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[Patch 5.5] Bard General Discussion

Forum Index > LoL General
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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
March 11 2015 20:34 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

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.

Bard, the Wandering Caretaker will be released a bit later during Patch 5.5

Patch 5.5: Live on Mar. 12th, 2015
+ Show Spoiler [Patch Notes] +





Bard



Bard, the Wandering Caretaker, will be released a bit later during Patch 5.5!









Azir



Increased the range at which soldiers can attack and spears 'pass through' to hit things further. Also base attack speed up.



Recent balance changes haven't been kind to Azir, so we're giving the Emperor some love targeted at his early-game feel when it comes to commanding soldiers. While these buffs don't solve all of Azir's problems, strengthening his sustained damage should ensure he isn't totally mummified.



General



BASE ATTACK SPEED 0.600 ⇒ 0.625


SOLDIER ATTACK RANGE 325 ⇒ 375


SPEAR PASSTHROUGH RANGE 100 ⇒ 50 (total range unchanged)









Gangplank



Weird bugs, man.



Passive - Grog-Soaked Blade



BUGFIX Fixed a bug where slow immune targets were also unaffected by the DoT









Gragas



Base mana up, damage cap versus monsters also up.



While not always thought of primarily as a Jungler, with the Buff Barge 2K15 docking at Jungle Island we thought it'd be a great time to pull back some of Graggy's stat restrictions to help drink Gromp and his friends under the table.



General



MANA 300 ⇒ 400



W - Drunken Rage



DAMAGE CAP VS MONSTERS 250 ⇒ 300









Karma




E - Defiance (Mantra)



BUGFIX Fixed a bug where allied champions were granted the inspire portion of the shield, instead of half of the defiance damage









Karthus




W - Wall of Pain



BUGFIX Fixed a bug where enemy champions could sometimes dash through Karthus' Wall of Pain without being slowed









Kassadin



R cooldown and mana costs are down, range up slightly.



Unlike Riftwalk, we went a little too far last patch. The focus of the changes were to lower the amount of instant mobility Kassadin had access to without changing his long-term movement too dramatically - this patch, we're tuning up his ultimate to put a little spring back into his Riftstep.



General



VISUALS Updated model, textures, animations and slight VFX changes for base and all skins


ICONS New ability icons



R - Riftwalk



COOLDOWN 7/5/3 seconds ⇒ 6/4/2 seconds


RANGE 450 ⇒ 500


COST 60 mana ⇒ 50 mana









Lissandra



Q damage down.



In all levels of play, Lissandra can be summed up in one word: consistency. In each lane she sees play, her relative safety (thanks to her amazing waveclear) sets her up as a top-tier threat thanks to Frozen Tomb's unforgiving CC. Not wanting to over-do it, we're hitting Ice Shard as a way to tone down her damage, clear (and by extension, safety) all in one go.



Q - Ice Shard



DAMAGE 75/110/145/180/215 magic damage ⇒ 70/100/130/160/190 magic damage









Nautilus



W damage down, E's cooldown, mana costs, and slow duration are all reduced.



By being the cornerstone to both his offensive AND defensive ability, Titan's Wrath forces Nautilus into a playstyle that is very binary - break the shield and he's harmless, or suffer if you fail to do so. Shifting power into Riptide lets him clear faster and take more actions per teamfight, which are two key areas we thought were weighing him down.



W - Titan's Wrath



DAMAGE 40/55/70/85/100 magic damage ⇒ 30/40/50/60/70 damage


RATIO 7/9.5/12/14.5/17% max health ⇒ 9/11/13/15/17% max health



E - Riptide



COOLDOWN 10 seconds at all ranks ⇒ 7/6.5/6/5.5/5 seconds


COST 60/70/80/90/100 mana ⇒ 40/50/60/70/80 mana


RATIO 0.5 ability power ⇒ 0.3 ability power


SLOW DURATION 2 seconds ⇒ 1.5 seconds









Nidalee



Trap damage now deals flat magic damage rather than a lower base damage + current health damage.



With the introduction of her rework, Bushwhack's current-health paradigm existed to soften up targets for big takedowns and secure vision to play with her new Hunt passive. Now one of the hottest junglers in the scene, it's enabled her to have the fastest clears in the game. For a skill with so many different uses as-is, we're re-balancing the damage so that while still useful with ability power, doesn't trivialize fighting the toughest monsters out there.



W - Bushwhack



DAMAGE 10/40/60/80/100 (+10/12/14/16/18 (+0.02 ability power)% current health) magic damage ⇒ 40/80/120/160/200 (+0.2 ability power) magic damage









Rek'Sai




E - Tunnel



TUNNEL COUNT Now uses the ward spawning UI to show the number of existing tunnels vs the maximum as well as displaying which tunnel will be destroyed once you've reached the limit









Shyvana



E's damage proc up!



When looking to punch Shyvana's ticket aboard the Buff Barge, we decided a more general boost to her effectiveness would suffice. Often used for her mixed-damage and innate defensive stats, we like Shy most when she actually has to punch the stuffing out of you to win fights - so that's exactly what we're reinforcing here!



E - Flame Breath



BONUS DAMAGE AGAINST MARKED TARGETS 2% maximum health per autoattack ⇒ 2.5% maximum health per autoattack









Singed



It's called "Mega Adhesive," not "Adequate Adhesive." Fling in peace, summoners.



E - Fling



BUGFIX Fixed several cases where Flinging an enemy into Mega-Adhesive would not immediately root them









Sion



Q's mana costs down, ratio slightly up. E's mana costs up at later ranks.



When it comes to Super-Tanks in top lane, we actually like what Sion brings to teams and how he interacts with opponents, with the exception of his laning phase - so we're keeping things "power-netural" for the big zombie. Shifting power from screaming at minions to dropping the chopper on frightened opponents means it requires a little more effort to win the wet-noodle-war than just never running out of mana.



Q - Decimating Smash



COST 45/50/55/60/65 mana ⇒ 45 mana at all ranks


RATIO 0.6-1.8 total attack damage ⇒ 0.65-1.95 total attack damage



E - Roar of the Slayer



COST 35 mana at all ranks ⇒ 35/40/45/50/55 mana









Skarner



Q's damage up (hey, it stacks up man), E's damage at later ranks up.



You're not the only one that misses your kind, Skarner. Another beneficiary of our focus on jungles this patch, we're aiming to give more damage back to the scorpion, especially in the later-game where his rank-ups can feel relatively poor.



Q - Crystal Slash



DAMAGE 18/28/38/48/58 physical damage ⇒ 20/30/40/50/60 physical damage


BONUS MAGIC DAMAGE 18/28/38/48/58 magic damage per stack of Crystal Energy ⇒ 20/30/40/50/60 magic damage per stack of Crystal Energy



E - Fracture



MAGIC DAMAGE 40/60/80/100/120 ⇒ 40/75/110/145/180









Sona



For a while we've been normalizing mana costs on ultimates, and Sona's the recipient of the next round. Sona buffs. What a time to be alive.



Passive - Power Chord



BUGFIX No longer consumed on hitting blue trinket ward or Kalista's Sentinel



R - Crescendo



COST 100/150/200 mana ⇒ 100 mana at all ranks









Soraka




Q - Starcall



BUGFIX Fixed a bug where Starcall's bonus damage sweetspot was not multiplying the bonus damage from Soraka's AP









Tristana



Rapid Fire's cooldown is reduced by 1 second for each basic attack she lands against an Explosive Charge'd champion.



When it comes right down to it, hyper-carries amongst marksmen usually care about one thing: basic attacking. As her primary source of damage, Tristana often felt awkward about giving up DPS to cast Explosive Shot, only to have them escape before she could make use of its damage potential. Adding the cooldown incentive should make it up to her, as well as giving her things to do when she's forced to shoot the durdling brawlers and tanks that try to scrap deep behind enemy lines.



Q - Rapid Fire



RAPIDEST FIRE Each basic attack against a target marked with Explosive Charge reduces the cooldown of Rapid Fire by 1 second









Trundle



Passive range upped to match experience range. W's healing amp is now the same at all ranks, and R's been slightly buffed due to a bugfix.



What's a Tank to a King? While most of these changes are focused on bugfixes and feel improvements, we felt it wouldn't be fair to address such a large number of tanks and tank-enablers without mentioning their natural predator. Focusing on sustain and regen should let Trundle keep pace with his opponents, biding his time before he goes all-out clubbing and takes their hard-earned stats.



Passive - King's Tribute



RANGE 1000 ⇒ 1400



W - Frozen Domain



HEALING AMPLIFICATION 8/11/14/17/20% ⇒ 20% at all ranks



R - Subjugate



BUGFIX Fixed a bug that caused Subjugate to only steal 36% of the target's Armor and Magic Resistance instead of 40%









Urgot



Urgot's shield now also scales with total mana, and R's cooldown has been reduced at later levels.



Urgot's going to need a lot more under-the-hood work before he can hit the big-time, but in the interim we thought he could use some help. A Mana ratio on W makes his beefy/CDR build more rewarding, keeping him active in sustained fights without adding to his snowball potential once the Acid Hunters set their sights on you. Although he has a dark, secret past, even the buff barge couldn't resist giving some love to League's original scuttle-crab.



W - Terror Capacitor



BASE SHIELD 80/130/180/230/280 ⇒ 60/100/140/180/220


newMANA RATIO 8% total mana



R - Hyper-Kinetic Position Reverser



COOLDOWN 120/110/100 ⇒ 120/100/80









Varus



Cooldown now starts ticking the moment he starts charging.



More of a quality of life change, Varus players should feel encouraged to charge their arrows instead of feeling penalized.



Q - Piercing Arrow



IONIAN SNIPER Now begins its cooldown at charge start, rather than when the arrow fires









Veigar



E's delay before walls appearing has been reduced slightly. Q is around 14% faster!



One of the larger themes for his 5.4 update was lowering reliability in favor of creating consistent high moments for master Veigar players. It appears we overshot (not a short joke), so we're dialing back to help Veigar feel less like a sitting duck when it comes to intense situations. Throw in some 'Quality of Doom' changes for Event Horizon, and the tiny master of evil should be turning tables and cackling like a super villain all the way to the nexus.



Q - Baleful Strike



MISSILE SPEED 1750 ⇒ 2000 (~14% faster)


BUGFIX Fixed a bug where Baleful Strike would fail to cast if you got CCed during the cast



E - Event Horizon



DELAY BEFORE WALLS APPEAR 0.75 ⇒ 0.5


WARNING PARTICLE DISPLAY After cast time ⇒ On cast









Vi



Movement speed down, R damage down at early and mid ranks.



Known for punching first (and asking questions while punching), Vi's never been good about giving her opponents much of a chance to fight back. Being one of the toughest champions to peel (combined with devastating ganks) make fighting her feel stacked - so we're draining some power from these areas to even the odds.



General



MOVEMENT SPEED 350 ⇒ 345



R - Assault and Battery



PHYSICAL DAMAGE 200/325/450 ⇒ 150/300/450









Viktor




E - Death Ray



BUGFIX Fixed a bug where the detonation on upgraded Death Ray was canceling Viktor's autoattacks









Volibear



Bite a monster, get half your cooldown back. Winning!




W - Frenzy



newTASTES LIKE RAPTORS Refunds half of the cooldown if used on a monster









Xin Zhao



W's base healing up at early levels, E's damage up at later levels.



As a jungler on the borderline of viability, we're giving X to the Z a bump towards his strengths (sustain and skirmishing) to help him get down to business.



W - Battle Cry



BASE HEAL 26/32/38/44/50 ⇒ 30/35/40/45/50



E - Audacious Charge



DAMAGE 70/105/140/175/210 magic damage ⇒ 70/110/150/190/230 magic damage









Zac



Chunks now reduce W's cooldown, even if he casts it slightly after he picks up a chunk. E knocks up for longer.



Smoothing out Unstable Matter's CDR mechanic and doubling E's knockup time so Zac players can feel better about doing what they've always done: throw yourself with reckless abandon into the enemy team.



W - Unstable Matter



SLAM CHUNK Picking up a chunk now briefly gives Zac a "reservoir" of CDR, even if he casts W within the 1 second following pickup of a chunk.



E - Elastic Slingshot



KNOCKBACK DURATION 0.5 seconds ⇒ 1 second









Zilean

Q cooldown down.

As with all changes that both increase complexity and skill-ceiling, Zilean saw a pretty dramatic shift last patch. While we want to give more time for players to learn how to use him effectively, this change enables his Q+W+Q combo that folks are used to.



Q - Time Bomb



COOLDOWN 12/11/10/9/8 seconds ⇒ 10/9.5/9/8.5/8 seconds








Mass Texture Rebalance (Part 8)



We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. Reminder: texture rebalancing isn't meant to replace - and doesn't delay - larger-scale updates!


Cho'Gath


  • Base, Gentleman, Jurassic, Loch Ness, Nightmare


Janna


  • Base, Frost Queen, Hextech, Tempest, Victorious


Taric


  • Base, Armor of the Fifth Age, Bloodstone, Emerald


Warwick


  • Base, Big Bad, Feral, Firefang, Grey, Hyena, Tundra Hunter, Urf





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Items





new


Luden's Echo



IT'S HAPPENING!!!



Our new 120 ability power item is here to fill the void left by the passing of Deathfire Grasp (rest in pieces). Goals up front: we want to provide a unique item that helps out movement-focused, spell-slinging mages, like kitey Lux, bursty-train Akali, or even spell-slingy (that's a word) Karthus. Try it out and let us know what combinations work with you - we'll be keeping a close eye here as new experiments get brought out. It's also important to note that this works on spell hits, not basic attacks!


RECIPE Needlessly Large Rod + Aether Wisp + 650 gold (total cost: 3100 gold)


ABILITY POWER 120


MOVEMENT SPEED 7%


UNIQUE PASSIVE Gains charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 60 (+5 per level) bonus magic damage to up to 4 targets on hit. Applies spell Effects (e.g., Spell Vamp, Rylai's, etc).









Sweeping Lens (Tier 2 Red Trinket)



When the cooldown on the upgraded red trinket was increased, we missed the fact that the middle tier red trinket now had a lower cooldown than the item it upgraded into. We changed the tooltip last patch and we're making the actual change now.


COOLDOWN AT LEVEL 9+ 60 seconds ⇒ 75 seconds








Wards



THEATRICS Unskinned Sight and Vision Wards now have spawn and death animations to provide better feedback. Don't get distracted.





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Jungle Items





new


Bami's Cinder



Baby sunfire.



We've mentioned this before, but one of our goals with this 'new' tanky jungle enchant was to provide an item that not only provides valuable tank stats but also helps junglers with their early to mid game clears. We've had to be very careful in balancing champions with this new item (ie: Amumu and Sejuani probably don't need anything in addition to the new Cinder), but we're excited to see what possibilities emerge. Want to play a tank jungler? GET FIRED.


RECIPE Ruby Crystal + 600 gold (1000 gold total)


HEALTH 300


UNIQUE PASSIVE Immolate - Deals 5 (+ 1 per champion level) magic damage to nearby enemies. Deals 50% bonus damage to minions and monsters.







new


Cinderhulk Enchantment



Juggernaut has been replaced by Cinderhulk.



See above with our point regarding a tanky item that also boosts clear speeds. This is that item all grown up. It's also important to note that +25% bonus health stat. Note it. Appreciate it.


RECIPE Tier 2 Jungle Item + Bami's Cinder + 350 gold (2200 gold total)


HEALTH 350


UNIQUE PASSIVE Grants +25% bonus health


UNIQUE PASSIVE Immolate - Deals 16 (+ 1 per champion level) magic damage to nearby enemies. Increases with time in combat up to 24 (+ 1.5 per champion level).









Sunfire Cape



Sunfire now builds out of Bami's Cinder instead of Giant's Belt.



Just a very small directional change to make Sunfire Cape more focused on wave clearing for tanky dudes. There's a little less health on that build path, but you can get to your area-effect burn a little faster.


RECIPE Chain Vest + Bami's Cinder + 850 gold (2600 gold total [unchanged])


STATS Unchanged. Just so you know.


newPASSIVE Is now UNIQUE so you know you can't stack it





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Strategic Itemization







Raptor Cloak



BUFFS!



Since those two item build paths are so situational, we want you to feel better about just sitting on a Raptor Cloak.


ARMOR 30 ⇒ 40


newUNIQUE PASSIVE Point Runner - You now gain the movement speed while near fallen turrets









Zz'rot Portal



MORE BUFFS!



Now that we think players have good ways to deal with this (see: ability power damage to structures, etc), we're giving it some extra love. Also, please don't build this item against Nasus. Trust us.


ARMOR 50 ⇒ 60


MAGIC RESISTANCE 50 ⇒ 60


newUNIQUE PASSIVE Point Runner - You now gain the movement speed while near fallen turrets


VOIDSPAWN BASE DAMAGE AGAINST STRUCTURES 50 ⇒ 100


VOIDSPAWN BASE DAMAGE AGAINST NON-STRUCTURES 20 ⇒ 50


VOIDSPAWN TIME UNTIL THEY BEGIN TO DECAY 4 seconds ⇒ 5.5 seconds


VOIDSPAWN ACQUISITION RANGE AGAINST INHIBITORS 300 ⇒ 350


VOIDSPAWN ACQUISITION RANGE AGAINST NEXUS 300 ⇒ 450









Ohmwrecker



CASUALTY OF THE RAPTOR CLOAK BUFFS.


newUNIQUE PASSIVE Point Runner - You now gain the movement speed while near fallen turrets









Righteous Glory



This item is actually very close to a healthy spot. We're just pushing it a little further so getting it earlier in the game improves its synergy with the new Cinderhulk enchantment.


HEALTH +500 ⇒ +650









Banner of Command



This item seems to actually be in a pretty healthy state. It's good for breaking delayed out sieges against an Anivia or Ziggs, and it's a strong augment to your own siege with a Baron buff. Only calling this out to note that we're still looking if it needs anything for later patches. In other words, we're just talking. Hello, how are you. We're fine.


UNCHANGED UNCHANGED. We just wanted to talk about Banner of Command, man.





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Global Summoner's Rift Changes






Inhibitor Turrets



Inhibitor turrets give reduced gold and no experience.



This is going to get a little designer-talkish but here we go: the main advantage of taking down a laser turret is mainly to modify the game state - that is, access to either the inhibitor or nexus. Since taking (or not taking) these turrets are more about access to strategic buildings, the gold they provided acted as more of a "win more" mechanic than an incentive for the opposing team to take action. We're clarifying that! Designer talk over.


Global team gold on inhibitor turrets 175 ⇒ 50


Global team experience on inhibitor laser turrets 100 ⇒ 0








Nexus Turrets



Laser turrets give reduced gold and no experience.



See above! We can copy paste it here, that's okay: this is going to get a little designer-talkish but here we go: the main advantage of taking down a laser turret is mainly to modify the game state - that is, access to either the inhibitor or nexus. Since taking (or not taking) these turrets are more about access to strategic buildings, the gold they provided acted as more of a "win more" mechanic than an incentive for the opposing team to take action. We're clarifying that! Designer talk over.


Global team gold on nexus laser turrets 150 ⇒ 50


Global team experience on nexus laser turrets 120 ⇒ 0








Shield Turrets (inner turrets)



Middle lane inner turrets no longer have a shielding mechanic. Top and bottom lane turrets shield for less, but all turrets have more health.



The goal of turret shields has always been to mitigate the oppressiveness of poke-heavy teams when they hit their stride. That said, the shields are a little too weighted in favor of the defending team, and we're seeing common stallouts on mid-lane inner turrets. With this change, we still want to reward split pushing and smart map rotations as counters to stall-focused teams, but we're reducing a little strength here so they're not just artificially drawing out games.


removedGET POKED Middle lane inner turrets no longer shield nearby champions


Top and bottom lane turret shield health 200 ⇒ 30


Inner turret health 2000 ⇒ 2300








Minion Health



Minions got healthier, but turrets still do the same damage to them.



The unsung hero of sieging in League of Legends: minions. That said, they're currently not living up to their full potential and are getting washed out before any meaningful sieging can be done. Realizing this, we sent the minions to the gym so they'll be a little more resilient when marching down the lane. Our goal wasn't to affect last-hitting under turrets (hence the weird turret damage upgrade), but a bug made the timing slip by about 1.5 minutes. In other words, from 9:00 to 10:30, when you're last hitting minions under the turret, melee minions will have 6 more health when in "last hit" range (ie: after two turret shots), caster minions will have 3 more health (after one turret shot), and siege minions will have 9 more health.


CASTER MINIONS Caster minion health increased by 3 at 9 minutes, and an additional 3 every 90 seconds thereafter


MELEE MINIONS Melee minion health increased by 6 at 9 minutes and an additional 6 every 90 seconds thereafter


SIEGE MINIONS Siege minion health increased by 9 at 9 minutes and an additional 9 every 90 seconds thereafter


OUTER AND INNER TURRETS Outer and inner turrets (non-laser) deal 3 damage per minion upgrade at 10.5 minutes and an additional 3 every 90 seconds thereafter








Jungle Camps



Some of the inequalities between camp camps were a bit too pronounced, with some jungle routes being much, much better than others. Since one of our goals with the 2015 season was to ensure there wasn't a single best path for the jungle, but that junglers had to modify their clears (and jungle buffs) according to the pace of the game, we're adjusting. TLDR: Making camps easier.


GROMP ATTACK DAMAGE 90 ⇒ 83


LARGE RAPTOR DAMAGE 55 ⇒ 45


SMALL RAPTOR DAMAGE 20 ⇒ 16


BIG WOLF REWARD 48 gold ⇒ 53 gold


SMALL WOLF REWARD 14 gold ⇒ 16 gold








Gromp Buff Buffs



Say that three times fast. Gromp buff now scales with bonus health so jungle tanks can scale better in their jungle clears, even without Cinderhulk.


GROMP POISON 4 + (8 x level) ⇒ 10 + 10% of bonus health








Rift Scuttler Speed Boost



This includes all other things considered 'pets,' so Tibbers, Voidlings, and even clones. It's technically a Shaco buff too, which is concerning.


newHERE COMES TIBBERS The Rift Scuttler speed shrine now affects pets







new


Dragon Buff Counter for Spectator



Counts buffs, not kills. Also glows when a team hits 5 stacks. Very exciting.


newEXISTS Is now a thing





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End of Summoner's Rift Beta






Patch 5.5 marks the end of the Summoner's Rift Beta we launched last November! We're celebrating this milestone with a comprehensive colors pass and the animated Victory/Defeat screens we teased back in our beta announcement video.


Though the beta has come to an end, we're continuing to look for opportunities to update the rift. We really appreciate all the feedback you've given us and hope that, together, we've made Summoner's Rift a place you want to spend your game time in.








Visual Rebalance



We've heard a lot of player feedback around the art style of the updated Rift: many of you feel the new map is less vivid and lively than the original. We've been working on a comprehensive pass to bring back some of the vibrance of the old Summoner's Rift without sacrificing the clarity and readability the update offers.


HUE & SATURATION Amped up to make the environment feel warmer and help the more colorful map elements pop


VALUE RANGE Widened while maintaining champion and particle contrast against the environment


MAP DETAILS More have been added to help anchor your champion on the map, similar to how each quadrant of the jungle has a distinct feel. We also added a duck, but he's pretty noncommittal so you might not see him too frequently.


LIGHTING & SHADOWS Redone to be more consistent across the map and give a greater sense of direction and three-dimensionality








Victory & Defeat Banners



Looks cool but we ran into technical issues when we launched the beta, so we decided to ship without them. That's…about all the context we have.


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ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
wei2coolman
Profile Joined November 2010
United States60033 Posts
March 11 2015 20:37 GMT
#2
Fan of the rg buff. It was a bit weak for a first item timing, but no resists made it a poor 2nd and 3rd item timing
liftlift > tsm
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2015-03-11 20:39:58
March 11 2015 20:39 GMT
#3
hahahhaa RG buff, thanks riot, I was getting that item as 1st item on Olaf every game already :3

also yaay for indirect Rammus buffs
"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
739
Profile Blog Joined May 2009
Bearded Elder29903 Posts
March 11 2015 20:40 GMT
#4
Definitely not Udyr best skin idea ever.
WriterSalty oldboy that loves memes | One and only back-to-back Liquibet Winner
nafta
Profile Joined August 2010
Bulgaria18893 Posts
Last Edited: 2015-03-11 20:47:31
March 11 2015 20:43 GMT
#5
Ok srsly gromp is gonna 250+ dmg every 3 sec lategame.Am I only one who thinks this is absolutely retarded lol?How are you supposed to kill tanks as an auto attacker when they have gromp+thornmail?Sejuani probably pushed to best jungler after this patch.

The rg buff is pretty random.It was already a really good item and they just gave it free 400 gold boost lol.
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
March 11 2015 20:51 GMT
#6
You think it's retarded just because you main ADC and support nafta. I think it's time to bring back the oppressively strong jungle to school y'all kids.
"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
nafta
Profile Joined August 2010
Bulgaria18893 Posts
March 11 2015 20:53 GMT
#7
Pretty much.Finally when olaf is banned your next champion is actually gonna be decent.
wei2coolman
Profile Joined November 2010
United States60033 Posts
March 11 2015 20:56 GMT
#8
Aside from 6 item adc, was there ever a time an adc actually beat tanknof equal gold?
liftlift > tsm
Sonnington
Profile Joined December 2012
United States1107 Posts
March 11 2015 20:56 GMT
#9
They buffed the everloving shit out of the jungle. What a knee jerk reaction by Riot. I was hoping Morello and GC would hold their ground like men on this one.
nafta
Profile Joined August 2010
Bulgaria18893 Posts
March 11 2015 20:58 GMT
#10
On March 12 2015 05:56 wei2coolman wrote:
Aside from 6 item adc, was there ever a time an adc actually beat tanknof equal gold?

Depends on champion but it never was uncommon.Problem with tanks being stronger you just need more stats rather than dodging their damage.
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
March 11 2015 21:08 GMT
#11
So splitpushing will be better now thanks to change to shield turrets?
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
March 11 2015 21:10 GMT
#12
Good LORD they buffed Zz'rot through the roof. I'm gonna have to start building it again.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2015-03-11 21:13:03
March 11 2015 21:11 GMT
#13
On March 12 2015 05:58 nafta wrote:
Show nested quote +
On March 12 2015 05:56 wei2coolman wrote:
Aside from 6 item adc, was there ever a time an adc actually beat tanknof equal gold?

Depends on champion but it never was uncommon.Problem with tanks being stronger you just need more stats rather than dodging their damage.

The only timing I can think of is maybe first item timing, if tank had to invest into an MR item, instead of pure health or armor.

I'm not even sure why they made cindercoat or w.e. Just make it so the tank enchantment could clear as fast as the other enchants. Just add +%dmg to monster.

Interested in how the Nautilus changes will work out. With some CDR his E spam will be pretty insanely fast.
liftlift > tsm
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2015-03-11 21:41:32
March 11 2015 21:36 GMT
#14
On March 12 2015 05:43 nafta wrote:
Ok srsly gromp is gonna 250+ dmg every 3 sec lategame.Am I only one who thinks this is absolutely retarded lol?How are you supposed to kill tanks as an auto attacker when they have gromp+thornmail?Sejuani probably pushed to best jungler after this patch.

The rg buff is pretty random.It was already a really good item and they just gave it free 400 gold boost lol.

I just got killed by Jinx as J4 with Gomp buff, Randuin's/Locket/Tabi/Thornmail/Warrior Stalker/Belt. Even after my full combo, by the time I was dead she'd lost less than 1/5th of her HP because of how much she lifestole. I won't complain about not getting buttfucked to oblivion.

Wei2, Naut's E doesn't matter, because it is a very clunky ability that can be outrun easily. Nautilus, tied for lowest base MS in the game, stops for 0.2-3s before he starts the cast, the waves start close to him (remember his model is huge with its implication).
He also gets oom stupidly fast using the current one, so post-changes he'll get oom even faster if you try to make use of it, and an oom Nautilus is a trashcan.

I'm waiting to test the changes but cinder thing will only help his clear and dps. Smashing the shield will make his clear before cinder weaker (and it was already painfully slow, also unable to full clear), and his burst in ganks weaker (also his sustained damage, he loses 12.5 damage on-hit and 12.5 dps ffs, so until cinder's passive "kicks in" it's also nerfed).
I'm really, really doubtful about all that.
Cant take LMS hipsters serious.
wei2coolman
Profile Joined November 2010
United States60033 Posts
March 11 2015 21:48 GMT
#15
In a 1v1 the E change won't fix any issues, but in teamfights. With early FH, you should be able to spam that sucker for days, and create pretty decent peel for your ADC.
liftlift > tsm
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2015-03-11 22:04:42
March 11 2015 21:53 GMT
#16
That's the thing though: you will, literally, never hit that spell on someone who's running from you unless they're already cc'd (or they're basically on top of your model, eg. people dashing to you or hit by your Q).

It also means that if your carry is trying to kite, you generally can't follow divers fast enough to hit them with E once they're past you.
If you end up in a situation where catch/initiation is desirable from you (which your kit still allows, although his ult isn't as good as Vi's for that for example), it's really awkward because you won't be able to move from initiation to your backline in time.

In short, putting more power into E without at least some QoL to its cast time, initial distance, or AoE/"speed", is a direct nerf to Nautilus in my eye, no matter the sunfire itemisation you give him.

TL;DR: Nautilus' E doesn't feel good to use because its impact is so low (rarely hits, never hits more than once, weak slow when it does), and they're reducing it further in exchange for a lower cooldown. So you can feel like you have no impact more often!
They also rape his shield again. It used to do 125 damage at level 9, y'know? But hey, Naut did too much damage. Now he does less when he's already behind in levels.

Edit: just watched the texture update, I don't really see the point of blending the colours on Ryze if they're going to make his tatoos harder to see. They're a direct part of him.
Triumphant Ryze got hilariously ruined though. What's the point of updating the victory statue skin if you remove its metallic hue?
Cant take LMS hipsters serious.
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2015-03-11 22:21:27
March 11 2015 22:19 GMT
#17
On March 12 2015 06:53 Alaric wrote:
That's the thing though: you will, literally, never hit that spell on someone who's running from you unless they're already cc'd (or they're basically on top of your model, eg. people dashing to you or hit by your Q).

It also means that if your carry is trying to kite, you generally can't follow divers fast enough to hit them with E once they're past you.
If you end up in a situation where catch/initiation is desirable from you (which your kit still allows, although his ult isn't as good as Vi's for that for example), it's really awkward because you won't be able to move from initiation to your backline in time.

In short, putting more power into E without at least some QoL to its cast time, initial distance, or AoE/"speed", is a direct nerf to Nautilus in my eye, no matter the sunfire itemisation you give him.

TL;DR: Nautilus' E doesn't feel good to use because its impact is so low (rarely hits, never hits more than once, weak slow when it does), and they're reducing it further in exchange for a lower cooldown. So you can feel like you have no impact more often!
They also rape his shield again. It used to do 125 damage at level 9, y'know? But hey, Naut did too much damage. Now he does less when he's already behind in levels.

Edit: just watched the texture update, I don't really see the point of blending the colours on Ryze if they're going to make his tatoos harder to see. They're a direct part of him.
Triumphant Ryze got hilariously ruined though. What's the point of updating the victory statue skin if you remove its metallic hue?

I don't see how he does less damage, if he can spam the spell more often? It's CD is HALVED, while only .2 AP is taken off, and how much AP are you even buying on Naut in the first place? Probably not enough to see the difference off of a single cast. Even with slow E animation, you're almost always bound to hit someone if you're near your ADC. Just because they can dodge it, doesn't mean they will. That's almost as silly as "no one could possibly be hit by Anivia Q cuz it's so slow!"
liftlift > tsm
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2015-03-11 23:18:53
March 11 2015 22:23 GMT
#18
Raptor cloak: Getting movement speed near turrets is the dumbest passive as it's just conditional invisible stats. I thought they were phasing out invisible stats like globals. People don't chose to only fight near turrets. It just so happens that fights break out near turrets.

Banner of command is strong because of its stats. The extra health on a single minion is worthless because it goes away in 1 cait auto during a siege. It definitely helped push an empty lane though it never actually helped break a siege.

Same with ZZ'rot portal. If people get it, it's because it has good stats or the active has a short enough cooldown you can spam it to help push. Not because the active is actually worthwhile. You leave it in a lane and hope that lane stays empty.

Righteous glory was already pretty strong but sure. I'll take it. Tanks got nerfed after season 2, and considering tanks are usually players willing to lose some kills for the good of their team, their high winrates in soloqueue should have been expected.

So many convoluted changes. League is a convoluted mess of a game. "Now gromp's passive scales with health but only on Wednesdays and only if the groundhog saw its shadow this year before 9 minutes, plus 9 every 90 seconds after minus 12 for every 1000 gold you get"

Also I think Akali's wearing too little in the predator splash. She should have underwear.


Champion mastery I feel will move people away from trying 10 different champions in their last 10 games. Essentially people will actually improve at their champions through focused practice. I don't think it'll mean much to see an S tier rumble though. It'll just mean he can play his champ since there's no demotion. It won't mean he'll definitely carry. But a D tier rumble will have a good chance of feeding. I thought Riot was moving away from giving people reason to complain at the start of the game by removing everyone else's ping.

Champs for me to try soon:
Ez AP mid with luden's echo. Ez lacks waveclear and relies on a single short cd ability to do a majority of his damage. That's his Q, most of the remaining damage comes from his ult, with his E as an escape more often than a chaser, and his W as something to throw in when targets are in range and it's not on CD. Luden's echo is not gold efficient especially if you ignore the MS, and a champ like Annie will get more burst in a rotation, and likely more AoE damage from Deathcap than echo. Therefore she doesn't need it. Luden's echo helps most on champs that poke with 1 ability like Nid and Ez.

Keep getting freelo with Jungle Sejuani. Cinderhulk now deals up to 51 dps but I'm not sure how fast it ramps up. When people complain about junglers they still only complain about Vi, J4, Rek'sai, Lee, and Nid. But the Sej nerfs should be coming.

Maybe
Voli jungle,
Urgot
Xin
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
wei2coolman
Profile Joined November 2010
United States60033 Posts
March 11 2015 22:58 GMT
#19
Luden's echo looks fun to use, but what champ would get it? I can only think of a few that would get it as an alternative item buy. I mean, morello, and void are core on any AP. It would be for people who wouldn't want lichbane nor zhonyas. Not many fit in that category. Maybe lux?
liftlift > tsm
Velocirapture
Profile Blog Joined December 2010
United States983 Posts
March 11 2015 23:06 GMT
#20
I think a lot of AP mids will get Luden's as a 5th or 6th item in solo queue since full damage builds are way more common. Lux is the only mid who may get it first item. Something like chalice into echo and only if it lets you wave clear with one E. Every other mage we see in mid has one rotation wave clear really early so we will still see boots/mana item/void staff/deathcap/hourglass before echo (possibly echo before hourglass if you are crushing the game).
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