Wild Rift Patch Notes 3.2 revealed


Riot Games reveal League of Legends: Wild Rift Patch Notes 3.2 with major changes including adding Ekko, Nautilus and Pyke to the game while Elemental Rift will return for a limited time.

The patch notes update also includes a huge number of changes to champions and gameplay which you can find on the patch notes below. Other changes also include leaver mitigation, new keystones and runes, new events and skins.

Ekko, along with his time-altering gizmos are clocking in and making their debut in Wild Rift! With his help, you’ll be able to freeze time on your opponents and blink back to a more favorable timeline when you need a do-over. The Elemental Dragons will also be returning in a limited game mode!

We know that having one of your teammates swipe up and out of your games is one of the most frustrating experiences that you can face, so this patch we’re introducing Remake and Ranked AFK Loss Mitigation to help combat when these incidents occur during your games. We’ve also made some adjustments to Ranked Fortitude to help you out during your climb, Guild vs Guild S3, and a new Wild Pass is here!

One of the most anticipated gameplay additions has been new runes, and this patch we’re delivering! We have two new keystones and six new minor runes that will give you some new options for your loadouts and more decisions on how you’ll play out your games. Along with the new runes, we’re also introducing Control Wards that can grant your team some more vision control or help you spot that pesky Teemo. And last but not least, we also have balance changes to some champions and items that we’ve been keeping a close eye on and we’re giving Ixtali Seedjar a rework!

That’s all from us for now, but make sure to check out our latest Patch Preview, to see what’s still to come in our future patches during our Time & Tide update. We’ll see you back here for 3.2a! 

Reminder: content will be released throughout the patch.




A prodigy from the rough streets of Zaun, Ekko manipulates time to twist any situation to his advantage. Using his own invention, the Z-Drive, he explores the branching possibilities of reality to craft the perfect moment. Though he revels in this freedom, when there’s a threat to his friends, he’ll do anything to defend them. To outsiders, Ekko seems to achieve the impossible the first time, every time.

Ekko will be released on May 12 at 00:01 UTC.



We’re letting the Elemental Dragons fly into a limited game mode once again. This time we’re testing a new version that will look different from the other iterations you saw during our 3.1 patch cycle. The biggest change you’ll notice is that rather than obtaining Dragon Soul, each Elemental Dragons elemental effect will stack, which can put you head and smolders above your opponents. Once you slay your second Dragon, each following Dragon kill will increase the power of the Dragon Buffs by 1.5 – 2 times. We’ve also made a few other adjustments: 

  • The terrain will change after the first Dragon is slain. 
  • Individual Elemental Dragons will still grant their elemental effect: 
    • Infernal Dragon: 4% Adaptive Attack Damage or Ability Power.
    • Ocean Dragon: 3% Missing health every 5 seconds. 
    • Mountain Dragon: Grants 6% Armor and magic resistance. 
  • Instead of Dragon Soul, after your team slays its second Dragon, the elemental effects can stack. This will increase the power of each individual dragon buff by 1.5 – 2 times. For example: 
    • Infernal Dragon: 4/6/8% Adaptive Attack Damage or Ability Power.
    • Ocean Dragon: 3/4.5/6% Missing health every 5 seconds.
    • Mountain Dragon: 6/9/12% Armor and magic resistance. 
  • Elder Dragon will spawn at 20 minutes with a 4 minute respawn timer. 

Before this version of Elemental Rift goes live, we’ll have a /dev from one of the designers on May 16. They’ll be discussing all of your feedback from our previous tests and what you can expect to see from Elemental Rift during the rest of our Time & Tide update. 

Elemental Rift will be available to play May 17 at 0:01 UTC 

*Content availability varies by region 


It’s time to shuffle down to Shurima for Guild vs Guild S3! Grab your guildies and make sure you don’t blink or you might just miss out on some of the new rivalries, scenery and rewards waiting for you to explore and earn! Along with a new season we’ve also made a few updates: 

  • Your lobby banner will now upgrade as you progress on your GvG Reward Track! 
  • Rewards will be given for every single armed member with no limit or ratio restrictions. 
  • We’ve added in some new missions! 
  • Starting this season, we’re getting rid of sabotaging. 
  • We’ve disabled Champion Abilities. 
  • Dialogue will now only trigger 3 times a week 
    • Beginning of the week 
    • Middle of the week 
    • End of the week 

Guild vs Guild S3 preliminaries will begin May 23 00:01 UTC 


We know just how frustrating it can be to have someone swipe up and out of your game, leaving you and your teammates at a huge disadvantage. To help with this, we’re giving you the option to remake your games: 


  • When a player is AFK at the start of a game, you’ll have the opportunity to vote to remake the match. If the vote is successful, the game will end with neither team receiving a win or a loss and all consumables will be refunded. It’ll be like it never even happened! However, the player who was AFK will receive a loss. 
    • If you’re in a premade that involves players who are Masters and above, the premade members will also be given losses to prevent abuse.

* To start, Remake will only be available in Normal PvP games to ensure its working as intended, then we’ll enable it in all game modes.

A teammate disconnecting midway through a game is equally frustrating and overall, just sucks. To help combat with this, we’ll also be rolling out leaver mitigations for losses: 

Ranked AFK Loss Mitigation*: 

  • Any players who leave in ranked will now be penalized more harshly on their climb:
    • Below Diamond: You’ll have more Ranked Fortitude deducted, based on how long you were AFK during the match. 
    • Diamond and above: You’ll have more VP deducted, based on how long you were AFK during the match. 
  • On the other hand, if the rest of the team will receive more Ranked Fortitude or lose less VP: 
    • Below Diamond: You’ll receive 20% or 50% of the Ranked Fortitude needed to prevent a loss, based on how long your teammate was AFK for. This will also be added to any other Ranked Fortitude you would gain for the match. 
    • Diamond and above: You’ll get back 20% or 50% of the VP you lost, based on how long your teammate was AFK for. 

*The values mentioned are subject to change as we monitor the impact these mitigations have. 


We’re also making a few adjustments to Ranked Fortitude this patch to help improve your experience while climbing through the ranks: 

  • Performing well in a ranked match but still losing can be a frustrating experience, so we’re adding in loss mitigations for when those games happen. 
    • You’ll be given a small amount of extra Ranked Fortitude when you perform excellently in a game that you still lost. 
  • We’re also making some adjustments to your End of Game Settlements: 
    • Sometimes you’ll have so much Fortitude that when you lose your game you can have a shield built, but we’ll deduct your mark first and the shield won’t apply until your next, which is a bummer. 
      • We’ll now be calculating the Fortitude you gain first so that your shield will protect your loss immediately, rather than next game. 


Here to haunt your dreams and take-over this Wild Pass is Dream Raider Nasus. Earn this daunting new skin and other rewards as you progress your way through this pass. 

New Wild Pass will be available starting May 12 at 00:01 UTC.


Releasing May 12 @ 00:01 UTC:

  • Sandstorm Ekko

Releasing May 19 @ 00:01 UTC:

  • High Noon Ashe
  • High Noon Irelia
  • High Noon Thresh


You can earn or purchase accessories from a bunch of different sources. Please check the relevant page in game for more information on how to get ‘em!

Baubles: Hats Off to You; Five Minutes to Midnight; Are you a backpack?; Even the Odds; Be Kind, Rewind; The Shadow of Time; Sundered; The Sands of Time; Cursed Tears 

Icons: Righteous Wrath; Razor-edged; Mecha Veigar; Time Prodigy; Porodeo Roundup 

Emotes: Catch Ya Later; Spinning Slash; It Was Nothing; Come Hither; Let’s Dance; Rodeo Time; Oooof; No Way

Icon Borders: Power Overwhelms; Shuriman Port 

Rift Emblems: Crackling Energy; LOST DOG; Shuriman Standard (Lapis Lazuli); Shuriman Standard (Verdalite); Shuriman Standard (Carnelian)

Recalls: Of Embers and Dust; Snack Time; Party Time! 

Player Emblems: Shuriman Ensign I; Shuriman Ensign II; Shuriman Ensign III; Shuriman Ensign IV; Shuriman Ensign V

Profile Borders: Power Surge

All accessories will be released throughout the patch.



Explore the streets of Zaun and tinker with time-altering gizmos and gadgets!

The Ekko’s Arrival event begins May 12 at 00:01 UTC


With angels, demons, devils, and cowboys running around, you best watch your back ‘round these parts, partner. 

The High Noon event begins May 19 at 00:01 UTC



Akali has been underperforming across the board, so you shur-ken bet we’re here to make some adjustments and help this Rogue Assassin out. We’re taking away some of her energy regeneration which was previously higher than other energy users, and in return we’re giving her some more power in other parts of her kit so she’s less dependent upon playing around her enormous energy regen. We’re also looking to cut down on some of the frustrating gameplay her foes face, by putting more of Akali’s ultimate damage into her first dash. This should reduce the amount of times Akali can execute her enemies primarily with the second dash of her ultimate, after hitting another target with the first. 

Base Stats 

  • Energy regeneration (per 5s): 75 → 50

(1) Five Point Strike

  • Base damage: 25/60/95/130 → 30/65/100/135
  • Cost energy: 130/110/90/70 → 120/100/80/60

(4) Perfect Execution

  • First cast damage: 85/150/215 → 80/200/320
  • Minimum second cast damage: 85/150/215 + 40% AP→ 70/140/210 + 30%AP


Compared to her fellow mid laners, you could say that Ahri is starting to look a little sca-hri. So, we’re cutting away at some of the free durability she gains. This will expose Ahri to more risk when she goes in for those big plays. 

Base Stats 

  • Health per level: 115 → 105


After our recent upgrade to Overdrive, Blitcrank hasn’t been performing as well as we’d hoped. We’ve also noticed that Blitzcrank players feel like their attacks aren’t as snappy due to the loss of Attack Speed on Overdrive itself, so we’re giving him some extra mana and more knockups to work with. 

Base Stats 

  • Mana regen: 9 → 12
  • Mana regen per level: 0.7 → 1.1
  • Attack Speed per level: 1.2% → 2.2%
    • Attack Speed at level 15: .91 attacks per second → 1 attack per second

(3) Power Fist 

  • Cooldown: 10/9/8/7s → 8/7/6/5s


Galio’s Shield of Durand has been reaching full strength too quickly for how powerful of an effect it is. To give his opponents some more room for counterplay, we’re increasing the charge time to access the full power of this spell, while also giving it some more damage in return. 

(2) Shield of Durand

  • [UNCHANGED] Taunt duration is still 0.5s~1.5s
  • Charge duration needed for the effective range and taunt duration to reach maximum: 0.75s → 1.25s
  • Effect range: 2~3.75 → 1.75~3.75
  • Damage: 40/70/100/130 + 45% AP → 40/80/120/160 + 55% AP


This enlightened Ionian continues to perform well above her fellow enchanters, particularly in how much damage and disruption she’s able to dish out during the mid-game, so we’re reducing some of that power. 

(1) Inner Flame

  • Base damage: 60/110/160/210 → 60/100/140/180

(4) Transcendent Embrace

  • Slow: 50% → 35%


Morgana has rooted herself in the Dragon Lane as a popular pick, however this sinister sister not only excels, but is much more powerful when played in the mid lane. We’re making some adjustments so we can bring her power in both of those roles a bit closer, while also trying not to disrupt her presence in the jungle. 

(1) Dark Binding

  • Base damage: 80/150/220/290 → 80/160/240/320

(2) Tormented Shadow

  • Base damage: 6/12/18/24 → 5/10/15/20
  • Damage to monsters: 200% → 225%
  • Mana cost: 70/85/100/115 → 70/90/110/130


As players have optimized Rengar’s builds around some of the items and system changes we’ve made over the last few patches, this cat has scratched up the wrong tree and landed into nerf-worthy territory. We’re cutting down on some Rengar’s early Attack Damage in order to slightly slow his clearspeed in the jungle and reduce some of the powerful synergy he has with Sheen items. 

Base Stats

  • Base Attack Damage: 64 → 58


Seraphine played as a carry in either the Mid Lane or Dragon Lane has been significantly stronger than when she is supporting, especially when paired with a duet partner like Sona. We’re reducing some of her Ability Power ratios to cut back on how well she scales with items and giving a small boost to her base damage. We’ll continue to keep a close eye on this rising star and her performance as a Support in the coming weeks. 

(1) High Note

  • Damage: 55/70/85/100 + 50% AP → 60/75/90/105 + 40% AP

(3) Beat Drop 

  • Damage: 60/90/120/150 + 50% AP → 60/90/120/150 + 40% AP


Shen’s energy regeneration is currently lacking in comparison to his ninja brethren, so we’re increasing his passive energy regeneration while cutting back on some of the energy he gains from his passive to bring him more in line with other energy based champions. 

Base Stats

  • Energy regen: 25 → 50

(P) Ki Barrier 

  • Energy gained from damaging champions: 15/17.5/20 → 10/12.5/15 

(1) Twilight Assault 

  • Energy cost: 65/60/55/50 → 75/70/65/60


Sona has been quietly rising in power for quite some time now, and has recently had some incredible performances alongside specific carries such as Seraphine. We’re reducing her ability to sustain and zoom her allies around the map during the mid-game while making sure to maintain her strong teamfight presence as that’s her core strength. 

Base Stats

  • Base armor: 40 → 35

(2) Aria of Perseverance

  • Heal: 30/55/80/105 → 30/45/60/75
  • Shield: 25/55/85/115 → 25/65/105/145

(3) Song of Celerity 

  • Cooldown: 12s → 14s


Compared to her fellow enchanters, Soraka is struggling to keep up. We’re improving her ability to reach low health teammates and giving a boost to her Rejuvenation healing that she provides to herself and her allies. 

(P) Salvation

  • Movement speed: 70% → 100% 

(1) Starcall

  • Rejuvenation: 2s → 2.5s
  • Cooldown: 7.5/6.5/5.5/4.5s → 7/6/5/4s
  • Total Rejuvenation healing: 50/70/90/110 + 35% AP → 60/90/120/150 + 45% AP

(2) Astral Infusion 

  • Rejuvenation: 2s → 2.5s




We’re making adjustments to Executioner’s Calling and Oblivion Orb this patch. Both item components cost a decent chunk of gold, while also offering some desirable stats. This has put them in an odd spot where in some games they’re an optimal item to rush because of the stats they provide, but in other games it can be hard to justify buying them purely for the anti-healing, because they cost so much gold. We’re making adjustments to both, so that you don’t have to kill as many minions to pick up grevious wounds early on when you’re up against the likes of a Soraka or Dr. Mundo.


  • Attack Damage: 20 → 15


  • Gold: 1000g → 800g


Rabadon’s Deathcap and Morellonomicon have been popular second and third item pick-ups for mages. We think Infinity Orb can fit that same role it just needs a little love, so we’re giving it a boost in power. 


  • Ability Power: 60 → 65


When Ixtali Seedjar was released, we wanted it to be an item that would empower you to roam around the Rift making plays, however it hasn’t been living up to that. We’re shifting its stats to be focused more on health and Ability Haste, rather than resistances and making some minor changes and adjustments to improve the overall feel of the item. 


  • [NEW] Health: 425
  • [NEW] Ability Haste: 25
  • [UNCHANGED] Movement speed: +5%
  • [REMOVED] 45 Armor + 45 Magic resistance 

Build Path

  • [NEW] Winged Moonplate (900g) + Kindlegem (1000g) + Combine Cost (500g)
    • Total cost: 2500 → 2400g


  • [UNCHANGED] UNIQUE – PROPAGATION: When you or an ally hit a nearby plant, it drops a seed that only you can see. You can pick up and replant that seed at any location on the map. 
  • [NEW]: Picking up a seed grants +40% movement speed decaying over 2.5s 


We previously nerfed Last Whisper because of the early Armor Penetration power it granted, but since we’ve made some adjustments to the armor penetration system, we feel there’s room for us to give Last Whisper some of its power back. 


  • Combine cost: 800g → 600g
    • Total cost: 1300g → 1100g


We’re making adjustments to Executioner’s Calling and Oblivion Orb this patch. Both item components cost a decent chunk of gold, while also offering some desirable stats. This has put them in an odd spot where in some games they’re an optimal item to rush because of the stats they provide, but in other games it can be hard to justify buying them purely for the anti-healing, because they cost so much gold. We’re making adjustments to both, so that you don’t have to kill as many minions to pick up grevious wounds early on when you’re up against the likes of a Soraka or Dr. Mundo.


  • Ability Power: 40 → 30


  • Gold: 1000g → 800g


Compared to other Ability Power items, Rylai’s isn’t picked up as much and its slow value is less than Serylda’s Grudge, so we’re buffing it up this patch to match. 


  • Slows: 20%→ 30%


When we re-worked Chargeblade during 3.1 we played it safe with its values, but we kept a close eye on the item. Since then, we feel confident in increasing its power more for all the crit caster carries out there. 


  • Radiance on-hit effect damage: 33~75 → 38~80
    • [UNCHANGED] This damage can critically strike 


Void Staff has been in an alright spot, but we’ve noticed it’s been performing slightly better in the earlier stages of the game, while being not as strong in the later stages. We’re slightly upping its cost and the magic penetration it grants, which will make it more powerful in the late game. 


  • 40% Magic penetration → 45% Magic penetration


  • Gold: 2800g → 2900g



Giant Slayer is a new minor rune that shines when you’re facing off against high health targets. When a wild Dr. Mundo appears, consider picking up Giant Slayer to show him a thing or two.

  • Deal bonus damage based on the enemy champion’s bonus health, up to 10% bonus damage when the enemy champion has 1000 bonus health. 


Scorch is an early game option for caster champions that want to press their advantage in the laning phase. When you’re looking to dominate your lane with spells and burn your foes, Scorch is the rune for you.

  • Dealing ability damage to a champion deals an additional 21-35 magic damage after 1 second. (10 second cooldown) 


Demolish is our latest addition in the tower-taking and split-pushing category. It gives fighters and tanks more ways to play out their games and helps them mow down any structures in their team’s way. When you really need to get through to the enemy base, Demolish the rune of choice.

  • When within 550 range of a turret, change an attack over seconds. Attacking the turret discharges the attack dealing 200 (+ 25% maximum health) bonus Adaptive Damage. (30 second cooldown) 


Nimbus Cloak gives extra mobility in those critical moments after burning large Summoner Spell cooldowns. When you need some extra zoom to chase down an enemy or get some extra speed to return to the safety of your team after flashing away from danger, Nimbus Cloak is there to grant you that extra movement.

  • Casting a Summoner Spell grants 5% – 25% (based on Summoner Spell cooldown) bonus movement speed for 2 seconds. 


Conqueror has been conquering the other runes for a while now, so we’re happy to introduce a new keystone for attack-based champions that can compete.We wanted to bring Lethal Tempo into Wild Rift because of how broadly appealing it is, and how it can open up new build paths that focus on other stats besides Attack Speed.

  • When attacking enemy champions, gain a stack of Attack Speed. For melee champions, these grant 6-12% (based on level) Attack Speed per stack. For ranged champions, these grant 3-9% (based on level) Attack Speed per stack. 
    • 6 stack maximum. When maximum stacks, gain additional 30% bonus Attack Speed
  • Additional bonus Attack Speed buff lasts 6 seconds, buff is refreshable 


Kraken Slayer is another new keystone we’re bringing in for auto-attackers that both has interesting situational applications due to its true damage and powerful ratios, and also can be suitable for champions that already have Attack Speed steroids, attack resets, or on-attack effects that may not want to use Lethal Tempo.

  • Every third attack on a champion deals [28-70 (based on level) + 30% bonus AD + 20% AP] bonus true damage. 
    • Kraken Slayer does not have a cooldown 
    • On-hit effects do not add a stack, but can trigger the full-stack damage 
    • Stacks lasts for 3 seconds 


Ultimate Shield is a new option for champions looking to go in with their ultimate cooldowns like Kennen or Morgana. When you need some extra durability in that critical moment, Ultimate Shield is a strong choice.

  • After casting your ultimate, gain a shield for 90-300 (75 + 15 × level) for 3 seconds. (45 second cooldown) 


We wanted to give carry champions a scaling option in the Resolve tree, so we’re adding Nullifying Orb! When you want to build aggressively but need some extra defenses in dangerous scenarios, try out Nullifying Orb.

  • If you take damage from a champion that causes your health to fall below 35%, gain a shield that absorbs 80 + 50% bonus AD + 30% AP for 4 seconds. (60 second cooldown)



We fixed the tooltip and for Grasp of Undying, it will now correctly state that its combat trigger delay is 3 seconds instead of 4 seconds.


Mastermind has been a neutral rune that was a good option for when you wanted to focus on taking both turrets or neutrals objectives, but with the introduction of Demolish we’re splitting these up and Mastermind will now be focused on just neutral objectives. 

  • Bonus damage to epic monsters and turrets → Bonus damage to epic monsters
  • Gold gained: 40g → 100g
  • Gold gained on taking or assisting in epic monster or turret kills → Gold gained on taking or assisting in epic monster kills


Fleet Footwork has mostly been the go to choice in players loadouts when they are looking to have some extra lane sustain. We’re looking to broaden that by reducing some of the lane sustain it provides and introducing a new mana or energy payout for attacking champions. 

  • Minion healing: 100% melee / 30% ranged → 60% melee / 20% ranged
  • [NEW ] Restore 8% missing mana or energy when triggered against a champion 



Starting your clears by slaying Red Buff has been the dominating choice for most junglers, because of its favorable resistances and the immense power the true damage burn provides when clearing through the rest of your camps. We’re decreasing some of that power it provides as a clearing tool for junglers and also making a few other adjustments to Red Buff. We wanted to make a few minor changes to Blue Buff as well and make it more powerful for early clearing, so it can be a more competitive camp to Red Buff. 

Crest of Cinders 

  • [NEW EFFECT] Deals 50% against non-champion units 

Red Brambleback

  • 30 Magic resistance → 0 Magic resistance
  • Health increased by 20%
    • Base health: 2400 → 2800
    • Health per level: 100 → 120

Evolved Crest of Cinders 

  • [NEW EFFECT] Deals 50% against non-champion units 

Evolved Red Brambleback

  • 30 Magic resistance → 0 Magic resistance
  • Health increased by 20%
    • Base health: 2800 → 3400
    • Health per level: 125 → 150

Crest of Insight (Blue Buff) 

  • Restores (10 + 1% max mana) mana, (1% max energy) energy per second → Restores (10 + 1% max mana) mana, (5 + 1% max energy) energy per second 
  • [REMOVED] When out of combat for 5 seconds, restores 5% of missing health per second 
  • [NEW] Grants 15 Ability Haste 

Blue Sentinel 

  • 30 Armor → 0 Armor
  • Health increased by 20%
    • Base health: 2400 → 2800
    • Health per level: 100 → 120

Stronger Crest of Insight (Evolved Blue Buff) 

  • Gain 20 Ability Haste → 15 Ability Haste
  • Restores (15 + 1.4% of max mana) mana, (1.5% max energy) energy per second → Restores (15 + 1.4% of max mana) mana, (5 + 1.5% max energy) energy per second
  • [NEW] Gain 15 Ultimate Ability Haste
  • [REMOVED] Increases out of combat heath restore to 7% of missing health

Evolved Blue Sentinel 

  • 30 Magic resistance → 0 Magic resistance
  • Health increased by 20%
    • Base health: 2800 → 3400
    • Health per level: 125 → 150


During our tests of Elemental Rift, we’ve had the first major objective spawn a little later. We’ve heard a lot of your feedback about how much you’ve been enjoying these changes, so we’re going to go ahead and put those into the core game! Additionally, we’re making Rift Herald less rewarding immediately, so that more of Rift Herald’s power comes from how you use it, rather than just getting a huge gold spike right after killing it.


  • First spawn: 4 minutes → 5 minutes 

Rift Herald 

  • First spawn: 4 minutes → 5 minutes
  • Local gold granted when slain: 250g → 125g


We made some adjustments to try and help caster junglers out, but they’re still struggling compared to attack-based junglers, so we’re making another small adjustment to Smite to buff up skill damage in the jungle.

  • Damage to monsters: 10% → 15%



We are releasing Control Wards as a third trinket option to let players have more options versus camouflage champions like Evelynn or Teemo. Control Wards also offer area vision denial plus potential long term vision, but there can only be one Control Ward on the map per player and they are harder to defend due to them not being stealthed.

  • Places a visible ward that grants vision of its surroundings and reveals stealthed units and wards. 
    • 3 health 
    • Lasts until destroyed or replaced 
    • Not stealthed
    • Can only have 1 on the map per player 


We are changing the tenacity formula to be multiplicative instead of additive to reduce the effectiveness of stacking tenacity.

  • Tenacity is now multiplicative instead of additive. For example, if a champion has two sources of 30% tenacity, the crowd control duration will now be 49% instead of 40%.


  • With the addition of the new Keystones and minor runes, we’ve made adjustments to recommended loadouts for several champions. 
  • Added push notifications for players who receive a gift in their in-game mail inbox.
  • Added push notifications when a gift you’ve sent has been opened. 
  • Added push notifications for when a close friend request is accepted. 
  • You’ll now be able to find Death’s Dance, Guardian Angel, and Sterak’s Gage in both the Attack and Defense sections of your shop.


May 12 – May 18: Alistar, Brand, Draven, Jax, Kha’zix, Leona, Lucian, Nunu & Willimp, Tryndamere, Veigar
May 19 – May 25: Akshan, Corki, Diana, Dr. Mundo, Fiora, Kai’sa, Karma, Lee Sin, Rammus, Yuumi

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