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It has been suggested that this article or section be split into distinct URF and ARURF articles or sections. Reason given: ARURF hasn't 'succeeded' URF: they are both on rotation. If you wish to discuss this, please explain why here. |
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U.R.F. Mode
Ultra Rapid Fire (U.R.F.) is a Featured Game Mode played on Summoners Rift where all champions get to use their abilities more often and matches usually last 20 minutes or less. All players start the game with an aura that adds many adjustments to how the game is played. The two main highlights are 300 Ability haste, (equivalent to 75% cooldown reduction), and the removal of all mana and energy costs from using abilities.
As of February 4th, 2021, All Random Ultra Rapid Fire (A.R.U.R.F.) is available to play. Players get a random champion chosen for them based on what they own and what is part of the free to play rotation. This is the only major change compared to the original URF, where you could choose your champions. The game mode is expected to be available till March 8th, 2021.
Contents
Features
- Map:
Summoner's Rift
- Draft:
All Random
- Includes the Reroll Bench.
- Players have access to champions from the last 3 Free Rotations plus any owned champions.
- Features:
- Effects: (Updated as of ARURF 2021)
Mana and
Energy consumption reduced by 100%.
- +300
Ability Haste, Summoner Spell Haste, and Item Haste.
- +25%
Tenacity.
+60 Movement Speed.
Bonus attack speed is doubled on
ranged champions, 1.5 times for
melee champions.
Critical strikes deal 25% additional damage.
- Champions that can have mana convert 35% of bonus mana into bonus health, and 100% of bonus mana regeneration into bonus health regeneration.
- The following buffs are specific to the
champion when applicable:
- This unit deals X% of its normal damage.
- This unit receives X% of its normal damage.
- Notes:
- Ability haste from other sources stack with the URF bonus.
- Effects: (Updated as of ARURF 2021)
healing effects are only 50% effective at the beginning of the game, increasing by 1% every 30 seconds, up to 100% effective at 25 minutes.
: Direct AD and/or
AP ratios of certain
shields have been halved.
: The Champion cannon: A cannon outside each team's fountain will be present for friendly
champions to select.
Jumping inside the cannon renders the unit
vanished, and staying in for more than 10 seconds forces them out. Units have a larger field of view of the map and can
launch themselves with
displacement immunity to a target location of their choice, there is a maximum range however. A circular indicator visible to all units will be placed on that specific location. Upon impact, all enemies within the area take 120 − 460 (based on level) magic damage and are knocked
airborne.
- Minion gold: When
minions die you get a chunk of
gold whether you last hit them or not. Additionally, last hitting a minion grants more gold.
- Higher level cap: The level cap is increased to level 30.
- Early surrender: Can now unanimously surrender at 8 minutes, or normal surrender at 10 minutes.
- Early homeguard: Homeguard is enabled from the start of the match.
- disintegrates at 6:00 instead of 14:00.
- Summoner Spells changes:
- Charge rate reduced to 30 seconds from 75 seconds.
- Cooldown between charges reduced to 10 seconds from 15 seconds.
- Disabled.
- Jungle changes:
- Initial spawn time reduced to 4 minutes.
- Respawn time reduced to 2 minutes and 30 seconds.
- Initial spawn time reduced to 10 minutes.
- Respawn time reduced to 5 minutes.
- Grants both the and spawns a when slain.
Golden Spatula Club
- Golden Spatula Club ( ): This was a club membership that lasted for the duration of the Lunar Revel 2019 event. Joining granted you:
Finishers
- Players who are part of the Golden Spatula club will trigger one of 3 unique Finishers, chosen at random, whenever they score a takedown on an enemy champion.
- Equipping any of the following summoner icons will cause the corresponding Finisher to trigger.
Mode-Specific Changes
As balanced changes from previous events have been observed in-game despite not being documented by Riot, all possible recurring changes have been listed below and appropriately denoted. The reason for distinguishing these changes is that the values listed are those from previous event notes and may not reflect the current value.
Note that any cooldowns detailed below are as they appear in-game (i.e. they are not reduced by Ultra Rapid buff to a lower value).
This table extracts the data from Module:ChampionData/data and Template:map_changes/data/urf.
Champion | Damage dealt | Damage received | Other effects
|
---|---|---|---|
+25% | -25% | ||
-5% | +5% | ||
+8% | -8% | ||
+5% | -5% |
| |
+5% | -5% |
| |
-5% | +5% | ||
+5% | -10% | ||
+5% | -5% | ||
-5% |
| ||
| |||
+15% | -20% |
| |
| |||
+10% | -20% | ||
+5% | -5% | ||
-5% | |||
-15% |
| ||
-5% | |||
+5% | -5% |
| |
+10% | -10% | ||
-3% | +5% | ||
+5% | -10% | ||
+10% | -5% |
Stats
| |
| |||
+10% | -15% |
| |
-10% | +5% |
Stats
| |
-10% | +5% | ||
+15% |
| ||
+5% | -10% |
| |
+10% | -15% | ||
-5% |
| ||
| |||
-5% | |||
+5% | -10% | ||
+5% | -8% | ||
| |||
-5% | +5% |
Stats
| |
+15% | |||
+3% | -3% | ||
-5% | +5% | ||
+10% |
Stats
| ||
| |||
-10% |
Stats
| ||
| |||
+10% | -5% |
Stats
| |
-5% |
| ||
| |||
+10% | |||
+5% | -5% | ||
| |||
| |||
-5% | |||
-15% | |||
-10% | +5% |
| |
+10% |
| ||
+5% | |||
+5% | -5% | ||
-8% |
| ||
+5% |
| ||
| |||
+10% | -10% | ||
-3% | |||
+8% | -8% |
| |
-5% | |||
-5% | +5% |
| |
+10% | -15% |
Stats
| |
+8% | -8% | ||
+5% | -10% | ||
+5% | -5% | ||
+5% | -10% | ||
| |||
+8% | -5% | ||
+10% | -12% |
Stats
| |
-5% |
| ||
-5% |
Stats
| ||
+5% | -5% | ||
-5% | |||
+10% | -5% | ||
-5% | +5% |
| |
+8% | -10% | ||
-15% | +10% |
| |
-5% |
| ||
+8% | -10% | ||
-5% | +5% | ||
-5% |
| ||
Stats
| |||
-10% | +5% | ||
+25% | -30% |
Stats
| |
+10% | -5% | ||
| |||
-5% |
| ||
+15% | -15% |
| |
+5% | -10% | ||
+10% | -10% | ||
-3% | |||
-5% | |||
-5% | |||
+5% | -5% | ||
-5% | +5% | ||
-5% | +5% |
| |
-5% | +5% | ||
-5% |
Stats
| ||
-5% | +5% | ||
+10% | -10% | ||
+10% | -15% | ||
+5% | -5% | ||
-15% | +20% |
| |
Stats
| |||
-10% | +5% |
Stats
| |
-5% | |||
+20% | -5% |
| |
+10% |
- This item is disabled.
- This item is disabled.
- Initial cooldown changed to 2 minutes.
- This item is disabled.
- This item is disabled.
- This item is disabled.
- This item is disabled.
- Cooldown changed to 10 seconds at all levels.
- Cooldown changed to 80 − 50 (based on level) seconds.
- Cooldown changed to 12 seconds.
- Base damage changed to 10 − 50 (based on level).
- AP ratio changed to 10% AP.
- AD ratio changed to 20% bonus AD.
- Bonus damage per soul changed to 2.
- Cooldown changed to 10 seconds.
- Cooldown changed to 25 seconds.
- Cooldown changed to 10 seconds.
- Cooldown changed to 30 seconds.
- Stats gained every 6 minutes.
- Triggered attack bonus health changed to 15.
- Ranged champions triggered attack bonus health changed to 9.
- Cooldown changed to 15 seconds.
- Cooldown changed to 30 seconds.
- Initial cooldown changed to 6 minutes.
- Boots granted at 6 minutes.
- Initial cooldown changed to 4 minutes.
- Initial cooldown changed to 2 minutes.
- Biscuit interval changed to 1.5 minutes.
Rune Specific Substitutions
- Substitutions
- is exchanged with .
- is exchanged with .
- is exchanged with .
- is exchanged with .
Patch and Buff History
Trivia
- Ultra Rapid Fire was first introduced for April Fools' Day. To celebrate the 10th Anniversary of League of Legends' release, U.R.F. was brought back as an experiment.[1]
- The mode's name, Ultra Rapid Fire, was likely chosen because its initials spell Riot's April Fool's mascot. ,
- The initial event was meant to end on April 7, but was extended to April 13 due to the positive feedback.[2] They also disabled the use of more champions.
- "Defeat" used to be replaced with "2nd Place" in the post-game lobby.[3]
- This change was also present in-game when the Nexus was destroyed in early versions of URF, but was removed when Riot updated the game client's announcement assets.
- ARURF was around 20-25% of hours by the end of the last long run.[4]
- The icon for the in-game Welcome to Planet Urf login screen. is edited from appearance in the
Nexus Blitz, another featured game mode, borrows the and the URF mode's namesake in its URF Deathmate event.
- In the 2014 version, a champion must have had sufficient maximum mana in order to activate the ability. Realistically, only pre-rework was affected and the ability would toggle-off once the cost scaled beyond Swain's maximum mana. As of 2015, ability mana costs are now completely removed.
- In the 2015 version, the exact numbers of damage received in the Death Recap was replaced "TONS", referencing David 'Phreak' Turley's catchphrase in Champion Spotlights as well as the meme around it. The percentages were still visible, though.[5]
- For example: : TONS (93%) Magic Damage; : TONS (7%) Magic Damage
- In 2019, URF was confirmed to be coming back with all champions available on October 28th through November 8th for the 10th Anniversary Event.[6]
- This was also the first time in over 4 years in which pick-based URF made its return.
- Prior to the 2020 version, Mana was not considered to be expended for the purposes of Eternity (i.e. you do not restore health), but was for the purposes of Mana Charge (i.e. you can increase your maximum mana for or .
- Mana Shield does not grant any shield. This is likely a bug caused by the fact no mana is consumed, and so none is converted into a shield.
- The bottom-two nonsensical 'buffs' and 'sources' in the in-game tooltip for the have made several references to numerous inside jokes, pop culture references and League of Legends features over the years.
- "[Source: Pengu Knight]" references Pengu.
- "+100% damage to Infernal Drakes" references the .
- "Pew Pew Pew" references the eponymous meme surrounding the onomatopoeia of a laser being fired.
- "[Source: Good News Lee Sin]" references a community nickname for Joe 'New001' Tung which in turn references .
- "Your attacks have a small change to rework Ryze" references the infamous history of being reworked numerous times as well as the community meme surrounding it.
- "[Source: Star Guardian Urgot]" references the community meme of requesting a Star Guardian skin for , an idea considered humorous due to the tonal whiplash between pre-rework deliberately pudgey, repulsive appearance (and later the dark and grim thematic of post-rework ) and the bright, anime-inspired aesthetic of the Star Guardian line of skins.
- "[Source: The Fourth Item on That One List on the Internet (Scientists Hate It!)]" references a type of clickbait advertisement popular in meme culture dubbed Trainers Hate Him ads.
- "This unit deals tons of damage." references David 'Phreak' Turley's catchphrase in Champion Spotlights as well as the meme around it.
- "Every third hit will deal 100% of the damage it was going to do." references the common gameplay mechanic of an effect being applied upon the third basic attack, e.g. , and Phantom Hit.
- "[Source: No No No! Please Don't Shake the Poro!]" references the No, No, No! Please Don't Shake the Baby! message from the Cooking Mama spin-off game, Babysitting Mama.
- "This unit wants to be the very best, like no one ever was." references the lines "I wanna be the very best / Like no one ever was" from the Pokémon Theme.
- "[Source: WELL WOULDN'T YOU LIKE TO KNOW]" references the viral video, WEATHER BOY.
- "This unit deals tons of damage." references David 'Phreak' Turley's catchphrase in Champion Spotlights as well as the meme around it.
- "This unit is currently able to traverse the Abyss" references "Its wearer, like Artorias himself can traverse the Abyss." from the description of the Covenant of Artorias ring in Dark Souls. The Abyss is also another name for The Void.
Unveiling the future of League of Legends (N.U.R.F.)
By Paul 'Pabro' Bellezza[7]
"What we're calling New Ultra Rapid Fire raises the stakes by delivering a slow, sophisticated, and stoic strategic showcase that tests teams' abilities in new and dynamic ways while not restricting the highest tier of play to those with sub-millisecond response times." Continue reading for more on the most intense gamemode yet: N.U.R.F!
Almost one year ago, we debuted a new way to play League of Legends in a silly, fun game mode that turned competitive balance on its head in celebration of the yearly troll-fest known as April Fools. While we were ultimately kidding, many of our designers saw the opportunity to work on a true evolution of League gameplay inspired by URF. After reviewing player feedback and hammering out brass tacks, we felt confident we created the most refined gameplay experience League has inspired yet, all in time to iterate in preparation of the next competitive season.
What we're calling New Ultra Rapid Fire raises the stakes by delivering a slow, sophisticated, and stoic strategic showcase that tests teams' abilities in new and dynamic ways while not restricting the highest tier of play to those with sub-millisecond response times.
Normally, a League match is a fast-paced slugfest that ranges from top to bottom lane and across Summoner's Rift. We want to broaden the pool of high-level talent to include expert tacticians previously excluded by something so trivial as the necessity of hyper-twitch reflexes.
There's a lot to talk about, but with the entirely accidental leaks of some New Ultra Rapid Fire assets, we thought it'd be better to just show you. Tomorrow, we'll release the proverbial kraken known as New Ultra Rapid Fire to live servers.
Here's a preview of some of the gameplay refinements coming tomorrow night when New Ultra Rapid Fire debuts:
- +100% mana and energy cost on all abilities
- +200% cooldown inflation on abilities, items and summoner spells
- +225 movement speed reduction
- +200% delay between basic attacks
- Critical strikes deal 50% of base AD
- Units critically strike on 150% of attacks
- Abilities - 100% increased for Mana and Energy consumption.
- Cooldown reduction - 200% Cooldown Inflation on abilities, activated items, and summoner spells.
- Tenacity - 50% increased crowd control duration (excluding airborne and suppression).
- Movement speed - 225 Movement Speed Reduction.
- Attack speed - 200% delay increase on basic attacks.
- Critical strike - Critical strikes are modified to deal 50% AD and all champions have 150% critical strike chance.
Will the upper limit of the potential for human competition skyrocket with the introduction of New Ultra Rapid Fire? Can you rise to the resulting challenge? Can a mere man defeat a manatee? When it comes to League of Legends, that last answer is indubitably yes, but no matter. The gauntlet is thrown. Hoist it at thine own risk.""
BY L4T3NCY "Heya guys,
I want to jump in an give a little more design context as to why we moved in the direction we did for New Ultra Rapid Fire this year. We've always mentioned that we want to "improve and innovate" on each mode before it comes back, not just release the same thing. There will always be things that could have been done better, and this way we can tweak and improve them to provide a better experience than the 1st time around.
We heard you guys loud and clear that you didn't want Ultra Rapid Fire on Howling Abyss, so we've kept New Ultra Rapid Fire on Summoner's Rift. SR has more strategic choice designed into it anyway, which is given even more importance in NURF mode.
Positioning in team fights, choosing when to go for objectives (if at all) and minion wave management is crucial. NURF mode punishes mistakes pretty hard (which conveniently ends games quickly and prevents them from dragging on too long). Your League play is going to level up."Media
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References
Matchmade PVP | |
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Custom |
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Co-op vs. AI | |
Training |
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Rotating Game Modes |
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Draft types |
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Retired / Cancelled |
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