[This is a WORK IPROGRESS POST.] [Status: The PBE is back up from maintenance. Currently working on the smorgasbord of Urgot and skin previews and confirming balance.]

The PBE has been updated! As we creep into the 7.15 PBE cycle, tonight’s update includes the horrifying Urgot, the Dreadnought champion update and more!

Continue reading for more information!

(Warning: PBE Content is tentative and subject to change – what you see below may not reflect what eventually gets pushed to live servers at the end of the cycle! Manage your expectations accordingly.)

Table of Contents

Urgot Champion Update

Urgot’s large scope champion update is now on the PBE for testing, including a new kit, fearsome new voiceover, and an upgraded look for his base and skins.

Urgot, the Dreadnought

Abilities & Stats

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Echoing Flames (Passive)

„When Urgot hits an enemy in the direction of one of his legs with a basic attack, that leg will blast flames outward, dealing x plus x% of the target’s max health as physical damage to all enemies in a cone. Each consecutive hits within 5 seconds deal 10% reduced damage, down to a minimum of 70%. 

After firing, that leg goes on cooldown for x seconds (minimum 2.5s). 

Maximum x to monsters.

Corrosive Charge (Q):

x Mana
x sec Cooldown 

Urgot fires an explosive charge at the target location, dealing x (+x) physical damage and slowing enemies hit by 45% for 1 second. 

Enemy champions hit by the blast are also locked onto.

Purge (W)

x Mana
x sec Cooldown 

For the next 4 seconds, Urgot shields himself for x (+x) and rapidly shoots the nearest enemy, prioritizing champions that are locked onto, triggering Echoing Flames whenever possible. While firing, Urgot is slowed by 125 movement speed but has 40% slow resistance. 

While Purge is active, Urgot can walk over minions and non-epic monsters but cannot basic attack normally. He shoots up to 3 times a second, dealing x (+x) per shot. 

Damage is based on Urgot’s attack damage, applies on-hit effects at 33% damage, and cannot critically strike. 

Deals a minimum of 50 damage to minions.

Disdain (E)

x Mana
x sec Cooldown 

 Urgot charges in a direction. If he collides with an enemy champion, he will stop, stunning them for x second(s), and throwing them to the other side of him, dealin x (+x) physical damage. Enemy champions hit are locked onto.  

Non-champions take the same damage but are knocked aside. 

Cannot cross terrain.

Fear Beyond Death (R)

x Mana
x sec Cooldown 

Urgot fires a chem-drill beacon that impales the first enemy champion hit, locking onto them, dealing x (+x) physical damage, and slowing them by up to x% movement speed for x seconds. 

If the target falls beloe 25% health while impaled, Urgot may recast the ability, lashing out with chains that suppress the target and drag them in for execution. This will happen automatically if the target is below the health threshold at the end of the effect.  

If Urgot successfully executes an enemy, he fears all nearby enemies for 1.5 seconds.  

The target’s movement speed decreases based on their missing health.
Urgot cannot take other action while executing a target, and his death will end the event.


Here is Urgot’s new voiceover, clocking in at over 16 minutes of new lines and interactions.

Urgot also has a lot to say when it comes to special interactions:


Here is the new in-client short form lore entry for Urgot, the Dreadnought:

„Once a powerful Noxian headsman, Urgot was betrayed by the empire for which he had killed so many. Bound in iron chains, he was forced to learn the true meaning of strength in the Dredge — a prison mine deep beneath Zaun. Emerging in a disaster that spread chaos throughout the city, he now casts an imposing shadow over its criminal underworld. Raising his victims on the very chains that once enslaved him, he will purge his new home of the unworthy, making it a crucible of pain.“

As usual, look for his full lore and story later this patch on the NEXUS close to live release.

Updated Skins

All three of Urgot’s previously released skins have been upgraded with enhanced themes and effects  – Butcher, Giant Enemy Crabgot, and Battlecast.

Butcher Urgot

Giant Enemy Crabgot

Battlecast Urgot

New Skins

The Omega Squad skin line grows with new Fizz, Tristana, Twitch, and Veigar skins this patch. Each is tentatively priced at 1350 RP.

Omega Squad Fizz

1350 RP

Omega Squad Tristana

1350 RP

Omega Squad Twitch

1350 RP

Omega Squad Veigar

1350 RP

New Chroma

In addition to chroma sets  on release for the four new skins, Omega Squad Teemo also has new chroma!

Omega Squad Teemo

[Pearl, Obsidian, Sandstone]
[Video coming soon]

Omega Squad Fizz

[Obsidian, Tanzanite, Pearl]
[Video coming soon]

Omega Squad Tristana

[Pearl, Citrine, Sapphire, Emerald, Obsidian]
[Video coming soon]

Omega Squad Twitch

[Obsidian, Sandstone, Pearl]
[Video coming soon]

Omega Squad Veigar

[Tanzanite, Sapphire, Catseye]
[Video coming soon]

Chroma are priced at 290 RP each or discounted in larger bundles. Chroma also on early sale and sale for for IP about twice a year but only after being released for several months.

New Ward Skin

Along with out new skins we also have a trust Omega Squad Ward skin!

Omega Squad Ward

New Summoner Icons

Two new Omega Squad themed summoner icons have also infiltrated the PBE. No details on availability yet.


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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.
[Still VERY WIP! Populating changelists atm!]



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[noteThis is actually patching into live with 7.14.]

  • Passive renamed from ‚Slipstream‘ to ‚Noxious Slipstream‘
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Poacher’s Dirk
[noteThis is actually patching into live with 7.14.]

  • Unique Passive – Headhunter bonus physical damage lowered from 50 to 40


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    Context & Notes

    and that’s the bottom line.

    1) Meddler with his Quick Gameplay Thoughts for July 11 including a heads up on work for ping system and a few other upcoming changes to look for in 7.15 PBE;

    „Morning all, 

    Should be back to our usual couple of times a week routine now for a while 🙂  

    Usual Disclaimers 

    These posts will often contain talk about future work we’re doing, or planning to do, that isn’t yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped.
    If you’d like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler 

    Ping Updates 

    In an upcoming patch (7.15 maybe?) we have some additional work done on the ping system. As previously mentioned there’s a warded ping coming, we’ll also be making it so you can ping any item to chat, not just certain ones. We originally only added some items to the pingable list out of a concern there’d be a lot of pointless chat spam from people pinging stuff like Longswords. In retrospect players aren’t using the ping system like that much and those that do have plenty of things to spam anyway (Ally dead, Recall ready etc). We’ll be removing that restriction as a result to support some genuine cases of communication it currently blocks (e.g. trying to ping meaningful components to signal power spikes to allies). 

    We’ll also be taking at a look at allowing some skills to display their ammo in chat instead of their CD (e.g. GP Barrels or Corki rockets) since that’s the actually relevant part of the spell. Not sure yet if that’ll make this round of ping changes or not though. 

    7.15 as Worlds Qualifiers Patch 

    As previously mentioned 7.15 is the patch most of the Worlds Qualifying games will be played on. That means we’ll be focusing more on balance for pro play than usual. Part of that will involve small changes to a large number of champions who are either a bit too dominant in that context or nearly viable but not quite there. Things like a base health nerf to Thresh or higher GP passive damage are possible candidates there. We’ll likely have somewhere between 10 and 20 champs getting changed in that way in the patch, though not all will be on PBE immediately. Also worth noting that there’s also an assessment of impact in regular play that goes into whether to buff/nerf in situations like this, with some champs who are pretty strong already in regular play (e.g. Panth) not getting buffs even though they’re not pro viable for example. 

    Other 7.15 Balance Changes  

    We’ll also be doing some work on other stuff in 7.15 of course. Some of that stuff, even if it appears on PBE, might end up getting pushed back to 7.16 though, given the limited amount of testing time and potential size of the patch. Things we’re considering include:

    • Nasus – Changing E to % shred and making it so while R is active Q has a lower CD. Intended to be overall buffs, in particular to Nasus’s ability to fight other tankier folks (often all he can reach). 
    • MF – Potential buffs to her attack speed, supporting more auto attack heavy playstyles. More experimental, so moderate likelihood some or all of the changes don’t make the cut.\ 
    • Lux – Potential buffs to her teamfighting (looks a bit weak overall, goal would be to put power into her utility more than her one shot ability though). 

    More Runes Stuff 

    We should have another look at a new Keystone coming this week (probably tomorrow), with a comparison between Perxie, which we talked about previously, and a different Sorcery Keystone. 

    For those interested in the development side of Runes we’ve also just finished running a series of player research labs in Korea, with players who are pros, streamers, ex-pros, managers of community sites etc testing out the new system. Got a bunch of useful feedback from that we’re excited to act on. Previous rounds included labs in China recently with randomly selected players in two groups (Silver/Gold and Plat/Diamond) and before that in NA with both the LCS teams and randomly selected other players who live in the LA area. Given how large the impact of Runes is likely to be we want to ensure we’re getting in person feedback from a really wide variety of players along a range of axis (regular players and pro, different skill levels, different regions, theorycrafters and non theorycrafters etc). We run similar labs for a lot of other content, including things like new champions/VGUs and features like Tournaments or Honour. Runes is one of the biggest (or possible the biggest) and most global sets of labs we’ve done though, which has been both very helpful and pretty cool so far.“

    2) Riot MEMEME noting a Mordekaiser bug fix headed to PBE for this cycle, a long as fixing a few other W issues.

    Author Lokzmir
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