5/29 PBE Update: Mordekaiser Update, New Skins, and more!

The PBE has been updated! As we start the 9.12 PBE cycle, today's patch includes the Mordekaiser update, new Dark Star skins for Karma and Shaco, Dark Cosmic Jhin, and more!
Continue reading for more information!

(Warning: PBE Content is tentative and subject to change - what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)

Table of Contents


Champion Update: Mordekaiser

The Mordekaiser update is now on the PBE for testing! Check out these links for more details on his abilities, lore, and more:

Mordekaiser, the Iron Revenant


Stats & Abilities


Stats:
  • Base MR: 32
  • MR Per Level: 1.5
  • Base AD: 65
  • AD Per Level: 4
  • Base Armor: 39
  • Armor Per Level: 4
  • Base HP: 575
  • HP Per Level: 90
  • Base HP Regen: .8
  • HP Regen Per Level: 0.15
  • Base Move Speed: 335
  • Base Attack Speed: .625
  • Attack Speed Per Level: 1
  • Auto Attack Range: 175

Abilities:

Darkness Rise (Passive)
After 3 basic spells or attacks against champions, Mordekaiser deals 10 - 36 (+30% AP) + (1/2/3/4/5/6% at 1/3/6/10/13/16) max health damage per second around himself and gains (5/10% at 1/6) movement speed. 
Mordekaiser's basic attacks also deal 40% AP bonus magic damage.

Obliterate (Q)
No Cost
9/7.75/6.5/5.25/4 sec Cooldown 
"Mordekaiser smashes the ground with Nightfall dealing 75/95/115/135/155 (+60% AP) (+5-139) magic damage to all enemies in the area, increased by 30/35/40/45/50% if it hits only a single enemy."

Indestructible (W)
No Cost
14/13/12/11/10 sec Cooldown 
Mordekaiser stores 30% of all damage he deals and takes as a potential shield. 
Indestructible grants him the shield and may be cast a second time to consume it, healing for 40/42.5/45/47.5/50%% of the remaining value.

Death's Grasp (E)
No Cost
24/21/18/15/12 sec Cooldown 
Passive: Mordekaiser gains 5/10/15/20/25% Magic Penetration. 
Active: Mordekaiser pulls enemies in the chosen area towards him dealing 80/95/110/125/140 (+60% AP) magic damage.

Realm of Death (R)
No Cost
140/120/100 sec Cooldown 
Mordekaiser banishes a target to the Death Realm with him for 7s, stealing 10% of their core stats for the duration. 
If Mordekaiser kills his target in the Death Realm he consumes their soul, keeping the stats he stole until the target respawns.

Voiceover

Special Interactions:


Full VO:


Pick VO: "Destiny. Domination. Deceit."

Ban VO: "None can escape me."

Non-English VO [none yet!]
  • Brazilian Portuguese
  • Czech
  • French
  • German
  • Greek
  • Hungarian
  • Italian
  • Japanese
  • Polish
  • Romanian
  • Russian
  • Spanish
  • Turkish

Lore

Mordekaiser's full bio is available on his Universe page:

In-client bio:
"Twice slain and thrice born, Mordekaiser is a brutal warlord from a foregone epoch who uses his necromantic sorcery to bind souls into an eternity of servitude. Few now remain who remember his earlier conquests, or know the true extent of his powers-- but there are some ancient souls that do, and they fear the day when he may return to claim dominion over both the living and the dead."

Updated Skins

Each of Mordekaiser's skins have also been updated:

Dragon Knight Mordekaiser

Infernal Mordekaiser
[Passive is bugged, pictures later]


Pentakill Mordekaiser

Lord Mordekaiser

King of Clubs Mordekaiser


Champion Skins

Three new skins are now testing on the PBE for Jhin, Karma, and Shaco:

Dark Cosmic Jhin

1820 RP (Legendary)

Dark Cosmic Jhin special interactions:

Full VO:


Here's Riot LoveStrut with a bugs & feedback thread for Dark Cosmic Jhin:
"Jhin was an interstellar entity, consumed by the Dark Star and given new purpose. Now, his ageless mind is infected by visions of omnipotence, and consumed by an insatiable hunger. He scours entire regions of space seemingly on a whim, using the remnants to create bizarre, silent objets d’art. 
"Art...should devour us all." 
  • New model and textures: Dark Cosmic Jhin's model and textures contain elements of both his previous life and his new one devoted to the Dark Star.
  • New VFX: Fling stars and nebulae at opponents, and look into the deep interstellar landscape on Dark Cosmic Jhin's mind when using Curtain Call (R). (Note: allies, enemies, and spectators will see a more subdued version of Curtain Call (R) to reduce visual noise)
  • New SFX and VO lines: Peer into the mind of a twisted galactic artist with his new voice lines, while the new SFX capture the essence of both Dark Star and Cosmic.
  • New animations and rig: Every animation has been changed, including some beautiful four-armed cape action that happens during Curtain Call (R) and other animations. There's even a slight chance of some special guest appearances on his Taunt. 
Dark Cosmic Jhin is slated as a Legendary skin priced at 1820 RP (subject to change) is now available on PBE! We always love hearing your feedback and feelings! All bug reports and thoughts help us make these skins even more awesome, so please keep 'em coming! 
Thanks, cuties! <3"

Dark Star Karma

1350 RP

Here's KateyKhaos with a bugs & feedback thread for Dark Star Karma:
"We must all make our choices. 
Dark Star Karma includes:
  • New model and textures!
  • All-new Dark Star VFX!
  • All-new SFX!
  • New VO processing!
  • All-new recall animation! 
Dark Star Karma is set to be available for 1350 RP. 
*Prices are subject to change. 
Dark Star Karma is available to play soon on the PBE! As always, we’d love to hear your feedback, so drop it in the thread below! If you have questions, feel free to ask ‘em here, and we’ll do our best to answer them! GLHF! :)"

Dark Star Shaco

1350 RP

Here's KateyKhaos with a bugs & feedback thread for Dark Star Shaco:
"How about a magic trick? 
Dark Star Shaco includes: 
  • New model and textures for Shaco, his clone and his jack in the boxes!
  • All-new Dark Star VFX!
  • All-new SFX!
  • New VO processing!
  • All-new recall animation!
Dark Star Shaco is set to be available for 1350 RP. 
*Prices are subject to change. 
Dark Star Shaco is available to play soon on the PBE! As always, we’d love to hear your feedback, so drop it in the thread below! If you have questions, feel free to ask ‘em here, and we’ll do our best to answer them! GLHF! :)"

Chromas

New sets of chroma for Dark Star Karma, Dark Star Shaco, and Dragonslayer Braum were added to the PBE:

Dark Star Karma
[8 Chroma]

Dark Star Shaco
[5 + LPP Exclusive]

Dragonslayer Braum
[4 Chroma]


Details on each chroma:
  • "Obtained by completing missions via the purchasable Fan Pass. Only available in BR, LATAM, OC, TR, and JP regions." [Red and Blue]
  • "Obtained by completing missions via the purchasable Team Pass. Only available in LCS and LEC regions." [Orange Shield - LEC, Blue Shield - LCS]
  • This chroma is only available in LPL regions. [Red]

Summoner Icons

Three new summoner icons are now on the PBE:

Dark Cosmic Jhin Icon, Dark Star Shaco Icon, Dark Star Karma Icon
  

VFX Updates for Amumu, Lulu, Tryndamere and Ziggs 

Here's Riot Sirhaian with a thread on VFX updates for this cycle:
"Hello everyone! 
Similar to the previous VFX updates we’ve made in the past (Kennen, Olaf, Wukong, etc), we're working on updates to the Visual Effects (VFX) of more champions whose spell effects are in need of some love. Our aim is to get their FX to current League standards and improve gameplay clarity. In Patch 9.12, we'll be releasing VFX updates for Amumu, Lulu, Tryndamere and Ziggs
Just like the previous ones, and since these are smaller updates geared toward sprucing up some of the oldest members of the roster, they aren't in the same prioritization conversation as to how we decide who gets a VGU (where we take model, gameplay, and thematic into account too!): they do not affect any other timeline, and are more of a side project. 
We're looking for feedback on those changes, which should be up on the PBE now. Please try them out there —especially if you're a main— and leave us your feedback! 
AMUMU 
VFX Update aimed at reinforcing his Shuriman thematic and improving his gameplay clarity. Also tried to get as close as possible to his music video’s style. 

Kit: 
  • BA - New impacts
  • Q - Added a subtle effect to show the width of the missile. The tip of the missile is now brighter, too.
  • W - Subtle clarity change, now displaying a reflection. Better representation of the hitbox. Also has a hit effect, now.
  • E - New AOE, now with sand! Better representation of the hitbox. New and more condensed impact effect.
  • R - Entirely new AOE effect, now with actual Shuriman runes, sand and flair!
  • P - Just cleaned up a bit.
Skin changes:
  • All Skins: Cleaned up to match base.
  • Sad Robot Amumu received new spell effects across the board. 
LULU 
VFX Update aimed at making her magic feel a bit more unique and improving her gameplay clarity. 

Kit:
  • BA - New missiles and hit effects.
  • Q - New missiles and cleaned up hit effects.
  • W - Ally - Improved and cleaned up buff effect.
  • W - Enemy - Cleaned up missile, with new hit effect.
  • E - Ally - Improved and cleaned up shield.
  • E - Enemy - Improved Pix teleport and hit effects.
  • R - Entirely new AOE effect. Cleaned up enemy hit effect, and new slow effect. Leaves a subtle trail of fairy dust behind.
  • P - Pix bolts have been cleaned up a bit, while keeping that fairy magic feel.
Skin changes:
  • All Skins: Cleaned up to match base.
  • Dragon Trainer: Pix now shoots small pink fireballs. 
TRYNDAMERE 
Mostly a clean up to reduce all the noise from his old VFXs, while adding a little bit of Freljord flair. 
Kit: 
  • BA - New hit effects and adjusted weapon trails.
  • Q - More visible heal effect with reduced noise.
  • W - Added a cast effect that shows the range of the ability.
  • E - New effect, showing the actual width of the AOE (yes, his weapon is bigger than the AOE size).
  • R - New activation effect and buff.
  • P - New rage indicator effect. 
Skin changes: 
  • All Skins: Cleaned up to match base.
  • Demonblade: New fiery spell effects. 
ZIGGS 
Complete VFX overhaul, focused on showing the actual size of his AOEs and bringing him up to today’s quality standards. 

Kit:
  • BA - New missiles and impacts. Sparks!
  • Q - New missile, but especially new explosion, leaving a crater that shows the AOE size. Sparks too!
  • W - New explosion, with crater. Has an upward movement to reinforce the knock-up feel. Now has a hit effect. Adjusted AOE indicators to match the hitbox. Also sparks!
  • E - Added a subtle trail to the missiles. Added a subtle range indicator on the mines. They also leave a small crater on impact. More sparks!
  • R - New cast, indicators, missile, AOE and hit effect. Finally an actual mushroom cloud! And guess what? Yes, sparks!
  • P - Empowered hit is more explodey and the missile has more sparks!
  • Emotes - Changed the various explosions to look closer to the rest of his kit.
Skin changes:
  • Mad Scientist: Added bubbles and goo here and there. Green explodey stuff!
  • Pool Party: Cleaned up the noise and brought him closer to the rest of the skin line.
  • Snow Day: Cleaned up the noise and added some warmer accents in the missiles and explosions.
  • Arcanist: Added the crater in the ult and updated the indicator to match base.
  • Odyssey: Added the crater in the ult.
Please test those changes on the PBE and let us know if you have any feedback!"

Balance Changes

NOTE*: The PBE is a testing grounds for new, tentative, & experimental changes. Be aware that what you see below may be relative to other changes earlier this cycle! These are not official notes.

Champions
Malphite
[Changelist / Context - Back for more testing this cycle!]
  • Granite Shield (P)
    • "Malphite now glows when his Shield regenerates. This should make it more clear when Malphite has access to his Shield as a combat resource"
    • "Malphite’s size now scales with his Armor! Become a literal mountain like you always dreamed of"
    • "Size scaling has been refactored to account for the massive Armor values Malphite can get through his W. His growth spurt now caps out at ~700 Armor"
  • Seismic Shard (Q)
    • Movement speed steal changed from 14/17/20/23/26% to 20/25/30/35/40%"
    • Speed duration reduced from 4 seconds to 3 seconds
    • "Malphite no longer summons his earthen saw blade from behind himself, and instead casts it from his right arm. This also increases how fast the missile reaches its target"
    • "Targets affected by Q are covered in a molten rock effect for the duration of the slow"
    • "Other miscellaneous values adjusted. Too many to mention in detail here, but overall this Ability should have more weight to it and ‘feel’ like a rock monster hurling a chunk of Summoner’s Rift at his opponents"
    • "Q now checks if "stealing" move speed would result in a faster Malphite, and uses that value in the rare cases when it does"
    • "spawns closer to its target on cast"
  • Thunderclap (W)
    • Renamed from Brutal Strikes
    • Initial hit AP ratio lowered from 40% to 20%
    • Initial hit armor ratio lowered from 20% to 15%
    • "On cast, Malphite resets his auto attack and deals 30/45/60/75/90 bonus Physical damage, scaling with 1.5 armor and 0.20 AP"
    • "In addition, Malphite’s auto attacks create ‘aftershocks’ for the next 6 seconds. These are frontal cleaves (think Titanic Hydra) that deal 10/20/30/40/50 physical damage to all enemies in range of the cone, scaling with 0.1 armor and 0.2 AP"
  • R - Unstoppable Force 
    • "Malphite’s Base Skin now features an impact crater. IT CAN’T BE STOPPED!"
  • VFX Updates:

Sylas
  • Petricite Burst (Passive)
    • Damage changed from [(100% AD)+(5+2.5 per level)+(20% AP)] to [(120% AD)+(9+3 per level)+(20% AP)]
  • Abscond / Abduct (E)
    • [Changed] Now only shields on enemy hit.
    • Shield value increased from 60/90/120/150/180 to 80/120/160/200/240

Wukong
[Context 1 / Context 2 - Back for more testing this cycle!]
  • Strength of Stone (Passive)
    • [New] Crushing Blows
      • Whenever Wukong or one of his clones damages an enemy champion, they apply a stack of Crushing Blows to that target. Targets take 4% increased damage from Wukong and his clones for each stack of Crushing blows (max 5).
      • VFX start small at one stack and get larger with each additional stack applied.
    • [Redesigned] Stone Skin
      • When 3+ enemy champions are visible within 1400 units, Wukong gains Armor and MR equal to 20 + 2 per level + 0.2*his bonus Armor/MR respectively. Bonuses last for 6s and renews if enemies remain near. Currently uses the Gargoyle's Stoneplate activation VFX when up.
    • "Damage amp no longer affects structures (was unintended that it ever did and Wukong’s pushing power's going up with new W a lot already)."
    • "Damage amp no longer increases true damage (never intended to, damage amps and damage reduction don't affect true damage)."
    • PLACEHOLDER NAME (Q)
      • Mana cost lowered from 70/75/80/85/90 to 25/30/35/40/45
      • [New] Now has a passive where Wukong gets 125 range on his next AA after he casts any spell (not just Q).
      • Damage changed from [10-130 (+0.4 AD) bonus physical damage] to [20/35/50/65/80 (+20% AD) bonus magic damage]
      • Now heals for 20/30/40/50/60 (+0.25 AD) health (halved on minions)
      • [Removed] Armor shred
    • Warrior Trickster (W)
      • Clone created now attacks nearby enemies dealing 50% of Wukong's damage instead of exploding for magic damage at the end of its life.
      • Clone lifespan increased to 2.5/3/3.5/4/4.5 (invisibility duration for Wukong himself unchanged).
      • Wukong creating a clone and Wukong pushing 'S' to stop moving will now look identical to enemy players (can bait them into believing you've cast W when all you've done is stopped moving).
      • Wukong's dash range when casting W increased from 100u to 200u
      • CD reduced 18/16/14/12/10s to 16/14/12/10/8s
      • CD now starts on clone death, not on clone creation (clone uptime, especially with CDR, becomes too high otherwise, CD reduced so that non-CDR builds aren’t too punished).
      • "Now casts in the direction of the cursor, rather than going off Wukong’s facing"
      • "Now goes through thin walls. Not sure this is the right call yet, wall crossing does mean he’s put one of his most potent tools on CD though and it’s thin walls only right now. Also allows for some nice mind games running at a wall and then hitting ‘S’ potentially".
      • "Clone now gets the E Attack Speed buff if Wukong has it when he casts W"
      • "Clone now gets the Q on next hit buff if Wukong has it when he casts W"
    • Nimbus Strike (E)
      • Other images of Wukong are now interactable clones that look just like Wukong and can be interacted with like any other unit. That means enemies won't be certain which exact target Wukong himself is going to until he gets there. Clones can also block skillshots.
      • AD ratio lowered from 0.8 to 0.5
      • Now checks for secondary targets in a much larger area around the primary target.
    • Cyclone (R)
      • Other spells are no longer locked out while you're using R. If you cast another spell, it will immediately cancel the ult in progress. Makes it easier to chain spells together basically if you want to end the ult early.
      • "R CD now starts immediately so Presence of Mind works with it. Can still be cancelled by reactivating the R though. This is a change we’ll put into 9.11, since it’s a bug fix and low power impact, so doesn’t need to be balanced around."

    Yuumi
    [Context]
    • "Yuumi will now get visuals when her ally is invis"
    • "Yuumi now sees a ring around the ally she's attached to"
    • "Q missile spawns in the appropriate place while attached"
    • "Hella bug fixes"

    Items
    Corrupting Potion
    • Health lowered from 125 to 100
    • Touch of Corruption damage changed from [15 - 30] to 20

    Context & Notes

    1) Riot Mort provided a list of ARAM balance changes for 9.12:
    Here's the planned ARAM balance changes for 9.12. (Since someone asks every time, this is JUST ARAM) 
    Goal was to hit a few of the outliers (above 56% in normal AND high elo) and then Un-Nerf/Buff champs that went a bit too far. Most champs shouldn't move too far.
    2) Riot Maxw3ll noted some changes he made to Yuumi this cycle:
    "I made a bunch tweaks to Yuumi on PBE, let me know what you think:  
    * Yuumi will now get visuals when her ally is invis
    * Yuumi now sees a ring around the ally she's attached to
    * Q missile spawns in the appropriate place while attached
    * Hella bug fixes"

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