Ultra Rapid Fire (U.R.F.) is a Featured Game Mode played on Summoner's Rift where all champions are able to use their abilities and spells very frequently and without costs, accelerating the pace of the match. All champions in this mode have a permanent buff that adds many adjustments to how the game is played. The two main effects granted by this buff are 300 ability haste (equivalent to 75% cooldown reduction) and the removal of all mana and energy costs from abilities.
Ultra Rapid Fire alternates between All Random and Blind Pick at times when it is present.
Features[]
- Map: Summoner's Rift
- Draft: All Random (ARURF) or Blind pick
- Features:
- Effects: (Updated as of URF 2024)
- Mana and Energy consumption reduced by 100%.
- Health costs reduced by 50%.
- +300 ability haste, summoner spell haste, and item haste.
- +25% tenacity.
- 60 bonus movement speed.
- Bonus attack speed is multiplied by ( 1.5 / 2).
- Gain 90 bonus experience every 30 seconds.
- Critical strikes deal 25% additional damage.
- Champions that use 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.
- Effects: (Updated as of URF 2024)
Notes[]
- Ability haste from other sources stack with the URF bonus.
- healing effects are only 50% effective at the beginning of the game, increasing by 1% every 30 seconds, up to 100% effectiveness at 25 minutes. : Direct
- shields is reduced by 30%. : The strength of non-ultimate
- 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, up to a maximum range. 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 nearby minions die, champions receive an amount of gold regardless of whether they scored the last hit 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 surrender normally at 10 minutes.
- Early homeguard: Homeguard is enabled from the start of the match.
- disintegrates at 8:00 instead of 14:00.
- Summoner Spell changes:
- Charge rate changed to 120 seconds.
- Cooldown between charges changed to 10 seconds.
- Disabled.
- Jungle changes:
- Initial spawn time reduced to 4 minutes.
- Respawn time reduced to 2 minutes and 30 seconds.
- Health is dramatically increased.
- Initial spawn time reduced to 10 minutes.
- Respawn time reduced to 5 minutes.
- Health is dramatically increased.
- Grants both the and spawns a when slain.
- Initial spawn time reduced to 4 minutes.
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 |
---|---|---|---|
+15% | -30% | ||
-10% | +5% | ||
-10% | |||
+5% | |||
-5% |
| ||
+10% | -10% | ||
+15% | -8% |
| |
-10% | +5% | ||
+5% | |||
+10% | -10% | ||
| |||
+15% | -15% |
| |
| |||
| |||
+5% | -18% | ||
-5% | +5% | ||
+5% | -15% | ||
| |||
-5% | +5% | ||
-5% | |||
+5% | -5% |
| |
-5% |
| ||
+10% | -15% | ||
-10% | +10% |
| |
-10% | +10% | ||
| |||
+10% | -10% |
| |
+10% | -10% | ||
| |||
| |||
-10% | |||
-10% | +15% | ||
-8% | +5% | ||
+5% | |||
+5% |
| ||
-10% | +10% | ||
+10% | -10% | ||
| |||
-10% | |||
| |||
+5% | -5% | ||
-5% | +10% | ||
| |||
-10% | |||
-5% | |||
-5% | +5% | ||
-5% | |||
-5% | |||
-8% | +8% | ||
+5% |
| ||
-10% |
| ||
-15% | |||
-10% | +5% | ||
+5% | -5% | ||
-5% | |||
+8% | -5% |
| |
-10% | +10% |
| |
+5% | -5% | ||
-5% | |||
-10% | |||
-5% | |||
+10% | -15% | ||
+7% | -7% |
| |
-5% | |||
| |||
-5% | |||
-8% |
| ||
+5% | -8% | ||
-10% | +10% |
| |
+5% | |||
-15% |
| ||
-10% | |||
+10% | -8% |
| |
-10% |
| ||
-10% |
| ||
+5% | -8% | ||
-5% | |||
-10% | +10% | ||
+20% | -15% |
| |
| |||
| |||
-5% |
| ||
-13% |
| ||
-5% |
| ||
-5% | |||
-8% | +5% | ||
+10% | -8% |
| |
+15% | -15% | ||
+5% | |||
-5% | |||
-10% | |||
-5% | +5% | ||
+5% | -10% | ||
-5% | |||
-8% | +5% |
| |
-5% | +10% |
| |
-10% | +10% | ||
-15% | +10% | ||
+10% | |||
-10% | |||
+10% | -10% |
| |
-35% | +20% |
| |
| |||
-15% | +10% | ||
+5% | -10% |
|
- This item is disabled.
- This item is disabled.
- Treat thresholds changed to 10 / 20.
- Per-target cooldown changed to 40 seconds from 30.
- This item is disabled.
- Treat thresholds changed to 10 / 20.
- Treat thresholds changed to 10 / 20.
- Base heal changed to 110% base AD from 140% base AD.
- Heal health ratio changed to 4% missing health from 6%.
- This item is disabled.
- This item is disabled.
- This item is disabled.
- Cooldown changed to 10 seconds at all levels.
- 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.
- Damage per soul changed to 2.
- Cooldown changed to 10 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.
- Cooldown changed to 15 seconds.
- Cooldown changed to 15 − 9 (based on level) seconds.
- Cooldown doesn't continue scaling past level 18.
- Boots granted at 6 minutes.
- Biscuit interval changed to 1.5 minutes.
Click on the tabs above for more information.
Rune Specific Substitutions[]
- Substitutions
- is exchanged with .
- is exchanged with .
- is exchanged with .
Patch and Buff History[]
- Main article: 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 event was meant to end on April 7 on its first year of release, 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 Ravenous Flock 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;
- "Did you know that the chances of a manatee being attacked by a wolf are low, but never zero" references the skin .
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[]
- Main article: Summoner icon