Riot Tagged Articles RSS Feed | Riot RSS Feed on en Launch Media Network The Best League of Legends Cosplay Gatherings of 2017 Thu, 30 Nov 2017 13:14:48 -0500 CaralineNelson

Gaming cosplay communities have grown tremendously over the past few years, and this especially holds true for League of Legends. Jessica “Mhija” Negrón stated, “Cosplayers bring an incredible amount of hard work and heart to the League community,” and nowhere was this more apparent than in the League of Legends conventions and expos of 2017.

MCM London

Taking place in May of this year, MCM London was probably the first convention for many European League players. Video designer Sneaky Zebra was actually asked by Riot to attend and make a cosplay music video for them. While there was no shortage of Star Guardians or of the newest bot lane couple, Rakan and Xayah, there were also some rarer sightings of a life-sized Tibbers, Kindred, Nasus, and a Morgana with massive wings.

Anime Expo

The Anime Expo in downtown Los Angeles kicked off on July 1st of this year. Best-known for holding the United States’ World Cosplay Summit Preliminaries, it’s no wonder that some amazing artists showed up to represent the League of Legends community.

Syndra appeared with a fearsome glowing headpiece. The Emperor of the Sands, Azir, was seen with some magnificent armor, and Poppy showed up wielding a hammer larger than herself. Thresh looked ready to hook his opponents, and Re-gifted Amumu could be found in tears as Moo Cow Alister rang his cowbell. There were even a few Poros to be spotted!


Gamescom ran from August 22nd to 26th with a record attendance of 335,000 gamers from 54 countries. With a bomb loving Ziggs, as well as an Arcade Miss Fortune and Riven, there was certainly no shortage of champion representation. Thiel Photography worked to capture some of the most talented League of Legends cosplayers in this video.

PAX West

PAX West took place in September, and it starred Neo PAX Sivir. The cosplay was created by Kadee Danger in collaboration with Stoopid Buddy Studios, and featured her weapon which many described as a giant glowing fidget spinner. Those in attendance also got a code in their bags for the in-game skin. Other notable designs included a stunning Shaco and a remarkable Wukong.


With 2017 coming to a close, that's probably it for League of Legends cosplay this year. If you're interested in some of our other League of Legends content, you can find it here!

League of Legends Reveals Two New Champions to be Released Together Sat, 08 Apr 2017 14:26:34 -0400 Joey Marrazzo

For the first time in several years, League of Legends is getting two brand new champions at the same time -- Rakan the Charmer and Xayah the Rebel. They are both lovers from the new region of Vastaya.

This release is odd compared to others, since both of these champions can be paired together in games to make 2/5 of a solid team. Rakan the Charmer is a support champion, while Xayah the Rebel is an ADC. Together, they can make a pretty powerful damage/support combo. 

Let's take a closer look at both these champions and what they bring to the Rift.

Xayah, the Rebel

Xayah is built to deal a lot of damage pretty quickly. She doesn't have an ammo system like other champions, and also drops feathers that will net extra damage on enemies to compound her punishing kit. Her abilities are as follows:

  • Clean Cuts: Mini-Twitch ult that will auto pierce all targets; leaves 1 feather
  • Double Daggers: Throws two knives that deals double damage; drops 2 feathers
  • Deadly Plumage: Speed boost when striking an enemy.
  • Bladecaller: Those dropped feathers deal damage to enemies that pass through them.
  • Featherstorm: Flies into the air, rains down daggers and leaves feathers behind

Rakan, the Charmer

Rakan is made to help Xayah as she flies around the rift. His kit is pretty standard for a support, with shields and heals he can provide to his allies. There's also a few damage abilities for those rare occasions when he needs to go on the offensive. 

  • Fey Feathers: Shield that scales with ability power
  • Gleaming Quill: Skillshot that hits a target will heal him and nearby enemies.
  • Grand Entrance: Dash through enemies, and deals damage
  • Battle Dance: Dash an ally, shielding them during the process.
  • Quickness: Movement speed boost and damages enemies after they are charmed by Rakan.


There is no word yet on when these new champions will be available, so be on the lookout here to see when you will be able to play as Rakan and Xayah.

What do you think about the new heroes? Will you try them out or are you going to stick with your main? Let us know in the comments!

How to Play Camille Mon, 12 Dec 2016 03:00:01 -0500 Heracles_2003

So you want to play Camille in League of Legends?

Camille is the latest champion designed by Riot games, hesitantly said to be available to play Wednesday the 14th of December. Camille has been advertised by Riot as an ultra precise Fighter. To check her out I went on the The Public Beta Environment (PBE) to play some games and get a feel for her.

Riot didn't disappoint with their champion design. Her kit flows nicely together and feels great when you play her. Her mechanics are easy to pick up and they give you that feel-good factor when you pull off her combos. Furthermore, she can be played both in the Top lane and the Jungle due to her kit and play style fitting both roles.

Her Kit, however, feels too strong. She has so many different utilities that, while it's easy enough to play, it seems almost impossible to beat her. Let me explain.

Camille has:

  • 2 Shields (when using the Courage of the Colossus mastery)
  • A Move Speed steroid
  • A True damage proc
  • A 90% Slow
  • A % of Max HP heal (which is AoE)
  • An Escape
  • An Engage
  • An AoE Stun
  • Talon's unique 'Parkour' ability
  • An Attack Speed steroid
  • A fizz troll pole (Fizz E) mechanic (where you are untargetable)
  • An AoE Displacement
  • An Auto attack steroid

You tell me if that sounds ridiculous... or awesome. Due to this absolutely stacked Kit, she is incredibly fun to play, especially when you get a little more comfortable with her. But the big question on everyone's mind is: Is she balanced?

Check out this video to find out.

If you need more help with Camille, or tips on how to keep her from beating you in lane, check out our quick video guide to beating Camille in League of Legends

Riot shines a light on the upcoming Assassin class changes Mon, 27 Jun 2016 05:33:07 -0400 Kevin Malkiewicz

Riot posted on its forums recently about upcoming plans to adjust the Assassin class in League of Legends. The developer has learned from past class adjustments and is planning to put quality of change over quantity of change -- even though it seems like a daunting task to correctly address some of the major concerns with the champions grouped in the Assassin class.

Some of the issues addressed in the post are Assassin damage, their survivability, and their usefulness to the team as a whole. Riot poster, Statikk, reassures players that they want the gameplay of Assassins to be healthy -- giving both sides, attacker and victim, chances to outplay one another. These small windows will allow for player skill to shine, as opposed to people feeling helpless when going up against one another.

There was not a time table given for release of this update; however, Riot did provide a loose list of champions they'd would like to address with this class adjustment. Those champions are as follow:

  • Akali
  • Ekko
  • Evelyn
  • Fizz
  • Kassadin
  • Katarina
  • Kha’Zix
  • LeBlanc
  • Rengar
  • Shaco
  • Talon
  • Zed

This list was reiterated to not be a definitive list, but to be used as a guideline for potential updates.

Which champions would you like to see tweaked or overhauled with this class adjustment pass?

Solo queue may not be coming to League of Legends after all Wed, 23 Mar 2016 04:24:51 -0400 SnoopRyan

Riot Socrates has hinted that solo queue will not be returning to League of Legends. When season six began earlier this year, a new dynamic queue was introduced, while the long-standing solo queue was removed. The idea was that dynamic queue would encompass all that solo queue was and more by allowing players to queue up with as many as five people at once, instead of the previously allowed two.

Unfortunately, dynamic queue has had a fair number of issues -- ranging from elongated queue times, especially in higher ELOs, and unfair matchmaking. For example, solo players have often been the ones getting put into unfair situations where they are forced to play against coordinated groups of people because of the algorithm behind dynamic queue. 

Here is an excerpt from the official website announcement that suggests solo queue will not be returning:

"That said, as we continue our work, we're concerned about the impact solo queue will have on matchmaking as a whole, and we’re assessing how to best proceed. Once we've fixed match times and position selection, we’ll have a better update on other queues."

Afterwards, he goes on to say that:

"We'll be honest: there's definitely a world in which solo queue doesn't return, but we'd rather keep it on the table as we work through these issues before making a final decision."

Bad news for all you lone wolves out there. Personally, I hope Riot can find a way to make both solo queue and dynamic queue work, because it is not fair to hang people who prefer to play alone out to dry when playing solo currently leaves you with an inherent disadvantage.

The best ADCs in League of Legends Thu, 03 Mar 2016 04:52:55 -0500 Kevin Cobban



The Mouth of the Abyss

It may be surprising to see Kog'Maw in this list, considering he plays much differently than the ADCs mentioned thus far. But Kog'Maw is considered one of the most OP champions in Solo Q right now. So let's discuss why.

After the changes in patch 5.22, Kog'Maw truly embraced his hyper carry role

Kog'Maw has always been a champion known for his weak early game and strong late game. This still hasn't changed, but Kog'Maw scales much harder now and reaches his power spikes sooner. With a 5.0 attack speed cap and percentage-health mixed damage, Kog'Maw more accurately resembles a mobile nexus turret rather than a champion once he reaches late game. I mean just look at the damage below.



What makes Kog'Maw even more menacing is his synergy with Guinsoo's Rageblade and Runaan's Hurricane. These two items provide Kog'Maw with high attack speed, the ability to hit multiple champions with auto attacks, and stronger burst damage. These two items are all you need and everything else is just situational. Blade of the Ruined King, Phantom Dancer, and Sterak's Gage are all popular choices. Just don't forget to position yourself safely or else you wont last long in team fights




That wraps up this list of the best ADCs in League of Legends right now. Leave a comment below to let me know how you've performed with these characters and what strategies you recommend.



The Purifier

Similar to Ezreal, Lucian makes the list because of his excellent mobility and ability to kite. But what makes Lucian even more threatening is his ability to deal massive damage throughout all stages of the game. He has good burst with Piercing Light and Arden Blaze, as well as sustained damage with Lightslinger and The Culling. Lucian doesn't seem to have any real weaknesses at this point.

Although Lucian received a few small buffs, the changes to Essence Reaver and Rapid-Fire Canon are what made him strong.

The old Essence Reaver used to give mana back on hit, but now that it provides CDR based off crit percentage -- so it's the perfect item for Lucian. With Essence Reaver and Rapid-Fire Canon alone, you get 30% CDR. Throw in some CDR boosts, and you will reach max the 40% limit. 



As mentioned earlier, the three core items for Lucian are Essence Reaver, Rapid-Fire Canon, and Boots of Lucidity. Build them in that order and you will be incredibly strong. After those items are finished, go for Infinity Edge or Quick Silver Sash into Mercurial Scimitar. The last two items are situational, but Last Whisper and Guardians Angel are always solid choices.



The Outlaw

After getting changed in patch 5.22, Graves has been a highly-contested pick in Solo Q and competitive play because of his versatility. Graves is a great duelist with Skirmishers Smite and two nuking abilities. He can kite melee champions easily, and Smoke Bomb is a great tool to confuse opponents. Combine those qualities with high durability, and it is easy to see why Graves is so strong. In fact, Graves is still banned consistently in Diamond Solo Q.

Unlike most ADCs, Graves is best played in the Jungle

Being able to jungle is one explanation why Graves is such a strong pick. All of his attacks are area-of-effect (AOE), so he can clear camps quickly. Plus his auto attacks knock back all targets, letting you kite jungle camps without taking too much damage. The video below is a great resource for learning jungle routes and how to jungle as Graves.


All you need on Graves is an AD and one or two defensive items. Your typical jungle Graves should look like the following:
  • Skirmishers Smite (Warrior Enchantment)
  • \n
  • Ghostblade or Hexdrinker
  • \n
  • Boots of Swiftness
  • \n
  • Sterak's Gage
  • \n
  • Maw of Malmortius 
  • \n
  • Guardian's Angel or Phantom Dancer
  • \n

Although Graves is technically an ADC, he feels like a bruiser at times. So don't be afraid to build tank items like Dead Man's Plate if you need the extra defense.



The Prodigal Explorer

Although Ezreal was one of the few ADCs that remained the same during the Marksman update, he has risen in popularity over the last few patches. Being able to farm safely with Mystic Shot, and having a built-in escape makes Ezreal a safe pick for most team compositions. Also, synergies with Iceborn Gauntlet and other cooldown-reduction (CDR) items makes Ezreal impossible to catch, unless the enemy has several stuns or a fed mid-laner.



As the video demonstrates, Ezreal can quickly switch between offensive and defensive play styles. Due to CDR items and the built-in CDR from Mystic Shot's passive, you can quickly jump in for a kill, then jump out in just a few seconds. 

While there are several ways to build Ezreal, the strongest is Iceborn Gauntlet/Muramana, otherwise known as the "Blue Build."

Start off with a Doran's Blade. Pick up a Tear of Goddess on your first trip back, because you want to start stacking charges as soon as possible for Muramana. After the Tear, work towards Iceborn Gauntlet and CDR boots. These two items gives Ezreal a huge power spike and will let you trade with other ADCs. 


After your core items are completed, finish Manamune and assess the enemy team. If they have several tanks, then work towards a Blade of the Ruined King or Last Whisper. Alternatively, get a Quick Silver Sash to deal with hard stuns (or Zed).


Prior to Season 6, attack-damage carries (ADCs) were in a rough spot. The meta was full of assassins and bruisers that would use one round of spells and instantly kill most ADCs. Many players felt helpless against powerful solo lanes, and the only counter was stellar positioning behind a solid front line. 


However, Riot recognized the problems ADCs were facing and introduced a number of changes for Season 6. New items were implemented that gave ADCs longer range on auto attacks, more movement speed, and damage reduction when dueling. Riot also balanced ADCs by updating old skills or giving flat damage boosts. Now ADCs are one of the most influential roles in the game, and they once again fulfill their carry title. 


When this many changes are brought into the game, it's no surprise that some champions benefit more than others. In the current meta, caster ADCs with high mobility are dominating the role. In this guide, I will explain who the best ADCs are in LoL, including tips on item builds and play style.

Riot brings new rewards to League of Legends with Hextech crafting and loot Fri, 15 Jan 2016 04:49:30 -0500 Jessa Rittenhouse

If you were looking for a new reason to play more League of Legends, Riot has you covered. This week, they announced a new reward system that gives players a chance to win skins, champions, and more. And it's coming soon to the PBE.

Champion Master Rewards

What are they?

According to Riot's promotional page for the new system:

"The loot system is a new way to craft, earn, or purchase content like champions, skins, ward skins and summoner icons."

The more you play, the more chances you have to earn these shiny new rewards - and if you play on a budget that doesn't include much extra spending cash for sweet new skins or the latest badass champion, this could be the way to go.

So how does it work?

Mastery chests are earned when you perform well using a variety of champions, or when your pre-made team earns any S rank. You can earn one chest per champion you play per season, and up to four chests in a month.

Feeling crafty? League of Legends will soon have a table for that.

How do you unlock chests?

You have a random shot at getting a key when you win a match-made game, and odds are better of finding more keys when you play with friends rather than on your own.

If you don't want to take the time to earn the chests and the keys, you can buy both of them in the store, with a guarantee that the worth of the items in the chest outweigh what you spend on it - but it's still more cost-effective to buy what you want directly from the store.

Hextech Crafting

The chests will give you a variety of rewards -- including loot, loot shards, or essences. While a chest can have more than one type of reward within it, you'll never just get essence.

If crafting's your thing, you can use the loot shards to unlock permanent content, like champions. If you aren't really into that, you can trade a single shard for use of a champion (or potentially skins, chromapacks, etc.) for a week. But remember - using your shards means you'll need more if you want to do the crafting to permanently unlock these features.

Hextech crafting and loot are coming soon - what do you hope to build?

What about essences?

There are two types of essences you can acquire - champion essences, which upgrade champion shards into permanent loot, and cosmetic shards, which turn all other types of shards into loot, such as champion or ward skins.

The Crafting Table

When you've collected all your shiny rewards from your chests and want to cobble them together to make something great, you go to the crafting table. This is where you're able to redeem shards for limited or permanent use. You can also reroll three similar pieces of loot into a permanent prize of the same type. For instance, three champion shards can be rerolled to give you a permanent champion that's not already in your collection.

You can also disenchant loot - break it down into shards to try for something else. Want to upgrade your loot? You can do that, too, with a handy application of the right essence.

Is Riot pulling out the stops with this new reward system, or is this just another gimmick? Are you excited for Champion Master Rewards, or is there something you think Riot's leaving out? Sound off in the comments.

Face of new League of Legends champion Jhin revealed Fri, 08 Jan 2016 05:23:46 -0500 Jessa Rittenhouse

It all begins with a shot in the dark, bright blue luminescence gleaming suddenly from the fallen Zed's mask, and branches strewn with flowers erupting from him.

Video by LoLeaks

Next to fall is Sona, a bullet to her throat. As she lies dying, the wound glows white, and her breath issues from her parted lips as smoke, the voiceless champion's power seemingly being drawn from her.

Video by TeddyBear87

Then mighty Garen is struck through the heart with a lance of ice that pierces his glorious armor; the Might of Demacia is no more.

Video by

Last to fall is Vi, her back torn by fire, the shot that brings her death freeing the Piltover Enforcer from her indomitable hextech gloves.

Video by LoLeaks

Who is this deadeye assassin, shooting from the shadows, laying low those powerful warriors that so often dealt death themselves on the battlefield of Summoner's Rift?

For the first time, this new champion, tentatively known as Jhin, has stepped into the light, that we might see his finely carved mask. In a video entitled "Mind of the Virtuoso," Riot has teased League of Legends' latest upcoming champion after an artistic review of the deaths of each of his victims - beginning with Vi, the most recent, and ending with Zed, his first kill.

Video by League of Legends YouTube channel

So, what do we know about Jhin? 

Thus far, most of what we know is speculation. He's clearly intended to be some kind of assassin, but according to Riot-favored streamer Redmercy, his passive ability is going to be something previously unseen in League of Legends. He also has some interesting thoughts about the elemental nature of the champion assassinations.

According to the sub-Reddit for speculating on the new League of Legends champ, while the name is by no means official (and Riot has been known to mislead players before when it comes to hints dropped for upcoming champions), the name Jhin is confirmed by strings in a promo video file.

Riot loves to tease, and hints are dropped in the strangest of places.

The Reddit also suggests that the champion could be Ionian; this is likely based on the stylistic carvings in his mask, which seem similar to the designs in some clothing and weapons shown in previously released artwork depicting Ionia and its people.

There's still some time before this champion is released, and much more that can be speculated upon. Is the mask all we'll see of him, or will a face be revealed? Where does he come from, and what are his ties to the four he shot down? As usual, Riot isn't giving anything away - we'll have to wait and see.

Are you watching for this new champion? Excited to see what more may be teased? What do you think this mysterious new passive ability might be? Sound off in the comments.

Riot's Poppy rework: Is this really even Poppy anymore? Tue, 24 Nov 2015 19:22:20 -0500 John Adamczyk

League of Legends is always looking to rework their champions -- not only graphically, but mechanically. Sion, to provide an example, underwent drastic changes last year. Riot does this from time to time, often receiving praise from the community for giving underplayed champions a much-needed tune-up.

Recently, Riot posted the details regarding their rework of Poppy, a hero who has received little love over the years.

Obviously, Poppy wasn't the most played champion. She wasn't very strong, and she wasn't very interesting, but have the new changes really done much to make her a more compelling character?

Let's take a look.

First off, we can see that Poppy's visuals have been totally reworked.

Gone is the stern, sour-faced yordle that has been a part of League's cast since the start. However, the improvements to her appearance are clearly on-par with the graphics upgrade that Riot has been pushing for some time now. While her original appearance was more iconic, she definitely needed a bit of a pixel-lift, so it's understandable why Riot would want to change her up.

Her mechanics, however, highlight the glaring issue with Riot's "reworks" of their characters: when they take their old champions and alter them mechanically, what we get are characters that may as well be new champions. Meanwhile, the original design is scrapped and left to rot.

Let's take a look at the changes.


New: Iron Ambassador

Every several seconds, Poppy throws her buckler as her basic attack, gaining range and bonus magic damage. Once thrown, Poppy can pick up her buckler to gain a shield. But if an enemy walks over her buckler, they’ll temporarily destroy it. If Iron Ambassador kills the target, the buckler returns to Poppy instead of falling to the ground.

Old: Valiant Fighter

All physical and Magic Damage dealt to Poppy that exceeds 10% of her current Health is reduced by 50%. This does not reduce damage from structures.

Evaluation: Riot loves to implement character minigames nowadays, and the new mechanic is clearly the more interesting of the two. Of all the changes Riot made to Poppy, this one is the most sound. While Poppy's old passive had the ability to make her exceptionally tanky against enemies capable of bursting people down, it was largely unnoticed most of the time, and with her poor mobility, she would usually get blown away regardless.

Q Abilities

New: Hammer Shock

Poppy smashes the ground, dealing damage and slowing enemies in a small area. After a moment, the crushed ground erupts, dealing the same amount of damage again.

Old: Devastating Blow

Poppy crushes her opponent, dealing attack damage plus a flat amount and 8% of her target's max Health as bonus damage. The bonus damage cannot exceed a threshold based on rank.

Evaluation: Neither ability is particularly exciting. One of the core issues with Poppy, however, was the fact that she had a hard time getting into range of her foes. The new ability solves that; however, this trades out one of the more iconic aspects of the champion: if she gets close to you, it's going to hurt. Without this ability, Poppy no longer has a bursty effect that allows her to go on the offensive, meaning Riot has stripped her of real incentive to get in and start beating on people.

W Abilities

New: Steadfast Presence

Passive: Poppy gains bonus Armor and Magic Resist. This bonus is doubled if Poppy is below 40% health.

Active: Poppy gains Movement Speed. While Steadfast Presence is active, she creates a magic barrier around her, stopping enemy dashes and dealing magic damage to enemies.

Old: Paragon of Demacia

Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's Armor and damage are increased for 5 seconds. This effect can stack 10 times.

Active: Poppy gains max stacks of Paragon of Demacia and her Movement Speed is increased for 5 seconds.

Evaluation: This ability is still similar, but the rework has provided players the added bonus of being able to wall off dashes and dealing some area of effect damage. This, combined with the alterations to Poppy's Q, make her appear to be a more proactive champion, an initiator that needs to ride off the coattails of her allies in order to truly be efficient, rather than a terrifying juggernaut that can go in solo to destroy a specific champion.

E Abilities

New: Heroic Charge

Poppy tackles an enemy, dealing physical damage and carrying them forward. Poppy deals additional physical damage and stuns the enemy if they collide with terrain.

Old: Heroic Charge

Poppy charges at an enemy and carries them further. The initial impact deals a small amount of damage. And if they collide with terrain, her target will take a high amount of damage and be stunned.

Evaluation: Thankfully the same. At the very least, players will still avoid getting into corners with Poppy.

Ultimate Abilities

New: Keeper's Verdict

Poppy charges up her hammer for a mighty blow, slowing herself as she winds up. With the second cast, Poppy unleashes a massive hammer smash, creating a fissure that deals damage and knocks back all enemy champions in a tiny area an enormous distance towards their base. The fissure length and knockback increase with channel duration.

Old: Diplomatic Immunity

Poppy focuses intently on a single enemy champion, dealing increased damage to them. Poppy is immune to any damage and abilities from enemies other than her target.

Evaluation: Probably the biggest issue behind this update is the removal of Diplomatic Immunity. Without this ability, Poppy simply doesn't have anything going for her as a unique champion. The core abilities Riot has presented us here are solid, but it's a very bland kit. 

Poppy's ultimate was one-of-a-kind, but it is now going to be replaced by the one thing that you can get in League in spades: an area of effect knockback.

Not only is this significantly less intimidating than Poppy suddenly going ape on one champion under turrets or entire groups of enemy champions, but it totally reworks the idea of Poppy mechanically. And yes, I know Riot clearly uses the term "rework" when they change their characters, but that should not mean reconceptualizing a champion that has been around for years. Even if the champion's playerbase was small or practically nonexistent, the character has suddenly become something different than what it was.

In Short:

Riot's redesign clearly does some things right, like giving Poppy much-needed mobility and some slightly more interesting mechanics to play around with. However, she is losing some of her distinct, mechanical Poppy-ness -- it seems like some of her abilities should have just been tacked on to a completely different hero.

What do you think: do Riot's redesigns take away the distinct feeling of the characters they once were, or do they improve upon them?

Everyone is missing the point of League of Legends Fri, 23 Oct 2015 04:57:44 -0400 Senior Saxon

I love League of Legends. I love the way the map is set up; I love the champions; I love the items; I love everything about the game itself. But what I do not love is the community.

The League of Legends community is often referred to if someone needs an example of how unreasonable and angry gamers can be. Now, I wouldn't necessarily say that everyone who plays the game is unreasonable and angry. I'm sure every single person who plays the game is a kind-hearted and amazing person when they step away from the screen. But there is something to be said about the community as an entity. The community is god awful - at least as far as the public sees.

Anyone who talks about the League of Legends community has that one story where someone came into a game and just decided that they wanted to ruin everyone's fun one way or another. Anyone who plays League knows at least one person who rages so hard that they threaten other players' lives and families. And that nasty behavior is all that gets attention with the community. All anyone complains about is how toxic the community is, how hateful players like to spoil it for everyone.

It's hard to play a team game when some people aren't interested in being part of a team.

Over the years, Riot has tried to encourage cooperation in League of Legends. They gave every team member an equal amount of responsibility, making each member worth about 20%, no matter how hard they play. While the intent was good, there are huge drawbacks to this. The game has become so team-dependent that it's almost impossible to carry a game without a member. So if someone isn't cooperating, it's extremely hard for that team to win the game. If a teammate leaves, the game is almost unwinnable.

When someone on a team leaves the game and never comes back, the team is only left with 80% to work with. If the other team is working at 100% capacity, and your team is only working at 80%, it's clear who's going to win. I'm not saying it's impossible to win if a teammate leaves, but it's definitely a lot harder. 

This is what causes anger and overall toxicity in the League of Legends' community. Everyone has experienced this at some point or another, and it causes an exponential chain reaction that never ends. If someone does leave a team, there are four individual people who are affected. Three of those people will probably brush it off and play another game, but that fourth person will sometimes take it more seriously. Perhaps they'll immediately leave in their next game or start lashing out in chat - because if they can't have fun, no one can have fun. This effect is what I like to call the Last Game Effect, where players complain about what happened last game, then repeat it in the current game to ruin the experience for the other four players they are playing with. (Or even ruin it just by being sour.)

In Riot's Defense

Riot is really, really trying. It has a system that punishes these "leavers" via the Leaver Buster, which basically makes players who have left a game wait a certain amount of time in queue before they can play another. The more that person leaves, the longer and longer they have to wait, until eventually they get banned.

While this does slow down one aspect of the Last Game Effect and bad behavior, there are other things that need to be taken into consideration. What if someone intentionally feeds or AKFs, or assists the enemy team? Riot has that covered, too, with their report system. This is a player-submitted review system that lets Riot manage all the people who are ruining other player's experience in their game.

Counter Arguments

The report system isn't perfect. There are a lot of players who complain that it doesn't work, and the community's current state supports this argument. There are people who sometimes get banned for no good reason, because the report system is mostly automated. Mean-spirited players and their friends can just report a random person four times and that person gets banned.

There is no replay system currently in place, so people cannot really see what goes on in game chat, and sometimes the wrong person gets banned. The person who is feeding or AFKing may not ever say anything hurtful, but the one person who is calling them out for ruining the experience for everyone else, might say just one aggressive thing to trolling player and end up suspended for two weeks.

I have to be honest, that is just lazy. I know that Riot cannot watch every single game that is played in League of Legends, but there has to be a better system so this can finally be dealt with. Ill-mannered players are breaking the game, and serious players are getting punished for playing the game correctly and trying to control the trolls.

Possible Solutions

There should be a replay system so that Riot, and other people, can see what is really going on in games and ban the right people. If someone was assisting the enemy team, Riot would see that. If someone was intentionally feeding, Riot would see that. If someone AFKed but is still typing in chat because they just do not wanna play anymore, Riot would see that, too.

There should also be a system where if someone leaves, a bot is put in that player's place, with a skill level based on the player's MMR and the player's wasted experience. IP and LP should be divided and rewarded evenly to the other teammates that had to deal with the leaver.

The Point of League of Legends

The point of League of Legends is to play the game as a team and develop team skills. I am sure that is what Riot had in mind when they developed this game. The game is meant to be fun, whether the outcome is a win or a loss. The game should not be a luck-of-the-draw on whether or not your teammates are going to leave, feed intentionally, etc. That's not why this game was developed. But it's not entirely Riot's fault.

We can do better

At the end of the day, it is up to the players how they choose to handle themselves in-game. We look at Riot for guidance, but they can only do so much by punishing certain kinds of people. It's like the players are law-abiding citizens, the leavers and toxic people are the killers, and Riot is the police. Once the killers are sent to jail, they do their time, and when they get out it is up to them on whether or not they want to kill again. It is not up to the police to choose whether they are going to kill again, they can only protect the law-abiding citizens.

But with this report system and the fact that League of Legends is a free-to-play game so the leavers and toxic people can just make new accounts, there is no real punishment for fun-killers.

League of Legends' team experience is makes the game so amazing, enjoyable, and fun. But once a team is broken and there are four people who have no hope after losing a teammate, they need to know that the person who left will suffer the consequences and that the good players will be compensated for having to deal with it. There needs to be some effort on both ends.

The community is a joint-connection between Riot and the playerbase. Right now, Riot is trying. But the community isn't. And we cannot win if we don't try.

League of Legends is buffing Teemo...AGAIN?! Wed, 14 Oct 2015 03:22:01 -0400 Senior Saxon

In every game, there is always that annoying character who is insanely overpowered and no one likes going against. In Super Smash Brothers, that character is Meta-Knight. But in League of Legends, that character is Teemo.

Teemo is known as "Satan" within the League of Legends community (myself included). Right after release in 2009, Teemo dominated the Top Lane, quickly becoming every player's bane, and rightfully so. But when Riot announced earlier this year that they are buffing this little cottonball of hatred, the entire community was in an uproar.

For those who have not experienced the pain that is Teemo, let me fill you in. Teemo is a little fur-ball of joy and happiness (known as a Yordle in the League of Legends lore) who heavily relies on poison and stealth to get his kills.


Teemo's passive ability is known as Camouflage. This causes himto stealth whenever he is not moving for a certain amount of time. When he becomes unstealthed, his attack speed increases for a time.

Teemo's first active abilty is known as Blinding Dart, which allows him to do massive amounts of damage and blind his target, causing them to not miss any basic attacks. This, combined with his poison, generally leads many to frustrating and very unavoidable deaths.

Teemo's final ability is known as Noxious Trap (personally I think they should be named Obnoxious Trap). It allows Teemo to place little mushrooms on the ground that stealth (so they cannot be seen), then massive damage while poisoning the enemy. This ability is the reason why Teemo is so annoying - he can place an unlimited amount of those bad boys. But it's also sometimes his biggest weakness, as he can only place these traps next to him.


Being one of the first champions in League, it is only natural that the viablity of Teemo would diminish over the years and would need a little boost. This is what Riot thought when they annouced that Teemo was getting a tiny rework earlier this year.

This rework allowed Teemo to throw his traps great distances, rather than just placing them on the ground next to him. The traps also now take a little time to arm themselves, rather than being active as soon as they are placed, which is a good way to balance out the whole "throwing traps across a quarter of the map" thing.

Teemo also got a change to his stealth mechanic, lowering his time to be stealthed in bushes and increasing his attack speed when he becomes unstealthed.

But despite this change, Teemo has yet to be played any more than he was before the rework. Riot noticed this and announced that Teemo was getting the following buffs in patch 5.20.

R - Noxious Trap

ARM TIME 1.5 seconds ⇒ 1 second

COOLDOWN 35/31/27 seconds per charge ⇒ 34/28/22 seconds per charge

Riot says that his buff will help Teemo's traps pack that little extra damage that matters in teamfights, as well as solo laning.

This buff for Teemo is not as big as everyone would think, but it is something. It is kind of nice that Riot seems to be wanting to buff a lot of the older champions that have fallen off the radar, like Ryze and Skarner.

Whether these changes to these older champions will change the game for better or for worse, we will have to wait and see. Regardless, I'm excited for what is to come in League of Legends and what Riot decides to do with the game.

You hate League of Legends, but here's why you keep playing Mon, 24 Aug 2015 02:30:01 -0400 Destini Islands

Five erratic pings appear on the map telling me to back, even though they’re contradicting each other in their messages of “On the Way” and “Danger.” My ward has just run out and my top turret only has 100 HP. Our jungler never connected and the other lanes are failing. Every enemy on the map is missing and I know it’s my life they’re after next. There's no escaping the five-man dive, so I stop caring and reach for the keyboard to enter “/ff” to surrender. I realize we’re still only 7 minutes in the game and it’s too early to cast the surrender vote by a whopping 13 minutes. The enemy team and mine are being toxic and foul-mouthed.

I really hate League of Legends.

But I wait the next 12 minutes until the enemy pushes and ends the game. Then, I sigh and enter the lobby for the fifth time. There's nothing I love more than being forced to spend a minimum 20 minutes in a game I do not enjoy with people I do not enjoy. After this game I'll quit playing for some months at a time. It’s a quiet torture but I keep coming back.

Boy do I love multiplayer. Nothing feels more like home than endless competition, ego battles, and an insatiable desire to flame my allies.

Sound familiar? Welcome to the most successful business model for a MOBA I've ever witnessed - League of Legends from Riot Games. It's the game that makes the most knowledgeable people jokingly say "Play Dota instead," even if they never have. It's a game they will vehemently speak of yet continue to support. And strangely, it's a game most people at some point return to because they can't bring themselves to let it go.

From the terrible community to the sometimes outrageous changes, League sits upon an iron throne. I can't get too upset at Riot Games for the toxicity of the fanbase, especially since they've continually tried to improve up on it, but I can try and help others by explaining the reasons they can't quit. No, you're not losing your mind.

Reason 1: The "anti-Bronzie" culture

The perfect League-specifc insult you will ever hear is saying someone is in Bronze, the lowest ranked division you can place in. While it may not be a big deal to be in a lower ranked division, the League community has become a hivemind about it. Some don't even realize that the majority of the fanbase is actually in Bronze.

Ranked divisions are set up in tiers of jewel importance - Bronze sounds dull next to Silver, and Silver sounds dull next to Gold. It's a psychological system that makes people feel inadequate so that they can always strive to be better. But only small percentage of the population is in Gold and up. For many who are unable to dedicate all their time and energy to League of Legends, it's a fruitless endeavor that always barely is out of reach. The scary thing is that if they play enough games, even if their skill level is not entirely in Gold, they can still obtain it through sheer will.

Most people can't reach Gold or Platinum, but it doesn't stop them from trying. Being able to see your current division score certainly doesn't help.

This never-ending cycle of trying to be "better" than average creates a frustrated community who are (in reality) stuck in the same spot, but all believe they should be higher. Even if someone is in Bronze or Silver, the insult of "Bronzie" is a popular go-to because they mentally believe their placement isn't their fault. They will cite how they were higher last season, how they're only here because of trolls, how they're not even using their main, how their champions got nerfed, how they play with higher-ELO friends, and everything under the sun as an excuse.

The culture of "everyone on my team except me is terrible," makes people try again in the hopes that their "team will be better this time." At the end of the day, fellow LoLers who are introducing themselves will ask about their ranked score. No one wants to admit they're in Bronze. If anything, it's never "I'm in Bronze," but "I'm stuck in Bronze."

Reason 2: The lack of sandbox mode

Yes, I'm calling it here - the lack of sandbox mode contributes to "Bronzie" culture. With no real way to improve yourself besides playing more games, it's difficult to get better at League of Legends without going to the extreme - recording your games, hiring a coach, sinking hours into guides and replays, reading every single patch note in hopes that you understand how the changes impact play, and following the trend of creating a smurf account so you don't embarrass yourself on your "main." Imagine the hours and hours all these activities consume, even if nothing changes. It's the reason that players mimic whatever is popular in LCS and implement it into their games immediately after.

If you can't understand the numbers of champion and item changes, the only other way you're going to see what works is by playing a 'real' game. Wins and losses are dependent on hundreds of factors, so unless you're in a custom with friends, it won't always be clear what works best. People get stuck in mindsets about how to play the game and there's little to to change it besides popular word-of-mouth or, you guessed it, LCS choices.

Reason 3: Friends and the sheer popularity of the game

While this may be the most obvious reason, it still deserves a section. Playing League of Legends is an easy way to feel included in something bigger, a fast way to meet friends, and an easy common ground. As the most popular game in the world, League has inspired copycat MOBAs, revolutionized the eSports industry, and taken the soul out of all your acquaintances. 

Deciding to quit League is a decision many will support because of the negativity it brings. Yet not participating brings a form of isolation if friends stop asking you to play, or if there's no longer any common ground between you.

With the way Riot Games is growing, it may feel like you're jumping ship on the eSports industry if you no longer pay attention. Games are changing the world and League is becoming mainstream. But, it still retains a sense of inclusiveness since players can still form their own cliques and teams, communicate with top-level players, and watch streams with other players.

Reason 4: New champions and reworks

If you quit League two months ago, and a friend told you they were updating Annie to be older and completely reworking Taric, wouldn't you be a little bit curious? People tend to select a few champions they like and stick with them. With 126 champions, it's almost impossible to be "good" with most of them, considering it's time-consuming to even unlock all of them. This breeds a sense of pride and comfort in those champions, especially since players are using them almost 40 minutes at a time. Players' favorites getting changed is something they tend to care about, even if they stopped playing a long time ago.

What can draw people back to Champ Select are new champions that look cool, have interesting and new abilities, and have a cinematic introduction (I may just be talking about Ekko here). A new champion or rework can completely change the game in ways that nerfs and buffs can't achieve. And one game with them or against them is usually not enough to see those changes.

Reason 5: Temporary events, exclusive rewards

Similar to the previous reason, temporary events are fresh and exciting. Hearing about Bilgewater and the surrounding IRL events was different from the usual.

People love playing different game modes for exclusive icons or buying limited edition skins that they can show off months later when they're no longer publicly available. Players log in year after year on April Fool's to see what plans Riot has up their sleeves and fun modes like URF are reasons to re-install the game. Riot Games makes sure to disable them because perhaps they're too good. As they say, you create demand by limiting supply.

In Conclusion

Riot Games was out of their league when League of Legends burst into popularity. However, their commitment to keeping players hooked is a key to their success. Unfortunately, that means that despite only enjoying the game half of the time, there's still always something that keeps the non-enthused logging back in. Some days you log in to spectate your friends or check out a new mode. Other days you may want to see who's online, but being able to see everyone's ranked score can motivate you to "the grind" for the next level.

Whatever the reason, know that there's someone down at Riot Games who designed whatever infuriating reason you have to keep playing this game. Once you've played enough League, it's hard to let it go. It's something you can always come back to because the goals and basics of each game never change. No, you're not losing your mind.

Pro League Tips: How to stop hating Teemo Sun, 09 Aug 2015 04:52:09 -0400 Destini Islands


Pro Tip 6: He's only 1 out of 126 champions, and the changes aren't that bad


While very annoying, Teemo doesn't help much in team fights. He's easily counterable, pink wards are a thing, and red trinkets can be upgraded for cheap. The ability to "throw" Shrooms will definitely make him slightly more irritating, but just remember that soon, summoners will get used to throw paths and patterns, like all other new abilities.

Nothing can fix Teemo. But you can camp his lane, buy a Banshees, upgrade your red trinket, and ruin his day. And let's be honest here. The Darius changes are much more terrifying.


If you liked this article, you're going to hate the Fizz one.


Pro Tip 5: If you go in-game with a negative attitude, you've already lost


If you think that sounds like a joke, it isn't. Players with positive attitudes have higher win-rates. Players who don't BM tend to have an easier time. And most importantly, you don't want to start a game with a negative attitude because that's exactly what Teemo wants.

If we help destroy the notion that people should be aggressive towards Teemo players, overall, matches will be less toxic. People will be less inclined to intentionally troll because there will be less reaction. Know what that means? Less Teemo.


Pro Tip 4: He brings in new players


From the hats to the outrageous fully fur-suit cosplays, Teemo puts truth behind the saying, "Any publicity is good publicity." For Riot, that is. Some people may hop on the Teemo hate bandwagon for the sake of it, but it's just adding fuel to the already engulfing hellfire that is League of Legends. What you should be worried about is not how the new players get here, but if they stay and whether they decide to use Teemo or not. And a lot probably won't.


Pro Tip 3: He's a cash cow that helps Riot function


Some people buy Teemo skins because they're cute. Some buy them ironically to troll. Some buy the hats because they need to show their League of Legends pride. But whatever the reason may be, Teemo has a lot of skins and merchandise and a lot of people who are willing to buy them.


So know deep down in your heart, that even though life can throw rotten lemons at you, you can sell them back in lemonade form with the neighborhood none the wiser. Teemo plays a role in helping Riot Games continue to churn out good stuff. Like stuff that isn't Teemo.


Pro Tip 2: He won't ruin your ranked games


Teemo's pick rate when it comes to ranked (A.K.A. non-troll) matches is a whopping 5 - 6% in solo 5v5s, and that percent drops to 2% if you're playing in a premade game. If you're more of a Twisted Treeline player, don't worry, because it's still only 3%.


So while you still may have to put up with him in normals (which is more in the 20% range), rest assured knowing if someone picks up the Teemo on the enemy team, they may not be taking the game seriously. Keep your head cool.


Pro Tip 1: Riot knows it made a mistake, but there are positives.


Take a deep breath. The people down at Riot know what they've done. But according to Brandon Beck himself:


"Yordles emerged as a result of Teemo and became a bucket for champs not originally conceived as such, like Amumu. You could say Teemo made that all possible."`


There you have it. Perhaps your favorite champion is a Yordle. Personally, I love Lulu. But maybe she wouldn't be around if the spawn of Satan hadn't been conceived first.


Is it a Swain? Is it a Red Baron? No, unfortunately it's just him.


He's here and he's not going away, so you might as well get used to it. Some may consider that a tip in itself - quietly accepting the champion known as Teemo in League of Legends. The community is split - do we hate the rodent or do we love him? For those of you who fall on the former, here are some legitimate facts and figures that may help you stay focused on your gameplay and not the recurring nightmare of falling into a Shroom ambush.

Just How Grand is League's "Grand Duelist"? Fri, 07 Aug 2015 09:54:44 -0400 Khadija Dukes

League of Legends' Grand Duelist, Fiora, has undergone a significant update that includes more defensive techniques and tactical moves. 

Some of Fiora's raw power is now tempered with more strategic attack moves, allowing her to aid her team in new ways and from behind the scenes.

These new abilities include:

  • Passive: Duelist's Dance
  • Q: Lunge
  • W: Riposte
  • E: Bladework
  • R: Grand Challenge

Duelist's Dance identifies and attacks enemy weak spots, dealing extra true damage, while also giving Fiora a small healing and speed increase. Once Fiora attacks a weak spot or a significant amount of time passes before she attacks one, a new weak spot is revealed.

Lunge commands Fiora to lunge in a targeted direction, hitting nearby enemies. Lunge prioritizes enemy champions and their weak spots. Cooldown is refreshed when Lunge hits an opponent.  

For Riposte, Fiora takes a defensive stance, quickly warding off damage and hard crowd control capabilities. This is followed by an attack that damages and slows down the first enemy champion she hits. Riposte stuns instead of slowing down enemies when used against hard crowd control capabilities.

Bladework increases Fiora's attack speed on her next two basic attacks. The first attack slows the target, while the second deals a critical strike.

Grand Challenge targets an enemy, increases speed, and provides knowledge of enemy vitals. When Fiora hits a weak spot, the attack deals percent max health true damage. Once Fiora hits all four weak spots or just one before her enemy dies, Fiora and her allies will be healed.  

In addition to these updates, Fiora will be bundled with her skins at a discounted rate for a limited-time only. 1796 RP for Fiora's Duelist's Dream bundle (Fiora, Royal Guard Fiora, Nightraven Fiora, and Headmistress Fiora) or 2500 RP for the champion. This deal will be available until August 11 at 11:59 p.m. 


League of Legends merges lore and gameplay with a bang. Literally. Wed, 05 Aug 2015 20:30:02 -0400 Perchance to Game

The Bilgewater event, "Burning Tides," represented Riot's latest - and most daring - story-telling vehicle to date.  If you've played the game at all in the last week, you'll know that Gangplank is "dead and has been disabled" in all queues.  As of patch 5.15, the Saltwater Scourge is back with a brand new base skin reflecting the events of "Burning Tides."

First visual update 2015

His initial visual upgrade will remain as a "traditional skin" of sorts - given free to players who purchased Gangplank and played at least one matchmade game with him before the end of the Bilgewater event on August 10.

Briefly thought to be due to a bug involving Draven and GP's new powder kegs, Riot soon confirmed that the action was lore-based.  Reactions were fairly mixed but many pointed out that Riot had broken one of its stated rules - story should not interfere with gameplay.

In-client announcement

While technically true, Riot's timing minimized interference with those who would be most affected, namely competitive players.  Having just released a drastically altered kit means that the majority of players would still be coming to grips with his new playstyle, especially the exploding keg mini-game.  

New Gangplank model and abilities

Your average ranked player would hestitate to risk their ranking on it unless they were certain they could use the new abilities to their greatest potential.  Yes, this is time they could have spent practicing but when a game's roster of playable characters exceeds the 150 mark, chances are most players have more than one ranked main.

With that in mind, I find that the good regarding the precedent it sets for the game's story largely outweighs the inconveniences.  League has experienced a dearth in story development over the last few years, made all the more prominent in the wake of a regular narrative such as the "Journal of Justice" and champion judgments.  You may be asking, "why would anyone care about lore in a MOBA, anyways?" and that's a valid question.  Aside from those of us who enjoy stories generally, in the case of League and other long running games, players naturally begin to want to know more about the character they play as on a regular basis.  There are players who have followed League since 2009 - for many people, it's hard to not start wondering at least a few things about your main.  Where did he or she come from?  Why do they do what they do?  Or sometimes it's simply what are they (I'm looking at you, Swain)?

 While the previous lore events have been interesting from a world-building perspective (Freljord, Shurima, Shadow Isles) they mainly provided background information to strengthen what's become known as "the Great Ret-con".

Leona v. DianaWhile this was definitely needed to establish a good foundation, fans naturally want to know more what their mains are doing now as opposed to what they have done.  Burning Tides has delivered that, the biggest example being Gangplank's appearance changing to match his injuries post-explosion but also Miss Fortune's rise to power as well as Twisted Fate and Graves teaming up again.  The last one is especially heartening to me, as there are many rivalries in League of Legends that started out epic but quickly lost their luster once it was clear they would never develop (Morgana/Kayle, Nasus/Renekton, Leona/Diana, to name a few).  Hopefully these and others will see a kind of resolution at some point as well. 

Burning Tides has set a fire under our favorite characters, in showing that their stories can take unexpected twists and turns, and in doing so, has made us invested in them again.

Tryndamere. The Undying Sell Sword Mon, 01 Jun 2015 19:27:37 -0400 Pentrion

Being the huge League fan that I am, I’m here today with another character review. I’m trying to climb the ranks out of Bronze at the moment and one of my best weapons to accomplish this with is an attack damage carry character named Tryndamere. He’s mostly played Jungle and Top Lane. I like to play him Jungle because of his survivability and high attack damage. I’ve had the most success with him than with any other jungler I play. I usually play him with Flash and Ignite or Flash and Smite. You can buy 1350 ip points in the champion store to unlock him. You can also earn 585 riot points by playing the game to unlock him. Basically, he’s a blast to play. Tryndamere works like this.

Q: Bloodlust – Passive: Tryndamere permanently gains increased attack damage equal to a base amount plus a further bonus per 1% of health he is missing. Active: Tryndamere consumes all of his current fury, restoring health equal to a base amount, plus extra health per point of fury consumed.

This move has two parts. It gives him a set amount of extra strength and the amount of strength is increased as his health gets lower. This happens passively and doesn’t require any action to take effect. The second part happens when you activate the move by pressing Q. When you press Q, Tryndamere consumes all of his fury and gains health. Tryndamere gains 5 points of fury every time he attacks. The fury meter is located below his health bar.

W: Mocking Shout -   Active. Tryndamere decreases surrounding enemy champions attack damage. Enemies with their backs turned to Tryndamere also have their movement speed slow for 4 seconds.

This is his slow. It also slightly decreases surrounding enemies attack damage. It’s good to use on people who are trying to get away. Hit them with the W and it may just give you enough time to swoop in and get the kill. You can also slow them just before initiating a team fight to give you an advantage in movement speed.

E: Spinning Slash - Active: Tryndamere whirls his sword and dashes to a target location, dealing physical damage to enemies in his path and granting 2 Fury per enemy hit. If he kills a unit, he additionally gains 10 more fury.

This is his dash. It’s great for escape and initiation. If you’re low on health, just dash away and avoid being killed. It makes him very hard to kill. Also, when your team is waiting to jump into a battle, initiate the fight yourself by dashing into your enemy and getting the first blow.

R: Undying Rage - Active: After a 0.5 second delay, Tryndamere instantly receives Fury and becomes immune to death for 5 seconds during which his health cannot fall below 1. This move is usable even when under the effects of hard crowd control.

This move is the main reason he is so impossible to kill. Just before you die, activate Undying Rage and you are invulnerable for five seconds. It makes it super easy to get the winning blow against your foe because you absolutely cannot die while the move is active. It’s important that you activate it just before you die, so you don’t waste any of those valuable five seconds.

When played correctly, Tryndamere is very difficult to kill. He has a heal, a dash and a move that makes him invincible for five seconds! Lets say you’re going toe to toe with someone and you activate Undying Rage. Somehow they survive your attacks. Undying Rage wears off and you’re about to die. Just dash away and heal and you will escape death more often than not. Tryndamere is so difficult to kill because his moves work in combination to keep him alive. If you are leveling properly, you won’t even need to escape because he deals lots of damage and Undying Rage gives you a huge advantage in combat.

I’ve had the most success in the Jungle with Tryndamere because he basically cannot die. His survivability gives him an advantage in battle, when trying to escape and when getting kill streaks. Tryndamere isn’t that difficult to play and can be a lot of fun. So, play Tryndamere well and revel in your opponents rage when you stay alive battle after battle after battle. 

Champion Masteries: What You Need to Know About Season 5 Mon, 27 Apr 2015 06:53:41 -0400 Kate Reynolds

Good news, Summoners: Riot decided not to leave the masteries alone as we enter Season 5 of League of Legends. This means that if you were an active LoL player during Season 4, you should already be familiar with champion masters in Season 5.

People like me who only play LoL on and off probably need a refresher course. You know, so you don't panic after you've locked in your champion and realize you've never seen these masteries before in your life. 

Offense Tree

If you play an ADC or AP Carry you're probably familiar with the Offense Mastery Tree. As the name suggests, most of the masteries in this tree are geared boosting your Champion's attack, 

Tier One
Double-Edged Sword: Ranged - deal an additional 1.5% damage and receive an additional 1.5% damage. Melee - deal an additional 2% damage and receive and additional 1% damage. 


  • Rank 1: 1.25% Attack Speed
  • Rank 2: 2.50% Attack Speed
  • Rank 3: 3.75% Attack Speed
  • Rank 4: 5.00% Attack Speed


  • Rank 1: 1.25% Cooldown Reduction
  • Rank 2: 2.50% Cooldown Reduction
  • Rank 3: 3.75% Cooldown Reduction
  • Rank 4: 5.00% Cooldown Reduction

Butcher: Basic Attacks and single target spells deal an additional 2 damage to minions and monsters. This does not trigger off of area of effect damage or damage over time effects. 

Tier Two

Expose Weakness: Damaging an enemy with a spell increases allied champions' damage to that enemy by 1% for the next three seconds. 

Brute Force

  • Rank 1: +4 Attack Damage at level 18 (+0.22 Attack Damage per level)
  • Rank 2: +7 Attack Damage at level 18 (+0.39 Attack Damage per level)
  • Rank 3: +10 Attack Damage at level 18 (+0.55 Attack Damage per level)

Mental Force

  • Rank 1: +6 Ability Power at level 18 (+0.33 Ability Power per level)
  • Rank 2: +11 Ability Power at level 18 (+0.61 Ability Power per level)
  • Rank 3: +16 Ability Power at level 18 (+0.89 Ability Power per level)

Feast (Requires Butcher): Killing a unit restores 3 health and 1 mana. 

Tier Three

Spell Weaving: Damaging an enemy champion with a Basic Attack increase Spell Damage by 1% stacking up to 3 times (max 3% damage increase)

Marshall Mastery (Requires Brute Force): +4 Attack Damage

Arcane Mastery (Requires Mental Force): +6 Ability Power


  • Rank 1: Increases damage dealt to champions below 20% health by 5%
  • Rank 2: Increases damage dealt to champions below 35% health by 5%
  • Rank 3: Increases damage dealt to champions below 50% health by 5%
Tier Four

Blade Weaving (Requires Spell Weaving): Damaging an enemy champion with a spell increases Basic Attack damage by 1% stacking up to 3 times (max 3% damage increase). This cannot trigger more than once a second. 


  • Increases Bonus Attack Damage by 2.0%
  • Increases Bonus Attack Damage by 3.5%
  • Increases Bonus attack Damage by 5.0%


  • Increases bonus Ability Power by 2.0%
  • Increases bonus Ability Power by 3.5%
  • Increases bonus Ability Power by 5.0%

Dangerous Game (Requires Executioner): Killing a champion receives 5% missing Health and Mana. 

Tier 5

Frenzy: Critical hits grant 5% attack speed for three seconds (stacks up to three times)

Devastating Strikes

  • 2% Armor and Magic penetration
  • 4% Armor and Magic penetration
  • 6% Armor and Magic penetration

Arcane Blade: Basic Attacks also deal bonus magic equal to 5% of Ability Power. 

Tier 6

Havoc: 3% increased damage. 

Defense Tree

I'm not going to lie, I use the defense tree to half my champions just because I like the added Health and Armor. If you're going to be playing some sort of Tank or Support character, the Defense Tree may be where you want to spend the most points. 

Tier 1


  • Reduces incoming damage from champion basic attacks by 1 
  • Reduces incoming damage from champion basic attacks by 2


  • +1 health per 5 seconds
  • +2 health per 5 seconds

Enchanted Armor

  • Increases bonus Armor and Magic Resistance by 2.5%
  • Increases bonus Armor and Magic Resistance by 5.0%

Tough Skin 

  • Reduces damage taken from neutral monsters by 1. This does not affect lane minions. 
  • Reduces damage taken from neutral monsters by 2. This does not affect lane minions. 
Tier 2

Unyielding (Requires Block): Melee- reduces all incoming damage from champions by 2. Ranged - reduces all incoming damage from Champions by 1. 

Veteran Scars

  • +12 Health
  • +24 Health
  • +36 Health

Bladed Armor (Requires Tough Skin): Taking Basic Attack damage from neutral monsters cause them to bleed, dealing damage equal to 1% of their current health each second. This does not work against lane minions. 

Tier 3

Oppression: Reduce damage taken by 3% from enemies that have impaired movement (slows, snares, taunts, stuns, etc.)

Juggernaut (Requires Veteran Scars): +3% maximum health


  • +2.0 Armor
  • +3.5 Armor
  • +5.0 Armor


  • +2.0 Magic Resistance
  • +3.5% Magic Resistance
  • +5.0% Magic Resistance
Tier 4


  • Regenerates 0.35% missing Health every 5 seconds
  • Regenerates 0.675% missing Health every 5 seconds
  • Regenerates 1% missing Health every 5 seconds

Swiftness: Reduces the effectiveness of slows by 10%

Reinforced Armor (requires Hardiness): Reduces damage taken by critical strikes by 10%

Evasive (requires Resistance): Reduces damage taken by 4% from Area of Effect damage

Tier 5

Second Wind (requires Perseverance): Increases self-healing, Health Regen, Lifesteal, and Spellvamp when below 25% Health

Legendary Guardian

  • +1 Armor and 0.5 Magic Resistance for each nearby enemy champion
  • +2 Armor and 1.0 Magic Resistance for each nearby enemy champion
  • +3 Armor and 1.5 Magic Resistance for each nearby enemy champion
  • +4 Armor and 2.0 Magic Resistance for each nearby enemy champion

Runic Blessing: Start the game with a 50 Health shield. This shield regenerates each time after respawning. 

Tier 6

Tenacious: Reduces the duration of crowd control effects by 15%


The Utility tree offers masteries that boost items, give your champions gold, health regeneration, and increased speed. This is another great tree for support champions, and it makes a great secondary page for most roles. 

Tier 1

Phasewalker: Reduces the casting time of Recall by 1 second. 

Fleet of Foot

  • +0.5% Movement Speed
  • +1.0% Movement Speed
  • +1.5% Movement Speed



  • +1 Mana Regen per 5 seconds
  • +2 Mana Regen per 5 seconds
  • +3 Mana Regen per 5 seconds


  • Increases the cast range of trinket items by 15%
Tier 2

Summoner's Insight 

  • Reduces the cooldown of Summoner Spells by 4%
  • Reduces the cooldown of Summoner Spells by 7%
  • Reduces the cooldown of Summoner Spells by 10%

Strength of Spirit (Requires Meditation): +1 Health Regen per 5 seconds for every 300 maximum mana

Alchemist: Increases the duration of potions and elixirs by 10%

Tier 3


  • +0.5 gold per every 10 seconds
  • +1.0 gold per every 10 seconds
  • +1.5 gold per every 10 seconds

Runic Affinity: Increases the duration of shrine, relic, quest, and neutral monsters buffs by 20%


  • +1 Lifesteal and Spellvamp
  • +2 Lifesteal and Spellvamp
  • +3 Lifesteal and Spellvamp

Culinary Master (requires Alchemist): Health potions are upgraded into Biscuits that restore an additional 20 health and 10 mana instantly upon consumption. 

Tier 4

Scavenger (requires Greed): +1 gold each time an ally kills a nearby lane minion

Wealth: +40 Starting gold

Expanded Mind

  • +2.0% increased maximum mana
  • +3.5% increased maximum mana
  • +5.0% increased maximum mana


  • +5 Experience every 10 seconds while near a higher level allied champion
  • +10 Experience every 10 seconds while near a higher level allied champion
Tier 5

Bandit (requires Wealth):  Melee - grants +15 Gold on champion kill or assist. Ranged - grants +3 Gold each time an enemy champion is attacked. This cannot trigger on the same champion more than once every 5 seconds. 


  • 2.0% Cooldown reduction and reduces the cooldown of Activated Items by 4%
  • 3.5% Cooldown reduction and reduces the cooldown of Activated Items by 7%
  • 5.0% Cooldown reduction and reduces the cooldown of Activated Items by 10%
Tier 6

Wanderer: +5 Movement Speed out of combat

New League of Legends Chroma Packs Have Some Fans Up In Arms Sun, 19 Apr 2015 04:48:21 -0400 Jessa Rittenhouse

Riot recently announced that they would be testing Chroma Packs - bundles of alternative colors for champions and skins - in their next PBE (public beta environment) update, and while fans of the popular MOBA were excited for the new option, the announced price point left many feeling a bit disgruntled.

According to Riot's announcement, these new chroma packs will come in bundles of three chromas each that will modify the colors of a champion's base outfit or one of their skins, and will cost 590 Riot Points (RP), or just under $5 USD. Some players have protested the price in the comments, however, saying a simple recoloring shouldn't set them back so much.

Several have drawn a comparison between League of Legends' chroma packs and Blizzard MOBA Heroes of the Storm, where players are rewarded with alternate colors for playing the same hero multiple times and leveling them up with experience. With Riot's plans to bring Champion Mastery to the game, they argue, chroma packs should be offered as prizes for the anticipated new champion-leveling system.

Would you pay the RP to recolor your favorite champion or skin? How do you think League of Legends and Heroes of the Storm compare overall? Sound off in the comments!

"Honor the Fallen" with Legacy Skins on Sale to Commemorate Omega Squad Teemo Sat, 11 Apr 2015 12:45:44 -0400 Jessa Rittenhouse

War is hell, and no one knows that better than Omega Squad Teemo - except, perhaps, those who fell before him.

This week, to honor the fallen, Riot is having a sale on Legacy skins to commemorate the release of Omega Squad Teemo. For a limited time, players of League of Legends can purchase skins that were previously retired.

Until April 13th, you can buy all of the following thirteen Legacy skins in the Casualties of War bundle at 50% off - that's 6,126 Riot points (RP), or 10,409 RP if you don't yet have the champions:

  • Matador Alistar
  • Crimson Akali
  • Pharoah Amumu
  • Caterpillar Kog'Maw
  • Safari Caitlyn
  • Toxic Dr. Mundo
  • Shamrock Malphite
  • Firefighter Tristana
  • Scuba Gragas
  • Alien Invader Heimerdinger
  • Red Riding Annie
  • Sailor Gangplank
  • Red Baron Corki

Never forget the fallen - Omega Squad Teemo won't.

There's no Helmet Bro in the bundle, despite Teemo's shout-out to him in the Omega Squad interactive promo, but don't be too disappointed - throughout the week, individual legacy skins will also be on sale for 33% off.

Not interested in the Casualties of War? Still want to give your champions a new look? Riot has you covered - there's also a sale featuring these legacy skins and offering the chance to pick up a few existing champions on the cheap - each of the following are 50% off, also until April 13:

  • Rune Wars Renekton - currently 487 RP
  • Little Knight Amumu - currenly 375 RP
  • Uncle Ryze - currently 260 RP
  • Yasuo - currently 487 RP
  • Rumble - currently 440 RP
  • Mordekaiser - currently 395 RP

And if you're in the mood for the newer, darker Teemo, you can pick up his Omega Squad Skin for 1820 RP, or just get his icon for 250 RP.

Are you planning to buy any of the legacy skins? What are your thoughts on Omega Squad Teemo? Let us know in the comments below!

Top 10 Most Played Support Champions in Ranked Fri, 20 Mar 2015 08:04:54 -0400 ElektedKing


1. Thresh - The Thresh Prince of Bel-Air


Your soul is not as safe as you think it is when you're up against the hook master - probably even less than if you were against a Blitz. This monster of a support champion has seen the rounds, from full AP builds to full AD and everything in-between, it's no longer a surprise to see that this support tops our chart with 1.8 million ranked appearances and 5.6 million appearances in League in the past month.


If you're looking to practice dodging, go against a Thresh. By the time he no longer lands any easy hooks on you it's almost guaranteed you'll be an expert at avoiding most other skill shots as well!


2. Leona - The Dawn of Justice


If you're against this armored lady you better be ready to take some damage, and quite possibly a lot of it. She'll keep you stun-locked longer than you've ever thought possible before; all the while adding bubbles of light to your face for her ADC to pop for extra damage. With such a reputation, it's no surprise that she's made over 1.4 million ranked appearances in the past month alone.


The only chance you have at avoiding an untimely death would be a QSS or even a Banshee's Veil if you've got the damage to forgo the Mercurial Scimitar instead. The only thing for certain when faced against this CC queen, you may want to just sit back and poke for a while.


3. Blitzcrank - The Arm


Being one of the most annoying champions in the League can really make a lasting impression on the players - enough so to make 1.3 million ranked appearances in the span of 30 days. That means there's been (at a bare minimum) at least 1.3 million grabs in the past month - imagine the frustration you would feel being on the other side of numbers like that!


Blitz has a full combo designed to ensure at least one kill, so if you're not running with a Morgana you better hope your dodging skills are up to snuff or you just may be his next victim.


4. Annie - The Bear and the Maiden Fair


With her stunning imagination and a friend named Tibbers, this psychotic little ball of sunshine will keep any ADC/Support combo on it's toes. Every four spells, that's when she'll have her stun up... again. The only thing that could possibly save you from the wrath of a decent Annie player would be a Quicksilver Sash, so you better hope you've got enough damage under your belt already to remain relevant even after spending the gold for it.


Her ultimate is really and truly what makes her an absolute nightmare to go against, as her hatred fueled damage eradicates your health bar as if it never was filled to begin with. Better hope and pray to whatever you believe in her stun wasn't up at the time or you may as well count yourself already dead. Unless you QSS away in time!


5. Janna - Mistress of the Wind


If you're against a Janna I hope you're good at dodging her mini-hurricanes; otherwise you'll see your health dwindle down to nothing faster than you thought possible. It's not just her poke that you need to be afraid of, she has the ability to heal off any damage you've done with her large AOE heal of an ultimate.


She's also got one thing going for her that no other support can boast of - she can shield towers. Imagine that you've killed the enemy ADC and you know their mid is heading for you; but their tower has one hit left to it. You attack it right? Wrong. Janna denies your request for extra gold and in return leaves you running with your tail between your legs.


6. Sona - The Musical Maestro


Be honest with yourself, who does more damage - the enemy ADC or the enemy Sona? If your answer was the enemy ADC, you're not facing a good Sona. Heals, she's got them. Speed boost? She's got that covered as well. Poke damage fit for a Nidalee fan? Yep. Don't forget the large AOE stun that you and your team will inevitably get caught in!


With over 741,000 appearances in the past month there's no wonder she got one of the best skins Riot has released. So sit back, relax, and let the music play on.


7. Braum - The Mustache


With the release of Braum came one of the best reasons to ever have a Celine Dion song ready for montage clips. This giant hunk of man has managed to take the tanky support world and completely change what it means. Not only is his engage terrifying (dat passive), his disengage is equally troubling.


Don't forget about his shield though, especially if you think you're going to be doing any damage that day (here's a hint, you won't be). As if all that weren't enough, his slow will keep you at a snail's pace for long enough for him to proc his passive - stunning you on top of the extra damage dealt.


The Mustache has made almost 600,000 appearances this past month in the League, with millions of saves under his belt - so do not underestimate Braum in ranked!


8. Fiddlesticks - Lord of the Crow


Blitz might be frustrating, but if I ever had to give my opinion on the most annoying support to run against it would definitely be this lanky Devil-spawn right here. Crawling from the fiery depths of Satan's anus, Fiddlesticks makes his appearance on this list - and you'll know it in game. Not only will he make it completely impossible to cast any spells with his silence, his fear have your champion running in circles for as long as Morgana can keep you in one spot. Basically forever.


What can you do about this? Quicksilver Sash may help a little, but that doesn't mean he won't be chasing you with an active Crowstorm right under your feet. Better hope you haven't burned Flash anytime recently!


9. Nami - Bubbles of Love


The fish out of water takes the number nine slot for this past month with almost 390,000 ranked appearances. This lovely mermaid has saved many of our own lives before - regardless of our own lane choices. What makes her one of the best choices, however, isn't simply her bubble or her tidal wave of terror, not even her heal can compare to what her Tidecaller's Blessing can do for your team.


Tidecaller's Blessing not only adds extra damage to your ADC's (or whomever the little mermaid chooses) attacks, but they also slow whoever or whatever is hit as well. It's like a mini Red Buff. This works too well with any kiting champion (looking at you Kalista) and can really control any poke lane as well.


10. Alistar - The Cow of Redemption


Coming in last place in the top ten most played support champions is none other than the giant cow we all hate to see charging toward us in League of Legends. Usually this charge is followed by a skillfully timed knock-up in whichever direction we really didn't want to go; or a complete and utter misjudgement shown by the newer cow players.


Alistar is one of the more fun tanky supports to play - mainly because every attempt at an engage can be an adventure or it can show a type of lane dominance made for the professionals. One thing is for sure; with over 350,000 ranked appearances in the past month have left many players afraid of the bull.


We have a lot of support champions to assist us in our fight against the enemy team, but which ones see the most play in the ranked world? From the unconventional supports like Fiddlesticks or Brand to the obvious ones like Leona, who sees more game time? Take a look and see for yourself!


Results are based off of the statistics from February 17 through March 16 of 2015.