Unofficial PBE Patch Notes for 2/28/2014 - Heimer's New Champ Select VO, Annie, Maokai, Nautilus, Sivir Changes

WIP Post

Arctic Ops Varus Skills and Animations

The skin is now available for testing on the PBE!

Heimer's New Champ Select VO

Heimerdinger's new Champ Select VO is here - the quote itself is the same, but it's read by the newer voice.

Champion Changes


  • Disintegrate [ Q ] - Now deals 80/115/150/185/220 damage (down from 85/125/165/205/245)
  • Disintegrate [ Q ] - Damage now scales with 0.8*AP (up from 0.7*AP)
  • Incinerate [ W ] - Now deals 70/115/160/205/250 damage (down from 80/130/180/230/280)
  • Incinerate [ W ] - Damage now scales with 0.85*AP (up from 0.75*AP)
  • Summon: Tibbers [ R ] - Now deals 175/300/425 damage (down from 200/325/450)
  • Summon: Tibbers [ R ] - Damage now scales with 0.8*AP (up from 0.7*AP)


  • Arcane Smash [ Q ] - Now costs 45 Mana (down from 55 mana)
  • Vengeful Maelstrom [ R ] - Now costs 80 Mana, 20 Mana Per Second (Changed from 75 Mana, 30 Mana Per Second)


  • Titan's Wrath [ W ] - Additional damage absorb is now 15% of Nautilus' Bonus Health (changed from 10% of his bonus health)
  • Titan's Wrath [ W ] - Cooldown is now 18 seconds at all ranks (changed from 22/21/20/19/18 Seconds)


  • Boomerang Blade [ Q ] - Damage dealt to each subsequent target is now reduced by 15% (up from 10%)
  • Ricochet [ W ] - Now costs 60 Mana (Up from 40 Mana)
  • Spell Shield [ E ] - If an ability is blocked by the shield, Sivir now regains 80/95/110/125/140 Mana (up from 60/75/90/105/120 Mana)


  • #50 1Theseus1

    this varus model i so fucked up the spells are awesome but the model espacially the bow is ugly

  • #41 outofinspiration

    About Annie. I don't know if it's been commented earlier (sorry), but what about making the stun depending on how many enemy champions did you hit? (for example: 1,5 s base duration minus 0,25 sec each additional champ) To be honest, I'm not really sure about it being a good idea, I just liked the tradeoff concept.

  • #44 Gameguy301

    thats feels like being punished for playing well (hurray you landed a 5 man stun! amazing heres your reward a 0.25 second stun, what do you mean you dont like it?), annies late game is not the problem its her early / mid burst from low gold positions.

    Last edited by Gameguy301: 2/28/2014 9:01:54 PM
  • #35 matrixlock

    naut definitely needs these buffs. his clear is atrocious and the cdr and buff to w will at least give him a better clear

  • #33 Dijit10

    There is no way these Naut buffs are going to go through the PBE. Definitely not the health % increase, but maybe the CDR change would be okay.

  • #28 Clkflynn

    I'd say I like the buffs to his W, but I think CDR buffs are just too much.

  • #27 babster80

    Good, good. Now lower Amumu's mana costs on his Q and R.

  • #48 Nevran
    Quote from babster80 »

    Good, good. Now lower Amumu's mana costs on his Q and R.

    Amumu is already a high tiers jungler, his clear is excellent and the new jungle item (Golem/Spectral) give him a LOT of sustain. His mana cost are good, you can jungle with amumu without blue buff early (if you got countered) by just using E.

    The champ doesn't need buff right now.

  • #26 D00meriksen

    They just can't leave Sivir alone, just so she can keep her broken-ass ultimate. What exactly is the counterplay to Sivir ultimate? Right, there is none. What is the counterplay to her Q? Dodge it.

    Those Annie changes make me laugh. Late game Annie is going to bust tanks with those ratios. She only needs roughly 300 ap to break even. This opens up the build path for more tankiness and I'm pretty damn sure, that no one wants bruiser Annie to be viable.

  • #29 Zeracanule

    Talisman of Ascension/Shurelyas?  That is quite literally the counterplay to her ultimate.  And a quick check will have you find out that quite a few people would buy any of the first tier gp10s, but invest into the nomad's medallion and upgrade it to a Talisman because of how gold efficient it is, and the fact that its active is 40% movement speed for 3 seconds with a 60 second cooldown.  Compared to sivirs being a 60% movespeed that reduces to 20% and last 2-3-4 seconds, with a cooldown of 120-100-80.  Another item that would counter a Sivir ult is a Randuin's active slow.  And the slow on that has an increasing time depending on increased armor/mr, so have on the tanky engage-er who can deal with being a bit behind everyone else so they can pop a slow on the other team.

  • #39 IONDragonX
    Quote from Zeracanule »

    invest into the nomad's medallion and upgrade it to a Talisman because of how gold efficient it is, and the fact that its active is 40% movement speed for 3 seconds with a 60 second cooldown.

    Or 54 seconds if you are deep into the Utility tree.

  • #34 Gameguy301

    doom how does lower base damage and further reliance on AP open up a bruiser build path? that makes no sense. Infact the opposite is true high base damage with low ratios is what encourages tank play.

    i don't agree that talismon is an effective counter sivir simply gets more speed for a longer duration.

    Last edited by Gameguy301: 2/28/2014 6:26:27 PM
  • #36 D00meriksen

    Because a mid lane Annie will have more than 300 AP late game. In order for her to deal the same damage as now she is going to need less AP with these changes, which in turn opens up her build path.

    @Zera: Both teams will have Shurelya's, so it doesn't matter. Randuin's only has melee range and it will never hit the full enemy team. Sivir's ultimate is just plain broken.

    Last edited by D00meriksen: 2/28/2014 7:33:06 PM
  • #45 Gameguy301

    building zhonyahs as a 3rd - 4th item  (after 300 AP) is hardly what i would call bruiser itemization.

    and besides if mid annie gets away with more defense so what? mid annie isnt a problem, support annie is support annie will struggle to land 300AP before the game ends.

    i will however admit that if mid annie is ever strong it would most likely be toxic as hell as all of her spell combo is essentially guaranteed. they have the standard 0.25 cast delay, but other than that W and R are completely instant no counter play.

    some couterplay mechanics to W and R i feel are inevitable riot has no choice, if they want annie to be both strong and fair she needs more counterplay. i think these damage tweaks are a poor choice considering the alternative. the best part about counterplay tweaks is you can add more power for successful execution.

    Last edited by Gameguy301: 2/28/2014 9:10:32 PM
  • #51 D00meriksen

    Indeed, that's why I'm worried as well. I think late game Annie's burst could rival LeBlanc's and Annie actually has good wave clear and team fighting potential (LeBlanc's E is, why she falls off imho).

    Annie's problem is, that once you enter the "death zone", which is her spell range, she's guaranteed to get her full combo off. With higher AP ratios she could opt for something like Lichbane or Shurelya's late game and not lose damage to her current state. Movement speed increases her range and thus her first strike potential.

    I'm definitely going to do some math on that. These changes will hurt support Annie like they're supposed to and maybe my worries are for naught, because even mid lane Annie is getting hurt and may not be viable anymore anyways.

  • #43 cobia999

    You do realize that once they get 300 ap they are doing old BASE damage.... That means to do the damage they normally would do they would need more AP than 300.  Mid lane annie would have to build more ap not go bruiser.  If you went bruiser you would just be a tanky support.

  • #23 shindaiwa21

    Maokai:  These changes along with the buff to AOE junglers from the spirit items will definitely help with mana, as his clear costs are way out of line with competitive junglers.  Now they just need to add scaling MR, which for some reason he STILL does not have.  It's so pathetic to be at a 6 item tank build and have only 115 MR from spirit visage.

    Nautilus: Wow, that is actually a huge buff to his shield which got massive anyway.  It may be incredibly strong, however I feel like more tankiness is not what he needs, rather more damage.  Titans wrath CD was always really annoying in early clears, this buff may help with the wasted seconds waiting for it to come up before starting a camp.

    Annie:  To be expected, but the changes are so mild I don't really see them impacting support or mid game much at all.  The same problems will continue with her since her kit is so easy to use and lacks counterplay.

    Sivir: Not that her ult isn't good, but I think her rise is more due to the lack of other ADC's that provide good team utility being popular or viable than her being that strong.

  • #37 jacktheplum

    This particular to Nautilus tankiness actually makes him more gold efficient because he scales further from his items.

  • #52 shindaiwa21

    I completely agree, but I feel people don't play him cause he isn't tanky enough, but more that he lacks the damage to even significantly hurt a support, which also makes it pretty damn easy to counter jungle him as well.

  • #53 jacktheplum

    While Nautilus does have a weaker early game, I don't think his damage is all that important. He probably has the most CC-heavy skillset in the game and his cooldowns are low enough that with CDR he can use his spells multiple times in a fight.

    That's the difference between Nautilus and champions like Leona or Alistar. Nautilus lacks the tankiness they get for free, so he's more vulnerable early. It's a tradeoff for having better CC in his kit: 4 CC effects, 2 of which are AoE (E and R) and 3 of which can be used multiple times in a short time period (passive, and Q and E with CDR). In comparison, Leona has 3 CC effects, but only 1 is AoE (and it doesn't always stun if the targets aren't hit by the center) and only 2 spells have low enough cooldowns to be used multiple times. Alistar has an AoE knockup and single-target knockback but their range is pretty low. Nautilus's gap closing spell has 1100 range, much higher than Leona's or Alistar's. He's just not as tanky because he trades it for a kit that's better at CC'ing opponents (but the bonus health scaling ensures that he becomes tanky later on).

    And if CC was damage, Nautilus would be a hypercarry. That's why his early game is much weaker than late.

    Last edited by jacktheplum: 3/2/2014 2:43:15 PM
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