Season 3 Is Over – Now What Happens?

As I’m sure you know, League of Legends Season 3 has ended.  What exactly happens now?

In the preseason, ranked queue will be available.  While games won’t play a huge factor in your Season 4 Ranked Placements, they will still effect your MMR.  Your MMR will be used to determine who you play against at the start of Season 4, and will help you get into a higher division right off the bat.  If you are serious about your rank, continue to go for victories in ranked during the preseason!

That being said, the only players required to play ranked during the preseason are Challenger players.  This is the only division which will have Inactivity Decay applied to it, meaning if players don’t play ranked for a certain amount of time they will be removed from the division.  No other division needs to worry about this, so don’t feel the need to play Ranked Queue during the preseason!

There will be huge changes being implemented throughout the preseason, some of which have already been revealed.  A few which have been announced so far:

  • New jungle camp
  • Baron changes
  • Support and Jungle gold changes
  • New Gold items
  • New ward / trinket system
  • Team Builder

There are many more changes coming to League of Legends in the near future, so keep an eye on this website for articles about those.

Courtesy of LeagueOfLegends.Com

Season 4 will begin about 1 month after the preseason begins.  You will be required to play Placement Matches again, with a “soft MMR Reset” hitting your account.  This reset is currently said to take your current MMR (end of preseason) + 1200, and then be divided by 2.  This equation is not 100% confirmed yet.  Once you play your 10 placement matches in Solo Queue you will be placed into a division based on your MMR.

I hope everyone is happy with the rewards they earned in Season 3, and let’s have a great preseason and Season 4!  I will update this website as new information is revealed about Season 4.

If you have any questions, feel free to ask below!

Patch 3.13 Aftermath – Statistics of the Nerfs and Buffs

This is an incredible post taken from jngldrm over at Reddit. Each month he takes the time to look through statistics on the champions who were recently changed, and he complies them in a list of data.  The data consists of what was changed, the pick rate of the champion before and after the change, and the win rate of the champion before and after the change.


The Data covers the last 7 days. So it is the last 7 days before the Patch and then the 7 days after the Patch. It is ranked Solo Queue only.



Passive Attack Speed lowered for early levels. Blades of Torment (E) damage reduced.

Pick Rate: 13.07% –>10.09% -2.98

Win Rate: 52.4% –>48.87% -3.53


Essence Theft (passive) is no longer spell vamp but heals calculated by some formula with ap scaling. Fox-Fire (W) mana cost and damage reduced. Charm (E) mana cost is now flat 85 at all levels and amplifies damage by 20% for the next 6s. Spirit Rush (R) damage reduced.

Pick Rate: 13.88% –>11.26% -2.62

Win Rate: 51.12% –>49.09 -2.03


Base attack speed reduced. Missile Barrage (R) damage reduced and cooldown between attacks increased.

Pick Rate: 17.03% –>8.83% -8.2

Win Rate: 52.41% –>46.51% -5.9


Seastone Trident (W) active ability power ratio reduced significantly.

Pick Rate: 9.82% –>8.08% -1.74

Win Rate: 49.23% –>48.24% -0.99


Heimerdinger’s kit has been significantly reworked this patch. Check patch log.

Pick Rate: 0.89% –>7.85% +6.96

Win Rate: 48.41% –>49.55% +1.14


Switcheroo! – Minigun (Q) attack speed bonus reduced at early levels. Zap! (W) base damage reduced, mana cost increased and no longer reveals stealthed units.

Pick Rate: 25.94% –>20.79% -5.15

Win Rate: 52.87% –>50.48% -2.39


Magic Resist per level reduced to 0. Null Sphere (Q) damage reduced, silence duration changed (longer at lvl1), mana cost reduced. Riftwalk (R) damage increased, stack damage reduced but ap ratio added. Now refunds 50% mana cost if it damages a Champion.

Pick Rate: 6.65% –>5.47 -1.18

Win Rate: 52.62% –>49.91% -2.71


Attack range and speed increased. Tormented Soil (W) damage changed, now deals up to 50% increased damage based on enemy hp missing. Now deals damage every 0.5s instead of 1s. No longer reduced magic resist.

Pick Rate: 5.68% –>7.52% +1.84

Win Rate: 49.08% –>52.18% +3.1


Undertow (Q) slow duration increased, mana cost changed (lower for higher levels). Vicious Strikes (W) attack speed increased. Reckless Swing (E) self damage reduced.

Pick Rate: 1.81% –>2.95% +1.14

Win Rate: 41.84% –>46.72% +4.88


Pretty big changes to her playstyle. Check patch log.

Pick Rate: 1.75% –>17.89% +16.14

Win Rate: 49.36% –>56.18% +6.82


Living Shadow (W) travel speed reduced significantly. Death Mark (R) now spawns the shadow at Zed’s starting position. All shadows will stay around longer and Zed can switch places with his shadows at a longer range.

Pick Rate: 13.77% –>9.41% -4.36

Win Rate: 47.67% –>44.42% -3.25


Short Fuse (passive) damage slightly increased. Bouncing Bomb can now be cast at targets outside of max range but will only travel the set distance. Satchel Charge (W) radius increased. Hexplosive Minefield (E) damage radius increased and no longer deals reduced damage on multiple hits to minions. Mega Inferno Bomb (R) now deals double damage to minions.

Pick Rate: 1.79% –>3.21% +1.42

Win Rate: 49.57% –>54.21% +4.62


Deadly Bloom (Q) range reduced. Damage changed to lower base damage but better ap scaling. Rampart Growth (W) base damage reduced at lower levels, but increased later on. Cooldown reduction reduced. Stranglethorn (R) stun no longer persists after the knockup ends.

Pick Rate: 13.18% –>13.03% -0.15

Win Rate: 53.01% –>48.72% -4.29

Minor Changes:

Jarvan IV:

Dragon Strike / Demacian Standard (Q/E) knockup collision radius reduced.

Pick Rate: 23.74% –>20.51% -3.23

Win Rate: 52.7% –>52.12% -0.58

Master Yi:

Master Yi will no longer be hit by targeted spells during Alpha Strike (Q). Meditate (W) mana cost reduced.

Pick Rate: 8.21% –>8.12% -0.09

Win Rate: 48.78% –>50.37% +1.59


Rengar now de-stealths at the beginning of his leap when attacking a target from out of stealth

Pick Rate: 4.65% –>4.29% -0.36

Win Rate: 47.17% –>47.52% +0.35


Shadow Dash (E) collision radius has been reduced at the start and end points of the dash.

Pick Rate: 13.66% –>11.27% -2.39

Win Rate: 46.85% –>45.23% -1.62


Carrion Renewal (passive) now additionally restores 9% of maximum Mana on champion kill/assist.

Pick Rate: 3.3% –>3.42% +0.12

Win Rate: 51.36% –>53.29% +1.93


Scatter the Weak (E) range increased and Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak. Unleashed Power (R) now has a counter for Dark Spheres.

Pick Rate: 2.68% –>3.4% +0.72

Win Rate: 45.04% –>50.82% +5.78


Attack speed per level increased. Basic attack wind up reduced.

Pick Rate: 26.09% –>25.06% -1.03

Win Rate: 48.55% –>49.52% +0.97


Spinning Slash (E) cooldown refund reduced for minions and monsters.

Pick Rate: 10.04% –>10.08% +0.04

Win Rate: 52.58% –>52.75% +0.17

Mana Cost Reductions on Ultimates


Pick Rate: 8.96% –>8.79%

Win Rate: 48.81% –>49.85%


Pick Rate: 28.53% –>27.53%

Win Rate: 51.1% –>50.87%


Pick Rate: 5.33% –>5.64%

Win Rate: 49.22% –>49.67%


Pick Rate: 13.02% –>12.32%

Win Rate: 49.65% –>50.44%


Pick Rate: 1.62% –>1.51%

Win Rate: 49.91% –>49.75%

Thoughts About Jax Changes from LoL Fans

I asked what people thought about the recent announcement to Jax changes earlier today on Twitter.  Here are a few of my favorite responses, in which I will reply to here with my thoughts.

@muskratpeters: I am happy for the nerf. One less insane late game top lane. Guess everyone will stick with Renekton


I am also happy for this change.  I am tired of having Jax in every game and being forced as a jungler to shut him down or else face a near sure loss late game.  With the buff to Trinity force, Jax has been an unstoppable force (no pun intended) in both Solo Queue and competitive play.  Renekton is still very good, and will probably see even more play than he already does.  I wouldn’t be surprised to see him nerfed next, honestly.

@DeenageTirtbag: I don’t think this will nerf him at all. Base damages aren’t what makes his god-mode late game.

@Hectormentolado: need lower damage on ult or change it to ad damage

I am going to answer these two together.  I somewhat agree with this, however they are nerfing his HP a bit late game.  This will either make him easier to focus, or at the very least change his item build a bit in order to stay as unstoppable as he is currently.  If his ult damage gets nerfed in the future, I wouldn’t be surprised if we don’t see him for a while.  AD damage may also be a good way to balance him without hurting his actual numbers.

@SirWomby: ridiculous, imo more of a buff then a nerf, his level 1 potential was already scary. now he’s just going to shit all over lane.

As this may be a problem, I do think that he is definitely a champion who can be shutdown top lane if countered or played against correctly.  As long as the opponent doesn’t give up an early kill, they should be able to make it to 6 without too much trouble.  If they do let him snowball, however, his midgame will be unstoppable.

@LoLXxSkullzxX: I think Riot is still struggling to balance Jax in a way.

I would say that they are just testing this out right now, because with the new masteries coming out a lot of champions may become unbalanced very quickly.  I wouldn’t be surprised to see a few changes to Jax in the coming months, as well as a few of the other dominant top laners (Renekton, Riven).


If you have any more thoughts about this, comment below!

Incoming Jax Nerfs


Jax has been Flavor of the Month ever since his domination at this year’s Worlds Tournament.  He is now seeing a few changes, which I will outline here.

Health: 199 less HP at level 18

Base Health of 550 (Instead of 561) with +87 Per Level (Previous +98)

Empower (W): Mana Cost Changed to 20/25/30/35/40 (Previous All 30)

Damage: 60/80/100/120/140 (Previous 40/75/110/145/180)

These changes will boost Jax’s early game, while still spiking his midgame with Trinity Force.  The real nerf is to his late game, which was one of the best late games in the League before this update. I am excited to see how well he does with these new numbers, and also to see how much he is played.

Sorry Jax mains!