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Patch 9.9

Hey all. Welcome to the biggest patch of the year (so far.)

We're seeing huge changes to Aatrox and Tahm Kench, champions who've relied on specific aspects of their kit to dominate in some skill brackets of play, but make them suffer in others. Soraka's another one we're evaluating, with changes aimed at getting her back to the ally-focused support she was meant to be. A small pool of champions are also getting VFX updates, helping them feel more modern and be up to caliber in visuals to newer champions.

We're adjusting a wide assortment of runes as well, with the goal of having them compete with other runes and encourage more diverse rune paths.

Get ready for one of the longest reads of your week.

AetherIcon.jpg Paul "RiotAether" Perscheid
SonaSquare.png Hanna “shio shoujo” Woo

Mid-Patch Updates[]

5/2/2019 Balance Update[]

AatroxSquare.png Aatrox   
BASE ARMOR : [33] 38
5-12% (based on level) of the target's maximum health

The Darkin Blade.png Q - The Darkin Blade

FIRST SWING AD RATIO : [55/60/65/70/75%]

BlitzcrankSquare.png Blitzcrank   
BUGFIX : Blitzcrank's Static Field's active damage is back to 250/375/500

RakanSquare.png Rakan   
BUGFIX : Rakan's Battle Dance no longer costs double the mana when using it on an ally Xayah or when recasting

4/30/2019 Balance Update[]

YasuoSquare.png Yasuo   
BUGFIX : Fixed a bug where Yasuo's Q - Steel Tempest has no cooldown during its combo with E - Sweeping Blade when he switches his camera perspective

Patch Highlights[]


AatroxSquare.png Aatrox  
Passive attack now also heals Aatrox and mutilation removed. Q cooldown adjusted and damage increased. W slow flattened and cooldown increased. E heal trigger adjusted. Revive no longer a baseline effect on R. Takedowns now extend R and enable revive, movement speed adjusted, increases healing. LOTS of tuning… Just read the full changelist for this one.

Where do we even begin? Since his rework, Aatrox has settled into a diving, one-shot playstyle that’s protected by the guaranteed safety of a revive. Rather than number tuning to make the revive less powerful, we’re making mechanics changes across the board to even the scales between reliable power that's valued in pro and power that's more fitting of Aatrox’s fantasy. Most notably, the revive on his ultimate is much less reliable, freeing up a lot of room to give him buffs (which make up the majority of the other changes here). Overall, this patch pushes Aatrox toward a more bruisery, drain-tanky playstyle and his list of strengths will include more than one, all-in dive combo, accentuating his thematic as a life-draining war machine.

Base Stats

Deathbringer Stance.png Passive - Deathbringer Stance

MUTILATION Aatrox no longer reduces healing and shielding on champions
I NEED HEALING Heals Aatrox for bonus physical damage dealt
BONUS DAMAGE : [8-16%]
5-10% (lvl 1-18) of the target's maximum health
COOLDOWN : [25] 15 seconds
COOLDOWN REFUND : [2 seconds per ability cast and per champion hit with the edge of the Darkin Blade] 2 seconds per attack or ability hit on enemy champions and large monsters and per champion hit with the edge of the Darkin Blade
PICTURE PERFECT : Attack frame adjusted to better match Aatrox's basic attacks

The Darkin Blade.png Q - The Darkin Blade

COOLDOWN TIMER START : [On first cast] After Q3 cast or after Q cast window expires
COOLDOWN : [16/15/14/13/12]
DAMAGE : [10/25/40/55/70]

Infernal Chains.png W - Infernal Chains

SLOW : [15/20/25/30/35%]
25% at all ranks
COOLDOWN : [18/17/16/15/14]

Umbral Dash.png E - Umbral Dash

ATTACK DAMAGE No longer grants 15/25/35/45/55 attack damage for 1.5 seconds
HEAL TRIGGER : [Physical damage vs champions] Any non-periodic damage vs champions (heal percentages unchanged)

World Ender.png R - World Ender

FREEVIVE Taking lethal damage during World Ender no longer revives Aatrox over 3.25 seconds, unless...
GOT THE RESET Takedowns extend World Ender by 5 seconds, refresh its movement speed, and allow Aatrox to revive upon taking lethal damage while World Ender is active
AMNESIA Reviving no longer clears temporary buffs on Aatrox (e.g. Conqueror stacks)
MOVEMENT SPEED : [120/180/240 flat for 1 second on cast and while out of combat during World Ender]
60/80/100% decaying over World Ender's duration
FRIENDLY FEAR Aatrox no longer fears nearby allied minions on cast
STAYIN' ALIVE Aatrox receives 40/55/70% increased healing during World Ender
COOLDOWN TIMER START : [After World Ender expires] On cast
COOLDOWN : [160/140/120]
CAST TIME : [0.5] 0.25 seconds
HEAL DURING REVIVE : [10-50% Aatrox's maximum health (based on Blood Well)]
30% Aatrox's maximum health

BlitzcrankSquare.png Blitzcrank  
Passive shield adjusted. R passive changed to mark targets with auto attacks and cause more damage after a delay. VFX

While popular for his grabbing and popping, Blitzcrank really only has that one interaction up his nonexistent sleeve. We're modernizing his interactions with champions and giving him more to do when his hook is on cooldown.

Mana Barrier.png Passive - Mana Barrier
SHIELD : [50% Blitzcrank's current mana]
30% Blitzcrank's maximum mana
VFX : Cleaned up shield effect

Rocket Grab.png Q - Rocket Grab

VFX : Updated to show the actual width and distance of the hook that is more consistent with the hitbox and cleaned up with a small cast effect

Overdrive.png W - Overdrive

VFX : More sparky

Power Fist.png E - Power Fist

VFX : More static shock with an uppercut hit effect

Static Field.png R - Static Field

PASSIVE Lightning no longer randomly arcs off Blitzcrank for 100/200/300 (+0.2 ability power)
PASSIVE While his ultimate is off cooldown, Blitzcrank marks targets hit by his basic attacks. Enemies marked take 50/100/150 (+0.3 AP)after a 1 second delay.
VFX : Updated to show the actual range and clean up the electricity on Blitzcrank's body

VFX Updates

BASIC ATTACK : New hit effects
PILTOVER CUSTOMS BLITZCRANK : Recolored W effects and cleaned up
IBLITZCRANK : Cleaned up Q and added jetpacks to his W run
BATTLE BOSS BLITZCRANK : Added a hint of red to R
LANCER ROUGE BLITZCRANK : Cleaned up noise on R

RakanSquare.png Rakan  
Base health, armor, magic resistance, and magic resist growth increased. Base attack damage decreased. W dash speed increased. R cast time adjusted to disallow W or Flash during.

Rakan's R > W combo consumes too much of the power budget of his kit. His zippity-zoppity flying is what makes him unique and fun to play, so we're restricting The Quickness a bit so we can give him some buffs.

Base Stats
HEALTH : [480] 540
ARMOR : [29] 32

Grand Entrance.png W - Grand Entrance

DASH SPEED : [1500] 1700

The Quickness.png R - The Quickness

LET ME STRETCH FIRST : Rakan can no longer cast Grand Entrance or Flash during the first 0.5 seconds of The Quickness

SorakaSquare.png Soraka  
Q cooldown and haste adjusted, empowered heal for ally and self increased, damage decreased. E cooldown decreased, cost now scales, and damage decreased late.

If Soraka is going to be a bully to her enemies in lane it should manifest through healing and supporting her ally to allow them to beat the pulp out of the enemy lane, not by whittling them down herself with non-counterable damage. While we like that Soraka can contribute a measure of poke damage to her lane, we aren't particularly happy with the fact that her E max builds offers no real counterplay for her opponents. We're taking this opportunity to make her Q > W combo more impactful and appreciable for her carry, so players consider utilizing her more supportive nature instead of always playing her as an aggressive goat.

Starcall.png Q - Starcall
COOLDOWN : [5] 8/7/6/5/4 seconds
REJUVENATION SELF-HEAL : [56/64/72/80/88 (+0.4 AP) over 4 seconds]
60/80/100/120/140 (+0.5 AP) over 5 seconds
REJUVENATION ALLY HEAL : [42/56/72/90/110 (+0.3/0.35/0.4/0.45/0.5 AP)]
60/80/100/120/140 (+0.5 AP) over 5 seconds
HEAL OVER TIME : [Ticks evenly over the duration]
Initial ticks heal more than later ticks
DAMAGE : [70/110/150/190/230]
REJUVENATION MOVEMENT SPEED : [10% when moving away from enemy champions]
14/18/22/26/30% decaying movement speed

Astral Infusion.png W - Astral Infusion

TOOLTIP : Now shows the actual minimum cast health threshold

Equinox.png E - Equinox

COOLDOWN : [24/22/20/18/16]
COST : [70] 70/75/80/85/90 mana
DAMAGE : [70/110/150/190/230]

Wish.png R - Wish

TOOLTIP : Now shows how much Wish will heal low health allies

Tahm KenchSquare.png Tahm Kench  
Passive bonus damage flattened. Q slow, range, and slow increased. W CCs self for enemies and allies, and refunds mana when used on enemies. E heal and shield increased and no longer costs mana. R range decreased and cooldown increased.

Tahm Kench’s Devour does too much for a basic ability, and it makes him a huge priority pick for pros, regardless of the state of the rest of his kit. We're taking some big steps at redistributing some power, namely by significantly restricting beloved-by-pro abilities like his ally Devour and moving some power into his stats.

Base Stats
HEALTH : [540] 600
HEALTH GROWTH : [102] 100
MOVEMENT SPEED : [335] 345

An Acquired Taste.png Passive - An Acquired Taste

BONUS DAMAGE : [1.25/1.5/1.75% (based on level)]
1.5% at all levels

Tongue Lash.png Q - Tongue Lash

SLOW DURATION : [1.5] 2 seconds
COOLDOWN : [5] 8/7/6/5/4 seconds
TONGUE RANGE : [800] 900
SLOW : [30/40/50/60/70%]

Devour.png R - Devour

ALLY DEVOUR Now grounds and slows Tahm Kench by 95% (same as devouring an enemy champion)
MANA REFUND 50% when Tahm Kench devours an enemy champion
COST : [60] 100 mana
COOLDOWN : [28/25/22/19/16]
20 at all ranks
BASE MINION SPIT DAMAGE : [100/150/200/250/300]
ENEMY CHAMPION DAMAGE : [20/24/28/32/36% (+0.02 per 100 AP) target's maximum HP]
100/135/170/205/240 (5/7/9/11/13% target's maximum HP) (+0.02 per 100 AP)

Thick Skin.png E - Thick Skin

HEAL : [15/20/25/30/35%]
20/25/30/35/40% Grey Health
SHIELD : [70/75/80/85/90%]
80/85/90/95/100% Grey Health
COST No longer costs 50 mana. It's free.

Abyssal Dive.png R - Abyssal Voyage

RANGE : [4500/5500/6500]
COOLDOWN : [120/110/100]

Simple Champion Changes[]

AkaliSquare.png Akali  
W extended duration when breaking invisibility decreased; cooldown increased early.

We want Akali to have more windows of vulnerability, especially during laning where she's often too safe in her shroud.

Twilight Shroud.png W - Twilight Shroud
COOLDOWN : [21/19/17/15/13]

DariusSquare.png Darius  
Q healing and damage increased.

We're improving Darius' conditions for success when he gets in the thick of fights.

Decimate.png Q - Decimate
HEALING : [12/24/36%]
15/30/45% Darius' missing health on 1/2/3+ enemy champions hit by the blade
DAMAGE : [40/70/100/130/160]

EkkoSquare.png Ekko  
Base attack damage increased. E cost decreased at later ranks.

Buffing Ekko to help him last hit in lane, clear monsters in the jungle, and better synergize with Sheen.

Base Stats

Phase Dive.png E - Phase Dive

COST : [40/50/60/70/80]

HecarimSquare.png Hecarim  
Q bonus damage decreased. E min and max damage decreased later.

While we like that Hecarim ramps up over the course of a fight, his latest buffs enabled more of a bursty pop-off type affair. We're nerfing his damage all around so his targets have some semblance of a chance to survive in a drawn-out fight and when caught out in the jungle.

Rampage.png Q - Rampage
BONUS DAMAGE : [10%] 5% per stack

Devastating Charge.png E - Devastating Charge

MINIMUM DAMAGE : [45/80/115/150/185]
MAXIMUM DAMAGE : [90/160/230/300/370]

Jarvan IVSquare.png Jarvan IV  
Base health, mana, and mana regen decreased. W bonus shield for each enemy champion hit decreased and flattened at all ranks. E cooldown increased.

Cleaning up some base stats and hitting Jarvan IV's fallback Q > W max build so it's less effective.

Base Stats
HEALTH : [571.2] 570
MANA : [302.3] 300
MANA REGEN : [6.756] 6.5

Golden Aegis.png W - Golden Aegis

BONUS SHIELD : [2.0/2.25/2.5/2.75/3.0%]
1.5% Jarvan IV's maximum health per enemy champion hit

Demacian Standard.png E - Demacian Standard

COOLDOWN : [11] 12 seconds

KennenSquare.png Kennen  
E bonus resistances removed. Bonus resistances added to R.

Kennen's E max build, while niche, covers his vulnerabilities too well. We're moving around his resistances so that he doesn't get all that and a bag of chips in one ability.

Lightning Rush.png E - Lightning Rush
RESISTANCES No longer grants Kennen 10/20/30/40/50 bonus armor and magic resist for the duration

Slicing Maelstrom.png R - Slicing Maelstrom

RESISTANCES 20/40/60 bonus armor and magic resist for the duration

KindredSquare.png Kindred  
Passive mark spawns later in game.

Matching some Rift Scuttler changes below. Sorry for spoilers.

Mark of the Kindred.png Passive - Mark of the Kindred
FIRST MARK SPAWN : [2:05] 3:15

LissandraSquare.png Lissandra  
W damage increased late.

The 9.7 hit to Liss was great for slowing down her waveclear. However, with Aftershock seeing nerfs this patch to hit champions like her (see Runes), we’re giving her a small bump in power that'll help in situations where she's getting all up in her enemies' faces.

Ring of Frost.png W - Ring of Frost
DAMAGE : [70/100/130/160/190 (+0.3 AP)]
70/105/140/175/210 (+0.5 AP)

MaokaiSquare.png Maokai  
Q base damage increased.

Maokai is underperforming so we're giving him a little water and a smidgen of sunlight to grow into a mighty tree in the top and jungle.

Bramble Smash.png Q - Bramble Smash
DAMAGE : [65/105/145/185/225]

MorganaSquare.png Morgana  
E cooldown increased and shield strength decreased.

Morgana’s still too strong even with the changes in 9.7. We’re targeting her shield this time so she (and her lane partner) is a bit more vulnerable when it's on cooldown.

Black Shield.png E - Black Shield
COOLDOWN : [23/21/19/17/15]
SHIELD STRENGTH : [70/140/210/280/350]

Rek'SaiSquare.png Rek'Sai  
Base attack damage and attack damage growth decreased. Empowered Q cooldown increased. E min and true damage decreased.

Rek'Sai is another example of a champion we've been trying to quell a bit due to her status as a "must-pick" for her role. We're hitting two birds with one stone by taking some bark out of her bite and tidying up some of her base stats.

Base Stats
ATTACK DAMAGE : [65.5] 64

Prey Seeker.png Q - Prey Seeker

COOLDOWN : [11/10/9/8/7]

Furious Bite.png E - Furious Bite

MINIMUM DAMAGE : [55/65/75/85/95]
EMPOWERED TRUE DAMAGE : [110/130/150/170/190]

ShacoSquare.png Shaco  
Sweeping Lens no longer reveals and immediately activates stealthed W.

Changing Sweeping Lens’ interaction with Shaco's boxes so enemies don’t completely neutralize his signature toys from a distance with little consequence.

Jack In The Box.png W - Jack In The Box
HERE'S JOHNNY : Sweeping Lens [reveal and immediately activate Jack in the Boxes] only reveal Jack in the Boxes
POP DOESN'T GO WEASEL Jack in the Boxes now have small activation range indicators

ShenSquare.png Shen  
Base attack speed ratio increased. E damage ratio increased.

We’re buffing Shen to help him out in the top lane.

Base Stats

Shadow Dash.png E - Shadow Dash

DAMAGE : [50/75/100/125/150 (+0.12 bonus health)]
50/75/100/125/150 (+0.15 bonus health)

SylasSquare.png Sylas  
W base damage increased.

We stole a considerable amount of power from Sylas in 9.7, and we want to give some of it back. He'll still have the vulnerabilities we wanted to open up with those past changes, but also have a fairer chance to fight back.

Kingslayer.png W - Kingslayer
BASE DAMAGE : [50/75/100/125/150]

VolibearSquare.png Volibear  
W bonus attack speed increased.

Increasing Volibear's clear speed to help him compete with other junglers.

Frenzy.png W - Frenzy
BONUS ATTACK SPEED : [4/8/12/16/20]
9/13/17/21/25 per stack, up to 3 stacks


ItemSquareHunter's Potion.pngHunter's Potion  REMOVED 

Hunter's Potion is an underpowered and seldom-picked option for players. We're removing it from the game as we don't feel it’s necessary in the current jungle.
Base damage increased.

Bow down Ezreal mains.

Base Stats
DAMAGE : [25] 35
MURAMANA : Also applies to Muramana

VFX and SFX Updates[]

AsheSquare.png Ashe   

VFX updates across the board to clean up unnecessary noise, improve gameplay clarity, and bring Ashe more in line with newer Freljordian champions.

BASIC ATTACK : More frosty with an updated arrow model
FROST SHOT : More frosty and cool
RANGER'S FOCUS : More icy and glowy
VOLLEY : Cleaned up unnecessary noise and created a sharper projectile
HAWKSHOT : Updated hawk model, basically Anivia's baby chick
ENCHANTED CRYSTAL ARROW : Brand new arrow model that indicates a clearer hitbox

CaitlynSquare.png Caitlyn   

Reinforcing Caitlyn's Piltover/hextech thematic in her VFX where it made sense, while preserving her unique feel. Effects should feel more impactful and modern, and improve gameplay clarity.

BASIC ATTACK : Cleaned up noise and added new hit impacts
HEADSHOT : Brand new headshot missile and effects for better readability
PILTOVER PEACEMAKER : Cleaned up noise, added a width indicator for clarity, and updated hit effects
YORDLE SNAP TRAP : Reduced activation noise and cleaned up root effect. Updated ally traps as well to glow blue.
90 CALIBER NET : Cleaned up and now more accurately represents the width of the missile
ACE IN THE HOLE : Reduced the target effect's noise, improved the timing, and added new cast, missile, and hit effects
HEADHUNTER CAITLYN : Cleaned up the projectiles and added the width indicator to her Q
LUNAR WRAITH CAITLYN : Cleaned up the projectiles and adjusted the width of her Q to match the new base. Also cleaned up R charging and hit effects.

JaxSquare.png Jax   

VFX are now sharper, more impactful, and clearer in gameplay.

BASIC ATTACK : Cleaned up and added some oomph
LEAP STRIKE : Cleaned up for readability
EMPOWER : Activation made more visible and fire added to his lamppost
COUNTER STRIKE : Cleaned up and added an indicator for the stun range
GRANDMASTER'S MIGHT : Cleaned up, added sand particles, and made the third hit more clear and satisfying
NEMESIS JAX : New particles over the entire kit
GOD STAFF JAX : Added E stun range indicator to match changes to base

RenektonSquare.png Renekton   

Cleaning up Renekton's audio so his abilities sound more clear to pair with his earlier VFX updates.

REIGN OF ANGER : Made his growl cleaner and the cast punchier
CULL THE MEEK : Emphasize the blade sounds when it hits on the target
RUTHLESS PREDATOR : Added more shwing and cleaned up the sounds
SLICE AND DICE : Made punchier
DOMINUS : Added more debris sounds and cleaned up on unnecessary sounds


Rune Aftershock.pngAftershock  
Resistances no longer scale with level; now scale with other bonus resistances up to a level-based cap. Damage no longer scales with AD or AP.

Aftershock is taken by a fairly wide variety of champions, especially those with access to hard CC who opt into this rune for a windowed boost of durability. Right now, it looks to be strongest on mages specifically: that extreme durability in combination with high amounts of burst damage mages can provide via Aftershock's AP ratio leaves little room for opponents to play against Aftershock mages. To combat these cases, we're specifically targeting Aftershock's scaling to better hit the same power level for all its users.

BONUS ARMOR : [70-120 based on level] 70 (+0.5 bonus armor, max 80-150 based on level)
BONUS MAGIC RESISTANCE : [70-120 based on leve] 70 (+0.5 bonus magic resistance, max 80-150 based on level)
DAMAGE : [10-120 based on level (+0.03 maximum health)(+0.15 bonus attack damage)(+0.1 AP)]

10-120 based on level (+0.04 maximum health)

Minor Rune Tuning 
We've pulled too much power out of runes in general, so we want to give back power in ways that don't favor a specific role/class too highly. We're targeting runes that, when tweaked, can better compete with Inspiration's minor runes, and avoiding sustain runes since they've been overperforming in comparison.
Rune Bone Plating.pngBone Plating   

DAMAGE BLOCKED : [25-50] 30-60

Rune Celerity.pngCelerity   

We're pulling back slightly on Celerity's niche status. We want more players to use it and broaden its use cases, so while these changes may not always be favorable to its old top tier users, it should be stronger overall to compete with other rune options.

PASSIVE : [All movement speed bonuses are 10% more effective] 1% movement speed + all movement speed bonuses are 7% more effective

Rune Cheap Shot.pngCheap Shot   

DAMAGE : [8-40] 10-45

Rune Conditioning.pngConditioning   

RESISTANCES AT 10 MINUTES : [8] 9 bonus armor and bonus magic resistance

Rune Demolish.pngDemolish   

TOOLTIP : Now shows how much damage the next Demolish empowered basic attack will do

Rune Ghost Poro.pngGhost Poro   

I SEE YOU Additionally grants 2 adaptive force when a Ghost Poro spots an enemy (maximum stats are unchanged)

Rune Magical Footwear.pngMagical Footwear   

Magical Footwear has become its own beast that outperforms every other option by a large margin. We're reining it in a bit so that it still stays viable for many champions, but isn't so overwhelmingly better that other runes can't be considered.

SPAWN TIME : [10 minutes (-30 seconds per takedown)] 12 minutes (-45 seconds per takedown)

Rune Relentless Hunter.pngRelentless Hunter   

OUT-OF-COMBAT MOVEMENT SPEED : [8 (+8 per stack)] 10 (+9 per stack)

Rune Scorch.pngScorch   

DAMAGE : [10-30] 15-35

Rune Ultimate Hunter.pngUltimate Hunter   

ULTIMATE COOLDOWN REDUCTION : [5% (+3% per stack), up to 20% at max stacks] 5 (+4% per stack), up to 25% at max stacks

Rift Scuttler[]

Scuttler's first spawn now happens later in the game
Right now, there's a lot of frustration between junglers and laners due to an expectation for the laner to help the jungler secure Rift Scuttler when it first spawns. At 2:00, this tension creates forced, awkward conflict between players who at that point are barely level 2, pushing players to pick junglers and laners that are strong at level 2 and 1, respectively.

By moving the Scuttler's spawn time later, players will have a bit more time to plan out and assess the game before committing to taking down the Scuttler; they'll also be less mandated to pick specific champions who are strong at early Scuttle takes.

As a note, this is also not meant to be a meaningful nerf to early game jungle experience. Since Scuttler's level is based on the average level of the game, it'll more likely than not be higher-leveled than it was when it spawned at 2:00, meaning it'll grant more gold and experience when killed.
INITIAL SPAWN TIME : [2:00] 3:15


  • Fixed a bug where Frostblade Irelia's moving blades did not play sounds during her Golden Chroma respawn animation
  • Fixed a bug where players who first join League Voice with Push-to-Talk enabled would pick up audio even when not pressing the associated key bind
  • Elderwood LeBlanc and Ravenborn LeBlanc no longer incorrectly use base LeBlanc's Mimic
  • Casting LeBlanc's Sigil of Malice or her Mimic Sigil of Malice and Distortion in quick succession no longer sometimes fail to trigger her mark
  • Taliyah's Weaver's Wall toggle animation no longer permanently stays on the ability icon
  • When reactivated quickly Kayn's model no longer appears before Umbral Trespass completes
  • When spectating a game, the Dragon icon no longer appears on the HUD before the Dragon is killed
  • Added a feature where players get a message when they've successfully made it out of Champion Select. If unsuccessful, players will not see any message
  • Reactivated Ranked Decay
  • Fixed a bug in Ranked Profile display in regions where Ranked Twisted Treeline was disabled
  • Fixed a bug where Kayle would sometimes freeze when casting her Divine Judgement and then teleport to a new location

Upcoming Skins & Chromas[]

The following skins will be released this patch. Grab the League Displays app for their full-res splash!

Skin Splash Conqueror Alistar.jpg
Conqueror Alistar

The following chromas will be released this patch:

Alistar Screens 6.jpg
Conqueror Alistar
Varus Screens 5.jpg
Conqueror Varus
Karma Screens 5.jpg
Conqueror Karma
Nidalee Screens 4.jpg
Challenger Nidalee
Ahri Screens 6.jpg
Challenger Ahri