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Yasuo's Weekend Debut

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It's no surprise that a champion might do poorly on his debut weekend. He's eager to show all the other champions what he can do; maybe even impress them enough to make it into the big leagues with dudes like Lee Sin or Taric.

Some people make the cut, like Graves on opening weekend. Others, like Lissandra, take the masses a little time to warm up to.

So what's Yasuo's current standing two days after his release?

DEAD LAST
Ouch. Almost nobody wins with him and nobody finds him enough of a threat to ban him.

Naturally this brings us to two possible conclusions:

Conclusion 1: I Have No Idea What I'm Building/Doing

This of course is the easiest conclusion. Yasuo has a high learning curve, and without it, we're just running around like lunatics trying to block everything we can think of with Wind Wall.

There's probably an optimal build and play method out there somewhere, but until either we figure it out or our Korean overlords disclose that information, Yasuo might stay subpar.


Conclusion 2: His Skills/Numbers Need Tweaking

This of course, is the preferred player base conclusion. He's simply not strong enough for a melee ad carry with an ultimate that's best used in conjunction with a team that's built around knock-ups.

Of course, the statistics might just need more data, but with the same amount of playtime as champions like Hecarim and Aatrox, I think that statistics are a fairly good representation of Yasuo's current ranked solo queue viability at this point.

What do you think? Have some success stories and/or insight on Yasuo from opening weekend? Comment below!


2013 Champion Tier List - Solo Queue - Patch 3.15 Update

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SEASON 3 - PATCH 3.15 SOLO QUEUE TIER LIST
PRESEASON UPDATE

Preface Chatter
The balance changes on this patch were far less extensive than the preseason patch (whew) but the meta has definitely evolved since the end of Season 3. A lot of heavy split pushing champions have seen high success in solo queue such as Shyvana and Mundo, and bot lane is snowballing harder than ever with the support changes. Check out the details below!
Patch 3.15 Summary
Buffs: Ahri, Janna, Lulu, Soraka,
Nerfs: Lee Sin, Lucian, Sivir, Taric
Tweaks: Fiddlesticks, Rammus
Champion Additions/Removals:
  • Tentatively added Yasuo to jungle and mid;
  • Added Orianna, Teemo support; 
  • Reduced champions in God Tier; 
Updates:
  • New: Adding links to articles discussing each champion that's covered in the FOTM posts of the site.
Use CTRL + F to Search For Champions
The Tier List

God Tier [Very Strong]: 
Mid-Lane Gods: Kassadin, Swain, Ziggs, Kayle, Talon
Jungle Gods: Rammus, Amumu, Jarvan IV, Shyvana, Vi
AD GodsSivir, Jinx, Lucian
Top Lane Gods: Dr. Mundo, Nasus, Shyvana, Jax, Wukong, Renekton
Support Gods:LeonaTaric, Annie, Thresh

Tier 1 [Really Strong]:
Mid-Lane: Orianna, Lux, Syndra, Annie, Fizz, Malzahar, Morgana, Kennen, Diana, Gragas, Ahri, Nidalee, Wukong, Brand, Pantheon, Akali, Kha'Zix
Jungle: Evelynn, Elise, Fiddlesticks, Olaf, Sejuani, Nocturne, Zac, Aatrox, Udyr, Lee Sin, Hecarim, Nautilus, Dr. Mundo, Volibear, Nasus, Maokai
AD Carry: Caitlyn, Twitch, Draven, Varus, Tristana, Ezreal, Graves
Top LaneRiven, Aatrox, Olaf, TeemoSinged, Tryndamere, Darius, Yorick, Kennen, Jarvan IV, Elise, Kayle, Malphite, Zac, Lee Sin, Udyr, Nidalee,
Support: Sona, Fiddlesticks, Janna, Zyra, Nami, Blitzcrank

Tier 2 [Balanced]:
Mid-Lane: Heimerdinger, Viktor, Mordekaiser, Cho'Gath, Anivia, Riven, Zed, Cassiopeia, Vladimir, Xerath, Twisted Fate, Katarina,  Zyra, Jayce, Elise, Lissandra, Galio, Sion
Jungle: Shaco, Warwick, Kha'Zix, Rengar, Cho'Gath, Wukong, Leona, Xin Zhao, Trundle, Malphite, Skarner, Diana, Zed
AD Carry: Vayne, Corki, Ashe, Miss Fortune, Kog'Maw
Top Lane: Rumble, Pantheon, Fiora, Rengar, Irelia, Shen, Jayce, Poppy, Akali, Quinn, Vi, Swain, Kha'Zix, Vladimir,  Gangplank, Cho'gath, Volibear, Garen, Lissandra, Zed
Support: Lulu, Alistar, Soraka, Gangplank

Tier 3 [Needs Higher Skill/Knowledge Than Usual]:
Mid-Lane: Karthus, Veigar, Leblanc, Teemo, Ryze, Karma, Evelynn, Yasuo, Fiddlesticks, Soraka
Jungle: Nunu, YasuoFiora, Master Yi, Riven, Pantheon, Jax, Kayle, Poppy, Darius,
AD Carry: Quinn, Urgot
Top Lane: Mordekaiser, Warwick, Karma, Xin Zhao, Master Yi, Yasuo, Talon, Ryze, Nunu, Galio, Trundle
Support: Morgana, Karma, Teemo, Nunu, Lux, Orianna, Nautilus, Shen, Nidalee

Tier 4 [Difficult to Win]:
Mid-Lane: Lulu, Kog'maw, Zilean, Tristana, Janna, Ezreal (AP),
Jungle: Tryndamere, Gangplank, Blitzcrank, Alistar
AD Carry:
Top Lane: Urgot
Support: Kayle, Malphite, Elise, Maokai, Yorick, Lissandra, Ashe, Zilean, Leblanc, Caitlyn

  • Champions in BOLD I will talk about shortly
  • Champions UNDERLINED may be over/undervalued, but aren't/haven't played enough for me to make a better judgement.
  • Within each tier the champions are strongest from left to right, but within a tier each champion's strength is relatively close. This is especially true for Tiers 2 and 3 where these champions are ALL highly playable and player dependent on how strong they are in-game.

Champion Explanations
  • Cho'Gath [Tier 2 Jungle] - Although he's a very solid jungler with superb sustain and decent waveclear, his ganks are a bit lackluster and he doesn't excel in many areas. That being said, I think he's balanced and strong in the right hands.
  • Dr. Mundo [God Tier Top] - My man, Dr. Mundo. Despite the nerfs to the defense tree, top lane Mundo is an absolute beast right now. His scaling damage is insane (even when he builds full tank) and the current state of spirit visage makes it an ideal pick on almost all top lanes. This means that for Mundo who naturally builds it, it's especially powerful.
  • Evelynn [Tier 1 Jungle] - Originally I was against moving Evelynn to god tier simply because she's a bit of a gimmick champion in my eyes, but the pressure she applies to lanes is strong enough to create a major disadvantage. Her damage and ganking power is also very good, and simple to execute as well.
  • Fiddlesticks [Tier 1 Jungle] - The fear nerf hit him hard, but his ultimate is still game-changing. 
  • Lee Sin [Jungle] - Ahh...the most popular jungler in the game. He's definitely got a lot going for him, and itemizes very well with the preseason balance changes. However, in the end he's still a very skill oriented champion that excels best at the highest levels of play. However, for us mere mortals there are better selections.
  • Leona [God Tier Support] - After the nerfs to Taric, Leona is probably the strongest support in the game right now, except when the enemy team has a lot of AD on their team in which case Taric will still be better.
  • Nidalee [Tier 1 AP Mid] - With the pace of the game being focused more on diving enemy turrets and fast engages, Nidalee's poking power is greatly reduced. While she can still snowball hard, the current meta doesn't favor her unique strategy.
  • Rammus [God Tier Jungle]- The nerfs were actually more of a tweak, since they did give him a longer lvl 1 taunt. This means that his early game ganks are even stronger than ever before, and his lvl 3 gank is better than ever.
  • Shyvana [God Tier Top] - Similar to Mundo, her damage and tanking power are simply off the charts. Shyvana's a very cyclical champion. When her damage and tankiness are high enough to compete in the current meta, she's op, when it's not, she sucks. Since she offers very little in real utility, there's really no in-between. 
  • Singed [Tier 1 Top] - With Mundo and Shyvana on the field, Singed's power is a little less stellar than before. While he's still a decently strong champion, there are better champions that fit the same role now.
  • Sivir [God Tier AD Carry]- Nerfs hit hard, but she's still probably the strongest AD carry in the game at the moment and snowballs HARD.
  • Syndra [Tier 1 AP Mid]- Her utility and trading power is very high right now after all the buffs she received in the last few patches.
  • Taric [God Tier Support] - Taric's nerfs hurt him a bit, but honestly he's still very strong.
  • Teemo [Tier 3 Support] - The new hybrid masteries give him a very strong early game, and his harass is decent. Without oracle his new found glorious mushroom fields are also given a huge buff.
  • Yasuo - Not seeing the power so far, check out this article for more details.
Disclaimer:
  • The purpose of this list is for discussion and to provide a starting point for hero selection.
Agree? Disagree? Comment below!

Top Team Comps #36: Season 4 Permaslow Comp

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There a lot of characters with great slowing capabilities, but here's a great Season 4 team composition that really emphasizes taking down large, tanky chamions with few or no gap closers other than sheer speed, like Dr. Mundo, Singed, and Udyr.

SUGGESTED LINEUP
Top: Dr. Mundo
Mid: Karma
Jungle: Olaf
AD Carry: Jinx
Support: Leona

ADVANTAGES:
- Strong chasing power
- Excellent roaming comp
- Extremely tanky
- Tower dives with ease
- Great waveclear

DISADVANTAGES:
- Damage can be low
- No AOE CC
- Limited engagement options
- Dependent on winning lane
- Low "hard" CC

Overall Strength: Strong
Difficulty to Counter: Medium
Difficulty to Execute: Medium
Fear Potential: Somewhat Scary
STRATEGY:
As this team has limited engagement options, Olaf should focus on snowballing bot lane since Leona will likely be your main diver. In terms of tanking or peel, I suggest putting Mundo on peel duty if the enemy is tanky, and Olaf if the enemy is using assassins.

While Ashe/Janna might be a more suitable "permaslow" theme combination, I find that this team has enough CC to focus more on Jinx's amazing damage output and snowball potential as well as Leona's diving ability as an initiation method.

Karma synergizes well with the team due to her built in Shurelias, and can create openings to catch enemy champions out of position as well.

Overall, make sure that your team carries a healthy stash of pink wards, since the greatest asset of this team composition depends on its roaming and pushing capabilities.

COUNTER-STRATEGY
To beat this team involves a mix of being careful early game, and an extremely healthy supply of wards. Champions with high mobility and escapes do well against this team composition, and boots of swiftness are amazing providing they aren't snowballed too far ahead.

Here's a sample team that would do well:

Top: Shyvana - To beat an obnoxious split pushing manaless top laner you need another of the same...
Mid: Malzahar - This one is a personal favorite of mine. with Liandry, Rylai, and his pool, he can put an extremely heavy hurting to large tanky champions and is a great counter to split pushes.
Jungle: Lee Sin - With Olaf in the jungle, you need someone who can fight back during a counterjungle and also has enough escapes/gap closers to move around the insane amount of slows.
AD Carry: Sivir - Can't go wrong with Sivir...
Support: Zyra - Her plants give you the ability to kite effectively, and the amount of CC she brings is also extremely valuable against a chase based team like this.

Overall, this counter team is very strong as well, and has more versatility as a whole. However, the original team composition is way more fun :)

Got more ideas for team compositions? Ways to improve on this one or counter it? Post them below in the comment section!

Click here for more team comps!

Snowdown Showdown LIVE!

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Showdown is live!

BY BRACKHAR
Showdown is live! Queue up for 1v1 and 2v2 duels on Howling Abyss. With three ways to claim victory, it's up to you to decide how you'll defeat your opponents. You can score first blood (or two kills in 2v2 mode), waveclear your way to 100 CS, or demolish the enemy turret before they take down yours.
Showdown's available from December 19 through January 2, so head to the Howling Abyss to show off your dueling skills and duo-ing prowess now!

Source




Personally, (if you couldn't tell from the screenshot above) I've been waiting for this skin for a long time and super excited to romp around! Now it's time to hit the fields and earn those icons~

If you haven't seen it already, be sure to check out the scoop on how to get the summoner icons with Nerfplz's Snowdown Summoner Icon Guide!



Excited for the Snowdown? Comment below!

Thoughts on 1v1 and 2v2 Showdown

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So it's been about two days since the release of the 1v1 and the 2v2 game mode, and all I can say is
TRAINING SESSION IS OPEN!

Best Parts of Showdown

This mode is theperfect way to practice all those champions that you wish you could play, but are reluctant to go into an AI bot game or suffer through 40 minutes of humiliating belittling and defeat to learn.

It's also a super fast mode to try out your favorite cheese strategies in a queue full of willing guinea pigs! Whether you plan on hiding in a bush with Tiger Udyr and red pot or want to run a Jarvan + Leona combination, this is the place to do it!


Here's just a sample of what you can do...brought to you by ModgePodg3

Most Annoying Part of Showdown:

The fact that the summoner skills keep defaulting back to flash + barrier is pretty annoying...especially when you flash barrier someone for the kill.

Also, there are some champions that have the potential to be monstrously annoying, but there will never be enough bans...

Showdown Tips

  1. If you plan on going all in before level 3, get a red pot. It gives an INSANE amount of HP and damage for its cost. Blue pot may be worth it if you know your damage output very well.
  2. If you're going adc vs adc, the first one to make the other back off will probably win. But if you're playing an AP mage, with high burst, feel free to jump back to the well if you miss one too many skillshots. They'll eventually die at level 6.
  3. If you're a melee champion, utilize the side bushes; if you're ranged, for the love of god don't go into them unless you see the enemy champions on the map.
  4. Be sure to utilize the health relics on the map.
  5. BUY POTIONS

Strong Champions (Not a Tier List)

Since each champion has his or her own counters, don't take this to mean that these are the only viable champions. I think that almost every champion is viable in this mode, especially since it's blind pick. However, as games rarely get to level 6,  most early game champions will do better than late game ones.

Here are a couple examples: Caitlyn, Jarvan, Annie, Jinx, Udyr, Xin Zhao, Rengar, Pantheon, Lee Sin, Syndra, Riven, Urgot, Kayle, Draven.

Got more thoughts on Showdown? Who are your favorite 1v1 champions and/or 2v2 combinations? Comment below!

AP Teemo In Preseason - OP Status

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The State of Preseason Teemo

With the removal of Oracle and the limitation on pink wards to 1 per player, the growth of Teemo has expanded beyond our wildest imaginations.

Why Is Teemo OP?

While AD Teemo with a regular old Blade of the Ruined King/Frozen Mallet is still very strong as a tanky duelist, it's really AP Teemo that has everyone running for cover.

With a simple Liandry's Torment and Nashor's Tooth, Teemo has enough damage and cooldown to completely surround objectives and make it impossible for the enemy team to make any plays. It's because of this that support Teemo is now a viable pick for solo queue

His win rate is hovering around 53%, which lands him at the top 10% of all champions. Fortunately, his pick rate isn't quite at the top yet so if you want a chance to earn some free (preseason) elo, here's a good time to abuse the rat before he starts being banned as much as Evelynn.

How to Counter Teemo

There's really no easy way to counter Teemo by yourself, which is why he's extraordinarily strong in solo queue. However, if you can organize your team enough to get them to upgrade their ward trinket into the PINK ward version, you can easily have a enough pink wards in any one location (like near Baron). This is usually enough to prevent the entire team from getting chunked before any teamfight even begins.

Another key item is to get an Aegis of the Legion, which has fallen out of favor since supports are generally building AP or large tanky items like Randuins. However, spreading enough magic resist amongst your teammates is key if you don't want your squishies getting 2 shot by mushrooms.

One last tip on countering Teemo is that most top lane Teemo players are very aggressive early due to their natural ability to counter melee laners. If you want to win against Teemo, gank him before level 6 or else it'll be nearly impossible to catch the little critter.

Meanwhile, since nobody actually buys enough pink wards in solo queue and Aegis of the Legion is almost never seen...

All aboard the Teemo Free-elo Train!

CHOO CHOO

Teemomere Concept Art by givemeapiggy

What do you guys think? Had any crazy run-ins with the critter? Have your own way to deal with the rodent problem? Comment below!

2013 Champion Tier List - Ranked 3s Twisted Treeline - Patch 3.15 Update

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SEASON 4 - PATCH 3.15 RANKED THREES TIER LIST
PRESEASON UPDATE

Introduction
While I'm by no means a guru on the Twisted Treeline I do enjoy playing the game mode quite a bit and hope that they'll move the solo queue 3v3 over from the PBE servers to the live servers some day.

That being said, take this tier list with a grain of salt and feel free to engage in open debate in the comment section with your own thoughts and comments. As the game mode isn't all that popular right now, hopefully this list will help spur some of you to try it out!

Current Metagame
Right now there are two main methods of playing Twisted Treeline:
  1. Duo top with a support like Leona or Annie
  2. Two solo lanes with a jungler
For the most part it seems like the NA region prefers the jungler meta, whereas the EU region prefers the support meta. I can't say for sure which one is better, but personally I think the support meta gives a much safer early game, which allows you to potentially snowball off of.

Based off of this, I'm splitting this tier list into "roles" similar to the solo queue 5s list. However, as there are only 3 positions open, I won't be including every champion into this list. If you feel that I've missed out on a strong champion, please let me know and I'll include it in the next update.
    Use CTRL + F to Search For Champions
    The Tier List

    God Tier [Very Strong]: 
    AP Bot Gods: Morgana, Syndra, Cassiopeia, Ziggs, Kayle, Karma
    Jungle Gods: Shyvana, Udyr, Lee Sin
    AD Top Gods: Renekton, UdyrRiven, Lee Sin
    Support Gods: Annie, Leona

    Tier 1 [Strong]:
    AP: Viktor, Lissandra, Gragas, Sion, Lulu, Annie, Brand
    Jungle: Jarvan IV, Aatrox, Kha'Zix, Evelynn, Xin Zhao, Trundle, Riven, Vi
    AD MeleeAatrox, Darius, Shyvana, Jax, Wukong, Jarvan IV, Kha'Zix, Xin Zhao, Trundle, Cho'Gath, Volibear, Garen
    Support: Thresh, Volibear

    Tier 2 [Viable]:
    AP: Diana, Singed, Orianna, Zyra, Elise, Rumble, Teemo, Xerath, Mordekaiser, Ahri, Kassadin, Fizz, Lux, Katarina
    Jungle: Dr. Mundo, Olaf, Nunu, Nocturne, Amumu, Sejuani, Elise, Maokai, Zac, Nasus, Cho'Gath, Shaco
    AD Melee: Olaf, Yorick, Dr. Mundo, Fiora, Pantheon, Tryndamere, Jayce, YasuoGangplank, Nasus, Rengar
    Support: Lulu, Morgana, Nunu, Malphite, Karma, Taric
    AD Ranged: Quinn, Jinx, Vayne, Ezreal

    Tier 3 [Not Played Often]: Everybody else. Not to say that you can't win with other champions, but for the most part the ones above will give you plenty to work with. Feel free to try out other strategies and post your experiences in the comment section below!

    AD/AP Positioning
    Due to the way the map is arranged, bot lane is generally considered the "safer" lane, so the solo laner almost always goes here. However, as this game mode is somewhat uncommon, you may see teams send two champions to bot lane. As a result, it's generally best to send an AP bot with long range waveclear, as these champions can deal with both 1v1 and 1v2 lanes.

    This means that for the most part, the AD based champion will go top. However, swapping these around isn't necessarily a bad thing, but it's a good idea to make sure that you have a mix of damage types so that the enemy team can't easily itemize against you.

    Champion Explanations
    • Annie - Annie's base stats are off the charts, making her an idea support. Her AOE stun is also extremely valuable in the tight corridors of the twisted treeline. However, her waveclear isn't all that great since it stops her from holding a stun ready to play, so as the primary AP she's not as strong.
    • Evelynn - Although there were no wards to begin with in 3s, Evelynn remains a fairly strong pick in 3s as the tight spaces and gank heavy playstyle lets her play to her strengths. However, the field tends to be dominated by high HP tanky champions at the moment, and most notably Lee Sin which puts a damper on her performance. If you plan on playing her, I recommend banning the monk.
    • Gragas - Gragas is extremely strong against team compositions that rely on attack speed, such as Xin Zhao and Aatrox. His mobility and displacement potential are also amazing. The only thing holding him back are his ability to farm safely and his synergy with other teammates.
    • Morgana - Morgana is insanely easy to play in 3s. Her waveclear doesn't even need her to be there, and her CC and black shield are absolutely game-breaking. Her drawback is that if she misses her binding she has low utility, so...don't miss.
    • Riven - Riven's definitely a very popular pick right now, and I think that she's much stronger top lane than in jungle. However, as she scales hard off levels, I suggest running her only with a jungler composition rather than a kill lane. She does enough killing by herself.
    • Udyr - Tiger Udyr's damage potential at early levels is absolutely off the charts, and his dueling ability is amazing as well. His late game tankiness also allows him to dive and clear towers with ease.
    • Yasuo - Although Yasuo is an extremely popular pick in 3s right now, I think he's just average at the moment. While the tight corridors allows him to hit his knock-up on more enemies, it's difficult to say exactly where he fits best in a team composition. Personally I think he works well as a solo lane with a Jarvan jungle, but he's also vulnerable to 2 man support kill lanes.
    Disclaimer:
    • The purpose of this list is for discussion and to provide a starting point for hero selection.
    Shyvana splash art by VegaColors

    Agree? Disagree? Comment below!

    Invisible Rengar Wall Glitch

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    So the NA LoL servers have been down for the better part of the day. But meanwhile, several redditors have discovered that there's a strange bug involving Rengar afoot. Apparently, when Rengar moves close enough to a straight wall, he disappears, becoming completely invisible.

    Check out the videos below!


    Meanwhile, just to show what kind of effect it has on the game, here's an in-game replay of player reactions: kudos to Jeremy for realizing that it wasn't just two professional level players going full derp mode!


    What do you guys think? Game-breaking? Comment below!


    Back into the shadows I go...

    Phant0mLord Targeted by DERP, DDoS Attack on LoL Servers

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    Why Was League of Legends NA Down all of 12/30? 

    Some of you might be wondering why the League of Legends servers were down for the entire day. Apparently, a group called DERP has been causing trouble wherever Phantoml0rd played, including across the League of Legends, Dota 2, and Club Penguin servers.

    Since I don't know the situation that well, check out this reddit post by iMario999 explaining the full details of the situation below:

    For those who don't know about the current situation:

    • A group called DERP is apparently DDoSing League of Legends NA/EU/OCE servers. They also took down Dota 2, Club Penguin, Battle.net, EA.com (Most of them or all of them are currently up and running). They are taking down whatever game Phantoml0rd is playing (or perhaps, trying to play). Most recent event isPhantoml0rd playing on OCE with stream fans and they took it down.
    • Phantoml0rd is going to talk with them on skype vent soon. EDIT: Conversation done. You can find it in my post under the "Stream events".

    PhantomL0rd's Stream Events:

    • [5:15PM] Phantoml0rd is currently in contact with the DERP group. You can see the conversation on the stream.
    • [5:22PM] Conversation disconnected. Here's a screenshot:

    • [5:23PM] Conversation back up on Phantoml0rd stream
    • [5:25PM] Conversation disconnected again. A screenshot of the second part

    • [5:35PM] Phantoml0rd starting playing Dota 2. If he loses they win take down Dota 2 again. If he wins they won't. Screenshot
    SSJSuntastic: I'm not sure why PhantomL0rd looks so pleased here...
    • [6:02PM] Dota 2 is offline again (some said it wasn't the whole server but only the game PL was in)
    • [6:22PM] Vent server back up again. PhantomL0rd is in direct contact with DERP again!
    • [6:35PM] Vent server went offline. Screenshot 1Screenshot 2 and Screenshot 3 of the conversation.
    • [6:50PM] PhantomL0rd is now playing League of Legends on Oceania server. Will it go offline again? We shall see.
    • [7:08PM] It seems like OCE is having trouble again. PhantomL0rd got disconnected from his game.
    • [7:15PM] PhatomL0rd AFK. A moderator of the stream said "The cops were called to his house for a hostage situation".
    • [7:25PM] Even the Twitch staff are concerned now. They are on PhantomL0rd stream chat and banning whoever post disclosed information such as DOX.
    • [7:28PM] PhantomL0rd confirmed the cops are at his home. Screenshot proof 1 and Second Screenshot
    • [7:35PM] Stream is OFFLINE. Apparently Twitch took it down. About more than 140,000 viewers have been spectating the stream.
    • [11:00PM] PhantomL0rd should start streaming again in about 30 minutes to 1 hour to explain the rest of the situation. Screenshot In the meanwhile League of Legends is back up so enjoy your time!
    The times are in EST

    PhantomL0rd also posted the following on his Facebook page:
    woah that last post was written like shit... sorry xD.. Was shaken up I guess. Handcuffs hurt like a bitch.. I'm good guys. More updates soon, promise. Love all of you.
    just had an automatic pointed at me, put in hand cuffs and sat in the back of a cop car as I watched as 6 policemen go through my whole house.. will keep you all updated.

    Nerfplz's thoughts on the matter:

    On his stream, PhantomL0rd declared that although the whole procedure definitely annoyed a whole lot of people and was highly illegal, it's probably for the better as League of Legends (and others) can address these security concerns. Personally I think that he might be right on this, imagine if this occurred during the finals, it'd be absolute chaos.

    Meanwhile, I napped the better part of the day.

    What did the rest of you do on your day off of the fields of justice? Thoughts on the situation? Comment below! (Also, League's back up!)

    Azingy on Volibear Support

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    Earlier today, Azingy caused quite the commotion with his unorthodox Volibear support as he proceeded to stack massive amounts of health and smash apart the enemy team. Check out the video below:

    Video uploaded by Jksad

    How Viable is Volibear Support?

    I think that he works well with champions like Draven as an all-in kill lane. When the lane is ahead, Volibear has the ability to snowball a lane extremely hard as it's near impossible to avoid getting engaged on when he starts his run, and his toss back puts champions in the danger zone.

    The fact that his passive makes him extremely tanky is also great, as that means most lanes will choose to ignite Volibear rather than the AD carry, reducing the overall damage burden on the marksman.

    On the other hand, if he starts falling behind it can start to become embarrassing, especially in a match-up like Caitlyn + Janna vs Volibear + Ezreal.

    Special shoutout to DragonRaider on Gragas...slain by a legend

    Azingy Build

    By no means think that this is the best build for Volibear, but this is what he ended the game with. I'd say a Sunfire Cape or Spirit Visage probably would have gone well.


    What do you think about support Volibear? Comment below!


    Last Few Hours of Snowdown!

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    Just a reminder that the Snowdown will end at 11:59 PST, so be sure to grab all your skins and Poro Icons while you still can! (2.5 hours left as of this post)

    One last Snowdown day!

    BY PABRO
    There's been gifting and Showdowns, wards and rewards,
    Champion skins and even more!
    But Snowdown is ending; we don't want to shout.
    We just don't want anybody to miss out.
    On January 2, the queues will come down,
    There'll be no more Snowdown anywhere to be found.
    But don't you worry, there's still plenty of time,
    Snowdown won't end until 11:59!
    At 11:59 PM PST on January 2, the Snowdown event will end. Showdown with your friends, earn your favorite icons and don't miss your chance to pick up anything else you've been wishing for this Snowdown before the snow melts in the sunrise!

    Source

    Top Champions to Carry Out of Division Hell 3.0

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    Happy new year everyone! There's been a request for another guide on champions to carry out of Elo Hell, but since there's no Elo anymore I guess it's division hell? Anyway, this post is going to be a list of champions that are extremely strong, simple to play, and are hardly ever banned.

    Check out the listing below!

    Mid Lane: Kayle
    Jungle: Amumu
    Top Lane: Nasus
    Support: Sona
    AD Carry: Sivir

    Kayle

    Kayle's early game harass and late game damage potential are absolutely insane right now. This, coupled with the strong utility on her ultimate make her ideal as a mid lane mage. Although she can also be played top, since her E tends to push the wave she can be camped much harder up there.

    Amumu

    Strangely enough, Amumu is only banned at Bronze Elo. However, considering he's in the top 10 win rates from Bronze through Diamond, you would think otherwise. With his insane late game utility after a bit of cooldown reduction, his presence is simultaneously a tank killer and squishy eliminator all wrapped up into one neat emo bundle.

    Nasus

    Top lane's an interesting lane, since a lot of it depends on game knowledge and ability to trade. If you're planning on climbing through the ranks however, it's best to select someone very tanky for top lane since a lot of junglers seem to like running full offense for some reason. His ability to assist on a gank is very high, and he has enough sustain in lane to resist most popular top laners. Also, as everyone knows, an 800 stack Nasus Q is nothing to scoff at either.

    Sona

    Although Leona/Annie are the strongest late game support right now, I think that for most players Sona will do just fine. She's a great mix of sustain/poke, and if necessary also has killing power as well. The reason I don't think a straight kill lane is good for increasing your Elo quickly is because they tend to rely heavily on your AD carry. This means that in an all-in situation a few slow reactions might quickly snowball into a defeat.

    Sivir

    Marksmen are actually in a pretty weak position right now, and I personally don't think that playing AD carry is quite the fast Elo gainer it used to be. However, if you're good at the position then certainly don't shy away from it. If you're into it, Sivir is your best bet and is rarely banned. Although her range is short, her waveclear is insane and can easily force back the wave even in a losing position. 

    Got more champions you think are great for climbing the ladder? Comment below! Also check out the solo queue list for more picks~

    Riot Discusses Showdown & Magma Chamber Info

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    Check out the latest on Riot's mind when it comes to development on Magma Chamber and the 1v1/2v2 showdown modes! Unfortunately the idea seems to be getting scrapped, but read on!

    Showdown & Magma Chamber Info

    BY BANKSY
    In December, we debuted our second Featured Game Mode, Showdown. We wanted to share some results from the mode's first run, and give an update on the...less icy map we showed off at the2013 All-Star Game and said we’d launch before the next season.
    The idea for a 1v1/2v2 map originated from a Thunderdome project and ended up evolving into what you saw at the 2013 All-Star Game. At the time, the Featured Game Modes project was just kicking off and the team decided to take a deeper dive into a 1v1/2v2 game mode. They discovered a few things:
    • Pros (and internal play testers) actually preferred the longer lanes, health packs and brush of Howling Abyss
    • Magma Chamber ran alright on the nigh-supercomputers pros were playing on, but it was far from optimized and had a slew of unforeseen performance issues
    There were also a few questions that needed answers:
    • Would 1v1/2v2 be a popular and replayable mode for players?
    • What's the correct map layout? Should players be able to choose a lane on Summoner’s Rift? Should there be health pickups? Brush?
    • What's the optimal rule set for a 1v1 or 2v2 matchup?
    So we had to make a decision - we wanted to try out a game mode like this, but creating a mode-specific map represented a significant commitment when we weren't sure the game mode was going to be something players wanted. Since players seemed really interested in a 1v1/2v2 experience, we chose to try the game mode out on Howling Abyss - an art-complete and optimized map - to gather player feedback and data.
    Showdown was a relatively short-lived experience for most players. Tons of players tried Showdown out when it was first released, but, after only a week, players worldwide spent less than 1% of all in game time on Showdown. Generally, we heard good feedback about the 1v1/2v2 gameplay on Howling Abyss as compared to Magma Chamber. Players also had ideas about continued improvement of the 1v1/2v2 experience such as being able to do specific top, mid or bot lane matchups on SR.
    Ultimately, we concluded that Magma Chamber simply isn’t the right place for us to further develop a great 1v1/2v2 experience and the mode itself isn’t sustainable as a permanent feature. So, after many discussions and a lot of fact checking, we’re halting development of the Magma Chamber map you saw at last year's All-Star Game. That doesn't mean that a lot of you (and us) didn’t have fun dueling it out on Howling Abyss and we really want to bring back 1v1/2v2 in the future.
    (If you’re interested in the complete breakdown of our Featured Game Modes data as well as some information on the future of Showdown, check out Brackhar’s post.)
    We know we changed our minds after making a commitment and we’re sorry. We hate doing it. Thebiggest promise we make, and the one that makes us believe this is the right decision, is that we aspire to be the most player-focused game company in the world. We’re always trying to make decisions that we think are in the best interest of players and in this case, we think that the best path forward is to perfect 1v1/2v2  as a Featured Game Mode. We’re excited about future possibilities and there are already more projects in the works we think you guys will love.

    Source

    For more information on what Magma Chamber was supposed to be released as, check out this link

    Patch 4.1 Incoming 1/15 (a.k.a. Ranked Resets?!)

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    About an hour ago, Riot NOC released the following tidbit of news on the NA forum with the title "01/15 - Server Maintenance: Patch 4.1":
    Summoners,
    On 01/15/14, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 4,1. At 03:00 PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
    Although it's not stated for sure that divisions will be reset in the next patch, when the new patch number changes is generally also when the ranked season begins.

    WHO ELSE IS EXCITED?!


    MUNDO IS!

    Official Patch 4.1 Notes Released!

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    The official patch notes for the first patch of Season 4 are here! Check out some of the highlights below!

    Buffs: Anivia, Janna, Yasuo
    Nerfs: Annie, Evelynn, Jinx, Nasus, Rengar, Riven, Shyvana, Thresh
    Item Nerfs: Spirit Visage, Sunfire Cape

    Official Post:

    Hey Summoners,

    Riot Pwyff here with the first update of 2014! Since this is the beginning of a new year, we’re rolling over our patch numbering from 3.x to 4.x. Aside from getting that +1, our general design philosophy for the new season isn’t changing. We’re still closely watching the state of the game as it evolves with the preseason, and this update is just another step down that path.
    The general theme of patch 4.1 is more refinement and tuning. We’re in the process of de-fogging more of those outliers like Shyvana, Riven and Annie. That said, now that the dust has settled we can also take another look at modernizing certain items (the Spirit line of jungle items, for example) and systems (2v1 lane swaps).
    Quick note, any text in red will be myself guiding you through some of our changes and our thought process behind them. On with the patch notes!



    Leagues

    The 2014 ranked season reset will take place within the next few days. We’ll have a full list of changes in the patch notes when it happens.




    Vision Code Changes

    While these changes won’t be immediately noticeable at first, you should see some positive differences over time with vision becoming more dynamic and responsive. These changes let us do more with vision while tackling larger issues in 2014. No promises for now as to what timelines we’ll be hitting with our updates, but hopefully you’ll be able to see the difference.
    • In-game vision should now be more responsive and dynamic as it interacts with abilities (like Lux’s Lucent Singularity)
    • Ward sweeping abilities will now cause wards to darken the fog of war when they are disabled.
    • Projectiles should register more quickly when a champion casts an ability from the fog of war




    Champions

    Anivia
    Summary: We’ve increased the speed of Anivia’s basic attack projectile and brought down the mana cost of Flash Frost and Crystallize. Additionally, Anivia’s ult will now have a warning effect when she is almost out of Glacial Storm’s range.
    We call these kinds of changes “modernizations,” where we bring a champion up-to-date with the current state of the game. Usually this means mana cost changes (typically reductions), but it also extends to playability improvements, like range indicators or gameplay improvements.

    General
    • Basic attack projectile speed increased to 1400 (from 1100)

    Q - Flash Frost
    • Mana cost reduced to 80/90/100/110/120 (from 80/100/120/140/160)

    W – Crystalize
    • Mana reduced to 70 at all ranks (from 70/90/110/130/150)

    R - Glacial Storm
    • Now displays a warning particle over Anivia that only the Anivia player can see when she is close to the maximum range of her ultimate


    Annie
    Summary: Pyromania’s stun duration is now shorter at earlier levels but Summon: Tibbers’ cooldown has been reduced at later levels to compensate.
    Annie’s a terrifying kid to play against in the early phases of the game – even before Tibbers joins the party– mostly due to her long duration stun at level 1. With these changes, we want to give Annie’s lane opponents some more room to breathe against her early threat, but we’ve given Tibbers more late game playtime to compensate. This should lessen a bit of Annie’s power without incinerating her overall strengths.

    Passive - Pyromania
    • Stun duration now scales 1.25/1.5/1.75 seconds at levels 1/6/11 (from 1.75 seconds at all levels)

    R - Summon Tibbers
    • Cooldown reduced to 120/100/80 seconds (from 120 at all ranks)


    Evelynn
    Summary: We’ve slowed down Hate Spike’s missile speed, changed Ravage’s damage from magical to physical and Agony’s Embrace now grants its shield instantly.
    Evelynn’s newfound strength in the preseason is partially a result of our changes to the vision system, but she’s also been blowing up enemy champions during the mid-game when she can stack Magic Penetration. Changing Ravage’s damage to physical will reduce some of Evelynn’s burst, but our core focus is on the Hate Spike change. By reducing its missile speed, Evelynn’s victims should feel more rewarded for keeping her at a distance, especially if they have some speed boosts to outrange her spikes. We also cleaned up the response time of Agony’s Embrace – it feels pretty bad for Evelynn to die before the shield but after the cast.

    Q - Hate Spike
    • Missile speed reduced to 1250 (from 2000)

    E - Ravage
    • Damage changed to physical (from magic)

    R - Agony's Embrace
    • Now grants the shield instantly (instead of 0.5 seconds later after the projectiles return to her)


    Janna
    Summary: Monsoon now channels immediately on activation and the channel duration has been reduced. Additionally, we’re increasing Monsoon’s heal per second and total heal amount.
    Since we removed a lot of Janna’s invisible power, we can now buff up some of the cooler parts of her kit. Since Monsoon is one of Janna’s big moments in the spotlight, we decided to throw caution to the wind and buff her up with more healing potential and immediate gains.

    R - Monsoon
    • Now begins channeling immediately upon activation (from an initial 0.25 second cast time)
    • Total channel duration reduced to 3 seconds (from 4 seconds)
    • Heal per second increased to 100/150/200 (+0.6 ability power) (from 70/110/150 (+0.35 ability power)
    • Total heal amount increased to 300/450/600 (+1.8 ability power) (from 280/440/600 (+1.4 ability power))


    Jinx
    Summary: We’ve lowered Jinx’s base health but increased her health per level. We’re also standardizing Flame Chompers! arm time, reduced its damage at earlier levels and fixing a slight bug.
    Given all of Jinx’s other core strengths; we’re looking to reduce some of her early game laning power.

    Despite Flame Chompers! taking a little longer to arm – and doing less damage at early levels –  Jinx can at least get excited about their increased reliability against champions who could use movement-based abilities to get over them (Vi, Lee Sin, etc).

    General
    • Base health reduced to 462 (from 500)
    • Health per level increased to 82 (from 80)

    E - Flame Chompers!
    • Standardized arm time to 0.7 seconds (from 0.5 to 0.74 seconds)
    • Fixed a bug that would cause Chompers to sometimes not activate on champions dashing over them
    • Reduced damage at earlier levels to 80/135/190/245/300 (from 100/150/200/250/300)


    Nasus
    Summary: We’re reducing Wither’s range and removing the increased Wither and Spirit Fire range granted through Fury of the Sands.
    We want to keep Nasus’ core strengths where they are while toning down some of his power. Reducing the cast range of Wither and removing Wither’s bonus cast range from Fury of the Sands means that Nasus must position better and make better decisions about which target to Wither, rather than “sniping” fragile opponents with long-range Withers before eating them.

    W - Wither
    • Range reduced to 600 (from 700)

    R - Fury of the Sands
    • No longer increases the cast ranges of Wither and Spirit Fire


    Rengar
    Summary: We fixed a bunch of bugs in Savagery and tweaked Empowered Battle Roar.
    Rengar’s overall sustain with Empowered Battle Roar is incredibly high, especially because he can transition from a tank in the mid-game to an unseen predator in the late-game. While this is definitely a nerf to Rengar’s overall sustain, we wanted to maintain his ability to survive in a fight, so the scaling heal will remain a good choice when Rengar’s low on health. The Savagery change means that Rengar now has two seconds to pull off his empowered basic attack instead of six seconds.

    Q – Savagery
    • Savagery basic attack buff (not attack speed buff) reduced to 2 seconds (from 6 seconds)
    • Fixed multiple bugs that allowed Rengar to use Savagery more frequently than intended

    W - Battle Roar
    • Empowered Battle Roar heal changed to 20 + (10 x level) amplified by a 1% per 1% of Rengar’s missing health (from 40 + (20 x level) health)


    Riven
    Summary: We lowered Riven’s base attack damage but increased her attack damage per level to compensate. Additionally, Broken Wings’ damage has been decreased and Valor’s shield duration was shortened.
    Riven’s burst damage is just too high at early levels, so we’re dulling her blade. Broken Wings scaling off total AD from bonus AD means that Riven will do better when she’s behind (because she won’t be able to buy so much raw AD), but worse when she’s far ahead. We’re reducing the duration of Valor to hit some of Riven’s flexibility in lane – if she’s going to rely on Valor’s shield to trade damage, she’ll need to commit quickly or risk losing the shield.

    General
    • Base attack damage reduced to 54 (from 56.7)
    • Attack damage per level increased to 3 (from 2.7)

    Q - Broken Wings
    • Damage per strike decreased to 10/30/50/70/90 (+40/45/50/55/60% total attack damage) (from 30/55/80/105/130 (+70% bonus attack damage))

    E - Valor
    • Shield duration reduced to 1.5 seconds (from 2.5 seconds)


    Shyvana
    Summary: We’re lowering Burnout’s overall damage and Flame Breath’s damage at earlier levels. Dragon’s Descent also received a bug fix and the damage now matches the tooltip.
    Shyvana’s doing a lot of damage in the early to mid-game, even when she builds tanky. It turns out that when Shyvana can push, wave clear and out-trade opponents all at once, things can get a little frustrating. We’re cooling some of that dragon blood down to make her early bullying more manageable.

    W - Burnout
    • Damage per second reduced to 20/35/50/65/80 (from 25/40/55/70/85)
    • Minimum magic damage reduced to 60/105/150/195/240 (from 75/120/165/210/255)
    • Maximum magic damage reduced to 140/245/350/455/560 (from 175/280/385/490/595)

    E - Flame Breath
    • Damage reduced at earlier levels to 60/100/140/180/220 (from 80/115/150/185/220)

    R - Dragon's Descent
    • Damage now correctly matches the tooltip at 175/300/425 (from 200/300/400)


    Thresh
    Summary: We made it more obvious that Dark Passage is a clickable item and gave it a small collision radius. We’re also slightly increasing the time it takes for The Box to form.
    Giving Thresh’s lantern a small collision radius means that he can’t cover things like minions or wards to prevent enemies from clicking them. Similarly, this also means that minions can’t accidentally cover up a lantern, and that enemies can’t block Thresh’s lantern with a bunch of wards. Instead, Thresh’s lantern will now slightly push units out of the way when it’s thrown on top of them – or if the unit can’t be moved (ie: wards or champions), Thresh’s lantern will land beside them and champions won’t be able to walk directly on top of it. Click that lantern!

    The increased delay on The Box’s wall formation is to clarify its use as a trapping ability when Thresh has the right position. Sometimes Thresh will just throw out The Box when walking behind a fleeing opponent to “clip” them on the edge, but Thresh should fail in those situations because he didn’t bother to have the proper positioning.

    W - Dark Passage
    • Now shows indicator particles to nearby allies to indicate that it is a clickable object
    • Lantern now has a small collision radius

    R - The Box
    • Delay on wall formation increased to 0.75 seconds (from 0.5 seconds)


    Yasuo
    Summary: We’ve smoothed out Yasuo’s gameplay overall and made Steel Tempest auto-smartcast. Additionally, Last Breath now gives maximum Flow when cast and has a slightly shortened animation.
    While we’re still keeping an eye on how Yasuo is performing at all levels, we wanted to smooth out his gameplay and give Last Breath more use to turn around a fight when he’s behind.

    General
    • Now properly applies the 10% critical strike damage reduction to Statikk Shiv critical hits
    • Improved the functionality of his E – Sweeping Blade to Q – Steel Tempest combo

    Q – Steel Tempest
    • All casts are now automatically smart cast

    W – Wind Wall
    • No longer blocks friendly Syndra orbs

    R – Last Breath
    • Now grants maximum Flow on cast
    • Spell animation shortened by 0.1 seconds
    • Now less likely to be teleported out of by enemies spamming flash
    • Now properly alerts spectators and allies when it is on cooldown




    Minor Changes and Bug Fixes

    Caitlyn
    R – Ace in the Hole
    • Fixed a bug where Ace in the Hole's visual effects would continue, even after the projectile was destroyed by its target becoming untargetable. Caitlyn players should now have better visual feedback for when their ultimate will not hit its target.


    Darius
    R – Noxian Guillotine
    • Duration after kill when Darius can re-cast Noxian Guillotine increased to 20 seconds (from 12 seconds)


    Fiddlesticks
    This is a change we’re planning to make with more testing, but it went out accidentally and we’re reverting it for now.

    Q - Terrify
    • Fixed a bug where Terrify would cause enemies to flee in a straight line, rather than in random directions


    Fiora
    R – Blade Waltz
    • Fixed a bug where Fiora could teleport while casting Blade Waltz


    Hecarim
    W – Spirit of Dread
    • Amount healed now correctly matches the tooltip at 20% across all ranks (from 10/15/20/25/30%)


    Jarvan IV
    Passive – Martial Cadence
    • Fixed a bug where Martial Cadence would sometimes trigger on towers


    Lux
    R – Final Spark
    • Now goes on cooldown when it finishes casting, instead of when it begins casting
    • If Lux dies while casting Final Spark, it will no longer go on cooldown


    Malzahar
    R – Nether Grasp
    • Now halts the target's movement if they were being moved by a friendly effect (dashes, jumps, etc.)


    Nami
    R – Tidal Wave
    • Now goes on cooldown when it finishes casting, instead of when it begins casting
    • If Nami dies while casting Tidal Wave, it will no longer go on cooldown


    Nidalee
    W - Bushwhack
    • Fixed a bug where Nidalee's Bushwhack traps could be placed in walls
    • If Nidalee casts a trap that would fall in a wall, the trap will instead be placed in the nearest non-wall position less than or equal to Bushwhack's maximum cast range (900 units)


    Olaf
    Q – Undertow
    • Slow reduced to 29/33/37/41/45% (from 35/40/45/50/55%)


    Talon
    E – Cutthroat
    • Now teleports Talon slightly further behind his target


    Twisted Fate
    Q – Wild Cards
    • Targeting indicator updated to show the individual targeting lines



    Items

    Rabadon's Deathcap
    • Tooltip now displays the amount of Ability Power gained from its UNIQUE Passive.


    Spirit Visage
    The cooldown reduction for Spirit Visage is to reduce its high gold efficiency for almost all tanky champions, especially since many were just buying Spirit Visage as part of their “core” tank build, regardless of the enemy team composition.
    • Cooldown reduction reduced to 10% (from 20%)


    Sunfire Cape
    This change is to reduce the overwhelming power of early Sunfire Capes.
    • Magic damage changed to 25 + character level (from 40)



    Jungle Items

    We really like Spirit of the Spectral Wraith’s healing passive, so we decided to make it a staple passive on every Spirit item.

    Spirit Stone
    • Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells)
    • No longer has health or mana regen
    • No longer has Maim passive


    Spirit of the Ancient Golem
    • Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells)
    • No longer has health or mana regen


    Spirit of the Spectral Wraith
    • Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells) (from 8% of spell damage for both health and mana)
    • No longer has health or mana regen
    • Now grants 2 ability power for every large monster kill (max: 30)


    Spirit of the Elder Lizard
    • Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells)
    • No longer has health or mana regen





    Summoner's Rift

    These changes are for Summoner’s Rift only
    With these changes, we want to tackle the 2v1 lane swaps that many competitive teams have adopted in order to shut down enemy laners while also taking quick objectives. Initiating a 2v1 lane swap to shut down an opponent should have inherent risks, like leaving your bottom tower vulnerable to early pushes.

    Turrets
    • Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
    • Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks



    Crystal Scar and Twisted Treeline

    These changes are for Crystal Scar and Twisted Treeline only
    Much like when we removed Needlessly Large Rod from Twisted Treeline and Crystal Scar (due to its high cost in a faster game mode), we’re doing the same with B.F. Sword while reintroducing items with alternative build paths. Lord Van Damm’s Pillager has the exact same stats and total cost as Infinity Edge, but is easier to build up over time.

    Blackfire Torch
    • Movement speed reduced to 5% (from 10%)


    Wicked Hatchet
    • Re-introduced with a new build and effect
    • Builds from a Long Sword and Brawler's Gloves
    • Costs 1200 (440 combine cost)
    • 20 AD and 10% Critical Chance
    • Critical strikes cause your target to bleed 60% of your bonus AD over 3 seconds (physical damage)


    Lord Van Damm's Pillager
    • Re-introduced with a new build and effect
    • Builds from Wicket Hatchet, Pickaxe, Agility Cloak
    • Costs 3800 (995 combine cost)
    • Stats and effect are identical to Infinity Edge


    Infinity Edge
    • Removed



    Crystal Scar and Howling Abyss

    These changes are for Crystal Scar and Howling Abyss only

    Entropy
    • No longer builds out of BF Sword - Now builds out of pickaxe
    • Damage reduced to 55 (from 70)
    • Total cost reduced to 2700 (from 3475)
    • Combine cost reduced to 500 (from 600)



    Crystal Scar, Howling Abyss, Twisted Treeline

    These changes are for Crystal Scar, Howling Abyss and Twisted Treeline only

    Grez's Spectral Lantern
    • Total cost reduced to 1350 (from 1450)
    • Combine cost reduced to 250 (from 350)


    The Lightbringer
    • Total cost reduced to 2200 (from 2500)
    • Combine cost reduced to 375 (from 575)


    Hextech Sweeper
    • Total cost reduced to 2000 (from 2200)
    • Combine cost reduced to 330 (from 530)



    New Player Experience

    We’ve introduced a stable roster of free champions for new players to play. Our goal is to improve the way players learn to play League of Legends when they’re first starting out. These champions were picked because of how easy they can be learned and how enjoyable most new players find them.

    • These changes will be turned on at a later date
    • Players new to League of Legends will now have a static roster of free champions to play during their first few levels; after which, they will use the normal Free to Play rotation

      2014 Season Ranked Play Begins

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      Ahh...the fresh kick-off to the ranked season! It looks like you can't get above Plat I after your first 10 games, but oh well...the day is young! Check out the FAQ below:


      01/16/2014 Leagues Patch

      The 2014 season began and Leagues have been reset. A lot of our changes are focused on observations from last season’s ranked play. When we first made leagues we wanted to combat “ladder anxiety” where players were too nervous about losing their rank to actually play. However, what we ended up seeing were group of players who would reach division V of a tier and then tank their games as they exploited demotion immunity.
      No bueno.
      For the 2014 season, it’s possible for a player to get demoted out of a league if they continuously play at a much lower skill level while losing games. You’ll be sufficiently warned of the demotion if it looms, but the change will improve ranked play at division V tiers.
      We also removed “LP clamping” where players would only see tiny LP gains at division 1 of their tier. Clamping will still be in effect at Diamond I (because Challenger should rep the best players, so it needs to be strict), but all other tiers will see regular LP gains from now on.
      Alright, I’m gonna go start my placement matches.
      -Pwyff

      Leagues


      • Ranked solo, duo, and ranked team stats have been reset for the start of the 2014 season
        • Play 10 games in ranked solo or duo queue, or 5 games in ranked teams to be seeded into a league!
        • Ranked inactivity will be reset and re-enabled for the start of the season
      • Changed LP calculations so players will no longer see a sudden decrease in gains when hitting division I in all tiers (except Diamond)
      • Tier demotions and shielding have been added
        • Once you enter a new tier, you’ll have a set number of games where you are invulnerable to dropping out
        • After you play these games, if you fall a full tier below your placement in terms of MMR, a demotion warning will appear in your profile (IE: A Gold V player playing at a Silver V skill level would see this warning)
        • Continuing to lose games at 0 LP will result in a demotion to division I of the next lower tier
      • Challenger pool in solo and duo ranked queues have been increased to 200 players (from 50)
      What league are you aiming for? Comment below!

      2014 Champion Tier List - Solo Queue - Patch 4.1 Update

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      SEASON 4 - PATCH 4.1 SOLO QUEUE TIER LIST
      SEASON 4 UPDATE

      Preface Chatter
      Ladies and gentlemen, welcome to the official start of Season 4! This time around they nerfed two major top lane items: Sunfire Cape and Spirit Visage. For those of you wondering why Dr. Mundo didn't get nerfed hard this patch, it's because they hit him with an indirect one from the item changes.

      Anyway, without further ado, let's check out the list!

      Patch 4.1 Summary
      Buffs: Anivia, Darius, Janna, Yasuo
      Nerfs: Annie, Evelynn, Jinx, Nasus, Olaf, Rengar, Riven, Shyvana, Thresh
      Tweaks: Fiddlesticks, Hecarim, Lux, Malzahar, Talon
      Item Nerfs: Spirit Visage, Sunfire Cape
      Updates/Changes:
      • 1/19: Annie moved down, Mundo/Graves moved back up, Yasuo moved up to Tier 1 Mid
      Use CTRL + F to Search For Champions
      The Tier List

      God Tier [Very Strong]: 
      Mid-Lane Gods: Ziggs, Kassadin, Swain, Kayle, Kha'Zix
      Jungle Gods: Amumu, Rammus, Vi, Jarvan IV, Kha'Zix, Elise
      AD GodsSivir, Draven, Jinx, Lucian
      Top Lane Gods: Shyvana, Wukong, Jax, Nasus, Renekton, Dr. Mundo
      Support Gods:Leona, Thresh

      Tier 1 [Really Strong]:
      Mid-Lane: Gragas, Orianna, Lux, Fizz, Talon, Morgana, Malzahar, Nidalee, Syndra, Diana, Ahri, Teemo, Annie, Brand, Wukong, Yasuo, Pantheon, Katarina, Akali,
      Jungle: Shyvana, Volibear, Fiddlesticks, Sejuani, Evelynn, Aatrox, Udyr, Lee Sin, Zac, Nocturne, Hecarim, Nautilus, Dr. Mundo, Rengar
      AD Carry: Caitlyn, Twitch, Varus, Tristana, Ezreal, Graves
      Top LaneAatrox, Olaf, Teemo, Singed, Darius, Rengar, Tryndamere, Yorick, Kennen, Jarvan IV, Warwick, Elise, Kayle, Malphite, Lee Sin, Udyr, Volibear, Karma, Nidalee
      Support: Sona, Annie, Taric, Zyra, Blitzcrank, Janna, Nami,

      Tier 2 [Balanced]:
      Mid-Lane: Heimerdinger, Viktor, Cassiopeia, Anivia, Galio, Kennen, Mordekaiser, Zed, Vladimir, Xerath, Zyra, Elise, Lissandra, Sion, Karma
      Jungle: Olaf, Shaco, Maokai, Nasus, Warwick, Pantheon, Wukong, Xin Zhao, Leona, Trundle, Malphite, Skarner, Gragas, Diana, Zed
      AD Carry: Vayne, Kog'Maw, Ashe, Miss Fortune, Quinn, Corki,
      Top Lane: Rumble, Fiora, Zac, Riven, Pantheon, Yasuo, Shen, Poppy, Akali, Quinn, Vi, Swain, Kha'Zix, Vladimir, Cho'gath, Garen, Jayce, Lissandra, Zed
      Support: Lulu, Fiddlesticks, Karma, Alistar, Soraka

      Tier 3 [Needs Higher Skill/Knowledge Than Usual]:
      Mid-Lane: Karthus, Veigar, Leblanc, Riven, Twisted Fate, Jayce, Cho'Gath, Ryze, Evelynn,  Fiddlesticks, Soraka
      Jungle: Nunu, Jax, Cho'Gath, Malzahar, Yasuo, Fiora, Master Yi, Riven, Kayle, Poppy, Darius,
      AD Carry: Twisted Fate, Kennen, Urgot
      Top Lane: Irelia, Gangplank, Mordekaiser, Xin Zhao, Sion, Vayne, Master Yi, Talon, Ryze, Nunu, Galio, Trundle
      Support: Morgana, Teemo, Nunu, Volibear, Lux, Nautilus, Orianna, Nidalee, Zilean, Gangplank, Shen

      Tier 4 [Difficult to Win]:
      Mid-Lane: Lulu, Kog'maw, Zilean, Tristana, Janna, Ezreal (AP),
      Jungle: Tryndamere, Gangplank, Blitzcrank, Alistar
      AD Carry:
      Top Lane: Urgot
      Support: Kayle, Malphite, Elise, Maokai, Yorick, Lissandra, Ashe, Leblanc, Caitlyn

      • Champions in BOLD I will talk about shortly
      • Champions UNDERLINED may be over/undervalued, but aren't/haven't played enough for me to make a better judgement.
      • Within each tier the champions are strongest from left to right, but within a tier each champion's strength is relatively close. This is especially true for Tiers 2 and 3 where these champions are ALL highly playable and player dependent on how strong they are in-game.

      Champion Explanations
      • Anivia [Tier 2 Mid] - So this last patch gave Anivia a couple buffs, including a faster auto attack for smoother harass/last hitting. However, she's still getting heavily cheesed by champions who are strong level 1~3 champions due to the fact that she quite literally has the lowest base health in the game. That being said, if she can survive to mid-late game without dying, her damage output, utility, and waveclear are insane.
      • Draven [God Tier Marksman]- With the newest Jinx nerf this patch coupled with the Sivir and Lucian nerfs of last patch, Draven's back and stronger than ever before. His main strength is obviously his ability early on to out-duel any champion in the game. As the other "top" ad carries were nerfed he's naturally stronger. This, combined with the nerfs on tank items really makes him a major threat on the field at all points in the game.
      • Dr. Mundo [God Tier Top] - Sunfire cape and Spirit Visage nerfs took down a huge part of his "OP" factor and he's much more manageable now.
      • Fiddlesticks [Tier 2 Support] - Although Fiddlestick's fear was inadvertently changed, it really goes to show you that a minor change in his fear flee path can break the champion so heavily. That being said, since they reverted the change I think he's still a pretty solid support, but a lot of the heavier melee supports are taking over at the moment.
      • Gragas [Tier 1 Mid] - Gragas is absolutely beast right now. With champions like Draven, Yasuo, and Jax seeing a lot of gameplay, that means that his attack speed reduction is an amazing asset to most teams. 
      • Kassadin [God Tier Mid] - While Kassadin's been banned 90% of games, I still think he's a very strong pick and snowballs a team very hard, even from behind. While he certainly has his counters, I think that he adds a particular element to the game that creates a need to address him. That being said, I haven't seen him in months.
      • Katarina [Tier 1 Mid] - With Yasuo being so popular, most other assassins nerfed and Katarina untouched, I think we'll be seeing a lot more of her power now. A lot of popular champions also have relatively little in the way of CC and she's great against a team with Mundo.
      • Kha'Zix [God Tier Mid/Jungle] - With squishy champions gaining popularity on the fields of justice, Kha'zix has really made a comeback as one of the biggest nuisances on the field. His damage output is nothing to scoff at, and although he tends to be squishy, with a mid laners like Swain/Gragas and supports like Leona on the field, a tanky jungler is hardly required.
      • Riven [Tier 2 Top, Tier 3 Mid] - Riven's nerfs I feel were fair, and although her playstyle has changed drastically, I think that she's still a balanced top laner. As she stands I think she needs a little more skill than usual mid lane, but still works to some degree.
      • Warwick [Tier 1 Top] - As it stands, outside of a couple champions that are almost always banned (Mundo, Shyvana etc.) top lane has become a fairly subdued lane compared to how it used to be. Warwick's one of the few champions that has the ability to outsustain these champions, and his hunter's call also works very well with all the heavy auto-attack champions that are out there now. The shift towards more heavy damage, low CC champions also gives his low cooldown suppression a high level of success. While he doesn't particularly stand out in the jungle, I think he's very strong top at the moment.
      • Yasuo [Tier 2 Top/Tier 1 Mid] - Yasuo's new buffs were pretty decent, and as long as your team has some sort of reliable knock-up, I think that he's fairly good. With a 50% win rate at the moment I think it's fair to say that he's balanced, leaning up closer to Tier 1.
      Disclaimer:
      • The purpose of this list is for discussion and to provide a starting point for hero selection.
      Agree? Disagree? Comment below!

      Dragonblade Riven Preview Released

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      Check out the official preview for the latest in the line of Riven skins - Dragonblade Riven!



      The legend of Dragonblade Riven

      BY PABRO
      One tale tells of a woman, her sword forged in dragon's fire, descending into an enemy enclave in the aftermath of a bloody battle. She leaped and slashed through hordes of foes, slaying captors and freeing their captives. Refusing to bow to those who would enslave the innocent, she stormed across the countryside, giving hope to refugees and the unprotected. Those who witnessed her crusade soon knew the truth behind the proverb, "There's no shield like a Dragonblade's sword."
      Preserve the path to freedom as Dragonblade Riven for 1350 RP and available only during Lunar Revel, on sale for 975 RP through January 31.

      Source

      Insane Korean Challenger Lee Play

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      Check out this insane clip of a challenger level Lee Sin from Korea below! Some things are too insane not to go viral...

      Video Uploaded by BaegmonTV

      Not impressed? Two words: 1. Dat 2. Smite

      Lunar Diana Preview Released!

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      Embrace the truth as Lunar Goddess Diana

      BY PABRO
      Prophecy tells of the lotus cycle, where the flower endures humble beginnings in mud and one day blooms in perfect beauty.
      Facing fierce persecution at every turn, a woman toiled among the laborers, the weak and the broken. In the shell of an ancient lunar temple, she uncovered a crescent blade slung across golden armor inscribed with blown lotus petals. A soft voice sang when she grasped the hilt of the weapon, lilting with honest knowledge. She was struck by a vision of a warrior goddess wearing the gilded regalia. Stirred by the truth in the moon’s hymn, she lifted the sword.
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