Thứ Sáu, 30 tháng 5, 2014

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Snygg LinusMy first ever tips and tricks video, so feed back is highly requested and appreciated

Thứ Năm, 29 tháng 5, 2014

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For the people asking me about a solo queue tier list, I'll just type a short one real quick:

Tier 1:
Lucian - Overall really strong kit, can be picked in any situation, strong laning phase, mid game and late. Good at snowballing and can take control of lane once you get a lead really easily. Has no real drawbacks.
Twitch - Decent laning phase, snowballs really hard, amazing late game, the only ADC to have map pressure past mid game due to his stealth and can pick easily, and his ult just tears through teamfights. However has no escape once his stealth is used other than slow.

Tier 2:
Draven - Extremely strong throughout the game, and can snowball because of passive, however lack of mobility makes him a risky pick. Ult can be used to snipe people across the map, and can use his E to interrupt gapclosers (Lee Q, Jax Q midway thru animation etc,) Hard to play mechanically, but gets easier to play after you learn how to juggle axes
Jinx - Decent laning phase, can snowball due to passive and ult, great mid and late game + really good at taking towers down. Extremely immobile however has a great self peel kit with w and e.
Cait - Extremely strong lane, decent mid game and great late game. Great at poking, and can snowball advantage by going to other lanes and sieging.

Tier 3:
Kog'Maw & Corki & Miss Fortune & Sivir - Don't have that much personal experience with this tier, but Corki and MF are both really strong laners, and I think we will see a resurgence of MF soon. Kog'maw seems to be decent as well with Botrk > Trinity. Sivir has a weak laning phase but can just push into tower all day and her ult is great for teamfights.

Tier 4:
Graves - Weak early due to range, but has a massive powerspike once you get bloodthirster. Can snowball pretty hard. Decent mid and late game. Easy to grab kills with Q R, and a well placed W can turn the tide of a lot of fights.
Ezreal - Weak laning phase, ok mid game and ok late game, one of the most mobile AD carries, easy to carry with if you can snowball early. If you fall behind, very very difficult to come back from and has a lot less damage than other ADs if you're not fed. Really fun to play tho
Vayne - Shittiest laning phase out of all AD carries, needs a lot of jungle pressure early or make really decisive trades, make one mistake and you're fucked, however if you get a lot of help and you get ahead then you can snowball, great in small skirmishes and 1v1s, has a lot of outplay potential, and great vs tanks. Decent midgame and decent late game. Short range sucks tho.

Tier 5 - The rest of them

tl;dr snowball

Source: https://www.facebook.com/HiImGosu

Thứ Tư, 28 tháng 5, 2014

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Thứ Ba, 27 tháng 5, 2014

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Hello everyone,
I am Mylixia, the life coach and management team for Team Dignitas and a Riot featured League of Legends broadcaster. With the help of Dignitas Crumbzz and our community we've put together our new updated Jungle tier list for 4.8.

Here is a Link to the Fully Updated Tier List:

Here is a Twitch Highlight and Youtube Mirror Covering the Changes We Made in 4.8

Here is an Hour Long Q&A about Carrying from the Jungle that Corresponded with the Tier List

A Pastebin of All Notes Taken

An Explanation of the Tier List and How It Works

A Write-Up on Major Changes to the Tier List in 4.8

Finally:
  • Thank you to everyone who makes this tier list possible. My incredible community, Dark Llama Rex, other broadcasters who work on this list, and of course Crumbzz himself. This list is the combined effort of an entire broadcast and team without which this would not be possible.
  • No tier list is perfect and there are bound to be errors. I respect your opinions if you think the list is incorrect in some way or if there is an oversight. I've worked for many hours to make sure this is accurate to patch and had it reviewed by hundreds of players ranging from all Elos. It is my hope it is generally reliable towards what junglers are strong in this meta.
  • The endgame of this list is that is helpful to our awesome League of Legends community. That's why I'm doing this and I sincerely hope it's helpful.
  • If you enjoy the work put into this, I'd be honored if you checked out and followed:www.twitch.tv/mylixia (where these projects get worked on) and www.twitch.tv/crumbzz - Dignitas Jungler and Top Challenger who generously donates his time to make this list legitimate and accurate. Thank you everyone for taking the time to read this post and I sincerely hope it is useful.

Thứ Hai, 26 tháng 5, 2014

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Thứ Sáu, 23 tháng 5, 2014

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Joseph HurseyAn example of how to use Alpha in many strategic ways.

Thứ Năm, 22 tháng 5, 2014

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Patch 4.8 notes
By Riot Pwyff

Hey Summoners,

It's a light patch! We've got some bigger projects in the oven and they've taken up a lot of our time as we figure out the right approach to take. We'll keep you updated as we go.

Soraka's our highest visibility change in 4.8, who we've mentioned before as having an overbearing presence in solo lanes. You can read below for the full context, but we're always aware of champions who impose low interaction in lane without having meaningful weaknesses (and before anyone mentions Nidalee [who exemplifies this beyond the laning phase] or LeBlanc, they're both in the lab).

With a quiet patch we also saw the chance to "modernize" a few champions with low impact, high value changes (Blitz buffs yesssssss). This isn't, however, a strategy we can consistently take because there are a lot of design challenges involved. Given there are champions who are objectively strong but don't have a clear identity in the current competitive landscape, 'tinkering' with them could set off a larger negative chain reaction if someone (or something) without clear weaknesses became the new hottest thing on the block. It's not to say that'll happen with a small mana cost buff, but League evolves and shifts so quickly over time, it's something we need to be aware of!

Final note, we've also got some map changes for Twisted Treeline that are focused on turrets and the jungle. For fans of the map, make sure you stay up to date before queueing up!

Final, final note: as we mentioned last patch, we're continuing the process of patching out files for a new audio engine. The audio team recently dropped some knowledge on the forums - head to their thread for more info!
Chris "Pwyff" Tom





General


We investigated a few cases where turret aggro was behaving inconsistently. These changes should address most issues.
  • Champions can no longer drop turret aggro by entering stealth or using the summoner spell Flash
  • Turret aggro can now only be lost if a champion leaves its targeting range, dies, or enters a state of untargetability (eg: Zhonya's, Elise Rappel, Vlad pool).





Champions



Blitzcrank

Rocket Grab and Static Field cost less mana.
With popular utility champions providing additional utility beyond vision control and a body on the field, Blitzcrank needed some small upgrades to keep up. Given Blitz already has strong utility (gated by his long cooldowns), some mana cost reductions means he should be able to bring Amumu to your team more often.

Q - Rocket Grab

COST 120 mana 100 mana

R - Static Field

COST 150 mana 100 mana
 


Cho'Gath

Cho can eat things a little faster and from a little further away.
This is a change we've wanted to do for some time, given how sad Cho gets when his meals flash away. Basically this means Cho's Feast range will correctly match his attack range when he's at 6 Feast Stacks. Nom nom nom nom nom nom nom!

R - Feast

RANGE 150 175
CAST TIME 0.5 seconds 0.25 seconds
 


Kha'Zix

Evolved Wings' cooldown is now the same as Leap.
Kha'Zix is currently strong at all levels of play, but when we discovered this bug (heh), we felt the right thing would be to fix it to work as intended, even if it meant giving him a slight buff. Long term, we're still considering changes to Kha'Zix that allow him to retain his assassin playstyle without having the raw strength to brute force his way out of most situations.

E - Evolved Wings

KHA'ZIX FIX Fixed a bug where Evolved Wings had a longer cooldown than Leap - 24/22/20/18/16 22/20/18/16/14
 


Malzahar

Nether Grasp is cheaper. We probably don't need to summarize these.
We realize that high mobility mages are currently valued in the competitive landscape, but buffing Malz against his identity ends up flattening the role of a mage and inhibits other forms of role experimentation. Still, streamlining Nether Grasp's mana cost to be in line with other high cooldown ultimates was a change Malz could use, so we heeded the call (... of the void).

R - Nether Grasp

COST 150 mana 100 mana
 


Pantheon

Last patch, we made a functional change to Pantheon without documenting the change (sorry!). Before the change, Pantheon's Grand Skyfall was dealing damage a full 0.5 seconds after he visually hit the ground, which was inconsistent (not to mention weird). Visually it's confusing that Pantheon can stun opponents before he's even finished landing from Grand Skyfall, so we made the change for Clarity purposes while also affecting his power. That said, we've heard a lot of your feedback that this hampers Pantheon's ability to use Grand Skyfall effectively (or at all), and we're going to keep a close eye on him in this patch.

R - Grand Skyfall

CLARITY Pantheon can no longer cast spells until he's finished landing
BUGFIX Grand Skyfall's animation and damage now better match each other. The timing is unchanged from when the enemy indicator appears to when damage occurs, but Pantheon now visually lands 0.5 seconds later.
 


Soraka

Starcall does less damage and Infuse costs mana when used on an enemy.
Soraka's solo lane patterns are pretty obnoxious, as she can simply shove out opponents with Starcall while inhibiting their ability to fight back with her free Infuses. Soraka should be brought to a solo lane as someone who can consistently support her team, rather than dealing high ramping magic damage via Starcall.

Q - Starcall

DAMAGE 60/95/130/165/200 40/65/90/115/140
UTILITY If Starcall hits an enemy, Astral Blessing's cooldown is reduced by 5/6.25/7.5/8.75/10% 5/8/11/14/17%

E - Infuse

newCOST Costs 50 mana at all levels when cast on an enemy
 


Udyr

E - Bear Stance

CLARITY Udyr now sees an indicator when he stuns a target that shows how long to wait before he can stun that target again





Minor Changes & Bugfixes



Nami

Q - Aqua Prison

BUGFIX Fixed a bug where Aqua Prison could interrupt certain abilities that were intended to be immune to disabling effects (e.g. Jarvan IV's Cataclysm, Malphite's Unstoppable Force)


Sejuani

Q - Arctic Assault

BUGFIX Fixed a bug where Arctic Assault would stop on collision with, but fail to knock up, really large enemy champions (Cho'Gath with 6 Feast stacks, Zac with a lot of bonus HP, large champions that were Wild Growth'd by Lulu, champions who weren't watching their diet, etc)





Twisted Treeline and Crystal Scar



Twin Shadows

newPASSIVE Now detects traps





Twisted Treeline

Turrets

Turrets deal more damage and ramping damage, as well as having more defenses.
Currently on TT, turrets simply aren't threatening enough to super-bruisers that stack armor and dive for their squishier teammates. While this change alone may not fix this, it's the start of us enforcing turrets as a meaningful safety zone for players on the losing team. We're also beefing up turret resists in the case of a siege - you can still 'chip' turrets over the course of a game before breaking them down in a big push, but we felt they could stay up a little longer.
newDAMAGE BONUS Turret basic attack damage increased by 10% (now matches Summoner's Rift turrets)
DAMAGE 'Heating Up' passive now increases turret damage by 20% 25% per shot
ADDENDUM "Heating Up" passive scales up to a total 60% 75%
DEFENSE Turrets lose 150 armor / magic resistance 75 armor / magic resistance when enemy minions are nearby

 

Jungle Monsters

Large Monsters have way more HP, small monsters have slightly less.
The low base health on the original jungle camps in TT cuts their threat scaling significantly, making jungling a little too easy for anyone with a small amount of Attack Damage (or in 120% of all cases, Ravenous Hydra). We'll be watching this closely as we don't want junglers to feel hyper-vulnerable, but with the recent buffs to scaling jungle experience, we felt increasing the risk/commitment of the jungle was appropriate.
Big Golem health 850 1250
Small Golem health 550 500
 
Big Wolf health 650 1150
Small Wolf health 430 400
 
Big Wraith health 550 1000
Small Wraith health 380 350





 

Team Builder


  • Team Builder wins and losses are now added to total Normal wins and losses
  • Captains in Team Builder can now grant invite powers to invited friends

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Hey guys, I had some time to spare and decided to help NEW players, who really don't know what they're doing in terms of masteries. Maybe if you guys like it i'll try and do Runes but it would be hard since it's so situational. Anyways, hope you like it!

1- AP Jungler (Elise, Evelynn and such) : http://gyazo.com/ab18f2c63f11b9a542f4e0f669917fc4

2- Mid Utility (Page every OGN mid laners use it and it's a really effective page) : http://gyazo.com/1e858dfea56a4a0fd380e9087a106660

3- Mid Defense (If your jungler is a dick and doesn't let you get blues, or just if you don't feel safe laning) : http://gyazo.com/187b3ff170f170bb69504a8c971a50b7or http://gyazo.com/2726076de9d83124a375b3cec4180e47 if you find yourself spamming your spells too much, considering you dont have blue buff :P

4- AD Top (SKT T1 Impact and some other OGN players use this one. It's preferable NOT to change the 3 points in Resistance even if you're laning against an AD champion simply because the Evasive mastery is just too OP.) : http://gyazo.com/18263074705aa4a3163533add5072c5a

5- Standard Support (Braum, Leona Thresh. Pretty nice combo between defense and utility.) : http://gyazo.com/b3ed0f2119abe6476eb0cf44f6079605

6- AP Support (Morgana and Karma) : http://gyazo.com/8ff209da06283efe94d86d1a113af092

7- AD Jungler (OGN players use this often and it's a really effective point.) : http://gyazo.com/0f78874ba0630b291dee97455bfac718

8- Caster ADC (Such as Lucian and Ezreal. Please note that if you are not going to build a Phantom Dancer, it is better to take the point off Frenzy and put it in Warlord.) : http://gyazo.com/54990e7c8e9881dc7c8ecb9c8469e581or http://gyazo.com/5a7b45da59c66f82cecb9c851cd544f3 if you find yourself spamming your spells a bit too much.

9- ADC Auto Attack (Such as Jinx or Caitlyn. Please note that if you are not going to build a Phantom Dancer, it is better to take the point off Frenzy and put it in Warlord) : http://gyazo.com/8bc59ec44c38a0cb66cd1944ee23616e

10- ADC Standard (Pretty much any other ADC who can't fit in the Auto Attack role or the Caster role. Please note that if you are not going to build a Phantom Dancer, it is better to take the point off Frenzy and put it in Warlord.) : http://gyazo.com/5a7efcdee0392c36ffba74ccce4e3072

11- AP Top (Pretty self explanatory, and again, don't take the resistance points off even if you're laning against an ad champion because the Evasive point is just too OP.) : http://gyazo.com/a37808285a4aebea0755299f21d995e4

12- BONUS PAGE AD Assassin (top/mid offensive, such as lee sin, kha'zix or zed. The best page for maximum damage output combined with resistance.) : http://gyazo.com/7a1e51698710ddbf13302d5efe156ba7

Source: http://www.reddit.com/r/leagueoflegends

Thứ Hai, 19 tháng 5, 2014

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Since I have had this question a lot, imma try to make a summary of what you have to do to become a better jungler in soloQ and premade.

1. Be open-minded and have an open eye for the map. I have encountered tons and tons of junglers in my thousands of games that were so focused on getting their farm going that they forgot to gank, or were so into ganking, that they ended up 50 cs and 3 levels behind the enemy jungler.
Always, always keep an eye on the minimap, try to switch your screen to lanes while farming, and really try to read every possible information and convert it into the right decisions.
Enemy jungler camps top? Countergank it. Set up wards for your top. invade his bot side jungle. Destroy mid and bot lane. Get drakes. There are so many options, just out of one basic action of the enemy, just do SOMETHING.

2. Ganking generally brings more than farming. (SoloQ players lack the awareness to evade your ganks, free money for you and your laner mostly.)

3. Use the information lanes give you. Again, dont be stubborn and really keep an open mind for your lanes, they will assist you if you ask them nicely about wards!

4. Blend out negative feedback in game, be your own harshest critic. This is more of a general statement, but i have heard tooo many people proclaim they should be diamond but their lanes feed. ITS YOU. You do not need to listen to the ragers and flamers in your elo, but please do not be dellusional. If you can't land a successful gank in 20 mins and you are stuck at 50 cs, you are doing something wrong.

5. Watch LCS, or jungler streams in general that explain alot. Best example here is TheOddOne, he is a really vocal guy on his stream and often times explains why he does something, and what the expects the enemy jungler to be doing at this moment of the game.

6. Stick with champions that you can mechanically manage. Again a rather universal statement, but a bad lee can lose games, whereas a good lee will solo carry usually. There is nothing wrong with trying to improve mechanically on them during ranked games, but expect to have to put in more time than you would have to do on pantheon/Eve/Xin etc.

7. Enjoy the game. Don't ever play the game to actually boost your rating, play to improve and to have fun. Doesn't mean you have to troll, but enjoying a game and trying to improve come hand in hand, as progress will show rapidly and you will love to be a better player, trust me.

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xPeke Montage: Compilation of Best Plays and funny moments by FNC xPeke, the Mid Laner for Fnatic ('Best of')

Thứ Bảy, 17 tháng 5, 2014

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Redmercy: Yasuo Winning Strat For Laning Phase


Thứ Năm, 15 tháng 5, 2014

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 Starting this Summer Split, Fantasy LCS puts you in charge of your own hand-picked team of LCS pros. Build your team, scout the competition, watch the LCS, and compete each week against your friends. Outplay your competition and lead your fantasy team to victory.


Thứ Tư, 14 tháng 5, 2014

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K1NGUELeague of Legends All-Stars 2014 Paris - Best of Faker compilation.

Thứ Ba, 13 tháng 5, 2014

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Thứ Hai, 12 tháng 5, 2014

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Video description:
0:10 - Hotkey adjustment
Blue Side
0:55 - Golems
1:35 - Wraithes
2:30 - Wolves
3:00 - Wight
3:30 - Blue
4:25 - Red
Red side
4:50 - Blue
6:05 - Wolves
6:25 - Wight
6:55 - Wraithes
7:55 - Red
8:10 - Golems
8:25 - More dash combos

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League of Legends : Learn to flex your protective muscles and master the art of shielding your friends and stunning your foes in the Braum Champion Spotlight.


Thứ Bảy, 10 tháng 5, 2014

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 Ganked By Korean - CLG Seraph Montage

Counter Logic Gaming, one of North America's most popular League of Legends organizations has been scouting Woo Yeong Shin (Seraph) as their "Top" prospect for the North American League Championship Series Summer Split of 2014. Seraph comes from the Korean professional gaming team Najin White Shield and has participated in last season's OnGameNet (OGN) Champions Winter tournament sponsored by PANDORA.TV. Counter Logic Gaming (CLG) may put their hopes in Seraph to bring home the League of Legends World Championship to North America.

Thứ Sáu, 9 tháng 5, 2014

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TheAngryHoneyBadger show us how to Shen

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CLG's new toplane tryout getting a Quadrakill before Partypooper Phantoml0rd arrives to the scene and denies the Penta

Thứ Năm, 8 tháng 5, 2014

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Not able to catch the All-Star Paris 2014 matches due to work, school, or sleep? We've built a spoiler-free VoD section for All-Star this year just for you.

By going to lolesports.com/allstarvods, you can view each of the day's games without seeing the results for any series. 

Source: http://na.lolesports.com
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Champions

Braum

  • Braum, the Heart of the Freljord, will be released a bit later during Patch 4.7.

Gragas

  • Q - Barrel roll
    • UTILITY: Grants vision after it reaches its destination
    • CLARITY: Reduced size of cast indicator to better represent the actual radius
  • W - Drunken Rage
    • BUGFIX: Buff no longer consumed on hitting a ward
  • R - Explosive Cask
    • RANGE: 1050 ⇒ 1150
    • CLARITY: Reduced size of cast indicator to better represent the actual radius

Jarvan IV

  • Passive - Martial Cadence
    • DAMAGE: 6/8/10% (at levels 1/7/13) ⇒ 10% at all levels
    • SAME-TARGET COOLDOWN: 6 seconds at all levels ⇒ 10/8/6 seconds (at levels 1/7/13)
  • W - Golden Aegis
    • COST: 45/50/55/60/65 mana ⇒ 30 mana at all ranks

Kassadin

  • Q - Null Sphere
    • MAGIC SHIELD: 40/80/120/160/200 (+0.8 ability power) ⇒ 40/70/100/130/160 (+0.3 ability power)

Kha'Zix

  • Q - Taste Their Fear / Evolved Enlarged Claws
    • ISOLATION RADIUS: 350 units from nearest ally ⇒ 500 units from nearest ally
    • GAMEPLAY: Turrets now count as allies when determining whether a target is isolated
  • R - Void Assault / Evolved Active Camouflage
    • STEALTH RECAST: 1 second between stealth casts ⇒ 2 seconds between stealth casts

Lissandra

  • R - Frozen Tomb
    • UTILITY: Now stops enemy champion's movement immediately on application of stun (dashes, jumps, etc will be halted)
    • BUGFIX: Now goes on cooldown when it finishes casting, instead of when it begins casting

Malphite

  • Passive - Granite Shield
    • RECHARGE RATE: 10 seconds at all levels ⇒ 10/8/6 seconds (at levels 1/7/13)
  • W - Brutal Strikes
    • COST: 50/55/60/65/70 mana ⇒ 25 mana

Miss Fortune

  • Q - Double Up
    • AP RATIO ON 1ST TARGET HIT: 0.35
    • AP RATIO ON 2ND TARGET HIT: 0.50

Minor Changes & Bug Fixes

General

  • BUGFIX: Fixed a number of graphical issues affecting older video cards
  • BUGFIX: Fixed a bug where ward-jumping abilities (ex. Lee Sin's Safeguard) would sometimes go on cooldown when attempting (and failing) to jump over walls to wards outside the ability's max range

Fizz

  • E - Playful / Trickster
    • BUGFIX: Fixed some cases where Fizz could be stunned or rooted while on his troll pole

Kog'Maw

  • R - Living Artillery
    • UTILITY: Mana cost is now displayed on the cast icon (similar to Kassadin's Rift Walk)
    • BUGFIX: Tooltip corrected to display the actual range (1400/1700/2000 ⇒ 1200/1500/1800)

Nautilus

  • Passive - Staggering Blow
    • BUGFIX: Tooltip corrected to display the actual time between roots on the same target (12 seconds ⇒ 9 seconds)

Rengar

  • Passive - Unseen Predator
    • BUGFIX: Using an empowered ability immediately after leveling the base ability for the first time no longer triggers the base ability's cooldown
  • Q - Savagery / Empowered Savagery
    • BUGFIX: The bonus damage now applies lifesteal
  • Bonetooth Necklace
    • BUGFIX: Fixed a bug where stack bonuses were being lost upon switching trinkets

Shen

  • R - Stand United
    • BUGFIX: Fixed a bug where Stand United would occasionally cancel itself

Twitch

  • General
    • RECOMMENDED ITEMS: Now includes a trinket
    • AUDIO: Fixed a few bugs preventing several VO interactions from working
  • Q - Ambush
    • BUGFIX: Fixed a display bug where Ambush's cooldown would appear to start when Twitch entered stealth but reset to its actual cooldown once the stealth effect ended.
  • R - Rat-Ta-Tat-Tat
    • BUGFIX: Fixed a bug where Rat-Ta-Tat-Tat could sometimes critically strike towers

Vladimir

  • W - Sanguine Pool
    • BUGFIX: Fixed some cases where Vladimir could be stunned or rooted while in his troll pool
    • BUGFIX: Tooltip corrected to indicate the actual heal amount (12.5% ⇒ 15%)

Summoner Spells

Heal

  • GRIEVOUS WOUND CLEANSE: Removes Grievous Wounds

Graphical Updates

  • Flash particles updated
  • Clarity particles and sound effect updated
  • Cleanse particles and sound effect updated
  • Exhaust particles and sound effect updated
  • Revive particles and sound effect updated
  • Screenshots in the spells tab of your profile have been updated according to recent changes

Items

Feral Flare line

  • Madred's Razors
    • MAIM PASSIVE: +60 damage against monsters ⇒ +50 damage against monsters
  • Wriggle's Lantern
    • UTILITY Kills and Assists now count toward transforming into Feral Flare
    • MAIM PASSIVE: +100 damage against monsters ⇒ +75 damage against monsters
  • Feral Flare
    • MAIM PASSIVE: +100 damage against monsters ⇒ +75 damage against monsters
    • HEAL SCALING: Basic attack heal increases with stacks
    • TRANSFORM STAT BONUS: Gains Attack Damage + Attack Speed when transformed from Wriggle's Lantern
    • ATTACK DAMAGE~: +15 ⇒ +12
    • ATTACK SPEED: +35% ⇒ +30%

Sunfire Cape

  • VISUALS: Particles updated

Aggro Display

  • MINION & MONSTER AGGRO DISPLAY: Orange outline ⇒ Animated HP bar icon
  • CHAMPION AGGRO DISPLAY: Orange outline

Summoners Rift

  • Trinkets
    • STARTING COOLDOWN: 120 seconds ⇒ 30 seconds
  • Dragon
    • GLOBAL GOLD REWARD: 125 gold ⇒ 145 gold
  • Turrets
    • FORTIFICATION: All outer turrets now have Fortification (added to Bottom lane)
    • FORTIFICATION DAMAGE REDUCTION: -20 ⇒ -30
    • FORTIFICATION DURATION: 480 seconds ⇒ 420 seconds

Summoner's Rift & Twisted Treeline

  • Jungle
    • BUGFIX: Fixed a bug where abilities that dealt damage based on maximum monster health were being calculated on base health instead of actual max health (this is a mid-lategame buff in all affected cases)

Bots

  • Intermediate bots can now be added to custom games
  • All bots are available on Beginner difficulty in custom games
    • To maintain game-to-game consistency for newer players, the Co-op vs. AI Beginner roster is unchanged
  • Intermediate bots will now use Flash both offensively and defensively

LoL Client

  • The end-of-game screen "Ignore User" button has been removed. Players can still ignore offensive individuals by right-clicking their summoner name and selecting "Ignore User" from the menu.
  • Added a confirmation prompt when ignoring players from the air client

Team Builder

  • Solo players can now see which role/position combinations are in high demand when deciding their spec
  • Estimated wait times for solo players are now more accurate
  • Team Builder matchmaking has been improved
  • "Play Again" has been added to the post-game screen, allowing Captains to automatically invite their friends from the same match to a new Team Builder lobby.
  • Team Builder invites are now labeled as "Team Builder" instead of "Classic"

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