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What a time. You've read the sites, you've seen the devblogs, you've heard the announcements. Preseason is finally upon us.
So what's on the docket for us this year? Well, to be frank, a little bit of everything. We're looking to make every game of League feels unique, and that means going the distance to make sure your decisions matter. From the champions you pick, the masteries you choose, and the way you express yourself with Items, 2016's all about meaningful choices.
For the bottom laners of the world, we've got 6 marksman reworks aimed at tuning, tweaking and reinforcing their strategic identities. You can read below for the details, but protip: don't wander any closer to Graves than your attack range requires. Toss in a bunch of new items to enable new playstyles (do I want siege? How about pushing? dueling?) and you've got a whole new world of ranged damage dealing to explore.
Marksmen aren't the only ones getting new toys: new starting items and an intricate new mastery system impact just about everyone that loads onto the Rift. Stealth Wards are gone from the shop, Sightstone's got some sweet new build paths, the Jungle's less difficult and a mean lookin' void crab's taken a liking to Baron pit. That's still only scratching the surface.
Before we go, remember that this is a time for learning. A time for experimenting. A time to reassess what you know, and to express yourself the way you want. We should all feel comfortable enabling one another to try new builds, new compositions, and to push the boundaries of what we're capable of. You just might surprise yourselves.
So when towers are falling and marksman are running amok, when your trinkets auto-upgrade and you die taking the Rift Herald, when you're busy in the shop looking over all the new options and you hear that botlane ping...
That can only mean one thing. Welcome to Preseason.
Patrick "Scarizard" Scarborough
11/17: As many a botlaner might attest, Graves is bursting harder than is probably fair, even given the 're-familiarizing' period we expect with updated champions. We're lowering both sides of End of the Line's damage by the same amount, which plays out as a stronger nerf to the less-avoidable initial hit. A higher mana cost should additionally force Graves to think more carefully about his Q's rather than spamming them on cooldown.
Burst aside, Graves has also never been as dash-y as he is with the new Essence Reaver. We like the decisionmaking around when to use Quickdraw in fights, so we're letting Graves keep his combat mobility at the expense of some generic movement speed.
Q - End of the Line
11/17: Though Kog'Maw's update pushes his identity as a true "weak early, strong late" hypercarry, we went a bit too far. Kog'Maw doesn't ever seem to reach that late game hypercarry status, so we're slightly amping his base stats to help him scale into the barfy machine gun he's always wanted to be. These changes aren't aimed at completely nullifying Kog's early-game weakness but should serve to distinguish him from a caster minion while he's working on his items.
11/17: This is why we can't have nice things, Yasuo. You too, Tryndamere.
11/17: This one's actually just a bugfix.
Phantom Dancer
Enchantment: Distortion
Master Yi
Shyvana
Tahm Kench
Twisted Fate
One of the most important goals of these marksman updates is to give each updated champion a unique reason to be brought to a game, and we want each champion to feel different whether playing against, as, or with. For some, this means sharpening what they already do well, or should do well. For others, it means finding new elements that make them feel special. We want you to have a reason to pick Graves over Lucian, and vice-versa, outside of just dealing more damage. Our additional goal here is to ensure basic attacks between marksmen are as differentiated as possible. This is a new objective that's particularly important for this group, given how reliant they are on right clicking.
Kicking off our foray into the Marksman Update, Quinn's a champion that's always been confusing to say the least. Too unsafe to see success as a typical bottom laner, she was banished to the land of ‘niche top laners', either snowballing and forcing surrenders or losing the game before getting off the ground. Quinn's always had her unique traits, but never enough in one direction to find a true identity in League.
Now, Demacia's Wings bear the responsibility as their team's first-responders in case of emergency. Need to stop a split-push in progress? Need to create one of your own? Quinn and Valor can put out (or start) fires wherever there's trouble, patrolling the Rift at top speed on practically no cooldown. As flexible as ever, the dynamic duo are ready to take flight in almost any position, given you've got a keen sense of map awareness to support your daring maneuvers.
Passive - Harrier
Q - Aerial Assault
W - Heightened Senses
R - Tag Team
After channeling for 2 seconds, Quinn calls upon Valor to assist her. While together, the two have massively increased movement speed from all sources and can cast Skystrike by taking an offensive action or reactivating Tag Team.
The beefiest of the Marksman lineup, Graves' burst and tankiness were hallmarks of the carry you'd call when you needed some fighting done - that is, until other bot laners simply started outshining him. Be it rockets, piercing light or laser barrages, Ol' Malcolm's struggled to set himself apart from the pack beyond his bad attitude and big gun.
That is, until he got himself a new big gun.
Armed with New Destiny, Graves finally has the tools to live up to the up-close-and-personal fantasy he's always promised. While most carries kite the front lines, the burden's on the enemy to kite Graves, lest they take the full brunt of New Destiny's rounds to the gut.
newPassive - New Destiny
newQ - End of the Line
Fires a narrow missile in a line. After 1 second, the line detonates, dealing high damage in a 'T' shape from where Graves fired it.
W - Smoke Screen
E - Quickdraw
R - Collateral Damage
While Corki's always happened to have the highest magic damage of the marksmen, we finally decided to embrace his hextech obsession, tweaking his basic attack to do both physical and magic damage. If that weren't enough of an itemization headache, Gatling Gun's received a similar treatment and now splits its shred between armor and magic resist. A true multi-threat, Corki's damage demands an answer or he'll burn through the last of your resistances in no time.
On top of his new weapons, Corki's also pushing the boundaries of the word ‘daring', picking up periodic payloads that buff Valkyrie for big teamfight disruption or reckless solo dogfights.
newPassive - Hextech Munitions
W - Valkyrie
E - Gatling Gun
R - Missile Barrage
When someone says Kog'Maw, the word 'hypercarry' is never far behind. Already one of the most strategically distinct marksmen, we're pushing him above and beyond - disregarding the attack speed cap, the enemy's composition, and even their feelings. Power does come at a price however, so while Kog is busy spewing acid (and whatever else) onto his foes he's unable to budge without giving up his unparalleled damage stream. A well-protected Kog'Maw will bring down anyone, anywhere, but leave him out to dry and he's just another Kog in the machine.
Q - Caustic Spittle
W - Bio-Arcane Barrage
While active, Kog'Maw gains bonus range, 100% attack speed from all sources, and a raised attack speed cap of 5.0.
R - Living Artillery
Once the 'Queen of Combo', Miss Fortune's taking back her throne faster than she took Bilgewater (and just as forcefully). Armed with new crit scaling on her Bullet Time and a brand new passive, MF's the markswoman to call when you want to spread the love (as long as 'love' means 'lots of face-melting bullets'). Though her shots aren't as impure as they used to be, Miss Fortune's attack speed steroid lasts as long as there are new targets to switch to, letting her juggle her attention between as many bad guys as there are bounties to collect.
newPassive - Love Tap
Whenever Miss Fortune basic attacks a new target, she deals bonus physical damage.
newW - Strut
E - Make It Rain
R - Bullet Time
The mildest of the updates, Caitlyn's changes are more a ‘refinement' of her current style of sharpshooting than anything else. Always slightly behind the curve on sieging and tower-taking relative to her nemesis Jinx, Cait's new headshot interactions and ammo-based trap system play up her ability to control any zone or choke point, tower or no.
Passive - Headshot
Q - Piltover Peacemaker
W - Yordle Snap Trap
E - 90 Caliber Net
Ranger's Focus only stacks on basic attacks, but has no cooldown. Critical Strikes now double slow.
With crit chance becoming a more prominent fixture of Marksmen itemization, we're reintroducing the stat to Ashe's repertoire while retaining her unique interactions with it. Paired with the new always-on paradigm of Ranger's Focus, we're pushing Ashe's style of combat to favor the drawn out engagements rather than quick bursts.
Passive - Frost Shot
Q - Ranger's Focus
W - Volley
Attack frame increased, but missile speed lower.
Though a bit odd on paper, these changes together give Draven greater control of the trajectory and positioning necessary to his flashy style of looking good while laying down axes.
Q and E cooldown up, but Q refunds more cooldown on-hit.
Just a small tweak to reinforce Ezreal's synergies with cooldown reduction, especially given its new availability to marksman with the new Essence Reaver (check below!)
Q - Mystic Shot
E - Arcane Shift
Passive's attack speed now stacks on multikills, but Rockets lose attack speed.
As you'll notice with many of our markspeople changes this patch, we're focused on pushing each one's unique identity to help them stand out from one another. In Jinx's case, her thing is getting excited and snowballing teamfights, so we're really letting her crank it up to 11 (provided she can make the plays to get there).
Passive - Get Excited!
Q - Switcheroo!
Higher base attack speed, but worse attack speed per level. Passive dash speed scales with attack speed.
Just as other marksfolk align with cooldown reduction or critical strike chance as a core stat, we're pushing Kalista to embrace attack speed as her primary scaling given her stand-out strengths as a bunny-hopping battle-banshee.
Passive - Martial Poise
Culling no longer scales with attack speed, but fires more bullets generally.
Another light (ahem) tweak, Lucian's changes remove his ult's somewhat awkward dependency on attack speed scaling, allowing him to embrace his identity as a cooldown-oriented caster marksman (hello Essence Reaver!).
R - The Culling
Attack speed reduced, but W scales better with cooldown reduction.
Though Sivir's kit has always had a strong area-effect flavor, the state of marksman itemization has traditionally forced her into the same single-target-oriented build paths as her compatriots. We're changing Ricochet to benefit greatly from newfangled cooldown reduction builds, pushing Sivir's identity as a sustained multi-target damage threat.
W - Ricochet
Removing Q->E cooldown loops, but W now resets when E detonates.
When talking about identities, Tristana's always had trouble finding her niche. With elements of a caster, siege-expert and hyper-carry all in one, we're focusing her further towards all-in combat. Trist demands full commitment to fights, but constant resets offer her serious rewards for being the daring yordle gunner she's always been.
Q - Rapid Fire
W - Rocket Jump
E - Explosive Charge
Q now resets whenever poisoned champions die.
The sneakiest marksman of the bunch, we're incentivizing Twitch to take risks and embrace his assassin-side by giving him the ability to get in and get out (rather than 'get in and get flattened').
Q - Ambush
R - Rat-Ta-Tat-Tat
R damage down, but rooted units stack Blight.
Varus' pattern of 'Blight dudes and light 'em up with abilities' never interacted very well with Chain of Corruption, typically used as a pure disengage tool. Now we're giving him the option to 'turn and burn' after chunking rooted targets with a big, Blighty arrow.
R - Chain of Corruption
Silver Bolts loses its base damage, but deals way more percent damage.
Vayne's always been one of the few markspeople that could forego the all-powerful Infinity Edge in favor of hammering in more attacks to Silver Bolt her prey to death. We're taking that paradigm up to 12, giving her far more dueling strength when she can commit to burning down a single target and far less when she's pressured to switch focus.
W - Silver Bolts
R's resists removed in favor of damage reduction.
Urgot's ult is cool for a lot of reasons - like the feeling of becoming an unkillable beefcrab after displacing some poor wandering enemy champion. And by 'unkillable beefcrab', we mean 'beefcrab that really hopes no one has any % penetration' (read: they usually do). Swapping to damage reduction ensures Urgot can realize his massive terror-crab dream, no matter how the opponent itemizes.
R - Hyper-Kinetic Position Reverser
THE BUGFIX IS GIVEN
We've been here before, so we'll be short. Bugfixes. Done.
R - Emperor's Divide
Health regen down. Passive cap introduced to monsters.
The Kindred have been tearing up the jungle, pulling death-defying stunts and objective-based snowballs like you've never seen before. We're putting a limit on their Mark's damage towards monsters (10 second barons are a little unfair) and cutting down their initial sustain to keep them from spiraling leads too harshly out of control.
Passive - Mark of the Kindred
E - Mounting Dread
Mirror Image is now more literal.
We're always looking at ways to make our tricky champions trickier, so we've tricked 'em out with new faux-buffs to trick your opponents.
Passive - Mirror Image
stay where you are
W - Ruthless Predator
Q works as intended.
As funny as it is to see Riven bonk on walls, this wasn't intended.
Q - Broken Wings
Hallucination gets some nice improvements, and E slows monster attack speed rather than causing them to miss.
This might look like the longest set of changes Shaco's gotten in a million years, but the actual gist of this is we're cleaning up a mechanic that doesn't make much sense (E making monsters miss, but only sometimes?) and making Hallucination more tricky, in line with our other clone changes this patch. Shaco might not see an insane boost in effectiveness, but to the 3 shaco masters out there - we salute you.
E - Two-Shiv Poison
R - Hallucinate
tell them how you really feel, sion
E - Roar of the Slayer
this bug was unbearable
Q - Rolling Thunder
Fixing a few bugs and adding more trickiness to Decoy.
Q - Crushing Blow
W - Decoy
E - Nimbus Strike
W won't hide Q's cast time.
While often seen as an 'advanced technique' for Zed, this bug actually just removed the ability to react to Razor Shuriken if cast a specific way. Zed's been on the brain for us recently (stronger marksmen = higher-value assassinations), but he shouldn't rely on an exploit for power.
W - Living Shadow
In an effort to preempt the late-game damage output of marksmen with their souped up 6-item builds, we're tweaking their base stats so they're less dependent on character level (and thus are more equipped for early fighting) but still have to rely on items for their peak effectiveness come the final stages of the game.
The following champs have +5.42 base attack damage and -0.59 per level (net -10 attack damage at level 18). Except Lucian, who gets two more because he's special. And also Vayne, who gets a bunch less because Silver Bolts.
Ashe
Draven
Ezreal
Jinx
Kalista
Kindred
Lucian
Sivir
Tristana
Twitch
Varus
Vayne
In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.
The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):
Anivia
Ashe
Brand
Draven
Evelynn
Ezreal
Fiddlesticks
Fizz
Galio
Hecarim
Irelia
Jax
Jayce
Kassadin
Lucian
Lux
Maokai
Nasus
Nautilus
Olaf
Pantheon
Ryze
Sion
Swain
Syndra
Talon
Varus
Veigar
Vel'Koz
Xerath
Ziggs
The following champs have +2.5 base mana regen per 5 seconds:
Alistar
Blitzcrank
Janna
Karma
Lulu
Morgana
Nami
Sona
Soraka
Tahm Kench
Taric
Zilean
Zyra
Historically, the way empowered basic attacks would affect their target if they'd fail to hit (due to Teemo's Blinding Dart, Pantheon's Aegis of Zeonia, or Jax's Counterstrike) has been pretty inconsistent. In some cases they'd do nothing, in others they'd apply crowd control (but no damage) and in a few they'd just ignore the status altogether. We've retooled these to more consistently meet expectations: if one of the following empowered basic attack misses its target, it won't deal any damage or apply any other effects. In cases where this is tied to a buff, that buff will be consumed as well.
The following abilities will be consumed and have no effect if they would miss:
Blitzcrank
Darius
Ekko
Garen
Jayce
Jax
Kassadin
Leona
Master Yi
Nasus
Nautilus
Rengar
Renekton
Riven
Sejuani
Shyvana
Skarner
Sona
Talon
Trundle
Twisted Fate
Udyr
Vayne
Viktor
Wukong
Xin Zhao
Ziggs
Even a Baron has its subjects.
As it stands, the bottom lane is the only 'correct' area of early game focus, warping teams' choices of summoner spells, champions and strategies in a never-ending arms race that's culminated in the modern-era Teleport-pocalypse. With so many team resources tied up in this problem, we set out to see if we could even up the map.
Enter the Rift Herald.
As an objective, Herald gives a reason to dominate the top lane and something to miss if you Teleport away. Providing a powerful buff that enables split-pushing (as well as an encounter as difficult as any in League at the moment), its presence adds relevance to the northern side of the map, giving teams alternative strategies to pursue or a counter-move to make when the going gets tough down south.
We're changing up the normal ordering of the patch notes because we wanted to hit on the game pacing changes first before getting to things like item efficiency costs.
The short of it is we're making some small, but focused changes aimed at making League a little more intention-based. What that really means is we're trying to amp up the ways teams can push their advantage while also exposing more gold flow for those defending or looking for a way to get back in. The shorter version of that is there will probably be more gold within the game (so the item efficiency pass isn't so dramatic), but it will be almost entirely focused on giving gold in ways you need to earn (well, except that ambient gold change).
Minions and monsters spawn 15 seconds earlier
Just losing some of the extra dead time at the beginning of the game. We like the downtime, but 1:55 was a lot of waiting around.
With items costing more as part of our global efficiency pass, we're injecting more cash into the flow, as well as a little extra for the down-and-out.
In place of traditional kill streaks, bounties turn shutdowns into global gold.
League often comes down to an optimization of 'how can I get the most value for my effort?' Sometimes this shakes out in neat ways (do we take dragon for later, or a tower for now?), but when you have to crunch numbers to tell whether or not it's valuable enough to kill a target, we may have gone too far. Bounties are a way to ensure the answer to 'Should I kill this high-profile bad guy?' is always yes, changing the question to 'how and when' rather than 'yes or no'.
Lots of numbers below, but the gist is that turrets are more vulnerable on average unless you give them time to scale up. Take down an outer early enough and you'll be able to put meaningful damage on the next (or even take it outright!) before it can fortify if your opponent isn't respecting your demolition power.
Minions get combat bonuses when your team has a level advantage over the opposing team
UPDATE: We froze the pushing changes below at the last minute, so these won't be going live in 5.22. They'll make their official debut in 5.23!
Comboing with the turret changes above, minions now get stronger to help the winning team press their advantage and close out the game
Health, armor, damage and experience down. Magic resist and gold reward up.
It wouldn't be a preseason without some jungle changes, would it? We're actually pretty happy with where the Jungle sits systems-wise, so we're just doing a tuning pass to keep things in line with the other changes we've made. Simply put, the jungle's a tad easier and gives more gold, but nets less overall experience unless you've got a jungle item to make up the difference.
Cooldown increased on turrets. Channel time increased.
Ah, Teleport. A summoner spell made contentious over a season's worth of scrutiny, TP simply didn't have the windows necessary to play around to make it anything short of amazing, even considering the aggressive or defensive options at your disposal. The ability to impact the map every 5 minutes isn't one to be taken lightly, and while we have other changes alongside this to disincentivize Teleport as your 'every game' choice (Rift Herald says hi), we're taking extra measures to ensure that the burden of making the most of your Teleports is even higher, and that the 'get-out-of-jail-free' card isn't as free as it seems.
no tears, only dreams
Simply put, these Summoners were caught in a space where they'd either never be picked or be too powerful to not pick, given the tuning (hint: it was always the former). As such, keeping these spells around served as a trap for those poor, unfortunate souls who took them, so we're laying them to rest. Say hey to Fortify, Promote and Surge for us.
The following Summoner Spells have been removed from Summoner's Rift:
Clairvoyance
Clarity
on to the big heart of gold in the sky
Dearly beloved, friends, invocadores - we are gathered here today not to mourn the past, but to celebrate new strategies, new seasons, and new beginnings. While the items below, some of whom we've shared both victory and defeat, won't be moving on into that new age with us, we must remember them for who they were, letting them live on in our memories (even if we didn't let them into our inventories).
While not all of the below items were unsuccessful in the way you might expect, many were often restrictive, incomplete, or otherwise not very well supported, limiting design spaces for us to work. Others simply weren't worth the effort. We'll be covering some of the specifics below, but let's all take one last moment of silence before we commit them to the past. More important than providing us stats or building into other items - you built into our hearts.
Later, buddies.
On a more serious note, let's talk at-large about some items that might not be real threats to game balance (see: Sword of the Occult) but are still being removed. The answer is two-fold: design trust, and design clutter.
Design trust refers to an item sufficiently fulfilling its intended role. When a player sees X item, they should be able to trust that said item is cost-efficient and can fulfill its expectations. Some items in League just fall to the wayside (like Ohmwrecker. Every season.) and we try to cull the herd when possible (usually during preseason), but deliberately keeping an item undertuned so that it can remain fun but unbalanced is just not something we can uphold while still preserving a competitive game.
This leads to our next point about design clutter. Some items fulfill very niche roles in League and may not actually be undertuned to a very small subset of champions. In these cases we're careful to assess the individual impact of removing said item before taking action. You might have seen this with the removal of the Magus enchantment, where we had to think hard if jungle Fiddlesticks was truly going to be useless without his finely-tuned enchantment (we came to the conclusion of no). Niche items that tie themselves so closely to a champion's balance do end up skewing that champion to being dependent on the item to function, and can often ‘hide' real design problems that we can't get to.
Avarice Blade
Crystalline Flask
Elixir of Ruin
Mana Potion
Poacher's Knife
Ranger's Trailblazer
Stealth Ward
Sword of the Occult
The Brutalizer
Twin Shadows
Zephyr
High-level, our goal with the marksman itemization update is to provide meaningful choice for marksmen in their game. The designer-speak for it is to provide more agency for the purchaser, and we'll explain what that means in a sec.
In previous seasons, a marksman's build path was almost 100% set as IE > PD/SS > LW/BT > BT/LW (whichever you didn't buy). The only variation in this build path was Blade of the Ruined King for super basic attack focused champions, but to stray from the path often meant just being deliberately inefficient. Our goal with these changes isn't to just make marksmen super fabulous (maybe that's a symptom), but to give them real options when it comes to deciding how they deal damage.
We set out to accomplish this goal by making each decision more specialized, like Last Whisper only affecting bonus armor, so it's not just a generalist "deal more damage" item - it's specifically for armor-stacking opponents. This means it's also possible to make the wrong decision, like buying a Statikk Shiv for waveclear when your team really needs siege potential.
Our marksman itemization changes also come as part of an even larger tuning sweep (we're calling it an item efficiency pass) that we'll get to below, but our hope is that marksmen truly have some choice in their item builds from start to finish (even if it's the wrong choice, hah!).
Updated. Now gives cooldown reduction based on critical strike chance.
In days past, Infinity Edge stood alone as the top dog for enabling the marksman class's damage output, with its ruthless efficiency and multiplicative spike potential. IE still remains a powerhouse, but the long-forgotten Essence Reaver's now risen to do battle with the heavyweights.
No longer a niche lifesteal item, Essence Reaver grants near-cap cooldown reduction to marksmen that rely on abilities for their primary damage output - the same way an Infinity Edge + Phantom Dancer 'spike' turns a Jinx or Caitlyn into a mid-game monster. Fun fact: Essence Reaver and Infinity Edge actually play well together (especially in a 6-item build), but where you start and which style you embrace makes all the difference.
that's the spirit
if a phantom dances, does anyone see it?
With the rise of a few new options for multiplying marksman damage, Phantom Dancer seeks to differentiate itself via sheer dueling power. Enabling both pursuit and escape, PD's new spooky effects empower the solo-splitpushing playmakers out there to take on the world (as long as it's one at a time).
Unlike Phantom Dancer, Runaan's enables marksmen to split their focus and smack down multiple targets at once. In the past the incredible amount of attack speed and lack of crit synergy made this unfeasible for all but a few champions, but a new stat lineup means a lot more marksmen can spread their love to anyone and everyone in the way (And by 'love', we mean 'bullets, arrows, bolts, lasers, and generally powerful projectiles').
new
Buy this baby-shiv to baby-zap opponents as you kite like mad. It's worth noting that Energize isn't a unique passive, so both Statikk Shiv and Rapid Firecannon play together rather well!
new
bang bang
Firecannon's the fancy new Zeal upgrade you call on when it's time to go a-siegin'. Rub your feet together to gain enough electricity to snipe foes attempting to poke or clear from afar, or to sneak super-powered shots onto structures in tense situations. Come to think of it, it's not actually very Rapid, is it?
Simply put, the answer of when to buy Last Whisper previously was 'pretty much always'. While certainly better when the enemy was armor-stacking, the total armor penetration meant it was always a sizeable and necessary damage increase in any situation. Last Whisper now occupies a reactive slot, letting you forego it when the enemy's just as reckless as you are.
new
the bigger they are, the harder you hit 'em
In tandem with Blade of the Ruined King, Giant Slayer (and its upgrade) give you a fighting chance to mount an attack on the titans and health-stacking beefsticks out there who block you from carrying your team to victory.
new?
started at the bottom now we still at the bottom
One of our oldest items, Executioner's has answered the call to combat high amounts of sustain and has returned to the shop once more. It's worth noting that Grievous Wounds is now 40% healing reduction instead of 50%, so while it doesn't shut down regeneration as hard, it'll still put a dent in anyone looking to buy back all their health in quick succession.
new
when giant slaying isn't enough, you have my regards
new
It's like Executioner's Calling, but bigger!
Hopefully you've read the game pacing and gold flow changes above before coming to this! If not, here's a very designer-y summary: with so much changing with gold flow in League, it's hard to assess individual itemchanges in a vacuum. The short of it is you'll probably be hitting your gold power spikes at different times than before, so it's better to understand the following changes in relation to gold efficiency rather than game flow. For the large part, these changes are simple gold adjustments with some smaller power changes where necessary.
Up front: our intention isn't just a wholesale nerfing of mages. We ran a full-scale audit of all items in League of Legends to understand what their cost to power ratio was, then compared them to each other to ensure their efficiencies were on similar spectrums. This allows us to fully understand our item ecosystem and how champions interact with it. We also gain a better understanding of the innate strength of a champion in relation to others, rather than having to guess if their core items were just incredibly efficient.
Following our sweep, we came to the conclusion that ability power was just far more efficient as a stat purchase for mages in relation to their AD brethren (although this has a lot of nuance, like the fact there are no AD-based control mages), so we made adjustments. We are more than willing to readjust if necessary, especially if we see an ecosystem that is significantly skewed toward AD champions and AD assassins.
Builds from The Dark Seal. Grants movement speed instead of cooldown reduction.
While always a big risk, Mejai's cooldown reduction reward rarely benefitted users who often hit the CDR cap far before reaching max stacks. Movement speed fits better, turning the back-and-forth risk vs. reward more tense as you try ascend to glory.
it's dangerous to go alone
One of the two items necessary to make your tier 2 jungle items, Machete's carving out an identity as the more basic attack-focused of the jungle starting items, providing the on-hit damage and sustain necessary to cleave the cute woodland beasts of the Rift. It's lost all of its mana regeneration in return for offensive power, so consider starting at the Blue Sentinel if you're reliant on abilities to clear!
new
*(Knowing that Brand can finally jungle... It fills you with determination.)
The other half of the essential Hunter's gear, Talisman provides an option for those tanks and mages lacking the sustain to survive their early clears,. Massive boosts to mana regen and the health drain on monsters make it less specialized than Machete, increasing the number of would-be adventurers who can hold their own the jungle. As a pro-tip, consider starting at the Red Brambleback to take advantage of red buff's health regen to safely power-clear with Talisman's mana battery at your disposal!
Pretty similar to before, but now costs a little more thanks to the new build path. Luckily, these Tier 2's also inherit the wealth of lifesteal, regeneration, on-hit and over-time damage from its predecessors, making it well worth the extra cash.
We just covered this! Just re-read that one, but imagine this icon in your head. Just like new.
new
now that's a knife
Tracker's Knife doesn't strengthen your Smite, but gives you a Sightstone-style stack of seeing sticks to seek out sporting stalkers and sneaky skirmishers, securing your squad's section of Summoner's Rift. Alternatively (for the alliteration illiterate) this augment allows illumination always, assuming your ambitions align with accumulating authority alongside your allies over your adversary's abode.
probably worth a lot
Stealth wards have been removed from the shop. All wards leave Rubble upon death.
When vision is in an easily acquired consumable state, a few things tend to happen. For starters, vision becomes an arms race due to the inherent power of map knowledge - making the appropriate answer to 'how many wards should we have' universally 'as many as you can, always'. This means that, executed optimally, an entire team's excess gold income (or primary income, if you're a Jungler or a Support) is funneled into keeping up as much vision as possible at all times.
This means decisionmaking around the questions 'when is the right time to ward?' and 'where is the right place to ward?' is thrown out in favor of sheer throughput. By removing 'safe' vision from the map (invisible wards) and placing the other vision resources on meaningful cooldowns, teams will have to think a lot more about where they light up the map, rather than ward coverage being a function of team gold advantage.
Now gives active item cooldown reduction.
Ruby Sightstone, often seen as a minimal efficiency upgrade, now provides an important decision point for supports' endgame builds. Ruby synergizes with the Tier 3 support items (Talisman of Ascension, Face of the Mountain, or Frost Queen's Claim), as well as any future active items you might build. The tradeoff is that you've committed two of your item slots - one to vision and one to your support item. So, whether you'd like the 'extra' slot (Eyestones - see below), or the more efficient slot (Ruby) is in your hands.
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somebody's watchin' me
Below are the three 'Eyestones', so let's cover the context all in one go, shall we? In contrast to Ruby Sightstone above, these Eyestones (built from combining Sightstone and your Tier 2 support item) give you the option to choose between the synergies of a Ruby + Tier 3 'active' build or an Eyestone, nixing the power of your Tier 3 in favor of more selfish items down the road. It's a tough question, and one supports will need to constantly evaluate on the fly with the departure of 'Stealth Ward stacking' as a viable progression path. All Eyestones keep their gold generation passives, making them the economic choice if you're looking to rush any particular item for your composition.
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Part 2. Context above!
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Aaand Part 3. Context above-above!
Because you always forgot to.
As Stealth Wards exit from the shop, Trinkets step up to take their place as the primary interaction point with the vision game. Warding and Sweeping are now the team's responsibility, and you'll have to coordinate carefully to simultaneously light up the fog of war and black out the enemy's wards. For the Trinket-Impaired, all upgrades and swap-costs are free!
Quick aside: we didn't really just make these trinkets auto-upgrade just because you forgot to. Ultimately if we're making the trinket / vision game a mandatory system to engage with for all players of all skill levels, we want to make sure we remove any needless barriers to entry. Fundamentally, we believe the trinket system is an integral part of the vision game, and we do hope y'alls learn to coordinate.
Scrying Orb
don't scry for me, argentina
Farsight Orb
didn't see that coming
Warding Totem
Ward duration increases with champion level. Now generates charges.
Farsight Alteration
Sweeping Lens
Oracle Alteration
Our focus with starting items this season is the same philosophy that informed our first wave of support item changes from way back. Specifically we want to offer more options for the opening game that really show intent as opposed to reacting to your opponent. There are still generalist pickups for people who want everything (see: the Doran's items), but now there should be more options for different styles of openings.
Less power early-game (for most champs), but scales better as a bench warmer while you transition to more powerful end-game builds.
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Alternative starting item to Doran's Ring. Builds into Mejai's. Is dark. Is a seal.
Doran's Ring has always been the go-to starting item for mages, but offers more in the way of lane safety than offensive potential. The Dark Seal trades defense for all-in power, presenting an aggressive option for champs who want to roam and make plays to start a match off strong. Fail to snowball? No sweat, just sell it off like you would your Doran's and proceed as normal. Get a few early fights in your favor? Go for glory and start stealing some souls.
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Doran's Blade alternative. Less safe, but more gold.
Tired of those supports that want you to fight all the time? Buy Cull and proceed to rack up the gold instead. While it doesn't completely discourage scrapping (life on hit starts off stronger than D. Blade's % lifesteal), Cull's mix of both sustain and farming power lets you play flexibly, given that no one tries to interrupt your delicious, minion-killing plans.
(They will, though. Good luck.)
The potion who lived.
Refillable Potions are an exercise in saving for the future! For the same cost, three health potions outscale this immediately, but a single trip back to your fountain recoups the value difference. Refillable is an attractive option for those looking to play the long game in lane; its upgrades provide some very real power.
It's like the Refillable Potion, but more fit to survive the wilderness.
One of the upgrades to Refillable, Hunter's Potion gives sustain to junglers who have none and allows those that do to double up. In the past, we've had to rely on intrinsic sustain mechanics (miss u, spirit stone) that always skewed towards the damage dealers in the crowd. You'll have to pay for it, but grab this on champions without strong lifesteal/spell vamp options (*cough*Amumu*cough*) and you'll find yourself burning through the jungle much healthier than normal.
It's a bad influence on the other potions.
Crystalline Flask (rip) used to be an attractive option for anyone looking to quietly sustain through lane phase. For opponents, on the other hand, it often felt like the only way to get an edge was to burn through a Flask holder's entire reservoir of health, which was no bueno (especially in combination with Teleport's lower cooldown).
Now that Flask's all out of juice, Corrupting Potion's your go-to if you're looking to outlast your opponent. Laners that choose to opt into raw stats will still have a combat advantage as they complete their item builds, but until then, Corrupting Potion's all-in nature once consumed demands respect in lane duels.
removed
While both Sorcery and Wrath have clear definitions to make the purchase feel impactful, Ruin and Iron both fulfilled the same niche, often feeling like a trap or generally underpowered relative to their damage-dealing brethren. As we retire Elixir of Ruin into the abyss, we're taking the health from it and looking to create the One True Tank Elixir everyone can feel good about buying.
Has Elixir of Ruin's health.
Damage and healing increased, but no longer resets.
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Lifesteals from all physical damage, and converts damage taken into a delayed damage-over-time effect.
Lifesteal as a stat for champions that primarily use abilities has always been an interesting space to work in, but often failed because the 'casters' in question lack the inherent durability to really start draining and instead just die on the spot. Death's Dance instead provides 'pseudo-durability' - just enough to give the user time to get their sustain engine going, but forcing that lifesteal to work overtime so as not to succumb to their accumulated debt. Can you outrace your own death, or will you just dance around it?
No longer gives attack damage when low, but enrages instead.
Never an efficient combination of stats, Maw's updated inclusion of Dirk's armor penetration and the new Lifegrip passive work together with Lifeline's shield to create the feeling of just staving off death, flying into a berserker rage when the heat is on. That sounds a lot better for fighters than the previous 'get a lot of damage when you're almost dead and then die', so we went with it.
No longer has crit, but has wayyy more damage.
Simply put, Ghostblade often lived in the valley between 'An assassin item that has crit I don't need' and 'A marksman item that isn't as good as Phantom Dancer'. With Marksman getting a host of new toys, we're refocusing Ghostblade as a much-needed buy for Assassins.
The statistically least-bought item in League of Legends (even less than Poacher's Knife, rest in peace), Guinsoo's always presented a puzzle to players - 'When do I want this item? Who could use it really well?' As it turns out, even on the few champions it works for (Kayle and Jax, primarily) it never really panned out. With berserker healing moved to Maw of Malmortius, we went all in on hulking out, providing a payoff worth stacking for should you succeed in pulling it off.
Similar to Guinsoo's (though quite not as scarce), Gunblade's reload mechanic actually restricted its active's use as a means of catching people out, instead favoring champions who could repeatedly 'reload' it (hint: it's Akali). By stripping out the mechanic and halving the cooldown we're looking to bring Gunblade back as a possible choice for a broader set of champions, namely those looking to heal off of everything. Actually everything.
hungry hungry hydra
We'd intended Titanic and Ravenous (the two 'heads' of the hydra) to be interchangeable all along, but Titanic's awkward build-path led to some complications. With Tiamat being cheaper and more accessible, we're executing on that now.
Gameplay-wise this lets you customize your type of builds on the fly, but it's also just really cool.
Not much to add. Still cool.
With the removal of ability power on Sheen, we took the opportunity to refocus the item towards tanks via its new armor scaling. Ezreal might still wear it from time to time, but once Malphite gets in the mix things'll get real icy, real fast.
it's your old pal, ohmwrecker
Costs less, no longer has ability power. Now has cooldown reduction.
One of the oldest items in the game, Sheen's ability power always made it a little awkward to use as a building block for other items (like Iceborn Gauntlet, which was always pretty confusing). Removing AP and adding cooldown reduction adds more synergies for the champions who want the Spellblade passive without forcing an often-'wasted' stat on them.
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Because even a giant belt doesn't punch people.
This neat little death-gauntlet gives us some nice flexibility in health-oriented builds. From now on: Giant's Belt for big ticket tank items, Jaurim's for a few punches with your beefstats.
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One half of the item formerly known as the Brutalizer. Doesn't look very sanitary.
We've essentially got context split across two items, so we'll tackle it here. The Brutalizer, while an amazing item for its cost, stats, and flexibility, was in some ways too desirable. By already being a 'complete' item in terms of stat profile, anything it upgraded to had to be 'Brutalizer But Bigger and/or Better'.
To tackle this, we split it up - one half with armor penetration, and the other with cooldown reduction. This gives us room to improve existing items and make new ones in the future for a variety of AD champions looking to utilize those stats without making Rengar (and all the other assassins hungry for your Flash cooldowns) harder to balance.
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One half of the item formerly known as the Brutalizer. A little flat, but has a good head on its shoulders.
Pretty much everything from the Serrated Dirk section. If you want more context, scroll up and re-read the last one. We'll wait.
We're updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each tier of decisions now successively grows in importance, ending in your final 'keystone mastery' which fundamentally impacts how you play your champion.
Rather than just the 'Offense' tree, let's look at the types of bonuses Ferocity provides. This tree is all about getting into fights and staying there, scrapping with anyone at any time. Many of its bonuses help you against a large number of targets (attack speed and % penetration are pretty 'always good'), but bursty mages or assassins may find single target isolation somewhat lacking. Wanna deal damage, but worried about tanks and fighters getting in your face? Get ferocious and bite back.
You may split five points between the following masteries:
Fury
Sorcery
You may choose one of the following one-point masteries:
Double Edged Sword
Feast
You may split five points between the following masteries:
Vampirism
Natural Talent
You may choose one of the following one-point masteries:
Bounty Hunter
Oppressor
You may split five points between the following masteries:
Battering Blows
Piercing Thoughts
You may choose one of the following keystone masteries:
Warlord's Bloodlust
Fervor of Battle
Deathfire Touch
No longer just 'Utility', Cunning is the tree for those living in the moment. Want extra speed for that clutch save on an ally? Perhaps you're looking to dive in and take out a low health target instead. Cunning's your go-to tree for both! Buyer beware: unlike Ferocity's offerings, Cunning's benefits are really only effective against softer targets, so think a lot about who you'll be fighting before spending your points!
You may split five points between the following masteries:
Wanderer
Savagery
You may choose one of the following one-point masteries:
Runic Affinity
Secret Stash
You may split five points between the following masteries:
Merciless
Meditation
You may choose one of the following one-point masteries:
Bandit
Dangerous Game
You may split five points between the following masteries:
Precision
Intelligence
You may choose one of the following keystone masteries:
Stormraider's Surge
Thunderlord's Decree
Windspeaker's Blessing
Resolve's the tree that's the least changed in terms of why you'd want to take it - it's for the immovable objects out there that want to be in the middle of a fight and stay there for a good long while. If you're someone that values staying alive for multiple rotations of crowd control or initiation, Resolve's the tree for you.
You may split five points between the following masteries:
Recovery
Unyielding
You may choose one of the following one-point masteries:
Explorer
Tough Skin
You may split five points between the following masteries:
Runic Armor
Veteran's Scars
You may choose one of the following one-point masteries:
Insight
Perseverance
You may split five points between the following masteries:
Swiftness
Legendary Guardian
You may choose one of the following keystone masteries:
Grasp of the Undying
Strength of the Ages
Bond of Stone
We're in the final moments of the 2015 season! Ranked queues close on November 11, 2015 at 12:01 AM PST with rewards distributed in the days that follow. Head to the End of Season page for the full list of rewards for each tier.
As part of their rewards, players in Gold tier or higher in any ranked queue at the end of the season will receive the Victorious Sivir skin!
PC cafe players rejoice!
The ultimate evolution of "quality of life changes". Those of you who frequently play on different computers can likely readjust your settings while blindfolded, but... now you won't have to. Enjoy 10 whole extra seconds of map awareness while everyone's still in the fountain.
For real this time.