New Skins in the Store

Major Ziggs
Mad Scientist Ziggs
Scarlet Hammer Poppy

A new Poppy skin? Exciting!

PVP.net v1.53

Co-op versus AI aka "Rise of the Bot Army"
You can now queue to play against a much wider roster of Champions in Co-op versus AI
Beginner and Intermediate queues are now available for Dominion in addition to Summoners Rift
The 3-game per day rewards limitation for Level 30 Summoners has been removed
The flat IP penalty for Co-op versus AI games has been removed. You will now earn IP at the following rates (as a percentage of the normal rate):
Summoner level 1-9
Beginner: 100%
Intermediate: 100%
Summoner level 10-19
Beginner: 85% (was 75%)
Intermediate: 100%
Summoner level 20-29
Beginner: 70% (was 50%)
Intermediate: 90% (was 100%)
Summoner level 30
Beginner: 55% (was 25%)
Intermediate: 80% (was 75%)

Aye, this could be fun. I've been a fan of testing ideas in customs vs AI. This could provide some further test validity, as well as some fun times. We shall see.

League of Legends 1.0.0.133
Ziggs, the Hexplosives Expert


Short Fuse (Passive) - Every 12 seconds Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.
Bouncing Bomb - Ziggs throws a bouncing bomb that deals magic damage.
Satchel Charge - Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
Hexplosive Minefield - Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing.
Mega Inferno Bomb (Ultimate) - Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take more damage than those further away.

Ziggs looks to have an incredibly potent kit, especially if you can combo his skills. Knocking someone into a minefield with a satchel charge could likely secure a fairly reliable kill, without contest. His lane poke appears to be devastating as well, even early on, due to his passive, and his capability to dodge ganks and fights appears to be quite high. Lay a mine field to slow the ganker, and knock yourself back, or over a wall with satchel charge. Oh, and he has a Mega Inferno Bomb. Real terror kit.

Alistar

Fixed a bug where Triumphant Roar was not granting assists

Bug fixes are nice, though I don't recall ever running into this one. Alistar is the assist king.

Amumu

Fixed a bug where Despair was dealing less damage with Ability Power than intended

Strange. But yay, more bug fixes.

Ashe

General
Base health increased to 474 from 438
Base armor increased to 14.9 from 12.7
Mana per level increased to 35 from 27
Volley cooldown reduced to 16/13/10/7/4 from 20/16/12/8/4
Enchanted Crystal Arrow now grants vision while in flight.

For a while now, Ashe has been out-classed by the other ranged AD champions in the game. I like these buffs quite a bit, for this reason -- especially the the cdr on Volley, and the base stat increases. It'll give her early game a large boost. Still, she's far from being over-powered, even after these buffs, but they do help.

Caitlyn

Fixed a bug where Headshot did not trigger while Taunted or Silenced

More bug fixes, huzzah!

Cho'Gath

Fixed a bug where Feast would fail to kill shielded targets

The patch of the bug fixes.

Ezreal

Trueshot Barrage now grants vision while in flight.
Fixed a bug where Ezreal would lose his run animation after 390 movement speed

Wait, Ezreal wasn't supposed to float along???

Gragas

Fixed a bug where Barrel Roll immediately detonated when Gragas died

No more Gragas barrel suicide kills.

Heimerdinger

Fixed a bug where his turrets would not be demolished when he died if the turret was being teleported to (by Summoner Teleport)

Jarvan IV

Fixed a bug where Cataclysm immediately crumbled when Jarvan IV died

Welcome back, suicide traps.

Jax

Mana regen per level increased to 0.7 per 5 seconds from 0.45
Fixed a bug where Empower's cooldown was higher than stated at earlier ranks
Counter Strike
Dodge duration increased to 2 seconds from 1.5
Now additionally reduces the damage from area of effect abilities by 25% while Jax is dodging
Now can be activated again after 1 second to end the effect early
Damage adjusted to 50/75/100/125/150 (+0.5 bonus attack damage) from 40/70/100/130/160 (+0.8 bonus attack damage)
Now deals 20% increased damage for each attack dodged (up to a maximum of 100% increased damage) instead of 10/15/20/25/30 bonus damage per dodge
Cooldown reduced to 18/16/14/12/10 seconds from 22/20/18/16/14
Grandmaster’s Might duration increased to 8 seconds from 6

Jax needed buffs? What?? Massive buffs to Jax. He'll likely be a real terror now, both in jungle, and due partly to the mana regen increase, in lane as well. I personally don't think he needed buffs, but such is life. Counter Strike received huge buffs. The duration increase, and reduction to AoE ability damage hugely increases Jax's team fighting tankiness, and the re-activation effect allows jax to nuke and stun targets more reliably, on command. The base damage at earlier levels was increased, however the end damage, and damage scaling was reduced. I find this skill tends to fall off into utility use, late game, and as such, the damage reduction, late game, is hardly noticed. More-over, the cooldown has been reduced by four seconds, greatly buffing this skill in team fights, and later in the game. On top of all this, Grandmaster's Might received a two second duration increase. One of the best steroids in the game, buffed by a quarter. Real terror.

Lee Sin

Flurry attack speed bonus reduced to 40% from 50%
Sonic Wave missing health damage reduced to 8% from 10%

Slight nerfs to Lee Sin, more largely effecting his Jungling. He didn't need these, in my opinion, but he should still be usable. For some perspective, it's roughly a 20-40 damage nerf on Sonic Wave executions (1000-2000 missing health). The Flurry attack speed reduction will hurt Lee's jungling speeds, however, which were already highly outclassed. Unnecessary, in my opinion.

Morgana

Soul Shackles ability power ratio reduced to .7 from .8
Fixed a bug where Soul Shackles would sometimes fizzle

Slight Morgana late game nerf. Shouldn't change her all that much. She still has incredible damage and team fight utility. Probably a good balance, however, as it doesn't break her usability.

Master Yi

Fixed a bug where Meditate's ability power ratio was shown as lower than it actually was

Yay, bug fixes!

Nunu

Fixed a bug where Absolute Zero's slow did not grant assists

Odd bug fix... But assists are nice.

Rammus

Minor tweak to Rammus' dance to actually rotate around his center axis when on his back

Dance tweaks, cool!

Sejuani

Fixed a bug where Glacial Prison did not detonate if Sejuani died

Huzzah, suicide stun!

Sivir

Boomerang Blade
Damage reduced to 60/105/150/195/240 from 70/115/160/205/250
Bonus attack damage ratio reduced to 1.0 from 1.1
On The Hunt
Movement speed bonus reduced to 20% from 25%
Duration reduced to 10 from 15

Good nerfs. As of late, Sivir has been dominating bot lane, with her Boomerang Blade nuke harass, and her doubled up auto attack poke. She could out-trade pretty much any ranged AD. She'll still be one of the strongest bot lane AD champions, but slightly more in check. Her ult took a huge hit, though it'll still function similarly. Sivir players will just have to use it more timely.

Sona

Fixed a bug where Power Chord did not trigger while Taunted or Silenced

Good bug fix.

Swain

Fixed a bug where Swain had reduced mana regeneration while in Raven form

Another good bug fix.

Viktor

Power Transfer missile speed increased to 2000 from 1400
Chaos Storm persistent damage per second increased to 50/75/100 (+0.25 ability power) from 40/60/80 (+0.2 ability power)

Good buffs to Viktor. He hasn't been a favored AP, despite his good combo damage. The Chaos Storm buff will make this skill incredibly terrifying. Power Transfer missile speed increases are more cosmetic than anything else, but still welcome.

Items

Emblem of Valor (remake)
Components:
Cloth armor
Rejuvenation Bead
+25 armor
Unique Aura: Nearby allied champions gain 10 health regen per 5 seconds
Locket of the Iron Solari (new)
Components:
Emblem of Valor
Heart of Gold
+300 health
+35 armor
Unique Aura: Nearby allied champions gain 15 health regen per 5 seconds
Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage (60 second cooldown)
Stark's Fervor has been changed and renamed to Zeke's Herald
Components:
Dagger
Vampiric Scepter
Kindle Gem
+250 health
Unique Passive: +15% Cooldown Reduction
UNIQUE Aura: Grants nearby allied champions 12% Life Steal, 20% Attack Speed
Will of the Ancients spell vamp reduced to 20% from 25%

Congrats Zeke!
As for the items, I did like using Stark's once in a while, though the new support items will provide some interesting options. I don't think any of the new items are particularly overwhelming, though the locket might provide some interesting clutch saves. Kind of like heal baits. The WotA nerf was necessary, as 50% spell vamp from a duo WotA team was a bit... irksome to deal with.


General

Added a new option, "Show Smartcast Ranges"
Spectator mode will now indicate if a Champion is at very low health on the side bars to draw attention to the area
Fixed a bug where the Demolitionist mastery disabled global passives such as Twisted Fate's Loaded Dice and Janna's Tailwind
Heal over time effects now show as health regen per 5 rather than discreet heals
Summoner's Rift (Winter)
Removed holiday decorations
Fixed prop visibility/collision issues in bases
Fixed particle glitching in river areas
Changed lighting and terrain to improve visual clarity

I'm quite excited to see what the "Show Smartcast Ranges" option will do. That could be very useful for champions like Ori and Sona, in which range of abilities is highly crucial. The Spectator mode tweak is excellent, as long as it's not TOO distracting, and the bug fix is very welcome.