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League of Legends

Patch 14.10 Notes

14.10 coming through, which means Split 2 is finally here!

We have quite a bit of stuff dropping in patch 14.10: Split 1 end and Split 2 start details, LoR comes to the League client, Champion Mastery updates, tons of Arena adjustments, and LOTS of items and runes changes, alongside a couple of system changes to XP and gold gain. Also keep an eye out for the new Faerie Court skins that are now available!

For some champion highlights, we have a pretty big rework for Corki, giving him some bot lane viability alongside getting him away from his past The Package-based gameplay, some tweaks to K'Sante and Skarner, some adjustments to give Viego a bit more lane presence, and Sett some small jungle viability.

For Ranked players, welcome to the second split of 2024! This massive patch includes a full-scale item update for marksmen and other auto-attackers, now granting 25% crit per item and sunsetting the stat profile of crit + AD + AS on any individual items. Tanks, enchanters, mages, and fighters have received meaningful, albeit smaller, updates as well. We've removed—or replaced—a dozen runes that were significantly weak or unpopular. We've also made game-wide adjustments to experience and gold with the hopes of giving junglers and bot laners a leg up in the mid game without taking over afterwards.
Caden "Riot Sakaar" House

Patch Highlights

Faerie Court Lux, Faerie Court Soraka, Faerie Court Lillia, and Faerie Court Tristana will be available May 15th, 2024 at 18:00:00 UTC.

Player Profile Update

We are moving Player Profiles inside of the social panel in order to consolidate client navigation (we needed more space). You can still customize your identity by going into your profile and clicking on the banner there!

Legends of Runeterra Comes to League!

You can now easily access the award-winning card game Legends of Runeterra right from the League client! You'll find the button right next to TFT in the main navigation of the client, which will redirect you to play, or install, LoR in your Riot Client. Legends of Runeterra is also available on mobile for both Android and iOS users to download at their respective app stores, so make sure you check those out as well!

Power up your favorite champions, embark on an epic single-player adventure, and grow your collection in this easy to pick up, easy to put down single-player strategy card game with some of the deepest lore in the Runeterran IP.

Finally, if you're looking for the latest and greatest news on Legends of Runeterra, you can always check out the LoR patch notes here!

Champion Mastery Update

The new and evolved Champion Mastery system is coming to League this patch! Champions are the core of League, and everyone has their favorites—and Champion Mastery helps reflect that passion in-game. It's also the way many players express skill growth, especially for those who don't play Ranked.

We're updating Champion Mastery to improve the system for players in a way that lives up to its promise. For example, you don't really stop mastering champions once you hit mastery level 7, and one of our goals with this update was to reflect that. But that's not all we have coming! With this update, we're also adding the following:
  • Uncapped Champion Mastery Levels
  • Per-split Mastery Progression & Rewards
  • Per-split Mastery Champion Sets & Rewards
  • Unlockable Champion Titles for Level 10 Mastery


If you're looking for more information on these changes make sure to check out our /Dev: Updating Champion Mastery Dev Blog here!. If you're looking for all of the nitty gritty details of the update, make sure to check out our support page here!.

Ranked

Soon after Patch 14.10 release, Split 2 of Season 2024 will start May 15 at noon, local time.

Similar to previous seasons, with the split transition, the Account Transfer Service will be disabled before the split ends and turned back on after rewards are granted.

Ranked Queue will be disabled for short hours before the season starts, and be back as soon as patch deploy is done.

/dev: Split 2 Ranked Update provides an in-depth introduction of the Split 2 Ranked updates, here are some of the most important changes:
  • Players will be able to place as high as Diamond III after provisional games (prev Emerald I)
  • Demotion protection between divisions (eg. Silver II > Silver III) will be removed. Players will fluidly transition between divisions.
  • Demoting from tiers will place players at 25 / 50 / 75 LP depending on the player's MMR at the time of demotion compared to their rank.
  • Master Duo will be enabled in most regions (and will stop again at Grandmaster), excluding CN and KR.

Split Start Apex Duo MMR Restriction Disable Reminder:

  • Similar to previous splits and years, for the first two weeks of a new ranked split (14.10 patch cycle), APEX Duo MMR restriction will be temporarily disabled, but the visual/earned rank duo restriction remains, following the updated Duo rule listed above.
  • The APEX Duo MMR restriction will be turned back on in 14.11.

Split 1 2024 Season Reward Grant will happen shortly after the new split starts, and should be fully complete in 14.11.

Systems Changes

We're modifying gold and experience income with the hope of closing some durability disparities across several roles. Bot laners and junglers tend to be 1-2 levels behind solo laners in the mid game before catching up late game due to champion kill experience. We're bringing up their mid-game levels by tweaking duo XP and early monster XP. Then to keep them from shooting ahead of solo laners, as junglers and bot laners participate in more late-game kills than other roles, we're bringing down late-game assisted kill XP.

We're also making some adjustments to gold income. As mentioned before, junglers and bot laners tend to shoot ahead in the late game through champion combat and we're giving them more experience to fight with, so we're lowering a little bit of PVP gold income.

Experience

  • Duo+ Experience: 116% ⇒ 124%
  • Jungle Monster Experience: 100/100/102.5/107.5/120/120/130/130/145% (Levels 1-9) ⇒ 100/100/125/130/135/140/145/150% (Levels 1-8)
  • Scuttle Crab Experience: 100/105/110/115/120/125/130/135/140%, then +10% per level ⇒100/100/125/130/135/140/145/150% (Levels 1-8)
  • Shared Champion Kill XP: 66.6% (1-6), 82% (7-8), 100% (9+) ⇒ 66.6% (1-6), 82% (7+), 90% (9+)

Gold

  • 2+ Kill Streak Gold: 450/600/700/800/900/1000 ⇒ 400/500/600/700/800/900 1000
  • CS Bounty: 50 gold at 300 extra cs gold + 50 per additional 200 ⇒ 50 gold at 300 extra cs gold + 50 per additional 250
  • 1+ Death Streak Gold: 274/220/176/140/112/100 ⇒ 267/201/151/113/100

Champions

Corki

The Package has been removed, Corki's passive now deals bonus true damage, and most of his abilities have been buffed and converted to physical damage.

We're delivering a huge update to Corki this patch, returning parts of him to a long-past version with true damage on his passive and no Packages to pick up. Overall, our goals are to give Corki the power he deserves without turning his Pro games into stale, boring poke fests between objective timers.

We want Corki to be a relatively easy-to-play, aggressive champion who's pressured to end the game before his opponents out-scale him. To do that, he'll be rewarded for aggressive, cooperative moves, and shredding his opponents' resists while he gangs up on his prey with teammates. His damage is being converted largely into physical damage and he'll be rewarded for repeated auto-attacks on his opponents, tying much of his ultimate's power behind auto attacks to refund ammo. We're shifting power around to make sure each of his buttons has a place at all points in time, turning his late game combat pattern into an all-out assault with his entire kit, instead of just firing out Missile Barrage from maximum range.

We also hope that Corki will find a home in bot lane as well as mid lane. Currently, he's only really played mid, where he finds middling success. Ideally he finds success in both roles.

As one final note, we've converted most of his magic damage to physical and all but removed his AP builds. His recommended items have been manually updated to include both AD-haste and AD-crit builds, so follow either one to your heart's content, but items like Sorcerer's Shoes and Malignance will no longer be worth buying. Please don't!

Base Stats

  • Base Health: 610 ⇒ 640
  • Health Growth: 103 ⇒ 100
  • Base Armor: 28 ⇒ 30
  • Armor Growth: 4.7 ⇒ 4.5
  • Base Attack: 61 ⇒ 55
  • Attack Speed: .638 ⇒ .644
  • Mana Regeneration Growth: .55 ⇒ .7
  • Acquisition Range: 500 ⇒ 550 . This is the range at which Corki acquires targets when attack-moving past them.
  • Re-timed Corki's basic attacks to launch the attack at a more appropriate frame of his attack animation. Basic attacks come out slightly more slowly.

Passive - Hextech Munitions

  • Damage: 20% Physical & 80% Magic ⇒ 100% Physical & 15% True
  • The Package: Removed

Q - Phosphorus Bomb

  • Damage: 75/120/165/210/255 (+70% bonus AD) (+50% AP) ⇒ 70/110/150/290/230 (+120% Bonus AD) (+70% AP)
  • Cooldown: 8 ⇒ 9/8.5/8/7.5/7
  • Mana: 60/70/80/90/100 ⇒ 60/65/70/75/80
  • Missile Speed: 1000 ⇒ 1100
  • Re-timed the animation to fire at a more appropriate point in the animation. 0.25s cast time unchanged.

W - Valkyrie

  • Mana: 80 ⇒ 80/85/90/95/100
  • Now more consistently deals all its damage ticks. This is usually 10% more damage if your target was in the zone the whole time.
  • Damage over time now lingers for 1 second after leaving the zone
  • Can no longer deal more than the maximum damage if a target runs alongside Valkyrie's damaging zone
  • Particle effects have been scaled up to match the damage radius
  • Damage particles have been made less spammy

E - Gatling Gun

  • Damage Type: 50% magic & 50% physical ⇒ 100% Physical
  • Damage: 120/170/230/280/320 (+250% bonus AD) ⇒ 100/150/200/250/300 (+200% bonus AD)
  • Cooldown: 16 ⇒ 12
  • Armor/MR Shred: 8/11/14/17/20 ⇒ 12/15/18/21/24
  • Time to reach max shred: 8 hits (2 seconds) ⇒ 4 hits (1 second)
  • Mana: 50 ⇒ 50/55/60/65/70

R - Missile Barrage

  • Damage: 80/115/150 (+25/50/75% AD) (+12%AP) ⇒ 80/180/280 (+70% AD) (AP ratio removed)
  • Mana: 20 ⇒ 35
  • Max Ammo: 7 ⇒ 4
  • Recharge Rate: 12/11/10 ⇒ 20
  • New - Basic attacks on-hit against champions reduce the recharge time of Missile Barrage by 2-4s based on critical strike chance
  • New - Leveling the ability for the first time grants 2 ammo

Cho'Gath

E damage cap against monsters raised to a flat value, damage cap against minions removed.

Cho jungle isn't doing too great, and while looking for ways to open up jungle diversity we noticed his E monster damage cap was quite low, and scaled with E rank. Now Chungle players have a bit more flexibility in choosing what spell to max first! The minion damage cap was a holdover that no longer seems relevant, so this is also a buff to Cho clearing Super minions in general.

E - Vorpal Spikes

  • Damage cap against monsters: 80/100/120/140/160 ⇒ 200
  • Damage cap against minions: 80/100/120/140/160 ⇒ Removed

K'Sante

Base Health Regen Growth and Health Growth increased. E Base shield increased.

Oh K'Sante. As a fairly new (...right?) and difficult-to-play champion, we don't expect him to have exceptionally strong performances on all but the most practiced players (read: Pros). That said, he took a hit last patch when we updated his hitbox and selection radius. As a result, he's performing worse in solo queue than we'd like, so we're shipping him some buffs. We're buffing E's rank-up since a decent portion of K'Sante players choose to max it second and we're comfortable with it being competitive with W. Otherwise we're just upping his baseline durability since he became easier to hit.

Base Stats

  • Health Regeneration Growth: .85 ⇒ 1
  • Health Growth: 115 ⇒ 120

E - Footwork

  • Base Shield: 50/90/130/170/210 (+10% bonus health) ⇒ 50/100/150/200/250 (+10% bonus health)

Sett

E deals bonus damage to monsters.

Sett jungle players are few and far between, and the ones that do exist max W first in an attempt to make up for his poor AoE. Players should notice the biggest difference in their first clear where little raptors will die to your pet roughly 1 auto after you kill the big one.

E - Facebreaker

  • newNow has a 100 flat damage mod to monsters

Skarner

Q damage, mana cost, and max HP monster cap reduced. Q damage to structures increased. E damage reduced. R cast time decreased, unstoppable status removed, but can now queue other abilities while winding up.

We're making some small updates to Skarner now that he's been out in the wild for a bit. First, we're changing up part of his ultimate's cast paradigm. We're letting displacement effects affect Skarner while winding up Impale, which will do a couple of things. The most fun one is to let him cast it reactively to an incoming Blitzcrank hook, delivering even more suppressions per cast. This also leaves some room for opponent counter-play as astute players can preemptively throw out spells like Explosive Cask and push Skarner away before he can snag his prey. Because this change will make him less consistent, we're also hastening the cast time, giving him a better shot at landing it without setup CC.

We're also adding a little bit of QoL, allowing him to properly queue his spells before R. He still can't cast Q or E while Impaling someone, but in case it misses, he'll go right into his next cast.

He's also due for some meaningful nerfs as arguably the strongest high-MMR jungler in the game. We're happy with his level of crowd control and durability, so we're going after his ability to kill squishy champions quickly. We also know that there's a large community of Skarner top players who will be negatively affected by these nerfs, so we're delivering some small compensation buffs aimed at top lane. Between these compensation buffs and Fimbulwinter's buffs, we hope players will still enjoy him in both roles.

Q - Shattered Earth / Upheaval

  • Damage: 10/20/30/40/50 (+60% Bonus AD) (+5% Bonus HP) ⇒ 10/20/30/40/50 (+60% Bonus AD) (+4% Bonus HP)
  • Mana Cost: 30/35/40/45/50 ⇒ 30
  • Damage to Structures: 50% ⇒ 100%
  • % Max HP Monster Cap: 150/225/300/375/450 ⇒ 150/200/250/300/350

E - Ixtal's Impact

  • Damage: 30/60/90/120/150 (+10% Skarner's Max HP) ⇒ 30/60/90/120/150 (+8% Skarner's Max HP)

R - Impale

  • Cast Time: .75 ⇒ .65
  • Skarner is no longer unstoppable while winding up Impale
  • Skarner can now queue his other skills while winding up Impale. Q/E still cannot be cast while impaling an enemy champion.
  • Fixed a bug where Mark/Dash could be re/cast during Impale

Tryndamere

Passive critical strike chance cap increased.

Now that we're going back to 25% critical strike chance on legendary items, we're adjusting champions like Tryndamere that directly depend on certain thresholds. For Tryndamere, our goal is for him to hit 100% crit at 2 items and full Fury.

Passive - Battle Fury

  • Fury Bonus Critical Strike Chance: 0-40% (based on Fury) ⇒ 0-50% (based on Fury)

Viego

Q healing from minions increased.

Lane Viego was nerfed a few years ago to reduce his power in Pro play as a flex pick. Since then, we've nerfed him in other Pro-focused ways as well as lowered the amount of systemic sustain available in early lane, and think there may be room to give back a bit of wicked good lane power.

Q - Blade of the Ruined King

  • Mark Healing vs minions: 10% ⇒ 50%

Yasuo

Passive critical strike multiplier decreased, bonus AD for excess critical strike chance increased.

Now that we're going back to 25% critical strike chance on legendary items, we're adjusting champions like Yasuo that directly depend on certain thresholds. With Yasuo, our goal is for him to hit 100% critical strike chance once he hits 2 items.

Passive - Way of the Wanderer

  • Critical Strike Chance Multiplier: 2.5 ⇒ 2
  • Bonus AD for Excess Critical Strike Chance: 40% ⇒ 50%

Yone

Passive critical strike multiplier decreased, bonus AD for excess critical strike chance increased.

Now that we're going back to 25% critical strike chance on legendary items, we're adjusting champions like Yone that directly depend on certain thresholds. Much like his brother, our goal is for Yone to hit 100% critical strike chance once he hits 2 items.

Passive - Way of the Hunter

  • Critical Strike Chance Multiplier: 2.5 ⇒ 2
  • Bonus AD for Excess Critical Strike Chance: 40% ⇒ 50%

Items

Corrupting Potion

Corrupting Potion has somewhat been forgotten for a while. We don't like when it's strong and dominates other early game item choices, so we've decided to remove it from the game for now.

  • removedRemoved from the game.

Enchanter Items

Dawncore

Dawncore was initially conceived as an enchanter capstone that could finish their builds. Of course, that's really lofty for a class that doesn't earn a lot of gold. We still want Dawncore to be a big-ticket item but are reshaping it a little bit, giving it much more up-front power while still having a bit of scaling that asks you to at least not buy it first.

So we're massively juicing up the AP and Heal/Shield Power in order to make it the best item for “I want really, really strong enchanter spells.” It's still more expensive than other options and is a greedier buy but is focused on making your kit as strong per-cast as possible. The math works out to an extra 32.5 Ability Power and 11.5% Heal/Shield Power if you buy it after something like Imperial Mandate or Shurelya's, which should more than compensate for the dropped haste.

  • Build Path: 2x Bandleglass Mirror (2700 gold total) ⇒ Blasting Wand + 2x Forbidden Idol (2700 gold total)
  • newHeal and Shield Power: 16%
  • Ability Power: 40 ⇒ 60
  • Base Mana Regeneration: 150% ⇒ 100%
  • First Light: 3% HS and 5 AP per 100% Base Mana Regeneration ⇒ 2% HS and 10 AP per 100% Base Mana Regeneration
  • removedSummoner Spell Haste: 18 ⇒ Removed
  • removedAbility Haste: 20 ⇒ Removed

Echoes of Helia

Echoes of Helia hasn't found its footing in the post-Mythic world so we're making the item more user-friendly and more powerful. Since it can be tough for a support to land multiple hits on an enemy, we're lowering the required hits between shields and heals for full effect and juicing up the per-cast impact. For those who were reliably getting three hits in between shields, this won't be a huge buff, but for anyone who had a hard time always casting at full stacks, these changes will be a significant improvement.

  • Max Stacks: 3 ⇒ 2
  • Damage per stack: 45 ⇒ 60
  • Heal per stack: 40 ⇒ 75
  • Fixed a bug where it would damage enemies and still pop their spell shields. Now spell shields will properly block the damage.

Shurelya's Battlesong

Shurelya's Battlesong is on the strong side right now. It's reasonably appropriate on enchanters where there are a wealth of other options but it's too prevalent on solo laners for what's meant to be a supportive item. We're taking down its more selfish aspects to try to keep it as a niche purchase outside of supports.

  • Move Speed: 8% ⇒ 5%
  • Ability Power: 55 ⇒ 50

Tank Items

We're taking a small pass over tank items, both the high-income and low-income varieties. Our first goal is to slightly raise the amount of ability haste in the tank item system. We don't think they should have as much as fighters do, but they should be able to easily get small to moderate amounts. To achieve that goal, we've placed ability haste onto their most generic items, which are Sunfire Aegis and Hollow Radiance.

Our second goal is to make pure health items appealing, which we achieved through strict buffs to the health items while also skewing their resist items to be more about resists and less about health, leaving more room for pure health to be an appealing stat line. Finally, we're also including a few generic buffs to underperforming items.

Anathema's Chains

Let's talk about pure health items, which have generally been quite ignored by players. Sometimes they just don't provide enough stats to be competitive but other times, there's just no need for more health because other items already provide a ton. We're hoping to fix up both of those areas by re-tuning pure health items and resist items in order to carve out a space for these ones.

That said, we thought long and hard about Anathema's and came to the conclusion that a version of Anathema's that was strong and prevalent would be quite bad for the game. Snowballing should feel good and players should be rewarded for their success. While strong defenses (armor, health, Zhonya's Hourglass, etc.) are good, an item that specifically disempowers a targeted player and makes them weaker in all cases wasn't something we wanted to keep around.

  • removedRemoved from the game

Warmog's Armor

Warmog's is receiving a hefty simple buff. At 3100 gold it's the second most expensive tank item in the game, so we decided to give it an eye-popping amount of health to stand out as a premiere tank item. We haven't changed the Warmog's Heart threshold, so it should be easy to activate in your second slot.

  • Health: 750 ⇒ 1000
  • Health per 5 seconds: 200% ⇒ 100%

Fimbulwinter

We're giving Winter's Approach and Fimbulwinter some strict buffs and also playing up the mana build synergy. By doubling the value of the mana conversion for items like Frozen Heart and Rod of Ages, we hope there will be a subset of tanks and AP bruisers that are excited to try out high-mana builds. On average, the Awe change will be relatively neutral on most tanks unless they invest further into mana, but the 150 extra health is pure upside.

  • Health: 400 ⇒ 550
  • Awe: 8% Max Mana as Bonus HP ⇒ 15% Bonus Mana as Bonus HP

Winter's Approach





  • Build Path: Tear + Kindlegem + Ruby Crystal ⇒ Tear + Kindlegem + Giant's Belt
  • Total Gold Cost: Unchanged
  • Health: 400 ⇒ 550
  • Awe: 8% Max Mana as Bonus HP ⇒ 15% Bonus Mana as Bonus HP

Bami's Cinder

We want to give tanks a small amount of extra ability haste, which we're doing through the Immolate system. We're compensating health here in order to give space for other health items (which have direct synergy with the Immolate passive) and also making Bami's Cinder a bit cheaper so that junglers and top laners can more reliably get it on their first recall.

  • Build Path: Ruby Crystal x2 ⇒ Ruby Crystal + Glowing Mote
  • Price: 1000 ⇒ 900
  • Health: 300 ⇒ 200
  • newAbility Haste: 5

Hollow Radiance





  • Health: 600 ⇒ 450
  • newAbility Haste: 10

Sunfire Aegis





  • Health: 500 ⇒ 350
  • newAbility Haste: 10

Randuin's Omen

We're lightly re-designing Randuin's Omen for a few purposes: First, we don't want players to waste gold when building it alongside Frozen Heart. As the two most obvious anti-attack items, it felt bad to lose out when building them together, so now you can combine them without fear. This change was also convenient for simplifying the item as three unique effects is generally too many for an individual item in a post-Mythic world. Second, we continued reshaping resist items away from health. Third, we wanted to play up the active as a high-impact button, raising the cooldown to match its new power. In general, Randuin's should be clearly appealing when facing two crit users on the enemy team and a viable option when facing just one, as long as the Humility active is meaningful.

  • Health: 400 ⇒ 350
  • Armor: 55 ⇒ 75
  • Humility cooldown: 60 seconds ⇒ 90 seconds
  • Humility slow: 55% ⇒ 70%
  • removedRock Solid: Removed

Unending Despair

With Ingenious Hunter going the way of the dinosaur, we saw that Unending Despair was only strong when built alongside that rune, so we're buffing it with a substantially lower cooldown.

  • Anguish trigger rate: 7 seconds ⇒ 5 seconds

Abyssal Mask

Now let's talk about support tanks. In general we think their items are in a pretty good place overall but wanted to move a few things around to create some more options. Up first is Abyssal Mask. We expect support tanks and magic damage bruisers to be pretty excited, as it provides a lot of teamfight durability and helps themselves and their team deal with MR-stacking front lines.

Through an abundance of caution over this item creating stale AP vs. AP lanes, we're trying to ensure it's a weak rush item for most ranged champions through lower 1v1 gold efficiency and tying its durability more to team fights. It should be very strong in 2x magic damage teams, as % shred will do a lot against MR-stackers. And by no longer tying its aura to bonus health purchases, even supports like Braum can buy this in their second slot and feel like they've got another viable option for empowering their team. Finally, it's becoming unique with Void Staff and Cryptbloom, similar to how Black Cleaver cannot be stacked with Last Whisper upgrades.

  • Price: 2400 gold ⇒ 2300 gold
  • Magic Resist: 60 ⇒ 50
  • Unmake: -8.6 to 25 Magic Resist based on Bonus HP ⇒ -20% Magic Resist
  • Unmake radius: 550 ⇒ 600
  • Unmake magic resist: 9 per enemy ⇒ 10 per enemy
  • newUnique with Void Staff and Cryptbloom

Knight's Vow

Knight's Vow is receiving a small simplification that should be mathematically very close to the old version and makes it easier for everyone to understand. We're letting the Knight's armor and magic resist apply to the redirected damage because we think it's thematically appropriate. We're also re-adding the health regeneration just in case your Worthy ally can't hit for a while, so that tanks wielding the item can still recoup some health by themselves.

  • Build Path: Kindlegem + Chain Vest ⇒ Kindlegem + Chain Vest + Rejuvenation Bead
  • Total Gold Cost: unchanged
  • new+100% Base Health Regen
  • Armor: 45 ⇒ 40
  • Damage Redirection: 10%, and then 20% below 30% max HP ⇒ 12% always
  • Damage is now reduced by the Knight's Armor/MR

Zeke's Convergence

We're giving Zeke's the same build path as Locket. It's pretty hard for tank supports to build multiple items on their lower gold income and they don't have the luxury of counter-building a lane opponent. As such, we're making sure there are a couple of hybrid-resist support tank items and ensuring we have almost none for income tanks.

  • Build Path: Kindlegem + Glacial Shroud ⇒ Kindlegem + Cloth Armor + Null-Magic Mantle
  • Total Gold Cost: unchanged
  • Health: 200 ⇒ 300
  • Armor: 30 ⇒ 25
  • newMagic Resist: 25 Magic Resist
  • Ability Haste: 20 ⇒ 10
  • removedMana: 250 ⇒ Removed

Mage Items

Banshee's Veil

We are generally happy with Banshee's Veil, so its Verdant Barrier component is updated without further adjustments.

  • Build Path: Needlessly Large Rod + Verdant Barrier + 150 Gold ⇒ Needlessly Large Rod + Verdant Barrier + 250 Gold
  • Total Gold Cost: Unchanged

new Blackfire Torch

We have identified a problem that the mage item system is lacking a strong mana item option for sustained damage dealers. The introduction of Blackfire Torch and adjustments on Luden's Companion are both aiming to resolve the problem by offering a variety of mana item choices: Blackfire Torch is designed to appeal to battlemages and control mages that want to do sustained damage, while Luden's Companion can focus more on burst and AoE damage dealers. In terms of roles, we position this item to be good for both mage junglers and laners as long as it fits their needs.

  • Build Path: Lost Chapter + Fated Ashes + 700 Gold (2800 gold total cost)
  • Ability Power: 90
  • Mana: 600
  • Haste: 25
  • Baleful Blaze: Dealing damage with abilities causes enemies to burn for 20 + 2% AP magic damage per second for 3 seconds. Deals 20 bonus damage per second to monsters.
  • Blackfire: For each enemy Champion, Epic Monster, and Large Monster affected by your Baleful Blaze, gain 4% AP

new Fated Ashes

With this new component we wanted to fill in two spaces: AP Junglers having access to a Bami's-like item that we can use to bolster their mid-game clears, and give a new epic for APs that can feel good to purchase and provide meaningfully different build paths without being particularly powerful

Ideally, adding this item to the game to bolster second-and-onwards clears for AP junglers should be accompanied by changes to AP junglers to accommodate some champions that are close but not quite there in power/feels. For example, Singed is currently ~48% in the jungle, and this item plus some feels improvements like making his passive work on large monsters would likely be enough to get him both into viability and put some attention on a champion like Singed in the jungle.

  • Build Path: Amplifying Tome + 500 Gold (900 gold total cost)
  • Ability Power: 40
  • Inflame: Dealing damage with abilities causes enemies to burn for 7 magic damage per second for 3 seconds. Deals 20 bonus damage per second to monsters.

Luden's Companion

The problem with previous Luden's Companion is that it was too general to be good for the majority of its user base. We had to balance it for the best users, which caused it to have a relatively low overall win rate. With Blackfire Torch serving DPS-indexed mages, we want to clearly push Luden's into a burst space. Making the effects only fire at max shots should increase the burst and overall satisfaction, because firing with low charges wasn't very noticeable. This change should introduce mage itemization and allow us to balance with more clear directions.

  • No longer a charge model (Unique Load is removed). Now has a 12 second cooldown and always fires with 6 shots.
  • Fire Base Damage: 45 (+4% AP) ⇒ 60 (+4% AP)
  • Repeat damage ratio on primary target: 35% ⇒ 50%

Liandry's Torment

As a mana item option, the new Epic item Fated Ashes is swapped in as a component.

  • Build Path: Haunting Guise + Blasting Wand + 850 Gold ⇒ Haunting Guise + Fated Ashes + 800 Gold
  • Total Gold Cost: Unchanged

Verdant Barrier

We are comfortable with the power for Verdant Barrier but want it to become a more accessible pick up to counter mage and spell damage.

  • Build Path: Null-Magic Mantle + Amplifying Tome + Amplifying Tome + 450 Gold ⇒ Null-Magic Mantle + Amplifying Tome + Amplifying Tome + 350 Gold
  • Total Gold Cost: 1700 Gold ⇒ 1600 Gold

Fighter Items

newOverlord's Bloodmail

Overlord's Bloodmail is intended to fill in the third-ish item slot for health-heavy fighter builds. We believe converting health into damage is a compelling fantasy for fighters and want to create it with this item.

  • Build Path: Tunneler + Tunneler + 1000 Gold
  • Total Gold Cost: 3300 Gold
  • Attack Damage: 40
  • Health: 500
  • Tyranny: Gain 2% of your bonus Health as Attack Damage
  • Retribution: Gain up to 10% increased Attack Damage based on your percent missing Health (Maximum Retribution bonus while below 30% Health)

Blade of the Ruined King

We’re updating Blade of the Ruined King's damage profile to be centered more about the stats the item provides rather than the on-hit damage. We’re also taking this opportunity to move the effect of clawing shadows back to be triggered after 3 hits instead of on first attack.

  • Attack Damage: 40 ⇒ 55
  • Attack Speed: 25% ⇒ 30%
  • Lifesteal: 8% ⇒ 10%
  • Passive - Mist Edge: 12% (melee) / 9% (ranged) ⇒ 9% (melee) / 6% (ranged)
  • Passive - Clawing Shadows: Your next basic attack on-hit against an enemy champion is empowered and slows them by 30% (melee) / 15% (ranged) (15 second cooldown) ⇒ Every 3rd basic attack on-hit against an enemy champion is empowered and slows them by 30% (15 second cooldown)
  • Passive - Mist Edge Monster Damage Cap: 60 ⇒ 100

Black Cleaver

We want Black Cleaver to be a core component of most fighter builds. One key tenet of fighter combat patterns is target agnosticism, which is one factor that differentiates them from assassins. Not only do we like when they're good at hitting the front line, we also want them to be a little bit cooperative, which allows some of their combat power to come from team fighting and not just side lane 1v1s.

  • Armor Reduction: 5% ⇒ 6%
  • Max Armor Reduction: 25% ⇒ 30%

Boots

Plated Steelcaps

Plated Steelcaps have always stood out as a very powerful counter item. In this update we're going to make them more generically good against physical damage and less sharp against attacks.

  • Total Gold Cost: 1100 Gold ⇒ 1000 Gold
  • Armor: 20 ⇒ 25
  • Basic Attack Reduction: 12% ⇒ 8%

Boots of Mobility

We've decided to get rid of Boots of Mobility this split, they've been mostly kept underpowered for a long time and we didn't really enjoy the map movement they provided very early in the game.

  • removedRemoved from the game.

new Symbiotic Soles

This is a new boot meant to slightly replace Boots of Mobility as a tempo-oriented purchase. It's meant to help get back on the map faster and quickly get out of bad situations, while requiring an appropriate amount of time before granting its roaming-focused movement speed.

  • Total Gold Cost: 900 Gold
  • Move Speed: 35
  • Your Recall is empowered
  • After Traveling 150,000 units, upgrades to Synchronized Souls

new Synchronized Souls

See above

  • Move Speed: 45
  • Your Recall is empowered
  • Gain 45 Move Speed when out of combat

Marksmen Items

Bloodthirster

Bloodthirster is once again leaving the crit system, and going back to its simpler roots of being a pure AD and lifesteal stick. With it, it's also regaining its passive ability to overheal. This will potentially open it up as an option for other classes to purchase it.

  • Build Path: BF Sword + Cloak of Agility + Vampiric Scepter + 600 Gold ⇒ BF Sword + Pickaxe + Vampiric Sceptre + 325 Gold
  • Total Gold Cost unchanged
  • Attack Damage: 55 ⇒ 80
  • No longer grants extra AD above 70% Health
  • [NEW - Ichorshield: converts excess healing from lifesteal into a shield, up to 50-400 (based on level)
  • Crit Chance: 20% ⇒ Removed

The Collector

Collector is a really good item to bridge some champions’ wants for both lethality and critical chance. With these changes, it'll be allowed to compete with other B.F. Sword recipes as an option to start with and to keep scaling other purchases with some additional AD

  • Build Path: Serrated Dirk + Pickaxe + Cloak of Agility + 625 Gold ⇒ BF Sword + Serrated Dirk + Cloak of Agility + 300 Gold
  • Total Gold Cost: 3100 ⇒ 3200
  • Attack Damage: 55 ⇒ 60
  • Lethality: 16 ⇒ 15
  • Critical Strike Chance: 20% ⇒ 25%

Essence Reaver

This one in particular is a pretty big change but we're taking away the Spellblade passive from Essence Reaver. It's instead becoming a stat stick with a very clear purpose, spell casting. It should still provide a near-unlimited supply of mana for those spells to be cast, as well as having a competitive stat line.

  • Build Path: Sheen + Caulfield's Warhammer + Cloak of Agility + 300 Gold ⇒ BF Sword + Caulfield's Warhammer + Cloak of Agility + 200 Gold
  • Total Gold Cost: 2900 Gold ⇒ 3200 Gold
  • No longer a Spellblade item
  • newBasic attacks refund 15 (+10% Bonus AD) mana on-hit
  • Critical Strike Chance: 20% ⇒ 25%
  • Ability Haste: 20 ⇒ 25
  • Attack Damage: 60 ⇒ 65

Immortal Shieldbow

Removing the lifesteal from shieldbow will allow it to fit as a third/fourth item to round out crit builds and offer a defensive choice that's not sustain-based.

  • Build Path: Pickaxe + Cloak of Agility + Vampiric Scepter + 625 Gold ⇒ Pickaxe + Noonquiver + 725 Gold
  • Total Gold Cost unchanged
  • Critical Strike Chance: 20% ⇒ 25%
  • Attack Damage: 50 ⇒ 55
  • Lifesteal: 12% ⇒ Removed

Infinity Edge

We wanted to bring back a more powerful version of Infinity Edge that feels like it's worth rushing. With these stats, it'll hold its own while waiting for other scalers to come into play and should bring back crit builds to some of the users that had some in the past.

  • Total Gold Cost: 3300 Gold ⇒ 3400 Gold
  • Critical Strike Chance: 20% ⇒ 25%
  • Attack Damage: 65 ⇒ 80

Kircheis Shard

We're moving the energized system fully into Legendary items only, and have struggled to find a middle ground for this item to exist for it to only serve items from two distance systems. Since it doesn't serve a purpose anymore amongst the item changes we're making this patch, we're going to remove it from the catalog.

  • removedRemoved from the game.

Kraken Slayer

Kraken Slayer is getting a significant change as well. It's no longer a crit item, and instead being focused entirely on the on-hit side of things. It'll still be a strong contender as an early purchase but won't be able to provide all of the desired stats right away.

  • Build Path: Noonquiver + Cloak of Agility + Recurve Bow + 400 Gold ⇒ Rectrix + Hearthbound Axe + Recurve Bow + 200 Gold
  • Total Gold Cost: 3000 Gold ⇒ 3100 Gold
  • Critical Strike Chance: 20% ⇒ removed
  • newMove Speed: 7%
  • Attack Damage: 40 ⇒ 50
  • Attack Speed: 35% ⇒ 40%
  • Bring it Down: Every third basic attack deals additional physical damage on-hit, increasing when hitting the same target repeatedly ⇒ Every third basic attack deals additional physical damage on-hit, increasing when hitting lower Health targets

Ornn Upgrade

  • Attack Speed: 45% ⇒ 55%

Lord Dominik's Regards

Dominik's is losing its Giant Slayer passive, but gaining raw stats to compensate for it. While it won't be as efficient as killing very high health targets, it'll provide more against others. We still believe there there should be enough ways to deal with those tanks and frontliners within the crit item system

  • Armor Penetration: 35% ⇒ 40%
  • Critical Strike Chance: 20% ⇒ 25%
  • Attack Damage: 40 ⇒ 45
  • No longer deals increased damage based on target's max health advantage

Mercurial Scimitar

Scimitar is leaving the crit system to instead become a more accessible lifesteal item. This should still be a somewhat narrow purchase that feels okay to add to a build without ever having to worry about going over the crit chance cap.

  • Build Path: Quicksilver Sash + Cloak of Agility + Pickaxe + 225 Gold ⇒ Quicksilver Sash + Pickaxe + Vampiric Sceptre + 225 Gold
  • Total Gold Cost: 3000 Gold ⇒ 3300 Gold
  • removedCritical Strike Chance: 20% ⇒ Removed
  • newLifesteal: 10%

Mortal Reminder

Mortal Reminder is getting the crit chance stat update as well.

  • Critical Strike Chance: 20% ⇒ 25%

newNavori Flickerblade (Navori Quickblades)

Navori is getting a new name and icon! It'll still provide one of it's iconic cooldown reduction mechanics, but will now live as an Attack Speed item, typically paired with a big ticket AD item.

  • Build Path: BF Sword + Caulfield's Warhammer + Cloak of Agility + 300 Gold ⇒ Dagger + Zeal + Dagger + 900 Gold
  • Total Gold Cost: 3300 Gold ⇒ 2600 Gold
  • Critical Strike Chance: 20% ⇒ 25%
  • Cooldown Reduction refund: 12% ⇒ 15%
  • newMove Speed: 7%
  • newAttack Speed: 40%
  • removedAbility Haste: 15 ⇒ Removed
  • removedAttack Damage: 65 ⇒ Removed

Noonquiver

Noonquiver is staying around, but its purpose is changing entirely. Instead of being a perfect laning item to transition into first purchases, it’ll serve as a way to deliver AD and crit to items that focus on those stats.

  • Build Path: Long Sword + Dagger + Long Sword + 300 Gold ⇒ Long Sword + Cloak of Agility + 450 Gold
  • new20% Critical Strike Chance
  • removedBasic attacks deal 20 bonus physical damage on-hit against minions and monsters

Phantom Dancer

Phantom Dancer is getting a stat facelift focusing on attack speed and movement speed. It'll serve its purpose as a really strong way to multiple other sources of damage scaling.

  • Build Path: Zeal + Rectrix + 800 Gold ⇒ Dagger + Zeal + Dagger + 900 Gold
  • Total Gold Cost: 2800 Gold ⇒ 2600 Gold
  • Move Speed: 10% ⇒ 12%
  • Critical Strike Chance: 20% ⇒ 25%
  • removedAttack Damage: 20 ⇒ Removed
  • Attack Speed: 30% ⇒ 60%

Rapid Firecannon

Rapid Firecannon is the only Energized item left in the marksman system, as it still serves a very useful function. It's losing its AD and instead being offered as a relatively cheap AS/crit item alternative.

  • Build Path: Long Sword + Zeal + Kircheis + 850 Gold ⇒ Zeal + Scout's Slingshot + 600 Gold
  • Total Gold Cost: 3000 Gold ⇒ 2600 Gold
  • Critical Strike Chance: 20% ⇒ 25%
  • removedAttack Damage: 30 ⇒ Removed
  • Attack Speed: 20% ⇒ 35%

Runaan's Hurricane

We're giving Runaan's a new recipe, with it dropping the on-hit but gaining power on the bolts, ensuring itself as the premier AoE options amongst crit and AS items.

  • Build Path: Recurve Bow + Zeal+ 1000 Gold ⇒ Zeal + Scout's Slingshot + 600 Gold
  • Total Gold Cost: 2800 Gold ⇒ 2600 Gold
  • removedOn-hit Magic Damage: 30 ⇒ Removed
  • Bolt AD Damage Scaling: 40% ⇒ 55%
  • Critical Strike Chance: 20% ⇒ 25%

Statikk Shiv

Statikk Shiv is trading its energized pattern for a brand new on-kill effect. It's also no longer a crit item, but instead provides a good mix of attack damage and attack speed for champs trying to stabilize early on. It will still help with wave clear in its own way, plus potentially really shock opponents in a favorable teamfight.

  • Build Path: Noonquiver + Cloak of Agility + Kircheis Shard + 300 Gold ⇒ Scout's Slingshot + Hearthbound Axe + 700 Gold
  • Total Gold Cost unchanged
  • removedCritical Strike Chance: 20% ⇒ Removed
  • Attack Speed: 30% ⇒ 40%
  • newElectrospark: Killing non-champions fires chain lightning that deals 90 magic damage hitting up to 6 additional targets (3s cooldown, 500 bounce range)
  • newElectroshock: Takedowns on champions instead deals x3 damage and has no cooldown, no bounce cap (technically 186 if you want to know), and 650 bounce range

Stormrazor

We're parting ways with Stormrazor again this split, in an attempt to streamline the energize system and have better early buys for champions, it left very little room for this item to shine as is.

  • removedRemoved from the game.

Terminus

Terminus is getting a new recipe this time around as well as some small alterations in stats.

  • Build Path: Recurve Bow + BF Sword + Recurve Bow + 300 Gold ⇒ Hearthbound Axe + Recurve Bow + 1000 gold
  • Total Gold Cost unchanged
  • Attack Damage: 40 ⇒ 35
  • Attack Speed: 30 ⇒ 35

Voltaic Cyclosword

We're giving Voltaic Cyclosword a new recipe now that Kircheis Shard no longer exists, but should still be a very easy path to be built into early on.

  • Build Path: Brutalizer + Kircheis Shard + 863 Gold ⇒ Brutalizer + Long Sword + Long Sword + 863 Gold
  • Total Gold Cost unchanged
new

newYun Tal Wildarrows

Our goal with Yun Tal Wildarrows is to add an additional option for AD/Crit users that enables them to keep building offensively while only choosing 1 (or zero) attack speed options. This item should be useful for for those who have a lot of AD (hello Jhin) or those that can quickly deal multiple critical strikes.

  • Build Path: Pickaxe + Noonquiver + 925 Gold (3200 gold total cost)
  • Critical Strike Chance: 25%
  • Attack Damage: 65
  • Passive - Serrated Edge: Critical strikes deal 35% total AD additional physical damage over 2 seconds.

Zephyr

Zephyr is back! This is mostly an experimental take on attempting to give a class that already scales well a way to scale even better. We're mostly interested in seeing if there's any interest in this kind of “full build capstone” effect that we can add to make champions feel satisfied when their build is actually completed.

  • Build Path: Berserker's Greaves + 2000 Gold
  • Total Gold Cost: 3100 Gold
  • Upgrade from Berserker's Greaves that becomes available after you reach level 15. Still counts as a Boots slot item.
  • Attack Speed: 45
  • Move Speed: 45
  • Passive: Gain 5% Move Speed for 6 seconds, stacking up to 15%

Hearthbound Axe

With Hearthbound Axe we wanted to position it as a better Epic in some recipes as well as index it out of just pure Attack Speed. This should give it broader appeal now with less attack speed and more attack damage.

  • Build Path: Dagger + Long Sword + Dagger + 200 Gold ⇒ Long Sword + Dagger + Long Sword + 300 Gold
  • Total Gold Cost: 1150 Gold ⇒ 1300 Gold
  • Attack Damage: 15 ⇒ 20
  • Attack Speed: 25% ⇒ 20%

Recurve Bow

With Recurve Bow we wanted to make a small change to reduce the amount of magic damage being dealt in a non-intentional way by ADCs. We know this item has broader use beyond just ADCs but for an epic we feel it should feel a bit more simplified.

  • Damage Type On-hit: Magical ⇒ Physical

new Scout's Slingshot

Scout's Slingshot is coming in as a new attack speed component to help bridge some of the newer recipes that don't involve critical strike chance.

  • Build Path: Dagger + 600 Gold
  • Total Gold Cost: 900 Gold
  • Attack Speed: 20%
  • Passive: Damaging a champion deals an additional 40 magic damage. Attacks reduce this cooldown by 1 second.

Zeal

To keep up with our critical strike chance changes across the board, Zeal is getting bumped up so that the effects can be felt immediately at the Epic level instead of having a more abrupt jump from 15 with zeal to 25 with a completed item.

  • Critical Strike Chance: 15% ⇒ 20%

Dagger

We're slightly adjusting the gold value of attack speed now that we feel comfortable adding it as a stat on items to make them desirable.

  • Attack Speed: 12% ⇒ 10%

Summoner Spells

We're taking a small pass on Summoner Spells this patch. Our first goal is to create more differentiation in Summoner Spell cooldown timing. Many Summoners only had 30 seconds separating their cooldowns, which meant windows of relative power were few and far between. We're enforcing at least 60 seconds between cooldown tiers, which should create more opportunities to utilize a Summoner advantage over your opponent. We generally took an approach of matching cooldowns to how combat-warping they are. Cleanse, Exhaust, and Ghost all have the ability to meaningfully change the outcome of a fight, so we chose four minutes as their timer. Meanwhile, Barrier and Ignite have more modest effects that are easier to outplay, so we kept them at three minutes.

Our second goal is to re-tune various Summoner Spells. We thought the rough power levels of Exhaust and Cleanse were fine, so we're buffing their power per-cast in conjunction with their cooldown increases. We thought Ghost was significantly overpowered, so we nerfed it in both duration and cooldown. And we thought Barrier was extremely weak.

Ghost

Ghost is an extremely combat-warping summoner spell, picked almost ubiquitously by ADCs and cheapening a lot of top lane fighter vs fighter combat. We think Ghost can do with a straightforward nerf, raising its cooldown to match its combat power and reducing its duration to keep it from completely dominating team fights.

  • Cooldown: 210 ⇒ 240
  • Duration: 15 seconds ⇒ 10 seconds

Cleanse

Cleanse can really shut some champions down, which means it deserves a fairly long cooldown. But as it's not necessarily overpowered in current League, we're compensating its cooldown nerf with a small tenacity buff.

  • Cooldown: 210 ⇒ 240
  • Tenacity: 65% for 3 seconds ⇒ 75% for 3 seconds

Exhaust

Exhaust is meant to be roughly as powerful as before. As a unique summoner spell with crowd control attached, we're choosing to play up its lockdown while raising its cooldown to match other high-impact Summoners.

  • Cooldown: 210 ⇒ 240
  • Slow: 30% ⇒ 40%

Barrier

We're choosing 2.5 seconds for the shield duration in order to make it a moderately-forgiving button to press that should reliably block a solid amount of damage, which hopefully outperforms Exhaust in 1v1 cases. An additional 15% shielding on top should make Barrier a competitive option with other Summoners.

  • Duration: 2 seconds ⇒ 2.5 seconds
  • Shield: 105-411 ⇒ 120 - 480

Heal

This is just a small tweak to make the spell a touch easier to use when aiding teammates.

  • Range: 826 to champion edge ⇒ 900 to champion center

Domination Runetree

Predator

We've been unhappy with Predator being strong and have intentionally kept it weak for a long time, now is the best time for it to finally go.

  • removedPredator has been removed.

Hail of Blades

Ranged users would risk far less to get the same value out of Hail of Blades, this should help even the risk reward structure.

  • Attack Speed: 110% ⇒ 80% (ranged champions) / 110% (melee champions)

Ingenious Hunter

Coming in at both a low engagement rate and low power level. We've tried just buffing it in the past but have been unsatisfied with those environments.

  • removedIngenious Hunter has been removed.

Sudden Impact

A sub-goal of these rune changes was to remove lethality and magic penetration from the rune system. This should keep the rune in a fairly similar place in both input and output power level while keeping its scaling more linear with time.

  • Dealing damage to an enemy champion within 4 seconds of using a dash or blink, or exiting from stealth, grants 9 lethality and 7 magic penetration for the next 5 seconds. 4 second cooldown. ⇒ Damaging basic attacks and ability damage deal 20-80 (based on level) bonus true damage to an enemy champion within 4 seconds of using a dash or blink, or exiting from stealth. 10 second cooldown.

Relentless Hunter

Relentless Hunter has been over performing so we want to try to adjust its baseline value to be a bit more in line with what we're expecting.

  • Out of Combat Movement Speed: 5 + 8 per stack ⇒ 0 + 8 per stack

Precision Runetree

Lethal Tempo

Lethal Tempo has been extremely disruptive to both the item system by allowing a huge number of champions and classes to bypass attack speed itemization, but also to gameplay patterns by allowing champions to miss a lot of key skills but still be able to just auto you down. We've been unhappy with this rune for a long time and figured now was the best time to make a big (but overdue) change.

  • removedLethal Tempo has been removed.

Press the Attack

To help catch the users displaced by the loss of Lethal Tempo, Press the Attack has had some major adjustments that change the rune from a single target debuff to a selfish self buff that allows front to back play and target swapping without losing the damage amplification. Keep in mind the self buff does not lock you out from getting future three-hit triggers!

  • Hitting an enemy champion with 3 consecutive basic attacks deals 40-180 bonus adaptive damage (based on level) rendering the target Exposed for 6 seconds, causing them to take 8% increased damage from all sources for the duration ⇒ Hitting an enemy champion with 3 consecutive basic attacks deals 40-180 (based on level) bonus adaptive damage and amplifies your damage dealt by 8% until you leave combat

Overheal

We've been unhappy with this rune when it's strong, but it has a very low pick rate when it's not overtuned, so we're replacing it.

  • removedOverheal has been removed.

new Absorb Life

This new rune is aimed to give Precision Tree users a way to heal back up between skirmishes.

  • newKilling a target restores 2-17 health

Legend: Tenacity

Within the Legend row, Tenacity was the least engaged with by far. We also want to make it a clearly presented opt-in stat, not hidden in minor runes. We'll be closely observing if this results in too little tenacity overall in the game and will act accordingly.

  • removedLegend: Tenacity has been removed.

new Legend: Haste

To replace Legend: Tenacity we wanted to target a new stat that would catch users that weren't already satisfied by Attack Speed or Lifesteal, but also fits within the Precision Tree theme.

  • newGain 1.5 per Legend stack bonus Basic Ability Haste, up to 15 at maximum stacks

Cut Down

Cut Down in its previous form was asking the player to opt-in to a counter to tanky champions before the game even started, and before any tanks in the game had a chance to be strong or weak. We want the decision to opt-in to anti-tank to be in the itemization space so you can select it reactively in the match rather than just guessing that tanks will be a problem in the pre-game.

  • Deal 5% to 15% increased damage (except true damage) to champions, based on how much more maximum health they have than you. Bonus damage scales up linearly against enemies with 10% to 100% more maximum health than you. ⇒ Deal 8% increased damage (except true damage) to champions above 60% maximum health.

Fleet Footwork

Fleet Footwork healing was too strong and with new sustain runes in the system we wanted to ensure users couldn't just wash lanes with too much healing. Shifting some power into the movement speed instead.

  • Heal: 10 - 130 (based on level) ⇒ 8-110 (based on level)
  • Movement Speed Duration: 1 second ⇒ 1.25 seconds

Resolve Runetree

Font of Life

Font of Life's input and output pattern was something we were unsatisfied with. Due to the complexity of the rune and overall unsatisfying output, it had a low engagement rate and was a good target to update and clean up.

  • Slowing or immobilizing an enemy champion marks them for 4 seconds. Allied champions (excluding you) that use a basic attack against marked enemies are healed for 5 (+ 0.9% of your maximum health) over 1.75 seconds. ⇒ Slowing or immobilizing an enemy champion heals you and a nearby ally with the least health for 10-50 health (70% for ranged users). 20 second cooldown.

Inspiration Runetree

We're going to be rearranging the Inspiration tree with these changes and it should now be the following:
  • Row 1: Hextech Flashtraption, Magical Footwear, Cash Back
  • Row 2: Triple Tonic, Timewarp Tonic, Biscuit Delivery
  • Row 3: Cosmic Insight, Approach Velocity, Jack Of All Trades

Future’s Market

Future's Market had a low pick rate and players in general didn't want to go into debt. It also enabled some gameplay patterns we were generally unhappy with if they were too good.

  • removedFuture's Market has been removed.

new Cash Back

Who doesn't love getting a little money back on their big purchases? Either get closer to your next big spike quicker or pick up some control wards for the team.

  • newGet 6% gold back on purchase of a Legendary item

Minion Dematerializer

Dematerializer was a needlessly high complexity solution to a lot of champions laning issues. We'll be monitoring champions who look like they struggle with its removal and help them.

  • removedMinion Dematerializer has been removed.

newJack of All Trades Jack of All Trades

A new rune that rewards those who plan ahead and cook up crazy builds. There's some really powerful things you can do with this rune, but you have to be creative to unlock its potential!

  • For each unique stat on items you have purchased, get a stacking bonus:
  • Get 1 Ability Haste per stack
  • At 5 stacks, get 10 Adaptive Force
  • At 10 stacks, get 25 Adaptive Force

Time Warp Tonic

Some huge buffs to the healing of Time Warp Tonic, no more healing reduced on your lingering heal, and even more up-front healing.

  • newNo longer reduces the healing of potions.
  • Upfront Healing: 30% ⇒ 40%
  • removedRemoved the bonus movement speed for the duration of potions

First Strike

Lowering the ceiling for gold gain while bringing up the floor. Gold gained in most games should remain the same while someone snowballing will not be able to spike gold to an unhealthy degree.

  • Gold Gained: 5 (+8% damage dealt) ⇒ 15 (+4% damage dealt)
  • Damage Amp: 7% ⇒ 8%

ARAM Balance Changes

Hello ARAMers! We hope some of you are enjoying the return of Arena. For this patch we're buffing our assassins given their decreasing pickrate and winrate in aram. We've also heard some feedback on Jinx and Kog'Maw, but we want to hold off on any adjustments just yet as 14.10 introduces a lot of changes that we want to see play out.

Buffs

  • Briar: Damage Dealt: 100% ⇒ 105%; Healing Done: 115% ⇒ 120%
  • Kha'zix: Damage Dealt: 105% ⇒ 110%
  • Leblanc: Damage Dealt: 105% ⇒ 110%
  • Naafiri: Damage Dealt: 105% ⇒ 110%
  • Qiyana: Damage Dealt: 110% ⇒ 115%
  • Rengar: Damage Dealt: 100% ⇒ 105%

Nerfs

  • Sejuani: Damage Taken: 92% ⇒ 100%

Arena

System Changes


Reviving
  • Time Before You can Start Reviving your Ally: 11-8 seconds (based on round, 8 seconds at round 11) ⇒ 12-8 seconds (based on round, 8 seconds at round 11)
Matchmaking
  • Ranked will be enabled starting this patch!
  • MMR will be soft reset, especially if above Gladiator MMR
  • Improved matchmaking for new Arena players

You deserve a celebration. Hats off (or on) to you!
  • High-stakes rounds now grant hats to the winning team
  • Eliminating a team now grants hats to the winning team
Miscellaneous
  • Arena God Title Required Wins: 168 ⇒ 60
  • Right clicking augment or anvil selection cards no longer selects them
  • Champion Select now always randomizes pick order within each team

Cameos
Jhin
Jhin was a bit too good of a sniper, often becoming frustrating to deal with because of how reliable his damage was. In this patch we're reducing his missile speed, and angle of attack to make his shots much easier to dodge, but still something you can take advantage of in combat.
  • Missile Speed reduced from 8000 ⇒6000
  • This should be easier to dodge, and manageable with boots
  • For context Jhin (champion)'s R Missile speed: 5000
  • Jhin would sit behind the team with more team health ⇒ Jhin Cameo now sits at a 90-degree angle of both teams, regardless of how much team HP they have

Augments and Prismatic Items
Augments
We've made many improvements to the rules behind what augments you are offered. We're not going to go into explicit detail here, but our goal is to reduce the chances you'll get an augment that you literally can't use. And allow certain augments or items to add augments to your pool.

It's fun to make things big. Your clones should be big too.
  • Size adjustments now apply to clones. Goliath, Mad Scientist, and RaidBoss now grant their size adjustments to clones. This stacks with Minionmancer.
Prismatics
We've heard your pain when rerolling your prismatic and still not getting something you feel you can build around. So we've increased the odds that you'll get a Prismatic tailored to your champion/class. We still think there is plenty of room to adapt when you get something other than your ideal pick, but we want to reduce the frequency of worst-case scenarios where you spend multiple rerolls and can't find something interesting or playable.

Balance Adjustments

Augments


We're making several adjustments to augments this patch now that we've had some time to watch you all creatively push their limits. First, we're increasing the critical strike chance on certain augments to match the item changes while also slightly nerfing them to compensate. Second, mages and fighters are quite strong right now, so we're bringing down their power through various nerfs to their popular augments such as Spellwake and Raid Boss. Lastly, we're buffing and nerfing outlier augments that either need the help or are currently too strong.

Augment Buffs

Orbital Laser
  • Maximum Health Damage: 20% ⇒ 30%
Earthwake
  • Physical Damage: 125-2000 (+ 135% bonus AD) ⇒ 125-2000 (+ 150% bonus AD)
Accelerating Sorcery
  • Ability Haste Per Cast: 9 ⇒ 10
Quantum Computing
  • Base Damage: 100-250 ⇒ 200-350 (based on level)

Augment Adjustments

Vulnerability
  • Critical Strike Chance: 20% ⇒ 25%
  • Critical Strike Damage: 50% ⇒ 45%
Tank It Or Leave It
  • Critical Strike Chance: 20% ⇒ 25%
  • Max Defend Chance Based on Critical Strike Chance: 60% ⇒ 50%
  • Damage Reduction: 25% ⇒ 20%
Soul Siphon
  • Critical Strike Chance: 20% ⇒ 25%
  • Heal Percentage: 15% ⇒ 12%
Jeweled Gauntlet
  • Critical Strike Chance: 20% ⇒ 25%
  • AP To Critical Strike Chance Conversion: 5% ⇒ 4.5%

Augment Nerfs

Spellwake
  • Magic Damage: 40-250 (+20% AP) ⇒ 40-200 (based on level) (+20% AP)
Raid Boss
  • Stat Increase: 50% ⇒ 40%
Holy Fire
  • Maximum Health Percent Burn: 7% ⇒ 5%
Rabble Rousing
  • Heal: 5-90 (+1% maximum health) ⇒ 5- 60 (based on level) (+1% maximum health)
Thread the Needle
  • Armor and Magic Penetration: 25% ⇒ 20%
Wooglet's Witchcap
  • Needlessly Large Rod AP: 150 ⇒ 120
Firebrand
  • Maximum Health Damage per 5 seconds: 2.5% ⇒ 2%

Champions


For champion balance, we're helping out some of the worst performing champions in Arena like Aurelion Sol, while nerfing some of the best like Illaoi and Brand. Our buffs are mainly focused on helping these champions function in a way that feels better in the mode without significant increases in damage, such as letting Gnar charge his mega form faster. For nerfs, we're targeting outputs that are quite strong on Arena, such as Swain's power during his ultimate (since it's harder to get away from him) or some of Brand's hard to avoid damage. We're also taking this opportunity to nerf some healing/durability in the mode as it's too high (expect a larger set of changes soon), hence the Illaoi and Swain healing nerfs.

Champion Buffs

Gnar
  • Passive - Tired After Transformation Duration: 8 ⇒ 5 seconds
  • Q Cooldown: 18/16/14/12/10 ⇒ 14/12.5/11/9.5/8 seconds
  • Q Mini Form Slow: 15/20/25/30/35% ⇒ 25/30/35/40/45%
  • Q Mega Form Slow: 30/35/40/45/50% ⇒ 40/45/50/55/60%
  • E Cooldown: 18/16/14/12/10 ⇒ 16/14/12/10/8 seconds
Blitzcrank
  • Passive Shield Cooldown: 30 ⇒ 20 seconds
  • W Slow Duration: 1.5 ⇒ 1 second
  • W Bonus Attack Speed: 30/40/50/60/70% ⇒ 50/60/70/80/90%
Aurelion Sol
  • Stardust Stacks Per Round: 26.66 ⇒ 40
  • W Cooldown: 22/20.5/19/17.5/16 ⇒ 15/14/13/12/11 seconds
Irelia
  • Health Growth: 124 ⇒ 136
  • W Cooldown: 20/18/16/14/12 ⇒ 16/15/14/13/12
  • R Cooldown: 125/105/85 ⇒ 40 seconds

Champion Nerfs

Galio
  • Q Base Damage: 100-280 ⇒ 70-210
  • W Passive Shield: 10-20% maximum health ⇒ 7.5-13.5% maximum health
Zed
  • Q Damage: 80/130/180/230/280 (+130% AD) ⇒ 80/120/160/200/240 (+130% AD)
  • R Damage Stored: 30/45/60% ⇒ 25/40/55%
Swain
  • R Damage Per Second: 20/40/60 (+10% AP) ⇒ 20/30/40 (+10% AP)
  • R Heal Per Second: 15/27.5/40 (+ 18% AP) ⇒ 12/22/32 (+ 18% AP)
Brand
  • Passive Percent Health Damage: 1.75% ⇒ 1.5%
  • E Magic Damage: 60-180 (+60% AP) ⇒ 60-180 (+45% AP)
  • R Magic Damage: 75-225 (+25% AP) ⇒ 75-175 (+25% AP)
Illaoi
  • Passive Heal: 3.5% Missing Health ⇒ 2.5% Missing Health
  • Q Tentacle Damage Increase: 5-25% ⇒ 4-20%
  • W Cooldown: 4 ⇒ 6 seconds
Lillia
  • Passive Maximum Health Damage: 5 (+1.25% per 100 AP) ⇒ 4 (+1.25% per 100 AP)
  • Q AP Ratio: 35% ⇒ 30%

Items


Similar to one of our goals for augment balance, we're nerfing many popular mage and fighter items to get them into a more balanced state. We're also giving Decapitator some generic power, increasing Hamstringer's critical strike chance to match the item changes, and adjusting Sanguine Gift so more strength is in its most unique effect. Lastly, we're including a nerf to Guardian's Horn to limit how durable champions can be early game.

Item Buffs

Decapitator
  • Adaptive Force: 70 ⇒ 80
Hamstringer
  • Critical Strike Chance: 20% ⇒ 25%

Item Nerfs

Cruelty
  • Ability Power: 100 ⇒ 80
  • Passive Health Ratio: 5% ⇒ 4%
Innervating Locket
  • Ability Haste: 25 ⇒ 20
  • Ability Power: 80 ⇒ 70
Reality Fracture
  • Voidgrub Damage: 10 (+ 10% AP) (+ 5% AD) ⇒ 8 (+ 8% AP) (+ 4% AD)
Horizon Focus
  • Ability Power: 100 ⇒ 80
Liandry's Torment
  • Ability Power: 70 ⇒ 60
Guardian's Shroud
  • Health: 350 ⇒ 300
Sundered Sky
  • Heal AD Ratio: 130% ⇒ 110%
  • Health: 400 ⇒ 350
Eclipse
  • Melee Maximum Health Damage: 8% ⇒ 6%
Divine Sunderer
  • Melee Max Health Damage: 5% ⇒ 4%
Guardian's Blade
  • Health: 300 ⇒ 250
Guardian's Horn
  • Incoming Damage Reduction: 15 ⇒ 12
  • Health: 350 ⇒ 300

Item Adjustments

Sanguine Gift
  • Damage Store: 10% ⇒ 15%
  • Ability Power: 90 ⇒ 80

14.10 SR Item Changes for Arena


Many item changes from Summoner's Rift have been moved to Arena with a few exceptions:
  • Zephyr: Removed from the Shop since its new form doesn't function as well in Arena compared to Summoner's Rift.
  • Statikk Shiv - Slightly different passive that should be more functional in Arena. Passive: On Attack, fire chain lightning that deals 90 magic damage, hitting up to 6 targets (6 second cooldown).

Arena Bugfixes & QoL Changes

QoL Changes

  • Improved Replays camera navigation when following a specific team.

Bugfixes

  • Fixed an issue where players could not spectate games of Arena from the friends list.
  • Fixed the Loading Screen ranked borders from properly updating when clicking to different teams.
  • Fixed an issue where certain movement triggering spells (Zeri W, Poppy R) could path champions to a spot outside of the arena.
  • Fixed end of game screens properly displaying your placement.
  • Lee Sin + Chauffeur: Casting on your ally now correctly grants a shield and breaks the tether.
  • Pyke + Chauffeur: Now allows Pyke to Dash with his W.
  • Dematerialize now correctly grants 30 Adaptive Force when taken as the second augment.
  • Phenomenal Evil now correctly grants Ability Power when taken as the second augment.
  • Spirit Link now assigns the correct amount of damage to the ally.
  • Fixed many instances where Force of Entropy could allow opponents a frame of action when critting knock ups/knock backs.
  • Mirage Blade now reduces the cooldown of item actives that are dashes.
  • Fixed an issue where Moonflair Spellblade was unintentionally giving attack speed.
  • Fixed an issue that prevented icon images from displaying and instead showing debug text.
  • Fixed an issue that caused Jhin's Cameo mark icon to be missing the image and displayed debug text.
  • Fixed an issue that caused the homeguard icon to show an invisible icon when interrupted.
  • Fixed an issue that caused Moonflair Spellblade to trigger off non-fully charged Zeri passive attacks.
  • Fixed an issue that prevented the Turbo Chemtank slow debuff icon from displaying.
  • Fixed an issue that caused both debuffs icons from Hamstringer to not display.
  • Fixed an issue that allowed Profane Hydra's passive cleave to remain after selling the item.
  • Wooglet's Quest will now correctly give a Needlessly Large Rod so long as there is an open item slot.
  • Fixed an issue that caused the Hold Very Still augment to display debug text in the description.
  • Fixed an issue that caused Gragas to gain extra stats after using his W after casting his R twice with Ultimate Revolution.
  • Fixed an issue that prevented Stridebreaker's passive from working.
  • Striderbreaker also had a couple of tooltip issues, we fixed those too.
  • Fixed an issue that caused Serpent's Fang to display an incorrect tooltip
  • Fixed an issue that caused Kraken Slayer to display incorrect stats
  • Fixed an issue that allowed Divine Sunderer to stack with multiple spellblade items.
  • Turns out if you have the Conqueror rune then take Circle of Death, Symphony of War, and From Beginning to End it could cause an infinite damage loop and then cause a server crash. We fixed that.
  • Fixed an issue that caused Rek'Sai's Q tooltip to display incorrect information.
  • Fixed an issue that prevented the Earthquake augment from triggering when casting certain blink abilities.

Mythic Shop Rotation

Now Available

  • Prestige Arcade Caitlyn
  • Prestige Nightbringer Kayn
  • Prestige Fuzz Fizz
  • Prestige Ascended Pantheon

Leaving the Mythic Shop

  • Prestige Nightbringer Lee Sin
  • Prestige Porcelain Lissandra
  • Prestige Bewitching Miss Fortune
  • Prestige PROJECT: Sylas
  • Prestige Coven Zyra

Bugfixes & QoL Changes

QoL Changes

  • Azir W auto attacks no longer go through dodge (i.e. Jax E, Shen W)

Ashe Visual Clarity Update

  • R Ground Decal: Base and all Live Skins have a secondary VFX element added to the ground below the arrow to better communicate its hitbox.
  • R Arrow Hitbox Adjustment: Base and all Live Skins have had the arrow pushed up just slightly to more accurately match its gameplay hitbox.
  • R Readability Updates for: Heartseeker, PROJECT, and Fae Dragon. These mostly consist of adding more volume to the arrow trails and glow to better match the hitbox.

Nidalee Visual Clarity Update

  • Base, Snow Bunny, Leopard, French Maid, Pharaoh, Bewitching, Headhunter, Warring Kingdoms, Challenger, and Super Galaxy have had visual fidelity updates.
  • Most skins have had an adjustment to Cougar W (Pounce) to better communicate the AoE hitbox.

Bugfixes

  • Fixed an issue that sometimes caused Gangplank's E barrel-combo to be inconsistent.
  • Fixed an issue where Katarina ult would go on cooldown and do animation without damage if used immediately after being CC'd.
  • Fixed an issue with Lee Sin Q2 scaling with 200% bonus AD instead of 115% bonus AD.
  • Fixed an issue that allowed Sylas to keep stolen abilities if his R ended as you casted Empowered Recall.
  • Fixed an issue that caused Skarner's base taunt to play the SFX from a different skin in Russian.
  • Fixed an issue that prevented Jax's R stats to not include AD/AP from Adaptive Force and stat conversions.
  • Fixed an issue that caused Azir's W auto attacks to not trigger Bramble Vest.
  • Fixed an issue that caused Shyvana's Q to not count as two auto attacks in specific instances.
  • Fixed an issue where Lee Sin could do more damage than intended when R2 damaged an unstoppable enemy.
  • Fixed an issue where Kassadin's Q could interrupt Sion's R.
  • Fixed an issue where Javan IV's damage cap on his passive would apply to champions as well as non champion units.
  • Fixed an issue that caused Vi's Q charge VFX to sometimes be missing.
  • Fixed an issue that allowed Volibear to rarely teleport over a wall during his Q wind up.
  • Fixed an issue that prevented Scuttle Crabs from auto-transforming after Baron spawns.
  • Fixed an issue where Alistar's W hitbox would be extended when impacting an enemy at close range.
  • Fixed an issue that would cause Urgot and Skarner to be locked in a brutal, never ending, tug of war if the both ult each other at the same time.
  • Fixed an issue that caused Echoes of Helia's Soul Siphon damage to not be blocked by Spell Shield despite consuming them.
  • Fixed an issue that sometimes caused Hwei to lose access to his spellbook if he disconnected.
  • Fixed an issue that caused Chemtech plants to spawn on top of each other.
  • Fixed an issue that prevented Kindred's idle VOs from playing.
  • Fixed an issue that prevented some of Star Guardian's Rakan's VO from triggering.
  • Fixed a bug where Star Guardian Ahri's model was disappearing after dying and reviving.
  • Fixed a bug where multiple Lux skins were missing their Recall (B) Wind Down Animation.
  • Fixed a bug where multiple Lux skins were missing their Respawn Animation.

Upcoming Skins & Chromas

The following chromas will be released this patch:

Patch 14.9 Notes

Starting tomorrow, May 1st, 12 teams from across the world will fight it out at the Mid-Season Invitational in beautiful Chengdu, China with a spot at the 2024 World Championship now on the line! Interested in learning more? Check out our full MSI 2024 Primer here! We're also celebrating MSI with Empyrean and Arena this year, so make sure to check out the new batch of Empyrean skins plus the newly designed Empyrean Arena shop!

In other news, we also have quite a few balance balance adjustments now that the MSI patch is behind us. These include things like reshaping some fighter items like Maw of Malmortius and Death’s Dance, some champions like Akshan, Bel’Veth, and Nilah, and some much needed adjustments to Skarner and Sejuani. We’re also rounding out this patch with adjustments to champion radii (radiuses?) which should help champion’s visual match up with their in-game hitboxes more frequently—make sure to read that section down below!

Small note, we’re trying something new with patch notes this week. While we typically have all the changes grouped together, this patch we’ll be splitting them up between large and small ones to make parsing through the notes a bit easier. Let us know how you like this new format!

Over in TFT, 20 new Artifacts and five new Support Items round out a patch that'll have you cooking up the craziest new builds! For all the latest details make sure to check out the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Empyrean Akali, Empyrean Brand, Empyrean Kayle, Empyrean Malzahar, Empyrean Nocturne, Empyrean Varus, and Prestige Empyrean Kayle will be available May 1, 2024 at 19:00 UTC.

Vanguard

With 14.9, Vanguard, Riot’s proprietary Anti-Cheat system will be deployed and active in League of Legends. This means that active enforcement of Vanguard will be in effect and working hard to make sure your queues are free from scripters, botters, and cheaters! We recently released a blog detailing the “why” behind bringing Vanguard to League that you can check out here. It’s a bit of a long read, but it does have some pictures.

If you’re wondering what all you need to do to keep playing League, all you need to do is install Vanguard. If you do not have Vanguard installed when you launch the Riot Client or League it will prompt you to install it and then restart your system to ensure Vanguard is active. You will be unable to queue for or play League until Vanguard is installed and active.

If you run into any issues please check out our support articles for any troubleshooting needs involving Vanguard.

DirectX 9 Deprecation

With 14.9 we will be ending DirectX 9 support for League of Legends and Teamfight Tactics. To maintain the stability and performance of our games we need to deprecate support for older hardware or software that isn't widely used by players anymore. If you're currently opted into using DirectX 9, the game will automatically disable this option when we remove the support. If you were running in DirectX 9 due to hardware incompatibility issues, we recommend upgrading your devices as soon as possible, so you may continue to play.

For more information on making sure your DirectX version is up to date and troubleshooting any issues related to it check out our support article. (The link should take you directly to the DirectX section, if not you can find it there).

Lee Sin ASU

Lee Sin’s long awaited Art and Sustainability Update is here! We’ve been hard at work modernizing the blind monk for the past year, and now he’s finally ready to hit the Rift. Equipped with a brand new rig, animations, and audio we made sure to honor many of the aspects Lee Sin players have come to appreciate about him while giving him the update his dedicated players deserve. We can’t wait to see all of you try him out and InSec your opponent in style.



Speaking of skins, we’ve also made updates to 16 of them! Due to the scope of work and increased skin quality, 2 of the 16 will be receiving a small price increase accordingly. If you already own these skins you’re good to go and you’ll get the update for free, but if you don’t have them yet but want to get them at their current lower prices make sure to pick them up before Lee Sin’s ASU goes live tomorrow!
  • Base Lee Sin
  • Traditional Lee Sin (price increased from 520 RP to 750 RP)
  • Acolyte Lee Sin
  • Dragon Fist Lee Sin (price increased from 975 RP to 1350 RP)
  • Muay Thai Lee Sin
  • Pool Party Lee Sin
  • Knockout Lee Sin
  • Nightbringer Lee Sin
  • Prestige Nightbringer Lee Sin
  • Prestige Nightbringer 2022 Lee Sin
  • Zenith Games Lee Sin
  • God Fist Lee Sin
  • Storm Dragon Lee Sin
  • SKT T1 Lee Sin (Legacy skin, returning for 2 weeks)
  • Playmaker Lee Sin (Legacy skin, returning for 2 weeks)
  • FPX Lee Sin (Legacy skin, returning for 2 weeks)

Ranked Split 1 and 2 Timing

Here’s a reminder that the Split 1 end date is quickly approaching! If you’re on the cusp of hitting your Ranked goal for the season or if you’re determined to push for another two ranks, make sure to mark your calendars and get those games in because this is the last patch of Split 1. Split 2 will kick off the following day, May 15th, at noon so get ready!
  • Split 1 End Date: May 14, 2024 at 23:59:59 according to your server’s local time
  • Split 2 Start Date: May 15, 2024 at 12:00:00 according to your server’s local time

Arena

Are you ready to RUUUUUMBLE!? Arena is BACK for round 3 with all the crazy shenanigans you’ve all come to learn and love. But it’s not coming back exactly as you remember it, because we’ve been cooking up a lot of changes behind the scenes. You can read more about the exciting additions coming in round 3 here, but here’s a quick TL;DR:
  • We’ve doubled the lobby size from 2v2v2v2 to 2v2v2v2v2v2v2v2 to help create a wider diversity of team comps, strategies, and scenarios so each game feels unique. You’ll now also be able to queue up with party sizes between 1-8 players, so get ready to party with your friends!
  • There’s a new item tier called Primatic—these are build-defining items that should allow you to achieve build fantasies that you normally wouldn’t be able to! But they’re distributed just like Augments, so no guarantees you’ll always get the same ones.
  • We also added Anvils! They’re purchasable consumables that, when used (or automatically consumed), present three randomized selections within a defined category (similar to how augments present themselves to you). You can always re-roll… but this system will share re-rolls with your augment selections, so make sure you do so wisely!
  • If you feel lost, you might be in our new map! The Koi Pond enters Arena with this release. This map should feel pretty different than what you’re used to. You can’t always easily access areas of the map, but what we’re calling the “Bloom Bridge will open for you to run across throughout a particular round.. You COULD use portals and blast cones… but you might find yourself outnumbered if you play too aggressively.
  • Did we mention that Arena is coming back for a FOUR MONTH RUN this time? While it isn’t permanent, we want to see how players like the mode and play it when it's live for a longer period of time.
  • Quick heads up that the ladder won’t go live until next patch, 14.10 - so use this patch as an opportunity to familiarize yourself with the changes! Oh, you want us to list out the changes? Well, that would take away the excitement wouldn’t it?
  • Improvements to the Arena new player experience that should result in them being placed in more skill appropriate level games and decreased queue times.
  • (New) Challenges are here!

ARENA CHAMPION BALANCE CHANGES

Ahri

  • W bonus decaying movement speed: 40% ⇒ 50%
  • W base magic damage: 50/75/100/125/150 ⇒ 70/95/120/145/170
  • E cooldown: 12 ⇒ 10 seconds
  • R recasts on kill: 1 ⇒ 2

Azir

  • Bonus Health: 0 ⇒ 0-187 (levels 1-18)
  • Q Cooldown: 14/12/10/8/6 ⇒ 12/10.5/9/7.5/6
  • W Damage: 0-77 (based on level) (+ 50/67/84/101/118) (+55% AP) ⇒ 0-77 (based on level) (+ 55/72/89/106/123) (+55% AP)
  • E Cooldown: 22/20.5/19/17.5/16 ⇒ 18/17/16/15/14 seconds

Gnar

  • Bonus Health: 0 ⇒ 0-357 (levels 1-18)
  • Passive “Tired” duration: 15 ⇒ 8 seconds
  • Q Cooldown: 20/17.5/15/12.5/10 ⇒ 18/16/14/12/10 seconds
  • Q Base Damage: 5/45/85/125/165 ⇒ 20/65/110/155/200
  • W decaying movement speed duration: 3 ⇒ 4 seconds

Karthus

  • Bonus Health: 0 ⇒ 0-314 (levels 1-18)
  • Q Magic Damage: 45/65/85/105/125 (+35% AP) ⇒ 60/80/100/120/140 (+45% AP) (Note: This is still doubled when hitting a single target.)
  • W Cooldown: 15 ⇒ 12 seconds
  • R Cooldown: 200/180/160 ⇒ 60 seconds

Lux

  • Passive AP Ratio: 45% ⇒ 50%
  • E Slow: 25/30/35/40/45% ⇒ 40/45/50/55/60%
  • R Cooldown: Cooldown: 60/50/40 ⇒ 30 seconds

Shen

  • Bonus Health: 0 ⇒ 0-187 (levels 1-18)
  • R Cooldown: 200/180/160 ⇒ 60 seconds

Vex

  • Bonus Health: 0 ⇒ 0-612 (levels 1-18)
  • W Damage: 70/115/160/205/250 (+70% AP) ⇒ 90/135/180/225/270 (+80% AP)
  • W Cooldown: 16/15/14/13/12 ⇒ 13/12.5/12/11.5/11 seconds
  • E Cooldown: 13 ⇒ 10 seconds
  • E Slow: 30/35/40/45/50% ⇒ 40/45/50/55/60%

Xerath

  • Bonus Health: 0-255 ⇒ 0-493 (levels 1-18)
  • W Damage: 60/95/130/165/200 (+60% AP) ⇒ 90/125/160/195/230 (+60% AP)
  • W Cooldown: 14/13/12/11/10 ⇒ 10 seconds
  • R Cooldown: 130/115/100 ⇒ 50 seconds

Ziggs

  • Bonus Health (levels 1-18): 0-255 ⇒ 0-493
  • Q Cooldown: 6/5.5/5/4.5/4 ⇒ 4 seconds
  • W Cooldown: 14/13/12/11/10 ⇒ 12/11/10/9/8 seconds
  • R Base Damage: 250/400/550 ⇒ 300/450/600

Big Gameplay Changes

These are big changes, like the kind you’ll want to read about because these are the most important changes in the patch. We’ve got plenty of smaller scope balance changes but if you want the ones with the largest gameplay impact, start with these.

We’re re-tuning a bunch of fighter itemization and re-designing the purpose of Maw of Malmortius. We’re also reshaping Akshan, Bel’Veth, and Nilah while Kennen gets a new animation for his ultimate with some updated functionality. Lastly, Sejuani is getting some big buffs and Skarner is getting some big nerfs because he needs them.

Items

Hexdrinker

We’re making a small change to Hexdrinker because we’re making a bigger change to Maw of Malmortius (read more on that directly below). Our main goal here is to make MR fighter items less oppressive against AP champions while maintaining them as effective item options. For Hexdrinker, we’re simply buffing the build path while nerfing the MR which shouldn’t change too much.
  • Item Recipe: Long Sword + Null-Magic Mantle + 500 gold ⇒ Long Sword + Long Sword + Null-Magic Mantle + 150 gold
  • Magic Resistance: 35 ⇒ 30

Maw of Malmortius

We’re reshaping Maw this patch by trying to make it a powerful light fighter item (think Riven or Fiora). Omnivamp is a much more attractive stat than life steal for these fighters and some added Ability Haste should sweeten the offer. On the flip side, we’re bringing down the MR in order to make it a more clearly aggressive purchase. We also want to load its defensive power into more burst resistance and less of shutting down a mage in the 1v1. Ideally, mages can wait out the shield duration and then resume their assault while light fighters can feel like this is a more worthwhile purchase.
  • Total Price: 2800 ⇒ 3100
  • newAbility Haste: 0 ⇒ 15
  • Magic Resistance: 50 ⇒ 40
  • Attack Damage: 65 ⇒ 70
  • Lifeline Duration: 2.5 ⇒ 3 seconds
  • Lifeline Buff: 12% Lifesteal ⇒ 10% Omnivamp

Death’s Dance

We’re buffing Death’s Dance with a similar goal to Maw of Malmortius: make it clearly good for aggressive, high-AD fighters. We’re wary of just how snowbally fighters can get, but being forced into melee range already makes fighter’s lives tough enough. We’ll be keeping an eye out to make sure fighters don’t get too snowbally though.
  • Item Recipe: Steel Sigil + Caulfield’s Warhammer + 1000 gold ⇒ Steel Sigil + Caulfield’s Warhammer + Pickaxe + 125 gold
  • Attack Damage: 55 ⇒ 60
  • Defy Healing: 50% bonus AD ⇒ 75% bonus AD

Sterak’s Gage

Sterak’s Gage has been the best-performing defensive fighter item this season so it’s receiving a nerf alongside the item buffs to Maw and Death’s Dance. The goal here is to have each of these three items serve a core subset of the fighter space: Maw for MR, Death’s Dance for armor, and Sterak’s for health.
  • Total Price: 3000 ⇒ 3200
  • Lifeline Cooldown: 60 ⇒ 90 seconds

Sundered Sky

Sundered Sky, along with Sterak’s and Eclipse, is another of the best-performing fighter items. We’re bringing down its teamfight output a little by reducing the healing and how often it can be procced in a fight.
  • Lightshield Strike per Target Cooldown: 6 ⇒ 8 seconds
  • Lightshield Strike Healing: 140% base AD (+6% missing health) ⇒ 120% base AD (+6% missing health)

Eclipse

Eclipse is currently the best-performing first slot fighter item, so we’re taking a little bit off the front-end burst in order to open up some alternative itemization options. It’ll still be the earliest power spike you can receive with its low 2800 gold price point but now it won’t be able to let you win the lane quite as hard.
  • Ever Rising Moon Damage: 8% (melee) / 4% (ranged) of target’s maximum health ⇒ 6% (melee) / 4% (ranged) of target’s maximum health

Champions

Akshan

Q movement speed on champion hit no longer scales with level, damage to non-champions decreased. R minimum damage per shot increased, maximum damage adjusted.

Akshan has long had two problems: First, he’s been a fairly frustrating top and mid laner to face, staying just out of reach from his melee opposition while also having incredible roam power. Second, his baseline reliability is quite low, making him incredibly hard to approach in lower-skilled play. We expect Akshan to require a lot of practice to get the most out of him, but we think we can still bring up his baseline. Due to how fair his R is (minions and turrets can block shots, in addition to champions), we think this ability could use some strong buffs that won't compromise the ability’s counter-play. These R buffs should result in up to 50% more ultimate damage in the most extreme cases late-game, but will typically be closer to 10% against low-health opponents.

Q - Avengerang

  • Move Speed on Champion Hit: 20/25/30/35/40% (+5% per 100 AP) ⇒ 20% at all ranks (+5% per 100 AP)
  • Damage to Non-Champions: 40/52.5/65/77.5/90% ⇒ 40/50/60/70/80%

R - Comeuppance

  • Minimum Damage per Bullet: 20/25/30 (+10% total AD) ⇒ 25/35/45 (+15% total AD)
  • Maximum Damage per Bullet: 80/100/120 (+40% AD) ⇒ 75/105/135 (+45% total AD)

Bel’Veth

Passive bonus attack speed adjusted, Q damage decreased, Q damage to monsters increased early game.

Bel’Veth has continued to terrorize the jungle in higher levels of play, so we’re taking a decent-sized swing at her PVP combat power in this patch. As compensation for lower-skilled play, we’re making her jungle a little more forgiving by buffing her early game monster damage. This monster damage buff then becomes a nerf at about 65 bonus AD while her PVP damage is always lower which should result in the high skill skewed nerf that the Void Empress needs.

Passive - Death in Lavender

  • Bonus Attack Speed per Stack: 0.28%-1% (levels 1-13) ⇒ 0.28%-1% (levels 1-17) (Note: This means that at levels 2-16, Bel’Veth will have slightly less attack speed, this is most pronounced at level 13.)

Q - Void Surge

  • Damage: 10/15/20/25/30 (+110% total AD) ⇒ 10/15/20/25/30 (+100% Total AD)
  • Monster Damage Modifier: 140% total damage ⇒ +45/55/65/75/85 flat damage (Note: This is a buff until 136 total attack damage.)

Kennen

E damage range indicator added. R animation added, can now cast while moving.

Kennen’s a pretty sad yordle in his current state, and that’s Amumu’s job. We’re giving Kennen a meaningful buff by way of making his kit more synergistic with itself. This fast-moving, zapping ninja no longer stands in place when powering up Slicing Maelstrom. We’re turning this anti-synergy with Lightning Rush into a positive one, allowing him to more quickly reach his targets. He’s also got a brand new animation for powering up his R to match the new cast paradigm!

E - Lightning Rush

  • newAdded a range indicator for the damage radius.

R - Slicing Maelstrom

  • newNew animation has been added for Slicing Maelstrom.
  • newKennen can now cast his ultimate while moving.

Nilah

Q minimum damage decreased, bonus attack speed increased, bonus damage based on critical strike chance decreased.

Back in 13.22, we nerfed Nilah’s attack speed from Q, which ended up nerfing her more in high level play. We’re reverting that nerf and nudging her gameplay toward consistent DPS as opposed to burst damage, so we’re returning that attack speed and instead reducing some up-front burst damage on her active instead. Nilah is a bit stronger than where we think she should be, so our intent for these changes to leave Nilah a bit weaker than she currently is, especially in lower-skilled play.

Q - Formless Blade

  • Minimum Damage: 5/10/15/20/25 (+90/97.5/105/112.5/120% total AD) ⇒ 5/10/15/20/25 (+90/95/100/105/110% total AD)
  • Bonus Attack Speed: 10-50% (based on level) ⇒ 10-60% (based on level)
  • Critical Strike Chance Damage Modifier: 100-220% (based on critical strike chance) ⇒ 100-200% (based on critical strike chance)

Sejuani

Passive bonus resistances increased. W damage adjusted.

Sejuani’s had the unfortunate fate of being left weaker than she ought to in order to not make the pro play jungle pool too boaring. Now that we won’t see Pro play for a few patches, we’re rushing to her aid. We’re trying to give her a mix of added damage and durability that strongly scales with her gold income, as pro junglers tend to get much less gold than the rest of us.

Passive - Fury of the North, Frost Armor

  • Bonus Resistances: 10 (+50% Bonus Armor/Magic Resistance) ⇒ 10 (+75% Bonus Armor/Magic Resistance)

W - Winter’s Wrath

  • First Hit Damage: 10/15/20/25/30 (+20% AP) (+2% of her maximum health) ⇒ 5/15/25/35/45 (+20% AP) (+4% of her maximum health)
  • Second Hit Damage: 20/60/100/140/180 (+60% AP) (+6% of her maximum health) ⇒ 5/25/45/65/85 (+60% AP) (+8% of her maximum health)
  • Maximum Damage: 30/75/120/165/210 (+80% AP) (+8% of her maximum health) ⇒ 10/40/70/100/130 (+80% AP) (+12% of her maximum health)

Skarner

Mana regen growth increased. Q damage decreased, buff no longer refreshed when hitting wards/plants. W slow decreased.

Skarner is currently very overpowered, especially in elite play, where he’s making the Rift AND enemy’s boots quake. His potent early game often ends games before other champions can reach their power spikes which is why we’re going after his early game. We’ll be doing this by taking down a mix of his early damage and his sticking power with his Q and W. The mana regen line is here to give him a bit of compensation in top lane, as he’s currently a much stronger jungler than top laner and players are clearly happy to play him in both roles.

Base Stats

  • Mana Regeneration Growth: 0.6 ⇒ 0.75

Q - Shattered Earth / Upheaval

  • Damage per Hit: 10/25/40/55/70 (+60% bonus AD) (+5% of his bonus health) ⇒ 10/20/30/40/50 (+60% bonus AD) (+5% of his bonus health)
  • removedQ no longer refreshes the buff duration upon attacking Wards or Plants.

W - Seismic Bastion

  • Slow: 20/25/30/35/40% ⇒ 20% at all ranks
  • Shield: 9% maximum health ⇒ 8% maximum health

Champion Radii (Radiuses?)

This patch we’re re-tuning champion collision, pathfinding, and selection radii in order to match gameplay with visuals more consistently.

Selection Radius is when a player's client registers that they're hovering over the target champion for declaring attacks and targeted spells. This doesn't affect attack ranges, skill shot accuracy, or anything else of that nature, just make it easier to select an enemy champion. Most champions have between 100 and 140 Selection Radius, tightly correlated with their gameplay and visuals. The changes here amount to moving champions into more normal bounds to make gameplay feel more consistent.

Gameplay Collision Radius does have gameplay impact. (It’s in the name!) Auto attack range and collision with missiles are both affected here. These changes are meant to make the game feel consistent (reduce instances of "why didn't I hit that champion?"), not make any particular champions stronger or weaker. These new values are meant to match with how big champions look in game and thus should feel better for players.

Pathfinding Radius also has gameplay impact and determines how closely units can stand together. There are several pathfinding outliers who haven’t been touched yet, but we didn’t want to let that work hold up rolling out these quality of life improvements. This patch, we generally matched champions with the standards for their new size.

SELECTION RADIUS

  • Alistar: 145 ⇒ 140
  • Aurelion Sol: 165 ⇒ 150
  • Azir: 88 ⇒ 120
  • Bard: 88 ⇒ 130
  • Blitzcrank: 165 ⇒ 140
  • Brand: 65 ⇒ 120
  • Braum: 100 ⇒ 130
  • Briar: 111 ⇒ 120
  • Darius: 125 ⇒ 120
  • Diana: 75 ⇒ 120
  • Gangplank: 85 ⇒ 120
  • Garen: 75 ⇒ 120
  • Gragas: 155 ⇒ 140
  • Jayce: 75 ⇒ 120
  • K’Sante: 102 ⇒ 140
  • Leona: 75 ⇒ 120
  • Lissandra: 88 ⇒ 120
  • Malzahar: 88 ⇒ 120
  • Malzahar: 88 ⇒ 120
  • Mega Gnar: 180 ⇒ 140
  • Naafiri: 111 ⇒ 120
  • Neeko: 90 ⇒ 120
  • Nilah: 75 ⇒ 120
  • Poppy: 95 ⇒ 100
  • Rengar: 70 ⇒ 120
  • Rumble: 165 ⇒ 140
  • Veigar: 93 ⇒ 100
  • Vel’Koz: 88 ⇒ 120
  • Viktor: 160 ⇒ 120
  • Warwick: 111 ⇒ 120
  • Xerath: 88 ⇒ 120
  • Yasuo: 75 ⇒ 120
  • Yone: 75 ⇒ 120
  • Yuumi: 120 ⇒ 100
  • Zac: 90 ⇒ 140
  • Zoe: 120 ⇒ 100

GAMEPLAY COLLISION RADIUS

  • Aurelion Sol: 65 ⇒ 80 (Note: Pathfinding radius unchanged at 35.)
  • Briar: 55 ⇒ 65 (Note: Pathfinding radius unchanged at 35.)
  • Darius: 80 ⇒ 65 (Note: Pathfinding radius unchanged at 26.)
  • K’Sante: 65 ⇒ 80. Pathfinding radius: 35 ⇒ 50
  • Lulu: 65 ⇒ 55 (Note: Pathfinding radius unchanged at 30.)
  • Milio: 65 ⇒ 55. Pathfinding radius: 35 ⇒ 30
  • Naafiri: 55 ⇒ 65 (Note: Pathfinding radius unchanged at 35.)
  • Vex: 65 ⇒ 55. Pathfinding radius: 35 ⇒ 30
  • Warwick: 55 ⇒ 65 (Note: Pathfinding radius unchanged at 35.)
  • Yuumi: 65 ⇒ 55. Pathfinding radius: 35 ⇒ 30
  • Zoe: 65 ⇒ 55. Pathfinding radius: 35 ⇒ 30

Small Gameplay Changes

These are smaller changes, like the kind you might not have to read, but the kind that might have made the difference in that one teamfight that cost you the game when you were Gold I at 94 LP.

Champions (Small Changes)

Ahri

W damage decreased. R cooldown increased.

As Ahri players have embraced Malignance for its strong synergy with Spirit Rush, her late-game mobility has simply gotten too high as a result. In combination with her extra R casts, her damage output has become too reliable. Nerfing the uptime of Ahri’s R and the damage output of Fox-Fire is meant to make her rely more on her skill shots and patience to achieve the same levels of success.

W - Fox-Fire

  • Damage: 50/75/100/125/150 (+30% AP) ⇒ 45/70/95/120/145 (+30% AP)

R - Spirit Rush

  • Cooldown: 130/105/80 ⇒ 130/115/100 seconds

Amumu

Base AD and base armor increased.

Amumu is one of the easiest champions to play in the game and, as a result, we expect him to be quite powerful in lower skill brackets. Right now, Amumu barely has a passing grade for most players, which means he’s just extremely weak. This patch we’re bringing up a bunch of baseline reliability in order to make his early game more comfortable and make him a bit less sad. But still a little sad because that's his thing.

Base Stats

  • Base Attack Damage: 53 ⇒ 57
  • Base Armor: 30 ⇒ 33

Aurelion Sol

E damage decreased.

Patch 14.3’s changes gave Aurelion Sol much more agency over his fate and turned him from a passive E-and-wait champion into an active participant in game. Those changes have been extremely effective, as evidenced by both a massive increase in pick rate, but also ban rate. Now that he’s got much more agency over the game, his resting win rate simply can’t be so high any more. We’re taking down his E damage, which is disproportionately powerful in lower skill brackets, just like ASol in general.

One extra call-out for those of you who are currently banning him. He received several bug fixes during 14.7 that made his Q not sneak past minions anymore and properly draw minion aggro, so you may want to try your luck against him again.

E - Singularity

  • Total Damage: 50/75/100/125/150 (+100% AP) ⇒ 50/75/100/125/150 (+80% AP)

Blitzcrank

Passive shield duration decreased. W initial bonus movement speed decreased.

Blitzcrank is in an interesting space. First, they’re one of the easier supports to play, which means if we expect that every champion loses some win rate from having some unskilled players, Blitzcrank should be one of the better performers. Second, Blitz is the go-to pick for auto-filled supports, which means we should see win rates lower than their actual power level. Ultimately, we think Blitzcrank is a bit too reliably able to engage without their hook or run away from mistakes. The shield duration makes it clearly long enough to tank an up-front burst of damage, but now gives opponents the option to wait it out. Overdrive’s move speed nerf makes it a bit less likely for him to close the gap for E or escape from a bad time, so make sure to use it wisely!

Passive - Mana Barrier

  • Passive Shield Duration: 10 seconds ⇒ 4 seconds

W - Overdrive

  • Initial Bonus Movement Speed: 70/75/80/85/90% ⇒ 60/65/70/75/80%

Evelynn

W slow decreased. R damage decreased.

Like Bel’Veth, Evelynn has been a large threat in higher skilled brackets of play, and as a high skill cap champion, some of that is to be expected. But even with that in mind she’s overperforming. This patch we’re taking down her ability to one-shot victims by reducing her ultimate’s AP ratio, which should make hitting the execute threshold more important to achieve kills. Nerfing her W slow also makes her have to wait to kill her prey more commonly, though it also gives her the option to drag opponents farther with the charm effect since they aren’t as slow anymore.

W - Allure

  • Slow: 65%⇒ 45%

R - Last Caress

  • Damage: 125/250/375 (+75% AP) ⇒ 125/250/375 (+65%)

Janna

W damage decreased. E shield increased.

We’ve known that Janna’s been on the strong side for a while, but wanted to see the results from the nerfs to Zaz’Zak’s and Imperial Mandate before accidentally hitting her with a double nerf. With the dust settled, we’re aiming to nerf Janna a bit while bringing her two core builds of W-max and E-max closer together. She’ll deal less damage and be less threatening as an early roamer, but still able to peel and protect her back line like the best of them. Our hope is that whichever style of Janna you prefer, you’ll have a good time playing a fun champion.

W - Zephyr

  • Damage: 55/90/125/160/195 (+60% AP) (+30% Bonus Movement Speed) ⇒ 55/85/115/145/175 (+50% AP) (+30% Bonus Movement Speed)

E - Eye Of The Storm

  • Shield: 80/115/150/185/220 (+55% AP) ⇒ 80/120/160/200/240 (+55% AP)

Jinx

R cooldown increased.

Jinx is currently the most picked ADC in the game and it’s extremely… not even close. That isn’t necessarily a problem, but she’s also performing much better than she ought to, especially in higher skilled play where we expect coordinated dives and flanking to more easily shut her down. As a result, we’re taking a shot at one of her elite-skewed aspects—her ability to throw out rockets in the early game just to stop recalls to gain tempo in lane.

R - Super Mega Death Rocket

  • Cooldown: 70/55/40 ⇒ 85/65/45 seconds

Karma

Q slow increased. R+E shield on secondary targets increased, bonus movement speed increased.

After the dust has settled from her previous changes, Karma’s currently a little weaker than she should be, so we’d like to give her back some power that will improve her for her primary player base in support. We’re happy that she’s also viable in mid, but we’re being cautious around her potential frustration in that role forcing her ban rate back up. As a result, we’re juicing up her utility aspects more than her damage this go around.

Q - Inner Flame

  • Slow: 35% ⇒ 40% (Note: Mantra Q slow is unchanged at 50%.)

R + E - Mantra Defiance

  • AoE Shielding on Secondary Targets: 90% of Primary Target’s Extra Shield ⇒ 100% of Primary Target’s Extra Shield
  • AoE Movement Speed Bonus: 12% ⇒ 15%

Kassadin

E damage decreased.

Kassadin has been popping off recently and is due for a nerf to bring him back into line. We’re specifically leaving Riftwalk untouched as a large portion of his damage budget so that he has to commit to melee range in order to succeed, instead of using Riftwalk as a spacing tool and killing his opponents from range.

E - Force Pulse

  • Damage: 60/90/120/150/180 (+80% AP) ⇒ 60/90/120/150/180 (+70% AP)

Malzahar

Q mana cost decreased. E cooldown decreased.

Malzahar hasn’t been in the best spot for a while now, especially in higher-skill brackets where the early game matters much more. We’re giving him some early game focused buffs this patch, which should also make some of his laning pain points feel a lot better without making his lanes more un-interactive for opponents.

Q - Call of the Void

  • Mana Cost: 80 ⇒ 60/65/70/75/80

E - Malefic Visions

  • Cooldown: 15/13/11/9/7 ⇒ 11/10/9/8/7 seconds

Master Yi

E bonus true damage decreased.

While popular opinion places Master Yi as a straightforward menace in lower-skill levels with an extremely lofty late game, that’s simply not true anymore. He’s actually equally performant across all levels of play and is just about as strong in the early game as he is in the late game. He’s also simply overpowered, so we need to nerf him a bit. Tactically, we’re going after these unexpected early game strengths, which we know will disproportionately affect him in higher skill levels. We’d like if Master Yi’s power level was the result of straightforward late game DPS more than early game dueling.

E - Wuju Style

  • Bonus True Damage: 30/35/40/45/50 (+30% bonus AD) ⇒ 20/25/30/35/40 (+30% bonus AD)

Olaf

Q damage decreased, bonus damage to monsters increased. R passive resistances decreased.

Olaf is currently too lane dominant up in top lane and his late game resists make him disproportionately good against magic damage, specifically flat magic penetration, which we’d like to soften. This still leaves Olaf as a fairly tanky late game champion, but makes him rely more on his W and life steal to achieve that.

Q - Undertow

  • Damage: 65/115/165/215/265 (+100% bonus AD) ⇒ 60/110/160/210/260 (+100% bonus AD)
  • Bonus Damage to Monsters: 5/15/25/35/45 ⇒ 10/25/40/55/70

R - Ragnarok

  • Passive Resistances: 10/20/30 ⇒ 10/15/20

Pyke

W mana cost increased, cooldown increased.

Pyke’s had his ups and downs throughout the years and right now he’s on one of his stronger stints. We think his damage is at an appropriate level for what Pyke needs to succeed, but we’d like to weaken his roaming power and ability to bypass wards, as he’s especially stronger in higher-skilled play for those very reasons.

W - Ghostwater Dive

  • Mana Cost: 50 ⇒ 65
  • Cooldown: 12/11/10/9/8 ⇒ 14/13/12/11/10 seconds

Seraphine

Q AP ratio increased.

With bot lane APC Seraphine becoming weaker, Seraphine support finally has room for buffs! We’re playing up her damage a little bit as we think she can comfortably sit as one of the higher damage supports.

Q - High Note

  • Damage: 60/85/110/135/160 (+50% AP) ⇒ 60/85/110/135/160 (+60% AP)

Taliyah

Q mana cost increased, damage to monsters decreased.

Taliyah has been rocking in the mid lane for a while now, so we’d like to bring down her laning phase power a bit via how many rocks she can throw. We’re making a smaller nerf to her jungle by slowing her mid- and late-game jungle clears, which are exceedingly fast at the moment. She’ll definitely still be strong, but that’s intended since she provides variety as one of few notable mage junglers.

Q - Threaded Volley

  • Mana Cost: 55/60/65/70/75 ⇒ 65/70/75/80/85 (Note: Mana cost of 20 on Worked Ground unchanged.)
  • Bonus Damage to Monsters: 25 (+10% AP) ⇒ 25 (+5% AP)

Twitch

Base health decreased, health growth increased. W slow AP ratio decreased. R bonus AD decreased.

Once Infinity Edge was buffed, Twitch started to catch on as an under-the-radar strong ADC, steadily increasing his pick and ban rates over the last couple patches. As our nerf strategy tends to be that we’ll only nerf things once players have caught on, players have officially caught on—so we’re nerfing him. The goals of our changes here are to nudge Twitch away from simply being yet another late-game hyper carry (as there are already plenty of those). We’re also lightly tapping down AP Twitch so that it doesn’t become his de-facto build as it’s already strong too.

Base Stats

  • Base Health: 682 ⇒ 630
  • Health Growth: 100 ⇒ 104

W - Venom Cask

  • Slow: 30/35/40/45/50% (+6% AP) ⇒ 30/35/40/45/50 (+5% AP)

R - Spray and Pray

  • Bonus Attack Damage: 40/55/70 ⇒ 30/45/60

Urgot

Armor growth decreased.

Urgot’s one of top lane’s top performers at the moment, so we’re giving him a fairly small nerf. We’re picking his late-game armor as it’s one of the highest in the game, and his stat line isn’t meant to read so similarly to pure tanks.

Base Stats

  • Armor Growth: 5.45 ⇒ 5.0

ARAM Balance Changes

Hello ARAMers,! We’re wrapping up our work on Arena this week so we have another light patch for the Howling Abyss in store.

At this point it’s quite clear that Smolder is becoming an ARAM menace, so we’re aiming to tune him similar to other infinite stacking champions. We will keep an eye on him to see whether spell specific tuning is needed after these changes though. We’ll also be slowly removing Hwei and Nami buffs since they’ve gotten some buffs on Summoner’s Rift recently (which are all inherited by ARAM).

Lastly we have Hubris. We’re experimenting with this split in ARAM to target buffing melee assassins without buffing AD casters too much. Let us know how it feels and hope you guys enjoy ARAM and Arena!

NERFS

  • Hwei: Ability Haste: 20 ⇒ 10
  • Nami: Healing Received: 95% ⇒ 90%; Damage Dealt: 100% ⇒ 95%
  • Smolder: Ability Haste: 0 ⇒ -10; Damage Taken: 100% ⇒ 105%

ITEM ADJUSTMENTS

  • Hubris: Passive: 10 + (1*statues) AD, Buff duration 45 seconds (all users) ⇒ 15 + (2*statues) AD, Buff duration 90 seconds (melee users), 10 + (1*statues) AD, Buff duration 45 seconds (ranged users) (Note: This passive change will also be inherited by the Ornn upgrade, Ataraxia.)

MSI Clash

It’s time for the MSI Clash tournament! What better way to celebrate the best coming together to fight it out than with a tournament of our own. And while winning might not get you a ticket to Worlds, you can win the hearts of your teammates (not guaranteed though).
  • Registration Begins: April 29 @ 11:00 AM (Local Time)
  • Tournament Dates: May 4 and 5 (~4-7 PM Local Time, varies by region)

If you have any questions or you're just looking for the full 2024 clash schedule, make sure to check out our Clash FAQ support page.

Behavioral Systems

While we do punish leavers, chat abusers and players who exhibit other disruptive behaviors, we also know that being on the receiving end of this behavior isn’t fun for anyone. And getting indirectly punished by losing LP or having your time wasted can be frustrating. In order to make this less painful moving forward, we’ll be providing consolations when a verified leaver or feeder is identified in your game. Depending on your situation, these consolations may include the following:
  • LP Consolation
  • Autofill Protection
  • XP Boost
  • ARAM Rerolls

Additionally, warnings will now be issued for players who have received a large volume of reports, requiring them to review and accept our Code of Conduct before proceeding. If the player continues to receive high volumes of reports they will be punished.

Mythic Shop Rotation

LEE SIN ASU "KICK"OFF

  • Where could Lee Sin hop to without a reliable ward(robe). With Lee Sin’s ASU making its way onto the rift we’re bringing back his Prestige Nightbringer skin in the Mythic Shop. Act fast because it’ll be gone in the shop rotation coming in 14.10, next patch.

Bugfixes & QoL Changes

QoL CHANGES

  • Fiora’s E now defaults to the highest damage effect between Sundered Sky and her E2 when Sundered Sky and E2 are both active at the same time.

BUGFIXES

  • Fixed a bug that caused buying and selling / refunding the jungle item immediately to give reduced XP from lane minions for the rest of the game.
  • Fixed a bug that caused Master Yi’s double strike to consume Hail of Blades stacks.
  • Fixed a bug that caused Graves’ auto attacks to not utilize Sundered Sky.
  • Fixed a bug that caused Aatrox’s W chains to deal damage after the target had left the applicable zone.
  • Fixed a bug that caused Kled’s W to not apply spell effects on the fourth hit.
  • Fixed a bug that caused Yone to gain a charge on his Q if the target had dodged the spell.
  • Fixed a bug that caused Gwen W to not factor in AP from conversions or adaptive force when calculating the armor and magic resistance buff.
  • Fixed a bug that caused Sylas to not gain a charge of Essence Rush on takedown when he had stolen Ahri's ultimate.
  • Fixed a bug that caused Rengar to lose the reduced cooldown from Navori Quickblades after exiting his empowered state.
  • Fixed a bug that caused Knight’s Vow’s VFX to be visible to the enemy team.
  • Fixed a bug that caused Skarner to be able to refresh his Q buff duration by hitting wards or plants.
  • Fixed a bug that caused Skarner to be able to take Hexgates while using his Impale.
  • Fixed a bug that caused Nocturne’s Passive VFX to persist if the passive came off of cooldown while he was Polymorphed by Lulu.
  • Fixed a bug that caused Illaoi’s E to make Briar’s R to last indefinitely.
  • Fixed a bug that caused Neeko recasting W to move her clone to count as a spell cast towards abilities such as Kassadin’s E stacks.
  • Fixed a bug that caused Sylas hijacking Taliyah’s R, mid-cast, to give Sylas only the recast option of the ability.
  • Fixed a bug that caused Skarner’s Impale to make him briefly invisible inside of bushes.
  • Fixed a bug that caused Skarner’s E to sometimes make both Skarner and enemies being moved through a bush to briefly disappear.
  • Fixed a bug that caused Skarner’s E to not proc Fiora’s W, meaning she couldn’t stun enemies after parrying.
  • Fixed a bug that caused Skarner’s E to be unable to stun an enemy if the wall he moved them into was too thin.
  • Fixed a bug that caused Skarner’s E to stop if the targeted champion was hit by CC while having a spellshield.
  • Fixed a bug that caused Skarner’s E to cause unnatural camera movement if grabbing an enemy from the other side of a wall.
  • Fixed a bug that caused Smolder’s ultimate ability icon to show as available after casting it.
  • Fixed a bug that caused Lux’s E and Xerath’s W to fail to detect enemies when cast into certain walls.
  • Fixed a bug that caused several issues with Sandscourage Skarner’s SFX.
  • Fixed a bug that caused Skarner’s exit wall SFX to play later than intended.
  • Fixed a bug that caused Mikael’s Blessing to not Cleanse Renata’s R from allied champions.
  • Worldbreaker Malzahar’s Nether Grasp (R) VFX now fires from his mouth as intended.
  • Arclight Brand’s Blaze (P) VFX no longer renders over impassable terrain.
  • Apocalyptic / Vandal / Arclight / Eternal Dragon Brand's Blaze (P) no longer causes red pixel VFX to appear when enemies are affected while Players hover cursor over.
  • Immortal Journey Kayle now has a unique HUD portrait splash art at pre-level 11.

Upcoming Skins & Chromas

Patch 14.8 Notes

Welcome to patch 14.8—the official patch of MSI 2024!

In this patch we're focusing on getting everything ready for MSI, so that means you'll see some more Pro-oriented changes to make sure things are in good shape going into the tournament. But if you aren't a Pro like me don't worry, because there are still quite a few changes here for us as well!

In other news, we have an update on Vanguard, a new batch of Blood Moon skins, and a Mythic Shop rotation, and a batch of ARAM balance changes.

If you're looking for the latest tech on how to hit 3-star Yone, you can also check out the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Blood Moon Fiddlesticks, Blood Moon Zed, and Blood Moon Zyra will be available April 17, 2024 at 19:00 UTC.

Vanguard

Beginning with this patch, Vanguard will officially be turned on in the Philippines on the live servers. This means that enforcement of Vanguard will be in effect for that region, and you will be unable to queue unless you have Vanguard on.

For the rest of the world, this patch will contain a popup to check your compatibility. It will check to make sure your Operating System is up to date, and that you have TPM 2.0 enabled (if you're on Windows 11). If you fail any of these checks, it will give you a fail state and ask you to resolve those issues, but it will not prevent you from playing at this time. We highly encourage you to resolve any of those issues quickly so that when we turn on enforcement, you will be able to continue playing Teamfight Tactics PC and/or League of Legends. At this time, we're planning to turn on Vanguard for all regions (except China), starting with patch 14.9 (next patch). If anything changes, we'll update you all ASAP on any changes to this rollout.

Please check out our devblog and player support articles for any help troubleshooting or info about Vanguard.

Champions

Akali

Base health increased.

We're raising Akali's early game health to help her get to her mid-to-late-game state more consistently. Her base health was uncharacteristically low compared to other champions, so this should bring her more in line with her peers.

Base Stats

  • Base Health: 570 ⇒ 600

Azir

Base health regen decreased. W damage decreased.

Azir has been a Pro play staple for an incredibly long time thanks to his passable laning phase paired with an incredible late game and playmaking potential. We'll be adjusting his early game safety by lowering his base health regeneration, and lowering the early damage of his W with a goal to give his counter picks a better opportunity to beat him in lane.

Base Stats

  • Health Regeneration per 5 Seconds: 5 ⇒ 3.5

W - Arise!

  • Magic Damage: 0-77 (based on level) (+50/67/84/101/118) (+55% AP) ⇒ 0-77 (based on level) (+50/65/80/95/110) (+55% AP)

Briar

Health growth decreased. Q range increased. W bonus attack speed decreased.

Briar continues to be very strong in lower skill levels so we're taking another pass at her to address this. The bug fixes to Sundered Sky (one of her core items) were a contributor to some of her power, so we're nerfing her sustained output while giving another minor buff to Q for skilled players who like switching targets and cosplaying Lee Sin hopping to wards.

Base Stats

  • Health Growth: 100 ⇒ 95

Q - Head Rush

  • Range: 450 ⇒ 475

W - Blood Frenzy

  • Bonus Attack Speed: 54/68/82/96/110% ⇒ 55/65/75/85/95%

Draven

Q damage increased.

Despite what he might admit, Draven's early game lacked the power that gave him the ability to control the laning phase. We want to reestablish Draven's ability to be a lane bully, so we're putting a bit more power into his Q's to let him be just that.

Q - Spinning Axe

  • Bonus Physical Damage: 40/45/50/55/60 (+75/85/95/105/115% bonus AD) ⇒ 45/50/55/60/65 (+75/85/95/105/115% bonus AD)

Galio

Base movement speed increased. Q cooldown decreased early.

Galio is close to a reasonable power level, but he's not fully there yet. In order to get him there we're giving him two smaller buffs to increase his power and to ensure he becomes an interesting pick for Pro play. We're increasing his base movement speed, as it's a stat he highly values, especially since he needs the target access for multiple passive procs. We're also including a small reduction to his early Q cooldown to help him get more passive refunds.

Base Stats

  • Base Movement Speed: 335 ⇒ 340

Q - Winds of War

  • Cooldown: 12/10.75/9.5/8.25/7 ⇒ 11/10/9/8/7 seconds

Graves

Passive reload time scaling adjusted, critical damage ratio per pellet increased.

We're giving Graves some much-needed buffs while skewing him toward crit itemization and repeat attacks, which we think is a healthier spot for his gameplay as opposed to lethality burst. While this reload speed change is a bit of a riskier buff, we think it'll be good for Graves and we'll follow up if his power level ends up wildly out of line.

Passive - New Destiny

  • Attack Speed Scaling: Increased Attack Speed scaling from non-level sources towards reload time by 35%
  • Critical Damage Ratio per Pellet: 40% ⇒ 45%

Hwei

Passive bonus magic damage increased.

We expected we’d have to balance Hwei around Pro play with pretty low win rates for regular players. However, as the Pro season has developed, it looks like we have more room than we initially thought, so we’re giving him a small buff to his passive, which brings him up a touch in lower-skilled brackets where players don’t dodge away from the damage as well. Our goal is that he’ll be a moderate-presence champion in Pro play while also being as successful as most other mages in solo queue.

Passive - Signature of the Visionary

  • Bonus Magic Damage: 35-180 (based on level) (+30% AP) ⇒ 35-180 (based on level) (+35% AP)

Jarvan IV

Passive damage increased.

Jarvan IV is one of the simpler junglers to play, so any time his win rate in lower-skilled brackets barely crests 50%, it means he's actually weak and needs some help. To buff him, we're partially reverting the 13.18 passive nerf as it was a satisfying aspect of his kit that gave better clear speed and kill-securing that benefits players of all calibers.

Passive - Martial Cadence

  • Bonus Physical Damage: 6% of target's current health ⇒ 7% of target's current health

Jhin

Bonus movement speed on crits increased. Q damage increased.

As a uniquely utility-focused ADC, we think Jhin can be a high performer without causing too much trouble. Plus he's a little on the weak side right now, especially in higher skill brackets. Not only are we adding several more 4s to his tooltips, we're also powering up the more skill-expressive parts of his kit with his ability to kite early and the power of his ramping grenade bounces.

Passive - Whisper

  • Bonus Movement Speed on Critical Strike: 10% (+0.4% bonus Attack Speed) ⇒ 14% (+0.4% bonus Attack Speed)

Q - Dancing Grenade

  • Minimum Physical Damage: 45/70/95/120/145 (+35/42.5/50/57.5/65% AD) (+60% AP) ⇒ 44/69/94/119/144 (+44/51.5/59/66.5/74% AD) (+60% AP)

Kai'Sa

Q damage increased.

We wanted to buff Kai'Sa to encourage more ADC diversity in solo queue and Pro play without touching her AP builds, which can be problematic. We wanted to increase the AD ratio on Kai'Sa's Q to emphasize damage that required higher commitment and played up her unique assassin-like characteristics.

Q - Icathian Rain

  • Damage per Missile: 40/55/70/85/100 (+50% bonus AD) (+20% AP) ⇒ 40/55/70/85/100 (+55% bonus AD) (+20% AP)

LeBlanc

Q damage increased. W cooldown decreased.

Leblanc is struggling in solo queue and also isn't seeing much presence in Pro, so we're giving her a bit more power to play with. We're lowering her early W cooldown to increase her agency in lane, as its level 1 value is currently a bit too high. We're also increasing her Q base damage, as it's quite impactful for her early laning phase in high skill brackets, but should be felt by all due to its last hitting benefit.

Q - Sigil of Malice

  • Magic Damage: 65/90/115/140/165 (+ 45% AP) ⇒ 70/95/120/145/170 (+ 45% AP)

W - Distortion

  • Cooldown: 18/16/14/12/10 ⇒ 15/13.75/12.5/11.25/10 seconds

Mordekaiser

Q cooldown decreased. E damage decreased. R is no longer escapable with certain abilities/items.

Mordekaiser has long suffered from being very powerful in lower-skilled games while being too inconsistent in highly-skilled ones. Some of this disparity is due to his weak early lane and his ultimate being easily countered by an inexpensive item and certain champion interactions. This patch we're hoping to shore up both of those pain points while making a small compensation nerf to his damage.

We acknowledge that this change to his ultimate is quite risky. It's possible that Mordekaiser is not balanceable without such strong counters and that ultimately Mordekaiser players would be happier with a highly unreliable ult but a stronger base kit. But we're going to support this version of Mordekaiser and do our best to balance him with these new strengths in mind.

Q - Obliterate

  • Cooldown: 9/7.75/6.5/5.25/4 ⇒ 8/7/6/5/4 seconds

E - Death's Grasp

  • Magic Damage: 80/95/110/125/140 (+60% AP) ⇒ 70/85/100/115/130 (+60% AP)

R - Realm of Death

  • newDeath Realm Escape Interactions: Champions can no longer escape Mordekaiser's Death Realm by using Quicksilver Sash, Mercurial Scimitar, Alistar's Unbreakable Will, Gangplank's Remove Scurvy, Milio's Breath of Life, Olaf's Ragnarok, or Rengar's Ferocity Battle Roar. However, crowd control immunity will still prevent the application of Realm of Death.

Olaf

Q bonus damage to monsters increased.

Olaf gained a lot of jungle power last patch but he still needs a bit more help before he's in a solid spot. Similar to Sylas, he feels a bit constrained within his main role, so we're focusing on increasing his jungle power. His first clear is already good, but his consecutive clears have room to be better since he should be one of the fastest in the game.

Q - Undertow

  • Bonus Damage to Monsters: 5/10/15/20/25 ⇒ 5/15/25/35/45

Ryze

W slow increased, cooldown decreased early.

We're giving Ryze some power tailored to the average player by giving him access to a more reliable slow with a lower cooldown, which should bring up his baseline utility to his teams.

W - Rune Prison

  • Slow: 35% ⇒ 50%
  • Cooldown: 13/12/11/10/9 ⇒ 11/10.5/10/9.5/9 seconds

Skarner

Rune and item recommendations updated. Mana growth decreased, mana regen growth increased. Q damage increased, mana cost decreased, buff duration increased, Upheaval recast lockout time decreased, Shattered Earth cast time decreased. W mana cost increased, damage decreased.

Skarner's rework launched last patch with low jungle power and very strong performances in top lane. We expect he'll perform better as players continue to learn his nuances but there's a lot of room to make the experience of playing Skarner much nicer.

First, we're updating his recommended jungle runes and items. Every recommended page now suggests Resolve runes in the primary or secondary tree and includes an Aftershock page, as it's been a great rune for him. To our surprise, Heartsteel appears very good as well, so it's replacing Iceborn Gauntlet in his item recommendations.

Second, we're doing a sweep of feels improvements to his Q, which should make him feel much more mobile and usable in fights at large.

Third, we're shifting around power from his W into his Q. As it turns out, W-max top lane Skarner is significantly stronger than regular jungle Skarner with low counter-play, so we're trying to put these builds into similar power and fairness levels. We're also buffing the Q AD ratio to make juggernaut alt-builds more functional.

Recommended Runes and Items

  • Recommended Rune Pages: Updated to offer the following rune pages: Aftershock, Phase Rush, and Conqueror
  • Recommended Items: Added Heartsteel, moved Iceborn Gauntlet later, increased priority of Dead Man's Plate

Base Stats

  • Mana Growth: 45 ⇒ 40
  • Mana Regeneration Growth: 0.45 ⇒ 0.6

Q - Shattered Earth / Upheaval

  • Damage per Hit: 10/20/30/40/50 (+40% bonus AD) (+6% of his bonus health) ⇒ 10/25/40/55/70 (+60% bonus AD) (+6% of his bonus health)
  • Mana Cost: 40/45/50/55/60 ⇒ 30/35/40/45/50
  • Buff Duration: 3.5 ⇒ 5 seconds (Note: the buff will still refresh on attacks and upon casting E)
  • Upheaval Recast Lockout Time: 0.75 ⇒ 0.5 seconds
  • Shattered Earth Cast Time: 0.5 ⇒ 0.35 seconds (Note: this is how long Skarner stands in place pulling the boulder out of the ground before being able to move or attack)

W - Seismic Bastion

  • Mana Cost: 50/55/60/65/70 ⇒ 60/65/70/75/80
  • Magic Damage: 60/90/120/150/180 (+80% AP) ⇒ 50/75/100/125/150 (+80% AP)

Sylas

Q explosion damage to monsters increased.

We're further buffing Sylas jungle now that we have data on how his Q modifier affects his win rate, especially since we think he could appear at MSI as a flex pick. Since he lacks any room for mid lane oriented adjustments at the moment, we'll be completely removing the Q monster modifier, as his clear still has plenty of room to go down.

Q - Chain Lash

  • Damage to Monsters: 70% ⇒ 100%

Thresh

Base armor and magic resist growth increased.

Thresh is a little bit weaker than we think he should be, and since he's an exciting champion to watch on the big stage we want to give him a small buff. We think he deals enough damage already, so we're playing up his tankiness this patch, nudging his resists closer to true short-range or melee champions.

Base Stats

  • Base Armor: 31 ⇒ 33
  • Magic Resist Growth: 1.3 ⇒ 1.55

Zac

Base health regeneration decreased.

Zac has been bouncing around and dominating top lane for a while now, much to his opponents' chagrin. He's a pretty well balanced jungler, but a pretty noninteractive and overbearing top laner. So we're looking to reduce his early game lane safety by bringing down his passive regeneration, requiring him to risk reprisal from his lane opponents if he wants to sustain back up.

Base Stats

  • Base Health Regeneration per 5 Seconds: 8 ⇒ 5

Zeri

Base health decreased.

Zeri was a big winner from 14.6's crit item buffs. Though we brought down Statikk Shiv a little, she risks becoming the most sought-after champion at MSI, so we're taking away a little bit of early game durability to open up lane bullies as a tactical counter in lane.

Base Stats

  • Base Health: 630 ⇒ 600

Systems

Baron Nashor


Baron got a big visual overhaul earlier this year, but his damage hasn't been quite as scary as his new appearance. Due to this, we're buffing Baron's attacks to make them more apparent while ensuring they don't deal too much damage. This should encourage players to more frequently reposition around Baron's abilities so that contesting it is just as intense as his music.
  • Acid Pool Magic Damage: 10% AD ⇒ 200 (+10% AD)
  • Acid Pool Slow: 50% ⇒ 60%
  • Territorial Baron Pull Magic Damage: 75 ⇒ 300
  • Hunting Baron Lightning Magic Damage: 15% of target's current health ⇒ 20% of target's current health
  • Acid Shot Magic Damage: 20% AD ⇒ 200 (+50% AD)
  • Tentacle Knock Up Magic Damage: 25% AD ⇒ 200 (+25% AD)

Voidgrubs


This patch we're making a few adjustments to Voidgrubs. First, we're pushing the spawn time up a minute. This is intended to line their spawn time up with when solo laners hit level 6 so they can contest the objective in a more meaningful way. We'd also like to differentiate its spawn time from dragon to create more tension for competing teams since the objectives can no longer be traded on spawn. The respawn timer change should also lower the value of—or at least delay—sending your bot lane up to top in order to reign over the grubbies. Second, we believe the reward itself should be more powerful, so we're buffing both the stack amount and the summon threshold.
  • Initial Voidgrub Spawn Time: 5 ⇒ 6 minutes
  • Touch of the Void Damage per Stack: 6 (halved to 3 for ranged champions) true damage per second over 4 seconds ⇒ 8 (halved to 4 for ranged champions)
  • Hunger of the Void Threshold: 5 Touch of the Void stacks, gain a 2nd summon at 6 stacks ⇒ 4 Touch of the Void Stacks, gain a 2nd summon at 6 stacks

Mythic Shop Rotation

Now Available

  • Prestige Porcelain Lissandra
  • Prestige Bewitching Miss Fortune
  • Prestige PROJECT: Sylas
  • Prestige Coven Zyra

Leaving the Mythic Shop

  • Prestige PsyOps Ezreal
  • Prestige Winterblessed Warwick
  • Prestige Duality Dragon Volibear
  • Prestige Space Groove Nami

ARAM Balance Changes

Hello ARAMers! We have a light patch this time as we're wrapping up on Arena, so get excited! We're continuing to remove nerfs on champions with the goal of bringing them back to how they feel compared to Summoner's Rift. In terms of nerfs this patch, we overbuffed Zyra last patch which contributed to her zone control being a bit more frustrating than other mages so we're dialing them back. Meanwhile, Vi has been benefiting from her current buffs so we're aiming to slowly remove the extra ones.

Buffs

  • Illaoi: Damage Taken: 110% ⇒ 105%
  • Leona: Damage Taken: 105% ⇒ 100%
  • Nautilus: Damage Taken: 110% ⇒ 105%
  • Xerath: Damage Dealt: 93% ⇒ 95%
  • Ziggs: Damage Dealt: 85% ⇒ 90%

Nerfs

  • Vi: Ability Haste: 10 ⇒ 0
  • Zyra: Ability Haste: 0 ⇒ -10

Quickplay

Players' assigned position icons are added to the Quickplay loading screen, offering additional clarity on role assignment for Quickplay before the game starts.

Bugfixes & QoL Changes

Quality of Life Updates

  • Updated Guardian of the Sands Skarner's recall animation.
  • Chroma names of the April Fools skins released last patch have been updated to be 107% MORE delicious.
  • Rengar Q and empowered Q now apply critical strike modifiers from items.
  • Malignance will now proc on ultimates that are considered auto attacks, like Warwick or Twitch's R.

Bugfixes

  • Fixed various issues related to spell queueing, such as Yasuo being unable to cancel his queued E's with movement commands.
  • Fixed a bug that caused Brand's Passive to not proc Dark Harvest.
  • Fixed a bug that caused Teemo's E to not proc Dark Harvest
  • Fixed a bug that caused Renekton's W to not apply spell effects.
  • Fixed a bug that caused Mordekaiser's passive to gain stacks for dodged auto attacks.
  • Fixed a bug that caused Shyvana's Dragon form Q to consume Hail of Blades when used as an auto attack reset.
  • Fixed a bug that caused Rengar to lose the reduced cooldown gained from Navori Quickblade after becoming unempowered.
  • Fixed a bug that caused Blade of the Ruined King to not display its cooldown on the scoreboard.
  • Fixed a bug that caused Baron's pull attack to not deal damage.
  • Fixed a bug that caused Moonstone Renewer to be audible through the fog of war.
  • Fixed a bug that caused the terrain changes to temporarily make the screen jittery when spectating.
  • Fixed a bug that caused Skarner's R to not apply a stack of his Passive to minions and monsters when used.
  • Fixed a bug that caused Skarner's W to have a small hole in the damage application area.
  • Fixed a bug that caused Skarner's exit terrain VFX to trigger later than intended.
  • Fixed a bug that caused Skarner's W to not hit all enemies in range if Flash was used during its windup.
  • Fixed a bug that caused Volibear's passive attack speed scaling to not include adaptive or converted stats.
  • Fixed a bug that caused Battlecast Skarner's walk animation to sometimes override his W animation.
  • Fixed a bug that sometimes caused Skarner's second Q cast to dissolve if it was used at the same time as his Flash.
  • Fixed a bug that caused Rift Herald to spawn looking towards the right of the Baron Pit as opposed to the entrance.
  • Fixed a bug that caused Evelynn's VO to mix up first encounter lines for Brand and Dr. Mundo. I mean, they look kind of similar… right?
  • Fixed a bug that caused Evelynn's R VO lines to not play correctly.
  • Fixed a bug that caused certain single target abilities to not deal correct amounts of damage to Zyra's plants.
  • Fixed a bug that caused Briar's W to not grant vision of the nearest target while she was nearsighted.
  • Fixed a bug that caused Taliyah's dance emote to not play the associated VO.
  • Fixed a bug that caused Guardian of the Sands Skarner's taunt animation to not include the shockwave VFX.
  • Street Demons Zyra's Stranglethorns (R) AoE indicator now renders correctly under impassable terrain.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 14.7 Notes

Don’t be a fool, patch 14.7 is serious business!

On this week’s episode of “what did we patch in,” it’s some April fools' shenanigans! This time around we’ve got a few changes when it comes to the damage coming out of the support role for a few champs, and some pesky bugs that were impacting Senna and support items. We also got some changes to bring the Solo Queue Terrorizer known as Volibear back in line, as well as some tweaks to give Olaf a little more junglin’ power. We also pulled back some changes we gave to Rell in the jungle department and then gave Sylas a teeny bit more jungling power for those strange people out there that want to jungle Sylas. We also have a few more tweaks to Galio following last week's changes to incentivize him a little more on getting some melee uptime.

We also threw down a slew of ARAM balance changes for supports and tanks, have an update on DirectX support and a handful of April Fools' skins!

Looking to stay up to date with the new Inkborn Fables TFT set? In that case check out the TFT patch notes here!
Caden "Riot Sakaar" House

Patch Highlights

Cheddar Chief Twitch, Durian Defender Rammus, Choo-Choo Train Ornn, Toy Terror Cho’Gath, and Zesty Dip Zac will be available April 3rd, 2024 at 18:00 UTC.

Skarner VGU

”Your impact on this world is but a grain of sand in a vast desert! Let me show you.”

Do you feel the earth tremble beneath you? That’s because Skarner’s VGU is now live with this patch!

Skarner Abilities Rundown

Skarner Champion Bio

Skarner Champion Trailer

Skarner Champion Theme

Shop.riotgames.com Deprecation

Starting on April 9, 2024 we’ll be spinning down support for our online shopping site, shop.riotgames.com. This means RP purchases, LoL PC event skins, and weekly skin sales will no longer be available on this site. While you’ll still be able to redeem codes via the website, we recommend using the client in place of the website going forward.

DX9 Depreciation

To maintain the stability and performance of our games we need to deprecate support for older hardware or software that isn't widely used by players anymore. To that end, some time in the next few patches we will remove support and the ability to manually opt for DirectX 9 for League of Legends and Teamfight Tactics. If you're currently opted into using DirectX 9, the game will automatically disable this option when we remove the support. If you were running in DirectX 9 due to hardware incompatibility issues, we recommend upgrading your devices as soon as possible, so you may continue to play.

We’re currently targeting 14.9 for the end of DirectX 9 support, however if we change these plans we’ll continue to update you in future patch notes.

For more information on making sure your DirectX version is up to date and troubleshooting any issues related to it check out our support article. (The link should take you directly to the DirectX section, if not you can find it there).

Champions

Camille

Q bonus move speed increased, cooldown decreased. W outer cone damage increased. E damage decreased.

Camille has been pretty sad in top lane ever since the walls got pushed back. We think she could use some larger scope work in the future, but that doesn’t mean we can’t buff her right now. So we’re playing up some top-specific strengths targeted primarily at her laning phase, which is power she’ll carry into the rest of the game. We’re mostly giving her better sustained target access, which she’ll actually appreciate when she’s got solo lane levels of gold and experience. Because we’re concerned about support Camille’s power level, we’re bringing down her Hookshot burst a little as compensation. Our hope is that she remains viable in both roles and that top laners specifically feel more impact.

Q - Precision Protocol

  • Bonus Move Speed: 30/32.5/35/37.5/40% ⇒ 30/35/40/45/50%
  • Cooldown: 9/8.25/7.5/6.75/6 ⇒ 9/8/7/6/5

W - Tactical Sweep

  • Outer Cone Base Damage: 5/5.5/6/6.5/7% Max HP ⇒ 6/6.5/7/7.5/8% Max HP

E - Hookshot

  • Damage: 80/110/140/170/200 (+90% bonus AD) ⇒ 60/90/120/150/180 (+90% bonus AD)

Fiora

Base attack damage decreased.

Fiora’s a bit too strong, especially in early game where they’re supposed to be more of skill matchups than feel like she’s winning by default. So we’re going to adjust her ability to win sustained fights against other fighters by making a small change to her base AD.

Base Stats

  • Attack Damage: 68 ⇒ 66

Galio

Passive damage increased. W damage reduction increased. E damage increased.

Last patch, we preemptively nerfed Galio to ensure the changes didn't land too strong. Since he landed weaker than we expected, we'll be walking back on these nerfs as they're no longer necessary. We're specifically reverting nerfs that affect him more while he's in melee range, as he needs the durability from W and the damage from passive and E to secure kills during that window. While the passive ratio buff will also strengthen his full AP builds, we're okay with that result because it skews him mid and is still helpful for his AP and HP builds.

Passive - Colossal Smash

  • Magic Damage: 15-115 (based on level) (+100% AD) (+40% AP) (+60% Bonus Magic Resistance) ⇒ 15-115 (based on level) (+100% AD) (+45% AP) (+60% Bonus Magic Resistance)

W - Shield of Durand

  • Magic Damage Reduction (halved for physical damage): 20/25/30/35/40 (+4% per 100 bonus magic resistance) (+1% per 100 bonus health) ⇒ 25/30/35/40/45% (+4% per 100 AP) (+8% per 100 bonus magic resistance) (+1% per 100 bonus health)

E - Justice Punch

  • Damage: 75/115/155/195/235 (+90% AP) ⇒ 90/130/170/210/250 (+90% AP)

Karma

W root duration decreased at lower ranks. R+E AoE shield increased.

Karma’s changes last patch landed very close to our goal, but we still want to do a little more to preserve her support power level. In order to do this, we’re decoupling her E ranks from the Mantra-E numbers to make it more in-line with the rest of her abilities, and make it less punishing if you don’t dump skill points into E. These changes should net around a 20-25% increase in shielding to her secondary targets through Mantra-E.

W - Focused Resolve

  • Root Duration: 1.4/1.55/1.7/1.85/2 ⇒ 1.6/1.7/1.8/1.9/2

R - Mantra

  • R+E AoE Shield: 39-129 (based on E and R ranks) (+31.5% AP) ⇒ 45/81/117/153 (based on R ranks) (+40.5% AP). (Note: Move speed and single-target shield unchanged)

Kayn

Q Damage increased.

Shadow Assassin Kayn took a huge hit last patch, largely due to his synergy with Profane Hydra being heavily nerfed. He’s still got some half-decent builds with other items, so we’ll be buffing him with those in mind, since we expect him to climb as players adapt to the new normal. These changes will also slightly buff Rhaast, since he uses the basic version of Q before he transforms.

Q - Reaping Slash

  • Damage: 75/95/115/135/155 (+80 Bonus AD) ⇒ 75/95/115/135/155 (+85% Bonus AD)

Lux

Passive magic damage increased. Q magic damage increased.

Lux support is getting hit by the Zaz’Zak's change this patch, and since she's currently at a reasonable power level we'd like to give her a compensation buff. So we're buffing her ratios in a way that both roles will appreciate, but it should have slight skew for mid due to the wave clear benefits.

Passive - Illumination

  • Magic Damage: 30-200 (based on level) (+25% AP) ⇒ 30-200 (based on level) (+30%AP)

Q - Light Binding

  • Magic Damage: 80/120/160/200/240 (+60% AP) ⇒ 80/120/160/200/240 (+65% AP)

Nami

W magic damage decreased, healing increased, and bounce fall off reduced. E magic damage decreased.

Nami is at one of her historically weakest points and we think she could use a little love. In line with our other changes around support damage, we’re pulling out some mid-game damage through her E rank up and W AP ratio and re-adding it into her healing and overall teamfight output with W’s bounce power.

W - Ebb and Flow

  • Magic Damage: 60/100/140/180/220 (+55% AP) ⇒ 60/95/130/165/200 (+50% AP)
  • Healing: 55/75/95/115/135 (+25% AP) ⇒ 55/80/105/130/155 (+40% AP)
  • Bounce Falloff: -15% (+7.5% per 100 AP) ⇒ -10% (+10% per 100 AP)

E - Tidecaller’s Blessing

  • Magic Damage: 20/35/50/65/80 (+20%AP) ⇒ 20/30/40/50/60 (+20%AP)

Nasus

Passive life steal increased. Q bonus physical damage increased.

Nasus hasn’t been performing so well in Solo Queue. We feel that he scales really well but struggles in lane, as he's able to be punished harshly. We'd like to reduce some of that harshness by increasing his Q damage to help him stack and trade better when using it on his opponent early. We’re also pairing this with an increase to his passive as we nerfed it when Divine Sunderer was still around and it’s no longer necessary to keep it lower.

Passive - Soul Eater

  • Life Steal: 11/16/21% (based on level) ⇒ 12/18/24% (based on level)

Q - Siphoning Strike

  • Bonus Physical Damage: 30/50/70/90/110 (+Siphoning Strike stacks) ⇒ 40/60/80/100/120 (+Siphoning Strike stacks)

Olaf

Q bonus monster damage added. W bonus attack speed duration increased and mana cost increased. E cooldown refund increased when hitting monsters.

Olaf is intended to be a solid jungler but has had a hard time lately, and similar to Sylas, he’s already strong in solo lanes. We’d like to give him better tools to succeed as a jungler by increasing his clear speed, as it should be one of the highest in the game since objective control is his primary strength as a jungler.

While these changes will mostly help Olaf jungle they will still help him top some, so we're including an increase to his ultimate mana cost. We'll pay attention to how this lands and if it ends up restricting his mana pool by too much, we'll follow up to make sure he's still viable in top lane.

Q - Undertow

  • newBonus Monster damage: 5/10/15/20/25

W - Tough it Out

  • Bonus Attack Speed Duration: 4 seconds ⇒ 5 seconds
  • Mana Cost: 30 ⇒ 50

E - Reckless Swing

  • Cooldown Refund: 1 second per basic attack ⇒ 1s per basic attack, increased to 2 seconds when hitting monsters

R - Ragnarok

  • Mana Cost: 0 ⇒ 100

Rek’Sai

Passive fury gained from hitting minions, wards, and plants reduced and healing reduced at lower levels.

Rek’Sai is slightly too strong as a jungler, but not unreasonably so. As a top laner, though, she’s an immovable object. We’re pulling her top-lane specific levers in order to bring down that early sustain with a smaller nerf expected for her in the jungle.

Passive - Fury of the Xer’Sai

  • Fury gain from minions, wards, and plants: 12.5 ⇒ 5
  • Heal: 12-20% Max HP (based on level) ⇒ 10-20% Max HP (based on level)

Rell

Base magic resist growth increased. Q bonus monster damage removed. W bonus monster damage removed. E bonus monster damage removed.

Rell has long held a spot in Pro play as a low-economy jungler who excels at securing objectives and succeeding on very little gold income. However, this specific set of strengths for this very small set of players have often prevented us from making adjustments that would be good for the 90% of Rell players who enjoy her in support. So we’re ripping off the bandage and removing all of Rell jungle’s monster modifiers, effectively removing her secondary role from the game. As these modifiers carried a little bit of power for her support gameplay, we’re giving her a small direct buff as compensation. If it’s not enough, we’re happy to give her a little more in two weeks' time.

Base Stats

  • Magic Resist Growth: 1.85 ⇒ 2.05

Q - Shattering Strike

  • Bonus Monster Damage: Removed

W - Crash Down / Mount Up

  • Crash Down - Bonus Monster Damage: Removed
  • Mount Up - Bonus Monster Damage: Removed

E - Full Tilt

  • Bonus Monster Damage: Removed

Senna

Fewer souls dropped from allied support items killing minions, more souls dropped from Senna killing minions.

We noticed a bug that arrived in patch 14.1 that made Senna get the full drop chance from allied support item executes, which substantially increased her power as a farming bot laner. We’re fixing that bug in this patch and returning her on-kill drop chance near where it was before.

Passive - Absolution

  • Soul Drop Chance on Allied Support Minion Kill: 28% ⇒ 8.4%
  • Soul Drop Change on Minion Kill: 2.8% ⇒ 8.4%

Smolder

Base armor increased. Q bonus damage based on crit chance increased.

Smolder got hit a bit harder than we wanted to last patch, so we’re returning some power in ways we think won’t be terribly frustrating. Now that he’s less evasive through E, he can stand to be more baseline durable. And now that his late-game power isn’t nearly as guaranteed, we’re going to return some damage in a way that asks him to build squishier items and be closer to his target.

Base Stats

  • Armor: 24 ⇒ 26

Q - Super Scorcher Breath

  • Bonus Physical Damage based on Crit Chance: 0-30% ⇒ 0-50%

Sona

Passive Staccato damage increased. Q ally bonus magic damage reduced. W heal increased. E ally move speed increased.

Sona, like Nami, is getting her defensive and utility outputs buffed with a compensation damage nerf in the fairly invisible Q aura. We’re juicing her Q-passive just a little as it’s currently the weakest option and is a more appreciable place to give her damage. We expect these changes to be power and appreciation up for Sona and her allies.

Passive - Power Chord

  • Staccato Damage Bonus: 40% ⇒ 50%

Q - Hymn of Valor

  • Ally Bonus Magic Damage: 10/15/20/25/30 (+20% AP) ⇒ 10/15/20/25/30 (+10%AP)

W - Aria of Perseverance

  • Heal: 30/45/60/75/90 (+15% AP) ⇒ 30/45/60/75/90 (+30% AP)

E - Song of Celerity

  • Ally Move Speed: 10/11/12/13/14% (+2% per 100 AP) ⇒ 10/12/14/16/18% (+2% per 100 AP)

Volibear

R cooldown increased.

While we deeply love the bear (Editor add, not designer note), he’s still been a bit too much of a menace in Solo Queue and we’re not seeing that slow down much despite the previous nerfs. First, we’re removing an expectation-breaking interaction between his Q and Sundered Sky, which was granting him extremely large amounts of burst damage. Second, we think he needs a little bit more siphoned off and we feel like the bear enjoyers out there value the move speed from his Q more so than the frequency of the R so we want to pull back some of that previous R cooldown buff that we gave him.

Q - Thundering Smash

  • Crits only increase Volibear’s attack damage instead of total ability damage

R - Stormbringer

  • Cooldown: 140/120/100 ⇒ 160/135/110

Sylas

Q monster damage increased.

Sylas jungle has been quite a weak link for him lately, but he has a playerbase that we'd like to support. Since he lacks any room mid, we’re separating his Q modifier to hasten his jungle clear. This change isn't intended to make Sylas a top tier jungler, but rather to make him more functional for those who play it. For now, we’re staying on the safer side for this initial buff and will revisit his jungle clear as needed.

Q - Chain Lash

  • Minion and Monster Damage: 40% ⇒ 40% for minions and 70% for monsters

Items

Zaz’Zak’s Realmspike


We’re taking a long look at the damage coming out of the support role and this patch we’re going after some exclusively-damage sections.

Zaz’Zak’s is bound to mage supports where champions like Xerath and Lux have support as their strongest role, which leaves us little room to buff them in places like mid lane. Bloodsong creates similar problems for fighters like Camille and Pantheon with respect to their top lane power. In general, we don’t expect these damage-focused champions to switch support items, but would like if enchanters and tanks would build these items less frequently. Imperial Mandate rounds out this list as a support item that provides almost exclusively damage.

  • Void Explosion Damage: 20 (+20%AP) (+4% Target Max HP) ⇒ 10 (+20% AP) (+3% Target Max HP)
  • Cooldown: 8/7/6 at level 1/11/16 ⇒ 10

Bloodsong


See Zaz’Zak for more context.
  • Spellblade AD Ratio: 150% ⇒ 100%

Imperial Mandate


See Zaz’Zak for more context.
  • Current HP Damage: 12% ⇒ 10%

Statikk Shiv


Statikk Shiv is a bit too strong now that crit ADCs have a great late game awaiting them. So we’ve adjusted the cost so that it doesn’t hastily bring them to the late game as much as it did in the past.
  • Total Cost: 2700 ⇒ 2900

World Atlas


While we've seen a decline in double support items in most regions, we're still seeing some teams do double or more support items. This change should ensure that it's no longer a thing and that support items are only appearing on the intended role that should be grabbing them.
  • Excessive Minion Kill Threshold: 20 minions in 5 minutes ⇒ 20 minions (divided by the number of support items on your team) in 5 minutes. This update applies to all support items.
  • For additional clarity this would be 10 minions over 5 minutes if two people on your team have World Atlas, then 7 minions over 5 minutes if three people have it, etc.

ARAM Balance Changes

We’re continuing the ongoing work to reduce the amount of durability debuffs on champions that are generally more engaging supports and tanks. This process overall is going to take us a few iterations and will have some knock on impacts to anti tank options so we’ll work on continuing to address those as well. Our goal is to be assessing more archetypes of champions more often so that we’re allowing each playstyle to have its fun in ARAM.

Next up on the list later on is for assassins and mages in the near future!

Buffs

  • Galio: Damage Taken: 110% ⇒ 105%
  • Morgana: Damage Dealt: 90% ⇒ 95%
  • Rell: Damage Taken: 105% ⇒ 100%
  • Sett: Ability Haste: -20 ⇒ 0
  • Singed: Damage Taken: 110% ⇒ 105%
  • Sona: Damage Dealt: 95% ⇒ 100%
  • Teemo: Damage Dealt: 85% ⇒ 90%
  • Urgot: Damage Taken: 110% ⇒ 105%
  • Zyra: Ability Haste: -20 ⇒ 0

Adjustments

  • Cho’Gath: Damage Taken: 105% ⇒ 110%
  • Taric: Damage Taken: 105% ⇒ 110%

Quickplay Update

As a post-launch follow up, we’ve bundled Quickplay bug fixes and quality of life improvements with a visual update. The key improvements are focused on predictability and usability.

Predictability in this case means knowing that you’re going to get into game with one of your selections. Far too many players found themselves on the loading screen with the wrong runes—which is a terrible way to start a match. We found that one reason this occurs is that selections made while in queue do not stick, so we made a change to prevent it from happening in most cases. Another issue we tracked down is if a player has an invalid or incomplete rune page equipped, the system will assign them a different valid page. Our fix drives more awareness that there’s an issue with your current rune page so you can resolve it yourself.

Usability-wise, the new layout has larger hitboxes for the important choices and gives you a much clearer view of all current selections in each slot. We heard feedback that it was too easy to get into game with the wrong Summoner Spells and we saw lots of triple Smite screenshots. In addition to a clearer top down view so you can spot any issues, we made some changes to auto spell selections. In the previous version, when you selected jungle, we gave you Smite, but when you selected from jungle to another position, we left it up to you to change spells. Our fix will give you a position appropriate spell in that case, for example: ignite if you select from jungle to mid. Of course, you can change it to whatever you want, but this should put most players in a better state.

We also heard concerns that Ranked restricted players were abusing Quickplay and other Normal games to force a remake. This was addressed in the last patch across all queues so that remakes no longer count towards lifting their restriction.

Bugfixes & QoL Changes

  • Fixed an issue that caused Sundered Sky to not crit after canceling the previous auto attack.
  • Fixed an issue that caused the Rift Herald to stay in its original position after Evelynn jumps in it while leaving camouflage radius until she crashes or reveals herself later. (Editor’s note: bruh what?)
  • Fixed a bug where Porcelain Protector Aurelion Sol’s The Skies Descend (R) VFX were not consistently aligned with the trail VFX from enemy perspective.
  • Fixed a bug where God-King Darius’ Noxian Guillotine (R) would damage the target enemy if Darius was stunned before the ability animation played.
  • Fixed a bug where Battlecast / Arclight / Bee'Koz's Void Rift (W) stole VFX from Star Guardian Rell's Magnet Storm (R).
  • Fixed a bug where Twitch’s Ambush (Q) range indicator was not rendering over impassable terrain on Shadowfoot, Dragonslayer, and High Noon skins.
  • Fixed a bug where Shan Hai Scrolls Cho’Gath’s arm readjusted its position abruptly after basic attacks.
  • Fixed a bug Thunderlord Ornn’s Call of the Forge God (R) elemental ram VFX had partially black textures.
  • Fixed an issue where Guinsoo’s Rageblade decided to not show up in the Attack Damage section.
  • Fixed an issue where Graves was unable to cast R while grounded.
  • Fixed an issue where enemies could sometimes flash out of Yone’s R after it landed placing them in a new spot but still taking the damage/stun.
  • Fixed an issue that prevented Spear of Shojin from increasing damage from passive abilities.
  • Fixed an issue that prevented Jax’s passive buff icon and fishing buff icon from appearing.
  • Fixed an issue that allowed Viego to cast Yone E after changing into another champion.
  • Fixed an issue that caused Ornn’s Masterwork Items to not display damage counters.
  • Fixed an issue that caused enemies to sometimes die in Kindred’s R while affected by Renata Glasc’s W.
  • Fixed an issue that caused Caitlyn’s headshot passive to be consumed when comboing her E and W.
  • Fixed an issue that prevented Miss Fortune from gaining conqueror stacks when her basic attacks were empowered by her Passive.
  • Fixed an issue that caused Briar to sometimes not display her ability icons.
  • Fixed an issue that caused Ryze’s VFX to not display when casting his R near elevated terrain.
  • Fixed an issue that prevented Rek’Sai from gaining stacks of certain runes and Eclipse’s passive when she uses Q.
  • Fixed an issue that caused Profane Hydra and Titanic Hydra to have no effect when using them via Zoe’s spell thief.
  • Fixed an issue that caused Smolder’s R to be more whiny in spectator mode (it was playing the SFX twice for some reason).
  • Fixed an issue that allowed Neeko’s W clone to dance and move at the same time.
  • Fixed an issue that caused champions to be unable to auto attack after using attack move commands while rooted/snared.
  • Fixed an issue that caused champions to auto attack unintentionally after being hit by a root/snare.

Upcoming Skins & Chromas

Due to a small issue Zesty Dip Zac and Cheddar Chief Cheese will be releasing with less delicious chroma names than intended. Check out the chroma names in patch 14.8 for a sweet (or savory?) surprise!

The following chromas will be released this patch:

Patch 14.6 Notes

Gather 'round cowboys and cowgirls, 'cause it's High Noon in patch 14.6!

This week, we've got ourselves a straightforward roundup. We're fixin' to boost the power of some scalin’ tanks that’re holdin' down the fort in the top lane like Cho'Gath and Sion. But we also gotta rein in them champions ridin' a bit too wild—lookin’ at you Smolder and Karma. And let me tell ya, we've got an update for Galio to make him live out his colossal tank midlaner dreams! When it comes to the gear, we're throwin' a buff lasso to give crit marksmen a bit more bite, and we're makin' a sweep through epic-tier items to make ‘em fairer.

Hold on to your saddles, 'cause there's more to the tale. We're wranglin' up some ARAM balance changes, tweakin' demotion LP levels, lettin' you know about a replay change behind the scenes, an update on DirectX support update, and unveilin' a fresh batch of High Noon skins for ya to feast your eyes on. So, saddle up partners and let the patchin' commence!

Also, make sure to keep an eye peeled for any suspicious stuff happenin’ in Quickplay towards the end of the month and let us know if y’all find anything interestin’.

Are ya hankerin’ for that new TFT Inkborn Fables set? Well be sure to mozy on down n’ check out the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Crystalis Indomitus Kha'Zix, High Noon Evelynn, High Noon Gragas, High Noon Rell, High Noon Yone, Peacemaker High Noon Yone, and Prestige High Noon Evelynn will be available March 20, 2024 at 19:00 UTC.

One for All also returns this patch, so be sure to check it out and experience the fun chaos that can only happen when you lock in as five Yuumis! OFA will be going live on March 20, 2024 at 16:00 UTC for EUW, EUN, RU, and TR. All other Riot regions will have the mode turned on three hours later at 19:00 UTC.

DirectX Support Update

Sometime in the next few patches, we will remove support and the ability to manually opt for DirectX 9 for League of Legends and Teamfight Tactics. To maintain the stability and performance of our games we need to deprecate support for older hardware or software that isn’t widely used by players anymore. If you’re still opted into using DirectX 9, the client will automatically turn off this option when we remove the support. However, if you were running it due to hardware reasons we recommend resolving that before we make this change so that you can continue playing when it’s removed.

Ranked Adjustments

Continuing on with our updates to the LP system, now that we’ve made promoting much easier we’re also adjusting the LP that players are set to once demoted. In its current state, demotions are a bit too forgiving, meaning some players are playing a rank above their actual skill level which results in negative LP gains. In order to help address this problem, we’ll be lowering the demotion LP starting point from 75 to 50 to help make those demotions more meaningful.

For more information on Placements, Promotions, and more check out our support page here.
  • Demotion LP adjusted from 75 LP to 50 LP

Updated Bot AI

Coming in this patch is our new Bot AI technology! Coming to Co-op versus AI: Intro, Beginner, and Intermediate queues, our new bots have picked up a few skills like jungling, taking objectives, ganking, and more. Our primary goal is that this new AI will provide newer players with a space to learn and grow while providing our experienced players with a lower-stress mode to enjoy. At the end of the day, we wanted to create an experience that feels much more like what you would see gameplay-wise in your normal games of Summoner’s Rift and we’re excited for our bots to do just that!

For more about the development of our new bot AI, check out the following dev blogs:.

Champions

Briar

Q can now jump to wards. W bonus attack speed decreased, healing decreased. R damage decreased.

Briar is currently struggling to find her footing in higher skill brackets of play while also overperforming in lower skill brackets. We’re introducing some skill level skewed nerfs and throwing a bone to Briar players who want to cosplay as Lee Sin.

Q - Head Rush

  • Ward Watch: Q can now jump to wards.

W - Blood Frenzy

  • Bonus Attack Speed: 55/70/85/100/115% ⇒ 54/68/82/96/110%

W - Snack Attack

  • Healing Based on Damage Dealt: 25/30/35/40/45% ⇒ 24/28/32/36/40%

R - Certain Death

  • Damage: 150/300/450 (+50% bonus AD) (+120% AP) ⇒ 150/250/350 (+50% bonus AD) (+120% AP)

Cho'Gath

W cooldown decreased. E damage increased.

Cho’Gath isn’t doing too hot up top, so we’re here to help this Void monstrosity become a bit more monstrous. We’re specifically targeting his early W cooldown and E damage in order to give him some better trading power and waveclear in lane.

W - Feral Scream

  • Cooldown: 13/12/11/10/9 ⇒ 11/10.5/10/9.5/9 seconds

E - Vorpal Spikes

  • Damage per Spike: 22/34/46/58/70 (+3% (+0.5% per Feast stack) of target's maximum health) ⇒ 22/37/52/67/82 (+3% (+0.5% per Feast stack) of target's maximum health)

Diana

Attack speed ratio increased, growth decreased. Passive bonus attack speed decreased, scaling adjusted, empowered bonus attack speed duration increased.

While Diana has been successful as an assassin in the mid lane this season, Jungle Diana has suffered due to her need to be an auto attacker. This patch, we're amping up her synergy with sustained combat builds without giving too much extra power to bursty ones.

Base Stats

  • Attack Speed Ratio: 0.625 ⇒ 0.694
  • Attack Speed Growth: 2.25% ⇒ 2%

Passive - Moonsilver Blade

  • Bonus Attack Speed: 15-39.96% (scaling every 3 levels) ⇒ 15-35% (scaling linearly) (Note: Added scaling past level 18 for alternate game modes.)
  • Empowered Bonus Attack Speed: tripled for 3 seconds ⇒ tripled for 5 seconds (Note: this tooltip is bugged and will not reflect the change until the next patch.)

Galio

Large adjustments to passive. Q damage decreased, cooldown decreased. W damage decreased, damage reduction adjusted. E damage decreased, damage to non champions increased.

In this patch, we’re making several adjustments to Galio with the goal of making his damage more consistent over fights and to increase his synergy with more durable AP items such as Rod of Ages and Riftmaker. The largest change we’re making is an increase to his Passive cadence throughout the game in order to require Galio to be in melee range for longer to access his full potential (this does however come at the cost of some damage). Since these changes incentivize Galio to use his passive more, we’d like to make it feel better to use by increasing his attack speed while it’s up.

The second largest change here is a new health ratio on his W, which should make purchasing AP and health items feel much better. The rest of the changes are focused on ensuring tank Galio doesn’t become too strong by toning down base damage while ensuring we keep the AP ratios high. Lastly, we’re including a buff to his E waveclear, as we expect these changes to hurt his waveclear due to the base damage nerf on his passive.

Passive - Colossal Smash

  • Magic Damage: 15-200 (based on level) (+100% AD) (+50% AP) (+60% bonus magic resistance) ⇒ 15-115 (based on level) (+100% AD) (+40% AP) (+60% bonus magic resistance)
  • newHitting enemy champions or Epic monsters with abilities reduces this cooldown by 3 seconds, once per cast.
  • newColossal Smash now triggers spell effects.
  • newGalio now gains 40% attack speed while his passive is available.
  • removedColossal Smash is no longer affected by Ability Haste.

Q - Winds of War

  • Magic Damage: 70/105/140/175/210 (+75% AP) ⇒ 70/105/140/175/210 (+70% AP)
  • Cooldown: 12/11/10/9/8 ⇒ 12/10.75/9.5/8.25/7 seconds

W - Shield of Durand

  • Magic Damage Reduction: 25/30/35/40/45% (+5% per 100 AP) (+12% per 100 bonus magic resistance) ⇒ 20/25/30/35/40% (+4% per 100 AP) (+8% per 100 bonus magic resistance) (+ 1% per 100 bonus health)
  • Minimum Magic Damage: 20/35/50/65/80 (+30% AP) ⇒ 20/30/40/50/60 (+30% AP)

E - Justice Punch

  • Magic Damage: 90/130/170/210/250 (+90% AP) ⇒ 75/115/155/195/235 (+90% AP)
  • Reduced Damage to Non-Champions: 50% ⇒ 20%

Bugfixes

  • Galio's passive now correctly executes minions when using the support item.

Gragas

Base health decreased. Q mana cost increased.

Gragas is currently performing too well in solo queue, particularly in higher skill brackets, so we’ll be nerfing him there specifically. We’re doing this by reducing his base health, as it’s currently quite high, which should increase his early vulnerability and give his opponents more of a window to kill him, while also slightly reducing some of his passive power. We’re also including a nerf to his Q mana cost to reduce how frequently he can spam his Q before purchasing items.

Base Stats

  • Base Health: 670 ⇒ 640

Q - Barrel Roll

  • Mana Cost: 80/75/70/65/60 ⇒ 80 at all ranks

Karma

Mana growth decreased, mana regeneration growth increased. Passive cooldown refund decreased. Q mana cost increased. R cooldown increased, E+R bonus shield increased.

Right now Karma is a reasonably powerful support but an oppressive mid laner who makes it difficult to do anything against her in the mid game. We want Mantra to be a button that she has to consider when to press and think of the best situations to use it. With Karma’s easy access to Ultimate Haste, that strategic choice has lost value as she’s casting Mantra too frequently. We have some nerfs to address this, but plan to offset these for support Karma by shifting her toward mana regen and including a buff to Defiance to preserve its current power level.

Base Stats

  • Mana Growth: 50 ⇒ 40
  • Mana Regeneration Growth: 0.5 ⇒ 0.8

Passive - Gathering Fire

  • Cooldown Refund: 5 seconds ⇒ 4 seconds

Q - Inner Flame

  • Mana Cost: 45 ⇒ 40/50/60/70/80

R - Mantra

  • Cooldown: 40/37/34/31 ⇒ 40/38/36/34 seconds
  • R+E Defiance Bonus Shield: 25/75/125/175 (+45% AP) ⇒ 50/90/130/170 (+45% AP)

Kayn

Darkin Q damage increased, Q animation now prevents use of item actives. Shadow Assassin R damage decreased.

Thanks to the last patch, fighter items now appear to be optimal on Rhaast. So mission accomplished there! That said, Kayn's two forms are still pretty far apart in power level, so we’re nerfing Shadow Assassin and buffing Darkin a bit more. We’re also specifically hitting his ability to activate items during his Q, as those items are meant to have their own cast times without being hidden inside of other spells.

Q - Reaping Slash

  • Darkin - Damage per Hit: 65% Total AD + 5 (+3.5% bonus AD)% target's maximum health ⇒ 65% Total AD + 6 (+3.5% bonus AD)% target's maximum health
  • newReaping Slash's animation now locks Kayn out of using item actives.

R - Umbral Trespass

  • Damage: 150/250/350 (+175% Bonus AD) ⇒ 150/250/350 (+150% Bonus AD) (Note: This does not affect Darkin form ultimate damage.)

Ornn

E cooldown decreased.

Ornn is a little sad but isn’t quite as bad as some stats may lead you to believe, as experienced Ornn players are optimizing him by lowering their Searing Charge cooldown in the mid game by maxing it second. We’d like if E and Q max second were a little closer in power level, so we’re giving some of that E max power for free as an early game buff to everyone and a late game buff to players who continue to max Q second.

E - Searing Charge

  • Cooldown: 16/15/14/13/12 ⇒ 14/13.5/13/12.5/12 seconds

Rek'Sai

W bugfix. R QoL change and bugfix.

When we changed Burrow to always damage everyone inside the circle, we mistakenly removed its ability to always hit her auto-attack target, regardless of its actual range. We’re returning that functionality to this patch in addition to fixing another bug where her R could fail to cast in very specific scenarios.

W - Burrow

  • Bugfix: Attacks should now always damage and knock up the primary target when right-clicking, even with enhanced range via Milio or Rapid Firecannon. This was also partially fixed in a micropatch during 14.5.

R - Void Rush

  • QoL Update: R can now be queued up from outside of cast range, prompting Rek'Sai to walk into range to cast the spell
  • Bugfix: Fixed a bug where if Rek'Sai was stunned on the very next frame after casting R, it would fail

Senna

Passive Mist Wraith drop rate decreased.

While we think Senna is appropriately powerful as a support in the hands of most players, she’s currently far too strong as a farming bot laner. While we targeted both her primary roles last patch, we’re specifically reducing the power of her bot lane carry performance this time.

Passive - Absolution

  • Mist Wraith Spawn Rate on Minion Kill: 8.333% ⇒ 2.8%

Shen

Passive cooldown adjusted.

Shen is a unique tank with strong 1v1 dueling potential and we’d like to make sure he continues to live up to that standard. So this patch we’re amping up his mid-game selfish combat power by adjusting the scaling of his passive’s cooldown refund for better trading potential.

Passive - Ki Barrier

  • Cooldown Refund: 4/4.5/5/5.5/6/6.5/7/7.5 (levels 1/6/9/12/14/16/17/18) ⇒ 4-7.5 (linear level scaling) (Note: This is a buff from levels 2-17 and is most pronounced at levels 8-16.)

Sion

Q damage increased. W shield increased.

Once Sion lost his hard-binding to Heartsteel, he lost a lot of scaling, a lot of damage, and a lot of functional health, since the whole system fed back into itself. This patch, we’re attempting to bring Sion back to his scaling tank glory days, letting him truly shine in games where he’s performing well.

Q - Decimating Smash

  • Minimum Damage: 40/60/80/100/120 (+45/52.5/60/67.5/75% total AD) ⇒ 40/60/80/100/120 (+40/50/60/70/80% total AD)
  • Maximum Damage: 90/155/220/285/350 (+135/157.5/180/202.5/225% Total AD) ⇒ 90/155/220/285/350 (+120/150/180/210/240% Total AD)

W - Soul Furnace

  • Shield: 60/85/110/135/160 (+8/9/10/11/12% maximum health) ⇒ 60/75/90/105/120 (+8/10/12/14/16% maximum health)

Smolder

Q execute threshold decreased, conditions adjusted. W width decreased. E movement speed decreased.

Smolder is just a lil guy, but this lil guy’s dream of scaling with his stacks can feel like an inevitable nightmare for his opponents. While we don’t believe he’ll be problematic in the long term, there are quite a few frustrating or overpowered parts of his kit right now that we’re looking to address this patch. First, his execute scaling based on stacks has been too powerful, so we’re capping it at 6.5%. Second, the safety from his E and mismatched hitbox with his W visuals can be quite frustrating to go up against and help him scale more easily, so we’re nerfing them both with the goal of making Smolder’s early game weaknesses more noticeable for players that find themselves matched up against him.

Q - Super Scorcher Breath

  • Execute Threshold: 2% (+0.025 % per stack) ⇒ 6.5% (Note: This started at 7.625% at 225 stacks.)
  • Execute Conditions: Smolder only checks to execute units after Smolder's damage, meaning it will no longer execute off of allies' damage.

W - ACHOOO!

  • Missile Radius: 125 ⇒ 115

E - Flap, Flap, Flap

  • Movement Speed: 100% ⇒ 75%

Tryndamere

Attack speed growth increased.

Tryndamere lost some power back in the patch 14.4 nerf to Lethal Tempo, so we'd like to give some back in a way that doesn't buff his level 1 all-in. In this patch, we’re giving him some more Attack Speed growth as compensation for his primary rune being nerfed, as he didn't deserve (nor have room for) the collateral damage there.

Base Stats

  • Attack Speed Growth: 2.9% ⇒ 3.4%

Volibear

Q bonus movement speed decreased. R cooldown increased.

Volibear jungle is currently performing too well after our recent buffs and we’re back this patch to rein him in a bit. We’ll be walking back on some of the Q bonus movement speed and R cooldown buffs, but overall ensuring they’re still meaningfully stronger than before.

Q - Thundering Smash

  • Bonus Movement Speed: 12/17/22/27/32% ⇒ 12/16/20/24/28% (Note: This is doubled when moving towards visible enemy champions.)

R - Stormbringer

  • Cooldown: 130/115/100 ⇒ 140/120/100 seconds

Items

CRIT MARKSMEN BUFFS


Crit marksmen as a whole feel pretty sad right now, so we’d like to power up the subclass as a whole. We’re doing this through their big-ticket multipliers and amping up their specific strengths as tank busters so that they strategically stand out from other marksmen who peak earlier in the game.

Infinity Edge

  • Critical Strike Damage: 40% ⇒ 50%

Navori Quickblades

  • Item Recipe: Pickaxe + Caulfield's Warhammer + Cloak of Agility + 725 gold ⇒ B.F. Sword + Caulfield's Warhammer + Cloak of Agility + 300 gold (Note: Total cost unchanged.)
  • Attack Damage: 60 ⇒ 65

Lord Dominik's Regards

  • Armor Penetration: 30% ⇒ 35%

Mortal Reminder

  • Armor Penetration: 30% ⇒ 35%

EARLY DORAN'S ITEMS FOR JUNGLERS AND SUPPORTS


In this patch we’re updating the rules around Doran’s Blade/Ring/Shield, World Atlas, Runic Compass, and the Jungle egg “Starter” items. Owning one Starter item listed here precludes you from buying the others. This means supports who start with a Doran’s Blade or Doran’s Ring will be unable to buy their support quests without first selling their Doran’s item and Junglers will be unable to buy an early Doran’s until they finish evolving their pet. We’re doing this to maintain Doran’s items as exclusive tools for laners as a way of giving them early agency over other roles (jungle and support) who aren't innately tied to being in lane and thus are more easily able to 2v1 or 3v1 their opponents. For more context, make sure to read about the support item changes below.
  • One at a Time: Doran's Blade, Doran's Ring, and Doran's Shield may no longer be purchased if World Atlas or Runic Compass is already in the player's inventory. This also applies to the Mosstomper, Gustwalker, and Scorchclaw starting jungle items. Growing your jungle pet all the way and upgrading your support item to its final form removes this restriction.

EARLY INCOME FOR SUPPORTS


Supports have gained a lot of power this season, specifically from their ability to hit two-item spikes (such as Zaz’Zak’s plus Liandry’s) very quickly. In this patch, we’re delaying their “second” item by lowering the amount of upfront gold that comes from their support items while still allowing their wards and quest completion to come in at the same time.

Additionally, we’re hitting PVP—specifically ranged PVP gold—slightly more than the other sources. These changes are meant to slightly weaken roaming as a method of quest completion and also bring ranged and melee users closer to quest completion parity, as ranged champions typically complete their quests 10-15 seconds faster than their melee counterparts.

We’re also delivering another direct nerf to Solstice Sleigh. Last patch we got its power level very close to where we wanted it but it needs one more small hit to get to an appropriate power level.

World Atlas

  • Gold per Minion Kill: 20 ⇒ 15
  • Gold on Damage to Champions (Melee): 30 ⇒ 22
  • Gold on Damage to Champions (Ranged): 28 ⇒ 20
  • Gold Required for Upgrade: 500 ⇒ 400
  • newWorld Atlas is no longer able to be built if Doran's Blade, Doran's Ring, or Doran's Shield are in the player's inventory.

Runic Compass

  • Gold per Minion Kill: 28 ⇒ 20
  • Gold on Damage to Champions (Melee): 34 ⇒ 24
  • Gold on Damage to Champions (Ranged): 32 ⇒ 22
  • Gold Required for Upgrade: 1000 ⇒ 800
  • newRunic Compass is no longer able to be built if Doran's Blade, Doran's Ring, or Doran's Shield are in the player's inventory.

Solstice Sleigh

  • Bonus Movement Speed: 25% for 3 seconds ⇒ 20% for 2.5 seconds (Note: Bonus health duration also decreased to 2.5 seconds.)

EPIC ITEMS


In this patch we’re taking a pass on Epic items with a couple goals in mind. First, we want to lower the number of times a lane can feel “over” due to one gank or single kill. The gold and experience difference will still be valuable, but the advantage doesn’t need to compound with overly strong early item spikes. We’re preserving the full power of Legendary items and making sure that you have to wait for those item spikes to really surge ahead of their opponents. Second, with piecemeal Epic items like Serrated Dirk being so easy to purchase, even when you had 1300 gold for an expensive component like B.F. Sword or Needlessly Large Rod, it was frequently incorrect to buy them. With those more expensive components being more difficult to buy, we believe that players should be rewarded when they’re able to make those big ticket component purchases.

Additionally, we’re doing some light cleanup on Glacial Buckler and Steel Sigil, whose build paths are now cleaner, and Spectre’s Cowl, whose completed Legendary items simply gave health regen instead of the Incorporeal passive.

Bami's Cinder

  • Immolation Damage: 12 (+1% bonus health) ⇒ 13 (+0.5% bonus health)

Caulfield's Warhammer

  • Attack Damage: 25 ⇒ 20

Fiendish Codex

  • Ability Power: 35 ⇒ 25

Glacial Buckler

  • Item Recipe: Cloth Armor + Sapphire Crystal + 250 gold ⇒ Cloth Armor + Glowing Mote + Sapphire Crystal + 50 gold
  • Total Cost: 900 ⇒ 950 gold

Haunting Guise

  • Ability Power: 35 ⇒ 30

Hearthbound Axe

  • Attack Damage: 20 ⇒ 15
  • Total Cost: 1200 ⇒ 1150 gold

Hextech Alternator

  • Ability Power: 50 ⇒ 45

Kircheis Shard

  • Energize Bonus Damage: 60 ⇒ 50

Serrated Dirk

  • Attack Damage: 25 ⇒ 20

Spectre's Cowl

  • Item Recipe: Ruby Crystal + Null Magic Mantle + 400g ⇒ Ruby Crystal + Rejuvenation Bead + Null Magic Mantle + 100g
  • Health: 250 ⇒ 200
  • removedUnique Passive Incorporeal - Gain 150% base health regen for up to 10 seconds upon taking damage from a champion
  • new100% Base Health Regen

Steel Sigil

  • Item Recipe: Cloth Armor + Long Sword ⇒ Cloth Armor + Cloth Armor + Long Sword

The Brutalizer

  • Lethality: 8 ⇒ 5

Tunneler

  • Total Cost: 1100 gold ⇒ 1150 gold

Verdant Barrier

  • Total Cost: 1800 gold ⇒ 1700 gold

Systems

VOIDGRUBS


This patch, we’re changing the shield buff that Voidgrubs receive to a heal. This is intended to eliminate any confusion on when to smite a Voidgrub since the shield was not accounted for in the displayed health amount. This should function fairly similarly to before and we hope this change helps junglers with timing their smite and securing that sweet, voidy, grubby buff.
  • Voidgrub Death Buff: On death, remaining Voidgrubs receive a 25% maximum and missing health shield that decays over 10 seconds ⇒ On death, remaining Voidgrubs receive a 30% maximum and missing health heal that decays over 10 seconds. Any excess healing temporarily increases their maximum health.
  • The Voidgrub buff VFX will now stay throughout the entire duration of the buff.

ARAM Balance Changes

In this patch, we have a few straightforward damage dealt and taken adjustments, but we’re also trying out something new with Ziggs. We’ve seen players get frustrated by the flat 20% damage reduction nerf Ziggs has on ARAM, but we want to be cautious with his overall power level so he doesn’t insta-win games. We’re giving him some damage back this patch, but aiming to keep him in check by decreasing the amount of damage he can do to structures. Let us know how you like this one!

We also want to reassure you that Smolder is definitely on our watch list, but since he’s getting nerfed this patch we want to see how those changes land on ARAM before potentially overnerfing the lad.

BUFFS

  • Alistar: Damage Taken: 110% ⇒ 105%
  • Diana: Damage Taken: 100% ⇒ 95%
  • Lillia: Damage Dealt: 90% ⇒ 95%
  • Ornn: Damage Taken: 110% ⇒ 105%
  • Twisted Fate: Damage Dealt: 95% ⇒ 100%

ADJUSTMENTS

  • Janna: Q Cooldown: 14 ⇒ 16 seconds; Shielding Done: 90% ⇒ 95%
  • Ziggs: W Tower Execute: 25/27.5/30/32.5/35% ⇒ 12.5/15/17.5/20/22.5% of tower's maximum health; Passive Damage to Structures: 250% ⇒ 150%; Damage Dealt: 80% ⇒ 85%

ARAM Clash

Our next Clash tournament for ARAM kicks off this weekend!
  • Registration Begins: March 18 @ 11:00 AM (Local Time)
  • Tournament Dates: March 23 and 24 (~4-7 PM Local Time, varies by region)
If you have any questions or you're just looking for the full 2024 clash schedule, make sure to check out our Clash FAQ support page.

Replays

Starting with this patch, we'll be making some updates to the replay system. While you won't notice any changes on your end, this will help us make improvements behind the scenes. This update will remove any saved replays created during this patch earlier than usual, but as soon as the update goes through the replay system will return to saving and storing replays for ~14 days as normal.

We're rolling this change out one or two regions at a time, so make sure you check the below list to know what date to save your replays by:
  • OC: March 25, 2024
  • JP: March 25, 2024
  • NA: April 2, 2024

Mythic Shop Rotation

UPCOMING ROTATIONS


We're back with another bulk update for the Mythic Shop rotation. Similar to the patch notes from earlier this year, here are the rotations for the next ~3 months of Mythic Shop.

NOW AVAILABLE

  • Prestige PsyOps Ezreal
  • Prestige Winterblessed Warwick
  • Prestige Duality Dragon Volibear
  • Prestige Space Groove Nami
  • Dark Star Cho'Gath
  • Hextech Renekton
  • Crystalis Indomitus Kha'Zix
  • Crystalis Indomitus Kha'Zix Chroma (Fractured)
  • World is Delicious Emote (Crystalis Indomitus Kha'Zix)

LEAVING THE MYTHIC SHOP

  • Prestige Mythmaker Sivir
  • Prestige K/DA Ahri
  • Prestige Battle Academia Leona
  • Prestige Star Guardian Neeko
  • Prestige Porcelain Kindred
  • Hextech Alistar
  • Hextech Malzahar
  • Crystalis Motus Ashe
  • Crystalis Motus Ashe Chroma (Reclaimed)
  • Oops, Did I Do That? (Crystalis Motus Ashe Emote)
  • Crystalis Motus Ward

FUTURE ROTATIONS

COMING IN PATCH 14.8

  • Prestige Porcelain Lissandra
  • Prestige Bewitching Miss Fortune
  • Prestige PROJECT: Sylas
  • Prestige Coven Zyra

COMING IN PATCH 14.10

  • Prestige Arcade Caitlyn
  • Prestige Nightbringer Kayn
  • Prestige Fuzz Fizz
  • Prestige Ascended Pantheon

PATCH 14.12

  • Prestige Faerie Court Katarina
  • Prestige True Damage Senna
  • Prestige Brave Phoenix Xayah
  • Prestige Coven LeBlanc
  • Dawnbringer Karma
  • Hextech Nocturne
  • Crystalis Indomitus Xerath

Bugfixes & QoL Changes

  • Fixed an issue where Vandal Gragas Drunken Rage (W) animation could override other abilities’ animations.
  • Fixed a bug that caused Rift Herald to charge towards the bottom left of the map by default. Rift Herald and Hexgates will now automatically move you toward the direction your cursor is hovering without needing to right click.
  • Fixed a bug that caused remakes to count towards reducing players’ Ranked Restrictions
  • Fixed a bug that caused Volibear’s W to be able to apply a mark and heal through Jax’s Counter Strike.
  • Fixed a bug that caused Diana’s E to sometimes not reset.
  • Fixed a bug that caused Diana's initial W shield to last 1 second shorter than intended.
  • Fixed a bug that caused Vayne’s Q animation, when used during her R, to stutter under specific circumstances.
  • Fixed a bug that caused Cloud and Ocean Soul to not persist through revival effects like Guardian Angel, Zac’s Passive, or Zilean’s R.
  • Fixed a bug that caused Urgot’s W to not apply spell effects.
  • Fixed a bug that caused Twisted Fate to cancel a recall or Hexgate channel if he locked in a card during his W shuffle.
  • Fixed a bug that caused Rengar’s Q to not apply spell effects when leaping from a bush.
  • Fixed a bug that caused Shyvana’s Q to consume 2 stacks of Hail of Blades.
  • Fixed a bug that caused Chemtech terrain plants to sometimes spawn on top of one another.
  • Fixed a bug that caused Scrying Orb’s placement SFX to be audible while in the Fog of War.
  • Fixed a bug that caused Azir to sometimes freeze during his E + Q combo animation.
  • Fixed a bug that caused Neeko to retain a red health bar when viewed by an enemy Ivern if she was disguised as a monster.
  • Fixed a bug where Worlds 2018 Kha'Zix’s Evolved Void Assault (R) textures were not changing after evolving the ability.
  • Restored Drunken Rage (W) overlay for Santa Gragas. Ho ho ho!

Upcoming Skins & Chromas

The following chromas will be released this patch:

Patch 14.5 Notes

Plug in and get ready to game, it's time for Patch 14.5!

In this week's patch we're taking a beat to make follow up changes on some adjustments from previous patches like Seraphine, Rek'Sai, and Smolder while addressing a handful of champions that are currently overperforming. Additionally, we're continuing tuning on some support items to adjust their power curves and create more parity between them and opening up itemization options for AP assassins.

In other news we also have the Season 2024 Split 1 ranked end date and times, a round of ARAM balance changes, and some new additions to the PROJECT skinline!

Wrong patch notes? In that case, you can check out the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

PROJECT: Naafiri, PROJECT: Jax, and PROJECT: Gangplank will be available March 6, 2024 at 20:00 UTC.

Ranked Split 1 and 2 Timing

Now that we're two months into Season 2024 Split 1 we wanted to take a moment to share the Split 1 end date so players with ambitious ranked goals (or those that have been procrastinating their climbs like me) can plan ahead!
  • Split 1 End Date: May 14, 2024 at 23:59:59 according to your server's local time
  • Split 2 Start Date: May 15, 2024 at 12:00:00 according to your server's local time
  • Bugfix: We're aware of a bug that is causing the ranked countdown timer in the client to count down to the Split 1 end date based on last year's end date. We have a fix prepared and it will be going live in Patch 14.6 to match the dates and times mentioned above.

Champions

Bel'Veth

E damage reduction decreased. Bugfix to passive that gave Bel'Veth too many stacks from Epic Void monsters.

Bel'Veth is currently the Empress of the Void and dueling in the early game. The damage reduction coming from her E is a key contributor to this, so we're bringing it down a notch while also addressing some grub bugs that were working in her favor.

Passive - Death In Lavender

  • Bugfix: Fixed a bug that caused Bel'Veth to get three stacks for each Epic Void monster. She now properly gets two Death in Lavender stacks per Void Grub (for a total of six if she gets all three of them) and two for Rift Herald.

E - Royal Maelstrom

  • Damage Reduction: 42/49/56/63/70% ⇒ 35/40/45/50/55%

Brand

Passive damage to monsters increased. R damage decreased, cooldown increased.

While we feel Brand's power level is appropriate in the jungle, he's far too dominant in mid and support in Platinum and below. As such, we'll be reducing his explosive burst damage, which is disproportionately more powerful in these skill brackets.

Passive - Blaze

  • Damage to Monsters: 200% ⇒ 215%

R - Pyroclasm

  • Damage per Hit: 100/200/300 (+25% AP) ⇒ 100/175/250 (+25% AP)
  • Cooldown: 105/90/75 ⇒ 110/100/90 seconds

Evelynn

Q damage decreased.

Evelynn has been dominating the top skill brackets of solo queue for a while now, so we're taking a swing at how quickly she can snowball with a gold (and Dark Seal stack) lead.

Q - Hate Spike

  • Damage: 25/30/35/40/45 (+30% AP) ⇒ 25/30/35/40/45 (+25% AP)

Jarvan IV

Armor growth increased. Q cooldown decreased.

After the changes to Spear of Shojin earlier this year, Jarvan no longer has to be tuned around excessively high ability haste. Since he's currently in need of a little extra power, we're reverting some changes we originally made when Shojin was much more powerful on him.

Base Stats

  • Armor Growth: 4.8 ⇒ 5.2

Q - Dragon Strike

  • Cooldown: 10/9.5/9/8.5/8 seconds ⇒ 10/9/8/7/6 seconds

Kayn

Passive Darkin healing increased. R Darkin healing increased.

Red Kayn is currently feeling pretty blue. After losing access to Goredrinker and nerfs to his passive, he no longer feels like he's able to drain-tank fights and thus has to build lethality to do slightly better than if he were to build fighter items… which admittedly still isn't great. We'd like to raise the power level of Darkin Kayn while also nudging that performance toward fighter items, so we're opting to increase his self-healing which synergizes better with his fighter builds.

Passive - The Darkin Scythe

  • Darkin Bonus - Healing: 25% ⇒ 25% (+0.5% per 100 Bonus Health)

R - Umbral Trespass

  • Darkin Form Healing: 65% of damage dealt ⇒ 75% of damage dealt

Kog'Maw

Passive bonus movement speed increased. Q cast time adjusted. E slow increased. R damage increased.

Kog'Maw is a sad Void puppy who's very reliant on just his W. We're looking to reinforce that Kog'maw feels like his whole kit is useful and feels good for his primary playstyle. These changes include letting him weave Q into his pattern a bit more (this also might make Trinity a bit better which is a cool option for him, but not the goal here). We're also making E a spell worth casting, as currently a number of Kog'Maws (Kog'Mi?) don't even put points into E. Finally, we're making Kog'maw's passive a bit more reliable and buffing his R up in AD builds.

Passive - Icathian Surprise

  • Bonus Movement Speed: 0-40% over 4 seconds ⇒ 10-50% over 4 seconds

Q - Caustic Spittle

  • Cast Time: 0.25 seconds ⇒ now matches Kog'Maw's auto attack frame time

E - Void Ooze

  • Slow: 30/35/40/45/50% ⇒ 40/45/50/55/60%

R - Living Artillery

  • Minimum Damage: 100/140/180 (+65% bonus AD) (+35% AP) ⇒ 100/140/180 (+75% bonus AD) (+35% AP)

Maokai

Base movement speed decreased. Q bonus damage to monsters increased. W cooldown increased.

Maokai is still performing far better than he needs to at support, although some of that is due to Solstice Sleigh being overpowered. We believe that a mix of Solstice getting nerfed this patch and some direct changes should get Maokai support into an appropriate state. But even if we're nerfing him as a support, we want to maintain his viability as a jungler, so we'll be hastening his first clear which has become pretty slow after the recent nerfs to his Q and E.

Base Stats

  • Base Movement Speed: 335 ⇒ 330

Q - Bramble Smash

  • Bonus Damage to Monsters: 80/100/120/140/160 ⇒ 120/130/140/150/160

W - Twisted Advance

  • Cooldown: 13/12/11/10/9 ⇒ 14/13/12/11/10 seconds

Nidalee

Base movement speed decreased. Cougar Q bonus damage to hunted targets decreased.

Nidalee is in a pretty stable place right now, but that's only if you look at Emerald and below. In high Diamond and above she's at Apex predator levels of powerful. In order to keep her in a good state for the majority of players, we're hitting her with some high skill skewed nerfs, namely her base mobility and Q follow up damage.

Base Stats

  • Base Movement Speed: 340 ⇒ 335

Q - Takedown

  • Bonus Damage to Hunted Targets: 40% ⇒ 30%

Rek'Sai

Various QoL updates and bugfixes. E damage and monster cap increased. R damage increased.

Rek'Sai's kit update has done a lot for raising interest (her play rate initially doubled) but she landed weaker than we hoped, so we're coming in with a large array of buffs. Most notably, her attack animations are being sped up and we're returning the un-cancelable Queen's Wrath attack, which was temporarily removed to prevent another bug that has since been fixed. Additionally, we're buffing her strongest E and R to help them have a satisfying amount of damage.

Base Stats

  • Attack Windup: 26.67% (+100% Attack Speed) ⇒ 20% (+60% Attack Speed) (Note: This means attacks take 25% less time to fully animate at level 1, down to 3% less time with Stridebreaker, runes, and Q active at level 18.)
  • Basic Attack Cast Frame: 12 ⇒ 10 (Note: This means attacks deal their damage about 20% earlier in the animation.)
  • Critical Strike Cast Frame: 9 ⇒ 10

Q - Queen's Wrath

  • QoL Change: Attacks can no longer be canceled mid-attack, now matches most other empowered attacks
  • Cast Frame: 12 ⇒ 9 (Note: This means the attack strikes the target about 33% earlier in the animation.)
  • Bugfix: Attacks now stack Spear of Shojin when hitting only one champion

W - Burrow / Unburrow

  • newAn Uplifting Change: Unburrow will now knock up all Large Monsters in range if they're eligible
  • newAn Non-Lifting Uplifting Change: Unburrow can now damage (but not knock up) targets who were recently knocked up and immune to Unburrow
  • Bugfix: Fixed a bug where Rek'Sai could stop auto-attacking after burrowing and quickly unburrowing

E - Tunnel

  • Bugfix In Progress: Reduced the frequency of a bug that caused Rek'Sai to occasionally fail to dash when crossing walls. We'll be keeping an eye out for more instances of this bug occurring and work to resolve them as we're able to.

E - Furious Bite

  • 100 Fury Bonus Damage: 6/8/10/12/14% of target's maximum health ⇒ 8/9.5/11/12.5/14% of target's maximum health
  • Monster Bonus Damage Cap: 60-400 (based on level) ⇒ 75-400 (based on level)

R - Void Rush

  • Damage: 100/250/400 (+100% bonus AD) (+20/25/30% of target's missing health) ⇒ 150/300/450 (+100% bonus AD) (+25/30/35% of target's missing health)

Miscellaneous

  • Made minor updates to tooltips to improve clarity.

Senna

Q damage decreased.

Senna is quite powerful at the moment, dominating as a conventional bot laner in Solo queue and as a support in Pro play. In order to bring her down a notch we're taking off a chunk of her Q AD scaling which should bring down her damage while preserving her utility outputs.

Q - Piercing Darkness

  • Damage: 30/60/90/120/150 (+50% bonus AD) ⇒ 30/60/90/120/150 (+40% bonus AD)

Seraphine

All abilities adjusted.

The vast majority of Seraphine's player base is in support, where she's currently critically weak. Typically, we'd just buff her, but she's also significantly overpowered as a bot lane AP carry, which means simpler tactics aren't available. So we're trying again to close the gap between these two roles while being mindful of what players find fun about her in each play style.

For APC Seraphine, we're playing up her repeated damage. Q's missile speed and execute damage against champions has gone up and E is now worthy of maxing over W with a better AP ratio to boot. As compensation, she's losing a lot of power against minions and a bit of top-end ultimate power.

For support Seraphine, we're embracing her various builds. There's a logical case for every conceivable skill order and we're trying to make those choices viable based upon what game you're facing: Want to be primarily about shielding? It should be equally viable to max Q or E instead. Want to cosplay as a full mage and just deal as much damage as possible? Go right ahead, we think that option should also be supported.

We're also delivering some small support-skewed changes like shifting her mana toward regeneration, which synergizes with the support item, plus some base move speed, which is more important to a more roam-centric role.

Base Stats

  • Movement speed: 325 ⇒ 330
  • Mana Growth: 50 ⇒ 25
  • Mana Regeneration: 0.4 ⇒ 0.95
  • Base AD: 55 ⇒ 50

Passive - Stage Presence

  • Damage: 5/10/18/30 (+5% AP) (levels 1/6/11/16) ⇒ 4-25 (based on level, linear) (+4% AP)
  • removed300% minion damage modifier has been removed

Q - High Note

  • Missile Speed: 1200 ⇒ 1300
  • Cooldown: 10/8.75/7.5/6.25/5 ⇒ 8/7.5/7/6.5/6 seconds
  • Mana Cost: 65/70/75/80/85 ⇒ 60/70/80/90/100
  • Damage: 55/80/105/130/155 (+50% AP) ⇒ 60/85/110/135/160 (+50% AP)
  • Maximum Damage Amp based on Missing Health: 50% ⇒ 60%
  • removedDamage amp no longer affects non-champions
  • removedNo longer prevents minions from dying to other minions while in flight

W - Surround Sound

  • Cooldown: 28/25/22/19/16 ⇒ 22/21/20/19/18 seconds
  • Mana Cost: 80/85/90/95/100 ⇒ 70/75/80/85/90
  • Shield: 50/75/100/125/150 (+20% AP) ⇒ 60/85/110/135/160 (+20% AP)
  • Seraphine Bonus Movement Speed: 20% (+4% AP) ⇒ 20% (+2% AP)

E - Beat Drop

  • Cooldown: 10 ⇒ 11/10.5/10/9.5/9 seconds
  • Mana Cost: 60/65/70/75/80 ⇒ 60 at all ranks
  • Damage: 60/95/130/165/200 (+35% AP) ⇒ 70/100/130/160/190 (+50% AP)
  • Slow Duration: 1.25 ⇒ 1.1/1.2/1.3/1.4/1.5 seconds
  • Minion Damage: 100% ⇒ 70%

R - Encore

  • Damage: 150/200/250 (+60% AP) ⇒ 150/200/250 (+40% AP)
  • Cooldown: 160/130/100 ⇒ 160/140/120 seconds

Sivir

Base armor increased.

Sivir has been weak for a while, and while examining where we could give her some power, we noticed that with such a short attack range, it's hard for her to have an interactive laning phase. As such we're bringing her up to a much higher base armor value to let her trade and scrap in lane more effectively.

Base Stats

  • Base Armor: 26 ⇒ 30

Smolder

Q damage adjusted. E bolt quantity adjusted. R damage decreased, sweet spot damage increased, self heal increased.

Smolder is currently in a healthy spot and we’re generally happy with how he’s landed on the Rift. In this patch we’re making some adjustments to how he scales and interacts with the item system to disincentivize tankier builds and to put even more emphasis on his stacking and late game dragon fantasy. We also want proactive E casts to matter more for all builds, not just crit ones. Finally, R’s sweet spot mechanic is a little underemphasized so we’re aiming to make it matter more!

Q - Super Scorcher Breath

  • 3rd Upgrade Bonus True Damage: 6.5% of target's maximum health ⇒ +2% bonus AD (+1% AP) (+0.8% of Dragon Patience Stacks) of target's maximum health

E - Flap, Flap, Flap

  • Number of Bolts: 5-10 (based on critical strike chance) ⇒ 5 (+1 per 50 Dragon Patience Stacks)
  • Tooltip has been updated to clarify that these bolts are not attacks

R - Mmooommmm!

  • Damage: 225/350/475 (+110% bonus AD) (+100% AP) ⇒ 200/300/400 (+110% bonus AD) (+100% AP)
  • Sweet Spot Increased Damage Multiplier: 30% ⇒ 50%
  • Self Heal: 110/160/210 (+75% AP) ⇒ 100/135/170 (+50% bonus AD) (+75% AP)

Miscellaneous

  • Frame data on basic attacks has been adjusted to better match Smolder's animations.

Twisted Fate

E bonus attack speed and damage decreased.

Twisted Fate's continuing to soar up the ban rate charts while being a top performer, even with the recent nerfs. Ultimately, we want to ensure AP Twisted Fate is the stronger way to play him while also getting AD Twisted Fate into the “viable” category of champion builds. But at the end of the day we don't want AD TF to be stronger than other champions in their respective roles.

E - Stacked Deck

  • Bonus Attack Speed: 10/22.5/35/47.5/60% ⇒ 10/20/30/40/50%
  • Bonus Damage: 65/90/115/140/165 (+75% bonus AD) (+40% AP) ⇒ 65/90/115/140/165 (+20% bonus AD) (+40% AP)

Vayne

Passive bonus movement speed decreased. Q cooldown increased early.

The Vayne changes from 13.6 did a lot to give her a fighting chance in early trades in lane, but at this point it's become clear that Vayne is just far too strong, especially as a top laner. We'd like to preserve Tumble as a satisfying button to press in the early game as it gives her a fighting chance against other ranged champions, but don't want her choking out and running down her melee competition in top lane.

Passive - Night Hunter

  • Bonus Movement Speed: 45 ⇒ 30 (Note: Bonus movement speed during Final Hour will be unchanged at 90.)

Q - Tumble

  • Cooldown: 4/3.5/3/2.5/2 ⇒ 6/5/4/3/2 seconds

Veigar

Q damage increased. R cooldown decreased.

Season 14 nerfed Rabadon’s Deathcap’s AP multiplier, and we’ve generally lowered the AP ratios on items, which haven’t been the kindest to Veigar. Despite our efforts in Patch 14.2 he’s still coming up a bit short compared to where we’d like him to be in terms of power. In this patch we’ll be giving him a small buff to his Q to help it hit a little harder and easier to stack with, while also giving him a bit more threat with his ultimate in the earlier stages of the game.

Q - Baleful Strike

  • Damage: 80/120/160/200/240 (+45/50/55/60/65% AP) ⇒ 80/120/160/200/240 (+50/55/60/65/70% AP)

R - Primordial Burst

  • Cooldown: 120/90/60 ⇒ 100/80/60 seconds

Vex

Passive damage increased. E and passive interaction adjusted.

Vex doesn’t quite have the damage she needs to chain together multikills like she could last season, so we’re amping her damage when played as an anti-mobility mage.

Passive - Doom ‘n Gloom

  • Gloom Detonation Damage: 30-140 (based on level) (+20% AP) ⇒ 40-150 (based on level) (+25% AP)

E - Looming Darkness

  • newKilling units with Looming Darkness now grants Doom ‘n Gloom's passive refund.

Wukong

Passive maximum stack decreased, percent amplification per stack increased, stack falloff rate adjusted.

Wukong isn't performing quite as well as we'd like him to in the top lane, and his current state has him a bit too late game skewed, so we're making some changes to his passive this patch to make him a bit more powerful in the early game. As it is today, his passive regularly hits max stacks as a jungler when he's fighting camps, but struggles to get value against champions in lane. These changes should help him get more out of his passive in lane while also slightly helping his jungle performance.

Passive - Stone Skin

  • Maximum Number of Stacks: 10 ⇒ 5
  • Percent Amplification per Stack: 50% ⇒ 100%
  • Stack Falloff Rate: All at once ⇒ One at a time

Yorick

E bonus damage to cursed enemies decreased. R Maiden armor and magic resist increased, no longer reduces AoE damage by 50%, bugfix to Evasion interaction.

In her current state, the Maiden of the Mist is currently too tanky against some champions while simultaneously being too squishy into others. Our goal with these changes is to make facing Maiden a more consistent experience for opponents that find themselves matched up against her while also lowering Yorick's overall power which is currently just a tad over the line.

Passive - Shepherd of Souls

  • Tooltip clarified to state that only Mist Walkers take reduced damage from monsters.

E - Mourning Mist

  • Cursed Bonus Damage for 8 Attacks: 30% ⇒ 20%

R - Eulogy of the Isles

  • Maiden Armor and Magic Resist: 10-50 (based on level) ⇒ 30-90 (based on level)
  • removedMaiden no longer reduces Area of Effect damage by 50%.
  • Tooltip now clarifies that Maiden takes 70% less damage from lane minions.
  • Bugfix: Maiden's 1/2/3% maximum health damage no longer bypasses Evasion like Shen's W. (Note: Blind, Dodge, and Evasion all work appropriately against the rest of Maiden's attacks.)

Zac

W damage decreased.

Zac has been taking over top lane, but his power as a jungler is still in a relatively healthy spot. So we're aiming to give him some top lane specific nerfs. Since top lane Zac maxes W first while jungle Zac maxes E first, reducing the scaling per rank on his W should bring down his power up top while minimally affecting his jungle power (if not giving it a very small boost at rank 1 for early clearing).

W - Unstable Matter

  • Damage: 35/50/65/80/95 (+4/5/6/7/8% (+3% per 100 AP) of target's maximum health) ⇒ 40/50/60/70/80 (+4/5/6/7/8% (+3% per 100 AP) of target's maximum health)

Items

Celestial Opposition

While we're nerfing Solstice Sleigh this patch (more on that below), we want to also give Celestial Opposition a bit more power to help dethrone Sleigh's position as the premier tank support item as simply nerfing Sleigh wouldn't quite be enough to close the gap between the two. We're primarily targeting melee-specific outputs as we don't want it to become dominant on enchanters.

  • Cooldown: 20 ⇒ 18 seconds
  • Slow Duration: 1.5 ⇒ 2 seconds
  • Slow Strength: 50% ⇒ 60%

Dream Maker

Following up on our work last patch, we're continuing to retune the support items to make their power spikes less immediate and, in exchange, making their scaling into the late game more powerful and we expect these changes to scaling to do just that. As a whole, we hope these changes will be slightly power positive on most enchanters.

  • Blue Bubble Damage Reduction: 140 ⇒ 75-255 (levels 6-18)
  • Purple Bubble Bonus Damage: 90 ⇒ 50-170 (levels 6-18)

Frozen Heart

Frozen Heart is currently the most built tank item in the game. For a niche item that is hyper focused on hampering one specific style of one damage type, that means the item is overperforming. This patch we're nerfing Frozen Heart's more generic strengths in order to preserve its usefulness as a specific counter as opposed to a generic tank item.

  • Total Price: 2400 gold ⇒ 2500 gold
  • Armor: 70 ⇒ 65

Heartsteel

Heartsteel currently isn't worth purchasing on many champions, even those with respectable health ratios or easy access to the gameplay pattern this item is built to support. In this patch we'll be buffing the item's scaling while keeping the early game similar to let players live their best bonking fantasy. (Note: the tooltip in 14.5 will not reflect this change, but we're working on having it corrected in 14.6.)

  • Proc Bonus Damage: 100 (+10% bonus health from items) ⇒ 80 (+12% bonus health from items)

Leviathan (Ornn Upgrade)

  • Proc Bonus Damage: 100 (+10% bonus health from items) ⇒ 80 (+12% bonus health from items)
  • Bugfix: Fixed a bug that gave Leviathan 25 Ability Haste

Solstice Sleigh

Solstice Sleigh is currently sleighing as the best tank support upgrade option, outperforming Celestial Opposition by a large margin. In order to bring this item into line with other options we need to bring its power down.

  • Cooldown: 20 ⇒ 30 seconds
  • Bonus Health: 7% of maximum health ⇒ 50-230 (levels 6-18)
  • Bonus Movement Speed: 30% ⇒ 25%
  • Item tracker flavor text updated

Spear of Shojin

Our goal with these Shojin changes is to make it synergize better with champions that should be primary users of the items, so these should help move it in the right direction for those champs. (Note: This change was implemented in Patch 14.4.)

  • Spells now only grant 1 stack per cast, up to 1 per second for spells that deal damage over time
  • Attack-based spells now add a stack and get their damage improved by the spell amp
  • Damage from champion passives should no longer grant stacks for Focused Will

Sunfire Aegis

Based on our reads back in Patch 14.1, Sunfire Aegis was over performing and required a tap down in power. However, now that the dust has settled, it's become apparent that these nerfs weren't necessary, so we're walking them back now.

  • Health: 450 ⇒ 500
  • Immolate Base Damage: 12 ⇒ 15

AP Assassin Items

A few of our AP assassin items are mistuned, leading to players in higher skill brackets to almost always buying the same items, regardless of which specific AP assassin they're playing. We're hoping to nudge up some level of choice by making these three items closer together in power level.

Lich Bane





  • Spellblade Damage: 75% base AD (+50% AP) ⇒ 75% base AD (+45% AP)

Stormsurge





  • Movement Speed: +5% ⇒ +8%

Hextech Rocketbelt





  • Total Price: 2500 ⇒ 2600
  • Ability Power: 60 ⇒ 70

ARAM Balance Changes

In this round of ARAM balance changes we're looking to inject some new life into tanks that we haven't touched for a while now that we have a better read on where they've landed within the new item system. We're also looking to make Camille and Naafiri a bit more approachable for players by giving them some additional Ability Haste and thus creating more opportunities for them to use their abilities within any given game.

On the nerfs side of things we're doing follow up work on some of the 14.4 changes geared towards Summoner's Rift gameplay that pushed some champions a bit over the line in ARAM. We're also giving Zac a small ARAM specific nerf this patch (in addition to the SR ones he's getting) while doubling down on Illaoi's healing as she's proven to be resilient to the changes last patch thanks to Sundered Sky and her E.

Buffs

  • Camille: Shielding Done: 120% ⇒ 110%; Ability Haste: 0 ⇒ 10
  • Dr. Mundo: Damage Taken: 110% ⇒ 105%
  • Naafiri: Ability Haste: 0 ⇒ 10
  • Nasus: Damage Taken: 110% ⇒ 105%

Nerfs

  • Anivia: Damage Taken: 95% ⇒ 100%
  • Illaoi: Healing Done: 90% ⇒ 80%
  • Karma: Damage Dealt: 100% ⇒ 95%
  • Lulu: Shielding Done: 110% ⇒ 105%
  • Renekton: Healing Done: 120% ⇒ 105%
  • Zac: Healing Done: 120% ⇒ 110%

Bugfixes & QoL Changes

QoL Changes

  • Improved inhibitor VFX to more clearly indicate when it will respawn.
  • Adjusted Diana's E recast cooldown from 0.5 to 0.25 seconds as a small quality of life improvement.

Bugfixes

  • Fixed a bug that caused Azir's passive tower creation SFX and VFX to play repeatedly upon spawning the tower.
  • Fixed a bug that caused Diana's passive to sometimes desync and proc every 2 or 4 auto attacks.
  • Fixed a bug that caused Diana to sometimes be able to triple dash with her E.
  • Fixed a bug that caused Ivern's passive to be unable to take down Voidborne Rift Scuttler.
  • Fixed a bug that caused the item recommender to stop recommending items once the player had reached full build.
  • We recently identified a bug where players with power summoner levels over 1000 had stopped receiving rewards. We've implemented a fix to both grant the rewards that were already earned by leveling up as well as continue to grant rewards as you keep leveling up. The retroactive rewards won't have a notification, so please check your loot tab after you've played some games in this patch. We're also working on a fun capstone reward for our most dedicated players later this year, so stay tuned!
  • Fixed a bug that caused critical strikes applied by Sylas' passive to apply critical damage modifiers and lifesteal.
  • Fixed a bug that caused Sylas's W to not correctly cause minions to aggro the opponents when used on an enemy champion.
  • Fixed a bug that caused in URF that caused Seraph Embrace's bonus Mana to not convert into Health.
  • Fixed a bug that caused Profane Hydra's passive AoE to proc lifesteal.
  • Fixed a bug that caused various champion's abilities to not apply spell effects.
  • Fixed a bug that caused Smolder's E to be unable to Flap Flap Flap over Taliyah's R wall.
  • Fixed a bug that caused LeBlanc's E tether to root opponents while she was dead if the initial tether connected.
  • Fixed a bug that caused Miss Fortune's Q to interrupt auto attacks if these was not a secondary target to bounce towards.
  • Fixed a bug that caused Sylas' R to convert AD ratios to AP, even when his adaptive damage type was AD.
  • Fixed a bug that caused Trundle's E pillar to grant vision around itself.
  • Fixed a bug that caused Oracle Lens to disable wards for longer than intended when walking outside of the sweeping range.
  • Fixed a bug that caused Oracle Lens to disable wards for shorter than intended if the ward was revealed as Oracle Lens expired.
  • Fixed a bug that caused Viktor's passive to grant ability stacks by taking down Voidmites.
  • Fixed a bug that caused Hubris and Ataraxia's VFX to disappear if a player with the item disconnected and reconnected to the game.
  • Fixed a bug that caused Dreamshatter's movement speed buff to decay faster than intended.
  • Fixed a bug that caused Ornn to be able to purchase multiple Rod of Ages after upgrading the first into its Masterwork counterpart. Yer not a wizard Ornn.
  • Fixed a bug that caused the Monster Hunter gold penalty on minions to sometimes grant negative gold on takedowns.
  • Fixed a bug that caused Volibear's Q and W to not correctly have allied minions aggro a targeted champion.
  • Fixed a bug that caused Kai'Sa's R range indicator to not match the changes introduced in the last patch, despite the gameplay changes still going through.
  • Fixed a bug that caused Aatrox's passive proc to reduce its own cooldown.
  • Fixed a bug that caused Briar to repeatedly cancel auto attacks if her attack speed value was low enough.
  • Fixed a bug that caused Infernal Cinder's VFX to be visible in the Fog of War.
  • Fixed a bug that caused Twitch's emote SFX to continue to play even after the emote was stopped.
  • Fixed a bug that caused users of World Atlas to be able to trigger the minion execute passive if their teammate was on the very edge of the item's range, but not grant gold nor consume quest stacks.
  • Fixed a bug that caused takedowns on Voidgrubs to immediately appear on a player's CS score without the enemy having been revealed first.
  • Fixed a bug that caused Bounty of World's upgrade VFX to appear on clones if the original user had already upgraded the item.
  • Fixed a bug that caused Ashe's Q to stop the interaction between Kraken Slayer and Guinsoo's Rageblade.
  • Fixed a bug that caused the Baron Pit music to continue playing outside of the range of Baron Pit.
  • Fixed a bug that caused Echoes of Helia's heal and healing shards to only be usable when enemies were nearby.
  • Fixed a bug that caused Echoes of Helia's Soul Siphon to not trigger when a player gave a shield to a full health ally.
  • Fixed a bug that caused Sion to be able to stack his passive on Voidmites.
  • Fixed a bug that caused Hwei's spellbooks to share the cooldown of his last used basic spell.
  • Fixed a bug that caused Lillia's E cone VFX hit indicator to not appear for enemies when colliding with terrain.
  • Fixed a bug where Gun Goddess Miss Fortune's right arm would twist unnaturally during her Joke (Ctrl+1).
  • Fixed a bug where Neo Pax Jax's idle fish VFX weren't appearing as intended when he idled in the River.
  • Fixed a bug where the VFX connecting the barrels for FPX Gangplank and Gangplank the Betrayer did not transition in as intended.

Upcoming Skins & Chromas

The following skins will be released in this patch:

As mentioned in the last patch notes, the Opulent event chromas for Porcelain Aurelion Sol, Darius, Graves, Morgana, Miss Fortune, and Irelia will be turned on in the event shop this patch so make sure you go check them out!

The following chromas will be released this patch:

Patch 14.4 Notes

Hold the door! Here comes patch 14.4!

In this week's patch we have quite a few feels-good-to-play quality of life updates for some gameplay systems and champions. To kick things off we have a kit update for Rek'Sai, an update to help tethers in game feel more responsive, and some follow-up QoL adjustments for Smolder. We also have some feels-good-to-play-against changes to make champions like Illaoi, Fiora, and tank Bard more reasonable if you find yourself matched up with them. We're also making some updates to support power curves, fountain regeneration, Lost Chapter items, adjustments to Emerald+ LP gains, and ARAM!

In other news, this is the patch where we update our minimum specs to no longer support Windows 7, 8, and 8.1, so make sure you upgrade! We also have an update on the Vanguard rollout plan, so make sure you read the full section below for all the details.

On the TFT side of things, it's the Remix Rumble Championship patch, so make sure you're all caught up on the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Porcelain Protector Aurelion Sol, Porcelain Darius, Porcelain Graves, Porcelain Morgana, Porcelain Miss Fortune, Porcelain Irelia, Prestige Porcelain Kindred, and Victorious Tryndamere will be available on February 22, 2024 at 20:00 UTC.

Vanguard

We've been communicating in the past few patch notes that Vanguard was coming, but after some time on the PBE testing the diagnostics check, we've elected to change the rollout plan. Instead of a Global rollout, we're going to be releasing in a single region first with patch 14.5. This allows us time on live servers to evaluate how Vanguard is functioning and being experienced before making adjustments if required.

For more information on Vanguard or help making sure you're ready for Vanguard please check out our support article so that you can continue to play League once Vanguard is required.

Windows Min Spec Update

As of this patch, our minimum system requirements have been updated and we will no longer be supporting Windows 7, 8, and 8.1 for all League of Legends and Teamfight Tactics games. To maintain the stability and performance of our games, we sometimes need to deprecate support for legacy operating systems that aren't widely used by our players. If you're still playing on these versions of Windows, please consider updating to continue playing. Please see our min spec support page for more details.

Champions

Ahri

Health growth increased. Q damage increased.

With the removal of Everfrost, Ahri lost a lot of the reliability an additional root could create and the durability the item provided. We want to give her power back in some more exciting aspects of her kit, so we're increasing the damage of her Q for two reasons. First, when it came down to more reliability versus more damage, we thought Ahri players would appreciate more potent damage. Second, being able to land both parts of her Q also rewarded more skill expression. We're also giving her a bit more health so she can afford to take some damage while she's kiting around fights with her ultimate.

Base Stats

  • Health Growth: 96 ⇒ 104

Q - Orb of Deception

  • Magic Damage per Pass: 40/65/90/115/140 (+45% AP) ⇒ 40/65/90/115/140 (+50% AP)

Aurelion Sol

Q Bonus Magic DPS decreased.

Aurelion Sol is still performing too well and we've decided to reduce some more of his power. He now gets more stacks from Q, both because the stack gain was increased and also because he can cast it more frequently due to the potent mana buffs. We'd like to retain how well it stacks and scales with Stardust, but nerf its AP ratio and some base damage to account for that.

Q - Breath of Light

  • Bonus Magic Damage per Second: 60 / 70 / 80 / 90 / 100 (+ 35% AP) (+ (3.1% Stardust)% of target's maximum health ⇒ 55 / 65 / 75 / 85 / 95 (+ 30% AP) (+ (3.1% Stardust)% of target's maximum health

Bard

Armor growth decreased, level 1 attack speed and attack speed ratio increased. Passive bonus damage increased. Q damage increased.

Bard is currently quite powerful and is especially durable due to having more than enough base values on his kit to not require anything but tank items. In this patch, we're closing the gap between tank and mage/enchanter-style builds by lowering his base values while preserving his AP scaling to nudge him toward those purchases more often. On top of that, he gets a guaranteed 200 HP from the new support items, so he's generally a bit too durable.

As one final set of changes, we're making discharging Meeps feel a bit better by increasing his overall attack speed. Nashor's Tooth, anyone?

Base Stats

  • Armor Growth: 5.2 ⇒ 5
  • Level 1 Attack Speed: 0.625 ⇒ 0.658
  • Attack Speed Ratio: 0.625 ⇒ 0.658

Passive - Traveler's Call

  • Damage: 35 (+14 per 5 Chimes)(+30% AP) Bonus Magic Damage ⇒ 35 (+10 per 5 Chimes) (+40% AP) Bonus Magic Damage

Q - Cosmic Binding

  • Damage: 80/125/170/215/260 (+65% AP) ⇒ 80/120/160/200/240 (+80% AP)

Fiora

W attack speed slow decreased.

In this patch, we want to address Fiora's trading pattern in certain matchups where her W attack speed slow is hard to answer when used as an opener. She's currently performing quite well and has room to lose some power, so we'll be halving the attack speed slow to provide more counterplay for players that find themselves matched up against the Grand Duelist.

W - Riposte

  • Attack Speed Slow: 50% for 2 seconds ⇒ 25% for 2 seconds

Illaoi

Passive damage decreased.

With last patch's tentacle range increase, Illaoi ended up being a bit more powerful than anticipated. As her full attack damage build is massively outperforming her tankier options, we're addressing her power by adjusting her passive damage.

Passive - Prophet of an Elder God

  • Damage: 9-162 (based on level) (+115% Total AD) ⇒ 9-162 (based on level) (+100% Total AD)

Jayce

Base AD increased. W mana restoration increased and magic damage increased. E now roots enemies on initial cast.

Jayce's E sometimes suffered from a weird effect, occasionally throwing players in an odd direction when cast during an opponent's dash. To resolve this, we adjusted it to work more like Lee Sin's R, now rooting on cast. This also means it will no longer knock enemies outside of auto attack range when cast at max range.

Additionally, we're looking to flatten Jayce's power curve slightly, giving him a bit more agency (and mana) to skirmish in lane. This should make him less dependent on Muramana and make early mana runes feel more valuable.

Base Stats

  • Attack Damage: 57 ⇒ 59

W - Lightning Field

  • Mana Restore: 10/12/14/16/18/20 ⇒ 15/17/19/21/23/25
  • Magic Damage per Second: 35/50/65/80/95/110 ⇒ 40/55/70/85/100/115

E - Thundering Blow

  • newGrounded in Science: Now roots enemies on initial cast. (Note: Similar to Lee Sin's R root.)

K'Sante

Base health and mana increased. Q no longer slows during All Out. W bonus armor and magic resist ratio increased, no longer reduces minimum channel and cooldowns. E dash speeds decreased.

K'Sante doesn't leave a lot of room for counterplay during All Out (you might even say his opponents are all out of counter play options), so we're aiming to address his opponents' ability to outplay him, or at least give them the time to process what he's doing. We think that these changes will result in some degree of lost power, but we believe that these adjustments should help get K'Sante in an overall better state long term.

Base Stats

  • Base Health: 570 ⇒ 625
  • Base Mana: 290 ⇒ 320

Q - Ntofo Strikes

  • removedAll Out of Slows: No longer slows during All Out

W - Path Maker

  • Bonus Armor Ratio: 50% ⇒ 85%
  • Bonus Magic Resist Ratio: 50% ⇒ 85%
  • removedAll Out Minimum Channel Time: All Out no longer reduces the minimum channel to 0.5 seconds
  • removedAll Out Cooldown Reduction: All Out no longer reduces the cooldown to 18/16.5/15/13.5/12 seconds

E - Footwork

  • Dash Speed: 1500 ⇒ 900
  • Ally Dash Speed: 1800 ⇒ 1100 + Movement Speed
  • All Out Dash Speed: 2100 ⇒ 1450

Kai'Sa

Ult range increased.

Kai'Sa has been pretty weak this season but has begun to find her footing with Eclipse and Statikk Shiv starts, resulting in a steady climb to her pick and win rates. Even with this newfound tech, we think she's still a little bit underpowered so we're giving her a very small bump to her unique ability to join the fray at a moment's notice.

R - Killer Instinct

  • Cast Range: 1500/2250/3000 ⇒ 2000/2500/3000

Kalista

Passive bugfix. E damage decreased.

Now that much of the Season Start dust has settled, Kalista has found herself as one of the premier bot laners in Pro play and we'd like to open that role up to a bit more variety. Also, she's receiving a meaningful bugfix this patch, so we're also compensating for that bit of extra power.

Passive - Martial Pose

  • Bugfix: Kalista now properly gains dash distance with basic Boots of Speed.

E - Rend

  • Physical Damage: 20/30/40/50/60 (+70% AD) (+20% AP) ⇒ 10/20/30/40/50 (+70% AD) (+20% AP) (Note: Per-stack damage unchanged.)

Lulu

Q second bolt damage increased. E magic damage and shield value increased. R bonus health increased.

Lulu has been a bit taxed getting ready for Bandle Tale and all, so she's been slipping in League. But don't worry—we're here to help her get back up to full power! In this patch, we want to increase her power in a way that will feel exciting to her players, namely more poke damage for her opponents and more I-will-not-let-you-die-no-matter-how-hard-you-try power for her allies.

Q - Glitterlance

  • Second Bolt Damage: 25% of Primary Bolt damage ⇒ 50% of Primary Bolt damage

E - Help, Pix!

  • Magic Damage: 80/120/160/200/240 (+50% AP) ⇒ 80/125/170/215/260 (+50% AP)
  • Shield Value: 75/115/155/195/235 (+55% AP) ⇒ 80/125/170/215/260 (+55% AP)

R - Wild Growth

  • Bonus Health: 275/525/575 (+45% AP) ⇒ 275/525/575 (+55% AP)

Maokai

Base armor decreased. Q damage decreased. R root duration decreased.

Maokai is currently still the best support in the game, branch hands down. And while last patch closed the gap between his power as a support and as a top laner/jungler, he's in a state where we simply need to siphon off some of his baseline power to keep him in check.

Base Stats

  • Base Armor: 39 ⇒ 35

Q - Bramble Smash

  • Magic Damage: 70/120/170/220/270 (+2/2.5/3/3.5/4% of the target's maximum health) (+40% AP) ⇒ 65/115/165/215/265 (+2/2.5/3/3.5/4% of the target's maximum health) (+40% AP)

R - Nature's Grasp

  • Root Duration: 0.8-2.6 seconds (based on distance traveled capped at 1000 units) ⇒ 0.75-2.25 seconds (based on distance traveled capped at 1000 units)

Rek'Sai

All abilities adjusted.

In her current state, Rek'Sai tends to feel non-functional as a fighter, causing her core builds to often be full lethality just to accomplish anything in game. This patch, we're hoping to give Rek'Sai some exciting things to do in early, mid, and late game. The primary buffs are substantially snappier tunnel usage and a super juiced passive that plays up her ability to weave in and out of combat to recoup health between cooldowns. As there's a lot of power in these gains, we'll be taking down her burst damage to prevent her from getting out of hand.

We also have a host of modernization and re-scripting updates to Rek'Sai. Queen's Wrath is now an auto attack instead of a spell, meaning it scales appropriately with attack speed. Tunnels no longer have hitches in the middle of their animations when you're entering them. Her cooldowns have been synced up to make jungling more intuitive as Burrow, Prey Seeker, and Unburrow will line up from level 2. These changes, in addition to a whole host of adjustments on the backend, should also make her easier to update going forward. One thing we'll be keeping our eyes on is her balance between fighter and tank builds, which will thankfully be really easy to tweak!

Base Stats

  • Base Movement Speed: 335 ⇒ 340
  • Base Health Regeneration: 7.5 ⇒ 2.5
  • Health Regeneration Growth: 0.65 ⇒ 0.5

Passive - Fury of the Xer'Sai

  • Maximum Healing: 10 (+2-10% (based on level) maximum health) ⇒ 12-20% (based on level) maximum health
  • newFury Generation from Non-Champions: Attacks against minions, plants, and wards restore 50% less Fury.

Q - Queen's Wrath (Unburrowed)

  • newAttack Type: Queen's Wrath now functions as a basic attack instead of a spell, meaning total attack time and time between attacks is based on Rek'Sai's actual attack speed.
  • newBonus Attack Speed: Queen's Wrath now grants 45% bonus attack speed for its 3 attacks. (Note: This results in a similar-feeling attack flow to the old spell-based version.)

Q - Prey Seeker (Burrowed)

  • Cooldown: 12/11.5/11/10.5/10 seconds ⇒ 10 seconds at all ranks
  • Damage: 60/95/130/165/200 (+50% bonus AD) (+70% AP) Physical Damage ⇒ 50/80/110/140/170 (+25% bonus AD) (+70% AP) Magic Damage

W - Burrow

  • Bonus Movement Speed While Burrowed: 5/10/15 (levels 1/6/11) ⇒ 5/10/15/20/25 (based on rank)
  • Vision Radius: 25% ⇒ 35%

W - Unburrow

  • newGrouping is Scary: Unburrow now knocks up all champions for 1 second, not just the primary target.
  • removedRun!: Unburrow no longer slows enemies by 40% for 0.5 seconds post-knockup.
  • Damage: 50/85/120/155/190 (+80% bonus AD) Physical Damage ⇒ 50/75/100/125/150 (+80% AP) Magic Damage

E - Tunnel

  • Cooldown: 26/24/22/20/18 seconds ⇒ 18/17/16/15/14 seconds
  • Tunnel Reuse Cooldown: 10/8/6/4/2 seconds ⇒ 6/5/4/3/2 seconds
  • Manual Cast Dash Speed: 550 + Movement Speed from Boots ⇒ 500 + Total Movement Speed (Note: Now matches right-click dash speed.)
  • removedQoL Adjustment: Removed the 0.05 second hitch when manually casting Tunnel
  • newQoL Adjustment: Rek'Sai begins taking already-placed tunnels roughly 20% faster (Note: Final dash speed unchanged.)

E - Furious Bite

  • Physical Damage: 5/10/15/20/25 (+70% AD) ⇒ 100% of total AD
  • 100 Fury Bonus: 2x Damage as True Damage ⇒ +6-14% (based on rank) of target's maximum health
  • Cooldown: 12 seconds ⇒ 10 seconds
  • newFlashy: E now displays a cosmetic critical strike when fully empowered.

R - Void Rush

  • Physical Damage: 100/250/400 (+175% bonus AD) (+20/25/30% of target's missing health) ⇒ 100/250/400 (+100% bonus AD) (+20/25/30% of target's missing health)

Renekton

Q champion healing increased. E cooldown decreased. R bonus health increased.

Simply put, Renekton is quite bad in his current state and in desperate need of some help. For starters we'll be increasing his Q healing now that he no longer has the reliable healing that Goredrinker provided him. We're also decreasing his E cooldown at later stages of the game so he can have better target access to squishies. And last but certainly not least, we're increasing the bonus health he gets from his ultimate to give him better survivability in teamfights and for better Sundered healing synergies as that's his most common first item at the moment. Overall, these should help make Renekton feel a bit more like the Butcher of the Sands he's meant to be.

Q - Cull the Meek

  • Champion Healing: 12/18/24/30/36 (+15% bonus AD) ⇒ 12/20/28/36/44 (+17% bonus AD)

E - Slice

  • Cooldown: 16/15/14/13/12 seconds ⇒ 16/14.5/13/11.5/10 seconds

R - Dominus

  • Bonus Health: 250/400/550 ⇒ 300/500/700

Smolder

Q additional fireball scaling decreased, now stacks if a targeted minion dies while Q is mid-flight. W cooldown adjusted, initial damage decreased, explosion damage increased. R will continue to cast when Smolder dies.

Smolder's W has proven to be a very powerful poking tool during the laning phase. While we're happy that players want to max and poke with it, we want to slightly reduce its power at lower ranks due to the PVP damage it can provide while also ensuring that it never one shots the wave, preventing Smolder from stacking with Q and scaling. We're also taking this opportunity to add in some QoL improvements and bug fixes that will help Smolder live his best dragon fantasy better.

Q - Super Scorcher Breath

  • Fireballs at 125 Stacks: 2 (+1 per 100 Dragon Patience Stacks) ⇒ 1 (+1 per 67 Dragon Patience Stacks)
  • QoL Update: If a minion dies while Smolder's Q is in flight towards it, Smolder will still receive a Dragon Patience stack.

W - Achooo!

  • Cooldown: 13/12.5/12/11.5/11 seconds ⇒ 14/13/12/11/10 seconds
  • Initial Physical Damage: 70/90/110/130/150 (+25% AD) (+35% AP) ⇒ 50/80/110/140/170 (+25% AD) (+20% AP)
  • Explosion Physical Damage: 25/40/55/70/85 (+65% AP) ⇒ 25/40/55/70/85 (+25% bonus AD) (+80% AP)

R - MMOOOMMMM!

  • Fiery Fury: Smolder's Mom will no longer stop if Smolder dies. But she will be VERY angry. Shame on you.

Soraka

Passive movement speed increased. Q heal increased. E bugfix. R cooldown decreased.

Soraka is another champion still struggling to find her place within the new item system. Now that she has space for buffs, we want to give her some that Soraka players will find effective and fun—20% faster bananambulance anyone?

Passive - Salvation

  • Bonus Movement Speed: 70% ⇒ 90%

Q - Starcall

  • Total Heal: 50/65/80/95/110 (+30% AP) ⇒ 60/75/90/105/120 (+30% AP)

E - Equinox

  • Bugfix: E now silences enemies in the area instantly rather than after a variable delay.

R - Wish

  • Cooldown: 160/145/130 seconds ⇒ 150/135/120 seconds

Thresh

Base armor increased. E damage increased. R cooldown decreased.

With the changes to support itemization, Thresh is falling off faster in the midgame than he was in the previous seasons and we're looking to give him some power in the areas we feel he's most lacking. We'd like for him to be more able to aggressively take trades and use The Box in lane. Also, Flay isn't quite as good as a second max as we'd like, so we're giving it a bit of damage.

Base Stats

  • Base Armor: 28 ⇒ 31

E - Flay

  • Magic Damage: 75/115/155/195/235 (+70% AP) ⇒ 75/120/165/210/255 (+70% AP)

R - The Box

  • Cooldown: 140/120/100 seconds ⇒ 120/100/80 seconds

Twisted Fate

Attack speed growth decreased. W blue card damage decreased. E damage decreased.

Twisted Fate's update from 14.2 has done wonders for revitalizing his player base, having about three times as many players than before the start of the season. However, he's also dealing more damage than before and his opponents have begun to take notice. We don't think he's significantly over the line, but both his AP and AD builds are performing a little stronger than they should so we're stacking his deck a little less.

Base Stats

  • Attack Speed Growth: 3% ⇒ 2.5%

W - Pick A Card

  • Magic Damage: 40/60/80/100/120 (+100% AD) (+115% AP) ⇒ 40/60/80/100/120 (+100% AD) (+100% AP)

E - Stacked Deck

  • Bonus Magic Damage: 65/90/115/140/165 (+75% bonus AD) (+50% AP) ⇒ 65/90/115/140/165 (+75% bonus AD) (+40% AP)

Varus

Base AD decreased.

Varus currently has two viable builds: Lethality and on-hit. But despite being relatively balanced for the vast majority of players, he's dominating Pro play drafts. In order to address this, we're toning down a Pro-specific strength that will impact his early laning phase.

Base Stats

  • Base Attack Damage: 62 ⇒ 60

Volibear

Q bonus movement speed increased. E cooldown decreased. R turret disable duration decreased, cooldown decreased, crowd control resistances during leap adjusted.

Volibear is struggling and we'll be helping him out. We think that his R is a supremely cool moment for Volibear players, but the ability to disable turrets can remove his opponents' access to counterplay. In order to give Voli players more agency and more frequent access to his ultimate, we're trading some of his turret disabling power and CC immunity for a cooldown decrease. We're also including a Q movement speed buff so he can reach his targets more consistently, and a slight E cooldown buff for the magic wizard bears out there.

Q - Thundering Smash

  • Bonus Movement Speed: 8/12/16/20/24% ⇒ 12/16/20/24/28% (Note: this bonus is still doubled when moving towards an enemy champion.)

E - Sky Splitter

  • Cooldown: 13 seconds ⇒ 12 seconds

R - Stormbringer

  • Turret Disable Duration: 3/4/5 seconds ⇒ 2/3/4 seconds
  • Cooldown: 160/140/120 seconds ⇒ 130/115/100 seconds
  • Crowd Control Resistances during Leap: Crowd Control Immune ⇒ Unstoppable

Zyra

Passive plant damage decreased, bonus damage to non-epic monsters increased.

Zyra is currently overperforming as a support, but at the same time, as a plant champion, we want her to feel at home in the jungle. Just like Ivern and Maokai and Lillia. These buffs should help her find her roots in the jungle without giving her too much early power to take into the bot lane.

Passive - Garden of Thorns

  • Plant Magic Damage: 20-88 (based on level) (+18% AP) ⇒ 16-84 (based on level) (+18% AP)
  • Bonus Damage to Non-Epic Monsters: 40-100 (based on level) ⇒ 60-100 (based on level)

Items

BLACK CLEAVER


Black Cleaver is currently a bit underwhelming compared to other fighter itemization options in the game. And while we don't think it needs to be the default fighter item (League of Cleavers anyone?), we want to make sure it still feels worth picking up for the champions that appreciate it. To that end, we're giving Black Cleaver quite a few minor buffs that should make the item feel better for its users.
  • Item Recipe: Phage + Kindlegem + Long Sword + 750 gold ⇒ Phage + Caulfield's Warhammer + Ruby Crystal + 400 gold
  • Carve Armor Reduction per Stack: 4% ⇒ 5%
  • Maximum Carve Stacks: 6 ⇒ 5
  • Maximum Armor Reduction: 24% ⇒ 25%
  • Fervor Bonus Movement Speed: 20 (melee) / 10 (ranged) ⇒ 20 for all champions
  • Fervor Proc Conditions: On dealing Physical Damage that bypasses shields/invulnerability ⇒ All physical damage, even if mitigated.

HULLBREAKER


Hullbreaker currently has an extremely strong interaction with Urgot that makes him deal full damage with it through his W, Purge. We're changing Hullbreaker under the hood to interact properly with Urgot's on-hit damage reduction.
  • newAttack Adjustment: Hullbreaker is now an on-hit item instead of an on-attack item.

RAVENOUS HYDRA


While all of the other Tiamat items have managed to find their respective niches within the item system, Ravenous Hydra in comparison is less powerful and less exciting in its current state. Our goal is for Ravenous to stand shoulder to shoulder with its counterparts, so in this patch we'll be leaning into its niche as the premier caster healing item, but in a way that doesn't have the same inherent problems that Goredrinker did.
  • newRavenous Crescent Lifesteal: Ravenous Hydra now applies Lifesteal to its Ravenous Crescent active at 150% effectiveness

STRIDEBREAKER


Though we think Stridebreaker is appropriately powerful in its current state, it has a few bugs and pain points that keep it from feeling as good as it could. Though we may need to nerf Stridebreaker in the future, we don't want to let that get in the way of cleaning up some functionality so it can feel better today.
  • Bugfix: Passive movement speed is applied as soon as you deal damage instead of after a short delay and now functions even if the damage is shielded.
  • Bugfix: Active movement speed now properly decays over the full duration of 3 seconds instead of decaying to 0 over 1.75 seconds.
  • Bugfix: Active movement speed now displays a buff icon for its duration.

TERMINUS


Terminus has cultivated a group of core users by being a source of percent penetration and durability for on-hit champions. While that's great, it's been pretty unsatisfying, and in some cases unapproachable, due to how long the item takes to stack up. In this patch, we're quickening its stack rate so that champions can use it at full power for more time in fights.
  • Item Recipe: Recurve Bow + B.F. Sword + Dagger + 700 gold ⇒ Recurve Bow + B.F. Sword + Recurve Bow + 300 gold
  • Juxtaposition Stack Cap: 5 each (10 total) ⇒ 3 each (6 total)
  • Bonus Armor and MR per Stack: 3/4/5 (levels 1/11/14) ⇒ 6/7/8 (levels 1/11/14)
  • Maximum Bonus Armor and MR: 15/20/25 (based on level) ⇒ 18/21/24 (based on level)
  • Percent Armor and MR Penetration per Stack: 6% ⇒ 10%
  • Maximum Percent Armor and MR Penetration: 30% (unchanged)

Support Items

Supports got a lot more powerful in 14.1, largely due to gaining much more gold income and having overall stronger Sightstone items. Now that they're gaining a more or less complete item early on, we'd like to shift around their power curves to make them closer to other champions' power levels at various points in time.

Because their first legendary comes online at a similar time to their finished support item and other champions' first items, there's too much of an early power spike. Conversely, since they're permanently down an item slot in the late game, we'd like if they felt stronger than they currently do on completed builds. Thus, we're shifting some of these items toward a more scaling profile to keep up with the game as it goes late without being as strong initially.

We're also doing some clean up on the timing of when stacks come online. You'll now begin getting stacks sooner in the game with the second stack showing up about ten seconds into the second minion wave. This should still give players plenty of room to fight over wave control without executes winning the push by default. We're also specifically target nerfing the ability to start with a Doran's item only to receive all three stacks when purchasing the item later in the game, as it made many supports overly powerful in the early laning phase.

WORLD ATLAS

  • Quest Charge Cooldown: 18 seconds ⇒ 20 seconds
  • First Quest Charge Generated: 2:08 ⇒ 1:50 in-game time
  • removedBuy Now!: World Atlas will no longer provide bonus stacks if purchased later in the game.

RUNIC COMPASS

  • Quest Charge Cooldown: 18 seconds ⇒ 20 seconds

BOUNTY OF WORLDS

  • Health: 100 ⇒ 200
  • Health and Mana Regeneration: 50% ⇒ 75%

BLOODSONG

  • Ranged Damage Amplification: 6% ⇒ 5%

SOLSTICE SLEIGH

  • Going Sledding Heal: 120 health ⇒ 7% of user's maximum health
  • Going Sledding Movement Speed: +90 flat move speed, decaying over 4 seconds ⇒ 30% bonus move speed, decaying over 3 seconds

ZAZ'ZAK'S REALMSPIKE

  • Void Explosion Cooldown: 9-6 (based on level) ⇒ 8/7/6 (levels 1/11/16)
  • Void Explosion Damage: 50 (+15% AP) (+3% of target's maximum health) ⇒ 20 (+20% AP) (+4% of target's maximum health)

Lost Chapter Items

Despite lowering gold costs of Lost Chapter items in patch 14.3, most mages are still performing a little worse on their first item power spike than we'd like them to. With this in mind, we're taking the changes last patch a bit further by giving a bit of extra Ability Haste to these items so mana mages can do their magic spell thing a bit more often.

ARCHANGEL'S STAFF / SERAPH'S EMBRACE

  • Ability Haste: 20 ⇒ 25

LUDEN'S COMPANION

  • Ability Haste: 20 ⇒ 25

MALIGNANCE

  • Ability Haste: 20 ⇒ 25

Runes

LETHAL TEMPO


In this patch we'll be bringing down the power of Lethal Tempo for its melee users due to it dominating early game fights. We'll be giving the Rune some compensation buffs that will help its late game, but our goal is to reduce how reliable certain champions are with it in their early laning. With that in mind, we're going to monitor how these changes affect users and make adjustments where needed in the future.
  • Melee Attack Speed per Stack: 9-13.5% (based on level) ⇒ 5-16% (based on level)
We're also updating some in-game rune trackers to showcase more relevant information

GRASP OF THE UNDYING

  • Damage Done ⇒ Total Max Health gained

LEGEND: ALACRITY

  • Progress to Next Stack ⇒ Attack Speed gained

OVERHEAL

  • Total Shield Created ⇒ Damage Blocked

Fountain Regeneration

In this patch, we'll be increasing fountain healing with the goal of slightly reducing how much time players need to spend in base at the early stages of the game. We think that the time players spend finding a safe spot to recall, recalling, waiting in the fountain to heal, and walking back to lane do a good job of creating opportunity costs for recalls. But there's a bit of room to speed this up to help pacing feel more consistent.
  • Health Regeneration per 0.25 seconds: 2.1% of maximum health ⇒ 2.6% of maximum health

Tether Ability Changes

Have you ever had a moment where a LeBlanc E or Morgana ultimate tether was attached to you, but you saved your flash to get out of range at the last second only to get stunned anyway? This type of situation occurred with tethers due to the use of server frame checking which resulted in server ticks where the tether range was exceeded but did not break. In this patch, we're updating tethers to use area checking, which means that they should now break instantly, making these abilities more responsive and consistent when you're playing against them. While this may result in a small power loss for these champions, we'll be keeping an eye on them to see if any compensation buffs are necessary in future patches.
  • Aatrox W (Note: Fixed a bug where the tether pull could sometimes ignore the tether range check in the last 0.25 seconds.)
  • Fiddlesticks W (Note: Tether break range (not cast range) increased from 700 to 725 units.)
  • Illaoi E
  • Karma W and R+W
  • Kled Q (Note: This ability cannot use area checking due to its changing tether range, however it now checks the range 20x per second instead of 4x per second.)
  • LeBlanc E and R+E (Note: There is a 0.25 second grace period on hitting LeBlanc E + RE before the tether will break visually. This is intended so that the players can see that the tether hit a target, but it does mean that for 0.25s the tether will be attached and out of range.)
  • Nocturne E
  • Morgana R
  • Renata Glasc Q
  • Zac Q (Note: Tether check changed from center check to edge check, tether range decreased from 1000 to 900.)

Red Side Camera Adjustments


The red team offset camera option has been adjusted to show more vision on the bottom of the screen compared to Live. This is intended to increase visibility for those who use this option as the UI should now take up less of the space you'd normally be clicking on. The left is before while the right image is after.

ARAM Balance Changes

In this batch of changes, we're looking to reduce the power of some of the most powerful champions in Howling Abyss (your day of reckoning has come Illaoi) while helping out mages that were negatively affected by the item balance changes in the last patch. Overall, we believe item balance on ARAM is in a relatively good place. We have a few on our radar that are strong like Sundered Sky (whose strongest users are seeing nerfs this patch), but no outliers that are overpowered compared to the performance of other items on their best champions. That said, we'll take another look at those items if these nerfs don't pan out as intended.

And last but not least, we have some bugfixes to Malignance and Ornn item upgrades that were causing them to deal incorrect amounts of damage.

BUFFS

  • Annie: Shielding Done: 80% ⇒ 90%
  • Lissandra: Damage Dealt: 90% ⇒ 95%
  • Naafiri: Damage Taken: 105% ⇒ 100%
  • Syndra: Ability Haste: 0 ⇒ 15
  • Xerath: Damage Dealt: 90% ⇒ 93%

NERFS

  • Aatrox: Tenacity: 120% ⇒ 100%
  • Briar: Healing Done: 130% ⇒ 115%; Damage Taken: 95% ⇒ 100%
  • Gragas: Damage Dealt: 105% ⇒ 100%
  • Illaoi: Damage Taken: 105% ⇒ 110%; Healing Done: 100% ⇒ 90%
  • Rek'Sai: Healing Done: 120% ⇒ 100%; Tenacity: 120% ⇒ 100%
  • Sivir: Damage Taken: 105% ⇒ 108%; Damage Dealt: 92% ⇒ 90%
  • Xin Zhao: Damage Dealt: 100% ⇒ 95%
  • Hubris Bonus AD: 15 (+2 per statue rank) ⇒ 10 (+1 per statue rank) (Note: This change went live in patch 14.3 but was mistakenly not documented in the patch notes.)

BUGFIXES

  • Malignance: Fixed a bug that caused the 14.3 changes to the item to not take effect. It should now correctly deal 40 (+2.8% AP) damage.
  • Ornn Items: Fixed a bug that caused the Ornn items Enmity of the Masses, Ataraxis, and Heavensfall to deal damage based on their Summoner's Rift values and not the adjusted ARAM values.

Ranked LP Gains

The changes that gave players below Emerald +/- 28 LP per win/loss have resulted in promotions and demotions being too streaky, resulting in an increased frequency of players losing more LP than they gain. With patch 14.4, we'll be reverting back to +/-25 LP per win/loss to make climbing a bit more consistent and reduce instances of players getting into negative LP states.

Quickplay

  • Quickplay Loadout Swap Slots Functionality: One button press now completely swaps all settings between the two slots, which should help reduce the number of steps it takes to swap your primary and secondary settings.
  • Quickplay Priority Roles and Position Selector UI: We made some visual improvements to reduce confusion when interacting with the role selections UI. The improved visual clarity for Priority Roles has also been applied to other Summoner's Rift queues that use pre-game role selection.
  • Quickplay Error Messaging: The notification for invalid champion selection has been improved with detailed requirements as to what is causing the error.

Clash - Shurima Cup

Our next Clash tournament, the Shurima Cup, kicks off this weekend!
  • Registration Begins: February 19 @ 11:00 AM (Local Time)
  • Tournament Dates: February 24 and 25 (~4-7 PM Local Time, varies by region)

Mythic Shop Rotation

NOW AVAILABLE


Prestige Porcelain Kindred is here! We're trying something new with Lunar Revel 2024 in that the second Prestige skin will be available for 125 Mythic Essence instead of event tokens. If you're looking to pick up this skin, make sure to do so before Wolf & Lamb depart in patch 14.6.
  • Prestige Mythmaker Sivir
  • Prestige K/DA Ahri
  • Prestige Battle Academia Leona
  • Prestige Star Guardian Neeko
  • Prestige Porcelain Kindred

LEAVING THE MYTHIC SHOP

  • Prestige Empyrean K'Sante
  • Prestige PROJECT Zed
  • Prestige Pulsefire Thresh
  • Prestige Conqueror Jax

Bugfixes & QoL Changes

  • Fixed a bug that caused slain Voidgrubs to update the opposing team's scoreboard despite not having vision of the objective being taken.
  • Fixed a bug that caused World Atlas' passive to be triggered but not consume quest stacks or share gold if the allied champion was at the edge of the item's passive range.
  • Fistbumps now include system messages for both the initiator and team members to provide greater visibility into fistbump actions and how to respond.
  • Golden Ratio Quest: Hwei's R now has a 3 second forgiveness window for him to kill Jhin for quest completion when damaging Jhin with Spiraling Despair.
  • Fixed a bug that caused Aatrox's passive proc to reduce its own cooldown. Aatrox's passive cooldown has been adjusted to make this bugfix power neutral.
  • Fixed a bug that caused champions to be able to purchase Hydra items when they had the Ornn upgrade, Dreamshatter, equipped.
  • Fixed a bug that caused Spear of Shojin's Ranged and Melee modifiers in the item's description to reflect differences, despite the two intended to be the same.
  • Fixed a bug that caused Smolder's ultimate SFX to play louder than intended in spectator mode.
  • Fixed a bug that caused Sett's Q damage cap against monsters to be applied to the total damage and not just the bonus damage.
  • Fixed a bug that caused Neeko's W clone to not initially move and teleport instantly when you changed its direction.
  • Fixed a bug that caused champions to play their voice lines directed at Void champions when interacting with Smolder.
  • Fixed a bug that caused linger VFX to follow Quinn while in her ultimate form.
  • Fixed a bug that caused Smolder to be unable to fly over Yorick's W wall with his E.
  • Fixed a bug that caused the scoreboard to not properly display the dragon soul icon and effect text in game.
  • Fixed a bug that caused Illaoi's passive tentacles and E tentacles to use different sizes.
  • Fixed a rare bug that rarely let Viego be able to possess two champions at once.
  • Fixed a bug that caused Smolder's R to sometimes crash the game under specific circumstances.
  • Fixed a bug that caused Serpent's Fang to not immediately reduce shields if the attack had an on-hit effect.
  • Fixed a bug that caused Nami E and Annie E, when cast on Annie right before Tibbers despawned, resulting in damage being reflected back to the allied Nami.
  • Fixed a bug that caused Brand's W border ring VFX to not display on lower graphic settings when using specific skins.
  • Fixed a bug that caused Sheen to not display in the Ability Haste section of the item shop.
  • Fixed a bug that caused Malignance's Hatefog passive, when activated by a damage over time ultimate, to cause a blank debuff to appear on the target.
  • Fixed a bug that caused Kaenic Rookern's health bar visuals to not appear for form swapping champions.
  • Fixed a bug that caused Hollow Radiance's damage tracker to not specify which damage it was tracking and only track burn damage and not on-kill burst damage.
  • Fixed a bug that caused scoreboard tooltips to not update when pressing shift to show extended tooltips.
  • Fixed a bug that caused Briar's tooltip to only mention reducing Armor Reduction despite also lowering Magic Resistance.
  • Fixed a bug that caused allied champion icons to be flipped if the minimap was placed on the left side of the screen.
  • Fixed a bug that caused Smolder to become stuck within impassable terrain when hit by Rift Herald's charge.
  • Fixed a bug that caused Stridebreaker to display in the Ability Haste section of the item shop.
  • Fixed a bug that caused Heavenscale Smolder's respawn VFX timing and SFX to be used during his recall animation.
  • Fixed a bug that caused all Hydra items' range indicators to not match the in-game area of effect.
  • Fixed a bug that caused Voidmites to spawn when very far away from a structure.
  • Fixed a bug that caused various clipping animations with Smolder.
  • Fixed a bug where Winterblessed Diana's large area VFX over Summoner's Rift when getting a Pentakill on river terrain does not fully render.
  • Fixed a bug where Winterblessed Diana's large area VFX over Summoner's Rift when getting a Pentakill renders slightly higher than intended on normal elevated terrain.
  • Fixed a bug where Dunkmaster Darius' first encounter VO was not playing as intended for Amumu, Maokai, and Sona.
  • Fixed a bug where Spirit Blossom Darius' Crippling Strike (W) VFX was rendering over impassable terrain.
  • Fixed a bug where PROJECT: Mordekaiser and Divine Sword Irelia's Homeguard run VFX was appearing more intense than intended.
  • Fixed a bug where Dawnbringer Morgana's Black Shield (E) VFX was not disappearing smoothly when destroyed.
  • Fixed a bug where Infiltrator Irelia's Ionian Fervor (P) VFX was not shifting color at max stacks.

Upcoming Skins & Chromas

While you'll be seeing previous years' Porcelain skin chromas and icons come back this patch, we unfortunately ran into some small issues affecting the newest batch (Porcelain Aurelion Sol, Darius, Graves, Morgana, Miss Fortune, and Irelia). The new chromas will still be available in the store for RP purchase in 14.4, but the new chromas within the event shop will not appear until patch 14.5. We appreciate your patience as we work to get these chromas to you!

The following chromas will be released this patch:

Patch 14.3 Notes

What better way to ring in Lunar Revel than with a new patch—welcome to 14.3!

In this week’s patch, we’re continuing to make follow-up adjustments for champions and items that were affected by the itemization overhaul. This includes things like lowering overall burst in the game by reducing the amount of proc damage from items, giving some AP carries like Ziggs and Nidalee more durability to compensate them for changes to their core items, and adjusting champions that have found a bit too much success with the new item system (hello Rengar and Karma).

In other news, we also have our Heavenscale skinline coming out this patch, the return of URF, an update on the Vanguard rollout, and a reminder about Windows 7, 8, and 8.1 deprecation, so make sure to check out all the sections down below!

Check out the TFT patch notes here!
Lilu "RiotRiru" Cabreros

Patch Highlights

Heavenscale Lee Sin, Divine Heavenscale Lee Sin, Heavenscale Master Yi, Heavenscale Janna, Heavenscale Ezreal, Heavenscale Kai'Sa, Heavenscale Diana, and Prestige Heavenscale Ezreal will be available February 7, 2024 at 20:00 UTC.

The Ultra Rapid Fire (more commonly known as U.R.F.) game mode will be making a return on patch 14.3! U.R.F. will go live on February 7, 2024 at 17:00 UTC for EUW, EUN, RU, and TR and 20:00 UTC for all other Riot regions.

Vanguard

It was previously communicated in the 14.2 notes that we will be introducing Vanguard, Riot’s proprietary anti-cheat software that will be required for all League of Legends and Teamfight Tactics games. However, this change has been rescheduled due to some critical bugs with the client pop up we planned to have in 14.2 which caused us to delay one patch cycle. So starting in patch 14.3, we will run a diagnostics check to see if your computer is ready for this update. If not, please review our troubleshooting guide or reach out to Player Support. This change also means that we are pushing back Vanguard’s launch from 14.4 to 14.5 to still give players plenty of time to get ready for this change by installing Vanguard.

If you originally failed the check, it will re-run at a later point or you can manually re-run it by clicking on the settings icon on the top right and “Check for Compatibility” under General > Vanguard System Check.

This will not mean that Vanguard is active or being used for League yet, this is just to give players ample heads up and opportunity to be ready before it’s a requirement. For more information please check out our support article on Vanguard.

Windows Min Spec Update

Beginning Wednesday February 21st (patch 14.4), we are updating our minimum system requirements and will no longer be supporting Windows 7, 8, and 8.1 for all League of Legends and Teamfight Tactics games. To maintain the stability and performance of our games, we sometimes need to deprecate support for legacy Operating Systems that aren’t widely used by our players. If you’re still playing on these versions of Windows, please consider updating to continue playing. Please see our min spec support page for more details.

Champions

Aurelion Sol

Q mana cost decreased, Stardust stacks per champion burst increased. W mana cost decreased, cooldown decreased, bonus damage during Q increased. E Stardust stack generation decreased. Recommended skill order adjusted from QEW to QWE.

Aurelion Sol's itemization is less than stellar now that Liandry's no longer provides him with mana alongside the removal of Crown of the Shattered Queen. On top of his high mana costs, Aurelion Sol has largely been opting for passive and reactive playstyles rather than proactive ones. We believe that a world where the majority of his stacks are coming from proactive player combat and trading instead of stalling and passive farming is both more fun for Aurelion Sol and healthier for the game as a whole, because he has to take risks to scale. So we are adjusting his mana costs to allow him to be more proactive in lane and going forward will balance him around his more Q+W-driven stacking gameplay.

Q - Breath of Light

  • Mana Cost per Second: 45/50/55/60/65 ⇒ 30/35/40/45/50
  • Stardust Stacks per Champion Burst : 1 ⇒ 3

W - Astral Flight

  • Mana Cost: 80/85/90/95/100 ⇒ 50/55/60/65/70
  • Cooldown: 22/20.5/19/17.5/16 seconds ⇒ 15/14/13/12/11 seconds
  • Q - Breath of Light Bonus Damage: 14/15.5/17/18.5/20% ⇒ 18/20/22/24/26%

E - Singularity

  • Stardust Stacks per Champion Takedown: 5 ⇒ 2
  • Stardust Stacks per Epic Monster Takedown: 5 ⇒ 2
  • Stardust Stacks per Cannon Minion Takedown: 3 ⇒ 2
  • Stardust Stacks per Large Monster Takedown: 3 ⇒ 2

Azir

Base health regeneration decreased.

Now that Azir’s soldiers apply on-hit effects, he has fully moved over to Fleet Footwork as his main rune of choice. Now, thanks to his newfound sustain, he’s become nearly impossible to push out of lane. As a result, we’re taking a crack at his overall durability, particularly his early health regeneration which is currently too high thanks to Fleet.

Base Stats

  • Base Health Regeneration: 7 ⇒ 5

Brand

Passive damage to monsters decreased, bugfix to passive. Q damage decreased.

Brand is currently quite strong thanks to a combination of three things: his overly quick jungle clear speed, his natural synergies with Liandry’s, and champions having more health. This patch brings his passive damage in line with where we’d like it to be thanks to a bugfix, but he still needs more power taken out, so we’re nerfing his jungle clear and some early base damage.

Passive - Blaze

  • Damage to Monsters Modifier: 220% ⇒ 200%
  • Bugfix: Blaze no longer deals more than 2% maximum health damage over a single application.

Q - Sear

  • Damage: 80/110/140/170/200 (+65% AP) ⇒ 70/100/130/160/190 (+65% AP)

Corki

Package duration decreased. W cooldown decreased, mana cost decreased, damage increased. Malignance no longer counts towards Eclipse’s passive.

Corki is getting a meaningful nerf this patch, with his core item interaction of Eclipse and Malignance being bugfixed. That said, we're happy that players have found an interesting build that utilizes all of Corki's odd item scaling. Instead of returning to AP Corki as a scaling, low-interaction poke champion, we'd like if those AP purchases asked him to play more aggressively and risk the occasional aggressive Valkyrie cast. Emphasis on occasional.

Passive - Special Delivery

  • Package Duration: 60 seconds ⇒ 45 seconds

W - Valkyrie

  • Cooldown: 20/19/18/17/16 seconds ⇒ 20/18/16/14/12 seconds
  • Mana Cost: 100 ⇒ 80
  • Damage per Second: 60/90/120/150/180 (+40% AP) ⇒ 60/90/120/150/180 (+60% AP)

R - Missile Barrage

  • removedItem Interaction Adjustment: Malignance will no longer count toward Eclipse’s passive.

Ezreal

Q damage decreased. R damage decreased.

In 14.2 we overshot on the buffs to Ezreal, however in this patch we’re buffing quite a few of his core items meaning we need to walk back some of the power he just got. Overall, these changes paired with the item buffs should still be a net buff compared to his power level in 14.1.

Q - Mystic Shot

  • Damage: 20/45/70/95/120 (+135% AD) (+15% AP) ⇒ 20/45/70/95/120 (+130% AD) (+15% AP)

R - Trueshot Barrage

  • Damage: 350/525/700 (+120% bonus AD) (+90% AP) ⇒ 325/500/675 (+100% bonus AD) (+90% AP)

Illaoi

Passive tentacle range increased, damage decreased.

The map changes introduced in 14.1 resulted in a drop in power for Illaoi, mainly due to her tentacles being designed around the old terrain spacing. In this patch, we’re looking to make her tentacles more reliable on the new Rift. However, that reliability means more overall damage, hence the tentacle damage reduction. Overall, the two changes should be roughly neutral but feel far better for the Kraken Priestess.

Passive - Prophet of the Elder God

  • Tentacle Range: 800 ⇒ 925
  • Tentacle Damage: 10-180 (based on level) (+120% AD) (+40% AP) ⇒ 9-162 (based on level) (+115% AD) (+40% AP)

Karma

R+Q Soulflare damage decreased.

Karma’s currently a bit too good as a triple flex option, with the ability to succeed in top, mid, and support. With her newfound power from Malignance, her ultimate is now on too short of a cooldown for the damage it provides, so we’ll be taking her R+Q explosion damage down a notch.

R - Mantra

  • Soulflare Damage: 35/140/245/350 (+70% AP) ⇒ 40/130/220/310 (+50% AP)

Lillia

Passive damage decreased. Q damage decreased.

Lillia’s preferred items became much nicer in the seasonal update, allowing her access to health on every slot and strong omnivamp that works well with her kit. We like that Lillia is generally tankier than before as it helps her stand out from other AP users, so we’ll be reducing her inevitable late-game damage while leaving her durability intact.

Passive - Dream-Laden Bough

  • Maximum Health Damage: 5% (+1.5% AP) ⇒ 5% (+1.25% AP)

Q - Blooming Blows

  • Damage: 70/90/110/130/150 (+90% AP) ⇒ 70/90/110/130/150 (+70% AP)

Maokai

Base mana regeneration decreased. Passive heal decreased. Q cooldown decreased, mana cost decreased. E mana cost decreased, cooldown adjusted. R cooldown increased.

Maokai Support finally has the freedom to rush movement speed tank items without facing off against other champions' mythics. He is extremely happy about this fact. So happy in fact that he’s the strongest-performing support in the game. We’d like to rein in his support power level while still retaining his ability to perform well in top and jungle. In order to do this, we’ll be lessening his affinity to the support item (which grants percent mana regeneration), lowering his access to early saplings, raising his reliance on gold, and giving him the ability to repeatedly press Q more freely, which is more important to his top lane and jungle gameplay.

Base Stats

  • Base Mana Regeneration: 7.2 ⇒ 6

Passive - Sap Magic

  • Maximum Health Heal: 4-34 (based on level) (+4%-12% (based on level) ⇒ 4-12.8% (based on level)

Q - Bramble Smash

  • Cooldown: 8/7.25/6.5/5.75/5 ⇒ 7/6.5/6/5.5/5 seconds
  • Mana Cost: 60 ⇒ 40

E - Sapling Toss

  • Cooldown: 14 ⇒ 16/15/14/13/12 seconds
  • Mana Cost: 45/55/65/75/85 ⇒ 60/65/70/75/80

R - Nature’s Grasp

  • Cooldown: 120/110/100 ⇒ 130/110/90 seconds

Nidalee

Magic resistance growth increased. E heal increased, bonus attack speed increased.

Nidalee lost some power with the new season, so we’re here to help! Her damage is currently high, but she’s lacking in durability as she used to gain health from both of her first two items whereas she now gains none. In this patch we’re looking to increase her E heal since it has the room to be more powerful, and her E attack speed to help her clear. These changes are also intended to buff her supportive outputs to give her more options later in the game when she begins to fall off. We’re also including an MR growth buff to bring Nidalee more in line with similar AP characters who go into melee range such as Lillia or Rumble since this stat is quite important for them, especially in teamfights.

Base Stats

  • Magic Resistance Growth: 1.3 ⇒ 1.45

E - Primal Surge

  • Minimum Heal: 35/50/65/80/95 (+27.5% AP) ⇒ 50/75/100/125/150 (+35% AP) (Note: maximum heal is still double the minimum)
  • Bonus Attack Speed: 20/30/40/50/60% ⇒ 30/40/50/60/70%

Pyke

Base armor increased. Q damage increased, mana cost decreased. E bonus movement speed increased. E damage decreased.

Pyke was struggling to stay above water in 14.1, but the 14.2 rune changes further impacted him to the point that he needs a lifeline.. In this patch we’ll be giving him a little early durability and some buffs to the abilities that let Pyke players do what they want to do most: kill people and go fast.

Base Stats

  • Base Armor: 45 ⇒ 47

Q - Bone Skewer

  • Damage: 100/150/200/250/300 (+60% bonus AD) ⇒ 100/150/200/250/300 (+75% bonus AD)/
  • Mana Cost: 74/78/82/86/90 ⇒ 70/75/80/85/90

W - Ghostwater Dive

  • Bonus Movement Speed: 40% (+1.5% per 1 Lethality) ⇒ 45% (+2% per 1 Lethality)

E - Phantom Undertow

  • Damage: 105/145/185/225/265 (+100% bonus AD) ⇒ 100/150/200/250/300 (+100% bonus AD)

Rengar

Base health decreased. Q bonus damage decreased.

Rengar’s damage is too high when snowballing, so he’s been happier than a kitten in a store full of catnip. Except in this situation the kitten is Rengar and the catnip is some of the new lethality items. Having found synergies with items like Hubris, Profane Hydra, and Opportunity that help Rengar’s damage scale well, he finds himself needing less power in his base kit. We also have a base health nerf which should help address his power in the top lane.

Base Stats

  • Base Health: 620 ⇒ 590

Q - Savagery

  • Bonus Damage: 30/60/90/120/150 (+0/5/10/15/20% AD) ⇒ 30/60/90/120/150 (+0/3.75/7.5/11.25/15% AD)
  • Empowered Bonus Damage: 30-235 (based on level) (+40% AD) ⇒ 30-235 (based on level) (+30% AD)

Shaco

Mana regeneration growth decreased. W mana cost decreased, bonus damage to monsters increased, no longer one-shot by Grubs. E mana cost increased. R QoL changes.

Shaco’s striking fear into the hearts of bot laners everywhere, but, for better or worse, we think that everyone on the map should be equally terrified, so we’re making some adjustments to reduce his support power while helping his jungle power. The Jack in the Box buffs should help him clear the jungle faster and healthier, especially for AP builds which are struggling more, while the mana nerfs should specifically bring down his ability to poke enemies down in lane quite so much while also allowing jungle Shaco to forgo mana items entirely.

Base Stats

  • Mana Regeneration Growth: 0.45 ⇒ 0.35

W - Jack In The Box

  • Mana Cost: 70 at all ranks ⇒ 70/65/60/55/50
  • Bonus Damage to Monsters: 10/20/30/40/50 ⇒ 20/35/50/65/80
  • Grub Proof: Shaco’s Jack in the Boxes are no longer one-shot by Grubs.

E - Two-Shiv Poison

  • Mana Cost: 65 ⇒ 75

R - Hallucinate

  • POOF: Shaco’s clone now creates an orange poof when it snaps back to Shaco or teleports for any reason.
  • Clone Clock: Shaco’s clone duration is now displayed on the HUD.
  • Bugfix: Shaco’s clone no longer loses its auto attack target when casting spells.

Shyvana

Q empowered attack damage increased, bonus attack speed increased. W bonus movement speed increased.

We removed Night Harvester from the game, but AP Shyvana was here before that, and she’ll be here long after thanks to her dedicated player base. Since her AP build is something we know players enjoy, we want to make sure it remains viable.

Q - Twin Bite

  • Empowered Attack Bonus Damage: 100% AD (+35% AP) ⇒ 100% AD (+50% AP)
  • Bonus Attack Speed: 40/45/50/55/60% ⇒ 50/55/60/65/70%

W - Burnout

  • Bonus Movement Speed: 30/35/40/45/50% (+0.08% AP) ⇒ 30/35/40/45/50% (+0.12% AP)

Taliyah

Q damage increased. E cooldown decreased.

With the loss of access to Ability Haste across the board, Taliyah hasn’t been able to get stable footing in the new season. While we’re addressing the Haste issue with a cooldown reduction to her E, we also want to make her a bit more relevant in the early game, both as a mid laner and jungler, so we’ll be giving her Q some more power which is generally always nice for her to have.

Q - Threaded Volley

  • Damage: 50/70/90/110/130 (+50% AP) ⇒ 60/78/96/114/132 (+50% AP)

E - Unraveled Earth

  • Cooldown: 16/15.5/15/14.5/14 seconds ⇒ 14 seconds at all ranks

Teemo

Q QoL change.




Q - Blinding Dart

  • QoL Adjustment: Teemo Q blind should now immediately apply to targets hit by the Q, preventing Teemo from taking damage from an auto attack after the blind has been applied. Blind duration should now also be consistent with the debuff duration above the target’s health bar.

Trundle

Base health decreased. Q damage decreased.

Trundle’s been doing quite well since the buffs he got back in 13.23. We think that the mid-game power spike and enhanced synergies with Trinity Force that came with this buff are beneficial for him to keep, so instead we’ll be reducing his early game power by dropping his base health and flat damage from his Q.

Base Stats

  • Base Health: 686 ⇒ 650

Q - Chomp

  • Bonus Attack Damage: 20/40/60/80/100 (+15/25/35/45/55% AD) ⇒ 10/30/50/70/90 (+15/25/35/45/55% AD)

Twitch

E QoL change.




E - Contaminate

  • QoL Adjustment: If Twitch uses his E at the same time his poison expires on an enemy, they will now take damage based on the number of stacks they had when the poison expired. This should result in the E cast being just slightly more forgiving.

Wukong

Q bonus range increased. E cooldown decreased.

Wukong is in a weak spot at the moment, especially in the top lane, so we’re here to put a bit more pep in his step. To give him more space to play with, we’ll be increasing his early Q bonus range so that he can better trade with his opponents. We’re also including a buff to its bonus AD ratio because the armor shred Q gave lost value with the armor shard being removed last patch. Finally, we’re decreasing his E cooldown, as he’s very reliant on this spell and his build lost access to Ability Haste with the new item system.

Q - Crushing Blow

  • Bonus Range: 75/100/125/150/175 ⇒ 135/145/155/165/175
  • Bonus Physical Damage: 20/45/70/95/120 (+45% bonus AD) ⇒ 20/45/70/95/120 (+55% bonus AD)

E - Nimbus Strike

  • Cooldown: 10/9.5/9/8.5/8 seconds ⇒ 10/9.25/8.5/7.75/7 seconds

Yorick

Passive summon leash range decreased, summons now gain bonus movement speed when returning to Yorick. Q heal adjusted, mana cost decreased. E cast time decreased. R bonus damage when attacking Maiden’s target adjusted.

With a bunch of new items to play with we thought that now would be a good time to revitalize Yorick’s classic bruiser builds which should ultimately give him more durability to act as a front liner for his team. While we were at it, we also wanted to take the opportunity to smooth out his playing experience with minor adjustments to his summons.

Passive - Shepherd of Souls

  • Summon Leash Range: 2000 ⇒ 1600
  • newReturn Speed: Yorick’s summons now gain bonus movement speed when returning to Yorick. This movement speed bonus is based on the distance between Yorick and the summon.

Q - Last Rites

  • Heal: 10-68 (based on level), doubled when below 50% health ⇒ 10-68 (based on level) (+4/5/6/7/8% missing health), halved vs non-champions
  • Mana Cost: 25 ⇒ 20

E - Mourning Mist

  • Cast Time: 0.33 ⇒ 0.25 seconds

R - Eulogy of the Isles

  • Bonus Damage when Attacking Maiden’s Target: 3/6/9% maximum health (capped at 100/200/300 vs monsters), 2 second cooldown ⇒ 2/2.5/3% maximum health (capped at 100 vs monsters), no cooldown

Zeri

Base AD increased. R cooldown decreased. Recommended items updated.

Zeri was shocked by the item system overhaul as players are now opting to build Experimental Hexplate on her for access to the ultimate Ability Haste. Since she could use the help at all skill levels, we’ll be giving her some generic buffs to her base AD and ultimate cooldown which should be appreciable for all players, but also help Zeri get away from depending on Hexplate. We also updated her recommended items which we expect to improve her overall power levels as well.

Base Stats

  • Base AD: 53 ⇒ 56

R - Lightning Crash

  • Cooldown: 100/85/70 ⇒ 80/75/70

Ziggs

Base armor increased, armor growth increased. W cooldown decreased.

Ziggs lost quite a bit of durability this season, mainly due to the fact that two of his core items, Seraph’s and Shadowflame, lost 200 health each. While we won’t be giving him all that health back directly, we are giving him some more durability from his natural armor sources in addition to W cooldown reduction which is a more skill expressive way of keeping Ziggs safe.

Base Stats

  • Base Armor: 18 ⇒ 21
  • Armor Growth: 4.5 ⇒ 4.7

W - Satchel Charge

  • Cooldown: 24/21/18/15/12 ⇒ 20/18/16/14/12 seconds

Zyra

Base mana regeneration decreased, growth increased. Q mana cost decreased. W seed charge on minion/monster takedown increased.

Zyra Support doesn’t need much mana due to how much regeneration she gets from her support item, so when Liandry’s Torment lost Ability Haste (which doesn’t affect her passive) and mana (which she doesn’t need as a support), she was more than happy to simply get more damage and health in return. Mid Zyra, on the other hand, liked both of those things. This patch, we’d like to close the gap on Support versus Mid and Jungle power levels. We’re happy with her primarily being a support, but we’d like to let Zyra enthusiasts feel viable in more than just one role. By shifting her mana pool around to promote casting more Qs and partially making up for the lost Ability Haste as a laner, she should be able to use her primary spells more often and keep up with other mid laners.

Base Stats

  • Base Mana Regeneration: 13 ⇒ 7
  • Mana Regeneration Growth: 0.4 ⇒ 0.8

Q - Deadly Spines

  • Mana Cost: 70 ⇒ 55

W - Rampart Growth

  • Seed Charge Progression on Minion/Monster Takedown: 20% ⇒ 35%

Items

Essence Reaver

With the new item system, Lethality became a much better stat for bot laners in particular. Combined with the overall game pacing differences compared to season 13, on-hit and crit marksmen have been left a bit weaker than they were before. These changes aim to bring up the power level of crit and on-hit users systemically so that they no longer feel as though Lethality is their only viable itemization option
  • Attack Damage: 55 ⇒ 60

Guinsoo’s Rageblade

Like the Essence Reaver and The Collector changes this patch, this change is intended to increase the power levels of on-hit and crit marksmen as a preferable alternative to Lethality builds.
  • Item Recipe: Amplifying Tome + Hearthbound Axe + Long Sword + 1050 gold ⇒ Amplifying Tome + Recurve Bow + Pickaxe + 1025 gold
  • Attack Damage: 30 ⇒ 35
  • Ability Power: 30 ⇒ 35

Hullbreaker

We have a bugfix to Hullbreaker this patch which should restore a key part of the item's power that was previously missing.
  • Big Bugfix: Fixed a bug that caused the Hullbreaker buff to minions to unintentionally fall off when an allied champion is nearby.

Kaenic Rookern

Kaenic Rookern has become the premier magic resistance item, overshadowing other options like Spirit Visage and Force of Nature. Intended to be a generic source of magic resistance, this item does need to be somewhat powerful, but we need to take it down just a notch.
  • Magic Shield Strength: 20% of maximum health ⇒ 18% of maximum health
  • Shield Refresh Cooldown: 12 seconds without taking damage ⇒ 15 seconds without taking damage

Rod of Ages

With many AP champions moving onto bursty items such as Stormsurge and Shadowflame, we want to ensure that more durable options are still effective and just as appealing. There should be a slew of non-assassin AP champs willing to buy stats other than raw burst and so we want to make sure those options are enticing.
  • Health: 350 ⇒ 400
  • Mana: 300 ⇒ 400

Stridebreaker

Stridebreaker has struggled to be a viable option since its de-mythicing in 14.1. And while we’ve buffed it a few times, the item is becoming dangerously close to being a pure stat stick, but we’d like for this item’s unique benefits to be a meaningful part of its strengths. With that in mind, we’re adding Tiamat to its build path and re-adding the damage on its active. That said, we’re concerned over how much burst is available in the item system at the moment, so we’re using that same Tiamat in order to make it unique against items like Ravenous and Titanic Hydra to prevent stacking. Stridebreaker stands alone as the only Tiamat item with crowd control and baseline attack speed on it, and we believe it’ll find a few users who really appreciate the item’s unique strengths.
  • Total Cost: 3000 gold ⇒ 3300 gold
  • Item Recipe: Phage + Pickaxe + Dagger + 725 gold ⇒ Tiamat + Phage + Dagger + 600 gold
  • Health: 400 ⇒ 450
  • Attack Damage: 55 ⇒ 50
  • newPassive - Cleave: Basic attacks deal 40% AD (melee) / 20% AD (ranged) physical damage to enemies near the primary target.
  • newActive - Breaking Shockwave: Now deals 80% AD physical damage on cast. (Note: Slow and bonus movement speed values are unchanged.)
  • Active Cooldown: 20 seconds ⇒ 15 seconds

Dreamshatter (Ornn Upgrade)

  • Attack Damage: 70 ⇒ 60
  • Health: 475 ⇒ 600
  • Ability Haste: 25 ⇒ 0 (Note: this is a bugfix.)

The Collector

Like the Guinsoo’s Rageblade and Essence Reaver changes this patch, this change is intended to increase the power levels of on-hit and crit marksmen as a preferable alternative to Lethality builds.
  • Attack Damage: 60 ⇒ 55

Youmuu’s Ghostblade

With more ranged champions opting to pick up Lethality in the new season, we need to dial back the amount of power they’re getting from these items. Ranged champions are using the movement speed this item is offering to keep up heavy teamfight uptime while also increasing their survivability which is a bit too much to offer on a single item for a class where movement speed is so valuable.
  • Out of Combat Bonus Movement Speed: 40 ⇒ 40 (melee) / 20 (ranged)
  • Active Bonus Movement Speed: 20% ⇒ 20% (melee) / 15% (ranged)

AP Item and Proc Damage Changes

In this patch, one of our goals is to lower the amount of damage coming from item effects across the board, especially late game, as a way of lowering overall burst in the game. We’d like to preserve overall item power as they appear to be in a good spot, so we’ll be buffing some of these items as compensation for nerfing their actives. In general, we believe champions should be bursty when their kits support it, not because their items are doing the heavy lifting for them (one of the core issues we had with Mythics) so these changes should help move the item system in that direction. One last note is that many of these items will still need to scale softly in order to keep up with enemy champions' innate Magic Resist growth, which is why we maintained the scaling ratios instead of removing them entirely.

While we were looking at proc damage, we also noticed that mana-hungry champions were generally itemizing effectively, but falling a bit on the weaker side. As such, we’re lowering the gold cost of mana items across the board so these champions should be able to access their power spikes a bit more quickly.

Archangel's Staff / Seraph's Embrace




  • Total Cost: 3000 ⇒ 2900
  • Combine Cost: 500 ⇒ 400

Echoes of Helia




  • Damage per Shard: 55 ⇒ 45
  • Heal per Shard: 20 ⇒ 40

Hextech Alternator




  • Revved Damage: 50-125 (based on level) ⇒ 65 at all levels

Hextech Rocketbelt




  • Supersonic Damage: 125 (+15% AP) ⇒ 100 (+10% AP)

Kraken Slayer




  • Bring It Down Damage: 35-85 (levels 8-18) (+65% total AD) (+60% AP) ⇒ 140-310 (levels 8-18)

Lich Bane




  • Spellblade Damage: 100% base AD (+50% AP) ⇒ 75% base AD (+50% AP)

Luden’s Companion




  • Total Cost: 3000 ⇒ 2900
  • Combine Cost: 700 ⇒ 600
  • Ability Power: 90 ⇒ 95
  • Fire Damage: 40 (+8% AP) ⇒ 45 (+4% AP)

Malignance




  • Total Cost: 2800 ⇒ 2700
  • Combine Cost: 700 ⇒ 600
  • Damage per Second: 60 (+6% AP) ⇒ 60 (+5% AP)
  • Magic Resist Shred: 6-12 (based on level) ⇒ 10 at all levels

Profane Hydra




  • Passive Cleave Damage: 40% AD (melee) / 20% AD (ranged) ⇒ 50% AD (melee) / 25% AD (ranged)
  • Active Heretical Cleave Damage Against Targets Below 50% Maximum Health: 150% total AD ⇒ 130% total AD

Statikk Shiv




  • Total Cost: 3000 ⇒ 2700
  • Combine Cost: 400 ⇒ 100
  • Electroshock Damage to Champions: 100-180 (based on level) ⇒ 90 at all levels

Stormrazor




  • Bolt Damage: 90 (+25% total AD) ⇒ 100
  • Bolt Bonus Movement Speed: 1 ⇒ 1.5 seconds

Stormsurge




  • Ability Power: 90 ⇒ 95
  • Squall Damage: 100-200 (level 1-18) (+20% AP) ⇒ 140 (+20% AP)

Sundered Sky




  • Attack Damage: 55 ⇒ 45
  • Health: 300 ⇒ 450

Titanic Hydra




  • Health: 500 ⇒ 550
  • Active Titanic Crescent Damage to Primary Target: 6% maximum health (melee) / 3% maximum health (ranged) ⇒ 4% maximum health (melee) / 2% maximum health (ranged)

Systems

Rift Herald

The new Rift Herald has proven to be a bit too hard to control, especially as players are learning how to steer correctly, so we’re making the ability to turn a bit easier and giving Herald a few small quality of life buffs. (Note: If you let the Herald direction indicator end without clicking it will not accept the direction as an input. This bug is something we’re working on correcting on our end, so for now please click the indicator.)
  • newSlow Start: For the first three seconds after spawning, Rift Herald has very high maneuverability and will be easier to turn. Every 2 seconds after Herald slowly becomes less maneuverable as its speed increases.
  • Damage from Wall Collision: Crashing into a wall while controlling Herald will deal damage equal to that of crashing into a tower to Shelly ⇒ Crashing into a wall while controlling Herald will deal 20% of the damage received compared to crashing into a tower to Shelly
  • We Don’t Have All Game…: Player-summoned Rift Herald trinket spawning has been sped up by 1 second.

ARAM Balance Changes

Nerfs

  • Briar: Damage Dealt: 105% ⇒ 100%
  • Karma: Shielding Given and Received: 110% ⇒ 100%; Damage Dealt: 105% ⇒ 100%
  • Twisted Fate: Damage Dealt: 120% ⇒ 100%

Buffs

  • Ashe: W Cooldown: 18 seconds all levels ⇒ 18/17.5/17/16.5/16 seconds
  • Hwei: Ability Haste: 0 ⇒ 20
  • Sivir: Q Cooldown: 10/9.5/9/8.5/8 seconds ⇒ 14/13/12/11/10 seconds; Damage Dealt: 85% ⇒ 92%
  • Zed: Damage Dealt: 100% ⇒ 105%

Item Changes

  • Malignance: Curse Damage per Second: 60 (+6% AP) ⇒ 40 (+2.8% AP)
  • Sundered Sky: Passive Heal: 140% base AD (+ 6% of missing health) ⇒ 120% base AD (+ 4% of missing health)
  • Stormsurge: Squall Damage: 100-200 (level 1-18) (+20% AP) (melee) / 75-150 (level 1-18) (+15% AP) (ranged) ⇒ 100 (+15% AP) (melee) / 75 (+11.25% AP) (ranged)

Mythic Shop Rotation

Leaving the Mythic Shop

  • Prestige Dragonmancer Rakan

Behavioral Systems

  • After reporting a player for Verbal Abuse and/or Hate Speech, you will receive a pop-up at the end of the game where you can easily block the player or change your chat settings. To prevent this pop up from showing each time, you can use the "Do not show this again" toggle. If you want to re-enable the modal later you can do so in Settings > Chat & Friends.
  • Increased the duration of most chat penalties

Bugfixes & QoL Changes

Quickplay

  • Fixed a bug causing some chromas to not be displayed in the Quickplay modal
  • Fixed a bug that allowed for Runes to be editable in queue.
  • Quickplay surrender rules have been corrected.

Bugfixes

  • Fixed a bug that caused the Baron Pit music to not stop playing when moving away from the pit.
  • Fixed a bug that caused the support item monster hunter penalty to count minions executed by the support item.
  • Fixed a bug that caused Kindred’s passive to sometimes mark Hubris statues.
  • Fixed a bug that caused Briar to apply 2 stacks of her passive with her Q.
  • Fixed a bug that caused Aurelion Sol to be able to get Stardust stacks from Voidmites.
  • Fixed a bug that caused Sundered Sky to only affect enemies that were in the same dimension as the player when the item was purchased (looking at you Mordekaiser).
  • Fixed a bug that caused Summoner Heal to cancel auto attacks that were in progress.
  • Fixed a bug that caused Zeke’s Convergence to be able to slow enemies that should be immune to slow and cc effects.
  • Fixed a bug that caused Twisted Fate’s E to not stack on Inhibitors and Nexuses.
  • Fixed a bug that caused Caitlyn to be able to fire 2 headshots when Titanic Hydra was used.
  • Fixed a bug that caused Twitch’s W and Varus’ E to break spell shields earlier than intended.
  • Fixed a bug that caused Heartsteel to be displayed in the Ability Haste section of the shop.
  • Fixed a bug that caused Kai’Sa’s basic attack SFX to be delayed if she consumed 4 plasma stacks with a very high attack speed.
  • Fixed a bug that caused Grub’s shields to decay and not respawn after a certain amount of time.
  • Fixed a bug that caused Cryptbloom’s healing done counter to not count health restored to the item’s owner.
  • Fixed a bug that caused killing Rift Herald to display the message in chat twice.
  • Fixed a bug that caused Malignance’s Ornn item upgrade, Enmity of the Masses, to not have a damage dealt counter.
  • Fixed a bug that caused Voidgrubs to be leashable for further than intended if their aggro was split.
  • Fixed a bug that caused Stormsurge’s "Damage to Champions" counter to only display damage dealt by the item's passive to all enemies instead of Champions only
  • Fixed a bug that caused Hwei’s spellbook to become disabled when casting an ability outside of max range while also pressing R to cancel in the middle of casting.
  • Fixed a bug that caused Udyr’s R to not trigger Malignance’s Hatefog.
  • Fixed a bug that caused players to be unable to repurchase Shattered Armguard under the Zhonya’s Hourglass component tree view.
  • Fixed a bug that caused Smolder’s E to grant prolonged vision of invisible and camouflage units when the ability had hit them at least once.
  • Fixed a bug that caused Smolder’s Q to spam the execute VFX repeatedly if Tryndamere had low HP and his R was active.
  • Fixed a bug that caused Hullbreaker to not work on simulated attacks such as Urgot’s W.
  • Fixed a bug that caused Smolder’s shadow to not appear near his recall location after the channel was completed.
  • Fixed a bug that caused Rengar’s Q to use the basic attack animation if it was active and Ravenous Hydra was used.
  • Fixed a bug that caused Orianna’s R VFX to sometimes not be visible if it was cast on a Nocturne before he entered vision.
  • Fixed a bug that caused Neeko and Viego to only copy Smolder’s tier 1 horn VFX.
  • Fixed a bug that caused multiple clipping issues with Smolder.
  • Fixed a bug that caused Aurelion Sol’s respawn animation to quickly play if his W was interrupted with cc.
  • Fixed a bug that caused Smolder’s health bar to be misaligned during his spawn animation.
  • Fixed a bug that caused certain damage over time effects to not activate Spelldance’s passive.
  • Fixed a bug where the metal section from Cyber Halo & Prestige Cyber Halo Janna’s shield was being displayed over turrets and impassable terrain.
  • Fixed a bug where Bullet Angel Kai’sa’s boosters model reverted to base one under certain conditions
  • Fixed a bug where Battle Queen Diana’s body was abruptly disappearing after death.
  • Fixed a bug where several Diana skin’s Crescent Strike (Q) VFX clipped into elevated terrain, when ability was cast at max range.
  • Fixed a bug where Porcelain Protector Ezreal's tiger was invisible during Homestart, Homeguard, and Dance animations.

Upcoming Skins & Chromas

Divine Heavenscale Lee Sin

Our next Mythic Variant, Divine Heavenscale Lee Sin, is available during the Lunar Revel event! His unique features include additional VO lines and a custom finisher animation when he defeats the dragon. As with past Mythic Variants, unlock him via the Heavenscale 2024 Capsule milestone track:
  • 1 capsule: Exclusive icon—Divine Heavenscale
  • 3 capsules: Exclusive emote—Lustrous
  • 5 capsules: Random 1350 RP Lunar Revel skin permanent
  • 10 capsules: Random 1350 RP Lunar Revel skin permanent
  • 15 capsules: Random 1350 RP Lunar Revel skin permanent
  • 20 capsules: Heavenscale Grab Bag + Random 1350 RP Lunar Revel skin permanent
  • 25 capsules: 2 Heavenscale Grab Bags
  • 30 capsules: Divine Heavenscale Lee Sin + Border + Icon
Every Heavenscale 2024 Capsule has a 1% chance of containing Divine Heavenscale Lee Sin + Border + Icon.

Additionally, Lunar Revel 2024 Pass owners will earn one Heavenscale 2024 Capsule at level 26. This capsule counts toward the milestone track.

Patch 14.2 Notes

Things are heating up in 14.2, say hi to Smolder everyone!

In this week's patch we’re looking to address some of the champions that the 14.1 changes hit hardest. Some champs, like Camille and Illaoi, need the help due to the terrain changes, while others, like Ezreal and Fizz, struggled or thrived with the new items at their disposal. In addition to champion balance changes, we’re also retuning a few of the items to get them into a better place. But that’s not all, we also have a whole list of quality of life changes!

Make sure you check out the sections below on Vanguard and our Windows 7, 8, and 8.1 deprecation coming in the next few patches.

Over in TFT, Lunar Festival has begun, bringing new cosmetics and TFT’s first ever set revival game mode (the return of Galaxies), so be sure to check out all the details at the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Primal Ambush Sivir, Primal Ambush Riven, Primal Ambush Vi, Primal Ambush Talon, Three Honors Akshan, and Foreseen Yasuo will be available on January 24, 2024 at 20:00 UTC.

Our newest champion Smolder, the Fiery Fledgling, (and his Heavenscale skin) will be heating up the Rift on January 31, 2024 at 20:00 UTC!

Vanguard

In a few weeks we will be introducing Vanguard, Riot’s proprietary anti-cheat software that will be required for all League of Legends and Teamfight Tactics games. Starting patch 14.2, we will run a diagnostics check to see if your computer is ready for this update. If not, please review our troubleshooting guide or reach out to Player Support.

If you originally failed the check, it will re-run at a later point or you can manually re-run it by clicking on the settings icon on the top right and “Check for Compatibility” under General > Vanguard System Check.

This will not mean that Vanguard is active or being used for League yet, this is just to give players ample heads up and opportunity to be ready before it’s a requirement. For more information please check out our support article on Vanguard.

Windows Min Spec Update

Beginning Wednesday February 21st (patch 14.4), we are updating our minimum system requirements and will no longer be supporting Windows 7, 8, and 8.1 for all League of Legends and Teamfight Tactics games. To maintain the stability and performance of our game we sometimes need to deprecate support for legacy Operating Systems that aren’t widely used by our players. If you’re still playing on these versions of Windows, please consider updating to continue playing. Please see our min spec support page for more details.

MMR and Matchmaking

  • Reducing the amount of games of demotion protection from tier boundaries (eg. Gold to Silver). This should only affect people who seed/promote into the bottom of a rank tier (eg. Gold 4) and then lose many games in a row. It will make no difference if you’ve been in the rank for a while.
  • Fixed a bug where a small number of Diamond 1 players would sometimes receive negative LP gains (losing more LP on losses than gaining on wins). Unfortunately, while we cannot immediately resolve this issue for existing accounts, the problem will resolve itself with some games.
  • Fixed a bug where players who would be seeded into Iron IV were seeded into Iron II with negative LP gains

Patch 14.1: How it Landed

We’ve been pretty happy with how 14.1 landed in terms of bug stability and overall balance after the 14.1 hotfix. Game time is stable, objective balance looks good, the tradeoffs associated with playing towards top and bot side seems to be reasonable, and snowballing is down. That said, we’re well aware that the amount of burst in the game is up. Some of these burst increases are due to Stormsurge and Bloodsong releasing strong (you’ll see nerfs to them in this patch and we’ll be watching how they land). We also increased AP values across the board, as having 200 AP at 3 items was pretty unsatisfying for players. We wanted to see how these AP increases landed to help identify which champion’s AP ratios or base damages need to be adjusted. We also wanted to reduce Ability Haste on items across the board and naturally, this means that more of an item’s power budget is in burst (either AP or AD).

We’re pursuing some burst reductions in 14.2 through stat shard changes, and targeted item/champion nerfs. Once we’ve done a comprehensive audit on which champions/classes are bursting which classes harder, and by how much, you can expect to see additional changes in 14.3 and beyond. Our goal right now is to get burst levels back to how they were in patch 13.24. We hope you’ve been enjoying all of the new changes and looking forward to seeing you on the Rift!

Stat Shard Changes

Stat Shards


We’re updating some stat shards this patch in order to create more strategically compelling choices that aren’t as punishing when improperly selected. When choosing between Armor and Magic Resist shards, it’s generally clear which is the better option (am I laning against Zed or Lissandra?), and that’s really all there is to it today. What’s more, unorthodox lane opponents, such as mages in Bot Lane, tend to throw players off, leading to non-optimal shard selections that contribute to strong statistical performances on these mages (despite not actually being as powerful as stats would suggest).

With that said, we’re replacing those less interesting decisions with more in-depth ones that are less likely to punish players for incorrect selections. Now you will be able to choose a non-damage and non-durability option in the Flex row and choose between early durability, late durability, and some targeted defenses via tenacity in the Defense row.

Row 2: Flex Shard Options

  • Slot 1: 9 Adaptive Force (unchanged)
  • newSlot 2: 6 Armor ⇒ 2% Move Speed
  • newSlot 3: 8 Magic Resist ⇒ 10-180 (based on level) bonus health

Row 3: Defensive Shard Options

  • newSlot 1: 15-140 (based on level) bonus health ⇒ 65 base health
  • newSlot 2: 6 Armor ⇒ 10% Tenacity and Slow Resist
  • newSlot 3: 8 Magic Resist ⇒ 10-180 (based on level) bonus health

Jungle Companion Compensation


Due to many junglers losing armor on their first clears, we’re increasing jungle heal per second slightly. Running flat health will provide plenty of early game safety and scaling health was already viable on a large number of them as well.
  • Jungle Companion Heal per Second: 12-35 (based on level) 14-37 (based on level)

Patch 14.1 Notes

Welcome to the 2024 Season! Split 1 kickoff is quickly approaching, so make sure to read up on all the changes coming in 14.1 to get ready. THIS IS THE YEAR WE HIT OUR RANKED GOALS!

This year we’re starting off strong with a big gameplay update! We’ve got Voidgrubs, Voidmites, Voidborn Monsters, three Baron Nashor forms each with their own Baron Pit, map changes to every lane and jungle, over 100 item changes (including new items), a Hwei buff, dynamic music, new in-game quests, FIST BUMPS, and a lot more!

Ya like Jazz? Check out the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Dragonmancer Kassadin, Dragonmancer Rakan, Dragonmancer Fiora, Dragonmancer Vayne, and Prestige Dragonmancer Rakan will be available January 10, 2024 at 19:00 UTC.

Ranked Season 2024

SPLIT 1 KICKOFF


Welcome to the 2024 Ranked Season! We’re going to be kicking off the first split of the year in this patch with ranked queues opening on January 10th. For those that missed the ranked queues closing details in the last patch notes you can read those here.

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
Region Time Zone Season Start Local Time
OC1 Australian Eastern Daylight Time (AEDT) Jan/10/2024 12:00:00
JP1 Japan Standard Time (JST) Jan/10/2024 12:00:00
KR1 Korea Standard Time (KST) Jan/10/2024 12:00:00
RU Moscow Standard Time (MSK) Jan/10/2024 12:00:00
EUN1 Central European Time (CET) Jan/10/2024 12:00:00
TR1 Turkey Time (GMT+3) Jan/10/2024 12:00:00
EUW1 Greenwich Mean Time (GMT) Jan/10/2024 12:00:00
BR1 Brasilia Standard Time (GMT-3) Jan/10/2024 12:00:00
LA2 Argentina Standard Time (GMT-3) Jan/10/2024 12:00:00
LA1 Central Standard Time (CST) Jan/10/2024 9:00:00
NA1 Pacific Standard Time (PST) Jan/10/2024 7:00:00
PH Philippine Standard Time Jan/10/2024 12:00:00
VN Indochina Time (GMT+7) Jan/10/2024 12:00:00
SG Singapore Standard Time (GMT+8) Jan/10/2024 12:00:00
TH Indochina Time (GMT+7) Jan/10/2024 12:00:00
TW Taipei Standard Time (GMT+8) Jan/10/2024 12:00:00

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.

SEASON 2023: SPLIT 2 RANKED REWARDS


For those who earned it, Victorious Tryndamere will be the reward for the 2023 Split 2 season! We mentioned it in one of our recent Dev Updates but this skin will be a little delayed so you should expect him to appear on your accounts in a few patches. We wanted to make sure we had a unique skin for each split so we opted to take some time to ensure those that participated in split 2 received a different reward than split 1. We’ll add it to the notes on the patch that should happen as well, right now we’re targeting patch 14.4, and we’ll update you if anything changes there.

As for the remaining rewards (of which you can see the details on our Ranked Rewards support article) those should be delivered onto your accounts in 14.2 and we’ve validated the results.

Void Gameplay Changes

In case you missed this one as well, we released a dev blog late last year to offer players a helping hand when it comes to learning about the Void changes coming this patch, /dev: Cat Cults, Rift Mechs, and Baron’s Revamp here! If you’re interested in how we refined these changes OR if the idea of seeing 11 adorable cats combining their forces to seal Rift Herald appeals to you, give it a read!

Disclaimer: Void Event not included

VOIDGRUBS, VOIDMITES, AND THE HUNGER OF THE VOID



We’ve got some brand new residents moving into the Baron pit this season: the Voidgrubs and Voidmites. These Voidborn beasties are a new horde objective that will be taking the place of the first Rift Herald each game. Our goal with Voidgrubs was to provide tower pushing pressure in contrast to dragon buff's ramping threat, but spread it out more evenly across all lanes. We also wanted to give players gradual, persistent power throughout the entire game, as opposed to the old Shelly whose power was more instant and would sometimes simply end the laning phase. In addition, its multiple spawn nature means that mid or top laners who have pushed out their lane can sneak one without needing to commit the full time it would take to clear an entire epic objective. But let’s jump into the details!
  • Three Voidgrubs spawn at 5 minutes into the game.
  • Each Voidgrub will spawn 4 Voidmites every 12 seconds in combat.
  • Voidgrubs can respawn once per game as each one has their own individual respawn timer of 4 minutes, so feel free to just take one and walk away.
  • On death, Voidgrubs will give other nearby Voidgrubs a 25% Maximum Health + 25% Missing Health shield that decays over 10 seconds.
  • Killing one Voidgrub grants the player and allied teammates one stack of the Hunger of the Void Buff, which causes your non-proc attacks to deal bonus true damage to structures over 4 seconds. This damage will scale with the number of Voidgrubs slain at a rate of 4 (melee) / 3 (ranged) true damage every 0.5 seconds per stack.
  • Once your team hits 5 stacks of the buff, you will spawn 1 Voidmite to help when attacking towers (15 second cooldown). At 6 stacks the amount of Voidmites is increased to 2. Voidmites summoned by players have the same stats as a melee minion, but with 40% less health and 50% more movespeed.
  • Voidgrubs despawn at 13:45 in-game time (or 13:55 if Voidgrubs are in combat) to make way for Rift Herald.
  • The first Voidgrub taken per spawn group* will count as an epic takedown reward for the first one you participate in killing. For example, Cho’Gath can get one epic monster stack from the first Voidgrub he kills in the first spawn group, and then one more if he kills a Voidgrub that spawned in the second group. (*The Voidgrubs that spawn at 5 minutes are the first spawn group, and once slain the Voidgrubs that replace them are the second spawn group.)

VOIDGRUBS

  • Health: 250 (+250 per minute of game time)
  • Attack Damage: 10 (+2.5 per minute of game time)
  • Attack Speed: 0.5
  • Armor: 0
  • Magic Resistance: 0
  • Movement Speed: 350
  • Attack Range: 500 units
  • Experience: 75 (+2% per level over 4*) (*Level is calculated as the average level of champions in the game, rounded up)
  • Gold Given on Takedown: 20 gold to the killer + 10 gold per player (including killer)

VOIDMITES (WHEN SUMMONED BY VOIDGRUBS)

  • Health: 20 (+40 per minute of game time)
  • Attack Damage: 6 (+0.5 per minute of game time)
  • Attack Speed: 2
  • Armor: 0
  • Magic Resistance: 0
  • Movement Speed: 420
  • Attack Range: 125
  • Experience: 0
  • Gold Given on Takedown: 1 gold to killer

REVAMPED RIFT HERALD



Rift Herald is back and they have a brand new, Voidgrub-inspired look! But this isn’t just a surface level change, because Herald also has some changes under the hood… err, shell?
  • If you or an allied teammate summon the Rift Herald, one player (either the user or a teammate) can right click the Herald in order to hop onto Shelly. Right clicking any direction while channeling onto Herald will allow the player to pick where Herald will start charging. While charging, players can steer the Rift Herald while she charges forward (similar to a Sion ultimate).
  • The Rift Herald receives 1 use of Charge when summoned which is consumed as soon as a player hops onto Herald (or when Herald automatically Charges a tower unpiloted). In the event a nearby enemy tower or inhibitor is destroyed, Herald will receive an additional Charge. This Charge (and cooldown) is displayed on Rift Herald’s health bar.
  • The Charge lasts for up to 14 seconds, starting at 150 movement speed and ramping up to 600 movement speed over 5 seconds (this is increased by 75% when charging towards an enemy tower). The charge will end upon collision with a structure or terrain, reducing the Herald’s health by 66% and ejecting the player 200 (+75% of player’s attack range) units in the opposite direction of the charge. In the event Herald’s Charge hits a live tower the ejection distance is increased to 700 (+75% of player’s attack range) units.
  • If a player steers the Rift Herald through enemies (including champions), the enemy will receive 250 true damage and be knocked airborne.
  • If a player steers the Rift Herald into an enemy structure a bonus 2000 (+0-750 based on average champion level) damage will be dealt to the structure, 5 (+ the number of Hunger of the Void stacks of the user) Voidmites will be spawned to attack the tower, and the player will gain a temporary shield.
  • NEWRift Herald now has Baron’s Gaze which reduces damage taken from the last enemy attacked by 50%.
  • Empowered Recall: The holder gains Empowered Recall until the Eye is used/expires ⇒ All allied champions who assisted in killing Herald gain a single completed use of Empowered Recall
  • Sharing (Gold) is Caring: Rift Herald grants any gold it gains from turrets/turret plates to the player that summoned them (if they weren't around) ⇒ Rift Herald grants any gold it gains from turrets/turret plates to all champions who assisted in killing the Herald
  • NEWAuto Cast: Upon expiring, the Eye of the Herald will auto-cast with no channel time and summon Rift Herald. In the event your champion is currently dead, the Herald will spawn in your team’s fountain.

Rift Herald (Note: Unchanged)

  • Health: 7125-14250 (based on level)
  • Attack Damage: 99.5-250 (based on level)
  • Attack Speed: 0.4
  • Armor: 60
  • Magic Resistance: 50
  • Movement Speed: 325
  • Attack Range: 250
  • Experience: 306-320 (based on level)
  • Gold Given on Takedown: 100 gold to killer, 100 local gold

VOIDBORN SENTINEL, BRAMBLEBACK, AND…. SCUTTLER?



Once Baron Nashor emerges onto the Rift at 20 minutes, the next time Blue Sentinel and Red Brambleback respawn they will rise again as Voidborn Sentinel and Voidborn Brambleback respectively with 30% more health. This transformation also comes with increased durability making them harder to take down, but fret not because this extra effort is worth it! Now, once slain, Blue and Red will grant their buffs to the entire team of the player that takes them down (excluding any allies that were dead).

Speaking of Blue and Red, their respective buffs are also getting some changes! (Note: These adjustments apply to both the base Sentinel and Brambleback as well as their Voidborn counterparts.
  • Crest of Insight (Blue Buff): 5/10/15/20 Haste 10 Haste
  • Crest of Cinders (Red Buff): 0.5/1/3/5% Max Health Regeneration (levels 1/4/6/11) 0.5/1/3% Max Health Regeneration (levels 1/4/6)
  • When the buffs become Voidborn they no longer transfer to opponents upon the owner’s death (mainly to prevent giant messes with everyone having buffs all the time)

But we also have a non-void related update for our favorite Sentinel and Brambleback! Introducing Draconic Sentinel and Brambleback, these versions appear once the Elemental Rift is locked in as the 2nd drake is slain. Unlike their Voidborn counterparts though, no respawn is required for the buff to become Draconic!
  • Upon death, Draconic Sentinel and Brambleback will give the champion that slayed them a version of their respective buff (buffs unchanged) and drop a duplicate of their buff at their original spawn location. Only one buff will be shareable with allies while the other must be claimed by an allied champion with a jungle item in their inventory (unchanged vs live).
  • Starting at 20 minutes, once slain the Draconic Brambleback and Sentinel will respawn as their Voidborn counterparts.
  • Blue/Red Buff sharing mechanics are no longer tied to Jungle item progression.

Similarly, after 20 minutes once Rift Scuttler rises again after being slain, she will be Voidborn Scuttler. When slain, Voidborn Scuttler will send out a massive Scryer’s Bloom effect, revealing all champions and wards in a large surrounding area. Similar to Scryer’s, all wards revealed this way will be reduced to 1 HP.

BARON NASHOR



Would it really be a set of Void-related changes without Baron Nashor himself? It’s been quite a while since Baron last received a visual update, let alone one with three new, terrifying forms! Introducing them from left to right, we have the All-Seeing Baron, Hunting Baron, and finally the Territorial Baron.

The Baron dance is one as old as time, but over the years, the Baron fight has gotten somewhat stale with players hyper optimizing every aspect of it. It's also not aged well as our premier epic monster, the kind of monster that makes you say “Wow that’s an epic monster.” Our goal here is to update Baron's visuals while freshening up his fight a bit using new terrain and spells so that it takes a bit of new mastery and adaptability game to game.

Each form of Baron Nashor will have a unique move at their disposal, so make sure to prepare accordingly!
  • Hunting Baron: Baron calls a pillar of lightning over every nearby enemy. After 0.7 seconds they begin to strike, delayed by 0.1 second per strike. These deal 15% of the target’s current health.
  • All-Seeing Baron: Baron summons rifts toward the two furthest enemies he can see within 2200 units. These last for 3 seconds and deal 150 magic damage on the first hit, and 50 damage for every subsequent hit.
  • Territorial Baron: Baron reaches out, after 1.5 seconds he grabs all enemies in a cone, pulling them 300 units and dealing 75 magic damage to them.

Baron Nashor

  • Health: 11400 (+180 per minute from game start)
  • Attack Damage: 350 (+ 10 per minute from spawn) (Note: AD will cap at 520)
  • Attack Speed: 0.625
  • Armor: 120
  • Magic Resistance: 70
  • Movement Speed: 300 lol
  • Attack Range: 955
  • Experience: 600 to all contributors plus 800 distributed among nearby allied teammates
  • Gold Given on Takedown: 25 gold to killer, 300 per allied player

BARON TERRAIN VARIATIONS


Fighting around Baron has been essentially unchanged since Baron got his last VGU, so we thought it was time to add a little bit more interest to his fight game to game. While Baron is still a fun and interesting objective to have on the map, over time players have effectively “solved” how to take him down. And where’s the fun in that? This should help shake things up between games so now each game you’ll be challenged to think about exactly how you can take advantage of each Baron pit.

Hunting Baron Pit



This is the baseline Baron pit, but why fix what isn’t broken? His new spell in this pit punishes grouped up enemies so make sure to distance properly.

Territorial Baron Pit



A rifft on the baseline pit, it's easier to disengage from enemies in this variation, but flanks are also faster. His new spell in this pit can punish heavy grouping to disincentivize grouping on a single side.

All-Seeing Baron Pit



This is the most different from the pit of today, it's much riskier to access Baron from the river in this variation with new strong flank and flee angles. His new spell in this pit goes far and controls zones locking up some of the free new space that he’s made here.

Terrain Changes

In case you missed it we released a dev blog late last year digging into these terrain changes, /Dev: Season 2024 Map Changes here! We recommend checking out the entire thing if you’re curious about how we landed on these changes.

We’ve got a few different goals with the map changes this season. At the highest level, our goal is to make lanes more fair across sides. Red and blue sides have very different advantages in a lane with respect to how to gank them, how fights play out, how you can posture against the brush or river, etc. These differences will still exist, but in lesser ways. For example, top lane red side won’t feel nearly so exposed when pushing up, so you don’t need to be a safer laner to exist when the champ select gods put you red side.

The second goal of the map changes was specifically around making solo lanes a bit more protected from junglers, or roamers generally. Ganking as a primary early game output was just too strong in most cases. Each lane had a slightly different reason for their changes however. Let’s take a quick dive into those now!

TOP SIDE



Top lane is in a constant push and pull between players wanting more influence and output over the rest of the map in the lane, and also being substantially less influenced by the other roles, especially early on. For most players, the lane simultaneously feels entirely at the mercy of your jungler (or roaming support in higher skill levels) and also unable to do anything to win the game except with major leads.

With these changes we’re substantially reducing the ability for other lanes to affect top in the early game, letting the 1v1 fight really shine. It’s not like the jungler won’t be able to gank at all, so still watch out. We’re also shifting top brush into a pixel in the center of the river so it’s less side-skewed and substantially more powerful when contested. It tends to be correct to ward outside of the river brush on live in many cases and while this still remains true to an extent, this brush is closer to an optimal warding position and is less potent for ganking than before.

Also, an extension of the jungler influence on top lane was early Rift Herald. More often than not, Rift Herald was dropped in top lane (it’s closest to her lair after all), and she absolutely destroys any laning phase that might exist. What’s a tower to a crab god? Shelly regularly invalidated laning phases by destroying towers and adding giant influxes of gold to a specific laner, usually entirely at the jungler’s whim. We’ve seen that quite often both top laners are dissatisfied with lanes breaking apart this early—the behind player being put into the dumpster, and the ahead player not having any more time to play with their lead. By pushing back Rift Herald, we’re intending to substantially reduce the volatility of the late laning phase top lane experience. Dovetailing off the objective space, one of our goals with the new Voidgrubs objective is that top laners will have a lot more agency in affecting the outcome of the early top side objective than before. We’re also making the top side objective more potent for team-wide success than previously so that their early leads can matter more for the team. We’ll go more into the Voidgrubs down below, but overall we’re aiming to give top laners a lane more protected from outside influence while making their lane more important for the team’s overall chances of victory.

MID



Mid lane was a similar set of changes for some slightly different goals. It is the lane (on live) with by far the most access for ganking, and one thing we’ve noticed is that over the years players have learned just how unsafe the lane is for a lot of our more immobile champions without great self-peel. The Zyras and Brands and Karthuses of League have felt like the midlane was no longer able to be their home as more and more high-agency characters appeared and junglers learned just how easy it was to punish these immobile mages.

Our main goal here was to make mid substantially safer for this class of characters at a fundamental level. Opening up midlane to be mage-forward should give us a real role for this class again. The goal is not at all to push assassins out of this lane, just make it more hospitable for immobile characters with respect to their ability to face junglers. They’re still definitely gankable, but should be a bit less so than they are currently.

The other main change for mid was to open up roam paths that are a little bit safer. Each side will have a path players can roam along that requires putting themselves at substantially less risk to get to river or even the respective lane they’re roaming to. We’re pushing out the mid lane brush for the same reasons. Providing mid laners with about 20% more time after seeing an enemy before they can get into actionable range should give substantially less power to early ganks and much more safety to these immobile characters.

Mid lane, at its core, is a lane that requires some amount of roaming to support junglers or side lanes. And in the current state of League, the mid laners who don’t have the agency to safely roam feel invalidated by the role. Altogether our goal here is to lower the requirements to a functional mid laner across champions so that we can support a wider roster of champions there, particularly immobile mages and their like. We are definitely not trying to push champions out of the role though and will definitely be balancing to follow up here, especially since there are surely a number of high-agency mages who will benefit a lot and be overbearing at the start.

BOT SIDE



Bot lane is getting a smaller set of changes visually, but we definitely still expect them to be quite impactful overall. Just like top lane, we’re adding parity across sides so that entrances to lane and brush positions are matched roughly equally across sides.

These changes open up a new gank pathway through bottom red jungle and are among our riskiest changes to the map. We’re reducing gank potency elsewhere while nominally increasing it bot lane, so we’ll be watching this portion of the map very closely to ensure that it’s still reasonable and enjoyable. Red side bot lane is now particularly more vulnerable than before (as opposed to blue side) because it doesn’t have the extra distance created from Dragon pit walls to give more time for responding to action on vision or even just to slightly delay movement from river.

This new gank pathway also doesn’t allow for as easy contesting of vision in its tri brush because of the relatively easier access from river. It’s a difficult spot on the map for us to balance and one we’ll look at closely. The center of river brush should also be more of a focal point to contest as compared to before as it has deeper river control than the old brush and is less side-skewed.

This brush should be substantially worse for ganking red-side bot lane when unwarded, however. On live, the river brush gives near unfettered access to lane and this power is brought down to mitigate the concerns around gankability of red-side bot lane. Notably, this brush does cover access to the red tri brush from river to protect your bot lane from all but the deepest wraparound ganks.

JUNGLE



Finally, we adjusted the geometry in the jungle to support these lane adjustments and add a lot of new interest to Dragon and Baron fights. Access to these epic monster fights on live is relatively easy through a major choke point opposite the monster, or minor chokepoints deeper into river or the jungle further out.

The latest adjustments aim to shift away from a single choke point and focus combat around multiple entries, as well as generally overhaul how these fights play out as this space is quite solved and players are very used to this macro. Contesting should be a little bit more equal across sides as it currently tends to advantage the team who can comfortably engage and escape from an objective.

These adjustments as noted above also do help roaming quite a bit as there’s a safe secondary path for both teams that doesn’t involve any jungle movement. All in all, our goal is that junglers should have a harder time ganking, especially early, but shouldn’t feel like they have no more agency over the game.

Infernal Terrain Changes

Given the terrain changes we’ve introduced in 14.1, we also need to adjust some Drakes so that they’ll play nicely with all of the new walls (or lack thereof). This includes moving a few small walls and brushes for Mountain and Ocean Drake.

However, after we spent so much time building walls across the rift we took a step back to look at Infernal’s map changes again, which led to the following changes:
  • NEWInfernal Cinders spawn randomly on the map in small groups, with a higher likelihood of spawning towards the losing team. Picking up a naturally spawned Infernal Cinder grants a small burst of movement speed and grants an Infernal Cinder stack.
  • NEWInfernal Cinder stacks grant 0.3 Ability Haste per stack. On death, up to 5 Cinders can be maintained, with some of the remainder being dropped on the ground and the rest being destroyed. Cinders dropped from player deaths do not grant the burst of movement speed upon pickup.
  • REMOVEDInfernal Rift will no longer destroy any walls on the Rift.

We wanted to experiment with these changes after considering player feedback about the Infernal Rift being the least interesting in terms of gameplay. Our goal is that this will help us create more interesting map states beyond just terrain changes like the current Hextech and Chemtech. That said, we’ll keep a close eye on how these changes land and how players like them.

Champions

Hwei

Base armor increased.

As players are still learning Hwei, we’re giving him a small bump up in power, primarily for the sake of Hwei’s teammates, who are on the receiving end of a fairly low win rate. Long term, we think Hwei is probably in a very good spot or maybe a little too powerful but we’re tuning him for January, not June. We’ll continue to monitor his performance and make adjustments as needed.

Base Stats

  • Base Armor: 18 ⇒ 21

Vel'Koz

E quality of life adjustments.

Following up on some work from the last patch, we have a few additional quality of life buffs for Vel’Koz’s Tectonic Disruption.

E - Tectonic Disruption

  • Projectile Travel Time: 0.55 seconds (fixed) ⇒ 0.25-0.55 seconds (based on travel distance
  • Not So Fast: Vel’Koz’s E now creates its circular ability indicator 0.25 seconds after the ability was cast instead of immediately after casting

Jungle Damage Adjustments

With the Summoner's Rift map update making ganking generally more difficult, we want to make sure that champions who relied on ganking now have a strong fallback pattern of farming jungle camps. We're adjusting the damage contribution of jungle pets in order to close the gap between very fast clears like Graves or Karthus and slower clears like... pretty much every tank. The percent bonus damage from pets does not work on epic monsters, so a new cap has been added against epic monsters that roughly matches last patch's DPS tuning, since pet DPS is increasing otherwise.

As with all changes like this, it's hard to get a perfect read on every single possible jungler, plus the rest of the patch will certainly shake up champion power levels as well. We'll make sure to revisit these numbers if clears feel bad, but these changes should overall be a buff to mid-game clears for all the champions who were otherwise too slow to participate.
  • Champion Bonus Damage to Non-Epic Monsters: 42% ⇒ 25%
  • Pet Damage per Second: 15.5 (+10% bonus AD) (+12% AP) (+20% bonus Armor) (+20% bonus Magic Resistance) (+ 3% bonus Health) true damage ⇒ 20-90 (based on level) (+10% bonus AD) (+12% AP) (+20% bonus Armor) (+20% bonus Magic Resistance) (+ 3% bonus Health) true damage
  • NEWPet Damage per Second Cap vs Epic Monsters: 16-40 (based on level)

Items

As of patch 14.1 we are officially retiring Mythic items from League. If you’re curious about why we’re removing Mythic items, I’d recommend checking out this Quick Gameplay Thoughts here or if you’re more interested in some of the thinking and goals behind the updated item system you can check out one of our recent dev blogs, /Dev: 2024 Item Changes here!

To summarize, our main goal with this update is to reduce the power of items that were previously Mythic by converting them to Legendary which, while making ex-Mythic items less powerful, will allow for each champion’s unique gameplay to shine. Additionally, we want to ensure that each class is properly supported (like having Assassins items be early game skewed or giving mages better gold scaling) and to make each spell cast feel more important to players by lowering the overall amount of Haste items give.

We’ve got a lot of item descriptions to cover below, so see you on the other side! (Note: All Mythic item passives have been removed.)

Mage Items

The following items have been removed: Crown of the Shattered Queen, Everfrost, Leeching Leer, Demonic Embrace, and Stopwatch/Perfectly Timed Stopwatch

Riftmaker

  • Total Cost: 3000 gold
  • Item Recipe: Haunting Guise + Fiendish Codex + 800 gold
  • 80 Ability Power
  • 15 Ability Haste
  • 350 Health
  • Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage (max 10%). At maximum strength, gain 10% (melee) / 6% (ranged) Omnivamp.
  • Void Infusion: Gain 2% of your bonus health as Ability Power.
  • Omnivamp updated with the following: Omnivamp heals you for a percentage of damage you deal, with reduced effect (20% effectiveness) on minions and monsters. Additionally, Omnivamp heals you for the full amount with Pet or AOE damage.

Malignance

  • Total Cost: 2800 gold
  • Item Recipe: Lost Chapter + Fiendish Codex + 700 gold
  • 80 Ability Power
  • 20 Ability Haste
  • 600 Mana
  • Scorn: Gain 20 Ability Haste for your Ultimate.
  • Hatefog: Whenever you damage an enemy champion with your Ultimate, burn the ground beneath them for 3 seconds, dealing 60 (+6% AP) magic damage every second and reducing their Magic Resistance by (1 per user level) for as long as they are on the burning ground. (Note: Radius increases based on damage done 250 (+2^(Damage Amount/100)) ; with a maximum radius of 550.)

Luden’s Companion

  • Total Cost: 3000 gold
  • Item Recipe: Lost Chapter + Hextech Alternator + 700 gold
  • 90 Ability Power
  • 20 Ability Haste
  • 600 Mana
  • Load: Gain a Shot Charge every 3 seconds, up to a maximum of 6.
  • Fire: Damaging abilities consume all Shot charges to deal an additional 40 (+ 8% AP) magic damage to the target and one additional nearby target per charge. If there are insufficient targets in range, for each remaining Shot, repeat the damage on the primary target dealing 35% of the damage.

Stormsurge

  • Total Cost: 2900 gold
  • Item Recipe: Hextech Alternator + Aether Wisp + 950 gold
  • 100 Ability Power
  • 10 Magic Penetration
  • 5% Movement Speed
  • Passive - Stormraider: Dealing 35% of a champion's maximum health within 3 seconds applies Stormsurge to them and grants the user 25% movement speed for 2 seconds. 30 second cooldown.
  • Passive - Stormsurge: After 2 seconds, Stormsurge strikes the target with lightning, dealing 120-260 (based on level) (+ 40% AP) (melee) / 90-195 (+ 30% AP) (ranged) magic damage to them. If they die to the lightning or before the lightning strikes, it detonates immediately in a large area around them and you gain 30 gold.

Hextech Rocketbelt

  • Total Cost: 2500 gold
  • Item Recipe: Hextech Alternator + Kindlegem + 600 gold
  • 60 Ability Power
  • 300 Health
  • 15 Ability Haste
  • Active - Supersonic: Dash in a target direction, unleashing an arc of magic missiles that deal 175 (+15% AP) magic damage. 40 second cooldown.

Cosmic Drive

  • Total Cost: 3000 gold
  • Item Recipe: Kindlegem + Aether Wisp + Fiendish Codex + 450 gold
  • 80 Ability Power
  • 250 Health
  • 25 Ability Haste
  • 5% Movement Speed
  • Unique Passive - Spelldance: Damaging an enemy champion with an Ability grants 25-60 (based on level) movement speed.

Haunting Guise

  • Total Cost: 1300 gold
  • Item Recipe: Amplifying Tome + Ruby Crystal + 500 gold
  • 35 Ability Power
  • 200 Health
  • Passive - Madness: For each second in combat with enemy champions, deal 2% bonus damage (up to a maximum of 6%).

Hextech Alternator

  • Total Cost: 1100 gold
  • Item Recipe: Amplifying Tome + Amplifying Tome + 300 gold
  • 50 Ability Power
  • Passive - Revved: Damaging a champion deals an additional 50-125 (based on level) magic damage. 40 second cooldown.

Liandry’s Torment

  • Total Cost: 3000 gold
  • Item Recipe: Haunting Guise + Blasting Wand + 850 gold
  • 90 Ability Power
  • 300 Health
  • Passive - Torment: Dealing damage with abilities causes enemies to burn for 2% maximum health magic damage per second for 3 seconds.
  • Passive - Suffering: For each second in combat with enemy champions, gain 2% bonus damage (up to a max at 6% bonus damage).
  • Damage Cap to Monsters per Second: 100 ⇒ 50

Horizon Focus

  • Total Cost: 2700 gold
  • Item Recipe: Hextech Alternator + Fiendish Codex + 700 gold
  • 90 Ability Power
  • 20 Ability Haste
  • Passive - Hypershot: When you deal damage with Abilities to champions at 700 range or greater, reveal them for 6 seconds. Deal 10% increased damage to enemies revealed by Hypershot.
  • Passive - Focus: When revealing an enemy with Hypershot, reveal all other enemy champions within 1200 range of them for 2 seconds. 30 second cooldown.

Seeker’s Armguard

  • Total Cost: 1600 gold
  • Item Recipe: Amplifying Tome + Amplifying Tome + Cloth Armor + 500 gold
  • 45 Ability Power
  • 25 Armor
  • Active - Stasis: Use one time only to become Invulnerable and Untargetable for 2.5 seconds. The user is prevented from taking any other actions during this time (transforms into Shattered Armguard on use).

Cryptbloom

  • Total Cost: 2850 gold
  • Item Recipe: Blighting Jewel + Fiendish Codex + 850 gold
  • 60 Ability Power
  • 10 Ability Haste
  • 30% Magic Penetration
  • Passive - Life From Death: Whenever you get a takedown on an enemy champion within 3 seconds of damaging them, create a healing nova on their location that heals allies for 50 (+50% AP). 60 second cooldown.

Shadowflame

  • Total Cost: 3200 gold
  • Item Recipe: Needlessly Large Rod + Hextech Alternator + 850 gold
  • 120 Ability Power
  • 10 Magic Penetration
  • Passive - Cinderbloom: Magic damage and true damage critically strikes enemies below 35% health, dealing 20% increased damage (increased to 30% increased damage for damage over time and pet effects).

Amplifying Tome

  • Cost: 435 ⇒ 400 gold
  • Ability Power: 20 ⇒ 20 (unchanged)

Blasting Wand

  • Cost: 850 gold (unchanged)
  • Ability Power: 40 ⇒ 45

Needlessly Large Rod

  • Cost: 1250 gold (unchanged)
  • Ability Power: 60 ⇒ 70

Zhonya’s Hourglass

  • Cost: 3000 ⇒ 3250 gold
  • Item Recipe: Needlessly Large Rod + Seeker's Armguard + 400 gold
  • Ability Power: 80 ⇒ 120
  • Armor: 45 ⇒ 50
  • Ability Haste: 15 ⇒ 0
  • Unique Passive - Stasis: Unchanged

Banshee’s Veil

  • Cost: 2600 ⇒ 3100 gold
  • Item Recipe: Needlessly Large Rod + Verdant Barrier + 50 gold
  • Ability Power: 80 ⇒ 120
  • Magic Resistance: 45 ⇒ 50
  • Ability Haste: 10 ⇒ 0
  • Passive - Annul: Grants a Spell Shield that blocks the next enemy Ability. 30 second cooldown. Cooldown is restarted when damage is taken from champions.

Verdant Barrier

  • Total Cost: 1000 ⇒ 1800 gold
  • Item Recipe: Amplifying Tome + Amplifying Tome + Null-Magic Mantle + 550 gold
  • Ability Power: 20 ⇒ 40
  • Magic Resistance: 25 ⇒ 30
  • Passive - Annul: Grants a Spell Shield that blocks the next enemy Ability. 60 second cooldown. Cooldown is restarted when damage is taken from champions.

Archangel’s Staff

  • Total Cost: 3000 gold (unchanged)
  • Item Recipe: Needlessly Large Rod + Kindlegem + Tear of the Goddess + 550 gold ⇒ Lost Chapter + Fiendish Codex + Tear of the Goddess + 500 gold
  • Ability Power: 70 ⇒ 80
  • 20 Ability Haste: 10 ⇒ 20
  • Mana 500 ⇒ 600
  • Passive - Awe: Gain Ability Power equal to 1% bonus Mana
  • Passive - Mana Charge: Strike a target with an Ability to consume a charge and gain 5 mana, doubled if the target is a champion. Grants a maximum of 860 mana at which point this item transforms into Seraph's Embrace. Gain a new Mana Charge every 8 seconds (maximum of 5 charges).
  • This item transforms into Seraph’s Embrace at 360 bonus mana.

Seraph’s Embrace

  • Ability Power: 70 ⇒ 80
  • Ability Haste: 10 ⇒ 20
  • Mana: 860 ⇒ 1000
  • REMOVEDHealth: 200 ⇒ 0
  • Passive - Awe: Gain Ability Power equal to 2% bonus Mana.
  • Passive - Lifeline: Upon taking damage that would reduce your Health below 30%, gain a 250 (+20% current mana) shield for 3 seconds. 90 second cooldown.

Rabadon’s Deathcap

  • Total Cost: 3600 gold (unchanged)
  • Item Recipe: Needlessly Large Rod + Needlessly Large Rod + 1100 gold (unchanged)
  • Ability Power: 120 ⇒ 140
  • Unique Passive - Magical Opus: Increase your Ability Power by 40% ⇒ Increase your Ability Power by 35%

Void Staff

  • Total Cost: 2800 ⇒ 3000 gold
  • Item Recipe: Blighting Jewel + Blasting Wand + 850 gold ⇒ Blighting Jewel + Blasting Wand + 1050 gold
  • Ability Power: 65 ⇒ 80
  • Magic Penetration: 40% (unchanged)

Rod of Ages

  • Total Cost: 2800 ⇒ 2600 gold
  • Item Recipe: Blasting Wand + Catalyst of the Aeons + Amplifying Tome + 215 gold ⇒ Blasting Wand + Catalyst of the Aeons + 550 gold
  • Ability Power: 60 ⇒ 50
  • Health: 400 ⇒ 350
  • Mana: 400 ⇒ 300
  • This item gains 20 Health, 20 Mana, and 4 Ability Power every 60 seconds up to 10 times, for a maximum of 200 Health, 200 Mana, and 40 Ability Power. Upon reaching maximum stacks, gain a level.
  • Passive - Eternity: Restore Mana equal to 7% of premitigation damage taken from champions, and Health equal to 25% of Mana spent, up to 20 Health per cast, per second
  • REMOVEDRemoved: For every 200 healing or mana restored with Eternity, gain 35% bonus movement speed that decays over 3 seconds.

Catalyst of Aeons

  • Total Cost: 1300 gold
  • Item Recipe: Ruby Crystal + Sapphire Crystal + 550 gold
  • Health: 300 ⇒ 350
  • Mana: 300 ⇒ 300
  • Passive - Eternity: Restore Mana equal to 7% of premitigation damage taken from champions, and Health equal to 25% of Mana spent, up to 20 Health per cast, per second

Lich Bane

  • Total Cost: 3000 ⇒ 3100 gold
  • Item Recipe: Sheen +Aether Wisp + Fiendish Codex + 550 gold ⇒ Sheen + Hextech Alternator + Aether Wisp + 150 gold
  • Ability Power: 85 ⇒ 100
  • Ability Haste: 15 (unchanged)
  • Bonus Movement Speed: 8% (unchanged)
  • Unique Passive - Spellblade: After using an Ability, your next Attack is enhanced with an additional 75% base AD (+ 50% AP) magic damage ⇒ After using an Ability, your next Attack is enhanced with an additional 100% base AD + 50% AP magic damage.
  • NEWSpellblade now grants 50% Attack Speed while available.

Nashor’s Tooth

  • Total Cost: 3200 ⇒ 3000 gold
  • Item Recipe: Recurve Bow + Blasting Wand + Fiendish Codex + 750 gold ⇒ Recurve Bow + Blasting Wand + Fiendish Codex + 550 gold
  • Ability Power: 100 ⇒ 90
  • Ability Haste: 15 (unchanged)
  • Attack Speed: 50% (unchanged)
  • Unique Passive - Icathian Bite: Unchanged

Morellonomicon

  • Total Cost: 3000 ⇒ 2200 gold
  • Item Recipe: Oblivion Orb + Hextech Alternator + Amplifying Tome + 715 gold ⇒ Oblivion Orb + Fiendish Codex + 500 gold
  • Ability Power: 90 (unchanged)
  • NEWAbility Haste: 15
  • REMOVEDMagic Penetration: 10 ⇒ 0
  • REMOVEDHealth: 200 ⇒ 0
  • Unique Passive - Affliction: Unchanged

Fighter and Diver Items

The following items have been removed: Goredrinker, Divine Sunderer, Silvermere Dawn, and Ironspike Whip

Hullbreaker

  • Total Cost: 3000 gold
  • Item Recipe: Tunneler + Rectrix + Pickaxe + 125 gold
  • 65 Attack Damage
  • 350 Health
  • 5% Movement Speed
  • Passive - Skipper: Every fifth basic attack against Champions and Epic Monsters deals 140% (melee) /70% (ranged) base AD (+3.5% maximum health bonus physical damage), increased to 400%/200% (+ 7% maximum health) bonus physical damage against structures.
  • Passive - Boarding Party: Nearby allied Siege and Super Minions gain 20-135 (melee, based on level) /10-68 (ranged, based on level) bonus Armor and Magic Resistance.

Blade of the Ruined King

  • Total Cost: 3200 gold
  • Item Recipe: Vampiric Scepter + Pickaxe + Recurve Bow + 725 Gold
  • 40 Attack Damage
  • 25% Attack Speed
  • 8% Lifesteal
  • Passive: Mist's Edge: Attacks apply an additional 12% (melee) /9% (ranged) enemy current Health physical damage on-hit.
  • Passive: Clawing Shadows: Your first basic attack against an enemy champion slows them by 30% for 1 second (15 second cooldown).

Phage

  • Total Cost: 1100 gold
  • Item Recipe: Ruby Crystal + Longsword + 350 Gold
  • 15 Attack Damage
  • 200 Health
  • Passive: Attacking a unit grants 20 Movement Speed for 2 seconds.

Eclipse

  • Total Cost: 2800 gold
  • Item Recipe: Pickaxe + Long Sword + Caulfield’s Warhammer + 800 gold
  • 70 Attack Damage
  • 15 Ability Haste
  • Passive - Ever Rising Moon: Hitting a champion with 2 separate attacks or abilities within 1.5 seconds deals 8%/4% max health bonus physical damage and grants you a 160 (+40% bonus AD) (melee)/ 80 (+20% bonus AD) (ranged) shield for 2 seconds (6 second cooldown).

Spear of Shojin

  • Total Cost: 3100 gold
  • Item Recipe: Pickaxe + Kindlegem + Caulfield's Warhammer + 525 Gold
  • 55 Attack Damage
  • 300 Health
  • 20 Ability Haste
  • Passive: Your Non-Ultimate spells gain 15 Ability Haste.
  • Passive: Spell hits grant stacks. Your spells deal 3% increased damage for each stack. (Maximum of 4 stacks)

Ravenous Hydra

  • Total Cost: 3300 gold
  • Item Recipe: Tiamat + Caulfield’s Warhammer + Vampiric Scepter + 200 gold
  • 70 Attack Damage
  • 20 Ability Haste
  • 10% Lifesteal
  • Active - Ravenous Crescent: Deal 100% total Attack Damage physical damage to nearby enemies within 450 units. This damage applies Lifesteal. 10 second cooldown.
  • Passive - Cleave: Attacks deal 40% AD (melee) / 20% AD (ranged) damage to other units within 350 units of the target hit.

Titanic Hydra

  • Total Cost: 3300 gold
  • Item Recipe: Tiamat + Tunneller + Ruby Crystal + 600 gold
  • 55 Attack Damage
  • 550 Health
  • Passive - Colossus: Basic attacks deal 4 +1.5% maximum health (melee)/ 3 +1.125% maximum health (ranged) bonus physical damage on-hit to your target and 40 +3% maximum health (melee)/ 30 +2.25% maximum health (ranged) bonus physical damage to other enemies in a cone on-hit. Cleave's damage also applies to structures.
  • Active - Crescent: On your next attack, Cleave will deal 6%(melee)/3%(ranged) maximum Health bonus physical damage to your target and 9%(melee)/4.5%(ranged) maximum Health bonus physical damage for the shockwave.

Tiamat

  • Total Cost: 1200 gold
  • Item Recipe: Long Sword + Long Sword + 550 gold
  • 20 Attack Damage
  • Passive - Cleave: Attacks deal 40% AD (melee) / 20% AD (ranged) damage to other units within 450 units of the target hit.
  • Active - Crescent: Deal 80% physical damage to nearby enemies within 450 units. 10 second cooldown.

Hearthbound Axe

  • Total Cost: 1200 gold
  • Item Recipe: Dagger + Longsword + Dagger + 250 gold
  • 25% Attack Speed
  • 20 Attack Damage

Stridebreaker

  • Total Cost: 3100 gold
  • Item Recipe: Phage + Pickaxe + Dagger + 825 gold
  • 50 Attack Damage
  • 20% Attack Speed
  • 400 Health
  • Active - Breaking Shockwave: Slow nearby enemies by 30% and gain 30% bonus Movement Speed per champion hit that decays over 3 seconds. Can move while casting (15 second cooldown).
  • Passive - Temper: Dealing physical damage grants 20 bonus Move Speed for 2 seconds.

Experimental Hexplate

  • Total Cost: 3000 gold
  • Item Recipe: Tunneler + Noonquiver + 600 gold
  • 55 Attack Damage
  • 20% Attack Speed
  • 300 Health
  • Passive: Gain 30 ultimate ability haste.
  • Passive: After casting your ultimate, gain 35% attack speed and 15% bonus movement speed for 7 seconds.

Sundered Sky

  • Total Cost: 3100 gold
  • Item Recipe: Tunneler + Caulfield’s Warhammer + 900 gold
  • 55 Attack Damage
  • 300 Health
  • 15 Ability Haste
  • Passive - Lightshield Strike: The first attack against a champion will critically strike and heal for 140% base AD (+6% of missing health).

Tunneler

  • Total Cost: 1100 gold
  • Item Recipe: Long Sword + Ruby Crystal + 350 gold
  • 15 Attack Damage
  • 250 Health

Steel Sigil

  • Total Cost: 1200 gold
  • Item Recipe: Longsword + Cloth Armor + 550 gold
  • 15 Attack Damage
  • 30 Armor

Wit’s End

  • Total Cost: 3200 ⇒ 2800 gold
  • Item Recipe: Hearthbound Axe + Null-Magic Mantle + Recurve Bow + 950 gold ⇒ Recurve Bow + Negatron Cloak + Dagger + 900 gold
  • Attack Speed: 40% ⇒ 55%
  • Magic Resist: 40 ⇒ 50
  • REMOVEDAttack Damage: 40 ⇒ 0
  • NEWTenacity: 0 ⇒ 20%
  • Passive - Fray: Attacks apply 15-80 (based on level) bonus magic damage on-hit and grant the user 20 bonus movement speed for 2 seconds ⇒ Attacks apply 15-80 (based on level) bonus magic damage on-hit

Trinity Force

  • Total Cost: 3333 gold (unchanged)
  • Item Recipe: Sheen + Hearthbound Axe + + Kindlegem + 733 gold ⇒ Sheen + Phage + Hearthbound Axe + 33 gold
  • Attack Damage: 40 ⇒ 45
  • Health: 300 (unchanged)
  • Attack Speed: 33% (unchanged)
  • Ability Haste: 20 (unchanged)
  • Passive - Spellblade: After using an Ability, your next Attack is enhanced with additional 200% base AD physical damage on-hit (1.5 (begins after using the empowered attack) second cooldown).
  • NEWPassive - Quicken: Attacking a unit grants 20 Move Speed for 2 seconds.
  • REMOVEDPassive - Threefold Strikes: Removed

Black Cleaver

  • Total Cost: 3100 ⇒ 3000 gold
  • Item Recipe: Phage + Kindlegem + Long Sword + 850 Gold ⇒ Phage + Kindlegem + Long Sword + 750 Gold
  • Health: 400 (unchanged)
  • Attack Damage: 50 ⇒ 55
  • Ability Haste: 30 ⇒ 20
  • Passive - Carve: Dealing physical damage to an enemy champion reduces their armor by 5%, stacking up to 6 times. ⇒ Dealing physical damage to an enemy champion reduces their armor by 4%, stacking up to 6 times.
  • Passive - Rage: Attacking a unit grants 20 Move Speed for 2 seconds. (Note: there is no longer a movement speed correlation between Rage and the number of Carve stacks acquired.)

Sterak’s Gage

  • Total Cost: 3000 gold (unchanged)
  • Item Recipe: Pickaxe + Phage + Ruby Crystal + 625 gold ⇒ Pickaxe+ Tunneler + Ruby Crystal + 625 gold
  • Health: 450 ⇒ 400
  • NEWTenacity: 20%
  • Passive: Gain bonus Attack Damage equal to 50% base Attack Damage (unchanged)
  • Passive: Upon taking damage that would reduce you below 30% health, gain a 80% Bonus Health shield, decaying over 4.5 seconds and gain 25% size and 30% tenacity for 8 seconds ⇒ Upon taking damage that would reduce you below 30% health, gain a 80% Bonus Health shield, decaying over 4.5 seconds and gain 10% size for 8 seconds.

Tank and Support Tank Items

The following items have been removed: Turbo Chemtank, Radiant Virtue, Gargoyle’s Stoneplate, Aegis of the Legion, Evenshroud, Radiant Virtue, and Lifewell Pendant

Hollow Radiance

  • Total Cost: 2800 gold
  • Item Recipe: Bami's Cinder + Spectre's Cowl + 550 gold
  • 600 Health
  • 40 Magic Resistance
  • 100% Base Health Regeneration
  • Passive - Immolate: Taking or dealing damage causes you to begin dealing 10 (+1.75% bonus health) magic damage per second to nearby enemies (increased by 25% against minions) for 3 seconds. Taking or dealing damage refreshes the duration of this effect.
  • Passive - Desolate: Killing an enemy (non-ward, non-structure) deals 20 (+3.5% bonus health) magic damage in an area around them.

Unending Despair

  • Total Cost: 2800 gold
  • Item Recipe: Chain Vest + Kindlegem + Ruby Crystal + 800 gold
  • 400 Health
  • 55 Armor
  • 10 Ability Haste
  • Passive - Anguish: While in combat with champions, every 7 seconds, deal 30-50 (based on level) (+3% bonus health) magic damage to nearby enemy champions within 650 units, healing for 250% of the damage dealt.

Kaenic Rookern

  • Total Cost: 2900 gold
  • Item Recipe: Spectre's Cowl + Negatron Cloak + 750 gold
  • 400 Health
  • 80 Magic Resistance
  • 150% Base Health Regeneration
  • Passive - Magebane: After not taking damage from champions for 12 seconds, gain a magic shield for 20% of your maximum health.

Heartsteel

  • Total Cost: 3000 gold
  • Item Recipe: Giant's Belt + Crystalline Bracer + Ruby Crystal + 900 gold
  • 800 Health
  • 200% Base Health Regeneration
  • Passive - Colossal Consumption: Charge up a powerful attack against a champion over 3 seconds while within 700 range of them. The charged attack deals 100 (+10% of health from Items) bonus physical damage, and grants you 12% of that value as permanent maximum health. 30 second cooldown per target.
  • Passive - Goliath: For each 100 maximum health, gain 3% increased size, up to 30%.

Trailblazer (formerly known as Go Fast with Friends)

  • Total Cost: 2400 gold
  • Item Recipe: Winged Moonplate + Chain Vest + 700 gold
  • 250 Health
  • 40 Armor
  • 5% Bonus Movement Speed
  • Passive - Lead the Way: While moving, build up to 20 bonus Move Speed. At maximum stacks, leave a trail that raises allied champions' movespeed by 15% of your Movement Speed. Your next Attack discharges built up Move Speed; for Melee champions at top speed, the Attack also Slows the target by 50% for 1 second.

Zeke’s Convergence

  • Total Cost: 2200 gold
  • Item Recipe: Kindlegem + Glacial Shroud + 500 gold
  • 200 Health
  • 250 Mana
  • 30 Armor
  • 20 Ability Haste
  • Passive - Convergence: When you cast your Ultimate, gain an ice storm around yourself for 5 seconds. The storm deals 50 magic damage per second and slows enemies inside for 30%. (45 second cooldown)

Locket of the Iron Solari

  • Total Cost: 2200 gold
  • Item Recipe: Lifewell Pendant + Null-Magic Mantle + 800g ⇒ Kindlegem + Cloth Armor + Null-Magic Mantle + 650 gold
  • 200 Health
  • 30 Magic Resistance
  • 30 Armor
  • Ability Haste: 20 ⇒ 10
  • Active - Devotion: Grant nearby allies a 200 - 360 (ally level scaling) Shield, decaying over 2.5 seconds (90 second cooldown).
  • REMOVEDPassive - Consecrate: Passively grant nearby allies armor and magic resistance

Warmog’s Armor

  • Total Cost: 3000 ⇒ 3100 gold
  • Item Recipe: Giant's Belt + Crystalline Bracer + Kindlegem + 500 gold ⇒ Giant's Belt + Crystalline Bracer + Winged Moonplate + 600 gold
  • Health: 800 ⇒ 750
  • Base Health Regeneration: 200% (unchanged)
  • NEWMovement Speed: 5%
  • REMOVEDAbility Haste: 10 ⇒ 0
  • Passive - Warmog's Heart: If you have at least 1100 bonus health, restore health per second if damage hasn't been taken within 6 seconds (3 seconds for non-Champions) ⇒ If you have at least 1300 bonus health, restore health per second and gain 10% Movement Speed if damage hasn't been taken within 6 seconds (3 seconds for non-Champions)

Jak’Sho the Protean

  • Total Cost: 3200 gold
  • Item Recipe: Aegis of the Legion + Kindlegem + Ruby Crystal + 800 gold ⇒ Chain Vest + Negatron Cloak + Ruby Crystal + 1100 gold
  • Health: 400 ⇒ 300
  • Armor: 30 ⇒ 50
  • Magic Resistance: 30 ⇒ 50
  • REMOVEDAbility Haste: 20 ⇒ 0
  • Passive - Voidborn Resilience: For each second in champion combat, gain a stack, up to a maximum of 5 stacks. At maximum stacks become empowered, increasing your bonus resists by 30% until end of combat.

Dead Man’s Plate

  • Total Cost: 2900 gold (unchanged)
  • Item Recipe: Winged Moonplate + Chain Vest + Ruby Crystal + 1100 gold (unchanged)
  • Health: 300 (unchanged)
  • Armor: 45 (unchanged)
  • Movement Speed: 5% (unchanged)
  • Passive - Shipwrecker: While moving, build up to 40 bonus Move Speed. Your next Attack discharges built up Move Speed to deal up to 40 (+100% base AD) bonus physical damage. At maximum stacks, the target is also slowed by 50% ⇒ While moving, build up to 40 bonus Move Speed. Your next Attack discharges built up Move Speed to deal up to 40 (+100% base AD) bonus physical damage
  • NEWPassive - Unsinkable: The strength of movement slowing effects on you is reduced by 25%.

Randuin’s Omen

  • Total Cost: 2700 gold (unchanged)
  • Item Recipe: Warden's Mail + Giant's Belt + 800 gold (unchanged)
  • Health: 400 (unchanged)
  • Armor: 60 ⇒ 55
  • Passive - Rock Solid: Every first incoming instance of post-mitigation basic attack damage is reduced by 5 (+3.5 per 1000 maximum health), maximum 20% reduction per attack. (unchanged)
  • Passive - Critical Resilience: Critical Strikes deal 25% less damage to you ⇒ Critical Strikes deal 30% less damage to you.

Force of Nature

  • Total Cost: 2800 gold (unchanged)
  • Item Recipe: Negatron Cloak + Winged Moonplate + Ruby Crystal + 700 gold (unchanged)
  • Health: 400 (unchanged)
  • Magic Resistance: 60 ⇒ 55
  • Movement Speed: 5% (unchanged)
  • Passive - Absorb: Taking magic damage from enemy Champions grants a stack of Steadfast (up to a maximum of 8) for 7 seconds. Enemy Immobilizing effects grant an additional 2 stacks. One spell can add a new stack of Steadfast every 1 second.
  • Dissipate: While at 8 stacks of Steadfast, gain 70 Magic Resist and 10% increased Movement Speed.

Iceborn Gauntlet

  • Total Cost: 3000 ⇒ 2600 gold
  • Item Recipe: Sheen + Kindlegem + Chain Vest + 700 gold ⇒ Sheen + Ruby Crystal + Chain Vest + 600 gold
  • Health: 400 ⇒ 300
  • Armor: 50 (unchanged)
  • Ability Haste: 20 ⇒ 15
  • Passive - Spellblade: After using an ability, your next attack is enhanced with an additional 100% base Attack Damage physical damage and creates a frost field for 2.5 seconds. Enemies that move across the field are also Slowed by 15% (+4% per 1000 health) [melee] / 10% (+2% per 1000 health) [ranged]. Your primary target is slowed for double the amount and has their damage against you reduced by 10% for 2.5 seconds (1.5 (begins after using the empowered attack) second cooldown) ⇒ After using an ability, your next attack is enhanced with an additional 100% base Attack Damage physical damage and creates a frost field for 2 seconds. Enemies that move across the field are also Slowed by 20% (+ 4% per 1000 health) [melee] / 10% (+ 2% per 1000 health) [ranged]

Winter’s Approach / Fimbulwinter

  • Total Cost: 2600 ⇒ 2400 gold
  • All other stats unchanged

Sunfire Aegis

  • Total Cost: 2700 gold (unchanged)
  • Item Recipe: Bami's Cinder + Chain Vest + 900 gold (unchanged)
  • Health: 500 ⇒ 450
  • Armor: 50 (unchanged)
  • Unique Passive - Immolate: Taking or dealing damage causes you to begin dealing 15 (+ 1.75% bonus health) magic damage per second to nearby enemies (increased by 25% against minions) for 3 seconds. Taking or dealing damage refreshes the duration of this effect. Damaging champions or epic jungle monsters with this effect adds a stack, increasing subsequent Immolate damage by 10% for 5 seconds, stacking up to 6 times for a total 60% increase ⇒ Taking or dealing damage causes you to begin dealing 12 (+ 1.75% bonus health) magic damage per second to nearby enemies (increased by 25% against minions) for 3 seconds. Taking or dealing damage refreshes the duration of this effect. Damaging champions or epic jungle monsters with this effect adds a stack, increasing subsequent Immolate damage by 10% for 5 seconds, stacking up to 6 times for a total 60% increase

Knight’s Vow

  • Total Cost: 2200 gold (unchanged)
  • Item Recipe: Lifewell Pendant + Crystalline Bracer + 350 gold ⇒ Kindlegem + Chain Vest + 600 gold
  • Health: 350 ⇒ 300
  • Armor: 25 ⇒ 45
  • Ability Haste: 15 (unchanged)
  • REMOVEDBase Health Regeneration: 125% ⇒ 0
  • Passive/Active: Unchanged

Frozen Heart

  • Total Cost: 2700 ⇒ 2300
  • Item Recipe: Warden’s Mail + Glacial Buckler + 400 gold
  • Armor: 90 ⇒ 70
  • Ability Haste: 20 (unchanged)
  • Mana: 400 (unchanged)
  • Unique Passive - Rock Solid and Winter’s Caress: Unchanged

Assassin Items

In previous Seasons AD Assassins tended to purchase one or two Lethality items before pivoting into other options in the AD system, particularly fighter items. We believe Assassins are at their best when they're highly lethal but highly fragile anti-carry, and when they have fighter builds they tend to not be satisfying their own fantasies on top of being more frustrating and harder to deal with for enemies.

Our goals with these changes are to remove some of the more potent defensive tools assassins were accessing (like Duskblade or Eclipse) and open them up to stronger snowballing through the Assassin system with the lethality purchases. We've also removed their ability to stack Black Cleaver and Last Whisper items so that Assassins don't end up as premium killers of bruisers and reasonably effective against tanks as we believe armor should be an effective purchase into Assassins.
  • Lethality has been adjusted to be 1 Armor Penetration per 1 point of Lethality rather than 0.6-1 Armor Penetration per Lethality based on level
  • The following items have been removed: Duskblade of Draktharr and Prowler’s Claw

Voltaic Cyclosword

  • Total Cost: 2900 gold
  • Item Recipe: The Brutalizer + Kircheis Shard + 863 gold
  • 55 Attack Damage
  • 18 Lethality
  • 15 Ability Haste
  • Passive - Energized: Moving and Attacking will generate an Energized Attack. Dashes and Stealth stack Energized 75% faster.
  • Passive - Firmament: Your Energized Attack applies 100 bonus physical damage and Slows enemies for 99% for 0.75 seconds (20% for ranged users).

Profane Hydra

  • Total Cost: 3400 gold
  • Item Recipe: Tiamat + The Brutalizer + 813 gold
  • 60 Attack Damage
  • 18 Lethality
  • 20 Ability Haste
  • Active - Heretical Slash: Deal 80% total Attack Damage physical damage to nearby enemies. This damage increases to 120% total Attack Damage physical damage to enemies below 30% health.
  • Passive - Cleave: Attacks deal 40% AD (melee) / 20% AD (ranged) damage to other units within 450 units of the target hit.

Hubris

  • Total Cost: 3000 gold
  • Item Recipe: Serrated Dirk + Caulfield's Warhammer + 900 gold
  • 60 Attack Damage
  • 18 Lethality
  • 15 Ability Haste
  • Passive - Ego: When you kill an enemy champion you are granted a statue of yourself, if you already have a statue this statue upgrades.
  • Passive - Eminence: When a champion that you have damaged within the last 3 seconds dies, gain 10 (+1 per rank of Statue) Attack Damage for 60 seconds.

Opportunity

  • Total Cost: 2700 gold
  • Item Recipe: Serrated Dirk + Rectrix + 800 gold
  • 55 Attack Damage
  • 18 Lethality
  • 5% Movement Speed
  • Passive - Preparation: After being out of combat with Champions for 8 seconds gain 5-10 Lethality (based on level). This Lethality lasts for 3 seconds after dealing damage to champions.
  • Passive - Extraction: If a champion dies within 3 seconds of damaging them, gain 150 decaying movement speed for 1.5 seconds.

Rectrix

  • Total Cost: 900 gold
  • Item Recipe: Long Sword + 550 gold
  • 20 Attack Damage
  • 4% Movement Speed

The Brutalizer

  • Total Cost: 1337 gold
  • Item Recipe: Glowing Mote + Pickaxe + 212 gold
  • 25 Attack Damage
  • 10 Ability Haste
  • 8 Lethality

Serylda’s Grudge

  • Total Cost: 3200 gold
  • Item Recipe: Brutalizer + Last Whisper + 413 gold
  • 45 Attack Damage
  • 15 Lethality
  • 15 Ability Haste
  • Passive - Rancor: Gain 20 (+11% of Lethality) Armor Penetration
  • Passive - Bitter Cold: Damaging abilities slow enemies with 50% or less of their maximum health by 30% for 1 second

Serrated Dirk

  • Total Cost: 1100 ⇒ 1000
  • Item Recipe: Long Sword + Long Sword + 400 gold ⇒ Long Sword + Long Sword + 300g
  • Attack Damage: 30 ⇒ 25
  • Unique Passive - Gouge: Unchanged

Youmuu’s Ghostblade

  • Total Cost: 3100 ⇒ 2700 gold
  • Item Recipe: Serrated Dirk + Caulfield's Warhammer + 900 gold ⇒ Serrated Dirk + Rectrix + 1100 gold
  • Attack Damage: 60 (unchanged)
  • Lethality: 18 (unchanged)
  • REMOVEDAbility Haste: 15 ⇒ 0
  • Active - Wraith Step: Gain 25% movement speed and ghosting for 6 seconds ⇒ Gain 20% movement speed and ghosting for 6 seconds
  • Passive - Haunt: Gain 40 Move Speed while out of combat (Note: the Spectral Shard mechanic has been removed

Axiom Arc

  • Total Cost: 3000 (unchanged)
  • Item Recipe: Serrated Dirk + Caulfield's Warhammer + 800 gold ⇒ The Brutalizer + Caulfield's Warhammer + 563g
  • Attack Damage: 55 (unchanged)
  • Lethality: 18 (unchanged)
  • Ability Haste: 25 (unchanged)
  • Passive - Flux: Whenever a Champion dies within 3 seconds of you having damaged them, refund 10 (+0.4% per 1 Lethality) of your Ultimate Ability's total cooldown ⇒ Whenever a Champion dies within 3 seconds of you having damaged them, refund 10 (+30% Lethality) of your Ultimate Ability's total cooldown

Umbral Glaive

  • Total Cost: 2300 ⇒ 2600
  • Item Recipe: Serrated Dirk + Long Sword + Long Sword + 500 gold ⇒ Serrated Dirk + Caulfield's Warhammer + 500 gold
  • Attack Damage: 50 (unchanged)
  • Lethality: 13 ⇒ 15
  • Ability Haste: 15 (unchanged)
  • Passive - Blackout: When spotted by an enemy Ward, reveal traps and disable Wards around you for 8 seconds (50 second cooldown). Attacks do 2 (melee)/ 1 (ranged) damage to Wards ⇒ When spotted by an enemy Ward, reveal traps and disable Wards around you for 8 seconds (50 second cooldown). Attacks do 3 (melee)/ 2 (ranged) damage to Wards

Serpent’s Fang

  • Total Cost: 2600 ⇒ 2500
  • Item Recipe: Serrated Dirk + Pickaxe + 625 gold ⇒ Serrated Dirk + Pickaxe + 525 gold
  • Attack Damage: 55 (unchanged)
  • Lethality: 15 (unchanged)
  • Ability Haste: 15 (unchanged)
  • Unique Passive - Shield Reaver: Unchanged

Marksmen Items

The following items have been removed: Rageknife and Galeforce

Terminus

  • Total Cost: 3000 gold
  • Item Recipe: Recurve + B.F. Sword + Dagger + 700 gold
  • 40 Attack Damage
  • 30% Attack Speed
  • Passive - Shadow: Attacks apply 30 magic damage on-hit.
  • Passive - Juxtaposition: Alternate between Light and Dark on-hits each attack. Light attacks grant 3-5 armor and magic resist (up to 15-25) for 5 seconds. Dark attacks grant 6% armor penetration and magic penetration (up to 30%) for 5 seconds.

Guinsoo’s Rageblade

  • Total Cost: 3200 ⇒ 3000 gold
  • Item Recipe: Rageknife + Pickaxe + Amplifying Tome + 690 gold ⇒ Amplifying Tome + Hearthbound Axe + Long Sword + 1050 gold
  • Attack Damage: 30 (unchanged)
  • Ability Power: 30 (unchanged)
  • Attack Speed: 25% (unchanged)
  • Passive - Wrath: Attacks deal 30 bonus magic damage on-hit. You convert every 1% critical strike chance into 1.5 additional bonus magic damage on-hit, capped at 100% critical strike chance, for a maximum of 180 bonus magic damage on-hit. This damage is affected by Critical strike modifiers ⇒ Attacks deal 30 bonus magic damage on-hit. Critical Strike conversion removed.
  • Passive - Seething Strike: Basic attacks grant 8% Attack Speed, stacking up to 4 times for a maximum of 32% Attack Speed. While fully stacked, every third Attack applies your On-Hit effects twice. (Note: Phantom Hit’s synergy with Kraken Slayer has been reintroduced.)

Infinity Edge

  • Total Cost: 3400 ⇒ 3300 gold
  • Item Recipe: B.F. Sword + Pickaxe + Cloak of Agility + 625 gold ⇒ B.F. Sword + Pickaxe + Cloak of Agility + 525 gold
  • Critical Strike Damage: 45% ⇒ 40%
  • Attack Damage: 65 (unchanged)
  • Critical Strike Chance: 20% (unchanged)

Navori Quickblades

  • Total Cost: 3400 ⇒ 3300 gold
  • Item Recipe: B.F. Sword + Caulfield's Warhammer + Cloak of Agility + 400 gold ⇒ Pickaxe + Caulfield’s Warhammer + Cloak of Agility + 725 gold
  • Attack Damage: 65 ⇒ 60
  • Ability Haste: 15%
  • Critical Strike Chance: 20% (unchanged)
  • Unique Passive - Transcendence: Your attacks reduce your non-ultimate ability cooldowns by 15% of their remaining cooldown ⇒ Your attacks reduce your non-ultimate ability cooldowns by 12% of their remaining cooldown
  • Passive - Impermanence: Unchanged

Guardian Angel

  • Total Cost: 3000 ⇒ 3200 gold
  • Item Recipe: B.F. Sword + Chain Vest + Stopwatch + 150 gold ⇒ B.F. Sword + Steel Sigil + 950 gold
  • Armor: 40 ⇒ 45
  • Attack Damage: 45 ⇒ 55 Attack
  • Passive - Rebirth: Upon taking lethal damage, restore 50% of base health and restore 30% of maximum mana. 300 second cooldown ⇒ Upon taking lethal damage, restores 50% of base health and 100% of maximum mana after 4 seconds of stasis. 300 second cooldown.

Immortal Shieldbow

  • Total Cost: 3000 gold (unchanged)
  • Item Recipe: Pickaxe + Cloak of Agility + Vampiric Scepter + 625 gold (unchanged)
  • Attack Damage: 50 (unchanged)
  • Critical Strike Chance: 20% (unchanged)
  • Lifesteal: 10% ⇒ 12%
  • Passive - Lifeline: Upon taking damage that would reduce you below 30% health, gain a 290 - 500 health shield for 3 seconds ⇒ Upon taking damage that would reduce you below 30% health, gain a 320-530 health shield for 3 seconds. Attack speed bonus upon triggering Lifeline has been removed.

Kraken Slayer

  • Total Cost: 3000 gold (unchanged)
  • Item Recipe: Noonquiver + Cloak of Agility + Recurve Bow + 400 gold (unchanged)
  • Attack Damage: 40 (unchanged)
  • Attack Speed: 30% ⇒ 35%
  • Critical Strike Chance: 20% (unchanged)
  • Passive - Bring it Down: Unchanged (Note: Kraken Slayer’s interaction with Guinsoo’s Rageblade’s Phantom Hits passive is being reintroduced)

Lord Dominik’s Regards

  • Total Cost: 3000 gold (unchanged)
  • Item Recipe: Last Whisper + Cloak of Agility + 950 gold (unchanged)
  • Attack Damage: 35 ⇒ 40
  • Armor Penetration: 30% (unchanged)
  • Critical Strike Chance: 20% (unchanged)
  • Passive - Giant Slayer: Deal up to 22% bonus damage against enemy champions with greater maximum health than you. Maximum damage increase reached when health difference is greater than 2500 ⇒ Deal up to 15% bonus physical damage to champions with greater maximum health than you. Maximum damage increase reached when health difference is greater than 2000

Phantom Dancer

  • Total Cost: 2800 gold (unchanged)
  • Item Recipe: Hearthbound Axe + Zeal + 600 gold ⇒ Hearthbound Axe + Cloak of Agility + 1000 gold
  • Attack Damage: 20 (unchanged)
  • Attack Speed: 35% ⇒ 30%
  • Critical Strike Chance: 20% (unchanged)
  • Movement Speed: 7% ⇒ 10%
  • Unique Passive - Spectral Waltz: Basic attacks on-attack grant ghosting, 7% bonus movement speed, and a stack of Spectral Waltz for 3 seconds, up to 4 stacks. While at 4 stacks, gain 30% bonus attack speed. ⇒ Attacks grant Ghosting and a stack of 7% Attack Speed up to 5 stacks (Maximum 35% Attack Speed) for 3 seconds

Rapid Firecannon

  • Total Cost: 3000 (unchanged)
  • Item Recipe: Long Sword + Zeal + Kircheis Shard + 850 gold (unchanged)
  • 30 Attack Damage (unchanged)
  • Attack Speed: 15% ⇒ 20%
  • Critical Strike Chance: 20% (unchanged)
  • Movement Speed: 7% (unchanged)
  • Passives - Energized & Sharpshooter: Unchanged

Statikk Shiv

  • Total Cost: 3000 (unchanged)
  • Item Recipe: Noonquiver + Cloak of Agility + Kircheis Shard + 400 gold (unchanged)
  • Attack Damage: 50 (unchanged)
  • Attack Speed: 30% (unchanged)
  • Critical Strike Change: 20% (unchanged)
  • Passive - Energized: Moving and attacking will generate an energized attack.
  • Passive - Electroshock: Your Energized Attack fires chain lightning that deals 100 - 180 (based on level) (+15% AP) bonus magic damage, increased to 150 against minions. Hits 6/9/12 targets. ⇒ Your Energized Attack fires a chain lightning that deals 100-180 (based on level) magic damage hitting up to 6 targets. Hits 6 targets.

Stormrazor

  • Total Cost: 3000 ⇒ 3100 gold
  • Item Recipe: Noonquiver + Cloak of Agility + Kircheis Shard + 450 gold ⇒ Noonquiver + Cloak of Agility + Kircheis Shard + 500 gold
  • Attack Damage: 55 ⇒ 60
  • Attack Speed: 15% (unchanged)
  • Critical Strike Chance: 20% (unchanged)
  • Passives - Energized and Bolt: Unchanged

The Collector

  • Total Cost: 3000 (unchanged)
  • Item Recipe: Serrated Dirk + Pickaxe + Cloak of Agility + 425 gold ⇒ Serrated Dirk + Pickaxe + Cloak of Agility + 525 gold
  • Attack Damage: 55 ⇒ 60
  • Lethality: 18 ⇒ 16
  • Critical Strike Chance: 20% (unchanged)
  • Passive - Death and Taxes: Unchanged

Essence Reaver

  • Total Cost: 2900 ⇒ 3000 gold
  • Item Recipe: Sheen + Caulfield’s Warhammer + Cloak of Agility + 300 gold
  • Attack Damage: 55 (unchanged)
  • Ability Haste: 20 (unchanged)
  • Critical Strike Chance: 20% (unchanged)
  • Passive - Spellblade: Unchanged

Support Items and Quests

With the 2024 season, we saw a great opportunity to transform the Support Quest Item system. The old support items didn't bring a lot of customization or flavor to your builds. And despite being objectively powerful, they weren’t satisfying as some champions or play styles were underserved. Enter a universal support item that branches into five. Now, with the choice of five distinct passives to choose from, support items will be able to cover a broader range of champions and playstyles. Additionally, these changes should also help your upgrade moment feel more engaging and powerful.

These upgrades were designed to be powerful, as they’re typically acquired around the time you finish your first item. This one and a half item power spike was actually designed to create a period of time within the early to mid game where supports can have their biggest power spikes and influence the game most meaningfully. Going forward, this will allow us to better define when supports have satisfying power in the game and, ultimately, help inform how we’re balancing that power.

The following items have been removed: Relic Shield, Targon’s Buckler, Steel Shoulderguards, Runesteel Spaulders, Spellthief’s Edge, Frostfang, Spectral Sickle, and Harrowing Crescent.

World Atlas

  • Total Cost: 400 gold
  • 30 Health
  • 25% Mana Regeneration
  • 25% Health Regeneration
  • 3 gold per 10 seconds
  • Support Quest: Earn 500 gold from this item to transform it into Runic Compass and gain the ability to hold wards.
  • Gold Generation: Gain a charge every 18 seconds, up to 3 charges. While nearby an ally champion, consume a charge to earn gold via the following methods: 1) Damaging abilities and attacks against champions or structures grant 30 (melee) / 28 (ranged) gold and 2) killing a minion by any means grants you 20 gold and the nearest allied champion the same amount of gold they would have received had they killed the minion.

Runic Compass

  • Total Cost: Upgraded from World Atlas at 500 gold.
  • 100 Health
  • 50% Mana Regeneration
  • 50% Health Regeneration
  • 5 gold per 10 seconds
  • Support Quest: Earn 1000 gold from this item to transform it into Runic Compass and gain the ability to hold wards.
  • Gold Generation: Gain a charge every 18 seconds, up to 3 charges. While nearby an ally champion, consume a charge to earn gold via the following methods:
  • Damaging abilities and attacks against champions or structures grant 34 (melee) / 32 (ranged) gold.
  • Killing a minion by any means grants you 28 gold and the nearest allied champion the same amount of gold they would have received had they killed the minion.

Bounty of Worlds

  • Total Cost: Upgraded from Runic Compass at 1000 gold.
  • 100 Health
  • 50% Mana Regeneration
  • 50% Health Regeneration
  • 5 gold per 10 seconds
  • You may notice Bounty of Worlds is almost exactly the same item as Runic Compass. Well you noticed right. Bounty of Worlds is an in-between state that allows the item to upgrade into any of the five support item upgrades! Once upgraded it served its purpose. Thank you Bounty of Worlds.

All Upgraded Item Forms

  • As a note, all upgraded items will share the same stats with the differentiator being the upgrades mentioned below.
  • 200 Health
  • 75% Mana Regeneration
  • 75% Health Regeneration
  • 5 gold per 10 seconds

Celestial Opposition

  • Passive - Blessing of the Mountain: Become Blessed to reduce incoming champion damage by 35% (melee) / 25% (ranged), lingering for 2 seconds after taking damage from a champion. When the shield breaks, unleash a shockwave around you that slows nearby enemies by 50% for 1.5 seconds. Effect refreshes after leaving combat for 20 seconds.

Solstice Sleigh

  • Passive: Slowing or Immobilizing an enemy champion grants you and a nearby ally with the lowest amount of health 120 bonus health and 90 movement speed for 4 seconds. 20 second cooldown.

Bloodsong

  • Passive - Spellblade: After using an ability, your next attack is enhanced with an additional 150% base AD damage on-hit (1.5 second cooldown). If the target is a champion, apply Expose Weakness, increasing the damage they take by 12% (melee) / 8% (ranged) for 6 seconds.

Dream Maker

  • Passive - Dream Maker: Gain a Blue Dream Bubble and a Purple Dream Bubble every 8 seconds. Healing and Shielding another ally blows both Dream Bubbles to them and empowers them for 3 seconds. Blue Bubble reduces 140 incoming damage on the next hit and Purple Bubble grants 90 bonus magic damage on the next hit.

Zaz’Zak’s Realmspike

  • Passive - Void Explosion: Dealing ability damage to a champion causes an explosion at their current location that damages the target and nearby enemies, dealing 50 (+3% maximum health) magic damage, capped at 300 against monsters. 9-6 second cooldown (based on level).

Enchanter Items

The following items have been removed: Chemtech Putrifier and Chalice of Harmony.

Glowing Mote

  • Total Cost: 250 gold
  • 5 Ability Haste

Dawncore

  • Total Cost: 2700 gold
  • Item Recipe: Bandleglass Mirror + Bandleglass Mirror + 700 gold
  • 40 Ability Power
  • 20 Ability Haste
  • 150% Mana Regeneration
  • Passive - Dawncore: Gain 3% Heal and Shield Power and 5 Ability Power per 100% Base Mana Regeneration.
  • Passive - Summoner Spell Haste: Gain 18 Summoner Spell Haste.

Echoes of Helia

  • Total Cost: 2300 ⇒ 2200 gold
  • Item Recipe: Chalice of Blessings + Bandleglass Mirror + 400 gold ⇒ Kindlegem + Bandleglass Mirror + 400 gold
  • 200 Health (unchanged)
  • 125% Mana Regeneration (unchanged)
  • Ability Power: 30 ⇒ 40
  • Ability Haste: 15 ⇒ 20
  • Passive - Soul Siphon: Damaging a champion grants a Soul Shard, up to 2. Healing or Shielding an ally consumes all Soul Shards and restores 20 - 80 per health per Shard and deals 30 - 180 magic damage per Shard to the enemy. ⇒ Damaging a champion grants a Soul Shard, up to a maximum of 3. Healing or Shielding an ally consumes all Soul Shards and restores 20 Health and deals 55 magic damage per Shard to the nearest enemy champion.
  • Passive - Dissonance removed.

Staff of Flowing Water

  • Total Cost: 2100 ⇒ 2300 gold
  • Item Recipe: Aether Wisp + Forbidden Idol + 450 gold ⇒ Fiendish Codex + Forbidden Idol + 600 gold
  • Ability Power: 35 ⇒ 40
  • Mana Regeneration: 75% ⇒ 125%
  • 15 Ability Haste
  • 8% Heal and Shield Power (unchanged)
  • 5% Movement Speed removed
  • Passive - Rapids: Healing or Shielding allied champions (excluding the user) grants you and them 30 - 45 ability power and 20 ability haste for 4 seconds. ⇒ Healing or Shielding allied champions (excluding the user) grants the user and allied champion 30 Ability Power and 10% bonus Movement Speed over 3 seconds.

Ardent Censer

  • Total Cost: 2100 ⇒ 2300 gold
  • Item Recipe: Aether Wisp + Forbidden Idol + 450 gold ⇒ Aether Wisp + Forbidden Idol + 650 gold
  • Ability Power: 35 ⇒ 50
  • Mana Regeneration: 75% ⇒ 125%
  • 15 Ability Haste
  • 8% Heal and Shield Power (unchanged)
  • Bonus Movement Speed: 5% ⇒ 8%
  • Passive - Sanctify: Healing or Shielding allied champions (excluding the user) grants you and them 20% bonus Attack Speed and 15 bonus magic damage for 4 seconds. ⇒ Healing or Shielding allied champions (excluding the user) grants you and them 25% bonus Attack Speed and 20 bonus magic damage for 4 seconds.

Starting Items

Doran’s Blade

  • NEWLifesteal: 3.5%
  • REMOVEDOmnivamp: 2.5% ⇒ 0

Doran’s Ring

  • Unique Passive - Drain: Restore 1 mana per second, increased to 1.5 if you’ve damaged an enemy champion in the last 10 seconds (gain 45% of this value as health instead if you cannot gain mana) ⇒ Restore 1.25 mana per second (gain 45% of this value as health instead if you cannot gain mana)

Ornn Item Upgrades


The move away from Mythic items also means new Ornn items! Since there are no longer Mythic items to default to, Ornn will now default to upgrading Legendary items based on their slot, prioritizing slot 1 followed by slot 2 and so on (aka from top left to bottom right) until an eligible item is detected. The following items are now eligible for upgrades:
  • Luden’s Companion ⇒ Force of Arms: +25 Ability Power, +350 Mana, +10 Ability Haste
  • Liandry’s Torment ⇒ Liandry’s Lament: +20 Ability Power, +250 Health
  • Rod of Ages ⇒ Infinite Convergence: +20 Ability Power, +200 Health, +250 Mana
  • Hextech Rocketbelt ⇒ Upgraded Aeropack: +25 Ability Power,
  • Riftmaker ⇒ Icathia’s Curse: +20 Ability Power, +150 Health, +5 Ability Haste
  • Rabadon’s Deathcap ⇒ Rabadon’s Deathcrown: +50 Ability Power
  • Malignance ⇒ Enmity of the Masses: +30 Ability Power+ 200 Mana, + 10 Ability Haste
  • Youmuu’s Ghostblade ⇒ Youmuu’s Wake: +15 Attack Damage, + 8 Lethality
  • Voltaic Cyclosword ⇒ Swordnado: +15 Attack Damage, +9 Lethality, +5 Ability Haste
  • Hubris ⇒ Ataraxia: +15 Attack Damage, +9 Lethality, +5 Ability Haste
  • Opportunity ⇒ Certainty: +15 Attack Damage, +9 Lethality, +3% Movement Speed
  • Heartsteel ⇒ Leviathan: +250 Health, +100% Health Regeneration
  • Iceborn Gauntlet ⇒ Frozen Fist: +100 Health, +10 Armor, +10 Ability Haste
  • Jak’Sho the Protean ⇒ The Unspoken Parasite: +150 Health, +10 Armor, +10 Magic Resistance
  • Locket of the Iron Solari ⇒ Reliquary of the Golden Dawn: +150 Health, +10 Armor, +10 Magic Resistance, +10 Ability Haste
  • Unending Despair ⇒ Hope Adrift: +200 Health, +10 Armor, +10 Ability Haste
  • Echoes of Helia ⇒ Cry of the Shrieking City: +20 Ability Power, +100 Health, +5 Ability Haste, +50% Mana Regeneration
  • Moonstone Renewer ⇒ Starcaster: +20 Ability Power, +50 Health, +5 Ability Haste, +75% Mana Regeneration
  • Shurelya’s Battlesong ⇒ Shurelya’s Requiem: +15 Ability Power, +10 Ability Haste, +2% Movement Speed, +75% Mana Regeneration
  • Dawncore ⇒ Daybreak: +20 Ability Power, +10 Ability Haste, +75% Mana Regeneration
  • Eclipse ⇒ Syzygy: +20 Attack Damage, +10 Ability Haste
  • Stridebreaker ⇒ Dreamshatter: +15 Attack Damage, +10% Attack Speed, +75 Health
  • Trinity Force ⇒ Infinity Force: +10 Attack Damage, +10% Attack Speed, +100 Health, +5% Ability Haste
  • Experimental Hexplate ⇒ T.U.R.B.O: +10 Attack Damage, +10% Attack Speed, +150 Health
  • Black Cleaver ⇒ Obsidian Cleaver: +10 Attack Damage, 200 Health, 5 Ability Haste
  • Spear of Shojin ⇒ Shojin’s Resolve: +10 Attack Damage, 200 Health, 5 Ability Haste
  • Sundered Sky ⇒ Heavensfall: +10 Attack Damage, +200 Health, +5 Ability Haste
  • Guinsoo’s Rageblade ⇒ Seething Sorrow: +10 Attack Damage, +20 Ability Power, +10% Attack Speed
  • Infinity Edge ⇒ Edge of Finality: +30 Attack Damage
  • Stormrazor ⇒ Eye of the Storm: +20 Attack Damage, +10% Attack Speed
  • Krakenslayer ⇒ Wyrmfallen Sacrifice: +20 Attack Damage, +10% Attack Speed
  • Nashor’s Tooth ⇒ The Baron’s Grit: +30 Ability Power, +10% Attack Speed, +5 Ability Haste

Runes

The Perfect Timing Rune has been removed and replaced with Triple Tonic.

Triple Tonic

  • At level 3, gain an Elixir of Avarice.
  • Elixir of Avarice: On use, gain 5 true damage on-hit against minions for 60 seconds. At the end of this effect, gain 40 gold.
  • At level 6, gain an Elixir of Force.
  • Elixir of Force: On use, gain 20 Adaptive Force for 60 seconds.
  • At level 9, gain an Elixir of Skill.
  • Elixir of Skill: On use, gain a skill point. (Note: This does not grant a level or modify the rules around adding skill points into abilities)

Tower Adjustments

Towers have been on the more fragile end for a while now, but with the addition of more tower damage coming from Voidgrubs, we thought it was time to give them a bit more durability. We want towers to feel like something that you can actually protect and reduce how easy it is for some teams to immediately win by blasting through three towers. We're also adjusting the backdoor bonus (reduced damage to towers when there are no nearby allied minions) to be more potent as it was often being ignored by champions later into the game. Now it will also apply to true damage rather than entirely nullifying it so that it's consistent across damage types.
  • Inner Tower Health: 3600 ⇒ 4000
  • Inhibitor Tower Health: 3300 ⇒ 3500
  • Nexus Tower Health: 2700 ⇒ 3000
  • Backdoor Bonus: Now reduces True Damage to towers rather than nullifying it entirely
  • Backdoor Damage Reduction Amount: 66.666% ⇒ 80%

Ranked Changes

Alongside the launch of the new season we’ll also be making some behind-the-scenes changes that should help improve the overall ranked experience.
  • Narrowing Emerald Tier: While overall we believe the new Emerald tier is accomplishing our goal of spreading out the ladder, the range of skill levels within Emerald is currently a bit too wide, so we’re going to be making Emerald a bit smaller. This, among other changes, should also help to correct instances of players Emerald rank and above receiving more LP per loss than LP per win.
  • Visible Rank Differences: While promoting ranks was made easier in 2023, there weren’t any adjustments to demotions, which led to some players having much higher visible ranks than their actual MMR. To correct this, demoting has been made a little easier to help avoid situations where a player could have a visible rank of Platinum, but actually have a Silver MMR. Additionally, we’ve also made adjustments to matchmaking so that the range of visible ranks within a lobby are tighter.
  • Modified LP Gains: The LP gain increase to +/-25 per game we introduced last year has done a good job of helping players move up or down a division within a session, which we’re currently pretty happy with. That said, We’ve learned that this amount of LP isn’t sustainable in tiers Emerald and above where breadth of skill is higher. Due to this, LP gains at Emerald Tier and above have been decreased to roughly +/- 20 per game.
  • NEWNew Player Placements: We’ve updated how new players are placed in Ranked which should place them closer to their appropriate skill level.

Fist Bumps

Fist bumps. That’s right, Riot Games (whose logo is a fist bump) added an interactive fist bump into League of Legends for you to celebrate all the hype moments in game. All you need to do is activate the emote, wait for another team member to use the emote and then BOOM. Fist bump achieved. Queue the fireworks. (Note: the default keybind for this is [U])

The fist bump emote will only be visible to allied teammates and, in the incredibly embarrassing event that a teammate does not fist bump you back, your fist bump can transform into a thumbs up.

Dynamic Music

It’s been nearly 10 years since the last update of music for Summoner’s Rift (way back in 2015). And while we already have a music system that’s working, we wanted to find a way to level it up even more! With the addition of all of the new and updated Void creatures coming this season, we felt like there was a real opportunity to use music to enhance the feeling of taking these objectives. Cue Dynamic Music!

This new Dynamic Music system can be broken down into 3 components:
  • Locational Music
  • Contextual Music
  • Situational Music

LOCATIONAL MUSIC: CHANGES WITH YOUR LOCATION


We’re introducing musical “zones” into Summoner’s Rift. In other words, we play different music for different locations within the map as you enter them. Right now, it’s only the top side river (including the Baron pit) that has unique music, but make sure to go check it out!

CONTEXTUAL MUSIC: CHANGES WITH GAME STATE


Some of you might know that Summoner’s Rift’s base music evolves over time with the state of the game. The music gradually gets more complex and exciting as towers and inhibitors get taken down. So when we zone out the top side river, we also want it to have its own evolution within the zone as well.

Music will evolve as new objectives spawn with there being a total of 4 evolution states:
  • Neutral (nothing has spawned)
  • Voidgrubs
  • Rift Herald
  • Baron Nashor

Each of the monsters introduce their different personalities and stakes to the river—so naturally they each get their own unique music as well!

SITUATIONAL MUSIC: CHANGES WITH YOUR ACTIONS


What if there was a way the music could react to what you, the player, are doing? The first place that feels like a natural tie-in is the idea of “raid boss music,”so why not add some music for these void objectives when you’re fighting them? This resulted in three unique pieces of music for when you are fighting Grubbies, Rift Herald, and Baron.

We hope that these changes make the map feel more alive and make each little corner of the map feel lived in and more interesting. We’re very excited for the launch of Dynamic Music for Summoner’s Rift and to see how you all like it!

In-Game Quests

From champions with sunglasses taking 1 less damage from Leona’s passive, to Rift Herald dance parties, hidden surprises are no stranger to League. In this patch, we’re introducing some additional in-game quests for a few champions to help bring their vibrant stories and personalities to life on the Rift! Read below for information on the quests, how to activate them, and the rewards you’ll get if you're able to win!

GOLDEN RATIO

  • Champions: Hwei and Jhin
  • Quest Information: Jhin or Hwei must be the first to kill the other using their ultimate ability, proving death or despair as the more powerful art.
  • Quest Activation Conditions: 1) Hwei and Jhin must be on opposing teams 2) Hwei and Jhin must both be at least level 12
  • Quest Rewards: If Jhin wins he turns Hwei into his virtuosic magnum opus, earning him 4.444 Lethality. If Hwei wins, his visions of pain, and peace, and art deepen, earning him 3.33% Magic Penetration

FISHING IN THE LAVENDER SEA

  • Champions: Bel’Veth and Jax
  • Quest Information: Will Bel’Veth’s grand ambitions come to life, or will Jax be able to protect his fishing spot? Jax and Bel’Veth compete over Baron Nashor, with the first to slay him emerging victorious.
  • Quest Activation Conditions: 1) Bel’Veth and Jax must be on opposing teams 2) Rift Herald must have been taken prior to Baron
  • Quest Rewards: If he wins, Jax receives 5 stacks of Bel’Veth’s Passive, Death in Lavender which grants 0.28%-1% Attack Speed (based on level) per stack, and 5 more stacks each time he scores a takedown on Bel’Veth. Should Bel’Veth prevail, killing Jax will drop a Void Coral that grants Bel’Veth her extended, empowered true form

BAD BLOOD

  • Champions: Nasus and Renekton
  • Quest Information: Can Nasus stop Renekton’s rage and protect Shurima, or will Renekton’s wrath consume everything? Be the first the kill the other while your ultimate ability is active to come out on top
  • Quest Activation Conditions: 1) Renekton and Nasus must be on opposing teams, 2) both Nasus and Renekton must be level 11
  • Quest Rewards: The winner of Bad Blood will become 10% larger while in their increased ultimate size and its duration is extended by 10%, while the loser’s increased ultimate size will become 10% smaller

BATTLE OF SPIRIT AND SHADOW

  • Champions: Shen and Zed
  • Quest Information: Can Shen stand against Zed’s shadows, or will the might of the dark prove too strong to overcome? Shen will win this quest if he takes down Zed before Zed kills two of Shen’s nearby allies (kill or assists will count). Zed will prevail if he kills two of Shen’s nearby allies without being taken down by Shen.
  • Quest Activation Conditions: 1) Shen and Zed must be on opposing teams 2) Shen and Zed must both be level 11
  • Quest Rewards: If Shen defeats Zed, the shield from his Ki Barrier will become 30% stronger. If Zed wins, his passive ability, Contempt for the Weak, will deal an additional 2% of the target’s maximum health

ARAM

Due to the large amount of changes coming in this patch we won’t be making any changes to ARAM in 14.1, but we will be closely monitoring champion performance with the update and plan to implement follow up balance changes in the upcoming patch.

Progression

SEASON START CAREER STAT RESET


Due to the start of the new Ranked 2024 Season, Split 1 career stats will be reset.

SEASONAL CHALLENGES: 2024 SPLIT 1


Seasonal Challenges are going to be released alongside each ranked split in the 2024 season! There will be three sets of Challenges, each with a new unique title earnable at the Master rank. The Split 1 title will be Voidborn and the new Challenges are as follows:
  • Legendary Arms: 2024 Split 1 - Win Games with Legendary Items
  • Support Subsidy: 2024 Split 1 - Fully complete your support quest in 14 minutes
  • Crab Wrangler: 2024 Split 1 - Take both of the first Scuttle Crab spawns
  • The Brush Has Eyes: 2024 Split 1 - End the game with 20% more vision score than your role opponent
  • All Random All Champs: 2024 Split 1 - Earn an S- grade on different champions
  • Wurm Fishing: 2024 Split 1 - Take down Barons
  • Right Under Their Noses: 2024 Split 1 - Recall while unseen by an enemy champion
  • Always On Time: 2024 Split 1 - Kill Epic Monsters within 30 seconds of spawn

Game Spectator Changes

What better way to ring in the new season than watching your friends start their climbs? In this patch we’re introducing a few changes to League’s spectator system to help modernize it for players. Fun fact, the 3 minute spectator delay was originally tied to ward timers, which are now 2 minutes 30 seconds. Can you guess what the new delay is? Anyway, now you’ll be able to spectate with 30 seconds less delay on Summoner’s Rift games and YOU CAN NOW SPECTATE ARENA AND TFT GAMES.
  • Summoner’s Rift Spectator Delay: 3 minutes ⇒ 2 minutes 30 seconds
  • ARAM Spectator Delay: 3 minutes ⇒ 60 seconds
  • NEWTeamfight Tactics Spectator Delay: 60 seconds
  • NEWArena Spectator Delay: 60 seconds
  • Spectatable Game Time: Spectators can view up to the last 5 minutes of gameplay prior to when they started spectating (may differ by region) ⇒ After clicking spectate, spectators will need to wait an amount of time equivalent to the delay before loading in, at which point they will be able to view the game time from when they pressed spectate onwards. The ability to view earlier gameplay prior to spectating has been removed, but don’t worry, you can still find footage of the full game using the replay feature.

Mythic Shop

UPCOMING ROTATIONS


In order to kick 2024 off right we’re sharing out the next several rotations for the Mythic Shop! Our goal here is to help you all plan out Mythic Essence acquisition and spending, so we’ll start out with a rolling list of approximately the next 3 months. This will include both the previously released Prestige and Mythic (aka Hextech) skins, but we’ll be leaving new Prestige skins and Seasonal Mythic skin reveals as their own surprise. As we near the end of the list, we’ll refresh it with the next three months of rotations unless we find that a different cadence is working better for the community.

The current rotation schedule continues on with the next rotation in patch 14.2. Starting from there, these are the upcoming skins in the next few patches:

Coming in Patch 14.2

  • Prestige Empyrean K’Sante
  • Prestige PROJECT: Zed
  • Prestige Pulsefire Thresh
  • Prestige Conqueror Jax

Coming in Patch 14.4

  • Prestige Mythmaker Sivir
  • Prestige K/DA Ahri
  • Prestige Battle Academia Leona
  • Prestige Star Guardian Neeko

Coming in Patch 14.6

  • Prestige PsyOps Ezreal
  • Prestige Winterblessed Warwick
  • Prestige Dragonmancer Volibear
  • Prestige Space Groove Nami
  • Dark Star Cho’Gath
  • Hextech Renekton

QoL Changes & Bugfixes

QoL Changes

  • Trinket wards have been updated to display the same visual effects as control wards when placing them. This is intended to further clarify the range that wards cover, especially with the terrain changes releasing this patch.
  • Qiyana R knockback duration has been increased slightly to reduce chances of R knockback not overlapping with wall stun.
  • Neeko R knockup will no longer move enemies outside of the stun range.
  • Shaco’s R clone will now mirror spell animations and recall visuals.
  • The amount of time required for Jarvan IV to reactivate his ultimate to lower the walls has been reduced from 1 to 0.75 seconds.
  • Sylas’ passive attacks are now single target for primary targets for the purposes of other systems. For example, this will let him proc Press the Attack or kill Yorick Ghouls while his passive is available.
  • Fixed a bug that caused Dark Harvest and Heartsteel to reveal Neeko when she's disguised.

Bugfixes

  • Mordekaiser R will no longer bring Akali Shroud with her through dimensions.
  • Qiyana’s W > Q fast buffer no longer sends her Q towards the 0,0,0 map coordinate.
  • Shaco’s R Clone will spawn with the same mana as Shaco and copy jungle mana regeneration (if he is a jungler)
  • Kog’Maw’s W no longer cancels his auto attacks when the W buff ends.
  • Fixed a bug that caused Fizz’s R water VFX to not show for the Fizz player.
  • Fixed a bug that caused Hwei’s EW to expire before reaching a moving target.
  • Fixed a bug that caused Neeko’s W to scale with ultimate ability haste.
  • Fixed a bug that caused Hwei to cast a different ability from the same subject if his previous cast was interrupted by an item usage.
  • Fixed a bug that sometimes caused Hecarim’s E to critically strike with 0% critical strike chance.
  • Fixed a bug that caused Hwei’s subjects to go on cooldown after certain rapid button press combinations.
  • Fixed a bug that sometimes caused Hwei to cast a different spell than the one he input while move casting.
  • Fixed a bug that caused Viego’s R to be replaced with Hwei’s R upon possessing him.
  • Fixed a bug that caused Janna’s allies to be able to receive bonus movement speed from her passive while Janna is dead.
  • Fixed a bug that caused Spear of Shojin’s passive to apply to Ultimate abilities.

Cosmetic Bugfixes

  • Bewitching Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.
  • Faerie Court Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.
  • Lunar Beast Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.
  • Prestige Lunar Beast Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.

Upcoming Skins & Chromas