(Active): Diana unleashes a bolt of lunar
energy, dealing magic damage in an arc. Crescent Strike afflicts
enemies struck with Moonlight, revealing them for 3 seconds.
(Active): Diana creates three orbiting
spheres that last up to 4 seconds and detonate on contact, dealing magic
damage to all nearby enemies. She also gains a temporary shield that
absorbs damage. This shield is refreshed if all three spheres detonate.
Cooldown: 10 seconds
AoE radius of sphere damage: 200 (estimate)
Cost: 60 / 70 / 80 / 90 / 100 mana Shield Strength: 55 / 80 / 105 / 130 / 155 (+0.4 per ability power) Magic Damage per Orb: 20 / 36 / 52 / 68 / 84 (+0.2 per ability power) Maximum Magic Damage: 60 / 108 / 156 / 204 / 252 (+0.6 per ability power)
Moonfall
(Active): Diana draws in all nearby enemies and slows them for 2 seconds.
(Active): Diana becomes the living embodiment of the vengeful moon, teleporting to an enemy and dealing magic damage.
Lunar Rush has no cooldown when used to teleport to an enemy
afflicted with Moonlight, and will consume all active Moonlight debuffs.
Moonsilver Blade (Passive): Diana has increased Attack Speed. Every third strike cleaves nearby enemies for additional magic damage.
Crescent Strike: Diana swings her blade to unleash a bolt of
lunar energy, afflicting enemies with Moonlight and dealing damage in an
arc before exploding.
Pale Cascade: Diana creates three orbiting spheres that
detonate on contact with enemies to deal damage in an area. She also
gains a temporary shield that absorbs damage. This shield is refreshed
if all three spheres detonate.
Moonfall: Diana draws in and slows all nearby enemies.
Lunar Rush (Ultimate): Diana teleports to an enemy and deals
magic damage. Lunar Rush has no cooldown when used to teleport to a
target afflicted with Moonlight.
The tide of battle is turning, summoners. With ceaseless aggression,
powered and protected by the lunar light, Diana, Scorn of the Moon,
controls and chases her enemies through the battlefield, leaving them no
sunlight for solace.
Diana’s high area of effect damage and defensive abilities make her an
ideal jungler. Pale Cascade creates three orbiting spheres that detonate
and deal damage to any enemy that comes close, while protecting her
with a shield that absorbs any incoming damage. If all three orbs are
detonated, the shield effect is refreshed, allowing her to absorb even
more punishment. This destructive shield, combined with a cleaving
attack from her passive, Moonsilver Blade, helps her deal out
significant damage to multiple targets as she quickly tears through
jungle camps.
Drawing power from the moon, Diana’s kit revolves around her use of
Moonlight to prep her enemies for an incoming attack. The breakneck pace
of Diana’s gameplay and her relentless chasing potential are driven by
the interplay between Crescent Strike and her ultimate ability, Lunar
Rush. A unique curved skillshot, Crescent Strike unleashes lunar energy
in an arc, damaging any enemies in its path and simultaneously
afflicting them with Moonlight. Casting Lunar Rush to teleport to an
enemy afflicted by Moonlight will reset the ability cooldown while
consuming all active Moonlight debuffs. Judicious use of Moonlight
combined with accurate casts of Crescent Strike gives Diana incredible
mobility and sustained damage throughout a long fight. While using Lunar
Rush only in combination with Moonlight will give Diana the highest
damage output over time, you may make a judgment call and accept the
longer cooldown to either directly rush a vulnerable target or double
tap a Moonlight afflicted enemy for heavy burst damage.
Diana’s kit really comes together in a team fight. After initiating with
Crescent Strike and Lunar Rush, she can follow up with Moonfall,
drawing in and slowing all nearby enemies, holding them in range for
Moonsilver Blade and Pale Cascade until Crescent Strike is ready again.
The added durability of her shield helps her survive heavy damage, while
the mobility of a Moonlight-enhanced ultimate helps her pursue and
assassinate high-value targets. With the complex interplay of her
abilities, Diana’s got the potential to control the jungle while
executing quick ganks and threatening enemies in team fights.
Players who are under Level 30 are far less likely to face Level 30s
Greatly improved matchmaking for premade groups of 4
Matchmaking improved for highly skilled players trying to queue with lower skilled friends
Matchmaking in Ranked Solo/Duo Queue now restricts the number of duo queue pairings on each team to 1 per team
Improved initial seeding for Ranked Teams composed of skilled Ranked Solo/Duo players
Summoner Profiles now display the highest Ranked Team rating, instead of Arranged Team ratings
League of Legends v1.0.0.143
Zyra, Rise of the Thorns
Pending the completion of some further testing on PBE, Zyra will be released at a future date.
Akali
Fixed: Mark of the Assassin's tooltip now states the correct Energy return amount
Amumu
Fixed: Despair now displays a range indicator when hovered over
Corki
Fixed: Valkyrie's targeting indicator now scales with distance from Corki
Evelynn (Remade)
Shadow Walk (Passive)
Evelynn fades away into the shadows. She can only be seen by nearby enemy Champions or true sight
While in stealth, Evelynn regenerates 1% of her max Mana every second
Casting spells, taking damage, or dealing damage unstealths Evelynn for 8 seconds
Hate Spike
19/23/27/31/35 Mana, 1.5 second Cooldown
Evelynn fires a line of spikes through a nearby enemy, dealing
40/60/80/100/120 (+0.45 Ability Power) (+0.4 bonus Attack Damage) magic
damage to all enemies in its path
Hate Spike prioritizes what Evelynn has attacked recently
Dark Frenzy
No Cost, 20 second Cooldown
Passive: Evelynn's spell hits on enemy Champions grant her 4/8/12/16/20 Movement Speed for 3 seconds (effect stacks up to 4 times)
Active: Evelynn removes all slows affecting her and gains 30/40/50/60/70% Movement Speed for 3 seconds
Champion kills and assists refresh Dark Frenzy's cooldown
Ravage
50/55/60/65/70 Mana, 9 second Cooldown
Evelynn slashes a target enemy 2 times, dealing 35/60/85/110/135
(+0.5 Ability Power) (+0.4 bonus Attack Damage) magic damage with each
strike
Evelynn then gains 60/75/90/105/120% Attack Speed for 3 seconds
Agony's Embrace
100 Mana, 150/120/90 second Cooldown
Evelynn impales all enemies in the targeted area, dealing 15/20/25%
(+1% per 50 Ability Power) of their maximum Health in magic damage and
slowing their Movement Speed by 30/50/70% for 2 seconds
Evelynn siphons their pain, gaining a 150/225/300 health shield for each enemy Champion hit which lasts up to 6 seconds
Gangplank
Parrrley
Now refunds half the mana cost if Parrrley kills the target
Garen
Perseverance
Added a buff timer to show when Perseverance will reactivate
Gragas
Fixed: Body Slam no longer stops when encountering created terrain (ex: Anivia's Crystallize)
Graves
Smokescreen
Sight reduction range reduced to 675 from 800
Jax
Fixed: Counter Strike's dodge component now works properly against Shen
Kassadin
Riftwalk
Damage reduced to 60/70/80 from 60/90/120
Ability Power ratio increased to 0.8 from 0.5
Malphite
Ground Slam
Armor ratio reduced to 30% from 50%
Now has a 0.2 Ability Power ratio
Attack Speed reduction duration reduced to 3 seconds from 4
Malzahar
Summon Voidling (Passive)
Voidlings prioritize enemies Malzahar is autoattacking if Malefic visions isn't present
Voidling pathing and general AI improved
Voidlings will now hide in brush and won't attack if Malzahar is in brush and not in combat
Voidling dance animation added
Call of the Void
Delay is now consistent at 0.6 seconds
Now deals damage in a single hit - rather than two separate hits
Now grants vision along the entire line path - rather than only at the two end points
Now deals damage to units surrounding the end points
Null Zone
Cast time removed - Malzahar may now cast this ability while moving
Damage now starts 0.25 seconds after casting the ability
Nether Grasp
Malzahar ignores orders that would cancel his ultimate within the first 0.5 seconds of Nether Grasp
Voidlings prioritize champions immobilized in Nether Grasp above all other priorities
Mordekaiser
Fixed: Children of the Grave's initial damage now correctly draws turret aggro
Morgana
Black Shield
Cooldown increased at earlier ranks to 23/21/19/17/15 seconds from 15 at all ranks
Cast range increased to 750 from 600
Soul Shackles
Leash range is now more accurate (now updates every 0.25 seconds from 0.5 seconds)
Nocturne
Shroud of Darkness
Shield duration reduced to 1.5 seconds from 2
Paranoia
Cooldown increased at earlier ranks to 180/140/100 seconds from 160/130/100
Updated Umbra Blades tooltip
Nunu
Fixed: Visionary will now grant free cost spells even if spells were ranked up while the Visionary buff was already active
Orianna
General
Fixed: Attack Range is now 525 at all times.
Command: Attack
Ability Power ratio increased to 0.5 from 0.4
Command: Shockwave
Fixed: Now stuns enemies that were in the middle of a movement skill.
Sejuani
Fixed: Arctic Assault no longer stops when encountering created terrain (ex: Anivia's Crystallize)
Sona
General
Basic attack and Power Chord missile speeds increased to 2000 from 1500
Aura persistence duration reduced to 1 second after deactivation from 2
Global cooldown reduced to 0.5 seconds from 2
Power Chord
Power Chord now resets your attack timer so you can use it immediately
Crescendo
Now deals all its damage instantly, rather than over time
Fixed: Opponents can no longer Cleanse the damage portion of Crescendo
Shen
Ki Strike
Damage reduced to 4 + 4 per level from 4 + 6 per level
Teemo
Camouflage (Passive)
Fixed: Teemo now gains the Attack Speed buff instantly after leaving invisibility
Tristana
Explosive Shot
Fixed: Passive damage no longer activates from spell damage
Fixed: Tooltip now reflects the Ability Power ratio
Twitch (Remade)
Stats
Attack Range increased to 550 from 500
Base Health increased to 389 from 356
Health per level increased to 81 from 78
Base Mana increased to 220 from 180
Mana per level increased to 40 from 35
Base Attack Damage reduced to 47 from 51.56
Attack Damage per level reduced to 3 from 3.3
Attack animation improved
Deadly Venom (Passive)
Damage reduced to 12/24/36/48 per stack from 15/30/45/60
Ambush
60 Mana, 16 second Cooldown
After 1.25 seconds, Twitch becomes invisible for 4/5/6/7/8 seconds
and gains 20% Movement Speed. Twitch gains 30/40/50/60/70% Attack Speed
for 5 seconds after revealing himself
Venom Cask
50 Mana, 13/12/11/10/9 second Cooldown
Twitch hurls a cask full of venom to target area that slows targets
by 25/30/35/40/45% for 3 seconds and adds 2 stacks of Deadly Venom
Expunge
70/75/80/85/90 Mana, 12/11/10/9/8 second Cooldown
Deals 20/35/50/65/80 plus 15/20/25/30/35 (+0.2 Ability Power) (+0.25
bonus Attack Damage) per stack of Deadly Venom as physical damage to
all nearby enemies affected by Deadly Venom
No longer removes Deadly Venom stacks
Spray and Pray
100/125/150 Mana, 120/110/100 second Cooldown
Twitch's basic attacks become powerful piercing bolts with 300 bonus
range, and Twitch gains 20/28/36 Attack Damage. Each bolt deals 20%
less damage to subsequent targets down to a minimum of 40% damage. Lasts
7 seconds.
Urgot
Acid Hunter
Damage adjusted to 50/80/110/140/170 (+1.2 bonus Attack Damage) from 10/40/70/100/130 (+0.85 total Attack Damage)
Lock-on missile cast range reduced to 1200 from 1500
Fixed: Rank 1 range is no longer higher than the other ranks
Noxian Corrosive Charge
Cooldown increased to 15/14/13/12/11 seconds from 11 at all ranks
Cast range reduced to 900 from 950
Hyper-Kinetic Position Reverser
Cast range reduced to 550/700/850 from 700/775/850
Vladimir
Sanguine Pool
Movement Speed bonus now decays over time
Xerath
Arcane Barrage
Reduced the delay between casting the spell and the impact to 0.5 seconds from 0.875 seconds
The visual indicator for the ultimate will appear at the start of the cast bar instead of at the end
Xin Zhao (Remade)
Stats
Base Attack Speed increased to 0.672 from 0.658
Attack Speed per level increased to 2.7% from 2.5%
Challenge (Passive)
Xin Zhao challenges his target
with his basic attacks and Audacious Charge, reducing their Armor by 15%
for 3 seconds. Only one target can be challenged at a time.
Three Talon Strikes
Now reduces his other ability cooldowns by 1 second with each strike
Attack Damage ratio increased to 1.2 from 1.0
Cooldown reduced to 9/8/7/6/5 seconds from 10
Battle Cry
Passive: Heals Xin Zhao for 26/32/38/44/50 (+0.7 Ability Power) every third basic attack
Active no longer reduces other abilities' cooldowns
Cooldown reduced to 16/15/14/13/12 seconds from 24/22/20/18/16
Mana Cost increased to 40 from 35
Audacious Charge
Now challenges the target
Damage increased to 70/115/160/205/250 (+0.6 Ability Power) from 70/110/150/190/230 (+0.4 Ability Power)
Slow increased to 25/30/35/40/45% from 20/25/30/35/40%
Slow duration increased to 2 seconds from 1.5
Range reduced to 600 from 650
Cooldown reduced to 13/12/11/10/9 seconds from 16/15/14/13/12
Crescent Sweep
Now knocks all unchallenged targets back
Now has a 1.0 bonus Attack Damage ratio
Cooldown increased to 100/90/80 seconds from 75
Armor and Magic Resist bonus adjusted to 15/20/25 per champion hit from 25 + 7/10/13 per champion hit
Now has a new particle
Yorick
Fixed: Unholy Covenant (Passive) no longer reduces true damage
Ziggs
Satchel Charge
Cooldown reduced at earlier ranks to 26/24/22/20/18 seconds from 30/27/24/21/18
Summoner's Rift
Outer turret vision range increased to 1095 from 800
Twisted Treeline
The Dragon on Twisted Treeline now has the same chat kill announcement as the Dragon on Summoner's Rift
Items
Heart of Gold
Health reduced to 200 from 250
Ionic Spark
Added a counter to show when Ionic Spark will be charged
Philosopher's Stone
Health Regen per 5 seconds reduced to 15 from 18
Avarice Blade, Heart of Gold, Kage's Lucky Pick, and Philospher's
Stone now have counters in their tooltip to indicate how much gold the
item has generated over the course of the game
Co-op vs. AI
Changed the way bots evaluate towers to better take into account minions and enemies
Changed return to base logic for bots to make them more likely to heal and purchase items
Dominion bots should now properly ignore invisible units when deciding to defend capture points
Beginner bots are now less likely to assist each other during kill and retreat situations
Fixed: Bot assist logic now works during the laning phase
Updated Ashe Bot's item build
Master Yi Bot should now properly purchase Sanguine Blade on Dominion instead of The Bloodthirster
General
Added character portraits to the Spectator-mode Dragon and Baron kill announcements
Fixed: Spectator no longer occasionally causes floating text announcements to be permanently displayed throughout the game
Fixed: When using time controls, gold numbers will no longer get stuck on the screen for some users
Fixed several issues that occur when reconnecting, including ghost
minions, invisible champions, untargetable towers, and strange store
behavior
When disconnected, the game will now attempt to reconnect automatically
Ok so for as long as I can remember Evelynn has been absolutely shit in League. Her abilities were weak and she just wasn't viable in games. She's probably the most common troll pick in games.... but anyways I just found this new Champ Spotlight about the Evelynn remake and thought I'd share. The video has all the details on the new Eve abilities.
I hope after this remake I will see her in a lot of games not as a troll pick but as a champ that actually wants to win a game
Zyra, Rise of the Thorns is the newest addition to League. Im assuming she will be AP ranged mage. She also reminds me of Slither from Heroes of Newearth, he was pretty OP in HoN so I hope she's just as good in LoL.
I inserted to videos at the end of the post. One is a Zyra skin spotlight and other is Art spotlight.
Queen of Thorns (Passive): Upon dying, Zyra transforms into a vengeful plant that fires one last shot before expiring. This seems useless to me as you have to be dead for it to happen which you never want to happen.
Deadly Bloom: Zyra grows a bud at target location.
After a brief delay it explodes, launching damaging thorns at all nearby
enemies. If cast on a seed, Deadly Bloom grows a Thorn Spitter plant,
which fires at enemies from afar.
Magic Damage of Rampant:62 / ? / ? / ? / ? (+0.25 per ability power)
Acts like Cho'Gath's knock up without the knock up :D Instead it activates her E for a plant to grow and do damage.
Rampant Growth: Zyra plants a seed, granting vision
of an area for up to 30 seconds. Other spells cast on seeds will turn
them into plants who fight for Zyra.
This skill seems weak as you have to chain it with another to get the full effect and when you do, the plants do not do much damage at all.
Grasping Roots: Zyra sends forth vines through the
ground to ensnare her target, dealing damage and rooting enemies they
come across. If cast on a seed, Grasping Roots grows a Vine Lasher,
whose short range attacks reduce enemy Movement Speed.
Magic Damage of Rampant:50 / ? / ? / ? / ? (+0.25 per ability power)
Slow of Rampant: 30 / ? / ? / ? / ?%
Stranglethorns (Ultimate): Zyra summons a twisted
thicket at her target location, dealing damage to enemies as it expands
and knocking them airborne as it contracts. Plants in the area are
enraged, increasing their Attack Speed.
Lore: Longing to take control of her fate, the ancient, dying plant Zyra
transferred her consciousness into a human body for a second chance at
life. Centuries ago, she and her kind dominated the Plague Lands, using
thorns and vines to consume any animal that set foot in their territory.
As the years passed, the animal population steadily died off. Food
became increasingly scarce, and Zyra could only stand by helplessly as
the last of her kin withered away. She thought she would perish alone,
until the appearance of an unwary sorceress presented her with an
opportunity for salvation. It was the first time in years Zyra had sensed a creature wander so
close. Hunger drew her to the sorceress, but some other, deeper instinct
compelled her. She enveloped the woman in thorns with ease, but as she
savored this final meal, foreign memories invaded her thoughts. She saw
great jungles of metal and stone where humans and animals thrived.
Potent magic surged through her vines, and she devised an elegant but
risky plan to survive. Using the woman’s memories, Zyra poured her
newfound magic into the creation of a human-shaped vessel. She didn’t
know what sort of world awaited her, but she had nothing left to lose.
When Zyra opened her eyes, she was overwhelmed by the raw power ready at
her fingertips. It wasn’t until she noticed the shriveled remains of
the plant she once was that she realized how vulnerable she had become.
If this body died, there would be no network of vines to retreat
through, no roots to regrow her...but she felt truly alive. She beheld
the world for the first time as animals did, and a dark smile crept
across her lips. She was reborn, and there was so much now within her
grasp. “Closer to the flower, closer to the thorns.” - Zyra
Zyra Art Spotlight
Finally from whats been released on the PBE there are some new skins coming as well. I will post the patch notes as soon as they come. Enjoy :)
As per usual with riot there are some interesting changes in the upcoming Jayce patch. There is alot of work being done on the skins which I have mentioned in a previous blog already but here is some of the new mentioned changes here.
These are some unofficial patch notes that may be implemented or tweaked a little aswell:
Gragas
Base Health increased to 523, from 493.
Armor increased to 19.6 (+3.6), from 18.7 (+2.7)
This reminds me of the recent buff Malphite received. Yes it was minor but i have been seeing him played a little bit more, i hope this will make Gragas a little bit more viable mid in high elo play.
A very small nerf but i think it is deserved. Kennen played well can decimate a team 1v5 so a light AD reduction wont affect him too much.
Kog'Maw
Health decreased to 484, from 524.
Living Artillery Additional Mana Cost Cap increased to "Each subsequent Living Artillery in the next 8 seconds costs additional Mana up to a maximum of 400 Mana, from Each subsequent Living Artillery in the next 6 seconds costs additional Mana up to a maximum of 200 Mana.
I think this is defiantly needed. After Graves minor change last patch Kog'Maw has been one of the best AD choices by far and a very strong mid hero essentially giving you a 2in1 combo. This will nerf some of his early game presence and Ultimate damage which can just chunk down enemy Champions.
Rumble
Electro Harpoon Tooltip updated: Danger Zone Bonus: Deals 30% additional damage and slowpercentage is increased to20/26/33/39/45%.
Scrap Shield Tooltip udpated: Danger Zone Bonus: 30% increasein shield health and Movement Speed is increased to13/19/26/32/39%.
Not sure if these were already the numbers Rumble was doing and the tooltip was just wrong but these buffs will make him seen more Top in ranked play.
Warwick
Hungering Strike AP Ratio increased to75/125/175/225/275 (+1) and 8/10/12/14/16% (+1), from 75/125/175/225/275(+1) and 8/10/12/14/16% (+0)
I don't think this is really needed. Warwick has been nerfed and buffed for a long time and i think he is one of the most balanced Champions in League.
Items
Mana Potion
Gold Cost reduced to 35, from 40.
Good change in my opinion, never really could find a good reason why mana potions cost more.
Back to Jayce again here are his abilities in action. I can't wait to try this guy out.
So they have updated his abilities names. Read my other blog post to see what they do :) Q - To the Skies / Shock Blast W - Static Field / Hyper Charge E - Thundering Blow / Acceleration Gate R - Deformation
So I have been snooping around for info on the new upcoming stuff for LoL in the new patch and stumbled on the abilities for the 100th champion for LoL and the new All Random All Middle map, a custom game like dominion were there is just one lane and when you die you swap to a new hero but keep the items bought and the level you reached.
Passive:Jayce gains 40 bonus Movespeed and ignores unit collision for 1.25 seconds after each shift.
Hammer Form:
Q – Thunderstrike: Deals magic damage based on % of target’s max HP and knocks target away. W – Thunderleap: Jayce jumps to target location, dealing physical damage and applying a slow to all enemies hit. E – Shift Cannon: Shifts into cannon form, gaining increased range and new abilities.
Cannon Form:
Q – Gate of Speed: Jayce summons an electrical gate boosting the Movespeed of teammates passing through. If Jayce’s ranged attacks pass through this gate, the projectiles gain damage/range/speed. W- Energy Charge: Jayce charges himself with electricity, gaining attack speed for a few attacks. E- Shift Hammer: Shifts into hammer form, gaining passive armor and magic resist and new abilities.
R- Lighting Field (Both forms): Passive: Jayce gains Mana on Auto attack. Active: Create a Lighting field dealing AoE damage over time.
I have only found his voice but he reminds me of Zeus in Dota. This guy seems like Kennen's big brother he has a strong nuke and movement speed buff with his Q. A gap closer and adrenaline skill with his W. A rang increase and defense buff with E. Finally a AoE spell for team-fights with his R. Any hero that games two abilites from a single spell is strong in my opinion for the amount of utility they bring to a team. The obvious example is Lee Sin and it would be nice to have another hero like him in the League :D