A rebuilt client brings Home, your party, news, champion select and settings together.
Read patch notes in the client. Control menu music beside your party.
Smaller art downloads and sound loaded when needed reduce loading work.
Art and bots
Updated Knight, Wizard and Storm Warden art, clearer item icons, and new profile banners, frames, crests and badges.
Hard bots collect income more reliably and time their fights and retreats better.
Playtest fixes
Moonsmith: if Convergence's target dies, or every turret falls, before the beams land, you get the cooldown and mana back.
Bot orders end when the bot gets there. After Go here or Fall back, it plays its role again. A bot never waits in one spot.
Help me brings your bot to fight beside you, for up to 60s. When there is nothing to fight, or you die, it goes back to its role. An order your bot cannot reach ends at once.
The ping wheel opens as soon as you hold Alt and press, and shows the champion you are ordering. Press F to order a different bot.
Champion select: select a champion someone else has picked to read its abilities.
Item icons have a coloured background for their main stat again, such as red for attack damage and violet for ability power. Each item has its own clearer drawing, so similar items are easier to tell apart.
Battle Cry
Alpha 0.1.9
23Announcer calls · every champion speaks
4Bot commands on a ping wheel
3Highlights after every match
217New item and ability icons
A new map: the older siege
The whole map · repainted
The older siege
Ruins of the war that broke the Moonforge
Walk behindTrees and walls hide champions. Their outline shows through
Tall grassIt parts round you as you walk
ScarsBig spells leave marks on the ground, and crows burst from the trees
LightLamps light the walls in front of them. A fallen tower's lamps go out
FootstepsEach kind of ground has its own sound
TowersGold plates you can see falling off, and a core that sits in its ring
New looks and a new ability
New look
Night Lord
The Hooded Shadow Lord
Modelled in 3D, in every direction
A low ninja sprint and new throws
A gold gauntlet that launches his stars
New face
Weaver
Drawn to match her portrait
Every expression redrawn
Champion select shows every champion at their real size
New W
Moonsmith
Overhaul replaces Laser Point
Dash to any of your turrets
It heals to full, gains a shield and fires twice as fast for 4s
New sounds
Treant
Groaning timber, not a squeaky chair
All 14 of his sounds remade
His death is a falling tree
Command your bots
Every match· your team's bots are shared out among its players. Hold Alt, press on the map or minimap, drag to a command and let go. F switches bots.
→ Go hereGo to the spot and defend it
← Help meFollow and protect you
↓ Fall backRetreat toward base, then hold
↑ Resume roleGo back to its lane or jungle
Champions, jungle and items
Thunder
Master Bolt scales with critical chance
Rogue
Vanish: speed at onceInvisible after a 2s fade
Druid
Recommended build: critical
Banshee
Dark spells no longer black out the ground
Jungle
Camps pay the last hit onlyCamps open 0:20 → 0:30Starters finish at 20 camps 25
Items
4 new itemsMage items with mana 6 → 32 retired
Also new
Your abilities seeSkillshots and spell zones show what is round them, even in brush
Player chatTalk to your team or the whole room
Play of the GameUp to 3 highlights after each match
Start countdown5 seconds, and anyone can cancel it
Item plannerPlan a build before the match, with the shop's filters
SmootherLighting, the HUD and the minimap do less work each frame
Every champion has a voice: lines for their abilities, kills, low health and death, and lines for the champions they know.
Allies and enemies hear different lines for the same ultimate.
You only hear champions you can see.
An announcer calls the match start, every kill, first blood, double and triple kills, an ace, shutdowns, towers, the Stone Sentinel, super minions, Rimecoil, and victory or defeat.
The Banshee keeps her own sounds. The Hookman grunts. The Druid is silent in animal forms.
Treant: all 14 of his sounds are remade as heavy timber. His death is a falling tree.
The map
The whole map is repainted: groves with great oaks, worn paths, clumps of tall grass, the king's road with patched craters, the river with its falls and marsh, a moon-silver blue keep and an iron red fortress.
The ruins of an older siege lie in the jungle: a fallen colossus, a stone fist, grave swords, a trebuchet, a siege tower and old palisades. Past the north edge you can see the besiegers' camp.
Trees and walls in front of a champion now hide them, and their outline shows through.
Tall grass parts round you. Treetops shake where magic lands.
Big spells leave scars on the ground. Big ultimates send crows out of the trees.
The lanes wear down as the match goes on, and the night passes: the moon's colour and the shadows change.
Footsteps sound different on each kind of ground.
The river sounds like a creek.
Light
Walls, towers and trees are lit from their base, so a lamp in front of a wall lights its face.
The light follows the match. Killing the Stone Sentinel lights the great anvil. A fallen tower's lamps go out. Rimecoil's arrival makes the fires gutter and frost creep over the stone.
Spells leave light behind them: fire leaves embers, storm flashes the walls.
The blue castle burns with cold fire, and fireflies drift in the jungle.
Fixed: light and shadow round trees and walls drew wrong in the browser.
Towers and cores
Tower plates are gold-rimmed panels on the tower. When one breaks it flashes gold and falls off.
Each core sits in the middle of its ring. Its orb breathes, flares as it charges and sputters when the core is low.
Gold from tower plates is labelled.
Champions
Night Lord: a new look, modelled in 3D, in every direction. He runs in a low sprint, throws his stars from a gold gauntlet and makes hand seals as he casts.
Weaver: a new face drawn to match her portrait.
Moonsmith: Overhaul replaces Laser Point. Dash to any of your living turrets, anywhere on the map. It heals to full, gains a 60 to 180 (+50% ability power) shield and fires twice as fast for 4s. 50 mana, cooldown 14s to 10s.
Thunder: Master Bolt deals its average critical damage. At 50% critical chance it deals 37.5% more.
Rogue: Vanish gives movement speed at once and turns you invisible after a 2s fade. Damage from enemy champions and structures delays the fade until 1.5s after each hit, up to 4s. Dashing keeps the fade going. Attacking or casting another ability ends it.
Rogue: he crouches as a shadow cloak gathers round him. Hits disturb the cloak.
Druid: the recommended build is now critical, the build winning Druid players use.
Banshee: Dread Shriek and other dark spells no longer black out the ground and walls.
Wizard: Magic Shield draws one dome, round his body.
Beetle: his shell is now split down the middle.
Druid: Bear form growls deeper and Cat form meows a little quieter.
Eclipse items' ultimate cooldown reduction no longer stacks with itself.
Jungle and vision
A jungle camp pays its gold and XP only to the champion who lands the last hit. Bosses still reward the whole team.
Champions standing beside the Stone Golem no longer all reach level 2 when it dies.
A camp counts as 3 CS. A wolf pack counts once.
Jungle starter items finish at 20 camps (was 25 monster last hits). Until then, lane minions give you half their gold and XP.
Jungle camps first appear at 0:30 (was 0:20). Until then the minimap shows each camp's countdown.
Your own abilities give your team sight: round skillshots in flight, inside spell zones, and for 1.5s where a skillshot ends or a ground-aimed spell lands. This sight reaches into brush and over walls. Invisible champions stay hidden.
Items
New: Wand of First Strike. Your ability damage deals 15% more to champions above 70% health.
New: Executioner's Grimoire. Your abilities and basic attacks deal 12% more damage to champions below 35% health, shared with Executioner's Axe.
New: Mourning Veil, made for the Banshee and sold to everyone. When your ability kills a minion or monster, its soul bursts out and damages the minions and monsters round it.
New: Runed Greatsword. Gain attack damage equal to 2% of your maximum mana.
Tome of Wisdom gives 600 mana and ability power equal to 4% of your maximum mana.
Harvest Crown is now Crown of Power: 120 ability power and 15% more ability power.
Spellbook, Spellbook of Haste, Hexthorn Wand and Boots of Swift Casting no longer give mana.
Every item gets its stats from its parts. Heartwell Chalice builds from the new Amulet of Vitality, so you have its mana before you finish it.
Shortbow gives 55% attack speed, and the items built from it give at least as much.
Stronger: Lightning Crossbow, Bow of Swiftness, Duelist's Rapier, Twin Hatchets, Longbow of Giant Slaying, Wounding Cleaver, Armor-Cracking Maul, Charged Bracer and Healer's Lantern.
Burning Spellbook, Warhammer of Mending and Mercy Bell lose their cooldown reduction and gain other stats.
Weaker: Lance of Piercing, War Pick, Headsman's Axe, Bottomless Chalice, Breastplate, Last Stand Cloak, Ironshod Boots, Warded Boots, Boots of Swift Casting, Mossheart Pendant, Heart of the Moonforge and Apprentice's Orb.
Windrunner Blade and Moonveil Mantle are no longer sold.
Bots
Every match shares your team's bots out among its players. A friend who joins during a match takes over a bot.
Command your bot with a ping wheel. Hold Alt, press on the map or minimap, drag toward a command and let go. A plain click is still an ordinary ping.
Go here sends it to the spot to defend it. Help me has it follow and protect you. Fall back sends it toward base to hold. Resume role sends it back to its lane or jungle.
Press F to switch which bot you command. Your teammates see each command as a ping.
Hard bots are stronger: they think and react as fast as Nightmare bots, defend against raids and gank from the jungle. They beat the old Hard bots in 60% of games.
Every bot knows each champion's real cooldowns.
Early in the match, laning bots keep to their own lane. A Weaver bot shields allies who were just hurt.
Play of the Game
Up to three highlights play after each match, starting with the Play of the Game. Either team can earn them.
Victory or defeat appears before the reel. Choose Next highlight or Skip all at any time. Watch the reel again from results.
Turn automatic highlights off in Settings.
Player chat
Chat in the lobby, match and results. Your conversation stays for a rematch.
Press Enter for Team chat during a match. Team messages go only to your team.
Messages and game updates show over the map. Change or turn off chat in Settings. Chat settings do not mute pings or game alerts.
Lobby and interface
The host's Start counts down 5 seconds, and any player can cancel it.
The host can remove a player and choose each bot's lane.
Item planner: plan a build for your champion before the match. It uses the shop's search and stat filters, and the shop recommends your build.
Champion select shows every champion at their real size.
You see your teammates' Anvils, recalls and the Banshee's ultimate.
The HUD portrait is larger. Stats use short names, with the full names in their tooltips.
The shop's left column ends with a No item slot group: the Anvil and Night Lord's stars.
The minimap shows lanes, minions and turrets. Cleared camps show their countdown in seconds.
Siege and super minions have bigger health bars.
Settings keeps one size on every tab, and has leave and refresh buttons. The Sandbox panel has tabs.
The grey screen while you are dead is lighter.
Rimecoil's Ice Lid no longer shows a champion shield dome.
Art
New pixel art for every champion portrait, item, ability and passive: 20 portraits, 108 item icons and 109 ability icons.
Item and ability icons have clearer shapes and quieter backgrounds, so they are easier to tell apart in the shop and ability bar.
Crescent and Rogue have new portraits. Storm Warden's portrait no longer has animated eye lightning.
Performance and fixes
Lighting, the HUD, tooltips and the minimap do less work each frame.
Match updates are smaller.
Fixed: tower and core hits, storms, quakes, bolts and scorch marks were missing from your second and later matches until you reloaded the page.
Match security
Safer matches
A safer match
Keep playing
Match connections are better protected against disruption. Reconnecting players keep their place.
Fog of warHidden activity stays hidden from opposing players.
Pixie's doubleThe double is harder to identify.
Match resultsPublic matches keep the right player results.
Improved match connection stability and protection against abuse.
Fixed information leaks in fog of war and reduced ways to identify Pixie's double.
Fixed player results when someone takes over a bot.
Game data
Analytics API
ResultsCompleted public matches
HistoryPlayers, champions and items
VersionsThe definitions each match used
Read onlyPrivate integration keys
Build with Siege's game data
From the match to the numbers
Completed match results, team timelines and player histories are available to approved analytics integrations.
Champion and item statistics show their sample sizes. Older results mark data that was not recorded.
Added a read-only API for external analytics sites and agents.
Results wait on disk if delivery fails and retry after a worker restart.
Private rooms, known agent games, sign-in details and raw match recordings are excluded.
Cold Iron
Alpha 0.1.8
500Gold an Anvil · no slot, no limit
15:00Rimecoil breaks the map open
+25%Minion damage for its slayers, for good
2:00Golem respawn · it pays more
New boss: once a game
Raid boss · top centre · 15:00
Rimecoil
The Glacier Wyrm, in place of the Ancient Guardian
14:00 · The north stirsEvery player hears it, wherever they are, and the minimap shows where
15:00 · The map breaks openA frozen bowl above the old top edge, and the ice slows everyone on it 30%
OnceIt never comes back. The bowl stays open and frozen
Dodge it on the ice
Frost breathA long line at the farthest champion on the ice; a gold tick marks who
IciclesA circle under each champion on the ice: roots, and leaves a puddle
Tail breachA ring round its hole that stuns
Frost pulseThe whole ice, a little damage, no dodging it
Ice puddlesSlow you 50% and hurt while you stand in them
Ice LidBreak its shell in 8 s, or everyone on the ice freezes
Slay it: Rimecoil's Favor, for good
Permanent · the killing team
Rimecoil's Favor
A Wyrmling frost mage marches with every wave, in both lanes
Your champions deal +25% damage to enemy minions
Two Anvils each. No gold
Anvils: 500 gold, one random stat
Anvil· 500 gold · no item slot, no limit · one stat your champion can use, worth about 300 gold of items. Only you see what you rolled.
Everyone
+120 health+13 armor+13 magic resist+140 mana+1.5 mana/s+3 health/s+5% cooldown reduction, to 40%+10 movement speed
Succubus −12.7%Rogue −6.9%Knight −6.3%Ranger −6.2%Rat King −5.4%Weaver −3.6%Night Lord −2.1%
A share moves health, attack damage, armor and their growth per level together.
Look and feel
Real lightMoonlight, the map's lamps and every spell light the world. Walls, towers and cores cast shadows
Only spells glowChampions, the map and the HUD stay sharp. Each champion's magic has its own colours and light
Zoom outThe mouse wheel now zooms out too, to twice the view each way
Forged moonsteelA HUD of dark steel and gold. The minimap shows Rimecoil's bowl
A HUD that holds stillThe panel keeps its size, and tooltips never cover your abilities
Plain wordsEvery tooltip, item and buff says exactly what it does
Rimecoil, the Glacier Wyrm
Rimecoil replaces the Ancient Guardian, and the Ancient Blessing is gone. Where the Ancient's clearing was, a narrow pass joins the two upper jungles.
At 14:00 the north stirs: a horn and a feed line reach every player, wherever they are, and the minimap shows where. At 15:00 the map breaks open: a frozen bowl at the top centre, above the old edge of the map, with Rimecoil rising out of the ice.
It comes once a game and never respawns. After it falls, the bowl stays open and frozen.
The ice slows every champion on it 30%, both teams. Outside the bowl nothing changes.
Anyone who can reach it can hurt it, and the last hit takes it. Its health is never announced: only its arrival and its death are.
It is a raid boss: very tanky, and every attack shows on the ground before it lands, so you can dodge it. Frost breath runs a long line at the farthest champion on the ice and knocks back whoever it catches. Icicles fall in a circle under each champion on the ice, up to six, root and leave an ice puddle that slows you 50% and hurts while you stand in it. Tail breach bursts up in a ring round its hole and stuns. A frost pulse washes the whole ice for a little damage you can't dodge.
Ice Lid: at 70% and 35% health it ducks under a shell of ice. Break the shell within 8 seconds and Rimecoil is Shattered: dazed for 3 seconds and taking 25% more damage for 6. If you don't, everyone on the ice freezes for 1.5 seconds and what is left of the shell heals it.
Linger and it gets worse: after 75 seconds the puddles stop melting, and after 120 a freezing pulse comes every 6 seconds. Leave the ice for 6 seconds and it heals back to full.
Rimecoil's Favor, permanent, for the team that slays it: a Wyrmling frost mage marches with every wave in both lanes, your champions deal 25% more damage to enemy minions, and each of you gets two Anvils. No gold.
The Wyrmling's frost bolt splashes half its damage onto enemy minions beside its target. It pays gold when it dies, so the other side farms something too.
Anvils
A new shop entry: an Anvil costs 500 gold, takes no item slot and has no limit. Buy them at your base, or while dead, like items.
Each gives one random stat your champion can use, worth about 300 gold of items. Every stat you can roll is equally likely, and a roll is final.
Everyone: +120 health, +13 armor, +13 magic resist, +140 mana, +1.5 mana a second, +3 health a second, +5% cooldown reduction or +10 movement speed.
Physical kits (Knight, Ranger, Rogue, Barbarian, Night Lord, Beetle, Thunder) can also roll +12 attack damage, +17% attack speed, +10% crit chance, +7.5% lifesteal or +6% armor penetration.
Magic kits (Wizard, Cleric, Storm Warden, Treant, Banshee, Moonsmith, Weaver, Pixie, Succubus, Hookman, the Crescent) can also roll +19 ability power or +6% magic penetration.
The Druid and the Rat King can roll all of them.
Crit chance stops at 100% and cooldown reduction at 40%; once you're there, Anvils stop rolling them. Penetration multiplies, so it never reaches 100%.
Only you are told what you rolled, in your feed. Hover the Anvils buff for your totals.
Camps
Stone Golem: Stone Hide (+15 armor and magic resist) becomes Stone Plating. For 60 seconds, each hit from a champion or monster loses 10 + your level, never below 1. Damage over time, minions and towers are not reduced. Stone shields circle you while it lasts.
The golem respawns every 2 minutes (was 1) and pays 198 gold and 416 XP, so one side's four camps over two minutes pay what they did before.
Wolves, Mana Wisp and Briar Boar pay 10% less: 69 gold and 144 XP. They still respawn every minute.
Wolf Pace: +5% movement (was 8%).
Hit one wolf and the whole pack fights you. The pups used to wait their turn.
A level 1 champion who takes the golem always reaches level 2, even when someone leashes it.
Banshee
Wailing Host replaces Answering Chorus as her ultimate. Cast it from anywhere: a host of banshees led by a towering wraith gathers at your core for a second, then flies down the lane nearest your aim to the enemy core.
Every enemy it passes takes 260 / 390 / 520 (+60% ability power) magic damage, once. Towers and cores take half. Both teams see and hear it coming.
Echo: every pulse also hits enemies within 75 of the target. Only the first pulse applies Resonance, to the target alone.
Dread Shriek throws her face across its cone.
Champions
Beetle: he is now jewel green.
Beetle: his abilities deal 15% more damage.
Beetle: Megahorn lunges 110 (was 90) and can gore a Moonsmith's turret. Its empowered basic no longer slows.
Beetle: Seismic Toss slows its victim 30% for 1.5 seconds once they land.
Beetle: Horn Charge is 64 wide (was 40), as wide as he is, and picks up a champion standing beside him as well as in front.
Beetle: Chitin Brace is easier to see: the shell glows, and the buzz's reach shows on the ground with a ring closing in as it is about to burst.
Pixie: her abilities deal 56% more damage.
Druid: Rejuvenation heals 20% less. Taking Bear, Cat or Owl form now growls, meows or hoots.
Balance
Each change below moves a champion's health, attack damage, armor and their growth per level by the same share, to bring win rates closer to even.
Weaker: Succubus 12.7%, Rogue 6.9%, Knight 6.3%, Ranger 6.2%, Rat King 5.4%, Druid 3.7%, Weaver 3.6%, Banshee 2.6%, Night Lord 2.1%.
Look and feel
Light: the world is lit by moonlight, the map's lamps and every spell. Light spreads around the map, walls, towers and cores block it, and the trees shade the moon.
Glow: only spells glow. Champions, the map and the HUD stay sharp.
Each champion's magic has its own colours, and spells light the ground around them as they land. Spell markings on the ground stay readable at night.
Zoom: the mouse wheel now zooms out as well as in, to twice the view each way.
HUD: forged moonsteel, with dark steel, gold edges, bronze ability sockets and a gold level medallion. The minimap's frame arches over Rimecoil's bowl so the whole map shows.
Interface
Gold no longer pops up as a message in the middle of the screen, where it covered the kill and Sentinel banners. A destroyed tower's gold is in the feed at the top right.
Nothing is drawn over a banner while it is up.
When a boss falls, a banner and a feed line tell both teams who slew it.
An execute ultimate puts a notch on enemy health bars where the kill starts.
The bottom panel keeps its size as your gold grows.
Tooltips open above the panel, never over your abilities, and hide while you aim.
Shift + Q still levels up. The rank table opens only when you hold Shift on its own.
The target frame no longer shows your own champion, and keeps its height when buffs come and go.
The Anvils buff shows how many you have.
Every ability, passive, item and buff is rewritten in plain words, with the exact numbers the rules use.
Stone Sentinel
It now gives every champion on the killing team one Anvil, dead or alive, and no gold or XP. It still returns 3 minutes after it falls.
Bots
Bots buy Anvils once their build is complete.
They take Rimecoil as a team: they gather at the bowl's mouth and go in together when two enemies are dead, or when three of them are healthy and grouped with every enemy far away.
They may join a Rimecoil fight their allies have already started.
A bot next to a boss an ally is fighting now helps take it, at any level, unless it is nearly dead or fighting a champion. Before, bots under level 6 stood and watched.
A bot that has just run back to its tower no longer runs straight back to it. It plays on, or goes home if it's still in danger, instead of pacing on the spot.
Bots never attack or aim at a champion their team cannot see.
A bot no longer waits at a boss because a player walked past it, and no longer takes a wave a player is farming.
A bot under its tower with no enemy champion near takes the wave's experience instead of leaving it.
Hard bots play the Crescent, Beetle, Pixie, Hookman, Thunder and Druid better.
Nightfall Codex· magic · 2,900 · +90 ability power, 10% magic pen, 25% ultimate cooldown reduction, no mana
Champion changes
Hookman
Hook range 260 → 520
Thunder
Q: one big bolt with a lightning streakR reveals its line and whoever it hits
The Crescent
Range 140 → 80: top or jungleQ +60% to monstersMoonmark on basics, minions and monstersStronger base stats
You can't miss a kill
Kill momentA flash, a ring and crossed slashes where a champion falls; bigger, with a jolt, when it's yours
Kill bannerKiller and victim portraits slam in with the headline
Execute marksA blade X across the body and a lock-on reticle, slamming in as they drop into range
Items
Three new items shorten your ultimate's cooldown by 25%, after cooldown reduction: the Eclipse Aegis (Belt of Vigor + Plated Vest), the Duskreaver (Greatsword + Stiletto) and the Nightfall Codex (Staff + Piercing Wand). None of them has mana. Ultimate cooldown reduction from items stacks to 40%.
Hookman
Hook range 260 → 520.
Thunder
Hurl Bolt is one big bolt with a small lightning streak behind it.
Master Bolt lights what it strikes: for 2 seconds his team sees the whole line and every champion it hit, wherever they run. Stealth still hides them.
The Crescent
Basic range 140 → 80: she fights close in now, and bots play her top or in the jungle.
Crescent Arc deals 60% more to jungle monsters.
Moonmark: her basic attacks mark and consume it too, like her spells, and it now works on minions and jungle monsters as well as champions.
Base stats up: health 700 → 800, mana 380 → 420, damage 46 → 52, move speed 106 → 108, armor 18 → 24.
Kills and execute marks
Where a champion falls: a burst of light, a ring and two crossed slashes, gold when a foe falls and red when a friend does. Your own kills flash bigger and jolt the camera.
The kill banner shows the killer's and victim's portraits and slams in; your own kills get a bigger headline.
The execute mark on an enemy your ready ultimate would kill is now a blade X across their whole body with a lock-on reticle under them, and slams in at 2.5 times its size with a white flash when they drop into range. Only you see your marks.
Everything Connects
Alpha 0.1.6
12/12Slows show SLOWED
0Tower and Nexus healing
3Execute ults marked
×5Kill banners, up to penta
Ults that feel like ults
R · Master Bolt
Thunder
Strikes every champion on a 60-wide line
Seen and heard map-wide, even from the fog
An X on everyone it would kill now
R · Waning Strike
The Crescent
A flash, a twice-as-broad streak
Lands in a shaft of moonlight, louder
An X on everyone it would kill now
Champion changes
Beetle
Megahorn vs camps +60%Horn Charge width 28 → 40Guts: every crowd control countsSeismic Toss no longer shakes the screen
Treant
Deep Roots width 140 → 200Deep Roots damage −25%
Pixie
Double appears at your R cursor, up to 400 away
Rogue
Execute marks who it would kill
Items and camps
Stalwart Plate Now triggers on the Hookman's Hang and the Beetle's Wall Slam, like every other stun
Wisp Focus Mana 10 a second → 2.5% of maximum mana a second, so it grows with you
Clearer fights
SLOWEDEvery slow shows the label and tint: Throw Rat, King's Swarm, Starfall, Hack, Rot, Cold Light
Towers holdTowers and the Nexus never heal
TombstonesA tombstone falls where a champion dies
Kill bannersDouble, triple, quadra and penta kills
Execute marksSee who your ult would kill, before you press it
RootedSuccubus E and Crescent R say so the moment you press them
Smarter bots
Horn ChargeThey respect the Beetle's reach
Fear and charmA feared or charmed enemy is out of the fight
Every slowThunder and the Wizard punish any slowed target
Champions
Beetle: Megahorn deals 60% more damage to jungle monsters. Horn Charge is 40 wide (was 28). Seismic Toss no longer shakes the camera. Guts now gains a stack from every crowd control that lands on him, including fear, charm and a stun that lands inside a longer one.
Pixie: Mischief Double appears where you aim R, up to 400 away, and keeps that distance while it copies you.
Treant: Deep Roots is 200 wide (was 140) and deals 25% less damage.
Thunder: Master Bolt strikes every enemy champion on a 60-wide line. Its aim line, bolt and sound reach every player, even from the fog of war, and it looks the part.
The Crescent: Waning Strike is bigger and louder, from the flash at the start to the moonlight where it lands.
Execute marks: while the Rogue's, Thunder's or the Crescent's ultimate is ready, an X marks each enemy it would kill right now.
Items and camps
Stalwart Plate now triggers when the Hookman's Hang or the Beetle's Wall Slam immobilizes a champion, like every other stun.
Wisp Focus restores 2.5% of maximum mana a second instead of a flat 10.
Towers and the Nexus no longer regenerate or receive healing.
Interface
Every slow shows SLOWED and the slow tint. Throw Rat, King's Swarm, Starfall, Hack, Rot and Cold Light didn't before.
A tombstone falls where a champion dies. Double, triple, quadra and penta kills get a banner.
Pressing the Succubus's E or the Crescent's R while rooted says "Rooted" at once, as the Knight's E always has.
Bots
Bots count the Beetle's Horn Charge when judging whether they can get away.
A feared or charmed enemy counts as out of the fight, like a stunned one.
Thunder's bot calls Thunderstrike on a champion held by any slow, not only the half slow, and the Wizard's bot counts any slow when finishing with Meteor.
Under the hood
Slows and crowd control now each run through one system. New champions plug into Stalwart Plate, Guts, the SLOWED label and the bots without anyone having to remember to.
Horn, Moon & Thunder
Alpha 0.1.5
3New champions
20Champions to choose from
1New attack item
QWERNew ways to make trouble
Meet your next main
Top / Jungle · Fighter
Beetle
Gore, brace and toss
Carry foes into a Wall Slam
Heavy shell, heavier landings
Laner · Magic assassin
The Crescent
Mark with moonlight
Leap to your planted glaive
Kill with R, reset R
Bottom · Marksman
Thunder
Throw physical lightning
Blink and call down a stun
Master Bolt from afar
2,800 gold · Attack item
Storm Javelin
45% attack speed
400 mana · 2/s mana regen
On-hit damage scales with max mana
Three complete kits, three distinct personalities
New champion art, animations, effects, sounds and bot support.
Beetle
A horned fighter-tank for top or jungle. Crowd control builds Guts, making him stronger and tougher.
Q — Megahorn: lunge into a foe and empower your next basic attack.
W — Chitin Brace: close your shell to reduce incoming damage, then burst it open.
E — Seismic Toss: flip an enemy over your shell.
R — Horn Charge: steer a charge, impale up to two champions and slam them into terrain or structures.
Dust trails, flying rubble, shell sparks and weighty landings bring the battering ram to life. Seismic Toss also gets its landing fix.
The Crescent
A ranged magic assassin for the lanes. Spell hits alternate between placing Moonmark and consuming it for bonus damage.
Q — Crescent Arc: curve moonlight through enemies and burst at the destination.
W — Moonglaive: throw and plant a glaive, then recast to leap to it.
E — Cold Light: damage and slow enemies in a cone.
R — Waning Strike: dash through a champion, hitting harder as their health falls. Killing the target fully resets its cooldown.
Deep lunges, moonlit smears, expressive poses and layered sounds give each strike its own punch.
Thunder
A bottom-lane marksman whose lightning deals physical damage. Gathering Storm charges a piercing basic bolt.
Q — Hurl Bolt: charge for 0.3 seconds, then throw through a line of enemies.
W — Thunderstrike: warn a circle, then call down lightning that briefly stuns champions.
E — Ride the Lightning: charge for 0.2 seconds, blink and empower your next basic.
R — Master Bolt: show your aim for 0.75 seconds, then strike the first champion along a near-global line. Lower-health targets take more damage.
Spell mana costs rise with rank. Storm sparks circle his waist, with new charge effects and thunder sounds.
Storm Javelin
2,800 gold, built from Shortbow and Wellspring Charm. Available to any champion.
+45% attack speed, +400 mana, +2 mana per second.
Overcharge: basic hits deal bonus physical damage equal to 3% of maximum mana. Unique effect; spells and attacks on structures do not trigger it.
These are first-pass champion numbers. We’ll tune them as the new roster gets played.
Think Twice
Alpha 0.1.4
2sTrap arming · was 1s
WWalk into placement range
RDruid checks the right heal
FinishSafe kills before shopping
A little room to react
Set the trap
Pixie
Two seconds before traps arm
Walks into range of your W cursor
Places the trap where you asked
Read the fight
Bots
Druid tracks Human R for healing
Account for Succubus healing
Finish short, safe structure kills
Better decisions, same champion strengths
Succubus keeps her range and damage. Towers keep their durability.
Pixie
Toadstool Trap arming time: 1 → 2 seconds.
Pressing W outside cast range now makes Pixie walk into range and place at the selected point. A new movement order or Stop cancels the approach.
Bots
The short-term fight read counts Succubus’s drain healing. Its shared estimate now includes Desire built by Q and Feast, as well as basics.
Druid checks Human Form’s own ultimate cooldown before switching to heal, instead of checking his current form’s R.
Bots in range of a structure they can finish in four seconds with basic attacks keep that push ahead of shopping or a mana reset, while healthy, backed by a wave and without a nearby visible enemy champion.
Mischief Managed
Alpha 0.1.3
12sTrap cooldown · was 25s
60%Trap AP scaling · was 20%
∞Hookman trophy health
Q ×2Double echoes nearby Q
Playtest hotfix
More mischief
Pixie
Stronger traps, more often
Spells preserve stealth
Double echoes your Q in range
R clears your old movement order
Keep collecting
Hookman
Uncapped trophy health
Health counter on passive
Champion hook counter on Q
Control effect reads Hanged
Bots: get back to safety
Retreats toward friendly towers skip bush jukes. Bots heading home no longer stop to hold a tower, and enemy Moonsmith turrets make that shelter unsafe.
Pixie
Q damage: 50–150 + 40% AP (was 40–120 + 30% AP).
Trap poison: 60–160 + 60% AP over 3 seconds (was 30–90 + 20% AP). Cooldown 25 → 12 seconds.
Spells no longer break Glimmer Step invisibility. Basic attacks still do.
Your double echoes Pixie Dust when the target is within its own Q range.
Creating the double clears Pixie’s previous movement and attack order; steering it does not move her.
Hookman
Trophy health has no cap; visual growth still stops at +15%. The passive displays accumulated bonus health.
Q displays the number of enemy champions hooked. Minions, monsters and Pixie doubles do not count.
The crowd-control label is now Hanged.
Bots
Skip bush detours when retreating to friendly towers or cores.
Continue home or recall when resetting instead of stopping under a tower. Reaching an escape destination now returns the bot to play or sends it home, rather than repeatedly escaping to the same spot.
Stop treating a tower as shelter against a champion outside its reach or an enemy Moonsmith turret firing into it.
Alpha 0.1.2 · October 24, 2026
Table Talk
Two new champions, the Hookman and the Pixie, plus fixes and tuning from a four-player playtest: your name over your champion, a tether that ignores vision, health regeneration items, and bots that stop throwing away their lanes.
2new champions
2new items
8champions changed
5bot fixes
New champions
Tank · Jungle
Hookman
The campfire story that turns out to be true.
Hang: 2.5 s, the longest disable in the game
Hook drags a champion through walls
Slowest champion: speed 88
Grows bigger with every takedown
Support · Top
Pixie
Giggles, traps and a double that explodes.
Toadstools: as many as she likes, 60 s each; they poison and reveal
Double explodes: 150 area, damage and root
Her team sees it in blue as CLONE; enemies can't tell
Glimmer Step: blink, then 2.5 s unseen
Champion changes
Moonsmith
Convergence range 900 → 1,300
Succubus
Charm cast 160 → 140Tether ignores sight and stealthEvery kiss builds Desire
Druid
Attack 67.2 → 60.5Starfall range 300 → 260Rejuvenation +10%
Night Lord
Health and attack +5%
Rogue
Health and attack +5%
Storm Warden
Health and attack +5%
Rat King
King's Swarm looks like an ultimate
Weaver
Silk Stride speed is easy to see
Items: health that comes back
Moss Stone
New · 300 gold 3 health/s
→
Mossheart Pendant
New · Ruby + Moss Stone 200 health · 5 health/s
→
Heart of the Moonforge
Belt + Pendant 1,000 health · +5 health/s
Hamstring Flail Slow 0.6 s → 1.5 s, cooldown 4 s → 1.5 s: keep hitting and they stay slowed.
Easier to play
Your namePlayers' names over champions, level in its own badge
Any lanePick any champion in any lane
ShopRight-click a recipe part to buy it in place
No forest fogFog only covers ground you can walk on
Your abilitiesYour projectiles stay visible in the fog
TitleClick to start goes straight into the theme
Smarter bots
Stay in laneBack to farming after a healthy escape
DefendNo more standing in the fountain
Camps firstJunglers gank from level 3
TreantFarms, then fights beside allies
WizardRecalls far less often
New champions
Hookman, a jungle tank and the slowest champion in the game (movement speed 88). Hook drags an enemy through walls, Rot burns everything near him (10–30 + 1.5% of his maximum health + 8% AP per second), Hack slows, and Hang strings up an enemy champion for 2.5 seconds, the longest disable in the game. Every takedown makes him bigger.
Pixie, a control support who plays the top lane. Pixie Dust slows; Toadstool Traps (as many as she likes, each lasting 60 seconds, 25-second cooldown) root and poison whoever sets them off, minions included, and show her team who they caught; Glimmer Step blinks her across walls and hides her for 2.5 seconds. Mischief Double sends out a copy that fools the enemy, takes double damage, and explodes when killed or when its time runs out, hurting and rooting everyone near it. Her team sees it in blue with CLONE over it and a countdown; enemies see only her. She giggles.
Interface
Players' names show over their champions; bots show their champion's name. The level sits in its own badge left of the health bar.
Succubus's Desire pips sit under the health bar, where names no longer hide them.
Your team's projectiles stay visible after they fly out of your team's sight; one chasing a target shows while the target is seen.
In the shop, right-clicking a part in an item's recipe buys that part and keeps the item on screen. Left click only selects.
Players can pick any champion in any lane. Bots still play the specialist lanes.
"Click to start" goes straight into the title theme; the bright opening sting is gone.
Fog only covers ground you can walk on: the forest and walls around the paths are never fogged, in the arena or on the minimap.
Champions
Succubus: Come Hither's cast range is 140 (was 160), well inside its 210 break range. Losing sight of the target or stealth no longer breaks it, and her team sees the target while it holds. Every basic attack that lands builds Desire, even on a champion walking away.
Moonsmith: Convergence cast range is 1,300 (was 900).
Rat King: King's Swarm draws a bigger pack, with a crimson shockwave as it leaves and a gnawed ring under the victim while it chews. Its damage is unchanged.
Weaver: Silk Stride shows a bright ring, racing chevrons and wind streaks while it lasts.
Druid: base attack damage is 60.5 (was 67.2), so Bear and Cat claw for less. Bear's opening swipes deal 30–110 bonus damage (was 36–132). Rejuvenation heals 178.2–490.2 + 60% AP + 80% bonus AD (was 162–445.5). Starfall range is 260 (was 300).
Night Lord: base health 798 (was 760) and attack damage 63 (was 60).
Rogue: base health 829.5 (was 790) and attack damage 83.16 (was 79.2).
Storm Warden: base health 1,008 (was 960) and attack damage 58.8 (was 56).
Items
New: Moss Stone (300 gold): 3 health per second.
New: Mossheart Pendant (850 gold, Ruby + Moss Stone): 200 health and 5 health per second.
Heart of the Moonforge builds from a Belt of Vigor and a Mossheart Pendant (was two Belts) and adds 5 health per second to its 1,000 health.
Hamstring Flail: melee basic hits slow champions for 1.5 seconds (was 0.6) on a 1.5-second cooldown (was 4), so a champion kept hit stays slowed.
Bots
A bot that gets away from a fight healthy goes back to its lane instead of recalling.
A healthy bot in its own fountain defends its base instead of standing in the fountain.
Junglers clear camps before they gank: no ganks before level 3.
Treant clears his camps first, ganks only beside an ally already trading, and does not start or stay in fights alone.
Wizard recalls at 40% health (was 50%) and for mana only below half health (was 85%).
Alpha 0.1.1 · October 24, 2026
Wild Growth
Rat King gets a new kit, Druid gets stronger form attacks, and bots make better use of their champions. This patch also adjusts jungle difficulty, items and champion balance.
Rat King
Pack Fury replaces Scatter. It grants 40–60% attack speed and 12–28 armour and magic resistance for 4 seconds, with a gold buff ring and an active timer. Rat King no longer dashes.
E is now a learned passive. Once unlocked, attacks attach rats for 4 seconds, up to 10. Each rat deals magic damage and slows by 2%, up to 20%. Attacks refresh the duration without delaying damage ticks.
King's Swarm reaches 300 units and adds 5 infestation stacks. It no longer makes Rat King take extra damage.
Missing health no longer changes spell strength. Rat Bite heals for 40% of damage dealt. Base health is 1,045.
E stays aligned with Q, W and R in the ability bar and remains dim until learned.
Druid
Damage and healing scale with both attack damage and ability power. Bear's first two area attacks deal more bonus damage. Cat's first attack after changing form is a guaranteed critical strike.
Cat's speed burst is 10%, permanent form speed is 5–9%, and brush speed is 10%. Brush bonuses no longer multiply. Pounce reaches 180 units and still crosses walls.
Owl poison deals 32.4–90 + 37.5% AP over 3 seconds. Refreshing poison no longer delays its next tick.
Rejuvenation heals 162–445.5 + 60% AP + 80% bonus AD over 4 seconds.
Starfall deals more base damage, lands with its impact animation and slows by 20% for 1 second. Bear Bash gets 20 units of release tolerance after a valid cast starts.
Cooldown reduction shortens form switching. Shop recommendations offer an AP build and a claw build after buying attack items.
Champion balance
Barbarian: War Cry grants 35–65% attack speed. Rage grants 425/600/775 health, 35/55/75 attack damage and 7.5/12.5/17.5% lifesteal.
Cleric: Sanctuary range is 250, its slow is 15%, and its base damage is reduced by 20% while keeping its AP ratio. Holy Power grants 5/7.5/10% movement speed. Heal gives 80% healing to Cleric herself, 40% to minions and full healing to other allied champions. Her menu class is Support.
Knight: Raise Shield reduces incoming damage by 25%. Base health is 1,045, mana 365.75, attack damage 62.7, armour 43.89 and magic resistance 20.9. Health, mana, attack damage, armour and magic resistance gained per level are reduced by 10%.
Moonsmith: base health is 800, mana 306, attack damage 43.2, armour 19.8 and movement speed 94.
Night Lord: base attack damage is 60. Tobi and Steely keep their attack damage and critical chance but no longer add critical damage.
Ranger: base stats stay unchanged. Health, mana, attack damage, armour and magic resistance gained per level are reduced by 5%. Rapid Fire's bonus damage is 25% lower against towers and cores.
Rogue: base health is 790 and health per level is 70. Vanish's cooldown begins when stealth ends, including on death.
Storm Warden: Q and Static Charge base damage are reduced by 30%, with AP ratios unchanged. Static Charge deals a further 20% less damage to minions, including during Stormcaller. Hammer Throw range is 240.
Succubus: base health is 968, mana 440, attack damage 50.6 and armour 28.6. Velvet Lash deals 96.25–261.25 + 60% AP. Midnight Feast deals 55/88/121 + 30% AP per pulse and has a 90/80/70-second cooldown.
Succubus: Sweet Surrender deals 33 + 6.6 per level after the first + 30% AP + 4.5% of the target's maximum health. It heals for the damage dealt.
Treant: base attack damage is 84.755. Q, E and R base damage rise by 15%. Health, mana, attack damage, armour and magic resistance gained per level rise by 15%. Q is wider; E slows by 25% for 1.5 seconds after its knockback. Q and E deal 15% extra damage to neutral monsters, including bosses.
Weaver: base health is 850, mana 480, attack damage 50, armour 22 and movement speed 100. Q has stronger base damage and 45% AP scaling; E has 50% AP scaling and roots for 1.2–1.6 seconds. Every W or R shield grants 30% movement speed for 3 seconds and triggers Snap when it breaks or expires.
Wizard: base health is 722, mana 408.5, attack damage 39.9 and armour 15.2. Health, mana, attack damage, armour and magic resistance gained per level are reduced by 10%. Fireball scales with 95% AP.
Fear and charm move their targets at 30% movement speed.
Jungle and roles
Jungle monsters, including bosses, have 20% more health and deal 20% more damage.
Barbarian, Knight, Rogue, Rat King and Treant are jungle-only and are the only jungle picks. Weaver and Succubus are top-only. Druid and the remaining champions play top or bottom. Champion selection and random picks follow these restrictions.
The five junglers receive stronger base stats, with the individual adjustments listed above. Druid receives stronger base stats and base spell damage and healing.
Items and bots
Witchwood Charm replaces 100 mana with 3 health regeneration per second. Regeneration stays after mastery.
All boots lose 2 movement speed. Basic Boots give 10, Boots of Speed give 25, and other upgraded boots give 20.
Succubus bots and shop recommendations use Boots of Swift Casting, Heartwell Chalice, Healer's Lantern, Thunderclap Maul, Lightning Rod Mantle and Stoneward Grimoire.
Succubus favours her lane and uses normal fight-risk checks. She keeps Velvet Step for escape below 40% health or when multiple enemies are nearby, and aims her whip for its release time.
Rogue and Treant pursue ganks more aggressively. Treant completes Burning Plate earlier.
Bots account for damage, shields, healing, mana, cooldowns, turrets and repeated effects when judging fights. They reconsider stalled escapes and prolonged tower retreats.
Weaver protects her lane farm, buys damage items earlier and shields threatened allies sooner. Cleric uses the correct self and minion healing rates. Night Lord can make safe Q trades while keeping mana for escape.
Startup and interface fixes
The start button no longer waits for audio or depends on a bubbling click event. Its callback stays outside reactive view construction.
A subtle FPS and latency display stays visible during matches. Previous-match samples clear on leaving.
Ability and item descriptions now match their current rules, including wall-crossing movement, healing, buffs and passive effects.
Alpha 0.1.0 · October 23, 2026
First Light
Our first official alpha brings the Rust migration, new champions and the latest gameplay changes together in one release. Named patches continue, now with versions starting at 0.1.0.
A new foundation
The game now runs on Rust, with a new browser client and authoritative match server. The Rust build is already live; this release brings its changes into the patch notes.
Google sign-in, player profiles and match results are part of the new player platform.
Moonforge Studio is our new content tool for champion art, animation and effects.
Movement and readability
All skillshot projectiles and dashes cross walls. Dashes and leaps still require a valid landing; champion and unit hit rules remain ability-specific.
Knight is larger, with a broader, shorter silhouette and longer walking strides. Night Lord's north- and south-facing artwork is narrower.
Floating combat and reward numbers are 40% smaller than their previous size, with critical hits still largest. Normal physical and magic damage use the same scale.
Experience gains use small, subdued +N XP text instead of magic-damage digits and particles.
Menus and controls
Patch notes open inside the game. Settings stay the same size between tabs.
Your name and number open your profile beside Settings. Removed title-screen filler and the opening control hint.
Matches default to fullscreen and mouse capture when the browser permits it, without a window-mode prompt.
Stronger arena bloom, retained when the game camera changes.
Buying health or mana fills the added capacity. Selling and undo reverse the resource change.
Succubus Q slow lasts 0.5 seconds, down from 0.75.
New items
Witchwood Charm · 500 gold: 15 AP and 100 mana. Clearing grants +25% damage to jungle monsters, including bosses. After 25 jungle monster last hits it is absorbed, preserving its stats and Clearing and freeing its slot. Shares the one-starter-per-game restriction.
Heartwell Chalice · 2,800 gold: 65 AP, 350 health and 300 mana. Builds from Staff and Ironbound Tome. Second Spring: ability damage to an enemy champion restores 3% maximum health and 4% maximum mana, once every 8 seconds.
Succubus
A new close-range magic champion joins Rat King, Druid and Weaver in this alpha. Her kit combines charm, a freely aimed glide and draining enemies.
Weaver
TL;DR
New champion: the Weaver, a happy moonsilk seamstress and ranged support who lanes on her own.
She sews silk shields onto her team, pins divers to the ground and stitches through waves with a staff-sized needle.
Weaver
Snap (passive): when one of her Patch or Cocoon shields breaks, the silk snaps and slows enemies within 80 of its holder by 30% for 1.5 seconds. A shield that runs out does nothing.
Q, Running Stitch: her needle darts 240 through every enemy and stitches back to her, dealing 50–130 + 35% AP magic damage on the way out and again on the way back.
W, Patch: sew a silk patch onto herself or an allied champion within 200: an 80–200 + 70% AP shield for 4 seconds.
E, Pin: throw a giant pin 240: the first enemy hit takes 50–150 + 40% AP magic damage and is pinned (rooted) for 0.9–1.3 seconds.
R, Cocoon: wind every allied champion within 300, herself included, in silk: a 150 / 250 / 350 + 80% AP shield on each for 4 seconds.
Patch and Cocoon add up on one champion. Bots play her in a lane.
Druid
TL;DR
New champion: the Druid, a moonlit woodland elf who fights as a bear, a cat or a moon owl.
Q, W and E change form; R is the current form's own spell, and each form keeps its own R cooldown, so changing form brings that form's R.
Druid
Wild Shape (passive): every form has its own basic attack and passive. Changing form is free and starts a 3-second cooldown on Q, W and E; the active form's key returns to Human Form. R is ready from level 1 and ranks up at 6, 11 and 16; its cooldown is 15–10 seconds and it costs 50 mana.
Human Form: ranged magic attacks (+20% AP). Woodland Affinity: entering brush in Human Form gives +15% move speed and health and mana regeneration while you stay there and for 5 seconds after leaving, and you keep it if you change form. R, Rejuvenation: heal yourself or an ally, champion or minion, for 60–165 + 40% AP over 4 seconds.
Q, Bear Form: +8–16% max health and +10–26 armor and magic resist. The first two attacks after changing swipe everything in front. R, Bear Bash: 40–115 + 60% bonus AD + 4% of the target's max health, and a 0.8–1.1 second stun.
W, Cat Form: faster, with more attack speed. Taking Cat Form grants +30% move speed for 2 seconds, on top of its existing +10–20% form speed. Brush grants another +15% speed, lingering 2 seconds after leaving and refreshing without stacking. Cat no longer has stealth or an ambush critical attack. R, Pounce: freely aim a 300-range leap through walls, dealing 60–120 + 60% AD physical damage within 65 of the landing. No enemy target required.
E, Moon Owl Form: ranged magic attacks that poison for magic damage over 3 seconds. R, Starfall: starlight falls on a circle 0.6 seconds after the cast, 90–210 + 60% AP magic damage, half at the edge.
Your buttons follow your form: R, its tooltip and your passive show only the form you're in, and the key of that form shows Human Form, because pressing it returns you there.
Bots can play the Druid in the top or bottom lane.
The Rat King
TL;DR
New champion: the Rat King, a crowned jungle bruiser with a hundred rats riding him and running at his feet. His health is his rats, and you can see them go.
Hurt, he bites and scatters harder; healthy, he throws rats and sends the whole swarm at a champion.
The Rat King
Mischief (passive): he has 100 rats, one per 1% of his health, and shows every one; losing health loses rats and healing brings them back. Each missing rat makes Rat Bite and Scatter 0.8% stronger; each rat left makes Throw Rat and King's Swarm 0.5% stronger.
Base: 960 health, 320 mana, 62 attack damage, 30 armor. His spells cost mana: Q 40, W 50, E 45, R 100.
Q, Rat Bite: bite an enemy for 50–150 + 70% AD + 35% AP + 4% of his max health physical damage and heal for 60% of the damage dealt.
W, Scatter: burst into rats that scurry to the cursor (140 range, 0.7 seconds) and reform there. He can't be targeted or damaged while they run; fewer rats get there faster and the cooldown is up to 40% shorter. He is not a mobile champion.
E, Throw Rat: throw a rat (200 range) that latches onto the first enemy it hits, biting for 60–180 + 40% AD + 50% AP magic damage over 5 seconds and slowing it by 25–41% (+4% per 100 AP) for 2.5 seconds.
R, King's Swarm: every rat leaves him and runs at an enemy champion (250 range). They chew it for 3 seconds for 150–350 + 80% AP + 60% bonus AD + 6% of his max health magic damage, more with more rats, and slow it 40%, fading. If it dies they jump to the nearest enemy within 200. Then they run home and heal him for 40% of what they dealt; until they are back he takes 15% more damage.
Bots play him in the jungle.
Nightmare
TL;DR
Pick each bot's difficulty in the lobby: Normal, Hard or Nightmare.
Nightmare bots read the map like a pro and react instantly; they still can't see you in the fog or in stealth. Hard bots play sharp inside the fog of war.
Every bot plays smarter: a new brain weighs every choice in team gold, so bots farm, take bosses and towers, and help each other when it pays.
Lobby
Bot difficulty: the host sets it per bot seat, on the top row of the seat's champion picker, or for every bot at once beside Randomize bots. The seat shows its difficulty, and a rematch keeps your choices.
Normal: the bots you know, with human-like reactions.
Hard: reactions in about a tenth of a second, a fresher read of every fight and a team that plans more often. It plays by the fog of war but remembers where you went.
Nightmare: plays by the fog of war like you: it cannot see you in the fog or in stealth. It gets a rough idea of where hidden enemies are every few seconds, reads everything it can see exactly (health, cooldowns, your walking path for its skillshots), reacts instantly and jumps out of skillshots it sees with its movement spell. It still plays by the rules: the same stats, cooldowns and commands as you.
Bots
No fleeing won fights. One bad read no longer sends a bot running. Bots stop flipping between fighting and running, leave a losing fight before you're on them, don't walk straight back into a fight they just ran from, and turn and fight when they can't get away.
Bots read fights before they start. Every bot weighs a fight in gold before it is on top of it: it walks away from one it would lose (a fed champion coming its way, two on one) before you reach it.
Bots know what each champion can do. They count every champion's spell burst, healing and dashes, so they stop walking into a fed Night Lord or Rogue, and they don't start a fight on a read that is barely in their favour.
Fewer silly deaths. Laners stick to their own lane. A bot heading home to shop steps away from enemies first, and one that has escaped stays escaping instead of turning for home with you on it. Bots no longer get stuck against a wall under a tower, and they walk around towers on the way to a boss instead of stopping at them.
Fewer tower dives. Bots know that hitting a champion under its tower turns the tower on them, and only dive for a kill that lands first. A bot shot by a tower on its way home walks out of range instead of getting stuck under it.
Bots chase into the right bush. They remember where you were heading and follow you into the bush you took, not the nearest one, and may check it with a spell. They also wait in bushes to ambush, duck through a bush to shake a chase and fight beside brush.
A new bot brain. Every bot prices each thing it could do (farm its wave, clear camps, take a boss, push a tower, gank, defend, go shopping) in team gold per second and does what is worth most to the team. It sticks with that until something it cares about happens: a fight nearby, an enemy showing up, its wave dying, a boss opening up, or it gets hurt. Bots that need gold stay on their farm (Night Lord is the hardest to pull away); junglers, Cleric and Wizard roam to help, push or pick.
Bots close out games. Towers and the core are worth more the closer they bring the win, so a team that is ahead pushes it home together.
Bosses: bots take a boss when their group can kill it before you can stop them, and go for it together.
Ganks and counter-ganks: bots go for a kill they can win with the allies nearby, come to an ally caught in a fight when they can turn it, and give up a chase that is not closing. A fed enemy is worth more to them dead, so they team up on it.
Bots adapt: a bot that dies twice the same way drops that plan for a while.
Shopping: bots go home to shop when what they can buy is worth the trip, and buy everything they can afford.
Champion bots
Cleric plays support. It needs less gold than the carries and is quick to leave its lane for a fight or a push with an ally. Heal answers burst damage, and Smite goes for kills, shields a hurt ally through Blessing and pokes only when it's safe.
Night Lord last-hits with Lucky Seven, chaining the resets and mana refunds. He now opens with Vampire Fang, buys each star tier as soon as he can afford it and builds attack speed and lifesteal before damage. He kites melee attackers between throws, Flash Jumps out of trouble and along long walks, and jumps in only to finish a kill (keeping a charge to get away).
Treant is aggressive. It ganks and counter-ganks with Grasping Roots, uses Branch Sweep in fights (knocking you toward its team) and Deep Roots on a fight, and saves Regrowth for sustain or to save itself.
Rogue spends. It uses Execute on a kill or on a low target in its fight, Dashes in to land it or to start a chase, and goes home to shop between fights.
Patch 17.7
New Steel
TL;DR
The Knight and the Wizard have a new look that matches the rest of the cast.
The Knight's shield and sword are big again: they're the first thing you see.
No gameplay changes. Same abilities, timings and sounds.
Champions
Knight: redrawn at the cast's proportions with a smaller helm, a big crescent kite shield held in front of him and a long broadsword. Every animation in every direction is new.
Wizard: new body and face: a tall old sage with a long white beard and hair, a robe to the ground and a hat that shows his face. Same crescent staff.
Portrait and icons: the Knight's portrait holds his shield in front of him. New icons for Knight Aegis and Shield Charge, and for the Wizard's ally shield and passive.
Patch 17.6
Iron and Shadow
TL;DR
Crowd control shows over heads: STUNNED, AIRBORNE, FEARED, ROOTED or SLOWED replaces the name, with a bar that runs out when it ends.
Moonsteel Snare chains you down with big iron chains you can't miss.
The Rogue bot respects stealth: it knows its first hit from stealth is guaranteed and big.
Interface
Crowd control nameplates: while a champion is crowd-controlled, its name is replaced by what's happening to it (STUNNED, AIRBORNE, FEARED, ROOTED, SLOWED; the strongest if several), with a bar above the health bar that drains to the end of the effect. A refreshed effect starts a full bar.
Champions
Moonsmith · E · Moonsteel Snare: new root visual. Iron stakes slam into the ground and heavy chains pull taut onto the target, straining while held and snapping when the root ends.
Bots
Rogue bot: fight reads land the guaranteed Ambush opener from stealth first, then play out the rest. It engages from stealth when that fight is winnable and other bots treat a stealthed Rogue as more dangerous.
Patch 17.5
Sharper Bots
TL;DR
Every champion is unique in a match, not just on a team. No more mirror matchups.
Rogue can Dash without breaking Vanish. Experience now pops over your head like gold.
Smarter bots: they respect Moonsmith turrets, don't walk back into towers, stay to finish the Ancient, and the Rogue bot reacts like a person.
Matches
One of each champion per match. A champion the other team has is taken in champion select, and bots fill with champions nobody else has.
Champions
Rogue · E · Dash no longer breaks Vanish.
Interface
Experience drops: experience you earn pops over your champion like gold does, with violet motes.
Stone Golem and Mana Wisp are drawn about 30% smaller.
Bots
Moonsmith turrets count. Bots remember turrets they've seen, count the turrets a Moonsmith walks back to, the fire they'd still take after killing him, and his spells. They stop diving in, taking beams and backing off over and over.
No more tower dancing. A hurt bot walking home from under your tower goes around its range instead of back into it.
Bots finish objectives. An ally bot helping you take the Ancient or Sentinel stays when it's safe instead of going home over one hit, and stops wandering between the boss and its lane.
Rogue bot: it takes about 0.3 s to react when you ambush it instead of Vanishing instantly, and it fights fights it can win instead of running.
Patch 17.4
Convergence
TL;DR
Moonsmith's new ultimate, Convergence: lock onto a champion and every turret fires one huge beam at them, from anywhere. You can't hide from it.
Magic penetration now stacks exactly like armor penetration.
Banshee's ultimate is 20% bigger. Two new magic items, and room codes you can type.
Champions
Moonsmith · R · Convergence replaces Long Watch. Target an enemy champion your team can see within 900. After 0.75 s every one of your turrets fires one great beam at them from any distance, for 80/110/140 + 20% ability power magic damage each. More turrets means more damage. Fog, brush and stealth don't break the lock, and it fires even if you die. The target sees a lock-on reticle with aim lines from each turret. Same 100 mana and 80/70/60 s cooldown. Turret range is back to 180 at all times.
Moonsmith: new icons for Moonsteel Snare and Convergence.
Banshee · R · Answering Chorus: radius 100 → 120 for cries and echoes.
Items
Magic penetration stacks like armor penetration. Percentages multiply (Staff of Piercing 30% + Piercing Wand 10% = 37%) instead of only the strongest counting. Flat magic penetration now adds up and can take magic resist below zero. The stats panel and shop show the stacked values.
New: Frostbound Grimoire (2800, Ironbound Tome + Belt of Vigor): 70 ability power, 550 health. Frostbind: spell damage against a champion slows them for 1 s (2 s cooldown).
Room codes are three words you can say and type, like ember-banshee-rampart. Capitals, spaces and dashes don't matter when you join.
Patch 17.3
Night Shift
TL;DR
Smarter bots. They trained overnight: tens of thousands of bot-vs-bot games, keeping every change that won. They fight with their whole kit, group up when you're down a champion, finish fights they can win and leave ones they can't.
Balance pass for every champion, measured from those games. The strongest (Knight, Barbarian, Ranger, Wizard, Cleric) come down; the weakest (Treant, Banshee, Storm Warden, Night Lord, Rogue) go up.
Treant clears the jungle faster and opens with Smoldering Ruby.
Bots
They size up a fight with everything in it: stuns, fears and roots, healing and shields, ultimates like Rage, Stormcaller and Shadow Partner, nearby minions and towers.
When an enemy champion is dead and they have the numbers, they group and take a tower. They won't start a boss while enemies they can't see are lurking near the pit.
They leave a losing fight while they can still get away, and stop behind their own tower so a chaser has to take tower fire.
Skillshots lead moving targets and aren't wasted into minions in the way.
Laners stop handing last hits to their own minions. Junglers join a fight their laner has already started and gank through brush.
Knight and Barbarian protect their carries before diving. Knight weaves Heavy Strike, and Ranger weaves Rapid Fire, between attacks. Ranged carries stay behind their frontline.
Champion play: Moonsmith brings turrets to sieges and saves Long Watch to focus a champion; Night Lord weaves Lucky Seven between attacks; Treant and Storm Warden use their ultimates in fights; Banshee's last hits account for her minions' damage.
Barbarian: health 880 → 850, attack damage 58 → 56.
Ranger: health 720 → 710, attack damage 48 → 46.
Wizard: health 780 → 760, attack damage 43 → 42. Q · Fireball base damage 110/150/190/230/270 → 88/122/156/190/224; its ability power ratio is unchanged.
Treant's recommended build now opens with Smoldering Ruby for its burn on camps: Smoldering Ruby, Ironshod Boots, Stalwart Plate, Moonsteel Bulwark, Burning Spellbook, Moonveil Mantle.
Patch 17.2
Fair Warning
TL;DR
Moonsmith is easier to read and fight: you see his snare coming, see beams from turrets in the fog, and feel every turret hit. His passive now gives armor and magic resist.
Banshee's fear is real fear: longer, farther, and victims actually run.
Two new defensive items, a clearer Treant heal, a subtle target marker, recall sounds and no duplicate bots on a team.
Moonsmith
Mindful (passive): the attack speed bonus is gone. You gain +5 armor and +5 magic resistance per turret within 200 (up to +20 each). While you're alive, each of your turrets within 200 gains 20 + 2 per level armor and magic resistance. The bonus magic damage on hit is unchanged.
E · Moonsteel Snare: anyone who can see Moonsmith now sees a band along the chain's path as he throws (red for enemies). A rooted target gets an iron shackle at their feet and a lock-down sound.
Turrets: they now attack jungle monsters on their own, after enemy champions, minions and turrets. They can be built in any bush within range.
A beam from a turret you can't see is still drawn, fading in from the edge of your vision, so you know where the damage is coming from. It never reveals the turret.
Turret hits flash the target, and you hear a heavier impact when one hits you.
The champion who destroys an enemy turret earns 5 gold.
Banshee
E · Dread Shriek: fear 0.6–1s → 1/1.15/1.3/1.45/1.6s; reach 110 → 165. Feared enemies run from you at 80% speed for the whole fear and steer out of corners instead of freezing. Feared units show a clearer violet marker.
Treant
W · Regrowth: the heal is now easy to see: he pulses green, with a glowing ring at his feet and rising leaves for the whole 4s.
Items
Moonwoven Shroud (1000): 35 magic resistance. Moonweave: each enemy champion spell that hits you gives +6 magic resistance for 4s, up to +18. The magic-resist partner to Smoldering Ruby; it builds into Spellsoak Cloak and Moonveil Mantle, which now cost less to finish (same totals).
Heart of the Moonforge (2800): 1000 health. Heartforge: +4% maximum health. Built from two Belts of Vigor.
Interface and sound
The big box around a right-clicked target is replaced by a thin ring at its feet. It turns red while you attack.
Recall now has a rising wind-up sound and a send-off when you teleport.
Randomize bots and bot picks no longer put the same champion twice on one team.
Patch 17.1
Moonsteel
TL;DR
Moonsmith is now a simpler turret battle mage: build turrets, chain enemies in place, and call a long-range Long Watch. No more ammo, pickups or reloading.
Server lag fix: units squeezed against a lane edge could stall the game for everyone. Bottom-lane minions now walk the middle of the lane.
Treant hits harder to escape: Branch Sweep slows, Deep Roots plants twice as fast, and his crowd control and footsteps sound like a tree.
Banshee gets a wider Piercing Wail and longer Echo. Ranger's Volley no longer slows.
Two new tank mana items, a bigger Stone Golem and Mana Wisp, and ability range rings that work with a captured cursor.
Moonsmith rework
Now listed as a Battlemage (difficulty 2).
Mindful (passive): each of your turrets within 200 gives you +10% attack speed, up to four. Turret last hits pay you the gold and count toward your CS.
Turrets: no more ammo. Every turret fires one beam per second at range 180 for 16 + 6 per Q rank + 1 per level + 20% ability power magic damage (23 at level 1). A downed turret leaves no wreck and frees its slot at once.
Q · Deploy: build only. 50 mana, range 250, cooldown 8/7.5/7/6.5/6s (unchanged). With four turrets out, a new one replaces your oldest. New turrets start at full health. Anyone standing on the spot, friend or foe, is pushed just outside it. Pick up, carry and throw are gone.
E · Moonsteel Snare (new): throw moon-forged chains (range 260). The first enemy champion, minion or monster hit takes 60/90/120/150/180 + 40% ability power magic damage and is rooted for 1/1.1/1.2/1.3/1.4s. Bosses take the damage but aren't rooted. The chains fly over towers and turrets; walls stop them. 55 mana, cooldown 14/13/12/11/10s. You can cast it while rooted. Replaces Dash to Reload.
R · Long Watch (new): needs at least one turret. For 6s every turret, including new ones, beams enemies up to 600 away for +50/75/100% damage. They hit your Laser Point target anywhere in that reach while your team can see it, otherwise the nearest enemy your team sees. Towers and cores are still only beamed within 180. 100 mana, cooldown 80/70/60s. Replaces Overload.
Bots deploy near the wave or a tower under siege, snare champions when no minion is in the way, heal turrets below half and call Long Watch when an enemy champion is near a turret.
Treant
E · Branch Sweep: every enemy hit is also slowed 25% for 1s. Structures and turrets aren't slowed.
R · Deep Roots: planting time 1s → 0.5s.
Grasping Roots, Deep Roots and Branch Sweep now each play a heavy hit sound on everyone they catch.
New deeper, louder trunk footsteps, and Regrowth no longer squeaks.
Banshee
Q · Piercing Wail: width 36 → 54.
W · Echo: range 190 → 210.
Ranger
W · Volley: no longer slows (was 25% for 1.5s). Damage, cone, range and the bonus against minions and monsters are unchanged.
New items
Moonsteel Bulwark (2750): 60 armor, 350 mana, 3 mana per second. Refill: every 200 mana you spend on abilities gives back 50. Built from Plated Vest and Wellspring Charm.
Moonveil Mantle (2800): 60 magic resistance, 350 mana, 12% cooldown reduction. Spellsoak: each enemy champion spell that hits you adds 6 magic resistance for 4s, up to 30. Built from Warded Cloak and Prayer Beads.
Owning either one alongside Bottomless Chalice or Spellsoak Cloak doesn't stack the passive. Treant and Knight bots now build them.
Jungle
The Big Stone Golem and Mana Wisp are about three times bigger, so they read as the big camps they are. Their health bars and click areas grew to match. Their reach and pathing are unchanged.
Fixes
Fixed server lag. A minion or champion squeezed against a lane edge or tower base could get stuck there, and every route search from that spot froze the game for every player in the match. Crowds now slide along edges instead of pinning units.
Since the bigger map, bottom-lane minions walked along the top edge of the lane. Both teams' waves now walk the middle, stepping around the two outer towers.
Hovering an ability now shows its range ring around your champion with a captured cursor too, not only with the normal cursor. Ground spells also show where their area would land, and self-cast areas show around you.
Moonsmith now appears in the champion select and title lineup.
Removed a stutter about 11 seconds into the first match after a server restart, and made the brief hitches when bots plan an escape shorter.
Moonsteel Snare's chains are now drawn thick and dark from Moonsmith's hand instead of as a faint blue line.
Patch 17
New Ground
TL;DR
Three new champions: the Treant (tank), the Banshee (mage) and the Moonsmith (turret engineer).
The whole map is 30% bigger, with a new layout and a full visual overhaul. Champions and minions keep their speed, ranges and sight, so the map plays slower and more strategic.
One Play button. The title opens straight into a single lobby for solo and friends games, and the game starts loading much faster.
New detailed portraits for every champion.
New champion · Treant
Tank, melee. A living oak who catches with roots, sweeps attackers off his allies and plants Deep Roots where enemies cannot walk out.
Thick Bark (passive): damage from enemy champions gives him a stack of 3 armor and magic resistance, up to 5. The stacks stay while he keeps taking champion damage and fall off together 5s after it stops.
Q · Grasping Roots: roots race 220 units along the ground, damaging every minion and monster they pass. They stop at the first enemy champion, who takes the damage and is rooted for 1s.
W · Regrowth: restore 50 + 8% maximum health over 4s while you keep fighting. Damage and crowd control do not stop it.
E · Branch Sweep: a 120° sweep in front of you that deals physical damage and knocks enemies back 65 units.
R · Deep Roots: plant yourself for 1s while roots spread through a 140-unit circle. Every enemy still inside takes magic damage and is rooted for 2s.
New champion · Banshee
Mage, ranged. A ghost whose voice is her weapon.
Resonance (passive): her abilities mark enemies for 4s. Her next basic attack on a marked enemy deals bonus magic damage.
Q · Piercing Wail: a wail that travels 240 units through everyone, damaging each enemy once. It also hits structures.
W · Echo: curse a visible enemy with a note that pulses damage four times over 3s, even out of sight.
E · Dread Shriek: a short cone that damages and fears for 0.6s. Feared enemies flee and cannot attack or cast.
R · Answering Chorus: three cries around you over 3s. Each one leaves an echo that strikes again a second later, for up to six hits. You can move and cast throughout.
New champion · Moonsmith
Engineer, melee. A hammer brawler who fights inside a cluster of up to four body-blocking turrets.
Mindful (passive): hammer attacks deal bonus magic damage. Each loaded turret near you adds 10% attack speed, up to four. Your turrets' last hits on lane minions pay you the gold and give the turret a shot back.
Q · Deploy / Pick Up: build a turret on open ground within 250, or throw the one you're carrying. Pick up your own turret within 80 with a short channel; you can do this while Q is on cooldown. Turrets fire 5 magic beams (range 180), then swing weakly once they run out of shots.
W · Laser Point: heal one of your damaged turrets, or point every turret at a visible enemy for 4s.
E · Dash to Reload: dash beside one of your turrets and fully reload it. 3 charges.
R · Overload: after a 1s visible charge, every turret discharges a damaging field and then shuts down for 3s. It never destroys them.
Turrets:
Turrets block bodies and see 150 units.
Towers shoot turrets before minions and champions.
Roots, knockbacks and fear don't move them.
Downing a turret gives no gold.
The map: 30% bigger, new layout
Bigger: lanes, jungle and clearings are 30% bigger, and so are towers, cores and camp monsters. Champions, minions, bosses, move speed, ranges and sight are unchanged, so walking between fights takes longer and rotations matter more.
Towers:
The bottom outer towers now stand at the jungle entrances.
Inner towers sit further out along their approaches.
Tower and core reach is +5 to match their bigger plinths.
Brush and paths:
Brush crossings now run wall to wall.
The broad upper Boar brush is replaced by cleaner strips.
The Wisp brush is a single clean strip.
The route between Wolves and Boar has a new tree edge.
The approach from top lane to the Forge and Sentinel is wider, with brush across it.
The lower jungle corner by the Golem is rounded off.
Look:
Castle gates have thicker walls and team banners.
King's roads with lamps run along every lane.
The jungle has ruins, crystals and mushrooms, with shafts of moonlight.
A stream, river and bridge pass a ruined Moonforge.
The Ancient sits in a moonlit grove.
Camps:
Camp monsters reach a little further (30 → 34).
The Boar doesn't chase as far.
The Ancient pulls in nearby allies over a wider area, and its rally lasts 35s.
Bots
Bots play the Treant, Banshee and Moonsmith kits, and attack enemy turrets.
Bots no longer stand idle outside a tower they can't push. After about 10s they go farm or rotate somewhere useful.
Bots now group up properly to take the Ancient.
Title and lobby
Play opens one lobby for everything:
Pick a champion (with a class filter or Random) and a lane.
See both teams' seats, and sit in any open enemy seat.
As host, pick each bot's champion or randomize them all.
Copy the invite link and start the match.
The title shows every champion together.
The first download is about a quarter of its old size (2 MB → 474 KB), and match art loads after the title, so the game opens much faster.
Portraits and interface
Every champion has a new, detailed hand-drawn portrait.
Headings use a more readable font.
The ability panel no longer changes size as you hover, and it keeps showing the last ability you hovered.
Patch 16
Out of the Brush
Fixes
Self-buffs no longer reveal you through brush. Shadow Partner, Haste, War Cry, Rage, Raise Shield, Rapid Fire, Vanish and Holy Power on yourself keep a bush ambush hidden. Spells that hit someone, and attacks, still reveal you.
The Holy Power crown no longer stays stuck on the map after its unit dies or leaves sight. Barbarian's Rage flames and the frost rime had the same leak and are fixed too.
Barbarian · War Cry
Now scales with rank: +25% attack speed and +20% move speed at rank 1, up to +55% and +35% at rank 5 (was a flat +35% and +30%). Leveling still cuts the cooldown by 1s.
Cleric · Holy Power
Lasts 16s on a siege minion (was 8s).
Night Lord
Attack range 170 → 160.
New items
Ironclad Blade (2800): 45 attack damage, 250 health, 50 armor. Built from War Club and Plated Vest.
Spellguard Blade (2800): 45 attack damage, 250 health, 50 magic resistance. Built from War Club and Warded Cloak.
Bots
Bots now take a human beat (about a quarter to two-fifths of a second) before answering a new threat: Wizard shields and peels, Ranger Tumbles away from melee, dodging a Knight charge and stepping out of a Meteor or Arrow Rain.
Settings
New Center camera on respawn toggle under Controls. Turn it off to keep a free camera where it is when you respawn.
Patch 15.1
Lucky Refund
Night Lord · Lucky Seven
A Lucky Seven reset now also refunds half its mana (15).
If your auto kills a minion while Lucky Seven stars are still flying at it, that counts too: Lucky Seven resets and refunds half its mana. Before, the auto got there first, the double fizzled and you got nothing.
Patch 15
Snap Throw
TL;DR
Lucky Seven is a real attack reset now. Press it and Night Lord snap-throws two fast stars at once. Auto, then Lucky Seven, is three stars hitting in a row.
New look and sound: a red slash and speed lines instead of gold, and a crisp double whoosh.
Minion resets work every time, and only Lucky Seven stars trigger them.
Night Lord · Lucky Seven
Lucky Seven no longer arms your next attack. It throws its two stars immediately, at the enemy you clicked, your current attack target, or else the nearest enemy in range (champions first). Your next basic comes on its normal timer after that.
If a basic star is already leaving your hand when you press it, that star lands first and the double goes right behind it. Before, that basic quietly turned into the double, so you only ever got two stars.
The two stars are 0.06s apart (was 0.15s) and fly a little faster than a basic star, without overtaking one already in the air.
With nothing in range, Lucky Seven doesn't cast and costs no mana or cooldown.
No more cast pose. It goes straight into the throw, like the Knight's Heavy Strike.
Visuals: each star of the double leaves a red slash and speed lines at his hand and drags a long red streak with a white core. Hits throw red sparks. The gold from Patch 14 is gone.
Sound: a new snappy double whoosh on the throw.
Minion reset: a Lucky Seven star that last-hits a minion resets the cooldown every time, with a bright ting and a glint on his hand so you know it's back. A normal basic kill never resets it. That's what was happening before when a basic got turned into the double by accident.
An unused Lucky Seven (say, its target died first) wears off after 1.5 seconds instead of waiting for whatever you attack next.
Patch 14
Lucky Streak
TL;DR
Night Lord: sturdier base stats, Lucky Seven now scales hard with rank and goes off cooldown when it last-hits a minion, and it looks like a jackpot.
Bots stop fountain diving and stop sitting in their own fountain soaking up damage.
Bots react to being shot from a bush, finish low enemies, and finish jungle camps before running off to gank.
Bounties on Tab: see each champion's shutdown gold.
New game feed: a quiet chat-style log of kills, shutdowns, towers, objectives and players joining.
Night Lord
Health
660 → 700
Health per level
65 → 70
Attack damage
46 → 50
Armor
15 → 18
Mana
330 → 350
Attack range
160 → 170
Move speed
102 → 100
Lucky Seven: damage per star 70/80/90/100/110% → 80/90/100/110/120% AD, cooldown 6/5.5/5/4.5/4s → 10/9/8/7/6s. It starts slower and ends stronger, so maxing it first is worth it.
Lucky Seven: a Lucky Seven star that last-hits a minion resets the cooldown.
Lucky Seven looks like it: a gold flare and a ring of sparks from his hand when you cast it, bigger gold stars in flight, and gold sparks where they hit.
Reminder: since Patch 13, a champion kill or assist gives back a Flash Jump charge.
Bots
No more fountain diving. Bots no longer chase anyone near the enemy fountain, however low, and any bot that ends up in it walks straight back out instead of fighting a champion who is healing.
The fountain heals, it doesn't hide. A bot healing in its own fountain now moves to the far side, away from whoever is shooting it, instead of standing still and taking it.
Shot from out of sight (a bush, fog): a bot now gets out, back toward its tower or home when hurt, instead of standing there walking in place until it dies.
A healthy bot now chases and finishes enemy champions under 40% health (was 30%), as long as the chase is safe.
Junglers finish their camp. A camp below half health is finished before anything else unless the bot is about to die. No more leaving a camp on a sliver to chase a laner.
Interface
Bounties on Tab: the scoreboard shows a gold coin with each champion's shutdown value (100 gold per kill on their streak, up to 600).
Game feed: the kill feed on the right is now a quiet chat-style log. The newest line goes at the bottom, up to six lines show, and each fades after a few seconds. It shows:
kills and shutdowns ("Night Lord shut down Barbarian · +300g")
towers destroyed
Sentinel and Ancient taken
super minions marching
players joining or taking over a bot
Patch 13
Stand and Fight
TL;DR
Barbarian bots stand and fight: they stay in outnumbered fights, Rage into them and stop running at the first sign of trouble.
Last hitting is about timing again: minions hit each other 30% softer, so health drops in smaller, readable steps.
Night Lord: Lucky Seven gets stronger with every rank and throws two gold stars one after the other, kills and assists give back a Flash Jump charge, and his stars are in every shop tab.
Armor penetration stacks: two percentage pen items now combine multiplicatively, and the stats panel shows the real total.
Two new attack speed items without crit: Windrunner Blade and Twin Hatchets.
Champions
Night Lord · Lucky Seven: damage per star 70/75/80/85/90% → 70/80/90/100/110% AD; cooldown 6s → 6/5.5/5/4.5/4s. The rank-up tooltip shows the AD per star.
Night Lord · Lucky Seven: the second star is now a separate throw 0.15s after the first, instead of two numbers popping off one star. Both stars leave a wide gold streak.
Night Lord · Flash Jump: a champion kill or assist gives back one charge, ready to use straight away.
Items
Armor penetration: percentage armor pen from several items now stacks multiplicatively instead of only the strongest counting. Headsman's Axe (25%) plus Executioner's Axe (20%) ignores 40% of armor. The stats panel and the shop preview show the combined value.
Minions vs minions: minions deal 30% less damage to each other. Waves last a little longer and a minion's health drops in smaller steps, so you can time last hits instead of guessing. Minion damage to champions and towers' share of minion health are unchanged.
Bots
Barbarian plays like a Barbarian: it reads fights more boldly, holds its ground at lower health (it heads home below about 28% instead of 50%, about 12% while Raging), and only gives up a fight that is clearly lost. While Raging it no longer runs because it might die.
Barbarian bots now Rage as soon as two or more enemy champions are on them, not only once they are hurt.
Interface
Night Lord's throwing stars now show at the top of the shop in every tab, not only under Recommended.
Patch 12
Open Doors
TL;DR
Join any time: a room link works for the whole match. Late joiners take over a bot, and a new Room panel lets anyone swap to any bot mid-game.
Everyone is faster, boots matter less: +6 base move speed for all champions; every pair of boots gives less.
Cleric toned down: her shield passive has half the range and only triggers on spells, Holy Power's speed is halved and her spells cost more mana.
Night Lord: +10 attack range, and the Tab scoreboard shows which stars he's throwing.
Bots close out games: once built, they stop farming the jungle and push, and they finish off low enemies.
Right-click on your shop stall now walks you there instead of opening the shop mid-fight.
Rooms and joining
A room link now works at any point. Joining a match in progress, or on the results screen, puts you in control of a bot, and you stay in for the rematch.
If you drop and come back with a fresh link, you get your own champion back.
A link that had gone stale used to loop on "Connection lost… under bot control" and never let you in. It now joins you fresh.
Opening the game in a second tab moves your seat there. The old tab says so instead of fighting over it.
New Room panel (the Room button beside Camera and Settings): shows the room code, a copy-invite-link button and both teams. Each row is marked You, Player, Reconnecting or Bot, and every bot row has a Take over button. Taking over hands the champion you leave to a bot.
An empty room now stays open for 5 minutes instead of 1.
Movement and boots
Base move speed, every champion
+6 (Wizard 100, Knight 94, Ranger 99, Rogue 104, Cleric 92, Barbarian 94, Storm Warden 96, Night Lord 102)
Boots
+16 → +12 move speed
Boots of Haste, Swift Casting, Ironshod, Spellpiercing, Warded Boots
+28 → +22 move speed
Boots of Speed
+34 → +27 move speed
A champion wearing boots ends up at about the same speed as before; one without boots is faster, so skipping boots costs you less.
Champions
Cleric · Blessing (passive): range 300 → 150, and only her spell damage triggers it now, not basic attacks or item effects.
Cleric · Holy Power: move speed 20/25/30% → 10/12.5/15%. The other bonuses are unchanged.
Once a bot is fully built (or nearly, late), it stops jungling and stops taking the Sentinel, and pushes instead. When its team is ahead on towers, built bots group on the structure with the strongest friendly wave; otherwise each pushes its own lane.
A healthy bot now chases and finishes a low enemy champion it can see, as long as the chase doesn't run it under a tower.
A player's champion that a bot takes over after a disconnect now still buys its starting item.
Interface
The Tab scoreboard shows Night Lord's current star tier next to his items, including the last tier you saw for an enemy Night Lord. His stars take no item slot, so a maxed Night Lord no longer looks behind.
Right-clicking your shop stall is a move order. Left-click, or the shop key, still opens the shop.
Patch 11
Night Falls
TL;DR
New champion: Night Lord. A star-throwing marksman who buys better stars instead of items, double-throws, wall-jumps and summons a shadow twin.
Three champions redrawn: Barbarian, Rogue and Cleric get new looks in all eight directions. The jungle Sentinel becomes the Moon-Astrolabe Thurifer.
The arena glows: spells and lights bloom, clouds drift over the map, water glints and the whole scene has a moonlit colour grade.
Last hits under tower: tower shots now leave minions at a killable health.
Smarter bots: they commit to fights, stop pacing at towers and escape only when they mean it.
Faster and smoother: the download is about a third smaller and frames are steadier.
Quality of life: Shift shows full ability tables, the Tab scoreboard no longer blocks play, and the shop never cuts off.
New champion: Night Lord
Ranged marksman · difficulty 3. 660 health (+65 per level), 330 mana, 46 attack damage, 150 range, 0.8 attacks per second, 96 move speed, 15 armor.
Passive · Throwing Stars: his basic attacks are thrown stars that can crit. He buys better stars at base, in order, and they use no item slot. Right-click buys the next tier. Each tier changes the star in his hand, his passive icon and the hit sound.
Each tier's bonuses replace the previous tier's; they don't stack.
Q · Lucky Seven (30 mana, 6 s): resets his attack. His next basic throws two stars 40 ms apart, each dealing 70 / 75 / 80 / 85 / 90% attack damage and rolling its own crit.
W · Haste (40 mana, 16 → 12 s): for 4 seconds he gains 15–25% move speed, and allied champions within 300 units gain 7–11%.
E · Flash Jump (25 mana, 14 → 10 s): a fixed leap of 110–170 units that can clear walls when the landing spot is open ground. The aim marker turns red when you can't land. He stores up to 1 / 1 / 2 / 2 / 3 charges with a half-second gap between jumps. The HUD shows his charges, a recharge ring and the time until the next one.
R · Shadow Partner (100 mana, 90 / 80 / 70 s): for 8 / 10 / 12 seconds, a shadow twin repeats every star 0.15 s later for 35 / 45 / 55% of its damage. The twin's stars don't trigger on-hit effects or lifesteal. Both teams hear a map-wide alert when he casts it, but it doesn't reveal where he is.
Recommended build: Boots of Haste, Bow of Swiftness, Sword of Life Stealing, Greatsword of Slaying, Longbow of Giant Slaying, Lance of Piercing.
26 new sounds: snap throws, the Lucky Seven double throw, heavier throws for Tobi and Steely, hits and crits for each star tier, ability casts, hurt and fall, footsteps (lighter during Haste), kill, Shadow Partner alert and end, and a star-upgrade chime.
Champion art and animation
Barbarian: a heavier new look with a wolf-head pelt, cape and two axes, in 12 actions × 8 directions. His basic attacks cycle right axe, left axe, then a two-axe overhead chop every third swing.
Rogue: a new hooded design with a smirk, a scarf, a tattered mantle and two daggers, in 11 actions × 8 directions. His basic attacks alternate a slash and a stab.
Cleric · Lantern Priestess: a gold crook staff with a lantern, a navy robe and a halo, in 10 actions × 8 directions, with fuller side views. Her bolt, Smite, Heal and Holy Power effects are redrawn to match.
Sanctuary redrawn: the gold rim is now exactly the 75-unit damage edge. Enemies see it in crimson, and it flares with each once-a-second damage pulse. The stacked overlay rings are gone.
Moon-Astrolabe Thurifer: the jungle Sentinel has a new figure in eight directions, with new attack, gather and impact sounds.
Abilities and balance
Rogue Execute: windup 0.15 → 0.3 s, now with three clear beats:
A crimson mark rides the target during the windup. Everyone nearby hears the blade being drawn, and the target alone hears a heartbeat.
An X-shaped strike grows with the missing-health bonus and lands with a loud strike sound.
A kill leaves an X scar on the ground and plays a kill sting.
Critical strikes (everyone): bigger numbers that slam in and shake, a spiked red-orange burst behind them and a new steel "tsing" sound.
Stealth: everyone who can see a stealthed champion now sees the same thing: a faint, shimmering violet ghost. That includes the champion, their allies, and enemies when a structure reveals them.
Towers and lanes
Last hits under tower: tower and core shots take a fixed 45% of a Footman's health and 70% of an Archer's, so you can time the finishing blow. Super Footmen are unchanged.
Minions keep looking for enemies while they regroup after a kill, instead of walking past them.
When a wave collapses on a target, the minions spread their attacks instead of all hitting the front minion.
Bots
Bots commit to one decision at a time: fight, escape, go home to heal, or play their lane, jungle or objective. A fight is held for at least 1.5 seconds unless someone dies, a new enemy appears or a burst of damage lands.
Bots weigh health, cooldowns, towers and minions before fighting. They only chase when they can get the kill; a fight they're merely winning is traded where it stands.
Bots escape only when they're hit, expect to die, or are low and losing. They route around tower range and use defensive spells on the way out.
Low bots walk home when the fountain is about five seconds away and recall otherwise.
Bots stay out of range of a tower that no friendly wave is tanking. They skip minions they could only reach from inside it, and only hit towers their own minions are tanking.
A bot pushing without a wave waits at one spot outside the tower instead of pacing in and out of range.
A bot in a committed fight no longer drops it the moment a tower starts shooting.
In 30-minute bot-vs-bot tests, the new bots beat the old ones 55–41 and 56–39.
Shop and interface
Hold Shift on an ability to see a full table for every rank: base value and the amount added from your stats, mana, cooldown, range, radius, duration, kit extras and the scaling formula. The tables can no longer get stuck on after a missed Shift release.
Hold-Tab scoreboard no longer blocks the game: clicks, camera, movement and casts all work while it's open.
Shop: a tighter layout with starters, boots and stars three to a row, so the left column never cuts off. It now includes the Night Lord's star track.
Champion select: names stay on one line, so the Storm Warden card no longer sits higher than the others.
Visuals and performance
Living arena: cloud shade drifts slowly across the map, moonlight breaks through where it parts, and glints ripple across the fairy-ring pools, fountains and the forest stream. It's all drawn on the pixel grid.
Bloom and colour grade: bright spells, crystals, braziers and mushroom rings glow into their surroundings. Health bars stay crisp. A moonlit grade (cool shadows, warm highlights, a gentle vignette) ties the scene together.
Smaller download: game art was recompressed with no visible change. Art dropped from 45 MB to 23 MB, and the whole game from 61 MB to 40 MB.
Steadier frames: the renderer creates far less memory garbage each frame, which means fewer hitches.
Want the old look for comparison? Add ?fx=0 to the address. ?bloom=0.7, ?shade=0.5, ?grade=0 and ?ground=0 fine-tune it.
Hotfixes
Big screens (4K at 100% scaling): the game now renders at half resolution and scales up pixel-exactly, so it looks the same at a quarter of the drawing cost. This also addresses part of the arena turning black on some Linux graphics drivers.
Damage numbers: critical-strike bursts are drawn once instead of every frame, and number placement no longer forces the page to re-measure itself, which cuts stutter in big fights, especially without GPU acceleration.
Bloom and colour grade now run in a single pass.
Patch 10
Ride the Storm
Storm Warden joins the fight, the Elven Ranger gets her new look, and a full solo playthrough brings clearer abilities and faster lane pressure.
Champions
Storm Warden: a melee magic fighter with a lightning-charged hammer. Chain Lightning bounces through enemies, Hammer Throw stuns, Storm Step dashes through the fight, and Stormcaller empowers every swing. Full directional art, effects and lightning audio.
Stormcaller: now lasts 8 / 10 / 12 seconds by rank, up from 6.
Static Charge: the HUD tracks your strikes: 0 → 1 → 2 → 0. The third strike releases the full chain.
Elven Ranger: new champion art and portrait, with all actions in eight directions, a forward-roll Tumble and revised bow, cloak and hair motion.
Super Footmen: five times an ordinary Footman's health, including late-game growth. Bastion's heavy armor, footsteps and attack sounds remain.
Jungle monsters: 20% more health and damage, including bosses and their slams.
Core attack range: 250 → 200.
Map route, brush and torch corrections improve jungle paths and scenery.
Abilities and items
Hover an ability to see its range. Upgrade tables show only values that change, including each ability's own buff bonuses.
Jungle buffs keep their foot markers. Champion buffs use their existing effects without piling extra rings under the character.
Shop: redrawn item icons, revised stats and recipes, class-focused recommended builds, and new Sapphire, Fletcher's Bracer, Wellspring Charm and Acolyte's Censer components. Ranger starts with Fletcher's Bracer.
Right-clicking a build target marks it blue until you own it; green checks mean the item is in your inventory.
Spatial audio follows the camera so sounds match the fight you are watching.
Bots
Bots check whether they can finish a quick winning fight before retreating just because their health is low.
Bots can follow a recently seen champion into brush for one second. This does not reveal unseen enemies, bypass stealth or walls, or change player fog of war.
Patch 8
Break the Siege
Stronger lane pressure, warnings when your core is attacked, and clearer information during a fight.
Finish the push
Super minions: destroying an enemy inner tower adds one Super Footman to each following wave in that lane, replacing a regular footman. Each lane unlocks independently.
Super Footmen start with 1,400 health, 110 attack damage and 30 armor, grow with the match, and have a larger body so you can recognize them.
Your core is under attack: a warning appears below the team bar, with a sound and minimap pulse. It repeats during sustained attacks.
Healthy bots rally on one supported lane after a kill instead of independently choosing separate pushes.
Bots and jungle
Bots briefly investigate an enemy's last-seen position after losing vision, including at bushes. They do not follow hidden movement.
Unsafe routes through tower range are rejected. A stalled pursuit is abandoned for a few seconds so the bot can do something else.
Jungle bots yield ordinary lane last hits when a laner is present. Deliberate pushes and defense can still call for clearing a wave.
Jungle creatures can answer recent ranged attackers outside their usual acquisition range, including retaliation from home. Their reset limits and stealth protections remain.
Sustain and item information
Champions now regenerate 1 health per second at level 1, gaining 0.1 per additional level. Wounds reduces this healing. Passive regeneration preserves shop undo.
Hover an owned item to see its item damage and healing prevented this match. Burning Plate and Knight's Retort now show what their effects have contributed.
Damage totals count actual health lost. Healing prevented is capped by missing health, and overlapping anti-heal applications do not double-count.
All stats now includes percentage and flat magic penetration, flat armor penetration, health regeneration and item mana regeneration.
Pings and spell clarity
Rapid pings: the gameplay cooldown is gone. Alt-click or hold G and click as needed; older markers clear once a player has 12 visible pings.
Sanctuary has a stronger circular boundary matching its 75-unit damage area. Its decorative artwork scales to the same radius.
Meteor impact and lingering ash stay beneath champions, keeping their bodies readable.
Patch 7
Moonforge Awakens
The Moonforge Wizard
The Wizard wears navy shadows, blue moonlight and gold, with a complete new set of poses in all eight directions and an updated portrait.
New Fireball, Frost Nova, Magic Shield and Meteor artwork. Meteor erupts into stone, embers and smoke, leaving a smouldering crater.
New Wizard attack and spell sounds give Fireball and Meteor more weight. Gameplay ranges, damage and cast timing stay the same.
Controls and information
Choose how left-click behaves in Settings. Shift-click inspects; Alt-click or G-click pings, including on the minimap.
Inspect minions and structures as well as champions. The compact inspection panel lets battlefield clicks pass through.
Mouse capture and Escape release are clearer, and right-click shopping avoids the browser menu.
Death recap, inspection and respawn information stack more cleanly. Combat numbers stay closer to their targets.
Shopping and last hits
Recipe ownership and component purchases update more reliably. Movement-speed filtering also finds items whose effects grant speed.
Softer troop separation makes crowded targets easier to reach. Longer, thinner health bars and a gold last-hit notch improve readability, with a small damage margin before the cue appears.
Opening and sound
The opening begins without waiting for all its artwork and audio. Opening sound can join at the correct point while the animation is running.
Title audio loads first; combat audio loads on match entry. Pings use a centered tone, and recall uses short start, finish and cancel tones.
Patch 6
The Long Road
TL;DR
The map is wider. More room between the towers, a bigger jungle, and a proper courtyard around each core.
Towers hit harder, and harder again every shot they keep on you. The core is now the toughest thing on the map.
Pings: hold G and click.
Targeted spells walk you into range, so the Rogue's Execute stops "not going off".
You can see tower plates and watch them fly off.
The Rogue stabs instead of ringing bells. Boots of Speed are slower, and there's a new AP and armor item.
The bots play smarter: they focus the weakest target, respect towers, and junglers actually jungle.
Map
The arena is 2,800 wide (was 2,400). The space between each lane's two towers and the jungle beside it grew the most; bases are the same size.
Each core sits in a bigger flagstone courtyard.
Towers and cores
Tower damage 165 → 205. Core damage 330 → 410.
Core health 6,000 → 15,000. The core used to be easier to kill than a tower.
Heat: every shot a tower or core lands on the same champion in a row does 30% more, up to +90%. It resets the moment the tower shoots something else.
Plates you can see: outer towers wear a steel band for every plate left. Break one and it flies off.
Controls
Pings: hold G and click for "help here". Add Ctrl for danger, Shift for "on my way". Pings are bigger and show on the minimap. Alt/Ctrl/Shift + click still work.
Targeted spells (Execute, Heal, Holy Power, Magic Shield...) clicked out of range now walk you in and cast when you get there, like League. Any other order cancels it. A click just beside the target counts too.
Champions and items
Rogue sounds like knives now: stabs and slashes, no more chimes.
Boots of Speed movement +40 → +34.
Headsman's Axe armor penetration 15% → 25%.
New: Stoneward Grimoire (2,800 gold, from Ironbound Tome and Plated Vest): 80 ability power, 50 armor, 10% cooldown reduction.
The Ancient hits harder (130 → 180), so a lone level 11 Knight can't just solo it.
Sound
The endgame track from Patch 5 is gone.
Bots
Junglers jungle. A late jungler clears its own camps before pushing a lane, and waits at the next respawn instead of taking a laner's experience.
Bots come to objectives you start on the Sentinel or the Ancient.
Bots focus the enemy closest to dying, step out of tower fire right away, back off losing fights sooner, go home before they're nearly dead, and ranged bots trade with you in lane.
Tonight's bots beat last patch's bots in about 4 games out of 5 (322 of 400 simulated games). They die noticeably less. Tell us if they now feel too careful.
Patch 5
The Charge
TL;DR
Towers have plates. Break one before 12:00 and you get paid.
The old music is back, and when every tower on both sides has fallen it lifts into The Charge.
The recall jingle and last-hit gold sound are back.
The dots on the forest edges are actually gone.
Ranger shoots farther, crit builds reach 100%, and the Ancient's blessing speeds up recall.
Random stays a secret until the match starts, you can swap lanes on a full team, and a dropped player gets a minute to reconnect before a bot takes over.
Sound
The match music is the original track again. The longer version from Patch 3 had a slow section that sounded like the music had slowed down.
Endgame music: once every tower on both sides is down and only the cores are left, the music fades into The Charge: horns on the call, running violins.
Recall has its jingle back, and last-hit gold sounds like it did before Patch 4.
Towers
Plating: outer towers carry five plates until 12:00. Every fifth of the tower's health you break pays 120 gold (180 with the gold bonus), split among the enemy champions near it. The last fifth is the tower itself. Notches on the tower's health bar mark the plates while they last.
Tower aggro holds. Once a tower targets you for hitting a champion under it, it keeps shooting you until you die or leave its range. It used to let go after 2.5 seconds.
Champions and items
Ranger attack range 175 → 195: just outside the Knight's Shield Charge, still inside tower range.
Duelist's Rapier (2,900 gold, from Keen Sword and Throwing Knives): 35 attack damage, 30% attack speed, 25% critical chance, +6 movement speed.
Headsman's Axe (3,000 gold, from Keen Sword and War Pick): 50 attack damage, 25% critical chance, 15% armor penetration.
Full crit builds stopped at 75%. With these two, 100% is reachable.
The Ancient's blessing also makes recall take 2 seconds instead of 4.
Lobby
Random is a mystery. Pick Random and your seat shows ? to everyone, you included. Your champion is drawn when the match starts.
Swap lanes on a full team: click a lane a teammate plays and you trade lanes with them.
Fixes
The forest-edge dots are gone for real. Small tan squares followed your champion along every wall. They were a leftover movement marker, not the lanterns, so the cyan lanterns are back.
Disconnects: a dropped player's champion stands still for a minute before a bot takes over, so the bot doesn't buy items for someone who's about to reconnect.
Patch 4
Silence the Bells
TL;DR
The bells are gone. Over 60 sounds that rang like bells were rebuilt as real material: bowstrings, clanks, coins and breath. No more "ding dong."
You can hear your kills again. The old kill and death sounds are back.
Pick your bots. The host chooses each bot's champion in the lobby, or leaves it random. You can also pick a random champion yourself.
Champions are tankier and shutdown bounties are doubled.
New thorns armor: Thorned Vest and Knight's Retort hit back at anyone who basic-attacks you.
Fixes: siege catapults pay what they should, no lifesteal off towers, camp timers match the real spawns, a blue screen glow when you're out of mana.
Sound
Bells out. Sounds made of long, pure ringing tones read as bells, and in a big fight they piled up into a headache. 63 of them were rebuilt from short hits, noise and breath:
Ranger: a dry bowstring snap instead of a plucked, banjo-like twang, on her basic attack and every ability.
Cleric: warm light and breath instead of bells, including Blessing, Sanctuary pulses and Heal.
Gold, buying and selling: short coin clinks instead of chimes.
Stuns and the tower's "it's targeting you" warning no longer play a two-note "ding dong".
Recall has no jingle: a rising hum and air.
Minion hits, armor hits and the Barbarian's axe are short clanks instead of ringing steel.
Wisps, Frost Nova, shields, level up, respawn, objectives, match start, victory and the item effects that chimed were rebuilt too.
Kill sounds are back. The champion kill, champion death, ally slain and "you died" sounds from before Patch 3 return, so a kill is unmistakable.
No sound repeats exactly. Repeated sounds, last-hit gold included, shift pitch slightly each time. Musical stingers keep their pitch.
The Rogue, Knight, Wizard and the title screen sound the same as before.
Lobby
Every open seat shows its bot. The host picks its champion from the portraits under it, or leaves it on ? for a random one, which is the default. Players can still join an open seat on the other team.
A Random card at the end of the champion strip picks a champion nobody on your team has, in the lobby and in Play vs bots.
Durability
Fights ended too fast. Every champion has +80 base health and gains 85 health per level (was 70).
Every champion now gains +1 armor and +0.75 magic resist per level.
Gold
Shutdown bounties doubled: ending a streak pays +100 gold for each kill in it beyond the first (was 50), up to 600 (was 300), before the 1.5× gold bonus.
Siege catapults pay 50 gold on a last hit. They paid the same as an archer.
Items
Thorned Vest (1,000 gold, from Chainmail): 30 armor. When a basic attack hits you, the attacker takes 10 + 10% of your armor as magic damage, and champions are wounded (35% less healing for 3 seconds).
Knight's Retort (2,700 gold, from Thorned Vest and Belt of Vigor): 300 health, 70 armor. The hit back is 20 + 25% of your armor, with the same wound.
Lifesteal no longer heals you from hitting towers or cores. There's no life in a turret.
Squire's Blade has its own icon (it was a copy of Keen Sword's).
Clarity
Out of mana? The edge of the screen glows blue while you can't afford any of your spells, and flashes when a spell fails for lack of mana. You don't have to look at your ability bar.
Jungle timers are right. The map counted down to 0:30, but camps spawn at 0:20.
Sharper names above champions' heads.
The flickering cyan dots along the forest edges are gone.
Patch 3
Gate of Moonfire
TL;DR
A new front door. A moonlit title screen with the champions standing before a burning gate, and a rebuilt champion select and lobby.
All-new sound. Every effect sound was rebuilt from scratch, the Knight finally sounds like heavy plate, there's a new title theme, and the match music is twice as long.
Last hits are easier. A hover outline shows what you'll click, health bars are clickable, champion arrows fly faster and a near-miss swing still counts.
The shop speaks plainly. Every item has a name that says what it is and real art. New: starting items that become permanent stats, three new boots and cheaper steps between items.
Faster games. Towers are back down to 9,900 health (from 16,500). Minions and jungle camps both arrive at 0:20.
Balance. Rogue up. Barbarian, Cleric and some top-end items down. Red side no longer quietly wins even fights.
Smarter bots that react at human speed, jungle properly, trade in lane and gank.
You can see buffs now, with icons, timers and effects on the champion's body.
The gate: title, champion select and lobby
New title screen. A forest clearing under a crescent moon. Beyond a stone gate a keep burns, and the six champions stand backlit in the firelight. The scene drifts with your mouse; embers rise and stars twinkle.
Your first visit plays a three-second opening: the braziers light, the gate erupts, the champions step out of the fire and the logo strikes. Any key or click skips it.
A fresh page load asks you to click to start, because browsers won't play sound until you do. Then the opening plays in time with its sound.
The whole scene always fits your window, at any size.
Champion select and lobby, rebuilt. Each one shows a big animated champion on a lit stage over the same moonlit night. Hover an ability to read its numbers. There's a portrait strip of every champion, a lane picker and one gold Lock in button.
Champion select fits on screen: long ability text scrolls and Lock in stays visible.
Play with friends opens Create and Join right in the menu. Invite links still open it for you.
Patch notes are one click from the title menu.
Sound and music
Every effect sound rebuilt from scratch, 143 of them: every champion's spells, wind-ups and several basic-attack variations, creatures and bosses, towers, rewards and match events, menus, item passives and the forest ambience. Footsteps are unchanged.
The Knight is loud, clanky plate: dense metal hits and rattling armor instead of bell chimes. He has his own grinding wind-up.
New title theme, "Gate of Moonfire." Eighty seconds with the same orchestra as the battle music. It plays under the title, champion select and the lobby, then hands over to the match music.
Match music is twice as long (1:09 → 2:17), with two new sections: "Under the canopy," led by a lyrical flute, and "The charge," with horns and running violins.
A night ambience plays on the menus, with sounds for menu hover, menu select and Lock in.
Cleric Blessing shields chime. Move and attack clicks are silent.
Last hits
Hovering a unit draws an outline around exactly what a click will pick.
Health bars are clickable, so you can target a minion by its bar in a crowded wave.
The gold last-hit cue is honest: a minion shows full gold only when your attack could actually start in time.
Near-miss forgiveness: if your basic attack was already on its way and a minion or tower takes the kill, you still get it when your hit would have landed within 0.15 seconds. It never steals a kill from another champion.
Champion basic attacks fly faster (360 → 450), so ranged champions need less lead. Minion, tower and core shots stay at 360.
When you let go of Stop, your champion keeps holding still until your next order. It no longer starts swinging at whatever's nearby.
Last hits spray real coins with a small sparkle.
Map and pace
Towers 16,500 → 9,900 health, three times the original. At five times, games ran too long.
Lane minions and jungle camps both spawn at 0:20 (were 0:35 and 0:30).
Jungle camps respawn 60 seconds after they're cleared (was 90).
Every camp is worth 160 experience, so any two camps reach level 2.
Camp gold is cut to 60%, to make up for the faster respawns. Jungle monsters gain 15 armor.
Minions near a champion carrying the Ancient's blessing glow, grow and take 40% less damage.
Fountain shop stalls: each base has a stall on its outer edge, mirrored on both sides. Click yours to open the store. The cursor becomes a coin purse when you hover it.
The leash warning only shows while a camp is actually resetting.
Items
Names and art
Every item is named for what it is, D&D style: Boots of Haste, Sword of Life Stealing, Last Stand Plate. The full rename list is at the end of this section.
Real art for every item: 41 new icons, so no more letter tiles, and 7 redrawn to match their new names.
Starting items
Four new 500-gold starters: Oak Buckler (health, armor, magic resist), Squire's Blade (AD, health), Apprentice's Orb (AP, mana, health) and Woodsman's Machete (AD, lifesteal, +25% damage to jungle monsters, the Sentinel and the Ancient included).
You can buy one per game. Master it with 40 minion last hits (25 jungle monster last hits for the Machete) and it's absorbed: you keep its stats for good, and the slot frees up.
New boots
Boots of Speed: +40 movement speed.
Boots of Spellpiercing: +15 AP and 15 flat magic penetration.
Warded Boots: +28 magic resist.
New items and parts
Ten new mid-tier parts, so no recipe costs more than 1,000 gold on top of its parts: Stiletto, War Club, Ironbound Tome, Piercing Wand, War Pick, Prayer Beads, Belt of Vigor, Plated Vest, Warded Cloak and Throwing Knives.
Smoldering Ruby → Burning Plate: a jungle tank line. While you're in combat, it burns enemies around you, and burns jungle monsters 50% harder.
Bloodletting Dagger: lifesteal, flat armor penetration and cooldowns. It's the Rogue's new opener.
The store's recommended build is exactly what bots buy. Each champion's build was chosen from about 9,400 simulated games.
Stats and rules
Attack speed reads as a percentage bonus everywhere, for example "+20% attack speed", instead of attacks per second.
Flat armor penetration now stacks and can push armor below zero. New stat: flat magic penetration.
Right-click buying a recipe no longer buys a second copy of a part you hold for a different branch. Sword + Sword still works.
Boots of Swift Casting cooldown reduction 8% → 12%.
Burning Spellbook AP 115 → 100. Harvest Scepter AP 80 → 70.
Shieldbreaker Axe AD 65 → 58. Lightning Crossbow AD 30 → 27.
Tome of Wisdom AP 110 → 105, cooldown reduction 18% → 15%.
Staff of Piercing AP 100 → 115. Bottomless Chalice AP 85 → 100. Spellbook of Haste AP 95 → 105.
Rallying Horn AP 65 → 80, mana 250 → 300. Its passive is now +35% attack speed. Pilgrim's Staff AP 65 → 75.
Lance of Piercing AD 60 → 65. Executioner's Axe AD 65 → 70. Hamstring Flail AD 45 → 50. Harvest Crown AP 145 → 150.
Wounding Scroll AP 90 → 95, health 250 → 300. Protector's Shield health 400 → 450. Spellsoak Cloak health 400 → 450, magic resist 60 → 65.
Armor-Cracking Maul health 400 → 350.
Many recipes now build through the new parts, so their paths changed.
Every renamed item (old → new)
Vampiric Shard
Vampire Fang
Vampiric Blade
Vampire Sword
Keen Shard
Whetstone
Recurve Bow
Shortbow
Duelist Edge
Keen Sword
Runic Focus
Spellbook
Warden Mantle
Heavy Cloak
Windstrider Boots
Boots of Haste
Spellstep Boots
Boots of Swift Casting
Ironroot Boots
Ironshod Boots
Tempest Repeater
Lightning Crossbow
Kingsbane
Greatsword of Slaying
Bloodmoon Fang
Sword of Life Stealing
Sunderlance
Lance of Piercing
Phoenix Grimoire
Burning Spellbook
Astral Crown
Harvest Crown
Chronicle of Tides
Tome of Wisdom
Titanheart
Last Stand Plate
Dawnveil
Last Stand Cloak
Sanctuary Lantern
Healer's Lantern
Oathkeeper
Warhammer of Mending
Nightglass
Shieldbreaker Axe
Galeheart
Bow of Swiftness
Worldstone
Tower Shield
Moonwell Scepter
Harvest Scepter
Mana Reservoir
Bottomless Chalice
Starfall Lens
Wand of Falling Stars
Voidstaff
Staff of Piercing
Slipstream Codex
Spellbook of Haste
Witchbane Seal
Wounding Scroll
Duskblade
Ambush Dagger
Cutthroat's Mantle
Getaway Cloak
Executioner's Edge
Executioner's Axe
Bloodforge
Axe of Bloodlust
Hunter's Chain
Hamstring Flail
Warbreaker
Armor-Cracking Maul
Bastion Plate
Stalwart Plate
Guardian's Oath
Protector's Shield
Ironhide
Arrowproof Plate
Runeward
Spellsoak Cloak
Giantslayer Bow
Longbow of Giant Slaying
Dawn Chorus
Rallying Horn
Pilgrim's Lantern
Pilgrim's Staff
Mortal Wound
Wounding Cleaver
Champions
Rogue
Base AD 61 → 66.
Barbarian
Base health 840 → 800, base AD 62 → 58.
War Cry attack speed +0.5 attacks per second → +35%, about a third less.
Rage AD 15 + 15 per rank → 10 + 15 per rank.
Cleric
Blessing shield 25 + 6 per level → 20 + 5 per level. Shields now show as a gold dome that flares when it lands.
Sanctuary pulses deal 55% of spell value (was 60%).
Holy Power damage reduction 15–25% → 10–20%.
Knight
Heavy Strike is a quiet enhanced basic now: no cast pose or recovery. His weapon glows while it's armed, and it clangs on the hit.
Buffs you can see
Buff icons with countdowns and hover text on your HUD.
On the field, every buff shows on the champion's body or as a ring at their feet, so nothing clutters the space above their heads.
Anything set on fire by a Burning Spellbook visibly burns, minions and monsters included. Item passives show a faint effect when they hit.
Sanctuary and Blessing percentages round cleanly.
Escape opens Settings when nothing else is open.
Bots
Bots react with a human-like 200–300 ms delay. They jungle properly, trade in lane, save spells for champions and recall less.
Bots lane only ranged champions (Wizard, Ranger, Cleric) and jungle with the melee ones. You can still pick anything, anywhere.
The Rogue bot ganks and fights for the kill, and bails only when it's going wrong. The Ranger kites and stays behind her frontline. Laners rotate to nearby fights, and junglers lead objectives.
Bots no longer loop attacking and backing off beside an enemy tower.
Fixed: red side won even fights. Units on one side always acted first each tick, so red quietly won every even minion fight. Teams now alternate.
Earlier patches
Family Patch 2
Towers and the Ancient
Towers are five times as durable (3,300 → 16,500 health). Pushing a lane should mean something now.
Towers and cores see invisible champions inside their range. No more walking through turrets in Vanish. (Brush still hides you.)
The Ancient is harder to take: 6,500 → 9,500 health, armor and magic resist 40, and it hits harder.
Its blessing now empowers your champions too: +30 AD and +50 AP for 90 seconds, on top of the minion boost. Champions carrying it glow violet.
Experience
Every level needs 160 more experience. One minion wave gets you to level 2, not level 3.
Rogue
Vanish's cooldown starts when invisibility ends, not when you cast it. No more chaining it.
Execute base damage 120 + 40 per rank + 100% AD → 95 + 30 per rank + 80% AD.
Knight
Heavy Strike base damage 40 + 20 per rank → 30 + 15 per rank.
Shield Charge base damage 100 + 30 per rank → 85 + 25 per rank.
Cleric
New passive, Blessing: when you deal damage, the most hurt allied champion near you (you included) gets a shield. Once every 2.5 seconds. (Thanks, Andrew.)
The old 15% Devotion bonus is now built into Heal and Holy Power, so they heal exactly as much as before.
Holy Power is more substantial: more AD and AP, plus 15–25% damage reduction. The target glows gold for the whole buff.
Items
Spellstep Boots cooldown reduction 12% → 8%.
Clarity
Volley's arrow fan now reaches its real range, so you can see where it lands.
The titles screen is gone: when a match ends you go straight to the scoreboard. Titles still show on your summary.
The Family Patch
Map
Both lanes now peel off diagonally toward the core before the inner tower's corner, on both sides. Minion waves take the new path, so a pushed lane reaches the core faster: the core is a little more vulnerable.
The fountain fights back: enemy champions standing in it burn fast. No more diving people in base.
Ranger — now a real auto-attacker
Piercing Arrow is gone. New Q, Rapid Fire: for 4 seconds she attacks faster and every basic attack deals bonus physical damage. Resets her attack. Cooldown shrinks with rank.
New passive, Steady Aim: each basic hit gives a little attack speed, stacking 5 times. (Replaces the movement-speed passive.)
Volley: range 180 → 250, and 150% damage to minions and monsters.
Arrow Rain hits harder.
Base movement speed 96 → 93.
Knight
Heavy Strike resets your basic attack, and the empowered hit splashes half its damage onto enemies around the target.
Shield Charge now damages minions and monsters you run through. It still stops at, damages and stuns the first champion.
Gold, XP and items
Shutdown bounties: killing someone on a kill streak pays extra gold.
Champion kills give more XP the higher the victim's level, so catching the fed player catches you up.
Jungle camps give 25% more XP.
Kingsbane is unique: one per champion. (Sorry, Joe.)
Controls
Spell buffering is back: press a spell a moment early, or during another cast or a dash, and it fires the instant it can. It never cancels what you're doing.
Attack-move now keeps chasing a champion it locked onto.
Escape no longer nags you to capture the cursor: your next click on the game captures it again, and still counts as a click.
Right-click never opens the browser menu during a match.
Clicking your gold or items while aiming a spell cancels the aim instead of opening the shop.
Undo purchase works even after you've walked around the shop or healed in the fountain.
Clarity
Last hits now spray gold out of the minion.
Ability tooltips and the level-up + say exactly what the next rank changes.
The champion screen shows each ability's numbers, scaling, mana cost and cooldown.