League of Legends PBE Pre-Season 5 Patch Breakdown

There are a lot of possible changes that hit the League of Legends Public Beta Environment in the last couple days, things from the jungle to elixirs have changed.  I’m not going to talk about every little change, but instead I’m going to talk about the things that, to me, are the biggest changes. There are a lot of individual item changes that I am not going to mention here, since they are too numerous.  Disclaimer: these changes are in beta, so there is no guarantee that all of these changes will make it into Season 5 at all, or in their current form.


Elixir of Brilliance and Elixir of Fortitude are gone, and they’ve been replaced with four different elixirs. You are unable to purchase an elixir until you are level 9 and cost 400 gold, and you can only be affected by a single elixir at a time.  The new elixirs are Elixir of Wrath, Elixir ofIron, Elixir of Ruin, and Elixir of Sorcery,

  • Elixir of Wrath: Grants +45 Attack Damage, and a buff that makes dealing physical damage return 10% of damage done as health to the dealer and a kill or assist will increase the duration of the elixir by 30 seconds.
  • Elixir of Iron: Grants an increase in your physical size by 25%, Tenacity and resistance to slows, and a buff that leaves an iron trail that increases the movement speed of allies who walk in it.
  • Elixir of Ruin: Grants health, increases damage done to towers, and a buff that makes the movement speed of nearby minions 90% of your own, for a maximum of 500, and gain increased damage to towers.
  • Elixir of Sorcery: Grants +40 Ability Power, +15 Mana Regeneration every 5 seconds, and a buff that deals +40 true damage to an enemy champion or tower.

I think these changes will make elixirs a viable option for all champions, since right now only a handful for champions really utilize them.  The size increase you receive from the Elixir of Iron seems really strange to me.  I guess it’s so a tanky support can have an easier time trying to protect their ADC from hooks like Thresh and Blitzcrank.


Towers no longer gain Magic Resistance and Armor over time, but they still gain Attack Damage over time. Tower health has been set as such:

  • Outer Tower: 2000 health.
  • Inner Tower: 2000 health.
  • Inhibitor Tower: 2500 health.
  • Nexus Tower: 2000 health.

The Inner Tower now has a shield that regenerates after 60 seconds of not taking damage and while it has the shield, it grants it to ally champions as well. Inhibitor Towers now deal damage in the form of a beam attack. The beam attacks the target continuously, up to four times a second. Inhibitor Towers ramp their damage from 100% to 260% over the course of 6.5 seconds and ignore their targets armor from 40% to 100% over the course of 6.5 seconds. And all towers’ health regeneration has been reduced from 15 health every 5 seconds to 5 health every 5 seconds.

These changes are being implemented to put a damper on soloing inhibitor tower and split pushing and puts a focus on teamwork and clearing minion waves.  That’s a good thing, but I feel that the beam the inhibitor turret has is too powerful, and I think they should lower the damage or lower the armor penetration it gets.


The jungle is being reworked and redone is a major way.  Everything from jungle items to jungle camps are being changed dramatically.  By far the largest changes are that of the jungle.

  • Baron Nashor: The buff given for killing him, Exalted With Baron Nashor, has been modified heavily.  
    • Exalted With Baron Nashor: The Health and Mana Regeneration the buff used to give have been removed, but the Ability Power and Attack Damage boosts remain the same. The buff now gives you Empowered Recall which reduces your Recall time to 4 seconds.  Empowered Recall also massively heals you and grants you an 8 second Movement Speed boost after the casting is complete.  It now buffs nearby minions, granting them up to 90% of your movement speed and grants specific bonuses to each type of minion:
      • Melee Minions: Grants 80% damage reduction from most types of damage.
      • Siege Minions: Increases attack range to out-range towers, their attacks are slowed by 50% but deal AoE damage and they deal 4x damage to towers.
      • Ranged Minions: Grants increase in damage and a slight increase in range.
      • Super Minions: Grants 25% Attack Speed and 75% Movement Speed while nearby enemy champions.
  • Dragon: Killing Dragon no longer grants global gold, but grants a stack of Dragonslayer that grants permanent bonuses depending on how many stacks it has.
    • Stack 1: Grants +5 Health and Mana Regeneration every 5 seconds.
    • Stack 2: Grants +8 Attack Damage and Ability Power.
    • Stack 3: Grants +15 Movement Speed.
    • Stack 4: Grants +100 maximum Health.
    • Stack 5: Triples all other bonuses for a total of +15 Health and Mana Regeneration every 5 seconds, +24 Attack Damage and Ability Power, +45 Movement Speed, and +300 health.
    • Dragon now deals 20% damage to units for every time that team has slain Dragon and takes 7% less damage from units from every time that team has slain Dragon.  Killing Dragon now gives 50% less XP.  
  • Red Buff: Now grants 1% of your maximum health every 5 seconds, duration reduced from 150 to 120 seconds, slow reduced to 5-10% / 8-15% for ranged / melee champions, burn damaged rescaled to 5-56 damage per second and now applies to towers.
  • Still Waters: New powerup that spawns at bottom and top lanes at the entrance to the river after 20 minutes, and will spawn every 3 minutes.  The buff grants +50 movement speed while out of combat, and standing still for 0.5 seconds grants you the ability to see over walls and up to +25% vision range.
  • Smite Buffs: Using Smite on a large monster grants bonus XP and a unique bonus.
    • Blue Guardian (Ancient Golem): Restores a large amount of Mana.
    • Brambleback (Elder Lizard): Restores a large amount of Health.
    • Krugs (Ancient Golem): Grants a buff called Gift of Heavy Hands which adds Execute Damage to your attacks.
    • Gromp (Large Wraith): Grants a buff called Gift of the Toadstool, which grants you Toadstool Armor that poisons enemies that attack you.
    • Murkwolf (Wolf Camp): Grants Wolf Sentry which is a ghost wolf that patrols that section of the jungle and will alert you if an enemy enters that section.
    • Raptors (Wraith Camp): Grants a buff called Gift of the Eagle Eye that grants you True Sight for a limited time the next time you are spotted by an enemy ward.
  • Items: Every jungle item has been removed except for Hunter’s Machete.  Hunter’s Machete now grants +30 Magic Damage on hit over 2 seconds and also grants +2 Mana and +8 Health each second while fighting monsters.  Hunter’s Machete can now only be bought if you have Smite as a Summoner Spell.  Hunter’s Machete now builds into four different items: Stalker’s Blade, Skirmisher’s Saber, Poacher’s Knife, and Ranger’s Trailblazer.
    • Stalker’s Blade:After slaying 3 large monsters, your Smite can target enemy champions, dealing true damage and slowing their Movement Speed by 50% for 2 seconds
    • Skirmisher’s Saber: Upgrades Smite to Challenging Smite, which can be cast on enemy champions, revealing them for a long duration and causing your next 3 attacks to deal bonus true damage, but not causing true damage itself.
    • Poacher’s Knife: Upgrades Smite to Quick Smite, which has decreased cooldown and further decreased the cooldown if you kill a large monster with it, and grants bonus gold when killing a monster in the enemy’s jungle.
    • Ranger’s Trailblazer: Upgrades Smite to Desolating Smite, which deals 50% damage to monsters near the target and also stun them for 1.5 seconds.
    • Just like boots, these items can be enchanted by a single enchantment, these enchantments are Warrior, Slayer, Juggernaut, and Magus.
      • Enchantment: Warrior: Grants +45Attack Damage and +8% Life Steal.
      • Enchantment: Slayer: Grants +40% Attack Speed, +10% Cooldown Reduction, and a buff that grants +6% Attack Speed for 8 seconds per basic attack (stacks up to 4 times) and grants +25 bonus magic damage.
      • Enchantment: Juggernaut: Grants +450 Health, +10% Cooldown Reduction, and +5% Movement Speed.
      • Enchantment: Magus: +80 Ability Power and +10% Cooldown Reduction.

I think these changes to jungling are an effort to make jungling less intimidating and confusing to a new player, just like the addition of jungle counters a couple of patches ago.  I feel like the changes to Baron Nashor are to make it a huge objective for a team, since taking it will aid heavily to pushing since it greatly buffs nearby minions.  The changes to red buff help pushing as well, due to the bonus damage to towers. The Still Waters buff seems really cool, since it’s a late game reason to return to those lanes after the laning phase is over.  The Smite buffs seem really cool to me, since they give more value to Smite, and adds more buffs to the jungle.  The new items and the changes to Hunter’s Machete seem really cool and unique, but I’m afraid that the meta will be Skirmisher’s Saber with the Enchantment: Slayer, since the Challenging Smite counter-gank jungler like Kha’Zix and Rengar due to the vision granted, and a jungler like Udyr could rush into lane, Challening Smite, stun them, and beat them down and kill them in the matter of seconds.  I hope they make them more unique and viable in their own right.

Again, none of these changes are guaranteed to be implemented in Season 5, and all of these changes are subject to be modified and tweaked.

4 thoughts on “League of Legends PBE Pre-Season 5 Patch Breakdown

  1. My logic would be that the increase in model size would be to increase the effectiveness (width) of the “captain’s trail” passive, as well with what you said.

  2. Everything is okay, but not that ” still waters ” thing, that is just stupid… About the jungle and Smite changes, i think it will change the meta quite heavily. Junglers will have much more kill potencial, expecially junglers like master yi or kha’zix.

  3. Riot is full of idiots, apparently…

    They make jungle mobs more difficult increase the cost of the ONLY viable jungle starting item, leaving you with 2 health pots… You can’t even get a single clear in before having to go back.

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