Our goal with vision is two-fold: first, we want to keep pushing the
vision game as a team effort and, second, we want to make vision more
dynamic than days past. For that first goal, we’re doing things like
free trinket upgrades for all, along with the option for tier 2 support
items to upgrade into either powerful tier 3 active items or
slot-efficient sightstones. For the second goal, we’re removing
Stealth Wards from the shop so teams will need to rely more heavily on
their pink (and blue trinket!) wards to get the vision control they
need. In tandem with this change, however, we’re also adding a new
feature in ward ‘debris’ when a ward passes on. By giving you the
ability to see the dead bodies of wards who’ve moved on with their
lives, you’ll be able to learn more about your opponent’s vision habits
as well as your own.
Ward Debris
Wards now leave behind corpses when they
die, letting you know the warding habits of your enemies and teammates.
Trinkets
Trinkets now upgrade automatically and grow
in strength as you gain levels. Blue Trinket has been removed, but
Yellow now either works like before (2 wards on cooldown) or can be
sidegraded to a long-range scout trinket, capable of dropping a visible
1-health ward with unlimited duration. Red Trinket now ‘reveals’ all
units (monsters, champions, wards) it scans, acting as both a ward
sweeper and brush checker. Red can also sidegrade into a personal radar
that follows your champion around for a while, sweeping and disabling
all wards as you go.
Sightstones
Gold generation support items can now either
upgrade into fully-fledged tier 3 items with powerful actives, or
slot-efficient sightstones with gold generation stats. Additionally,
we’ll be reintroducing the Ruby Sightstone, which will reduce the
cooldown of all of your active items. So either you can go all-in on
active items, or just finish that Sightstone before going traditional
damage / tank support items.
It’s no secret that players who depart for the top lane
can end up feeling isolated without a dragon to contest. Rather than
just flipping the map on its head, we’re exploring ways to bring some
relevancy to the north so top laners can feel like they're interacting
with their team before the 15 minute mark.
Details are still being sussed out, but expect to meet
something new on Summoner’s Rift in the early phases of the game. Defeat
it, and gain a single target buff focused on early game power and
pushing down the lane.
Passive:
Gain half of your critical
strike chance as cooldown reduction (in addition to a base amount).
Passive:
Critical strikes restore a portion of your maximum mana.
Infinity Edge
Attack Damage
Critical Strike Chance
Passive:
Critical strike bonus damage is increased.
Blade of the Ruined King
Attack Damage
Attack Speed
Life Steal
Passive:
Basic attacks deal a percentage of the target's current health.
Active:
Deal a portion of the target
champion's maximum health, heal for the same amount, and steal a
portion of their movement speed.
Phantom Dancer
Attack Speed
Critical Strike Chance
Passive:
Spectral Waltz: When within a
certain distance of a visible enemy champion, you can move through
units and gain bonus movement speed toward them.
Passive:
Lament: The last champion you hit deals less damage to you.
Statikk Shiv
Attack Speed
Critical Strike Chance
Movement Speed
Passive:
Moving and attacking will gain stacks of energy. Become energized at 100 stacks.
Unique Passive:
Shiv Lightning: Your
Energized attacks deal bonus magic damage (based on level) to up to 5
targets on hit. This deals double damage to minions and can critically
strike.
Rapid Firecannon
Attack Speed
Critical Strike Chance
Movement Speed
Passive:
Moving and attacking will gain stacks of energy. Become energized at 100 stacks.
Unique Passive:
Firecannon: Your Energized
attacks gain bonus range and deal bonus magic damage (based on level) on
hit. Energized attacks work on structures.
Runaan's Hurricane
Attack Speed
Critical Strike Chance
Movement Speed
Unique Passive:
Wind's Fury: When basic
attacking, bolts are fired at up to 2 enemies near the target, dealing
damage. Bolts can critically strike and apply on-hit effects.
Unique Passive:
Basic attacks deal additional damage on hit.
Lord Dominik's Regards
Attack Damage
Unique Passive:
Last Whisper: +Bonus Armor Penetration
Unique Passive:
Giant Slayer: Grants bonus
damage against enemy champions with greater maximum health than you.
Mortal Reminder
Attack Damage
Passive:
Last Whisper: +Bonus Armor Penetration
Unique Passive:
Executioner: Inflicts Grievous Wounds on the target, reducing all incoming healing.
Mercurial Scimitar
Attack Damage
Magic Resistance
Life Steal (!)
Unique Active:
Quicksilver: Removes all debuffs and grants a brief burst of bonus movement speed.
Death's Dance
Attack Damage
Cooldown Reduction
Unique Passive:
Dealing physical damage heals you for a portion of the damage dealt.
Unique Passive:
A portion of all damage you
take is now deferred and dealt to you as a bleed effect over a period of
time.
"The changes we're making this preseason all work toward making each game
of League feel unique. From the different champion strengths you bring
to the items you take to battle, all the way to the masteries you choose
- we want your decisions to matter and have a clear impact on how each
game plays out."
Marksman Updates
"We're following up our juggernaut changes with a close look at League's
marksmen. Rather than just balancing them against today's meta, we want
to give each marksman a specific meta-agnostic identity, a unique
bargaining chip that each can bring to the table to either catalyze
their team comp or counter the enemy's."
Miss Fortune
The Bounty Hunter
Bullet Time now lasts longer and fires increasing waves of bullets as
she levels her ult, while we're moving Strut over to her W and giving
her a brand new passive tentatively titled... Love Tap. With it, MF will
deal increased damage to targets other than the one she last shot at.
She has two guns, and by constantly switching targets, she'll deal huge
amounts of pain to multiple victims. Finally, Impure Shots doesn't last
as long, but gives her much more attack speed, and crucially lasts
longer every time Miss Fortune deals extra damage with Love Tap.
Quinn
Demacia's Wings
Blinding Assault no longer blinds (so uh... that's going to need a
rename), but its cooldown is reduced whenever Quinn attacks enemies
turned Vulnerable by Valor. Next up, we're turning Quinn's ult into a
toggle, giving Demacia's Wings the ability to MOVE. Most champions rely
on Teleport to safely stray from their team, but League's speediest
champion can move about freely and split push - or counter a split push -
anywhere on the map without needing summoner spells.
Graves
The Outlaw
We're changing up Graves' basic attacks so they behave like his
Buckshot, meaning his basic attacks deal area of effect cone damage and
knockback minions, although the three (yep - his shotgun still fires
three rounds, and no, we still can't explain it) rounds can each be
blocked. Still on Graves' basic attacks, he actually has an ammo system
now, and reloads his gun after firing two rounds. Every round that lands
reduces the cooldown on Quickdraw, which no longer grants attack speed
but does reload his gun. Finally, we're tweaking Buckshot, giving it a
unique T shape attack that deals two rounds of damage.
Corki
The Daring Bombardier
Corki's always been League's magic damage dealing marksman, something
we're reinforcing by tweaking his basic attacks to deal half magic and
half physical damage. We're reducing the range of his Valkyrie to make
him a little less safe, but adding in something totally unique to the
mustachioed aviator. Now, once he hits level six, Corki - or Corki's
ground staff - will spawn a crate of rockets and bombs back at HQ. Once
Corki flies over one of his crates, he gets SUPERCHARGED, earning a
homeguard boots-esque boost, increased base movement speed, and a
supercharged Valkyrie that basically carpet bombs a huge area with
napalm... but only for a small window of time. Basically, Corki has a
minute to make a huge play once he picks up his Corki care package -
whether or not he makes the most of his window will often separate the
good Corkis from the great Corkis.
Caitlyn
The Sheriff of Piltover
Caitlyn's traps now run on ammo, so the sheriff can lay down up to three
at a time, and while trapped enemies no longer suffer damage, Caitlyn
can hit them with a basic attack at much longer range to deal instant
Headshot damage. She gets the same bonus off enemies caught by her 90
Caliber Net, too. Finally, we're tweaking Cait's Piltover Peacemaker,
making the initial shot much thinner until it strikes a target - then
her round bursts open and deals reduced damage to everything behind it.
Kogmaw
The Mouth of the Abyss
We're lopping off Living Artillery's double champion damage, and adding
in execute damage that scales up to deal quadruple damage to low health
targets. Meanwhile, we're cutting Kog'Maw's Bio-Arcane damage in half
while doubling its attack speed buff. Oh, and as long
as Kog'Maw's W is
active, he'll completely disregard League's attack speed cap.
You saw redefine what is possible, test the boundaries of professionalism in the game to become some of the biggest names in e-Sports League of. But once the crowd going and the lights go out, what motivates these professionals to not just improve but become the best?
Legends Rising goes beyond the game and explores the inspirations, fears and the work of some of the most prominent players in the world. Driven by the pursuit of perfection and tormented by the defeats of the past six professionals from six countries will rise to become legends. These are their stories, told backstage.
See his glory in this six-part series, premiering soon.
Nasus. Darius. Garen. Skarner. When you think of brute force, these champions should come to mind: powerful, durable, immortal and hand-to-hand. They are the giants of League that, after departure, become super chargers tank that can almost destroy anyone who is foolish enough to get in your way. The prototypical colossus is Nasus, our beloved destroyer end of matches. The dungeon bosses can only do what it does best when in close range, and their lack of approximators means that it depends on speed increases as "The Hunt" of Sivir or precise set of controls such as the Morgana to get close, but when it does, it releases the power of his known skill, Siphon attack.
When you think of brute force, these champions should come to mind: powerful, durable, immortal and hand-to-hand. This balance of power and coverage helps keep boots hand-to-hand tanks in good condition and leads to different plays each Champion. What have we done with this update was looking for some giants who occupied the same "tactical space" Nasus (think we have more of these, but we work with four for the first set) and added a little more than one factor where we could.
DARIUS
Death through my hands
Always we think of Darius as one of the strongest fighters League, the pentakill machine that sobressairia of your enemy attacks before seizing the wounded and cutting all. The problem was, despite the great fantasy, Darius almost never did any of that. Or improved the damage him and died before the time to clean it up, or did tank and had no damage in order to bury the enemies.
With this update, we are changing bleeding and giving a new passive tool to the big guy: Blood Fury:
PASSIVE: hemorrhage
Darius cuts the enemy that attacks, causing bleeding. Hemorrhage builds up to five times.
NEW: Blood Fury: When Darius perform an enemy with Sash Noxus or fill the bleeding accumulations at a target, he gets Fury Blood for a few seconds. While under the effects of Blood Fury, Darius greatly increases your Physical Damage and applies maximum bleeding charges on any enemies hit.
Garen
Justice, by law or by the sword
Garen is a champion in what is interesting work. He is a renowned champion of "spin to win", but does not bring enough uniqueness to their matches. Moreover, when the end of departure arrives, the Demacia Power becomes the Mansinho of Demacia and decays so that their role becomes to leave talking to others - in loud and clear - the place where he comes. We would like to balance a little boy, then changed its power curve to make it weaker at start early and stronger at the end, and we added a new passive in the big man's ultimate.
R: JUSTICE Demacian
NEW PASSIVE: Garen identifies the enemy champion with latest slaughter as the villain of the enemy team. Tics and basic attacks on the Villain Trial cause an additional 1% at full life as True Damage.
ACTIVE: Garen calls the power of Demacia to give a final blow to the enemy target. The more life is missing the enemy, the more damage the Demacian Justice cause. [NEW] Justice Demacian cause damage to the real villain of the enemy team.
Skarner
My theme stinging
Skarner has one of the coolest ultimates of the game and we think this is a good thing, but we also wanted to give him more toys to cheer him up while he was not kidnapping someone. Goataríamos that Skarner had something unique in it - and here's the result:
When Skarner is in a match six crystal piáculos appear on the map. They are located near the Rubrivira, Azuporã, Baron and Dragon. These pinnacles crystals are catchable, and the altars of Twisted Treeline. When someone Scorpion team captures a pinnacle, it is created a zone that gives Skarner (and only Skarner!) Significant bonus movement speed and attack. The enemy team can also capture them and when they do, they receive gold, a small flash of vision and temporarily leave Skarner without your important bonus. This is the key - with these changes, Skarner becomes a neutral control objective of king and super helpful for teams who want to subjugate your enemies with positive and map control.
Mordekaiser
Misery loves company
Finally took a look at Mordekaiser. Over the years, he has been a champion consistently difficult to balance thanks to its unique mechanical. The League of iron man is a magician of wind damage, no shield or mana that is super slow and no control group ... and is usually played in solo queue. So instead of committing ourselves to balanceá it here and there in the coming years, we decided to try something a little crazy. Here goes...
We are trying Mordekaiser like a Colossus in dual route, intending to put it in place of a shooter of choice.
IT IS.
The update it has some very unique features. For starters, Creeping Death now deals damage if Bites and your friendly target are close together, a move that aims to help put Mordekaiser double routes as mentioned. Second, even if he is playing in a route as support, he will get the full experience of any troops that get their final blow (media usually can half the experience). This means that, unless he dies horribly early on, always arrive at level six before his opponents and always have an advantage in the case of battles in the lower route and to challenge the dragon at the beginning of the match.
Speaking Dragon, look at this:
Whenever harm specifically the dragon, Mordekaiser the curse - if your team mate, Bite invokes a range of dragon that follows it and fight for it. If you've always dreamed of seeing the dragon and Baron fighting but never thought possible ... well ... now it is.
Black Market Brawlers Players: 5v5 Map: Summoner's Rift Pick: Draft
Krakens
"Golden Krakens" this will be a currency in this game mode. Every 60 seconds = 1 Kraken Kill 1 = 2 Krakens 1 Assist = 1 Kraken Baron / Dragon = 1 Kraken by Member who attended Counter Jungle in a big monster = 1 Kraken
Brawlers
There are four types of brawler troops. Every game you will spend Krakens it received to hire a kind of brawler troop of your choice, then improve it as you want throughout the game. Once hired, your brawler will replace a common army and born every batch of troops from all three routes for the remainder of the game. Each brawler troops have 3 options for improvements (Skills, Attack & Defense) that you can choose to customize them as you like. Improvements can be purchased in new tab "Brawlers" in the source item shop using Krakens.
Ironbacks
Melee: Tanky Siege Initial hiring: Ironback receive 25% less damage tower. Level 1: Iron back cause 175% damage to enemy structures. He gains a shield that blocks the next attack of a champion or a tower (Shield with a cooldown of 10 seconds). Level 2: Back Iron cause 250% damage to enemy structures. While his shield is atigo, it reduces 35% of damage from minions. Level 3: Iron back cause 325% damage to enemy structures: Shell has reduced its CD for 3 seconds and now receives only 40% of the damage coming from minions.
Razorfins
Melee: Tracker Hiring Home: Razorfin has 100% bonus Attack Speed. Level 1: Razorfin chases an enemy champion to the end. While attacking enemies he has 100% bonus on your veocidade movement and ignores collisions. Level 2: Each time Razorfin damage on an enemy, he applies a mark in the third mark, Razorfins cause 300% of its damage. Level 3: 2 will be Razorfins in each respawn.
Plundercrabs
Ranged: Harrass Hiring Home: Your Plundercrab will have an additional shot in the near enemy with 150 range but 50% of the damage. Level 1: Plundercrab has 50 range. Get a Stack of 20% attackspeed (Reaching 150%) for 3 seconds each time it attacks an enemy. Level 2: Plundercrab has +100 range and causes 150% damage to enemy champions. Level 3: Plundercrab has 150 range. A hit bonus will always apply when you hit an enemy minion and will cause damage to all nearby enemies.
Ocklepods Ranged: Utility Initial hiring: OCklepod uses a magical shield in a minion ally to every 10 seconds, blocking 100 + (2 x AD Ocklepor). This shield lasts 10 seconds. Level 1: Your Ocklepod has 10 MR. It uses a "Clairvoyance" every 30 seconds. After 4 seconds of delay it will ensure the vision of the area for 4 seconds. Level 2: Ocklepod has 20 MR. Shield now blocks 250+ (2x Ocklepod AD) and it is cast to every 4 seconds. Level 3: Your Ocklepode has 30 MR. Its Clairvoyance is now used in every 10 seconds, and the delay is reduced to 2 seconds.
Other upgrades of the Brawlers.
Brawler Abilities
Adds a skill on your Brawler. Each will have different unique abilities The price increases: Level 1 = 5 krakens Level 2 = 10 krakens Level 3 = 20 Krakens
Brawler Attack
AD adds to your Brawler Level 1 (5 Krakens): +10 AD Level 2 (10 Krakens): +20 AD Level 3 (20 Krakens): +30 AD
Brawler Defense
HP adds to your Brawler. Level 1 (5 Krakens): + 100HP Level 2 (10 Krakens): + 200HP Level 3 (20 Krakens): + 300HP