VPBE

 Last Updated: October 31st

Below you will find a comprehensive list of new features, skins and balance changes that are currently active in the PBE, relative to the live server. These changes are tentative and are all subject to change.

This blog has absorbed the former Season 4 Patch Notes blog. As such, for the next few weeks some of the changes listed below speculative or planned (in addition to those that have already been pushed to the PBE).

New Skins in the Store The following skins have been added to the store:
 * (Legendary Skin)
 * A texture for a new skin has appeared in the game files
 * A texture for a new skin has appeared in the game files

PVP.net

Ranked

 * Far and away the biggest issue we want to address is the case where players can’t drop out of a tier once they've obtained it. It's very likely that next season we will allow players to drop out of a division if they’re at 0LP and far below the MMR threshold for the tier they are in. This should solve a few issues, namely the trolling that happens once players reach their target tier and the issue where players get very small LP gains after being at 0 for a long period of time. — Riot Socrates


 * It is now possible to be demoted from a League (i.e. Gold to Silver).
 * There is now a minimum LP gain of 1 for ranked wins.

Runes

 * The primary goal for runes is to tie marks, seals and glyphs to the specific wants and needs of various champion roles in League - similar to how masteries are used. Going forward, this creates a stronger association between marks and offense, seals and defense, and glyphs and utility. — RicklessAbandon


 * Marks/Reds will now be the primary source of all Offensive bonuses.
 * Seals/Yellows will now be the primary source of all Defensive bonuses.
 * Glyphs/Blues will now be the primary source of all Utility bonuses.


 * Marks (Offensive)


 * I would wager that the primary source of AP will now be Marks, rather than Glyphs.


 * Seals (Defensive)


 * New "Hybrid Mitigation" Seals


 * Glyphs (Uility)


 * Gold Runes are now Glyph-exclusive, rather than Seal-exclusive.

Masteries

 * Multiple masteries that increases gold to players in a shared lane.
 * Masteries that increase the damage of mid laners.
 * - Basic attacks grant a stacking attack speed buff (changed from attack speed when you crit).
 * - Converts s bought from the store into . Rejuvenation Biscuits also replenish a small amount of mana on top of the health (changed from a free, one-use biscuit).


 * We're changing the function of the mastery trees in the preseason so that players who invest in the lower ranks of a tree gain specific early-game advantages, while those who commit to the more advanced masteries devote themselves to that role for the entire game.  — RicklessAbandon


 * A minor overhaul to mastery pages to better align low-tier masteries to early-game bonuses; and high-tier masteries to class-specific bonuses.


 * While specialized summoner spell masteries offer an impactful single-point option to enhance and improve playstyles, we think you'll have even more mastery freedom if we remove these options entirely. This way, you aren't obliged to invest mastery points specific to the summoner spells you take, summoner spells are the same regardless of your spec and you'll have more opportunities to refine your masteries to match your playstyle. — RicklessAbandon


 * , and  have been removed.
 * may have also been removed.

Summoner Spells

 * You gain 75% bonus movement speed for 10 seconds that reduces to 15% after 1 second.
 * Cooldown changed to from 180.
 * The movement speed bonus is now multiplicative instead of additive.
 * Bug Fix: Can no longer be activated while rooted.
 * Bug Fix: Can no longer be activated while rooted.


 * Damage now scales on game time, not champion level.
 * The target is revealed for the duration.
 * The target is revealed for the duration.


 * Attack speed reduction reduced to 30% from 50%.
 * Movement speed reduction is now from 30%.
 * Movement speed reduction is now from 30%.


 * You instantly heal yourself and the target ally and grant each of them 30% bonus movement speed for 1 second.
 * Ranged increased to 900 from 600.
 * Cooldown reduced to 180 seconds from 300.
 * Targeting yourself will automatically select the closest ally in range.
 * Targeting yourself will automatically select the closest ally in range.


 * Cooldown reduced to 180 seconds when used on an allied structure.
 * No longer has a reduced cooldown if the effect is cancelled.
 * No longer has a reduced cooldown if the effect is cancelled.


 * Successfully removing a movement-inhibiting effect creates a shockwave the knocks nearby enemies back.
 * Successfully removing a movement-inhibiting effect creates a shockwave the knocks nearby enemies back.


 * Cooldown lowered to 40 seconds from 70.
 * Damage reduced at early levels (the damage is the same at level 18).
 * Damage reduced at early levels (the damage is the same at level 18).


 * Now only available on Howling Abyss.
 * Now only available on Howling Abyss.


 * Now only available on Dominion.
 * Now only available on Dominion.

League of Legends V4 General
 * New item slot that is used to hold Trinkets. Trinkets use the default shortcut 4, with the existing 4, 5 and 6 being bumped up to 5, 6 and 7.
 * New recall animation.
 * New appearance for health bars.
 * The player's health bar is now coloured different to their allies and enemies (green; yellow in color-blind mode).
 * The brush layout has been significantly overhauled. (Images courtesy of Surrender@20)


 * There is now a fancy animation that causes the brush to wobble as you walk through it. It is unknown if this wobble is visible to enemies.


 * Kills, Assist and Deaths
 * Champion kills are now only worth 60% of their base value for the first 2 minutes. This increases to the full amount by 4 minutes.
 * Champion assists are now only worth 50% of the kill value for the first 20 minutes. This increases to 80% of the kill value by 35 minutes. (Remember that assist gold is split among all members who receive an assist.)
 * Champion's with more assists than kills will now receive bonus gold per assist - based on the number of assists they have more than their kills:
 * 2 more: 30 gold
 * 3 more: 45 gold
 * 4+ more: 60 gold
 * For every 1000 gold you earn from minions and monsters your Death Spree is reduced by 1.
 * Base death timer reduced to 7.5 second from 12 seconds.


 * Turrets
 * Base damage adjusted to match minion health growth.
 * Base damage against minions increased to make last-hitting under turrets consistent.
 * Lane Turrets
 * Now grant 100 gold to all players on the team (down from 150).
 * Champions who damaged the tower within the last 30 seconds also gain a share of 150 gold.
 * No longer grant global experience.
 * Base Turrets
 * Now grant 125 gold to all players on the team (down from 150).
 * Champions who damaged the tower within the last 30 seconds also gain a share of 100 gold.
 * Inhibitor Turrets now have 15 health regeneration.
 * Inhibitors
 * Now grant 175 gold to all players on the team (changed from 50 gold to champions who assisted in killing them).
 * Global experience increased to 100 from 70.
 * Death timer reduced to 4 minutes from 5 minutes.
 * Downed inhibitors will no longer make all minions on the attacking team stronger. Instead, only the minions pushing the exposed lane will receive the buff.


 * Minions
 * Lane minions now utilize a level system.
 * A minion's level is calculated when the minion spawns and is based on the average champion level.
 * This currently has no gameplay impact - this feature is in development.
 * The experience from lane minions currently does not scale.
 * Gold, health and damage still scale with time.

Jungle
 * Jungle monsters now utilize a level system.
 * A monster's level is calculated when the monster spawns and is based on the average champion level.
 * A monster's level determines its health, damage and bounty (exp and gold).
 * Killing jungle monsters a higher level than yourself can be worth up to 50% bonus experience (based on level difference).
 * A fourth jungle camp has been added near the Ancient Golem and Wolves.


 * Cooldown reduction lowered to 10% from 20%.
 * Cooldown reduction lowered to 10% from 20%.


 * You deal % bonus damage to towers and gain bonus movement speed while out of combat.
 * You deal % bonus damage to towers and gain bonus movement speed while out of combat.


 * Dragon
 * Unlike other jungle monsters, Dragon's level updates over time and not per-spawn.
 * Dragon has a minimum level of 6 and a maximum level of 15.
 * Global experience removed.
 * Local experience is between 150 and 510 beased on Dragon's level.
 * Global gold is now between 125 and 260 based on Dragon's level.
 * If the killing team has a lower average level than their opponents, bonus experience is gained at 25% per average level difference.
 * The experience an individual champion gets for killing the dragon is increased by 15% per level they are lower than dragon.


 * Ancient Golem
 * Health increased to 1500 from 1400
 * Gold reduced to 60 from 66
 * Elder Lizard
 * Health increased to 1500 from 1400
 * Gold reduced to 60 from 66
 * Lizard
 * Attack damage reduced to 10 from 11
 * Experience lowered to 20 from 50
 * Gold increased to 7 from 5
 * Giant Wolf
 * Attack damage increased to 40 from 35
 * Experience reduce to 110 from 170
 * Gold reduced to 40 from 55
 * Wolf
 * Attack damage increased to 14 from 8
 * Experience increased to 25 from 10
 * Gold increased to 8 from 4
 * Big Golem
 * Attack damage increased to 55 from 54
 * Experience reduced to 140 from 160
 * Golem
 * Health increased to 450 from 300
 * Attack damage reduced to 25 from 30
 * Experience increased to 40 from 38
 * Wraith
 * Experience reduced to 90 from 103
 * Gold increased to 35 from 30
 * Lesser Wraith
 * Health increased to 250 from 150
 * Attack damage increased to 12 from 10
 * Experience increased to 20 from 3
 * Gold increased to 4 from 3
 * Wight (New Camp)
 * 1400 health
 * 75 attack damage
 * 15 armor
 * 55 gold
 * 150 experience

Champions
 * Are now immune to disables.
 * Are now immune to disables.
 * Are now immune to disables.


 * Range reduced to 1300 from global.
 * Bonus increased to 5% from 3%.
 * AP ratio lowered to 35% from 75%.
 * Bonus damage per second of charging changed to 15 / 20 / 25 / 30 / 35 from 25 / 30 / 40 / 50 / 60.
 * Maximum damage changed to 105 / 145 / 185 / 225 / 265 from 135 / 175 / 230 / 285 / 340 (+ 75% AP).
 * Added to passive movement speed.
 * Movement speed slow changed to 24 / 28 / 32 / 36 / 40 % from 24 / 30 / 36 / 42 / 48%.
 * Damage AP ratio lowered to 50% from 60%.
 * The attack damage buff now has a ratio.
 * Added to passive movement speed.
 * Movement speed slow changed to 24 / 28 / 32 / 36 / 40 % from 24 / 30 / 36 / 42 / 48%.
 * Damage AP ratio lowered to 50% from 60%.
 * The attack damage buff now has a ratio.
 * The attack damage buff now has a ratio.


 * Debuff now lasts for 6.25 seconds up from 6 seconds.
 * Debuff now lasts for 6.25 seconds up from 6 seconds.
 * Debuff now lasts for 6.25 seconds up from 6 seconds.


 * Range increased to 425 from 350.
 * Range increased to 425 from 350.
 * Range increased to 425 from 350.


 * Bonus armor changed to 25 / 35 / 45 / 55 / 65 from 30 / 40 / 50 / 60 / 70.
 * Bonus magic resist changed to 25 / 35 / 45 / 55 / 65 from 30 / 40 / 50 / 60 / 70.
 * Bonus armor changed to 25 / 35 / 45 / 55 / 65 from 30 / 40 / 50 / 60 / 70.
 * Bonus magic resist changed to 25 / 35 / 45 / 55 / 65 from 30 / 40 / 50 / 60 / 70.


 * AD ratio changed to from.
 * Base damage changed to 50 / 55 / 60 from 40 / 50 / 60.
 * Cooldown increased to 110 / 85 / 60 from 100 / 75 / 50.
 * Base damage changed to 50 / 55 / 60 from 40 / 50 / 60.
 * Cooldown increased to 110 / 85 / 60 from 100 / 75 / 50.
 * Cooldown increased to 110 / 85 / 60 from 100 / 75 / 50.


 * Damage changed to 8 / 18 / 27 / 36 / 45 / 54 / 63 / 72 / 81 from 9-105.
 * The slow now decays to a minimum of over the duration from down to 0% over the duration.
 * AP buff removed.
 * Movement speed bonus changed to 30% movement speed from a fixed 35%.
 * Damage AP ratio lowered to 50% from 60%.
 * Shield AP ratio increased to 70% from 60%.
 * Health gained lowered to 350 / 375 / 500 from 300 / 450 / 600.
 * Movement speed bonus changed to 30% movement speed from a fixed 35%.
 * Damage AP ratio lowered to 50% from 60%.
 * Shield AP ratio increased to 70% from 60%.
 * Health gained lowered to 350 / 375 / 500 from 300 / 450 / 600.
 * Health gained lowered to 350 / 375 / 500 from 300 / 450 / 600.
 * Health gained lowered to 350 / 375 / 500 from 300 / 450 / 600.


 * Added to passive movement speed.
 * Damage AP ratio lowered to 50% from 65%.
 * Damage reduction is now 15% . The reduction can become negative - leading to increased damage.
 * Added to the on-hit movement speed slow.
 * Damage AP ratio lowered to 60% from 70%.
 * Damage reduction is now 15% . The reduction can become negative - leading to increased damage.
 * Added to the on-hit movement speed slow.
 * Damage AP ratio lowered to 60% from 70%.
 * Added to the on-hit movement speed slow.
 * Damage AP ratio lowered to 60% from 70%.
 * Damage AP ratio lowered to 60% from 70%.


 * A complete Visual Upgrade across all skins.
 * A new voice over (please don't hate on it until we've heard it).
 * A new voice over (please don't hate on it until we've heard it).


 * Damage changed to 10 / 17 / 24 / 33 / 41 / 50 / 60 / 70 / 80 / 90 / 100 / 110 / 120 / 130 / 145 / 150 / 175 / 190 from 13-192.
 * AP ratio lowered to 50% from 70%.
 * Base damage lowered to 40 / 55 / 70 / 85 / 100 from 40 / 60 / 80 / 100 / 120.
 * Movement speed bonus changed to 4 / 6 / 8 / 10 / 12 from 6 / 8 / 10 / 12 / 14.
 * Added to Power Chord's movement speed slow.
 * AP ratio lowered to 40% from 80%.
 * Base damage lowered to 40 / 55 / 70 / 85 / 100 from 40 / 60 / 80 / 100 / 120.
 * Movement speed bonus changed to 4 / 6 / 8 / 10 / 12 from 6 / 8 / 10 / 12 / 14.
 * Added to Power Chord's movement speed slow.
 * AP ratio lowered to 40% from 80%.
 * AP ratio lowered to 40% from 80%.
 * AP ratio lowered to 40% from 80%.


 * Base health increased to 405 (from 375).
 * Health per level increased to 76 (from 71).
 * Base armor increased to 9.4 (from 7.4).
 * Soraka's health and mana restoring abilities are 1% more powerful for every 2% of the target's missing health or mana.
 * Magic resistance reduction change to 6 from 8 / 9 / 10 / 11 / 12.
 * Mana cost changed 30 / 40 / 50 / 60 / 70 from 20 / 35 / 50 / 65 / 80.
 * Base damage increased to 60 / 95 / 130 / 160 / 200 from 60 / 85 / 110 / 135 / 160.
 * Gains the following effect: "If Starcall hits at least one enemy champion, Astral Blessing's coolding is reduced by 5 / 6.25 / 7.5 / 8.75 / 10%."
 * Heal reduced to 70 / 120 / 170 / 220 / 270 from 70 / 140 / 210 / 280 / 350.
 * Armor buff increased to 50 / 65 / 80 / 95 / 110 from 25 / 45 / 65 / 85 / 105.
 * Armor buff duration reduced to 2 seconds from 3 seconds.
 * Mana cost reduced to 80 / 100 / 120 / 140 / 160 from 80 / 110 / 140 / 170 / 200.
 * Damage changed to 40 / 70 / 100 / 130 / 160 from 50 / 100 / 150 / 200 / 250.
 * Soraka drains 5% of her maximum mana to restore 20 / 40 / 60 / 80 / 100 to the target allied champion.
 * Can no longer be cast on targets who do not use mana or are already at maximum mana.
 * Note that the ability is still free to cast on enemies.
 * Heal reduced to 150 / 250 / 350 from 200 / 320 / 440.
 * Now affects untargetable allies.
 * Soraka drains 5% of her maximum mana to restore 20 / 40 / 60 / 80 / 100 to the target allied champion.
 * Can no longer be cast on targets who do not use mana or are already at maximum mana.
 * Note that the ability is still free to cast on enemies.
 * Heal reduced to 150 / 250 / 350 from 200 / 320 / 440.
 * Now affects untargetable allies.
 * Now affects untargetable allies.


 * After using an ability, Taric's next basic attack deals as bonus magic damage and reduces his ability cooldowns by 2 seconds.
 * Cooldown lowered to 18 / 17 / 16 / 15 / 14 from 20 / 19 / 18 / 17 / 16.
 * Cost lowered to 60 / 80 / 100 / 120 / 140 from 80 / 95 / 110 / 125 / 140.
 * AP ratio lowered to 30% from 60%.
 * Added scaling.
 * Cooldown reduction on autoattacks removed (moved to passive).
 * Damage changed to 40 / 80 / 120 / 160 / 200 from 50 / 90 / 130 / 170 / 210.
 * AP ratio lowered to 20-40% from 40-80%.
 * Cooldown increased 18 / 17 / 16 / 15 / 14 from 14 / 13 / 12 / 11 / 10.
 * AP ratio lowered to 50% from 70%.
 * Cooldown increased to 75 seconds from 60 seconds.
 * AP ratio lowered to 20-40% from 40-80%.
 * Cooldown increased 18 / 17 / 16 / 15 / 14 from 14 / 13 / 12 / 11 / 10.
 * AP ratio lowered to 50% from 70%.
 * Cooldown increased to 75 seconds from 60 seconds.
 * AP ratio lowered to 50% from 70%.
 * Cooldown increased to 75 seconds from 60 seconds.

Items  removed.


 * New Recipe: +  +  +  + 595g
 * Total cost increased to 1950g from 1900g
 * Total cost increased to 1950g from 1900g


 * New Recipe: + 600g
 * Total cost increased to 2550g from 2500g
 * Total cost increased to 2550g from 2500g


 * New Recipe: +  + 720g = 2400g
 * Ability Power increased to 80 from 40.
 * Cooldown Reduction increased to 20% from 10%.
 * Armor removed (previously 30).
 * Armor removed (previously 30).

 cost lowered to 360g from 400g
 * The following items had their recipe costs increased so that their total costs were unaffected:, , , , , and
 * The following items were differently adjusted:
 * (Crystal Scar) total cost lowered to 2060g from 2100g
 * recipe cost increased 490g from 475g; total cost lowered to 1325g from 1350g
 * total cost lowered to 3475g from 3500g
 * total cost lowered to 3703g from 3723g
 * total recipe cost increased to 305g from 265g
 * total cost lowered to 3260g from 3300g
 * recipe cost lowered to 650 from 850; total cost lowered to 3000 from 3200.
 * total cost lowered to 1257g from 1337g
 * total cost lowered to 2882g from 2962g
 * total cost lowered to 2920g from 3000g
 * total cost lowered to 2620g from 2700g
 * total cost lowered to 1800g from 1840g
 * recipe cost lowered to 800 from 900; total cost lowered to 2550g from 2650g


 * Cost lowered to 440 from 475.
 * AD lowered to 8 from 10.
 * On-hit healing reduced to 3 on ranged champions (still 5 on melee champions).
 * On-hit healing reduced to 3 on ranged champions (still 5 on melee champions).


 * New Recipe: +  + 740g = 1110g
 * No longer reduces the cooldowns of Heal, Clairvoyance and Clarity.
 * No longer reduces the cooldowns of Heal, Clairvoyance and Clarity.


 * Removed.
 * Removed.


 * New Recipe: + 720g
 * Total cost lowered to 1600g from 2500g.
 * Mana regeneration lowered to 12 from 18.
 * Health regeneration removed.
 * Health regeneration removed.


 * New Recipe: +  +  + 765g
 * New Recipe: +  +  + 765g


 * New Recipe: +  + 665g
 * Total cost lowered to 2000g from 2835g
 * Health regeneration removed.
 * Mana regeneration removed.
 * Mana regeneration removed.


 * Recipe cost lowered to 730g from 735g
 * Total cost increased to 2000g from 1900g
 * Ability power increased to 50g from 40g
 * Ability power increased to 50g from 40g


 * renamed
 * Champions can only have 3 Stealth Wards placed at a time. Placing a new Stealth Ward will replace the oldest. This applies to Stealth Wards from any source.
 * Champions can only carry 5 Stealth Wards in their inventory (from any source).


 * No longer stealthed.
 * Health increased to 5 (from 3).
 * Duration is now indefinite (from 180 seconds).
 * Cost reduced to 75g from 125g.
 * Champions can only have 1 Vision Ward placed at a time. Placing a new Vision Ward will replace the previous. This applies to Vision Wards from any source.
 * Champions can only carry 2 Vision Wards in their inventory (from any source).
 * Champions can only carry 2 Vision Wards in their inventory (from any source).


 * Removed from Summoner's Rift.
 * Removed from Summoner's Rift.


 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * New Basic Item - Costs 365g
 * Stats: +10 ability power, +3 mana regen, +2 gold/10
 * If you have not slain a minion in the last 10 seconds, the next time you damage an enemy champion with an ability or attack you will gain 4 gold. This cannot happen against for 10 seconds.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * Recipe: + 485g = 850g
 * Stats: +20 ability power, +7 mana regen, +4 gold/10
 * If you have not slain a minion in the last 10 seconds, the next time you damage an enemy champion with an ability or attack you will gain 4 gold. This cannot happen against for 10 seconds.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * New Recipe: +  + 715g = 2000g
 * Stats: +50 ability power, +10 mana regeneraton, +4 gold/10
 * If you have not slain a minion in the last 10 seconds, the next time you damage an enemy champion with an ability or attack you will gain 8 gold. This cannot happen against for 10 seconds.
 * Slows the target enemy and all nearby enemies by 50% for 2 seconds. 60 second cooldown.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * New Basic Item - Costs 365g
 * Stats: +5 health regen, +3 mana regen
 * Grants 2 gold each time a nearby enemy minion dies that you didn't kill.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * Recipe: + 365g = 850g
 * Stats: +8 health regen, +11 mana regen, +2 gold
 * Grants 4 gold each time a nearby enemy minion dies that you didn't kill.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * Recipe: + Unknown component = 2000g
 * Stats: 20% cooldown reduction, +10 health regen, +15 mana regen, +2 gold
 * Grants 4 gold each time a nearby enemy minion dies that you didn't kill.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * New Basic Item - Costs 365g
 * Stats: +50 health, +6 health regen
 * Your next basic attack against a minion with less than 200 health will deal 200 bonus true damage. This effect can only be triggered while there is an allied champion within X units. This effect can be trigger twice and each usage has an independent 60 second cooldown.
 * Whenever a minion is killed by Execute, you heal the nearest allied champion an amount equal to and grant them gold equal to the kill plus 5.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * Recipe: + 365g = 850g
 * Stats: +175 health, +12 health regen
 * Your next basic attack against a minion with less than 200 health will deal 200 bonus true damage. This effect can only be triggered while there is an allied champion within X units. This effect can be trigger twice and each usage has an independent 60 second cooldown.
 * Whenever a minion is killed by Execute, you heal the nearest allied champion an amount equal to and grant them gold equal to the kill plus 10.
 * Limited to 1 Gold Income item.
 * Limited to 1 Gold Income item.


 * Recipe: +  + 675g = 2000g
 * Stats: +400 health, +25 health regen
 * Your next basic attack against a minion with less than 200 health will deal 200 bonus true damage. This effect can only be triggered while there is an allied champion within X units. This effect can be trigger twice and each usage has an independent 60 second cooldown.
 * Whenever a minion is killed by Execute, you heal the nearest allied champion an amount equal to and grant them gold equal to the kill plus 10.
 * Consume 20% of your current health to shield the target ally for 10% of your maximum health for 4 seconds. After 4 seconds, the target explodes dealing 10% of your maximum health as magic damage in an area.
 * Limited to 1 Gold Income item.
 * Limited to 1 Gold Income item.


 * Trinket - No Cost
 * Reveals target area within 1100 units for 1 seconed (150 second cooldown).
 * Transforms into a at level 9.
 * Transforms into a at level 9.


 * Reveals target area within 2000 units for 1 seconed (90 second cooldown).
 * Reveals target area within 2000 units for 1 seconed (90 second cooldown).


 * Recipe: + 475g
 * Reveals target area within 2500 units for 1 seconed (90 second cooldown).
 * Reveals target area within 2500 units for 1 seconed (90 second cooldown).


 * Trinket - No Cost
 * Reveals and disables nearby invisible traps and wards for 4 seconds (180 second cooldown).
 * Transforms into a at level 9.
 * Transforms into a at level 9.


 * Reveals and disables nearby invisible traps and wards for 6 seconds (150 second cooldown).
 * Reveals and disables nearby invisible traps and wards for 6 seconds (150 second cooldown).


 * Recipe: + 475g
 * Reveals and disables nearby invisible traps and wards for 6 seconds, and grants the user true sight for 10 seconds (90 second cooldown).
 * Reveals and disables nearby invisible traps and wards for 6 seconds, and grants the user true sight for 10 seconds (90 second cooldown).


 * Trinket - No Cost
 * Places a Stealth Ward that lasts 60 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.
 * Transforms into a at level 9.
 * Transforms into a at level 9.


 * Places an invisible Stealth Ward that lasts 120 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.
 * Places an invisible Stealth Ward that lasts 120 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.


 * Recipe: + 475g
 * Places an invisible Stealth Ward that lasts 180 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.
 * Places an invisible Stealth Ward that lasts 180 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player.


 * Recipe: + 475g
 * Places a visible Vision Ward that lasts 180 seconds (120 second cooldown). Limit 1 Vision Ward on the map per player.
 * Places a visible Vision Ward that lasts 180 seconds (120 second cooldown). Limit 1 Vision Ward on the map per player.


 * Armor reduced to 20 from 25.
 * Armor reduced to 20 from 25.


 * New Recipe: +  +  + 300g
 * Total cost reduced to 1800g from 2000g
 * Armor reduced to 20 from 25.
 * Now grants 25% attack speed.
 * Attack damage removed.
 * Lifesteal removed.
 * Basic attacks against monsters deal 100 bonus magic damage and restore 10 health.
 * Gain 40% increased gold from monsters.
 * Gain 40% increased gold from monsters.


 * Attack damage lowered to 25 from 35.
 * Now only triggers on physical damage.
 * True damage increased to 16-50 from 7-40.
 * Scoring a kill or assist on a champion or epic monster will grant 30 bonus gold. Scoring a kill on a large monster will grant 10 bonus gold.
 * True damage increased to 16-50 from 7-40.
 * Scoring a kill or assist on a champion or epic monster will grant 30 bonus gold. Scoring a kill on a large monster will grant 10 bonus gold.


 * Health reduced to 350 from 500.
 * You generate Conservation stacks every 1.5 seconds, up to 30. Killing a large monster will consume all current stacks and grant 1 bonus gold per stack consumed.
 * You generate Conservation stacks every 1.5 seconds, up to 30. Killing a large monster will consume all current stacks and grant 1 bonus gold per stack consumed.


 * New Recipe: +  + 480g
 * Ability power increased to 50 from 40.
 * Mana regen lowered to 7 from 10.
 * 14 health regen added.
 * You restore health and mana equal to 5% of the damage dealt to neutral monster.
 * Scoring a kill or assist on a champion or epic monster will grant 30 bonus gold. Scoring a kill on a large monster will grant 10 bonus gold.
 * Scoring a kill or assist on a champion or epic monster will grant 30 bonus gold. Scoring a kill on a large monster will grant 10 bonus gold.

Upcoming
 * See the "Upcoming Rework" section on his champion page.
 * See the "Upcoming Rework" section on his champion page.


 * See the "Upcoming Rework" section on his champion page.
 * Two items have appeared in the game files that are tagged as "Xerath-only", although they are not usable. However, these could be fake items meant to troll data miners - as has been done in the past.
 * Two items have appeared in the game files that are tagged as "Xerath-only", although they are not usable. However, these could be fake items meant to troll data miners - as has been done in the past.

Teasers For more teasers, please see: Future Content.

References