Summary
Nerfs: Briar, IvernBuffs: Azir, Braum, Galio, Gragas, K'Sante, Leona, Lucian, Mordekaiser, Qiyana, Zeri
Cast at Maximum Range Toggle
In this patch we've added a new toggle setting that will affect how champions cast their abilities when the player inputs the command outside of max range. Go to Options > Game > Clamp Cast Target Location within Max Range and BOOM. With the toggle turned on abilities will automatically be cast at max range if the ability was cast outside of the ability's casting range
Champions
Azir
W damage increased.
We're happy that Azir has a new suite of items to consider and that Nashor's Tooth finally functions as many players expect it should. Looking into his builds, Liandry's-Nashor's, Luden's-Nashor's, and Crown-Nashor's are all performing a little bit worse than they were in the last patch so we'll be walking back one of the smaller nerfs he received in 13.23.
W - Arise!
- Damage: 2-77 (levels 10-18) (+50/65/80/95/110) (+55% AP) ⇒ 2-77 (levels 10-18) (+50/67/84/101/118) (+55% AP)
Braum
Base mana regeneration increased. R knock up duration increased.
Braum has some very sharp matchups in his current state. He's extremely strong as counter-engage into vanguards and is very weak in most ranged matchups where he doesn't really get to do anything. While he should be best served as a true defensive warden, we'd like to give him more agency in those weaker matchups. Mana regen should allow him more freedom to use abilities while a better Glacial Fissure will let him accomplish more outside of lane, while still being suboptimal for pure engage.
Base Stats
- Base Mana Regeneration: 6 ⇒ 7
R - Glacial Fissure
- Minimum Knock Up Duration: 0.3 seconds ⇒ 0.6 seconds
- Secondary Target Knock Up Duration: 0.3 seconds ⇒ 0.6 seconds
Briar
Base armor decreased, attack speed ratio increased. Q damage increased. W bonus attack speed decreased. E damage resistance decreased, healing decreased. R damage decreased, damage type changed to magic.
Briar continues to devour her opposition in the jungle as players continue to get better at her, so we need to pull her power back a bit more. While we're nerfing all her builds with these changes, we're targeting lethality builds more. To that end, we're shifting R to magic damage and throwing in a buff to her attack speed ratio. With the attack speed ratio change, Briar's overall attack speed will be higher when building Stridebreaker, while staying close to the same on builds that don't purchase any attack speed. This should help make up for the nerf to W.
Base Stats
- Base Armor: 32 ⇒ 30
- Attack Speed Ratio: 0.644 ⇒ 0.669 (Note: Attack speed at level 1 is unchanged.)
Q - Head Rush
- Damage: 60/95/130/165/200 (+80% bonus AD) ⇒ 60/90/120/150/180 (+80% bonus AD)
W - Blood Frenzy
- Bonus Attack Speed: 60/75/90/105/120% ⇒ 55/70/85/100/115%
E - Chilling Scream
- Damage Reduction: 40% ⇒ 35%
- Healing: 10/11.5/13/14.5/16% of Maximum Health ⇒ 9/10/11/12/13% of Maximum Health
R - Certain Death
- Damage: 150/300/450 (+75% bonus AD) (+110% AP) Physical Damage ⇒ 150/300/450 (+50% bonus AD) (+120% AP) Magic Damage
Galio
Q cooldown decreased.
We're back again to follow up on our Galio changes as he's still not performing as well as we'd like him to. Our last two adjustments were intended to buff Galio's unique strengths such as his semi-global ultimate and anti-mage durability. This round, we're giving Galio players more individual power in the form of lowering his Q cooldown so he can better duel with his opponents because it's currently quite high despite being his primary poke/clear ability.
Q - Winds of War
- Cooldown: 12/11.5/11/10.5/10 seconds ⇒ 12/11/10/9/8 seconds
Gragas
Passive cooldown now decreases with level.
Back in patch 13.12 we released a Gragas nerf that increased his passive cooldown from 8 to 12 seconds. We've updated this to have his passive scale down as the game goes on. This is intended to give Gragas players more frequent access to his passive at later points in the game so he can sustain better during teamfights and while side-laning, but without reintroducing the oppressive sustain he had earlier this year.
Passive - Happy Hour
- Cooldown: 12 seconds ⇒ 12/10/8/6 seconds (levels 1/6/11/16)
Ivern
Base health decreased. E slow decreased.
Ivern remained unaffected when other junglers' clears were made slightly slower in patch 13.20. As a result, he's become one of the best junglers in the current game. We'd just like to take a small swing at his high base health in hopes of balancing him against other junglers and making him a bit more vulnerable to invades. Because Friend of the Forest's health cost is based on Ivern's base health, this change will have no impact on his ability to clear camps unless he gets directly damaged by his enemies. Beyond that, we're taking a small bite out of Triggerseed's slow as it locks down opponents a bit harder than we'd like, considering he has other harder-to-land crowd control abilities.
Base Stats
- Base Health: 655 ⇒ 630
E - Triggerseed
- Slow: 50/55/60/65/70% ⇒ 45/50/55/60/65%
K'Sante
W mana cost decreased, damage increased.
We overshot our nerf on K'Sante last patch but we're happy with the parts of his kit that we addressed. Now that we've nerfed the lane safety provided by his Q, we're aiming to buff him by making Path Maker a more active part of his laning phase through softening its mana cost and then increasing his reliance on gold income via these ratio buffs.
W - Path Maker
- Mana Cost: 60/65/70/75/80 ⇒ 40/45/50/55/60
- Damage: 20/40/60/80/100 (+50% AD) (+30% bonus armor) (+30% bonus magic resistance) (+6/7/8/9/10% target's maximum health) ⇒ 20/40/60/80/100 (+50% AD) (+50% bonus armor) (+50% bonus magic resistance) (+6/7/8/9/10% target's maximum health)
Leona
W bonus armor and MR increased. R damage increased.
Leona isn't the shining beam of light she once was and could use a bit more power. In order to get her glimmering again we're aiming to enhance her ability to all-in, as she has to commit harder to her engages than other similar supports and her engage capability is a primary reason for picking her. We're targeting her R damage and late-game W resistances specifically to give her more power in a way that doesn't affect her first few levels.
W - Eclipse
- Bonus Armor: 20/25/30/35/40 (+20% bonus armor) ⇒ 20/27.5/35/42.5/50 (+20% bonus armor)
- Bonus Magic Resistance: 20/25/30/35/40 (+20% bonus magic resistance) ⇒ 20/27.5/35/42.5/50 (+20% bonus magic resistance)
R - Solar Flare
- Damage: 100/175/250 (+80% AP) ⇒ 150/225/300 (+80% AP)
Lucian
E cooldown decreased.
Lucian is currently struggling in solo queue and could use a helping hand. Since our last two adjustments were to his Vigilance passive (which he's reliant on his team for) we're now choosing a buff that will give Lucian players themselves more power. We've decided to reduce his E cooldown, as Lucian is supposed to be powerful early, and this cooldown has some room to go down and still scale to the same level by mid game.
E - Relentless Pursuit
- Cooldown: 22/20/18/16/14 seconds ⇒ 19/17.75/16.5/15.25/14 seconds
Mordekaiser
Q damage increased. R now reveals the target upon initial cast.
Mordekaiser isn't performing particularly well at the moment, so we're taking a look under his rusty metal hood. First, a quality of life change to prevent the fog of war from canceling his ultimate. Second, he's gettingan AP ratio buff to his Q with the goal of letting him build ability power in more of his games, instead of transitioning into tank items quite so quickly.
Q - Obliterate
- Damage: 75/95/115/135/155 (+5-139 (based on level)) (+60% AP) ⇒ 75/95/115/135/155 (+5-139 (based on level)) (+70% AP)
R - Realm of Death
- You Can Run…: Casting Realm of Death will now reveal the target upon starting the cast. This means that walking into a brush while Mordekaiser is casting his R will no longer cancel the spell. Note: The target will not be revealed for the entire duration of the spell, so you can still hide on bush if one comes with you to the Realm.
Qiyana
Base mana and mana growth increased.
Qiyana is a very high-skill-cap champion who only performs above average in very high-skill brackets. We don't expect to truly change that fact, but we'd still like to make her a little more forgiving to play. We noticed that she's a pretty frequent Manamune purchaser, so with these changes we'd like for you to have your cake and eat it too. If you don't buy Manamune, you have more mana to play with, and thus, don't need Tear as badly. However, if you do buy Manamune, having more total mana means more bonus AD and ability damage. So everyone wins! Except maybe her opponents. They might lose.
Base Stats
- Base Mana: 325 ⇒ 375
- Mana Growth: 50 ⇒ 60
Talon
Ranged Q now also resets Talon's attack timer.
Consistency is key.
Q - Noxian Diplomacy
- Quality of Life Change: When cast at range, Q will now reset Talon's attack timer. (Note: this has been updated to match the functionality of his Q when cast at melee range.)
Vel'Koz
W and E Bugfixes
As part of this patch we had planned to do some follow up work to Vel'Koz but the changes weren't quite ready to ship. Part of those changes were bug fixes which were ready, so instead of waiting to patch in both at the same time we'll be patching the bug fixes a bit earlier.
W - Void Rift
- Fixed a bug where the first half of the rift would fizzle if Vel'Koz died directly after casting.
E - Tectonic Disruption
- Fixed a bug where the spell would fizzle out when V'K flashes or is knocked back at max range.
- Tectonic Disruption's missile will now spawn at Vel'koz's original location if he flashes or is knocked back during the cast.
Zeri
AD growth increased. W damage increased.
Zeri hasn't been zipping and zapping around like she used to and her battery power level is low, so we're giving her a small damage buff with the goal to amp her up ever so slightly.
Base Stats
- AD Growth: 1.3 ⇒ 2
W - Ultrashock Laser
- Damage: 20/60/100/140/180 (+130% AD) (+25% AP) ⇒ 30/70/110/150/190 (+130% AD) (+25% AP)
Ranked Season Schedule Update
Season 2023 Split 2 ends at 23:59:59 January 9, 2024 according to your regional local time.
Season 2024 Split 1 starts at 12:00:00 January 10, 2024 according to regional local time everywhere except for LA1 and NA1:
- LA1 starts at 9am, Jan 10 CST
- NA1 starts at 7am, Jan 10 PST
The season transition experience will be similar to what we had in the past: Ranked queues will be disabled for a couple of hours, and will be brought back as soon as 14.1 is up, and a couple of hours after that, Split 1 will be officially launched! The ranked games played during the downtime won't count towards your new season progression.
Shard transfers will be disabled before season end, and re-enabled after all end of season rewards are granted.
Region | Time Zone | Season End Time |
---|---|---|
OC1 | Australian Eastern Daylight Time (AEDT) | Jan/9/2024 23:59:59 |
JP1 | Japan Standard Time (JST) | Jan/9/2024 23:59:59 |
KR1 | Korea Standard Time (KST) | Jan/9/2024 23:59:59 |
RU | Moscow Standard Time (MSK) | Jan/9/2024 23:59:59 |
EUN1 | Central European Time (CET) | Jan/9/2024 23:59:59 |
TR1 | Time zone in Istanbul, Turkey (GMT+3) | Jan/9/2024 23:59:59 |
EUW1 | Greenwich Mean Time (GMT) | Jan/9/2024 23:59:59 |
BR1 | Time zone in São Paulo, Brazil (GMT-3) | Jan/9/2024 23:59:59 |
LA2 | Time zone in Buenos Aires, Argentina (GMT-3) | Jan/9/2024 23:59:59 |
LA1 | Central Standard Time (CST) | Jan/9/2024 23:59:59 |
NA1 | Pacific Standard Time (PST) | Jan/9/2024 23:59:59 |
PH | Philippine Standard Time | Jan/9/2024 23:59:59 |
VN | Indochina Time (GMT+7) | Jan/9/2024 23:59:59 |
SG | Singapore Standard Time (GMT+8) | Jan/9/2024 23:59:59 |
TH | Indochina Time (GMT+7) | Jan/9/2024 23:59:59 |
TW | Taipei Standard Time (GMT+8) | Jan/9/2024 23:59:59 |
Arena Returns
Hey Gladiators! We're incredibly excited for you to see all the new items, augments, and balance updates we've been working on. There are a lot of changes to cover! You can find the nitty gritty details below, but if you want to get straight to the action, here is a quick summary of all the biggest things to look out for in the Rings of Wrath!
- A huge amount of class and individual champion balance changes.
- Hexgates have been added to all four Arenas!
- Death is not the end! After a delay, you can revive your dead teammate by standing on their body!
- We've removed the Naafiri, Samira, Shaco, Viego, Lux, Evelynn, and Jhin cameos, and we've added Sylas and Thresh cameos!
- 4 new items!
- 60 new Augments!
Due to the large amount of balance adjustments being made this patch change lists will only contain the numbers being changed and not the entire equation as per usual.
Gameplay Updates
Hexgates
- Hexgates have been added to each of the 4 Rings of Wrath. They work just like they do on Hextech Rift and Howling Abyss and have a 7 second cooldown.
Downed State/Reviving
- When a champion dies for the first time each round, they become downed for 11-8 seconds (based on round number), after which they become revivable. If an ally stands near a revivable ally for 3 seconds, they are resurrected and healed by their ally for 150+75 per level.
- Revive duration is cumulative. If you spend 1 second near your Downed ally, then leave and come back, they will only take 2 seconds to Revive.
- Revive duration is decreased based on the reviver’s Heal/Shield Power, and also decreased based on how much less team health the reviver has than the enemy team.
- When you are revived, you become Invulnerable, Untargetable, and unable to attack/cast for 0.75 seconds. You will also gain 30% damage reduction, 75% Move Speed, and 50% Tenacity decaying over 3 seconds (or 2.25 seconds after the invulnerability ends).
- In order to revive an ally, the ally must not be reviving with another effect or ability such as Zilean’s R, Zac’s Passive, or Guardian Angel.
Cameos
- The following Cameos have been removed: Naafiri. Samira, Shaco, Viego, Lux, Evelynn, and Jhin
- The following Cameos have been added: Sylas (At the start of the round, Sylas replaces Summoner Flee with a one-use random Ultimate) and Thresh (Thresh will occasionally throw out a Lantern. The Lantern continuously Shields and can be selected to be pulled to Thresh).
New Items
- Sword of the Blossoming Dawn: 40 Ability Power, 200 Health, 15% Heal and Shield Power, 15 Ability Haste. Passive Effervescence: Gain 1.2% Attack Speed for every 1% Heal and Shield Power you have. Passive Peppermint: On-Hit, heal the lowest health ally champion near you for 15-45 (+10% bonus AD) (+7% AP)
- Perplexity: 70 Ability Power, 8% Move Speed, 22% Armor Penetration, 30% Magic Penetration. Passive Giant Slayer: Deal up to 22% bonus damage against champions with greater maximum Health than you.
- Hellfire Hatchet: 40 Attack Damage, 12 Lethality, 15% Omnivamp. Passive Char: On-Hit or damaging an enemy with an active ability, heal for 2% of the Target's Current Health and apply 1 stack of Burn that deals 12% bonus AD (+10% AP) (+2% Missing Health) physical damage per second for 4 seconds.
- Wordless Promise: 60 Ability Power, 15% Heal and Shield Power, 25 Ability Haste. Active - Promise: Make a Promise to an ally (90 second Cooldown). Passive Promise: Gain 20% of your Promised ally's Ability Power, and grant your Promised ally 20% of your Ability Haste.
Augment Updates
- Once two champions possess the same Augment, that Augment is removed from the pool.
- 60 Augments have been added to the Augment Pool! While we could share them all here, it’s more fun to enjoy exploring and experiencing them live. GLHF!
Queue Changes
- Maximum Party Size: 2 players ⇒ 4 players (Note: when queuing with 3 players the party will be given the option to select who will be matched with a random player.)
- Rating Restrictions: Players with a Gladiator rating can only queue with other Gladiator rated players ⇒ Players with an 8,100 rating or higher can only queue with 1 other player, and players must be within 1,000 rating of one another to queue together
- Private Matchmaking: A full party of 8 players can queue together for an unrated game. There are no rating restrictions in private matches.
Rating System Changes
- Arena ratings from the initial launch have been reset, and all players will begin in Wood Tier with a 500 rating.
- Gold Tier Rating: 3200 ⇒ 3300
- Gladiator Tier Rating: 3800 ⇒ 4000
General Balance Adjustments
- Health Bonus for Melee Champions: 200-700 (based on level)
- ⇒ 50-900 (based on level)
- Health Bonus for Ranged Champions: 300-800 (based on level) ⇒ 150-1150 (based on level)
- Resist Bonus for Melee Champions: 4-8 (based on level) ⇒ 8-36 (based on level)
- Armor/MR Bonus for Ranged Champions: 2-4 (based on level ⇒ 2-16 (based on level)
- Attack Speed Bonus for Ranged Champions: 20% at all levels ⇒ Removed
Champion Balance Adjustments
Aatrox- E Recharge Time: 26-10 seconds ⇒ 22-10 seconds
- E Percent Healing: 18-24% ⇒ 20-32%
- E Empowered Percent Healing during Ultimate: 20-36% ⇒ 24-44%
- R Increased Healing: 25-45% ⇒ 30-60%
- R Bonus AD: 20-45% ⇒ 30-55%.
- Health Growth: 111 ⇒ 121
- Q Damage: 50-150 (+60% AP) (+65% total AD) ⇒ 60-180 (+70% AP) (+75% total AD)
- W Ability Haste: +30 ⇒ 0
- W Cooldown: 20 seconds ⇒ 15 seconds
- Health Growth: 105 ⇒ 115
- AD Growth: 3 ⇒ 3.7
- E bonus AD ratio: 17.5% ⇒ 22.5%
- W Ability Haste: - 30 ⇒ 0
- W Cooldown: 14-10 ⇒ 26-16 seconds
- R Ability Haste: -30 ⇒ 0
- R Cooldown: 120-80 seconds ⇒ 180-120 seconds
- Damage Dealt Modifier: -5% ⇒ 0
- Damage Taken Modifier: +5% ⇒ 0
- Health Growth: 102 ⇒ 92
- Passive Stun Duration: 1.25-1.75 (based on level) ⇒ 1-1.5 seconds
- Q Damage: 70-210 (+75% AP) ⇒ 60-200 (+65% AP)
- W Damage: 70-250 (+85% AP) ⇒ 60-220 (+75% AP)
- W Damage: 20-80 (+100% AD) ⇒ 25-105 (+120% AD)
- R Stun Duration: 1-3.5 ⇒ 1.5-4.5 seconds
- R AP Ratio: 120% ⇒ 200%
- Passive Chimes Per Upgrade: 5 ⇒ 4
- Passive AP Ratio: 0.3 ⇒ 0 .5
- Health Growth: 109 ⇒ 139
- Q Ability Haste: +40 ⇒ 0
- Q Cooldown: 20-16 ⇒ 13-9 seconds
- Health Growth: 112 ⇒ 132
- Attack Speed Growth: 3.5% ⇒ 4.5%
- W Braum Bonus Resistances: 20-40 (+36% bonus Armor/MR) ⇒ 20-60 (+45% bonus Armor/MR)
- W Ally Bonus Resistances: 20-40 (+12% bonus Armor/MR) ⇒ 20-60 (+16% bonus Armor/MR)
- Health Growth: 100 ⇒ 90
- Armor Growth: 4.2 ⇒ 3.2
- Q Base Damage: 60-220 ⇒ 50-190
- Q Armor Shred: 10-26% ⇒ 10-20%
- W Bonus Attack Speed: 60-120% ⇒ 60-100%
- W Snack Attack Heal Percentage: 36-60% ⇒ 36-48%
- R Damage: 150-450 (+75% bonus AD) ⇒ 150-400 (+90% bonus AD)
- R Bonus Armor/MR: 20% AD ⇒ 10% AD.
- Health Growth: 104 ⇒ 94
- W Ability Haste: -30 ⇒ 0
- W Cooldown: 24-16 ⇒ 28-20 seconds
- R Damage: 150-350 (+50% AP) ⇒ 100-250 (+40% AP)
- Q Ability Haste: +25 ⇒ 0
- Q Cooldown: 6 ⇒ 5 seconds
- R Ability Haste: +30 ⇒ 0
- R Cooldown: 80-60 ⇒ 60–40 seconds
- Base Health: 105 ⇒ 100
- Passive Package Damage Per Second: 30-100 (based on level) (+200% bonus AD) (+24% AP) ⇒ 30-100 (based on level) (+100% bonus AD) (+16% AP)
- W Cooldown: 20-16 ⇒ 23-19 seconds
- W AP Ratio Per Second: 40% ⇒ 60%
- E Ability Haste: -30 ⇒ 0
- R Damage: 80-150 (+15-75% AD) (+12% AP) ⇒ 70-140 (+10-60% AD) (+20% AP)
- Passive Stacks per Round: 100 ⇒ 50
- Passive Stacks per Catch: 10 ⇒ 5
- Q Bonus Damage AD Ratio: +75-115% bonus AD ⇒ +70-110% bonus AD
- Q Health Growth: 98 ⇒ 128
- Q Damage: 35-55 (+30% AP) ⇒ 35-75 (+35% AP)
- Q Bonus Damage on Marked Target: 25-65 (+30% AP) ⇒ 30-70 (+40% AP)
- W Ability Haste: +20 ⇒ 0
- W Cooldown: 15-11 ⇒ 13-9 seconds
- R Cooldown: 120-80 ⇒ 90-60 seconds
- Passive Attack Speed per stack: 0.1 ⇒ 0.15
- Q AD Ratio: 135% ⇒ 140%
- Q AP Ratio: 17% ⇒ 20%
- W Base Damage: 80-300 ⇒ 110-350
- E Ability Haste: +15 ⇒ 0
- E Cooldown: 26-14 ⇒ 18-10 seconds
- E AP Ratio: 80% ⇒ 90%
- R AP Ratio: 95% ⇒ 110%
- Damage Dealt Modifier: -5% ⇒ 0
- Health Growth: 99 ⇒ 89
- AD Growth: 3.3 ⇒ 2.8
- Q Damage: 70-110 (+90-110% bonus AD) ⇒ 55-95 (+70-90% bonus AD)
- W Ability Haste: -20 ⇒ 0
- W Cooldown: 24-16 ⇒ 28-20 seconds
- Health Growth: 126 ⇒ 136
- W Ability Haste: +30 >> 0
- W Cooldown: 18-14 ⇒ 15-11 seconds
- W Shield Health Ratio: 10% ⇒ 15-25%
- R Base Damage: 150-350 ⇒ 200-600
- Damage Dealt Modifier: -5% ⇒ 0
- Health Growth: 101 ⇒ 86
- Q Turret Shot AP Ratio: 35% ⇒ 25%
- Q Turret Beam AP Ratio: 55% ⇒ 45%
- E Ability Haste: -30 ⇒ 0
- E Cooldown: 11 ⇒ 15 seconds
- Damage Taken Modifier: +5% ⇒ 0
- Health Growth: 109 ⇒ 99
- AD Growth: 5 ⇒ 4
- Q Cooldown: 14-10 ⇒ 16-12 seconds
- E Shield Amount: 85-245 (+50% AP) ⇒ 80-220 (+45% AP)
- E Damage: 70-150 (+80% AP) ⇒ 60-120 (+70% AP)
- E Slow Amount: 50-70% ⇒ 40-60%
- Health Growth: 100 ⇒ 90
- AD Growth: 4.25 ⇒ 4
- W Base Damage: 50-190 ⇒ 30-130
- E Ability Haste: -30 ⇒ 0
- E Cooldown: 15-9 ⇒ 20-14 seconds
- R Passive Base Damage: 60-160 ⇒ 50-130
- R Active Base Damage: 150-350 ⇒ 100-250
- Passive Crit Movespeed Attack Speed Ratio: 40% ⇒ 80%
- Q Base Damage: 65-245 ⇒ 70-310
- Q AD Ratio: 0.6-1 ⇒ 0.8-1.2
- W Base Damage: 60-200 ⇒ 70-250
- W Root Duration: 1.25-2.25 ⇒ 1.75-3.25 seconds
- E Slow Amount: 35% ⇒ 50%
- R Base Damage: 100-400 ⇒ 144-444
- R AD Ratio: 0.25 ⇒ 0.44
- R Cooldown: 120-90 ⇒ 45-15 seconds
- Health Growth: 105 ⇒ 115
- AD Growth: 3.15 ⇒ 3.75
- W Damage: 10-210 (+160% AD) ⇒ 10-250 (+200% AD)
- R Cooldown: 70-40 ⇒ 50-30 seconds
- Health Growth: 102 ⇒ 95
- AD Growth: 2.6 ⇒ 2.2
- Q Individual Missile Damage: 40-100 (+50% bonus AD) (+20% AP) ⇒ 40-100 (+40% bonus AD) (+15% AP)
- Q Total AD Ratio: 105% ⇒ 135%
- Damage Dealt Modifier: -5% ⇒ 0
- Passive Wave Damage: 20-41 (based on level) (+25% AP) (+10% bonus AD) ⇒ 20-41 (based on level) (+17% AP) (+7% bonus AD)
- Q Slow Percent: 26-50% ⇒ 15-35%
- W Movespeed: 24-40% ⇒ 15-35%
- E Passive Damage: 10-30 (+20% AP) (+10% bonus AD) ⇒ 5-25 (+14% AP) (+7% bonus AD)
- R Ability Haste: -100 ⇒ 0
- R Cooldown: 160-80 ⇒ 320-160 seconds
- R Base Damage: 50-150 ⇒ 150-300
- Damage Dealt Modifier: -5% ⇒ 0
- Damage Taken Modifier: -5% ⇒ 0
- Passive Orbs per Round: 25 ⇒ 30
- Passive Assassin Out-of-Combat Window to Reset Passive: 8 ⇒ 4 seconds
- Passive Assassin Bonus Magic Damage: 15-45% (based on level) ⇒ 30-60% (based on level)
- Q Darkin Damage: 5% ⇒ 4% of target's maximum health
- Q Darkin Damage: 3.5% ⇒ 3% maximum HP per 100 bonus AD
- E Assassin Cooldown: 10 ⇒ 7 seconds
- E Assassin Bonus Movespeed: 70% ⇒ 100%
- R Darkin Damage: 10% ⇒ 7% per 100 bonus AD
- R Assassin Bonus Cast and Emerge range: 200 ⇒ 400
- Passive bonus AD Ratio: 0.4 ⇒ 0.55
- Passive Slow: 25% ⇒ 35%
- Q Evolved Bonus Cooldown Refund on Isolated Target: 45% ⇒ 60%
- Q Base Bonus AD Ratio: 110% ⇒ 140%
- W Heal: 55-135 (+50% AP) ⇒ 100-300 (+100% AP)
- E Cooldown: 20-12 ⇒ 12-8 seconds
- R Recast Window: 12 ⇒ 18 seconds
- R Evolved Stealth Duration: 2 ⇒ 3 seconds
- R Evolved Casts: 3 ⇒ 4
- AD Growth: 3.25 ⇒ 2.75
- Attack Speed Growth: 3.5 ⇒ 3
- E Damage: 80-160 (+80% bonus AD) (+5% missing HP) (+0.5% missing HP per mark) ⇒ 80-160 (+80% bonus AD) (+2% missing HP) (+0.5% missing HP per mark)
- Damage Dealt Modifier: -5% ⇒ 0
- AD Growth: 3.1 ⇒ 2.3
- Attack Speed Growth: 2.65 ⇒ 2.25
- Q Resist Shred: 23-31% ⇒ 15-25%
- Q AP Ratio: 70% ⇒ 100%
- E Slow: 30-50% ⇒ 20-60%
- E AP Ratio: 70% ⇒ 90%
- R AP Ratio: 35% ⇒ 45%
- Health Growth: 115 ⇒ 130
- Q Base Damage: 30-150 ⇒ 40-200
- E Ability Haste: -20 ⇒ 0
- E Cooldown: 10.5-8.5 ⇒ 9-7 seconds
- R Cooldown: 120-80 ⇒ 90-60 seconds
- Health Growth: 111 ⇒ 121
- W Ability Haste: +15 ⇒ 0
- Cooldown: 18-10 ⇒ 16-8 seconds
- R Ability Haste: +15 ⇒ 0
- Base Health: 645 ⇒ 725
- Health Growth: 105 ⇒ 120
- Q Ability Haste: +30 ⇒ 0
- Q Cooldown: 10-6 ⇒ 8.5-4.5 seconds
- W Shield Value: 60-300 ⇒ 70-350
- Health Growth: 99 ⇒ 114
- Passive AP Ratio: 35% ⇒ 45%
- Q Damage: 80-240 (+60% AP) ⇒ 110-270 (+65% AP)
- Q Cooldown: 11-9 ⇒ 10-8 seconds
- W Shield Value: 40-100 (+35% AP) ⇒ 60-180 (+45% AP)
- Cooldown Reduction on Spell Cast or Hit Taken: 4 ⇒ 3 seconds
- Q Damage: 70-270 (+2-4% max health) (+40% AP) ⇒ 40-160 (+2-4% max health) (+60% AP)
- W Cooldown: 13-9 ⇒ 15-11 seconds
- AD Growth: 2.2 ⇒ 1.7
- Q Damage: 30-150 (+50% AD) ⇒ 20-120 (+40% AD)
- E Base Damage: 30-50 ⇒ 20-40
- AD Growth: 2.4 ⇒ 3.6
- Health Growth: 103 ⇒ 113
- Q AP Ratio: 0.35 ⇒ 0.55
- E AP Ratio Per Second: 60% ⇒ 90%
- R AP Ratio Per Wave: 25% ⇒ 35%
- Health Growth: 120 ⇒ 140
- Passive Packmate bonus AD Ratio: 4.5% ⇒ 6%
- Q First Cast Damage: 35-75 (+20% bonus AD) ⇒ 45-95 (+25% bonus AD)
- Q Second Cast Minimum Damage: 30-90 (+40% bonus AD) ⇒ 40-100 (+45% bonus AD)
- Q Bleed Damage: 30-150 (+80% bonus AD) ⇒ 40-200 (+100% bonus AD)
- Q Heal: 45-105 (+40% bonus AD) ⇒ 60-150 (+50% bonus AD)
- R Shield: 125-525 (+50% bonus AD) ⇒ 250-750 (+70% bonus AD)
- Q AP Ratio: 50% ⇒ 70%
- W Damage: 60-220 (+55% AP) ⇒ 75-255 (+65% AP)
- W Heal: 55-135 (+25% AP) ⇒ 70-230 (+30% AP)
- Health Growth: 100 ⇒ 120
- Passive Per Target Cooldown: 6 ⇒ 5 seconds
- W Shield Amount: 50-90 (+8-12% Maximum Health) ⇒ 80-160 (+9-13% Maximum Health)
- W Damage over Time: 30-70 (+40% AP) ⇒ 40-100 (+55% AP)
- Q Ability Haste: +30 ⇒ 0
- Q Cooldown: 12-8 ⇒ 9-5 seconds
- W Maximum AP Ratio: 150% ⇒ 250%
- Passive Stat Amplification per Mythic Upgraded: 4% ⇒ 6%
- Ornn can now only get stat amplifications for upgrading a maximum of 2 mythics per game. If Ornn or his teammate acquires the Mythical Augment, this cap will rise by 5.
- Players can no longer buy another copy of the same mythic with Mythical after upgrading the first one.
- Health Growth: 109 ⇒ 120
- Q Cooldown: 11-8 ⇒ 10-7 seconds
- R Cooldown: 180-150 ⇒ 60-40 seconds
- W Ability Haste: -30 ⇒ 0
- W Cooldown: 20-12 ⇒ 26-16 seconds
- E Ability Haste: -50 ⇒ 0
- E Cooldown: 14-10 ⇒ 21-15 seconds
- Ability Haste: +20 ⇒ 0
- Base Health: 670 ⇒ 740
- Health Growth: 110 ⇒ 125
- E Cooldown: 15-11 ⇒ 13-9 seconds
- Passive Bonus AD Ratio: 0.3 ⇒ 0.5
- Passive AP Ratio: 0.3 ⇒ 0.5
- Q Brush Bonus Movement Speed: 20% ⇒ 40%
- Q River Root Duration: 0.5 ⇒ 1 second
- E Base Damage: 50-210 ⇒ 70-270
- R Cooldown: 120 ⇒ 80 seconds
- Health Growth: 107 ⇒ 122
- AD Growth: 2.7 ⇒ 3.7
- W Ability Haste: +100 ⇒ 0
- W Cooldown: 50-30 ⇒ 20-10 seconds
- Health Growth: 94 ⇒ 109
- Q Cooldown: 16-6 ⇒ 11-5 seconds
- Q AP Ratio: 125% ⇒ 150%
- R Cooldown: 90 ⇒ 40 seconds
- Health Growth: 99 ⇒ 119
- AD Growth: 3 ⇒ 4
- Q Burrowed Damage: 60-200 (+50% bonus AD) (+70% AP) ⇒ 70-270 (+70% bonus AD) (+130% AP)
- W Cooldown: 16-8 ⇒ 18-10 seconds
- Q Bonus Damage: 30-150 (+0-20% AD) ⇒ 40-200 (+5-25% AD)
- Q Empowered Ratio: 40% ⇒ 55%
- W Damage stored as Grey health: 50% ⇒ 60%
- W Damage: 50-170 (+80% AP) ⇒ 60-220 (+95% AP)
- W Empowered AP Ratio: 80% ⇒ 105%
- R Cooldown: 110/100/90 ⇒ 80/70/60 seconds
- R Bonus Movement Speed: 40-60% ⇒ 50-90%
- AD Growth: 3.3 ⇒ 2.8
- Attack Speed Growth: 3.3 ⇒ 2.8
- R Base Damage: 5-25 ⇒ 5-15
- Health Growth: 114 ⇒ 144
- Q Ability Haste: +20 ⇒ 0
- Q Cooldown: 19-13 ⇒ 17-11 seconds
- Q Damage: 90-290 (+60% AP) ⇒ 110-350 (+110% AP)
- R Cooldown: 130-90 ⇒ 80-60 seconds
- Passive Stacks per Round: 6.25 ⇒ 7.5
- Passive Attack Bonus AD Ratio: 25% ⇒ 35%
- Q Ability Haste: -30 ⇒ 0
- Q Cooldown: 12-10 ⇒ 14-12 seconds
- Q Base Damage: 25-65 ⇒ 45-125
- W Fear Duration: 0.5 ⇒ 0.5-1 seconds
- W Cooldown: 15 ⇒ 17 seconds
- Damage Dealt Modifier: -5% ⇒ 0
- Health Growth: 104 ⇒ 94
- Q Cooldown: 8-6 ⇒ 9-7 seconds
- W Damage per tick: 20-60 (+20% bonus AD) ⇒ 15-45 (+15% bonus AD)
- E Percent Health Damage On-hit: 3% ⇒ 2.5%
- Q Base Stun Time: 1.25 ⇒ 1.75 seconds
- Q Minimum AD Ratio: 45-75% ⇒ 60-100%
- Q Maximum AD Ratio: 135-225% ⇒ 180-300%
- W Stacking: Gains 800 stacks over 8 rounds ⇒ Gains 1200 stacks over 8 rounds
- E Base Damage: 65-205 ⇒ 80-300
- E AP Ratio: 0.55 ⇒ 0.8
- R Minimum Base Damage: 200-350 ⇒ 250-750
- R Maximum Base Damage: 600-1400 ⇒ 700-2100
- Q AD Ratio: 80-100% ⇒ 90-130%
- Q Damage: 1-3% maximum health (+20% AD) (+30% AP) ⇒ 1-2.5% maximum health (+20% AD) (+40% AP)
- E Stun Duration: 1.25 ⇒ 1 second
- Passive Bonus AD Ratio: 2.1 ⇒ 3.0
- Q AD Ratio: 100% Bonus AD ⇒ 130% Bonus AD
- W Slow: 40%-60% ⇒ 50-70%
- W Initial Base Damage: 40-80 ⇒ 60-120
- W Return Base Damage: 50-170 ⇒ 75-225
- E Wall Cooldown: 160-60 ⇒ 22-6 seconds
- R Movement Speed: 40-70% ⇒ 60-100%
- R Cooldown: 100-60 ⇒ 80-60 seconds
- E Ability Haste: -50 ⇒ 0
- E Cooldown: 16-12 ⇒ 22-16 seconds
- Q Damage: 80-260 (+80% AP) ⇒ 70-230 (+70% AP)
- Q Blind Duration: 2-3 ⇒ 1.5-2.5 seconds
- Health Growth: 120 ⇒ 130
- Q AP Ratio: 90% ⇒ 120%
- E Passive AD Ratio: 80-200% ⇒ 100-300%
- R AP Ratio: 100% ⇒ 130%
- Q Damage: 60-220 (+90% AP) ⇒ 70-270 (+100% AP)
- E AP Ratio: 50% ⇒ 40%
- E Base Damage: 65-165 ⇒ 65-265
- Damage Dealt Modifier: -5% ⇒ 0
- Health Growth: 100 ⇒ 80
- AD Growth: 3.1 ⇒ 2.1
- Attack Speed Growth: 3.38 ⇒ 2.88
- Passive AP Ratio: 3% ⇒ 4%
- E Bonus AD Ratio Per Stack: 0.35 ⇒ 0.3
- E AP Ratio Per Stack: 0.3 ⇒ 0.35
- R Bonus AD: 10-30 ⇒ 30-50
- Q Maximum Health AD Ratio: .0004 ⇒ .0003
- Q2 Maximum Health AD Ratio: .0007 ⇒ .006
- W Shield AP Ratio: 40% ⇒ 60%
- W On-Hit Heal AP Ratio: 8% ⇒ 12%
- R Storm Base Damage: 20-92 ⇒ 25-125
- R Storm AP Ratio: .00035 ⇒ .00050
- AD Growth: 4 ⇒ 3
- Health Growth: 102 ⇒ 92
- Armor Growth: 5.45 ⇒ 4.75
- Firebrand,Heavy Hitter, Light ‘em Up, and Angel of Retribution now deal 50% damage during W
- Q Cooldown: 16-12 ⇒ 13-9 seconds
- E Bonus AD Ratio: 90% ⇒ 110%
- Health Growth: 103 ⇒ 93
- Attack Speed Growth: 3.3 ⇒ 3
- AD Growth: 2.35 ⇒ 1.95
- Q Bonus Damage: 60-100% AD ⇒ 50-90%
- R Bonus AD: 25-55 ⇒ 10-30
- Armor Growth: 5.2 ⇒ 4.2
- Passive On-hit AP Ratio: 50% ⇒ 40%
- Q Cooldown: 14-10 ⇒ 16-12 seconds
- Q Bonus AD Ratio: 120% ⇒ 60%
- W Heal: 20-80 (+8-20% missing health) ⇒ 10-70 (+6-18% missing health)
- E Shield: 14% maximum health (+75% AP) ⇒ 11% maximum health (+65% AP)
- E Damage: 80-200 (+80% AP) (+11-15 maximum health) ⇒ 60-160 (+70% AP) (+9-13% maximum health)
- E Ability Haste: -20 ⇒ 0
- E Cooldown: 15-11 ⇒ 18-14 seconds
- Q AD Ratio: 0.45 ⇒ 0.35
- W Ability Haste: -30 ⇒ 0
- W Cooldown: 22-14 ⇒ 26-18 seconds
- R AD Ratio Per Second: 1.375 ⇒ 1.1
- AD Growth: 3.5 ⇒ 2.6
- Attack Speed Growth: 3.9 ⇒ 3.7
- Health Growth: 107 ⇒ 97
- Q Cooldown: 10-8 ⇒ 10-5 seconds
- W Bonus Damage: 20% ⇒ 15%
- E Damage: 50-90 (+60% bonus AD) ⇒ 40-80 (+50% bonus AD)
- Health Growth: 106 ⇒ 121
- W Base Damage: 60-200 ⇒ 85-225
- E Minimum Stun Duration: 0.75 ⇒ 1.25 seconds
- E Maximum Stun Duration: 2.25 ⇒ 2.5 seconds
- E Cooldown: 13-11 ⇒ 11-9 seconds
- Passive Ghoul AD Ratio: 0.25 ⇒ 0.2
- R Maiden Health reduced by 30%
- Q AP Ratio: 20% ⇒ 25%
- Q Empowered AP Ratio: 30% ⇒ 37.5%
- W Bonus Heal/Shield Power: 5-15% ⇒ 10-25%
- E Shield Amount: 80-180 (+30% AP) ⇒ 100-200 (+40% AP)
- Q Base Damage: 70-210 ⇒ 80-280
- Q Bonus AD Ratio: 1.1 ⇒ 1.3
- W Cooldown: 20-17 ⇒ 16-13 seconds
- R Damage Amplification: 25-55% ⇒ 30-60%
- Health Growth: 106 ⇒ 121
- Passive AP Ratio: 50% ⇒ 65%
- Q Damage: 95-295 (+65% AP) ⇒ 125-325 (+75% AP)
- W Ability Haste: +30 ⇒ 0
- W Cooldown: 20-12 ⇒ 14-10 seconds
- R Damage (unempowered): 200-400 (+73% AP) ⇒ 250-550 (+85% AP)
- R Damage (empowered): 300-600 (+110% AP) ⇒ 375-825 (+ 127.5% AP)
- Health Growth: 106 ⇒ 121
Item Balance Adjustments
All Lethality Items (excluding The Collector)
- Base stats have been reduced to match values on Summoner's Rift with +4 lethality unless otherwise noted below.
- Health: 700 ⇒ 800
- Ultimate Damage Amplification: 25% ⇒ 20%
- AD: 40 ⇒ 35
- Percent Current Health On-hit Damage: 11%/8% (melee/ranged) ⇒ 9%/6% (melee/ranged)
- AP: 100 ⇒ 80
- AP: 75 ⇒ 45
- Percent Maximum Health Damage for Melee Users: 4% ⇒ 3%
- AD: 35 ⇒ 30
- Passive Damage Amplification Cap: 16% ⇒ 25%
- Ability Haste: 30 ⇒ 40
- Health: 200 ⇒ 400
- Shard Heal: 40-160 ⇒ 60-210
- Shard Damage: 45-270 ⇒ 60-310
- AD: 60 ⇒ 50
- Proc Percent Maximum Health Damage for Melee Users: 6% ⇒ 4%
- Mythic Passive Armor Penetration: 5% ⇒ 4%
- Lethality: 16 ⇒ 12
- Health: 325 ⇒ 375
- AD: 55 ⇒ 60
- Maximum health: 300 ⇒ 400
- Damage Amplification: 20% ⇒ 25%
- Cooldown: 30 ⇒ 20 seconds
- Health: 400 ⇒ 500
- AP: 70 ⇒ 80
- Health: 400 ⇒ 450
- Bonus MR at Maximum Stacks: 30 ⇒ 50
- AD: 55 ⇒ 60
- Attack Speed: 25% ⇒ 40%
- Health: 300 ⇒ 400
- Missing Health Heal per champion: 8% ⇒ 10%
- Maximum Health: 200 ⇒ 350
- Proc Maximum HP Ratio: 6% ⇒ 7%
- Proc Damage to Permanent Maximum Health Conversion: 10% ⇒ 12%
- AP: 80 ⇒ 100
- AD: 40 ⇒ 50
- Magic Penetration: 9 ⇒ 12
- Cooldown: 40 ⇒ 25 seconds
- All stat adjustments reverted.
- Health: 300 ⇒ 150
- AP: 90 ⇒ 100
- Ability Haste: 20 ⇒ 15
- Proc Bonus Damage: 15% ⇒ 10%
- Shield Amount: 320-530 (based on level) ⇒ 400-680 (based on level)
- Ability Power: 60 ⇒ 80
- Ability Haste: 30 ⇒ 35
- Initial Proc Damage: 50-90 ⇒ 70-170
- Ally Proc Damage: 100-160 ⇒ 130-230
- Damage Redirect Percentage: 10%/20% when empowered ⇒ 8/16% for ranged and 12/24% for melee
- AD: 40 ⇒ 45
- Deals up to 15% bonus magic damage based on targets Bonus Health from 0-1250 ⇒ 12% from 0-4000 (this was overperforming due to everyone getting a lot of free Bonus Health from the stat buff)
- Armor Penetration: 35% ⇒ 30%
- AP: 100 ⇒ 80
- Armor Penetration: 35% ⇒ 30%
- Ability Haste: 25 ⇒ 40
- Attack Speed at Maximum Stacks: 30% ⇒ 50%
- Proc damage buffed to match live values (and AP ratios buffed slightly)
- Health: 300 ⇒ 400
- Health: 300 ⇒ 450
- Shield now has a 30% bonus AD ratio.
- AP: 85 ⇒ 70
- Health: 475 ⇒ 400
- AD: 55 ⇒ 65
- Ranged shield reduction: 35% ⇒ 50%
- Armor Penetration: 40% ⇒ 35%
- Magic Penetration based on Target's Current Health: 10-20 ⇒ 15-25
- Active Movespeed: 30% ⇒ 50%
- Cooldown: 75 ⇒ 30 seconds
- Proc Base Damage: 100-200 (based on level) ⇒ 100-280 (based on level)
- AP Ratio: 60% (unchanged)
- Attack Speed: 15% ⇒ 25%
- AD: 50 ⇒ 60
- Health Ratio Per Tick: 1.75% ⇒ 2.5%
- Heal Amount: 20-60 (+12% bonus AD) (+8% AP) ⇒ 15-45 (+10% bonus AD) (+7% AP)
- Health: 300 ⇒ 200
- AP: 60 ⇒ 40
- Attack Speed Per 1% Heal/Shield Power: 1.5% ⇒ 1.2%
- Bonus Health converted to AD: 2% ⇒ 1.5%
- Health: 500 ⇒ 400
- Health: 200 ⇒ 333
- AD: 30 ⇒ 33
- Passive Lethality Reduced to 10-20 (based on level)
Augment Balance Adjustments
Looking for a list of all the new Augments? Where's the fun in that? The best way to find out is to jump in the Arena and see what Augments you're dealt. Experiment and learn what works best, after all, the journey is half the fun.
- Removed Augments: Buckle Up, Evocation, Midnight Express, Windspeaker's Blessing, Zhonya's Epiphany
- Haste Per Cast: 8 ⇒ 9
- Stat Amplification: 20% ⇒ 25%
- Health: 1000 ⇒ 1250
- Heal to Damage Conversion: 50% ⇒ 70%
- Base Movement Speed for Ranged Users: 20% ⇒ 30%
- Base Movement Speed for Melee Users: 30% ⇒ 40%
- Maximum Haste: 60% ⇒ 80%
- Electrocute Damage: 50-250 (based on level) + (45% bonus AD) + (30% AP) ⇒ 60-300 (+55% bonus AD) + (40% AP)
- Damage Amplification: 15% ⇒ 20%
- Base Shield: 200 ⇒ 100-400 (based on level)
- Attack Speed: 50% ⇒ 60%
- Damage reduced by 17%
- Ignite Damage: 70-410 (based on level) ⇒ 100-600 (based on level)
- Slow Amount: 30% ⇒ 50%
- Heal: 4% maximum health ⇒ 10-180 (based on level) + 2% maximum health
- AP Ratio: 10% ⇒ 6%
- AD per 1 Attack Speed: 30 ⇒ 25
- Cooldown Refund: 1 ⇒ 1.25 seconds
- Damage: 45-225 (based on level) (+25% bonus AD) (+17% AP) ⇒ 40-200 (+22%bonus AD) (+15% AP)
- Resists per stack: 15 ⇒ 12
- Base Regeneration: 600% ⇒ 800%
- Amped Regen: 1200% ⇒ 1600%
- Per Ability Proc Cooldown: 0.75 ⇒ 0.5 seconds
- newIf taken during the 2nd augment round, starts with 40 AP
- Heal: 2% maximum health ⇒ 5-90 (based on level) + 1% maximum health
- Base Heal Per 1000 Units Traveled: 30-150 (based on level) ⇒ 20-120 (based on level)
- Maximum Health Ratio Per 1000 Units Traveled: 2.5% ⇒ 2%
- Damage: 24-160 (based on level) ⇒ 40-200 (based on level)
- Total Bleed Damage: 2.5% ⇒ 1.75% of Users Maximum Health
- Slow Amount: 40% ⇒ 30%
- Damage: 40-160 (based on level) ⇒ 30-150 (based on level)
- Lifesteal on Critical Strike: 30% ⇒ 20%
- Damage Redirected: 25% ⇒ 15%
- Healing Copied: 45% ⇒ 50%
- Conquerer Adaptive per Stack: 2-4.5 (based on level) ⇒ 3-5.5 (based on level)
- Conquerer Post-Mitigation Healing: 8%/5% (melee/ranged) ⇒ 10%/8% (melee/ranged)
- Attack Speed per Stack for Melee Users: 10-15% ⇒ 13-18%
- Attack Speed per Stack for Ranged Users: 5-9% ⇒ 8-12%
- Damage Reduction: 30% ⇒ 25%
- Lethality: 15 ⇒ 10
- Total Burn Percent Maximum Health Damage: 5% ⇒ 4%
- Damage: 200-700 (based on level) (+100% bonus AD) (+90% AP) ⇒ 250-750 (+140% bonus AD) (+100% AP)
- Current Converted to Shield: 30% ⇒ 25%
New Arena Challenges
- Cream of the Crop: Deal the most damage to champions in the game
- Dancing Shoes: Dodge 5 skillshots (ranged untargeted abilities) within 8 seconds
- Double Down: Get double kills
- The Wall: Take 10,000 pre-mitigation damage from champions in a single fight without dying
- Outplaying the Odds: Get kills while more enemy champions than friendly ones are nearby
- I've Got You!: Save an ally who would have otherwise taken lethal damage with a heal or shield
ARAM Balance Changes
Nerfs
- Riven: Shielding Done: 120% ⇒ 100%
Buffs
- Ashe: Damage Dealt: 90% ⇒ 100%
Clash - ARAM Cup
It's time for the last Clash tournament of the year, and what better way to celebrate than by fighting it out on the Howling Abyss!
- Registration Begins: December 4 @ 11:00 AM (Local Time)
- Tournament Days: December 9 and 10 (~4-7 PM Local, varies by region)
Mythic Shop Rotation
Now Available
- Prestige PROJECT: Irelia
- Prestige K/DA Kai'Sa
- Prestige Spirit Blossom Master Yi
- Prestige Battle Academia Lux
- Hextech Alistar
- Hextech Malzahar
- Mythic Chroma Storm Dragon Lee Sin
- Mythic Chroma Dawnbringer Riven
- Crystalis Motis Ashe
- Reclaimed Chroma (Crystalis Motis Ashe) + Icon
- Crystalis Motis Ashe Emote
- Crystalis Motis Ward Skin
- Winterblessed 2022 Mythic Essence Icon
- Lunar Revel 2023 Mythic Essence Icon
- Fairie Court 2023 Mythic Essence Icon
- Inkshadow 2023 Mythic Essence Icon
- Soul Fighter 2023 Mythic Essence Icon
- Worlds 2023 Mythic Essence Icon
- Faerie Court 2023 Grab Bag
Leaving the Mythic Shop
- Prestige Cyber Halo Janna
- Prestige K/DA Evelynn
- Prestige Arcanist Zoe
- Prestige Blood Moon Aatrox
- Hextech Kog'Maw
- Hextech Swain
- Neo PAX Jax
- Crystalis Motis Taliyah
- Reclaimed Chroma (Crystalis Motis Taliyah) + Icon
- Crystalis Motis Taliyah Emote
- Galaxy Slayer Zed Mythic Chroma + Icon
- High Noon Senna Mythic Chroma + Icon
Bugfixes & QoL Changes
Bugfixes
- Fixed a bug that caused Elise's Q - Venomous Bite's on-hit sound effects to not play correctly while Elise is in Spider Form.
- Fixed a bug that caused Draven's R to execute himself if it was used in very close proximity to an enemy and the amount of gold accumulated from his passive was greater than his current health.
- Fixed a bug that caused Xayah's empowered auto attack feathers to break when hitting a dashing target.
- Fixed a bug that caused Morgana's W - Tormented Shadow pool VFX to not appear to enemies if it was cast inside of terrain.
- Fixed a bug that caused Evelynn's Q sound effects to not play when used very close to the target,
- Fixed a bug that caused Neeko to be able to inherit the attributes of 2 different units at the same time, causing her to sometimes have 2.5 Attack Speed.
- Fixed a bug that caused some of Ornn's upgraded Mythic Items to not grant stackable unique passives such as Rod of Ages or Guinsoos.
- Fixed a bug that caused Viego to be unable to swap guns if he possessed Aphelios.
Cosmetic Bugfixes
- Fixed an issue where Hextech Annie's Fire VFX in her idle animation would disappear momentarily.
- Fixed an issue where Ashen Slayer Sylas, Battle Wolf Sylas, Prestige PROJECT: Sylas and Project Sylas' clone model had corrupted textures when stealing Shaco's Ultimate from the following Shaco skins: Prestige Soul Fighter, Soul Fighter, Winterblessed, Crime City Nightmare and Arcanist.
- Fixed an issue where High Noon Senna missed transitions when exiting from Homeguard Run animation.
- Fixed an issue where VFX of Project Senna's Dawning Shadow (R) was no longer cut off near elevation change, when cast from lower ground
Upcoming Skins & Chromas
The following chromas will be released this patch:
No comments:
Post a Comment
Feel free to comment or leave a message :)