PATCH 13.5 NOTES

izzy's playlists!
Sweet Seals For You, Always
Not today Justin
🩵 avery cochrane 🩵
cherry valley forever
Claire Keane
$LAYYYTER

tannertan36
art blog(derogatory)

❣ Chile in a Photography ❣
No title available

shark vs the universe
Cosimo Galluzzi
h
Keni
I'd rather be in outer space 🛸
Sade Olutola
Game of Thrones Daily
almost home

PR's Tumblrdome

seen from Australia
seen from Germany
seen from Türkiye
seen from Mexico

seen from United Kingdom

seen from Singapore
seen from Nepal
seen from United States
seen from Venezuela
seen from Spain
seen from Brazil
seen from United States

seen from Argentina
seen from United Kingdom

seen from United States
seen from Germany

seen from Germany

seen from United States
seen from United States

seen from Italy
@yuumi-kitten
PATCH 13.5 NOTES
PATCH 13.4 NOTES
Notes:
The gold value of Legend: Alacrity goes from 75 Gold at 0 stacks (3% AS) to 450 Gold at 10 stacks (18% AS).
Notes:
It should be noted that the amount of mana regeneration granted is only calculated when the buff is acquired and will not update its value while up.
This can be very potent for champions that can swap between melee and ranged forms, such as Nidalee or Jayce. They have the option to trigger the mana regeneration while they are in their melee form then swap to their ranged form and keep refreshing the buff, which will still grant them the melee benefits as long as they keep it up.
On champions that do not use mana nor energy as a resource, Presence of Mind is exchanged with Triumph.
On takedowns, champions that use energy as a resource restore 30 energy, increased to 60 energy for Shen and 42 energy for Akali while Twilight Shroud is active.
Strategy:
Presence of Mind is often taken on the Howling Abyss, as the single lane setup causes regular teamfights leading to a lot of takedowns, thus triggering more times than the average Summoner's Rift game.
Champions with a much higher reliance on having enough mana (e.g, Ryze, Kassadin, Anivia) to use their resourceful abilities have the best utilization of Presence of Mind for its listed benefits.
Map-Specific Differences:
Howling Abyss differences
Mana restored changed to 10% of maximum mana.
Energy restored changed to 10% of maximum energy.
PATCH 13.3 NOTES
Notes:
Health regeneration and health regeneration abilities will not apply Overheal.
Life steal, Omnivamp and Physical vamp will apply Overheal.
The specific value of the cap with respect to the health scaling is reevaluated periodically, updating ~every second.
Overheal works at the same time as Bloodthirster's BLOOD BARRIER, resulting in doubled shielding (respecting their respective caps).
Notes:
Spells and effects that deal default damage do not grant any stacks of Conqueror.
Conqueror's stacking can only occur once per cast instance.
For example, the fire waves from Kayle's Divine Ascent share the cast instance with its triggering basic attack. This means it can only trigger a stack of Conqueror once per attack instead of the expected twice.
Abilities that apply on-hit effects multiple times, such as Death Lotus, Purge or Infinite Duress, are special cased to grant a stack of Conqueror for each tick of damage instead of once per cast.
In addition, Akshan's Heroic Swing, Bel'Veth's Royal Maelstrom, Garen's Judgment, and Wukong's Cyclone have been special cased to stack Conqueror for every tick of damage.
Item effects that are not castable (i.e.Sunfire Aegis, Liandry's Anguish) cannot stack or refresh Conqueror.
Runaan's Hurricane's bolts do not stack Conqueror.
The bolts can only stack if the main target wasn't a champion, or if the bolts reached a champion first, making the basic attack not stack.
Some abilities that do not apply spell effects (i.e. Rek'Sai's Queen's Wrath) and the damage of Tentacles triggered from a Harsh Lesson hit on a champion will also not stack or refresh Conqueror.
Conqueror does not stack if the attack is dodged or missed if the user is blinded. It will stack even if the attack is blocked.
Notes:
Each basic attack generates 6 Energize stacks while 1 is generated for every 24 in-game units traveled. This includes but is not limited to simple movement, using dashes or blinks, or being displaced to another location.
Notes:
The effect is able to remove Sion's Glory in Death attack speed cap but is not able to remove Jhin's, Graves' nor Zeri's.
Notes:
An exposed target will also receive bonus damage from non-champions (including turrets).
Application is individually tracked and does not interact among multiple users.
Effects that let you apply more than one on-hit effect per attack will also apply additional stacks of Press the Attack (e.g. Lightslinger,Ruthless Predator, Twin Bite, Guinsoo's Rageblade).
The attack that procs Press the Attack does not benefit from the increased damage.
However, any damage over time or follow-up effects that come with the basic attack will be affected (e.g. Hemorrhage, Toxic Shot and every follow-up Tentacle Slams).
Ideas for my first steps improving at league:
• memorize all runes and their numbers
• watch more e-sport
• study every new patchnotes
• watch your own gameplay and take notes
• practice some tank/hook supps in normals or smurf