PVP.net v1.50

Added the ability to search skins by Champion name in the Store

Nifty change. I approve.

Fixed several bugs that resulted in some cases of the "Session Closed" error

Yay, server fixes! More please?

League of Legends v1.0.0.130
Ahri, the 9 Tails Fox

Orb of Deception: Ahri throws out and pulls back her orb, dealing magic damage on the way out and true damage on the way back.
Fox-Fire: Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies.
Charm: Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.
Spirit Rush: Ahri dashes forward and fires essence bolts, damaging 3 nearby champions. Spirit Rush can be cast up to three times before going on cooldown.
Soul Eater (Passive): Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has bonus Spell Vamp.

Fizz

Base health regen per 5 reduced to 7 from 9
Chum the Waters
Fixed a bug where Chum the Waters stopped working if Fizz died
Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
Added a 3-2-1 timer like Time Bomb
No longer hits nontargetable units like Vladimir in Sanguine Pool
Urchin Strike ability power ratio reduced to .6 from .7
Seastone Trident active base damage reduced to 10/15/20/25/30 from 10/20/30/40/50

So despite some nice bug fixes and tweaks to Chum the Waters, this patch comes off as a pretty heavy, but probably necessary nerf to fizz. The base health regen change is more-or-less trivial, as he already had fairly nonexistent natural lane sustain, however, the Seastone Trident nerf may have been a bit much. Due to the scaling of Seastone Trident, one could previously justify building tanky on-hit. Now... it's a little harder to justify, over a more AP focused build. This also nerfs his mid-game laning presence a good bit. The Urchin Strike nerf is minor, but necessary. Urchin Strike already benefits from many sources. the fairly high AP ratio nerf brings it down to a bit more reasonable of a level, in my opinion.

Kassadin

Riftwalk cooldown increased to 7/6/5 from 6/5/4

More nerfs to Kassadin! He's still strong, still viable... you just have to be a little more careful with him now. This nerf makes him slightly easier to catch, and makes it a good bit harder for him to burst and escape. He's still quite strong in my opinion, however.

Lux

Prismatic Barrier
Shield strength increased to 80/105/130/155/180 from 60/85/110/135/160
Missile speed increased to 1400 from 1200
Lucent Singularity cooldown reduced to 9 seconds from 11

Yay Lux buffs! I don't honestly feel that Lux needed buffs, but at the same time, these buffs definitely don't make her overpowered. She lacked a good bit of presence as a mid, and I feel the Lucent Singularity buff will help this out a good bit. As far as support goes, both skill changes benefit the roll highly. Prismatic Barrier was previously, a fairly worthless skill. It was hard to aim, and the shield strength was rather weak. The changes are quite welcome, in my opinion.

Miss Fortune

Bullet Time base damage increased to 65/95/125 from 60/85/110

A slight change, in appearance, but actually quite a large buff to MF. If used point blank on someone, this buff increases the damage output of her ultimate on that target by 720 at rank 3. That's a lot of damage. if only 1 bullet per wave hits a target, that's still a 120 damage buff, and given the AoE nature of her ultimate, this is fairly significant. No, it doesn't make her significantly more powerful over-all, but it's a welcome buff in my book, any how.

Mordekaiser

Iron Man (Passive) shield amount increased to 35% from 30%
Siphon of Destruction damage increased to 70/115/160/205/250 from 65/105/145/185/225

Huzzah, perhaps Morde will no longer be worthless! Or perhaps he'll still be pretty worthless. We'll see. (He's still strong late game).

Pantheon

Aegis of Zeonia mana cost reduced to 55 from 70
Grand Skyfall mana cost reduced to 125 from 150

Given Pantheon's ridiculous mana hunger, any reduction to his mana costs are very welcome.

Sivir

Boomerang Blade
Base damage reduced to 70/115/160/205/250 from 80/125/170/215/260
Now scales with ability power at a 0.5 ratio
Ricochet
Damage falloff per bounce reduced to 20% from 25%
Fixed a bug which caused Ricochet to cost additional mana on throwing the projectile
Updated recommended items

Huzzah, bringing some of the uniqueness of Sivir back via AP scaling! As an AD carry, I don't even consider the boomerange Blade base damage reduction a nerf, as I do get a Trinity Force on her, and the AP provided by Sheen alone, makes up for the missing base damage. Still, to some, this might be a slight nerf. I don't think the Ricochet buff was needed. It's already quite strong. However, this may help her tower pushing more than anything else, which I do welcome.

Sona

No longer automatically acquires attack targets when idle while Power Chord is active

Usability tweaks are nice.

Trundle

As of the Volibear patch, Contaminate's CC reduction applies to Silences and Blinds

Was already changed, but went unstated.

Tryndamere

Bloodlust heal per 1 fury reduced to 0.5/0.95/1.4/1.85/2.3 from 0.65/1.15/1.65/2.15/2.65

Tryndamere is an incredibly strong solo top champion. He could previously push most other champions out of lane, if played decently. I believe he'll still be quite strong as a solo top, but won't be able to trade quite so carelessly anymore. Approval.

Twisted Fate

Auto-attack range increased to 525 from 510
Pick a Card will no longer randomly attack targets once a card has been picked and will not stop attacking if Twisted Fate is given an attack command or is already attacking a target

I could be wrong... but I swear they said they were changing his auto attack range to 550. Regardless, 525 auto attack range is an improvement. TF has, for quite some time, been considered underpowered due to his range. This buff is a step forward, though it may not be enough, given the range buffs of recent AD champions (Sivir and such). We shall see. The Pick a Card tweak is very appreciated, as far as usability is concerned.

Udyr

Monkey's Agility no longer grants Dodge

An irksome nerf that'll hopefully be accounted for once dodge is completely removed. It's not champion breaking, but it certainly makes Udyr slightly less unkillable late game.

Veigar

Primordial Burst mana cost reduced to 125/175/225 from 150/200/250
Dark Matter mana cost reduced to 70/80/90/100/110 from 100/110/120/130/140
Baleful Strike
Mana cost adjusted to 60/65/70/75/80 from 75 at all levels
Total ability power accumulated from Baleful Strike is now displayed in the tooltip
Event Horizon mana cost reduced to 80/90/100/110/120 from 80/95/110/125/140

Veigar will still be quite mana hungry, however these changes will definitely help his laning phase. I'm not completely convinced of it's necessity, but given the difficulty of playing this champion well, due to his high mana costs, I welcome the change for the time being. It may prove to make him a bit too present in lane, however. We shall see.

Volibear

Frenzy base damage reduced to 80/125/170/215/260 from 90/140/190/240/290
Frenzy bonus health scaling reduced to 18% from 20%

Slight nerfs, but noticeable ones. The base damage on Frenzy isn't huge, but I do feel the ability was a tad strong previously. As for the reduced health scaling... With the most recent rune additions, this change is almost irrelevant.

Xin'Zhao

Crescent Sweep Armor and Magic Resist increase per Champion hit on increased to 7/10/13 from 5/8/11

He needed buffs. This is good.

Masteries

Alacrity attack speed reduced to 1/2/3/4% from 1.5/3/4.5/6%
Summoner's Resolve - Improved Heal reduced to 10% from 15%
Perseverance removed, replaced with Strength of Spirit - increases health regen per 5 seconds by 0.4/0.7/1% of maximum mana

Ahh, alacrity. Back to where it was in season 1. Worthless, once again. The heal change is welcome, as heal is very strong in lane, at the moment. As for the addition of Strength of Spirit... I very much so approve. This mastery is what made champions like Ryze, in season 1, such great lane champions. It provided them with their own personal Warmog's passive for sustain. I strongly approve of this re-addition, and am excited to play Ryze once again.

Summoner Spells

Garrison now correctly applies assists to the caster

Bug fixes are good.

Items

Ionic Spark (Dominion)
Increased attack speed to 50% from 45%
Increased proc damage to 110 from 100
Warmog's Armor
Passive health gain cap reduced to 350 from 450
Passive health regeneration per 5 reduced to 10 from 15
Health gain per kill or assist reduced to 35 from 45, minion kill reduced to 3.5 from 4.5
Health regeneration per 5 gain per kill or assist reduced to 1 from 1.5, minion kill reduced to .1 from .15

I don't play much dominion, but I do feel the Ionic Spark didn't do much for most champions. I'm glad to see buffs to this item. Warmog's is still the best item in terms of bonus health provided, and still definitely up there in terms of regen, but it was a bit too... well, you know. Nerf unnecessary, but not breaking.

General

The Winter Map has returned as a Field of Justice!
On Dominion only, characters with a "Zombie" state (Karthus' Death Defied, Kog'Maw's Icathian Surprise, Yorick's Omen of Death reanimations) will now start their respawn timers when their Zombie state ends, rather than when it begins




Thanks for the header, Amanda ^o^