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[Patch 4.21] Rek'Sai General Discussion

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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
December 10 2014 15:46 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.

Rek'Sai, the Void Burrower, will be released a bit later during Patch 4.21

Patch 4.21: Live on Dec. 10th, 2014
+ Show Spoiler [Patch Notes] +


Azir


More bugfixes and we're making Azir a little smoother to play.


Having tweaked Azir just last patch, we're looking to see how he performs from here before really changing his power level. So... bugfixes. Always bugfixes.



W - Arise!


I THOUGHT WE REMOVED DODGE
Fixed a bug where it was possible for targets to walk out of range of a soldier's attack, causing the attack animation to play but do no damage.



E - Shifting Sands


I SHIFT IN YOUR GENERAL DIRECTION
Fixed a bug where casting Shifting Sands outside of its cast range would always cause Azir to walk into range. Shifting Sands now checks for the nearest soldier to your mouse and immediately goes there if the soldier is in range, no matter how far from Azir the mouse was.

SPEEDY SHIFTING
Fixed an issue where Shifting Sands would fail to be queued up during a cast of W - Arise!. Now pressing W + E together should always create a soldier and then instantly move Azir to that soldier. Note: there's a similar problem with pressing W + Q together that we have not fixed yet but are looking into.



R - Emperor's Divide


I'M ACTUALLY HELPING
The allied speed boost of Emperor’s Divide now grants assists




Cassiopeia


Aspect of the Serpent now gains stacks over time and every second an enemy champion is poisoned (rather than on poisoned unit kill or when using Twin Fangs on an enemy champ). Twin Fang now adds a debuff that amplifies poison damage on the target.


Cassi's recent update definitely gave her the late-game we intended, but at two great costs: her early-game strength, and her identity as a 'Poison Mage.' We're trying to smooth out a bit of Cassiopeia's power here with some early buffs alongside some guaranteed scaling on her passive so that she can hit her early-mid-lategame fantasy (that is now a word) at the appropriate times. In short, we're looking to reach a middle ground between the update and her original feel of killing you slowly with venoms. Just quicker. (And with more venoms).



Passive - Aspect of the Serpent


STACK CITY
Cassiopeia builds a stack of Aspect of the Serpent
on every poisoned unit kill or on Twin Fang cast on enemy champion
⇒
once every 6 seconds (10 times per minute) and for every second that an enemy champion is poisoned.

IT'S A BUFF WE PROMISE
Cassiopeia gains special bonuses at
75/200/400 stacks
⇒
100/250/500 stacks. The new breakpoints will be hit sooner than the old ones based on the new stacking mechanics (above).



Q - Noxious Blast


EVERYTHING IS NORMAL
Fixed a bug where Noxious Blast's delay wasn't actually normalized (it was hitting anywhere between 0.25 seconds and 0.5 seconds). Now has a flat 0.4 second delay.

MOVEMENT SPEED BONUS
10/15/20/25/30% bonus movement speed
⇒
20% bonus movement speed at all ranks



E - Twin Fang


newLOOK AT THIS SYNERGY
Twin Fang now adds a debuff on the target that amplifies further poison damage by +20% for 5 seconds. This debuff stacks up to 2 times (capping at +40% poison damage).

COST
30/45/60/75/90 mana
⇒
35/45/55/65/75 mana

RATIO
0.4/0.45/0.5/0.55/0.6 ability power
⇒
0.55 ability power at all ranks




Cho'Gath


Life's hard for a Cho'gath. You want to eat your enemies, they don't want be eaten, and all it takes is one little death to set this poor little monster back. These changes should help Cho get back into the fight, but we also wanted to create bigger decisions between saving Feast for a kill or nommin' down on some creeps.



R - Feast


newHUNGRY HUNGRY CHO'GATH
Feast now has 50% of its cooldown and mana cost refunded if it kills a minion or monster.

COOLDOWN
60 seconds at all ranks
⇒
80 seconds at all ranks




Corki


Phosphorus Bomb travels slower.


Oh Corki. We've known about your strengths for some time, but we're always careful about balancing you because you're rarely a 'standout' in any particular category (unlike, say, Tristana or Kog'Maw who you know are strong when they're strong). But with power reductions coming for Lucian, we know you're up next on the "very strong, safe marksmen" list in competitive play, so we're taking some cautious steps to keep you in line as well.



Q - Phosphorus Bomb


MISSILE SPEED
1125
⇒
1000




Diana


Lunar Rush still gets the reset if Diana casts it on a Moonlight'd target but is interrupted mid-dash.


When getting the reset, two things can go wrong for Diana: missing her Q, or having R interrupted. Cancelling R not only removes all of Diana's damage options, but often just leaves her dead in the water, so we're throwing her a lifejacket (check that metaphor). As long as you target a unit affected by Moonlight, Lunar Rush's cooldown will be refunded even if the dash was cancelled. This change makes it a little easier for those hoping to become the living embodiment of the vengeful moon.

That line's in the tooltip. We wrote that.



R - Lunar Rush


C'MON MAN I EARNED THIS
Casting Lunar Rush on targets that have the Moonlight debuff will reset Lunar Rush's cooldown, even if Diana is interrupted out of her dash




Fiddlesticks


Dread now applies on things Fiddle interacts with, as opposed to a broad area of effect. Dark Wind no longer silences the same target multiple times but will try to prioritize new targets as it bounces along.


Terror's always kind of been Fiddle's thing, and he's certainly a pretty big one (terror, that is) given the current jungle environment. With that in mind, we're looking to drain some of his less-clear power and add more consistency (for him and opponents).



Passive - Dread


newFOCUS FEAR
Dealing magic damage or casting Terrify applies Dread to enemies for 2.5 seconds, reducing their magic resistance by 10

removedNOT SO GREAT AT PARTIES
Fiddlesticks no longer applies Dread to all enemy units within 800 range



E - Dark Wind


newBOUNCE ALL DAY
Now prioritizes targets not yet hit by Dark Wind

removedCRAZY LONG SILENCES
Dark Wind can still hit targets multiple times, but it will now only silence them once

SILENCE DURATION
1.2 seconds
⇒
1.25 seconds




Galio


Don't let me get in my zone.


Galio's ultimate has two major risks involved - either he's crowd-controlled during its channel or his opponents buy Mercury Treads. We like the teamplay that comes from coordinated interrupts but find it a little sad that tenacity messes with his flow so much. Is now fixed.



R - Idol of Durand


newYOU'RE STUCK IN HERE WITH ME
Idol of Durand's taunt is no longer reducible by tenacity.




Jarvan IV


IF HE'S MAKING A CRATER SOMEONE'S GONNA GET HURT.




R - Cataclysm


newARE YOU CALLING ME FAT
Fixed a bug where Jarvan would sometimes fail to do damage if he was killed quickly after landing from Cataclysm. Note: Jarvan still won't deal damage if he's killed mid-air, but if he's able to land and create the wall, he should always deal damage.




Jax


Jax's E and R scale better into the late game.


Surprise - he's back. While it hasn't been too long since Jax's reign over top lane, now that his laning power is a little more manageable we think we can give him some more late game love as a reward for getting through the early to mid phases.



E - Counter Strike


COOLDOWN
18/16/14/12/10 seconds
⇒
16/14/12/10/8 seconds



R - Grandmaster's Might


BONUS ARMOR
25/35/45 (+0.3 attack damage)
⇒
20/35/50 (+0.5 attack damage)

BONUS MAGIC RESISTANCE
25/35/45 (+0.2 ability power)
⇒
20/35/50 (+0.2 ability power)




Jayce


Before this change, you could activate Hyper Charge, wait a bit, then Double Hyper Charge someone, doing 'The Most Damage In League of Legends' (maybe?). It was unintended and kind of goofy.



W - Hyper Charge


LESS HYPER, MORE CHARGE
Hyper Charge now goes on cooldown after the third shot rather than right on cast

COOLDOWN
14/12/10/8/6 seconds
⇒
13/11/9/7/5 seconds




Jinx


Rules are made to be broken. Like buildings. BUT NOT CLARITY. NEVER CLARITY.



Recent updates to the way buff icons are shown have made telling what weapon Jinx is using a little chaotic (and not the kind she prefers). We've changed it so Switcheroo's icon is always the gun you're currently using, and added a flashy-toggle swirl to show you're spending mana while using Fishbones.



Q - Switcheroo!


SPELL ICON
Switcheroo!'s spell icon displays
the gun Jinx will switch to
⇒
the gun Jinx is currently using

TOGGLE SWIRLS!!!
When using Rockets, the ability icon will flash (like Ashe's Q) to show that Jinx is now in "mana spending mode"




Kennen


General quality-of-life buffs for this weird lookin' Yordle.


Like many champions before him (Veigar, Karthus, and Cho'gath come to mind) Kennen has been held back by inconsistencies in the timing of his abilities. After a much-needed round of re-coding, we've fixed an issue with Electrical Surge while also tuning Slicing Maelstrom. It's worth noting for Kennen's R that this is a slight late game nerf to his single target ult burst, but a buff to his area-effect speed.



W - Electrical Surge


THAT RESPONSIVENESS
Electric Surge now checks for viable targets on the beginning of the cast rather than at the end (it still hits enemies after a cast time, but is generally more reliable)



R - Slicing Maelstrom


TIME BETWEEN STRIKES
0.5/~0.4/~0.33 seconds
⇒
0.25 seconds at all ranks

TIME BETWEEN STRIKES ON THE SAME PERSON
0.5/~0.4/~0.33 seconds
⇒
0.5 seconds at all ranks

TOOLTIP CLARITY!
Slicing Maelstrom's tooltip now reflects the duration of the storm rather than maximum number of strikes. Its duration has always been 3/4/5 seconds.




Lucian


Lucian's got a shorter window to double tap people with Lightslinger, and deals less damage with it at lower levels.


Lucian is a character that's carefully defined by his low combat range (500) and being opportunistic to succeed within it. These changes are more along the lines of pushing that while creating more windows of opportunity against Lucian. We do say windows of opportunity a lot.




Passive - Lightslinger


PASSIVE BUFF DURATION
6 seconds
⇒
3 seconds

RATIO
0.5 attack damage at all levels
⇒
0.3/0.4/0.5 attack damage at levels 1/7/13




Nocturne


We're going to copy paste the patch note into the summary: Nocturne now gains massively increased movement speed when moving toward feared targets. This works with other fears!


Waaaaaay back in 4.3 (That's February! Hi Vel'Koz!), we changed fear mechanics across the board to make the affected unit move away from you instead of in random directions. Unlike other champions, however, Nocturne has lacked a way to really capitalize on the consistency of his newer fear. So we're fixing that. Also, this means any of Nocturne's spooky friends (Shaco, Fiddlesticks, Hecarim, Lollipoppy) can set him up for some sweet ganks.

Because he's a nightmare.

A living nightmare.



E - Unspeakable Horror


newPASSIVE - ALSO WORKS WITH OTHER FEARS!
Nocturne now gains massively increased movement speed when moving toward feared targets




Pantheon


As some who benefited a lot from the Preseason changes, Pantheon fits well within our expectations for a jungler: his ganks are amazing and he really benefits from the itemization paths available (see: Warrior enchant, Stalker's Blade, etc). From a durability standpoint however, Aegis Protection's been giving Panth a free pass in terms of health-pool, making him head-and-shoulders above other Assassins/Fighters when it comes to ganking-uptime. We're lowering his attack speed to make his passive proc less often unless he focuses more of his mana into casting spells, which translates to a riskier jungle for him overall.

To slightly compensate (and make his combo abilities better), we're speeding up Pantheon's attack frame animations, which gets a little complicated but basically means he completes attacks faster but doesn't attack faster overall.



General


BASE ATTACK SPEED
0.679
⇒
0.625

READ THE CONTEXT THIS GETS COMPLICATED
Pantheon's attack frame animation speed has been increased by +26%




Rengar


Haha oh dear.



Bonetooth Necklace


WHOOPS
Bonetooth Necklace actives no longer benefit from cooldown reduction




Sejuani


Sej has more base mana, Q no longer scales with max health but just does straight magic damage. W and E are more focused on consistent damage over time.


Winter is coming, and she's riding a boar. Sejuani hasn't been in the spotlight for some time, but in light of the updated jungle we figured we'd look back at some outliers. While Sej's far from the bottom of the ice-bucket, she's always suffered from not having incentives to stay in the fight compared to other tanks. Instead she just throws out her spells and then sits around waiting for them to recharge.

Seizing the opportunity to improve this, a lot of Sejuani's damage has been shifted out of her up-front burst (Q) and instead shoved into the damage-over-time of her Flail and Permafrost, making her a more active threat in prolonged fights. Sometimes icy hearts just need warm smiles. Or buffs for the holidays.

We're giving you both.



General


BASE MANA
287
⇒
400



Q - Arctic Assault


removedENEMY HEALTH SCALING
Arctic Assault no longer scales with 4/6/8/10/12% of target's max health

DAMAGE
40/70/100/130/160 magic damage
⇒
80/125/170/215/260 magic damage



W - Flail of the Northern Winds


COST
40 mana at all ranks
⇒
40/35/30/25/20 mana

INITIAL HIT DAMAGE
40/60/80/100/120 (0.3 ability power) magic damage
⇒
4/6/8/10/12% of target's max health (+3% per 100 ability power) in magic damage

AREA OF EFFECT DAMAGE
80/120/160/200/240 (+10% bonus health)
⇒
40/70/100/130/160 (+4/6/8/10/12% total health)



E - Permafrost


COOLDOWN
11 seconds at all ranks
⇒
10/9/8/7/6 seconds

DAMAGE
60/110/160/210/260 magic damage
⇒
60/90/120/150/180 magic damage

SLOW DURATION
1.5/1.75/2/2.25/2.5 seconds
⇒
1.5 seconds at all ranks




Shen


Check out this awesome summary: Shadow Dash costs less energy. 20 less.


Though Shen is no stranger to the shadows, we all remember how crazy this ninja gets when he's gets out of control. That said, we think loosening some of Shen's larger energy constraints is a nice place to push his power without instantly putting him on top. We're still assessing where he's at, but hopefully this allows us all to see a little more Shen in our lives. Or not? (He's not a very good ninja).



E - Shadow Dash


ENERGY COST
120
⇒
100




Shyvana


Twin Bite has a slightly lower cooldown and Burnout now deals bonus damage to monsters.


In light of her recent exit from popularity, Shyvana's a character that's been left without a clear identity. Is she a human? Is she a dragon? Is she viable? Leaning on her original jungling roots, we've decided to boost Shyv's clearing speeds so that she can be one of the faster farmers out there, opening her up to make cooler decisions than just shoving in top-laners and living forever.



Q - Twin Bite


COOLDOWN
10/9/8/7/6 seconds
⇒
9/8/7/6/5 seconds



W - Burnout


newMONSTER MASHING
Burnout now now deals +20% bonus damage to monsters

IT'S COMPLICATED
Fixed a bug where Burnout was scaling incorrectly with attack damage when Shyvana was in her dragon form




Soraka


Soraka's base health regen and health regen growth stat have been reduced, but Astral Blessing's passive now scales better with ability power.


One of the problems the Soraka update tried to fix were the times when she would just sit in the back and heal things without ever being vulnerable. In practice, however, Soraka's synergies with health and mana regeneration allowed League's Premier Healer to overcome these obstacles and amp her annoying meter all the way to 11. Thanks to the way regen works in the 2015 preseason, we're able to mitigate the effectiveness of this strategy by lowering her base stats, but we're adding more power into Astral Blessing's passive to reward the most accurate of star-snipers.

Premiere healer.



General


BASE HEALTH REGENERATION
4.675
⇒
2.5

HEALTH REGENERATION GROWTH STAT
0.7
⇒
0.5



W - Astral Blessing


PASSIVE RATIO
Ability power ratio range is now
0.2 ability power to 0.4 ability power
⇒
0.4 ability power to 0.8 ability power (there's a range because this scales in effectiveness with Soraka's missing health)




Varus


Despite being an effective lane-bully, Varus's effectiveness is so heavily tied to his Q harrass that he often finds himself running out of gas when it comes time to leverage that early-mid advantage into a more substantial one. We think Varus is a pretty cool dude (if perhaps a little grumpy; all he does is grumble), so we're seeing if this small change helps him stay relevant into the late game.



General


MANA REGENERATION PER 5 SECONDS GROWTH STAT
0.5
⇒
0.8




Warwick


We bet nobody saw this coming.

Warwick's popularity (and subsequent insanity in the win rate department, even though we don't like using win rate as a statistic because it's loaded with so many other variables but let's not get into that) is a perfect storm of changes to preseason systems, the jungle, and the latent powers within his kit. We all know Warwick should be lowered a peg (or two. or five.), so we've decided to focus on Hunter's Call and Infinite Duress.

We're going to be monitoring Warwick heavily to see if we need to go harder, but we're confident this reduces his power enough that you might actually be able to compete with him in games. 60%. Never forget. Now let's not talk about win rates again (seriously though, win rates are a correlation of game health, not a cause).



W - Hunter's Call


DURATION
10 seconds
⇒
6 seconds



R - Infinite Duress


TOTAL BASE DAMAGE
250/335/420 magic damage
⇒
150/250/350 magic damage




Yasuo


Yasuo moves slightly faster and Steel Tempest has a lower cooldown at early ranks.


We might have overdone it a tad with 4.18, so we're stepping back just a bit. These changes should maintain Yasuo's vulnerability to ganks in lane but give him a little more leeway to make plays with Steel Tempest. A wanderer isn't always lost, but that doesn't mean he's over-nerfed. What does that mean. We don't know.



General


MOVEMENT SPEED
340
⇒
345



Q - Steel Tempest


COOLDOWN
5/4.75/4.5/4.25/4 seconds
⇒
4 seconds at all ranks




Zac


Elastic Slingshot makes more chunks if Zac hits multiple champions, and Let's Bounce has a higher knockback range.


The last on our 'Naughty or Nice' junglers list, we wanted to give Zac a little more oomph for those who make it through his somewhat punishing early-levels. In-line with Zac's identity as initiator, buffing the knock-back effect on Let's Bounce! means finding fights at max-range lets Zac play more with his opponent's positioning to single someone out.



E - Elastic Slingshot


newSO CHUNKY
Zac now creates extra chunks for each additional champion he hits

DAMAGE
80/120/160/200/240 magic damage
⇒
80/130/180/230/280 magic damage



R - Let's Bounce!


KNOCKBACK RANGE
250
⇒
400 (enemies will be knocked up higher and longer to match the new range, but total crowd control durations remain the same)




Mass Texture Rebalance (Part 4)



We're continuing our comprehensive pass at the game's older character textures. As with parts 1, 2 and 3, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. Is anyone even reading this paragraph anymore?


TEXTURES
The following textures have been updated:


Malphite


  • Base, Coral Reef, Marble, Obsidian, Shamrock

Malzahar


  • Base, Djinn, Overlord, Shadow Prince, Vizier

Shen


  • Base, Blood Moon, Frozen, Surgeon, Warlord, Yellow Jacket

Wukong


  • Base, General, Jade Dragon, Volcanic

Xin Zhao


  • Base, Commando, Imperial, Viscero, Winged Hussar



Back to top


System Changes


Turret Gold


Turrets are worth more gold!


One issue with Dragon getting stingy with his gold bounties is that the amount of accessible gold in each game has gone down. What that means is that players are having more difficulty hitting their mid-game fantasy item builds (that is now a term) at a reasonable time. Rather than just throwing gold onto everything, we're going to up the rewards on objectives that are already gold-focused so as to reiterate their strategic value. And diversity.


OUTER TURRET GLOBAL GOLD REWARD
100
⇒
125

INNER TURRET GLOBAL GOLD REWARD
125
⇒
150




Turret Shielding


We don't hate Mordekaiser or Malzahar, we swear.


Our philosophy with the inner turret shield has always been about offering a broad strategic defense against poke / siege teams, and not a weird way to nullify damage-over-time abilities. That said, our safeguard against the latter wasn't very fine-tuned as the turret basically checked every second if a champion within range had been damaged and, if they hadn't, it gave them a shield. This lead to some weird timing issues where a DoT-ed champion could potentially cycle between being on fire while also getting shielded if they hit the right window. Hopefully this change removes that but, if it doesn't, we'll be sure to revisit this!


INNER TURRET SHIELDING WINDOW
1 second
⇒
1.5 seconds




Death Timers


The death timer is being unilaterally raised by 2.5 seconds.


We've noticed that because objectives are so much more important (or everyone just wants to protect the Rift Scuttler crab...), team fights are also starting earlier and more frequently. While the extra action is great, lower death timers mean the victorious team doesn't have enough time to do anything after, which leads to a lot of combat without much progression in objective control. We're hoping for a better balance here, even if the change itself is small.


MINIMUM DEATH TIMER
7.5 seconds
⇒
10 seconds

MAXIMUM DEATH TIMER
50 seconds
⇒
52.5 seconds




Experience Rewards for Champion Kills


Slightly less experience rewards for killing everyone.


Echoing the above point, there are a lot more team fights in the early game so we're doing some light retuning to make sure things don't get out of control too quickly.


Champion Base Kill Experience
55%
⇒
50%




Minion Gold


More minion gold on the map!


With every other objective on the map gaining more importance, we want to make sure that lane control strategies feel equally rewarding. You could call this a form of importance-creep (although you'd be weird to call it that) where things need to keep up in importance in relation to each other but, similar to our thoughts with Dragon not giving a global gold bounty, this was another place we could introduce some accessible gold.


MELEE MINION GOLD REWARD
19
⇒
20

RANGED MINION GOLD REWARD
14
⇒
15




Minion Health


Minion health scales slightly less over game time.


Apparently minions scale on their own very, very complicated math system that involves game time and some exponential factors, which is less than ideal for all involved. On a whim, we picked a random time (22:30) in the game and did comparisons, so we'll share some very odd math with you. It's worth noting this will have an impact on games but it'll be hard to tell from this changelist.


MELEE MINION TOTAL HEALTH AT 22:30
About 4% lower in comparison to 4.20 minions. This difference grows slightly larger over time (maybe at about 8% - 9% lower in comparison to 4.20 minions at 50:00).

RANGED MINION TOTAL HEALTH AT 22:30
About 3% lower in comparison to 4.20 minions. This difference grows slightly larger over time (maybe at about 7% - 8% lower in comparison to 4.20 minions at 50:00).




Back to top


Summoner's Rift


General Changes


We are constantly iterating on the updated Summoner's Rift!
  • Summoner's Rift has received new music that changes throughout the game!

    • Added an option in the audio menu to switch back to the classic Summoner's Rift music

  • We're continuing to optimize performance by making slight graphical adjustments throughout the map

  • Improved consistency of river, top and bot lane brush behavior when champions are near brush edges

  • Baron no longer loses his out of combat regen if attacked from outside his attack range

  • Baron is feeling festive!






Item
Shop Buying Range


You can now only buy items if you're
on the physical platform.



The space you could buy items on Summoner's Rift was always
a bit odd (slightly oblong in favor of top lane), so we
decided to have a CLARITY! intervention and re-did the
boundaries. We do realize this is a small nerf to specific
top lane starts that wait in base for extra gold before
walking out with the minion wave, but it's something we've
always wanted to do. So we did it.


THERE IS NO FREE SHIPPING
The shop purchasing area is
now restricted to the physical platform.





Back to top




Geography Changes



SMALL RELOCATIONS
Slightly adjusted positioning of Blue/Red buff camps so that area-effect abilities should now consistently hit the same number of monsters in all four camps

KRUG EQUALITY
Red side Krugs now mirror Blue side (the Ancient Krug is always further away from the base)




Dragon


Fixed some exploits where players could not take damage from Dragon in a variety of ways.


Real talk: those videos of low level Fioras soloing dragon are pretty cool, but there are obviously more abuse than "neat" cases, so action had to be taken. This does lower some of the nuance of the Dragon fight (ie: aggro dancing or running... a lot of attack speed on jungle Pantheon. Woo mastery.) and doesn't solve all low level solo Dragon cases, but it'll at least give us a better idea of what champs should have that threat versus those who shouldn't. Final note: Dragon's fireball will now pop Banshee's Veil, but we're aware of that interaction and are planning to keep it (for now).


I'M CASTING MY FIREBALL
Fireball is now treated as a spell and not an auto attack (also, you can spell shield it)

SKILLSHOTS ARE HARD
Fireballs track the target like a normal attack or targeted spell

NO DANCING HERE
Dragon will always finish his attack before switching targets

BUGFIX
Dragon no longer gets stuck outside his pit when hit with terrain abilities (ex. Anivia's W - Crystallize)

ALL DRAGONS GO TO
Dragon once again drops a soul for Thresh




Hand of Baron


SHORTER BARON BUFF.


Now that Hand of Baron has CLARITY OF DESIGN, players have been pretty good about using it to its maximum potential. Unfortunately, this makes outlasting or enduring a Baron buffed team pretty tough, so we're lowering its duration to maintain its clear identity without teams getting steamrolled as soon as it lands.


DURATION
240 seconds
⇒
180 seconds




Dragon Slayer buffs


The power of the first Dragon Slayer buff has been reduced and the 4th stack / 2nd stack bonuses have been swapped.


Right now we're seeing games snowball a little too quickly, and one of the culprits seems to be the Dragon Slayer buff. Of specific note is that second stack buff that lets a team double down on their map pressure, as they can objectively push lanes and take jungle monsters a whole 15% faster. We're not sure if that's a mathematically correct statement, but let's assume it is.


FIRST STACK
8% Attack Damage and Ability Power
⇒
6% Attack Damage and Ability Power

SECOND STACK
Now gives +15% damage to Turrets.

FOURTH STACK
Now gives +15% damage to minions and monsters.




Gift of Heavy Hands


+1 to the number of attacks needed to stun a monster with the Heavy Hands buff.


It turns out that a stun based on basic attacks + high attack speed champions = very strong junglers who can safely farm to infinity. In general, we're okay with Heavy Hands adding more safety to a jungle clear but, for some champions, it got a little obnoxious.


REQUIRED HITS TO STUN
5
⇒
6




Gift of the Toadstool


More poisonous toadstool armor.


The Gromp buff was designed to establish a baseline clear speed for tank junglers, as we expect most would rely on the toadstool armor over their basic abilities to clear camps. This is just an example of the ways we can tweak jungle parameters to benefit groups of junglers in healthy ways!


DAMAGE SCALING
Gift of the Toadstool'd champions deal
6 + (6 x level) magic damage over 3 seconds
⇒
4 + (8 x level) magic damage over 3 seconds




Jungle Gold


You should probably ask politely to take a jungler's camp if you don't have a Machete. All that lost gold adds up man.


We're seeing a lot of junglers having difficulty keeping up in gold generation, but if we just throw more gold onto the camps we'd probably see laners stealing monsters instead. This is a light first pass at correcting gold flow for junglers versus laners, but we now have the ability to go harder (or softer) if this is still a problem in the future. Design levers!


GO BACK TO YOUR LANE
All jungle camps now give 10 less gold

THIS IS MY JUNGLE
Hunter's Machete now grants +10 gold per large jungle monster

UPGRADE EARLY FRIENDS
All tier 2 and 3 jungle items now grant +20 gold per large jungle monster



Back to top


Items


new

Negatron Cloak


IT'S BAAAAACK.


We're currently happy with the magic resistance changes, except for Guardian Angel on squishy damage dealers. Right now, GA's got a preeeeettty big combine cost without providing much protection against Mages through its build path, so we're re-introducing Negatron Cloak as a stepping stone.


RECIPE
Null Magic Mantle + 350 Gold = 850 Total Gold

MAGIC RESISTANCE
45




Guardian Angel


See above.


See above, which will direct you to above that. So see above the above.


RECIPE
Null Magic Mangle + Chain Vest + 1500 gold
⇒
Negatron Cloak + Chain Vest + 1250 gold

TOTAL COST
2750 gold
⇒
2850 gold

MAGIC RESISTANCE
45
⇒
50




Abyssal Scepter


While Negatron Cloak is here, we might as well use it in recipes that make sense.


We don't see this as being a permanent fix for Abyssal Scepter, but felt we could make this change just to clean up the recipe. While there's less Magic Resistance in the build path, it also consumes less inventory space!


RECIPE
Blasting Wand + Null-Magic Mantle + Null-Magic Mantle + 580 gold
⇒
Negatron Cloak + Blasting Wand + 730 gold

TOTAL COST
Unchanged (2440 gold)




Targon's Brace


Targon's Brace Spoils of War passive now executes at higher thresholds.


We've heard this request quite a bit from supports who don't know how to last hit (just kidding), so... here you go.


Spoils of War Execute Base
200
⇒
240




Face of the Mountain


See above, but replace Targon's Embrace with Face of the Mountain.


See above, then see above that. At this point we're going to repeat the joke about supports not being able to last hit.


Spoils of War Execute Base
200
⇒
400




Ranger's Trailblazer


Ranger's Trailblazer no longer reduces Smite's cooldown.


The goal of Ranger's Trailblazer was to either help a jungler double-down on their farming or help them get out of the dumpster when their teammate accidentally steals the first camp (or buff!). Unfortunately, reducing Smite's cooldown creates the wrong incentive as it gives all of the above advantages to junglers who are ahead while also letting them counterjungle and gank more by stealing enemy jungle buffs.


removedSMITEY REDUCTIONS
No longer reduces Smite cooldown by 15 seconds




Poacher's Knife


Not a placebo.


Poacher's Knife is actually very impactful in counterjungling, but because we made it only track 'bonus' gold, the tooltip undervalued the actual use of the item. Changing the tooltip isn't a placebo, we're trying to reflect the contribution it brings!


IT'S NOT A PLACEBO WE SWEAR
Poacher's Knife's tooltip now reflects the total gold from stolen large monsters, rather than just the +20 gold from the item itself







Skirmisher's
Sabre


Attacking a Smited opponent now burns them
for true damage over 3 seconds, rather than just dealing true
damage on hit. Also truest damage.



While we're running into a few abuse cases with
Skirmisher's Sabre, the big reason we're changing it is
because it's weighted so heavily in favor of dudes who can
hit you in the face as fast as possible. Given our goal
with the new jungle items was to open up different
playstyles, we're balancing it out in favor of more
champions.


As for the bugfix, there are whispers of an ancient form of
damage in League of Legends - truer than True damage
itself. What that actually means is we have a tier of
damage above "True" damage called "Pure" damage or, as it's
more commonly known: the Fountain Laser
("Did that just kill me in Zhonyas?"). You can probably see
where this is going: an error in coding means we changed
Challenging Smite's debuff from True damage to Pure damage,
which let it kill things it really shouldn't have.


STOP IT WARWICK Basic attacks against a Challenged
target deal 17-51 (based on level) true damage on
hit
⇒
60-162 (based on level) true
damage over 3 seconds



AS OPPOSED TO "REAL" DAMAGE Fixed a bug where Challenging Smite's True damage would kill units through near-death / revive effects like (but not limited to!) Guardian Angel, Tryndamere's Undying Rage, and Zilean's Chronoshift






Enchantment - Devourer


Sliiiiiightly overtuned.


Kind of reminds us of launch Feral Flare. And nobody wants that.

Magic Damage On Hit
40
⇒
25




Chalice of Harmony


More mana regeneration!


More mana regeneration!

PASSIVE MANA RESTORE
1.5% of missing mana every 5 seconds
⇒
2% of missing mana every 5 seconds




Athene's Unholy Grail


This is going to get repetitive. More mana regeneration!


More mana regeneration!

PASSIVE MANA RESTORE
1.5% of missing mana every 5 seconds
⇒
2% of missing mana every 5 seconds




Mikael's Crucible


Last one we swear. More mana regeneration!


More mana regeneration!

PASSIVE MANA RESTORE
1.5% of missing mana every 5 seconds
⇒
2% of missing mana every 5 seconds




Forbidden Idol


Less mana regeneration.


When we realized Forbidden Idol was the only item in the game that didn't have mana regeneration that was a multiple of 25%, we figured it would be wiser to bring it in line than to let it sit at an odd 60%.


BASE MANA REGENERATION
60%
⇒
50%



Back to top


Twisted Treeline


Jungle


Twisted Treeline's jungle has been updated to account for the 2015 season!


With the new 2015 preseason hitting Summoner's Rift, we felt we could port over most of the jungle changes to Twisted Treeline before taking a deeper dive on any map-specific modifications we need to make.



Base Stats


JUNGLE PARITY
All jungle monsters have been updated to match the same stats / respawn times of the Summoner's Rift jungle monsters.



Golems


GIFT OF HEAVY HANDS
Basic attacks stun on the first and sixth attack against a target (same as the Krug buff on Summoner's Rift)



Wolves


CURSE OF THE WOLF
Deals 6 + (8 x level) magic damage over 3 seconds to enemy attackers (same as the Gromp buff on Summoner's Rift)



Wraith


HEALTH RESTORE
Smiting the Wraith restores +20% maximum health instantly (same as Red Brambleback on Summoner's Rift)



Vilemaw


BASE HEALTH
5011
⇒
5311




Items




Madred's Razors


COMBINE COST
0 gold
⇒
300 gold



Overlord's Bloodmail


HEAL ON KILL OR ASSIST
200 health over 5 seconds
⇒
300 health over 5 seconds



removedItems


  • The following items have been removed:

    • Atma's Impaler

    • Sword of the Divine

    • Executioner's Calling




Back to top


Dominion


Items




new Overlord's Bloodmail


HEALTH
850

PASSIVE
On kill or assist, heal for 300 health over 5 seconds


Back to top


Summoner Spells


Teleport



newDOCUMENTATION!
You can now Teleport to wards by clicking on the minimap.


Back to top


Ability Bar Update


The UI has been updated per your feedback!


Thanks to your feedback, we've moved some more important buffs back to the center of the HUD.

  • The following buffs have been moved back to the center of the HUD based on your feedback!

    • Spoils of War (Relic Shield / Targon's Embrace / Face of the Mountain)

    • Tribute (Spellthief's Edge / Frostfang / Frost Queen's Claim)

    • Statikk Shiv

    • Health Potions

    • Crystalline Flask

SPIFFY
Muramana now has a spiffy toggle effect when active!

INVENTORY ITEM BORDERS?
Inventory item borders now match the new active item style



Back to top


Team Colors


COLORBLIND FRIENDLY
Spectator view, loading screens, in-game chat, and kill callouts are now colorblind friendly



Back to top


Featured Game Modes


Legend of the Poro King



Legend of the Poro King, our next Featured Game Mode, will be released later on during patch 4.21! More information soon - keep an eye out for all the details!



Back to top


Social Features


Team Builder


These changes will kick off a bit later in 4.21, but we wanted to give you an early heads-up!


QUALITY OF LIFE
Your last played spec (Champion, Position and Role) now auto-populates when you start a new Team Builder match. This information is also saved across play sessions.

DON'T RUSH ME
Team members can now continue to adjust their specs while the captain adds solo slots, up until the captain hits "Find Solo Players"




Suggested Players


VISUAL UPDATE
New icons have been added for each suggestion type to make it easier to tell why a player has been suggested



Back to top


Patcher Updates


  • It's been six patches since we launched the visual refresh of the patcher! We've removed the first-time announcement pop-up.

  • The Settings menu has been split into Help and Options:

    • Help: Repair, Save Logs, About

    • Options: Peer-to-peer preference, Volume controls

  • Adjusted pop-up and menu art to better match the rest of the patcher

  • Added patcher version number to the About section

  • Fixed a Windows bug where the patcher was sometimes 'zoomed in', preventing access to the controls in the upper righthand corner

  • Links in the Patch Notes no longer occasionally open double tabs for Mac users



Back to top


Higher Frame Limiting Options


WE CAN DO BETTER
Added 120hz and 144hz display frame rate options to the options menu



Back to top


Store Updates


  • Successfully redeeming an RP code now indicates the amount of RP granted. Clarity: Not just for gameplay!

  • Various End-of-Game Gifting images, tooltips and error messages have been adjusted



Back to top


Bugfixes


  • Fixed a rare issue in the new LeaverBuster system where chronic leavers/AFKers with older hardware were going through two lower priority queue penalties before entering matchmaking queues

  • The new LeaverBuster's first-time leaver prompt is now easier to properly fill out

  • Fixed a number of cases where transforming champions had slightly different base stats depending on which form they were in

  • Righteous Glory, Phage and Entropy are now properly listed under the "Other Movement Items" section of the shop

  • Fixed a few cases of modified/empowered autoattacks (ex. Thresh's E- Flay) which weren't proccing the damage portion of Kalista's W - Oathsworn Sentinel

  • Sona's Q - Hymn of Valor no longer causes lag on first cast

  • Fixed a bug (heh) where Skarner's R - Impale wasn't properly working against targets with revive effects (Guardian Angel, Zac, Aatrox, etc)

  • Made changes to more comprehensively address recent exploits



Back to top


Upcoming Skins


The following skins will be released at various times during Patch 4.21:





Eternum Rek'Sai



Blood Moon Elise



Blood Moon Thresh



Snow Day Malzahar



Winter Wonder Orianna



Poro Rider Sejuani







+ Show Spoiler [Previous GD Threads & Patch Notes] +
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ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
Last Edited: 2014-12-10 15:48:42
December 10 2014 15:47 GMT
#2
BURROW BURROW BURROW

Yay for Azir bug fixes!

Edit: And Diana buffs. Sweeeeeeet.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
December 10 2014 15:51 GMT
#3
RIP Skirmisher's Sabre - Devourer champs?

I still love my Xin Zhao, but damn he/that got nerfed hard.
next week on Everybody Loves HypnoToad:
Seuss
Profile Blog Joined May 2010
United States10536 Posts
December 10 2014 16:01 GMT
#4
I will miss you hilarious thread title.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
SoSexy
Profile Blog Joined February 2011
Italy3725 Posts
December 10 2014 16:04 GMT
#5
R.I.P devourer
Dating thread on TL LUL
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
December 10 2014 16:06 GMT
#6
--- Nuked ---
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2014-12-10 16:14:22
December 10 2014 16:13 GMT
#7
YES, the change I've been waiting for
KRUGS POSITIONS ARE NOW MIRRORED
you have no idea how much it's been bugging me
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
December 10 2014 16:19 GMT
#8
She will tunnel into your heart.
Hey! How you doin'?
FaCE_1
Profile Blog Joined December 2006
Canada6172 Posts
December 10 2014 16:28 GMT
#9
nice change
Happy with Cho / Azir. I want to see how cass will work

Nice skin !! (the snow one)

n_n
lilwisper
Profile Joined April 2010
United States2515 Posts
December 10 2014 16:49 GMT
#10
I like how Noc's new terror passive comes from the change to Soraka's speed.
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
December 10 2014 16:57 GMT
#11
Poro King!!
WriterFollow me @TL_Chexx
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
Last Edited: 2014-12-10 16:58:34
December 10 2014 16:58 GMT
#12
holy fuck that orianna skin is MINE

also I had no idea you could double up on Jayce's ranged form W that's really hilarious now that I think about it
Bronze player stuck in platinum
lilwisper
Profile Joined April 2010
United States2515 Posts
December 10 2014 17:03 GMT
#13
On December 11 2014 01:58 Nos- wrote:
holy fuck that orianna skin is MINE

also I had no idea you could double up on Jayce's ranged form W that's really hilarious now that I think about it


Just think about all the damage we missed out on by not doubling up. It's so sad.
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
December 10 2014 17:03 GMT
#14
i miss 420
BW pros training sc2 is like kiss making a dub step album.
Alaric
Profile Joined November 2009
France45622 Posts
December 10 2014 17:18 GMT
#15
Don't worry, everyone didn't miss out on it.
"Oh hey did that tower just die in under 5 seconds?"

Yup. Standard shit. >>
Cant take LMS hipsters serious.
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
December 10 2014 17:38 GMT
#16
New patch, new champ, much happy~

Rek'Sai looks fun, but I still don't see where her damage comes from. I guess I'll have to play her.
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Lost My Will To Live
Profile Joined October 2014
Botswana601 Posts
December 10 2014 17:40 GMT
#17
Devourer got hit, but I can't imagine it being that bad. Sure 40 -> 25 damage on hit is pretty hard of a hit, but it still gains stacks and the damage still goes up. You still get 25 damage on hit without having to stack it, which is better than the old Feral Flare.

If anything, Rangers got hit much harder because what's the incentive now of getting the enchantment if you don't get the reduced Smite CD?
I am who you think I am
M2
Profile Joined December 2002
Bulgaria4116 Posts
December 10 2014 18:21 GMT
#18
On December 11 2014 02:40 Lost My Will To Live wrote:
Devourer got hit, but I can't imagine it being that bad. Sure 40 -> 25 damage on hit is pretty hard of a hit, but it still gains stacks and the damage still goes up. You still get 25 damage on hit without having to stack it, which is better than the old Feral Flare.

If anything, Rangers got hit much harder because what's the incentive now of getting the enchantment if you don't get the reduced Smite CD?

Some slow farming junglers who dont need additional cc or damage boost, will still use it (rammus, zac etc), but it won't be that popular
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
phyvo
Profile Blog Joined April 2009
United States5635 Posts
December 10 2014 18:27 GMT
#19
On December 11 2014 02:38 GhandiEAGLE wrote:
New patch, new champ, much happy~

Rek'Sai looks fun, but I still don't see where her damage comes from. I guess I'll have to play her.


On the pbe stacking AD was pretty fun, her bite would do 1000 true damage at max rage. Unfortunately that's only possible when screwing around.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Alaric
Profile Joined November 2009
France45622 Posts
December 10 2014 18:28 GMT
#20
It also nets you 15% of your missing HP/mana when you smite, so junglers with issues sustaining will like it.
Cant take LMS hipsters serious.
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