League of Legends prepares for the arrival of preseason 2022

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The preseason 2022 is approaching League of Legends and will become available in beta from this same Tuesday, October 19. From Riot say it’s still in a very early stage of development, so we’re likely to see a number of changes to icons, object and effect names, visual and sound effects, stats, and more. For now, we tell you everything we know about these new changes that are approaching the MOBA from Riot Games.


Technoquímica dragona

  • Standard upgrade: Grants bonus damage against enemies who currently have more health than your champion (up to 5% damage per stack).
  • Dragon soul– Upon obtaining the Soul of the Techno-Chemical Dragon, team members receive an upgrade that grants them a brief second life after death.
  • Ground– When the terrain is transformed due to the Techno-Chemical Dragon, gas zones are created in four jungle locations. These zones camouflage the champions within. Normal Guardians do not reveal cloaked enemies, but Control Guardians, Seer Flowers, and other items that reveal invisible units do.

Dragona hextech

  • Standard upgrade: Grants attack and skill speed to the team that lands the final blow (5 skill speed and 5% attack speed per stack).
  • Dragon soul– When a team gains the Hextech Dragon Soul, they gain a unique ability that adds a chained beam to their attacks and abilities to slow their enemies. This ability has a moderate cooldown.
  • Ground– When terrain transforms due to Hextech Dragon, pairs of hextech portals appear across the map, allowing champions to quickly travel between connected locations. Hextech Portals are activated after a brief channeling (which can be interrupted by stuns and damage) before transporting the player across the map to the corresponding hextech portal.

Rewards for objectives

Objective rewards are only activated when a team falls far enough behind and are highlighted on both teams’ minimap. If the losing team takes an active objective, the reward gold will be divided among all members of that team.

Objective rewards are calculated based on four factors: Experience Perk, Gold Perk, Dragon Perk, and Turret Perk. The basic amounts of additional gold that can be achieved by fulfilling an objective with an active reward are as follows:

  • Elder Baron or Dragon – 500 gold
  • Dragon or Rift Herald – 500 gold
  • Outer Turret – 250 Gold
  • Inner Turret – 400 Gold
  • Base Turret – 400 Gold
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As the team that loses falls behind, these amounts can increase up to an additional 60%. A 15 second warning precedes objective rewards when they will appear and another warning is displayed 15 seconds before they disappear. This period can be extended if the losing team is still in combat with an active objective.


Crown of the Broken Queen

  • 70 ability power
  • 250 health
  • 600 mana
  • 20 speed skills
  • Grant Safeguard, reducing damage taken by 50 %. Safeguard persists for 1.5 seconds after taking damage from champions.
  • While Safeguard is active, it grants 10-40 ability power (based on level).
  • (Safeguard is restored after taking no damage from champions for 40 seconds.)
  • Mythic Passive: 1% movement speed and 50 health.

Shroud of Stillness

  • 200 health
  • 20 speed skills
  • 30 armor
  • 30 magic resistance
  • Repentance: After pinning enemy champions or receiving a pin, causes the target and all nearby enemies to repent, increasing their damage taken by 12% for 5 sec.
  • Mythic Passive: Grants all other Legendary items 5 armor and magic resistance.

Frostfire Gauntlet

  • 350 life
  • 25 armor
  • 25 magic resistance
  • 20 speed skills
  • Immolate: Taking or dealing damage causes you to begin dealing 12 + 1% bonus magic damage per second to nearby enemies (increased by 25% against minions and 150% against jungle monsters) for 3 seconds.
  • Snow Bond: Attacks create an area of ​​frost for 1.5, dealing magic damage to all enemies within. Enemies passing through the area are slowed.
  • Mythic Passive: Grants all other Legendary items 100 health and 6% size.

Turbo chemo tank

  • 350 life
  • 25 armor
  • 25 magic resistance
  • 20 speed skills
  • Active – Overload: Grants 40% movement speed when moving towards enemies or enemy turrets for 4 seconds. When approaching an enemy (or after 4 seconds), the unit emits a shock wave that slows nearby champions by 50% for 1.5 seconds (90 second cooldown).
  • Refuel: Moving and dealing damage refills the Chemotank. At 100 stacks, the next basic attack deals magic damage to all nearby enemies (increased by 25% against minions and 175% against jungle monsters).
  • Mythic Passive: Grants all other Legendary items 5 Ability Speed ​​and 50 Life.
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Arrival of winter

  • 400 life
  • 500 mana
  • 15 speed skills
  • Awe: Grants bonus health equal to 8% of mana.
  • Mana Charge: Hitting a target with an ability or attack consumes a charge and grants 3 additional mana, which is doubled if the target is a champion. Grants 360 maximum mana, at which point this item transforms into The Great Winter.

The great winter

  • 400 life
  • 860 mana
  • 15 speed skills
  • Awe: Grants bonus health equal to 8% of mana.
  • Eternal: Immobilizing or slowing (melee only) an enemy champion consumes 3% of current mana and grants a shield that absorbs damage for 3 seconds. Shield is increased by 80% if more than one enemy is nearby.

Axiomatic arc

  • 55 attack damage
  • 10 lethality
  • 25 skill speed
  • Every time a champion dies within 3 seconds of dealing damage, you regain 25% of the total cooldown of your ultimate.


  • 80 ability power
  • 250 health
  • Champion damage takes advantage of Come in 10-20 magic penetration, based on the target’s current health (maximum value with 1000 health or less, minimum value with 2500 health or more).
  • Provides maximum penetration if the target has had a shield recently.

Cosmic impulse

  • 60 ability power
  • 250 health
  • 30 skill speed
  • 5% movement speed
  • After dealing damage to champions with 3 different attacks or abilities, grants 30% movement speed (which decreases up to 15%) and 40 ability power until leaving the fight.

Unfailing precision

  • 110 ability power
  • 150 life
  • Now the slowdowns They also activate Unfailing Precision (Rylai’s Crystal Scepter works too).

Demonic embrace

  • 60 ability power
  • 450 life
  • Dealing damage with abilities burns enemies, dealing a 2 / 1.2% of your maximum health as magic damage per second for 4 seconds.
  • Converts 2% of bonus health into ability power.

Seraph’s Embrace

  • 80 ability power
  • 860 mana
  • 250 health
  • Grants skill speed equal to 1.3% of bonus mana.
  • Restores an amount of health equal to 40% of the mana spent, up to 25-50 + 10% of ability power per ability cast
  • (Activatable abilities restore the same amount once per second.)

Force of nature

  • 350 life
  • 70 magic resistance
  • 5% movement speed
  • Absorb: Taking magic damage from enemy champions grants a stack of Fortitude (max 6). Enemy immobilization effects grant 2 additional stacks.
  • Dispel: With 6 stacks of Fortitude, you take 20% less magic damage and 10% movement speed.
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Knight’s promise

  • 400 life
  • 10 speed skills
  • 150% base health regen
  • Active – Oath: Designate an ally who is worthy.
  • Sacrifice: While your worthy ally is nearby, 10% of the damage they take is redirected to you, healing you for 8% of the damage the worthy ally deals to champions. Additionally, if the worthy ally has less than 30% health, the damage reduction is increased to 20%.

Abyssal mask

  • 400 life
  • 30 magic resistance
  • 10 speed skills
  • Undo: Curses nearby enemy champions, reducing their magic resistance. Grants 7 magic resistance for each cursed enemy.


Lethal compass

  • Grants attack speed for 6 seconds when hitting at least one enemy champion with each attack. This effect stacks up to 6 times.
  • Upon reaching the cap for this effect, it grants range and increases the attack speed cap by 3.0.

Glacial enhancement

  • Immobilizing an enemy champion will cause 3 glacial rays to emanate from the target towards you and your champion and other nearby champions, creating frozen zones that last a few seconds, slowing enemies by 40% and reducing damage by 15% inflicted on your allies (does not apply to the wearer).

First strike

  • Dealing damage to an enemy champion with an attack or ability before them grants you 5 gold and First Hit for 3 seconds, causing your attacks or abilities to deal 12% additional damage against champions and grant you 100% (70% for ranged units) of damage dealt as gold.


Rift Sneak

“We think the Rift Elusive’s first appearance is too important in deciding the outcome early in the game, so we’re reducing its importance and making this match run shorter. Now that it will be weaker, your team or the enemy will be able to defeat it more easily and as a result return to a safe zone faster. ” The first Rift Dibbler will now have 35% less health, will grant 80% less experience, and will be much smaller to match its lower value.

Source: Riot Games


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