League of Legends Client 5.7

League of Legends Client 5.7
Publisher: Riot Games

League of Legends Client 5.7 Description

League of Legends Client 5.7 is the most popular multiplayer online battle arena game in the world with millions of gamers measuring their skills against one another. The game was inspired by the also popular Defense of the Ancients mod for Warcraft III: The Frozen Throne.

The action takes place in the land of Valoran where the superpowers have formed an alliance to stop the disputed that take place at the Institute of War once and for all.

League of Legends offers to its players over 110 different Champions with lots of unique skills and combat abilities. Each map is divided into bases, jungle and lanes allowing you to take a different approach and develop a unique strategy to surprise and defeat your enemies.

The goal of the game is to destroy the enemys Nexus (main structure) while battling lots of AI controlled minions, destroying enemy towers and killing the opposite sides Champions.


News in League of League of Legends Client 5.7:

- Champions:
- Ultra Rapid Fire changes still in effect:
- When youre living in the future, the present is your past.
- Just a quick note before we get started that the champion balance changes specifically called out in the U.R.F. patch notes are still in effect for the game mode, completely unchanged. Everything else has been graciously accepted by our manatee overlord.
- Bard:
- Base AD and Armor up. Chimes grant more mana, and meeps respawn faster. Q damage up.
- Bards laning relies heavily on two core patterns to function: playing meep-away with basic attacks and lay on the harrassment, which then opens him up to fulfil his cosmic duties by roaming and powering up through the collection of chimes. This patch were targeting both of these with changes to his passive and base stats, focused at fine-tuning his flute-smacking in lane and making his roams more rewarding when youre all out of cosmic energies.
- General:
- BASE ATTACK DAMAGE : 46 ⇒ 52
- BASE ARMOR : 21 ⇒ 25
- Passive - Travelers Call:
- MEEP RESPAWN TIME : 12/11/10/9/8 seconds (with chimes) ⇒ 10/9/8/7/6 seconds (with chimes)
- CHIME MANA RESTORE : 15 + 8% missing mana ⇒ 12% of Bards maximum mana
- Q - Cosmic Binding:
- BASE DAMAGE : 80/120/160/200/240 (+0.5 ability power) ⇒ 80/125/170/215/260 (+0.65 ability power)
- Blitzcrank:
- W now gives a focused, high-speed burst that slows Blitzcrank after its over.
- Blitzcrank by nature is a champion all about risk vs. reward. Land Rocket Grab on a priority target and youve single (robot) handedly won an entire teamfight - miss, and youre out of a sizeable cooldown and inviting your opponents to a big ol counter-attack party. For a champion so steeped in this mindset however, Overdrives up-time mitigated Blitzcranks risk a little too much, leaving enemies still fleeing in fear even after a grab gone wide. Shortening the windows Crank has to make his big plays while increasing his burst of speed pushes this dichotomy further, but beware running out of steam if you misplay the moment.
- W - Overdrive:
- removed:MOVEMENT SPEED : 16/20/24/28/32% movement speed over 8 seconds
- new:MOVEMENT SPEED : Now gains a burst of 70/75/80/85/90% movement speed, rapidly decaying over 5 seconds
- YOUR STEAM IS ESCAPING : When Overdrive ends, Blitzcrank is slowed by 30% for 1.5 seconds
- Darius:
- Dunking refunds maeune. At max rank, Rs cooldown resets on kill.
- One of the most feared lane bullies of his day, Darius had only one natural predator: the late-game. As metas have shifted however, the once proud Hand of Noxus lost his luster amidst a sea of flighty assassins, tanky titans and mobile marksmen. Make no mistakes: his primary counters are still intact - a jumble of crowd control and sustained damage (often from range) will still shut him down - but now, failing to contain him using these tools will open him up to killing your entire team.
- R - Noxian Guillotine:
- ATHENES UNHOLY DUNK : Refunds 25/50/100 mana on kill
- WITNESS TRUE STRENGTH : At rank 3 only, Noxian Guillotines cooldown resets completely
- Evelynn:
- Hate Spike damage up:
- 5.6s changes saw Evelynn stealthily making waves as games went on, but still suffering in early skirmishes. To turn that suffering onto her opponents, were returning some of her combat power.
- Q - Hate Spike:
- DAMAGE : 30/45/60/75/90 ⇒ 40/55/70/85/100
- Fizz:
- Moving the execute damage back to Ws passive DoT and putting the AP ratio back to Ws active on-hit.
- Back in 5.2 we made some changes to Fizz that reduced the amount of reliable damage he did with his in-and-out pattern, leaving him feeling a little less tricky (and certainly less playful) than usual. By switching the passive and active components once again, were aiming to help Fizzs AP builds chum the waters of success by landing sharks and capitalizing at key moments. Well continue to monitor Fizzs performance, but the hope is to have him back up to his old risky assassination tricks and less building full tank and killing everybody.
- W - Seastone Trident:
- PASSIVE DAMAGE (OVER TIME) : 20/30/40/50/60 + (0.45 ability power) over 3 seconds ⇒ 20/30/40/50/60 (0.45 ability power) + 4/5/6/7/8% of targets missing health over 3 seconds
- ACTIVE DAMAGE (ON-HIT) : 10/20/30/40/50 + 4/5/6/7/8% of targets missing health over ⇒ 10/20/30/40/50 + (0.25 ability power)
- Garen:
- GARENS R ITS HAPPENING:
- Garens gonna need more than this change to hit the bar on strategic diversity weve set out with our champion work, but making his ultimate less restricted should give him the courage to stand up to the ruffians and scoundrels in top lane more easily.
- R - Demacian Justice:
- COOLDOWN : 160/120/80 seconds ⇒ 120/100/80 seconds
- Hecarim:
- Base health and mana regeneration down.
- Compared against other toplaners, having access to a strong self-heal and low mana costs is a pretty sweet deal - so were toning down some of his innate staying power so its easier to send Hecarim back to the stables.
- General:
- BASE HEALTH REGEN : 9.26 ⇒ 7
- BASE MANA REGEN : 7.5 ⇒ 6.5
- Kassadin:
- Rs stack lockout decreased.
- With Kassadins functionality as a constantly blinking must-answer threat late game still intact, were looking to facilitate earlier aggressive roams by pulling the lever back a little on Riftwalks lockout mechanic.
- R - Riftwalk:
- EMPOWERED STACK DURATION : 20 seconds ⇒ 15 seconds
- Maokai:
- Maokais passive heal down at early levels.
- Maokais enjoyed a lengthy reign as one of the top Tops in the competitive scene for a while, and for good reason - hes a healthy baseline for what we expect from our Tank class. Despite this, his level of sustain can make it an uphill battle to uproot this twisted treant, so were chopping down his passives early effectiveness to open some room for other picks to grow.
- Passive - Sap Magic:
- HEALTH RESTORE : 7% of maximum health ⇒ 5/6/7% of maximum health (upgrades at levels 7 and 13)
- Morgana:
- Morganas abilities have updated looks and sounds.
- General:
- AUDIO & VISUALS : Morganas autoattack and ability SFX and VFX have been updated for her base and all skins! Check here for the full details.
- ICONS : Morgana has also received new ability icons!
- Nidalee:
- Base health and health per level down.
- Though its tough to say Nidalees gone untouched with the rise of the incredible Cinderhulks, shes still at the forefront of any conversation concerning jungle dominance. To keep her claws sharp and her hunting skills intact, were doubling-down on the natural weakness of any in-and-out skirmisher: durability. While not the easiest to pin down, cutting her defenses makes pouncing in even more of a risk, as well as actually putting her in danger when shes the one getting pounced on.
- General:
- BASE HEALTH : 541 ⇒ 511
- HEALTH PER LEVEL : 90 ⇒ 80
- Quinn:
- Blinds work intuitively.
- Previously, Blinds would check your status when you began your attack. This meant that sometimes attacks that looked like they should have missed would land right on target. With this fix, you should feel a lot better about your tossing a bird into the eyes of enemy marksmen.
- Q - Blinding Assault:
- new:GOUGE EM VALOR : Blind miss window changed from on-attack declaration to on-attack launch (For reference, attack launch is when the missile is created for ranged champions, and the moment before an attack hits for melee champions)
- RekSai:
- Q damage down. RekSai can use tunnels more often
- High clear speeds, high damage, and the best tool for hunting enemies through the Fog of War - RekSai has many, if not all the tools youd want in a jungler (or a hungry void predator). As weve done in previous patches, were taking the edge off of her bite in exchange for more end-game usability and tunnel-enabled mobility.
- Q - Queens Wrath:
- RATIO : 0.3 bonus attack damage ⇒ 0.2 bonus attack damage
- E - Tunnel:
- COOLDOWN ON REUSING TUNNELS : 10 seconds ⇒ 10/9/8/7/6 seconds
- Shen:
- SHENS R ITS ALSO HAPPENING
- Once hailed as the map presence pick in the toplane, Summoner Teleport steals some of Shens identity when it comes to saving your teammates from the shadows (we never said he was a great ninja). Making Stand United more available for cross-map action, especially in the late-game should help Shen find his place among the Tanklords.
- R - Stand United:
- COOLDOWN : 200/180/160 ⇒ 180/160/120
- Singed:
- Es monster cap wasnt factoring in Es base damage.
- Adding % damage to Fling last patch introduced a bug where the whole abilitys damage was capped at 300 vs monsters instead of the %HP portion. Jungle Singed buffs!
- E - Fling:
- ELBOW GREASE : Fixed a bug where the 300 damage cap to monsters was being applied improperly
- Teemo:
- Blinds work intuitively.
- Previously, Blinds would check your status when you began your attack. This meant that sometimes attacks that looked like they should have missed would land right on target. With this fix, you should feel a lot better about your tossing poisonous darts into the eyes of enemy marksmen.
- Q - Blinding Dart:
- THATS GOTTA STING : Blind miss window changed from on-attack declaration to on-attack launch (For reference, attack launch is when the missile is created for ranged champions, and the moment before an attack hits for melee champions)
- Tristana:
- E cooldown slightly increased. Q reduces Es cooldown when basic attacking.
- The nature of Tristanas reliance on Rapid Fire and Explosive Charge mean that she doesnt scale as well as youd expect from the traditional marksman builds. Adding further incentives for Cooldown Reduction (hint: ghostblade, yall) gives her a different angle on itemization that enables her explosive potential.
- Q - Rapid Fire:
- newULTRA RAPID FIRE : Basic attacks while Rapid Fire is active reduce the cooldown of Explosive Charge by 0.5 seconds (doubled against champions)
- E - Explosive Charge:
- COOLDOWN : 16/15/14/13/12 ⇒ 16/15.5/15/14.5/14
- Enchantment - Cinderhulk:
- Health down, gold cost up to parity with other enchants.
- Two nerfs, one very much intended (base health reduction), one technically a bug fix thats in line with what we want anyway (+50 gold cost). We dont think anyone should be surprised by these power reductions, but additional context goes like this: an item doesnt need to be a one stop shop of core stats for it to be ideal. It might seem counterintuitive that were reducing Cinderhulks tanky stats while saying we want to preserve its identity as a tanky jungler item, but thats because Cinderhulk incentivizes its wearers (users? holders?) to further itemize down an intended path (health for more scaling, tanky stats to stay in the battle longer, etc) so we can rely on those second, third, and fourth items to round out the build. Making an item that does everything just encourages off-role champions to pick it up because they get everything they need rather than having to commit to a playstyle to support it.
- This is a very long context to say that Cinderhulk doesnt kill champions, champions building the health to support Cinderhulk kill champions.
- HEALTH : 350 ⇒ 300
- COST : 2200 gold ⇒ 2250 gold
- Tiamat:
- Tiamats passive damage now scales linearly. Also affects Ravenous Hydra.
- Previously, Tiamats Cleave passive only had three stages of damage based on whether you were close, close-ish, or kind of close to the center of the proc. This led to some weird situations where targets that were visually farther away would still take damage as if they were closer. Now that Cleave scales linearly, youll always take damage appropriate to how close/far you are from the target. Also affects Ravenous Hydra (we stole this part from the summary).
- PASSIVE CLEAVE DAMAGE : Scales in three damage stages ⇒ linearly with distance
- Summoners Rift:
- Gift of the Toadstool (Gromp Smite buff)
- We know this is a pretty sizable damage reduction on Gromp buff for lategame tank junglers, but there were two reasons: first, this thing was getting a little bonkers against squishy auto-attacking marksmen (with little to no meaningful counterplay). Second - and more important - from a philosophical perspective no smite buff should be so insanely head and shoulders above any other, but Gromp buff was getting very close to that. We want all jungle buffs to have varying degrees of usefulness (based on the state of the game), but its important there be at least some choice in the matter.
- DAMAGE SCALING : 10% bonus health ⇒ 5% bonus health
- Gift of the Toadstool (Gromp Smite buff):
- We know this is a pretty sizable damage reduction on Gromp buff for lategame tank junglers, but there were two reasons: first, this thing was getting a little bonkers against squishy auto-attacking marksmen (with little to no meaningful counterplay). Second - and more important - from a philosophical perspective no smite buff should be so insanely head and shoulders above any other, but Gromp buff was getting very close to that. We want all jungle buffs to have varying degrees of usefulness (based on the state of the game), but its important there be at least some choice in the matter.
- DAMAGE SCALING : 10% bonus health ⇒ 5% bonus health
- Minion Spawn Animations:
- Minions are people too! ...Kind of.
- new:DO THEY HAVE HOMES? : Minions now have a spawn animation!
- End of Game Banners:
- LETS TRY THIS AGAIN : Animated Victory/Defeat banners have been re-enabled following resolution of a performance issue
- Loading Screen Art:
- new:A SCENIC VISTA : The loading screen for Summoners Rift matches now has background art
- FAT BORDERS : Loading screen borders have been slightly thickened to maintain contrast against the new background
- Twisted Treeline & Crystal Scar:
- new:
- Ludens Echo:
- Is there an echo in here...?
- Is there an echo in here...?
- RECIPE : Blasting Wand + Aether Wisp + 1090 gold (2800 gold total)
- ABILITY POWER : 120 ⇒ 100
- SOUND IS PURPLE? : VFX for the proc effect have been updated!
- Bugfixes:
- Fixed the ward hop crash. Special thanks to NA summoner Xaad for helping us squash this bug!
- Spirit Guard Udyrs champion interaction VO has been fixed
- Fixed a bug where Team Builders minimap role icons were sometimes zoomed in too far
- Team Builder lobbies no longer occasionally forget to display the captains minimap role icon
- Suggested Players now consistently prioritizes Previous premade over Recently won a game when deciding how to tag someone who fits both categories

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