It’s been a long year with League of Legends. We’ve lost some people along the way. Many found God, many switched to Overwatch 2, many went AFK, and some even paid their bathroom a visit. Regardless, as every new year approaches, Riot Games feels more inclined to introduce us to changes that most likely should’ve been there 13 years ago.
Yes, League of Legends is a little over 13 years old. Anyhow, Riot games just introduced us to League of Legends Season 13. The developers are bringing a massive amount of changes to almost every aspect of the game. So naturally, we decided to go through every single change in League of Legends Season 13.
Season 13 Client Changes
Riot games previously alluded to their intent to overhaul the client. They didn’t exactly do a lot to live up to that objective. Other than adding some tokens and new ways to progress through events, the promised changes should still be accounted as overdue.
However, for the League of Legends Season 13, Riot Games applied some seriously useful additions and features for the players.
Chest Availability Icons
Have you ever run into the situation of playing ARAM to unlock the free chest given periodically by League of Legends only to find that the champion that you got doesn’t have a chest available? I can assure you that you have. And I can assure you that I have too.
Riot Games finally took the liberty to add a kind of feature that I would call a why-wasn’t-that-here-in-the-beginning feature. It’s the chest availability icon. The icon usually appears next to every champion’s name on the champion picking screen.
Additionally, there’s also one more chest availability icon next to the champion switching bar at the top of the ARAM picking screen. Once you hover over it, it highlights the chest-ready champion icons with an outer glow. This feature comes in handy in so many ways, and the summary of all is that it’s useful in every condition that you don’t have a photographic memory.
Pick Order Switch
To be honest, I don’t know if anyone ever requested this, but it exists now. And by saying so, I don’t mean that it’s useless. It’s even pretty handy in multiple situations.
I don’t know if anyone requested this, but it exists now. And actually, it’s pretty useful. Pick-order switching is a neat feature for everyone who only remembers they have to go to the bathroom while they are picking champions. Also, especially for people who don’t exactly want to get counter-picked.
Intrinsically, since the feature is all about lane-switching, it makes sense that it would be exclusive to the Summoner’s Rift. And the way to use it is fairly simple too. The switching icon replaced the champion switch icon, now if you press the switch icon, you’ll request a lane switch, and it’ll be up to your teammate’s decision to accept or decline the request.
New Champion Switch
Also, speaking of champion switching, the pre-existing feature got a smallish rework. It is not exactly a big deal, but I would argue that it is better than what we previously had. And it is pretty compatible with the new lane-switching feature.
Currently, instead of the small icon, hovering over a teammate’s champion will show you the switching logo. As usual, pressing on it will send your teammate a champion switching request, and it’s up to them to decide whether to accept or decline. However, this should happen under the unchanged condition that both of you must have the champions that you’re switching.
Moreover, Riot Games made a smaller-ish change to the ranked champion select screen. Now, instead of showing the player names, the game will hide your name and show a random unrelated pseudonym created by Riot. Meaning if you choose to queue for ranked, and you accept a match, and land in the champion select screen, no one will be able to see your name.
Rune Suggestions & Importing
Now look, this is the most interesting feature of all. Before this one, I used to have third-party rune-importing software because I’m pretty lazy when it comes to changing or remembering any runes. And I play a lot of champions in a multitude of lanes, so no amount of rune pages will be able to savor the sweat.
Nevertheless, Riot Games implemented the feature of rune suggestions. In the champion select screen, the client will show the rune suggestions button on the left of the rune page selection bar. Furthermore, the game gives you right about three choices of runes and a brief description of when they are optimal.
And, of course, the cherry on the top is the spell importing that comes with each rune. Of course, you can play loose with these and change a lot of them, but it saves you like 89% of the work you would do if you don’t remember the runes. You can kiss websites like op.gg goodbye. Regardless, you might still need them for player stats, so I mean, not totally goodbye.
Season 13 Item Changes
A new season of League of Legends is not a new season unless Riot Games adds items that either completely break the game or just items that have no particular use for, like, any champion at all. And guess what? The League of Legends season 13 is filled with items that completely break the game that was already somewhat broken.
However, season 13 doesn’t just feature new items. Despite the new coming items, the new season also reinstates items that existed before but got removed for being too powerful or too useless. We will categorize the items for each champion class [that received updates], which will be about four classes. The four classes are tanks, fighters, mages, and junglers.
Also, I am aware that junglers are not exactly a class, but there are items exclusive to smite-carrying players, so bear with me.
Tanks this season got a huge overhaul. No amount of words can describe it, honestly. They became, singlehandedly, the most powerful class. For nothing regarding the mechanics, however, something regarding the items that they build now.
Heartsteel became the national anthem, followed by Jak’Sho, The Protean. I can tell you from now on that it’s nearly impossible to find any tank that doesn’t build one of these items as early as they can. We are going to talk about that later, but for now, the item changes.
Riot Games added some items and dug the grave to re-introduce the community to items that existed prior to this season but got removed at some point. I believe I’m talking about the Catalyst of Aeons and, more infamously, the Spear of Shojin.
[Active Effect] This item has no activatable effect.
[Unique Passive Effect] COLOSSAL CONSUMPTION: While within 700 units of an enemy champion, generate a stack on them each second, stacking up to 3 times. Your next basic attack against a target with 3 stacks is empowered to consume them all to deal 125 (+ 6% maximum health) bonus physical damage on-hit and grant you permanent bonus health equal to [10% of that amount] (30 (per target) second cooldown).
[Item Class Passive] MYTHIC: Empowers each of your other Legendary items with 1% bonus health and 6% increased size.
Jak’Sho, The Protean
[Active Effect]: This item has no activatable effect.
[Unique Passive Effect] VOIDBORN RESILIENCE: For each second in combat with champions, gain 2 bonus armor and bonus magic resistance for 6 seconds, stacking up to 8 times for a maximum of 16 bonus resistances. At maximum stacks, instantly deal 3% maximum health magic damage to enemies within 700 units, reduced to 1% against non-champions, Heal power heal for the same amount for each enemy damaged, and increase your total resistances by 15% until the end of combat.
[Item Class Passive] MYTHIC: Empowers each of your other Legendary items with 1% bonus health and 6% increased size.
[Active Effect]: This item has no activatable effect.
[Unique Passive Effect] GUIDING LIGHT: Upon casting your ultimate, you Transcend for 9 seconds. While Transcended, increase your maximum health by 10% and cause you and all allies within Range 1200 units to gain 20 basic ability haste and Heal power heal for 2% of your maximum health upon you becoming Transcended and every 3 seconds thereafter. Ally healing is increased by 0% − 100% (based on target’s missing health) (60 second cooldown).
[Item Class Passive] MYTHIC: Empowers each of your other Legendary items with 100 bonus health.
Riot Games did not forget about the fighters this time. While they can build an item or two from the tank-oriented items, they’ve received one handy update to their roster of items to build.
Spear of Shojin
[Unique Passive Effect] DRAGONFORCE: Gain (Melee 8 (+ 8% bonus AD) / Ranged 6 (+ 6% bonus AD)) basic ability haste, reduced by 50% for Stun immobilizing spells.
[Unique Passive Effect] EXIGENCY: Gain up to (Melee 15% / Ranged 10%) bonus movement speed based on missing health, capped at 67% missing health.
It’s hard to decide which class claims this season as its own. The choices are currently between Mages and Tanks, and both are extremely powerful this season. Ryze, LeBlanc, Fizz, and more are pretty effective against almost the entirety of the team. Maybe except for the Mundo with Heartsteel, we don’t speak about the Mundo with the Heartsteel.
Rod of Ages
Unique Passive Effect: This item gains 20 bonus health, 20 bonus mana, and 4 ability power every minute, up to 10 times, for a maximum of 200 bonus health, 200 bonus mana, and 40 ability power. Upon reaching maximum stacks, gain a level that preserves your current experience (cap remains at level 18) and increase all effects of Eternity by 50%.
[Unique Passive Effect] ETERNITY: Restore mana equal to 8% of pre-mitigation damage taken from champions, and Heal power heal for an amount equal to 20% of mana spent, up to 15 per cast. Toggled abilities can only heal for up to 15 per second. For every 250 healing or mana restored this way, gain 25% bonus movement speed that decays over 2 seconds.
[Item Class Passive] MYTHIC: Empowers each of your other Legendary items with 5 ability haste.
Catalyst of Aeons
[Unique Passive Effect] ETERNITY: Restore mana equal to 8% of pre-mitigation damage taken from champions, and power heal for an amount equal to 20% of mana spent, up to 15 per cast. Toggled abilities can only heal for up to 15 per second.
After removing the emberknife and the hailblade, Riot is introducing pets for junglers to make the jungle role more appealing to new coming players or players who have never touched the role before. These pets will replace the traditional Smite Jungle Items, and players need to decide between three egg pets at the start of the game.
The pets will evolve throughout the game by collecting treats from killing jungle camps and champions or over time. The Gustwalker Hatchling, for example, grants bonus movement speed when out of combat, helping junglers keep up with the fast-paced action of team fights. The meta has undergone a considerable change, and players will resent their life choices that led to this point.
In more detail, all the pet eggs are exclusive to these three options, the Scorchclaw Pup, Gustwalker Hatchling, and Mosstomper Seedling. The Gustwalker Hatchling is a small but mighty winged creature that buffs movement speed when activated. The Scorchclaw Pup is a fiery companion that provides percent true damage, burn, and slow bonuses when activated.
Finally, the Mosstomper Seedling is a stealthy stalker that grants bonus tenacity and shield when bought. Please note that the buff on damage against jungle camps is only applicable to your side. That means you will deal less damage on the enemy camps.
Unique Passive Effect: While in a bush, gain 45% bonus movement speed, decaying over 2 seconds after leaving the bush. Killing a large monster increases this effect to 60% for 2 seconds.
Unique Passive Effect: Gain 3 Ember stacks every 0.5 seconds, up to 100. Killing a large monster grants maximum stacks. When fully stacked, your next instance of damage against an enemy champion burns them and all enemies within 250 units of them, dealing bonus true damage equal to 4% of the target’s maximum health over 4 seconds and slowing them by 30% decaying over 2 seconds.
Unique Passive Effect: Gain a 60 − 281 (based on level) Hybrid resistances shield that lasts until broken and refreshes after killing a monster camp or 10 seconds without combat. While the shield holds, and for 1.5 seconds after it is destroyed, gain 20% Tenacity tenacity and Slow immune slow resist.
Speaking of Junglers. Let’s talk more about their role.
Season 13 Jungle Changes
Following the removal of the hailblade and emberknife jungle starter items, Riot Games felt the need to overhaul the smite spell and how it works. We’ve touched upon the new jungle starting items and the newly presented pet “companion” system.
Furthermore, let’s take an in-depth look into how Riot Games reworked or adjusted a core device in the jungle role. The smite spell, ladies and gentlemen.
A new Smite item has been added to League of Legends’ newest season. Players can purchase one of three Smite items for 450 gold each at level 1. As a result of these items, a pet will be summoned to assist in clearing jungle camps and dealing damage in an area of effect.
When players stack their smite items, their smite can upgrade to unleashed smite at 20 stacks out of the original 40, increasing its damage from 600 to 900 True Damage. Furthermore, champions can alike be affected by primal smite, which applies the respective effect of your pet on the affected champion.
After finally finishing the 40 stacks, the egg is consumed and immediately upgrades the unleashed smite to the primal smite, effectively increasing its damage from 900 to 1200 True Damage. This damage overhaul helps a huge ton in taking harder jungle objectives.
And like the primal smite, you can also hit a champion with the unleashed smite, which deals true damage based on their level and applies the full respective effect relative to your starting egg. Also, did I mention that the smite does not give the player health points anymore?
Chemtech Drake Returns
For League of Legends Season 13, the most infamous jungle dragon, the Chemtech Drake, came back. However, the returning dragon will feature a gigantic rework. First off, let’s start with its stats. When the drake’s health drops below 50 percent, the drake will take a whopping 33 percent less damage and deal 50 percent greater attack on foes.
This change makes it almost a hundred times harder for junglers to slay the Chemtech dragon solo, rendering it a high-risk objective. Once any team proceeds to slay the Chemtech Drake, the team that claimed the drake obtains around 5 percent healing and shielding power and 5 percent tenacity.
This stack effect will increase in proportion to the number of Chemtech Drakes that are killed. If a player manages to get the Chemtech Soul in their team, 10 percent damage resistance and 10 percent bonus damage on hits taken after the health falls below 50 percent will be in effect for the duration.
That makes the Chemtech Drake a high-risk, high-reward entity, allowing players to risk committing more during team fights even if they have low health. In addition, to support functions, the drake is a powerful counter to certain opponents, rendering the drake-owning team significantly more dominant during late-game encounters.
In Season 13 of League of Legends, jungle camps changed too. I mean, they always do, about every year or so. The game designers at Riot always feel like they need to challenge junglers by adjusting integral parts of their gameplay.
First, it was the introduction of jungle pets. Second, it was the smite. Third, it was the return of the Chemtech Drake. And finally, the cherry on the top is the small changes to the jungle camps. The jungle camps are now bigger in size. Also, They deal some more damage. Consequentially, to compensate for this, clearing the camps gives you a few bit of health points.
The most noticeable differences lie between the Scuttle Crab and the Krugs. How so, you ask? Do you remember the beginning of Season 12 when they introduced the significantly cutting-edge feature of adding a shield to the Scuttle Crab that can only be broken with damage or instantly broken with crowd control?
I’d be surprised if you do. Anyhow, yeah, Riot Games removed that shield. Now the Scuttle Crab spawns in the first level with the health points of 1008. Keep in mind that they can and probably will change that number. Of course, not so drastically. But you should get that this is a somewhat loose definition.
Additionally, the Krugs camp has changed a little. Now, instead of the large Krug spawning two medium Krugs. And those mediums spawn two each to make up a total of four small Krugs. Riot Games, thankfully, cut the math. Now, the large Krug spawns four small Krugs. These small adjustments make it much easier to clean what used to be the hardest jungle camp to clear.
Season 13 Ranked Changes
The upcoming League of Legends Season 13 brings an all-new Ranked system that simplifies the way players can earn rewards. With this system, players will earn “split points” for each game of Ranked they play – with a certain amount per win and a little less for a loss.
These split points are accumulated to reach your end-of-season rewards, which will be updated and improved for this season.This new system makes it easier for players to track their progress and rewards, as well as ensuring more equal playing opportunities for all skill levels. By simplifying the Ranked system, Season 13 will make it easier than ever before to earn rewards.
Promotion Series Overhaul
The removal of inter-division promos in 2020 was a welcome improvement for those that felt overwhelmed by the number of games necessary to climb the ranks. However, with the introduction of Season 13, Riot Games is introducing an even bigger change that will make the climbing process feel more dynamic.
In this season, the requirement for you to progress past the rank in the promotion series will be winning two consecutive matches out of three. This new system will also shove off pressure from players looking to advance past a certain rank. This change will also allow players the required space for them to have fun in the ranked matches, which, prior to this system, was a mere myth.
Split & Ranked Progression
Before this point in League of Legends, you had to play a lot of ranked games to earn any split rewards. The system’s mill kept spinning by the points you acquired. For wins, you gain some points, and for losses, you don’t gain as much. However, Riot has long felt the need to change this system as it failed to incentivize low-elo players to play more of ranked.
[…] The rewards track wasn’t doing its job of making players feel rewarded for their time spent in Ranked—not to mention it also wasn’t motivating players who don’t play a lot of Ranked and therefore missed out on the rewards completely.
So we’re increasing the number of rewards and placing more earlier on the track. At the same time, we reduced the number of games required to reach each of the existing rewards.Chris “cwal” Wallace, Game Designer at Riot Games
That was it for the split rewards. Now, what about the entirety of ranked rewards?
Ranked Reward System
Riot Games noticed that most low-rank players only advance in ranked because they want the Victorious skin. They called the gold rank a threshold of when players stop playing because they simply have no motivation to keep going through any of the fuss.
First, players on the skill threshold between Gold and Silver will often stop playing once they hit Gold. We definitely don’t want that to happen, especially if it’s early in the season! Second, high-skill players can earn the skin by playing a relatively small number of games, just enough to maintain their rank.
What about all of the Silver and below players who are playing hundreds of games a year, actively trying to learn and improve? Fundamentally, we asked ourselves what balance we wanted to strike between rewarding skill and rewarding your time playing ranked.Chris “cwal” Wallace, Game Designer at Riot Games
Riot Games had one game design problem to solve with one of two choices, either make the roof for any Victorious skin a bit higher, like platinum, or lower the roof ultimately to include the lower ranks as well.
And Riot Games seem to side with the latter option. They’re planning the inclusion of all ranks to win the Victorious skins. In a world where this change applies just as mentioned, every rank will optimally receive the Victorious skin for the seasonally designated champion.
Additionally, to bifurcate each achievement, every rank will receive a chroma matching the rank they reached at the end of every season.
Another welcome addition in Season 13 of League of Legends was the ARAM Clash tournament. I suspect you don’t know what Clash is, but for the two of you who don’t know, CLASH is pretty much a monthly tournament that is made of random brackets. Optimally, you’ll play about three matches in your designated bracket.
If you land a win in the first two matches, you’re almost always guaranteed to win a skin in the orb that the game gives you after the tournament. Also, This is not all regarding Clash, be sure to check out us for a future guide about the Clash tournament.
Furthermore, the ARAM Clash structures itself pretty similarly; you will form a team, lock in, get involved in a random bracket, and finally play. The only difference is that you don’t get to ban or pick champions, which is what ARAM is about intrinsically.
Season 13 Map & Mini-Map Changes
I don’t know if you’ve noticed, and you probably didn’t, but the map of League of Legends hasn’t changed for some time now. Neither the Summoner’s Rift nor the Howling Abyss maps have featured any modifications for the past couple of years, and it’s getting kind of stale.
Undoubtedly, someone in the game design department at Riot Games thought the exact same thing and went to pitch the idea of a drake that changes the map on a never-before-seen level of stuff. Yes, I’m talking about the Chemtech in Summoner’s Rift here.
Nevertheless, ARAM’s Howling Abyss also features a number of additions which I’ll get into in a while. Now, for the Summoner’s Rift.
The Summoner Rift Map
The Summoner’s Rift map didn’t feature any direct change that alters the gameplay. However, before the Chemtech drake spawns, you’ll notice that a lot has changed, especially in the jungles and thereabouts.
Chemtech Drake Map Effect
The Scryer’s Bloom gets upgraded to the Farsight Bloom –Vision Plant– which now has a different shape, has more range and apparently gives you movement speed when you strike it. Regardless, this is not all. You see, that vision plant was only the beginning. Additionally, when you direct the Farsight Bloom at an enemy-placed ward, it instantly drops its health points to 1.
Moreover, the blast cones –bomb plants– get an upgrade following the same effect, effectively doubling the distance it throws you compared to the standard blast cone. Once again, this is not all. I am like a %100 sure you have used a Honeyfruit at least once in your lifetime.
I mean, it’s integral to the gameplay for champions that are mana-hungry or people who are rendered low by their counter-picks. Following the arrival of the Chemtech Drake, all the Honeyfruits are upgraded to Stim Fruits. What do they do? Anything you could have gotten from the standard Honeyfruit plus many more.
Essentially, it gives you additional health points, mana, and a shield. And the best thing about it is that it does not slow you when you consume it. However, they spawn in different places than the Honeyfruits. In actuality, they may spawn closer to lanes like mid-lane and top-lane while still spawning a bunch inside both jungle sides.
The Howling Abyss Map
Unlike Summoner’s Rift, Riot Games’ department of design decided to implement quality-of-life features in the Howling Abyss. Most of those features are map-related. So if you haven’t played ARAM in a while, you are going to notice some wild things.
And what is weirder to begin with other than the base portals? Do you remember the Hextech portals from the last season? Yeah, neither do I. Anyways, they’re now a permanent feature in ARAM’s Howling Abyss. How do they work? They spawn right behind the Nexus. Usually, the platform where you spawn.
Furthermore, they open a moment after you join the game. If you enter the portal, you find yourself somewhere closer to your last standing tower. The tower, optimally, in the early game, should be your second tower from the Inhibitor. Once the enemies destroy your second tower, the game redirects the portal automatically to your next standing tower.
However, pay good attention that the portal will not redirect itself if the enemies get hold of that tower, meaning it stays where your first tower after the Inhibitor once stood. You can use this mechanic against your enemies; since you’re un-targetable while you are in the portal, you can always flank them from behind if you have the snowballs to do it.
Be careful of getting hard-cc’d, though. It never feels good to be that one lad that gets stuck by Morgana’s Q, followed by Xerath’s E.
The New Bush in Town
Look, I don’t precisely remember if this bush existed before but got removed and then re-added. But it doesn’t exactly matter because this bush is now a reality. For some reason, the game design department at Riot Games felt like there were not enough bushes in the game. So they added an extra one in the middle to compensate for that.
I am not exactly complaining. I am just nitpicking. It never feels good to match up against a Rengar, let alone Rengar with Ivern. Moreover, the cherry on top of this guy’s wet dream would be the inclusion of this new bush. I can’t lie and say I haven’t used it to do nasty stuff. But still, do not use a tu quoque on me.
Towers collapse now?
Yes, towers now collapse in Season 13 of League of Legends ARAM once you destroy them. The only reason for this is to include a new challenge for some players that find it pretty painless to navigate through Howling Abyss carelessly. I can confirm that sometimes I just forget this exists. Consequentially, I persistently get obliterated.
However, here is a little tip for those of you who wasted the flash trying to run from Darius with a ghost: There is a little gap between the Howling Abyss’ boundaries and the tower’s wreck. You can access this gap from the bush that is always behind that second tower after the Inhibitor.
This tip can ensure you an easy escape, but the most challenging part is to actually remember to do this and not instantly panic. Also, do not forget that the tower wreck will push you back if you’re directly under it. And most importantly, the wreck hinders your vision.
In other words, you cannot see what’s behind it, so be sure that someone is always behind that wreck, waiting on your doom.
The map had changed, but what about the mini-map? They’re not muchly related, I know. One’s a heads-up-display feature, while the other is pretty much the environment of the game. So actually, they might be related, like, second-cousin-related type of relationship.
Jungle Pathing Recommendations
Do you remember me, like, three minutes ago, informing you about how Riot Games is plotting the doom of third-party rune-importing software? Yeah, well, as it turns out, they’re not just coming for thirty percent. Actually, they’re coming back for everything.
The brand new, somewhat unoriginal feature in League of Legends is the Jungle pathing recommendation. Remember when you used Blitz for jungle pathing? I mean, who the hell does that? Anyways, the game design department at Riot Games took the liberty of adding this feature for you in the game.
So now you don’t have to lose your nerves when Blitz crashes or your pro subscription ends. There’s nothing specific you should do to activate it. It’s pretty intrinsic. Regardless, please be sure to pick the smite spell on your champ select screen. After that, buy the starter pet egg, and head on for whatever the algorithm recommends –based on your champion–.
Or just completely ignore it, you know? No harm, no foul, probably. Just a heads up, this is not the last time we’re going to talk about the jungle. One more time and we are probably calling it a wrap.
Season 13 Comms Changes
You probably expected me to quote the widespread saying, “communication is key,” and I will not, although I just did.
League of Legends is in dire need of its players to understand the importance of communication. And Season 13 of League of Legends brings a whole lot of options to clearly communicate with your teammates. What choices, you might ask? Let’s start with the obvious new pinging wheel.
New Ping Wheels
Believe it or not, Riot Games added more helpful pings that absolutely no one is mature enough to use in a proper context, especially that new yellow one. We will talk about it in a while. However, frankly, the ping wheel is renovated to include a bunch more practical pings that precisely work in competitive play or solo queuing.
Pings now include:
- Assist Me
- Enemy Missing
- On My Way
Additionally, now there’s a ping wheel dedicated to pings that are dedicated to communication about vision. Instead of the usual press ‘H’ to ping vision here, now you can hold ‘H’ or whatever the designated button is to ping for vision, and you’ll see the wheel. This wheel includes these pings:
- Enemy Vision
- Vision Cleared
- Need Vision
That One Ping
If you might have noticed, some people tend to spam the bait ping. Now, initially, you might ask, why is that? Until you look a bit closer at what the ping looks like exactly. Have you got it yet? Well, the new bait ping looks like a noose. Now, the symbol of a noose does not represent anything positive in like any context whatsoever.
As you can probably guess, this ping is the national anthem to every toxic player that ever existed. Those players are the same to exploit the vague nature behind the bait ping to carry the wicked deed of wishing harm upon others. Naturally, this ping would either be removed or at least changed due to its ambiguous look.
Also, the color yellow is basically responsible for every exploitable ping that exists, from Season one to Season 13 in League of Legends.
Ward Locator & Timer
However, moving on from that subject to an actual great feature. One feature that looks minor but, for one, actually plays a significant function in raising map awareness. Ward-pinging. I understand this seems uninteresting, but this is actually pretty rewarding. Or, at least, that’s how they wanted it to be for Season 13 of League of Legends.
How is that rewarding, you ask? Currently, when you ping a placed ward, whatever kind of ward it is, its location will be permanently marked on your screen. Additionally, it will also show you a timer of when this ward is supposed to go down, not exactly in seconds, but it’s more of a visual timer.
Moreover, pinging a ward will give you +5 gold, no matter where you are. So you can be in the base waiting for some gold for your next item, and once you see an enemy placing a ward, once you ping it, the game automatically rewards you with +5 gold. Also, you can trigger the location marker and reward by hitting the ward once.
Nevertheless, try to do this as fast as you can as some people will always compete to do this. Everyone is doing anything they can out of desperation for any gold. Not to say that I don’t compete on it, but I’ve had the problem of not having +5 gold when I need them, so they’re definitely valuable.
Jungle Objectives Planning
The last time in this guide, or at least hopefully, that we mention the jungle and junglers. Riot Games did them one more favor, part of the communications part of gameplay, but one integral feature that should’ve been there from day one. Season 13 of League of Legends is the first to feature the jungle objective planning votes.
How does it work? When you ping the objective either from the ‘Tab’ screen or just on the minimap. Consequentially, you trigger the voting system. There are currently two votes, either take or give. The system functions rather similarly to the surrendering system.
One small thing to note, if you ping a negative ping on the objective, like, be cautious, or danger, the system marks your vote as give. While pinging something like all-in will communicate to the system that you’re trying to claim the objective. Therefore, mark your vote as take.
One more addition that I don’t see deserves that much praise is the buff that the Top lane received, which lets them gain more experience solo and gives them more gold for each minion. And with that said, that’s about all the changes that Season 13 of League of Legends featured. Or at least intends to feature in the near future.
The season is just about to start, approximately on the 11th of January. And until then, we will keep suffering from the Mundo with the Heartsteel, and the Sion with the Heartsteel, and the Sett with the Heartsteel. Well, in general, the Heartsteel itself. Furthermore, you can check our previous guides and keep your head up for future ones.
And like always, we’d be pleased to know what you think about the changes. Did you like the Heartsteel, or did you despise it? Do you still have the game installed after this huge buff to tanks and top lane? We are always eager to hear from you.