Thursday, November 26, 2015

NEW MASTERIES

   

Ferocity Tree 

Tier 1

Fury

ATTACK SPEED 0.8/1.6/2.4/3.2/4%
 

Sorcery

INCREASED DAMAGE FROM ABILITIES 0.4/0.8/1.2/1.6/2%

Tier 2 

 

Double Edged Sword

MELEE Deal an additional 3% damage, but receive an additional 1.5% damage
RANGED Deal an additional 2% damage, but receive an additional 2% damage

 

Feast

I HUNGER Killing a unit restores 20 health
COOLDOWN 20 seconds

Tier 3 


Vampirism

LIFESTEAL AND SPELLVAMP 0.4/0.8/1.2/1.6/2.0%

Natural Talent

SCALING ATTACK DAMAGE 2/4/6/8/10 at level 18
SCALING ABILITY POWER 3/6/9/12/15 at level 18

Tier 4 

Bounty Hunter

TAKING NAMES You gain a permanent 1% damage increase for each unique enemy champion you kill

Oppressor

KICK 'EM WHEN THEY'RE DOWN You deal 2.5% increased damage to targets with impaired movement (slows, stuns, taunts, etc)

Tier 5 

 

Battering Blows

ARMOR PENETRATION 1.4/2.8/4.2/5.6/7%

 

Piercing Thoughts

MAGIC PENETRATION 1.4/2.8/4.2/5.6/7% 

Keystone

Warlord's Bloodlust

DRINK THEIR BLOOD Critical strikes heal you for 15% of the damage dealt and grant you 20% increased attack speed for 4 seconds
COOLDOWN 2 seconds

Fervor of Battle

STACKTIVATE Your basic attacks and spells give you stacks of Fervor for 5 seconds, stacking 10 times. Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.

Deathfire Touch

TOUCH, DON'T GRASP Your damaging abilities deal an additional (0.5 bonus attack damage + 0.2 ability power) magic damage to enemy champions over 3 seconds (half damage over 1.5 seconds for AoE and damage-over-time)



Cunning Tree 

 Tier 1

 

Wanderer

MOVEMENT SPEED 0.6/1.2/1.8/2.4/3% out of combat

Savagery

BONUS DAMAGE TO MINIONS AND MONSTERS 1/2/3/4/5 on single target spells and basic attacks
 

Tier 2 

Runic Affinity

BABY GOT BUFFS Buffs granted by jungle monsters last 15% longer

Secret Stash

HITS THE SPOT Your potions, flasks and elixirs last 10% longer
APPETIZERS Health potions are now Biscuits, restoring 20 health and 10 mana on use.
 

Tier 3 

Merciless

DAMAGE AMPLIFICATION 1/2/3/4/5% increased damage to champions below 40% health

Meditation

MANA REGEN 0.3/0.6/0/9/1.2/1.5% of your missing mana per 5 seconds
 

Tier 4 

Bandit

FINDERS KEEPERS Gain 1 gold whenever a nearby minion is killed by an allied champion
PICKPOCKET Gain 3 gold (10 gold for melee) when basic attacking an enemy champion
PICKPOCKET COOLDOWN 5 seconds

Dangerous Game

NOT EVEN CLOSE, BABY Kills and assists restore 5% of your missing health and mana

 Tier 5

Precision

ARMOR & MAGIC PENETRATION 0.6/1.2/1.8/2.4/3 + 0.06/0.12/0.18/0.24/0.3 per level
TOTAL AT LEVEL 18 1.7/3.4/5.0/4.8/8.4

Intelligence

COOLDOWN REDUCTION 1/2/3/4/5%
COOLDOWN REDUCTION CAP 40% 41/42/43/44/45%
 

Keystone

 

Stormraider's Surge

HIT AND RUN Dealing 30% of a champion's maximum health within 2 seconds grants you 35% bonus movement speed for 3 seconds
COOLDOWN 10 seconds

Thunderlord's Decree

RIDE THE LIGHTNING Your 3rd ability or basic attack on an enemy champion shocks them, dealing 10-180 (+0.2 bonus attack damage) (+0.1 ability power) magic damage in an area around them
COOLDOWN 30 seconds

Windspeaker's Blessing

FIGHTING SPIRIT Your shields and heals are 10% stronger
POWER OF FRIENDSHIP Your shields and heals on allies other than yourself grant them 15% increased armor and magic resist for 3 seconds
 

 

Resolve Tree 

Tier 1 


Recovery

HEALTH REGEN 0.4/0.8/1.2/1.6/2 per 5 seconds

Unyielding

BONUS ARMOR AND MAGIC RESIST 1.2/2.4/3.6/4.8/6%
 
 

Tier 2

 

Explorer

I'LL GO AHEAD You gain 12 movement speed while in the river or in brush

Tough Skin

DIRT OFF YOUR SHOULDERS You take 2 less damage from champion and monster basic attacks
 
 

Tier 3 

 

Runic Armor

INCREASED HEALING FROM ALL SOURCES 1.6/3.2/4.8/6.4/8%
FORTIFIED Shields are 1.6/3.2/4.8/6.4/8% more effective on you

Veteran's Scars

BONUS HEALTH 0.8/1.6/2.4/3.2/4% maximum health

 

 Tier 4

 

Insight

INVOCADORES Your Summoner Spell cooldowns are reduced by 15%

Perseverance

WHEN THE GOING GETS TOUGH 50% health regen, increased to 200% health regen when below 20% health

 Tier 5

 

Swiftness

SLOW RESIST AND TENACITY 3/6/9/12/15%

Legendary Guardian

ARMOR AND MAGIC RESIST 0.6/1.2/1.8/2.4/3 for each nearby enemy champion

 

Keystone

Grasp of the Undying

HERE TO STAY Every 4 seconds in combat, your next attack against an enemy champion steals life equal to 3% of your maximum health (1.5% for ranged champions)

Strength of the Ages

STEPPING ON THE LITTLE GUYS Killing a Siege minion or large monster increases your maximum health by 20 and 10 respectively, up to 300 health.
THE LONG HAUL After maxing this bonus, you restore 100 health when a nearby siege minion dies.

Bond of Stone

DAMAGE REDUCTION 4%, doubling to 8% when near at least one allied champion
IN THIS TOGETHER 8% of the damage that the nearest allied champion would take is dealt to you instead. This can't bring you below 15% health.

 

 

Dynamic Groups



This upcoming season we're replacing the solo/duo queue with a dynamic group queue, where you'll be able to climb the ladder with any number of teammates, going from single participation all the way to a full team comp. There's no longer a penalty for players ranking together, so the benefits of grouping up will always prevail. You'll still need to be of similar rank to your queue-buddies, and the system is designed so that groups will almost always play against similarly grouped opponents (so if you're in a premade five, there's a 95% chance you'll run into another premade five), but now you'll be able to compete the way you want to.

Ranked teams will still be available for players who want to form a team of any skill level, as teams are judged on the skill of the static group rather than the sum total of the individuals. That said, this season we're also going to be improving the path to pro, with less ranked team grinding and more focus on performing when it counts. Details to come!

Understand Your Teammates



Pick Intent

After your match is made, you and your new teammates discover your position and enter the draft. Before the ban phase begins, everyone picks the champ they plan to play—this is called pick intent. Pick intent helps your team sort out potential comps and avoid teammate-harming bans. 





No More Surprises

Now each player selects their champion one at a time. For example, if your team has first pick, the opposing team still picks two champions afterward, they just lock in one after the other.
As a result, however, both bans and picks now require everyone to lock in their choice. If a player fails to lock in a pick or ban, champ select ends and players return to queue (and that player faces the same queue dodge penalties).




Distributed Bans

We're distributing drafting responsibilities amongst all players so every player gets a chance to make a meaningful contribution to their team. A new ban phase distributes one ban each to the players who receive the last three picks, while the top two have a shot at securing priority champs for the team. For clarity: bans still happen before picks.

Play To Your Strengths





Position Assignment

When exploring position select, we delved into how most people play the game and designed around what we found: most players feel strongest in two positions. So you now select two positions out of top, jungle, mid, bottom, support, and fill. You're guaranteed to land in one of the positions you select. And yes, support's now officially a position in addition to a role. Check out your options:
  • Select a primary and secondary position and matchmaking weights your primary choice, making it more likely you land there; you're guaranteed to slot into one of the positions you select
  • Select a primary position and "Fill" as your secondary, and matchmaking weights your primary choice, placing you in any other role if necessary
  • Select "Fill" and join a team in any position
Requiring two positions ensures short queue times and that no one on your team gets stuck in a position they don't want to play. We know some options (*cough* support and jungle) aren't always quite as popular, and plan to incentivize these roles with IP bonuses if necessary.
We don't see position select impeding lane swaps or other emergent strategies in the future, and teams remain totally free to collaborate and experiment with different comps (double jungle 2016)!

New Starting Items and New Sustain Items


Cull

Summary:
  • Attack Damage
  • Life on Hit
Unique Passive: Killing a minion grants additional gold. Killing a set number of minions grants additional bonus gold immediately and disables this passive. 
 
 
 

The Dark Seal

Summary:
  • Ability Power
  • Increased Healing from Potions
  • Mana
Unique Passive: Grants ability power per stack of Glory.
Unique Passive: Grants Glory for a champion kill or assist, up to a small cap. Lose Glory on death.
Upgrades to Mejai's Soulstealer
 
 

Hunter's Talisman

Summary:
  • Mana Regeneration while in Jungle
Unique Passive: Tooth: Damaging a monster steals health over 5 seconds. 
 
 
 
 
 
 
 

Hunter's Machete

Summary:
  • Life Steal vs. Monsters
Unique Passive: Nail: Basic attacks deal bonus damage on hit vs. Monsters. 
 
 
 
 
 

Tracker's Knife

Summary:
  • Life Steal vs. Monsters
  • Mana Regeneration while in Jungle
Unique Passive: Tooth / Nail: Basic attacks deal bonus damage vs. monsters. Damaging a monster steals health over 5 seconds.
Unique Active: Warding (Minor): Consumes a charge to place a Stealth Ward that reveals the surrounding area. Holds up to 2 charges which refill upon visiting the shop.
 
 
 
 
  Sustain Items
 

Mana Potion

Removed

 

 

Health Potion

Summary:
  • NEW COST: 50g


Refillable Potion

Summary:
  • Consumes a charge to restore some health over a few seconds. Holds up to 2 charges and refills upon visiting the shop.
 
 
 
 
 
 
 

Corrupting Potion

Summary:
Consumes a charge to restore health and mana over 12 seconds and grants Touch of Corruption during that time. Holds up to 3 charges that refill upon visiting the shop.
Touch of Corruption: Single target spells and attacks burn enemy champions for a small amount of magic damage over 3 seconds (increases with champion level). 
 
 
 
 
 

Hunter's Potion

Summary:
Consumes a charge to restore some health and mana over 8 seconds. Holds up to 4 charges and refills upon visiting the shop.
Killing a Large Monster grants one charge.