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Showing all 25 posts in June 2013.
League of Legends lands in Oceania

Transfers to the Oceanic server available now!
League of Legends heads down under with the beta launch of the Oceanic server. Players will have English-language support, local servers and a dedicated Oceania website.
Starting today, you can join the Oceanic beta by transferring from NA, LATAM, Russia, Turkey, EUNE and EUW. This transfer is free for a limited time. Early transfers earn exclusive rewards including Ziggs and Pool Party Ziggs and enjoy a 100% IP and XP boost for all players until after the beta is over!

Claim your free OCE transfer token by heading to the in-game store and clicking on the Other tab. Secure your summoner name on the new server by transferring today!
We’re also celebrating the launch with an online tournament from July 6 to July 14. The tournament’s top four teams will head to PAX Melbourne from July 19-21 to compete for cash prizes. There will be more info soon, so check back for all the details.


A new champion and skin sale starts tomorrow! Between June 28th and July 1st, you'll be able to pick up Warmonger Sion for 487 RP, Hextech Singed for 260 RP, Tundra Hunter Warwick for 260 RP, Skarner for 440 RP, LeBlanc for 395 RP, and Gangplank for 395 RP.


Continue reading for an indepth look, complements of Riot's promo site and the PBE, of this beastly new skin!

"To celebrate the release of our second Ultimate skin, you can become one with the four eternal spirits as Spirit Guard Udyr for just 1950 RP for four days after release. For those who haven’t yet unlocked Udyr, a bundle will be available for 2295 RP. When the sale ends, Spirit Guard Udyr will return to his regular price of 3250RP."

From the PBE
Here are a comparison's of the rank 1 vs rank 5 stance models, along with his voice over reel and some in game footage.



This week's, Season 3 Week 21, free to play champion rotation includes Draven, Irelia, Karma, Lux, Maokai, Renekton, Ryze, Sivir, Twisted Fate, and Zac. These champions will be available for free play starting tomorrow!

Continue reading for the IP/RP prices of these champions just in case you enjoy one of them so much that want to pick it up!

Free to play champion prices:
Draven - 6300 IP or 975 RP Irelia - 4800 IP or 880 RP Karma - 3150 IP or 790 RP Lux - 3150 IP or 790 RP Maokai - 4800 IP or 880 RP Renekton - 4800 IP or 880 RP Ryze - 450 IP or 260 RP Sivir - 450 IP or 260 RP Twisted Fate - 1350 IP or 585 RP Zac- 6300 IP or 975 RP


A new champion and skin sale starts tomorrow! Between 6/25 and 6/28, you can pick up Bloodstone Taric for 487 RP, Blast Zone Heimerdinger for 260 RP, Sanguine Garen for 260 RP, Shyvana for 487 RP, Trundle for 440 RP, and Talon for 440 RP.


An upcoming Sejuani skin has been previewed over on the Riot Games Twitch stream right after the conclusion of the CIS Regional Tournament finals.

Are you ready to meet Bear Cavalry Sejuani?

League of Draven

While there aren't any new balance changes, this game patch now let's us pick up a few change we haven't been able to see numbers on, such as Draven's new "League of Draven" passive.

League of Draven - Draven gains a stack of Adoration when he catches a spinning axe or kills a minion or monster. When Draven kills an enemy champion, he consumes half his Adoration stacks, gaining 3 gold per stack consumed. Draven loses half the Adoration stacks upon death.

Summoner Icons in Loading Screen

The loading screen has been tweaked to display each player's selected summoner icon.

Balance Changes

Balance Changes:



Sigil of Silence ( Q ) AP ratio reduced to .4 AP from .5 AP.
Sigil of Silence ( Q ) mark damage changed to 55/80/105/130/155 from 55/85/105/130/155.


Archangel's Staff

Mana Charge now grants 8 ( 10 on Crystal Scar ) mana per cast up from 6.
( Summoner's Rift ) Mana charge Cooldown is now 2 times per 8 seconds down from flat 3 second cooldown.
( Crystal Scar ) Mana charge Cooldown is now 2 times per 6 seconds from flat 3 second cooldown.


Mana Charge now grants 4 ( 8 on Crystal Scar ) maximum mana up from 3.
( Crystal Scar ) Mana charge Cooldown is now 2 times per 6 seconds down from 3 seconds flat.

Tear of the Goddess WHY THIS

Mana charge now grants 4 ( 5 on Crystal Scar ) maximum mana up from 3.
( Summoner's Rift ) Mana charge cooldown is now 2 times every 8 seconds from 3 seconds flat.
( Crystal Scar ) Mana charge cooldown is now 2 times every 6 seconds from 3 seconds flat.

New Item: Orb of Winter

A new item called "Orb of Winter" popped up this patch.

Orb of Winter
Total Cost: 1000
70 MR
20 HP5
UNIQUE Passive: Grants a shield that absorbs up to 30 (+20 per level) damage. The shield will refresh after 9 seconds without receiving damage.


Turns out Master Yi is the going to be the next champion to receive both a visual upgrade and a kit rework!


Update: Added Xypherous discussing the kit rework an several more red posts!

Turns out Master Yi is the going to be the next champion to receive both a visual upgrade and a kit rework!

Continue reading for more details!

Here is Morello with the scoop:
"Master Yi's slated for a visual upgrade and kit rework in a coming patch. In addition to a new model, more polished animations and expanded voice over, each of Yi's abilities are getting updates to address issues with his popular AP and AD builds. His kit should still feel familiar to both AP and AD enthusiasts, and we're hoping to retain most of the fun aspects of both playstyles.

We had three basic goals with the Master Yi updates:
Polish up Master Yi's art and aesthetics so they hit the same level of polish as new champions
Merge the most enjoyable aspects of AP and AD Yi into a single cohesive playstyle
Place more emphasis on mastering Yi's abilities so he's less frustrating in lower level play and scales better with player skill

Why'd Master Yi get a new look?
Master Yi was one of the first League of Legends champions ever created. Back then the game had a less established artistic identity. We've learned a lot over the years, but we also thought it was important to preserve his core look and feel as a part of LoL history. The differences are subtle, but when you check out the new Yi you'll notice his proportions are more in line with his fellow champs, his animations are more polished and he has some sweet new acrobatic moves on Alpha Strike, Double Strike and Highlander.

Why does Yi need a design update?
Most of AD Yi's power comes from his basic attack combined with the steroid effects on Wuju Style, Highlander and Double Strike. Without AP, there's almost no incentive to master your active skills – Meditate's not a very effective disengage and Alpha Strike can actually make you lose DPS since you could be attacking during the cast animation. By contrast, AP Yi requires careful management of Alpha Strike, Meditate and Wuju Style to maximize damage and survivability, but doesn't do a whole lot with his basic attack until he gets Lich Bane.
While both these playstyles are interesting in their own right, they don't necessarily have to be mutually exclusive, and there's probably a unified design that offers the best of both. Moreover, while AP Yi's a rather compelling late game fighter, he's extremely frustrating to face in lane, so scaling back Alpha Strike and Meditate was a necessary part of the update.

What's happening to AP Yi?
While straight AP probably won't remain a prominent build, AP Yi players will find many of the familiar elements of their playstyle intact. While Alpha Strike and Meditate are scaled back so they're less overwhelming in lane, carefully managing your active abilities will play an important role in staying alive and maximizing your DPS. You'll also have the added power of AD Yi's basic attack to make up for your less devastating Alpha Strikes.

How's the new Master Yi play?
We imagine the updated Master Yi will work well in both mid lane and the jungle. We definitely want to skew his itemization away from the typical tank-heavy fighter builds. The updated kit rewards glass cannon DPS builds that rely on disengaging with Alpha Strike and Meditate to stay alive. Most of his power still comes though items rather than natural scaling through levels. Overall, Master Yi players should have more strategic options, and more incentive to master his full kit to fight effectively."

Here is Xypherous chatting about the finer points of Master Yi's reworked kit.
"I can answer a couple things about the kit in the... 15 or so minutes I have here - sorry there isn't much. Solcrushed, who is handling a lot of the tight-end balance will be around in the afternoon, I think. Quote:
Playstyle and Kit Overall, none of his targetting paradigms have changed - nor have any of the abilities changed in their use case. The majority of this was scaling, timing, cleanup and a couple minor retouches. Quote:
Alpha Strike For example, Alpha Strike now scales off total Attack Damage, deals physical damage and has some light interactions with critical strike and attack speed. Hitting an enemy will reduce the cooldown of Alpha Strike - while critical strike will add mini-crits to the skill based on your critical strike chance and damage. Alpha Strike will have fixed travel time between bounces - so an Alpha Strike on 4 targets will give you a consistent time of untargetability, rather than being proximity based. This also means that your opponents will have a better sense of when you'll fade back in, so good luck on that. Alpha Strike has lost its AP ratio... for now. We're experimenting with some models here under-the-hood for a pure AP playstyle - unsure how it'll fully pan out.
Alpha Strike now counts as movement for the purposes of items such as Statik Shiv. Quote:
Meditate Meditate has changed from a flat armor / magic resistance boost to a % DR model as penetration was causing really weird damage potentials against what is supposed to be one of Yi's primary defense mechanisms. It also restores more health the lower health you have - meditating at lower health will provide a bigger damage buffer / health restore in general than meditating at high health. Quote:
Wuju Style Wuju Style has been changed from a flat boost to a % boost in total attack damage. This smooths out his power curve a bit better based on how well he's doing throughout the game, rather than spiking early at around level 9 and then really needing to snowball off a couple kills to remain decent. Wuju's style's active now deals true damage based on a % of his total attack damage - Master Yi needs to be a threat, regardless of who he's attacking - but the damage difference between destroying squishy targets and piercing high armor targets was getting a bit absurd. In general, Wuju Style will add less attack damage early but more and more as he builds additional Attack Damage and ranking it. We've compensated some of this early damage loss with an increase in base statistics and survivability. Quote:
Highlander One of the things we noticed from continuous playtests was that the more you made Yi focus on Alpha Strike and Highlander gameplay - the more of a restriction Highlander became. One of the primary skills a player needs to know while playing Yi is when to engage a fight - but seeing so many opportunities pass by because you were waiting for an apparently unrelated cooldown (Highlander) seemed counter-intuitive for the build. Highlander now has a passive/active component - the passive restoring basic cooldowns on kills and assists - while the active keeps the speed benefits that the original highlander had. Note, however, that Highlander will not reset itself passively or actively. Quote:
Double Strike Double Strike was operating in a burst paradigm that seemed anti-thesis to the continuous threat pattern that we wanted to build up - Especially with Alpha Strike becoming a larger part of threat for AD - this spiked his assassin pattern to an unhealthy level. Double Strike has been retuned as a building-up paradigm. Every 4th attack, Master Yi's next attack will strike twice for 100% damage and 50% on the second hit - but he must use this additional double strike within the next couple of seconds - This also had some neat synergies with the retuned Alpha Strike and Wuju Style."

More on Alpha Strike / Q:
"Alpha Strike's bounce range is 600. Added the UI secondary radius indicator on Alpha Strike.

Alpha Strike will now prioritize the closest target that has not already been hit by Alpha Strike."

Ququroon on keeping the swords on Master Yi's boots:
"We have elements on our champions that are very iconic, and very dear to that champion in general. Karma's fans is a very strong example of this that we learned from. For Master Yi, we saw no reason to remove them. They add a tiny bit of visual clutter, but for the most part, we would be making the champion more generic by removing them. They add to his fantasy, they add to his silhouette, and they add to the thought that this dude has so many swords that he's truly a master of his own style.

Additionally, did you know that the swordboots/bootswords/shoedaggers only appear on Base and Assassin? We kept this the same."

Solcrushed also had a few things to say:

When can we expect these Yi changes?:
"Definately not 3.9 (next patch) but hopefully not too far off!"
On itemization with the new Alpha Strike changes:
"Alpha can both crit & gets reduced cooldowns with each basic attack. Even with more emphasis on Alpha, AS/Crit does not lose its appeal, while flat AD becomes at least conceivable."
Will Alpha Strike apply on hit effects?
"No, that is pretty much stealing Fiora's thunder and clunking her on the head with it."
Can the second hit of E crit?
"Yes, it is an autoattack for all purposes other than dealing half damage"
Does he still lose the passive bonus on E when it's on cooldown?
"Yes, we tried it staying on and it made the skill completely mindless while taking away the coolness of the reset happening."

Riot Entropy also mentioned the old Master Yi Voice actor is returning for the update!
"We brought back his original voice actor. You're good.

Oh, and someone was asking about the taunt. He's still got it. We wanted to preserve most of the lines people expressed attachment to in addition to expanding the script."