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What to Expect in Season 13 (Preseason) of League of Legends

What to Expect in Season 13 Preseason of League of Legends

Season 13 is almost upon us, and Riot has released their pre-season preview. They’ve discussed a new champion, visual upgrades to existing champions, gameplay updates and much, much more.

Before we begin, this is a WIP article, and we will update it as Season 12 ends and Season 13 begins. You should check the video out by Riot as it goes into slightly more detail about certain things. However, here’s the rundown by Mobalytics!

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They also created a follow-up post in early October 2022. Here’s the article which we recommend reading!

New Champions

There will be a new Top Laner before the Season ends. Their name is K’Sante, the Pride of Nazumah, who will be a tank.

A Darkin Assassin will be hitting Summoners Rift soon™. This is extremely vague, so there’s no information about them now.

A male enchanter from Ixtal is under development but is at an extremely early stage. No information on them yet, but he is gonna be cute AF.

CGU for Aurelion Sol

Aurelion Sol will be heavily updated after the new champion is released. Riot doesn’t want to remove what makes Aurelion, Aurelion, but they’re making him more like a Dragon.

  • He can now breathe fire, and he can fly more effectively.
  • Make sure you check out the video to see him in action.

ASU for Ahri

Ahri will get an update at the start of 2023. This has been long-awaited, and Riot talked about her getting an upgrade a very long time ago.

Gameplay Updates

In the pre-season, we will see changes to:

Communication

  • They are adjusting the ping system and will add more pings to your ping wheel.

Vision and warding

  • Basic overhaul to the vision system. You will now be able to see where you want to place a ward, which can be handy in hard-to-ward spots.
  • You can now also time enemy wards much more effectively.

Jungle Changes

  • Riot is attempting to make the jungle easier.
  • Sharing your buffs for your allies may leave behind a buff for you to have (all though Riot was pretty vague about this).
  • Pulling camps will be slightly easier and you will not get heavily penalised if you pull a camp wrong.

Chemtech Drake

  • New and improved Chemtech Drake. It now gives you more damage when you’re below a certain amount of health.
  • After laying the Dragon, you’ll be granted bonus damage when below a certain amount of health.
  • The map changes empower the Scryers Bloom, Blast Cone and Honey Fruit. Extra movement speed when running towards a target, the Blast Cone will make you fly a lot further, and the Honey Fruit no longer slows a champion while also granting a small shield.

Jungle Pets

You can now buy a pet that will upgrade over time. There are 3 different pets, with each enhancing your champion in 1 way or another.

  • Noxian Embercat slows and deals extra damage.
  • Ixtali Ixamander provides a shield and additional slow resistance and tenacity.
  • Ionian Cloudleaper grants extra movement speed.

XP and gold changes

  • Solo laners will now receive a small increase in how much XP they earn.
  • Bottom lane champions will receive a tiny bit less XP.
  • The Mid-lane minions will be worth less gold up to the 14-minute mark.

Items

Before we break down the new items, Riot has stated that the names, stats and effects might change.

Mythic Items

Icathia’s Endurance

  • 400 Health
  • 30 Armor
  • 30 Magic Resist
  • 20 Ability Haste
  • For each second in combat, you’ll gain a stack granting 3 Armor and Magic Resist, up to 10 max. At max stack become empowered, instantly draining enemies around you for 4% of your maximum health each and doubling your resists from stacks until end of combat
  • Mythic Passive: Grants all other Legendary items 5 Armor and Magic Resist

Radiant Virtue

  • 400 Health
  • 30 Armor
  • 30 Magic Resist
  • 20 Ability Haste
  • Guiding Light: Upon casting your Ultimate, you Transcend, increasing your maximum health. While Transcended, you and allies within 1200 range of you gain 25 non-Ultimate Haste. You and allies will also heal every 3 seconds.
  • Mythic Passive: Grants all other Legendary items 100 Health

Iceborn Gauntlet

  • 400 Health
  • 40 Armor
  • 20 Ability Haste
  • After using an ability, your next attack is empowered with an additional 100% base AoE physical damage, which also creates a frostfield. Enemies that move across the field are slowed by 15%.
  • Your primary target is slowed for double the amount and has their damage against you reduced by 10% for 2.5 seconds.
  • Mythic Passive: Grants all other Legendary items 50 health, 5% Tenacity, and 5% Slow Resist

Goliath’s Ascendiary

  • 800 Health
  • 200% Base Health Regeneration
  • 20 Ability Haste
  • Charge up a powerful attack against a champion over 3 seconds while within 600 range of them. The charged attack drains the target, dealing max health as bonus physical damage and healing you for that same amount. You permanently gain maximum health equal to 15% of the drain.
  • Grants all other Legendary items 1% increased health and 6% champion size.

Rod of Ages

  • 60 Ability Power
  • 300 Health
  • 300 Mana
  • This item gains 20 health, 20 mana, and 4 ability power every minute, up to 10 times, for a maximum of 200 health, 200 mana, and 40 ability power. Upon reaching max stacks, gain a level.
  • Mythic Passive: Grants all other Legendary items 5 Ability Haste

Non-Mythic Items

Catalyst of Aeons

  • 225 Health
  • 300 Mana
  • Restore mana equal to damage taken from champions, and health equal to mana spent, up to 15 health per cast.

Abyssal Mask

  • 500 Health
  • 300 Mana
  • 40 Magic Resist
  • 10 Ability Haste
  • Restore mana equal to 15% of damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast.
  • Curse nearby enemy champions, reducing the Magic Resist by 5 + 1.5% bonus health (maximum of 25). For each Cursed enemy, gain 9 Magic Resist.
    A champion can only be Cursed by one enemy at a time (prioritizing the most potent Curse)

Sunfire Aegis (No longer a Mythic Item)

  • 400 Health
  • 50 Armor
  • Taking or dealing damage causes you to begin dealing magic damage to nearby enemies for 3 seconds. Damaging champions or epic jungle monsters with this effect adds a stack, increasing subsequent Immolate damage by 10% for 5 seconds (6 stacks maximum).

Turbo Chemtank (No longer a Mythic Item)

  • 450 Health
  • 50 Magic Resist
  • 10 Ability Haste
  • Active – Supercharged: Grants 40% movement speed towards enemies or enemy turrets for 4 seconds. Once near an enemy (or after 4 seconds) a shockwave is emitted that slows nearby champions by 40% for 1.5 seconds.

Randuin’s Omen

  • 400 Health
  • 70 Armor
  • Active: Briefly slow nearby enemies by 55% for 2 seconds (60 second cooldown)
  • Reduce incoming damage from attacks.
  • Crits deal 20% less damage to you.

Spear of Shojin

  • 65 Attack Damage
  • 300 Health
  • 20 Ability Haste
  • Abilities that are not Ultimate spells gain bonus ability haste.
  • Gain additional movement speed, based on your missing health.

Ravenous Hydra

  • 65 Attack Damage
  • 20 Ability Haste
  • 9% Omnivamp
  • Attacks and abilities deal more physical damage to other enemies within 350 units of the target hit. You’ll also gain AD and Omnivamp whenever you kill an enemy, stacking up to 25 AD and 5% omnivamp. Lose 50% of these stacks on death.
  • Can only hit each target once per attack or ability every 10 seconds.

2022 Recap

This year has been a wild run for Riot. They’ve come up with some great ideas and not-so-stella ones. I won’t go into everything, but let’s just say they’ve made some pretty good champions this year, and they’ve come up with some great reworks.

I think that the new Drakes has been well received overall. I do thank Riot though for removing the Chemtech Drake because it was honestly… A terrible idea. It slowed the game down, it wasn’t enjoyable and I was happy to see the back of it. With that said, the new Drake sounds promising.

My Thoughts on the Upcoming Changes

I’m not going to talk about the new champions because, realistically, there isn’t anything to talk about. Riot hasn’t said much about them. I feel that the Aurelion Sol change is going to be pretty good. It’s nice to see him turning into more of a Dragon.

The Ahri upgrade is going to be cool, but I don’t exactly feel like she needed updating. Is not like she has a bad model or anything, but I’m really indifferent about the change.

For the ping wheel change, I feel that it’s pretty good and it’s about time they added more pings. It will take some time getting used to, but after a couple days it should be fine! For vision and warding, it looks promising. It will definitely help players place some of the harder wards around the map, especially the ones in the bottom lane and around objectives like the Dragon or Baron.

Jungling changes seem nice. If it makes it easier, then sobeit. I don’t think it will take too much skill out of the role. Pulling the camps and making that easier is going to be really helpful especially on players who are not very good at it.

As I said, the new Drake sounds promising and I think it could be really good. The bonus empowerments on the Scryers Bloom and Blast Cone are a nice touch and could be pretty funny.

All in all, I think there are some good changes to the upcoming Season!

That’s About It

Riot hasn’t released much info yet. But stay tuned as we get closer to the end of the Season, Riot will release a ton of extra information.

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