VPBE

Below you will find a comprehensive list of new features, cosmetics and balance changes that are currently active in the PBE relative to the live server. These changes are all highly tentative and are all subject to change, or may even be scrapped. A change that has been scrapped will be stricken through. Reasons content might be reverted includes bugs or end-of-cycle patch preparation.

New Cosmetics
The following Chromas packs have been added to the store:
 * (Amethyst, Emerald, Obsidian, Rose Quartz, Ruby, Sapphire)
 * (Amethyst, Catseye, Emerald, Obsidian, Pearl, Sandstone)

The following Champion skins have been added to the store:
 * (Awarded to players who earn Gold+)
 * Mesoamerican / Spirit Fire / Sun Goddess
 * Role-playing games
 * Role-playing games
 * Role-playing games
 * Role-playing games
 * Role-playing games

The following Champions and Skins have received a new splash art:

The following Summoner Icons have been added to the store:

Practice Tool (Sandbox Mode)

 * Coming soon.


 * Features
 * The ability to set the champion's level, grant infinite gold and reset ability cooldowns.
 * The ability to spawn jungle camps.
 * The ability to test jungler clears without relaunching the game.

Ranked Queues

 * Ranked Dynamic Queue
 * Ranked Teams
 * Solo, Group and 5-Man emblems.
 * Ranked Solo/Duo Queue (Challengers can only Solo Queue.)
 * Ranked Flex (Any number of team mates.)
 * Both Ranked Solo/Duo and Ranked Flex will utilize the current team restrictions in Dynamic Queue (e.g. one tier above and below).
 * End of season awards will be available for Dynamic, Flex as well as those that achieve in both.

Replay Systems

 * Features
 * Highlights noteworthy sections (VOD style).
 * Records clips into video format that users can keep indefinitely.
 * Only stores games from the most recent game version (patch).

General

 * Armor Penetration
 * Flat armor penetration.
 * Lethality. Functionally identical to flat armor penetration, except that it scales with the target's level.


 * Minimap
 * Turret icons now update to indicate turrets below 66% and 33% of their current health.
 * New icon for lesser jungle monsters.


 * Stealth Rework
 * All existing forms of stealth now fall under on of the follow categories:

Systems

 * buffs removed.
 * Against large monsters, now restores 100  health.
 * Recharge timer increased to 90 seconds from 75.
 * Recharge timer now start at 1:40 instead of 1:25.
 * Recharge timer now start at 1:40 instead of 1:25.


 * Plants
 * Plants grow within the jungle and river and can be attacked to trigger an effect, based on the plant.
 * Based on feedback, Riot is exploring making plants require melee range interaction (similar to ), rather than being triggered by an attack.
 * Each type of plant has unique spawn locations, and seeds will appear 60 seconds before the plant becomes active.
 * Plants will continually respawn throughout the game.
 * surrounding units.
 * There are 2 spawn locations within each quadrant, with one in both red quadrants providing access into the Dragon and Baron pits.
 * Releases pollen in a direction away from the attacker that lights up a X-length cone for ~4 seconds, as well as granting unit-vision of all units, wards and hidden traps hit for 15 seconds. Champions hit are revealed for ~5 seconds instead.
 * There are a few spawn locations within each quadrant, near the exits to the river.
 * Produces 5 fruit that can be picked up to restore health and mana. Picking up all 5 will restore a total of (based on level) (+X missing). Each fruit eaten applies a brief.
 * Spawns in the river. Those nearest to top and bottom lane will not spawn until mid-to-late game.
 * Produces 5 fruit that can be picked up to restore health and mana. Picking up all 5 will restore a total of (based on level) (+X missing). Each fruit eaten applies a brief.
 * Spawns in the river. Those nearest to top and bottom lane will not spawn until mid-to-late game.
 * Spawns in the river. Those nearest to top and bottom lane will not spawn until mid-to-late game.

Jungle Camps

 * General
 * Monster stats no longer scale linearly up to level 9.
 * Their current base stats (factoring any below changes to base stats).
 * +10% health, +50% resistances and +40% damage.
 * +25% health, +75% resistances and +55% damage.
 * Returns to linear scaling (40-75% extra health and 185-370% extra damage).
 * General respawn timer increased to 150 seconds from 100 seconds.
 * General spawn timer reduced to ~1:37 from 1:40.
 * and first spawn is 1:52 instead.


 * camp
 * Killing the Ancient Krug now spawns two.
 * Killing a spanws two.
 * do not split and die to a single basic attack.
 * Total Krug camp reward increased to about 150% of other camps.


 * camp
 * Both.
 * Now has negative magic resistance.


 * camp
 * Number of increased to 5 from 3.


 * duration increased to 150 seconds from 120.
 * duration increased to 150 seconds from 120.


 * Still doesn't poison his target. Riot's official post stated that Gromp _no longer_ poisons. He already doesn't. You aren't crazy.
 * Is granted at the beginning of the fight, decaying over 5 attacks.
 * Is granted at the beginning of the fight, decaying over 5 attacks.


 * camp
 * Both.
 * Now has negative armor.


 * Spawn time increased to 10 minutes from 6.
 * On-spawn attack damage reduced to 119 from 147.
 * On-spawn attack damage reduced to 119 from 147.

Champions

 * General
 * New ability icons.
 * Akali's next two attacks are empowered, the first restoring   health and the second attack, within 4 seconds, dealing    bonus magic damage.
 * Cooldown: seconds after the first attack.
 * Triggering the mark now applies for 4 seconds if the target is brought or is.
 * Akali blinks to the target location (250 units) and leaves a Twilight Shroud in her wake that lasts for 8 seconds and slows enemies within its area. While inside the shroud, Akali gains and bonus movement speed.
 * Cast time increased to from.
 * Cooldown increased to seconds from.
 * Base damage increased to from.
 * AP ratio increased to from.
 * AD ratio changed to from.
 * Now refunds 60% cooldown if it kills an enemy.
 * Base damage reduced to  from.
 * AP ratio reduced to from.
 * Cooldown increased to 2 seconds at all ranks from.
 * When first ranked, you start with 3 charges.
 * Cooldown is now static.
 * Base damage reduced to  from.
 * AP ratio reduced to from.
 * Cooldown increased to 2 seconds at all ranks from.
 * When first ranked, you start with 3 charges.
 * Cooldown is now static.
 * Cooldown is now static.


 * (new innate)
 * Alistar gains a stack of Triumph when he stuns or displaces enemy champions, or whenever a nearby enemy dies. At 7 stacks, Alistar roars, healing himself for and the nearest allied champion for twice that amount. Afterwards, Alistar cannot gain stacks again for 3 seconds. The death of enemy champions and epic monsters will grant full stacks.
 * Stun for seconds after the knock-up.
 * (new E)
 * Alistar tramples the ground for the next 5 seconds, him and dealing   magic damage every half second to nearby enemies. Each pulse that damages at least one enemy champion grants Alistar a Trample stack. At 5 Trample stacks, Alistar empowers his next basic attack against an enemy champion to deal an additional  bonus magic damage and  them for 1 second.
 * Cooldown:
 * Cost:
 * bonus attack damage.
 * Cost:
 * bonus attack damage.
 * bonus attack damage.


 * Stats
 * Base mana regeneration increased to 7 from 6.
 * Slow.
 * Damage changed to from.
 * AP ratio increased to from.
 * If Ekko's blink-back takes him through, he will trigger the effect.
 * Undoing a percentage of damage taken over the last 4 seconds.
 * Heal now has a ratio.
 * Heal is increased by 3% for every 1% of his health lost over the last 4 seconds.
 * If Ekko's blink-back takes him through, he will trigger the effect.
 * Undoing a percentage of damage taken over the last 4 seconds.
 * Heal now has a ratio.
 * Heal is increased by 3% for every 1% of his health lost over the last 4 seconds.


 * For clarity, Shadow Walk is a form of.
 * Camouflage no longer breaks upon taking damage.
 * For clarity, Shadow Walk is a form of.
 * Camouflage no longer breaks upon taking damage.


 * Cooldown reduced to seconds from.
 * Can now reactivate the ability to instantly drag Ivern to the target.
 * Daisy's maximum health increased to from.
 * Various AI improvements.
 * Daisy's maximum health increased to from.
 * Various AI improvements.
 * Various AI improvements.


 * General
 * New ability icons.
 * Mana cost reduced to 50 at all ranks from.
 * Cooldown reduced to seconds from.
 * Bleed duration increased to 4 seconds from 3.
 * Base damage increased to from.
 * AP ratio reduced to from.
 * bonus damage on bleed.
 * Passive bleed is applied to all enemies Fizz passes through during and to the enemy  sticks to.
 * Fizz's next basic attack deals  bonus magic damage. If the target has been bleeding for at least 2 seconds, the bonus damage is tripled to  . If the empowered attack kills a unit, Seastone Trident refunds  and sets its cooldown to 1 second.
 * Mana cost changed to from 40 at all ranks.
 * Cooldown reduced to seconds from 10 at all ranks.
 * Mana cost reduced to from.
 * Base slow reduced to 40% at all ranks from %.
 * The fish attach radius scales with distance.
 * The further the fish flies, the bigger the shark that is attracted, dealing bonus damage, applying up to an 80% slow and having an increased area of effect.
 * Damage reduced to  from.
 * Maximum damage implemented at.
 * Base slow reduced to 40% at all ranks from %.
 * The fish attach radius scales with distance.
 * The further the fish flies, the bigger the shark that is attracted, dealing bonus damage, applying up to an 80% slow and having an increased area of effect.
 * Damage reduced to  from.
 * Maximum damage implemented at.


 * General
 * New ability icons.
 * Stats
 * Movement speed reduced to 340 from 345.
 * Base health increased to 590 from 510.
 * Health growth reduced to 82 from 83.
 * Base armor increased to from.
 * Base health regeneration increased to 6 from.
 * Health regeneration growth increased to from.
 * Base magic resistance increased to from.
 * Catching or picking up one of her fallen Daggers causes Katarina to flourish it, dealing   magic damage to nearby enemies, as well as refunding % of Shunpo's cooldown.
 * Renamed from Bouncing Blades.
 * Impact damage changed to  from.
 * On-hit effect.
 * Bounces reduced to 2 from 4.
 * After bouncing, the Dagger falls to the ground on the opposite side from where it struck the first target, getting there in the same amount of time regardless of how many times it bounces.
 * Cooldown changed to seconds from  seconds.
 * (new W)
 * Katarina tosses a Dagger up in the air and gains % movement speed that decays over seconds. After a brief delay, the Dagger hits the ground. You have this long to live.
 * Cooldown: seconds
 * 15% damage reduction.
 * Targeting wards.
 * Can target Daggers.
 * If she targets an ally or dagger, she will deal Shunpo's damage to the nearest enemy within a radius of her target.
 * Base damage reduced to from.
 * Now scales with.
 * Cooldown increased to seconds from.
 * Ticks increased to 15 from 10. Duration unchanged at seconds.
 * Damage per blade reduced to   from.
 * Maximum potential damage to single target changed to   from
 * Maximum range indicator visible to all players.
 * Ticks increased to 15 from 10. Duration unchanged at seconds.
 * Damage per blade reduced to   from.
 * Maximum potential damage to single target changed to   from
 * Maximum range indicator visible to all players.
 * Maximum range indicator visible to all players.


 * Stats
 * Base attack damage increased to from.
 * Unseen Threat bonus damage changes to  from.
 * Cooldown increased to 4 seconds from 3.
 * bonus AD ratio increased to from.
 * Isolation bonus increased to 50% from 30%.
 * Isolation damage increased to  from.
 * Renamed from Evolved Enlarged Claws.
 * Increases the range of Taste Their Fear and Kha'Zix's basic attacks by 50. If target is Isolated, refunds 60% of Taste Their Fear's cooldown.
 * Slowing damaged enemies.
 * Bonus AD ratio reduced to from.
 * Evolved slow reduced to 40% from 50%.
 * Isolated targets are now slowed by 80% instead.
 * Stealth reclassifed as.
 * Stealth duration increased to seconds from 1.
 * Renamed from Evolved Active Camouflage.
 * Kha'Zix gains Void Assault for seconds in brush, which lingers for  seconds after exiting the brush. This can only be triggered while out of combat and there is a 10-second per-brush cooldown.
 * Evolved slow reduced to 40% from 50%.
 * Isolated targets are now slowed by 80% instead.
 * Stealth reclassifed as.
 * Stealth duration increased to seconds from 1.
 * Renamed from Evolved Active Camouflage.
 * Kha'Zix gains Void Assault for seconds in brush, which lingers for  seconds after exiting the brush. This can only be triggered while out of combat and there is a 10-second per-brush cooldown.
 * Renamed from Evolved Active Camouflage.
 * Kha'Zix gains Void Assault for seconds in brush, which lingers for  seconds after exiting the brush. This can only be triggered while out of combat and there is a 10-second per-brush cooldown.


 * Remount delay reduced to seconds from.
 * Courage gained from minion kills is increased to 6 from 4.
 * Bonus damage reduced to from.
 * Courage gained from minion kills is increased to 6 from 4.
 * Bonus damage reduced to from.
 * Bonus damage reduced to from.


 * General
 * New ability icons.
 * Stats
 * Movement speed increased to 340 from 335.
 * Base health regeneration increased to from.
 * Health regeneration growth increased to from.
 * (new innate)
 * LeBlanc's abilities apply Sigil of Malice for 4 seconds that primes after a second delay. Once primed, LeBlanc can use another ability to trigger the sigil and deal   bonus damage. This has an 5 seconds cooldown per target.
 * (new Q)
 * LeBlanc projects an orb at the target enemy, dealing  magic damage. If Shatter Orb triggers Sigil of Malice, the orb will bounce to the nearest available Sigil of Malice, dealing its damage to them too. The bounce effect is recursive and will continue to bounce so long as there are Sigils nearby. Bounces deal only 70% damage to minions.
 * Cooldown: 6 seconds
 * Cost:.
 * Damage reduced to  from.
 * Mana cost changed to from.
 * Tether indicator is now visible to LeBlanc and the target.
 * Mana cost reduced to 40 from 80.
 * Cooldown increased to seconds from.
 * (new ultimate)
 * LeBlanc primes herself to summon a Mimic. While primed, LeBlanc's gains access to an alternate kit that consists of empowered version of her basic abilities as well as a new ultimate ability, . LeBlanc's empowered basic abilities do not interact with the cooldowns of her standard abilities. Shadow of the Rose has a separate second cooldown and using Shadow of the Rose will refund Mimic's cooldown.
 * LeBlanc very briefly and then casts an empowered version of the chosen spell, also summoning an indistinguishable Mimic that casts a damageless copy of the spell. This Mimic lasts  seconds and is dismissed if it takes single target damage from an enemy champion or turret.
 * damage implemented at.
 * damage reduced to  from.
 * damage reduced to  from.
 * LeBlanc summons a Mimic at the target location (global range) that walks toward the nearest visible enemy champion and casts a non-damaging version of LeBlanc's most recently used ability. This Mimic lasts a long duration but cannot be controlled.
 * Cooldown increased to from.
 * damage reduced to  from.
 * LeBlanc summons a Mimic at the target location (global range) that walks toward the nearest visible enemy champion and casts a non-damaging version of LeBlanc's most recently used ability. This Mimic lasts a long duration but cannot be controlled.
 * Cooldown increased to from.


 * Stats
 * Armor growth reduced to 3 from.
 * Base health regeneration increased to 7 from.
 * Health regeneration growth increased to from.
 * Attack damage growth reduced to 1 from 3.
 * Maximum ferocity reduced to 4 from 5.
 * Using an empowered ability grants Rengar % bonus movement speed for seconds.
 * All Ferocity is lost if out of combat for 4 seconds.
 * Requirement to hit abilities to gain Ferocity. Battle Roar and Bola Strike will now grant Ferocity on-cast.
 * Leap range increased to 725 from 600.
 * If Rengar has 0 Ferocity, his next leap will grant 1 Ferocity.
 * Grace period reduced to seconds from  seconds.
 * Leap speed reduced.
 * Rengar now only gains 1 stack per unique enemy champion killed within seconds of taking damage from him.
 * Stack limit reduced to 5 from 20.
 * Rengar gains  bonus attack damage.
 * Old bonuses.
 * New effect: Grants an extra stacks of  and raises the stack limit to 6, with the 6th stack giving 21  bonus attack damage.
 * Rengar slashes all enemies in a 180 arc before piercing all enemies in an X-unit line, each strike dealing  physical damage. If cast outside of Savagery's maximum range, Rengar will lunge forward a short distance during the piercing attack also extended its reach.
 * Total damage changed to  from.
 * Each strike deals  physical damage.
 * Total empowered damage changed to  from.
 * Cooldown reduced to 4 seconds at all ranks from.
 * The non-empowered roar now heals for 50% of the damage taken (100% for monster damage) over the last seconds. Potential heal is represented as Grey Health.
 * Active armor and magic resistance.
 * Deals modified damage and can be activated while under the effects of crowd control and will remove all active crowd control effects, as well as granting him crowd control immunity for seconds, in addition to its normal heal.
 * Empowered base damage changed to from.
 * Slow strength reduced to % from %.
 * Slow duration reduced to seconds from.
 * Slow decay.
 * Empowered base damage changed to  from.
 * Stealth reclassified as.
 * Duration increased to seconds from 7 (or 12 seconds with 12 Trophies).
 * Fade time.
 * In-stealth movement speed increased to 40% from 15% (or 30% with 20 Trophies).
 * Delay between casting R and when Rengar can leap implemented at 2 seconds.
 * Rengar now only reveals the nearest enemy champion, instead of all nearby enemy champions.
 * This target is denoted with eyes above their head that is visible to all players.
 * Rengar can only trigger Unseen Predator versus the marked target (unless in brush).
 * Rengar's Unseen Predator from stealth versus his revealed target is guaranteed to critically strike.
 * Fade time.
 * In-stealth movement speed increased to 40% from 15% (or 30% with 20 Trophies).
 * Delay between casting R and when Rengar can leap implemented at 2 seconds.
 * Rengar now only reveals the nearest enemy champion, instead of all nearby enemy champions.
 * This target is denoted with eyes above their head that is visible to all players.
 * Rengar can only trigger Unseen Predator versus the marked target (unless in brush).
 * Rengar's Unseen Predator from stealth versus his revealed target is guaranteed to critically strike.


 * Stats
 * Attack speed growth increased to % from 3%.
 * Shaco's attacks critically strike for % damage when striking a unit from behind (200% versus monsters). This stacks additively with bonus critical strike damage. This cannot happen again for 3 seconds (affected by cooldown reduction). If the attack happens to roll a critical strike regardless, Shaco's total critical damage is applied but the effect is still put on cooldown.
 * Stealth reclassified as.
 * Duration changed to  seconds from  at all ranks.
 * Cooldown increased to 14 seconds from 11.
 * Free critical strike (moved to innate).
 * Shaco's first attack deals  bonus damage, which can be increased with, and reduces Deceive's cooldown by 3 seconds.
 * Mana cost changed to 60 at all ranks from.
 * If cast while invisible, Shaco is briefly revealed but the invisibility is not removed.
 * Hidden duration now scales with.
 * Box health increased to from 150 at all levels.
 * For clarity, Boxes are a.
 * Passive attack speed slow.
 * Passive movement speed slow increased to % from %.
 * Base damage reduced to from.
 * AD ratio changed to from.
 * AD ratio reduced to from.
 * Now also deals bonus magic damage.
 * In addition to dealing damage when killed, a clone now spawns 3 mini for ~5 seconds that will all trigger if one is triggered. Mini boxes deal   magic damage and cause the target to flee for  seconds.
 * AI improvements™.
 * AD ratio changed to from.
 * AD ratio reduced to from.
 * Now also deals bonus magic damage.
 * In addition to dealing damage when killed, a clone now spawns 3 mini for ~5 seconds that will all trigger if one is triggered. Mini boxes deal   magic damage and cause the target to flee for  seconds.
 * AI improvements™.
 * AI improvements™.


 * General
 * New ability icons.
 * Stats
 * Base health increased to 583 from.
 * Health growth increased to 90 from 85.
 * Base attack damage increased to 60 from 55.
 * (new innate)
 * Talon's abilities Wound enemy champions and epic monsters damaged for a 6 seconds, stacking up to 3 times. When Talon attacks a fully stacked enemy, they bleed for  physical damage over the next 2 seconds. Rake and Shadow Assault will not apply multiple stacks for multiple blades, but will apply up to two stacks for the outward and inward effects.
 * Talon strikes his target, dealing them  physical damage. If cast from melee range, Talon will  them instead for  damage. Whenever Noxian Diplomacy kills a unit, Talon restores  health and refunds 50% of its cooldown.
 * on the outward journey. Still slows on the return.
 * Small delay before the blades return.
 * Outgoing damage changed to  from.
 * Return damage increased to  from.
 * Total damage changed to  from
 * Slow increased to % from %.
 * Slow duration reduced to 1 second from 2.
 * (new E)
 * Talon dashes over the target structure or piece of terrain, with the dash's speed based on his own movement speed. Talon cannot cast Assassin's Path on the same piece of terrain for a set duration.
 * 2 seconds
 * seconds (can be reduced by cooldown reduction) A red ring will highlight used terrain to Talon.
 * If Talon breaks stealth with a basic attack or Noxian Diplomacy, the blades will converge on his target's location instead of his own.
 * Base damage per hit reduced to  from.
 * AD ratio increased to from.
 * Stealth reclassified as.
 * If Talon breaks stealth with a basic attack or Noxian Diplomacy, the blades will converge on his target's location instead of his own.
 * Base damage per hit reduced to  from.
 * AD ratio increased to from.
 * Stealth reclassified as.


 * Renamed from.
 * Stealth reclassified as.
 * For clarity, Noxious Trap is a.
 * Stealth reclassified as.
 * For clarity, Noxious Trap is a.
 * For clarity, Noxious Trap is a.


 * Stealth reclassified as.
 * Fade time reduced to 1 second from or  seconds based on damage taken.
 * Duration increased to seconds from.
 * Movement speed reduced to 10% from 20%.
 * Movement speed is tripled to 30% while nearby enemy champions who cannot see him.
 * Impact stacks reduced to 1 from 2.
 * Slow increased to % from %.
 * Creates a persistent area of effect for 3 seconds that and applies 1 Deadly Venom per second.
 * Renamed from Rat-Ta-Tat-Tat.
 * Slow increased to % from %.
 * Creates a persistent area of effect for 3 seconds that and applies 1 Deadly Venom per second.
 * Renamed from Rat-Ta-Tat-Tat.
 * Renamed from Rat-Ta-Tat-Tat.


 * Stealth reclassified as.
 * Stealth reclassified as.
 * Stealth reclassified as.


 * Stealth reclassified as.
 * Stealth reclassified as.
 * Stealth reclassified as.


 * General
 * Attack animations on his base skin improved.
 * Attack animations on his base skin improved.


 * First shuriken AD ratio reduced to from.
 * Energy restored increased to from.
 * Shadow duration increased to seconds from 4.
 * Cooldown changed to seconds from 4.
 * Base damage changed to from.
 * Empowered slow reduced to 30% from 50%.
 * Scoring a kill or assist with Death Mark or while Death Mark is active will permanently empower Zed with 5 bonus attack damage. This effect is non-stacking, but Zed will always keep the largest bonus between his current bonus and latest kill.
 * Cooldown changed to seconds from 4.
 * Base damage changed to from.
 * Empowered slow reduced to 30% from 50%.
 * Scoring a kill or assist with Death Mark or while Death Mark is active will permanently empower Zed with 5 bonus attack damage. This effect is non-stacking, but Zed will always keep the largest bonus between his current bonus and latest kill.
 * Scoring a kill or assist with Death Mark or while Death Mark is active will permanently empower Zed with 5 bonus attack damage. This effect is non-stacking, but Zed will always keep the largest bonus between his current bonus and latest kill.
 * Scoring a kill or assist with Death Mark or while Death Mark is active will permanently empower Zed with 5 bonus attack damage. This effect is non-stacking, but Zed will always keep the largest bonus between his current bonus and latest kill.

Consumables Items

 * Cost:
 * Places a visible ward that reveals the surrounding area. This device will reveal and disable nearby wards and hidden traps, as well as revealing . do not disable other.
 * Limited to 3 in inventory and 1 on the field (per player).
 * Limited to 3 in inventory and 1 on the field (per player).

Basic Items

 * On-hit damage against monsters increased to 25 from 20.
 * Lifesteal against monsters increased to 10% from 8%.
 * Lifesteal against monsters increased to 10% from 8%.

Advanced Items

 * Reworked
 * +30 armor, +30 magic resistance.
 * +200 health, +100% base health regeneration, +20 magic resistance. Unique Aura – : Nearby allied units gain +10 magic resistance (1100 range).
 * +30 armor, +30 magic resistance.
 * +200 health, +100% base health regeneration, +20 magic resistance. Unique Aura – : Nearby allied units gain +10 magic resistance (1100 range).


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Grants 100% base health regen per 5 seconds if your is lower than your . Grants 100% base mana regen per 5 seconds if your  is lower than your.
 * Gain +25% base health regeneration for every +25% base mana regeneration.
 * Gain +25% base health regeneration for every +25% base mana regeneration.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Healing and shielding power reduced to 8% from 10%.
 * Healing and shielding power reduced to 8% from 10%.


 * Grants 15 attack damage.
 * Grants +20 movement speed out of combat.
 * Grants After poaching 3 large monsters from the enemy jungle (60 second cooldown), transforms into a .  can still be purchased for those who aren't feeling as thrifty.
 * Grants +20 movement speed out of combat.
 * Grants After poaching 3 large monsters from the enemy jungle (60 second cooldown), transforms into a .  can still be purchased for those who aren't feeling as thrifty.


 * Attack damage increased to 25 from 20.
 * Armor penetration.
 * Passive: After killing any unit, your next basic attack or single target spell deals 15 bonus damage.
 * +10 Lethality ( armor penetration).
 * +20 movement speed out of combat.
 * +20 movement speed out of combat.


 * On-hit damage against monsters increased to 25 from 20.
 * On-hit damage against monsters increased to 25 from 20.

Finished Items

 * Reduces the magic resist of nearby enemy champions by (700 range).
 * Increases the magic damage taken by nearby enemies by 10%.
 * Increases the magic damage taken by nearby enemies by 10%.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Healing and shielding power reduced to 10% from 15%.
 * Passive bonus attack speed increased to 20% from 15%.
 * Passive on-hit damage reduced to 20 from 30.
 * Passive on-hit damage on allies now heals them for 20 health.
 * Passive on-hit damage on allies now heals them for 20 health.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Grants 100% base health regen per 5 seconds if your is lower than your . Grants 100% base mana regen per 5 seconds if your  is lower than your.
 * Gain +25% base health regeneration for every +25% base mana regeneration.
 * Gain +25% base health regeneration for every +25% base mana regeneration.


 * Reworked
 * +400 mana, +60 armor, +30 magic resistance, +10% cooldown reduction.
 * +200 health, +20 magic resistance, +100% base health regeneration, +60 ability power, +10% cooldown reduction. Unique Aura – : Nearby allied units gain +15 magic resistance (1100 range).
 * +400 mana, +60 armor, +30 magic resistance, +10% cooldown reduction.
 * +200 health, +20 magic resistance, +100% base health regeneration, +60 ability power, +10% cooldown reduction. Unique Aura – : Nearby allied units gain +15 magic resistance (1100 range).


 * Attack damage reduced to 65 from 75.
 * +10 armor penetration.
 * +5% movement speed.
 * +15 Lethality ( armor penetration)
 * +20 movement speed out of combat.
 * Your next basic attack (on-hit) on an enemy champion applies (120 second cooldown).
 * After 2 seconds, deals 90 physical damage. If the target is taken down before  has dealt damage, its full cooldown is refunded.
 * After being unseen for at least 1 second, your next basic attack deals 50 + (200% Lethality) bonus true damage on-hit (lasts 4 seconds after being seen by an enemy champion).
 * When spotted by an enemy ward, causes a blackout for 8 seconds, disabling all nearby wards (90 second cooldown).
 * When spotted by an enemy ward, causes a blackout for 8 seconds, disabling all nearby wards (90 second cooldown).


 * Grants 60 attack damage and 35 magic resistance.
 * Grants +15 Lethality ( armor penetration)
 * Grants +20 movement speed out of combat.
 * Grants Channels for  seconds to gain a spell shield that blocks the next enemy ability within the next 10 seconds (45 second cooldown). Damage from an enemy champion will interrupt the channel. You can move while channeling. If the channel is interrupted, the item is put on a reduced 5 second cooldown.
 * Grants +20 movement speed out of combat.
 * Grants Channels for  seconds to gain a spell shield that blocks the next enemy ability within the next 10 seconds (45 second cooldown). Damage from an enemy champion will interrupt the channel. You can move while channeling. If the channel is interrupted, the item is put on a reduced 5 second cooldown.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Total cost reduced to from.


 * Active shields 2 champions: you and target allied champion. Automatically targets the most wounded ally if cast upon self.
 * Active shields 2 champions: you and target allied champion. Automatically targets the most wounded ally if cast upon self.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Total cost reduced to from.


 * Damage per additional bolt reduced to 10% from 20%.
 * AP ratio reduced to 25% from 35%.
 * AP ratio reduced to 25% from 35%.


 * Grants 400 health, 100% base health regen and 20 armor.
 * Grants Designate an allied champion as your Partner (90 second cooldown).
 * Grants If your Partner is nearby, gain 40 armor, and 15% movement speed while moving toward them.
 * Grants If your Partner is nearby, heal for 12% of the damage your Partner deals to champions and redirect 12% of the damage your Partner takes from champions to you  as true damage. Both effects are reduced to 6% on ranged champions.
 * Grants If your Partner is nearby, gain 40 armor, and 15% movement speed while moving toward them.
 * Grants If your Partner is nearby, heal for 12% of the damage your Partner deals to champions and redirect 12% of the damage your Partner takes from champions to you  as true damage. Both effects are reduced to 6% on ranged champions.


 * Reworked
 * +30 armor, +60 magic resistance.
 * +400 health, +100% base health regeneration, +20 magic resistance, +10% cooldown reduction. Unique Aura – : Nearby allied units gain 15 magic resistance (1100 range).
 * Active shield health changed to from.
 * Active shield duration increased to seconds from 2.
 * Active shield now decays over the duration.
 * Now has a tooltip for your largest time period.
 * Active shield now decays over the duration.
 * Now has a tooltip for your largest time period.


 * Attack damage reduced to 50 from 55.
 * Magic resistance increased to 45 from 40.
 * Now grants 10% cooldown reduction.
 * +10 armor penetration.
 * now also grants 20 attack damage.
 * Now grants 10% cooldown reduction.
 * +10 armor penetration.
 * now also grants 20 attack damage.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Healing and shielding power increased to 20% from 15%.
 * Grants 100% base health regen per 5 seconds if your is lower than your . Grants 100% base mana regen per 5 seconds if your  is lower than your.
 * Gain +25% base health regeneration for every +25% base mana regeneration.
 * Unique Active:
 * Cooldown reduced to 120 seconds from 180.
 * Healing for 150.
 * Now grants 2 seconds of slow immunity to the target as well as cleansing it.
 * Successfully cleansing an effect will also grant the target 40% movement speed for 2 seconds.
 * Travel time.
 * Travel time.


 * Grants 400 health, 75% base health regeneration, 75% base mana regeneration and 10% cooldown reduction.
 * Grants +10% healing and shielding power.
 * Grants Target an area within 5500 range. After  second, call down a beam of light to heal allies for, deals  true damage to enemy champions and 250 true damage to minions (120 second cooldown). Can be used while dead.
 * This effect is halved if the target has been affected by another recently.
 * Grants Target an area within 5500 range. After  second, call down a beam of light to heal allies for, deals  true damage to enemy champions and 250 true damage to minions (120 second cooldown). Can be used while dead.
 * This effect is halved if the target has been affected by another recently.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Total cost reduced to from.


 * Total cost reduced to from.
 * +20 armor penetration.
 * +20 Lethality ( armor penetration).
 * +20 movement speed out of combat.
 * Active no longer grants 40% attack speed.
 * Active no longer grants 40% attack speed.


 * Combine cost reduced to from.
 * Total cost reduced to from.
 * Total cost reduced to from.

Masteries

 * There are now three keystone mysteries in all trees at tiers-2 and 4.

Ferocity

 * Tier 2
 * Moved to tier 4.
 * Basic attacks versus champions deal bonus damage (6 second per-target cooldown).
 * Basic attacks versus champions deal bonus damage (6 second per-target cooldown).
 * Basic attacks versus champions deal bonus damage (6 second per-target cooldown).


 * Tier 4
 * Gain up to 5% increased damage over 5 seconds when in combat with enemy champions.
 * Bonus damage per stack increased to from 1%.
 * Damage dealt modifier increased to 5% from 3%.
 * Damage taken modified increase to 2.5% from 1.5%.
 * Damage dealt modifier increased to 5% from 3%.
 * Damage taken modified increase to 2.5% from 1.5%.
 * Damage taken modified increase to 2.5% from 1.5%.


 * Tier 6
 * Stack increased to 10 from 8.
 * One stack now grants  instead of  on-hit physical damage.
 * Maximum 8 stacks grants  instead of  on-hit physical damage.
 * Stack duration reduced to 4 seconds from 6.
 * Stack duration reduced to 4 seconds from 6.

Cunning

 * Tier 4
 * Stepping into brush causes your next attack or damaging ability to deal as bonus magic damage (9 second cooldown).
 * Stepping into brush causes your next attack or damaging ability to deal as bonus magic damage (9 second cooldown).


 * Tier 5
 * Now grants Lethality instead of  armor penetration.
 * Now grants Lethality instead of  armor penetration.

Resolve

 * Tier 2
 * Gain and  when near to an allied tower.
 * Gain and  when near to an allied tower.


 * Tier 4
 * Gain bonus  and  for 2 seconds when damaged by an enemy champion (9 second cooldown).
 * Gain bonus  and  for 2 seconds when damaged by an enemy champion (9 second cooldown).


 * Tier 6
 * Immobilising an enemy champion grants you a shield for for 4 seconds, increased by  per nearby enemy champion (30 second cooldown).
 * Removed.
 * Removed.
 * Removed.

Runes

 * General
 * All sources of Armor Penetration replaced with Lethatilty.


 * Tier 3
 * Now grants Lethality instead of  Armor Penetration.
 * Now grants Lethality instead of  Armor Penetration.
 * (Hybrid)
 * Now grants Lethality instead of  Armor Penetration.
 * (Hybrid)
 * Now grants Lethality instead of  Armor Penetration.

Upcoming Changes

 * Pentakil 2nd Album
 * Praeco has tweeted out a small teaser for the next PENTAKILL album. He also noted that the vocalist on the track is Jorn Lande.
 * Previews of the album were also played during the concert at League Fest.

Picture= Video= "Light through a prism takes many forms — and more remain unseen".
 * Upcoming skins
 * - Upcoming Ultimate skin
 * Controls 10 Elements: Fire, Water, Light, Nature, Lightning, Ice, Mystic, Wind/Air, Magma, Earth and Darkness.


 * Winter Summoner's Rift
 * A teaser video for a work in progress Winter Summoner's Rift is going around Riot's social media!