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Patch 6.17 Rundown: Swarm of Changes

Patch 6.17 is bringing changes on 26 champions, making it a very wide patch. Many of them are pretty minor changes, but there are some significant ones mixed in. A lot of the utility ADCs are being brought a bit more in line and forced to rely more on that utility. We are also seeing the high mobility tanky junglers of Gragas and Rek'Sai pulled back a bit, and it might open up the jungle to some new picks.

Be sure to check out the full changes below:

Annie
 

Tibbers gets over Annie's death faster.

What's New:
  • Summon: Tibbers (R) Tibbers' bonus movement and AS after Annie's death decays 20% faster

Ashe

 

Calming down Ashe's DPS a bit because she is supposed to be more utility oriented.

What's New:
  • Ranger's Focus (Q) duration down from 5s to 4s
  • Enchanted Crystal Arrow (R) damage down at first 2 ranks

Corki
 

Zip around while clearing wards!

What's New:
  • Hextech Munitions (Passive) out of combat movement speed is no longer cancelled by attacking wards

Diana

 

We will see her in more wombo combo montages for sure.

What's New:
  • Moonfall (E) maximum pull distance increased from 150 to 225

Draven
 

Couple tweaks to the frequency and cost of ult.

What's New:
  • Whirling Death (R) mana cost down from and cooldown rebalanced from 110/100/90s to 120/100/80s

Evelyn
 

More ults!

What's New:
  • Agony's Embrace (R) cooldown lowered from 150/120/90s to 120/100/80s

Ezreal
 

Bad Ezreals won't even notice the changes, but the ones that get in there and keep it spicy can get some more late game strength.

What's New:
  • Rising Spell Force (Passive) attack speed per stack scales 10/12/14% at levels 1/7/13 rather than a flat 10%, bringing the max to 50/60/70% at levels 1/7/13 from a flat 50%

Gangplank
 

Getting hit in both his own safety as well as his early contribution to the team. Could be a pretty rough patch for ol' GP.

What's New:
  • Base health decreased from 580 to 540
  • Remove Scurvy (W) mana cost increased
  • Cannon Barrage (R) cooldown increased at early ranks and damage down

Gragas
 

I hope Gragas players will make a montage of how many ults they miss getting used to this.

What's New:
  • Body Slam (E) cooldown changed from a flat 12s to 16/15/14/13/12s
  • Explosive Cask (R) has a flat 0.55s travel time, rather than 0-0.58s based on distance travelled

Jayce
 

Losing a key AP Ratio will probably kill all Mejais oriented builds.

What's New:
  • Thundering Blow (E) changed to a flat 40 mana
  • Transform: Mercury Hammer (R) empowered attack ratio changed from 0.4AP to 0.54 bonus AD

Jhin
 

Pushing the ultimate to be used more for clean up rather than popped right off the bat.

What's New:
  • Deadly Flourish (W) ratio lowered from 0.7 bonus AD to 0.5 bonus AD
  • Curtain Call (R) missing health damage up, but minimum and maximum damage both lowered. No longer refunds cooldown for unused shots

Jinx
 

Ult booms harder.

What's New:
  • Super Mega Death Rocket! (R) minimum and maximum bonus AD ratios increased

Kennen
 

I didn't know this was an issue and it explains so much.

What's New:
  • Kennen's basic attack animation better matches when the shuriken leaves his hand and the missile speed is up from 1600 to 1700
  • Electrical Surge (W) powered attack missile speed down from 1800 to 1700

Malphite
 

Ruin the day of those dirty attack damage pickers.

What's New:
  • Brutal Strikes (W) cooldown lowered, bonus armor increased 5%, and damage ratio from armor increased

Morgana
 

Slightly more clutch saves incoming.

What's New:
  • Black Shield (E) cast range up slightly from 750 to 800

Orianna
 

Slight buffs for Ori, her father would be proud.

What's New:
  • Command: Shockwave (R) mana cost now a flat 100, and cooldown lowered 10s at all ranks

Poppy
 

Waddle into combat with more speed and confidence.

What's New:
  • Steadfast Presence (W) passive resist bonus up from 12% to 15%

Rek'Sai
 

Pretty stern nerfs here, but they are only cooldown oriented.

What's New:
  • Tunnel (E) cooldown rescaled from 20/19.5/19/18.5/18s to 26/24/22/20/18s
  • Void Rush (R) cooldown increased from 150/110/70s to 180/140/100s

Riven
 

Riven getting buffed, Riven mains probably raging in all chat about it for some reason.

What's New:
  • Blade of the Exile (R) minimum and maximum damage both increased (minimum up from 80/120/160 to 100/150/200, maximum 240/360/480 to 300/450/600)

Ryze
 

Feel less bad taking your ultimate at level 6.

What's New:
  • Realm Warp (R) rank 1 range up from 1500 to 1750

Sivir
 

Continuing the theme of nerfing the utility ADCs.

What's New:
  • Richochet (W) bounce damage ratio down 0.1 at all ranks
  • On The Hunt (R) passive attack speed while using Richochet down from 40/60/80% to 30/45/60%

Thresh
 

More boxes than a, I don't know, a box factory.

What's New:
  • The Box (R) cooldown down from 150/140/130 to 140/120/100

Trundle
 

Chilling out on the late game pillar spam.

What's New:
  • Pillar of Ice (E) cooldown rescaled from 23/20/17/14/11s to 22/20/18/16/14s

Vayne
 

A bunch of other ADCs getting the nerf bat and Vayne sneaks in with a buff.

What's New:
  • Tumble (Q) ratio at max rank up to 0.7AD from 0.5AD

Veigar
 

Ticking time bomb is going to tick a bit faster.

What's New:
  • Phenomenal Evil Power (Passive) AP on kill or assist up from 3 to 5

Vi
 

Giving her a bit easier time in the early game.

What's New:
  • Blast Shield (Passive) cooldown rescaled from 18-8s (at levels 1-18) to 16-8s (at levels 1-18)
  • Vault Breaker (Q) cooldown rescaled from 18/15.5/13/10.5/8s to 16/14/12/10/8s, and knockback duration is now a flat 0.7s
  • Excessive Force (E) now grants 2 charges on first level up
 

Yorick Champion Update: The Shepherd of Lost Souls

After a long wait, Riot has finally revealed their rework of Yorick, The Shepherd of Lost Souls

Riot opened up the champion reveal with this description:


"Yorick has always been a practical man. He knew he'd need strength to destroy the Black Mist that corrupted the Blessed Isles, even if it meant fighting evil with evil. So he harnessed a whole world of evil in the cape that now clings to his shoulders; in the unknowable depths of the cloak swirls the essence of a thousand damned souls. When the Shepherd summons forth a being from that seething miasma of lost spirits, only he hears the wretched assembly's great wailing and gnashing of teeth—this is his burden, and the source of his power. In his quest to free these souls, he'll use them (and they'll use him) to crush anything in their way. "

 

 


Let's take a look at his kit and how he will play out.

 


Riot labeled him as a Juggernaut, and here is the original definition from the subclass post:

Juggernauts are melee titans who relentlessly march down the opposition and devastate those foolish enough to get within their grasp. They are the only subclass who excel at both dealing and taking significant amounts of damage, but in turn they have a tough time closing in on targets due to their low range and extremely limited mobility.

 

just like champions such as Nasus or Darius, he will have a tough time closing in on targets due to his low range and limited mobility, but when he can successfully close the gap he can be devastating. Landing Mourning Mist and Dark Procession is key to ensure he gets to be devastating though.

Similarly to most Juggernauts, his itemization will be a mix of offensive and defensive items. 1 or 2 key offensive items to help him use his kit more efficiently and the remaining slots on defense to be able to weather the storm.

 

 

 

 

 

Abilities Preview
 

Passive: Shepherd of Souls
 

Yorick can have up to four Mist Walkers in his service at once. Mist Walkers decay if they move too far from either Yorick or the Maiden of the Mist. Agrave is occasionally created when enemy minions or neutral monsters die near Yorick, and all enemy champions that die near him leave a grave.

 

Q: Last Rites/Awakening

Yorick's next basic attack deals bonus damage and restores some health. IfLast Rites kills a target, it creates a grave. If there are at least three gravesnearby and Last Rites is on cooldown, Yorick can instead cast Awakening to raise Mist Walkers from the graves.

 

W: Dark Procession

Yorick summons a destructible wall of corpses that encircles a target area for a few seconds.

 

E: Mourning Mist

Yorick hurls a globule of Mist that deals magic damage, applies a slow, and marks a target. Yorick and Mist Walkers get a movement bonus when heading toward marked targets.

 

R: Eulogy of the Isles

Yorick summons the Maiden of the Mist (at higher ranks, she'll bring some Mist Walkers with her). The Maiden moves and attacks on her own. When Yorick attacks the Maiden's target, he'll deal bonus magic damage based on the enemy's maximum health. 

 

 

 

Pre-release Analysis

 

Given his very low effective range and reliance on hitting Dark Procession and Mourning Mist to close the gap, it’s likely that we’ll be seeing Trinity Force or Black Cleaver on him as one of his core offensive items, using Phage to close the gap. Aside from that and to enhance his preferred role of a split pusher, Ravenous Hydra seems like a natural fit, giving him AoE waveclear and a ton of sustain.

In the defensive side of things, probably the usual items such as Dead Man’s Plate, Spirit Visage and Randuin’s Omen to give him more durability while being kited or chasing around enemy carries.


Speaking of Split Pushing, it seems like it will be his preferred role of playing out most games.


With Mist Walkers and the Maiden doing damage to structures and even tanking shots for Yorick, he becomes a fearsome split pusher, that will quickly wear down structures if enemies allow him to be alone in a side lane. The Maiden doesn't deal much damage on her own, but if both the Maiden and the Shepherd target the same enemy, Yorick's attacks will do bonus magic damage based on the opponents maximum health, meaning he is also a very strong duelist in 1v1 scenarios.

 

When both side lanes are unoccupied, the Shepherd has a chance to show off the most unusual ability in his kit: splitpushing two lanes at once. It works like this: the Maiden of the Mist is fairly intelligent by AI-companion standards, and she'll continue to push a lane even if Yorick is no longer there. He can plop the Maiden into top lane, then TP down south to splitpush bot lane on his own. With adequate distance between the two, both are free to raise their own armies of Mist Walkers, up to four each, and push down two lanes at once (so long as the rest of your team can just hold mid for one minute). Of course, Yorick's a lot weaker without his ghoulish sidekick, so split wisely.


In teamfights his initiation is weak and his kill potential is very dependant on how much crowd control his team has, seeing that his isn’t nearly enough for engaging and forcing fights. That said, good initiations with powerful lockdown will make it very easy for Yorick to layer his own Crowd Control, especially Dark Procession.

It’s important to note that the new Yorick needs good setup to thrive, he won’t always have enough graves available to summon Mist Walkers. That said, Eulogy of the Isles in higher ranks will bring Mist Walkers with the Maiden, so he can maximize his DPS in fights.

 

 

For more information, including video previews of Yorick's abilities, make sure to check out the Champion Update Reveal!

 

Pre-Season Pick/Ban Changes - Potential Ban Increase

Champion Select is a huge part of League of Legends and before each player locks in their own champion they get to ban certain picks as they see fit.

 

Even in ranked games there is strategy behind banning champions. Usually the most banned champions are characters who are strong in the current meta, but players will often opt to ban out champions they aren't good against or champions that counter intended picks.

 

Recently, Riot Games admitted that they are looking to increase the number of bans from 6 up to 10. These changes will only be tested in pre-season, later in the year. But it's still huge news as the amount of bans has been the same for years. In past seasons it didn't make as much of a difference as the number of available champions wasn't so large.

 

 

 

Riot Meddler:

 

After the pre-season, we’ll look into potentially changing to 10 bans in draft games. We’re just starting to gather feedback on that from both regular players and pros. We know there’s some definite interest in more bans. There are some potential issues we’d want to make sure we were able to address though before adding extra bans, including:

  • We feel champ select’s too long already. We’d want to find ways to not increase its duration further as a result (e.g. multiple people from the same team banning at the same time?).
  • We want to ensure that increased ability to target ban a position doesn’t create issues with how many champions a player needs to be able to play well (extreme scenario, 11 champs for one position - is that appropriate?)
  • Adding four more bans increases the number of champions needed to play ranked by four. Is that a problem? A benefit?

 

Impact in Ranked Games


 
The number of bans being increased by 4 means that the number of champions needed to play is also increased. For the most part this is a benefit, as newer players will have to play more normal games to accumulate more IP to then buy the extra 4 required champions. Some rookie players have the tendency of jumping straight to ranked games and this change makes this slightly more delayed. This is a positive aspect as most newly turned level 30 players are not experienced enough to play ranked.
 
More importantly, the addition of extra bans in ranked games allows for players to go for niche bans, such as counters of champions they intend to play or just champions they dislike playing against.

 

   

 

Currently, with only 6 bans on the board there are a lot of limitations and players are frequently pigeonholed into banning the meta picks, as leaving them open might lead to the enemy picking them and even eventual grief from teammates. With 5 bans on each side, players will have more flexibility and be able to mix between meta and niche bans.

 


Impact in Competitive Play

 

Pro play is a complete different beast and a much more delicate subject. In professional play, while “banning the OPs” or meta picks is still a thing, there’s much more room to go for target bans, as teams scout each other and study each other before matches.


 

Increasing bans to 5 per team in competitive could result in teams using them to target ban a star player that performs exceptionally on certain picks or conversely, abuse a player’s smaller champion pool to completely ban him out.

 

That said, Riot has admitted that they’re also looking to change champion select if they increase the number of bans. To give an example of a different and successful system, DotA 2’s Captains Mode allows players to pick heroes before they are all banned out, allowing for unique strategies. Teams can figure out what kind of composition the opponents are trying to go for and ban it out mid way, for example.

 

 

The big advantage of increasing the number of bans would be champion diversity. Currently and while the Mid Lane champion pool is quite diverse, the other positions tend to be quite stale. In the jungle, Gragas and Rek’sai are present in almost all games and banning one meaning the other is usually going to be banned as well. The AD Carry pool is dominated by Ashe, Jhin and Sivir and top lane is only currently seeing Ekko, Gangplank and Gnar as primary picks.

 

The ban increase could result in a more role targeted ban phase, meaning other champions could start showing up more. For example, if Jhin, Ashe and Sivir are all banned out in a professional match, teams will likely start picking up Caitlyn, Tristana, Ezreal and maybe even Twitch. More bans could allow for the champions who aren’t top tier to show up more often and thus have a more diverse meta, with more diverse strategies.

 

An argument can be made that this would require professional players to have bigger champion pools, but this already is the case with professional players, that dedicate their time learning and mastering most if not all relevant champions in each meta, for their position.

 

Countered - Episode 1: Viktor

Welcome to Countered!

In this series we look at popular or problematic champions and discuss ways of dealing with them.

For our starting episode we're looking at Viktor. He is currently one of the the most popular mid laners in the game, especially in the highest tiers of play. He’s a very versatile pick that doesn’t have too many counters, making him an all around good pick.

He does have weaknesses though. His lack of mobility makes him extremely easy to gank and he is very dependant on getting his first hex core upgrade as soon as possible, so sending him back early can severely hurt him.

 

 

 

While Viktor can handle most champions, he does have some bad matchups. We decided to highlight 4 and bring you guides to learn Viktor Counters.

 

Watch the video below to learn more about how you can counter Viktor

 

 Be sure to subscribe to LolKing's YouTube channel for upcoming stat videos, and other League of Legends coverage!

 

 

 

 

Learning with LolKing

If you want to learn the Viktor counters we mentioned above,
click on the guides below!

Road to Worlds 2016 - Qualified Teams And Who Can Still Make It

The season 6 World Championship is right around the corner and currently we already have 4 of the 16 total candidates locked in to compete in the biggest annual League of Legends Tournament.

 

However, until the 29th of September there are still plenty of matches to go and seeding to be decided, so let’s have a look at who has qualified and who still has a chance of making it to Worlds, as there are still a total of 34 prospective participants for 12 remaining slots.

 

ROX Tigers from Korea, Edward Gaming and Royal Never Give Up from China and G2 Esports from Europe are already qualified to the tournament.

 

North America

 

NA sends 3 Teams to the World Championship, the three teams qualified are:

  • Seed 1: The NA LCS Summer Split Champions
  • Seed 2: The Team with the highest number of Championship Points
  • Seed 3: The Winner of the NA Regional Finals

 

There are currently 4 Teams that can win the NA LCS Summer Split. TSM, Immortals, Cloud9 and Counter Logic Gaming.

 

 

Getting the first seed is always of added importance for North American teams, as the team who does so is placed in pool 1, meaning they can avoid the pool 1 teams from the other regions (Taiwan, China and Korea).

The current front runners to take it all is Team SoloMid, after a fantastic 17-1 record in the regular split, only following to Phoenix1 in one Best of 3 series. To get there they need to beat CLG, who bested them in the Spring Split Finals.

 

After playoffs are completed, two teams will qualify to the World Championship. Besides the winner of the split, the second seed will qualify via Circuit Points.

 

Currently, CLG has the most Circuit points, as they have 90 from winning the Spring Split and at least 40 guaranteed for getting top 4 in the Summer Split.

Only TSM, CLG and Immortals can qualify via points. But these are still relevant for seeding in the regional finals, where the 4 teams with most championship points (excluding the two already qualified teams) will face in a Gauntlet type tournament.

 

Courtesy of EsportsWikis - Current NA teams in Regionals: Team Liquid, Team EnvyUs

 

Europe

 

EU has exactly the same format as NA to determine their three Worlds Representatives.

The three teams qualified are:

  • Seed 1: The EU LCS Summer Split Champions
  • Seed 2: The Team with the highest number of Championship Points
  • Seed 3: The Winner of the EU Regional Finals

 

G2 is already qualified to Worlds, as their guaranteed top 4 finish alongside Fnatic’s elimination in the Quarterfinals against H2K effectively mean they will either qualify as split champions or as the team with the most circuit points.

Four teams battle for glory in Kraków and a ticket to the World Championship. Those teams are G2, Splyce, H2K and Unicorns of Love.

 

 

Currently, the favourites to win it all are G2 who had a solid showing during the regular split, not dropping a single BO2 series throughout the competition.

After playoffs are completed, two teams will qualify to the World Championship. Besides the winner of the split, the second seed will qualify via Circuit Points.

 

As mentioned before, G2 are the team with most Championship Points, if they lose during playoffs, they will automatically qualify as the team with most circuit points, as no other team can match their minimum of 130 points.

Other than them, H2K, Unicorns of Love and Splyce are the other three teams who can still qualify via championship points.

After playoffs conclude and similarly to North America, the 2nd to 5th teams with most circuit points will face in a Gauntlet type tournament to decide Europe’s third seed.

 

Courtesy of EsportsWikis - Current EU teams in Regionals: Giants Gaming, Fnatic (not yet seeded)

 

Korea

 

Korea also sends 3 Teams to the World Championship:

  • Seed 1: The LCK Summer Split Champions
  • Seed 2: The team with the highest number of Championship Points
  • Seed 3: The Winner of the LCK Regional Finals

 

Only one Best of 5 is left to determine who takes the LCK Summer Split and surprisingly, SK Telecom is not present in the finals, after falling to KT Rolster in an epic reverse sweep BO5 series.

 

 

Awaiting KT Rolster in the finals are the ROX Tigers, current World Championship Runner ups. ROX is already qualified for this year’s edition as they’re in a similar situation to G2 Esports in Europe, if they don’t qualify by winning the split, they will auto qualify as the team with most Championship Points.

If KT Rolster lose in the finals to ROX, SKT will qualify to worlds as the second team, given they have the most circuit points after the Tigers. KT Rolster will then have to fight in the LCK Regionals, where they will be seeded as the highest team and play 1 BO5 to guarantee qualification.

If KT Rolster win in the finals versus ROX, SKT will fall down to the regional finals as the second team with most Circuit Points and will be one BO5 away from qualifying.

 

Courtesy of EsportsWikis - Current KR teams in Regionals: Afreeca Freecs, Jin Air Green Wings and Samsung

 

China

 

Similarly to all the major regions mentioned above, China also sends 3 Teams to the World Championship:

 

  • Seed 1: The LPL Summer Split Champions
  • Seed 2: The team with the highest number of Championship Points
  • Seed 3: The Winner of the LPL Regional Finals


Playoffs haven’t ended yet and we already have two confirmed Chinese representatives for worlds. Edward Gaming and Royal Never Give Up will face off for the title of the LPL Summer Split, the winner takes the first seed and the chance to avoid the strongest Korean, Taiwanese and North American Team. The loser will automatically qualify by having the highest number of championship points.

 

 

The third team will be decided in the LPL Regionals, where Vici Gaming, Snake eSports, Team WE and I May will fight in a gauntlet type tournament.

 

Courtesy of EsportsWikis


Taiwan

 

 

Despite being a major region like the other 4, a smaller region and smaller league means Taiwan only sends two representatives to the World Championship.

  • Seed 1: The LMS Summer Split Champions
  • Seed 2: The Winner of the LMS Regional Finals


Playoffs haven’t started yet in Taiwan, where 4 teams will fight for the LMS Summer Split Title. Ahq e-Sports Club and Hong Kong will face in the first round, the winner moves on to face Flash Wolves and finally, the winner of round two will meet J Team in the Finals.

 

J Team are the obvious favorites to take Taiwan’s first seed and a chance to get a pool 1 slot. They finished the regular split with 10 wins and 4 draws, not dropping a single BO2 series. Their main contenders are the Flash Wolves, who were at Worlds last year and were Taiwan's representative at MSI this year.

 

In the regional finals, the 4 teams with most championship points will play for the last slot. Semi Finals are drawn based on number of championship points with 1st place facing 4th and 2nd facing 3rd.

 

 

International Wildcard

 

 

Last but not least, the two last slots for worlds are for the minor regions, that will face off in the International Wildcard Qualifier.

 

Latin America North, Latin America South, Brazil, Turkey, CIS, Japan, South East Asia and Oceania are the 8 Minor Regions that have to qualify via the International Wildcard in order to make it to the World Championship.

The qualifier features each region’s champion

  • Kaos Latin Gamers from LAS
  • INTZ e-Sports from Brazil
  • Dark Passage from Turkey
  • Albus NoX Luna from CIS
  • Saigon Jokers from SEA
  • Chiefs from Oceania
  • And the winner of Lyon Gaming and Havoks from LAN

 

The teams will play a single round robin with best of ones where the top 4 will qualify for the bracket stage. In the Bracket Stage, 1st seed will face 4th and the 2nd will face 3rd in Best of 5 series. The winners of these two BO5’s will qualify for Worlds

 

The two favourites based on track record in IWC’s are Russia’s Albus NoX Luna (who lost to Turkey’s Supermassive in the last qualifier for a spot at the Mid Season Invitational) and INTZ e-Sports. The Brazilians had their finals earlier than all the other regions and bootcamped in Europe for a full month for preparation. While they have yet to win an IWC, INTZ have placed 3rd and 2nd in previous qualifiers.

 

Turkey is usually a strong contender for the spot, as Besiktas and Supermassive have both qualified for the two editions of MSI after spring. However, Dark Passage can not two of their starters, due to age restrictions.

 

The IWC Qualifier will begin on the 24th of August in Curitiba, Brazil.

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