Ohh the potion nerfs!
Thank you jhoijhoi, Keondre, LaCorpse, The_Nameless_Bard, Arcana3, Apfeljack, Hogopogo, eddie199, Xiaowiriamu, and JEFFY40HANDS for the spectacular sigs!

The new aram is soo much fun :D
And indeed the rerandomize option is amazing.
First I got Volibear, then random: Xerath :D
Epic win :P
And indeed the rerandomize option is amazing.
First I got Volibear, then random: Xerath :D
Epic win :P



Picture by: Thalia Kael
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Patch 3.6 notes
Posted by Morello on Mon, 2013-04-29 14:15
- Active: Sejuani damages and slows all nearby enemies afflicted with Frost
- Now slows target by 75% for 0.1 seconds on hit
- Animation speed scales with Trundle's attack speed
Frozen Kingdom (previously
- Now grants 8/11/14/17/20% increased healing to Trundle
- No longer grants tenacity
- Duration reduced to 6 seconds from 6.5
- Armor and magic resist drain adjusted to 20% from 15/20/25%
- Second drain effect now applies over 4 seconds and keeps the stats for another 4 seconds afterwards instead of draining over 6 seconds
- Axe drop location will no longer be placed on the far side of impassable terrain from Draven
- Fixed a bug where Pulsefire Ezreal would play his death animation a second time if Trueshot Barrage was leveled up while dead
Additionally, by lowering the cooldowns of three of Karma’s abilities – including her Mantra – Karma will synergize better with Gathering Fire, allowing her to scale into late game.
- Movement speed bonus increased to 40/45/50/55/60% from 20/30/40/50/60%
For the other two changes, we gave Blinding Assault an ability power ratio so that players can gain some additional power when building items like Trinity Force or when receiving the Baron Nashor buff. For Vault, we added a mini stun on Quinn’s target as she dashes toward them, making it more reliable as an escape.
Tag Team
- Base movement speed bonus increased to 20/30/40% from 20% at all ranks
- Cooldown reduced to 140/110/80 seconds from 140/120/100
- Skystrike can now be cast 1 second after activating Tag Team, down from 2.5
- Passive moved to Flay
- Now has Death Sentence’s previous passive (bonus damage on basic attacks)
- Fixed a bug that caused the passive's damage to be consumed when attacking wards
- Fixed a bug where Flay sometimes dealt more damage than intended
Second, by changing the active damage of Tiger Stance from magical to physical, it should be more intuitive to itemize against Udyr. Additionally, it will also be easier for Udyr to itemize properly, as he will gain further benefits from attack damage focused items like Black Cleaver or Last Whisper.
- Active damage changed to 30/80/130/180/230 (+1.2/1.3/1.4/1.5/1.6 attack damage) from 30/80/130/180/230 (+1.5 total attack damage)
- Active attack speed increased to 30/40/50/60/70% from 15/20/25/30/35%
- No longer grants attack speed as a persistent effect
- Hitting enemy champions reduces Living Shadow's cooldown by 2 seconds, up from 1
Items
Elixir of Fortitude is meant to be an “all-in” burst of power for players looking to take control of a situation. With its low cost, however, players were simply defaulting to it as a general starting item with no significant repercussion. Increasing the gold cost of Elixir of Fortitude aligns it better with the risky strategy it was intended for.
Alongside our Elixir of Fortitude change, we wanted to tackle ultra-high sustain starts where players were beginning the game with as many health potions as possible in order to safely sustain in lane for long periods of time. However, these high sustain starts also destroy any incentive players have to interact. Manaless champions in particular benefitted from these starts, resulting in some mana-based opponents being unable to burn through the high levels of sustained HP. We will monitor starting item builds and champions that relied heavily on high potion starts, but wanted to focus on addressing passive high-sustain builds first.
- Attack damage reduced to 40 from 50
The Howling Abyss
- The Howling Abyss has replaced The Proving Grounds in custom games and the basic tutorial
- A 5v5 All-Random queue has been enabled for matches played on the Howling Abyss
- Players may reroll for a different champion in Champion Select for 200 reroll points
- All players have been credited with 200 reroll points
- Additional reroll points are gained by completing matchmade Howling Abyss games
- Reroll point gains increase based on the number of champions the player owns
- Reroll point count can be checked in the player profile.
Game Interface
- Smart Ping
- Item shop
- Default size now determined by screen resolution
Leagues
- Fixed an issue where the end of game screen would incorrectly show "League info processing" instead of updating immediately
- Champion headers designed for each specific league have been added to the Leagues tab in player profiles
- LP 'clamping' has been smoothed. Players will experience more predictable LP gains and losses as they approach 100 LP
- Dodging a match in a promotional series now counts as 1 loss. This will still end your series if you were one loss away from losing it
General
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- Items with charges now display the charge counter in the inventory rather than displaying as a buff
- Players will no longer see reconnect messages from the enemy team
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- Spell shields now only block one spell even if multiple spells hit the target in rapid succession
- Blind Random has been added as a pick type in custom games. This mode works the same as All Random, but the enemy team's champions will not be displayed in champion select
- Players with video cards that use software vertex shaders (primarily integrated cards like those in laptops) should see a 10-40% FPS performance improvement across all maps
With every patch, we strive to improve the look of the game in varying degrees. We recommend that you have the latest available video card drivers installed.