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- The Tribunal
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- Unjustified game theory
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There is no new champion this patch.
Patch 5.1: Live on Jan. 15th, 2015
+ Show Spoiler [Patch Notes] +
Champions
Alistar
Alistar has been updated! Check out the article if you want the full story, or below if you just want the specifics.
General
Updated model, textures and VFX for base and all skins
New ability icons
New base splash!
Azir
Another patch, another Azir bug-fix. Jokes aside, this specific problem would Arise (heh) when Azir would issue an attack at maximum range, walk out of that range, re-enter range and issue the attack again. In effect, Azir would trick himself into thinking the soldier could attack when it couldn't, creating the illusion that it should have dealt damage. Shoutouts to NA summoner 'A Mana Potion' for helping us track this one down.
W - Arise!
Fixed a bug where a sand soldier would appear to attack but fail to do damage.
Corki
VALKYRIE COSTS MORE MANA.
For a champion with such high burst potential, trade-offs needed to be made to keep Corki's high-power, high-damage lane in line. Increasing Valkyrie's mana cost allows for us to maintain an important lever that presents options to Corki's opponents: either he uses so many spells that he can't escape, or he gets forced to use Valkyrie to escape and gives you some breathing room before beginning his barrage all over again.
W - Valkyrie
50 mana
⇒
100 mana
Elise
Q DOES MORE BONUS DAMAGE AGAINST MONSTERS.
With 5.1, we've decided to continue passing along love to some junglers that haven't had the greatest time thus far. With this in mind, we begin with our resident ex-top-tier-spider, Elise.
This one's pretty cut-and-dry; previously we had kept Elise's bonus damage low to curb some of her clearing power, but now that the jungle's got a much larger health pool, well, we felt we could accommodate her accordingly. While obviously not a "this changes everything!" patch note, we'll continue to keep an eye on Elise in the new season to see if she needs a little more love.
Q - Neurotoxin / Venomous Bite
50/75/100/125/150 magic damage
⇒
75/100/125/150/175 magic damage
Evelynn
EVELYNN HAS MORE MANA REGENERATION WHILE STEALTHED AND RAVAGE PROCS ON-HIT EFFECTS. We'll stop shouting now.
Continuing with Evelynn, we're adopting the same 'slow-but-steady' approach as with Elise. Mana's always been a huge issue for Eve, and that's never been more clear than in a season without Spirit Stone's sustain. Doubling Evelynn's passive mana regeneration while stealthed should see her more active in fighting jungle monsters and champions alike, while adding on-hit effects to Ravage opens up unique item synergies (such as Blade of the Ruined King, Devourer Enchant, the Sheen family) to take advantage of those mid-game spikes.
Passive - Shadow Walk
+1% maximum mana per second
⇒
+2% missing mana per second
E - Ravage
Strikes now apply on-hit effects
Strikes no longer apply spell effects
Fizz
Previously, Urchin Strike wasn't applying sheen effects when it was used too close to his targets. Now you can Q in without fear of your spells...fizzling.
Excellent.
Q - Urchin Strike
Fixed a bug where Fizz wouldn't proc Sheen if Urchin Strike was used too close to the target
Gnar
Boomerang Throw's cooldown refund is lower, but ranks back up to normal through ranks via Gnar!
Unlike Gnar's origins, this yordle's strong laning phase is no big secret. Pulling back on the uptime of his harass should make things more manageable in the early game, while ranking his ultimate lets him keep up with the pace of frantic late-game teamfights.
Q - Boomerang Throw
60%
⇒
45%
R - GNAR!
Increases Boomerang Throw's cooldown refund on catch to 50/55/60%
Hecarim
Q costs less mana at early to mid ranks, and W's cap on monster / minion healing has been increased at all ranks.
Next stop on our 2015 Jungle Love Train is none other than the Horselord himself, Hecarim. Jungle difficulty's been rough on our little pony, and with no spirit items to keep his sustain up, he's found more time in the stable than we'd like.
Q - Rampage
24/26/28/30/32 mana
⇒
20/23/26/29/32 mana
W - Spirit of Dread
60/90/120/150/180
⇒
90/120/150/180/210
Janna
Q got slightly skinnier.
Janna's the type of champion whose kit keeps her consistently powerful. Even when she fails to see widespread play competitively, she's never far from showing up and surprising the world with just how useful she can be. These days she's back to her old tricks - namely, protecting carries and disengaging teamfights for days on end - but while digging deeper we found that her Tornado's width was actually hitting much wider than the particle indicated. Refactoring it to match the visuals certainly decreases her power, but in a way that promotes the type of dodgeability she needs to not dominate the support role.
Q - Howling Gale
150
⇒
120
Jayce
Hyper Charge has been slightly reduced in its total attack damage scaling at later ranks.
For a guy so strong when it comes to long-range combat, it doesn't make the most sense that he should blow you up in close-quarters without the use of his hammer. Lowering Hyper Charge's late-game shenanigans should keep even the most fed Jayce's out there from getting too unfair. It's also unfair for him to be that good looking, but that's not something we can nerf.
W - Hyper Charge
70/85/100/115/130% total attack damage
⇒
70/80/90/100/110% total attack damage
Kalista
Though Kalista hasn't had her time to shine just yet, few out there fail to acknowledge her potential. Unlike many marksmen, Kalista's power can be harder to access due to the responsibilities of her Oathsworn to follow-up or create opportunities for her to make plays. Instead of reducing Kalista's reliance on her soulbound partner (that would be making her less unique!), we're increasing the potential rewards for successful coordination.
Passive - Martial Poise
While Kalista still can't cancel her basic attack, she can select a different target during the first moments of her basic attack wind up
W - Sentinel
8 seconds
⇒
6 seconds
1.5 seconds
⇒
2 seconds (tooltip will be updated next patch)
Nautilus
When handing out post-holiday season buffs, there was no way we could leave out League's very own Anchor-man. Similar to our Sejuani changes in 4.21, we think Nautilus has acceptable weaknesses in the beginning phases, and we're not looking to change that here; rather, new scalings on his shield (remember, maximum health vs. bonus health is a significant change) makes Titan's Wrath hold pretty even - until Nautilus hits his 2nd health item, where he starts to see significant gains.
W - Titan's Wrath
100/150/200/250/300
⇒
65/70/75/80/85
15% bonus health
⇒
7/9.5/12/14.5/17% maximum health
Rek'Sai
Rek'Sai's a unique champion with a lot of mastery required to make full use of her piles of strategic mobility options - all of which is currently undermined (heh) by her raw strength as a duelist. While we want the queen to hold her own in a fight, holding her own in a fight against 4 people and getting out alive isn't quite what we had intended (sorry marksmen).
Q - Queen's Wrath
15/35/55/75/95 physical damage
⇒
15/30/45/60/75 physical damage
0.4 bonus attack damage at all ranks
⇒
0.3 bonus attack damage at all ranks
Q - Prey Seeker
1.0 ability power at all ranks
⇒
0.7 ability power at all ranks
W - Unburrow
0.5 bonus attack damage at all ranks
⇒
0.4 bonus attack damage at all ranks
Renekton
Reign of Anger decays twice as fast, but Q, W, and E both generate more fury when hitting champions. Cull the Meek heals based on the number of champions hit rather than raw converting damage dealt to health.
All hail the fallen king of fighters - Renekton was once the Titan of Top Lane, now pushed to the wayside by armor-stacking tanks able to weather his onslaught. To solve some of his issues without giving him the throne back, our top investiGators put fury under the microscope as well as tuning up Cull the Meek's healing.
Fury as a mechanic is designed to give Renekton a way to scale meaningfully through combat, but currently falls a little flat, often just auto-winning trades due to its generation via minions. As of 5.1, Renekton gains more Fury while fighting champions (along with new bonuses to Fury on Ruthless Predator/Dice!) but gains far less for mindlessly shoving minion waves. This keeps Renekton's strengths when fighting 1v1 (god forbid the 1v2 or 1v3) but gives more rest between his fury-charged trades while on the losing end of the lane.
Lastly, we've changed Cull the Meek to heal based on the number of champions hit rather than calculating the heal after mitigation occurs. This keeps Cull the Meek as a competitive option in the later stages of the game after the enemy team starts stacking armor which, in turn, provides a massive boost to Renekton's survivability in teamfights.
There a lot of gross numbers below, but the short of it is: +Fury hitting champs, -Fury hitting minions, +Healing on champs. King Croc is back - long may he reign. In anger (that's his passive.)
Passive - Reign of Anger
2 fury per second
⇒
4 fury per second
Q - Cull the Meek
5% of damage dealt
⇒
3/4.5/6/7.5/9 (+0.04 bonus attack damage)
10% damage
⇒
9/13.5/18/22.5/27 (+0.08 bonus attack damage)
20% damage
⇒
9/13.5/18/22.5/27 (+0.12 bonus attack damage)
40% damage
⇒
27/40.5/54/67.5/81 (+0.24 bonus attack damage)
5 per target
⇒
2.5 per target
5 per target
⇒
10 per target
W - Ruthless Predator
10 fury
E - Dice
2.5 fury per target
10 fury per target
Rumble
Haaa... Oh dear. This wasn't a massive difference, but there was one all the same that we didn't see until now.
E - Electro Harpoon
Fixed a bug where the cooldown between Harpoon casts was shorter on Super Galaxy Rumble
Sion
Zombies already have Grievous Wounds, man.
Passive - Glory in Death
Fixed a bug where if Sion was killed while affected by a healing debuff (ex. Grievous Wounds), he would revive in his zombie form with reduced health
Skarner
2015 Jungle Love Train ends its 5.1 run visiting all the Skarner mains out there missing their kind. For similar reasons we've stated for Evelynn and Hecarim, Q cost reductions are here to compensate for the lack of Elder Lizard sustain, while a lower cooldown on Fracture Skarner can continue to be annoying in those late game teamfights.
Q - Crystal Slash
16/18/20/22/24 mana
⇒
16/17/18/19/20 mana
E - Fracture
12 seconds at all ranks
⇒
12/11.5/11/10.5/10 seconds
Sona
For a champion that has her fair share of counters (ex. Leona, Blitzcrank, vocal chords), Sona's pattern lacks significant counterplay when these champs aren't present, leaving her laning phase pretty oppressive. To give her opponents more windows to counterattack, we're reducing some of her skirmishing power so she's not so obnoxious with that harp. Etwahl, sorry.
General
330
⇒
325
Q - Hymn of Valor
50%
⇒
40%
Syndra
Syndra's strength as a single-target burst-mage makes her a valuable pick considering the field of assassins she's currently facing. While we're a fan of her strength in focused pick compositions, her ability to dictate the early laning phases of would-be counterpicks makes her more of an all-rounded laner than we'd like. Weakening Dark Sphere in the first few levels and making her Scatter the Weak stun line up better visually should decrease the frustrations of her lane without curbing too much of that untapped power (hehe).
Q - Dark Sphere
70/110/150/190/230 magic damage
⇒
50/95/140/185/230 magic damage
E - Scatter the Weak
Dark Spheres knocked back by Scatter the Weak are now more 'strict' in their hitbox radius
Xerath
Tooltips often contain numbers. Sometimes, we accidentally write those numbers smaller than they are. This is one of those times.
E - Shocking Orb
Tooltip updated to match actual max stun duration (2.25 seconds). Actual value unaffected.
Zed
Ah, Zed. With your amazing plays topping many a competitive player's highlight reel, how could we not love you? All in all, Zed is one of the best examples of what we call a "healthy assassin" in League of Legends.
That doesn't mean there aren't problems - while Zed's ability to delete squishies with a button press and some smooth moves is going to remain intact, he has so many other additional strengths that seem to push him over the edge. Given his amazing AD stats and his waveclear, should Zed be a top-tier tower-taker? Should he have amazing clean-up when his resources are depleted? While Zed's not receiving changes in this patch, we're committed to keeping LoL's favorite playmaking ninja fun to play as, and to play against.
NOT FOR LONG
Mass Texture Rebalance (Part 5)
We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. At least two people said they're still reading this paragraph so we're gonna keep it!
The following textures have been updated:
Morgana
- Base, Blackthorn, Blade Mistress, Exiled, Sinful Succulence
Volibear
- Base, Northern Storm, Thunder Lord
Champion Portrait Updates
We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months.
The following champion portrait icons have been updated:
- Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean
Summoner's Rift
Map Textures
As we discussed in our performance optimization dev blog back before launch, our artists and engineers spent a lot of time exploring aesthetic solutions that balance visual fidelity and performance. Though we've all been playing on the new Rift for a few months, the team is continuing to look for ways to improve players' experience on our flagship map. This patch, we're redoing the textures on our lowest visual settings to address feedback regarding blurriness. We'll be smoothing out some of the smallest (read: noisiest) terrain details in exchange for increased sharpness and contrast across the map. This should improve readability while providing a higher quality experience.
Very Low and Low texture settings have been updated to be sharper and less noisy
Turret Aggro
We half promise we won't remove this patch note in the middle of the night like last time, leaving you wondering if you're seeing things. Mainly because we're pretty sure we fixed it this time.
Like 95%.
What we're saying is this note is still here, so you're not crazy. Yet.
Flash and other movement abilities that relocate a champion's hitbox no longer drop turret aggro if used at a certain time during the turret attack cycle
Base Gates
THERE ARE GATES.
IN YOUR BASE.
... BASE GATES.
We were experimenting with ways to give defending teams unique advantages outside of extra stats or raw strength (because that's no fun), and arrived at something a little different. The new base gates are passable by you and your allies (think of them like open terrain) but completely impassable by enemies (they function as regular walls for them).
Now exist!
Smite
Smite now stores charges up to a maximum of 2, but has an internal cooldown of 15 seconds so you can't do silly things like double Smite things.
Right now, Smite's a pretty important ability for a lot of reasons (securing buffs, smiting other folks, farming the jungle), so we're seeing most junglers start to 'hoard' their smites as the game progresses. When you think about it, that's a pretty significant chunk of cool things a jungler misses out on (as long as Dragon or Baron are up), so we looked for potential solutions.
Like Smite charges.
Has 'em. Smite now gains charges at a rate of
1 per 60 seconds with a maximum of 1 charge at any time
⇒
1 per 75 seconds, with a maximum of two Smite charges at any time.
Smite starts with 1 charge and only begins to gain additional charges at 1:40
Smite now has a cooldown of 15 seconds
Jungle AI
Read below, there's no good summary here.
First, when we say "leash," we're talking about the moment when a monster camp either loses aggro on its target or switches to a different target (ie: when two champions 'juggle' aggro between them). So if one of those Krugs wiggles between two targets rapidly, you can expect it to hard reset pretty fast. This will have the largest impact on duo-lane partners who like to balance monster damage between them but will also affect long-range junglers who use the camp aggro range reset to take even less damage.
Jungle monsters will 'hard' reset after
10 soft leashes
⇒
5 soft leashes. Refer to the above context when we say "leashes" because it gets a little complicated.
Dragon
People were hiding wards under the Dragon, making it real tough to clear vision without poking this grumpy baddy in the eye.
Dragon now knocks away wards when he's at (or moves to) his starting location
Tooltip bonuses for second and fourth Dragon buffs have been swapped to accurately reflect the change we made in patch 4.21.
Baron Nashor
Baron Nashor does more reliable / automatic damage but does less with his dodgeable area-of-effect abilities. He also spawns with less health.
Right now we've noticed that Baron Nashor is just too tough of an objective in the early to mid game, especially if the enemy team can contest even lightly. While a lot of this might just be about basic tuning, we also saw that teams trying to take Baron while under pressure from enemies ended up having a lot more difficulty dodging his high-damage spells (obviously), so we're shifting some of that power around. Still, end goal? We'd like a weaker Baron so he'll be more enticing to take throughout the game.
Attack Damage Stat Changes
500
⇒
240
0
⇒
8 (capped at +310 AD after 40 minutes). Note: This counts from the start of game, not from the time Baron Nashor spawns. So when Baron first appears at 20:00, he has accumulated 20 minutes of bonus attack damage.
500
⇒
400
Health Stat Changes
8800
⇒
6400
140
⇒
180 Note: This counts from the start of the game, not from the time Baron Nashor spawns. So when Baron first appears at 20:00, he has accumulated 20 minutes of bonus health.
11600
⇒
10000
Attack Changes
350
⇒
175
1.3 total attack damage
⇒
1.0 total attack damage
1.15 total attack damage
⇒
1.0 total attack damage
1.15 total attack damage
⇒
0.5 total attack damage
Spell Changes
Baron Nashor's Void Corruption aura now scales with
0.0 of his total attack damage
⇒
0.05 total attack damage
Baron Nashor now casts
1 spell after every 4 or 5 basic attacks
⇒
1 spell after 6 basic attacks (single target spit, melee area-of-effect, or single target rear spike)
0.5 total attack damage
⇒
0.2 total attack damage
1.0 total attack damage
⇒
0.2 total attack damage
0.4 total attack damage
⇒
0.1 total attack damage
0.75 total attack damage
⇒
0.25 total attack damage
Jungle Scaling
Upping the rewards for an efficient jungle run!
Champions receive less experience if the cleared monster camp is
two levels
⇒
three levels lower than their own
Items
Item Exchanges
You can now quickly exchange certain items in the shop. Rules and restrictions apply.
Trinkets, unenchanted jungle items and boot enchants can now be exchanged!
Trinkets can be exchanged with other trinkets of equal level. Cost is calculated as 100% cost of the new trinket minus 70% cost of the old trinket (its sellback value). The 120 second new trinket cooldown still applies.
Exchanging Oracle's Lens (sellback: 333 gold) for another trinket (cost: 250 gold) will not refund gold
Unenchanted jungle items can be exchanged with another unenchanted jungle item for free! Jungle item enchants can't be exchanged.
Boot enchants can now be exchanged. Cost is calculated as 100% cost of the new enchant minus 50% cost of the old enchant. Boot cost is not factored into the exchange - this is a buff.
Exchange tech hasn't been built out for Rengar's Bonetooth Necklaces. Sorry, kitty.
new
Zz'Rot Portal
You can now build Portals which spawn little Voidspawns who explode on enemy structures.
Think of this new item as a follow-up to our original preseason promise of adding more strategic diversity to League of Legends. Specifically, the Zz'Rot Portal is designed to provide tanky dudes with a new way to opt into pushing strategies while also having enough utility to be used in other creative ways.
Raptor Cloak + Negatron Cloak + 950 gold
2800 gold
+50
+50
+100%
Point Runner: Builds up to 30% Movement Speed over 2 seconds while near turrets or Void Gates.
150 seconds
Spawns a Void Gate at target location for 150 seconds. Every 4 seconds the gate makes a Voidspawn that travels down the nearest lane. Voidspawn explode when attacking structures. Voidspawn ignore champions and void targets (150 second cooldown.) After the third Voidspawn made by Void Gate, additional Voidspawn gain 50% of your Armor and Magic Resistance as damage.
Hunter's Machete
Back in patch 4.21 we added extra gold to Hunter's Machete and all tier 2 / tier 3 jungle items, but noted that we might have gone a little light.
Well, now that we've seen the impact of the changes, we can go just a little harder. So here we are. Design levers!
10 bonus gold
⇒
15 bonus gold
Tier 2 & Tier 3 Jungle Items
See above!
20 bonus gold
⇒
30 bonus gold
Stalker's Blade
Chilling Smite steals movement speed rather than just slowing for a heavy amount.
Chilling Smite's a little too effective at what it does, so we're looking for ways to reduce its power without making the ganker feel bad about the decisions they've made. Switching Smite's slow from a straight 50% kneecap to a movement speed steal means the smited champ can still dodge skillshots or get under the tower, rather than hobbling along eating all the Ezreal Mystic Shots in the world.
50% movement speed slow
⇒
20% movement speed steal
Guardian Angel
Just a small cost correction after we removed and revived Negatron Cloak. There's a Guardian Angel joke in here somewhere but we're not looking for it.
1250 gold
⇒
1200 gold
2850 gold
⇒
2800 gold
Infinity Edge
We've been keeping an eye on marksmen power for some time and specifically wanted to tackle Infinity Edge, the new ubiquitous AD item that's replaced Bloodthirster since patch 4.10 (wow has it really been that long?). Rather than straight chopping away damage, however, reducing IE's crit chance means we can accentuate its reliance on other crit multiplier items in order to scale well into the mid-late game.
25%
⇒
20%
Phantom Dancer
Your required reading for Phantom Dancer context is to read the Infinity Edge context (above) before starting here.
We can wait.
There isn't much else to add beyond the Infinity Edge context (shifting crit multipliers to mid-game items), except that we're hoping to solidify PD as a single-target focused item versus Shiv's area-of-effect power strengths.
30%
⇒
35%
Morellonomicon
Right now Morellonomicon is a super cost-efficient item for it offers, so we're pushing it to be more on-par with its mana regeneration alternative - Chalice.
680 gold
⇒
880 gold
2100 gold
⇒
2300 gold
Trinket Changes
Yellow and blue trinket upgrades are cheaper, yellow trinket upgrades are on a shorter cooldown, red trinket upgrade is cheaper.
Just some small rebalancing on trinkets so that teams who are behind have stronger vision options to stay on the map, while aggressive upgrades (basically Red trinket) are a little less overbearing.
Howling Abyss
Howling Abyss Aura
Self healing is back to full strength on ARAM, but all healing effects on allies are reduced by 50%. Mana regeneration auras on HA are also reduced by half.
Healers on ARAM make games no fun. Nyah.
That's basically the rundown of this change, but to explain a little deeper - we wanted to help out champs who rely heavily on self-healing for their strength (Zac, Maokai) while reducing the power of pokey-heal champs who are pretty much the best in these kind of matchups (looking at you Sona).
All healing effects are reduced by 20%
⇒
All healing effects on allies are reduced by 50%
30% of maximum mana per 5 seconds
⇒
15% of maximum mana per 5 seconds
Guardian's Horn
Hail Ragnarok!
180
⇒
200
+100% base health regen
⇒
+125% base health regen
445 gold
⇒
435 gold
1025 gold
⇒
1015 gold
New Player Rune Changes
Most Tier 1 and 2 runes are leaving the store, while the rest are much cheaper. Also, no more rune combiner.
We believe Tier 1 and 2 runes should be an introduction to the rune experience which new players quickly move on from as they reach level 30. Duplicating the entire 88-rune Tier 3 roster is overkill for this purpose so we're reducing the number of purchasable Tier 1 and 2 runes to 23.
As for the Rune Combiner.... it hasn't really done its original job of facilitating progression between rune tiers. Instead, it's become a bit of a trap for low-level players as well as a tool for mischief in the case of shared or compromised accounts. So, we're retiring it.
Tier 1 and 2 rune prices have been standardized and significantly reduced:
- Tier 1 Marks, Seals and Glyphs: 5 IP (from 15-65)
- Tier 1 Quintessences: 15 IP (from 80-165)
- Tier 2 Marks, Seals and Glyphs: 35 IP (from 80-330)
- Tier 2 Quintessences: 100 IP (from 410-820)
The following Tier 1 and 2 runes have received the price reductions listed above. All other Tier 1 and 2 runes are no longer purchasable, but remain usable and will not be removed from players who already own them.
- Marks
- Attack Damage, Attack Speed, Armor Penetration, Magic Penetration
- Seals
- Armor, Magic Resist, Health, Health Regeneration
- Glyphs
- Ability Power, Cooldown Reduction, Mana Regeneration, Magic Resist
- Quintessences
- Attack Damage, Attack Speed, Armor Penetration, Magic Penetration, Armor, Magic Resist, Health, Ability Power, Cooldown Reduction, Life Steal, Movement Speed
The Rune Combiner has been removed. If you reach the 700-rune limit, please contact player support.
Ability Bar Updates
Thanks to your continued feedback, we've moved some more important buffs back to the center of the HUD.
- Total Biscuit of Regeneration
- Mana Potion
- Blitzcrank's Passive - Mana Barrier duration
- Cassiopeia's Q - Noxious Blast movement speed buff
- Graves's Passive - True Grit stacks
- Hecarim's Q - Rampage stacks
- Riven's Passive - Runic Blade stacks
Classic Summoner Icon Updates
Much like skins in-game, we believe Summoner Icons are a way for players to express their identity out-of-game. As philosophy around Summoner Icons has evolved, so has our quality standard. Though our classic summoner icons (the ones granted to every account at level 1) have a bit of.... dated... charm to them, we want new players to feel like they have compelling options to choose from. We're starting the new year with four refreshed icons and will proceed based on your feedback.
The Tibbers Claw, Tibbers Teddy, Sprout and Rose icons have been updated!
Bugfixes
- Fixed various issues where improperly loaded textures or particle effects would display as blue squares or random icons (FLASH?!)
- On-hover range indicators for many items have been restored
- Crystalline Flask is no longer missing from the Laning category in the item shop
- Righteous Glory is now more responsive when activated
Upcoming Skins
The following skins will be released at various times during Patch 5.1:
+ Show Spoiler [Previous GD Threads & Patch Notes] +
420 Blaze It General Discussion
Singed Reborn General Discussion
Sion Reborn General Discussion
Sorara & Comrade Viktor General Discussion
Azir General Discussion
Master Tier General Discussion
Gnar General Discussion
Sona Update General Discussion
RIP Lucian General Discussion
Maokai Rework General Discussion
Nidalee/Skarner Rework General Discussions
RIP Kha'Zix General Discussion
RIP Pantheon General Discussion
Braum General Discussion
Twitch VU General Discussion
Rune Rework General Discussion
CUDDLY INCOMING! ヽ(*・ω・)ノ
Vel'Koz General Discussion
Xerath/Skarner General Discussion
Season 4 General Discussion
Yasuo General Discussion
PreSeason 4 General Discussion
Heimer Rework General Discussion
Jinx General Discussion
Worlds Championship General Discussion
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Yimake General Discussion
Spirit Udyr General Discussion
Aatrox General Discussion
Lissandra General Discussion
Nerf Everything Not Nami General Discussion
Balance Update General Discussion
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Patch 3.02 General Discussion
Season 3 General Discussion
Preseason Balance Update 2
Preseason Balance Update 1
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Shadow Isles General Discussion
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