Oggi al via l’open beta di Legends of Runeterra: ecco le note della patch!

Oggi al via l’open beta di Legends of Runeterra: ecco le note della patch!

Profilo di Stak
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Come molti giocatori della community già sapranno, a partire da oggi sarà finalmente disponibile l’open beta di Legends of Runeterra, nuovo straordinario gioco di carte online realizzato da Riot ed interamente incentrato sulle terre che fanno da sfondo alle storie di League of Legends.

Come prevedibile, il numero di modifiche e di interventi scelti dai devs è veramente elevato e va da un numero imprecisato di bugfixes a diverse novità per l’interfaccia, passando ovviamente anche attraverso un corposo giro di bilanciamenti per molte carte campione come Ezreal, Anivia, Vladimir e Tryndamere.

Con la BETA di LOR giunge anche una nuova patch sulle Spedizioni!

Tra le altre novità introdotte dalla nuova patch e della fase di open beta anche il fatto che verranno abilitate le Ranked Mode (clicca qui per essere sempre aggiornato con le liste più forti da usare su LOR), vi sarà la friend list e vi saranno anche 6 nuovi tavoli da gioco, tutti ispirati ad una determinata zona di Runeterra ovvero:

  • Hall of Valor
  • Reckoners Arena
  • Iceborn Peak
  • Clifftop Monastery
  • Hextech Lab
  • Cursed Ruins

Di seguito andiamo quindi a riportare le note della patch ufficiali, ricordandovi che durante queste ore e fino a questa sera saranno diversi gli approfondimenti dedicati a LOR da pubblicare su Powned. Restate sintonizzati con noi quindi, per avere accesso a tutte le novità!

Le note della patch

Welcome to the Legends of Runeterra open beta! Let’s dive into everything new we’re implementing to get LoR ready for open access and the very first Ranked season—Beta Season.

For a more visual take on what’s arriving with the open beta (including some adorable guardian animations), check out our open beta announcement video:

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ECONOMY UPDATES

Since last year’s preview patches, we’ve reset all account progression (for the last time!) and made a variety of wide-ranging changes to LoR’s overall economy, impacting everything from the relative cost of coins to how much experience you’ll receive from wins. These changes deserve an article of their own—check it out for all the background and details. If you’re new to LoR or just want the tl;dr, here’s the short(er) version:

  • All account progression and content from the preview patches has been reset. There will be no further account resets—anything you earn once the open beta starts is yours to keep!
  • We’ve updated coin price points and purchasing power, mostly to align with price point standards on the Play Store and the App Store. During the preview patches, we used League of Legends’ RP price points as placeholders, but with LoR’s launch on mobile coming later this year, we needed to establish our own pricing structure. In designing that structure, we also reviewed regional pricing comparisons (particularly between countries on the same shard), which means the degree of these changes varies quite a bit depending on your local currency—some will see relatively similar prices (e.g., US dollar, Euro), while others will see relatively higher prices (e.g., Turkish lira, Brazilian real) or relatively lower (e.g., Japanese yen).
    • An important note: If you purchased coins during the preview patches, we’ve reset any content you purchased with Coins and returned that value back to your coin balance. Your exact number of Coins has changed, but we’ve made sure you’ll have at least as much purchasing power as you did before (i.e. prices have changed too).
  • We’ve adjusted Shard values and rewards to preserve the 10:1 ratio between Shard and Coin costs for content, as well as make some minor tweaks to relative shard values (e.g., Rare & Epic 4th copies are worth a bit more, Common 4th copies a bit less).
  • We’ve adjusted content prices in Shards & Coins to align with the above changes, though again there’s some minor variation (e.g., Common Wildcards are relatively cheaper, Epic Wildcards relatively more expensive).
  • Vault, Expedition, Prologue, and general chest rewards have all been updated. Much of this is tied to the above changes, but we’re also aiming to make Expeditions more accessible for everyone by adding an Expedition Token to level 10 Vaults and making Shards a greater proportion of the rewards you get from your Expeditions.
  • We’ve updated XP rewards to help you make progress without the grind—you’ll now earn bonus XP for your first few wins of the day and get more XP from losses, while XP gains will now tail off as you reach many hours of LoR in a given day.

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RANKED

From the start, our goal was to create a card game with enough strategic depth and interaction to support skilled competition. Now it’s time to see where you stand among the best players in Runeterra: the open beta is bringing Ranked mode to LoR.

Your rise through the ranks starts with the Beta Season, which will last until launch. At the end of the season, you’ll earn a Beta Season-exclusive icon based on your highest tier reached to commemorate your first climb in Ranked LoR.

  • Ranked mode enabled.
  • Beta Season (LoR’s first ranked season) begins with the open beta.

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FRIENDS LIST, CHAT & CHALLENGE

Being in a totally open beta means you need to see who’s online and available to crush available to play. Check out the new social panel which features your friends list, friend chat, and the ability to challenge a friend to a match.

As a note, you can friend and chat with anyone on all three current LoR shards (Americas, Asia, and Europe), though challenges are within-shard only. LoR’s friends list & chat are built on a different service than challenge, and are shared between our games (i.e., with LoL), while challenge & matchmaking is game-specific. While we’ve made specific improvements to support cross-shard friends & chat, LoR does still have distinct shards (though fewer, bigger ones than LoL), which means separate challenge & matchmaking pools.

  • Friends list added.
    • Includes cross-game presence—see whether your friends are playing LoL or LoR.
  • Friend chat added.
  • Friend challenge added.
  • The social panel is still a bit work-in-progress, so expect some wonkiness at first. Here are some of the more notable known issues we’re planning to fix with our next release in two weeks:
    • Players may see delays when adding or removing names from the block list.
    • Players won’t receive unread notifications for messages received while offline.
    • New message notifications aren’t correctly dismissed at first for active conversations, but will be after a short delay.
    • The client may occasionally become unresponsive when receiving or accepting a challenge invite while performing other in-client actions (opening rewards, entering Expeditions, etc.). Relog to fix.

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BOARDS & GUARDIANS

We’ve added a new Collections tab where you can completely personalize your gameplay experience. To start, you can check out the first new boards (one for each current region) and guardians (three more to join the original Poro). There’s a ton more to come in the future, and you’ll be able to collect, select, and swap it all right here.

  • Collections tab added—unlock and manage your boards & guardians here.
  • Loadout functionality for boards and guardians added to all modes.
  • 6 new region-inspired boards
    • Hall of Valor
    • Reckoners Arena
    • Iceborn Peak
    • Clifftop Monastery
    • Hextech Lab
    • Cursed Ruins
  • 3 new guardians
    • T-Hex
    • Gromp Jr.
    • Scaled Snapper

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CARD UPDATES

Champions

Anivia (Level 1)

ANIVIA (LEVEL 1)

COST: 6 → 7

POWER: 4 → 2

HEALTH: 3 → 4

OLD TEXT: Can’t Block. Attack: Deal 1 to all enemies. [Last Breath]: Revive me transformed into [Eggnivia].

NEW TEXT: Attack: Deal 1 to all enemies. [Last Breath]: Revive me transformed into [Eggnivia]. Level Up: You’re Enlightened.

Based on internal playtesting and the first two preview patches, we found Anivia was in a pretty bad spot, especially when players went all in on building their deck to exploit her strengths. Often, she could be leveled up with almost no chance for the opponent to interact. With these changes, we’re preserving her copy / sacrifice synergy while giving opponents a more consistent opportunity to react. Also, by reworking her to fit into an Enlightened deck, we think she’ll have a clearer role as a control / ramp finisher. Finally, we heard feedback that Anivia’s design felt a bit off thematically, particularly in her inability to block, so we’ve removed that trait and adjusted her stats to support both an ice-wall feel and a roadblock playstyle that better synergizes with her abilities.

Anivia (Level 2)

ANIVIA (LEVEL 2)

COST: 6 → 7

POWER: 5 → 3

HEALTH: 4 → 5

OLD TEXT: Can’t Block. Attack: Deal 2 to all enemies. [Last Breath]: Revive me transformed into [Eggnivia]

NEW TEXT: Attack: Deal 2 to all enemies. [Last Breath]: Revive me transformed into [Eggnivia].

Eggnivia

EGGNIVIA

HEALTH: 1 → 2

OLD TEXT: Can’t Block. Level Up: Start of Round: Transform me back into Anivia and Level Up.

NEW TEXT: Level Up: Start of Round: If you’re Enlightened, transform me back into Anivia and Level Up.

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Ezreal (Level 2)

EZREAL (LEVEL 2)

OLD TEXT: Nexus Strike: Create a zero cost [Fleeting] [Mystic Shot]. When you cast a spell, deal 2 to the enemy Nexus.

NEW TEXT: Nexus Strike: Create a [Fleeting] [Mystic Shot]. When you cast a spell, deal 2 to the enemy Nexus.

Ezreal’s level up was slightly too consistent at immediately ending games, so we wanted to add a bit more suspense to the “is this it” moment that comes when he hits Level 2 without impacting his power level overall. Leaving the mana cost on his fleeting Mystic Shot won’t impact him early while keeping his late-game spell slinging a true display of skill.

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Vladimir (Level 1)

VLADIMIR (LEVEL 1)

OLD TEXT: Level Up: You’ve had 6+ other allies survive damage.

NEW TEXT: Level Up: You’ve had 6+ allies survive damage.

Vlad’s level-up progress was weirdly inconsistent across copies of himself. This small buff corrects that issue.

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Tryndamere (Level 2)

TRYNDAMERE (LEVEL 2)

OLD TEXT: [Overwhelm] [Fearsome] [Tough]

NEW TEXT: [Overwhelm] [Fearsome]

Tryndamere was just a tad too difficult to deal with at Level 2 and constrained the window of interaction to deal with him, especially when “cheated out” with Thresh or ramp spells. Removing Tough should give midrange decks a better shot at interacting with him, and make the Barbarian King a bit less tyrannical in Expeditions.

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Followers & spells

Battlesmith

BATTLESMITH

RARITY: Common → Rare

This change is aimed at Expeditions, where Demacia and the Elites archetypes in particular have been overperforming. This patch’s content reset also makes now an ideal time for using a rarity adjustment as a balance lever rather than stat / effect tweaks. To preserve rarity balance in Demacia, we’re also moving Silverwing Vanguard from Rare to Common.

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Fleetfeather Tracker

FLEETFEATHER TRACKER

OLD TEXT: [Challenger]

NEW TEXT: When you summon another ally, grant me [Challenger]

Tracker is a slightly-too-frequently-used unit, setting a risky bar for Demacia one-drops. Given the utility of cheap Challenger units, we’re making you work a little to turn on the bird’s power.

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Avarosan Hearthguard

AVAROSAN HEARTHGUARD

HEALTH: 6 → 5

Hearthguard was quietly one of the best things you could do in your ramp deck—a big blocker, credible attacker, and long-term value generator. We’re preserving its more intangible power while reducing its health to give opposing units a better chance at going toe-to-toe with a unit that’s already generating so much off-board value.

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Catalyst of Aeons

CATALYST OF AEONS

COST: 4 → 5

Catalyst just offered too much ramp and sustain at 4 mana, allowing it to consistently fit the curve ramp decks want on turn 3. Bumping it to 5 provides time for opposing decks to interact with the ramp deck, and more room for us to add tools to ramp decks in the future. It also better differentiates Catalyst from Wyrding Stones, ideally making the inclusion of both in a deck more of a choice and less of an auto-include.

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Wyrding Stones

WYRDING STONES

HEALTH: 4 → 3

When we reduced the power of some key cards in ramp decks during the last preview patch, we gave Wyrding Stones a compensatory bump to its health (in addition to increasing its cost). 4 health is a significant breakpoint for surviving at least one combat though, especially since ramp decks should naturally fall behind early, so we’re reverting the health component.

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Cloud Drinker

CLOUD DRINKER

HEALTH: 7 → 5

OLD TEXT: Your [Burst} spells cost 1 less. [Enlightened]: They cost 2 less instead.

NEW TEXT: [Burst] spells cost 1 less.

Cloud Drinker is a dangerous combo piece, but it was doing too much by also acting as a huge blocker to defend the combo strategy, so we’re reducing its health. We’re also removing the “super” effect at Enlightened, which was risky long-term (potentially enabling infinite / game-ending combos) without offering much to existing Enlightened strategies.

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Flame Chompers

FLAME CHOMPERS

HEALTH: 1 → 2

Our previous nerf to Flame Chompers (dropping its health to 1 from 3) was intended to make sure it would really only get to tie up one enemy unit without assistance. However, ol’ Chompers has ended up a tad too unimpactful at 1 health (particularly in Expeditions), so we’re splitting the difference.

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Back Alley Barkeep

BACK ALLEY BARKEEP

POWER: 2 → 3

This context covers both Back Alley Barkeep and the rest of the Piltover & Zaun cards below: P&Z has been struggling in Expeditions, and we’ve got some buffs to some specific, underperforming cards that should increase P&Z’s consistency in Expeditions without undue impact outside the mode.

Boomcrew Rookie

BOOMCREW ROOKIE

POWER: 0 → 1

Chempunk Pickpocket

CHEMPUNK PICKPOCKET

POWER: 2 → 3

Chempunk Shredder

CHEMPUNK SHREDDER

POWER: 4 → 5

Parade Electrorig

PARADE ELECTRORIG

POWER: 3 → 2

HEALTH: 3 → 4

Plaza Guardian

PLAZA GUARDIAN

POWER: 5 → 6

HEALTH: 5 → 6

Sumpsnipe Scavenger

SUMPSNIPE SCAVENGER

HEALTH: 2 → 3

Used Cask Salesman

USED CASK SALESMAN

POWER: 2 → 3

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The Rekindler

THE REKINDLER

POWER: 5 → 4

HEALTH: 5 → 4

Just a straightforward power reduction—getting a champion back doesn’t need to come with quite so strong a body for the cost. We’ve also adjusted the text for clarity.

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Wraithcaller

WRAITHCALLER

HEALTH: 2 → 3

OLD TEXT: [Allegiance]: Summon a [Mistwraith].

NEW TEXT: Fearsome. [Allegiance]: Summon a [Mistwraith].

Mistwraiths are pretty fun, but the deck is a little weak. We hope buffing Wraithcaller will make the dedicated Mistwraith deck a bit more satisfying and powerful to play.

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The watchlist

This is where we talk about stuff we think might need tweaks based on our play data and internal testing, but are still evaluating if or how to update.

Deny (and a dash of Elusive)

Deny is a key card that helps keep LoR an interactive game, but its sheer efficiency can also create the opposite effect—making it hard to interact favorably against decks that play it. This is obviously the whole point of Deny, but it can be particularly problematic in conjunction with strategies that demand prompt interaction in order to survive (such as Elusive-heavy builds).

We’re currently exploring potential changes to Deny that would maintain its role, but in a more balanced way. One option is increasing Deny’s mana cost, but there are obviously significant implications to bringing it out of the “can be cast with only spell mana” range.

Regarding those previously mentioned Elusive strategies: we’ve seen them be quite strong (though not definitively out-of-line), but it’s difficult to identify exactly which cards are potentially problematic. Just removing Elusive from units doesn’t necessarily help, since the keyword actually increases in power if it appears less frequently across competitive decks (less incentive to bring the right removal, and fewer Elusive blockers). We’re continuing to keep watch, and we’ll take exploratory action if we 1) determine it’s necessary, and 2) find a good candidate through internal testing.

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Visuals, minor tweaks & clarity

  • Updated visuals
    • Heimerdinger level-up effects updated.
    • Super Mega Death Rocket now resolves more quickly.
  • “Play” → “Summon” (can now be profitably cloned, resurrected, etc.)
    • Legion General
    • Greenglade Elder
  • Now resolves when target doesn’t die (e.g., Tryndamere). Still “fizzles” if target is removed.
    • Glimpse Beyond
    • Atrocity
    • Ethereal Remitter
  • Can now be played with a full board of units
    • Navori Conspirator
    • Ravenous Butcher
    • Ancient Crocolith
  • Now requires an open unit slot
    • Possession
  • Ready your attack -> [Rally] (keyword)
    • Katarina (Level 2)
    • Lucian (Level 2)
    • Relentless Pursuit
    • Lucian’s Relentless Pursuit
    • Shunpo
    • Tianna Crownguard
    • Garen (Level 2)
      • Also now takes a break on rounds where you already have an attack token.
  • Text updated for clarity
    • Shark Chariot
    • The Rekindler (also received stat changes—check above)
  • Rarity shift
    • Silverwing Vanguard changed from Rare to Common.

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ATTACK & INITIATIVE ICONS

Something we consistently heard during the preview patches was that our UI widgets for round initiative and the attack token were a bit too confusing (swords everywhere!), so we’ve combined them into a single new widget located in place of the old attack token.

  • Initiative icons (swapping sword & shield) removed from the board and replaced with a new indicator under the attack token.
  • Attack token (near mana dial & the button) has received updated visuals and now also indicates round initiative.

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CHAMPION VISIBILITY

As we mentioned last patch when adding the ability to see a deck’s champions with the in-game deck inspect panel, one of our long-term goals is increasing excitement and strategic interaction around the champions each player chooses to bring to a match. This patch, we’ve got two new features aimed at further highlighting champion choices as well as level-up progress during matches.

  • Pre-match champion ceremony
    • Players will now see their deck’s champions in their banner while queued, and their opponent’s champions once they match.
    • Just before mulligan, players will now see the champions & regions for each player’s deck.
    • In-game deck inspect now additionally lets you click on a champion’s portrait to see their card text and associated cards.
  • Deck pop-ups for level-up progress
    • Champions who can make level-up progress from your deck (e.g., Ezreal, Hecarim) will now pop up to show both players when progress is being made toward their level-up.
    • To avoid revealing info, these pop-ups occur regardless of the number of copies remaining in your deck.

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MISCELLANEOUS

  • RAM usage improvements
  • Keyboard shortcuts added
    • Spacebar: the button
    • A: attack all / retreat all
    • Esc: open settings menu
  • Local time zones
    • New quests / rerolls, Vault unlocks, and Expeditions availability now update at more suitable local times (rather than a single, global time) based on the shard you’re playing on.
  • Expeditions
    • Various tweaks to archetypes
    • Trade pick logic improved
  • Tutorial improvements
    • Various cards updated.
    • Optional tutorials reordered for better flow (thanks day9!).

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KNOWN ISSUES

  • Purchasing cards with wildcards or shards does not visually update your wildcard or shard total (actual total remains correct). This issue will be fixed with our next small release in less than two weeks. Until then, changing pages within the client (i.e., backing out to your decks, then going back into deckbuilder) should correct your totals.

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BUGFIXES

  • Fixed an issue where the Vault occasionally couldn’t be claimed.
  • Vaults can now be claimed immediately if you’re playing when the timer expires, rather than requiring a re-log.
  • Fixed an issue where Expedition trials occasionally couldn’t be completed after seven wins.
  • Fixed a rare issue where players could lose their decklist after a match.
  • Tutorial cards with flavor text now correctly show it.
  • Tutorial Heimerdinger’s level up quest now correctly increments when spiders are killed.
  • Fixed some post-game delays on optional tutorials.
  • Optional tutorials should now correctly grant XP.
  • Shady Character’s VFX should now play properly when played.
  • Balesight’s Obliterate VFX should now correctly display on cards in hand.

I doni di Bard arrivano su Legends of Runeterra

I doni di Bard arrivano su Legends of Runeterra

Profilo di Victor
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Oggi nessun campione, in compenso ci sono dei regali: I doni di Bard arrivano su Legends of Runeterra assieme a tutto il pacchetto del campione. Come era prevedibile il champ piazza delle carte che detengono la stessa meccanica delle trappole, ma vengono messe nel proprio mazzo e, anziché avere effetti negativi, portano vantaggi al giocatore.

Si tratta quindi di una meccanica unica ed intrigante che, secondo me, porterà non poche novità all’interno del card game. Vi lascio qua sotto i relativi spoiler, se voleste vedere quelli dei giorni precedenti potete cliccare qui e andare nella nostra sezione di Legends of Runeterra e selezionare gli articoli sulle review.

Prima di proseguire voglio ricordarvi che, se volete essere sempre aggiornati sui miei articoli, potete seguirmi su facebook o instagram.

Se volete fare qualche partita troverete sicuramente qualcuno sul server discord, mentre, se volete pubblicare dei post, c’è il gruppo facebook.

I doni di Bard arrivano su Legends of Runeterra

 

Byrd, il campanaro

 

 

Esmus, anelito del mondo

 

Vortice mistico

 

Scoppiettino di prossimità

 

Conclusione

Qui si conclude il nostro spoiler odierno, continueremo a tenervi aggiornati riguardo alle nuove review. Inoltre domani uscirà sicuramente Bard e ammetto di essere curioso sul funzionamento del campione.

Noi ci vediamo domani con un nuovo spoiler.

Escono le carte tellstones di Legends of Runeterra

Escono le carte tellstones di Legends of Runeterra

Profilo di Victor
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Nuova review, nuovo giro. Oggi escono le carte tellstones di Legends of Runeterra. Ce n’è una per regione, e genereranno altre card fugaci nella mano, in maniera analoga a come fa Tre Sorelle. Qua sotto troverete quindi tutte le tellstones che, ammetto, mi chiedo se detengano qualche significato anche a livello di lore per LOR.

Non mi resta quindi che lasciarvi allo spoiler di oggi, trovate tutte le nuove carte qua sotto. Se voleste anche vedere le rwview dei giorni precedenti potete cliccare qui per andare sulla sezione di Legends of Runeterra di Powned e leggere gli appositi articoli.

Prima di proseguire voglio ricordarvi che, se volete essere sempre aggiornati sui miei articoli, potete seguirmi su facebook o instagram.

Se volete fare qualche partita troverete sicuramente qualcuno sul server discord, mentre, se volete pubblicare dei post, c’è il gruppo facebook.

Escono le carte tellstones di Legends of Runeterra

Tellstones – Piltover

 

Scossa di assestamento

 

Trasmorfatore Hextech

 

Giorno del Progresso!

 

Tellstones – Isole Ombra

 

Marchio delle Isole

 

Viaggio spirituale

 

Crolla

 

Tellostones – Bilgwater

 

Più polvere!

Giocoso/Ingannatore

 

Evocazione acquatica

 

Tellstones – Bandle

 

Verdetto del custode

 

Marchingegno yordle

 

Melodia eroica

 

Tellstones – Ionia

 

Pozione di salute

 

Il ritorno a casa

 

Uniti nelle difficoltà

 

Tellstones – Demacia

 

Barriera prismatica

 

Incarcerazione

 

Per Demacia!

Tellstones – Targon

 

Desiderio

 

Stella vagante

 

Benedizione di Targon

 

Tellstone – Noxus

 

Determinazione affilata

 

Morte turbinante

 

Armi dei perduti

 

Tellstones – Shurima

Tellstones - Shurima

 

Predatore spietato

 

Peso del giudizio

 

Fuoco dello spirito

 

Conclusione

Eccoci arrivati alla fine della card review di oggi. Queste sono carte molto particolari, e mi auguro trovino il loro posto nel meta. Voi cosa ne pensate? Secondo voi ce ne sono alcune migliori di altre? Fatecelo sapere nei commenti.

Noi ci vediamo domani con un nuovo spoiler.

E’ arrivata Illaoi su Legends of Runeterra

E’ arrivata Illaoi su Legends of Runeterra

Profilo di Victor
 WhatsApp

Oggi è arrivata Illaoi su Legends of Runeterra, la Riot l’ha rilasciata poco fa assieme al video che presenta il nuovo campione di Bilgwater. Il champ è stato rilasciato insieme a quella che, probabilmente, è l’ultima parte del suo pacchetto. Onestamente spero che Illaoi e la sua meccanica riescano a trovare posto nel meta e a formare un loro mazzo.

Ora mai restano solo 2 campioni, i quali, molto probabilmente, saranno Annie e Bard, che andranno a chiudere la nuova espansione. Noi quindi vi lasciamo alle nuove carte che troverete qui sotto, se volete vedere i precedenti spoiler potete andare alla nostra sezione di Powned, cliccando qui.

Prima di proseguire voglio ricordarvi che, se volete essere sempre aggiornati sui miei articoli, potete seguirmi su facebook o instagram.

Se volete fare qualche partita troverete sicuramente qualcuno sul server discord, mentre, se volete pubblicare dei post, c’è il gruppo facebook.

è arrivata Illaoi su Legends of Runeterra

Ecco qui la presentazione del nuovo campione di Legends of Runeterra

 

Illaoi

Illaoi

 

Illaoi

 

Illaoi's Tentacle Smash

 

Occhio di Nagakabouros

Eye of Nagakabouros

 

Nagakabouros

Nagakabouros

 

Nagakabouros' Tentacle

 

Nagakabouros' Tantrum

Conclusione

Siamo alla fine del nostro spoiler quotidiano. Abbiamo visto, fino ad ora, Jhin e Illaoi, ora restano solo 2 campioni. Secondo voi come saranno? Ma soprattutto: cosa ne pensate di Illaoi? Secondo voi riuscirà ad entrare nel meta? Fatecelo sapere nei commenti.

Noi ci vediamo domani con un nuovo spoiler