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Patch 6.19 Rundown: Kog'Maw Back to the Drawing Board

You have to admire the courage of Riot to say "Well that just didn't work," which is exactly what we are seeing with Kog'Maw this patch, who is largely returning to his state many patches ago. It will be interested to see if they take another stab at reworking his mechanics or if they are just getting him to a comfortable spot and leaving him there. 

Be sure to check out the full changes below:



Straightfoward nerf to E damage.

What's New:
  • Frostbite (E) damage nerfed from 55/85/115/145/175 to 50/75/100/125/150, chilled damage nerfed from 110/170/230/290/350 to 100/150/200/250/300

Aurelion Sol


Damaged shifted away from W to passive.

What's New:
  • Center of the University (Passive) damage buffed from 20-97 (at levels 1-18) to 20-130 (at levels 1-18)
  • Celestial Expansion (W) bonus damage nerfed from 10/20/30/40/50 to 5/10/15/25, but mana per second slightly lowered
  • Comet of Legend (E) no longer requires Escape Velocity and can be cast any time out of combat. Will now also start cast even if targeted out of range.


Cast range on W lowered, E heals less.

What's New:
  • Miasma (W) cast range down to 800 from 900
  • Twin Fang (E) heal scaling changed from 5/10/15/20/25 to 5-22 (at levels 1-18)



AD per level up.

What's New:
  • Attack damage growth stat up from 2.5 to 3.5

Dr. Mundo

E damage up and cooldown reduced.

What's New:
  • Masochism (E) min damage up from 20/40/60/80/100 to 30/50/70/90/110, max damage up from 40/80/120/160/200 to 60/100/140/180/220, cooldown down from 7s to 6s


Can do full damage to minions and monsters dismounted, but some nerfs to ults movement boosts.

What's New:
  • Skaarl, the Cowardly Lizard (Passive) no longer reduces his basic attack damge against minions and monsters
  • Chaaaaaaaarge!!! (R) movement speed trail duration down from 8s to 6s, and range down from flat 4500 to 3500/4000/4500


Reworked to his old non-machine gun state.

What's New:
  • Caustic Spittle (Q) regains attack speed bonus of 15/20/25/30/35%
  • Bio-Arcane Barrage (W) no longer doubles attack speed, increases attack cap, or decreases cast times. No longer deals bonus magic damage per hit

    Max health damage up from 2% to 2/3/5/6%, and AP ratio increased

    Bonus range rescaled from 90/120/150/180/210 to 130/150/170/190/210

    Cooldown up to a flat 17s

    Duration up to 8s from 6s

    Cooldown begins at start of cast rather than on effect end


Good ol' bug fix.

What's New:
  • Fixed a bug preventing Leona from Flashing during Zenith Blade's (E) cast time


Poison does same damage over time, but ticks more often.

What's New:
  • Poison Trail (Q) ticks per second up from 1 to 4


Cooldown on W increased significantly early.

What's New:
  • Astral Infusion (W) cooldown rescaled from 4/3.5/3/2.5/2s to 8/6.5/5/3.5/2s


Attack speed on Q lowered.

What's New:
  • Ambush (Q) attack speed nerfed from 30/40/50/60/70% to 30/35/40/45/50%


Damage shifting to the on-hit cone rather than the passive burn.

What's New:
  • Phoenix Stance (R) proc damage buffed from 25/60/95/130/165 to 40/80/120/160/200, but the passive burn ticks 4 times over 4s, rather than 5 over 5s

Introducing Ivern, The Green Father

Riot has revealed a new champion today: Ivern, The Green Father

"Once, long ago, Ivern Bramblefoot was called Ivern the Cruel—that was before he tangled with a God-Willow. In the centuries since, Ivern has roamed the forests of Runeterra, cultivating life wherever he goes. Wildflowers bloom in his footsteps as he laughs with trees, plays tricks on rocks, and dines with moss on the sun’s delectable rays. When the Green Father traipses into your lane, he brings all the secrets of the forest along with him. "


Similarly to other support type characters, Ivern can’t clear the jungle effectively through damaging abilities, but his innovative passive, Friend of the Forest, allows him to free camps (and get the full XP and gold) instead of killing them like any other jungler would do!

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


Ivern is a Warden, here is the original definition from the subclass post:

If Vanguards are “offensive tanks,” then Wardens are surely “defensive tanks.” Wardens stand steadfast, seeking to hold the line by persistently locking down any oncomers who try to pass them. Wardens keep their allies out of harm’s way and allow them to safely deal with enemies caught in the fray.

His kit reflects this pretty well. Invern’s main role in fights is to be able to peel for his carries, despite also being good at enabling his frontline to reach key enemy targets with Rootcaller, as it will grant a free dash towards the enemy struck.

Triggerseed is an extremely strong defensive ability, as you can use it to shield allies to protect them. After a short delay the shield will slow enemies around, granting your backline extra time to gain distance from enemies. Alternatively, it can be used on your main engager to stack an AoE slow when he dives in.

Aside from Triggerseed, Brushmaker is another excellent ability to use to peel your backline. By creating brushes close to them or even on top of them, you can make them untargetable for a moment, which can just be enough to save them for incoming burst from an assassin.

Finally, Daisy is also instrumental in fights to peel for allies. Given that every few auto attacks she can knock up opponents, you can simply put her on defensive duty, knocking up those pesky opponents trying to kill your carries.







Abilities Preview

Passive: Friend of the Forest

Ivern loves jungle monsters and would never harm them. Instead, he sets them free! Clicking on any jungle camp creates a grove using some of Ivern's health and mana. The grove matures over time; when fully grown it can be clicked on again to free the camp's denizens, granting Ivern gold and XP. Smiting a camp with a grove on it instantly sends the monsters to safety.

After level five, the Green Father creates copies of the red and blue buff whenever he frees the Red Brambleback or Blue Sentinel—they'll leave behind a sapling which can be picked up by allies.


Q: Rootcaller

Ivern shoots out a ropey root that deals magic damage and (as you'd expect) roots the first enemy it hits. Allies who use a basic attack on the rooted target will automatically dash to get within attack range.

W: Brushmaker

Passive: When hiding in brush, Ivern's basic attacks have increased magic damage and range. This effect lasts for a couple seconds after Ivern leaves the brush.

Active: Ivern creates a patch of brush, temporarily revealing the area around it. The amount of brush created is slightly greater if it's placed near a wall or any other brush. The Green Father's grassy patches disappear on their own after a moderate delay.


E: Triggerseed

Ivern places a protective seed onto his ally, granting them a shield. After a short delay the seed explodes, damaging and slowing all nearby enemies.


R: Daisy!

Ivern summons Daisy, an enormous sentinel who loves hugs. Daisy scampers around joyfully, knocking up Ivern's target after a few hits. Ivern can recast this ability to direct his boisterous friend toward new targets. She'll hang around until her hankering for hugs has been satisfied, or until her health bar is depleted.





Pre-release Analysis

Ivern is a magic damage dealing bruiser. Despite not being a super aggressive champion, he can still dish out quite some damage with Rootcaller and the ranged auto attacks from Brushmaker. His shield’s strength also increases with Ability Power, so similarly to champions like Lulu or Orianna, he gains utility and increases his defensive abilities by itemizing for AP items.

Overall, it seems like Rylai’s Crystal Scepter might be a key item for Ivern to have. Runic Echoes' proc and even Daisy will slow opponents, so he can gain a lot of extra utility and potential to chase or peel with the item, not to mention key stats such as Ability Power and Health.


It’s hard to tell without knowing his ability ratios, but it seems like he can either go the tank route with Cinderhulk or the more damage oriented one with Runic Echoes.

Cooldown Reduction is likely one of the most important stats, as lower cooldowns on his Shield will allow for more durability for Ivern and his allies, not to mention a lower cooldown on Rootcaller, his main damage and crowd control ability, and with the current itemization in League of Legends, he can do this by itemizing more offensively with Zhonya’s Hourglass, Hextech Protobelt and Abyssal Scepter or defensively, with items such as Spirit Visage and Frozen Heart.


His playstyle is, as mentioned before, very supportive. Giving an early first red or blue buff to allies can be absolutely huge, but this requires a lot of communication and understanding between Ivern and his teammates, to be able to shove a wave and go inside the jungle to pick up a buff, for example.


His ganking is decent, but largely dependant on hitting Rootcaller. Once it hits, Ivern can close in and activate Triggerseed to followup with a powerful 70% slow that also lasts for 3 long seconds. But if he doesn’t hit his root and his laner doesn’t have crowd control to initiate, his ganks can be pretty meager as they will both lack crowd control and damage.


To conclude, Ivern definitely favours teamfights and skirmishes with more teammates. While Ivern can fend for himself, he is not a good duelist and will likely lose 1v1 fights to the more aggressive junglers such as Nidalee or Lee Sin for example. Ivern wants to be able to set up fights with a Rootcaller on a key target to enable his teammates, alongside a well placed Triggerseed that will slow multiple opponents.




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


Riot Games Set to Release 'Mechs vs. Minions'

Riot Games is finally putting the 's' in Games, but probably not in the way you expected them to. Mechs vs Minions is a tabletop game for 2-4 players. The game features a campaign that includes 10 missions total, each with a duration of 60-90 Minutes.  The game will be released on the Riot Games Store on the 13th of October at 11 AM PST and it will cost $75 USD plus shipping and handling.

For now, the game is only in English and Simplified Chinese, but Riot is looking to release the game in other languages in the future.

  "Mechs vs. Minions' is a cooperative tabletop experience for 2-4 players. Set in the world of Runeterra, players take on the roles of four intrepid Yordles: Corki, Tristana, Heimerdinger, and Ziggs, who must join forces and pilot their newly-crafted mechs against an army of marauding minions. With modular boards, programmatic command lines, and a story-driven campaign, each mission will be unique, putting your teamwork, programming, and piloting skills to the test."





Mechs Vs. Minions Tutorial



What's Inside the Box?




For more info, check out the official page for FAQ's, official soundtrack and more!

On the Rise - Jayce and Orianna

Patching in League of Legends has been frequent as of late. Riot are giving their final touches before the 2016 World Championship and a lot of small balance changes were done to numerous champions, to level the playing field and try to widen the champion pools in competitive play.


Amongst those changes and countless nerfs to the ‘flavor of the month’ champions, some small tweaks and buffs have been given to others and two worth highlighting are Orianna and Jayce.


Both champions have seen a sudden resurgence in play and part of it has much to do with small changes that came out on Patch 6.17.








Jayce’s Popularity immediately spiked after the buff he got on Patch 6.17


Patch 6.17 - Jayce
  • Thundering Blow - Mana cost reduced to 40 at all ranks from 40 / 50 / 60 / 70 / 80 / 90.
  • Transform: Mercury Hammer - Hammer Stance bonus damage ratio changed to 40% bonus AD from 40% AP


Until recently, Jayce was kind of a poor man’s Varus. His poke ability can’t go through minions and he has less waveclear from range. Varus also has a potent snare, that allows him to escape ganks or set up picks and can even force the enemy laner to run Cleanse. Jayce has none of that.

However, the stance change between Mercury Cannon and Hammer makes him a hybrid type of fighter, who can poke from afar and then use the movement speed to close the gap, go melee and finish off a target. Changing stances to melee grants resistances, which encourages going in without getting blown up.


By replacing the AP ratio on the transformation into an AD one, Riot added quite some damage to what already was a strong burst combination of skills. With ‘To The Skies!’ and ‘Lightning Field’ into the buffed auto attack from Transform and a ‘Thundering Blow’ to finish it off, Jayce will output a ton of damage, and summed up it’s 260% in Bonus AD, not to mention base damages and even up to 20% of an enemy’s maximum health from ‘Thundering Blow’.


Itemizing against him is also hard. While his poke is exclusively physical damage, both the bonus damage from his ‘Transform’ basic attack and ‘Thundering Blow’ deal magic damage, so if the enemy doesn’t have much magic resistance they will still pack a punch.

This simple change has brought Jayce back and he has frequently been played in both solo lanes. It’s likely that he will show up as well, as many professional players bootcamping for worlds have been accumulating games on him in Ranked.







His build remains the same for the most part. Most players still pick up an early Tear of the Goddess to improve his mana sustain early on and from the added damage of Muramana during mid game.

Top Lane Jayce players in higher tiers frequently skip out on Tear altogether and rush Black Cleaver, as he's more of a fighter in this lane with more frequent and aggressive trading. Top Lane Jayce's Keystone of choice has frequently been Stormraider's Surge, allowing him to go in as melee to do burst damage and quickly get out unscathed to switch back to ranged form.

In the mid lane, the go to Keystone is usually Thunderlord's Decree.

From there, the go to items are Youmuu’s Ghostblade and Maw of Malmortius if facing an AP champion in lane. From there, Black Cleaver usually follows and to finish off, Last Whisper Upgrades, Duskblade of Draktharr are possible options to give some examples.









Orianna’s Popularity also had a small spike after 6.17 came in with small buffs to her ultimate’s cooldown and mana cost


Patch 6.17 - Orianna
  • Command: Shockwave - Mana cost reduced to 100 at all ranks from 100 / 125 / 150
  • Command: Shockwave - Cooldown reduced to 110 / 95 / 80 seconds from 120 / 105 / 90.


While the buff was definitely important to revive one of the staple mid lane mages of past seasons, Orianna’s sudden surge of extra popularity is also due to another factor: Changes to the mid lane meta.


Earlier in the season, champions such as Viktor and especially Azir dominated mid lane. Orianna has a shorter range so these two champions could simple out trade her, poke her down and also shove her into turret range.


Nowadays, Viktor has been pushed aside in favor of other mid laners and Azir is almost completely gone after several nerfs that put a stop to the Emperor of Shurima’s reign. On Patch 6.18, nerfs to Vladimir and Taliyah also came in, pushing them away from the top tier mid lane picks.

This opened up space for Orianna to come back. While champions such as Cassiopeia or Anivia can still punish Orianna, they aren’t nearly as oppressive as some others mentioned above.


Orianna is also a versatile mid laner. She has impressive burst and teamfighting with her Shockwave and Dissonance combo, but she is also a supportive mid laner, that can enable teammates by shielding them and speeding them up to engage or to kite opponents.




Finally, it’s worth mentioning in a small adaptation to her build. Rylai’s Crystal Scepter has been showing up more frequently as part of Orianna’s build as her second item. You may be asking why, as it may seem redundant on her. Dissonance already slows but with Rylai's you get an extra slow on Command: Attack and Command: Protect if the ball passes through an enemy on the way back to you or a teammate. This gives Orianna a lot of additional control in prolonged trades or fights.


First and foremost, Rylai’s is already a strong item without the passive. It’s cost efficient and gives a solid chunk of Ability Power and Health.

Aside from this, it gives Orianna a strong second item she hasn’t had for quite a while. Luden’s Echo isn’t quite what it used to be and even Zhonya’s is situational, not to mention its lower AP value.



Rylai's Crystal Scepter Cost: 3200 +100 Ability Power
+400 Health

UNIQUE Passive: Damaging spells and abilities apply a Movement Speed reduction to enemies based on the spell type:
  • Single Target: 40% reduction for 1.5 seconds.
  • Area of Effect: 40% reduction for 1 seconds.
  • Damage over Time or Multi-hit: 20% reduction for 1 seconds.
  • Summoned Minions: 20% reduction for 1 seconds.

(If a spell fits in more than one category, it uses the weakest slow value.)  



Some players used to build Rod of Ages into Morellonomicon and while powerful, the build takes too much time to hit its power spike. Rabadon’s Deathcap second makes sense as Orianna has utility in her kit and the item strengthens her shield, but the passive isn’t giving that much additional Ability Power early on, not to mention Orianna will be quite squishy. Finally, Abyssal Scepter is reserved as a defensive item against assassins or burst mages and only really used when behind, as Orianna doesn’t fully utilize the magic resistance reduction aura.


Thus, Rylai’s Crystal Scepter is a good second item for her. With it and Morellonomicon she has 200 AP and is more durable with the big chunk of health from the scepter. After two items, picking up Deathcap also starts to make more sense.

The slow gained on Command: Attack is a good extra touch that will help when chasing and kiting, the initial slow from range makes it easier to consistently reposition the ball on top of an opponent.


With countless nerfs to some of the former tier 1 champions, it's likely that Jayce and Orianna will continue to see play and also show up at Worlds 2016.


Countered - Episode 3: Darius

Welcome to Countered!

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

For our third episode we're looking at Darius! Last week we looked at LeBlanc and the week before we looked at Viktor!


Darius is one of the most popular top laners in ranked matches, especially in lower brackets. He’s a strong laning juggernaut that can absolutely decimate opponents while being quite durable.

He is incredibly dominant in lane, particularly against other melee matchups. His base damages are high and he deals true damage, meaning he’s a lane bully from the get go.




His main weakness is that he is much weaker against ranged matchups. Without an innate dash, he only really has apprehend to catch ranged characters into his melee grasp and if he misses it, it’s a very long cooldown (especially early on)

He’s also very susceptible to ganks. Most Darius players play the lane quite aggressively looking for good trades or kills and without a dash, he only really has flash to escape. If he’s overextended in lane a jungler can easily come in and shut him down, especially early on before he builds tank stats.




While Darius just bullies most melee matchups, there are still ways of beating him or straight up countering him. We decided to highlight 3 and bring you guides to learn Darius Counters.


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


 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 Darius counters we mentioned above,
click on the guides below!

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