League of Legends – Ziggs Patch Release Notes 2/1/2012

New Skins in the Store

  • Major Ziggs
  • Mad Scientist Ziggs
  • Scarlet Hammer Poppy

PVP.net v1.53

  • Co-op versus AI aka “Rise of the Bot Army
    • You can now queue to play against a much wider roster of Champions in Co-op versus AI
    • Beginner and Intermediate queues are now available for Dominion in addition to Summoners Rift
    • The 3-game per day rewards limitation for Level 30 Summoners has been removed
    • The flat IP penalty for Co-op versus AI games has been removed. You will now earn IP at the following rates (as a percentage of the normal rate):
      • Summoner level 1-9
        • Beginner: 100%
        • Intermediate: 100%
      • Summoner level 10-19
        • Beginner: 85% (was 75%)
        • Intermediate: 100%
      • Summoner level 20-29
        • Beginner: 70% (was 50%)
        • Intermediate: 90% (was 100%)
      • Summoner level 30
        • Beginner: 55% (was 25%)
        • Intermediate: 80% (was 75%)
    • View more information on the expanded Co-op vs. AI game mode, including a full roster of bots!

League of Legends 1.0.0.133
Ziggs, the Hexplosives Expert

  • Short Fuse (Passive) – Every 12 seconds Ziggs’ next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.
  • Bouncing Bomb – Ziggs throws a bouncing bomb that deals magic damage.
  • Satchel Charge – Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
  • Hexplosive Minefield – Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing.
  • Mega Inferno Bomb (Ultimate) – Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take more damage than those further away.

Alistar

  • Fixed a bug where Triumphant Roar was not granting assists

Amumu

  • Fixed a bug where Despair was dealing less damage with Ability Power than intended

Ashe

  • General
    • Base health increased to 474 from 438
    • Base armor increased to 14.9 from 12.7
    • Mana per level increased to 35 from 27
  • Volley cooldown reduced to 16/13/10/7/4 from 20/16/12/8/4
  • Enchanted Crystal Arrow now grants vision while in flight.

Caitlyn

  • Fixed a bug where Headshot did not trigger while Taunted or Silenced

Cho’Gath

  • Fixed a bug where Feast would fail to kill shielded targets

Ezreal

  • Trueshot Barrage now grants vision while in flight.
  • Fixed a bug where Ezreal would lose his run animation after 390 movement speed

Gragas

  • Fixed a bug where Barrel Roll immediately detonated when Gragas died

Heimerdinger

  • Fixed a bug where his turrets would not be demolished when he died if the turret was being teleported to (by Summoner Teleport)

Jarvan IV

  • Fixed a bug where Cataclysm immediately crumbled when Jarvan IV died

Jax

  • Mana regen per level increased to 0.7 per 5 seconds from 0.45
  • Fixed a bug where Empower’s cooldown was higher than stated at earlier ranks
  • Counter Strike
    • Dodge duration increased to 2 seconds from 1.5
    • Now additionally reduces the damage from area of effect abilities by 25% while Jax is dodging
    • Now can be activated again after 1 second to end the effect early
    • Damage adjusted to 50/75/100/125/150 (+0.5 bonus attack damage) from 40/70/100/130/160 (+0.8 bonus attack damage)
    • Now deals 20% increased damage for each attack dodged (up to a maximum of 100% increased damage) instead of 10/15/20/25/30 bonus damage per dodge
    • Cooldown reduced to 18/16/14/12/10 seconds from 22/20/18/16/14
  • Grandmaster’s Might duration increased to 8 seconds from 6

Lee Sin

  • Flurry attack speed bonus reduced to 40% from 50%
  • Sonic Wave missing health damage reduced to 8% from 10%

Morgana

  • Soul Shackles ability power ratio reduced to .7 from .8
  • Fixed a bug where Soul Shackles would sometimes fizzle

Master Yi

  • Fixed a bug where Meditate’s ability power ratio was shown as lower than it actually was

Nunu

  • Fixed a bug where Absolute Zero’s slow did not grant assists

Rammus

  • Minor tweak to Rammus’ dance to actually rotate around his center axis when on his back

Sejuani

  • Fixed a bug where Glacial Prison did not detonate if Sejuani died

Sivir

  • Boomerang Blade
    • Damage reduced to 60/105/150/195/240 from 70/115/160/205/250
    • Bonus attack damage ratio reduced to 1.0 from 1.1
  • On The Hunt
    • Movement speed bonus reduced to 20% from 25%
    • Duration reduced to 10 from 15

Sona

  • Fixed a bug where Power Chord did not trigger while Taunted or Silenced

Swain

  • Fixed a bug where Swain had reduced mana regeneration while in Raven form

Viktor

  • Power Transfer missile speed increased to 2000 from 1400
  • Gravity Field activation time reduced to 0.25 seconds from 0.5
  • Fixed a bug where Chaos Storm’s tooltip stated that it dealt less damage than it actually did

Items

  • Emblem of Valor (remake)
    • Components:
      • Cloth armor
      • Rejuvenation Bead
    • +25 armor
    • Unique Aura: Nearby allied champions gain 10 health regen per 5 seconds
  • Locket of the Iron Solari (new)
    • Components:
      • Emblem of Valor
      • Heart of Gold
    • +300 health
    • +35 armor
    • Unique Aura: Nearby allied champions gain 15 health regen per 5 seconds
    • Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage (60 second cooldown)
  • Stark’s Fervor has been changed and renamed to Zeke’s Herald
    • Components:
      • Dagger
      • Vampiric Scepter
      • Kindle Gem
    • +250 health
    • Unique Passive: +15% Cooldown Reduction
    • UNIQUE Aura: Grants nearby allied champions 12% Life Steal, 20% Attack Speed
  • Will of the Ancients spell vamp reduced to 20% from 25%

Masteries

  • Deadliness changed to 0.5 Attack Damage per level (9 Attack Damage at champion level 18) at 4 points from 4% Critical Strike Chance

General

  • Added a new option, “Show Smartcast Ranges”
  • Spectator mode will now indicate if a Champion is at very low health on the side bars to draw attention to the area
  • Fixed a bug where the Demolitionist mastery sometimes interfered with character global passives
  • Heal over time effects now show as health regen per 5 rather than discreet heals
  • Summoner’s Rift (Winter)
    • Removed holiday decorations
    • Fixed prop visibility/collision issues in bases
    • Fixed particle glitching in river areas
    • Changed lighting and terrain to improve visual clarity

Ziggs, the Hexsplosives Expert Revealed

 

Abilities:

  • Short Fuse (Passive) – Every 12 seconds Ziggs’ next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.
  • Bouncing Bomb – Ziggs throws a bouncing bomb that deals magic damage.
  • Satchel Charge – Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
  • Hexplosive Minefield – Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing.
  • Mega Inferno Bomb (Ultimate) – Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, Enemies in the primary blast zone take more damage than those further away.

Lore:

Ziggs was born with a talent for tinkering, but his chaotic, hyperactive nature was unusual among yordle scientists. Aspiring to be a revered inventor like Heimerdinger, he rattled through ambitious projects with manic zeal, emboldened by both his explosive failures and his unprecedented discoveries. Word of Ziggs’ volatile experimentation reached the famed Yordle Academy in Piltover and its esteemed professors invited him to demonstrate his craft. His characteristic disregard for safety brought the presentation to an early conclusion, however, when the hextech engine Ziggs was demonstrating overheated and exploded, blowing a huge hole in the wall of the Academy. The professors dusted themselves off and sternly motioned for him to leave. Devastated, Ziggs prepared to return to Bandle City in shame. However, before he could leave, a group of Zaunite agents infiltrated the Academy and kidnapped the professors. The Piltover military tracked the captives to a Zaunite prison, but their weapons were incapable of destroying the fortified walls. Determined to outdo them, Ziggs began experimenting on a new kind of armament, and quickly realized that he could harness his accidental gift for demolition to save the captured yordles.

Before long, Ziggs had created a line of powerful bombs he lovingly dubbed ”hexplosives.” With his new creations ready for their first trial, Ziggs traveled to Zaun and sneaked into the prison compound. He launched a gigantic bomb at the prison and watched with glee as the explosion tore through the reinforced wall. Once the smoke had cleared, Ziggs scuttled into the facility, sending guards running with a hail of bombs. He rushed to the cell, blew the door off its hinges, and led the captive yordles to freedom. Upon returning to the Academy, the humbled professors recognized Ziggs with an honorary title – Dean of Demolitions – and proposed that he demonstrate this new form of yordle ingenuity in the League of Legends. Vindicated at last, Ziggs accepted the proposal, eager to bring his ever-expanding range of hexplosives to the greatest testing grounds in the world: the Fields of Justice.

”Ziggs? Unpredictable, dangerous, yes yes. But quite brilliant!” – Heimerdinger


League of Legends – Sejuani Patch Release Notes 1/17/2012

New Skins in the Store

  • Sabretusk Sejuani
  • Darkrider Sejuani

PVP.net v1.52

  • Ranked Teams
    • Ranked Team roster size has been increased to a maximum of 9
    • Provisional Ranked Teams will now be automatically disbanded after a certain period of time to prevent name squatting
    • Made it easier to invite members of your Ranked Team to a group chat
    • Team Tags will now show up in more parts of the PVP.net and in game UI
    • Team Game invites will now play a different sound to differentiate from normal invites
    • Team Member status will now show up in the Team Profile screen so you can see who is online and available to play
    • Cleaned up the Ranked Team creation process to be more clear
    • Tweaked the Ranked Team matchmaking algorithm to be more accurate
  • Spectator
    • Fixed a bug where Spectators would sometimes get stuck at the loading screen
    • Fixed a bug where the last few minutes of a spectated game get sped up
  • General
    • Summoner’s Rift (Winter) has been removed from matchmaking
    • Chat windows and buddy tooltips have been re-skinned to be visually consistent with the rest of the buddy list
    • The horizontal “arrow button” scrolling (for when you have more than 4 chat windows) has been removed. Chat windows will now scale down their presence in the task bar so they all fit.
    • Text input focus stealing on new incoming IMs has been removed
    • Fixed a bug where chat windows would scroll down to the bottom for every incoming message, regardless of your current scrolling position

League of Legends v1.0.0.132
Sejuani, the Winter’s Wrath

  • Frost (Passive) – Sejuani’s basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.
  • Arctic Assault – Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.
  • Northern Winds – Sejuani summons an arctic storm around her which deals magic damage to nearby enemies every second. Damage is increased against enemies affected by Frost or Permafrost.
  • Permafrost – Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically.
  • Glacial Prison (Ultimate) – Sejuani throws her weapon, stunning the first enemy champion hit. Nearby enemies are stunned for a shorter duration. All targets take magic damage and are affected by Frost.

Ahri

  • Orb of Deception mana cost increased to 70/75/80/85/90 from 60/65/70/75/80
  • Spirit Rush cooldown increased to 90/80/70 seconds from 80/70/60

Dr. Mundo

  • General
    • Base attack speed increased to .625 from 0.595
    • Attack speed per level increased to 2.8 from 2.5
    • Magic resist per level increased to 1.25 from .75
  • Burning Agony health cost reduced to 10/15/20/25/30 from 20/25/30/35/40
  • Sadism ultimate cooldown reduced to 65 from 75

Fizz

  • Implemented the following changes to Chum the Waters which were in Ahri patch changelog, but not actually moved into the patch:
    • Fixed a bug where Chum the Waters stopped working if Fizz died
    • Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
    • Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
    • Added a 3-2-1 timer like Time Bomb
    • No longer hits nontargetable units like Vladimir in Sanguine Pool

Graves

  • Buckshot Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80
  • Collateral Damage
    • Initial damage reduced to 250/350/450 from 250/375/500
    • Explosion damage reduced to 140/250/360 from 140/275/400
    • Cooldown increased to 100/90/80 from 80/70/60

Jarvan IV

  • Mana per level increased to 40 from 30
  • Golden Aegis mana cost reduced to 65 from 75
  • Demacian Standard mana cost reduced to 55 from 60

Jax (remake)

  • General
    • Base health increased to 551 from 506
    • Health per level increased to 88 from 83
    • Armor per level increased to 3.5 from 3.2
    • Added an animation to Jax’s Joke
  • Relentless Assault – Passive (Remade)
    • Every time Jax attacks an enemy he gains 4-14% increased attack speed (stacks up to 6 times)
  • Leap Strike
    • Cooldown changed to 10/9/8/7/6 seconds from 13/11/9/7/5
    • Damage changed to 70/110/150/190/230 (+1.0 bonus attack damage)(0.6 ability power) from 20/45/70/95/120 (+1.0 total attack damage)(0.7 ability power)
  • Empower
    • Cooldown reduced to 7/6/5/4/3 seconds from 9/8/7/6/5
    • Damage changed to 40/85/130/175/220 from 60/95/130/165/200
    • Ability power ratio increased to 0.6 from 0.4
    • Mana cost increased to 30 from 20
  • Counter Strike (Remade)
    • Jax dodges all incoming basic attacks for 1.5 seconds. At the end of the effect, Jax deals 40/70/100/130/160 (+0.8 bonus attack damage) physical damage and stuns nearby enemies for 1 second. This spell deals an additional 10/15/20/25/30 damage for each attack dodged.
  • Grandmaster’s Might (Remade)
    • Passive: Every third consecutive attack deals an additional 100/160/220 (+0.7 ability power) magic damage.
    • Active: Jax gains ability power equal to 25/45/65 (+ 20% of his ability power) and attack damage equal to 25/45/65 (+ 20% of his bonus attack damage) for 6 seconds.

Nunu

  • Base attack speed increased to .625 from .613
  • Attack speed per level increased to 2.25 from 1.08

Rammus

  • Powerball duration reduced to 7 seconds from 8
  • Powerball initial speed increased to 30% from 25%
  • Defensive Ball Curl damage return reduced to 15/25/35/45/55 from 20/30/40/50/60

Riven

  • Base movement speed reduced to 320 from 325
  • Base health regen reduced to 10.4 per 5 seconds from 12
  • Health regen per level reduced to 0.9 per 5 seconds from 1
  • Broken Wings base damage increased to 30/55/80/105/130 from 30/50/70/90/110
  • Ki Burst base damage reduced to 50/80/110/140/170 from 50/90/130/170/210

Shaco

  • Jack in the Box duration lowered to 60 seconds from 90
  • Jack in the Boxes now show their remaining duration (in seconds) in their mana bar

Skarner

  • Crystal Slash mana cost adjusted to 20/22/24/26/28 from 15 at all levels
  • Crystal Slash slow decreased to 20/25/30/35/40% from 25/30/35/40/45%
  • Impale cooldown increased to 130/120/110 from 110/100/90

Tryndamere

  • Base attack damage lowered to 56 from 59.2
  • Base health regen per 5 seconds reduced to 7.9 from 10.9
  • Mocking Shout attack damage reduction lowered to 20/35/50/65/80 from 20/40/60/80/100
  • Fury decay now begins after 5 seconds, as opposed to 8 second previously

Vayne

  • Base movement speed reduced to 300 from 305
  • Night Hunter movement speed reduced to 30 from 40
  • Tumble bonus damage reduced to 30/35/40/45/50% from 40/45/50/55/60%
  • Final Hour Tumble stealth duration reduced to 1 second from 1.5

Veigar

  • Fixed a bug where killing a unit with Baleful Strike would not create the particle effect

Vladimir

  • Transfusion cooldown reduced to 10/8.5/7/5.5/4 seconds from 12/10/8/6/4
  • Crimson Pact ability power to health conversion reduced to 1.4 from 1.8
  • Hemoplague no longer costs 15% of your current health and is now no cost to cast
  • Tides of blood health cost ramp up reduced to 25% from 50%

Volibear

  • Base armor increased to 20 from 17.5
  • Rolling Thunder
    • Damage increased to 30/60/90/120/150 from 25/50/75/100/125
    • Volibear now gains 15% Movement Speed for the duration. This bonus increases to 45% Movement Speed when moving toward enemy champions.
    • Fixed a bug where Rolling Thunder’s attack would sometimes cancel against fast moving targets
  • Frenzy bonus health to damage ratio reduced to 15% from 18%
  • Majestic Roar damage increased to 60/105/150/195/240 from 60/95/130/165/200
  • Chosen of the Storm (Passive) cooldown no longer resets on death

Warwick

  • Hunter’s Call cooldown reduced to 24/22/20/18/16 seconds from 30/27/24/21/18

Xerath

  • Fixed a bug where Mage Chains could sometimes stun the target for 2 seconds instead of 1.5

Items

  • Ionic Spark is now purchasable on Summoner’s Rift and Twisted Treeline
  • Nashor’s Tooth
    • Total cost reduced to 2735 from 2885
    • Ability Power increased to 65 from 55
  • Ninja Tabi
    • Dodge has been removed
    • New UNIQUE Passive: Reduces the damage taken from non-turret basic attacks by 10%
  • Stinger total cost reduced to 1090 from 1140
  • Sword of the Divine has been removed

Summoner Spells

  • Surge cooldown reduced to 180 seconds from 220

General

  • Colorblind Mode
    • New mode which improves visualization of health bars and various graphical effects and animations for colorblind players.
    • Location (while in game): Options > Video > Advanced Options > Colorblind Mode (checkbox)
  • Blessing of the Lizard Elder no longer triggers on spell damage
  • Updated several Champions recommended items

Art

  • Champions
    • Guqin Sona model scale normalized to better match her other skins
  • Splash and Loading Screen Updates
    • Classic Alistar
    • Classic Fiddlesticks
    • Classic Galio
    • Classic Janna (minor artifact fixes)
    • Classic Malzahar
    • Unchained Alistar (minor artifact fixes)
    • Bird of Prey Anivia
    • Team Spirit Anivia
    • Corporate Mundo
    • Bandito Fiddlesticks
    • Piltover Customs Heimerdinger
    • PAX Jax
    • Angler Jax
    • Shadow Prince Malzahar
    • Vizier Malzahar
    • Assassin Master Yi
    • Yellow Jacket Shen
    • Silent Night Sona
    • White Mage Veigar

Sejuani, the Winter’s Wrath A New Champion Revealed

As some of our more discerning lore-hounds may have anticipated, Sejauni, the Winter’s Wrath, is charging in as our next upcoming champion. We wanted to take a moment to talk to you about her gameplay, and what you can expect to see.

Hailing from the Freljord, Sejuani combines raw, physical might with the chilling ice of her homeland. After slowing enemies with her Frost passive on auto-attacks, she can activate her Permafrost ability to drastically increase the slow and inflict damage. This allows her to continuously disrupt enemy movements and create a threatening presence – a necessity of any primary tank.

Sejuani’s initiation ability comes from two sources: the powerful skillshot charge from her boar and her Glacial Prison ultimate. The former tramples enemies and applies Frost, while the latter flings a giant ice shard from her flail, stunning anything it hits by encasing it in ice. Enemies near that target get stunned for a shorter durartion. This makes accurate skillshots important, as Sejuani needs move into the right position to maximize the stun duration on her intended target. If used correctly, this ability can change the outcome of a teamfight. If used on a sub-optimal target, however, it will be partially wasted on a tank or lower-value target.

This being our first mounted champion, we’re happy to release not only an epic barbarian woman on a giant boar, but also a tank who can use continuous soft disruption with bursts of big, ultimate initiation!

Abilities:

  • Frost (Passive) – Sejuani’s basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.
  • Arctic Assault – Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.
  • Northern Winds – Sejuani summons an arctic storm around her which deals magic damage to nearby enemies every second. Damage is increased against enemies affected by Frost or Permafrost.
  • Permafrost – Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically.
  • Glacial Prison (Ultimate) – Sejuani throws her weapon, stunning the first enemy champion hit. Nearby enemies are stunned for a shorter duration. All targets take magic damage and are affected by Frost.

Lore:

When Sejuani was born, the mystics of her tribe foretold that she would be the one to unite and lead the divided territories of Freljord. Her people had suffered for centuries, as a losing war on the frozen tundra pushed them farther and farther from Freljord’s limited food supplies. Sejuani grew up surrounded by this misery, and it fueled her desire to fulfill her destiny. She pushed herself to extremes, walking out into blizzards without food or furs and training while frigid winds raked her flesh. She sparred with the strongest warriors of her tribe, one after another, until her legs would give out beneath her. She sustained injuries that would have killed any other member of the tribe, but she would only rise again, driven by sheer force of will and what her tribe took to calling her “heart of the blizzard.”

On her twentieth birthday, Sejuani declared that she would lead her people out of their remote isolation to conquer the lands of their enemies. She had completed her training and she was ready to face the leaders of the opposing tribes. Her feats had already become legend and soldiers in her company were inspired to new heights of strength and resolve. However, before she struck out on her campaign, Ashe began campaigning for peace in Freljord, joining the League of Legends to demonstrate how the people could be spared violence. To Sejuani, this was a violation of tradition – a coward’s ruse to hoard Freljord’s precious few resources. She saw the confidence of her people wane as it seemed they would never be delivered from their plight. She decided that to truly prove herself as the rightful ruler of Freljord, she must defeat Ashe completely and unquestionably on the world’s stage in the League of Legends.

“Freljord provides for the few. For the others, ‘peace’ means only death.” – Sejuani


Fizz, the Tidal Trickster Guide

Champion Spotlight:

Abilities:

Patch v1.0.0.131

Nimble Fighter
(Innate): Fizz’s dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.
Ability Description Leveling up

Urchin Strike
(Active): Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.

  • Range: 550
Cost:50 / 55 / 60 / 65 / 70 manaCooldown:10 / 9 / 8 / 7 / 6 secondsAdditional Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.6 per ability power)

Seastone Trident
(Passive): Fizz’s autoattacks rend his target, dealing magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration. The total damage caps at 270 against minions and monsters. Passive Total Magic Damage:30 / 40 / 50 / 60 / 70 (+0.35 per ability power)+ 4 / 5 / 6 / 7 / 8 % of target missing health
(Active): Fizz’s autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.

  • Cost: 40 mana
  • Cooldown: 10 seconds
Active Magic Damage: 10 / 15 / 20 / 25 / 30 (+0.35 per ability power)

Playful
(Active): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends.If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds. Cost:90 / 100 / 110 / 120 / 130 manaCooldown:16 / 14 / 12 / 10 / 8 secondsSlow:40 / 45 / 50 / 55 / 60 %Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)

Trickster
(Active): Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.

  • Range: 400
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)

Chum the Waters
(Active): Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn’t hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The champion that has the fish attached will be slowed by 50%.Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up the target, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds.

  • Cost: 150 mana
  • Range: 1275
Cooldown:100 / 85 / 70 secondsMagic Damage:200 / 325 / 450 (+1.0 per ability power)Slow: 50 / 60 / 70 %

Runes:

These are the runes I use on Fizz which are fairly standard runes for most casters.  The only difference being depending on where and who I am laning against as Fizz.  I will either go all out damage AP runes or more of a tanky AP rune set.  Marks will always be Magic Penetration, Quintessences will always be Flat AP.  The difference between the tanky AP and the damage AP rune sets are the Seals and Glyphs.  In the damage runes set  you will have AP per level.  The tanky rune set will instead of Armor Seals and Magic Resist Glyphs.  This will allow you to be durable but still have some fairly decent damage output early game and against tougher laning opponents especially in top lane.

Masteries:

These are the masteries I use for Fizz.  The 21 points in offense are pretty standard.  The 3 points in Brute Force are mainly for ease of last hitting and for auto attacks on casters in general.  But this works especially well on Fizz as he is an auto attack caster champion.  The 9 points in the utility tree change from time to time.  However with Fizz I tend to look for mobility which is why I put points into Swiftness and in most cases I don’t end up getting offered blue buff on Fizz.  This is why my ninth point is not in Runic Affinity.  Another way to move around the 9 points in the Utility tree that I  sometimes go if I don’t need Swiftness is to put one point into Summoner’s Insight and Good Hands.  3 points in Expanded Mind and Meditation and one in Runic Affinity.  This gives me more mana and regen for harassment as well as longer buff durations for when I do get buffs from the jungler.  In most cases this will be standard 21/0/9 build for an AP caster as you will be given blue buff by the jungler.

Skill Order/Priority:

Skill Priority:

R>W>E>Q

Skill Order 1-6:

W>E>Q>W>W>R

The main reason for this skill order is because Fizz’s W allows you to deal more damage to opponents that are missing health, which is the main reason to skill it up over any other of Fizz’s skill as you will be auto attacking and hurting them.  As you continue to do so you will be dealing even more damage to them.

Summoner Spells:

Flash/Ignite

Items:

For the start of the game I start with boots and 3 health potions, as this gives Fizz both mobility and lane sustainability so you can farm for awhile even if you get harassed.  On first return grab 2 Doran’s Rings if you can afford it otherwise just buy one and some wards and health potions.  Later you will go back and buy your second Doran’s Ring, Sheen, and Sorcerer’s Shoes or Mercury Treads.  Farm for a Needlessly Large Rod and a Blasting Wand so you can build it into a Rabadons Deathcap.  When Deathcap is built, finish building Lichbane, then procesd to build either a Void Staff or a Rylai’s Crystal Scepter depending on if you need more health or not.  Then by the end you should buy Zhonya’s Hourglass if you get focused a lot, or a different defensive item.  Another alternative item for a build path is to buy an early Catalyst of the Protector and build that into a Rod of Ages instead of a Zhonya’s Hourglass so that you can have more health and mana as another form of survivability and defensive item.

Laning:

Laning is relatively similar for whether you are top or mid.  You want to farm, farm, farm as much as possible and allowed by your lane opponent as you are melee.  You can try and trade blows usually with your opponent by level 3.  You will have all your abilities by then and will be able to escape most of the harass of you lane opponent.  So you will be essentially poking at your opponent til you can go for the kill.  You want use your E or Q ability first so that you end up behind the opponent or on top of them.  Activate your Q ability so if they try to heal it won’t do that much with the heal potion especially if you use ignite on top of that when going for the kill.  Auto attack the opponent a couple of times, but be wary of how many minions there are on both  sides as you will have to account for that damage as well as your opponents to know how long you can stay and trade for.  Then you want to use your E or Q ability to dash away from your opponent.  This gives you a hit and run tactic of gameplay.  This will allow you to ware your opponent down more so then you as his base health regen will be halved unlike yours due to your W’s active ability.  Try to start ganks yourself with a slow on your E if your jungler is around or start fights with your ultimate as it can provide a decent amount of CC and damage which will usually lead you to a kill.  Fizz is relatively squishy though so you need to know when you can go in and when to jump out of fights, same for when your jungler is ganking your lane so that you make it out alive and with an assist or kill.  This makes Fizz a relatively difficult champion to learn and master as you need to always be looking for opportunities and few mistakes are forgiven as you are a melee champion.  Fizz, however does deal a good amount of damage and burst so don’t think you are weak just because you are melee, but just don’t get too overconfident thinking you can burst people down in one combo like a normal caster champion.


Graves, the Outlaw Guide

Champion Spotlight:

Abilities/Passive:

True Grit
True Grit
(Innate): Graves gains 1 / 2 / 3 / 4 bonus armor and magic resistance every second he remains in combat. This bonus stacks up to 10 times. Graves is considered in combat if he has dealt or received damage in the last 4 seconds.
Ability Description Leveling up
Buckshot
Buckshot
(Active): Graves fires three bullets in a cone, dealing physical damage to all enemies in their path. Enemies at close range can be hit by multiple projectiles, but each bullet beyond the first will deal only 35% damage.

  • Range: 750
Cost:60 / 65 / 70 / 75 / 80 manaCooldown:12 / 11 / 10 / 9 / 8 secondsPhysical Damage: 60 / 105 / 150 / 195 / 240 (+0.8 per bonus attack damage)
Smokescreen
Smokescreen
(Active): Graves fires a smoke canister at the target area, dealing magic damage upon landing and creating a cloud of smoke for 5 seconds. Enemies inside the smoke cloud will be slowed and will have their vision reduced to only what is inside the smoke cloud and enemies attacking them, everything else will look like it is in the Fog of War.

  • Range: 700
Cost:70 / 75 / 80 / 85 / 90 manaCooldown:20 / 19 / 18 / 17 / 16 secondsMagical Damage:60 / 110 / 160 / 210 / 260 (+0.6 per ability power)Slow: 15 / 20 / 25 / 30 / 35 %
Quickdraw
Quickdraw
(Active): Graves dashes forward, gaining an attack speed boost for 4 seconds. Attacking enemy units with autoattacks lowers the cooldown of Quickdraw by 1 second each attack.

  • Cost: 50 mana
  • Range: 425
Cooldown:22 / 20 / 18 / 16 / 14 secondsAttack Speed: 40 / 50 / 60 / 70 / 80 %
Collateral Damage
Collateral Damage
(Active): Graves fires an explosive shell in a straight line, dealing heavy physical damage to the first target it hits. After hitting a champion or reaching the end of its range, the shell explodes dealing physical damage in a cone behind the target.

  • Cost: 100 mana
Cooldown:80 / 70 / 60 secondsInitial Physical Damage:250 / 375 / 500 (+1.4 per bonus attack damage)Explosion Physical Damage: 140 / 275 / 400 (+1.2 per bonus attack damage)

Masteries:

These are the masteries I use for Graves.  I use a 22/0/8 mastery build typically.  Another mastery set up is 21/9/0 in order to make Graves tanky and beefy.

Runes:

For runes I use a standard set up for ranged AD.  Armor Penetration Marks, Physical Damage Quintessences, Armor Seals, and Magic Resist Glyphs.

Skill Order/Priority:

Skill Order 1-6:

Q>E>Q>W>Q>R

Skill Priority:

R>Q>E>W

Summoner Spells:

Flash/Cleanse

I use Flash/Exhaust for summoner spells or Flash/Ignite if I want to play an aggressive Graves.  If bot lane and the rest of their team has a good amount of CC or I want to counter exhaust, then I run Flash/Cleanse as Cleanse now removes exhaust.

Items:

These are the items I would have by end game for Graves in a situation where I can just go all out damage output.  However, this is very rare and far between.  In replacement of one of the Phantom Dancers, I build a Quicksilver Sash or a Guardian Angel.  Usually I am building a Quicksilver Sash as this allows me to cleanse and use QSS if cleanse is on cool down.

I start off with a Doran’s Blade then on first return I buy boots and another Doran’s Blade if I need more health and don’t have much money for anything else.  I never go past 2 Doran’s Blade in my item build though, this should only be done if you feel you are extremely far behind you opponent.  I farm until I can go back and buy a BF Sword, which I then turn into a Bloodthirster, followed by a Zeal into a Phantom Dancer.  Then I build Infinity Edge and Last Whisper.  If the enemy team is lacking in armor then I quickly grab Quicksilver Sash or Guardian Angel instead before finishing my build with a Last Whisper.  These items make you durable and do a ton of damage when you Q and E.

Laning:

During the laning phase you want to just farm as much as possible.  Hopefully your support will harass and deal with the trades.  But if not or when you see an opportunity without losing the trade, harass and damage your opponent.  This causes them to be denied money from CSing as they have to back away.  This gives you some free time to farm and get even more deadly.  When you are laning if you see the opportunity don’t be afraid to charge into your opponent with E followed by your Q.  This allows you to get some auto attacks off if they run with your boosted attack speed after they take the burst damage from your Q.  Graves does a lot of upfront damage when closer to your opponents.  This make perfect sense as he is using a shotgun as his weapon of choice.  Now with that said, you should try to damage you opponents or farm with your Q as it clears waves quickly and deals a fair amount of damage.  A good way to burst someone down with no armor comes around when you hit level 6.  When you get your ultimate try and keep your opponent fairly wounded, say around 70% or less.  If you can close the gap with your E, then follow up with a chunk of burst damage from your Q followed by your ultimate.  That champion is pretty much a guaranteed kill, unless they have high armor values, which most champions do not bottom lane.  If they don’t die in that combo, then auto attack them and they will surely die.


Viktor, the Machine Herald A New Champion Approaches

Viktor is a ranged mage with a mix of single target spells, area-of-effect crowd control, vector-targeting, and re-positional damage. This versatility is further augmented by his unique passive: a permanent item with different upgrade paths providing Viktor with both increased stats and bonus effects on one of his abilities. This high-skill cap mage is the perfect choice for those who wish to gain the advantage via their strategic decision making.

Abilities:

  • Passive: Evolving Technology Viktor starts with a Hex Core that provides him with stats and can be upgraded in the store to augment one of his abilities. The Hex Core can only be upgraded once, and cannot be sold back to the store.
  • Power Transfer – Viktor blasts an enemy unit dealing magic damage, returning a portion of the damage dealt as a shield.
    • Ability Augment: Increases Viktor’s Movement Speed by 30% for 3 seconds
  • Gravity Field – Viktor conjures a heavy gravitational field, slowing all enemies and stacking a debuff every 0.5 seconds. At 3 stacks enemies inside are stunned for 1.5 seconds.
    • Ability Augment: Gravity Field has an additional 30% cast range.
  • Death Ray – Viktor uses his robotic arm to fire a chaos beam that cuts across the field in a line, dealing damage to any opponents struck in its path.
    • Ability Augment: Death Ray sets fire to enemies, dealing 30% additional magic damage over 4 seconds.
  • Chaos Storm (Ultimate) – Viktor conjures a singularity on the field which deals magic damage and briefly silences enemies. The singularity then does magic damage to all nearby enemies every second. Viktor can redirect the singularity.

Lore:

Early in life, Viktor discovered his passion for science and invention, particularly in the field of mechanical automation. He attended Zaun’s prestigious College of Techmaturgy and led the team that constructed Blitzcrank – a scientific breakthrough that he expected to vault him to the top of his profession. Unfortunately his triumph was usurped by Professor Stanwick, who stole credit for developing Blitzcrank’s sentience and later used Viktor’s research to revive Urgot. Viktor’s appeals for justice fell on deaf ears, and he sank into a deep depression. He withdrew from the College and barricaded himself in his private laboratory, cutting all human ties. There, in secret, he conceived a project for which nobody else could claim credit. Desiring both to revolutionize his field and to eliminate the jealous human emotions which festered inside him, he engineered parts to replace and improve his own body. When Viktor re-emerged, almost no trace of the original man remained.

Not only had he supplanted the majority of his anatomy, but his personality had changed. His previous hope to better society was replaced by an obsession with what he called ”the glorious evolution.” He saw himself as the patron and pioneer of Valoran’s future – a future in which man would renounce his flesh in favor of superior hextech augmentations. Though Viktor’s initial appeals were met with heavy skepticism, scientists were confounded by the sophistication of his machinery. By integrating his mind with techmaturgical devices, he had been able to drastically accelerate the progress of his research. His transformation had stripped him of what he perceived as his emotional weaknesses, but there was some lingering residue of resentment against the Professor. Viktor joined the League of Legends to pit his inventions against the greatest opponents Valoran could offer, and to correct any weaknesses or inefficiencies that remained.

”In one’s hand, techmaturgy is a tool. As one’s hand, it is liberation.” -Viktor


League of Legends – Ahri Patch Release Notes 12/13/2011

New Skins in the Store

  • Midnight Ahri
  • Dynasty Ahri
  • Festive Maokai
  • Toy Soldier Gangplank
  • Snowmerdinger
  • Mistletoe Leblanc

Ahri, her skins, and all of the Snowdown Showdown content will be simultaneously released in North America, Europe, and Korea on 12/14.

PVP.net v1.50

  • Added the ability to search skins by Champion name in the Store
  • Fixed several bugs that resulted in some cases of the “Session Closed” error

League of Legends v1.0.0.130
Ahri, the 9 Tails Fox

  • Orb of Deception: Ahri throws out and pulls back her orb, dealing magic damage on the way out and true damage on the way back.
  • Fox-Fire: Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies.
  • Charm: Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.
  • Spirit Rush: Ahri dashes forward and fires essence bolts, damaging 3 nearby champions. Spirit Rush can be cast up to three times before going on cooldown.
  • Soul Eater (Passive): Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri’s next spell has bonus Spell Vamp.

Fizz

  • Base health regen per 5 reduced to 7 from 9
  • Chum the Waters
    • Fixed a bug where Chum the Waters stopped working if Fizz died
    • Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
    • Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
    • Added a 3-2-1 timer like Time Bomb
    • No longer hits nontargetable units like Vladimir in Sanguine Pool
  • Urchin Strike ability power ratio reduced to .6 from .7
  • Seastone Trident active base damage reduced to 10/15/20/25/30 from 10/20/30/40/50

Kassadin

  • Riftwalk cooldown increased to 7/6/5 from 6/5/4

Lux

  • Prismatic Barrier
    • Shield strength increased to 80/105/130/155/180 from 60/85/110/135/160
    • Missile speed increased to 1400 from 1200
  • Lucent Singularity cooldown reduced to 9 seconds from 11

Miss Fortune

  • Bullet Time base damage increased to 65/95/125 from 60/85/110

Mordekaiser

  • Iron Man (Passive) shield amount increased to 35% from 30%
  • Siphon of Destruction damage increased to 70/115/160/205/250 from 65/105/145/185/225

Pantheon

  • Aegis of Zeonia mana cost reduced to 55 from 70
  • Grand Skyfall mana cost reduced to 125 from 150

Sivir

  • Boomerang Blade
    • Base damage reduced to 70/115/160/205/250 from 80/125/170/215/260
    • Now scales with ability power at a 0.5 ratio
  • Ricochet
    • Damage falloff per bounce reduced to 20% from 25%
    • Fixed a bug which caused Ricochet to cost additional mana on throwing the projectile
  • Updated recommended items

Sona

  • No longer automatically acquires attack targets when idle while Power Chord is active

Trundle

  • As of the Volibear patch, Contaminate’s CC reduction applies to Silences and Blinds

Tryndamere

  • Bloodlust heal per 1 fury reduced to 0.5/0.95/1.4/1.85/2.3 from 0.65/1.15/1.65/2.15/2.65

Twisted Fate

  • Auto-attack range increased to 525 from 510
  • Pick a Card will no longer randomly attack targets once a card has been picked and will not stop attacking if Twisted Fate is given an attack command or is already attacking a target

Udyr

  • Monkey’s Agility no longer grants Dodge

Veigar

  • Primordial Burst mana cost reduced to 125/175/225 from 150/200/250
  • Dark Matter mana cost reduced to 70/80/90/100/110 from 100/110/120/130/140
  • Baleful Strike
    • Mana cost adjusted to 60/65/70/75/80 from 75 at all levels
    • Total ability power accumulated from Baleful Strike is now displayed in the tooltip
  • Event Horizon mana cost reduced to 80/90/100/110/120 from 80/95/110/125/140

Volibear

  • Frenzy base damage reduced to 80/125/170/215/260 from 90/140/190/240/290
  • Frenzy bonus health scaling reduced to 18% from 20%

Xin’Zhao

  • Crescent Sweep Armor and Magic Resist increase per Champion hit on increased to 7/10/13 from 5/8/11

Masteries

  • Alacrity attack speed reduced to 1/2/3/4% from 1.5/3/4.5/6%
  • Summoner’s Resolve – Improved Heal reduced to 10% from 15%
  • Perseverance removed, replaced with Strength of Spirit – increases health regen per 5 seconds by 0.4/0.7/1% of maximum mana

Summoner Spells

  • Garrison now correctly applies assists to the caster

Items

  • Ionic Spark (Dominion)
    • Increased attack speed to 50% from 45%
    • Increased proc damage to 110 from 100
  • Warmog’s Armor
    • Passive health gain cap reduced to 350 from 450
    • Passive health regeneration per 5 reduced to 10 from 15
    • Health gain per kill or assist reduced to 35 from 45, minion kill reduced to 3.5 from 4.5
    • Health regeneration per 5 gain per kill or assist reduced to 1 from 1.5, minion kill reduced to .1 from .15

General

  • The Winter Map has returned as a Field of Justice!
  • On Dominion only, characters with a “Zombie” state (Karthus’ Death Defied, Kog’Maw’s Icathian Surprise, Yorick’s Omen of Death reanimations) will now start their respawn timers when their Zombie state ends, rather than when it begins

League of Legends – Volibear Patch Release Notes 11/29/2011

New Skins in the Store

  • Thunder Lord Volibear
  • Northern Storm Volibear
  • Silverfang Akali
  • Imperial Lux

League of Legends v1.0.0.130
Volibear, the Thunder’s Roar

  • Rolling Thunder: Volibear drops to all fours and runs faster if chasing an enemy champion. The first enemy he attacks is knocked into the air and flung behind Volibear.
  • Frenzy: Volibear’s repeated attacks grant him additional attack speed. Once Volibear has repeatedly attacked three times, he can perform a vicious bite on his target.
  • Majestic Roar: Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
  • Thunder Claws: Volibear channels the power of the storm causing his attacks to blast his targets with lightning that bounces to other nearby enemies.
  • Chosen of the Storm (passive): Volibear heals rapidly for a few seconds when his health drops to a critical level.

Fizz

  • Urchin Strike’s targeting updating to hit targets slightly earlier
  • Urchin Strike’s attack component can no longer be dodged

Jarvan IV

  • Martial Cadence (Passive)
    • Damage changed to physical from magic
    • Damage changed to 6/8/10% (at levels 1/7/13) of the target’s current health from 8%
    • No longer procs spell effects such as Rylai’s or Spell Vamp
  • Increased the hitbox size of Demacian Standard when targeted by Dragon Strike

Karthus

  • Wall of Pain
    • Wall duration reduced to 5 seconds from 7
    • Now only affects a target once (instead of reapplying every pass through)
  • Fixed a bug where Leona’s passive and the Dominion center Sigil could cause an immediate double kill against Karthus

Kassadin

  • Fixed a bug which caused Force Pulse to cast backwards after performing Rift Walk

Katarina

  • Shunpo now always moves Katarina behind the target regardless if Killer Instincts is active

Kog’maw

  • Fixed a bug where where if you killed an enemy that exploded using Icathian Surprise, the enemy was awarded an extra kill (Shaco Hallucinate clone, Maokai)
  • Fixed a bug where Brand’s Pyroclasm would give Brand an extra kill if it was traveling toward Kog’maw when Icathian Surprise triggered
  • Fixed a bug where if Ignite killed Kog’maw, it would cause Icathian Surprise to not trigger
  • Fixed a bug where Vayne’s Silvered Bolts sometimes caused Icathian Surprise to not trigger

Riven

  • Blade of the Exile tooltip updated to display how much attack damage you will gain. It has also been clarified to state that Blade of the Exile scales off TOTAL attack damage, not bonus attack damage.

Sivir (Remake)

  • General
    • Attack range increased to 500 from 425
    • Attack missile speed increased to 1400 from 1200
    • Updated her attack frames to be more responsive
    • Base attack speed reduced to .658 from .679
    • Base attack damage reduced to 49 from 52.11
    • Updated recommended items
  • Fleet of Foot (Passive) – Remake
    • Sivir’s basic attacks against enemy champions grant her 50 Movement Speed for 2 seconds
  • Boomerang Blade
    • Mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
    • Damage changed to physical from magic
    • Bonus attack damage ratio increased to 1.1 from 1.0
    • No longer has an ability power ratio
  • Ricochet – Remake
    • Sivir’s next basic attack bounces to 5 additional targets dealing 20/35/50/65/80 (+ 1.0 Attack Damage) physical damage to the first target and 25% reduced damage to each subsequent target. 7/6/5/4/3 second cooldown. 40 Mana cost.
  • On The Hunt
    • Now additionally applies the buff to allies who come into range while On the Hunt is active rather than only on activation.
    • Attack speed bonus changed to 30/45/60% from 30/60/90%
    • Allied attack speed gain increased to half of Sivir’s bonus from a third
    • Cooldown adjusted to 100/90/80 seconds from 90

Taric

  • Shatter ability power ratio increased to 0.6 from 0.4
  • Radiance ability power ratio increased to 0.7 from 0.6

Vayne

  • Fixed a couple small bugs introduced to Condemn with Fizz patch

Yorick

  • Fixed a bug where Ignite’s tick damage dealing the killing blow caused Omen of Death to fail to reanimate its bearer
  • Fixed a bug where Leona’s Sunlight passive and the Dominion center Sigil could cause an immediate double kill against the Omen of Death target
  • Fixed a bug where if Ignite killed the Omen of Death bearer, they would not be reanimated
  • Fixed a bug where Vayne’s Silvered Bolts sometimes caused Omen of Death to fail to reanimate its bearer

Items

  • Health Potions now restore 150 health over 15 seconds (instead of 200 health over 20 seconds)
  • Madred’s Razor
    • Proc chance increased to 20% from 15%
    • Proc damage reduced to 300 from 500
  • Mana Potions now restore 100 mana over 15 seconds (from 100 over 20)
  • Wriggle’s Lantern proc damage reduced to 425 from 500

General

  • Chat window location will be now saved between games
  • Improved the targeting algorithms; it should now be much easier to select units that are obscured
  • Damage from lane minions to champions reduced by about 15%
  • Jungle Adjustments
    • Small camps now respawn faster, but have reduced rewards
    • Small camps now have a Healing Sigil, healing the killer based upon how much health they are missing
    • Neutral monsters now have their health, damage, experience reward, and gold reward increase with game length, instead of having health increases with each respawn
    • Neutral monster experience range reduced to 400 from 800 (the killer always gets experience)
    • Ancient Golem camp experience increased slightly and gold reduced slightly
    • Crest of the Ancient Golem now grants 25 flat MP5, but grants 1% regen from maximum mana, from 1.5%, and provides energy
    • Lizard Elder camp experience increased and gold reduced slightly
    • Blessing of the Lizard Elder melee slow % reduced to 8/16/24% from 10/20/30%
    • Dragon and Baron Nashor are now immune to armor and magic resist-shredding effects
    • Baron Nashor will now push wards away if you try to place one too close
    • Monsters now heal 5% immediately when they retreat (instead of after 1 second), but are easier to re-aggro

Volibear, the Thunder’s Roar A New Champion Approaches

Abilties:

  • Rolling Thunder: Volibear drops to all fours and runs faster if chasing an enemy champion. The first enemy he attacks is knocked into the air.
  • Frenzy: Volibear’s repeated attacks grant him additional attack speed. Once Volibear has repeatedly attacked four times, he can perform a vicious bite on his target.
  • Majestic Roar: Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
  • Thunder Claws (Ultimate): Volibear channels the power of the storm causing his attacks to blast his targets with lightning that bounces to other nearby enemies.
  • Chosen of the Storm (passive): Volibear heals rapidly for a few seconds when his health drops to a critical level.

 

Lore:

Though the northern reaches of Freljord are some of the most unforgiving lands in Valoran, the Ursine have survived upon the region’s barren, stormy tundra for centuries. As a fierce and respected warrior of the Ursine, Volibear devoted his life to the protection of his people and loyalty to his elder brother, the tribe’s chief. When his brother was killed during a hunt on the tundra, the tribe looked to Volibear as his successor. It was an honor and a burden that Volibear had never expected, but he shouldered the charge with pride. However, by Ursine tradition, the tribe could not recognize Volibear as chief until he returned from a journey to the peak of their sacred mountain, a place forever shrouded in a thundering maelstrom. There, Ursine chieftains must speak to the storm itself, gaining clarity and wisdom to empower them as mighty leaders.

Donning the chieftain’s traditional armor and enchanted gauntlets, Volibear began the long and perilous climb up the slopes of the mountain. When he reached the peak and gazed into the raging storm above, he saw a horrific vision of a Freljord utterly consumed by war. Amidst the carnage, the Ursine fell dead upon a bloody battlefield. Believing the vision to be an omen of things to come if he did not act against them, Volibear traveled to the capitol of Freljord. The Ursine had not ventured across the southern mountains in centuries and his appearance was met with unease. However, Queen Ashe recognized Volibear as a wise and powerful ally. In what Volibear considered the first step against a war-torn future, they forged an alliance. As part of their agreement, he joined the League of Legends in the name of a unified Freljord, representing the primal might of his nation on the Field of Justice.

”Few can weather the storm that follows in the wake of Volibear’s roar.” – Ashe, the Frost Archer