Blitzcrank, Lancer Rogue and Lancer Paragon Blitzcrank, a new Mecha Rengar skin, as well as the new Victorious Graves skin, a ton of new Mecha chroma, and much more!

Continue reading for more information!

The PBE has been updated! As we begin the 7.22 PBE cycle, today's massive patch includes two new skins forand, a newskin, as well as the newskin, a ton of newchroma, and much more!Continue reading for more information!









Mecha Aatrox

[Video soon!]





Mecha Kha'Zix

[Video soon!]



Mecha Rengar

[Video soon!]





New Summoner Icons A total of ELEVEN new summoner icons are now on the PBE!

Eight cute new summoner icons are now on the PBE - these seem to be for the Icon packs that will be purchasable in the Blue Essence store during Preseason:

We also have 3 new poro themed icons:

New Ward Skins

Three new ward skins are now on the PBE:





2017 Victorious Ward

[Vid soon!]





Essence Collector Ward

[Vid soon!]

Glorious Legend Ward

[Vid soon!]





The rune themed ward first showed off in the 7.19 PBE cycle has been updated, and now has a name - the Rune Enthusiast Ward!

Rune Enthusiast Ward

Preseason Healthbar Update Here's Rayven with more on

"Hey folks, as part of preseason, we’re updating League’s healthbars and I want to give you some conte- Wait! You don’t have to relearn anything and you’re getting some new toys. Y Tho? The purpose of the health bar is to give players the information they need to make tactical decisions—who they can kill, who they should run from, etc. With this update, we’re adding more tools to help teams coordinate attacks and play around important timing windows (please stop hitting the Rammus when Defensive Ball Curl is up). A general rule is that the more impactful a mechanic, the more visually notable it should be. League has a few massively impactful mechanics that are basically invisible: shreds, defensive buffs, auras, and more. Others like extra life would benefit from standardization and clearer visibility. In order to create more interesting tactical choices for players around these systems, we need to communicate them better than they are on Live. The difficulty of League of Legends should stem from making the right decisions, not battling the interface. This is just the beginning—we plan on following up with an additional batch of features including heal over time, damage over time, and more. Visually, we’re all used to what’s on Live, but there’s a big disconnect between what we as players know is a big moment and what gets displayed. We want to start bridging that gap beginning with new supporting animations on events like burst damage and tower destruction. Show Me What You Got Champ Burst

Heals Moment of Death - Structures Invulnerable Defense Up and Armor Shred

Extra Life / Unkillable Themed ammo Non-champ bars Sacred Minotaurs Rest easy, we are going to great lengths to ensure that we don’t mess with actions where you’ve built up lots of muscle memory and mastery around, such as last hitting or objective takes. In the new system, lane minion healthbars are identical to live and objective healthbars (red, blue, dragon, etc) are the same width. Colors are generally similar as well. How much health a player has should ALWAYS be instantly readable and we are intentionally not showing some of the bigger moments on your own healthbar just to play it safe. A note about noise: The health bar is not the buff bar. We value an uncluttered game space as much as you do - for example, many of us play with names off. Additions to this space are mainly high impact and low uptime. Your feedback is important, especially in a few key areas: - Does last hitting feel the same? What about jungle takes?

- Do these identifiers show up responsively enough and clearly enough to understand and react to?

- In what situations do you most notice the changes?

- Thoughts on additional moments to amp up through animation?" Here's Ququroon with

"Edit: Health Bars are missing on 10/24 due to a bug. They will be up tomorrow. Salutations, Summoners! As you may have seen in this post, we're updating the health bars, and adding several new features! This change will be on PBE for two patch cycles (four weeks or so), as we want to make sure we're shipping a bug free update that works the way you expect. Bringing this back to today, we still have some features in development, and some bugs (both wide and niche) that we aim to fix prior to shipping. Notable Known Issues:

[TOP PRIORITY] All Health Bars currently draw over the Minimap

Shreds have some broken functionality

Several issues relating to resolution changes mid-game

Kled/Skaarl's health bars aren't properly colored, and aren't showing Health Bar animations properly We will be checking this thread often over the next two PBE cycles, so please post any bugs you find into this thread so we can make sure they're good prior to launch! Thank you very much, and I hope you have a nice day. o/"

Catch-Up Experience and Jungle Changes in 7.22 Riot Sotere on Here'son experience and jungle changes in the 7.22 cycle: "Hi Summoners!, Wanted to give an update for some changes coming to PBE in the 7.22 cycle that will probably sneak under the radar. We’ve heard players’ laments about catch-up experience and taken them to heart. We don’t like the overall potency of catch-up mechanics available. Players that establish early game leads should not feel cheated out of their advantage by mostly invisible systems that are difficult to intuit. At the same time, these mechanics serve the important role of making it so games don’t seem over at the outset, and often drive a lot of action. With that said, in most even-ish games, we expect our changes to have minimal actual and perceived impact. Not going to get too technical or specific about the changes, but wanted to touch on some highlights that indicate our direction: Catch-up experience is only granted on Large or Epic Monsters. The amount per large monster kill is up, but the overall generated catch-up experience is going to be down substantially. Equally as important, there’s a clear path for an opponent to keep their enemy down further: don’t give them access to large monsters. Wolf camp at level 1 will grant a full level. This was a casualty of there being too much experience in the jungle at the start of S2017. We’re hoping some routes are opened up as wolves are more relevant and razorbeaks are less so (catch-up experience changes make mini-razorbeaks no longer the only optimal XP path). Rolling back the bonus teamwork catch-up experience we introduced in 7.4. In 7.4 we introduced some measures so that players that were substantially lower level than their team would get a boost in experience. Upon reflection, this acted more as a snowball mechanic than it served its original intent to provide a safety net for experience starved roles. Poacher’s Dirk buffs. The Poacher’s Dirk no longer has a cooldown between enemy camps stolen, allowing for quicker stacking. For most of League’s history, counter-jungling’s main purpose has been to set the enemy jungler way behind. This is one exploration into a world where counter-jungling gets the successful jungler ahead in a meaningful way. Jungle camps are all worth the same creep score. One consistent issue in judging the impact of a jungler v. jungler match-up is that creep score can mean vastly different things. This is especially true if one champion specializes in single target camps while the other is an AoE monster. Now each camp in its entirety will grant 4 creep score, which generally matches the camps’ value and should provide for easier comparison of a jungler to their direct opponent. With these set of changes (and a large number of supporting ones), players should feel like their leads gained are more meaningful. Particularly junglers should be able to flex their advantages into feeling they have a larger impact on winning the game. In addition to being more impactful, it should be understandable how and why a lead exists and less of a mystery when an opponent overcomes their early disadvantage to draw even. We’ll be watching closely over the next couple of patches and ensure a variety of roles still feel like they can contribute from the jungle, and that the jungler is engaging frequently with enemy champions."

Continued Runes Reforged Testing & Changes Rune Reforged, the new combination of runes and masteries into one new system, continues testing on the PBE this cycle - including runes themselves, the runes panel, the client run inventory and editing UI, base stat and jungle tuning, & more.



10/24 Changelist Rune slots now have names:





Precision

Overheal (Sustain, Precision I)

(Sustain, Precision I) Shield value changed from [up to 30 + 8% of your total health] to [up to 10 + 10% of your total health].

Coup De Grace (Damage, Precision III)

(Damage, Precision III) damage - 5% >>> 10%



adaptive bonus changed from 15 AD/AP to [9 AD, 15 AP]



[removed from tooltip] This effect stacks.

Domination

Cheap Shot (Damage, Domination I)

(Damage, Domination I) [tooltip added] Applies to damage occurring after the impairment.

Eyeball Collection (Hunting, Domination II)

(Hunting, Domination II) Adaptive bonus lowered from 0.7 AD to 0.6 AD



max eyeball bonus lowered from 7 AD to 6 AD

Domination Set Bonuses: AD increased from 10.8 to 11

Sorcery

Summon Aery (Keystone, Sorcery)

(Keystone, Sorcery) Shield increased from 0.25 bAD to 0.4 bAD

Transcendence (Conversion, Sorcery II)

(Conversion, Sorcery II) Adaptive bonus lowered from +1.4 AD to +1.2AD

Absolute Focus (Conversion, Sorcery II)

(Conversion, Sorcery II) Adaptive bonus lowered from +28.0 AD to +24 AD

Water Walking (Laning, Sorcery III)

(Laning, Sorcery III) Adaptive bonus lowered from +21.0 AD to +18 AD

Gathering Storm (Laning, Sorcery III)

(Laning, Sorcery III) Adaptive bonus lowered from 6 AD at 10mins to 5 AD at 10mins

Resolve

Resolve Set Bonuses: health lowered from 180 to 130

Inspiration

Unsealed Spellbook (Keystone, Inspiration)

(Keystone, Inspiration) [tooltip added] Additionally, your Summoner Spell Cooldowns are reduced by 30%.

Glacial Augment (Keystone, Inspiration)

(Keystone, Inspiration) [tooltip removed] (max 3 rays per item use)

Inspiration Set Bonuses :

: [I+S] values changed from [+30 AP or +18 AD] to [+27 AP or +16 AD]



[I+D] values changed from [+21.5 AP or +13 AD] to [+27 AP or +16 AD]



[I+P] values changed from +21.6% AS to +20% AS



[I+R] values changed from +216 Health to +145 Health

, the new combination of runes and masteries into one new system, continues testing on the PBE this cycle - including runes themselves, the runes panel, the client run inventory and editing UI, base stat and jungle tuning, & more.Rune slots now have names: For a complete listing of the new Runes effects and values, have a look at our Runes Effects and Values document (including a helpful changelist to note changes from a certain date):

[Check out the Runes Effect and Value Listing here!]

Riot Sparkle 's Riot Fearless on some testing they will be doing on rune pages, in PBE testers can head on over to's Runes Reforged bugs & feedback thread for more. Make sure to also check outon some testing they will be doing on rune pages, in Runes Reforged and Rune Page Limits Testing

Here'swith more on healthbar changes coming to a PBE near you:Here'swith a bugs thread for the healthbars: