Tag: lizard buff

Single-target spells now applying red buff

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This may be old news for some of you, but I didn’t notice it until today while I was playing Shaco. I Deceived over a wall to catch a low-health Ashe under her second turret. She saw me and moved away, though not before I could land a Two-Shiv on her. I was devastated to see that the spell wasn’t quite enough damage to drop her, especially since I was soaking so much turret fire to attempt the kill. Much to my surprise, she died just as she entered the fog of war. As she disappeared, I saw what looked like the burning animation from lizard buff.

I haven’t been able to find anything official from Riot regarding this change – it certainly wasn’t in Volibear’s patch notes – but it seems that this has been active since the most recent patch. I saw it today with Shaco, Nunu, Ryze, and Swain, though some of the threads I’ve found confirm that it is any single target spell.

This is a pretty huge change, one that further complicates the current jungle situation. Imagine giving lizard buff to Urgot at level two. Yeah, now his Q applies lizard. Have fun with that. How about Ryze? Katarina? LeBlanc? Kassadin? Kennen? Akali? Oh dear god, Akali. The problem, of course, is that it means the jungler is giving up a serious amount of XP early in the game. Unless he is ganking extremely well, passing off buffs isn’t really an option in the early game. Still, I always like to have more options than fewer, so I’ll call this “interesting” a the very least.

Had you already noticed the change?

Jungle changes on the way

Guinsoo held a Q&A session on the Chinese version of Twitter in which he talked about some upcoming changes to jungling. Jungling has grown into a staple of the meta game, to the point that I almost never see a game without at least one jungler, and most games have two. In some ways, jungling can be blamed for a lot of the passive play in the game. Junglers are the reason pushing is so frowned upon. Junglers push back aggressive play with ganking, and a big part of a successful gank comes from the slow on lizard buff, but that’s about to change.

As Guinsoo has it, red buff will be going from a slow on target to a haste, granting the jungler extra killing power without offering too much utility. I think it’s a great change. I’ve often thought that jungle buffs last entirely too long. I would much rather see a short duration, short respawn time on the buffs than the current long duration, but that’s not really the point here. The point is that jungling is being looked at in some significant ways.

Unfortunately the changes are a long ways off. The forums caught wind of the changes and started up the QQmobile, so Riot has stepped in to reiterate several times that the changes are in very early testing.

I really hope the testing goes well. I would bet that 50 percent of my games go stagnant around the 20 minute mark, the other 50 being the early surrenders. At 20 minutes you’re usually looking at the third full jungle clear, maybe waiting on the second dragon spawn of the game and a couple turrets might be down. At that point it’s still way too dangerous to overextend, so teams just stand around waiting for lanes to push. It’s insanely boring, and something I hope we’ll see change sooner or later.

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