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Reaper Hecarim
Blood Knight Hecarim

League of Legends v.

Hecarim, the Shadow of War

Warpath (Passive) – Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
Rampage – Hecarim cleaves nearby enemies dealing physical damage.
Spirit of Dread - Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains health equal to a percentage of any damage those enemies suffer.
Devastating Charge - Hecarim gains increasing movement speed for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
Onslaught of Shadows (Ultimate) - Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, dealing additional magic damage to nearby enemies causing them to flee in terror.


Pyromania now works like other charged passives (activating a spell with the stun no longer builds a charge, but number of charges required to energize reduced to 4 from 5)

Usability buffs are good.


Base armor increased to 20 from 17
Base health increased to 530 from 510
Fixed a bug where Shadow Dance's recharge time wouldn't update with new ranks or cooldown reduction until reaching full ammo charges (3)
Fixed a bug where Twilight Shroud was not applying assists properly

Akali had a severely underpowered early game, almost to the point where she was no longer viable unless she snowballed. I agree with these buffs.


Updated recommended items


Fixed a bug where Collateral Damage could cost mana and go on cooldown without firing

Bug fixes are good. Seen this one pop up a few times.


Fixed a bug where Irelia was reducing the duration of Blinds and Silences by too much
Fixed a bug around failing to fire any extra Transcendent Blades

Yay, bug fixes.


Relentless Assault (Passive) will now stack even if Jax's attack misses or is dodged

Tiny buff/bug fix.


Fixed a bug where Mantra's recharge time wouldn't update with new ranks or cooldown reduction until reaching full ammo charges (2)

and even more bug fixes!


Divine Blessing
Heal amount increased to 60/105/150/195/240 from 45/85/125/165/205
Movement Speed increased to 18/21/24/27/30% from 15/17/19/21/23%
Movement Speed duration increased to 3 seconds from 2.5
Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80

Decent buff to Kayle. Completely unnecessary, in my opinion. She's already quite strong.


No longer regenerates healt in Icathian Surprise

Yay, bug fixes!


Howling Gale now knocks the target further into the air the longer it is channeled (now 80 + 10 per second channeled from constant 100)
Mana cost reduced to 150/225/300 from 200/275/350
Knock back distance reduced to 875 from 1000

Slight nerf to Janna. She'll still be super strong.


Sunlight now has a new particle
Zenith Blade hit box increased slightly to match the animation
Fixed a bug where Sunlight could occasionally cause double kills against targets like Kog'maw (Icathian Surprise)

Usability buffs! The Zenith Blade one has been a long time coming. Definitely going to enjoy it.


Fixed a display error for Lulu's passive - passive now correctly states how much damage Pix is doing.
Fixed a bug where Pix could remain helping an ally after it had returned to Lulu.
Fixed a bug where Lulu was taking damage credit while Pix was aiding an ally.

More bug fixes. The patch of bug fixes, woo!


Fixed a bug where Lucent Singularity's cooldown was 11 seconds instead of 10

See previous statement.


Fixed a bug where Seismic Shard's Movement Speed was lost if the target died

And once more, bug fixes.

Miss Fortune

Fixed a bug where effects like Guardian Angel broke Strut until she died and respawned

Huzzah, bug fixes.


Fixed a bug where Mordekaiser could cause minions to attack themselves.



Command: Attack mana cost reduced to 50 at all ranks from 50/55/60/65/70

A good buff to ori's mid laning. She was becoming out-classed by a lot of AP's, purely because she couldn't harass as efficiently with-out blue buff, due to mana costs. A good buff, in my opinion.


Arctic Assault mana cost reduced to 70/75/80/85/90 from 70/80/90/100/110
Glacial Prison cooldown reduced to 130/115/100 seconds from 150/130/110

Sejuani has been slightly out-classed in her effective roles. Hopefully these buffs will help her out a bit. They are by no means balance-changing, however.


Ravenous Flock upkeep cost reduced to 5/6/7 from 5/7/9
Basic attack frame speed increased

Nice swain buffs. The attack frame buff will definitely help his last-hitting, and the Ravenous Flock mana-cost reduction will help his late game fighting. Swain was one of those champions who required tons of mana to sustain in team fights. He was, however, incredibly strong with said mana. I don't feel he really needed buffs, but I also don't believe these particular buffs will make him particularly overpowered or anything of that nature.


Move Quick cooldown reduced to 17 seconds from 22
Fixed a bug where Noxious Trap's recharge time wouldn't update with new ranks or cooldown reduction until reaching full ammo charges (3)
Fixed a bug where Teemo's 'Toxic Shot' was doing less damage than intended at higher attack speeds.

I don't think Teemo needed buffs at all, personally. Between these buffs, and bug fixes, he's actually a good bit stronger than pre-patch. Still, he's not exactly an over-powered champion, just an incredibly strong champion at what he does -- shut down quite a few lanes, and ward/zone areas, as well as split pushing. Still the same champion -- even more obnoxious.


Tristana will now attempt to immediately attack champions targeted by Explosive Shot or Buster Shot.

Usability buffs are nice.


Fixed a bug where Vladimir could occasionally be hit by projectiles while in Sanguine Pool

I have run into this a few times and it's quite obnoxious. A good fix.


Fixed a bug where Ravenous Ghoul failed to heal Yorick before leveling up Decaying Ghoul

Yay, bug fixes!


Fixed a bug where Hexsplosive Minefield's slow effect was displayed higher than intended.

And more.


* Time Warp mana cost reduced to 80 from 100
* Chronoshift mana cost reduced to 125/150/175 from 200 at all ranks

Not entirely sure theat Zilean needed these buffs. He's actually still (though often overlooked) a very strong mid and a very strong support. Still, his mana costs were a bit absurd.


Atma's Impaler Health to Damage conversion lowered to 1.5% from 2%
Doran's Blade Health reduced to 80 from 100
Doran's Ring Health reduced to 80 from 100
Hexdrinker passive shield duration increased to 5 from 3.
Wit's End combine cost increased to 700 from 550 (total cost increased to 2150 from 2000)
Last Whisper will now show up as a Pickaxe upgrade in the item shop

I agree with every single one of these changes, though I don't fully like a few of them. Atma's Impaler was an incredibly cost-effective bruiser item. It's still quite strong, though lowering the AD cost will balance it out a bit. (3000 health used to give 60 AD. now only 45, as example). Wit's End was the same way, though to a slightly lessened degree. The Hexdrinker buff is nice because now it's a little less easy to simply disengage from a champion once the passive procs, and re-engaging once it wears off. As for Doran's Blades and Rings, with nerfs of other items and such (as well as blue buff), it became more and more effective to simply stack a few Doran's items (shields aside). They'll still be viable picks, though with 1/5th of their health reduced, not quite as out-classing as say, buying a wriggles.


Champion XP/Gold Rewards
Champions gain more experience for killing higher level champions (especially 2 or more levels) but less experience for killing lower level ones
Maximum bounty for killing a champion on a long killing streak increased to 600 from 500
Experience split when two or more champions are present increased; situations with two or more champions splitting experience now earn 30.4% more total experience than solo, up from 26.1%
HP and MANA regen rates are now displayed on your HP and Mana bars
Minion health bar toggle is now bound to Ctrl+L by default (instead of L)
Monster regeneration sigils now restore up to 40 mana (from 30)
Added floating status text (for example "Snared!") to some spells that were missing it (like Cassiopeia's Petrifying Gaze), and removed it from displacement effects that didn't need it (like Gragas' Explosive Cask)
Fixed another bug causing double kills against targets like Kog'maw (Icathian Surprise)
Added the rules for making a Summoner Name to the Summoner Creation screen when new accounts log into for the first time

So the important parts. Basically comebacks are slightly easier now (reducing the viability of snowball comps -- and in turn, buffing hyper carries and late game comps), duo lanes, roamers, and junglers will now have an easier time keeping up in levels with their solo lanes.


Animated Combat Text
Added animated text for all damage done
Damage is now colored depending on what type of damage it is.
Physical Damage = Red
Magic Damage = Purple
True Damage = White
Legacy damage text can be enabled via the options menu.
Added animated status text for CC effects and immunities
Death Recap is now colored based on the damage type done
Interface Options reworked to support new floating combat text.
Fixed a bug where damage text would sometimes linger on the screen
Announcement System
Improved the priority and responsiveness of kill announcements
Larger multi-kills will now take priority over smaller multi-kills by the same player (the smaller multi-kill will be dropped)
The ACE! Announcement should now be more responsive
Added first-pass animated kill announcement banners for Multi-kills and First blood

So most of this is all nice, fancy, and pretty looking but... UGLY AS ALL HELL, DOUBLEKILL FONT! CAPS LOCK IS VERY NEEDED. features

Added first win of the day status to the summoner profile.
Added a search function to the custom games list. Searches can be performed by game name or host name.

Yay, client buffs. About time we got a few of those. Huehue.


Lesser Mark of Warding, Mark of Warding, Greater Mark of Warding Magic Resist reduced by 20%
Lesser Glyph of Warding, Glyph of Warding, Greater Glyph of Warding Magic Resist reduced by 10%
Lesser Quintessence of Warding, Quintessence of Warding, Greater Quintessence of Warding reduced by 11.1%
Lesser Glyph of Insight, Glyph of Insight, Greater Glyph of Insight Magic Penetration increased by 20%
Lesser Quintessence of Insight, Quintessence of Insight, Greater Quintessence of Insight Magic Penetration increased by 15%
Lesser Glyph of Potency, Glyph of Potency, Greater Glyph of Potency Ability Power increased by 20%

I like these changes. Magic pen was frequently out-classed completely by Magic resistance in terms of runes. I feel they're both still viable (magic resist might still be stronger, even), but no longer at such a great distance in viability.

Co-op vs. AI

Added Sion Bot and Vladimir Bot
Improved bots' target acquisition while near enemy towers to reduce amount of tower diving
Improved bots' logic for assisting each other
Bots now properly purchase elixirs after finishing their item builds
Fixed a bug where bots would sometimes randomly path toward the enemy base
The difficulty level of Co-Op Vs. AI games will now be displayed in the End of Game screen after each game
Added the ability for the host of a Custom Dominion game to add bots to the game

Yay, playing with the bots! \o/