The newest champion for this patch is Ahri, the Nine-Tailed Fox.
Patch 1.0.0.131: Live on December 14th, 2011
+ Show Spoiler [Patch Notes] +
League of Legends v1.0.0.131
New Skins in the Store
Midnight Ahri
Dynasty Ahri
Festive Maokai
Toy Soldier Gangplank
Snowmerdinger
Mistletoe Leblanc
Link to New Skins Artwork
Ahri, her skins, and all of the Snowdown Showdown content will be simultaneously released in North America, Europe, and Korea on 12/14.
Link to Ahri Abilities and Stats
Ahri, the Nine-Tailed Fox
Orb of Deception: Ahri throws out and pulls back her orb, dealing magic damage on the way out and true damage on the way back.
Fox-Fire: Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies.
Charm: Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.
Spirit Rush: Ahri dashes forward and fires essence bolts, damaging 3 nearby champions. Spirit Rush can be cast up to three times before going on cooldown.
Soul Eater (Passive): Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has bonus Spell Vamp.
Fizz
Base health regen per 5 reduced to 7 from 9
Chum the Waters
Fixed a bug where Chum the Waters stopped working if Fizz died
Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
Added a 3-2-1 timer like Time Bomb
No longer hits nontargetable units like Vladimir in Sanguine Pool
Urchin Strike ability power ratio reduced to .6 from .7
Seastone Trident active base damage reduced to 10/15/20/25/30 from 10/20/30/40/50
Kassadin
Riftwalk cooldown increased to 7/6/5 from 6/5/4
Lux
Prismatic Barrier
Shield strength increased to 80/105/130/155/180 from 60/85/110/135/160
Missile speed increased to 1400 from 1200
Lucent Singularity cooldown reduced to 9 seconds from 11
Miss Fortune
Bullet Time base damage increased to 65/95/125 from 60/85/110
Mordekaiser
Iron Man (Passive) shield amount increased to 35% from 30%
Siphon of Destruction damage increased to 70/115/160/205/250 from 65/105/145/185/225
Pantheon
Aegis of Zeonia mana cost reduced to 55 from 70
Grand Skyfall mana cost reduced to 125 from 150
Sivir
Boomerang Blade
Base damage reduced to 70/115/160/205/250 from 80/125/170/215/260
Now scales with ability power at a 0.5 ratio
Ricochet
Damage falloff per bounce reduced to 20% from 25%
Fixed a bug which caused Ricochet to cost additional mana on throwing the projectile
Updated recommended items
Sona
No longer automatically acquires attack targets when idle while Power Chord is active
Trundle
As of the Volibear patch, Contaminate's CC reduction applies to Silences and Blinds
Tryndamere
Bloodlust heal per 1 fury reduced to 0.5/0.95/1.4/1.85/2.3 from 0.65/1.15/1.65/2.15/2.65
Twisted Fate
Auto-attack range increased to 525 from 510
Pick a Card will no longer randomly attack targets once a card has been picked and will not stop attacking if Twisted Fate is given an attack command or is already attacking a target
Udyr
Monkey's Agility no longer grants Dodge
Veigar
Primordial Burst mana cost reduced to 125/175/225 from 150/200/250
Dark Matter mana cost reduced to 70/80/90/100/110 from 100/110/120/130/140
Baleful Strike
Mana cost adjusted to 60/65/70/75/80 from 75 at all levels
Total ability power accumulated from Baleful Strike is now displayed in the tooltip
Event Horizon mana cost reduced to 80/90/100/110/120 from 80/95/110/125/140
Volibear
Frenzy base damage reduced to 80/125/170/215/260 from 90/140/190/240/290
Frenzy bonus health scaling reduced to 18% from 20%
Xin'Zhao
Crescent Sweep Armor and Magic Resist increase per Champion hit on increased to 7/10/13 from 5/8/11
Masteries
Alacrity attack speed reduced to 1/2/3/4% from 1.5/3/4.5/6%
Summoner's Resolve - Improved Heal reduced to 10% from 15%
Perseverance removed, replaced with Strength of Spirit - increases health regen per 5 seconds by 0.4/0.7/1% of maximum mana
Summoner Spells
Garrison now correctly applies assists to the caster
Items
Ionic Spark (Dominion)
Increased attack speed to 50% from 45%
Increased proc damage to 110 from 100
Warmog's Armor
Passive health gain cap reduced to 350 from 450
Passive health regeneration per 5 reduced to 10 from 15
Health gain per kill or assist reduced to 35 from 45, minion kill reduced to 3.5 from 4.5
Health regeneration per 5 gain per kill or assist reduced to 1 from 1.5, minion kill reduced to .1 from .15
General
The Winter Map has returned as a Field of Justice!
On Dominion only, characters with a "Zombie" state (Karthus' Death Defied, Kog'Maw's Icathian Surprise, Yorick's Omen of Death reanimations) will now start their respawn timers when their Zombie state ends, rather than when it begins
New Skins in the Store
Midnight Ahri
Dynasty Ahri
Festive Maokai
Toy Soldier Gangplank
Snowmerdinger
Mistletoe Leblanc
Link to New Skins Artwork
Ahri, her skins, and all of the Snowdown Showdown content will be simultaneously released in North America, Europe, and Korea on 12/14.
Link to Ahri Abilities and Stats
Ahri, the Nine-Tailed Fox
Orb of Deception: Ahri throws out and pulls back her orb, dealing magic damage on the way out and true damage on the way back.
Fox-Fire: Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies.
Charm: Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.
Spirit Rush: Ahri dashes forward and fires essence bolts, damaging 3 nearby champions. Spirit Rush can be cast up to three times before going on cooldown.
Soul Eater (Passive): Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has bonus Spell Vamp.
Fizz
Base health regen per 5 reduced to 7 from 9
Chum the Waters
Fixed a bug where Chum the Waters stopped working if Fizz died
Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
Added a 3-2-1 timer like Time Bomb
No longer hits nontargetable units like Vladimir in Sanguine Pool
Urchin Strike ability power ratio reduced to .6 from .7
Seastone Trident active base damage reduced to 10/15/20/25/30 from 10/20/30/40/50
Kassadin
Riftwalk cooldown increased to 7/6/5 from 6/5/4
Lux
Prismatic Barrier
Shield strength increased to 80/105/130/155/180 from 60/85/110/135/160
Missile speed increased to 1400 from 1200
Lucent Singularity cooldown reduced to 9 seconds from 11
Miss Fortune
Bullet Time base damage increased to 65/95/125 from 60/85/110
Mordekaiser
Iron Man (Passive) shield amount increased to 35% from 30%
Siphon of Destruction damage increased to 70/115/160/205/250 from 65/105/145/185/225
Pantheon
Aegis of Zeonia mana cost reduced to 55 from 70
Grand Skyfall mana cost reduced to 125 from 150
Sivir
Boomerang Blade
Base damage reduced to 70/115/160/205/250 from 80/125/170/215/260
Now scales with ability power at a 0.5 ratio
Ricochet
Damage falloff per bounce reduced to 20% from 25%
Fixed a bug which caused Ricochet to cost additional mana on throwing the projectile
Updated recommended items
Sona
No longer automatically acquires attack targets when idle while Power Chord is active
Trundle
As of the Volibear patch, Contaminate's CC reduction applies to Silences and Blinds
Tryndamere
Bloodlust heal per 1 fury reduced to 0.5/0.95/1.4/1.85/2.3 from 0.65/1.15/1.65/2.15/2.65
Twisted Fate
Auto-attack range increased to 525 from 510
Pick a Card will no longer randomly attack targets once a card has been picked and will not stop attacking if Twisted Fate is given an attack command or is already attacking a target
Udyr
Monkey's Agility no longer grants Dodge
Veigar
Primordial Burst mana cost reduced to 125/175/225 from 150/200/250
Dark Matter mana cost reduced to 70/80/90/100/110 from 100/110/120/130/140
Baleful Strike
Mana cost adjusted to 60/65/70/75/80 from 75 at all levels
Total ability power accumulated from Baleful Strike is now displayed in the tooltip
Event Horizon mana cost reduced to 80/90/100/110/120 from 80/95/110/125/140
Volibear
Frenzy base damage reduced to 80/125/170/215/260 from 90/140/190/240/290
Frenzy bonus health scaling reduced to 18% from 20%
Xin'Zhao
Crescent Sweep Armor and Magic Resist increase per Champion hit on increased to 7/10/13 from 5/8/11
Masteries
Alacrity attack speed reduced to 1/2/3/4% from 1.5/3/4.5/6%
Summoner's Resolve - Improved Heal reduced to 10% from 15%
Perseverance removed, replaced with Strength of Spirit - increases health regen per 5 seconds by 0.4/0.7/1% of maximum mana
Summoner Spells
Garrison now correctly applies assists to the caster
Items
Ionic Spark (Dominion)
Increased attack speed to 50% from 45%
Increased proc damage to 110 from 100
Warmog's Armor
Passive health gain cap reduced to 350 from 450
Passive health regeneration per 5 reduced to 10 from 15
Health gain per kill or assist reduced to 35 from 45, minion kill reduced to 3.5 from 4.5
Health regeneration per 5 gain per kill or assist reduced to 1 from 1.5, minion kill reduced to .1 from .15
General
The Winter Map has returned as a Field of Justice!
On Dominion only, characters with a "Zombie" state (Karthus' Death Defied, Kog'Maw's Icathian Surprise, Yorick's Omen of Death reanimations) will now start their respawn timers when their Zombie state ends, rather than when it begins
+ Show Spoiler [New Runes] +
Quintessences
2% Life Steal (2050 IP per)
2% Spell Vamp (2050 IP per)
1.5% Health (2050 IP per)
2.0 APen + 1.13 MPen (2050 IP per)
Marks
1 APen + 0.57 MPen (820 IP per)
Seals
0.5% Health (820 IP per)
0.25 gp10 (410 IP per)
+ Show Spoiler [SmashGizmo's Rune Analysis] +
2% Life Steal (2050 IP per)
2% Spell Vamp (2050 IP per)
1.5% Health (2050 IP per)
2.0 APen + 1.13 MPen (2050 IP per)
Marks
1 APen + 0.57 MPen (820 IP per)
Seals
0.5% Health (820 IP per)
0.25 gp10 (410 IP per)
+ Show Spoiler [SmashGizmo's Rune Analysis] +
Hybrid Pen is as expected. Roughly 60% the ArPen of equivalent ArPen runes, and 60% the MPen of equivalent MPen runes, so if you're really using both stats quite a bit, you have an approximate 20% gain in efficiency. Not sure if this is really worth it on any characters to be honest.
HP % runes are weird. Comparing the seals, you're looking at % HP Seals out performing HP/level Seals when you have more than 216 HP/level. This is obviously true at level 1. But by level 18, you'd need 3888 for the %HP to outperform HP/level. If you're comparing them to flat HP seals, they don't catch up until you have 1070 HP. So basically they fall somewhere in between the early game of flat HP seals and the late game of scaling HP seals. Essentially I can't envision a scenario where these are actually a good idea. On Quints, the comparison is even worse compared to flat HP Quints, where the % HP Quints don't catch up until 1733 HP. Scaling HP Quints have a worse comparison, where the % HP Quints break even at 180 HP/level, but that's still a 3240 HP break even point at level 18. Summary: Flat HP is better if you want early game HP, Scaling HP is typically better in late game scenarios, leaving % HP runes mostly useless until you hit a midgame warmog's, where it will be slightly higher. This would beg the question of why the **** are you speccing HP on your runes if you're rushing warmog's though, just get resistances and you're better off in that scenario.
Gold/10 Seals aren't as efficient as Gold/10 Quints. They're 1/4 the value, while the oppurtunity cost of stats with their primary in seals (regen, armor, hp) compared to quints is roughly 1/3. If you're investing heavily in Gold/10 anyway, I guess they're probably still worth it, but they'll take 31 minutes of work to catch up to the value of flat armor seals, so if you need armor anyway, they're very tough to justify.
Lifesteal Quints are technically worth a bit less than Flat AD/AS Quints, but they're still worth a lot. For reference, Flat AD = 92.25, Flat AS = 95.2, Lifesteal = 75. Considering that lifesteal is kinda a pain in the *** to spec for though, I think it's pretty hard to argue with 12% lifesteal off of a dblade start, especially if you're laning with a support without a heal. Definitely worth consideration because of the build paths they open up.
Spell vamp on the other hand is a lot harder to quantify. I'd say they're probably not worth it unless you're doing something cheesy where you go into lane with 9% spell vamp off of runes and masteries, but hell, that sounds gay as balls on Kennen, so yea...
HP % runes are weird. Comparing the seals, you're looking at % HP Seals out performing HP/level Seals when you have more than 216 HP/level. This is obviously true at level 1. But by level 18, you'd need 3888 for the %HP to outperform HP/level. If you're comparing them to flat HP seals, they don't catch up until you have 1070 HP. So basically they fall somewhere in between the early game of flat HP seals and the late game of scaling HP seals. Essentially I can't envision a scenario where these are actually a good idea. On Quints, the comparison is even worse compared to flat HP Quints, where the % HP Quints don't catch up until 1733 HP. Scaling HP Quints have a worse comparison, where the % HP Quints break even at 180 HP/level, but that's still a 3240 HP break even point at level 18. Summary: Flat HP is better if you want early game HP, Scaling HP is typically better in late game scenarios, leaving % HP runes mostly useless until you hit a midgame warmog's, where it will be slightly higher. This would beg the question of why the **** are you speccing HP on your runes if you're rushing warmog's though, just get resistances and you're better off in that scenario.
Gold/10 Seals aren't as efficient as Gold/10 Quints. They're 1/4 the value, while the oppurtunity cost of stats with their primary in seals (regen, armor, hp) compared to quints is roughly 1/3. If you're investing heavily in Gold/10 anyway, I guess they're probably still worth it, but they'll take 31 minutes of work to catch up to the value of flat armor seals, so if you need armor anyway, they're very tough to justify.
Lifesteal Quints are technically worth a bit less than Flat AD/AS Quints, but they're still worth a lot. For reference, Flat AD = 92.25, Flat AS = 95.2, Lifesteal = 75. Considering that lifesteal is kinda a pain in the *** to spec for though, I think it's pretty hard to argue with 12% lifesteal off of a dblade start, especially if you're laning with a support without a heal. Definitely worth consideration because of the build paths they open up.
Spell vamp on the other hand is a lot harder to quantify. I'd say they're probably not worth it unless you're doing something cheesy where you go into lane with 9% spell vamp off of runes and masteries, but hell, that sounds gay as balls on Kennen, so yea...
+ Show Spoiler [Snowdown Showdown Content] +
Runes (same values as third tier quints, discounted 25%)
Greater Quintessence of the Deadly Wreath (+3.33 armor penetration, 775 IP)
Greater Quintessence of Frosty Fortitude (+26 health, 1550 IP)
Greater Quintessence of the Piercing Present (+1.89 magic penetration, 775 IP)
Greater Quintessence of Sugar Rush (+1.5% movement speed, 1550 IP)
Skins (all 975 RP)
+ Show Spoiler [Festive Maokai] +
![[image loading]](http://i.imgur.com/CvXLx.jpg)
+ Show Spoiler [Snowmerdinger] +
![[image loading]](http://i.imgur.com/OCqRV.jpg)
+ Show Spoiler [Mistletoe LeBlanc] +
![[image loading]](http://i.imgur.com/GWym9.jpg)
+ Show Spoiler [Toy Soldier Gangplank] +
![[image loading]](http://i.imgur.com/VxOpP.jpg)
+ Show Spoiler [Previous GD Threads & Patch Notes] +