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 Champion skins have been added to the store:
 * (Limited)
 * (Limited)

The following Champion skin will be distributed to players who earned Gold+ in any ranked queue:

The following Chroma sets have been added to the store:

The following Summoner icons have been added to store:

Game modes

 * removal
 * Players who achieved ranks through Twisted Treeline games will still get those end of season rewards when the season officially ends on November 19 12:00AM PT. But as stated previously, there will not be a Twisted Treeline specific chroma this year.
 * In patch 9.23, players who played games of Twisted Treeline Treeline over the map's lifespan will get exclusive rewards:
 * 10+ games: Exclusive icon.
 * 50+ games: Exclusive icon and and the exclusive That's Twisted Emote.png That's Twisted emote.
 * 100+ games: Exclusive icon, the exclusive That's Twisted Emote.png That's Twisted emote and a limited time icon.
 * Removed items:, , , , , , , , , , , , ,.

Champions

 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * General
 * No longer converts the AP from into AD.
 * No longer converts the AP from into AD.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.


 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.
 * Now casts at maximum range if attempting to cast outside of maximum cast range.

Practice Tool
Some changes are coming to the Practice Tool.
 * Spawn Jungle Camps are now split into:
 * "Spawn Jungle Camps and "
 * "Spawn Jungle Camps and "
 * New "Fast Forward 10min" button.
 * New "Suicide" button.
 * Target dummies:
 * Health reduced to 1,000 from 10,000.
 * Armor and magic resistance to 0 from 100.
 * New "Add 100 Max HP" button.
 * New "Remove 100 Max HP" button.
 * The target dummy gains increased size the more it has, with the maximum size capped at 10,000 health.
 * New "Add 10 Resistances" button.
 * New "Remove 10 Resistances" button.
 * New "Fully Stack Runes" button, which fully stacks:
 * Precision Legend runes
 * Domination Vision runes
 * Domination Hunter runes.
 * Domination Hunter runes.

Game

 * Side Lane Alcoves and Brush
 * We've created identical alcoves in top and bottom lane. Both alcoves feature three patches of brush on their outer edges and a small space in their center for champions to juke around or hide in.
 * There are two new patches of permanent brush opposite the Baron and Dragon pits. These open areas to the river are high traffic, but lack the map features that create playmaking possibilities. New brush opens up a lot of new strategic and tactical options.

Items

 * - Removed
 * Removed from the game.


 * - New item
 * , upgrades from.
 * 35 attack damage, 150 health, per 10 seconds.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * - Removed
 * Removed from the game.


 * - New item
 * , upgrades from.
 * 300 health, 40 ability power, per 10 seconds.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * Critical strike chance increased to 25% from 20%.
 * Critical strike chance increased to 25% from 20%.


 * Bonus health regeneration increased to from.
 * Regeneration duration reduced to 8 seconds from 10.
 * Regeneration is now 66% effective for champions or when receiving area of effect or periodic damage.
 * Regeneration trigger changed to (after taking basic or single target ability damage from an enemy champion) from (after taking damage from an enemy champion).
 * Regeneration trigger changed to (after taking basic or single target ability damage from an enemy champion) from (after taking damage from an enemy champion).


 * Attack damage increased to 60 from 55.
 * Lethality increased to 23 from 21.
 * Lethality is no longer.
 * When spotted by an enemy ward or, gain Blackout over a 400-unit radius for 8 seconds (90 second cooldown). You surrounding wards, as well as  stealthed wards and . The effects linger for 2 seconds after you walk away.  basic attacks instantly kill wards or traps revealed by Blackout. Blackout does not extend over terrain.
 * Nightstalker damage now applies.
 * Cooldown reduction reduced to 0% from 10%.
 * Nightstalker slow reduced to 97% from 99%.
 * Cooldown reduction reduced to 0% from 10%.
 * Nightstalker slow reduced to 97% from 99%.
 * Nightstalker slow reduced to 97% from 99%.


 * Health increased to 325 from 250.
 * Attack damage reduced to 50 from 55.
 * Lethality reduced to 10 from 18.
 * Channels for 1 second to gain a that blocks the next enemy ability within the next 7 seconds (40 second cooldown). Damage 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 a that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.
 * Lethality is no longer.
 * Total cost increased to from.
 * Combine cost increased to from.
 * Combine cost increased to from.


 * - Rework
 * New item icon.
 * , upgrades from.
 * 15 ability power, 70 health, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging abilities and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge grants . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, increasing the  active to instead have 4 wards in stock.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.
 * 20 ability power, 50% base mana regeneration, 10% cooldown reduction, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them, and if an allied champion is , also grants . Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain.
 * Earn using this item.  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them, and if an allied champion is , also grants . Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain.
 * Earn using this item.  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.


 * - New item
 * , upgrades from.
 * 10 attack damage, 60 health, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging abilities and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge grants . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, increasing the  active to instead have 4 wards in stock.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.
 * Limited to 1 Jungle or Gold Income item.


 * Total cost increased to from.
 * Combine cost increased to from.
 * Damage from other Energized effects now stacks.
 * Energized damage increased to 80 from 60.
 * Unique Energized bonus magic damage is now named.
 * Moving and basic attacking generates Energize stacks, up to 100.
 * When fully, your next basic attack deals.
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.


 * - Removed
 * Removed from the game.


 * - Removed
 * Removed from the game.


 * - New item
 * , upgrades from.
 * 300 health, 24 attack damage, per 10 seconds.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.




 * Combine cost reduced to from.
 * Energized damage changed to 120 at all levels from.
 * Energized attacks no longer charge 25% faster and function on structures.
 * Damage from other Energized effects now stacks.
 * Unique Energized bonus magic damage and bonus attack range is now named.
 * Moving and basic attacking generates Energize stacks, up to 100.
 * When fully, your next basic attack deals . Energized attacks gain 35% bonus range (+150 range maximum).
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.
 * Energized attacks gain 35% bonus range (+150 range maximum), charge 25% faster, and function on structures.
 * Attack speed increased to 35% from 30%.
 * Maximum bonus attack range increased to 200 from 150.
 * Maximum bonus attack range increased to 200 from 150.


 * - Removed
 * Removed from the game.


 * - Rework
 * New item icon.
 * 30 health, 5 ability power, per 10 seconds.
 * Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions. basic attacks execute minions  and  basic attacks . Killing a minion by any means with a charge grants you and the nearest allied champion kill . These effects require an allied champion to be . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, gaining the  active with 3 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * 50 health, per 10 seconds.
 * Grants a charge every 40 seconds, up to 2 charges. basic attacks can consume one charge to  minions below . Killing a minion by any means with a charge heals you and the nearest allied champion for  health and grants them kill . Healing is halved if the owner is . These effects require an allied champion to be.
 * Earn using this item and upgrade to .  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * 50 health, per 10 seconds.
 * Grants a charge every 40 seconds, up to 2 charges. basic attacks can consume one charge to  minions below . Killing a minion by any means with a charge heals you and the nearest allied champion for  health and grants them kill . Healing is halved if the owner is . These effects require an allied champion to be.
 * Earn using this item and upgrade to .  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.


 * - Removed
 * Removed from the game.


 * - Removed
 * Removed from the game.


 * - Removed
 * Removed from the game.


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


 * - New item
 * , upgrades from.
 * 100 health, 6 attack damage, per 10 seconds.
 * Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions . Killing a minion by any means with a charge grants you and the nearest allied champion kill . These effects require an allied champion to be . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, increasing the  active to instead have 4 wards in stock.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * - New item
 * 50 attack damage, 15% steal.
 * 10 lethality.
 * While near one of fewer visible enemy champions gain 8 lethality and, decaying over 3 seconds if other enemy champions get too close.
 * While near one of fewer visible enemy champions gain 8 lethality and, decaying over 3 seconds if other enemy champions get too close.


 * After killing any enemy, your next damaging spell will deal to all enemies it hits (30 second cooldown).
 * After killing any enemy, your next damaging spell will deal to all enemies it hits (30 second cooldown).


 * - New item
 * , upgrades from.
 * 60 ability power, 150 health, per 10 seconds.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 4 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * Ability power reduced to 0 from 40.
 * Base health regeneration increased to 100% from 0%.
 * Health increased to 300 from 200.
 * Cooldown reduction is no longer.
 * +5% movement speed.
 * +10% heal and shield power.
 * Cooldown reduction is no longer.
 * +5% movement speed.
 * +10% heal and shield power.


 * - Removed
 * Removed from the game.


 * - New item
 * 5 attack damage, 10 health, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging abilities and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge grants . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, gaining the  active with 3 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * Limited to 1 Jungle or Gold Income item.


 * - Rework
 * New item icon.
 * 8 ability power, 10 health, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging abilities and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge grants . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, gaining the  active with 3 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * 10 ability power, 25% base mana regeneration, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them, and if an allied champion is , also grants . Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain.
 * Earn using this item and upgrade to .  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * 10 ability power, 25% base mana regeneration, per 10 seconds.
 * Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them, and if an allied champion is , also grants . Before quest completion, killing a minion or non-epic monster pauses Tribute generation and the passive gold generation for 12 seconds per unit slain.
 * Earn using this item and upgrade to .  Permanently upgrades  to  and  to, giving them the  active with respectively 3 and 4 wards in stock.
 * Limited to 1 Jungle or Gold Income item.


 * Combine cost reduced to from.
 * Energized damage changed to 120 at all levels from.
 * Damage from other Energized effects now stacks.
 * Energized effects can no longer critically strike.
 * Number of bounces increased to 7 from 5.
 * Unique Energized bonus magic damage and chain lightning is now named.
 * Moving and basic attacking generates Energize stacks, up to 100.
 * When fully, your next basic attack deals . Energized attacks bounce to 7 targets.
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.
 * Energized attacks bounce to 5 targets and are affected by modifiers.
 * Energized attacks bounce to 5 targets and are affected by modifiers.


 * - New item
 * 30 health, 3 attack damage, per 10 seconds.
 * Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions. basic attacks execute minions  and  basic attacks . Killing a minion by any means with a charge grants you and the nearest allied champion kill . These effects require an allied champion to be . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, gaining the  active with 3 wards in stock.
 * Limited to 1 Jungle or Gold Income item.
 * Limited to 1 Jungle or Gold Income item.


 * Attack damage reduced to 55 from 60.
 * Attack speed reduced to 15% from 30%.
 * Critical strike chance increased to 25% from 0%.
 * Energized damage increased to 120 from 50.
 * No longer increases Energized effects by 35%.
 * Damage from other Energized effects now stacks.
 * Slow strength increased to 75% from 40%.
 * Slow duration reduced to seconds from.
 * Slow no longer decays over the duration.
 * Unique Energized bonus magic damage and slow is now named.
 * Moving and basic attacking generates Energize stacks, up to 100.
 * When fully, your next basic attack deals . Energized effects by 75% for  seconds.
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.
 * Energized effects have all of their respective effects increased by 35% and also for 40% decaying over  seconds.
 * Now charges Energized attacks 30% faster.
 * Moving and basic attacking generates Energize stacks, up to 100. When fully, your next basic attack deals.
 * Energized effects have all of their respective effects increased by 35% and also for 40% decaying over  seconds.
 * Now charges Energized attacks 30% faster.


 * - Removed
 * Removed from the game.


 * - New item
 * , upgrades from.
 * 100 health, 10 ability power, per 10 seconds.
 * Grants a charge every 45 seconds, up to 3 charges. Basic attacks can consume a charge to execute minions . Killing a minion by any means with a charge grants you and the nearest allied champion kill . These effects require an allied champion to be . Receive diminishing gold from excessive minion kills.
 * Earn using this item to upgrade to, increasing the  active to instead have 4 wards in stock.
 * Consumes a charge to place a at the target location (600 range), which reveals the surrounding area. Holds up to 3 charges which refill upon visiting the shop.
 * Limited to 1 Jungle or Gold Income item.


 * - New Item
 * 50 attack damage, 10% cooldown reduction.
 * 10 lethality.
 * When spotted by an enemy ward, reveal traps and disable wards around you for 8 seconds (60 second cooldown). Basic attacks instantly kill revealed traps and do triple damage to wards.
 * When spotted by an enemy ward, reveal traps and disable wards around you for 8 seconds (60 second cooldown). Basic attacks instantly kill revealed traps and do triple damage to wards.


 * Active now also grants.
 * Lethality is no longer.
 * Cooldown reduction reduced to 0% from 10%.
 * Lethality reduced to 13 from 18.
 * Lethality is no longer.
 * Cooldown reduction reduced to 0% from 10%.
 * Lethality reduced to 13 from 18.


 * Critical strike chance increased to 25% from 15%.
 * Attack speed reduced to 12% from 15%.
 * Critical strike chance increased to 25% from 15%.
 * Attack speed reduced to 12% from 15%.
 * Attack speed reduced to 12% from 15%.


 * - Removed
 * Removed from the game.

Runes

 * Bonus armor reduced to 35 from 70.
 * Armor ratio increased to from.
 * Bonus magic resistance reduced to 35 from 70.
 * Magic resistance ratio increased to from.
 * Shockwave base damage increased to from.
 * Shockwave damage health ratio changed to from.
 * Cooldown reduced to 20 seconds from 35.
 * Cooldown reduced to 20 seconds from 35.


 * No longer converts 8% of damage done to true damage.
 * Healing changed to post mitigation damage from pre-mitigation damage.
 * Healing conversion increased to 15% from 8%.
 * Maximum stack increased to 10 from 5.
 * Bonus stats per stack reduced to ( bonus AD or AP) from ( bonus AD or  AP).
 * Total stats gained increased to ( bonus AD or AP) from  bonus AD or  AP).
 * champion stack increased to 2 from 1.
 * champion stack duration increased to 8 seconds from 2.
 * champion stack duration increased to 8 seconds from 2.


 * AD per Eyeball collected reduced to from.
 * AP per Eyeball collected reduced to 1 from 2.
 * Eyeballs per takedown increased to 2 from 1.
 * Maximum Eyeballs increased to 20 from 10.
 * Maximum Eyeballs increased to 20 from 10.


 * Renamed Prototype: Omnistone from Kleptomancy.
 * Periodically grants a single use of another random keystone.
 * 8 second cooldown betweent using a keystone and gaining the next (12 seconds for champions).
 * After 40 seconds of not uisng a given keystone, another random keystone is granted.
 * Does not re-roll if in-combat.
 * Includes:, , , , , , , , , ,.
 * Keystones cycle pseudo randomly - you cannot repeat a keystone for 5 rolls after it has been used.
 * only available to champions who have learned a basic spell that can trigger it. is only available to champions who have already purchased boots.
 * Entering the fountain will reroll your current keystone.
 * After using an ability, your next two basic attacks on-hit within 10 seconds are enchanted. If the attack is used against a champion, you gain . Occasionally, you will gain a consumable item instead. If you gain a consumable item while your inventory is full, the consumable will instead be consumed.
 * (Sell: )
 * (Sell: )
 * (Sell: )
 * (Sell: )
 * (Sell: )
 * (Sell: )
 * (Sell: )
 * (Sell: )
 * (Sell: )
 * (Sell: )
 * (Sell: )
 * (Sell: )
 * (Cannot be sold)
 * (ARAM only) (Cannot be sold)
 * champions will not receive Mana Potions. Wards cannot be obtained outside.
 * 2 seconds.
 * (Cannot be sold)
 * (ARAM only) (Cannot be sold)
 * champions will not receive Mana Potions. Wards cannot be obtained outside.
 * 2 seconds.


 * Effect trigger changed to casting a summoner spell from casting your ultimate ability.
 * Bonus movement speed changed to from 100 flat movement speed. Higher cooldown summoner spells grant more movement speed.
 * No longer has a -second delay.
 * No longer has a -second delay.


 * No longer refunds 10% of your ultimate's maximum cooldown on takedown.
 * Now also restores on takedown.
 * Now grants or  on takedown, stacking up to 10 times.
 * Now grants or  on takedown, stacking up to 10 times.

Monsters

 * Drakes and Elemental Rift
 * At 5:00 into the game, an elemental drake of a random type spawns in the dragon camp.
 * If it is slain, an elemental drake of another type spawns after 5 minutes.
 * After the second drake has been slained, an element, that is different from the two previous drakes, is selected and the Rift is changed based on that element. From now on, the elemental drake of that element will be the only one to spawn.
 * 5 minutes after the last drake has been killed, an elemental drake of the Rift's element spawns. This repeats until a team has killed their fourth drake.
 * Once a team has killed their fourth drake, the next dragon to spawn with be the, which spawns 6 minutes after the last drake has been killed. If it is killed, another spawns after 6 minutes, and so on.
 * Example: First drake: . Second drake: . Rift changes: Mountain Rift. Rift drake: . Afterwards: only.
 * At 5:00 into the game, an elemental drake of a random type spawns in the dragon camp. If it is slain, another random elemental drake spawns after 5 minutes; this continues until the game reaches 35 minutes. The same type cannot spawn more than 3 times. After 35 minutes have elapsed, the next dragon with be the . If it is killed, another  spawns after 6 minutes, and so on.
 * The third drake transforms the Rift before it spawns and after that, its element will be the only one to spawn for the remainder of the game. The transformation on the Rift occurs on the same areas, which are the dragon pit and the buff camps. The first three dragons are now always different from each other.
 * The Cloud winds quicken! Spawns air currents flowing through the jungle and dragon pit, speeding up champions in the vicinity. Dodge skillshots or make a swift collapse on your enemies trying to sneak a far away objective.
 * The Inferno blazes! Sunders the Rift, creating new pathways through buff camps and burning away their brush. In addition, the dragon pit itself becomes the molten domain, crumbling the walls at the mouth of the pit. New paths make opportunities for a quick flank or sidestep that your opponent isn't expecting.
 * The Mountains rise! Triggers a seismic shift throughout the Rift. Bluffs of rock erupt from the earth, making for some scary new choke points and ambush locations, most notably across the mouth of the dragon pit itself. Extra tight spaces give opportunities for big AoE wombos and create some interesting new hiding spots with fog of war.
 * The Oceans bring life! Brings new life to the Rift, causing existing brush to expand, fresh patches of brush to grow around the dragon pit, and the environment to flood with pools of water. In addition, plants sprout up in each jungle quadrant. Sneak around the jungle or look for a new ambush opportunity.
 * The Mountains rise! Triggers a seismic shift throughout the Rift. Bluffs of rock erupt from the earth, making for some scary new choke points and ambush locations, most notably across the mouth of the dragon pit itself. Extra tight spaces give opportunities for big AoE wombos and create some interesting new hiding spots with fog of war.
 * The Oceans bring life! Brings new life to the Rift, causing existing brush to expand, fresh patches of brush to grow around the dragon pit, and the environment to flood with pools of water. In addition, plants sprout up in each jungle quadrant. Sneak around the jungle or look for a new ambush opportunity.


 * Respawn time reduced to 2:00 from 2:30.
 * Gold reduced to from.
 * Experience reduced to from
 * Experience reduced to from


 * Respawn time reduced to 2:00 from 2:30.
 * Gold reduced to from.
 * Experience reduced to from.
 * Experience reduced to from.


 * Respawn time reduced to 2:00 from 2:30.
 * Gold reduced to from.
 * Experience reduced to from.
 * Experience reduced to from.


 * Respawn time reduced to 2:00 from 2:30.
 * Gold increased to from.
 * Experience increased to from
 * Experience increased to from


 * Respawn time reduced to 2:00 from 2:30.
 * Krug experience reduced to from
 * Mini Krug gold reduced from.
 * Mini Krug experience increased to from
 * Mini Krug experience increased to from


 * Respawn time reduced to 2:00 from 2:30.
 * Gold reduced to from.
 * Experience reduced to from.
 * Experience reduced to from.


 * Respawn time reduced to 2:00 from 2:30..
 * Gold reduced to from.
 * Experience reduced to from.
 * Experience reduced to from.


 * Spawn time reduced to 8:00 from 10:00.
 * Can now respawn after 6 minutes.
 * channel time reduced to 1 second from 4.
 * channel time reduced to 1 second from 4.


 * Respawn time reduced to 2:00 from 2:30.
 * Gold reduced from.
 * Experience reduced to from.
 * Experience reduced to from.

Neutral buffs

 * New buff icon and VFX.
 * Damaging enemies causes them to burn for  over 3 seconds. Damaging an enemy champion  blasts them with Dragonfire after a small delay, dealing  as . Dragonfire has a 3 second cooldown. Lasts 180 seconds.
 * Damage to non-turret units burns them for 45 + (45 per stack)  over 3 seconds and  them for the duration. Also increases the strength of all  buffs by 50%. Lasts for 150 seconds.
 * Dealing damage to non-turrets burn the target for 135 + (90 per stack)  over 3 seconds and reveals them for the duration. Also increases the strength of all  buffs by 100%. Lasts for 300 seconds.
 * Damage to non-turret units burns them for 45 + (45 per stack)  over 3 seconds and  them for the duration. Also increases the strength of all  buffs by 50%. Lasts for 150 seconds.
 * Dealing damage to non-turrets burn the target for 135 + (90 per stack)  over 3 seconds and reveals them for the duration. Also increases the strength of all  buffs by 100%. Lasts for 300 seconds.
 * Dealing damage to non-turrets burn the target for 135 + (90 per stack)  over 3 seconds and reveals them for the duration. Also increases the strength of all  buffs by 100%. Lasts for 300 seconds.


 * New buff icon and VFX.
 * New buff icon and VFX.


 * New buff icon and VFX.
 * New buff icon and VFX.


 * : + % ultimate cooldown reduction.
 * : + % and.
 * : + % and.
 * : Restores every 5 seconds.
 * : + bonus movement speed, tripled to  while out-of-combat.
 * : +  and.
 * : + bonus true damage to epic monsters and turrets.
 * : Restores of  and  every 5 seconds when you haven't taken damage from champions or turrets within the last 8 seconds.
 * : +  and.
 * : + bonus true damage to epic monsters and turrets.
 * : Restores of  and  every 5 seconds when you haven't taken damage from champions or turrets within the last 8 seconds.


 * Dragon Soul
 * When a team kills their fourth Elemental Drake, instead of stacking their elemental buff, they'll gain a powerful Dragon Soul from the dominant dragon (the one that transformed the Rift). Dragon Souls persist through death and last the remainder of the game.
 * Cloud Dragon Soul buff.png Cloud Dragon Soul: Grants 10% bonus movement speed, increased to 40% bonus movement speed for 3 seconds after casting your ultimate (30 second cooldown).
 * Infernal Dragon Soul buff.png Infernal Dragon Soul: Damaging abilities and basic attacks create an explosion around the target, dealing 90    (3 second cooldown).
 * Mountain Dragon Soul buff.png Mountain Dragon Soul: Become shielded for 225   after avoiding champion damage for 5 seconds.
 * Ocean Dragon Soul buff.png Ocean Dragon Soul: Restores 180   health and 90  mana over 3 seconds upon damaging an enemy. Reduced to 30% against minions and monsters.


 * New VFX.
 * New VFX.

Turrets

 * Penetrating Bullets renamed to Ohmwrecker.
 * Icon updated to Ohmwrecker's icon.


 * Support items
 * Towards the goal of creating more satisfying items, supports will no longer have to upgrade these starter items in the shop. Instead, the quest system now automatically upgrades items to their second and third tiers when milestones are reached, with the Warding passive baked into those upgrades.
 * Tier 1 - Starting stats and gold generation passive.
 * Tier 2 - Stats improved, 3 wards added.
 * Tier 3 - Major stats upgrade, 4 ward capacity, gold generation passive removed.
 * "Receive diminishing gold from excessive minion kills": this seems to occur after killing 20 minions, it halves gold received from minions. This penalty lasts for 4 minutes 30 seconds without killing minions. Killing more than 20 minions reduces gold received from minions even more, up to a cap (4 gold for melee minions and 3 gold for caster minions).
 * Having a support item to tier 2 or tier 3, selling it, and buying another support item will automatically upgrade that item to the respective tier.

Champions

 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability damage reduced to from.
 * Ability damage reduced to from.


 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability critical strike chance increased to 50% from 20%.
 * Ability critical strike chance increased to 50% from 20%.


 * Bonus health changed to from.
 * Bonus health changed to from.


 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability shield increased to from.
 * Ability shield increased to from.


 * Ability health ratio changed to from.
 * Ability health ratio changed to from.


 * Ability damage increased to from.
 * Ability damage increased to from.


 * Ability hits changed to from.
 * Ability hits changed to from.


 * Minion health reduced to from.
 * Minion health reduced to from.


 * Flamespitter duration increased to 4 seconds from 3.
 * Flamespitter duration increased to 4 seconds from 3.

Traits

 * Increased damage reduced to from.
 * Increased damage reduced to from.


 * Increased armor increased to from.
 * Increased armor increased to from.

Preseason 2020: Rise of the Elements

 * These preseason 2020 changes should be released on V9.23.


 * Jungle Path Diversity
 * We're making XP and gold changes in order to open up more diverse pathing options and jungle strategies, most significantly, reducing value and buffing  so junglers can hit level 3 off any combination of outer camp ( or ), buff camp, and any third camp.
 * We've also added respawn timer icons (like you see on red and blue buff) to the minimap for every camp to help all junglers plan their next moves.


 * Top Lane Influence
 * We're increasing base minion XP slightly so solo laners level a bit faster, and we're reducing the amount of bonus XP generated when allies share XP so bot lane levels a bit more slowly. We're also slightly decreasing jungle XP.
 * 2% increase to solo lane XP and % decrease to duo lane XP.
 * Overall 4% decrease to jungle XP, less if you're gaining catchup XP.
 * XP nerfed, XP buffed to make both sides of the jungle viable pathing choices.
 * Clearing any side of the jungle will get you level 3.
 * Additionally, to balance out the map objectives a bit, we're spawning earlier in the game and allowing her to respawn once if she is killed early.

Some preaseason Summoner's Rift changes that didn't work out were:
 * Trivia
 * More localized areas where if you stand inside you would've gotten a huge damage boost (i.e 25%).


 * Ability hits changed to from.
 * By the river it was tracked how much damage and carnage was being done, which would then turn the river red in blood, causing blood fruits to spawn which granted a buff.
 * Destroying a tower would make it fall in the direction it was last hit from, creating impassable rocky / rumble terrain.
 * Destroying a tower would make it fall in the direction it was last hit from, creating impassable rocky / rumble terrain.

Client

 * Match History improvements in recording matches.

Champions

 * - Gameplay Update
 * General
 * New visual and sound effects.
 * New ability icons.
 * (Reworked E)
 * Swapped with.
 * (Reworked R)
 * Swapped with.


 * Phantom Hits now properly triggers Grandmaster's Might and apply Grandmaster's Might stacks.
 * Phantom Hits now properly triggers Grandmaster's Might and apply Grandmaster's Might stacks.
 * Phantom Hits now properly triggers Grandmaster's Might and apply Grandmaster's Might stacks.


 * General
 * New visual effects.
 * New visual effects.


 * - Gameplay Update
 * Renamed Strength of Stone from Stone Skin.
 * Wukong gains 125 bonus basic attack range after casting any ability.
 * When 3 enemy champions are visible within 1400 units, Wukong gains  bonus armor and   bonus magic resistance for 6 seconds and renews if enemies remain near.
 * Wukong gains bonus armor and magic resistance for each visible enemy champion within 1400 units.
 * Renamed Wuju Strike from Crushing Blow.
 * Mana cost changed to from 40 at all ranks.
 * Damaging a champion now applies a stack of Crushing Blows for 4 seconds. Targets take 4% increased damage for each stack of Crushing Blows, stacking up to 5 times for a maximum of 20% increased damage.
 * Damage type changed to magic from physical.
 * Base damage changed to from.
 * AD ratio changed to at all ranks from.
 * Now heals for  on-hit, halved against minions.
 * No longer reduces his for 3 seconds.
 * Renamed Warrior Trickster from Decoy.
 * Dash distance increased to 200 units from 100.
 * Can now dash through thin walls.
 * Now casts in the direction of cursor rather than where Wukong was facing.
 * Clone can now basic attack for and apply on-hit effects.
 * Clone now gains and  bonus attack speed if cast prior to Warrior Trickster.
 * Clone duration increased to seconds from.
 * Stealth duration unchanged at seconds.
 * Cooldown reduced to seconds from.
 * Cooldown now starts on clone death rather than on creation.
 * No longer deals  magic damage to all nearby enemies upon death.
 * Additional images can now be targeted by enemies.
 * Secondary target check area increased.
 * Bonus AD ratio reduced to from.
 * Can now cast abilities during Cyclone, cancelling the ability.
 * Additional images can now be targeted by enemies.
 * Secondary target check area increased.
 * Bonus AD ratio reduced to from.
 * Can now cast abilities during Cyclone, cancelling the ability.
 * Can now cast abilities during Cyclone, cancelling the ability.


 * Now champions for 20% for 1 second.
 * Ability ranks reduced 5 from 6.
 * Base damage reduced to from.
 * Base empowered damage reduced to from.
 * Mana cost reduced to from.
 * Cooldown reduced to seconds from.
 * No longer for 20% for 1 second.
 * No longer starts with 1 point in You and Me!.
 * Cooldown reduced to seconds from.
 * No longer for 20% for 1 second.
 * No longer starts with 1 point in You and Me!.
 * No longer starts with 1 point in You and Me!.

Teamfight Tactics

 * as a unit.
 * Brand new Arena skins based on Ionia, Bilgewater, Star Guardian and Blood Moon.

Skins

 * On January 27th, a new /dev diary video about Skins in Season 2019 was released with the following content:
 * Unknown upcoming skin for.
 * Unknown upcoming skin for.
 * Unknown upcoming Prestige skin for.
 * will be getting a Prestige skin in early 2020.
 * will be getting a Prestige skin in early 2020.

Champion Roadmap

 * New Champions
 * The following teasers may or may not be intended to be taken literally, and may provide hints to the champion rather than their development.


 * A Lunari Marksman
 * An Ionian Juggernaut
 * Whimsical Non-Human Jungler
 * Edgy solo-lane melee carry

VPBE VPBE VPBE pt-br:VPBE