Tuesday 10 March 2015

The map of Runeterra

MapofValoran

The Mystery of Runeterra
Hey, everyone. EzrealSquare.png Ezreal here.
Normally, I wouldn't ask for help. I've come across a lot of interesting relics in my travels, but never anything like these.
I've gathered everything on my desk for all of you to take a look. The important thing is that these relics were found all over Runeterra, and they date from different and completely unconnected eras. The thing is... they all share one similarity: they show a AatroxSquare.png dark figure, clearly inhuman, wielding a jagged blade.
This is a mystery I'm not sure I want solved. From what I can gather so far, this dark figure has been at the center of many bloody conflicts and tales of war. What do you think? Who is this figure, and what role has he played in Runeterra's history?
Oh, and if you really want to hear some of the stories about these things... I'll tell them, but some of them aren't pretty.
Take a look at this. It's a stained glass window from Demacia.
Don't ask me how EzrealSquare.png I got it. I'm going to give it back, I promise. I'm borrowing it for research, and they'll never know it's missing. Demacians never stop talking about light, so what do they really need a window for, anyway?
Look closely. See the shape in the center with the wings and the jagged sword? That's the AatroxSquare.png figure I've been seeing everywhere.
This is the first artifact that really got me thinking. It's not that old, and it can't really go back more than a few generations at most. I asked around, and nobody knows what the figure is or if he has a name. They all agreed on one thing though: whoever this figure is, he's clearly someone worth remembering to be immortalized like this.
But why does he appear in so many other places? So many of these artifacts are ancient, and some are from lost civilizations so old they don't even have names.
How is that possible?

Thursday 26 February 2015

Bard the wandering caretaker

The celestial vagabond known only as BardSquare.png Bard dwells beyond the physical universe in realms unknown to man. Manifesting when others threaten the cosmic equilibrium, the ancient caretaker acts with speed and intent, only returning to his endless watch once he has steeredRuneterra from catastrophe.

Lore

The Wonder Above







Bard lore 4
"There was a time, not long ago, when this constellation was absent from the night sky. Some call it the Mountain Shrines or the Great Caretaker. Those of us from the floating villages know of an older name, a name that speaks of a universal truth. The name we took for our kind: BardSquare.png Bard"

Champion Insights

"We’ve looked at the idea of roaming supports before. Alistar was one, for a while, before he roamed so well you guys transitioned him into a death-dealing jungler thanks to his nigh on unstoppable W+Q combo and extreme tower diving capabilities. So we made changes, nerfed his extra monster damage, and put him back in his traditional support pants. But we still liked the idea, and so started thinking of ways that we could bring a new champion into League that had all the hallmarks of a roaming utility support.
At the same time, one of the champion concept artists had drawn up a really compelling character. He was strange and otherworldly looking, so we started figuring out how we could join these two pieces - roaming support and this character - together. After trying out a few different mechanical hooks (he was, at one stage, a pretty bardy Bard, with a musical theme and an instrument that was more central to his abilities), we ended up with a cosmic character, a caretaker who existed to protect relics and places scattered around the world.
So how’s he different in game? Well, Bard’s roams to empower both himself and his allies. Each chime he collects soups up his Meeps passive, and as he travels, he’s incentivized to help out his other lanes and jungler with Caretaker’s Shrine. Crucially, they don’t require him to hang around, so Bard can pop into mid, drop off a shrine, then carry on towards top on the hunt for more chimes. Each chime gives him a short movement boost (so he can jet around at a decent pace), experience (so he doesn’t miss out on too much minion xp), and mana. All this means he’s rewarded for roaming, and can (hopefully) leave his marksman during laning without handing them a big fat death sentence."
― Rabid Llama


Tuesday 13 May 2014

Monday 21 April 2014

Friday 22 November 2013

Classic Yasuo, the Unforgiven - Ability Preview - League of Legends



 Classic Yasuo, the Unforgiven - Ability Preview - League of Legends


Yasuo dashes to solemn victory, harnessing the raw power of the wind to elevate his unmatched elemental swordsmanship. A former member of an Ionian martial school and the only student to have mastered a legendary wind technique, Yasuo now lives a tempestuous life, drifting through Runeterra as he hunts the true killer of the Ionian elder he was sworn to protect.



Abilities


Passive: Way of the Wanderer

  • Intent: Yasuo's critical strike chance is doubled.
  • Resolve: Yasuo gains Flow as he moves – the faster he moves, the faster his Flow meter fills. When full, Yasuo activates a brief shield after taking damage from enemy champions or monsters.

Q: Steel Tempest

Yasuo thrusts forward with his sword, damaging all enemies in a line. Successfully landing Steel Tempest grants Yasuo Gathering Storm stacks for a short period. The third stack of Gathering Storm causes Steel Tempest to send out a whirlwind that travels in a line and sends all enemies caught Airborne. If Yasuo casts Steel Tempest during Sweeping Blade, the ability strikes all enemies immediately around him.

W: Wind Wall

  • Passive: Dashing replenishes Yasuo's Flow faster.
  • Active: Yasuo creates a wall of wind that slowly drifts forward for a few seconds. The wall blocks all enemy projectiles.

E: Sweeping Blade

Yasuo dashes a fixed distance through an enemy, dealing damage and marking them briefly. If Yasuo uses Sweeping Blade multiple times in succession, the ability deals extra damage up to a cap. Yasuo cannot use Sweeping Blade on an enemy that's already been marked.

R: Last Breath

Yasuo teleports to a nearby Airborne enemy champion, briefly suspending them and all surrounding Airborne enemies mid-air as he damages them. Once he lands, Yasuo gains significant armor penetration against his enemy's bonus armor for an extended period of time.

Thursday 21 November 2013

Yasuo (The Unforgiven)

Yasuo, the Unforgiven, revealed


Yasuo dashes to solemn victory, harnessing the raw power of the wind to elevate his unmatched elemental swordsmanship. A former member of an Ionian martial school and the only student to have mastered a legendary wind technique, Yasuo now lives a tempestuous life, drifting through Runeterra as he hunts the true killer of the Ionian elder he was sworn to protect.




Abilities


Passive: Way of the Wanderer

  • Intent: Yasuo's critical strike chance is doubled.
  • Resolve: Yasuo gains Flow as he moves – the faster he moves, the faster his Flow meter fills. When full, Yasuo activates a brief shield after taking damage from enemy champions or monsters.

Q: Steel Tempest

Yasuo thrusts forward with his sword, damaging all enemies in a line. Successfully landing Steel Tempest grants Yasuo Gathering Storm stacks for a short period. The third stack of Gathering Storm causes Steel Tempest to send out a whirlwind that travels in a line and sends all enemies caught Airborne. If Yasuo casts Steel Tempest during Sweeping Blade, the ability strikes all enemies immediately around him.

W: Wind Wall

  • Passive: Dashing replenishes Yasuo's Flow faster.
  • Active: Yasuo creates a wall of wind that slowly drifts forward for a few seconds. The wall blocks all enemy projectiles.

E: Sweeping Blade

Yasuo dashes a fixed distance through an enemy, dealing damage and marking them briefly. If Yasuo uses Sweeping Blade multiple times in succession, the ability deals extra damage up to a cap. Yasuo cannot use Sweeping Blade on an enemy that's already been marked.

R: Last Breath

Yasuo teleports to a nearby Airborne enemy champion, briefly suspending them and all surrounding Airborne enemies mid-air as he damages them. Once he lands, Yasuo gains significant armor penetration against his enemy's bonus armor for an extended period of time.




Gameplay


Yasuo's a sustained damage fighter with high mobility, strong utility and damage output that ramps up the longer he survives in combat. The tradeoff here comes in the form of low damage during Yasuo's early game.




Mid lane


Yasuo's early game fragility makes him a champion best suited for the shortest lane on Summoner's Rift: mid. He farms safest here, concentrating on building up his experience and gold as he itemizes his way to domination. But even though Yasuo is at his weakest in the early game, his strength and mobility still has the potential to surprise his enemies. Yasuo can use Steel Tempest to last-hit from a relatively safe distance, and if he needs to secure backline minion gold, quick consecutive casts of Sweeping Blade send him dashing to and from, with Way of the Wanderer's shield absorbing some of the inevitable incoming damage. Yasuo can use Sweeping Blade as a handy escape during gank attempts, too: if he's caught between the enemy melee and caster minions, using the ability to dash back towards his own turret should help dissuade all but the most stubborn of junglers from pursuing.
And when the winds change direction, careful timing turns Yasuo into a deadly accomplice in friendly gank attempts. Stacking Steel Tempest properly and using Gathering Storm to toss his enemy skywards means initiation from the jungle is a relatively simple matter, and once the enemy's caught, Yasuo uses Sweeping Blade to dash in and get to work. Way of the Wanderer's critical strike boost help Yasuo's attacks sting, while if he's unlocked Last Breath, the additional damage and crowd control makes kills all the more likely.




Teamfights


A melee monster with damage that increases the longer teamfights last, Yasuo's first priority is to stack Gathering Storm while weathering the enemy team's initial onslaught. This is where Wind Wall comes into its own. Carefully positioning the wall between the enemy front and back lines allows Yasuo to engage on the less threatening tanks and bruisers, generating Gathering Storm stacks with liberal use of Steel Tempest. Once the third cast is ready, Yasuo repeatedly uses Sweeping Blade to rush through the entire enemy line and position himself beside or behind the enemy squishies. A final Steel Tempest casts them skyward, opening up Last Breath, a lethal ability for anyone caught in the whirlwind. Enemies that manage to juke away from Yasuo's whirlwind aren't necessarily safe from Last Breath: any knock-up abilities can be chained with Yasuo's ult, making him hugely synergistic with champions like Cho'Gath, Malphite and Zyra. Once he's landed, Yasuo's huge bonus armor penetration buff, combined with the critical strike bonus from Way of the Wanderer, makes short work of even the tankiest of tanks.




Story


The story of a sword is inked in blood.
Yasuo is a man of resolve, an agile swordsman who wields the wind itself to cut down his foes. But this once proud warrior has been disgraced by a false accusation and forced into a desperate fight for survival. With the world turned against him, he will do everything in his power to bring the guilty to justice and restore his honor.
Once a brilliant pupil at a renowned Ionian sword school, Yasuo was the only student in a generation to master the legendary wind technique. Many believed he was destined to become a great hero. However, his fate was changed forever when Noxus invaded. Yasuo was charged with guarding an Ionian Elder, but, foolishly believing his blade alone could make the difference, left his post to join the fray. By the time he returned, the Elder had been slain.
Disgraced, Yasuo willingly turned himself in, prepared to pay for his failure with his life. He was shocked, however, to find himself accused not just of dereliction, but of the murder itself. Though confused and racked with guilt, he knew the assassin would go unpunished if he did not act. Yasuo raised his sword against the school and fought his way free, knowing his treason would turn all of Ionia against him. Now truly alone for the first time in his life, he set out to find the Elder's real killer.
Yasuo spent the next several years wandering the land, seeking any clue that might lead him to the murderer. All the while, he was relentlessly hunted by his former allies, continually forced to fight or die. His mission drove him ever forward, until he was tracked down by the one foe he dreaded most – his own brother, Yone.
Bound by a common code of honor, the two warriors bowed and drew their swords. Silently they circled one another under the moonlight. When they finally charged forward, Yone was no match for Yasuo; with a single flash of steel he cut his brother down. Yasuo dropped his weapon and rushed to Yone's side.
Overcome with emotion, he demanded to know how his own kin could think him guilty. Yone spoke: “The Elder was killed by a wind technique. Who else could it be?” Understanding swept over Yasuo as he suddenly realized why he had been accused. He professed his innocence once more and begged his brother's forgiveness. Tears streamed down Yasuo's face as his brother passed in his arms.
Yasuo buried Yone under the rising sun, but could take no time to mourn. Others would be after him before long. His brother's revelation had given Yasuo newfound purpose; he now had the clue that would lead to the true killer. Swearing an oath, he gathered his belongings and, with one last look at Yone's grave, set out with the wind at his back.

Sunday 13 October 2013

Story of Jinx

Story

Jinx lives to wreak havoc without a thought for consequence, leaving a trail of mayhem and panic in her wake. A manic and impulsive criminal, she despises nothing more than boredom, and gleefully unleashes her own volatile brand of pandemonium to the one place she finds dullest: Piltover. With an arsenal of deadly toys, she unleashes the brightest explosions and loudest blasts - all the better to shock and surprise the hapless authorities. Always just out of the law's reach, Jinx's favorite game is to toy with Piltover's finest - especially Vi.
Piltover had long been known as the City of Progress, a place where peace and order reigned. That serenity was challenged when a new kind of criminal arrived, the likes of whom had never been seen. This mysterious outlaw unleashed a series of warped and destructive capers that endangered the entire city, and left its people reeling from the worst crime spree in Piltover's history.
As the string of crimes without rhyme or reason hit the city, sightings of the lawbreaker emerged. Though the young woman's origins were a mystery, some saw traces of Piltover hextech in her firearms, while others described the street fashions of Zaun in her dress. Because her arrival always brought trouble with it, those who crossed her path soon gave her a name: Jinx.
Jinx's rampage escalated. Caitlyn - the sheriff of Piltover - responded by declaring a state of emergency and organizing a city-wide manhunt. In typical Jinx fashion, the criminal marked the Piltover treasury, the city's most secure building, with a direct challenge to its most abrasive officer. With a caricature of Vi's face splashed across the treasury's facade, and with a time and date of her supposed raid, Jinx was openly daring the enforcer to stop her from robbing it.
Determined to put the troublemaker behind bars, Vi watched and waited outside the treasury until Jinx's time had finally come. True to her scrawled promise, the smiling menace showed her face. Knowing this was her chance to capture the outlaw, Vi gave chase into the building's interior. She smashed through wall after wall to chase down Jinx, who giggled as she lit up the evacuated treasury with fiery explosions. Vi finally cornered the criminal inside the vault, but Jinx wasn't done just yet. With a maniacal laugh, she fired a barrage of rockets, bringing the entire building down upon them both.
When Vi finally crawled out of the ruins, the battered enforcer found no trace of Jinx. Adding insult to injury, not a single ounce of gold had been taken from the ruined vault. Instead, the criminal left a parting message to her favorite officer of the law - a challenge only now visible through the gaping opening in Piltover's skyline. The lights of the city spelled out a simple taunt: you'll never catch me. As Vi read the message, she heard the distant laughter of her new nemesis, and the city plunged into utter darkness for the very first time.

Jinx - The loose Cannon

Jinx, the Loose Cannon, revealed


Fire up your minigun and take aim with a massive death launcher as Jinx, the Loose Cannon. Packing major attitude and equipped with a cornucopia of carnage, Jinx is a marksman primed to leave your foes marked for demolition.

Abilities

Passive: Get Excited!

Jinx gains a massive movement speed boost whenever a champion or tower that she's recently attacked is killed or destroyed. This boost decays over time.

Q: Switcheroo!

Jinx swaps weapons:
  • Fishbones, the rocket launcher: Jinx's basic attacks consume mana but gain increased range and deal increased damage to her target and nearby enemies.
  • Pow-Pow, the minigun: Jinx's basic attacks grant attack speed for a short duration, stacking up to three times. Stacks fall off one at a time once Jinx stops attacking.

W: Zap!

Jinx snaps off an electrical blast that deals damage to and slows the first enemy hit.

E: Flame Chompers!

Jinx throws out a line of snare grenades that detonate after a few seconds, lighting nearby enemies on fire. Enemy champions who walk over a grenade will cause it to detonate early, rooting them briefly.

R: Super Mega Death Rocket!

Jinx fires a global rocket that gains damage as it travels. The rocket explodes on the first enemy champion hit, dealing damage to the target and all nearby enemies based on a percentage of their missing health.