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[Patch 4.13] Sona Update General Discussion

Forum Index > LoL General
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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
July 29 2014 23:07 GMT
#1
Welcome to the Patch General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends and the most recent patch. Free feel to talk about anything LoL related here that does not already have its own thread. While posting standards tend to be rather lax in this thread, pointless spam will not be tolerated.

Off-topic dicsussion should go in the Off-topic Discussion Thread.

Certain topics are blacklisted from LoL General Discussion and they include:
  • "Elo hell"
  • The Tribunal
  • Bans, either from TL.net or LoL
  • "What is a tank" (and other vague monikers)
  • Unjustified game theory
  • lomo

Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.

Use the LoL Strategy subforum if you have game or champion specific questions. Lastly, confine QQing and bragging to their respective threads.

There is no new champion this patch.

Patch 4.13: Live on July 30th, 2014
+ Show Spoiler [Patch Notes] +

Fighters


Most changes in the fighter category are aimed at the jungle (with a few top lane tweaks), so we'll focus the discussion there. Back in patch 4.11 we made some updates to roll the tanks back into the jungle and while we're seeing a lot of diversity in most levels of play, it's less the case in the competitive scene. Specifically, there are three early-aggro junglers (Elise, Evelynn, and Lee Sin) who are very suffocating in organized games, and their early dominance is bullying out alternative choices. Toning down these three should give others a fighting chance.




Elise



Elise's cocoon got skinnier and her rappel range got shortened



Thanks to her strong dueling power, great objective control (both in damage and spiderling tanking), and high utility ganks, Elise's got all the right things to make her a priority pick in competitive play. You'll hear the same for Lee Sin, but when a champion has so many strengths, it's tough to choose the right direction to take them. For now, our focus is less on introducing new meaningful weaknesses for Elise, and more about reducing her consistency and reliability in getting to targets.



E - Cocoon


WIDTH
70
⇒
55

SPIDER-VISION
Fixed a bug where Cocoon was providing vision longer than the stun duration (now correctly matches it)



E - Rappel


SOME PREAMBLE
Rappel now calculates its range from the
center of Elise to the center of the target
⇒
edge of Elise to the edge of the target (this means Rappel gains about +75 range)

RANGE
925
⇒
750 (~825 range if using the old targeting calculations)




Evelynn



Evelynn's Q deals less damage unless she builds more AD / AP (it scales better at higher levels). Q also costs less mana.



Right now Evelynn's high base damage means she can go tanky while still blowing people up, so we're hoping she'll think more about her priorities with these changes. Basically if Evelynn wants to kill things quickly, she'll need to build offensively for it - if she wants to tank it out in the middle of fight, she'll have to itemize for that. Also, we know Evelynn's arguably not a fighter, but we put her here for the sake of better organization (nyah).



Q - Hate Spike


MAGIC DAMAGE
40/60/80/100/120
⇒
30/45/60/75/90

ABILITY POWER RATIO
0.45
⇒
0.35/0.4/0.45/0.5/0.55

BONUS ATTACK DAMAGE RATIO
0.5
⇒
0.5/0.55/0.6/0.65/0.7

COST
16/22/28/34/40 mana
⇒
12/18/24/30/36 mana




Gragas



NO MORE OPEN BAR. Gragas pays mana for his drunkenness and Q deals less damage to minions.



Way back when we gave Gragas a gameplay update, we wanted to solve the thematic problem where a big fat drunken brawler was being played as a backline mage who throws barrels for days. These changes mean Gragas works best when he's scrapping in the middle of a fight, and not hiding like a sissy.



Q - Barrel Roll


newGRAGGY LIGHT
Now does 70% damage to minions



W - Drunken Rage


newCOST
Now costs 30 mana at all ranks

COOLDOWN
8/7.5/6/6.5/6 seconds
⇒
8/7/6/5/4 seconds

DAMAGE REDUCTION
3 seconds
⇒
2.5 seconds

SNEAKY DRINKING
Fixed a bug where Drunken Rage could be used twice in a row if Gragas was interrupted as soon as he started drinking

BRAWLING ETIQUETTE
Fixed a bug where Drunken Rage would sometimes not play the proper keg smash animation on attack



E - Body Slam


BUGFIXED BELLY
Fixed a bug where Body Slam would occasionally fail to work when Gragas leveled it first or second




Hecarim



Hecarim pays less mana for his Q and his passive scales better with being a horse



Way back in the day, Hecarim used to have near infinite sustain in the jungle and we made targeted balance changes to address that. On re-examining, we overshot some of those nerfs.



Passive - Warpath


WARPATHIER
Hecarim gains bonus attack damage equal to
10/12.5/15/17.5/20/22.5/25%
⇒
15/17.5/20/22.5/25/27.5/30% of his bonus movement speed



Q - Rampage


COST
24/28/32/36/40 mana
⇒
24/26/28/30/32 mana




Jax



WHOMP WHOMP WHOMP WHOMP



What this change means is that Jax will finish his attack animations a little faster but it's not a direct buff to his attack speed. It's a weird concept but basically his last-hitting is more responsive.



General


LAMPPOST SWINGING SPEED
Jax finishes his attack animation a little faster (19% to be exact)




Lee Sin



Lee's shield duration got cut in half, and Cripple no longer reduces attack speed (only movement speed)



Like Elise, Lee Sin has a ton of strengths and few weaknesses, so it's equally tough to find the right direction to take him. In this case, after considering a lot of player feedback about Lee Sin's identity as a high-pressure early jungler who falls off late, we're maintaining that direction in our changes (specifically through the late-game falloff on his survivability and utility).



General


BASE HEALTH REGEN
6.95 health per 5 seconds
⇒
8.95 health per 5 seconds



W - Safeguard


SHIELD DURATION
4 seconds
⇒
2 seconds



E - Cripple


removedNEVER SKIP LEG DAY
Cripple no longer reduces enemy attack speed (only reduces movement speed)




Olaf



Olaf can use R more often at lower levels, and W's healing amp works better with missing health



Olaf hasn't had the best time adapting to the evolving game (especially losing out on a lot of cooldown reduction + health items), so he's getting a few buffs to keep up.



Q - Undertow


COOLDOWN
8 seconds
⇒
7 seconds



W - Vicious Strikes


HEALING AMPLIFICATION
+1% healing per 2.5% missing health
⇒
+1% healing per 2% missing health



R - Ragnarok


COOLDOWN
120/100/80 seconds
⇒
100/90/80 seconds




Shen



This was one of the toughest and longest-standing bugs to track down. Yeesh.



R - Stand United



newSEE YOU IN THE LCS
Fixed a bug where Shen would occasionally fail to teleport to his protected target for no reason




Shyvana



Shyvana can't double her W duration through dragon form, and her flame trail now applies damage less often (on par with W's damage tick rate)



While we didn't want to make significant changes to Shyvana, we did make two bugfixes which should tame some of her more obscure strength.



W - Burnout


removedDRAGON TAMING
Burnout can no longer be extended past its intended maximum duration through the use of Dragon's Descent

CONTROLLED FIRE
Dragon's Descent's Flame Trail now applies damage every
0.75 seconds
⇒
1.0 seconds (to match Burnout's damage rate)



Back to top


Mages & Assassins


Echoing back to our overarching philosophy of champion diversity, we saw a lot of opportunities for low-scope buffs to give those 'almost-there' champions.




Kayle



Kayle's E scales slightly better with ability power, and her R is on a lower cooldown at early levels



We're just backing up a bit from our previous Kayle changes from 4.11.



E - Righteous Fury


ABILITY POWER RATIO
0.2
⇒
0.25



R - Intervention


COOLDOWN
110/95/80 seconds
⇒
100/90/80 seconds




LeBlanc



I'm not re-summarizing a single line of change. You're going to have to read it. Go on.



Without a silence, LeBlanc's even more reliant on Distortion as it lets her sneak around the map for clever ambushes.



W - Distortion


COST
80/90/100/110/120 mana
⇒
80/85/90/95/100 mana




Lissandra



Lissandra can use Q more often at later levels, W's ability power ratio has gone down, but R now slows for a lot more



I'm going to directly quote someone here: "We want to emphasize Lissandra's strengths that aren't 'stun some fool for 1.5 seconds and then burst them down.'"

In other words, we're giving this ice mage more sustained damage in the late game while also improving her battlefield control. This does mean we need to tune down some of Lissandra's burstiness (especially with Q getting a full second reduction), but overall it lets us highlight more of her unique talents.



Q - Ice Shard


COOLDOWN
6/5.5/5/4.5/4 seconds
⇒
6/5.25/4.5/3.75/3 seconds



W - Ring of Frost


ABILITY POWER RATIO
0.60
⇒
0.40



R - Frozen Tomb


SLOW
20/30/40%
⇒
30/45/75%




Lulu



Lulu's Glitterlance slow no longer scales with ability power, and Whimsy's movement speed buff duration now scales with rank. Whimsy also costs less at later levels.



We initially thought solo lane Lulu was a unique addition to the game, so we wanted to let her stay a viable pick in both solo and duo lanes. That said, top lane Lulu is currently shutting down a lot of diversity in competitive play and, because Lulu's solo lane and support power are tied so closely together, we had to go for changes that reduce her oppressive strengths first. As an aside, we know this isn't a great situation where we keep indirectly reducing support Lulu's power to maintain her viability as a mage, so this is something we'll have to really consider for the future.



Q - Glitterlance


removedMIGHT AS WELL BE A SNARE
Glitterlance's slow decay no longer scales with ability power



W - Whimsy


MOVEMENT SPEED BUFF DURATION
5 seconds at all ranks
⇒
3/3.5/4/4.5/5 seconds

COST
65/70/75/80/85 mana
⇒
65 mana at all ranks




Lux



Everyone get excited for the Lux buff! At early levels this might be a slight reduction to her damage, but as soon as Lux picks up some AP, it'll start scaling much better.



We thought Lux needed some extra help scaling into the late game, so...



Passive - Illumination


DAMAGE
10 + (10 x level)
⇒
10 + (8 x level) (+ 0.2 ability power)




Vel'Koz



These changes better match Vel'Koz's ability visuals. We're going to blame lack of depth perception here, which really isn't his fault.



W - Void Rift


MISSILE WIDTH
65
⇒
88



R - Life Form Disintegration Ray


RANGE
1500
⇒
1550




Yasuo



Yasuo's passive shield is slightly shorter, Q scales less with attack speed, and W no longer gives bonus flow to E



We've been watching Yasuo over the past few months and while we don't think he's really out of line, we did some fine-tuning to round him out.



Passive - Way of the Wanderer


SHIELD DURATION
1.5 seconds
⇒
1 second



Q - Steel Tempest


LESS-QUICK-DRAW
Steel Tempest now scales less effectively with attack speed and has a minimum cast time of
0.13 seconds
⇒
0.18 seconds. The attack speed needed to reach this minimum is unchanged (at 114%, or 60% from items at level 18).

BUGFIX
Fixed a bug where Steel Tempest's whirlwind was dealing instant damage in the area of a normal Steel Tempest cast as it was traveling out (this is a very minor change)



W - Wind Wall


removedLOW ON FLOW
Wind Wall no longer passively grants bonus Flow from dashing




Ziggs



Less bombs in the late game



By increasing the late game cooldown of Mega Inferno Bomb, Ziggs will have to think harder about whether he uses his R for wave clear or if he should save it for an important team fight.



R - Mega Inferno Bomb


COOLDOWN
120/105/90 seconds
⇒
120 seconds at all ranks




Zilean



Ultimately this was a change we had to make for clarity - sorry Zilean!



Q - Time Bomb


TECHNICALLY A SIVIR BUFF
Fixed a bug where Time Bomb's explosion ignored spell shields




Back to top


Marksmen


Our big philosophy here is to introduce more strategic diversity in markspeople picks. Right now a lot of competitive teams are opting for strong hypercarry marksmen like Kog'Maw, Tristana, or Twitch, and while we like the strategic power these guys (and girl) bring, their dominant status over alternatives is a big indication that they're not making early tradeoffs for late game scaling.




Graves



Graves is putting more damage back into collateral damage. We may have used this joke before, but that doesn't matter. Also Buckshot does more damage for each extra bullet hit.



We're buffing Graves' ability to shoot people with a shotgun.



Q - Buckshot


THIS IS GONNA TICKLE
Hitting a target in the face with Buckshot deals
35%
⇒
40% damage for each additional bullet



R - Collateral Damage


BASE PHYSICAL DAMAGE
250/350/450
⇒
250/400/550




Jinx



We are all very excited about this change. Extremely.



Passive - Get Excited!


newUNINHIBITED EXCITEMENT
JINX NOW GETS EXCITED WHEN SHE CONTRIBUTES TO KILLING AN INHIBITOR!




Kog'Maw



Kog's got less base health and his Q shreds less armor / MR at lower ranks



When we made our AD itemization changes back in 4.10, Kog'Maw got significantly stronger on top of his already strong base kit. We still want Koggles to hit his late game power, but in order to get there he needs to have a real weakness in the early to mid game. As a quick rundown on why these changes specifically: Kog's current favored item build (Trinity Force + Blade of the Ruined King) lets him build more utility / tank than traditional Infinity Edge marksmen, but he can still deal tons of damage with Q's high base shred + W's damage amp. Now he'll just take a little longer to hit that level of effectiveness.



General


BASE HEALTH
524
⇒
487

HEALTH PER LEVEL
84
⇒
87



Q - Caustic Spittle


ARMOR & MAGIC RESISTANCE SHRED
20/22/24/26/28%
⇒
12/16/20/24/28%




Lucian



Lucian can no longer remove slows with E, and E's cooldown is up across the board



When we made our big Lucian changes in 4.12, we had three concerns in the back of our heads: the first was that Lucian would struggle too much in the early game to hit his mid to late game power (false!), the second was that players would have difficulty adapting to the new Lucian changes (false!), and the third was that he would be a little too strong in the mid to late game so maybe our concerns didn't matter (true!).

Specifically on these changes: giving Relentless Pursuit a reset interaction with Lightslinger (and making it cost 0 mana) makes Lucian almost completely immune to slows, which leads to a lot of 'hard counter' situations where he's untouchable for a number of enemy champions. Ultimately we still want Lucian to have tons of mobility after he's picked up some cooldown reduction, but to make it a healthy mechanic he can't also shrug off any attempt to fight back.



E - Relentless Pursuit


removedOCCASIONALLY RELENTING
Relentless Pursuit no longer removes slows

COOLDOWN
14/13/12/11/10 seconds
⇒
18/17/16/15/14 seconds




Sivir



Sivir's R gives a longer movement speed burst at later ranks



Sivir's an interesting champion who offers a lot of strategic power from the markswoman role, so we're amping up her unique strengths.



R - On The Hunt


INITIAL MOVEMENT SPEED
2/3/4 seconds
⇒
2/4/6 seconds




Tristana



Tristana's W slows less at early ranks but more at max rank. E does less damage (especially at early levels).



Tristana follows the same story as Kog'Maw: a hypercarry markswoman who received a few buffs through the season (when it was dominated by mid-game dudes) before exploding onto the scene when we made our AD itemization changes in 4.10. Also like Kog: we want to make sure that Trist makes a meaningful strategic tradeoff with a weaker early to mid game before transforming into a late game powerhouse.



W - Rocket Jump


SLOW DURATION
2.5 seconds at all levels
⇒
1/1.5/2/2.5/3 seconds



E - Explosive Shot


ACTIVE MAGIC DAMAGE
110/150/190/230/270
⇒
80/125/170/215/260




Varus



Varus' R is on a lower cooldown, especially at later levels



Varus' core identity in the late game revolves mostly around his initiation and counter-engagement, so we're nudging that up.



Q - Piercing Arrow


newCLARITY!
Now shows a line indicator in addition to circle indicator while charging



R - Chain of Corruption


COOLDOWN
120/105/90 seconds
⇒
110/90/70 seconds




Vayne



Vayne gets more attack speed per level. The changes to Final Hour are roughly neutral, as one was a bugfix and the other was to compensate for it.



Vayne's always been one of the best examples of a hyperscaling markswoman, as she has to pay the cost of a weak early game before being rewarded with an extremely strong late game. So we buffed that.



General


ATTACK SPEED PER LEVEL
3.1
⇒
4.0



R - Final Hour


WHOOPS
Fixed a bug where Tumble had an extra +0.1 attack damage ratio while Final Hour was active (now correctly matches Tumble's AD ratios)

COMPENSATION FOR THE ABOVE
Final Hour grants a bonus
25/40/55
⇒
30/50/70 attack damage throughout its duration




Back to top


Supports


On to the supports! Much like our theme for junglers, there are a few 'must-pick' competitive supports in the form of Braum and Thresh (or Nami in lieu of either) that we're looking to tap down just a bit. In general, however, we feel that once we reduce the consistency of these champions, there are a lot of viable picks just waiting to spring into action.




Sona



Only you can read Sona's full gameplay update page, Summoner!



Sona's strumming into this session with a harmonious Gameplay Update and an orchestra of new visuals! Keep time with the full symphony of changes hear here!

Not only does this Sona update give us more room to balance her in the future (old Sona's aura abilities were a nightmare, given how statistically strong they were without having much gameplay involved), but it'll also let Sona players show off their skills outside of that one clutch Flash Crescendo play. Now with these new Sona 'snuggle zones,' she'll be amplifying her friends with more impactful (and recognizable) effects.

Or, as Sona so eloquently puts it, "......"



General


GAMEPLAY
Sona has received a Gameplay Update!

HAIR AND STUFF
Models, textures and animations of Sona and her skins have been updated

VISUALS
Particle effects and ability icons have been updated

SNUGGLE ZONES
Sona's new particles now indicate the area of effect of her auras

CLARITY
Crescendo's particles have been resized to match its hitbox (area of effect unchanged)

SHOW ME YOUR MOVES
Enemies now dance 50% faster while stunned by Crescendo




Braum



Braum's passive deals a bit less damage, W costs a little more mana to use at early ranks, and R's disruption has gone down at early levels. Also people will be un-slowed from exiting Glacial Fissure much faster.



Braum's continuing to dominate games in both high level and competitive, so we're looking to tone down his oppressive laning and stupendous disruption in early fights. Braum will still scale to the same levels (roughly) at the late game, but he won't have so much power in the early to mid to consistently snowball into it.



Passive - Concussive Blows


BASE MAGIC DAMAGE
38 + (12 x level)
⇒
32 + (8 x level)



W - Stand Behind Me


COST
30/40/50/60/70 mana
⇒
50/55/60/65/70 mana



R - Glacial Fissure


FIRST TARGET KNOCKUP DURATION
1.5 seconds
⇒
1.0/1.25/1.5 seconds

SLOW
60%
⇒
40/50/60%

SLOW LINGER DURATION
When an enemy leaves Glacial Fissure's field of ice, they'll continue to be slowed for
1.5 seconds
⇒
0.25 seconds




Janna



Janna's passive range has been increased, and Q now starts counting down the cooldown as it charges



Some small buffs for Janna, given she's still very strong as a disengage support champion.



Passive - Tailwind


RANGE
800
⇒
1000



Q - Howling Gale


newHURRAY FOR HURRICANES
Cooldown now begins when the Howling Gale begins casting, rather than when it releases

KNOCKUP DURATION
0.5 - 1 second
⇒
0.5 - 1.25 seconds




Nami



Nami moves slightly slower and her W cooldown is going up by 1 second at all ranks



We're shaving off some of Nami's less obvious power as, with Braum and Thresh both receiving nerfs, she's on the rise to being the dominant support pick in competitive play.



General


MOVEMENT SPEED
340
⇒
335



W - Ebb and Flow


COOLDOWN
9 seconds at all ranks
⇒
10 seconds at all ranks




Thresh



Thresh's lantern only shields the first ally it hits (and himself). The Box no longer deals additional damage to opponents for every wall they run through past the first (but still applies slows).



As Thresh continues to be a reliable top tier support, we decided to tone down some of his less appreciated (but very strong) area-of-effect teamfight presence.



W - Dark Passage


newNO GROUP FARES
Now only shields the first ally to be near the Lantern. Thresh himself can still always receive the shield.



E - Flay


BUGFIX
Fixed a tooltip bug that listed Flay's slow duration as 1.5 seconds. It's actually 1 second (no actual change).



R - The Box


removedYOU'RE STUCK IN HERE WITH ME
The Box no longer deals additional damage to opponents when they break extra walls beyond the first. Extra walls still apply half slow duration.




Back to top


Items


Item Reorganization



Rearranged the order that item upgrades appear in the store



We're making it a little more intuitive to purchase item upgrades in the store. If you look at the title of this patch note along with our summary, context, and the patch note itself, I think we've found four ways of saying the exact same thing.


REARRANGED THINGS
We rearranged the order that items appear in the upgrade section of the store to make it more intuitive




New Search Terms



Search for Spooky Ghosts in the item shop. Do it.



Someone made a special request for these, so we did 'em.

  • Searching for "Yellow" will bring up all Totems

  • Searching for "Red" will bring up all Lenses

  • Searching for "Blue" will bring up all Orbs

  • Searching for "Green" will bring up Sight Wards

  • Searching for "Pink" will bring up Vision Wards




Greater Stealth Totem



C'mon, why do you need a summary here



Right now there seems to be no viable reason to upgrade to a Greater Stealth Totem, so we're giving players a reason to do so. Lower cooldown!


COOLDOWN
120 seconds
⇒
90 seconds




Frostfang



2 less gold per 10 seconds



As an item that's supposed to be focused on aggressive skirmishing for gold generation, Frostfang and Frost Queen's Claim both create a lot of passive gold on their own, so we're trimming that back a bit.


PASSIVE GOLD
4 gold per 10 seconds
⇒
2 gold per 10 seconds




Frost Queen's Claim



See above. Or below.



I'm not repeating myself!


PASSIVE GOLD
4 gold per 10 seconds
⇒
2 gold per 10 seconds




Nomad's Medallion



Now has flat Movement Speed! It's lost a bit of mana regeneration to compensate.



This change makes the Ancient Coin / Nomad's Medallion / Talisman of Ascension line a little more attractive to pick up as a 'roaming support' and initiation support purchase while also making the coin a bit more unique as a gp10 item line.


newMOVEMENT SPEED
+10 movement speed

MANA REGENERATION
7 mana per 5 seconds
⇒
5 mana per 5 seconds




Talisman of Ascension



Now has flat Movement Speed and more health regen! It's lost some cooldown reduction to compensate.



Roughly the same as the above, so go read that.


newMOVEMENT SPEED
+20 movement speed

HEALTH REGENERATION
10 health per 5 seconds
⇒
15 health per 5 seconds

COOLDOWN REDUCTION
20%
⇒
10%




Deathfire Grasp



Deathfire Grasp's cooldown has gone up



Pre-warning: this context is going to get nerdy.

Deathfire Grasp amps up a lot of existing low-interaction gameplay (ie: huge burst with no opportunity to react) without adding more skill to the mix. While this is a larger problem we'll have to tackle in the future, we felt that it was important to at least increase DFG's cooldown so that it's more appropriately balanced against a lot of 'anti-burst' spells / items (ie: exhaust, heal, Zhonya's Hourglass, etc). If we don't have to worry about DFG turning a champion into a one-shot wizard (hello Lissandra), it also means we can potentially give healthy assassins better tools to work with.


COOLDOWN
60 seconds
⇒
90 seconds





Rylai's Crystal Scepter



AP UP, HEALTH DOWN!



A small increase on Rylai's overall slot efficiency as an offensively oriented control item.


ABILITY POWER
80
⇒
100


HEALTH
500
⇒
400




Banshee's Veil



Banshee's Veil takes longer to recharge



The low cooldown on Banshee's Veil's spell shield allows it to be 'up' for the arrival of every new minion wave, which makes it a little too strong in evenly matched scenarios where one team is trying to siege out the other under a tower.


SPELL SHIELD RECHARGE TIME
25 seconds
⇒
40 seconds




Chalice of Harmony



Chalice of Harmony's magic resistance has gone down. It takes you more time to read this summary than it does to read the patch note. How does that make you feel.



We're going just a little harder on Chalice of Harmony so that picking it up is more about getting the manafont passive.


MAGIC RESISTANCE
25
⇒
20




Sword of the Occult



We're rounding up.



We learned how to math when we realized Sword of the Occult wasn't so hot at it.


SWORDS ARE NO GOOD AT ROUNDING UP
Sword of the Occult loses
6 stacks
⇒
7 stacks when dying at 20 stacks




Madred's Razors



A small quality of life buff where Madred's Razors now track your stacks toward a Feral Flare



We're adding a buff tracker so you know what you're missing out on and not sitting on a Madred's Razors for... 77 minutes (just kidding!).


newFERAL TRACKING
Added a buff on your buff bar showing how many stacks you have toward a Feral Flare while you have Madred's Razor in your inventory. Only displays on Summoner's Rift.





Back to top


Twisted Treeline & Crystal Scar


Blackfire Torch



Increasing Blackfire Torch's cooldown to match the changes to Deathfire Grasp



The following is going to sound very familiar if you've read our context on Deathfire Grasp:

Blackfire Torch amps up a lot of existing low-interaction gameplay (ie: huge burst with no opportunity to react) without adding more skill to the mix. While this is a larger problem we'll have to tackle in the future, we felt that it was important to at least increase BFT's cooldown so that it's more appropriately balanced against a lot of 'anti-burst' spells / items (ie: exhaust, heal, Zhonya's Hourglass, etc). If we don't have to worry about BFT turning a champion into a one-shot wizard (hello Lissandra), it also means we can potentially give healthy assassins better tools to work with.


COOLDOWN
60 seconds
⇒
90 seconds





Back to top


Crystal Scar


Fizz



Higher cooldown on Q and E



Fizz's mobility and damage are a little too high for the "skirmishy" nature of Dominion. With some CDR, Fizz could jump in and out of fights with ease. Increasing his cooldowns will force Fizz to be more careful when using his mobility.



Q - Urchin Strike


COOLDOWN
10/9/8/7/6 seconds
⇒
11/10/9/8/7 seconds



E - Playful / Trickster


COOLDOWN
16/14/12/10/8 seconds
⇒
16/14.5/13/11.5/10 seconds




Back to top


Summoner Spells


Exhaust



Reduces less damage than before, now slightly lowers target's armor and magic resistance



This change should reduce some of Exhaust's anti-assassin power while also giving it more diversity as a multi-use summoner spell (flat armor / MR shred means it'll be super effective against low-defense assassins or marksmen!).


DAMAGE REDUCTION
50%
⇒
40%

newARMOR & MAGIC RESISTANCE SHRED
Now shreds 10 of the target's armor and magic resistance




Heal



Less heals for all.



As a summoner spell that affects two champions and gives a movement speed bonus, we've now realized that Heal is pretty strong. Too strong.


HEAL AMOUNT
95 - 475
⇒
90 - 345




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Team Builder


We've made a number of improvements to Team Builder in the months since its initial release. This patch, we're adding improved matchmaking to the list of updates!

  • Team Builder is receiving a few updates in the days following the initial 4.13 deploy:

    • Team Builder matchmaking now takes into account your experience with the specific champion, position and role you've selected.

    • Players can now unlock new role-themed summoner icons by playing 5 games in Team Builder as a specific role




Back to top


Match History Beta


Based on your feedback, we've been adding new tools and visualizations to the Match History over the past few patches. Here are some of our recent changes!

  • Color blind mode has been added

  • Vilemaw is now tracked as an objective for Twisted Treeline matches

  • A Match Breakdown section has been added, providing:

    • Graphs for Champion Kills, Gold, Damage, and Wards

    • Champion portrait indicators for First Blood, First Tower Destroyed, Largest Multi Kill and Largest Killing Spree

  • Selecting a champion in the minimap's Champion Kills view now also indicates their death locations

While we were at it, we squashed a few bugs and inconsistencies with Match History's data tracking and reporting.

  • Purple team objectives are now tracked correctly for Co-op vs. AI matches

  • Item tooltips for matches played on previous patches now display item details specific to that patch

  • Fixed a few rendering bugs for matches longer than 60 minutes

  • Fixed a bug where item undo wasn't reversing gold spent, causing players to appear to have spent more than they earned

  • Clicking a match in another player's in-client match history now correctly highlights them on the web

Lastly, while our focus is on making the Match History web experience as awesome as possible, we've added a bit more information to the client's "at a glance" match history view for players who want the bare essentials.

  • Item build, gold earned and summoner spells have been added to the in-client "at a glance" match history




Back to top


Skin Splash Updates


We've temporarily swapped out some skin splashes with their international counterparts to bring them more in line with our quality bar. We're committed to raising the quality of our splash art across the board, but our focus for now is on improving base champion splashes.


SPLASHES
33 old skin splashes have been updated

PERFECT SOLUTION
No

TEMPORARY SOLUTION
Yes




Back to top


New Player Features


As part of our continued onboarding efforts, we're experimenting with ways to help new players learn intermediate concepts outside of game. In this case, we're targeting last hitting with a gentle end-of-game tip that'll occasionally show up for lower level players, becoming less frequent as they get the hang of CSing.

  • New players will now sometimes see a tip at the end of game screen to introduce the concept of last hitting.




Back to top


Match Loading Speeds


Toasters rejoice!

  • Improved match loading speeds by 10-30%, particularly for older machines




Back to top


Bugfixes


  • Tooltips for Sheen, Trinity Force, Lich Bane and Iceborn Gauntlet now correctly list the Spellblade passive as having a 1.5 second cooldown (actual value unchanged)

  • Fixed a bug causing players to get stuck in Spectator mode at the end of a match

  • Fixed a few tooltip bugs with Spirit of the Ancient Golem

  • Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early

  • Fixed an Undo feature bug with activatable items

Since launching our new audio engine last patch, we've been working to fix a lot of small differences that crept in.

  • Howling Abyss death music is now properly controlled via the Music slider in Sound Options

  • Fixed a few issues where players were hearing sounds from distant areas of the map

  • Removed various VO lines that snuck in with the new engine

  • Rebalanced a number of sound effects to more closely match their old levels

  • Fixed a few instances where some effects were playing for too long, getting cut off, or improperly playing on top of each other




Back to top


Upcoming Skins


The following skins will be released at various times during Patch 4.13:





Debonair Ezreal



Debonair Vi






+ Show Spoiler [Previous GD Threads & Patch Notes] +

RIP Lucian General Discussion
Maokai Rework General Discussion
Nidalee/Skarner Rework General Discussions
RIP Kha'Zix General Discussion
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CUDDLY INCOMING! ヽ(*・ω・)ノ
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ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Kinie
Profile Joined December 2011
United States3106 Posts
Last Edited: 2014-07-29 23:22:13
July 29 2014 23:08 GMT
#2
Watching someone on Twitch playing Gnar on PBE to get an idea of how he might play.

First off, dude's playing him as ADC w/ Leona vs a Vayne/Nunu lane, so most of what I see should probably be taken w/ a grain of salt.

- Attack animation is pretty decent, should make last hitting simple to do.
- The Q gets a reduced CD if you catch it but has the full CD if you don't (something like 18s at level 1 if you don't catch it, 7s if you do, reduced to ~2s at level 5, it looks like it calcuated CD from when you cast it, not when it comes back to you).
- The E mario goomba bounce works on enemies, allies, or minions while in mini form, but the 18s CD at rank 1 makes it one you want to save.
- Rage seems to build when you AA, use skills, or are near someone who AA's or uses skills, so there might be some play to wanting to hover your Rage near the 60-85 mark so you can control when you Hulk out.
- The damage is good, if you can get time to get enough AAs off to get the W passive to proc, so similar to Vi in that regards.
- Mega form has you gain some straight AD, lose some AS and move speed, but it's not a ton (maybe .25 AS and 20-30 move speed).
- High skill cap, as most of his strength seems to be based around positioning and being about knowing when to engage (ideally you engage right as you Hulk out).

From what I can see, I think he'd work well with Bloodthirster + another offensive item (maybe Triforce or BotrK) into full tank (or just straight up copy+paste Jax build of BotRK + Triforce into tank) and he could be a strong champ that could work in the current top meta, as well as another top laner that can engage.

I don't think he can work in the jungle simply because the Q does shit damage at rank 1, so you're forced into taking W at level 1 to clear the first buff camp, and without any tankiness in mini form you'll get invaded a ton.

As for everything else with the patch:

Most of it just seems like number changes and small side buffs or side nerfs, nothing really major seems to have changed. And considering that this is (more than likely) the patch that Worlds will get played upon, it's not too surprising. It just sucks that we won't see new Sona be available for Worlds stage, even if she isn't a strong pick in the current meta.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
Last Edited: 2014-07-29 23:15:57
July 29 2014 23:15 GMT
#3
Today is such a ridiculous day for League of Legends:

* EU Super Week
* CLG announces that they're playing with 5 subs for all of NA Super Week so the main team can practice in Korea
* LMQ drama
* New champion
* Huge pre-Worlds patch
* Major rework for a popular champion
* Sick new skins for MF + Kayle
* KTB roster change


What fun is it being cool if you can’t wear a sombrero?
Slayer91
Profile Joined February 2006
Ireland23335 Posts
July 29 2014 23:17 GMT
#4
Wow they buffed gragas he's already really annoying but at least his q cant farm as well.
FinestHour
Profile Joined August 2010
United States18466 Posts
July 29 2014 23:21 GMT
#5
u mean u dont like 12% scaling max hp damage on a 4 second ccd
thug life.                                                       MVP/ex-
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
July 29 2014 23:22 GMT
#6
im glad for those horse buffs becuase i never stopped playing hecarim lol a little quality of life
BW pros training sc2 is like kiss making a dub step album.
onlywonderboy
Profile Joined August 2012
United States23745 Posts
July 29 2014 23:25 GMT
#7
Yay, now random people can stop coming out of the wood works and bitch about the "RIP Lucian" title.
RIP Ryan Davis / TL or Die / @onlywonderboy
Gahlo
Profile Joined February 2010
United States35143 Posts
July 29 2014 23:26 GMT
#8
Alaric
I wasn't clear, sorry, I meant that usually total AD ratios are lower, and they're associated with low base damage too, which means that although they tend to be stronger at early levels they taper off quickly if you level such abilities first and buy AD, compared to a similar bonus AD ratio ability.

However, his Q's ratio is 1:1 and 1:1, Big Gnar W is 1:1, so he scales well with bought AD. Total AD ratios have a low base damage to accommodate for the high initial scaling and so the champion isn't starved for damage if they have difficult in lane.
Kinie
Profile Joined December 2011
United States3106 Posts
July 29 2014 23:28 GMT
#9
The CLG boot camp is going to make so much drama occur, and to be completely honest if CLG doesn't win the Summer Split after this boot camp (to guarantee they get to Worlds) then the nerd rage will be insane, and the CLG fan's salty tears could drown half of China.
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
July 29 2014 23:28 GMT
#10
that markswoman buff is an interesting departure from the usual homogenized power curves philosophy
When in doubt, just believe in yourself and press buttons
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2014-07-29 23:29:44
July 29 2014 23:29 GMT
#11
I'd like to make a correction to part of the patch notes.

Everyone get excited for the Lux buff! At early levels this might be a slight reduction to her damage, but as soon as Lux picks up some AP, it'll start scaling much better.


The buff will be a damage increase straight from level 1.

TYTY
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
July 29 2014 23:30 GMT
#12
On July 30 2014 08:28 Kupon3ss wrote:
that markswoman buff is an interesting departure from the usual homogenized power curves philosophy

Elaborate.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
July 29 2014 23:31 GMT
#13
On July 30 2014 08:30 NeoIllusions wrote:
Show nested quote +
On July 30 2014 08:28 Kupon3ss wrote:
that markswoman buff is an interesting departure from the usual homogenized power curves philosophy

Elaborate.


Instead of the usual approach of "this champion is weak in the early game so lets buff that", this buff is more effective mid/lategame
When in doubt, just believe in yourself and press buttons
Gahlo
Profile Joined February 2010
United States35143 Posts
Last Edited: 2014-07-29 23:36:20
July 29 2014 23:32 GMT
#14
On July 30 2014 08:28 Kupon3ss wrote:
that markswoman buff is an interesting departure from the usual homogenized power curves philosophy

Buzzwords!

Can Gnar not use his ult in little mode?
Crusnik
Profile Joined December 2010
United States5378 Posts
July 29 2014 23:37 GMT
#15
I'm bothered by Debonair Vi, shouldn't it Debutante?
Steam: rook492
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2014-07-29 23:39:32
July 29 2014 23:37 GMT
#16
On July 30 2014 08:32 Gahlo wrote:
Can Gnar not use his ult in little mode?

Looks like his ult is just a passive increase to his movespeed buffs until he's mega Gnar.

On July 30 2014 08:37 Crusnik wrote:
I'm bothered by Debonair Vi, shouldn't it Debutante?

Debutante is something completely different. Debonair is an adjective describing a manner of presenting yourself, while Debutante is a girl being presented publicly as a woman for the first time.
Alaric
Profile Joined November 2009
France45622 Posts
July 29 2014 23:40 GMT
#17
RoG took the bonuses per form:
Small Gnar: +2*lvl Movement Speed, +244+6*lvl Range, +5*lvl Attack Speed

Big Gnar: +30+40*lvl Health, +2*lvl Armor and Magic Resistance, +3*lvl Health Regen per 5 seconds, +4+2*lvl Attack Damage


Obviously as these are numbers they're subject to changes, but some random stuff:
- Small Gnar will eventually have the highest MS in the entire game, starting at level 16. Combined with all his MS steroids it looks like he'd be really slippery, 'cept if he kites for too long he'll hulk out eventually.
- His HP pool in Small Gnar is ridiculously low (around 1600 HP at level 18) but he's got the biggest in Big Gnar at later levels, higher than even pre-nerf Nunu (2300+), and his defensive bonus beats other transforming champs (he'd beat Jayce who's one of the tankiest champ in the game in melee form (behind Shyvana in dragon form) but his armour growth is shit).
- He's got almost no regen as Small Gnar, meaning he'd be super weak to poke. The high bonus from Big Gnar helps his tankiness though (roughly 160 HP gained on top of the flat bonus, at level 16+).
- Big Gnar's AD steroid beats Fiora's, Tryndamere's, Yi's and Udyr's (but not Riven's nor Zed's once they have 2 items).

So he looks really really fragile as Small Gnar, and a lot more sturdier as Big Gnar, but with a fixed transformation time of 15s it's harder to itemise for it.

Meddler explained his passive:
- generates fury/rage/whatever per second when in combat (eg. hitting or getting hit)
- generates some when he attacks, reduced on minions and monster
- these gains start small and scale with level, maxing out at 11.
- it decays when you're not in combat, but after a super long delay (longer than Renekton/Tryndamere). So, with a neutral camp to build up on, you should be able to easily control when you're ready to go in.
Cant take LMS hipsters serious.
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
July 29 2014 23:40 GMT
#18
I love almost all these changes Obviously not everything, but almost all!

GJ Rito!
Jaedong :3
Crusnik
Profile Joined December 2010
United States5378 Posts
July 29 2014 23:41 GMT
#19
I always thought they were almost the same, so that's my bad for not knowing the meaning I guess. Still, not very debonair imo, she looks waaaaay more like she'll punch your head into a wall at the orders of The Don.
Steam: rook492
Kinie
Profile Joined December 2011
United States3106 Posts
Last Edited: 2014-07-29 23:43:08
July 29 2014 23:41 GMT
#20
Maybe his opinion is that by trying to give small buffs to various skills for the ADCs that they're trying to make them more niche picks? I mean, in a general sense it looks like they want the various champs they buffed to do different roles:

- Graves will be a more bruiser-y, in your face ADC with strong cone-shaped attacks on the Q and R (they still need to give his R an execute though).
- Jinx is someone who you want to snowball early with and be someone to take objectives early with, to get the most out of her passive. Not to say that her late game is bad (far from it), but compared to the other ADCs played at the moment, her late game is about on par with Twitch, and definitely not as good as Koggles or Tristana.
- Koggles is meant to be your long-range artillery cannon, with insanely powerful vomit bombs in the late game, but he'll need time and items to get to that stage.
- Lucian is probably meant to be a "run and gun" champ, where you mix in AAs and his skills to get the most out of him.
- Sivir is probably meant to be a "support" ADC, in that she'll do a fair bit of AA damage and spread damage out with her W ricochet, but her main use will be in to getting closer to the enemy for your jungler or top laner to get damage out or reach the enemy back line, or to use the R as a disengage if you get caught out.
- Varus is probably going to be turned into the Legolas-type character, where you kite around a ton to get AAs on before chunking them down with your Q and E, and you can use the R for engages/disengages or to root a champ in place to let your tank line reach the enemy back line.
- Vayne will just be your late game AA champion, where most of her damage will be dealt through silver bolt procs, so the more AS she has, the better.
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