League of Legends – Fizz Patch Release Notes 11/16/2011

New Skins in the Store

  • Atlantean Fizz
  • Tundra Fizz
  • Amethyst Ashe
  • Musketeer Twisted Fate

PVP.net Store

  • Added a filter to search skins by Champion
  • Added a filter to search only Legendary skins
  • Added the ability to search multiple items at once by using “+” to separate search terms
  • Made performance enhancements

PVP.net v1.48

  • Removed the Halloween icons for Health and Mana Potions
  • Fixed a bug causing certain Summoner Names to have errors in Champion Select

League of Legends v1.0.0.129
Fizz, the Tidal Trickster

  • Urchin Strike
    • Fizz dashes through his target, dealing normal attack damage plus additional magic damage.
  • Seastone Trident
    • Passive: Fizz’s attacks rend his target, applying a damage over time effect that strengthens if the opponent is low on life.
    • Active: Fizz’s attacks are empowered, dealing additional magic damage and causing grievous wounds to his opponents.
  • Playful / Trickster
    • Fizz hops onto his staff, becoming untargetable. He may then choose to slam the ground or hop off to another location
  • Chum the Waters (Ultimate)
    • Fizz flings a fish that can bind itself onto enemy champions – After a brief delay, a Shark will emerge from the earth to eat the fish, dealing damage and knocking back all enemy champions.
  • Nimble Fighter (Passive)
    • Fizz’s dexterity allows him to ignore unit collision and take less damage from basic attacks.

Akali

  • Twin Disciplines
    • Initial spell vamp gained upon obtaining 10 bonus attack damage reduced to 8% from 10%
    • Additional spell vamp reduced to 1% per 6 attack damage from 1% per 5 attack damage
    • Initial magic damage bonus upon obtaining 20 ability power reduced to 8% from 10%
    • Additional magic damage bonus reduced to 1% per 6 ability power from 1% per 5 ability power
  • Mark of the Assassin
    • Projectile base damage and proc base damage reduced to 45/70/95/120/145 from 50/75/100/125/150

Caitlyn

  • Base movement speed reduced to 300 from 305

Corki

  • Phosphorus Bomb
    • Base damage increased to 80/130/180/230/280 from 70/120/170/220/270
    • Now reveals champions for 6 seconds in addition to revealing the area for 6 seconds (does not reveal stealth)

Ezreal

  • Essence Flux is now correctly flagged as an area effect spell

Graves

  • General
    • Attack range reduced to 525 from 550
    • Base mana lowered to 295 from 342
  • Buckshot damage per additional missile reduced to 25% from 30%
  • Fixed a few small tooltip errors

Kassadin

  • Null Sphere cast range reduced to 650 from 700
  • Force Pulse damage increased at earlier ranks to 80/130/180/230/280 from 60/115/170/225/280

Katarina

  • Shunpo
    • Now moves Katarina in front of the target
    • When Killer Instincts is active, Katarina moves behind the target

Kog’Maw

  • Bio-Arcane Barrage attack range bonus reduced to 130/150/170/190/210 from 130/160/190/220/250

Malphite

  • Base armor increased to 21.75 from 16.75
  • Brutal Strikes cooldown reduced to 14 seconds from 16 seconds
  • Ground Slam cooldown reduced to 7 seconds from 8 seconds

Master Yi

  • Alpha Strike mana cost reduced to 60/70/80/90/100 from 80/90/100/110/120
  • Highlander mana cost reduced to 100 from 120

Miss Fortune

  • Bullet Time attack damage ratio increased to .45 from .4

Nocturne

  • Unspeakable Horror
    • Cast range reduced to 425 from 500
    • Tether range reduced to 465 from 525

Olaf

  • Olaf is now immune to blinds and silences while Ragnarok is active

Orianna

  • General
    • Base mana regen increased to 7 per 5 seconds from 4.5 per 5 seconds.
    • Mana regen per level increased to .5 per 5 seconds from .45 per 5 seconds
  • Command: Attack cast range increased to 825 from 800

Rumble

  • The Equalizer now works with smart cast (Hold down the smart cast hotkey to mark the beginning of the line, and release the hotkey to cast)

Sion

  • Cryptic Gaze ability power ratio reduced to .9 from 1
  • Death’s Caress ability power ratio reduced to .9 from 1

Sona

  • Aria of Perseverance
    • Mana cost adjusted to 60/65/70/75/80 from 65 at all ranks
    • Passive aura reduced to 7/9/11/13/15 armor and magic resist from 8/11/14/17/20

Teemo

  • Noxious Trap now has an ammo stack and reload time indicator on the buff bar

Tristana

  • Base attack damage increased to 46.5 from 44.5
  • Tristana will now automatically attack the target she casts Explosive Shot on
  • Buster Shot
    • Knockback radius increased to 200 from 175
    • Now has an indicator around the target to show knockback radius (similar to Brand’s Conflagration)

Vladimir

  • Fixed a bug where the display range for Tides of Blood was much shorter than the actual range

Items

  • Wriggles Lantern Life Steal reduced to 15% from 18%
  • Odyn’s Veil no longer triggers spellcast effects like Sheen, Tear of the Goddess, or Ryze’s passive
  • Warmog’s Armor and Priscilla’s Blessing are no longer purchasable in the Dominion game mode

General

  • Added small amounts of experience to various jungle monsters in order to maintain current jungling paths without the necessity of the Awareness mastery (which increases experience gained)
  • Dr. Mundo’s Burning Agony, Irelia’s Ionian Duelist, Trundle’s Contaminate, and Singed’s Insanity Potion now additionally reduce silences and blinds, but no longer allow them to walk through persistent slowing fields such as Kog’Maw’s Void Ooze when stacked with other disable duration reductions (ie: Tenacity)
  • Death Recap
    • Improved Death Recap to show more accurate damage over a longer period of time
    • Fixed numerous bugs with the display of ability damage
  • Masteries have been remade
  • Improved Summoner Spells are now condensed into 3 masteries, each at the first tier of their respective trees
    • Summoner’s Wrath improves Offense tree Summoner Spells
    • Summoner’s Resolve improves Defense tree Summoner Spells
    • Summoner’s Insight improves Utility tree Summoner Spells
  • All summoner spell icons have been updated
  • “Welcome to the Crystal Scar” announcement will now play at the start of a Dominion game
  • Fixed a bug where Allied Player Portraits would not update unless they were on your screen
  • Fixed a bug where Champion outlines would appear as boxes while in grass
  • Fixed a bug that caused an error to appear in chat on Dominion

Summoner Spells

  • Clairvoyance
    • Cooldown increased to 70 seconds from 55
    • Improved Clairvoyance increases duration by 2 seconds, down from 4 and no longer reduces the cooldown
  • Cleanse
    • Now cleanses summoner spell debuffs such as Exhaust’s movement speed and damage reduction and Ignite’s damage over time
    • Cooldown increased to 210 seconds from 150 seconds
    • Improved Cleanse no longer reduces cooldown, but now extends the secondary disable reduction buff by 1 second
  • Exhaust
    • Duration reduced to 2.5 seconds from 3 seconds
    • Improved Exhaust no longer increases the duration
  • Flash
    • Cooldown increased to 265 seconds from 255 seconds
    • Range reduced to 400 from 450
  • Fortify
    • Removed
  • Garrison
    • Now usable at Summoner Level 1, down from Summoner Level 4
  • Ghost
    • Now improved in the Offense Mastery tree instead of Utility
  • Heal
    • Heal amount per level increased to 25 from 20
    • Improved Heal no longer reduces the cooldown but now increases the amount healed by 15%
  • Promote
    • Added to Summoner’s Rift
    • Promotes the nearest allied siege minion, increasing its attack range, health, armor, and magic resist. 180 second cooldown base.
    • Improved in the Utility tree – Improved Promote increases the defensive bonus stats of promoted minions by 15%
    • Now usable at Summoner Level 8 (on both the Crystal Scar and Summoner’s Rift), up from Summoner Level 1
  • Rally
    • Removed
  • Revive
    • Health bonus upon reviving is now innate to the spell (as opposed to requiring Improved Revive)
    • Improved Revive now grants a 125% movement speed increase upon revival (Improved Revive no longer grants a 225% movement speed increase)
  • Smite
    • Now improved in the Defense tree instead of Offense
    • Improved Smite no longer reduces cooldown but the gold gained on cast is increased to 10 from 5
    • Cooldown reduced to 70 seconds from 75 seconds
  • Surge *New*
    • Empowers your champion, increasing ability power by 10-78 (depending on level) and attack speed by 35% for 12 seconds (220 second cooldown)
    • Improved Surge increases the attack speed bonus to 40% and ability power gained by 10%
    • Usable at summoner level 1
  • Teleport
    • Summoner’s Insight no longer reduces cooldown
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Fizz, the Tidal Trickster A New Champion Approaches

Fizz makes use of evasive abilities and hit-and-run gameplay style that allows this little amphibian to dance around the battlefield, using evasion to stay alive and keep opponents guessing.



Abilities:

  • Piercing Strike:
    • Fizz dashes through his target, dealing normal attack damage plus additional magic damage.
  • Seastone Trident:
    • Passive: Fizz’s attacks rend his target, applying a damage over time effect that strengthens if the opponent is low on life.
    • Active: Fizz’s attacks are empowered, dealing additional magic damage and causing grevious wounds to his opponents.
  • Playful / Trickster:
    • Fizz hops onto his staff, becoming untargetable. He may then choose to slam the ground or hop off to another location
  • Chum the Waters (Ultimate):
    • Fizz flings a fish that can bind itself onto enemy champions – After a brief delay, a Shark will emerge from the earth to eat the fish, dealing damage and knocking back all enemy champions.
  • Nimble Fighter (Passive):
    • Fizz’s dexterity allows him to ignore unit collisions and take less damage from basic attacks.

Lore:

Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a sharp cleverness that let him skirt danger with ease. One day Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted seastone trident from the ruins and set out alone.

Fizz wandered the ocean in search of his people for years, using the skills he’d learned during his adventures as young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadvertently meddled in the affairs of the humans who lived there, and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he’d come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creature’s weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. To further serve his new home, he joined the League of Legends.

“Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he’s on our side.” – Miss Fortune, the Bounty Hunter


League of Legends – Shyvana Patch Release Notes 11/1/2011

New Skins in the Store

  • Ironscale Shyvana
  • Boneclaw Shyvana
  • Mafia Miss Fortune
  • Jurassic Cho’Gath

PVP.net v1.47

  • You will now receive a message if your stats are going to be delayed
  • Custom Games will now sort properly

League of Legends v1.0.0.128
Shyvana, the Half-Dragon

  • Twin Bite
    • Shyvana strikes twice on her next attack. Both attacks trigger On-Hit effects and Fury of the Dragonborn effects.
    • Dragon Form: Twin Bite cleaves all units in front of Shyvana.
  • Burnout
    • Shyvana deals magic damage per second to nearby enemies and her Movement Speed is greatly increased for 3 seconds. Shyvana’s Movement Speed bonus is reduced over time.
    • Dragon Form: Burnout scorches the earth, continuing to damage enemies that stand on it.
  • Flame Breath
    • Shyvana unleashes a fireball that deals magic damage and melts the target’s Armor for 4 seconds.
    • Dragon Form: Flame Breath engulfs all units in a cone in front of Shyvana.
  • Dragon’s Descent (Ultimate)
    • Active: Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take magic damage and are knocked toward her target location.
    • Passive: Shyvana reinforces her scales, increasing her Armor and Magic Resist. Defensive bonuses are doubled in Dragon Form.
  • Fury of the Dragonborn (Passive)
    • Shyvana’s melee attacks enhance her abilities.
    • Twin Bite – Reduces the cooldown by 0.5 seconds.
    • Burnout – Extends the duration by 1 second to a maximum of 6 seconds.
    • Flame Breath – Deals 20% of the ability’s damage to debuffed targets.
    • Dragon’s Descent – Attacks generate 2 Fury and Shyvana passively gains Fury over time while in human form.

Amumu

  • Attack range increased to 125 from 100

Caitlyn

  • Piltover Peacemaker base damage reduced to 20/60/100/140/180 from 20/65/110/155/200
  • Yordle Snap Trap activation radius reduced to 135 from 150

Graves

  • True Grit
    • Buff duration reduced to 3 seconds from 4
    • Armor and magic resistance per stack reduced to 3 from 4 at max level
  • Buckshot damage per additional missile reduced to 30% from 35%

Olaf

  • Undertow missile speed increased to 1600 from 1500
  • Ragnarok
    • Now breaks crowd control effects upon activation
    • Duration adjusted to 6 seconds at all ranks from 5/6.5/8

Riven

  • Fixed a bug that caused Riven to stop moving after certain commands.
  • Fixed a bug that caused Ki Shout and Broken Wings to temporarily leave dead unpathable minions behind.
  • Fixed a bug that caused Riven’s collision radius to be improperly calculated.

Shaco

  • Rewrote his Deceive, Hallucinate, and Champion tips for more clarity
  • Deceive will now still critically strike even if you break stealth (ie: to cast Jack in the Box)
  • Jack in the Box
    • Base damage reduced to 35/50/65/80/95 from 35/55/75/95/115
    • Ability power ratio reduced to 0.2 from 0.25
    • Activation range reduced to 300 from 350
    • Cast range increased to 425 from 400
  • Hallucinate
    • Fixed a bug where Shaco’s clone wouldn’t trigger Two-Shiv Poison’s passive

Talon

  • Rake mana cost increased to 60/65/70/75/80 from 45/50/55/60/65
  • Shadow Assault cooldown increased to 75/65/55 seconds from 60/50/40

Wukong

  • Crushing Blow
    • Total attack damage ratio increased to 1.1 from 1.0
    • Fixed a bug where Crushing Blow did not display critical strikes or benefit from life steal
  • Decoy
    • Casting Decoy no longer instantly shows a reduction in Wukong’s mana bar to enemies
    • Fixed a bug where Wukong’s stealth state did not ignore unit collision
    • Improved general Decoy behavior and placement – the Decoy should now more accurately mimic Wukong’s previous position and behavior
    • Wukong is now pushed forward slightly when using Decoy, rather than the Decoy being pushed back from Wukong’s position
  • Nimbus Strike
    • Attack speed bonus increased to 30/35/40/45/50% from 20/25/30/35/40%
    • Attack speed duration increased to 4 seconds from 3

Dominion

  • Respawn time adjustments are now +2/-2 seconds regardless of the size in score difference
  • Crystal Scar’s Aura armor penetration reduced to 12% from 15%
  • Personal Score reward for assisting in capturing or neutralizing a point increased to 25 from 10
  • Garrison has been changed to be an untargeted spell, similar to Promote. It will only become castable when in range of an eligible Capture Point.
  • Fixed the channel time display for capturing the central runes to match the actual capture time. The actual time to capture is unchanged.
  • Fixed a bug where capture points could be moved off of their platforms
  • Fixed a crash when audio was disabled

Items

  • Hextech Sweeper
    • Updated tooltip to be more clear that its Passive ability grants vision of stealthed units
    • Updated the targeting cursor, particle, and vision debuff

Shyvana, the Half-Dragon A New Champion Approaches

 

Shyvana is a melee champion that heavily rewards aggression. She does so by utilizing a modified Fury* resource that accrues anytime Shyvana lands an auto-attack. Once her Fury is full, she can unleash it to transform into a dragon, giving her substantial buffs, ability enhancements and some upfront damage.

Abilities:

  • Twin Bite
    • Shyvana strikes twice on her next attack. Both attacks trigger On-Hit effects and Fury of the Dragonborn effects.
    • Dragon Form: Twin Bite cleaves all units in front of Shyvana.
  • Burnout
    • Shyvana deals magic damage per second to nearby enemies and her Movement Speed is greatly increased for 3 seconds. Shyvana’s Movement Speed bonus is reduced over time.
    • Dragon Form: Burnout scorches the earth, continuing to damage enemies that stand on it.
  • Flame Breath
    • Shyvana unleashes a fireball that deals magic damage and melts the target’s Armor for 4 seconds.
    • Dragon Form: Flame Breath engulfs all units in a cone in front of Shyvana.
  • Dragon’s Descent (Ultimate)
    • Active: Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take magic damage and are knocked toward her target location.
    • Passive: Shyvana reinforces her scales, increasing her Armor and Magic Resist. Defensive bonuses are doubled in Dragon Form.
  • Fury of the Dragonborn (Passive)
    • Shyvana’s melee attacks enhance her abilities.
      • Twin Bite – Reduces the cooldown by 0.5 seconds.
      • Burnout – Extends the duration by 1 second to a maximum of 6 seconds.
      • Flame Breath – Deals 20% of the ability’s damage to debuffed targets.
      • Dragon’s Descent – Attacks generate 2 Fury* and Shyvana passively gains Fury* over time while in human form.

*Note: Fury was mislabeled “Dragon’s Blood” in the mechanics preview

Lore:

There are those few dragons in Runeterra who have mastered the intense magical energies that course through their unique anatomies, evolving into an elusive Celestial Dragon. These powerful and enigmatic creatures spend most of their time hidden away from the lands of men. However, there are those who find themselves drawn to civilization and who take on human forms to immerse themselves in the world of humans. Occasionally, one finds itself drawn to the spirit of a human and they have relations. Sometimes, in the slimmest of odds, the union will bear fruit and that offspring will be one of the few half-dragons to have graced Runeterra. Shyvana is one such creature, born to a simple Demacian farm-girl and her Celestial Dragon father. Left to be raised by her mother, her oddities were something that couldn’t be hidden from her community, though she was protected by her family. Once her family had perished in disaster, she was left alone for the first time – truly alone. Shyvana quickly became an outsider and it wasn’t long before the community’s fear began to put her in danger. Facing mortal danger at the business end of an angry mob, she was rescued by the traveling noble, Jarvan Lightshield. The noble was a man who strangely knew exactly what she was and took her under his wing. It wasn’t long before she was offered a chance to use her natural skills in the service of Demacia, as Jarvan initiated her as one of the elite guard. Following Jarvan into the League of Legends was only natural.

Shyvana is a fierce warrior, with the blood of one of the most powerful magical predators in all creation flowing through her veins. Unlike some of her fellows, she is a subdued personality – somber, cool, and collected. However, when the moment strikes, her draconian heritage manifests and there are few that can stare her in the eyes and not feel the primal urge to flee.

“By the blood of my father, I will end you!”


Xerath, the Magus Ascendant Guide

Champion Spotlight:

Abilities/Passive:

Ascended Form
Ascended Form
(Innate): Xerath receives 15% of his ability power as bonus armor.
Ability Description Leveling up
Arcanopulse
Arcanopulse
(Active): Fires a long-range beam of energy in a line, dealing magic damage to all targets hit.

  • Range: 900/1300
  • Width: 100
Cost:65 / 70 / 75 / 80 / 85 manaDamage: 75 / 115 / 155 / 195 / 235 (+0.6 per ability power)

Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds

Locus of Power
Locus of Power
(Active): Xerath anchors himself to the ground he is standing on for up to 8 seconds, increasing the range of all his spells and granting him bonus magic penetration. Upon disabling this ability, Xerath gains 35% movement speed for 2 seconds. He can deactivate the ability at any time after 0.5 seconds of casting it.

  • No cost
Cooldown:20 / 16 / 12 / 8 / 4 secondsBonus Magic Penetration: 10 / 15 / 20 / 25 / 30 %
Mage Chains
Mage Chains
(Active): Deals magic damage to an enemy and marks them with Unstable Magic for 3 seconds. The next spell Xerath strikes this enemy with in these 3 seconds will stun them for 1.5 seconds.

  • Range: 600/1000
Cost:70 / 75 / 80 / 85 / 90 manaCooldown: 12 / 11 / 10 / 9 / 8 seconds

Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.7 per ability power)

Arcane Barrage
Arcane Barrage
(Active): Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast another two times, with no cost, within the next 12 seconds before going on cooldown.

  • Range: 900/1300
  • Effect radius: 400
  • Sight radius: 600
Cost:150 / 180 / 210 manaCooldown: 80 / 70 / 60 seconds

Magic Damage Per Cast: 125 / 200 / 275 (+0.6 per ability power)

Runes:

These are the runes I use for Xerath.  They are pretty much a standard for any mage typically where you want to get as much AP as possible in order to burst people down.  This holds particularly true for Xerath, where 15% of your AP is converted to armor.

Masteries:

I use typical caster masteries going 9/0/21 and grabbing all the standard caster necessities for masteries in the utility tree and offense tree.

Summoner Spells:

Flash/Ignite or Ghost/Flash

These summoner spells are the ones I use most often.  I prefer flash and ignite usually for early game kills and the escape/initiation of flash.  Otherwise ghost is a viable replacement for ignite.

Skill Order/Priority:

Skill Order 1-6:

Q>E>Q>W>Q>R

Skill Priority:

Q>E>W>R

Items:

The items I normally end up with for Xerath.  Rabadon’s Deathcap, Will of the Ancients, Void Staff, Rylai’s Crystal Scepter, Sorcerer’s Shoes, and Zhonya’s Hourglass.  Typically I start off the laning phase with a Doran’s Ring if I am feeling confident in not being harassed and being able to win trades.  Otherwise I start off with boots and 3x health potions.  On first back I will buy boots and another Doran’s Ring or 2 Doran’s Rings depending on start path.  If I want to get really tanky health wise then I will rush a Catalyst of the Protector instead then turn that into a Rod of Ages.  Otherwise I will farm and rush a Needlessly Large Rod and start building Rabadon’s Deathcap.  Another situational build path for items would be to rush a Kage’s Lucky Pick for gold per 10, and start a rush build on Deathfire Grasp for the extra burst nuke.  Will of the Ancients is my next item and if magic resist is needed I will grab Abyssal Scepter in place of Void Staff, which I grab typically mid to late game.  Rylai’s Crystal Scepter is typically grabbed around the 30-40minute mark depending on how the game is going for more health if Rod of Ages is not grabbed for more CC utility.  Zhonya’s Hourglass is my last item usually as it gives a nice immunity active if you are getting bursted hard quickly so you can live a bit longer.

Laning:

During the laning phase you want to try and last hit as much as possible without taking too much harass from your opponent.  You want to be conservative with your mana as well when using your Arcanopulse spell for harass.  If possible line up your Q so it hits minions plus the enemy champion.  Try to land your E and quickly follow up with a Q for a stun.  This will allow you some free harassment with auto attacks.  If you are level 4 try activating Locus of Power followed by a Q for a long ranged harass as the opponent runs back from you.  This will give you the most zoning and free laning time as Xerath and really take advantage of his range.  As Xerath hits 6 you want to combo your spells correctly when you unload for damage and burst on your opponent.  Typically you want to land you E and follow up with a R as your ultimate is instant.  Then Q, R, R, followed by a Locus of Power, Q for the finishing blow or to make sure they have to recall to heal.  This combo should give you a kill if not bring them to low enough health that if you have ignite, it will finish them off.  Another combination you can do is to bait your opponent by initiating up close with a Q, followed by E, R, R, R, Q.  There are many combinations for Xerath that work, but I suggest using your ultimate for stunning as it is a instant cast ability and you can cast it 3 times for bursting the opponent down with a decent radius.


Xerath, the Magus Ascendant Review

 

Xerath, the Magus Ascendant is Riot Games’ take on an artillery tank mage.  Xerath definitely seems to bring about that artillery feeling by being an extremely long ranged mage with or without one of his abilities that increases his range when activated.  This ability roots him however, which makes him seem more like a real life artillery tank throwing out mortars and the like.  But with mage spells from a far enough ranged to be considered balanced.  Xerath’s range could be longer if they really wanted to make him more into artillery but that would make him pretty broken.  Xerath brings back the idea of a poke team composition for meta game as his range allows him to outrange almost anyone when he is rooted in place.  The tank portion could use some work as Xerath only gets bonus armor from his ability power.  But he becomes fragile for mages and that doesn’t make him much of a tank.  Melee DPS however are negated fairly well that can break a good front line of tanky defense.  Xerath brings a good amount of burst and damage as his cast animations are fairly quick and his ultimate can be casted instantly three times.  Xerath also has some utility when provided with blue buff as his cooldowns become lower in order to cast more stuns when the target is marked and damage.

 

Overall Xerath seems to be a well thought out champion that Riot created for filling the theme of artillery tank mage.  My only concerns with Xerath is whether his range can be considered balanced as I believe he has the most range for a caster in the game.  This works fine as he is supposed to be an artillery mage, but at times it can be infuriating.  Other concerns are Xerath having a cooldown on activating and deactivating his root as this can sometimes get him killed.  His abilities however can be pretty easily dodged as his main damage nukes are skill shots making him a high skill cap champion.  This makes playing him to his full burst potential a bit harder as you need to land everything to deal a lot of burst damage and kill someone quickly.  The animations are well done Xerath especially his attack animation as it reminds of tesla coils and his appearance being very electrical based.  Therefore, Xerath is a well done and created champion by Riot Games to add to the mage repertoire.


League of Legends – Graves Patch Release Notes 10/19/2011

New Skins in the Store

  • Hired Gun Graves
  • Jailbreak Graves
  • Haunting Nocturne
  • FrankenTibbers Annie
  • Bewitching Nidalee
  • Definitely Not Blitzcrank

League of Legends v1.0.0.127

Graves, the Outlaw

  • Buckshot: Graves fires three bullets in a cone damaging all enemies in the projectiles path. Enemies at close range can be hit by multiple projectiles, but each one beyond the first will deal reduced damage.
  • Smokescreen: Graves fires a smoke canister at the target area that deals damage and creates a cloud of smoke. Enemies inside the smoke cloud have reduced sight range and movement speed.
  • Quickdraw: Graves dashes forward gaining an attack speed boost for several seconds. Attacking enemies lowers the cooldown of this skill.
  • Collateral Damage (Ultimate): Graves fires an explosive shell dealing heavy damage to the first target it hits. After hitting a champion or reaching the end of its range the shell explodes dealing damage in a cone behind the target.
  • True Grit (Passive): Graves gains increasing armor and magic resistance the longer he remains in combat.

Corki

  • Gatling Gun
    • Now has a base damage of 20/32/44/56/68 per second
    • Duration has been adjusted to 4 seconds at all levels
    • Scales with 0.4 bonus Attack Damage ratio per second, from 0.4 total Attack Damage ratio every second

Gangplank

  • Raise Morale
    • Active movement speed reduced to 8/11/14/17/20 from 10/14/18/22/26
    • Active attack damage reduced to 12/19/26/33/40 from 14/22/30/38/46

Kog’Maw

  • Bio-Arcane Barrage duration reduced to 8 seconds from 10

Orianna

  • Basic attack range increased to 525 from 500

Riven

  • Broken Wings
    • Now counts as an attack command when you use it to lock-onto a target.
    • Slightly extended duration of collision ignoring with minions after using this ability

Shaco

  • Health per level increased to 84 from 80
  • Base Health increased to 525 from 501
  • Base Mana increased to 270 from 250

Skarner

  • Attack Speed per level increased to 2.1% from 1.44%
  • Energize will no longer activate when attacking Towers.
  • Crystal Slash Mana cost decreased to 15 at all ranks from 22/24/26/28/30
  • Fracture will now heal Skarner if Fracture kills its target.
  • Impale duration increased to 1.75 from 1.5 seconds

Talon

  • Base health regeneration reduced to 7.25 per 5 seconds from 9.5
  • Base mana regeneration reduced to 6.75 per 5 seconds from 10

Dominion

  • Ambient experience gain has been lowered by 10%
  • Lowered the point where Nexus Health will only be affected by holding capture points (and not by Champion Kills or Neutralizes) to 100 Nexus Health from 125 Nexus Health
  • Health Pack pickups will now grant 20% more Mana
  • Personal Scoring has been adjusted to more evenly reward defensive play:
    • Minion Kill reward increased to 2 points from 1
    • Channel Interrupt reward increased to 5 from 2
    • Martyr (dying on point) now gives an additional 10 points over its previous bonus
    • Point defense bonus is granted more regularly
    • There is now a score bonus associated with getting a Champion kill or assist while being on or near a point.

Items

  • Tear of the Goddess, Archangel’s Staff, and Manamune now display their current bonus mana again
  • Hextech Gunblade
    • Attack Damage reduced to 40 from 60
    • Ability Power reduced to 70 from 75
    • Life Steal reduced to 15% from 20%
    • Spell Vamp reduced to 20% from 25% and is now UNIQUE

 

How I feel about this patch:

The changes to Hextech Gunblade should balance not only hybrid champions on Dominion where they are dominant, mainly Akali and Jax, but in Summoner’s Rift as well.  Their damage output from just that one item will be a bit lower, but it should still balance things out.  My main issue with the numbers on the nerf are the AD numbers as it is a drastic number decrease in comparison to the ability power one, where as the attack damage item component is more expensive.  I am not too sure about Corki’s Gattling Gun changes, as I am not familiar with the base numbers.  But I feel like the numbers will be a nerf as the bonus AD ratio is the same as the total AD ratio.  This will mean the overall damage will be lower unless the base damage numbers were increased by a fair amount.  Skarner received a good amount of buffs this patch.  I believe these changes will make Skarner more viable and even more of a threat.


Graves, the Outlaw A New Champion Approaches

Lore:

Malcolm Graves was born in the back of a Bilgewater tavern and left there with a bottle of spiked milk. He survived a childhood in the pirate-run slums using every dirty trick in the book. Intent on building a new life for himself, he stowed away on the first ship to the mainland he could sneak aboard. However, the grim realities of the world forced him to eke out an unsavory living in the underground of various city-states, jumping the border whenever things got too hot. At a particularly high-stakes game of cards, he found himself seated opposite Twisted Fate. They both flipped four aces on the final hand. It was the first time either conman had met his equal. The two formed an alliance, swindling marks at the tables and scrapping back-to-back in the alleys afterward. Together, they ran the streets – stacking chips, decks, and rap sheets.

Unfortunately Graves made the mistake of hustling a hefty sum from Dr. Aregor Priggs, a high-ranking Zaunite official and businessman. When Priggs discovered how he’d been played, he became obsessed with revenge. He learned about Twisted Fate’s all-consuming desire to control magic and he promptly offered him a trade: serve Graves up in exchange for enrollment in a procedure which would grant his wish. Twisted Fate took the deal – both he and Graves knew the stakes of their arrangement, but the offer was too good. Once acquired, Priggs had Graves taken to a special location built to hold men whose crimes – or more precisely their punishments – were meant to stay off the books. Graves endured years of captivity at the hands of Zaun’s most unscrupulous wardens before he managed to escape. One of his fellow detainees introduced him to an eccentric gunsmith who modified a shotgun exactly to his specifications. He named it “Destiny.” After he paid a visit to Priggs, Graves joined the League of Legends with two targets in his sights: Twisted Fate and payback.

“They got a saying in the locker: ain’t got nothin’ but time to plan.” –Graves, the Outlaw

Abilities:

  • Buckshot: Graves fires three bullets in a cone damaging all enemies in the projectiles path. Enemies at close range can be hit by multiple projectiles, but each one beyond the first will deal reduced damage.
  • Smokescreen: Graves fires a smoke canister at the target area that deals damage and creates a cloud of smoke. Enemies inside the smoke cloud have reduced sight range and movement speed.
  • Quickdraw: Graves dashes forward gaining an attack speed boost for several seconds. Attacking enemies lowers the cooldown of this skill.
  • Collateral Damage (Ultimate): Graves fires an explosive shell dealing heavy damage to the first target it hits. After hitting a champion or reaching the end of its range the shell explodes dealing damage in a cone behind the target.
  • True Grit (Passive): Graves gains increasing armor and magic resistance the longer he remains in combat.

 

My Opinion: I believe that Graves is looking to be a great champion.  He seems to be a ranged champion that people may have to think about fighting against, but at the same time a champion that will benefit players that play aggressively.  He doesn’t bring any CC to the table per say, but depending on how much damage he can output he can be a fearsome ranged AD champion.  He can bring about fear in fights due to his damage output depending on how strong it is, which will make him a formidable foe on the battlefield.


New Skins Xerath Patch

New skins that are coming with the Xerath patch and afterwards. Enjoy the new skin splash arts folks!


League of Legends – Xerath Patch Release Notes 10/5/2011

New Skins in the Store

  • Runeborn Xerath
  • Battlecast Xerath
  • Cryocore Brand
  • Officer Caitlyn

League of Legends v1.0.0.126
Xerath, the Magus Ascendant

  • Ascended Form (Passive): Xerath feeds on arcane power, making him increasingly resilient to physical harm. He converts a percentage of his Ability Power into Armor.
  • Arcanopulse: Fires a long-range beam of energy, dealing magic damage to all targets hit.
  • Locus of Power: Xerath anchors himself to a source of magical power, increasing the range of all spells and granting him bonus % Magic Penetration. Although he is immobilized while Locus of Power is active, his movement speed increases upon disabling the ability.
  • Mage Chains: Deals magic damage to an enemy and marks them with Unstable Magic. The next spell Xerath strikes this enemy with stuns them.
  • Arcane Barrage: Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast up to three times before going on cooldown.

Karthus

  • Fixed a bug where Requiem would sometimes not finish channeling when cast during Death Defied

LeBlanc

  • Fixed a bug where Ethereal Chains would not root Master Yi during Highlander

Lee Sin

  • Sonic Wave
    • Cooldown increased to 11/10/9/8/7 from 10/9/8/7/6
    • Attack damage ratio reduced to .9 from 1
  • Safe Guard range reduced to 700 from 750

Malphite

  • Brutal Strikes
    • Modified the shape and range of Brutal Strike’s passive cleave component.
    • Added a visual indicator on targets hit by Brutal Strikes

Malzahar

  • Fixed a bug where Call of the Void would not finish casting if Malzahar died.
  • Nether Grasp
    • Fixed a bug where Nether Grasp couldn’t break with distance
    • Nether Grasp will now stop channeling if the target becomes a zombie

Mordekaiser

  • Creeping Death now properly gives assists

Miss Fortune

  • Bullet Time now scales with attack damage and ability power

Morgana

  • Soul Siphon spell vamp decreased to 10/20/30 from 15/25/35
  • Black Shield ability power ratio reduced to .7 from .8

Rammus

  • Fixed a bug where recommended items would not display for Rammus

Singed

  • Poison Trail linger time reduced to 3.25 from 3.5
  • Insanity Potion crowd control reduction lowered to 10/15/20% from 10/20/30%

Taric

  • Radiance cooldown reduced to 60 seconds at all ranks from 100/90/80

Tryndamere

  • Mocking Shout now properly gives assists if the slow is not applied

Warwick

  • Infinite Duress
    • Slowed down the first two ticks of damage slightly (before the first two ticks came almost instantly)
    • Infinite Duress will now stop channeling if the target becomes a zombie

The Crystal Scar

  • Ambient gold gain reduced by 7%
  • Reduced the time range of the respawns to help early winning teams finish games

General

  • Revised all item tooltips to have standardized vocabulary and formatting
  • Adjusted Quicksilver Sash’s cooldown to properly reflect the tooltip
  • Creep camp minimap icons now update properly with all forms of vision
  • Fixed a bug where Ignite’s visual effect would sometimes persist far beyond the actual duration.
  • Fixed a bug in which the Show/Hide HUD keybinding would always be F5, despite the selection in the options menu.