Tuesday, February 26, 2013

Attacking/Defending bombsites (on D2)

So there are some major differences between defending and attacking bombsites in general.
When defending (CT), I find the advantages to be the following:
- Your enemy do not know how many you are defending that bombsite
- Your enemy do not know your position on the bombsite
- You have the time on your side, meaning you can just wait, while your opponents have to make a move.
- Camping (yes, that is an advantage!), when waiting for your opponents in a choke spot, you know they have to go right through your crosshair in order to attack a certain bombsite, in which you get to fire first.

When attacking (T):
- You have the element of surprise with you, meaning you have the ability to adapt to your opponents setup, and rotate and maybe attack the bombsite where your opponents are not, whereas the CT's have to counter-react to everything the terrorists do.
- With proper smokes and flashes, you can attack a bombsite while your enemies are blinded, giving free frags and possibly a 3v5 or 4v5 situation and a planted bomb, which most likely will result in a won round
- With strategies and combination of flashes/smokes, you can try to force the CT's to rotate or execute a strategy that might just make the CT's get caught off guard.
- When rushing a site or taking it slow, you have the advantages of numbers, in most cases. (since only 2 or 3 people are defending a particular bombsite

So how do you exploit your advantage or reduce the one of your opponents?
That depends on the map and your teams strength and weaknesses, if on D2 and you are hardcore aimers, going long many rounds may give you the advantage of aim duels, where you can use the long range to exploit your better aim, while your opponents as CTs might have spottet this and want to stop you at the double doors at long, before you even get to long, making the duel more of a sprayout instead, and you having to go right through their crosshair.

Reducing the advantages of CTs:
- Your enemy do not know how many you are defending that bombsite
With a good AWPer on your team, and being T on D2, you have a better spawn to peak down middle than CTs have, meaning unless the CTs smoke mid, you can watch how many people cross over from CT-spawn to B2, (B1 is usually used instead of A and B2 is used instead of B), and adjusting your strategy according to that.

- Your enemy do not know your position on the bombsiteFlashes and smokes are your best friend, when invading B2 you can smoke out the B2 plat, where a sniper might residence, making his awp potentially useless, correct times flashes can also be to your advantage, blinded opponents cant do much damage to you, since they obviously can't hit you! Also as you progress into the game, you might know that there always is an opponent on the B2 plat, so you can preaim there and get a kill or smoke it out.

- You have the time on your sideGet that bomb planted, use your strategies and get the bomb planted, now the time is on your side, while you fight off those CTs, they have (I think it is 35 seconds in competitive), to defuse the bomb, meaining you have to prevent them from starting to defuse for 30 seconds with a kit and 25 seconds without.

- Camping
Again use flashes and smokes, reduce their vision and take the mapcontrol, giving them fewer spots to camp in, so you might be able to guess their camping spots, with you being able to rotate to another bomb site, if the CTs rotated themselves. If you planted the bomb you are then giving the advantage of camping.

Reducing the advantages of Ts:
- You have the element of surprise with you
You have to counter-react to the T's, playing aggresive can give you the element of surprise, if you know that your opponent almost always have a person at lower dark, you can rush to Short boost box and have an AWPer take out the T when he's comming, while a persdon is watching CAT from CT-mid.
You could also rush lower and B, maybe during an eco round, giving you crossfire on the Ts that have entered upper dark.

- With proper smokes and flashesCounter flash and smokes when they flash or use smoke against you, also use the incindiary grenade to prevent any rushes from happening, the T's then have to rush through the fire taking alot of damage, or wait til it runs out, making your teammates able to rotate in time to defend the bombsite.

- With strategies and combination of flashes/smokes
Play smart, dont get fooled by 5 decoy grenades thrown yard on nuke, if you do not see any enemies. or on D2 if you see 4 people going long, the last might be short or defending long, you can then try to have the person(s) going short and the ones defending B2 going mid and taking him out, making it a 4v5 situation, even before the T's have taken the site. Try to exploit the weaknesses of the Ts strategies and use them to your advantages.

- When rushing a site or taking it slow, you have the advantages of numbersWhile it can be hard to counter this, you "just" have to do kill an opponents to make it up for you dying, while I think if you do not kill a person, you should do 150-200 damage at least to your enemies before dying, so your team have the advantages of being at full health. Also use nades against them, a nade to the face of 5 enemies with full armor is about 50 damage per person = 250 damage.

Depending on what you do and what your opponent does, you should try to exploit the weaknesses of your opponents and take advantage of your strengths, use flashes, smokes and incindiary grenades to slow down, blind ect. your enemy.

Hope this helps
// GrekMaR

Wednesday, February 20, 2013

CS:GO: money system, weapon rewards and money management

Weapon rewards
Tested in classic casual vs bots:
Note: You can also see the gun rewards in the buy menu.
Glock: 150$
Dual berettas: 150$
P250: 150$
Dual berettas: 150$
Deagle: 150$

Tec-9: 150$

Five-SeveN: 150$

Molotov: 150$
Explosive: 150$
(I miss if you kill with hitting opponent with flash or smoke, but that is so rare I won't go into it)

Knife: 750$

Nova: 450$
XM1014: 450$
Sawed-Off: 450$
Negev: 150
M249: 150

P90: 150$
PP-Bizon: 300$
MP7: 300$
UMP-45: 300$

MAC-10: 300$

MAG-8: 450$

AWP: 50$ (Sniper)
SSG 08: 150$ (Scout)

AK-47: 150$
Galil AR: 150$
SG 553: 150$
G3SG1: 150$ (Autosniper)

FAMAS: 150$
AUG: 150$
M4A4: 150$
SCAR-20: 150 (Autosniper)

(the following I havn't tested, took it from this source)
Round and other money rewards (or penalties)

Classic Casual

Starting money: $1000
Win the round: $2700
Lose the round: $2400
Kill an opponent: 1 * Gun Reward (eg: for M4A4 it's: 1 * 150$ = 150)
Defuse the bomb: $200
Plant the bomb: $200
Rescue a hostage: $200
Maximum Money: $10000
Shoot a hostage: -690

Classic Competitive

Starting money: $800
Win the round: $3500
Lose the round: $1400
Kill an opponent: 3 * Gun Reward (eg. for M4A4 it's: 3* 150$ = 450) (im not sure if it is 2 or 3 times)
Defuse the bomb: $300
Plant the bomb: $300
Rescue a hostage: $300
Maximum Money: $16000
Shoot a hostage: -690

Money management:
Hope this helps your money management in CS:GO, also here are some terms that are useful to the money system in cs:go:
Eco - Economy round, buy nothing, or maybe just a deagle or a nade
Deco - Economy round with deagles
Anti-eco - Buying Weapons that are good for farming money (shotguns, smgs), which gives you a good chance of winning the round still, but gives you more money pr. kill

To be able to buy, I recommend that every person on each team have at least:
CT: 4500$ (M4A4 + Amor/helmet + Kit/Nades)
T: 4000$ (AK-47 + Armor/Helmet + Nades)

You could also be good with:
CT: 4100$ (M4A4 + Armor/helmet), ~3250$ (FAMAS + Armor/Helmet)
T: 3700$ (AK-47 + Armor/Helmet), ~3000$ (Galil AR + Armor/Helmet)

But should be only be done if you are in problem moneywise and roundwise, if it is a critical round or something like that.

But most importantly - look at your teammates money before you buy anything!
Also if you need a drop, say it, preferebly after the round is won/lost but before the new one starts, so your team gets time to respond to that.


Tuesday, February 19, 2013

CS:GO - Useful links and tips

CS:GO Ranks:

Youtube channel with nice tips for smokes, strats, frags:

News (and community sites):

Usefull pages:

Blueprint for maps, you can make strats ect.

crosshair settings generator, play with settings to find the crosshair you want!

(Outdated with some weapons, but gives a good overview of the arsenal!)
Weapon overview, which weapons are there?


Pro tips videos

Config guide (in danish)

Decent blog article (only the look at the recoil and movement)

Decent article about getting started with competitive gaming in CS:GO (only little bit usefull but nice information, old article, I prefer -freq 100)

Overview of weapons, go and look up the weapon you play and look at gameplay tactics and countertactics!

HattonGames made great a weapon guide, havn't seen it, but hatton games is awesome, so I trust the content to live up to my expectations!

CS:GO Terminology

Great guide, not quite complete yet, but is decent!

Overview og map and spot names

Thursday, February 7, 2013

People in Challenger tier!

As for today it is the first day, that I see people from Solo Queue in the challenger tier on all the servers NA, EUW and EUNE - take a look below:

Ladders Season 3

Season 3 Challenger Tier

trausi style


NA: (alot here!)
One Trlck Pony    
Crs Voyboy    
SAGA AllegroGJ    

Will you be the next person in the challenger Tier?

If you do not remember how the challenger tier works and how to go pro take a look here

// GrekMaR


Wednesday, February 6, 2013

Lolcounter.com now a part of solomid.net

lolcounter.com lists all of the champions and counters to them, you can find links to champion guides and how to counter a champion, what to notice ect. the original lolcounter.com could the same thing, but the design has been revised and is actually quite nice now, we can also see some information about which champions works well with the selected champion ect.

So an example of a champion could be Cho'Gath:
When you select Cho'Gath at the main page you get information like:


the Terror of the VoidTankMageMagical DamageJunglerTop

You also have three options to see:
Summary of counter items, counter summoner spells and counter mechanics
Stats of Cho'Gath (per. level, base stats ect.)
Skills - List of skills, description, scaling, manacost ect.

Then we have guides, link to them, views and rating:

Then we have the, in my opinion the most important feature on lolcounter.com, the list of Bad against, good against and good with, we can list after the lane he plays on, which in chos case are:
All, Top lane, Jungle, general, where general means how they play against him in mid, late or just throughout the game, where the other specifices lane matchups.
You could argue that Cho'Gath mid is viable and this should be considered as well!
But this list is of course not covering everything, but gives a good list of which machups to consider when playing against some champion.

lolcounter.com features:
- What counter a champion (item, champions, summoner spells, mechanisms)
- Who a champion works well with
- What a champion is good against (other champions)
- Link to guides
- Complete stats of champions and what lanes are normally played with a champion

All in all a good page to add to your "guide" section of your League of Legends bookmarks


Monday, February 4, 2013

Who should you jungle?

I came across this awesome guide on newsoflegends.com link made by Hersir, enjoy:
maokai banner
The Jungler has the most potential to turn a game around, yet it is the position that most people find the most daunting. They have the ability to focus on any lane they desire, to slow down the enemy jungler and to help out failing lanes. They can act as an initiator or tank in team fights, or even a bruiser carry depending on who you play. All this makes the Jungler  certainly the most versatile role in the game. In a return to my series on guiding the beginner to ranked play in the right direction, I want to point out a few of the changes that were made to the Jungle and then show a selection of Junglers that are highly recommended to anyone wanting to learn the role. For the seasoned Junglers among us, you will already know everything I’m going to say. For those of you wanting to tackle the behemoth that is the Jungle, read on! I am not going to talk about the best champions to play in the jungle for those experienced in the position. This isn’t going to be a meta-breaking discussion on how, if you play it just right, you can run Leona in the jungle- this is a simple point in the right direction for those wanting to pick up their first Jungle champion.
So what were the main changes to the Jungle?
Season 3 brought around a lot of changes to the jungle, most notably a change to how jungle creeps behave. The main change here was a massive increase in the amount of health large jungle creeps have, with a reduction in the health of smaller jungle creeps. This meant that sustain junglers like Warwick or Fiddlesticks were suddenly viable, and also that the jungle was no longer the sole realm of the AoE clear. Additionally, Hunters Machete was added to the game. It gives a small amount of true damage when attack monsters as well as 10% increased damage to monsters and the Spirit Stone upgrade is even stronger. Suddenly, AP junglers were far more viable, and with Madreds/Wriggles and Spirit Stone available, the field was wide open for junglers no one thought viable before the pre-season 3 patch.
hunter's machete

So which Junglers should I be trying out?
NunuSquareNunu is a beast in the jungle. He’s primarily used because the combination of his Blood Boil (W) and Ice Blast (E) make him impossible to catch in the Jungle, which means he’s a fantastic counter jungler- but he also works great for those just starting to jungle. He has Consume, a mini-Smite, as his Q and his counter-jungling abilities mean if anyone tries to counter-jungle you, there’s no chance they’re getting away unless they burn flash, which is still a success. Nunu has a relatively quick clear time due to Consume and Blood Boil and if you manage his passive correctly, he isn’t as dependant on getting Blue buff as some other junglers. For full Nunu builds and guides check out this and this build on the Solomid guides page. He doesn’t have the strongest ganks due to not having a hard gap closer, so landing his Ice Blast is crucial to making ganks work. This can take some time to get used to, but once you’ve mastered his ganks and his counter-jungling, there’ll be no stopping you.

AmumuSquareAmumu is my favourite jungler, and for good reason. His Bandage Toss (Q) is a fantastic gap closer if you’re good with skill shots. The AoE damage output from his Despair (W) and Tantrum (E) aren’t bad, but his main ability and the primary reason you might struggle to play him because he’s often banned in every game: Curse of the Sad Mummy. His (R) ability still remains as one of the best ganks in the games. Freezing the enemy in place for 2 seconds allows your own AoE damage and whoever you’re helping out with a gank to burst an enemy champion down. There are also better hard resets to team fights in the game. While Amumu is an incredibly strong ganker once he hits level 6, he does have downsides, primarily that he’s so Blue buff dependant. Despite various changes to Amumu over the last few years and various item changes- if the enemy team manages to successfully invade at the start of the game meaning Amumu doesn’t get Blue buff, he will be on the back foot until the next one comes up. Despite all this, we’ve seen time and time again through tournaments that Amumu is still incredibly viable with the right team composition, and is a champion that any budding jungler should know. For a full in depth guide on Jungle Amumu, check out this guide from TSM substitute Dan Dinh.
MaokaiSquareLike many of the recommended champions for the beginner’s Jungle, Maokai is tanky. With the right build, outlined in this guide by TSM jungler TheOddOne, Maokai can be a powerhouse of ganks and CC. His Arcane Smash (Q) works as a knock-back that slows and damages enemies hit. Add in Twisted Advance (W), makes for a 1/1.25/1.5/1.75/2 second root and 20/27/34/41/48% slow throughout the game. Throw in a Flash or Exhaust depending on your preference and there’s no way the enemy is escaping your ganks. Perhaps the biggest downside to Maokai is the fact you must fully commit to fights. There’s no skirting around the edges, his Q, W and R all require you to be in the middle of the action. This isn’t too much of an issue and generally you build him tanky, but it can be a little daunting for someone new to the jungle. Once Maokai is perfected he is a champion that will stay in your repertoire for a long time, as he is still viable at high ranked bracket play and makes regular appearances at professional tournaments.

WarwickSquareWarwick is a pretty underrated Jungler and not one we see a lot of at high Elo (or should I say brackets?), but that doesn’t mean he can’t be an effective first Jungler. Although he doesn’t have the fastest clear times, Warwick’s strengths lie in the fact he has ridiculous levels of sustain. Both Warwick’s passive, Eternal Thirst and his (Q), Hungering Strike, give him good sustain in the jungle. This is even more important now that large Jungle creeps are much stronger. Sustain is never a bad thing and Warwick has plenty of it. Warwick’s ultimate, Infinite Duress, is also incredibly powerful if used correctly. At level six, if the lane you’re ganking is paying attention, you are almost guaranteed to get a kill. It is the combination of these two features that makes Warwick a great jungler. Yes he’s not the fastest clearer and yes he is incredibly dependent on his Infinite Duress to effectively gank, but his sustain makes him a great choice for someone wanting to learn jungle routes and ganking without having to constantly worry about health.

Dr. Mundo
DrMundoSquareNo discussion on Jungling is complete without talking about Dr. Mundo, which is why he’s earned the 5th and final spot in my most important beginner jungle champions guide. The first thing we notice about Dr. Mundo is the fact he doesn’t use mana, so this means we’re starting at Red Buff (or Wraiths if you so choose), but not Blue Buff. Mana is perhaps the biggest factor in holding many junglers back in the early game, but Dr. Mundo doesn’t have to worry about this. All he needs to worry about is his health, but once you have either a Warmog’s Armour or Spirit Visage, this isn’t an issue. Mundo can be played like a bruiser or a tank, and coupled with the fact he has very fast clear times due to the AoE of Burning Agony (W) and the steroid from Masochism (E) means you can gank lanes incredibly early. The lack of CC on Dr. Mundo is detrimental, so having some CC in lanes is important to making him successful. He can use his sheer tankiness as well as high damage output and frankly ridiculous sustain from his Sadism (R ) to make sustained ganks or repeat ganks on the same lane very rapidly. Mundo offers a different yet equally effective situation in the jungle compared to his blue buff dependent counterparts.
This is by no means a definitive guide to Jungling, nor is it an in depth discussion on every jungler, or even each of the champions I’ve listed. What I hope to have achieved is to help those of you who wish to play the role of Jungler throughout Season 3 to decide on a champion to play. For those of you with little to no experience in the jungle, you can’t go wrong with the champions I’ve listed and briefly described above. I hope that I’ve at least pointed a few of you in the right direction and I wish you the best of luck in your jungling career. Go gank some Teemos!
You can read my previous guide on AD carries here
 The guide on AD carries is also quite nice, go look it up!

So which jungler do you prefer?

Sunday, February 3, 2013

New League esports site lolesports.com

So in parallel with launching season 3, Riot made a new league of legends sports site called:

Here a collection of teams, matching and statistics are making us able to follow the pro teams we like all the way to the top, I like the concept and some of the features, giving us weekly matches, some good stats about what to look for and prematch description, for example I like Copenhagen wolfs, since im from Denmark its pretty awesome to have a danish team battling it out with the pros, here this Saturday the 9th:

Here we are also given som head to head stats in form of a graph which we can check KDA ratio, gold per minute and total gold.

Then we have a pre-match coverage:

Pre-Match Coverage

Predicted to struggle against Millenium in the EU Qualifier, the Copenhagen Wolves surprised many by slaughtering their Group Stage opponents in consecutive easy wins. With the Wolves’ convincing qualification run fresh in everyone’s memory, the veterans of SK Gaming know that they will have to earn their win against the upstarts.
Even with a substitute Mid Lane, the Copenhagen Wolves look like one of the strongest new teams in Season 3. With an aggressive play-style and an un-scouted roster, the Wolves will be a handful for any team early in the season.
Unfortunately for SK Gaming, their tried and true strategy of creating custom tactics to counter their opponents will not work against the Wolves. With limited information on the tactics and champion pool of their adversaries, SK will have to remain flexible to deal with the Wolves.
And players to watch:

Players to Watch

Reasons to Watch: 
Facing the largely unknown but impressive NeeGodbro in Top Lane, Kev1n will have limited information on his lane opponent’s strengths and weaknesses. Kev1n will have to rely on his greater competitive experience to defeat whatever the Wolves throw at him.

Reasons to Watch: 
TheTess performed flawlessly at the EU Qualifier, beating every lane opponent sent against him and racking up huge kill scores. With an Ezreal ban extremely likely, TheTess will have to show the world that his skills on other AD champs can produce similar results.
All this gives us some inside information about the match, which should makes us able to watch the match and enjoy it to the fullest, while getting some knowlegde about the players and teams while doing it, this is a great improvement to the community, and we've been missing something like this, so I am very excited about this feature.

What do you think about this new site lolesports.com?

// GrekMaR

Friday, February 1, 2013

S3 is upon us!

Excited and waiting for the servers to come up to experience the new and improved ladder system, now S3 is announced to kick in when the servers come up, which hopefully will bring some good experiences with it!

So here are the patch nodes, the most exciting part here imo are:
- New ladder system
- Annie visual upgrade!
- Blitz nerfed mana and increased cost for rocket grab, not making him so viable as support maybe
- Cho garth silence nerfed making him not so unstoppable at midlane
- Ez nerfed a bit trying to balance his AD
- Nunu nerfed bloodboil
- Sightstone increased cost, making supports wanting to stay at lane longer before first back, could cause some matchups on bot lane to change significantly if supports need to spend gold on wards when backing first time, because not having gold for sightstone

League System

  • The League System has arrived for ranked play!
    • Players and teams will now be placed into a League upon finishing their placement matches
    • Leagues are assigned to a skill tier and are split into divisions, e.g. Gold IV
    • Winning and losing matches will now cause you to gain and lose League Points (LP)
    • Advancing to 100 LP will now start a Division or Promotion Series
    • Top players and teams can now advance to the Challenger tier, which is visible to all in the client
    • Champion losses and win ratios will no longer be displayed to other players
    • Elo ratings have been replaced by matchmaking ratings (MMR) which are no longer displayed
    • The time penalties for queue dodging have been shortened and an LP penalty has been added

  • Base mana reduced to 240 from 300
  • Rocket Grab
    • Mana cost increased to 120 from 110

  • Feral Scream
    • Silence duration reduced to 1.5/1.75/2/2.25/2.5 seconds from 2/2.25/2.5/2.75/3

  • Pale Cascade
    • Adjusted orbs to better account for enemy model size

  • Neurotoxin
    • Mana cost increased to 80/85/90/95/100 from 60
  • Cocoon
    • Mana cost reduced to 50 from 65

These changes are a continuation of our earlier effort to carefully scale back some of Ezreal’s excess power. Although these nerfs affect AP Ezreal, right now we’re focused on stabilizing AD Ezreal. After that we’ll assess the state of AP Ezreal.
  • Base movement speed reduced to 325 from 330
  • Rising Spell Force
    • Duration reduced to 5 seconds from 6
  • Trueshot Barrage
    • Damage falloff per target hit increased to 10% from 8%

Though these aren’t all the Heimerdinger changes we’d eventually like to do, these are some quality of life adjustments that should help smooth out Heimer’s current gameplay.
  • H-28G Evolution Turrets
    • Now displays timer of when Heimerdinger will get his next ammo charge
    • Turrets will now attempt to prioritize enemies hit by Heimerdinger’s basic attacks or his CH-1 Concussion Grenade
  • UPGRADE!!!
    • Cast time removed

These changes are focused on once again increasing the risk of Katarina’s gameplay by forcing her to build more offensive stats and focus on pulling off well-timed Death Lotuses.
  • Bouncing Blades
    • Initial damage reduced to 60/85/110/135/160 from 60/90/120/150/180
  • Shunpo
    • Damage reduction duration reduced to 1.5 seconds from 3
  • Death Lotus
    • Total ability power ratio increased to 2.0 from 1.75

  • Slicing Maelstrom
    • No longer has an energy cost

  • Pix, Faerie Companion
    • Damage adjusted to 9-105 from 15-87

Master Yi
  • Meditate
    • Total heal amount increased to 200/350/500/650/800 from 140/280/420/560/700
    • Total ability power ratio reduced to 2.0 from 4.0
    • Mana cost reduced to 50/65/80/95/110 from 70/80/90/100/110

Miss Fortune
  • Bullet Time
    • Bonus attack damage ratio reduced to 0.35 from 0.45
    • Targeting cone is now attached to Miss Fortune

Nasus now gains double the bonus from Siphoning Strike when it’s used to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
  • Siphoning Strike
    • Permanent damage bonus is now doubled to 6 when killing a champion, large minion or large monster

These changes are focused on forcing Nunu to play more actively in his support role by reducing the power he passively contributes to his allies.
  • Base movement speed increased to 350 from 340
  • Blood Boil
    • Duration reduced to 12 seconds from 15
    • Attack speed bonus reduced to 25/30/35/40/45% from 25/35/45/55/65%
    • Movement speed bonus reduced to 8/9/10/11/12% from 11/12/13/14/15%

  • Undertow
    • Slow now fades over the duration
  • Vicious Strikes
    • Cooldown increased to 16 seconds from 12
  • Ragnarok
    • No longer passively grants bonus armor penetration
    • Now only grants bonus armor penetration while active

  • Deceive
    • Range reduced to 400 from 500
  • Two-Shiv Poison
    • Slow reduced at earlier ranks to 10/15/20/25/30% from 20/22.5/25/27.5/30%

  • Ki Strike
    • Cooldown reduction per attack reduced to 1 second from 1.5
    • Cooldown reduction per attack while Feint is active reduced to 2 seconds from 3

Sion now receives twice the bonus stats from Enrage when he uses it to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
  • Enrage
    • Permanent max health bonus is now doubled to 2/3/4/5/6 upon killing a champion, large minion or large monster

  • Rapid Fire
    • Mana cost reduced to 50 from 80
  • Explosive Shot
    • Damage increased to 110/150/190/230/270 from 110/140/170/200/230

  • Base Attack Speed increased to 0.670 from 0.644
  • Fury decay now begins after 8 seconds of being out of combat from 5 seconds

Veigar now receives twice the bonus stats from Baleful Strike when he uses it to kill more significant (“large”) targets such as enemy champions, cannon minions, the giant wolf or even Baron Nashor. This change reinforces the game’s general reward structure, wherein more important units provide additional rewards.
  • Baleful Strike
    • Permanent ability power gain is now doubled to 2 when killing a champion, large minion, or large monster

  • Updated Recommended Items
  • Vault Breaker
    • Fixed a bug where Vault Breaker's area of effect was inconsistent at the end area of the dash
    • Fixed a bug where Improved Recall was refunding Vault Breaker's cooldown and mana cost
  • Excessive Force
    • Fixed a bug where Excessive Force could fire multiple times if used on an invulnerable target or while blinded

Volibear’s base attack speed was below average for an attack-based melee champion. This change helps address this deficiency and helps him clear the jungle.
  • Base attack speed increased to 0.658 from 0.625


  • Seeker's Armguard (New Item)
    • Recipe: Cloth Armor + Cloth Armor + Amplifying Tome + 125 gold = 1160 gold
    • +30 armor
    • +25 ability power
    • Unique passive: Kills grant 0.5 bonus armor and ability power. This bonus stacks up to 30 times.
  • Zhonya's Hourglass
    • Recipe changed: Seeker's Armguard + Needlessly Large Rod + 650 gold = 3410 gold (from 3100)
    • Ability Power increased to 120 from 100
  • Sightstone
    These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.
    • Recipe changed: Ruby Crystal + 475 gold = 950 gold (from 700)
    • Health increased to 180 from 100
    • Gold reward for Sightstone wards increased to 25 from 10
  • Ruby Sightstone
    These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.
    • Total cost increased to 1550 gold from 1300
    • Health increased to 360 from 300
    • Gold reward for Ruby Sightstone wards increased to 25 from 10
  • Giant's Belt
    • Health reduced to 380 from 400
  • Warmog's Armor
    • Recipe changed: Giant's Belt + Ruby Crystal + Rejuvenation Bead + Rejuvenation Bead = 2830 gold (from 2650)
  • Sunfire Cape
    • Combine cost increased to 930 gold from 780 (total cost increased to 2650 gold from 2500)
  • Fiendish Codex
    This change allows Fiendish Codex and its various build paths to be more versatile and universally attractive for ability power champions.
    • Faerie Charm removed from recipe
    • Total cost is now 820 gold from 1000
    • No longer grants any mana regen
  • Nashor's Tooth
    • Combine cost reduced to 200 gold from 250 (total cost reduced to 2270 gold from 2500)
    • No longer grants any mana regen
  • Banner of Command
    • Recipe changed: Fiendish Codex + Emblem of Valor + 890 gold = 2360 gold (from 2400)
  • Deathfire Grasp
    • Recipe changed: Fiendish Codex + Needlessly Large Rod + 880 gold = 3300 gold (from 3000)
    • Ability power increased to 120 from 100
  • Morellonomicon
    • Recipe changed: Faerie Charm + Fiendish Codex + Kage's Lucky Pick + 435 gold = 2200 gold
  • Athene's Unholy Grail
    • Combine cost reduced to 900 from 920 (total cost reduced to 2600 gold from 2800)
  • The Bloodthirster
    • Combine cost increased to 850 gold from 650 (total cost increased to 3200 gold from 3000)
  • The Black Cleaver
    We are now fairly comfortable with Black Cleaver’s strategic niche, but we want to scale back some excess power.
    • Health reduced to 200 from 300
    • Maximum stacks increased to 5 from 4
    • Armor reduction per stack reduced to 5% from 6%
    • Fixed a bug where spells were applying more reduction than intended
  • Trinity Force
    • Combine cost reduced to 3 gold from 300 (total cost reduced to 3903 gold from 4200)
  • Spirit Stone
    • Combine cost reduced to 40 gold from 140 (total cost reduced to 700 gold from 800)
  • Spirit of the Spectral Wraith
    • Combine cost reduced to 100 gold from 400 (total cost reduced to 2000 gold from 2400)
  • Frozen Heart
    • Combine cost reduced to 400 gold from 500 (total cost reduced to 3000 gold from 3100)
  • Doran's Shield
    • Health regen per 5 seconds increased to 8 from 5

  • The matchmaking system will now take into account matchmaking rating and number of wins in the player's current queue when creating matches

  • We've made database upgrades which have cleared displayed match history in player profiles. All stats are still stored, but your previous 10 games will not show up.
  • Tenacity now appears on the character sheet as a stat.
    • All champions with abilities that reduce the duration of disabling effects now gain tenacity instead.
      • e.g. Singed, Trundle, Irelia, Garen, etc.
    • Champion tenacity stacks with item tenacity, mastery tenacity and cleanse.
  • Fixed a bug where Rengar and Kha'zix "On The Hunt" quest might fail to activate when Kha'zix was dead.
  • Fixed a bug where chat messages from Anivia would display the incorrect champion name while she was in egg form.
  • Inhibitors and turrets now have kill callouts.

Co-op vs. AI:
  • Bots will occasionally chat at the beginning and end of games
  • Added Jarvan IV bot to all maps
  • Improved retreat logic for bots with dashes.

What do you think about the patch notes?

// GrekMaR