Hey guys,

I’m Veltan, the owner of Galvanic Gaming, and I’m here to bring you the Reddit Cup! I’ve noticed that lately tournaments have been a hot topic or the lack there of, especially for amatuers. With the previous set up for the Reddit Cup, it seemed like a big event that everyone could participate in and get excited for including myself. I was really let down when it never came together so I gathered a group of people to help make the Reddit Cup a reality. It’s finally time to unveil the event!
Reddit Cup Stuffs

  •  The tournament will be happening in July
  •  Sign ups will start May 13th
  •  We are looking for additional shoutcasters and streamers, you can email us at phailcookie@galvanicgaming.com
  •  If you’d like to sponsor the event or donate to the prize pool you can email us at veltan@galvanicgaming.com
  •  For rules and details you can visit us here

Hey Guys Athelmil here with the 3.5 patch notes. This will be occurring 2 am pst/5am est. It looks like karma is finally getting her overhaul. I dont know about you guys but i am super excited for this rework and expect to see a lot more of Karma being played. Some other bug fixes and tweaks to champions should allow a better quality of life for those champions. Also Udyr has got some minor tweaks and i hope to se him being played a lot more i the jungle.

Karma, the Enlightened One

Karma has been relaunched with updates to her model, her kit and her story. If you would like more information, you can read more here.

Gathering Fire (Passive)
Reduce’s Mantra’s cooldown every time Karma damages an enemy with one of her abilities (Half-effect for Karma’s basic-attacks).

Inner Flame (Q)
Fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area.
Mantra Bonus – Soulflare: Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), heavily slowing all enemies inside the circle. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area.

Focused Resolve (W)
Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds. If the link is not broken, the enemy is rooted.
Mantra Bonus – Renewal: Focused Resolve deals bonus magic damage over time and heals Karma for a percent of her missing health while linked to her target.

Inspire (E)
Target ally gains a shield, granting movement speed for a brief duration and absorbing damage.
Mantra Bonus – Defiance: The shield overflows with energy, dealing magic damage to all enemies around the shielded unit. Allied champions near the shielded unit gain half of that amount as a shield and are hasted.

Mantra (Ultimate)
Karma empowers her next ability within 8 seconds for an additional effect.

Akali’s Twilight Shroud was behaving inconsistently before this patch, so we’ve adjusted it to better match its visual and theme, and to provide greater opportunity for counterplay.

Twilight Shroud
Akali is now immediately stealthed/revealed upon entering/leaving the Shroud zone
Akali is now immediately stealthed when casting Twilight Shroud directly on herself
Akali is now revealed from stealth upon casting a spell or beginning an attack rather than upon dealing damage
Delay on re-stealthing increased by 0.15 seconds

Fixed a bug where Crystallize could stop uninterruptible movement abilities such as Malphite’s Unstoppable Force

Now displays the Critical Strike chance bonus on the buff bar

Spinning Axe
Now leads Draven more accurately when he is benefiting from Movement Speed increases
Axe drop location will no longer be placed partially inside walls / terrain

The previous version of Spirit of Dread did not offer enough opportunities for tactical decision-making. With higher cooldowns, our goal is to reintroduce strategic choices other than merely activating the ability whenever it is available.

Spirit of Dread
Cooldown increased to 22/21/20/19/18 seconds from 18/17/16/15/14

Master Yi
Double Strike
Double Strike swing time now scales with Master Yi’s Attack Speed instead of being fixed at 0.6 seconds
Fixed a bug where the second strike of Double Strike could critically hit turrets

Wind Slash
Fixed a bug where Riven could cast Wind Slash a second time after using Zhonya’s Hourglass

Rumble’s ultimate was intended to be an area control effect but, with the large upfront damage it deals, it tends to be used more as a long-range nuke instead. With this patch, we’re adjusting The Equalizer to better match its original intent.

Fixed a bug where the visual effect would disappear before the actual end of the projectile

The Equalizer
No longer deals initial impact damage but the area burn damage now starts immediately instead of after a 0.5 second delay
Burn damage per second increased to 130/185/240 (+0.3 Ability Power) from 100/140/180 (+0.2 Ability Power) (total damage dealt across the full duration is unchanged)

Pillar of Filth
Fixed a bug where Pillar of Filth could stop uninterruptible movement abilities such as Malphite’s Unstoppable Force

In this patch, we’ve made some substantial changes to Udyr. Our goals were to make changing stances feel more impactful, transfer power from passive stats to actual noticeable effects and reduce problematic lane issues. For example, Turtle Stance currently allows Udyr to become an immovable object in lane once he gets ahead, and we want to address that.

Mana cost of all stances decreased to 47/44/41/38/35 from 55/50/45/40/35

Monkey’s Agility
Now grants 5 Movement Speed per stack instead of 4% bonus Armor and Magic Resistance

Turtle Stance
No longer returns mana when dealing damage
Shield increased to 60/100/140/180/220 from 60/95/130/165/200
Udyr can now critically strike in Turtle Stance

Bear Stance
Udyr now ignores unit collision while the movement speed bonus is active
Udyr now performs a slight dash toward his target on stunning attacks while the movement speed is active
Bear stance attacks can no longer be self-interrupted mid-attack
Movement speed increased to 15/20/25/30/35% from 15/18/21/24/27%
Movement speed duration reduced to 2/2.25/2.5/2.75/3 seconds from 2/2.5/3/3.5/4

Phoenix Stance
First attack after activating Phoenix Stance now immediately procs the fire cone in addition to every 3rd attack
No longer grants bonus Ability Power and Attack Damage when activated
Ability Power ratio on the fire cone increased to 0.45 from 0.15
Updated the fire cone’s spell effect to be more visible

Hunter’s Call
Now displays range indicator on mouseover

Blood Scent
Now displays range indicator on minimap on mouseover

Living Shadow
Fixed a bug where Living Shadow would sometimes cast in a random direction


Nashor’s Tooth
Combine cost increased to 430 gold from 200 (total cost increased to 2500 gold from 2270)

Spirit of the Elder Lizard
UNIQUE Passive damage reduced to 6-40 over 3 seconds from 14-50

Maw of Malmortius
Fixed a bug where the Lifeline shield was lasting for 3 seconds instead of 5

Champion Select AFK Detection
When any player in a match-made game fails to select a champion before their timer expires, the game is terminated.
A player who fails to select a champion is given a queue dodge penalty. The dodge penalty functions exactly the same as if the player closed their PVP.net client.
Solo players who succeed in selecting a champion are returned to the front of the matchmaking queue.
Arranged teams whose members all succeed in selecting a champion are returned to the front of the matchmaking queue.
Arranged teams with one or more members who fail to select a champion are returned to the arranged team lobby.
Draft mode is handled on a pick-by-pick basis. If a player fails to pick a champion during their turn, the game is terminated immediately. Players later in the draft order, who did not have an opportunity to pick a champion, are given the benefit of the doubt and not assigned a dodge penalty.
This feature currently only applies to match made games. Custom games still assign a random champion if one is not selected.


In Season 3, we made a few changes that made turrets feel less like a safe haven for defenders – especially in the early parts of the game. Specifically, with turrets attacking minions in a set order and some champions itemizing for health earlier on, it’s become easier for teams to push aggressively and even dive turrets with low risk. These changes should give defending players more of a fighting chance when under their own turret.

Turrets now deal 105% damage to champions for the first attack, increased from 94.5%
Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%)

Siege Minions
Siege Minions now take 70% damage from Turrets, increased from 50% damage
Siege Minions now deal 150% damage to Turrets, reduced from 200% damage

Super Minions
Super Minions now take 70% damage from Turrets, increased from 50% damage

We are fixing a bug with Teleport where its visual effect would disappear if cast on an expiring temporary unit. Teleport should always be visible to opponents who have vision of the area, much like how casting it on a non-revealed ward still displays a visual effect.

Fixed a bug where Teleport’s “incoming” visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan’s Standard or Thresh’s Lantern
Fixed a bug where new players could not be invited to Matchmaking lobbies after teammates miss a ready check
Smart casting with charge-up abilities should be more responsive now

Athelmil here to show you the changes coming up in the new patch.


Elise has been rewarded too well for playing safely, so we shifted some of her power to her spider form to increase the reward for taking risks.

Cast range reduced to 625 from 650
Damage reduced to 40/80/120/160/200 from 50/95/140/185/230
Venomous Bite
Damage increased to 60/110/160/210/260 from 50/95/140/185/230


Howling Gale
Fixed a bug where the knockup duration was not increasing based on charge time
Knockup duration when fully charged increased to 1 second from 0.75 seconds

Jarvan IV
Jarvan has been bringing too much utility to his team, so we’ve removed the armor component of Demacian Standard’s aura.

Golden Aegis
Shield amount per nearby enemy champion increased to 20/30/40/50/60 from 20/25/30/35/40
Mana cost reduced to 45/50/55/60/65 from 65
Demacian Standard
Active no longer grants bonus Armor


Tidecaller’s Blessing
Added new visual effects to better communicate the amount of charges left
Duration increased to 6 seconds from 5

Singed is intended to be incredibly durable and to gradually burn down his opponents in team fights. By making disables more effective against him and reducing his initial burst damage, Singed’s opponents now have more time and ways to deal with him in these situations.

Damage reduced to 80/125/170/215/260 from 100/150/200/250/300
Ability Power ratio reduced to 0.75 from 1.0
Insanity Potion
No longer reduces the duration of disables

Last patch’s changes opened up different playstyles for Taric but did not effectively address his power level. These changes reduce Taric’s lane dominance by lowering his burst damage and forcing him to make more tradeoffs when choosing which spells to level up.

Damage reduced to 50/90/130/170/210 from 60/105/150/190/240
Armor damage ratio reduced to 20% from 30%
Stun duration adjusted to 1.2/1.3/1.4/1.5/1.6 seconds from 1.5 at all ranks

Blade of the Ruined King – Hotfixed 3/5
Attack Damage reduced to 25 from 30
Combine cost increased to 1000 gold from 650 (total cost increased to 3200 gold from 2850)
Maximum damage dealt to minions and monsters reduced to 60 from 90
Active heal amount is now reduced by the target’s Armor

Aegis of the Legion
Aura grants an additional 50% Health Regen, Armor and Magic Resist for minions

Runic Bulwark
Combine cost reduced to 400 gold from 650 (total cost reduced to 2950 gold from 3200)
Health reduced to 300 from 400
Magic Resist aura reduced to 25 from 30
Aura grants an additional 50% Health Regen, Armor and Magic Resist for minions

Locket of the Iron Solari
Locket of the Iron Solari is mainly picked up by junglers and supports, roles that most frequently earn less gold than others, for the team-wide active. We’ve reduced both the cost and personal stats on the item to lessen its gold impact while preserving its team utility.

Combine cost reduced to 520 gold from 670 (total cost reduced to 1850 gold from 2000)
Health reduced to 300 from 400

Runaan’s Hurricane
Secondary target radius increased to 375 from 300
Fixed a bug where Hurricane could target invisible enemies

Combine cost reduced to 365 gold from 425 (total cost reduced to 1200 gold from 1260)

Trinity Force
Total cost reduced to 3843 gold from 3903 gold

Lich Bane
Combine cost increased to 940 gold from 880 (total cost unchanged)

Iceborn Gauntlet
We’ve noticed that, in general, champions who buy Iceborn Gauntlet are front-line champions with more emphasis on surviving than dealing AP burst damage. We’ve adjusted Iceborn Gauntlet’s stats to accommodate this play case.

Combine cost increased to 700 gold from 640 (total cost unchanged)
Armor increased to 70 from 60
Ability Power reduced to 30 from 40

Ravenous Hydra
Combine cost reduced to 200 gold from 400 (total cost reduced to 3300 gold from 3500)
Life Steal increased to 12% from 10%

Recipe changed: Stinger + Pickaxe + 725 gold = 2850 gold (total cost unchanged)
Attack Damage increased to 25 from 20

Warden’s Mail
Attack Speed reduction reduced to 15% from 20%

Randuin’s Omen
Attack Speed reduction reduced to 15% from 20%

Seeker’s Armguard
Ability Power reduced to 20 from 25

Continuing our efforts from Patch 3.02 to standardize cooldown reduction, we’ve slightly buffed Cooldown Reduction runes to provide less awkward stat amounts. For example, nine Tier-3 Scaling Glyphs of Cooldown Reduction previously provided 8.62% cooldown reduction at level 18, but will now provide an even 10%.

Cooldown Reduction and Cooldown Reduction per Level runes have been increased at all Tiers (varying from 2-35% increase)
Spectator Mode

Fixed a bug that would cause the spectator client to crash when using chat commands (ex: /joke, /taunt)
Restricted Chat Mode
In an effort to encourage active reform and shield players from toxicity, we’ve implemented a new account restriction that limits in-game chat for toxic players.

Certain players (identified by Tribunal and by Player Support) will have a limited number of in-game messages available and limited access to [All] Chat.
Restricted players that successfully complete matchmade games will earn their chat privileges back.

Ready checks no longer return players to the PvP.Net landing page
“Random” has been moved to the top of champion select
Chat notifications in the bottom right-hand corner of the client now wait to appear until players have closed the AFK popup dialogue first
Battle Training bots no longer acquire unavailable items
Dragon, Baron, Towers and Inhibitors now show assists


Hey guys Athelmil here sorry we have been lacking post the past 2 weeks. Me being the site admin has been taxing due to the fact i started a new job. Yeah unfortunately for most people streaming video games and running a website does not pay all that well. Before i start rambling here you guys go, Headhunter Nidalee. This futuristic skin will only set you back 975 RP. In my opinion it is worth it it. The new particles along with the new look on her cougar form will leave new and experienced players in shock and awe.

Hey guys join us for our brand new youtube series Breaking the meta. Here we will explain to you how exactly some of your champions can be played you didn’t even know. Heck in this episode we cover how Sejuani can be a solo top bruiser, and is capable of doing over 380 damage per second with her W skill. So join us for this new series and if you have a suggestion please leave your ideas in comment box. And as always share with your friends.

Be advised these are not to be taken as troll builds.


Hey summoners Athelmil here with our patch overview.


These changes slightly reduced Amumu’s burst damage and allow his opponents to spread out during team fights, avoiding all being locked down by Curse of the Sad Mummy.

  • Bandage Toss
    • Damage reduced to 80/130/180/230/280 from 80/140/200/260/320
  • Curse of the Sad Mummy
    • Radius reduced to 550 from 600


As a classic ranged AD carry, we wanted to make her standout as a bigger late game threat.

  • Attack Speed per level increased to 4% from 3.34%


These changes reduce Darius’ ability to snowball during the laning phase while preserving his multi-kill chains of Noxian Guillotine in team fights.

  • Noxian Guillotine
    • When Noxian Guillotine kills the target, it can be recast within the next 12 seconds. This can occur multiple times in succession
    • Cooldown adjusted to 120/100/80 seconds from 100 at all ranks


  • Several of Fiddlesticks’ visual effects have been updated


We’ve slightly reduced Garen’s resilience as he no longer gains bonus Armor and Magic Resist from his base stats. Garen will lose between 4-14 Armor and Magic Resist depending on his level.

  • Perseverance
    • Heal amount reduced to 0.4% of maximum Health per second from 0.5%
  • Decisive Strike
    • Fixed a bug where the cast time was faster than intended
  • Courage
    • Passive adjusted to now increase bonus Armor and Magic Resist (from items, runes or masteries) by 20% instead of total Armor and Magic Resist by 20%
  • Demacian Justice
    • Fixed a bug where the cast time was faster than intended


These changes make Hecarim’s durability more consistent by smoothing out his early game jungle clear while reducing his late game survivability in team fights.

  • Rampage
    • Damage increased to 60/95/130/165/200 from 50/85/120/155/190
  • Spirit of Dread
    • Healing adjusted to 20% at all ranks from 10/15/20/25/30%
    • Cooldown increased to 20/18.5/17/15.5/14 seconds from 14 at all ranks
    • Fixed a bug where Spirit of Dread was stating it dealt more damage than it actually was


  • Monsoon
    • Mana cost reduced to 100/150/200 from 150/225/300


We’ve made Nether Blade consistent against all structures. As an already effective mobile assassin, Kassadin does not need unnecessary pushing power.

  • Nether Blade
    • Fixed a bug where Kassadin’s basic attacks with Nether Blade active triggered Muramana’s active damage more than once
    • Nether Blade’s active no longer deals damage to inhibitors or the nexus


These changes remove the least noticeable points of excess power on Kayle’s kit. To increase Reckoning’s immediate impact, its slow is becoming stronger but now has a shorter duration.

  • No longer gains Magic Resist per level
  • Reckoning
    • No longer amplifies damage while the target is slowed
    • Now applies a stack of Holy Fervor to the target
    • Slow duration reduced to 3 seconds from 4
    • Slow amount adjusted to 35/40/45/50/55% from 35% at all ranks
    • Missile Speed increased to 1500 from 1300


These changes clarify Cougar form’s intended strengths of high damage and high mobility rather than durability.

  • No longer gains Magic Resist per level
  • Swipe
    • Ability Power ratio increased 0.6 from 0.4
  • Aspect of the Cougar
    • No longer grants bonus Armor or Magic Resist


  • Ruthless Predator
    • Fixed a bug where Ruthless Predator was unable to critically strike on any of the attacks; Ruthless Predator can now critically strike on the first attack


These changes provide opponents with early lane counterplay to Taric by reducing the amount of passive Armor granted by Shatter. In return, Taric is gaining meaningful ways to potentially scale into the later game, new itemization options and better ability to engage his opponents at close range.

  • Base Attack Damage reduced to 57 from 62
  • Gemcraft – Remade
    • Taric’s basic attacks deal bonus magic damage equal to 2% of his maximum Mana; this bonus damage is doubled against champions
  • Shatter
    • Passive Armor aura adjusted to 12% of Taric’s Armor from 10/15/20/25/30 (Taric’s self-Armor bonus remains 10/15/20/25/30)
    • Active damage now additionally scales with 30% of Taric’s Armor
    • Mana cost reduced to 50 at all ranks from 50/60/70/80/90
  • Dazzle
    • Mana cost reduced to 75 from 95


As with Ashe, we wanted to make her standout as a bigger late game threat.

  • Attack Speed per level increased to 4% from 3.01%


These changes preserve the intended gameplay and counterplay of Bloodlust by forcing AP Tryndamere build up Fury before being able to fully take advantage of his heal. Using Bloodlust at 100 Fury will result in the same 1.5 AP ratio as before the patch.

  • Bloodlust
    • Ability Power ratio adjusted to 0.3 + 0.012 per Fury consumed (total 1.5 at maximum Fury) from 1.5


These changes help alleviate some of the high pressure of playing Vayne by allowing her more liberal use of Tumble and Condemn.

  • Mana per level increased to 35 from 27
  • Tumble
    • Mana cost reduced to 30 from 40


These changes reduce her early jungle presence by slowing down her clearing speed. We reintroduced counterplay to Vault Breaker by rewarding opponents for interrupting her while she is charging up.

  • Base Attack Damage reduced to 54 from 58
  • Vault Breaker
    • Vault Breaker now goes on a 3 second cooldown and refunds 50% of the Mana cost when interrupted instead of fully refreshing the cooldown and refunding 100% of the Mana cost
  • Denting Blows
    • Damage reduced to 4/5.5/7/8.5/10% of maximum Health from 6/7/8/9/10%

Xin Zhao

These changes reduce Xin Zhao’s ability to stick to his target in early engagements and reduce his burst damage especially when building purely defensive items.

  • Audacious Charge
    • Damage reduced to 70/105/140/175/210 from 70/110/150/190/230
    • Cooldown increased to 14/13/12/11/10 seconds from 13/12/11/10/9
  • Crescent Sweep
    • Base damage reduced to 75/175/275 from 125/225/325
    • Cooldown increased to 120/110/100 seconds from 100/90/80


These changes differentiate Razor Shuriken as a higher risk, higher reward alternative to Shadow Slash.

  • Razor Shuriken
    • Damage increased to 75/115/155/195/235 from 75/110/145/180/215
  • Shadow Slash
    • Damage reduced to 60/90/120/150/180 from 60/95/130/165/200


  • Warmog’s Armor
    • Passive Health Regen reduced to 1% of maximum Health per 5 seconds from 1.5%
  • Bilgewater Cutlass

    These changes make Bilgewater Cutlass a better early pickup for champions who want to utilize its UNIQUE Active.

    • Recipe Changed: Long Sword + Vampiric Scepter + 200 gold = 1400 gold
    • Attack Damage reduced to 25 from 40
    • Life Steal increased to 12% from 10%
    • UNIQUE Active damage decreased to 100 from 150
    • UNIQUE Active slow reduced to 25% from 30%
    • UNIQUE Active range increased to 500 from 400
    • UNIQUE Active cooldown increased to 90 seconds from 60 seconds
  • Blade of the Ruined King

    These changes make Blade of the Ruined King a more universally useful item for Attack Damage champions and allow it to better fulfill its role in their arsenal as an item to combat high Health targets.

    • Recipe Changed: Dagger + Dagger + Bilgewater Cutlass + 650 gold = 2850 gold
    • Attack Damage reduced to 30 from 45
    • Now grants 40% Attack Speed
    • Life Steal increased to 15% from 10%
    • UNIQUE Passive adjusted to “Deals 5% of the target’s current Health in bonus physical damage (max 90 damage vs. monsters and minions) on hit”
    • UNIQUE Active changed to “Deals 15% of target champion’s maximum Health as physical damage (min. 100), heals for the same amount, and steals 30% of the target’s Movement Speed for 4 seconds (60 second cooldown)”
    • UNIQUE Active range increased to 500 from 400
  • Spirit of the Elder Lizard
    • Incinerate damage reduced to 14-50 over 3 seconds from 15-66

Game UI

  • Players can now access 4 new pings in game through a radial menu
    • “Enemy Missing”, “On My Way”, “Danger”, and “Assist Me”
  • Fixed a bug in which the tooltip for the item shop button would remain over the item shop once it opened

Spectator Mode

  • In Spectator Mode, the ping button on the minimap has been removed

Co-op vs AI

  • Retreat behavior on bots in Dominion Co-op vs AI has been improved

We made a bunch of quality of life improvements to passive on-attack effects so they’re no longer consumed when attacking wards

  • Nami
    • Tidecaller’s Blessing is no longer consumed when attacking wards
  • Thresh
    • Death Sentence is no longer consumed when attacking wards
  • Statikk Shiv
    • Passive is no longer consumed when attacking wards
  • Sheen
    • Spellblade is no longer consumed when attacking wards
  • Trinity Force
    • Spellblade is no longer consumed when attacking wards
  • Lichbane
    • Spellblade is no longer consumed when attacking wards
  • Iceborn Gauntlet
    • Spellblade is no longer consumed when attacking wards
  • Cursors in colorblind mode have been updated
    • All red cursors have been recolored to orange
    • The spellcasting cursor has been recolored to a lighter shade of blue
  • LeaverBuster has been improved to account for client-related issues
  • Fixed an issue that would cause some particles to be invisible for the duration of the match (ex: Nidalee spears, Dr. Mundo cleavers, Lux’s Lucent Singularity)
  • Fixed an issue that would cause some spells to go on cooldown without casting when the target entered fog of war
  • Health bars will now display thicker black lines for every 1000 health
  • Enabling HUD animations now animates health and resource bars on the HUD.
  • The death screen has been upgraded: Enemy and allied particles and champions will now retain light coloration while your champion is dead.”