Monday, October 8, 2012

Top plays week 95

Here it is , in the week of  the great tournament!!
I'll upload some plays that I did myself so you can check an awesome penta and a great juke!
GL & HF

Saturday, September 22, 2012

How are they related?

So I found this diagram , and I thought it would be nice to share it.
I know it isn't complete but here you can have some fun seeing the relations between champions without reading all the Lore.

Larger version

Thursday, August 16, 2012

Syndra, the Dark Sovereign, Revealed

Here we have one more upcoming champion !


Skills

Transcendent (Passive): Each of Syndra’s normal abilities gain an extra effect at max rank.
Dark Sphere: Spheres deal bonus damage to champions.
Force of Will: Projectiles briefly knocks enemies into the air.
Scatter theWeak: Cone width increases.

Dark Sphere: Syndra conjures a dark sphere at a target location, dealing magic damage in an area. The sphere remains for several seconds and can be manipulated by Syndra’s other abilities.

Force of Will:
First Cast: Grabs a target dark sphere, enemy minion or neutral monster.
Second Cast: Throw a grasped dark sphere or enemy at a target area. Enemies struck by the projectile take magic damage and are slowed.

Scatter the Weak: Deals magic damage in a cone and knocks enemies away based on how close they are to Syndra. Dark spheres within the area-of-effect are also knocked back, dealing magic damage and stunning enemies in their path.

Unleashed Power (Ultimate): Draws upon Syndra’s full cataclysmic power, harnessing all active dark spheres to deal additional magic damage to an enemy champion.


Saturday, August 11, 2012

New changes coming for katarina

So I guess you guys already heard that they're going to relaunch Katarina!

I really don't know why they would do that, she is a balanced champion, if she starts  to snowball it's a beast,  but can be easily countered with CC and she is extremely squishy, so what are the changes we going to have?


Katarina’s New Abilities:


Voracity (Passive): Champion kills or assists reduce Death Lotus' cooldown and refresh your basic abilities.

Bouncing Blades: Katarina throws a dagger that bounces from enemy to enemy, dealing magic damage and marking them. Striking a marked target with an ability or basic attack will consume the mark to deal additional magic damage.

Sinister Steel: Katarina whirls her daggers around her, dealing magic damage to all enemies in the area. If she hits an enemy champion, Katarina gains Movement Speed for a short duration.

Shunpo: Katarina instantly moves to her target's location and takes reduced damage from enemies for a short duration. If the target is an enemy, she deals damage.

Death Lotus (Ultimate): Katarina becomes a flurry of blades, throwing daggers with unrivaled speed at up to three nearby champions. Daggers deal magic damage and reduce incoming healing on targets hit.


Katarina’s Old Abilities:

Voracity(Passive): After a kill or an assist, Katarina gains 25 gold and her cooldowns are reduced by 15 seconds.

Bouncing Blade : Katarina throws a dagger that will bounce from enemy to enemy, dealing magic damage. Each subsequent hit deals 10% less damage. The blade won't bounce to hit the same enemy more than once on the same cast.

Killer Instincts(Passive): Each of Katarina's autoattacks and abilities will deal extra damage per hit. This gives extra damage to each Bouncing Blade bounce and each Death Lotus dagger.
(Active): Katarina's next basic ability within 15 seconds will have a bonus effect:
Bouncing Blade: Deals full damage to every target it hits and applies 50% healing reduction for 5 seconds.
Shunpo: Katarina takes reduced damage from enemy attacks for 3 seconds.

Shunpo: Katarina moves to her target's location, appearing behind it. If the target is an enemy, she deals magic damage to the target.

Death Lotus : Katarina channels for 3 seconds, throwing 30 daggers over the duration to the 3 closest enemy champions in a nearby area around her. Each enemy champion can be hit by a maximum of 10 daggers.


So what are the changes? 
Passive:
She doesn't win the extra 25 gold whenever she kills or assists.
When she kills or have an assist she will have the Death lotus cooldown reduced and abilities refreshed instead of reducing all cooldowns by 15 seconds.

Don't know if this will be positive for her or not... But I think it will , since she will now have all her abilities refreshed after assist or kill, so it will be easy to get another kill or assist. 

Q:
Now we have a Q similar to Akali's Q , whenever an enemy is hit by Bouncing blades it gets marked, and when you attack them it will deal extra damage. In my opinion is even better than Akali's Q , since in a teamfight Katarina can mark all the adversary team , it's multi target and Akali is single target. Just due to this change Katarina will become really powerful. 

W:
In W I believe that Katarina lost a bit.. She now has an area damage that gives damage and movement speed for a short duration, the only good thing it will be for chasing enemies, while with the old ability she could hit every target with bouncing blades for the same damage and healing reduction( a great debuff) or have reduced damage from enemy attacks. 

E:
So the new Shunpo has the combo with W from before, everytime you use it you take reduced damage for 3 seconds. So it is a trade in having this here and changing W. 

R:
The only difference in her ultimate is that she now gives reduced incoming healing , what will be great against an ad carry with Heal as a summoner spell . 

General conclusions:
With this changes I believe that Katarina will be even stronger and will be picked much more. She will have more burst damage, so it will be like an Akali but more AOE oriented. What do you think ? 


Have fun.





Monday, August 6, 2012

Monday, July 30, 2012

Top plays week 86



And the newest one! Sorry for the late guys.

Top plays week 85

Here we see some excellent plays, and from personal experience , even if you have both your nexus turrets down, don't give up, just won a game like that : )
Have fun! And a good summer


Thursday, July 19, 2012

Mid-July patch notes

New Skins in the Store

Mythic Cassiopeia

PvP.net v1.63
New Matchmaking Upgrades
Players who are under Level 30 are far less likely to face Level 30s
Greatly improved matchmaking for premade groups of 4
Matchmaking improved for highly skilled players trying to queue with lower skilled friends
Matchmaking in Ranked Solo/Duo Queue now restricts the number of duo queue pairings on each team to 1 per team
Improved initial seeding for Ranked Teams composed of skilled Ranked Solo/Duo players
Summoner Profiles now display the highest Ranked Team rating, instead of Arranged Team ratings

League of Legends v1.0.0.143

Zyra, Rise of the Thorns
Pending the completion of some further testing on PBE, Zyra will be released at a future date.

Akali
Fixed: Mark of the Assassin's tooltip now states the correct Energy return amount

Amumu
Fixed: Despair now displays a range indicator when hovered over

Corki
Fixed: Valkyrie's targeting indicator now scales with distance from Corki

Evelynn (Remade)
Shadow Walk (Passive)
Evelynn fades away into the shadows. She can only be seen by nearby enemy Champions or true sight
While in stealth, Evelynn regenerates 1% of her max Mana every second
Casting spells, taking damage, or dealing damage unstealths Evelynn for 8 seconds
Hate Spike
19/23/27/31/35 Mana, 1.5 second Cooldown
Evelynn fires a line of spikes through a nearby enemy, dealing 40/60/80/100/120 (+0.45 Ability Power) (+0.4 bonus Attack Damage) magic damage to all enemies in its path
Hate Spike prioritizes what Evelynn has attacked recently
Dark Frenzy
No Cost, 20 second Cooldown
Passive: Evelynn's spell hits on enemy Champions grant her 4/8/12/16/20 Movement Speed for 3 seconds (effect stacks up to 4 times)
Active: Evelynn removes all slows affecting her and gains 30/40/50/60/70% Movement Speed for 3 seconds
Champion kills and assists refresh Dark Frenzy's cooldown
Ravage
50/55/60/65/70 Mana, 9 second Cooldown
Evelynn slashes a target enemy 2 times, dealing 35/60/85/110/135 (+0.5 Ability Power) (+0.4 bonus Attack Damage) magic damage with each strike
Evelynn then gains 60/75/90/105/120% Attack Speed for 3 seconds
Agony's Embrace
100 Mana, 150/120/90 second Cooldown
Evelynn impales all enemies in the targeted area, dealing 15/20/25% (+1% per 50 Ability Power) of their maximum Health in magic damage and slowing their Movement Speed by 30/50/70% for 2 seconds
Evelynn siphons their pain, gaining a 150/225/300 health shield for each enemy Champion hit which lasts up to 6 seconds

Gangplank
Parrrley
Now refunds half the mana cost if Parrrley kills the target

Garen
Perseverance
Added a buff timer to show when Perseverance will reactivate

Gragas
Fixed: Body Slam no longer stops when encountering created terrain (ex: Anivia's Crystallize)

Graves
Smokescreen
Sight reduction range reduced to 675 from 800

Jax
Fixed: Counter Strike's dodge component now works properly against Shen

Kassadin
Riftwalk
Damage reduced to 60/70/80 from 60/90/120
Ability Power ratio increased to 0.8 from 0.5

Malphite
Ground Slam
Armor ratio reduced to 30% from 50%
Now has a 0.2 Ability Power ratio
Attack Speed reduction duration reduced to 3 seconds from 4

Malzahar
Summon Voidling (Passive)
Voidlings prioritize enemies Malzahar is autoattacking if Malefic visions isn't present
Voidling pathing and general AI improved
Voidlings will now hide in brush and won't attack if Malzahar is in brush and not in combat
Voidling dance animation added
Call of the Void
Delay is now consistent at 0.6 seconds
Now deals damage in a single hit - rather than two separate hits
Now grants vision along the entire line path - rather than only at the two end points
Now deals damage to units surrounding the end points
Null Zone
Cast time removed - Malzahar may now cast this ability while moving
Damage now starts 0.25 seconds after casting the ability
Nether Grasp
Malzahar ignores orders that would cancel his ultimate within the first 0.5 seconds of Nether Grasp
Voidlings prioritize champions immobilized in Nether Grasp above all other priorities

Mordekaiser
Fixed: Children of the Grave's initial damage now correctly draws turret aggro

Morgana
Black Shield
Cooldown increased at earlier ranks to 23/21/19/17/15 seconds from 15 at all ranks
Cast range increased to 750 from 600
Soul Shackles
Leash range is now more accurate (now updates every 0.25 seconds from 0.5 seconds)

Nocturne
Shroud of Darkness
Shield duration reduced to 1.5 seconds from 2
Paranoia
Cooldown increased at earlier ranks to 180/140/100 seconds from 160/130/100
Updated Umbra Blades tooltip

Nunu
Fixed: Visionary will now grant free cost spells even if spells were ranked up while the Visionary buff was already active

Orianna
General
Fixed: Attack Range is now 525 at all times.
Command: Attack
Ability Power ratio increased to 0.5 from 0.4
Command: Shockwave
Fixed: Now stuns enemies that were in the middle of a movement skill.

Sejuani
Fixed: Arctic Assault no longer stops when encountering created terrain (ex: Anivia's Crystallize)

Sona
General
Basic attack and Power Chord missile speeds increased to 2000 from 1500
Aura persistence duration reduced to 1 second after deactivation from 2
Global cooldown reduced to 0.5 seconds from 2
Power Chord
Power Chord now resets your attack timer so you can use it immediately
Crescendo
Now deals all its damage instantly, rather than over time
Fixed: Opponents can no longer Cleanse the damage portion of Crescendo

Shen
Ki Strike
Damage reduced to 4 + 4 per level from 4 + 6 per level

Teemo
Camouflage (Passive)
Fixed: Teemo now gains the Attack Speed buff instantly after leaving invisibility

Tristana
Explosive Shot
Fixed: Passive damage no longer activates from spell damage
Fixed: Tooltip now reflects the Ability Power ratio

Twitch (Remade)
Stats
Attack Range increased to 550 from 500
Base Health increased to 389 from 356
Health per level increased to 81 from 78
Base Mana increased to 220 from 180
Mana per level increased to 40 from 35
Base Attack Damage reduced to 47 from 51.56
Attack Damage per level reduced to 3 from 3.3
Attack animation improved
Deadly Venom (Passive)
Damage reduced to 12/24/36/48 per stack from 15/30/45/60
Ambush
60 Mana, 16 second Cooldown
After 1.25 seconds, Twitch becomes invisible for 4/5/6/7/8 seconds and gains 20% Movement Speed. Twitch gains 30/40/50/60/70% Attack Speed for 5 seconds after revealing himself
Venom Cask
50 Mana, 13/12/11/10/9 second Cooldown
Twitch hurls a cask full of venom to target area that slows targets by 25/30/35/40/45% for 3 seconds and adds 2 stacks of Deadly Venom
Expunge
70/75/80/85/90 Mana, 12/11/10/9/8 second Cooldown
Deals 20/35/50/65/80 plus 15/20/25/30/35 (+0.2 Ability Power) (+0.25 bonus Attack Damage) per stack of Deadly Venom as physical damage to all nearby enemies affected by Deadly Venom
No longer removes Deadly Venom stacks
Spray and Pray
100/125/150 Mana, 120/110/100 second Cooldown
Twitch's basic attacks become powerful piercing bolts with 300 bonus range, and Twitch gains 20/28/36 Attack Damage. Each bolt deals 20% less damage to subsequent targets down to a minimum of 40% damage. Lasts 7 seconds.

Urgot
Acid Hunter
Damage adjusted to 50/80/110/140/170 (+1.2 bonus Attack Damage) from 10/40/70/100/130 (+0.85 total Attack Damage)
Lock-on missile cast range reduced to 1200 from 1500
Fixed: Rank 1 range is no longer higher than the other ranks
Noxian Corrosive Charge
Cooldown increased to 15/14/13/12/11 seconds from 11 at all ranks
Cast range reduced to 900 from 950
Hyper-Kinetic Position Reverser
Cast range reduced to 550/700/850 from 700/775/850

Vladimir
Sanguine Pool
Movement Speed bonus now decays over time

Xerath
Arcane Barrage
Reduced the delay between casting the spell and the impact to 0.5 seconds from 0.875 seconds
The visual indicator for the ultimate will appear at the start of the cast bar instead of at the end

Xin Zhao (Remade)
Stats
Base Attack Speed increased to 0.672 from 0.658
Attack Speed per level increased to 2.7% from 2.5%
Challenge (Passive)
Xin Zhao challenges his target with his basic attacks and Audacious Charge, reducing their Armor by 15% for 3 seconds. Only one target can be challenged at a time.
Three Talon Strikes
Now reduces his other ability cooldowns by 1 second with each strike
Attack Damage ratio increased to 1.2 from 1.0
Cooldown reduced to 9/8/7/6/5 seconds from 10
Battle Cry
Passive: Heals Xin Zhao for 26/32/38/44/50 (+0.7 Ability Power) every third basic attack
Active no longer reduces other abilities' cooldowns
Cooldown reduced to 16/15/14/13/12 seconds from 24/22/20/18/16
Mana Cost increased to 40 from 35
Audacious Charge
Now challenges the target
Damage increased to 70/115/160/205/250 (+0.6 Ability Power) from 70/110/150/190/230 (+0.4 Ability Power)
Slow increased to 25/30/35/40/45% from 20/25/30/35/40%
Slow duration increased to 2 seconds from 1.5
Range reduced to 600 from 650
Cooldown reduced to 13/12/11/10/9 seconds from 16/15/14/13/12
Crescent Sweep
Now knocks all unchallenged targets back
Now has a 1.0 bonus Attack Damage ratio
Cooldown increased to 100/90/80 seconds from 75
Armor and Magic Resist bonus adjusted to 15/20/25 per champion hit from 25 + 7/10/13 per champion hit
Now has a new particle

Yorick
Fixed: Unholy Covenant (Passive) no longer reduces true damage

Ziggs
Satchel Charge
Cooldown reduced at earlier ranks to 26/24/22/20/18 seconds from 30/27/24/21/18

Summoner's Rift
Outer turret vision range increased to 1095 from 800

Twisted Treeline
The Dragon on Twisted Treeline now has the same chat kill announcement as the Dragon on Summoner's Rift

Items
Heart of Gold
Health reduced to 200 from 250
Ionic Spark
Added a counter to show when Ionic Spark will be charged
Philosopher's Stone
Health Regen per 5 seconds reduced to 15 from 18
Avarice Blade, Heart of Gold, Kage's Lucky Pick, and Philospher's Stone now have counters in their tooltip to indicate how much gold the item has generated over the course of the game

Co-op vs. AI
Changed the way bots evaluate towers to better take into account minions and enemies
Changed return to base logic for bots to make them more likely to heal and purchase items
Dominion bots should now properly ignore invisible units when deciding to defend capture points
Beginner bots are now less likely to assist each other during kill and retreat situations
Fixed: Bot assist logic now works during the laning phase
Updated Ashe Bot's item build
Master Yi Bot should now properly purchase Sanguine Blade on Dominion instead of The Bloodthirster

General
Added character portraits to the Spectator-mode Dragon and Baron kill announcements
Fixed: Spectator no longer occasionally causes floating text announcements to be permanently displayed throughout the game
Fixed: When using time controls, gold numbers will no longer get stuck on the screen for some users
Fixed several issues that occur when reconnecting, including ghost minions, invisible champions, untargetable towers, and strange store behavior
When disconnected, the game will now attempt to reconnect automatically

Friday, July 13, 2012

Zyra, Rise of the Thorns

So here we have Zyra, the new champion in the Summoner's Rift. Here are her abilities: Queen of Thorns (Passive): Upon dying, Zyra transforms into a vengeful plant that fires one last shot before expiring. Deadly Bloom: Zyra grows a bud at target location. After a brief delay it explodes, launching damaging thorns at all nearby enemies. If cast on a seed, Deadly Bloom grows a Thorn Spitter plant, which fires at enemies from afar. Rampant Growth: Zyra plants a seed, granting vision of an area for up to 30 seconds. Other spells cast on seeds will turn them into plants who fight for Zyra. Grasping Roots: Zyra sends forth vines through the ground to ensnare her target, dealing damage and rooting enemies they come across. If cast on a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Movement Speed. Stranglethorns (Ultimate): Zyra summons a twisted thicket at her target location, dealing damage to enemies as it expands and knocking them airborne as it contracts. Plants in the area are enraged, increasing their Attack Speed.

Saturday, July 7, 2012

Jayce patch notes

New Skins in the Store


Full Metal Jayce

League of Legends v1.0.0.142

Ahri

Fixed: Essence Theft will no longer occasionally allow Ahri to spell vamp off more than one spell
Fixed: Spirit Rush's damage now matches the tooltip

Akali

Crescent Slash
Energy cost reduced to 60/55/50/45/40 from 60 at all ranks
Now activates Mark of the Assassin's secondary damage

Alistar

Trample
Damage reduced to 7-24 from 10-27
Triumphant Roar
Mana cost increased at earlier ranked to 40/50/60/70/80 from 28/41/54/67/80

Anivia

Fixed: Assists are now properly granted when successfully reverting Anivia to her Rebirth egg form

Ashe

Fixed: Hawkshot now displays the correct buff icon

Caitlyn

Cast time of 90 Caliber Net has been reduced
Ace in the Hole
Range increased to 2000/2500/3000 from 1900/2050/2200
Channel time reduced to 1 second from 1.25 seconds

Darius

Fixed: Noxian Guillotine's cooldown no longer refreshes upon killing Champion clones (e.g. Shaco's Hallucinate)

Dr. Mundo

Fixed: Burning Agony can now be turned off at low amounts of health
Fixed: Masochism no longer stops Dr. Mundo from using additional attack animations

Fiora

Blade Waltz
Cooldown reduced to 130/120/110 from 150/130/110

Gragas

Base Health increased to 523 from 493
Armor per level increased to 3.6 from 2.7
Body Slam
Charge speed increased to 1050 at all ranks from 650/750/850/950/1050
Mana cost reduced to 50 at all ranks from 50/55/60/65/70

Janna

Zephyr
Passive Movement Speed reduced at earlier ranks to 4/7/10/13/16% from 8/10/12/14/16%
Slow duration reduced to 3 seconds from 4 seconds
Monsoon
Cooldown increased at earlier ranks to 150/135/120 seconds from 120 seconds at all ranks

Karthus

Requiem
Cooldown increased to 200/180/160 seconds from 180/150/120 seconds

Kennen

Attack Range reduced to 550 from 575
Attack animations are now more responsive

Kog'Maw

Living Artillery
Additional cost stack maximum increased to 10 from 5 (max Mana cost increased to 400 from 200)

LeBlanc

Sigil of Silence missile speed increased to 2000 from 1400
Distortion
Cooldown reduced to 18/16/14/12/10 seconds from 20/18/16/14/12
Casting Mimic: Distortion no longer disables LeBlanc's ability to return to Distortion's origin point and vice versa

Lux

Base Mana Regen per 5 seconds increased to 6.6 from 5.6
Light Binding
Mana cost reduced to 50/60/70/80/90 from 60/75/90/105/120
Finales Funkeln
Mana cost reduced to 100 at all ranks from 100/150/200
Cast range now displays on the mini-map

Miss Fortune

Double Up
Range increased to better match her attack range
Make It Rain
Slow increased to 20/28/36/44/52% from 20/25/30/35/40%
Mana cost reduced to 80 at all ranks from 80/85/90/95/100

Morgana

Fixed: Tormented Soil continues dealing damage if Morgana dies

Nautilus

Dredge Line
Damage reduced at earlier ranks to 60/105/150/195/240 from 80/120/160/200/240
Cooldown increased at earlier ranks to 18/16/14/12/10 seconds from 14/13/12/11/10 seconds
Depth Charge
Primary target damage reduced at earlier ranks to 200/325/450 from 250/350/450
Cooldown increased at earlier ranks to 140/110/80 seconds from 120/100/80 seconds

Nunu

Visionary
Attacks required to activate reduced to 5 from 7
Consume
Damage increased to 500/600/700/800/900 from 400/525/650/775/900
Damage dealt to Dragon and Baron increased to 100% from 50%
Cooldown reduced to 16/14/12/10/8 seconds from 18/16/14/12/10 seconds
Absolute Zero
Minimum damage if interrupted increased to 12.5% from 0%
Maximum damage if interrupted increased to 87% from 70%

Orianna

Global spell cooldown reduced to 0.15 seconds from 0.5
Clockwork Windup
Base damage adjusted to 10-50 from 5-30
Damage amplification per stack increased to 20% from 15%
Maximum stacks reduced to 2 from 3
Ability Power ratio reduced to 0.15 from 0.2
Command: Attack
Missile speed reduced to 1200 from 1275
Cooldown reduced at later ranks to 6/5.25/4.5/3.75/3 seconds from 6/5.5/5/4.5/4 seconds
Damage reduced to 60/90/120/150/180 from 60/100/140/180/220
Ability Power ratio reduced to 0.4 from 0.6
The Ball now responds faster to Dissonance and Shockwave commands
Command: Dissonance Ability Power increased to 0.7 from 0.5
Command: Protect
Cast range increased by 100
Ball leash range is increased by 100 when attached to an allied Champion
The Ball will now respond faster to Dissonance and Shockwave commands
Command: Shockwave
Cast time increased to 0.5 seconds from 0.4
Fixed: Shockwave no longer stuns units for longer than the duration of the movement
If the Ball forcibly leashes back to Orianna, Command: Shockwave will go on a brief cooldown if it is ready

Rammus

Powerball
Mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
Reduced the spell casting and movement delay after collision
Defensive Ball Curl mana cost reduced to 40 from 50

Sejuani

Fixed: Sejuani's run animation now changes according to her movement speed

Shen

Stand United
Cooldown increased to 200/180/160 seconds from 180/150/120 seconds

Singed

Singed now has new spell effects for all skins, with the exception of Riot Squad Singed which retains its unique Poison Trail spell effect

Sona

Hymn of Valor
Mana cost reduced at earlier ranks to 45/50/55/60/65 from 65 at all ranks
Champion prioritization range slightly increased to better match her attack range

Soraka

Astral Blessing
Armor buff duration reduced to 3 seconds from 5 seconds
Wish
Cooldown increased to 160/145/130 seconds from 120/110/100

Veigar

Fixed: Veigar no longer gains Baleful Strike's Champion kill bonus when killing Champion clones (e.g. Shaco's Hallucinate)

Xerath

Locus of Power
Magic Penetration bonus increased to 16/22/28/34/40% from 10/15/20/25/30%
Mage Chains
Missile speed increased to 2100 from 1700
Ability Power ratio increased to 0.8 from 0.7

Ziggs

Bouncing Bomb
Mana cost reduced to 50/60/70/80/90 from 60/70/80/90/100

Zilean

Fixed: Chrono Shift now grant assists even if the target does not revive

Items

Hovering over items with auras or actives now shows their effect radius
Athene's Unholy Grail
Ability Power increased to 90 from 80
Magic Resist increased to 40 from 36
Ionic Spark
Combine gold cost reduced to 575 from 775 (total gold cost reduced to 2100 from 2300)
Chain lightning damage increased to 125 from 110
Quicksilver Sash
Combine gold cost increased to 900 from 700
Magic Resist reduced to 48 from 56
Pickaxe, Cloth Armor, Dagger, and Null Magic Mantle now properly display missing item build paths

Summoner Spells

Ignite
No longer useable on minions (still useable on jungle monsters)

Co-op vs. AI

Bots are now more likely to use abilities while retreating
Bots now properly retreat in their base to the summoning platform instead of getting stuck between the nexus turrets
Fixed: Bots no longer forget they are being chased
Fixed: Malzahar Bot no longer occasionally cancels Nether Grasp
Re-enabled Alistar Bot

General

Custom game bots now adjust to players' initial laning decisions before the first minion wave spawns
Dragon and Baron kills will now have a chat message and kill callout if your team gets the kill or sees them die
Spectators will now hear callouts indicating which team kills Dragon and Baron
Updated tool tips for Caitlyn, Graves, Janna, Kog'maw, Soraka, and Vayne
Champion-only targeting and pet control keys are now bindable
The Proving Grounds
Removed Nexus Turret health regeneration
Death timer scaling adjusted to an additional second every 60 seconds after 24 minute from an additional second every 90 seconds after 24 minutes
Fixed: The Improved Recall mastery no longer causes the recall sound to keep playing even after the player cancels the spell
Fixed: Recall particles no longer appear on Champions as they come out of Fog-of-War
Fixed a bug with Ezreal’s Mystic Shot range at different levels.
Dominion Nexus Crystal now displays over the shrine in Dominion
Fixed a bug where Twisted Fate’s Jack of Hearts name did not display properly during loading.
Fixed a typo in the Air Client for Gangplank’s Raise Morale

Tuesday, June 26, 2012

Monday, June 25, 2012

1000 RP for everyone that had the recent problems

So league of legends had some bugs in this past days.. In order to reward the players for that problem Riot is going to give 1000 RP for everyone that had runes disappearing, rp, ip missing. This happened most for NA players. So what we can say is , thank you riot. And try to prevent this from happening , it is really annoying when you are enjoying your game , owning everyone with what you learned in leagueoflegendsownage, and BAM! Disconnect! I'll leave the support page here for someone that needs to contact Riot. Later today I'll post my usual free rotation review!

Thursday, June 14, 2012

The jungler role, what is it ?

So today I'll be talking about the jungle role.

First of all I will give you a list of junglers, some aren't the best ones, but they can jungle:


Lee Sin, Udyr, Dr. Mundo, Nocturne, Jarvan IV, Maokai, Nautilus, Skarner, Trundle, Alistar,Riven, Shyvana, Olaf,  Amumu, Malphite, Cho`Gath, Shaco,Warwick, Shen, Hecarim, Jax, Gangplank, Master Yi,Volibear, Rammus, Sejuani, Fiddlesticks,Darius,Xin Zhao,Wukong,Nunu,Tryndamere,Singed,Heimerdinger,Evelynn,Twitch,Akali,Karthus,Sion ,Fiora.


Some of this champions can make you say, what the fuck ? But they can jungle and can be good. I'll give you some examples.



Karthus :

If he has the blue buff he can do the jungle really well , and having a ganker with slow and extreme damage output can be very good, of course you wont get that farmed, but you can get fed, since with your ultimate you will just kill people in no time. You will start your jungle with his Q.
To jungle with him , and with most champions you will need runes of armor at yellows, you can go with flat magic pen at reds, flat ability power at the quintessences  and ability power per level in blues.
You start at wolves with damage then you need a pull at blue, after that go wraiths and get back to wolves, after that do red and you can try to gank that it is overpushed.
The downsides : Well you won't get as much farm as you could in mid, Karthus isn't that powerful in late game. It is a bit hard to farm with him in jungle, and he has some hard time ganking.
Wolves-Blue-Wraiths-Wolves-Red-Gank?-Wraiths.



Singed

Singed is by nature a tanky champion so he can be useful in a team comp. He definitely needs to start at blue, he needs mana so you can use your Q to do the jungle . After Q you will be getting E, so you can farm even more easily. You should go with runes of armor at yellows, flat or per level magic resist at blues , magic pen at reds and flat ability power at quintessences. His main purpose is his ganking ability , just go in with your poison use fling on the target, or if he tries to flash you use the slow and then fling it , if he doesn't flash before fling , you fling and then you slow him . And it is an almost certain kill.
The downsides: He is a slow,slow jungler... He can be countered hard in jungle, just steal his blue and he is fucked!
Blue-Wolves-Wraiths-Gank?-Red-Wolves-Wraiths.

These are just two examples of not so much used junglers.

So I will be talking about the jungler role in general, I won't give you guides about each champion, and how you will play them in jungle. Maybe if I do guides on each champion , the ones that are able to jungle I will make a part for it .



So has jungler what will you do ?

You won't be in a lane farming , instead of that you will be in jungle , killing the neutral camps and helping your teammates through ganking. And don't ever forget! Take smite!!!! Always take smite, it isn't just so you can do your buffs more easily , it will help you securing your buffs, counter jungling, and the most important, securing Baron and Dragon.
Most of the times your items of choice will be : Cloth armor + 5 pots . If you are with a strong jungler you can take vampiric specter, boots of speed + 3 pots , or even with a Doran's Blade.
Ask mid to give you a leash on the buff that you start , if in blue ask top to help you in blue by giving some damage and protection, if in red, ask bott to come and help you the same way as it was in blue.
After that you will proceed to killing the other camps, since the new jungle , it is useless to do the Double golems, so don't waste time there, at level 3 you should be with red and blue buff. And now you should start ganking.



Ganking

To gank you must first look for lanes that your adversary is pushing, after you acquire your target lane you should start going there and always ask that lane if they had warded it. And warn the lane that you are going to gank! Most of the times that people don't warn the gank is a supreme fail! You should wait for the laner to start , or if you have a stun you should start, depends on the situation, and always remember! Making your adversary to use flash is a good gank!!! Don't be too greedy or you will die! There are alot of tactics to gank, I will give you videos of some ganks so you can see, it is hard to explain through text.



What you should do :

You should allways try to give your buffs to your teammates that need  them more, for example blue for AP mid. You should control your jungle and theirs, how  you do this ? Through warding! Always but always ward baron and the buffs , if someone tries to steal your blue or red if you have it warded you will just get a free kill with the help of your mates!
You should start jungling when you want, but take it easy , jungling without runes is really harder, but it is not impossible, you should just play it safer .
When possible ward the river to protect your teammates ! Having that ward will not only help them not being ganked but will help you in ganking, now you can see if they have warded the place or if there is an enemy there.
Try to buy oracles elixir or vision wards, it will improve your ganks since they will no longer have wards to protect them.
Also, when a teammates asks for a gank try to go for it.
And don´t forget! There are two ways of jungling , with ganks or without ganks! 



Farming the jungle:

The only difference in this one is that you wont be doing many ganks but instead you wont leave the jungle so you can farm, not to used because it gets you underleveled and it is hard to gain gold from this , it is easier to get it from kills or assists provided by ganks.



Counter-jungle :

Another important topic is counter jungling! What is counter jungling?
Well counter jungling is when you steal xp and gold from the enemy jungler! For example if you saw that the enemy jungler, just failed a gank at top , or is top you could go and do the main wraith! How will you do that? You  enter their jungle, if possible ward it , it will be useful , and just do some damage on the main minion and then smite it and get back to ganking or to your jungle.
Why just the main minion ?
Because you need to be fast, so you just damage and smite, also he is the one that gives more money, and because if you don't kill all the minions in some camp it will not respawn , so for example you steal their blue , you can leave one minion and if they don't go there and kill it their blue won't respawn.



Tactics video :



Hope it was informative and helpful for you guys!

Tuesday, June 12, 2012

Free champion rotation week 29

Here is the free champion rotation for this week. I'll have a light review on each Champion at the end.



























Corki(3150ip/975rp)

Corki is an AD carry, he has some good mechanics and can be really powerful but kinda hard to play. You will need to have a really good farm, and some skill with skillshots , he is based on his rockets (Ultimate).


Garen(1350ip/585rp)

Garen is a good top laner, he has lots of sustain with his passive. He becomes really tanky in late game but except for that he is a bit useless at late game.. Still a good champion although, and can counter lots of champions in top.

Jax(1350ip/585rp)

He had his skills changed recently, some to better other to worst, like his ultimate it was kinda a nerf... But let's talk about him in lane, he normally is played at solo top, or jungle . Jax is a dangerous champion, if he starts to snowball he will be unbeatable, but countered by some champions at top,but in jungle he has some good ganking abilities with his stun and leap. 


Miss Fortune(4800ip/975rp)

Her ulti... so much damage! So difficult to land and such a stupid mechanic... You can't move while you are channeling it. Still she is a good AD carry. Just needs some good support and she will counter some champions.

Rammus(3150ip/975rp)

A good jungler, he is quick to destroy the jungle, and he has lots of ganking power, with his Q and the taunt. One thing that can be done with him is making him AD , we will push towers like a beast! But usually he is made as a tank.

Ryze(450ip/260rp)

One of my first champions, he is really good . Really hard to farm with him but as soon as you get Tear of the Godess you will be able to farm with you ultimate and skills. Try it out. Can be played in mid, top or as a support. 

Singed(1350ip/585rp)

Normally played at top, he is known as the troll champion , if you are tanky enough you will just troll people around with your poison and slow. 

Skarner(6300ip/975rp)

Normally played at solo top or jungle, he has lots of sustain. A good champion , you should try it out. 

Xerath(6300ip/975rp)

Played as AP mid, normally not many people choose him. But he can be a good champion, you need quick reaction to play with it.

Taric(1350ip/585rp)

A good support, he has heal, his shield and a great stun . So he is a good support. And cheap so it is a good  idea to buy him.

Monday, June 11, 2012

New Mode in League of Legends review

Hi there, I'll start by giving the information that you need and I'll proceed to do my review on it, feel free to comment and give your opinion. There will be screenshots in the end with proof.

The Proving Grounds

So what will we have in this map ? 
AT THE END THERE IS A SURPRISE
  • Increased gold rate
  • Increased Exp rate, both this rates don't are as high as on Dominion.
  • If you leave the base you can't buy until your dead.
  • You can't use recall.
  • Your base wont't heal you anymore!
  • You start at lvl 3 with 1350 gold, just like in Dominion.
  • You have 4 spots where it will spawn health/mana just like in Dominion.
  • LIKE MANY PEOPLE THINK, YOU ARE NOT LIMITED TO RANDOM! You can do normal and draft pick also.
  • There are items that are blocked. ( Bloodthirster, Bloodrazor,Wards,Prospector's items, Stacking items,Lightbringer,Wriggle's or Madred's items, Odyn's Veil (Banshee's is ok),Hextech Sweeper,Guardian Angel ,Kitae's Bloodrazor ,Entropy,Sanguine)
  • Teleport is disabled too.
So my review on this map, what can we expect ?
I think this map will be cooler than dominion, it will take longer to end and it will be based on teamfights and not in conquering points, so for people that love to battle, like I do, this may be really fun to play. 
What will you need to win ? 
You will need to be smart and do tactics so you can overcome your enemy in just one lane. Since there is only one lane I don't know what the META will be... Who will farm more? Will there be a need to farm , having a passive lane ? Maybe not, and may the game will be based on Bruisers! For example, 2 bruisers , 1     Ap caster and a support maybe, only for heals and silence. 
What are your thoughts about this ? 

Can't wait to try it out and see if it will be like Dominion or better. 
Here's the proof.







The New Summoner spell!

Seems really useful. And this is supposed to substitute the recall , so you have more durability.

Friday, June 8, 2012

Team comp Hard Bind and CC

(UPDATED version since 9 June)
So beginning today I will bring to you something new!! Have a guess... oh wait, it is in the name of the post! Team comps that have lots of probability to be successful!
This is just a team comp, it isn't the most powerful and it isnt perfect, none is!

Team Comp Hard Bind and CC

This is a comp that I've tried with some friends and after some thinking we believe that this is a team comp really powerful. It isn't the most powerful comp of all , since there is no perfect comp, is just a comp that I find that works well in most scenarios, sometimes it will be countered, others it won't so just have fun trying it. I'll try to give other Team comps in some days.

Solo top !

The chosen one is Riven! As you guys know Riven is a powerful choice, she is tanky, does lots of damage and has lots of CC, this is what you want. She also is a counter to many META solo top champions, she has a good sustain, can do fair trades and pretty easy to farm with , later in game Riven does lots of damage and her CC can be very disruptive in a teamfight , her ultimate is handy too.

Jungle !

The chosen one for jungle will be Alistar! Or if you guys don't like to play him in the jungle you can always pick Amumu, he has lots of utility with his ultimate.Alistar has you know is a great support, an aggressive support, so why not playing him in jungle ? He has good ganks and can start to snowball , he wont be a real beast of damage, but will become your tank and the main pain in the ass for your enemy since will be throwing people in the air and giving headbutts.  

Middle !

The main one will be Morgana ( I know she his hard to get if you are playing ranked), the Binder! You farm just like putting a knife through hot butter and you have the CC from your ultimate and you bind, we're dealing with lots of damage here! If Morgana is banned.... Well you can always choose Ryze,Swain,Veigar,Annie, but the main one is Morgana! Why Morgana ? Because she is one of the most powerful AP champions, she can farm with ease, what will give her a great late game, and her bind is one of the purposes of this composition , it does lots of damage and is handy to pick the champion to eliminate and then take care of the rest of the enemy team. Her ultimate will just wreck people... And her shield is pretty handy for some friend that is in trouble. 

Bottom !

For support you will choose .... LUX! Double Bind, slow , a huge shield and a freaking killer ultimate, what could you want more for a support? And for the AD carry , it's a good idea to choose Ashe! Slow and a stun, right in our team comp! Kennen AD also is a good choice for this team composition. Some people dislike the idea of Lux and Ashe together, because Ashe as a weak start and Lux is a weak support without heal or whatever , but, in this composition it works pretty well. Just bind and harass , playing safe unless Alistar comes for a gank , and if Alistar comes for a gank, and uses Pulverize Lux will just Bind them and BANG! It's over! So the bottom lane just needs a bit of help starting, that's the purpose of Alistar, once they reach level 6 it will be much easier . Since many people said , and I think it is correct, Nunu would also be a good support, since it would be slow like hell!!! 

Hope you guys like it , I'll be waiting for your comments!


Tuesday, June 5, 2012

Free Champion rotation week 28

Here is the free champion rotation for this week, will give some thoughts on each champion at the end.
























Cho'Gath(1350ip/585rp)

Cho'Gath can be a good choice for solo top, and if you farm your stacks from the ulti you become a beast. He can also be played in the jungle. He has alot of CC.


Darius(6300ip/975rp)

One of the most recent Champion, he can be played in the jungle and solo top, a good melee champion.


Galio(4800ip/975rp)

A powerful solo top, he his a good tank. And normally good against ap carries.


Gangplank(3150ip/975rp)

One of the champions with more roles, you can play him in the jungle,in solo top, as a support, he is really powerful. I would suggest that you five him a try.


Heirmdinger(3150ip/975rp)

Normally played in mid, he can be powerful but kinda hard to learn. He is a slow pusher with his turrets.


Janna(1350ip/585rp)

A good support with alot of CC.


Vayne(6300ip/975rp)

Hard to farm with her, but once you start to farm and get kills she gets really really powerful


Wukong(6300ip/975rp)

Normally played at solo top, has a great ulti , not so used in ranked.


Urgot(3150ip/585rp)

Just had a nerf, but he really is the master of harassment! A fun champion to play, give it a try.


Kassadin(3150ip/975rp)

Usually played at Mid. He is considered the counter of AP carries. Has great mobility but often banned.

Draven Patch notes!

Here they are, the Draven patch notes! Many changes coming, take a look.



Draven, the Glorious Executioner


  • Wicked Blades (Passive) - Draven's Critical Strikes deal bonus physical damage over time. Spinning Axe also causes this effect even if it does not Critically Strike.



  • Spinning Axe - Draven's next attack will deal bonus physical damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.



  • Blood Rush - Draven gains increased Movement Speed and Attack Speed. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.



  • Stand Aside - Draven deals physical damage by throwing his axes, knocking aside and slowing his targets.



  • Whirling Death (Ultimate) - Draven hurls two massive axes dealing physical damage to each unit struck. Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion. Draven may also activate this ability while the axes are in the flight to cause it to return early. Deals less damage for each unit it hits and resets when the axes reverse direction.


Ahri (NERF)


  • Fox-Fire

Damage reduced at later ranks to 40/65/90/115/140 from 40/70/100/130/160
Ability Power ratio increased to 0.4 from 0.375

  • Spirit Rush

Damage reduced to 85/125/165 from 100/140/180
Ability Power ratio increased to 0.35 from 0.3

Amumu

Fixed a bug that caused players to hear Sad Robot Amumu's voice across the map

Darius(NERF)


  • Hemorrhage (Passive) bonus Attack Damage ratio reduced to 0.3 from 0.4
  • Noxian Guillotine will now only refresh its cooldown when it deals the killing blow
  • Apprehend pre-pull animation modified to be more readable for enemy Champion
  • Fixed a bug with Hemorrhage applying Rylai's Crystal Scepter slow and Spell Vamp effects


Ezreal(BUFF)


  • Essence Flux Mana cost reduced to 50/60/70/80/90 from 60/70/80/90/100
  • Trueshot Barrage Mana cost reduced to 100 from 150


Galio(NERF)

Resolute Smite Ability Power ratio reduced to 0.6 from 0.7

Graves(NERF)


  • Buckshot

Damage reduced at later ranks to 60/95/130/165/200 from 60/105/150/195/240
Damage per extra bullet increased to 35% from 25%

  • Smoke Screen duration reduced to 4 seconds from 5 seconds


Jax(NERF)

Empower damage reduced at later ranks to 40/75/110/145/180 from 40/85/130/175/220

Kog'Maw(NERF)

Living Artillery damage bonus to Champions reduced to 125% from 150%

Nautilus(NERF)

Titan's Wrath damage reduced at later ranks to 30/55/80/105/130 from 30/60/90/120/150

Nocturne(NERF)

Umbra Blades healing amount per target hit adjusted to 10/18/26 from 15/20/25

Nunu

Fixed a bug where Absolute Zero was revealing Nunu when cast from brush

Renekton(BUFF)

Slice and Dice Armor reduction increased at later ranks to 15/20/25/30/35% from 15/17.5/20/22.5/25%

Shen(NERF)

Ki Strike cooldown increased to 9 seconds from 8 seconds

Swain(BUFF)


  • Basic Attack range increased to 500 from 480
  • Decrepify

Range increased to 625 from 600
Slow increased at later ranks to 20/25/30/35/40% from 20/23/26/29/32%

  • Ravenous Flock cooldown reduced to 8 seconds from 10 seconds


Urgot(NERF)


  • Terror Capacitor shield health reduced at later ranks to 80/130/180/230/280 from 80/140/200/260/320
  • Hyper-Kinetic Position Reverser Armor and Magic Resist bonus reduced to 60/90/120 from 80/105/130




Some pretty harsh changes to some champions, we will see how they will handle with that. Will Swain be mega op now ? And Ahri useless? 

League of Legends Top Plays Week 73

Here his the to plays for this week !

Saturday, June 2, 2012

Draven patch preview

So here is the patch preview for this week.



  • Ahri (NERF) - Base damage from skills is reduced and higher ap ratios.
  • Graves(NERF) - Base damage from Buckshot reduced but now every bullet does more damage, so it is better to fire at close range to do more damage. Smokescreen now last 1 second less.
  • Urgot(NERF)- Base shield protection reduced and the ultimate resistances also reduced.
  • Swain(BUFF)-He got his range higher and the cooldown for the ultimate is lower.
  • Darius(NERF)-The AD ratio of hemorrhage is reduced and the ulti now only refreshes is cooldown if you give a killing blow.

Friday, June 1, 2012

Draven abilities!

So like i thought he as ranged AD champion. Seems pretty cool with nice mechanics


  • Wicked Blades (passive) - Draven's Critical Strikes deal bonus physical damage over time. Spinning Axe also causes this effect even if it does not Critically Strike.
  • Spinning Axe - Draven's next attack will deal bonus physical damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.
  • Blood Rush - Draven gains increased Movement Speed and Attack Speed. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.
  • Stand Aside - Draven throws his axes, dealing physical damage to targets hit and knocking them aside. Targets hit are slowed.
  • Whirling Death (Ultimate) - Draven hurls two massive axes dealing physical damage to each unit struck. Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion. Draven may also activate this ability while the axes are in flight to cause it to return early. Deals less damage for each unit hit and resets when the axes reverse direction.

Whirling Death in action

Thursday, May 31, 2012

Draven Art Spotlight , the Brother of Darius

Here we have the brother of Darius, DRAVEN.


It seems to me that he his going to be an AD carry, like Sivir he seems to throw his swords.
Let's see what we have, another incredibly strong champion like his brother is? 

Wednesday, May 30, 2012

Tuesday, May 29, 2012

Free champion rotation week 27

Here's the free rotation for this week! On the end I'll be saying some stuff about each champion


























Amumu(1350ip/585rp)

Amumu is a great champion,a really great tank and you can even make it to kill more and tank less. You should jungle with him. Take W as the first skill, ask for a pull on blue buff and then level up E, it will make jungle easy as a cake. I suggest that you try it out. It's a personal favorite


Anivia(3150ip/975rp)

Anivia must be one of the most difficult to learn champions there are. She can be very powerful in the right hands. A good champion to play in mid.


Caitlyn(6300ip/975rp)

A powerful AD carry normally misunderstood and misused. Her ultimate takes so much damage if she has some items.


Katarina(3150ip/975rp)

A squishy squishy champion, but if she starts to snowball no one stops her... Her ultimate can be used more than once in a teamfight and his damage is less if you exhaust her. Played as AP mid.


Kog'Maw(6300ip/975rp)

The second AD carry with more range. His ultimate is great and he can be really useful for a team with the ultimate and the slow.


Nasus(1350ip/585rp)

Nasus is a good champion if you know how to farm properly , if you farm his Q and make him tank , he will be a beast. The problem is that he is easy to counter in lane.


Soraka(450ip/260rp)

Great support, will make your AD carry stay in lane for ages! It can also be played as AP mid.


Pantheon(3150ip/975rp)

Normally played at solo top, has a great ulti but for me he is nothing special, but always as all champions he can be powerful.


Veigar(1350ip/585rp)

Played as AP mid. You need to farm your Q, it gives you ability power if you kill the minion or champion you hit with it. He's the mage with most burst damage. This little wizard is a great champion but hard to master!


Sejuani(6300ip/975rp)

Usually played in jungle. Nothing special I believe.