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League of Legends

Patch 13.24 notes

‘Tis (the end) of the season so we're here to wrap things up with 13.24!

It's the last patch of the year and the next time you'll hear from us will be in patch 14.1 alongside all of the exciting gameplay changes. But that doesn't mean we don't have any presents for you this patch…

Our first gift is the newest addition to our roster—Hwei, the Visionary. With a whole palette of abilities at his disposal, Hwei provides players the opportunity to flex their big brains by choosing the perfect ability for each situation. So if you're interested in complex champions then this one's for you!

We also have the widely-requested return of Arena this patch! With over 180 balance adjustments, Arena is coming back better than ever. We're also adding in the ability to queue with up to 4 players or queue with a full party of 8 so you and your friends can really find out who the best gladiator is. With new mechanics, Augments, and cameos, there's plenty to learn and experiment with. So be sure to check it out.

In other news, we also have the last Clash of the year coming for ARAM, a delightful batch of new Winterblessed skins, a new Mythic Shop rotation, and more. So check out the full patch notes below and see you in 2024!

Jazzed about the new TFT set? Well make sure you stay up to date and avoid any unwelcome mix ups by checking out the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Hwei, the Visionary will be released on December 6, 2023 at 21:00 UTC.

Crystalis Motus Ashe, Winterblessed Camille, Winterblessed Thresh, Winterblessed Senna, Winterblessed Sylas, Winterblessed Annie, Winterblessed Hecarim, Winterblessed Lucian, Winterblessed Hwei, and Prestige Winterblessed Camille will be available December 6, 2023 at 20:00 UTC .

Cast at Maximum Range Toggle

In this patch we've added a new toggle setting that will affect how champions cast their abilities when the player inputs the command outside of max range. Go to Options > Game > Clamp Cast Target Location within Max Range and BOOM. With the toggle turned on abilities will automatically be cast at max range if the ability was cast outside of the ability's casting range

Champions

Hwei

Every mark should have meaning. Make your mark with Hwei on December 6, 2023 at 21:00 UTC.

  • Hwei Abilities Rundown here!
  • Hwei Champion Bio here!
  • Hwei Champion Trailer here!
  • Hwei Champion Insights here!

Azir

W damage increased.

We're happy that Azir has a new suite of items to consider and that Nashor's Tooth finally functions as many players expect it should. Looking into his builds, Liandry's-Nashor's, Luden's-Nashor's, and Crown-Nashor's are all performing a little bit worse than they were in the last patch so we'll be walking back one of the smaller nerfs he received in 13.23.

W - Arise!

  • Damage: 2-77 (levels 10-18) (+50/65/80/95/110) (+55% AP) ⇒ 2-77 (levels 10-18) (+50/67/84/101/118) (+55% AP)

Braum

Base mana regeneration increased. R knock up duration increased.

Braum has some very sharp matchups in his current state. He's extremely strong as counter-engage into vanguards and is very weak in most ranged matchups where he doesn't really get to do anything. While he should be best served as a true defensive warden, we'd like to give him more agency in those weaker matchups. Mana regen should allow him more freedom to use abilities while a better Glacial Fissure will let him accomplish more outside of lane, while still being suboptimal for pure engage.

Base Stats

  • Base Mana Regeneration: 6 ⇒ 7

R - Glacial Fissure

  • Minimum Knock Up Duration: 0.3 seconds ⇒ 0.6 seconds
  • Secondary Target Knock Up Duration: 0.3 seconds ⇒ 0.6 seconds

Briar

Base armor decreased, attack speed ratio increased. Q damage increased. W bonus attack speed decreased. E damage resistance decreased, healing decreased. R damage decreased, damage type changed to magic.

Briar continues to devour her opposition in the jungle as players continue to get better at her, so we need to pull her power back a bit more. While we're nerfing all her builds with these changes, we're targeting lethality builds more. To that end, we're shifting R to magic damage and throwing in a buff to her attack speed ratio. With the attack speed ratio change, Briar's overall attack speed will be higher when building Stridebreaker, while staying close to the same on builds that don't purchase any attack speed. This should help make up for the nerf to W.

Base Stats

  • Base Armor: 32 ⇒ 30
  • Attack Speed Ratio: 0.644 ⇒ 0.669 (Note: Attack speed at level 1 is unchanged.)

Q - Head Rush

  • Damage: 60/95/130/165/200 (+80% bonus AD) ⇒ 60/90/120/150/180 (+80% bonus AD)

W - Blood Frenzy

  • Bonus Attack Speed: 60/75/90/105/120% ⇒ 55/70/85/100/115%

E - Chilling Scream

  • Damage Reduction: 40% ⇒ 35%
  • Healing: 10/11.5/13/14.5/16% of Maximum Health ⇒ 9/10/11/12/13% of Maximum Health

R - Certain Death

  • Damage: 150/300/450 (+75% bonus AD) (+110% AP) Physical Damage ⇒ 150/300/450 (+50% bonus AD) (+120% AP) Magic Damage

Galio

Q cooldown decreased.

We're back again to follow up on our Galio changes as he's still not performing as well as we'd like him to. Our last two adjustments were intended to buff Galio's unique strengths such as his semi-global ultimate and anti-mage durability. This round, we're giving Galio players more individual power in the form of lowering his Q cooldown so he can better duel with his opponents because it's currently quite high despite being his primary poke/clear ability.

Q - Winds of War

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

Gragas

Passive cooldown now decreases with level.

Back in patch 13.12 we released a Gragas nerf that increased his passive cooldown from 8 to 12 seconds. We've updated this to have his passive scale down as the game goes on. This is intended to give Gragas players more frequent access to his passive at later points in the game so he can sustain better during teamfights and while side-laning, but without reintroducing the oppressive sustain he had earlier this year.

Passive - Happy Hour

  • Cooldown: 12 seconds ⇒ 12/10/8/6 seconds (levels 1/6/11/16)

Ivern

Base health decreased. E slow decreased.

Ivern remained unaffected when other junglers' clears were made slightly slower in patch 13.20. As a result, he's become one of the best junglers in the current game. We'd just like to take a small swing at his high base health in hopes of balancing him against other junglers and making him a bit more vulnerable to invades. Because Friend of the Forest's health cost is based on Ivern's base health, this change will have no impact on his ability to clear camps unless he gets directly damaged by his enemies. Beyond that, we're taking a small bite out of Triggerseed's slow as it locks down opponents a bit harder than we'd like, considering he has other harder-to-land crowd control abilities.

Base Stats

  • Base Health: 655 ⇒ 630

E - Triggerseed

  • Slow: 50/55/60/65/70% ⇒ 45/50/55/60/65%

K'Sante

W mana cost decreased, damage increased.

We overshot our nerf on K'Sante last patch but we're happy with the parts of his kit that we addressed. Now that we've nerfed the lane safety provided by his Q, we're aiming to buff him by making Path Maker a more active part of his laning phase through softening its mana cost and then increasing his reliance on gold income via these ratio buffs.

W - Path Maker

  • Mana Cost: 60/65/70/75/80 ⇒ 40/45/50/55/60
  • Damage: 20/40/60/80/100 (+50% AD) (+30% bonus armor) (+30% bonus magic resistance) (+6/7/8/9/10% target's maximum health) ⇒ 20/40/60/80/100 (+50% AD) (+50% bonus armor) (+50% bonus magic resistance) (+6/7/8/9/10% target's maximum health)

Leona

W bonus armor and MR increased. R damage increased.

Leona isn't the shining beam of light she once was and could use a bit more power. In order to get her glimmering again we're aiming to enhance her ability to all-in, as she has to commit harder to her engages than other similar supports and her engage capability is a primary reason for picking her. We're targeting her R damage and late-game W resistances specifically to give her more power in a way that doesn't affect her first few levels.

W - Eclipse

  • Bonus Armor: 20/25/30/35/40 (+20% bonus armor) ⇒ 20/27.5/35/42.5/50 (+20% bonus armor)
  • Bonus Magic Resistance: 20/25/30/35/40 (+20% bonus magic resistance) ⇒ 20/27.5/35/42.5/50 (+20% bonus magic resistance)

R - Solar Flare

  • Damage: 100/175/250 (+80% AP) ⇒ 150/225/300 (+80% AP)

Lucian

E cooldown decreased.

Lucian is currently struggling in solo queue and could use a helping hand. Since our last two adjustments were to his Vigilance passive (which he's reliant on his team for) we're now choosing a buff that will give Lucian players themselves more power. We've decided to reduce his E cooldown, as Lucian is supposed to be powerful early, and this cooldown has some room to go down and still scale to the same level by mid game.

E - Relentless Pursuit

  • Cooldown: 22/20/18/16/14 seconds ⇒ 19/17.75/16.5/15.25/14 seconds

Mordekaiser

Q damage increased. R now reveals the target upon initial cast.

Mordekaiser isn't performing particularly well at the moment, so we're taking a look under his rusty metal hood. First, a quality of life change to prevent the fog of war from canceling his ultimate. Second, he's gettingan AP ratio buff to his Q with the goal of letting him build ability power in more of his games, instead of transitioning into tank items quite so quickly.

Q - Obliterate

  • Damage: 75/95/115/135/155 (+5-139 (based on level)) (+60% AP) ⇒ 75/95/115/135/155 (+5-139 (based on level)) (+70% AP)

R - Realm of Death

  • You Can Run…: Casting Realm of Death will now reveal the target upon starting the cast. This means that walking into a brush while Mordekaiser is casting his R will no longer cancel the spell. Note: The target will not be revealed for the entire duration of the spell, so you can still hide on bush if one comes with you to the Realm.

Qiyana

Base mana and mana growth increased.

Qiyana is a very high-skill-cap champion who only performs above average in very high-skill brackets. We don't expect to truly change that fact, but we'd still like to make her a little more forgiving to play. We noticed that she's a pretty frequent Manamune purchaser, so with these changes we'd like for you to have your cake and eat it too. If you don't buy Manamune, you have more mana to play with, and thus, don't need Tear as badly. However, if you do buy Manamune, having more total mana means more bonus AD and ability damage. So everyone wins! Except maybe her opponents. They might lose.

Base Stats

  • Base Mana: 325 ⇒ 375
  • Mana Growth: 50 ⇒ 60

Talon

Ranged Q now also resets Talon's attack timer.

Consistency is key.

Q - Noxian Diplomacy

  • Quality of Life Change: When cast at range, Q will now reset Talon's attack timer. (Note: this has been updated to match the functionality of his Q when cast at melee range.)

Vel'Koz

W and E Bugfixes

As part of this patch we had planned to do some follow up work to Vel'Koz but the changes weren't quite ready to ship. Part of those changes were bug fixes which were ready, so instead of waiting to patch in both at the same time we'll be patching the bug fixes a bit earlier.

W - Void Rift

  • Fixed a bug where the first half of the rift would fizzle if Vel'Koz died directly after casting.

E - Tectonic Disruption

  • Fixed a bug where the spell would fizzle out when V'K flashes or is knocked back at max range.
  • Tectonic Disruption's missile will now spawn at Vel'koz's original location if he flashes or is knocked back during the cast.

Zeri

AD growth increased. W damage increased.

Zeri hasn't been zipping and zapping around like she used to and her battery power level is low, so we're giving her a small damage buff with the goal to amp her up ever so slightly.

Base Stats

  • AD Growth: 1.3 ⇒ 2

W - Ultrashock Laser

  • Damage: 20/60/100/140/180 (+130% AD) (+25% AP) ⇒ 30/70/110/150/190 (+130% AD) (+25% AP)

Ranked Season Schedule Update

Season 2023 Split 2 ends at 23:59:59 January 9, 2024 according to your regional local time.

Season 2024 Split 1 starts at 12:00:00 January 10, 2024 according to regional local time everywhere except for LA1 and NA1:

  • LA1 starts at 9am, Jan 10 CST
  • NA1 starts at 7am, Jan 10 PST

The season transition experience will be similar to what we had in the past: Ranked queues will be disabled for a couple of hours, and will be brought back as soon as 14.1 is up, and a couple of hours after that, Split 1 will be officially launched! The ranked games played during the downtime won't count towards your new season progression.

Shard transfers will be disabled before season end, and re-enabled after all end of season rewards are granted.



Region Time Zone Season End Time
OC1 Australian Eastern Daylight Time (AEDT) Jan/9/2024 23:59:59
JP1 Japan Standard Time (JST) Jan/9/2024 23:59:59
KR1 Korea Standard Time (KST) Jan/9/2024 23:59:59
RU Moscow Standard Time (MSK) Jan/9/2024 23:59:59
EUN1 Central European Time (CET) Jan/9/2024 23:59:59
TR1 Time zone in Istanbul, Turkey (GMT+3) Jan/9/2024 23:59:59
EUW1 Greenwich Mean Time (GMT) Jan/9/2024 23:59:59
BR1 Time zone in São Paulo, Brazil (GMT-3) Jan/9/2024 23:59:59
LA2 Time zone in Buenos Aires, Argentina (GMT-3) Jan/9/2024 23:59:59
LA1 Central Standard Time (CST) Jan/9/2024 23:59:59
NA1 Pacific Standard Time (PST) Jan/9/2024 23:59:59
PH Philippine Standard Time Jan/9/2024 23:59:59
VN Indochina Time (GMT+7) Jan/9/2024 23:59:59
SG Singapore Standard Time (GMT+8) Jan/9/2024 23:59:59
TH Indochina Time (GMT+7) Jan/9/2024 23:59:59
TW Taipei Standard Time (GMT+8) Jan/9/2024 23:59:59

Arena Returns

Hey Gladiators! We're incredibly excited for you to see all the new items, augments, and balance updates we've been working on. There are a lot of changes to cover! You can find the nitty gritty details below, but if you want to get straight to the action, here is a quick summary of all the biggest things to look out for in the Rings of Wrath!
  • A huge amount of class and individual champion balance changes.
  • Hexgates have been added to all four Arenas!
  • Death is not the end! After a delay, you can revive your dead teammate by standing on their body!
  • We've removed the Naafiri, Samira, Shaco, Viego, Lux, Evelynn, and Jhin cameos, and we've added Sylas and Thresh cameos!
  • 4 new items!
  • 60 new Augments!


Due to the large amount of balance adjustments being made this patch change lists will only contain the numbers being changed and not the entire equation as per usual.

Gameplay Updates


Hexgates
  • Hexgates have been added to each of the 4 Rings of Wrath. They work just like they do on Hextech Rift and Howling Abyss and have a 7 second cooldown.

Downed State/Reviving
  • When a champion dies for the first time each round, they become downed for 11-8 seconds (based on round number), after which they become revivable. If an ally stands near a revivable ally for 3 seconds, they are resurrected and healed by their ally for 150+75 per level.
  • Revive duration is cumulative. If you spend 1 second near your Downed ally, then leave and come back, they will only take 2 seconds to Revive.
  • Revive duration is decreased based on the reviver’s Heal/Shield Power, and also decreased based on how much less team health the reviver has than the enemy team.
  • When you are revived, you become Invulnerable, Untargetable, and unable to attack/cast for 0.75 seconds. You will also gain 30% damage reduction, 75% Move Speed, and 50% Tenacity decaying over 3 seconds (or 2.25 seconds after the invulnerability ends).
  • In order to revive an ally, the ally must not be reviving with another effect or ability such as Zilean’s R, Zac’s Passive, or Guardian Angel.

Cameos
  • The following Cameos have been removed: Naafiri. Samira, Shaco, Viego, Lux, Evelynn, and Jhin
  • The following Cameos have been added: Sylas (At the start of the round, Sylas replaces Summoner Flee with a one-use random Ultimate) and Thresh (Thresh will occasionally throw out a Lantern. The Lantern continuously Shields and can be selected to be pulled to Thresh).

New Items
  • Sword of the Blossoming Dawn: 40 Ability Power, 200 Health, 15% Heal and Shield Power, 15 Ability Haste. Passive Effervescence: Gain 1.2% Attack Speed for every 1% Heal and Shield Power you have. Passive Peppermint: On-Hit, heal the lowest health ally champion near you for 15-45 (+10% bonus AD) (+7% AP)
  • Perplexity: 70 Ability Power, 8% Move Speed, 22% Armor Penetration, 30% Magic Penetration. Passive Giant Slayer: Deal up to 22% bonus damage against champions with greater maximum Health than you.
  • Hellfire Hatchet: 40 Attack Damage, 12 Lethality, 15% Omnivamp. Passive Char: On-Hit or damaging an enemy with an active ability, heal for 2% of the Target's Current Health and apply 1 stack of Burn that deals 12% bonus AD (+10% AP) (+2% Missing Health) physical damage per second for 4 seconds.
  • Wordless Promise: 60 Ability Power, 15% Heal and Shield Power, 25 Ability Haste. Active - Promise: Make a Promise to an ally (90 second Cooldown). Passive Promise: Gain 20% of your Promised ally's Ability Power, and grant your Promised ally 20% of your Ability Haste.

Augment Updates
  • Once two champions possess the same Augment, that Augment is removed from the pool.
  • 60 Augments have been added to the Augment Pool! While we could share them all here, it’s more fun to enjoy exploring and experiencing them live. GLHF!

Queue Changes

  • Maximum Party Size: 2 players ⇒ 4 players (Note: when queuing with 3 players the party will be given the option to select who will be matched with a random player.)
  • Rating Restrictions: Players with a Gladiator rating can only queue with other Gladiator rated players ⇒ Players with an 8,100 rating or higher can only queue with 1 other player, and players must be within 1,000 rating of one another to queue together
  • Private Matchmaking: A full party of 8 players can queue together for an unrated game. There are no rating restrictions in private matches.

Rating System Changes

  • Arena ratings from the initial launch have been reset, and all players will begin in Wood Tier with a 500 rating.
  • Gold Tier Rating: 3200 ⇒ 3300
  • Gladiator Tier Rating: 3800 ⇒ 4000

General Balance Adjustments

  • Health Bonus for Melee Champions: 200-700 (based on level)
  • 50-900 (based on level)
  • Health Bonus for Ranged Champions: 300-800 (based on level) 150-1150 (based on level)
  • Resist Bonus for Melee Champions: 4-8 (based on level) 8-36 (based on level)
  • Armor/MR Bonus for Ranged Champions: 2-4 (based on level 2-16 (based on level)
  • Attack Speed Bonus for Ranged Champions: 20% at all levels Removed

Champion Balance Adjustments

Aatrox
  • E Recharge Time: 26-10 seconds 22-10 seconds
  • E Percent Healing: 18-24% 20-32%
  • E Empowered Percent Healing during Ultimate: 20-36% 24-44%
  • R Increased Healing: 25-45% 30-60%
  • R Bonus AD: 20-45% 30-55%.
Akali
  • Health Growth: 111 121
  • Q Damage: 50-150 (+60% AP) (+65% total AD) 60-180 (+70% AP) (+75% total AD)
  • W Ability Haste: +30 0
  • W Cooldown: 20 seconds 15 seconds
Akshan
  • Health Growth: 105 115
  • AD Growth: 3 3.7
  • E bonus AD ratio: 17.5% 22.5%
Alistar
  • W Ability Haste: - 30 0
  • W Cooldown: 14-10 26-16 seconds
  • R Ability Haste: -30 0
  • R Cooldown: 120-80 seconds 180-120 seconds
Annie
  • Damage Dealt Modifier: -5% 0
  • Damage Taken Modifier: +5% 0
  • Health Growth: 102 92
  • Passive Stun Duration: 1.25-1.75 (based on level) 1-1.5 seconds
  • Q Damage: 70-210 (+75% AP) 60-200 (+65% AP)
  • W Damage: 70-250 (+85% AP) 60-220 (+75% AP)
Ashe
  • W Damage: 20-80 (+100% AD) 25-105 (+120% AD)
  • R Stun Duration: 1-3.5 1.5-4.5 seconds
  • R AP Ratio: 120% 200%
Bard
  • Passive Chimes Per Upgrade: 5 4
  • Passive AP Ratio: 0.3 0 .5
Blitzcrank
  • Health Growth: 109 139
  • Q Ability Haste: +40 0
  • Q Cooldown: 20-16 13-9 seconds
Braum
  • Health Growth: 112 132
  • Attack Speed Growth: 3.5% 4.5%
  • W Braum Bonus Resistances: 20-40 (+36% bonus Armor/MR) 20-60 (+45% bonus Armor/MR)
  • W Ally Bonus Resistances: 20-40 (+12% bonus Armor/MR) 20-60 (+16% bonus Armor/MR)
Briar
  • Health Growth: 100 90
  • Armor Growth: 4.2 3.2
  • Q Base Damage: 60-220 50-190
  • Q Armor Shred: 10-26% 10-20%
  • W Bonus Attack Speed: 60-120% 60-100%
  • W Snack Attack Heal Percentage: 36-60% 36-48%
  • R Damage: 150-450 (+75% bonus AD) 150-400 (+90% bonus AD)
  • R Bonus Armor/MR: 20% AD 10% AD.
Cassiopeia
  • Health Growth: 104 94
  • W Ability Haste: -30 0
  • W Cooldown: 24-16 28-20 seconds
  • R Damage: 150-350 (+50% AP) 100-250 (+40% AP)
Cho'Gath
  • Q Ability Haste: +25 0
  • Q Cooldown: 6 5 seconds
  • R Ability Haste: +30 0
  • R Cooldown: 80-60 60–40 seconds
Corki
  • Base Health: 105 100
  • Passive Package Damage Per Second: 30-100 (based on level) (+200% bonus AD) (+24% AP) 30-100 (based on level) (+100% bonus AD) (+16% AP)
  • W Cooldown: 20-16 23-19 seconds
  • W AP Ratio Per Second: 40% 60%
  • E Ability Haste: -30 0
  • R Damage: 80-150 (+15-75% AD) (+12% AP) 70-140 (+10-60% AD) (+20% AP)
Draven
  • Passive Stacks per Round: 100 50
  • Passive Stacks per Catch: 10 5
  • Q Bonus Damage AD Ratio: +75-115% bonus AD +70-110% bonus AD
Evelynn
  • Q Health Growth: 98 128
  • Q Damage: 35-55 (+30% AP) 35-75 (+35% AP)
  • Q Bonus Damage on Marked Target: 25-65 (+30% AP) 30-70 (+40% AP)
  • W Ability Haste: +20 0
  • W Cooldown: 15-11 13-9 seconds
  • R Cooldown: 120-80 90-60 seconds
Ezreal
  • Passive Attack Speed per stack: 0.1 0.15
  • Q AD Ratio: 135% 140%
  • Q AP Ratio: 17% 20%
  • W Base Damage: 80-300 110-350
  • E Ability Haste: +15 0
  • E Cooldown: 26-14 18-10 seconds
  • E AP Ratio: 80% 90%
  • R AP Ratio: 95% 110%
Fiora
  • Damage Dealt Modifier: -5% 0
  • Health Growth: 99 89
  • AD Growth: 3.3 2.8
  • Q Damage: 70-110 (+90-110% bonus AD) 55-95 (+70-90% bonus AD)
  • W Ability Haste: -20 0
  • W Cooldown: 24-16 28-20 seconds
Galio
  • Health Growth: 126 136
  • W Ability Haste: +30 >> 0
  • W Cooldown: 18-14 15-11 seconds
  • W Shield Health Ratio: 10% 15-25%
  • R Base Damage: 150-350 200-600
Heimerdinger
  • Damage Dealt Modifier: -5% 0
  • Health Growth: 101 86
  • Q Turret Shot AP Ratio: 35% 25%
  • Q Turret Beam AP Ratio: 55% 45%
  • E Ability Haste: -30 0
  • E Cooldown: 11 15 seconds
Illaoi
  • Damage Taken Modifier: +5% 0
  • Health Growth: 109 99
  • AD Growth: 5 4
Ivern
  • Q Cooldown: 14-10 16-12 seconds
  • E Shield Amount: 85-245 (+50% AP) 80-220 (+45% AP)
  • E Damage: 70-150 (+80% AP) 60-120 (+70% AP)
  • E Slow Amount: 50-70% 40-60%
Jax
  • Health Growth: 100 90
  • AD Growth: 4.25 4
  • W Base Damage: 50-190 30-130
  • E Ability Haste: -30 0
  • E Cooldown: 15-9 20-14 seconds
  • R Passive Base Damage: 60-160 50-130
  • R Active Base Damage: 150-350 100-250
Jhin
  • Passive Crit Movespeed Attack Speed Ratio: 40% 80%
  • Q Base Damage: 65-245 70-310
  • Q AD Ratio: 0.6-1 0.8-1.2
  • W Base Damage: 60-200 70-250
  • W Root Duration: 1.25-2.25 1.75-3.25 seconds
  • E Slow Amount: 35% 50%
  • R Base Damage: 100-400 144-444
  • R AD Ratio: 0.25 0.44
  • R Cooldown: 120-90 45-15 seconds
Jinx
  • Health Growth: 105 115
  • AD Growth: 3.15 3.75
  • W Damage: 10-210 (+160% AD) 10-250 (+200% AD)
  • R Cooldown: 70-40 50-30 seconds
Kai'Sa
  • Health Growth: 102 95
  • AD Growth: 2.6 2.2
  • Q Individual Missile Damage: 40-100 (+50% bonus AD) (+20% AP) 40-100 (+40% bonus AD) (+15% AP)
Kalista:
  • Q Total AD Ratio: 105% 135%
Kayle
  • Damage Dealt Modifier: -5% 0
  • Passive Wave Damage: 20-41 (based on level) (+25% AP) (+10% bonus AD) 20-41 (based on level) (+17% AP) (+7% bonus AD)
  • Q Slow Percent: 26-50% 15-35%
  • W Movespeed: 24-40% 15-35%
  • E Passive Damage: 10-30 (+20% AP) (+10% bonus AD) 5-25 (+14% AP) (+7% bonus AD)
  • R Ability Haste: -100 0
  • R Cooldown: 160-80 320-160 seconds
  • R Base Damage: 50-150 150-300
Kayn
  • Damage Dealt Modifier: -5% 0
  • Damage Taken Modifier: -5% 0
  • Passive Orbs per Round: 25 30
  • Passive Assassin Out-of-Combat Window to Reset Passive: 8 4 seconds
  • Passive Assassin Bonus Magic Damage: 15-45% (based on level) 30-60% (based on level)
  • Q Darkin Damage: 5% 4% of target's maximum health
  • Q Darkin Damage: 3.5% 3% maximum HP per 100 bonus AD
  • E Assassin Cooldown: 10 7 seconds
  • E Assassin Bonus Movespeed: 70% 100%
  • R Darkin Damage: 10% 7% per 100 bonus AD
  • R Assassin Bonus Cast and Emerge range: 200 400
Kha'Zix
  • Passive bonus AD Ratio: 0.4 0.55
  • Passive Slow: 25% 35%
  • Q Evolved Bonus Cooldown Refund on Isolated Target: 45% 60%
  • Q Base Bonus AD Ratio: 110% 140%
  • W Heal: 55-135 (+50% AP) 100-300 (+100% AP)
  • E Cooldown: 20-12 12-8 seconds
  • R Recast Window: 12 18 seconds
  • R Evolved Stealth Duration: 2 3 seconds
  • R Evolved Casts: 3 4
Kindred
  • AD Growth: 3.25 2.75
  • Attack Speed Growth: 3.5 3
  • E Damage: 80-160 (+80% bonus AD) (+5% missing HP) (+0.5% missing HP per mark) 80-160 (+80% bonus AD) (+2% missing HP) (+0.5% missing HP per mark)
Kog'Maw
  • Damage Dealt Modifier: -5% 0
  • AD Growth: 3.1 2.3
  • Attack Speed Growth: 2.65 2.25
  • Q Resist Shred: 23-31% 15-25%
  • Q AP Ratio: 70% 100%
  • E Slow: 30-50% 20-60%
  • E AP Ratio: 70% 90%
  • R AP Ratio: 35% 45%
K'Sante
  • Health Growth: 115 130
  • Q Base Damage: 30-150 40-200
  • E Ability Haste: -20 0
  • E Cooldown: 10.5-8.5 9-7 seconds
  • R Cooldown: 120-80 90-60 seconds
LeBlanc
  • Health Growth: 111 121
  • W Ability Haste: +15 0
  • Cooldown: 18-10 16-8 seconds
  • R Ability Haste: +15 0
Lee Sin
  • Base Health: 645 725
  • Health Growth: 105 120
  • Q Ability Haste: +30 0
  • Q Cooldown: 10-6 8.5-4.5 seconds
  • W Shield Value: 60-300 70-350
Lux
  • Health Growth: 99 114
  • Passive AP Ratio: 35% 45%
  • Q Damage: 80-240 (+60% AP) 110-270 (+65% AP)
  • Q Cooldown: 11-9 10-8 seconds
  • W Shield Value: 40-100 (+35% AP) 60-180 (+45% AP)
Maokai
  • Cooldown Reduction on Spell Cast or Hit Taken: 4 3 seconds
  • Q Damage: 70-270 (+2-4% max health) (+40% AP) 40-160 (+2-4% max health) (+60% AP)
  • W Cooldown: 13-9 15-11 seconds
Master Yi
  • AD Growth: 2.2 1.7
  • Q Damage: 30-150 (+50% AD) 20-120 (+40% AD)
  • E Base Damage: 30-50 20-40
Miss Fortune
  • AD Growth: 2.4 3.6
  • Health Growth: 103 113
  • Q AP Ratio: 0.35 0.55
  • E AP Ratio Per Second: 60% 90%
  • R AP Ratio Per Wave: 25% 35%
Naafiri
  • Health Growth: 120 140
  • Passive Packmate bonus AD Ratio: 4.5% 6%
  • Q First Cast Damage: 35-75 (+20% bonus AD) 45-95 (+25% bonus AD)
  • Q Second Cast Minimum Damage: 30-90 (+40% bonus AD) 40-100 (+45% bonus AD)
  • Q Bleed Damage: 30-150 (+80% bonus AD) 40-200 (+100% bonus AD)
  • Q Heal: 45-105 (+40% bonus AD) 60-150 (+50% bonus AD)
  • R Shield: 125-525 (+50% bonus AD) 250-750 (+70% bonus AD)
Nami
  • Q AP Ratio: 50% 70%
  • W Damage: 60-220 (+55% AP) 75-255 (+65% AP)
  • W Heal: 55-135 (+25% AP) 70-230 (+30% AP)
Nautilus
  • Health Growth: 100 120
  • Passive Per Target Cooldown: 6 5 seconds
  • W Shield Amount: 50-90 (+8-12% Maximum Health) 80-160 (+9-13% Maximum Health)
  • W Damage over Time: 30-70 (+40% AP) 40-100 (+55% AP)
Nunu & Willump
  • Q Ability Haste: +30 0
  • Q Cooldown: 12-8 9-5 seconds
  • W Maximum AP Ratio: 150% 250%
Ornn
  • Passive Stat Amplification per Mythic Upgraded: 4% 6%
  • Ornn can now only get stat amplifications for upgrading a maximum of 2 mythics per game. If Ornn or his teammate acquires the Mythical Augment, this cap will rise by 5.
  • Players can no longer buy another copy of the same mythic with Mythical after upgrading the first one.
Pantheon
  • Health Growth: 109 120
  • Q Cooldown: 11-8 10-7 seconds
  • R Cooldown: 180-150 60-40 seconds
Poppy
  • W Ability Haste: -30 0
  • W Cooldown: 20-12 26-16 seconds
  • E Ability Haste: -50 0
  • E Cooldown: 14-10 21-15 seconds
Pyke
  • Ability Haste: +20 0
  • Base Health: 670 740
  • Health Growth: 110 125
  • E Cooldown: 15-11 13-9 seconds
Qiyana
  • Passive Bonus AD Ratio: 0.3 0.5
  • Passive AP Ratio: 0.3 0.5
  • Q Brush Bonus Movement Speed: 20% 40%
  • Q River Root Duration: 0.5 1 second
  • E Base Damage: 50-210 70-270
  • R Cooldown: 120 80 seconds
Quinn
  • Health Growth: 107 122
  • AD Growth: 2.7 3.7
  • W Ability Haste: +100 0
  • W Cooldown: 50-30 20-10 seconds
Rammus
  • Health Growth: 94 109
  • Q Cooldown: 16-6 11-5 seconds
  • Q AP Ratio: 125% 150%
  • R Cooldown: 90 40 seconds
Rek'Sai
  • Health Growth: 99 119
  • AD Growth: 3 4
  • Q Burrowed Damage: 60-200 (+50% bonus AD) (+70% AP) 70-270 (+70% bonus AD) (+130% AP)
Renekton
  • W Cooldown: 16-8 18-10 seconds
Rengar
  • Q Bonus Damage: 30-150 (+0-20% AD) 40-200 (+5-25% AD)
  • Q Empowered Ratio: 40% 55%
  • W Damage stored as Grey health: 50% 60%
  • W Damage: 50-170 (+80% AP) 60-220 (+95% AP)
  • W Empowered AP Ratio: 80% 105%
  • R Cooldown: 110/100/90 80/70/60 seconds
  • R Bonus Movement Speed: 40-60% 50-90%
Samira
  • AD Growth: 3.3 2.8
  • Attack Speed Growth: 3.3 2.8
  • R Base Damage: 5-25 5-15
Sejuani
  • Health Growth: 114 144
  • Q Ability Haste: +20 0
  • Q Cooldown: 19-13 17-11 seconds
  • Q Damage: 90-290 (+60% AP) 110-350 (+110% AP)
  • R Cooldown: 130-90 80-60 seconds
Senna
  • Passive Stacks per Round: 6.25 7.5
Shaco
  • Passive Attack Bonus AD Ratio: 25% 35%
  • Q Ability Haste: -30 0
  • Q Cooldown: 12-10 14-12 seconds
  • Q Base Damage: 25-65 45-125
  • W Fear Duration: 0.5 0.5-1 seconds
  • W Cooldown: 15 17 seconds
Shyvana
  • Damage Dealt Modifier: -5% 0
  • Health Growth: 104 94
  • Q Cooldown: 8-6 9-7 seconds
  • W Damage per tick: 20-60 (+20% bonus AD) 15-45 (+15% bonus AD)
  • E Percent Health Damage On-hit: 3% 2.5%
Sion
  • Q Base Stun Time: 1.25 1.75 seconds
  • Q Minimum AD Ratio: 45-75% 60-100%
  • Q Maximum AD Ratio: 135-225% 180-300%
  • W Stacking: Gains 800 stacks over 8 rounds Gains 1200 stacks over 8 rounds
  • E Base Damage: 65-205 80-300
  • E AP Ratio: 0.55 0.8
  • R Minimum Base Damage: 200-350 250-750
  • R Maximum Base Damage: 600-1400 700-2100
Sivir
  • Q AD Ratio: 80-100% 90-130%
Skarner
  • Q Damage: 1-3% maximum health (+20% AD) (+30% AP) 1-2.5% maximum health (+20% AD) (+40% AP)
  • E Stun Duration: 1.25 1 second
Talon
  • Passive Bonus AD Ratio: 2.1 3.0
  • Q AD Ratio: 100% Bonus AD 130% Bonus AD
  • W Slow: 40%-60% 50-70%
  • W Initial Base Damage: 40-80 60-120
  • W Return Base Damage: 50-170 75-225
  • E Wall Cooldown: 160-60 22-6 seconds
  • R Movement Speed: 40-70% 60-100%
  • R Cooldown: 100-60 80-60 seconds
Taric
  • E Ability Haste: -50 0
  • E Cooldown: 16-12 22-16 seconds
Teemo
  • Q Damage: 80-260 (+80% AP) 70-230 (+70% AP)
  • Q Blind Duration: 2-3 1.5-2.5 seconds
Thresh
  • Health Growth: 120 130
  • Q AP Ratio: 90% 120%
  • E Passive AD Ratio: 80-200% 100-300%
  • R AP Ratio: 100% 130%
Twisted Fate
  • Q Damage: 60-220 (+90% AP) 70-270 (+100% AP)
  • E AP Ratio: 50% 40%
  • E Base Damage: 65-165 65-265
Twitch
  • Damage Dealt Modifier: -5% 0
  • Health Growth: 100 80
  • AD Growth: 3.1 2.1
  • Attack Speed Growth: 3.38 2.88
  • Passive AP Ratio: 3% 4%
  • E Bonus AD Ratio Per Stack: 0.35 0.3
  • E AP Ratio Per Stack: 0.3 0.35
  • R Bonus AD: 10-30 30-50
Udyr
  • Q Maximum Health AD Ratio: .0004 .0003
  • Q2 Maximum Health AD Ratio: .0007 .006
  • W Shield AP Ratio: 40% 60%
  • W On-Hit Heal AP Ratio: 8% 12%
  • R Storm Base Damage: 20-92 25-125
  • R Storm AP Ratio: .00035 .00050
Urgot
  • AD Growth: 4 3
  • Health Growth: 102 92
  • Armor Growth: 5.45 4.75
  • Firebrand,Heavy Hitter, Light ‘em Up, and Angel of Retribution now deal 50% damage during W
Varus
  • Q Cooldown: 16-12 13-9 seconds
  • E Bonus AD Ratio: 90% 110%
Vayne
  • Health Growth: 103 93
  • Attack Speed Growth: 3.3 3
  • AD Growth: 2.35 1.95
  • Q Bonus Damage: 60-100% AD 50-90%
  • R Bonus AD: 25-55 10-30
Volibear
  • Armor Growth: 5.2 4.2
  • Passive On-hit AP Ratio: 50% 40%
  • Q Cooldown: 14-10 16-12 seconds
  • Q Bonus AD Ratio: 120% 60%
  • W Heal: 20-80 (+8-20% missing health) 10-70 (+6-18% missing health)
  • E Shield: 14% maximum health (+75% AP) 11% maximum health (+65% AP)
  • E Damage: 80-200 (+80% AP) (+11-15 maximum health) 60-160 (+70% AP) (+9-13% maximum health)
Warwick
  • E Ability Haste: -20 0
  • E Cooldown: 15-11 18-14 seconds
Wukong
  • Q AD Ratio: 0.45 0.35
  • W Ability Haste: -30 0
  • W Cooldown: 22-14 26-18 seconds
  • R AD Ratio Per Second: 1.375 1.1
Xayah
  • AD Growth: 3.5 2.6
  • Attack Speed Growth: 3.9 3.7
  • Health Growth: 107 97
  • Q Cooldown: 10-8 10-5 seconds
  • W Bonus Damage: 20% 15%
  • E Damage: 50-90 (+60% bonus AD) 40-80 (+50% bonus AD)
Xerath
  • Health Growth: 106 121
  • W Base Damage: 60-200 85-225
  • E Minimum Stun Duration: 0.75 1.25 seconds
  • E Maximum Stun Duration: 2.25 2.5 seconds
  • E Cooldown: 13-11 11-9 seconds
Yorick
  • Passive Ghoul AD Ratio: 0.25 0.2
  • R Maiden Health reduced by 30%
Yuumi
  • Q AP Ratio: 20% 25%
  • Q Empowered AP Ratio: 30% 37.5%
  • W Bonus Heal/Shield Power: 5-15% 10-25%
  • E Shield Amount: 80-180 (+30% AP) 100-200 (+40% AP)
Zed
  • Q Base Damage: 70-210 80-280
  • Q Bonus AD Ratio: 1.1 1.3
  • W Cooldown: 20-17 16-13 seconds
  • R Damage Amplification: 25-55% 30-60%
Ziggs
  • Health Growth: 106 121
  • Passive AP Ratio: 50% 65%
  • Q Damage: 95-295 (+65% AP) 125-325 (+75% AP)
  • W Ability Haste: +30 0
  • W Cooldown: 20-12 14-10 seconds
  • R Damage (unempowered): 200-400 (+73% AP) 250-550 (+85% AP)
  • R Damage (empowered): 300-600 (+110% AP) 375-825 (+ 127.5% AP)
Zoe
  • Health Growth: 106 121

Item Balance Adjustments


All Lethality Items (excluding The Collector)
  • Base stats have been reduced to match values on Summoner's Rift with +4 lethality unless otherwise noted below.
Atma's Reckoning
  • Health: 700 800
Axiom Arc
  • Ultimate Damage Amplification: 25% 20%
Blade of the Ruined King
  • AD: 40 35
  • Percent Current Health On-hit Damage: 11%/8% (melee/ranged) 9%/6% (melee/ranged)
Crown of the Shattered Queen
  • AP: 100 80
Demonic Embrace
  • AP: 75 45
Divine Sunderer
  • Percent Maximum Health Damage for Melee Users: 4% 3%
  • AD: 35 30
Duskblade of Draktharr
  • Passive Damage Amplification Cap: 16% 25%
Echoes of Helia
  • Ability Haste: 30 40
  • Health: 200 400
  • Shard Heal: 40-160 60-210
  • Shard Damage: 45-270 60-310
Eclipse
  • AD: 60 50
  • Proc Percent Maximum Health Damage for Melee Users: 6% 4%
  • Mythic Passive Armor Penetration: 5% 4%
  • Lethality: 16 12
Edge of Night
  • Health: 325 375
Essence Reaver
  • AD: 55 60
Evenshroud
  • Maximum health: 300 400
  • Damage Amplification: 20% 25%
Everfrost
  • Cooldown: 30 20 seconds
  • Health: 400 500
  • AP: 70 80
Force of Nature
  • Health: 400 450
  • Bonus MR at Maximum Stacks: 30 50
Galeforce
  • AD: 55 60
  • Attack Speed: 25% 40%
Goredrinker
  • Health: 300 400
  • Missing Health Heal per champion: 8% 10%
Guardian's Horn
  • Maximum Health: 200 350
Heartsteel
  • Proc Maximum HP Ratio: 6% 7%
  • Proc Damage to Permanent Maximum Health Conversion: 10% 12%
Hextech Gunblade
  • AP: 80 100
  • AD: 40 50
Hextech Rocketbelt
  • Magic Penetration: 9 12
  • Cooldown: 40 25 seconds
Horizon Focus
  • All stat adjustments reverted.
  • Health: 300 150
  • AP: 90 100
  • Ability Haste: 20 15
  • Proc Bonus Damage: 15% 10%
Immortal Shieldbow
  • Shield Amount: 320-530 (based on level) 400-680 (based on level)
Imperial Mandate
  • Ability Power: 60 80
  • Ability Haste: 30 35
  • Initial Proc Damage: 50-90 70-170
  • Ally Proc Damage: 100-160 130-230
Knight's Vow
  • Damage Redirect Percentage: 10%/20% when empowered 8/16% for ranged and 12/24% for melee
Kraken Slayer
  • AD: 40 45
Liandry's Anguish
  • Deals up to 15% bonus magic damage based on targets Bonus Health from 0-1250 12% from 0-4000 (this was overperforming due to everyone getting a lot of free Bonus Health from the stat buff)
Lord Dominik's Regards
  • Armor Penetration: 35% 30%
Luden's Tempest
  • AP: 100 80
Mortal Reminder
  • Armor Penetration: 35% 30%
Night Harvester
  • Ability Haste: 25 40
Phantom Dancer
  • Attack Speed at Maximum Stacks: 30% 50%
Prowler's Claw
  • Proc damage buffed to match live values (and AP ratios buffed slightly)
Redemption
  • Health: 300 400
Riftmaker
  • Health: 300 450
Rite of Ruin
  • Shield now has a 30% bonus AD ratio.
Rylai's Crystal Scepter
  • AP: 85 70
  • Health: 475 400
Serpent's Fang
  • AD: 55 65
  • Ranged shield reduction: 35% 50%
Serylda's Grudge
  • Armor Penetration: 40% 35%
Shadowflame
  • Magic Penetration based on Target's Current Health: 10-20 15-25
Shurelya's Battlesong
  • Active Movespeed: 30% 50%
  • Cooldown: 75 30 seconds
Statikk Shiv
  • Proc Base Damage: 100-200 (based on level) 100-280 (based on level)
  • AP Ratio: 60% (unchanged)
Stormrazor
  • Attack Speed: 15% 25%
Stridebreaker
  • AD: 50 60
Sunfire Aegis
  • Health Ratio Per Tick: 1.75% 2.5%
Sword of Blossoming Dawn
  • Heal Amount: 20-60 (+12% bonus AD) (+8% AP) 15-45 (+10% bonus AD) (+7% AP)
  • Health: 300 200
  • AP: 60 40
  • Attack Speed Per 1% Heal/Shield Power: 1.5% 1.2%
Titanic Hydra
  • Bonus Health converted to AD: 2% 1.5%
  • Health: 500 400
Trinity Force
  • Health: 200 333
  • AD: 30 33
Youmuu's Ghostblade
  • Passive Lethality Reduced to 10-20 (based on level)

Augment Balance Adjustments


Looking for a list of all the new Augments? Where's the fun in that? The best way to find out is to jump in the Arena and see what Augments you're dealt. Experiment and learn what works best, after all, the journey is half the fun.
  • Removed Augments: Buckle Up, Evocation, Midnight Express, Windspeaker's Blessing, Zhonya's Epiphany
Accelerating Sorcery
  • Haste Per Cast: 8 9
Banner of Command
  • Stat Amplification: 20% 25%
Celestial Body
  • Health: 1000 1250
Circle of Death
  • Heal to Damage Conversion: 50% 70%
Combo Master
  • Base Movement Speed for Ranged Users: 20% 30%
  • Base Movement Speed for Melee Users: 30% 40%
  • Maximum Haste: 60% 80%
  • Electrocute Damage: 50-250 (based on level) + (45% bonus AD) + (30% AP) 60-300 (+55% bonus AD) + (40% AP)
Contract Killer
  • Damage Amplification: 15% 20%
Courage of the Colossus
  • Base Shield: 200 100-400 (based on level)
Deft
  • Attack Speed: 50% 60%
Earthwake
  • Damage reduced by 17%
Feel the Burn
  • Ignite Damage: 70-410 (based on level) 100-600 (based on level)
  • Slow Amount: 30% 50%
Guilty Pleasure
  • Heal: 4% maximum health 10-180 (based on level) + 2% maximum health
Infernal Conduit
  • AP Ratio: 10% 6%
Lightning Strikes
  • AD per 1 Attack Speed: 30 25
Mystic Punch
  • Cooldown Refund: 1 1.25 seconds
OK Boomerang
  • Damage: 45-225 (based on level) (+25% bonus AD) (+17% AP) 40-200 (+22%bonus AD) (+15% AP)
Outlaw's Grit
  • Resists per stack: 15 12
Perseverance
  • Base Regeneration: 600% 800%
  • Amped Regen: 1200% 1600%
Phenomenal Evil
  • Per Ability Proc Cooldown: 0.75 0.5 seconds
  • newIf taken during the 2nd augment round, starts with 40 AP
Rabble Rousing
  • Heal: 2% maximum health 5-90 (based on level) + 1% maximum health
Restless Restoration
  • Base Heal Per 1000 Units Traveled: 30-150 (based on level) 20-120 (based on level)
  • Maximum Health Ratio Per 1000 Units Traveled: 2.5% 2%
Searing Dawn
  • Damage: 24-160 (based on level) 40-200 (based on level)
Slow Cooker
  • Total Bleed Damage: 2.5% 1.75% of Users Maximum Health
Sonic Boom
  • Slow Amount: 40% 30%
  • Damage: 40-160 (based on level) 30-150 (based on level)
Soul Siphon
  • Lifesteal on Critical Strike: 30% 20%
Spirit Link
  • Damage Redirected: 25% 15%
  • Healing Copied: 45% 50%
Symphony of War
  • Conquerer Adaptive per Stack: 2-4.5 (based on level) 3-5.5 (based on level)
  • Conquerer Post-Mitigation Healing: 8%/5% (melee/ranged) 10%/8% (melee/ranged)
  • Attack Speed per Stack for Melee Users: 10-15% 13-18%
  • Attack Speed per Stack for Ranged Users: 5-9% 8-12%
Tank It or Leave It
  • Damage Reduction: 30% 25%
The Brutalizer
  • Lethality: 15 10
Tormentor
  • Total Burn Percent Maximum Health Damage: 5% 4%
Trueshot Prodigy
  • Damage: 200-700 (based on level) (+100% bonus AD) (+90% AP) 250-750 (+140% bonus AD) (+100% AP)
Willing Sacrifice
  • Current Converted to Shield: 30% 25%

New Arena Challenges

  • Cream of the Crop: Deal the most damage to champions in the game
  • Dancing Shoes: Dodge 5 skillshots (ranged untargeted abilities) within 8 seconds
  • Double Down: Get double kills
  • The Wall: Take 10,000 pre-mitigation damage from champions in a single fight without dying
  • Outplaying the Odds: Get kills while more enemy champions than friendly ones are nearby
  • I've Got You!: Save an ally who would have otherwise taken lethal damage with a heal or shield

ARAM Balance Changes

Nerfs

  • Riven: Shielding Done: 120% 100%

Buffs

  • Ashe: Damage Dealt: 90% 100%

Clash - ARAM Cup

It's time for the last Clash tournament of the year, and what better way to celebrate than by fighting it out on the Howling Abyss!
  • Registration Begins: December 4 @ 11:00 AM (Local Time)
  • Tournament Days: December 9 and 10 (~4-7 PM Local, varies by region)

Mythic Shop Rotation

Now Available

  • Prestige PROJECT: Irelia
  • Prestige K/DA Kai'Sa
  • Prestige Spirit Blossom Master Yi
  • Prestige Battle Academia Lux
  • Hextech Alistar
  • Hextech Malzahar
  • Mythic Chroma Storm Dragon Lee Sin
  • Mythic Chroma Dawnbringer Riven
  • Crystalis Motis Ashe
  • Reclaimed Chroma (Crystalis Motis Ashe) + Icon
  • Crystalis Motis Ashe Emote
  • Crystalis Motis Ward Skin
  • Winterblessed 2022 Mythic Essence Icon
  • Lunar Revel 2023 Mythic Essence Icon
  • Fairie Court 2023 Mythic Essence Icon
  • Inkshadow 2023 Mythic Essence Icon
  • Soul Fighter 2023 Mythic Essence Icon
  • Worlds 2023 Mythic Essence Icon
  • Faerie Court 2023 Grab Bag

Leaving the Mythic Shop

  • Prestige Cyber Halo Janna
  • Prestige K/DA Evelynn
  • Prestige Arcanist Zoe
  • Prestige Blood Moon Aatrox
  • Hextech Kog'Maw
  • Hextech Swain
  • Neo PAX Jax
  • Crystalis Motis Taliyah
  • Reclaimed Chroma (Crystalis Motis Taliyah) + Icon
  • Crystalis Motis Taliyah Emote
  • Galaxy Slayer Zed Mythic Chroma + Icon
  • High Noon Senna Mythic Chroma + Icon

Bugfixes & QoL Changes

Bugfixes

  • Fixed a bug that caused Elise's Q - Venomous Bite's on-hit sound effects to not play correctly while Elise is in Spider Form.
  • Fixed a bug that caused Draven's R to execute himself if it was used in very close proximity to an enemy and the amount of gold accumulated from his passive was greater than his current health.
  • Fixed a bug that caused Xayah's empowered auto attack feathers to break when hitting a dashing target.
  • Fixed a bug that caused Morgana's W - Tormented Shadow pool VFX to not appear to enemies if it was cast inside of terrain.
  • Fixed a bug that caused Evelynn's Q sound effects to not play when used very close to the target,
  • Fixed a bug that caused Neeko to be able to inherit the attributes of 2 different units at the same time, causing her to sometimes have 2.5 Attack Speed.
  • Fixed a bug that caused some of Ornn's upgraded Mythic Items to not grant stackable unique passives such as Rod of Ages or Guinsoos.
  • Fixed a bug that caused Viego to be unable to swap guns if he possessed Aphelios.

Cosmetic Bugfixes

  • Fixed an issue where Hextech Annie's Fire VFX in her idle animation would disappear momentarily.
  • Fixed an issue where Ashen Slayer Sylas, Battle Wolf Sylas, Prestige PROJECT: Sylas and Project Sylas' clone model had corrupted textures when stealing Shaco's Ultimate from the following Shaco skins: Prestige Soul Fighter, Soul Fighter, Winterblessed, Crime City Nightmare and Arcanist.
  • Fixed an issue where High Noon Senna missed transitions when exiting from Homeguard Run animation.
  • Fixed an issue where VFX of Project Senna's Dawning Shadow (R) was no longer cut off near elevation change, when cast from lower ground

Upcoming Skins & Chromas

Patch 13.23 notes

It’s patch 13.23, bee-lieve it!

In this week’s patch we’re focusing on addressing a few outliers and refining changes made in a few of the last patches, like those to K’Sante. We’re focusing more and more on getting the 2024 changes polished and ready for 14.1, so be aware that this patch and 13.24 may be a bit smaller and less complex than usual as 14.1 will undoubtedly shake things up!

In other news, we have some un-bee-lievably adorable Bee skins coming out this patch, a round of Nexus Blitz and ARAM balance adjustments, and last but certainly not least, this is the patch the Riot ID changes go into effect. We’ve made a few changes so make sure you check those out down below.

TFT has a new set launching this patch that has you mix your own track by combining different bands (traits) on your board! Read all about The Remix Rumble in the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Beezcrank, King Beegar, and Bee’Koz will be available on November 22, 2023 at 21:00 UTC.

Riot ID Change

On November 20, 2023, we phased out the usage of “Summoner Names” and moved all players exclusively to Riot IDs to create a more unified experience across all our games. Read more about this change here.

We’ve made updates to the transition from Summoner Names to Riot IDs. You’ll now be able to change your name for free every 90 days. This change went into place on November 20, and everyone has been granted a free name change, if they’d like to use it. You can also read more about it here.

Champions

Azir

W damage decreased, soldiers now apply on-hit effects on their primary target.

Azir's lack of interaction with on-hit items has been a source of confusion and disappointment for players newer to this champion. This was recently highlighted again when Arena released, as there were several Augments that could be really cool for Azir but actually didn't work and baited players into taking them. After exploring allowing his soldiers to proc on-hit items we believe this a nice win for the Emperor of the Sands that will enhance his fantasy on both Summoner’s Rift and Arena! As this will increase his item scaling potential, we did need to pair it with some proactive nerfs so that he doesn’t go too crazy with this newfound power.

W - Arise!

  • Magic Damage: 2-92 (levels 10-18) (+50/67/84/101/118) (+60% AP) ⇒ 2-77 (levels 10-18) (+50/65/80/95/110) (+55% AP)
  • Magic Damage: W Attacks on the primary target (aka whichever target you clicked on) now trigger on-hit effects at 50% damage value (100% in Arena). This includes on-attack effects such as Rageblade's Phantom Hit, Runaan's Hurricane, and Kraken Slayer.

Briar

Base health decreased. W Snack Attack damage decreased.

Despite the nerfs, Briar keeps performing better patch over patch as players continue to learn and master her. So we're back to tap her power down in a way that will leave her less oppressive than before. With these changes we're continuing our attempt to close the gap between lethality and fighter builds. Lower health means she'll have to be more reliant on bonus health from other sources, and lower burst damage decreases lethality's relative value in favor of longer fighter patterns.

Base Stats

  • Base Health: 610 ⇒ 590

W - Snack Attack

  • Bonus Physical Damage: 5/20/35/50/65 (+ 5% total AD) (+ 10% (+3.5% per 100 bonus AD) of the target's missing health) ⇒ 5/20/35/50/65 (+ 5% total AD) (+ 9% (+2.5% per 100 bonus AD) of the target's missing health)

Draven

R quality of life change.

Draaaaaaaaaaaaaaaven.

R - Whirling Death

  • QoL Adjustment: Draven R now returns to his body after striking a champion while he's dead.

Janna

Passive bonus movement speed adjusted. W cooldown decreased, targeting adjusted. R cooldown decreased.

Though there's some room for players to optimize Janna further (notably switching back to Aery now that Howling Gale spam is weaker), she has wound up in a weaker spot than before 13.22's kit update. We're giving her back some power to make sure she feels good to play at all points in the game. One notable factor is that she's performing much worse in the early game than she used to, so we're attempting to specifically help her early power with these changes.

The change to Zephyr's range should be a buff overall. It will now perfectly match her attack range, which is almost identical against small targets but meaningfully easier to wield against larger champions like Cho'Gath.

Passive - Tailwind

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

W - Zephyr

  • Cooldown: 9/8.5/8/7.5/7 seconds ⇒ 8/7.5/7/6.5/6 seconds
  • Targeting: 650 range, center to center ⇒ 550 range, edge to edge (Note: this should make W better against large targets while being neutral against smaller targets.)

R - Monsoon

  • Cooldown: 150/135/120 seconds ⇒ 130/115/100 seconds

Jarvan IV

Q cooldown increased.

Jarvan IV has been very prominent in solo queue with solid pick, ban, and win rates. He currently accesses a large amount of haste through his build, which is leading to oppressive Q-E uptime. To reduce this particular strength, we’re increasing the cooldown on his Q which should still be accessible once you’ve built some Ability Haste, but will not be quite as oppressive as it is now.

Q - Dragon Strike

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

K'Sante

Q mana cost increased, base damage decreased. W bugfix. E shield decreased. R passive bonus attack damage adjusted, bonus on cast decreased.

K'Sante's kit update back in 13.20 has moved him in the direction that we want with more room for opponents to counterplay. However, we've still been trying to land his tuning to ensure he has a proper spread of strong and weak matchups. The goals with this patch are to ensure that K'Sante has real difficulty in bad matchups. A weaker shield, costlier Q, and especially reduced damage at his level 6 power spike should ensure strong 1v1 laners can excel against him. He's still meant to be a strongly-scaling, sometimes-warden, sometimes-skirmisher and we'll continue to re-tune him as necessary to ensure he's a high-skill champion worth mastering, without easily dominating his opposition.

Q - Ntofo Strikes

  • Mana Cost: 15 Mana ⇒ 28/26/24/22/20 Mana
  • Damage: 30/60/90/120/150 (+40% AD) (+30% bonus armor) (+30% bonus magic resistance) ⇒ 30/55/80/105/130 (+40% AD) (+30% bonus armor) (+30% bonus magic resistance)

W - Path Maker

  • Bugfix: Fixed a bug that allowed K'Sante to launch Path Maker's dash early. Now if Path Maker's channel is ended prematurely, the channel will simply end without a dash.

E - Footwork

  • Shield: 45/65/85/105/125 (+15% bonus health) ⇒ 50/90/130/170/210 (+10% bonus health)

R - All Out

  • Passive Bonus Damage: 45/60/75% (levels 6/11/16) ⇒ 30-78% (levels 6-18, scaling linearly)
  • Bonus Attack Damage: 15/30/45 (+25% bonus armor) (+25% bonus magic resistance) ⇒ 10/25/40 (+25% bonus armor) (+25% bonus magic resistance)

Naafiri

Passive packmate damage decreased. E base damage decreased.

Naafiri was created with the goal of being a relatively easy-to-play assassin that doesn’t have a lot of pressure to end games quickly as she was specifically geared toward average-skill games. She's definitely succeeding at being one of the more straightforward assassins with a good late game to boot. However, she's just winning too many games right now, so we're taking aim at a nerf. In an effort to retain as much agency over the game as possible, we're preserving her gold scaling and instead taking down her base damage to ensure that she must perform well to continue securing takedowns.

Passive - We Are More

  • Packmate Attack Damage: 6-29.8 (based on level) (+4.5% bonus AD) ⇒ 5-25 (based on level) (+4.5% bonus AD)

E - Eviscerate

  • Flurry Damage: 65/100/135/170/205 (+ 80% bonus AD) ⇒ 60/90/120/150/180 (+ 80% bonus AD)
  • Maximum Eviscerate Damage: 100/150/200/250/300 (+ 130% bonus AD) ⇒ 95/140/185/230/275 (+ 130% bonus AD)

Riven

Q AD scaling increased. R AD scaling increased.

The anti-snowballing update of 13.20 hurt Riven a bit as she's often reliant on snowballing an early lead. While she's not strictly weak in the hands of her most practiced players, we'd like to give her a small boost in power to make that dedication pay off a little harder.

Q - Broken Wings

  • Damage: 15/35/55/75/95 (+45/50/55/60/65% AD) ⇒ 15/35/55/75/95 (+50/55/60/65/70% AD)

R - Blade of the Exile

  • Bonus Attack Damage: 20% ⇒ 25%

Trundle

AD growth increased. Q mana cost decreased.

Trundle hasn’t been performing well as a top laner, which means he needs a bit of help. We’re looking to decrease his Q mana cost, as he relies on this ability to trade and clear waves which should help out Trundle top. We’re also buffing his AD growth as this should increase his scaling and Trinity Force synergy.

Base Stats

  • Attack Damage Growth: 3 ⇒ 4

Q - Chomp

  • Mana Cost: 30 ⇒ 20

Vel'Koz

Passive damage increased.

Vel'Koz is currently fairly weak as both a support and mid laner and could use a little more power. In this patch we’ll be buffing his passive damage, as there's a reasonable amount of interesting gameplay in triggering it and to make this proc more rewarding for Vel'Koz players. While this will also increase his power during R, he only procs his passive once per cast, which creates more of a reward for the risk of immobilizing Vel’Koz.

Passive - Organic Deconstruction

  • Third Stack Damage: 33-169 (based on level) (+50% AP) ⇒ 35-180 (based on level) (+60% AP)

Ziggs

Base AD increased. Q damage decreased. W cooldown increased early, mana cost increased.

Our armor nerf from last patch ended up not being as meaningful as we had hoped due to how far back Ziggs can play, so we need to nerf him again as he's performing quite well in solo queue. Our main goal is to reduce how oppressive his early game is by nerfing the base damage on his Q since it now has a more reliable hitbox. We’re also including a nerf to his W uptime, as this is a strong engage/disengage tool that can also be used for waveclear since it has a relatively low cost.

Base Stats

  • Base Attack Damage: 54 ⇒ 55

Q - Bouncing Bomb

  • Magic Damage: 95/145/195/245/295 (+65% AP) ⇒ 85/135/185/235/285 (+65% AP)

W - Satchel Charge

  • Cooldown: 20/18/16/14/12 seconds ⇒ 24/21/18/15/12 seconds
  • Mana Cost: 65 ⇒ 80

Turret Gold Adjustments

TURRETS


In this patch we’ll be adjusting turret gold rewards in an effort to make split pushing a more satisfying path to power. Inner turrets will have 125 gold shifted from global into local gold, which will raise the individual power level of anyone brave enough to push into enemy territory to take them down. We're also shifting and raising the value of Inhibitor turrets in order to make them a much more valuable objective overall. Currently it isn’t worth risking taking down an Inhibitor turret while splitting so we'd like to make this fairly dangerous objective more worthwhile.

Statistically, top laners earn the most turret gold of any role in the game in every skill bracket, so a relative increase in local turret value should disproportionately help top laners convert their strength into more power and thus increase their agency over the game as a whole.

Also, did you know turrets have items in their inventory that explain some of their various rules? They've received a small clarity and content pass to be a bit more informative and easier to read.

INNER TURRETS

  • Mid Lane Local Gold: 300 ⇒ 425
  • Side Lane Local Gold: 550 ⇒ 675
  • Global Gold: 250 ⇒ 125
  • Total Gold Value: 550/800 (unchanged)

INHIBITOR TURRETS

  • Local Gold: 50 ⇒ 375
  • Global Gold: 250 ⇒ 125
  • Total Gold Value: 300 ⇒ 500

TOOLTIP CHANGES

  • Gold reward tooltips updated to show both local and global turret gold.
  • Updated formatting of other turret item tooltips.

ARAM Adjustments

BUFFS

  • Kassadin: Damage Taken: 100% ⇒ 95%
  • Nilah: Healing Done: 90% ⇒ 100%
  • Xayah: Damage Dealt: 100% ⇒ 105%

NERFS

  • K’Sante: Damage Taken: 95% ⇒ 100%
  • Rumble: Damage Taken: 95% ⇒ 100%
  • Tahm Kench: Damage Taken: 95% ⇒ 100%

ADJUSTMENTS

  • Ashe: W Cooldown: 18/14.5/11/7.5/4 seconds ⇒ 18 seconds at all levels; R Cooldown: 100/80/60 ⇒ 110/90/70; Ability Haste: -30 ⇒ 0

Nexus Blitz Adjustments

JUNGLE CAMPS


With their new jungle pet buddies, junglers have been outpacing their laning counterparts, making their ganks a little too potent in the early game. We're taking a pass at monster health to slow down their clears a bit, especially those with strong AoE clears.
  • Rift Scuttler Health: 3400-11560 ⇒ 3500-11900
  • Medium Krugs Health: 900-2115 ⇒ 750-1763
  • Sir Gromp Health: 2400-5640 ⇒ 2600-6110
  • Red Brambleback Health: 4600-12420 ⇒ 5000-13500
  • Blue Sentinel Health: 3500-9450 ⇒ 3750-10125
  • Rift Herald Health: 8400-16800 ⇒ 9000-18000

BUFFS

  • Corki: Damage Dealt: 100% ⇒ 105%
  • Hecarim: Damage Taken: 100% ⇒ 95%
  • Riven: Damage Dealt: 100% ⇒ 105%
  • Pyke: Damage Dealt: 100% ⇒ 105%
  • Camille: Damage Taken: 100% ⇒ 95%

NERFS

  • Singed: Damage Dealt: 100% ⇒ 95%
  • Maokai: Damage Dealt: 100% ⇒ 95%
  • Sett: Damage Dealt: 100% ⇒ 95%
  • Teemo: Damage Dealt: 95% ⇒ 90%

Ping Changes

  • Any ally scoreboard item, ultimate, or Summoner Spell cooldown ping is sent to the team if the item or ability is in the last 50% of its cooldown.

Ping Changes Known Bugs

  • Sending an ally scoreboard item, ultimate, or Summoner Spell cooldown ping in the last 50% of its cooldown will show [Party] in front of the ping even though it is still being broadcast to the whole team.

Mythic Shop Rotation

LEAVING THE MYTHIC SHOP

  • Soulstealer Vayne
  • Soulstealer Vayne (First Decennial) Chroma + Icon

Bugfixes & QoL Changes

CAREER STATS

  • In an effort to simplify the Career Stats tab in the client we’ve updated it so that now only the current calendar year and most recent year of data can be viewed. This will be displayed as Season 2022, Split 1 2023, and Split 2 2023.

BUGFIXES

  • Fixed a bug that caused killing an enemy with Lulu’s Pix to give incorrect kill credit.
  • Fixed a bug that caused Rell’s W - Ferromancy: Crash Down and R - Magnet Storm combination to sometimes cause R - Magnet Storm to interrupt channeled abilities.
  • Fixed a bug that caused K’Sante to become bugged after using certain ability combos during his R - All Out.
  • Fixed a bug that caused ward VFX to become permanent if a ward timed out while it was being swept with Oracle Lens.
  • Fixed a bug that caused Elise’s E - Rappel/Cocoon to incorrectly use stun duration values when calculating damage amplification.
  • Fixed a bug that caused Oracle Lens to sometimes permanently reveal jungle companions.
  • Fixed a bug that caused K’Sante’s W - Pathmaker to cancel charging if used at the same time as Hexflash.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

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