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. Please do not replicate this information elsewhere on the site.

A change that has been scrapped will be stricken through, while changes that have been temporarily reverted will be moved to the inactive changes. Reasons content might be reverted includes bugs or end-of-cycle patch preparation.

New Cosmetics in the Store
The follow Champion skins have been added to the store:
 * PROJECT skins

The following Chroma packs have been added to the store for :
 * (N/A, N/A and N/A)

The following Summoner icons have been added to the store:
 * Nothing to report.

The following Ward skins have been added to the store:
 * Nothing to report.

Champions

 * Damage changed to  over 3 seconds from   instantly.
 * Damage per second implemented at.
 * Classified as a.
 * Duration is increased to 6 seconds versus monsters.
 * Damage versus monsters changed to  over 6 seconds from a maximum of.
 * Cooldown reduced to 1 second from 6.
 * Damage versus monsters changed to  over 6 seconds from a maximum of.
 * Cooldown reduced to 1 second from 6.

Items

 * - ICEBOXED
 * Total cost changed to (combine cost )
 * Now grants 250 health.
 * Ability power reduced to 40 from 70.
 * Magic resistance increased to 60 from 50.
 * Aura removed.
 * Every 2 seconds a pulse emanates dealing 40 (+ 2champion level) magic damage to nearby enemies and reduces their Magic Resistance by 5% for 6 seconds, stacking up to 30%.
 * Every 2 seconds a pulse emanates dealing 40 (+ 2champion level) magic damage to nearby enemies and reduces their Magic Resistance by 5% for 6 seconds, stacking up to 30%.

Inactive Changes

 * The following changes have been disabled, but have not been scrapped and are pending future release.

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General

 * Pathfinding
 * Complete re-write of pathfinding-related code to make the system more predictable and forgiving, helping alleviate a lot of creep blocking pains. This should vastly improve:
 * Collision with overlapping units, if you've ever seen someone get "stunned" by a ward or krugs (effectively granting a ghost-like effect allowing you to get free).
 * How units path through packs of other units, such as a huge minion waves.
 * Relating to the previous, predicting locations where you may soon get stuck and avoiding it (game-of-chicken preventing).

Items

 * Regeneration is now triggered while in combat with monsters (dealing or taking damage) instead of only when taking damage from monsters.
 * Regeneration now specifically disabled on "cowardly monsters" (i.e. ).
 * Health regeneration reduced to 6 from 7.
 * Health regeneration doubled while below half health.
 * Health regeneration doubled while below half health.


 * - Iceboxed
 * Availability: Summoner's Rift
 * Cost:
 * Summons a mandrake that runs toward the target brush (1200 range) and burrows itself for 2 minutes. While running, the mandrake provides sight over a area and is vulnerable to attacks. While burrowed, the mandrake is invisible and loses its sight, but will ping whenever an enemy champions moves within 1000-range. The detection works against stealth champions and over terrain. Mandrake Wards are considered Stealth Wards and will count toward the Stealth Ward cap.


 * Active's duration changed to 3 seconds from 2.
 * Units hit by Randuin's Omen's Active receive the Cold Steel debuff for 3 seconds.
 * The Active's attack speed slow no longer stacks with the Passive's attack speed slow.
 * For each enemy champion hit by Randuin's Omen's Active, the owner gets 15% bonus attack speed for 6 seconds.
 * For each enemy champion hit by Randuin's Omen's Active, the owner gets 15% bonus attack speed for 6 seconds.

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 * Armor penetration removed.
 * 6% of the physical damage you deal to a target is dealt again as true damage over the next 3 seconds. This damage stacks cumulatively.
 * Armor penetration removed.
 * 6% of the physical damage you deal to a target is dealt again as true damage over the next 3 seconds. This damage stacks cumulatively.