VPBE

 Last Updated: November 5th

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 are 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

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.

Magma Chambers

 * Loads of code for the 2v2 Magma Chambers map has appeared in the game files - although it is not yet available in game.

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

 * The images are interactive - put your cursor over them. (Clicking currently leads to non-existent pages.)

Offense= Defense= Utility=
 * Tier 1
 * Feast (1 Rank) - Each time you kill a unit restore 2 health and 1 mana
 * Fury (4 Ranks) - Gain 1.25/2.5/3.75/5% increased Attack Speed
 * Sorcery (4 Ranks) - Gain 1.25/2.5/3.75/5% Cooldown Reduction
 * Butcher (1 Rank) - Deal 2 additional damage versus minions with basic attacks and single target spells (does not included Damage over time effects or Area of Effect spells)
 * Tier 2
 * Doubled Edge Sword (1 Rank)
 * Melee: Deal an additional 2% damage and receive 1% additional damage.
 * Ranged: Deal and receive an additional 1.5% damage
 * Brute Force (3 Ranks) - +4/8/12 Attack Damage at level 18 (+0.22/0.44/0.66 per level)
 * Mental Force (3 Ranks) - +6/12/18 Ability Power at level 18 (+.33/.66/.99 per level)
 * Tier 3
 * Spell Weaving (1 Rank) - Damaging an enemy champion with an auto attack increases your spell damage by 1% stacking up to 3 times. (Max 3% damage increase)
 * Martial Mastery (1 Rank) (Req Brute Force) - +5 Attack Damage
 * Arcane Mastery (1 Rank) (Req Mental Force)- +8 Ability Power
 * Executioner (3 Ranks) - Increases damage dealt to champions below 20/35/50% health by 5%
 * Tier 4
 * Blade Weaving (1 Rank)(Req Spell Weaving) - Damaging an enemy champion with a spell increases your basic attack damage by 1% stacking up to 3 times. (Max 3% damage increase) This cannot be trigger more than once per second
 * Warlord (3 Ranks) -Increases Bonus Attack Damage by 2/3.5/5%
 * Archmage (3 Ranks) - Increases Ability Power by 2/3.5/5%
 * Dangerous Game (1 Rank) (Req Executioner)- Killing a champion restores 5% of your missing health and mana
 * Tier 5
 * Frenzy (1 Rank) - Critical hits increases your attack speed by 5% for 3 seconds (stacks up to 3 times)
 * Devastating Strikes (3 Ranks) - +2/4/6% Armor and Magic penetration
 * Arcane Blade (1 Rank) - Your basic attacks also deal bonus magic damage equal to 5% of your Ability Power
 * Tier 6
 * Havoc (1 Rank) - 3% Increased Damage
 * Tier 1
 * Block (2 Ranks) - Reduce incoming damage from champion basic attacks by 1/2
 * Recovery (2 Ranks) - +1/2 health per 5 seconds
 * Enchanted Armor (2 Ranks) - Increase your bonus Armor and Magic Resistance by 2.5/5%
 * Tough Skin (2 Ranks) - Reduces damage taken from neutral monsters by 1/2
 * Tier 2
 * Unyielding (1 Rank)(Req Block) - Reduces all incoming damage from champions by 2 (1 on ranged champions).
 * Veteran Scars (3 Ranks) - +12/24/36 Health
 * Bladed Armor (1 Rank) - Enemy monsters that attack you bleed dealing damage equal to 1% of their current health each second.
 * Tier 3
 * Oppression (1 Rank) - Reduces damage taken by 3% from enemies that have impaired movement (Slows, snares, taunts, stuns, etc)
 * Juggernaut (1 Rank)(Req Veteran Scars) - +3% Maximum Health
 * Hardiness (3 Ranks) - +2/3.5/5 Armor
 * Resistance (3 Ranks) - +2/3.5/5 Magic Resistance
 * Tier 4
 * Perseverance (3 Ranks) - +1/2/3% of your missing health every 5 seconds
 * Swiftness (1 Rank) - Reduce the effectiveness of slows by 10%
 * Reinforced Armor (1 Rank)(Req Hardiness) - Reduces damage taken by critical strikes by 10%
 * Evasive (1 Rank)(Req Resistance) - Reduces damage taken by 4% from Area of Effect magic damage
 * Tier 5
 * Second Wind (1 Rank)(Req Perseverance) - Increase all sources of incoming healing by 10% when below 25% health
 * Legendary Guardian (4 Ranks) - +1/2/3/4 Armor and 0.5/1/1.5/2 Magic Resistance for each nearby enemy champion
 * Runic Shield (1 Rank) - Start the game with a 50 health shield. This shield regenerates each time you respawn
 * Tier 6
 * Tenacious (1 Rank) - Reduces the duration of crowd control effects by 15%.
 * Tier 1
 * Phasewalker (1 Rank) - Reduces the casting time of Recall by 1 second
 * Fleet of Foot (3 Ranks) - +0.5/1/1.5% movement speed
 * Meditation (3 Ranks) - +1/2/3 mana regen per 5
 * Scout (1 Rank) - Increases the cast range of wards and trinket items by 10%
 * Tier 2
 * Conjuror (1 Rank) - Summoned units, traps, and clones have 10% increased duration. This does not work on wards.
 * Summoner's Insight (3 Ranks) - Reduces the cooldown of Summoner Spells by 4/7/10%
 * Strength of Spirit (1 Rank)(Req Meditation) - Gain Health Regeneration equal to 10% of your Mana Regeneration
 * Alchemist (1 Rank) - Increases the duration of your potions and elixirs by 10%
 * Tier 3
 * Greed (3 Ranks) - +.5/1/1.5 gold every 10 seconds
 * Runic Affinity (1 Rank) - Increases the duration of shrine, relic, quest, and neutral monster buffs by 20%
 * Vampirism (3 Ranks) - +1/2/3% lifesteal and spellvamp
 * Culinary Master (1 Rank)(Req Alchemist) - Your health potions are upgraded into Biscuits that restore an additional 20 health and 10 mana instantly upon consumption
 * Tier 4
 * Wealth (1 Rank) (Req Greed)- +40 Starting Gold
 * Bandit (1 Rank)
 * Melee: Grants an additional 15 Gold on Champion kill or assist
 * Ranged: You gain 3 gold each time you attack an enemy champion. This cannot trigger on the same champion more than once every 5 seconds
 * Expanded Mind (3 Ranks) - +2/3.5/5% increased maximum mana
 * Inspiration (2 Ranks) - +5 experience every 10 seconds while near a higher level allied champion
 * Tier 5
 * Scavenger (1 Rank) (Req Bandit)- +1 Gold each time an ally kills a nearby lane minion
 * Intelligence (3 Rank) - +2/3.5/5% Cooldown Reduction and reduces the cooldown of Activated Items by 4/7/10%
 * Tier 6
 * Wanderer (1 Rank) - Gain 5% increased movement speed out of combat

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 the target ally and yourself, and gran both of you a 30% movement speed bonus 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).
 * New animation.
 * New animation.


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


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

Stats

 * Mana
 * Mana is just inconsistently applied. It should be used to primarily gate the castability of one highly powerful spell, with lesser costs on safer, less aggressive or less lane stagnating options. When applied this way, it makes buying additional mana meaningful, without ruining the core pattern of the character. — Xelnath


 * Mana costs may be reworked across the board.
 * A substantial number of mana cost changes have already been rolled out (see: V3.9, V3.10, V3.11, V3.12 and V3.13).


 * Percentage Penetration
 * Percentage Penetration will use a system more similar to Damage Reduction (Armor/MR).


 * My comment: The current damage reduction system uses a formula of 1 - (100 / [100+Armor] ). With this formula, 30 Armor gives you 23% damage reduction from physical damage. If Riot uses that kind of system for penetration, buying an item with 35 Magic Penetration would make you ignore 26% of your target's magic resistance (assuming it's the exact same formula). The reason to use this system rather than simply changing Void Staff to have 26% Magic Penetration is that this formula imposes diminishing returns on stacking penetration. This system would probably see all sources of penetration being combined (flat and percentage) and maybe even more options - since stacking them would now be less efficient.


 * Armor and Magic Resist
 * Riot is dissatisfied that everyone takes Armor Seals and MR Glyphs and blames it on the appalling base-defenses of most champions. While the changes to runes will hopefully make other options attractive, they also want to buff the defensive stats of champions that are basically forced to take defensive runes. As always - Riot wants players choosing rather than feeling like they have to.


 * Adjustments to many champion's armor and magic resist.

League of Legends V4

General

 * The initial spawn time for lane minions has been reduced to 1 minute (from 1:30).
 * The initial spawn time for lesser monster camps has been reduced to 1:30 (from 2:05).
 * The initial spawn time for buff camps has been reduced to 1:35 (from 1:55).
 * 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.
 * Trinkets are unusable for the first 90 seconds of the game and selling one puts the slot on cooldown for 3 minutes.
 * 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. This animation is only seen by allied players - it does not give away your position to enemies.
 * The experience curve has been adjusted slightly.


 * Kills, Assist and Deaths
 * Champion kills are now worth 60% of their base value for the first 2 minutes. This increases to the standard amount by 4 minutes. This is a modifier that is applied after Kill Streaks/Death Steaks/First Blood bonus applied.
 * First Blood before 2 minutes is now worth 240 gold (180+60).
 * Champion assists are worth the standard 50% of the kill value only for the first 20 minutes; this now increases to 80% of the kill value by 35 minutes. (Remember that assist gold is split among all members who receive an assist. Before 20 minutes: two assists means 25% of the kill value to each of them.)
 * Champions with more assists than kills will now receive bonus gold when they score an assist. The bonus gold is 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 lowered to 5(2.5level) from 10(2level) (lower early game but the same late game).


 * 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

 * Planned changes. Riot is struggling to make him a fun support pick without simply resurrecting The Jungle Terror.
 * Planned changes. Riot is struggling to make him a fun support pick without simply resurrecting The Jungle Terror.


 * Are now immune to disables.
 * AP ratio increased to 80% from 45%.
 * This increases maximum damage AP ratio to 864% from 216%.
 * AP ratio increased to 80% from 45%.
 * This increases maximum damage AP ratio to 864% from 216%.
 * This increases maximum damage AP ratio to 864% from 216%.


 * 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  from.
 * Maximum damage changed to  from.
 * Passive movement speed changed to X from  %.
 * Movement speed slow changed to % from %.
 * Damage AP ratio lowered to 50% from 60%.
 * Bug: Zephyr is currently not obeying the "slows cannot reduce movement speed below 110" rule. With sufficient AP, Janna can reduced the target's movement speed to 0.
 * Shield AP ratio lowered to 70% from 90%.
 * AD buff changed to  from.
 * Damage AP ratio lowered to 50% from 60%.
 * Bug: Zephyr is currently not obeying the "slows cannot reduce movement speed below 110" rule. With sufficient AP, Janna can reduced the target's movement speed to 0.
 * Shield AP ratio lowered to 70% from 90%.
 * AD buff changed to  from.
 * AD buff changed to  from.


 * 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.


 * Armor buff changed to  from.
 * Magic resist buff changed to  from.
 * Armor buff changed to  from.
 * Magic resist buff changed to  from.


 * AD ratio changed to from.
 * Base damage changed to from.
 * Cooldown increased to from.
 * Base damage changed to from.
 * Cooldown increased to from.
 * Cooldown increased to from.


 * Damage per bolt changed to 3–27 from 3–35.
 * The slow now increases/decreases to over the duration.
 * 0 AP - The slow decays to 0% over the duration.
 * 600 AP - The slow remains constant for the duration.
 * 600+ AP - The slow will get stronger over the duration.
 * Unlike the bug on, Glitterlance is obeying the "slows cannot reduce movement speed below 110" rule.
 * AP buff removed.
 * Movement speed bonus changed to 30% movement speed from a fixed 35%.
 * Damage AP ratio lowered to 40% from 60%.
 * Shield AP ratio increased to 80% from 60%.
 * Health gained lowered to from.
 * Movement speed bonus changed to 30% movement speed from a fixed 35%.
 * Damage AP ratio lowered to 40% from 60%.
 * Shield AP ratio increased to 80% from 60%.
 * Health gained lowered to from.
 * Health gained lowered to from.
 * Health gained lowered to from.


 * Added to passive movement speed.
 * Damage AP ratio lowered to 50% from 65%.
 * The 15% damage reduction is now a −15% damage modifier. The damage modifier can become positive - leading to increased damage.
 * Added to the on-hit movement speed slow.
 * Damage AP ratio lowered to 60% from 70%.
 * The 15% damage reduction is now a −15% damage modifier. The damage modifier can become positive - 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 complete Visual Upgrade across all skins.
 * A new voice over, classic artwork and ability icons.


 * Damage changes to from.
 * Damage changes to from.
 * Damage changes to from.


 * 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 heal lowered to from.
 * Activated movement speed bonus changed to % from %.
 * Added to Power Chord's movement speed slow.
 * AP ratio lowered to 40% from 80%.
 * Base heal lowered to from.
 * Activated movement speed bonus changed to % from %.
 * 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.
 * Mana cost changed from.
 * Base damage increased to from.
 * Gains the following effect: "If Starcall hits at least one enemy champion, Astral Blessing's coolding is reduced by % of its base cooldown (factoring CDR)."
 * Heal reduced to  from.
 * Armor buff increased to  from.
 * Armor buff duration reduced to 2 seconds from 3 seconds.
 * Mana cost reduced to from.
 * Damage changed to  from.
 * Soraka drains 5% of her maximum mana to restore  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  from.
 * Now affects untargetable allies.
 * Factoring her new passive, Salvation, Wish's lower values match the live values if the target has less than 40% health.
 * 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  from.
 * Now affects untargetable allies.
 * Factoring her new passive, Salvation, Wish's lower values match the live values if the target has less than 40% health.
 * Factoring her new passive, Salvation, Wish's lower values match the live values if the target has less than 40% health.


 * 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 from.
 * Cost lowered to from.
 * AP ratio lowered to 30% from 60%.
 * Added scaling.
 * Cooldown reduction on autoattacks removed (moved to passive).
 * Damage changed to  from.
 * AP ratio lowered to 20–40% from 40–80%.
 * Cooldown increased from.
 * 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 from.
 * 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.

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.

General

 * 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.


 * 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
 * Total cost increased to 2400g from 2360g
 * Ability Power increased to 80 from 40.
 * Cooldown Reduction increased to 20% from 10%.
 * Armor removed (previously 30).
 * No longer grants health regeneration to nearby allies.
 * No longer grants health regeneration to nearby allies.


 * Removed.
 * Removed.

 cost lowered to 360g from 400g
 * The following items had their recipe costs increased so that their total costs were unaffected:, , , , , , , , , ,
 * The following items were either left with their lower total cost or 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 cost lowered to 3260g from 3300g
 * recipe cost lowered to 650 from 850; total cost lowered to 3000 from 3200.
 * recipe cost lowered to 800 from 900; total cost lowered to 2550g from 2650g


 * 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.


 * New Recipe: +  +  + 730g
 * Total cost increased to 2000g from 1900g
 * Ability power increased to 50 from 40
 * Ability power increased to 50 from 40


 * New Recipe: +  + 620g
 * Total cost lowered to 2000g from 2550g
 * Now grants 10 mana regeneration.
 * Now grants 10% cooldown reduction.
 * No longer grants the spellvamp/AP aura.
 * No longer grants the spellvamp/AP aura.

Sight

 * 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 100g 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.


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


 * Reveals target area within 2000 units for 1 seconed (150 second cooldown).
 * Reveals target area within 2000 units for 1 seconed (150 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 (180 second cooldown). Limit 3 Stealth Wards on the map per player.
 * Places an invisible Stealth Ward that lasts 180 seconds (180 second cooldown). Limit 3 Stealth Wards on the map per player.


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

Economy

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


 * New Basic Item - Costs 365g
 * Stats: +10 ability power, +3 mana regeneration, +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 again for 10 seconds.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * Recipe: + 485g = 850g
 * Stats: +20 ability power, +7 mana regeneration, +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. Triggering this effect with an ability and triggering this effect with an attack have independent 10 second cooldowns.
 * Limited to 1 Gold Income item
 * No longer grants.
 * No longer grants.


 * 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. Triggering this effect with an ability and triggering this effect with an attack have independent 10 second cooldowns.
 * You deal 50 magic damage to the target and all surrounding enemies, also slowing them by 50% for 2 seconds. 60 second cooldown.
 * Limited to 1 Gold Income item
 * No longer grants.
 * No longer grants.


 * New Basic Item - Costs 365g
 * Stats: +5 health regen, +3 mana regeneration
 * 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: + 485g = 850g
 * Stats: +8 health regen, +11 mana regeneration, +2 gold/10
 * Grants 4 gold each time a nearby enemy minion dies that you didn't kill.
 * Limited to 1 Gold Income item
 * No longer grants.
 * No longer grants.


 * Recipe: +  + 1030g = 2000g
 * Stats: 20% cooldown reduction, +10 health regen, +15 mana regeneration, +2 gold/10
 * 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


 * (previously Executioner's Emblem)
 * New Basic Item - Costs 365g
 * Stats: +50 health, +6 health regen
 * Basic attacks and abilities deal 200 bonus true damage to minions with less than 200 health. Whenever a minion is killed by Spoils of War, the nearest allied champion is healed for and gains gold equal to the kill plus 5. This effect has two charges each with independent 60 second cooldowns and requires a nearby allied champion.
 * Note that both you and your ally gain gold.
 * Limited to 1 Gold Income item


 * (previously Reaper's Emblem)
 * Recipe: + 485g = 850g
 * Stats: +175 health, +12 health regen
 * Basic attacks and abilities deal 200 bonus true damage to minions with less than 200 health. Whenever a minion is killed by Spoils of War, the nearest allied champion is healed for and gains gold equal to the kill plus 10. This effect has four charges each with independent 120 second cooldowns and requires a nearby allied champion.
 * Limited to 1 Gold Income item.


 * (previously Martyr's Call)
 * Recipe: +  + 675g = 2000g
 * Stats: +400 health, +25 health regen
 * Basic attacks and abilities deal 200 bonus true damage to minions with less than 200 health. Whenever a minion is killed by Spoils of War, the nearest allied champion is healed for and gains gold equal to the kill plus 10. This effect has four charges each with independent 120 second cooldowns and requires a nearby allied champion.
 * 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.

Jungle

 * Basic attacks against monsters deal 10 bonus magic damage and restore 3 health.
 * Basic attacks against monsters deal 10 bonus magic damage and restore 3 health.


 * Armor reduced to 20 from 25.
 * I would assumed that Madred's will gain the on-hit healing that Hunter's Machete and Wriggle's Lantern offers.
 * I would assumed that Madred's will gain the on-hit healing that Hunter's Machete and Wriggle's Lantern offers.


 * Will be returning to the store as an item for DPS Junglers.
 * Basic attacks deal bonus damage based on the number of jungle camps cleared (changed from %health damage).
 * Basic attacks deal bonus damage based on the number of jungle camps cleared (changed from %health damage).


 * 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.
 * Gains the Gain 40% increased gold from monsters.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * Basic attacks against monsters deal 10 bonus magic damage and restore 3 health.
 * Basic attacks against monsters deal 10 bonus magic damage and restore 3 health.


 * Attack damage lowered to 25 from 35.
 * Now only triggers on physical damage.
 * True damage increased to 16-50 from 7-40.
 * Gains the 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.
 * Limited to 1 Gold Income item
 * Gains the 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.
 * Limited to 1 Gold Income item


 * Health reduced to 350 from 500.
 * Gains the 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.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item


 * New Recipe: +  + 480g
 * Ability power increased to 50 from 40.
 * Mana regeneration lowered to 7 from 10.
 * Now grants 14 health regeneration.
 * No longer grants spell vamp (Will of the Ancients now offers CDR).
 * Gains the You restore health and mana equal to 5% of the damage dealt to neutral monster.
 * Gains the 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.
 * Limited to 1 Gold Income item
 * Limited to 1 Gold Income item

Teasers For more teasers, please see: Future Content.

References