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League of Legends

Patch 13.18 notes

Come check out what we're cookin' in patch 13.18. Hope you’re hungry. Briar certainly is.

In this patch we welcome our newest champion to the Rift! Briar, the Restrained Hunger, is here and ready to sink her teeth into her foes. I wonder what champions taste like? Probably not very good... But that's not all we're serving up! We also have Ixtal Clash this weekend, a new Mythic Shop rotation, and a handful of street demons dishing out some chaos.

We are quickly approaching the League of Legends World Championship, which will be played on patch 13.19! As a result, we’re continuing to trickle in more changes aimed at professional play. We’re also doing follow ups on the previous patch: Jarvan was a big winner of last patch’s item changes, Darkin Kayn’s nerfs were fully compensated by item buffs, and Tryndamere landed stronger than we had intended. We’re also tuning up a few champions and systems that haven’t found meaningful success in either solo queue or Pro play.

TFT's launched their final mid-set, Horizonbound, with patch 13.18. Read all about it in the TFT patch notes here!
Lilu "RiotRiru" Cabreros

Patch Highlights

Briar "the Restrained Hunger" will be released on September 13, 2023 at 21:00 UTC.

Street Demons Briar, Street Demons Neeko, Street Demons Dr. Mundo, Street Demons Zyra, Street Demons Brand, Street Demons Rengar, and Crystalis Motus Taliyah will be available on September 13, 2023 at 20:00 UTC.



I once heard someone say they're having "friends for dinner." And people say I'M hungry! Eat your fill with Briar on September 13, 2023 at 21:00 UTC.

  • Briar Abilities Rundown here!
  • Briar Champion Bio here!
  • Feeding Frenzy | Briar Cinematic here!
  • Briar Champion Insights here!
  • Note: Briar Eternals will not be launching with patch 13.18 and will instead be released in patch 13.19.


Passive maximum Chime stacks increased, stack duration increased. W now stacks charges, cooldown increased, shrine charge time to full heal decreased.

In this patch we have some nice quality of life changes for everyone’s favorite Meep collector. Our goal with these changes is to make Bard’s W feel better to use (for both himself and allies) while the passive changes should strengthen his fantasy as a roaming champion, especially when traversing large distances.

Passive - Traveler’s Call

  • Maximum Chime Stacks: 5 ⇒ 10
  • Chime Stack Duration: 7 seconds ⇒ 20 seconds

W - Caretaker’s Shrine

  • newStacking Shrines: Caretaker’s Shrine now accumulates charges over time up to a maximum of 2 charges.
  • Cooldown/Stack Charge Time: 14 seconds ⇒ 18 seconds
  • Shrine Charge Time to Full Heal: 10 seconds ⇒ 5 seconds
  • Shrine Movement Speed Bonus: 30% decaying over 1.5 seconds ⇒ 20/22.5/25/27.5/30% (+0.05% AP) decaying over 1.5 seconds


Health growth increased. Passive damage to monsters increased.

Gwen jungle (Gwungle) is in a pretty sad spot right now. Gwen top also has some room for extra power, but Gwen jungle needs a bunch. So this patch we're taking a heavy swing into bringing Gwen jungle back as a viable magic damage carry option. Thousand Cuts is not only applied per basic attack but also on each hit of her Q, so this damage cap increase represents a substantial increase in her damage to monsters. The passive buff walks back the jungle nerf from 12.13, which should hit the magnitude we want for jungle power. Our goals are to retain top Gwen as the... top Gwen, but to have jungle be a viable alternate role.

Base Stats

  • Health Growth: 109 ⇒ 115

Passive - Thousand Cuts

  • Magic Damage to Monsters: 6 (+10% AP) ⇒ 10 (+15% AP)


R cooldown decreased.

Irelia isn’t currently finding much consistent success, even in higher levels of play where she usually excels. To give her some power back without directly buffing her damage, we'll be reducing the cooldown of her ultimate. It's currently quite high, and decreasing the cooldown should give her more windows of opportunity to all-in her opponents.

R - Vanguard’s Edge

  • Cooldown: 140/120/100 seconds ⇒ 125/105/85 seconds

Jarvan IV

Passive damage decreased.

Jarvan IV is performing very well, as he got a sizable buff from the Shojin and Goredrinker changes last patch. His most common later slot purchases are Frozen Heart, Spirit Visage, and Guardian Angel which enable him to be quite durable and still deal plenty of damage. This is partially due to his passive, so we'll be nerfing it to tone down his damage in a way that still incentivizes him to build AD.

Passive - Martial Cadence

  • Additional Physical Damage on Basic Attacks: 8% of target’s current health ⇒ 6% of target’s current health


R AP ratio increased.

We've seen players ask about Kassadin's state after his accidental buff back in 13.15 and wanted to take some time here to address this. While the change wasn't intended, we were aware of this change immediately after it went live and decided that we are comfortable with his new power level.

R - Riftwalk

  • Magic Damage: 70/90/110 (+40% AP) (+2% maximum mana) ⇒ 70/90/110 (+60% AP) (+2% maximum mana)


Passive Darkin healing adjusted. Darkin R damage decreased.

Last patch we attempted to nerf both Shadow Assassin and Darkin Kayn. While his numbers went down, we also buffed one of Darkin Kayn’s key items, which means we only achieved our goals on one of his two forms. This patch, we're making good on our goals to weaken his Darkin form. It's worth noting that a Kayn who's doing well transforms around level 8, and the old version of his Darkin passive scaled from level 1. This change makes the healing more clear and ultimately nerfs his late game.

Passive - The Darkin Scythe

  • Darkin Bonus: Rhaast - Healing: 20-30% (based on level) of physical damage dealt to champions ⇒ 25% of physical damage dealt to champions

R - Umbral Trespass

  • Darkin Version Damage Dealt: 15% (+13% per 100 bonus AD) of target’s maximum health ⇒ 15% (+10% per 100 bonus AD) of target’s maximum health (Note: still heals for 65% of the tooltip damage)


E energy cost decreased. R cooldown now decreases with rank.

Kennen hasn’t been very shocking in solo queue, so we’re looking to get him into a better spot this patch. We'll be buffing his uptime instead of his damage, as he already deals a reasonable amount of it. Firstly, we'll be decreasing the energy cost of his E. Since he maxes it last, it's left at the initial cost of 100 energy for a large portion of the game. Decreasing the energy cost should allow Kennen to use it more frequently to shove waves, trade, engage, and escape. Secondly, we'll be reducing the late game cooldown of his ultimate, as Kennen heavily relies on it to be impactful during teamfights.

E - Lightning Rush

  • Energy Cost: 100/95/90/85/80 ⇒ 80 at all ranks

R - Slicing Maelstrom

  • Cooldown: 120 seconds at all ranks ⇒ 120/100/80 seconds


E bonus movement speed decreased.

Rell has been quite strong recently. In Pro play, she's been played equally as a support and a jungler, while in solo queue she's primarily been a support. However, even if she’s not as popular in the jungle at the moment, we do plan on continuing to support her viability there. That said, she's deserving of nerfs right now and there's no way to lower her support power level without hitting the jungle as well. It's important to us that Rell lives up to her fantasy as the fastest support champion, but right now the counterplay is basically, "Do you have Headbutt or Flay?" and we'd like to soften that somewhat.

E - Full Tilt

  • Bonus Movement Speed (Away from Enemies): 15/17.5/20/22.5/25% ⇒ 12/14/16/18/20%
  • Bonus Movement Speed (Towards Enemies): 30/35/40/45/50% ⇒ 24/28/32/36/40%


Passive critical strike ratio reduction removed. W now applies passive to all enemies caught in the AoE.

Way back when Senna was released, we incorporated a critical strike ratio reduction as she was expected to do too well with crit items. However, in the current state of the game Senna is actually considerably weaker when opting to itemize crit. Now that we don’t have reservations with Senna being too powerful when building crit, we’re comfortable removing this penalty from her kit. We’re also including a passive application buff to her W as a nice feels good change for when you’re able to land the snare on multiple enemies.

Passive - Absolution

  • removedCritical Strike Ratio Reduction: No longer reduces critical strike damage by 8.5%

W - Last Embrace

  • Area of Effect Effect: Enemies hit with Last Embrace’s AoE snare are now afflicted with a stack of Mist from Senna’s passive.


W shield strength per soul increased.

Thresh is a bit weak right now and is a fan favorite, both to play and to watch. It's important that Thresh is able to participate both as an offensive and defensive support. He's got plenty of kill threat and lock down, so this change is to ensure he has strong defensive outputs, too.

W - Dark Passage

  • Shield Strength: 50/70/90/110/130 (+1.5 per soul) ⇒ 50/70/90/110/130 (+2 per soul)


Health growth decreased, base attack damage decreased.

After the changes in the last patch Tryndamere definitely found success with his new attack range. While we did overshoot on release, we believe this is a step in the right direction for him long term because it provides an interesting skill test for players in the form of managing spacing. Previously, this test looked more like “can I get on top of the enemy?” and after that it became a matter of stat checking them. Going forward we’re looking to balance Tryndamere at 175 attack range which should allow us to move power out of pure damage and into other components of his kit that reward smart plays.

Base Stats

  • Health Growth: 115 ⇒ 108
  • Base Attack Damage: 68 ⇒ 66


Base health decreased, health growth increased. E cooldown increased.

Xayah has been dominating Pro play recently, and she’s also performing well in high levels of play in solo queue. Since Xayah has the most defensive ultimate out of any of our ADCs, we'll be targeting her early game to give her opponents more of a counterplay window while keeping what makes her unique. To accomplish this, we'll be nerfing her base health and buffing her health growth, which will make her more vulnerable early, but will be a buff to her when she's expected to have more survivability post level 6. We'll also be increasing the early cooldown of her E, as this is an ability that's especially utilized in high levels of play. Our goal here is to reduce its power in lane but ensure it's still just as strong once she purchases Navori.

Base Stats

  • Base Health: 660 ⇒ 630
  • Health Growth: 102 ⇒ 107

E - Bladecaller

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


Crown of the Shattered Queen

Crown of the Shattered Queen has very few users, with only Azir landing above a 15% pick rate. The changes here are aimed at opening up its roster of users by making it a defensive item against all kinds of dives, not just ones from assassins. Additionally, the item is relatively Pro-skewed, with its strength being focused on preventing short-term burst as Pro teams are very coordinated and can deal their damage in a very short window. Finally, we’re removing some ability power from the item that helped wave clear when passively hitting minion waves but increasing its value in a team fight, which should make it a more reliable item.
  • Ability Power: 70 ⇒ 85
  • Safeguard: 75% damage reduction for 1.5 seconds ⇒ 40% damage reduction for 2.5 seconds
  • removedPoise Break: Crown will no longer provide 10-40 AP while the shield holds

Spear of Shojin

Items in League of Legends will always have a best user. It’s inevitable. What's important is for items to be balanced for a large pool of champions and that outliers are handled as needed. In Spear of Shojin's case, we're overall quite happy with its new shape as a mid-sized fighter item that asks for a longer fight commitment to make use if its ability haste, but it's a little too powerful. This patch we're further lowering the attack damage to reinforce its space as a durable item that's functional as an early purchase.
  • Attack Damage: 60 ⇒ 55

Statikk Shiv

Statikk Shiv has been on quite the balance roller coaster this year. Initially it was given a generous AP ratio to incentivize hybrid builds and was given extremely strong wave clear to help it stand out in its niche. Ultimately, both of these aspects were simply too game-warping. This patch, Statikk Shiv’s wave clear is being tuned to be more moderate but it’s receiving compensation as its overall power level is pretty reasonable.
  • Attack Damage: 45 ⇒ 50
  • Electroshock Minion Damage: 250-350 ⇒ 200


Stormrazor initially launched overpowered in 13.10, then was tuned down, and then reshaped away from being a scaling burst item. As the dust has settled and players have moved toward the correct builds for their champions, it's become clear that Stormrazor is a bit weak right now. The overall impact of its unique effects is about right, so we're tuning up its stats to be comparable to its competitors.
  • Attack Damage: 50 ⇒ 55

Clash–Ixtal Cup

The Ixtal Cup is here! Here’s a look at the upcoming Ixtal Cup dates:
  • Registration Begins: September 11 @ 11:00 AM (Local Time)
  • Tournament Days: September 16 and 17 (~4-7 PM Local, varies by region)

Champion Ability Icon Updates

In this patch the following champions will be getting brand new ability icons!
  • Blitzcrank
  • Graves
  • Janna
  • Jarvan IV
  • Jayce
  • Lee Sin
  • Leona
  • Malphite
  • Nami
  • Olaf
  • Orianna
  • Varus
  • Vayne
  • Zed

Arena Ranked Rewards

Ranked rewards for Arena will begin distribution on September 18th! We expect the majority of rewards to be delivered within the next 2 weeks so you can all enjoy those glorious Gladiator icons.

Mythic Shop Rotation

Now Available

  • Prestige Star Guardian Ekko
  • Prestige Pulsefire Lucian
  • Prestige Spirit Blossom Teemo
  • Prestige Battle Queen Diana
  • Hextech Kog’Maw
  • Hextech Swain
  • Crystalis Motus Taliyah
  • Reclaimed Chroma (Crystalis Motus Taliyah) + Icon (Note: Crystalis Motus Taliyah Emote will be added in Patch 13.19.)
  • Mythic Chroma Star Guardian Jinx

Leaving the Mythic Shop

  • Prestige Immortal Journey Sona
  • Prestige Anima Squad Jinx
  • Prestige True Damage Yasuo
  • Prestige Mecha Kingdoms Garen
  • Prestige High Noon Talon
  • Mythic Chroma PROJECT Ashe
  • Mythic Chroma Battle Academia Ezreal
  • Crystalis Motus Leona
  • Reclaimed Chroma Crystalis Motus Leona + Icon
  • Deep Focus (Crystalis Motus Leona Emote)

Bugfixes & QoL Changes

  • Fixed a bug that caused Orianna’s auto attacks to cancel when her ball snaps back to her location.
  • Fixed a bug that caused Drakes to ignore damage from Ivern.
  • Fixed a bug where Naafiri’s W could target enemy Little Legends on Howling Abyss. Normally we’re okay with champs fighting it out, but NO ONE hurts my lil extra spicy Pengu.
  • Fixed a bug that was causing Janna’s new ability icons’ buffs and debuffs to appear properly.
  • Fixed a bug that would cause Kog’Maw to have 2.5x attack speed while dead.
  • Fixed a bug that caused Jarvan IV’s R - Cataclysm to stop unstoppable units.
  • Fixed a bug that would allow champions to buy Mythic components/items when they already had a Catalyst of Aeons in their inventory.
  • Fixed a bug that caused K’Sante’s R - All Out to not correctly convert percentage bonus resists into attack damage.
  • Fixed a bug that caused Zoe’s W - Spell Thief to not be able to use Stridebreaker and Goredrinker.
  • Fixed a bug that caused Aphelios to twitch during his weapon’s idle animations.
  • Fixed a bug that caused Rift Herald to be leashable for a longer range than intended.
  • Fixed a bug that caused Hextech and Chemtech Drake’s sound effects to be audible through the Fog of War.
  • Fixed a bug that caused Hextech Dragon Soul’s sound effects to be audible through the Fog of War.
  • Fixed a bug that caused Lucian’s R - Culling to not proc his W - Ardent Blaze’s movement speed bonus.
  • Fixed a bug that caused Ezreal’s W - Essence Flux to not proc when non-attack spells are used against a dodge.
  • Fixed a bug that allowed Udyr’s E - Blazing Stampede to be able to be immediately reapplied to a target if the attack was spellshielded.
  • Fixed a bug that was causing Drake’s knock back to be attributed to a specific team which would result in situations like Fiora being unable to W - Parry it.
  • Fixed a bug that caused Neeko’s KDA to change based on the unit she was disguised as.

Upcoming Skins & Chromas

Patch 13.17 notes

Shining bright like a Cosmic Matriarch Bel’Veth, it’s patch 13.17!

In this week’s patch we have a few goals: First, we’re taking a pass at fighters who have found themselves unsupported by current fighter item options. This includes changes to the kits of Aatrox, Hecarim, Vi, and Xin Zhao, who are frequently buying full-squishy builds but should feel more comfortable building a mix of damage and durability.

Second, we’re amping up some fighter items. We’re giving some items more durability and letting fighters rely on Goredrinker, Stridebreaker, or the significantly changed Spear of Shojin as items that give them enough tankiness to perform in a deadly team fight. Shojin’s buffs specifically are aimed at making it an attractive second item for anyone who’s started to snowball. In case you missed it, we take a deeper dive into this topic in our Quick Gameplay Thoughts 13.16, so check that out if you're interested!

Third, we’re taking a look at overall champion durability and addressing some outliers who have lost a lot of tankiness recently. While Yasuo and Yone have had their durability addressed with the loss of Shieldbow earlier in the year, we’re also bringing Samira up to a new normal. Quinn and Akshan have shifted to squishier builds recently, so they’re receiving changes too. And speaking of Shieldbow, we’re tweaking crit-lifesteal items to make Shieldbow a more attractive option compared to Bloodthirster. Additionally, we’re nerfing Evenshroud to be in line with Locket of the Iron Solari. In total, these changes should help bring up the average durability of champions, which has waned lately.

Also, making its long-awaited return this patch is the Blue Essence Emporium! The Emporium will go live for a two week run on September 6 at 20:00 UTC. Make sure to check it out and spend that Blue Essence before it goes away on September 20th, 2023 at 20:00 UTC. If you’re running low on Essence and have a bunch of champion shards sitting around, check out the new mass disenchant feature we introduced last patch.

TFT patch notes here!
Lilu "RiotRiru" Cabreros

Patch Highlights

Cosmic Matriarch Bel'Veth, Cosmic Paladin Nautilus, Cosmic Paladin Sion, Cosmic Paladins Nunu & Willump, and Dark Cosmic Erasure Jhin will be available August 30, 2023 at 20:00 UTC.



Passive damage type adjusted to magic damage. W damage type adjusted to magic damage.

Aatrox’s most common build right now is Duskblade into Serylda's, which leaves him incredibly squishy when it comes to team fights, making Aatrox very feast or famine. Switching his passive and W to magic damage means that lethality and armor penetration won’t scale his damage or self-healing as much since that healing is post-mitigation. Lowering the opportunity cost of tankier options like Goredrinker, Stridebreaker, or Black Cleaver should allow him to play a bit more like a juggernaut and less like a diver-assassin.

Passive - Deathbringer Stance

  • Damage Type: Physical ⇒ Magic

W - Infernal Chains

  • Damage Type: Physical ⇒ Magic


Health growth increased, armor growth increased, attack damage growth decreased.

Overall champion durability, especially for squishies, has fallen somewhat over the past year. While still higher than 12.9 (right before the Durability Update last year), we've lost about half of the gains from that patch on marksmen specifically. Not all champions have been affected, but some felt this durability loss much more than others. Akshan, Quinn, and Samira have changes this patch to help remedy this, while Yasuo and Yone had them earlier this year.

Akshan's builds have moved away from the slightly tankier on-hit builds that included Wit's End and Shieldbow. He's found new successful builds to use, which is fine, but his combats now resolve very quickly. We're looking to slow down these fights just a little bit, so both him and his opponents have some breathing room.

The changes here are pretty small. Ultimately, less base AD gives him fewer crit multipliers, which raises the relative value of on-hit damage like Blade of the Ruined King and Wit's End.

Base Stats

  • Health Growth: 104 ⇒ 107
  • Armor Growth: 4.2 ⇒ 4.7
  • Attack Damage Growth: 3.5 ⇒ 3


Base health and magic resistance increased, base attack speed and attack speed ratio decreased. Passive shield value adjusted. W mana cost decreased, bonus attack speed decreased. E AD ratio increased, mana cost decreased, bonus damage to non-champions removed. R passive damage increased.

Historically, Blitzcrank has always been a relatively straightforward champion which is something both we and players appreciated about them, and we want to focus on that. To that end, we’ve decided to roll back the changes we made last year to help Blitz play in the jungle. Throughout the past year it’s proven difficult to have Blitz succeed in both roles, and even when they were viable in the jungle it turned out players weren’t that interested in playing him there. Going forward we’ll be focusing on balancing Blitz in their most popular position—support.

Base Stats

  • Base Health: 633 ⇒ 650
  • Magic Resistance: 28 ⇒ 32
  • Base Attack Speed: 0.65 ⇒ 0.625
  • Attack Speed Ratio: 0.7 ⇒ 0.625

Passive - Mana Barrier

  • Shield Strength: 15-45% (based on level) of Maximum Mana ⇒ 30% of Maximum Mana

W - Overdrive

  • Mana Cost: 85 ⇒ 75
  • Bonus Attack Speed: 30/43/56/69/82% ⇒ 30/40/50/60/70%

E - Power Fist

  • Bonus Physical Damage: 75% AD (+25% AP) ⇒ 100% AD (+25% AP)
  • Mana Cost: 40 ⇒ 25
  • removedBonus Damage to Non-Champions: E no longer deals a bonus 150% AD (+125% AP) to non-champions

R - Static Field

  • Passive Damage: 50/100/150 (+50% AP) ⇒ 50/100/150 (+50% AP) (+2% Maximum Mana)


Passive bonus magic damage and healing on basic attacks increased. E stun duration increased.

Elise may be the Spider Queen, but she definitely isn’t the queen of the jungle at the moment. Her ability to clear is currently weaker than many other junglers, often taking longer and finishing with less health which in turn make her first gank (where she should excel) weaker than it should be. We're also looking to adjust her in later stages of the game so that she still has strong pick potential when her other strengths have fallen off.

Passive - Spider Queen

  • Bonus Magic Damage on Basic Attacks: 10/20/30/40 (+20% AP) ⇒ 12/22/32/42 (+20% AP)
  • On-Hit Healing on Basic Attacks: 4/6/8/10 (+8% AP) ⇒ 6/8/10/12 (+8% AP)

E - Cocoon

  • Stun Duration: 1.6/1.7/1.8/1.9/2 seconds ⇒ 1.6/1.8/2/2.2/2.4 seconds


Mega Gnar Q base damage increased. Mega Gnar W base damage increased.

Gnar has been struggling to find success in both solo queue and Pro play. In order to strengthen his laning phase, we'll be increasing the base damage on his Mega Q and W so that he can all-in his opponents and translate those trades into leads more often.

Q - Boulder Toss (Mega Gnar)

  • Physical Damage: 25/70/115/160/205 (+140% AD) ⇒ 45/90/135/180/225 (+140% AD)

W - Wallop (Mega Gnar)

  • Physical Damage: 25/55/85/115/145 (+100% AD) ⇒45/75/105/135/165 (+100% AD)


Base mana, base mana regeneration, and mana regeneration growth increased, mana growth decreased. Q mana cost decreased. W mana cost decreased, omnivamp decreased.

Hecarim's current builds are very squishy. He's starting to adopt Spear of Shojin, which is great, but is still building Duskblade and Manamune. First up, we’re trying to lower his reliance on Manamune. If he continues to build it, it’ll provide less damage. If he doesn’t build it, his mana issues won’t be nearly as severe. By not having to build Manamune, he should be open to buy other fighter items instead.

Additionally, Hecarim’s current best item is Spear of Shojin, which is getting buffed this patch. We expect him to gain quite a bit of power just from systemic changes, so we’re tagging him with a pre-emptive nerf to his self-healing. He’ll more than make up for it with the bonus health he’ll receive from other items, but we’ll make sure he lands in a good spot and follow up as necessary.

Base Stats

  • Base Mana: 277 ⇒ 280
  • Mana Growth: 60 ⇒ 40
  • Base Mana Regeneration: 6.5 ⇒ 7
  • Mana Regeneration Growth: 0.6 ⇒ 0.8

Q - Rampage

  • Mana Cost: 30 at all ranks ⇒ 28/26/24/22/20

W - Spirit of Dread

  • Mana Cost: 50/60/70/80/90 ⇒ 50/55/60/65/70
  • Omnivamp: 25% (+2% of 100 bonus AD) of damage dealt ⇒ 20% of damage dealt (Note: this is still post-mitigation damage dealt)


W AD ratio decreased.

Kayn has been an absolute terror for a while now, so we’re taking a pretty big swing at lowering his power level. Right now, Shadow Assassin outperforms Darkin Kayn, especially at higher skill brackets, so we’re targeting nerfs that affect Shadow Assassin more. Ultimately, his W doesn’t have a ton of counter-play for his opponents, so reducing its power will allow us to address both lower his frustrating poke and hit our goals regarding his two forms.

W - Blade's Reach

  • Physical Damage: 90/135/180/225/270 (+130% bonus AD) ⇒ 85/130/175/220/265 (+110% bonus AD)

QoL Change

  • New Me, New Health and Mana Bar: Kayn now restores himself to maximum health and mana upon transforming into Shadow Assassin or Darkin Slayer. (Note: This feature is disabled on ARAM.)


Q AD ratio decreased.

Kha’Zix, like Kayn, has been an overperforming jungler for the last couple months. He can use a small nerf, which we’re delivering here to his Q. We’re keeping Kha’Zix’s poke from Void Spikes at full power, considering players can hide behind minions or body-block for their teammates. Instead, we’re going after a bit of his all-in power. He should still have plenty of damage, he just won’t spike quite as hard when ahead in gold.

Q - Taste Their Fear

  • Physical Damage: 70/95/120/145/170 (+115% bonus AD) ⇒ 70/95/120/145/170 (+110% bonus AD)


E slow and percent missing health damage decreased.

Despite our best efforts, Kindred have maintained a relative stranglehold on high-level solo queue. This time we’re aiming at their gank power, which should be a win for their opponents all around. Additionally, with less “free” base damage in their kit we expect Kindred to build a bit more damage-focused (instead of largely tanky options like Sterak’s Gage).

E - Mounting Dread

  • Physical Damage: 80/100/120/140/160 (+80% bonus AD) (+8% (+0.5% per Mark Mark) target’s missing health) ⇒ 80/100/120/140/160 (+80% bonus AD) (+5% (+0.5% per Mark Mark) target’s missing health)
  • Slow: 50% (+5% per 100 AP) for 1 second ⇒ 30% (+5% per 100 AP) for 1 second


Base mana regeneration decreased. Passive damage increased. Q cooldown now decreased with rank. E base damage decreased.

In this patch we’re aiming to bolster up Lux as a mid lane damage carry while being cautious around over-buffing Lux support. We have some mana regeneration nerfs to keep support Lux in check, but in exchange we’re giving her a scaling cooldown on her Q and more damage in her passive which should give skilled Lux players more opportunities to make bigger (light) waves on the Rift.

Base Stats

  • Base Mana Regeneration: 8 ⇒ 7

Passive - Illumination

  • Magic Damage: 20-190 (based on level) (+20% AP) ⇒ 30-200 (based on level) (+25% AP)

Q - Light Binding

  • Cooldown: 11 seconds at all ranks ⇒ 11/10.5/10/9.5/9 seconds

E - Lucent Singularity

  • Magic Damage: 70/120/170/220/270 (+80% AP) ⇒ 65/115/165/215/265 (+80% AP)


Base health decreased. Passive cooldown increased, packmates now take bonus damage from melee attacks. Q damage and heal decreased. E damage decreased.

Even with the nerfs last patch, Naafiri is still holding strong. In this patch we’re looking to reduce the uptime of her packmates. This should make killing them in lane a more viable strategy that opens up more breathing room, and force Naafiri to preserve them a bit more. We’ve also made it easier for melee champions to clear the pack, which helps offset the fact that it’s much easier to land both Qs on a melee target.

Similarly, we're reducing the poke and sustain of Q2, while keeping its execute power intact. It's still worth hitting both Qs, but the value on high-health targets won't be quite as prominent.

Base Stats

  • Base Health: 650 ⇒ 635

Passive - We are more

  • Cooldown: 25-10 (based on level) ⇒ 30-15 (based on level)
  • newDown Doggo: Naafiri’s Packmates will now take 100% bonus damage from melee attacks

Q - Darkin Daggers

  • Recast Minimum Damage: 35/50/65/80/95 (+70% bonus AD) ⇒ 30/45/60/75/90 (+40% bonus AD)
  • Recast Maximum Damage: 70/100/130/160/190 (+70% bonus AD) ⇒ 60/90/100/130/180 (+70% bonus AD)
  • Recast Heal Amount: 45/65/85/105/125 (+40% bonus AD) ⇒ 45/60/75/90/105 (+40% bonus AD)

E - Eviscerate

  • Dash Physical Damage: 35/50/65/80/95 (+60% bonus AD) ⇒ 35/50/65/80/95 (+50% bonus AD)
  • Flurry Physical Damage: 65/100/135/170/205 (+90% bonus AD) ⇒ 65/100/135/170/205 (+80% bonus AD)


Health growth increased. W base damage increased.

Orianna has been a few steps behind on her tango routine recently, especially during her mid-game power spike. We want to preserve her current early game weakness while letting her feel a bit more powerful when she's at her strongest and consistently hitting enemies with her W.

Base Stats

  • Health Growth: 105 ⇒ 110

W - Command: Dissonance

  • Magic Damage: 60/105/150/195/240 (+70% AP) ⇒ 70/120/170/220/270 (+70% AP)


Health growth increased. Q base damage decreased. E base damage decreased.

Earlier (check the Akshan context above) we mentioned that several champions lost a meaningful amount of durability over the last year. Quinn is one such outlier who has moved from skirmisher-style builds (Wit's End, Blade of the Ruined King, the old Bloodthirster) into full-offensive builds, frequently opting to build lethality.

We'd like to slow down Quinn's combat pattern and get her back to relying on attack speed and less on a kill-or-be-killed burst, while also giving her enough baseline durability to not get one-shot when someone closes the gap onto her.

Base Stats

  • Health Growth: 99 ⇒ 107

Q - Blinding Assault

  • Physical Damage: 20/45/70/95/120 (+80/90/100/110/120% AD) (+50% AP) ⇒ 20/40/60/80/100 (+80/90/100/110/120% AD) (+50% AP)

E - Vault

  • Physical Damage: 40/70/100/130/160 (+20% bonus AD) ⇒ 40/65/90/115/140 (+20% bonus AD)


Base health increased.

Samira is the final champion in our list of marksmen who lost a lot of durability recently. Without the early Shieldbow, she's been feeling really squishy. She should certainly have some risk for her high-kill, reset-oriented gameplay, and if she wants to stall out her damage to buy Shieldbow second, she's more than welcome to do so. But for now, we're giving her some baseline durability to let her be a bit safer when she plays aggressively in the early game.

Base Stats

  • Base Health: 600 ⇒ 630


Attack range increased. Attack damage decreased

Tryndamere has been having a hard time striking fear into the hearts of his opponents, so we’re looking to give him power in a way that brings him more in line with more modern melee champions. Quite a few other melee skirmishers also currently have 175 range (Trundle, Master Yi, and Darius to name a few), so we expect this to feel more intuitive for players. That said, we’re aware that an additional 50 range is a lot, so we’re preemptively nerfing Trynadmere’s base attack damage which should also reduce his ability to gain leads via level 1 and 2 all-ins. We’ll be keeping a close eye on Tryndamere following this update though.

Base Stats

  • Attack Range: 125 ⇒ 175
  • Attack Damage: 72 ⇒ 68

Twisted Fate

Q damage increased.

Twisted Fate hasn’t been doing too hot in solo queue and hasn’t really had much presence in Pro play, so we’re looking to tilt the odds in his favor a bit more. With this buff we want to increase the amount of individual power in TF’s kit by putting more damage into his Q which he heavily relies on, especially during later stages of the game where he can't walk up to his opponents too closely. Gone are the days of being memed as a yellow card. Poke TF is here!

Q - Wild Cards

  • Magic Damage: 60/100/140/180/220 (+80% AP) ⇒ 60/100/140/180/220 (+90% AP)


Q base damage increased. W cooldown decreased.

Vex has been feeling more downcast than usual, so we’re looking to add a bit of pep to her step (but not too much). This patch we’re trying to buff up her early spells without amplifying her already sharp matchups, instead of touching anything that requires the enemies to be dashing, which she already does well at fighting.

Q - Mistral Bolt

  • Magic Damage: 60/105/150/195/240 (+70% AP) ⇒ 70/115/160/205/250 (+70% AP)

W - Personal Space

  • Cooldown: 20/18/16/14/12 seconds ⇒ 16/15/14/13/12 seconds


Passive shield health scaling increased. W cooldown reduction increased. E cooldown decreased. R damage decreased.

Vi has certainly been on a bit of a balance rollercoaster this year. Right now she’s in a very weak spot for solo queue play and the 13.13 nerfs removed most of her Pro presence. What we’re trying to do with Vi is steer her into mid-sized fighter builds and away from building either full tank or full assassin. To that end, we’re increasing the value of her using basic attacks and W as a primary tanking tool.

Her E change should make it less important to max the ability, meaning players can move into maxing W second instead and the R nerf is aimed to have a bit more impact in Pro play than solo queue.

Passive - Blast Shield

  • Shield Strength: 10% of Vi’s maximum health ⇒ 12% of Vi’s maximum health

W - Denting Blows

  • Passive Cooldown Reduction: 3 seconds ⇒ 4 seconds

E - Relentless Force

  • Cooldown: 14/12.5/11/9.5/8 seconds ⇒ 12/11/10/9/8 seconds

R - Cease and Desist

  • Physical Damage: 150/325/500 (+110% bonus AD) ⇒ 150/275/400 (+90% bonus AD)


Base mana regeneration decreased. Passive cooldown refunded on unit kill increased. W mana cost increased.

Xerath support is currently performing very well in solo queue, poking the competition down until they have to reluctantly recall. While the 13.14 buffs had a larger impact for Xerath mid, they still increased his win rate as a support (where he was already quite powerful). Since his mid win strength is currently in a reasonable spot, we’ll be nerfing his access to mana in a way that targets him as a support and doesn’t affect mid quite as much.

Base Stats

  • Base Mana Regeneration: 8 ⇒ 6.85

Passive - Mana Surge

  • Cooldown Refunded on Unit Kill: 2 seconds ⇒ 2.5 seconds

W - Eye of Destruction

  • Mana Cost: 70/80/90/100/110 ⇒ 80/90/100/110/120

Xin Zhao

Passive heal adjusted.

Xin Zhao's builds are usually in the light fighter space, with common items including Eclipse and Blade of the Ruined King. There’s nothing inherently wrong with that, but we want to make sure he feels supported by heavier items like Trinity Force and Black Cleaver. By adding an HP ratio, he's more likely to skip the really lethal items like Collector and Essence Reaver, instead opting for tankier options.

The math on Determination works out to being a strict buff with no item purchases at all, a nerf if every item gives AD and no health, and a buff with even a single hybrid durability item like Trinity Force, Goredrinker, or Black Cleaver.

Passive - Determination

  • Heal on Third Stack: 6-74 (based on level) (+10% AD) (+65% AP) ⇒ 3/3.5/4% (levels 1/6/11) (+65% AP) of maximum health


Base health regeneration increased. Magic resistance reduction increased.

In this patch we want to give Zoe a few tools to make her easier to play. We’re removing the scaling need on the MR shred, which effectively doesn't do much before resists are built anyways. We’re also upping her base health regeneration since Zoe is a very squishy champion that has to opt into close ranges early on to trade reasonably. This should allow her to be more consistent in lane.

Base Stats

  • Base Health Regeneration: 6.5 ⇒ 7.5

E - Sleepy Trouble Bubble

  • Magic Resistance Reduction: 20/22.5/25/27.5/30% ⇒ 30% at all ranks



Bloodthirster is just slightly over-performing as a greedy purchase for winning players. It's proven to be in pretty solid shape for an item and we're happy that players can't easily stack two shields in the same build, but it just needs a small tuning pass. The rule update here aligns it with Absolute Focus, which is nice for consistency's sake so that these effects both leave and return at the same time.
  • Engorge Health Requirement for Bonus AD: above 50% health ⇒ above 70% health

Duskblade of Draktharr

Our goals for Duskblade this patch are to make the passive the same as other untargetable effects (minus the tower blocking) which should help make Duskblade untargetability interactions a bit more intuitive for players. We’re also removing the damage immunity from the passive as we believe that if you have a kill confirmed with something like Ignite, you should still get that kill and it should not be denied by Duskblade.
  • removedMore Like the Rest: Nightstalker passive has been changed to functionally match other untargetable effects. Duskblade will still not block towers.
  • removedSlippery, but not Invincible: No longer makes the owner immune to damage while untargetable.
  • newBut still Slippery: Now destroys incoming non-tower projectiles when triggered.


Evenshroud is a consistently over-performing support tank mythic and is so strong, we've seen it getting poached cross-class. Its price, stat line, and build path all match Locket, so by process of elimination that means its unique passive must be the overpowered part! Eureka!
  • Coruscation Damage Amplification: 10% ⇒ 7%


Goredrinker is meant to be a heavy fighter item where durability is its primary output. This should be the go-to item for fighters whose goal is to live as long as possible, so raising its slot efficiency and durability should help do that.
  • Item Recipe: Ironspike Whip + Caulfield’s Warhammer + Kindlegem ⇒ Ironspike Whip + Phage + Kindlegem (Note: Total cost unchanged)
  • Health: 300 ⇒ 400

Immortal Shieldbow

Shieldbow is a little weak in its current state, but we're really happy with cutting it off from being a good first item purchase as it quickly makes champion interaction in lane less meaningful. But if players want to buy it second, it means delaying a high-value option like Infinity Edge, Galeforce, or Quickblades, which is a meaningful opportunity cost. We're comfortable with players making that trade-off decision, so we're amping up the early shield value to make it more enticing a bit sooner. Overall, we’re happy if players more equally consider Shieldbow or Bloodthirster as their crit-lifesteal item of choice.
  • Lifeline Shield: 215-500 (levels 11-18) ⇒ 290-500 (levels 11-18)

Spear of Shojin

In this patch, our goal is to make Spear of Shojin a solid middleweight fighter item. Its stat efficiency is receiving a significant buff to open it up to more users, and its unique passive is being heavily buffed before four items. We expect some champions like Hecarim and Jax to be very pleased with this buff and some new champions to take notice. We’ll follow up as needed on any individual balance outliers, but we believe a world where more fighters buy items with 500 HP on them makes for a healthier game overall.
  • Item Recipe: Caulfield’s Warhammer + B.F. Sword + Kindlegem ⇒ Caulfield’s Warhammer + Pickaxe + Kindlegem
  • Combine Cost: 100 ⇒ 525 (Note: total item cost is unchanged.)
  • Attack Damage: 65 ⇒ 60
  • Health: 350 ⇒ 500
  • Dragonforce: 8 (+8% bonus AD) Haste for Melee Champions / 6 (+6% bonus AD) Haste for Ranged Champions ⇒ 16 (+4% bonus AD) Haste for Melee Champions / 12 (+3% bonus AD) Haste for Ranged Champions (Note: this is a buff before 200 bonus AD.)

Statikk Shiv

In 13.10, the goal behind Statikk Shiv’s AP ratio was to create another hybrid item that would suit champions who wanted to auto-attack and also had AP scaling, somewhat similar to Nashor’s Tooth and the Rageblade of old. For many hybrid-building champions (Kai’Sa, Varus), this ended up being pretty reasonable. However, LeBlanc has made it her go-to item, even after nerfing its interaction with Night Harvester, so Shiv’s synergy with AP builds has to be reduced a bit further.
  • Bonus Damage Against Champions: 100-180 (based on level) (+30% AP) ⇒ 100-180 (based on level) (+15% AP)


This item is actually quite strong. but doesn't have a lot of core users that are able to use it effectively in its current state. The light buff here gives it more damage but less durability than Goredrinker, though solidly more durability than Trinity Force as an attack speed option.
  • Health: 300 ⇒ 375


Future's Market

Future’s Market is simply an overperforming rune and is being consistently picked by junglers, more so than any other role. This change should help balance rune options and very slightly lower jungle power.
  • Debt Limit: starts at 145 gold + 5 per minute ⇒ starts at 100 gold + 8 per minute (Note: this is a buff starting at 18 minutes.)



Catchup experience in the jungle has mostly been working as intended but there have been a few unusual cases that have cropped up where it doesn't feel like the enemy is truly behind enough to be getting catchup experience. This is usually due to the way the average level calculation was rounding, so in some cases a player was just barely over two levels down from the average which ended up rounding to three levels below and thus triggering catchup experience. We're shifting the way it rounds to not always round up and thus resolve a lot of these rare cases so it doesn't feel like the enemy jungler is unfairly clawing their way back into the game.


We're adding the patience bar to all of the dragons this patch! Similar to our other objectives, dragons will now have a visual indicator that shows how far they can be leashed; if the dragon is moved outside of this range then its patience bar will begin depleting. We're hoping that this change will clarify the dragons’ range for those less familiar with it to support a more consistent dragon-taking experience.

The only way to get a functioning patience bar and leash indicator was to rebuild the Dragon AI from the ground up, so you’ll see some small differences. This means no more silly behaviors like the Dragon doing jumping squats mid-fight and small differences in leash ranges.
  • newImpatient Dragons: Added a patience bar and leashing range indicator to all dragons.

ARAM Adjustments


  • Anivia: 100% Damage Taken ⇒ 95% Damage Take
  • Gnar: 0 Total Attack Speed Increase ⇒ 2.5% Total Attack Speed Increase
  • Kennen: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Trundle: 95% Healing Done ⇒ 100% Healing Done
  • Zilean: 0 Ability Haste ⇒ 10 Ability Haste


  • Brand: 0 Ability Haste ⇒ -10 Ability Haste
  • Kayle: 103% Damage Taken ⇒ 105% Damage Taken
  • Maokai: 105% Damage Taken ⇒ 110% Damage Taken
  • Nasus: 105% Damage Taken ⇒ 110% Damage Taken
  • Samira: 100% Damage Taken ⇒ 105% Damage Taken
  • Tryndamere: 115% Damage Dealt ⇒ 110% Damage Dealt
  • Vladimir: 100% Healing Done ⇒ 90% Healing Done


  • Fixed a bug that caused Viego to be able to shop on Howling Abyss after using his Passive - Sovereign’s Domination to possess an opponent.

Blue Essence Emporium

The Blue Essence Emporium is back! You'll be able to spend your Blue Essence on chromas, accessories, and more starting September 6, 20:00 UTC. The Emporium will remain open until September 20 , 20:00 UTC, so make sure to drop by!

New Champion Illustration Icons

In this patch we'll be releasing champion illustration icons for 164 champions! These will be available for direct purchase in the shop for 250 RP each.

Bugfixes & QoL Changes


  • The in-lobby chat window has been updated to include placeholder texts and new fonts and colors for better visibility.
  • Pressing ‘Enter’ while in a lobby will now activate typing in chat.
  • Added visual clarifications between Role and Role Description.
  • Drastically improved performance when viewing Ranked Ladders in the League Client. The page should load much faster and, once loaded, will scroll through the list significantly smoother.


  • Fixed a bug that caused Frozen Heart’s snowflake VFX to appear above non-champions.
  • Fixed a bug that caused Heal to not grant movespeed to the ally healed.
  • Fixed a bug that caused Sett’s R - The Show Stopper to suppress targets for an extended duration if the knockup from the ability was blocked by a Spellshield.
  • Fixed a bug that was cursing the Target Dummy’s name to display as “Unknown” in the practice tool.
  • Fixed a bug that caused Draven’s R - Whirling Death to play the incorrect SFX when it was sent out and when it returned.
  • Fixed a bug that was causing Taliyah’s R - Weaver’s Wall animation speed to play slower than intended.
  • Fixed a bug that allowed Camille to determine if Neeko was disguised due to her Passive - Adaptive Defenses.
  • Fixed a bug that would allow Aery to provide vision as it was heading back to base.
  • Fixed a bug that caused Sylas’ E - Abduct to not CC opponents for the proper duration.
  • Fixed a bug that caused Twisted Fate’s R - Curtain Call eyeball VFX to last longer than intended.
  • Fixed a bug that was causing wards to not show up when pushed aside by Epic Monsters.
  • Fixed a bug that caused champions to be revealed by Oracle Lens if they dashed onto the exact space the ward was located.
  • Fixed a bug that caused Font of Life to not trigger Lucian’s Passive - Lightslinger.
  • Fixed a bug that caused Lissandra’s Q - Ice Shard to be canceled if she was CC’d while she was casting it.


  • Fixed a bug where Fright Night Nautilus’ model moved unintentionally when Q - Dredge Line was cast.
  • Fixed a bug where Shan Hai Scrolls Jhin did not have a pulsating overlay.
  • Fixed a bug where Dark Cosmic Jhin’s R - Curtain Call and Passive - Whisper VO lines for casting the abilities did not play.
  • Fixed a bug where Project Zed’s lower body was frozen without motion when he performed attacks that triggered his Passive - Contempt for the Weak.
  • Fixed a bug where smoke during Dragonslayer Kayle’s Recall had a rectangular shape.
  • Fixed a bug where the VFX overlay on PsyOps Sona would glitch unintentionally when Passive - Power Cord was ready.
  • Fixed a bug where Cafe Cuties’ Soraka Q - Starcall VFX indicating bonus Movement Speed was missing after she hit an enemy with her Q - Starcall.
  • Fixed a bug where Prestige Immortal Journey Sona HUD icon was using the Classic Immortal Journey Sona splash art.
  • Fixed a bug where Immortal Journey Kayle’s Scoreboard and Minimap icon did not reflect level 11 Classic Kayle Splash Art changes.
  • Fixed a bug that was causing Mecha Kingdom Jax’s E - Counter Strike VFX to remain after dodging multiple hits in a single E cast.
  • Fixed a bug that caused Caitlyn’s Pulsefire skin (and chromas) to not display the headshot ready indicator VFX.


  • Fixed a bug that caused the Evocation augment to not be affected by summoner spell haste.
  • Fixed a bug that caused Navori Quickblades’ Mythic Passive to not grant additional Attack Damage to Legendary Items

Upcoming Skins & Chromas

Patch 13.16 notes

Split 2 is going full steam ahead, and what better way to keep the ranked journey entertaining than with a new patch—welcome to 13.16!

In this week’s patch we have quite a few changes coming at you, both on Summoner’s Rift and in Arena. On the Rift side of things, we have some followup tweaks to Naafiri, a plan to make Shaco’s boxes a bit less magical (and annoying), quite a few buffs to a wide variety of champs, and a QoL change for everyone’s favorite Void dad. On the Arena front we’ve got 44 changes, mainly looking to bolster champions that could use the help in Arena while addressing some overperforming champions/augments/items. We also have a new batch of Immortal Journey skins gracing the Rift this patch and a Mythic Shop rotation, so make sure to check those out!

Catch a portal to the TFT patch notes here where my TFT counterpart will walk you through the nerfs to my favorite champion (Zeri)!
Lilu "Riot Riru" Cabreros

Patch Highlights

Immortal Journey Kayle, Immortal Journey Shyvana, Immortal Journey Sona, Immortal Journey Soraka, Immortal Journey Zed, Immortal Journey Zeri, Prestige Immortal Journey Sona will be available August 16, 2023 at ~20:00 UTC.



Q energy cost decreased, base damage increased.

Akali isn’t doing too great across multiple skill brackets and could use some sharper and more lethal weapons in her bag of ninja tools. Our goals in this patch are to make Akali’s energy costs less prohibitive during her laning phase and to give her trades more bite to make her opponents second guess trading into this shinobi. Believe it!

Q - Five Point Strike

  • Energy Cost: 130/115/100/85/70 ⇒ 110/100/90/80/70
  • Damage: 40/65/90/115/140 (+65% AD) (+60% AP) ⇒ 45/70/95/120/145 (+65% AD) (+60% AP)


Passive mana restoration increased. Q AP scaling increased. E AP scaling increased.

Contrary to popular belief, Brand has not been on fire in solo queue, especially in the mid lane. While many players opt to play Brand as a support, we also want to make sure he’s still a viable mid-lane option. To that end, we’ll be increasing the mana restoration on his passive to help him better sustain his mana pools in mid. We’ll also be increasing the AP ratios on his Q and E to better bring out Brand’s primary strength of dealing damage, while not increasing the reasonable amount of damage his W and R already do.

Passive - Blaze

  • Mana Restoration: 20-40 (based on level) ⇒ 30-50 (based on level)

Q - Sear

  • Magic Damage: 80/110/140/170/200 (+55% AP) ⇒ 80/110/140/170/200 (+65% AP)

E - Conflagration

  • Magic Damage: 70/95/120/145/170 (+45% AP) ⇒ 70/95/120/145/170 (+55% AP)


Passive attacks per Headshot reduced.

Caitlyn has been hurting for a while, and her buffs from the previous patch didn't power her up as much as we had wanted. We still like her caring about auto attacks and crits, but there's only so far we're willing to push individual Headshot damage. So instead, we're providing her with more Headshots!

Base Stats

  • Attacks per Headshot: 7 ⇒ 6


Q initial base damage increased, slow increased early. W base shield value increased.

Ekko has been weak across all skill brackets for some time now, so we’re looking to add some power back into his kit in a way that will benefit him in the mid lane where interacting with him is a bit more meaningful. He’s currently weak to ranged harass (as intended), but we want to make playing him a bit more bearable into those matchups, so we’ll be giving him more poke in the form of a Q1 buff, more slow/chase down potential to use W aggressively, and more base shield strength when using it defensively.

Q - Timewinder

  • Initial Magic Damage: 60/75/90/105/120 (+30% AP) ⇒ 70/85/100/115/130 (+30% AP)
  • Slow: 32/39/46/53/60% ⇒ 40/45/50/55/60%

W - Parallel Convergence

  • Shield Strength: 70/90/110/130/150 (+150% AP) ⇒ 100/120/140/160/180 (+150% AP)


Q AP scaling increased, ultimate Q AP scaling increased. R cooldown decreased.

Karma isn’t quite hitting the bar when it comes to scaling offensively as she often has to rely on her shields or her less reliable W to contribute in fights post-laning phase. With these changes we’re looking to give Karma some more reliance on her Q come late game (as AP increases) and give her more reason to Mantra Q.

Q - Inner Flame

  • Magic Damage: 70/120/170/220/270 (+40% AP) ⇒ 70/120/170/220/270 (+50% AP)
  • Ultimate Empowered Q: 35/140/245/350 (+60% AP) &rArr 35/140/245/350 (+70% AP)

R - Mantra

  • Cooldown: 40/38/36/34 seconds ⇒ 40/37/34/31 seconds


Passive on-hit damage increased.

Lucian is an exciting champion and fan favorite, but unfortunately he isn’t performing well at this point in time. We’ll be increasing the base damage of his passive in order to strengthen his role as a lane bully in a way that should still keep him out of solo lanes.

Passive - Lightslinger

  • Bonus Magic Damage On-Hit: 10 (+15% AD) ⇒ 15 (+15% AD)


Health growth increased. Q AP scaling increased. E AP scaling increased.

Since her much needed Pro-skewed nerfs back in patch 13.12, Lulu has had some trouble getting back on her feet. While we’re hesitant to give her power that will make her much stronger in hyper-coordinated play, we do want to give her power back in a way that will benefit those that play her in solo queue. We expect some AP scaling buffs to do the trick here as they’ll give her some more offensive power, but only when she’s able to earn the gold to buy that power.

Base Stats

  • Health Growth: 88 ⇒ 92

Q - Glitterlance

  • Magic Damage: 70/105/140/175/210 (+40% AP) ⇒ 70/105/140/175/210 (+50% AP)

E - Help, Pix!

  • Magic Damage: 80/120/160/200/240 (+40% AP) ⇒ 80/120/160/200/240 (+50% AP)


E damage tick rate increased, minion execute threshold decreased.

In this patch we’re adding some small quality of life changes to Malzahar’s Malefic Visions to address some consistency issues with last hitting using E. While the lower minion execute threshold might look like a nerf, when combined with the faster damage tick rate this should result in players more reliably getting last hits on minions and that sweet, sweet gold.

E - Malefic Visions

  • Damage Tick Rate: 0.5 seconds ⇒ 0.25 seconds
  • Minion Execute Threshold: 15-45 health (based on level) ⇒ 10-30 (based on level)


Q damage increased. E base shield strength increased.

With Milio nerfed to reduce his pro play presence, we want to introduce some less Pro-skewed buffs that are focused less on team fights where coordination maximizes output. This also gives him the option to take matters into his own hands, maxing Q earlier on and converting AP into even more success. Gold scaling and late-game power tend to be more represented in solo queue than Pro play, where players intentionally fall off of minion waves and turrets to focus more resources on the carries. You deserve that gold, Milio!

Q - Ultra Mega Fire Kick

  • Magic Damage: 90/135/180/225/270 (+90% AP) ⇒ 80/145/210/275/340 (+120% AP)

E - Warm Hugs

  • Shield Strength: 60/80/100/120/140 (+25% AP) ⇒ 60/85/110/135/160 (+30% AP)


Base armor, attack damage, and attack speed decreased.

Naafiri has settled a bit stronger than we think is healthy for her long term, especially in top lane, which is roughly on par with mid lane at the moment. The fact that she's consistently able to go toe-to-toe with bruisers in brawls is a signal that her base fighting stats are a tad on the high side. So we're taking aim at both top and mid with these changes, but in a way that’s hitting top a bit harder.

Base Stats

  • Base Armor: 32 ⇒ 30
  • Base Attack Damage: 57 ⇒ 55
  • Base Attack Speed: 0.688 ⇒ 0.663


E AD scaling added.

In this patch we’re looking to give AD Nidalee a little help in her cougar form so her swipes pack some punch. We’re not looking to make drastic changes to AD Nid, but just give her a little more support at the time.

E - Swipe

  • Damage: 80/140/200/260 (+45% AP) ⇒ 80/140/200/260 (+40% bonus AD) (+45% AP)


Q damage adjusted

Rek'Sai has been performing far too well ever since her 13.11 update and while she's been tapped down a couple times in previous patches, she's still the absolute queen of the early game and still stronger than she was in 13.9. She simply can't have the level of early dominance she currently has, especially in higher skill brackets where players are better at warding (which she can bypass) and closing out early leads (which she easily secures).

This change of converting Q into Total Attack Damage is a damage nerf until champion level 13, where it turns into a buff, and is also extra incentive to finish maxing Q, since ranks now add functional base damage and gold scaling.

Q - Queen's Wrath

  • Bonus Physical Damage: 21/27/33/39/45 (+50% bonus AD) ⇒ 34/38/42/46/50% Total AD


Base mana regeneration decreased. W mana cost increased.

AP support Shaco has been more of a menace than usual in some skill brackets due to his painfully magical Jack in the Boxes. It’s currently too easy for Shaco to counter multiple champions that want to engage by creating a minefield of boxes in lane (and eventually the enemy jungle), so we want to increase the mana restrictions that prevent him from going on a box planting spree.

Base Stats

  • Base Mana Regeneration: 7.15 ⇒ 6

W - Jack In The Box

  • Mana Cost: 50/55/60/65/70 ⇒ 70 at all ranks


W AoE and on-hit damage decreased.

Shyvana gained a lot of power in 13.14 and while she was tapped down in 13.15 and her AP builds are about where they were before, her AD builds have taken off. We'd like to keep AD as her optimal build, but it's just performing too well. This patch, we're weakening her lowest-gameplay skill that only succeeds when she's stat-checking her enemies.

W - Burnout

  • Damage per Second: 20/32/45/57/70 (+30% Bonus AD) ⇒ 20/30/40/50/60 (+20% Bonus AD)
  • On-Hit Damage: 5/8/11.25/14.25/17.5 (+7.5% Bonus AD) ⇒ 5/7/9/11/13 (+5% Bonus AD)


Base mana increased.

Regular Sylas players frequently run out of mana as they max W, whereas Pro Sylas's max Q. This buff is primarily intended to reduce how mana gated Sylas is in regular play, but it's also a change Pros will value due to it being a base stat increase.

Base Stats

  • Base Mana: 310 ⇒ 400

Target Dummy

Legend has it that no champion has ever taken down this foe. It fears nothing. Except bugs. Bugs scare it.

Target Dummy recently threw its Teemo hat into the Arena but so far its performance has been… not so great. In this patch we’re looking to eliminate Target Dummy’s sluggishness by buffing up its Movement Speed, and fixing a few bugs that kept it from being its tankiest self. Also I guess you can test Move Speed effects and high damage spells better or whatever.

Base Stats

  • Movement Speed: 0 ⇒ 370 (Note: this might be the biggest movement speed buff in League of Legends history.)
  • Minimum Health: 100 ⇒ 1 (Note: living life a lot closer to the edge.)


  • Hit Me with your Best Shot: The maximum amount of a single instance of damage the Target Dummy can take is no longer 900 and is now the Dummy’s maximum health minus 1.


Base armor and armor growth increased, base health and magic resistance decreased.

Tristana has been terrorizing the mid lane in pro play recently, as she's simultaneously a hard-to-gank lane bully and a solid late-game scaling crit marksman. We'd like her to be largely unaffected by these changes in bot lane, where physical damage is more prevalent, but be weaker against mages who should be able to fight back.

Base Stats

  • Base Armor: 26 ⇒ 30
  • Armor Growth: 4.2 ⇒ 4.5
  • Base Magic Resistance: 30 ⇒ 28
  • Base Health: 670 ⇒ 640


Mana regeneration growth increased. Q mana cost decreased. W mana cost decreased.

Wukong has been a highly contested Pro jungler this season, but he hasn’t been performing well in solo queue. In order to put power back into his kit without much Pro play risk (he’s had low presence for the past two patches), we’ll be reducing the mana costs of his abilities to increase his trade frequency, which should help him in the top lane significantly more than jungle.

Base Stats

  • Mana Regeneration Growth: 0.65 ⇒ 0.8

Q - Crushing Blow

  • Mana Cost: 40 ⇒ 20

W - Warrior Trickster

  • Mana Cost: 80/70/60/50/40 ⇒ 60/55/50/45/40


Axiom Arc

Our reworked Axiom Arc changes weren’t quite enough to put this new item on the radar for users, so we’re going a bit riskier with the ultimate cooldown refund in hopes it’ll help the item find its place on the Rift. We’ll be keeping a close eye on this change to ensure it’s shaping up as we hope, but we’ll make more changes if necessary.

  • Ultimate Cooldown Refunded: 5% (+40% Lethality) ⇒ 10% (+40% Lethality)

Duskblade of Draktharr

Duskblade frequently finds itself in the hands of fighter champions which is something we’re looking to curb this patch, however, it's also overperforming on assassins in general. The low cooldown on its active is a big reason fighters like this item, so we’re opting to increase the cooldown substantially to discourage them from picking it up, while reducing the missing health damage to bring the item’s overall strength down (which we’ll be offsetting for assassins by buffing the lethality legendaries this patch).

  • Cooldown: 10 seconds ⇒ 30 seconds
  • Missing Health Damage: 20% ⇒ 18%

Prowler's Claw

Prowler’s Claw’s current cooldown is a bit too long for a lot of users that would like to pick up this item, so we’re lowering the cooldown to help make it a bit more accessible for these champions while slightly increasing the damage it can provide to make it a more worthwhile purchase.

  • Cooldown: 10 seconds ⇒ 5 seconds
  • Damage: 85 (melee)/65 (ranged) (+45 (melee)/30 (ranged) % bonus AD) ⇒ 85 (melee)/65 (ranged) (55 (melee) /35 (ranged) % bonus AD)

Serpent's Fang

As far as its assassin users are concerned, Serpent’s Fang is sitting at a reasonable power level but remains a niche purchase, so we’d like to give it some more generic power to help it break out of the "only purchase versus shielders" position it’s found itself in. A small lethality buff should help this item be a bit more desirable for any assassins looking to shred shields.

  • Lethality: 12 ⇒ 15

Umbral Glaive

Umbral Glaive isn’t as strong as it needs to be, often letting down the champions that this item naturally synergizes with (hello Pyke). We’re giving it a small lethality buff to make it slightly more dangerous in the hands of its users.

  • Lethality: 10 ⇒ 13

Arena Balance Adjustments

Having tapped down a lot of the powerful Arena competitors last patch, in this patch we’re focusing more on bolstering up champions that haven’t been able to find as much success in the Arena. We’re still tackling some of the strongest champions, Augments, and items with some nerfs, but primarily focused on giving weak ones some more power to compete.

Champion Buffs


  • Passive Damage AD Scaling: +60% bonus AD ⇒ +70% bonus AD
  • Passive Damage AP Scaling: +55% bonus AD ⇒ +65% bonus AD
  • W Energy Restoration: 100 ⇒ 150
  • Bugfix: Fixed a bug that was causing Akali to not properly receive +100 energy from the global Arena buff


  • Q Ability Haste: 0 ⇒ 25
  • Q Base Damage: 80/140/200/260/320 ⇒ 100/160/220/280/340
  • Q Slow: 60% ⇒ 70%
  • E Base Damage: 22/34/46/58/70 ⇒ 32/44/56/68/80
  • E Slow: 30/35/40/45/50 ⇒ 40/45/50/55/60
  • R Ability Haste: 0 ⇒ 30
  • R Damage to Champions: 300/475/650 ⇒ 400/575/750
  • R Health per Stack: 80/120/160 ⇒ 100/150/200


  • Passive Resonance Damage: 30-140 (based on level) (+90% AP) ⇒ 33-154 (based on level) (+90% AP)
  • Q First Hit Damage: 60/75/90/105/120 ⇒ 70/85/100/115/130
  • Q Second Hit Damage: 40/65/90/115/140 ⇒ 50/75/100/125/150
  • W Passive Damage: 3% (+3% per 100 AP) ⇒ 4% (+3% per 100 AP)


  • Q Base Damage: 25/30/35/40/45 (+30% AP) ⇒ 35/40/45/50/55 (+30% AP)
  • Q Bonus Magic Damage: 15/25/35/45/55 (+25% AP) ⇒ 25/35/45/55/65 (+30%AP)
  • W Ability Haste: 0 ⇒ 20
  • E Base Damage: 55/70/85/100/115 (+3% (+1.5% per 100 AP) of target's maximum health) ⇒ 5% of maximum health
  • E Empowered Magic Damage: 75/100/125/150/175 (+4% (+2.5% per 100 AP) of target's maximum health) ⇒ 7% of maximum health


  • Q Damage: 20/45/70/95/120 (+130% AD) (+15% AP) ⇒ 30/60/90/110/135 (+135% AD) (+17% AP)
  • E Ability Haste: 0 ⇒ 15
  • E Damage: 80/130/180/230/280 (+50% bonus AD) (+75% AP) ⇒ 90/140/190/240/290 (+50% bonus AD) (+80% AP)
  • R Damage: 350/500/650 (+100% bonus AD) (+90% AP) ⇒ 390/540/690 (+100% bonus AD) (+95% AP)


  • Q Damage: 60/85/110/135/160 (+ 90% bonus AD) ⇒ 80/105/130/155/190 (90%Bonus AD)
  • W Healing: 25% (+2% of 100 bonus AD) of the damage dealt to enemies ⇒ 35% (+3% of 100 bonus AD) of the damage dealt to enemies
  • E Minimum Damage:30/45/60/75/90 (+50% bonus AD) ⇒ 50/65/80/95/110 (+60% bonus AD)
  • E Maximum Damage: 60/90/120/150/180 (+100% bonus AD) ⇒ 100/130/160/190/220 (+120% bonus AD)


  • Q Damage: 65/90/115/140/165 (+ 40% AP) ⇒ 75/100/125/150/175 (+ 40% AP)
  • (Note: total damage for consuming mark now 150/200/250/300/350 (+40% AP).)
  • W Ability Haste: 0 ⇒ 15
  • W Damage: 75/115/155/195/235 (+60% AP) ⇒ 75/115/155/195/235 (+70% AP)
  • R Ability Haste: 0 ⇒ 15
  • R > Q Damage: 70/140/210 (+40% AP) ⇒ 90/160/230 (+50% AP)
  • R > E Damage: 70/140/210 (+40% AP) ⇒ 90/160/230 (+50% AP)

Lee Sin

  • Q Ability Haste: 0 ⇒ 30
  • W Lifesteal & Spell Vamp: 5-27% ⇒ 15-35%
  • W Shield Value: 50-250 ⇒ 60-300
  • E Base Damage: 35-155 ⇒ 55-195
  • E Slow: 20-80% ⇒ 40-80%


  • Passive Movement Speed: Bonus movement speed doubled
  • Q Human Form Minimum Damage AP Ratio: 50% ⇒ 80%
  • Q Cougar Form AD Ratio: 75% total AD ⇒ 120% total AD
  • W Maximum Traps: 4/6/8/10 (based on level) ⇒ 100
  • E Human Form Base Heal: 35-95 ⇒ 60-180
  • E Human Form Bonus Attack Speed: 20-60% ⇒ 40-80%
  • E Cougar Form AD Ratio: 0% ⇒ 80%

Nunu & Willump

  • Q Ability Haste: 0 ⇒ 30
  • Q Damage: 100/160/220/280/340 (+65% AP) (+5% bonus health) ⇒ 120/180/240/300/360(+70% AP) (+7% bonus health)
  • W Damage: 180/225/270/315/360 (+150% AP) ⇒ 215/260/305/350/395 (+150% AP)
  • R Damage: 625/950/1275 (+300% AP) ⇒ 655/980/1305 (+300% AP)
  • R Shield: 65/75/85 (+150% AP) (+30/40/50% bonus health) ⇒ 85/95/105 (+150% AP) (+40/50/60% bonus health)


  • Bonus Damage Against Vulnerable Targets: 10-95 (based on level) (+ 116%-150% (based on level) AD) bonus physical damage ⇒ 11.5-109.25 (based on level) (+ 118.4% - 157.5% (based on level) AD) physical damage
  • Q Damage: 20/45/70/95/120 (+ 80/90/100/110/120% AD) (+50% AP) ⇒ 20/45/70/95/120 (+90/100/110/120/130% AD) (+75% AP)
  • W Passive Attack Speed: 28 / 36 / 44 / 52 / 60% ⇒ 30 / 40 / 50 / 60 / 70%
  • W Ability Haste: 0 ⇒ 100
  • R AD Ratio: 70% ⇒ 100%


  • Passive Stun Hit Damage: 10% maximum health ⇒ 12% maximum health
  • CQ Ability Haste: 0 ⇒ 20
  • E Cooldown per Champion: 8 ⇒ 5


  • Q Minimum Base Damage: 40/60/80/100/120 ⇒ 65/85/105/125/145
  • Q Maximum Base Damage: 90/155/220/285/350 ⇒ 130/195/260/325/390
  • CW Stacks per Champion Takedown: 15 ⇒ 45
  • E Armor Reduction: 20% ⇒ 40%
  • E Slow: 40/45/50/55/60% ⇒ 55/60/65/70/75%
  • R Minimum Damage: 150/300/450 ⇒ 200/350/500
  • R Maximum Damage: 400/800/1200 ⇒ 600/1000/1400


  • Passive Fury Generation: Increased by 50%
  • Q Base Heal: 30-70 (+30% AP) ⇒ 60-140 (+50% AP)
  • Q Heal per Fury: 0.5-2.3 (+1.2% AP) ⇒ 1-4 (+2% AP)
  • W Slow: 30-60% ⇒ 50-80%
  • W Ad Reduction: 20-80 ⇒ 30-120


  • Q Base Damage: 70/110/150/190/230 ⇒ 100/140/180/220/260
  • R Base Damage: 180/230/280 ⇒ 250/300/350

Champion Nerfs


  • Passive Bonus Movement Speed: Reduced by 30%
  • W Ability Haste: 0 ⇒ -30


  • Passive True Damage: 3% (+4% per 100 bonus AD) ⇒ 2% (+3% per 100 bonus AD)
  • W Ability Haste: 0 ⇒ -20


  • Q % Health Damage: 6-10% ⇒ 5-9%
  • Q AD Ratio: 1.2% ⇒ 1%
  • E Ability Haste: 0 ⇒ -20
  • R Base Damage: 175-525 ⇒ 100-300

Augment Buffs

Banner of Command

  • Stats Given: Increased by 15% ⇒ PIncreased by 20%

Blunt Force

  • Percent AD Given: 10% ⇒ 15%

Circle of Death

  • Healing Converted to Damage: 40% ⇒ 50%

Combo Master

  • Phase Rush Movement Speed: 15-40% ⇒ 20-60%
  • Electrocute Damage: 30-180 (+40% bonus AD) (+25% AP) ⇒ 50-250 (+45% bonus AD) (+30% AP)


  • AP Converted to Ability Haste: 20% ⇒ 25%

First Aid Kit

  • Heal and Shield Power: 20% ⇒ 25%

From Beginning to End

  • First Strike Damage Amplification: 11% ⇒ 15%
  • Dark Harvest Damage: 25-75 (+30% Bonus AD) (+20% AP) (+6 per Stack) ⇒ 50-100 (+35% Bonus AD) (+25% AP) (+10 per Stack)

Phenomenal Evil

  • Cooldown: 0.75 seconds shared between all abilities ⇒ 0.75 seconds per ability spell slot


  • Burn Percent Maximum Health Damage: 4% ⇒ 5%

Augment Nerfs

Ok Boomerang

  • Damage: 55-275 (+30% Bonus AD) (+20% AP) ⇒ 45-225 (+25% Bonus AD) (+17% AP)

Restless Restoration

  • Base Heal per 1000 Units Traveled: 50-150 ⇒ 30-150

Spirit Link

  • Damage Redirected: 30% ⇒ 25%
  • Healing Copied: 40% ⇒ 45%

Tank it or Leave it

  • Critical Defend Damage Reduction: 40% ⇒ 30%

With Haste

  • Haste as Movement Speed: 200% ⇒ 150%

Item Buffs

Ardent Censer

  • Attack Speed Granted: 30% ⇒ 40%
  • On-Hit Damage: 20 ⇒ 25

Edge of Night

  • Health: 325 ⇒ 400


  • Root/Slow Duration: 1 second ⇒ 1.5 seconds


  • Cooldown: 45 seconds ⇒ 30 seconds
  • Attack Speed: 15% ⇒ 25%


  • Health: 200 ⇒ 300
  • Attack Damage: 50 ⇒ 55

Imperial Mandate

  • Initial Proc Damage: 50-90 ⇒ 70-130
  • Ally Proc Damage: 100-160 ⇒ 120-200

Ionian Boots of Lucidity

  • Movement Speed: 30 ⇒ 45

Kraken Slayer

  • Attack Damage: 35 ⇒ 40

Locket of the Iron Solari

  • Shield Strength: 400-1000 ⇒ 600-1200

Night Harvester

  • Cooldown: 30 seconds ⇒ 15 seconds

Item Nerfs


  • Attack Damage: 60 ⇒ 50
  • Proc Percent Maximum Health Damage: 8% ⇒ 7%

Radiant Virtue

  • Health Strength: 6% of maximum health ⇒ 4% of maximum health

Surrender QoL Updates

It’s no secret that some players use surrender votes to project their dissatisfaction with either the current game state or their teammates. While it’s okay to get frustrated because you’re struggling in the game, we don’t think it's okay to misuse features within League to bother and harass teammates. With this change we’re looking to restrict surrender vote spamming and make the act of calling a surrender a little bit more a team action. We’re also taking some time to make the surrender process a bit cleaner overall.
  • The name of the player that started a surrender vote is no longer revealed.
  • After starting a surrender vote, the player that started the surrender vote will not be able to begin another vote for 6 minutes. Note, the team cooldown on calling for a surrender vote remains unchanged at 3 minutes and takes priority over individual cooldowns.
  • The surrender vote will automatically resolve when a vote can no longer pass and will no longer remain open waiting for players to vote.
  • The surrender box text has been updated to reflect the type of surrender vote being called: Surrender, AFK Surrender, or Remake.

ARAM Adjustments

After our last round of ARAM balance changes, we've managed to address urgent under/overperforming champions, but we want to let the dust settle before making more adjustments. We're not done balancing ARAM by any means, but we want to collect information on which champions really need to be addressed instead of making minor changes to a few champions.

Clash - ARAM Cup

ARAM Clash is BACK BABY! Here’s a look at the upcoming ARAM Cup dates:
  • Registration Begins: August 14 @ 11:00 AM (Local Time)
  • Tournament Days: August 19 and 20 (~4-7 PM Local, varies by region)
Some additional and new notes on ARAM Clash:
  • There is no ranked history/ranked placement requirement
  • Players will receive 2 rerolls per game
  • newScouting phase time has been reduced as scouting is less relevant in this mode
  • newImproved matchmaking

Mythic Shop Rotation

Now Available

  • Prestige Immortal Journey Sona
  • Prestige Anima Squad Jinx
  • Prestige True Damage Yasuo
  • Prestige Mecha Kingdoms Garen
  • Prestige High Noon Talon
  • Mythic Chroma PROJECT Ashe
  • Mythic Chroma Battle Academia Ezreal

Leaving the Mythic Shop

  • Prestige Valiant Sword Riven
  • Prestige Lunar Beast Fiora
  • Prestige Star Guardian Soraka
  • Prestige Nightbringer Lee Sin
  • Mythic Chroma Dunkmaster Darius
  • Mythic Chroma Final Boss Veigar

Bugfixes & QoL Changes

QoL Changes

  • Mass Disenchanting for shards is now available. Head to your Loot tab to try it out!
  • In the item recommender, when hovering over a champion that the item is good against, the recommender will now tell you why it is good against them.


  • Fixed a bug that was stopping the screen from flashing purple as a warning that Rift Herald was about to expire.
  • Fixed a bug that was causing AoE damage dealt by Dragons to deal increased damage if there were multiple champions standing behind the aggroed champion.
  • Fixed several bugs that were causing Nidalee’s VO’s to not play properly.
  • Fixed several bugs that were causing Varus’s VO’s to not play properly.
  • Fixed several bugs that were causing Jax’s VO’s to not play properly.
  • Fixed a bug that was Causing Kindred’s E - Mounting Dread VFX to not properly render above impassable terrain.
  • Fixed a bug that was causing champions to slide while Grounded.
  • Fixed a bug that was cursing Taliyah’s Q - Threaded Volly AoE VFX to not appear.
  • Fixed a bug where Viego would only copy the base skin and not the chroma of a champion he had possessed.
  • Fixed a bug where Night Harvester’s item effect was not granted upon a champion using a spell shield to block the ability.
  • Fixed a bug that was causing Dr. Mundo’s Q - Infected Bonesaw hitbox to be misleading.
  • Fixed a bug that was causing Syndra’s orb VFX to not properly appear depending on graphic settings.
  • Fixed a bug that was causing Leona’s sword and shield to appear pixelated.
  • Fixed a bug that was resulting in Mikael’s Blessing being listed as a Magic Resist item in the shop.
  • Fixed a bug where revives like Guardian Angel and Zilean’s ultimate would cause Infernal Dragon Soul’s effect to become unavailable.
  • Fixed a bug where Ryze R was not properly teleporting all non-champion units.
  • Fixed a bug where all players with jungle items would receive treats for contributing to take down an Epic monster when only the team that slayed the Epic monster should receive a treat.
  • Fixed a bug that was causing Naafiri’s packmates to not receive movement speed buffs when they were trying to catch up to her.
  • Fixed a bug that was causing Naafiri’s backflip animation to play on her W - Hound’s Pursuit when cast at point blank range.
  • Fixed a bug that was causing Naafiri’s packmates to only attack once when fixated onto enemies after being Feared or Charmed.
  • Fixed a bug that caused Naafiri’s Q - Darkin Daggers’ bleed VFX to now show if the second dagger hit a different opponent.
  • Fixed a bug that was causing Naafiri’s packmates to not follow her after using certain movement methods like Hexgates, Bard’s Magical Journey, or being displaced.
  • Fixed a bug that caused Naafiri’s Q to fire backwards after her W was completed if she buffered her Q during a W cast.

Skin Bugfixes

  • Fixed a bug where Cosmic Varus’s Piercing Arrow (Q) sound still plays regardless if Q was fired or not.
  • Fixed a bug where Star Guardian Sona’s feet would bend backwards during death animation.
  • Fixed a bug that was making Infernal Kennen’s VFX hard to distinguish against the character model.

Upcoming Skins & Chromas

Patch 13.15 notes

Ding ding ding! Patch 13.15 enters the ring!

We hope you’ve all been enjoying our Soul Fighter summer event so far! At this point we’re expecting that some of you have already finished scouting out and beating the existing competition, so we figured we’d just make even MORE competition for you. Make sure to keep an eye out for the second half of the Soul Fighter roster coming out this patch–they’ll also be making their own cameo appearances in Arena so stay sharp out there Gladiators!

We’ve already had two micropatches for Arena, but we’re not done yet! In order to keep the game experience fun and fresh we have another round of balance adjustments coming to you this patch. We hope you’re all enjoying Arena and we’re looking forward to seeing you in the ring!

Now let’s get back to the balance changes for Summoner’s Rift. In this patch we’re knocking down Sejuani and Maokai who have been thriving in Pro play, giving Rell some nice QoL updates, and walking back some previous buffs that ended up being just a bit too strong. We also have some updates to how Smite interacts with pets, which required re-tuning their durability as well, so make sure to check those changes out down below!

Low rolling your Arena augments? Well we have a whole different game for you to low roll in! It’s called Teamfight Tactics and you can learn more about what’s going on there in the TFT patch notes here!
Lilu "RiotRiru" Cabreros

Patch Highlights

Prestige Soul Fighter Shaco, Soul Fighter Evelynn, Soul Fighter Gwen, Soul Fighter Jhin, Soul Fighter Shaco, Soul Fighter Viego will be available August 3, 2023 at 20:00 UTC.

Apex MMR Duo Restriction

The MMR duo restriction for Apex ranks has been re-enabled as of patch 13.15.



Q damage decreased.

The Aatrox buffs from last patch went a bit aa-wry, so we’re back to tone it down a little. This nerf is meant to dial back some of the big damage numbers he got last patch without changing the much-needed wave clear buff he received.

Q - The Darkin Blade

  • First Cast Damage: 10/25/40/55/70 (+60/70/80/90/100% AD) ⇒ 10/25/40/55/70 (+60/67.5/75/82.5/90% AD) (Note: The second cast of Q will still deal 25% more than base damage and the third cast will still deal 50% more.)


Passive critical strike chance scaling increased. R critical strike chance additional damage increased.

Caitlyn hasn’t been hitting the mark in terms of her current power levels, so we’re here to put some more gunpowder (Hextech?) in her rifle to give her shots some more kick. We’re primarily focusing on making Caitlyn scale better with her crit-based builds this patch, particularly in her passive and ultimate crit chance scaling. While she won’t be able to gain lane advantages with these changes, she’ll be better able to keep up with her competition when it comes to scaling with items.

Passive - Headshot

  • Critical Strike Rate Coefficient: 1.2 ⇒ 1.3 (Note: this will grant +27 base damage at 100% critical strike chance)

R - Ace in the Hole

  • Critical Strike Chance to Damage Ratio: 2.5% additional damage per 10% critical strike chance ⇒ 3.5% additional damage per 10% critical strike chance


AD growth increased. R on-hit damage increased.

Camille hasn’t been the sharpest legs in the shed recently, and since she hasn’t been seen much in Pro play either, we’re looking to get some more power back into her kit. We'll be increasing her AD growth and the amount of damage she deals during her ultimate to give her more of an opportunity to secure kills both in side lanes and in teamfights.

Base Stats

  • Attack Damage Growth: 3.5 ⇒ 3.8

R - The Hextech Ultimatum

  • Base Bonus Magic Damage per Attack: 5/10/15 ⇒ 20/30/40


Base health regeneration increased. W bonus armor and MR increased.

Gwen needs some help at the moment, and we’re here to throw her a metaphorical lifeline (of yarn).. Her damage is already in a good spot so we want to focus on helping her early game, particularly into her more difficult matchups, by increasing her durability. These changes should help Gwen trade better into tough opponents, especially when she’s using her Hallowed Mist well.

Base Stats

  • Health Regeneration per 5 seconds: 8.5 ⇒ 9

W - Hallowed Mist

  • Bonus Armor and Magic Resistance: 17/19/21/23/25 (+7% AP) ⇒ 22/24/26/28/30 (+7% AP)


Magic resistance decreased. W ally on-hit damage increased. E shield strength adjusted. R Daisy! duration decreased, armor and MR decreased, health decreased, attack damage decreased.

Ivern has a unique place in League of Legends as an enchanter jungler and as such, we believe enchanter should be his primary build. His high-AP builds should be viable, but are currently significantly better than his supportive ones. Nerfs to his E AP ratio and buffs to its base shielding, nerfs to Daisy's AP ratio for bonus AD (we do not think Daisy should be able to duke it out with other champs 1v1), and buffs to his teammate-amping W should shift his builds and playstyle toward supportive options and away from Night Harvester.

In addition, Ivern is simply overpowered. Along with the above changes, his Magic Resist is being re-tuned to that of a ranged champion and Daisy's duration is shortened to match Tibbers. 45 seconds is still enough time to be worth micromanaging her out of harm's way but will typically keep her from having 100% uptime.

Finally, Daisy’s overall durability is being shifted for two reasons: First, Smite will no longer deal high damage to pets, which necessitates nerfing her durability somewhat. Second, her durability is being shifted from rank-based to champion-level-based. This is because the game state at level 6 is very different from the game state at level 10, yet pets rarely have meaningful differences in durability between those two points in time.

Base Stats

  • Magic Resistance: 32 (+2.05 per level) ⇒ 30 (+1.3 per level) (Note: this is typical for other ranged champions)

W - Brushmaker

  • Ally On-Hit Damage: 5/7.5/10/12.5/15 (+10% of Ivern's AP) ⇒ 10/15/20/25/30 (+10% of Ivern's AP)

E - Triggerseed

  • Shield Strength: 80/115/150/185/220 (+75% AP) ⇒ 85/125/165/205/245 (+50% AP) (Note: this will be a buff until Ivern’s gets 20/40/60/80/100 AP)

R - Daisy!

  • Duration: 60 seconds ⇒ 45 seconds
  • Armor and Magic Resistance: 20/50/100 (+5% AP) ⇒ 30-90 (levels 6-18)
  • Health: 1300/2600/3900 (+50% AP) ⇒ 1000-4400 (levels 6-18, nonlinear scaling) (+50% AP) (Note: this is approximately a 5% durability decrease)
  • Daisy! Attack Damage: 70/100/130 (+30% AP) ⇒ 70/100/130 (+15% AP) (Note: final shockwave damage is unchanged)


Base health decreased. Q damage decreased. W cooldown increased.

Kai'Sa has skyrocketed in popularity and currently has a wealth of viable build options. Her AD builds like Kraken plus Quickblades are a little too strong and her high-AP ones are quite a bit over the line, which have made her a very powerful bot laner. We're delivering a small nerf to some of her AP outputs, plus a more generic nerf with the hope that she continues to have multiple viable builds and remains fun to play.

Base Stats

  • Base Health: 670 ⇒ 640

Q - Icathian Rain

  • Damage per Missile: 40/55/70/85/100 (+50% bonus AD) (+ 30% AP) ⇒ 40/55/70/85/100 (+50% bonus AD) (+ 20% AP)
  • Maximum Single-Target Damage (Unevolved): 90/123.75/157.5/191.25/225 (+112.5% bonus AD) (+67.5% AP) ⇒ 90/123.75/157.5/191.25/225 (+112.5% bonus AD) (+45% AP)
  • Maximum Single-Target Damage (Evolved): 150/206.25/262.5/318.75/375 (+187.5% bonus AD) (+112.5% AP) ⇒ 150/206.25/262.5/318.75/375 (+187.5% bonus AD) (+75% AP)

W - Void Seeker

  • Cooldown Reduction after Evolution: 77% ⇒ 75% (Note: this is functionally an 8.7% cooldown increase on hit)


Q damage to monsters decreased.

Maokai has been overgrowing his welcome in Pro this season but is standing in a good place in solo queue. This tree is already at a good level when it comes to cc’ing his enemies during ganks and teamfights, so we’re looking to slow down his jungle clear speed a bit this patch instead.

Q - Bramble Smash

  • Bonus Damage to Monsters: 100/120/140/160/180 ⇒ 80/100/120/140/160


Passive bonus movement speed increased. Q base damage increased.

Since our last set of changes, Nami has become a strong, independent fish that doesn’t need a Lucian anymore. Now that she isn’t soul bound to Lucian we feel more comfortable adding some power back into her kit, namely by increasing the movement speed she can offer to allies and giving slightly more damage on her Q. We wanted to be very careful with W and E, which are her primary support tools, so instead we went with a reliable way to help others with movement speed. We’re also adding a little more satisfaction on hitting her more difficult spell, which gives her some more power early where we believe she should still be a dominant support in lane.

Passive - Surging Tides

  • Bonus Movement Speed: 90 (+20% AP) ⇒ 100 (+25% AP)

Q - Aqua Prison

  • Magic Damage: 75/130/185/240/295 (+50% AP) ⇒ 90/145/200/255/310 (+50% AP)


Multiple QoL adjustments made to Rell.

Rell's Midscope has been charging down bot and jungle for some time now. Some bugs, consistency issues, and quality of life opportunities have cropped up, which is what we're addressing this patch.

Her Q + Flash used to work similarly to other skillshots like Ahri E, where after the flash it would go to the location you originally targeted, adjusting the angle as needed. This has its pros and cons, but leads to a number of instances where Rell ends up Qing backward or at an entirely different angle than expected, especially after flashing a wall, which could throw players off. Additionally, her W2 attack was feeling sluggish and a bit unresponsive, so we're smoothing that out a bit. Finally, there was some inconsistency in how her Passive was applied between her spells and auto attacks, which we're resolving now.

Passive - Break the Mold

  • Consistency is Key: All spells and auto attacks now apply the damage first, THEN apply the passive. (Note: Previously Q, W2, and R would apply passive, then damage, but E and auto attacks would do the opposite.)

Q - Shattering Strike

  • Q Flash Interaction: Q maintains the original target location after flashing ⇒ Q maintains the absolute direction after flashing. (Note: This should feel more intuitive and in line with expected outcomes.)

W - Ferromancy: Mount Up

  • QoL Change: Increased dash speed before the flip once she's locked onto a target. This should both solve some bugs and make the ability feel quicker and more responsive.
  • Monster Mounting Maneuver: Fixed a bug that was causing Rell’s W - Mount Up to not apply bonus damage to Epic monsters.


W base damage decreased.

Sejuani, like Maokai, has been a top tier Pro jungler this season and it's about time for her to give the spotlight to another jungler. We'll be nerfing her W base damage, which is especially valuable in Pro play due to the effect it has on her clear speed and early skirmishing.

W - Winter’s Wrath

  • Initial Cast Damage: 20/25/30/35/40 (+20% AP) (+2% of maximum health) ⇒ 10/15/20/25/30 (+20% AP) (+2% of maximum health)
  • Second Cast Damage: 30/70/110/150/190 (+60% AP) (+6% of maximum health) ⇒ 20/60/100/140/180 (+60% AP) (+6% of maximum health)


AD growth decreased, health growth decreased.

Shyvana’s last round of changes were a bit too fire, so we’re back to dampen her flames ever so slightly. Shyvana has historically always done better at lower MMRs, but her recent changes increased the skill skew even moreso. With this batch of changes we’re looking to even out this skill skew a bit by reducing some base stats which will make her a bit weaker in the late game where she can afford to lose some power, but not affect her already weak clear speed.

Base Stats

  • Attack Damage Growth: 3.4 per level ⇒ 3 per level
  • Health Growth: 109 per level ⇒ 104 per level


Q damage increased. E cooldown decreased early, damage to monsters increased.

Taliyah hasn’t been rocking anyone’s world recently, which is a shame because that’s literally her identity. We currently feel as though Taliyah has room for a small buff to both her mid and jungle roles, especially when it comes to early game damage and frequency, both of which these changes should help bolster.

Q - Threaded Volley

  • Magic Damage: 45/65/85/105/125 (+50% AP) ⇒ 50/70/90/110/130 (+50% AP)

E - Unraveled Earth

  • Cooldown: 18/17/16/15/14 seconds ⇒ 16/15.5/15/14.5/14 seconds
  • Damage to Monsters Modifier: 150% ⇒ 175%


Passive shield scaling adjusted.

Yasuo hasn't fully recovered from the Midseason update that removed Immortal Shieldbow as a viable early option. We're continuing the trend of giving him enough durability to survive early and mid-game fights without having to rely on Blade of the Ruined King or Death's Dance, which go against his core fantasy of wielding crit. The change in this patch ends up being a 30-50% larger shield in the mid game, even if level 1 and 18 are unchanged.

Passive - Way of the Wanderer

  • Shield Strength: 125-600 (based on level) ⇒ 125-600 (now mirrors base stat scaling)


W shield strength increased.

Yone is currently not performing so well in solo queue. Similar to Yasuo, he lost Immortal Shieldbow as an early purchase, which gave him much-needed survivability. We'll be increasing his W shield to help him trade better in lane and to also improve his general durability throughout the game.


  • Shield Strength: 45-65 (based on level) (+65% bonus AD) ⇒ 60-80 (based on level) (+65% bonus AD)

Smite and Ultimate Summons

Currently, Smite has two damage values: one for champions and one for everything else. Unfortunately for pet champions—like Annie and Ivern—that "everything else" includes pets who are supposed to live long enough to be useful. Smite all but removing a champion's ultimate is pretty unfair. Additionally, "uniquely amazing at dealing with summoners" is not a strength we think junglers need. We're electing to make Smite's interaction with pets the same as it is against the champions who summon them: low damage and, when upgraded, a slow.

For ultimate pets themselves, there are a few goals: First, by nerfing Smite against them, they need to become a bit less durable overall as compensation. These changes amount to roughly 5-10% less durability averaged across the game. The second goal is to make ultimate pet health more consistent. At level 6, these pets are too durable for a 1v1 fight but also don't ramp up for a mid-game team fight at level 9 or 10. By shifting their durability into champion level instead of ultimate rank scaling, these rough edges can be sanded off. Finally, we're removing some AP scaling from pet durability. While that scaling helps round out pet durability, it's important that ultimate pets have a reliable baseline of durability and function. On the other hand, it makes sense for their offensive capabilities to scale with gold income and ability rank.


  • Damage to Non-Lane Minions: 600/900/1200 ⇒ 20-160 (based on level) (Note: Damage to jungle monsters and lane minions is unchanged, this should only affect minions spawned by another champion.)
  • new20% slow for 2 seconds: Unlocked on first upgrade to Unleashed Smite ⇒ Unlocked on second upgrade to Primal Smite


Tibbers durability decreased.

R - Summon Tibbers

  • Armor and Magic Resistance: 30/60/90 (+5% AP) ⇒ 30-90 (levels 6-18)
  • Health: 1300/2200/3100 (+75% AP) ⇒ 1150-3500 (+50% AP) (levels 6-18, nonlinear scaling) (Note: this is approximately a 5-10% durability decrease)


R Apex Turret durability decreased.

R - H-28Q Apex Turret

  • Turret Health: 850-1450 (based on level) (+25-200% (based on level) AP) ⇒ 725-1525 (based on level) (+50% AP)
  • Turret Armor: 10-80 (based on level) ⇒ 30-90 (based on level)
  • Turret Magic Resistance: 25-65 (based on level) ⇒ 30-90 (based on level)


R Maiden’s durability adjusted. Maiden now has armor, magic resistance, and health regeneration added.

R - Eulogy of the Isles

  • newComeback Queen: Maiden of the Mist will now regenerate 2.5 health per second
  • newMaiden’s Armor and Magic Resistance: 0 ⇒ 10-50 (levels 6-18, nonlinear scaling)
  • Health: 350/1100/3300 (+75% of Yorick’s maximum health) ⇒ 400-1650 (levels 6-18, nonlinear scaling) (+60% of Yorick’s maximum health)


Night Harvester

One of Night Harvester's best users is the item Statikk Shiv, which is below the bar for counter-play of the effect. We're taking the time to make its application more consistent with other items, requiring casting an ability or at least inflicting auto attack damage.
  • Soulrend Activation Condition: Damaging an enemy champion ⇒ Damaging an enemy champion with an attack, ability, or pet damage (Note: items will no longer proc Night Harvester)


Glacial Augment

Glacial Augment is pretty overpowered right now and can end up feeling bad when dominant on Tank supports, which unfortunately doesn't allow them to feel the effects of Guardian/Aftershock. In this patch we’re nerfing the base value of it and increasing the stats benefits that Tank supports generally don't have. This should help non-tanks at the 2+ item breakpoint with a more effective slow while pure tanks won’t be able to use the base slow as effectively.
  • Icy Zone Slow: 30% (+3% per 100 AP) (+4% per 100 bonus AD) (+9% per 10% heal and shield power) ⇒ 20% (+6% per 100 AP) (+7% per 100 bonus AD) (+9% per 10% heal and shield power)

Arena Balance Adjustments

Welcome to the Arena balance adjustments! The hotfixes that came through in 13.14 were mainly about breaking up a meta that was forming and tapping down marksman hyper carries that were overperforming. The 13.15 changes are more about buffing up a bunch of underperforming champions and continuing to reign in the top tier competitors by champ rather than taking swings at classes. Going forward we'll be keeping an eye on tanks and assassins who have been struggling in a lot of cases, but we'll need to see how the 13.15 changes shake out first. We hope you’ve been enjoying your time in the Arena!

Before we jump into the balance adjustments, we wanted to give you a heads-up that we’re going to have some new Soul Fighters joining us this patch. Look out for the following competitors coming to an Arena near you!
  • Evelynn: Grants all players camouflage.
  • Gwen: Occasionally protects the lowest health player with her W, Hallowed Mist.
  • Jhin: Casts his ultimate, Curtain Call, which will alternate shots between each player.
  • Shaco: Continuously places his Jack-in-the-Boxes around the Arena.
  • Viego: The first player to die will instead become Viego for a period of time.



  • Q damage: 5-85 (+80% Total AD) ⇒ 15–135 (+100% Total AD)
  • W Revive Health percentage 33% ⇒ 60%
  • E Attack Speed Scaling: 0.3 per 100% bonus attack speed ⇒ 0.45 per 100% bonus attack speed
  • R AD Ratio: 10% ⇒ 20%


  • Passive Chimes Needed per Upgrade Tier: 5 ⇒ 2
  • Passive Meep Damage AP Ratio: 30% ⇒ 60%
  • W Charge Time: 10 seconds ⇒ 8 seconds
  • W Ability Haste: 0 ⇒ +70
  • W Max Packs: 3 ⇒ 33
  • W Healing: Healing Doubled
  • E Ability Haste: 0 ⇒ +70


  • Passive Mana:Shield Ratio: 1:1 ⇒ 1:2
  • Passive Cooldown: 90 seconds ⇒ 30 seconds
  • Q AP Ratio 120% ⇒ 150%
  • Q Ability Haste: 0 ⇒ +40
  • R Passive Base Damage: 50/100/150 + (30/40/50% AP) ⇒ 60/110/160 + (40/50/60% AP)
  • R Active AP Ratio: 100% ⇒ 130%


  • Q Base Damage: 65/95/125/155/185 ⇒ 100/130/160/190/210
  • W Base Damage: 50/75/100/125/150 ⇒ 75/100/125/150/175/220
  • R Base Damage: 70/90/110 ⇒ 100/120/140
  • R Base Bonus Damage per Stack: 35/45/55 ⇒ 45/55/65


  • Passive Damage AD Scaling: +60% bonus AD ⇒ +80% bonus AD
  • Passive Cooldown Reduction on Kills: 15 seconds ⇒ 20 seconds
  • Q Damage: 80/110/140/170/200 (+35% AP) ⇒ 80/110/140/170/200 (+50% AP)
  • E Damage: 20/35/50/65/80 (+ 40% AD) (+ 25% AP) ⇒ 50/65/80/95/110 (+50% AD) (+35% AP)
  • R Damage per Dagger: 25/37.5/50 (+19% AP) (16% Bonus AD) ⇒ 50/62.5/75 (+22% AP) (16% Bonus AD)


  • Q Base Cooldown: 3.5 seconds ⇒ 2.75 seconds
  • E Ability Haste: 0 ⇒ +20


  • Q Bonus Movement Speed: 25-39% (based on level) ⇒ 50-78% (based on level)
  • Q AP Ratio: 100% ⇒ 125%
  • W Bonus Armor: 35 (+40/50/60/70/80% total armor) ⇒ 35 (+60/70/80/90/100% total armor)
  • W Bonus MR: 10 (+30/35/40/45/50% total MR) ⇒ 10 (+40/45/50/55/60% total MR)
  • E Taunt Duration: 1.2/1.4/1.6/1.8/2 seconds ⇒ 1.6/1.8/2/2.2/2.4 seconds
  • E Bonus Attack Speed Duration: 1.2/1.4/1.6/1.8/2 seconds ⇒ 1.6/1.8/2/2.2/2.4 seconds
  • R AP Ratio: 60% ⇒ 100%


  • Passive Damage to Plants: 1 ⇒ 2
  • W Base Slow: 25% ⇒ 40% (Note: enhanced slow is unchanged)
  • R Bonus Base Damage per Stack: 20/25/30 ⇒ 30/35/40


  • Q Base Damage: 70/110/150/190/230 ⇒ 100/140/180/220/260
  • E Ability Haste: 0 ⇒ +30
  • E AP Ratio: 30% ⇒ 40%
  • E Slow: 10/20/30/40/50% ⇒ 30/40/50/60/70%

Echoes of Helia

  • Heal per Shard: 20-80 ⇒ 40-160
  • Damage per Shard: 30-180 ⇒ 45-270

Guardian’s Dirk

  • Lethality: 10 ⇒ 15

Hextech Gunblade

  • Ability Power: 70 ⇒ 80
  • Omnivamp: 15% ⇒ 20%

Prowler’s Claw

  • AD Ratio: 20 ranged/15 melee ⇒ 45 ranged/30 melee

Staff of Flowing Water

  • Movement Speed: 10% ⇒ 15%
  • Passive Proc AP granted: 45-70 ⇒ 60-90
  • Passive Proc Ability Haste Granted: 30 ⇒ 35


  • Base Explosion Time: 1 second ⇒ 0.75 seconds


  • Base Health Regeneration: 500% ⇒ 600%
  • Amped Regeneration 1000% ⇒ 1200%



  • W Ability Haste: 0 ⇒ -30
  • R Ability Haste: 0 ⇒ -50


  • Tibbers’ Base Health: Reduced by 50%


  • Package Duration: 60 seconds ⇒ 15 seconds
  • E Ability Haste: 0 ⇒ -30


  • Q Turret Health: Reduced by 30%
  • E Ability Haste: 0 ⇒ -30


  • E Ability Haste: 0 ⇒ -30
  • R Passive Proc Base Damage: 60-160 ⇒ 40-120


  • R Ability Haste: -50 ⇒ -100
  • R Base Damage: 200-400 ⇒ 50-150


  • W Magic Damage: 70/95/120/145/170 (+80% AP) ⇒ 70/90/110/130/150(+60% AP)
  • R Bonus Armor and MR: 20/40/60 ⇒ 20/30/40
  • R Magic Damage per Bolt: 40/75/110 (+22.5% AP) ⇒ 30/55/80 (+18% AP)


  • W Ability Haste: 0 ⇒ -30
  • E Ability Haste: 0 ⇒ -30


  • Q Base Damage: 20-120 ⇒ 10-90
  • W Ability Haste: 0 ⇒ -30
  • R Base Maximum HP Damage per Second: 4-8% ⇒ 3-6%


  • Passive Grave Spawn Time: 6 seconds ⇒ 8 seconds
  • Ghoul Health: Reduced by 30%

Windspeaker’s Blessing

  • Armor and MR Resistances: 45-105 (based on level) ⇒ 30-90 (based on level)

Naafiri (Cameo)

  • Percent Maximum Health Damage: 20-60% ⇒ 10-20%



  • The Ring of Fire will now apply increasing amounts of Grievous Wounds
  • Player Frame Augment Panel has been added as an additional stats panel in the UI
  • The item shop has been reordered to go from Starter, to Epic, to Mythic, and finally to Legendary.


  • Fixed a bug where Trinity Force’s mythic bonus was not giving the correct amount of movement speed under certain conditions.
  • Fixed a bug that was causing the Scoped Weapons Augment to grant the incorrect amount of attack range.
  • Fixed a bug that was causing loading screen tips from TFT to appear in the loading screen.
  • Fixed a bug that was causing the End of Game screen to not display game time and ID.
  • Fixed a bug that caused Champion’s splashes to not appear if they early exited.
  • Fixed a bug that was causing Karma’s Q to stop working when she cast the Die Another Day Augment.
  • Fixed a bug that made players unable to inspect another champion by clicking on them when spectating their combat.
  • Fixed a bug that caused Fiddlesticks’ Scarecrow Effigy to not have an ability icon.
  • Fixed a bug that caused Camille’s Passive to grant a magic shield when attacking an AD champion.
  • Fixed a bug that was causing the Sonic Boom Augments to track damage dealt to target dummies during the planning phase.
  • Fixed a bug that caused the Augment Chauffeur to interfere with aiming controls when the user’s ally would move.
  • Fixed a bug that was causing Mordekaiser’s R to make the screen go completely green if Mordekaiser eliminated the last enemy with it.
  • Fixed a bug that was causing Neeko’s W clone to not move and then teleport when a directional input was made.
  • Fixed a bug that was causing Neeko’s R to show the ability VFX while she was disguised.
  • Fixed a bug that caused Kha’Zix’s R to remain on cooldown if it was used during the previous planning phase.
  • Fixed a bug that was causing attack move to prioritize plants over champions.
  • Fixed a bug where champions could apply on-hit effects to the Health Relic
  • Fixed a bug that was causing the incorrect victory/defeat screen to be shown upon losing/winning a game.
  • Fixed a bug that was causing Gwen’s W to not block damage.
  • Fixed a bug that was causing Earthwake Augment to only explode where Maokai landed after casting his W.
  • Fixed a bug that was causing Gangplank’s R Silver Serpent upgrades to not correctly display the icons.
  • Fixed a bug that allowed Cameo champions to capture Skarner’s crystal spires.
  • Fixed a bug that was causing Wukong’s name to appear as MonkeyKing on the scoreboard. That’s bananas.

ARAM Adjustments


  • Hecarim: 95% Damage Taken ⇒ 90% Damage Taken
  • Darius: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Lucian: 0 Ability Haste ⇒ 10 Ability Haste
  • Amumu: 105% Damage Taken ⇒ 100% Damage Taken
  • Corki: 0 Ability Haste ⇒ 10 Ability Haste
  • Pantheon: 100% Damage Dealt ⇒ 105% Damage Dealt


  • Lissandra: 100% Damage Taken ⇒ 105% Damage Taken
  • Aatrox: 95% Damage Taken ⇒ 100% Damage Taken
  • Singed: 105% Damage Taken ⇒ 110% Damage Taken
  • Teemo: 90% Damage Dealt ⇒ 85% Damage Dealt
  • Zyra: 0 Ability Haste ⇒ -20 Ability Haste
  • Nasus: 95% Damage Dealt ⇒ 90% Damage Dealt
  • Lillia: 105% Damage Taken ⇒ 110% Damage Taken
  • Swain: 90% Healing Done ⇒ 80% Healing Done
  • Pyke: 90% Damage Taken ⇒ 95% Damage Taken


  • Fixed a bug that was causing Gangplank to not gain Silver Serpents passively.

Bugfixes & QoL Changes


  • Event Passes are now giftable from the Gifting Center! They can be found under “Send a Hextech Crafting gift to a friend.”
  • Event Pass Mission progress for Arena has been adjusted from 6 points per minute for wins and 4 points per minute for losses to a placement-based system: 6 points for 1st, 4 points for 2nd, 3 points for 3rd, and 2 points for 4th place.


  • Fixed a bug where pets/summons like Tibbers and Shaco’s clone would not be able to attack inhibitors and the nexus.
  • Fixed a bug where Singed’s Q poison trail would not be able to damage Baron.
  • Fixed a bug where Font of Life would proc Echoes of Helia’s passive.
  • Fixed a bug where Trinity Force’s mythic bonus was not giving the correct amount of movement speed under certain conditions.
  • Fixed a bug where Naafiri’s W could incorrectly collide with spells/traps past her target.
  • Fixed a bug where Naafiri’s packmates would not follow the target of her W if the target became untargetable.
  • Fixed a bug where Naafiri’s animations wouldn’t play fluidly when using several abilities.
  • Fixed a bug where Rell’s W2 would sometimes miss when attacking Scuttle Crab.
  • Fixed a bug where Rell’s W2 empowered attacks would not do damage to Epic monsters.
  • Fixed a bug where Rell’s E would ignore one stack of her passive when calculating damage applied to target.
  • Fixed a bug where Battle Principal and Heartseeker Yuumi’s Q and R VFX were not correctly adjusting to the size of Yuumi’s host.
  • Fixed a bug where Axiom Arc’s description would display 0% of the cooldown refunded from the player’s ultimate.
  • Fixed a bug where Ivern’s ability VFX were not appearing correctly.
  • Fixed a bug where Xerath’s R Arcane Perfection buff would persist in the buff bar if the ability ended before all recasts were consumed.
  • Fixed a bug where Akshan’s Passive second shot would not occur against Voidlings or Ghouls.
  • Fixed a bug where Katarina would dissipate Duskblade of Draktharr’s Nightstalker passive upon using her E.
  • Fixed a bug where Naafiri’s packmates would not teleport with her when using the Practice Tool teleport.
  • Fixed a bug where Rengar’s ultimate was missing warning on-screen effects for enemies.
  • Fixed a bug where Soul Fighter Naafiri’s chroma packmates did not have on-hit VFX.
  • Fixed a bug where Cleanse’s Tenacity buff was lasting for longer than intended.
  • Fixed a bug where buying additional Elixirs would visually reset the cooldown timer of an existing Elixir (note: this was only a visual bug).
  • Fixed a bug where Aurelion Sol’s R being used when upgraded would not change the ultimate status indicator to on cooldown.
  • Fixed a bug where Ryze’s ultimate VFX overlay was not showing up correctly.
  • Fixed a bug where Ryze’s E VFX overlay was not showing up correctly.
  • Fixed a bug where Mecha Kingdom Jax’s E VFX ring would remain after dodging multiple hits with his E.
  • Fixed a bug where Shaco’s R clone would copy his Q walking animation if used in the middle of Q stealth.
  • Fixed a bug where Ivern’s E would not apply Imperial Mandate, Font of Life, and other effects that are triggered by slows.
  • Fixed a bug where Nocturne’s R near-sighted debuff would appear on Neeko when she was disguised as a minion using her Passive.
  • Fixed a bug where Evelynn would have a VFX issue occur after exiting the stealth provided by her Passive or R.
  • Fixed a bug where Vayne’s Q while in her ultimate would not immediately give her invisibility.

Upcoming Skins & Chromas

Patch 13.14 notes

GET READY TO RUUUUUUUMBLE, it’s time for the Soul Fighters to enter the Rift!

Welcome to the League of Legends summer event: Soul Fighter! We’re excited for all of you to see what we’ve been cooking. In this event will be a brand new game mode, Arena, a new in-client metagame, Tournament of Souls, and a whole roster of fighters sporting our brand new Soul Fighter skinline.

Speaking of fighters, make sure to keep an eye out for Naafiri, our newest champion, who will be looking to claim her place as the apex predator on the Rift.

This patch also marks the beginning of Ranked Split 2. Make sure to check out the Mid-Season Ranked Reset section down below which contains ranked kickoff times alongside all the changes coming to ranked this split, like the new Emerald tier.

Now to your regularly scheduled patch content. This week we are incrementally raising top lane carry potential, lowering early jungle gank power, and nudging down bot lane mobility. We have some nifty QoL adjustments to Zyra, Xerath, and Lissandra, some assassin tuning, and another round of ARAM balance adjustments coming.

League won’t be the only place for you to hop into the ring! Make sure you check out TFT’s take on Soul Fighter with their new game mode, Soul Brawl, in the TFT patch notes here!
Lilu "RiotRiru" Cabreros

Patch Highlights

Naafiri, the Hound of a Hundred Bites will be available July 20, 2023 at 20:00 UTC.

Soul Fighter Samira, Soul Fighter Sett, Soul Fighter Lux, Soul Fighter Pyke, Prestige Soul Fighter Pyke, Soul Fighter Naafiri, and Star Guardian Senna will be available July 20, 2023 at 20:00 UTC.

Mid-Season Ranked Reset


Season 2023 Split 1 Rewards will start being distributed during patch 13.14, and all rewards should be distributed by the end of patch 13.15 on August 14th.


It's our first mid-season ranked reset! Since this is a new process for all of us we want to make sure you all have accurate dates and times to work with. If you've been procrastinating your ranked climbs like me, then these will be your hard deadlines.
  • July 18, 2023 at ~3:00 AM Local Time: Ranked queues will turn back on BUT ranked games will not count towards Split 1 OR Split 2 rewards. You will still have your Split 1 rank for these games. So feel free to use this time to take a breather or start warming up for Split 2.
  • July 19-21, 2023 Time Varies: Your rank will be reset and Split 2 will kick off! See the below table for your region's specific Split 2 start time:





Australian Eastern Standard Time (AEST)

Jul/19/2023 12:00:00


Japan Standard Time (JST)

Jul/19/2023 12:00:00

Republic of Korea

Korea Standard Time (KST)

Jul/19/2023 12:00:00


Moscow Standard Time (MSK)

Jul/19/2023 12:00:00

EU Nordic & East

Central European Time (CET)

Jul/19/2023 12:00:00


Time zone in İstanbul, Turkey (GMT+3)

Jul/19/2023 12:00:00

EU West

British Summer Time (BST)

Jul/19/2023 12:00:00


Time zone in São Paulo, Brazil (GMT-3)

Jul/19/2023 12:00:00

Latin America South

Time zone in Buenos Aires, Argentina (GMT-3)

Jul/19/2023 12:00:00

Latin America North

Central Standard Time (CST)

Jul/19/2023 12:00:00

North America

Pacific Standard Time (PST)

Jul/19/2023 12:00:00


Philippine Standard Time

Jul/20/2023 12:00:00


Indochina Time (GMT+7)

Jul/20/2023 12:00:00

Singapore, Malaysia, & Indonesia

Singapore Standard Time (GMT+8)

Jul/20/2023 12:00:00


Indochina Time (GMT+7)

Jul/20/2023 12:00:00


Taipei Standard Time (GMT+8)

Jul/20/2023 12:00:00


China Standard Time (GMT+8)

Jul/21/2023 17:00:00


Just as a reminder in case you've missed it, Split 2 will feature a handful of major changes to the ranked climb experience:
  • We've removed the promotional series between divisions
  • The amount of placement games needed has been reduced from 10 to 5
  • We've also added the Emerald tier, a new rank between Platinum and Diamond.

Looking to learn more about these changes? Well check out the full post, What's Next for Ranked here!


The restriction on duoing in Ranked Solo/Duo with an MMR of Masters or above is disabled until patch 13.15. Note that duo restrictions based on visible rank are still active, so a player who reaches Master or above will not be able to duo.

Soul Fighter


It’s here! The new 2v2v2v2 game mode is launching this patch and we’re excited for all of you to try it out! In the new Arena game mode, four teams of two players each fight one another in rotating combat rounds. After each round of combat, they will power up with unique Augments until only one team is left standing. Combat takes place on four different battlefields which vary in size, terrain density, and theme. Champions from the Soul Fighter universe will make occasional cameo appearances in matches. Sometimes they’ll help, sometimes not so much.

Think you have what it takes to be the #1 Gladiator on our leaderboard? Well get ready to test your mettle in the Arena!

In case you haven’t seen it, check out our full rundown on Arena here!


Tournament of Souls is a style-rating-focused combo-battler that takes place in the client. As Samira, you will gain Reputation by playing games of League, which in turn allows you to face new opponents and unlock new abilities for Samira to progress further in the tournament. The objective of the tournament is to become the champion by defeating all ten opponents. You can claim rewards after each victory and take on new challenges after unlocking the Story and Expert difficulty levels.

Interested in learning more? Check out our Player Support article detailing how to progress, rewards, and more here! (Note: The player support article will go live on July 20 at 7:30 pm UTC.)



Let the world hear our howls and know that death awaits. Join the hunt with Naafiri on July 20th, 2023.


Q damage increased, minion damage modifier increased.

Aatrox hasn't been on his Aa-game since the end of last year. Not only is his win rate for most players quite low, there is also a criminal lack of A Darkin Carry (ADC) in Pro play. In all seriousness, Aatrox has been lacking since we took down his self-healing. We'd like to give Aatrox players power in ways they'll appreciate without it being simply more sustain, so we’re bumping his AD ratios and wave clear power up which should keep him on AD builds and increase his ability to carry come late game.

Q - The Darkin Blade

  • First Cast Damage: 10/30/50/70/90 (+60/65/70/75/80% AD) ⇒ 10/25/40/55/70 (+60/70/80/90/100% AD) (Note: This will be a buff at 0/100/100/100/100 AD. The 2nd cast of Q will still deal 25% more than base damage and the 3rd cast will still deal 50% more.)
  • Minion Damage Modifier: 55% ⇒ 55/60/65/70% (levels 1/6/11/16)


W shield strength increased, damage per orb increased. E magic damage increased.

Diana has been weak since our adjustments to her and her tank build. This has become a little more apparent over the last few patches to the point where she's deserving of a buff. In this patch we’re buffing Diana's carry potential so that she's more able to convert leads into wins. More specifically we’re looking to shore up her higher damage builds as well as a bit of early jungle health/laning power.

W - Pale Cascade

  • Shield Strength: 40/55/70/85/100 (+25% AP) (+9% bonus health) ⇒ 45/60/75/90/105 (+30% AP) (+9% bonus health)
  • Magic Damage per Orb: 18/30/42/54/66 (+15% AP) ⇒ 18/30/42/54/66 (+18% AP)

E - Lunar Rush

  • Magic Damage: 50/70/90/110/130 (+50%) ⇒ 50/70/90/110/130 (+60%)


W bonus armor and MR decreased.

Hecarim has been doing great in solo queue, a little too great. He's currently able to build a high amount of damage while relying on the built-in durability of his kit. Combine that with the fact that Duskblade is his most commonly purchased mythic item, and you have a spooky tank assassin ghost horse. Since Hecarim is generally strong and one of his core items (Spear of Shojin) is getting buffed this patch, we'll be toning down his W resistances to reduce how durable he can be without investing into more direct durability stats.

W - Spirit of Dread

  • Bonus Armor and Magic Resist: 15/20/25/30/35 ⇒ 5/10/15/20/25


E cooldown increased. R mana cost increased.

Jax has been a strong top laner in both Pro and solo queue for quite some time now. With the upcoming Shojin buff we'll be increasing the cooldown on his E as it currently has great synergies with Spear of Shojin and we'd like to reduce the frequency at which Jax has access to this impactful ability. We'll also be reverting an unintentional mana buff that shipped with the Jax update earlier this year.

E - Counter Strike

  • Cooldown: 14/12.5/11/9.5/8 seconds ⇒ 15/13.5/12/10.5/9 seconds

R - Grandmaster-At-Arms

  • Mana Cost: 50 ⇒ 100


Q base damage decreased, damage to monsters increased. E mana restoration decreased.

Karthus bot lane has been a very potent force, quickly overtaking games that he's given free reign in, not to mention the fact that he’s been picking up in popularity. With these changes, we are aiming to preserve his jungle power where possible while nerfing the components of his kit that manifest in lane, like early non-monster damage and mana refunds, since jungle Karthus has access to Blue Buff and his jungle item for mana restoration.

Q - Lay Waste

  • Magic Damage: 45/62.5/80/97.5/115 (+35% AP) ⇒ 43/61/79/97/115 (+35% AP)
  • Monster Damage Modifier: 95% ⇒ 100%

E - Defile

  • Mana Restoration on Enemy Takedown: 15/25/35/45/55 ⇒ 10/20/30/40/50


Base health increased, base armor increased. Q base damage decreased, cooldown increased.

Kindred have been a top tier jungler in high-skill brackets for a few patches now. Our nerfs from last patch, while overall reducing Kindred's strength, did not have enough of a skew in high MMR to hit our goals. In this patch we'll be nerfing both the base damage and cooldown of their Q which we expect to mostly impact Elite-level Kindred players due to their statistically higher Q cast frequency.

Kindred’s most common and successful builds are pretty tanky right now with items like Trinity Force, Black Cleaver, Wit’s End, and even Sterak’s Gage. Trinity Force is a pretty logical inclusion in their build but we’ll be discussing whether or not they should need squishier builds to succeed in the future.

Base Stats

  • Base Health: 580 ⇒ 610
  • Base Armor: 26 ⇒ 29

Q - Dance of Arrows

  • Physical Damage: 50/75/100/125/150 (+75% bonus AD) ⇒ 40/65/90/115/140 (+75% bonus AD)
  • Cooldown: 8 seconds ⇒ 9 seconds


Passive QoL changes added. Q will now slow all enemies hit. R heal increased, damage and slow application increased.

Our goal with this set of changes is to smooth out rough edges for Lissandra. Her Q is a spell that most players don't realize doesn't slow beyond the first target, so we want to align the spell with player and spell expectations. This may end up being a bit powerful since her slow amount has been balanced around the first hit unit being slowed only, but we’ll be keeping an eye on this change to see if it needs retuning in a future patch.

Another goal we have is making Lissandra's Frozen Thralls more responsive to enemy actions and not feel as if they’re giving up damage and kills. Their interactions around Fog of War and stopping prior to exploding ended up feeling like her kit was working against her. We’re also buffing her R healing to ensure that this spell doesn't feel bad to cast on yourself come late game so that Lissandra really does feel like a frost lich. Last but not least, we want to ensure that her R's effects happen responsively to enemies foolish enough to enter into the area of her tomb.

Passive - Iceborn Subjugation

  • Thrall Movement: Thralls will stop at final frames before exploding ⇒ Thralls will continue to chase down their targets until they explode
  • newYou Can't Hide: Thralls will now follow enemies into Brush if they were already being chased down by the Thrall
  • newI C(E) You Coming: Thralls are revealed to enemies through Fog of War

Q - Ice Shard

  • Slow Application: Q will slow the first enemy hit ⇒ Q will now slow all enemies hit
  • Ice Shard Missile: Q will cast from position post-cast rather than pre-cast

R - Frozen Tomb

  • Heal Amount: 90/140/190 (+25% AP) (increased by 0-100% based on missing health) ⇒ 100/150/200 (+55% AP) (increased by 0-100% based on missing health) (Note: Maximum heal value will be at 30% or less health now instead of 0% health.)
  • Damage and Slow Application Cadence: 4 times per second ⇒ 16 times per second
  • Dash Interactions: Updated logic slightly around stopping dashes


Passive burn damage decreased. E bonus movement speed decreased.

Milio is overall pretty balanced for most players, albeit with a bit of room to move down. That said, he does have a high risk of overtaking Pro play in the near future. In this patch we're targeting Pro-skill-skewed parts of his kit that scale strongly with both coordination and the skill level of your ally. We’d rather preserve his signature outputs such as his AoE cleanse and bonus attack range and reduce his less unique tools.

Passive - Fired Up!

  • Burn Damage: 25-80 (based on level) (+20% AP) ⇒ 15-50 (based on level) (+20% AP)

E - Warm Hugs

  • Bonus Movement Speed: 15/17.5/20/22.5/25% ⇒ 12/14/16/18/20%


W - Unburrow base damage decreased. E damage decreased.

Rek'Sai gained a lot of power with her update a few patches ago, and while she was nerfed last patch, we didn't go quite far enough. We're targeting her overwhelming early gank power since she already has such great target access, which means she doesn't need to also guarantee the kill quite so easily.

W - Un-burrow

  • Physical Damage: 55/70/85/100/115 (+80% bonus AD) ⇒ 50/65/80/95/110 (+80% bonus AD)

E - Furious Bite

  • Physical Damage: 55/60/65/70/75 (+85% bonus AD) ⇒ 5/10/15/20/25 (+70% total AD)


Base armor decreased. Passive Armor and Magic Resist steal decreased.

Our goal last patch was to increase the power of Rell jungle and decrease her strength as a support. While we achieved both of those goals, we didn't quite nerf Rell support enough. As many Pro leagues around the world are using 13.14 as their playoff patch, we want to dial in how powerful she is in Pro play before we’re able to collect data heading into Worlds. Our goal this patch is for Rell to still be a strong pick but to be less overbearing.

We’re reducing Rell’s baseline armor so that she will have below-average tank stats for a support since both her passive and W give her more of them. Meanwhile, it's incredibly important that Rell feels like a fast horse rider and that each of her button presses carries enough damage to feel good. Each of her individual damage numbers are already quite low, so we're targeting another balance lever that is much less noticeable: her passive.

Base Stats

  • Base Armor: 39 ⇒ 36

Passive - Break the Mold

  • Armor and Magic Resist Steal: 3% ⇒ 2%
  • Minimum Armor and Magic Resist Steal: 1.25-3 (based on champion level) ⇒ 0.8-2 (based on champion level)
  • Maximum Armor and Magic Resist Steal: 15% ⇒ 10%


Base health regeneration decreased. Q critical strike damage conversion decreased.

Rengar just loves to cuddle with squishy champions and then collect their teeth for his necklace. We're glad he's building damage items, has a unique love for critical strike chance, and plays as an assassin. However, he's succeeding too well in elite game lobbies. The speed at which he one-shots his foes leaves little room for counterplay, hence the Q nerf. Also, he’s been more successful in top lane than jungle recently, which is where the base health regen nerf comes in.

Base Stats

  • Health Regeneration per 5 seconds: 7 ⇒ 6

Q - Savagery

  • Critical Strike Damage Conversion: 95% ⇒ 75%


Q AD scaling increased, backstab damage increased. Bugfixes.

Full AD assassin Shaco builds have been struggling to finish off kills after the adjustments we made to Duskblade and Infinity Edge a few patches back. We’re looking to give back a little of his lost power with these changes, ensuring that his primary AD assassin build remains well supported.

Q - Deceive

  • Bonus Physical Damage: 25/35/45/55/65 (+50% bonus AD) ⇒ 25/35/45/55/65 (+60% bonus AD)
  • Backstab Bonus Critical Strike Damage: 40% ⇒ 55%

R - Hallucinate

  • Prowler's Claw Bugfix: Prowler's Claw's passive will now properly be applied to Shaco's clone


  • Not So Fast Dragon: Shaco boxes will no longer instantly die to Hextech Dragon’s lightning AoE
  • Zip Zap No More: Zeri’s Q bullets will now deal the correct amount of damage to Shaco’s boxes


Q AD scaling increased, attack speed increase added, cooldown increased. E now additionally scales with bonus AD.

Shyvana’s builds have been skewing heavily towards AP lately, and her AD builds haven’t been getting much love. She was depending on items and a few other in-game systems to keep her strong in the past, but with these getting adjusted, a lot of her power went along with it. Our goal with these changes is to give Shyvana more solid reasons to build and scale with AD-centric builds. And we’re also adding built-in attack speed so she doesn't have to rely on items to provide it for her.

Q - Twin Bite

  • Bonus Physical Damage: 20/35/50/65/80% AD (+25% AP) ⇒ 20/40/60/80/100% AD (+25% AP)
  • newAttack Speed Increase: Shyvana's next 2 attacks have 40/45/50/55/60% increased attack speed
  • Cooldown: 7/6.5/6/5.5/5 seconds ⇒ 8/7.5/7/6.5/6 seconds

E - Flame Breath

  • Bonus Magic Damage On-Hit vs Marked Targets: 3% of target's maximum health ⇒ 3% of target's maximum health (+1% per 100 bonus AD)


Passive AP scaling increased. Q QoL change. W heal increased.

Volibear buffs! Wizard bear is a relatively popular, yet underpowered Volibear build, and the champion is underperforming in top lane overall. So we’re giving him some simple buffs aimed at making both builds scale better in order to help Voli become a beary scary carry.

Passive - The Relentless Storm

  • Lightning Claws Magic Damage: 11-60 (based on level) (+40% AP) ⇒ 11-60 (based on level) (+50% AP)

Q - Thundering Smash

  • QoL Update: Removed a hitch in Volibear's auto attacks after stunning at high attack speeds.

W - Frenzied Maul

  • Heal: 20/35/50/65/80 (+8/10/12/14/16% of missing health) ⇒ 20/35/50/65/80 (+8/11/14/17/20% of missing health)


Base mana decreased. Passive cooldown increased, now reduced cooldown upon killing a unit, now procs with turrets. R number of casts increased, damage decreased, now deals additional damage with successive bolts upon hitting a champion.

Despite Xerath’s success as a support, he has been an unpopular and mediocre mid laner. While we don’t mind Xerath support being viable, we’d like to make picking Xerath mid a more consistent and realistic option for those who want to play him there. With these changes we’re giving him more access to mana, particularly in the mid lane, to help him trade and clear waves. We also want to reward Xerath players for landing consecutive missiles while using their ultimate, so we’ll be adding bonus damage and adjusting the numbers accordingly. While the base mana nerf will be a hit to Xerath support (there’s room as he’s currently quite strong there), the passive proc on structures will be helpful for him no matter which role he’s picked into.

Base Stats

  • Base Mana: 459 ⇒ 400

Passive - Mana Surge

  • Cooldown: 12 seconds ⇒ 16 seconds
  • newTwo for One: Mana Surge's cooldown is now reduced by 2 seconds upon killing a unit
  • newTower is Power: Hitting Turrets will now proc Mana Surge

R - Rite of the Arcane

  • Number of Casts: 3/4/5 ⇒ 4/5/6
  • Magic Damage: 200/250/300 (+45% AP) ⇒ 180/230/280 (+40% AP)
  • newSuccessive Snipes: If a champion is hit with a bolt, successive bolts will deal an additional 20/25/30 (+5% AP) damage (Note: This applies to any number of champions hit with a bolt, so whether you hit one or five you will only receive up to one stack per cast.)


Several QoL updates to Zyra's abilities.

Zyra remains a popular and very deep champion with her roots sunken into her devoted fanbase, so while she may not be the perfect queen of plants, we believe she’s clearly a character players love as she is. With these changes we’re looking to help polish her up and ensure that playing her is enjoyable and that her gameplay doesn’t feel like it’s fighting against you. These changes should make her feel more responsive and function more in line with what her players would expect.

We’re also making her jungle mod make sense as an additional change. We don't expect that to be her primary or even secondary role, but we want to make sure it's at least a little viable for the players who are excited to play her there. Meanwhile, we also want to retain some parity for ranged AoE users who are intentionally damaging down these units with auto attacks.

Passive - Garden of Thorns

  • Plant Damage from AoE Spells: 4 ⇒ 3
  • Plant Damage from Ranged Auto Attacks: 4 ⇒ 5
  • Plant Damage to Monsters: 150% damage to non-Epic monsters ⇒ 40-100 bonus magic damage to all monsters (scales with champion level)

W - Rampant Growth

  • Seeds on First Rank-Up: 1 ⇒ 2

E - Grasping Roots

  • Flash Interaction: E no longer locks Zyra out of using Flash during the cast time

R - Stranglethorns

  • Damage Application Cadence: 4 times per second ⇒ 16 times per second
  • Casting Logic: Zyra will walk to the position at which her R was cast ⇒ Zyra will immediately cast her R at its maximum range


Axiom Arc

A few lethality items have been underperforming. In this patch we’re looking to ensure that core AD assassins have strongly tailored legendaries that have unique outputs.

We’re modifying Axiom Arc into an exciting lethality capstone that can help assassins push games to a close with almost solo carry levels of potential. We believe the idea of getting off two ultimates in a fight should be an exciting game-closing dream for assassins to solo carry. We realize this sounds terrifying for ADC players, so we’re testing this out to see if it's acceptable for the class come late game when speccing into heavy lethality (and thus glass cannon) builds. The start of the split is a good time to test it, but we’ll be keeping a very close eye on these changes.
  • Ultimate Cooldown Refunded: 20% of total cooldown ⇒ 5% (+40% of total Lethality) (Note: This will be a buff at Mythic item + Axiom Arc, scaling up to ~40% at full build.)


Galeforce launched far too strong in midseason and has become balanced in the hands of the majority of players. But considering it's an active item, it's even stronger at the highest levels of play where AD carries are a little overpowered. We think lowering the impact of the active will bridge that gap a little. Infinity Edge is also receiving a small buff this patch, so champions like Caitlyn and Jinx can simply sidegrade over to another Mythic option, while those who are more hardbound like Nilah already perform very well and can safely lose a bit of power.
  • Cooldown: 90 seconds ⇒ 120 seconds

Infinity Edge

Infinity Edge has been a reasonable marksman capstone since midseason, but isn't quite hitting the excitement bar that we want it to. IE should be the clear late-game auto-attack DPS winner, and while it's close, many players aren't getting the enjoyment they want out of this historic item. In truth, the changes here are pretty small. It's roughly power-neutral as a second item and then trends toward 3-4% more auto attack DPS in full builds. The important thing is having auto attack crits stand out, which should safely happen here.
  • Attack Damage: 70 ⇒ 65
  • Critical Strike Damage: 35% ⇒ 45%

Prowler's Claw

After its rework, Prowler’s Claw is still a bit weak compared to the premium damage carry item we’d like for it to be for lethality assassins. To give it some help we’re bringing its baseline lethality up to match the alternative lethality options.
  • Lethality: 15 ⇒ 18

Randuin's Omen

Randuin’s Omen has been an unpopular item, as most players are opting for Thornmail or Sunfire for their HP and armor. Since Randuin’s already offers a reasonable amount of stats, we’ll be sharpening what it uniquely offers to justify its price compared to alternative options.
  • Critical Strike Damage Reduction: 20% ⇒ 25%

Spear of Shojin

Spear of Shojin should be an exciting capstone-level item for fighters but currently has very few purchasers. This item does fulfill a very specific niche but there are other champions that could potentially do well with it that are intimidated by its high price. We’ll be reducing its gold cost and increasing its HP offering to make this item more of a realistic option for users that aren’t as well established, like Jax or Hecarim.
  • Total Cost: 3400 gold ⇒ 3300 gold
  • Health: 300 ⇒ 350

Spirit Visage

Spirit Visage, like Randuin’s, has been a mediocre magic resistance option compared to other items. While it has a unique passive that is well utilized by certain champions, we’d like to increase the amount of base stats it offers to help increase its general viability.
  • Magic Resistance: 50 ⇒ 60

Statikk Shiv

Statikk Shiv's minion damage has been tuned to nearly kill caster minions but not quite do it unless you're at the cutting edge of experience gain. Unfortunately, this very specific goal has meant it's easy to eclipse that mark with Minion Dematerializer. Additionally, the item can stall games with its late-game minion damage requiring Baron buff to push through. Outside of those worries, the item is pretty well balanced, so with a nerf to its wave clear comes a compensation buff to its base stats.
  • Attack Speed: 25% ⇒ 30%
  • Electroshock Minion Damage: 250-450 (based on level) ⇒ 250-350 (250 + 25 per level starting at level 7, then +12.5 per level at level 11 ⇒ 250 + 10 per level starting at level 9)

Sterak's Gage

With the goal to increase fighter agency during later stages of the game, we’ll be giving Sterak's a nice HP buff while bringing down the price. Sterak’s should be a strong option for any fighter who needs to wade into a 5-on-5 teamfight and requires the burst resistance to ensure they have the time to do their job.
  • Total Cost: 3100 gold ⇒ 3000 gold
  • Health: 400 ⇒ 450

Trinity Force

Trinity Force got massive buffs in midseason and finally has a home in several fighters' inventories. Several marksmen have found Trinity Force's bundle of stats to make a lot of sense as well. After all, anyone with short cooldowns and easy ways to auto attack is going to use Spellblade well, while the ramping %AD passive from Threefold Strikes also rewards long-duration auto attack patterns. We’re pretty happy with its suite of users and think they all make sense. With that said, we want to make sure that balancing the item for marksmen still allows fighters to deal tons of damage.

The changes to Trinity Force this patch are pretty light, all things considered, but shift its strengths toward fighters who can't maintain target access for as long. The Threefold Strikes change is a net buff across the first 11 attacks of a fight, only falling off for champions who get to attack even more (read: marksmen). Also, the number 3 is far more prevalent now, which is very important.
  • Attack Speed: 35% ⇒ 33%
  • Attack Damage per Stack: 4% ⇒ 3% + 3% (Note: This is just 6%)
  • Maximum Threefold Strike Stacks: 5 ⇒ 3 (Note: Maximum AD decreased from 20% to 18%.)

Summoner Spells


Ghost is catching on as an incredibly strong Summoner Spell and is rapidly becoming the go-to pick for bot laners. We're happy that players have identified another strong tool to use, but Ghost is just a bit over-tuned right now. It appears to be slightly stronger in the bottom lane than in top, jungle, and mid but tends to out-compete alternatives in all of those roles. We're nerfing Ghost's best case scenarios because it contributes to the winning team snowballing even harder, which we'd like to walk back a bit. The duration extension disproportionately benefits ranged champions, who tend to live longer in fights to make use of the extension, while the compensation buff to the base duration should keep it at a similar power level for melee ones.
  • Duration: 10 seconds ⇒ 15 seconds
  • removedDuration on Takedowns: Ghost no longer extends its duration by 4-7 seconds upon getting a takedown

Jungle Buff Adjustments

This patch, we're taking a swing at early jungle gank power. It's important that junglers exist and are threatening so that laners have to keep an eye out for uninvited guests in their lane. However, the balance has swung too hard in the favor of junglers. Not only do junglers have the advantage of Fog of War and innate numbers advantages, their first ganks also frequently come with double buffs: extra slowing, extra damage, and even extra ability casts all contribute to jungle ganks being more successful than we'd like in the early game. So they're all being tapped down. The late-game compensation to Blue Buff is there to make it a bit more valuable as an objective later on, as only Red Buff really matters in the late game right now.

As some extra context for top laners, we don’t have great immediate solutions for directly changing top lane to make the experience better, but it’s something we want to incrementally work toward improving. Nudging down early game gank success—as many junglers place that first gank top lane—is one of many small steps we will take to try to improve the experience of playing top.


  • Burn True Damage: 10-78 (linear scaling based on level) ⇒ 10-75 (remains at 10 damage for levels 1-5, then increases in increments of 5 per level)
  • Melee Slow: 10/15/20% (levels 1/6/11) ⇒ 5/10/15/20% (levels 1/6/11/16)
  • Ranged Slow: 5/7.5/10% (levels 1/6/11) (Note: Unchanged)


  • Ability Haste: 10 ⇒ 5/10/15/20 (levels 1/6/11/16)

ARAM Adjustments

For this patch we’re mainly looking to buff/nerf clear over and underperformers. We also want to reduce modifiers on a few Champions who are not a must buff or nerf, but have room for modifier reductions. We're giving Ashe more damage back to help her ADC build, and we're also trying out some alternative levers for Vi and Quinn to avoid giving them too much damage dealt and damage reduction.


  • Aphelios: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Ashe: 85% Damage Dealt ⇒ 90% Damage Dealt
  • Vi: 0 Ability Haste ⇒ 10 Ability Haste
  • Quinn: 0 Tenacity ⇒ 20% Tenacity


  • Ezreal: 100% Damage Dealt ⇒ 95% Damage Dealt
  • Nautilus: 108% Damage Taken ⇒ 110% Damage Taken
  • Rek'Sai: 85% Damage Taken ⇒ 90% Damage Taken
  • Renekton: 105% Damage Dealt ⇒ 100% Damage Dealt
  • Ryze: 90% Damage Taken ⇒ 95% Damage Taken
  • Sona: 90% Healing Done ⇒ 85% Healing Done, 90% Shielding Done ⇒ 85% Shielding Done

Themed Clash

The Void Cup Clash kicks off this weekend! I hear you get Baron on your team if you can assemble 9 void champs. (Disclaimer: This is a joke. Baron will not be joining any players’ teams.)
  • Registration Begins: July 17 @ 11:00 AM (Local Time)
  • Tournament Dates: July 22 and 23 (~4-7 PM Local Time, varies by region)

As a reminder, we have quite a few changes coming to Clash this split which are as follows:
  • Clash tournament cadence has been reduced from twice to once per month (with 2 Clash days per tournament)
  • Clash Capsule and Orb rewards will now be distributed based on total wins throughout the tournament and not placement position
  • Players will receive double the VP every time they win, while the amount of VP required for each reward will remain the same
  • We’ve decided to host at least one Non-Summoner’s Rift Clash tournament per year
  • The Clash schedule for Split 2 2023 is now live
  • VP needed for the Clash-related Challenges has been adjusted accordingly

Make sure to check out all of the details regarding the Clash changes and the schedule for the rest of the year here!

Mythic Shop Rotation


  • Prestige Valiant Sword Riven
  • Prestige Lunar Beast Fiora
  • Prestige Star Guardian Soraka
  • Prestige Nightbringer Lee Sin
  • Mythic Chroma Dunkmaster Darius
  • Mythic Chroma Final Boss Veigar


  • Prestige True Damage Qiyana
  • Prestige Obsidian Dragon Sett
  • Prestige Debonair Brand
  • Prestige K/DA Akali
  • Mythic Chroma High Noon Lucian

Arena Augment Data Policy

With the launch of Arena, we’d like to ensure partners are aware of our developer API policy regarding the new Augments system. Third party sites will not be allowed to share the following:
  • Augment win rates
  • Average game placement with selected Augments
  • Augment numbers based on data with the exception of popularity and pick rate

We’d like to dive a bit into the philosophy behind this approach with Arena. Arena is meant to be a game mode that encourages players to experiment and try new things. We believe it will be at its strongest when, through that experimentation, we can see significant meta shifts as the mode progresses. We want to avoid a scenario where data points to a currently “optimal” choice, since the sheer number of potential combinations of champions, items, and Augments is meant to force players to think on their feet as opposed to following a specific script.

We know this is very different from how League has approached sharing data in the past, particularly around Summoner’s Rift. Our goal is for Arena to be a place for players to theorycraft and adjust the meta more naturally instead of focusing on raw win rate data. Raw win rate data can be misleading and can cause a stagnant meta in an unhealthy way that will likely make the game less enjoyable. We will still be sharing a healthy amount of data to allow players to inform themselves based on pick rates or subjective recommendations based on particular players’ perceptions or reads on the game state.

We’re excited to see what combinations players come up with for Arena, and will be keeping a close eye on how the meta develops once the mode goes live. We will be actively exploring options on how to further improve in-game information to help players with the decision making process on what their preferred progression paths could be based on the options available to them.

Bugfixes & QoL Changes


  • Holding the mute button on the scoreboard will now mute all communications for that player
  • Custom game lobbies for Summoner’s Rift will now only display a player’s highest Summoner’s Rift rank instead of including TFT rank
  • Ranked related challenges have been adjusted to match the new split structure. Now, ranked related challenges (Ex: get to gold in the ranked season, etc.) will be progressable twice a year


  • Fixed a bug where Yorick’s ghouls’ leaping attacks after hitting his E and his Maiden’s basic attacks would incorrectly apply lifesteal
  • Fixed a bug where the ranked game count on the end-of-game screen wasn’t reset with ranked resets. This will go into effect when Split 2 begins.
  • Fixed a bug where Ivern's W on-hit would proc on structures
  • Fixed a bug where a player’s creep score number on the scoreboard would become desynced
  • Fixed a bug where Samira could recast her Q while it was on cooldown when using it immediately after her passive attack
  • Fixed several VFX issues that were occurring with Ivern
  • Fixed a bug where Jak’Sho could gain Voidborn Resilience stacks while the user was dead
  • Fixed several bugs that were causing Varus’ VO update to not play correctly
  • Fixed a bug that allowed Kindred to re-mark targets before their hunt timer came off of cooldown
  • Fixed a bug that was causing enemies to not have vision of Bard’s chimes
  • Fixed a bug that was causing Rageknife to disable Yasuo and Yone’s passives
  • Fixed a bug that was causing Aphelios’s Gravitum slow VFX to not correctly rotate around the target
  • Fixed a bug that was causing Samira’s taunt to not grant her a style point upon hitting an enemy
  • Fixed a bug that was causing Rek’Sai’s R to not activate Sheen
  • Fixed a bug that was sometimes causing Sylas’ E2 to launch in an unintended direction
  • Fixed a bug where Ornn’s Brittle attack could cancel Irelia’s W
  • Fixed a bug that was causing Teemo’s passive activation and deactivation VFX to not correctly appear
  • Fixed a bug that was causing monsters to repeat animations when they were knocked up
  • Fixed a bug that was causing Spear of Shojin’s passive to grant some champions’ ultimates Ability Haste
  • Fixed a bug that was causing Jhin’s W VFX to not appear correctly if the target was displaced after being rooted
  • Fixed abug that was causing jungle companions to occasionally not kill minions that they should normally kill
  • Fixed a bug that was allowing Sona’s W to to grant a stack of Accelerando from her passive after she purchased Moonstone
  • Fixed a bug that was allowing Milio’s W to trigger the Guardian rune from outside of its intended range
  • Fixed a bug that did not allow Udyr to proc Hail of Blades with the first E empowered attack
  • Fixed a bug that was causing yellow trinket to have an incorrect cooldown timer


  • Fixed a bug where Dark Star Lux/Cosmic Lux’s staff would reset position during Taunt (Ctrl+2) loop transition.
  • Fixed a bug where Elementalist Lux’s Prismatic Barrier (W) VFX trail would render behind environment objects.
  • Fixed a bug where Elementalist Lux’s Light Binding (Q) orb would render behind the turret.
  • Fixed a bug where Sand Wraith Pyke’s Ghostwater Dive (W) was displaying Base Skin’s VFX.
  • Fixed a bug where the on-hit critical strike VFX of Mecha Kingdoms Sett was using Base critical strike VFX.
  • Fixed a bug where Obsidian Dragon Sett’s Recall (B) VFX was rendering in front of impassable terrain.
  • Fixed a bug where Dunkmaster Darius’s Attack2 animation was using his classic skin on-hit VFX.

Upcoming Skins & Chromas

Patch 13.13 Notes

It's the last patch of this split, welcome to 13.13!

As a quick reminder, this will be a 3-week long patch due to Riot's annual mid-year break. You can check out our full patch schedule for 2023 here.

In this patch, we're looking to address a few over-performing champions like Aphelios, Ivern, and Rell, while giving Lee Sin and Nidalee a little extra power. We're also adjusting a few items like Statikk Shiv (sorry LeBlanc) and Stormrazor alongside a few ARAM balance adjustments.

It's the last patch of Split 1 (in case you missed it two paragraphs ago)! If you're pushing to break into that next tier it's game time, because your rank will be locked for rewards on July 17, 2023 at 11:59pm your local time. Best of luck with your climbs and see you next split!

Been enjoying set 9? I know I have, and I'll be checking out the TFT patch notes here to learn why I shouldn't be forcing Shadow Isles every game.
Lilu "RiotRiru" Cabreros

Patch Highlights

Elderwood Karthus, Elderwood Wukong, Star Guardian Orianna, and Star Guardian Seraphine will be available June 28, 2023 at 20:00 UTC.

Mid-Season Ranked Reset

Ranked Rewards

The Victorious Skin modal now features the Season 2023–Split 1 Victorious skin reward: Victorious Anivia. This is the last patch you can play to earn the skin, so best of luck! We've updated the Victorious skin modal to display your exact amount of split points if you are Silver or below and have under 1600 points. You'll receive a warning that you will not be eligible for the ranked reward if you are below honor level 2.

Ranked End and Start Dates

It's our first mid-season ranked reset! Since this is a new process for all of us we want to make sure you all have accurate dates and times to work with. If you've been procrastinating your ranked climbs like me, then these will be your hard deadlines.
  • July 16, 2023: Account transfers will be disabled while we prepare to collect ranked data for end of split rewards.
  • July 17, 2023 at 11:59 PM Local Time: Ranked queues will go down as we collect your current rank to distribute rewards. Don't worry if you're in the middle of a game though because it will still count towards your ranked climb. Note: The last Apex ladder update is at 11:45PM, games must be completed before that to count for Master and above.
  • July 18, 2023 at ~3:00 AM Local Time: Ranked queues will turn back on BUT ranked games will not count towards Split 1 OR Split 2 rewards. You will still have your Split 1 rank for these games. So feel free to use this time to take a breather or start warming up for Split 2.
  • July 19-21, 2023 Time Varies: Your rank will be reset and Split 2 will kick off! See the below table for your region's specific Split 2 start time:

Region Time Zone Local Time
Oceania Australian Eastern Standard Time (AEST) Jul/19/2023 12:00:00
Japan Japan Standard Time (JST) Jul/19/2023 12:00:00
Republic of Korea Korea Standard Time (KST) Jul/19/2023 12:00:00
Russia Moscow Standard Time (MSK) Jul/19/2023 12:00:00
EU Nordic & East Central European Time (CET) Jul/19/2023 12:00:00
Turkey Time zone in Istanbul, Turkey (GMT+3) Jul/19/2023 12:00:00
EU West British Summer Time (BST) Jul/19/2023 12:00:00
Brazil Time zone in São Paulo, Brazil (GMT-3) Jul/19/2023 12:00:00
Latin America South Time zone in Buenos Aires, Argentina (GMT-3) Jul/19/2023 12:00:00
Latin America North Central Standard Time (CST) Jul/19/2023 12:00:00
North America Pacific Standard Time (PST) Jul/19/2023 12:00:00
Philippines Philippine Standard Time Jul/20/2023 12:00:00
Vietnam Indochina Time (GMT+7) Jul/20/2023 12:00:00
Singapore, Malaysia, & Indonesia Singapore Standard Time (GMT+8) Jul/20/2023 12:00:00
Thailand Indochina Time (GMT+7) Jul/20/2023 12:00:00
Taiwan Taipei Standard Time (GMT+8) Jul/20/2023 12:00:00
China China Standard Time (GMT+8) Jul/21/2023 17:00:00

Ranked Changes in Split 2

In Split 2 this year we'll be making quite a few changes to the ranked climb experience. We'll be removing promotional series between divisions, reducing the amount of placement games from 10 to 5, and adding Emerald tier, a new rank between Platinum and Diamond. Looking to learn more about these changes, well check out the full post, What's Next for Ranked here!



Q magic damage decreased.

Annie is currently one of the most popular champions in Pro play and she’s skipping along just fine in solo queue. This is due to how consistent of a pick she is because of her solid early game and strong scaling. Our goal with nerfing her Q is to tone down some of her guaranteed damage and make getting to late game just a tad more difficult.

Q - Disintegrate

  • Magic Damage: 80/115/150/185/220 (+80% AP) ⇒ 70/105/140/175/210 (+75% AP)


Severum life steal decreased. Gravitum slow duration decreased. Crescendum base attack speed decreased.

Aphelios is the #1 bot laner in pro play by a long shot and has been a top performer since March. As such, we want to act in order to create more variety in the bottom lane. We know it sucks for players at home to catch strays like this, but he’s still in a much stronger spot than he was at the start of the year. This time around, we’re targeting some of his biggest ability outliers that provide frustrating levels of power: His turret deals too much DPS for a basic ability, Infernum Q provides him best-in-class sustain by a large margin, and Gravitum’s gank setup is very high for a basic ability.

Severum, the Scythe Pistol

  • Life Steal on Attacks: 2.5%-9% (levels 1-18) ⇒ 2%-7.1% (levels 1-18)
  • Life Steal on Abilities: 8.33%-30% (levels 1-18) ⇒ 5%-17.75% (levels 1-18)

Gravitum, the Gravity Cannon

  • Slow Duration on Attacks: 3.5 seconds ⇒ 2.5 seconds

Crescendum, the Chakram

  • Sentry Base Attack Speed: 0.8 ⇒ 0.64 (Note: Sentry attack speed scales with Aphelios's bonus attack speed.)


W on-hit magic damage decreased. R Daisy! movement speed decreased, Slam! base damage decreased.

Ivern has been taking root across all skill levels after his 13.11 updates which have resulted in one terrifying tree that makes Maokai look like a Meowkai. We feel that his ability to poke down targets at a safe distance and chase down enemies with Daisy are out of line, so we're pulling back on some of Daisy's damage and mobility while also toning down the on-hit damage he gains from Brushmaker.

W - Brushmaker

  • Bonus Magic Damage On-Hit: 30/37.5/45/52.5/60 (+30% AP) ⇒ 20/27.5/35/42.5/50 (+20% AP)

R - Daisy!

  • Daisy Base Movement Speed: 440 ⇒ 430
  • Daisy, Slam! Base Damage: 40/60/80 ⇒ 20/40/60


Base health and armor decreased.

Kindred are elite-skewed junglers that are winning far too often in the top levels of ranked play. While Trinity Force is a strong item in their inventory, they've got other well-performing items such as Kraken Slayer, so we're targeting direct nerfs to Kindred themselves. We're specifically addressing their early invading and dueling potential. In the hands of less-comfortable Kindred players, the W passive healing is still strong and should soften the blow of these armor nerfs while clearing their own jungle.

Base Stats

  • Base Health: 610 ⇒ 580
  • Base Armor: 29 ⇒ 26

Lee Sin

Q damage increased.

Lee Sin has been in a fairly weak spot in solo queue and he hasn't been seen much play in Pro either (where he's often picked despite his solo queue win rate). We're specifically increasing the scaling on his Q in order to make landing it more rewarding in later stages of the game, where it's difficult to land and risky to take during large teamfights.

Q - Sonic Wave/Resonating Strike

  • Sonic Wave Damage: 55/80/105/130/155 (+110% bonus AD) ⇒ 55/80/105/130/155 (+115% bonus AD)
  • Resonating Strike Minimum Damage: 55/80/105/130/155 (+110% bonus AD) ⇒ 55/80/105/130/155 (+115% bonus AD)
  • Resonating Strike Maximum Damage: 110/160/210/260/310 (+220% bonus AD) ⇒ 110/160/210/260/310 (+230% bonus AD)


Q cooldown increased. W damage adjusted. R adjusted.

In Pro play Neeko is excellent at getting early advantages and snowballing them. We like her ability to win lanes, but she's winning them a bit too hard at the moment. With these changes we're looking to bring down Neeko's laning power and create some more counterplay opportunities for her ultimate. In exchange, we do want to give a little bit of power back to her on-hit builds to compensate for its early nerfs.

We're still monitoring how Neeko's disguise interactions should function longterm and deciding if there are any cases we're not okay with. New kinds of interactions like this will create some frustration for players, but we want to make sure it's reasonable and happening at the right times.

Q - Blooming Burst

  • Cooldown: 7 seconds ⇒ 9/8.5/8/7.5/7 seconds

W - Shapesplitter

  • Proc Bonus Damage: 50/80/110/140/170 (+60% AP) ⇒ 40/75/110/145/180 (+60% AP)

R - Pop Blossom

  • Channel Disguised Duration: Neeko is disguised for the entire 1.25 second cast time ⇒ Neeko is disguised for the first 0.5 seconds of the cast, and is then revealed for the remaining 0.75 seconds


Base movement speed increased.

Nidalee is an exciting champion when she's played at high skill levels, however she's all but disappeared from the jungle at the highest levels of play. In order to bring her out, we're looking to give her a small movement speed buff which is especially helpful to Nidalee both in her human and cougar form.

Base Stats

  • Movement Speed: 335 ⇒ 340


Base AD decreased, base health decreased.

We're happy to see that updates to Rek'Sai's passive healing and Queen's Wrath ability in 13.11 have shifted her into a fighter pattern, but we feel that her ability to clear camps and shrug off damage during skirmishes is too strong. To address this, we're reducing some of Rek’Sai’s stats to slow her down in the Jungle and reduce the safety of her engages. You pop off queen, just a little bit less please.

Base Stats

  • Base Attack Damage: 61 ⇒ 58
  • Base Health: 640 ⇒ 600


Health regeneration growth decreased, base MR decreased, MR growth decreased. Q damage to monsters increased. W shield decreased, dismounted attack speed adjusted. E monster damage increased.

Rell Support has been dominating recently. We’re targeting her durability here as we think her overall gameplay pattern is in a good place.

Meanwhile, the updates to Rell’s jungle monster modifiers hit a bit too hard, and Rell Jungle (Rungle? Rungle.) is struggling, so we’re upping her mods on Q and E. This should make Q the clear best first max for Rungle (which was already true but many Rells weren’t running it). We’re also flattening out the attack speed buff from her dismounted form, so it’s not something junglers are wondering if they should max. We’re glad you’re enjoying Rell though and we’ll be continuing to keep an eye on her as her midscope settles into place.

Base Stats

  • Health Regeneration Growth: 1.7 ⇒ 1.5
  • Base Magic Resistance: 32 ⇒ 30
  • Magic Resistance Growth: 2.05 ⇒ 1.85

Q - Shattering Strike

  • Bonus Damage to Monsters: 150/220/290/360/430 ⇒ 170/245/320/395/470 (Note: Max Q first now!)

W - Ferromancy: Crash Down/Mount Up

  • Crash Down Shield: 35/60/85/110/135 (+12% of maximum HP) ⇒ 15/40/65/90/110 (+12% of maximum HP)
  • Dismounted Attack Speed: 15/20/25/30/35% ⇒ 30%

E - Full Tilt

  • Bonus Damage to Monsters: 100/145/190/235/280 ⇒ 120/165/210/255/300


W on-hit magic damage increased, damage per Blight stack decreased.

AP Varus has been causing quite the ruckus recently, especially in top lane. It's certainly an interesting build, and quite strong, but his unique niche is "I deal 1000 + 60% of your maximum health at 1200 range." We're glad that he cares about Blight stacks, but it's just too much maximum health damage. We're hoping to keep all Varus builds viable while giving high-health champions more of a fighting chance against his high damage AP combos.

W - Blighted Quiver

  • On-Hit Magic Damage: 7/12/17/22/27 (+30% AP) ⇒ 7/12/17/22/27 (+35% AP)
  • Damage per Blight Stack: 3/3.5/4/4.5/5% (+2.5% per 100 AP) of target's maximum HP ⇒ 3/3.5/4/4.5/5% (+1.5% per 100 AP) of target's maximum HP


Passive shield decreased. R cooldown increased.

Vi has had the highest Pro presence out of any Champion this season. This is in part due to her having very reliable CC with her ultimate which is especially beneficial in coordinated Pro play. We're nerfing her R cooldown to reduce its uptime while maintaining its power when casted correctly. We're also reducing the shield scaling on her passive to nerf her durability. This will reduce her synergy with Radiant Virtue, which Pros purchase virtually every game on Vi, whereas in solo queue it has a much lower purchase rate.

Passive - Blast Shield

  • Shield Scaling: 13% of maximum health ⇒ 10% of maximum health

R - Cease and Desist

  • Cooldown: 120/100/80 seconds ⇒ 140/115/90 seconds


E damage to monsters modifier removed.

Wukong is relatively weak for most players, but still maintains a high presence in Pro, so we're going to be nerfing him in a way that will impact his performance at the highest skill level. We're aiming to reduce Wukong's jungle clear speed as this will be both jungle- and Pro-skewed while having minimal impact on his performance in Top Lane, which is already on the weaker side. To achieve this, we are removing the monster modifier on Nimbus Strike.

E - Nimbus Strike

  • removedDamage to Monsters Modifier: 120% ⇒ 100% (Note: Damage to monster modifier has been removed.)


Duskblade of Draktharr

It's intended that channels like Miss Fortune's R - Bullet Time and Samira's R - Inferno Trigger break Duskblade's untargetability. Rather than triggering the effect only to immediately remove it, which would put the item on cooldown, we've decided to prevent it triggering altogether while channeling.

  • Bugfix: Scoring a takedown while channeling will no longer proc Duskblade's untargetability

Essence Reaver

Champion power comes from both their inherent kit and the systems (runes, items, Summoner Spells, etc.) that players choose to opt into for that game. Ideally, the ratio of power that comes from those sources remains relatively consistent throughout the game. Early on, champions have a keystone and only low-level skills. As time goes on, items get completed, ultimates come online, and abilities get ranked up. But while attack damage and ability power ratios rarely change much with rank, items may each have ratios of their own. If these item ratios are too high, some champions start to become button-pressers for their item (looking at you Ezreal and Rengar) instead of standing out as their own champions.

With that in mind, the goal of the changes to Essence Reaver and Stormrazor this patch are to limit the new attack damage ratios that champions gain over time while making sure they're a powerful source of damage early in the game. This change should make Essence Reaver stronger for most users across the majority of playtime but will be slightly weaker later.

  • Spellblade Damage: 100% Base AD (+40% Bonus AD) ⇒ 130% Base AD (+20% Bonus AD)

Statikk Shiv

Statikk Shiv has gained a few surprising users (hello, LeBlanc) and while we're excited to see players figure out cool new ways of using the item system, it's important that items don't produce poor gameplay when optimized. Shiv has an AP ratio in order to create an item that suits hybrid builds (Kai'Sa, Kayle, Varus, and Teemo as example users), but its best users ended up being mages with long-distance dashes who used it like a souped-up Lich Bane. Shiv is meant to be a strong source of wave clear that relies on champion input to finish killing minions. We're removing the AP ratio on minions to preserve that gameplay intent and the PVP AP ratio is being dropped a bit in order to make it not clearly better than items that already serve a PVP burst purpose. It's possible that LeBlanc and Zoe still enjoy Statikk Shiv with these changes, but the gameplay around those builds should be much fairer for their opponents.

  • Energize Minion Damage: 250-450 (based on level) (+125% AP) ⇒ 250-450 (based on level) (+0% AP)
  • Energize Non-Minion Damage: 100-180 (based on level) (+50% AP) ⇒ 100-180 (based on level) (+30% AP)


Read Essence Reaver's context paragraph if you want to know why we're shifting power from AD ratios into base item power. Also, for those CTRL+F users who search for champion names: this is a Rengar nerf.

Stormrazor has a ton of new users in midseason and some of that is because it was initially overpowered. It's actually just a touch weak right now but is also contributing to substantial late game burst. In this patch we'll be reshaping its power to be stronger early and weaker late, which should make buying Stormrazor feel like a strong power spike while still making marksmen rely on sustained damage for late-game success. Its Ability Power ratio is being removed because it's not a good mage item anyway and we're not willing to give them three Lich Banes so we don't want them getting any weird ideas.

  • Energize Damage: 15 (+60% AD) (+50% AP) ⇒ 90 (+25% AD) (+0% AP)

ARAM Adjustments

For this patch we'll mainly be reducing the buffs or nerfs on champions who no longer need them. Some of the modifier reductions are on champions who are below a 50% win rate, such as Zed or Qiyana, as they are generally harder to play (especially on ARAM) and we want to ensure that their buffs aren't too oppressive in the right hands.

We'd like champion expectation to more closely reflect Summoner's Rift, so we'll be continuing to reduce modifiers on champions when it's reasonable to do so—even if they are sometimes below a 50% win rate because win rate doesn't really tell the full story.


  • Aatrox: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Caitlyn: 95% Damage Dealt ⇒ 100% Damage Dealt
  • Jinx: 90% Damage Dealt ⇒ 95% Damage Dealt
  • Karma: 100% Shielding ⇒ 110% Shielding


  • Azir: 105% Damage Dealt ⇒ 100% Damage Dealt
  • Rumble: 105% Damage Dealt ⇒ 100% Damage Dealt
  • Qiyana: 80% Damage Taken ⇒ 90% Damage Taken
  • Evelynn: 85% Damage Taken ⇒ 90% Damage Taken
  • Zed: 90% Damage Taken ⇒ 95% Damage Taken

Mythic Shop Rotation

Leaving the Mythic Shop

  • Prestige DRX Aatrox

Bugfixes & QoL Changes

Practice Tool

  • Fixed several issues that were causing the practice tool to be inaccessible. There may still be some issues on the PBE, but practice tool is expected to be functioning again on live with the release of patch 13.13.


  • Fixed a bug where Akshan's R - Comeuppance would fail to reveal invisible champions.
  • Fixed a bug where Vladimir's R - Hemoplague range indicator size would be different before and after leveling up his R.
  • Fixed a bug where Anivia would not regain her non-Eggnivia armor and MR stats immediately after reviving
  • Fixed a bug where the amount of chain shield granted by Moonstone Renewer was based on number of shields per spell cast and not allies shielded.
  • Fixed a bug where the League client would sometimes crash when checking the client version.
  • Fixed a bug where Vex's Passive - Doom and Gloom would not be applied against a Galio casting his E while near Vex.
  • Fixed a bug where jungle companion proc damage would sometimes be able to aggro new camps.
  • Fixed a bug where jungle companions could sometimes perform an attack when monsters spawned which would then start combat with said camp without the player champion attacking the camp.
  • Fixed a bug where Bel'Veth would lose stacks on her R by casting her Q and E on different targets.
  • Fixed a bug where Kled could not cast an untargeted heal while casting his R - Chaaaaaaaarge!!!
  • Fixed a bug where Shyvana's Q - Twin Bite would have a slightly longer cooldown in Dragon form than in Human form.
  • Fixed a bug where Shyvana's Q - Twin Bite would only grant Fury on the second hit.
  • Fixed a bug where Lucian's Passive - Vigilance would sometimes repeat its visual effects on the target.
  • Fixed a bug where Lucian's W - Ardent Blaze would sometimes not grant him movement speed.
  • Fixed a bug where when Neeko transformed into a Totem Ward, Farsight Ward, or Control Ward she could not attack.
  • Fixed a bug where upgrading Dark Seal to Mejai's and refunding the purchase would sometimes result in the loss of all Dark Seal stacks.
  • Fixed a bug where when Sona used W - Aria of Perseverance the chain shield from Moonstone Renewer would not time out.
  • Fixed a bug where Maw of Malmortius' cooldown would reset upon death.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 13.12 notes

We're here with some midseason follow up–let's get into patch 13.12!

We have quite a few changes this patch, but two main goals: following up on midseason tuning and tackling a few champions that have been problematic in Pro play like Lulu, Yuumi, Kha'Zix, and Zeri. In other news, this patch contains our new Mythic skinline, Crystalis Motus, a new Mythic shop rotation, new Shan Hai Scrolls skins, and a batch of ARAM adjustments!

This is also the second to last patch of Split 1, so make sure you're getting those games in before your rank is locked in and pulled for rewards on July 17! For more information on the ranked reset, and what all is coming in Split 2, check out our What's Next for Ranked post here.

Over in TFT, a Convergence storm has mixed-up and re-fused Runeterra into something else... a new TFT set! Read about Runeterra Reforged over at the TFT patch notes here!
Lilu "RiotRiru" Cabreros

Patch Highlights

Shan Hai Scrolls Bard, Shan Hai Scrolls Kog'Maw, Shan Hai Scrolls Lillia, Shan Hai Scrolls Tahm Kench, and Crystalis Motus Leona will be available June 15, 2023 at 20:00 UTC.



Passive bonus damage increased. W damage increased. R damage increased.

Ashe has been chilling at a pretty weak spot after the midseason update when compared to other marksmen and supports. Our goal with these changes is to bring Ashe into a more viable state as a marksman by reverting some nerfs made to Volley's damage in a previous patch. We're also incentivizing her to opt into crit builds by making some changes to her passive.

We're also looking to give support Ashe some strength by buffing up the AP ratio of her ultimate which should strictly be a buff to her support playstyles and for the occasional AP Ashe enjoyer.

Passive - Frost Shot

  • Bonus Damage: 115% (+(75%+35%) of critical strike chance) ⇒ 120% (+(75%+35%) of critical strike chance)

W - Volley

  • Physical Damage: 10/25/40/55/70 (+100% AD) ⇒ 20/35/50/65/80 (+100% AD)

R - Enchanted Crystal Arrow

  • Damage: 200/400/600 (+100% AP) ⇒ 200/400/600 (+120% AP)


E recharge rate decreased.

Gangplank isn't the jolly pirate he once was, struggling to find success in the current game where he can't access Ability Haste as easily. We're walking back the recharge timer nerf on his barrels with the goal of making him a little more powerful and enjoyable to play.

E - Powder Keg

  • Recharge Timer: 18 seconds at all ranks ⇒ 18/17/16/15/14 seconds


Passive cooldown increased. Q mana cost decreased.

Gragas has had a high presence in Pro play recently due to his low counterplay trades and his ability to use his passive to sustain himself in lane. Increasing the cooldown of his passive should help make Graggy more manageable to deal with.

Passive - Happy Hour

  • Cooldown: 8 seconds ⇒ 12 seconds

Q - Barrel Roll

  • Mana Cost: 80 ⇒ 80/75/70/65/60


E cooldown increased.

Despite being relatively weak in the hands of the average player, K'Sante is quite popular and powerful in skilled play. Due to this we'll be giving him a Pro-skewed nerf that will bring him to a more balanced state in higher levels of play while having a minimal impact on his average play win rates.

E - Footwork

  • Cooldown: 9/8.5/8/7.5/7 seconds ⇒ 10.5/10/9.5/9/8.5 seconds


AD growth increased.

As a consequence of the new builds introduced in midseason, Kai'Sa's evolution thresholds now need to be adjusted to better match the items she's opting into. Our goal with these changes is to make her Q evolution feel better. For example, this should grant her Q evolution at level 9 with Stormrazor, Pickaxe, Doran's Blade, and 1 Adaptive instead of having to wait until level 11.

Base Stats

  • Attack Damage Growth: 2 ⇒ 2.6


Base AD decreased.

Kha'Zix is currently on the top of the food chain in too many ways: power levels, pick rate, and ban rate. Our goal this patch is to reduce the power (and frustration) that he brings into games, especially at higher skill brackets which should now see reduced raw damage and a slower clear speed.

Base Stats

  • Base Attack Damage: 63 ⇒ 60


W base damage decreased.

Kog'Maw has found a lot of success with a shiny new Mythic item that feels good for him to pick up. Due to that, we're walking back some buffs to his main damage ability without punishing his other spells' recent updates.

W - Bio-Arcane Barrage

  • Bonus Magic Damage: 3.5/4.25/5/5.75/6.5% (+ 1% per 100 AP) of target maximum health ⇒ 3/3.75/4.5/5.25/6% (+ 1% per 100 AP) of target maximum health


Passive damage decreased, activation conditions adjusted.

Lucian performs exceptionally well with a few enchanters due to them having plenty of abilities that instantly proc Vigilance by healing, shielding, or buffing Lucian. Nami and Milio are particularly strong due to the buff proc synergizing well with Nami's E and Milio's passive which has really limited the amount of other Champions Lucian can lane with.

To address this, we'll be replacing the buff proc of Vigilance with nearby ally immobilization, which should increase Lucian's viability with many Champs. Lucian will still have synergy (increased synergy in some cases) with many enchanters—this will just limit the amount of stacks an enchanter can give Lucian without first engaging their opponents.

Our goal with these changes is to help Lucian players confidently lock in their Champion with or without enchanters, and that we can see some exciting new lane partners for Lucian in Pro play.

Passive - Lightslinger

  • Vigilance Damage: 14 (+20% AD) ⇒ 10(+15% AD)
  • Activation Conditions: When Lucian is empowered by another ally, his next two basic attacks will deal bonus magic damage ⇒ When Lucian is healed or shielded by an ally, or when a nearby enemy champion is immobilized, his next two basic attacks will deal bonus magic damage.


Base armor decreased. Passive magic damage decreased. E shield value increased.

Lulu has been a Pro play mainstay for quite a while but isn't overpowered for most players in other skill brackets. As the laning phase has a large impact in professional play, we're aiming for the nerf to be pro-skewed while retaining her current power level for other players.

Base Stats

  • Armor: 29 ⇒ 26

Passive - Pix, Faerie Companion

  • Magic Damage: 15-117 (based on level) ⇒ 9-111 (based on level)

E - Help, Pix!

  • Shield Value: 75/110/145/180/215 (+55% AP) ⇒ 75/115/155/195/235 (+55% AP)


Base armor decreased, armor growth decreased. Passive empowered attack damage decreased.

Milio is a really cool fire enchanter and is specifically designed to be a defensive one with a team-wide cleanse and tools to keep his whole team cozy and warm. But what isn't cozy or warm is Milio's ability to help output tons of damage AND provide his team with such strong defensive tools. He's the number one support in Pro play so far and definitely one of the strongest champions in League of Legends. Though there are numerous nerfs here, the hope is to land the lad in a balanced spot.

Base Stats

  • Armor: 28 ⇒ 26
  • Armor Growth: 4.9 ⇒ 4.6

Passive - Fired Up!

  • Empowered Attack Damage: 15%-35% AD (based on ally's level) ⇒ 15% AD (based on ally's level)


Passive life steal increased. R cooldown now decreases with rank.

Nasus has been on a tight leash in solo queue recently. We're buffing up his passive to help in matchups where he's able to stay on the minion wave and life steal without affecting counter matchups where he can't attack and Q as often. We're also reducing the cooldown on his ultimate in later stages of the game, where he especially relies on it due to the durability and range it gives in teamfights.

Passive - Soul Eater

  • Life Steal: 9/14/19% ⇒ 11/16/21%

R - Fury of the Sands

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


R damage increased.

Orianna is just a little weak right now, coming up just a tiny bit short of the main stage. We'd like to tune Orianna as a fragile, low mobility carry with strong and satisfying spells (more 3k ELO shockwaves), rather than making her more consistent with less high moments. This will help her from being held back for regular players on account of Pro Play.

Long term, we'd like to balance her around her Ult being the highest satisfaction, highest counterplay and most explosive moment of her kit. We're giving her a wee bit more damage on her ultimate to help give her an extra push that should (hopefully) put her into the spotlight.

R - Command: Shockwave

  • Magic Damage: 250/350/450 (+90% AP) ⇒ 250/400/550 (+95% AP)


Default adaptive stat changed. Q cast time decreased, damage decreased, monster damage adjusted. W Crash Down damage decreased, monster damage adjusted. W Mount Up monster damage adjusted. E damage decreased, monster damage adjusted, damage cap to monsters added.

After the hotfix in 13.11, Rell is looking very strong in both Support and Jungle. Her Q is still feeling a bit on the slow side which isn't meeting our goals of smoothing out her kit's rough edges. So we're looking to help the reliability and feel of the Q, while still overall lowering her power in both of her roles. We're also looking to get her epic monster damage to more reasonable numbers while making sure she'll still have a very powerful smite secure with E and Q. These jungle changes should impact her midgame clear mostly while avoiding hitting her early clear too hard.

Base Stats

  • Default Adaptive Force Stat: Attack Damage ⇒ Ability Power

Q - Shattering Strike

  • Cast Time: 0.5 seconds ⇒ 0.4 seconds
  • Magic Damage: 70/110/150/190/230 (+60%AP) ⇒ 60/100/140/180/220 (+60% AP)
  • Jungle Monster Damage: 300% of base damage ⇒ 150/220/290/360/430 bonus damage to monsters

W - Ferromancy: Crash Down

  • Magic Damage: 70/100/130/160/190 (+60%AP) ⇒ 60/90/120/150/180 (+60% AP)
  • Jungle Monster Damage: 300% of base damage ⇒ 125/150/175/200/225 bonus damage to monsters

W - Ferromancy: Mount Up

  • Jungle Monster Damage: 300% of base damage ⇒ 55/110/165/220/275 bonus damage to monsters

E - Full Tilt

  • Magic Damage: 35/50/65/80/95 (+50% AP) (+4% of target maximum health) ⇒ 25/35/45/55/65 (+50% AP) (+3% of target maximum health)
  • Jungle Monster Damage: 250% of base damage ⇒ 100/145/190/235/280 bonus damage to monsters
  • newPercent Damage Cap Against Monsters: 150


Base health decreased, health growth increased, base health regeneration decreased. Passive heat limit increased, overheat monster damage cap adjusted, overheat attack speed increased, overheat duration decreased. Q damage adjusted, minion damage decreased, monster damage cap added. W shield adjusted. E heat generation increased. R cooldown increased.

Rumble has historically had a higher play rate in top than in mid and we've let those players down over the years by not maintaining top Rumble as viable. He's also an extremely Elite-skewed champion due to his primary strength around pushing and roaming to bot lane. These changes are meant to lower his early roam threat and give him melee 1v1 power and late-game scaling in its place. Reshaping his heat structure is an attempt to make the Danger Zone more forgiving, his heat costs more intuitive, and lessen Overheat's punishment.

We're hoping for a result where top lane becomes Rumble's best role with jungle and mid lane being viable alternatives for fans of those play styles. Though he's got new incentives to build health, we're not hoping to turn him into a juggernaut, just simply make him a bit more durable in the mid game.

Base Stats

  • Base Health: 659 ⇒ 625
  • Health Growth: 99 ⇒ 105
  • Base Health Regeneration: 8 ⇒ 7

Passive - Junkyard Titan

  • Maximum Heat: 100 ⇒ 150
  • Danger Zone: 50+ (Note: Unchanged)
  • Overheat Monster Damage Cap: 80 ⇒ 65-150 (based on level)
  • Overheat Attack Speed: 20-80% (based on level) ⇒ 50-130% (based on level)
  • Overheat Duration: 5.25 seconds ⇒ 4 seconds

Q - Flamespitter

  • Magic Damage: 180/220/260/300/340 (+110% AP) ⇒ 135/150/165/180/195 (+6/7/8/9/10% of target maximum health) (+110% AP)
  • Minion Damage Modifier: 60/65/70/75/80% ⇒ 55/60/65/70/75%
  • newMonster Cap on Percent Health Damage: 65-300 (based on level)

W - Scrap Shield

  • Shield Value: 60/90/120/150/180 (+45% AP) ⇒ 25/55/85/115/145 (+4% of maximum health) (+25% AP)

E - Electro Harpoon

  • Heat Generated: 10 ⇒ 20

R - The Equalizer

  • Cooldown: 100/85/70 seconds ⇒ 130/105/80 seconds


Passive bonus mana increased. E magic damage increased, missile speed increased.

Ryze is currently one of the weakest mid laners in the game with no presence in Pro. Since he has some room for buffs now, we're looking to give his passive and E a ratio increase in order to improve his scaling, which is a lower-risk buff for Pro play than other options. We're also giving a small speed increase to his E, as this will help in close-up fights.

Passive - Arcane Mastery

  • Maximum Mana Increase: 6% per 100 AP ⇒ 10% per 100 AP

E - Spell Flux

  • Magic Damage: 60/90/120/150/180 (+ 45% AP) (+ 2% bonus mana) ⇒ 60/90/120/150/180 (+ 50% AP) (+ 2% bonus mana)
  • Missile Speed: 3500 ⇒ 4000


Attack damage growth decreased. W bounce damage increased.

Sivir is sitting a bit weaker than her marksmen peers, so we're looking to revert some previous AD ratio buffs to her Ricochet now that she has the space for more power to be added to her kit.

Base Stats

  • Attack Damage Growth: 2.8 ⇒ 2.5

W - Ricochet

  • Bounce Damage: 25/30/35/40/45% AD ⇒ 30/35/40/45/50% AD


E bonus attack speed decreased. R heal per hit decreased.

Yuumi is overperforming across all skill brackets, including Pro, and benefited from the 13.10 Support item changes. We're proactively dropping her general power levels while she's overperforming across the board with the goal to keep Yuumi playable for the rest of her non-Pro playerbase.

These changes should help address the current issues we see elevating Yuumi into Pro. Long term, we intend to continue to balance her away from Pro and Elite play and to work towards making her a champ suitable for newer players to the game, especially with friends.

W - You and Me!

  • Best Friend Bonus: 10-20% Heal and Shield Power (based on ally level) ⇒ 5/7.5/10/12.5/15% (based on spell rank)

E - Zoomies

  • Shield Value: 90/120/150/180/210 (+30% AP) ⇒ 80/105/130/155/180 (+ 30% AP)
  • Attack Speed Buff: 35% (+8% per 100 AP) ⇒ 25/27.5/30/32.5/35% (+ 8% per 100 AP)

R - Final Chapter

  • Heal per Hit: 35/50/65 (+15% AP) ⇒ 25/40/55 (+ 15% AP)


Movement speed increased. Passive removed, Q passive added in its place. Q no longer activates Sheen. E critical strike multiplier increased.

Zeri has made a resurgence thanks to her tanky Trinity Force build and the return of certain enchanters. In this patch we have two goals for Zeri: stop her from itemizing like a bruiser and removing her synergies with shielding enchanters.

Zeri's mobility is one of the core parts of her design, zipping and zapping all around the Rift like a lightning bolt. However, given this mobility we don't think it's okay for Zeri to easily pick up health so that she becomes both hard-to-catch AND hard-to-kill. Due to this we're removing Q's synergy with Sheen that allowed Zeri to itemize as a bruiser and her shield sapping passive which gave her too much damage mitigation.

On the second goal, Zeri's shielding passive has proven to be much too powerful when paired with the right enchanters which meant Zeri's strength was always tied to her support's strength and balancing her always meant balancing around enchanters. Charging Zeri up with the right support really overloads her in Pro play in particular, so we've opted to rip off the band-aid here by removing her passive altogether. With this change we'll be able to balance Zeri more around her own personal power and less around her support which will let us get her into a better spot long term.

Base Stats

  • Movement Speed: 330 ⇒ 335

Passive - Living Battery

  • removedNot So Fast: The passive where Zeri steals 45% of the shields she damages and gains 10% movement speed for 2 seconds whenever she receives a shield has been removed.
  • Q Passive Goes Here: Q - Burst Fire's passive has been moved to be Zeri's primary passive.

Q - Burst Fire

  • removedQ Passive to Passive: Q's passive has been moved to be Zeri's primary passive.
  • Trinity No More: Q - Burst Fire no longer activates Sheen.

E - Spark Surge

  • Maximum On-Hit Critical Strike Multiplier: 65% ⇒ 85%


Ardent Censer

Ardent Censer is providing a lot of damage to marksmen, contributing to ADC death ball and limiting support output diversity. It's the most common enchanter legendary at the moment, which is a space that should be competitive with Redemption, Mikael's, and other options.
  • Sanctify On-Hit Damage: 15-30 (based on level) ⇒ 15


Bloodthirster is the ultimate greed item for ADCs who can stay safe and deal high damage from the back line. We're upping its cost to be in line with that role as the item is currently overtuned.
  • Total Cost: 3200 ⇒ 3400


Galeforce is a bit overpowered on marksmen and overperforms substantially on both Yasuo and Yone, so the critical strike ratio is being replaced with an AD one. The risk here (and the reason it initially had crit scaling) is poaching by assassins, but an overall reduction in power should keep the item in line for all users across the board. Some players (and one champion) might be pleased to know it takes 444.4444 bonus attack damage to match the damage from the old crit scaling.
  • Attack Damage: 55 ⇒ 50
  • Cloudburst Active Damage: 150-350 (Levels 8-18) (+200% Critical Strike Chance) ⇒ 150-350 (Level 8-18) (+45% bonus AD)

Immortal Shieldbow

Players have (for the most part) identified that Shieldbow is not a good first item. Unfortunately, the item just isn't very strong when purchased later, either. This is a relatively light buff, but one that crit users should be able to feel in the mid game.
  • Life Steal: 7% ⇒ 10%

Imperial Mandate

Imperial Mandate has found itself a new home as a legendary support item and has quickly become one of the default purchases as enchanters' second item. While that's awesome, the item is overpowered and is contributing to League being at one of its burstiest points in recent memory. Overall, these changes are intended as a small nerf, particularly targeting the item's burst output.
  • Coordinated Fire Application: 35-75 (Level 1-18) ⇒ 40-60 (Level 8-18)
  • Coordinated Fire Proc: 70-150 (Level 1-18) ⇒ 80-120 (Level 8-18)
  • Coordinated Fire Movement Speed Bonus: 20% ⇒ 25%

Moonstone Renewer

Moonstone is weak on every champion that isn't named Soraka. We're changing the formulas to always give the values that allies of level 14+ were getting in most cases. This typically ends up augmenting the value of heals and shield by ~5% per cast, and giving shields more leniency due to them feeling less disruptive.
  • Heal: 20-40% (based on ally's level 1-18) ⇒ 35%
  • Shield: 30-40% (based on ally's level 1-18) ⇒ 40%
  • Same Target Heal Bonus: 15-30% (based on ally's level 1-18) ⇒ 25%
  • Same Target Shield bonus: 20-30% (based on ally's level 1-18) ⇒ 30%
  • Mythic Passive: 5 Ability Haste ⇒ 5 Heal and Shield Power

Phantom Dancer

Phantom Dancer is underperforming compared to other mid-range crit items so it's just receiving a small buff this patch.
  • Attack Speed: 30% ⇒ 35%

Rapid Firecannon

Rapid Firecannon got substantially stronger when its stat profile moved toward attack damage and away from attack speed. Since the AD on the item naturally scales with critical strike chance, the Energize damage doesn't need to be anywhere near as high as it was before.
  • Energize Damage: 60-140 (based on level) ⇒ 60

Statikk Shiv

Statikk Shiv is meant to be your best source of wave clear without just one-shotting the caster minions. It's still a bit underpowered, so the damage is being ramped up in early game in order to more closely align with minion health bars.
  • Energize Damage: 80-190 (Level 7-18) ⇒ 100-180 (Level 6-18)



Overheal was meant as an avenue for disenfranchised ADC players to opt into more durability for the games where they needed it. In reality, most players don't typically mess with their rune pages, but pros sure do. Moving Overheal back to a maximum health ratio will open its users up to self-sustaining fighters and tanks while nerfing it for marksmen. Technically, Aphelios gets more shielding levels 1-5, but this is overall a significant nerf otherwise. Meanwhile, it's substantially stronger for high health champions like fighters. Overall, this is still the strongest or second strongest Overheal has ever been.
  • Shield Value: 20-300 (based on level) ⇒ 11% of Maximum Health



A fair bit ago we nerfed mid lane minion gold to reduce mid lane agency at early points in the game. While this was successful, the risk of nerfing mid lane mages over roamers has indeed become a reality and placed mages in a not-so-great position. This is certainly not the only issue with mid lane mages, but is one that we think we can mitigate now.
  • Here comes the MONEY: Mid Lane minions are worth one less gold each before 14 minutes ⇒ Mid lane minions are worth the same amount of gold as minions in other lanes. Minion equality has been achieved.


Red buff is way more prevalent now that Buff Sharing exists. Due to this we'll need to bring its power levels down a tad by reducing its late game damage output and retaining its slow and regeneration properties.
  • Damage: 6+6*Level (12-114) ⇒ 6+4*Level (10-78)
  • Slow Amount: 10/15/25 ⇒ 10/15/20 (halved for ranged champions)
  • Health Regeneration: 1/3/9% ⇒ 1/3/5%

ARAM Adjustments


  • Anivia: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Jax: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Twitch: 100% Damage Taken ⇒ 95% Damage Taken
  • Warwick: 100% Healing Done ⇒ 105% Healing Done


  • Akali: 85% Damage Taken ⇒ 90% Damage Taken
  • Cho'Gath: 100% Damage Taken ⇒ 105% Damage Taken
  • Ivern: 100% Shield Strength ⇒ 80% Shield Strength; 95% Damage Dealt ⇒ 90% Damage Dealt
  • Malzahar: 92% Damage Dealt ⇒ 90% Damage Dealt; 108% Damage Taken ⇒ 110% Damage Taken
  • Vex: 100% Damage Dealt ⇒ 95% Damage Dealt

Themed Clash

The Bandle City Cup Clash continues this weekend!
  • Weekend 2 Registration Begins: June 12 @ 11:00 AM (Local Time)
  • Weekend 2 Tournament Dates: June 17 and 18 (~4-7 PM Local Time, varies by region)

Mythic Shop Rotation


We're making some changes with the way content rotates in and out of the shop. Going forward, each rotation will have four Prestige skins (previously two). The timing of every other patch will remain unchanged unless otherwise noted.

This patch also marks the start of our new Mythic thematic, Crystalis Motus. Crystalis Motus Leona is the first of the new skin line and will be present in the shop for the usual six patches.


  • Prestige True Damage Qiyana
  • Prestige Obsidian Dragon Sett
  • Prestige Debonair Brand
  • Prestige K/DA Akali
  • Hextech Jarvan IV
  • Hextech Sejuani
  • Crystalis Motus Leona + Border + Icon
  • Mythic Chroma Crystalis Motus Leona (Reclaimed) + Icon
  • Crystalis Motus Leona Emote
  • Mythic Chroma High Noon Lucian
  • Prestige DRX Aatrox (NOTE: This skin will be leaving in Patch 13.13 on June 29)


  • Prestige Phoenixmancer Xayah
  • Prestige Firecracker Vayne
  • Lancer Zero Hecarim
  • Hextech Tristana
  • Ashen Guardian Shen
  • Mythic Chroma Ashen Guardian Shen (Emberwoken)
  • Ashen Knight Ward Skin
  • Ashen Guardian Shen Emote

Bugfixes & QoL Changes

  • Fixed a bug where Neeko's Passive would allow her to attack champions if she was disguised as a Zombie Ward.
  • Fixed a bug where Rell's critical strike on-hit VFX would not line up with her weapon when dismounted.
  • Fixed a bug where Rell's W and E would sometimes not function correctly when Rell was affected by CC.
  • Fixed a bug where Rell's Q ability would switch directions after using Flash.
  • Fixed a bug where multiple visual issues would occur during Rell's spawn animation if she spawned as dismounted.
  • Fixed a bug where Rell could skip her W animation if E was casted during her W activation.
  • Fixed a bug where Rell could extend her passive stacks by hitting the same target.
  • Fixed a bug where Rell would have animation issues during the cast of her E.
  • Fixed a bug where Yone's W indicator would not follow the mouse cursor if the ability was manually selected by clicking on it.
  • Fixed a bug where Aegis of the Legion would show up in the build path and item sets for Locket of the Iron Solari.
  • Fixed a bug where small monsters would sometimes not reset aggro while being dragged outside of their camp area.
  • Fixed a bug where Janna's passive movement is preserved after recalling while facing an ally.
  • Fixed a bug where Ivern's passive ability would leave sharable buffs after slaying Red Brambleback or Blue Sentinel that can only be picked up by Ivern.
  • Fixed a bug where players could see that Herald was being started without seeing the Herald due to the patience ring showing.
  • Fixed a bug where Ivern's E second Shield may not be activated even though no enemy was hit by the first one.
  • Fixed a bug where Kled could extend the range of his R and reroute using Primal Smite.
  • Fixed a bug where Mordekaiser would have all player locations revealed to him during his ultimate. What is this–a Cypher ult?
  • Fixed a bug where Ivern's W brush would allow Viego to reapply his Q passive while inside of the brush.
  • We've added a slider to repeatedly purchasable items (e.g., Key Fragments, Blue Essence) in the Event Token Shop.


  • Fixed a bug where DRX Kindred's Passive - Mark of the Kindred attack projectiles did not have different VFX between 0 and 1 passive stacks.
  • Fixed a bug where Urf Kench / Master Chef Tahm Kench skins were not using special animation when approaching enemies with three stacks of An Acquired Taste (P) applied.
  • Restored vertical cast indicator for Lion Dance Kog'Maw Living Artillery (R).

Upcoming Skins & Chromas

The following skins will be released in this patch:

Shan Hai Scrolls Bard, Shan Hai Scrolls Kog'Maw, Shan Hai Scrolls Lillia, Shan Hai Scrolls Tahm Kench

Patch 13.11 notes

You get a Buff Wisp! YOU get a Buff Wisp! You ALL get Buff Wisps!

Did you all catch MSI? Huge congratulations to JDG for coming out on top! Riding the esports wave, we also have a skinline to celebrate last year’s World Champions, DRX, coming out this patch, with a special Prestige skin for Aatrox to celebrate Kingen’s dominating MVP performance!

In other news, we also have some exciting changes coming this week like Rell’s midscope update, universal buff sharing for junglers, some nerfs for Aphelios and Jinx, and quite a few followup changes to the Midseason update that came out in 13.10.

Looking to live out your TFT dreams like Urgot joining the Star Guardians? Check out the TFT patch notes here!
Lilu "RiotRiru" Cabreros

Patch Highlights

DRX Aatrox, DRX Akali, DRX Ashe, DRX Caitlyn, DRX Kindred, DRX Maokai, Prestige DRX Aatrox will be available June 1, 2023 at 20:00 UTC.



Midscope, all abilities (except ultimate) adjusted.

We think Rell’s fantasy of being a mounted lancer on horseback who transforms into heavy infantry by literally metalbending her horse into armor is compelling and exciting, but unfortunately she hasn’t fully lived up to that fantasy. In a Dev Blog back in March, we outlined the following goals:

  • Lean into the Mounted/Dismounted fantasy: Let Rell feel fast—like she can charge enemies down while mounted—and let her feel like a formidable fighter while dismounted.
  • Increase Play Pattern Variance: Give Rell more options in lane and teamfights besides landing W, and make sure that while she’s dismounted, there are useful things she can do.
  • Sand off some QoL issues: We’ve heard your feedback on some of the more frustrating parts of Rell’s kit, so we wanted to help alleviate some of them. We want to smooth out things like poor ward clearing, not being able to use E while alone, and Q having reduced power on subsequent enemies.

Rell’s new E should provide the giddyup she needs to charge down her enemies and proactively start fights, and the extra range and attack speed while dismounted let her participate more in the fight.

Adding a stun to her Q will let her have a more varied combat pattern that's not just looking for engages with W. Now she can fish with Q and follow up with a Crash Down if she lands it. With some new combos in her saddlebags, she should be feeling less binary and more flexible.

And finally, we’ve given her a normal attack speed, and removed the cap on how fast she can go while dismounted, which goes a long way to help improve how she feels to play (ward clearing is also much faster now!).

Base Stats

  • Attack Speed: 0.55 ⇒ 0.625
  • Attack Speed Growth: 0.02 ⇒ 0.015
  • Armor Growth: 4.2 ⇒ 3
  • Magic Resist Growth: 2.05 ⇒ 1
  • Movement Speed: 335 ⇒ 330

Passive - Break the Mold

  • Passive Duration: 4 seconds ⇒ 5 seconds
  • Armor and Magic Resist Shred: 10% ⇒ 2.5%
  • newStacks On Stacks: Armor and Magic Resist shred now stacks up to 5 times per target. All of Rell’s abilities will also apply a stack of her Passive
  • Minimum Armor and Magic Resist Steal: 5-12 (based on level) ⇒ 1.25-3 (based on level)
  • newDeath Proof Magnets: Rell keeps resists for the full duration of the Passive buff, even if the target dies
  • removedRode Off: Passive no longer deals bonus magic damage on hit
  • removedInto The: Hitting a new target no longer refreshes the Passive duration on all targets
  • removedSunset: Passive no longer applies to minions

Q - Shattering Strike

  • Stunning Strike: Q now stuns all targets hit for 0.75 seconds
  • removedWho Needs Heals Anyway: Q no longer heals Rell or her allies
  • Range: 685 units in front of Rell, 150 behind Rell ⇒ 520 in front of Rell, 220 behind Rell
  • Cooldown: 9/8/7/6/5 seconds ⇒ 11/10.5/10/9.5/9 seconds
  • Magic Damage: 70/115/160/205/250 (+50% AP) ⇒ 60/95/130/165/200 (+50% AP)
  • Cast Time: 0.35 seconds ⇒ 0.5 seconds
  • newJungle Rell?: Deals 250% damage to jungle camps
  • newA Swing and a (Hopefully) Hit: When Rell casts Q, she moves 100 units forward as she takes a step to swing
  • removedAll The Damages: On old Rell, Q did reduced damage to enemies after the first, and only applied passive to the first enemy hit. Now it does full damage and applies passive to all enemies hit

W - Ferromancy: Crash Down

  • newDismounted Bonus Attack Speed: 15/20/25/30/35%
  • newDismounted Bonus Attack Range: Gain 75 Attack Range
  • Dismounted Bonus Armor and Magic Resist: 10% ⇒ 12%
  • Dismounted Movement Speed : Reduced to 280 flat ⇒ Reduced by 15% (Note: this will be a nerf early game and a buff late game.)
  • removedCan’t Stop Me Now: Rell no longer has a movement speed cap while dismounted
  • Magic Damage: 70/105/140/175/210 (+60%AP) ⇒ 70/100/130/160/190 (+60%AP)
  • Shield Value: 35/60/85/110/135 (+12% maximum health) ⇒ 30/55/80/105/130 (+10% maximum health)
  • Maximum Slide Distance: 375 ⇒ 320
  • AoE Radius Form: 200 ⇒ 180
  • Jump Range: 500 ⇒ 400
  • Knock Up Duration: 1 second ⇒ 0.75 seconds
  • Slidespeed: 85% of jump speed ⇒ 100% of jump speed
  • newActually Jungle Rell Though…: Now deals 250% damage to jungle camps

W - Ferromancy: Mount Up

  • removedMounted Bonus Movement Speed: Rell no longer gains bonus passive movement speed while mounted.
  • Initial Movement Speed Bonus: 25/30/45/40/45% for 3.5 seconds ⇒ 30% that rapidly decays over 1 second

E - Attract and Repel

  • newPassive - Mounted Alacrity: Rell gains 5/8/11/14/17/20/24/28/32/36/40/45/50 move speed while mounted at levels 1-13, reduced by 50% in combat.
  • newActive - Full Tilt: Rell and an ally charge, gaining ramping Movement Speed up to 15/17.5/20/22.5/25% over 3 seconds, this is doubled to 30/35/40/45/50% toward enemies or each other. Additionally, Rell’s next Attack or Shattering Strike explodes in an area for 25/35/45/55/65 (+30% AP) (+2/2.5/3/3.5/4% Maximum Health Damage).


Q base damage increased.

Akali is currently struggling to pull off her cool ninja shenanigans in both solo queue and Pro play. In this patch we’re looking to buff her Q damage slightly so that she has a more manageable time in lane before scaling into the slippery assassin we know her to be.

Q - Five Point Strike

  • Magic Damage: 30/55/80/105/130 (+ 65% AD) (+ 60% AP) ⇒ 40/65/90/115/140 (+ 65% AD) (+ 60% AP)


W damage decreased.

Amumu might be lonely in lore, but he hasn’t been left out of the patch notes recently. Our 13.9 buffs went a bit overboard, specifically on the power of his early clear and skirmishing. So we’re going to lower them back down to near the previous values, but leave the scaling damage increase on Despair.

W - Despair

  • Base Damage per Tick (0.5 seconds): 10 ⇒ 7


Passive bonus AD decreased.

Since Aphelios typically likes to spec into AD early, he’s able to leverage the extra damage to dominate early laning which feels a little odd considering he’s more of the scaling silent type. This should help make laning against him a bit easier for opponents.

Passive - The Hitman and the Seer

  • Bonus Attack Damage: 5/10/15/20/25/30 ⇒ 4.5/9/13.5/18/22.5/27

Aurelion Sol

E mana cost increased, magic damage AP ratio decreased.

Mages as a whole got a small power increase from the changes in patch 13.10, including the already powerful ones. Our friendly space dragon was already sitting above the stars, so we have a few changes to bring him down to earth. We’re making his Singularity cost more mana in the early laning phase to help opponents delay his farming while also lessening how much damage the spell does due to its incredibly good utility scaling.

E - Singularity

  • Mana Cost: 60/70/80/90/100 ⇒ 80/85/90/95/100
  • Magic Damage per Tick (0.25 seconds): 2.5/3.75/5/6.25/7.5 (6.25% AP) ⇒ 2.5/3.75/5/6.25/7.5 (5% AP)


Q cooldown decreased. W summon range increased, AP ratio increased.

Azir's skill bracket skew has flattened significantly and he isn't seeing any Pro play, which means there’s some room for smaller buffs. This time around, we're aiming for changes that have been specifically requested by live Azir players, so the goal here is that he'll be a much more satisfying champion without breaking the Pro play bank.

Q - Conquering Sands

  • Cooldown: 14/12/10/8/6 seconds ⇒ 12/10.5/9/7.5/6 seconds

W - Arise!

  • Summon Range: 500 ⇒ 525
  • Magic Damage: 0-92 (based on level) (+50/67/84/101/118) (+55% AP) ⇒ 0-92 (based on level) (+50/67/84/101/118)(+60% AP)


Q follow up adjusted, cast range increased, now refunds cooldown when used on non-Epic monsters. W adjusted, now gives allies bonus on-hit damage, vision from spawn duration increased, brush despawn conditions changed. E shield now refreshes if no enemies were hit by the detonation. Daisy stats adjusted, Slam! Damage increased.

With buff sharing becoming a part of the game this patch, we wanted to offer Ivern some buffs to the rest of his kit in exchange for removing his unique mechanic. Overall these changes shouldn't be too transformative, but his base spells should feel better in almost every situation they're cast in. Ivern’s Q will be able to reach between most camps on both sides of the map, and Daisy should feel a lot more responsive with faster attacks and move speed!

If you go through the change list, you’ll quickly realize that this isn’t the midscope we promised for Ivern. The reason we’ve decided to not give Ivern a midscope this patch is because player feedback around our proposed midscope was indicating we were on the wrong track, and internally we just didn’t feel like the designs were hitting the quality bar to ship. So for now, we’re offering Ivern some buffs that will help him become a healthier tree until he’s ready for a transplant.

Q - Rootcaller

  • Jump for Joy!: Ivern can now recast Q to jump directly to the target, while Ivern and allies can issue an attack command to move to their auto attack range’s distance away from the target.
  • Cast Range: 1100 ⇒ 1150
  • Non-Epic Change: Q’s cooldown is now reduced by 50% when used on non-Epic monsters.

W - Brushmaker

  • Redefining Death Bush: Brushmaker’s Passive bonus magic damage on-hit when exiting the brush for 3 seconds now applies to ally champions.
  • Ally On-Hit Damage: 5/7.5/10/12.5/15 (+10% Ivern's AP)
  • Brush Spawn Vision Duration: 3 seconds ⇒ 8 seconds
  • Brush Duration: 30 seconds ⇒ Up to a maximum of 45 seconds or until your team loses vision inside of them
  • Lookie!: Auto attacks empowered with Brushmaker now have a special visual effect to reflect the on-hit damage (note: this change is visual only).

E - Triggerseed

  • Change: If, when the shield detonates, there are no enemies that are hit by the detonation and the shield has not been broken, the duration of the shield is renewed.

R - Daisy

  • Daisy Attack Range: 125 ⇒ 175
  • Daisy HP Regeneration: 0 ⇒ 2.5 health per second
  • Daisy Movement Speed: 420 ⇒ 440
  • Daisy Attack Speed: 0.7 ⇒ 0.75
  • Daisy's Bonus Attack Speed: 30/50/70 ⇒ 30/45/60
  • Daisy, Slam! Damage: 100% of Daisy's AD (+20% AP) ⇒ 40/60/80 (+100% of Daisy's AD) (+20% AP)


Attack speed growth decreased.

Jinx has been getting away with strong laning phases despite her identity being a scaling marksman. We’re reverting her Attack Speed Growth introduced in patch 13.5 to reduce her overall rocket DPS.

Base Stats

  • Attack Speed Growth: 1.36 ⇒ 1


Base health increased, health regeneration increased, attack damage decreased. Passive vision interaction adjusted, on-hit damage increased. Q damage increased. E cooldown decreased, damage adjusted.

Kalista’s auto attacks are feeling weak at the moment due to the 90% total AD ratio and missing during vision loss. We noticed that Kalista was really hurting after 13.10, so we're targeting some pretty large buffs aimed at usability and durability for her. The changes to base AD, Q, and E keep her damage output roughly equal to before.

Base Stats

  • Base Health: 574 ⇒ 600
  • Health Regeneration: 3.75 ⇒ 4
  • Health Regeneration Growth: 0.55 ⇒ 0.75
  • Attack Damage: 66 ⇒ 61
  • Attack Damage Growth: 3.75 ⇒ 3.25

Passive - Martial Poise

  • You Can Run, But You Can’t Hide: Kalista’s basic attacks no longer miss if a target leaves vision.
  • Damage Dealt On-Hit: 90% of total AD ⇒ 100% of total AD

Q - Pierce

  • Physical Damage: 20/85/150/215/280 (+100% AD) ⇒ 20/85/150/215/280 (+105% AD)

E - Rend

  • Cooldown: 14/12.5/11/9.5/8 seconds ⇒ 10/9.5/9/8.5/8 seconds
  • Physical Damage Per Extra Stack: 10/16/22/28/34 (+23.2/27.55/31.9/36.25/40.6% AD) (+20% AP) ⇒ 8/12/16/20/24 (+25/30/35/40/45% AD) (+20% AP)


Passive refresh rate increased, heal increased. Q (Unburrowed) cooldown now decreases with rank, buff duration decreased, attacks refresh buff duration, buff no longer ends prematurely when underground, (Burrowed) vision duration increased. W adjusted.

Rek'Sai was one of the non-Assassin champions that was bound to the old Prowler's Claw and took a big hit in power with its removal. We're taking this opportunity to shift Rek'Sai away from Assassin-burst builds (which her kit was never really made to support) and move her strengths towards a more durable Fighter with a chunkier passive heal and better feeling auto attacks. We're also including a few small QoL buffs that should make playing the Queen feel a bit more royal.

Passive - Fury of the Xer’Sai

  • Tremor Sense Refresh Rate: 1.5 seconds ⇒ 1 second
  • Heal with Maximum Fury: 20-190 (based on level) ⇒ [15 (+20 for every 3 levels)] + [2% (+2% Maximum HP for every 3 levels)]

Q - Queen’s Wrath (Unburrowed)

  • Cooldown: 4 seconds at all levels ⇒ 4/3.5/3/2.5/2 based on rank
  • Buff Duration: 5 seconds ⇒ 3 seconds
  • newHit and Buff: Basic attacks now refresh the buff duration of Queen's Wrath
  • removedNot So Fast: Q’s buff no longer ends prematurely if Rek'Sai is Burrowed for more than 1.5 seconds.

Q - Queen’s Wrath (Burrowed)

  • Reveal Duration: 2.5 seconds ⇒ 5 seconds

W - Unburrow

  • QoL Update: Targeted range increased to match untargeted range. (Note: This will mean that the optimization where it was better to line Rek’Sai up to the edge of your knock up and press W at the perfect time instead of just clicking on the opponent has been removed.)


E cooldown decreased. R cooldown decreased, magic damage increased.

Renekton has been a bit weak in solo queue, feeling more like a plush than a terrifying butcher, so we’re looking to decrease his E cooldown to bring the timing a bit closer to his other abilities. This will give Renekton more opportunities to engage/escape, and will make losing the Prowler's Claw active not feel as bad. We’re also looking to increase both the power and uptime of his ultimate.

E - Slice and Dice

  • Cooldown: 18/17/16/15/14 seconds ⇒ 16/15/14/13/12 seconds

R - Dominus

  • Cooldown: 120 seconds at all ranks ⇒ 120/100/80 seconds
  • Magic Damage Per Tick (0.5 seconds): 25/50/75 ⇒ 30/60/90

Twisted Fate

W cooldown decreased, no longer decreases with rank.

Twisted Fate’s been drawing quite a few of the wrong cards recently, and he could use the odds being a little more in his favor. Lowering the cooldown on his W should give him more opportunities to draw what he needs and put more pressure on his opponents early.

W - Pick A Card

  • Change: 8/7.5/7/6.5/6 seconds ⇒ 6 seconds at all ranks


Ardent Censer

Ardent Censer is currently the highest winrate second item purchase for enchanter supports which goes against our goals of promoting support item diversity. We’re tuning down some numbers to keep it in line with Staff of Flowing Water to avoid one becoming clearly better than the other.
  • Bonus Attack Speed: 15-30% (based on target’s level) ⇒ 20%

Duskblade of Drakkthar

Duskblade has been overshadowed by its purpler sibling. Duskblade is meant to be the more damage-heavy counterpart to Ghostblade in longer fights with enemies getting low, but simply lacks the punch compared to the other options.

With these changes we're buffing the passive amp so that it's a more viable damage option. We're also looking at if the Mythic Passives are in a healthy place, but for now we're staying with the small buff to Duskblade and a big nerf to Ghostblade.
  • Nightstalker Bonus Ability Damage: 0-15% (based on target’s missing health) ⇒ 0-20% (based on target’s missing health)
  • Maximum Bonus Damage Health Threshold: 20% remaining health ⇒ 30% remaining health

Echoes of Helia

Echoes of Helia is too strong at healing, no way around it. We envision Echoes as an offensive enchanter item that excels in skirmishes, but right now it's just performing too well, especially when it comes to healing (which starts to get into Moonstone’s niche). Going forward we’ll be keeping an eye on this item’s healing outputs, but will mainly be focusing on crafting it into a support damage item option.
  • Passive Healing Per Shard: 20-100 (levels 1-18) ⇒ 20-80 (levels 6-18)
  • Passive Damage Per Shard: 30-200 (levels 1-18) ⇒ 30-180 (levels 6-18)


Despite popular opinion heading into the patch, it turns out Galeforce is indeed strong, even with the opportunity cost of Infinity Edge and Navori Quickblades. We're walking back some of the preemptive buffs it got heading into 13.10, specifically targeting its strongest synergies in Yasuo and Yone, where the item far exceeds their other options.
  • Active Damage: 150-350 (based on level) (+250% critical strike chance) ⇒ 150-350 (based on level) (+200% critical strike chance)
  • Maximum Execution Damage: 160% ⇒ 150%

Kraken Slayer

Crit marksmen are dealing too much magic damage in long engagements, so we're switching Kraken Slayer to deal physical damage instead of magic. Because champions all have more armor than magic resist, this necessitates increasing its numbers just to keep it power-neutral. In addition, we're looking to buff Kraken Slayer slightly. Now Kraken will deal more damage to minions in all contexts and typically deal more damage to champions after building some form of armor penetration. Otherwise, the numbers should be pretty similar against most targets. One final note: Because more of its damage is coming from base damage, low-AD builds like Rageblade on-hit builds are even more buffed here, where the item is severely underperforming.
  • Damage Type: Magic ⇒ Physical
  • Change: 20 (+60% AD) (+45% AP) ⇒ 35-85 (levels 8-18) (+65% AD) (+60% AP)

Moonstone Renewer

Moonstone Renewer is weaker compared to the other Support Mythic item options, so we want to bring it more in line so it feels like a choice worth making. We’re planning to do this by doubling up on healing in order to make it a more useful tool for the champions looking to buy this item, namely, healers. We also fixed a bug for Moonstone that was not visually reflecting the chain and another where the AOE shield was not functioning properly.
  • Chain Heal: 20-35% (based on ally’s level) ⇒ 20-40% (based on ally’s level)
  • Single Heal: 15-25% (based on ally’s level) ⇒ 15-30% (based on ally’s level)

Navori Quickblades

Quickblades has fallen pretty far behind its crit brethren in recent times. The item doesn't need more ability haste than it already has, and overall the Marksman class is about dealing extra damage in the first place, so we're shifting some of its ability haste into attack damage to better fit this role.
  • Item Recipe: Caulfield’s Warhammer + Pickaxe + Cloak of Agility + 825 gold ⇒ Caulfield’s Warhammer + B.F. Sword + Cloak of Agility + 400 gold
  • Attack Damage: 60 ⇒ 65
  • Ability Haste: 20 ⇒ 15
  • Transcendence Cooldown Reduction: 12% ⇒ 15%
  • Mythic Passive: 5 Ability Haste ⇒ 5 Attack Damage

Runaan’s Hurricane

Hurricane’s a bit overtuned after the added extra power last patch, despite the small increase in gold cost. We’re tapping down the on-hit damage which should help keep crit Marksmen from dealing too much magic damage.
  • On-Hit Damage: 30 ⇒ 15

Statikk Shiv

Shiv launched a bit underpowered. Its gold efficiency is in a reasonable spot, so we're amping up its more unique aspects. While we've seen some mages like Veigar try this item out, it doesn't appear to be too powerful in their hands, so we’re leaving the AP ratio in place.
  • Energize Damage: 60-170 (levels 7-18) (+50% AP) ⇒ 80-190 (levels 7-18) (+50% AP)
  • Damage to Minions Modifier: 220% ⇒ 250%


Stormrazor came out of the Midseason gates swinging, landing a bit too strong. It's overly gold efficient and is contributing a bit too much burst. We're aware that Kai'Sa currently relies on Stormrazor in order to access Q evolutions easily and we'll be looking at this facet of hers in the near future.
  • Attack Damage: 55 ⇒ 50
  • Change: 25 (+65% Total AD) (+50% AP) ⇒ 15 (+60% Total AD) (+50% AP)

Youmuu’s Ghostblade

Of all the new items in patch 13.10, Ghostblade was a clear winner.

We want Ghostblade to be the ideal item for roaming around the map with a small bump in damage for one big initial burst. It's currently giving way too much damage way too often, so we're lowering the bonus Lethality and slowing down how fast the stacks accumulate. This should keep Ghostblade as the speedy item option, but should limit how often it's giving tons of damage to its users.
  • Ability Haste: 20 ⇒ 15
  • Bonus Lethality at Maximum Stacks: 8-20 (based on level) ⇒ 3-12 (based on level)
  • Distance Per Stack: 45 ⇒ 55 (Note: this equates to roughly 20% slower stack generation.)

Youmuu’s Wake

Ornn item upgrade for Youmuu’s Ghostblade.
  • Ability Haste: 25 ⇒ 20

Buff Sharing

Buff sharing has been pretty similar since the dawn of League. You get your first two or three buffs, but then your mid laner and ADC start thinking they deserve them. Can you believe it?? The nerve of those laners.

In its current state there is pressure for Junglers to give up their buffs to laners at their own expense, which also creates some social friction and coordination challenges. Our goal with the introduction of buff sharing is to reduce the “feels bad” moments when jungler’s have to give up their buffs. This should help Jungler’s feel like they have control over their own jungle while still letting them be a team player and help out those needy laners.
  • newBuff Wisps: When a Jungler kills Red Brambleback or the Blue Sentinel while their Smite is fully upgraded, they will still receive the camp’s buff, but in addition a Buff Wisp will be dropped at the camp’s spawn point. An ally can pick it up by walking within the Wisp’s radius within 1 minute of the camp dying before it disappears. Note: You do not need to Smite the camp at any time in order for the Buff Wisp to drop, but Smite MUST be fully upgraded.
  • But I’m Not the Jungler: If a player that is not the Jungler kills the Red Brambleback or the Blue Sentinel BUT the Jungler’s Smite is fully upgraded, then a Buff Wisp will still drop, but it will only be visible to the allied Jungler. It will still only remain for 1 minute.

ARAM Adjustments


  • Bel’Veth: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Quinn: 0% Attack Speed Scaling ⇒ 2.5% Attack Speed Scaling
  • Tristana: 100% Damage Taken ⇒ 95% Damage Taken
  • Olaf: 95% Damage Dealt ⇒ 100% Damage Dealt
  • Mordekaiser: 105% Damage Taken ⇒ 100% Damage Taken
  • Samira: 105% Damage Taken ⇒ 100% Damage Taken
  • Vayne: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Irelia: 0 Ability Haste ⇒ 20 Ability Haste


  • Aurelion Sol: 0 Ability Haste ⇒ -20 Ability Haste
  • Vladmir: 100% Damage Dealt ⇒ 95% Damage Dealt
  • Pyke: 85% Damage Taken ⇒ 90% Damage Taken
  • Kayn: 105% Damage Dealt ⇒ 100% Damage Dealt
  • Bard: 80% Damage Taken ⇒ 85% Damage Taken
  • Galio: 105% Damage Taken ⇒ 110% Damage Taken
  • LeBlanc: 110% Damage Dealt ⇒ 105% Damage Dealt


  • Ashe: -20 Ability Haste ⇒ -30 Ability Haste, 115% Damage Taken ⇒ 100% Damage Taken

Clash - Bandle City Cup

The Bandle City Cup Clash kicks off this weekend! Yordle-only comps are not required, but they are highly recommended.
  • Weekend 1 Registration Begins: May 29 @ 11:00 AM (Local Time)
  • Weekend 1 Tournament Dates: June 3 and 4 (~4-7 PM Local Time, varies by region)

Bugfixes & QoL Changes

  • Fixed an issue that resulted in Wit’s End’s total cost being 100 gold more than intended.
  • Fixed a bug that would cause Watchful Wardstone to not appear in your inventory if purchased with 5 items and a control ward.
  • Fixed a bug that would cause Aurlelion Sol’s R shockwave to not appear if he was devoured by a Tahm Kench.
  • Fixed a bug where Draven’s Q - Spinning Axes critical strikes would do less damage if the attack was launched immediately after catching an axe.
  • Fixed a bug that would cause the Blue team’s summoner spells to be inverted.
  • Fixed a bug where Rell’s walk animation would freeze when continuously transitioning from walk to idle.
  • Fixed a bug where Sylas’ R would sometimes become disabled if he died during the cast time of a stolen Taliyah R.
  • Fixed a bug where Ivern’s Passive would sometimes drop two buff wisps instead of one.
  • Fixed a bug where Frozen Heart would sometimes generate monster aggro.
  • Fixed a bug where Zoe could still use Prowler’s Claw’s active with her W.
  • Fixed a bug causing the announcer to not announce that turret plating would be falling soon.
  • Fixed a bug that was causing feared jungle monsters to not behave as intended.
  • Fixed a very rare bug that would cause select champions to stop rendering under very specific conditions.
  • Fixed a bug that was causing Aurelion Sol’s E cooldown to be reduced by Ultimate Hunter’s effect.
  • Fixed a bug that caused Vigilant Wardstone to be able to drop infinite wards. It was being a lil too vigilant…
  • Fixed a bug where some abilities were consuming Energize despite not being intended to.
  • Fixed a bug where Shiv could damage allies after Renata R.
  • Fixed a bug where Duskblade users could be hit with abilities while untargetable if the ability was cast before the user became untargetable.
  • Fixed a bug where Abyssal Mask could cause the opponent to not be able to trigger Rod of Age’s passive.

Skin Bugfixes

  • Fixed a bug where Mecha and Lunar Eclipse Aatrox would return to and freeze in idle pose when their Recall (B) animation was paused.
  • Fixed a bug where a giant wall appeared in front of Project: Sylas after using some of the stolen ultimates.
  • Fixed a bug where some of Headhunter Caitlyn’s Ace in the Hole VFX was misaligned from her weapon.
  • Fixed a bug where Arcade and Arcade Prestige Edition’s health bar was obstructing their Recall (B) VFX.
  • Fixed a bug where The Darkin Blade (Q3) VFX of multiple Aatrox skins would render above impassable terrain.

Upcoming Skins & Chromas

The following chromas will be released this patch:

Patch 13.10 notes

Welcome to patch 13.10, the Midseason update!

In the midseason update we're aiming to address a few core issues with League's current state, namely ADC and Support itemization options, problematic Assassin items, and how the early game is played out. We also have a batch of ARAM adjustments, a Mythic Shop rotation, and some new Snow Moon skins. So without further ado, here's your midseason patch!

Don't have enough to read here? Come see what they're doing for their For Fun patch in the TFT patch notes here!
Lilu "RiotRiru" Cabreros

Mid-Patch Updates

5/16/2023 Patch Delay

24 Hour Delay

Due to some technical issues Patch 13.10 is expected to roll out 24 hours later than usual for all regions.

Patch Highlights

Snow Moon Ahri, Snow Moon Morgana, and Snow Moon Varus will be available May 17, 2023 at 20:00 UTC.


Akshan, Kalista, Kindred, and Vayne are getting brand new AP ratios added in this patch because they (might) buy Guinsoo’s Rageblade, which is getting Ability Power added to its stat package. These new ratios aren’t meant to make AP builds strong or even viable on them but instead to make incidental sources of Ability Power (like Rageblade) feel like they aren’t wasted.

Typically, a small utility output and a repeatable source of damage were targeted for each of these champions, which is meant to give AP a unique benefit that AD cannot provide and to fit the combat pattern of the Rageblade itself.


Passive AP ratio added to damage, shield decreased. Q AP ratio added to bonus movement speed.

Akshan is the first of a few champions who fit two criteria: He might buy Guinsoo’s Rageblade (which now has AP on it) and he has no AP ratios. These shiny new AP ratios should make Akshan feel like he’s getting useful benefits when he’s picking up Guinsoo’s so that the AP isn’t entirely lost on him.

Passive - Dirty Fighting

  • Magic Damage on Third Stack: 10-165 (based on level) ⇒ 10-165 (based on level) (+ 60% AP)
  • Shield Value: 40-280 (+35% bonus AD), scaling linearly with champion level ⇒ 40-280 (+35% bonus AD), scaling non-linearly, mirroring base stat growth. (Note: This is functionally about a 10% shield reduction for the early and mid game.)

Q - Avengerang

  • Bonus Movement Speed Upon Hitting An Enemy Champion: 40% ⇒ 40% (+5% per 100 AP)


E AP ratios added to slow and damage.

Kalista is the second champion in this patch who has no AP ratios but is likely to buy Rageblade. The numbers are relatively conservative so an AP-focused build isn’t going to be strong, but at least the Amplifying Tome is a real item for her.

E - Rend

  • Slow: 10/18/26/34/42% ⇒ 10/18/26/34/42% (+5% per 100 AP)
  • Physical Damage: 20/30/40/50/60 (+ 70% AD) ⇒ 20/30/40/50/60 (+ 70% AD) (+20% AP)
  • Additional Stack Damage: 10/16/22/28/34 (+23.2/27.55/31.9/36.25/40.6% AD) ⇒ 10/16/22/28/34 (+23.2/27.55/31.9/36.25/40.6% AD) (+20% AP)


W AP ratio added. E AP ratio added.

Kindred are the third champion to receive AP ratio buffs in lieu of Rageblade’s changes. Lamb doesn’t tend to buy this item very often, but at least Wolf’s abilities will feel a bit more powerful.

W - Wolf's Frenzy

  • Magic Damage: 25/30/35/40/45 (+20% bonus AD) (+1.5% (+1% per mark) target’s current health) ⇒ 25/30/35/40/45 (+20% bonus AD) (+20% AP) (+1.5% (+1% per mark) target’s current health)

E - Mounting Dread

  • Slow: 50% ⇒ 50% (+5% per 100 AP)


Q damage to monsters increased. W damage to monsters increased. R AP ratio increased.

Neeko jungle has seen a lot of play post-rework but sits as the worst regularly played role/champion combo in the game, so we're bumping up her clear speed a bit more to give Neeko jungle players a fair shot. It's likely we'll have to reassess her jungle power as players adapt to Jungle Neeko, so we'll continue to keep an eye on this tomato.

On another note, we're also putting a bit more power back into Neeko's R burst now that we've seen the spell on live. Overall, the reliability of the new ultimate is looking good, but the nerfs overshot compensating for the new consistency.

Q - Blooming Burst

  • Bonus Damage to Monsters: 30/40/50/60/70 ⇒ 35/50/65/80/95

W - Shapesplitter

  • Bonus Damage to Monsters: 50 ⇒75

R - Pop Blossom

  • Magic Damage: 150/350/550 (+100% AP) ⇒ 150/350/550 (+120% AP)


Q AP ratio added.

AP Vayne is not real. AP Vayne cannot hurt you. Not as much as AD Vayne, anyway. Once again, this AP ratio on Tumble is just here to make Rageblade’s stats not feel wasted.

Q - Tumble

  • Bonus Physical Damage on Next Attack: 75/85/95/105/115% AD ⇒ 75/85/95/105/115% AD + 50% AP

Critical Strike Item Changes

We’ve got a big update to crit itemization with the hope of creating a much more open ecosystem of crit items players are excited to buy. Currently, League of Legends functionally has two sets of critical strike mythic items: Kraken / Galeforce / Shieldbow and Infinity Edge / Quickblades / Rageblade. Ultimately, we feel that Infinity Edge, Quickblades, Rageblade, and Galeforce actually fit the role of a mythic item the best so the other items are being demoted to legendary status and re-tuned to fit that new role.

The new mythic items are quite similar to the old versions as they already served their purposes well, with a notable change in Rageblade more strongly filling the hybrid on-hit niche, which should make champions like Kayle and Teemo pay attention.

The legendary re-balancing brings down some overly strong items, such as Kraken Slayer losing its true damage, Immortal Shieldbow providing less shielding, and Bloodthirster losing its shield entirely. Meanwhile, underperforming items like Mortal Reminder, The Collector, and Mercurial Scimitar are receiving some simple buffs. There are also a slew of balance changes to epic items to buff underpowered trap upgrades (Recurve Bow, Hearthbound Axe, Kircheis Shard) and nerf overly-powerful ones (Zeal).

And Statikk Shiv is back.


With Immortal Shieldbow moving to a Legendary slot for all crit users, Bloodthirster needs a new niche within the life steal item space. So, buying BT is a shot call that you’ll remain healthy and undisturbed on the back line and helps top off your health between engagements.

  • Total Cost: 3200 (Note: Unchanged)
  • Item Recipe: B.F. Sword + Cloak of Agility + Vampiric Scepter + 400 Gold (Note: Unchanged)
  • Attack Damage: 55 (Note: Unchanged)
  • Critical Strike Chance: 20% (Note: Unchanged)
  • Life Steal: 15% ⇒ 18%
  • newUnique Passive - Engorge: While above 50% Health, gain an additional 10-40 Attack Damage (based on level).


Galeforce is the one crit mythic item that’s remaining mythic. The opportunity cost of Infinity Edge, Quickblades, or Rageblade is meaningful in terms of DPS but if your path to victory is through helping assassinate a squishy champion (or not being assassinated yourself), 90% DPS is much better than 0%.

The specific numbers on Galeforce land it squarely stronger than the old version against squishies but requires building more crit chance to make use of that power, which should help keep it from being poached by assassins.

  • Total Cost: 3400 (Note: Unchanged)
  • Item Recipe: Noonquiver + Cloak of Agility + Pickaxe + 625 gold ⇒ B. F. Sword + Zeal + Long Sword + 650 Gold
  • Attack Damage: 60 ⇒ 55
  • Attack Speed: 20% ⇒ 15%
  • Critical Strike Chance: 20% (Note: Unchanged)
  • newBonus Movement Speed: 7%
  • Active - Cloudburst: Dash and deal 150-350 (plus up to 250, based on Critical Strike Chance) physical damage to the lowest health nearby enemy, prioritizing champions. Damage is increased based on your target's missing health. (Cooldown: 90 seconds) (Note: Maximum execution threshold: 25% current health, Maximum execution strength: 60% bonus damage.)
  • Mythic Passive: Empowers each of your other Legendary items with 5 Attack Damage.


Ornn upgraded version of Galeforce.

  • Attack Damage: 80 ⇒ 70
  • Attack Speed: 35% ⇒ 30%
  • Critical Strike Chance: 20% (Note: Unchanged)
  • newBonus Movement Speed: 7% ⇒ 9%

Guinsoo's Rageblade

Guinsoo’s Rageblade is back as the pinnacle hybrid on-hit item! Many of its old rules like extra on-hits and converting crit chance into on-hit damage are still in place. But now it has a specific focus on enabling hybrid damage champions through its mixed-penetration mythic passive (since neither Void Staff nor Last Whisper upgrades typically make sense on such champions.)

  • newTier Change: Legendary Tier ⇒ Mythic Tier
  • Total Cost: 2600 ⇒ 3200
  • Item Recipe: Rageknife + Cloak of Agility + Dagger + 900 gold ⇒ Amplifying Tome + Rageknife + Pickaxe + 690 Gold
  • newAttack Damage: 30
  • newAbility Power: 30
  • Attack Speed: 45% ⇒ 25%
  • newUnique Passive - Wrath: Attacks apply 30 magic damage On-Hit. Convert your Critical Strike Chance into up to 150 more.
  • newUnique Passive - Seething Strike: Basic attacks grant a stack of 8% attack speed, up to 4 times. At max stacks, every third attack applies on-hit effects twice.
  • newMythic Passive: Empowers each of your other Legendary items with 5% Armor Penetration and 6% Magic Penetration.

Seething Sorrow

Ornn upgraded version of Guinsoo’s Rageblade.

  • Attack Damage: 40
  • Ability Power: 50
  • Attack Speed: 35%

Hearthbound Axe

Alongside the various large mythic and legendary updates, we’re also making a slew of efficiency-focused changes to epic items. Hearthbound Axe was one underperforming epic that’s received efficiency buffs.

  • Total Cost: 1000 ⇒ 1100
  • Item Recipe: Long Sword + Dagger + 350 gold ⇒ Long Sword + Dagger + Long Sword + 100 gold
  • Attack Damage: 15 ⇒ 20

Immortal Shieldbow

Demoting Immortal Shieldbow to a legendary item meant trimming its statline down somewhat. Shieldbow makes sense as a generically-accessible source of anti-burst for crit users, so it’s got an easy-to-appreciate stat profile of attack damage. One note of caution: Shieldbow is not meant to be bought early as its shield does not increase until level 12.

  • newTier Change: Mythic Tier ⇒ Legendary Tier
  • Total Cost: 3400 ⇒ 3000
  • Item Recipe: Noonquiver + Cloak of Agility + Vampiric Scepter + 600 gold ⇒ Pickaxe + Cloak of Agility + Vampiric Scepter + 625 Gold
  • Attack Damage: 50 (Note: Unchanged)
  • Critical Strike Chance: 20% (Note: Unchanged)
  • Life Steal: 7% (Note: Unchanged)
  • removedAttack Speed: 20% ⇒ 0 (Removed)
  • Unique Passive - Lifeline Shield Strength: If you would take damage that would reduce you below 30% of your maximum health, you first gain a 250-630 (based on level) shield for 3 seconds. ⇒ If you would take damage that would reduce you below 30% of your maximum health, you first gain a 215-500 (based on level) shield for 3 seconds. (Note: Lifeline’s shield is back loaded toward later levels.)
  • Unique Passive - Lifeline Bonus Stats: When Lifeline is triggered the user gains 15-35 AD for 8 seconds. ⇒ When Lifeline is triggered the user gains 30% Attack Speed for 8 seconds.

Infinity Edge

Across League’s lifetime, Infinity Edge has almost always been a mythic item for AD Carries in everything but name, so now we’re just making it official. It’s got a simple stat profile and a simple purpose: Deal up to 20% more auto-attack damage based on your critical strike chance. It’s good at it. The Mythic Passive is intentionally pretty bland because IE already does a great job of making your other items feel awesome.

  • newTier Change: Legendary Tier ⇒ Mythic Tier
  • Total Cost: 3400 (Note: Unchanged)
  • Item Recipe: B. F. Sword + Pickaxe + Cloak of Agility + 625 Gold (Note: Unchanged)
  • Attack Damage: 70 (Note: Unchanged)
  • Critical Strike Chance: 20% (Note: Unchanged)
  • Critical Strike Damage: 35% (Note: Identical to the removed Perfection passive)
  • newMythic Passive: Empowers each of your other Legendary items with 5 Attack Damage

Edge of Finality

Ornn upgraded version of Infinity Edge.

  • Attack Damage: 100

Kircheis Shard

Energize’s effect of infrequent big hits feels more at home with attack damage being its core stat instead of attack speed. There are several other Energize items getting updates in this patch that embrace this change as well. Kircheis is also getting a small increase to its gold efficiency as the item isn’t very strong in the live game.

  • Total Cost: 700 (Note: Unchanged)
  • Item Recipe: Dagger + 400 gold ⇒ Long Sword + 350 gold
  • newAttack Damage: 15
  • removedAttack Speed: 15% ⇒ 0% (Removed)
  • Unique Passive - Jolt: Energized attacks apply 80 bonus magic damage ⇒ Energized attacks apply 60 bonus magic damage

Kraken Slayer

Kraken Slayer went through several iterations finding its new home as a Legendary item before landing on this version. Ultimately, Kraken is meant to be an incredible early item for high attack speed champions that still holds up late. Its damage ramping up against a target helps it retain a bit of that anti-tank flavor, but make no mistake: it’s no replacement for Lord Dominik’s Regards for tank-busting.

  • newTier Change: Mythic Tier ⇒ Legendary Tier
  • Total Cost: 3400 ⇒ 3000
  • Item Recipe: Noonquiver + Cloak of Agility + Pickaxe + 625 gold ⇒ Noonquiver + Cloak of Agility + Recurve Bow + 400 Gold
  • Attack Damage: 65 ⇒ 40
  • Attack Speed: 25% ⇒ 30%
  • Critical Strike Chance: 20% (Note: Unchanged)
  • newUnique Passive - Bring It Down: Every third Attack applies 20 + 60% Total AD + 45% AP bonus magic damage. Subsequent triggers on the same target within 6 seconds increases this damage by 50% (Up to a maximum of 100% increased damage).

Mercurial Scimitar

Mercurial Scimitar is nearly never purchased and could stand to receive a small buff. There’s still a massive damage loss compared to an offensive-oriented item but now it gives enough MR to be worth considering in a few more situations.

  • Magic Resistance: 40 ⇒ 50

Mortal Reminder

Mortal Reminder fares much, much worse than Lord Dominik’s Regards and feels like a punishment if a crit user is the one applying Grievous Wounds. A simple stat buff hopefully brings it closer to parity with LDR.

  • Attack Damage: 35 ⇒ 40

Navori Quickblades

Welcome to the Mythic league, Navori Quickblades! Quickblades is an excellent item for crit users with high uptime on both basic attacks and abilities. Giving up to 20% more ability damage based on crit chance and the ability to refresh those abilities through rapid attacking, Quickblades serves those champions extremely well and feels like a capstone-level effect. Like Infinity Edge, Quickblades already does a great job of amplifying everything else bought alongside it, so it simply provides some ability haste through its mythic passive.

  • newTier Change: Legendary Tier ⇒ Mythic Tier
  • Total Cost: 3400 (Note: Unchanged)
  • Item Recipe: Caulfield's Warhammer + Pickaxe + Cloak of Agility + 825 gold (Note: Unchanged)
  • Attack Damage: 60 (Note: Unchanged)
  • Critical Strike Chance: 20% (Note: Unchanged)
  • Ability Haste: 20 (Note: Unchanged)
  • Unique Passive - Transcendence: Attacks reduce non-Ultimate Ability cooldowns by 12% of their remaining cooldown
  • Unique Passive - Impermanence: Your abilities deal up to 20% increased damage based on Critical Strike Chance
  • Mythic Passive: Empowers each of your other Legendary items with 5 Ability Haste


Ornn upgraded version of Navori Quickblades.

  • Attack Damage: 80
  • Ability Haste: 30


Noonquiver no longer builds into any Mythic items. That’s it. That’s the update. Don’t buy it expecting to build into a Mythic. Because it won’t.

Phantom Dancer

In an effort to make window shopping more intuitive for crit users, Phantom Dancer has been increased to 2800 gold with a small stat increase to go alongside it.

  • Total Cost: 2600 ⇒ 2800
  • Item Recipe: Long Sword + Zeal + Long Sword + 850 gold ⇒ Hearthbound Axe + Zeal + 600 gold
  • Attack Speed: 25% ⇒ 30%


Rageknife has been remade to fit in with the new version of Guinsoo’s Rageblade, providing a smaller version of the ramping attack speed effect.

  • Total Cost: 800 gold ⇒ 1200 gold
  • Item Recipe: Dagger + Dagger + 200 gold ⇒ Dagger + Dagger + 600 Gold
  • Attack Speed: 25% (Note: Unchanged)
  • newUnique Passive - Wrath: This item grants 20 magic damage On-Hit
  • newUnique Passive - Seething Strike: Attacks grant 5% Attack Speed, stacking up to 3 times for a maximum of 15% Attack Speed

Rapid Firecannon

Rapid Firecannon’s purpose is to land individual snipes from out of range of counter-attack and so its stat profile has been updated to reinforce that niche. The significant price increase retains a similar level of gold efficiency.

  • Total Cost: 2500 ⇒ 3000
  • Item Recipe: Zeal + Kircheis Shard + 750 gold ⇒ Long Sword + Zeal + Kircheis Shard + 850 gold
  • newAttack Damage: 30
  • Attack Speed: 35% ⇒ 15%
  • Critical Strike Chance: 20% (Note: Unchanged)
  • Bonus Movement Speed: 7% (Note: Unchanged)
  • Unique Passive - Sharpshooter: Your Energized attack applies 120 bonus magic damage. In addition, Energized attacks gain up to 35% bonus Attack Range ⇒ Your Energized Attack applies 60-140 (based on level) bonus magic damage. In addition, Energized attacks gain up to 35% bonus Attack Range

Recurve Bow

Recurve Bow is another epic item being retuned to bring the gold efficiency of components closer together. Shrinking it also allows its placement in more legendary items without having to retune those numbers. Moving its on-hit damage to magic is an experiment in making on-hit effects more noticeable.

  • Total Cost: 1000 ⇒ 700
  • Item Recipe: Dagger + Dagger + 400 gold ⇒ Dagger + 400 gold
  • Attack Speed: 25% ⇒ 15%
  • Unique Passive - Steel Tipped: 15 bonus physical damage on-hit ⇒ 15 bonus magic damage on-hit

Runaan's Hurricane

Hurricane has grown to 2800 gold to help place it in direct consideration with other marksman items. On-hit damage with less attack speed should help it find a home in on-hit builds that risk over-capping their attack speed, while an increased AD ratio on the bolts should help it find a home in more crit-focused builds. The rules update around finding minions to hit is meant to reduce the number of cases where no additional bolts fire.

  • Total Cost: 2600 ⇒ 2800
  • Item Recipe: Dagger + Zeal + Dagger + 950 gold ⇒ Zeal + Recurve Bow + 1000 gold
  • Attack Speed: 45% ⇒ 40%
  • newUnique Passive - Peck: Attack apply 30 magic damage On-Hit
  • Unique Passive - Wind’s Fury Bolt Damage: 40% total AD ⇒ 50% total AD
  • newUnique Passive - Wind’s Fury: Wind's Fury now additionally searches for any minions in range if no champions can be found

Statikk Shiv

Statikk Shiv is back!!!!!! Shiv is meant to be the premier wave-clear item for crit users. Its damage scales up about as fast as minion health does and deals a moderate amount of damage to champions as well, though much less than PVP-focused items like Stormrazor.

A note on Energize stacking: All Energize items stack in the most linear way possible: The first target hit takes the normal effects from each Energize item. Statikk Shiv’s bounces only apply Shiv’s damage to additional targets.

  • Total Cost: 3000
  • Item Recipe: Noonquiver + Cloak of Agility + Kircheis Shard + 400 Gold
  • Attack Damage: 45
  • Attack Speed: 25%
  • Critical Strike Chance: 20%
  • Unique Passive - Electroshock: Your Energized attack fires chain lightning that applies 60-170 + 50% AP bonus magic damage. These Energized attacks will hit 6-12 targets, they chain to the next target within 600 range every time it deals damage, and they deal 120% bonus damage to minions.


Stormrazor has found a new life as an early PVP-focused legendary crit item. Its early damage is roughly in line with the last version of the item and the added damage scaling should help it remain valuable later on as well. The slow has been transformed into a selfish move speed buff, which enables either a swift disengage or the ability to close the gap for further damage, maybe with a Rapid Firecannon?

  • Total Gold: 2700 ⇒ 3000
  • Item Recipe: B. F. Sword + Cloak of Agility + Kircheis Shard ⇒ Noonquiver + Cloak of Agility + Kircheis Shard + 400 Gold
  • Attack Damage: 45 ⇒ 55
  • Attack Speed: 15% (Note: Unchanged)
  • Critical Strike Chance: 20% (Note: Unchanged)
  • Unique Passive - Bolt: Your Energized attack applies 25 + 65% Total AD + 50% AP bonus Magic Damage and grants 45% Move Speed for 1 second

The Collector

The Collector is another item getting some simple buffs to make it more attractive. Its strong early stat profile should make it enticing for anyone trying to push an early lane lead into a game-winning snowball.

  • Lethality: 12 ⇒ 18


While several epic items were buffed as they were lacking in gold efficiency, Zeal was far too powerful. Yes, it’s receiving a cost increase, Attack Speed decrease, and Movement Speed decrease, but these changes are all pretty small. The hopeful result is that all of these epics feel appropriately powerful without the shop tricking you.

  • Total Cost: 1050 ⇒ 1100
  • Attack Speed: 18% ⇒ 15%
  • Movement Speed: 7% ⇒ 5%
  • removedPassive - Zealous: Bonus Movement Speed is no longer a unique passive.

Assassin Item Changes

Duskblade of Draktharr

Like Prowler's Claw, Duskblade gave a unique effect to many champions. With Stealth, we found that the appeal and frustration of the item limited how powerful the item could actually be. Since its release, Duskblade has been notably weaker than the other Mythics. We're reworking the Stealth aspect of the item to be a bit clearer for both sides, and filling in the power budget with a new passive perfect for ability-based casters and those hunting for their next kill.

  • removedUnique Passive - Nightstalker: Nightstalker Passive will no longer empower your next basic attack against an enemy champion every 15 seconds.
  • newUnique Passive - Nightstalker: Your spells deal up to an additional 15% bonus damage based on the target's missing health (maximized at 20% remaining health).
  • Unique Passive - Nightstalker: When a champion you have damaged within the past 3 seconds dies, you become invisible for 1.5 seconds ⇒ When a champion you have damaged within the past 3 seconds dies, you become untargetable by non-structures. This effect does not destroy incoming missiles and breaks upon taking any action that would normally exit stealth. (10 second cooldown)

Prowler's Claw

Prowler's Claw was the first item to give every champion a targeted dash, which unlocked amazing new combos and introduced a skill-intensive item for players to show off their outplay potential. However, its consistent target-access ended up limiting how we could balance and design champions. Some, such as Talon and Rek'Sai, were designed with huge payoffs if they could use their mobility skills to get into melee range. With the addition, this trivialized one part of the "challenge", meaning we had to nerf the payoff or nerf the mobility. We're making the call to remove the dash from Prowler's and promote Ghostblade to Mythic with the aim to maintain three exciting Mythic choices for Assassins followed by more niche Lethality Legendaries that each succeed in their own roles.

  • newTier Change: Mythic Tier ⇒ Legendary Tier
  • Total Cost: 3100 ⇒ 3000
  • Attack Damage: 60 ⇒ 55
  • Ability Haste: 20 ⇒ 15
  • Lethality: 18 ⇒ 15
  • removedActive - Sandswipe: Sandswipe active removed.
  • newPassive - Sandstrike: After dashing, blinking, or exiting Stealth, your next attack on an enemy champion deals 85+45% AD (65+30% AD for ranged) (10s CD). If the owner is melee, the attack also slows by 99% for 0.5 seconds.

Youmuu's Ghostblade

Youmuu's has always been a staple of the Assassin item system. With Prowler's being moved to a Legendary item, we're polishing Youmuu's into a shiny new Mythic. This item should excel for Assassins who want to invest into upfront burst and high map mobility. If you're looking for more extended fights or to finish off low health targets, Eclipse and Duskblade will be the better options.

  • newTier Change: Legendary Tier ⇒ Mythic Tier
  • Total Cost: 3000 ⇒ 3100
  • Attack Damage: 55 ⇒ 60
  • Ability Haste: 15 ⇒ 20
  • Active - Wraith Step: 20% bonus Movement Speed ⇒ 25% bonus Movement Speed
  • removedPassive - Haunt: Haunt passive that grants 40 bonus out-of-combat movement speed has been removed.
  • newPassive - Haunt: Moving generates Spectral Shards (up to 100). For each stack gain 0.4 Movement Speed (maximum of 40 Movement Speed) out of combat. At maximum stacks, gain 8-20 (based on level) Lethality. These stacks reset 3 seconds after dealing damage to an enemy champion while at maximum stacks.
  • Mythic Passive: Empowers each of your other Legendary items with 7 Attack Damage.

Youmuu's Wake

Ornn upgraded version of Youmuu’s Ghostblade.

  • Attack Damage: 75
  • Ability Haste: 25
  • Lethality: 26

Support Item Changes

The broad goal of these midseason changes is to enable Supports to buy more items in an average game and to try and generally increase satisfaction of their items. This midseason is mainly focused around the Enchanter item system with the introduction of Echoes of Helia and the Moonstone Renewer rework as well as providing more options for support Tanks. There is still more work to be done in this space, but we’re hoping that this is a meaningful step towards increasing satisfaction for Supports.

Abyssal Mask

Abyssal Mask’s cost has been reduced and recipe has been changed in order to be a more effective Magic Resist option for Support Tanks.

  • Total Cost: 3000 ⇒ 2400
  • Item Recipe: Catalyst of Aeons + Spectre’s Cowl + 450 gold ⇒ Kindlegem + Negatron Cloak + 700 gold
  • Health: 550 ⇒ 300
  • Ability Haste: 10 (Note: Unchanged)
  • Magic Resistance: 40 ⇒ 60
  • Unique Passive - Unmake: Enemy champions within 550 units of you become cursed, reducing their magic resistance by 5 (+ 1.2% bonus health), capped at a reduction of 25. Gain 9 bonus magic resistance per cursed enemy. (Note: Unchanged)
  • removedUnique Passive - Eternity: Unique Passive - Eternity has been removed from Abyssal Mask.

Ardent Censer

We’re putting more power into the passive and adding movement speed into Ardent Censer so that it’s easier to keep up with the teammates you’ll be enhancing. Vayne spotting just got a little bit easier.

  • Total Cost: 2300 ⇒ 2100
  • Item Recipe: Amplifying Tome + Forbidden Idol + Amplifying Tome + 630 gold ⇒ Aether Wisp + Forbidden Idol + 450 gold
  • Ability Power: 60 ⇒ 35
  • Base Mana Regeneration: 100% ⇒ 75%
  • Bonus Heal and Shield Power: 8% (Note: Unchanged)
  • newMovement Speed: 5%
  • Unique Passive - Sanctify: Healing or shielding another ally enhances you both for 6 seconds, granting your attacks 10-30% (based on ally's level) bonus Attack Speed and 5-20 (based on ally's level) magic damage on-hit ⇒ Healing or Shielding another ally enhances you both for 6 seconds, granting your attacks 15-30% (based on ally's level) Attack Speed and 15-30 (based on ally's level) magic damage on-hit

Chalice of Blessing

Chalice is being introduced as a new component meant to build into other enchanter items and provide some additional value by allowing supports to access mana regeneration early.

  • Total Cost: 900 gold
  • Item Recipe: Ruby Crystal + Faerie Charm + 250 gold
  • Health: 200
  • Base Mana Regeneration: 50%
  • Unique Passive - Harmony: Gain 25% base health regeneration for every additional 25% base mana regeneration

Chemtech Putrifier

Reducing the overall cost of Chemtech Putrifier so that it’s more affordable as an item within the overall support itemization pool. We’re happy with the item not being a “must purchase”, but in its current state it’s just a tad weak.

  • Total Cost: 2300 ⇒ 2100
  • Item Recipe: Oblivion Orb + Forbidden Idol + 700 gold ⇒ Oblivion Orb + Forbidden Idol + 500 gold
  • Ability Power: 40 ⇒ 35
  • Ability Haste: 15 (Note: Unchanged)
  • Base Mana Regeneration: 100% ⇒ 75%
  • Heal and Shield Power: 8% ⇒ 10%
  • Unique Passive - Puffcap Toxin: Dealing damage to an enemy champion inflicts Grievous Wounds for 3 seconds. (Note: Unchanged)

Echoes of Helia

Raise those grails because we’re bringing back the spiritual successor for a much beloved item of olden times! Introducing… Echoes of Helia! Echoes of Helia is intended to be an item that’s mainly for Enchanters and focuses on helping out more offensive/skirmish play patterns, so if you like poking down your opponents in lane this is the item for you! As a consequence, Imperial Mandate was moved down to Legendary to open up its audience to champs who might like the item but didn't want to trade off their mythic slot for it.

  • Total Cost: 2300
  • Item Recipe: Chalice of Harmony + Bandleglass Mirror + 400 gold
  • Ability Power: 30
  • Health: 200
  • Ability Haste: 15
  • Base Mana Regeneration: 125%
  • Unique Passive - Soul Siphon: Dealing damage to an enemy champion grants a Soul Shard (up to 2 max). Healing or shielding an ally consumes all Soul Shards and restores 20 - 100 (based on ally's level) Health and deals 30 - 200 (based on ally's level) magic damage per Shard to the nearest enemy champion.
  • Unique Passive - Dissonance: Gain 3 Ability Power per 25% Base Mana Regeneration. Disables Harmony.
  • Mythic Passive: Empowers each of your other Legendary items with 5 ability haste.

Cry of the Shrieking City

Ornn upgraded version of Echoes of Helia.

  • Ability Power: 60
  • Health: 300
  • Ability Haste: 20
  • Mana Regeneration: 225%


For Evenshroud we have a cost and recipe adjustment to bring it in line with the rest of the Support ecosystem. We’ll be keeping an eye on the satisfaction surrounding this item and Zeke's to see if there are any improvements we can do in the future.

  • Total Cost: 2500 ⇒ 2300
  • Item Recipe: Kindlegem + Aegis of the Legion + 500 gold ⇒ Lifewell Pendant + Null Magic Mantle + 800 gold
  • Health: 200 (Note: Unchanged)
  • Armor: 30 (Note: Unchanged)
  • Magic Resistance: 30 (Note: Unchanged)
  • Ability Haste: 20 (Note: Unchanged)
  • Unique Passive - Coriscation: Becoming affected by or applying an immobilizing or grounding effect to or from an enemy champion affects them and all enemy champions within 600 units of you with Repent, increasing the damage they take by 10% for 5 seconds. (Note: Unchanged)
  • Mythic Passive: Empowers your other Legendary items with 5 armor and 5 magic resistance

Imperial Mandate

Imperial Mandate was shifted down to a Legendary tier item to open up the amount of champs that would want to purchase this item, but weren’t willing to give up their preferred Mythic in exchange. It should now be a great option for offensive enchanters for when they want to help allies burst down targets in teamfights.

  • Total Cost: 2500 ⇒ 2300
  • Item Recipe: Bandleglass Mirror + Kindlegem + 750 gold ⇒ Bandleglass Mirror + Fiendish Codex + 450 gold
  • Ability Power: 40 ⇒ 55
  • Ability Haste: 20 (Note: Unchanged)
  • Base Mana Regeneration: 100% (Note: Unchanged)
  • Unique Passive - Coordinated Fire: Abilities that Slow or Immobilize a champion deal 45-75 (based on ally's level) bonus magic damage and marks them for 4 seconds (6 second cooldown per enemy champion mark application). Allied champion damage detonates the mark, dealing an additional 90-150 (based on ally's level) magic damage and granting you both 20% Move Speed for 2 seconds. ⇒ Abilities that Slow or Immobilize a champion deal 35-75 (based on ally's level) bonus magic damage and marks them for 4 seconds (6 second cooldown per enemy champion mark application). Ally champion damage detonates the mark, dealing an additional 70-150 (based on ally's level) magic damage and granting you both 20% Move Speed for 2 seconds.

Knight's Vow

We’re reducing the cost and changing the item recipe and stats to a more accessible build that integrates Lifewell Pendant. We’re also introducing a slight nerf to the passive redirection from post-mitigation (after resists are applied) to pre-mitigation (before resists). The end result is that Knight's Vow users will take a bit more true damage when redirecting damage for allies while still protecting them the same amount.

  • Total Cost: 2300 ⇒ 2200
  • Item Recipe: Crystalline Bracer + Rejuvenation Bead + Kindlegem + 400 gold ⇒ Lifewell Pendant + Crystalline Bracer + 350 gold
  • Health: 400 ⇒ 350
  • newArmor: 25
  • Ability Haste: 20 ⇒ 15
  • Base Health Regeneration: 200% ⇒ 125%
  • Unique Active - Pledge: Designate the target ally as being Worthy (60 second cooldown) (Note: Unchanged)
  • Unique Passive - Sacrifice: While your Worthy ally is nearby, redirect 10% of pre-mitigation damage they take to you and heal for 10% of the damage dealt by your Worthy ally to Champions. If they have less than 30% Health the damage reduction is increased to 20%. (Note: this was changed from post-mitigation damage to pre-mitigation damage.)

Lifewell Pendant

This is intended to be a new item component for tank supports that will give them the stat profile they need at an affordable price.

  • Total Cost: 1050
  • Attack Damage Growth: Cloth Armor + Ruby Crystal + 350 gold
  • Health: 150
  • Armor: 25
  • Ability Haste: 5

Locket of the Iron Solari

Locket is currently performing well on live, filling a unique spot as a support damage mitigation tool. Therefore, we’re opting to just give it a small cost and stat adjustment while maintaining the current state of the item.

  • Total Cost: 2500 ⇒ 2300
  • Item Recipe: Kindlegem + Aegis of the Legion + 500 gold ⇒ Lifewell Pendant + Null Magic Mantle + 800 gold
  • Health: 200 (Note: Unchanged)
  • Armor: 30 (Note: Unchanged)
  • Magic Resistance: 30 (Note: Unchanged)
  • Ability Haste: 20 (Note: Unchanged)
  • Active - Devotion: Grant you and allied champions within 850 units a shield for 180-330 (based on target’s level) for 2.5 seconds. ⇒ Grant you and allied champions within 850 units a shield for 200-360 (based on target’s level) for 2.5 seconds.
  • Unique Passive - Consecrate: Grant nearby allied champions 3 Armor and Magic Resist. (Note: Unchanged)
  • Mythic Passive: Grant all other Legendary items 2 Armor and 2 Magic Resist increase to Consecrate. (Note: Unchanged)

Mikael's Blessing

For Mikael’s, we just have a few recipe adjustments and we’re adding a bit more power into the active heal.

  • Total Cost: 2300 (Note: Unchanged)
  • Item Recipe: Forbidden Idol + Negatron Cloak + 600 gold ⇒ Chalice of Harmony + Forbidden Idol + 550 gold
  • newHealth: 250
  • removedMagic Resistance: 50 ⇒ 0 (Removed)
  • Base Mana Regeneration: 100% (Note: Unchanged)
  • Heal and Shield Power: 16% ⇒ 15%
  • Active - Purify: Remove all crowd control debuffs (except Knockups and Suppression) from an ally champion and restore 100-180 (based on ally's level) health. (120 second cooldown) ⇒ Remove all crowd control debuffs (except Knockups and Suppression) from an ally champion and restore 100-250 (based on ally's level) health. (120 second cooldown)
  • newUnique Passive - Harmony: Gain 25% base health regeneration for every additional 25% base mana regeneration

Moonstone Renewer

Echoes of Helia and the older Moonstone have a pretty big overlap as items that enhance your healing (even if Echoes had a damage output). Ultimately, this should help Moonstone feel like your actions influence how it impacts a fight as opposed to the healing happening on auto pilot.

Now both items should be useful in different scenarios, Moonstone Renewer is a safer, chain-healing item whereas Echoes is for when you want to fight and provide more damage.

  • Total Cost: 2500 ⇒ 2300
  • Item Recipe: Bandleglass Mirror + Kindlegem + 750 gold ⇒ Bandleglass Mirror + Kindlegem + 550 gold
  • Ability Power: 40 ⇒ 35
  • Health: 200 (Note: Unchanged)
  • Ability Haste: 20 (Note: Unchanged)
  • Base Mana Regeneration: 100% (Note: Unchanged)
  • newUnique Passive - Starlit Grace: Healing or shielding an ally chains to the nearest ally champion (excluding yourself), healing for 20-35% (based on ally target's level) or shielding 30-40% (based on ally target's level) of the original amount.
  • newMythic Passive: Empowers each of your other Legendary items with 5 ability haste.


Ornn upgraded version of Moonstone Renewer.

  • Ability Power: 65
  • Health: 300
  • Ability Haste: 25
  • Mana Regeneration: 200%

Radiant Virtue

Radiant Virtue is still positioned as an item for top and jungle tanks, but by lowering its cost we’re hoping to open it up as a greedy Support item purchase for those looking to snowball their leads.

  • Total Cost: 3200 ⇒ 2700
  • Item Recipe: Aegis of the Legion + Kindlegem + Ruby Crystal + 800 gold ⇒ Aegis of the Legion + Giant’s Belt + 600 gold
  • Health: 400 ⇒ 350
  • Armor: 30 (Note: Unchanged)
  • Magic Resistance: 30 (Note: Unchanged)
  • Ability Haste: 20 ⇒ 10
  • Unique Passive - Guiding Light: Upon casting your ultimate, you Transcend for 9 seconds. While Transcended, increase your maximum health by 15% and cause you and all allies within 1200 units to heal for 3% of your maximum health upon you Transcending and every 3 seconds thereafter (90 second cooldown). ⇒ Upon casting your ultimate, you Transcend for 9 seconds. While Transcended, increase your maximum health by 12.5% and cause you and all allies within 1200 units to heal for 2.5% of your maximum health upon you Transcending and every 3 seconds thereafter (90 second cooldown).
  • Mythic Passive: Grants all other Legendary items 100 bonus Health ⇒ Grants all other Legendary items 75 bonus Health

Primordial Dawn

Ornn upgraded version of Radiant Virtue.

  • Health: 500
  • Armor: 40
  • Magic Resistance: 40
  • Ability Haste: 15


Redemption is another item that’s seeing some recipe adjustments and getting a bit more strength for its healing.

  • Total Cost: 2300 (Note: Unchanged)
  • Item Recipe: Kindlegem + Forbidden Idol + 700 gold ⇒ Chalice of Harmony + Forbidden Idol + 550 gold
  • Health: 200 ⇒ 250
  • Base Mana Regeneration: 100% (Note: Unchanged)
  • Heal and Shield Power: 16% ⇒ 15%
  • Active - Intervention: Target an area within 5500 range. After 2.5 seconds, call down a beam of light to restore 180-340 (based on target’s level) Health to allied champions and burn enemy champions for 10% max Health true damage (90 second cooldown). ⇒ Target an area within 5500 range. After 2.5 seconds, call down a beam of light to restore 200-400 (based on target’s level) Health to allied champions and burn enemy champions for 10% max Health true damage (90 second cooldown).
  • newUnique Passive - Harmony: Gain 25% base health regeneration for every additional 25% base mana regeneration

Shurelya's Battlesong

Shurelya's is currently one of the strongest support items in terms of satisfaction, so we didn't want to fix something that wasn’t broken. We ultimately reduced the total cost, shaved off some AP, and took some power out of the passive so that Shurelya’s lines up with the rest of the support items.

  • Total Cost: 2500 ⇒ 2300
  • Item Recipe: Kindlegem + Bandleglass Mirror + 750 gold ⇒ Kindlegem + Bandleglass Mirror + 550 gold
  • Ability Power: 40 ⇒ 35
  • Health: 200 (Note: Unchanged)
  • Ability Haste: 20 (Note: Unchanged)
  • Base Mana Regeneration: 100% (Note: Unchanged)
  • Active - Inspire: Grants you and all allies within 1000 units +30% bonus movement speed for 4 seconds (75 second cooldown) (Note: Unchanged)
  • Unique Passive - Motivate: Healing, shielding, or buffing allies grants you and them +25% bonus movement speed for 1.5 seconds ⇒ Healing, shielding, or buffing allies grants you and them +20% bonus movement speed for 1.5 seconds
  • Mythic Passive: Empowers each of your other Legendary items with 5 ability haste (Note: Unchanged)

Shurelya's Requiem

Ornn upgraded version of Shurelya’s Battlesong.

  • Ability Power: 65
  • Health: 300
  • Ability Haste: 25
  • Mana Regeneration: 200%

Staff of Flowing Water

Like Ardent Censer, we’re putting more power into the passive and adding movement speed so that it’s easier to keep up with the teammates you’ll be supporting.

  • Total Cost: 2300 ⇒ 2100
  • Item Recipe: Amplifying Tome + Forbidden Idol + Amplifying Tome + 630 gold ⇒ Aether Wisp + Forbidden Idol + 450 gold
  • Ability Power: 50 ⇒ 35
  • Base Mana Regeneration: 100% ⇒ 75%
  • Heal and Shield Power: 8% (Note: Unchanged)
  • newMovement Speed: 5%
  • Unique Passive - Rapids: Healing or shielding another ally grants you both 25-45 (based on ally's level) Ability Power and 20 Ability Haste for 4 seconds ⇒ Healing or shielding another ally grants you both 30-45 (based on ally's level) Ability Power and 20 Ability Haste for 4 seconds

Watchful Wardstone

With the cost of items going down, there was a need to create a late game gold sink for when your inventory is full. Watchful and Vigilant Wardstone is intended to be that later game gold sink for Supports. We also smoothed out Blessing of Ixtal so you get a smaller bonus with Watchful Wardstone, just in case you want to buy the item a little earlier in the mid-game.

  • newOne Quest Please: Watchful Wardstone can only be purchased after completing your support quest.
  • Total Cost: 1100 (Note: Unchanged)
  • Item Recipe: None (Note: Unchanged)
  • Health: 150 (Note: Unchanged)
  • Ability Haste: 10 (Note: Unchanged)
  • newBase Mana Regeneration: 50%
  • Unique Passive - Arcane Cache: This item can store up to three purchased Control Wards (Note: Unchanged)
  • newUnique Passive - Blessing of Ixtal: Grants an 8% increase to bonus Health, bonus Attack Damage, Ability Haste, and Ability Power.

Vigilant Wardstone

Vigilant was changed from an auto-upgrade from Watchful Wardstone into a gold sink as a result of the general cost of support items shifting downwards. This is intended to be a strong late-game item for those games where your inventory gets full and you still want to be able to buy control wards.

  • newOne Quest Please: Vigilant Wardstone can only be purchased after completing your support quest.
  • Total Cost: 2300
  • Item Recipe: Watchful Wardstone + 1200 gold
  • Health: 250
  • Ability Haste: 10
  • Base Mana Regeneration: 50%
  • Unique - Arcane Cache: This item can store up to 3 purchased Control Wards
  • Unique - Behold: Increase your Stealth Ward and Control Ward placement caps by 1
  • Unique - Chosen of Ixtal: Grants a 20% increase to bonus Health, bonus Attack Damage, Ability Haste, and Ability Power.

Zeke's Convergence

For Zeke’s, we just have some cost, stat, and recipe adjustments to bring it in line with the rest of the support items. We’re looking at doing improvements on this item in the future depending on how this update lands.

  • Total Cost: 2400 ⇒ 2200
  • Item Recipe: Kindlegem + Glacial Buckler + 700 gold ⇒ Lifewell Pendant + Glacial Buckler + 250 gold
  • Health: 250 ⇒ 200
  • Mana: 250 (Note: Unchanged)
  • Armor: 35 ⇒ 45
  • Ability Haste: 20 ⇒ 15
  • Active - Conduit: Designate an Accomplice (60 second cooldown) (Note: Unchanged)
  • Unique Passive - Convergence: For 8 seconds after you immobilize an enemy, your Accomplice's attacks (On-Hit) and ability hits apply an additional 30 - 70 (based on level) (+7.5%AP) (+1.5% Maximum Health) magic damage on-hit to that enemy. (Note: Unchanged)

Other Items

Divine Sunderer

We’re nerfing Sunderer to be less of a Tank counter especially in lane, and ideally less of a general pick up because it’s simply strong.

  • Spellblade Damage: 125% of base AD plus 6% (3% if ranged) of target's maximum health ⇒ 160% of base AD plus 4% (2% if ranged) of target's maximum health


In this patch we’re giving Fimbulwinter a quality of life buff by removing the mana requirement from the shield. The shield originally drained mana when it activated because we were worried that the item needed a limiter. After seeing the state of the item on live for a while, we believe it no longer needs that limiter to keep the item in check.

  • removedFree you say?: Fimbulwinter’s Passive - Everlasting shield no longer consumes the user’s mana.

Force of Nature

This item is simply too strong as a single item resist purchase as it can give over 50% total damage reduction by itself. We’re aiming to reduce its overall value and particularly reduce how effective it is against a single mage. Dissipate should not be activated by a single burst mage combo.

  • Gold Cost: 2900 gold ⇒ 2800 gold
  • Health: 350 ⇒ 400
  • Magic Resist: 70 ⇒ 60
  • Passive - Absorb Maximum Stacks: 6 ⇒ 10
  • removedPassive - Dissipate: Dissipate no longer gives multiplicative Magic Damage reduction
  • newPassive - Dissipate: Dissipate now grants 30 bonus Magic Resistance


Goredrinker is already reasonably powerful, but it’s still lagging behind Sunderer, so we’re giving it some light buffs to bring it up to par. We’re adjusting the gold cost specifically to reduce how directly comparable these items are to each other.

  • Gold Cost: 3300 ⇒ 3200
  • Mythic Passive Bonus Health for Legendary Items: 50 ⇒ 75

Ceaseless Hunger

Ornn upgraded version of Goredrinker.

  • Mythic Passive Bonus Health for Legendary Items: 50 ⇒ 75


Hullbreaker is a mostly unused item that is sitting alone on the shop keeper’s shelf unless a stray Yorick decides to pick it up. We’re trying a light reshape and significant buff to the item while avoiding making it a first rush item again.

  • Item Recipe: Pickaxe + Phage + 825 gold (2800 total gold) ⇒ Pickaxe + Phage + Winged Moonplate + 225 gold (3000 total gold)
  • Attack Damage: 50 ⇒ 60
  • newBonus Movement Speed: Now grants +5% Movement Speed

Lord Dominik's Regards

Lord Dominik’s now multiplies magic damage through its passive effect, which just makes it feel a bit better for crit users who happen to have some magic damage on their kits or items. LD sends his regards.

  • Giant Slayer: Deal increased physical ⇒ physical and magic damage based on maximum health difference

Lost Chapter

We’re aiming to help Mages with an earlier power spike in their laning phase to keep up with the opposition in solo queue. We want to acknowledge some risk to this change given Mages already tend to be the top performers in pro play, so we’ll be keeping an eye out.

  • Item Recipe: Amplifying Tome + Sapphire Crystal + Amplifying Tome + 80 gold (1300 total) ⇒ Amplifying Tome + Sapphire Crystal + 265 gold (1100 total) (Note: Luden’s final cost is unchanged and this 200 gold will be added to the combiner cost.)

Maw of Malmortius

Mages have options to play around Maw of Malmortius, but it should be a bit easier to wait out the shield and we want to give opponents a longer window to play around this item once the shield has triggered.

  • Gold Cost: 2900 ⇒ 2800
  • Passive - Lifeline Cooldown: 75 seconds ⇒ 90 seconds
  • Passive - Lifeline Shield Duration: 5 seconds ⇒ 2.5 seconds

Rabadon's Deathcap

Deathcap is currently a bit underpowered despite it being such a key item for Mage satisfaction. Mages should feel like this is a very powerful choice in most games that go long, and sometimes even in relatively short games when they’re doing well, so we’re making this hat just a tad more magical for its users.

  • Passive - Magical Opus Ability Power Increase: 35% ⇒ 40%

Sterak's Gage

Sterak's Gage should be an essential item for Juggernauts and other Fighter front-liners, and it has struggled to fill that role since the item update. We’re adding back one of the properties that was cut from the item to make it feel like more of a complete purchase.

  • newGigantification: When Lifeline triggers, the user will also gain 25% increased size and 30% Tenacity for 8 seconds


Buffing Stridebreaker up to Sunderer's power level (which wasn’t at 9000 btw).

  • Attack Damage: 50 ⇒ 60


Ornn upgraded version of Stridebreaker.

  • Attack Damage: 60 ⇒ 70

Trinity Force

We’re buffing Trinity Force to better match Sunderer, and adding a QOL buff to Threefold Strikes to match Conqueror’s duration and limit how many things you have to track. The trigger conditions aren't quite the same, but they should line up fairly often now.

  • Threefold Strike Duration: 3 seconds ⇒ 5 seconds
  • Attack Damage: 35 ⇒ 40
  • Attack Speed: 30% ⇒ 35%

Infinity Force

Ornn upgraded version of Trinity Force.

  • Threefold Strike Duration: 3 seconds ⇒ 5 seconds
  • Attack Damage: 45 ⇒ 50
  • Attack Speed: 40% ⇒ 45%

Early Game Adjustments

In the Midseason Patch, we'll also be making some pretty large changes with the goal of making the laning phase more about victories over your direct laner and less about external influences like junglers or roaming, especially in the early parts of the game. We still want roaming to be a powerful strategy, but currently the best way to play the game is finding ways to quickly snowball other lanes rather than decisive 1v1s or 2v2s. These changes should make the two strategies more equally rewarding.

Fountain Mana Regeneration

Previously, mana was a way to gate early waveclear for casters. With League’s current roster of diverse champions, waveclear is a lot more common and we have mana more resourceless champions. Being forced to base already feels a bit sad as you take yourself out of the action, but waiting at full health as your mana pool slowly creeps up adds salt to the wounds. So we’re equalizing the playing field between mana users and non-mana users so that one side doesn't feel even worse when losing and basing.
  • Mana Regeneration per Tick (every 0.25 seconds): 2.1% Maximum Mana ⇒ 3.1% Maximum Mana

Homeguard Timer

Back in the olden days of League, 20 minutes was the "end of the laning phase". The game has gotten a bit faster and we're lining up the start of Homeguards with Tower Plates falling. We'll be keeping an eye out on how this affects wave pushing and basing strategies, but for now get excited to see those sweet Homeguard animations a bit earlier.
  • Homeguard Start Time: 20 minutes ⇒ 14 minutes

Blast Cone Spawn Time

As another way to reduce early roaming and ganking pressure, we're delaying the first spawn of Blast Cones. This should help reduce the number of potential gank options until later in the game, so make sure to place those wards (like you always do I'm sure)!
  • Blast Cone (over the river walls) Initial Spawn: 5:00-5:30 ⇒ 9:00-9:30


The first major change for minions is adjusting the speed of minion waves. Mid lane minions have always met first, meaning that mid laners can clear the wave and look for ganks and roams while the side lanes risk themselves to clear their minion wave. Due to the wave offset, mid laners don’t have to risk much for high-pressure plays. Timing the waves more closely will put more pressure on mid laners who want to roam.

The other minion change will be adjusting how minions act near towers. Building up a large minion wave and pushing it into the enemy tower is one of the most powerful strategic moves in the game. It opens up a ton of options and any successful play denies massive amounts of experience and gold. While winning lane states should be rewarded heavily, we think that the rewards for such plays are a bit too high for how consistent the strategy is (pick a winning lane and slow push the wave). We're making tower dives a bit more risky by making it so that minions will not switch their target from a tower once they've damaged it. This means that while trying to orchestrate a tower dive, you'll need to do so without the help of your ally minion damage, which should mean you need to be in a stronger winning position.
  • newMinions Gotta Go Fast: Except for the first spawn of minions, Mid lane minions will meet at the same time as side lanes (side lane minions will be sped up). This falls off after 14 minutes.
  • newTunnel Vision: Minions that are currently attacking an enemy tower will ignore "call for help" signals to target enemy champions. Let them focus.


Given we're re-adding some hybrid builds to the game, we’re also removing one of the major and unintended downsides to hybrid builds.
  • Champion Damage to Turrets: Champion base AD plus whichever was higher: bonus AD or 60% of AP ⇒ Champions now deal their total AD plus 60% of their Ability Power. (Note: Damage type still converts to magic damage if 60% of AP is greater than the attacker's bonus AD.)

Turret Plating

We've all been in the situation where a single gank, Rift Herald, or bad mistake in lane costs 2-3 tower plates, snowballing the lane out of control. These scenarios are important as individual wins, but we think they've gone a bit too far with how quickly they end interaction in lane. The following change means that subsequent plates are much harder to take, especially with multiple enemies around. This shouldn't affect small wins where 1 plate is taken (like roams or a single death), but should help you avoid losing your entire tower to a single push or rotation from the enemy team.
  • Plate Rushdown Resistances (20 seconds after taking a plate): 0-180 (based on number of champions) ⇒ 45-225 (based on number of champions)

Unleashed Teleport

The other changes in this patch aim to help side laners 1v1 a lot more. For Top Laners, this is the dream, but also a nightmare, as oftentimes their 1v1s have little impact on the early part of the game. We're dialing back the Unleashed Teleport timer so that top laners can impact the second dragon, giving them a bit more agency in the early game. We're also adjusting the cooldown of Unleashed Teleport in the early game, but evening it out by the time it would transform before.
  • Time Teleport is Unleashed: 14 minutes ⇒ 10 minutes
  • Unleashed Teleport Cooldown: 240 seconds ⇒ 330 seconds-240 seconds (levels 1-10)

Trinket Changes

We haven't made any major changes for trinkets in a while, so we wanted to help them feel seen. The goal is to make them more usable and intuitive, as well as keep up with modern standards in League. We’re happy with Stealth trinket, but both Farsight and Oracles have room to improve. For example, Oracles can be very punishing when activated at the wrong timing and location, so we've added another charge to make it more forgiving. Farsight is undervalued even though they have unique range advantage, so we've added pings and another scryer to help connect their value back to the ward placement.

Farsight Alteration

  • newX-Ray Vision: Farsight will now provide vision over walls within 500 units.
  • newHEY LISTEN: Farsight will now ping enemy champions revealed on the mini map.
  • newINTRUDER ALERT: Upon detecting an enemy champion for the first time, Farsight will ping the enemy champion on the minimap, expand its vision radius to 800 units, and then self-destruct. (Note: There will still be enough time for the enemy to destroy the ward for 15 gold.)

Oracle Lens

  • newThe Day You Almost Caught…: If the owner of Oracle Lens is actively hitting a ward, their team will now gain vision of the ward so they can completely clear it out. (Note: 2 seconds of vision will be granted since the last hit before Oracle ran out.)
  • newDouble Vision: Oracle Lens will now have 2 charges.
  • Charge Recharge Time: 120-60 seconds ⇒ 160-100 seconds
  • Duration: 10 seconds ⇒ 6 seconds

ARAM Adjustments


  • Gnar: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Gragas: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Kled: 100% Damage Dealt ⇒ 105% Damage Dealt


  • Evelynn: 115% Damage Dealt ⇒ 110% Damage Dealt
  • Milio: 100% Shielding ⇒ 95% Shielding, 100% Healing ⇒ 95% Healing
  • Shen: 100% Damage Taken ⇒ 105% Damage Taken


  • Off Target: Fixed a bug that had changed Ashe’s Damage Taken modifier to 105% in patch 13.9. It has been corrected back to 115% Damage Taken as it was in patch 13.8.

Mythic Shop Rotation

Now Available

  • Prestige Phoenixmancer Xayah
  • Prestige Firecracker Vayne

Leaving the Mythic Shop

  • Prestige True Damage Senna
  • Prestige Nightbringer Kayn
  • Mythic Chroma Dawnbringer Riven (Nightbringer)

NOTE: There will not be a new Mythic Chroma in this rotation of the Mythic Shop. The next new Mythic Chroma will appear in 13.12.

Bugfixes & QoL Changes

  • Fixed a bug where the chat command “/deafen” would mute player’s own pings.
  • Fixed several bugs involving Mordekaiser’s R - Death Realm causing Aurelion Sol’s abilities to not function as intended.
  • Fixed a bug where Neeko’s Passive disguise would break upon attacking if the monster that she was disguised as died.
  • Fixed a bug where Kayle’s sword VFX were missing on her body when casting R - Divine Judgement on an ally champion.
  • Fixed a bug where Sylas would not be able to cast the stolen version of Samira’s R - Inferno Trigger.
  • Fixed a bug where Neeko’s W - Shapesplitter would sometimes inconsistently apply its damage when using Runaan’s Hurricane.
  • Fixed a bug where Akshan’s Q - Avengerang and W - Going Rouge icons would not be greyed out during his E - Heroic Swing.
  • Fixed a bug where Milio would not be displayed in the Support position in the champion select screen.
  • Fixed a bug where using Stasis as Sivir during the first half of her Q - Boomerang Blade would cause it to not return.
  • Fixed a bug where Ornn’s E and R crowd control effects would last slightly longer than intended.
  • Fixed a bug where using Jarvan IV’s R - Cataclysm on Neeko’s clone as she recalls to leave invisible minions behind.
  • Fixed a bug where Neeko’s items could be pinged by the enemy team while she is disguised as a unit with items.
  • Fixed a bug where Ardent Censer’s enhancement effects were being applied to the user based on their level and the ally based on the ally’s level, despite both buffs being based on the ally’s level.
  • Fixed a bug where Akshan could infinitely swing inside Baron and Dragon Pit if the local resident wasn’t present. Weeeee!!!!
  • Fixed a bug where in-game reporting would reveal Neeko’s disguise on the scoreboard. Playing Neeko is not a reportable offense folks.
  • Fixed a bug where Akali would sometimes not be able to cross walls with her E - Shuriken Flip recast.
  • Fixed a rare bug where Akshan’s R - Comeuppance would sometimes indicate it is going the wrong direction.
  • Fixed a bug where Unleashed Teleport’s icon would not visually upgrade until exiting the Fog of War.
  • Fixed a bug where Target Champion Only would still work on Neeko even when she was disguised.
  • Fixed a bug where Prestige Star Guardian Neeko’s Homeguard VFX would persist even if she was disguised.
  • Fixed a rare bug where traveling the maximum distance with Azir’s W+E+Q combo would sometimes cause the game to crash.
  • Fixed a bug where Neeko would keep 2.5x Attack Speed when Neeko stands next to the ward and exits the store and then transforms into a monster.
  • Fixed a bug where Nashor’s Tooth’s on-hit damage would not be applied to the final attack if a champion died mid auto attack.

Skin Bugfixes

  • Fixed a bug where Coven Morgana was missing an animation transition when issuing a movement command after attacking with her left hand.
  • Fixed a bug where Neeko's Inherent Glamour (P) clone of Spirit Blossom Ahri's empowered form persisted after Spirit Rush's buff timed out.
  • Fixed a bug where a placeholder would appear under Elderwood Ahri’s model while under the effects of Sona’s Song of Celerity (E).
  • Fixed a bug where Inkshadow Master Yi’s Highlander (R)’s cooldown refund SFX are audible in the Fog of War.
  • Fixed a bug where Inkshadow Master Yi was leaving behind a champion after-image VFX when casting Alpha Strike (Q) after casting Highlander (R).
  • Fixed a bug where Piercing Arrow (Q) for Conqueror, Infernal, PROJECT, and Cosmic Hunter Varus was lacking on-hit VFX for minions and non-epic jungle monsters.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 13.9 notes

Rise and shine, it’s patch 13.9!

This week’s patch will be a bit on the lighter side as we prepare for 13.10 which will be our biggest patch since the season started. The star of this patch will be the new minion jungle plant ward Neeko midscope, but we also have a few quality of life buffs and adjustments for a few champions that just aren’t quite hitting the spot we’d like them to.

Don’t forget that MSI kicks off in London TODAY. If you need a quick rundown of all the changes including the new format, make sure to check out our MSI 2023 Primer here!

Looking to defy the odds by pulling a 5 cost at level 7? In that case, you can check out the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Inkshadow Aurelion Sol, Inkshadow Kai'Sa, Inkshadow Master Yi, Inkshadow Udyr, Inkshadow Volibear, Inkshadow Yasuo, Inkshadow Yone, Prestige Inkshadow Yasuo will be available May 3 at 20:00 UTC.



Neeko Midscope update, all abilities adjusted.

The intent of Neeko’s midscope is to help her achieve her undelivered fantasy as one of the premier tricksters in League. Neeko's passive as-is has been pretty weak and isn’t used by many players. Her W was a bit more tricky, but still not even that tricky, and that’s the whole point of it!

We're opening up Neeko's passive to be able to turn into anything so that Neeko can truly be a unique trickster. She will be able to turn into anything with a health bar, from a minion, to a monster, to an Illaoi tentacle. She will have quite a few unusual interactions with other champions based on what she's disguised as.

Her W should now be a true trickster's tool as she’ll have complete control over it. You can fire and forget the clone like it was in the past, but also finely control its position (or emotes) to scout or deceive your opponents. We expect there to be a lot more mastery in both her passive and W now that she has more options in how to use them.

The last major change, R, is a substantial change to the reliability of the spell. Traditionally, Neeko’s R was very, very hard to hit against an enemy actively playing around you. Spells in League of Legends should feel like they work for the character casting them, and Neeko's ultimate in many ways felt like it was working more for her enemies than her. This new, increased reliability did make us have to shift a bit of power out of the ult (out of cooldown and damage), but she’ll hit the spell way more often so we needed to curb it a bit.

We also have some adjustments for the jungle to open up Neeko to a role she feels fairly natural in. There is no intent to make the jungle Neeko's primary role, but for a character whose theme and gameplay feel so suited it seemed a shame to not let her try to play there and see how players feel about it.

Like with all midscopes, we’ll be keeping a close eye on Neeko to make sure the changes all land well on live servers and adjust where needed. And one more quick note, given the unique nature of Neeko’s new passive, we expect that there may be a few bugs that pop up when she ships and we’ll iron them out over future patches.

Passive - Inherent Glamour

  • Neeko Get Sho'Ma!: When Neeko is near a non-epic monster, minion, trap, ward, or plant for two seconds she stores their Sho'Ma. Neeko can click on her bar to become that unit. Click on Neeko's face to return to Neeko. Click on the little “X” to clear out Neeko's current Sho'Ma. Only one unit can be stored at a time.
  • Neeko Disguise is Durable!: Disguise no longer breaks on taking damage, only when the disguised self would have died or when you are crowd controlled.
  • removedNeeko for Speedo: Neeko no longer inherits base attack speed/move speed from disguised target if that stat is higher than hers.
  • Cooldown: 25-10 seconds (based on level) ⇒ 2 seconds

Q - Blooming Burst

  • Secondary/Tertiary Pop Damage: 40/65/90/115/140 (+20% AP) ⇒ 35/60/85/110/135 (+25% AP)
  • Area of Effect Size: 225 ⇒ 250 (Note: Max range E snares should always be hittable with Q now)
  • newJungle Tomato: Q now deals 30/40/50/60/70 bonus damage to monsters
  • newBetter Blooms: Casting Q beyond its maximum range will now cast the ability at maximum range instead of having Neeko walk into position to throw it.

W - Shapesplitter

  • newNeeko Move Neeko: After casting Neeko can reactivate to send the clone to a new location
  • newNeeko Funny!: Clone now plays animations and sounds of Q/E/Dance/Joke/Taunt/Recall/Laugh and survives for their duration
  • Neeko Jungle!: Empowered Attacks deal 50 bonus damage to monsters
  • Neeko is Become One: Neeko's clone spawns 100 units in front of her ⇒ Neeko's clone spawns directly on top of her

E - Tangle-Barbs

  • Magic Damage: 80/115/150/185/220 (+60% AP) ⇒ 70/105/140/175/210 (+65% AP)

R - Pop Blossom

  • Adjusted Ultimate: After channeling for 1.25 seconds, Neeko jumps into the air, knocking up all nearby enemies for 0.6 seconds. Neeko then crashes to the ground with all knocked up enemies, dealing magic damage to them and stunning them for 0.75 seconds.
  • Cooldown: 90 seconds ⇒ 120/105/90 seconds
  • Magic Damage: 200/425/650 (+130% AP) ⇒ 150/350/550 (+100% AP)
  • removedNeeko Need No Shield!: Neeko no longer gains a shield when channeling her R


Passive damage increased. R movement speed increased.

Aatrox has been struggling to make an impact in top lane. To bring him back in line with the power level of his peers, we’re increasing the scaling damage he gains from his Deathbringer passive and increasing the bonus movement speed he gains from his ultimate, allowing him to better stick to targets.

Passive - Deathbringer Stance

  • Bonus Physical Damage: 4-10% (based on level) of target's maximum health ⇒ 4-12% (based on level) of target's maximum health

R - World Ender

  • Bonus Movement Speed: 50/65/80% ⇒ 60/80/100%


W damage increased early.

Amumu is a great introductory jungler who makes clearing camps easy on a mechanical and conceptual level and that's great for him. This ease of execution leads to him naturally having a high win rate in lower-skilled play, where he's recently fallen off a bit. He's also a completely reasonable support pick at all levels of play so we're not trying to give him too much more power in that role.

W - Despair

  • Flat Magic Damage per Seconds: 12/16/20/24/28 ⇒ 20 at all ranks
  • Percent Health Magic Damage per Second: 1/1.15/1.3/1.45/1.6% ⇒ 1/1.25/1.5/1.75/2%


Attack damage growth decreased. Q damage to monsters increased.

With these changes we’re trying to give Bel'Veth a much better early clear in the jungle where she has typically been struggling. As a dedicated jungler, Bel'Veth has a surprisingly risky early clear that's abnormal for must junglers. We're giving her a bit more clearing power, but as she's already a relatively balanced character, we’re trimming some scaling damage from her base stats. Since she'll be getting more out her jungle clears, we expect this to be about power neutral but leave Bel'Veth players a bit happier when they're doing normal jungle things.

Base Stats

  • Attack Damage Growth: 1.7 ⇒ 1.5

Q - Void Surge

  • Monster Damage Modification: 120% ⇒ 140%


Attack damage growth decreased.

Jinx is one of the stronger ADCs in League and as a result needs a light nerf to put her more on par with other marksmen.

Base Stats

  • Attack Damage Growth: 3.4 ⇒ 3.15


E AP ratio decreased, passive wave damage adjusted. R cast time decreased, AoE radius increased, Invulnerability duration adjusted, damage delay increased, magic damage decreased.

We're adjusting Kayle's ultimate to allow her to attack for longer while invulnerable and increasing the AoE radius so she doesn't have to compromise her positioning as a ranged carry to hit the spell. While the intent is to overall buff Kayle, attacking while invulnerable is quite powerful so we're lowering her sustained damage a bit to compensate.

E - Starfire Spellblade

  • On-Hit AP Ratio: 25% AP ⇒ 20% AP
  • Passive (Divine Ascent) Wave Damage: 15/20/25/30/35 (based on E rank) ⇒ 20-41 (based on champion level, levels 11-18)

R - Divine Judgment

  • Cast Time: 1.5 seconds ⇒ 0.5 seconds
  • Area of Effect Radius: 525 ⇒ 675/675/775
  • removedAscending: Kayle no longer lowers her range when casting ult on herself
  • Invulnerability Duration: 2/2.5/3 ⇒ 2.5
  • Time Delay until Sword Falls: 1.5 ⇒ 2.5
  • Magic Damage: 200/350/500 (+100% bonus AD)(+80% AP) ⇒ 200/300/400 (+100% bonus AD)(+70% AP)


Passive health decay increased.

Since the durability update and the addition of Heartsteel as a health-stacking item, Sion's passive has begun lasting far longer than it was able to in the past. This was an aspect of Sion's kit that we felt needed to be brought back in line with its intended design.

Passive - Glory in Death

  • Health Decay: 2-19 (1 health per level) ⇒ 2.3-24.4 (1.3 per level)


Q damage increased.

Swain's early laning and damage has been lacking recently, so we’re buffing his Q to accentuate the damage he can reliably dish out, particularly on targets he can get in proximity of.

Q - Death's Hand

  • Magic Damage: 60/80/100/120/140 (+38% AP) ⇒ 65/85/105/125/145 (+40% AP)
  • Bonus Damage per Bolt: 12/22/32/42/52 (+8% AP) ⇒ 15/25/35/45/55 (+10 % AP)
  • Maximum Magic Damage: 108/168/228/288/348 (+70% AP) ⇒ 125/185/245/305/365 (+80% AP)


R cast lockout conditions adjusted.

In Taliyah's midscope, we limited her ability to have a guaranteed escape by building some walls around when she could cast her ultimate. Some of this found success, but other cases left Taliyah feeling punished when she couldn't chase after someone she had recently damaged. We're happy in the cases where Taliyah rock surfs into enemies, so we're loosening those restrictions.

R - Weaver's Wall

  • Cast Lockout: whenever Taliyah takes or deals damage ⇒ whenever Taliyah takes damage


Base attack speed increased, base mana increased.

Trundle is underperforming in both top lane and jungle, so we’re looking to revert the base attack speed nerf from 12.23, as this took a lot of power away and resulted in a “feels” hit for the troll king. We’re also giving Trundle a base mana buff to let him trade more in top lane.

Base Stats

  • Base Attack Speed: 0.6 ⇒ 0.67
  • Base Mana: 281 ⇒ 340


W damage and heal increased.

Volibear is sitting at a below average power level when compared to other top laners. So we’re reverting some of the previous health ratio nerfs in order to help him out in all levels of play while avoiding making his laning more frustrating for opponents.

W - Frenzied Maul

  • Physical Damage: 5/30/55/80/105 (+100% AD) (+ 5% bonus health) ⇒ 5/30/55/80/105 (+100% AD) (+ 6% bonus health)
  • Heal Ratio Based on Missing Health: 7/8.5/10/11.5/13% ⇒ 8/10/12/14/16%


Lich Bane

Lich Bane has lost satisfaction over time. The item is still popular with its core userbase but we want those who purchase it to feel better about the purchase and just overall increase its viability as an AP item choice.
  • Ability Power: 75 ⇒ 85

Expanded Emote Wheel

It's finally happened… Emotes have been updated! They will now feature a new 9 slot wheel for all your favorites. Now you have space for EVEN. MORE. BEES. Reactions like first blood and ace have moved to a new page you can access through the navigation above the wheel. Search has also come to the emote collection, so finding new and old favorites by name is a breeze!

ARAM Adjustments


  • Corki: 95% Damage Taken ⇒ 90% Damage Taken
  • Ezreal: 95% Damage Dealt ⇒ 100% Damage Dealt
  • Karma: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Tristana: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Zilean: 95% Damage Taken ⇒ 90% Damage Taken


Veigar’s Warmog builds make him much too tanky, meaning he needs to be taking a bit more damage to reduce the frustration he brings to the bridge.
  • Akali: 110% Damage Dealt ⇒ 105% Damage Dealt
  • Ornn: 105% Damage Taken ⇒ 110% Damage Taken
  • Qiyana: 115% Damage Dealt ⇒ 110% Damage Dealt
  • Veigar: 105% Damage Taken ⇒ 110% Damage Taken, 95% Damage Dealt ⇒ 90% Damage Dealt

MSI Cup Clash

MSI 2023 is here, and so are the MSI-themed Clash tournaments! These will be 8-team bracket tournaments. The first weekend will be May 6th and 7th. Team formation for the first weekend will be open starting on May 3rd. The second weekend will be May 13th and 14th. Team formation for the second weekend will be open starting on May 8th.

As part of MSI Clash, players who purchase a Premium Ticket during Clash would be eligible to the following rewards: (NOTE: JP region is excluded from this reward due to legal restrictions.)
  • Players who place 1st through 5th in the tournament will receive a random legacy Conqueror Skin Permanent
  • Players who place 6th-8th will receive a legacy Conqueror Skin Shard

Behavioral Systems

"We're adding the ability to report players in the game in order to provide you with more opportunities to help us identify and take action on folks displaying toxic or disruptive behavior. These reports will also give us more information about exactly when during the course of the game the disruption occurred, which will help improve our systems going forward. We hope you never need to use this but it's there if you do.

In-Game Reporting

  • Player Reports: You can now create and update reports during the course of the match. You can also update your report in the post-game screen if you have a change of heart or notice something new.

Mute Updates

  • We've consolidated your mute options into a new panel that can be accessed through the scoreboard just below the report button.

Mute All and Self Mute

  • We've added mute-all and self-mute controls, now located next to your own champion portrait and summoner spells.

Bugfixes & QoL Changes


  • Fixed a bug where Neeko’s jungle companion would not become hidden when she transformed into an allied champion.
  • Fixed a bug where Rift Herald’s fighting sound effects could be heard through the Fog of War.
  • Fixed a bug causing several of Kayle’s sound effects and animations to not play.
  • Fixed a bug that caused some of Kai’Sa’s voice lines to not play correctly.
  • Fixed a bug that sometimes caused Aether Wisp to no longer give 5% move speed upon death.
  • Fixed a bug that allowed Samira’s passive to knock up Epic monsters.
  • Fixed a bug that caused Zac’s E to distort the character model of an enemy Zac on the opponent’s team is used nearby.
  • Fixed a bug where Neeko’s W would not copy certain debuff effects.
  • Fixed a bug where Malzahar’s E would sometimes not spread even if it had killed a minion.
  • Fixed a rare bug where jungle monsters would sometimes regain a small amount of patience.
  • Fixed a bug where small jungle monsters would instantly reset if their parent monster had died.
  • Fixed a bug where Vladmir’s Q would sometimes be able to damage targets through untargetability.
  • Fixed a bug where swapping from Yellow to Red trinket would allow you to stack up to 3 Yellow trinkets.
  • Fixed a bug where the stealth sound effects would not play when becoming invisible or stealthed.
  • Fixed a bug where Lee Sin’s W would sometimes not be able to be cast on himself while quick cast was turned on.
  • Fixed a bug where Rift Herald would cancel its reset if it was preparing a charge attack.
  • Fixed a bug where jungle monsters would become stuck if they were affected by crowd control after losing their patience.
  • Fixed a bug that caused Warwick’s Q to heal more than intended when paired with a Recurve Bow.
  • Fixed a bug where Blitzcrank’s E would apply Glacial Augment for longer than intended.
  • Fixed a bug that allowed Samira’s R animation to be canceled unintentionally.
  • Fixed a bug where Jarvan IV’s ability activation voice line would play during the recast which is a bit too dramatic for lowering his walls.
  • Fixed a bug that was causing the on-screen keyboard to function incorrectly by not including all inputs into game chat.


  • Fixed a bug where Chosen Master Yi’s lightsaber would disappear after casting Wuju Style (E) and dying/respawning prior to the ability’s cooldown ending.
  • Fixed a bug where Chosen Master Yi’s sword VFX would disappear during Highlander (R).
  • Fixed a bug where Arcade and Bullet Angel Kai’Sa’s Killer Instinct (R) indicator was rendering under impassable terrain.
  • Fixed a bug where a Bullet Angel Kai’Sa booster element was clipping through her booster when slowed.
  • Fixed a bug where the on-hand VFX of Mecha and Storm Dragon Aurelion Sol did not disappear when casting Falling Skies / The Skies Descend (R).
  • Fixed a bug present on all Volibear skins where certain Recall (B) VFX were persisting when the animation was interrupted.

Upcoming Emotes, Skins, and Chromas