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Blog Posts

Showing all 25 posts in July 2013.
Im mad screw this Blog over GG

Goodbye imma go kill my self now . League of Legends friends is over happy new years

Links Are Broken at the moment

Links are broken and all that shit about the patch notes I just posted if ruined . Thanks Obama.


On 7/31at 3:00 CEST for EUNE, 05:00 UK time for EUW, and 3:00 AM PST for NA, the servers will come down for maintence to apply the 3.10. This downtime is estimated to last 6 hours.

Continue reading to check out the extensive set of patch notes!

Here's RiotPwyff with a full set of notes:

""The Patch Preview has been temporarily delayed due to technical difficulties and will arrive tomorrow! Thanks for your patience, Summoners - you can consider this a Patch (p)Review in spirit."



Summary: While cleaning up Ashe's passive, we found a small bug that had been granting unwarranted Focus stacks. We ordered an orbital strike on the bug, and gave Focus a minor buff to compensate.


  • Focus stacks per second increased to 4/5/6/7/8 from 3/4/5/6/7
  • Fixed a bug where Focus was granting stacks while on cooldown in certain situations


Summary: Spiderlings are now less tanky overall, particularly against champions who build armor penetration. Spiderlings will also descend from Rappel after Elise, meaning if she Rappels with tower aggro and no friendly minions around, she'll be targeted first once she lands (towers used to target Spiderlings first because they would descend first). Rappel also no longer allows Elise to travel outside of the indicated range.

Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically, we wanted to reduce the tankiness of Elise's spiderlings and lower their utility as damage sponges. With these changes we can add a little more counterplay for her opponents, meaning Elise players will need to think more carefully about her Spider Swarm passive.

The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise's Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this made the skill extremely frustrating to play against. These changes mean the circular visual indicator will more accurately show who Elise is able to descend upon.


  • Health reduced to 90-260 from 125-550
  • Armor increased to 30/50/70/90 from 30 (based on Spider Form rank)
  • Magic Resist increased to 50/70/90/110 from 50 (based on Spider Form rank)
  • Multi-target damage reduction adjusted to 25% from 10/20/30/40%
  • Spiderlings no longer continue taking actions before vanishing once Elise shifts into Human Form
  • Spiderlings now group closer together while moving

Volatile Spiderling

  • Movement Speed has been reduced


  • Elise can no longer descend outside of the indicated area
  • Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
  • Spiderlings will now descend from Rappel slightly after Elise instead of descending at the same time



  • No longer reduces Baron Nashor's, Dragon's or Vilemaw's Magic Resist



  • Fixed a bug that occasionally caused rapid casts to deal no damage


Lay Waste

  • Now casts at max range when targeted beyond max range during Death Defied


  • Ability Power ratio reduced to 0.2 from 0.25
  • Fixed a bug where Cooldown Reduction allowed Defile to be rapidly toggled, increasing its damage output


Call of the Void

  • Missile visibility from fog of war and brush now consistent with other missiles

Summon Voidling

  • Voidlings no longer repeatedly switch targets when more than one unit is affected with Malefic Visions

Master Yi (remake)


  • Health per level increased to 92 from 86
  • Base Mana reduced to 180 from 199
  • Mana per level increased to 42 from 36
  • Base Armor reduced to 15 from 16.3
  • Armor per level reduced to 3 from 3.7
  • Attack Speed per level reduced to 2.75% from 2.98%

Double Strike

  • Every 4th consecutive basic attack, Master Yi will attack twice, dealing 50% damage on the second strike

Alpha Strike

  • Master Yi becomes untargetable and dashes to up to 4 units, dealing 25/60/95/130/165 (+1.0 total Attack Damage) physical damage and 75/100/125/150/175 bonus damage to minions. Alpha Strike can critically strike for 60% of Master Yi's total Attack Damage.
  • Alpha Strike's cooldown is reduced by 1 second each time Master Yi basic attacks
  • Mana Cost: 70/80/90/100/110
  • Cooldown: 18/17/16/15/14


  • Master Yi channels for 4 seconds, gaining 40/45/50/55/60% damage reduction and healing for 30/50/70/90/110 (+0.3 Ability Power) per second. This heal is increased by 1% for every 1% Health Master Yi is missing. The damage reduction is halved against turrets
  • Mana Cost: 50/65/80/95/110
  • Cooldown: 35

Wuju Style

  • Passive: Master Yi gains 7/9/11/13/15% Attack Damage
  • Active: Master Yi deals 10/15/20/25/30 (+0.1/0.125/0.15/0.175/0.2 total Attack Damage) true damage on hit for 5 seconds. Wuju Style's passive bonus is lost while the skill is on cooldown
  • Mana Cost: 0
  • Cooldown: 18/17/16/15/14


  • Passive: When Master Yi kills a champion, the cooldowns on his basic abilities are reduced by 18 seconds (half for assists)
  • Active: Grants Master Yi 30/55/80% Attack Speed and 25/35/45% Movement Speed for 10 seconds. If Master Yi scores a kill or assist while Highlander is active, Highlander's duration is extended by 4 seconds
  • Mana Cost: 100
  • Cooldown: 75


Aqua Prison

  • Fixed a bug where the stun sometimes lasted longer than intended


Heroic Charge

  • Fixed a bug where Poppy would retain her previous move or attack order after charging
  • Fixed a bug that caused Poppy to stutter briefly after charging


Summary: The ranges of Ryze's spells are being reduced this patch, but his base movement speed and Desperate Power movement speed buff have both been increased to compensate.

Context: With his spell range and high late game damage, Ryze could effectively nuke back line squishies from distance while still playing the role of "tanky beast" (when built in that way). We wanted to refocus on Ryze's core identity as a mid-range mage, meaning his positioning and proximity to the enemy team is more important than before, while his increased speed should allow him to get up close to priority targets to melt their delicate little faces.


  • Cast range reduced to 600 from 650

Rune Prison

  • Cast range reduced to 600 from 625
  • Mana cost reduced to 60/70/80/90/100 from 80/90/100/110/120

Spell Flux

  • Cast range reduced to 600 from 675

Desperate Power

  • Movement Speed increased to 60/70/80 from 35/45/55


Summary: Thresh's reduced base health and armor make him more vulnerable at early levels, but collected souls now grant a flat bonus with no diminishing returns.

Context: We wanted to make trading in lanes a little riskier for Thresh as he had a lot of crowd control through Death Sentence and Flay. Additionally, collecting souls, while a vital part of early game Thresh play, had the tendency to become negligible late game due to their diminishing returns. Giving souls a flat bonus means Thresh's passive stays relevant throughout the game.


  • Base Health reduced to 500 from 541
  • Base Armor reduced to 12 from 18


  • Souls now always grant 0.75 Armor and Ability Power instead of starting at 1.0 and granting diminishing returns per soul collected

Twisted Fate

Summary: Loaded Dice no longer grants global bonus gold, but instead gives Twisted Fate between 1-6 gold per kill. Pick a Card has been changed, too, giving TF players a smaller window to throw the card after locking it instead of one long window to both lock and throw the card.

Context: Loaded Dice was giving Twisted Fate and his team a lot of hidden power without feeling individually impactful. The change fits more thematically with his kit and allows his passive to feel more noticeable by giving TF more gold on average over the course of the match.

The Pick a Card changes are intended to introduce more counterplay to the ability, as many players were locking their card within a second or two of shuffling, then sitting on the locked card for the rest of the duration to intimidate opponents. While these changes mean TF players have more time to utilize Pick a Card, they'll have a smaller window to act once they lock in their card.

Loaded Dice (Remade)

  • Upon killing a unit, Twisted Fate rolls his dice, gaining anywhere from 1 to 6 bonus Gold. Naturally, Twisted Fate has a higher chance to receive a larger bonus

Pick a Card

  • Now has 8 seconds to lock the card and 4 seconds to throw it instead of 10 seconds to do both


  • Spirit Guard Udyr has new death animations



  • Fixed a bug where the cast range was longer than intended (650 instead of 550)

Final Hour

  • Cooldown increased to 100/85/70 from 70 seconds


Infinite Duress

  • Fixed a bug where damage would continue to be dealt after being interrupted by enemy champions


Elastic Slingshot

  • Damage reduced to 80/120/160/200/240 from 80/130/180/230/280

General Champion Changes

  • Champions with dash abilities will no longer be able to activate them while taunted (Jax's Leap Strike, Katarina's Shunpo, and Shen's Shadow Dash)
  • Champions that waste basic attacks or abilities on damage nullifying shields or absorption shields without breaking the shield (Kayle's Intervention, Poppy's Diplomatic Immunity, Morgana's Black Shield, Barrier, etc) will now be properly granted assists if that champion dies within the appropriate time frame

FREE CHAMPION ROTATION SEASON 3 WEEK 26 ( Having annoying rotations

Free to play champion prices:
Annie - 450 IP or 260 RP
Fiora - 6300 IP or 975 RP
Leona - 4800 IP or 880 RP
Nami - 6300 IP or 975 RP
Nautilus - 6300 IP or 975 RP
Sejuani - 6300 IP or 975 RP
Shyvana - 6300 IP or 975 RP
Sivir - 450 IP or 260 RP
Vayne - 4800 IP or 880 RP
Veigar - 1350 IP or 585 RP


A new champion and skin sale starts tomorrow! Between July 30th and August 2nd, you'll be able to pick up Special Forces Gangplank for 487 RP
Oktoberfest Gragas for 487 RP
Big Bad Warwick for 260 RP
Lulu for 487 RP
Galio for 440 RP
Udyr for 292 RP


Free to play champion prices:
Ashe - 450 IP or 250 RP

Diana - 6300 IP or 975 RP

Fiddlesticks - 1350 IP or 585 RP

Fizz - 6300 IP or 975 RP

Kha'zix - 6300 IP or 975 RP

Nidalee - 3150 IP or 790 RP

Shen - 3150 IP or 790 RP

Thresh - 6300 IP or 975 RP

Twitch - 3150 IP or 790 RP

Udyr - 1350 IP or 585 RP


A new champion and skin sale starts tomorrow! Between July 23rd and July 26th, you'll be able to pick up

Wildfire Zyra for 675 RP

Headhunter Rengar for 487 RP

Commando Jarvan IV for 260 RP

Darius for 487 RP

Rumble for 440 RP

Anivia for 395 RP


A new champion and skin sale starts tomorrow! Between July 19th and July 22nd, you'll be able to pick up

Full Metal Pantheon for 487 RP

Sun Goddess Karma for 375 RP

Ravager Nocturne for 260 RP

Varus for 487 RP

Yorick for 440 RP

Janna for 292 RP

Changes to role names.
  • Assassin

An assassin is an agile champion that specializes in killing or disabling high value targets. Focused on infiltration, deception, and mobility, assassins are opportunistic hunters who find favorable moments within a fight before jumping into the fray. Regardless of the size of the enemy team, assassins specialize in positioning and artful killing. They strike when the time is right – no sooner, no later.

  • Mage

Mages are mostly ranged champions who prioritize powerful abilities over basic attacks. Typically mages are characterized by some combination of long-range, area-effect or high-utility spells to get the job done. A skilled mage can have a huge impact on any team with their versatile skillsets and flexible playstyle.

  • Tank

Tanks are durable, front-line champions that help lock down enemies and start fights. They're usually found leading the charge, choosing the right times and situations to initiate aggression. Many tanks can also protect their more fragile teammates by stunning or pushing around dangerous foes and limiting their damage potential.

  • Support

Supports make plays by enabling their allies through buffs and heals, or by disrupting enemy lines through crowd control. From laning to late game teamfights, supports create advantages and opportunities for their teammates to capitalize on. A skilled support gives their team the edge it needs to claim victory, and can turn the tide of battle with just one well-timed play.

  • Fighter

Fighters are melee combatants that possess a mix of offensive and defensive capabilities. While they don't have as much utility as a tank or as much damage as an assassin, a fighter's damage will add up over time to make them a major threat. Each fighter has a unique blend of mobility, damage, disruption and durability.

  • Marksman

A marksman is a ranged attacker that sacrifices defensive power and utility to focus on dealing strong, continuous damage to individual targets. Typically focused on using their basic attacks more than their abilities, marksmen have the capability to scale and deal out devastating levels of damage in the late phase of any game.

By the way, using the term “marksman” over the colloquial “AD carry” is deliberate. Calling the role marksman defines it in a more clear and accurate way – plus AD carry is a bit of a holdover from when an AD player was always expected to carry a team. League is a game about teamwork and it's inaccurate to say that marksman is the only role, or even the primary role, to carry teams to victory. A lot of people will still call it AD carry, and that's fine, but for the places we use this officially, we'll be using marksman. It's a semantic change, but it's important to note here just to let you know it's coming.

Some of these roles are obvious fits for a champion, like Brand being a mage or Nautilus being a tank, but others are more nuanced or embody a combination of roles. This helps us define what the champion brings to the table and lets us get on the same page about the types of expectations you can have for a champion. For example, Mordekaiser is primarily a mage, but also a fighter. It's also worth mentioning that we're relatively stat agnostic when it comes to considering roles – Pantheon and Annie are both mages, for example, because they rely primarily on their abilities for damage, but the former is attack damage based while the latter is ability power based.


The long awaited, ultimate tier Spirit Guard Udyr skin is now available for purchase! For the next four days, he will be available for 1950 RP ( along with an Udyr + SGU bundle for 2295 RP ) as part of a special promotion and after that he will be available at his normal 3250 RP price point.

Purchasing Spirit Guard Udyr will also net you four summoner icons and profile banners - one for each stance!


A new champion and skin sale starts tomorrow! Between July 16th and July 19th, you'll be able to pick up Dark Crystal Ryze for 487 RP
Bilgewater Katarina for 487 RP
Forsaken Olaf for 260 RP
Fiora for 487 RP Ezreal for 440 RP
Nasus for 292 RP


Free transfers to the new Russian / CIS servers are once again available!

Here's Demorphic with more information:
"Summoners, We’re excited to announce a new promotion featuring free transfers to the Russian/CIS server. A ton of you asked us to re-open the transfer window since you didn’t get a chance to switch over during the initial period. Now you’ll be able to head to the Russian server from NA, EUW and EUNE and still nab your Bear Cavalry Sejuani when she’s released. Just like last time, to transfer go to the “Other” tab in the Store and select the Transfer to Russia item. Remember, that if you want to shift back, the regular price is 2600 RP. The promotion will last until the release of the 3.10 patch. We’ll let you know as soon as we have the exact date. We look forward to battling alongside you on the new server!"

Better late than never FREE CHAMPION ROTATION SEASON 3 WEEK 24

This week's, Season 3 Week 24, free to play champion rotation includes Corki, Graves, Jayce, Karthus, Malphite, Malzahar, Olaf, Soraka, Volibear, and Zed. These champions will be available for free play starting tomorrow!

Free to play champion prices:
Corki - 3150 IP / 790 RP
Graves - 6300 IP / 975 RP
Jayce - 6300 IP / 975 RP
Karthus - 3150 IP / 790 RP
Malphite - 1350 IP / 585 RP
Malzahar - 4800 IP / 880 RP
Olaf - 3150 IP / 790 RP
Soraka - 450 IP / 260 RP
Volibear - 6300 IP / 975 RP
Zed - 6300 IP / 975 RP