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Home // News // [14.13] Upcoming ARAM Changes
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[14.13] Upcoming ARAM Changes

Riot is refreshing ARAM with a new map rotation and a revamped reroll system debuting in Patch 14.13, aiming to shake things up without breaking the formula. Read on to learn more!

Map Selection

ARAM is one of the most popular game modes Riot has ever produced. But even so, it is true that since its introduction way back in 2012, the formula has changed only a little bit. Lately, Riot has been testing the waters, seeing if they can't make the game mode a little more refreshing, a little more different, without inadvertently fixing something that clearly isn't broken.


This line of thought has produced some interesting spins on ARAM over the years. In 2019, the map was swapped out for Butcher's Bridge, and during Arcane's Season 2 run last year, players found themselves on the streets of Piltover with the Bridge of Progress map update.


Now, two new maps are joining the lineup. This time, instead of replacing the Howling Abyss, the two new maps will join a random map rotation which will be in effect between Patch 14.13 and Patch 14.16. So starting next Wednesday, anytime you load into an ARAM match, you will find yourself in one of three possible maps—Howling Abyss, Koeshin’s Crossing, or the Butcher’s Bridge.


Koeshin’s Crossing

Koeshin’s Crossing is an Ionian-inspired map in which players will either be on the side of the Kinkou Shrine or the Twilight Temple.



There are two major mechanical differences between Koeshin's Crossing and The Howling Abyss, outlined below.


- Bloom Portals. There are Blood Portals in your base that replace Hextech Gates, as well as one central Portal in the middle of the map. Getting close to a portal grants a small movement speed boost.


- The center lane is now widened with transparent walls, which gives extra space for wall-based champions like Kayn, and close-range brawlers.



A couple of small changes are present too. There are new Ionian Poros, naturally. Additionally, when you are killed, the map will change entirely to look like a spiritual version of the bridge, giving you a thematic glimpse into the beyond while you wait to respawn.

Butcher’s Bridge

Butcher's Bridge of Bilgewater is making a return since its first return since its debut in 2019, with some changes to bring its gameplay up to modern League standards.



There are two major mechanical differences between Butcher’s Bridge and The Howling Abyss, outlined below.


- Cannon Launchers. Hexgates are replaced by Cannon Launchers on the Butcher's Bridge, so champions can literally launch themselves into the fray. Landing on top of enemy champions will briefly knock up enemies, allowing Yasuo to use his ultimate, or setting up for any other crowd control to take hold.


- Power Flower. There is a small alcove in the middle of the map that contains a Power Flower. This flower partially refunds cooldowns and grants a shield, and will ultimately serve as a sort of mini-objective to incentivize team fights.


While not an exclusively Butcher's Bridge addition, the ARAM shopkeepers will now sell a Bilgewater classic across all three maps—the Spectral Cutlass. Perfect for any assassin and mobility-focused champions.


Howling Abyss

And what about Howling Abyss, representing the frigid landscapes of Freljord? Howling Abyss will remain just as it is, says Riot. No new changes will impact the beloved evergreen ARAM map in Patch 14.13.

Reroll Changes - Champion Cards

Aside from adding two new maps, which should feel rather unobtrusive other than visually, a major change is coming to the Reroll system of ARAM with Patch 14.13. The goal of these changes is to give players more options more consistently. As things stand now, you can have anywhere from 5 to 15 champions to choose from, so it can feel frustrating when your options are limited because your teammates do not want to reroll.


To combat this, Riot is introducing the "Champion Cards" system. When loading into Champion Select, players will be able to choose from two (and, occasionally, three) options within the first ten seconds. Whatever you don't choose goes to a bench for your teammates to pick from. This means you’re guaranteed to have at least six options to choose from each game, with a small potential for even more, while still maintaining the random nature of the game mode.


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