League of Legends : Patch PBE 04/19/2016 - Mid-year update, New skins, new icons and a LOT more ...

League of Legends : Patch PBE 04/19/2016 - Mid-year update, New skins, new icons and a LOT more ...
Some changes appeared tonight on the official League of Legends test servers. Check out what will probably end up being implemented in the next major League of Legends update.

 

Skins

3 new skins are available : 

Iron Inquisitor Kayle (750 RP)



Cursed Revenant Nocturne (750 RP)



Black Scourge  Singed (750 RP)


 

Malzahar has got a new splash art with his gameplay update : 


Malzahar and Zyra textures has been updated :


 

Elemental dragons

Elemental Dragons: What we're doing and why (Source)

Hey folks,

Our mid season initial rundown’s just gone out (http://na.leagueoflegends.com/en/featured/mid-season-magic ) and the changes should start hitting the PBE in the next couple of days. One thing we wanted to talk about in more detail was the elemental dragons. One of the skills we believe is important to LoL is responding to varied situations (e.g. enemy team comp, unexpected jungler appearances etc). Our intent is to use different dragon buffs, and to a lesser extent, dragon encounters, to also create situations each team can adapt to and take advantage of. If that’s not happening, in particular if it feels like which dragons spawn is too decisive by itself, then we’ll look to fix that.

What are elemental dragons?
Instead of the current 5-buff dragon system, we’re changing it to 4 different types of elemental dragons, each of which gives a different buff. The types and order of elemental dragon spawn are randomized (with some restrictions) and it’s possible to get multiple stacks of one element (e.g. 2 air dragon kills gives more movement speed than 1 air dragon kill). After 35 minutes, the dragons are replaced by an elder dragon, who gives a consistent buff of his own and amplifies existing buffs when killed.

Why change dragon?
We had multiple goals when updating dragon.

  • Increase the average value of dragon so it's more appealing to contest it (drives early conflict in particular) without making it a must do as soon as possible every game.
  • Introduce more game-to-game variation. We want to create different situations to respond to, with the feeling that games are more meaningfully different from each other. There should be different strategic situations to understand and respond to and handling that well is we believe a core skill in LoL.
  • Create additional opportunities to play around dragon as an objective in interesting ways.

Why different buffs/dragons?
Different buffs giving different types of power should lead to teams making somewhat different decisions on a game-to-game basis, depending on which dragons they want, which they get, what their opponents have, etc. With a single line of buffs as a reward (or gold), we’re seeing that game states can become very linear, with both teams generally vying for the same objectives again and again. Having a more diverse set of buffs means teams can also mix up their approach to each game.

Air supports split push/rotation play or gives defense against it, water supports poking and gives defense against it, fire adds direct combat power, earth enables easier objective taking. A game where your team has two air buffs and the enemy has two fire buffs, for example, should sometimes feel noticeably different.

The dragon encounter itself being slightly different per dragon should sometimes create situations where you approach the fight differently, in particular when it is, or could be, a contested dragon. The water dragon, for example, has attacks that slow movement speed, making it harder to disengage from a dragon attempt, while the earth dragon’s tougher than the others, so will be a longer fight.

Potential issues
While developing these changes there were some other issues we worked to avoid/will continue to avoid or fix in future development.

The first of those was that we didn’t want randomness (which dragons spawn and in which order) to feel like it was deciding the outcome of the game. What we’re after is game-to-game variation, but how you respond to that variation must be what decides the outcome of the game. In order to maintain, that we looked a number of things, in particular:
  • The buffs are designed to be appealing to both teams, even if the two are running really different comps. Water, for example, gives poke comps mana to poke harder, or their opponents health regen to resist poke. The exact value of a buff will vary team to team, like blue buff or baron, but it should never feel like dragons spawn are extremely appealing to one team and not worth taking for the other. The Elder Dragon buff also offers universally valued power, both from itself and prior buffs collected, regardless of element.
  • Differences in the dragon fight don't fundamentally change your ability to do the fight in the first place. You won't end up unable to do dragon because you didn't pick the right type of jungler in champ select, for example. Instead, the different dragon combat patterns may influence how you tactically approach a fight, mainly in cases of a contested dragon.

We also wanted to ensure that the dragon system felt fairly intuitive and strongly wanted to avoid it getting highly complex. To do that we looked at a couple of things.
  • Elemental theming of the buffs and the dragons themselves should feel natural (e.g. fire dragon increases damage, air dragon gives speed and itself moves faster, etc).
  • Many of the dragon effects are carried directly over from the previous dragon buffs, which should help with quickly picking up the changes (e.g. %AP/AD, damage to structures, true damage DoT, late game dragon buffing the power of previously acquired stacks, etc)

Finally we also wanted to make the power dragon offers a bit more appreciable.
  • Power’s therefore shown in more visible ways (e.g. true damage against towers/epic monsters from earth to make it easier to track damage added, versus the prior % amp that got rolled in with all other damage).
  • The way the stacking model results in bonuses sometimes being doubled or tripled down on also concentrates power, making it much more noticeable in some games at least.


Hopefully this gives some useful context on what we’re trying to do and while. If you’d like to discuss further please do throw questions in here, would love to talk about this stuff whenever time permits, particularly during the next couple of days as stuff hits the PBE.

 
 

Fire

  • This unit has 8/16/24% (based on stacks) increased Ability Power and Attack Damage, +50% if they have Mark of the Elder Dragon.

Water

  • Every 18/12/6 seconds this unit restores 10% of their missing Health and Mana, 15% if they have Mark of the Elder Dragon

Earth

  • This unit deals 10%/20%/30% additional damage as True Damage to Epic Monsters and Towers, +50% if you have Mark of the Elder Dragon

Air

  • This unit has 15/30/45 (based on stacks) additional Out of Combat Movement Speed, +50% if they have Mark of the Elder Dragon.
Elder Dragon
  • On dealing damage to non-turrets, this unit deals True Damage over 3 seconds equal to 45 + 45 per stack of Elemental Dragon Buff.
  • This also empowers their current Dragon Marks, increasing their power.
  • Dure 90 secondes.
 

Icons

New summoner icons are available :

    

 

Balance changes

Don't forget to check out the 6.9 PBE summary to have more context about those balance changes !

General
  • Time to respawn reduced between 20 and 30 minutes
  • When big monsters are close to respawn (less than 60 seconds), both teams will be indicated of this respawn
Turrets
  • Armor and RM increased to 40 from 0
  • HP reduced to 3300 from 4000
  • Magic and armor penetration now works against turrets
  • Reinforced Armor changed 66.67% damage reduction from 200 Armor & MR.
  • Maximum damages of turret now reached with 4 stacks instead of 5
  • Damages no more resets when aggro switched between champion
  • Outter turrets
    • Local gold increased to 300 from 220. 
    • Global gold reduced to 100 from 125.
  • Inner turrets
    • Local gold lowered to 175 from 250.
    • Global gold lowered to 125 from 150
  • Towers no more gives experience
  • Local gold for inhib turrets increased to 50 from 0.
  • damages converted from AP are now magical damages instead of physical damages.
Jungle
  • Nashor
    • Buff duration slightly increased
  • Rift herald
    • Now only spawns once at 6 minutes
    • Stats increased to make it harder to solo
    • Current buff removed
    • Now has a new Superbuff :
      • Lasts 20 minute and persists through Death
      • While alone, you gain damage reduction vs champions.
      • While alone, attacks build corruption charges:
        • At 100 stacks, your next attack discharges all Coruptions to deal bonus magic damage
          • works on minions and towers too
          • reduced damage for ranged attacks
        • Corruption stack rate and discharge damage scale with champion level.
  • Blue buff
    • Ap by level replaced by +15% AP
    • Mana regen based on max mana doubled
    • Buff duration reduced to 90 seconds from 120 (only the first buff is still 120 seconds)
  • Buff rouge
    • Burn now applies damage tick immediately on apply or reapply, damage-per-tick reduced to compensate.
    • Health regen now scales "steeply" with champion level - triples effect at level 6 and again at level 11.
      • No longer works when in combat with champions or epic monsters
    • Buff duration reduced to 90 seconds from 120 (only the first buff is still 120 seconds)
Major reworks
  • Brand
    • Brand : Flammes
      • Stacks up to three times, doing less damage per stack (2% Max health over 4 seconds per stack)
      • When Blaze reaches max stacks on a Champion or large monster, the Blaze becomes unstable. It detonates in 2 seconds, dealing (~12 +.5 per level)% (+1% per ~60 AP) of each nearby enemy's maximum Health in magic damage. That champion cannot stack Blaze again within 4 seconds.
        • Damage scales with Brand's level, maxing out at level 9 at 16%
      • After exploding, target is immuned to Brand : Flammes for 4 seconds
    • Brand : Brûlure
      • Stun duration lowered to 1.5 second from 2 seconds
      • Damage lowered to 80/110/140/170/200 from 80/120/160/200/240
      • AP ratio lowered to .55 from .65
    • Brand : Colonne de flammes
      • Cooldown lowered to 10/9.5/9/8.5/8 from 10 at all ranks
      • Mana cost lowred to 60/70/80/90/100 from 70/80/90/100/110
    • Brand : Conflagration
      • Cooldown lowered to 10/9/8/7/6 from 12/11/10/9/8
      • Damage reduced to 70/90/110/130/150 from 70/105/140/175/210
      • AP ratio decreased to .35 from .55
    • Brand : Pyrolyse
      • Damage lowered to 100/200/300 from 150/250/350
      • AP ratio decreased to .25 from .5
      • Blazed targets now slowed by 30/45/60%.
      • Now prioritizes stacking blaze on champions -- so always prioritizes champions, and specifically tries to make as many bombs as possible
  • Cassiopeia
    • General
      • Movement Speed changed to 328 from 335
      • Base health increased to 525 from 506
      • Base mana increased to 375 from 370
      • Base armor increased to 25 from 22.22
      • Armor Growth lowered to 3.5 from 4
      • Base Mana regen lowered to 1.6 from 1.672
      • Mana regen growth increased to .16 from .15
      • Base Health Regen increased to 1.2 from 1.08
      • Base Attack damage increased to 53 from 52.3
      • Attack damage growth lowered to 3 from 3.2
    • Serpentine Grace (Passif)
      • Gagne [4 apr niveau] vitesse de déplacement
      • Ne peut pas acheter de bottes
    • Cassiopeia : Bombe nocive
      • Mana cost increased to 60/65/70/75/80 from 40/50/60/70/80
      • Cooldown lowered to 3.5 from 4
      • Damage increased to 75/120/165/210/255 from 75/115/155/195/235
      • AP Ratio increased to .7 from .45
      • Movement speed bonus increased to 20/22.5/25/27.5/30% from 20%
      • Movement speed duration lowered to 2 seconds from 3 seconds.
    • Cassiopeia : Miasmes 
      • Mana cost increased to 70 at all ranks from 40/50/60/70/80
      • Cooldown increased to 22/20/18/16/14 from 14/13/12/11/10
      • "Cassiopeia spews venom in an arc in front of her, leaving toxic clouds for 4 seconds at max range or at terrain hit.  
      • Enemies in the clouds are continually afflicted with Debilitating Poison, slowing them by 35% and grounding them, prohibiting the use of Movement abilities. They also take 20/35/50/65/80 (+0.15) magic damage per second."
    • Cassiopeia : Morsure fatale
      • Mana cost changed to 60/65/70/75/80 from 50/60/70/80/90
      • Cooldown lowered to .9 seconds from 5 seconds. 
      • "Deal X (dmg based on level) (+0.1 AP) magic damage to a target. If the target is killed by Twin Fang, or is killed during its flight, Cassiopeia gains 60/65/70/75/80 Mana.  
      • If the victim is Poisoned when Twin Fang hits, it takes 10/40/70/100/130 (+.35 AP) additional magic damage and Cassiopeia heals for 5/10/15/20/25 (+.1 AP)."
    • Cassiopeia : Regard de la Méduse 
      • Slow reduced to 40% from 60%
 
  • Malzahar
    • Void Shift (Passive)
      • When he hasn't recently taken damage or been crowd controlled in the last 24 (minus 1 sec per level, down to 6? ) seconds, Malzahar gains 90% damage reduction and crowd control immunity, lingering for 1 second after taking damage or blocking a crowd control effect.  
      • Damage from lane minions is not mitigated by this effect, but it does not trigger or reset its cooldown either.
    • Malzahar : Appel du Néant
      • Mana cost reduced to 60 at all ranks from 80/85/90/95/100
      • Cooldown lowered to 6 seconds from 9
      • Damage reduced to 70/115/160/205/250 from 80/135/190/245/300
      • AP Ratio reduced to .6 from .8
      • Silence duration reduced to 1/1.25/1.5/1.75/2 seconds from 1.4/1.8/2.2/2.6/3 seconds
    • Void Swarm (W)
      • 60 Mana
      • CD : 18s
      • Summon a Voidling lasting 12 seconds to fight nearby enemies.
      • The first time a Voidling attacks a champion, large monster, or epic monster, or assists in killing a unit, Malzahar spawns a new Voidling with the same remaining duration. When 3 or more Voidlings are active, they all gain 100% Attack Speed.  
      • Voidling Details:
        • Attacks deal [40% AD] physical damage plus 8/11/14/17/20 [+0.05 AP] magic damage 
        • Deals triple damage to lane minions below 25% Health 
        • Will not spawn from a Voidling with less than 4 seconds left 
        • Prefers to attack targets with Nether Grasp or Malefic Visions and has 100% increased Movement Speed when seeking these targets 
        • Otherwise attacks the enemy nearest it
    • Malzahar : Visions maléfiques
      • Mana cost reduced to 60/70/80/90/100 from 60/75/90/105/120
      • Damage lowered to 80/120/160/200/240 from 80/140/200/260/320 
      • AP ratio lowered to .6 from .8
      • Mana restore changed to 2% of max mana from 10/14/18/22/260 mana.
      • Duration now refreshes if Malzahar uses Q or R on target 
    • Malzahar : Poigne du Néant
      • Now creates a zone around enemy ( like old W) that deals 6% (+ 1% per 100 AP) of enemies max health as magic damage per second for 5 seconds.
 
  • Vel'Koz
    • Velkoz : Décomposition organique
      • Now deals [25 + (10 per level) + (.4 AP)] bonus true damage.
      • R no longer applies Deconstruction.
    • Velkoz : Fission du plasma
      • Now refunds 50% of the mana cost if it kills a unit.
      • Target indicator now visible only for Vel'Koz
    • Velkoz : Ouverture de faille
      • AP ratio reduced to [.15 and .25] from [.25 and .37.5]
    • Velkoz : Dislocation tectonique
      • AP ratio reduced to .3 from .5
    • Velkoz : Désintégrateur de formes de vie
      • Damage increased to 550/800/1050 + (1.0 AP) from 500/700/900 + (.6 AP)
      • Cooldown lowred to 120/100/80 from 130/110/90
      • No longer applies stacks of Organic Destruction.
      • New Passive: Deconstructing (3 hits) enemy champions RESEARCHES them for 7 seconds.  Basic attacks and all abilities refresh RESEARCH. 
      • Now dealts True damage vs researched targets instead of magic damages.
  • Vladimir
    • General
      • Base health increased to 550 from 543
      • Health Growth lowered to 84 from 85
      • Attack damage increased to 52 from 48
      • Base armor increased to 23 from 21.88
      • Armor growth decreased to 3.3 from 3.5
    • Vladimir : Pacte de sang
      • Bonus HP to AP ratio increased to .04 from .025
      • Bonus AP to HP ratio decreased to 1.0 from 1.4
    • Vladimir : Transfusion
      • Cooldown lowered to 9/8/7/6/5 from 10/8.5/7/5.5/4
      • Damage lowered to 80/100/120/140/160 (.45 AP) from 90/125/160/195/230 (.6 AP)
      • Heal lowered to 20/25/30/35/40 (.15 AP) from 15/25/35/45/55 (.25 AP)
      • After casting Q twice, Vladimir gains Crimson Rush the next time it becomes available to cast. 
        • Crimson Rush: Vladimir is briefly hasted and for the next 2.5 seconds Transfusion deals 100% increased damage and heals for an additional 40 + 15 per level plus 5% (+.025 AP)% of his missing health (healing halved against minions).
        • Crimson Rush charges are displayed on Vlad's resource bar.
    • Vladimir : Vagues de sang
      • Channeling Cost 10% of max Health
      • Range: 600
      • 9 sec Cooldown  
      • Vladimir charges up a reservoir of blood, paying up to 10% of his max Health over 1 second to increase Tides of Blood's damage by the same amount.  
      • On release or after 1.5 seconds, Vladimir unleashes a nova of blood, dealing between 30/40/50/60/70 (+0.025 HP) (+0.35 AP) and 60/80/100/150/140 (+.1 HP) (+.7) magic damage to enemies hit.  
      • At full charge, Tides of Blood slows Vladimir while he holds it, but will briefly slow targets by 40/45/50/55/60% when he releases it.
    • Vladimir : Peste sanguine
      • Duration reduced to 4 seconds from 5 seconds
      • Damage amplification lowered to 10% from 12%
      • At the end of the duration, Hemoplague heals Vladimir for 50% of it's damage [75/125/175 + (.35 AP)] for each enemy champion hit.
 
  • Zyra
    • General
      • Movement Speed increased to 340 from 325
      • Base health increased to 499 from 479
    • Jardin d'épines (Passif)
      • Seeds spawn around Zyra periodically, becoming faster with level and lasting 45 seconds (Max: 8 seeds planted). If an enemy Champion steps on a seed, it dies.  
      • Cast Deadly Spines or Grasping roots near seeds to grow plants. Extra plants striking the same target deal 50% less damage.
    • Zyra : Floraison funeste
      • Mana cost reduced to 60 at all ranks from 75/80/85/90/95
      • Damage reduced to 60/90/120/150/180 (.55 AP) from 70/105/140/175/210 (.65 AP)
      • Now fires in a rectangular shape.
    • Zyra : Croissance incontrôlée
      • No longer gives 2-10% cooldown reduction.
      • Seeds no longer grant limited vision or give enemies vision when squished.
      • Increases plant maximum health by 10/20/30/40/50%
    • Zyra : Ronces étrangleuses
      • Now increases damage of plants within thicket by 150% rather than increasing their attack speed by 50%
Champions
  • Anivia
    • General
      • Missile speed increased to 1500 from 1400
    • Anivia : Lance de glace
      • Damages reduced to 60/85/110/135/160 from 60/90/120/150/180
      • Ap ratio reduced to 0.4 from 0.5
      • Stun duration increased to 1.1/1.2/1.3/1.4/1.5 seconds from 1/1/1/1/1
      • Slow increased to 20/30/40% (based on Anivia : Tempête glaciale rank) from 20/20/20%
    • Anivia : Gelure
      • Missile speed increased to 1600 from 1200
      • Range reduced to 600 from 650
        • Now calculated from the edge of the model instead of its center
    • Anivia : Tempête glaciale
      • Slow increased to 20/30/40% from 20/20/20%
      • Range increased to 685 from 625
      • Attack speed reductionre moved
      • Now expands from 150 up to 400 radius over 3 seconds
        • At max size, damages and slows by an additional 50% and Chills for an additional second (2 secs total)
  • Annie
    • Annie : Pyromanie
      • Stacks now visible to ennemies
    • Annie : Incinération
      • Range increased to 600 from 560
      • Bug fix for flash "cheat"
    • Annie : Bouclier en fusion
      • Armor and MR removed
      • Damages reduction of 16/22/28/34/40% added
      • Duration reduced to 3 seconds from 5
      • No longer speeds up Tibbers
    • Annie : Invocation : Tibbers
      • Initial AoE damage lowered to 150/275/400 (.65 AP) from 175/300/425 (.8 AP)
      • AoE aura damage lowered to 10/15/20 (.1 AP) from 20/30/40 (.4 AP)
      • Tibbers AA damage changed to 50/75/100 (.15 AP) from 80/105/130
      • Tibbers AA range increased to 150 from 125
      • Tibbers now enrages, gaining 275% attack speed and 100% movement speed decaying over 3 seconds, on 1) summon , 2) when Annie dies, and 3) when Annie stuns a champion with Pyromania.
        • Ignores unit collision while Enraged.
        • Attack speed decays as Tibbers attacks & move speed ecays over time.
      • Tibbers now regens 10% max HP per second when out of combat for 5 seconds.
      • Tibbers now gains back 50% missing health when Annie dies.
      • Tibbers attacks Annie’s killer if hes within a reasonable distance (1200u). Otherwise he prioritizes low hp champs, then any enemy within 1200u of Annie's body.
      • Tibbers AI (attack commands, attack-move commands, etc) improved
  • Fiddlesticks
    • FiddleSticks : Effroi
      • Rework
        • Standing still or channeling abilities for 1.5 seconds empowers Fiddlesticks wit Dread. Immobilizing Crowd control resets this timer.
        • Dread grants 25/30/35/40% movement speed (at 1/6/11/16), but only lasts for 1.5s after Fiddlesticks starts moving.
    • FiddleSticks : Terreur
      • Range reduced to 525 from 575
    • FiddleSticks : Drain
      • CD now starts at end of channel rather than on cast.
      • CD reduced to 4/3.75/3.5/3.25/3 seconds from 10/9/8/7/6
    • FiddleSticks : Vent des ténèbres
      • Amount of bounces increased to 7 from 5
      • Now prioritiezes Drain Targets > New Targets > Any Target.
    • FiddleSticks : Rafale de corbeaux
      • Now pings "on my way" on use.
      • Casts at Max range if casted outside of range.
  • Kennen
    • Kennen : Marque de tempête
      • Diminishing return timer lowered to 6 seconds from 7 seconds.
    • Kennen : Shuriken foudroyant
      • Energy cost lowered to 60/55/50/45/40 from 65/60/55/50/45
    • Kennen : Surtension
      • Energy cost lowered to 40 at all ranks from 45.
    • Kennen : Maelström
      • Duration now 3 seconds at all ranks from 3/4/5
      • Now does damage to all nearby champions every .5 seconds from random nearby champion every 0.25 seconds.
      • Additional hits deal 25% less damage (to a minimum of 50%)
  • Rengar
    • A lot of bug fixes
  • Swain
    • Swain : Réjuvénation nécrophage
      • Mana restored on kill increased to [~12 + 1 per level] from [9 +1  per level]
    • Swain : Décrépitude
      • Mana cost lowered to 60/65/70/75/80 from 60/70/80/90/100
      • Cooldown increased to 14/13/12/11/10 from 8 at all ranks
      • AP Ratio increased to .4 from .3
      • Deals double damage against non champion targets.
      • Swain now places Beatrice down in a zone for 4 seconds rather than targeting a specific champion for 3 seconds. 
      • Beatrice prioritizes targeting units with Torment and will choose a new target if the one she is attacking dies or moves away. 
    • Swain : Tourment
      • Damage lowered to 50/80/110/140/170 from 75/115/155/195/235
      • AP Ratio increased to 1.0 from .8
      • Damage amplification now 20% at all ranks from 8/11/14/17/20%
    • Swain : Nuée malsaine
      • Cooldown increased to 10 seconds from 8 seconds.
      • Spawns 5 Ravens from 3
      • Heal against minions reduced to 15% from 25%
      • Ravens can not attack the same target again for 1 second.
      • Mana increase per second reduced to 5 at all ranks from 5/6/7
  • Syndra
  • Teemo
    • Teemo : Piège nocif
      • Mana cost reduced to 75 at all ranks from 75/100/125
      • Trap duration increased to 7 minutes from 5 minutes.
      • Recharge time lowered to 30/25/20 from 34/28/22
  • Veigar
    • Veigar : Equilibrium
      • Refwork : 
        • Striking an enemy champion with a spell grants Veigar a stack of Phenomenal Evil, granting him +1 ability power. Takedowns grant an additional 3 stacks
    • Veigar : Coup malin
      • Mana cost lowered to 40/45/50/55/60 from 60/65/70/75/80.
      • Passive AP gain on champion and minions removed.
        • Now Grants on Phenomenal Evil stack on unit kill, two for Large Minions and Monsters.
    • Veigar : Matière noire
      • Mana cost reduced to 60/65/70/75/80 from 70/75/80/85/90
    • Veigar : Profanation
      • Mana cost lowered to 70/75/80/85/90 from 80/85/90/95/100
    • Veigar : Explosion primordiale
      • Mana cost lowered to 100 from 125.
      • Enemy AP ratio removed
        • Damage now increases based on target's missing health.
        • Damage changed to [175/275/375 (.75 AP) to 350/550/750 (1.5 AP) based on target's missing health] from [250/375/500 (1.0 AP)]
  • Xerath
  • Ziggs
Objets
  • All boots enchants removed
  • Hextech GLP-800 - NEW
    • Recipe : 
    • 80 AP
    • 300 HP
    • 400 mana
    • UNIQUE Passive - Eternity: 15% of damage taken from champions is gained as Mana. Spending Mana restores 25% of the cost as Health, up to 25 per spell cast. 
    • UNIQUE Active - Frost Bolt: Fires a spray of icy bolts that explode, dealing 100-200 (+20% of your Ability Power) magic damage to all enemies hit. (40 second cooldown, shared with other Hextech items).
      Enemies hit are slowed by 60% decaying over 0.5 seconds.
  • Hextech Protobelt -01 - NEW
    • Recipe : 
    • 300 HP
    • 80 AP
    • 10% CDR
    • UNIQUE Active - Fire Bolt: Dash forward and unleash a nova of fire bolts that deal 75 - 150 (+35% of your Ability Power) as magic damage (40 second cooldown, shared with other Hextech items).
      Champions and Monster hut by multiple fire bolts take 20% damage per additional bolt.
  • Lost Chapter- NEW
  • Enchantment: Bloodrazor - NEW
    • Replace Enchantement : Dévoreur
    • Cost : 2625
    • Recipe :
    • 40% attack speed
    • Unique Passive: Basic attacks deal 3% of the target's maximum health in bonus physical damage (max 75 vs monsters and minions) on hit.
  • Altération divinatoire
    • CD modifier increased to +10% from 33% reduction
  • Balise de vision
    • HP reduced to 4 from 5
    • Now restores HP out of combat
  • Bâton de l'archange
    • Base mana regen removed
    • UNIQUE Passive - Insight renamed to UNIQUE Passive - Awe, now refunds 25% of Mana Spent.
  • Bâton séculaire
    • Cost reduced to 2500 from 3000
    • Receipe : 
    • Ap reduced to 60 from 80
    • Mana reduced to 300 from 400
    • Mana by stack reduced to 10 from 40
  • Bouclier relique
    • Unique Passive - Spoils of War: Heal on minion kill reduced to 20 from 40
  • Brassard de Targon
    • Unique Passive - Spoils of War: Heal on minion kill reduced to 40 from 50
  • Calice d'harmonie
    • UNIQUE Passive - Mana Font removed
    • New  UNIQUE Passive: Increases Base Health Regeneration by 100% if current Health % is lower than current Mana %. Increases Base Mana Regeneration by 100% if current Mana % is lower than current Health %.
  • Cape solaire
    • Cost increased to 2900 from 2700
  • Catalyste of Aeons (Previously Catalyste protecteur)
    • UNIQUE Passive - Valor's Reward removed
    • New  UNIQUE Passive - Eternity: 15% of damage taken from champions is gained as mana. Spending mana Restores 20% of the cost as Health, up to 15 per spell cast.
  • Ceinture de mercure
    • Unique Active - Quicksilver now only removes crowd control debuffs instead of all debuffs. 
  • Cendres de Bami
    • HP reduced to 280 from 300
  • Cimeterre mercuriel
    • Unique Active - Quicksilver now only removes crowd control debuffs instead of all debuffs.
  • Codex méphitique
    • Price increased to 900 from 800
    • AP increased to 30 from 25
  • Croc de givre
    • Base mana regen lowered to 75% from 100%
  • Enchantement : Titan cendré
    • Unique Passive - Immolate damage changed to [7 + 2 per level] from [15 + 0.6 per level]
  • Étreinte du séraphin
    • Base mana regen removed
    • UNIQUE Passive - Insight renamed to UNIQUE Passive - Awe, now refunds 25% of Mana Spent.
  • Gloire du juste
    • New UNIQUE Passive - Eternity: 15% of Damage taken from champions is gained as Mana. Spending Mana restores 25% of the cost as Health, up to 25 per spell cast.
    • UNIQUE Active :
      • Movement Speed when moving towards enemies or enemy turrets increased to +75% for 4 seconds from +60% for 3 seconds
      • Enemy champion Movement Speed slow reduced to 75% for 2 seconds from 80% for 1 second.
  • Graal impie d'Athene
    • Cost reduced to 2100 from 2700
    • Recipe : 
    • AP reduced to 40 from 60
    • Base mana regen lowered to 75% from 100%
    • No more restores mana on kills and assists
    • New UNIQUE Passive to "Gain 20% of the premitigation damage dealt to champions ad Blood Charges, up to 100 - 250 max. Healing or shielding another ally consumes charges to heal them, up to the original effect amount"
    • New UNIQUE Passive: Increases Base Health regeneration by 100% if current Health % is lower than current Mana %. Increases Base Mana Regeneration by 100% if current Mana % is lower than current Health %.
  • Lame enragée de Guinsoo
    • Cost increased to 3600 from 2800
    • Recipe :
    • AD increased to 35 frome 30
    • AP increased to 50 from 40
    • New Passive: Basic attacks deal an additional 15 magic damage on hit.
    • Unique Passive modified: Basic attacks grant +8% attack speed, +3 attack damage, and +4 ability power for 5 seconds (stacks up to 6 times). While you have 6 stacks, gain Guinsoo's Rage.
      • Guinsoo's Rage modified: Every other basic attack will trigger on hit effects an additional time
  • Larme de la déesse
    • +25% Base Mana Regen removed
    • New UNIQUE Passive - Awe: Refunds 15% of Mana spent.
  • Machette du chasseur + jungler object
    • Killing a large monster now gives 50 bonus experience + killing any monster higher level than you are gives 25 experience per level difference
  • Manamune
    • +25% Base Mana Regen removed
    • New UNIQUE Passive - Awe: Refunds 15% of Mana spent.
  • Manteau de spectre
    • Cost increased to 1200 from 1100
    • HP increased to 250 from 200
    • MR increased to 35 from 30 
  • Morellonomicon
    • Recipe : 
    • Base mana regen removed
    • 400 mana added
  • Muramana
    • +25% Base Mana Regen removed
    • New UNIQUE Passive - Awe: Refunds 15% of Mana spent.
  • Pistolame Hextech
    • Active damages increased to 300 from 150
    • Active Ap ratio reduced to 0.3 from 0.4
    • Slow cooldown increased to 40 seconds and is shared with other Hextech items.
  • Prise de la reine de givre
    • Base mana regen lowered to 75% from 100%
  • Revolver Hextech
    • Cost reduced to 1100 from 1200
    • Spell vamp removed
    • New UNIQUE Passive Magic Bolt - Damaging an enemy champion with a basic attack shocks them for 75 - 150 bonus magic damage (40 second cooldown, shared with other hextech items.
  • Sablier de Zhonya
  • Sceptre abyssal
  • Visage spirituel
    • MR reduced to 55 from 70
    • HP regen increased to 200% from 150%
    • PAssive heal bonus increased to 25% from 20% 
  • Voile de la banshee
  • Volonté des anciens
    • Removed
  • Warmog, armure vivante
Help develop the network by subscribing. Even one euro from each of you could change everything !


Amendair - 2016-04-20 17:12:31

A propos de l'auteur

Soutenez Arcana Gaming grâce aux abonnements

Chaque abonné soutient le travail et l'indépendance de notre rédaction en plus de bénéficier d'avantages exclusifs.
Soutenez Arcana Gaming, devenez membre premium dès aujourd'hui ! JE M'ABONNE !

Commentaires

commentaires propulsés par Disqus