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League of Legends

Patch 13.13 Notes

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

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

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

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

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

Patch Highlights

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

Mid-Season Ranked Reset

Ranked Rewards


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

Ranked End and Start Dates


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

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

Ranked Changes in Split 2


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

Champions

Annie

Q magic damage decreased.

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

Q - Disintegrate

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

Aphelios

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

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

Severum, the Scythe Pistol

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

Gravitum, the Gravity Cannon

  • Slow Duration on Attacks: 3.5 seconds ⇒ 2.5 seconds

Crescendum, the Chakram

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

Ivern

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

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

W - Brushmaker

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

R - Daisy!

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

Kindred

Base health and armor decreased.

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

Base Stats

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

Lee Sin

Q damage increased.

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

Q - Sonic Wave/Resonating Strike

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

Neeko

Q cooldown increased. W damage adjusted. R adjusted.

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

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

Q - Blooming Burst

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

W - Shapesplitter

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

R - Pop Blossom

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

Nidalee

Base movement speed increased.

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

Base Stats

  • Movement Speed: 335 ⇒ 340

Rek'Sai

Base AD decreased, base health decreased.

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

Base Stats

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

Rell

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

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

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

Base Stats

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

Q - Shattering Strike

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

W - Ferromancy: Crash Down/Mount Up

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

E - Full Tilt

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

Varus

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

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

W - Blighted Quiver

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

Vi

Passive shield decreased. R cooldown increased.

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

Passive - Blast Shield

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

R - Cease and Desist

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

Wukong

E damage to monsters modifier removed.

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

E - Nimbus Strike

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

Items

Duskblade of Draktharr

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

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

Essence Reaver

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

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

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

Statikk Shiv

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

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

Stormrazor

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

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

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

ARAM Adjustments

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

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

Buffs

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

Nerfs

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

Mythic Shop Rotation

Leaving the Mythic Shop

  • Prestige DRX Aatrox

Bugfixes & QoL Changes

Practice Tool

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

Bugfixes

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

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 13.12 notes

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

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

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

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

Patch Highlights

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

Champions

Ashe

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

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

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

Passive - Frost Shot

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

W - Volley

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

R - Enchanted Crystal Arrow

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

Gangplank

E recharge rate decreased.

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

E - Powder Keg

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

Gragas

Passive cooldown increased. Q mana cost decreased.

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

Passive - Happy Hour

  • Cooldown: 8 seconds ⇒ 12 seconds

Q - Barrel Roll

  • Mana Cost: 80 ⇒ 80/75/70/65/60

K'Sante

E cooldown increased.

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

E - Footwork

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

Kai'Sa

AD growth increased.

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

Base Stats

  • Attack Damage Growth: 2 ⇒ 2.6

Kha'Zix

Base AD decreased.

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

Base Stats

  • Base Attack Damage: 63 ⇒ 60

Kog'Maw

W base damage decreased.

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

W - Bio-Arcane Barrage

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

Lucian

Passive damage decreased, activation conditions adjusted.

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

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

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

Passive - Lightslinger

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

Lulu

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

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

Base Stats

  • Armor: 29 ⇒ 26

Passive - Pix, Faerie Companion

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

E - Help, Pix!

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

Milio

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

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

Base Stats

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

Passive - Fired Up!

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

Nasus

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

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

Passive - Soul Eater

  • Life Steal: 9/14/19% ⇒ 11/16/21%

R - Fury of the Sands

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

Orianna

R damage increased.

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

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

R - Command: Shockwave

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

Rell

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

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

Base Stats

  • Default Adaptive Force Stat: Attack Damage ⇒ Ability Power

Q - Shattering Strike

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

W - Ferromancy: Crash Down

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

W - Ferromancy: Mount Up

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

E - Full Tilt

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

Rumble

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

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

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

Base Stats

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

Passive - Junkyard Titan

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

Q - Flamespitter

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

W - Scrap Shield

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

E - Electro Harpoon

  • Heat Generated: 10 ⇒ 20

R - The Equalizer

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

Ryze

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

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

Passive - Arcane Mastery

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

E - Spell Flux

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

Sivir

Attack damage growth decreased. W bounce damage increased.

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

Base Stats

  • Attack Damage Growth: 2.8 ⇒ 2.5

W - Ricochet

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

Yuumi

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

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

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

W - You and Me!

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

E - Zoomies

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

R - Final Chapter

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

Zeri

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

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

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

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

Base Stats

  • Movement Speed: 330 ⇒ 335

Passive - Living Battery

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

Q - Burst Fire

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

E - Spark Surge

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

Items

Ardent Censer

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

Bloodthirster

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

Galeforce

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

Immortal Shieldbow

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

Imperial Mandate

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

Moonstone Renewer

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

Phantom Dancer

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

Rapid Firecannon

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

Statikk Shiv

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

Runes

Overheal

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

Systems

MID LANE GOLD


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

RED BUFF


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

ARAM Adjustments

BUFFS

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

NERFS

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

Themed Clash

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

Mythic Shop Rotation

MYTHIC SHOP UPDATES

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

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


NOW AVAILABLE

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

LEAVING THE MYTHIC SHOP

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

Bugfixes & QoL Changes

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

SKIN BUGFIXES

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

Upcoming Skins & Chromas

The following skins will be released in this patch:

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

Patch 13.11 notes

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

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

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

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

Patch Highlights

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

Champions

Rell

Midscope, all abilities (except ultimate) adjusted.

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

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


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

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

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

Base Stats

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

Passive - Break the Mold

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

Q - Shattering Strike

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

W - Ferromancy: Crash Down

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

W - Ferromancy: Mount Up

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

E - Attract and Repel

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

Akali

Q base damage increased.

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

Q - Five Point Strike

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

Amumu

W damage decreased.

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

W - Despair

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

Aphelios

Passive bonus AD decreased.

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

Passive - The Hitman and the Seer

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

Aurelion Sol

E mana cost increased, magic damage AP ratio decreased.

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

E - Singularity

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

Azir

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

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

Q - Conquering Sands

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

W - Arise!

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

Ivern

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

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

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

Q - Rootcaller

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

W - Brushmaker

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

E - Triggerseed

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

R - Daisy

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

Jinx

Attack speed growth decreased.

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

Base Stats

  • Attack Speed Growth: 1.36 ⇒ 1

Kalista

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

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

Base Stats

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

Passive - Martial Poise

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

Q - Pierce

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

E - Rend

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

Rek’Sai

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

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

Passive - Fury of the Xer’Sai

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

Q - Queen’s Wrath (Unburrowed)

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

Q - Queen’s Wrath (Burrowed)

  • Reveal Duration: 2.5 seconds ⇒ 5 seconds

W - Unburrow

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

Renekton

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

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

E - Slice and Dice

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

R - Dominus

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

Twisted Fate

W cooldown decreased, no longer decreases with rank.

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

W - Pick A Card

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

Items

Ardent Censer

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

Duskblade of Drakkthar

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

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

Echoes of Helia

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

Galeforce

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

Kraken Slayer

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

Moonstone Renewer

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

Navori Quickblades

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

Runaan’s Hurricane

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

Statikk Shiv

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

Stormrazor

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

Youmuu’s Ghostblade

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

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

Youmuu’s Wake

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

Buff Sharing

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

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

ARAM Adjustments

Buffs

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

Nerfs

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

Adjustments

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

Clash - Bandle City Cup

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

Bugfixes & QoL Changes

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

Skin Bugfixes

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

Upcoming Skins & Chromas

The following chromas will be released this patch:

Patch 13.10 notes

Welcome to patch 13.10, the Midseason update!

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

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

Mid-Patch Updates

5/16/2023 Patch Delay

24 Hour Delay

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

Patch Highlights

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

Champions

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

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

Akshan

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

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

Passive - Dirty Fighting

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

Q - Avengerang

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

Kalista

E AP ratios added to slow and damage.

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

E - Rend

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

Kindred

W AP ratio added. E AP ratio added.

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

W - Wolf's Frenzy

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

E - Mounting Dread

  • Slow: 50% ⇒ 50% (+5% per 100 AP)

Neeko

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

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

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

Q - Blooming Burst

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

W - Shapesplitter

  • Bonus Damage to Monsters: 50 ⇒75

R - Pop Blossom

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

Vayne

Q AP ratio added.

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

Q - Tumble

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

Critical Strike Item Changes

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

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

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

And Statikk Shiv is back.

Bloodthirster

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

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

Galeforce

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

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

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

Typhoon

Ornn upgraded version of Galeforce.

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

Guinsoo's Rageblade

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

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

Seething Sorrow

Ornn upgraded version of Guinsoo’s Rageblade.

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

Hearthbound Axe

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

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

Immortal Shieldbow

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

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

Infinity Edge

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

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

Edge of Finality

Ornn upgraded version of Infinity Edge.

  • Attack Damage: 100

Kircheis Shard

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

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

Kraken Slayer

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

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

Mercurial Scimitar

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

  • Magic Resistance: 40 ⇒ 50

Mortal Reminder

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

  • Attack Damage: 35 ⇒ 40

Navori Quickblades

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

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

Flicker

Ornn upgraded version of Navori Quickblades.

  • Attack Damage: 80
  • Ability Haste: 30

Noonquiver

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

Phantom Dancer

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

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

Rageknife

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

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

Rapid Firecannon

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

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

Recurve Bow

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

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

Runaan's Hurricane

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

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

Statikk Shiv

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

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

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

Stormrazor

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

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

The Collector

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

  • Lethality: 12 ⇒ 18

Zeal

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

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

Assassin Item Changes

Duskblade of Draktharr

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

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

Prowler's Claw

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

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

Youmuu's Ghostblade

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

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

Youmuu's Wake

Ornn upgraded version of Youmuu’s Ghostblade.

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

Support Item Changes

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

Abyssal Mask

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

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

Ardent Censer

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

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

Chalice of Blessing

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

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

Chemtech Putrifier

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

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

Echoes of Helia

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

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

Cry of the Shrieking City

Ornn upgraded version of Echoes of Helia.

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

Evenshroud

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

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

Imperial Mandate

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

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

Knight's Vow

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

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

Lifewell Pendant

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

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

Locket of the Iron Solari

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

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

Mikael's Blessing

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

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

Moonstone Renewer

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

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

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

Starcaster

Ornn upgraded version of Moonstone Renewer.

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

Radiant Virtue

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

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

Primordial Dawn

Ornn upgraded version of Radiant Virtue.

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

Redemption

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

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

Shurelya's Battlesong

Shurelya's is currently one of the strongest support items in terms of satisfaction, so we didn't want to fix something that wasn’t broken. We ultimately reduced the total cost, shaved off some AP, and took some power out of the passive so that Shurelya’s lines up with the rest of the support items.

  • Total Cost: 2500 ⇒ 2300
  • Item Recipe: Kindlegem + Bandleglass Mirror + 750 gold ⇒ Kindlegem + Bandleglass Mirror + 550 gold
  • Ability Power: 40 ⇒ 35
  • Health: 200 (Note: Unchanged)
  • Ability Haste: 20 (Note: Unchanged)
  • Base Mana Regeneration: 100% (Note: Unchanged)
  • Active - Inspire: Grants you and all allies within 1000 units +30% bonus movement speed for 4 seconds (75 second cooldown) (Note: Unchanged)
  • Unique Passive - Motivate: Healing, shielding, or buffing allies grants you and them +25% bonus movement speed for 1.5 seconds ⇒ Healing, shielding, or buffing allies grants you and them +20% bonus movement speed for 1.5 seconds
  • Mythic Passive: Empowers each of your other Legendary items with 5 ability haste (Note: Unchanged)

Shurelya's Requiem

Ornn upgraded version of Shurelya’s Battlesong.

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

Staff of Flowing Water

Like Ardent Censer, we’re putting more power into the passive and adding movement speed so that it’s easier to keep up with the teammates you’ll be supporting.

  • Total Cost: 2300 ⇒ 2100
  • Item Recipe: Amplifying Tome + Forbidden Idol + Amplifying Tome + 630 gold ⇒ Aether Wisp + Forbidden Idol + 450 gold
  • Ability Power: 50 ⇒ 35
  • Base Mana Regeneration: 100% ⇒ 75%
  • Heal and Shield Power: 8% (Note: Unchanged)
  • newMovement Speed: 5%
  • Unique Passive - Rapids: Healing or shielding another ally grants you both 25-45 (based on ally's level) Ability Power and 20 Ability Haste for 4 seconds ⇒ Healing or shielding another ally grants you both 30-45 (based on ally's level) Ability Power and 20 Ability Haste for 4 seconds

Watchful Wardstone

With the cost of items going down, there was a need to create a late game gold sink for when your inventory is full. Watchful and Vigilant Wardstone is intended to be that later game gold sink for Supports. We also smoothed out Blessing of Ixtal so you get a smaller bonus with Watchful Wardstone, just in case you want to buy the item a little earlier in the mid-game.

  • newOne Quest Please: Watchful Wardstone can only be purchased after completing your support quest.
  • Total Cost: 1100 (Note: Unchanged)
  • Item Recipe: None (Note: Unchanged)
  • Health: 150 (Note: Unchanged)
  • Ability Haste: 10 (Note: Unchanged)
  • newBase Mana Regeneration: 50%
  • Unique Passive - Arcane Cache: This item can store up to three purchased Control Wards (Note: Unchanged)
  • newUnique Passive - Blessing of Ixtal: Grants an 8% increase to bonus Health, bonus Attack Damage, Ability Haste, and Ability Power.

Vigilant Wardstone

Vigilant was changed from an auto-upgrade from Watchful Wardstone into a gold sink as a result of the general cost of support items shifting downwards. This is intended to be a strong late-game item for those games where your inventory gets full and you still want to be able to buy control wards.

  • newOne Quest Please: Vigilant Wardstone can only be purchased after completing your support quest.
  • Total Cost: 2300
  • Item Recipe: Watchful Wardstone + 1200 gold
  • Health: 250
  • Ability Haste: 10
  • Base Mana Regeneration: 50%
  • Unique - Arcane Cache: This item can store up to 3 purchased Control Wards
  • Unique - Behold: Increase your Stealth Ward and Control Ward placement caps by 1
  • Unique - Chosen of Ixtal: Grants a 20% increase to bonus Health, bonus Attack Damage, Ability Haste, and Ability Power.

Zeke's Convergence

For Zeke’s, we just have some cost, stat, and recipe adjustments to bring it in line with the rest of the support items. We’re looking at doing improvements on this item in the future depending on how this update lands.

  • Total Cost: 2400 ⇒ 2200
  • Item Recipe: Kindlegem + Glacial Buckler + 700 gold ⇒ Lifewell Pendant + Glacial Buckler + 250 gold
  • Health: 250 ⇒ 200
  • Mana: 250 (Note: Unchanged)
  • Armor: 35 ⇒ 45
  • Ability Haste: 20 ⇒ 15
  • Active - Conduit: Designate an Accomplice (60 second cooldown) (Note: Unchanged)
  • Unique Passive - Convergence: For 8 seconds after you immobilize an enemy, your Accomplice's attacks (On-Hit) and ability hits apply an additional 30 - 70 (based on level) (+7.5%AP) (+1.5% Maximum Health) magic damage on-hit to that enemy. (Note: Unchanged)

Other Items

Divine Sunderer

We’re nerfing Sunderer to be less of a Tank counter especially in lane, and ideally less of a general pick up because it’s simply strong.

  • Spellblade Damage: 125% of base AD plus 6% (3% if ranged) of target's maximum health ⇒ 160% of base AD plus 4% (2% if ranged) of target's maximum health

Fimbulwinter

In this patch we’re giving Fimbulwinter a quality of life buff by removing the mana requirement from the shield. The shield originally drained mana when it activated because we were worried that the item needed a limiter. After seeing the state of the item on live for a while, we believe it no longer needs that limiter to keep the item in check.

  • removedFree you say?: Fimbulwinter’s Passive - Everlasting shield no longer consumes the user’s mana.

Force of Nature

This item is simply too strong as a single item resist purchase as it can give over 50% total damage reduction by itself. We’re aiming to reduce its overall value and particularly reduce how effective it is against a single mage. Dissipate should not be activated by a single burst mage combo.

  • Gold Cost: 2900 gold ⇒ 2800 gold
  • Health: 350 ⇒ 400
  • Magic Resist: 70 ⇒ 60
  • Passive - Absorb Maximum Stacks: 6 ⇒ 10
  • removedPassive - Dissipate: Dissipate no longer gives multiplicative Magic Damage reduction
  • newPassive - Dissipate: Dissipate now grants 30 bonus Magic Resistance

Goredrinker

Goredrinker is already reasonably powerful, but it’s still lagging behind Sunderer, so we’re giving it some light buffs to bring it up to par. We’re adjusting the gold cost specifically to reduce how directly comparable these items are to each other.

  • Gold Cost: 3300 ⇒ 3200
  • Mythic Passive Bonus Health for Legendary Items: 50 ⇒ 75

Ceaseless Hunger

Ornn upgraded version of Goredrinker.

  • Mythic Passive Bonus Health for Legendary Items: 50 ⇒ 75

Hullbreaker

Hullbreaker is a mostly unused item that is sitting alone on the shop keeper’s shelf unless a stray Yorick decides to pick it up. We’re trying a light reshape and significant buff to the item while avoiding making it a first rush item again.

  • Item Recipe: Pickaxe + Phage + 825 gold (2800 total gold) ⇒ Pickaxe + Phage + Winged Moonplate + 225 gold (3000 total gold)
  • Attack Damage: 50 ⇒ 60
  • newBonus Movement Speed: Now grants +5% Movement Speed

Lord Dominik's Regards

Lord Dominik’s now multiplies magic damage through its passive effect, which just makes it feel a bit better for crit users who happen to have some magic damage on their kits or items. LD sends his regards.

  • Giant Slayer: Deal increased physical ⇒ physical and magic damage based on maximum health difference

Lost Chapter

We’re aiming to help Mages with an earlier power spike in their laning phase to keep up with the opposition in solo queue. We want to acknowledge some risk to this change given Mages already tend to be the top performers in pro play, so we’ll be keeping an eye out.

  • Item Recipe: Amplifying Tome + Sapphire Crystal + Amplifying Tome + 80 gold (1300 total) ⇒ Amplifying Tome + Sapphire Crystal + 265 gold (1100 total) (Note: Luden’s final cost is unchanged and this 200 gold will be added to the combiner cost.)

Maw of Malmortius

Mages have options to play around Maw of Malmortius, but it should be a bit easier to wait out the shield and we want to give opponents a longer window to play around this item once the shield has triggered.

  • Gold Cost: 2900 ⇒ 2800
  • Passive - Lifeline Cooldown: 75 seconds ⇒ 90 seconds
  • Passive - Lifeline Shield Duration: 5 seconds ⇒ 2.5 seconds

Rabadon's Deathcap

Deathcap is currently a bit underpowered despite it being such a key item for Mage satisfaction. Mages should feel like this is a very powerful choice in most games that go long, and sometimes even in relatively short games when they’re doing well, so we’re making this hat just a tad more magical for its users.

  • Passive - Magical Opus Ability Power Increase: 35% ⇒ 40%

Sterak's Gage

Sterak's Gage should be an essential item for Juggernauts and other Fighter front-liners, and it has struggled to fill that role since the item update. We’re adding back one of the properties that was cut from the item to make it feel like more of a complete purchase.

  • newGigantification: When Lifeline triggers, the user will also gain 25% increased size and 30% Tenacity for 8 seconds

Stridebreaker

Buffing Stridebreaker up to Sunderer's power level (which wasn’t at 9000 btw).

  • Attack Damage: 50 ⇒ 60

Dreamshatter

Ornn upgraded version of Stridebreaker.

  • Attack Damage: 60 ⇒ 70

Trinity Force

We’re buffing Trinity Force to better match Sunderer, and adding a QOL buff to Threefold Strikes to match Conqueror’s duration and limit how many things you have to track. The trigger conditions aren't quite the same, but they should line up fairly often now.

  • Threefold Strike Duration: 3 seconds ⇒ 5 seconds
  • Attack Damage: 35 ⇒ 40
  • Attack Speed: 30% ⇒ 35%

Infinity Force

Ornn upgraded version of Trinity Force.

  • Threefold Strike Duration: 3 seconds ⇒ 5 seconds
  • Attack Damage: 45 ⇒ 50
  • Attack Speed: 40% ⇒ 45%

Early Game Adjustments

In the Midseason Patch, we'll also be making some pretty large changes with the goal of making the laning phase more about victories over your direct laner and less about external influences like junglers or roaming, especially in the early parts of the game. We still want roaming to be a powerful strategy, but currently the best way to play the game is finding ways to quickly snowball other lanes rather than decisive 1v1s or 2v2s. These changes should make the two strategies more equally rewarding.

Fountain Mana Regeneration


Previously, mana was a way to gate early waveclear for casters. With League’s current roster of diverse champions, waveclear is a lot more common and we have mana more resourceless champions. Being forced to base already feels a bit sad as you take yourself out of the action, but waiting at full health as your mana pool slowly creeps up adds salt to the wounds. So we’re equalizing the playing field between mana users and non-mana users so that one side doesn't feel even worse when losing and basing.
  • Mana Regeneration per Tick (every 0.25 seconds): 2.1% Maximum Mana ⇒ 3.1% Maximum Mana

Homeguard Timer


Back in the olden days of League, 20 minutes was the "end of the laning phase". The game has gotten a bit faster and we're lining up the start of Homeguards with Tower Plates falling. We'll be keeping an eye out on how this affects wave pushing and basing strategies, but for now get excited to see those sweet Homeguard animations a bit earlier.
  • Homeguard Start Time: 20 minutes ⇒ 14 minutes

Blast Cone Spawn Time


As another way to reduce early roaming and ganking pressure, we're delaying the first spawn of Blast Cones. This should help reduce the number of potential gank options until later in the game, so make sure to place those wards (like you always do I'm sure)!
  • Blast Cone (over the river walls) Initial Spawn: 5:00-5:30 ⇒ 9:00-9:30

Minions


The first major change for minions is adjusting the speed of minion waves. Mid lane minions have always met first, meaning that mid laners can clear the wave and look for ganks and roams while the side lanes risk themselves to clear their minion wave. Due to the wave offset, mid laners don’t have to risk much for high-pressure plays. Timing the waves more closely will put more pressure on mid laners who want to roam.

The other minion change will be adjusting how minions act near towers. Building up a large minion wave and pushing it into the enemy tower is one of the most powerful strategic moves in the game. It opens up a ton of options and any successful play denies massive amounts of experience and gold. While winning lane states should be rewarded heavily, we think that the rewards for such plays are a bit too high for how consistent the strategy is (pick a winning lane and slow push the wave). We're making tower dives a bit more risky by making it so that minions will not switch their target from a tower once they've damaged it. This means that while trying to orchestrate a tower dive, you'll need to do so without the help of your ally minion damage, which should mean you need to be in a stronger winning position.
  • newMinions Gotta Go Fast: Except for the first spawn of minions, Mid lane minions will meet at the same time as side lanes (side lane minions will be sped up). This falls off after 14 minutes.
  • newTunnel Vision: Minions that are currently attacking an enemy tower will ignore "call for help" signals to target enemy champions. Let them focus.

Turret


Given we're re-adding some hybrid builds to the game, we’re also removing one of the major and unintended downsides to hybrid builds.
  • Champion Damage to Turrets: Champion base AD plus whichever was higher: bonus AD or 60% of AP ⇒ Champions now deal their total AD plus 60% of their Ability Power. (Note: Damage type still converts to magic damage if 60% of AP is greater than the attacker's bonus AD.)

Turret Plating


We've all been in the situation where a single gank, Rift Herald, or bad mistake in lane costs 2-3 tower plates, snowballing the lane out of control. These scenarios are important as individual wins, but we think they've gone a bit too far with how quickly they end interaction in lane. The following change means that subsequent plates are much harder to take, especially with multiple enemies around. This shouldn't affect small wins where 1 plate is taken (like roams or a single death), but should help you avoid losing your entire tower to a single push or rotation from the enemy team.
  • Plate Rushdown Resistances (20 seconds after taking a plate): 0-180 (based on number of champions) ⇒ 45-225 (based on number of champions)

Unleashed Teleport


The other changes in this patch aim to help side laners 1v1 a lot more. For Top Laners, this is the dream, but also a nightmare, as oftentimes their 1v1s have little impact on the early part of the game. We're dialing back the Unleashed Teleport timer so that top laners can impact the second dragon, giving them a bit more agency in the early game. We're also adjusting the cooldown of Unleashed Teleport in the early game, but evening it out by the time it would transform before.
  • Time Teleport is Unleashed: 14 minutes ⇒ 10 minutes
  • Unleashed Teleport Cooldown: 240 seconds ⇒ 330 seconds-240 seconds (levels 1-10)

Trinket Changes

We haven't made any major changes for trinkets in a while, so we wanted to help them feel seen. The goal is to make them more usable and intuitive, as well as keep up with modern standards in League. We’re happy with Stealth trinket, but both Farsight and Oracles have room to improve. For example, Oracles can be very punishing when activated at the wrong timing and location, so we've added another charge to make it more forgiving. Farsight is undervalued even though they have unique range advantage, so we've added pings and another scryer to help connect their value back to the ward placement.

Farsight Alteration

  • newX-Ray Vision: Farsight will now provide vision over walls within 500 units.
  • newHEY LISTEN: Farsight will now ping enemy champions revealed on the mini map.
  • newINTRUDER ALERT: Upon detecting an enemy champion for the first time, Farsight will ping the enemy champion on the minimap, expand its vision radius to 800 units, and then self-destruct. (Note: There will still be enough time for the enemy to destroy the ward for 15 gold.)

Oracle Lens

  • newThe Day You Almost Caught…: If the owner of Oracle Lens is actively hitting a ward, their team will now gain vision of the ward so they can completely clear it out. (Note: 2 seconds of vision will be granted since the last hit before Oracle ran out.)
  • newDouble Vision: Oracle Lens will now have 2 charges.
  • Charge Recharge Time: 120-60 seconds ⇒ 160-100 seconds
  • Duration: 10 seconds ⇒ 6 seconds

ARAM Adjustments

Buffs

  • Gnar: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Gragas: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Kled: 100% Damage Dealt ⇒ 105% Damage Dealt

Nerfs

  • Evelynn: 115% Damage Dealt ⇒ 110% Damage Dealt
  • Milio: 100% Shielding ⇒ 95% Shielding, 100% Healing ⇒ 95% Healing
  • Shen: 100% Damage Taken ⇒ 105% Damage Taken

Bugfixes

  • Off Target: Fixed a bug that had changed Ashe’s Damage Taken modifier to 105% in patch 13.9. It has been corrected back to 115% Damage Taken as it was in patch 13.8.

Mythic Shop Rotation

Now Available

  • Prestige Phoenixmancer Xayah
  • Prestige Firecracker Vayne

Leaving the Mythic Shop

  • Prestige True Damage Senna
  • Prestige Nightbringer Kayn
  • Mythic Chroma Dawnbringer Riven (Nightbringer)

NOTE: There will not be a new Mythic Chroma in this rotation of the Mythic Shop. The next new Mythic Chroma will appear in 13.12.

Bugfixes & QoL Changes

  • Fixed a bug where the chat command “/deafen” would mute player’s own pings.
  • Fixed several bugs involving Mordekaiser’s R - Death Realm causing Aurelion Sol’s abilities to not function as intended.
  • Fixed a bug where Neeko’s Passive disguise would break upon attacking if the monster that she was disguised as died.
  • Fixed a bug where Kayle’s sword VFX were missing on her body when casting R - Divine Judgement on an ally champion.
  • Fixed a bug where Sylas would not be able to cast the stolen version of Samira’s R - Inferno Trigger.
  • Fixed a bug where Neeko’s W - Shapesplitter would sometimes inconsistently apply its damage when using Runaan’s Hurricane.
  • Fixed a bug where Akshan’s Q - Avengerang and W - Going Rouge icons would not be greyed out during his E - Heroic Swing.
  • Fixed a bug where Milio would not be displayed in the Support position in the champion select screen.
  • Fixed a bug where using Stasis as Sivir during the first half of her Q - Boomerang Blade would cause it to not return.
  • Fixed a bug where Ornn’s E and R crowd control effects would last slightly longer than intended.
  • Fixed a bug where using Jarvan IV’s R - Cataclysm on Neeko’s clone as she recalls to leave invisible minions behind.
  • Fixed a bug where Neeko’s items could be pinged by the enemy team while she is disguised as a unit with items.
  • Fixed a bug where Ardent Censer’s enhancement effects were being applied to the user based on their level and the ally based on the ally’s level, despite both buffs being based on the ally’s level.
  • Fixed a bug where Akshan could infinitely swing inside Baron and Dragon Pit if the local resident wasn’t present. Weeeee!!!!
  • Fixed a bug where in-game reporting would reveal Neeko’s disguise on the scoreboard. Playing Neeko is not a reportable offense folks.
  • Fixed a bug where Akali would sometimes not be able to cross walls with her E - Shuriken Flip recast.
  • Fixed a rare bug where Akshan’s R - Comeuppance would sometimes indicate it is going the wrong direction.
  • Fixed a bug where Unleashed Teleport’s icon would not visually upgrade until exiting the Fog of War.
  • Fixed a bug where Target Champion Only would still work on Neeko even when she was disguised.
  • Fixed a bug where Prestige Star Guardian Neeko’s Homeguard VFX would persist even if she was disguised.
  • Fixed a rare bug where traveling the maximum distance with Azir’s W+E+Q combo would sometimes cause the game to crash.
  • Fixed a bug where Neeko would keep 2.5x Attack Speed when Neeko stands next to the ward and exits the store and then transforms into a monster.
  • Fixed a bug where Nashor’s Tooth’s on-hit damage would not be applied to the final attack if a champion died mid auto attack.

Skin Bugfixes

  • Fixed a bug where Coven Morgana was missing an animation transition when issuing a movement command after attacking with her left hand.
  • Fixed a bug where Neeko's Inherent Glamour (P) clone of Spirit Blossom Ahri's empowered form persisted after Spirit Rush's buff timed out.
  • Fixed a bug where a placeholder would appear under Elderwood Ahri’s model while under the effects of Sona’s Song of Celerity (E).
  • Fixed a bug where Inkshadow Master Yi’s Highlander (R)’s cooldown refund SFX are audible in the Fog of War.
  • Fixed a bug where Inkshadow Master Yi was leaving behind a champion after-image VFX when casting Alpha Strike (Q) after casting Highlander (R).
  • Fixed a bug where Piercing Arrow (Q) for Conqueror, Infernal, PROJECT, and Cosmic Hunter Varus was lacking on-hit VFX for minions and non-epic jungle monsters.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 13.9 notes

Rise and shine, it’s patch 13.9!

This week’s patch will be a bit on the lighter side as we prepare for 13.10 which will be our biggest patch since the season started. The star of this patch will be the new minion jungle plant ward Neeko midscope, but we also have a few quality of life buffs and adjustments for a few champions that just aren’t quite hitting the spot we’d like them to.

Don’t forget that MSI kicks off in London TODAY. If you need a quick rundown of all the changes including the new format, make sure to check out our MSI 2023 Primer here!

Looking to defy the odds by pulling a 5 cost at level 7? In that case, you can check out the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Inkshadow Aurelion Sol, Inkshadow Kai'Sa, Inkshadow Master Yi, Inkshadow Udyr, Inkshadow Volibear, Inkshadow Yasuo, Inkshadow Yone, Prestige Inkshadow Yasuo will be available May 3 at 20:00 UTC.

Champions

Neeko

Neeko Midscope update, all abilities adjusted.

The intent of Neeko’s midscope is to help her achieve her undelivered fantasy as one of the premier tricksters in League. Neeko's passive as-is has been pretty weak and isn’t used by many players. Her W was a bit more tricky, but still not even that tricky, and that’s the whole point of it!

We're opening up Neeko's passive to be able to turn into anything so that Neeko can truly be a unique trickster. She will be able to turn into anything with a health bar, from a minion, to a monster, to an Illaoi tentacle. She will have quite a few unusual interactions with other champions based on what she's disguised as.

Her W should now be a true trickster's tool as she’ll have complete control over it. You can fire and forget the clone like it was in the past, but also finely control its position (or emotes) to scout or deceive your opponents. We expect there to be a lot more mastery in both her passive and W now that she has more options in how to use them.

The last major change, R, is a substantial change to the reliability of the spell. Traditionally, Neeko’s R was very, very hard to hit against an enemy actively playing around you. Spells in League of Legends should feel like they work for the character casting them, and Neeko's ultimate in many ways felt like it was working more for her enemies than her. This new, increased reliability did make us have to shift a bit of power out of the ult (out of cooldown and damage), but she’ll hit the spell way more often so we needed to curb it a bit.

We also have some adjustments for the jungle to open up Neeko to a role she feels fairly natural in. There is no intent to make the jungle Neeko's primary role, but for a character whose theme and gameplay feel so suited it seemed a shame to not let her try to play there and see how players feel about it.

Like with all midscopes, we’ll be keeping a close eye on Neeko to make sure the changes all land well on live servers and adjust where needed. And one more quick note, given the unique nature of Neeko’s new passive, we expect that there may be a few bugs that pop up when she ships and we’ll iron them out over future patches.

Passive - Inherent Glamour

  • Neeko Get Sho'Ma!: When Neeko is near a non-epic monster, minion, trap, ward, or plant for two seconds she stores their Sho'Ma. Neeko can click on her bar to become that unit. Click on Neeko's face to return to Neeko. Click on the little “X” to clear out Neeko's current Sho'Ma. Only one unit can be stored at a time.
  • Neeko Disguise is Durable!: Disguise no longer breaks on taking damage, only when the disguised self would have died or when you are crowd controlled.
  • removedNeeko for Speedo: Neeko no longer inherits base attack speed/move speed from disguised target if that stat is higher than hers.
  • Cooldown: 25-10 seconds (based on level) ⇒ 2 seconds

Q - Blooming Burst

  • Secondary/Tertiary Pop Damage: 40/65/90/115/140 (+20% AP) ⇒ 35/60/85/110/135 (+25% AP)
  • Area of Effect Size: 225 ⇒ 250 (Note: Max range E snares should always be hittable with Q now)
  • newJungle Tomato: Q now deals 30/40/50/60/70 bonus damage to monsters
  • newBetter Blooms: Casting Q beyond its maximum range will now cast the ability at maximum range instead of having Neeko walk into position to throw it.

W - Shapesplitter

  • newNeeko Move Neeko: After casting Neeko can reactivate to send the clone to a new location
  • newNeeko Funny!: Clone now plays animations and sounds of Q/E/Dance/Joke/Taunt/Recall/Laugh and survives for their duration
  • Neeko Jungle!: Empowered Attacks deal 50 bonus damage to monsters
  • Neeko is Become One: Neeko's clone spawns 100 units in front of her ⇒ Neeko's clone spawns directly on top of her

E - Tangle-Barbs

  • Magic Damage: 80/115/150/185/220 (+60% AP) ⇒ 70/105/140/175/210 (+65% AP)

R - Pop Blossom

  • Adjusted Ultimate: After channeling for 1.25 seconds, Neeko jumps into the air, knocking up all nearby enemies for 0.6 seconds. Neeko then crashes to the ground with all knocked up enemies, dealing magic damage to them and stunning them for 0.75 seconds.
  • Cooldown: 90 seconds ⇒ 120/105/90 seconds
  • Magic Damage: 200/425/650 (+130% AP) ⇒ 150/350/550 (+100% AP)
  • removedNeeko Need No Shield!: Neeko no longer gains a shield when channeling her R

Aatrox

Passive damage increased. R movement speed increased.

Aatrox has been struggling to make an impact in top lane. To bring him back in line with the power level of his peers, we’re increasing the scaling damage he gains from his Deathbringer passive and increasing the bonus movement speed he gains from his ultimate, allowing him to better stick to targets.

Passive - Deathbringer Stance

  • Bonus Physical Damage: 4-10% (based on level) of target's maximum health ⇒ 4-12% (based on level) of target's maximum health

R - World Ender

  • Bonus Movement Speed: 50/65/80% ⇒ 60/80/100%

Amumu

W damage increased early.

Amumu is a great introductory jungler who makes clearing camps easy on a mechanical and conceptual level and that's great for him. This ease of execution leads to him naturally having a high win rate in lower-skilled play, where he's recently fallen off a bit. He's also a completely reasonable support pick at all levels of play so we're not trying to give him too much more power in that role.

W - Despair

  • Flat Magic Damage per Seconds: 12/16/20/24/28 ⇒ 20 at all ranks
  • Percent Health Magic Damage per Second: 1/1.15/1.3/1.45/1.6% ⇒ 1/1.25/1.5/1.75/2%

Bel'Veth

Attack damage growth decreased. Q damage to monsters increased.

With these changes we’re trying to give Bel'Veth a much better early clear in the jungle where she has typically been struggling. As a dedicated jungler, Bel'Veth has a surprisingly risky early clear that's abnormal for must junglers. We're giving her a bit more clearing power, but as she's already a relatively balanced character, we’re trimming some scaling damage from her base stats. Since she'll be getting more out her jungle clears, we expect this to be about power neutral but leave Bel'Veth players a bit happier when they're doing normal jungle things.

Base Stats

  • Attack Damage Growth: 1.7 ⇒ 1.5

Q - Void Surge

  • Monster Damage Modification: 120% ⇒ 140%

Jinx

Attack damage growth decreased.

Jinx is one of the stronger ADCs in League and as a result needs a light nerf to put her more on par with other marksmen.

Base Stats

  • Attack Damage Growth: 3.4 ⇒ 3.15

Kayle

E AP ratio decreased, passive wave damage adjusted. R cast time decreased, AoE radius increased, Invulnerability duration adjusted, damage delay increased, magic damage decreased.

We're adjusting Kayle's ultimate to allow her to attack for longer while invulnerable and increasing the AoE radius so she doesn't have to compromise her positioning as a ranged carry to hit the spell. While the intent is to overall buff Kayle, attacking while invulnerable is quite powerful so we're lowering her sustained damage a bit to compensate.

E - Starfire Spellblade

  • On-Hit AP Ratio: 25% AP ⇒ 20% AP
  • Passive (Divine Ascent) Wave Damage: 15/20/25/30/35 (based on E rank) ⇒ 20-41 (based on champion level, levels 11-18)

R - Divine Judgment

  • Cast Time: 1.5 seconds ⇒ 0.5 seconds
  • Area of Effect Radius: 525 ⇒ 675/675/775
  • removedAscending: Kayle no longer lowers her range when casting ult on herself
  • Invulnerability Duration: 2/2.5/3 ⇒ 2.5
  • Time Delay until Sword Falls: 1.5 ⇒ 2.5
  • Magic Damage: 200/350/500 (+100% bonus AD)(+80% AP) ⇒ 200/300/400 (+100% bonus AD)(+70% AP)

Sion

Passive health decay increased.

Since the durability update and the addition of Heartsteel as a health-stacking item, Sion's passive has begun lasting far longer than it was able to in the past. This was an aspect of Sion's kit that we felt needed to be brought back in line with its intended design.

Passive - Glory in Death

  • Health Decay: 2-19 (1 health per level) ⇒ 2.3-24.4 (1.3 per level)

Swain

Q damage increased.

Swain's early laning and damage has been lacking recently, so we’re buffing his Q to accentuate the damage he can reliably dish out, particularly on targets he can get in proximity of.

Q - Death's Hand

  • Magic Damage: 60/80/100/120/140 (+38% AP) ⇒ 65/85/105/125/145 (+40% AP)
  • Bonus Damage per Bolt: 12/22/32/42/52 (+8% AP) ⇒ 15/25/35/45/55 (+10 % AP)
  • Maximum Magic Damage: 108/168/228/288/348 (+70% AP) ⇒ 125/185/245/305/365 (+80% AP)

Taliyah

R cast lockout conditions adjusted.

In Taliyah's midscope, we limited her ability to have a guaranteed escape by building some walls around when she could cast her ultimate. Some of this found success, but other cases left Taliyah feeling punished when she couldn't chase after someone she had recently damaged. We're happy in the cases where Taliyah rock surfs into enemies, so we're loosening those restrictions.

R - Weaver's Wall

  • Cast Lockout: whenever Taliyah takes or deals damage ⇒ whenever Taliyah takes damage

Trundle

Base attack speed increased, base mana increased.

Trundle is underperforming in both top lane and jungle, so we’re looking to revert the base attack speed nerf from 12.23, as this took a lot of power away and resulted in a “feels” hit for the troll king. We’re also giving Trundle a base mana buff to let him trade more in top lane.

Base Stats

  • Base Attack Speed: 0.6 ⇒ 0.67
  • Base Mana: 281 ⇒ 340

Volibear

W damage and heal increased.

Volibear is sitting at a below average power level when compared to other top laners. So we’re reverting some of the previous health ratio nerfs in order to help him out in all levels of play while avoiding making his laning more frustrating for opponents.

W - Frenzied Maul

  • Physical Damage: 5/30/55/80/105 (+100% AD) (+ 5% bonus health) ⇒ 5/30/55/80/105 (+100% AD) (+ 6% bonus health)
  • Heal Ratio Based on Missing Health: 7/8.5/10/11.5/13% ⇒ 8/10/12/14/16%

Items

Lich Bane

Lich Bane has lost satisfaction over time. The item is still popular with its core userbase but we want those who purchase it to feel better about the purchase and just overall increase its viability as an AP item choice.
  • Ability Power: 75 ⇒ 85

Expanded Emote Wheel

It's finally happened… Emotes have been updated! They will now feature a new 9 slot wheel for all your favorites. Now you have space for EVEN. MORE. BEES. Reactions like first blood and ace have moved to a new page you can access through the navigation above the wheel. Search has also come to the emote collection, so finding new and old favorites by name is a breeze!

ARAM Adjustments

BUFFS

  • Corki: 95% Damage Taken ⇒ 90% Damage Taken
  • Ezreal: 95% Damage Dealt ⇒ 100% Damage Dealt
  • Karma: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Tristana: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Zilean: 95% Damage Taken ⇒ 90% Damage Taken

NERFS


Veigar’s Warmog builds make him much too tanky, meaning he needs to be taking a bit more damage to reduce the frustration he brings to the bridge.
  • Akali: 110% Damage Dealt ⇒ 105% Damage Dealt
  • Ornn: 105% Damage Taken ⇒ 110% Damage Taken
  • Qiyana: 115% Damage Dealt ⇒ 110% Damage Dealt
  • Veigar: 105% Damage Taken ⇒ 110% Damage Taken, 95% Damage Dealt ⇒ 90% Damage Dealt

MSI Cup Clash

MSI 2023 is here, and so are the MSI-themed Clash tournaments! These will be 8-team bracket tournaments. The first weekend will be May 6th and 7th. Team formation for the first weekend will be open starting on May 3rd. The second weekend will be May 13th and 14th. Team formation for the second weekend will be open starting on May 8th.

As part of MSI Clash, players who purchase a Premium Ticket during Clash would be eligible to the following rewards: (NOTE: JP region is excluded from this reward due to legal restrictions.)
  • Players who place 1st through 5th in the tournament will receive a random legacy Conqueror Skin Permanent
  • Players who place 6th-8th will receive a legacy Conqueror Skin Shard

Behavioral Systems

"We're adding the ability to report players in the game in order to provide you with more opportunities to help us identify and take action on folks displaying toxic or disruptive behavior. These reports will also give us more information about exactly when during the course of the game the disruption occurred, which will help improve our systems going forward. We hope you never need to use this but it's there if you do.

In-Game Reporting

  • Player Reports: You can now create and update reports during the course of the match. You can also update your report in the post-game screen if you have a change of heart or notice something new.

Mute Updates

  • We've consolidated your mute options into a new panel that can be accessed through the scoreboard just below the report button.

Mute All and Self Mute

  • We've added mute-all and self-mute controls, now located next to your own champion portrait and summoner spells.

Bugfixes & QoL Changes

BUGFIXES

  • Fixed a bug where Neeko’s jungle companion would not become hidden when she transformed into an allied champion.
  • Fixed a bug where Rift Herald’s fighting sound effects could be heard through the Fog of War.
  • Fixed a bug causing several of Kayle’s sound effects and animations to not play.
  • Fixed a bug that caused some of Kai’Sa’s voice lines to not play correctly.
  • Fixed a bug that sometimes caused Aether Wisp to no longer give 5% move speed upon death.
  • Fixed a bug that allowed Samira’s passive to knock up Epic monsters.
  • Fixed a bug that caused Zac’s E to distort the character model of an enemy Zac on the opponent’s team is used nearby.
  • Fixed a bug where Neeko’s W would not copy certain debuff effects.
  • Fixed a bug where Malzahar’s E would sometimes not spread even if it had killed a minion.
  • Fixed a rare bug where jungle monsters would sometimes regain a small amount of patience.
  • Fixed a bug where small jungle monsters would instantly reset if their parent monster had died.
  • Fixed a bug where Vladmir’s Q would sometimes be able to damage targets through untargetability.
  • Fixed a bug where swapping from Yellow to Red trinket would allow you to stack up to 3 Yellow trinkets.
  • Fixed a bug where the stealth sound effects would not play when becoming invisible or stealthed.
  • Fixed a bug where Lee Sin’s W would sometimes not be able to be cast on himself while quick cast was turned on.
  • Fixed a bug where Rift Herald would cancel its reset if it was preparing a charge attack.
  • Fixed a bug where jungle monsters would become stuck if they were affected by crowd control after losing their patience.
  • Fixed a bug that caused Warwick’s Q to heal more than intended when paired with a Recurve Bow.
  • Fixed a bug where Blitzcrank’s E would apply Glacial Augment for longer than intended.
  • Fixed a bug that allowed Samira’s R animation to be canceled unintentionally.
  • Fixed a bug where Jarvan IV’s ability activation voice line would play during the recast which is a bit too dramatic for lowering his walls.
  • Fixed a bug that was causing the on-screen keyboard to function incorrectly by not including all inputs into game chat.

SKIN BUGFIXES

  • Fixed a bug where Chosen Master Yi’s lightsaber would disappear after casting Wuju Style (E) and dying/respawning prior to the ability’s cooldown ending.
  • Fixed a bug where Chosen Master Yi’s sword VFX would disappear during Highlander (R).
  • Fixed a bug where Arcade and Bullet Angel Kai’Sa’s Killer Instinct (R) indicator was rendering under impassable terrain.
  • Fixed a bug where a Bullet Angel Kai’Sa booster element was clipping through her booster when slowed.
  • Fixed a bug where the on-hand VFX of Mecha and Storm Dragon Aurelion Sol did not disappear when casting Falling Skies / The Skies Descend (R).
  • Fixed a bug present on all Volibear skins where certain Recall (B) VFX were persisting when the animation was interrupted.

Upcoming Emotes, Skins, and Chromas

Patch 13.8 notes

Get ready, it’s time for the Mid-Season Invitational patch!

Thirteen teams from all around the world will battle it out for the title of MSI Champion on patch 13.8 starting on May 2, so make sure to mark those calendars! We're also shaking things up with a new format for the tournament, so get ready for some intense competition. In case you missed it, you can check out the new MSI format here.

For MSI we’re focusing on introducing more champion diversity into pro play. This is coming in the form of buffs for some under-utilized champions like Ezreal, Leona, and Lillia, while we address some of the overperforming picks like Jarvan IV, Malphite, and Rakan. But that’s not all! We also have some QoL improvements to Challenges, a new set of Night and Dawnbringer skins, and last but certainly not least, we’re introducing the ability to report players from your match history.

These aren’t the patch notes you’re looking for? Well you can check out the TFT patch notes here!
Lilu “Riot Riru” Cabreros

Patch Highlights

Dawnbringer Renekton, Dawnbringer Vayne, Nightbringer Jarvan IV, and Nightbringer Nasus will be available April 20, 2023 at 1:00 PM PDT.

Champions

Aurelion Sol

Health growth decreased, armor growth decreased.

Legend has it that Aurelion Sol is still scaling, especially in non-elite tiers of play, so we need to bring this space dragon down to Earth (Runeterra?). We want to maintain Aurelion Sol’s current damage levels, but these changes should balance out his damage with squishiness, leaning into him being more of a glass dragon.

Base Stats

  • Health Growth: 95 ⇒ 90
  • Armor Growth: 4.3 ⇒ 4

Ezreal

Base AD increased.

The current bot lane in pro play likely has a hyper carry on both sides of the Rift and hasn’t allowed for many non-hyper carries to compete. We want to give Ezreal a little more “OOMPH” in order to shake up the current bot lane situation, but also to make him better at playing into scaling marksmen at all levels of play.

Base Stats

  • Base Attack Damage: 60 ⇒ 62

Garen

Base AD increased, base armor increased.

Garen hasn't been living his best spin-to-win life recently, meaning he hasn’t been able to win early trades against other melee champions which is supposed to be one of his strong points. We’re buffing up his base damage and early durability to help him find his groove again.

Base Stats

  • Base Attack Damage: 66 ⇒ 69
  • Base Armor: 36 ⇒ 38

Janna

W damage increased. E shield decay timer increased.

In this patch we’re giving Janna some ability to get a little more aggressive in lane and provide additional damage with her items. Also making shielding early a lot less punishing for players who want to preempt their teammates to go in for trades with E.

W - Zephyr

  • Magic Damage: 70/100/130/160/190 (+50% AP) ⇒ 80/110/140/170/200 (+60% AP)

E - Eye Of The Storm

  • Shield Decay Timer: 1.25 seconds ⇒ 2.5 seconds

Jarvan IV

AD growth decreased. Q damage decreased.

Ever since the W buffs, Jarvan has been excelling in Solo Queue. He has always been a strong early ganker, but now he can build damage and reliably transition his lead due to the AD ratio on his W. We’re looking to tone down his power in a way that still incentivizes him to build AD, while also reducing his early gank strength since he now scales a lot better with items.

Base Stats

  • Attack Damage Growth: 3.4 ⇒ 3

Q - Dragon Strike

  • Physical Damage: 90/130/170/210/250 (+140% bonus AD) ⇒ 80/120/160/200/240 (+140% bonus AD)

Kayn

E Shadow Assassin bonus move speed decreased, cooldown increased.

Shadow Assassin Kayn stands above many junglers in terms of win rate and ban rate, especially in Eastern regions. We’re trimming the uptime of his Shadow Step to make him a little easier to punish.

E - Shadow Step

  • Shadow Assassin - Bonus Move Speed: 80% ⇒ 70%
  • Shadow Assassin - Cooldown: 8 seconds ⇒ 10 seconds

Kha’Zix

Q base damage increased.

We adjusted Kha'Zix last patch to ensure that his Isolation passive wasn't working against him too much and we're happy that he's much more able to isolate and kill enemies. We weren't certain how much power that change would be so we went light, and now that we're certain we can give him a bit more power in early game clearing and scrapping.

Q - Taste Their Fear

  • Physical Damage: 60/85/110/135/160 (+115% bonus AD) ⇒ 70/95/120/145/170 (+ 115% bonus AD)

Kog'Maw

Passive true damage increased, Kog’Maw now ghosted while in passive. Q cooldown decreased. E mana cost decreased, slow increased.

The Void Puppy is in a rough spot, being an immobile carry whose gameplay pattern revolves around one ability. Recently, we've focused a lot of attention on pulling/pushing the power in Bio-Arcane Barrage when changing Kog'Maw. We think Kog'Maw has more to offer than being a one-button pony, so we're buffing up his other abilities so that he's a bit more free to use his spells meaningfully before he focuses on solely auto-attacking late-game.

Passive - Icathian Surprise

  • newRun Kog, Run!: Kog’Maw is now Ghosted while in his passive form
  • True Damage: 125-550 (based on level) ⇒ 140-650 (based on level)

Q - Caustic Spittle

  • Cooldown: 8 seconds ⇒ 7 seconds

E - Void Ooze

  • Mana Cost: 60/70/80/90/100 ⇒ 40/55/70/85/100
  • Slow: 20/28/36/44/52% ⇒ 30/35/40/45/50%

Leona

W armor and magic resistance increased, magic damage increased.

Leona is another champion who’s been struggling to find her place on the Rift, often being eclipsed by other engage supports. In order to promote some more diversity in the bot lane, we’re upping her durability and damage so she can shine just a little bit brighter.

W - Eclipse

  • Bonus Armor: 15/20/25/30/35 (+20% Bonus Armor) ⇒ 20/25/30/35/40 (+20% Bonus Armor)
  • Bonus Magic Resistance: 15/20/25/30/35 (+20% Bonus Magic Resistance) ⇒ 20/25/30/35/40 (+20% Bonus Magic Resistance)
  • Magic Damage: 45/80/115/150/185 (+ 40% AP) ⇒ 55/90/125/160/195 (+ 40% AP)

Lillia

Passive damage to monsters increased, healing against monsters increased, healing against champions adjusted.

In an effort to create more diversity in champion picks at the Mid-Season Invitational, we're buffing a few damage-reliant AP junglers in order to bring a different type of champion into pro play viability. There are a few interesting things going on with Lillia currently: She's got a pretty welcoming theme for newer players, but her jungle clear requires strong kiting in order to come out with enough health, so we’re amping her early jungle safety. On the pro play side of things, her clear speed is the most important lever. On top of those changes, we're taking the opportunity to ensure that AP items contribute more meaningfully to her in-combat healing, instead of it being generically available regardless of build.

Passive - Dream-Laden Bough

  • Monster Damage Cap: 50-150 (based on level) ⇒ 70-150 (based on level) (Note: This is up to 40% more damage at level 1 against monsters with over 1328 HP, tapering to 0% more at less than 949 HP. Raptor has 1100, while Red, Blue, Gromp, Krug, and Wolf all hit the new max HP cap.)
  • Healing Against Monsters: 24-75 (based on level) (+5.4% AP) ⇒ 39-54 (based on level) (+15% AP)
  • Healing Against Champions: 6-120 (based on level) (+18% AP) ⇒ 6-90 (based on level) (+30% AP)

Malphite

W empowered attack damage decreased, cleave damage armor scaling decreased.

We'll cut the rock puns for now, Malphite's been more than just a solid top laner since his buffs in 13.4. The cooldown and damage buffs to Thunderclap greatly increased his ability to trade and push waves at near-infinite uptime come late game. Malphite could use some added weight to his abilities late game, but the amount of damage he delivers is on the high end for a tank, especially when maxed first. So we’re reeling in his damage a bit and hopefully evening out Malphite's skill ordering.

W - Thunderclap

  • Empowered Attack Damage: 30/45/60/75/90 (+20% AP)(+15% Armor) ⇒ 30/40/50/60/70 (+20% AP)(+15% Armor)
  • Cleave Physical Damage: 15/25/35/45/55 (+ 30% AP) (+ 20% armor) ⇒ 15/25/35/45/55 (+ 30% AP) (+ 15% armor)

Nidalee

Base armor increased, armor growth increased.

Nidalee gains around 6% win rate as MMR rises and is balanced around elite players. As a result, she performs poorly in the hands of most players. While part of this win rate loss can be explained by champion mastery, her extreme early dominance and required snowballing is also partly to blame. However, giving her a strength other than “snowbally early game jungler” is a pretty large task. Our goal here is to ease up her early clear slightly, making her more durable in the hands of players who haven't mastered her clear yet. Additionally, more durability should help her better pounce in for takedowns.

Base Stats

  • Base Armor: 28 ⇒ 32
  • Armor Growth: 4.7 ⇒ 5

Poppy

Q damage increased. W bonus resistances increased.

Poppy has seen better days, and she hasn't excelled in any of her roles for a while. We’re looking to give her some bulkiness later in the game that'll help her better dive into fights and skirmishes.

Q - Hammer Shock

  • Target Health Damage: 8% ⇒ 9%

W - Steadfast Presence

  • Bonus Resistances: 10% ⇒12% (Note: this will be doubled to 24% while Poppy is below 40% maximum health.)

Rakan

Base armor decreased, armor growth decreased.

Rakan's win rate and presence have been ramping up since 13.3's buff, especially in the higher-skilled bracket of play. Like Xayah, we love his versatility and general shape, however, it's time to put him more in line with other support champions by making him a little more vulnerable when he’s missing his spells, while keeping those button presses fun.

Base Stats

  • Base Armor: 32 ⇒ 30
  • Armor Growth: 5.1 ⇒ 4.9

Items

Cosmic Drive

The Cosmic Drive stat shuffle made the item a bit more popular. This change aims to lower the barrier to entry of the passive portion of the item and make it more broadly accessible to mages by removing the old passive and replacing it with a new one. By moving the passive AP into the base stats of the item, the skill test of this item is being reduced so players aren’t burdened as much about sequencing their abilities for the offensive payoff of the item.
  • Ability Power: 90 ⇒ 100
  • newUnique Passive - Spelldance: Damaging a champion (excluding damage over time) generates a stack of 2.5% Movement Speed every 1.5 seconds for the next 5 seconds up to 4 stacks (10% Movement Speed). At 4 stacks, gain an additional 10% Movement Speed (20% Movement Speed total). Dealing damage refreshes this effect. (Note: You only need to deal 1 instance of damage for it to start adding stacks on its own periodically. You then only need to hit them once again after a delay to fully stack it. You don't need to hit them 4 times 1.5 seconds apart. The intent here is that one spell does not fully stack the passive.)

Clash - Mt. Targon Cup

As a reminder, the Mt. Targon Cup Clash continues this weekend!
  • Weekend 2 Registration Begins: April 17 @ 11:00 AM (Local Time)
  • Weekend 2 Tournament Dates: April 22 and 23 (~4-7 PM Local Time, varies by region)
In observance of Ramadan and the Iftar meal, Clash lock-in times will be made earlier for these servers:
  • TR1 – 1:00 pm - 3:00 pm Local Time
  • SG2 – 1:00 pm - 3:00 pm Local Time

Behavioral Systems

  • Reporting is now available in Match History! You can report another player by right clicking on their row when viewing past game summaries in your Match History.

Challenges

This patch includes a visual update for the Challenges Page! Previously everything was sorted by individual challenges which could be a bit confusing, but now Challenges will be organized by Capstone and Groups which should make them easier to navigate.

Mythic Shop Rotation

Now Available

  • Prestige True Damage Senna
  • Prestige Nightbringer Kayn
  • Mythic Chroma Dawnbringer Riven (Nightbringer)

Leaving the Mythic Shop

  • Prestige Fuzz Fizz
  • Prestige Ascended Pantheon

Bugfixes & QoL Changes

  • Fixed a bug where Milio would sometimes cause games to crash if he was matched against an Ahri, Viego, or Sylas.
  • Fixed a bug where Diana’s Q distance would be slightly shorter or longer if it was cast during Flash.
  • Fixed bugs where using undo in the shop when Biscuit is owned reduced or increased your total mana by an amount more than what was granted by the item.
  • Fixed a bug where Twitch’s R AoE would not inflict damage on himself and enemies while under the influence of Renata’s Berserk.
  • Fixed a bug where the end-of-game scoreboard would show neutral minion kills in both jungles but would not be calculated as income.
  • Fixed a bug where Vel’Koz’s R could be recast to interrupt the ability if it was recast too early.
  • Fixed a bug where a minion would receive Drake kill credit if Drake was killed by Shaco’s clone.
  • Fixed a bug where Yuumi’s ally would get no friendship stacks when killing champions if Yuumi was attached.
  • Fixed a bug where Yuumi’s Q expiration sound effects were audible in the Fog of War.
  • Fixed a bug where getting snared would not stop recalls.
  • Fixed a rare bug where Sona’s passive would be duplicated if specific inputs were made at the same time.
  • Fixed a bug where Aurelion Sol’s enhanced R shockwave would not deal damage.
  • Fixed a bug where Draven’s R could execute through spell shields like Sivir’s E. And I thought bounty hunters were good at avoiding axes… or were those pendulum axes only?
  • Fixed a bug where Draven’s R would not execute enemies if they were near Draven when he initially cast the ability.
  • Fixed a bug where Ornn’s E and R knockups were cleansable.
  • Fixed a bug where some of Aurelion Sol’s glorious VO lines were missing.
  • Fixed a bug where Xayah’s Q would no longer recalculate cast time if she sold an item while dead and the ability’s attack speed would be increased.
  • Fixed a bug where Kai’Sa could sometimes use her R to escape Mordekaiser’s Realm of Death.
  • Fixed a bug where Gargoyle’s Stoneplate’s Unbreakable effect would be shortened by heal and shield power.
  • Fixed an exploit where Watchful Wardstone could be copied and repeatedly sold.

Skin Bugfixes

  • Lunar Beast / Worlds 2021 Jarvan IV - Jarvan's hand now properly holds the spear during Dragon Strike (Q) animation
  • Worlds 2021 Jarvan IV: Left pauldron no longer rotates in unnatural way, after using Dragon Strike (Q) ability
  • Fnatic Jarvan IV - Animation of flag raising and falling down has been restored during cast of Demacian Standard (E)

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 13.7 Notes

Hear ye, hear ye! We’ve successfully managed to reduce the influx of poros (and hats) that tried to take over the Rift this past weekend. We hope you enjoyed the shenanigans while they lasted! Without further ado, let’s get to patch 13.7.

This patch is addressing quite a few popular junglers in professional play like Vi, Sejuani, and everyone’s favorite monk, Lee Sin. We’re starting balance work now to get the meta in good shape for the 2023 Mid-Season Invitational, which means knocking top tier picks down a few pegs. You can also expect some more pro-oriented buffs coming in the next few patches.

But it’s not all about MSI! We also have some other changes this patch like making Rammus a bit softer, bugfixing Kha’Zix, and a new batch of April Fools skins. The next Clash Cup is also around the corner this weekend, and as a final reminder, all 32-bit clients will no longer be supported as of April 4 when patch 13.7 rolls out, read more details further below. And last but certainly not least, the Season 2023 Split 1 End is coming in 104 days, so I hope your climb is going well.

Have you had a chance to check out the new TFT mid-set yet? If not, you can take this portal to get up to speed on the latest TFT patch notes here!
Lilu "RiotRiru" Cabreros

Patch Highlights

Kibble-Head Kled, Kittalee, Shiba Yuumi, and Woof and Lamb Kindred will be available April 6, 20:00 UTC.

Champions

Alistar

Base armor and health increased.

Alistar is a big, beefy support that likes to charge his enemies and toss them up into the sky. As other squishier champions have come to fill similar roles, we want to make Alistar a bit better at doing what he loves: milking his enemies for gold. These base health and armor changes should give him even more beefiness and the ability to brawl harder in the early game.

Base Stats

  • Base Armor: 44 ⇒ 47
  • Base Health: 670 ⇒ 685

Annie

E cooldown increased, shield value decreased.

Annie has been burning her enemies in the bot lane with her updated Molten Shield. Maxing shield as a support makes sense for its defensive capabilities, but it also gives Annie a considerable amount of reflection damage and a cheap way to quickly build up her stun. We still like the idea of Annie helping out her allies, but we're bringing the choice between supportive and carry outputs a bit closer.

E - Molten Shield

  • Cooldown: 12/11/10/9/8 seconds ⇒ 12/11.5/11/10.5/10 seconds
  • Shield Amount: 60/100/140/180/220 (+40% AP) ⇒ 60/95/130/165/200 (+40% AP)

Azir

Base armor increased, attack speed growth increased. Passive duration and cast range increased. Q mana cost increased, stab range decreased. W damage increased, mana cost now decreases with rank. New recommended skill order.

Please max W now. There are three goals with these changes: First, strongly signal to players that W max is the way to go. Seriously, W max is currently the overall stronger build for Azir and makes for a much easier to balance champion long term. If he's not forced to be balanced around pro play with unending poke in lane, then he has room for a lot more power in the hands of a lot more players. This patch contains that power.

Please max W now. Second, there are a few edges to sand off: Currently Azir Q can hit an enemy while still being out of auto-attack range, meaning right clicking after Q can make him walk forward. This is still a direct nerf, of course, but a pretty small one as the ability currently has around 1200 units of reach, which is going down about 4%. His passive Sun Disc summoning range is being increased to match his would-be attack range against a living turret and the duration of that Sun Disc is going up to keep it from falling over quite so quickly while he's still standing beside it.

Also, please max W now. Third, there are some direct buffs: A modicum of armor should help him in a very AD-heavy solo queue environment… provided he doesn’t take over top lane, which we’ll be keeping an eye on. The attack speed growth allows him to match his prior levels of attacks per second from W's passive stats, while still enjoying the higher damage per hit from 13.5. This should make Azir a great high-DPS soldier commander while retaining the gains made from taking away his poke identity. The goal of these changes is to add more power to his W max build. If this list overshoots that goal, there are likely to be some nerfs coming his way.

In summary, please max W now.

Base Stats

  • Base Armor: 19 ⇒ 22
  • Attack Speed Growth: 5% ⇒ 6%

Passive - Shurima’s Legacy

  • Duration: 30 seconds ⇒ 45 seconds
  • Cast Range: 500 ⇒ 700

Q - Conquering Sands

  • Mana Cost: 65/70/75/80/85 ⇒ 70/80/90/100/110
  • Stab Range: 370 ⇒ 325

W - Arise!

  • Magic Damage: 0-110 (based on level) (+50/60/70/80/90) (+55% AP) ⇒ 0-92 (based on level) (+50/67/84/101/118) (+55% AP) (Note: Assuming W max, this is a damage per hit buff that scales from +0 to +10 by level 11 and then stays there.)
  • Mana Cost: 40 at all ranks ⇒ 40/35/30/25/20

Miscellaneous

  • newRecommended Skill Order: The game will now recommend maxing W first.

Graves

Passive critical strike bonus increased. R cooldown decreased early.

Graves' critical strike builds were nerfed back in patch 11.22, and haven't really recovered since the Durability Update, where he's found a home in extremely durable builds (and a certain glaive). We want to open up more creative builds for him while giving him a bit of a damage and utility bump with a higher uptime on Collateral Damage.

Passive - New Destiny

  • Critical Strike Bonus Per Pellet: 20% ⇒ 30%

R - Collateral Damage

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

Kalista

Attack damage growth increased. Passive ceremony duration decreased, Kalista now forced to channel.

Kalista has frequently been a pro-bound champion but hasn't seen much play so far this year. So we're being very cautious with giving her some power heading into the Mid-Season Invitational. Additionally, some tweaks to her Oathsworn Bond ceremony should let the two of you get onto the Rift a bit sooner than before, which isn't meant to be a significant change in power per say, but should still feel better.

Base Stats

  • Attack Damage Growth: 3.5 ⇒ 3.75

Passive - Oathsworn Bond

  • Oathsworn Ceremony Duration: 12 seconds ⇒ 8 seconds (Note: This begins when Kalista activates her Black Spear.)
  • newRide Together, Channel Together: Kalista is now forced to channel on the Black Spear while her Oathsworn is reviving

Katarina

Passive AP ratio increased. R base AD ratio decreased, attack speed scaling increased.

Katarina's various builds require some re-tuning occasionally. We are giving AP builds a slight buff so they stand clearly above the other builds as her primary playstyle, and also buffing the AD+AS builds as those aren’t performing well at the moment.

Passive - Voracity

  • Sinister Steel Dagger Magic Damage: 68-240 (based on level) (+ 60% bonus AD) (+65/75/85/95% (levels 1/6/11/16) AP) ⇒ 68-240 (based on level) (+ 60% bonus AD) (+70/80/90/100% (levels 1/6/11/16) AP)

R - Death Lotus

  • Physical Damage per Dagger: 18% (+30% per 100% bonus AS) bonus AD ⇒ 16% (+50% per 100% bonus AS) bonus AD

Kha’Zix

Q isolation range requirement decreased. W slow decreased, slow vs isolated targets decreased. R buff duration increased.

Kha’Zix hasn’t had the sting he once had, often relying on his W spam poke-and-catch fighter builds to find success. We want to make sure that Kha’Zix, with any of his builds, is actually able to jump on isolated enemies and kill them. His isolation mechanic is too skewed toward enemy counterplay so he has very little leeway on it proccing, so we want to make it a bit less punishing for Kha. (Note: a lower isolation range requirement means the enemy is substantially more likely to be isolated and is a buff).

We expect fighter Kha’Zix to remain powerful, but these changes should make all of his builds more competitive. It's not clear how much power these isolation changes pack, so we’ll keep a close eye on them and adjust as needed.

Q - Taste Their Fear

  • Isolation Range: 425 ⇒ 375

W - Void Spike

  • Evolved Slow: 60% ⇒ 40%
  • Evolved Slow Against Isolated Targets: 90% ⇒ 75%

R - Void Assault

  • Buff Duration: 10 seconds ⇒ 12 seconds

Lee Sin

Base AD decreased, base armor decreased.

You’ve seen Lee Sin on the biggest stages like MSI and Worlds. It’s no surprise that he’s a favorite jungler at the pro level. But we don’t want him to be so strong he overshadows all other viable junglers. At this point in time Lee’s early game power is what’s pushing him into the top tier, so we want to bring them down just a tad.

Base Stats

  • Base Attack Damage: 68 ⇒ 66
  • Base Armor: 36 ⇒ 34

Olaf

Passive attack speed reduced early. Q base damage decreased.

Olaf has been at the top of the top lane food chain for about 3-4 patches now with his win rate sitting at a stable 52-53% according to our data. His early Q damage gives him the ability to run down lane opponents who try to interact with the wave and win almost every trade due to the high base damage and cooldown refresh. This change is meant to lower early Q power. Olaf's passive also plays into this early game dominance, so we’re adjusting the attack speed portion at early levels to be less powerful.

Passive - Berserker’s Rage

  • Attack Speed: 60-100% (based on level) ⇒ 50-100% (based on level)

Q - Undertow

  • Physical Damage: 70/120/170/220/270 (+100% bonus AD) ⇒ 65/115/165/215/265 (+100% bonus AD)

Rammus

W armor scaling decreased.

Rammus has been a high win rate champion for about half of all players over the last several patches, which is just too high for a champion to reasonably maintain. We can’t let this roll anymore. Tactically, we’re tuning his late-game power, which tends to most strongly affect the outcome of his games.

W - Defensive Ball Curl

  • Bonus Armor: 35 (+40/55/70/85/100% total armor) ⇒ 35 (+40/50/60/70/80% total armor)

Sejuani

Passive damage cap against monsters decreased. Q cooldown increased. R cooldown increased.

Sejuani is a very safe early pick for pro play since she brings a lot of utility to the team and synergizes well with melee carries like Sylas, Jax, Fiora, and so on. She does a little bit of everything too well, so we want to reduce her ability to quickly clear objectives with coordinated melee teammates and to increase her overall down time with nerfs to Q and R cooldowns. This way, Sejuani will need to be more committed when she decides to engage with her high cooldown abilities.

Passive - Fury of the North

  • Damage Cap against Epic Monsters: 300 ⇒ 250

Q - Arctic Assault

  • Cooldown: 18/16.5/15/13.5/12 seconds ⇒ 19/17.5/16/14.5/13 seconds

R - Glacial Prison

  • Cooldown: 120/100/80 seconds ⇒ 130/110/90 seconds

Thresh

Q cooldown refunded on hit decreased.

Patch 13.4 gave Thresh a lot of changes and has support players around the world hooked on Death Sentence. Unfortunately, his opponents have also been hooked on Death Sentence far too frequently. Recently it’s been too easy to lock an opponent down in a chain-CC combo with no chance to escape, so lowering the refund here should give opponents more opportunity to slip out between Thresh’s Q casts.

Q - Death Sentence

  • Cooldown Refunded On Hit: 3 seconds ⇒ 2 seconds

Veigar

Q AP ratio now scales with level. W AP ratio now scales with level. E VFX adjusted. R AP ratio now scales with level.

Veigar has been strong in the bot lane for a very long time because his relatively bad wave control and good gank set up fit better into the duo lane dynamic than mid. However we still feel most Veigar players want to play him in mid, and we want to support that as his primary role. We are taking this opportunity to nerf him in a way that pushes his scaling to be more level dependent, which biases towards solo lanes.

Q - Baleful Strike

  • AP Ratio: 60% at all ranks ⇒ 45/50/55/60/65%

W - Dark Matter

  • AP Ratio: 100% at all ranks ⇒ 70/80/90/100/110%

E - Event Horizon

  • Sneaky Stuns: Veigar can no longer hide his E VFX from enemies by placing it inside certain walls.

R - Primordial Burst

  • AP Ratio: 75% at all ranks ⇒ 65/70/75%

Vi

Q base damage decreased, AD ratio increased. E base damage decreased, AD ratio increased, AP ratio increased.

Vi is currently beating up the pro play scene thanks to her ability to build tanky and still deal large amounts of damage. Our goal with these changes is to bring the damage down on her tankier builds and shift that power into AD ratios to reward those Vi AD stackers out there.

Q - Vault Breaker

  • Minimum Physical Damage: 55/80/105/130/155 (+70% bonus AD) ⇒ 45/70/95/120/145 (+80% bonus AD)
  • Maximum Physical Damage: 110/160/210/260/310 (+140% bonus AD) ⇒ 90/140/190/240/290 (+160% bonus AD)

E - Relentless Force

  • Physical Damage: 10/30/50/70/90 (+110% AD) (+90% AP) ⇒ 0/15/30/45/60 (+120% AD) (+100% AP)

Wukong

Base attack damage decreased. W cooldown adjusted. E bonus attack speed decreased.

Wukong jungle hasn’t been monkeying around in pro play and solo queue. In this patch, we’re looking to tone down his early game pressure by reducing his base damage and his clear speed that comes with his E. We’re also lowering the incentive to max W second, as it currently gives a lot (10 mana less, 2.5 seconds less) per point.

Base Stats

  • Attack Damage: 68 ⇒ 66

W - Warrior Trickster

  • Cooldown: 22/19.5/17/14.5/12 seconds ⇒ 22/20/18/16/14 seconds

E - Nimbus Strike

  • Bonus Attack Speed: 40/45/50/55/60% ⇒ 35/40/45/50/55%

Yasuo

Passive shield stronger at later levels.

After the marksman item adjustments we introduced back in patch 13.1b, Yasuo fell behind the power curve and got the wind knocked out of him. These adjustments should help him get some wind behind his sails which should help him find some more flow.

Passive - Way of the Wanderer

  • Shield Amount: 100/105/110/115/120/130/140/150/160/170/180/200/220/250/290/350/410/475 ⇒ 100/105/110/115/125/135/145/160/175/195/220/250/275/325/375/425/500/575

E - Sweeping Blade

  • Damage Increase per Stack: 25% of E’s base damage ⇒ 15-25% of E’s total damage (scales linearly, levels 1-18)
  • Maximum Stack Amount: 2 ⇒ 4

Zeri

Health growth decreased. Passive shield absorption decreased. R AD scaling decreased.

Zeri's been a mainstay of the Marksmen meta throughout the year, and finally has risen to the absolute top with buffed items and nerfed competition. With the newfound durability in her runes and Marksmen items, she doesn't need as much innate durability. We’re also zapping some of her guaranteed burst damage, which is uncharacteristically high for a hyperscaling DPS champion.

Base Stats

  • Health Growth: 115 ⇒ 110

Passive - Living Battery

  • Shield Absorption: 60% of damage dealt ⇒ 45% of damage dealt

R - Lightning Crash

  • Magic Damage: 175/275/375 (+100% bonus AD) (+110% AP) ⇒ 175/275/375 (+85% bonus AD) (+110% AP)

Items

Death’s Dance

In patch 13.1, we did a large pass on Fighter items in an effort to sharpen each item's choice and generally reduce unneeded Ability Haste. Death's Dance took one of the hardest hits when we introduced these changes. With subsequent changes to Marksmen and Seraph's Embrace/Rod of Ages, Fighters have struggled when on even footing in duels (and especially teamfights) versus classes they once bested. We’re reverting Death's Dance to give fighters slightly more power in elongated fights but still keeping the tradeoffs in reduced haste compared to Black Cleaver and Ravenous Hydra builds.

  • Attack Damage: 65 ⇒ 55
  • Ability Haste: 0 ⇒ 15
  • Armor: 50 ⇒ 45
  • Item Recipe: Pickaxe + Chain Vest + Pickaxe + 750 gold ⇒ Pickaxe + Chain Vest + Caulfield's Warhammer + 525 gold

Catalyst of Aeons

Catalyst of Aeons, in its current state, is significantly cheaper than Lost Chapter which has turned it into a dual threat. Not only is it the preferable scaling item, but due to the lower cost it has become a better laning phase option than Lost Chapter which seems counterintuitive for a scaling item. This adjustment should help make itemization choices for mid mages a bit more competitive.

  • Health: 225 ⇒ 300
  • Combine Cost: 350 gold ⇒ 550 gold
  • Total Cost: 1100 gold ⇒ 1300 gold

Abyssal Mask

  • Health: 500 ⇒ 550
  • Combine Cost: 650 gold ⇒ 450 gold

Rod of Ages

  • Combine Cost: 415 gold ⇒ 215 gold

Grievous Wounds Items

We felt it was counter-intuitive that these items did not apply their unique effects to damage shielded enemies, as this is inconsistent with other "on damage" effects like Liandries. (Note: this change will apply to Oblivion Orb, Morellonomicon, Chemtech Putrifier, Executioner's Calling, Mortal Reminder, and Chempunk Chainsword.)

  • Shields Can’t Save You Now: Items that apply Grievous Wounds on damage dealt to the target will now apply it even if the damage you dealt was completely nullified by a shield. Grievous Wounds will still not apply to Invulnerable targets or targets who blocked the spell with a spell shield.

ARAM Adjustments

For patch 13.7 we'll be trying out a few targeted nerfs on some of the best performing Champions in ARAM. They are especially powerful on Howling Abyss due to them getting tremendous value out of specific (and potentially frustrating) parts of their kit on the smaller map.

Nerfs

  • Karthus: Passive Duration: 7 seconds ⇒ 5 seconds
  • Sion: Passive Form Lifesteal: 100% ⇒ 50%
  • Veigar: E Cooldown: 20/18.5/17/15.5/14 seconds ⇒ 23/21.5/20/18.5/17 seconds

Clash - Mt. Targon Cup

The Clash Mt. Targon Cup kicks off this weekend!

  • Weekend 1 Registration Begins: April 3 @ 11:00 AM (Local Time)
  • Weekend 1 Tournament Dates: April 8 and 9 (~4-7 PM Local, varies by region)
In observance of Ramadan and the Iftar meal, Clash lock-in times will be made earlier for these servers:
  • TR1 – 1:00 pm - 3:00 pm local time
  • SG2 – 1:00 pm - 3:00 pm local time

Off Screen Pings

Paying attention to the minimap to see your teammates’ pings while focusing on gameplay can be difficult. And actively aiming/dodging a skillshot can make this even more challenging. To help, we are introducing off-screen pings to give you easier visibility of your teammates’ pings. Some pings that are off-screen will now show up on the edge of your screen, and our hope is that this allows players to be able to react to pings faster than before.

Global Pings (Displayed regardless of ping location)

  • Enemy missing

Proximity Pings (Displayed if pinged within 3000 units of your champion. Approximately the same range as a Caitlyn or Lux ultimate ability)

  • Assist Me
  • Caution
  • On My Way
  • Retreat
  • Hold

Behavioral Systems

We're rolling out improvements to our disruptive behavior detection systems that detect verbal abuse and intentional feeding. That means you'll see increased actions taken against players for these behaviors in-game.

Challenges

You can now see your friend’s challenge data on their profile card!

Bugfixes

  • Fixed a bug where a Clash team could not re-invite a player who was kicked out of the team, and the player would not be able to accept the invite if it was made. Now, Clash players can re-invite a kicked player after a certain period of time, and the player is able to accept the invitation.
  • Fixed a bug where the Best of the Best Challenge does not increase the progress after the player finished a season at Rank 1 for Solo/Duo queues.

Competitive

We’ve tested lower surrender timers in normals for several patches now, and the impacts have met our expectations: slightly increased surrender frequency leading to slightly lower average game times. We believe this change is right to allow teams more agency in choosing which matches to play out.

  • In Ranked Solo and Ranked Flex queues, normal surrender (4 out of 5 OR 70% of team members must agree to pass the vote) is available at 20 minutes ⇒ 15 minutes. Unanimous early surrender requirement has been removed. This change will go live around ~7pm UTC on April 7.

We’ll be running an experiment in Normal Draft in EUN, OC, and RU during the 13.7 patch cycle, specifically to test some of our functionality around matchmaking for the upcoming Quick Play queue type. For these regions during the testing window, the changes will be as follows:
  • Autofill is removed.
  • All players in a party must choose unique primary assignments.
  • If a player chooses a priority role as their primary assignment, they do not need to pick a secondary assignment. If they choose a non-priority role as their primary assignment, they can only choose a priority role or fill as their secondary assignment.

32 Bit Client Deprecation

Support for 32-bit Windows OS will be deprecated on April 4, 2023. After this date a 64-bit version of Windows will be required to play League of Legends and Teamfight Tactics. For more details, please see our minimum spec requirements.

“What does this mean?”, “Do I need to do anything?!”

Well for those who are already on 64-bit operating systems and hardware (which is 99.9% of players) you won’t notice a difference when we stop supporting 32-bit and you won’t need to do anything. However, for those that are playing on a 32-bit operating system, starting this patch you’ll receive a message in the client telling you that the client may stop working in the future for you. We’re giving some time to message this heads-up before we fully stop supporting 32-bit operating systems both in the patch notes and in the launcher. In the future, you’ll need to be playing on 64-bit capable hardware, and 64-bit operating systems in order to keep playing League.

Why is the League team doing this?

As with other decisions we’ve made in the past like deprecating Windows XP and Vista, continuing to release new content while maintaining older hardware requires significant investment both from a development and a testing standpoint. By removing some of these barriers, we can continue to push the boundaries of new features while delivering engaging player experiences. While we don’t have any direct targeted improvements to communicate to you just yet regarding this migration, it will be something that leads into our continued investments in the future of League.

Showcase Milestones Autoclaim

We’re happy to share that Showcase Milestones will now have an autoclaim feature that will run after each Showcase ends, starting with Broken Covenant. After the Broken Covenant Showcase ends on March 30th, the autoclaim tool will run on April 1 to grant any rewards you may have forgotten or didn’t have time to claim. In addition, if there were Showcase rewards you forgot to claim in the past (Eclipse Knights, Ocean Song, Space Groove), we will also be running the autoclaim for those rewards around the same time as Broken Covenant. This process will also persist for future Showcases. As with any new feature, we will be monitoring the accuracy and performance, so we’d like to advise that you still claim your rewards prior to the Showcase ending as the default behavior in order to avoid any errors in the near term.

NOTE: This does not apply to Masterwork Milestones since that track does not deactivate or expire. This also does not apply to the Event Pass Milestones since you are required to claim and use the Event Tokens prior to the Event Shop closing.

Bugfixes & QoL Changes

Bugfixes

  • Fixed a bug that caused Urgot’s W to continually proc Yuumi’s W on-hit healing.
  • Fixed a bug where Draven’s Q animation would not properly play after using his E or R where Draven's axes would not spin after using his E or R.
  • Fixed a bug where if Vladmir’s target died as he was casting Q, the ability would not cast but would still go on cooldown.
  • Fixed a bug that caused Milio’s Passive and W to not correctly interact with Shurelya’s Battlesong.
  • Fixed a bug that caused Ornn’s Masterwork items to sell for 0 gold which seems rude given the amount of work he puts into each one.
  • Fixed a bug that caused Yuumi’s R to not proc Summon Aery when hitting an ally champion.
  • Fixed a bug that cause Yuumi’s Passive buff SFX to not play for enemies when they are attacked from the Fog of War.
  • Fixed a bug that caused Tibber’s enraged buff to return to its original state if Annie used her W to stun two or more enemies while summoning Tibbers.
  • Fixed a bug that was causing Seraph’s Embrace to not accurately display the remaining cooldown.
  • Fixed a bug that caused Zoe’s W to sometimes display the old Smite icon and not the new one.
  • Fixed a bug that caused Syndra’s Q + E combo to still damage and stun enemies if she died while using her E.
  • Fixed a bug where Ashe’s W would leave critical strike VFX on enemies that had been revealed.
  • Fixed a bug where Darius attacked at the end of his W would cause the auto attack to fail.
  • Fixed a bug where after possessing Aurelion Sol, Viego would still see Aurelion Sol’s E execution threshold.
  • Fixed a bug where Aurelion Sol’s W cooldown would get reset if a clone timed out within his E.
  • Fixed a bug where an ally would get double the amount of friendship stacks on kills if Yuumi attached, detached, and attached herself to them before they killed the enemy.
  • Fixed a bug where Randuin’s Omen would reduce the true damage dealt from Kraken Slayer.
  • Fixed a few visual bugs that occurred with Faerie Court Milio’s fuemigos and their VFX.
  • Fixed a bug where Pyke's Health bar would display when he was under the effect of Lissandra passive.
  • Fixed a bug where pinging Watchful Wardstone or Vigilant Wardstone where pinging the item with no charges would show up as “Ready” instead of “No Charges.”
  • Fixed a bug where Chemtech Drakes total health would be less than all other elemental dragons.
  • Fixed a bug where Rek’Sai could see untargetable units such as jungle companions with her Tremor Sense.
  • Fixed a bug where Frozen Fist’s buff from the item’s passive would not be displayed on the player’s buff bar.
  • Fixed a visual bug where Milio’s W VFX would appear too dark on Howling Abyss.
  • Fixed a bug when Renata’s R would give incorrect kill credit when used on Caitlyn during her R.

Skin Bugfixes

  • Headhunter/Challenger Nidalee : Restored Pounce (W) trail VFX when jumping towards marked targets.
  • Dawnbringer/Cosmic Huntress/DWG/Ocean Song Nidalee: restored animation transition between run and idle.
  • Shan Hai Scrolls Jhin Chromas: Dancing Grenade (Q) VFX no longer becomes bigger after bouncing from the first target.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch:

Patch 13.6 Notes

Setting ablaze the hearts (and autos) of his allies while giving his enemies headaches, Milio “the Gentle Flame” gives a whole new meaning to the term friendly fire with his release this patch!

But wait, there's more! We also have quite a few changes aimed at addressing the current early game bot lane skirmish meta with adjustments to ADCs and Drakes, a stunning new skin line thematic, a vaguely worded update on blind pick, and a new Mythic shop rotation! As a reminder, this is the last patch that League and TFT will be playable on a 32-bit client, so make sure you move to the 64-bit version.

Milio's smile may be worth a Milio-n bucks, but TFT's got a new mid-set sure to give him a run for his money! Read all about it in the TFT patch notes here!
Lilu "Riot Riru" Cabreros

Patch Highlights

Milio "the Gentle Flame" will be available March 22, 2023 PT.

Faerie Queen Karma, Faerie Court Katarina, Faerie Court Seraphine, Faerie Court Fiora, Faerie Court Kalista, Faerie Court Ezreal, Faerie Court Milio, Ashen Guardian Shen, and Prestige Faerie Court Katarina will be available March 23, 2023 PT.

Champions

new

Milio

The Gentle Flame

Get ready to go on an adventure with Milio and his fuemigos on March 22!

Ashe

Passive damage to targets with Frost increased.

Last patch, Ashe was nerfed for support and the goal was to preserve her power level as an AD Carry. We were mostly successful in hitting these goals, but she's still a bit worse off. So here's us making good on that promise.

Passive - Frost Shot

  • Damage against Frosted Enemies: 110% (+75% of Critical Strike Chance) ⇒ 115% (+75% of Critical Strike Chance)

Aurelion Sol

E cooldown increased. R upgrade Stardust requirement increased, CC duration decreased, cast range decreased.

Aurelion Sol is getting a lot of attention, both positive and negative—which he's pretty used to given the gravity of his stellar personality. We're aiming to lessen the frustrating moments he can create like his ability to stall/freeze waves for extended periods of time and reduce the potency of his teamfight wombo combo.

E - Singularity

  • Cooldown: 12/11.5/11/10.5/10 seconds ⇒ 12 seconds at all ranks

R - Falling Star / The Skies Descend

  • Stardust Requirement for The Skies Descend: 75 ⇒ 100
  • Falling Star Stun Duration: 1.25 seconds ⇒ 1 second
  • Falling Star Cast Range: 1250 ⇒ 1100
  • The Skies Descend Knock Up Duration: 1.25 seconds ⇒ 1 second
  • The Skies Descend Cast Range: 1250 ⇒ 1100

Dr. Mundo

Base health regeneration increased, health regeneration scaling decreased. W recast timer decreased. E damage to jungle monsters increased.

The good doctor has been feeling a bit under the weather early game, but on the other hand he turns into a surgeon of death come late game. We're tuning Mundo in a way that should help smooth out his power curve throughout the game, while also giving him some medical tools to help him in the jungle.

Base Stats

  • Base Health Regeneration: 6.5 ⇒ 7
  • Health Regeneration Scaling: 0.55 ⇒ 0.5

W - Heart Zapper

  • Recast Timer: 1 second ⇒ 0.5 second

E - Blunt Force Trauma

  • Damage to Jungle Monsters: 150% ⇒ 200%

Galio

W magic and physical damage reduction increased. E cooldown decreased.

Galio's been stuck in limbo recently, and not the fun party game kind. After patch 12.10, he doesn't deal enough damage to threaten carries by himself, but he's also not durable enough to survive for multiple spell rotations. As the Colossus of Demacia, we'd rather buff up his beefiness than make him a burst mage. So we're upping his durability and Justice Punch uptime so that he finds a little bit more utility after the laning phase.

W - Shield of Durand

  • Magic Damage Reduction: 20/25/30/35/40% (+8% per 100 bonus Magic Resistance)(+5% AP) ⇒ 25/30/35/40/45% (+12% per 100 bonus Magic Resistance)(+5% AP)
  • Physical Damage Reduction: 10/12.5/15/17.5/20% (+4% per 100 bonus Magic Resistance)(+2.5% AP) ⇒ 12.5/15/17.5/20/22.5% (+6% per 100 bonus Magic Resistance)(+2.5% AP)

E - Justice Punch

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

Talon

Base mana increased. Passive base damage increased, AD ratio increased. W mana cost decreased.

Talon currently struggles to interact with the minion wave in oppressive mid-lane matchups a little too much. These changes should allow him to have more mana to farm with his Rake from a distance while helping his passive damage with base power and ratio buffs. Jungle Talon has fewer mana issues, so this shouldn't affect him as much.

Base Stats

  • Mana: 377 ⇒ 400

Passive - Blade's End

  • Damage: 75-255 (based on level) (+200% bonus AD) ⇒ 80-280 (based on level) (+210% bonus AD)

W - Rake

  • Mana Cost: 55/60/65/70/75 ⇒ 50/55/60/65/70

Vayne

Passive bonus movement speed increased. Q bonus damage increased, empowered attack duration decreased. W damage adjusted.

Vayne's been struggling in all skill brackets recently for a few reasons. Her passive hasn't stood the test of time against more mobile champions, so we want to give her some more chase potential while allowing her to use her Q more defensively. We're also giving Vayne a bit more AD scaling on her Q to support her more AD-focused builds which have been weak since critical strike chance was removed from Vayne's Q. However, we want to curb her potential power in the top lane, so we're bringing down her percent health damage as well.

Passive - Night Hunter

  • Bonus Movement Speed: 30 ⇒ 45

Q - Tumble

  • Bonus Physical Damage: 60/65/70/75/80% AD ⇒ 75/85/95/105/115% AD
  • Empowered Attack Duration: 7 seconds ⇒ 3 seconds

W - Silver Bolts

  • Percent Health Damage: 4/6/8/10/12% target's maximum health ⇒ 6/7/8/9/10% target's maximum health

Veigar

Base health decreased, base armor decreased. W base damage decreased.

With great range comes great responsibility power. Veigar is standing tall in mid lane, but even taller in bot lane. With his huge spike in popularity, he's actually become a relatively common bot laner with extremely high win rates. Unfortunately, we can't have him be head and shoulders above the competition, so we're cutting him down to size by reducing his early all-in power, which is much more consistent when paired with a support.

Base Stats

  • Base Health: 575 ⇒ 550
  • Base Armor: 21 ⇒ 18

W - Dark Matter

  • Magic Damage: 100/150/200/250/300 (+100% AP) ⇒ 85/140/195/250/305 (+100% AP)

Yuumi

Q cooldown decreased, mana cost increased, missile speed decreased, range decreased. R shield duration added, bonus resistances decreased.

Yuumi's rework in 13.5 came out on the powerful side. While she lost a lot of offensive threat, her poke and burst survivability made it unclear what opponents could do versus a Yuumi and her Best Friend. Final Chapter's bonus resistances, which were added to make Yuumi feel a bit safer on less durable carries, ended up removing a clear point of weakness. We're removing the bonus effect and will be monitoring how players on both teams feel when interacting with the cat and her crew.

Q - Prowling Projectile

  • Cooldown: 7.5/7.25/7/6.75/6.5/6.25 seconds ⇒ 6.5 seconds at all ranks
  • Mana Cost: 50/55/60/65/70/75 ⇒ 50/60/70/80/90/100
  • Unattached Missile Speed: 1000 ⇒ 850
  • Enhanced Missile Speed: 1900 ⇒ 1650
  • Max Range (in a straight line): 2000 ⇒ 1725

R - Final Chapter

  • newOverheal Shield Duration: 3 seconds ⇒ 1.5 seconds (Note: the shield will last the full duration of the spell (3.5 seconds) plus this amount of time)
  • removedBest Friend Bonus Resistances: 20/40/60 (+10% AP) Armor & Magic Resistance ⇒ REMOVED

Items

The 13.1 micropatch gave ADC players a nice shot of excitement with some stronger defensive tools plus earlier access to Navori Quickblades and Infinity Edge. Turns out, earlier access to incredibly strong items is a simple recipe for "overpowered role." You've had your fun, fellow ADC players. Time for the nerfs we all knew were coming.

Bloodthirster

Bloodthirster is meant to be an opt-in defensive option for when you really need the added durability. It's not meant to be rushed so that your ADC can become a tank before everyone else gets their builds online. A flat nerf, especially in the early game, should push Bloodthirster back a slot.
  • Shield: 180-450 (180 up to level 9, then +30 per level) ⇒ 100-400 (100 up to level 8, then +30 per level)

Nashor's Tooth

Continuing on the past few buffs to mage items, Nashor's Tooth is up next. The item previously represented a complete package for Attack Speed Mages, but that was lost when Mythic Items were meant to be the new first item purchases. While the group of champions this applies to is pretty small, we've adjusted our mindset to be more open to first item Legendaries (see Tank items and Blade of the Ruined King), so Nashor's is being adjusted to fit better in that space.
  • Total Cost: 3000 ⇒ 3200
  • Recipe: Blasting Wand + Recurve Bow + Amplifying Tome ⇒ Blasting Wand + Recurve Bow + Fiendish Codex
  • Ability Haste: 0 ⇒ 15

Navori Quickblades

Navori Quickblades is the best-performing ADC capstone by a small amount. The fact that it's out-DPSing Infinity Edge due to resetting auto attack self-buffs makes it hard to pick anything else. So, lowering that reset should make the comparison a bit more fair.
  • Cooldown Reduction on Autos: 15% of remaining cooldown ⇒ 12% of remaining cooldown

Runes

Legend: Bloodline

Bloodline is the most-picked ADC rune in the Legend slot by far and is contributing to ADCs being generically tanky instead of opting into durability when it's needed. The rune is meant to be a choice, not automatic.
  • Life Steal per Stack: 0.4% ⇒ 0.35%
  • Max Health on 15 Stacks: 100 ⇒ 85

Lethal Tempo

Similar to Bloodline, Lethal Tempo is the most-picked rune for ADCs by a long shot, which makes it a good target for removing power from the role at large. There are some champions where they'll never give up this level of attack speed and that's understandable, but for everyone else, there's more than just one viable keystone out there!
  • Attack Speed for Ranged Users: 30-54% (maxed at level 12) ⇒ 24-54% (maxed at level 18)

Drake Changes

In patch 12.14 we buffed the rewards for killing drakes to incite some early game action after the Durability Update. The changes achieved this goal, but put more importance on the bottom half of the map, especially during laning phase. With the recent changes to bot lane, it's almost always correct to only focus attention on the dragon and bot lane.

We're moving the dragon rewards of the stronger buffs (namely Hextech) back to a value between 12.13 and the last patch. These aren't massive shifts to the power of the objective, but are meant to combine with general bot lane nerfs to make the game feel a bit less decided based on the state of the bottom half of the map.

HEXTECH DRAKE

  • Bonus Ability Haste and Attack Speed: 9/18/27/36% ⇒ 7.5/15/22.5/30%
  • Hextech Soul Base Slow: 45% (35% for ranged) decaying over 2 seconds ⇒ 40% (30% for ranged) decaying over 2 seconds

INFERNAL DRAKE

  • Bonus AD and AP: 6/12/18/24% ⇒ 5/10/15/20%

MOUNTAIN DRAKE

  • Bonus Armor and Magic Resistance: 9/18/27/36% ⇒ 8/16/24/32%

OCEAN DRAKE

  • Missing Health Regeneration: 3/6/9/12% ⇒ 2.5/5/7.5/9%

ARAM Adjustments

For 13.6 we're looking to clean up unnecessary modifiers by reducing them on champions that are performing well, and on champions that are underperforming. We'll also be reducing turret durability since game length is currently too high.

BUFFS

  • Corki: Damage Received: 100% ⇒ 95%
  • Maokai: Damage Received: 110% ⇒ 105%
  • Xerath: Damage Received: 105% ⇒ 100%

NERFS

  • Annie: Damage Received: 100% ⇒ 105%
  • Azir: Damage Dealt: 110% ⇒ 105%
  • Diana: Damage Received: 95% ⇒ 100%
  • Jarvan IV: Damage Dealt: 105% ⇒ 100%
  • Kai'Sa: Damage Dealt: 105% ⇒ 100%
  • Master Yi: Damage Dealt: 105% ⇒ 100%

TURRET CHANGES

  • Turret Starting Armor and MR: 75 ⇒ 60

Clash - Bilgewater Cup

As a reminder, the Bilgewater Cup Clash continues this weekend!
  • Weekend 2 Registration Begins: March 20 @ 11:00 AM (Local Time)
  • Weekend 2 Tournament Dates: March 25 and 26 (~4-7 PM Local, varies by region)

In observance of Ramadan and the Iftar meal, Clash lock-in times will be made earlier for these servers:
  • TR1 – 1:00 pm - 3:00 pm local time
  • SG2 – 1:00 pm - 3:00 pm local time

BUGFIXES

  • Borders are Back: Fixed a bug that would not display your banner skin in the Clash loading screen

Normal Queue Conundrum

We're working on a few updates to improve your blind pick experience. These changes will go into effect late into the night on March 31 local time. These changes will be so good you won't be able to resist tipping your hat in approval. Like, even a poro would jump for joy. But seriously, make sure you go check out blind between April 1 and April 3 according to your local dates!

Behavioral Systems

Bystander Feedback Reports: Players who were in a game where they were exposed to disruptive behavior, but did not report themselves, will receive a notification to inform them that we took action. We know that even if you don't report, disruptive behavior harms your experience. We want to encourage players to report when they experience disruptive behavior and provide more clarity on what we consider unacceptable behavior in League.

Competitive

We're generally happy with how the LP gain changes have been going, but we have some small follow up tweaks to make the experience even more smooth.
  • LP win and loss amount when your visible rank approximately matches your MMR from 22 ⇒ 25.
  • Slightly smoothed LP gain/loss values at the extremes of MMR and Rank disparity.
    • Clarified the lobby tooltip for ranked duo queue restriction when one player's MMR is at Master tier or above.

Mythic Shop Rotation

NOW AVAILABLE

  • Prestige Fuzz Fizz
  • Prestige Ascended Pantheon
  • Lancer Zero Hecarim
  • Hextech Tristana
  • Ashen Guardian Shen
  • Mythic Chroma Ashen Guardian Shen (Emberwoken)
  • Ashen Guardian Shen Emote
  • NOTE: Ashen Guardian Shen is the final skin in the Ashen Knight skinline (for now). The next Mythic thematic will debut later this year. Stay tuned for more information.

LEAVING THE MYTHIC SHOP

  • Prestige K/DA ALL OUT Kai'Sa
  • Prestige Coven Zyra
  • Ashen Graveknight Mordekaiser
  • Mythic Chroma Ashen Graveknight Mordekaiser (Emberwoken)
  • Mythic Chroma Project Ashe
  • Hextech Rammus
  • Hextech Kassadin
  • Ashen Graveknight Mordekaiser Emote

32-Bit Client Deprecation

As a reminder, support for 32-bit Windows OS will be deprecated on April 4, 2023. After this date a 64-bit version of Windows will be required to play League of Legends and Teamfight Tactics. For more details, please see our minimum spec requirements.

Bugfixes & QoL Changes

QOL CHANGES

  • Viego will now gain max stun stacks when possessing Annie
  • To reflect the significantly shorter cooldown, Viego no longer tracks the cooldown of Azir passive between possessions.

BUGFIXES

  • Fixed a bug where the rune recommender wasn't properly changing recommendations for the position you selected for multi-position champions.
  • Fixed a bug that was causing Yuumi's ultimate, Final Chapter, to not heal her through her Passive.
  • Fixed a bug that was causing EDG Yuumi's ultimate SFX to play too loudly.
  • Fixed a bug that caused EDG Yuumi's SFX to not play on most of her emotes.
  • Fixed a bug that was causing EDG Yuumi's final wave to not display the trophy VFX.
  • Fixed a bug that was causing Yuumi's Passive heal expiration SFX to not play.
  • Fixed a bug that was causing Yuumi's Passive to sometimes not activate Summon Aery when attaching to an ally after using a charged basic attack.
  • Fixed a bug that was causing Yuumi's Yuubee skin E SFX to play too loudly.
  • Fixed a bug that was causing Bewitching Yuumi's emote and death SFX to not play correctly.
  • Fixed a bug that was causing Yuumi's ultimate to not track the player's mouse correctly.
  • Fixed a bug that was causing Yuumi's Q slow effect to not decay if Yuumi is not attached.
  • Fixed a bug that was causing Rift Herald to continually charge when its aggro was getting reset.
  • Fixed a bug that was causing the “Get on My Level” Challenge to gain progress for takedowns that did not meet the Challenge requirements.
  • Fixed a bug that was causing Karma's W VFX to not follow targeted enemies' movements.
  • Fixed a bug that was sometimes causing Aurelion Sol's W to be immediately canceled if used against a wall.
  • Fixed a bug that was causing Vex's Passive enhanced auto attack to proc multiple times during Aurelion Sol's W.
  • Fixed a bug that was causing K'Sante's auto attack after his third Q to now perform an empowered marked attack.
  • Fixed a bug that was causing K'Sante's W be to activateable during the summoner spell mark/dash.
  • Fixed a bug that was sometimes causing Sion's R to be interrupted by ally CC.
  • Fixed a bug that sometimes caused the Undo function in shop to lower total mana if biscuits were in the player's inventory.
  • Fixed a bug that was causing Lucian's VFX when hitting an enemy with W and R to not be displayed.
  • Fixed a bug that was causing Rengar's Q to ignore the blinding effect from Teemo's Q.
  • Fixed a bug that was causing several of Kalista's VOs to not play.
  • Fixed a bug that was causing Kennen's E to deal 100% damage to jungle monsters instead of 65% of the usual damage.
  • Fixed a bug that was causing Kai'Sa's spawn animation to not show her shield VFX at the start of the game.

SKIN ADJUSTMENTS

  • Pulsefire Ezreal's Thruster particles are no longer displaced when casting Trueshot Barrage
  • Broken Covenant Cho'Gath and Shan Hai Scrolls Cho'Gath Passive heal VFX are now unique
  • Championship Kalista: Restored VFX overlay appearing on the platform near the end of recall animation
  • Broken Covenant Rakan’s eyebrows were updated to better match ones from the Splash art

Upcoming Skins & Chromas

Patch 13.5 notes

What’s up cool cats! It’s patch 13.5 and the cat’s out of the bag!

In this week’s patch we have Yuumi’s much anticipated rework, several adjustments to Azir to help address his Pro skew, some buffs to roaming mid laners, and some buffs to counter jungling. In other news, we have some changes to ARAM including removing tower rubble, an update on the champion pricing changes, and an announcement about the depreciation of our 32-bit client.

As always, thanks for reading and see you on the Rift!

These aren’t the TFT patch notes you’re looking for? Well you can go check out the TFT patch notes here!
Lilu “Riot Riru” Cabreros

Patch Highlights

Broken Covenant Cho'Gath, Broken Covenant Miss Fortune, Broken Covenant Nocturne, Broken Covenant Rakan, Broken Covenant Riven, Broken Covenant Vladimir, Broken Covenant Xayah, and Prestige Broken Covenant Miss Fortune will be available March 9, 2023.

Champions

Yuumi

Yuumi rework, all abilities adjusted.

Yuumi's rework is arriving in 13.5 with a few new spells, some cuddly VFX, and aims to address some core frustrations that have plagued our feline friend. The biggest change is to her Passive, Feline Friendship, which now builds a special bond with her teammates until one becomes her BEST FRIEND. This new bestie will then enhance Yuumi's abilities as long as she’s attached to them. Our goal is to make laning matter much more for Yuumi, especially if she is going to scale just as well as other enchanters while being untargetable. We've kept it as a dynamically growing bond because.... well, that's what cats do, but also in case something goes furociously wrong you should feel free to swap and not be hindered the entire game.

Beyond her Passive, we've made a few more swaps to Yuumi’s abilities, such as making her healing more combat-based and her enchantments more Marksmen skewed. These should abate some of the high frustration moments when Yuumi can abandon her lane partner and follow powerful bruisers.

While we're not pawsitive that this completely solves every problem for Yuumi, we hope this puts her in a better place for most players while making her less dominant in Pro environments.

Base Stats

  • Health Growth: 84 ⇒ 69
  • Base Mana: 400 ⇒ 440

Passive - Feline Friendship

  • newBase Armor: When Yuumi's spells or attacks affect champions, she heals herself and charges a heal for her allies. If she attaches within the next 4 seconds, she brings the heal to her ally as well. While attached, this effect automatically occurs.
  • newMaking Friends: While attached, Yuumi builds Friendship whenever her Ally kills enemy champions and minions. Each ally has their own unique Friendship score. While attached to her Best Friend, Yuumi’s abilities gain bonus effects.
  • Cooldown: 20-10 seconds (levels 1-11)
  • Heal Amount: 25-110 (+15% AP) (levels 1-18)
  • Pouncing Passive: While Yuumi’s passive is ready her auto attack range is increased by 50

Q - Prowling Projectile

  • Ability Description: Yuumi fires a missile that slows the first enemy hit. If cast while attached, Yuumi can control the missile for a short period before it becomes empowered, greatly accelerating and slowing enemies by an increased amount.
  • Best Friend Bonus: This ability’s slow will always be empowered and hitting enemy champions also grants 10/12/14/16/18/20 (+10% AP) on-hit damage to her ally for 5 seconds. This damage is increased by up to 75% based on her ally's Critical Strike Chance.
  • Cooldown: 7.5/7.25/7.0/6.75/6.5/6.25 seconds
  • Mana Cost: 50/55/60/65/70/75
  • Damage: 60/90/120/150/180/210 (+20% AP)
  • Slow: 20% for 1 second
  • Best Friend Empowered Damage: 80/140/200/260/320/380 (+35% AP)
  • Best Friend Empowered Slow: 55/60/65/70/75/80% decaying over 2 seconds to 20%
  • Projectile Missile Width: 65 ⇒ 60
  • newEyes like a Cat: Hitting an enemy with Yuumi’s Q now reveals them. (Note: this will not reveal stealthed enemies.)

W - You and Me!

  • removedAdaptive Force Bonus: Yuumi and her attached ally will no longer receive adaptive force bonus stats
  • removedWas UnfAery: Yuumi’s W no longer counts as a “Positive Boon” for Summon Aery
  • Best Friend Bonus: Yuumi gains an additional 10-20% heal and shield power (based on Ally level) and her Best Friend gains 3/5/7/9/11 (+4% AP) on-hit healing. This is affected by Yuumi's heal and shield power.

E - Zoomies

  • newTrading Heals for Shields: Now shields allies instead of healing
  • Cooldown: 12/11.5/11/10.5/10 seconds
  • Mana Cost: 80/90/100/110/120
  • Shield Strength: 90/120/150/180/210 (+30% AP)
  • Movement Speed Bonus: Allies receive a 20% movement speed bonus while Yuumi’s E shield persists (until shield is broken or decays after 3 seconds)
  • Attack Speed Bonus: 35% (+8% per 100 AP)
  • Anchor Mana Restoration: Yuumi restores 20/24/28/32/36 Mana to her Anchor (not herself), increased by up to 100% based on their missing Mana (30% to 80% missing mana).
  • A Helping Paw: E - Zoomies! does not have a Best Friend bonus because Yuumi should be able to save all her allies

R - Final Chapter

  • Ability Description: For 3.5 seconds, Yuumi fires 5 magical waves that affect enemies and allies. If cast while attached, Yuumi can steer the waves to follow her mouse. For ally champions, the waves heal. The heal is increased by 130% on her Best Friend. All excess healing is converted to a shield, lasting 3 seconds after the ability ends. For all enemies, the waves deal damage and apply a stacking slow.
  • Cooldown: 110/100/90 seconds ⇒ 120/110/100 seconds
  • Magic Damage per Wave: 60/80/100 (+20% AP) ⇒ 75/100/125 (+20% AP)
  • Heal per Wave: 35/50/65 (+15% AP)
  • Slow Duration: 1.25 seconds
  • Slow Amount: 10% + 10% additive per wave hit (maximum of 50% slow)
  • Best Friend Bonus: Waves also grant Yuumi's Best Friend 20/40/60 (+10% AP) Armor and Magic Resistance for the duration of the spell.

Aatrox

W cooldown decreased late, slow now increases with rank. R bonus AD granted increased later.

Aatrox was slightly overnerfed as a reaction to his dominance last season. We felt that his Q and E were relatively capped on power and didn't want to put strength back into those skills, so instead we opted to make his W scale into the late game better. As an important tool for catching enemies, the slow needs to be more powerful to pull enemies later in the game when movement options are faster and more plentiful. The R buff is another way to give some scaling power back into his kit as well.

W - Infernal Chains

  • Cooldown: 20/18.5/17/15.5/14 seconds ⇒ 20/18/16/14/12 seconds
  • Slow: 25% at all ranks ⇒ 25/27.5/30/32.5/35%

R - World Ender

  • Bonus AD: 20/30/40% AD ⇒ 20/32.5/45% AD

Ashe

Q mana cost decreased, empowered duration increased. W base damage decreased. R cooldown increased early, decreased late.

Ashe is a cool (ha) champion for solo queue and she's balanced in both ADC and support, even across MMRs. However, she's completely reigning supreme over all support picks in Pro play right now and her ban rate is rapidly climbing in solo queue as well. So here are some nerfs focused on Support Ashe with some compensation buffs aimed at ADC.

Q - Ranger’s Focus

  • Mana Cost: 50 ⇒ 30
  • Empowered Duration: 4 seconds ⇒ 6 seconds

W - Volley

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

R - Enchanted Crystal Arrow

  • Cooldown: 80/70/60 ⇒ 100/80/60

Aurelion Sol

Health growth and armor growth decreased. Q burst proc AP ratio decreased.

Aurelion Sol’s made quite the impact with his CGU and we’re glad that so many of you have been excited to try him out! While he’s sitting at a relatively healthy spot in higher level play, his performance at lower skill levels is a bit too powerful. These nerfs should help curb his power just a bit to help address this skill skew.

Base Stats

  • Health Growth: 100 ⇒ 95
  • Armor Growth: 4.6 ⇒ 4.3

Q - Breath of Light

  • Burst Proc Damage: 20 - 40 (based on level) (+ 40 / 50 / 60 / 70 / 80) (+ 40% AP) (+ (0.031% Stardust stacks) of target maximum health ⇒ 20 - 40 (based on level) (+ 40 / 50 / 60 / 70 / 80) (+ 35% AP) (+ (0.031% Stardust stacks) of target maximum health

Azir

Base stats, passive, Q, W, and E all adjusted.

Azir is a pretty nifty champion and is exciting to watch. However, the vast majority of players, even in Challenger, don’t find appropriate success with him. Here's the rationale behind these changes: First, weaken his early game and give him compensation in the late game. Second, push him away from early Q poke and awkward soldier spam and raise his overall DPS otherwise. Third, update his base stats to bring back Nashor's Tooth as a viable option. Fourth, buff tools that especially help fledgling Azir players: more auto-attack damage in case his soldiers aren't in range and a stronger passive turret that's up more frequently so that Shurima's Legacy itself can protect him.

Base Stats

  • Base Health: 622 ⇒ 550
  • Armor Growth: 4.2 ⇒ 5
  • Base Mana: 380 ⇒ 320
  • Mana Growth: 36 ⇒ 40
  • Attack Damage Growth: 2.8 ⇒ 3.5
  • Base Attack Speed: 0.625 (Note: Unchanged)
  • Attack Speed Ratio: 0.625 ⇒ 0.694
  • Attack Speed Growth: 3% ⇒ 5%

Passive - Shurima’s Legacy

  • Duration: 60 seconds ⇒ 30 seconds
  • Damage: 150 (+4 per minute) (+15% AP) physical damage ⇒ 230-410 (based on level) (+40% AP) magic damage
  • removedBonus Damage to Champions: 37.5% bonus damage ⇒ 0% bonus damage
  • newSpell-cial Effects: Azir’s Sun Disc will now apply Azir’s spell effects as a single-target spell
  • Sun Disc Health: 2550 ⇒ 3000
  • Sun Disc Armor: 60 (+1 per minute) ⇒ 30-90 (based on level)
  • Sun Disc Magic Resist: 100 (+1 per minute) ⇒ 30-90 (based on level)
  • Sun Disc Debuff: Loses 100 armor while Azir is far away or dead ⇒ Loses 100 armor and magic resist while Azir is far away or dead
  • Cooldown: 180 seconds ⇒ 90 seconds (Note: Cooldown begins after the Sun Disc falls.)
  • Bugfix: Azir’s Sun Disc will no longer lose Armor and Magic Resist while Azir is untargetable

Q - Conquering Sands

  • Magic Damage: 70/90/110/130/150 (+30% AP) ⇒ 60/80/100/120/140 (+35% AP) (Note: this will be a buff at 200 AP and above.)
  • Mana Cost : 55 ⇒ 65/70/75/80/85

W - Arise!

  • Slower Soldiers: 15/25/35/45/55% passive attack speed ⇒ 50/60/70/80/90 additional magic damage
  • Total Magic Damage: 50-150 (based on level) (+55% AP) ⇒ 50-200 (based on level and W rank) (+55% AP)
  • removedThree’s NOT a Party: Bonus attack speed granted while Azir has 3 soldiers spawned has been removed

E - Shifting Sands

  • Magic Damage: 60/100/140/180/220 (+ 55% AP) ⇒ 60/100/140/180/220 (+ 40% AP)

Caitlyn

Base armor decreased, base attack damage decreased.

It doesn't take an ace detective to see that Caitlyn is the queen of ADCs in Pro play right now. As the wielder of a sniper rifle, she's entitled to her long range and punchy auto-attacks, but only while they’re within reason. After these changes she'll be a bit easier to kill when caught and you’ll have a bit more time to find that opening.

Base Stats

  • Base Armor: 28 ⇒ 27
  • Base Attack Damage: 62 ⇒ 60

Fizz

W mana restoration increased. E - Playful damage adjusted, mana cost decreased.

Fizz still hasn't found his land legs this season. While he performs adequately against most immobile mages, his more common AD matchups are having a field day bullying him. In these tough matchups, Fizz finds himself having to choose between using spells to dodge abilities or kill minions, but their enormous mana costs make each choice feel like a lose-lose. We’ll be increasing his mana in lane so that Fizz will have a few more casts of E - Playful/Trickster in lane, but he will still need to weigh the costs of wave clearing versus having kill pressure.

W - Seastone Trident

  • Mana Restored: 20/28/36/44/52 ⇒ 30/40/50/60/70 (note: this is 100% of mana cost)

E - Playful/Trickster

  • Magic Damage: 70/120/170/220/270 (+90% AP) ⇒ 80/130/180/230/280 (+90% AP)
  • Mana Cost: 90/95/100/105/110 ⇒ 75/80/85/90/95

Gangplank

Passive damage decreased. E now shows all players how many kegs Gangplank has, keg recharge rate increased.

Gangplank is currently in the top 25% of champions for "Win rate loss due to low-mastery players trying and failing." Thus, a balanced Gangplank is likely one who rests below 50% win rate until that trend changes. So let's talk tactics: Gangplank has armed himself with the newly buffed Essence Reaver and Navori Quickblades. Suddenly, he has very short cooldowns and no mana cost concerns. Accepting that these items are his core build now, he still needs to have appropriate downtime. In addition, now that he builds substantial AD and Critical Strike Chance, Trial by Fire is just dealing too much damage.

Passive - Trial by Fire

  • Bonus True Damage: 55-310 (+ 100% bonus AD) (+ 0-200 based on critical chance) ⇒ 50-250 (+ 100% bonus AD) (+ 0-200 based on critical chance)

E - Powder Keg

  • newKegs Ahoy!: All players will now be able to see the number of kegs Gangplank has available beneath his mana bar.
  • Keg Recharge Rate: 18/17/16/15/14 seconds ⇒ 18 seconds at all ranks

Jinx

Attack speed growth increased. W mana cost decreased, slow increased. R damage cap to monsters increased.

Jinx hasn’t been popping off thanks to the IE or Navori second purchase changes, and her power isn’t quite up to par with her marksmen peers, so we’re comfortable giving her a little more oomph. These changes should help W feel more effective with only one point in it while the R changes are to help Jinx have a shot at those sweet cross map Baron steals.

Base Stats

  • Attack Speed Growth: 1% ⇒ 1.36%

W - Zap!

  • Mana Cost: 50/55/60/65/70 ⇒ 40/45/50/55/60
  • Slow: 30/40/50/60/70% ⇒ 40/50/60/70/80%

R - Super Mega Death Rocket!

  • Damage Cap Against Monsters: 800 ⇒ 1200

Kennen

Q cooldown decreased, magic damage increased. W range indicator for marked targets added. E damage to minions increased.

Kennen has been lacking an exciting mage feeling for a while now. Additionally, his farming, especially under turret, makes the champion difficult for players to pick up and find success. We also wanted to give Kennen players a range indicator on W to help clarify the range at which Kennen can hit enemy champions when they're marked, which should be especially useful when fighting near minions.

Q - Thundering Shuriken

  • Cooldown: 8/7/6/5/4 seconds ⇒ 7/6.25/5.5/4.75/4 seconds
  • Magic Damage: 75/120/165/210/255 (+ 75% AP) ⇒ 75/125/175/225/275 (+ 85% AP)

W - Electrical Surge

  • newShock Zone: A range indicator will be visible to Kennen when an enemy champion becomes marked.

E - Lightning Rush

  • Damage to Minions Modifier: 50% ⇒ 65%

LeBlanc

Q now refunds 100% of mana and 30% of cooldown upon killing a unit, now deals bonus damage to minions. R bonus damage to minions is replicated on R > Q cast.

LeBlanc's always struggled with a balancing act between clearing waves and assassination power. In solo queue, she boasts one of the highest average kills, but also has some of the lowest average minions killed. That means that players that can perfectly last hit with auto attacks and save their W for trading, get a much larger jump in power compared to other champions. This has resulted in LeBlanc being… well, not the strongest champion. We're aiming to smooth out her power curve so that if LeBlanc players want to guarantee some last hits, they're sacrificing a small cooldown without completely losing out on their Mana pool and lane pressure.

Q - Sigil of Malice

  • newMana for Magic Tricks: Killing a unit with either part of Sigil of Malice restores 100% of the Mana Cost and 30% of the spell's remaining cooldown.
  • newMinions, Disappear!: Sigil of Malice now deals an additional 10-146 (levels 1-18) damage to minions.

R - Mimic

  • newMimic - Sigil of Malice: R > Q will now mimic the bonus damage to minions of the original ability.

Pantheon

Base health regeneration decreased, attack speed increased. Q cooldown decreased early, mana cost decreased, Q tap windup time decreased. E cooldown increased late.

Pantheon has been underperforming in the top lane lately, and his mid lane power has performed even worse. While we do support Pantheon’s ability to flex into mid, this round of buffs is intended to help his performance in top lane more. We’re also addressing some game health concerns around how much Pantheon can access his E in the late game when speccing into Ability Haste builds.

Base Stats

  • Base Health Regeneration per 5 Seconds: 7.5 ⇒ 6
  • Attack Speed: 0.644 ⇒ 0.658

Q - Comet Spear

  • Cooldown: 13/11.75/10.5/9.25/8 seconds ⇒ 11/10.25/9.5/8.75/8 seconds
  • Mana Cost: 30 ⇒ 25
  • Q Tap Windup Time: 0.25 seconds ⇒ 0.2 seconds

E - Aegis Assault

  • Cooldown: 22/20.5/19/17.5/16 seconds ⇒ 22/21/20/19/18 seconds

Qiyana

Q base damage increased. E cooldown decreased.

Qiyana, like other roaming mid laners, has been struggling to find success recently. We’re introducing a bit more damage into her kit and some cooldown on her mobility spell so she’s able to move around the map a bit more.

Q - Edge of Ixtal/Elemental Wrath

  • Physical Damage: 50/80/110/140/170 (+75% bonus AD)⇒ 50/85/120/155/190 (+75% bonus AD)

E - Audacity

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

Rammus

Attack damage growth decreased. Q base damage decreased.

Rammus is still powerful after everything has shaken out in the jungle. We’re tapping down a bit of his damage so he's a little less of a murderadillo but still able to keep his core strengths intact.

Base Stats

  • Attack Damage Growth: 3.5 ⇒ 2.75

Q - Powerball

  • Magic Damage: 100/130/160/190/220 (+100% AP) ⇒ 100/125/150/175/200 (+100% AP)

Rumble

E magic resist shred increased, total shred on two hits increased.

Rumble is very sad and definitely not overheating, especially in his primary role of top lane. He's historically been an early spiking champion whose entire power budget is wrapped up in his ability to win the first few team fights. This time we’re giving him some tools aimed at scrapping it out in the late game.

E - Electro Harpoon

  • Magic Resist Shred on One Harpoon Hit: 10% ⇒ 12/14/16/18/20%
  • Magic Resist Shred on Two Harpoons Hit: 20% ⇒ 24/28/32/36/40%

Samira

Passive movement speed per stack increased.

Samira was nerfed in patch 13.4 as a way to address her early game snowballing and drain tanking. However, this nerf went too far and made her weak when she was supposed to be balanced. These changes simply walk back the severity of some of those nerfs. You still shouldn't have to ban her, but now Samira players should be able to enjoy playing Samira.

Passive - Daredevil Impulse

  • Movement Speed per Stack: 1/2/3/4% per stack (maxed out at 6-24%) ⇒ 2/2.5/3/3.5% per stack (maxed out at 12-21%)

Tryndamere

Health growth and AD growth increased.

Tryndamere has fallen a bit behind in terms of his power levels, but rather than buffing his early game, these buffs should help Tryndamere to scale better into the match with a bit more survivability and some harder hitting auto attacks.

Base Stats

  • Health Growth: 112 ⇒ 115
  • Attack Damage Growth: 3.7 ⇒ 4

Twitch

E AP ratio decreased.

Oh, AP Twitch. You're one of my favorite champions. You're also overpowered. You're also INCREDIBLY frustrating to play against if you don't have to actually lane, since you can be anywhere at any time. At least Evelynn has to wait until level 6. That's the worst part of it, honestly. Back off of Evelynn's niche, you jerk. I'd say you stink, but you'd probably like that.

E - Contaminate

  • Magic Damage per Stack: 35% AP ⇒ 30% AP

Xayah

E base damage decreased, cooldown increased.

Xayah’s buffs in patch 13.1 ended up going a bit too far, bumping her into the upper echelons of AD carries. Players are finally catching on to her soaring power levels, so she needs to be addressed. We’re happy with her higher attack speed, but she’s simply dealing too much damage right now.

E - Bladecaller

  • Physical Damage: 55/65/75/85/95 (+60% bonus AD) ⇒ 50/60/70/80/90 (+60% bonus AD)
  • Cooldown: 10/9.5/9/8.5/8 seconds ⇒ 11/10.5/10/9.5/9 seconds

Yorick

Bonus damage from Ghouls decreased.

This patch we’ll be nerfing Yorick's uninteractive blast-you-with-ghouls playstyle so that being caught by one E with lethality builds doesn't end your life. This should bring down the overall power of this frustrating playstyle, but we’ll be keeping an eye out to make sure Yorick isn’t completely underground after these changes.

E - Mourning Mist

  • Ghoul Bonus Damage: 40% ⇒ 30% (Note: this is applied up to 8 times per Ghoul).

Zed

Base magic resist decreased. E cooldown decreased late.

In 12.23's hotfix, we hit Zed's late game E - Shadow Slash cooldown along with a few other nerfs to bring down his winrate and ban rate. These succeeded, but left Zed's late-game combos feeling pretty awkward and eliminated some of his cooler shadow shenanigans. We think his winrate is in a pretty good spot for a quick, combo-centric assassin, so we're adding a small nerf in exchange for reverting the original cooldown change.

Base Stats

  • Magic Resist: 32 ⇒ 29

E - Shadow Slash

  • Cooldown: 5/4.75/4.5/4.25/4 seconds ⇒ 5/4.5/4/3.5/3 seconds

Jungle Adjustments

Counter Jungling


We experimented with junglers having advantages in their own jungle for clearing camps to disincentivize early counter jungling and keep newer jungle players from getting dominated from minute one. Early invades and steals are among the more miserable experiences in the role and a major contributor to players not opting into jungle.

That being said, the costs to the rest of the game with respect to early ganking safety and some higher level strategy have seemed too high, so we're pulling this mechanic back. We’re glad we've explored this and we always believe it's worth trying changes that we think can help rather than being afraid of the potential downsides.
  • Counter Jungling Damage: Junglers deal 20% increased damage to their own camps and scuttle ⇒ ALL CAMPS

Jungle Camp Gold


We introduced the jungle treat system in Preseason, which was a large influx of gold into the jungle and pulled a fair bit of gold away from individual camps. This swung the meta heavily toward gankers, so we're compensating some gold back into camps now that we've drained some from treats.
  • Blue Sentinel: 80 ⇒ 90 gold
  • Gromp: 70 ⇒ 80 gold
  • Krugs (Medium): 5 ⇒ 10 gold
  • Krugs (Small): 13 ⇒ 14 gold
  • Greater Murk Wolf: 50 ⇒ 55 gold
  • Crimson Raptor (Large): 30 ⇒ 35 gold
  • Raptors (Small): 7 ⇒ 8 gold
  • Red Brambleback: 80 ⇒ 90 gold

Jungler Lane Experience


Junglers can get very ahead of their enemies by sapping early lane experience on ganks or when catching waves for dead allies. We think junglers who commit to early ganks should fall behind in experience to an enemy who is regularly farming, so this change should help reinforce that.
  • Jungler Lane Experience: 75% of total experience ⇒ 40-75% (scaling from 0-14 minutes)

Sweeping Lens

Sweeping lens was a very powerful tool for clearing out vision and forcing enemies to play safe or risk dying to the enemy jungler. While this nerf will be felt more in the early game, it should also help tune down vision denial throughout the game as a whole.
  • Ability Power: 90-60 seconds ⇒ 120-60 seconds (based on average level)

Items

Cosmic Drive

Cosmic Drive has been niche and unpopular for a while now. This stat change aims to make this item a more attractive purchase for damage-focused mages.
  • Cooldown: Fiendish Codex + Aether Wisp + Ruby Crystal + 850 gold ⇒ Fiendish Codex + Aether Wisp + Amplifying Tome + 815g
  • removedHealth Given: 200 health ⇒ 0 health
  • Ability Power: 65 AP ⇒ 90 AP

Plated Steelcaps

Plated Steelcaps will now check for a much wider range of auto attacks so that when you bonk someone with a staff it really will be protected by Steelcaps.
  • newAn Auto’s an Auto, No Matter the Code: Steelcaps now looks for all auto attacks for its damage reduction rather than auto attacks tagged with just auto attack and nothing else.

Seraph’s Embrace

Seraph's got a breath of new (old?) life with the return of its shield and Ability Power, quickly becoming one of the most powerful mage items. As a result, most of the current meta mid-laners are those who can purchase Archangel's and use it to the fullest. We're doing a small efficiency nerf here to bring the outlier down a bit. However, our longer term goal is to increase mage item satisfaction and the overall power of the class by trimming some power from it’s stronger itemization options while simultaneously buffing its weaker ones.
  • Ability Power: 80 AP ⇒ 70 AP
  • Health: 250 ⇒ 200

Archangel’s Staff




  • Ability Power: 80 AP ⇒ 70 AP

Runes

Grasp of the Undying

Healing from runes has crept up over time due to the durability patch last year and other system buffs like the updated tank items from preseason. These changes aim to slightly lower that "invisible" healing not coming from items.

Grasp of the Undying has been benefitting fighters more than tanks with the power of its heal, and this change aims to lower the overall power of the heal component and increase the stacking tank stats to make the change feel less painful for its tank users.
  • removedPercent of Maximum Health Healing: 1.7% (melee champions)/1.02% (ranged champions) ⇒ 1.2% + 3 (melee champions)/0.72% +1.8 (ranged champions)
  • Maximum Health Gained: 5 (melee champions)/3 (ranged champions) ⇒ 7 (melee champions)/4 (ranged champions)

Triumph

This Triumph change is meant to be a net nerf that flattens the extremes of the rune leading to slightly more healing when it matters less (high hp) and slightly less healing when it matters more (low hp) with an even breakpoint around the 35% hp mark.
  • Heal on Takedowns: 10% of missing health ⇒ 2.5% of maximum health (+5% of missing health)

ARAM Adjustments

As a follow up to our /dev: State of Modes post, we’ll be making a few adjustments to ARAM this patch. In case you haven’t already, make sure to check out the full article here.

First things first, we’re starting by removing the tower rubble from the Howling Abyss. Ultimately, we’re making this call because the rubble didn’t meet player expectations for what ARAM should be—a series of chaotic teamfights with non-stop action. Unfortunately, the rubble alongside the vision games it brought with it were just too much to be a healthy addition to ARAM, but we appreciate your patience as we tested it out!
  • removedTa-ta Towers: Tower rubble has been removed from the game.

We’re also doing some work this patch to make Howling Abyss turrets a bit more lethal in the mid and late game as they haven’t been much of a threat recently. We’re also adding a defensive Inhibitor Turret buff which should help teams protect themselves against enemies taking two towers in quick succession.

Outer Turrets

  • Turret Damage: 185 base, scaling to 233 over 8 minutes ⇒ 185 base, scaling to 293 over 12 minutes
  • Turret Armor: 70 base, scaling to 78 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes
  • Turret Magic Resist: 75 base, scaling to 83 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes
  • newDefenses Down: Once the game has reached 12 minutes, Outer Turret Armor and Magic Resist will be set to 40

Inhibitor Turrets

  • newFortification Buff: When your team’s outer turret falls, this turret receives 30% Damage Reduction for 60 seconds.
  • Turret Damage: 195 base, scaling to 243 over 8 minutes ⇒ 195 base, scaling to 375 over 15 minutes
  • Turret Armor: 70 base, scaling to 78 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes
  • Turret Magic Resist: 75 base, scaling to 83 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes

Nexus Turrets

  • Turret Damage: 175 base, scaling to 223 over 8 minutes ⇒ 195 base, scaling to 375 over 15 minutes
  • Turret Armor: 70 base, scaling to 78 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes
  • Turret Magic Resist: 75 base, scaling to 83 over 8 minutes ⇒ 75 base, scaling to 96 over 8 minutes

Brush Changes

  • Perfectly Balanced: Adjusted the placement of the 3 brushes in the center of the bridge to be exactly equidistant so Blue team no longer has a half-Teemo’s worth of distance advantage when running to their brush.

Balance Adjustments - Buffs

  • Hecarim: Damage Dealt: 100% ⇒ 105%

Balance Adjustments - Nerfs

  • Annie: Damage Dealt: 100% ⇒ 95%; Shielding Modifier: 100% ⇒ 80%
  • Ryze: Damage Dealt: 110% ⇒ 105%
  • Udyr: Damage Dealt: 105% ⇒ 100%

Clash - Bilgewater Cup

A quick reminder that the first Clash tournament of the year is upon us! Here’s a look at the upcoming Bilgewater Cup dates:
  • Weekend 1 Registration Begins: March 6 @ 11:00 AM (Local Time)
  • Weekend 1 Tournament Days: March 11 and 12 (~4-7 PM Local, varies by region)
  • Weekend 2 Registration Begins: March 20 @ 11:00 AM (Local Time)
  • Weekend 2 Tournament Dates: March 25 and 26 (~4-7 PM Local, varies by region)

Champion Pricing Update

In case you missed it, we announced that we’ll be altering our champion pricing structure this patch—you can read more details behind this change in the announcement post here. This update is scheduled to go into effect during patch 13.7, so plan accordingly!

TL;DR: New champions will still be released at 7800 BE and 975 RP, and after a week they’ll be dropped to 6300 BE and 975 RP, and after seeing 2 seasons of play they will be dropped into one of the corresponding price tiers:
  • 450 BE / 260 RP: Champions that are awesome for new players. These have a strong fantasy and an approachable kit that our data suggests helps folks find success early. Examples include Malphite, Miss Fortune, and Yuumi.
  • 1350 BE / 585 RP: Champions that are a bit more complex than the lower tier, but still approachable for interested folks. These will have more nuanced skill checks in their play patterns, but maintain reasonable skill floors and have proven to be fan favorites. Examples include Yasuo, Lucian, and Sett.
  • 3150 BE / 790 RP: Champions that have a larger degree of difficulty or specialization in their play. These will often have steeper learning curves to climb before one sees consistent success with them. Examples include LeBlanc, Shaco, and Yorick.
  • 4444 BE / 880 RP: Only perfection and beauty are allowed at this tier. HAHAHAHA.
  • 4800 BE / 880 RP: The majority of the roster will live here.
  • 6300 BE / 975 RP: Champions that have come out in the past two seasons, after which they will move to the tier above after the next season starts.
  • 7800 BE / 975 RP: Champions that have come out in the past week.

Behavioral Systems

AFKs are a common problem in League games, but our data shows us that most players who leave games do so infrequently enough that they don’t ever get a penalty. We know that sometimes disconnects happen, but we still want to ensure we still provide a reminder that leaving games always hurts your teammates. For more information on how leaverbuster works check out this article. We are continually updating and revising our systems to improve your experience in-game, so we’ll be keeping an eye on this addition as it rolls out.
  • AFK Timeout: There will now be a 1-minute queue delay penalty for all players that AFK or leave games.
  • No More Immunity: Fixed a bug where sometimes frequent leavers would not get a penalty.

32 Bit Client Depreciation

Support for 32-bit Windows OS will be deprecated on April 4, 2023. After this date a 64-bit version of Windows will be required to play League of Legends and Teamfight Tactics. For more details, please see our minimum spec requirements.

“What does this mean?”, “Do I need to do anything?!”

Well for those who are already on 64-bit operating systems and hardware (which is 99.9% of players) you won’t notice a difference when we stop supporting 32-bit and you won’t need to do anything. However, for those that are playing on a 32-bit operating system, starting in 13.7 you’ll start to get a message in the client telling you that the client may stop working in the future for you. We’re giving some time to message this heads up before we fully stop supporting 32-bit operating systems both in the patch notes and in the launcher, but in the future you’ll need to be playing on 64-bit capable hardware, and 64-bit operating systems in order to keep playing League.

Why is the League team doing this?

As with other decisions we’ve made in the past like deprecating XP and Vista, continuing to release new content while maintaining older hardware requires significant investment both from a development and a testing standpoint. By removing some of these barriers, we can continue to push the boundaries of new features while delivering engaging player experiences. While we don’t have any direct targeted improvements to communicate to you just yet regarding this migration, it will be something that leads into our continued investments in the future of League.

Competitive

Dodge penalties are increasing proportionally to the LP increases in patch 13.4.
  • First dodge: -3 LP ⇒ -5 LP
  • Subsequent dodges: -10LP ⇒ -15 LP

Bugfixes & QoL Changes

Champion Select QoL Changes

  • Role and text filters will clear when you lock in a ban or champion, as well as when you exit champion select or dodge.
  • Chroma selection for a skin will no longer reset when switching between different skins.

Bugfixes

  • Fixed a bug that caused Watchful Wardstone’s wards to not display the ward placement preview.
  • Fixed a bug that caused Rift Herald’s icon to persist throughout the game if killed at a specific time.
  • Fixed a bug that caused Rakan’s E - Battle Dance’s VFX to persist after the shield it gave was broken.
  • Fixed a bug that caused Ravenous Hydra’s cleave to not proc correctly.
  • Fixed a bug that caused the player’s HP bar to be displayed over certain parts of the HUD.
  • Fixed a bug that caused Aurelion Sol’s Q - Breath of Light to not account for mana regeneration and discontinue the cast when at max rank.
  • Fixed a bug that caused Azir’s range indicator to display incorrectly while controlling Sand Soldiers to attack.
  • Fixed a bug that caused Kalista’s bonded champion to not see her R - Fate’s Call VFX on their screen while they were ulted.
  • Fixed a bug that caused Draven to cash out his passive if an enemy was executed by Aurelion Sol’s E execute.
  • Fixed a bug that caused Azir and Sivir’s interaction VO’s to not play.
  • Fixed a bug that caused enemies ulted by Lee Sin’s R - Dragon Rage to sometimes not knock up their allies.
  • Fixed a bug that caused Viego’s Q and E range indicators to mimic Aurelion Sol’s Q after his possession of Aurelion Sol ended.
  • Fixed a bug that caused Aurelion Sol’s R - Falling Star VFX to not been seen if cast inside of terrain.
  • Fixed a bug that caused Viego to be unable to enter Mordekaiser’s R - Death Realm after he had possessed Malzahar.
  • Fixed a bug that caused Fiora’s W to not prevent damage from Zeri’s Q passive.
  • Fixed a bug that caused Annie’s E - Molten Shield’s reflect damage to not proc Spellthief.
  • Fixed a bug that caused K’Sante ulting an enemy exactly as they die to cause his ultimate to go on cooldown.
  • Fixed a bug that caused Akali’s E - Shuriken Flip to let her escape Mordekaiser’s R - Death Realm.
  • Fixed a bug that caused Caitlyn’s Passive - Headshot to cancel the empowered basic attack if the basic attack was issued outside of her attack range.
  • Fixed a bug that caused the Rod of Ages icon to not disappear from player’s inventories if the item was purchased and refunded.
  • Fixed a bug that caused Ezreal’s W to be able to be proc’d by Q - Mystic Shot while blocked by Shen’s W - Spirits Refuge.
  • Fixed a bug that caused Nunu’s W - Biggest Snowball Ever to get stuck in place if he released it exactly as he appeared outside the Fog of War.
  • Fixed a bug that caused Tahm Kench’s ultimate to sometimes not correctly interact with Radiant Virtue.
  • Fixed a bug that caused R - Daisy to not despawn following Ivern’s death.
  • Fixed a bug that caused Aurelion Sol’s Q to not last an infinite amount of time when fully maxed.
  • Fixed a bug that caused Mundo to not immediately gain base health from his R - Maximum Dosage.
  • Fixed a bug that caused base Veigar’s evil laugh to not play upon getting a kill with his R - Primordial Burst.
  • Fixed a bug that caused Kindred’s VO’s when buying jungle items to not play correctly.

Skin Fixes

  • Mythmaker Garen now has separate SFX when attacking turrets.
  • Updated Store/Champion Select/Collections images for the following chroma sets: Battle Bunny Miss Fortune, Astronaut Ivern & K/DA ALL OUT Ahri BADDEST.
  • Arcana Rakan: His arm no longer moves in unnatural way during certain idle animations.
  • Star Guardian Rakan: His body no longer remains visible after dying.

Mythic Shop Rotation

Now Available

  • Prestige Broken Covenant Miss Fortune

Upcoming Skins & Chromas

Patch 13.4 notes

Launch sequence ready to begin. Rockets ready. Check. Engine on. Check. Slippery sea creature and shocked Yordle. Check? PATCH 13.4 IS A GO, LIFTOFF!

We’ve got a doozy of a patch for you this week with 28 balance adjustments! In this patch all of the support gold income items get fine tuned, clear speed time is being slowed down a tad, Maokai gets his power trimmed, Thresh is getting hooked on a new skill level order, and Veigar (our favorite short king) gets some range increases on his abilities. In other news, we’re introducing the /muteself and /deafen functions, party chat, and finally increasing the amount of LP gained per win. But be careful, the amount you lose has increased as well.

Looking to make some sick LP gains on the convergence? In that case, you should really check out the TFT patch notes here!
Lilu "RiotRiru" Cabreros

Patch Highlights

Astronaut Fizz, Astronaut Ivern, Astronaut Kennen, Astronaut Singed, and Astronaut Xerath will be available February 24, 2023.

Champions

Ahri

Base health increased, base armor increased. R cooldown decreased.

While she saw a lot of time in the spotlight last season, Ahri disappeared when her mains needed her most, partly because of the nerfs she saw going into Worlds. Even after one buff she’s still having a hard time keeping up with her competition, struggling to find positive trades or use her Spirit Rush aggressively. We’re slightly increasing her base durability so she has an easier time in lane before roaming like the free fox she is.

Base Stats

  • Base Health: 570 ⇒ 590
  • Base Armor: 18 ⇒ 21

R - Spirit Rush

  • Cooldown: 140/115/90 seconds ⇒ 130/105/80 seconds

Alistar

Passive ally heal increased. Q AP scaling increased. W AP scaling increased.

Despite our best intentions, Alistar lost out last patch. Turns out his teamfight healing is pretty important. For those of you who are fans of Wizard Cow, he doesn't appear to be very good as a mage and we're not intending for that to be the case any time soon. These AP ratio buffs are simply to make stat shards and other sources of Ability Power feel good.

Passive - Triumphant Roar

  • Ally Heal: 6% of Alistar’s maximum health ⇒ 7% of Alistar’s maximum health (Note: This is approximately equal to pre-patch teammate heal values.)

Q - Pulverize

  • Magic Damage: 60/100/140/180/220 (+70% AP) ⇒ 60/100/140/180/220 (+80% AP)

W - Headbutt

  • Magic Damage: 55/110/165/220/275 (+90% AP) ⇒ 55/110/165/220/275 (+100% AP)

Amumu

Health growth decreased, armor growth decreased. W percent health damage decreased.

Amumu is an incredibly strong jungler, specifically in lower skill levels. His late game baseline power tends to disproportionately affect that bracket, so we’re looking to address that skill skew with these changes. His support gameplay will catch some stray nerfs here, which is fine since he’s also quite powerful there.

Base Stats

  • Health Growth: 100 ⇒ 94
  • Armor Growth: 4.2 ⇒ 4.0

W - Despair

  • Magic Damage per Tick: 6/8/10/12/14 (+1/1.25/1.5/1.75/2% (+ 0.25% per 100 AP) of target maximum health ⇒ 6/8/10/12/14 (+ 1/1.15/1.3/1.45/1.6% (+0.25% per 100 AP) of target maximum health

Anivia

Health growth decreased, armor growth decreased.

Outside of one rather blue man, Anivia’s been one of the biggest winners from the Seraph’s x Rod of Ages buffs. She’s now getting much more value out of her newfound durability, thriving against shorter ranged targets. We’re bringing down her durability scaling a bit in exchange for the newly found durability in her items. This should help opponents punish Anivia more when her cooldowns are, well… down.

Base Stats

  • Health Growth: 96 ⇒ 92
  • Armor Growth: 5.2 ⇒ 4.9

Annie

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

Annie and Tibbers have made a big impact on the rift following their most recent gameplay updates. While we believe Annie deserves to be effective, she is overperforming relative to her peers in both Mid and Support, and could do with a little less power. We are aiming to bring down her base health pool to give opponents early counter-play, reduce her ambient damage from her shield, and limit the summon frequency of Tibbers now that he's more of a threat on the Rift.

Base Stats

  • Base Health: 594 ⇒ 560

E - Molten Shield

  • Shield Retaliation Magic Damage: 30/45/60/75/90 (+ 40% AP) ⇒ 25/35/45/55/65 (+ 40% AP)

R - Summon: Tibbers

  • Cooldown: 120/100/80 seconds ⇒ 130/115/100 seconds

Aphelios

Passive bonus attack speed increased.

Aphelios’ big brain doesn't have quite enough wrinkles to find wins in solo queue nor enough fans in pro play. As such, Aphelios is receiving some relatively simple buffs. The choice of attack speed on his W rank up is to make the choice between attack speed and lethality a tight one, giving smart players one more avenue for optimizing their damage.

Passive - The Hitman and the Seer (Weapon Master)

  • Bonus Attack Speed: 7.5/15/22.5/30/37.5/45% ⇒ 9/18/27/36/45/54%

Azir

Mana adjusted. W soldier recharge time increased. E damage increased. R damage increased.

After Kassadin and Ryze received nerfs earlier this year, Azir has become the go-to mid laner in pro play (imagine that), which is a throne the emperor has resided upon comfortably for years. These changes are meant to lower his oppressive early lane pressure and give him compensation that likely results in overall buffs in the hands of non-pros.

Base Stats

  • Base Mana: 480 ⇒ 380
  • Mana Growth: 21 ⇒ 36

W - Arise!

  • Soldier Recharge Time: 9/8.25/7.5/6.75/6 seconds ⇒ 10/9/8/7/6 seconds

E - Shifting Sands

  • Magic Damage: 60/90/120/150/180 (+ 40% AP) ⇒ 60/100/140/180/220 (+ 55% AP)

R - Emperor's Divide

  • Magic Damage: 175/325/475 (+ 60% AP) ⇒ 200/400/600 (+75% AP)

Cho'gath

Armor growth increased. Q mana cost decreased, base damage increased. W mana cost decreased.

Cho'Gath is a champion that has fallen behind in the meta due to his lackluster late game presence where his damage falls off significantly and his mana costs make it hard for him to stay out on the map after a single fight. These changes are aimed at relieving some of these issues and making Cho feel better to play.

Base Stats

  • Armor Growth: 4.7 ⇒ 5

Q - Rupture

  • Mana Cost: 60 ⇒ 50
  • Magic Damage: 80/135/190/245/300 (+100% AP) ⇒ 80/140/200/260/320 (+100% AP)

W - Feral Scream

  • Mana Cost: 70/80/90/100/110 ⇒ 70/75/80/85/90

Elise

Q base damage decreased. Spiderling base damage decreased.

Elise has been lethal recently, and between her clear speed and potent first blood threat, she’s becoming the queen of the jungle instead of the queen of spiders. We’re reducing some base damage on her Q to curb first blood potential and tapping down spiderling damage to slow her clear a tad so she isn’t head and thorax above the competition.

Q - Venomous Bite

  • Magic Damage: 70/105/140/175/210 (+8% (+3% per 100 AP) target's missing hp) ⇒ 60/90/120/150/180 (+8% (+3% per 100 AP) target's missing hp)

R - Spider Form

  • Spiderling Magic Damage: 10/15/20/25 (levels 1/6/11/16) ⇒ 8/14/20/26 (levels 1/6/11/16)

Jarvan IV

W cooldown increased, shield strength AD scaling decreased.

Last patch we gave Jarvan a shiny new AD ratio which did wonders for his W. Unfortunately it also pushed him into the top tier of junglers. While we like his shield having some real power, we’re rolling back a bit of the buff last patch so he’s just a bit less durable when he’s snowballing a lead.

W - Golden Aegis

  • Cooldown: 8 seconds ⇒ 9 seconds
  • Shield Strength: 60/80/100/120/140 (+80% bonus AD) ⇒ 60/80/100/120/140 (+70% bonus AD)

Jax

Base health increased, health growth increased. E AP ratio adjusted, damage calculation adjusted. R passive on-hit damage decreased, bonus armor and magic resist decreased early.

Jax is intended to be a late game monster, but his recent update made him a bit too strong during his laning phase, especially once he gets a point into his new ultimate. We're hitting his early game with a small nerf while leaving his powerful late game intact. We’re also adjusting his E so it's more rewarding with the more attacks you dodge.

Base Stats

  • Base Health: 685 ⇒ 665
  • Health Growth: 99 ⇒ 100

E - Counter Strike

  • newALL THE DAMAGE: Dodging attacks now increases the entire damage of the spell, no longer just the base damage.
  • Minimum Magic Damage: 55/85/115/145/175 (+100% AP) (+4% of target's maximum health) ⇒ 55/85/115/145/175 (+70% AP) (+4% of target's maximum health)
  • Maximum Magic Damage: 110/170/230/290/350 (+100% AP) (+4% of target's maximum health) ⇒ 110/170/230/290/350 (+140% AP) (+8% of target's maximum health)

R - Grandmaster-At-Arms

  • Passive On-Hit Damage: 80/120/160 (+60% AP) ⇒ 60/110/160 (+60% AP)
  • Bonus Armor for First Champion Hit: 25/45/65 (+40% bonus AD) ⇒ 15/40/65 (+40% bonus AD)
  • Bonus Magic Resist for First Champion Hit: 15/27/39 (+24% bonus AD) ⇒ 9/24/39 (+24% bonus AD)

Malphite

W cooldown decreased, armor scaling on W attacks increased.

Malphite's sustained damage as a tank juggernaut is fairly underwhelming at the moment. So we’re aiming to keep his damage relevant throughout the game and allow him to have higher uptime on W for more powerful auto resets throughout a longer fight.

W - Thunderclap

  • Cooldown: 12/11.5/11/10.5/10 seconds ⇒ 10/9.5/9/8.5/8 seconds
  • Empowered Attacks Physical Damage: 30/45/60/75/90 (+20% AP) (+10% armor) ⇒ 30/45/60/75/90 (+ 20% AP) (+ 15% armor)
  • Cone Physical Damage: 15/25/35/45/55 (+30% AP) (+15% armor) ⇒ 15/25/35/45/55 (+30% AP) (+20% armor)

Maokai

Q damage increased. E cooldown increased, base damage decreased, AP ratio decreased, slow HP ratio increased, slow AP ratio decreased.

Maokai is way too strong right now and incredibly frustrating with his sapling bombs which are meant to be zoning/vision tools, NOT damage ones. While AP tree is a compelling build, there's no risk to crafting a glass cannon when no one ever comes near to it. The Sapling cooldown nerfs will hit tank Maokai and he seems balanced at the moment, so we're compensation buffing Bramble Smash.

Q - Bramble Smash

  • Magic Damage: 70/120/170/220/270 (+2/2.25/2.5/2.75/3% of target's maximum health) (+40% AP) ⇒ 70/120/170/220/270 (+2/2.5/3/3.5/4% of target's maximum health) (+40% AP) (Note: This nets out at about a 7% damage increase.)

E - Sapling Toss

  • Cooldown: 10 seconds ⇒ 14 seconds
  • Magic Damage: 55/80/105/130/155 (+5% bonus health) (+35% AP) ⇒ 50/75/100/125/150 (+5% bonus health) (+25% AP) (Note: damage is still doubled when Saplings are placed in brush.)
  • Brush Empowered Sapling Slow: 45% (+0.9% per 100 bonus health) (+4% per 100 AP) ⇒ 45% (+1% per 100 bonus health) (+1% per 100 AP)

Orianna

Base armor increased. W mana cost decreased.

Orianna is still stuck as an understudy after her last round of buffs where we didn’t quite go far enough to make the buff meaningfully impactful. We’re giving her a teeny bit more power in hopes that the ballerina can finally, once again, take her shot at the main stage.

Base Stats

  • Base Armor: 17 ⇒ 20

W - Command: Dissonance

  • Mana Cost: 70/75/80/85/90 ⇒ 60/65/70/75/80

Riven

Passive bonus AD scaling adjusted, now deals 50% of bonus damage to towers, stack resource bar added.

Riven is intended to be a very high mastery champion and we don’t think her current state is supporting a type of play that allows her to masterfully snowball her leads into wins. We’re getting rid of her atypical passive scaling to make it more early-skewed and less spikey, while letting her passive do a little extra damage to towers so she can be a more powerful side lane threat.

Passive - Runic Blade

  • Bonus AD: 30/36/42/48/54/60% (levels 1/6/9/12/15/18) total AD ⇒ 30-60% (levels 1-18) (Note: Now scales linearly, gaining 1.75% bonus AD per level)
  • newTIMBER: Runic Blade bonus damage is now applied to towers, but only deals 50% of the increased damage.
  • newCheck out these stacks: Riven’s passive stacks are now shown as a resource bar (visible to self only).

Samira

Passive early movement speed reduced. R lifesteal effectiveness reduced.

Samira has been performing exceptionally well for several months now and her ban rate has skyrocketed. These changes are hopefully a win for everyone: those who are frustrated victims will be less frustrated and Samira mains will find she's still strong but actually available to pick! Everyone's happy!

Passive - Daredevil Impulse

  • Movement Speed: 3.5% per stack ⇒ 1/2/3/4% per stack at levels 1/6/11/16

R - Inferno Trigger

  • Life Steal Effectiveness: 66.7% ⇒ 50%

Senna

Attack ratio increased. R damage increased, cooldown decreased.

Senna has fallen behind in terms of strength and popularity lately and, on top of that, her core items are receiving nerfs this patch. These buffs aim to compensate for those power losses and give her some power in the rest of her kit. We’re buffing R’s cooldown and damage to make it more relevant as an offensive tool post-durability patch, and buffing Senna's attack speed ratio to promote her build diversity through Kraken Slayer.

Base Stats

  • Attack Ratio (Attack Speed per 100% bonus Attack Speed): 0.30 ⇒ 0.40

R - Dawning Shadow

  • Physical Damage: 250/375/500 (+100% bonus AD) (+70% AP) ⇒ 250/400/550 (+115% bonus AD) (+70% AP)
  • Cooldown: 160/140/120 seconds ⇒ 140/120/100 seconds

Thresh

Q damage increased, cooldown decreased late. W cooldown adjusted, shield strength decreased. E damage increased.

Q>E>W is Thresh's most popular yet least powerful skill build order. It's currently optimal to max W early and Q late. E is cool. Thresh is at his best when he's throwing out hooks, navigating short range combat, and overall controlling the battlefield (as opposed to primarily throwing out enhanced shields to his allies). These AP ratio buffs are essentially scaling damage buffs because he gets 1 AP per soul and these are here to give him some more choice in considering light AP itemization and runes.

Q - Death Sentence

  • Magic Damage: 100/145/190/235/280 (+80% AP) ⇒ 100/150/200/250/300 (+90% AP)
  • Cooldown: 19/17/15/13/11 seconds ⇒ 19/16.5/14/11.5/9 seconds (Note: Landing a Death Sentence still reduces its cooldown by 3 seconds.)

W - Dark Passage

  • Cooldown: 22/20.5/19/17.5/16 seconds ⇒ 21/20/19/18/17 seconds
  • Base Shield Strength: 50/75/100/125/150 ⇒ 50/70/90/110/130

E - Flay

  • Magic Damage: 75/110/145/180/215 (+ 60% AP) ⇒ 75/115/155/195/235 (+ 70% AP)

Udyr

Health growth decreased, base armor decreased. Q On-hit damage decreased. R increased slow decreased.

Since Udyr's VGU, we've spent quite a few patches working on the power balance between each of his stance maxes as well as his overall power. As a result, his winrates for different stances have fluctuated greatly, but his overall winrate has been relatively stable. Now that we're more happy about how each stance expresses power (Wilding Claw for AS/AD heavy DPS builds and Wingborne Storm for utility), we're taking a bigger swing at Udyr's total power level, which has been a cut above other junglers since Preseason.

Base Stats

  • Health Growth: 98 ⇒ 92
  • Base Armor: 34 ⇒ 31

Q - Wildling Claw

  • Bonus Physical Damage On-Hit: 5/11/17/23/29/35 (+30% bonus AD) ⇒ 5/11/17/23/29/35 (+25% bonus AD)

R - Wingborne Storm

  • Increased Slow: 25/28/31/34/37/40% ⇒ 20/23/26/29/32/35%

Veigar

Q range increased. W range increased.

Veigar is a bit short on the winrate. While buffing his damage could definitely return him to his former glory, we want to avoid situations where Veigar outplays his opponents with a masterful Q+R display of skill. Instead, we're giving the immobile mage a bit more leeway when farming and poking around dangerous enemies. He'll still have to risk himself for big Event Horizons or Primordial Burst, but this should give him some nice breathing room in other situations.

Q - Baleful Strike

  • Range: 950 ⇒ 1050

W - Dark Matter

  • Range: 900 ⇒ 950

Viego

Q passive damage can now critically strike. R AD scaling increased.

We’re buffing Viego because he’s the king. On a more serious note, Viego’s been struggling to find more than just love recently with his declining solo queue and pro strength. Now that he’s in a weaker spot, we’re comfortable giving him some measured buffs to bring his power levels up a little in a way that will reward higher risk/higher reward builds. Hail to the king, baby!

Q - Blade of the Ruined King

  • newShot Through the Heart: The passive damage from Q on basic attacks can now critically strike.

R - Heartbreaker

  • Physical Damage: 12/16/20% (+3% per 100 bonus AD) of target's missing health ⇒ 12/16/20% (+5% per 100 bonus AD) of target's missing health

Items

Demonic Embrace

Demonic has been a strong contributor for enhanced clear speed times, especially on the likes of a few top tier picks like Maokai, Udyr, and Amumu. We’re now capping Demonic’s damage against monsters so it isn’t quite as effective

  • newDon’t Gaze into the Jungle: Azakana’s Gaze is now capped at 40 damage per second against monsters.

Doran’s Shield

Doran's Shield is a very strong early game purchase for both tanks and fighters that makes a lot of champions feel less punishable than desired. This nerf aims to lower the passive healing without discouraging interaction based healing.

  • Base Health Regeneration: 6 health per 5 seconds ⇒ 4 health per 5 seconds

Support Item Adjustments

Since the Durability Update, ranged supports have reigned supreme and melee supports have had to rely much more on finding early lane kills. Our goal with these changes is to even out the power of the two classes (alongside the champion specific buffs from 13.3) by more closely syncing the time supports get their ward upgrades and improving the balance of health regeneration and spell spamming in lane.

Relic Shield

  • Base Health Regeneration: 25% ⇒ 50%

Targon’s Buckler

  • Base Health Regeneration: 50% ⇒ 75%

Spectral Sickle

  • Charge Generation Time: 10 seconds ⇒ 12 seconds

Harrowing Crescent

  • Charge Generation Time: 10 seconds ⇒ 12 seconds

Spellthief’s Edge

  • Bonus Mana Regeneration: 50% ⇒ 25%
  • Charge Generation Time: 10 seconds ⇒ 12 seconds

Frostfang

  • Bonus Mana Regeneration: 75% ⇒ 50%
  • Charge Generation Time: 10 seconds ⇒ 12 seconds

Shard of True Ice

  • Bonus Mana Regeneration: 115% ⇒ 100%

Steel Shoulderguards

  • Base Health Regeneration: 25% ⇒ 50%

Runesteel Spaulders

  • Base Health Regeneration: 50% ⇒ 75%

Runes

Magical Footwear

Pro players are sometimes going Magical Footwear and selling the boots when they get them to use the gold to accelerate their mythic item purchases. This circumvents the original intent of the item (to grant you boots) so we want to bring down the power level of this particular strategy.

  • newUsed Magic Discount: Magical Footwear will now only sell for 30% of the value of boots, 90 gold. Normal boots and tier 2 boots sell value is unchanged.

Treasure Hunter

Treasure Hunter is far and away one of the best runes to pick up in your secondary rune tree for almost all champions. It is currently contributing to a lot of early snowballing, so we’re taking away some of the gold that helped it become a top-tier rune.

  • Gold per Stack: 70+20 per Bounty Hunter Stack (550 gold total) ⇒ 50+20 per Bounty Hunter Stack (450 gold total)

Jungle Adjustments

Rift Herald

Shelly's range is fairly prohibitive for moving her into positions outside of the baron pit that you can use to your advantage. We're removing her soft reset state where when patience ends and she runs back and can be picked up by the enemy team, so now on contested Shelly’s you can disengage and not lose your objective instantly to the enemy team.

  • Leash Range: 1100 ⇒ 1200
  • newShelly Ain’t Soft: Rift Herald no longer has a soft reset state and will hard reset when its patience runs out, immediately running back to its original position.

Gromp

Lord Gromp is currently so durable that he's very hard to counter jungle and his time tax on full clears is too high. We’re pulling down his durability a tad (which will scale his late game durability by even more).

  • Base Health: 2200 ⇒ 2050

Sustain

Early sustain in the jungle could use a helping hand, so we’re bringing it up just a tad. Remember, this is multiplied by up to x2.25 based on missing HP (which will happen many times in a clear).

  • Base Heal from Monster Kills: 25 ⇒ 30

Clear Speed

AP Junglers have a very generous ratio on their companion’s damage and now that the meta is dominated by these champions it seems that ratio is a bit too generous. Demonic Embrace after the changes to jungle HP scaling in preseason made it THE preeminent jungle clear item and put a lot of pressure on tank/bruiser junglers to purchase the item to clear effectively. It should still be a powerful spike for clearing and killing but shouldn't be quite so overbearing in the PvE aspects of the jungle compared to other options and builds.

  • Jungle Companion Damage: 16 (+ 10% bonus AD) (+ 15% AP) (+ 10% bonus armor) (+ 10% bonus magic resistance) (+ 3% bonus health) true damage ⇒ 16 (+ 10% bonus AD) (+ 12% AP) (+ 10% bonus armor) (+ 10% bonus magic resistance) (+ 3% bonus health) true damage

Kill Experience

Early game League of Legends has become very snowbally. We're paring down early leads from kills so that when someone gets ahead early into a game they don't get so far ahead so fast.

  • Level 1: 42 experience (15% of level) ⇒ 42 experience (15% of level)
  • Level 2: 114 experience (30% of level) ⇒ 114 experience (30% of level)
  • Level 3: 186 experience (39% of level) ⇒ 144 experience (30% of level)
  • Level 4: 258 experience (44% of level) ⇒ 174 experience (30% of level)
  • Level 5: 330 experience (49% of level) ⇒ 204 experience (30% of level)
  • Level 6: 402 experience (52% of level) ⇒ 234 experience (30% of level)
  • Level 7: 434 experience (49% of level) ⇒ 308 experience (35% of level)
  • Level 8: 500 experience (51% of level) ⇒ 392 experience (40% of level)
  • Level 9: 515 experience (48% of level) ⇒ 486 experience (45% of level)
  • Level 10: 590 experience (50% of level) ⇒ 590 experience (50% of level)

Comeback Kill Experience

Especially in the jungle, kills could quickly swing players back into parity with opponents who are substantially ahead from other actions. Comeback mechanics in League are built to get you within a fighting chance of the opponent, but the comeback system on kills brought you up to their level. This shouldn't be a major shift to leveling in league but it should mean level leads are a little bit stickier.

  • Catchup Kill Experience Gained: 16% per level difference between you and the champion killed ⇒ 20% per level difference (beyond the first) between you and the champion killed

ARAM Balance Adjustments

Champions

  • Aurelion Sol: Damage Dealt: 105% ⇒ 100%, Damage Received: 95% ⇒ 100%

Summoner Spells

  • Mark/Dash (aka Snowball): You can now cast Mark while rooted. The Dash spell is still unusable while rooted however.

Death Timers

All ARAM Death Timers have been reverted to their 12.22 values.
  • Level 3: 12 seconds ⇒ 10 seconds
  • Level 4: 16 seconds ⇒ 12 seconds
  • Level 5: 19 seconds ⇒ 14 seconds
  • Level 6: 21 seconds ⇒ 16 seconds
  • Level 7: 23 seconds ⇒ 18 seconds
  • Level 8: 25 seconds ⇒ 20 seconds
  • Level 9: 26 seconds ⇒ 22 seconds
  • Level 10: 27 seconds ⇒ 24 seconds
  • Level 11: 28 seconds ⇒ 26 seconds
  • Level 12: 30 seconds ⇒ 28 seconds
  • Level 13:32 seconds ⇒ 30 seconds
  • Level 14: 34 seconds ⇒ 32 seconds
  • Level 15: 36 seconds ⇒ 34 seconds
  • Level 16: 38 seconds ⇒ 36 seconds
  • Level 17: 40 seconds ⇒ 38 seconds
  • Level 18: 42 seconds ⇒ 40 seconds

Clash - Bilgewater Cup

The first Clash tournament of the year is coming up next month! Here’s a look at the upcoming Bilgewater Cup dates:
  • Weekend 1 Registration Begins: March 6 @ 11:00 AM (Local Time)
  • Weekend 1 Tournament Days: March 11 and 12 (~4-7 PM Local, varies by region)
  • Weekend 2 Registration Begins: March 20 @ 11:00 AM (Local Time)
  • Weekend 2 Tournament Dates: March 25 and 26 (~4-7 PM Local, varies by region)

Introducing Party Chat

Party chat is a new chat channel that allows you to chat just to your pre-made party members. Chat channels indicate who will see the messages you send, which was previously limited to team and all chat. The chat console will now show the chat channels receiving your messages to the left of your chat bar. You can toggle between the different channels with commands or the [tab] key, and change which channels are active for you in your settings. For quick access to party chat you can use the /party, /pt, or /p commands. Incoming Party chat messages will be indicated with [Party] before the message. Party chat will be the default chat setting for new players.

Behavioral Systems

New commands for /muteself and /deafen are available in-game. We have seen players use the automatic chat abuse detection and muting feature in order to mute themselves, which is a misuse of that system. Given players do want to use this functionality, we are providing ways for players to mute themselves without needing to use inappropriate language to do so.
  • /muteself will prevent you from using text chat as well as notify other players you have muted yourself. You can undo this by using /muteself again
  • /deafen will prevent you from using text chat AND prevent yourself from seeing chat from other players, as well as notify other players you have muted yourself. You can undo this by using /deafen again

Refund Tokens

In the 13.1 Patch Notes we mentioned that Refund Tokens would be deprecated due to internal technical challenges with supporting an older refund system. However, after some reassessment of the situation and a focused effort from our teams over the last several weeks, we’ve identified a path forward to maintain the refund token system that has been present prior to this year. We apologize for the mixed messaging, but ultimately want to thank you for your feedback on this. We also won't be backtracking on the 3 refund tokens that we granted to each player at the beginning of the season.

As a quick refresher on the system: Players will accumulate one (1) refund token each year up to a max total of three (3) tokens per account. The same eligibility rules will apply and can be found in more detail on the support website.

With the preservation of this system, this means the next token refresh will occur at the start of Season 14.

Competitive

Ranked progression at the beginning of a season starts out strong, but as it progresses it can become more difficult to see movement in your rank. We want to make it easier to move both up and down in rank so that your ranked journey is more eventful overall. Right now moving your rank can feel like pushing a boulder up a hill, so our goal is that if you have a solid session you’ll get to see your rank increase. Ranked hasn’t had large changes in a while now, so as usual, we’re open to your feedback and may make further changes down the road. If you want to learn more about the relationship between MMR and rank, check out this player support article.
  • LP win and loss amount when your visible rank approximately matches your MMR from 15 ⇒ 22. All gain and loss values are increased across the board.
A duo in a match has more of an advantage over the solo players in their match than they should right now, so we’re making a change which should result in them being put in games with higher skilled players on both sides. We’ll continue to monitor and may nudge this value over the next few patches.
  • Slightly increased the skill rating in matchmaking for duo players in Ranked Solo/Duo.
  • Split point progression will now be shown on the ranked end-of-game progression screen.

Mythic Shop Rotation

Now Available

  • Prestige K/DA ALL OUT Kai’Sa
  • Prestige Coven Zyra
  • Mythic Chroma Project Ashe

Leaving the Mythic Shop

  • Prestige Dragonmancer Volibear
  • Prestige K/DA Ahri
  • Mythic Chroma Storm Dragon Lee Sin

Bugfixes & QoL Changes

Rune Recommender

  • Rune recommendations have been added to the standard rune page editor.
  • The rune recommender will now remember which role you selected until you switch champions.
  • Rune page selection defaults to the temporary slot if a recommended page was used in the prior game instead of your first permanent rune page. If no rune page has been selected, a recommended page will be randomly selected 6 seconds before the end of champion select.
  • Improved audio of the rune recommender and champion select.

Champion Select

  • Reworked pick order and champion swapping UI for greater clarity. Pick order swapping has a new interaction, while champion swapping has been reverted to what it was before pick order swapping was introduced.

Bugfixes

  • Fixed a bug that caused All Chat to show up as [[All]] instead of [All].
  • Fixed a bug that caused Kayle to permanently lose attack speed from certain AP sources after hitting level 16.
  • Fixed a bug that caused the end-of-game screen to not display total wards placed.
  • Fixed a bug that caused Varus’ W - Blighted Quiver to not display stack VFX on enemies that temporarily disappeared from vision.
  • Fixed a bug that caused summoner spell recommendations to occasionally be incorrect.
  • Fixed a bug that caused the number of Control Wards in your inventory to not be displayed correctly.
  • Fixed a bug that caused Poppy’s R - Keeper’s Verdict to have a shorter knock up duration than intended #JusticeforHammers
  • Fixed a bug that caused K’Sante the travel the full charge distance for his W - Path Maker if he channeled a recall during the ability.
  • Fixed a bug that caused Rell’s E - Attract and Repel to sometimes give multiple stacks of armor to allies.
  • Fixed a bug that sometimes caused Kai’Sa’s next basic attack to not consume plasma stacks after using her E - Supercharge.
  • Fixed a bug that caused Orianna’s R - Command: Shockwave to move enemies further away from the ball if her ultimate was cast on the enemy’s exact location.
  • Fixed a bug that caused Tahm Kench’s R - Devour to break ally Dr. Mundo and Malzahar passive spell shields.
  • Fixed a bug that caused jungle camps to share XP if an ally is 0 units away from the monster when slain.
  • Fixed a bug that caused shop purchase sound effects to not play in specific situations, especially when spam clicking.
  • Fixed a bug that caused Mythic item VFX to play even when a mythic item was not being purchased.
  • Fixed a bug that caused Jarvan’s W - Golden Aegis tooltip calculation to not account for its new AD ratio.
  • Fixed a bug that caused Kassadin’s E - Force Pulse sound effect to not play when it was ready to be cast.
  • Fixed a bug that caused Qiyana’s passive cooldown to not apply to her target when casting Q > W > Q rapidly.
  • Fixed a bug that caused Aurelion Sol’s R - The Skies Descend shockwave to be delayed or canceled if using Zhonya’s while casting.
  • Fixed a bug that caused Ivern’s base skin to not play multiple voice lines.
  • Fixed a bug that caused the red ring indicator for Nami’s Q - Aqua Prison to be difficult to see for enemies.
  • Fixed a bug that caused K’Sante to be able to use his W - Path Make while in Stasis due to Zhonya’s or Stopwatch.
  • Fixed a bug that caused Bel’Veth’s E - Maelstrom sound effect to repeatedly only play the initial sound effect throughout the duration.
  • Fixed a bug that caused some Ezreal skins to not display the critical strike on-hit visual effects.
  • Fixed a bug that caused swapping one item in your inventory with another item that had a cooldown would reflect the items cooldown over the moved item.
  • Fixed a bug that caused Jak’Sho’s in-game descriptions to display the value of damage from it’s passive instead of its scaling.
  • Added a sound effect which will now play when Seraph’s Embrace’s Lifeshield is proc’d.
  • Fixed a bug that caused Eclipse/Syzgy visual effects for the item’s passive to play, even if the item had already been sold.
  • Fixed a bug that caused Fizz’s Q - Urchin Strike to not apply any spell effects unless W had already been learned.
  • Fixed a bug that caused Tibbers to sometimes not attack the target closest to its cast location.
  • Fixed a bug that caused Lee Sin’s W - Safeguard to not grant allies shields after he cast his 2nd Q into Baron’s hitbox.
  • Fixed a bug that caused Pyke’s “Your Cut” to display a sell price despite not being sellable.
  • Fixed a bug that caused Teemo’s Mushrooms to visually multiply if her threw a shroom while standing on top of another shroom.
  • Fixed a bug that caused Aether Wisp’s movement speed effect to remain a few seconds after the item had been sold.
  • Fixed a bug that caused Radiant Virtue’s percent heal number in the item tooltip to be inaccurate.
  • Fixed a bug that caused champions to be able to escape Mordekaiser’s R - Death Realm under certain conditions.
  • Fixed a bug that caused Malzahar’s E - Malefic Visions to not proc Manaflow Band if it spreads multiple times.
  • Fixed a bug that caused Gangplank’s R - Cannon Barrage upgrades to not display tooltips when hovered over.
  • Fixed a bug that caused Xerath’s emote sound effects to keep playing if he has interrupted the animation part way through.
  • Fixed a bug that caused Ezreal’s capes on a few skins to not act like capes.
  • Fixed a bug that caused Ornn’s passive to make a lower-grade item disappear if it was in the slot right in front of Ornn’s mythic item.
  • Fixed a bug that caused AoE abilities like Gragas Q or Lux E to reveal the caster from Fog of War, even if the ability did not deal damage.
  • Fixed a bug that caused Bel’Veth’s E and R animations to stutter if she queued her E while casting R.

Skin Specific Fixes

  • PROJECT: Senna: Her gun no longer disappears during R- Dawning Shadow cast
  • Prestige Porcelain Lissandra: Visibility of the fog around her body is no longer affected by the camera zoom
  • Battlecast Alpha Skarner: Restored red glow on chainsaw teeth after hitting an enemy with Q - Crystal Slash
  • Academy Ahri Ahriversary Chroma: Fixed missing eyes texture
  • Kha'Zix (Classic, Mecha, Death Blossom Skins): Champion's model no longer disappears while evolving R - Void Assault
  • Star Guardian Janna: Restored VFX overlay on enemy hit with W - Zephyr
  • Infernal Nasus: Restored VFX overlay appearing for the moment while casting R - Fury of the Sands
  • Crime City Twitch: Restored basic attack & Spray and Pray projectiles' visibility
  • Battle Wolf Sylas: several particle types (e.g Sheen, Teemo's Poison) are once again properly aligned with his body parts
  • Bewitching Poppy: restored proper animation speeds for Fast Run and Homeguard
  • Mythmaker Galio: R - Heroes Entrance VFX Decal's visibility in the river has been improved

Aurelion Sol Bugfixes and QoL Updates

  • Fixed a bug that caused Astral Flight takeoff to stop The Skies Descend's shockwave from happening.
  • Canceling Breath of Light + Astral Flight with a move command now properly sets Breath of Light cooldown to 0.
  • Only Aurelion Sol's Breath of Light (Astral Flight) has 0 cooldown during flight (sorry Viego).
  • Aurelion Sol's execution health bar indicator should now show on champion clones.
  • Singularity's damage over time will now be properly removed regardless of which dimension (Mordekaiser's Death Realm) the target is in.
  • Casting Astral Flight into an outer wall when right next to it will no longer permanently prevent the ability from being cast.
  • Aurelion Sol's Breath of Light will no longer get stuck in states where it is being cast while the button is no longer being held down when using Quick Cast.
  • When casting Astral Flight with a large amount of Stardust towards the edge of the map, Aurelion Sol's flight path will no longer be at an incorrect angle.
  • Breath of Light is no longer able to be spam tapped.
  • Canceling Breath of Light within 0.25 seconds of casting the ability now locks the ability for 1 second.
  • Updated Breath of Light below the line text to reflect Breath of Light lockout on cancellation.
  • Casting Singularity, Falling Star, or The Skies Descend outside of cast range during Astral Flight now will instead cast them at max range.
  • Casting Singularity, Falling Star, or The Skies Descend within 200 units of cast range when not in Astral Flight will cast the ability at max range rather than making Aurelion Sol move to a closer location.
  • When Aurelion Sol is able to cast The Skies Descend there is a global chat message sent to both teams.
  • SFX updates for champ select, and the storm dragon and ashen lord skins.
  • Fixed a bug that caused Mecha Aurelion Sol’s Pink Chroma to use base ultimate impact visual effects.
  • Fixed a bug that caused Aurelion Sol’s E -Singularity to repeat damage in the area, even after the ability had faded away.
  • Fixed a bug that caused Aurelion Sol’s Q - Breath of Light to continue channeling even after the button had been released.
  • Fixed a bug that caused mecha Aurelion Sol’s sound effects to play too loudly.
  • Fixed a bug that caused Aurelion Sol’s ability descriptions to not show up in death recap.

Upcoming Skins & Chromas

The following skins will be released in this patch:

The following chromas will be released this patch: