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"He took an axe and split himself in two— right down the middle."

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.

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.


  • Map: Summoner's Rift icon.png Summoner's Rift
  • Draft: Reroll.png All Random
    • Includes the Reroll Bench.
    • Players have access to champions from the last 3 Free Rotations plus any owned champions.
  • Features:
    • Awesome Buff of Awesomely Awesome Buffing Awesome Buff of Awesomely Awesome Buffing e
      • Effects: (Updated as of ARURF 2021)
        • Mana icon.png Mana and Energy icon.png Energy consumption reduced by 100%.
          • Reduced to 50% for Health icon.png Health costs.
        • +300 Cooldown reduction icon.png ability haste, summoner spell haste, and item haste.
        • +25% Tenacity icon.png tenacity.
        • Movement speed icon.png +60 movement speed.
        • Attack speed icon.png Bonus attack speed is doubled on Ranged role.png ranged champions, 1.5 times for Melee role.png melee champions.
        • Critical strike icon.png 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 icon.png 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.
    • Heal Embargo Heal Embargo e: Direct Heal power icon.png 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.
    • Shield Overload Shield Overload e: The Attack damage icon.png AD and/or Ability power icon.png AP ratios of certain Hybrid resistances icon.png shields have been halved.
    • Champion Cannon URF Render.png Champion cannon: A cannon outside each team's fountain will be present for friendly Champion icon.png champions to select. Dash.png Jumping inside the cannon renders the unit Hallucinate.png vanished, and staying in for more than 10 seconds forces them out. Units have a larger field of view of the map and can Dash.png launch themselves with Unstoppable icon.png 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 icon.png airborne.
    • Minion gold: When Minion icon.png minions die you get a chunk of gold Gold 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.
    • Turret Plating Turret Plating disintegrates at 6:00 instead of 14:00.
      • Turret plate health changed to 500 - 1500, based on the plate.
      • Turret plate gold increased to 300 Gold 300.
  • Summoner Spells changes:
    • Smite Smite
      • Charge rate reduced to 30 seconds from 75 seconds.
      • Cooldown between charges reduced to 10 seconds from 15 seconds.
    • Teleport Teleport
      • Disabled.
  • Jungle changes:
    • Dragon Dragon
      • Initial spawn time reduced to 4 minutes.
      • Respawn time reduced to 2 minutes and 30 seconds.
    • Baron Nashor Baron Nashor

Golden Spatula Club

  • Golden Spatula Club (1250 RP 1250): This was a club membership that lasted for the duration of the Lunar Revel 2019 event. Joining granted you:
    • Golden Spatula Club profileicon.png Golden Spatula Club icon.
    • 1 random individual skin boost every game.
    • 1 additional reroll each game (maximum allowed is still 2).
    • 3 new randomized champion finishers. The more people on your team that are members, the fancier your finishers will be.
    • Special minion taunts.


  • 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

Aatrox Aatrox +25% -25%
Ahri Ahri -5% +5%
Akali Akali +8% -8%
Alistar Alistar +5% -5%

Headbutt Headbutt

  • Headbutt's stun now ends as soon as the target reaches the end of its movement arc.

Unbreakable Will Unbreakable Will

  • Duration reduced to 3.5 seconds. *
Anivia Anivia +5% -5%

Rebirth Rebirth

  • Cooldown set to 60 seconds.
Annie Annie -5% +5%
Aphelios Aphelios +5% -10%
Ashe Ashe +5% -5%
Aurelion Sol Aurelion Sol -5%

Center of the Universe Center of the Universe

  • Star count increased to 3 / 4 / 5 / 6 (based on level).
Azir Azir

Arise! Arise!

  • Limited to 3 Sand Soldiers active.
  • Charge cooldown set to 4.8 / 4.4 / 4 / 3.6 / 3.2 seconds.
Bard Bard +15% -20%

Traveler's Call Traveler's Call

  • Meeps thresholds reduced to one each 2 Chimes from each 5 Chimes.
  • Meep respawn time set to 6 seconds.
Brand Brand

Sear Sear

  • Stun duration reduced to 1 second.
Braum Braum +10% -20%
Caitlyn Caitlyn +5% -5%
Camille Camille -5%
Cassiopeia Cassiopeia -15%
  • Healing done reduced by 10%.
Cho'Gath Cho'Gath -5%
Corki Corki +5% -5%

Hextech Munitions Hextech Munitions

  • The Package respawn timer reduced to 1 minute. Initial spawn timer unchanged.
Darius Darius +10% -10%
Diana Diana -3% +5%
Elise Elise +5% -10%
Evelynn Evelynn +10% -5%


  • Base movement speed increased to 345 from 335.

Hate Spike Hate Spike

  • The second cast can be used 10 times during the recast period. *
Ezreal Ezreal

Mystic Shot Mystic Shot

  • Cooldown reduction on W/E/R reduced to 0.333 seconds from 1.5. *
Fiddlesticks Fiddlesticks +10% -15%
  • Healing done increased by 10%.
Fiora Fiora -10% +5%
  • Healing done reduced by 5%.


  • Health growth reduced to 60 from 85.
Fizz Fizz -10% +5%
Gangplank Gangplank +15%

Parrrley Parrrley

  • Silver Serpent generation multiplied by 3.
Garen Garen +5% -10%

Judgment Judgment

  • Can not stack spin casts.
Gnar Gnar +10% -15%
Gragas Gragas -5%

Body Slam Body Slam

  • Cooldown reduction upon hitting an enemy reduced to 1 second from 3.
Hecarim Hecarim

Rampage Rampage

  • Stacking cooldown reduction effect removed. *

Devastating Charge Devastating Charge

  • Cooldown begins after the empowered attack is used or times out. *
Heimerdinger Heimerdinger -5%
Illaoi Illaoi +5% -10%
Irelia Irelia +5% -8%
Janna Janna

Eye of the Storm Eye of the Storm

  • Shield AP ratio halved.
Jax Jax -5% +5%


  • Base health reduced to 550 from 592.
  • Health growth reduced to 60 from 85.
Jhin Jhin +15%
Jinx Jinx +3% -3%
Kai'Sa Kai'Sa -5% +5%
Kalista Kalista +10%


  • Attack damage growth increased to 7 from 3.6.
Karma Karma

Gathering Fire Gathering Fire

  • On-damage cooldown reduction reduced to 0.5 / 0.75 / 1 (still halved on basic attacks).*

Inspire Inspire

  • Shield AP ratio halved.
Karthus Karthus -10%


  • Base health reduced to 450 from 528.
  • Health growth reduced to 65 from 87.
Kassadin Kassadin

Null Sphere Null Sphere

  • Shield AP ratio halved.

Riftwalk Riftwalk

  • Cooldown is set to 3 / 2 / 1 seconds. *
  • Maximum Riftwalk stacks reduced to 2.
Katarina Katarina +10% -5%


  • Base movement speed increased to 345 from 340.
  • Health growth increased to 105 from 92.
Kayle Kayle -5%
  • Healing done reduced by 10%.
Kindred Kindred

Dance of Arrows Dance of Arrows

LeBlanc LeBlanc +10%
Lee Sin Lee Sin +5% -5%
Lulu Lulu

Help, Pix! Help, Pix!

  • Shield AP ratio halved.
Lux Lux

Prismatic Barrier Prismatic Barrier

  • Shield AP ratio halved.
Malphite Malphite -5%
Malzahar Malzahar -15%
Maokai Maokai -10% +5%
  • Healing done reduced by 10%.

Sapling Toss Sapling Toss

  • Limited to 5 Saplings active.
Master Yi Master Yi +10%
  • Healing done reduced by 10%.

Alpha Strike Alpha Strike

  • Cooldown begins after the blink.
Miss Fortune Miss Fortune +5%
Mordekaiser Mordekaiser +5% -5%
Morgana Morgana -8%

Black Shield Black Shield

  • Shield AP ratio halved.
Nami Nami +5%
  • Healing done reduced by 5%.
Nautilus Nautilus

Titan's Wrath Titan's Wrath

  • Shield health ratio halved.
Nidalee Nidalee +10% -10%
Nocturne Nocturne -3%
Nunu & Willump Nunu & Willump +8% -8%
  • Healing done increased by 8%.

Snowball Barrage Snowball Barrage

  • Nunu may recast the ability 10 times before it's Willump's Turn. *
Olaf Olaf -5%
Orianna Orianna -5% +5%

Command Protect Command Protect

  • Shield AP ratio halved.
Ornn Ornn +10% -15%


  • Base movement speed increased to 340 from 335.
  • Base health increased to 600 from 565.
  • Health growth increased to 105 from 95.
Pantheon Pantheon +8% -8%
Pyke Pyke +5% -10%
Qiyana Qiyana +5% -5%
Quinn Quinn +5% -10%
Rakan Rakan

Battle Dance Battle Dance

  • Shield AP ratio halved.
Rammus Rammus +8% -5%
Rek'Sai Rek'Sai +10% -12%


  • Base health increased to 600 from 570.
  • Health growth increased to 100 from 85.
  • Attack damage growth increased to 4.5 from 3.35.
  • Base armor increased to 38 from 33.
  • Attack speed growth increased to 3% from 2%.
Riven Riven -5%

Valor Valor

  • Shield AD ratio halved.
Rumble Rumble -5%


  • Base health reduced to 550 from 589.
  • Health growth reduced to 65 from 85.

Junkyard Titan Junkyard Titan

  • No longer disables Rumble's abilities.
  • No Danger Zone bonuses.

Scrap Shield Scrap Shield

  • Shield AP ratio halved.

Electro Harpoon Electro Harpoon

  • Slow no longer stacks.*
Ryze Ryze +5% -5%
Sejuani Sejuani -5%
Senna Senna +10% -5%
Seraphine Seraphine -5% +5%
  • Healing done reduced by 10%.
Sett Sett +8% -10%
Shaco Shaco -15% +10%

Jack in the Box Jack in the Box

  • Limited to 6 Boxes active.
Shen Shen -5%

Ki Barrier Ki Barrier

  • Shield health ratio halved.
Sion Sion +8% -10%
Sivir Sivir -5% +5%
Skarner Skarner -5%

Crystal Slash Crystal Slash

  • No longer reduces its cooldown on-hit.*

Crystalline Exoskeleton Crystalline Exoskeleton

  • Shield AP and health ratios halved.
Sona Sona


  • Base health reduced to 463 from 480.
  • Health growth reduced to 50 from 77.

Power Chord Power Chord

  • Global cooldown set to 0.5 seconds.

Aria of Perseverance Aria of Perseverance

  • Shield AP ratio halved.
  • Cooldown increased by 100%.
Syndra Syndra -10% +5%
Tahm Kench Tahm Kench +25% -30%
  • Shielding done increased by 10%.
  • Healing done increased by 10%.


  • Base movement speed increased to 340 from 335.
  • Health growth increased to 120 from 100.

Tongue Lash Tongue Lash

  • Cooldown increased by 100%.
Taliyah Taliyah +10% -5%
Taric Taric

Bastion Bastion

  • Shield ratios halved.
Teemo Teemo -5%

Noxious Trap Noxious Trap

  • Limited to 12 Mushrooms active.
Thresh Thresh +15% -15%

Damnation Damnation

  • Gains 3 souls per pick-up.
Udyr Udyr +5% -10%
Urgot Urgot +10% -10%
Vayne Vayne -3%
Veigar Veigar -5%
Vi Vi -5%
Viego Viego +5% -5%
Viktor Viktor -5% +5%
Vladimir Vladimir -5% +5%
  • Healing done reduced by 5%.
Volibear Volibear -5% +5%
Wukong Wukong -5%


  • Attack damage growth reduced to 3 from 4.
  • Base attack damage reduced to 63 from 68.
  • Health growth reduced to 70 from 85.
Xayah Xayah -5% +5%
Yasuo Yasuo +10% -10%
Yone Yone +10% -15%
Yorick Yorick +5% -5%
Yuumi Yuumi -15% +20%
  • Healing done reduced by 30%.

Zoomies Zoomies

  • Cooldown increased by 150%.
Zac Zac


  • Health growth increased to 105 from 95.
  • Base armor increased to 38 from 33.
  • Armor growth increased to 4.5 from 3.5.
  • Magic resistance growth increased to 1.75 from 1.25.

Cell Division Cell Division

  • Cooldown set to 60 seconds.
Zed Zed -10% +5%


  • Base health reduced to 550 from 582.
  • Health growth reduced to 60 from 85.
Ziggs Ziggs -5%
Zilean Zilean +20% -5%

Time Bomb Time Bomb

  • Stun duration reduced by 0.6 seconds.
  • Cooldown increased by 80%.

Rewind Rewind

  • Cooldown increased by 100%.
Zoe Zoe +10%

Dark Seal Dark Seal

  • This item is disabled.

Mejai's Soulstealer Mejai's Soulstealer

  • This item is disabled.

Minion Dematerializer Minion Dematerializer

  • Initial cooldown changed to 2 minutes.

Relic Shield Relic Shield

  • This item is disabled.

Spectral Sickle Spectral Sickle

  • This item is disabled.

Spellthief's Edge Spellthief's Edge

  • This item is disabled.

Steel Shoulderguards Steel Shoulderguards

  • This item is disabled.

Electrocute Electrocute

  • Cooldown changed to 10 seconds at all levels.

Predator Predator

  • Cooldown changed to 80 − 50 (based on level) seconds.

Dark Harvest Dark Harvest

  • 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.

Taste of Blood Taste of Blood

  • Cooldown changed to 10 seconds.

Phase Rush Phase Rush

  • Cooldown changed to 10 seconds.

Nullifying Orb Nullifying Orb

  • Cooldown changed to 30 seconds.

Gathering Storm Gathering Storm

  • Stats gained every 6 minutes.

Grasp of the Undying Grasp of the Undying

  • Triggered attack bonus health changed to 15.
  • Ranged champions triggered attack bonus health changed to 9.

Aftershock Aftershock

  • Cooldown changed to 15 seconds.

Demolish Demolish

  • Cooldown changed to 30 seconds.

Conditioning Conditioning

  • Initial cooldown changed to 6 minutes.

Magical Footwear Magical Footwear

  • Boots granted at 6 minutes.

Perfect Timing Perfect Timing

  • Initial cooldown changed to 4 minutes.

Minion Dematerializer Minion Dematerializer

  • Initial cooldown changed to 2 minutes.

Biscuit Delivery Biscuit Delivery

  • Biscuit interval changed to 1.5 minutes.

Rune Specific Substitutions


Patch and Buff History


  • 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 Urf Urf, 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 Awesome Buff of Awesomely Awesome Buffing Awesome Buff of Awesomely Awesome Buffing is edited from Urf's Urf's appearance in the Welcome to Planet Urf login screen.
    • The Awesome Buff of Awesomely Awesome Buffing buff old.png old icon for the buff might have been reused from another buff or effect icon.
  • Nexus Blitz icon.png Nexus Blitz, another featured game mode, borrows the Awesome Buff of Awesomely Awesome Buffing Awesome Buff of Awesomely Awesome Buffing 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 Swain's Swain's Ravenous Flock 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]
  • 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 Manamune Manamune or Archangel's Staff Archangel's Staff.
    • Seraph's Embrace's Seraph's Embrace's 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.
  • In the 2021 version, the new Awesome Buff of Awesomely Awesome Buffing Awesome Buff of Awesomely Awesome Buffing effect of bonus mana regeneration being converted into bonus health regeneration was coincidentally predated by the V4.01 April Fools' Day patch:
    We needed a way to make manaless champion even better in the current meta and this seem like the best way achieve our goal as it opens new build paths that were normally discarded because of the existence of mana regeneration.
    • Any excess mana regeneration that is not being used will now be converted to health regeneration for the champion.
  • The bottom-two nonsensical 'buffs' and 'sources' in the in-game tooltip for the Awesome Buff of Awesomely Awesome Buffing Awesome Buff of Awesomely Awesome Buffing 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 Infernal Drake Infernal Drake.
  • "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 Lee Sin Lee Sin.

  • "Your attacks have a small change to rework Ryze" references the infamous history of Ryze Ryze 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 Urgot Urgot, an idea considered humorous due to the tonal whiplash between pre-rework Urgot's Urgot's deliberately pudgey, repulsive appearance (and later the dark and grim thematic of post-rework Urgot Urgot) 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. Vayne's Vayne's Silver Bolts Silver Bolts, Press the Attack Press the Attack and Guinsoo's Rageblade's Guinsoo's Rageblade's 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]

    Urf NURF.jpg

    "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."


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