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Patch 6.1 Notes (leak)

From https://www.reddit.com/leagueoflegends/comments/40fx0d/patch_61_garena_ph_rip_formatting/
(was deleted, used cached version and formatted it for reddit)


New champ select is coming to Normal and Ranked Draft queues.
The new champ select experience will be enabled for Normal and Ranked Draft across the world later this patch! We're starting with tests in NA and TR on January 13. If everything goes well, we'll continue to roll out new champ select in other territories over the following days. A few key details of the system are listed below; make sure to head back to the 2016 Season Update site for an in-depth overview.
When new champ select launches, devs will be on the boards to gather feedback and track known issues. Let us know what you think!


Teammates each select two positions they'd like to play (top, jungle, mid, bottom, support, fill) in the lobby


Once a match is found, new champ select assigns each teammate a position


Teammates have an opportunity to highlight the champion they want to play before picks and bans


Teammates assigned to third, fourth and fifth pick will each ban one champion


Bans and picks must be locked in. Hovering doesn't count! Failing to lock in a ban or pick will result in a dodge with a time penalty.
Lastly, the launch of new champ select marks Team Builder's retirement. New champ select is a better answer to many of the problems we were trying to solve with Team Builder, so we're opting to replace Team Builder rather than having both queues exist together.


When new champ select launches, Team Builder will be retired


The 2016 ranked season commences this patch! Keep an eye out for more information! Back to top


BARD ~ootay~
Sometimes you'd chuck a cute lil' meep on over at an evildoer and their pal, only to find you didn't hit both (even if it looked like it visually). So we adjusted it. Bard Buffs
Meeps now additionally hit in a 150 radius around the primary target (in addition to the cone damage) once Bard unlocks the cone attack Meep upgrade
Pretty obvious that this wasn't working as intended. For all of you who've been double killed by Brand's ultimate while standing inside a minion wave, #bigsorry.
Fixed a bug where Pyroclasm would always prioritize enemy champions unless it killed its target
Less weirdness around using Headshot.
Caitlyn seems to have landed in a good spot post-update, but there's still some awkwardness to clean up around the usability of her new-and-improved Headshot.
Fixed a bug where Caitlyn would walk toward her empowered Headshot target if they were less than 650 range of her
Fixed a bug where Caitlyn's next basic attack would sometimes be delayed more than normal after an empowered Headshot
Fixed a bug where Caitlyn would sometimes take longer than intended before firing an empowered Headshot when swapping targets
Trap now is slightly better at catching small champions (like yordles)
Dark Wind mana cost down.
Let's be clear, this is a small buff. We're fairly certain that Runic Echoes will benefit Fiddlesticks, but we also wanted to give this old-school kit (with those massive mana costs) a small bump in the right direction. This will probably help out Middlesticks or Supportlesticks (we stretched for that one) more than Junglesticks, but at least this offers an alternative leveling path for those who want to bounce around.
DARK WIND COST 50/70/90/110/130 mana ⇒ 50/60/70/80/90 mana
Passive ratio down, duration increased.
As history would imply, Gangplank is a hard man to keep down. Despite chipping away at his explosive area-of-effect damage, GP remains above the curve in the laning phase thanks to Trial by Fire's incredible damage output (especially when reset with Powder Kegs). With Gangplank's hyper-scaling potential, it didn't make much sense for him to also shove opponents out of lane like he owned the place. So we're adjusting.
PASSIVE DURATION 1.5 seconds ⇒ 2.5 seconds
TICKS 6 ⇒ 10 (damage per tick reduced; total damage unchanged)
RATIO 1.2 bonus attack damage ⇒ 1.0 bonus attack damage
Fixed a bug where Jinx was getting more than one passive stack after killing an inhibitor
Fixed a bug where Jinx was able to cast rockets for free when out of mana
Fixed a bug where Jinx was receiving less attack speed than intended from Get Excited! when using Fishbones, the Rocket Launcher
Switcheroo! can no longer be cast while disabled
E's less mana-efficient when rending single targets.
Back with a spear of vengeance, Kalista's been slowly working her way up the list of must-answer threats in today's state of the game. This should come as no surprise with professionals evaluating her highly back at the World Championships, but even preseason's goodies for casters and crit-wielding marksmen were enough to keep her down. This patch we're exploring ways to reduce Kalista's mana efficiency without negatively impacting the feel or skill required to uphold the oath. You'll break even when rending entire waves per usual, but singleton last-hits and one-off-trades will see Kalista's mana bar emptier than her tolerance for betrayers.
Fixed a bug where Kalista sometimes continued autoattacking through a few loss-of-control states (ex. Guardian Angel, Lulu's W - Polymorph)
REND COST 40 mana ⇒ 30 mana
REFUND ON MULTI-KILL 40 mana ⇒ 30 mana
Passive attack comes out faster. W's explosive radius is up. E range up.
With the removal of Ranger's Trailblazer, Brutalizer, and the old Last Whisper, Kha'Zix lost a lot in the transition to 2016. Our previous attempts to restore some of his former glory were well intentioned, but weren't enough to bring the bug back. 6.1's all about helping Kha'Zix achieve successful isolation without needing to increase the isolation range itself. Highlighting and enabling Kha'Zix's ability to capitalize on the missteps of his prey fits perfectly with KZ's own motto: evolve, and overcome.
Passive speed increased to match Kha'Zix's basic attack animation
LEAP RANGE 600 ⇒ 700
EVOLVED RANGE Unchanged (thought you should know)
E and mimic'd E's missile speed up.
Flashy and tricky, successive nerfs to Leblanc have her feeling less-than-responsive recently. With immobile mages still on top, we're taking the opportunity return some snappiness to keep LeBlanc's foes on their toes.
Passive ratio down. E damage down.
The bottom line is this: Miss Fortune's doing too much damage. While most of it is warranted (especially when aided by allies to combo some amazing Bullet Times), Make It Rain's increased range and synergy with Thunderlord's Decree have turned it from an area control spell to just another way to bully her opponents. That said, MF's not far off from where we'd like her laning phase to sit, so we'll be watching her this patch to make sure she hasn't walked the plank entirely.
PASSIVE RATIO 0.6 - 1.0 total attack damage (at levels 1-18) ⇒ 0.5 - 1.0 total attack damage (at levels 1-18)
MAKE IT RAIN DAMAGE 90/145/200/255/310 ⇒ 80/115/150/185/220
Shield takes longer to decay. W is not castable on minions. R gives Mordekaiser's attack damage, and does more damage over time.
Following up our changes in 5.23, these are similarly focused on cementing Mordekaiser's pattern as a slow but terrifying Juggernaut (capital J). Weakening ability power builds in favor of more hybrid ones is the name of the game, favoring sustained threat over time instead of '1-shot comboing your soul into pieces.' Reverting some of his shield decay and W's ally-target functionality, Mordekaiser should find himself able to pick fights while solo or duo to keep on shredding.
IRON MAN DELAY ON SHIELD DECAY 1 second ⇒ 1.5 seconds
HARVESTERS OF SORROW Can now be cast on allied minions (melee and caster minions have smaller rings)
TEMPORARY HARVESTERS Effect now ends if Mordekaiser or his ally dies
GHOST BONUS ATTACK DAMAGE 10/20/50 attack damage ⇒ 1.0 of Mordekaiser's bonus attack damage
DAMAGE SPLIT 50% on-cast + 50% over 10 seconds ⇒ 25% on-cast + 75% over 10 seconds (total damage unchanged)
Passive ratio increased.
Another patch, another Riven buff (I'll take words we never thought we'd type for 500, Meddler). Not much has changed since the last time we met - itemization isn't great for champions like Riven, and while her health regen increase showed promise, it didn't exactly move her as much as we'd like. Handing back some early-game strength should let her work where she shines most - without contributing to her endgame combo potential.
RUNIC BLADE RATIO 0.2 - 0.5 total attack damage (from levels 1-18) ⇒ 0.25 - 0.5 total attack damage (from levels 1-18)
Q range and tick rate increased. Rumble's body is now smaller.
Piloting a literal junkyard, you almost expect Rumble to feel clunky. Alas, you can have too much of a good thing, often leading Rumble to feel like he's better left for the scrap heap than in top lane. Adjusting Rumble's specs for maneuvering in minions while upping the consistency of Flamespitter means he can focus on the complexities that really matter, like not entirely missing his Equalizer.
TICK RATE 0.5 seconds ⇒ 0.25 seconds
Attack damage up. R range increased. Passive stealths while moving in brush.
Another champion that's been struggling in 2016, Teemo's woes have not gone unnoticed. The prevalence of Farsight Totem has hurt his ability to play hide-and-seek with Camouflage, while losing out on the bonus attack damage from the old masteries means he's having a harder time in lane. Tuning these while adding a bit of range to Noxious Trap go a long way toward improving his strategic ability to scout - as well as feed into his natural prey of fighters and juggernauts.
While the below changes might look like a buff and a nerf to Camouflage, the double stealth mechanic wasn't necessary (as you will now be entering stealth the moment you walk in instead of needing to stop), so you take about the same time to stealth but can also stealth while running. Now that's sneaky.
BASE ATTACK DAMAGE 47.54 ⇒ 49.54
Teemo can now stealth while moving in brush (combat still resets the delay)
Teemo no longer stealths twice as fast while in brush
NOXIOUS TRAP CAST RANGE 300/600/900 ⇒ 400/650/900
Q no longer works on towers. Pillar's cost up. R's cooldown and cost increased.
What a difference 50 attack range makes. Every year there's a champion that perfectly benefits from most of the season's changes, and in 2016 (with better itemization and a higher importance on skirmishing), it's Trundle. We're taxing the troll's mana pool to curb some of that non-stop aggression. Quick call out on that Q nerf: with turrets being weaker this season we felt this was a good middle-ground instead of outright dulling those teeth.
CHOMP No longer affects turrets
PILLAR OF ICE COST 60 mana ⇒ 75 mana
Fixed a bug where Trundle's Pillar was granting too much vision for the duration
SUBJUGATE COOLDOWN 80/70/60 seconds ⇒ 110/90/70 seconds
COST 75 mana ⇒ 100 mana
Rappel won't randomly drop you on enemies you didn't want to land on.
Fixed a bug where Elise would quickly drop onto a nearby enemy when self-casting Rappel
Q is more usable after charging.
Just some usability to keep the Keeper of the Hammer keep on keepin' on.
If Poppy casts Hammer Shock immediately after Heroic Charge, Hammer Shock will cast toward her target
Souls are more likely to do what you think they do.
Fixed a visual bug where, upon despawning, uncollected souls appeared to fly to Thresh instead of vanishing
Wind Wall works as intended.
Now all of those videos of Gold Card going through Wind Wall can be laid to rest.
Fixed a bug where certain targeted abilities (such as Twisted Fate's Pick-A-Card) would pass through Wind Wall as it spawned
So dark, so secret.
Fixed a bug where Noxian Corrosive Charge was granting too much vision for the duration.
Too bright for his own good.
Fixed a bug where Heimerdinger's grenade was granting too much vision for the duration.


Just some bugfixes for minions and their wacky behavior.
The only one that's worth calling out is the last one on the list - this was actually implemented in 5.22, and primarily helps melee vs ranged matchups with respect to basic attacks. Simply put, the 'call for help' used to be around yourself and not the enemy, meaning that when they'd harass you off the wave, your minions would often 'pretend' not to notice as they went about their business. Now minions are more courageous and will actively watch for enemy harassment.
Minions no longer freeze or awkwardly lock eyes with other minions
Minions now display how much bonus damage or damage reduction they have from the pushing changes implemented in 5.23
Minions no longer acquire new targets that are in the river or jungle, and if they enter the river or jungle they'll refuse to acquire any target until they leave. (Implemented in 5.22 but undocumented)
Now additionally calls for help in a ring around your opponent when attacked near minions (implemented in 5.22 but undocumented)


Runic Echoes is a cheaper Luden's Echo for junglers. While it has less ability power and base damage, it restores a large portion of your missing mana on hitting a Large Monster - in addition to dealing bonus damage!
It's context time.
When we introduced the Runeglaive enchantment in Season 5 it, like the incredible Zoot Suit, was specifically tailored for its time. In development, we took a hard look at all of the existing AP junglers and tried to deliver a finely-tuned item that would enable them beyond "bundle of stats" (with Fiddlesticks as an accepted casualty. Sorry Fiddle.). At that point, our view of AP junglers was fairly narrow and our goal was definitely "solve for the present."
This season, we can take a more future-facing look at Runeglaive (now Runic Echoes). The introduction of Hunter's Talisman means we can solidify spell-casting as a core part of an AP jungler's rotation, so it makes more sense that Runic Echoes is an extension of that. Echoes should be a flat upgrade (or sidegrade, at worst) for most champions, to the point where we'll probably need to keep a close eye on the balance of that movement speed bonus. One additional issue we wanted to solve was to allow for late game scaling on an AP jungle item - something Runeglaive lacked due to its lower ratio in comparison to Lich Bane.
On the point of, "Why not both?" we'll go back to the discussion we had when we replaced Magus. Specifically, if the goal of Runic Echoes is to serve all AP junglers equivalently or better than Runeglaive, then Runeglaive either becomes another Ohmwrecker (sorry) or it's an "alternative" choice for a smaller subset of AP junglers that skews their balance on yet another axis. The question we asked was, "What do we gain by keeping Runeglaive?" and while the diversity option for a few champions was nice, we trade a lot of clarity in balance to keep two items that should functionally serve the same class.
BUILD PATH Tier 2 Jungle Item + Amplifying Tome + Aether Wisp + 340 gold
Echo - Gain charges upon moving or casting. At full charges, the next spell hit expends all charges to deal 80 (+0.10 ability power) magic damage to up to 4 targets. This effect deals 250% damage to Large Monsters. Hitting a Large Monster with this effect will restore 18% of your missing mana.
No longer triggers spell effects.
Smite's been through an interesting transformation. Once one of League's more 'vanilla' spells, it's turned into a multi-charge, multi-augmented ability that provides tons of utility. While Smite's slowly crept up in strength, it was the introduction of Runic Echoes interaction with Smite where we finally needed to draw the line. Having an instant high-damage nuke is probably not in anyone's best interests.
No longer triggers spell effects (such as Spell Vamp or Rylai's Crystal Scepter)
Cost down.
Just some slight tuning to make these a bit more attractive/easy to upgrade compared to just buying the component of your enchantment (Caulfields, Aether Wisp, etc).
COST 1050 gold ⇒ 1000 gold
Damage down.
Continuing Rift Herald's welcome to the League by nudging his dream-crushing power down, bit by bit. It's a potent tool for pushing advantages, but so often the health cost for taking it is so high that teams still aren't sure when to go for it.
BASE DAMAGE 105 ⇒ 95
Raptor's vision buff is more forgiving.
2016 saw a change in the vision range of different types of wards, but not the trigger range of Razor Sharp (or for those of y'all that don't read, the 'Raptor Vision Buff'). Functionally this meant you could ‘proc’ the ward-spotting buff without the ward even seeing you (leading to even more confusion when hunting down that pesky ward). No more! If it sees you, you should see it, and vice versa.
Fixed several bugs with Razor Sharp where it would not go off if the nearest enemy object was not a ward
Changed trigger range from 1250 to 900 to better sync with the range of wards
Changed trigger range for blue trinket wards from 1250 to 500 to better sync with the range of wards


Cooldown lowered.
Once the staple trinket, Warding Totem's found itself feeling pretty mediocre compared to the Farsight Alteration. As we seek to adjust the balance between the two, dropping the lategame cooldown significantly ensures teams can access more consistent vision with a Warding Totem in their inventory.
COOLDOWN 180 seconds - 120 seconds (at levels 1-18) ⇒ 180 seconds - 90 seconds (at levels 1-18)
Cooldown up.
By contrast, Farsight's dominance tends to warp the strategic game - putting more weight on its spot use as an in-fight or pre-fight reveal, but offering very little in the way of long-term vision to control objectives or jungle corridors. Farsight's effect is powerful enough that we're confident it'll still see use for what it does, but it shouldn't feel like your default option in 100% of games.
ACTIVE COOLDOWN 76 seconds - 60 seconds ⇒ 92 seconds - 60 seconds
Can drink elixirs while dead.
If you're like us, you may have found it frustrating to respawn at a tense moment, delaying your battle charge by having to double-click an Elixir. Considering Elixirs are items too, we've now made it so you purchase them while dead to get to your battle faster. Important note: if you buy an elixir while dead, it'll begin ticking down instantly, but the amount of time you have left to respawn will be added to the duration - so your elixirs always last the correct amount. Don't freak out!
Can now be purchased while dead if your inventory is full (duration is increased by the amount left on your respawn timer)
Mana regen down, CDR up.
If you're a support in 2016, mana regeneration's just about everywhere you look when it comes to full item builds. In the interest of providing supports with a different stat (while still keeping these items focused on spellcasting), we're trying out cooldown reduction to make them fit as smoothly as their Tier 3 brethren (Talisman of Ascension and Frost Queen's Claim, respectively).
Mana regen down, CDR up.
If you've been watching for the context here, turn your eyes above.
Less mana regen. Slow now scales with distance.
Ah, Frost Queen's Claim. Even if you've never bought it, you've seen it - and the army of ghosts slowing you from across the universe. While potent as a form of vision control and a playmaker for spellcasting supports, this raw stat efficiency combined with crowd control made it far more ubiquitous than is healthy (when you start to see champions like Tank Maokai buying this, you know something's up). Cutting FQC's efficiency and impairing its use as a close-range sticking/peeling tool requires more pre-meditation on the part of it's user to get the same level of crowd control. We'll continue assessing if we need to tone down that spooky.
Slow duration now scales between 2 and 5 seconds based on distance traveled
Ghosts get progressively more spooky as they travel
Bring me my cape of suns.
Sunfire's often the odd-man out when compared to its cousins: Randuin's Omen and Dead Man's Plate. We're giving it a bump to feel like a real contender when shopping for physical protection.
ARMOR 45 ⇒ 50
Ranged champions no longer activate Guinsoo's Rage on the same basic attack that grants them their eighth stack.
Shifted movement speed from Spectral Waltz to base movement speed.
Phantom Dancer's intended niche as an item that enables you to seek out and duel champions is betrayed by losing Zeal's movement speed upon upgrading it. We'd still like it to stay on the lower end when not hunting down dance partners, but giving back some strategic movement speed should keep it more than just a phantom.
More damage to minions.
While trying to keep the relative balance between Zeal's upgrades, we decided Shiv was lagging behind as a waveclear option. No longer!
More movement speed.
Similar to Statikk Shiv, Hurricane's getting a power boost to keep Zeal's upgrades close enough that you can use their unique effects (waveclear, teamfighting, kiting, or dueling) as the selling point, not their stats.
Attack range from hitbox center ⇒ edge
Sliiiiiightly less movement speed.
The last Zeal item to be touched, Rapid Firecannon is performing about as well as we'd expect. As we were doing our unification pass to balance the four, we saw that 8% is higher than 7%, and that simply won't do.
Can now be found in the item shop by searching 'RFC'
More bonus armor penetration!
Last Whisper's upgrades don't have enough of a payoff, even when you'd find their unique effects useful. Now investing gold into either the Giant Slayer or Executioner's upgrade will have a little more 'oomph'.
Also more bonus armor penetration!
You can read the context for this directly above, just a reminder. A mortal reminder.
Cost down.
COMBINE COST 225 ⇒ 175
TOTAL COST 1250 gold ⇒ 1200 gold
Cost down.
The Hydras are doing well once purchased, but often feel like they take forever to get completed. Along Tiamat's cost being shaved, a reduction in Ravenous Hydra should make them easier to complete.
COMBINE COST 1100 gold ⇒ 1050 gold
TOTAL COST 3600 gold ⇒ 3500 gold
This is the same context, only more Titanic.
COMBINE COST 750 gold ⇒ 700 gold
TOTAL COST 3600 gold ⇒ 3500 gold
Cost, attack damage, physical healing, damage reduction (and bleed damage taken) all increased.
Death's Dance is a truly unique effect that provides an even more unique fantasy: someone marked for death, doing everything they can to keep going beyond their final moments. As awesome as that sounds, DD's stat efficiency doesn't exactly set it up to support the champions and builds you'd want it to. Sizing it up to better deliver on expectations.
COMBINE COST 525 gold ⇒ 625 gold
HEALING 12% physical damage dealt ⇒ 15% physical damage dealt
MORE DANCE PARTNERS Fixed a bug where the heal wouldn't occur with some on-hit effects, such as Aatrox's W - Blood Price, Blade of the Ruined King, or the Hydras.


Ferocity and Stormraider's buffed, Precision nerfed.
If you've played even a handful of games on patch 5.24, you probably learned the same thing we did - 8-10 Thunderlord's Decree per game is probably too many. Yet, no Thunderlord's changes. What gives?
While Thunderlord's Decree is the go-to mastery when you're looking to dominate your lane, we're leaving it as-is for a few reasons. First, we're looking to it as a 'goalpost' from which we balance the other keystones around. It's something you can easily play around, has a good amount of impact, and synergizes well with certain champion kits. Additionally, we're avoiding playing 'whack-a-mole' with the Keystones (ie: just nerfing whichever is best at any given moment). By recognizing TD's strength and matching others to it, we build a better ecosystem for Keystones where you're free to adapt your builds, rather than just playing champions that abuse the best mastery.
So how are we tipping the scales? Injecting some strength back into Ferocity's Keystones while reverting buffs to Precision should help balance things out, no matter how you seek to deal your damage. Toss in a pretty spicy update to Stormraider's Surge and you have a wealth of options at your disposal. It's still possible that Thunderlords is over-tuned after all this, but bringing the others more in line with the leader should help us gauge how big the discrepancy is, rather than just cutting down the top over and over again.
Less healing early, but more early later. Attack speed up.
HEAL ON CRITICAL STRIKE 15% of the damage dealt ⇒ 5-25% of the damage dealt (at levels 1-18)
ATTACK SPEED 20% ⇒ 30%
Damage on-hit increased, stacks decreased.
DAMAGE ON-HIT 1-8 (at levels 1-18) ⇒ 1-14 (at levels 1-18)
Ability power and attack damage ratios increased.
AD RATIO 0.5 bonus attack damage ⇒ 0.6 bonus attack damage
AP RATIO 0.2 ability power ⇒ 0.25 ability power
Speed and window to activate increased. Now gives slow resistance.
DAMAGE WINDOW 2 seconds ⇒ 2.5 seconds
Gain 75% slow resistance during Stormraider's Surge
Armor pen down.
Health restore changed to percent maximum health.
Restore 100 health ⇒ 6% of your maximum health when a nearby siege minion or large monster dies
Damage reduction increased, but no longer doubles.
Damage reduction no longer doubles when near an ally
TENACITY Now reduces the duration of disarms.
For those not in the loop, 'disarms' are abilities that remove a player's ability to basic attack. While most cc does this (because you can't move period), Lulu's Whimsy and Amumu's Curse of the Sad Mummy are unique in that they either let you still move (in Lulu's case), or they let you cast spells (in Amumu's).
So we're calling them disarms. And now they're affected by Tenacity. The following abilities are affected by Tenacity:
AMUMU - Curse of the Sad Mummy LULU - Whimsy


Back in 5.22, we did a large sweep and cleanup to how the terrain of Summoner's Rift impacted vision along their edges. Now it's been done for Howling Abyss! A little late for the holidays, but we bet the poros appreciate it anyways.
Gaining vision inside brush on Howling Abyss better reflects the reality of what is inside that brush.
Fixed the visuals of the brush on Howling Abyss to better reflect the boundaries of said brush. Back to top


Summoner names in the end of game screen have been reverted to white without glow effects
Fixed a bug where summoner names in the end of game screen weren't consistently graying out as players left the lobby
Fixed a bug where Ekko's Q - Timewinder sometimes dealt no damage on the way out at high levels of cooldown reduction
Quinn's Q - Blinding Assault no longer causes several empowered basic attacks to miss
Jayce's buff from swapping to R - Mercury Cannon is no longer consumed without dealing damage when using W - Hyper Charge to attack a structure
Kassadin no longer gains E - Force Pulse stacks from the active of Frost Queen's Claim
Orianna's E - Command: Protect bonus resistances are now properly multiplied by Windspeaker's Blessing
Fixed a bug where splitting mastery points between Piercing Thoughts and Battering Blows granted the incorrect amount of stats
Fixed a few cases of champions with Sated Devourer damaging themselves when using empowered basic attacks (ex. Ekko's E - Phase Dive or Rek'Sai's Q - Queen's Wrath)
Luden's Echo now procs if an ability cast at max stacks damages a target after its caster dies
Liandry's Torment now properly deals increased damage to enemies affected by Ahri's E - Charm, Rammus's E - Puncturing Taunt and Shen's E - Shadow Dash
Serrated Dirk's buff no longer occasionally consumes itself when granted by an empowered basic attack
Cinderhulk's burn effect now has an on-hover range indicator
Zz'Rot Portal, Zeke's Herald and Face of the Mountain are now properly searchable by typing "Active" in the item shop
Mejai's Soulstealer has been added to the Mana tab of the item shop
Restored custom flame tail particles on Foxfire Ahri


To commemorate the start of the 2016 season, Challenger Nidalee will be released later this patch!
submitted by Veigar_Bot to leagueoflegends

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