League of Legends cover
League of Legends screenshot
PC Mac Epic
Genre: MOBA

League of Legends

Patch 13.22 Notes

You're not being paranoid, Patch 13.22 is really here!

Outside of normally-sized balance changes, this patch has two big updates. The first is a sweep of mage and mage-like champion attack speed. We noticed that many mages had slow-feeling attack speeds and want to bring (almost) all of them up to a new baseline for missile speed and snappiness of their basic attack animations—with exceptions for champions who have functional auto attack replacements, like Karthus and Fiddlesticks. We're also injecting some early attack speed into mages who tend to run the attack speed stat shard, don't have any strong basic attack synergies in their kit, and don't already have elevated level 1 attack speed.

The second is a major kit update (salute) to Janna. We're bringing back elements of her kit from a few years ago with the goal of turning her into a more active participant in the game and less about long-range tornadoes.

Also in this patch be ready to pop off with the new Heartsteel skins, remix it up with the new Mythic Variant Breakout True Damage Ekko, or checkout the new rotation of the Mythic Shop. We also threw in some ARAM and Nexus Blitz adjustments for good measure!

It's the last patch of Runeterra Reforged before TFT moves on to their next set, so be sure to read about all the changes right here!
Caden "Riot Sakaar" House

Patch Highlights

HEARTSTEEL Kayn, HEARTSTEEL K'Sante, HEARTSTEEL Ezreal, HEARTSTEEL Sett, HEARTSTEEL Aphelios, HEARTSTEEL Yone, Prestige HEARTSTEEL Yone, and Breakout True Damage Ekko will be available on November 8, 2023 at 20:00 UTC.

Champions

Brand

Passive Monster damage modifier increased. E damage increased.

We got Brand really close to our power level goals last patch and just want to nudge him over the line. We'd like to ignite Brand Mid and Jungle as his best roles while still retaining Support Brand as viable. So we're nudging up the ability he frequently gets to max in jungle and mid that support tends to leave at one skill point.

Passive - Blaze

  • Monster modifier: 220% ⇒ 230%

E - Conflagration

  • Damage: 65/90/115/140/165 (+50% AP) ⇒ 60/90/120/150/180 (+60% AP)

Briar

Q damage and Armor Shred decreased. R damage decreased.

As players have improved (and inted less) as Briar, she's continued to climb the ranks as a jungler. We're seeing all of her builds overperform at the moment but specifically her lethality builds. Ability damage and armor shred both synergize with lethality, which is why we've chosen these nerfs, hoping to bring her fighter and lethality builds closer together in power.

Q - Head Rush

  • Physical Damage: 60/100/140/180/220 (+80% bonus AD) ⇒ 60/95/130/165/200 (+80% bonus AD)
  • Armor Reduction: 10/14/18/22/26% ⇒ 10/12.5/15/17.5/20%

R - Certain Death

  • Physical Damage: 150/325/500 (+110% bonus AD) (+110% AP) ⇒ 150/300/450 (+75% bonus AD) (+110% bonus AP)

Dr. Mundo

E Passive bonus damage increased.

Our Dr. Mundo nerf from last patch ended up hitting his win rate more than we intended and we'll be partially reverting it. To give Mundo some agency back, we'll be reverting some of the E passive attack damage nerf, as it's a more impactful change than our active E nerf (since it's not dependent on his missing health).

E - Blunt Force Trauma

  • Passive Bonus Attack Damage: 2/2.25/2.5/2.75/3% ⇒ 2/2.35/2.7/3.05/3.4%

Gragas

E cooldown reduction increased. R travel time decreased.

While not strictly powerful, max-ability-haste Gragas's ability to remove enemies from being able to play the game is just not acceptable gameplay. However, we also acknowledge that Gragas could use some love. This patch we're hoping to buff Gragas through a better cooldown refund on E (up until about 70 ability haste) plus an extra buff to the reliability of his ultimate. We expect these changes to help jungle Gragas most of all, so if you're raring to rabble-rouse some raptors, ‘ragas is ready to roll.

E - Body Slam

  • Cooldown Refund on Hit: 3 ⇒ 40% of remaining cooldown
  • We did the math for you: 3 ⇒ 5.6/5.4/5.2/5/4.8, scaling with ability haste

R - Explosive Cask

  • Travel Time: 0.55 seconds ⇒ 0.5 seconds

Graves

E bonus armor per stack decreased.

Graves, who was already in a good spot, benefitted from our 13.20 jungle companion adjustments due to the bonus armor he gains through E. He has safe clears with his range and passive and can also skirmish aggressively due to his in-kit durability. This allows him to reliably scale into the mid and late game where he performs quite well.

To give his opponents more of a chance to fight him in the early game, we'll be adjusting the bonus armor on his E. While we're reducing both the level 1 and 5 values, this is mainly intended to increase his early vulnerability while still keeping his mid–to-late game power intact.

E - Quickdraw

  • Bonus Armor per stack: 4/7/10/13/16 ⇒ 2/5/8/11/14

Janna

Stats and abilities adjusted to fit the playstyle of a more aggressive harasser around her W and auto attacks.

We've noticed that Janna's play rate has languished despite being a relatively strong pick in many skill brackets. Looking at her prior iterations, we identified elements that seemed to really resonate with her potential player base, so we're bringing back some past versions of her abilities.

Most importantly, we're shifting her from a low-interaction champion who fishes for tornadoes and reactively shields into an aggressive high-uptime auto-attacker and Zephyr caster. Many of these changes are just shifting incentives and power budgets around: With auto attacks and Ws becoming better and more frequent, she's losing some power in her Q. With mana costs going down to incentivize repeat Zephyr casts, her mana pool follows suit.

Overall, we expect her to max Zephyr before Eye of the Storm and play an aggressive harass-based game.

Base Stats

  • Attack Range: 500 ⇒ 550
  • Base Mana: 350 ⇒ 360
  • Mana Growth: 64 ⇒ 50
  • Health Growth: 84 ⇒ 90
  • Armor Growth: 5 ⇒ 4.5
  • Base Attack Damage: 52 ⇒ 47
  • Attack Damage Growth: 3 ⇒ 2.5
  • Attack Windup: 22% ⇒ 20%

Passive - Tailwind

  • *Removed*: Janna no longer gains bonus move speed while facing allied champions
  • *New*: Janna's basic attacks and W deal bonus magic damage equal to 20/25/30/35% (1/6/11/16) of her bonus Move Speed

Q - Howling Gale

  • Mana Cost: 60/70/80/90/100 ⇒ 90/95/100/105/110
  • Cooldown: 12 ⇒ 14
  • Minimum Damage: 60/85/110/135/160 (+35% AP) ⇒ 55/90/125/160/195 (+50% AP)
  • Maximum Bonus Damage: 45/60/75/90/105 (+30% AP) ⇒ 30/45/60/75/90 (+30% AP)

W - Zephyr

  • Cooldown: 12 ⇒ 9/8.5/8/7.5/7
  • Mana: 50/60/70/80/90 ⇒ 50/55/60/65/70
  • Damage: 80/110/140/170/200 (+60% AP) ⇒ 55/90/125/160/195 (+60% AP) (+ Tailwind Bonus Damage)
  • Slow Duration: 3 seconds ⇒ 2 seconds
  • *New*: Zephyr passive move speed is no longer removed while on cooldown

E - Eye Of The Storm

  • Cooldown: 15/13.5/12/10.5/9 ⇒ 16/15/14/13/12
  • Mana: 70/80/90/100/110 ⇒ 70/75/80/85/90
  • Shield: 75/100/125/150/175 (+55%AP) ⇒ 80/115/150/185/220 (+55% AP)
  • Shield Duration: 5 seconds ⇒ 4 seconds
  • *Removed*: Shield no longer decays
  • *Removed*: Janna no longer gains heal and shield power on CC
  • *New*: Reduce cooldown by 20% remaining cooldown on slow/knockup. Max once per spell.

K'Sante

Q bonus health for minimum cast time cap increased.

We micropatched K'Sante early on in 13.21 and this note is here to make sure you all see that this change went live last week. His changes over the past few weeks have closed the gap between elite and average skilled play. He's still much better in the hands of well-practiced players, which is very much intended. Now that he's accessible and strong in the hands of many more players, we're going to wait and see how his new strengths and weaknesses manifest in Pro play but will continue monitoring his performance in other tiers.

Q - Ntofo Strikes

  • Required Bonus Health for Minimum Cast Time: 1200 ⇒ 1600

Kassadin

E damage decreased. R non stack damage decreased.

Kassadin, like other scaling champions, benefitted from reduced snowballing in the game and can use some toning down. We decided to reduce the damage on his E and R, because now that he scales more consistently, he gets to access these high AP ratios which allow him to reliably deal a significant amount of damage. This adjustment is intended to require him to stack more R's before having as much upfront damage.

E - Force Pulse

  • Magic Damage: 60/90/120/150/180 (+85% AP) ⇒ 60/90/120/150/180 (+80% AP)

R - Riftwalk

  • Zero-Stack Magic Damage: 70/90/110 (+60% AP) (+2% maximum mana) ⇒ 70/90/110 (+50% AP) (+2% maximum mana)

Nilah

Q bonus attack speed decreased. R damage over time decreased, and maximum total damage decreased.

Nilah has been a strong performer for a long time and that strength has finally caught on. This patch we're lowering her ability to single-handedly carry team fights with her whip-blade.

Q - Formless Blade

  • Bonus Attack Speed: 10-60% (based on level) ⇒ 10-50% (based on level)

R - Apotheosis

  • Damage Over Time: 60/120/180 (+112% bonus AD) ⇒ 60/120/180 (+80% bonus AD)
  • Maximum Total Damage: 185/345/505 (+232% Bonus AD) ⇒ 185/345/505 (+200% bonus AD)

Rammus

W bonus armor increased.

Rammus gained a ton of power in 13.20 as armor became a much stronger stat in the jungle. Then he lost a bit more than he gained in 13.21 between direct nerfs and systemic buffs to AD junglers. We're looking to return Rammus to his power level from 13.19 and before. We're choosing to unwind some of his 13.21 nerfs with the hope to hit that power level goal.

W - Defensive Ball Curl

  • Bonus Armor: 30 (+35/45/55/65/75% total armor) ⇒ 40 (+35/45/55/65/75% total armor)

Senna

Q damage and healing decreased.

Senna gained a lot of power due to the anti-snowballing changes of 13.20, so she needs to take a step back, especially in Elite play. It's cool that she's a strong scaler with a lot of agency and some strong matchups, but she's currently too successful as a lane bully and too bursty in the mid game. Both Q damage and healing are higher in Elite MMR than normal, which explains our target selection.

Q - Piercing Darkness

  • Damage: 30/65/100/135/170 (+50% bonus AD) ⇒ 30/60/90/120/150 (+50% bonus AD)
  • Healing: 40/55/70/85/100 (+30% bonus AD) (+40% AP) (+1.6 per 1 Lethality) ⇒ 40/50/60/70/80 (+30% bonus AD) (+40% AP) (+1.6 per 1 Lethality)

Seraphine

Passive damage adjusted. Q cooldown increased at lower levels. W shield decreased.

Seraphine's changes last patch brought her up in all roles and has made W-max support Seraphine significantly stronger than it was before. However, because all of her roles went up, she's now a little too strong as a bot laner, which we'll be addressing in this patch. The passive is shifting to a higher base value with lower AP ratios, which should help mid and support while bringing bot lane more in line with her other roles. Reverting the Q cooldown buff from last patch and adding a W AP ratio nerf will end up lowering her power everywhere, but should disproportionately hit bot lane. We'll keep an eye on her performance in this patch and follow up where necessary to bring her various roles closer to parity.

Passive - Stage Presence

  • Damage Per Note: : 4/8/14/25 (based on level) (+7% AP) ⇒ 5/10/18/30 (based on level) (+5% AP)

Q - High Note

  • Cooldown : 9/8/7/6/5 ⇒ 10/8.75/7.5/6.25/5

W - Surround Sound

  • Shield: 50/75/100/125/150 (+25% AP) ⇒ 50/75/100/125/150 (+20% AP)

Tahm Kench

Passive bonus magic damage decreased.

Tahm Kench gained plenty of power from our buff last patch and while we're going to let him keep a lot of it, we've chosen to walk back on some of it. Since he's performing reasonably as a support, we'll be particularly targeting his gold scaling by nerfing his passive bonus health ratio. We intend for this change to put Tahm Kench in a more reasonable spot while still keeping the power increase from patch 13.21.

Passive - An Acquired Taste

  • Bonus Magic Damage: 6-48 (based on level) (+2% AP per 100 bonus health) (+5% of his bonus health) ⇒ 6-48 (based on level) (+2% AP per 100 bonus health) (+4% of his bonus health)

Ziggs

Basic attack windup increased, base armor decreased.

Ziggs has been enjoying his increased Q reliability from patch 13.20 a bit too much and we've decided to adjust him so he can keep it. He's quite a safe pick due to how far back from his opponents he can play, and this nerf is intended to increase his vulnerability in certain mid and many bot match ups so that his AD opponents gain more for reaching him. He's also getting slightly nicer basic attacks as part of a sweep on all mages, which you can read more about below.

Base Stats

  • Base Armor: 22 ⇒ 18
  • Basic Attack Frame: 20.8% ⇒ 20%

Attack Speed Changes

This patch we've taken a broad sweep across every champion that can reasonably be considered a mage and noticed that many of them have weak-feeling basic attacks. While we don't expect most of these champions to feel as snappy as marksmen, or to basic attack as well as they do, it's important that something they do hundreds of times a game feels good, even if it doesn't represent much of their power.

We're broadly doing three things here:

  • First, we're bringing basic attack windups (this is how long into the attack animation their attack actually fires) up to a new baseline, with exceptions for champions who have innate basic attack replacements (Karthus's Lay Waste) or have a weapon that implies slow basic attacks (Mordekaiser's mace).
  • Second, we're bringing up missile speeds to a new minimum as well, which should especially help with last hitting minions.
  • Third, we're trying to alleviate the desire to run attack speed shards on mages who don't have any inherent attack speed synergies within their kit, through modifying their level 1 attack speed, attack speed ratios, (the degree to which champions scale with sources of bonus attack speed) and inherent attack speed growth. As many of these champions are already quite strong, we're limiting the magnitude of these changes to about 5% bonus attack speed at level 1 and we'll keep an eye out for any champions that become too strong as a result of these changes.

Ahri

Basic attack speed growth and windup increased.


Base Stats

  • Attack windup: 20.1% ⇒ 20%
  • Attack Speed Ratio: 0.668 ⇒ 0.625
  • Base Attack Speed: 0.668 (unchanged)
  • Attack Speed Growth: 2% ⇒ 2.2%

Anivia

Base attack speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658

Annie

Base attack speed, ratio, and missile speed increased.


Base Stats

  • Base Attack Speed: 0.579 ⇒ 0.61
  • Attack Speed Ratio: 0.579 ⇒ 0.625
  • Basic Attack Missile Speed: 1200 ⇒ 1500

Cassiopeia

Basic attack missile speed increased.


Base Stats

  • Basic Attack Missile Speed: 1200 ⇒ 1500

Heimerdinger

Basic attack windup and speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658
  • Attack windup: 20.1% ⇒ 20%

Ivern

Basic attack windup increased. Restored an attack animation.


Base Stats

  • Attack windup: 23% ⇒ 20%
  • Attack Animations: Restored an alternate attack animation which will be used 25% of the time for regular attacks and every time for critical attacks

Karthus

Basic attack missile speed increased.


Base Stats

  • Basic Attack Missile Speed: 1200 ⇒ 1500

LeBlanc

Basic attack speed and ratio increased. Attack speed growth decreased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658
  • Attack Speed Ratio: 0.4 ⇒ 0.625
  • Attack Speed Growth: 2.2% ⇒ 1.5%

Lissandra

Basic attack speed growth increased.


Base Stats

  • Attack Speed Growth: 1.36% ⇒ 1.5%

Neeko

Attack windup increased.


Base Stats

  • Attack windup: 21.5% ⇒ 20%

Orianna

Basic attack missile speed increased.


Base Stats

  • Basic Attack Missile Speed: 1450 ⇒ 1500

Rumble

Basic attack windup increased.


Base Stats

  • Attack windup: 22.9% ⇒ 20%

Ryze

Basic attack speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658

Singed

Basic attack speed, ratio, and windup increased.


Base Stats

  • Base Attack Speed: 0.613 ⇒ 0.625
  • Attack Speed Ratio: 0.613 ⇒ 0.625
  • Attack windup: 23.6% ⇒ 20%

Syndra

Basic attack speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658

Taliyah

Basic attack speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658

Teemo

Basic attack missile speed and windup increased.


Base Stats

  • Basic Attack Missile Speed: 1300 ⇒ 1500
  • Attack windup: 21.6% ⇒ 20%

Twisted Fate

Basic attack windup increased.


Base Stats

  • Attack windup: 24.4% ⇒ 20%

Veigar

Basic attack missile speed increased.


Base Stats

  • Basic Attack Missile Speed: 1100 ⇒ 1500

Vel'Koz

Basic attack speed and growth increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.643 (23-25th digits of pi)
  • Attack Speed Growth:1.36% ⇒ 1.59% (4-6th digits of pi)

Xerath

Basic attack windup and speed increased. Basic attack animation pattern changed.


Base Stats

  • Basic Attack Frame: 25.1% ⇒ 20%
  • Base Attack Speed: 0.625 ⇒ 0.658
  • Attack Animations: Now uses both attack animations equally instead of 75/25%

Zilean

Basic attack speed and missile speed increased.


Base Stats

  • Basic Attack Missile Speed: 1200 ⇒ 1500
  • Basic Attack Speed: 0.625 ⇒ 0.658

Zoe

Basic attack speed increased.


Base Stats

  • Base Attack Speed: 0.625 ⇒ 0.658

Vision Adjustments

We're modifying how vision is granted when attacking from fog of war on Summoner's Rift. Experienced players understand that attacking from brush makes the brush nearly unusable and so don't bother but it's also nearly impossible to know how long you're revealed when performing fairly normal behaviors like attacking enemies from over a wall. This also has the negative downside of occasionally betraying your hiding teammates. We're shrinking the reveal circle to give away teammates less frequently and shortening the reveal in order to make the delay before dipping back into fog of war more intuitive.
  • Reveal Radius on attack: 400 ⇒ 300
  • Reveal circle duration: 4.5 seconds ⇒ 2 seconds

Ping Changes

Overall, we're continuing to evaluate the ping changes and currently consider them successful in reaching our original goals. We've seen measurable improvements in players feeling respected and safe in the game after shipping these and the ranked restrictions. We're still working on hitting a balance between available constructive communication options and protecting the experience from destructive comms.
  • More celebration: Within 10 seconds of getting an epic objective takedown, all allied pings directed at your champion are visible to your team.
  • Ping lockout timer reverted: 5s/15s/30s/60s/120s 6s/12s/16s/20s/24s. This was originally changed in 13.19 but did not make the patch notes.
  • The “Alert” and “Enemy Missing” pings can only be used 3 times before being rate limited.

ARAM Adjustments

Buffs

  • Lillia: Damage Taken: 110% ⇒ 105%
  • Aphelios: Damage Taken: 100% ⇒ 95%

Nerfs

  • K'Sante: Damage Taken: 90% ⇒ 95%
  • Tryndamere: Healing Done: 140% ⇒ 135%

Nexus Blitz Adjustments

Nexus Blitz has been live for a patch, and the team has been hard at work squashing bugs and addressing player pain points.


Events


Aspect of the Dragon has been removed from the general reward pool. If a team manages to win three events, they will be rewarded with Aspect of the Dragon.

Due to its high impact on game state and perceived power level, Aspect of the Dragon has been contentious ever since its addition as an event reward. Not all rewards are intended to be equal, but Elder Dragon's power was a step too far. We wanted to preserve the fantasy of obtaining the Elder Dragon buff, but restrict it only to teams who have clearly earned that power.


Buffs

  • Bard: Increased Chime Spawn Rate. First spawn at 30 seconds, spawns 2 new ones every 20 seconds
  • Blitzcrank: Damage dealt +5%
  • Rek'sai: Damage dealt +5%, Damage taken -10%
  • Rod of Ages Stack Gain: 60 seconds ⇒ 30 seconds

Nerfs

  • Brand: Damage Taken: +5% ⇒ 8%
  • Morgana: Damage Dealt -5%
  • Sion: Damage Taken: +5%
  • Teemo: Damage Dealt -5%, Damage Taken +5%
  • Zyra: Damage Taken: +5% ⇒ 8%

Adjustments

  • Thresh: Doubled passive soul gain
  • Thresh: Damage Dealt: +10% ⇒ 0%
  • Thresh: Damage Taken: -10% ⇒ 0%

Bug Fixes

  • Rift Herald objective timer now shows when you bring up the scoreboard.
  • Protect the Soraka event will no longer always play its sound effects at max volume regardless of sound settings. Apologies to all headphone users.
  • Protect the Soraka event will no longer have lingering UI elements on screen when it is the first event.
  • King of the Hill event now has a maximum time limit of 5 minutes.
  • Landing Briar ultimate on an enemy right as URF Deathmatch or Prize fight starts will no longer perma-taunt Briar.
  • Ivern's Triggerseed detonation now damages jungle camps when cast on himself or Daisy.

Quickplay Launch

Quickplay will be released to live region by region in patch 13.22. Blind Pick queue will be disabled along with Quickplay release.
  • In order to make sure players who own a limited number of champions have access to Quickplay, new-player-specific free to play champion rotation is expanded to Diana, Jinx, Malphite, Mordekaiser, Rammus, Yuumi, Sona, Teemo, Tristana, Vi, Caitlyn, Kai'Sa, Syndra, Leona, Sett, Pantheon, Ziggs, Talon, Amumu, and Viktor.
  • Players can select Smite starting from Summoner Level 3
  • Quickplay first surrender will be available at 10 minutes and successful with 4/5 of the players agreeing
  • Quickplay surrender at 20 minutes will be successful with 3/5 of the players agreeing
  • Eternals will be available on Quickplay in a later patch

Quickplay known bugs

  • Purchasing a chroma in the Quickplay lobby consecutively may temporarily lock out chroma purchase ability
  • Chroma preferences do not save when swapping to a different skin
  • Some Quickplay data is missing in Stats

Global Language Select

Players will now have the ability to select their preferred game language in the LoL settings menu of Riot Client. Our goal in this update is to ensure that players can experience the core game in their preferred language, regardless of where they live in the world. Note that there will be some language inconsistencies with publishing content in the client since we do not localize all of our regional publishing content.
  • This will go live separately from the patch at 10AM PST on Nov 8th.

Global Language Select known bugs

  • Some international fonts are currently unable to be displayed in regions that normally wouldn’t support them. (i.e. NA player selects a CN language, types in a CN font, other NA players will see blank messages).

Mythic Shop Rotation

Now Available

  • Prestige Cyber Halo Janna
  • Prestige K/DA Evelynn
  • Prestige Arcanist Zoe
  • Prestige Blood Moon Aatrox
  • Mythic Chroma High Noon Senna
  • Mythic Chroma Galaxy Slayer Zed

Leaving the Mythic Shop

  • Prestige Star Guardian Syndra
  • Prestige Ocean Song Seraphine
  • Prestige Dark Star Malphite
  • Prestige Porcelain Lux

Bugfixes & QoL Changes

  • Fixed a bug that would cause Renata Glasc's Passive to instantly kill Zac when an ally attacked a Zac revive blob with her passive debuff.
  • Fixed a bug where Pix was sometimes preventing Lulu players from earning kill credit.
  • Fixed a bug where if the target of Briar's R is untargetable when it lands it causes a mass disconnect.
  • Fixed an issue that caused Janna's W tooltip to display incorrect information.
  • Fixed a bug that caused Kai'Sa and Braum's passive indicator to overlap.
  • Fixed a bug that was causing Jungle pet's stealth VFX to appear to all enemies, and also reveal stealthed champions.
  • Fixed a bug where Recurve Bow's tooltip was incorrect.
  • Fixed a Skarner ASU-related bug, can't tell you what it is but we fixed it, promise.
  • Fixed a bug where if Briar kills Baron with Snack Attack… she gets credit for all Baron-powered minion kills…. whoops.
  • Fixed a bug where Briar's Blood Frenzy was counting as a CC in the death recap and crowd control score in the post-game stats.
  • Fixed a bug where Briar's auto attacks would become disabled after casting her Ultimate.
  • Fixed a bug that caused Neeko's clone to not properly display her Honor 5 or Challenger Recall.
  • Fixed a bug that caused Briar to sometimes attack allies when Berserked.
  • Fixed a display bug that caused Varus's Q to always show the line indicator even if the setting was disabled.
  • Fixed an issue that caused Empyrean Jax's flame to be misplaced during his recall animation.
  • Fixed a bug that caused Jax to play the default attack animation on his W when he has any passive stacks.
  • Fixed a bug that caused Briar's W auto attack animations against other champions to be slowed down.
  • Fixed an issue that caused Sylas's UI to display an incorrect Ultimate when Hijacking Neeko's Ultimate.
  • Fixed a bug that caused Briar's Frenzy to trigger the loss of control screen flash.
  • Fixed a bug where the jungle item could be re-added to your inventory after transformation if you used the undo feature in the shop.

Upcoming Skins & Chromas

Patch 13.21 Notes

Wake up with a fresh cup of Patch 13.21!

A large portion of this patch is a follow-up of 13.20. Overall, we hit our major goals for the changes—games are much less snowbally, players are fighting even more, and games are going only slightly longer on average. That said, late-game champions have been winning more than early-game champions, which means some re-balancing. The jungle changes have put junglers back on equal footing with other roles in the early game, but also really hurt AD junglers. So we’re buffing them back up. Lastly, K’Sante’s kit update achieved our goals around opening up his counterplay, but didn’t give him as much power as we wanted, so we’re serving him up some buffs.

In addition to follow-up changes, we’re aiming to make Morgana, Seraphine, Brand, and Zyra viable in multiple roles.

Also coming this patch, is the long awaited return of Nexus Blitz with a few quality of life improvements, a new host of Cafe Cuties ready to serve up some Pentakills (but not you Lulu, please don’t secure all my kills), a new rotation for the Mythic Shop, and finally another batch of ARAM balance adjustments. Don’t forget about the Worlds Clash that will be happening in this patch as well!

You can also check out the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Cafe Cuties Rumble, Cafe Cuties Jinx, Cafe Cuties Poppy, Cafe Cuties Lulu, and Coven Syndra will be available on October 25, 2023 at 18:00 UTC.

The Return of Nexus Blitz

Nexus Blitz is finally back! The last time Nexus Blitz launched was back in patch 11.11. Since then, there’s been a slew of sweeping changes to League’s gameplay, as well as some under-the-hood tech changes that needed to be made to bring the mode back. We’ve been working behind the scenes to bring this fan favorite back, so we hope you enjoy it!

Champion Balance Reset


The Champion Balance Buff percent adjustments have been reset for all champions. From numerous item/champion reworks to the durability update, a lot has happened since the last time Nexus Blitz was live. We’re taking this opportunity to reset the balance and establish a new baseline. Don’t worry though, if certain champions get out of hand… we will find them… and we will nerf them. Or buff them.

You all get Jungle Pets!


Jungle Pets have completed their migration from Summoner’s Rift to Nexus Blitz. Monsters here seem to be a little more nutritious, which means pets only need half the amount of stacks to level up! Here’s a list of differences between Summoner’s Rift and Nexus Blitz:
  • Stacks required for upgrade: 20 ⇒ 10 for stage 2, 40 ⇒ 20 for stage 3
  • Players no longer obtain bonus treats after fully upgrading their companion

Event Spawn Changes


Event spawns have been a pain point on Nexus Blitz since its release. Previously, it was rare, but possible, to be behind in power but still have the events favor the winning team. The goal of this change is to improve the feeling of fairness for events. Additionally, Loot Veigar and Teemo will no longer wander into the top side of the enemy jungle until a team is behind and needs a little extra defense.

Event spawns for the following events will always spawn neutrally or favor the losing team:
  • Loot Teemo
  • Loot Veigar
  • All variants of Bardle Royale
  • King of the Hill
  • DPS Race
  • Small Event Bugfix Prize Fight and URF Deathmatch should now properly reset ability Cooldowns at the start and end of each round.

Champions

Akshan


Akshan’s soul saving shenanigans didn’t do much for his allies when they had to traverse a map full of fire to make it back to the fight in the middle of a deathmatch. To compensate for the lack of travel time, his teammates revive with significantly reduced HP. If you die outside the edge of the closing ring in Bardle Royale though, you better hope you can outrun the fire!
  • During events with a ring of fire (Bardle Royale, URF Deathmatch, Prize Fight), killing scoundrels will revive teammates with 30% of their maximum health at the location of their death.

Bel’Veth


Bel’Veth only having access to a single Epic Void Coral from Rift Herald kept her from reaching her Void Empress status even a single time in many games. Tying it into turret kills like ARAM presented its own problems, as it was a nearly guaranteed trigger that caused games to quickly snowball out of control. Having Enhanced Void Coral drop off of the enemy jungle guardian gives her a high risk, high reward opportunity to reach her True Form.
  • Enemy jungle guardians drop an Enhanced Void Coral

Ivern


Ivern’s unique style of passive jungling presented problems when entering a duo-jungling world. This has led to him being disabled in past releases of Nexus Blitz. Our goal with this change was to let him battle jungle monsters a bit more traditionally. We’ll be keeping a close eye on Ivern to see how this experiment plays out.
  • Ivern is joining the Nexus Blitz fun this time around. Sadly Ivern’s Friend of the Forest Passive has been disabled.

Item Adjustments

  • Lifeline Active Cooldown: 120 seconds ⇒ 60 seconds
  • Spectral Cutlass Active Cooldown: 60 seconds ⇒ 45 seconds
  • Innervating Locket: After using an ability, restore 3.8% of missing health and 3% of missing mana over 3 seconds.

Jungle Monster Adjustments


Some balance changes have also been applied to jungle camps to account for the overall increase in damage from the addition of jungle pets.
  • Scuttler Health: 2800-9520 ⇒ 3400-11,560
  • Ancient Krug Health: 1300-3055 ⇒ 1650-3878
  • Krug Health: 600-1410 ⇒ 900-2115
  • Mini Krugs Health: 50-118 ⇒ 80-188
  • Greater Murk Wolf Health: 2000-4700 ⇒ 2400-5640
  • Murk Wolves Health: 600-1410 ⇒ 800-1880
  • Sir Gromp Health: 2000-4700 ⇒ 2400-5640
  • Crimson Raptor Health: 1250-2937 ⇒ 1600-3760
  • Raptors Health: 500-1175 ⇒ 700-1645
  • Red Brambleback Health: 4000-10,800 ⇒ 4600-12,420
  • Blue Sentinel Health: 3000-8100 ⇒ 3500-9450
  • Jungle Guardian Health: 3775-5521 ⇒ 4500-6584
  • Jungle Guardian Attack Damage: 40-95 ⇒ 40-105
  • Rift Herald Health: 7500-15,000 ⇒ 8400-16,800

Champions

Aurelion Sol

Q damage decreased.

Aurelion Sol was a big winner last patch as snowballing was reduced and as a result, this late-game scaling mage found himself winning many more games. In an effort to rein him in, we'll be nerfing him by targeting his late-game scaling. Since this comes automatically as opposed to being earned by farming stacks or buying ability power, this should tie his late game power more to his early game performance.

Q - Breath of Light

  • Magic Damage per Second: 15/25/35/45/55 (+30-80 (based on level)) (+60% AP) ⇒ 45/60/75/90/105 (+55% AP)
  • Burst Magic Damage: 40/50/60/70/80 (+20-30 (based on level)) (+35% AP) (+ 3.1% Stardust) percent of target maximum health ⇒ 60/70/80/90/100 (+35% AP) (+ 3.1% Stardust) percent of target maximum health

Bel’Veth

E cooldown decreased.

Last patch we succeeded in taking our Void Empress down a peg, but we didn’t intend for the nerfs to completely dethrone her. With that in mind, we’re dialing back the nerfs a bit. Now that her E isn’t such a strong early game defensive tool we’re more comfortable giving it some power in the form of a reduced cooldown for more consistent access to this ability.

E - Royal Maelstrom

  • Cooldown: 24/22.5/21/19.5/18 seconds ⇒ 20/19/18/17/16 seconds

Brand

Level 1 attack speed increased, attack speed growth increased, base armor increased, armor growth decreased, base health decreased, health growth increased. Passive monster damage increased. E damage decreased.

Our goal with the changes this patch is to provide Brand with viable roles other than just support. Through a mix of stat adjustments and passive tuning we're giving Brand jungle the ability to reliably clear the jungle (plus some extra armor and attack speed to help players). Make sure to take Q at level 1 to make your clear as painless as possible.

Meanwhile, Brand mid should enjoy a significant increase in attack speed, which should help with last hitting minions and whittling down turrets any time he gets lane priority. We expect these changes to power up his support play as well, so we're just delivering a love tap to one of his abilities with the goal that all three roles can be viable and fun to play.

Also, Brand jungle players: Please take Q at level 1. It has the highest base damage and the lowest cooldown. Q at level 1. You don't even have to max it. Q. at. level. 1.

Base Stats

  • Level 1 Attack Speed: 0.625 ⇒ 0.681
  • Attack Speed Growth: 1.36% ⇒ 2%
  • Base Armor: 22 ⇒ 27
  • Armor Growth: 4.7 ⇒ 4.2
  • Base Health: 590 ⇒ 570
  • Health Growth: 102 ⇒ 105

Passive - Blaze

  • Monster Damage Modifier: 120% ⇒ 220%
  • Maximum Monster Damage per Tick: 80 (Note: this is unchanged)

E - Conflagration

  • Magic Damage: 70/95/120/145/170 (+ 55% AP) ⇒ 65/90/115/140/165 (+55% AP)

Briar

Attack speed growth decreased. Passive heal if target dies while bleeding increased. W damage decreased.

After the jungle changes last patch, Briar emerged as one of the big winners. We like how she feels to play in the early game, so instead of making adjustments there we’re looking to reduce how well she scales with damage to stop her from snowballing out of control (ironic for a champion that constantly frenzies, right?). We’ve also seen some players trying out Briar in the top lane, so we’re buffing up her passive healing to give her some more reliable access to sustain when not in the jungle.

Base Stats

  • Attack Speed Growth: 2.3% ⇒ 2.0%

Passive - Crimson Curse

  • Heal if Bleeding Target Dies: 100% of remaining bleed ⇒ 125% of remaining bleed

W - Snack Attack

  • Recast Bonus Physical Damage: 5/20/35/50/65 (+5% AD) (+10% (+4% per 100 bonus AD) of target missing health) ⇒ 5/20/35/50/65 (+5% AD) (+10% (+3.5% per 100 bonus AD) of target missing health)

Caitlyn

Headshot damage increased with critical strike chance. R cooldown increased, damage decreased, bonus damage with critical strike chance increased.

Caitlyn’s lethality builds have started to catch on which leads to some pretty frustrating and non-interactive gameplay for her opponents—not much you can do to avoid her full lethality ultimates when she’s continually casting it on cooldown and you don’t have a tank to block it. This set of changes is meant to lower the potency and frequency of her ultimate when building full lethality without significantly affecting its role when Cait is building crit.

Passive - Headshot

  • Bonus Physical Damage: 60/90/120% (+ (81.25% Critical Strike Chance) * (100% Critical Strike Damage) ⇒ 60/90/120% (+ (85% Critical Strike Chance) * (100% Critical Strike Damage)

R - Ace in the Hole

  • Cooldown: 90/75/60 seconds ⇒ 90 seconds at all ranks
  • Physical Damage: 300/525/750 (+200% bonus Attack Damage) ⇒ 300/500/700 (+170% bonus Attack Damage)
  • Bonus Damage from Critical Strike Chance: 0-35% ⇒ 0-50%

Dr. Mundo

E bonus attack damage decreased.

Dr. Mundo benefitted a bit too much from our adjustments last patch which calls for some nerfs to the good doctor. We’re mainly looking to lower his damage which is a little too strong and allows us to maintain the “going where he pleases” gameplay style that his signature tankiness and durability support.

E - Blunt Force Trauma

  • Passive Bonus Attack Damage: 2/2.5/3/3.5/4% maximum health ⇒ 2/2.25/2.5/2.75/3% maximum health
  • Bonus Attack Damage based on Missing Health: 0-60% ⇒ 0-40%

Hecarim

AD growth increased. W duration increased.

Hecarim lost a lot of power from the Gustwalker nerfs last patch so we need to get some more pep into his gallop. We're aware that a new Youmuu's Ghostblade build is taking off, which will increase his overall power level as players adopt it, but we want to focus on strengthening his identity as a fighter. With substantially more base attack damage introduced in this patch, he'll be significantly stronger with a variety of fighter items like Ironspike Whip and Sheen. Additionally, we’re giving him more time to play around Spirit of Dread, meaning he won't be as reliant on up-front burst damage.

Base Stats

  • Attack Damage Growth: 3.2 ⇒ 3.7

W - Spirit of Dread

  • Duration: 4 seconds ⇒ 5 seconds

Jinx

Passive stacks adjusted.

The Jinx buffs from last patch landed well, but the passive was a bit TOO CRAZY in situations when Jinx was allowed to run uncontested through the enemy base. Taking away her shimmer supply by capping the passive stacks and letting it only stack versus champions should help reduce her ability to end the game at the drop of a hat.

Passive - Get Excited!

  • Get Excited Stacks: All takedowns, epic monster kills, and structures destroyed grant Get Excited! stacks and refresh the buff ⇒ Epic monster kills and destroying structures will grant the first stack of Get Excited! and will refresh the buff, but only champion takedowns can increase the amount of stacks Jinx can get
  • newStacks Cap: Jinx can now only get 5 stacks of Get Excited!

K’Sante

All abilities except E adjusted. Several bugfixes.

We’re following up on 13.20’s K’Sante changes, which achieved many of the goals we wanted but not the one to make him more powerful, so we’re back to fix that! Not only are we fixing his power level, we’re also fixing a slew of bugs. The primary goal with this patch’s buffs is to significantly amp his power level in All Out to make sure shedding his resists is worth it. Additionally, we’re trying to increase his skill expression by allowing him to hold Path Maker for damage reduction for longer. This will allow him to embrace his most common builds and cap out his Ntofo Strikes cast speed more quickly with less bonus health.

Passive - Dauntless Instinct

  • All Out Bonus Damage: 35% ⇒ 45/60/75% (levels 6/11/16)

Q - Ntofo Strikes

  • Required Bonus Health for Minimum Cast Time: 1800 ⇒ 1200
  • Tooltip Update: Tooltip now always shows Resists/Health needed for cooldown and cast time reductions. All Out tooltip has been simplified and updated.

W - Path Maker

  • Disruptive Dashes: W - Path Maker will no longer interrupt K’Sante’s E dash when the channeling starts
  • Maximum Channel Time: 1.0 seconds ⇒ 1.5 seconds (Note: this will affect both the base and All Out version of W - Path Maker.)
  • Tooltip Update: All Out tooltip has been simplified and updated.

R - All Out

  • Healing: Calculated based on Physical and True Damage dealt to champions ⇒ Calculated based on all damage dealt to champions
  • Q + E Attack Resets: 0.1 seconds ⇒ Instantaneous

Bugfixes

  • Fixed a bug where K’Sante could occasionally Flash with his 3rd Q cast.
  • Fixed a bug where being Charmed or Feared could interrupt K’Sante’s W charge.
  • Fixed a bug where K’Sante could left click to cancel his All Out W.
  • Fixed a bug where K’Sante could sometimes double cast his W.
  • Fixed a bug where R's bonus AD and reduced resists would not dynamically update during All Out.
  • Fixed a bug where R's healing would not apply from damage dealt to shields.

LeBlanc

W damage increased. E tether completion damage increased.

After the 13.19 adjustments we’ve managed to accomplish our goal of getting LeBlanc off of Statikk Shiv, but her AP builds are currently struggling as a result. We’re looking to increase her scaling damage with these changes, as they directly buff her AP builds which should bring her damage output more in line with other assassins. We’re choosing Distortion and the end of Ethereal Chains because those are the spells with the richest gameplay for her and her opponents, placing LeBlanc’s power into her assassination, not her poke.

W - Distortion

  • Magic Damage: 75/115/155/195/235 (+65% AP) ⇒ 75/115/155/195/235 (+75% AP)

E - Ethereal Chains

  • Tether Proc Damage: 80/120/160/200/240 (+70% AP) ⇒ 80/120/160/200/240 (+80% AP)

Master Yi

E cooldown decreased.

Master Yi hasn't been having a good time this past patch due to the AD jungle changes so we'll be giving him back some power. Our goal with these changes is to increase his strength as an auto attacker above all else.

E - Wuju Style

  • Cooldown: 18 seconds ⇒ 14 seconds

Morgana

W damage increased, damage to monsters increased.

The Morgana changes from last patch accomplished a lot of the goals we had, but didn’t quite increase her power as much as we wanted in the mid lane and the jungle. Adding some more base damage to her W and increasing its damage to monsters should help give these roles a small buff without affecting her as a support too much, as we feel she’s at an appropriate power level in that role.

W - Tormented Shadow

  • Magic Damage per Second: 12/22/32/42/52 (+17% AP) ⇒ 12/23/34/45/56 (+17% AP)
  • Damage to Monsters Modifier: 165% ⇒ 170%

Rammus

Q damage decreased. W armor decreased.

Rammus was a huge winner thanks to patch 13.20 for three primary reasons. First, his jungle DPS skyrocketed with pets getting a better armor ratio. Second, with games going later due to the anti-snowballing changes, his early weaknesses became less important. Lastly, he's also performing better than his actual power level due to players typically picking him to counter heavy AD teams, so we should expect Rammus to win more than half of his games even if he'd be theoretically weak. Regardless, he's just winning a bit too hard. This patch, we're aiming to reintroduce some weaknesses back into his early game since his early clear has gotten so much faster.

Q - Powerball

  • Magic Damage: 100/125/150/175/200 (+100% AP) ⇒ 80/110/140/170/200 (+100% AP)

W - Defensive Ball Curl

  • Bonus Armor: 35 (+40/50/60/70/80% total armor) ⇒ 30 (+35/45/55/65/75% total armor)

Seraphine

Early mana regeneration buffed. Durability shifted from health to armor. Base ability values increased, AP ratios decreased. Cooldowns decreased.

Despite initially creating her as a mid laner, players have overwhelmingly spoken via Champion Select that they enjoy Seraphine Support as her primary playstyle, despite it not being very strong by the numbers. With her current tuning, we can't buff her, as bot lane AP carry Seraphine is about as strong as we’re comfortable with. This patch, we're attempting to bring AP carry, support, and mid Seraphine closer together in power. Our goal is to allow all her builds to be strong and express their strengths in different ways. As always, if we overshoot our changes, we’ll walk some back next patch.

We've got a few changes here: First, we're aligning her base stats to those of other enchanters, which means having an early reliance on mana regeneration, which encourages her to pick up Spellthief's and other similar support items. By shifting her durability from health into armor, she synergizes better with her own shields and other enchanter items that Seraphine commonly buys like Echoes of Helia.

Second, we're moving her power budget away from AP ratios and into base power. As supports get less gold than other roles, more reliable base damage tends to help them out a lot. By reducing her cooldowns, she’ll also apply enchanter items like Echoes of Helia and Ardent Censer more reliably.

Third, we're re-allocating some power toward solo lane specific areas and away from grouped up power. Significantly buffing E's rank-up makes late levels grant more damage. W's heal, which not only heals each champion in the area, but ramps its heal based on the number of nearby champions, is receiving a nerf, which disproportionately affects lanes where she's grouped.

The end result we’re aiming for is a Seraphine that is a strong support and bot laner with those as her primary roles since that's where most players want to play her. That said, we also have some changes aimed at retaining some of her mid-lane power for the small but dedicated player base that wants to continue to play her there.

Base Stats

  • Base Mana Regeneration: 8 ⇒ 11.5
  • Mana Regeneration Growth: 1 ⇒ 0.4
  • Base Mana: 440 ⇒ 360
  • Mana Growth: 40 ⇒ 50
  • Base Armor: 19 ⇒ 26
  • Health Growth: 104 ⇒ 90
  • Attack Speed Growth: 1% ⇒ 2%

Q - High Note

  • Cooldown: 10/8.75/7.5/6.25/5 seconds ⇒ 9/8/7/6/5 seconds
  • Damage: 55/70/85/100/115 (+45/50/55/60/65% AP) ⇒ 55/80/105/130/155 (+50% AP)

W - Surround Sound

  • Mana Cost: 50/60/70/80/90 ⇒ 80/85/90/95/100
  • Cooldown: 28/26/24/22/20 ⇒ 28/25/22/19/16
  • Shield: 50/70/90/110/130 (+25% AP) ⇒ 50/75/100/125/150 (+25% AP)
  • Missing Health Heal: 5/5.5/6/6.5/7% (+0.4% per 100 AP) ⇒ 3/3.5/4/4.5/5%

E - Beat Drop

  • Mana Cost: 60/70/80/90/100 ⇒ 60/65/70/75/80
  • Magic Damage: 60/80/100/120/140 (+35% AP) ⇒ 60/95/130/165/200 (+35% AP)

Tahm Kench

Passive Bonus Magic Damage decreased. W Cooldown refund increased.

The frog is clogged, thus we need to uninhibit the ribbit, unload the toad, and unbench the kench (did I miss any?). We want to avoid tuning Tahm in a way that will allow him to stat check his top lane matchups, so instead we’re opting to increase how well his passive scales once he gets some gold in his pockets. Additionally, we’re buffing up his W so that it feels more rewarding when successfully used to commit to engaging onto his opponents.

Passive - An Acquired Taste

  • Bonus Magic Damage: 8-60 (based on level) (+2% AP per 100 bonus health) (+3% bonus health) ⇒ 6-48 (based on level) (+2% AP per 100 bonus health) (+5% bonus health)

W - Abyssal Dive

  • Cooldown refund on champion hit: 40% ⇒ 40/42.5/45/47.5/50%

Varus

W damage increased. E slow effect increased.

Varus ended up losing out a bit from the anti-snowballing changes from 13.20 so he's getting a small compensation buff in this patch. We're aiming to keep his on-hit and lethality builds at similar power levels, so he's receiving light buffs that help both play styles. We specifically like that Varus provides some crowd control, so we're playing up that part of his kit. As an extra note, lethality Varus currently looks worse than it actually is as Duskblade is still the most often purchased first item despite Youmuu’s Ghostblade being the better option. So we’re avoiding buffing this build further as we expect it to get stronger as players update their build paths.

W - Blighted Quiver

  • Magic Damage: 7/12/17/22/27 (+35% AP) ⇒ 7/13/19/25/31 (+35% AP)

E - Hail of Arrows

  • Slow: 25/30/35/40/45% ⇒ 30/35/40/45/50%

Zyra

Base attack speed increased. Plant damage adjusted. Q damage increased. E damage adjusted.

Zyra has been a strong support for a very long time, but back in my day, she used to be a strong mid laner as well. While we expect Zyra to primarily be a support (which was where players have picked her ever since her release), we're attempting to buff up Zyra mid and jungle as strong alternate roles. Attack speed should help a last-hitting laner do a better job of sieging turrets when left alone in lane (primarily a mid lane phenomenon), while putting power into what mid Zyra maxes first should give her more lane control and better wave clear. Shifting some of her power from level scaling to AP ratios should also help buff her in a way that strengthens her jungle.

Base Stats

  • Level 1 Attack Speed: : 0.625 ⇒ 0.681 (Note: Attack Speed Ratio is unchanged)

Passive - Garden of Thorns

  • Plant Magic Damage: 20-100 (based on level) (+15% AP) ⇒ 20-88 (based on level) (+18% AP)

Q - Deadly Spines

  • Magic Damage: 60/95/130/165/200 (+60% AP) ⇒ 60/100/140/180/220 (+65% AP)

E - Grasping Roots

  • Magic Damage: 60/105/150/195/240 (+50% AP) ⇒ 60/95/130/165/200 (+60% AP)

Enchanter Proc Damage Changes

We're looking to bring enchanters into parity after the recent Milio passive changes to let their proc damage sources count as their own damage, but attribute kills to their buffed ally. This means that a select number of items and runes will proc off the enchanter's damage enchantments from now on. Proc damage now also provides an additional Spellthief's Edge proc on hit. Paired with this is a change to the Summon Aery major rune to prevent Aery from kill stealing when procced through an ally.
  • Ivern: W - Brushmaker
  • Leona: Passive - Sunlight
  • Lulu: Passive - Pix, Faerie Companion; E - Help, Pix!
  • Nami: E - Tidecaller’s Blessing
  • Renata Glasc: Passive - Leverage
  • Sona: Q - Hymn of Valor [Empowerment Only]
  • Yuumi: Q - Prowling Projectile [Empowerment Only]

Items

Hullbreaker

Hullbreaker is performing exceptionally well on too many users at the moment, which means it’s approaching dangerous territory. In this patch we’re looking to reduce its ability to stat-check opponents by reducing the amount of Armor and MR it gives, as this makes it too hard to stop a Hullbreaker split pusher in a 1v1.
  • Bonus Armor and Magic Resistance (Melee): 10-75 (based on level) ⇒ 10-60 (based on level)
  • Bonus Armor and Magic Resistance (Ranged): 5-37.5 (based on level) ⇒ 5-30 (based on level)

Runes

First Strike

Despite nerfing First Strike along with our other 13.20 rune adjustments, it's still outperforming other options and needs an additional nerf. This is a relatively straightforward nerf that should both reduce the amount of damage this rune provides and the amount of gold it can generate for users.
  • Bonus Damage: 8% ⇒ 7%

Phase Rush

We nerfed a bunch of keystones in 13.20 but left out Phase Rush, as our primary goal was to reduce gold scaling, not blanket nerfing all runes. Out of concern for Phase Rush becoming stronger than we'd like, we've decided to nerf it for 13.21. We'll only be nerfing this rune for melee users as we're concerned about champions like Garen taking advantage of it to reduce their weaknesses, and also because melee users gain more value out of the rune and are its most prevalent users outside of a handful of other champions which could benefit from keeping the power.
  • Bonus Movement Speed (Melee): 30-60% (based on level) ⇒ 25-50% (based on level)

Jungle Sustain Adjustments

Last patch made meaningful gains in lowering the jungle's power in how games play out, but unfortunately this also resulted in junglers having less fun in the role. That said, we're looking to revert or buff some of the things that were nerfed in 13.20. Our main goal here is to return safety to the jungle. While this means that junglers will have higher health pools when they gank, it's important that they feel like obtaining their primary source of income by farming camps is roughly as safe as laners farming their waves.

Speaking more broadly to our goals with how the changes from last patch landed, we're happy that laners have relatively more stats in the early game, that jungle tanks have fallback patterns of farming, that junglers spend a bit more time in their jungle between ganks, and that junglers have fewer role-specific strengths not tied to their champion kits.
  • Jungle Companion Damage: 16 (+10% AP) (+20% bonus armor) (+20% bonus magic resistance) (+3% bonus health) ⇒ 15.5 (+12% AP) (+10% bonus AD) (+20% bonus armor) (+20% bonus magic resistance) (+3% bonus health)
  • Jungle Companion Healing per Second: 70% of damage dealt, capped at 12-45 (levels 1-12) ⇒ 12-35 (levels 1-10) (Note: This is now flat guaranteed healing instead of a ratio and a cap)
  • Heal on Monster Kills: 12% Missing Health ⇒ 36-90 (levels 1-10) (up to 2.25x based on missing health)
  • Mana on Monster Kills:20% Missing Mana ⇒ 19-87 (levels 1-18) (up to 2.25x based on missing mana)

ARAM Adjustments

Buffs

  • Ezreal: 103% Damage Taken ⇒ 100% Damage Taken
  • Kindred: Total attack speed increased by 2.5%
  • Naafiri: 100% Damage Taken ⇒ 95% Damage Taken
  • Yone: 103% Damage Dealt ⇒ 105% Damage Dealt

Nerfs

  • Briar: 130% Healing ⇒ 120% Healing
  • Jinx: 95% Damage Dealt ⇒ 90% Damage Dealt
  • Lillia: E Cooldown; 14 seconds ⇒ 18 seconds
  • Morgana: 94% Damage Dealt ⇒ 90% Damage Dealt
  • Milio: 95% Shielding ⇒ 90% Shielding
  • Nunu & Willump: 120% Healing ⇒ 110% Healing

Adjustments

  • Aurelion Sol: E Cooldown; 12 seconds ⇒ 14 seconds. Ability Haste; -20 ⇒ 0

Worlds Clash

Worlds is here! Team formation for the second weekend of Worlds Clash will be open starting on October 30th and the tournaments will be on November 4th and 5th. Here’s a refresh on the rewards:

In addition to the Trophy, Banner, and Logo rewards of other Clash tournaments, Worlds Clash has an additional Loot Capsule as a reward. The Capsule contains the following:
  • For Worlds Clash participants with Premium tickets who finish between 1st - 7th place: (1) Championship Skin Permanent
  • For all Worlds Clash participants (Premium and Basic tickets) who finish 1st place: (1) World's Event Capsule
  • For Worlds Clash participants with Premium tickets who finish between 8th - 15th place: (1) Championship Skin Shard
Since Worlds Clash is a 16-team bracket instead of the usual 8-team bracket, there will be an additional level of rewards based on number of wins/losses in the orbs and capsules:
  • Basic Ticket: 0W, 3L: 3 Win XP Boost, 1 Mystery Icon, 1 Clash Logo
  • Basic Ticket: 1W, 3L: 1 Mystery Emote, 640 Ward Skin, 1 Clash Logo
  • Basic Ticket: 2W, 2L: 640 Ward Skin, 975 Skin Shard,1 Mystery Icon, 1 Mystery Emote, 1 Clash Logo, 1 Basic Ticket
  • Basic Ticket: 3W, 1L: 640 Ward Skin, 975 Skin Shard, 1350 Skin Shard, 1 Mystery Icon, 1 Mystery Emote, 1 Chibi Icon, 1 Clash Logo, 1 Basic Ticket
  • Basic Ticket: [World's Clash ONLY] 4W: 640 Ward Skin, 975 Skin Shard, 1350 Skin Shard, 1 Mystery Icon, 1 Mystery Emote, 1 Chibi Icon, 1 Clash Logo, 1 Basic Ticket, Worlds Orb/Capsule
  • Premium Ticket: 0W, 3L: 1 Basic Ticket, 500 OE, 750 Skin Shard, 1 Logo
  • Premium Ticket: 1W, 3L: 1 Basic Ticket, 500 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1 Logo
  • Premium Ticket: 2W, 2L: 1 Basic Ticket, 750 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1820 Skin Shard, 1 Logo
  • Premium Ticket: 3W, 1L: 1 Basic Ticket, 750 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1820 Skin Shard,1 Chibi Icon, 10 Mythic Essence, 1350 Skin, 1 Logo
  • Premium Ticket: [World's Clash ONLY] 4W: 1 Basic Ticket, 750 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1820 Skin Shard,1 Chibi Icon, 10 Mythic Essence, 1350 Skin, 1 Logo, Worlds Orb/Capsule

Mythic Shop Rotation

In this patch, Soulstealer Vayne is entering the shop off-cycle to account for the availability of her exclusive LPL chromas. We’re doing so to make sure players have a chance to pick her up, similar to the other skins that are receiving chromas. Soulstealer Vayne and chroma will remain in the Mythic Shop until November 28th (partway into 13.23). Soulstealer Vayne will cost 125 ME. The First Decennial chroma plus icon will cost 40 ME. The Tenfold Triumph chroma will be available for direct purchase in the Store for 290 RP.

Now Available

  • Soulstealer Vayne
  • Soulstealer Vayne (First Decennial) chroma + icon

Leaving the Mythic Shop

  • Prestige La Ilusion Renata Glasc

Bugfixes & QoL Changes

QoL Changes

  • The success threshold for an early AFK surrender has been lowered from 100% to 70%.
  • The [Premade] ping prefix has been changed to [Party] to match the existing party chat pattern.
  • Made adjustments to Coven Nilah’s E+Q combo so that it no longer looks visually similar to Coven Morgana’s Q.

Bugfixes

  • Fixed a bug that caused Fiora’s Passive to ignore Shen’s W dodge.
  • Fixed several VFX and SFX bugs that were occurring after Jax’s visual update.
  • Fixed a bug that caused Tryndamere’s E hitbox to be much smaller than intended.
  • Fixed a bug that caused Singed’s Q to not properly stack Conquer.
  • Fixed a bug that caused Ezreal’s VO for First Blood and Epic Monster attacks to not play.
  • Fixed a bug that caused Vex’s R projectile to not damage enemy minions or monsters.
  • Fixed a bug that caused Milio’s R to not cleanse Renata’s Berserk.
  • Fixed a bug that caused Ivern’s W passive to not trigger when attacking epic monsters.
  • Fixed a bug that caused Varus’ W buff timer VFX to not display clearly.
  • Fixed a bug that caused Viego to reset Crown of the Shattered Queen’s passive time to reset after ending a possession.
  • Fixed a bug where Cosmic Enchantress Lulu’s Pix used the Base trail VFX from the Enemy POV.
  • Fixed a bug where Cosmic Enchantress Lulu’s Whimsy (W) VFX did not follow the target enemy’s movement as intended.
  • Fixed a bug where Star Guardian and Pajama Guardian Lulu’s Whimsy (W) on-ground VFX did not follow target Enemy’s movement as intended.
  • Fixed a bug where Coven Nami’s Tidal Wave (R) ability's SFX were not entirely audible when the ability was launched from the Fog of War.
  • Fixed a bug where Bilgerat Rumble’s Equalizer (R) was missing some VFX.
  • Fixed a bug where Super Galaxy Rumble’s Flamesplitter (Q) VFX was getting cut off by the ground.
  • Fixed a bug where Super Galaxy Rumble’s Junkyard Titan (P) was missing the red overlay while overheated.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 13.20 Notes

New patch, NewJeans, new changes—welcome to patch 13.20!

In this patch we have some pretty big changes, namely to the jungle and snowballing mechanics. For the jungle, our goals are twofold: first, we want to lower the power of the jungle as a role. Junglers are of supreme importance in the mid and late game due to their exceptional control over epic monsters, which means they do not need to be as dominant as they are in PvP interactions. Second, we want to ensure the role is satisfying to play. Lowering some of the stress around Smiting epic monsters with targeting forgiveness and protecting camps from non-jungle poaching should ensure they're able to perform. With regards to snowballing in League, our main goal is to decelerate how quickly teams can snowball early leads so that everyone can access other fun parts of the mid to late game like team fighting and objective planning that should have a bigger role in deciding games. We've got quite a few changes on these topics, so make sure you read more down below! We also have our usual balance adjustments as well, with some larger changes to K'Sante and more moderate ones for champs like Morgana and Bel'Veth.

We also have a lot of drops that you won't want to miss out on in this patch as well, like the Jax visual update, another round of additions to the Coven skin line, and last, but certainly not least, the much requested adaptation of Redeemed Xayah and Rakan for League! We'll also be updating the loading screen on Summoner's Rift to a new one celebrating the 2023 Worlds Championship.

Lastly we have some follow up adjustments to the ranked restrictions and ping adjustments from the last patch based on player feedback, so make sure to check those out as well.

Looking for the new TFT patch instead? You can check out their newest patch, Portals Remastered, using this portal to the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Worlds 2023 Renekton, Coven Nami, Coven Nilah, Coven Akali, Coven Elise, Old God Mordekaiser, and Prestige Coven Akali will be available October 11, 2023 at 18:00 UTC. Coven Syndra has been delayed to next patch.

Redeemed Star Guardian Xayah and Rakan will be made available for purchase this patch for 1820 RP each. If you own the original Star Guardian skin, you can get the Redeemed version of the same champion for 45% off (1001 RP). If you get the Redeemed version first, you can get the original for 45% off as well. They will be available for purchase until December 31, 2023 at which point they will be removed from the shop.

Jax Visual Update

In this patch we have Jax's Visual Update coming to servers everywhere! He still doesn't have a real weapon, but he does have a reel weapon. Make sure to give him a try and be sure to drop by your nearest river on the Rift to enjoy some fishing when you roam.

Champions

Akshan

Q bonus movement speed decreased. E base damage decreased.

Akshan has been doing a bit too well in skilled and Elite brackets of solo queue and could use some toning down. In this patch we're targeting his early game as it tends to be more Elite skewed. He's currently too dominant in lane, and since we just buffed his late game functionality in 13.17, we'll be reducing his early Q movement speed and E base damage which are most utilized by high skill Akshan players. These nerfs are intended to make it more possible for opponents to trade with him while still retaining his passive and early game strength.

Q - Avengerang

  • Bonus Movement Speed: 40% ⇒ 20/25/30/35/40%

E - Heroic Swing

  • Damage per Shot: 30/45/60/75/90 (+17.5% bonus AD) (1 + 0.3 per 100% bonus attack speed) ⇒ 25/40/55/70/85 (+17.5% bonus AD) (1 + 0.3 per 100% bonus attack speed)

Bel'Veth

Passive bonus attack speed after spell cast decreased. E can now critically strike, damage reduction decreased, minimum damage adjusted, on hit damage increased. R Remora health adjusted.

Our Void queen has been dominating the early game jungle in higher skill brackets of play, which doesn't seem quite right given that she's supposed to be a late game scaling champion. Our goal with this change list is to shift power away from her early game and bruiser builds and into her builds that prioritize late game scaling and critical strikes.

Passive - Death In Lavender

  • Bonus Attack Speed After Spell Cast: 25-50% (scales linearly based on level) ⇒ 20-40% (scales using stat progression multiplier)

E - Royal Maelstrom

  • newCritical Stabby Stabs: Damage from Bel'Veth's E can now critically strike.
  • Damage Reduction: 70% ⇒ 42/49/56/63/70%
  • Minimum Physical Damage: 8/10/12/14/16 (+6% AD) ⇒ 6/7/8/9/10 (+8% AD)
  • Minimum On Hit Damage: 6% ⇒ 8%

R - Endless Banquet

  • Remora Health: 40/50/60% of minion's maximum health ⇒ 20/45/70% of minion's maximum health
  • True Form Out-of-Combat Movement Speed: 25/50/75 ⇒ 10/45/80

Galio

W cooldown decreased, shield restoration time decreased.

Our Galio buff from last patch wasn't as impactful as we had hoped for, and as we're looking to give him more power back, we wanted to take the changes a little bit further this time. He could use some help after the laning phase, so we're targeting his later game durability. Both the passive and active on his W retain high cooldowns throughout the game, so we decided to increase their uptime. With these changes we intend to make his unique anti-mage outputs stand out more and give him the much needed survivability a melee champion who has to get into close range in teamfights needs.

W - Shield of Durand

  • Cooldown: 18/17.5/17/16.5/16 seconds ⇒ 18/17/16/15/14 seconds
  • Shield Out-of-Combat Timer: 12 seconds ⇒ 12/11/8 seconds (levels 1/6/11)

Jinx

Health growth increased. Passive bonus total attack speed now stacks. R cooldown decreased, base damage increased, AD scaling increased.

Jinx had a blast at MSI this year, but after the nerfs post-MSI and ADC itemization changes that came afterwards, she's been having a tough time. This set of changes is aimed at increasing her power in average skill brackets without putting her over the line in Pro play come the beginning of next year. Get excited, because we have a Get Excited! Buff that players should really appreciate alongside a little extra explosive power in her Super Mega Death Rocket.

Base Stats

  • Health Growth: 100 ⇒ 105

Passive - Get Excited!

  • newStacks on Stacks: The 25% bonus total attack speed gained from Get Excited! on takedowns now stacks.

R - Super Mega Death Rocket!

  • Cooldown: 75/65/55 seconds ⇒ 70/60/50 seconds
  • Minimum Damage: 30/45/60 (+15% bonus AD) (+25/30/35% of target's missing health) ⇒ 32.5/47.5/62.5 (+16.5% bonus AD) (+25/30/35% of target's missing health)
  • Maximum Damage: 300/450/600 (+150% bonus AD) (+25/30/35% of target's missing health) ⇒ 325/475/625 (+165% bonus AD) (+25/30/35% of target's missing health)

K'Sante

All abilities adjusted.

K'Sante has been suffering in average play due to needing to balance him around Pro since his launch. Once mastered, he leaves little room for reaction and his opponents will often find themselves dead while being stunned the whole time. After all, it doesn't matter how good Showmaker is if K'Sante can hit-confirm his whole combo via an instant cast spell. Meanwhile, most players won't even know what that means.

The changes here broadly serve two goals: the first is to slow down the beginning of K'Sante's combos: Path Maker now has a minimum channel time and he cannot Flash during Q3. Both of these changes will allow skilled players to outplay his incoming combos which was difficult to do before. However, if these more difficult skill shots land, K'Sante can combo his abilities together just as before.

The second set of goals aims to give K'Sante stronger overall abilities now that his counterplay has been improved. This means much stronger stuns and damage from W plus more reliable upsides from All Out.

Base Stats

  • Base Health: 610 ⇒ 570
  • Health Growth: 108 ⇒ 115
  • Armor Growth: 4.7 ⇒ 5.2

Passive - Dauntless Instinct

  • All Out Bonus Damage: 35% (+20% per 100 bonus armor) (+20% per 100 bonus magic resistance) ⇒ 35%

Q - Ntofo Strikes

  • newNot so Flash: Recasting K'Sante's third Q will now disable Flash during its windup
  • newStat Check: Shift-Tooltip now shows your progress on the Armor/MR and HP for cooldown and cast time
  • Physical Damage: 50/75/100/125/150 (+40% AD) (+30% bonus armor) (+30% bonus magic resistance) ⇒ 30/60/90/120/150 (+40% AD) (+30% bonus armor) (+30% bonus magic resistance)

W - Path Maker

  • Mana Cost: 75/80/85/90/95 ⇒ 60/65/70/75/80
  • newMinimum Channel Time: 0.65 seconds (Note: Maximum channel time is unchanged at 1 second)
  • newMaximum Damage: Path Maker's damage, crowd control, dash distance, and all other outputs will no longer be tied to the ability's charge time
  • Damage Reduction: 25% (+10% per 100 bonus armor) (+10% per 100 bonus magic resistance) (+1% per 100 bonus health) ⇒ 40-65% (based on champion level)
  • Stun Duration:0.3/0.35/0.4/0.45/0.5 - 0.85/0.95/1.05/1.15/1.25 seconds ⇒ 1.25 seconds
  • Damage: 2/2.25/2.5/2.75/3 - 7/7.25/7.5/7.75/8% of target's maximum health ⇒ 20/40/60/80/100 (+50% total AD) (+30% bonus armor) (+30% bonus magic resistance) (+6/7/8/9/10% of target's maximum health)

W - Path Maker (All Out Version)

  • newMinimum Channel Time: 0.5 seconds (Note: Maximum channel time is unchanged at 1 second)
  • newMaximum Damage: Path Maker's damage, crowd control, dash distance, and all other outputs will now always deal the maximum corresponding values and will no longer be tied to the ability's charge time
  • Damage Reduction: 30% (+12% per 100 bonus armor) (+12% per 100 bonus magic resistance) (+1.2% per 100 bonus health) ⇒ 50-75% (based on champion level)
  • removedAll Out of Extra Damage: While All Out, Path Maker will no longer deal extra damage (aside from the bonus AD provided upon entering All Out)
  • Cooldown: 24/22/20/18/16 seconds ⇒ 18/16.5/15/13.5/12 seconds

R - All Out

  • Maximum Health Threshold: 55% ⇒ 65%
  • Knockback Distance: 350 ⇒ 300
  • Damage on Initial Cast: 35/70/105 (+ 20% AD) physical damage ⇒ 70/110/150 (+65% AP) magic damage
  • Damage on Successful Wall Slam: 150/250/350 physical damage ⇒ 70/110/150 (+65% AP) magic damage
  • Attack Resets: Attack reset timing has been slowed down to match K'Sante's base form
  • newAll Out (of stacks): Casting All Out will now reset Q - Ntofo Strikes' current stacks
  • Bonus Attack Damage Gained: 5 (+32.5% bonus armor) (+32.5% bonus magic resistance) ⇒ 15/30/45 (+25% bonus armor) (+25% bonus magic resistance)
  • Healing: 10% (+0.75% per 100 bonus health) omnivamp ⇒ 10/15/20% healing on all damage versus champions
  • newWeights are Off: K'Sante now gains 25/35/45% bonus attack speed when All Out

Kai'Sa

Base armor decreased.

Kai'Sa is an extremely common marksman in high skill brackets. The fact that she's so frequently blind pickable in high-skilled play has led us to believe she doesn't have enough weaknesses. As a very mobile and strong scaler with incredible build variety (totally reasonable strengths!) she needs to have weaknesses that skilled players can punish. Thus, we're targeting her early laning phase without trying to take away too much of her overall power.

Base Stats

  • Armor: 28 ⇒ 25

Milio

Burn damage dealt by allies now procs Milio's items. E cooldown decreased, base shield strength increased. R healing AP ratio increased.

Milio's been feeling pretty down after his heavy passive and protection nerfs due to his extremely strong showing in Pro earlier this year. With these changes we're looking to bring back some power that was taken away and add exciting systemic interactions with a meaningful change to his passive.

Passive - Fired Up

  • On Fire: Burn damage now counts as Milio's damage even when applied through allies, allowing it to interact with a select number of items like Chemtech Putrifier. Burn damage will still grant the ally who applied the debuff the kill, preventing Milio from accidentally kill stealing confirming kills.

E - Warm Hugs

  • Cooldown: 18/17/16/15/14 seconds ⇒ 17/16/15/14/13 seconds
  • Shield Strength: 60/85/110/135/160 (+30% AP) ⇒ 60/90/120/150/180 (+30% AP)

R - Breath Of Life

  • Healing: 150/250/350 (+30% AP) ⇒ 150/250/350 (+50% AP)

Morgana

W AP ratio increased, damage to monsters increased. E cooldown increased early. R movement speed increased, stun duration increased, magic damage increased.

Morgana has felt weak for a while, but it's been difficult to buff her due to her high ban rate. This patch, we're buffing her ult to ensure it continues to be worth casting as the game progresses, but slightly increasing the E cooldown to give CC supports more windows to interact with her. We're also helping out her midlane and jungle with buffs to W scaling.

W - Tormented Shadow

  • Magic Damage per Second: 12/22/32/42/52 (+14% AP) ⇒ 12/22/32/42/52 (+17% AP)
  • Monster Damage Modifier: 155% ⇒ 165%

E - Black Shield

  • Cooldown: 24/22/20/18/16 seconds ⇒ 26/23.5/21/18.5/16 seconds

R - Soul Shackles

  • Bonus Movement Speed: 5/30/55% while facing towards tethered enemies ⇒ 10/35/60% in all directions
  • Stun Duration: 1.5 seconds at all ranks ⇒ 1.5/1.75/2 seconds
  • Magic Damage: 150/225/300 (+70% AP) ⇒ 175/250/325 (+80% AP) (Note: this will still hit twice, once upon initial cast and a second time when the tether stuns)

Quinn

Base health decreased, base movement speed decreased, attack damage growth increased.

We made changes to Quinn in 13.17 after we identified she was getting incredibly squishy due to build changes after the midseason item update. While we tried to compensate for some increased midgame durability buffs with some base damage nerfs, she ended up stronger overall, which wasn't our goal. This patch, we're taking a more holistic look at the champion with two goals: nerfing her on average and granting her better gameplay for her and her opponents.

Why base health? This places her much closer to other ranged top laners with strong anti-melee tools like Mini Gnar and Teemo. We still believe in the goals and results of increasing her health scaling, but she doesn't really need strong durability in the laning phase. The move speed nerf is part of a long-term effort to rein in the overall movement speed in the game. In Quinn's case, she already has substantial movement speed buffs through W and R, so she isn't really going to be missing it too much.

Base Stats

  • Base Health: 603 ⇒ 565
  • Movement Speed: 335 ⇒ 330
  • Attack Damage Growth: 2.4 ⇒ 2.7

Zed

W cooldown increased.

While the vast majority of Zed players max Q first and E second, W max second is currently better and is growing in popularity among high-skill brackets of play. This is giving Zed expectation-breaking ability uptime, as he's also acquiring plenty of haste through his item builds. Since we're addressing the items with the 2024 gameplay changes, we're looking to nerf his incentive for maxing W directly. This is mostly intended to nerf the W max second optimization while not affecting the majority of Zed players, as they put their second point in W at level 14 when they already have a lot of haste.

W - Living Shadow

  • Cooldown: 20/18.5/17/15.5/14 seconds ⇒ 20/19.25/18.5/17.75/17 seconds

Ziggs

Q hitbox increased.

Ziggs hasn't been his bubbly booming self recently, so we're giving him a buff that we hope his mains will appreciate. His Q, while intended to be a bit unreliable, could miss in situations where players expect it to land, so we're looking to revert the nerf all the way back from 4.11 (that's right, Riot Games remembers). We believe in his current state there's room for us to increase the radius of his Q while still retaining its unreliable theme.

Q - Bouncing Bomb

  • Explosion Hitbox: 150 ⇒ 180

Items

Blighting Jewel

Blighting Jewel was nerfed in the durability update of 12.10 when all champions gained extra Magic Resist and as a result is an underpowered epic item. We don't think it needs to be weak, but still shouldn't be an item players are comfortable sitting on without upgrading all the way to Void Staff as we'd like to reserve important power spikes for full item completions.
  • Total Price: 1250 gold ⇒ 1100 gold

Duskblade of Draktharr

Duskblade has proven resilient to recent nerfs and is still too powerful, getting poached by other classes more than we're comfortable with. We made some fighter adjustments a few patches ago that helped those champions find support with new builds, but now we're turning our attention to Duskblade itself. Assassins fear not: we're also buffing Youmuu's this patch so that your favorite champion should have appropriately strong lethality options in case Duskblade isn't pulling its weight any more.

Ability haste and generic damage amplification are our targets now because these are the most class-agnostic stats on the item. Low health champions frequently die to assassins already and their burst combos rarely care about ability haste against an individual target. Duskblade will still have the most haste late game due to its Mythic Passive, but this will slightly reduce cases of champions poaching the item.
  • Ability Haste: 20 ⇒ 15
  • Damage Amplification: 0-18% (at 0-70% missing health) ⇒ 0-16% (at 0-70% missing health)

Lord Dominik's Regards

The current damage amplification from LDR's passive, Giant Slayer, was calculated as pre-application, meaning it triggered after things like shields and lifesteal. In this patch, we'll be moving it to pre-mitigation, which should be more intuitive to how players think about and use the item. Since this will result in a power increase for the item, we're proactively giving it a small nerf to avoid overpowering it.
  • Giant Slayer Passive: 0-25% increased Physical and Magic damage against targets with more maximum health than the user (maximum at 2500 more) ⇒ 0-22% increased Physical and Magic damage against targets with more maximum health than the user (maximum at 2500 more)
  • newUpdated Math: Passive - Giant Slayer now applies before Shields and Lifesteal are calculated

Youmuu's Ghostblade

Youmuu's Ghostblade isn't pulling its weight for assassins who want to get into fights and burst their primary target quickly. Instead, it's got a few decent marksman users. Youmuu's has a strong mechanic for start-of-fight lethality, so a buff to Haunt should disproportionately buff assassins without giving as much power to marksmen.
  • Spectral Shard Lethality: 3-12 (level 7-18) ⇒ 7-18 (level 7-18)

Jungle Adjustments

Smite

We're updating Smite to make it more user-friendly. If your cursor is on top of a Large or Epic monster, minion, or champion, it will Smite that target, just as it always has. However, if your cursor isn't hovering over an allowed target, it will automatically target the closest Epic monster within a small radius. This means junglers can still Smite Dragons or Baron even with a massive Cho'Gath in the way simply by moving their cursor off to the side. We still think it's valuable for timing to matter, but requiring precise aiming for Smite is not something we want to subject junglers to. Otherwise, we're lowering Smite's overall damage output when aimed at enemy champions and pets. It's now primarily meant to be a slow with some minor damage attached, as opposed to an actual true damage nuke.
  • Damage to Champions/Pets: 20-160 (levels 1-18) ⇒ 40 at all levels
  • Close Only Counts in Horseshoes, Hand Grenades, and Epic Smites: Smite now has 350 units of targeting forgiveness against Epic Monsters. This means if your cursor is near their model but not on top of another valid target it will act as though you are targeting them.
  • Damage Type: Spell ⇒ Proc (Note: this means that Smite will no longer trigger on-spell effects like Demonic Embrace, similar to Ignite)
  • Primal Smite AoE Damage when Smiting Monsters: 50% of Smite's damage ⇒ 100% of Smite's damage

JUNGLE COMPANION UPGRADES


Our goals with these changes are to trim some hard-to-appreciate or simply overpowered aspects of the avatar upgrades. For example, most players haven't noticed the epic monster damage reduction. Mosstomper's tenacity made it too hard to disengage from enemy junglers, and Gustwalker's move speed made it too easy for junglers to cross the map quickly. We'll keep an eye out for jungle item balance after this patch to ensure that each of the pets still has a viable place on the roster.
  • removedAll Primal Smites: Junglers with Primal Smite no longer take 20% less damage from epic monsters when two or more allies are nearby
  • Gustwalker Movement Speed: While in a brush, gain 45% bonus movement speed, decaying over 2 seconds after leaving the brush. Killing a large monster increases this effect to 60% for 2 seconds ⇒ While in a brush, gain 30% bonus movement speed, decaying over 2 seconds after leaving the brush. Killing a large monster increases this effect to 45% for 2 seconds
  • Mosstomper Shield: 60-281 (levels 1-18) ⇒ 180-300 (levels 10-18)
  • removedMosstomper Tenacity and Slow Resist: Mosstomper will no longer grant the user tenacity or slow resistance
  • Scorchclaw Damage Type Requirement: Any damage ⇒ Attacks and Spells (Note: this means that Smite will no longer trigger Scorchclaw's slow and burn)

NORMAL CAMP HEALTH


With these changes we're looking to slightly slow down clears after the first clear, with level 1 and 2 being identical to how they are today. The biggest addition here is that health now scales past level 11 as champions continue to gain damage, since all other respawning sources of gold, like minions, Epic monsters, and champions all do. Blue and Red buff scale harder late game than regular monsters, since they provide twice the number of buffs that they used to. The raptors change will slightly close the gap between AoE and single-target junglers, who typically wait for their pet to clean up small raptors anyway.

MONSTER HEALTH VALUES

  • Blue Sentinel Health: 2300-4600 (levels 1-11) ⇒ 2300-6210 (levels 1-18)
  • Red Brambleback Health: 2300-4600 (levels 1-11) ⇒ 2300-6210 (levels 1-18)
  • Sir Gromp Health: 2050-4100 (levels 1-11) ⇒ 2050-4817.5 (levels 1-18)
  • Crimson Raptor Health: 1100-2585 (levels 1-11) ⇒ 1200-2820 (levels 1-18)
  • Raptors Health: 500-1000 (levels 1-11) ⇒ 500-1175 (levels 1-18)
  • Greater Murk Wolf Health: 1600-3200 (levels 1-11) ⇒ 3760 (levels 1-18)
  • Murk Wolves Health: 630-1260 (levels 1-11) ⇒ 630-1480.5 (levels 1-18)
  • Ancient Krug Health: 1350-2700 (levels 1-11) ⇒ 1350-3172.5 (levels 1-18)
  • Krug Health: 650-1300 (levels 1-11) ⇒ 650-1527.5 (levels 1-18)
  • Mini Krugs Health: 60-105 (levels 1-11) ⇒ 60-141 (levels 1-18)

MONSTER HEALTH SCALING FORMULAS


For those of you looking to put all these numbers into a spreadsheet, this one's for you.
  • Health Scaling - Crimson Raptor: 100/135/160/185/210/235% of base health (levels 1/3/5/7/9/11) ⇒ 100/100/120/130/140/150/160/170/180/190/200% of base health (levels 1-11), +5% per level up to 235% at level 18
  • Health Scaling - Krugs & Mini Krugs: 100/112.5/125/140/150/160/175% of base health (levels 1/3/5/7/8/9/11) ⇒ 100/100/120/130/140/150/160/170/180/190/200% of base health (levels 1-11), +5% per level up to 235% at level 18
  • Health Scaling - Red Brambleback & Blue Sentinel: 100/120/140/160/180/200% of base health (levels 1/3/5/7/9/11) ⇒ 100/100/120% of base health (levels 1/2/3), +10% per level up to 270% at level 18
  • Health Scaling - All Other Jungle Monsters (excluding Scuttle): 100/120/140/160/180/200% of base health (levels 1/3/5/7/9/11) ⇒ 100/100/120/130/140/150/160/170/180/190/200% of base health (levels 1-11), +5% per level up to 235% at level 18

RIFT SCUTTLER


Rift Scuttler is an important objective, which means it needs to have an appropriate amount of health for its value. Its rewards also need to align better with other jungle camps. Since other camps only scale in experience while Scuttler increases in both gold and XP, we've adjusted Scuttler's rewards to now scale more slowly.
  • Health:1550-3202.5 (levels 1-18, linear scaling) ⇒ 1550-5580 (levels 1-18, non-linear scaling)
  • Gold Given: 55-99 (levels 1-9, linear scaling) ⇒ 55-126.5 (levels 1-18, non-linear scaling)
  • Experience Given: 20-180 (levels 1-9, linear scaling) ⇒ 20-230 (levels 1-18, non-linear scaling)

Krug Experience Adjustments

  • Mini Krug Experience: 16-21.6 (levels 1-9) ⇒ 16-23.2 (levels 1-9)
  • Krug Experience: 10-13.5 (levels 1-9) ⇒ 10-14.5 (levels 1-9)

MONSTER ATTACK DAMAGE AND CHAMPION CLEAR HEALTH


With this list of changes we're taking a small swing at the shape of jungle clears. We have a few goals here: first, we're trying to limit the degree that junglers can fully heal from a short trip to their jungle. Capping the pet heal per second and converting the monster kill heal into percent missing health should keep junglers from easily healing back up to full. Because healing is lower on average, we're slightly reducing monster attack damage in the early game and otherwise just smoothing out AD progression in the late game. It's worth remembering that large monsters also deal some percent current health damage, so these changes are actually pretty small in practice.

Finally, we're updating the jungle pet scaling rules. As they are today, buying resistances is substantially worse than buying bonus health, which unfairly hurts tanks depending on their builds. These changes will mean companions will scale equally as well regardless of whether their owner itemizes health, armor, or magic resist. Meanwhile, we're lowering the conversion of offensive stats (AD and AP) into pet damage, since they already increase clear speed on their own. Due to the substantial increase in pet damage through armor/MR scaling, we're implementing a generous cap onto pet healing, which mostly just exists for edge cases like Rammus, who creates a huge amount of bonus armor.

MONSTER ATTACK DAMAGE FORMULA

  • Monster Attack Damage Formula: 100/100/120/120/130/130/140/150/180/180/200/220/230/250/260/280/300/300% of base AD ⇒ 100/100/110/115/120/125/135/145/155/165/180/195/210/225/240/260/280/300% of base AD

SUSTAIN IN THE JUNGLE

  • Health Restored on Large Monster Kill: 30-166 (up to 2.25x based on missing health) ⇒ 12% missing health
  • Mana Restored on Large Monster Kill: 19-87 (up to 2.25x based on missing mana) ⇒ 20% missing mana

JUNGLE COMPANION SCALING

  • Jungle Companion Damage: 16 (+10% bonus AD) (+12% AP) (+10% bonus armor) (+10% bonus magic resistance) (+3% bonus health) true damage ⇒ 16 (+10% bonus AD) (+10% AP) (+20% bonus armor) (+20% bonus magic resistance) (+3% bonus health) (Note: the armor and magic resistance changes mean that bonus armor/MR will provide similar damage per gold to bonus health)
  • Companion Damage Radius: 900 ⇒ 650 (Note: this makes it less likely that your companion will damage Epic monsters while fighting Rift Scuttler)
  • Companion Heal per Second: 70% of damage dealt (note: this is unchanged)
  • newCompanion Heal per Second Cap: Companion's heal per second is now capped at 12-45 (levels 1-12)

ANTI-POACHING ADJUSTMENTS


Junglers should not feel the following changes, but they should be something laners will feel. Mathematically, camps now have 20% more health for non-junglers while junglers themselves won't notice a thing (unless of course they don't buy a jungle item). This means that laners will have to rely on lane minions a bit more than they currently do and junglers will find their camps poached less often than they currently do today.
  • Jungle Item Bonus Damage to non-Epic Monsters: 20% ⇒ 42%
  • Large Monster Armor & Magic Resistance: 20 ⇒ 42
  • Small Monster Armor & Magic Resistance: 0 ⇒ 20

LANE MINION EXPERIENCE ADJUSTMENTS FOR JUNGLERS


Because we're enacting some protection for junglers to have their own camps available, we'll also be implementing some changes to disincentivize junglers from poaching lane minions. We're updating the "catch-up experience" rules from the minion penalty to match the monster penalty change from a few patches ago. We're also marking the 20-minute Baron spawn as the more obvious change in game state that alleviates the jungle minion experience rules as opposed to the less obvious 14 minute mark. While we're here, we've also fixed a bug that locked junglers into their current experience penalty whenever they finished their jungle item. Overall, these changes amount to roughly 8% less minion experience than they give today for the early and mid game.
  • Minion Experience Penalty Disable: 1.1 levels behind the game average ⇒ 1.5 levels behind the game average
  • Minion Experience Received: 40-75% at minutes 0-14, then 100% ⇒ 30-100% at minutes 0-20
  • Bugfix: Minion Experience penalty is no longer locked in whenever jungle item is finished

STARTER ITEM BUFFS


At the moment, we don't intend to make the jungle itself any scarier, but we'd like to lower the power of early ganks a tad. Because we can't really change the strength of low-level monster caps, we instead have to approach it from the angle of increasing the power of laners themselves. We're buffing up non-jungle starting items to give these laners a tiny bit more power for whenever they do have to interact with junglers.
  • One at a Time: All champions may now only buy one Doran's item

Doran's Blade

  • Attack Damage: 8 ⇒ 10
  • Health: 80 ⇒ 100

Doran's Ring

  • Ability Power: 15 ⇒ 18
  • Health:70 ⇒ 90

Doran's Shield

  • Health: 80 ⇒ 110
  • Regeneration when Damage: 0-40 health over 8 seconds ⇒ 0-45 over 8 seconds (Note: maximum is unchanged at 25% remaining health)

Dark Seal

  • Stack Friendly: Dark Seal is not unique with other Doran's items, so feel free to pick both up
  • Health: 40 ⇒ 50

Relic Shield

  • Ability Power: 5 ⇒ 7
  • Health: 30 ⇒ 50

Steel Shoulderguards

  • Attack Damage: 3 ⇒ 4
  • Health: 30 ⇒ 50

Spectral Sickle

  • Attack Damage: 5 ⇒ 6
  • Health: 10 ⇒ 25

Spellthief's Edge

  • Ability Power: 8 ⇒ 10
  • Health: 10 ⇒ 25

Waterwalking


Waterwalking is providing a bit too much movement speed relative to its other effects. Long duration in-combat move speed is a less noticeable yet very powerful skill for champions to have, so we're lowering the amount of movement speed (and ultimately roaming and catchup speed) that this rune provides. As compensation, we're significantly increasing the amount of Adaptive Force the rune provides. Though the level 18 value is unchanged, most games don't end that late, so this rune should still consistently provide a meaningful leg up in any river fight.
  • Adaptive Force: 5-30 (based on level) ⇒ 13-30 (based on level)
  • Movement Speed: 25 ⇒ 10

Snowballing Adjustments

Snowballing in League currently happens very quickly which leads to a large amount of games feeling like they're being decided 15 minutes in. This doesn't allow players to experience a lot of the other fun aspects of League outside of the laning phase, like late game teamfighting, objective contesting and planning, satisfying item breakpoints, and macro play. This problem is more prevalent in high levels of play, but it still happens more than we're comfortable with in all skill brackets. To address this, we're making adjustments to many of the systems in League that contribute to the issue of how quickly games are decided. Whether it's through gold not affecting rune outputs quite so much, shorter death timers allowing behind players to get back to lane sooner, or dragons not offering as many stats for the winning team, these are all intended to create more time to play before a game feels decided.

Our primary goal is to decelerate how quickly teams can snowball early leads so that everyone can access other fun parts of the mid to late game which we believe should have a bigger role in deciding games. These changes will reduce the amount of games that are/feel doomed at 15 minutes, and ultimately increase the quality of solo queue games as a result.

DRAGON SLAYER


Drakes currently offer a sizable amount of stats that the winning team generally gets access to. While contesting drakes is valuable to the game in both solo queue and Pro play, we believe there's room to reduce the amount of stats that the Dragon Slayer stacks give, and to buff the souls to incentivize still taking them. We're not including Chemtech among these changes since the power level of the Dragon Slayer stack and the soul is already in a reasonable state.
  • Cloud Drake: 7% slow resistance and out-of-combat movement speed ⇒ 5% slow resistance and out-of-combat movement speed
  • Hextech Drake: 7.5 ability haste and 7.5% bonus attack speed ⇒ 5 ability haste and 5% bonus attack speed
  • Infernal Drake: 5% attack damage and ability power ⇒ 3% attack damage and ability power
  • Mountain Drake: 8% bonus armor and magic resistance ⇒ 5% bonus armor and magic resistance
  • Ocean Drake: restore 2.5% missing health every 5 seconds ⇒ restore 2% missing health every 5 seconds

DRAGON SOUL

  • Cloud Drake: 15% bonus movement speed ⇒ 20% bonus movement speed
  • Hextech Drake: 40% base slow (30% for ranged champions) ⇒ 45% base slow (35% for ranged champions)
  • Infernal Drake: 80 base adaptive damage for explosion ⇒ 100 base adaptive damage for explosion
  • Mountain Drake: 180 base shield after not taking damage for 5 seconds ⇒ 220 base shield after not taking damage for 5 seconds
  • Ocean Drake: 130 base heal, 80 base mana regeneration ⇒ 150 base heal, 100 base mana regeneration

RIFT HERALD


Rift Herald contributes plenty to snowballed game states due to the large amount of gold on kill, the empowered recall, and the Herald itself solidifying leads (not to mention the tower plate gold it can potentially secure). We believe there's room to reduce the amount of reward that it gives, and we're targeting the local gold amount to limit the amount of gold the jungler receives both when soloing it and when taking it with a teammate.
  • Local Gold Given: 200 ⇒ 100

BARON NASHOR


Baron is currently too reliable to take safely and too fast to burst down due to the increased damage and durability in the game. This gives the winning team access to a very decisive objective post-20 minutes, and increasing its health will prevent Baron from being bursted down quickly, making the objective more contestable for the other team.
  • Base Health: 12600 ⇒ 15000 (Note: health scaling of +180 health per minute is unchanged)

DEATH TIMER ADJUSTMENTS


As part of reducing overall snowballing, we'll be reducing early death timers, as dying once in lane can be quite punishing today. Aside from the gold/experience reward on kill, one's opponent can often get a minion advantage, turret plates, get closer to securing the first turret gold bonus, and then recall to get an item lead. Reducing the death timers is intended to reduce access to those post-kill rewards since players will be getting back to lane sooner.
  • Level 1 Death Timer: 6 seconds ⇒ 6 seconds (unchanged)
  • Level 2 Death Timer: 8 seconds ⇒ 6 seconds
  • Level 3 Death Timer: 10 seconds ⇒ 8 seconds
  • Level 4 Death Timer: 12 seconds ⇒ 8 seconds
  • Level 5 Death Timer: 14 seconds ⇒ 10 seconds
  • Level 6 Death Timer: 16 seconds ⇒ 12 seconds
  • Level 7 Death Timer: 21 seconds ⇒ 16 seconds
  • Level 8 Death Timer: 27.5 seconds ⇒ 21 seconds
  • Level 9 Death Timer: 30 seconds ⇒ 26 seconds

TURRET PLATING


Similar to the reasoning for the death timer adjustments, we're also reducing turret plate gold as a way to reduce the amount of rewards ahead players can get access to. This amount of gold should still be satisfying and rewarding in the event a player can get a turret plate, but won't be as detrimental to the opposing laner.
  • Gold per Plate: 175 ⇒ 125

Rune Adjustments

While most of the changes we've talked about thus far target gold access, these adjustments target how effective gold is in the rune system. The goal is to reduce snowballing by decreasing gold scaling through the rune system, as players already get plenty of power from item and experience leads, not to mention the ratios on these runes are more of a hidden power. Even though our main intention is to reduce snowballing, a secondary goal of these adjustments is to reduce the amount of damage in League. Our approach to these changes was to increase the base values of these Runes so that they are still reasonably impactful early game, but have them start to fall off once more items and other means of damage are purchased.

Conqeror

  • Attack Damage per Stack: 1.2-2.7 (based on level) bonus AD ⇒ 1.08-2.4 (based on level) bonus AD
  • Ability Power per Stack: 2-4.5 (based on level) AP ⇒ 1.8-2.4 (based on level) AP
  • Attack Damage at Maximum Stacks: 14.4-32.4 (based on level) bonus AD ⇒ 12.96-28.8 (based on level) bonus AD
  • Ability Power at Maximum Stacks: 24-54 (based on level) bonus AP ⇒ 21.6-48 (based on level) bonus AP

Lethal Tempo

  • Attack Speed per Stack (Melee): 10-15% ⇒ 9-13.5%
  • Attack Speed per Stack (Ranged): 4-9% ⇒ 3.6-8%

Electrocute

  • Damage: 30-180 (based on level) (+40% bonus AD) (+25% AP) ⇒ 30-220 (based on level) (+10% bonus AD) (+5% AP)

Dark Harvest

  • Adaptive Damage: 20-60 (based on level) (+ 5 per Soul) (+25% bonus AD) (+15% AP) ⇒ 20-80 (based on level) (+ 5 per Soul) (+10% bonus AD) (+5% AP)

Arcane Comet

  • Adaptive Damage: 30-100 (based on level) (+35% bonus AD) (+20% AP) ⇒ 30-130 (based on level) (+10% bonus AD) (+5% AP)

Summon Aery

  • Adaptive Damage: 10-40 (based on level) (+15% bonus AD) (+10% AP) ⇒ 10-50 (based on level) (+10% bonus AD) (+5% AP)
  • Shield: 30-75 (based on level) (+35% bonus AD) (+22.5% AP) ⇒ 30-100 (based on level) (+10% bonus AD) (+5% AP)

Fleet Footwork

  • Heal: 10-100 (based on level) (+30% bonus AD) (+20% AP) ⇒ 10-130 (based on level) (+10% bonus AD) (+5% AP)

First Strike

  • Bonus True Damage: 9% ⇒ 8%

Taste of Blood

  • Healing: 16-30 (based on level) (+15% bonus AD) (+8% AP) ⇒ 16-40 (based on level) (+10% bonus AD) (+5% AP)

Press the Attack

  • Exposed Damage: 8-12% ⇒ 8%

ARAM Adjustments

BUFFS

  • Rek'Sai: 100% Damage Dealt ⇒ 105% Damage Dealt

NERFS

  • Jhin: 100% Damage Taken ⇒ 105% Damage Taken
  • Lissandra: 95% Damage Dealt ⇒ 90% Damage Dealt
  • Malzahar: 75% Minion AoE Damage ⇒ 60% Minion AoE Damage

Behavioral Systems

Following up on the ranked restrictions we introduced last patch, we're going to remove the ability for ARAM and Rotating/Event Game Mode games to count towards reducing the ranked restriction penalty based on player feedback.
  • ARAM and Rotating/Event Game Modes will no longer count toward the 5 game ranked restriction penalty

Ping Adjustments

In this patch we're continuing to fine tune the ping adjustments introduced in the last patch, making sure we're considering player feedback as we make them. We want to continue to empower players to communicate, but in ways that aren't frequently misused to harass other players. Tools like objective planning and the addition of new ping types last year were a big step in creating more ways for players to communicate, but they weren't perfect. And as we've been looking at how players have used these tools, it's become clear how they have been misused as well.

Our goal is to continue to provide access to these tools, while limiting their ability to be used in abusive ways. Due to their low usage rates, we've opted to replace the “bait” and “hold” pings with the more frequently used “enemy vision” and “need vision” pings on the main ping wheel, eliminating the complications of having a secondary vision ping wheel in the process. We will continue to monitor usage and read player feedback about these changes going forward.
  • Allied scoreboard pings are now sent to your premade party instead of being self only.
  • For 10 seconds after getting a champion takedown, all allied scoreboard pings directed at your champion are visible to the team.
  • The bait ping has been replaced with the enemy vision ping, and the hold ping has been replaced with the need vision ping.
  • The vision cleared ping and the vision ping wheel have been removed.

Worlds Clash

Worlds is here! Team formation for the first weekend of Worlds Clash will be open starting on October 9th and the tournaments will be on October 14th and 15th. The second weekend of Worlds Clash will run in Patch 13.21.

In addition to the Trophy, Banner, and Logo rewards of other Clash tournaments, Worlds Clash has an additional Loot Capsule as a reward. The Capsule contains the following:
  • For Worlds Clash participants with Premium tickets who finish between 1st - 7th place: (1) Championship Skin Permanent
  • For all Worlds Clash participants (Premium and Basic tickets) who finish 1st place: (1) World's Event Capsule
  • For Worlds Clash participants with Premium tickets who finish between 8th - 15th place: (1) Championship Skin Shard

Since Worlds Clash is 16-team bracket instead of the usual 8-team bracket, there will be an additional level of rewards based on number of wins/losses in the orbs and capsules:
  • Basic Ticket: 0W, 3L: 3 Win XP Boost, 1 Mystery Icon, 1 Clash Logo
  • Basic Ticket: 1W, 3L: 1 Mystery Emote, 640 Ward Skin, 1 Clash Logo
  • Basic Ticket: 2W, 2L: 640 Ward Skin, 975 Skin Shard,1 Mystery Icon, 1 Mystery Emote, 1 Clash Logo, 1 Basic Ticket
  • Basic Ticket: 3W, 1L: 640 Ward Skin, 975 Skin Shard, 1350 Skin Shard, 1 Mystery Icon, 1 Mystery Emote, 1 Chibi Icon, 1 Clash Logo, 1 Basic Ticket
  • Basic Ticket: [World's Clash ONLY] 4W: 640 Ward Skin, 975 Skin Shard, 1350 Skin Shard, 1 Mystery Icon, 1 Mystery Emote, 1 Chibi Icon, 1 Clash Logo, 1 Basic Ticket, Worlds Orb/Capsule
  • Premium Ticket: 0W, 3L: 1 Basic Ticket, 500 OE, 750 Skin Shard, 1 Logo
  • Premium Ticket: 1W, 3L: 1 Basic Ticket, 500 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1 Logo
  • Premium Ticket: 2W, 2L: 1 Basic Ticket, 750 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1820 Skin Shard, 1 Logo
  • Premium Ticket: 3W, 1L: 1 Basic Ticket, 750 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1820 Skin Shard,1 Chibi Icon, 10 Mythic Essence, 1350 Skin, 1 Logo
  • Premium Ticket: [World's Clash ONLY] 4W: 1 Basic Ticket, 750 OE, 750 Skin Shard, 975 Skin Shard, 1350 Skin Shard, 1820 Skin Shard,1 Chibi Icon, 10 Mythic Essence, 1350 Skin, 1 Logo, Worlds Orb/Capsule

Mythic Shop Rotation

In this patch we'll be introducing a new version of PAX Jax alongside his visual update; this skin is aptly named “Neo PAX Jax.” For original PAX Jax owners, you'll be receiving this skin for free within the next few patches, no action required. If you didn't own the original PAX Jax, fear not, you can drop by the Mythic Shop and pick Neo PAX Jax up for 200 Mythic Essence.

(Note: if you are an original PAX Jax owner and do not receive Neo PAX Jax by patch 13.24 (December 6, 2023), or you accidentally buy him for Mythic Essence despite him being eligible to receive it for free, please reach out to Player Support for assistance. In addition, to preserve the rarity of PAX Jax for players that have it, the original will not be made available for purchase. )

NOW AVAILABLE

  • Prestige Star Guardian Syndra
  • Prestige Ocean Song Seraphine
  • Prestige Dark Star Malphite
  • Prestige Porcelain Lux
  • Neo PAX Jax

LEAVING THE MYTHIC SHOP

  • Prestige Star Guardian Ekko
  • Prestige Pulsefire Lucian
  • Prestige Spirit Blossom Teemo
  • Prestige Battle Queen Diana
  • Mythic Chroma Star Guardian Jinx

Bugfixes & QoL Changes

  • Fixed a bug that caused Kraken Slayer and Stormrazor to ignore Shen's W - Spirit Refuge.
  • Fixed a bug that caused Aatrox's movement speed buff VFX from his R - World Ender to disappear prematurely when it should have been extended from a takedown.
  • Fixed a bug that caused the scoreboard to desync if a takedown occurred while blinded.
  • Fixed a bug with the shop that would cause visual issues with the UI when searching for certain items.
  • Fixed a bug that caused the Elemental Drakes and Elder Dragons' leash ranges to be inconsistent.
  • Fixed a bug that caused Vayne's Passive - Night Hunter buff to not display the movement speed speed buff in the buff bar when activated.
  • Fixed a bug that caused Illaoi's E - Test of Spirit to not work on Briar unless she was frenzied.
  • Fixed a bug that caused Mecha Kingdom Jax's E - Counter Strike VFX ring to remain after counterattacking multiple hits in a single cast.
  • Fixed a bug where Invictus Gaming Rakan would snap back to his idle position when Zhonya's Hourglass was activated during his Recall (B).
  • Fixed a bug where Star Guardian Rakan's Homeguard animation would not play as intended if activated prior to the 14 minute mark.
  • Fixed a bug where some of the on-ground VFX were not following the moving target during Bewitching Elise's Rappel (E).

Upcoming Skins & Chromas

The following skins will be released in this patch:

Coven Syndra has been delayed to next patch.

Patch 13.19 Notes

Welcome to patch 13.19, the official patch for the League of Legends World Championship!

In terms of balance work, we're doing a final tuning pass on several champions who've had an outsized impact on the Pro scene this summer and otherwise doing more routine balance on champions (or builds) whose overall power level is out of line.

In other news, in this patch we're introducing new ranked restrictions and ping adjustments to help tackle toxicity, a new audio accessibility update for global ultimates, a brand new skin line, La Ilusión, and the Tenfold Triumph chroma set! We'll also be testing some new introductory bot AI on PBE, so check it out if you're interested!

It's our first patch after our final midset update! Check out the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

La Ilusión Nidalee, La Ilusión Renata Glasc, La Ilusión Ziggs, La Ilusión Qiyana, La Ilusión Draven, La Ilusión Gnar, and Prestige La Ilusión Renata Glasc will be available September 27, 2023 at 21:00 UTC.

Champions

Azir

Q cooldown increased.

Last patch we changed Crown of the Shattered Queen in hopes of nerfing the item for Pro play while maintaining its power level in solo queue. That said, we still want to be cautious around Azir taking an overly dominant position at Worlds this year. Here's a light nerf to his early laning to open up more counterplay against him. This will make an Azir pick a dedication to late game power without smooth sailing through the laning phase.

Q - Conquering Sands

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

Briar

Attack speed growth decreased. W healing decreased, damage against minions and monsters increased, maximum percent health damage against minions and monsters decreased. Various quality of life changes and bugfixes.

While Briar on release looked quite weak, her power level has increased as players have learned the in(t)s and outs of her kit and item builds. We're reducing her healing once she gets a few items, especially against jungle monsters, to give opponents a better shot at bringing down a fed Briar. On top of that, we're adding a host of quality of life changes and bug fixes, including a frenzy bar! Now it should be easier to tell how much time is left to activate Snack Attack.

Base Stats

  • Attack Speed Growth: 2.5% ⇒ 2.3%

Q - Head Rush

  • newLogic Update: Q is now properly tagged as an attack reset for interactions like Hail of Blades

W - Blood Frenzy

  • newShow Me the Fury: Added a Fury Bar to display the remaining duration of Frenzy
  • Tooltip Update: W - Blood Frenzy's tooltip now clarifies that casting W does not remove or replace the empowered Blood Frenzy granted by R.

W - Snack Attack

  • Healing: 35/42.5/50/57.5/65% ⇒ 36/42/48/54/60%
  • Increased Damage Against Minions and Monsters: 20% ⇒ 10%
  • Maximum Percent Missing Health Damage Against Minions and Monsters: 500 ⇒ 400
  • Bugfix: Fixed a bug that caused the percent missing health damage to be able to critically strike.
  • newSlow Down There: Added a short minimum cooldown after casting Snack Attack to prevent double casts with high haste builds.

E - Chilling Scream

  • Bugfix: Fixed a bug where knocked back enemies would sometimes not be stunned after hitting player-created terrain.

R - Certain Death

  • newINCOMING!: Pinging R now tells teammates which enemies are in range.
  • Bugfix: Fixed a bug where Briar would become stuck attacking the wrong targets if Certain Death's target died during the cast time.

Miscellaneous

  • Challenges: Briar is now properly tagged as a Noxian champion for Challenges.
  • Item Recommendations: Briar's recommended items have been updated.
  • Rune Recommendations: Briar's recommended runes have been updated.

Galio

R cooldown decreased.

Galio mid is currently weak in all skill brackets and has room for some more power. Since he's already successfully fulfilling his role as an anti-mage in lane, we'll be buffing him in a way that increases his general power without altering his matchups. We're targeting his R cooldown as it's currently quite high compared to most other globals, and we want to give Galio players more opportunities to use this defining ability to impact the map.

R - Hero's Entrance

  • Cooldown: 200/180/160 seconds ⇒ 180/160/140 seconds

Gangplank

R cooldown decreased, Death's Daughter upgrade slow increased, Raise Morale upgrade movement speed increased.

Gangplank is an underperforming top laner whose raw damage numbers can't really get much higher than they already are. So instead we're giving him some power in his more unique niches: ultimate upgrades and his ability to affect two parts of the map at once. Some of his tooltips are hooked up in weird ways, so the tooltips for his upgrades won't be updated until the next patch.

R - Cannon Barrage

  • Cooldown: 180/160/140 seconds ⇒ 170/150/130 seconds
  • Upgrade - Death's Daughter Slow: 60% for 1 second ⇒ 75% for 1 second
  • Upgrade - Raise Morale Movement Speed: 30% for 2 seconds ⇒ 40% for 2 seconds

Jhin

R minimum physical damage increased.

Last patch we identified Jhin as an underperforming champion who doesn't find significant success in solo queue or pro play. However, we knew we were buffing Stormrazor that patch, so we elected to wait and see how those changes affected him. We think he's still a bit below the bar so we're providing him with some more power this patch. We're seriously ramping up his ult damage for two reasons: First, where possible, every champion should have a reliably powerful ultimate so that even if you're having a bad game, you can rely on a long cooldown window of power to try to get back into the game. Second, Jhin is canonically someone who wants to murder, so it's important that his damage is up to snuff.

R - Curtain Call

  • Minimum Physical Damage: 50/125/200 (+25% total AD) ⇒ 64/154/244 (+25% total AD)

LeBlanc

Attack speed ratio decreased, attack speed growth increased, AD growth decreased, mana growth decreased, mana regeneration growth decreased. W magic damage increased. E magic damage increased.

LeBlanc's core build has shifted into a manaless AD build that turns her into a very frustrating top lane split pusher. If she wants to build like a fighter, then she should also have meaningful mana constraints which we’ll be introducing here. Meanwhile, mage builds can rely on bonus mana from sources like Lost Chapter and Luden's Tempest. Since nerfing her baseline mana pool and even her late game attack damage is a nerf to her mage power level, we're giving her compensation in the form of some AP ratios. The change to her attack speed ratio and attack speed growth will result in identical attacks per second for LeBlanc unless she acquires sources of bonus attack speed.

Base Stats

  • Attack Speed Ratio: 0.625 ⇒ 0.4
  • Attack Speed Growth: 1.4% ⇒ 2.2%
  • Attack Damage Growth: 3.5 ⇒ 2.7
  • Mana Growth: 55 ⇒ 25
  • Mana Regeneration Growth: 1 ⇒ 0.8

W - Distortion

  • Magic Damage: 75/115/155/195/235 (+60% AP) ⇒ 75/115/155/195/235 (+65% AP)

E - Ethereal Chains

  • Magic Damage from Initial Cast: 50/70/90/110/130 (+30% AP) ⇒ 50/70/90/110/130 (+35% AP)

Lee Sin

Base armor increased. W lifesteal and spell vamp increased. E magic damage increased.

We're certainly aware of the "It's Worlds, time to buff Lee Sin" memes but in all honesty, most Lee Sin players aren't finding much success in their games at home, even in high-skill games. We're targeting a mix of guaranteed power via armor and making a button press for Lee more impactful. A short window of 5% omnivamp is just not enough power to make W2 worth pressing outside of activating his passive, so we're giving it a solid increase in early power that falls off late game. We're also aware that some players have begun taking him into solo lanes, where he maxes E - Tempest/Cripple second. Bringing up early Iron Will sustain will disproportionately help those lanes, so we're preemptively addressing that role with a nerf.

Base Stats

  • Base Armor: 34 ⇒ 36

W - Iron Will

  • Lifesteal and Spell Vamp: 5/10.5/16/21.5/27% ⇒ 10/14/18/22/26%

E - Tempest

  • Magic Damage: 35/65/95/125/155 (+100% AD) ⇒ 35/60/85/110/135 (+100% AD)

Lissandra

W root duration increased.

Lissandra's been on thin ice in terms of power, both in solo queue and in Pro play. To increase her power as a counterpick against certain champions like LeBlanc, Fizz, and Akali, we're slightly increasing the root duration on her W. The intention is to increase her advantage against champions who need to get up close to trade with her while not affecting other matchups.

W - Ring of Frost

  • Root Duration: 1.1/1.2/1.3/1.4/1.5 seconds ⇒ 1.25/1.35/1.45/1.55/1.65 seconds

Nunu & Willump

E AP ratio increased.

AP Nunu is quite popular despite not being very strong. This patch, we're giving some love to a well-liked off-build, as tank Nunu is performing just fine. GET READY FOR SOME EXTRA MAGICAL SNOWBALLS!

The choice to buff Snowball Barrage here is to create some tension in AP Nunu's combat. Their ultimate and W snowball already deal a ton of damage, but AP Nunu should be more than a burst mage. Requiring him to remain in close range to get maximum power out of buying AP should enrich the gameplay for them and their opponents.

E - Snowball Barrage

  • Magic Damage per Hit: 16/24/32/40/48 (+10% AP) ⇒ 16/24/32/40/48 (+15% AP)
  • Maximum Total Magic Damage: 144/216/288/360/432 (+90% AP) ⇒ 144/216/288/360/432 (+135% AP) (Note: Including the damage upon rooting an enemy, this totals to 164/246/328/411/492 (+215% AP))

Pyke

Health growth increased. W cooldown decreased.

Pyke has been lurking below the surface recently, and not in his usual "I'm fine being underwater" sense but more like he's just not quite where we want him to be in terms of power. To give him some power back without making his damage too oppressive, we'll be increasing his mid-to-late-game survivability. We also intend to give Pyke an alternative ability max option with W for lanes where he won't be aggressively using E as much.

Base Stats

  • Health Growth: 104 ⇒ 110

W - Ghostwater Dive

  • Cooldown: 12/11.5/11/10.5/10 seconds ⇒ 12/11/10/9/8 seconds

Rek'Sai

Passive heal decreased. Q damage decreased. W - Unburrow movement speed decreased. W - Unburrow base damage increased.

Rek'Sai gained a lot of power with the Stridebreaker buffs a few patches ago so we're taking another swing and bringing down her power level. Instead of primarily targeting her early damage (though we are providing some small changes here), we're targeting the power level of burrowing, which high MMR players use disproportionately well, as she's not nearly as strong in other skill brackets.

Passive - Fury of the Xer'Sai

  • Maximum Heal when Burrowed: 15-125 (+2-12% maximum health (increases every 3 levels)) ⇒ 10 (+2-10% maximum health (increases each individual level))

Q - Queen's Wrath

  • Bonus Physical Damage: 34/38/42/46/50% Total AD ⇒ 30/35/40/45/50% Total AD

W - Burrow

  • Bonus Movement Speed: 15/20/25/30 (levels 1/6/11/16) ⇒ 5/10/15 (levels 1/6/11)

W - Un-burrow

  • Physical Damage: 50/65/80/95/110 (+80% Bonus AD) ⇒ 50/85/120/155/190 (+80% Bonus AD)

Renekton

Base magic resistance decreased.

Renekton has been performing particularly well in high MMR solo queue and Pro play. He has a very high Elite/Pro pick rate due to his safety and consistency as a blind pick, so we're targeting his base Magic Resistance to make him more vulnerable to certain matchups such as Gwen, Kennen, and Rumble, while preserving his much needed early game strength against other champions.

Base Stats

  • Base Magic Resistance: 32 ⇒ 28

Syndra

Q magic damage increased.

Syndra is an iconic mid lane Champion who has historically been stuck in Pro jail. Thankfully, her update in 12.19 has given us the space to make her strong in the hands of most players without being a Pro play problem. With this newfound power budget, we'll be increasing her Q base damage slightly to help her get early lane priority, amping up a slim strategic niche among mages.

Q - Dark Sphere

  • Magic Damage: 70/105/140/175/210 (+70% AP) ⇒ 75/110/145/180/215 (+70% AP)

Twitch

R missile speed increased.

In a routine sweep of champion viability and satisfaction, we identified Twitch as a Champion that isn't necessarily weak but could use some quality of life improvements. We think Spray and Pray is the coolest part of Twitch's arsenal and want to play up the differences between R being up and R being down. The change here is a small increase to the reliability of his ultimate as it'll be less likely that someone simply walking sideways will dodge the bolts. Plus he won't feel as much of a need to be in melee range just to make his attacks hit. His attacks are still Flashable and other fast dashes can get out of the way, but Spray and Pray will be a bit more reliable.

R - Spray And Pray

  • Missile Speed: 4000 ⇒ 5000

Zeri

Base movement speed decreased.

Zeri has had the highest Pro ADC presence in top Leagues this season, and with the 13.18 Xayah nerf she's expected to become even more prevalent of a pick at Worlds. To ensure more bot lane diversity, we've decided to nerf her. While her solo queue win rate isn't particularly problematic, she still has a very high Elite pick rate and is clearly a contested Champion. We're targeting her base movement speed as she already has plenty of mobility with her E and R, and we want to increase her vulnerability throughout the game.

Base Stats

  • Base Movement Speed: 335 ⇒ 330

Items

Randuin's Omen

Some items are highly specific in their niche, and that's perfectly fine. However, it's important that these items are strong in their appropriate game states. Randuin's Omen should be the go-to anti-crit item, but its price and overall efficiency make it bad, even when the opposing team's champions suggest it should be good. A 10% cheaper Randuin's Omen (now matching many other tank legendaries) should make it best in slot when critical strikes are the primary damage you're receiving without it becoming the default tank armor item.

  • Total Cost: 3000 ⇒ 2700

Seeker's Armguard

Low-price reactive purchases should be solid options that let you slightly delay your offensive buildup in order to slow down threats against you. They're not meant to turn you invulnerable, but meaningfully shift how easily you can be killed. If these items are strong, players should be willing to buy them sometimes without them being default purchases every time the appropriate matchup shows up. Right now, Seeker's Armguard is below the bar set by items like Hexdrinker and Bramble Vest. This is a small buff aimed at making the occasional detour into early armor worthwhile for mages.

  • Armor: 15 ⇒ 20

Statikk Shiv

Statikk Shiv was modified in 13.18, lowering its minion damage and increasing its stat profile. These changes landed a bit higher power than we intended, so we're once again reducing its anti-minion power.

  • Electroshock Damage to Minions: 200 ⇒ 150

ARAM Adjustments

Buffs

  • Briar: 100% Healing ⇒ 130% Healing, 100% Damage Taken ⇒ 95% Damage Taken, 100% Damage Dealt ⇒ 105% Damage Dealt

Nerfs

  • Galio: 95% Damage Dealt ⇒ 90% Damage Dealt
  • Kennen: 95% Damage Taken ⇒ 100% Damage Taken
  • Taliyah: 105% Damage Dealt ⇒ 100% Damage Dealt

OS Minimum Spec Updates

Starting with patch 13.19 our minimum Mac OS requirement will move to 10.13.6. This is a change that will impact a small number of players (roughly 300 total) across both LoL and TFT who will have to update their OS prior to patch 13.19.

Behavioral Systems

Ranked Solo/Duo tends to be the queue with the highest rate of disruptive behavior. The added intensity of every game mattering is fun, but sometimes the pressure proves to be too great. We want to give players who are feeling the pressure of the ranked environment a way to reconnect with a more relaxed version of League of Legends, while at the same time introducing a penalty that is hard to work around by switching accounts for a week. For more detailed information on ranked restrictions check out the Player Support article here!
  • Ranked Restrictions: Now when receiving penalties for disruptive behavior you can receive ranked restrictions in addition to your other penalties. These keep you from playing ranked game modes until you clear them.
  • Reenabling Ranked: Get rid of your ranked restriction by playing 5 games of a non-ranked mode. These queues include Blind Pick, Draft Pick, ARAM, and Rotating Game Modes.

Ping Adjustments

In an effort to alleviate some of the toxicity players can face in their games, we've developed some new functionality that allows us to adjust the recipients of pings. While self pings, enemy pings, and neutral pings are unaffected, we're changing the behavior of pinging allied states. We think it's important that you can quickly understand exactly how long it'll take for an ally's ultimate or Summoner Spell to come back from cooldown, but a significant segment of players ping their teammates' death timers and the like for non-constructive reasons and we think the game as a whole is better without this.

In this patch, we're tuning every ally ping to display only to the pinger so that they can gather whatever information they need without abusing the feature as a means of harassing teammates. We also have work in progress for the "Bait" ping that is nearing completion.

We'll monitor player feedback and behavior to see if we need to make any updates going forward.
Pinging any allied information on the tab scoreboard and UI now only displays that information to the pinger in the chat and will be designated by [SELF]. This will affect the following pings:
  • Allied Portrait (Alive and Time until Respawn)
  • Allied Level
  • Allied Ultimate Cooldown
  • Allied Primary and Secondary Rune Trees
  • Allied Summoner Spell 1 and 2
  • Allied Item Slots 1-6
  • Allied Trinket Slot
The following pings have not been changed and will still be displayed to your entire team:
  • Pinging your own information in the scoreboard pings as normal to allies.
  • Pinging neutral and enemy information in the scoreboard (dragon timers, enemy summoner spells, etc) prints out as normal to allies.
  • Pinging your own character portrait prints out that value for your team.

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.

Champions

Briar

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.

Bard

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

Gwen

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)

Irelia

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

Kassadin

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)

Kayn

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)

Kennen

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

Rell

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%

Senna

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.

Thresh

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)

Tryndamere

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

Xayah

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

Items

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

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.

Champions

Aatrox

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

Akshan

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

Blitzcrank

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)

Elise

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

Gnar

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)

Hecarim

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)

Kayn

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.)

Kha'Zix

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)

Kindred

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

Lux

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)

Naafiri

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)

Orianna

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)

Quinn

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)

Samira

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

Tryndamere

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)

Vex

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

Vi

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)

Xerath

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

Zoe

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

Items

Bloodthirster

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

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

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)

Stridebreaker

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

Runes

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.)

Systems

CATCHUP EXPERIENCE


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.

DRAGON PATIENCE


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

BUFFS

  • 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

NERFS

  • 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

BUGFIXES

  • 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

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.

BUGFIXES

  • 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.

SKIN BUGFIXES

  • 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.

ARENA BUGFIXES

  • 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.

Champions

Akali

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)

Brand

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)

Caitlyn

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

Ekko

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)

Karma

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

Lucian

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)

Lulu

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)

Malzahar

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)

Milio

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)

Naafiri

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

Nidalee

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)

Rek'Sai

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

Shaco

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

Shyvana

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)

Sylas

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.)

Bugfixes

  • 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.

Tristana

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

Wukong

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

Items

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


Akali

  • 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

Cho’Gath

  • 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

Ekko

  • 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)

Evelynn

  • 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

Ezreal

  • 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)

Hecarim

  • 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)

LeBlanc

  • 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%

Nidalee

  • 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)

Quinn

  • 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%

Sejuani

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

Sion

  • 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

Tryndamere

  • 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

Xerath

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

Champion Nerfs


Cassiopeia

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

Fiora

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

Warwick

  • 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)

Eureka

  • 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

Tormentor

  • 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

Everfrost

  • Root/Slow Duration: 1 second ⇒ 1.5 seconds

Galeforce

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

Goredrinker

  • 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


Eclipse

  • 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.

Bugfixes

  • 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.

Champions

Aatrox

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.)

Caitlyn

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

Camille

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

Gwen

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)

Ivern

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)

Kai’Sa

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)

Maokai

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

Nami

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)

Rell

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.

Sejuani

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)

Shyvana

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

Taliyah

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%

Yasuo

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)

Yone

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.

W - SPIRIT CLEAVE

  • 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.

Smite




  • 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

Annie



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)

Heimerdinger



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)

Yorick



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)

Items

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)

Runes

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.

BUFFS

Akshan

  • 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%

Bard

  • 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

Blitzcrank

  • 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%

Kassadin

  • 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

Katarina

  • 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)

K’Sante

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

Rammus

  • 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%

Xerath

  • 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

Ziggs

  • 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

Earthwake

  • Base Explosion Time: 1 second ⇒ 0.75 seconds

Perseverance

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

NERFS

Alistar

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

Annie

  • Tibbers’ Base Health: Reduced by 50%

Corki

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

Heimerdinger

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

Jax

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

Kayle

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

Kennen

  • 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)

Poppy

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

Wukong

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

Yorick

  • 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%

ARENA QoL CHANGES AND BUGFIXES

Updates

  • 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.

Bugfixes

  • 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

BUFFS

  • 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

NERFS

  • 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

BUGFIXES

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

Bugfixes & QoL Changes

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.

BUGFIXES

  • 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

RANKED REWARDS


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.

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 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 İstanbul, 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


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!


MASTER+ DUO QUEUE RESTRICTIONS


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

NEW GAME MODE: ARENA



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



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.)

Champions

Naafiri

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

Aatrox

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)

Diana

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%)

Hecarim

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

Jax

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

Karthus

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

Kindred

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

Lissandra

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

Milio

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%

Rek'Sai

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)

Rell

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%

Rengar

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%

Shaco

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

Bugfixes

  • 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

Shyvana

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)

Volibear

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)

Xerath

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.)

Zyra

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

Items

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

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

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.

CREST OF CINDERS

  • 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)

CREST OF INSIGHT

  • 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.

BUFFS

  • 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

NERFS

  • 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

NOW AVAILABLE

  • 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

LEAVING THE MYTHIC SHOP

  • 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

QoL ADJUSTMENTS

  • 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

BUGFIXES

  • 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

SKIN BUGFIXES

  • 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!

Champions

Annie

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)

Aphelios

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.)

Ivern

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

Kindred

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)

Neeko

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

Nidalee

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

Rek'Sai

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

Rell

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

Varus

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

Vi

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

Wukong

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.)

Items

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)

Stormrazor

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.

Buffs

  • 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

Nerfs

  • 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.

Bugfixes

  • 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: