Welcome to the Legends of Runeterra open beta! Letβs dive into everything new implementing to get LoR ready for open access and the very first Ranked seasonβBeta Season.
TABLE OF CONTENTS
- Economy updates
- Ranked
- Friends list, chat, and challenges
- Boards & guardians
- Card updates
- Champions
- Followers & spells
- The watchlist
- Visuals, minor tweaks, and clarity
- Attack & initiative icons
- Champion visibility
- Miscellaneous
- Bugfixes
ECONOMY UPDATES
Since last yearβs preview patches, weβve reset all account progression (for the last time!) and made a variety of wide-ranging changes to LoRβs overall economy, impacting everything from the relative cost of coins to how much experience youβll receive from wins. These changes deserve an [article of their own](HYPERLINK)βcheck it out for all the background and details. If youβre new to LoR or just want the tl;dr, hereβs the short(er) version:
- All account progression and content from the preview patches has been reset.Β There will be no further account resetsβanything you earn once the open beta starts is yours to keep!
- Weβve 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 Legendsβ RP price points as placeholders, but with LoRβs 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 meansΒ the degree of these changes varies quite a bit depending on your local currencyβsome 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, weβve reset any content you purchased with Coins and returned that value back to your coin balance. Your exact number of Coins has changed, but weβve made sure youβll haveΒ at leastΒ as much purchasing power as you did before (i.e. prices have changed too).
- Weβve 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).
- Weβve adjusted content prices in Shards & Coins to align with the above changes, though again thereβs 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 weβre also aiming to make Expeditions more accessible for everyone byΒ adding an Expedition Token to level 10 VaultsΒ andΒ making Shards a greater proportion of the rewards you get from your expeditions.Β
- Weβve updated XP rewards to help you make progress without the grindβyouβll now earnΒ bonus XP for your first few winsΒ of the day and getΒ more XP from losses, while XP gains will now tail off as you reach many hours of LoR in a given day.
RANKED
From the start, our goal was to create a card game with enough strategic depth and interaction to support skilled competition. Now itβs time to see where you stand among the best players in Runeterra: the open beta is bringingΒ Ranked modeΒ to LoR.
Your rise through the ranks starts with theΒ Beta Season, which will last until launch. At the end of the season,Β youβll 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 (LoRβs first ranked season) begins with the open beta.
FRIENDS LIST, CHAT & CHALLENGE
Being in a totally open beta means you need to see whoβs online and available to crush available to play. Check out the new social panel which features your friend’s list, friend chat, and the ability to challenge a friend to a match.
As a note, you canΒ friend and chat with anyone on all three current LoR shards(Americas, Asia, and Europe), thoughΒ challenges are within-shard only. LoRβs friend’s list & chat are built on a different service than a challenge, and are shared between our games (i.e., with LoL), while challenge & matchmaking is game-specific. While weβve 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 presenceβsee 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 notableΒ known issuesΒ weβre planning to fix with our next release in two weeks:
- Players may see delays when adding or removing names from the block list.
- Players wonβt receive unread notifications for messages received while offline.
- New message notifications arenβt 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.
BOARDS & GUARDIANS
Weβve 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). Thereβs a ton more to come in the future, and youβll be able to collect, select, and swap it all right here.
- Collections tab addedβunlock 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
CARD UPDATES
CHAMPIONS
| Anivia (Level 1)
Cost:Β 6Β βΒ 7
Health:Β 3 β 4
Old text:Β Can’t Block. Attack: Deal 1 to all enemies. [Last Breath]: Revive me transformed into [Eggnivia].
New text:Β 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 levelled up with almost no chance for the opponent to interact. With these changes, weβre 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 sheβll have a clearer role as a control / ramp finisher. Finally, we heard feedback that Aniviaβs design felt a bit off thematically, particularly in her inability to block, so weβve 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)
Cost:Β 6Β βΒ 7
Power:Β 5Β βΒ 3
Health:Β 4 β 5
Old text:Β Can’t Block. Attack: Deal 2 to all enemies. [Last Breath]: Revive me transformed into [Eggnivia]
New text:Β Attack: Deal 2 to all enemies. [Last Breath]: Revive me transformed into [Eggnivia]. |
| Eggnivia
Health:Β 1 β 2
Old text:Β Can’t Block. Level Up: Start of Round: Transform me back into Anivia and Level Up.
New text:Β Level Up: Start of Round: If you’re Enlightened, transform me back into Anivia and Level Up. |
| Ezreal (Level 2) Old text:Β Nexus Strike: Create a zero cost [Fleeting] [Mystic Shot]. When you cast a spell, deal 2 to the enemy Nexus.
New text:Β Nexus Strike: Create a [Fleeting] [Mystic Shot]. When you cast a spell, deal 2 to the enemy Nexus. |
Ezrealβs level up wasΒ slightlyΒ too consistent at immediately ending games, so we wanted to add a bit more suspense to the βis this itβ moment that comes when he hits Level 2 without impacting his power level overall. Leaving the mana cost on his fleeting Mystic Shot wonβt impact him early while keeping his late-game spell-slinging a true display of skill.
| Vladimir (Level 1)
Old text:Β Level Up: You’ve had 6+ other allies survive damage.
New text:Β Level Up: You’ve had 6+ allies survive damage. |
Vladβs level-up progress was weirdly inconsistent across copies of himself. This small buff corrects that issue.
| Tryndamere (Level 2)
New text:Β [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 βcheated outβ 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.
FOLLOWERS & SPELLS
| Battlesmith
|
This change is aimed at Expeditions, where Demacia and the Elites archetypes, in particular, have been overperforming. This patchβs 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, weβre also moving Silverwing VanguardΒ from Rare to Common.
| Fleetfeather Tracker
New text:Β 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, weβre making you work a little to turn on the birdβs power.
| Avarosan Hearthguard
|
Hearthguard was quietly one of the best things you could do in your ramp deckβa big blocker, credible attacker, and long-term value generator. Weβre preserving its more intangible power while reducing its health to give opposing units a better chance at going toe-to-toe with a unit thatβs already generating so much off-board value.
| Catalyst of Aeons
|
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.
| Wyrding Stones Health:Β 4Β βΒ 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 weβre reverting the health component.
| Cloud Drinker
Health:Β 7 β 5
Old text:Β Your [Burst} spells cost 1 less. [Enlightened]: They cost 2 less instead.
New text:Β [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 weβre reducing its health. Weβre also removing the βsuperβ effect at Enlightened, which was risky long-term (potentially enabling infinite / game-ending combos) without offering much to existing Enlightened strategies.
| Flame Chompers
Health:Β 1 β 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, olβ Chompers has ended up a tad too unimpactful at 1 health (particularly in Expeditions), so weβre splitting the difference.
| Back Alley Barkeep
|
This context covers both Back Alley Barkeep and the rest of the Piltover & Zaun cards below: P&Z has been struggling in Expeditions, and weβve got some buffs to some specific, underperforming cards that should increase P&Zβs consistency in Expeditions without undue impact outside the mode.
| Boomcrew Rookie
Power:Β 0Β βΒ 1 |
| Chempunk Pickpocket
|
| Chempunk Shredder
|
| Parade Electrorig
Health:Β 3 β 4 |
| Plaza Guardian
Health:Β 5 β 6 |
| Sumpsnipe Scavenger
|
| Used Cask Salesman
|
| The Rekindler
Health:Β 5 β 4 |
Just a straightforward power reductionβgetting a champion back doesnβt need to come with quite so strong a body for the cost. Weβve also adjusted the text for clarity.
| Wraithcaller
Health:Β 2 β 3
Old text:Β [Allegiance]: Summon a [Mistwraith].
New text:Β 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.
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 effectβmaking it hard to interact favourably 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 Denyβs mana cost, but there are obviously significant implications to bringing it out of the βcan be cast with only spell manaβ range.
Regarding those previously mentioned Elusive strategies: weβve seen them be quite strong (though not definitively out-of-line), but itβs difficult to identify exactly which cards are potentially problematic. Just removing Elusive from units doesnβt necessarily help, since the keyword actually increasesΒ in power if it appears less frequently across competitive decks (less incentive to bring the right removal, and fewer Elusive blockers). Weβre continuing to keep watch, and weβll take exploratory action if we 1) determine itβs necessary, and 2) find a good candidate through internal testing.
Visuals, minor tweaks & clarity
- Updated visuals
- Heimerdinger level-up effects updated.
- Super Mega Death Rocket now resolves more quickly.
- βPlayβ β βSummonβ (can now be profitably cloned, resurrected, etc.)
- Legion General
- Greenglade Elder
- Now resolves when target doesn’t die (e.g., Tryndamere). Still βfizzlesβ 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 changesβcheck above)
- Rarity shift
- Silverwing Vanguard changed from Rare to Common.
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 weβve 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.
CHAMPION VISIBILITY
As we mentioned the last patch when adding the ability to see a deckβs 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, weβve 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 deckβs champions in their banner while queued, and their opponentβs champions once they match.
- Just before mulligan, players will now see the champions & regions for each playerβs deck.
- In-game deck inspect now additionally lets you click on a championβs 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.
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 youβre playing on.
- Expeditions
- Various tweaks to archetypes
- Trade pick logic improved
- Tutorial improvements
- Various cards updated.
- Optional tutorials reordered for better flow (thanks day9!).
KNOWN ISSUES
- Purchasing cards with wildcards or shards do 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 deck builder) should correct your totals.
BUGFIXES
- Fixed an issue where the Vault occasionally couldnβt be claimed.
- Vaults can now be claimed immediately if youβre playing when the timer expires, rather than requiring a re-log.
- Fixed an issue where Expedition trials occasionally couldnβt be completed after seven wins.
- Fixed a rare issue where players could lose their decklist after a match.
- Tutorial cards with flavour text now correctly show it.
- Tutorial Heimerdingerβs level up quests now correctly increments when spiders are killed.
- Fixed some post-game delays on optional tutorials.
- Optional tutorials should now correctly grant XP.
- Shady Characterβs VFX should now play properly when played.
- Balesightβs Obliterate VFX should now correctly display on cards in hand.
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