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:

The following Chroma sets have been added to the store:

The following Ward skins have been added to the store:

PVP.net

 * Party Matchmaking
 * "Changing Game Mode" no longer kicks all players from your party and reinvites them when switching between Summoner's Rift, Classic game modes.
 * "Play Again" can now be selected by any party member.
 * The Party Captain remains unchanged unless they decline the invite, meaning the party cannot enter the queue until the previous captain decides one way or the other.
 * Party members will be shown in the team loadout as "Not Ready" until they accept or decline.
 * "Play Again" will now automatically re-select your previous positions.

Game

 * Experience
 * Special Bonus Experience on jungle items no longer applies to lesser and medium monsters. Epic and Large only.
 * You no longer gain bonus experience if your level is lower than your team's average.


 * Jungle
 * The will now grant a full level at level 1, to match all other camps (particularly ).
 * All Camps are now worth 4 Creep Score, irrespective of the number of units in the camp.


 * Loading Screen
 * A player's Secondary Path choice is now displayed next to their Keystone (Primary Path).


 * Minions
 * Minions now take 5 bonus damage from enemy champion attacks. (Unknown if still active since champion AD was increased.)


 * User Interface
 * In-Game_Runes.png Players can now view all their runes, and read their associated effects, in-game via a button adjacent to Show All Stats below the Champion Portrait. This feature is currently very bugged.


 * Unit Frames
 * Unkillable.png Unkillable enemies now have a skull above their health bar.
 * Champions that will revive now have wings above their health bar.
 * Damage_taken.gif When targets receive a substantial amount of damage from one instance, the damage taken briefly lingers on the health bar.
 * Healing_received.gif Healing received from direct heals is briefly distinct from the target's previous health.
 * Structure_death.gif Health bars now have a distinct animation when their owner is killed.

Champions

 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base resistances increased to from.
 * Base resistances increased to from.
 * Base resistances increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Ammo.png New ammunition bar.
 * Base damage increased to from.
 * Ammo.png New ammunition bar.
 * Ammo.png New ammunition bar.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * No longer interrupted by minion damage.
 * Cooldown reduced to 6 seconds from 8.
 * Cooldown refund reduced to 30% from 60%.
 * Dart base damage increased to from.
 * Spike damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Spike damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Initial base damage increased to from.
 * Detonation base damage increased to from.
 * Initial base damage increased to from.
 * Detonation base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Minimum base damage increased to from.
 * Base damage increased to from.
 * Minimum base damage increased to from.
 * Minimum base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
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 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Bonus armor increased to from.
 * Bonus armor increased to from.
 * Bonus armor increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
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 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
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 * Base damage increased to from.
 * Empowered damage increased to from.
 * and
 * Base damage increased to from.
 * and
 * Base damage increased to from.


 * Base damage per strike increased to from.
 * Base damage increased to from.
 * Base damage per strike increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Shield strength increased to from.
 * Base damage increased to from.
 * Shield strength increased to from.
 * Shield strength increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
 * Base damage increased to from.
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 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Minimum damage increased to from.
 * Minimum damage increased to from.
 * Minimum damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.


 * Initial base damage increased to from.
 * Secondary base damage increased to from.
 * Base damage increased to from.
 * Secondary base damage increased to from.
 * Base damage increased to from.
 * Base damage increased to from.

Stat Adjustments
The follow changes are to off-set the removal of Runes.

Items

 * Quest gold required to upgrade increased to from.
 * Grants.
 * Grants.


 * Mana Charge cooldown changed to 3 times per 12 seconds from 2 times per 8 seconds.
 * Mana Charge cooldown changed to 3 times per 12 seconds from 2 times per 8 seconds.


 * Lethality increased to 20 from 18.
 * Lethality increased to 20 from 18.


 * Lethality increased to 20 from 18.
 * Lethality increased to 20 from 18.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Grants.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Grants.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Grants.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Grants.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Tribute bonus damage increased to 20 from 15.
 * Tribute bonus damage increased to 20 from 15.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Tribute bonus damage increased to 20 from 15.
 * Tribute bonus damage increased to 20 from 15.


 * Cooldown increased to 92 seconds from 90.
 * Cooldown increased to 92 seconds from 90.
 * Cooldown increased to 92 seconds from 90.
 * Cooldown increased to 92 seconds from 90.




 * Bonus damage reduced to 20 from 25.
 * Now grants for 2 seconds.
 * Bonus damage reduced to 20 from 25.
 * Now grants for 2 seconds.


 * Damage over time increased to 45 (+ 30 with Bonus Health) from 25.
 * Health restored over time remains 25.
 * The in-game tooltip says "steals 25 health over 5 seconds" (the live effect) with an added "and burns them for 20 magic damage (increased to 50 with bonus health)". However, only a single debuff is applied and the item deals five instances of 9 (increased to 15) damage. The effect would be more simply described as "burns the enemy for 45 (+30) damage over 5 seconds, while restoring 4 health per second for every burning enemy." This item's upgrades deal 16 magic damage per second and restore 5 health per second per burning enemy, regardless of health items.
 * Health restored over time remains 25.
 * The in-game tooltip says "steals 25 health over 5 seconds" (the live effect) with an added "and burns them for 20 magic damage (increased to 50 with bonus health)". However, only a single debuff is applied and the item deals five instances of 9 (increased to 15) damage. The effect would be more simply described as "burns the enemy for 45 (+30) damage over 5 seconds, while restoring 4 health per second for every burning enemy." This item's upgrades deal 16 magic damage per second and restore 5 health per second per burning enemy, regardless of health items.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Grants.


 * Cooldown on earning stacks.
 * Cooldown on earning stacks.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Grants.


 * Lethality increased to 12 from 10.
 * Lethality increased to 12 from 10.


 * Damage over time increased to 80 from 30.
 * Health restored over time remains 30.
 * Bonus damage increased to 30 from 25.
 * Now grants for 2 seconds.
 * Bonus damage increased to 30 from 25.
 * Now grants for 2 seconds.
 * Now grants for 2 seconds.


 * Magic Penetration increased to 18 from 15.
 * Magic Penetration increased to 18 from 15.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Tribute bonus damage increased to 15 from 10.
 * Tribute bonus damage increased to 15 from 10.


 * Damage over time increased to 80 from 30.
 * Health restored over time remains 30.
 * Bonus damage increased to 30 from 25.
 * Now grants for 2 seconds.
 * Bonus damage increased to 30 from 25.
 * Now grants for 2 seconds.
 * Now grants for 2 seconds.


 * - New
 * Put yourself in for  seconds, rendering yourself untargetable and invulnerable for the duration, but also unable to move, attack, cast spells, or use items during this time. Transforms into, which cannot be activated but can still be upgraded. Future purchases are also broken.
 * Put yourself in for  seconds, rendering yourself untargetable and invulnerable for the duration, but also unable to move, attack, cast spells, or use items during this time. Transforms into, which cannot be activated but can still be upgraded. Future purchases are also broken.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Grants.


 * Quest gold required to upgrade increased to from.
 * Grants.
 * Grants.


 * Damage over time increased to 80 from 30.
 * Health restored over time remains 30.
 * Bonus damage increased to 30 from 25.
 * Now grants for 2 seconds.
 * Bonus damage increased to 30 from 25.
 * Now grants for 2 seconds.
 * Now grants for 2 seconds.


 * Magic Penetration increased to 40% from 35%.
 * Magic Penetration increased to 40% from 35%.


 * Lethality increased to 20 from 18.
 * Lethality increased to 20 from 18.



Runes and Masteries
See Runes (Season 2018) for full article.
 * Mastery Trees.
 * All existing runes. Past tier- and tier-3 purchases will be compensated.
 * 60 new Runes, split into 5 Paths.
 * Precision icon.png Precision (Improved attacks and sustained damage)
 * Domination icon.png Domination (Burst damage and target access)
 * Sorcery icon.png Sorcery (Empowered abilities and resource manipulation)
 * Resolve icon.png Resolve (Durability and crowd control)
 * Inspiration icon.png Inspiration (Creative tools and rule bending)

Summoner Spells

 * Level Requirements
 * (ARAM) increased to 6 from 1.
 * increased to 9 from 6.
 * reduced to 7 from 8.
 * reduced to 9 from 10.
 * (ARAM) increased to 6 from 1.
 * reduced to 9 from 10.
 * increased to 7 from 6.

Upcoming Changes

 * Champion Update Schedule
 * 1)  - Visual and Gameplay Update
 * 2)  - Gameplay Update
 * 3)  - Visual and Gameplay Update