9.9 PBE Cycle

This mega post was last Updated on 4/26 with the 4/26 PBE Update
(With the release of patch 9.8 to live on April 17th, we started the new 9.9 PBE cycle.)

Previous PBE Cycles in 2019
[8.24] [9.1] [9.2] [9.3] [9.4] [9.5] [9.6] [9.7] [9.8]

Below you will find a comprehensive list of new content, balance changes, and whatever else  is included in the current PBE cycle! Be aware that these changes are extremely tentative, there is a possibility that things you see below will be changed or even reverted prior to the live patch.

( Note: As the cycle continues, some images may be outdated! )

(Warning: PBE Content is tentative and iterative - what you see may not reflect what eventually gets pushed to live servers! Manage your expectations accordingly. )

Table of Contents

Champion Skins

Conqueror Alistar continues testing on the PBE this cycle!

Conqueror Alistar

975 RP [Scheduled 9.9 release during MSI!]

Here's Riot KiWiKiD with a bugs & feedback thread for Conqueror Alistar:
"Conqueror Alistar is ready for PBE Bugs and Feedback! 
This bad boy has conquered countless battlefields and now has MSI 2018 in his sights! Go forth and dominate with his: 
  • New model and textures - Plated armor built to last many battlefields
  • New spell VFX - Feel the golden flare of conqueror
  • New recall animation - Smashing through to obtain the trophy, classic Alistar. 
Conqueror Alistar is now available on PBE! Give him the battles you want to conquer and report back here with any bugs that occured or feedback that you have. Any questions are of course welcome as well, and I’ll do my best to answer as many as I can. 
Conqueror Alistar is currently set at 975 RP. (subject to change) 
Friendly reminder: Conqueror Alistar will not be released until 9.9, around MSI (Mid-season invitational)!"


Golden chroma for each Conqueror/Challenger skin continue testing this cycle! The descriptions note: "Loot exclusive gained during the 2019 MSI Event."

Conqueror Alistar

Conqueror Karma

Challenger Nidalee

Challenger Ahri

Conqueror Varus
Here's Riot Orphyre with a bugs & feedback thread for the chromas this cycle:
"Hey everyone! 
We’ve got some new Chromas coming up for Conqueror Varus, Challenger Ahri, Conqueror Karma, Challenger Nidalee, and the new Conqueror Alistar! 
Conqueror Varus:
  • New textures:
    • Conqueror Varus (Golden)
Challenger Ahri:
  • New textures:
    • Challenger Ahri (Golden)
Conqueror Karma:
  • New textures:
    • Conqueror Karma (Golden)
Challenger Nidalee:
  • New textures:
    • Challenger Nidalee (Golden)
Conqueror Alistar:
  • New textures:
    • Conqueror Alistar (Golden) 
The Chroma sets are now available on PBE! We hope you all will enjoy the new sets; as usual, we’re looking forward to hearing your constructive feedback. I’ll do my best to answer and reply to your questions and feedback! 
Riot Orphyre"

Summoner Icons

Seven new icons are now on the PBE:

Trials 2019 Pass Icon, Golden Trials 2019 Icon, The United Icon, The Warband Icon

The Faceless Icon, The Council Icon, The Trials Icon

Challenger/Conqueror summoner icons are still on the PBE for a release with the Mid Season Trials event:

Conqueror Alistar Icon, Challenger Nidalee Icon, Challenger Ahri Icon

Golden Challenger Nidalee Icon, Golden Challenger Ahri Icon, Golden Conqueror Alistar Icon

Golden Conqueror Varus Icon, Golden Conqueror Karma Icon

LST Mega, G2 Esports 


Four new Trials emotes are now on the PBE:

The Council, The United, The Faceless, The Warband

Three Conqueror emotes continue testing on the PBE for a release during the Mid Season Trials event:

Impressive!, Worthy Adversary, Wonderful...

Ward Skins

The 2019 Conqueror Ward continues testing on the PBE for a release during the Mid Season Trials event:

2019 Conqueror Ward

MSI 2019 Login Theme

A new login  themed around MSI 2019 is now on the PBE:

Houses 2019 Login Theme

A new login theme, titled "Houses 2019" was also added to the PBE:

VFX Updates for Ashe, Blitzcrank, Caitlyn and Jax, plus an SFX Update for Renekton

Here's Sirhaian with details on VFX and SFX updates now testing on the PBE:
"Hello everyone! 
Similar to the previous VFX updates we’ve made in the past (Kennen, Olaf, Wukong, etc), we're working on updates to the Visual Effects (VFX) of more champions whose spell effects are in need of some love. Our aim is to get their FX to current League standards and improve gameplay clarity. In Patch 9.9, we'll be releasing VFX updates for Ashe, Blitzcrank, Caitlyn and Jax, and an SFX update for Renekton
We're looking for feedback on those changes, which should be up on the PBE now. Please try them out there —especially if you're a main— and leave us your feedback! 
VFX update across the board to clean up unnecessary noise and improve gameplay clarity. Ashe wasn’t in such a high risk area, so we just brought up the art aesthetic to keep her more in line with our Freljordian champions.

BA - Basic attacks are now frosty with an updated arrow model
Q - Mostly added more glow and frost
W - Cleaned up unnecessary noise and created a sharper projectile
E - She now fires an icy hawk that explodes into snow on impact. Updated model for the hawk!
R - New arrow model and made it feel more threatening and cold. Should now slightly indicate the hitbox more clearly.
P - Frosty and cool 
Please note that all skins will not be touched, except for the ones that use base VFX for their respective recolors on live. 
VFX update across the board to clean up unnecessary noise and improve gameplay clarity. Keep in mind he is also getting a small gameplay update!

BA - New hit effects.
Q - Blitzcrank’s Q has been updated to (finally) show the actual width and distance of the hook. Should now be more consistent with the hitbox. Also cleaned up a bit and added a small cast effect.
W - Cleaned up, with added electricity.
E - Cleaned up, with added electricity on his fists. New uppercut hit effect.
R - Finally shows the actual range! Yes, it’s always been this big. Should also be more satisfying. The R ready indicator (the body electricity) has also been cleaned up.
P - The barrier has been cleaned up a bit. 
Rusty Blitzcrank: Rustier.
Piltover Customs Blitzcrank: Cleaned up and recolored W effects.
iBlitzcrank: Cleaned up his Q and added jetpacks in his W run. Preserved the lens flares in his E.
Riot Blitzcrank: R has a hint of red.
Battle Boss Blitzcrank: Improved R satisfaction and adjusted the R AOE size.
Lancer Rogue Blitzcrank: Cleaned up R noise.
Lancer Paragon Blitzcrank: Cleaned up R noise. 
VFX update across the board to clean up unnecessary noise and improve gameplay clarity. Also reinforced her Piltover/Hextech thematic where it made sense, while trying to preserve her iconic feel. Should feel more impactful and on-par with our modern standards.

BA - Cleaned up and removed all the noise. Also new hit impacts.
Q - Cleaned up and removed the noise. Also added a width indicator on both Q1 and Q2 for clarity. New hit impacts.
W - Reduced activation noise. Cleaned up the root effect. Ally traps now glow blue instead of green to match our modern standards.
E - Cleaned up, and now more accurately represent the width of the missile.
R - Reduced the R target effect’s noise and improved timing a bit. Also new cast effect, missile and hit effect.
P - New headshot missile and effects. Should be more readable and satisfying! 
Headhunter Caitlyn: Cleaned up the projectiles. Added the width indicator on Q1 and Q2.
Lunar Wraith Caitlyn: Cleaned up the projectiles. Adjusted width of Q missiles to match base. Also cleaned up R charging and hit effects. 
VFX update across the board to clean up unnecessary noise and improve gameplay clarity. Made his attacks sharper and more impactful.

BA - Cleaned up and more impactful
Q - Cleaned up and a bit more readable
W - Activation more visible, and added fire to the lamp post. Bigger impact, too.
E - Cleaned up, and now shows the range of the stun!
R - Cleaned up and more visible, with some sand particles!
R P - Third hit now much more clear and satisfying. 
Nemesis Jax: New particles over the entire kit, to give it some more uniqueness.
God Staff Jax: Added the stun range indicator on his E to match the changes on base. 
Cleaning up Renekton's Audio to make it more clear! Goal is to EQ original files to clean out unneeded noise. SFX Updates only, as he already received some VFX Updates earlier.

Q - Emphasizing the Blade on the Cast as well as the Hit
W - Cleaning up loops with EQ, adding blade textures to Execute and Super Execute
E - Slice and Dice has applied Tremolo in the cast, more Transient to the Hit
R - Debris in the Loops have more debris texture with EQ as well. The Cast has more texture to represent some faction tonality
P - EQ present on the Cast and cleaner growl. 
Please test those changes on the PBE and let us know if you have any feedback!"
4/17 UpdateRiot Sirhaian noted more tweaks for Caitlyn VFX (full thread):
Following player feedback, I've cleaned up and tweaked the basic attack projectiles for base Caitlyn a bit to reduce the fiery/magic feel. Should be on the PBE tomorrow! (Screens are Normal, Crit and Headshot)
Jax VFX Update Spotlight:

Blitzcrank VFX Update spotlight:

Ashe VFX Update spotlight:

Caitlyn VFX Update spotlight:

Post MSI Gameplay Improvements

Here's Riot Scruffy with a post on upcoming gameplay changes in future patches:
"Hey all, Scruffy here giving an early look at some of the gameplay changes we’re planning for patches 9.9 and 9.10. While we still have no plans for a formal midseason patch (big disruptive changes that reshape the way you play League), we'll have a higher than usual amount of changes like the recent Urgot work so these patches will be heftier than what you've seen in the first half of 2019. 
Systems Changes 
  • Early Jungle Lane Dependence - This one is here because we think we can target a common jungler pain point without a big amount of change. Philosophically we like for junglers to participate in the wider game and have to take risks to succeed, but we also want to solve a frustration point that early fights are too important and junglers feel overly reliant on laner rotations to succeed. We’re testing changes around scuttle mechanics and possibly other tactics to see if we can create a less pressured level 2 fight-or-lose situation.
  • Inspiration overuse as secondary - Inspiration is stifling a lot of other cool secondary rune tree options by bringing too much value. We are exploring both nerfs there and also buffs to the other tree minor runes to make them have more splash appeal.
  • Hunter’s Potion - This item is a tempting option that currently is a trap because it’s weak and additionally doesn’t really add a lot of interest beyond a ton of sustain. We’re experimenting with some small reworks to make this usable and fun but if we can’t find any compelling spaces we’ll remove this item altogether.
  • Aftershock - Pretty simple goals here to reduce the power of this rune on champs not building tanky while keeping it good on tanks and bruisers. 
Champion Changes 
  • Blitzcrank - We'll be shipping the quality of life improvements that you saw on PBE recently: making Blitz's passive shield more consistent, removing the randomness from R's passive, and giving Blitz a bit more payoff for auto attacking
  • Tahm Kench - The goal here is to make TK less of an action stopper in very high elo and pro while also making him a playable support pick for the average player. Our current direction makes TK slow when devouring an ally (like when he devours an enemy) to pull a bit of power out of coordinated saves. To compensate we’re buffing his Q slow and making devour -> spit minions cost less so that he can use it more
  • Zac - We’re currently testing a mostly reverted version of the Ult with a few improvements to help it have more clear gameplay and understandable impact.
  • Aatrox - He still has been too hard to counter at high level and pro play which really hurts his playability for normal players. Our current changes make his ult revive only activate if he gets a takedown while his ult is active to remove his reliable ability to deny his own death. To compensate we’re buffing his baseline stats and exploring some other spicy additions. 
As usual, these are all work in progress so we may change or even not ship some of these ideas if they don’t come together well. Thanks for playing with us and I’m looking forward to your feedback and ideas. 


  • Map accent options for Mid Season Trials event:
  • Trials event loot assets:
    • MSI 2019 Orb
    • Trials Token
    • Golden Chroma for Challenger Nidalee + Icon
    • Golden Chroma for Conqueror Karma + Icon 
    • Conqueror Alistar Icon + Border
    • Golden Chroma for Challenger Ahri + Icon
    • 100 Prestige Points + Icon
    • Golden Chroma for Conqueror Varus + Icon
    • Golden Chroma for Conqueror Alistar + Icon
    • Challenger Nidalee Icon + Border
    • Challenger Ahri Icon + Border
    • 2019 Conqueror Ward
    • Worthy Adversary Emote
    • Wonderful... Emote
    • Impressive! Emote
  • Mid Season Trials event missions UI assets:
    • "Induction background for Trials 2019 Series"
    • "Celebration background for Trials 2019 Missions for the Council"
    • "Celebration background for Trials 2019 Missions for the United"
    • "Celebration background for Trials 2019 Missions for the Faceless"
    • "Celebration background for Trials 2019 Missions for the Warband"
  • Special loading screens for Challenger Ahri and Challenger Nidalee, available during Mid Season Trials event:

Balance Changes

NOTE*: The PBE is a testing grounds for new, tentative, & experimental changes. Be aware that what you see below may be relative to other changes earlier this cycle! These are not official notes.

  • HP5 lowered from 8 to 3
  • Deathbringer Stance (Passive)
    • [Removed] Reduces healing and shielding on champions
    • [New] Heals Aatrox for the bonus damage dealt
    • Bonus damage lowered from [8-16%] to [5-10%]
    • Cooldown lowered from 25 to 15
    • Cooldown reducing effect changed from [2 seconds per spellcast + 2 for hitting champions with sweetspots] to [2 seconds per damaging attack or spell on enemy champions and large monsters + 2 on sweetspot hit]
    • Maximum bonus damage against monsters lowered from 400 to 100
    • Attack frame adjusted to more closely match other basic attacks
  • The Darkin Blade (Q)
    • Cooldown start time changed from [on Q1 cast] to [on most recent Q cast]
    • Damage increased from 10/25/40/55/70 to 10/30/50/70/90
    • Cooldown lowered from 16/15/14/13/12 to 14/12/10/8/6
  • Infernal Chains (W)
    • Slow changed from 15/20/25/30/35% to 25%
    • Cooldown increased from 18/17/16/15/14 to 26/23/20/17/14
  • Umbral Dash (E)
    • [Removed] Grants attack damage for 1.5 seconds
    • Passive healing source changed from [physical champion damage] to [non-periodic champion damage of any type]
  • World Ender (R)
    • [Removed] Revive as a baseline World Ender effect
    • [Removed] Bonus movement speed on cast and while out of combat with champions
    • [Removed] Allied minion fear
    • [Removed] Triggering a Revive no longer clears short buffs on Aatrox (ex. Conqueror stacks)
    • [New] Aatrox gains 60/80/100% Movement Speed decaying over World Ender's duration
    • [New] Aatrox receives 40/55/70% increased healing during World Ender
    • [New] On takedown, extend World Ender by 5 seconds, refresh the Movement Speed, and Revive upon taking lethal damage
    • Cooldown start time changed from [After R ends] to [On Cast]
    • Cooldown lowered from 160/140/120 to 140/120/100
    • Cast time lowered from .5s to .25s
    • Revive self slow increased from 25% to 99%
    • Revive heal changed from [10-50% Max HP] to [30% max HP]

  • Twilight Shroud (W) 
    • extended duration lowered from 8/8.5/9/9.5/10 to 7/7.5/8/8.5/9
    • cooldown increased from 21/19/17/15/13 to 25/22/19/16/13

[Context / Changelist - back for more testing, expected release in 9.9!]
  • Mana Barrier (Passive)
    • Shield Strength changed from [50% of current mana] to [30% of Max Mana]
  • Static Field (R)
    • [New Passive] "Lightning charges Blitzcrank's attacks, dealing an extra 50/100/150 (+30% AP) magic damage. This stack up to 2 times."

  • Decimate (Q)
    • Blade damage increased from 40/70/100/130/160 to 50/80/110/140/170
    • Heal increased from 12/24/36% missing health to 15/30/45% missing health
      • (based on # of enemy champs hit by blade, capping at 3)

  • Base AD increased from 55 to 58
  • Phase Dive (E) mana cost lowered from 40/50/60/70/80 to 40/45/50/55/60

  • Rampage (Q) damage boost when Rampage damages a champion lowered from 10% to 5%
  • Devastating Charge (E) 
    • Min damage lowered from 45/80/115/150/185 to 45/75/105/135/165
    • Max damage lowered from 90/160/230/300/370 to 90/150/210/270/330

Jarvan IV
  • Base HP lowered from 571.2 to 570
  • Mana lowered from 302.2 to 300
  • Mana regen lowered from 1.3512 to 1.3
  • Golden Aegis (W) bonus shield changed from [+2/2.25/2.5/2.75/3% of J4's Max health per nearby enemy champion)] to [1.5% of J4's Max health per nearby enemy champion]
  • Demacian Standard (E) cooldown increased from 11 to 12

  • Lightning Rush (E) no longer grants armor and magic resist.
  • Slicing Maelstrom (R) now grants 20/40/60 armor and magic resist

  • Ring of Frost (W)
    • Damage increased from 70/100/130/160/190 to 70/105/140/175/210
    • AP ration increased from 30% to 50%

  • Bramble Smash (Q) damage increased from 65/105/145/185/225 to 70/115/160/205/250

  • Black Shield (E) 
    • Shield strength lowered from 70/140/210/280/350 to 60/120/180/240/300
    • Cooldown increased from 23/21/19/17/15 to 26/24/22/20/18

[Changelist / Context]
  • Base HP increased from 480 to 540
  • Base Armor increased from 29 to 32
  • Base AD lowered from 70 to 62
  • Base MR increased from 30 to 32
  • MR growth increased from .5 to 1.25
  • Grand Entrance (W) dash speed increased from 1500 to 1850
  • The Quickness (R)
    • "Rakan has a .5s cast time (he can still move) where he can no longer use his 2 or Flash"
    • "I put in a buffering system for the R > W that should make things feel a lot more fluid. If you press W while in the R cast time it should buffer like a normal spell combo."

  • Base AD lowered from 65.5 to 64
  • AD per level lowered from 3.35 to 3
  • Prey Seeker (Burrowed Q) cooldown increased from 11/10/9/8/7 to 12/11.5/11/10.5/10
  • Furious Bite (E) damage lowered from 55/65/75/85/95 to 50/60/70/80/90

  • Attack speed per level increased from 2 to 3 
  • Shadow Dash (E) bonus health as damage increased from 12% to 15%

  • Starcall (Q) 
    • Cooldown increased from 5 to 8/7/6/5/4 
    • Rejuv Self-Heal changed from [56/64/72/80/88 (40% AP) over 4s] to [60/80/100/120/140 (+50% AP) over 5s (now non-linear, frontloaded)]
    • Rejuv Ally Heal changed from [42/56/72/90/110 (+30/35/40/45/60% AP)] to [Same as self heal]
    • Damage changed from [70/110/150/190/230 (+35% AP)] to 60/95/130/165/200 (+35% AP)
    • Rejuvenation Haste changed from [10% moving away from enemy champs]  to [14/18/22/26/30%, decaying (keep in mind this is also granted to allies with W)]
  • Equinox (E) 
    • cooldown lowered from 24/22/20/18/16 to 20/19/18/17/16
    • mana cost increased from 70 to 70/75/80/85/90
    • damage lowered from [70/110/150/190/230 (+40% AP)] to [70/95/120/145/180 (+40% AP)]

  • Kingslayer (W) base damage increased from 50/75/100/125/150 to 60/90/120/150/180

Tahm Kench
  • Health increased from 540 to 600
  • Health growth lowered from 102 to 100
  • Movement speed increased from 335 to 345
  • An Acquired Taste (P) bonus damage changed from [1.25/1.5/1.75% of his max health at levels 1/7/13] to [1.5% of his max health at all levels]
  • Tongue Lash (Q)
    • Slow duration increased from 1.5s to 2s
    • Cooldown changed from [5] to [8/7/6/5/4]
    • Missile range increased from 800 to 850
    • Slow changed from 30/40/50/60/70% to 50/55/60/65/70%
  • Devour (W)
    • [New] TK is now slowed and grounded and slowed by 95% when devouring any champion
    • Mana cost increased from 60 to 100
    • [New] Refunds 50% of its mana cost on devouring an enemy
    • Cooldown changed from [28/25/22/19/16] to 20
    • Minion damage lowered from 100/150/200/250/300 to 100/135/170/205/240
    • Champion damage changed from [20/24/28/32/36% enemy max HP] to [100/135/170/205/240 + (5/7/9/11/13% enemy max HP)]
  • Thick Skin (E)
    • [Removed] Mana cost
    • Percent of grey health converted into healing increased from 15/20/25/30/35% to 20/25/30/35/40%
    • Damage converted into grey health increased from 70/75/80/85/90% to 80/85/90/95/100%
  • Abyssal Voyage (R)
    • Range changed from [4500/5500/6500] to [2500/5500/8500]
    • Cooldown increased from 120/110/100 to 140/130/120

[Context 1 / Context 2 - Early exploration! Reverted for now, expect more testing next cycle!]
  • Base Mana Regen increased from 1.92 to 2.5
  • Mana Regen per level increased from 0.09 to 0.15
  • Mana/lvl up increased from 20 to 25
  • Base damage lowered from 54 to 51
  • Attack speed per level lowered from 3.38 to 2
  • Toxic Shot (Passive)
    • Teemo’s basic attacks now deal 8-50 bonus magic damage and leave a Poison DoT that deals 24-180 magic damage over 4 seconds.
    • Toxic Shot damage (both the on-hit and the DoT) is amped by 50% whenever there are other Poison debuffs on the target
  • Blinding Dart (Q)
    • Base damage lowered from 80/125/170/215/260 to 70/105/140/175/210
    • mana cost increased from 70/75/80/85/90 to 80/85/90/95/100
    • AP Ratio lowered from 0.8 to 0.6
    • Now is a Poison Debuff
  • Move Quick (W)
    • No longer breaks stealth
  • Guerilla Warfare (E)
    • Cooldown: 40/37/34/31/28
    • [New] "After a 2 second delay, Teemo becomes Invisible indefinitely if standing still or in brush, and can move up to 5/6/7/8/9 Teemos while out of brush, but any non-periodic damage from champions will break him out. Teemo can see 25% farther while stealthed. Upon breaking Guerilla Warfare, Teemo gains e20/30/40/50/60% Attack Speed for 3 seconds. While on cooldown, standing in brush will tick down guerilla Warfare's cooldown faster."
      • Stealth duration while moving: 2/2.25/2.5/2.75/3
  • Noxious Trap (R)
    • Base Damage lowered from 200/325/450 to 150/250/350
    • AP ratio lowered from 0.5 to 0.4
    • Mushroom max ammo count up from [3 at all ranks] to [3/4/5]
    • Traps now become invisible after 1 second
    • Traps can continue to bounce on other traps

  • Frenzy (W) bonus attack speed per stack increased from 4/8/12/16/20% to 9/13/17/21/25%

  • AD increased from 25 to 35

  • AD increased from 25 to 35


Cheap Shot (D2)
  • bonus true damage increased from 8-40 to 10-45

Ghost Poro (D3)
  • Now also grants Adaptive bonus when Ghost Poro spots an enemy
    • "Gain an adaptive bonus of 1.2 Attack Damage or 2 Ability Power for every Ghost Poro spawned and when your Ghost Poro spots an enemy champion up to 10 stacks."

Ultimate Hunter (D4)
  • CDR per stack increased from 3% to 4%

Relentless Hunter (D4)
  • Movement speed increased from 8 to 10
  • Movement speed per stack increased from 8 to 9

Celerity (S3)
  • [New Effect] "All movement bonuses are 7% more effective on you and you have 1% additional Movement Speed."

Scorch (S4)
  • bonus magic damage increased from 10-30 to 15-35

Aftershock (R1)
  • Damage changed from [10 - 120 (+3% max health)(+15% bAD)(+10% AP)] to [10 - 120 (+4% max health)]
  • Armor & MR changed from [70 - 120] to [70 + 50% of your Bonus Resists]

Bone Plating (R3)
  • Reduced damage increased from 25-50 to 30-60

Conditioning (R3)
  • Armor and MR increased from 8 to 9

Magical Footwear (I2)
  • Free boots time increased from 10 minutes to 12 minutes
  • Takedown timer reduction increased from 30s to 45s

Patch History for this cycle:

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