LoL Preseason 2023 Preview: Jungle, Item and Communication System Changes

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LoL Preseason 2023 Preview: Jungle, Item and Communication System Changes

Preseason 2023 changes will be available on PBE starting tomorrow.


With Season 13 coming to the live servers in December, Riot will slowly start to release some of the planned changes to the PBE. We’ve already seen some of these changes, or at least heard about them, in the Dev Update video Riot put up. And now we have a more detailed look at what are the initial changes with tomorrow’s PBE cycle, as players will have the opportunity to try these changes on PBE.

Chemtech drake returns to the Rift

One of the first changes on the list is the return of the Chemtech drake, which the player definitely did not enjoy when it was first introduced in Season 12. But this version of the drake, nor the map changes, is the same. The most disliked parts of the Chemtech drake, which were the stealth map and the revive passive, are no more. The new drake will instead give players more durability and its soul will give more damage.

  • Chemtech Drake will now grant a small amount of Tenacity and Heal/Shield strength when slain
  • Chemtech Soul will grant bonus damage when below a certain amount of health
  • Blast Cones will now blast those in range twice as far as before
  • Honey Fruits will upgrade into Stim Fruits, no longer slowing champions that consume them and granting a small bonus shield in addition to the usual heal
  • Scryer’s Bloom will upgrade into Stalker’s Bloom. When hit these plants will now reveal a small circular area around the plant and a cone opposite of the direction it was hit, granting movement speed towards revealed enemy champions and reducing wards revealed to 1 health.

Making jungle more accessible

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The barrier to entry when learning jungle has been a big talking point in the community. There is no jungle tutorial in the game and the only way to learn the role is to play it, which can be disheartening for some new players. To help with that, Season 13 will see some changes to jungle, as we always do.

First of these changes are Avatar Smites and Jungle Pets which players will be able to purchase in the shop. These pets will evolve as the junglers kill their camps and eventually will give them Avatar buffs, empowering their abilities.

  • Noxian Embercat: This will be the pet of choice for junglers looking to play more aggressively. It will provide slows and bonus damage.
  • Ixtali Ixamander: This jungle pet is perfect for junglers looking to frontline and tank for their teams. It will provide a shield based on your health that provides bonus slow resist and Tenacity when broken.
  • Ionian Cloudleaper: This jungle pet will be great for junglers looking to rotate and move around the map more quickly. It will provide bonus movement speed.

Then junglers also will have access to Leashing Range Indicators and they will be recommended optimal jungle paths. These are generally learned through external sources like streams, guides or Youtube videos so not every player had the same base knowledge when it came to jungle clear optimization. Pathing recommendations will be based on the data from the games of higher elo jungle players.

Communication and vision changes

Players have been asking for more options when it comes to ping wheel, and it looks like Riot is delivering. The five-ping wheel will be replaced by an eight-ping one, with four new pings added into the game.

  • Returning Pings: Retreat, On My Way, Assist Me, Enemy Missing
  • New Pings: Push, All-In, Hold, Bait
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There is also a new ping wheel solely focused on vision with options like “Vision Cleared,” “Enemy Vision” and “Need Vision.” These were especially in demand as the only previous option to use was “Enemy has vision,” which tended to get confusing as players used it to mean more than one thing. And now all these pings will be displayed on the edge of your screen, not just the minimap.

The last change here is the new voting option when people ping different objectives. These will show up similarly to the surrender vote and let you and your team coordinate much better.

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Lane gold and experience changes

  • Solo Lane Experience: Solo lanes will now receive a 95% experience multiplier (previously 93%) from minions
  • Duo Lane Experience: Duo lanes will now receive a 22% bonus experience multiplier (previously 24.73%) from minions
  • Mid Lane Gold Changes: All minions spawned in the mid lane will now be worth 1 less gold before 14 minutes when last hit (previously, only cannon minions were worth less gold, but were worth 10 less gold)

New and updated items

With Season 13, Riot is planning to revamp some of the items and add some new ones. Some of these items are entirely new, but some are old faces players will recognize like Spear of Shojin or the heavily requested Rod of Ages.

Most of the focus seemed to be on tank items with many new ones added and both Sunfire Aegis and Turbo Chemtank no longer Mythics. There are also adjustments to less used items like Ravenous Hydra.

Also keep in mind that these changes are only on the PBE for now, and are subject to change.

Icathia’s Endurance (Mythic Item)

  • 400 Health
  • 30 Armor
  • 30 Magic Resist
  • 20 Ability Haste
    • Voidborn Resilience: For each second in champion combat 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 (reduced to 1% against minions and monsters) and doubling your resists from stacks until end of combat (60 second cooldown).
    • Mythic Passive: Grants all other Legendary items 5 Armor and Magic Resist

Radiant Virtue (Mythic Item)

  • 400 Health
  • 30 Armor
  • 30 Magic Resist
  • 20 Ability Haste
    • Guiding Light: Upon casting your ultimate you Transcend, increasing your maximum health by 10% for 9 seconds. While Transcended you and allies within 1200 range of you gain 25 non-ultimate Ability Haste. You and allies will also heal for 1.5% of your maximum health every 3 seconds, increased by up to 100% based on that champion’s missing health. Healing is doubled on yourself (90 second cooldown).
    • Mythic Passive: Grants all other Legendary items 100 Health

Iceborn Gauntlet (Mythic Item)

  • 400 Health
  • 40 Armor
  • 20 Ability Haste
    • Spellblade: After using an ability, your next attack is enhanced with an additional 100% base AoE physical damage and creates a frost field for 2.5 seconds. Enemies that move across the field are slowed by 15% + 0.003% of your maximum health. Your primate target is slowed for double the amount and has their damage against you reduced by 10% for 2.5 seconds (1.5 second cooldown).
    • Mythic Passive: Grants all other Legendary items 50 health, 5% Tenacity, and 5% Slow Resist

Goliath’s Ascendiary (Mythic Item)

  • 800 Health
  • 200% Base Health Regeneration
  • 20 Ability Haste
    • Colossal Consumption: Charge up a powerful attack against a champion over 3 seconds while within 600 range of them. The charged attack drains the target, dealing 50 + 10% of your maximum health as bonus physical damage and healing you for that same amount. You permanently gain maximum health equal to 15% of the drain (30 second cooldown per target) (note: Maximum health will be lost if the item is sold).
    • Mythic Passive: Grants all other Legendary items 1% increased health and 6% champion size
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Rod of Ages (Mythic Item)

  • 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 (Note: the level cap will remain at 18).
    • Mythic Passive: Grants all other Legendary items 5 Ability Haste

Catalyst of Aeons

  • 225 Health
  • 300 Mana
    • Eternity: Restore mana equal to 15% of damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 health per second.

Abyssal Mask

  • 500 Health
  • 300 Mana
  • 40 Magic Resist
  • 10 Ability Haste
    • Eternity: Restore mana equal to 15% of damage taken from champions, and health equal to 20% of mana spent, up to 15 health per cast. Toggled abilities can only heal for up to 15 health per second.
    • Unmake: 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
    • Immolate: Taking or dealing damage causes you to begin dealing 15 (+ 1.75% of bonus health) magic damage to nearby enemies (increased by 25% against minions and 150% against jungle monsters) 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 (90 second cooldown).

Randuin’s Omen

  • 400 Health
  • 70 Armor
    • Active – Humility: Briefly slow nearby enemies by 55% for 2 seconds (60 second cooldown)
    • Rock Solid: Reduce incoming damage from attacks by up to 5 (+ 0.35% of maximum health)%, capped at 40% of the attack’s damage
    • Critical Resilience: Critical Strikes deal 20% less damage to you

Spear of Shojin

  • 65 Attack Damage
  • 300 Health
  • 20 Ability Haste
    • Dragonforce: Your non-ultimate spells gain (6 + 10% of bonus AD for Melee champions / 4 + 6% of bonus AD for Ranged Champions) Ability Haste, reduced to (3 + 5% of bonus AD for Melee champions / 42+ 3% of bonus AD for Ranged Champions) Ability Haste for immobilizing spells
    • Exigency: Gain up to (15% for Melee champions / 10% for Ranged champions) increased movement speed, based on your missing health (maxed out when below 33% health)

Ravenous Hydra

  • 65 Attack Damage
  • 20 Ability Haste
  • 9% Omnivamp
    • Cleave: Attacks and abilities deal (60% for Melee champions / 30% for Ranged Champions) physical damage to other enemies within 350 units of the target hit
    • Carnivorous: Gain 0.5 AD and 0.1% 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
    • Cleave does not trigger on structures

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LoL Preseason 2023 Preview: Jungle, Item and Communication System Changes
Rohat Dicle Kılınç
Rohat is a writer mainly focused on the League of Legends esports scene, and an LCS hopeful.