Red Post Collection: Take Over - Worlds 2020 Song, /Dev: Competitive End of Season '20, Preseason '21 & More

Posted on at 9:50 AM by Aznbeat
Today's red post collection includes the premiere of the Worlds 2020 song and an event FAQ, Take Over, a new /Dev blog on Competitive at the end of season and into 2021, Samira's champion spotlight, and more!
Continue reading for more information!

Table of Contents

Take Over - Worlds 2020 Song

The Worlds 2020 song has premiered on the League of Legends Youtube! Check out the animated video below:

Take Over (ft. Jeremy McKinnon (A Day To Remember), MAX, Henry) | Worlds 2020

"Listen now:
Apple Music:
YouTube Music:
Amazon Music:
League of Legends - Take Over
Featured artists: Jeremy McKinnon (A Day To Remember), MAX, and Henry
Written by: Riot Music Team, Alex Seaver of Mako, and Cal Scruby
Mandarin Chinese translation by: Henry and Marshall
Produced by: Riot Music Team
Mixed by: Riot Music Team
Mastered by: Mike Bozzi at Bernie Grundman
Vocals performed by: Jeremy McKinnon (A Day To Remember), MAX, and Henry
Vocal production by: Riot Music Team
Music Video: Created in partnership with The Line Animation 
We at the top again, now what?
Heavy lay the crown, but
Count us
Higher than the mountain 
And we be up here for the long run
Strap in for a long one
We got everybody on one 
Now you're coming at the king so you better not miss
And we only get stronger
With everything I carry up on my back, you should paint it up with a target 
Why would you dare me to do it again?
Come get your spoiler up ahead 
We're Taking Over, We're Taking Over
Look at you come at my name, you 'oughta know by now
That We're Taking Over, We're Taking Over
Maybe you wonder what you're futures gonna be, but
I got it all locked up 
Take a lap, now
Don't be mad, now
Run it back run it back run it back, now
I got bodies lining up, think you're dreaming of greatness?
Send you back home, let you wake up 
 (After all, what still exists except for fights) 
 (Around me, the keyboard is clicking, the clock is ticking) 
 (Still not enough, let me protect your persistence) 
(Do not worry about the future even if it’s too late) 
(Let out the fight, right at this moment) 
I got the heart of lion
I know the higher you climbing, the harder you fall
I’m at the top of the mount
Too many bodies to count, I’ve been through it all
I had to weather the storm to get to level I’m on
That’s how the legend was born
All of my enemies already dead
I’m bored, I’m ready for more
They know I’m ready for war
I told em 
We're Taking Over, We're Taking Over
Look at you come at my name, you 'oughta know by now
That We're Taking Over, We're Taking Over
Maybe you wonder what you're futures gonna be, but
I got it all locked up"
Check out these other animated videos released about Worlds:

/Dev: Competitive End of Season '20, Preseason '21

Here's Riot Codebear with a /Dev blog on competitive changes - "Where we've come this year, changes to end of season, and preseason updates."
"Welcome back for a long overdue dive into the state of Competitive Gameplay on League. In this article we’ll be reviewing how well our changes have been performing from the 1st half of the year and what big changes are coming in preseason. We’ll also briefly touch on Clash and the future and wrap everything up with a sneak peek at Victorious. 
Since it’s been a while, let’s quickly review our goals for the season and some of the core outcomes we expect. 
Goals and Changes 
This year we wanted to get into the core of our competitive systems and clean up some problems that have been painful for quite a while. Specifically, we’ve been working towards the following: 
  • Improve queue matchmaking quality without compromising queue time and availability.
    • Shipped: Autofill Parity - Reduced autofill disparity to <5%
    • Shipped: Premade disparity down from 54% to <5%
    • Shipped: New Matchmaking methodology—faster and more accurate identification of skill level in normal queues (coming to ranked in preseason)
    • Shipped: MMR Clamps quality of life change so players at the top and bottom .01% of the ladder aren’t perpetually stuck trying to find a match
  • Improve transparency around ranked and matchmaking systems.
    • In Progress: Ranked informed matchmaking that aims to match only with those who are of a similar rank as you are
  • Improve progression satisfaction and skill expression in our systems.
    • In Progress: Inter-divisional promotion removal
    • In Progress: Duo changes to Master +
    • In Progress: Structured Unlock of Master + tiers
  • Make rewards more recognizable and relevant for time spent in League.
    • In Progress: Updates to Victorious thematic and content
  • Players can play with, and find, others they want to play with.
    • Shipped: Flex restriction removal resulting in an increase the number of 5-stack teams by ~7% and total available flex matches between ~35% and 65% depending on region
    • Shipped: v1 of Clash Build-a-Team, allowing solo players to list themselves as free agents who can be recruited by friends and friends-of-friends 
We’ve talked about improvements to matchmaking quality and ability to play with others more readily through autofill parity, premade parity, new matchmaking methodology, and flex restriction removals. 
We’ve also been deep diving into Behavioral Systems, breaking those problem spaces out into a separate team that is focused completely on fundamental changes to how our systems work in the space. 
Let's talk about preseason, where we’re shoring up the final Matchmaking changes for the year, diving into progression improvements, and revisiting rewards. 
Coming in Preseason
We’re rapidly approaching the time of year when change blows heavily on the wind. Worlds looms large, season end is on the horizon, and the ever-looming preseason overhaul is coming in fast. Here are our core commitments over the next few months: 
Division Promo Series Removal 
Inter-division promotion games were initially implemented to provide compelling goals for players to tackle between tier. At best, they were a source of relief when you won and, at worst a source of major frustration when you were bounced out for the fifth time in a row. We wanted to revisit the original decision and solve for unnecessary frustration and climbing blocks between solo and flex queues divisions. As such, at the start of preseason, we’ll be removing the inter-division promotion series in both queues and making the following changes to avoid ranked inflation and rapid rubberbanding. 
  • On division promotion, rolling leftover LP into the next division
  • Removing inter-division demotion protection for players who are at 0 LP 
As this change is directly targeted at making the experience better for players at the divisional level, it will not extend to tier promotions (Silver to Gold, Gold to Platinum, etc.). We still believe that between tier promotion series are an important part of keeping the progression between tiers a meaningful and challenging endeavor. We’ll be really looking to you for feedback on the new ranked ladder experience while we monitor queue and ladder health independently. 
Ranked Informed Matchmaking 
Two of our core goals this year center around matchmaking quality and transparency of the ranked system. Though still primarily determined via MMR, we're layering on new guardrails that we’re calling “ranked informed matchmaking”. These guardrails will ensure teams are more balanced from an LP and division perspective in addition to being balanced from an MMR perspective. 
We measure the success of this change by the difference in LP within your team and between the two teams. Our preliminary simulations are already showing a significant improvement in the following areas: 
  • No change to MMR difference between teams
  • Within-team LP differential cut by 40% at all matchmaking percentiles
  • Between-team LP differential cut by 40% at all matchmaking percentiles
  • No more than +1:30 to queue times for .01% of players
  • No more than +5 second to queue times for 50% of players
What this means on your side is that you should see very, very few games where any players in your lobby are more than a tier apart. This change, paired with the other matchmaking changes below, will bring match quality and visible rank closer together. We’re excited about these first tests and will be continuing with more tweaks with a plan to release everywhere before the first preseason patch. 
Ranked Seeding 
We spoke earlier this year about our Ranked Seeding explorations, highlighting the value associated with placing players more accurately when they are first placed in ranked queues: A less volatile experience for both new accounts entering ranked and veteran accounts when paired with these new ranked accounts. 
During our initial exploration, we realized that our methodology was a bit too simplistic. While our first versions did show improvement to new player placement, we were still off against our accuracy target—these accounts were winning or losing more games than predicted after initial seeding, which signaled that they were drastically misplaced. Those tests took place shortly after our previous blog about three months ago. 
Most of these misplaced accounts are what we identify as “Smurf accounts,” and they cover a large spectrum of skill levels. This makes it difficult to really pinpoint where these accounts should be placed and requires a deeper, more complex analysis. In order to really solve the problem the best way, and not just put a bandage over the symptoms, we decided to end the first Ranked Seeding experiment early and spend a few more months investing in a better version. We plan to deliver the second iteration of Ranked Seeding alongside other matchmaking solutions at the start of preseason. 
Apex Tier Changes (Master+) 
Throughout the year, we’ve been reviewing the way the ladder works at the very top, and we have some concerns with consistent match quality and generally how players experience what is supposed to be a collection of the best individual players on each server. Regionally, there are vast differences with play rates and expectations for climbing. Some problems that keep coming up are integrity around duos vs non-duos, autofill by role, and disparity between ranks. 
For preseason, we want to take a stab at really solidifying the statement that players at this level are the best individuals on the server, and we aim to make the playing field as balanced as possible. 
Our first experimental change is to remove duo queue for all players at Master tier and above during preseason. For the majority of the ladder, we can effectively make matches to balance out premades across teams. However, duos at the top level make it more difficult to provide fair matches due to the extremely low availability of players at that skill level. We believe that these changes will improve overall match quality at the top of the ladder through less variance between team skill, reduction in autofill and secondary role positioning, and faster match times. 
We understand that for a portion of Apex players, climbing with a buddy is their preferred way to play, but at the top of the ladder where folks tend to start knowing and recognizing each other across matches, there’s a big difference between getting that solo bot lane pair versus a professional bot lane. We still recognize the importance of players being able to play with friends. With lifted party restrictions and greater stability with between-team match quality, we hope to see more participation in Flex queue and Clash to satisfy these needs. 
Start of Season Apex Unlock 
Our second change to the Apex tier is focused on providing a meaningful experience in the form of Master + unlock progression. In previous years we would open up the Apex tier at a fixed point in the early season and everyone above a certain LP or ranking would automatically populate the positions with odd LP values. This experience was both jarring and confusing, and led to some awkward situations where players would spike to a higher ranking than they should be just by being at the cusp when the gates opened. This year, we want to take a different approach and unlock the Apex tier right at the start of the ranked season. This will allow for players to fight against each other for those first spots and only promote into the tier when they hit our Apex minimum LP requirement. 
Our first values to be tested are: 
  • Unlocked immediately; Master
  • 200 LP for Grand Master
  • 500 LP for Challenger 
Lastly, as discussed earlier in the year, we want to continue to take a look at ways we can improve the autofill experience without hurting your ability to actually find a match. At the top of the ladder, the most pronounced impact to games comes in the form of having an autofilled player come up against a Challenger player in their primary position. We don’t have an experiment scheduled for preseason given the other projects we've discussed so far, but wanted to let you know this is a problem space we're investigating. Ultimately, by trying to balance matchmaking filters in as many ways as we possibly can, we believe that matches right from the start will be more about who performs the best, with less emphasis on which team has the highest % chance of imbalance across the map. 
We are going to be incredibly mindful of these changes and will be making changes based on player feedback and matchmaking quality metrics throughout the preseason. 
End of Season 
As the end of season rapidly approaches, we wanted to take a brief moment to talk about what’s coming in the form of rewards. Specifically, ranked seasons are defined by the Victorious Rewards we distribute at the end of the season. 2020 marks 10 years of ranked, and the Victorious theme hasn’t evolved as quickly as the competitive landscape. We believe there is an opportunity to provide players with a more "on-theme" in-game aesthetic that better represents what it means to endure the pain and fight for your rightful place on the ladder. 
New to 2020, you'll also receive a chroma for every tier you reach above Gold to represent just how high you climbed during the season. Not only should you just feel good about reaching that first Victorious milestone, but you should also be able to represent the pinnacle of where you finished the season on the Rift. 
Clash End of Season

Adjacently, this November will mark the first end of season for Clash players. Starting this year, you'll receive Clash-specific end of season rewards and recognition for your teams' triumphs, based on Victory Points earned over the season. In this first version of Clash season end our goal is to lay the groundwork for future iterations. 
We’ve outlined the following tiers and sub-tiers for rewards. Each reward milestone includes all the rewards earned in previous milestones. 
  • Contenders (players who participated and saw some success in Clash)
    • Contender Summoner Icon: 1 VP
    • Contender Clash Logo: 200 VP
    • Contender Clash Banner: 1000 VP
  • Conquerors (players who saw some good success in multiple Clash events))
    • Conqueror Summoner Icon: 2000 VP
    • Conqueror Clash Logo: 3000 VP
    • Conqueror Clash Banner: 4000 VP
  • Champions (players who were major Victory Point earners)
    • Champion Summoner Icon: 5000 VP
    • Champion Clash Logo: 6000 VP
    • Champion Clash Banner: 7000 VP 
If you haven’t had a chance to participate in Clash, or aren’t at the Victory Point level you are happy with, don’t worry: You’ll have two more full weekends of Clash to earn VP with higher stakes during our Worlds Clash event. For this tournament, we’re targeting 16-team brackets with more Victory Points on the table. 
Overall, in 2021 we’ll be revisiting progression in Clash and expanding on what we started this year. We really want to focus on making playing as a team a meaningful and longstanding tradition in League for years to come. Let us know how you feel about this first set of Clash end of season rewards so we can take your thoughts into consideration for future iterations! 
The year has been full of challenges within and outside the boundaries of Runeterra. We hope that you join us in celebrating a tumultuous season and continue to voice your opinions and concerns. The changes we’ve made this year are a continued step forward into the best version of the most competitive game in the world and we’re committed to always strive for the best version of League. This'll be our last blog before the end of season and preseason, but we'll pick back up next year to keep you updated with how we're evolving your competitive League experiences. 
As always, you can find us on the Rift, battling alongside you. Good luck and have fun."
The LoL Taiwan Facebook also posted another teaser for the Victorious skin:

Worlds 2020 Event FAQ 

Check out this FAQ for the upcoming Worlds 2020 event, running from October 1st through November 9th:
"The rumble of calamitous thunder. The whisper of rustling leaves. The crash of an unstoppable force. Magic is everywhere, in everything, and here? There be dragons. Their mighty roars will rage over the Rift, heralds that the gate to Worlds has opened. 
This draconic vanguard takes flight with patch 10.20 on October 1st, 2020 at 1:00 PM (PT), but that is only the beginning. Their ancient magic will give way to two more patches worth of wonder as we make our way to Worlds, lasting until November 9th, 2020 at 11:59 PM (PT). Though the final curtain will have fallen, you'll still have until November 24th, 2020 at 1:00 PM (PT) to spend your hard earned Worlds Tokens. 
Worlds represents a year's worth of training, gaming, and glory, both for the teams competing on the Shanghai stage and your own hard-fought matches. We couldn't just spoil everything at once, could we? Keep an eye out here as we soar towards patches 10.21 and 10.22, and all the content that comes with them. 
Worlds Pass & Pass Bundle 
With so much content coming alongside Worlds, it only makes sense that we'd give you two ways to hop on the pass train. The Worlds Pass can be purchased for 1650 RP, and it comes with 200 Worlds 2020 Tokens and 4 Worlds 2020 Orbs. 
We're also offering a Worlds Pass Bundle for 2650 RP. Aside from all the items mentioned above, this Bundle summons The Boss like you've never seen him before with the Dragonmancer Sett skin. This draconic bruiser will be busting heads with a special icon and border. 
You can purchase both the Worlds Pass and the Bundle until the event ends on November 9th, 2020 at 11:59 PM (PT)
Temper those dragon-like tendencies because we can't have you hoarding the tokens. Buying a Pass doesn't mean you get extra tokens and orbs even if you buy the Bundle! 
You didn't think you'd miss out on a whole World of new missions, did you? Haha. See what we did there? ...No? Well, while we're seeing ourselves out, you can start taking on some timely tasks. 
Ready to place your metaphorical bets? Pick'em is back for Worlds 2020 which means, you, the casters, heck the entire League community, can make their best guess as to who will triumph throughout Worlds. Once Worlds is underway, you can head here to get started. Please note that the site will be updated as we get closer to patch 10.20. In the meantime, why not peruse what rewards await should your pick be victorious. 
It's not just about locking in your picks, of course. You'll also be rewarded as you earn points! Just keep in mind that you'll need to complete this Pick'em Missions in order. You'll be able to participate in the Chained Pick'em Missions from September 30th, 2020 at 4:00 PM (PT) until November 2nd, 2020 at 11:00 PM (PT)
Showing your favorite team your support on the Worlds stage means, well, the world to us! We figured what better to show that gratitude than with some extra special missions. The first three missions are chained together, and you can complete them from September 24th, 2020 at 11:00 AM (PT) until November 7th, 2020 at 11:00 AM (PT)
The final mission is, of course, for Finals! You can participate in that mission from October 26th, 2020 at 1:00 PM (PT) until November 9th, 2020 at 11:59 PM (PT) when the event comes to a close. 
These missions become accessible with the Worlds Pass. Remember, you'll need to complete each Milestone before moving onto the next! 
Wondering how to score points towards your Weekly Wins? Every time you win in Summoner's Rift, ARAM, Pick Urf, or TFT (placing in the top 4), you'll earn 5 points. Don't worry, though! Even if you're on the losing team (or if you've placed 8-5 in TFT), you'll still earn 2 points, so really it's a win-win! 
Worlds 2020 Missions
We told you this event was a big one! The Set 1 Missions will be live starting October 1st, 2020, alongside the event, but more missions will make a crash landing on October 15th. What did you think that'd be all of them? Nope! There's even more missions after that, but you'll need to check back here partway through the event to find out more. Just to give you a taste of what’s to come, the following will be included as rewards for future missions: 
  • 400 Event Tokens
  • 1 Event Orb
  • 1 Eternals Capsule
  • 12 Event & Worlds Icons
These missions are chained, so you'll need to complete them in order.
Orb missions are unlike the other Worlds missions in that they aren't linked together. Simply play 30 matchmade games and reap the sweet rewards.
Content Costs
Behold the beast within and channel its awesome power...or, at least, its aesthetics. Take a look below for some draconic designs and their relevant costs: 
  • Storm Dragon Lee Sin - 1820 RP
  • Storm Dragon Aurelion Sol - 1350 RP
  • Eternal Dragon Brand - 1350 RP
  • Obsidian Dragon Sett - 1350 RP
  • Fae Dragon Ashe - 1350 RP
Each of the Chromas coming out for this release cost 290 RP, but note that some can only be found in specific ways, such as through loot or influencer exclusives. Any special Chromas will be marked accordingly. 
  • Storm Dragon Lee Sin - (Sapphire, Tanzanite, Obsidian, Pearl, [Event Shop Only] - Jadeclaw, [Bundle Only] Ruby)
  • Storm Dragon Aurelion Sol - (Sapphire, Tanzanite, Obsidian, Pearl, Amethyst, Rose Quartz, [Event Shop Only] - Jadeclaw, [Bundle Only] Ruby)
  • Eternal Dragon Brand - (Sapphire, Catseye, Obsidian, Pearl, Amethyst, Rose Quartz, [Event Shop Only] - Jadeclaw, [Bundle Only] Ruby)
  • Fae Dragon Ashe - (Sapphire, Catseye, Obsidian, Pearl, Amethyst, Rose Quartz, [Event Shop Only] - Jadeclaw, [Bundle Only] Ruby) 
  • Dragonmancer Ward Skin - Worlds Pass Milestone 5 Mission Exclusive
  • Dragonmancer Border 2020 - Bundle Exclusive (see below) 
  • Eww! - Mission Reward 
It's in a dragon's nature to seek rewards, but these prizes aren't for hoarding, they're for using! 
Got yourself a Worlds 2020 Orb? Well, it contains 1 random Skin Shard and a 4% chance to drop a Grab Bag. What’s in the Grab Bag you ask? Now that’d be telling… Just kidding! The Worlds 10 Year Grab Bags give you: 
  • 3 random Skin Shards
  • 2 Worlds Champion Skin Shards (2011-2018)
  • 1 Champion Skin Shard (2013-2019)
You’ll also see both your Gemstone and Mythic Skin permanent drop rates multiplied by 1.5. Get ahold of your loot in the Store: 
  • Worlds Orb + 16 Worlds Tokens - 250 RP
  • 10 Worlds Orb + 1 Bonus Worlds Orb + 160 Worlds Tokens - 2500 RP
  • 25 Worlds Orb + 1 Worlds 10 Year Grab Bag + 400 Worlds Tokens - 6250 RP
Event Shop 
While Obsidian Dragon Sett is pummeling punks with his new prestige skin in patch 10.20, be sure to keep an eye out for another potential prestige skin coming in the later patches during the Worlds event. This mysterious prestige skin will be available to purchase for Tokens. 
  • Worlds 2020 Event Prestige Points Icon + 100 PP - 2200 Tokens
  • Obsidian Dragon Sett Prestige Edition + Icon - 2000 Tokens
  • Storm Dragon Lee Sin Chroma (Jadeclaw) + Icon - 300 Tokens
  • Storm Dragon Aurelion Sol Chroma (Jadeclaw) + Icon - 300 Tokens
  • Eternal Dragon Brand Chroma (Jadeclaw) + Icon - 300 Tokens
  • Fae Dragon Ashe Chroma (Jadeclaw) + Icon - 300 Tokens
  • Storm Dragon Lee Sin Icon + Border - 250 Tokens
  • Storm Dragon Aurelion Sol Icon + Border - 250 Tokens
  • Eternal Dragon Brand Icon + Border - 250 Tokens
  • Fae Dragon Ashe Icon + Border - 250 Tokens
  • Obsidian Dragon Sett Icon + Border - 250 Tokens
  • Worlds 2020 Orb - 200 Tokens
  • Random LL Egg (Series 1-6) - 300 Tokens
  • LL Series 1 Egg - 600 Tokens
  • LL Series 2 Egg - 600 Tokens
  • LL Series 3 Egg - 600 Tokens
  • LL Series 4 Egg - 600 Tokens
  • LL Series 5 Egg - 600 Tokens
  • LL Series 6 Egg - 600 Tokens
  • Mystery Emote - 60 Tokens
  • Random Champion Shard - 50 Tokens
  • 3 Keys - 180 Tokens
  • 1 Key - 60 Tokens
  • 1 Key Fragment - 20 Tokens
  • 100 Blue Essence - 10 Tokens
  • 10 Blue Essence - 1 Token 
Pick URF 
Your abilities may have increased cool down, but the fight is just heating up because Pick URF is back starting October 1st, 2020 at 1:00 PM (PT). Raise your spatulas in salute for this ultra-rapid-fire return."

Samira Champion Spotlight

[UPDATE: Look like this has been taken down. Expect it's return closer to Samira's release on the 21st!]

Check out the Samira champion spotlight! Look for Samira's release on September 21st!


  • KateyKhaos has confirmed on twitter that Championship LeBlanc will be releasing on SEPTEMBER 24th. 
"Championship LeBlanc was incorrectly listed as being available today, September 17th, in the patch notes. 
She will be available September 24th."


  • The PsyOps 2020 Event is running now through September 30th! Check out new skins, chromas, missions, and more! Look for the launch of  new PsyOps skins for PykeViktorZed, & Kayle on September 17th.
"PsyOps Pyke, PsyOps Viktor, PsyOps Zed, PsyOps Kayle, and Championship LeBlanc will be available on September 17th, 2020. PsyOps Samira will be available on September 21st, 2020. True Damage Yasuo Prestige Edition will be available on September 25th, 2020."
"Samira shows-off her moves in 10.19 on September 21. "

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