tft display champion stats in game for sale
It should be no surprise that our Mobalytics team is passionate about numbers, stats, and analysis in gaming. We love playing with different sites and tools to really compare and explore what it means to be a better competitive gamer.
In Patch 8.15, Riot added a shiny new League of Legends stats tab within the client for summoners to understand their play. Our team is incredibly excited for this because it gives us more to play with and opens up a gateway for summoners who may not have otherwise been interested in tracking and learning from their numbers.
In this article, we’ll introduce you to this new tab, explain why tracking your stats makes you a better player, and how to use the Mobalytics GPI to go deeper in combination with the stats tab.
As you play ranked matches throughout your climb, there are two main stories which you encounter in regards to evaluating your play: what you thought happened, and what actually happened in reality. Now, I don’t mean to fire shots here necessarily but it’s human nature to be biased toward your own abilities (check out our article on the Dunning-Kruger effect for more on this).
Many players will often think that they are playing well almost every match and that their teammates are the ones to blame for their losses. The good thing about stats is that they are cold and merciless – they do not sugarcoat. You may think that you’re playing well but that eight deaths per game will tell you otherwise.
The best players use these numbers to help keep themselves honest and really isolate what’s going right or wrong in their matches. Players who lack this skill will climb less efficiently and be slower to improve since their perceptions will always be limited in comparison to their peers who use stats to augment their understanding.
For all of these values, you can see how you rank for that champion in relation to other players of your level on average. If you’re below the average in an area, you’re going to want to try to focus on improving in that area. If you’re doing well, try to maintain what allows you to perform in that aspect.
Once you understand what needs to be improved, it can be tough to know how to improve it based on the numbers alone. For example, you may want to improve your CSing before 15 minutes or learn how to improve your Roam Dominance, but how do you go about that? This is where Mobalytics comes in.
Our platform helps players to contextualize their numbers (sort of like a coach would) to help you understand the actions you need to take in order to get better. Numbers provide the who, what, and when, but don’t really provide the why and the how. Based on your numbers, you’ll receive a conclusion and advice or a recommended video or article based on what you should do to get better.
Using the three areas of performance presented in the stats tab, you can get an idea of where you’re doing well and where you can do better. Once you know where you want to improve, you can easily go deeper using Mobalytics and quickly improve! In this section, we’ll cover examples for each of the three.
It’s no surprise that understanding your ability to fight is crucial in a MOBA (Multiplayer Online Battle Arena) like League of Legends. No matter your role, you will have to engage in combat eventually in order to win.
This area of play tends to be the one that draws the most “glory” since its stats are usually associated with mechanical skill and tend to be the most satisfying (who doesn’t love a good Triple, Quadra, or Pentakill?).
Knowing your stats like KDA and Damage Share are definitely useful, but they aren’t necessarily impactful if you don’t fully understand the circumstances around the numbers. What sort of fights do you get into? Where do you excel? Conversely, where do you do poorly and end up dying? What are the circumstances that usually lead to your deaths?
Our Aggression Skill goes beyond things like KDA and Kill Participation by evaluating your overall tendency to create action and taking control of the match. Aggressive players often lead with the initial strike by taking First Blood or First Turret and are able to snowball their leads to end a match.
“Position as close as possible and parallel to your Support. This will allow you to make favorable trades since you will be able to threaten and do damage at the same time as your ally. If the enemy bot lane isn’t doing the same, you can often trade 2v1 for easy damage or look for an all-in opportunity.”
Fighting analyzes your performance in all the different types of combat you’ll engage in on Summoner’s Rift: Duels, Picks, Skirmishes, and Teamfights. The GPI analyzes your performance to tell you the types of fights you excel in, the ones you struggle in, as well as how you tend to contribute in regards to your role (for example, if you’re a tank, how much damage do you tend to absorb?
“Pay close attention to the exact minion you will be getting level 6 from as this is often a large power spike for most champions. Use this information to fool your opponent into thinking he is fighting a fair fight by starting your duel as the minion is about to die.”
In combat, sometimes you’re the hunter, and sometimes you’re the hunted. In dangerous situations, the best players are able to get out alive and even maximize the time and resources that the enemy uses to try to kill them. The Survivability Skill helps you understand the circumstances surrounding your death to help you learn and live next time.
Mid lane is a role which can be ganked from almost any direction, here’s some advice that the GPI would give to a Mid who struggled with surviving against ganks:
“The majority of players have tells when theirJungleris around. Some players suddenly become bold and aggressive after having been passive while others may start to play dumb to bait you into looking for an engage. The trick is to look for your opponent’s personality and react to their deviations.”
In League of Legends, Income represents power. More gold means better items, and better items give you more options (especially if you have more than your opponents). With a constant flow of minions from start to finish, it’s crucial to be able to farm and manage waves properly. Failing to do so will cause you to fall behind not only in terms of items, but also experience and power spikes.
The stats tab will help you understand how you collect gold throughout a match with emphasis on the early game. It also helps you understand how your gold spent converts (or doesn’t convert) into damage.
Although the included stats are great to know, they do not give the full story, especially since there really isn’t any way to gauge how you do in the mid and late game phases. It also sort of leave roles like Jungle and Support in the dark since the metrics are geared more towards traditional farming laners.
The League of Legends stats tab examines the early game as the first 15 minutes, but what about the rest of your game? The GPI will not describe your performance across all phases of the match, but it will also tell you how efficient you were in farming the total amount of possible farm as well as your other sources of income.
It also includes some awesome metrics that are role specific, such as Counterjungling for Junglers and Support Item Income (Relic Shield, Spellthief, Ancient Coin) for Supports. Overall, these details are incredibly important for understanding how you’re prioritizing and gaining gold, especially when these roles don’t have access to traditional last-hitting.
Maintaining gold gain is important for everyone, Supports are no different. Here’s an example of advice that Farming would give an Ancient Coin Support main with low Income:
“Coins can sometimes drop in awkward places and some will be near impossible to pick up. If you’re struggling to grab them, look to adapt your playstyle. You can stick close to your ADC and work together to manage waves to pick up the coins more safely and more often.”
Baron, Dragons, and Rift Herald are pivotal ways to take control and win a game so it’s quite unfortunate that the Income portion of the League of Legends stats tab doesn’t account for how objectives contribute to gaining gold (among other things).
If you watch proplay, you may have heard of the “Baron power play”, basically the amount of gold that is achieved while a team has the Baron buff. Not only can the GPI’s Power Play score tell you the amount of gold that is gained while having a buff, but you’ll also be able to understand how many turrets and kills you tend to get.
By the way, we also take a look at Elder Dragon power plays – here’s an advice piece for a Jungler who may have trouble with making power plays with the Elder buff:
“Although Aspect of the Dragon isn’t as powerful as Baron for sieging towers, it can allow your team to poke extremely well. Use the additional damage to chunk out opponents to prep a dive or force them to retreat and you’ll be able to push your advantage further.”
With its three lanes and vast jungle, Summoner’s Rift is incredibly dynamic due to a large number of things happening at any given time around the map. It’s crucial that players fight for and establish vision because their enemies will be looking to roam to contest objectives or help other lanes.
The Map Control section of the tab illustrates gameplay factors related to things like vision, objectives, and roaming but really doesn’t give too much detail for each case. For example, it gives you a general idea of your contribution to controlling vision but you have no way of knowing how you do so.
The scores here, although very cool (“Roam Dominance” just sounds awesome), are quite vague and it’s kind of hard to understand how exactly to improve if you wanted to. The areas are just so nuanced that the more detail you have, the more you can do to isolate what you can do better.
Imagine if you could enable a cheat that would allow you to get rid of fog of war and see the whole map in its entirety. The way you play, and the decisions you make would probably change, right? Although it’s sort of the “dirty work” of League, it is necessary in order to give your team the best shot to win.
The GPI scores in the Vision Skill will tell you useful details such as how often you’re warding throughout the early, mid, and late game. You’ll know how often you buy Control Wards and how often you use them and other tools to deny the wards of the enemy team.
“It’s easy to get picked off solo when you’re warding enemy territory. Use your ownjudgment, but only go for deep wards when you can account for at least 4 of your 5 opponents. You can take more risk walking blindinto their turf if you’re positive that their most dangerous threats aren’t on your side of the map.”
Map control is usually dictated by the most pro-active players in the game. The players who simply roam, gank, and rotate make things happen by influencing lanes other than their own.
The GPI’s Aggression Skill can help you understand how much of an impact you’re having on the map through the Ganking score which analyzes your total ganks and your participation in the total percentage of ganks.
“Be careful when you’re ganking! You should have a mental checklist to go through every time you’re considering one. Where is the enemy Jungler? Does the champ I’m ganking have their ultimate? Do they have their summoner spells up? Repeatedly go through this sort of mental checklist so you can anticipate and execute ganks more cleanly.”
The client stats tab tells you whether or not you contribute to Objectives but it doesn’t give you any details about the actual objectives themselves. The GPI will not only tell you whether or not you do, but also tell you which types of objectives that you prioritize based on your role (Barons, Rift Heralds, Dragons, and towers).
Just to give you an idea of how much detail we give, your Dragons score will even describe the percentage of all the different elemental Dragon types that you take! Here’s an example of advice that a Mid laner might receive if they struggled in contributing to taking Dragons.
“One way of setting up before trying to take a Dragon is by bursting someone such as the enemy Mid or bot laners. If you’re successful, they’ll be forced to Recall and allow you to potentially take the objective with a numbers advantage.”
At the end of the day, improving is an ongoing quest to seek knowledge and act upon the things you learn. Whether it’s by taking notes while watching a pro-player kick ass with your main, finding a coach or mentor to show you the ropes, or using stat tools like the League of Legends tab and Mobalytics to teach yourself how to improve, if you have the desire to climb you can! If you have the motivation, your League match history will only improve in time.
Our team truly believes that Mobalytics is the fastest way to learn what you do well and what you can improve in. From the get-go, we wanted to make a tool for stat-heads and stat-noobs alike. If you don’t know how to contextualize the numbers yourself, the platform can do it for you.
We’ve had players go from Bronze to Gold, Silver to Plat, Plat to Diamond, and even had a case where a first time ranked player achieved Silver 2 in their very first placements using our tool. If it can work for them, it can work for you.
Thanks for reading! If you have any questions regarding the article, as always, hit us up on ourDiscord. To try out the GPI, just head to Mobalytics.ggto get started, it’s free!
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The patch notes are here and there’s A LOT of them. We have Chemtech Drake’s redemption arc, a brand new Chemtech Rift, three new adorable jungle companions, seven new items, new ARAM balance changes, new… well you get the point.
It"s the last patch of Dragonlands over at TFT and the team is doubling down on the Treasure Dragon mechanic and shipping a ton of buffs. Read more about it at the TFT patch notes here!
Don’t Stop, Attackin’: Fixed a bug where wards revealed by Firelight’s Bloom would display repeated on-hit attack effects (like Titanic Hydra) if attacked while temporarily invincible due to effects like Teleport
Chemtech Drake is BACK and better than ever! Our goal with the new-and-improved drake is to encourage calculated, aggressive plays and incentivize players to fight to the end to gain the edge over their opponents. Go big or go home!
Chemtech Drake: When the Chemtech Drake is below half health it gains 33% damage resistance and deals 50% more damage. This drake will deal 100% total AD + 4% of its target’s health as physical damage with each attack.
Chemtech Soul: Upon receiving the Chemtech Soul, players will receive a buff that gives them 10% damage resistance and 10% more damage while below 50% health
Alongside the new drake is the new Chemtech Rift! The Chemtech gas we introduced to the Rift in last year’s preseason was a bit too toxic for a good gameplay experience, so we opted to take a more measured approach this year. Now, instead of sitting on the surface, the Zaunite chemicals have seeped their way into the Rift, mutating the environment and enhancing each of the jungle plants with different effects.
Stim Fruits: Honeyfruits will upgrade into Stim Fruits and provide the usual heal plus a bonus shield in addition to no longer slowing champions that consume it
Firelight Bloom: Scryer’s Bloom will upgrade into Firelight’s Bloom which will reveal a small area around the plant when broken in addition to the usual cone in the opposite direction it was broken from. Allies tagged will also gain movement speed towards that direction for a short duration, and enemy wards revealed will be taken to 1 health.
One of the biggest changes you’ll notice is that all the camps got their own little Durability Update. Our goals with this update are to make it more of an investment for laners to take jungle camps (especially in the early game), keeping fast clear speeds fast while making slow clearers slightly less slow by shifting jungle dps into companions, and shifting some gold and experience from the jungle itself into the new jungle items. On the other hand, we actually made Krugs a less durable camp by removing the 2 Krugs that spawned from the Ancient Krug which should make the camp less of a time sink and allow for more interesting early game jungle pathing.
We"ve also made quite a few adjustments to reduce how effectively both laners and enemy junglers can poach camps. The Own-Side clearing strength changes are meant to speed up how fast junglers clear their own jungle while increasing the opportunity cost of invading. This Own-Side Clearing Strength change will also help tone down very early invades and vertical jungling which, while interesting and powerful, is currently too reliant on your team"s ability to play around you and maintain early lane pressure. In addition, the new Marked for Death change should make getting counter jungled a bit less punishing as well. To be clear, we absolutely do want counter jungling in the game and believe it should be an effective strategy for junglers. However, the current state of counter jungling is far too strong and punishing, making it an incredibly miserable experience for those being invaded which isn’t ideal for the role.
And now a paragraph just for our favorite Rift Scuttlers. Scuttle has two key issues we’re trying to correct: breaking its shield was a miserable experience for junglers unable to do so and champion viability in the jungle was dependent on whether or not your champion could reach Scuttle by 3:15. While we completely removed the former, we shifted the spawn time for Scuttle to 3:30 to help slower junglers take their time clearing while faster ones can get in a sweet pre-Scuttle gank now.
Last big change to discuss is sustain in the jungle. We’re taking the healing power out of Smite and Gromp and spreading it across the jungle with the jungle companions. When the % health on-hit damage from some camps is factored in, this should result in a jungle where only a few champions finish their clear with low health, most champions have a decent amount of health to work with, and sustain oriented champions leave very healthy. After all, if every champion could heal like Warwick, there wouldn’t be much value in Warwick’s innate sustain.
newMarked for Death: When a large monster dies, all small monsters in their camp will be marked for death. After 10 consecutive seconds of not being in combat with a champion, monsters that have been marked for death will die.
newOwn-Side Clearing Strength: Junglers now deal 20% more damage from non-true damage sources to monsters on their own side of the jungle. This increased damage will not apply when invading and dealing damage to the enemy’s camps.
newParting Gifts: All large monsters will now heal [27+3/level (increased by up to 2.25x based on missing health) health and restore 15+2/level (increased by up to 2.25x based on missing mana) mana upon takedown if you have a jungle companion. This heal/mana restoration will take the form of a projectile that will be fired towards the champion that last-hit the monster after a 0.3 second delay.
Lane Minion Experience: Junglers will only gain 75% experience from lane minions before their first pet evolution unless the jungler is behind the average game level
It’s dangerous to go into the jungle alone, so take one of these jungle companions! Traditional jungle items will now be replaced by adorable, feisty, and all-around wholesome companions. If you bring Smite, you"ll have the option to purchase Mosstomper, Scorchclaw, or Gustwalker in egg form at the beginning of the game. They’ll grow and evolve as you progress in the game by getting stacks from monster and champion takedowns, so make sure to give them lots of treats/stacks and love. In an effort to conserve the Rift ecosystem, we strongly recommend that our furry and scaly friends (and Smite) be kept in the jungle.
Companions will deal 20(+4% bonus HP)(+15% AP)(+10% AD) and will attack at a rate of 1 attack per second. After their owner has stopped attacking, they will attack two more times and then stop.
Companions will provide their owners with an increase to mana regeneration equal to [(8*percent missing mana) + (8*percent missing mana)*(level/1.3)*0.1] while in the jungle (including your jungle, the enemy jungle, and the river)
Mosstomper’s Courage: Gain a 75-330 (based on level) health shield after killing a monster camp or after 10 seconds out of combat. This shield will remain indefinitely. Players will gain 20% Tenacity and slow resist while the shield is present and for 3 seconds after it has been broken.
Scorchclaw’s Slash: Scorchclaw will accumulate Ember stacks at a rate of 3 stacks per 0.5 seconds or 100 stacks upon killing a large monster. At 100 Ember stacks, your next instance of damage against an enemy champion will slow all enemies in a 250 unit radius by 30% (decaying over 2 seconds) and deal burn damage equal to 5% of the target"s maximum health in true damage over 4 seconds to the primary target.
Gustwalker’s Gait: Gain 45% bonus move speed when entering a brush that decays over 2 seconds after leaving the brush. This is increased to 60% for 2 seconds after killing a large monster.
In an effort to make the jungle more welcoming to players unfamiliar with the role, we’ll be adding visual leashing indicators that will show how far camps can be pulled before their patience starts diminishing. We’re also decreasing the distance camps can be pulled, so no more having to stand on the perfect pixel to clear two camps at once in order to hyper-optimize your clears.
new Soft Resets: After losing all patience, instead of fully resetting, the monster will ‘soft reset’ for 6 seconds. While soft resetting, the monster will path towards its camp center, regenerate 6% of its max health per second, and will ignore attackers outside of its leash range. Attacking a monster while the attacker is within its leash range will end the soft reset and restore some patience. After these 6 seconds have passed without the monster being attacked, the monster will ‘hard reset’ and ignore all attackers, rapidly heal, and return to its original position.
Starting off your first clear on the wrong foot can be quite punishing for junglers, especially when the opponent knows exactly how to optimize their clear straight into their first gank. In order to make this first clear less punishing for newer or off-role junglers, we’re adding first clear pathing recommendations. These recommendations will be shown on your minimap and above camps visually, indicating the recommended order of your first clear. These first clear paths were determined by gathering data from high-skilled junglers on their high mastery champs across the globe. Pathing recommendations are based on win percentage and will be updated each patch.
It’s worth noting that your first clear order will always be situational depending on team comps and lane/jungle matchups. This is not meant to replace the skills and knowledge needed to have an optimal first clear, but more so intended to help those less familiar with the role.
League is a team game at its core. In order to better facilitate communication between teammates, we’re doubling the number of pings available to players. The 8 pings on the wheel will now be as follows:
Extra Feature: The Need Vision ping will leave a small persistent indicator for a minute, or until a ward is placed nearby. You may only have one of these indicators active at any given time. Pinging again will replace your previous one.
Getting your team on board with taking an objective can be difficult, and having everyone ping simultaneously can get very confusing very quickly. We’re introducing a new voting function that will appear when objectives are pinged that works similarly to a surrender vote. Now all players can vote and indicate whether or not they’d like to take or contest that objective. The jungler’s vote will be counted as 2 votes and a total of 4 votes for or against will be considered aligned. Our hope is that this helps teams better plan around global objectives together because sometimes the team call is better than the right call.
While there are currently ways to see how many wards you have out on the map, there isn’t a quick way to check which wards are closest to expiring. We’re introducing new ward visuals on the minimap that will indicate when wards are close to expiring. Allied ward minimap icons will now change appearance when they reach a third of their remaining duration.
It can be hard to keep track of every single ward that gets placed on the map and even harder to successfully communicate that information to your teammates. Now, if you use a vision ping near an enemy ward that you"ve seen within the last 10 seconds—or just attack it—a perfectly accurate ward timer that is always visible to all teammates will appear until the ward is removed or expires.
In a continuous effort to make League of Legends more welcoming to newer players, we are adding in-game ability level-up recommendations. These visual indicators will appear once you level up and highlight which ability is typically leveled by players at each level. This information will be updated with each patch so that you’re all getting the latest and greatest information.
We’ll also be making some adjustments to help top laners scale better relative to other lanes, and hit those key item and level breakpoints faster relative to mid and bot. TL;DR: Mid and top are getting a bit more XP, bot duo is getting a bit less, and mid is getting a bit less gold.
Mid Lane Gold Changes: All minions spawned in the mid lane will now be worth 1 less gold before 14 minutes when last hit (previously, only cannon minions were worth less gold, but were worth 10 less gold)
When we introduced Mythic items in the item update, we designed them to be first item purchases that defined the playstyle of your build. As we’ve seen all of you test hundreds of thousands of build variations, we’ve revisited our Mythic item philosophy and now believe that these items don"t always have to be first item rushes. Sometimes a Legendary item better fits the item profile a champion is looking for, and given the wide breadth of champion playstyles in the game we believe there"s no need to be overly restrictive.
With the relaxed restriction on Mythic items as a first purchase, we are revamping tank Mythics without the presence of Immolate, allowing them to focus less on damage/farming and more on enabling the core tank fantasies of having tons of durability or crowd control (or both)!
To this end we"ll be introducing three new Mythic tank items, as well as reworking Frostfire Gauntlet back to its former frosty glory: Iceborn Gauntlet. Turbo Chemtank and Sunfire Cape will be moving to the Legendary item space and have their effects simplified. Finally, we"ll be making some smaller changes to a few other tank items to ensure they have the tools they need in this new world, including the return of an old friend for mages and tanks alike. Without further ado, let’s dive into the items!
Passive - Voidborn Resilience: For each second in champion combat, gain a stack granting 2 armor and MR, up to 8 max. At max stacks become empowered, instantly draining enemies around you for 3% of your max health (reduced to 30% against minions and monsters) and increasing your resists by 10% until end of combat.
Passive - Guiding Light: Upon casting your ultimate you Transcend, increasing your max health by 10% for 9 seconds. While Transcended, you and allies within 1200 range of you gain 15 non-ultimate ability haste and heal for 1% of your max health every 3 seconds, increased by up to 100% based on that champion"s missing health. 60 second cooldown.
Passive - Colossal Consumption: Charge up a powerful attack against a champion over 3 seconds while within 700 range of them. The charged attack deals 125 +6% of your max health as bonus physical damage, and grants you 10% of that amount as permanent max health. 30 second cooldown per target.
Passive - Spellblade: After using an ability, your next attack is enhanced with an additional 100% base AD physical damage and creates a frost field for 2.5 seconds. Enemies that move across the field are slowed by 15% +.004% bonus health (halved for ranged users). Your primary target is crippled, applying a 100% stronger slow on them and reducing their damage by 10% against you for 2.5 seconds. 1.5 second cooldown.
Passive: This item gains 20 health, 20 mana, and 4 ability power every minute, up to 10 times, for a maximum of 200 health, 200 mana, and 40 ability power. Upon reaching max stacks, gain a level and all effects of Eternity are increased by 50%. (Note: this will not increase the level cap of 18)
Unique Passive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second. For every 250 health or mana restored this way, gain 25% decaying move speed for 2 seconds.
Unique Passive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second.
Abyssal Mask is a niche item that has struggled to find its way into builds. Returning Catalyst and its Eternity passive should make it a solid option for those looking for a combination of magic resist, mana, and health.
newPassive - Eternity: Restore mana equal to 8% of premitigation damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 per second.
Passive - Unmake: Curse nearby enemy champions, reducing their magic resist by 5 + 1.2% bonus health (max 25). For each Cursed enemy, gain 9 magic resist.
Randuin"s critical damage reduction being tied to the active has led to a less satisfying and less reliable version of the item. We"re returning the reduction to its passive, the active to its longer slow, all while retaining the new Rock Solid passive.
Rather than a jungle specific rush item, Chemtank should now be a possible mid-to-late game option for any tank looking for an extra bit of engage potential.
Unique Passive - Cleave: 60-12% total AD (based on distance) ⇒ 60% of total AD for melee champions and 30% of total AD for ranged champions to all enemies around them
newUnique Passive - Carnivorous: Gain 0.6 AD and 0.1% Omnivamp on minion kills, increased to twice that amount for champions, large/epic monsters, and siege minions. Stacks up to 24 AD and 4% Omnivamp. Lose half of these stacks on death.
Unique Passive - Cleave: 60-12% total AD (based on distance) ⇒ 50% of total AD for melee champions and 25% of total AD for ranged champions to all enemies around them
Unique Passive - Dragonforce: Non-ultimate spells gain an extra [8 (+8% bonus AD) Ability Haste for melee champions | 6 (+6% bonus AD) Ability Haste for ranged champions], reduced to [4 (+4% bonus AD) Ability Haste for melee champions | 3 (+3% bonus AD) Ability Haste for ranged] for spells with immobilizing effects
Navori’s was a bit too niche of an item in its previous form resulting in it often being skipped over. We’re adjusting it so that it competes with Infinity Edge as a build defining item, trading DPS for stronger spells and lower cooldowns. (Note: this item cannot be built with Guinsoo’s Rageblade or Infinity Edge)
newUnique Passive - Transcendance: If you have at least 60% Critical Strike Chance, your Attacks reduce your non-Ultimate Ability cooldowns by 15% of their remaining cooldown.
With the increased damage coming to Smite this patch we’re buffing up Cho’Gath’s Feast execute damage in order to keep it competitive with Smite—don’t let Cho near your Barons!
Changing Lillia to a melee champion to be more intuitive with how she attacks. We expect this to be a slight buff to her, so we’re preemptively nerfing her passive.
Healing vs Champions: 10.5-124.5 (based on level)(+18% AP) (Note: linear scaling) ⇒ 6-120 (based on level)(+18% AP) (Note: now uses stat growth multiplier)
In case you haven’t seen it yet, we’re updating our ARAM balance philosophy and will begin in patch 12.22 with some champion specific changes (read more about it in our full post here). This initial patch is expected to be a little rockier on the balance side while we gather data on some new buffs and nerfs we’re trying on specific champions. The end goal is to reduce our reliance on the damage taken/received modifiers, as several champions quickly lose counterplay when their damage is pushed too far. We want champions on ARAM to get to live their fantasy as much as we can allow, so we’re hoping to pull back on the damage in favor of making some champions more forgiving.
The long-awaited upgrade to League’s text evaluation service we discussed earlier this year is being released with this patch! For a long time we"ve recognized disruptive chat in League of Legends, but haven"t been able to target it as effectively as we wanted to because of the challenge of separating disruptive chat from well-meaning chat, especially chat which is marginally disruptive. With our new systems, we can more effectively identify the nuance between more egregious chat and less-severe, but still inappropriate, chat.
With these improvements, we are expecting an increase of disruptive chat detections of over 20x. As a result of the significant increase in detections and penalties, we will be carefully monitoring these new systems to ensure their accuracy.
Currently if a player is AFK after the time the remake window passes, you need to wait until 10 minutes before your team is allowed to call for a unanimous early surrender. In line with our previous updates to the remake system, we want to give teams the agency to end the game when competitive integrity has been impacted.
As we discussed in this article, we think the best version of League is not one where you metagame based on the players in your lobby. We also want to avoid using someone else’s win or loss streak/playing a different champion to force a dodge (or pressure others to dodge) when your setup doesn’t meet the perfect conditions.
Allies are Friends: In Ranked Solo/Duo champion select, all summoner names that aren’t yours or your duo partner’s will be replaced by Ally 1 through 5.
Whether someone is or isn’t connected to the game or pressing buttons on their mouse and keyboard, if they’re doing nothing but standing in the fountain then they aren’t playing the game. At the end of the day, this is what we want to protect against with the remake system.
Fountain Check: Before 3 minutes, if a player is in the fountain for 90 continuous seconds, their team is able to initiate a remake. At 45 seconds, a player will receive a chat message telling them they need to leave the fountain. At 70 seconds, they will receive a pop up message telling them they need to leave the fountain.
Eternals Series 2 is finally here! The new series includes three new unique Eternals for each champion. Similar to the previous series, Series 2 can be unlocked individually or as the pass for all current and future champions.
With Series 2 comes a few additional changes. Players can gain a third chevron for their Mastery emotes once they pass 15 total Series 2 Milestones for that champion. Milestone requirements for all Series (including Starter Series and Series 1) have also been adjusted so that you can reach “Personal Best” scores even faster!
The Summoner’s Rift Ranked season ended with Patch 12.21, so we hope you all got the ranks you were aiming for! End of Season Ranked rewards will be distributed to all players by December 14th. More details can be found at the Player Support page here!
Fixed a bug for Maw of Malmortius/Sterak’s Gage where if damage was inflicted that was greater than Lifeline’s shield then the shield would do nothing.
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