Up from 2360)
  • Now grants 80 AP (Up from 40)
  • Now grants 20% Cooldown Reduction (Up from 10%)
  • No longer grants 30 Armor
  • No longer grants nearby allies +10 Health Regen per 5 seconds

Doran's Blade

  • Now costs 440 (Down from 475)
  • Now grants 8 AD (Down from 10 AD)
  • Passive: Basic Attacks now restore 3 Health for ranged champions and 5 Health for melee champions on hit (changed from always 5)

Eleisa's Miracle

  • UNIQUE Passive - Aid is removed


  • Now costs 3475 (Down from 3500)

Kage's Lucky Pick

  • Now grants 20 AP (Down from 25)
  • Now grants +7 Mana Regen per 10 seconds
  • Now grants +4 Gold per 10 seconds
  • New UNIQUE Passive - Spellthief: Spells and basic attacks against champions grant 8 gold,up to once every 10 seconds per enemy.Killing a minion disables this passive for 10 seconds.
  • UNIQUE Passive - Lucky Shadow is removed
  • Added to the tooltip: 'Limited to 1 Gold Income item'

Locket of the Iron Solari

  • Now costs 2550 (Up from 2500)

Long Sword

  • Now costs 360 (Down from 400)

Lord Van Damm's Pillager

  • Now costs 2882 (Down from 2962)

Madred's Razors

  • Now grants 20 Armor (Down from 25 armor)

Manamune (Crystal Scar)

  • Now costs 2060 (down from 2100)

Mikael's Crucible

  • Now costs 1600 (Down from 2500)
  • No longer grants 7 Health Regeneration per 5 Seconds
  • Now regenerates 12 mana per 5 seconds (Down from 18)


  • Now costs 2000 (Down from 2835)
  • No longer regenerates 15 health per 5 seconds
  • No longer regenerates 15 mana per 5 seconds


  • Now costs 1325 (Down from 1350)

Ravenous Hydra (Melee Only)

  • Now costs 3260 (Down from 3300)

Shurelya's Reverie

  • Now costs 1850 (Down from 2200)
  • Now grants 20% Cooldown reduction (Up from 10%)
  • Now regenerates 15 mana per 5 seconds (up from 10 mana)
  • Now grants 2 gold per 10 seconds
  • No longer grants 250 health
  • New UNIQUE Passive - Harvest: Grants 4 Gold each time a nearby minion dies that you didn't kill.
  • Added to the tooltip: 'Limited to 1 Gold Income item'

The Black Cleaver

  •  Now costs 2920 (Down from 3000)

The Bloodthirster

  • Now costs 3000 (down from 3200)

The Brutalizer

  • Now costs 1257 (Down from 1337) [Yes, not the 1337 item anymore]

Trinity Force

  • Now costs 3703 (Down from 3728)

Twin Shadows

  • Now costs 2000 (Up from 1900)
  • Now gives 50 AP (Down from 40)

Wicked Hatchet

  • Now costs 1800 (Down from 1840)

Will of the Ancients

  • Now costs 2000 (down from 2550)
  • Now regenerates 10 mana per 5 seconds
  • Now grants 10% Cooldown reduction
  • No longer has Uniques aura
  • New UNIQUE Passive: +20% Spell Vamp

Youmuu's Ghostblade

  • Now costs 2620 (Down from 2700)

Zeke's Herald

  • Now costs 2550 (Down from 2650)

Updated Lollipoppy Splash

New Karma W Animation

New Riven Skin!

Looks like Riven is getting a new skin. So far we got her texture only in the files!

New Summoner Spells & Masteries on the PBE

Originally Posted by Riot (View Original Source)

Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.

Summary: We want to increase diversity with summoner spell choices in League of Legends. Additionally, we’ve done our annual overhaul of masteries and you can check them out in-game.

Summoner Spells

Certain summoner spells have become firmly entrenched within the League of Legends metagame while others have stagnated. We are tweaking summoner spells to make picking non-standard summoner spells a reasonable choice.


  • Cooldown rescaled to 180/160/140/120 from 180
  • Now grants 15% Multiplicative Movement Speed from 27% Additive Movement Speed
  • Grants 75% Multiplicative Movement Speed in the first second
  • Now immediately updates your pathing on cast
  • Ghost cannot be cast if you are immobilized


  • Damage rescaled based on game time
  • Now also reveals the target for the duration.


  • Attack Speed reduction reduced to 30% from 50%
  • Movement Speed reduction rescaled to 30/35/40/45% from 30%.


  • Now a targeted spell, casting this on yourself will target you and the closest nearby ally
  • Cast Range increased to 900 from 600
  • Cooldown reduced to 180 seconds from 300 seconds
  • Grants 30% movespeed to both targets for 1 second


  • Cooldown reduced to 180 seconds when targetting an allied building
  • Cooldown increased to 300 seconds when cancelled or interrupted


  • Successfully cleansing an effect that prevents you from moving creates a shockwave that knocks nearby enemy's back slightly.


  • Cooldown lowered to 40 sec.
  • Damage reduced at early character levels, same damage at level 18.


  • Now only available on Howling Abyss


  • Now only available on Dominion


Masteries that amplified summoner spells have been removed, as they unfairly penalized players who adapted to the enemy strategy by selecting summoner spells outside their preferred tree.

  • Masteries have been updated.

Game Flow Changes on the PBE

Originally Posted by Riot (View RedTracker Source)

Please remember that things on the PBE are tentative and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.

If you’re interested in the core philosophies around our game flow changes, check out our complete rundown here!

We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.

Summary: It’ll be a little difficult to summarize our core game flow changes here, but we’re basically looking to clarify the benefits of each individual objective throughout the game. Additionally we want to tackle snowballing with our changes to alleviate some snowballing cases in the early and late game.


The player experience for last hitting under turrets was inconsistent between high Attack Damage champions and supports/mages. We've adjusted base turret damage and damage against minions to make last hitting under turrets more consistent across all roles

  • Base damage adjusted to match minion health growth
  • Base damage against minions increased to make last-hitting under turrets consistent

Turrets gave equal amounts of global gold for each turret, despite outer turrets being a lane objective. While some of this is beneficial, we don’t believe a lane should lose simply because some other lane lost a turret too early.

  • Outer turrets now grant 100 global gold per player and 150 gold split among the players who kill the turret
  • Inner turrets now grant 125 global gold per player and 100 gold split among the players who kill the turret
  • Inhibitor turrets now grant 175 global gold per player

Taking outer turrets should be a team objective, but global experience on the outer turrets have some weird edge cases in lane, such as levelling up other lanes accidentally. We're shifting this global experience to a phase of the game in which it'll be more appreciated and less likely to cause odd level ups and snowball advantages.

  • Outer towers no longer give 30 global experience when destroyed
  • Inhibitor towers now give 100 global experience when destroyed from 70

Defending against a split pusher is extremely taxing, but ultimately unrewarding. We've added very small amounts of HP regen to inhibitor turrets to make extended split push defense grant the defending team some breathing room.

  • Inhibitor Turrets gained 15 hp / 5 seconds


To reduce the early snowball effect of Dragon and to give it a 'mid-game comeback' value, it now gives global gold and local experience based on its level. Dragon also gives additional bonus experience for Champions who are far behind in level. The Dragon level updates constantly, unlike other jungle monsters.

  • Dragon level minimum 6, maximum 15
  • Dragon local experience: 150 to 510 based on Dragon's level, divided between nearby allied Champions
  • Dragon global Gold: 125 to 260 based on Dragon's level given to all allied Champions
  • If killing team is lower average level than their opponents, bonus experience is gained at +25% per average level difference
  • Bonus experience is sharply increased for the lowest level members of the team, +15% per number of levels behind Dragon squared (max total +200% extra)


  • Inhibitor death timers reduced to 4 minutes from 5 minutes
  • Inhibitors no longer grant a global buff to all minions when destroyed
  • Inhibitors now grant a stronger damage and durability buff to minions in their specific lane

Minion Experience

The fact that minions become worth more experience over time creates a severe discrepancy between champions who can farm or split push late game versus champions who are forced to siege or participate in objective control. We're removing this as this causes champion levels to spike unnecessarily. While this has the potential to create some snowballing consequences, we'll address that with future tuning over other systems

  • Lane Minions now have a level, which is equal to the average level of champions in the game.
  • Currently this has no effect on the game but will be expanded upon in the future.
  • Lane Minions are no longer worth more experience based on game time.
  • Minions will still become worth more gold and gain more statistics over time.

Bounty Changes

Along with our game flow adjustments, we’ve also adjusted gold income across the game to better fit what income patterns make sense in that phase.

Level 1 team fights could swing the game too much, essentially ending a game before it began. Now the kill reward for very early game deaths is reduced.

  • Kills are worth 60% of the base reward at 2 mins, scaling to 100% at 4 mins

Players who are present for a large number of assists aren't rewarded appropriately for their contribution to team fights

  • Assists are worth 50% of the kill value at 20 mins, increasing to 80% at 35 mins

Assist Bonuses

  • If players have 2 more assists than kills they get 30g additional gold per assist
  • Additional assists increase this bonus by 15 gold, capping at 60 gold

Creep Score Reducing Death Sprees

Proxy Farming is a fairly destructive method of playing the game, mostly due to the fact that your value as a champion isn't being accurately updated to account for your actual value (due to farming minions).

  • Now every 1000 gold earned from minions/monsters reduces your Death Spree by 1

Death Timers

Early death timers were a little too punishing, given the importance of the early game. We've shaved a few seconds from this to help reduce early lane snowballing.

  • Early Game death timers have been reduced
  • Timers now start at 7.5 seconds instead of 12 and scale to the same values over the course of the game

New Store Slots and Options

The store has a new category - Tools - where "Consumables", "Gold Income" and "Vision & Trinkets" are. There is also an additional slot for the bought items which is for trinkets. 

Here is a comparison with the live store:

New Champion Trinket Slot

There is a new slot next to the 6 already existing. It's for trinkets (or 'Tools'?)

Soraka's Q With New VFX

While casting Starcall [Q], Soraka now has a circle and a yellow flare around her head.



  • #204 zubreto

    Trading codes :)

  • #202 KingOfThe23Stars

    Twin Shadows

    • Now costs 2000 (Up from 1900)
    • Now gives 50 AP (Down from 40)


    Down!? I Think They Mean "Up" Or?

  • #200 Ellayna

    with this new support scenario I feel like people are just going to throw out old supports and play high dmg mages... Like annie support is going to be 10x stronger now xD haha, for example, she has way more gold now to just buy AP items while the whole team contributes to wards. 

    Also feels like taric could play tank top now, with his passive and health and armour scalings I feel like he could just build pure tank and still do decent(ish) dmg and have heavy cc, just a thought. He also has the sustain with his heal.

    Last edited by Ellayna: 11/6/2013 11:34:41 AM
  • #199 cofi0013

    w8 is lord van damm's pillager avalible on summoners rift ???? i dont get it

  • #196 RPGShokoyo

    Twin Shadows

    • Now gives 50 AP (Down from 40)

    Sure :P


    Also, Riot confirmed that the cost decrease on The Brutalizer is not intended and will be changed back to 1337.

    Last edited by RPGShokoyo: 11/2/2013 3:38:50 AM
  • #195 Vhaegor

    WTF IS THIS SHIT, they are killing supports, you need SOOOO much ap to even break even it's crazy. they also destroyed Mid Sona, wasn't to amazing before but now it's comepletly unviable losing .6 AP ratio is big when it's on her poke and ultimate.

    Thanks alot riot THANKS.

  • #201 KingOfThe23Stars

    Im Happy :D Less Sona Mid Trolls :D And Lesser Bitch On Me When I Will Buy AP Items On Supports

    I Already Buy Rod Of Ages On Nearly All Supports (Except Leona And Alistar) So Im That Happy About This Changes And The View On Supports Next Week :D Im Also Happy About The Gold Changes About Killing On Early Levels. Firstblood Is Even Enough Bonus Gold :D So All In All I Could Hug Those Rioters Now :D :D :D

  • #192 Tishouq

    I logged in just to say this.

    Please make this kind of post smaler. This makes the blog so unfun to read, and really hard if you are looking for some recent post you know its on the front page. Please make a jump, for people who cares about this click and continue reading. (dont let a 900 lines post on the front page please)

    If your content wasn't so appealing to me i probably would've stoped coming here when this huge front page post started.

    A daily reader,


  • #197 Keleyr

    I agree. 

    I think a good idea is to make a standardized size on all post so you only get a preview, then you have to open it to get the full post.

  • #190 n3vka

    It feels like all they have done is made game more forgivable for noobs. And that makes me so MAD at riot. Guess should find another main game to play regulary now.


    Image removed due to its file extension:

  • #191 Gameguy301
    The game is more forgiving by it's not just for noobs, at the pro level you could guess the outcome of the game by 10 minutes about 90% of the time. Snowballing was far too strong and needed to be toned down. Also the game has become likewise more rewarding for individual skill as most global gold rewards have been reduced in exchange for larger local rewards.
    Last edited by Gameguy301: 11/1/2013 4:05:34 PM
  • #189 Joe1512

    I guess I don't understand their logic for nerfing the hell out of their supports.  Look at Dominion and ARAM.  Are the support champs all OP because they get the same amount of gold as everyone else?   Nooo.    They aren't even significantly better in many cases.   Yes there are some top tier champs like Sona in ARAM (mostly due to auras), but she sucks in dominion.    Dominion Lulu was strong but she is mediocre in ARAM.

    Mo money doesn't necessary make the existing supports OP.   Right now supports are WAY crappier than the other 4 champs.  Why give them more gold to play with, but nerf their scaling so badly that they need 600 AP just to break even with what they used to be?  How is that fun?

  • #198 klocugh12


    Supports are hella strong on ARAM. Sona is goddess, Soraka is fantastic, Nami and Janna have all you need to be effective, Blitz and Thresh are Blitz and Thresh, Ali works great too if you know your W-Q combo. Lulu has plenty of poke/disengage/peel and works great too with slight mindset change.

    Only one that isn't great is Taric and even then he has heal and targetted stun.

    And no, Sona's ARAM power had little to do with auras and everything to do with spamming W, damage when built AP and dat ulti. In return you need tons of mana regen, like tear AND chalice.

    Last edited by klocugh12: 11/3/2013 7:36:44 AM
  • #187 Joe1512

    It looks like they totally destroyed several of the supports.  Yeah they get more money now, but they are just crapping all over their ratios and such.

    Soroka loses her MR Passive.  Replaced by a passive that BARELY keeps her heals as good as they were pre-nerf.

    Starcall.  Yay only 600 AP needed to have the same MR-reduction as prenerf.

    Blessing - really?  TWO second buff duration? Cuz 3 was SOOO freaking long? WTF?

    Infuse - From 40-200 mana to an ally for FREE, now from 20-100 and costs me 5% of my mana pool?  YUCK!  All I need is 2k mana to break even with pre-nerf.  Yay.   Vs enemies, all I need is 50% more AP..AND 1800 max mana to break even.  THANKS RIOT!

  • #203 dude30500

    You're not factoring in Sorakas new passive into Infuse, an OOM champion gets 150+7.5% mana return and you can bait fights with heal because it heals up to 50% more. Plz stop crying, Soraka is shitty currently and you're complaining that she will BE SHITTY later?

  • #172 fedao321

    I'm not sure I understand Soraka's new passive:
    If I (Soraka) have an ally with 1 health, and 50% of his mana, and I use Astral Blessing, does he get +75% or +50% more health?

  • #176 Dj0z

    his mana doesn't matter for the heal. the fact that he's low HP will increased whatever total amount your W is supposed to heal, by 50%.

  • #186 ohGr

    The mana restoring bit of her passive is only refering to the mana given through Infuse.

  • #171 billbaban

    Mind you, that Sweeper trinket won't be up forever. And Summoner's Rift will be teeming with Teemo's mushrooms before you have that trinket CD up.

  • #175 smartaleccomment

    Quote from billbaban »

    Mind you, that Sweeper trinket won't be up forever. And Summoner's Rift will be teeming with Teemo's mushrooms before you have that trinket CD up.

    It forces your other laners to get trinkets to clear them. I think it's fair since supports been the one getting everything

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