Hello everyone! I hope you reached your desired goals in 12th season. As always, preseason is the time of year when Riot implements all the changes that they have announced. You can take a quick look on highlights picture down below.


Chemtech Drake

For this season, Riot is bringing back Chemtech Drake. This time more balanced and all in all better drake. The idea is to encourage players to put more thought into their positioning and play style in order to slain the Chemtech Drake and get significant buffs. Let's see, what is Chemtech Drake all about and what's so good about him that your team will fight for.

    • 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 Buff: When your team kills a Chemtech Drake they will gain a stacking buff that grants 5% Tenacity and 5% Healing and Shielding power
    • 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


With new drake, there comes a new Rift layout as well. This time Riot did a better job with it and instead of surface changes, plants and environment will be affected.

    • 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
    • Blast Cones: Blast Cones will now blast units within their range twice as far when they explode
    • 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.



Speaking of new things in jungle, there is a lot more that just a new dragon. Jungle items and camps have had their own little Durability Update. Riot's goal is to make it more of an investment for laners to take jungle camps. The Own-Side Clearing Strength change will speed up how fast junglers clear their own jungle while increasing the opportunity cost of invading. Scuttle's spawn time has been changed from 3:15 to 3:30 to help slower junglers take their time clearing. Smite and Gromp's healing power is being spread across the jungle with companions.


    • NEW: Marked 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.
    • NEW: Own-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.
    • NEW: Parting 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
    • Large Monster Gold: All large monster gold given to non-junglers has been reduced by 15 gold
    • Large Monster Experience for Non-Junglers: All large monster experience given to non-junglers has been reduced by 15 experience except for the Ancient Krug which has been reduced by 12 experience
    • Large Monster Experience for Junglers: All large monsters now give an additional 15 experience if you have a jungle companion

Blue Sentinel

    • Health: 1850 ⇒ 2300

    • Attack Damage: 78 ⇒ 66

    • NEW: On-Hit Damage: Blue Sentinel now deals 5% of its target’s current health on hit


    • Health: 1650 ⇒ 2200

    • Attack Damage: 74 ⇒ 70

    • Attack Range: 200 ⇒ 175

    • NEW: On-Hit Damage: Gromp now deals 5% of its target’s current health on hit

    • REMOVED: Parting Gift: Gromp will no longer heal the champion that killed it upon dying


    • Ancient Krug Health: 1050 ⇒ 1350

    • Ancient Krug Attack Damage: 74 ⇒ 57

    • NEW: On-Hit Damage: Ancient Krug now deals 3% of its target’s current health on hit

    • Krug Health: 500 ⇒ 650

    • Ancient Krug and Krugs Death Animation/Smaller Krug Spawn Time: 1.3 seconds ⇒ 1 second

    • REMOVED: Keeping It Together: Ancient Krug no longer spawns 2 Krugs when killed and instead spawns 4 mini Krugs

    • NEW: 1=2: Ancient Krug is now counted as 2 CS (Note: The Krugs camp as a whole will still be counted as 4 CS)

Murk Wolves

    • Greater Murk Wolf Health: 1200 ⇒ 1600

    • Greater Murk Wolf Attack Damage: 35 ⇒ 30

    • NEW: On-Hit Damage: Greater Murk Wolf now deals 3% of its target’s current health on hit

    • Murk Wolves Health: 480 ⇒ 630


    • Crimson Raptor Health: 800 ⇒ 1100

    • Crimson Raptor Attack Damage: 20 ⇒ 17

    • NEW: On-Hit Damage: Crimson Raptor now deals 3% of its target’s current health on hit

    • Raptor Health: 425 ⇒ 500

    • Raptor Attack Damage: 10 ⇒ 7

Red Brambleback

    • Attack Damage: 78 ⇒ 66

    • Health: 1850 ⇒ 2300

    • NEW: On-Hit Damage: Red Brambleback now deals 5% of its target’s current health on hit

Rift Herald

    • Experience Given to Champs within 600 units: 200 ⇒ 300

    • First Spawned Rift Herald Charge: 2000 ⇒ 1500 (Note: Actual damage done will be higher than this value)

Rift Scuttler

    • Spawn Time: 3:15 ⇒ 3:30

    • Health at Level 1: 1050 ⇒ 1550

    • REMOVED: See Ya Shield: Rift Scuttler no longer has a shield



Jungle paths can be lonely, especially to champions that are not so suitable for early ganks. Now you won't be "all alone" as Nocturne likes to say since you are getting a companion by your side. Companions are little pets that follow you through the jungle and assist you. If you have Smite, at the beginning of the game, you will have an option to buy one of three new jungle starting items, Mosstomper, Scorchclaw, or Gustwalker, in egg form. Each one of them will provide you with a certain type of pet. As the game goes on, your pet will grow and evolve and so will their impact on you/allies/enemies. 

Companion Attacks

    • 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 heal their owner for 70% of the above number every time they attack

    • Damaging a camp from a distance will cause companions to leap attack toward the camp, dealing the same amount of damage

Companion Mana Regeneration

    • 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)

Companion Progression

Jungle companions will evolve twice throughout the game by acquiring treats via the following methods: 

    • 1 treat per large monster/champion takedown

    • 1 bonus treat is stored every 60 seconds before reaching the companion’s final evolution form

    • 1 bonus treat is stored every 90 seconds after reaching the companion’s final evolution form

    • When a large monster is killed with bonus treats available, players will receive 2 treats and 50 bonus gold. 1 bonus treat stack will also be removed.


Each time your companion evolves, it will receive the following bonuses:

First Evolution

    • Smite damage will be increased to 900 true damage against monsters

    • Smite is now castable on enemy champions, dealing 80-160 (based on level) true damage and slowing the target by 20% for 2 seconds

    • The jungle item will remain in your inventory

    • Companion will visually evolve

    • Smite’s icon will upgrade

Final Evolution

    • Smite damage will be increased to 1200 against monsters and will do 50% of its damage as AoE damage against nearby monsters

    • Players will become empowered and receive buffs depending on their chosen companion

    • The jungle item will be removed from your inventory

    • Companion will visually evolve

    • Smite’s icon will upgrade


    • 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.

    • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units


    • 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.

    • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units


    • 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.

    • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units


Since there will be a lot of changes in jungle, Riot will help to make it a bit easier to learn, especially to players that are new to the game or are switching to jungle role. New visual leashing indicators will show how far a camp can be pulled before their patience starts diminishing. The distance camps can also be pulled will be decreased.

    • 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.

    • NEW: Soft vs Hard Reset Speed: Monsters will move more slowly while soft resetting, and faster once they hard reset

    • NEW: Patience is Key: Monsters will not lose patience for 1.5 seconds after being attacked by a champion within the leash radius

    • NEW: Patience Regeneration: Camps will now begin to regenerate lost patience after 2 seconds of being back within their leash range

    • Small Monster Patience: Small Monsters will match the patience of their respective large monster as long as it is alive and within 700 range

    • Blue Sentinel: 1000 ⇒ 650

    • Gromp: 700 ⇒ 450

    • Krugs: 900 ⇒ 650

    • Murk Wolves: 800 ⇒ 650

    • Raptors: 800 ⇒ 650

    • Red Brambleback: 1000 ⇒ 650

    • Rift Herald: 1200 ⇒ 1100


If you are new to jungle role or you were just auto-filled jungle, this will help you a lot. Riot is adding first clear pathing recommendations. Visual indicators will be shown on your minimap to help and guide which camp to take next. These recommendations are based on data gathered from high-elo players playing their high champion mastery. Recommendations are based on win rates and will be updated whenever a new patch comes out.



Riot have doubled the number of pings available to players as part of an effort to improve communication between players during matches. The 8 pings on the wheel will now be as follows:

    • Returning Pings (clockwise): Retreat (formerly Danger), On My Way, Assist Me, Enemy Missing

    • New Pings (clockwise): Push, All-In, Hold, Bait

New ping wheel was added as well. It's a Vision Wheel which you can use to notify your teammates about vision changes on the map. Available options are:

    • (from left to right) Vision Cleared, Enemy Vision, Need Vision

    • 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.



Riot is 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. Allied ward icons will also show how many wards you have out on the map.


If you use vision ping near an enemy ward that you've seen within the last 10 seconds, or just attacked it, a ward timer will appear. A ward timer is a perfectly accurate ward timer that is always visible to all teammates until the ward is removed or expires.


In-game ability level-up recommendations will appear once you level up. These indicators will 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 in League of Legends.



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)

    • Minion Experience: Minions now grant 2.15% more experience to solo champions. Minion experience when shared between multiple champions is unchanged.


Mythic items were originally designed to be first item purchases that defined the playstyle of your build. Riot has revisited their Mythic item philosophy and now believes there's no need to be overly restrictive. Mythics without Immolate will focus less on damage/farming and more on enabling the core tank fantasies of having tons of durability or crowd control (or both). Turbo Chemtank and Sunfire Cape will be moving to Legendary item space and have their effects simplified. To this end, Riot will be introducing three new Mythic tank items, as well as reworking Frostfire Gauntlet back to its former frosty glory: Iceborn Gauntlet. 



    • Gold Cost: 3000

    • Health: 400

    • Armor: 30

    • Magic Resist: 30

    • Ability Haste: 20

    • Build Path: Aegis of the Legion + Kindlegem + Ruby Crystal

    • 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.

    • Mythic Passive: Grants all other Legendary items 5 armor and 5 magic resistance



    • Gold Cost: 3000

    • Health: 400

    • Armor: 30

    • Magic Resist: 30

    • Ability Haste: 20

    • Build Path: Aegis of the Legion + Kindlegem + Ruby Crystal

    • 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.

    • Mythic Passive: Grants all other Legendary items 100 health



    • Gold Cost: 3200

    • Health: 800

    • Health Regen: 200%

    • Ability Haste: 20

    • Build Path: Kindlegem + Crystalline Bracer + Giant’s Belt

    • 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.

    • Mythic Passive: Grants all other Legendary items 1% bonus health and 6% champion size



    • Gold Cost: 2800 ⇒ 3000

    • Health: 450 ⇒ 400

    • Armor: 25 ⇒ 50

    • Magic Resist: 25 ⇒ 0

    • Ability Haste: 20 (unchanged)

    • Build Path: Bami's Cinder + Null-Magic Mantle + Cloth Armor ⇒ Sheen + Kindlegem + Chain Vest

    • 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.

    • Mythic Passive: Grants all other Legendary items 50 health, 5% Tenacity, and 5% slow resist



    • Gold Cost: 3200

    • Ability Power: 60

    • Health: 300

    • Mana: 400

    • Build Path: Catalyst of Aeons + Blasting Wand + Amplifying Tome

    • 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.

    • Mythic Passive: Grants all other Legendary items 5 Ability Haste



    • Gold Cost: 1100

    • Health: 225

    • Mana: 300

    • Build Path: Ruby Crystal + Sapphire Crystal

    • 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.



    • Gold Cost: 2700 ⇒ 3000

    • Health: 450 ⇒ 500

    • Mana: 0 ⇒ 300

    • Magic Resist: 35 ⇒ 40

    • Ability Haste: 10 (unchanged)

    • Build Path: Kindlegem + Spectre's Cowl ⇒ Catalyst of Aeons + Spectre's Cowl

    • NEW: 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.

    • 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.


    • Gold Cost: 2700 ⇒ 3000

    • Health: 250 ⇒ 400

    • Armor: 90 ⇒ 60

    • Ability Haste: 10 ⇒ 0

    • Build Path: Warden's Mail + Cloth Armor + Ruby Crystal ⇒ Warden's Mail + Giant's Belt

    • NEWActive - Humility: Briefly slow nearby enemies by 55% for 2 seconds (60 second cooldown)

    • NEWPassive - Critical Resistance: Critical strikes deal 20% less damage to you

    • Passive - Rock Solid: Reduce incoming damage from attacks by up to 5 +0.35%, capped at 40% of attack's damage


    • Item Tier: Mythic ⇒ Legendary

    • Gold Cost: 3200 ⇒ 2800

    • Health: 450 ⇒ 400

    • Armor: 35 ⇒ 50

    • Magic Resistance: 35 ⇒ 0

    • Ability Haste: 20 ⇒ 0

    • Build Path: Bami’s Cinder + Aegis of the Legion ⇒ Bami's Cinder + Chain Vest

    • REMOVED: Unique Passive - Flametouch: Flametouch has been removed

    • Passive - Immolate: Immolate damage is no longer increased by 150% against monsters


    • Item Tier: Mythic ⇒ Legendary

    • Gold Cost: 3200 ⇒ 2800

    • Health: 450 ⇒ 500

    • Magic Resist: 25 ⇒ 50

    • Armor: 25 ⇒ 0

    • Ability Haste: 20 ⇒ 10

    • Build Path: Bami’s Cinder + Cloth Armor + Null Magic Mantle ⇒ Kindlegem + Negatron Cloak + Ruby Crystal

    • REMOVED: Passive - Refuel: Refuel passive has been removed


    • Gold Cost: 1400 ⇒ 1200


    • Attack Damage: 70 ⇒ 65

    • 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

    • NEW: Unique 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



    • Gold Cost: 3400

    • Attack Damage: 65

    • Health: 300

    • Ability Haste: 20

    • 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

    • Unique Passive - Exigency: Gain up to [15% melee | 10% ranged] move speed, based on your % missing health (maxed out while below 33% health)

    • Build Path: B.F. Sword + Kindlegem + Caulfield’s Warhammer


    • Ability Haste: 30 ⇒ 20

    • NEW: Unique 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.

    • NEW: Unique Passive - Impermanence: Your abilities deal up to 20% increased damage based on critical strike chance


Cho'Gath: Buffed


Riot is buffing up Cho'Gath's Feast execute damage in order to keep it competitive with Smite. 


    • Damage to Non-Champions: 1000 (+50% AP)(+10% Bonus HP) ⇒ 1200(+50% AP)(+10% Bonus HP)

Lillia: Buffed


Lillia is being changed from a ranged champion to a melee one since it's more intuitive with how her basic attacks work. 


    • Attacks: Ranged ⇒ Melee

    • Base Health: 625 ⇒ 605

    • Health Growth: 104 ⇒ 105


    • 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)

Nunu & Willump: Buffed


Similar as Cho'Gath buff, damage of his Q is increased to keep up with Smite


    • True Damage to Non-Champions: 340/500/660/820/980 ⇒ 400/600/800/1000/1200

Rakan: Buffed



    • Attacks: Ranged ⇒ Melee



    • Smite Damage: 450 (Base)/900 (Challenging/Chilling Smite) ⇒ 600/900/1200 (0/20/40 companion stacks)

    • UPDATED; New Smites New Names: Smite/Challenging Smite/Chilling Smite ⇒ Smite/Unleashed Smite/Primal Smite



    • Gold Given per Plate: 160 ⇒ 175

    • Armor and MR per Turret Plate: 35 ⇒ 40



    • Akali: +20% Tenacity, +20% Energy Regeneration

    • Ekko: +20% Tenacity

    • Elise: +20% Tenacity

    • Evelynn: +20% Tenacity

    • Fizz: +20% Tenacity

    • Kassadin: +20% Tenacity

    • Katarina: +20% Tenacity

    • Kayn: +20% Tenacity

    • Kennen: +20% Energy Regeneration

    • Kha’Zix: +20% Tenacity

    • Le’Blanc: +20% Tenacity

    • Lee Sin: +20% Energy Regeneration

    • Pyke: +20% Tenacity

    • Qiyana: +20% Tenacity

    • Rek’Sai: +20% Tenacity

    • Rengar: +20% Tenacity

    • Talon: +20% Tenacity

    • Zed: +20% Tenacity, +20% Energy Regeneration


    • Ashe: -20 Ability Haste


With these improvements, we are expecting an increase in disruptive chat detections of over 20x. Riot will be carefully monitoring these new systems to ensure their accuracy. With the new systems, Riot can more effectively identify the nuance between more egregious chat, and less-severe, but still inappropriate, chat. 

    • Penalty ladders will be upgraded accordingly to match the new severity tiers we can detect

    • Players who are chat restricted will no longer be able to send any messages to other players in game (DMs will still be available)

    • When adding party members using the ‘+’ button, recently honored and matched players are included



From now on, your team is allowed to call for unanimous early surrender much earlier in the game then it was before.

    • No More Dead Zone: Teams have the option to call a unanimous early surrender vote if an AFK player is detected on their team between 10:00 and 15:00 ⇒ 3:30 and 15:00


This change will lower the number of dodges because you won't be able to see the summoner name of the players in your team in champion select, with the exception of your duo partner's name. 

    • 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.


    • 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 can be unlocked individually or as the pass for all current and future champions. The new series includes three new unique Eternals for each champion. Milestone requirements for all Series have also been adjusted so that you can reach "Personal Best" scores faster.



    • Prestige Star Guardian Neeko

    • Prestige Conqueror Jax

    • Mythic Chroma Galaxy Slayer Zed


    • Prestige Bewitching Miss Fortune

    • Prestige Coven LeBlanc

    • Mythic Chroma High Noon Senna


    • Fixed a bug where Live Chat Moderation mute prevented players from DMing their friends in the League Client

    • Fixed a bug where rebuying Night Harvester after selling it would cause its effect to become non-functional

    • 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.

    • Fixed a bug where Syndra’s E would appear as its own unit in the enemies death recap

    • Fixed a few inconsistencies in Dr. Mundo’s tooltips

    • Fixed a bug where Blitzcrank’s tooltips did not display the Passive Shield’s mana and level scaling

    • Fixed a bug that caused Kalista’s W passive indicator to be barely visible depending on the camera’s position

    • Fixed a bug that would sometime cause the last tick of Zac’s R to sometimes do no damage

    • Fixed a bug that was causing Sylas to steal K’Sante’s R - recast if he was in All Out form

    • Fixed a bug where K’Sante could sell and rebuy his items to greatly reduce his gray HP threshold while in All Out form

    • Fixed a bug where some champion’s VFX would persist for a period of time after being release from Tahm Kench’s R

    • Fixed a bug for Kalista where killing a unit while casting Rend would cause Rend’s cooldown to reset

    • Fixed a bug that would cause Kindred’s marking passive to be audible through the fog of war

    • Fixed a bug where Syndra’s E could move unstoppable units

    • Fixed a bug that would sometimes cause the client to freeze if clicking on specific items in the Collections tab

    • Fixed a bug where K’Sante’s R would not remove Dr. Mundo’s passive spellshield

    • Fixed a bug where K’Sante’s R bonus AD would not account for temporary armor and magic resist bonuses from items and runes

    • Fixed a bug where Pantheon would be locked out of casting spells for a few frames after his R ended

    • Fixed a bug where K’Sante’s E would not cancel his recall if he was currently channeling his back

    • Fixed a bug where Kalista’s spear would be temporarily displaced on top of her when she uses her Q

    • Fixed a bug where K’Sante could redirect/extend his W knockback distance/direction with Flash

    • Fixed a bug where Rapid Fire Canon could extend Rengar’s leap range during his ultimate

    • Fixed a bug where Master Yi’s Q would sometimes cause jungle monsters to attack him but deal no damage

    • Fixed a bug that caused Rell’s R to deal one less pulse of damage

    • Fixed a bug that caused Ahri’s Orb to stay with Viego after he ended possession of her

    • Fixed a bug that caused K’Sante E to not proc Spellblade effects

    • Fixed a bug where smaller sized champions could slip between the gaps in Maokai’s R

    • Fixed a bug that cause Viego to repeatedly play Spirit Guard Udyr’s Q SFX after ending his possession of Udyr

    • Fixed a bug where enabling Auto Attack would sometimes cancel channeled abilities

That's pretty much it. A lot of new informations and changes. Nothing out of the ordinary for the preseason patch. We will now be watching to see how players will react to the updates and modifications. One thing is certain: in order to improve, you must remain updated on all game-related news. The preseason is the ideal time to identify your flaws and areas for improvement. There is just enough time before the new season begins to use it as a learning period. Try to become familiar with all the changes and upgrades and determine where you can improve. GameBoost is the way to go if you need any help. If anyone can help you, it's our boosters and coaches since they are always one step ahead of everyone else. For every role and champion you want to learn, you can order coaching. In addition to coaching, right now is the ideal time to raise your MMR (Matchmaking Rating) in preparation for the placement games for the upcoming season. You can order a solo boost from us, and our boosters will help you get out of the elo hell. GameBoost can supply all of your needs. The best service is only a few clicks away.

Thank you for taking the time to read this, and best of luck on the Rift! There are some cool upcoming skins as well and you can check them out down below.


Space Groove Taric


Space Groove Nami


Space Groove Teemo


Space Groove Lissandra


Space Groove Ornn


Space Groove Twisted Fate


Space Groove Gragas


Prestige Space Groove Nami